Team matchmaking algorithm based on ELO
up vote
0
down vote
favorite
I'm looking for a very simple way to put up 2 teams out of unspecified(but known) amount of players. So its not actually a standard matchmaking since it only creates one match out of the whole pool of registered players for the specific match. I do have pretty much only single variable and it is the ELO score for each player, which means it's the only available option to base calculations on.
What I thought of is just simply go through every possible combination of a players(6 in each team) and the lowest difference between the average ELO of teams is the final rosters that get created. I've tested this option and it gives me more than 17mil calculations for 18 registered players(the amount of players shouldnt be more than 24 usually) so its doable but its definitely the MOST unoptimized way to do that.
So I decided to ask a question in here, maybe you can help me with that in some way. Any ideas what simple algos I can use or the ways of optimizing something in a straight up comparisons of all possible combinations.
If you want to provide any code examples I can read any code language(almost), so it doesnt really matter.
UPD. basically the input is gonna be a list of player objects that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects. The average ELO of both teams should be as close as possible.
python c++ algorithm math combinations
|
show 11 more comments
up vote
0
down vote
favorite
I'm looking for a very simple way to put up 2 teams out of unspecified(but known) amount of players. So its not actually a standard matchmaking since it only creates one match out of the whole pool of registered players for the specific match. I do have pretty much only single variable and it is the ELO score for each player, which means it's the only available option to base calculations on.
What I thought of is just simply go through every possible combination of a players(6 in each team) and the lowest difference between the average ELO of teams is the final rosters that get created. I've tested this option and it gives me more than 17mil calculations for 18 registered players(the amount of players shouldnt be more than 24 usually) so its doable but its definitely the MOST unoptimized way to do that.
So I decided to ask a question in here, maybe you can help me with that in some way. Any ideas what simple algos I can use or the ways of optimizing something in a straight up comparisons of all possible combinations.
If you want to provide any code examples I can read any code language(almost), so it doesnt really matter.
UPD. basically the input is gonna be a list of player objects that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects. The average ELO of both teams should be as close as possible.
python c++ algorithm math combinations
I'd probably start by organizing the players in a list ranking them by ELO and going from there instead of randomly assigning them or checking every combo you could just alternate who goes on which team... this probably won't yield perfect results in every case but will get you halfway there and then you can make balances to that, opposed to checking 17 million combinations for every match.
– Ryan
Nov 2 at 13:32
2
I just read your question a second time, and I still don't really know what the result is supposed to look like. I think I understand the input, but it's buried in a wall of text. Perhaps clarifying your requirements will also help clarify your thoughts on solutions.
– Useless
Nov 2 at 13:45
@Useless basically the input is gonna be a list of player objects, that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects
– WardS
Nov 2 at 14:17
Why did you tag it c++ and python if it's language agnostic...?
– Matt Messersmith
Nov 2 at 14:20
How many players per team? 6, right? And, most importantly, what are your criteria for choosing players? Do you want 2 teams with the same total ELO? Or the most similar? Or the minimum variance within the team? What?
– Useless
Nov 2 at 14:24
|
show 11 more comments
up vote
0
down vote
favorite
up vote
0
down vote
favorite
I'm looking for a very simple way to put up 2 teams out of unspecified(but known) amount of players. So its not actually a standard matchmaking since it only creates one match out of the whole pool of registered players for the specific match. I do have pretty much only single variable and it is the ELO score for each player, which means it's the only available option to base calculations on.
What I thought of is just simply go through every possible combination of a players(6 in each team) and the lowest difference between the average ELO of teams is the final rosters that get created. I've tested this option and it gives me more than 17mil calculations for 18 registered players(the amount of players shouldnt be more than 24 usually) so its doable but its definitely the MOST unoptimized way to do that.
So I decided to ask a question in here, maybe you can help me with that in some way. Any ideas what simple algos I can use or the ways of optimizing something in a straight up comparisons of all possible combinations.
If you want to provide any code examples I can read any code language(almost), so it doesnt really matter.
UPD. basically the input is gonna be a list of player objects that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects. The average ELO of both teams should be as close as possible.
python c++ algorithm math combinations
I'm looking for a very simple way to put up 2 teams out of unspecified(but known) amount of players. So its not actually a standard matchmaking since it only creates one match out of the whole pool of registered players for the specific match. I do have pretty much only single variable and it is the ELO score for each player, which means it's the only available option to base calculations on.
What I thought of is just simply go through every possible combination of a players(6 in each team) and the lowest difference between the average ELO of teams is the final rosters that get created. I've tested this option and it gives me more than 17mil calculations for 18 registered players(the amount of players shouldnt be more than 24 usually) so its doable but its definitely the MOST unoptimized way to do that.
So I decided to ask a question in here, maybe you can help me with that in some way. Any ideas what simple algos I can use or the ways of optimizing something in a straight up comparisons of all possible combinations.
If you want to provide any code examples I can read any code language(almost), so it doesnt really matter.
UPD. basically the input is gonna be a list of player objects that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects. The average ELO of both teams should be as close as possible.
python c++ algorithm math combinations
python c++ algorithm math combinations
edited Nov 2 at 15:23
asked Nov 2 at 13:22
WardS
8310
8310
I'd probably start by organizing the players in a list ranking them by ELO and going from there instead of randomly assigning them or checking every combo you could just alternate who goes on which team... this probably won't yield perfect results in every case but will get you halfway there and then you can make balances to that, opposed to checking 17 million combinations for every match.
– Ryan
Nov 2 at 13:32
2
I just read your question a second time, and I still don't really know what the result is supposed to look like. I think I understand the input, but it's buried in a wall of text. Perhaps clarifying your requirements will also help clarify your thoughts on solutions.
– Useless
Nov 2 at 13:45
@Useless basically the input is gonna be a list of player objects, that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects
– WardS
Nov 2 at 14:17
Why did you tag it c++ and python if it's language agnostic...?
