Deconflict constrained N team schedule - algorithm

I am writing a perl program to schedule N number of teams to play each other team once as home team and once as visitor. We use two fields and two time periods. So up to eight teams play in a day. No team can play at the same time on both fields or play twice in the same day. Any team not playing for the day is put on the BYE list.
I have written the code to define all the required games. But when I try to schedule each game and remove it from the array of games to be played, I arrive at conditions where there are no games left that can satisfy the rules for field or time periods in a day. This is most pronounced if I do not shuffle the array of games to be played. Even with 8 teams, I get these conflicts near the end.
What is the logic to deconflict the schedule sequence?

Do not simply create a list of all games and select from that at random: you need an algorithm to create the rounds - the circular method being the "standard" one (see for instance the link in the comment by #David Eisenstat).
Once you created the rounds you still have to define a calendar that will respect the limitation of 4 games per day (and no team playing more than once per day). This is straightforward: if one round fills exactly one or more days, i.e. if you have 8, 16, 24, ... teams, then you simply split each round in the requested number of days. But even if N is not a multiple of 8, there are no problems.
Lets' keep things simple, and consider the case of N = 12, so each round requires one day and a half: on day 1 you select (randomly) 4 of the 6 games of round 1; on day 2 you select the 2 missing games of round 1, and 2 games of round 2, taking care to avoid that the same team plays twice in a day; finally on day 3 you complete round 2, and so on. Can we be sure that we will always able to assign day 2 avoiding the duplication of a team? Yes, we can: when you assign the last two games from round 1, you have 4 teams affected; even if in round 2 there are no games between those 4, you only exclude 4 games from day 2, so you still have 2 games available for placement on that day.
Final notes: as you can see there's no need for a bye list. The only situation to deal with is when N is odd, and it is usually handled by adding a dummy team.
Regarding home vs visitors, you will need to repeat the full calendar a second time. Just note that it is not possible to have every team alternating between home and visitors at each round. For instance with 4 teams you may have TeamA (h) vs TeamB and TeamC (h) vs TeamD; at the second round you may still do TeamD (h) vs TeamA and TeamB (h) vs TeamC; but at the third round TeamA and TeamC must play each other, and both come from a visitor round. And the same hold for TeamB and TeamD, who both come from a home round.

Related

Which algorithm combines knapsack optimization with the efficiency of job scheduling (to create a points optimizing fantasy basketball lineup)

I'm a fantasy basketball player and there is a recurring problem that I have not been able to figure out, and I can't find a similar enough example online that I can adapt for my own usage. For those who don't know, streaming (in fantasy basketball) is when you have an open spot on your individual team that you cycle available / free agent players through, in an attempt to maximize points, based on when they play during the week.
For example, Player 1 has games on Monday, Tuesday and Wednesday, and P2 plays on Thursday, Friday and Sunday. You keep P1 rostered through Wednesday, then drop them and pick up P2 for the rest of the week. Both players' points are added to your total; this allows you to essentially benefit from having two players' scoring for the week while only using one roster spot.
M
T
W
Th
F
S
S
Avg Pts / Game
P1
x
x
x
20
P2
x
x
x
25
The optimal strategy yields 135 points, vs 60 or 75 from just playing one player for the whole week.
The complexity comes from three places.
Players you want to play sometimes overlap on the same day, and their schedules often overlap in a way such that it might be worth it to start a worse player early in the week if it means you get access to a slate of their games later in the week. A player may have a lower points per game than another player, but by virtue of playing more games it’s worth it to start the player with a lower average.
Players can’t be re-added for the rest of the week once dropped, due to the nature of the fantasy sports platform. So you can’t toggle back and forth between two good players if they have complementary schedules. Related to this, there are a set number of “adds” you can use per week. Without this you could just add 7 different players, one each day, and figure out who was going to be the best for each day of the week. For the purposes of this league, the number of adds is 4 per week.
There are lots of available players. Figuring this out manually sometimes means starting players who are ranked far outside the top 130 (the total number of players across all of the leagues rosters) in Points Per Game, but due to their scheduling quirks, offer the best value for the remainder of the week. Trying each combination of players against each other involves a huge number of potential options.
I am a CS hobbyist, but the things I build do not require these sorts of optimizations, and I haven’t been able to find an example that would solve all parts of this problem.
Take the below schedule, for example. An “x” indicates the player is playing that day:
M
T
W
Th
F
S
S
Avg Pts / Game
P1
x
x
x
x
20
P2
x
x
x
21
P3
x
x
x
22
The points maximizing solution is to start Player 1 Monday, drop them and switch to Player 2 for the next three days, start no one on Thursday (as P1 would not be available after dropping them), and then switch to Player 3 for the last two days.
Start P1: 20 + 63 + 44 = 127
Constraints:
There are a set number of available days (7)
Only one player can be played per day
Each player can only be added one time (but can play consecutive games after being added with no penalty).
You can only add new players a set number of times: “n”
There are “p” possible players, each of whom has days of the week they can be played and an average points per game (same across all days)
The objective is to return the schedule of players in the proper combination that optimizes the total points in a given week.
My (somewhat brief) look through the existing algorithms led me to considering the knapsack problem, optimal scheduling, and greedy. Greedy doesn’t seem to work because it would immediately decide to start Player 3, which would not ultimately lead to the optimal solution, ending up with 125 total points
The scheduling algorithm would seem to require considering the start and end of a “task” as the first and last day a player plays, which creates problems here; Player 1’s “block” or whole week between first and last day would show that Player 1 offers the best total value at 80 points, and that the optimal strategy would be to just play them, but it doesn’t consider prematurely ending the task if something else was available.
Likewise I can’t figure out how to introduce the “switching” element into solutions to the knapsack problem.
There is a related question here but it doesn't include the scheduling aspect: Algorithm to select Player with max points but with a given cost
I feel like there’s a method that I’m not quite grasping, or a simplification that would allow me to use one of the aforementioned solutions. Any help in solving this completely inconsequential problem is greatly appreciated!

