Live data from Hacker News

How to generate uniformly random points on n-spheres and in n-balls

extremelearning.com.au

21–30 of 87 posts

Re: How to generate uniformly random points on n-spheres and in n-balls

#22
post #2

I'm definitely not at all qualified to talk about this, but... aren't "uniform" and "random" antonyms?

No. I would go so far as to say, if it’s not uniformly random, it isn’t random. My reasoning is, if you are counting cards in a game, you are giving yourself an advantage. But what really happens is that from your point of view cards will be drawn less and less uniformly randomly. Or put in another way, if you know the distribution is normal, you can bet on the the result being near the center and come out on top, bu…

A normal random variate is just a uniform random variate that's gone thru a 1-1 function.

Re: How to generate uniformly random points on n-spheres and in n-balls

#23
post #5
post #2

I'm definitely not at all qualified to talk about this, but... aren't "uniform" and "random" antonyms?

No, 'uniform' refers to the distribution, which need not be uniform, e.g. https://numpy.org/doc/stable/reference/random/generated/nump... Or in god's own words ( TAOCP section 3.4 ): Applications of random numbers often call for other kinds of distributions, however; for example, if we want to make a random choice from among k alternatives, we want a random integer between 1 and k. If some simulation process calls fo…

"All distributions are uniform" is one of the two cardinal crimes of a school level of statistics understanding, the other being "all probabilities are independent".

Re: How to generate uniformly random points on n-spheres and in n-balls

#28

I actually needed this at work once! We needed to fuzz peoples address in a mapped view for analytics, without revealing PII. It ended up never being shipped, but we needed to fuzz geographic data and the thinking was like: 1. Truncate your lat longs to some arbitrary decimal place (this is very very stupid, you end up with grid lines [1]) 2. The above method ^^ but everyone tries basically doing like random angle +…

What if someone lives in a really remote location so they're the only ones in the heat map cell?

Re: How to generate uniformly random points on n-spheres and in n-balls

#29

I actually needed this at work once! We needed to fuzz peoples address in a mapped view for analytics, without revealing PII. It ended up never being shipped, but we needed to fuzz geographic data and the thinking was like: 1. Truncate your lat longs to some arbitrary decimal place (this is very very stupid, you end up with grid lines [1]) 2. The above method ^^ but everyone tries basically doing like random angle +…

What if someone lives in a really remote location so they're the only ones in the heat map cell?

I should think after defining a uniform distribution of points, you could cluster them as needed to form larger lower-resolution chunks according to population size. Binning everyone in that region to say the central most point. Which could then be adaptive as the populations change.
Post reply on HN