Allright, makes sense... I must have mist the 'integer only' for all expressions (including $nth). Using 'map' seems to be doing what I expect (at first sight).
Thx! Op woensdag 7 oktober 2015 05:50:37 UTC+2 schreef Alex Engelberg: > > 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.