GIS: partition area based on equal population - gis

I want to partition a US state into 20 parts of approximately equal population. I can do this using, say, tracts, ZIP codes or another smaller geography. I'm looking for an algorithm to do the partitioning. It can be in any language or software (ArcGIS, QGIS, python, PostGIS, R, node).
For grouping or clustering algorithms I've looked at like k-means, ArcGIS Grouping Analysis, etc. These do not seem to do what's needed, since they group based on the similarity of a variable don't partition into equal size based on a variable. My quick look at ESRI's districting tool suggests that this might be a possibility.
Any other suggestions?

You should consider the Shortest splitline algorithm, recommended for creating optimally compact voting districts. Here is a description of its results in solving gerrymandering.

You can try centroidal weighted voronoi diagrams. i.e. Loyds algorithm. Pick the voronoi diagram and the center of gravity of each voronoi cell and rinse and repeat:http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/

Related

What is the best way to represent a collection of documents in a fixed length vector?

I am trying to build a deep neural networks that takes in a set of documents and predicts the category it belongs.
Since number of documents in each collection is not fixed, my first attempt was to get a mapping of documents from doc2vec and use the average.
The accuracy on training is high as 90% but the testing accuracy is low as 60%.
Is there a better way of representing a collection of documents as a fixed length vector so that the words they have in common are captured?
The description of your process so far is a bit vague and unclear – you may want to add more detail to your question.
Typically, Doc2Vec would convert each doc to a vector, not "a collection of documents".
If you did try to collapse a collection into a single vector – for example, by averaging many doc-vecs, or calculating a vector for a synthetic document with all the sub-documents' words – you might be losing valuable higher-dimensional structure.
To "predict the category" would be a typical "classification" problem, and with a bunch of documents (represented by their per-doc vectors) and known-labels, you could try various kinds of classifiers.
I suspect from your description, that you may just be collapsing a category to a single vector, then classifying new documents by checking which existing category-vector they're closest-to. That can work – it's vaguely a K-Nearest-Neighbors approach, but with every category reduced to one summary vector rather than the full set of known examples, and each classification being made by looking at just one single nearest-neighbor. That forces a simplicity on the process that may not match the "shapes" of the real categories as well as a true KNN classifier, or other classifiers, could achieve.
If accuracy on test data falls far below that observed during training, that can indicate that significant "overfitting" is occurring: the model(s) are essentially memorizing idiosyncrasies of the training data to "cheat" at answers based on arbitrary correlations, rather than learning generalizable rules. Making your model(s) smaller – such as by decreasing the dimensionality of your doc-vectors – may help in such situations, by giving the model less extra state in which to remember peculiarities of the training data. More data can also help - as the "noise" in more numerous varied examples tends of cancel itself out, rather than achieve the sort of misguided importance that can be learned in smaller datasets.
There are other ways to convert a variable-length text into a fixed-length vector, including many based on deeper learning algorithms. But, those can be even more training-data-hungry, and it seems like you may have other factors to improve before trying those in-lieu-of Doc2Vec.

Area of overlap of two circular Gaussian functions

I am trying to write code that finds the overlap of between 3D shapes.
Each shape is defined by two intersecting normal distributions (one in the x direction, one in the y direction).
Do you have any suggestions of existing code that addresses this question or functions that I can utilize to build this code? Most of my programming experience has been in R, but I am open to solutions in other languages as well.
Thank you in advance for any suggestions and assistance!
The longer research context on this question: I am studying the use of acoustic space by insects. I want to know whether randomly assembled groups of insects would have calls that are more or less similar than we observe in natural communities (a randomization test). To do so, I need to randomly select insect species and calculate the similarity between their calls.
For each species, I have a mean and variance for two call characteristics that are approximately normally distributed. I would like to use these two call characteristics to build a 3D probability distribution for the species. I would then like to calculate the amount by which the PDF for one species overlaps with another.
Please accept my apologies if the question is not clear or appropriate for this forum.
I work in small molecule drug discovery, and I frequently use a program (ROCS, by OpenEye Scientific Software) based on algorithms that represent molecules as collections of spherical Gaussian functions and compute intersection volumes. You might look at the following references, as well as the ROCS documentation:
(1) Grant and Pickup, J. Phys. Chem. 1995, 99, 3503-3510
(2) Grant, Gallardo, and Pickup, J. Comp. Chem. 1996, 17, 1653-1666

