Yahoo Answers is shutting down on May 4th, 2021 (Eastern Time) and the Yahoo Answers website is now in read-only mode. There will be no changes to other Yahoo properties or services, or your Yahoo account. You can find more information about the Yahoo Answers shutdown and how to download your data on this help page.
Trending News
Probability in a square pyramide?
In the following question
http://answers.yahoo.com/question/index?qid=201305...
just replace a cone C with a pyramide P with square base.
Again the question is to determine the probability that by picking 3 points randomly in P, the corresponding squares have pairwise non-empty intersections.
I expect the answer to be slightly smaller than in the cone version, which has been estimated to be around 0.115
I am interested in theoretical or numerical answers.
@Michael: Great. Your answer suggests 23/210 as a possible exact value. I extended the deadline for possible theoretical answers. As you suggested it's a little messy. At any rate we know what we should get! Thx
@ Michael. I don't get 23/210 but 491/4480 instead.Thas is 0.1095982... and is still quite close to your simulation.
1 Answer
- Anonymous8 years agoFavorite Answer
Suppose the pyramid has a square base defined by [-1, 1] x [-1, 1], and the top vertex is the point (0,0,1). Perhaps the only analytically interesting thing I can say about this problem is how to generate a point (X, Y, H) uniformly distributed over the pyramid: The random variable 1-H has a density that grows quadratically over [0,1], and hence its cumulative distribution grows cubically. So:
-Generate F uniformly over [0,1].
-Define H = 1-(F)^(1/3).
-Generate X independently and uniformly over the interval [(H-1), (1-H)].
-Generate Y independently and uniformly over the interval [(H-1), (1-H)].
You now have (X,Y,H) uniformly distributed over the pyramid. =)
In my simulation of 10 million iterations, using (rand()*1.0/RAND_MAX) in C to generate a random variable uniform over [0, 1], I get:
E[H] on a point generated over the pyramid = 0.249978 (exact is 1/4)
E[H^2] = 0.099979 (exact is 1/10)
Fraction of time squares 1 and 2 intersect: 0.349832
Fraction of time squares 1 and 3 intersect: 0.349881
Fraction of time squares 2 and 3 intersect: 0.349986
Fraction of time [Square 1 and 2 intersect] AND [Square 1 and 3 intersect] AND [Square 2 and 3 intersect] = 0.109451
The incorrect numbers I reported earlier were because my program was using the C command "abs()" for absolute value, when I just learned I should use "fabs()" as the previous one forces the output to an integer! Perhaps someone else could also simulate to verify...?
***
An exact answer for the probability of square 1 intersecting square 2 can be computed as follows: Let H_1 and H_2 be the heights of each square, being independent and identically distributed with density f_H(h) = 3(1-h)^2 for h in [0, 1].
Let (X_1, Y_1) and (X_2, Y_2) be the centers of each square, where (X_1, Y_1, X_2, Y_2) are conditionally independent given (H_1, H_2). Then:
Pr[intersect] =
int_{h_1} int_{h_2} Pr[|X_1-X_2| <= h_1 + h_2]^2 9(1-h_1)^2(1-h_2)^2 dh_1 dh_2
Define Q(h_1, h_2) = Pr[|X_1-X_2|<= h_1 + h_2]. I believe the answer is:
Q(h_1, h_2) =
{1 , if h_1 + h_2 >=1
{1 - (1 - h_1-h_2)^2/((1-h_1)(1-h_2)) , if 0 <= h_1 + h_2 < 1.
Doing the double integral gives Pr[intersect] = 7/20 = 0.35, a good match for my simulation of 0.349832.
http://www.wolframalpha.com/input/?i=int+%28int+9%...
http://www.wolframalpha.com/input/?i=int+%28int+%2...
***
I believe the exact answer to the question of pairwise non-empty intersections is:
value =
int_{h_1} int_{h_2} int_{h_3} 27(1-h_1)^2(1-h_2)^2(1-h_3)^2G(h_1, h_2, h_3)^2 dh_1 dh_2 dh_3
where:
G(h_1, h_2, h_2) =
Pr{|X_1-X_2|<=h_1+h_2 AND |X_1-X_3|<=h_1+h_3 AND |X_2-X_3|<=h_2+h_3}
The value G(h_1, h_2, h_3) is basically the probability that 3 random intervals have a non-empty intersection. I think G(h_1, h_2, h_3) can be computed, but it seems very complicated.
***
@Gianlino: Yes, 23/210 would be a good guess.
Another idea: Note that G is defined over the cube [0,1]^3, and:
G(h_1, h_2, h_3) = 1 if h_1 + h_2 + h_3 >= 2.
Computation of the G function in the remaining case might be possible if one imagines the cube [0,1]^3, cuts it in half to consider h_1 + h_2 + h_3 < 2, and observes some nice properties of the geometry. Note that G(h_1, h_2, h_3) should be invariant to permutations in the arguments, similar to the 2-d case for Q(h_1, h_2).