def __init__(self, time, score=None, biasPass=0): IRRELEVANT = 0 ONLY_NON_DISCRIMINATORY = 1 ONLY_DISCRIMINATORY = 2 # Probabilistically finds the score: less likely to get large # magnitudes of scores if not score: for case in switch(biasPass): if case(IRRELEVANT): self.score = int(np.random.normal(0, 3)) while (self.score == 0 or self.score > 5 or self.score < -5): self.score = int(np.random.normal(0, 3)) break if case(ONLY_NON_DISCRIMINATORY): self.score = int(np.random.normal(2.5, 1.5)) while (self.score <= 0 or self.score > 5): self.score = int(np.random.normal(2.5, 1.5)) break if case(ONLY_DISCRIMINATORY): self.score = int(np.random.normal(-2.5, 1.5)) while (self.score >= 0 or self.score < -5): self.score = int(np.random.normal(-2.5, 1.5)) break if case(): sys.stderr.write("Invalid value for bias") return False else: self.score = score # If bill has score < 0: hurts LGB sentiments self.isDiscriminatory = (self.score < 0) self.isPassed = False # Used to account for the time delay of the policy effect self.passTime = time self.prevEffect = 0 self.curEffect = 0 if not self.Policy_verifyPolicy(self.score, self.isPassed, self.passTime): return None
#set number of simulations trials = 100000 #create variable to count number of times found the car when switch doors switchWins = 0 #run the simulation a number of times for i in range(trials): #create 3 door objectts doorOne = Door() doorTwo = Door() doorThree = Door() #put car behind a random door x = random.randint(1, 3) for case in switch(x): if case(1): doorOne.setCar(True) break if case(2): doorTwo.setCar(True) break if case(): doorThree.setCar(True) #select a random door y = random.randint(1, 3) for case in switch(y): if case(1): doorOne.setSelected(True) break
from Read import row_count, column_count, start_position, end_position from Switch import switch WINDOW_TITLE = "PathFinder - Algoritmo Genético" MAZE_WIDTH = column_count MAZE_HEIGHT = row_count BLOCK_SIZE = switch(MAZE_HEIGHT) GENERATIONS = 100 POPULATION_SIZE = 100 MUTATION_RATE = 0.05 START_COORDS = start_position END_COORDS = end_position
#set number of simulations trials = 100000 #create variable to count number of times found the car when switch doors switchWins = 0 #run the simulation a number of times for i in range(trials): #create 3 door objectts doorOne = Door() doorTwo = Door() doorThree = Door() #put car behind a random door x = random.randint(1,3) for case in switch(x): if case(1): doorOne.setCar(True) break if case(2): doorTwo.setCar(True) break if case(): doorThree.setCar(True) #select a random door y = random.randint(1,3) for case in switch(y): if case(1): doorOne.setSelected(True) break
table = HashTable(430007) for line in file: table.insert(line.replace("\n","")) cols = table.collisions print("Number of collisions = {}\n\n".format(cols)) #loop until user decides to exit while True: x = int(input("\n1) Print all words\n2) Search for a word\n3) Quit\n")) #If user presses... #1..Print all words in table and print collisions of each word #2..Ask user to enter a word and search for that word #3..Exit loop stop = False for case in switch(x): if case(1): table.printTable() break if case(2): word = input("\nEnter word to be searched for:") table.getSlot(word) break if case(3): stop = True break if case(): print("Invalid input\n") if stop: break
def evaluate_state(self): msg = user_event_msg() msg.user_id = self.mid_ msg.message = 'none' for case in switch(self.state__): if case('IDLE'): if self.current_state_msg.outside_workspace: msg.event_id = 'workspace_event' msg.message = 'outside_workspace' self.state__ = 'OUTSIDE_WORKSPACE' break # Hand Events msg.event_id = 'hand_event' if self.current_state_msg.hands_on_head: msg.message = 'hands_on_head' self.state__ = 'HANDS_HEAD' break if self.current_state_msg.hands_together: msg.message = 'hands_together' self.state__ = 'HANDS_TOGETHER' break if self.current_state_msg.right_elbow_click: msg.message = 'right_elbow_click' self.state__ = 'RIGHT_ELBOW_CLICK' break if self.current_state_msg.left_elbow_click: msg.message = 'left_elbow_click' self.state__ = 'LEFT_ELBOW_CLICK' break break if case('OUTSIDE_WORKSPACE'): if not self.current_state_msg.outside_workspace: