refactor: recalibrate hype scoring to deflate gauge and add momentum signals
Unify overlapping late-P3 bonuses into a single score-state lookup, add high-scoring and goal-spike signals, and tighten every component ceiling so filling the hype bar is reserved for genuinely rare moments. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
+172
-138
@@ -33,9 +33,11 @@ def parse_games(scoreboard_data):
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for game in scoreboard_data.get("games", []):
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game_state = convert_game_state(game["gameState"])
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priority_comps = _priority_components(game)
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comeback = get_comeback_bonus(game)
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momentum = _momentum_components(game)
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importance_comps = _importance_components(game)
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total_priority = priority_comps["total"] + comeback + importance_comps["total"]
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total_priority = (
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priority_comps["total"] + momentum["total"] + importance_comps["total"]
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)
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extracted_info.append(
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{
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"Home Team": game["homeTeam"]["name"]["default"],
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@@ -63,10 +65,12 @@ def parse_games(scoreboard_data):
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"base": priority_comps["base"],
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"time": priority_comps["time"],
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"matchup_bonus": priority_comps["matchup_bonus"],
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"closeness": priority_comps["closeness"],
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"score_state": priority_comps["score_state"],
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"high_scoring": priority_comps["high_scoring"],
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"power_play": priority_comps["power_play"],
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"empty_net": priority_comps["empty_net"],
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"comeback": comeback,
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"comeback": momentum["comeback"],
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"goal_spike": momentum["goal_spike"],
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"importance": importance_comps["total"],
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"importance_season_weight": importance_comps["season_weight"],
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"importance_playoff_relevance": importance_comps[
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@@ -109,17 +113,18 @@ def parse_games(scoreboard_data):
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return sorted(extracted_info, key=_sort_key)
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def get_comeback_bonus(game):
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"""Persistent comeback bonus that scales with deficit recovered.
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def _momentum_components(game):
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"""Detects comeback recovery and fresh-goal spikes in a single pass.
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Tracks the maximum score differential seen in the game. A recovery of 2+
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goals earns a sustained bonus that persists as long as the game remains
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close. One-goal swings are normal hockey and earn no bonus.
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Updates both caches exactly once per call. Returns:
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- comeback: persistent bonus while a 2+ goal deficit is being recovered
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- goal_spike: one-tick bonus on the refresh where a goal just landed
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"""
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zero = {"comeback": 0, "goal_spike": 0, "total": 0}
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if game["gameState"] not in ("LIVE", "CRIT"):
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return 0
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return zero
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if game["clock"]["inIntermission"]:
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return 0
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return zero
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home_name = game["homeTeam"]["name"]["default"]
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away_name = game["awayTeam"]["name"]["default"]
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@@ -127,25 +132,54 @@ def get_comeback_bonus(game):
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home_score = game["homeTeam"]["score"]
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away_score = game["awayTeam"]["score"]
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current = (home_score, away_score)
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current_diff = abs(home_score - away_score)
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period = game.get("periodDescriptor", {}).get("number", 0)
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time_remaining = game.get("clock", {}).get("secondsRemaining", 0)
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# ── Goal spike (fires the single tick after a score changes) ─────────
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previous = _score_cache.get(key)
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goal_spike = 0
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if previous is not None and previous != current:
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if period >= 4:
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goal_spike = 100
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elif period == 3 and time_remaining <= 300:
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goal_spike = 80
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elif period == 3 and time_remaining <= 720:
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goal_spike = 60
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elif period == 3:
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goal_spike = 40
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else:
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goal_spike = 25
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# ── Comeback tracking ────────────────────────────────────────────────
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tracker_max = _comeback_tracker.get(key, 0)
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if key in _score_cache:
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prev_diff = abs(_score_cache[key][0] - _score_cache[key][1])
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tracker_max = max(tracker_max, prev_diff)
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if previous is not None:
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tracker_max = max(tracker_max, abs(previous[0] - previous[1]))
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_comeback_tracker[key] = tracker_max
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_score_cache[key] = (home_score, away_score)
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_score_cache[key] = current
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recovery = tracker_max - current_diff
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if recovery < 2 or tracker_max < 2:
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return 0
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comeback = 0
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if recovery >= 2 and tracker_max >= 2:
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base = {2: 50, 3: 90}.get(recovery, 120)
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period_mult = {1: 0.6, 2: 0.8, 3: 1.0}.get(period, 1.2)
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tie_bonus = 20 if current_diff == 0 else 0
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comeback = int(base * period_mult + tie_bonus)
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base = {2: 60, 3: 120}.get(recovery, 160)
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period_mult = {1: 0.6, 2: 0.8, 3: 1.0}.get(period, 1.2)
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tie_bonus = 30 if current_diff == 0 else 0
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return {
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"comeback": comeback,
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"goal_spike": goal_spike,
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"total": comeback + goal_spike,
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}
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return int(base * period_mult + tie_bonus)
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def get_comeback_bonus(game):
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return _momentum_components(game)["comeback"]
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def get_goal_spike(game):
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return _momentum_components(game)["goal_spike"]
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def convert_game_state(game_state):
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@@ -210,13 +244,42 @@ def _get_man_advantage(situation):
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return abs(home_total - away_total)
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def _score_state_bonus(diff, period, time_remaining):
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"""Unified score-state contribution: closeness reward AND blowout penalty,
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coherent across period and time remaining. Replaces closeness + diff
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penalty + late-3rd urgency as a single signal."""
