Gompertz function in Ruby - ruby

I am not a mathematician, but I'm trying to generate a sequence of numbers that will, when plotted, produce a Gompertz curve starting at x=0. I would like to be able to specify the asymptote and the length of this curve
Wikipedia says the formula is:
y(t)=ae^{be^{ct}}
where a is the upper asymptote
b,c are negative numbers
b sets the displacement along the x axis (translates the graph to the left or right)
c sets the growth rate (y scaling)
e is Euler's Number (e = 2.71828...)
This is what I've got,
def gompertz(asymptote, length)
seq = (0..length) # these will be my y values
seq.map do |t|
asymptote * Math::E ** # ae to the power of...
(-1 * Math::E) ** # be, to the power of...
(t * -1) # ct
end
end
But when I put in the figures from the wikipedia illustrations( asymptote = 1, b = -4, c = -2 ), and a length of 10 I get this:
gompertz(1, 10)
=> [2.718281828459045, 1.0184843989442722, 1.0003355189017822, 1.0000061442312291, 1.000000112535181, 1.0000000020611537, 1.0000000000377514, 1.0000000000006914, 1.0000000000000127, 1.0000000000000002, 1.0]
Obv, the first plot is above the asymptote! I'm getting something seriously wrong here. Can you help?

It looks like you are exponentiating b to the power (t * -1). What you want is
b * (Math::E ** (t * -1) )
instead of
(b * Math::E ** (t * -1) )

