I am doing whether smoke affects on sleeping quality.
I have a set of data
whether people change of smoke since 1989:
1 = started, 2 = stopped, 0 = no change
whether people have difficulties of sleeping in 1985 and 1989
1 = yes, 0 = no
I would like to find out whether people change their smoking behaviour have an effect on sleeping quality by seeing the change of sleeping difficulties from 1985 to 1989. Is there any method to find out the change?
For example, make a new variables of whether the sleeping quality change
1 = yes(change from 1 to 0 in 1985 to 1989), 2 = yes (change from 0 to 1 in 1985 to 1989), 0 = no
As eli-k mentioned, your question isn't perfectly clear. My understanding is
that you 1) want to create a variable that categorizes change in sleep quality and 2) have variables sleep_difficulty_85 and sleep_difficulty_89 that indicate whether respondents had difficulty sleeping (0=no; 1=yes).
COMPUTE sleep_quality_85t89 = sleep_difficulty_85 - sleep_difficulty_89 .
EXE .
VARIABLE LABELS sleep_quality_85t89 'Change in sleep quality from 1985 to 1989' .
VALUE LABELS sleep_quality_85t89
-1 'worsened'
0 'same'
1 'improved' .
You can cross this variable with your change_in_smoking variable if you like.
CROSSTABS change_in_smoking BY sleep_quality_85t89 .
Related
New to Lua scripting, so hopefully I'm using the right terminology to describe this, please forgive if I'm not, I'll get better over time....
I'm writing code for a game using Lua. And I have a function that sets a value. Now I need to "hold" this value for a set period of time after which it gets set to another value.
I'm trying to replicate this behavior:
Imagine a car-start key.
0 = off
1 = ignition on
2 = ignition on + starter -- this fires to get the engine to ignite. In real-life, this "start" position 2 is HELD while the starter does its thing, then once the engine ignites, you'd let go and it springs back to = 1 to keep the ignition on while the engine keeps running.
Now imagine instead, a start button and it can not NOT be pushed in and held in position=2 (like the key) for the time required for the starter to ignite the engine. Instead, once touched, that should cause the starter to runs for a set period of time in position 2 and when it senses a certain =>RPM, the starter stops and goes back to position 1, and leaves the engine running.
Similarly, I have a button that when "touched" fires the starter, but that starter event as expected goes from 0 to 2 and back to 1 in a blink. If I set it to be 2 then it fires forever.
I need to hold its phase 2 position in place for 15 seconds, then it can get back to 1
What I have:
A button that has an animated state. (0 off, 1, 2).
If 0 then 1, if 1 then 2 using phase==2 as the spring step from 2 back to 1
At position == 2, StarterKey = 2
No syntax issues.
The StarterKey variable is triggered to be =2 at position 2 -- BUT not long enough for the engine to ignite. I need StarterKey=2 to stay as a 2 for 15 seconds. Or, do I need to time the entire if phase==2 stage to be held for longer? Not sure.
What should I be looking at please? Here's a relevant snip..
function EngineStart()
if phase == 0 then
if ButtonState == 0 then
ButtonState = 1
StarterKey = 2 -- I tried adding *duration = 15* this event but that does not work
end
end
end
I also have the subsequent elseif phase == 2 part for when the button is in position == 2 so it springs back to 1 -- that all works fine.
How do I, or what do I need to use, to introduce time for my events and functions? I don't want to measure time, but set event time.
Thanks!
Solved this by watching a Lua tutorial video online (taught me how) + discovered that the sim has a timer function that I then used to set the number of seconds ("time") that the starter key-press stayed in its 2 position, which then fired it long enough for the igniters to do their work. (what to use)
QED :)) HA!
I am a student and I am trying to get the value of an "IntValue" to use has level, what I mean by this is that I need to have a skill level for each individual player and use this skill level to multiply the amount of damage the skill does.
for example: Skill level is 5
the damage should be: baseDamage * SkillLevel
in my case. base damage is 2 so the end result should be 10 damage.
but when I try doing this whit code it doesn't work. (I'm not the best at LUA and I'm fairly new to stack so I apologize in advance)
Code (So far I got this):
local XP = 0 --Exp Amount
local LevelValue = player.Backpack.ScriptStorage.Player.SkillLevel.Value --Gets the value of the skill level from the "IntValue"
--Other code that I don't want to show (it just checks if a remote event has fired the server, and it adds .5 to the XP every time it fires)
--This is the line that should add 1 to the level
LevelValue = LevelValue + 1
--But everytime it gets to 2 it simply gets set back to 1 (the default level)
I just showed the relevant pieces of code. everything that was not relevant to this wasn't shown (except for: XP = XP + .5 which is in the code I'm not showing)
hope this helps figure out what the problem is. as said above: "I'm not the best at LUA and I'm fairly new to stack so I apologize in advance"
In your code, you store SkillLevel.Value into the LevelValue local variable. This takes a snapshot of that value and stores it in the variable. So when you modify the local variable, you are not updating the IntValue object that is storing SkillLevel.
When you want to update SkillLevel, you need to update the IntValue directly :
local SkillLevel = player.Backpack.ScriptStorage.Player.SkillLevel
local LevelValue = SkillLevel.Value
-- .. do some other stuff
-- add 1 to the level
SkillLevel.Value = SkillLevel.Value + 1
I've got the following list in SPSS:
Subjekt Reactiontime correct/incorrect
1 x 1
1 x 0
1 x 1
1 x 0
I now want to select all rows/cases that follow AFTER "0" (in the column correct/incorrect) because I want to compute the mean of all reactiontimes that come after "0".
How can I do that in SPSS?
