Finding a Function of X to Satisfy Certain Conditions

AI Thread Summary
The discussion focuses on finding a mathematical function of x that meets specific criteria: it must be defined between 0 and 1, with f(0) = 0 and f(1) = infinity, while remaining flat for values up to 0.3 and sharply increasing towards infinity around 0.8. Participants suggest various equations to achieve this, including a piecewise function that remains zero until 0.8 and then escalates rapidly. The context for this function is its application in a massively multiplayer online game (MMOG) to model energy requirements for sub-light and faster-than-light travel, inspired by concepts from Star Trek. The goal is to create a realistic yet engaging gameplay experience that reflects the challenges of approaching infinite energy at high warp speeds. The conversation highlights the intersection of mathematics and game design in creating immersive science fiction scenarios.
WhyIsItSo
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This should be a dead simple answer, but I don't know what this is called, or what to search on...

I need a function of x such that:

0 <= x <= 1

Where f(0) = 0, and f(1) = infinity.

I also need the curve to be relatively flat for "lower numbers", say up to 0.3, and begin a very sharp curve towards infinity around 0.8 or so.

A direct answer would be fine, but references would be just as welcome; I don't mind reading, just don't know where to point my browser at this point.
 
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Well, I can make it exactly flat for you all the way up to 0.8:
For x less than 0.8, f(x)=0.
For x equal to or greater than 0.8, we let f(x)=A\frac{x-0.8}{1-x}, where A is a humungous number of your choice.
 
f(x) = 0 if x=0
if 0<x<=1, f(x)=1/(1-x)
 
f(x) = 0 if 0<=x<=0.3
f(x) = x if 0.3<x<=0.8
f(x) = (10000000000000000000000)!/(1-x) if 0.8<x
 
uman: your equation looks like a simple way to get what I needed.

arildno: Your example gets me started on ways to shape uman's examples to suit my needs.

Thank you both.
 
Out of curiosity, what do you need this for?
 
uman said:
Out of curiosity, what do you need this for?

I am building a MMOG. There are several applications for this equation, but the one in my mind at the time I made this request relates to "speed limits" for space vehicles in the game. While I am seeking a certain realism scientifically speaking, there are many reasons to depart from hard science; this is after all a science fiction product.

So, I wish to address energy requirements in some fashion for sub-light travel, as well as some formula for restricting Faster-Than-Light travel. Star Trek uses a Warp 10 limit as needing infinite energy. Successive Warp speeds are exponentially faster than preceding ones, with energy requirements rapidly climbing towards infinity as Warp 10 is approached.

I like the Star Trek approach, and want to base my "science" on that... but I needed a sharply rising exponent for my formula describing energy requirements from Warp 9 to Warp 10. I was not satisfied with that part in the Star Trek world.

I hope my reply doesn't disappoint you. It is a more or less trivial application
 
WhyIsItSo said:
So, I wish to address energy requirements in some fashion for sub-light travel, as well as some formula for restricting Faster-Than-Light travel. Star Trek uses a Warp 10 limit as needing infinite energy. Successive Warp speeds are exponentially faster than preceding ones, with energy requirements rapidly climbing towards infinity as Warp 10 is approached.

I worked on precisely the same problem as a freshman in high school. I had on more data point to fit, from some episode that gave the relative speeds of two high 'warp' numbers. Unfortunately my idea of a good model at the time was a modified polynomial fit, which is a bad way to do it.

My recommendation is to set warp 1 to 1, warp 9 to w (which is whatever you need for your gameplay to work), warp x for 1 < x < 9 to w^{(x-1)/8}, and warp x for 9 < x < 10 to w^{(10-x)^{-0.1}}. These are all in terms of the speed of light.
 
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