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I'm trying to devise a (good) way to choose a random number from a range of possible numbers where each number in the range is given a weight. To put it simply: given the range of numbers (0,1,2) choose a number where 0 has an 80% probability of being selected, 1 has a 10% chance and 2 has a 10% chance.
It's been about 8 years since my college stats class, so you can imagine the proper formula for this escapes me at the moment.
Here's the 'cheap and dirty' method that I came up with. This solution uses ColdFusion. Yours may use whatever language you'd like. I'm a programmer, I think I can handle porting it. Ultimately my solution needs to be in Groovy - I wrote this one in ColdFusion because it's easy to quickly write/test in CF.
public function weightedRandom( Struct options ) {
var tempArr = [];
for( var o in arguments.options )
{
var weight = arguments.options[ o ] * 10;
for ( var i = 1; i<= weight; i++ )
{
arrayAppend( tempArr, o );
}
}
return tempArr[ randRange( 1, arrayLen( tempArr ) ) ];
}
// test it
opts = { 0=.8, 1=.1, 2=.1 };
for( x = 1; x<=10; x++ )
{
writeDump( weightedRandom( opts ) );
}
I'm looking for better solutions, please suggest improvements or alternatives.
Rejection sampling (such as in your solution) is the first thing that comes to mind, whereby you build a lookup table with elements populated by their weight distribution, then pick a random location in the table and return it. As an implementation choice, I would make a higher order function which takes a spec and returns a function which returns values based on the distribution in the spec, this way you avoid having to build the table for each call. The downsides are that the algorithmic performance of building the table is linear by the number of items and there could potentially be a lot of memory usage for large specs (or those with members with very small or precise weights, e.g. {0:0.99999, 1:0.00001}). The upside is that picking a value has constant time, which might be desirable if performance is critical. In JavaScript:
function weightedRand(spec) {
var i, j, table=[];
for (i in spec) {
// The constant 10 below should be computed based on the
// weights in the spec for a correct and optimal table size.
// E.g. the spec {0:0.999, 1:0.001} will break this impl.
for (j=0; j<spec[i]*10; j++) {
table.push(i);
}
}
return function() {
return table[Math.floor(Math.random() * table.length)];
}
}
var rand012 = weightedRand({0:0.8, 1:0.1, 2:0.1});
rand012(); // random in distribution...
Another strategy is to pick a random number in [0,1) and iterate over the weight specification summing the weights, if the random number is less than the sum then return the associated value. Of course, this assumes that the weights sum to one. This solution has no up-front costs but has average algorithmic performance linear by the number of entries in the spec. For example, in JavaScript:
function weightedRand2(spec) {
var i, sum=0, r=Math.random();
for (i in spec) {
sum += spec[i];
if (r <= sum) return i;
}
}
weightedRand2({0:0.8, 1:0.1, 2:0.1}); // random in distribution...
Generate a random number R between 0 and 1.
If R in [0, 0.1) -> 1
If R in [0.1, 0.2) -> 2
If R in [0.2, 1] -> 3
If you can't directly get a number between 0 and 1, generate a number in a range that will produce as much precision as you want. For example, if you have the weights for
(1, 83.7%) and (2, 16.3%), roll a number from 1 to 1000. 1-837 is a 1. 838-1000 is 2.
I use the following
function weightedRandom(min, max) {
return Math.round(max / (Math.random() * max + min));
}
This is my go-to "weighted" random, where I use an inverse function of "x" (where x is a random between min and max) to generate a weighted result, where the minimum is the most heavy element, and the maximum the lightest (least chances of getting the result)
So basically, using weightedRandom(1, 5) means the chances of getting a 1 are higher than a 2 which are higher than a 3, which are higher than a 4, which are higher than a 5.
Might not be useful for your use case but probably useful for people googling this same question.
After a 100 iterations try, it gave me:
==================
| Result | Times |
==================
| 1 | 55 |
| 2 | 28 |
| 3 | 8 |
| 4 | 7 |
| 5 | 2 |
==================
Here are 3 solutions in javascript since I'm not sure which language you want it in. Depending on your needs one of the first two might work, but the the third one is probably the easiest to implement with large sets of numbers.
function randomSimple(){
return [0,0,0,0,0,0,0,0,1,2][Math.floor(Math.random()*10)];
}
function randomCase(){
var n=Math.floor(Math.random()*100)
switch(n){
case n<80:
return 0;
case n<90:
return 1;
case n<100:
return 2;
}
}
function randomLoop(weight,num){
var n=Math.floor(Math.random()*100),amt=0;
for(var i=0;i<weight.length;i++){
//amt+=weight[i]; *alternative method
//if(n<amt){
if(n<weight[i]){
return num[i];
}
}
}
weight=[80,90,100];
//weight=[80,10,10]; *alternative method
num=[0,1,2]
8 years late but here's my solution in 4 lines.
Prepare an array of probability mass function such that
pmf[array_index] = P(X=array_index):
var pmf = [0.8, 0.1, 0.1]
Prepare an array for the corresponding cumulative distribution function such that
cdf[array_index] = F(X=array_index):
var cdf = pmf.map((sum => value => sum += value)(0))
// [0.8, 0.9, 1]
3a) Generate a random number.
3b) Get an array of elements that are more than or equal to this number.
3c) Return its length.
var r = Math.random()
cdf.filter(el => r >= el).length
This is more or less a generic-ized version of what #trinithis wrote, in Java: I did it with ints rather than floats to avoid messy rounding errors.
static class Weighting {
int value;
int weighting;
public Weighting(int v, int w) {
this.value = v;
this.weighting = w;
}
}
public static int weightedRandom(List<Weighting> weightingOptions) {
//determine sum of all weightings
int total = 0;
for (Weighting w : weightingOptions) {
total += w.weighting;
}
//select a random value between 0 and our total
int random = new Random().nextInt(total);
//loop thru our weightings until we arrive at the correct one
int current = 0;
for (Weighting w : weightingOptions) {
current += w.weighting;
if (random < current)
return w.value;
}
//shouldn't happen.
return -1;
}
public static void main(String[] args) {
List<Weighting> weightings = new ArrayList<Weighting>();
weightings.add(new Weighting(0, 8));
weightings.add(new Weighting(1, 1));
weightings.add(new Weighting(2, 1));
for (int i = 0; i < 100; i++) {
System.out.println(weightedRandom(weightings));
}
}
How about
int [ ] numbers = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 2 } ;
then you can randomly select from numbers and 0 will have an 80% chance, 1 10%, and 2 10%
This one is in Mathematica, but it's easy to copy to another language, I use it in my games and it can handle decimal weights:
weights = {0.5,1,2}; // The weights
weights = N#weights/Total#weights // Normalize weights so that the list's sum is always 1.
min = 0; // First min value should be 0
max = weights[[1]]; // First max value should be the first element of the newly created weights list. Note that in Mathematica the first element has index of 1, not 0.
random = RandomReal[]; // Generate a random float from 0 to 1;
For[i = 1, i <= Length#weights, i++,
If[random >= min && random < max,
Print["Chosen index number: " <> ToString#i]
];
min += weights[[i]];
If[i == Length#weights,
max = 1,
max += weights[[i + 1]]
]
]
(Now I'm talking with a lists first element's index equals 0) The idea behind this is that having a normalized list weights there is a chance of weights[n] to return the index n, so the distances between the min and max at step n should be weights[n]. The total distance from the minimum min (which we put it to be 0) and the maximum max is the sum of the list weights.
The good thing behind this is that you don't append to any array or nest for loops, and that increases heavily the execution time.
Here is the code in C# without needing to normalize the weights list and deleting some code:
int WeightedRandom(List<float> weights) {
float total = 0f;
foreach (float weight in weights) {
total += weight;
}
float max = weights [0],
random = Random.Range(0f, total);
for (int index = 0; index < weights.Count; index++) {
if (random < max) {
return index;
} else if (index == weights.Count - 1) {
return weights.Count-1;
}
max += weights[index+1];
}
return -1;
}
I suggest to use a continuous check of the probability and the rest of the random number.
This function sets first the return value to the last possible index and iterates until the rest of the random value is smaller than the actual probability.
