Spectacular Seven
May 4, 2010
Steven Skiena has written a book, The Algorithm Design Manual, that is justly a favorite of Programming Praxis; it is an encyclopedia of common algorithms and data structures, with many pointers to original sources. Recently, I have been reading Skiena’s book, Calculated Bets, which describes a computer program, developed by Skiena and his students, for betting on the game jai alai.
Jai alai is similar to handball, played by teams of one or two players who alternately catch the ball in a basket worn on their wrist and throw it back to the front wall; a point is won when one team is unable to catch the ball and throw it back before it bounces twice, or for various other technical infractions. Although only two teams compete for each point, there are eight teams playing in a game; the first two teams start the game, with the remaining six teams forming a queue, and after each point the winner of the point scores, the loser goes to the back of the queue, and the first team in the queue competes against the previous winner. Each point has a value of 1 until each team has played once (that is, for the first eight points of a game), when the value of winning a point increases to 2. The team that first reaches seven points is the winner.
The purpose of the rule that increases the value of a point from 1 to 2 is to reduce the bias in favor of teams that start early in the queue (have a low “post position”). But, as Skiena points out, the rule isn’t perfect.
Your task is to write a program that simulates a large number of jai alai games and calculates the average winning percentage for each post position. When you are finished, you are welcome to read or run a suggested solution, or to post your own solution or discuss the exercise in the comments below.
[…] Praxis – Spectacular Seven By Remco Niemeijer In today’s Programming Praxis exercise our task is to run a simulation of a ballgame to see if the scoring […]
My Haskell solution (see http://bonsaicode.wordpress.com/2010/05/04/programming-praxis-spectacular-seven/ for a version with comments):
import Control.Applicative import Control.Monad import Data.List import System.Random match :: Int -> [(a, Int)] -> Int -> [(a, Int)] match ps ~(x:y:r) w = (p,s + if ps > 7 then 2 else 1) : r ++ [c] where ((p,s), c) = if w == 0 then (x,y) else (y,x) game :: IO Int game = f 0 (zip [1..8] [0,0..]) . randomRs (0,1) <$> newStdGen where f ps a ~(x:xs) = maybe (f (ps+1) (match ps a x) xs) fst $ find ((>= 7) . snd) a simulate :: Int -> IO [Float] simulate n = (\ws -> map (\x -> 100 * (l x - 1) / l ws) . group . sort $ ws ++ [1..8]) <$> replicateM n game where l = fromIntegral . length;; for some reason a circular buffer seems most natural (define (seven-2 n) (let ((teams (list 0 1 2 3 4 5 6 7)) (scores (make-vector 8 0)) (wins (make-vector 8 0))) (define last-pair (lambda (x) (if (pair? (cdr x)) (last-pair (cdr x)) x))) (define (team-score team) (vector-ref scores team)) (define (increment-wins! team) (vector-set! wins team (fx+ (vector-ref wins team) 1))) (define (increment-score! team score) (vector-set! scores team (fx+ (vector-ref scores team) score))) (define (reset-all-scores teams) (do ((i 0 (fx+ i 1)) (teams teams (cdr teams))) ((fx= i 8) teams) (vector-set! scores (car teams) 0) (set-car! teams i))) (define (swap-teams! teams) (let ((temp (car teams))) (set-car! teams (cadr teams)) (set-car! (cdr teams) temp))) (set-cdr! (last-pair teams) teams) (let loop ((k n) (teams teams) (points 0)) (cond ((fxzero? k) ; simulation ends wins) ((fx<= 7 (team-score (car teams))) ;; previous point winner wins game. (increment-wins! (car teams)) (loop (fx- k 1) (reset-all-scores teams) 0)) ((fxzero? (random-integer 2)) ; current winner wins point (increment-score! (car teams) (if (fx<= 7 points) 2 1)) (swap-teams! teams) (loop k (cdr teams) (fx+ points 1))) (else ; current challenger wins point (increment-score! (cadr teams) (if (fx<= 7 points) 2 1)) (loop k (cdr teams) (fx+ points 1)))))))In python:
jai_alai_match() accepts a list of ratings to indicate the relative strengths of the players. The probablility of a player winning a point is the ratio of the players rating to the sum of both players ratings (see the threshold calculation below). The default is that each player is equally likely to win a point.
from random import random ID = 0 RTG = 1 PTS = 2 def jai_alai_match(rating=[100]*8): queue = [[n,rating[n],0] for n in range(8)] pts = 0 player1 = queue.pop(0) while player1[PTS] < 7: player2 = queue.pop(0) threshold = player1[RTG]/float(player1[RTG] + player2[RTG]) if random() > threshold: player1,player2 = player2,player1 player1[PTS] += (1 if pts<8 else 2) queue.append(player2) pts += 1 return [player1] + queue def simulate(reps=10000,ratings=None): hist = [0]*8 for n in range(reps): result = jai_alai_match(ratings) if ratings else jai_alai_match() winner = result[0] hist[winner[ID]] += 1 for h in hist: print "{0:5.2}".format(h*100.0/reps), print #test simulate() simulate(ratings=[ 100, 100, 100, 100, 100, 100, 100, 160 ])A Ruby implementation. There’s quite a few improvements to make, but I’m getting tired of looking at it ;-). This is quite a few more lines than the other implementations, but maybe someone will find it useful.
I haven’t posted here before, but it looks like a great site.
require 'getoptlong' class Team attr_reader :team_number attr_accessor :score attr_accessor :games_won def initialize(team_number) @score = 0 @games_won = 0 @team_number = team_number end def <=> (t) if @team_number < t.team_number return -1 elsif @team_number == t.team_number return 0 else return 1 end end end class Queue < Array alias :enqueue :<< alias :dequeue :shift end def sim_game(teams) # Sort the teams so they're in the initial starting order and # reset their scores to 0. teams.sort! teams.each { |t| t.score = 0 } winner = teams.dequeue total_points = 0 while winner.score < 7 do challenger = teams.dequeue if rand <= 0.5 then winner.score += (total_points <= 7) ? 1 : 2 teams.enqueue challenger else challenger.score += (total_points <= 7) ? 1 : 2 teams.enqueue winner winner = challenger end total_points += 1 end # Increment the winners game count. winner.games_won += 1 # Put the winner back on the queue. Doesn't matter that it's at the end, as we'll resort later. teams.enqueue winner end if __FILE__ == $PROGRAM_NAME # Set up the command line options opts = GetoptLong.new( ["--num_games", "-n", GetoptLong::REQUIRED_ARGUMENT], ["--verbose", "-v", GetoptLong::NO_ARGUMENT] ) # Set the default values for the options num_games = 100 $verbose = false # Parse the command line options. If we find one we don't recognize # an exception will be thrown and we'll rescue with a message. begin opts.each do | opt, arg| case opt when "--num_games" num_games = arg.to_i when "--verbose" $verbose = true end end rescue puts "Illegal command line option." exit end # Create the teams and initialize them. num_teams = 8 teams = Queue.new 1.upto(num_teams) do |t| teams.enqueue(Team.new(t)) end # Run the simulation. 1.upto(num_games) do sim_game(teams) end # Resort the teams and print out the winning percentages. teams.sort! teams.each do |t| puts "Team #{t.team_number} winning percentage is #{(t.games_won.to_f / num_games.to_f) * 100.0}" end end