How to Schedule Tasks

There is a carwash that can only service 1 customer at a time. The goal of the car wash is to have as many happy customers as possible by making them wait the least amount of time in the queue. If the customers can be serviced under 15 minutes they are joyful, under an hour they are happy, between 1 hour to 3 hours neutral and 3 hours to 8 hours angry. (The goal is to minimize angry people and maximize happy people). The only caveat to this problem is that each car takes a different amount of time to wash and service so we cannot always serve on first come first serve basis given the goal we have to maximize customer utility. So it may look like this:
Customer Line :
Customer1) Task:6 Minutes (1st arrival)
Customer2) Task:3 Minutes (2nd arrival)
Customer3) Task:9 Minutes (3rd)
Customer4) Task:4 Minutes (4th)
Service Line:
Serve Customer 2, Serve Customer 1, Serve Customer 4, Serve Customer 3.
In this way, no one waited in line for more than 15 minutes before being served. I know I should use some form of priority queue to implement this but I honestly know how should I give priority to different customers. I cannot give priority to customers with the least amount of work needed since they may be the last customer to have arrived for example (others would be very angry) and I cannot just compare based on time since the first guy might have a task that takes the whole day.So how would I compare these customers to each other with the goal of maximizing happiness?
Cheers
This is similar to ordering calls to a call center. It becomes more interesting when you have gold and silver customers. Anyway:
Every car has readyTime (the earliest time it can be washed, so it's arrival time - which might be different for each car) and a dueTime (the moment the customer becomes angry, so 3 hours after readyTime).
Then use a constraint solver (like OptaPlanner) to determine the order of the cars (*). The order of the cars (which is a genuine planning variable) implies the startWashingTime of each car (which is a shadow variable), because in your example, if customer 1 is ordered after customer 2 and if we start at 08:00, we can deduce that customer 1's startWashingTime is 08:03.
Then the endWashingTime is startWashingTime + washingDuration.
Then it's just a matter of adding 2 constraints and let the solver solve() it:
endWashingTime must be lower than dueTime, this is a hard constraint. This is to have no angry customers.
endWashingTime must be lower than startTime plus 15 minutes, this is a soft constraint. This is to maximize happy customers.
(*) This problem is NP-complete or NP-hard because you can relax it to a knapsack problem. In practice this means: you can't write an algorithm for it that scales out and finds the optimal solution in reasonable time. But a constraint solver can get you close.

