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.
>>
>

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