Array manipulations in Ocaml - arrays

I am trying to do all combinations of an Array in Ocaml.
I am trying to do a recursive function that recives an array and its initial state need to be let a = [|0;0;0|] and i need to change it recursivly like in the first iteration needs to be a = [|1;0;0|] and the next one a = [|0;1;0|] and so on until it reaches a = [|1;1;1|] making all the possible combinations, so in this case needs to do 2^3 changes.
I know that im not been very explicit but its a bit hard to me to explain, but if someone could help me i would be grateful.

An array is a mutable data structure, so if you're going to mutate it in every recursive call, then the mutation will be taken in place. Basically, it means, that after 2^3 calls, the state of array will be the last combination. So, there is no point in doing this at all. A valid solution would be to create a function, that will take an initial array, and will return a list of all combinations. An even more efficient solution is to write a function, that will take another function, and applies it to all combinations (or fold over all combinations). This will allow you to save memory, as you don't need to store all the combinations.
The outline would be to implement the following interface:
type state
val zero : state
val next : state -> state option
val value : state -> int array
Where state will be a cursor, that will move through the space of combinations. It can be an integer or an integer array, or anything else. Once these functions are implemented you can easily implement your function as follows:
let fold_combinations f init =
let rec fold state x =
let x = f (value state) x in
match next state with
| None -> x
| Some state -> fold state x in
fold zero init
Finally, your example shows not all possible combinations or permutations, but all possible binary values of bit width equal to the length of the input array. If this is really a task that you're trying to solve, then you can just translate an integer into a binary representation. In that case, the good choice for the state would be int, and then next function is an increment, that will stop at 2^k-1, where k is the length of the initial state. And the value function will just translate an integer into the array of bits, where the n-th bit (element) can be determined as state land (1 lsl n). You can use Array.init to create a fresh new array every time, alternatively, you can just iterate over the existing array. This will be more efficient, but error-prone.

let combinaison f n =
let rec aux acc n =
if n=0 then List.iter f acc
else (
aux (List.map (fun l -> 0::l ) acc) (n-1);
aux (List.map (fun l -> 1::l ) acc) (n-1);
)
in
aux [[]] n
;;
Test
combinaison ( fun lx ->
let a=Array.of_list lx in
Array.iter ( fun x ->
Printf.printf "%d " x
) a ;
Printf.printf "\n"
) 3;;
0 0 0
1 0 0
0 1 0
1 1 0
0 0 1
1 0 1
0 1 1
1 1 1

