コード例 #1
0
/* call-seq:
 *   IGraph::GenerateRandom.asymmetric_preference_game(nodes,types,type_dist_matrix,pref_matrix,loops) -> IGraph
 *
 * Generates a graph with asymmetric vertex types and connection preferences
 *
 * This is the asymmetric variant of preference_game() . A given number of
 * vertices are generated. Every vertex is assigned to an "incoming" and an
 * "outgoing" vertex type according to the given joint type probabilities.
 * Finally, every vertex pair is evaluated and a directed edge is created
 * between them with a probability depending on the "outgoing" type of the
 * source vertex and the "incoming" type of the target vertex.
 *
 * nodes: The number of vertices in the graph.
 *
 * types: The number of vertex types.
 *
 * type_dist_matrix: IGraphMatrix giving the joint distribution of vertex
 * types.
 *
 * pref_matrix: IGraphMatrix giving the connection probabilities for different
 * vertex types.
 *
 * loops: Logical, whether loop edges are allowed.
 */
VALUE cIGraph_asymmetric_preference_game(VALUE self, VALUE nodes, VALUE types, VALUE type_dist_matrix, VALUE pref_matrix, VALUE loops) {

    igraph_t *graph;
    VALUE new_graph;
    igraph_matrix_t *type_dist_matrixm;
    igraph_matrix_t *pref_matrixm;

    new_graph = cIGraph_alloc(cIGraph);
    Data_Get_Struct(new_graph, igraph_t, graph);

    Data_Get_Struct(pref_matrix, igraph_matrix_t, pref_matrixm);
    Data_Get_Struct(type_dist_matrix, igraph_matrix_t, type_dist_matrixm);

    igraph_destroy(graph);
    igraph_asymmetric_preference_game(graph, NUM2INT(nodes), NUM2INT(types),
                                      type_dist_matrixm,
                                      pref_matrixm,
                                      NULL, NULL,
                                      loops == Qtrue ? 1 : 0);

    return new_graph;

}
コード例 #2
0
int main() {
  igraph_t g;
  igraph_vector_t tdist;
  igraph_matrix_t pmat;
  igraph_bool_t conn;
  igraph_vector_bool_t bs;
  int i, ret;
  
  /* Symmetric preference game */
  igraph_vector_bool_init(&bs, 0);

  igraph_vector_init_real(&tdist, 3, 1.0, 1.0, 1.0);

  igraph_matrix_init(&pmat, 3, 3);
  for (i=0; i<3; i++) MATRIX(pmat, i, i) = 0.2;

  /* undirected, no loops */
  IGRAPH_CHECK(igraph_preference_game(&g, 1000, 3, &tdist, /*fixed_sizes=*/ 0,
				      &pmat, 0, 0, 0));
  if (igraph_vcount(&g) != 1000) return 18;
  if (igraph_is_directed(&g)) return 2;
  igraph_is_connected(&g, &conn, IGRAPH_STRONG);
  if (conn) return 3;
  igraph_is_loop(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 4;
  igraph_is_multiple(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 5;
  igraph_destroy(&g);

  for (i=0; i<2; i++) MATRIX(pmat, i, i+1) = 0.1;

  /* directed, no loops */
  IGRAPH_CHECK(igraph_preference_game(&g, 1000, 3, &tdist, /*fixed_sizes=*/0, 
				      &pmat, 0, 1, 0));
  if (igraph_vcount(&g) != 1000) return 17;
  if (!igraph_is_directed(&g)) return 6;
  igraph_is_loop(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 7;
  igraph_is_multiple(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 8;
  igraph_destroy(&g);

  /* undirected, loops */
  for (i=0; i<3; i++) MATRIX(pmat, i, i) = 1.0;
  IGRAPH_CHECK(igraph_preference_game(&g, 100, 3, &tdist, /*fixed_sizes=*/ 0,
				      &pmat, 0, 0, 1));
  if (igraph_vcount(&g) != 100) return 16;
  if (igraph_ecount(&g) < 1395) return 20;
  if (igraph_is_directed(&g)) return 9;
  igraph_is_loop(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs) == 0) return 10;
  igraph_is_multiple(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 11;
  igraph_destroy(&g);

  /* directed, loops */
  IGRAPH_CHECK(igraph_preference_game(&g, 100, 3, &tdist, /*fixed_sizes=*/ 0,
				      &pmat, 0, 1, 1));
  if (igraph_vcount(&g) != 100) return 15;
  if (igraph_ecount(&g) < 2700) return 19;
  if (!igraph_is_directed(&g)) return 12;
  igraph_is_loop(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs) == 0) return 13;
  igraph_is_multiple(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 14;
  igraph_destroy(&g);

  /* Asymmetric preference game */

  /* directed, no loops */
  igraph_matrix_resize(&pmat, 2, 2);
  MATRIX(pmat, 0, 0) = 1; MATRIX(pmat, 0, 1) = 1;
  MATRIX(pmat, 1, 0) = 1; MATRIX(pmat, 1, 1) = 1;
  IGRAPH_CHECK(igraph_asymmetric_preference_game(&g, 100, 2, 0, &pmat, 0, 0, 0));
  if (igraph_vcount(&g) != 100) return 21;
  if (igraph_ecount(&g) != 9900) return 22;
  if (!igraph_is_directed(&g)) return 23;
  igraph_is_loop(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 24;
  igraph_is_multiple(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 25;
  igraph_destroy(&g);

  /* directed, loops */
  igraph_matrix_resize(&pmat, 2, 2);
  MATRIX(pmat, 0, 0) = 1; MATRIX(pmat, 0, 1) = 1;
  MATRIX(pmat, 1, 0) = 1; MATRIX(pmat, 1, 1) = 1;
  IGRAPH_CHECK(igraph_asymmetric_preference_game(&g, 100, 2, 0, &pmat, 0, 0, 1));
  if (igraph_vcount(&g) != 100) return 26;
  if (igraph_ecount(&g) != 10000) return 27;
  if (!igraph_is_directed(&g)) return 28;
  igraph_is_loop(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs) != 100) return 29;
  igraph_is_multiple(&g, &bs, igraph_ess_all(IGRAPH_EDGEORDER_ID));
  if (igraph_vector_bool_sum(&bs)) return 30;
  igraph_destroy(&g);

  igraph_vector_destroy(&tdist);
  igraph_matrix_destroy(&pmat);
  igraph_vector_bool_destroy(&bs);

  assert(IGRAPH_FINALLY_STACK_EMPTY);

  return 0;
}