Showing posts with label Python. Show all posts
Showing posts with label Python. Show all posts

Sunday, 13 January 2019

Pursuit Curves



Pursuit curves are the curves described by moving particles which follow other particles moving at a constant speed. In popular mathematics these problems have been also referred as the dog's curve, or mice curves, assuming the moving object is a man and the follower his dog in the former example, or mice located at the corners of regular polygons in the later one.

When the moving objects are located strategically, for example at the vertex of regular polygons as in the mice problem, and their initial velocity vector are carefully chosen, the patterns emerging from the pursuit curves are symmetric and can be used as decorative purposes, for example with CNC milling machines.

In order to explore these patterns, I wrote this python mini project using Pyglet. The project can be found on my github repository.  

Executing the script for the two body problem, we get the following pursuit curve:

>python3.6 object_pursuit_curve.py -i two_body_problem.cfg


For the three body problem, with each object located in a regular triangle and initially moving to the other vertex, we get:

>python3.6 object_pursuit_curve.py -i three_body_problem.cfg



Finally, for the four body problem, we get:

>python3.6 object_pursuit_curve.py -i four_body_problem.cfg



By changing the configuration files of the description of each problem, you can easily try with other regular polygons or other more complex patterns. An extension of the program would be to add the capability of describing the velocity vectors of one moving object in parametric equations, so that it can follows circular trajectories, but it is left for the future.

For further references, please visit the following links:

Tuesday, 27 November 2018

Tower of Hanoi



The Tower of Hanoi is a classic mathematical puzzle consisting of three pegs and disks of different sizes. The aim of the puzzle is to move the stack of increasing size disks from one peg to the other, by moving only the upper disk of any peg at a time. On each movement, no larger disk may be placed above another smaller disk.

The problem was first described by the French mathematician Édouard Lucas in 1883 and it is a  problem where recursion can be easily used to solve the game. Along with the Fibonacci series, it is the classic exercise of a 101 programming course where students are asked to apply recursion.

Recently I built three wooden play sets of Tower of Hanoi and thought it would be interesting to increase my knowledge on the problem.






As a first approach of the problem, I wrote the classical recursive solution, which I post here. I will tackle the problem from a different perspective, probably graph theory, in the coming posts. 

The Python code can be found on my github repository. I have splitted the solution in three different Python classes, Rectangle, which deals with the graphic representation of the objects using Pyglet library, Disk, which represents a disk in the Tower of Hanoi problem, keeping track of the position of itself at any moment, and finally the Hanoi class, which solves the problem using the recursive algorithm and show a graphical representation of the step by step solution.

Following the instructions of the README.md file at the git hub repository, you can get the following solution video.



Stay tuned for upcoming post on the subject with different solution approaches.


Wednesday, 30 December 2015

Buffon Needle Problem



Buffon Needle problem is a classical mathematical problem first suggested on 18th century by the French naturalist Georges-Louis Leclerc, Comte de Buffon. Although it was not the original aim of Buffon, the problem turned out to be a method to estimate the number π.

The problem is as follows: we have a set of evenly distanced parallel bars on a board. If we drop a needle on the board, what is the probability that the needle will touch one of the bars?

Assume the distance between the bars is t, and the length of the needle is l. Assume also that t is greater than l. If that is not the case, the problem can still be easily solved but the solution is different.

This problem is supposed to the very first problem of geometrical probability, and can be easily solved using simple integral calculus. At the same time, it turns out that the ubiquitous number π is in the solution of the problem, so, it can be equally used as a Monte-Carlo estimation of this number. Although it is not the most efficient way to estimate the digits of π, we will solve the problem and write a Python program to check it, just for the fun of it.

Assume $x$ is the distance from the middle point of the needle to the closest bar, then assume, between any two bars, $x \in [0, \frac{t}{2}]$. Assume also that $\theta$ is the angle of the needle with the bar. Then, $x, \theta$ will be uniform random variables for each of the random needle throw. The p.d.f of each variable will be $f_X(x) = \frac{2}{t} = , f_{\Theta}(\theta) = \frac{2}{\pi}$. Since both variables will be independent, the joint distribution density probability function will be just the product of the two, i.e. $f_{X,\Theta}(x, \theta) = \frac{4}{\pi t}$.

Then, once we have drawn the $x, \theta$ random variables at each trial, the needle will touch the bar if the condition $x < \frac{l}{2}sin ( \theta )$.

