Working with both Dice and Frequency tables
Some of these tables are getting complicated, so I have created three different tables, and this should be sufficient. Describing it, however, seems to be a lot for source code, and I thought I would describe it using a literate programming style. We'll see.
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7 changed files with 975 additions and 270 deletions
308
rpgdm-tables.el
308
rpgdm-tables.el
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@ -27,6 +27,9 @@
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(defvar rpgdm-base ".")
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(require 'rpgdm-dice (expand-file-name "rpgdm-dice.el" rpgdm-base) t)
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(require 'rpgdm-tables-freq (expand-file-name "rpgdm-tables-freq.el" rpgdm-base) t)
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(require 'rpgdm-tables-dice (expand-file-name "rpgdm-tables-dice.el" rpgdm-base) t)
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(defvar rpgdm-tables-directory
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(expand-file-name "tables" rpgdm-base)
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@ -47,13 +50,28 @@
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(message "Read: %s" (s-join ", " (hash-table-keys rpgdm-tables))))
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(defun rpgdm-tables-choose (table-name)
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"Given a TABLE-NAME string, pick a random item from that table."
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(interactive (list (completing-read "Choose from Table: " (hash-table-keys rpgdm-tables))))
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(let ((table (gethash table-name rpgdm-tables)))
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(cond ((listp table) (rpgdm-tables--choose-list table))
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((hash-table-p table) (rpgdm-tables--choose-hash table))
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(t "Error: Could choose anything from %s (internal bug?)" table-name))))
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"Return random item from a table of a given TABLE-NAME string.
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The name is searched in the `rpgdm-tables' hash-table, and the
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value returned is a _table_ of sorts. It could be a list, which
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would be easy (see `rpgdm-tables--choose-list'), or it is either
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a freq-uency table (see `rpgdm-tables--choose-freq-table') or a
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dice table (see `rpgdm-tables--choose-dice-table')."
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(interactive (list (completing-read "Choose from Table: " (hash-table-keys rpgdm-tables))))
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(let* ((table (gethash table-name rpgdm-tables))
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(response (cond ((dice-table-p table) (rpgdm-tables--choose-dice-table table))
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((hash-table-p table) (rpgdm-tables--choose-freq-table table))
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((listp table) (rpgdm-tables--choose-list table))
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(t "Error: Could choose anything from %s (internal bug?)" table-name))))
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(rpgdm-message "%s" response)))
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(defun rpgdm-tables--choose-list (lst)
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"Randomly choose (equal chance for any) element in LST."
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(seq-random-elt lst))
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;; I originally thought that I could have a single regular expression that
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;; matched all possible tables, but that is a bit too complicated. The following
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;; regular expression, however, will parse a list or a frequency table.
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(defvar rpgdm-tables--line-parse
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(rx bol (zero-or-more space)
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@ -83,17 +101,22 @@
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(when tag
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(should (equal (match-string 2 line) tag))))))
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(defun rpgdm-tables--read-table-file (table-file)
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"Read and parse TABLE-FILE as data. Whatever that means."
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(with-temp-buffer
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(insert-file-contents table-file)
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(goto-char (point-min))
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(flush-lines (rx bol (zero-or-more space) "#"))
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(when (re-search-forward rpgdm-tables--line-parse nil nil)
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(if (match-string 2)
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(rpgdm-tables--parse-as-hash)
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(rpgdm-tables--parse-as-list)))))
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(when (and (file-regular-p table-file) (file-readable-p table-file))
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(with-temp-buffer
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(insert-file-contents table-file)
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(goto-char (point-min))
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(flush-lines (rx bol (zero-or-more space) "#"))
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;; The following predicates are not /pure functions/, as they scan the
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;; current buffer, leaving the initial match in the 'hopper', so the parsing
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;; function called makes that assumption, and will immediately grab that
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;; `match-string' and then parse the rest of the buffer.
