How to plot lines according to some condition? - c++

I was solving a coding problem and came across this one. It states :
We have an infinitely planar cartesian coordinate system on which N points are plotted. Cartesian coordinates of the point I am represented by (Xi, Yi).
Now we want to draw (N-1) line segments which may have arbitrary lengths and the points need not lie on the lines. The slope of each line must be 1 or -1.
Let's denote the minimum distance we have to walk from a point I to reach a line by Di and let's say a = max(D1, D2, D3,..., DN). We want this distance to be minimum as possible.
Thus we have to plot lines in such a way that it minimizes 'a' and compute a*sqrt(2)
Constraints :
1 <= T <= 100
2 <= N <= 10^4
|Xi|, |Yi| <= 10^9 for each valid i
Here T denotes number of test cases.
Sample input 1 :
N = 3
Points : (0,0) , (0,1) , (0,-1)
Sample output 1 :
0.5
Explanation: We should draw lines described by equations y−x+0.5=0 and y−x−0.5=0
Sample input 2 :
N = 3
Points : (0,1) , (1,0) , (-1,0)
Sample output 2 :
0
Explanation: We should draw lines described by equations y−x−1=0 and y+x−1=0
Output format :
For each test case, print a single line containing one real number — the minimum distance a multiplied by sqrt(2). Your answer will be considered correct if its absolute or relative error does not exceed 10^(-6).
Time limit: 1 sec
My understanding is as the slopes are 1 or -1 the equations of the lines would be y = x + c or y = -x + c and we just have to find the y-intercept c which minimizes the distance 'a' in the problem. Also, the minimum distance from a point to the line is the length of the perpendicular to the line.
So I am having difficulty to devise an algorithm which will check all possible values of 'c' and find the optimal one.

Let us denote M[i] the point (x[i], y[i])
The fist step is to compute the distance between a point M(x, y) and a line D, slope of which is equal to +/-1.
Let us denote D and D' the lines
D: y + x + c = 0
D': y - x + c = 0
Then, a few calculations allow to show that
the distance between M and D is equal to d(M, D) = abs(y + x + c)/sqrt(2)
the distance between M and D' is equal to d(M, D') = abs(y - x + c)/sqrt(2)
Let us now consider two different points, for example M[0] and M[1], and let us calculate the minimum distance between these two points and a line D of parameter c and slope +/-1.
Formally, we have two find the minimum, over c and slope, of
max(d(M[0], D), d(M[1], D))
If the slope is -1, i.e. if the equation is y+x+c=0, one can easily show the the optimum c parameter is equal to
c = -(x0 + y0 + x1 + y1)/2
The corresponding distance is equal to abs(x0+y0-x1-y1)/(2*sqrt(2))
If the slope is 1, i.e. if the equation is y-x+c=0, one can show the the optimum c parameter is equal to
c = (x0 - y0 + x1 - y1)/2
The corresponding distance is equal to abs(y0 - x0 - y1 + x1)/(2*sqrt(2))
Therefore, the minimum distance from these two points to an optimal line is the minimum of the previous two distances.
This leads to define the following quantities, for each points M[i]:
a|i] = y[i] - x[i]
b[i] = y[i] + x[i]
And then to define a distance between points M[i] and M[j] as :
d(M[i], M[j]) = min (abs(b[i]-b[j]), abs(a[i]-a[j]))
The proposed algorithm consists in finding the pair (M[i], M[j]) such that this distance is minimized.
Then the wanted result is equal to half this distance.
This corresponds to consider that a line will pass through the distant points (according to the defined distance), except the two closest ones, for which we will draw a line just in between.
(EDIT)
The complexity is not O(n^2) as previously stated.
The complexity to find the min of d(M[i], M[j]) is O(N logN).
This is obtained by sorting the a[i] and to get the min of the differences between adjacent values, i.e. min(a[i+1] - a[i]).
Then by doing the same for the b[i], and finally taking the minimum of the two obtained values.

Related

Given N lines on a Cartesian plane. How to find the bottommost intersection of lines efficiently?

