Basically I have list of players, and I want to pair them up so that each player will play everyone once. What\'s the quickest way to find this data?
Such tournament schedule is often called round-robin. In wikipedia, there's also an example of possible scheduling algorithm.
I put together 2 implementations to compare performance with. The very naive version 1 is about 50% slower than the version 2. That's not to say that nothing faster exists.
class Program
{
class Player
{
public string Name { get; set; }
public Player(string name)
{
Name = name;
}
}
class Match
{
public readonly Player Player1;
public readonly Player Player2;
public Match(Player player1, Player player2)
{
Player1 = player1;
Player2 = player2;
}
public override string ToString()
{
return string.Format("{0} vs. {1}", Player1.Name, Player2.Name);
}
}
static readonly List<Player> _players = new List<Player>()
{
new Player("John"),
new Player("Lisa"),
new Player("Matt"),
new Player("Dan"),
new Player("Steve"),
new Player("Sarah"),
new Player("Tim")
};
static void Main(string[] args)
{
const int count = 1000000;
{
var v1 = V1();
var sw = Stopwatch.StartNew();
for (int i = 0; i < count; i++)
{
v1 = V1();
}
Console.WriteLine(v1);
Console.WriteLine(sw.Elapsed);
}
{
var v2 = V2();
var sw = Stopwatch.StartNew();
for (int i = 0; i < count; i++)
{
v2 = V2();
}
Console.WriteLine(v2);
Console.WriteLine(sw.Elapsed);
}
Console.ReadLine();
}
static List<Match> V1()
{
var challengers = new List<Player>(_players);
var matches = new List<Match>();
foreach (var player in _players)
{
challengers.Remove(player);
foreach (var challenger in challengers)
{
matches.Add(new Match(player, challenger));
}
}
return matches;
}
static List<Match> V2()
{
var matches = new List<Match>();
for (int i = 0; i < _players.Count; i++)
{
for (int j = i + 1; j < _players.Count; j++)
{
matches.Add(new Match(_players[i], _players[j]));
}
}
return matches;
}
}
assuming that players do not appear in the list twice, a double for
loop is very quick:
for (int i=0, i <= playerList.Count - 2, i++)
for (int j=i+1, j <= playerList.Count - 1, j++)
//add a new pairing of player i and j
A simple divide and conquer algorithm:
Otherwise:
Join the two lists.
E.g. [[(a,b)]]
and [[(c,d)]]
becomes [[(a,b),(c,d)]]
.
Find pairs across of the two groups, by rotating group two.
E.g. [[(a,c),(b,d)],[(a,d),(b,c)]]
(3)
+ (4)
This algorithm runs in O(n^2)
time, which is optimal, as it generates (n-1)
rounds of n/2
pairings.
For eight players you would get 7 rounds:
[(a,b), (c,d), (e,f), (g,h)]
[(a,c), (b,d), (e,g), (f,h)]
[(a,d), (b,c), (e,h), (f,g)]
[(a,e), (b,f), (c,g), (e,h)]
[(a,f), (b,g), (c,h), (e,e)]
[(a,g), (b,h), (c,e), (e,f)]
[(a,h), (b,e), (c,f), (e,g)]