Related

Julia / Cellular Automata: efficient way to get neighborhood

I'd like to implement a cellular automaton (CA) in Julia. Dimensions should be wrapped, this means: the left neighbor of the leftmost cell is the rightmost cell etc.
One crucial question is: how to get the neighbors of one cell to compute it's state in the next generation? As dimensions should be wrapped and Julia does not allow negative indices (as in Python) i had this idea:
Considered a 1D CA, one generation is a one-dimensional array:
0 0 1 0 0
What if we create a two dimensional Array, where the first row is shifted right and the third is shifted left, like this:
0 0 0 1 0
0 0 1 0 0
0 1 0 0 0
Now, the first column contain the states of the first cell and it's neighbors etc.
i think this can easily be generalized for two and more dimensions.
First question: do you think this is a good idea, or is this a wrong track?
EDIT: Answer to first question was no, second Question and code example discarded.
Second question: If the approach is basically ok, please have a look at the following sketch:
EDIT: Other approach, here is a stripped down version of a 1D CA, using mod1() for getting neighborhood-indices, as Bogumił Kamiński suggested.
for any cell:
- A array of all indices
- B array of all neighborhood states
- C states converted to one integer
- D lookup next state
function digits2int(digits, base=10)
int = 0
for digit in digits
int = int * base + digit
end
return int
end
gen = [0,0,0,0,0,1,0,0,0,0,0]
rule = [0,1,1,1,1,0,0,0]
function nextgen(gen, rule)
values = [mod1.(x .+ [-1,0,1], size(gen)) for x in 1:length(gen)] # A
values = [gen[value] for value in values] # B
values = [digits2int(value, 2) for value in values] # C
values = [rule[value+1] for value in values] # D
return values
end
for _ in 1:100
global gen
println(gen)
gen = nextgen(gen, rule)
end
Next step should be to extend it to two dimensions, will try it now...
The way I typically do it is to use mod1 function for wrapped indexing.
In this approach, no matter what dimensionality of your array a is then when you want to move from position x by delta dx it is enough to write mod1(x+dx, size(a, 1)) if x is the first dimension of an array.
Here is a simple example of a random walk on a 2D torus counting the number of times a given cell was visited (here I additionally use broadcasting to handle all dimensions in one expression):
function randomwalk()
a = zeros(Int, 8, 8)
pos = (1,1)
for _ in 1:10^6
# Von Neumann neighborhood
dpos = rand(((1,0), (-1,0), (0,1), (0,-1)))
pos = mod1.(pos .+ dpos, size(a))
a[pos...] += 1
end
a
end
Usually, if the CA has cells that are only dependent on the cells next to them, it's simpler just to "wrap" the vector by adding the last element to the front and the first element to the back, doing the simulation, and then "unwrap" by taking the first and last elements away again to get the result length the same as the starting array length. For the 1-D case:
const lines = 10
const start = ".........#........."
const rules = [90, 30, 14]
rule2poss(rule) = [rule & (1 << (i - 1)) != 0 for i in 1:8]
cells2bools(cells) = [cells[i] == '#' for i in 1:length(cells)]
bools2cells(bset) = prod([bset[i] ? "#" : "." for i in 1:length(bset)])
function transform(bset, ruleposs)
newbset = map(x->ruleposs[x],
[bset[i + 1] * 4 + bset[i] * 2 + bset[i - 1] + 1
for i in 2:length(bset)-1])
vcat(newbset[end], newbset, newbset[1])
end
const startset = cells2bools(start)
for rul in rules
println("\nUsing Rule $rul:")
bset = vcat(startset[end], startset, startset[1]) # wrap ends
rp = rule2poss(rul)
for _ in 1:lines
println(bools2cells(bset[2:end-1])) # unwrap ends
bset = transform(bset, rp)
end
end
As long as only the adjacent cells are used in the simulation for any given cell, this is correct.
If you extend this to a 2D matrix, you would also "wrap" the first and last rows as well as the first and last columns, and so forth.

A matrix and a column vector containing indices, how to iterate with no loop?

I have a big matrix (500212x7) and a column vector like below
matrix F vector P
0001011 4
0001101 3
1101100 6
0000110 1
1110000 7
The vector contains indices considered within the matrix rows. P(1) is meant to point at F(1,4), P(2) at F(2,3) and so on.
I want to negate a bit in each row in F in a column pointed by P element (in the same row).
I thought of things like
F(:,P(1)) = ~F(:,P(1));
F(:,P(:)) = ~F(:,P(:));
but of course these scenarios won't produce the result I expect as the first line won't make P element change and the second one won't even let me start the program because a full vector cannot make an index.
The idea is I need to do this for all F and P rows (changing/incrementing "simultaneously") but take the value of P element.
I know this is easily achieved with for loop but due to large dimensions of the F array such a way to solve the problem is completely unacceptable.
Is there any kind of Matlab wizardry that lets solving such a task with the use of matrix operations?
I know this is easily achieved with for loop but due to large dimensions of the F array such a way to solve the problem is completely unacceptable.
You should never make such an assumption. First implement the loop, then check to see if it really is too slow for you or not, then worry about optimizing.
Here I'm comparing Luis' answer and the trival loop:
N = 500212;
F = rand(N,7) > 0.6;
P = randi(7,N,1);
timeit(#()method1(F,P))
timeit(#()method2(F,P))
function F = method1(F,P)
ind = (1:size(F,1)) + (P(:).'-1)*size(F,1); % create linear index
F(ind) = ~F(ind); % negate those entries
end
function F = method2(F,P)
for ii = 1:numel(P)
F(ii,P(ii)) = ~F(ii,P(ii));
end
end
Timings are 0.0065 s for Luis' answer, and 0.0023 s for the loop (MATLAB Online R2019a).
It is especially true for very large arrays, that loops are faster than vectorized code, if the vectorization requires creating an intermediate array. Memory access is expensive, using more of it makes the code slower.
Lessons: don't dismiss loops, don't prematurely try to optimize, and don't optimize without comparing.
Another solution:
xor( F, 1:7 == P )
Explanation:
1:7 == P generates one-hot arrays.
xor will cause a bit to retain its value against a 0, and flip it against a 1
Not sure if it qualifies as wizardry, but linear indexing does exactly what you want:
F = [0 0 0 1 0 1 1; 0 0 0 1 1 0 1; 1 1 0 1 1 0 0; 0 0 0 0 1 1 0; 1 1 1 0 0 0 0];
P = [4; 3; 6; 1; 7];
ind = (1:size(F,1)) + (P(:).'-1)*size(F,1); % create linear index
F(ind) = ~F(ind); % negate those entries