The probabilities have to sum to one.
function getRandomIndexByProbability(probabilities) {
var r = Math.random(),
index = probabilities.length - 1;
probabilities.some(function (probability, i) {
if (r < probability) {
index = i;
return true;
}
r -= probability;
});
return index;
}
var i,
probabilities = [0.8, 0.1, 0.1],
count = probabilities.map(function () { return 0; });
for (i = 0; i < 1e6; i++) {
count[getRandomIndexByProbability(probabilities)]++;
}
console.log(count);
.as-console-wrapper { max-height: 100% !important; top: 0; }
Thanks all, this was a helpful thread. I encapsulated it into a convenience function (Typescript). Tests below (sinon, jest). Could definitely be a bit tighter, but hopefully it's readable.
export type WeightedOptions = {
[option: string]: number;
};
// Pass in an object like { a: 10, b: 4, c: 400 } and it'll return either "a", "b", or "c", factoring in their respective
// weight. So in this example, "c" is likely to be returned 400 times out of 414
export const getRandomWeightedValue = (options: WeightedOptions) => {
const keys = Object.keys(options);
const totalSum = keys.reduce((acc, item) => acc + options[item], 0);
let runningTotal = 0;
const cumulativeValues = keys.map((key) => {
const relativeValue = options[key]/totalSum;
const cv = {
key,
value: relativeValue + runningTotal
};
runningTotal += relativeValue;
return cv;
});
const r = Math.random();
return cumulativeValues.find(({ key, value }) => r <= value)!.key;
};
Tests:
describe('getRandomWeightedValue', () => {
// Out of 1, the relative and cumulative values for these are:
// a: 0.1666 -> 0.16666
// b: 0.3333 -> 0.5
// c: 0.5 -> 1
const values = { a: 10, b: 20, c: 30 };
it('returns appropriate values for particular random value', () => {
// any random number under 0.166666 should return "a"
const stub1 = sinon.stub(Math, 'random').returns(0);
const result1 = randomUtils.getRandomWeightedValue(values);
expect(result1).toEqual('a');
stub1.restore();
const stub2 = sinon.stub(Math, 'random').returns(0.1666);
const result2 = randomUtils.getRandomWeightedValue(values);
expect(result2).toEqual('a');
stub2.restore();
// any random number between 0.166666 and 0.5 should return "b"
const stub3 = sinon.stub(Math, 'random').returns(0.17);
const result3 = randomUtils.getRandomWeightedValue(values);
expect(result3).toEqual('b');
stub3.restore();
const stub4 = sinon.stub(Math, 'random').returns(0.3333);
const result4 = randomUtils.getRandomWeightedValue(values);
expect(result4).toEqual('b');
stub4.restore();
const stub5 = sinon.stub(Math, 'random').returns(0.5);
const result5 = randomUtils.getRandomWeightedValue(values);
expect(result5).toEqual('b');
stub5.restore();
// any random number above 0.5 should return "c"
const stub6 = sinon.stub(Math, 'random').returns(0.500001);
const result6 = randomUtils.getRandomWeightedValue(values);
expect(result6).toEqual('c');
stub6.restore();
const stub7 = sinon.stub(Math, 'random').returns(1);
const result7 = randomUtils.getRandomWeightedValue(values);
expect(result7).toEqual('c');
stub7.restore();
});
});
Shortest solution in modern JavaScript
Note: all weights need to be integers
function weightedRandom(items){
let table = Object.entries(items)
.flatMap(([item, weight]) => Array(item).fill(weight))
return table[Math.floor(Math.random() * table.length)]
}
const key = weightedRandom({
"key1": 1,
"key2": 4,
"key3": 8
}) // returns e.g. "key1"
here is the input and ratios : 0 (80%), 1(10%) , 2 (10%)
lets draw them out so its easy to visualize.
0 1 2
-------------------------------------________+++++++++
lets add up the total weight and call it TR for total ratio. so in this case 100.
lets randomly get a number from (0-TR) or (0 to 100 in this case) . 100 being your weights total. Call it RN for random number.
so now we have TR as the total weight and RN as the random number between 0 and TR.
so lets imagine we picked a random # from 0 to 100. Say 21. so thats actually 21%.
WE MUST CONVERT/MATCH THIS TO OUR INPUT NUMBERS BUT HOW ?
lets loop over each weight (80, 10, 10) and keep the sum of the weights we already visit.
the moment the sum of the weights we are looping over is greater then the random number RN (21 in this case), we stop the loop & return that element position.
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 21) //(80 > 21) so break on first pass
break;
}
//position will be 0 so we return array[0]--> 0
lets say the random number (between 0 and 100) is 83. Lets do it again:
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 83) //(90 > 83) so break
break;
}
//we did two passes in the loop so position is 1 so we return array[1]---> 1
I have a slotmachine and I used the code below to generate random numbers. In probabilitiesSlotMachine the keys are the output in the slotmachine, and the values represent the weight.
const probabilitiesSlotMachine = [{0 : 1000}, {1 : 100}, {2 : 50}, {3 : 30}, {4 : 20}, {5 : 10}, {6 : 5}, {7 : 4}, {8 : 2}, {9 : 1}]
var allSlotMachineResults = []
probabilitiesSlotMachine.forEach(function(obj, index){
for (var key in obj){
for (var loop = 0; loop < obj[key]; loop ++){
allSlotMachineResults.push(key)
}
}
});
Now to generate a random output, I use this code:
const random = allSlotMachineResults[Math.floor(Math.random() * allSlotMachineResults.length)]
Enjoy the O(1) (constant time) solution for your problem.
If the input array is small, it can be easily implemented.
const number = Math.floor(Math.random() * 99); // Generate a random number from 0 to 99
let element;
if (number >= 0 && number <= 79) {
/*
In the range of 0 to 99, every number has equal probability
of occurring. Therefore, if you gather 80 numbers (0 to 79) and
make a "sub-group" of them, then their probabilities will get added.
Hence, what you get is an 80% chance that the number will fall in this
range.
So, quite naturally, there is 80% probability that this code will run.
Now, manually choose / assign element of your array to this variable.
*/
element = 0;
}
else if (number >= 80 && number <= 89) {
// 10% chance that this code runs.
element = 1;
}
else if (number >= 90 && number <= 99) {
// 10% chance that this code runs.
element = 2;
}
I'm trying to devise a (good) way to choose a random number from a range of possible numbers where each number in the range is given a weight. To put it simply: given the range of numbers (0,1,2) choose a number where 0 has an 80% probability of being selected, 1 has a 10% chance and 2 has a 10% chance.
It's been about 8 years since my college stats class, so you can imagine the proper formula for this escapes me at the moment.
Here's the 'cheap and dirty' method that I came up with. This solution uses ColdFusion. Yours may use whatever language you'd like. I'm a programmer, I think I can handle porting it. Ultimately my solution needs to be in Groovy - I wrote this one in ColdFusion because it's easy to quickly write/test in CF.
public function weightedRandom( Struct options ) {
var tempArr = [];
for( var o in arguments.options )
{
var weight = arguments.options[ o ] * 10;
for ( var i = 1; i<= weight; i++ )
{
arrayAppend( tempArr, o );
}
}
return tempArr[ randRange( 1, arrayLen( tempArr ) ) ];
}
// test it
opts = { 0=.8, 1=.1, 2=.1 };
for( x = 1; x<=10; x++ )
{
writeDump( weightedRandom( opts ) );
}
I'm looking for better solutions, please suggest improvements or alternatives.
Rejection sampling (such as in your solution) is the first thing that comes to mind, whereby you build a lookup table with elements populated by their weight distribution, then pick a random location in the table and return it. As an implementation choice, I would make a higher order function which takes a spec and returns a function which returns values based on the distribution in the spec, this way you avoid having to build the table for each call. The downsides are that the algorithmic performance of building the table is linear by the number of items and there could potentially be a lot of memory usage for large specs (or those with members with very small or precise weights, e.g. {0:0.99999, 1:0.00001}). The upside is that picking a value has constant time, which might be desirable if performance is critical. In JavaScript:
function weightedRand(spec) {
var i, j, table=[];
for (i in spec) {
// The constant 10 below should be computed based on the
// weights in the spec for a correct and optimal table size.
// E.g. the spec {0:0.999, 1:0.001} will break this impl.
for (j=0; j<spec[i]*10; j++) {
table.push(i);
}
}
return function() {
return table[Math.floor(Math.random() * table.length)];
}
}
var rand012 = weightedRand({0:0.8, 1:0.1, 2:0.1});
rand012(); // random in distribution...
Another strategy is to pick a random number in [0,1) and iterate over the weight specification summing the weights, if the random number is less than the sum then return the associated value. Of course, this assumes that the weights sum to one. This solution has no up-front costs but has average algorithmic performance linear by the number of entries in the spec. For example, in JavaScript:
function weightedRand2(spec) {
var i, sum=0, r=Math.random();
for (i in spec) {
sum += spec[i];
if (r <= sum) return i;
}
}
weightedRand2({0:0.8, 1:0.1, 2:0.1}); // random in distribution...
Generate a random number R between 0 and 1.
If R in [0, 0.1) -> 1
If R in [0.1, 0.2) -> 2
If R in [0.2, 1] -> 3
If you can't directly get a number between 0 and 1, generate a number in a range that will produce as much precision as you want. For example, if you have the weights for
(1, 83.7%) and (2, 16.3%), roll a number from 1 to 1000. 1-837 is a 1. 838-1000 is 2.
I use the following
function weightedRandom(min, max) {
return Math.round(max / (Math.random() * max + min));
}
This is my go-to "weighted" random, where I use an inverse function of "x" (where x is a random between min and max) to generate a weighted result, where the minimum is the most heavy element, and the maximum the lightest (least chances of getting the result)
So basically, using weightedRandom(1, 5) means the chances of getting a 1 are higher than a 2 which are higher than a 3, which are higher than a 4, which are higher than a 5.
Might not be useful for your use case but probably useful for people googling this same question.
After a 100 iterations try, it gave me:
==================
| Result | Times |
==================
| 1 | 55 |
| 2 | 28 |
| 3 | 8 |
| 4 | 7 |
| 5 | 2 |
==================
Here are 3 solutions in javascript since I'm not sure which language you want it in. Depending on your needs one of the first two might work, but the the third one is probably the easiest to implement with large sets of numbers.
function randomSimple(){
return [0,0,0,0,0,0,0,0,1,2][Math.floor(Math.random()*10)];
}
function randomCase(){
var n=Math.floor(Math.random()*100)
switch(n){
case n<80:
return 0;
case n<90:
return 1;
case n<100:
return 2;
}
}
function randomLoop(weight,num){
var n=Math.floor(Math.random()*100),amt=0;
for(var i=0;i<weight.length;i++){
//amt+=weight[i]; *alternative method
//if(n<amt){
if(n<weight[i]){
return num[i];
}
}
}
weight=[80,90,100];
//weight=[80,10,10]; *alternative method
num=[0,1,2]
8 years late but here's my solution in 4 lines.
