Data simualtion

Data with Many Zero Values Sometimes data follow a specific distribution in which there is a large proportion of zeros. This can happen when data are counts or monetary amounts. Suppose you want to generate exponentially distributed data with an extra number of zeros. You could use the following simulation model: Constant(0)[2]; Exponental(5)[9] By data simulation, we simply mean the generation of random numbers from a stochastic process that is described by a series of distributional statements, such as α i ∼ N o r m a l (μ, σ α 2) and y i j ∼ N o r m a l (α i, σ 2), for a normal-normal mixed model; see Section 3.4.1.Data simulation is so exceedingly useful for your work as a quantitative ecologist, and moreover is done so ... The simulation data analysis module is a tool providing evaluation of outputs from computer simulations successfully performed in the process simulation module (i.e. HAZOP consequences). It employs several numerical algorithms optimized for the simulated HAZOP consequence investigation in order to identify potential hazards and operability ... Data Scientists, engrossed in Machine Learning Algorithms to make their predictive models better, often overlook the power of stochastic control through Simulation. With their ample knowledge of probability and statistical distributions, simulation is no alien concept and can provide quicker and more intuitive results. First, simulation is an important tool used by statisticians to solve problems, so students need to learn how to use simulation as a statistical problem solving tool. Second, simulating data can help students visualize and build a deep understanding of difficult and abstract statistical concepts, and to see dynamic processes, rather than static ... Traditional design optimization is an iterative process of design, simulation, and redesign, which requires extensive calculations and analysis. The designer needs to adjust and e

The gravity of the moons and planets might be wrong.

2019.12.19 14:28 tommylogon The gravity of the moons and planets might be wrong.

So by using the numbers found in my radar, ingame and from starcitizen.tools i ahve concluded that the gravity of the planetary bodies are often wrong in the game. The calculations is done with the 1/6 scale that seems to align with the data i found of real planetary bodies (Earth, Moon). in the i calculated an estimated mass based on the mass of the moon for the other moons, and from earth for Hurston.
Name In game size "Real" size Ingame gravity "Real" Gravity
Earth 2123 12742 1
Moon 579 3474 0,16
Celin 520 3120 0,357 0,149
Yela 626 3756 0,357 0,180
Daymar 590 3540 0,357 0,169
Ariel 689 4134 0,148 0,198
Abardeen 549 3294 0,128 0,158
Magda 681 4086 0,141 0,196
Ita 650 3900 0,152 0,187
Wala 567 3402 0,13 0,163
Lyria 447 2682 0,13 0,128
Hurston 2000 12000 1 0,941
What we can conclude from this is that most moons and planets would need some adjustments to their gravity. The biggest offenedrs are the crusader moons, that are almost double the gravity that they should have. Hurstons moons are almost spot on with my calculations and arccorps moons are not that far off as well, but should perhaps be slighty adjusted.
This would ofcource not be true if the moons are more massive than our moon, which might very well be the case.
outposts and landing areas might however use gravplates to simualte 1g to stop players from jumping out of areas?
submitted by tommylogon to starcitizen [link] [comments]


2018.09.20 05:03 GradeBShitposter The Simulation is being paused soon.

While we are not overly excited with the results of the Simulation thus far, we are pleased with the data collected.
Although only a handful of entities have discovered this communication terminal, my supervisors have decided it is at least fair to warn you, the entities who care enough to seek out this terminal, that the Simulation will be placed on Pause indefinitely, as our laboratory undergoes renovations.
This will not be noticeable in-Sim, however there may be glitches upon resuming the Sim processes.
Currently the Simualtion has been running for 9 days, showing an elapsed time of a few hundred thousand years since the first spawned entity. Scheduled termination is still set for the 50th post Adam.
Your lives are helping us learn much about the world we live in, and how to better it. Thank you.
submitted by GradeBShitposter to SurrealLore [link] [comments]


2018.03.30 19:04 topotheo How to design a class hierarchy for a game simulating an ecosystem with plants, animals nad humans?

I have a game in which I simualte an ecosystem. Now until now I had it like this: There is a World object on top which owns a Plants object and Plants owns a vector. PlantSpecies has a vector of positions and energies for all the plants and a .process(dt) function. That was fine until I needed to create and remove new plants. Now you can't create a plant where there is already another plant, so PlantSpecies needs to know about all the other PlantSpecies to check if a position (x.y) is already occupied when a seed landed at (x,y).
So I moved the creation/deletion logic up to the Plants object. Now PlantSpecies only has a method returning a vector of places where seeds landed and PlantSpecies then either creates a new plant or not (depending on a plant already existing at that position).
But as a next step I will introduce animals and they also will need to know about all the Plant Positions etc (and maybe more, for example which species this plant has s.t. the animal knows if it likes to eat it). And later there will also be Humans...
S.t. my initial idea of having a World object with members Plants, Animals, Humans seems a bit flawed to me as a whole.
Does anyone know how one would design such a system like this (in terms of an object hierarchy and who owns which data)?
submitted by topotheo to learnprogramming [link] [comments]


2018.03.30 19:02 topotheo How to organize this game

I have a game in which I simualte an ecosystem. Now until now I had it like this: There is a World object on top which owns a Plants object and Plants owns a vector. PlantSpecies has a vector of positions and energies for all the plants and a .process(dt) function. That was fine until I needed to create and remove new plants. Now you can't create a plant where there is already another plant, so PlantSpecies needs to know about all the other PlantSpecies to check if a position (x.y) is already occupied when a seed landed at (x,y).
So I moved the creation/deletion logic up to the Plants object. Now PlantSpecies only has a method returning a vector of places where seeds landed and PlantSpecies then either creates a new plant or not (depending on a plant already existing at that position).
But as a next step I will introduce animals and they also will need to know about all the Plant Positions etc (and maybe more, for example which species this plant has s.t. the animal knows if it likes to eat it). And later there will also be Humans...
S.t. my initial idea of having a World object with members Plants, Animals, Humans seems a bit flawed to me as a whole.
Does anyone know how one would design such a system like this (in terms of an object hierarchy and who owns which data)?
submitted by topotheo to gamedev [link] [comments]


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A Simulation Data-Driven Design Approach for Rapid Product ...

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  8. CLICK PLC - How to Test a Project Using Data View (Part 9 ...
  9. HOW TO USE SIM CARD DIRECTLY ON LAPTOP - YouTube
  10. Big Data, System Simulation, and Decision Making - YouTube

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