赌盘算法

#include "stdafx.h"
#include "math.h"
#include "stdlib.h"


float generate_random()
{
	//randomly generate number between [0,1]
	float rand_num = 0.0;
	rand_num = (float)rand() / RAND_MAX;
	//printf("%f\n", rand_num);
	return rand_num;
}


float *generate_probability_band(float *prob_arr, int length)
{
	//产生概率带
	//传入参数是在main函数中指定的概率分布
	//传出参数就是概率带(积累概率)
	//计算累计概率,保存在sum_array数组中,用malloc写了一下。

	printf("一共有%d个概率数据\n", length);

	float *sum_array = NULL;
	float *sum_array_tmp = NULL;
	sum_array = (float *)malloc((length + 1)*sizeof(float));//多一个是为了保存概率带最左边那个0
	sum_array_tmp = sum_array;
	int i = 0;
	float sum = 0.0;
	sum_array[0] = 0.0;
	for (i; i<length; i++)
	{
		sum = sum + prob_arr[i];
		printf("sum=%f\n", sum);
		sum_array++;//先执行++,目的是把概率带最左边那个0保存在sum_array[0]上
		*sum_array = sum;
		printf("%x-->%f\n", sum_array,*sum_array);

	}
	//sum_array = sum_array_tmp;
	return sum_array_tmp;
	//free(sum_array);
}

//判断随机数位于概率带的哪个位置
int *judge_random_location(float *sum_array, int length)
{

	int i = 0;
	int j = 0;
	float rand_num = 0;
	int *count = NULL;
	count = (int *)malloc((length - 1)*sizeof(int)); //count数组用来统计 落在某个概率上的数量
	for (i = 0; i<length - 1; i++)
	{
		//初始化为0
		count[i] = 0;
	}

	for (i = 0; i<length; i++)
	{
		printf("sum_array[%d] = %f\n", i, sum_array[i]);
	}

	for (j = 0; j<1000; j++) //产生1000个随机数
	{
		rand_num = generate_random();
		if (rand_num>0 && rand_num<1)
		{
			for (i = 0; i<length; i++)
			{
				if (rand_num>sum_array[i] && rand_num <= sum_array[i + 1])
				{
					//对应的概率带 计数器加1
					count[i] = count[i] + 1;
				}

			}
		}
	}
	return count;
}
int main()
{
	int i = 0;

	//probability array
	float prob_arr[] = { 0.1, 0.2, 0.3, 0.4 }; //按照概率1:2:3:4
	int length = sizeof(prob_arr) / sizeof(prob_arr[0]);
	float *sum_array = NULL;
	int *count = NULL;

	sum_array = generate_probability_band(prob_arr, length);
	count = judge_random_location(sum_array, length + 1);

	for (i = 0; i<length; i++)
	{
		printf("%d:", count[i]);
		if (i == (length - 1))
			printf("\b");
	}
	printf("\n");
	system("pause");
	return 0;
}

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