Complex pairing algorithm - team tournament

I would like to ask for help with an algorithm I’ve been working on for quite some time. I actually programmed it a few years ago using greedy pairing mostly but I’m not satisfied. Any help would be greatly appreciated!
So getting down to business. I have an application for tournament play (beachvolleyball to be precise, but should work for any pair-sport played in tournament format). The players show up on tournament day and gets randomly-ish put together with other participants and against other random teams. Top focus is to play as much as possible, however the number of players aren’t always divisible by the number of simultaneous playing spots. Therefor there will always be a number of players resting, standing the round out that is, and I’m trying to make sure this is as fair as possible by using 2 variables:
Rests (total number of rests during the day)
Rests in a row (Resting several games in a row, obviously)
The original concept of the tournament was mixing the teams with 1 male(m) and 1 female(f) in each team, playing against another team of m/f. However, the resting part is more important and there is often a lot more players of one sex than the other (i.e. 20 f and 7 m). Instead of letting the males play every single round, the program should make teams of f/f playing against f/f. Same-sex vs f/m should be avoided though.
Players should get new partners every round and play against new teams every round. Preferably you should play with all players of the opposite sex before playing with someone again. Players are allowed to come and leave as they like, and also take a break at any time (voluntary rest).
I’ve looked into the unstable marriage problem and the roommate problem, but my problem seems to be a mix of the two. Normally there will be two lists of players (m/f) and pairing, but under certain premises there should be teams made from just one list as described. Let me give you an example:
EXAMPLE:
43 players show up for a tournament with 6 courts.
17 Females (f) and 26 Males (m).
The 6 courts fit 12 teams with a total of 24 players per round.
Round 1
*12 m - 12 f*
*19 resting (5f, 14m)*
Round 2
5f and 14m have 1 rest and should play.
The best solution would be:
*4 f - 4 m*
*1f - 1m*
*4m - 4m*
*1f - 1m* (these players played last round as well).
In this example there will normally not be more than 1 rests in a row, if there woud’ve been 49 players from the start on the other hand..
In future updates, I’m also planning on letting the user choose number of players per team, and also to skip the m/f requisite.
Any thoughts?

