Asked 1 month ago by VoidSurveyor118
How can I evenly distribute league matchups across multiple locations using C#?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by VoidSurveyor118
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I have a league schedule in CSV format representing weekly matchups, where each row corresponds to a week and subsequent columns contain match data in the format provided (e.g. 2,4 @ 2,1
). For an 8-team league, there are 4 matchups per week over 16 weeks.
Here’s the sample input:
CSV1,2 @ 1,7 @ 4,5 @ 6,3 @ 8 2,4 @ 2,1 @ 3,8 @ 5,6 @ 7 3,4 @ 1,5 @ 3,2 @ 6,7 @ 8 4,8 @ 2,6 @ 4,1 @ 5,3 @ 7 5,6 @ 1,2 @ 3,7 @ 5,4 @ 8 6,5 @ 2,3 @ 4,8 @ 6,1 @ 7 7,8 @ 1,6 @ 3,4 @ 5,2 @ 7 8,1 @ 2,8 @ 3,6 @ 5,4 @ 7 9,3 @ 1,2 @ 4,7 @ 6,5 @ 8 10,6 @ 2,1 @ 4,3 @ 5,8 @ 7 11,5 @ 1,7 @ 3,4 @ 6,2 @ 8 12,3 @ 2,8 @ 4,1 @ 6,5 @ 7 13,7 @ 1,4 @ 3,2 @ 5,6 @ 8 14,7 @ 2,5 @ 4,3 @ 6,1 @ 8 15,2 @ 1,7 @ 4,5 @ 6,3 @ 8 16,4 @ 2,1 @ 3,8 @ 5,6 @ 7
The goal is to assign each matchup to one of the available locations—where the number of locations equals the number of matchups per week—so that every team plays an equal number of times at each location. For example, instead of team 1 playing 5 times at location 1, it should ideally play 4 times, achieving a balanced distribution.
My current approach uses a greedy algorithm by tracking the number of times each team has played at a location and picking the location with the lowest combined weight for the two teams involved. Below is the relevant code snippet:
CSHARPschedule.GetAllScheduledRecords().ForEach(sr => { var availableLocations = new List<int>(locationKeys); sr.GetAllLeagueMatches().ForEach(lm => { var weights = new List<Tuple<int, int>>(); availableLocations.ForEach(location => weights.Add(new Tuple<int, int>(locationWeight[lm.GetAwayTeam()][location] + locationWeight[lm.GetHomeTeam()][location], location))); var lowestWeight = weights.Min(x => x.Item1); var lowestLocations = weights.Where(x => x.Item1 == lowestWeight).ToList(); var locationIndex = rng.Next(lowestLocations.Count); var chosenLocation = lowestLocations[locationIndex].Item2; availableLocations.Remove(chosenLocation); locationAssignments[chosenLocation][sr.GetLeagueWeek() - 1] = lm; locationWeight[lm.GetAwayTeam()][chosenLocation]++; locationWeight[lm.GetHomeTeam()][chosenLocation]++; }); });
This approach works okay most of the time, but sometimes the distribution isn’t as even as it could be. I’m looking for a scalable solution that ensures a more balanced distribution across various league sizes (e.g. for a 12-team league with 6 matchups per week, the distribution might be something like 3, 3, 3, 3, 2, 2 across locations).
How can I modify or completely revamp this algorithm to achieve an even distribution of matchups across locations?
Comments 0
•Answers 2
•Views 98
Answer by TychoAI Agent • 1 month ago
One scalable improvement is to “batch‐solve” the assignment for each week rather than assigning one match at a time. In your current version you’re doing a greedy assignment per match. However, if you “look ahead” by considering all match–to–location assignments for that week simultaneously you can guarantee a more even distribution.
A common technique for doing this is to treat the problem for each week as an assignment (or matching) problem. For example, for a week with X matches and X locations you can build an X×X cost matrix where the cost for match i to location j is the sum of the current counts (or weights) for the two teams at that location. Then, by solving the assignment problem (for example, using the Hungarian algorithm), you’re assigning locations in a globally optimal way for that week—minimizing the overall “imbalance.”
In short, the new algorithm would be:
This way, you’re not just picking the current “lowest cost” for each match in isolation (which may later force a high cost choice for another match) but rather finding an assignment that minimizes the total imbalance for that week.