– Matt Messersmith
Nov 2 at 14:20
How many players per team? 6, right? And, most importantly, what are your criteria for choosing players? Do you want 2 teams with the same total ELO? Or the most similar? Or the minimum variance within the team? What?
– Useless
Nov 2 at 14:24
|
show 11 more comments
I'd probably start by organizing the players in a list ranking them by ELO and going from there instead of randomly assigning them or checking every combo you could just alternate who goes on which team... this probably won't yield perfect results in every case but will get you halfway there and then you can make balances to that, opposed to checking 17 million combinations for every match.
– Ryan
Nov 2 at 13:32
2
I just read your question a second time, and I still don't really know what the result is supposed to look like. I think I understand the input, but it's buried in a wall of text. Perhaps clarifying your requirements will also help clarify your thoughts on solutions.
– Useless
Nov 2 at 13:45
@Useless basically the input is gonna be a list of player objects, that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects
– WardS
Nov 2 at 14:17
Why did you tag it c++ and python if it's language agnostic...?
– Matt Messersmith
Nov 2 at 14:20
How many players per team? 6, right? And, most importantly, what are your criteria for choosing players? Do you want 2 teams with the same total ELO? Or the most similar? Or the minimum variance within the team? What?
– Useless
Nov 2 at 14:24
I'd probably start by organizing the players in a list ranking them by ELO and going from there instead of randomly assigning them or checking every combo you could just alternate who goes on which team... this probably won't yield perfect results in every case but will get you halfway there and then you can make balances to that, opposed to checking 17 million combinations for every match.
– Ryan
Nov 2 at 13:32
I'd probably start by organizing the players in a list ranking them by ELO and going from there instead of randomly assigning them or checking every combo you could just alternate who goes on which team... this probably won't yield perfect results in every case but will get you halfway there and then you can make balances to that, opposed to checking 17 million combinations for every match.
– Ryan
Nov 2 at 13:32
2
2
I just read your question a second time, and I still don't really know what the result is supposed to look like. I think I understand the input, but it's buried in a wall of text. Perhaps clarifying your requirements will also help clarify your thoughts on solutions.
– Useless
Nov 2 at 13:45
I just read your question a second time, and I still don't really know what the result is supposed to look like. I think I understand the input, but it's buried in a wall of text. Perhaps clarifying your requirements will also help clarify your thoughts on solutions.
– Useless
Nov 2 at 13:45
@Useless basically the input is gonna be a list of player objects, that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects
– WardS
Nov 2 at 14:17
@Useless basically the input is gonna be a list of player objects, that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects
– WardS
Nov 2 at 14:17
Why did you tag it c++ and python if it's language agnostic...?
– Matt Messersmith
Nov 2 at 14:20
Why did you tag it c++ and python if it's language agnostic...?
– Matt Messersmith
Nov 2 at 14:20
How many players per team? 6, right? And, most importantly, what are your criteria for choosing players? Do you want 2 teams with the same total ELO? Or the most similar? Or the minimum variance within the team? What?
– Useless
Nov 2 at 14:24
How many players per team? 6, right? And, most importantly, what are your criteria for choosing players? Do you want 2 teams with the same total ELO? Or the most similar? Or the minimum variance within the team? What?
– Useless
Nov 2 at 14:24
|
show 11 more comments
3 Answers
3
active
oldest
votes
up vote
1
down vote
accepted
Given that your approach is an approximation anyways, putting too much effort to produce a perfect answer is a losing cause. Instead pick a reasonable difference and go from there.
I would suggest that you sort the list of players by ELO, then pair them up. Those people will be on opposing teams if they are included. If there are an odd number of people, leave out the person who is farthest from any other. Sort the pairs by difference and pair them up as well in the same way. That gives you fairly evenly matched groups of 4, and the teams will be the best and worst against the middle 2. These groups of 4 should generally be relatively close to even. Score it as the better group minus the worse one. (Either half can wind up better depending on actual scores.)
Now search for 3 groups of 4 such that A is as close as possible to the sum of B and C. The better group from A will go with the worse groups from B and C.
With 24 people this will be a virtually instantaneous calculation, and will give reasonable results.
The repeated difference approach that I started with is a well-known heuristic for the subset sum problem.
Given how fast this heuristic is, I think that it is worth broadening the search for a good team as follows.
- Sort your players. Put each player into a pair with the person above and below. With
n
players this will ben-1
pairs. Give each pair a score of either the ELO difference, or of how much more likely the better is to beat the worse. (Which I would choose depends on the way that the two play.) - Sort your pairs. Pair each pair with the closest pair above and below who does not intersect it. With
n-1
pairs this will usually result inn-2
groups of 4. - Create a sorted list of groups of 4. Call it
list4
. Note that this list has sizen + O(1)
. - Construct a list of all groups of 8 that can be made from 2 groups of 4 that do not intersect. Sort it. Call it
list8
. The formula for how big this list is is complicated, but isn^2/2 + O(n)
and took timeO(n^2 log(n))
to sort. - For each element of
list4
find the nearest elements inlist8
that are above/below it and have no players in common with it. ForO(n)
elements this isO(log(n))
expected work.
The result is that you get rid of the even/odd logic. Yes, you added back in some extra effort, but the biggest effort was the O(n^2 log(n))
to sort list8
. This is sufficiently fast that you'll still produce very quick answers even if you had a hundred people thrown at it.
The result will be two evenly matched teams such that when they pair off by strength, the weaker team at least has a reasonable chance of posting a convincing upset.
One possible improvement for your desired goal. After the first pairing, rather than scoring pairs with the rating difference, score them with the difference in odds of one beating the other. You can pull that calculation from wismuth.com/elo/calculator.html. And then proceed from there as above. This will give you 2 teams chosen so that the odds of one beating the other are very close.
