When it rains, water soaks into the ground. When sand grains are packed tightly, water doesn't soak as far down. Your task is to write a two-dimensional model of this situation.
Construct an NxN grid, that is, a square array. Populate the grid
randomly with "sand" grains, such that each location has a sand grain with
probability p, or is empty with probability (1-p).
You should import java.util.Random to help do this.
"Water" arrives at the top of this array, so that every empty location in the first row becomes filled with water.
Water will only flow down or horizontally, never up. For each succeeding row, if an empty space has water directly above it, or horizontally adjacent to it, it also fills with water. At each move, water can flow any distance horizontally.
If the ground is packed tightly with sand, water will not seep very far
down into it. If the ground is very loosely packed, water will almost
certainly seep all the way down. For an NxN container, there is some
packing probability p such that water has exactly a 50%
probability of seeping all the way to the bottom row. Your job is to find
that probability.
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Write at least the following functions:
int[][] ground(int n, double p)
ground(n, p) returns an array of n arrays
of integer, where each array is of length n, and each
integer has probability p of being a sand grain, (1-p)
of being empty (and dry). Use the encoding 0 = empty
space, 1 = sand grain, 2 = water. void seep(int[][] ground, int row)
seep(array, row) causes water to flow from row
into row+1, modifying the array. In other
words, this function performs one step of the simulation.boolean percolate(int[][] ground)true if, after water has "seeped" as far as it
can, water has reached the bottom row, and false
otherwise. For the example above, the result would be true.double findProbability(int n)n by n array, determines the
packing probability p that causes the array to have a 50%
probability of water seeping all the way to the bottom.You might think that the probability of water percolating all the way to
the bottom would decrease as p (probability of sand grains)
increases. And it does, but in an interesting and extremely nonlinear
fashion.
Another interesting question is whether the probability depends on N, the array size. You don't have to answer this question, but provide data for it by determining the probability for arrays of size 50x50, 100x100, and 200x200.
One call of percolate won't tell you very much--it will
just return true or false. If you run it
multiple times for a given p (and a different ground
each time!), that will provide better evidence as to whether p
is too low or too high.
Here's what I would do. I would start with some reasonable value of p,
possibly 0.5, and some amount to change p by (call it delta),
possibly 0.05. Then, at each iteration, I would see if I needed to add delta,
or subtract delta. Then every so often, I would make delta
smaller (but not necessarily every time). This leaves open the question of
(1) when to make delta smaller, (2) how much to make delta smaller, and
(3) how to decide to end the iteration.
Here are two things to watch out for: (1) By sheer bad luck, p
may become less than zero or greater than one, so guard against this case;
and (2) if you overshoot the best value for p, delta
should not be shrinking so rapidly that you can never get back to the best
value.
For each of the three array sizes, I would like to see at least two
digits of accuracy for p. Your program should be able to do
this in well under a minute.
Write unit tests for ground, seep, and percolate.
Here is the syntax for declaring a literal array: int[][] myArray =
{{1, 2, 3}, {4, 5, 6}, {7, 8, 9}}; You can use this to construct
arrays for which you know whether the water will reach the bottom.
The ground method returns a random result, so you cannot
expect a particular result. You can, however, determine whether the
proportion of sand grains is reasonably close to p.