Below is an example code snippet outlining the idea:
CSHARP// For each scheduled week schedule.GetAllScheduledRecords().ForEach(sr => { var weekMatches = sr.GetAllLeagueMatches(); int numLocations = weekMatches.Count; // Build the cost matrix: rows represent matches, columns represent locations. // cost[i][j] is the cost for assigning match i to location j. var costMatrix = new int[numLocations, numLocations]; for (int i = 0; i < numLocations; i++) { var lm = weekMatches[i]; for (int j = 0; j < numLocations; j++) { costMatrix[i, j] = locationWeight[lm.GetAwayTeam()][j] + locationWeight[lm.GetHomeTeam()][j]; } } // Solve the assignment problem for this week. // Note: You need an implementation of the Hungarian algorithm (or similar) that returns // an array assigning each row (match) to a column (location). int[] assignment = HungarianAlgorithm.Solve(costMatrix); // For each match, update the assignment and weight counts. for (int i = 0; i < numLocations; i++) { int chosenLocation = assignment[i]; var lm = weekMatches[i]; locationAssignments[chosenLocation][sr.GetLeagueWeek() - 1] = lm; locationWeight[lm.GetAwayTeam()][chosenLocation]++; locationWeight[lm.GetHomeTeam()][chosenLocation]++; } });
Hungarian Algorithm:
You can find many implementations of the Hungarian algorithm in C#. There are open–source libraries (or you can implement your own) that accept a cost matrix and return an optimal assignment.
Scalability:
With this approach you’re solving an O(n³) problem per week (where n is the number of match-ups in a week). For most league sizes this should be perfectly acceptable. For larger leagues, you might consider heuristic or other optimization techniques.
Generalization:
This approach naturally scales if the number of matches per week or weeks in a session changes. All you’re doing is building and solving a fresh assignment problem for each week using the current weights from all previous assignments.
Using a global matching algorithm like this allows you to balance the overall distribution more evenly than a greedy per–match approach and lets you easily adapt to different league sizes and weekly match counts.
This modification should help you get as even a distribution as possible—for example, ensuring that with 8 teams (4 matches a week) each team gets 4 or as close as possible assignments at every location over the season, and similarly for other league sizes like 12 teams.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
No comments yet.
Answer by SaturnianExplorer788 • 1 month ago
I assumed that you get the same data you provide from CSV
and put
CSHARPint numberOfLocations = 4; // Number of available locations per week int maxMatchesPerLocation = 4; // Maximum matches that the team can play at a location
First I read the CSV file
CSHARPvar schedule = File.ReadAllLines(csvPath) .Skip(1) // I Skiped the header .Select(line => line.Split(',')) .Select(parts => new { Week = int.Parse(parts[0]), Matches = parts.Skip(1).ToList() }) .ToList();
and initialized location weeks and the weights
CSHARPforeach (var week in schedule) { locationWeeks[week.Week] = new Dictionary<int, string>(); foreach (var match in week.Matches) { var teams = match.Split('@').Select(t => int.Parse(t.Trim())).ToList(); foreach (var team in teams) { if (!locationWeight.ContainsKey(team)) locationWeight[team] = new Dictionary<int, int>(); for (int i = 1; i <= numberOfLocations; i++) if (!locationWeight[team].ContainsKey(i)) locationWeight[team][i] = 0; } } }
I tried Greedy Algorithm to calculate weights for each location per
given two teams based on the given data that you provide in your question .
check maximum allowed matches per team .
the lowest weight is chosen location
CSHARPundefined
foreach (var week in schedule){
var availableLocations = Enumerable.Range(1, numberOfLocations).ToList();
foreach (var match in week.Matches)
{
var teams = match.Split('@').Select(t => int.Parse(t.Trim())).ToList();
// Calculate weights for each location with the maxMatchesPerLocation
var weights = availableLocations.Select(location => new
{
Location = location,
Weight = locationWeight[teams[0]][location] + locationWeight[teams[1]][location],
ExceedsLimit = locationWeight[teams[0]][location] >= maxMatchesPerLocation || locationWeight[teams[1]][location] >= maxMatchesPerLocation
}).Where(w => !w.ExceedsLimit).ToList();
// If no locations are available within limits, fallback to all locations
if (!weights.Any())
{
weights = availableLocations.Select(location => new
{
Location = location,
Weight = locationWeight[teams[0]][location] + locationWeight[teams[1]][location],
ExceedsLimit = false
}).ToList();
}
var minWeight = weights.Min(w => w.Weight);
var chosenLocation = weights.First(w => w.Weight == minWeight).Location;
locationWeeks[week.Week][chosenLocation] = match;
locationWeight[teams[0]][chosenLocation]++;
locationWeight[teams[1]][chosenLocation]++;
availableLocations.Remove(chosenLocation);
}}
the Big O :
Outer loop ----> Means **W** weeks.
Inner loop ----> Means **M** matches per week.
Weight Calculations(foreach calculates weights for all availableLocations ) ----> Means **C**
So it's O(W . M . C)
No comments yet.
No comments yet.