Correct. For instance if you had minVal = 0; maxVal = 100; N = 20; W = 5:
input = 0 ------> 11111000000000000000
input = 100 —> 00000000000000011111
input = 50 -----> 00000001111100000000
input = 30 -----> 00001111100000000000
input = 70 -----> 00000000001111100000
All encodings need to have the same number (W) on-bits, the same inputs should always produce the same encodings, and inputs which are qualitatively closer should have more overlapping encodings.
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Ok Thank you all a lot.
I just wanted to be sure, that I understood everything correctly =)
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Helena, there are lots of ways you could devise to encode scalar numbers. I have examples like this called “BoundedScalarEncoder” and “ScalarEncoder” behind the visualizations here (which is a prototype and probably won’t be at that URL forever).
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cool thanks a lot guys =)
I wonder if it would make more sense to do a recursive tessellation with triangles. Then, your coordinates would be a series of numbers, each number representing the next recursive subdivision. Should encode a lot better than using the typical geodetic coordinates.