Prepare an array of probability mass function such that
pmf[array_index] = P(X=array_index):
var pmf = [0.8, 0.1, 0.1]
Prepare an array for the corresponding cumulative distribution function such that
cdf[array_index] = F(X=array_index):
var cdf = pmf.map((sum => value => sum += value)(0))
// [0.8, 0.9, 1]
3a) Generate a random number.
3b) Get an array of elements that are more than or equal to this number.
3c) Return its length.
var r = Math.random()
cdf.filter(el => r >= el).length
This is more or less a generic-ized version of what #trinithis wrote, in Java: I did it with ints rather than floats to avoid messy rounding errors.
static class Weighting {
int value;
int weighting;
public Weighting(int v, int w) {
this.value = v;
this.weighting = w;
}
}
public static int weightedRandom(List<Weighting> weightingOptions) {
//determine sum of all weightings
int total = 0;
for (Weighting w : weightingOptions) {
total += w.weighting;
}
//select a random value between 0 and our total
int random = new Random().nextInt(total);
//loop thru our weightings until we arrive at the correct one
int current = 0;
for (Weighting w : weightingOptions) {
current += w.weighting;
if (random < current)
return w.value;
}
//shouldn't happen.
return -1;
}
public static void main(String[] args) {
List<Weighting> weightings = new ArrayList<Weighting>();
weightings.add(new Weighting(0, 8));
weightings.add(new Weighting(1, 1));
weightings.add(new Weighting(2, 1));
for (int i = 0; i < 100; i++) {
System.out.println(weightedRandom(weightings));
}
}
How about
int [ ] numbers = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 2 } ;
then you can randomly select from numbers and 0 will have an 80% chance, 1 10%, and 2 10%
This one is in Mathematica, but it's easy to copy to another language, I use it in my games and it can handle decimal weights:
weights = {0.5,1,2}; // The weights
weights = N#weights/Total#weights // Normalize weights so that the list's sum is always 1.
min = 0; // First min value should be 0
max = weights[[1]]; // First max value should be the first element of the newly created weights list. Note that in Mathematica the first element has index of 1, not 0.
random = RandomReal[]; // Generate a random float from 0 to 1;
For[i = 1, i <= Length#weights, i++,
If[random >= min && random < max,
Print["Chosen index number: " <> ToString#i]
];
min += weights[[i]];
If[i == Length#weights,
max = 1,
max += weights[[i + 1]]
]
]
(Now I'm talking with a lists first element's index equals 0) The idea behind this is that having a normalized list weights there is a chance of weights[n] to return the index n, so the distances between the min and max at step n should be weights[n]. The total distance from the minimum min (which we put it to be 0) and the maximum max is the sum of the list weights.
The good thing behind this is that you don't append to any array or nest for loops, and that increases heavily the execution time.
Here is the code in C# without needing to normalize the weights list and deleting some code:
int WeightedRandom(List<float> weights) {
float total = 0f;
foreach (float weight in weights) {
total += weight;
}
float max = weights [0],
random = Random.Range(0f, total);
for (int index = 0; index < weights.Count; index++) {
if (random < max) {
return index;
} else if (index == weights.Count - 1) {
return weights.Count-1;
}
max += weights[index+1];
}
return -1;
}
I suggest to use a continuous check of the probability and the rest of the random number.
This function sets first the return value to the last possible index and iterates until the rest of the random value is smaller than the actual probability.
The probabilities have to sum to one.
function getRandomIndexByProbability(probabilities) {
var r = Math.random(),
index = probabilities.length - 1;
probabilities.some(function (probability, i) {
if (r < probability) {
index = i;
return true;
}
r -= probability;
});
return index;
}
var i,
probabilities = [0.8, 0.1, 0.1],
count = probabilities.map(function () { return 0; });
for (i = 0; i < 1e6; i++) {
count[getRandomIndexByProbability(probabilities)]++;
}
console.log(count);
.as-console-wrapper { max-height: 100% !important; top: 0; }
Thanks all, this was a helpful thread. I encapsulated it into a convenience function (Typescript). Tests below (sinon, jest). Could definitely be a bit tighter, but hopefully it's readable.
export type WeightedOptions = {
[option: string]: number;
};
// Pass in an object like { a: 10, b: 4, c: 400 } and it'll return either "a", "b", or "c", factoring in their respective
// weight. So in this example, "c" is likely to be returned 400 times out of 414
export const getRandomWeightedValue = (options: WeightedOptions) => {
const keys = Object.keys(options);
const totalSum = keys.reduce((acc, item) => acc + options[item], 0);
let runningTotal = 0;
const cumulativeValues = keys.map((key) => {
const relativeValue = options[key]/totalSum;
const cv = {
key,
value: relativeValue + runningTotal
};
runningTotal += relativeValue;
return cv;
});
const r = Math.random();
return cumulativeValues.find(({ key, value }) => r <= value)!.key;
};
Tests:
describe('getRandomWeightedValue', () => {
// Out of 1, the relative and cumulative values for these are:
// a: 0.1666 -> 0.16666
// b: 0.3333 -> 0.5
// c: 0.5 -> 1
const values = { a: 10, b: 20, c: 30 };
it('returns appropriate values for particular random value', () => {
// any random number under 0.166666 should return "a"
const stub1 = sinon.stub(Math, 'random').returns(0);
const result1 = randomUtils.getRandomWeightedValue(values);
expect(result1).toEqual('a');
stub1.restore();
const stub2 = sinon.stub(Math, 'random').returns(0.1666);
const result2 = randomUtils.getRandomWeightedValue(values);
expect(result2).toEqual('a');
stub2.restore();
// any random number between 0.166666 and 0.5 should return "b"
const stub3 = sinon.stub(Math, 'random').returns(0.17);
const result3 = randomUtils.getRandomWeightedValue(values);
expect(result3).toEqual('b');
stub3.restore();
const stub4 = sinon.stub(Math, 'random').returns(0.3333);
const result4 = randomUtils.getRandomWeightedValue(values);
expect(result4).toEqual('b');
stub4.restore();
const stub5 = sinon.stub(Math, 'random').returns(0.5);
const result5 = randomUtils.getRandomWeightedValue(values);
expect(result5).toEqual('b');
stub5.restore();
// any random number above 0.5 should return "c"
const stub6 = sinon.stub(Math, 'random').returns(0.500001);
const result6 = randomUtils.getRandomWeightedValue(values);
expect(result6).toEqual('c');
stub6.restore();
const stub7 = sinon.stub(Math, 'random').returns(1);
const result7 = randomUtils.getRandomWeightedValue(values);
expect(result7).toEqual('c');
stub7.restore();
});
});
Shortest solution in modern JavaScript
Note: all weights need to be integers
function weightedRandom(items){
let table = Object.entries(items)
.flatMap(([item, weight]) => Array(item).fill(weight))
return table[Math.floor(Math.random() * table.length)]
}
const key = weightedRandom({
"key1": 1,
"key2": 4,
"key3": 8
}) // returns e.g. "key1"
here is the input and ratios : 0 (80%), 1(10%) , 2 (10%)
lets draw them out so its easy to visualize.
0 1 2
-------------------------------------________+++++++++
lets add up the total weight and call it TR for total ratio. so in this case 100.
lets randomly get a number from (0-TR) or (0 to 100 in this case) . 100 being your weights total. Call it RN for random number.
so now we have TR as the total weight and RN as the random number between 0 and TR.
so lets imagine we picked a random # from 0 to 100. Say 21. so thats actually 21%.
WE MUST CONVERT/MATCH THIS TO OUR INPUT NUMBERS BUT HOW ?
lets loop over each weight (80, 10, 10) and keep the sum of the weights we already visit.
the moment the sum of the weights we are looping over is greater then the random number RN (21 in this case), we stop the loop & return that element position.
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 21) //(80 > 21) so break on first pass
break;
}
//position will be 0 so we return array[0]--> 0
lets say the random number (between 0 and 100) is 83. Lets do it again:
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 83) //(90 > 83) so break
break;
}
//we did two passes in the loop so position is 1 so we return array[1]---> 1
I have a slotmachine and I used the code below to generate random numbers. In probabilitiesSlotMachine the keys are the output in the slotmachine, and the values represent the weight.
const probabilitiesSlotMachine = [{0 : 1000}, {1 : 100}, {2 : 50}, {3 : 30}, {4 : 20}, {5 : 10}, {6 : 5}, {7 : 4}, {8 : 2}, {9 : 1}]
var allSlotMachineResults = []
probabilitiesSlotMachine.forEach(function(obj, index){
for (var key in obj){
for (var loop = 0; loop < obj[key]; loop ++){
allSlotMachineResults.push(key)
}
}
});
Now to generate a random output, I use this code:
const random = allSlotMachineResults[Math.floor(Math.random() * allSlotMachineResults.length)]
Enjoy the O(1) (constant time) solution for your problem.
If the input array is small, it can be easily implemented.
const number = Math.floor(Math.random() * 99); // Generate a random number from 0 to 99
let element;
if (number >= 0 && number <= 79) {
/*
In the range of 0 to 99, every number has equal probability
of occurring. Therefore, if you gather 80 numbers (0 to 79) and
make a "sub-group" of them, then their probabilities will get added.