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(cond
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((rpgdm-tables-dice-table?) (rpgdm-tables--parse-as-dice-table))
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((rpgdm-tables-freq-table?) (rpgdm-tables--parse-as-freq-table))
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(t (rpgdm-tables--parse-as-list))))))
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(defun rpgdm-tables--parse-as-list ()
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"Return list of lines matching `rpgdm-tables--line-parse'."
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@ -103,261 +126,6 @@
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(setq results (cons entry results))))
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results))
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(defun rpgdm-tables--parse-as-hash ()
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"Return hashtable of lines matching `rpgdm-tables--line-parse'.
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The keys in the hashtable are the tags from the file, and the
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values will be a list of matching entries of that tag.
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For instance, the file:
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- salt :common:
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- silver :rare:
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- gold :rare:
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- pepper :common:
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Would return a hashtable containing:
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rare: [gold silver]
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common [salt peper]"
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;; Create a hash, populated it, and return it:
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(let ((results (make-hash-table :test 'equal))
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(entry (match-string-no-properties 1))
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(tag (match-string-no-properties 2)))
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;; Store initial match from parent call:
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(puthash tag (list entry) results)
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(while (re-search-forward rpgdm-tables--line-parse nil t)
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(let* ((entry (match-string-no-properties 1))
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(tag (match-string-no-properties 2))
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(prev-list (gethash tag results)))
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(puthash tag (cons entry prev-list) results)))
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;; Combine the sublists of equivalent tags:
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(rpgdm-tables--flatten-hash results)))
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(defun rpgdm-tables--flatten-hash (table)
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"Combine the values of equivalent table-tags in TABLE.
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A table, read as a hash table, may have similar, but equal tags.
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For instance, `veryrare' and `very-rare' are the same."
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(let* ((table-tags (rpgdm-tables--which-tag-group table)) ; Ignore all the numbers
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(tags (-map 'rest table-tags)))
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(dolist (subtag-list tags)
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(unless (= 1 (length subtag-list))
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(let ((keeper (first subtag-list)))
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(dolist (tag (rest subtag-list))
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(puthash keeper (append (gethash keeper table)
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(gethash tag table)) table)
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(remhash tag table)))))
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table))
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;; ----------------------------------------------------------------------
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;;
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;; At this point, we have a hash table of tables, where the key is the name, and
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;; the value is either:
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;; - A list of things to choose
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;; - A hash table where the key is a tag, and the value is a list of items
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;; that match that tag.
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;;
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;; Obviously, selecting an element from a list is easy:
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(defun rpgdm-tables--choose-list (lst)
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"Randomly choose (equal chance for any) element in LST."
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(let ((item (seq-random-elt lst)))
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(rpgdm-message "%s" item)))
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;; However, choosing an element in a hash of tags seems ... challenging. This is
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;; because I want the tags to somehow add a particular weight to the randomness.
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;; Not a complete standard distribution (bell curve), but a little more favor to
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;; some items. For instance, labeling something 'common' should show more often
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;; than 'uncommon'.
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;;
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;; Choosing an item from a hash table is a complicated algorithm that may not be
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;; as obvious by reading the code, so let's describe this with an example.
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;; Assume we have the following frequency table with a /relative weight/ for each tag:
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;;
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;; - often :: 4
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;; - seldom :: 3
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;; - scarely :: 2
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;; - rarely :: 1
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;;
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;; Is coded with the following list of lists:
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;;
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;; ((4 "often")
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;; (3 "seldom" "sometimes")
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;; (2 "scarcely" "scarce" "hardly ever")
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;; (1 "rarely"))
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;;
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;; Read this as: we should have 4 times as many items labeled "often" as "rarely".
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;;
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;; So we use the function, `rpgdm-tables--table-distribution' to make a
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;; table-specific tag list, usually called `table-tags', where:
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;;
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;; each weight = the number of items * relative weight
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;;
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;; So if we had 11 items in the table tagged as "often", and 8 rare
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;; items, we would have a tag table as:
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;;
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;; ((44 "often") (27 "seldom") (22 "scarcely") (8 "rarely"))
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;; TODO English tags and their relative weights are hard-coded at the moment.