Change the entries in an array in Haskell

Suppose you have
let a = array ((1,1),(2,2)) [((2,1),3),((1,2),2),((1,1),2),((2,2),3)]
Now I want that to multiply the 3 in the last tuple with some number. How can I do that?
If you wanted to multiply that by 5 it would be:
accum (*) a [((2,2),5)]
-- ^ ^ ^ ^
-- function to combine values
-- array to read
-- one of the indices to manipulated
-- value to give to f for the associated index
The signature of this function reads
accum :: Ix i => (e -> a -> e) -> Array i e -> [(i, a)] -> Array i e
and its documentation says:
accum f takes an array and an association list and accumulates pairs
from the list into the array with the accumulating function f.
So calling accum f arrayValue listWithPairsOfIndicesAndValues will call f for every index given in listWithPairsOfIndicesAndValues providing the old value and the value from listWithPairsOfIndicesAndValues for this index and return a new array with all the positions mentioned in listWithPairsOfIndicesAndValues updated with the values returned by the respective calls to f.
There's two different ways to your goal:
Using the incremental update:
a // [((2,2),(3*7))]
>>> array ((1,1),(2,2)) [((1,1),2),((1,2),2),((2,1),3),((2,2),21)]
(Instead of 3*7, you could use your own n and refer to that same location (a!(2,2)))
Using the accumulation:
accum (*) a [((2,2), 7)]
>>> array ((1,1),(2,2)) [((1,1),2),((1,2),2),((2,1),3),((2,2),21)]
One could use a // [(2,2), n * (a ! (2,2))] to multiply the element with index (2,2) by n.
(There should also be some lens-y approach with a better syntax)