Hence, what you get is an 80% chance that the number will fall in this
range.
So, quite naturally, there is 80% probability that this code will run.
Now, manually choose / assign element of your array to this variable.
*/
element = 0;
}
else if (number >= 80 && number <= 89) {
// 10% chance that this code runs.
element = 1;
}
else if (number >= 90 && number <= 99) {
// 10% chance that this code runs.
element = 2;
}
I'm trying to devise a (good) way to choose a random number from a range of possible numbers where each number in the range is given a weight. To put it simply: given the range of numbers (0,1,2) choose a number where 0 has an 80% probability of being selected, 1 has a 10% chance and 2 has a 10% chance.
It's been about 8 years since my college stats class, so you can imagine the proper formula for this escapes me at the moment.
Here's the 'cheap and dirty' method that I came up with. This solution uses ColdFusion. Yours may use whatever language you'd like. I'm a programmer, I think I can handle porting it. Ultimately my solution needs to be in Groovy - I wrote this one in ColdFusion because it's easy to quickly write/test in CF.
public function weightedRandom( Struct options ) {
var tempArr = [];
for( var o in arguments.options )
{
var weight = arguments.options[ o ] * 10;
for ( var i = 1; i<= weight; i++ )
{
arrayAppend( tempArr, o );
}
}
return tempArr[ randRange( 1, arrayLen( tempArr ) ) ];
}
// test it
opts = { 0=.8, 1=.1, 2=.1 };
for( x = 1; x<=10; x++ )
{
writeDump( weightedRandom( opts ) );
}
I'm looking for better solutions, please suggest improvements or alternatives.
Rejection sampling (such as in your solution) is the first thing that comes to mind, whereby you build a lookup table with elements populated by their weight distribution, then pick a random location in the table and return it. As an implementation choice, I would make a higher order function which takes a spec and returns a function which returns values based on the distribution in the spec, this way you avoid having to build the table for each call. The downsides are that the algorithmic performance of building the table is linear by the number of items and there could potentially be a lot of memory usage for large specs (or those with members with very small or precise weights, e.g. {0:0.99999, 1:0.00001}). The upside is that picking a value has constant time, which might be desirable if performance is critical. In JavaScript:
function weightedRand(spec) {
var i, j, table=[];
for (i in spec) {
// The constant 10 below should be computed based on the
// weights in the spec for a correct and optimal table size.
// E.g. the spec {0:0.999, 1:0.001} will break this impl.
for (j=0; j<spec[i]*10; j++) {
table.push(i);
}
}
return function() {
return table[Math.floor(Math.random() * table.length)];
}
}
var rand012 = weightedRand({0:0.8, 1:0.1, 2:0.1});
rand012(); // random in distribution...
Another strategy is to pick a random number in [0,1) and iterate over the weight specification summing the weights, if the random number is less than the sum then return the associated value. Of course, this assumes that the weights sum to one. This solution has no up-front costs but has average algorithmic performance linear by the number of entries in the spec. For example, in JavaScript:
function weightedRand2(spec) {
var i, sum=0, r=Math.random();
for (i in spec) {
sum += spec[i];
if (r <= sum) return i;
}
}
weightedRand2({0:0.8, 1:0.1, 2:0.1}); // random in distribution...
Generate a random number R between 0 and 1.
If R in [0, 0.1) -> 1
If R in [0.1, 0.2) -> 2
If R in [0.2, 1] -> 3
If you can't directly get a number between 0 and 1, generate a number in a range that will produce as much precision as you want. For example, if you have the weights for
(1, 83.7%) and (2, 16.3%), roll a number from 1 to 1000. 1-837 is a 1. 838-1000 is 2.
I use the following
function weightedRandom(min, max) {
return Math.round(max / (Math.random() * max + min));
}
This is my go-to "weighted" random, where I use an inverse function of "x" (where x is a random between min and max) to generate a weighted result, where the minimum is the most heavy element, and the maximum the lightest (least chances of getting the result)
So basically, using weightedRandom(1, 5) means the chances of getting a 1 are higher than a 2 which are higher than a 3, which are higher than a 4, which are higher than a 5.
Might not be useful for your use case but probably useful for people googling this same question.
After a 100 iterations try, it gave me:
==================
| Result | Times |
==================
| 1 | 55 |
| 2 | 28 |
| 3 | 8 |
| 4 | 7 |
| 5 | 2 |
==================
Here are 3 solutions in javascript since I'm not sure which language you want it in. Depending on your needs one of the first two might work, but the the third one is probably the easiest to implement with large sets of numbers.
function randomSimple(){
return [0,0,0,0,0,0,0,0,1,2][Math.floor(Math.random()*10)];
}
function randomCase(){
var n=Math.floor(Math.random()*100)
switch(n){
case n<80:
return 0;
case n<90:
return 1;
case n<100:
return 2;
}
}
function randomLoop(weight,num){
var n=Math.floor(Math.random()*100),amt=0;
for(var i=0;i<weight.length;i++){
//amt+=weight[i]; *alternative method
//if(n<amt){
if(n<weight[i]){
return num[i];
}
}
}
weight=[80,90,100];
//weight=[80,10,10]; *alternative method
num=[0,1,2]
8 years late but here's my solution in 4 lines.
Prepare an array of probability mass function such that
pmf[array_index] = P(X=array_index):
var pmf = [0.8, 0.1, 0.1]
Prepare an array for the corresponding cumulative distribution function such that
cdf[array_index] = F(X=array_index):
var cdf = pmf.map((sum => value => sum += value)(0))
// [0.8, 0.9, 1]
3a) Generate a random number.
3b) Get an array of elements that are more than or equal to this number.
3c) Return its length.
var r = Math.random()
cdf.filter(el => r >= el).length
This is more or less a generic-ized version of what #trinithis wrote, in Java: I did it with ints rather than floats to avoid messy rounding errors.
static class Weighting {
int value;
int weighting;
public Weighting(int v, int w) {
this.value = v;
this.weighting = w;
}
}
public static int weightedRandom(List<Weighting> weightingOptions) {
//determine sum of all weightings
int total = 0;
for (Weighting w : weightingOptions) {
total += w.weighting;
}
//select a random value between 0 and our total
int random = new Random().nextInt(total);
//loop thru our weightings until we arrive at the correct one
int current = 0;
for (Weighting w : weightingOptions) {
current += w.weighting;
if (random < current)
return w.value;
}
//shouldn't happen.
return -1;
}
public static void main(String[] args) {
List<Weighting> weightings = new ArrayList<Weighting>();
weightings.add(new Weighting(0, 8));
weightings.add(new Weighting(1, 1));
weightings.add(new Weighting(2, 1));
for (int i = 0; i < 100; i++) {
System.out.println(weightedRandom(weightings));
}
}
How about
int [ ] numbers = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 2 } ;
then you can randomly select from numbers and 0 will have an 80% chance, 1 10%, and 2 10%
This one is in Mathematica, but it's easy to copy to another language, I use it in my games and it can handle decimal weights:
weights = {0.5,1,2}; // The weights
weights = N#weights/Total#weights // Normalize weights so that the list's sum is always 1.
min = 0; // First min value should be 0
max = weights[[1]]; // First max value should be the first element of the newly created weights list. Note that in Mathematica the first element has index of 1, not 0.
random = RandomReal[]; // Generate a random float from 0 to 1;
For[i = 1, i <= Length#weights, i++,
If[random >= min && random < max,
Print["Chosen index number: " <> ToString#i]
];
min += weights[[i]];
If[i == Length#weights,
max = 1,
max += weights[[i + 1]]
]
]
(Now I'm talking with a lists first element's index equals 0) The idea behind this is that having a normalized list weights there is a chance of weights[n] to return the index n, so the distances between the min and max at step n should be weights[n]. The total distance from the minimum min (which we put it to be 0) and the maximum max is the sum of the list weights.
The good thing behind this is that you don't append to any array or nest for loops, and that increases heavily the execution time.
Here is the code in C# without needing to normalize the weights list and deleting some code:
int WeightedRandom(List<float> weights) {
float total = 0f;
foreach (float weight in weights) {
total += weight;
}
float max = weights [0],
random = Random.Range(0f, total);
for (int index = 0; index < weights.Count; index++) {
if (random < max) {
return index;
} else if (index == weights.Count - 1) {
return weights.Count-1;
}
max += weights[index+1];
}
return -1;
}
I suggest to use a continuous check of the probability and the rest of the random number.
This function sets first the return value to the last possible index and iterates until the rest of the random value is smaller than the actual probability.