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;; This really should just be part of the file, perhaps as a buffer-local
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;; variable?
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(defconst rpgdm-tables-tag-groups
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'(((10 "common")
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(6 "uncommon")
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(4 "rare")
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(2 "veryrare" "very-rare" "very rare")
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(1 "legendary"))
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((4 "often")
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(3 "seldom" "sometimes")
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(2 "scarcely" "scarce" "hardly ever")
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(1 "rarely"))))
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(defun rpgdm-tables--choose-hash (table)
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"Select item from a hash TABLE.
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Note that tables stored in a hash table have weight keys and a list
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of items associated with that weight."
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(let* ((table-tags (rpgdm-tables--table-distribution table))
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(tag (rpgdm-tables--choose-tag table-tags)))
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(rpgdm-tables--choose-list (gethash tag table))))
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(defun rpgdm-tables--relevel-table (table tag)
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"Given a TAG of a hash TABLE, return new relative level.
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The new value is based on the original weight, e.g. 4 and the
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number of items of that particular tag.
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Note: This is a helper function for `rpgdm-tables--table-distribution'."
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(let* ((name (second tag))
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(items (gethash name table))
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(weight (first tag))
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(new-weight (* weight (length items))))
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(list new-weight name)))
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(ert-deftest rpgdm-tables-relevel-table-test ()
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;; Need to make a fake table, so we will just have a single entry in this
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;; table, with a tag of "often". We'll specify that the weight for this should
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;; be 4, and we'll store 10 items under that tag:
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(let* ((table (make-hash-table :test 'equal))
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(tag "often")
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(tag-weight-tuple (list 4 tag)))
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(puthash tag (number-sequence 1 10) table)
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(should (equal (list 40 tag)
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(rpgdm-tables--relevel-table table tag-weight-tuple)))))
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(defun rpgdm-tables--table-distribution (table)
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"Return a relative frequency tag group for a given TABLE.
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Works by running map over the table's tags through the
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`rpgdm-tables--relevel-table' helper function."
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(let ((table-tags (rpgdm-tables--which-tag-group table)))
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(--map (rpgdm-tables--relevel-table table it) table-tags)))
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(defun rpgdm-tables--sum-tag-weights (tags)
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"The TAGS is a list of lists where the first element is a numeric weight.
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Using `-reduce' allows us to sum these, but we need to make sure that the
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first element of our list is our initial condition, so we `cons' a 0 onto
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the start."
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(--reduce (+ acc (first it)) (cons 0 tags)))
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(ert-deftest rpgdm-tables--sum--tag-weights-test ()
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(let ((weighted-tags
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'((44 "often") (27 "seldom") (22 "scarcely") (7 "rarely"))))
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(should (= 100 (rpgdm-tables--sum-tag-weights weighted-tags)))))
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(defun rpgdm-tables--find-tag (roll tag-list)
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"Given a ROLL as a level in TAG-LIST, return matching tag.
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The matching is based on the weight. A million ways to do this,
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but stepping through the list of tags to see roll is in that
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*window*, and if not, both move to the next tag, as well as
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decrement the ROLL value."
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(cl-loop for (num-elems tag) in tag-list do
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;; (message "Comparing %d <= %d for %s" roll num-elems tag)
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(if (<= roll num-elems)
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(return tag)
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(decf roll num-elems))))
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(ert-deftest rpgdm-tables--find-tag-test ()
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(let ((weighted-tags
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'((44 "often") (27 "seldom") (22 "scarcely") (7 "rarely"))))
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(should (equal "often" (rpgdm-tables--find-tag 1 weighted-tags)))
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(should (equal "often" (rpgdm-tables--find-tag 44 weighted-tags)))
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(should (equal "seldom" (rpgdm-tables--find-tag 45 weighted-tags)))
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(should (equal "seldom" (rpgdm-tables--find-tag 71 weighted-tags)))
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(should (equal "scarcely" (rpgdm-tables--find-tag 72 weighted-tags)))
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(should (equal "scarcely" (rpgdm-tables--find-tag 93 weighted-tags)))
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(should (equal "rarely" (rpgdm-tables--find-tag 94 weighted-tags)))
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(should (equal "rarely" (rpgdm-tables--find-tag 100 weighted-tags)))))
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(defun rpgdm-tables--choose-tag (tags)
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"Select random tag from TAGS in `rpgdm-tables-tag-groups'.
