predict

Error when I try to predict class probabilities in R - caret

﹥>﹥吖頭↗ 提交于 2019-11-27 02:05:06
问题 I've build a model using caret. When the training was completed I got the following warning: Warning message: In train.default(x, y, weights = w, ...) : At least one of the class levels are not valid R variables names; This may cause errors if class probabilities are generated because the variables names will be converted to: X0, X1 The names of the variables are: str(train) 'data.frame': 7395 obs. of 30 variables: $ alchemy_category : Factor w/ 13 levels "arts_entertainment",..: 2 8 6 6 11 6

using predict with a list of lm() objects

有些话、适合烂在心里 提交于 2019-11-27 00:23:40
问题 I have data which I regularly run regressions on. Each "chunk" of data gets fit a different regression. Each state, for example, might have a different function that explains the dependent value. This seems like a typical "split-apply-combine" type of problem so I'm using the plyr package. I can easily create a list of lm() objects which works well. However I can't quite wrap my head around how I use those objects later to predict values in a separate data.frame. Here's a totally contrived

2d game : fire at a moving target by predicting intersection of projectile and unit

陌路散爱 提交于 2019-11-27 00:03:53
Okay, this all takes place in a nice and simple 2D world... :) Suppose I have a static object A at position Apos, and a linearly moving object B at Bpos with bVelocity, and an ammo round with velocity Avelocity... How would I find out the angle that A has to shoot, to hit B, taking into account B's linear velocity and the speed of A's ammo ? Right now the aim's at the current position of the object, which means that by the time my projectile gets there the unit has moved on to safer positions :) First rotate the axes so that AB is vertical (by doing a rotation) Now, split the velocity vector

2d game : fire at a moving target by predicting intersection of projectile and unit

半城伤御伤魂 提交于 2019-11-26 09:17:53
问题 Okay, this all takes place in a nice and simple 2D world... :) Suppose I have a static object A at position Apos, and a linearly moving object B at Bpos with bVelocity, and an ammo round with velocity Avelocity... How would I find out the angle that A has to shoot, to hit B, taking into account B\'s linear velocity and the speed of A\'s ammo ? Right now the aim\'s at the current position of the object, which means that by the time my projectile gets there the unit has moved on to safer