I have N distinct lines on a cartesian plane. Since slope-intercept form of a line is, y = mx + c, slope and y-intercept of these lines are given. I have to find the y coordinate of the bottommost intersection of any two lines.
I have implemented a O(N^2) solution in C++ which is the brute-force approach and is too slow for N = 10^5. Here is my code:
int main() {
int n;
cin >> n;
vector<pair<int, int>> lines(n);
for (int i = 0; i < n; ++i) {
int slope, y_intercept;
cin >> slope >> y_intercept;
lines[i].first = slope;
lines[i].second = y_intercept;
}
double min_y = 1e9;
for (int i = 0; i < n; ++i) {
for (int j = i + 1; j < n; ++j) {
if (lines[i].first ==
lines[j].first) // since lines are distinct, two lines with same slope will never intersect
continue;
double x = (double) (lines[j].second - lines[i].second) / (lines[i].first - lines[j].first); //x-coordinate of intersection point
double y = lines[i].first * x + lines[i].second; //y-coordinate of intersection point
min_y = min(y, min_y);
}
}
cout << min_y << endl;
}
How to solve this efficiently?
In case you are considering solving this by means of Linear Programming (LP), it could be done efficiently, since the solution which minimizes or maximizes the objective function always lies in the intersection of the constraint equations. I will show you how to model this problem as a maximization LP. Suppose you have N=2 first degree equations to consider:
y = 2x + 3
y = -4x + 7
then you will set up your simplex tableau like this:
x0 x1 x2 x3 b
-2 1 1 0 3
4 1 0 1 7
where row x0 represents the negation of the coefficient of "x" in the original first degree functions, x1 represents the coefficient of "y" which is generally +1, x2 and x3 represent the identity matrix of dimensions N by N (they are the slack variables), and b represents the value of the idepent term. In this case, the constraints are subject to <= operator.
Now, the objective function should be:
x0 x1 x2 x3
1 1 0 0
To solve this LP, you may use the "simplex" algorithm which is generally efficient.
Furthermore, the result will be an array representing the assigned values to each variable. In this scenario the solution is:
x0 x1 x2 x3
0.6666666667 4.3333333333 0.0 0.0
The pair (x0, x1) represents the point which you are looking for, where x0 is its x-coordinate and x1 is it's y-coordinate. There are other different results that you could get, for an example, there could exist no solution, you may find out more at plenty of books such as "Linear Programming and Extensions" by George Dantzig.
Keep in mind that the simplex algorithm only works for positive values of X0, x1, ..., xn. This means that before applying the simplex, you must make sure the optimum point which you are looking for is not outside of the feasible region.
EDIT 2:
I believe making the problem feasible could be done easily in O(N) by shifting the original functions into a new position by means of adding a big factor to the independent terms of each function. Check my comment below. (EDIT 3: this implies it won't work for every possible scenario, though it's quite easy to implement. If you want an exact answer for any possible scenario, check the following explanation on how to convert the infeasible quadrants into the feasible back and forth)
EDIT 3:
A better method to address this problem, one that is capable of precisely inferring the minimum point even if it is in the negative side of either x or y: converting to quadrant 1 all of the other 3.
Consider the following generic first degree function template:
f(x) = mx + k
Consider the following generic cartesian plane point template:
p = (p0, p1)
Converting a function and a point from y-negative quadrants to y-positive:
y_negative_to_y_positive( f(x) ) = -mx - k
y_negative_to_y_positive( p ) = (p0, -p1)
Converting a function and a point from x-negative quadrants to x-positive:
x_negative_to_x_positive( f(x) ) = -mx + k
x_negative_to_x_positive( p ) = (-p0, p1)
Summarizing:
quadrant sign of corresponding (x, y) converting f(x) or p to Q1
Quadrant 1 (+, +) f(x)
Quadrant 2 (-, +) x_negative_to_x_positive( f(x) )
Quadrant 3 (-, -) y_negative_to_y_positive( x_negative_to_x_positive( f(x) ) )
Quadrant 4 (+, -) y_negative_to_y_positive( f(x) )
Now convert the functions from quadrants 2, 3 and 4 into quadrant 1. Run simplex 4 times, one based on the original quadrant 1 and the other 3 times based on the converted quadrants 2, 3 and 4. For the cases originating from a y-negative quadrant, you will need to model your simplex as a minimization instance, with negative slack variables, which will turn your constraints to the >= format. I will leave to you the details on how to model the same problem based on a minimization task.
Once you have the results of each quadrant, you will have at hands at most 4 points (because you might find out, for example, that there is no point on a specific quadrant). Convert each of them back to their original quadrant, going back in an analogous manner as the original conversion.
Now you may freely compare the 4 points with each other and decide which one is the one you need.
EDIT 1:
Note that you may have the quantity N of first degree functions as huge as you wish.
Other methods for solving this problem could be better.
EDIT 3: Check out the complexity of simplex. In the average case scenario, it works efficiently.
Cheers!