high-dimensional Spatial-temporal clustering

My question is, how I can make a cluster analysis from spatial - temporal and high dimensional data? my purpose is to find subspace clusters that can show patterns in the space and in the time. over here space mean a geographic position, so I should use autocorrelation law (also knowns like Tobler law or the first law from geography).
is this right?, first I make a transformation from time to frequency through Wavelets transform from every variable (because all variables have time and geographic position related) and after that, taking that coefficients and applying one subspace clustering algorithm for temporal high-dimensional clustering. once I have the temporal clusters I try to find a spatial "cluster" trough regionalization between temporal clusters.
Thanks in Advance any light.
I understand that you use the toblers law as an interpretation of the spatial correlation (regionalization). Its not clear what the final application would be but, a few verification steps i would do in such circumstances would be: to check if the all(150) variables are all corresponding to the same scale in space and time, affected by the same kind of autocorrelation (stationarity) which can simplify the problems in few cases. And finally also has to understand what features or patterns are to be extracted and how they are characterized. Check this out: http://www.geokernels.org/pages/modern_indexpag.html
Hope it helped !
Cheers
Ravi
Its not clear what you would like to achieve here. In general for spatio temporal clustering one could use a distribution based model like a multivariate Guassian Mixture Model for a given patch in the Dataset, and update the covariance matrice parameters (http://en.wikipedia.org/wiki/Multivariate_normal_distribution) - In case of the Wavelet transform coefficient clustering we ignore any spatial correlation to exist.
I am not sure by what you mean here by "regionalization"
You could treat time as just another dimension, depending on your application.
What about constructing a temporal cluster data with a correlation coefficient against cluster which gives a variance equal to 1. A spatial cluster will be a scatter plot which obviously might derive from lognormal, skewed and regression plots.

How good is the geography datatype in sql server 2008?

I have a large database full of customers, implemented in sql server 2005. Customers each have a latitude and longitude, represented as Decimal(18,15). The most important search query in the database tries to find all customers close to a certain location like this:
(Addresses.Latitude - #SearchInLat) BETWEEN -1 * #LatitudeBound AND #LatitudeBound)
AND ( (Addresses.Longitude - #SearchInLng) BETWEEN -1 * #LongitudeBound AND #LongitudeBound)
So, this is a very simple method. #LatitudeBound and #LongitudeBound are just numbers, used to pull back all the customers within a rough bounding rectangle of the point #SearchInLat, #SearchInLng. Once the results get to a client PC, some results are filtered out so that there is a bounding circle rather than a rectangle. (This is done on the client PC to avoid calculating square roots on the server.)
This method has worked well enough in the past. However, we now want to make the search do more interesting things - for instance, having the number of results pulled back be more predictable, or for the user to dynamically increase the size of the search radius. To do this, I have been looking at the possibility of ugprading to sql server 2008, with its Geography datatype, spatial indexes, and distance functions. My question is this: how fast are these?
The advantage of the simple query we have at the moment is that it is very fast and not performance intensive, which is important as it is called very often. How fast would a query based around something like this:
SearchInPoint.STDistance(Addresses.GeographicPoint) < #DistanceBound
be by comparison? Do the spatial indexes work well, and is STDistance fast?
If your handling just a standard Lat/Lng pair as you describe, and all your doing is a simple lookup, then arguably your not going to gain much in the way of a speed increase by using the Geometry Type.
However, if you do want to get more adventurous as you state, then swapping to using the Geometry types will open up a whole world of new possibilities for you, and not just for searches.
For example (Based on a project I'm working on) you could (If it's uk data) download the polygon definitions for all the towns / villages / city's for a given area, then do cross references to search in a particular town, or if you had a road map, you could find which customers lived next to major delivery routes, motorways, primary roads all sorts of things.
You could also do some very fancy reporting, imagine a map of towns, where each outline was plotted on a map, then shaded in with a colour to show density of customers in an area, some simple geometry SQL will easily return you a count straight from the database, to graph this kind of information.
Then there's tracking, I don't know what data you handle, or why you have customers, but if your delivering anything, feeding the co-ordinates of a delivery van in, tells you how close it is to a given customer.
As for the Question is STDistance fast? well that's difficult to say really, I think a better question is "Is it fast in comparison to.....", it's difficult to say yes or no, unless you have something to compare it to.
Spatial Indexes are one of the primary reasons for moving your data to geographically aware database they are optimised to produce the best results for a given task, but like any database, if you create bad indexes, then you will get bad performance.
In general you should definitely see a speed increase of some sort, because the maths in the sorting and indexing are more aware of the data's purpose as opposed to just being fairly linear in operation like a normal index is.
Bear in mind as well, that the more beefy the SQL server machine is, the better results you'll get.
One last point to mention is management of the data, if your using a GIS aware database, then that opens the avenue for you to use a GIS package such as ArcMap or MapInfo to manage, correct and visualise your data, meaning corrections are very easy to do by pointing, clicking and dragging.
My advice would be to create a side by side table to your existing one, that is formatted for spatial operations, then write a few stored procs and do some timing tests, see which comes out the best. If you have a significant increase just on the basic operations your doing, then that's justification alone, if it's about equal then your decision really hinges on, what new functionality you actually want to achieve.

