I am building a system for a client that employs a 3x3 forced matrix. Among the many challenges I have encountered along the way, one has stood out the most and I have yet to solve it. My task is to get the first available (empty) position under a given point (it must move from left to right and downward). My best attempt at this was to get the entire downline of a given point, then, cycle through each of them until I found one with < 3 child nodes. The problem with this attempt is that the first query does not give the downline in order from left to right and top to bottom.
Please feel free to share any insight on this, all answers and comments are welcome. Forgive me if I made this far more confusing than it needed to be.
Related
our table
one of the best paths
Giving the above matrix, what is in your opinion the best way to get the most valuable path and print it, but the movement that someone can do is down and right.
What i thought is that someone can check the right and above pos of the matrix and whichever is larger then get his position and move.
I am doing automation for a project and the results I get is in the form of a graph wherein I take the performance results.
Now the performance results which I take is generally at a straight line from the graph.
For example lets say the results from the graph in a List could be like this:
10, 30,90,100, 150,200,250,300,350,400,450,800,1000,1500,2000,2010,2006,2004,2000,1900,1800,1700, 1600,1000,500,400,0.
As you see the performance of the device starts increasing and then at a certain point it remains linear and with failures it starts dropping.
The point I want to take is the linear line.
As you can see in the list of numbers we see that from (2000,2010,2006,2004,2000) there is some kind of a linear line.
I am not asking for any code or Algorithm to solve this....I do not need an answer. If anyone can just give me a hint or a little clue I will try to do the rest.
Do you mean constant or linear?
If you mean linear:
Why not take the differences of adjacent values and search for a sequence that stays close to constant?
If you mean constant:
Why not take the differences of adjacent values and search for a sequence that stays close to 0?
First decide on the absolute or relative tolerance you can handle, that decides what is a straight line.
Then iterate trough the array checking the value of a point with the next point, if they are within tolerance, continue iterating until you get a point that is not and store those points. They represent a straight line.
This solution is very simple, not perfect and takes O(n) time.
I've been thinking for a few days about the best solution for this but can't seem to get the right idea on how to do this.
I have a pieces (objects) and I want to fit them in the smallest possible space.
What I'm ultimately looking for is something like this
http://i.stack.imgur.com/Yg09E.gif
But a simpler version of just calculating the best possible fit of two lines(stripes) would already do for now
like the lines(stripes) on the right
http://i.stack.imgur.com/HijMo.jpg
What I have is 2 arrays of points(vertices) on a xy axis representing two lines(stripes) and I'd like to arrange them in such a manner that there is 10 or 20 mm space between the closest point of the two.
I was thinking of looking at the first half of the array and finding the highest point then looking at the second half and finding it's highest point then compare the two
but that doesn't really seem to be a proper solution.
And I can't really imagine writing a program that fits shapes as in the first image is even possible using such methods.
Can anyone guide me in the right direction?
Well, this is really possible.
All you would Have to do is build area and distance function. You might need to add different algorithms for different kinds of shapes.
For the Ones you have provided in the first picture, it is difficult to calculate area. So, Probably will have to specify distance of vertices. Also, you need to add a condition to make sure that the locus of the shapes does not co-incide at any point.
I am trying to implement a collaborative diffusion behaviour for the first time and I am stuck with a problem. I understand how to make obstacles not diffusing scents and how to dampen scent for other friendly agents if one of them already pursues it. What I cannot understand is how do I make scents to evenly distribute in the matrix. It seems to me that every way of iterating in the matrix, determines the scent to distribute faster and better in the tiles I check later in the iteration. I mean if I iterate from i to maxRows and j to maxCols and then I apply the diffusion equation in every tile, on the 'north' and 'west' side of the goal I will have only one tile with the correct potential, whereas in the 'east' and 'south' side I will have more of them since their neighbours already have an assigned potential. How can I make the values distribute evenly? A double iteration from both extremities of the matrix and them combining the result seems like a memory-eater, as do a goal-oriented approach, since if I try to start from the goals and work around them I will have to execute the calculations for every goal and every tile with assigned potential, which means that I will have to do it for 4^(turn since starter diffusion)*nrOfGoals more every turn, which seems inefficient in a large matrix with a lot of goals.
My question is how can I evenly distribute the values in the matrix in an efficient way. I'm using the AiChallenge Ants, if that helps in any way!
I thank you in anticipation and I'm sorry for the grammar mistakes I've made in this post.
There may be a better solution, but the easiest way to do it is to use something similar to how a simple implementation of the game of life is done.
You have two buffers. One has the current "generation" of scent (and if you are doing multitasking, can be locked so only readers can look at it)... and another has the next generation of sent being calculated. You only "mix" scents from the current generation.
Once you are done, you swap the two buffers by simply changing the pointers / references.
Another way to think about it would be to have all the tiles calculate their new sent by asking their neighbors and averaging. When asked by their neighbors what their scent level is, they report their pre-calculated values from the previous pass. The new sent is only locked in once everyone has finished calculating.
I am trying to implement a predator-prey simulation, but I am running into a problem.
A predator searches for nearby prey, and eats it. If there are no near by prey, they move to a random vacant cell.
Basically the part I am having trouble with is when I advanced a "generation."
Say I have a grid that is 3x3, with each cell numbered from 0 to 8.
If I have 2 predators in 0 and 1, first predator 0 is checked, it moves to either cell 3 or 4
For example, if it goes to cell 3, then it goes on to check predator 1. This may seem correct
but it kind of "gives priority" to the organisms with lower index values.. I've tried using 2 arrays, but that doesn't seem to work either as it would check places where organisms are but aren't. ._.
Anyone have an idea of how to do this "fairly" and "correctly?"
I recently did a similar task in Java. Processing the predators starting from the top row to bottom not only gives "unfair advantage" to lower indices but also creates patterns in the movement of the both preys and predators.
I overcame this problem by choosing both row and columns in random ordered fashion. This way, every predator/prey has the same chance of being processed at early stages of a generation.
A way to randomize would be creating a linked list of (row,column) pairs. Then shuffle the linked list. At each generation, choose a random index to start from and keep processing.
More as a comment then anything else if your prey are so dense that this is a common problem I suspect you don't have a "population" that will live long. Also as a comment update your predators randomly. That is, instead of stepping through your array of locations take your list of predators and randomize them and then update them one by one. I think is necessary but I don't know if it is sufficient.
This problem is solved with a technique called double buffering, which is also used in computer graphics (in order to prevent the image currently being drawn from disturbing the image currently being displayed on the screen). Use two arrays. The first one holds the current state, and you make all decisions about movement based on the first array, but you perform the movement in the other array. Then, you swap their roles.
Edit: Looks like I didn't read your question thoroughly enough. Double buffering and randomization might both be needed, depending on how complex your rules are (but if there are no rules other than the ones you've described, randomization should suffice). They solve two distinct problems, though:
Double buffering solves the problem of correctness when you have rules where decisions about what will happen to a creature in a cell depends on the contents of neighbouring cells, and the decisions about neighbouring cells also depend on this cell. If you e.g. have a rule that says that if two predators are adjacent, they will both move away from each other, you need double buffering. Otherwise, after you've moved the first predator, the second one won't see any adjacent predator and will remain in place.
Randomization solves the problem of fairness when there are limited resources, such as when a prey only can be eaten by one predator (which seems to be the problem that concerned you).
How about some sort of round robin method. Put your predators in a circular linked list and keep a pointer to the node that's currently "first". Then, advance that first pointer to the next place in the list each generation. You could insert new predators either at the front or the back of your circular list with ease.