Counting integer points inside a sphere of radius R and dimension D

I am trying to write an efficient algorithm that counts the number of points inside a Sphere of Radius R and Dimension D. The sphere is always at the origin. Suppose we have a sphere of dimension 2 (circle) with radius 5.
My strategy is to generate all possible points within the first quadrant, so for the above example we know that (1,2) is in the circle, so must all + / - combinations of that point which is simply dimension squared. So for each point found in a single quadrant of an n-dimensional sphere we add 2 ^ dimension to the total count.
I'm not sure if there is a much more efficient solution to this problem but this is what I have so far in terms of implementation.
int count_lattice_points(const double radius, const int dimension) {
int R = static_cast<int>(radius);
int count = 0;
std::vector<int> points;
std::vector<int> point;
for(int i = 0; i <= R; i++)
points.push_back(i);
do {
for(int i = 0; i < dimension - 1; i++)
point.push_back(points.at(i));
if(isPointWithinSphere(point, radius)) count += std::pow(2,dimension);
point.clear();
}while(std::next_permutation(points.begin(), points.end()));
return count + 3;
}
What can I fix or improve in this situation ?
For 2D case this is Gauss's circle problem. One possible formula:
N(r) = 1 + 4 * r + 4 * Sum[i=1..r]{Floor(Sqrt(r^2-i^2))}
(central point + four quadrants, 4*r for points at the axis, others for in-quadrant region).
Note that there is no known simple closed math expression for 2D case.
In general your idea with quadrants, octants etc is right, but checking all the points is too expensive.
One might find the number of ways to compose all squares from 0 to r^2 from 1..D
integer squares (extension of (4) formula).
Note that combinatorics would help to make calculation faster. For example, it is enough to find the number of ways to
make X^2 from D natural squares, and multiply by 2^D (different sign combinations); find the number of ways to make X^2 from D-1 natural squares, and multiply by D*2^(D-1) (different sign combinations + D places for zero addend) etc
Example for D=2, R=3
addends: 0,1,4,9
possible sum compositions number of variants
0 0+0 1
1 0+1,1+0 2*2=4
2 1+1 4
4 0+4,4+0 2*2=4
5 1+4,4+1 2*4=8
8 4+4 4
9 0+9,9+0 2*2=4
-------------------------------------
29
I presented my algorithm for 2D here (with some source code and an ugly but handy illustration):
https://stackoverflow.com/a/42373448/5298879
It's around 3.4x faster than MBo's counting points between the origin and the edge of the circle in one of the quarters.
You just imagine an inscribed square and count only one-eighth of what's outside that square inside that circle.
public static int gaussCircleProblem(int radius) {
int allPoints=0; //holds the sum of points
double y=0; //will hold the precise y coordinate of a point on the circle edge for a given x coordinate.
long inscribedSquare=(long) Math.sqrt(radius*radius/2); //the length of the side of an inscribed square in the upper right quarter of the circle
int x=(int)inscribedSquare; //will hold x coordinate - starts on the edge of the inscribed square
while(x<=radius){
allPoints+=(long) y; //returns floor of y, which is initially 0
x++; //because we need to start behind the inscribed square and move outwards from there
y=Math.sqrt(radius*radius-x*x); // Pythagorean equation - returns how many points there are vertically between the X axis and the edge of the circle for given x
}
allPoints*=8; //because we were counting points in the right half of the upper right corner of that circle, so we had just one-eightth
allPoints+=(4*inscribedSquare*inscribedSquare); //how many points there are in the inscribed square
allPoints+=(4*radius+1); //the loop and the inscribed square calculations did not touch the points on the axis and in the center
return allPoints;
}
An approach similar to that described by MBo, including source code, can be found at
https://monsiterdex.wordpress.com/2013/04/05/integer-lattice-in-n-dimensional-sphere-count-of-points-with-integer-coordinates-using-parallel-programming-part-i/.
The approach consists in finding partitions of the radius, and then for each partition in the sphere compute the number of ways it can be represented in the sphere by both permuting coordinates and flipping the signs of nonzero coordinates.