What are the lesser known but useful data structures?

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There are some data structures around that are really useful but are unknown to most programmers. Which ones are they?
Everybody knows about linked lists, binary trees, and hashes, but what about Skip lists and Bloom filters for example. I would like to know more data structures that are not so common, but are worth knowing because they rely on great ideas and enrich a programmer's tool box.
PS: I am also interested in techniques like Dancing links which make clever use of properties of a common data structure.
EDIT:
Please try to include links to pages describing the data structures in more detail. Also, try to add a couple of words on why a data structure is cool (as Jonas Kölker already pointed out). Also, try to provide one data-structure per answer. This will allow the better data structures to float to the top based on their votes alone.
Tries, also known as prefix-trees or crit-bit trees, have existed for over 40 years but are still relatively unknown. A very cool use of tries is described in "TRASH - A dynamic LC-trie and hash data structure", which combines a trie with a hash function.
Bloom filter: Bit array of m bits, initially all set to 0.
To add an item you run it through k hash functions that will give you k indices in the array which you then set to 1.
To check if an item is in the set, compute the k indices and check if they are all set to 1.
Of course, this gives some probability of false-positives (according to wikipedia it's about 0.61^(m/n) where n is the number of inserted items). False-negatives are not possible.
Removing an item is impossible, but you can implement counting bloom filter, represented by array of ints and increment/decrement.
Rope: It's a string that allows for cheap prepends, substrings, middle insertions and appends. I've really only had use for it once, but no other structure would have sufficed. Regular strings and arrays prepends were just far too expensive for what we needed to do, and reversing everthing was out of the question.
Skip lists are pretty neat.
Wikipedia
A skip list is a probabilistic data structure, based on multiple parallel, sorted linked lists, with efficiency comparable to a binary search tree (order log n average time for most operations).
They can be used as an alternative to balanced trees (using probalistic balancing rather than strict enforcement of balancing). They are easy to implement and faster than say, a red-black tree. I think they should be in every good programmers toolchest.
If you want to get an in-depth introduction to skip-lists here is a link to a video of MIT's Introduction to Algorithms lecture on them.
Also, here is a Java applet demonstrating Skip Lists visually.
Spatial Indices, in particular R-trees and KD-trees, store spatial data efficiently. They are good for geographical map coordinate data and VLSI place and route algorithms, and sometimes for nearest-neighbor search.
Bit Arrays store individual bits compactly and allow fast bit operations.
Zippers - derivatives of data structures that modify the structure to have a natural notion of 'cursor' -- current location. These are really useful as they guarantee indicies cannot be out of bound -- used, e.g. in the xmonad window manager to track which window has focused.
Amazingly, you can derive them by applying techniques from calculus to the type of the original data structure!
Here are a few:
Suffix tries. Useful for almost all kinds of string searching (http://en.wikipedia.org/wiki/Suffix_trie#Functionality). See also suffix arrays; they're not quite as fast as suffix trees, but a whole lot smaller.
Splay trees (as mentioned above). The reason they are cool is threefold:
They are small: you only need the left and right pointers like you do in any binary tree (no node-color or size information needs to be stored)
They are (comparatively) very easy to implement
They offer optimal amortized complexity for a whole host of "measurement criteria" (log n lookup time being the one everybody knows). See http://en.wikipedia.org/wiki/Splay_tree#Performance_theorems
Heap-ordered search trees: you store a bunch of (key, prio) pairs in a tree, such that it's a search tree with respect to the keys, and heap-ordered with respect to the priorities. One can show that such a tree has a unique shape (and it's not always fully packed up-and-to-the-left). With random priorities, it gives you expected O(log n) search time, IIRC.
