Finding a Function of X to Satisfy Certain Conditions

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Discussion Overview

The discussion revolves around finding a mathematical function of x that meets specific conditions, particularly for applications in a science fiction context related to energy requirements for space travel. The function must satisfy constraints such as f(0) = 0, f(1) = infinity, and exhibit a flat curve for lower values of x while sharply rising towards infinity as x approaches 1.

Discussion Character

  • Exploratory
  • Mathematical reasoning
  • Conceptual clarification
  • Debate/contested

Main Points Raised

  • One participant seeks a function f(x) defined on the interval [0, 1] with specific behavior at the endpoints and a particular curvature.
  • Another participant proposes a piecewise function that is flat for x < 0.8 and sharply increases for x ≥ 0.8, suggesting a large constant A to control the steepness.
  • A different function is suggested where f(x) = 1/(1-x) for x in (0, 1), which approaches infinity as x approaches 1.
  • Another participant offers a more complex piecewise function that remains at 0 for x ≤ 0.3, equals x for 0.3 < x ≤ 0.8, and uses a factorial divided by (1-x) for x > 0.8.
  • Participants express appreciation for each other's contributions, indicating that the proposed functions are helpful starting points.
  • One participant inquires about the application of the function, revealing it is for a massively multiplayer online game (MMOG) to model energy requirements for sub-light and faster-than-light travel.
  • A later reply discusses a previous attempt at modeling warp speeds, suggesting a different mathematical approach to represent energy requirements as warp speeds approach a limit.

Areas of Agreement / Disagreement

Participants do not reach a consensus on a single function but present multiple competing models and approaches to satisfy the initial request. The discussion remains open-ended with various suggestions and refinements.

Contextual Notes

Some proposed functions depend on large constants or factorials, which may introduce complexities not fully explored. The discussion also includes assumptions about the desired behavior of the function that are not explicitly defined.

Who May Find This Useful

Readers interested in mathematical modeling, particularly in the context of game design, physics simulations, or theoretical applications in science fiction narratives may find this discussion relevant.

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 [tex]f(x)=A\frac{x-0.8}{1-x}[/tex], 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 [itex]w^{(x-1)/8},[/itex] and warp x for 9 < x < 10 to [itex]w^{(10-x)^{-0.1}}.[/itex] These are all in terms of the speed of light.
 
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