How to project a point onto a plane in 3D?

I have a 3D point (point_x,point_y,point_z) and I want to project it onto a 2D plane in 3D space which (the plane) is defined by a point coordinates (orig_x,orig_y,orig_z) and a unary perpendicular vector (normal_dx,normal_dy,normal_dz).
How should I handle this?
Make a vector from your orig point to the point of interest:
v = point-orig (in each dimension);
Take the dot product of that vector with the unit normal vector n:
dist = vx*nx + vy*ny + vz*nz; dist = scalar distance from point to plane along the normal
Multiply the unit normal vector by the distance, and subtract that vector from your point.
projected_point = point - dist*normal;
Edit with picture:
I've modified your picture a bit. Red is v. dist is the length of blue and green, equal to v dot normal. Blue is normal*dist. Green is the same vector as blue, they're just plotted in different places. To find planar_xyz, start from point and subtract the green vector.
This is really easy, all you have to do is find the perpendicular (abbr here |_) distance from the point P to the plane, then translate P back by the perpendicular distance in the direction of the plane normal. The result is the translated P sits in the plane.
Taking an easy example (that we can verify by inspection) :
Set n=(0,1,0), and P=(10,20,-5).
The projected point should be (10,10,-5). You can see by inspection that Pproj is 10 units perpendicular from the plane, and if it were in the plane, it would have y=10.
So how do we find this analytically?
The plane equation is Ax+By+Cz+d=0. What this equation means is "in order for a point (x,y,z) to be in the plane, it must satisfy Ax+By+Cz+d=0".
What is the Ax+By+Cz+d=0 equation for the plane drawn above?
The plane has normal n=(0,1,0). The d is found simply by using a test point already in the plane:
(0)x + (1)y + (0)z + d = 0
The point (0,10,0) is in the plane. Plugging in above, we find, d=-10. The plane equation is then 0x + 1y + 0z - 10 = 0 (if you simplify, you get y=10).
A nice interpretation of d is it speaks of the perpendicular distance you would need to translate the plane along its normal to have the plane pass through the origin.
Anyway, once we have d, we can find the |_ distance of any point to the plane by the following equation:
There are 3 possible classes of results for |_ distance to plane:
0: ON PLANE EXACTLY (almost never happens with floating point inaccuracy issues)
+1: >0: IN FRONT of plane (on normal side)
-1: <0: BEHIND plane (ON OPPOSITE SIDE OF NORMAL)
Anyway,
Which you can verify as correct by inspection in the diagram above
This answer is an addition to two existing answers.
I aim to show how the explanations by #tmpearce and #bobobobo boil down to the same thing, while at the same time providing quick answers to those who are merely interested in copying the equation best suited for their situation.
Method for planes defined by normal n and point o
This method was explained in the answer by #tmpearce.
Given a point-normal definition of a plane with normal n and point o on the plane, a point p', being the point on the plane closest to the given point p, can be found by:
p' = p - (n ⋅ (p - o)) × n
Method for planes defined by normal n and scalar d
This method was explained in the answer by #bobobobo.
Given a plane defined by normal n and scalar d, a point p', being the point on the plane closest to the given point p, can be found by:
p' = p - (n ⋅ p + d) × n
If instead you've got a point-normal definition of a plane (the plane is defined by normal n and point o on the plane) #bobobobo suggests to find d:
d = -n ⋅ o
and insert this into equation 2. This yields:
p' = p - (n ⋅ p - n ⋅ o) × n
