Just curious how to calculate the length of time it would take someone to read a paragraph with x characters and/or y words. Any thoughts on this?
I would toss the X characters idea. Humans don't read on a character by character basis; we recognize entire words as a whole per se.
Check this article on rates of reading. Studies showed a range of reading rates (measured in words per minute) based on the purpose for reading. We read slower if we are trying to maximize the amount of information we absorb, and very fast if we are searching for something in particular within a given text.
With that, you could use the average range to provide a range of time that a person would be expected to read your paragraph in given Y number of words.
If you want to get more accurate, you will have to add extra parameters, such as:
Language of text vs. major language of reader
Reading ability of reader
Reader fatigue
Average word length
Average word complexity (difficult to calculate)
Let’s say it’s 938 words. or if you use JavaScript you can do this
const blogPost = "article or blog post if its in a variable like this"
// get number of words in blogpost
const wordCount = blogPost.split(" ").length
Divide your total word count by 200.
You’ll get a decimal number, in this case, 4.69. The first
part of your decimal number is your minute. In this case,
it’s 4.
Take the second part — the decimal points — and
multiply that by 0.60. Those are your seconds. Round up
or down as necessary to get a whole second. In this case,
0.69 x 0.60 = 0.414. We’ll round that to 41 seconds.
The result? 938 words = a 4 minute, 41 second read.
But that’s really specific. Why not round that time to make things simpler for your reader? Anything less than 30 seconds gets ignored; anything more than 30 seconds gets rounded up to the next minute.
that rounding makes your 938-word article a 5-minute read.
I used an approximate 233 words per minute reading time as shown in the fiddle HERE.
Rounded up the result to one decimal using readingtime = +readingtime.toFixed(1);.
Cross checked the result with MS Word count and seems acceptable. Did also some stopwatch timing with reading time and seems reasonable.
The code for word count was taken from stackoverflow
Late response but hope it helps!
Related
How can I estimate time to read an article like docs.asp.net website
docs.asp.net
At the top of all articles, it says you need xxx minutes to read. I think they are using an algorithm to estimate time
How can I do that!
Thanks in advance
The words read per minute average is about 250-300, once you know this you just need to:
Get the article word count.
Divide this number by 275 (more or less).
Round the result to get a integer number of minutes.
According to a study conducted in 2012, the average reading speed of an adult for text in English is: 228±30 words, 313±38 syllables, and 987±118 characters per minute.
You can therefore calculate an average time to read a particular article by counting one of these factors and dividing by that average speed. Syllables per minute is probably the most accurate, but for computers, words and characters are easier to count.
Study Citation:
Standardized Assessment of Reading Performance: The New International Reading Speed Texts IReST by
Susanne Trauzettel-Klosinski; Klaus Dietz; the IReST Study Group, published in Investigative Ophthalmology & Visual Science August 2012, Vol.53, 5452-5461
A nice solution here, on how
to get an estimated read time of any article or blog post https://stackoverflow.com/a/63820743/12490386
here's an easy one
Divide your total word count by 200.
You’ll get a decimal number, in this case, 4.69. The first part of your decimal number is your minute. In this case, it’s 4.
Take the second part — the decimal points — and multiply that by 0.60. Those are your seconds. Round up or down as necessary to get a whole second. In this case, 0.69 x 0.60 = 0.414. We’ll round that to 41 seconds.
The result? 938 words = a 4 minute, 41 second read.
In reference to an answer already given to another question:
https://stackoverflow.com/a/1609686/1183608
I am working with this answer, however I am confused on the meaningfulness of calculating the acceptable_times array. I want to find out at what times of the day (schedule) are available for the specific time slot length, but the function for doing so in the above answer does not seem to satisfy that, unless I have missed something.
grioja, the answer you linked to does give you the times of day which are available for your desired slot length. The busy/available times are represented by bits, for example:
1100001110
(This would be 30 available minutes, followed by 60 busy minutes, followed by 45 available, followed by 15 busy.) Then you get a binary number which represents the length of the available time slot you want to find, say:
111
(This would mean you want to find a slot of 45 available minutes.) Then you try shifting the 2 numbers against each other:
1100001110
0000000111
1100001110
0000001110
1100001110
0000011100
...and so on, for every possible relative shift length. The AND operation he shows in that answer determines whether the 1's in the "desired slot length" number are matching all 1's in the "available times" number. If they are, you have found an acceptable time.
By the way, you could do the same thing in other ways. For example, you could represent busy/available times by characters in a string, and use a regular expression to find an available slot of the desired length.
Note that this general approach (which is basically just "linear search") will not scale if the list of available/busy time slots is very long. There are other approaches which will be much faster in that case.
I am new to randomized algorithms, and learning it myself by reading books. I am reading a book Data structures and Algorithm Analysis by Mark Allen Wessis
.