Thus, the probability that the needle touches a bar will be $P = \int_{\theta = 0}^{\frac{\pi}{2}} \int_{x=0}^{\frac{l}{2}sin(\theta)}  f_{X, \Theta}(x, \theta) dx d \theta$. With a little of calculus, we get $  P = \frac{4}{\pi t} \int_{\theta = 0}^{\frac{\pi}{2}} \frac{l}{2}sin(\theta) d \theta = \frac{2 l}{\pi t}$.

So, the probability of the needle touching one bar is surprisingly related to number $\pi$ through the expression $P = \frac{2 l}{\pi t}$.

Assume that we throw indeed $n$ needles in a simulation, then, let $p$ be the number of trials in which the needle will touch one of the bar. An estimate of the probability above, will be $\frac{p}{n}$ , i.e. $\frac{p}{n} \approx \frac{2 l}{\pi t}$.

Now we have a relation between number $\pi$ and a probabilistic simulation, we can write a snippet of Python code to run simulations and see how good the estimates of number $\pi$ are using this method.

The Python code is included at the end of this blog post. The code will simulate $m$ times the Buffon problem, each problem throwing $n$ needles in a three bars board. The image resulting from the Python code gives us an idea of the needles touching the bars, drawn in red, and the ones not touching any bar, drawn in green.


Example of simulation with n = 100, command line argument:
python BuffonNeedle.py -n 150 -m 1


Executing the program with the parameter $m = 1000$, we get the mean and standard deviation of this estimator for number $\pi$.

n Mean Std
100 3.21196453418 0.502342987432
1000 3.16177668689 0.152438640479
10000 3.15099821931 0.0462329285661

As for the result, we see that it might not be the most efficient estimator for number $\pi$, anyway, we had a lot of fun thinking and solving the problem, which was the point of all this.

The code, as usual, can be found on my GitHub page.

References:


Sunday, 20 September 2015

Math Art Work with just segments and circles


This post was inspired by the article in the CNN in the following link.

Using a big number of segments or circles we can create nice art work like the images below. When a number of segments under a certain parametrization intersect at some points, the set of intersection points define a curve on the plane called the evolute.

For example, imagine a fixed length bar which stands vertical on the Y-axis. Then, we take the extreme of the bar at (0,0) and move it through the X-axis, while letting the other extreme descend through the Y-axis. The intersection of all this segment will define a curve, and the segments are tangent to the curve at each of the intersection points. Many curves such as parabola, hyperbola can be constructed in this way.


python mathart.py -c black -C black -n 100 -o "artwork10.png" -e line -X1 "0.0" -Y1 "sin(pi/2.0*k/n)*(-1.0)" -X2 "cos(pi/2.0*k/n)" -Y2 "0.0"

Using more complex parametrizations as the one described in the origina article and in the script.sh file, and letting our imagination fly, we can come up with nice geometrical figures.

When I first tackled this problem with the very first lines of code at the early stage of the program, I observed that the images I obtained where fuzzy. If I increased the number of elements to get more defined curves, what I got was large areas of pixels of the same color.  This is due to the fact that computers image are a set of discrete points instead of a continuum of points. When drawing many elements the non-integer coordenates will be plotted at the nearest pixel, creating an overlapping, as we can appreciate on the picture below. This effect is known in signal processing as the Aliasing problem.



Example of figure without using anti-aliasing technique.

The solution to this problem is obviously to increase the resolution of the image.  In order to increase the resolution while preserving the same image size, what we do is to create a first image larger than our final image. All calculations are done in this larger image, larger by a factor specified on the command line of the program as super-sampling. Once we have this larger image, we resize or down-size the image to the size we originally wanted. In order to down-size the image, we can choose amongst several algorithms to apply: Nearest, Bilinear, Bicubic, Antialias. In this case we use the Antialias filtering which is the one resulting in higher quality images in this case.

Using this super-sampling technique, we come up with much better quality pictures. The pictures below have been created with the Python script at the end of this post. The legend of each pictures include the command-line used to create the picture. All these examples are under the script.sh file on the same directory. 

