feat: calculate multiplication using convolution

This commit is contained in:
NunoSempere 2022-04-20 13:29:33 -04:00
parent cfc1fd2239
commit 468ecc05e3

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@ -100,6 +100,59 @@ let addContinuousContinuous = (
{xs: newXs, ys: newYs} {xs: newXs, ys: newYs}
} }
let multiplyContinuousContinuous = (
s1: PointSetTypes.xyShape,
s2: PointSetTypes.xyShape,
): PointSetTypes.xyShape => {
// Assumption: xyShapes are ordered on the x coordinate.
// Get some needed variables
let len1 = XYShape.T.length(s1)
let mins1xs = s1.xs[0] // Belt.Array.reduce(s1.xs, s1.xs[0], (a, b) => a < b ? a : b)
let maxs1xs = s1.xs[len1 - 1] // Belt.Array.reduce(s1.xs, s1.xs[0], (a, b) => a > b ? a : b)
let len2 = XYShape.T.length(s2)
let mins2xs = s2.xs[0] // Belt.Array.reduce(s1.xs, s1.xs[0], (a, b) => a < b ? a : b)
let maxs2xs = s2.xs[len1 - 1] // Belt.Array.reduce(s1.xs, s1.xs[0], (a, b) => a > b ? a : b)
let lowerBound = mins1xs *. mins2xs
let upperBound = maxs1xs *. maxs2xs
let numIntervals = 2 * Js.Math.max_int(len1, len2) // 5000
let epsilon = (upperBound -. lowerBound) /. Belt.Int.toFloat(numIntervals) // Js.Math.pow_float(~base=2.0, ~exp=-16.0)
let epsilonForIgnoreInIntegral = Js.Math.pow_float(~base=2.0, ~exp=-16.0)
let newXs: array<float> = Belt.Array.makeUninitializedUnsafe(numIntervals)
let newYs: array<float> = Belt.Array.makeUninitializedUnsafe(numIntervals)
let getApproximatePdfOfS1AtPoint = x => getApproximatePdfOfContinuousDistributionAtPoint(s1, x)
let getApproximatePdfOfS2AtPoint = x => getApproximatePdfOfContinuousDistributionAtPoint(s2, x)
let float = x => Belt.Int.toFloat(x)
// Compute the integral numerically.
// I wouldn't worry too much about the O(n^3). At 5000 samples, this takes on the order of 25 million operations
// The AMD Ryzen 7 processor in my computer can do around 300K million operations per second.
// src: https://wikiless.org/wiki/Instructions_per_second?lang=en#Thousand_instructions_per_second_(TIPS/kIPS)
for i in 0 to numIntervals - 1 {
// where are the x points in the resulting distribution
let z = lowerBound +. float(i) *. epsilon
newXs[i] = z
newYs[i] = 0.0
for j in 0 to numIntervals - 1 {
// how fine-grained do we want our approximation of the integral to be.
let x = lowerBound +. float(j) *. epsilon
let absX = Js.Math.abs_float(x)
if absX > epsilonForIgnoreInIntegral {
let deltaYi =
getApproximatePdfOfS1AtPoint(x) *. getApproximatePdfOfS2AtPoint(z /. x) *. (1 /. x)
newYs[i] = newYs[i] +. deltaYi
}
}
}
// This could be improved by, for instance, choosing the location of the xs strategically
// for example, such that each of them is "equidistant" in a cdf, that is, such that the
// cdf increases by constant amounts from one point to another.
{xs: newXs, ys: newYs}
}
// Main function // Main function
let combineShapesContinuousContinuous = ( let combineShapesContinuousContinuous = (