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History.py
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History.py
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import os
import pickle as pkl
from math import ceil, log2
from random import shuffle
import trueskill as ts
from pandas import DataFrame
from prettytable import PrettyTable
from Game import Game
from Player import Player
from TournamentTeam import TournamentTeam
class History:
def __init__(self, roster_name="roster.pkl", game_database_name="game_database.pkl"):
# load roster database
self.roster_name = roster_name
if os.path.getsize(self.roster_name) > 0:
self.roster = pkl.load(open(self.roster_name, "rb"))
else:
self.clear_roster()
# load game database
self.game_database_name = game_database_name
if os.path.getsize(self.game_database_name) > 0:
self.game_database = pkl.load(open(self.game_database_name, "rb"))
else:
self.clear_game_database()
self.num_players = len(self.roster)
self.num_games = len(self.game_database)
self.current_season = 1 # TODO: Add support for soft reset of ranks with seasons
self.verbose = False
MU = 1000.
SIGMA = MU / 3
BETA = SIGMA / 2
TAU = SIGMA / 100
self.env = ts.TrueSkill(mu=MU, sigma=SIGMA, beta=BETA, tau=TAU, draw_probability=0.02)
if len(self.roster) > 90:
print("Warning! The google sheet might only be configured to have less than 100 players. Pls fix.")
def add_player(self, name):
"""
:param name: string of first and last name
:return: None
"""
skill = self.env.create_rating()
new_player = Player(name, skill, self.num_players + 1)
self.roster[new_player.playerID] = new_player
self.num_players = len(self.roster)
self.save_roster()
if self.verbose:
print(f'New player added: {new_player.name} ({new_player.playerID})')
def add_game(self, team_one, team_two, team_one_score, team_two_score, timestamp=None, notes=''):
"""
Adds a Game to game_database.pkl
:param team_one: list of playerIDs
:param team_two: list of playerIDs
:param team_one_score: team one's score as int
:param team_two_score: team two's score as int
:param timestamp: string date in form MM/DD/YYYY hh:mm:ss or None to generate timestamp with current datetime
:param notes: optional notes about the game
:return: None
"""
# Game class requires lists of Players, but add_game only requires playerIDs, so we'll need to
# make new teams composed of Player classes
p_team_one = []
for playerID in team_one:
p_team_one.append(self.roster[playerID])
p_team_two = []
for playerID in team_two:
p_team_two.append(self.roster[playerID])
new_game = Game(p_team_one, p_team_two, team_one_score, team_two_score, self.current_season, self.env.beta,
timestamp=timestamp, notes=notes)
self.game_database[new_game.gameID] = new_game
self.save_game_database()
# update player wins/losses/draws
for playerID in team_one:
self.roster[playerID].update_stats_after_game(team_one_score, team_two_score)
for playerID in team_two:
self.roster[playerID].update_stats_after_game(team_two_score, team_one_score)
# create rating groups (ts.rate() function takes in lists of dictionaries)
rating_groups = []
team_one_skill_dict = {}
for player in p_team_one:
team_one_skill_dict[player] = player.skill
team_two_skill_dict = {}
for player in p_team_two:
team_two_skill_dict[player] = player.skill
rating_groups.append(team_one_skill_dict)
rating_groups.append(team_two_skill_dict)
# update skills for players
if (team_one_score + team_two_score > 42) and (abs(team_one_score - team_two_score) <= 2):
# count as a draw (for skill updating) if the score had to go more than 22-20, as players are likely
# similar if it was that close
rating_groups = self.env.rate(rating_groups, [0, 0])
elif new_game.winner == p_team_one:
rating_groups = self.env.rate(rating_groups, [0, 1])
else:
rating_groups = self.env.rate(rating_groups, [1, 0])
for team in rating_groups:
for player in team:
player.update_skill(team[player], timestamp)
# get team skills
for team in rating_groups:
mu = 0.
sigma = 0.
for player in team:
mu += player.skill.mu
sigma += player.skill.sigma
new_game.team_skills_after_game.append(ts.Rating(mu / len(team), sigma / len(team)))
self.save_roster() # update roster pickle file after updating player skills
if self.verbose:
print(f"Game with ID '{new_game.gameID}' added.")
self.num_games = len(self.game_database)
def print_roster(self):
"""
Prints a nice table of every player in this history's database
:return:
"""
if len(self.game_database) == 0:
print('No players in roster')
exit()
table = PrettyTable()
table.field_names = ['Player ID', 'Name', 'Win Rate', 'Skill Mean', 'Skill Variance', 'Ranking Score',
'Games Played']
for playerID in self.roster:
p = self.roster[playerID]
table.add_row([p.playerID, p.name, p.get_win_percentage(), round(p.skill.mu, 2), round(p.skill.sigma, 2),
round(p.ranking_score, 2), p.games_played])
print(table)
def print_game_database(self):
"""
Prints a nice table of every game in this history's database
:return: None
"""
if len(self.game_database) == 0:
print('No games in database')
exit()
table = PrettyTable()
table.field_names = ['Game ID', 'Team One', 'Team Two', 'Score', 'Predicted Winner', 'Actual Winner']
for gameID in self.game_database:
g = self.game_database[gameID]
if g.t1_win_prob > 50.0:
pred_winner = f"Team One ({round(g.t1_win_prob, 2)})"
else:
pred_winner = f"Team Two ({round(100 - g.t1_win_prob, 2)})"
if g.team_one_score > g.team_two_score:
actual_winner = "Team One"
elif g.team_one_score < g.team_two_score:
actual_winner = "Team Two"
else:
actual_winner = "Draw"
table.add_row([gameID, g.get_team_name(g.team_one), g.get_team_name(g.team_two),
f"{g.team_one_score}-{g.team_two_score}", pred_winner, actual_winner])
print(table)
def clear_roster(self, verbose=True):
"""
Overwrites roster pickle file and then sets History's roster equal to empty roster pickle file
:return: None
"""
self.roster = {}
empty_df = DataFrame([[]])
self.save_roster()
pkl.dump(empty_df, open("previous_playerID_responses.pkl", "wb"))
self.roster = pkl.load(open(self.roster_name, "rb"))
self.num_players = len(self.roster)
if verbose:
print("Roster cleared.")
