将元素排列成任意大小的矩阵
Arrange elements in a matrix of any size
这与其说是问题本身,不如说是讨论,因为我可以用代码解决这个问题,但我认为应该有更好的方法来解决这个问题。
我需要在矩阵中分配元素,以便矩阵的每个象限(维度不一定能被 4 整除)包含相等(或尽可能接近相等)数量的所述元素,但位于随机在该象限内。
矩阵的其余部分需要包含不同类型的随机元素。
例如,在 9x6 矩阵中分布 10 个元素 (A) 可能如下所示:
这揭示了当维度为奇数时如何处理中间线的问题。它可以随机包含在一个象限或另一个象限中(中间 3 列中没有 A 只是偶然的事实)
我首先想到的是用一个递归函数来处理这个问题,该函数划分为象限并随机放置每个元素。
我已经用 C# 编写了一半的代码,想法是这样的(它目前还不起作用,有些东西在尝试使代码更具可读性方面效率低下):
private void PopulateQuadrants(ref Test5Target[,] matrix,
int xBeginQuadrant, int xEndQuadrant, int yBeginQuadrant, int yEndQuadrant, int targets)
{
if (targets == 0)
{
return;
}
else if (targets == 1)
{
Random rand = new Random();
matrix[rand.Next(xBeginQuadrant, xEndQuadrant), rand.Next(yBeginQuadrant, yEndQuadrant)]
= new Test5Target(ChosenTarget, UseAdvancedTargets);
for (int x = xBeginQuadrant; x < xEndQuadrant; x++)
{
for (int y = xBeginQuadrant; y < xEndQuadrant; y++)
{
if (matrix[x, y] == null)
{
int type = rand.Next(TargetCount);
while(type == ChosenTarget){
type = rand.Next(TargetCount);
}
matrix[x, y] = new Test5Target(rand.Next(TargetCount), UseAdvancedTargets);
}
}
}
return;
}
else
{
int[] TargetsPerQuadrant = { targets / 4, targets / 4, targets / 4, targets / 4 };
int RemaindingTargets = targets % 4;
Random rand = new Random();
while (RemaindingTargets > 0)
{ // Randomly select quadrants to allocate the Remainding targets (one may end up with 3 extra as it is now)
TargetsPerQuadrant[rand.Next(4)]++;
RemaindingTargets--;
}
PopulateQuadrants(ref matrix, xBeginQuadrant, xEndQuadrant / 2, yBeginQuadrant, yEndQuadrant / 2, TargetsPerQuadrant[0]);
PopulateQuadrants(ref matrix, xEndQuadrant / 2, xEndQuadrant, yBeginQuadrant, yEndQuadrant / 2, TargetsPerQuadrant[1]);
PopulateQuadrants(ref matrix, xBeginQuadrant, xEndQuadrant / 2, yBeginQuadrant, yEndQuadrant / 2, TargetsPerQuadrant[2]);
PopulateQuadrants(ref matrix, xEndQuadrant / 2, xEndQuadrant, yBeginQuadrant / 2, yEndQuadrant, TargetsPerQuadrant[3]);
}
}
是否有任何数学上正确或简单的方法可以实现此目的,或者我应该继续这样做。
我最终决定在每个角落随机放置至少四分之一的所有元素,其余元素也随机忽略奇数长度或只是让它向一侧或另一侧倾斜。
private Element[,] GetCancellationTestMatrix(int rows, int columns, int targets, int types)
{
// Supposing the different types of elements are just ints and we want a concrete type
// for our targets which is contained in the variable "TargetType"
Element[,] Matrix = new int[rows, columns];
Random rand = new Random();
int currQuadRowBegin = 0;
int currQuadRowEnd = rows / 2;
int currQuadColBegin;
int currQuadColEnd;
int rowIndex;
int colIndex;
for (int i = 0; i < 2; i++)
{
currQuadColBegin = 0;
currQuadColEnd = columns / 2;
for (int j = 0; j < 2; j++)
{
for (int t = 0; t < targets / 4; t++)
{
rowIndex = rand.Next(currQuadRowBegin, currQuadRowEnd);
colIndex = rand.Next(currQuadColBegin, currQuadColEnd);
while (Matrix[rowIndex, colIndex] != null)
{
rowIndex = rand.Next(currQuadRowBegin, currQuadRowEnd);
colIndex = rand.Next(currQuadColBegin, currQuadColEnd);
}
Matrix[rowIndex, colIndex] = new Element(TargetType);
}