One way to do this would be to add a column that keeps track of whether the prior row was equal to 0 in your correct field and then calculate the mean Reactiontime of those cases.
First let's make a variable to flag cases we want included in the average.
* set prev_correct to 0 if the prior case was 0 .
IF (LAG(correct)=0) prev_correct=0 .
* else set to -1 .
RECODE prev_correct (SYSMIS=-1) .
EXE .
Now we can calculate the mean reaction time, splitting by our new variable.
MEANS Reactiontime BY prev_correct /CELLS MEAN .
Or, if we only want to output the mean when prev_correct=0 .
TEMP .
SELECT IF prev_correct=0 .
MEANS Reactiontime /CELLS MEAN .
Here's a shorter approach (though less generic than #user45392's full process):
if lag(correct)=0 ReactiontimeAfter0=Reactiontime.
now you can just run means ReactiontimeAfter0.
I was going through this tutorial and saw the following piece of code:
# Calculate score to determine when the environment has been solved
scores.append(time)
mean_score = np.mean(scores[-100:])
if episode % 50 == 0:
print('Episode {}\tAverage length (last 100 episodes): {:.2f}'.format(
episode, mean_score))
if mean_score > env.spec.reward_threshold:
print("Solved after {} episodes! Running average is now {}. Last episode ran to {} time steps."
.format(episode, mean_score, time))
break
however, it didn't really made sense to me. How does one define when a "RL environment has been solved"? Not sure what that even means. I guess in classification it would make sense to define it to be when loss is zero. In regression maybe when the total l2 loss is less than some value? Perhaps it would have made sense to define it when the expected returns (discounted rewards) is greater than some value.
But here it seems they are counting the # of time steps? This doesn't make any sense to me.
Note the original tutorial had this:
def main(episodes):
running_reward = 10
for episode in range(episodes):
state = env.reset() # Reset environment and record the starting state
done = False
for time in range(1000):
action = select_action(state)
# Step through environment using chosen action
state, reward, done, _ = env.step(action.data[0])
# Save reward
policy.reward_episode.append(reward)
if done:
break
# Used to determine when the environment is solved.
running_reward = (running_reward * 0.99) + (time * 0.01)
update_policy()
if episode % 50 == 0:
print('Episode {}\tLast length: {:5d}\tAverage length: {:.2f}'.format(episode, time, running_reward))
if running_reward > env.spec.reward_threshold:
print("Solved! Running reward is now {} and the last episode runs to {} time steps!".format(running_reward, time))
break
not sure if this makes much more sense...
is this only a particular quirk of this environment/task? How does the task end in general?
The time used in case of cartpole equals the reward of the episode. The longer you balance the pole the higher the score, stopping at some maximum time value.
So the episode would be considered solved if the running average of the last episodes is near enough that maximum time.
is this only a particular quirk of this environment/task?
Yes. Episode termination depends totally on the respective environment.
CartPole challenge is considered as solved when the average reward is greater than or equal to 195.0 over 100 consecutive trials.
Performance of your solution is measured by how quickly your algorithm was able to solve the problem.
For more information on Cartpole env refer to this wiki.
For information on any GYM environment refer to this wiki.
This question already has answers here:
Lua for loop reduce i? Weird behavior [duplicate]
(3 answers)
Closed 7 years ago.
im trying this in lua:
for i = 1, 10,1 do
print(i)
i = i+2
end
I would expect the following output:
1,4,7,10
However, it seems like i is getting not affected, so it gives me:
1,2,3,4,5,6,7,8,9,10
Can someone tell my a bit about the background concept and what is the right way to modify the counter variable?
As Colonel Thirty Two said, there is no way to modify a loop variable in Lua. Or rather more to the point, the loop counter in Lua is hidden from you. The variable i in your case is merely a copy of the counter's current value. So changing it does nothing; it will be overwritten by the actual hidden counter every time the loop cycles.
When you write a for loop in Lua, it always means exactly what it says. This is good, since it makes it abundantly clear when you're doing looping over a fixed sequence (whether a count or a set of data) and when you're doing something more complicated.
for is for fixed loops; if you want dynamic looping, you must use a while loop. That way, the reader of the code is aware that looping is not fixed; that it's under your control.
When using a Numeric for loop, you can change the increment by the third value, in your example you set it to 1.
To see what I mean:
for i = 1,10,3 do
print(i)
end
However this isn't always a practical solution, because often times you'll only want to modify the loop variable under specific conditions. When you wish to do this, you can use a while loop (or if you want your code to run at least once, a repeat loop):
local i = 1
while i < 10 do
print(i)
i = i + 1
end
Using a while loop you have full control over the condition, and any variables (be they global or upvalues).
All answers / comments so far only suggested while loops; here's two more ways of working around this problem:
If you always have the same step size, which just isn't 1, you can explicitly give the step size as in for i =start,end,stepdo … end, e.g. for i = 1, 10, 3 do … or for i = 10, 1, -1 do …. If you need varying step sizes, that won't work.
A "problem" with while-loops is that you always have to manually increment your counter and forgetting this in a sub-branch easily leads to infinite loops. I've seen the following pattern a few times:
local diff = 0
for i = 1, n do
i = i+diff
if i > n then break end
-- code here
-- and to change i for the next round, do something like
if some_condition then
diff = diff + 1 -- skip 1 forward
end
end
This way, you cannot forget incrementing i, and you still have the adjusted i available in your code. The deltas are also kept in a separate variable, so scanning this for bugs is relatively easy. (i autoincrements so must work, any assignment to i below the loop body's first line is an error, check whether you are/n't assigning diff, check branches, …)