Alias Method
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Alias Method
In computing, the alias method is a family of efficient algorithms for sampling from a discrete probability distribution, published in 1974 by A. J. Walker. That is, it returns integer values according to some arbitrary probability distribution . The algorithms typically use or preprocessing time, after which random values can be drawn from the distribution in time. Operation Internally, the algorithm consults two tables, a ''probability table'' and an ''alias table'' (for ). To generate a random outcome, a fair dice is rolled to determine an index into the two tables. Based on the probability stored at that index, a biased coin is then flipped, and the outcome of the flip is used to choose between a result of and . More concretely, the algorithm operates as follows: # Generate a uniform random variate . # Let and . (This makes uniformly distributed on and uniformly distributed on .) # If , return . This is the biased coin flip. # Otherwise, return . An alternati ...
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Alias Table
Alias may refer to: * Pseudonym * Pen name * Nickname Arts and entertainment Film and television * ''Alias'' (2013 film), a 2013 Canadian documentary film * ''Alias'' (TV series), an American action thriller series 2001–2006 * ''Alias the Jester'', a 1995 British animated series * ''Alias – the Bad Man'', a 1931 American Western film Gaming * ''Alias'' (board game) * Alias (''Forgotten Realms''), a fictional character in ''Dungeons & Dragons'' * ''Alias'' (video game), 2004, based on the TV series Literature * ''Alias'' (comics), an American comic book series * Alias Enterprises, an American publishing company Music * Alias (band), a Canadian rock supergroup ** ''Alias'' (album), 1990 * ''Alias'' (The Magic Numbers album), 2014 * ''Alias'' (EP), by Shygirl, 2020 * Alias (musician) (Brendon Whitney, 1976–2018), an American rapper * Alias (Ryan Tedder, born 1979), American singer, songwriter and record producer * Alias Records, a record label * "Alias", a song ...
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Computing
Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both hardware and software. Computing has scientific, engineering, mathematical, technological and social aspects. Major computing disciplines include computer engineering, computer science, cybersecurity, data science, information systems, information technology and software engineering. The term "computing" is also synonymous with counting and calculating. In earlier times, it was used in reference to the action performed by mechanical computing machines, and before that, to human computers. History The history of computing is longer than the history of computing hardware and includes the history of methods intended for pen and paper (or for chalk and slate) with or without the aid of tables. Computing is intimately tied to the representation of numbers, though mathematical conc ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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Pseudo-random Number Sampling
Non-uniform random variate generation or pseudo-random number sampling is the numerical practice of generating pseudo-random numbers (PRN) that follow a given probability distribution. Methods are typically based on the availability of a uniformly distributed PRN generator. Computational algorithms are then used to manipulate a single random variate, ''X'', or often several such variates, into a new random variate ''Y'' such that these values have the required distribution. The first methods were developed for Monte-Carlo simulations in the Manhattan project, published by John von Neumann in the early 1950s. Finite discrete distributions For a discrete probability distribution with a finite number ''n'' of indices at which the probability mass function ''f'' takes non-zero values, the basic sampling algorithm is straightforward. The interval [0, 1) is divided in ''n'' intervals [0, ''f''(1)), [''f''(1), ''f''(1) + ''f''(2)), ... The width of in ...
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Probability Distribution
In probability theory and statistics, a probability distribution is the mathematical function that gives the probabilities of occurrence of different possible outcomes for an experiment. It is a mathematical description of a random phenomenon in terms of its sample space and the probabilities of events (subsets of the sample space). For instance, if is used to denote the outcome of a coin toss ("the experiment"), then the probability distribution of would take the value 0.5 (1 in 2 or 1/2) for , and 0.5 for (assuming that the coin is fair). Examples of random phenomena include the weather conditions at some future date, the height of a randomly selected person, the fraction of male students in a school, the results of a survey to be conducted, etc. Introduction A probability distribution is a mathematical description of the probabilities of events, subsets of the sample space. The sample space, often denoted by \Omega, is the set of all possible outcomes of a random phe ...
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Probability
Probability is the branch of mathematics concerning numerical descriptions of how likely an Event (probability theory), event is to occur, or how likely it is that a proposition is true. The probability of an event is a number between 0 and 1, where, roughly speaking, 0 indicates impossibility of the event and 1 indicates certainty."Kendall's Advanced Theory of Statistics, Volume 1: Distribution Theory", Alan Stuart and Keith Ord, 6th Ed, (2009), .William Feller, ''An Introduction to Probability Theory and Its Applications'', (Vol 1), 3rd Ed, (1968), Wiley, . The higher the probability of an event, the more likely it is that the event will occur. A simple example is the tossing of a fair (unbiased) coin. Since the coin is fair, the two outcomes ("heads" and "tails") are both equally probable; the probability of "heads" equals the probability of "tails"; and since no other outcomes are possible, the probability of either "heads" or "tails" is 1/2 (which could also be written ...