Suppose we only need to flip a coin; thus, we must generate a 0 or 1
randomly. One way to do this is to examine the system clock. The clock
might record time as an integer that counts the number of seconds
since January 1, 1970 (atleast on Unix System). We could then use the
lowest bit. The problem is that this does not work well if a sequence
of random numbers is needed. One second is a long time, and the clock
might not change at all while the program is running. Even if the time
were recorded in units of microseconds, if the program were running by
itself the sequence of numbers that would be generated would be far
from random, since the time between calls to the generator would be
essentially identical on every program invocation. We see, then, that
what is really needed is a sequence of random numbers. These numbers
should appear independent. If a coin is flipped and heads appears,
the next coin flip should still be equally likely to come up heads or
tails.
Following are question on above text snippet.
In above text snippet " for count number of seconds we could use lowest bit", author is mentioning that this does not work as one second is a long time,
and clock might not change at all", my question is that why one second is long time and clock will change every second, and in what context author is mentioning
that clock does not change? Request to help to understand with simple example.
How author is mentioning that even for microseconds we don't get sequence of random numbers?
Thanks!
Programs using random (or in this case pseudo-random) numbers usually need plenty of them in a short time. That's one reason why simply using the clock doesn't really work, because The system clock doesn't update as fast as your code is requesting new numbers, therefore qui're quite likely to get the same results over and over again until the clock changes. It's probably more noticeable on Unix systems where the usual method of getting the time only gives you second accuracy. And not even microseconds really help as computers are way faster than that by now.
The second problem you want to avoid is linear dependency of pseudo-random values. Imagine you want to place a number of dots in a square, randomly. You'll pick an x and a y coordinate. If your pseudo-random values are a simple linear sequence (like what you'd obtain naïvely from a clock) you'd get a diagonal line with many points clumped together in the same place. That doesn't really work.
One of the simplest types of pseudo-random number generators, the Linear Congruental Generator has a similar problem, even though it's not so readily apparent at first sight. Due to the very simple formula
you'll still get quite predictable results, albeit only if you pick points in 3D space, as all numbers lies on a number of distinct planes (a problem all pseudo-random generators exhibit at a certain dimension):
Computers are fast. I'm over simplifying, but if your clock speed is measured in GHz, it can do billions of operations in 1 second. Relatively speaking, 1 second is an eternity, so it is possible it does not change.
If your program is doing regular operation, it is not guaranteed to sample the clock at a random time. Therefore, you don't get a random number.
Don't forget that for a computer, a single second can be 'an eternity'. Programs / algorithms are often executed in a matter of milliseconds. (1000ths of a second. )
The following pseudocode:
for(int i = 0; i < 1000; i++)
n = rand(0, 1000)
fills n a thousand times with a random number between 0 and 1000. On a typical machine, this script executes almost immediatly.
While you typically only initialize the seed at the beginning:
The following pseudocode:
srand(time());
for(int i = 0; i < 1000; i++)
n = rand(0, 1000)
initializes the seed once and then executes the code, generating a seemingly random set of numbers. The problem arises then, when you execute the code multiple times. Lets say the code executes in 3 milliseconds. Then the code executes again in 3 millisecnds, but both in the same second. The result is then a same set of numbers.
For the second point: The author probabaly assumes a FAST computer. THe above problem still holds...
He means by that is you are not able to control how fast your computer or any other computer runs your code. So if you suggest 1 second for execution thats far from anything. If you try to run code by yourself you will see that this is executed in milliseconds so even that is not enough to ensure you got random numbers !
There's this question but it has nothing close to help me out here.
Tried to find information about it on the internet yet this subject is so swarmed with articles on "how to win" or other non-related stuff that I could barely find anything. None worth posting here.
My question is how would I assure a payout of 95% over a year?
Theoretically, of course.
So far I can think of three obvious variables to consider within the calculation: Machine payout term (year in my case), total paid and total received in that term.
Now I could simply shoot a random number between the paid/received gap and fix slots results to be shown to the player but I'm not sure this is how it's done.
This method however sounds reasonable, although it involves building the slots results backwards..
I could also make a huge list of all possibilities, save them in a database randomized by order and simply poll one of them each time.
This got many flaws - the biggest one is the huge list I'm going to get (millions/billions/etc' records).
