MySQL - Specialized Order By? - php

Is there a way to specify a sorting procedure for ORDER BY, or some kind of custom logic? What I need is to check some other data for the column being ordered, which is also in the row. For example if one column has a higher value than another, but a certain condition isn't met, it's sorted as lower. Right now I pull all the data in the column, sort it in PHP with usort(), and then paginate it, but this is a pretty bad performance hog. I would really like to move it into MySQL, is it possible? If so, how? :P
Thanks in advance!
Example of problem on the website here - the records get sorted on win percentage, but players who have 1 game played turn out on top with 100 % win. I'd like to set a threshold on games and then sort them lower, even though their win percentage is higher.

You can order by multiple expressions:
ORDER BY games_played < 10, wins / losses DESC
The first expression sorts all those players who have played 10 or more games above all the players that have playes fewer than 10 games. The second expression sorts by win/loss ratio. The second expression is only used to tie-break rows that were equal for the first expression. This means that a player who has played 10 games will always appear above a player who has played only 9 games regardless of their win/loss ratios.

Related

MYSQL sorting content by rating logic and opinion?

I'm designing a site and don't know how to rate the system in terms of logic.
Outcome is I want an item with 4 stars with 1000 votes to be ranked higher than an item with 1 vote of 5 stars. However, I don't want an item with 1 star with 1000 votes to be ranked higher than an item with 4 stars and 200 votes.
Anyone have any ideas or advice on what to do?
I found these two questions
Sorting by weighted rating in SQL?
MySQL Rating System - Find Rating
and they have their drawbacks and in the first one I don't understand what the winner means by "You may want to denormalize this rating value into event for performance reasons if you have a lot of ratings coming in." Please share some insight? Thank you!
Here's a quick sketch-up of such a system which works by defining a bonus factor xₙ for each flag number. According to your question you want:
x₄*4*1000 > x₅*1*5
and
x₁*1*1000 < x₄*4*200
Setting the factors to for example x₁=1, x₄=2 and x₅=2 will satisfy this, but you will of course want to adjust it and add the missing factors.
He means, you should put rating-data into the event-table (and thus have redundant data) to optimize it for performance.
See the wiki for Denormalization: http://en.wikipedia.org/wiki/Denormalization
The data you have to determine the rank of items is:
average rating
number of ratings
The hard part is probably to make rules for the ranking. Like: If the average rating for an item > 4 and the number of ratings < 4 treat it like rated 3.9
For convenience, I would put this value (how to treat the items for ranking) in the item-table.

Making more recent items more likely to be drawn

There are a few hundred of book records in the database and each record has a publish time. In the homepage of the website, I am required to write some codes to randomly pick 10 books and put them there. The requirement is that newer books need to have higher chances of getting displayed.
Since the time is an integer, I am thinking like this to calculate the probability for each book:
Probability of a book to be drawn = (current time - publish time of the book) / ((current time - publish time of the book1) + (current time - publish time of the book1) + ... (current time - publish time of the bookn))
After a book is drawn, the next round of the loop will minus the (current time - publish time of the book) from the denominator and recalculate the probability for each of the remaining books, the loop continues until 10 books have been drawn.
Is this algorithm a correct one?
By the way, the website is written in PHP.
Feel free to suggest some PHP codes if you have a better algorithm in your mind.
Many thanks to you all.
Here's a very similar question that may help: Random weighted choice The solution is in C# but the code is very readable and close to PHP syntax so it should be easy to adapt.
For example, here's how one could do this in MySQL:
First calculate the total age of all books and store it in a MySQL user variable:
SELECT SUM(TO_DAYS(CURDATE())-TO_DAYS(publish_date)) FROM books INTO #total;
Then choose books randomly, weighted by their age:
SELECT book_id FROM (
SELECT book_id, TO_DAYS(CURDATE())-TO_DAYS(publish_date) AS age FROM books
) b
WHERE book_id NOT IN (...list of book_ids chosen so far...)
AND RAND()*#total < b.age AND (#total:=#total-b.age)
ORDER BY b.publish_date DESC
LIMIT 10;
Note that the #total decreases only if a book has passed the random-selection test, because of short-circuiting of AND expressions.
This is not guaranteed to choose 10 books in one pass -- it's not even guaranteed to choose any books on a given pass. So you have to re-run the second step until you've found 10 books. The #total variable retains its decreased value so you don't have to recalculate it.
First off I think your formula will guarantee that earlier books get picked. Try to set your initial probabilities based on:
Age - days since publication
Max(Age) - oldest book in the sample
Book Age(i) - age of book i
... Prob (i) = [Max (age) + e - Book Age (i)] / sum over all i [ Max (age) + e - Book age(i) ]
The value e ensures that the oldest book has some probability of being selected. Now that that is done, you can always recalc the prob of any sample.
Now you have to find an UNBIASED way of picking books. Probably the best way would be to calculate the cumulative distribution using the above then pick a uniform (0,1) r.v. Find where that r.v. is in the cumulative distribution and pick the book nearest to it.
Can't help you on the coding. Make sense?

