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index.js
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// Ryan Musser
// http://RyanMusser.com
'use strict';
// Genetic Algorithm vs. FanDuel Lineup Optimization
module.exports = {
spawnEnvironment: function(population,generations,evolutions,positions,budget,mutations){
//
//population (array) == player list
//
//generations (int) == how many iterations per evolution?
//
//evolutions (int) == how many evolutionary iterations to produce before returning the optimal found lineup
//
//positions (array) == possible positions
//
//budget (int) == maximum spend
//
//mutation (int) == how many positions will we mutate in each generations
//
//
//set in setTwoFittestChildren
var highScore = 0;
//
//set in ???
var currentGenerationCount = 0;
var currentGeneration = [];
//
//an array of the current two parents
//set in setTwoFittestChildren
var fittestChildren = [];
//
var populationLength = population.length;
var rosterLength = positions.length;
//
//this is set below in the for loop
var playersSortedByPosition = {};
var uniquePlayerIds = [];
//
//
/*
Now we're going to check our params to ensure we're
creating a valid instance of this function/closure
*/
if( (population.length/positions.length) < 4){
console.log('Please pass in a larger "population"! You have less than 4 players per position.length!');
return false;
}
if(parseInt(generations) < 1){
console.log('Please specify a "generations" greater than 0!');
return false;
}
if( (parseInt(budget)/positions.length) < 3500){
console.log('Please specify a "budget" with greater than $3499 per player!');
return false;
}
//
//
/*
Next, before we allow the initialization process to continue, we comb through
each player to ensure that they're formatted properly and then we organize them
into positions
*/
//
for(var iterator = populationLength-1; iterator >= 0; iterator--){
var position = population[iterator].fanduel_positions;
if(population[iterator].id === undefined || uniquePlayerIds.indexOf(population[iterator].id) > -1){
console.log("The following player has an 'id' node that is the same as another player or is undefined. Player 'id' must be unique...");
console.log(population[iterator]);
return false;
}
uniquePlayerIds.push(population[iterator].id);
if(position === undefined || positions.indexOf(position) < 0){
console.log("The following player's positions isn't included in your supplied positions, or it doesn't have a properly formatted 'fanduel_positions' node...");
console.log(population[iterator]);
return false;
}
if(population[iterator].fanduel_price === undefined || population[iterator].fanduel_price < 3500){
console.log("The following player doesn't have a 'fanduel_price' node greater than the FanDuel minimum of $3500...");
console.log(population[iterator]);
return false;
}
if(playersSortedByPosition[position] == undefined){
playersSortedByPosition[position] = [population[iterator]];
}else{
playersSortedByPosition[position].push(population[iterator]);
}
}
//
var evolutionaryHoldOver = [];
//
return {
//
spawnLineup: function(){
if(evolutions == 1){
highScore = 0;
currentGenerationCount = 0;
currentGeneration = [];
fittestChildren = [];
if(!this.spawnInitialGeneration()){
console.log("I can't return a lineup...");
return false;
}
return this.returnHighestScoringLineup();
}else if(evolutions > 1){
evolutionaryHoldOver = [];
for(var iterator = evolutions; iterator > 0; iterator--){
if(!this.spawnInitialGeneration()){
console.log("I can't return a lineup...");
return false;
}
this.spawnNewEvolutionaryProcess();
}
return this.returnHighestScoringLineup();
}else{
console.log('Please specify how many evolutions you want to execute and pull from!');
}
},
//
spawnNewEvolutionaryProcess: function(){
evolutionaryHoldOver.push(fittestChildren[0]);
highScore = 0;
currentGenerationCount = 0;
currentGeneration = [];
fittestChildren = [];
},
//
spawnInitialGeneration: function () {
//generate 200 lineups to create our initial population
for(var iterator = 200; iterator > 0; iterator--){
currentGeneration.push(this.generateRandomLineup());
}
//
for(var iterator = generations; iterator > 0; iterator--){
if(!this.proceedToNextGeneration()){
console.log("I couldn't spawn an initial generation...");
return false;
}
}
return true;
},
//
generateRandomLineup: function(){
var child = {};
child.lineup = [];
child.fitness = 0;
for(var iterator = rosterLength-1; iterator >= 0; iterator--){
var thisPosition = positions[iterator];
var randomnumber = Math.floor(Math.random() * (playersSortedByPosition[thisPosition].length));
child.lineup.push(playersSortedByPosition[thisPosition][randomnumber]);
}
child.fitness = this.calculateFitness(child.lineup);
if(child.fitness > highScore){
highScore = child.fitness;
}
return child;
},
//
generateRandomPlayer: function(position){
var randomnumber = Math.floor(Math.random() * (playersSortedByPosition[position].length));
return playersSortedByPosition[position][randomnumber];
},
//
calculateFitness: function (lineup) {
if(lineup.length == 0 || lineup === undefined){
return 0;
}
//
//
//does lineup meet budget criteria?
