Inverse Logistic Function / Reverse Sigmoid Function - java

I am currently coding up a fuzzy logic library in java. I have found the equations for all the standard functions - Grade, inverseGrade, Triangle, Trapezoid, Gaussian. However, I can't find the inverse of the sigmoid/ logistic function.
The way I have written the logistic function is java is :
//f(x) = 1/(1+e(-x))
public double logistic(double x){
return (1/(1+(Math.exp(-x)));
}
But I can't work out or find the inverse anywhere.
My algebraic/calculus abilities are fairly limited, hence why I haven't been able to work out the inverse of the function.
Any hints or pointers would be a big help.
Thanks

If
y = 1/(1+exp(-x))
then
x = ln(y/(1-y))

Just to go through the steps:
y = 1/(1 + exp(-x))
1 + exp(-x) = 1/y
exp(-x) = 1/y - 1
exp(-x) = 1/y - y/y
exp(-x) = (1 - y)/y
ln(exp(-x)) = ln((1 - y)/y)
-x = ln((1 - y)/y)
x = -ln((1 - y)/y)
x = ln(y/(1 - y))

Related

How do I create symbolic variables/functions involving vectors using JScience?

How do I create symbolic variables/functions involving vectors using JScience? Creating float variables is easy:
Variable<Float64> varX = Variable.local<Float64>("x");
How can I do the same for a vector? Once I have a vector variable, how do I create
a Polynomial involving that vector (say, by using Euclidean distance)?
Given a Vector<Float64> of coefficients, you can construct a Polynomial<Float64> as shown below. As shown here, the highest order coefficient is first for convenience in applying Horner's scheme.
public static Polynomial<Float64> create(Vector<Float64> v) {
Variable<Float64> x = new Variable.Local<Float64>("x");
Polynomial<Float64> px = Polynomial.valueOf(Float64.ZERO, x);
for (int i = 0, e = v.getDimension() - 1; i < v.getDimension(); i++, e--) {
px = px.plus(Polynomial.valueOf(v.get(i), Term.valueOf(x, e)));
}
return px;
}
Typical usage:
Polynomial<Float64> px = create(Float64Vector.valueOf(3, 2, 1));
System.out.println(px);
System.out.println(px.evaluate(Float64.ONE));
Console:
[3.0]x² + [2.0]x + [1.0]
6.0

Java-Algorithm for Polygon-Collision (Point-in-Polygon): Problems with Degenerated # Boundary

I need for my java-program a function that checks for polygon-collision, but the algorithms (for point-in-polygon) I tried were not correct for my needs, the degenerative cases are a problem for me.
This is what i try to reach with my program: I have 2 polygons and want to put them nearest possible together. I want to place them on their vertices and rotate them along the edge to fit optimal. Therefor I need a collision-detection, if they intersect or not.
My biggest problem is that those polygon-edges could be on the same point. The researched algorithms decide if it is in polygon a or b (mostly with y-value).
What I use
Polygon with double coordinates for x and y
standard java
no external librarys
My required rules:
polygons can have same edge and same vertices (can be on same boundary, but not complete polygon overlay)
the edges should not be allowed to intersect
it is not allowed, that one polygon is completly surrounded by another polygon (a hole).
(an optional very small epsilon in algorithm would be good, because rotating with double is not very exact)
I tried too the internal classes like Path2D.Double() with contains too without success to this problem.
The last algorithm (of about minimum of 8) i tried was this:
wiki.cizmar.org/doku.php?id=physics:point-in-polygon_problem_with_simulation_of_simplicity
This is C Code of the linked algorithm (last one I tried)
int i, j, c = 0;
for (i = 0, j = number_of_vertices-1; i < number_of_vertices; j = i++) {
if ( ((vertices[i].y>p.y) != (vertices[j].y>p.y)) &&
(p.x < (vertices[j].x-vertices[i].x) * (p.y-vertices[i].y) / (vertices[j].y-vertices[i].y) + vertices[i].x) )
c = !c;
}
return c;
My adapted JAVA code (Punkt=Point, Form.getCoords = List of Coordinates with x,y)
private boolean testPointInsidePolygon3c(Punkt p, Form f){
int number_of_vertices = f.getCoords().size();
int i, j = 0;
boolean odd = false;
for (i = 0, j = number_of_vertices-1; i < number_of_vertices; j = i++) {
if ( ((f.getCoords().get(i).getY() >p.getY()) != (f.getCoords().get(j).getY() >p.getY())) &&
( p.getX() < (f.getCoords().get(j).getX() -f.getCoords().get(i).getX())
* (p.getY() -f.getCoords().get(i).getY())
/ (f.getCoords().get(j).getY() -f.getCoords().get(i).getY())
+ f.getCoords().get(i).getX())
){
odd = !odd;
}
}
return odd;
}
To show that problem: here are pictures with 2 polygons. the blue vertices are the troublesomes.
Problem Example #1 example from another source
I hope you got some ideas, links, algorithm or anything for me. i got stucked too long with that problem ;-)
What a pity - i could not do a complete correct algorithm, that solves my problem.
That is why I now use the JTS-Library!
With overlaps and covers/within i got everything correct in my test-cases.