– btilly
Nov 2 at 16:20
Thanks for your answer! I think that's the easiest solution and it's for sure what I was looking for. I'll test it out right now.
– WardS
Nov 2 at 17:16
@WardS I just added an explanation of how to broaden the search to produce better answers, though with still reasonable amounts of work.
– btilly
Nov 2 at 18:16
add a comment |
up vote
5
down vote
We can write this as a mathematical optimization problem:
Say we have players i=1..24
, and teams j=1,2
. Introduce decision variables:
x(i,j) = 1 if player i is assigned to team j
0 otherwise
Then we can write:
Min |avg(2)-avg(1)|
subject to
sum(j, x(i,j)) <= 1 for all i (a player can be assigned only once)
sum(i, x(i,j)) = 6 for all j (a team needs 6 players)
avg(j) = sum(i, rating(i)*x(i,j)) / 6 (calculate the average)
avg(j) >= 0
We can linearize the absolute value in the objective:
Min z
subject to
sum(j, x(i,j)) <= 1 for all i
sum(i, x(i,j)) = 6 for all j
avg(j) = sum(i, rating(i)*x(i,j)) / 6
-z <= avg(2)-avg(1) <= z
z >= 0, avg(j) >= 0
This is now a linear Mixed Integer Programming problem. MIP solvers are readily available.
Using some random data I get:
---- 43 PARAMETER r ELO rating
player1 1275, player2 1531, player3 1585, player4 668, player5 1107, player6 1011
player7 1242, player8 1774, player9 1096, player10 1400, player11 1036, player12 1538
player13 1135, player14 1206, player15 2153, player16 1112, player17 880, player18 850
player19 1528, player20 1875, player21 939, player22 1684, player23 1807, player24 1110
---- 43 VARIABLE x.L assignment
team1 team2
player1 1.000
player2 1.000
player4 1.000
player5 1.000
player6 1.000
player7 1.000
player8 1.000
player9 1.000
player10 1.000
player11 1.000
player17 1.000
player18 1.000
---- 43 VARIABLE avg.L average rating of team
team1 1155.833, team2 1155.833
---- 43 PARAMETER report solution report
team1 team2
player1 1275.000
player2 1531.000
player4 668.000
player5 1107.000
player6 1011.000
player7 1242.000
player8 1774.000
player9 1096.000
player10 1400.000
player11 1036.000
player17 880.000
player18 850.000
sum 6935.000 6935.000
avg 1155.833 1155.833
Surprisingly, for this data set we can find a perfect match.
add a comment |
up vote
1
down vote
Here is a solution in MiniZinc:
% Selecting Chess Players
include "globals.mzn";
int: noOfTeams = 2;
int: noOfPlayers = 24;
int: playersPerTeam = 6;
set of int: Players = 1..noOfPlayers;
set of int: Teams = 1..noOfTeams;
array[Players] of int: elo =
[1275, 1531, 1585, 668, 1107, 1011,
1242, 1774, 1096, 1400, 1036, 1538,
1135, 1206, 2153, 1112, 880, 850,
1528, 1875, 939, 1684, 1807, 1110];
array[Players] of var 0..noOfTeams: team;
array[Teams] of var int: eloSums;
% same number of players per team
constraint forall(t in Teams) (
playersPerTeam == sum([team[p] == t | p in Players])
);
% sum up the ELO numbers per team
constraint forall(t in Teams) (
eloSums[t] == sum([if team[p] == t then elo[p] else 0 endif | p in Players])
);
% enforce sorted sums to break symmetries
% and avoid minimum/maximum predicates
constraint forall(t1 in Teams, t2 in Teams where t1 < t2) (
eloSums[t1] <= eloSums[t2]
);
solve minimize eloSums[noOfTeams] - eloSums[1];
output ["n "] ++ ["team" ++ show(t) ++ " " | t in Teams] ++
["n"] ++
[ if fix(team[p]) != 0 then
if t == 1 then
"nplayer" ++ show_int(-2,p) ++ " "
else
""
endif ++
if fix(team[p]) == t then
show_int(8, elo[p])
else
" "
endif
else
""
endif
| p in Players, t in Teams ] ++
["nsum "] ++
[show_int(8, eloSums[t]) | t in Teams ] ++
["navg "] ++
[show_float(8,2,eloSums[t]/playersPerTeam) | t in Teams ];
The main decision variable is the array team
. It assigns every player to one of the teams (0 = no team). To find a close ELO average, I sum up the ELO sums and enforce that minimum and maximum of all team sums are close together.
add a comment |
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
accepted
Given that your approach is an approximation anyways, putting too much effort to produce a perfect answer is a losing cause. Instead pick a reasonable difference and go from there.
I would suggest that you sort the list of players by ELO, then pair them up. Those people will be on opposing teams if they are included. If there are an odd number of people, leave out the person who is farthest from any other. Sort the pairs by difference and pair them up as well in the same way. That gives you fairly evenly matched groups of 4, and the teams will be the best and worst against the middle 2. These groups of 4 should generally be relatively close to even. Score it as the better group minus the worse one. (Either half can wind up better depending on actual scores.)
Now search for 3 groups of 4 such that A is as close as possible to the sum of B and C. The better group from A will go with the worse groups from B and C.
With 24 people this will be a virtually instantaneous calculation, and will give reasonable results.
The repeated difference approach that I started with is a well-known heuristic for the subset sum problem.
Given how fast this heuristic is, I think that it is worth broadening the search for a good team as follows.
- Sort your players. Put each player into a pair with the person above and below. With
n
players this will ben-1
pairs. Give each pair a score of either the ELO difference, or of how much more likely the better is to beat the worse. (Which I would choose depends on the way that the two play.) - Sort your pairs. Pair each pair with the closest pair above and below who does not intersect it. With
n-1
pairs this will usually result inn-2
groups of 4. - Create a sorted list of groups of 4. Call it
list4
. Note that this list has sizen + O(1)
. - Construct a list of all groups of 8 that can be made from 2 groups of 4 that do not intersect. Sort it. Call it
list8
. The formula for how big this list is is complicated, but isn^2/2 + O(n)
and took timeO(n^2 log(n))
to sort. - For each element of
list4
find the nearest elements inlist8
that are above/below it and have no players in common with it. ForO(n)
elements this isO(log(n))
expected work.