The probabilities have to sum to one.
function getRandomIndexByProbability(probabilities) {
var r = Math.random(),
index = probabilities.length - 1;
probabilities.some(function (probability, i) {
if (r < probability) {
index = i;
return true;
}
r -= probability;
});
return index;
}
var i,
probabilities = [0.8, 0.1, 0.1],
count = probabilities.map(function () { return 0; });
for (i = 0; i < 1e6; i++) {
count[getRandomIndexByProbability(probabilities)]++;
}
console.log(count);
.as-console-wrapper { max-height: 100% !important; top: 0; }
Thanks all, this was a helpful thread. I encapsulated it into a convenience function (Typescript). Tests below (sinon, jest). Could definitely be a bit tighter, but hopefully it's readable.
export type WeightedOptions = {
[option: string]: number;
};
// Pass in an object like { a: 10, b: 4, c: 400 } and it'll return either "a", "b", or "c", factoring in their respective
// weight. So in this example, "c" is likely to be returned 400 times out of 414
export const getRandomWeightedValue = (options: WeightedOptions) => {
const keys = Object.keys(options);
const totalSum = keys.reduce((acc, item) => acc + options[item], 0);
let runningTotal = 0;
const cumulativeValues = keys.map((key) => {
const relativeValue = options[key]/totalSum;
const cv = {
key,
value: relativeValue + runningTotal
};
runningTotal += relativeValue;
return cv;
});
const r = Math.random();
return cumulativeValues.find(({ key, value }) => r <= value)!.key;
};
Tests:
describe('getRandomWeightedValue', () => {
// Out of 1, the relative and cumulative values for these are:
// a: 0.1666 -> 0.16666
// b: 0.3333 -> 0.5
// c: 0.5 -> 1
const values = { a: 10, b: 20, c: 30 };
it('returns appropriate values for particular random value', () => {
// any random number under 0.166666 should return "a"
const stub1 = sinon.stub(Math, 'random').returns(0);
const result1 = randomUtils.getRandomWeightedValue(values);
expect(result1).toEqual('a');
stub1.restore();
const stub2 = sinon.stub(Math, 'random').returns(0.1666);
const result2 = randomUtils.getRandomWeightedValue(values);
expect(result2).toEqual('a');
stub2.restore();
// any random number between 0.166666 and 0.5 should return "b"
const stub3 = sinon.stub(Math, 'random').returns(0.17);
const result3 = randomUtils.getRandomWeightedValue(values);
expect(result3).toEqual('b');
stub3.restore();
const stub4 = sinon.stub(Math, 'random').returns(0.3333);
const result4 = randomUtils.getRandomWeightedValue(values);
expect(result4).toEqual('b');
stub4.restore();
const stub5 = sinon.stub(Math, 'random').returns(0.5);
const result5 = randomUtils.getRandomWeightedValue(values);
expect(result5).toEqual('b');
stub5.restore();
// any random number above 0.5 should return "c"
const stub6 = sinon.stub(Math, 'random').returns(0.500001);
const result6 = randomUtils.getRandomWeightedValue(values);
expect(result6).toEqual('c');
stub6.restore();
const stub7 = sinon.stub(Math, 'random').returns(1);
const result7 = randomUtils.getRandomWeightedValue(values);
expect(result7).toEqual('c');
stub7.restore();
});
});
Shortest solution in modern JavaScript
Note: all weights need to be integers
function weightedRandom(items){
let table = Object.entries(items)
.flatMap(([item, weight]) => Array(item).fill(weight))
return table[Math.floor(Math.random() * table.length)]
}
const key = weightedRandom({
"key1": 1,
"key2": 4,
"key3": 8
}) // returns e.g. "key1"
here is the input and ratios : 0 (80%), 1(10%) , 2 (10%)
lets draw them out so its easy to visualize.
0 1 2
-------------------------------------________+++++++++
lets add up the total weight and call it TR for total ratio. so in this case 100.
lets randomly get a number from (0-TR) or (0 to 100 in this case) . 100 being your weights total. Call it RN for random number.
so now we have TR as the total weight and RN as the random number between 0 and TR.
so lets imagine we picked a random # from 0 to 100. Say 21. so thats actually 21%.
WE MUST CONVERT/MATCH THIS TO OUR INPUT NUMBERS BUT HOW ?
lets loop over each weight (80, 10, 10) and keep the sum of the weights we already visit.
the moment the sum of the weights we are looping over is greater then the random number RN (21 in this case), we stop the loop & return that element position.
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 21) //(80 > 21) so break on first pass
break;
}
//position will be 0 so we return array[0]--> 0
lets say the random number (between 0 and 100) is 83. Lets do it again:
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 83) //(90 > 83) so break
break;
}
//we did two passes in the loop so position is 1 so we return array[1]---> 1
I have a slotmachine and I used the code below to generate random numbers. In probabilitiesSlotMachine the keys are the output in the slotmachine, and the values represent the weight.
const probabilitiesSlotMachine = [{0 : 1000}, {1 : 100}, {2 : 50}, {3 : 30}, {4 : 20}, {5 : 10}, {6 : 5}, {7 : 4}, {8 : 2}, {9 : 1}]
var allSlotMachineResults = []
probabilitiesSlotMachine.forEach(function(obj, index){
for (var key in obj){
for (var loop = 0; loop < obj[key]; loop ++){
allSlotMachineResults.push(key)
}
}
});
Now to generate a random output, I use this code:
const random = allSlotMachineResults[Math.floor(Math.random() * allSlotMachineResults.length)]
Enjoy the O(1) (constant time) solution for your problem.
If the input array is small, it can be easily implemented.
const number = Math.floor(Math.random() * 99); // Generate a random number from 0 to 99
let element;
if (number >= 0 && number <= 79) {
/*
In the range of 0 to 99, every number has equal probability
of occurring. Therefore, if you gather 80 numbers (0 to 79) and
make a "sub-group" of them, then their probabilities will get added.
Hence, what you get is an 80% chance that the number will fall in this
range.
So, quite naturally, there is 80% probability that this code will run.
Now, manually choose / assign element of your array to this variable.
*/
element = 0;
}
else if (number >= 80 && number <= 89) {
// 10% chance that this code runs.
element = 1;
}
else if (number >= 90 && number <= 99) {
// 10% chance that this code runs.
element = 2;
}
I'm trying to devise a (good) way to choose a random number from a range of possible numbers where each number in the range is given a weight. To put it simply: given the range of numbers (0,1,2) choose a number where 0 has an 80% probability of being selected, 1 has a 10% chance and 2 has a 10% chance.
It's been about 8 years since my college stats class, so you can imagine the proper formula for this escapes me at the moment.
Here's the 'cheap and dirty' method that I came up with. This solution uses ColdFusion. Yours may use whatever language you'd like. I'm a programmer, I think I can handle porting it. Ultimately my solution needs to be in Groovy - I wrote this one in ColdFusion because it's easy to quickly write/test in CF.
public function weightedRandom( Struct options ) {
var tempArr = [];
for( var o in arguments.options )
{
var weight = arguments.options[ o ] * 10;
for ( var i = 1; i<= weight; i++ )
{
arrayAppend( tempArr, o );
}
}
return tempArr[ randRange( 1, arrayLen( tempArr ) ) ];
}
// test it
opts = { 0=.8, 1=.1, 2=.1 };
for( x = 1; x<=10; x++ )
{
writeDump( weightedRandom( opts ) );
}
I'm looking for better solutions, please suggest improvements or alternatives.
Rejection sampling (such as in your solution) is the first thing that comes to mind, whereby you build a lookup table with elements populated by their weight distribution, then pick a random location in the table and return it. As an implementation choice, I would make a higher order function which takes a spec and returns a function which returns values based on the distribution in the spec, this way you avoid having to build the table for each call. The downsides are that the algorithmic performance of building the table is linear by the number of items and there could potentially be a lot of memory usage for large specs (or those with members with very small or precise weights, e.g. {0:0.99999, 1:0.00001}). The upside is that picking a value has constant time, which might be desirable if performance is critical. In JavaScript:
function weightedRand(spec) {
var i, j, table=[];
for (i in spec) {
// The constant 10 below should be computed based on the
// weights in the spec for a correct and optimal table size.
// E.g. the spec {0:0.999, 1:0.001} will break this impl.
for (j=0; j<spec[i]*10; j++) {
table.push(i);
}
}
return function() {
return table[Math.floor(Math.random() * table.length)];
}
}
var rand012 = weightedRand({0:0.8, 1:0.1, 2:0.1});
rand012(); // random in distribution...
Another strategy is to pick a random number in [0,1) and iterate over the weight specification summing the weights, if the random number is less than the sum then return the associated value. Of course, this assumes that the weights sum to one. This solution has no up-front costs but has average algorithmic performance linear by the number of entries in the spec. For example, in JavaScript:
function weightedRand2(spec) {
var i, sum=0, r=Math.random();
for (i in spec) {
sum += spec[i];
if (r <= sum) return i;
}
}
weightedRand2({0:0.8, 1:0.1, 2:0.1}); // random in distribution...
Generate a random number R between 0 and 1.
If R in [0, 0.1) -> 1
If R in [0.1, 0.2) -> 2
If R in [0.2, 1] -> 3
If you can't directly get a number between 0 and 1, generate a number in a range that will produce as much precision as you want. For example, if you have the weights for
(1, 83.7%) and (2, 16.3%), roll a number from 1 to 1000. 1-837 is a 1. 838-1000 is 2.
I use the following
function weightedRandom(min, max) {
return Math.round(max / (Math.random() * max + min));
}
This is my go-to "weighted" random, where I use an inverse function of "x" (where x is a random between min and max) to generate a weighted result, where the minimum is the most heavy element, and the maximum the lightest (least chances of getting the result)
So basically, using weightedRandom(1, 5) means the chances of getting a 1 are higher than a 2 which are higher than a 3, which are higher than a 4, which are higher than a 5.
Might not be useful for your use case but probably useful for people googling this same question.