currQuadColBegin = currQuadColEnd++;
currQuadColEnd = columns - 1;
}
currQuadRowBegin = currQuadRowEnd++;
currQuadRowEnd = rows - 1;
}
// Some targets may be unarranged yet (up to three)
int remainding = targets % 4;
while (remainding > 0)
{
rowIndex = rand.Next(0, rows);
colIndex = rand.Next(0, columns);
while (Matrix[rowIndex, colIndex] != null)
{
rowIndex = rand.Next(0, rows);
colIndex = rand.Next(0, columns);
}
Matrix[rowIndex, colIndex] = new Element(TargetType);
remainding--;
}
// Fill the remainding elements of the target matrix with other targets
List<int> fakeTargets = new List<int>(rows * columns - targets);
// If we are placing 10 targets in a 9x6 matrix then we need to place an extra
// 9 * 6 - 10 = 34 targets and if we have, say, 4 types then we can divide that
// between 4-1 (for the target type)
int targetsOfEachType = (rows * columns - targets) / types-1;
for (int i = 0; i < types; i++)
{
if (i == TargetType) continue;
for (int j = 0; j < targetsOfEachType; j++)
{
fakeTargets.Add(i);
}
}
int tmp;
while (fakeTargets.Count < rows * columns - targets)
{
tmp = rand.Next(types);
while (tmp == TargetType)
{
tmp = rand.Next(types);
}
fakeTargets.Add(tmp);
}
Shuffle(fakeTargets); // Assume this method shuffles the list of fakeTargets
tmp = 0;
for (int i = 0; i < rows; i++)
{
for (int j = 0; j < columns; j++)
{
if (Matrix[i, j] != null) continue;
Matrix[i, j] = new Element(fakeTargets[tmp++]);
}
}
return Matrix;
}
当然,我并不是说这是一个好的解决方案,只是说至少目前对我有用。我会留出一些时间,以便有人可以 post 在我将其作为答案之前 post 提出更好的答案或进行一些更正。
这与其说是问题本身,不如说是讨论,因为我可以用代码解决这个问题,但我认为应该有更好的方法来解决这个问题。
我需要在矩阵中分配元素,以便矩阵的每个象限(维度不一定能被 4 整除)包含相等(或尽可能接近相等)数量的所述元素,但位于随机在该象限内。 矩阵的其余部分需要包含不同类型的随机元素。
例如,在 9x6 矩阵中分布 10 个元素 (A) 可能如下所示:
这揭示了当维度为奇数时如何处理中间线的问题。它可以随机包含在一个象限或另一个象限中(中间 3 列中没有 A 只是偶然的事实)
我首先想到的是用一个递归函数来处理这个问题,该函数划分为象限并随机放置每个元素。
我已经用 C# 编写了一半的代码,想法是这样的(它目前还不起作用,有些东西在尝试使代码更具可读性方面效率低下):
private void PopulateQuadrants(ref Test5Target[,] matrix,
int xBeginQuadrant, int xEndQuadrant, int yBeginQuadrant, int yEndQuadrant, int targets)
{
if (targets == 0)
{
return;
}
else if (targets == 1)
{
Random rand = new Random();
matrix[rand.Next(xBeginQuadrant, xEndQuadrant), rand.Next(yBeginQuadrant, yEndQuadrant)]
= new Test5Target(ChosenTarget, UseAdvancedTargets);
for (int x = xBeginQuadrant; x < xEndQuadrant; x++)
{
for (int y = xBeginQuadrant; y < xEndQuadrant; y++)
{
if (matrix[x, y] == null)
{
int type = rand.Next(TargetCount);
while(type == ChosenTarget){
type = rand.Next(TargetCount);
}
matrix[x, y] = new Test5Target(rand.Next(TargetCount), UseAdvancedTargets);
}
}
}
return;
}
else
{
int[] TargetsPerQuadrant = { targets / 4, targets / 4, targets / 4, targets / 4 };
int RemaindingTargets = targets % 4;
Random rand = new Random();
while (RemaindingTargets > 0)
{ // Randomly select quadrants to allocate the Remainding targets (one may end up with 3 extra as it is now)
TargetsPerQuadrant[rand.Next(4)]++;
RemaindingTargets--;
}
PopulateQuadrants(ref matrix, xBeginQuadrant, xEndQuadrant / 2, yBeginQuadrant, yEndQuadrant / 2, TargetsPerQuadrant[0]);