The result is that you get rid of the even/odd logic. Yes, you added back in some extra effort, but the biggest effort was the O(n^2 log(n))
to sort list8
. This is sufficiently fast that you'll still produce very quick answers even if you had a hundred people thrown at it.
The result will be two evenly matched teams such that when they pair off by strength, the weaker team at least has a reasonable chance of posting a convincing upset.
One possible improvement for your desired goal. After the first pairing, rather than scoring pairs with the rating difference, score them with the difference in odds of one beating the other. You can pull that calculation from wismuth.com/elo/calculator.html. And then proceed from there as above. This will give you 2 teams chosen so that the odds of one beating the other are very close.
– btilly
Nov 2 at 16:20
Thanks for your answer! I think that's the easiest solution and it's for sure what I was looking for. I'll test it out right now.
– WardS
Nov 2 at 17:16
@WardS I just added an explanation of how to broaden the search to produce better answers, though with still reasonable amounts of work.
– btilly
Nov 2 at 18:16
add a comment |
up vote
1
down vote
accepted
Given that your approach is an approximation anyways, putting too much effort to produce a perfect answer is a losing cause. Instead pick a reasonable difference and go from there.
I would suggest that you sort the list of players by ELO, then pair them up. Those people will be on opposing teams if they are included. If there are an odd number of people, leave out the person who is farthest from any other. Sort the pairs by difference and pair them up as well in the same way. That gives you fairly evenly matched groups of 4, and the teams will be the best and worst against the middle 2. These groups of 4 should generally be relatively close to even. Score it as the better group minus the worse one. (Either half can wind up better depending on actual scores.)
Now search for 3 groups of 4 such that A is as close as possible to the sum of B and C. The better group from A will go with the worse groups from B and C.
With 24 people this will be a virtually instantaneous calculation, and will give reasonable results.
The repeated difference approach that I started with is a well-known heuristic for the subset sum problem.
Given how fast this heuristic is, I think that it is worth broadening the search for a good team as follows.
- Sort your players. Put each player into a pair with the person above and below. With
n
players this will ben-1
pairs. Give each pair a score of either the ELO difference, or of how much more likely the better is to beat the worse. (Which I would choose depends on the way that the two play.) - Sort your pairs. Pair each pair with the closest pair above and below who does not intersect it. With
n-1
pairs this will usually result inn-2
groups of 4. - Create a sorted list of groups of 4. Call it
list4
. Note that this list has sizen + O(1)
. - Construct a list of all groups of 8 that can be made from 2 groups of 4 that do not intersect. Sort it. Call it
list8
. The formula for how big this list is is complicated, but isn^2/2 + O(n)
and took timeO(n^2 log(n))
to sort. - For each element of
list4
find the nearest elements inlist8
that are above/below it and have no players in common with it. ForO(n)
elements this isO(log(n))
expected work.
The result is that you get rid of the even/odd logic. Yes, you added back in some extra effort, but the biggest effort was the O(n^2 log(n))
to sort list8
. This is sufficiently fast that you'll still produce very quick answers even if you had a hundred people thrown at it.
The result will be two evenly matched teams such that when they pair off by strength, the weaker team at least has a reasonable chance of posting a convincing upset.
One possible improvement for your desired goal. After the first pairing, rather than scoring pairs with the rating difference, score them with the difference in odds of one beating the other. You can pull that calculation from wismuth.com/elo/calculator.html. And then proceed from there as above. This will give you 2 teams chosen so that the odds of one beating the other are very close.
– btilly
Nov 2 at 16:20
Thanks for your answer! I think that's the easiest solution and it's for sure what I was looking for. I'll test it out right now.
– WardS
Nov 2 at 17:16
@WardS I just added an explanation of how to broaden the search to produce better answers, though with still reasonable amounts of work.
– btilly
Nov 2 at 18:16
add a comment |
up vote
1
down vote
accepted
up vote
1
down vote
accepted
Given that your approach is an approximation anyways, putting too much effort to produce a perfect answer is a losing cause. Instead pick a reasonable difference and go from there.
I would suggest that you sort the list of players by ELO, then pair them up. Those people will be on opposing teams if they are included. If there are an odd number of people, leave out the person who is farthest from any other. Sort the pairs by difference and pair them up as well in the same way. That gives you fairly evenly matched groups of 4, and the teams will be the best and worst against the middle 2. These groups of 4 should generally be relatively close to even. Score it as the better group minus the worse one. (Either half can wind up better depending on actual scores.)
Now search for 3 groups of 4 such that A is as close as possible to the sum of B and C. The better group from A will go with the worse groups from B and C.
With 24 people this will be a virtually instantaneous calculation, and will give reasonable results.
The repeated difference approach that I started with is a well-known heuristic for the subset sum problem.
Given how fast this heuristic is, I think that it is worth broadening the search for a good team as follows.
- Sort your players. Put each player into a pair with the person above and below. With
n
players this will ben-1
pairs. Give each pair a score of either the ELO difference, or of how much more likely the better is to beat the worse. (Which I would choose depends on the way that the two play.) - Sort your pairs. Pair each pair with the closest pair above and below who does not intersect it. With
n-1
pairs this will usually result inn-2
groups of 4. - Create a sorted list of groups of 4. Call it
list4
. Note that this list has sizen + O(1)
. - Construct a list of all groups of 8 that can be made from 2 groups of 4 that do not intersect. Sort it. Call it
list8
. The formula for how big this list is is complicated, but isn^2/2 + O(n)
and took timeO(n^2 log(n))
to sort. - For each element of
list4
find the nearest elements inlist8
that are above/below it and have no players in common with it. ForO(n)
elements this isO(log(n))
expected work.