A note about the difference
Take a closer look at equations 1 and 4. By comparing them you'll see that equation 1 uses n ⋅ (p - o) where equation 2 uses n ⋅ p - n ⋅ o. That's actually two ways of writing down the same thing:
n ⋅ (p - o) = n ⋅ p - n ⋅ o = n ⋅ p + d
One may thus choose to interpret the scalar d as if it were a 'pre-calculation'. I'll explain: if a plane's n and o are known, but o is only used to calculate n ⋅ (p - o),
we may as well define the plane by n and d and calculate n ⋅ p + d instead, because we've just seen that that's the same thing.
Additionally for programming using d has two advantages:
Finding p' now is a simpler calculation, especially for computers. Compare:
using n and o: 3 subtractions + 3 multiplications + 2 additions
using n and d: 0 subtractions + 3 multiplications + 3 additions.
Using d limits the definition of a plane to only 4 real numbers (3 for n + 1 for d), instead of 6 (3 for n + 3 for o). This saves ⅓ memory.
It's not sufficient to provide only the plane origin and the normal vector. This does define the 3d plane, however this does not define the coordinate system on the plane.
Think that you may rotate your plane around the normal vector with regard to its origin (i.e. put the normal vector at the origin and "rotate").
You may however find the distance of the projected point to the origin (which is obviously invariant to rotation).
Subtract the origin from the 3d point. Then do a cross product with the normal direction. If your normal vector is normalized - the resulting vector's length equals to the needed value.
EDIT
A complete answer would need an extra parameter. Say, you supply also the vector that denotes the x-axis on your plane.
So we have vectors n and x. Assume they're normalized.
The origin is denoted by O, your 3D point is p.
Then your point is projected by the following:
x = (p - O) dot x
y = (p - O) dot (n cross x)
Let V = (orig_x,orig_y,orig_z) - (point_x,point_y,point_z)
N = (normal_dx,normal_dy,normal_dz)
Let d = V.dotproduct(N);
Projected point P = V + d.N
I think you should slightly change the way you describe the plane. Indeed, the best way to describe the plane is via a vector n and a scalar c
(x, n) = c
The (absolute value of the) constant c is the distance of the plane from the origin, and is equal to (P, n), where P is any point on the plane.
So, let P be your orig point and A' be the projection of a new point A onto the plane. What you need to do is find a such that A' = A - a*n satisfies the equation of the plane, that is
(A - a*n, n) = (P, n)
Solving for a, you find that
a = (A, n) - (P, n) = (A, n) - c
which gives
A' = A - [(A, n) - c]n
Using your names, this reads
c = orig_x*normal_dx + orig_y*normal_dy+orig_z*normal_dz;
a = point_x*normal_dx + point_y*normal_dy + point_z*normal_dz - c;
planar_x = point_x - a*normal_dx;
planar_y = point_y - a*normal_dy;
planar_z = point_z - a*normal_dz;
Note: your code would save one scalar product if instead of the orig point P you store c=(P, n), which means basically 25% less flops for each projection (in case this routine is used many times in your code).
Let r be the point to project and p be the result of the projection. Let c be any point on the plane and let n be a normal to the plane (not necessarily normalised). Write p = r + m d for some scalar m which will be seen to be indeterminate if their is no solution.
Since (p - c).n = 0 because all points on the plane satisfy this restriction one has (r - c).n + m(d . n) = 0 and so m = [(c - r).n]/[d.n] where the dot product (.) is used. But if d.n = 0 there is no solution. For example if d and n are perpendicular to one another no solution is available.