A niche one is adjacency lists for undirected planar graphs with O(1) neighbour queries. This is not so much a data structure as a particular way to organize an existing data structure. Here's how you do it: every planar graph has a node with degree at most 6. Pick such a node, put its neighbors in its neighbor list, remove it from the graph, and recurse until the graph is empty. When given a pair (u, v), look for u in v's neighbor list and for v in u's neighbor list. Both have size at most 6, so this is O(1).
By the above algorithm, if u and v are neighbors, you won't have both u in v's list and v in u's list. If you need this, just add each node's missing neighbors to that node's neighbor list, but store how much of the neighbor list you need to look through for fast lookup.
I think lock-free alternatives to standard data structures i.e lock-free queue, stack and list are much overlooked.
They are increasingly relevant as concurrency becomes a higher priority and are much more admirable goal than using Mutexes or locks to handle concurrent read/writes.
Here's some links
http://www.cl.cam.ac.uk/research/srg/netos/lock-free/
http://www.research.ibm.com/people/m/michael/podc-1996.pdf [Links to PDF]
http://www.boyet.com/Articles/LockfreeStack.html
Mike Acton's (often provocative) blog has some excellent articles on lock-free design and approaches
I think Disjoint Set is pretty nifty for cases when you need to divide a bunch of items into distinct sets and query membership. Good implementation of the Union and Find operations result in amortized costs that are effectively constant (inverse of Ackermnan's Function, if I recall my data structures class correctly).
Fibonacci heaps
They're used in some of the fastest known algorithms (asymptotically) for a lot of graph-related problems, such as the Shortest Path problem. Dijkstra's algorithm runs in O(E log V) time with standard binary heaps; using Fibonacci heaps improves that to O(E + V log V), which is a huge speedup for dense graphs. Unfortunately, though, they have a high constant factor, often making them impractical in practice.
Anyone with experience in 3D rendering should be familiar with BSP trees. Generally, it's the method by structuring a 3D scene to be manageable for rendering knowing the camera coordinates and bearing.
Binary space partitioning (BSP) is a
method for recursively subdividing a
space into convex sets by hyperplanes.
This subdivision gives rise to a
representation of the scene by means
of a tree data structure known as a
BSP tree.
In other words, it is a method of
breaking up intricately shaped
polygons into convex sets, or smaller
polygons consisting entirely of
non-reflex angles (angles smaller than
180°). For a more general description
of space partitioning, see space
partitioning.
Originally, this approach was proposed
in 3D computer graphics to increase
the rendering efficiency. Some other
applications include performing
geometrical operations with shapes
(constructive solid geometry) in CAD,
collision detection in robotics and 3D
computer games, and other computer
applications that involve handling of
complex spatial scenes.
Huffman trees - used for compression.
Have a look at Finger Trees, especially if you're a fan of the previously mentioned purely functional data structures. They're a functional representation of persistent sequences supporting access to the ends in amortized constant time, and concatenation and splitting in time logarithmic in the size of the smaller piece.
As per the original article:
Our functional 2-3 finger trees are an instance of a general design technique in- troduced by Okasaki (1998), called implicit recursive slowdown. We have already noted that these trees are an extension of his implicit deque structure, replacing pairs with 2-3 nodes to provide the flexibility required for efficient concatenation and splitting.
A Finger Tree can be parameterized with a monoid, and using different monoids will result in different behaviors for the tree. This lets Finger Trees simulate other data structures.
Circular or ring buffer - used for streaming, among other things.
I'm surprised no one has mentioned Merkle trees (ie. Hash Trees).
Used in many cases (P2P programs, digital signatures) where you want to verify the hash of a whole file when you only have part of the file available to you.
<zvrba> Van Emde-Boas trees
I think it'd be useful to know why they're cool. In general, the question "why" is the most important to ask ;)
My answer is that they give you O(log log n) dictionaries with {1..n} keys, independent of how many of the keys are in use. Just like repeated halving gives you O(log n), repeated sqrting gives you O(log log n), which is what happens in the vEB tree.
How about splay trees?
Also, Chris Okasaki's purely functional data structures come to mind.