var cost = 0;
lineup.map(function(player){
cost += player.fanduel_price;
});
if(cost > budget){
//cost is greater than the budget, fitness is 0
return 0;
}
//
//
//does lineup meet positional criteria?
var thesePositions = [];
lineup.map(function(player){
thesePositions.push(player.fanduel_positions);
});
if(positions.sort().join() != thesePositions.sort().join()){
//the positions are invalid, fitness of this lineup is 0
return 0;
}
//
//
//do we have multiples of the same player?
var thesePlayerIds = [];
var duplicatePlayer = false;
//
lineup.map(function(player){
if(thesePlayerIds.indexOf(player.id) > -1){
duplicatePlayer = true;
}else{
thesePlayerIds.push(player.id);
}
});
//
if(duplicatePlayer){
//duplicate players, fitness of this lineup is 0
return 0;
}
//
//
//calculate projected points
var fitness = 0;
lineup.map(function(player){
fitness += parseFloat(player._DFSpoints);
});
return fitness;
},
//
setTwoFittestChildren: function () {
//set the two fittest children in fittestChildren
var thisGenerationHighScore = 0;
var thisGenerationFittestChild;
var thisGenerationSecondHighScore = 0;
var thisGenerationSecondFittestChild;
//
currentGeneration.map(function(lineup){
//
if(lineup.fitness > thisGenerationHighScore){
//dethrone fittest child
thisGenerationSecondFittestChild = thisGenerationFittestChild;
thisGenerationSecondHighScore = thisGenerationHighScore;
//rethrone fittest child
thisGenerationFittestChild = lineup;
thisGenerationHighScore = lineup.fitness;
//
}else if(lineup.fitness > thisGenerationSecondHighScore && lineup.fitness != thisGenerationHighScore){
//we make sure the lineup is different then we
//dethrone and rethrone the secondFittestChild
thisGenerationSecondFittestChild = lineup;
thisGenerationSecondHighScore = lineup.fitness;
//
}
//
});
//
//
//assume the new fitness of the current generation
highScore = thisGenerationHighScore;
if(thisGenerationFittestChild === undefined || thisGenerationSecondFittestChild == undefined){
console.log('Your parameters are to strict to create a breeding population! Your evolutionary process is going to die!');
return false;
}
fittestChildren[0] = thisGenerationFittestChild;
fittestChildren[0].lineup = this.sortLineup(thisGenerationFittestChild.lineup);
fittestChildren[1] = thisGenerationSecondFittestChild;
fittestChildren[1].lineup = this.sortLineup(thisGenerationSecondFittestChild.lineup);
return true;
//
},
//
sortLineup: function(lineup){
var sortedLineup = [];
var playerIds = [];
positions.map(function(position,index){
var positionTaken = false;
lineup.map(function(player){
if( player.fanduel_positions.trim() == position.trim() && playerIds.indexOf(player.id) == -1 && !positionTaken){
playerIds.push(player.id);
sortedLineup[index] = player;
positionTaken = true;
}
});
});
return sortedLineup;
},
//
mateChildren: function () {
//we will mate the two fittest children to create
//18 lineups - each child will have a index of it's positions
//filled with the player in that position from the other child
// also, we will introduce 18 mutated lineups and 36 new random new lineups, which
// in this scenario is our instance of mutation
//9 lineups
var firstChildSpawn = [];
//9 lineups
var secondChildSpawn = [];
//
//18 mutations
//9 mutations of the first child
var mutatedNewFirstChild = [];
var firstChildMutationContainer = [];
//9 mutations of the second child
var mutatedNewSecondChild = [];
var secondChildMutationContainer = [];
//18 completely new mutations
var completelyRandomMutations = [];
//mate the first child with the second
for(var iterator = 0; iterator < rosterLength; iterator++){
var thisChild = {};
thisChild.lineup = fittestChildren[0].lineup.slice();
thisChild.lineup[iterator] = fittestChildren[1].lineup[iterator];
thisChild.fitness = this.calculateFitness(thisChild.lineup);
firstChildSpawn[iterator] = thisChild;
}
//mate the second child with the first
for(var iterator = 0; iterator < rosterLength; iterator++){
var thisChild = {};
thisChild.lineup = fittestChildren[1].lineup.slice();
thisChild.lineup[iterator] = fittestChildren[0].lineup[iterator];
thisChild.fitness = this.calculateFitness(thisChild.lineup);
secondChildSpawn[iterator] = thisChild;
}