Related

Algorithm to solve a Hacker earth problem

I have been working on a Hackerearth Problem. Here is the problem statement:
We have three variables a, b and c. We need to convert a to b and following operations are allowed:
1. Can decrement by 1.
2. Can decrement by 2.
3. Can multiply by c.
Minimum steps required to convert a to b.
Here is the algorithm I came up with:
Increment count to 0.
Loop through till a === b:
1. Perform (x = a * c), (y = a - 1) and (z = a - 2).
2. Among x, y and z, choose the one whose absolute difference with b is the least.
3. Update the value of a to the value chosen among x, y and z.
4. Increment the count by 1.
I can get pass the basic test case but all my advance cases are failing. I guess my logic is correct but due to the complexity it seems to fail.
Can someone suggest a more optimized solution.
Edit 1
Sample Code
function findMinStep(arr) {
let a = parseInt(arr[0]);
let b = parseInt(arr[1]);
let c = parseInt(arr[2]);
let numOfSteps = 0;
while(a !== b) {
let multiply = Math.abs(b - (a * c));
let decrement = Math.abs(b - (a - 1));
let doubleDecrement = Math.abs(b - (a - 2));
let abs = Math.min(multiply, decrement, doubleDecrement);
if(abs === multiply) a = a * c;
else if(abs === decrement) a -= 1;
else a -= 2;
numOfSteps += 1;
}
return numOfSteps.toString()
}
Sample Input: a = 3, b = 10, c = 2
Explanation: Multiply 3 with 2 to get 6, subtract 1 from 6 to get 5, multiply 5 with 2 to get 10.
Reason for tagging both Python and JS: Comfortable with both but I am not looking for code, just an optimized algorithm and analytical thinking.
Edit 2:
function findMinStep(arr) {
let a = parseInt(arr[0]);
let b = parseInt(arr[1]);
let c = parseInt(arr[2]);
let depth = 0;
let queue = [a, 'flag'];
if(a === b ) return 0
if(a > b) {
let output = Math.floor((a - b) / 2);
if((a - b) % 2) return output + 1;
return output
}
while(true) {
let current = queue.shift();
if(current === 'flag') {
depth += 1;
queue.push('flag');
continue;
}
let multiple = current * c;
let decrement = current - 1;
let doubleDecrement = current -2;
if (multiple !== b) queue.push(multiple);
else return depth + 1
if (decrement !== b) queue.push(decrement);
else return depth + 1
if (doubleDecrement !== b) queue.push(doubleDecrement);
else return depth + 1
}
}
Still times out. Any more suggestions?
Link for the question for you reference.
BFS
A greedy approach won't work here.
However it is already on the right track. Consider the graph G, where each node represents a value and each edge represents one of the operations and connects two values that are related by that operation (e.g.: 4 and 3 are connected by "subtract 1"). Using this graph, we can easily perform a BFS-search to find the shortest path:
def a_to_b(a, b, c):
visited = set()
state = {a}
depth = 0
while b not in state:
visited |= state
state = {v - 1 for v in state if v - 1 not in visited} | \
{v - 2 for v in state if v - 2 not in visited} | \
{v * c for v in state if v * c not in visited}
depth += 1
return 1
This query systematically tests all possible combinations of operations until it reaches b by testing stepwise. I.e. generate all values that can be reached with a single operation from a, then test all values that can be reached with two operations, etc., until b is among the generated values.
In depth analysis
(Assuming c >= 0, but can be generalized)
So far for the standard-approach that works with little analysis. This approach has the advantage that it works for any problem of this kind and is easy to implement. However it isn't very efficient and will reach it's limits fairly fast, once the numbers grow. So instead I'll show a way to analyze the problem in depth and gain a (far) more performant solution:
In a first step this answer will analyze the problem:
We need operations -->op such that a -->op b and -->op is a sequence of
subtract 1
subtract 2
multiply by c
First of all, what happens if we first subtract and afterwards multiply?
(a - x) * c = a * c - x * c
Next what happens, if we first multiply and afterwards subtract?
a * c - x'
Positional systems
Well, there's no simplifying transformation for this. But we've got the basic pieces to analyze more complicated chains of operations. Let's see what happens when we chain subtractions and multiplications alternatingly:
(((a - x) * c - x') * c - x'') * c - x'''=
((a * c - x * c - x') * c - x'') * c - x''' =
(a * c^2 - x * c^2 - x' * c - x'') * c - x''' =
a * c^3 - x * c^3 - x' * c^2 - x'' * c - x'''
Looks familiar? We're one step away from defining the difference between a and b in a positional system base c:
a * c^3 - x * c^3 - x' * c^2 - x'' * c - x''' = b
x * c^3 + x' * c^2 + x'' * c + x''' = a * c^3 - b
Unfortunately the above is still not quite what we need. All we can tell is that the LHS of the equation will always be >=0. In general, we first need to derive the proper exponent n (3 in the above example), s.t. it is minimal, nonnegative and a * c^n - b >= 0. Solving this for the individual coefficients (x, x', ...), where all coefficients are non-negative is a fairly trivial task.
We can show two things from the above:
if a < b and a < 0, there is no solution
solving as above and transforming all coefficients into the appropriate operations leads to the optimal solution
Proof of optimality
The second statement above can be proven by induction over n.
n = 0: In this case a - b < c, so there is only one -->op
n + 1: let d = a * c^(n + 1) - b. Let d' = d - m * c^(n + 1), where m is chosen, such that d' is minimal and nonnegative. Per induction-hypothesis d' can be generated optimally via a positional system. Leaving a difference of exactly m * c^n. This difference can not be covered more efficiently via lower-order terms than by m / 2 subtractions.
Algorithm (The TLDR-part)
Consider a * c^n - b as a number base c and try to find it's digits. The final number should have n + 1 digits, where each digit represents a certain number of subtractions. Multiple subtractions are represented by a single digit by addition of the subtracted values. E.g. 5 means -2 -2 -1. Working from the most significant to the least significant digit, the algorithm operates as follows:
perform the subtractions as specified by the digit
if the current digit is was the last, terminate
multiply by c and repeat from 1. with the next digit
E.g.:
a = 3, b = 10, c = 2
choose n = 2
a * c^n - b = 3 * 4 - 10 = 2
2 in binary is 010
steps performed: 3 - 0 = 3, 3 * 2 = 6, 6 - 1 = 5, 5 * 2 = 10
or
a = 2, b = 25, c = 6
choose n = 2
a * c^n - b = 47
47 base 6 is 115
steps performed: 2 - 1 = 1, 1 * 6 = 6, 6 - 1 = 5, 5 * 6 = 30, 30 - 2 - 2 - 1 = 25
in python:
def a_to_b(a, b, c):
# calculate n
n = 0
pow_c = 1
while a * pow_c - b < 0:
n += 1
pow_c *= 1
# calculate coefficients
d = a * pow_c - b
coeff = []
for i in range(0, n + 1):
coeff.append(d // pow_c) # calculate x and append to terms
d %= pow_c # remainder after eliminating ith term
pow_c //= c
# sum up subtractions and multiplications as defined by the coefficients
return n + sum(c // 2 + c % 2 for c in coeff)