Compare graph values or structure

I have an android application which is getting gesture coordinates (3 axis - x,y,z). I need to compare them with coordinates which I have in my DB and determine whether they are the same or not.
I also need to add some tolerance, since accelerometer (device which captures gestures) is very sensitive. It would be easy, but I also want to consider e.g. "big circle" drawn in the air, same as "small circle" drawn in the air. meaning that there would be different values, but structure of the graph would be the same, right?
I have heard about translating graph values into bits and then compare. Is that the right approach? Is there any library for such comparison?
So far I just hard coded it, covering all my requirements except the last one (big circle vs small circle).
My code now:
private int checkWhetherGestureMatches(byte[] values, String[] refValues) throws IOException {
int valuesSize = 32;
int ignorePositions = 4;
byte[] valuesX = new byte[valuesSize];
byte[] valuesY = new byte[valuesSize];
byte[] valuesZ = new byte[valuesSize];
for (int i = 0; i < valuesSize; i++) {
int position = i * 3 + ignorePositions;
valuesX[i] = values[position];
valuesY[i] = values[position + 1];
valuesZ[i] = values[position + 2];
}
Double[] valuesXprevious = new Double[valuesSize];
Double[] valuesYprevious = new Double[valuesSize];
Double[] valuesZprevious = new Double[valuesSize];
for (int i = 0; i < valuesSize; i++) {
int position = i * 3 + ignorePositions;
valuesXprevious[i] = Double.parseDouble(refValues[position]);
valuesYprevious[i] = Double.parseDouble(refValues[position + 1]);
valuesZprevious[i] = Double.parseDouble(refValues[position + 2]);
}
int incorrectPoints = 0;
for (int j = 0; j < valuesSize; j++) {
if (valuesX[j] < valuesXprevious[j] + 20 && valuesX[j] > valuesXprevious[j] - 20
&& valuesY[j] < valuesYprevious[j] + 20 && valuesY[j] > valuesYprevious[j] - 20
&& valuesZ[j] < valuesZprevious[j] + 20 && valuesZ[j] > valuesZprevious[j] - 20) {
} else {
incorrectPoints++;
}
}
return incorrectPoints;
}
EDIT:
I found JGraphT, it might work. If you know anything about that already, let me know.
EDIT2:
See these images, they are the same gesture but one is done in a slower motion than another.
Faster one:
Slower one:
I haven't captured images of the same gesture where one would be smaller than another, might add that later.
If your list of gestures is complex, I would suggest training a neural network which can classify the gestures based on the graph value bits you mentioned. The task is very similar to classification of handwritten numerical digits, for which lots of resources are there on the net.
The other approach would be to mathematically guess the shape of the gesture, but I doubt it will be useful considering the tolerance of the accelerometer and the fact that users won't draw accurate shapes.
(a) convert your 3D coordinates into 2D plain figure. Use matrix transformations.
(b) normalize your gesture scale - again with matrix transformations
(c) normalize the number of points or use interpolation on the next step.
(d) calculate the difference between your stored (s) gesture and current (c) gesture as
Sum((Xs[i] - Xc[i])^2 + (Ys[i] - Yc[i])^2) where i = 0 .. num of points
If the difference is below your predefined precision - gestures are equal.
I have used a Java implementation of Dynamic Time Wrapping algorithm. The library is called fastDTW.
Unfortunately from what I undersood they don't support it anymore, though I found a use for it.
https://code.google.com/p/fastdtw/
I can't recall now, but I think I used this one and compiled it myself:
https://github.com/cscotta/fastdtw/tree/master/src/main/java/com/fastdtw/dtw

