What does a constant with linear trend (‘ct’) line look like? - time-series

In the SARIMA model, the trend parameter can be specified:
'n' indicates no trend;
'c' indicates constant;
't' indicates a linear trend with time;
'ct' indicates a constant with linear trend.
The first three are very straightforward, but what does a constant with linear trend look like?

Basically it's a linear trend where the intercept is nonzero. Here are some examples of the trends:
c: trend = constant, where the "constant" value is like "10" or "1.2345"
t: trend = t, where t is the observation number, t = 1, 2, 3, ...
ct: trend = constant + t, where the "constant" value is like "10" or "1.2345" and t is the observation number, t = 1, 2, 3, ...
Finally, in the nc case, trend = 0

Related

Cost function for logistic regression: weird/oscillating cost history

Background and my thought process:
I wanted to see if I could utilize logistic regression to create a hypothesis function that could predict recessions in the US economy by looking at a date and its corresponding leading economic indicators. Leading economic indicators are known to be good predictors of the economy.
To do this, I got data from OECD on the composite leading (economic) indicators from January, 1970 to July, 2021 in addition to finding when recessions occurred from 1970 to 2021. The formatted data that I use for training can be found further below.
Knowing the relationship between a recession and the Date/LEI wouldn't be a simple linear relationship, I decided to make more parameters for each datapoint so I could fit a polynominal equation to the data. Thus, each datapoint has the following parameters: Date, LEI, LEI^2, LEI^3, LEI^4, and LEI^5.
The Problem:
When I attempt to train my hypothesis function, I get a very strange cost history that seems to indicate that I either did not implement my cost function correctly or that my gradient descent was implemented incorrectly. Below is the imagine of my cost history:
I have tried implementing the suggestions from this post to fix my cost history, as originally I had the same NaN and Inf issues described in the post. While the suggestions helped me fix the NaN and Inf issues, I couldn't find anything to help me fix my cost function once it started oscillating. Some of the other fixes I've tried are adjusting the learning rate, double checking my cost and gradient descent, and introducing more parameters for datapoints (to see if a higher-degree polynominal equation would help).
My Code
The main file is predictor.m.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Program: Predictor.m
% Author: Hasec Rainn
% Desc: Predictor.m uses logistic regression
% to predict when economic recessions will occur
% in the United States. The data it uses is from the past 50 years.
%
% In particular, it uses dates and their corresponding economic leading
% indicators to learn a non-linear hypothesis function to fit to the data.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
LI_Data = dlmread("leading_indicators_formatted.csv"); %Get LI data
RD_Data = dlmread("recession_dates_formatted.csv"); %Get RD data
%our datapoints of interest: Dates and their corresponding
%leading Indicator values.
%We are going to increase the number of parameters per datapoint to allow
%for a non-linear hypothesis function. Specifically, let the 3rd, 4th
%5th, and 6th columns represent LI^2, LI^3, LI^4, and LI^5 respectively
X = LI_Data; %datapoints of interest (row = 1 datapoint)
X = [X, X(:,2).^2]; %Adding LI^2
X = [X, X(:,2).^3]; %Adding LI^3
X = [X, X(:,2).^4]; %Adding LI^4
X = [X, X(:,2).^5]; %Adding LI^5
%normalize data
X(:,1) = normalize( X(:,1) );
X(:,2) = normalize( X(:,2) );
X(:,3) = normalize( X(:,3) );
X(:,4) = normalize( X(:,4) );
X(:,5) = normalize( X(:,5) );
X(:,6) = normalize( X(:,6) );
%What we want to predict: if a recession happens or doesn't happen
%for a corresponding year
Y = RD_Data(:,2); %row = 1 datapoint
%defining a few useful variables:
nIter = 4000; %how many iterations we want to run gradient descent for
ndp = size(X, 1); %number of data points we have to work with
nPara = size(X,2); %number of parameters per data point
alpha = 1; %set the learning rate to 1
%Defining Theta
Theta = ones(1, nPara); %initialize the weights of Theta to 1
%Make a cost history so we can see if gradient descent is implemented
%correctly
costHist = zeros(nIter, 1);
for i = 1:nIter
costHist(i, 1) = cost(Theta, Y, X);
Theta = Theta - (sum((sigmoid(X * Theta') - Y) .* X));
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Function: Cost
% Author: Hasec Rainn
% Parameters: Theta (vector), Y (vector), X (matrix)
% Desc: Uses Theta, Y, and X to determine the cost of our current
% hypothesis function H_theta(X). Uses manual loop approach to
% avoid errors that arrise from log(0).
% Additionally, limits the range of H_Theta to prevent Inf
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
function expense = cost(Theta, Y, X)
m = size(X, 1); %number of data points
hTheta = sigmoid(X*Theta'); %hypothesis function
%limit the range of hTheta to [10^-50, 0.9999999999999]
for i=1:size(hTheta, 1)
if (hTheta(i) <= 10^(-50))
hTheta(i) = 10^(-50);
endif
if (hTheta(i) >= 0.9999999999999)
hTheta(i) = 0.9999999999999;
endif
endfor
expense = 0;
for i = 1:m
if Y(i) == 1
expense = expense + -log(hTheta(i));
endif
if Y(i) == 0
expense = expense + -log(1-hTheta(i));
endif
endfor
endfunction
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Function: normalization
% Author: Hasec Rainn
% Parameters: vector
% Desc: Takes in an input and normalizes its value(s)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
function n = normalize(data)
dMean = mean(data);
dStd = std(data);
n = (data - dMean) ./ dStd;
endfunction
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Function: Sigmoid
% Author: Hasec Rainn
% Parameters: scalar, vector, or matrix
% Desc: Takes an input and forces its value(s) to be between
% 0 and 1. If a matrix or vector, sigmoid is applied to
% each element.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
function result = sigmoid(z)
result = 1 ./ ( 1 + e .^(-z) );
endfunction
The data I used for my learning process can be found here: formatted LI data and recession dates data.
The problem you're running into here is your gradient descent function.
In particular, while you correctly calculate the cost portion (aka, (hTheta - Y) or (sigmoid(X * Theta') - Y) ), you do not calculate the derivative of the cost correctly; in Theta = Theta - (sum((sigmoid(X * Theta') - Y) .* X)), the .*X is not correct.
The derivative is equivalent to the cost of each datapoint (found in the vector hTheta - Y) multiplied by their corresponding parameter j, for every parameter. For more information, check out this article.

