Hey everyone, I'm currently working on some behaviours for non playable characters in a game, and I need to find a reliable and fast method for finding the mode specific average of a set of values. This is not really a mathematics specific question rather a performance once, see the code must be per-formant in various situations where creating things like hash tables or anything else that creates orphan garbage to an extent that has potential to slow the game down to a crawl.

So far, I've found 4 different approaches to the issue as follows:

static int ModeA(int[] items) { var groups = items.GroupBy(t => t); int maxCount = groups.Max(g => g.Count()); return groups.First(g => g.Count() == maxCount).Key; } static int ModeB(IEnumerable<int> items) { int maxVal = 0, maxCount = 0, curCount; var iter = items.GetEnumerator(); while (iter.MoveNext()) { curCount = items.Count(t => t == iter.Current); if (curCount > maxCount) { maxVal = iter.Current; maxCount = curCount; } } return maxVal; } static int ModeC(int[] items) { int maxVal, maxCount, curCount; for (int i = maxVal = curCount = maxCount = 0; i < items.Length; i++) { var curVal = items[i]; if ((curCount = items.Count(t => t == curVal)) > maxCount) { maxVal = curVal; maxCount = curCount; } } return maxVal; } static int ModeD(int[] items) { int maxVal = 0, maxCount = 0, curCount = 0, curVal = 0, i = 0, j = 0; for (i = 0, j = 0; i < items.Length; i++, curCount = 0) { curVal = items[i]; for (j = 0; j < items.Length; j++) if (items[j] == curVal) curCount++; if (curCount > maxCount) { maxVal = curVal; maxCount = curCount; } } return maxVal; }

And here is what I get performance wise if I ask each function to return the mode for 10,000 elements (timed with the Stopwatch class):

**Edited by AmzBee, 06 March 2013 - 06:44 AM.**