I am implementing a selection algorithm that selects an object based on a probability proportional to its score
value. This makes higher-scoring objects more likely to be chosen.
My implementation is as follows:
var pool = [];
for (var i = 0; i < 100; i++)
pool.push({ Id: i, Score: Math.random() * 100 << 0 });
const NUM_RUNS = 100000;
var start = new Date();
for( var i = 0; i < NUM_RUNS; i++ )
rouletteSelection(pool);
var end = new Date();
var runningTime = (end.getTime() - start.getTime()) / 1000;
var avgExecutionTime = ( runningTime / NUM_RUNS ) * Math.pow(10,9);
console.log('Running Time: ' + runningTime + ' seconds');
console.log('Avg. Execution Time: ' + avgExecutionTime + ' nanoseconds');
function rouletteSelection(pool) {
// Sum all scores and normalize by shifting range to minimum of 0
var sumScore = 0, lowestScore = 0;
pool.forEach((obj) => {
sumScore += obj.Score;
if (obj.Score < lowestScore)
lowestScore = obj.Score;
})
sumScore += Math.abs(lowestScore * pool.length);
var rouletteSum = 0;
var random = Math.random() * sumScore << 0;
for (var i in pool) {
rouletteSum += pool[i].Score + lowestScore;
if (random < rouletteSum)
return pool[i];
}
//Failsafe
console.warn('Could not choose roulette winner, selecting random');
return pool[Math.random() * pool.length];
};
When run, the performance isn't bad: on my machine, each call to rouleteSelection()
takes about 2500-3200 nanoseconds. However, before being used in production, I want to optimize this and shave off as much overhead as I can, as this function could be potentially called tens of millions of times in extreme cases.
An obvious optimization would be to somehow merge everything into a single loop so the object array is only iterated over once. The problem is, in order to normalize the scores (negative scores are shifted to 0), I need to know the lowest score to begin with.
Does anyone have any idea as to how to get around this?