I certainly hope this question will be marked with an "Answer" (:
You have to make reel strips instead of huge database. Here is brief example for very basic 3-reel game containing 3 symbols:
Paytable:
3xA = 5
3xB = 10
3xC = 20
Reels-strip is a sequence of symbols on each reel. For the calculations you only need the quantity of each symbol per each reel:
A = 3, 1, 1 (3 symbols on 1st reel, 1 symbol on 2nd, 1 symbol on 3rd reel)
B = 1, 1, 2
C = 1, 1, 1
Full cycle (total number of all possible combinations) is 5 * 3 * 4 = 60
Now you can calculate probability of each combination:
3xA = 3 * 1 * 1 / full cycle = 0.05
3xB = 1 * 1 * 2 / full cycle = 0.0333
3xC = 1 * 1 * 1 / full cycle = 0.0166
Then you can calculate the return for each combination:
3xA = 5 * 0.05 = 0.25 (25% from AAA)
3xB = 10 * 0.0333 = 0.333 (33.3% from BBB)
3xC = 20 * 0.0166 = 0.333 (33.3% from CCC)
Total return = 91.66%
Finally, you can shuffle the symbols on each reel to get the reels-strips, e.g. "ABACA" for the 1st reel. Then pick a random number between 1 and the length of the strip, e.g. 1 to 5 for the 1st reel. This number is the middle symbol. The upper and lower ones are from the strip. If you picked from the edge of the strip, use the first or last one to loop the strip (it's a virtual reel). Then score the result.
In real life you might want to have Wild-symbols, free spins and bonuses. They all are pretty complicated to describe in this answer.
In this sample the Hit Frequency is 10% (total combinations = 60 and prize combinations = 6). Most of people use excel to calculate this stuff, however, you may find some good tools for making slot math.
Proper keywords for Google: PAR-sheet, "slot math can be fun" book.
For sweepstakes or Class-2 machines you can't use this stuff. You have to display a combination by the given prize instead. This is a pretty different task, so you may try to prepare a database storing the combinations sorted by the prize amount.
Well, the first problem is with the keyword assure, if you are dealing with random, you cannot assure, unless you change the logic of the slot machine.
Consider the following algorithm though. I think this style of thinking is more reliable then plotting graphs of averages to achive 95%;
if( customer_able_to_win() )
{
calculate_how_to_win();
}
else
no_win();
customer_able_to_win() is your data log that says how much intake you have gotten vs how much you have paid out, if you are under 95%, payout, then customer_able_to_win() returns true; in that case, calculate_how_to_win() calculates how much the customer would be able to win based on your %, so, lets choose a sampling period of 24 hours. If over the last 24 hours i've paid out 90% of the money I've taken in, then I can pay out up to 5%.... lets give that 5% a number such as 100$. So calculate_how_to_win says I can pay out up to 100$, so I would find a set of reels that would pay out 100$ or less, and that user could win. You could add a little random to it, but to ensure your 95% you'll have to have some other rules such as a forced max payout if you get below say 80%, and so on.
If you change the algorithm a little by adding random to the mix you will have to have more of these caveats..... So to make it APPEAR random to the user, you could do...
if( customer_able_to_win() && payout_percent() < 90% )
{
calculate_how_to_win(); // up to 5% payout
}
else
no_win();
With something like that, it will go on a losing streak after you hit 95% until you reach 90%, then it will go on a winning streak of random increments until you reach 95%.
This isn't a full algorithm answer, but more of a direction on how to think about how the slot machine works.
I've always envisioned this is the way slot machines work especially with video poker. Because the no_win() function would calculate how to lose, but make it appear to be 1 card off to tease you to think you were going to win, instead of dealing with a 'fair' game and the random just happens to be like that....
Think of the entire process of.... first thinking if you are going to win, how are you going to win, if you're not going to win, how are you going to lose, instead of random number generators determining if you will win or not.
I worked many years ago for an internet casino in Australia, this one being the only one in the world that was regulated completely by a government body. The algorithms you speak of that produce "structured randomness" are obviously extremely complex especially when you are talking multiple lines in all directions, double up, pick the suit, multiple progressive jackpots and the like.
Our poker machine laws for our state demand a payout of 97% of what goes in. For rudely to be satisfied that our machine did this, they made us run 10 million mock turns of the machine and then wanted to see that our game paid off at what the law states with the tiniest range of error (we had many many machines running a script to auto playing using a script to simulate the click for about a week before we hit the 10 mil).
Anyhow the algorithms you speak of are EXPENSIVE! They range from maybe $500k to several million per machine so as you can understand, no one is going to hand them over for free, that's for sure. If you wanted a single line machine it would be easy enough to do. Just work out you symbols/cards and what pay structure you want for each. Then you could just distribute those payouts amongst non-payouts till you got you respective figure. Obviously the more options there are means the longer it will take to pay out at that respective rate, it may even payout more early in the piece. Hit frequency and prize size are also factors you may want to consider
A simple way to do it, if you assume that people win a constant number of times a time period:
Create a collection of all possible tumbler combinations with how much each one pays out.
The first time someone plays, in that time period, you can offer all combinations at equal probability.
If they win, take that amount off the total left for the time period, and remove from the available options any combination that would payout more than you have left.
Repeat with the reduced combinations until all the money is gone for that time period.
Reset and start again for the next time period.
Suppose you were able keep track of the news mentions of different entities, like say "Steve Jobs" and "Steve Ballmer".