PopulateQuadrants(ref matrix, xEndQuadrant / 2, xEndQuadrant, yBeginQuadrant, yEndQuadrant / 2, TargetsPerQuadrant[1]);
PopulateQuadrants(ref matrix, xBeginQuadrant, xEndQuadrant / 2, yBeginQuadrant, yEndQuadrant / 2, TargetsPerQuadrant[2]);
PopulateQuadrants(ref matrix, xEndQuadrant / 2, xEndQuadrant, yBeginQuadrant / 2, yEndQuadrant, TargetsPerQuadrant[3]);
}
}
是否有任何数学上正确或简单的方法可以实现此目的,或者我应该继续这样做。
我最终决定在每个角落随机放置至少四分之一的所有元素,其余元素也随机忽略奇数长度或只是让它向一侧或另一侧倾斜。
private Element[,] GetCancellationTestMatrix(int rows, int columns, int targets, int types)
{
// Supposing the different types of elements are just ints and we want a concrete type
// for our targets which is contained in the variable "TargetType"
Element[,] Matrix = new int[rows, columns];
Random rand = new Random();
int currQuadRowBegin = 0;
int currQuadRowEnd = rows / 2;
int currQuadColBegin;
int currQuadColEnd;
int rowIndex;
int colIndex;
for (int i = 0; i < 2; i++)
{
currQuadColBegin = 0;
currQuadColEnd = columns / 2;
for (int j = 0; j < 2; j++)
{
for (int t = 0; t < targets / 4; t++)
{
rowIndex = rand.Next(currQuadRowBegin, currQuadRowEnd);
colIndex = rand.Next(currQuadColBegin, currQuadColEnd);
while (Matrix[rowIndex, colIndex] != null)
{
rowIndex = rand.Next(currQuadRowBegin, currQuadRowEnd);
colIndex = rand.Next(currQuadColBegin, currQuadColEnd);
}
Matrix[rowIndex, colIndex] = new Element(TargetType);
}
currQuadColBegin = currQuadColEnd++;
currQuadColEnd = columns - 1;
}
currQuadRowBegin = currQuadRowEnd++;
currQuadRowEnd = rows - 1;
}
// Some targets may be unarranged yet (up to three)
int remainding = targets % 4;
while (remainding > 0)
{
rowIndex = rand.Next(0, rows);
colIndex = rand.Next(0, columns);
while (Matrix[rowIndex, colIndex] != null)
{
rowIndex = rand.Next(0, rows);
colIndex = rand.Next(0, columns);
}
Matrix[rowIndex, colIndex] = new Element(TargetType);
remainding--;
}
// Fill the remainding elements of the target matrix with other targets
List<int> fakeTargets = new List<int>(rows * columns - targets);
// If we are placing 10 targets in a 9x6 matrix then we need to place an extra
// 9 * 6 - 10 = 34 targets and if we have, say, 4 types then we can divide that
// between 4-1 (for the target type)
int targetsOfEachType = (rows * columns - targets) / types-1;
for (int i = 0; i < types; i++)
{
if (i == TargetType) continue;
for (int j = 0; j < targetsOfEachType; j++)
{
fakeTargets.Add(i);
}
}
int tmp;
while (fakeTargets.Count < rows * columns - targets)
{
tmp = rand.Next(types);
while (tmp == TargetType)
{
tmp = rand.Next(types);
}
fakeTargets.Add(tmp);
}
Shuffle(fakeTargets); // Assume this method shuffles the list of fakeTargets
tmp = 0;
for (int i = 0; i < rows; i++)
{
for (int j = 0; j < columns; j++)
{
if (Matrix[i, j] != null) continue;
Matrix[i, j] = new Element(fakeTargets[tmp++]);
}
}
return Matrix;
}
当然,我并不是说这是一个好的解决方案,只是说至少目前对我有用。我会留出一些时间,以便有人可以 post 在我将其作为答案之前 post 提出更好的答案或进行一些更正。