Turning a list of Integers into a List of Colors

I have an image stored as a very large List Int and I would like to turn them into a List Color However remember that rgb requires 3 arguments and rgba requires 4. So let's try:
toColor : List Int -> List Color
toColor x =
if List.isEmpty x then
[]
else
List.append ( rgba <| List.take 4 x ) ( toColor <| List.drop 4 x )
This definition is recursive. We chomp 4 numbers, create an rgb color and append the results. However if x is List Int we cannot write this:
rgba <| List.take 4 x
Here is the kind of error we get. rgb is expecting three numbers and instead it gets a list
71| rgb <| List.take 4 x
^^^^^^^^^^^^^
(<|) is expecting the right argument to be a:
Int
But the right argument is:
List a
I wonder that taking out the first element of a List Int returns a Maybe Int
head : List a -> Maybe a
> head [1,2,3,4]
Just 1 : Maybe.Maybe number
Here is a modification of rgb which turns 3 Maybe Int into a Color. Now, reading the image data, I think rgba is necessary but I just add one more.
rgb' : Maybe Int -> Maybe Int -> Maybe Int -> Color
rgb' a b c =
case a of
Nothing -> rgb 0 0 0
Just a' -> case b of
Nothing -> rgb 0 0 0
Just b' -> case c of
Nothing -> rgb 0 0 0
Just c' -> rgb a' b' c'
this started when I was translating this d3js example to Elm and I noticed it used some features which aren't currently supported in Elm. In particular ctx.getImageData() since you can't import and image to Canvas. So this is part of my make-shift solution.
It seems to me that you're looking for a really clean way to
Collapse a List Int into a List (List Int), where each child list has at most 3 or 4 members if you want to do rgb or rgba.
Pass each List Int into a function that will convert it using rgb, handling the case where there aren't enough Ints in the final entry.
For the first step, you can write a function called groupList:
groupsOf : Int -> List a -> List (List a)
groupsOf size list =
let
group =
List.take size list
rest =
List.drop size list
in
if List.length group > 0 then
group :: groupsOf size rest
else
[]
You can also get this functionality by using the greedyGroupsOf function from the elm-community/list-extra package.
For the second step, it'll be much cleaner to pattern match on the structure of the list value itself rather than using List.head and matching on Maybe.
rgbFromList : List Int -> Color
rgbFromList values =
case values of
r::g::b::[] ->
rgb r g b
_ ->
rgb 0 0 0
The first case will be matched when there are exactly 3 entries in the list, and everything else will fall through to handing 0s to rgb.
You can put all of these things together by doing the following:
toColor : List Int -> List Color
toColor x =
x
|> groupsOf 3
|> List.map rgbFromList
Alternatively, if instead of ending up with rgb 0 0 0 for invalid colors you want to exclude them entirely, you can use the List.filterMap function to prune out things you don't want. We can change rgbFromList to look like
rgbFromList : List Int -> Maybe Color
rgbFromList values =
case values of
r::g::b::[] ->
Just <| rgb r g b
_ ->
Nothing
and then call it like
toColor : List Int -> List Color
toColor x =
x
|> groupsOf 3
|> List.filterMap rgbFromList
Please be advised that since the groupsOf function here as well as greedyGroupsOf in elm-community/list-extra is recursive, it will fail for very large lists.
Edit: for very large lists
For very large lists it's easy to get into trouble with recursion. Your best bet is to fold over the list and manage some intermediate state while you're folding:
groupsOf : Int -> List a -> List (List a)
groupsOf size list =
let
update next state =
if (List.length state.current) == size then
{ current = [next], output = state.current :: state.output }
else
{ state | current = state.current ++ [next] }
result =
List.foldl update { current = [], output = [] } list
in
List.reverse (result.current :: result.output)
This works by folding over the list, which is an iterative process rather than recursive, and building up groups one at a time. The last step reverses the list because it will be constructed in reverse order in order to cons instead of doing costly appends once the output list begins to grow large. I don't expect this to overflow the stack, but it is likely that it will be very slow. In my opinion, your best option to get the outcome you are looking for in a reasonable amount of time is to write the groupsOf function in JavaScript using a for loop and then pass the result in through a port.
This recursive implementation should work without building the stack, because Elm has tail call optimisation. Each step takes three ints from the original list, and appends them to the list of colors. Recursion stops and returns the list of colors, when there are less than three elements in the original list.
It uses rgb, but can be easily modified to take 4 elements from the list.
It also reverses the order, so you might need to combine it with List.reverse.
import Color exposing (rgb, Color)
listColors : List Int -> List Color
listColors =
listColors' []
listColors' : List Color -> List Int -> List Color
listColors' colors ints =
case ints of
r :: g :: b :: rest ->
listColors' (rgb r g b :: colors) rest
_ ->
colors

