My Most Interesting Interview Problem
austinrochford.com
austinrochford.com
The most recent spectacular failure happened when interviewer asked about sets, i described Java Set interface as an example (they are Java shop so i thought the choice was right), looking dissatisfied he asked to talk about "sets" in general, and got, lets say, really confused, when i tried to elicit whether he means naive set theory - seeing that i didn't hit what he wanted, i offered along the lines of Russel's theory of types, ... the guy got almost angry and said "just sets in general", and i kind of supposed that we settled on naive, though it sounded like he didn't like "naive"... he asked what we can do with a set, like for example iterate over its elements, i noted that that of course depends on the set's cardinality ... by look on his face at that moment it was really clear that the interview is finished.
The depressing thing is that this interviewer probably went back to HR (if the company even had an HR department) and told them that you didn't know anything about basic sets (whatever that means).
The interviewer's line of questioning amounted to guess what number I'm thinking of that is between 1 and 100.
Personally, while I was quite decent at algebra and geometry in university, my skills have atrophied significantly, to the extent that I really didn't know where to start with this problem. I don't think it represents what most programmers do on a day-to-day basis, and someone with a strong math background would probably be far more capable of answering this, despite not necessarily being a better developer.
If this sort of thing represents what developers at your company would likely be doing on a daily basis, I think it could be a relevant question. Otherwise, I think a question like this is very likely to inadvertently screen out good developers.
Interviews are tricky to get right. It's my opinion that interviews should aim to prove that the candidate knows enough to do the day-to-day work, plus test for good personality fit etc. After that, there should be a short probation period to learn more about each other.
Honestly, my perfect interview (as a candidate) would be a quick chat about my previous work experience, some one-on-one work with another developer to solve a common problem the company faces and then a few drinks with the team to get to know everyone.
Why is your construction 'uniform' on the circle?
> Why is your construction 'uniform' on the circle?
That's a very good question, and the sort of thing that would need to be in a comment somewhere. The answer is that the bi-normal distribution is rotationally symmetrical, a fact that is not immediately obvious. > I'd rather take a random uniform distribution
> from 0 to pi and take it as the arc-length.
That's a good solution for the simple one-dimensional circle in two dimensional space, but does not generalize to higher dimensions. The technique of drawing points from a normal distribution and normalizing works for any dimension. That's the usual follow up question when the candidate gives your (very good for the given question) solution.How would you generate points distributed uniformly on the surface of a three dimensional ball?
edit
Maybe I'll write about them in a follow-up post.
It is obvious if you think of it (exp(x1^2+...+xn^2) is symmetric on all the variables). Yep, understood.
However, this represents invariance only under sequences of axis-aligned rotations that are multiples of pi/2. The joint distribution of a collection of independently and identically normally-distributed random variables is invariant under arbitrary rotations, which is a much stronger form of invariance.
E.g., if you drew [x1...xn] from a distribution like exp(-|x1|-|x2|-...-|xn|), which is invariant with respect to variable interchange, and normalized to unit length, the resulting distribution would be markedly non-uniform over the surface of the n-dimensional unit hyper-sphere.
In fact, the differences in the symmetries of these distributions are crucial to the relative behaviors of L1 and L2 regularizers in machine learning. These differences have significant practical, and not merely theoretical consequences.
> For a ball, can't I just randomly generate
> two angles (0-2pi)?
Why would that be uniformly distributed?For instance, if you call one of the angles "latitude", and one "longitude", then you will get too many samples near the poles -- think about how the lines of constant longitude start out widely spaced on the equator, but then converge at the poles. This would cause points to pile up at the poles.
Your proposal hits on the nub of why this problem is hard. It is, in general, hard to generate a bunch of non-independent random variables with a prescribed distribution. In this case, it's the angles that are not independent.
As for why it's uniform, recall that when X and Y are independent, then P(X and Y) = P(x)P(Y) ~ e^{-x^2-y^2} = e^{-r^2}, which is independent of the angle.
Not that it matters much, being a lecturer in Mathematics...
Trigonometry was always my favorite Math. But my second calculus class in college was taught by a brilliant (I later found out) native-Hindi speaker. His English was good enough but it took me three weeks to correctly write down the fractions he was quoting as "three under two".
UPDATE - OK, got it in some comments that were posted while I was posting this one!
do {
x = uniform()
y = uniform()
r = x*x + y*y
} while (r > 1)
x = x/sqrt(r)
y = y/sqrt(r)
This does generalize to higher dimensions d, although as d gets large, you waste more samples. For spheres embedded in a handful of dimensions, it would still be fine, and it avoids all the transcendental functions associated with Normal variates. It's due to Marsaglia (1972).These are great discussions to have with a candidate. If they already know these things then you can see if they understand why, and if they don't already know these things, you can see how they react to learning new and rather esoteric stuff that turns out to be useful.
You would throw out 36% of the points, but you might get that back from not using trig functions.
Edit: I mean R2 to S2 (although this is bijective)
Is this the closed form pdf of the angle distribution of one quarter of the circle?
http://www.wolframalpha.com/input/?i=1%2Fcos%28min%28x%2Cpi%...
1/cos(min(x,pi/2-x))
plus the normalization term to make \int(..) == 1:
http://www.wolframalpha.com/input/?i=int+1%2Fcos(min(x%2Cpi%...
Constructed by arguing that the probability is directly proportional to the length of the hypotenuse.
So I though maybe it was related to "points" meaning actual rasterized pixels on the screen. The you get the slightly counter-intuitive result that the diagonal line actual has the same number of pixels as the vertical line, and thus will produce the same density of points on the circumference. However, this line of reasoning would require that we know the lines are far enough apart that they don't overlap pixels.
Random search is quite useful for hyperparameter optimization, and it can be a useful building block for something like simulated annealing or parallel tempering.
DirectInput joystick data outputs a square range (0,0)->(65535,65535) which is usually uniformly remapped to a circle to be used by the game. Then you have to add in a dead zone to eliminate the noise from the controller around the neutral position.
Doing it about points in a circle made me think of a different problem (which is also interesting)
(Just to clarify, the circumference is the line that contains a circle. I assume that won't be misnamed in a geometry problem of this kind)
So no, the post has it correct. In fact, circumference is the scalar value corresponding to the length of the circle. This relies on significantly more structure (i.e. having a metric) than the terms circle and disc.