Tournament bracket

Not sure of the best way to go about this?
I want to create a tournament bracket of 2,4,8,16,32, etc teams.
The winner of the first two will play winner of the next 2 etc.
All the way until there is a winner.
Like this
Can anyone help me?
OK so more information.
Initially I want to come up with a way to create the tournament with the 2,4,8,16,etc.
Then when I have all the users in place, if they are 16 players, there are 8 fixtures.
At this point I will send the fixture to the database.
When all the players that won are through to the next round, i would want another sql query again for the 2 winners that meet.
Can you understand what i mean?
I did something like this a few years ago. This was quite a while ago and I'm not sure I'd do it the same way (it doesn't really scale to double-elimintation or the like) How you output it might be a different question. I resorted to tables as it was in 2002-2003. There are certainly better techniques today.
The amount of rounds in the tournament is log2(players) + 1, as long as players is one of the numbers you specified above. Using this information you can calculate how many rounds there are. The last round contains the final winner.
I stored the player information something like this (tweek this for best practices)
Tournament
Name
Size
Players
Tournament
Name
Position (0 to tournament.size - 1)
Rounds
Tournament
Round
Position (max halves for each round)
Winner (player position)
Note in all my queries below, I don't include the "Tournament = [tournament]" to identify the tournament. They all need it.
It's rather simple to query this with one query and to split it out as needed for the different rounds. You could do something like this to get the next opponent (assuming there is one). For round 1, you'd simply need to get the next/previous player based on if it was even or odd:
SELECT * FROM Players WHERE Position = PlayerPosition + 1
SELECT * FROM Players WHERE Position = PlayerPosition - 1
For the next round, if the user's last Round.Position was even, you'll need to make suer that the next position up has a winner:
SELECT Player FROM Rounds WHERE Position = [playerRoundPosition] - 1
If not, the next player isn't decided, or there's a gap (don't allow gaps!)
If the users last Round.Position was odd, you'll need make sure there's a user below them AND that there's a winner below them, otherwise they should automatically be promoted to the next round (as there is no one to play)
SELECT COUNT(*) FROM Players WHERE Position > [Player.Position]
SELECT Player FROM Rounds WHERE Position = [playerRoundPosition] + 1
On a final note, I'm pretty sure you could use something like the following to reduce the queries you write by using something like:
SELECT Player FROM Rounds WHERE Position + Position % 2 = [playerRoundPosition]
SELECT Player FROM Rounds WHERE Position - Position % 2 = [playerRoundPosition]
Update:
Looking over my original post, I find that the Rounds table was a little ambigous. In reality, it should be named matches. A match is a competition between two players with a winner. The final table should look more like this (only the name changed):
Matches
Tournament
Round
Position (max halves for each round)
Winner (player position)
Hopefully that makes it a bit more clear. When the two players go up against each other (in a match), you store that information in this Matches table. This particular implementation depends on the position of the Match to know which players participated.
I started numbering the rounds at 1 because that was more clear in my implementation. You may choose 0 (or even do something completely different like go backwords), if you choose.
In the first round, match 1 means players 1 and 2 participated. In match 2, the players 3-4 participated. Essentially the first round is simply players position and position + 1 participated. You could also store this information in the rounds table if you need more access to it. Every time I used this data in the program, I needed all the round and player information anyways.
After the first round, you look at the last round of matches. In round 2, match 1, the winners from matches 1 and 2 participate. Round 2, match 2, the winners from match 3 and 4 participate. It should look pretty familiar, except that it uses the match table after round 1. I'm sure there's a more efficent way to do this repetitive task, I just never got enough time to refactor that code (it was refactored, just not that much).
Use arrays and remove the losing teams from the main array. (But keep 'em on a separate array, for reference and reuse purposes).

