更新:我的问题已解决,我更新了问题中的代码源以与 Jason 的回答相匹配.请注意,rikitikitik 的答案是解决从样本中抽取卡片并替换的问题.
Update: my problem has been solved, I updated the code source in my question to match with Jason's answer. Note that rikitikitik answer is solving the issue of picking cards from a sample with replacement.
我想从加权列表中选择 x 个随机元素.采样是无更换的.我找到了这个答案:https://stackoverflow.com/a/2149533/57369 用 Python 实现.我在 C# 中实现了它并对其进行了测试.但是结果(如下所述)与我的预期不符.我对 Python 一无所知,所以我很确定我在将代码移植到 C# 时犯了一个错误,但我看不到 Pythong 中的代码在哪里有很好的文档记录.
I want to select x random elements from a weighted list. The sampling is without replacement. I found this answer: https://stackoverflow.com/a/2149533/57369 with an implementation in Python. I implemented it in C# and tested it. But the results (as described below) were not matching what I expected. I've no knowledge of Python so I'm quite sure I made a mistake while porting the code to C# but I can't see where as the code in Pythong was really well documented.
我选择了一张卡片 10000 次,这是我得到的结果(结果在执行中是一致的):
I picked one card 10000 times and this is the results I obtained (the result is consistent accross executions):
Card 1: 18.25 % (10.00 % expected)
Card 2: 26.85 % (30.00 % expected)
Card 3: 46.22 % (50.00 % expected)
Card 4: 8.68 % (10.00 % expected)
如您所见,卡片 1 和卡片 4 的权重均为 1,但卡片 1 的选择频率高于卡片 4(即使我选择 2 或 3 张卡片).
As you can see Card 1 and Card 4 have both a weigth of 1 but Card 1 is awlays picked way more often than card 4 (even if I pick 2 or 3 cards).
测试数据:
var cards = new List<Card>
{
new Card { Id = 1, AttributionRate = 1 }, // 10 %
new Card { Id = 2, AttributionRate = 3 }, // 30 %
new Card { Id = 3, AttributionRate = 5 }, // 50 %
new Card { Id = 4, AttributionRate = 1 }, // 10 %
};
这是我在 C# 中的实现
Here is my implementation in C#
public class CardAttributor : ICardsAttributor
{
private static Random random = new Random();
private List<Node> GenerateHeap(List<Card> cards)
{
List<Node> nodes = new List<Node>();
nodes.Add(null);
foreach (Card card in cards)
{
nodes.Add(new Node(card.AttributionRate, card, card.AttributionRate));
}
for (int i = nodes.Count - 1; i > 1; i--)
{
nodes[i>>1].TotalWeight += nodes[i].TotalWeight;
}
return nodes;
}
private Card PopFromHeap(List<Node> heap)
{
Card card = null;
int gas = random.Next(heap[1].TotalWeight);
int i = 1;
while (gas >= heap[i].Weight)
{
gas -= heap[i].Weight;
i <<= 1;
if (gas >= heap[i].TotalWeight)
{
gas -= heap[i].TotalWeight;
i += 1;
}
}
int weight = heap[i].Weight;
card = heap[i].Value;
heap[i].Weight = 0;
while (i > 0)
{
heap[i].TotalWeight -= weight;
i >>= 1;
}
return card;
}
public List<Card> PickMultipleCards(List<Card> cards, int cardsToPickCount)
{
List<Card> pickedCards = new List<Card>();
List<Node> heap = GenerateHeap(cards);
for (int i = 0; i < cardsToPickCount; i++)
{
pickedCards.Add(PopFromHeap(heap));
}
return pickedCards;
}
}
class Node
{
public int Weight { get; set; }
public Card Value { get; set; }
public int TotalWeight { get; set; }
public Node(int weight, Card value, int totalWeight)
{
Weight = weight;
Value = value;
TotalWeight = totalWeight;
}
}
public class Card
{
public int Id { get; set; }
public int AttributionRate { get; set; }
}
程序中有两个小错误.首先,随机数的范围应该正好等于所有物品的总重量:
There are two minor bugs in the program. First, the range of the random number should be exactly equal to the total weight of all the items:
int gas = random.Next(heap[1].TotalWeight);
其次,将 gas >
的两个地方都改为 gas >=
.
Second, change both places where it says gas >
to say gas >=
.
(原Python代码可以,因为gas
是浮点数,所以>
和>=
的区别可以忽略不计.编写该代码是为了接受整数或浮点权重.)
(The original Python code is OK because gas
is a floating-point number, so the difference between >
and >=
is negligible. That code was written to accept either integer or floating-point weights.)
更新:好的,您在代码中进行了建议的更改.我认为该代码现在是正确的!
Update: OK, you made the recommended changes in your code. I think that code is correct now!
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