/*
//THIS SHOULD BE ABSTRACTED INTO A mutateLineup FUNCTION
*/
//create a mutated set of of the new first child
for(var mutationIterator = 0; mutationIterator < mutations; mutationIterator++){
for(var iterator = 0; iterator < rosterLength; iterator++){
var thisChild = {};
thisChild.lineup = firstChildSpawn[iterator].lineup.slice();
//
thisChild.lineup[iterator] = this.mutatePlayer(thisChild.lineup[iterator]);
//
thisChild.fitness = this.calculateFitness(thisChild.lineup);
//
mutatedNewFirstChild[iterator] = thisChild;
}
firstChildMutationContainer.push(mutatedNewFirstChild);
}
/*
//THIS SHOULD BE ABSTRACTED INTO A mutateLineup FUNCTION
*/
//create a mutated set of of the new second child
for(var mutationIterator = 0; mutationIterator < mutations; mutationIterator++){
for(var iterator = 0; iterator < rosterLength; iterator++){
var thisChild = {};
thisChild.lineup = secondChildSpawn[iterator].lineup.slice();
//
thisChild.lineup[iterator] = this.mutatePlayer(thisChild.lineup[iterator]);
//
thisChild.fitness = this.calculateFitness(thisChild.lineup);
//
mutatedNewSecondChild[iterator] = thisChild;
}
secondChildMutationContainer.push(mutatedNewSecondChild);
}
for(var iterator = 18; iterator > 0; iterator--){
completelyRandomMutations.push(this.generateRandomLineup());
}
currentGeneration = firstChildSpawn.concat(secondChildSpawn,mutatedNewFirstChild,mutatedNewSecondChild,completelyRandomMutations);
return;
},
//
//
mutatePlayer: function(player) {
//we will try a maximum of 20 times to find a player with
//higher projected DFS points than our current player
//
/*
TODO
SEARCH FOR HIGHER VALUE PLAYER INSTEAD OF HIGHER POINTS PLAYER
*/
//
var currentDFSValue = parseFloat(player._DFSpoints)/parseInt(player.fanduel_price);
var iterator = 30;
var foundHigherScore = false;
var randomPlayer;
while(iterator >= 0 && !foundHigherScore){
randomPlayer = this.generateRandomPlayer(player.fanduel_positions);
var randomPlayerDFSValue = parseFloat(randomPlayer._DFSpoints)/parseInt(randomPlayer.fanduel_price);
if(randomPlayerDFSValue > currentDFSValue){
player = randomPlayer;
foundHigherScore = true;
iterator = -1;
}
iterator--;
}
//
if(!foundHigherScore){
player = randomPlayer;
}
//
return player;
},
//
proceedToNextGeneration: function () {
//let's pick our most eligible mating pair from
//the current generations
//
if(!this.setTwoFittestChildren()){
console.log("I couldn't find two fit children to breed...");
return false;
}
//
//let's mate those two
this.mateChildren();
//
//and voila - we've spawned a new,
//and more than likely, fitter, generation
//
return true;
},
//
logHighScore: function(){
//
console.log('High score: '+highScore);
//
return;
},
//
returnHighScore: function(){
//
if(evolutionaryHoldOver.length > 0){
//we're executing multiple evolutions
//so we need to choose the most fit lineup
var thisEvolutionaryHoldOverFittestChild;
var thisEvolutionaryHoldOverHighScore = 0;
//
evolutionaryHoldOver.map(function(lineup){
//
if(lineup.fitness > thisEvolutionaryHoldOverHighScore){
//rethrone fittest child
thisEvolutionaryHoldOverFittestChild = lineup;
thisEvolutionaryHoldOverHighScore = lineup.fitness;
//
}
//
});
//
return thisEvolutionaryHoldOverFittestChild.fitness;
//
}else{
return highScore;
}
//
},
//
logFittestChildren: function(){
console.log(fittestChildren);
fittestChildren.map(function(node){
var playerLogString = '';
node.lineup.map(function(player){
playerLogString += ' '+player.first_name+' '+player.last_name;
});
console.log(playerLogString);
console.log('***********');
});
},
//
returnHighestScoringLineup: function(){
if(evolutionaryHoldOver.length > 0){
//we're executing multiple evolutions
//so we need to choose the most fit lineup
var thisEvolutionaryHoldOverFittestChild;
var thisEvolutionaryHoldOverHighScore = 0;
//
evolutionaryHoldOver.map(function(lineup){
//
if(lineup.fitness > thisEvolutionaryHoldOverHighScore){
//rethrone fittest child
thisEvolutionaryHoldOverFittestChild = lineup;
thisEvolutionaryHoldOverHighScore = lineup.fitness;
//
}
//
});
//
return thisEvolutionaryHoldOverFittestChild;
//
}else{
return fittestChildren[0];
}
},
//
};//end of return
},//end of spawnEnvironment
}//end of module.export