Algorithm to find closest integer values that meet certain criteria

Edited to clarify the application by adding units (ml) and explaining the difficulty to measure wet reagents by units of 1/26. The word 'solution' was ambiguous because it was used to mean both a chemical solution as well as the solution to the problem.
Added results based on Edward's reply
The real world application is that I am trying to determine the closest "convenient" volumes to use when mixing reagents A and B to create a solution (in the wet chemistry sense) that best approximates a specific A:B ratio. Let's define "convenient" as divisible by 5.
Example
Given:
1. X = A/(A+B) * C
2. Y = B/(A+B) * C
3. X + Y = C
4. A, B, C always positive integer
// e.g. a 500ml solution (wet chemistry sense) C with a 1:25 ratio of A and B
A = 1
B = 25
C = 500
This gives the volumes to use of X and Y to create the solution (wet chemistry sense) with the proper A:B ratio.
X = 500/26 = ~19.23ml
Y = 12500/26 = ~480.77ml
C = 13000/26 = 500ml
These are the exact volumes create a total volume of 500ml, but trying to measure reagent volumes in units of 1/26ml is a challenge.
How to find "convenient values" (integer divisible by 5) for X, Y, and C that best approximate the exact values of X, Y, and C that would be multiples of 1/26? In this case I found as the closest "convenient" values for X, Y, C:
X = 20ml
Y = 500ml
C = 520ml
C in this case (520ml) is more than the required volume of 500ml, but it is more practical to physically measure the volumes of 20mL and 500mL than it would be to measure reagent volumes in 1/26ths. The extra 20mL is discarded, the cost for using nice values.
RESULTS BASED ON EDWARD'S ANSWER
A=1 B=25 C=500
X=20 Y=500 C2=520
A=1 B=20 C=500
X=25 Y=500 C2=525
A=1 B=100 C=500
X=5 Y=500 C2=505
A=1 B=75 C=500
X=10 Y=750 C2=760
A=1 B=50 C=900
X=20 Y=1000 C2=1020
One way to approach this would be to adjust C so that it absorbs the factor A+B. Then the ratio of A to B would be exact, and X, Y, and C would all be integers. Let D = 5*(A+B), C2 = ceiling(C/((double)D)) * D (round up so you get enough C), X = C2/(A+B)*A, Y = C2/(A+B)*B. If you want the closest value of C, use C2 = round(C/((double)D))*D instead.
If you're mixing chemicals, you probably want to round up rather than round to closest so you'll have enough with a little waste left over, which is better than not having enough.
You can phrase this as an optimization problem with an L1 (absolute value) objective function. (This is using a cannon to swat a mosquito, but I did it because I wanted to figure out about the L1 optimization.) I used the program glpsol from the GLPK package (open source). Here is my program:
param A, integer, >= 0;
param B, integer, >= 0;
param C, integer, >= 0;
var x, integer, >= 0;
var y, integer, >= 0;
var e1x, >= 0;
var e1y, >= 0;
minimize e1 : e1x + e1y;
subject to
c1 : (5*x - (C*A)/(A + B)) <= e1x;
c2 : ((C*A)/(A + B) - 5*x) <= e1x;
c3 : (5*y - (C*B)/(A + B)) <= e1y;
c4 : ((C*B)/(A + B) - 5*y) <= e1y;
solve;
printf "x=%g, y=%g, error=%g\n", x, y, e1;
data;
param A := 1;
param B := 25;
param C := 500;
Here is the output:
$ glpsol --model find_nice_integers.mod
[... snip ...]
x=4, y=96, error=1.53846
Here are some notes about how to handle absolute values in optimization problems.
So, you are given an integer number C and the ratio p:q between two other integer numbers A and B (i.e., A/B = p/q).
I will interpret your definition of convenient as requiring that X and Y are both multiple of 5 where
X = A / (A+B) * C'
Y = B / (A+B) * C'
C' is close to C
Replacing A/B with p/q we get
X = p / (p+q) * C'
Y = q / (p+q) * C'
Now, in order for X and Y to be integer both p * C' and q * C' must both be multiples of (p+q). And since we can assume that p:q is irreductible (i.e., p and q have no multiples in common) this means that C' must be divisible by p+q. In addition, C'/(p+q) must be multiple of 5. So, C' must be a multiple of 5*(p+q).
The multiple of 5*(p+q) that is closest to C is:
C' := round(C/(5*(p+q)))*5*(p+q)
Now we can calculate:
X := p/(p+q)*C'
Y := q/(p+q)*C'
and they are indeed multiple of 5 because C'/(p+q) is.
Let's see how this behaves with your example:
Inputs:
p = 1
q = 25
C = 500
Then
C' := round(500/5(1+25))*5*(1+25) = round(100/26)*5*26 = 4*5*26 = 520
Hence
X := p/(p+q)*C' = 1/(1+25)*4*5*26 = 1/26*4*5*26 = 4*5 = 20
Y := q/(p+q)*C' = 25/(1+25)*4*5*26 = 25/26*4*5*26 = 25*4*5 = 500.
Voila!
Let's first calculate optimal(float) A and B.
It could be Observed that optimal integer solutions are either {floor(A), ceiling(B)} or {ceiling(A), floor(B)}. So we simply try both and chose the answer with less error.