Data structure for keeping track of a game board in OCaml

I am fairly new to OCaml and I want to implement a game which is similar to four-in-a-line.
What I need is some data structure to keep the game state. The game board is a 4x4 square with a total of 16 tiles.
I am looking for a representation for this in OCaml that will make it easy and fast to retrieve (or do some operation on) all the elements in entire column, row or diagonal.
I will be doing minimax search on this game, which is why speed is important.
So far I have considered a one-dimensional list. The problem with a list is that its hard to figure out what elements belong to each row/column/diagonal, and then retrieve them with a List.map for example.
I thought about using Array.make 4 (Array.make 4 Empty);;. This is absolutely perfect when it comes to rows. Its easy to get them and do a pattern match on it. But it is a chore to do pattern matching on individual columns and diagonals.
What I would like to be able to do is have a function that takes a game board and returns a list of lists containing all the rows/columns/diagonals. I would then like to do, for example, match (rows,columns,diagonals) with (Empty, Empty, Empty, Empty) -> something.
Since length is fixed, prefer arrays over lists: they use less memory and are faster to read and write.
I'm afraid you will need to write a function to get diagonals, there is no simple pattern matching.
When you write "do some operation on [a diagonal]", I assume you're thinking about a function f that takes an array of length 4 storing the elements, for instance [|Empty;Empty;Empty;Empty|].
Maybe f could instead take as arguments the position p, and an array of indices inside the position:
f p [|x1,y1; x2,y2; x3,y3; x4,y4|] would extract the squares p.(x1).(y1) ... p.(x4).(y4). Then just pass different x's and y's to make f operate on row/columns/diagonals.
Once the code is working and you're turning to optimization, you might want to have a look at bitvectors:
if there are a lot of positions stored in the tree of you minmax search, reducing the memory footprint means more cache hits and faster execution. You might event want to encode a position in a single int yourself, but this is some tricky work, you don't want to do it too early.
Sometimes matching doesn't work. Here, I think you should try to use functions as much as possible, and then getting your cells row first or column first won't be that complex, and you could even move from one representation to the other by reversing the indices order.
If I use the following type:
type color = Red | Yellow;;
type cell = Empty | Color of color;;
type board = Array.make 4 (Array.make 4 Empty);;
and decide for column first, then the following functions will get me rows or columns:
let column (b: board) i j = b.(i).(j)
let row (b: board) i j = b.(j).(i)
For the diagonals, there are 2 sets of them, one going top-left toward down-right, and the other one in the other direction (top-right to bottom-left):
let ldiag (b: board) i j = b.((i + j) mod 4).(j)
let rdiag (b: board) i j = b.((i - j + 4) mod 4).(j)
Then I guess that checking a row, column, or diagonal is just a matter of checking the 4 cells of that line.
let check predicate linef k = predicate (linef b k 0) &&
predicate (linef b k 1) &&
predicate (linef b k 2) &&
predicate (linef b k 3)
then for instance, checking if there's a diagonal of red:
let has_line linef b color =
let cmp x = x = color in
let check k = check cmp linef b k in
check 0 || check 1 || check 2 || check 3
let has_ldiag b color = has_line ldiag b color
let has_rdiag b color = has_line rdiag b color
let has_red_diagonal b = has_ldiag b Red | has_rdiag b Red
Etc.
How about indexing your tiles with the corresponding coordinate? So, the elements on your one-d list would be of the form:
(int * int * ref tile)
Then you can filter rows / columns / diagonals like this:
Row n: (precondition: 0 <= n, u, v <= 3)
List.filter tiles (fun x -> match x with (u, v, _) -> u = n);;
Column n: (precondition: 0 <= n, u, v <= 3)
List.filter tiles (fun x -> match x with (u, v, _) -> v = n);;
Diagonal 1: (precondition: 0 <= u, v <= 3)
List.filter tiles (fun x -> match x with (u, v, _) -> u = v);;
Diagonal 2: (precondition: 0 <= u, v <= 3)
List.filter tiles (fun x -> match x with (u, v, _) -> u + v = 3);;
It should also be possible to index the tiles with just one integer (the index of the tile within the one-d list), but that would need some calculations in the filter function (given index, figure out the coordinate and then decide if it belongs to the desired row / column / diagonal).

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