self.state__ = 'IDLE' break if case('HANDS_TOGETHER'): if not self.current_state_msg.hands_together: self.state__ = 'IDLE' break if case('HANDS_HEAD'): if not self.check_joint_dist(self.head_limit_,'left_hand','head'): self.state__ = 'IDLE' break elif not self.check_joint_dist(self.head_limit_,'right_hand','head'): self.state__ = 'IDLE' break break if case('RIGHT_ELBOW_CLICK'): if not self.current_state_msg.right_elbow_click: self.state__ = 'IDLE' break if case('LEFT_ELBOW_CLICK'): if not self.current_state_msg.left_elbow_click: self.state__ = 'IDLE' break # Check for populated message and publish if 'none' not in msg.message: self.user_event_pub_.publish(msg) pass
def NetworkBase_getDepressOdds(self, onlyMinority=0, withSupport=0, checkDensity=False): # Everyone with < 0.10 support will be considered "NOT supported" NO_SUPPORT = .75 # Used to calculate when the z-score is ".75" (never exact: # use a bounded set to compensate) cutoffRange = [.90, 1.10] # Used for checking the parameters passed in: whether check # for the nodes with a property, without, or without regard ONLY_WANT_WITH = 2 ONLY_WANT_WITHOUT = 1 IRRELEVANT = 0 # Determines which agents to check based on parameter for case in switch(onlyMinority): if case(ONLY_WANT_WITH): agents = self.NetworkBase_getMinorityNodes() break if case(ONLY_WANT_WITHOUT): agents = self.NetworkBase_getMinorityNodes( wantMinority=False) break if case(IRRELEVANT): agents = self.NetworkBase_getAgentArray() break if case(): sys.stderr.write("Minority bool must be 0, 1, 2") return False # Agent count: defaulted to number of agents being analyzed count = len(agents) totalDepression = 0 for case in switch(withSupport): # Gets total depression of those with support if case(ONLY_WANT_WITH): for agent in agents: z = self.NetworkBase_getSupportZScore(agent) if z > NO_SUPPORT: totalDepression += agent.currentDepression break # Gets depression of those without support if case(ONLY_WANT_WITHOUT): for agent in agents: z = self.NetworkBase_getSupportZScore(agent) if z <= NO_SUPPORT: totalDepression += agent.currentDepression break # Gets depression for all the agents in check if case(IRRELEVANT): # If calculating odds for specific level of density if checkDensity: # Have to redo count for only agents in cutoff count = 0 for agent in agents: z = self.NetworkBase_getDensityZScore(agent) if cutoffRange[0] < z: totalDepression += agent.currentDepression count += 1 else: for agent in agents: totalDepression += agent.currentDepression break if case(): sys.stderr.write("Support bool must be 0, 1, 2") return False if not count: return 0.0 prob = totalDepression/count return prob/(1 - prob)
def evaluate_state(self): msg = user_event_msg() msg.user_id = self.mid_ msg.message = 'none' for case in switch(self.state__): if case('IDLE'): if self.current_state_msg.outside_workspace: msg.event_id = 'workspace_event' msg.message = 'outside_workspace' self.state__ = 'OUTSIDE_WORKSPACE' break # Hand Events msg.event_id = 'hand_event' if self.current_state_msg.hands_on_head: msg.message = 'hands_on_head' self.state__ = 'HANDS_HEAD' break if self.current_state_msg.hands_together: msg.message = 'hands_together' self.state__ = 'HANDS_TOGETHER' break if self.current_state_msg.right_elbow_click: msg.message = 'right_elbow_click' self.state__ = 'RIGHT_ELBOW_CLICK' break if self.current_state_msg.left_elbow_click: msg.message = 'left_elbow_click' self.state__ = 'LEFT_ELBOW_CLICK' break break if case('OUTSIDE_WORKSPACE'): if not self.current_state_msg.outside_workspace: self.state__ = 'IDLE' break if case('HANDS_TOGETHER'): if not self.current_state_msg.hands_together: self.state__ = 'IDLE' break if case('HANDS_HEAD'): if not self.check_joint_dist(self.head_limit_, 'left_hand', 'head'): self.state__ = 'IDLE' break elif not self.check_joint_dist(self.head_limit_, 'right_hand', 'head'): self.state__ = 'IDLE' break break if case('RIGHT_ELBOW_CLICK'): if not self.current_state_msg.right_elbow_click: self.state__ = 'IDLE' break if case('LEFT_ELBOW_CLICK'): if not self.current_state_msg.left_elbow_click: self.state__ = 'IDLE' break # Check for populated message and publish if 'none' not in msg.message: self.user_event_pub_.publish(msg) pass