Find maximal x^y smaller than number

I have number A (build from digits 0,1,2,3). I want to find the smallest x and y, that if I do x^y i got the biggest number smaller than A
x^y <= A x^y is maximal
Plus x and y must not be decimal numbers, only "integers"
For example:
A = 7 => x^y = 2^2
A = 28 => x^y = 3^3
A = 33 => x^y = 2^5
etc
Edit:
As izomorphius suggested in comment, it will have always solution for x = A and y = 1. But that is not desirable result. I want x and y to be as much close numbers, as it can be.
A naive solution could be:
The "closest yet not higher" number to A by doing a^y for some constant a is:
afloor(log_a(A)) [where log_a(A) is the logarithm with base a of A, which can be calculated as log(A)/log(a) in most programming languages]
By iterating all as in range [2,A) you can find this number.
This solution is O(A * f(A)) where f(A) is your pow/log complexity
P.S. If you want your exponent (y) be larger then 1, you can simply iterate in range [2,sqrt(A)] - it will reduce the time complexity to O(sqrt(A) * f(A)) - and will get you only numbers with an exponent larger then 1.
It is not clear what you are asking, but I will try to guess.
We first solve the equation z^z = a for a real number z. Let u and v be z rounded down and up, respectively. Among the three candidates (u,u), (v,u), (u,v) we choose the largest one that does not exceed a.
Example: Consder the case a = 2000. We solve z^z = 2000 by numerical methods (see below) to get an approximate solution z = 4.8278228255818725. We round down an up to obtain u = 4 and v = 5. We now have three candidates, 4^4 = 256, 4^5 = 1023 and 5^4 = 625. They are all smaller than 2000, so we take the one that gives the largest answer, which is x = 4, y = 5.
Here is Python code. The function solve_approx does what you want. It works well for a >= 3. I am sure you can cope with the cases a = 1 and a = 2 by yourself.
import math
def solve(a):
""""Solve the equation x^x = a using Newton's method"""
x = math.log(a) / math.log(math.log(a)) # Initial estimate
while abs (x ** x - a) > 0.1:
x = x - (x ** x - a) / (x ** x * (1 + math.log(x)))
return x
def solve_approx(a):
""""Find two integer numbers x and y such that x^y is smaller than
a but as close to it as possible, and try to make x and y as equal
as possible."""
# First we solve exactly to find z such that z^z = a
z = solve(a)
# We round z up and down
u = math.floor(z)
v = math.ceil(z)
# We now have three possible candidates to choose from:
# u ** zdwon, v ** u, u ** v
candidates = [(u, u), (v, u), (u, v)]
# We filter out those that are too big:
candidates = [(x,y) for (x,y) in candidates if x ** y <= a]
# And we select the one that gives the largest result
candidates.sort(key=(lambda key: key[0] ** key[1]))
return candidates[-1]
Here is a little demo:
>>> solve_approx(5)
solve_approx(5)
(2, 2)
>>> solve_approx(100)
solve_approx(100)
(3, 4)
>>> solve_approx(200)
solve_approx(200)
(3, 4)
>>> solve_approx(1000)
solve_approx(1000)
(5, 4)
>>> solve_approx(1000000)
solve_approx(1000000)
(7, 7)

Efficient algorithm to determine range [a, b] of sin wave with interval

I have a sine wave whose parameters I can determine (they are user-input). It's of the form y=a*sin(m*x + t)
I'd like to know whether anyone knows an efficient algorithm to figure out the range of y for a given interval which goes from [0, x] (x is again another input)
For example:
for y = sin(x) (i.e. a=1, t=0, m=1), for the interval [0, 4] I'd like an output like [1, -0.756802]
Please keep in mind, m and t can be anything. Thus, the y-curve does not have to start (or end) at 0 (or 1). It could start anywhere.
Also, please note that x will be discrete.
Any ideas?
PS: I'll use python for implementing the algorithm.
Since function y(x) = a*sin(m*x + t) is continuous, maximum will be either at one of the interval's ends or at the maximum inside interval, in this case dy/dx will be equal to zero.
So:
1. Find values of y(x) at the ends of interval.
2. Find out if dy/dx == a * m cos (mx + t) have zero(s) in interval, find out values of y(x) at the zero(s).
3. Choose point where y(x) have maximum value
If you have greater than one period then the result is just +/- a.
For less than one period you can evaluate y at the start/end points and then find any maxima between the start/end points by solving for y' = 0, i.e. cos(m*x + t) = 0.
All the answers are more or less the same. Thanks guys=)
I think I'd go with something like the following (note that I am renaming the variable I called "x" to "end". I had this "x" at the beginning which denoted the end of my interval on the X-axis):
1) Evaluate y at 0 and "end", use an if-block to assign the two values to the correct PRELIMINARY "min" and "max" of the range
2) Evaluate number of evolutions: "evolNr" = (m*end)/2Pi. If evolNr > 1, return [-a, a]
3) If evolNr < 1: First find the root of the derivative, which is at "firstRoot" = (1/2m)*Pi - phase + q * 1/m * Pi, where q = ceil(m/Pi * ((1/2m) * Pi - phase) ) --- this gives me the first root at some position x > 0. From then on I know that all other extremes are within firstRoot and "end", we have a new root every 1/m * Pi.
In code: for (a=firstRoot; a < end; a += 1/m*Pi) {Eval y at a, if > 0 its a maximum, update "max", otherwise update "min"}
return [min, max]