h20 predict function probability scoring on test data

I have created h20 random forest model for fraud prediction.now while scoring using predict function for test data. I got below dataframe from predict function output.
Now for 2nd records it predicted 1 but probability of p1 is far less than p0. What's the correct probability scores (p0/1) and classification we can use for my fraud prediction model?
If these are not correct probabilities then calibrated probabilities calculated using parameters(calibrate_model = True) as mentioned below will give correct probability?
nfolds=5
rf1 = h2o.estimators.H2ORandomForestEstimator(
model_id = "rf_df1",
ntrees = 200,
max_depth = 4,
sample_rate = .30,
# stopping_metric="misclassification",
# stopping_rounds = 2,
mtries = 6,
min_rows = 12,
nfolds=3,
distribution = "multinomial",
fold_assignment="Modulo",
keep_cross_validation_predictions=True,
calibrate_model = True,
calibration_frame = calib,
weights_column = "weight",
balance_classes = True
# stopping_tolerance = .005)
)
predict p0 p1
1 0 0.9986012 0.000896514
2 1 0.9985695 0.000448676
3 0 0.9981387 0.000477767
The prediction labels are based on a threshold and the threshold used is generally based on the threshold that maximizes the F1 score. See the following post to learn more on how to interpret the probability results.
Details on how the calibration frame and model work can be found here and here.