The result is that you get rid of the even/odd logic. Yes, you added back in some extra effort, but the biggest effort was the O(n^2 log(n))
to sort list8
. This is sufficiently fast that you'll still produce very quick answers even if you had a hundred people thrown at it.
The result will be two evenly matched teams such that when they pair off by strength, the weaker team at least has a reasonable chance of posting a convincing upset.
Given that your approach is an approximation anyways, putting too much effort to produce a perfect answer is a losing cause. Instead pick a reasonable difference and go from there.
I would suggest that you sort the list of players by ELO, then pair them up. Those people will be on opposing teams if they are included. If there are an odd number of people, leave out the person who is farthest from any other. Sort the pairs by difference and pair them up as well in the same way. That gives you fairly evenly matched groups of 4, and the teams will be the best and worst against the middle 2. These groups of 4 should generally be relatively close to even. Score it as the better group minus the worse one. (Either half can wind up better depending on actual scores.)
Now search for 3 groups of 4 such that A is as close as possible to the sum of B and C. The better group from A will go with the worse groups from B and C.
With 24 people this will be a virtually instantaneous calculation, and will give reasonable results.
The repeated difference approach that I started with is a well-known heuristic for the subset sum problem.
Given how fast this heuristic is, I think that it is worth broadening the search for a good team as follows.
- Sort your players. Put each player into a pair with the person above and below. With
n
players this will ben-1
pairs. Give each pair a score of either the ELO difference, or of how much more likely the better is to beat the worse. (Which I would choose depends on the way that the two play.) - Sort your pairs. Pair each pair with the closest pair above and below who does not intersect it. With
n-1
pairs this will usually result inn-2
groups of 4. - Create a sorted list of groups of 4. Call it
list4
. Note that this list has sizen + O(1)
. - Construct a list of all groups of 8 that can be made from 2 groups of 4 that do not intersect. Sort it. Call it
list8
. The formula for how big this list is is complicated, but isn^2/2 + O(n)
and took timeO(n^2 log(n))
to sort. - For each element of
list4
find the nearest elements inlist8
that are above/below it and have no players in common with it. ForO(n)
elements this isO(log(n))
expected work.
The result is that you get rid of the even/odd logic. Yes, you added back in some extra effort, but the biggest effort was the O(n^2 log(n))
to sort list8
. This is sufficiently fast that you'll still produce very quick answers even if you had a hundred people thrown at it.
The result will be two evenly matched teams such that when they pair off by strength, the weaker team at least has a reasonable chance of posting a convincing upset.
edited Nov 2 at 18:15
answered Nov 2 at 16:10
btilly
26k23853
26k23853
One possible improvement for your desired goal. After the first pairing, rather than scoring pairs with the rating difference, score them with the difference in odds of one beating the other. You can pull that calculation from wismuth.com/elo/calculator.html. And then proceed from there as above. This will give you 2 teams chosen so that the odds of one beating the other are very close.
– btilly
Nov 2 at 16:20
Thanks for your answer! I think that's the easiest solution and it's for sure what I was looking for. I'll test it out right now.
– WardS
Nov 2 at 17:16
@WardS I just added an explanation of how to broaden the search to produce better answers, though with still reasonable amounts of work.
– btilly
Nov 2 at 18:16
add a comment |
One possible improvement for your desired goal. After the first pairing, rather than scoring pairs with the rating difference, score them with the difference in odds of one beating the other. You can pull that calculation from wismuth.com/elo/calculator.html. And then proceed from there as above. This will give you 2 teams chosen so that the odds of one beating the other are very close.
– btilly
Nov 2 at 16:20
Thanks for your answer! I think that's the easiest solution and it's for sure what I was looking for. I'll test it out right now.
– WardS
Nov 2 at 17:16
@WardS I just added an explanation of how to broaden the search to produce better answers, though with still reasonable amounts of work.
– btilly
Nov 2 at 18:16
One possible improvement for your desired goal. After the first pairing, rather than scoring pairs with the rating difference, score them with the difference in odds of one beating the other. You can pull that calculation from wismuth.com/elo/calculator.html. And then proceed from there as above. This will give you 2 teams chosen so that the odds of one beating the other are very close.
– btilly
Nov 2 at 16:20
One possible improvement for your desired goal. After the first pairing, rather than scoring pairs with the rating difference, score them with the difference in odds of one beating the other. You can pull that calculation from wismuth.com/elo/calculator.html. And then proceed from there as above. This will give you 2 teams chosen so that the odds of one beating the other are very close.
– btilly
Nov 2 at 16:20
Thanks for your answer! I think that's the easiest solution and it's for sure what I was looking for. I'll test it out right now.
– WardS
Nov 2 at 17:16
Thanks for your answer! I think that's the easiest solution and it's for sure what I was looking for. I'll test it out right now.
– WardS
Nov 2 at 17:16
@WardS I just added an explanation of how to broaden the search to produce better answers, though with still reasonable amounts of work.
– btilly
Nov 2 at 18:16
@WardS I just added an explanation of how to broaden the search to produce better answers, though with still reasonable amounts of work.
– btilly
Nov 2 at 18:16
add a comment |
up vote
5
down vote
We can write this as a mathematical optimization problem:
Say we have players i=1..24
, and teams j=1,2
. Introduce decision variables:
x(i,j) = 1 if player i is assigned to team j
0 otherwise
Then we can write:
Min |avg(2)-avg(1)|
subject to
sum(j, x(i,j)) <= 1 for all i (a player can be assigned only once)
sum(i, x(i,j)) = 6 for all j (a team needs 6 players)
avg(j) = sum(i, rating(i)*x(i,j)) / 6 (calculate the average)
avg(j) >= 0
We can linearize the absolute value in the objective:
Min z
subject to
sum(j, x(i,j)) <= 1 for all i
sum(i, x(i,j)) = 6 for all j
avg(j) = sum(i, rating(i)*x(i,j)) / 6
-z <= avg(2)-avg(1) <= z
z >= 0, avg(j) >= 0
This is now a linear Mixed Integer Programming problem. MIP solvers are readily available.