You can get the code from my github repository at the following link.



python mathart.py -c red -C blue -n 25000 -o "artwork1.png" -e line -X1 "sin(108.0*pi*k/n)*sin(4.0*pi*k/n)" -Y1 "cos(106.0*pi*k/n)*sin(4.0*pi*k/n)" -X2 "sin(104.0*pi*k/n)*sin(4.0*pi*k/n)" -Y2 "cos(102.0*pi*k/n)*sin(4.0*pi*k/n)"

python mathart.py -c black -C blue -n 25000 -o "artwork2.png" -e line -X1 "3.0/4.0*cos(86.0*pi*k/n)" -Y1 "sin(84.0*pi*k/n)**5" -X2 "sin(82.0*pi*k/n)**5" -Y2 "3.0/4.0*cos(80.0*pi*k/n)"

python mathart.py -c red -C blue -n 25000 -o "artwork3.png" -e circle -Xc "sin(14.0*pi*k/n)" -Yc "cos(26.0*pi*k/n)**3" -R "1.0/4.0*cos(40.0*pi*k/n)**2"

python mathart.py -c red -C blue -n 25000 -o "artwork4.png" -e circle -Xc "cos(6.0*pi*k/n)" -Yc "sin(20.0*pi*k/n)**3" -R "1.0/4.0*cos(42.0*pi*k/n)**2"

python mathart.py -c red -C blue -n 25000 -o "artwork5.png" -e circle -Xc "cos(6.0*pi*k/n)" -Yc "sin(14.0*pi*k/n)**3" -R "1.0/4.0*cos(66.0*pi*k/n)**2"

python mathart.py -c black -C blue -n 25000 -o "artwork6.png" -e circle -Xc "cos(14.0*pi*k/n)**3" -Yc "sin(24.0*pi*k/n)**3" -R "1.0/3.0*cos(44.0*pi*k/n)**4"

python mathart.py -c red -C green -n 25000 -o "artwork7.png" -e circle -Xc "sin(22.0*pi*k/n)**3" -Yc "cos(6.0*pi*k/n)" -R "1.0/5.0*cos(58.0*pi*k/n)**2"

python mathart.py -c yellow -C blue -n 25000 -o "artwork8.png" -e circle -Xc "cos(2.0*pi*k/n)" -Yc "sin(18.0*pi*k/n)**3" -R "1.0/4.0*cos(42.0*pi*k/n)**2"

The Python code is include below.

Wednesday, 16 September 2015

Diffusion Limited Aggregation and Brownian Trees

Diffusion limited aggregation (DLA) is a type of stochastic process in which particles move following a Brownian motion until they stick together with other particles.

Imagine a square in which we have put some glue on the bottom edge. Then, we release one particle at a time on that square. The particles follow a random-walk within the square until they stick to the bottom edge or to a particle already fixed or rooted. Then, that particle becomes itself attached to the fixed structure. This fixed structure so formed is commonly called Brownian trees, because it recalls the shape of a tree.

Many natural phenomena, such as electrodeposition, dielectric breakdown (lightings), coral growth, snowflake formation and other not so natural such as urban areas growth can be simulated using DLA. To the basic diffusion process, we can add other physical features such as gravitation, external forces, attraction between particles, fluids, different frames where particles can be attached... to achieve different results.

The snippet of code below is an example of a simple two dimensional DLA simulation written in Python.




The following images were created using the script above, for different type of frames.






On the bit-player.org blog, we can find interesting examples of such processes. There are even several programming libraries to simulate such processes. As usual, adding a litte bit of imagination we can easily hack the script above to generate new wonderful images.



Friday, 28 August 2015

Simple Tools for Blogging Mountain Activities (I)

As you might have notice from my website, I am an eager mountaineer and I am publishing in parallel a mountain blog, http://viaje-a-ithaka.blogspot.com/. I share as well most of my mountain activity on wikiloc website, where people publish their mountain activities so that others can use that information in order to plan for their next outdoor day out.

In order to spend the minimum time writing text and manipulating pictures, I wrote several scripts to speed up the editing process. In this initial post, the very first one, I will introduce one tool that might come in handy when publishing your mountain activity in both wikiloc or similar websites and your Blogger website.

The Blog2Wikiloc.py Python script will read a Blogger post from an URL and will extract only the text content of the blog entry. All images you might have inserted on the entry will be also reproduced on the text with the corresponding HTML img tag and the link to the pictures on the blog. Thanks to this Python script, once I write my blog post, I do not have to rewrite it and upload all pictures to wikiloc again. Instead, I will copy/paste the output of the script directly to the wikiloc site, saving up half an hour of editing text and pictures.



Another useful tool is a script to put a signature on all pictures I upload from my outdoor activities. There are some Image Editing software which have scripting capabilities and allow this to be done easily. I prefer use this simple Shell Script using the wellknown ImageMagick package for shell image processing. The script will be improved shortly so that we can specify the image signature on the command line as well as resize the signature according to the picture size. I will work on it later on.



You can checkout the code from my github repository if you found it useful.
# Clones the blogtools repository to your computer
$ git clone https://github.com/kokomero/blogtools.git