After a 100 iterations try, it gave me:
==================
| Result | Times |
==================
| 1 | 55 |
| 2 | 28 |
| 3 | 8 |
| 4 | 7 |
| 5 | 2 |
==================
Here are 3 solutions in javascript since I'm not sure which language you want it in. Depending on your needs one of the first two might work, but the the third one is probably the easiest to implement with large sets of numbers.
function randomSimple(){
return [0,0,0,0,0,0,0,0,1,2][Math.floor(Math.random()*10)];
}
function randomCase(){
var n=Math.floor(Math.random()*100)
switch(n){
case n<80:
return 0;
case n<90:
return 1;
case n<100:
return 2;
}
}
function randomLoop(weight,num){
var n=Math.floor(Math.random()*100),amt=0;
for(var i=0;i<weight.length;i++){
//amt+=weight[i]; *alternative method
//if(n<amt){
if(n<weight[i]){
return num[i];
}
}
}
weight=[80,90,100];
//weight=[80,10,10]; *alternative method
num=[0,1,2]
8 years late but here's my solution in 4 lines.
Prepare an array of probability mass function such that
pmf[array_index] = P(X=array_index):
var pmf = [0.8, 0.1, 0.1]
Prepare an array for the corresponding cumulative distribution function such that
cdf[array_index] = F(X=array_index):
var cdf = pmf.map((sum => value => sum += value)(0))
// [0.8, 0.9, 1]
3a) Generate a random number.
3b) Get an array of elements that are more than or equal to this number.
3c) Return its length.
var r = Math.random()
cdf.filter(el => r >= el).length
This is more or less a generic-ized version of what #trinithis wrote, in Java: I did it with ints rather than floats to avoid messy rounding errors.
static class Weighting {
int value;
int weighting;
public Weighting(int v, int w) {
this.value = v;
this.weighting = w;
}
}
public static int weightedRandom(List<Weighting> weightingOptions) {
//determine sum of all weightings
int total = 0;
for (Weighting w : weightingOptions) {
total += w.weighting;
}
//select a random value between 0 and our total
int random = new Random().nextInt(total);
//loop thru our weightings until we arrive at the correct one
int current = 0;
for (Weighting w : weightingOptions) {
current += w.weighting;
if (random < current)
return w.value;
}
//shouldn't happen.
return -1;
}
public static void main(String[] args) {
List<Weighting> weightings = new ArrayList<Weighting>();
weightings.add(new Weighting(0, 8));
weightings.add(new Weighting(1, 1));
weightings.add(new Weighting(2, 1));
for (int i = 0; i < 100; i++) {
System.out.println(weightedRandom(weightings));
}
}
How about
int [ ] numbers = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 2 } ;
then you can randomly select from numbers and 0 will have an 80% chance, 1 10%, and 2 10%
This one is in Mathematica, but it's easy to copy to another language, I use it in my games and it can handle decimal weights:
weights = {0.5,1,2}; // The weights
weights = N#weights/Total#weights // Normalize weights so that the list's sum is always 1.
min = 0; // First min value should be 0
max = weights[[1]]; // First max value should be the first element of the newly created weights list. Note that in Mathematica the first element has index of 1, not 0.
random = RandomReal[]; // Generate a random float from 0 to 1;
For[i = 1, i <= Length#weights, i++,
If[random >= min && random < max,
Print["Chosen index number: " <> ToString#i]
];
min += weights[[i]];
If[i == Length#weights,
max = 1,
max += weights[[i + 1]]
]
]
(Now I'm talking with a lists first element's index equals 0) The idea behind this is that having a normalized list weights there is a chance of weights[n] to return the index n, so the distances between the min and max at step n should be weights[n]. The total distance from the minimum min (which we put it to be 0) and the maximum max is the sum of the list weights.
The good thing behind this is that you don't append to any array or nest for loops, and that increases heavily the execution time.
Here is the code in C# without needing to normalize the weights list and deleting some code:
int WeightedRandom(List<float> weights) {
float total = 0f;
foreach (float weight in weights) {
total += weight;
}
float max = weights [0],
random = Random.Range(0f, total);
for (int index = 0; index < weights.Count; index++) {
if (random < max) {
return index;
} else if (index == weights.Count - 1) {
return weights.Count-1;
}
max += weights[index+1];
}
return -1;
}
I suggest to use a continuous check of the probability and the rest of the random number.
This function sets first the return value to the last possible index and iterates until the rest of the random value is smaller than the actual probability.
The probabilities have to sum to one.
function getRandomIndexByProbability(probabilities) {
var r = Math.random(),
index = probabilities.length - 1;
probabilities.some(function (probability, i) {
if (r < probability) {
index = i;
return true;
}
r -= probability;
});
return index;
}
var i,
probabilities = [0.8, 0.1, 0.1],
count = probabilities.map(function () { return 0; });
for (i = 0; i < 1e6; i++) {
count[getRandomIndexByProbability(probabilities)]++;
}
console.log(count);
.as-console-wrapper { max-height: 100% !important; top: 0; }
Thanks all, this was a helpful thread. I encapsulated it into a convenience function (Typescript). Tests below (sinon, jest). Could definitely be a bit tighter, but hopefully it's readable.
export type WeightedOptions = {
[option: string]: number;
};
// Pass in an object like { a: 10, b: 4, c: 400 } and it'll return either "a", "b", or "c", factoring in their respective
// weight. So in this example, "c" is likely to be returned 400 times out of 414
export const getRandomWeightedValue = (options: WeightedOptions) => {
const keys = Object.keys(options);
const totalSum = keys.reduce((acc, item) => acc + options[item], 0);
let runningTotal = 0;
const cumulativeValues = keys.map((key) => {
const relativeValue = options[key]/totalSum;
const cv = {
key,
value: relativeValue + runningTotal
};
runningTotal += relativeValue;
return cv;
});
const r = Math.random();
return cumulativeValues.find(({ key, value }) => r <= value)!.key;
};
Tests:
describe('getRandomWeightedValue', () => {
// Out of 1, the relative and cumulative values for these are:
// a: 0.1666 -> 0.16666
// b: 0.3333 -> 0.5
// c: 0.5 -> 1
const values = { a: 10, b: 20, c: 30 };
it('returns appropriate values for particular random value', () => {
// any random number under 0.166666 should return "a"
const stub1 = sinon.stub(Math, 'random').returns(0);
const result1 = randomUtils.getRandomWeightedValue(values);
expect(result1).toEqual('a');
stub1.restore();
const stub2 = sinon.stub(Math, 'random').returns(0.1666);
const result2 = randomUtils.getRandomWeightedValue(values);
expect(result2).toEqual('a');
stub2.restore();
// any random number between 0.166666 and 0.5 should return "b"
const stub3 = sinon.stub(Math, 'random').returns(0.17);
const result3 = randomUtils.getRandomWeightedValue(values);
expect(result3).toEqual('b');
stub3.restore();
const stub4 = sinon.stub(Math, 'random').returns(0.3333);
const result4 = randomUtils.getRandomWeightedValue(values);
expect(result4).toEqual('b');
stub4.restore();
const stub5 = sinon.stub(Math, 'random').returns(0.5);
const result5 = randomUtils.getRandomWeightedValue(values);
expect(result5).toEqual('b');
stub5.restore();
// any random number above 0.5 should return "c"
const stub6 = sinon.stub(Math, 'random').returns(0.500001);
const result6 = randomUtils.getRandomWeightedValue(values);
expect(result6).toEqual('c');
stub6.restore();
const stub7 = sinon.stub(Math, 'random').returns(1);
const result7 = randomUtils.getRandomWeightedValue(values);
expect(result7).toEqual('c');
stub7.restore();
});
});
Shortest solution in modern JavaScript
Note: all weights need to be integers
function weightedRandom(items){
let table = Object.entries(items)
.flatMap(([item, weight]) => Array(item).fill(weight))
return table[Math.floor(Math.random() * table.length)]
}
const key = weightedRandom({
"key1": 1,
"key2": 4,
"key3": 8
}) // returns e.g. "key1"
here is the input and ratios : 0 (80%), 1(10%) , 2 (10%)
lets draw them out so its easy to visualize.
0 1 2
-------------------------------------________+++++++++
lets add up the total weight and call it TR for total ratio. so in this case 100.
lets randomly get a number from (0-TR) or (0 to 100 in this case) . 100 being your weights total. Call it RN for random number.
so now we have TR as the total weight and RN as the random number between 0 and TR.
so lets imagine we picked a random # from 0 to 100. Say 21. so thats actually 21%.
WE MUST CONVERT/MATCH THIS TO OUR INPUT NUMBERS BUT HOW ?
lets loop over each weight (80, 10, 10) and keep the sum of the weights we already visit.
the moment the sum of the weights we are looping over is greater then the random number RN (21 in this case), we stop the loop & return that element position.
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 21) //(80 > 21) so break on first pass
break;
}
//position will be 0 so we return array[0]--> 0
lets say the random number (between 0 and 100) is 83. Lets do it again:
double sum = 0;
int position = -1;
for(double weight : weight){
position ++;
sum = sum + weight;
if(sum > 83) //(90 > 83) so break
break;
}
//we did two passes in the loop so position is 1 so we return array[1]---> 1
I have a slotmachine and I used the code below to generate random numbers. In probabilitiesSlotMachine the keys are the output in the slotmachine, and the values represent the weight.
const probabilitiesSlotMachine = [{0 : 1000}, {1 : 100}, {2 : 50}, {3 : 30}, {4 : 20}, {5 : 10}, {6 : 5}, {7 : 4}, {8 : 2}, {9 : 1}]
var allSlotMachineResults = []
probabilitiesSlotMachine.forEach(function(obj, index){
for (var key in obj){
for (var loop = 0; loop < obj[key]; loop ++){
allSlotMachineResults.push(key)
}
}
});
Now to generate a random output, I use this code:
const random = allSlotMachineResults[Math.floor(Math.random() * allSlotMachineResults.length)]
Enjoy the O(1) (constant time) solution for your problem.