Using some random data I get:
---- 43 PARAMETER r ELO rating
player1 1275, player2 1531, player3 1585, player4 668, player5 1107, player6 1011
player7 1242, player8 1774, player9 1096, player10 1400, player11 1036, player12 1538
player13 1135, player14 1206, player15 2153, player16 1112, player17 880, player18 850
player19 1528, player20 1875, player21 939, player22 1684, player23 1807, player24 1110
---- 43 VARIABLE x.L assignment
team1 team2
player1 1.000
player2 1.000
player4 1.000
player5 1.000
player6 1.000
player7 1.000
player8 1.000
player9 1.000
player10 1.000
player11 1.000
player17 1.000
player18 1.000
---- 43 VARIABLE avg.L average rating of team
team1 1155.833, team2 1155.833
---- 43 PARAMETER report solution report
team1 team2
player1 1275.000
player2 1531.000
player4 668.000
player5 1107.000
player6 1011.000
player7 1242.000
player8 1774.000
player9 1096.000
player10 1400.000
player11 1036.000
player17 880.000
player18 850.000
sum 6935.000 6935.000
avg 1155.833 1155.833
Surprisingly, for this data set we can find a perfect match.
add a comment |
up vote
5
down vote
We can write this as a mathematical optimization problem:
Say we have players i=1..24
, and teams j=1,2
. Introduce decision variables:
x(i,j) = 1 if player i is assigned to team j
0 otherwise
Then we can write:
Min |avg(2)-avg(1)|
subject to
sum(j, x(i,j)) <= 1 for all i (a player can be assigned only once)
sum(i, x(i,j)) = 6 for all j (a team needs 6 players)
avg(j) = sum(i, rating(i)*x(i,j)) / 6 (calculate the average)
avg(j) >= 0
We can linearize the absolute value in the objective:
Min z
subject to
sum(j, x(i,j)) <= 1 for all i
sum(i, x(i,j)) = 6 for all j
avg(j) = sum(i, rating(i)*x(i,j)) / 6
-z <= avg(2)-avg(1) <= z
z >= 0, avg(j) >= 0
This is now a linear Mixed Integer Programming problem. MIP solvers are readily available.
Using some random data I get:
---- 43 PARAMETER r ELO rating
player1 1275, player2 1531, player3 1585, player4 668, player5 1107, player6 1011
player7 1242, player8 1774, player9 1096, player10 1400, player11 1036, player12 1538
player13 1135, player14 1206, player15 2153, player16 1112, player17 880, player18 850
player19 1528, player20 1875, player21 939, player22 1684, player23 1807, player24 1110
---- 43 VARIABLE x.L assignment
team1 team2
player1 1.000
player2 1.000
player4 1.000
player5 1.000
player6 1.000
player7 1.000
player8 1.000
player9 1.000
player10 1.000
player11 1.000
player17 1.000
player18 1.000
---- 43 VARIABLE avg.L average rating of team
team1 1155.833, team2 1155.833
---- 43 PARAMETER report solution report
team1 team2
player1 1275.000
player2 1531.000
player4 668.000
player5 1107.000
player6 1011.000
player7 1242.000
player8 1774.000
player9 1096.000
player10 1400.000
player11 1036.000
player17 880.000
player18 850.000
sum 6935.000 6935.000
avg 1155.833 1155.833
Surprisingly, for this data set we can find a perfect match.
add a comment |
up vote
5
down vote
up vote
5
down vote
We can write this as a mathematical optimization problem:
Say we have players i=1..24
, and teams j=1,2
. Introduce decision variables:
x(i,j) = 1 if player i is assigned to team j
0 otherwise
Then we can write:
Min |avg(2)-avg(1)|
subject to
sum(j, x(i,j)) <= 1 for all i (a player can be assigned only once)
sum(i, x(i,j)) = 6 for all j (a team needs 6 players)
avg(j) = sum(i, rating(i)*x(i,j)) / 6 (calculate the average)
avg(j) >= 0
We can linearize the absolute value in the objective:
Min z
subject to
sum(j, x(i,j)) <= 1 for all i
sum(i, x(i,j)) = 6 for all j
avg(j) = sum(i, rating(i)*x(i,j)) / 6
-z <= avg(2)-avg(1) <= z
z >= 0, avg(j) >= 0
This is now a linear Mixed Integer Programming problem. MIP solvers are readily available.
Using some random data I get:
---- 43 PARAMETER r ELO rating
player1 1275, player2 1531, player3 1585, player4 668, player5 1107, player6 1011
player7 1242, player8 1774, player9 1096, player10 1400, player11 1036, player12 1538
player13 1135, player14 1206, player15 2153, player16 1112, player17 880, player18 850
player19 1528, player20 1875, player21 939, player22 1684, player23 1807, player24 1110
---- 43 VARIABLE x.L assignment
team1 team2
player1 1.000
player2 1.000
player4 1.000
player5 1.000
player6 1.000
player7 1.000
player8 1.000
player9 1.000
player10 1.000
player11 1.000
player17 1.000
player18 1.000
---- 43 VARIABLE avg.L average rating of team
team1 1155.833, team2 1155.833
---- 43 PARAMETER report solution report
team1 team2
player1 1275.000
player2 1531.000
player4 668.000
player5 1107.000
player6 1011.000
player7 1242.000
player8 1774.000
player9 1096.000
player10 1400.000
player11 1036.000
player17 880.000
player18 850.000
sum 6935.000 6935.000
avg 1155.833 1155.833
Surprisingly, for this data set we can find a perfect match.