slot machine payout calculation

There's this question but it has nothing close to help me out here.
Tried to find information about it on the internet yet this subject is so swarmed with articles on "how to win" or other non-related stuff that I could barely find anything. None worth posting here.
My question is how would I assure a payout of 95% over a year?
Theoretically, of course.
So far I can think of three obvious variables to consider within the calculation: Machine payout term (year in my case), total paid and total received in that term.
Now I could simply shoot a random number between the paid/received gap and fix slots results to be shown to the player but I'm not sure this is how it's done.
This method however sounds reasonable, although it involves building the slots results backwards..
I could also make a huge list of all possibilities, save them in a database randomized by order and simply poll one of them each time.
This got many flaws - the biggest one is the huge list I'm going to get (millions/billions/etc' records).
I certainly hope this question will be marked with an "Answer" (:
You have to make reel strips instead of huge database. Here is brief example for very basic 3-reel game containing 3 symbols:
Paytable:
3xA = 5
3xB = 10
3xC = 20
Reels-strip is a sequence of symbols on each reel. For the calculations you only need the quantity of each symbol per each reel:
A = 3, 1, 1 (3 symbols on 1st reel, 1 symbol on 2nd, 1 symbol on 3rd reel)
B = 1, 1, 2
C = 1, 1, 1
Full cycle (total number of all possible combinations) is 5 * 3 * 4 = 60
Now you can calculate probability of each combination:
3xA = 3 * 1 * 1 / full cycle = 0.05
3xB = 1 * 1 * 2 / full cycle = 0.0333
3xC = 1 * 1 * 1 / full cycle = 0.0166
Then you can calculate the return for each combination:
3xA = 5 * 0.05 = 0.25 (25% from AAA)
3xB = 10 * 0.0333 = 0.333 (33.3% from BBB)
3xC = 20 * 0.0166 = 0.333 (33.3% from CCC)
Total return = 91.66%
Finally, you can shuffle the symbols on each reel to get the reels-strips, e.g. "ABACA" for the 1st reel. Then pick a random number between 1 and the length of the strip, e.g. 1 to 5 for the 1st reel. This number is the middle symbol. The upper and lower ones are from the strip. If you picked from the edge of the strip, use the first or last one to loop the strip (it's a virtual reel). Then score the result.
In real life you might want to have Wild-symbols, free spins and bonuses. They all are pretty complicated to describe in this answer.
In this sample the Hit Frequency is 10% (total combinations = 60 and prize combinations = 6). Most of people use excel to calculate this stuff, however, you may find some good tools for making slot math.
Proper keywords for Google: PAR-sheet, "slot math can be fun" book.
For sweepstakes or Class-2 machines you can't use this stuff. You have to display a combination by the given prize instead. This is a pretty different task, so you may try to prepare a database storing the combinations sorted by the prize amount.
Well, the first problem is with the keyword assure, if you are dealing with random, you cannot assure, unless you change the logic of the slot machine.
Consider the following algorithm though. I think this style of thinking is more reliable then plotting graphs of averages to achive 95%;
if( customer_able_to_win() )
{
calculate_how_to_win();
}
else
no_win();
customer_able_to_win() is your data log that says how much intake you have gotten vs how much you have paid out, if you are under 95%, payout, then customer_able_to_win() returns true; in that case, calculate_how_to_win() calculates how much the customer would be able to win based on your %, so, lets choose a sampling period of 24 hours. If over the last 24 hours i've paid out 90% of the money I've taken in, then I can pay out up to 5%.... lets give that 5% a number such as 100$. So calculate_how_to_win says I can pay out up to 100$, so I would find a set of reels that would pay out 100$ or less, and that user could win. You could add a little random to it, but to ensure your 95% you'll have to have some other rules such as a forced max payout if you get below say 80%, and so on.
If you change the algorithm a little by adding random to the mix you will have to have more of these caveats..... So to make it APPEAR random to the user, you could do...
if( customer_able_to_win() && payout_percent() < 90% )
{
calculate_how_to_win(); // up to 5% payout
}
else
no_win();
With something like that, it will go on a losing streak after you hit 95% until you reach 90%, then it will go on a winning streak of random increments until you reach 95%.
This isn't a full algorithm answer, but more of a direction on how to think about how the slot machine works.
I've always envisioned this is the way slot machines work especially with video poker. Because the no_win() function would calculate how to lose, but make it appear to be 1 card off to tease you to think you were going to win, instead of dealing with a 'fair' game and the random just happens to be like that....
Think of the entire process of.... first thinking if you are going to win, how are you going to win, if you're not going to win, how are you going to lose, instead of random number generators determining if you will win or not.
I worked many years ago for an internet casino in Australia, this one being the only one in the world that was regulated completely by a government body. The algorithms you speak of that produce "structured randomness" are obviously extremely complex especially when you are talking multiple lines in all directions, double up, pick the suit, multiple progressive jackpots and the like.
Our poker machine laws for our state demand a payout of 97% of what goes in. For rudely to be satisfied that our machine did this, they made us run 10 million mock turns of the machine and then wanted to see that our game paid off at what the law states with the tiniest range of error (we had many many machines running a script to auto playing using a script to simulate the click for about a week before we hit the 10 mil).
Anyhow the algorithms you speak of are EXPENSIVE! They range from maybe $500k to several million per machine so as you can understand, no one is going to hand them over for free, that's for sure. If you wanted a single line machine it would be easy enough to do. Just work out you symbols/cards and what pay structure you want for each. Then you could just distribute those payouts amongst non-payouts till you got you respective figure. Obviously the more options there are means the longer it will take to pay out at that respective rate, it may even payout more early in the piece. Hit frequency and prize size are also factors you may want to consider
A simple way to do it, if you assume that people win a constant number of times a time period:
Create a collection of all possible tumbler combinations with how much each one pays out.
The first time someone plays, in that time period, you can offer all combinations at equal probability.
If they win, take that amount off the total left for the time period, and remove from the available options any combination that would payout more than you have left.
Repeat with the reduced combinations until all the money is gone for that time period.
Reset and start again for the next time period.

Fair matchmaking for online games [closed]