An interesting variant of the hash table is called Cuckoo Hashing. It uses multiple hash functions instead of just 1 in order to deal with hash collisions. Collisions are resolved by removing the old object from the location specified by the primary hash, and moving it to a location specified by an alternate hash function. Cuckoo Hashing allows for more efficient use of memory space because you can increase your load factor up to 91% with only 3 hash functions and still have good access time.
A min-max heap is a variation of a heap that implements a double-ended priority queue. It achieves this by by a simple change to the heap property: A tree is said to be min-max ordered if every element on even (odd) levels are less (greater) than all childrens and grand children. The levels are numbered starting from 1.
http://internet512.chonbuk.ac.kr/datastructure/heap/img/heap8.jpg
I like Cache Oblivious datastructures. The basic idea is to lay out a tree in recursively smaller blocks so that caches of many different sizes will take advantage of blocks that convenient fit in them. This leads to efficient use of caching at everything from L1 cache in RAM to big chunks of data read off of the disk without needing to know the specifics of the sizes of any of those caching layers.
Left Leaning Red-Black Trees. A significantly simplified implementation of red-black trees by Robert Sedgewick published in 2008 (~half the lines of code to implement). If you've ever had trouble wrapping your head around the implementation of a Red-Black tree, read about this variant.
Very similar (if not identical) to Andersson Trees.
Work Stealing Queue
Lock-free data structure for dividing the work equaly among multiple threads
Implementation of a work stealing queue in C/C++?
Bootstrapped skew-binomial heaps by Gerth Stølting Brodal and Chris Okasaki:
Despite their long name, they provide asymptotically optimal heap operations, even in a function setting.
O(1) size, union, insert, minimum
O(log n) deleteMin
Note that union takes O(1) rather than O(log n) time unlike the more well-known heaps that are commonly covered in data structure textbooks, such as leftist heaps. And unlike Fibonacci heaps, those asymptotics are worst-case, rather than amortized, even if used persistently!
There are multiple implementations in Haskell.
They were jointly derived by Brodal and Okasaki, after Brodal came up with an imperative heap with the same asymptotics.
Kd-Trees, spatial data structure used (amongst others) in Real-Time Raytracing, has the downside that triangles that cross intersect the different spaces need to be clipped. Generally BVH's are faster because they are more lightweight.
MX-CIF Quadtrees, store bounding boxes instead of arbitrary point sets by combining a regular quadtree with a binary tree on the edges of the quads.
HAMT, hierarchical hash map with access times that generally exceed O(1) hash-maps due to the constants involved.
Inverted Index, quite well known in the search-engine circles, because it's used for fast retrieval of documents associated with different search-terms.
Most, if not all, of these are documented on the NIST Dictionary of Algorithms and Data Structures
Ball Trees. Just because they make people giggle.
A ball tree is a data structure that indexes points in a metric space. Here's an article on building them. They are often used for finding nearest neighbors to a point or accelerating k-means.
Not really a data structure; more of a way to optimize dynamically allocated arrays, but the gap buffers used in Emacs are kind of cool.
Fenwick Tree. It's a data structure to keep count of the sum of all elements in a vector, between two given subindexes i and j. The trivial solution, precalculating the sum since the begining doesn't allow to update a item (you have to do O(n) work to keep up).
Fenwick Trees allow you to update and query in O(log n), and how it works is really cool and simple. It's really well explained in Fenwick's original paper, freely available here:
http://www.cs.ubc.ca/local/reading/proceedings/spe91-95/spe/vol24/issue3/spe884.pdf
Its father, the RQM tree is also very cool: It allows you to keep info about the minimum element between two indexes of the vector, and it also works in O(log n) update and query. I like to teach first the RQM and then the Fenwick Tree.
Van Emde-Boas trees. I have even a C++ implementation of it, for up to 2^20 integers.
Nested sets are nice for representing trees in the relational databases and running queries on them. For instance, ActiveRecord (Ruby on Rails' default ORM) comes with a very simple nested set plugin, which makes working with trees trivial.
It's pretty domain-specific, but half-edge data structure is pretty neat. It provides a way to iterate over polygon meshes (faces and edges) which is very useful in computer graphics and computational geometry.