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Old 11-01-2015, 09:57 PM   #22
Fishbreath
Minors (Double A)
 
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Join Date: Oct 2015
Posts: 145
I have high hopes that it will, although I'm embarking on by far the most difficult part of the problem: scheduling is part of a class of computer science problems known to be at least as hard as the hardest problems of which we know.

If I were to spend a few hours right now, I could almost certainly have scheduling working for even-numbered teams and symmetrical structures, which is where I was with the old scheduler. Adding in the asymmetry and odd numbers makes things significantly harder.

The plan right now is to generate schedule blocks: self-contained collections of teams playing between themselves for a certain number of games. If I can do that such that every game is assigned, I can easily slot the schedule-blocks into a structure that matches their lengths.
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