Is there an easy way to implement a Optimizer.Maximize() function in TensorFlow

There are several experiments that rely on gradient ascent rather than gradient descent. I have looked into some approaches to using "cost" and the minimize function to simulate the "maximize" function, but I am still not certain I know how to properly implement a maximize() function. Also, in most of these cases, I would say they are closer to an unsupervised learning. So given this code concept for a cost function:
cost = (Yexpected - Ycalculated)^2
train_step = tf.train.AdamOptimizer(0.5).minimize(cost)
I would like to write something were I am following the positive gradient and there may not be a Yexpected value:
maxMe = Function(Ycalculated)
train_step = tf.train.AdamOptimizer(0.5).maximize(maxMe)
A good example of this need is "http://cs229.stanford.edu/proj2009/LvDuZhai.pdf" with Recurrent Reinforcement Learning.
I have read a few papers and references that state changing the sign will flip the direction of movement to increasing gradient, but given TensorFlow's internal calculation of the gradient, I am not sure if this will work to Maximize as I don't know of a way to validate the results:
maxMe = Function(Ycalculated)
train_step = tf.train.AdamOptimizer(0.5).minimize( -1 * maxMe )
The intuition is simple, the minimize() function keeps squashing the given value, for example, if you start with 5, then for every iteration (for example and depending on the learning rate), the value will become say, 4, then 3, then 2, 1, 0 and so on if possible to bring it down more. Now if you pass -5 at the beginning (which is in fact a +5 but you changed the sign explicitly), the gradient will try to change the parameters to bring the number down more, as for example, -5, -6, -7, -8, ...etc. But in fact, the function is increasing because we changed the sign, and the actual sign is (+). In other words, the gradient, in the latter case, is changing the parameters of the neural network in a way that maximizes the function, not minimizing it.
Toy example with arbitrary numbers:
The input x = 1.5, The weight parameter at time (t) w_t = 0.1,
The observed response y = 3.0, The learning rate lr = 0.1.
x * w = 0.15 (this is y predicted for the current w)
loss function = (3.0 - 0.15)^2 = 8.1
Applying gradient descent:
w_(t+1) = w_t - lr * (derivative of loss function with respect to w)
w_(t+1) = 0.1 - (0.1 * [1.5 * 2(0.15 - 3.0)]) = 0.1 - (-0.855) = 0.955
If we use the new w_(t+1) we will have:
1.5 * 0.955 = 1.49 (which is closer to the correct answer 3.0)
and the new loss is: (3.0 - 1.49)^2 = 2.27 (smaller error).
If we keep iterating, we will adjust w to a value that gives us the minimum cost possible.
Now lets repeat the same experiment but with the sign flipped to negative:
loss function = - (3.0 - 0.15)^2 = -8.1
Applying gradient descent:
w_(t+1) = w_t - lr * (derivative of loss function with respect to w)
w_(t+1) = 0.1 - (0.1 * [1.5 * -2(0.15 - 3.0)]) = 0.1 - 0.855 = −0.755
If we apply the new w_(t+1) we will have:
1.5 * −0.755 = −1.1325 and the new loss is: (3.0 - (-1.1325))^2 = 17.07
(the loss function is maximizing!).
That is also applicable to any differentiable function, but this is just a simple naive example to demonstrate the idea.
So, you can do, as you suggested already:
optimizer.minimize( -1 * value)
Or if you like, create a wrapper function (which in fact is needless, but just to mention it):
def maximize(optimizer, value, **kwargs):
return optimizer.minimize(-value, **kwargs)

Generate weighted random number in Swift [duplicate]