What are ways that could you tell whether the amount of mentions per entity per a given time period was unusual relative to their normal degree of frequency of appearance?
I imagine that for a more popular person like Steve Jobs an increase of like 50% might be unusual (an increase of 1000 to 1500), while for a relatively unknown CEO an increase of 1000% for a given day could be possible (an increase of 2 to 200). If you didn't have a way of scaling that your unusualness index could be dominated by unheard-ofs getting their 15 minutes of fame.
update: To make it clearer, it's assumed that you are already able to get a continuous news stream and identify entities in each news item and store all of this in a relational data store.
You could use a rolling average. This is how a lot of stock trackers work. By tracking the last n data points, you could see if this change was a substantial change outside of their usual variance.
You could also try some normalization -- one very simple one would be that each category has a total number of mentions (m), a percent change from the last time period (δ), and then some normalized value (z) where z = m * δ. Lets look at the table below (m0 is the previous value of m) :
Name m m0 δ z
Steve Jobs 4950 4500 .10 495
Steve Ballmer 400 300 .33 132
Larry Ellison 50 10 4.0 400
Andy Nobody 50 40 .20 10
Here, a 400% change for unknown Larry Ellison results in a z value of 400, a 10% change for the much better known Steve Jobs is 495, and my spike of 20% is still a low 10. You could tweak this algorithm depending on what you feel are good weights, or use standard deviation or the rolling average to find if this is far away from their "expected" results.
Create a database and keep a history of stories with a time stamp. You then have a history of stories over time of each category of news item you're monitoring.
Periodically calculate the number of stories per unit of time (you choose the unit).
Test if the current value is more than X standard deviations away from the historical data.
Some data will be more volatile than others so you may need to adjust X appropriately. X=1 is a reasonable starting point
Way over simplified-
store people's names and the amount of articles created in the past 24 hours with their name involved. Compare to historical data.
Real life-
If you're trying to dynamically pick out people's names, how would you go about doing that? Searching through articles how do you grab names? Once you grab a new name, do you search for all articles for him? How do you separate out Steve Jobs from Apple from Steve Jobs the new star running back that is generating a lot of articles?
If you're looking for simplicity, create a table with 50 people's names that you actually insert. Every day at midnight, have your program run a quick google query for past 24 hours and store the number of results. There are a lot of variables in this though that we're not accounting for.
The method you use is going to depend on the distribution of the counts for each person. My hunch is that they are not going to be normally distributed, which means that some of the standard approaches to longitudinal data might not be appropriate - especially for the small-fry, unknown CEOs you mention, who will have data that are very much non-continuous.
I'm really not well-versed enough in longitudinal methods to give you a solid answer here, but here's what I'd probably do if you locked me in a room to implement this right now:
Dig up a bunch of past data. Hard to say how much you'd need, but I would basically go until it gets computationally insane or the timeline gets unrealistic (not expecting Steve Jobs references from the 1930s).
In preparation for creating a simulated "probability distribution" of sorts (I'm using terms loosely here), more recent data needs to be weighted more than past data - e.g., a thousand years from now, hearing one mention of (this) Steve Jobs might be considered a noteworthy event, so you wouldn't want to be using expected counts from today (Andy's rolling mean is using this same principle). For each count (day) in your database, create a sampling probability that decays over time. Yesterday is the most relevant datum and should be sampled frequently; 30 years ago should not.
Sample out of that dataset using the weights and with replacement (i.e., same datum can be sampled more than once). How many draws you make depends on the data, how many people you're tracking, how good your hardware is, etc. More is better.
Compare your actual count of stories for the day in question to that distribution. What percent of the simulated counts lie above your real count? That's roughly (god don't let any economists look at this) the probability of your real count or a larger one happening on that day. Now you decide what's relevant - 5% is the norm, but it's an arbitrary, stupid norm. Just browse your results for awhile and see what seems relevant to you. The end.
Here's what sucks about this method: there's no trend in it. If Steve Jobs had 15,000 a week ago, 2000 three days ago, and 300 yesterday, there's a clear downward trend. But the method outlined above can only account for that by reducing the weights for the older data; it has no way to project that trend forward. It assumes that the process is basically stationary - that there's no real change going on over time, just more and less probable events from the same random process.
Anyway, if you have the patience and willpower, check into some real statistics. You could look into multilevel models (each day is a repeated measure nested within an individual), for example. Just beware of your parametric assumptions... mention counts, especially on the small end, are not going to be normal. If they fit a parametric distribution at all, it would be in the Poisson family: the Poisson itself (good luck), the overdispersed Poisson (aka negative binomial), or the zero-inflated Poisson (quite likely for your small-fry, no chance for Steve).
Awesome question, at any rate. Lend your support to the statistics StackExchange site, and once it's up you'll be able to get a much better answer than this.