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Most online games arbitrarily form teams. Often times its up to the user, and they'll choose a fast server with a free slot. This behavior produces unfair teams and people rage quit. By tracking a player's statics (or any statics that can be gathered) how can you choose teams that are as fair as possible?
One of the more well-known systems now is Microsoft's TrueSkill algorithm.
People have also attempted to adapt the Elo system for team matchmaking, though it's more designed for 1-v-1 pairings.
After my previous answer, I realized that if you wanted to get really fancy you could use a really simple but powerful idea: Markov Chains.
The intuitive idea behind using a Markov Chain goes something like this:
Create a graph G=(V,E)
Let each vertex in V represent an entity
Let each edge in E represent a transitioning probability between entities. This means that the sum of the out degrees of each vertex must be 1.
At the start (time t=0) assign each entity a unit value of 1
At each time step, transition form entity i, j by the transition probability defined in 3.
Let t->infinity then the value of each entity at t=infinity is the equilibrium (that is the chance of a transition into an entity is the same as the total chance of a transition out of an entity.)
This idea has for example been used successfully to implement Google's page rank algorithm. To describe how you can use it consider the following:
V = players E = probability of transitioning form player to player based on relative win/loss ratios
Each player is a vertex.
An edge from player A to B (B is not equal to A) has probability X/N where N is the total number of games played by A and X is the total games lost to B. Add an edge from A to A with probability M/N where M is the total number of games won by A.
Assign a skill level of 1 to each player at the start.
Use the Power Method to find the dominant eigenvector of the link matrix constructed from the probabilities defined in 3.
The dominant eigenvector is the amount of skill each player has at t=infinity, that is
the amount of skill each player has once the markov chain has come to equilibrium. This is a very robust measure of each players skill using the topology of the win/loss space.
Some caveats: there are several problems when applying this directly, the biggest problem will be seperated webs (that is your markov chain will not be irreducible and so the power method will not be guaranteed to converge.) Lucky for you, google has dealt with all these problems and more when implementing their page rank algorithm and all that remains for you is to look up how they circumvent these problems if you are so inclined.
One way would be to simply create a list of players looking for matches at any given time, sorted by player rank. Once you've reached enough people to start a new match (or perhaps, two less than the required), group them as such:
Remove best and worst player and put them on team 1
Remove now-best and now-worst player (really second-best and second worst) and put them on team 2
If there are only two players left, place each one on different teams, depending on who has the lowest combined score. Otherwise, repeat:
Remove now-best and now-worst and put them on team 1
Remove now-best and now-worst and put them on team 2
etc. etc. etc. until your teams are filled.
If you decided to start a new match with less than the required, then here it is time to let the players wait for new people to join. As soon as a new person joins, you're going to want to put them on the open team with the least combined score.
Alternatively, if you wanted to avoid games that combined good and bad players on the same team, you could split up everyone into tiers, (groups based on their ranking) and only match people within the same tier. This would require a new open/sorted list for each extra tier.
Example
Game is 4v4
A - 1000 pnts
B - 800 pnts
C - 600 pnts
D - 400 pnts
E - 200 pnts
F - 100 pnts
As soon as you get these six, group them into teams as such:
Team 1: A, F, D (combined score 1500)
Team 2: B, E, C (combined score 1600)
Now, we wait for two more players to join.
First, player E comes along with 500 pnts. He goes to Team 1, because they have a lower combined score.
Then, player F comes with 800 pnts. He goes to Team 2, because are the only open team left.
Total teams:
Team 1: A, F, D, E (combined score 2000)
Team 2: B, E, C, F (combined score 2400)
Note that the teams were actually pretty fair until the last two came in. To be honest, the best way would be to only create the match when you have enough players to start it. But then the wait times might be too long for the player.
Adjust with how much you need before forming the match. Lower = less wait time, more possibly unfair. Higher = more wait time, less possibly unfair.
If you have a pre-game screen, lower would also offer more time for people to chat and talk with their to-be teammates while waiting.
It is difficult to estimate the skill of any one player by a single metric and such a method is prone to abuse. However, if you only care about implementing something simple that will work well try the following:
keep track of wins and losses
use the percentage of wins vs losses as the statistic to match players ( in some sense of the word match, i.e. group players with similar percentages)
This has the obvious downfall of the case where a player may have a win-loss ratio of 5-0 and another of 50-20, the first has an infinite percentage while the other has a more reasonable percentage. It makes sense for the matching system to acknowledge this and be far more confident that the latter player has actual more skill because of the consistency required; however, pitting the two players against each other would probably be a good thing because the 5-0 player is probably trying to work the system by playing versus weaker players so pitting him against a consistently good player would do everyone good.
Note, I speak from experience from playing only strategy games such as Warcraft 3 where this is the typical match making behaviour. It seems to me like the percentage of wins over losses is a great metric by which to match players.
Match based on multiple attributes. I've implemented a simple matchmaking system using AWS Cloudsearch (based on Apache Solr). For example matching based on the a combination of following fields is possible
{
"fields": {
"elo_rating": 3121.44,
"points": 404,
"randomizer": 35,
"last_login": "2014-10-09T22:57:57Z",
"weapons": [
"CANNON",
"GUN"
]
}
It is now possible to run queries inclusive of multiple fields like the following.
(and (or weapons:'GUN' weapons:'CANNON' weapons:'DRONE')(and last_login:['2013-05-25T00:00:00Z','2014-10-25T00:00:00Z'])(and points:[100, 200])(and elo_rating:[1000, 2000]))}

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