We can write this as a mathematical optimization problem:
Say we have players i=1..24
, and teams j=1,2
. Introduce decision variables:
x(i,j) = 1 if player i is assigned to team j
0 otherwise
Then we can write:
Min |avg(2)-avg(1)|
subject to
sum(j, x(i,j)) <= 1 for all i (a player can be assigned only once)
sum(i, x(i,j)) = 6 for all j (a team needs 6 players)
avg(j) = sum(i, rating(i)*x(i,j)) / 6 (calculate the average)
avg(j) >= 0
We can linearize the absolute value in the objective:
Min z
subject to
sum(j, x(i,j)) <= 1 for all i
sum(i, x(i,j)) = 6 for all j
avg(j) = sum(i, rating(i)*x(i,j)) / 6
-z <= avg(2)-avg(1) <= z
z >= 0, avg(j) >= 0
This is now a linear Mixed Integer Programming problem. MIP solvers are readily available.
Using some random data I get:
---- 43 PARAMETER r ELO rating
player1 1275, player2 1531, player3 1585, player4 668, player5 1107, player6 1011
player7 1242, player8 1774, player9 1096, player10 1400, player11 1036, player12 1538
player13 1135, player14 1206, player15 2153, player16 1112, player17 880, player18 850
player19 1528, player20 1875, player21 939, player22 1684, player23 1807, player24 1110
---- 43 VARIABLE x.L assignment
team1 team2
player1 1.000
player2 1.000
player4 1.000
player5 1.000
player6 1.000
player7 1.000
player8 1.000
player9 1.000
player10 1.000
player11 1.000
player17 1.000
player18 1.000
---- 43 VARIABLE avg.L average rating of team
team1 1155.833, team2 1155.833
---- 43 PARAMETER report solution report
team1 team2
player1 1275.000
player2 1531.000
player4 668.000
player5 1107.000
player6 1011.000
player7 1242.000
player8 1774.000
player9 1096.000
player10 1400.000
player11 1036.000
player17 880.000
player18 850.000
sum 6935.000 6935.000
avg 1155.833 1155.833
Surprisingly, for this data set we can find a perfect match.
edited Nov 12 at 15:22
answered Nov 11 at 7:28
Erwin Kalvelagen
4,6962423
4,6962423
add a comment |
add a comment |
up vote
1
down vote
Here is a solution in MiniZinc:
% Selecting Chess Players
include "globals.mzn";
int: noOfTeams = 2;
int: noOfPlayers = 24;
int: playersPerTeam = 6;
set of int: Players = 1..noOfPlayers;
set of int: Teams = 1..noOfTeams;
array[Players] of int: elo =
[1275, 1531, 1585, 668, 1107, 1011,
1242, 1774, 1096, 1400, 1036, 1538,
1135, 1206, 2153, 1112, 880, 850,
1528, 1875, 939, 1684, 1807, 1110];
array[Players] of var 0..noOfTeams: team;
array[Teams] of var int: eloSums;
% same number of players per team
constraint forall(t in Teams) (
playersPerTeam == sum([team[p] == t | p in Players])
);
% sum up the ELO numbers per team
constraint forall(t in Teams) (
eloSums[t] == sum([if team[p] == t then elo[p] else 0 endif | p in Players])
);
% enforce sorted sums to break symmetries
% and avoid minimum/maximum predicates
constraint forall(t1 in Teams, t2 in Teams where t1 < t2) (
eloSums[t1] <= eloSums[t2]
);
solve minimize eloSums[noOfTeams] - eloSums[1];
output ["n "] ++ ["team" ++ show(t) ++ " " | t in Teams] ++
["n"] ++
[ if fix(team[p]) != 0 then
if t == 1 then
"nplayer" ++ show_int(-2,p) ++ " "
else
""
endif ++
if fix(team[p]) == t then
show_int(8, elo[p])
else
" "
endif
else
""
endif
| p in Players, t in Teams ] ++
["nsum "] ++
[show_int(8, eloSums[t]) | t in Teams ] ++
["navg "] ++
[show_float(8,2,eloSums[t]/playersPerTeam) | t in Teams ];
The main decision variable is the array team
. It assigns every player to one of the teams (0 = no team). To find a close ELO average, I sum up the ELO sums and enforce that minimum and maximum of all team sums are close together.
add a comment |
up vote
1
down vote
Here is a solution in MiniZinc:
% Selecting Chess Players
include "globals.mzn";
int: noOfTeams = 2;
int: noOfPlayers = 24;
int: playersPerTeam = 6;
set of int: Players = 1..noOfPlayers;
set of int: Teams = 1..noOfTeams;
array[Players] of int: elo =
[1275, 1531, 1585, 668, 1107, 1011,
1242, 1774, 1096, 1400, 1036, 1538,
1135, 1206, 2153, 1112, 880, 850,
1528, 1875, 939, 1684, 1807, 1110];
array[Players] of var 0..noOfTeams: team;
array[Teams] of var int: eloSums;
% same number of players per team
constraint forall(t in Teams) (
playersPerTeam == sum([team[p] == t | p in Players])
);
% sum up the ELO numbers per team
constraint forall(t in Teams) (
eloSums[t] == sum([if team[p] == t then elo[p] else 0 endif | p in Players])
);
% enforce sorted sums to break symmetries
% and avoid minimum/maximum predicates
constraint forall(t1 in Teams, t2 in Teams where t1 < t2) (
eloSums[t1] <= eloSums[t2]
);
solve minimize eloSums[noOfTeams] - eloSums[1];
output ["n "] ++ ["team" ++ show(t) ++ " " | t in Teams] ++
["n"] ++
[ if fix(team[p]) != 0 then
if t == 1 then
"nplayer" ++ show_int(-2,p) ++ " "
else
""
endif ++
if fix(team[p]) == t then
show_int(8, elo[p])
else
" "
endif
else
""
endif
| p in Players, t in Teams ] ++
["nsum "] ++
[show_int(8, eloSums[t]) | t in Teams ] ++
["navg "] ++
[show_float(8,2,eloSums[t]/playersPerTeam) | t in Teams ];
The main decision variable is the array team
. It assigns every player to one of the teams (0 = no team). To find a close ELO average, I sum up the ELO sums and enforce that minimum and maximum of all team sums are close together.
