Data streams, part 1
American Scientist has an article in their latest issue that talks about the algorithmic difficulties of processing streams of data. It begins by talking about how search engines identify the most popular people (“The Britney Spears problem”), and then goes on to use simple number streams to explain the subject.
I was making progress in reading the article, when I got sidetracked by this :
Although identifying the most frequent item in a stream is hard in general, there is an ingenious way of doing it in one special case—namely, when the most common item is so popular that it accounts for a majority of the stream entries (more than half the elements).
The algorithm that accomplishes this task requires just two registers, and it runs in a constant amount of time per stream element. (Before reading on you might want to try constructing such an algorithm for yourself.)
This is where I put down the magazine, opened SciTE, and wrote this :
require 'stream_algorithm' reader = StreamReader.new reader.check :total_amount, :biggest_element stream = NumberStream.new( reader ).start
The code for the required ’stream_algorithm’ file is at the end of this post. When I run this, I get output that looks like this :
Starting streamreader...
Stream running!
Reading : 8
Reading : 8
Reading : 6
Reading : 4
Reading : 5
Reading : 8
Reading : 2
Reading : 6
Reading : 2
Reading : 8
Stream stopped.
Total amount : 10
Biggest element : 8
Cool. Now I’ve got a simple way of testing and playing with the concepts in the article. Next I’ll try to make the stream reader keep track of the most frequent number using only two numerical variables.
To be continued.
—
Here’s the code for the NumberStream and StreamReader classes.
#stream_algorithm.rb
def force string
puts string
STDOUT.flush
end
class NumberStream
attr_reader :length, :reader
def initialize reader, length=10
@reader = reader
@length = length
end
def start
force "Stream running!"
1.upto(length) { next_number }; stop
end
def stop
force "Stream stopped."
reader.display_results
end
def next_number
reader.send rand( 10 )
sleep 0.1
end
end
class StreamReader
attr_accessor :to_check
def initialize
force "Starting streamreader..."
end
def send element
force "Reading : #{element}"
process element
end
def check *args
@to_check = args
@to_check.each { |thing| eval "@#{thing} = 0" }
end
def process element
if to_check.include? :total_amount
@total_amount += 1
end
if to_check.include? :biggest_element
@biggest_element = element if @biggest_element < element
end
end
def display_results
to_check.each do |thing|
display_name = thing.to_s.capitalize.gsub( /_/, ' ' )
variable = eval "@#{thing}"
force "#{display_name} : #{variable}"
end
end
end
A basic genetic algorithm (part 3)
I’ve posted the updated code here, on Refactor :my => ‘code’, a cool little site I just found.
I’ll go refactor someone else’s code on there later, could help me with my coding too.
The program works now, although it’s not too efficient. I need to add sexual reproduction, ’cause right now they’re asexual and that’s slower.
EDIT: Okay, I’ll just leave it up on the other site then, because WordPress was throwing HTML in my Ruby, like this :
def initialize(copy_genome=‘off’ <img src=“http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif” alt=“;)” class=“wp-smiley”>
A basic genetic algorithm (part 2)
Okay, so I’ve broken this up into two files :
equation.rb
class Array
def random
self[rand(self.length)]
end
end
class Genome
attr_accessor :code
@@decode = { '0000' => '0.0', '0001' => '1.0',
'0010' => '2.0', '0011' => '3.0', '0100' => '4.0',
'0101' => '5.0', '0110' => '6.0', '0111' => '7.0',
'1000' => '8.0', '1001' => '9.0', '1010' => '+',
'1011' => '-', '1100' => '*', '1101' => '/' }
@@operators = %w[+ - * /]
@@numbers = %w[0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0]
def initialize(min_length=4, max_length=32)
length = min_length + rand(1 + max_length - min_length)
@code = generate_code(length)
end
def generate_code(length)
code = ''
1.upto(length) do
code += ['0', '1'].random
end
code
end
def decode
decoded = ''
expected = :number
1.upto(@code.length) do |i|
if i % 4 == 0
coded = @code.slice((i-4)..(i-1))
symbol = @@decode[coded].to_s
puts symbol
if expected == :number && @@numbers.include?(symbol)
decoded += symbol
expected =
perator
elsif expected ==
perator &&
@@operators.include?(symbol)
decoded += symbol
expected = :number
else
puts "#{expected} expected, #{symbol} found."
end
end
end
if expected == :number
decoded.chop!
end
return decoded
end
end
class Equation
attr_accessor :genome, :phenotype
def initialize
@genome = Genome.new(4, 64)
@phenotype = @genome.decode
end
end
formula_ga.rb
require 'equation'
class Population
def initialize(size=50, target_number=11)
@equations = []
@size = size
@target_number = target_number
1.upto(size) { @equations << Equation.new }
end
def members
@equations
end
def evaluate_fitness(equation)
answer = eval(equation.phenotype)
deviation = @target_number - answer.to_f
fitness = 1 / deviation
end
def sort_by_fitness(equation_array)
end
def next_generation
reproduction_pool = []
1.upto(@size / 2) do
reproduction_pool << @equations.random
end
end
end
pop = Population.new
pop.members.each do |member|
puts member.genome.code
puts member.phenotype
x = eval(member.phenotype)
puts x.to_s
puts "Fitness : #{pop.evaluate_fitness(member)}"
puts ""
end
A basic genetic algorithm (part 1)
This here is an intro to genetic algorithms with a nice little biological analogy and everything. It starts by explaining the evolution of blind, clumsy, algae-eating, cave-dwelling creatures called Hooters into light-seeing, eagle-dodging, moss-eating machines.
It then goes on to explain how this is relevant to computing, and gives a simple example of a problem that can be solved with a genetic algorithm. In this case it involves evolving equations that give a number you’re looking for.
I’m already a little familiar with GAs, I’ve written one that generated words out of random characters, but it was slightly ugly. Especially the fitness function. I’ll to do this one properly.
I’m going to solve the equation problem and post my code later (it’ll be in Ruby).
UPDATE : Here’s the code so far. I’m off to play DOTA.
class Array
def random
self[rand(self.length)]
end
end
class Genome
attr_accessor :code
def initialize(min_length=4, max_length=32)
length = min_length + rand(1 + max_length - min_length)
@code = generate_code(length)
end
def generate_code(length)
code = ''
1.upto(length) do
code += ['0', '1'].random
end
code
end
end
class Equation
def initialize
@genome = Genome.new
end
def genome
@genome.code
end
end
class Population
def initialize(size=50)
@equations = []
1.upto(size) { @equations << Equation.new }
end
def members
@equations
end
end
Population.new.members.each { |member| puts member.genome}
Anyone know of a better way to easily manipulate a series of bits than by storing it in a string? It’s fine if I just have a few but I like to make these things scale, if possible, and I know from experience that this kind of thing tends toward total memory consumption.
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