Java: calculating velocity of a skydiver

In Java, I am trying to implement the following equation for calculating the current velocity of a skydiver not neglecting air resistance.
v(t) = v(t-∆t) + (g - [(drag x crossArea x airDensity) / (2*mass)] *
v[(t-∆t)^2] ) * (∆t)
My problem is that I am not sure how to translate "v(t - ∆t)" into a code. Right now I have this method below, where as you can see I am using the method within itself to find the previous velocity. This has continued to result in a stack overflow error message, understandably.
(timeStep = ∆t)
public double calculateVelocity(double time){
double velocity;
velocity = calculateVelocity(time - timeStep)
+ (acceleration - ((drag * crossArea * airDensity)
/ (2 * massOfPerson))
* (calculateVelocity(time - timeStep)*(time * timeStep)))
* timeStep;
}
return velocity;
}
I am calling the above method in the method below. Assuming that the ending time = an int, will be the user input but written this way to be dynamic.
public void assignVelocitytoArrays(){
double currentTime = 0;
while(currentTime <= endingTime){
this.vFinal = calculateVelocity(currentTime);
currentTime += timeStep;
}
}
I would like to figure this out on my own, could someone give me a general direction? Is using a method within itself the right idea or am I completely off track?
The formula you want to implement is the recursive representation of a sequence, mathematiacally speaking.
Recursive sequences need a starting point, e.g.
v(0) = 0 (because a negative time does not make sense)
and a rule to calculate the next elements, e.g.
v(t) = v(t-∆t) + (g - [(drag x crossArea x airDensity) / (2*mass)] * v[(t-∆t)^2] ) * (∆t)
(btw: are you sure it has to be v([t-∆t]^2) instead of v([t-∆t])^2?)
So your approach to use recursion (calling a function within itself) to calculate a recursive sequence is correct.
In your implementation, you only forgot one detail: the starting point. How should your program know that v(0) is not defined be the rule, but by a definite value? So you must include it:
if(input value == starting point){
return starting point
}
else{
follow the rule
}
On a side note: you seem to be creating an ascending array of velocities. It would make sense to use the already calculated values in the array instead of recursion, so you don't have to calculate every step again and again.
This only works if you did indeed make a mistake in the rule.
double[] v = new double[maxTime/timeStep];
v[0] = 0; //starting point
for(int t = 1; t < maxSteps; t++){
v[t] = v[t-1] + (g - [(drag x crossArea x airDensity) / (2*mass)] * v[t-1]^2 ) * (∆t)
}

Java - Computation of Derivations with Apache Commons Mathematic Library

I have a problem in using the apache commons math library.
I just want to create functions like f(x) = 4x^2 + 2x and I want to compute the derivative of this function --> f'(x) = 8x + 2
I read the article about Differentiation (http://commons.apache.org/proper/commons-math/userguide/analysis.html, section 4.7).
There is an example which I don't understand:
int params = 1;
int order = 3;
double xRealValue = 2.5;
DerivativeStructure x = new DerivativeStructure(params, order, 0, xRealValue);
DerivativeStructure y = f(x); //COMPILE ERROR
System.out.println("y = " + y.getValue();
System.out.println("y' = " + y.getPartialDerivative(1);
System.out.println("y'' = " + y.getPartialDerivative(2);
System.out.println("y''' = " + y.getPartialDerivative(3);
In Line 5 a compile error occurs of course. The function f(x) is called and not defined. What I am getting wrong?
Has anyone any experience with the differentiation/derivation with the apache commons math library or does anyone know another library/framework which can help me?
Thanks
In the paragraph below that example, the author describes ways to create DerivativeStructures. It isn't magic. In the example you quoted, someone was supposed to write the function f. Well, that wasn't very clear.
There are several ways a user can create an implementation of the UnivariateDifferentiableFunction interface. The first method is to simply write it directly using the appropriate methods from DerivativeStructure to compute addition, subtraction, sine, cosine... This is often quite straigthforward and there is no need to remember the rules for differentiation: the user code only represent the function itself, the differentials will be computed automatically under the hood. The second method is to write a classical UnivariateFunction and to pass it to an existing implementation of the UnivariateFunctionDifferentiator interface to retrieve a differentiated version of the same function. The first method is more suited to small functions for which user already control all the underlying code. The second method is more suited to either large functions that would be cumbersome to write using the DerivativeStructure API, or functions for which user does not have control to the full underlying code (for example functions that call external libraries).
Use the first idea.
// Function of 1 variable, keep track of 3 derivatives with respect to that variable,
// use 2.5 as the current value. Basically, the identity function.
DerivativeStructure x = new DerivativeStructure(1, 3, 0, 2.5);
// Basically, x --> x^2.
DerivativeStructure x2 = x.pow(2);
//Linear combination: y = 4x^2 + 2x
DerivativeStructure y = new DerivativeStructure(4.0, x2, 2.0, x);
System.out.println("y = " + y.getValue());
System.out.println("y' = " + y.getPartialDerivative(1));
System.out.println("y'' = " + y.getPartialDerivative(2));
System.out.println("y''' = " + y.getPartialDerivative(3));
The following thread from the Apache mailing list seems to illustrate the two possible ways of how the derivative of a UnivariateDifferentiableFunction can be defined. I am adding a new answer as I'm unable to comment on the previous one (insufficient reputation).
The used sample specification of the function is f(x) = x^2.
(1) Using a DerivativeStructure:
public DerivativeStructure value(DerivativeStructure t) {
return t.multiply(t);
}
(2) By writing a classical UnivariateFunction:
public UnivariateRealFunction derivative() {
return new UnivariateRealFunction() {
public double value(double x) {
// example derivative
return 2.*x;
}
}
}
If I understand well, the advantage of the first case is that the derivative does not need to be obtained manually, as in the second case. In case the derivative is known, there should thus be no advantage of defining a DerivativeStructure, right? The application I have in mind is that of a Newton-Raphson solver, for which generally the function value and its derivative need to be known.
The full example is provided on the aforementioned web site (authors are Thomas Neidhart and Franz Simons). Any further comments are most welcome!

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