How can I create 'teams' from a list of weighted 'users' randomly but fairly using PHP?

What I am hoping to achieve is the ability to generate 'teams' of users. I will have x amount of men, weighted (decimal skill weight, like 75.23) and y amount of women (also with a skill weight value).
Given that list of users, I would then take for input the number of teams to make (let us say, 6 teams). Then, I go through the list of x's and y's and organize them so that the best average possible weighted teams are created. I would like to keep the teams balanced (women and men ratio)
I don't want 'stacked' teams, (best skilled in one team). I would like an even distribution of weight.
Curious how I could achieve this in PHP? I'd be using a MySQL database to fetch users with weight values. I would know ahead of time how many users I would have, also how many teams I would want to generate.
I would appreciate any suggestions, or links to a solution if anyone has found something similar like this. I'm just not a math wiz, so I don't know what formula would apply here.
Thanks. I appreciate any input!
EDIT
After reviewing the answers, maybe I was not clear enough, so hopefully this helps a little more.
I want the teams to be roughly equally-sized
I want the average (mean) skill score for each team to be roughly equal
I want the ratio of men to women in each team to be roughly equal (that is to say, if by division, we get a distribution, of 5 men and 3 women per team, I would like to keep that roughly the same). Not really an issue if I sort men first, and women second (or vise-versa).
I don't want a linear approach (team 1 gets highest, team 2, sec highest, team 3.. so on). Tim's method of taking (if 6 teams) 6 people and randomizing and then distributing via linear fashion seems to work out fine.
I'm not entirely clear what you're after here, so I'll recap on what I understand you to be asking. If this is not right, you can clarify your requirements by editing your question:
You have a list of a certain number of men and a certain number of women. Each person has a known skill score. You want to divide these into a certain number of teams, with the following aims:
you want the teams to be roughly equally-sized
you want the average (mean) skill score for each team to be roughly equal
you want the ratio of men to women in each team to be roughly equal
I would have thought that a simple method to achieve this would be:
Create a list of all the men in decreasing order of skill score.
Create a list of all the women in decreasing order of skill score.
Add the list of women to the end of the list of men.
Start at the beginning of the combined list, and allocated each person in turn to a team in a round-robin fashion. (That is to say, allocate the first person to team number one, the second to team number two, and so on until you have allocated one person to each of the teams you wish to create. Then start again with team one, allocating people to each team in order, and so on.)
With this approach, you will be guaranteed the following outcomes:
If possible (i.e. if the number of teams divides the total number of people), the teams will all have the same number of people.
If the teams are not all the same size, the largest team will have exactly one more person than the smallest team.
If possible the teams will all have the same number of men.
If the teams do not have the same number of men, the team with the most men exactly one more man than the team with the least men.
If possible the teams will all have the same number of women.
If the teams do not have the same number of women, the team with the most women exactly one more man than the team with the least women.
Each team will have men with a range of skill scores, from near the top of the range to near the bottom of the range.
Each team will have women with a range of skill scores, from near the top of the range to near the bottom of the range.
With sensible data, the mean skill score for each team will be roughly equal (although team one will have a slightly higher mean score than team two, and so on - there are ways of correcting this).
If this simple approach doesn't meet your requirements, please let us know what else you had in mind.
This is similar to "maximum/minimum weight perfect matching", just that the matching is for more than two elements (note that this is a different weight from what you have (the skill weight), namely, you would assign a weight to a matching (a matching would be a proposed 'team')).
The known algorithms for the perfect matching above (e.g., Edmond's algorithm) might not be adaptable to the group case. I would perhaps look into some simulated annealing technique or a simple genetic algorithm.
If the number of people in each group (x,y) is relatively even, and the total number of people is relatively high random sampling should work quite well. See here on how to select random rows from a MySQL database:
http://dev.mysql.com/doc/refman/5.0/en/mathematical-functions.html#function_rand
Slight edit, to ensure fairness personally I'd do something like this. Say you know you want n members per team. Then create a local variable which is n*mean where mean is the average skill level per person. Then when your randomly selecting your team members do so within that limit.
E.g.
while(new random record){
if(team_skill+random person skill > n*mean){
next;
}
if(team_skill+random person skill < n*mean && selected team members =n){
team + random person;
break;
}
}