Check out this question:
Swift probability of random number being selected?
The top answer suggests to use a switch statement, which does the job. However, if I have a very large number of cases to consider, the code looks very inelegant; I have a giant switch statement with very similar code in each case repeated over and over again.
Is there a nicer, cleaner way to pick a random number with a certain probability when you have a large number of probabilities to consider? (like ~30)
This is a Swift implementation strongly influenced by the various
answers to Generate random numbers with a given (numerical) distribution.
For Swift 4.2/Xcode 10 and later (explanations inline):
func randomNumber(probabilities: [Double]) -> Int {
// Sum of all probabilities (so that we don't have to require that the sum is 1.0):
let sum = probabilities.reduce(0, +)
// Random number in the range 0.0 <= rnd < sum :
let rnd = Double.random(in: 0.0 ..< sum)
// Find the first interval of accumulated probabilities into which `rnd` falls:
var accum = 0.0
for (i, p) in probabilities.enumerated() {
accum += p
if rnd < accum {
return i
}
}
// This point might be reached due to floating point inaccuracies:
return (probabilities.count - 1)
}
Examples:
let x = randomNumber(probabilities: [0.2, 0.3, 0.5])
returns 0 with probability 0.2, 1 with probability 0.3,
and 2 with probability 0.5.
let x = randomNumber(probabilities: [1.0, 2.0])
return 0 with probability 1/3 and 1 with probability 2/3.
For Swift 3/Xcode 8:
func randomNumber(probabilities: [Double]) -> Int {
// Sum of all probabilities (so that we don't have to require that the sum is 1.0):
let sum = probabilities.reduce(0, +)
// Random number in the range 0.0 <= rnd < sum :
let rnd = sum * Double(arc4random_uniform(UInt32.max)) / Double(UInt32.max)
// Find the first interval of accumulated probabilities into which `rnd` falls:
var accum = 0.0
for (i, p) in probabilities.enumerated() {
accum += p
if rnd < accum {
return i
}
}
// This point might be reached due to floating point inaccuracies:
return (probabilities.count - 1)
}
For Swift 2/Xcode 7:
func randomNumber(probabilities probabilities: [Double]) -> Int {
// Sum of all probabilities (so that we don't have to require that the sum is 1.0):
let sum = probabilities.reduce(0, combine: +)
// Random number in the range 0.0 <= rnd < sum :
let rnd = sum * Double(arc4random_uniform(UInt32.max)) / Double(UInt32.max)
// Find the first interval of accumulated probabilities into which `rnd` falls:
var accum = 0.0
for (i, p) in probabilities.enumerate() {
accum += p
if rnd < accum {
return i
}
}
// This point might be reached due to floating point inaccuracies:
return (probabilities.count - 1)
}
Is there a nicer, cleaner way to pick a random number with a certain probability when you have a large number of probabilities to consider?
Sure. Write a function that generates a number based on a table of probabilities. That's essentially what the switch statement you've pointed to is: a table defined in code. You could do the same thing with data using a table that's defined as a list of probabilities and outcomes:
probability outcome
----------- -------
0.4 1
0.2 2
0.1 3
0.15 4
0.15 5
Now you can pick a number between 0 and 1 at random. Starting from the top of the list, add up probabilities until you've exceeded the number you picked, and use the corresponding outcome. For example, let's say the number you pick is 0.6527637. Start at the top: 0.4 is smaller, so keep going. 0.6 (0.4 + 0.2) is smaller, so keep going. 0.7 (0.6 + 0.1) is larger, so stop. The outcome is 3.
I've kept the table short here for the sake of clarity, but you can make it as long as you like, and you can define it in a data file so that you don't have to recompile when the list changes.
Note that there's nothing particularly specific to Swift about this method -- you could do the same thing in C or Swift or Lisp.
This seems like a good opportunity for a shameless plug to my small library, swiftstats:
https://github.com/r0fls/swiftstats
For example, this would generate 3 random variables from a normal distribution with mean 0 and variance 1:
import SwiftStats
let n = SwiftStats.Distributions.Normal(0, 1.0)
print(n.random())
Supported distributions include: normal, exponential, binomial, etc...
It also supports fitting sample data to a given distribution, using the Maximum Likelihood Estimator for the distribution.
See the project readme for more info.
You could do it with exponential or quadratic functions - have x be your random number, take y as the new random number. Then, you just have to jiggle the equation until it fits your use case. Say I had (x^2)/10 + (x/300). Put your random number in, (as some floating-point form), and then get the floor with Int() when it comes out. So, if my random number generator goes from 0 to 9, I have a 40% chance of getting 0, and a 30% chance of getting 1 - 3, a 20% chance of getting 4 - 6, and a 10% chance of an 8. You're basically trying to fake some kind of normal distribution.
Here's an idea of what it would look like in Swift:
func giveY (x: UInt32) -> Int {
let xD = Double(x)
return Int(xD * xD / 10 + xD / 300)
}
let ans = giveY (arc4random_uniform(10))
EDIT:
I wasn't very clear above - what I meant was you could replace the switch statement with some function that would return a set of numbers with a probability distribution that you could figure out with regression using wolfram or something. So, for the question you linked to, you could do something like this:
import Foundation
func returnLevelChange() -> Double {
return 0.06 * exp(0.4 * Double(arc4random_uniform(10))) - 0.1
}
newItemLevel = oldItemLevel * returnLevelChange()
So that function returns a double somewhere between -0.05 and 2.1. That would be your "x% worse/better than current item level" figure. But, since it's an exponential function, it won't return an even spread of numbers. The arc4random_uniform(10) returns an int from 0 - 9, and each of those would result in a double like this:
0: -0.04
1: -0.01
2: 0.03
3: 0.1
4: 0.2
5: 0.34
6: 0.56
7: 0.89
8: 1.37
9: 2.1
Since each of those ints from the arc4random_uniform has an equal chance of showing up, you get probabilities like this:
40% chance of -0.04 to 0.1 (~ -5% - 10%)
30% chance of 0.2 to 0.56 (~ 20% - 55%)
20% chance of 0.89 to 1.37 (~ 90% - 140%)
10% chance of 2.1 (~ 200%)
Which is something similar to the probabilities that other person had. Now, for your function, it's much more difficult, and the other answers are almost definitely more applicable and elegant. BUT you could still do it.
Arrange each of the letters in order of their probability - from largest to smallest. Then, get their cumulative sums, starting with 0, without the last. (so probabilities of 50%, 30%, 20% becomes 0, 0.5, 0.8). Then you multiply them up until they're integers with reasonable accuracy (0, 5, 8). Then, plot them - your cumulative probabilities are your x's, the things you want to select with a given probability (your letters) are your y's. (you obviously can't plot actual letters on the y axis, so you'd just plot their indices in some array). Then, you'd try find some regression there, and have that be your function. For instance, trying those numbers, I got
e^0.14x - 1
and this:
let letters: [Character] = ["a", "b", "c"]
func randLetter() -> Character {
return letters[Int(exp(0.14 * Double(arc4random_uniform(10))) - 1)]
}
returns "a" 50% of the time, "b" 30% of the time, and "c" 20% of the time. Obviously pretty cumbersome for more letters, and it would take a while to figure out the right regression, and if you wanted to change the weightings you're have to do it manually. BUT if you did find a nice equation that did fit your values, the actual function would only be a couple lines long, and fast.