shoot projectile (straight trajectory) at moving target in 3 dimensions

I already googled for the problem but only found either 2D solutions or formulas that didn't work for me (found this formula that looks nice: http://www.ogre3d.org/forums/viewtopic.php?f=10&t=55796 but seems not to be correct).
I have given:
Vec3 cannonPos;
Vec3 targetPos;
Vec3 targetVelocityVec;
float bulletSpeed;
what i'm looking for is time t such that
targetPos+t*targetVelocityVec
is the intersectionpoint where to aim the cannon to and shoot.
I'm looking for a simple, inexpensive formula for t (by simple i just mean not making many unnecessary vectorspace transformations and the like)
thanks!
The real problem is finding out where in space that the bullet can intersect the targets path. The bullet speed is constant, so in a certain amount of time it will travel the same distance regardless of the direction in which we fire it. This means that it's position after time t will always lie on a sphere. Here's an ugly illustration in 2d:
This sphere can be expressed mathematically as:
(x-x_b0)^2 + (y-y_b0)^2 + (z-z_b0)^2 = (bulletSpeed * t)^2 (eq 1)
x_b0, y_b0 and z_b0 denote the position of the cannon. You can find the time t by solving this equation for t using the equation provided in your question:
targetPos+t*targetVelocityVec (eq 2)
(eq 2) is a vector equation and can be decomposed into three separate equations:
x = x_t0 + t * v_x
y = y_t0 + t * v_y
z = z_t0 + t * v_z
These three equations can be inserted into (eq 1):
(x_t0 + t * v_x - x_b0)^2 + (y_t0 + t * v_y - y_b0)^2 + (z_t0 + t * v_z - z_b0)^2 = (bulletSpeed * t)^2
This equation contains only known variables and can be solved for t. By assigning the constant part of the quadratic subexpressions to constants we can simplify the calculation:
c_1 = x_t0 - x_b0
c_2 = y_t0 - y_b0
c_3 = z_t0 - z_b0
(v_b = bulletSpeed)
(t * v_x + c_1)^2 + (t * v_y + c_2)^2 + (t * v_z + c_3)^2 = (v_b * t)^2
Rearrange it as a standard quadratic equation:
(v_x^2+v_y^2+v_z^2-v_b^2)t^2 + 2*(v_x*c_1+v_y*c_2+v_z*c_3)t + (c_1^2+c_2^2+c_3^2) = 0
This is easily solvable using the standard formula. It can result in zero, one or two solutions. Zero solutions (not counting complex solutions) means that there's no possible way for the bullet to reach the target. One solution will probably happen very rarely, when the target trajectory intersects with the very edge of the sphere. Two solutions will be the most common scenario. A negative solution means that you can't hit the target, since you would need to fire the bullet into the past. These are all conditions you'll have to check for.
When you've solved the equation you can find the position of t by putting it back into (eq 2). In pseudo code:
# setup all needed variables
c_1 = x_t0 - x_b0
c_2 = y_t0 - y_b0
c_3 = z_t0 - z_b0
v_b = bulletSpeed
# ... and so on
a = v_x^2+v_y^2+v_z^2-v_b^2
b = 2*(v_x*c_1+v_y*c_2+v_z*c_3)
c = c_1^2+c_2^2+c_3^2
if b^2 < 4*a*c:
# no real solutions
raise error
p = -b/(2*a)
q = sqrt(b^2 - 4*a*c)/(2*a)
t1 = p-q
t2 = p+q
if t1 < 0 and t2 < 0:
# no positive solutions, all possible trajectories are in the past
raise error
# we want to hit it at the earliest possible time
if t1 > t2: t = t2
else: t = t1
# calculate point of collision
x = x_t0 + t * v_x
y = y_t0 + t * v_y
z = z_t0 + t * v_z

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