def clear_game_database(self, verbose=True):
"""
Overwrites game_database pkl file and then sets History's roster equal to empty roster pkl file
:return: None
"""
# clear game_database
self.game_database = {}
self.save_game_database()
self.num_games = len(self.game_database)
if verbose:
print("Game Database cleared.")
# reset player stats
for playerID in self.roster:
self.roster[playerID].reset_stats(new_skill=self.env.create_rating())
self.save_roster()
# clear previous responses
pkl.dump(DataFrame([[]]), open("previous_game_responses.pkl", "wb"))
if verbose:
print("previous_game_responses.pkl cleared.")
def save_roster(self):
"""
saves the current roster back to the roster pkl file
:return: None
"""
pkl.dump(self.roster, open(self.roster_name, "wb"))
def save_game_database(self):
"""
saves the current game_database back to the game_database pkl file
:return: None
"""
pkl.dump(self.game_database, open(self.game_database_name, "wb"))
def tournament(self, teams: list):
"""
:param teams: list of lists of playerIDs
:return: None
Runs a single elimination bracket between every team in teams.
"""
print("-------------------TOURNAMENT START-------------------")
sorted_teams = []
# add skill and TournamentTeams to our list
for team in teams:
player_team = [] # convert playerIDs into Player objects
for playerID in team:
player_team.append(self.roster[playerID])
new_team = TournamentTeam(player_team)
sorted_teams.append([new_team.ranking_score, new_team])
sorted_teams.sort(reverse=True)
# add seed number
table = PrettyTable()
table.field_names = ["Seed", "Player ID(s)", "Ranking Score"]
for seed, team in enumerate(sorted_teams, 1):
team.insert(0, seed)
team[2].seed = seed
table.add_row([seed, team[2].name, team[2].ranking_score])
print(table)
# teams are now in format [seedNum, skill, TournamentTeam object]
game_number = 1
for rnd in range(ceil(log2(len(sorted_teams)))):
print(f"\nROUND: {rnd + 1}")
advancers = [] # list of lists of advancing teams in form: [teamSeed, teamSkill, TournamentTeam object]
# if there aren't an even number of teams, pick random bye from teams that have received fewest num of byes
if len(sorted_teams) % 2 != 0:
shuffle(sorted_teams) # shuffle teams so if tie, it won't just choose the last team with fewest byes
lowest_num_byes, bye = 1000, 1000
for i in range(len(sorted_teams)):
if sorted_teams[i][2].num_byes < lowest_num_byes:
bye = i # bye is this teams position in sorted_teams if they have had the lowest byes so far
lowest_num_byes = sorted_teams[i][2].num_byes
byers_this_rnd = sorted_teams.pop(bye)
# get names of team that got a bye
byers_names = byers_this_rnd[2].get_name()
print(f"\nTeam: {byers_names} will receive a bye this round.")
byers_this_rnd[2].num_byes += 1
advancers.append(byers_this_rnd)
sorted_teams.sort()
# create matches for this round
games_left = []
for i in range(int(len(sorted_teams) / 2)):
games_left.append([game_number, sorted_teams[i], sorted_teams[len(sorted_teams) - 1 - i]])
game_number += 1
# games now in format [gameNum, [teamOneSeed, teamOneSkill, TournamentTeam object], [teamTwoSeed, ... ]]
while len(games_left) > 0:
# print remaining games
print("\nRemaining games in this round:")
remaining_game_nums = []
for game in games_left:
remaining_game_nums.append(game[0])
team_one = game[1][2].name
team_two = game[2][2].name
print(f"Game {game[0]}: {team_one} vs. {team_two}")
print(f"Remaining game numbers left: {remaining_game_nums}\n")
while True:
try:
next_finished = int(input("What game would you like to report finished?: "))
remaining_game_nums.index(next_finished)
break
except ValueError:
print("Invalid game number")
game_index = 0
for game in games_left:
if game[0] == next_finished:
team_one = game[1][2]
team_two = game[2][2]
team_one_score = int(input(f"What is the score for {game[1][2].name}?: "))
team_two_score = int(input(f"What is the score for {game[2][2].name}?: "))
team_one_IDs = []
# get player id's to pass to self.add_game()
for player in team_one.team_members:
team_one_IDs.append(player.playerID)
team_two_IDs = []
for player in team_two.team_members:
team_two_IDs.append(player.playerID)
self.add_game(team_one_IDs, team_two_IDs, team_one_score, team_two_score)
if team_one_score > team_two_score:
advancers.append(game[1])
else:
advancers.append(game[2])
games_left.pop(game_index)
game_index += 1
sorted_teams = advancers
print(f"\nThe winner(s) of this tournament are {advancers[0][2].name}. Congratulations!")
print("--------------------TOURNAMENT END--------------------")