//欧式距离的和
template<typename t1, typename t2>
double distsum(vector<t1> &currp, vector<vector<t2>>& positions)
{
double sum = 0.000000000;
for (const auto &p : positions) {
double distx = (double)abs(p[0] - currp[0]);
double disty = (double)abs(p[1] - currp[1]);
sum += sqrt((distx * distx) + (disty * disty));
}
return sum;
}
class Solution {
public:
double getMinDistSum(vector<vector<int>>& positions) {
double lower_limit = 1e-8;//这里和精度息息相关,非常重要
vector<double> currp(2);
for (const auto &p : positions) {
currp[0] += (double)p[0];
currp[1] += (double)p[1];
}
currp[0] /= double(positions.size());
currp[1] /= double(positions.size());
double minimum_distance = distsum(currp, positions);
double test_distance = 5.000000000;//
int flag = 0;
//四方向的方向向量
vector<vector<double>> test_point{ { -1.00000000, 0.00000000 },{ 0.00000000, 1.00000000 },{ 1.00000000, 0.00000000 },{ 0.00000000, -1.00000000 } };
//到指定精度才能退出
while (test_distance > lower_limit) {
flag = 0;
for (const auto &p : test_point) {
vector<double> newpoint(2);
newpoint[0] = currp[0] + (double)test_distance*p[0];
newpoint[1] = currp[1] + (double)test_distance*p[1];
double newd = distsum(newpoint, positions);
if (newd < minimum_distance) {
minimum_distance = newd;
currp[0] = newpoint[0];
currp[1] = newpoint[1];
flag = 1;
break;
}
}
if (flag == 0)
test_distance /= 2.0000000;
}
return minimum_distance;
}
};
这道题最大的问题就是精度,需要注意数值的转换,以及阈值的设置。
大概思路:
- 求几何平均中心,值得注意的是这道题求的“中心”并不等于几何中心。[4]
- 四方向迫近,每次移动后步长折半,这里有点“退火”算法/梯度下降的意思。
我看这道题也有大佬使用weiszfeld’s求解,也很不错。
顺便附上一篇论文,讲了很多可用于求解的算法,大佬可以尝试复现哈[5]
Reference:
[1] https://www.geeksforgeeks.org/geometric-median/
[2] https://zxi.mytechroad.com/blog/geometry/leetcode-1515-best-position-for-a-service-centre/
[3] https://hankin2015.github.io/2018/09/22/20180922Weiszfeld/
[4] 维基百科的解释
[5] 论文
[6] https://stackoverflow.com/questions/12934213/how-to-find-out-geometric-median