If the input array is small, it can be easily implemented.
const number = Math.floor(Math.random() * 99); // Generate a random number from 0 to 99
let element;
if (number >= 0 && number <= 79) {
/*
In the range of 0 to 99, every number has equal probability
of occurring. Therefore, if you gather 80 numbers (0 to 79) and
make a "sub-group" of them, then their probabilities will get added.
Hence, what you get is an 80% chance that the number will fall in this
range.
So, quite naturally, there is 80% probability that this code will run.
Now, manually choose / assign element of your array to this variable.
*/
element = 0;
}
else if (number >= 80 && number <= 89) {
// 10% chance that this code runs.
element = 1;
}
else if (number >= 90 && number <= 99) {
// 10% chance that this code runs.
element = 2;
}
Want to improve this post? Provide detailed answers to this question, including citations and an explanation of why your answer is correct. Answers without enough detail may be edited or deleted.
This question already has answers here:
How to find the sum of an array of numbers
(59 answers)
Closed 3 months ago.
I am having problems adding all the elements of an array as well as averaging them out. How would I do this and implement it with the code I currently have? The elements are supposed to be defined as I have it below.
<script type="text/javascript">
//<![CDATA[
var i;
var elmt = new Array();
elmt[0] = "0";
elmt[1] = "1";
elmt[2] = "2";
elmt[3] = "3";
elmt[4] = "4";
elmt[5] = "7";
elmt[6] = "8";
elmt[7] = "9";
elmt[8] = "10";
elmt[9] = "11";
// Problem here
for (i = 9; i < 10; i++){
document.write("The sum of all the elements is: " + /* Problem here */ + " The average of all the elements is: " + /* Problem here */ + "<br/>");
}
//]]>
</script>
A solution I consider more elegant:
const sum = times.reduce((a, b) => a + b, 0);
const avg = (sum / times.length) || 0;
console.log(`The sum is: ${sum}. The average is: ${avg}.`);
ES6
const average = arr => arr.reduce( ( p, c ) => p + c, 0 ) / arr.length;
const result = average( [ 4, 4, 5, 6, 6 ] ); // 5
console.log(result);
var sum = 0;
for( var i = 0; i < elmt.length; i++ ){
sum += parseInt( elmt[i], 10 ); //don't forget to add the base
}
var avg = sum/elmt.length;
document.write( "The sum of all the elements is: " + sum + " The average is: " + avg );
Just iterate through the array, since your values are strings, they have to be converted to an integer first. And average is just the sum of values divided by the number of values.
Calculating average (mean) using reduce and ES6:
const average = list => list.reduce((prev, curr) => prev + curr) / list.length;
const list = [0, 10, 20, 30]
average(list) // 15
Shortest one liner for Average
const avg = arr => arr.reduce((acc,v,i,a)=>(acc+v/a.length),0);
Shortest one liner for Sum
const sum = arr => arr.reduce((a,b)=>a+b);
Let's imagine we have an array of integers like this:
var values = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11];
The average is obtained with the following formula
A= (1/n)Σxi ( with i = 1 to n ) ... So: x1/n + x2/n + ... + xn/n
We divide the current value by the number of values and add the previous result to the returned value.
The reduce method signature is
reduce(callback[,default_previous_value])
The reduce callback function takes the following parameters:
p : Result
of the previous calculation
c : Current value (from the current index)
i : Current array element's index value
a : The current reduced Array
The second reduce's parameter is the default value ... (Used in case the array is empty ).
So the average reduce method will be:
var avg = values.reduce(function(p,c,i,a){return p + (c/a.length)},0);
If you prefer you can create a separate function
function average(p,c,i,a){return p + (c/a.length)};
function sum(p,c){return p + c)};
And then simply refer to the callback method signature
var avg = values.reduce(average,0);
var sum= values.reduce(sum,0);
Or Augment the Array prototype directly..
Array.prototype.sum = Array.prototype.sum || function (){
return this.reduce(function(p,c){return p+c},0);
};
It's possible to divide the value each time the reduce method is called..
Array.prototype.avg = Array.prototype.avg || function () {
return this.reduce(function(p,c,i,a){return p+(c/a.length)},0);
};
Or even better , using the previously defined Array.protoype.sum()
method, optimize the process my calling the division only once :)
Array.prototype.avg = Array.prototype.avg || function () {
return this.sum()/this.length;
};
Then on any Array object of the scope:
[2, 6].avg();// -> 4
[2, 6].sum();// -> 8
NB: an empty array with return a NaN wish is more correct than 0 in my point of view and can be useful in specific use cases.
generally average using one-liner reduce is like this
elements.reduce(function(sum, a,i,ar) { sum += a; return i==ar.length-1?(ar.length==0?0:sum/ar.length):sum},0);
specifically to question asked
elements.reduce(function(sum, a,i,ar) { sum += parseFloat(a); return i==ar.length-1?(ar.length==0?0:sum/ar.length):sum},0);
an efficient version is like
elements.reduce(function(sum, a) { return sum + a },0)/(elements.length||1);
Understand Javascript Array Reduce in 1 Minute
http://www.airpair.com/javascript/javascript-array-reduce
as gotofritz pointed out seems Array.reduce skips undefined values.
so here is a fix:
(function average(arr){var finalstate=arr.reduce(function(state,a) { state.sum+=a;state.count+=1; return state },{sum:0,count:0}); return finalstate.sum/finalstate.count})([2,,,6])
You can also use lodash, _.sum(array) and _.mean(array) in Math part (also have other convenient stuff).
_.sum([4, 2, 8, 6]);
// => 20
_.mean([4, 2, 8, 6]);
// => 5
Not the fastest, but the shortest and in one line is using map() & reduce():
var average = [7,14,21].map(function(x,i,arr){return x/arr.length}).reduce(function(a,b){return a + b})
I use these methods in my personal library:
Array.prototype.sum = Array.prototype.sum || function() {
return this.reduce(function(sum, a) { return sum + Number(a) }, 0);
}
Array.prototype.average = Array.prototype.average || function() {
return this.sum() / (this.length || 1);
}
EDIT:
To use them, simply ask the array for its sum or average, like:
[1,2,3].sum() // = 6
[1,2,3].average() // = 2
In ES6-ready browsers this polyfill may be helpful.
Math.sum = (...a) => Array.prototype.reduce.call(a,(a,b) => a+b)
Math.avg = (...a) => Math.sum(...a)/a.length;
You can share same call method between Math.sum,Math.avg and Math.max,such as
var maxOne = Math.max(1,2,3,4) // 4;
you can use Math.sum as
var sumNum = Math.sum(1,2,3,4) // 10
or if you have an array to sum up,you can use
var sumNum = Math.sum.apply(null,[1,2,3,4]) // 10
just like
var maxOne = Math.max.apply(null,[1,2,3,4]) // 4
One sneaky way you could do it although it does require the use of (the much hated) eval().
var sum = eval(elmt.join('+')), avg = sum / elmt.length;
document.write("The sum of all the elements is: " + sum + " The average of all the elements is: " + avg + "<br/>");
Just thought I'd post this as one of those 'outside the box' options. You never know, the slyness might grant you (or taketh away) a point.
Here is a quick addition to the “Math” object in javascript to add a “average” command to it!!
Math.average = function(input) {
this.output = 0;
for (this.i = 0; this.i < input.length; this.i++) {
this.output+=Number(input[this.i]);
}
return this.output/input.length;
}
Then i have this addition to the “Math” object for getting the sum!
Math.sum = function(input) {
this.output = 0;
for (this.i = 0; this.i < input.length; this.i++) {
this.output+=Number(input[this.i]);
}
return this.output;
}
So then all you do is
alert(Math.sum([5,5,5])); //alerts “15”
alert(Math.average([10,0,5])); //alerts “5”
And where i put the placeholder array just pass in your variable (The input if they are numbers can be a string because of it parsing to a number!)
I found Mansilla's answer to work fine with the extension of making sure that I am doing summation of floats and not concatonation of strings using parseFloat():
let sum = ourarray.reduce((a, b) => parseFloat(a) + parseFloat(b), 0);
let avg = (sum / ourarray.length) || 0;
console.log(sum); // print out sum
console.log(avg); // print out avg
set your for loop counter to 0.... you're getting element 9 and then you're done as you have it now. The other answers are basic math. Use a variable to store your sum (need to cast the strings to ints), and divide by your array length.
Start by defining all of the variables we plan on using. You'll note that for the numbers array, I'm using the literal notation of [] as opposed to the constructor method array(). Additionally, I'm using a shorter method to set multiple variables to 0.
var numbers = [], count = sum = avg = 0;
Next I'm populating my empty numbers array with the values 0 through 11. This is to get me to your original starting point. Note how I'm pushing onto the array count++. This pushing the current value of count, and then increments it for the next time around.
while ( count < 12 )
numbers.push( count++ );
Lastly, I'm performing a function "for each" of the numbers in the numbers array. This function will handle one number at a time, which I'm identifying as "n" within the function body.
numbers.forEach(function(n){
sum += n;
avg = sum / numbers.length;
});
In the end, we can output both the sum value, and the avg value to our console in order to see the result:
// Sum: 66, Avg: 5.5
console.log( 'Sum: ' + sum + ', Avg: ' + avg );
See it in action online at http://jsbin.com/unukoj/3/edit
I am just building on Abdennour TOUMI's answer. here are the reasons why:
1.) I agree with Brad, I do not think it is a good idea to extend object that we did not create.
