From ee34460c1e7fc8281bb169fbdfb7a4b6f16190e6 Mon Sep 17 00:00:00 2001 From: Carl Worth Date: Thu, 11 Jun 2020 15:26:17 -0700 Subject: [PATCH] Empathy: Initial implementation of scoring that considers players' judging I'm slowly learning more about JavaScript, (such as using Objects.entries instead of open-coding it, using Set(), etc.), which is helping as I write progressively more complex code. But I don't feel _really_ confident that I've written this code in the best form possible. --- empathy.js | 117 ++++++++++++++++++++++++++++++++++++++++++++++++----- 1 file changed, 106 insertions(+), 11 deletions(-) diff --git a/empathy.js b/empathy.js index cb69148..5635c77 100644 --- a/empathy.js +++ b/empathy.js @@ -14,6 +14,7 @@ class Empathy extends Game { }; this.answers = []; this.next_prompt_id = 1; + this.equivalencies = {}; } reset() { @@ -48,6 +49,7 @@ class Empathy extends Game { this.state.scores = null; this.answers = []; + this.equivalencies = {}; this.broadcast_event_object('game-state', this.state); } @@ -136,7 +138,51 @@ class Empathy extends Game { this.broadcast_event_object('ambiguities', this.state.ambiguities); } - receive_judging() { + receive_judging(prompt_id, session_id, word_groups) { + const player = this.players_by_session[session_id]; + if (! player) + return { valid: false, message: "Player not found" }; + + const prompt = this.state.prompts.find(p => p.id === prompt_id); + if (! prompt) + return { valid: false, message: "Prompt not found" }; + + if (prompt !== this.state.active_prompt) + return { valid: false, message: "Prompt no longer active" }; + + /* Each player submits some number of groups of answers that + * should be considered equivalent. The server expands that into + * the set of pair-wise equivalencies that are expressed. The + * reason for that is so that the server can determine which + * pair-wise equivalencies have majority support. + */ + for (let group of word_groups) { + + for (let i = 0; i < group.length - 1; i++) { + for (let j = i + 1; j < group.length; j++) { + let eq = [group[i], group[j]]; + + /* Put the two words into a reliable order so that we don't + * miss a pair of equivalent equivalencies just because they + * happen to be in the opposite order. */ + if (eq[0].localeCompare(eq[1]) > 0) { + eq = [group[j], group[i]]; + } + + const exist = this.equivalencies[`${eq[0]}:${eq[1]}`]; + if (exist) { + exist.count++; + } else { + this.equivalencies[`${eq[0]}:${eq[1]}`] = { + count: 1, + words: eq + }; + } + + } + } + } + /* And notify players how many players have completed judging. */ this.state.players_judged++; this.broadcast_event_object('judged', this.state.players_judged); @@ -152,19 +198,56 @@ class Empathy extends Game { const word_submitters = {}; const scores = []; + /* Perform a (non-strict) majority ruling on equivalencies, + * dropping all that didn't get enough votes. */ + const quorum = Math.floor((this.players.length + 1)/2); + const agreed_equivalencies = Object.values(this.equivalencies).filter( + eq => eq.count >= quorum); + + /* And with that agreed set of equivalencies, construct the full + * groups. */ + const word_groups = {}; + + for (let e of agreed_equivalencies) { + let group = word_groups[e.words[0]]; + if (! group) + group = word_groups[e.words[1]]; + if (! group) + group = { words: [], players: new Set()}; + + if (! word_groups[e.words[0]]) { + word_groups[e.words[0]] = group; + group.words.push(e.words[0]); + } + + if (! word_groups[e.words[1]]) { + word_groups[e.words[1]] = group; + group.words.push(e.words[1]); + } + } + + /* Now go through answers from each player and add the player name + * to the set corresponding to each word group. */ for (let a of this.answers) { for (let word of a.answers) { - if (word_submitters[word]) - word_submitters[word].push(a.player.name); - else - word_submitters[word] = [a.player.name]; + /* If there's no group yet, this is a singleton word. */ + if (word_groups[word]) { + word_groups[word].players.add(a.player.name); + } else { + const group = { words: [word], players: new Set() }; + group.players.add(a.player.name); + word_groups[word] = group; + } } } + /* Finally, go through the answers one more time, this time taking + * the length of the player set as a score for the player's + * submission of that word. */ for (let a of this.answers) { let score = 0; for (let word of a.answers) { - score += word_submitters[word].length; + score += word_groups[word].players.size; } scores.push({ player: a.player.name, @@ -176,11 +259,23 @@ class Empathy extends Game { return b.score - a.score; }); - const word_submitters_arr = []; - for (let word in word_submitters) - word_submitters_arr.push({word: word, players: word_submitters[word]}); + /* Put the word groups into a form the client can consume. + * + * Most significantly, we only want one entry for each group (even + * though our current "word_groups" object has a property for each + * word considered equivalent). + */ + const words_submitted = Object.entries(word_groups).filter( + group => group[0] === group[1].words[0]).map( + group => { + return { + word: group[1].words.join('/'), + players: Array.from(group[1].players) + }; + } + ); - word_submitters_arr.sort((a,b) => { + words_submitted.sort((a,b) => { return b.players.length - a.players.length; }); @@ -188,7 +283,7 @@ class Empathy extends Game { * be sent to any new clients that join. */ this.state.scores = { scores: scores, - words: word_submitters_arr + words: words_submitted }; /* And broadcast the scores to all connected clients. */ -- 2.43.0