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Uses helper function, `rpgdm-tables--find-tag'."
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(let* ((upper-limit (rpgdm-tables--sum-tag-weights tags))
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(roll (rpgdm--roll-die upper-limit)))
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;; (message "Rolled %d on %d" roll upper-limit)
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(rpgdm-tables--find-tag roll tags)))
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(defun rpgdm-tables--which-tag-group (table)
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"Return the tag table-tags associated with TABLE."
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(let (results
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(tag (first (hash-table-keys table))))
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(dolist (table-tags rpgdm-tables-tag-groups results)
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(let ((tag-list (->> table-tags
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(-map 'rest) ; Drop the numeric weight from each sublist
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(-flatten))))
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(when (-contains? tag-list tag)
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(setq results table-tags))))))
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;; ----------------------------------------------------------------------
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;; Let's attempt to test our code and its theories.
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;;
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;; The function repeatedly selects items from a table randomly,
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;; and returns a hash of the number of times each element was
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;; selected ...
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(defun rpgdm-tables-validate (&optional table-name iterations)
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"Return results randomly choosing many items from TABLE-NAME.
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Calls `rpgdm-tables-choose' a number of ITERATIONS (defaults to 500)."
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(unless iterations (setq iterations 500))
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(unless table-name
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(setq table-name "test-subject")
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(puthash table-name (make-hash-table :test 'equal) rpgdm-tables)
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(setf (gethash "often" (gethash table-name rpgdm-tables))
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'(o1 o2 o3 o4 o5 o6 o7 o8 o9 o0))
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(setf (gethash "seldom" (gethash table-name rpgdm-tables))
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'(s1 s2 s3 s4 s5 s6 s7 s8 s9 s0))
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(setf (gethash "scarcely" (gethash table-name rpgdm-tables))
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'(l1 l2 l3 l4 l5 l6 l7 l8 l9 l0))
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(setf (gethash "rarely" (gethash table-name rpgdm-tables))
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'(r1 r2 r3 r4 r5 r6 r7 r8 r9 r0)))
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(let ((accumulator (make-hash-table :test 'equal)))
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(dotimes (i iterations accumulator)
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(let* ((item (rpgdm-tables-choose table-name))
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(item-name (first (s-split " :: " item))))
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(incf (gethash item-name accumulator 0))))
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accumulator))
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;; Since we are randomly selecting items, even over large iterations, one can
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;; see _scarcely_ appear almost as much as items labeled _often_. However, if we
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;; first sort the data:
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;;
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;; "o1" 35 "o2" 31 "o3" 38 "o4" 44 "o5" 43 ...
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;; "s1" 35 "s2" 38 "s3" 29 "s4" 28 "s5" 26 ...
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;; "l1" 26 "l2" 20 "l3" 19 "l4" 19 "l5" 26 ...
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;; "r1" 10 "r2" 7 "r3" 8 "r4" 5 "r5" 13 ...
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;;
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;; And then calculate the average of each _level_, we see that the items occur
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;; as we would expect:
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;;
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;; (/ (+ 35 31 38 44 43) 5) -> 38
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;; (/ (+ 35 38 29 28 26) 5) -> 31
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;; (/ (+ 26 20 19 19 26) 5) -> 22
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;; (/ (+ 10 7 8 5 13) 5) -> 8
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(provide 'rpgdm-tables)
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;;; rpgdm-tables.el ends here
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