2.) array.length is exactly reliable in javascript, I prefer Array.reduce beacuse a=[1,3];a[1000]=5; , now a.length would return 1001.
function getAverage(arry){
// check if array
if(!(Object.prototype.toString.call(arry) === '[object Array]')){
return 0;
}
var sum = 0, count = 0;
sum = arry.reduce(function(previousValue, currentValue, index, array) {
if(isFinite(currentValue)){
count++;
return previousValue+ parseFloat(currentValue);
}
return previousValue;
}, sum);
return count ? sum / count : 0;
};
Array.prototype.avg=function(fn){
fn =fn || function(e,i){return e};
return (this.map(fn).reduce(function(a,b){return parseFloat(a)+parseFloat(b)},0) / this.length ) ;
};
Then :
[ 1 , 2 , 3].avg() ; //-> OUT : 2
[{age:25},{age:26},{age:27}].avg(function(e){return e.age}); // OUT : 26
On evergreen browsers you can use arrow functions
avg = [1,2,3].reduce((a,b) => (a+b);
Running it 100,000 times, the time difference between the for loop approach and reduce is negligible.
s=Date.now();for(i=0;i<100000;i++){ n=[1,2,3]; a=n.reduce((a,b) => (a+b)) / n.length };
console.log("100k reduce took " + (Date.now()-s) + "ms.");
s=Date.now();for(i=0;i<100000;i++){n=[1,2,3]; nl=n.length; a=0; for(j=nl-1;j>0;j--){a=a+n[j];} a/nl };
console.log("100k for loop took " + (Date.now()-s) + "ms.");
s=Date.now();for(i=0;i<1000000;i++){n=[1,2,3]; nl=n.length; a=0; for(j=nl-1;j>0;j--){a=a+n[j];} a/nl };
console.log("1M for loop took " + (Date.now()-s) + "ms.");
s=Date.now();for(i=0;i<1000000;i++){ n=[1,2,3]; a=n.reduce((a,b) => (a+b)) / n.length };
console.log("1M reduce took " + (Date.now()-s) + "ms.");
/*
* RESULT on Chrome 51
* 100k reduce took 26ms.
* 100k for loop took 35ms.
* 10M for loop took 126ms.
* 10M reduce took 209ms.
*/
If you are in need of the average and can skip the requirement of calculating the sum, you can compute the average with a single call of reduce:
// Assumes an array with only values that can be parsed to a Float
var reducer = function(cumulativeAverage, currentValue, currentIndex) {
// 1. multiply average by currentIndex to find cumulative sum of previous elements
// 2. add currentValue to get cumulative sum, including current element
// 3. divide by total number of elements, including current element (zero-based index + 1)
return (cumulativeAverage * currentIndex + parseFloat(currentValue))/(currentIndex + 1)
}
console.log([1, 2, 3, 4, 5, 6, 7, 8, 9, 10].reduce(reducer, 0)); // => 5.5
console.log([].reduce(reducer, 0)); // => 0
console.log([0].reduce(reducer, 0)); // => 0
console.log([].reduce(reducer, 0)); // => 0
console.log([,,,].reduce(reducer, 0)); // => 0
console.log([].reduce(reducer, 0)); // => 0
If anyone ever needs it - Here is a recursive average.
In the context of the original question, you may want to use the recursive average if you allowed the user to insert additional values and, without incurring the cost of visiting each element again, wanted to "update" the existing average.
/**
* Computes the recursive average of an indefinite set
* #param {Iterable<number>} set iterable sequence to average
* #param {number} initAvg initial average value
* #param {number} initCount initial average count
*/
function average(set, initAvg, initCount) {
if (!set || !set[Symbol.iterator])
throw Error("must pass an iterable sequence");
let avg = initAvg || 0;
let avgCnt = initCount || 0;
for (let x of set) {
avgCnt += 1;
avg = avg * ((avgCnt - 1) / avgCnt) + x / avgCnt;
}
return avg; // or {avg: avg, count: avgCnt};
}
average([2, 4, 6]); //returns 4
average([4, 6], 2, 1); //returns 4
average([6], 3, 2); //returns 4
average({
*[Symbol.iterator]() {
yield 2; yield 4; yield 6;
}
}); //returns 4
How:
this works by maintaining the current average and element count. When a new value is to be included you increment count by 1, scale the existing average by (count-1) / count, and add newValue / count to the average.
Benefits:
you don't sum all the elements, which may result in large number that cannot be stored in a 64-bit float.
you can "update" an existing average if additional values become available.
you can perform a rolling average without knowing the sequence length.
Downsides:
incurs lots more divisions
not infinite - limited to Number.MAX_SAFE_INTEGER items unless you employ BigNumber
Having read the other choices, I will try to make a simpler version for the future viewers, elaborating on the existing code and not creating a more elegant one. First of all, you declared the numbers as strings. Apart from the .parseInt we can also do:
const numberConverter = elmt.map(Number);
So what map does is that it "returns a copy of the original array". But I convert its values to numbers. Then we can use the reduce method (It can also be simpler, but I am writing easy to read versions and I also have 2 average methods) What the reduce method does is it has an accumulator that gets bigger and bigger if you add values to it, as it iterates through the array and adds (in this case) the currentValue to it.:
var i;
const elmt = new Array();
elmt[0] = '0';
elmt[1] = '1';
elmt[2] = '2';
elmt[3] = '3';
elmt[4] = '4';
elmt[5] = '7';
elmt[6] = '8';
elmt[7] = '9';
elmt[8] = '10';
elmt[9] = '11';
console.log(elmt);
const numberConverter = elmt.map(Number);
const sum = numberConverter.reduce((accumulator, currentValue) => {
return accumulator + currentValue;
}, 0);
const average = numberConverter.reduce(
(accumulator, currentvalue, index, numArray) => {
return accumulator + currentvalue / numArray.length;
},
0
);
const average2 =
numberConverter.reduce(
(accumulator, currentValue) => accumulator + currentValue,
0
) / numberConverter.length;
for (i = 9; i < 10; i++) {
console.log(
`The sum of all the elements is: ${sum}. <br> The average of all the elements is: ${average2}`
);}
Unless I missed something, every solution up to this point uses the length of the list to calculate the average after summing the values.
There is a downside to this approach that a slightly modified, yet still simple algorithm will address without the downsides.
The downside is that you assuming that there won't be an overflow by summing all the numbers. If you have a lot of numbers that are very big, and you add them all up, they may exceed the maximum size that can fit into the data type.
A better approach is to simply calculate the average as you go, rather than summing it and then dividing with the length at the end:
function getAvg(values) {
return values.reduce((m, x, i) => m + (x - m) / (i + 1), 0)
}
Props to Knuth's "Art of Computer Programming" vol. 2.
just for fun
let avg = [81, 77, -88, 195, 6.8].reduce((a,e,i) => (a*i+e)/(i+1));
console.log(avg)
Just for kicks:
var elmt = [0, 1, 2,3, 4, 7, 8, 9, 10, 11], l = elmt.length, i = -1, sum = 0;
for (; ++i < l; sum += elmt[i])
;
document.body.appendChild(document.createTextNode('The sum of all the elements is: ' + sum + ' The average of all the elements is: ' + (sum / l)));
I think we can do like
var k=elmt.reduce(function(a,b){return parseFloat(a+parseFloat(b));})
var avg=k/elmt.length;
console.log(avg);
I am using parseFloat twice because
when
1) you add (a)9+b("1") number then result will be "91" but we want addition. so i used parseFloat
2)When addition of (a)9+parseFloat("1") happen though result will be "10" but it will be in string which we don't want so again i used parseFloat.
I hope i am clear. Suggestions are welcome
Here is my rookie way of simply finding the avg. Hope this helps somebody.
function numAvg(num){
var total = 0;
for(var i = 0;i < num.length; i++) {
total+=num[i];
}
return total/num.length;
}
here's your one liner:
var average = arr.reduce((sum,item,index,arr)=>index !== arr.length-1?sum+item:sum+item/arr.length,0)
I think this may be a direct solution to calculate the average with a for loop and function.
var elmts = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11];
function average(arr) {
var total = 0;
for (var i = 0; i < arr.length; i++) {
total += arr[i];
}
console.log(Math.round(total/arr.length));
}
average(elmts);
There seem to be an endless number of solutions for this but I found this to be concise and elegant.
const numbers = [1,2,3,4];
const count = numbers.length;
const reducer = (adder, value) => (adder + value);
const average = numbers.map(x => x/count).reduce(reducer);
console.log(average); // 2.5
Or more consisely:
const numbers = [1,2,3,4];
const average = numbers.map(x => x/numbers.length).reduce((adder, value) => (adder + value));
console.log(average); // 2.5
Depending on your browser you may need to do explicit function calls because arrow functions are not supported:
const r = function (adder, value) {
return adder + value;
};
const m = function (x) {
return x/count;
};
const average = numbers.map(m).reduce(r);
console.log(average); // 2.5
Or:
const average1 = numbers
.map(function (x) {
return x/count;
})
.reduce(function (adder, value) {
return adder + value;
});
console.log(average1);