Select K random lines from a text file

This is an extension of the original question of selecting a random line from a text of X lines where the probability of the text line selected is 1/X. The trick is to select the Jth line if you query a random variable Y with a range of [0,1) and it returns a value less than 1/J.
Now in this new version of the problem we have to select K random lines where K is less than X. I believe the probability for each line should be K/X.
I'm stuck on how to extend the original solution to K lines. Is it possible? any explanations would be great.
This can be solved using a generalization of the original algorithm. The intuition is as follows: maintain a list of k candidate lines from the file, which are initially seeded to the first k lines. Then, from that point forward, upon seeing the nth line of the file:
Choose a random value x between 1 and n, inclusive.
If x > k, ignore this element.
Otherwise, replace element x with the nth line of the file.
The proof that this correctly samples each element with probability k / n, where n is the total number of lines in the file, is as follows. Assume that n ≥ k. We prove by induction that each element has probability k / n of being picked by showing that after seeing z elements, each of those elements has probability k / z of being chosen. In particular, this means that after seeing n elements, each has probability k / n as required.
As our inductive basis, if we see exactly k elements, then each is picked. Thus the probability of being chosen is k / k, as required.
For the inductive step, assume that for some z ≥ k, each of the first z elements have been chosen with probability k / z and consider the (z + 1)st element. We choose a random natural number in the range [1, z + 1]. With probability k / (z + 1), we decide to choose this element, then evict some old element. This means that the new element is chosen with probability k / (z + 1). For each of the z original elements, the probability that it is chosen at this point is then the probability that we had chosen it after the first z elements were inspected (probability k / z, by our inductive hypothesis), and the probability that we retain it is z / (z + 1), since we replace it with probability 1 / (z + 1). Thus the new probability that it is chosen is (k / z) (z / (z + 1)) = k / (z + 1). Thus all of the first z + 1 elements are chosen with probability k / (z + 1), completing the induction.
Moreover, this algorithm runs in O(n) time and uses only O(k) space, meaning that the runtime is independent of the value of k. To see this, note that each iteration does O(1) work, and there are a total of O(n) interations.
If you're curious, I have an implementation of this algorithm as a C++ STL-style algorithm available here on my personal site.
Hope this helps!
First select the first element randomly out of the X lines using the first algorithm. Then select the second out of the remaining X-1 lines. Run this process K times.
The probability of any given set of K lines is (X choose K). I'll leave it up to you to verify that this algorithm gives the desired uniform distribution.

Probability density function from a paper, implemented using C++, not working as intended