Popularity Algorithm

I'd like to populate the homepage of my user-submitted-illustrations site with the "hottest" illustrations uploaded.
Here are the measures I have available:
How many people have favourited that illustration
votes table includes date voted
When the illustration was uploaded
illustration table has date created
Number of comments (not so good as max comments total about 10 at the moment)
comments table has comment date
I have searched around, but don't want user authority to play a part, but most algorithms include that.
I also need to find out if it's better to do the calculation in the MySQL that fetches the data or if there should be a PHP/cron method every hour or so.
I only need 20 illustrations to populate the home page. I don't need any sort of paging for this data.
How do I weight age against votes? Surely a site with less submission needs less weight on date added?
Many sites that use some type of popularity ranking do so by using a standard algorithm to determine a score and then decaying eternally over time. What I've found works better for sites with less traffic is a multiplier that gives a bonus to new content/activity - it's essentially the same, but the score stops changing after a period of time of your choosing.
For instance, here's a pseudo-example of something you might want to try. Of course, you'll want to adjust how much weight you're attributing to each category based on your own experience with your site. Comments are rare, but take more effort from the user than a favorite/vote, so they probably should receive more weight.
score = (votes / 10) + comments
age = UNIX_TIMESTAMP() - UNIX_TIMESTAMP(date_created)
if(age < 86400) score = score * 1.5
This type of approach would give a bonus to new content uploaded in the past day. If you wanted to approach this in a similar way only for content that had been favorited or commented on recently, you could just add some WHERE constraints on your query that grabs the score out from the DB.
There are actually two big reasons NOT to calculate this ranking on the fly.
Requiring your DB to fetch all of that data and do a calculation on every page load just to reorder items results in an expensive query.
Probably a smaller gotcha, but if you have a relatively small amount of activity on the site, small changes in the ranking can cause content to move pretty drastically.
That leaves you with either caching the results periodically or setting up a cron job to update a new database column holding this score you're ranking by.
Obviously there is some subjectivity in this - there's no one "correct" algorithm for determining the proper balance - but I'd start out with something like votes per unit age. MySQL can do basic math so you can ask it to sort by the quotient of votes over time; however, for performance reasons, it might be a good idea to cache the result of the query. Maybe something like
SELECT images.url FROM images ORDER BY (NOW() - images.date) / COUNT((SELECT COUNT(*) FROM votes WHERE votes.image_id = images.id)) DESC LIMIT 20
but my SQL is rusty ;-)
Taking a simple average will, of course, bias in favor of new images showing up on the front page. If you want to remove that bias, you could, say, count only those votes that occurred within a certain time limit after the image being posted. For images that are more recent than that time limit, you'd have to normalize by multiplying the number of votes by the time limit then dividing by the age of the image. Or alternatively, you could give the votes a continuously varying weight, something like exp(-time(vote) + time(image)). And so on and so on... depending on how particular you are about what this algorithm will do, it could take some experimentation to figure out what formula gives the best results.
I've no useful ideas as far as the actual agorithm is concerned, but in terms of implementation, I'd suggest caching the result somewhere, with a periodic update - if the resulting computation results in an expensive query, you probably don't want to slow your response times.
Something like:
(count favorited + k) * / time since last activity
The higher k is the less weight has the number of people having it favorited.
You could also change the time to something like the time it first appeared + the time of the last activity, this would ensure that older illustrations would vanish with time.

Categories