add a comment |
up vote
1
down vote
up vote
1
down vote
Here is a solution in MiniZinc:
% Selecting Chess Players
include "globals.mzn";
int: noOfTeams = 2;
int: noOfPlayers = 24;
int: playersPerTeam = 6;
set of int: Players = 1..noOfPlayers;
set of int: Teams = 1..noOfTeams;
array[Players] of int: elo =
[1275, 1531, 1585, 668, 1107, 1011,
1242, 1774, 1096, 1400, 1036, 1538,
1135, 1206, 2153, 1112, 880, 850,
1528, 1875, 939, 1684, 1807, 1110];
array[Players] of var 0..noOfTeams: team;
array[Teams] of var int: eloSums;
% same number of players per team
constraint forall(t in Teams) (
playersPerTeam == sum([team[p] == t | p in Players])
);
% sum up the ELO numbers per team
constraint forall(t in Teams) (
eloSums[t] == sum([if team[p] == t then elo[p] else 0 endif | p in Players])
);
% enforce sorted sums to break symmetries
% and avoid minimum/maximum predicates
constraint forall(t1 in Teams, t2 in Teams where t1 < t2) (
eloSums[t1] <= eloSums[t2]
);
solve minimize eloSums[noOfTeams] - eloSums[1];
output ["n "] ++ ["team" ++ show(t) ++ " " | t in Teams] ++
["n"] ++
[ if fix(team[p]) != 0 then
if t == 1 then
"nplayer" ++ show_int(-2,p) ++ " "
else
""
endif ++
if fix(team[p]) == t then
show_int(8, elo[p])
else
" "
endif
else
""
endif
| p in Players, t in Teams ] ++
["nsum "] ++
[show_int(8, eloSums[t]) | t in Teams ] ++
["navg "] ++
[show_float(8,2,eloSums[t]/playersPerTeam) | t in Teams ];
The main decision variable is the array team
. It assigns every player to one of the teams (0 = no team). To find a close ELO average, I sum up the ELO sums and enforce that minimum and maximum of all team sums are close together.
Here is a solution in MiniZinc:
% Selecting Chess Players
include "globals.mzn";
int: noOfTeams = 2;
int: noOfPlayers = 24;
int: playersPerTeam = 6;
set of int: Players = 1..noOfPlayers;
set of int: Teams = 1..noOfTeams;
array[Players] of int: elo =
[1275, 1531, 1585, 668, 1107, 1011,
1242, 1774, 1096, 1400, 1036, 1538,
1135, 1206, 2153, 1112, 880, 850,
1528, 1875, 939, 1684, 1807, 1110];
array[Players] of var 0..noOfTeams: team;
array[Teams] of var int: eloSums;
% same number of players per team
constraint forall(t in Teams) (
playersPerTeam == sum([team[p] == t | p in Players])
);
% sum up the ELO numbers per team
constraint forall(t in Teams) (
eloSums[t] == sum([if team[p] == t then elo[p] else 0 endif | p in Players])
);
% enforce sorted sums to break symmetries
% and avoid minimum/maximum predicates
constraint forall(t1 in Teams, t2 in Teams where t1 < t2) (
eloSums[t1] <= eloSums[t2]
);
solve minimize eloSums[noOfTeams] - eloSums[1];
output ["n "] ++ ["team" ++ show(t) ++ " " | t in Teams] ++
["n"] ++
[ if fix(team[p]) != 0 then
if t == 1 then
"nplayer" ++ show_int(-2,p) ++ " "
else
""
endif ++
if fix(team[p]) == t then
show_int(8, elo[p])
else
" "
endif
else
""
endif
| p in Players, t in Teams ] ++
["nsum "] ++
[show_int(8, eloSums[t]) | t in Teams ] ++
["navg "] ++
[show_float(8,2,eloSums[t]/playersPerTeam) | t in Teams ];
The main decision variable is the array team
. It assigns every player to one of the teams (0 = no team). To find a close ELO average, I sum up the ELO sums and enforce that minimum and maximum of all team sums are close together.
edited Nov 18 at 21:42
answered Nov 18 at 21:13
Axel Kemper
6,07621742
6,07621742
add a comment |
add a comment |
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Some of your past answers have not been well-received, and you're in danger of being blocked from answering.
Please pay close attention to the following guidance:
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53119389%2fteam-matchmaking-algorithm-based-on-elo%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
I'd probably start by organizing the players in a list ranking them by ELO and going from there instead of randomly assigning them or checking every combo you could just alternate who goes on which team... this probably won't yield perfect results in every case but will get you halfway there and then you can make balances to that, opposed to checking 17 million combinations for every match.
– Ryan
Nov 2 at 13:32
2
I just read your question a second time, and I still don't really know what the result is supposed to look like. I think I understand the input, but it's buried in a wall of text. Perhaps clarifying your requirements will also help clarify your thoughts on solutions.
– Useless
Nov 2 at 13:45
@Useless basically the input is gonna be a list of player objects, that contain player "id" and "elo", the output should be 2 team lists team1 and team2 containing player objects
– WardS
Nov 2 at 14:17
Why did you tag it c++ and python if it's language agnostic...?
– Matt Messersmith
Nov 2 at 14:20
How many players per team? 6, right? And, most importantly, what are your criteria for choosing players? Do you want 2 teams with the same total ELO? Or the most similar? Or the minimum variance within the team? What?
– Useless
Nov 2 at 14:24