Generate random numbers with a given distribution

Check out this question:
Swift probability of random number being selected?
The top answer suggests to use a switch statement, which does the job. However, if I have a very large number of cases to consider, the code looks very inelegant; I have a giant switch statement with very similar code in each case repeated over and over again.
Is there a nicer, cleaner way to pick a random number with a certain probability when you have a large number of probabilities to consider? (like ~30)
This is a Swift implementation strongly influenced by the various
answers to Generate random numbers with a given (numerical) distribution.
For Swift 4.2/Xcode 10 and later (explanations inline):
func randomNumber(probabilities: [Double]) -> Int {
// Sum of all probabilities (so that we don't have to require that the sum is 1.0):
let sum = probabilities.reduce(0, +)
// Random number in the range 0.0 <= rnd < sum :
let rnd = Double.random(in: 0.0 ..< sum)
// Find the first interval of accumulated probabilities into which `rnd` falls:
var accum = 0.0
for (i, p) in probabilities.enumerated() {
accum += p
if rnd < accum {
return i
}
}
// This point might be reached due to floating point inaccuracies:
return (probabilities.count - 1)
}
Examples:
let x = randomNumber(probabilities: [0.2, 0.3, 0.5])
returns 0 with probability 0.2, 1 with probability 0.3,
and 2 with probability 0.5.
let x = randomNumber(probabilities: [1.0, 2.0])
return 0 with probability 1/3 and 1 with probability 2/3.
For Swift 3/Xcode 8:
func randomNumber(probabilities: [Double]) -> Int {
// Sum of all probabilities (so that we don't have to require that the sum is 1.0):
let sum = probabilities.reduce(0, +)
// Random number in the range 0.0 <= rnd < sum :
let rnd = sum * Double(arc4random_uniform(UInt32.max)) / Double(UInt32.max)
// Find the first interval of accumulated probabilities into which `rnd` falls:
var accum = 0.0
for (i, p) in probabilities.enumerated() {
accum += p
if rnd < accum {
return i
}
}
// This point might be reached due to floating point inaccuracies:
return (probabilities.count - 1)
}
For Swift 2/Xcode 7:
func randomNumber(probabilities probabilities: [Double]) -> Int {
// Sum of all probabilities (so that we don't have to require that the sum is 1.0):
let sum = probabilities.reduce(0, combine: +)
// Random number in the range 0.0 <= rnd < sum :
let rnd = sum * Double(arc4random_uniform(UInt32.max)) / Double(UInt32.max)
// Find the first interval of accumulated probabilities into which `rnd` falls:
var accum = 0.0
for (i, p) in probabilities.enumerate() {
accum += p
if rnd < accum {
return i
}
}
// This point might be reached due to floating point inaccuracies:
return (probabilities.count - 1)
}
Is there a nicer, cleaner way to pick a random number with a certain probability when you have a large number of probabilities to consider?
Sure. Write a function that generates a number based on a table of probabilities. That's essentially what the switch statement you've pointed to is: a table defined in code. You could do the same thing with data using a table that's defined as a list of probabilities and outcomes:
probability outcome
----------- -------
0.4 1
0.2 2
0.1 3
0.15 4
0.15 5
Now you can pick a number between 0 and 1 at random. Starting from the top of the list, add up probabilities until you've exceeded the number you picked, and use the corresponding outcome. For example, let's say the number you pick is 0.6527637. Start at the top: 0.4 is smaller, so keep going. 0.6 (0.4 + 0.2) is smaller, so keep going. 0.7 (0.6 + 0.1) is larger, so stop. The outcome is 3.
I've kept the table short here for the sake of clarity, but you can make it as long as you like, and you can define it in a data file so that you don't have to recompile when the list changes.
Note that there's nothing particularly specific to Swift about this method -- you could do the same thing in C or Swift or Lisp.