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Table (information)
A table is an arrangement of information or data, typically in rows and columns, or possibly in a more complex structure. Tables are widely used in communication, research, and data analysis. Tables appear in print media, handwritten notes, computer software, architectural ornamentation, traffic signs, and many other places. The precise conventions and terminology for describing tables vary depending on the context. Further, tables differ significantly in variety, structure, flexibility, notation, representation and use. Information or data conveyed in table form is said to be in tabular format (adjective). In books and technical articles, tables are typically presented apart from the main text in numbered and captioned floating blocks. Basic description A table consists of an ordered arrangement of rows and columns. This is a simplified description of the most basic kind of table. Certain considerations follow from this simplified description: * the term row has several c ...
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Dice
Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing games, and games of chance. A traditional die is a cube with each of its six faces marked with a different number of dots ( pips) from one to six. When thrown or rolled, the die comes to rest showing a random integer from one to six on its upper surface, with each value being equally likely. Dice may also have polyhedral or irregular shapes, may have faces marked with numerals or symbols instead of pips and may have their numbers carved out from the material of the dice instead of marked on it. Loaded dice are designed to favor some results over others for cheating or entertainment. History Dice have been used since before recorded history, and it is uncertain where they originated. It is theorized that dice developed from the practice ...
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Biased Coin
In probability theory and statistics, a sequence of independent Bernoulli trials with probability 1/2 of success on each trial is metaphorically called a fair coin. One for which the probability is not 1/2 is called a biased or unfair coin. In theoretical studies, the assumption that a coin is fair is often made by referring to an ideal coin. John Edmund Kerrich performed experiments in coin flipping and found that a coin made from a wooden disk about the size of a crown and coated on one side with lead landed heads (wooden side up) 679 times out of 1000. In this experiment the coin was tossed by balancing it on the forefinger, flipping it using the thumb so that it spun through the air for about a foot before landing on a flat cloth spread over a table. Edwin Thompson Jaynes claimed that when a coin is caught in the hand, instead of being allowed to bounce, the physical bias in the coin is insignificant compared to the method of the toss, where with sufficient practice a coin c ...
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Uniform Distribution (continuous)
In probability theory and statistics, the continuous uniform distribution or rectangular distribution is a family of symmetric probability distributions. The distribution describes an experiment where there is an arbitrary outcome that lies between certain bounds. The bounds are defined by the parameters, ''a'' and ''b'', which are the minimum and maximum values. The interval can either be closed (e.g. , b or open (e.g. (a, b)). Therefore, the distribution is often abbreviated ''U'' (''a'', ''b''), where U stands for uniform distribution. The difference between the bounds defines the interval length; all intervals of the same length on the distribution's support are equally probable. It is the maximum entropy probability distribution for a random variable ''X'' under no constraint other than that it is contained in the distribution's support. Definitions Probability density function The probability density function of the continuous uniform distribution is: : f(x)=\begin ...
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NP Hard
In computational complexity theory, NP-hardness ( non-deterministic polynomial-time hardness) is the defining property of a class of problems that are informally "at least as hard as the hardest problems in NP". A simple example of an NP-hard problem is the subset sum problem. A more precise specification is: a problem ''H'' is NP-hard when every problem ''L'' in NP can be reduced in polynomial time to ''H''; that is, assuming a solution for ''H'' takes 1 unit time, ''H''s solution can be used to solve ''L'' in polynomial time. As a consequence, finding a polynomial time algorithm to solve any NP-hard problem would give polynomial time algorithms for all the problems in NP. As it is suspected that P≠NP, it is unlikely that such an algorithm exists. It is suspected that there are no polynomial-time algorithms for NP-hard problems, but that has not been proven. Moreover, the class P, in which all problems can be solved in polynomial time, is contained in the NP class. Defi ...
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Greedy Algorithm
A greedy algorithm is any algorithm that follows the problem-solving heuristic of making the locally optimal choice at each stage. In many problems, a greedy strategy does not produce an optimal solution, but a greedy heuristic can yield locally optimal solutions that approximate a globally optimal solution in a reasonable amount of time. For example, a greedy strategy for the travelling salesman problem (which is of high computational complexity) is the following heuristic: "At each step of the journey, visit the nearest unvisited city." This heuristic does not intend to find the best solution, but it terminates in a reasonable number of steps; finding an optimal solution to such a complex problem typically requires unreasonably many steps. In mathematical optimization, greedy algorithms optimally solve combinatorial problems having the properties of matroids and give constant-factor approximations to optimization problems with the submodular structure. Specifics Greedy algorith ...
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