So i'm implementing a heuristic algorithm, and i've come across this function.
I have an array of 1 to n (0 to n-1 on C, w/e). I want to choose a number of elements i'll copy to another array. Given a parameter y, (0 < y <= 1), i want to have a distribution of numbers whose average is (y * n). That means that whenever i call this function, it gives me a number, between 0 and n, and the average of these numbers is y*n.
According to the author, "l" is a random number: 0 < l < n . On my test code its currently generating 0 <= l <= n. And i had the right code, but i'm messing with this for hours now, and i'm lazy to code it back.
So i coded the first part of the function, for y <= 0.5
I set y to 0.2, and n to 100. That means it had to return a number between 0 and 99, with average 20.
And the results aren't between 0 and n, but some floats. And the bigger n is, smaller this float is.
This is the C test code. "x" is the "l" parameter.
//hate how code tag works, it's not even working now
int n = 100;
float y = 0.2;
float n_copy;
for(int i = 0 ; i < 20 ; i++)
{
float x = (float) (rand()/(float)RAND_MAX); // 0 <= x <= 1
x = x * n; // 0 <= x <= n
float p1 = (1 - y) / (n*y);
float p2 = (1 - ( x / n ));
float exp = (1 - (2*y)) / y;
p2 = pow(p2, exp);
n_copy = p1 * p2;
printf("%.5f\n", n_copy);
}
And here are some results (5 decimals truncated):
0.03354
0.00484
0.00003
0.00029
0.00020
0.00028
0.00263
0.01619
0.00032
0.00000
0.03598
0.03975
0.00704
0.00176
0.00001
0.01333
0.03396
0.02795
0.00005
0.00860
The article is:
http://www.scribd.com/doc/3097936/cAS-The-Cunning-Ant-System
pages 6 and 7.
or search "cAS: cunning ant system" on google.
So what am i doing wrong? i don't believe the author is wrong, because there are more than 5 papers describing this same function.
all my internets to whoever helps me. This is important to my work.
Thanks :)
You may misunderstand what is expected of you.
Given a (properly normalized) PDF, and wanting to throw a random distribution consistent with it, you form the Cumulative Probability Distribution (CDF) by integrating the PDF, then invert the CDF, and use a uniform random predicate as the argument of the inverted function.
A little more detail.
f_s(l) is the PDF, and has been normalized on [0,n).
Now you integrate it to form the CDF
g_s(l') = \int_0^{l'} dl f_s(l)
Note that this is a definite integral to an unspecified endpoint which I have called l'. The CDF is accordingly a function of l'. Assuming we have the normalization right, g_s(N) = 1.0. If this is not so we apply a simple coefficient to fix it.
Next invert the CDF and call the result G^{-1}(x). For this you'll probably want to choose a particular value of gamma.
Then throw uniform random number on [0,n), and use those as the argument, x, to G^{-1}. The result should lie between [0,1), and should be distributed according to f_s.
Like Justin said, you can use a computer algebra system for the math.
dmckee is actually correct, but I thought that I would elaborate more and try to explain away some of the confusion here. I could definitely fail. f_s(l), the function you have in your pretty formula above, is the probability distribution function. It tells you, for a given input l between 0 and n, the probability that l is the segment length. The sum (integral) for all values between 0 and n should be equal to 1.
The graph at the top of page 7 confuses this point. It plots l vs. f_s(l), but you have to watch out for the stray factors it puts on the side. You notice that the values on the bottom go from 0 to 1, but there is a factor of x n on the side, which means that the l values actually go from 0 to n. Also, on the y-axis there is a x 1/n which means these values don't actually go up to about 3, they go to 3/n.
So what do you do now? Well, you need to solve for the cumulative distribution function by integrating the probability distribution function over l which actually turns out to be not too bad (I did it with the Wolfram Mathematica Online Integrator by using x for l and using only the equation for y <= .5). That however was using an indefinite integral and you are really integration along x from 0 to l. If we set the resulting equation equal to some variable (z for instance), the goal now is to solve for l as a function of z. z here is a random number between 0 and 1. You can try using a symbolic solver for this part if you would like (I would). Then you have not only achieved your goal of being able to pick random ls from this distribution, you have also achieved nirvana.
A little more work done
I'll help a little bit more. I tried doing what I said about for y <= .5, but the symbolic algebra system I was using wasn't able to do the inversion (some other system might be able to). However, then I decided to try using the equation for .5 < y <= 1. This turns out to be much easier. If I change l to x in f_s(l) I get
y / n / (1 - y) * (x / n)^((2 * y - 1) / (1 - y))
Integrating this over x from 0 to l I got (using Mathematica's Online Integrator):
(l / n)^(y / (1 - y))
It doesn't get much nicer than that with this sort of thing. If I set this equal to z and solve for l I get:
l = n * z^(1 / y - 1) for .5 < y <= 1
One quick check is for y = 1. In this case, we get l = n no matter what z is. So far so good. Now, you just generate z (a random number between 0 and 1) and you get an l that is distributed as you desired for .5 < y <= 1. But wait, looking at the graph on page 7 you notice that the probability distribution function is symmetric. That means that we can use the above result to find the value for 0 < y <= .5. We just change l -> n-l and y -> 1-y and get
n - l = n * z^(1 / (1 - y) - 1)
l = n * (1 - z^(1 / (1 - y) - 1)) for 0 < y <= .5
Anyway, that should solve your problem unless I made some error somewhere. Good luck.
Given that for any values l, y, n as described, the terms you call p1 and p2 are both in [0,1) and exp is in [1,..) making pow(p2, exp) also in [0,1) thus I don't see how you'd ever get an output with the range [0,n)