This seems like a good opportunity for a shameless plug to my small library, swiftstats:
https://github.com/r0fls/swiftstats
For example, this would generate 3 random variables from a normal distribution with mean 0 and variance 1:
import SwiftStats
let n = SwiftStats.Distributions.Normal(0, 1.0)
print(n.random())
Supported distributions include: normal, exponential, binomial, etc...
It also supports fitting sample data to a given distribution, using the Maximum Likelihood Estimator for the distribution.
See the project readme for more info.
You could do it with exponential or quadratic functions - have x be your random number, take y as the new random number. Then, you just have to jiggle the equation until it fits your use case. Say I had (x^2)/10 + (x/300). Put your random number in, (as some floating-point form), and then get the floor with Int() when it comes out. So, if my random number generator goes from 0 to 9, I have a 40% chance of getting 0, and a 30% chance of getting 1 - 3, a 20% chance of getting 4 - 6, and a 10% chance of an 8. You're basically trying to fake some kind of normal distribution.
Here's an idea of what it would look like in Swift:
func giveY (x: UInt32) -> Int {
let xD = Double(x)
return Int(xD * xD / 10 + xD / 300)
}
let ans = giveY (arc4random_uniform(10))
EDIT:
I wasn't very clear above - what I meant was you could replace the switch statement with some function that would return a set of numbers with a probability distribution that you could figure out with regression using wolfram or something. So, for the question you linked to, you could do something like this:
import Foundation
func returnLevelChange() -> Double {
return 0.06 * exp(0.4 * Double(arc4random_uniform(10))) - 0.1
}
newItemLevel = oldItemLevel * returnLevelChange()
So that function returns a double somewhere between -0.05 and 2.1. That would be your "x% worse/better than current item level" figure. But, since it's an exponential function, it won't return an even spread of numbers. The arc4random_uniform(10) returns an int from 0 - 9, and each of those would result in a double like this:
0: -0.04
1: -0.01
2: 0.03
3: 0.1
4: 0.2
5: 0.34
6: 0.56
7: 0.89
8: 1.37
9: 2.1
Since each of those ints from the arc4random_uniform has an equal chance of showing up, you get probabilities like this:
40% chance of -0.04 to 0.1 (~ -5% - 10%)
30% chance of 0.2 to 0.56 (~ 20% - 55%)
20% chance of 0.89 to 1.37 (~ 90% - 140%)
10% chance of 2.1 (~ 200%)
Which is something similar to the probabilities that other person had. Now, for your function, it's much more difficult, and the other answers are almost definitely more applicable and elegant. BUT you could still do it.
Arrange each of the letters in order of their probability - from largest to smallest. Then, get their cumulative sums, starting with 0, without the last. (so probabilities of 50%, 30%, 20% becomes 0, 0.5, 0.8). Then you multiply them up until they're integers with reasonable accuracy (0, 5, 8). Then, plot them - your cumulative probabilities are your x's, the things you want to select with a given probability (your letters) are your y's. (you obviously can't plot actual letters on the y axis, so you'd just plot their indices in some array). Then, you'd try find some regression there, and have that be your function. For instance, trying those numbers, I got
e^0.14x - 1
and this:
let letters: [Character] = ["a", "b", "c"]
func randLetter() -> Character {
return letters[Int(exp(0.14 * Double(arc4random_uniform(10))) - 1)]
}
returns "a" 50% of the time, "b" 30% of the time, and "c" 20% of the time. Obviously pretty cumbersome for more letters, and it would take a while to figure out the right regression, and if you wanted to change the weightings you're have to do it manually. BUT if you did find a nice equation that did fit your values, the actual function would only be a couple lines long, and fast.

Resources