Loco's constraints and expressions only work on integers, so unfortunately $nth can't handle maps in a list. $nth takes either a list of Loco expressions or a list of integers. To get the nth player level, you could try: ($nth (map :level players) [:p 0 0])
Also, I should mention that all Loco constraints (anything beginning with $, really) don't really return any values of substance, they just return a map of constraint data to be used by other constraints and the solving function. So your usage of ":level" is not going to behave how you expect (it will just return "nil" because the return value of $nth has no :level key). Let me know how my alternative solution works for you. Thanks! --Alex On Tuesday, October 6, 2015 at 7:22:55 AM UTC-7, Kurt Sys wrote: > > > So, the basic idea is to construct a matrix like this: > spot1 spot2 spot3 > team1 5 0 -1 > team2 4 1 -1 > ... > > With the 'spots' the spaces to fill in for each team. There are max 3 > spots/team. If a spot is not used, -1 should be put. If it is used, I put > the number of the player (index in the defined vector). For example, with a > very small player vector: > (def players [{:level 3} {:level 4} {:level 7} {:level 1}]) > > > The problems I'm facing so far: > > 1/ using $distinct to make sure each player is only assigned one spot on > one team. > The value of -1 can be used more than once, because it's used as filler > where no player is assigned. > > (defn base-model [players] > (concat (for [team (range (quot (count players) 2)), spot (range 3)] > ($in [:p team spot] (range -1 (count players)) )))) > > (def all (for [team (range (quot (count players) 2)), spot (range 3)] > [:p team spot])) > > (solutions (conj (base-model ps) ($distinct all) )) > > > doesn't give any solutions, obviously: there are always more possible > spots to fill than there are players. A work-around would be to add more > negative numbers as 'fillers', and adding some other constraints so that at > least two of the three spots per team are positive. I'll make sure the > vector is sorted anyway, on level first and experience second (with the > player having the highest number in the front of each team, as captain), so > that might be rather easy to do. > But it feels rather hacky. > > 2/ getting player data with $nth, so constraints based on player > characteristics can be added. > For example, if I want player of team 1 on slot 1 having a level of more > than 2, I'd expect something like this to work: > (solutions (conj (base-model ps) ($> (:level ($nth players [:p 0 0])) 2) > )) > which translates to me: take player on index given by [:p 0 0] from > 'players', get the level from that player and check if it's higher than 2. > This, however, does not work: > IllegalArgumentException No method in multimethod '->choco*' for dispatch > value: null clojure.lang.MultiFn.getFn (MultiFn.java:156) > I clearly misunderstand how $nth (or how loco in general) works. How I can > use my player characteristics (the vector of player data maps) for adding > constraints? > > Thx, qsys > > > > > Op dinsdag 6 oktober 2015 12:10:23 UTC+2 schreef Kurt Sys: >> >> Reading the thread: generate al possible teams >> <https://groups.google.com/forum/#!searchin/clojure/generate$20all$20possible$20teams/clojure/DeCBCD_dwRo/OyjJPgHXCAAJ>, >> >> I realized I was facing a slightly similar problem. Although many valuable >> suggestions were made, I'm very interested in one made >> <https://groups.google.com/d/msg/clojure/DeCBCD_dwRo/nw4aW4zwCAAJ> by >> puzzler, >> i.e. using loco (unless another method/library is more useful, suggestions >> are welcome). >> >> Now, the problem description: >> 1/ I have a set of players which must be divided in teams of two. If only >> teams of two is not possible, teams of three are allowed as well. >> 2/ Every player has a set of characteristics. Based on these >> characteristics, some teams are not allowed, some are, and some are >> prefered. >> >> There are quite a few characteristics, so I'll build up the first few: >> 1/ The main characteristic is 'level', ranging from 0-7. Only teams of >> two with total level of 5 or more are allowed. >> For teams of three, there are separate rules: there must be at least one >> level 3. If the highest level is 3, than no two levels 1 or less are >> allowed. >> >> 2/ There is a characteristic 'experience' as well. Taking into account >> the exprience, there are more exceptions: >> A level 3 and a level 1 is allowed (in contrast to rule 1: total should >> be at least 5), if the experience of level 1 is high enough >> A level 4 and a level 1 are not allowed together, if the experience of >> level 1 is not high enough >> Two levels 2 are allowed, if both are experienced enough >> >> So far, it's still pretty easy to find a solution: rank according to >> level and experience, and take each time the top and bottom from the list. >> That should be pretty close to the most optimal solution. But there are >> more characteristics for each player: >> >> 3/ There are preferences to put some players together, scored from 1 >> (avoid teaming them) to 7 (high preference to team them). Based on these >> preferences, 'team preferences' might be calculated. If no 'preference' is >> given, a value of 4 is assumed. In this example, I scored them per player, >> but it might be done per team as well. >> >> 4/ Some players might have a 'handicap', so they need another levels to >> team with. If possible, the handicaps should be used, but they may be >> omitted if there is no other solution. In an extended version, a preference >> level for a handicap for a certain player may be set as well. >> >> There are quite a few of handicaps (like 4) and rules (like 1 and 2, >> which are just a small subset of all handicaps and rules. >> >> The number of players will not be very high, up to max 100, so max 50 >> teams, which might be important, since I don't think heuristics will have a >> high benefit in this case (but I might be wrong). >> >> An example: >> >> The players: >> P1 {:level 0 :experience 0} >> P2 {:level 2 :experience 17} >> P3 {:level 3 :experience 23 :handicap :cl } >> P4 {:level 3 :experience 27 :preference {P2 2, P3 6}} >> P5 {:level 6 :experience 50} >> P6 {:level 5 :experience 55 :preference {P2 1}} >> >> The handicap description: {:cl :needs-level 5} >> >> The solution? >> (solve [P1 P2 P3 P4 P5 P6]) >> results in a set with possible solutions (possibly with some timeout or >> after the first x solutions are found): >> #{ >> { [ [P6 P1] [P5 P2] [P4 P3] ] >> :unmatched-handicaps 1 >> :team-preferences [4 4] [4 4] [4 6] } >> { [ [P5 P1] [P6 P2] [P4 P3] ] >> :unmatched-handicaps 1 >> :team-preferences [4 4] [1 4] [4 6] } >> { [ [P5 P3] [P6 P1] [P4 P2] ] >> :unmatched-handicaps 0 >> :team-preferences [4 4] [4 4] [2 4] } >> ... } >> >> Since puzzler said 'I can provide an example of that if you are >> interested' (for generating 'balanced teams' with restrictions with >> loco)... I'm interested :). >> >> Thanks. >> > -- You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en --- You received this message because you are subscribed to the Google Groups "Clojure" group. To unsubscribe from this group and stop receiving emails from it, send an email to clojure+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.