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if period >= 4:
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# OT is always tied — flat tension bonus
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return 60
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if period <= 2:
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return {0: 50, 1: 30, 2: 10, 3: -30, 4: -80}.get(diff, -120)
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# Period 3 — depends on time remaining
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mins_left = time_remaining / 60
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if mins_left > 12:
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return {0: 70, 1: 40, 2: 0, 3: -50, 4: -120}.get(diff, -160)
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if mins_left > 6:
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return {0: 120, 1: 80, 2: 20, 3: -80, 4: -180}.get(diff, -240)
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if mins_left > 2:
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# Goalie-pull zone — 2-goal deficit becomes interesting again
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return {0: 180, 1: 140, 2: 50, 3: -80, 4: -200}.get(diff, -260)
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# Final 2 min — peak tension
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return {0: 220, 1: 180, 2: 80, 3: -50, 4: -220}.get(diff, -280)
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def _priority_components(game):
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"""Return a dict of all priority components plus the final total."""
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"""Return a dict of all priority components plus the final total.
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Calibrated so typical late-P3 tied games land around 550-650 and only
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genuinely rare moments (playoff OT + comeback + PP) exceed 900.
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"""
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_zero = {
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"base": 0,
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"time": 0,
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"matchup_bonus": 0,
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"closeness": 0,
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"score_state": 0,
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"high_scoring": 0,
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"power_play": 0,
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"empty_net": 0,
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"total": 0,
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@@ -225,25 +288,32 @@ def _priority_components(game):
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if game["gameState"] in ["FINAL", "OFF", "PRE", "FUT"]:
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return _zero
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period = game.get("periodDescriptor", {}).get("number", 0)
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# Pushes intermission games to the bottom, retains relative sort order
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time_remaining = game.get("clock", {}).get("secondsRemaining", 0)
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if game["clock"]["inIntermission"]:
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return {**_zero, "total": -2000 - time_remaining}
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period = game.get("periodDescriptor", {}).get("number", 0)
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home_score = game["homeTeam"]["score"]
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away_score = game["awayTeam"]["score"]
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score_difference = abs(home_score - away_score)
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total_goals = home_score + away_score
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is_playoff = game.get("gameType", 2) == 3
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# ── 1. Base priority by period ────────────────────────────────────────
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# ── 1. Base priority by period (tightened) ───────────────────────────
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if is_playoff:
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base_priority = {1: 150, 2: 200, 3: 350}.get(period, 600 + (period - 4) * 150)
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# Multi-OT escalates aggressively (P4=500, P5=620, P6=760, P7=920…)
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base_priority = {1: 120, 2: 180, 3: 280}.get(
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period, 500 + (period - 4) * 120 + max(0, period - 5) * 20
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)
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else:
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base_priority = {1: 150, 2: 200, 3: 350, 4: 600, 5: 700}.get(period, 150)
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# Regular season: P4=5-min OT, P5=shootout
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base_priority = {1: 80, 2: 120, 3: 200, 4: 400, 5: 380}.get(period, 80)
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# ── 2. Period length for time calculations ────────────────────────────
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# ── 2. Period length for time calculations ───────────────────────────
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period_length = (1200 if is_playoff else 300) if period >= 4 else 1200
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# ── 3. Standings-quality matchup bonus ───────────────────────────────
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# Invert rank so that #1 (best) contributes the most quality points.
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# league_sequence 1=best, 32=worst → inverted: 32 quality pts for #1, 1 for #32.
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# ── 3. Matchup bonus (minor contributor now) ─────────────────────────
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home_standings = get_team_standings(game["homeTeam"]["name"]["default"])
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away_standings = get_team_standings(game["awayTeam"]["name"]["default"])
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home_quality = (33 - home_standings["league_sequence"]) + (
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@@ -252,115 +322,84 @@ def _priority_components(game):
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away_quality = (33 - away_standings["league_sequence"]) + (
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33 - away_standings["league_l10_sequence"]
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)
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# Higher period = matchup matters less (any OT is exciting regardless of teams)
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matchup_multiplier = {1: 1.5, 2: 1.5, 3: 1.25, 4: 1.0}.get(period, 1.0)
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matchup_bonus = (home_quality + away_quality) * matchup_multiplier
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# Max combined quality = 128. Divided by 5 → 0-25.6. Multiplier tightens further.
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matchup_raw = (home_quality + away_quality) / 5
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matchup_multiplier = {1: 1.5, 2: 1.25, 3: 1.0, 4: 0.5}.get(period, 0.5)
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matchup_bonus = int(matchup_raw * matchup_multiplier)
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# ── Shootout: flat priority, no time component (rounds, not clock) ───
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# ── Shootout: flat skills-competition score, no time component ──────
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if period == 5 and not is_playoff:
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so_base = 550
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so_closeness = 80
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so_matchup = (home_quality + away_quality) * 1.0
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so_total = int(so_base + so_closeness + so_matchup)
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so_total = int(380 + 60 + matchup_bonus)
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return {
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"base": so_base,
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"base": 380,
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"time": 0,
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"matchup_bonus": int(so_matchup),
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"closeness": so_closeness,
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"matchup_bonus": matchup_bonus,
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"score_state": 60,
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"high_scoring": 0,
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"power_play": 0,
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"empty_net": 0,
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"total": so_total,
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}
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# ── 4. Score-differential penalty (period-aware) ───────────────────────
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score_differential_adjustment = 0
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if period <= 2:
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adj = {0: 0, 1: 0, 2: 60, 3: 200, 4: 350}
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score_differential_adjustment = adj.get(
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score_difference, 350 + (score_difference - 4) * 100
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)
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elif period == 3:
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mins_left = time_remaining / 60
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if mins_left > 10:
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adj = {0: 0, 1: 0, 2: 80, 3: 250, 4: 400}
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elif mins_left > 5:
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adj = {0: 0, 1: 0, 2: 120, 3: 350, 4: 500}
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elif mins_left > 2:
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# Goalie-pull zone: 2-goal penalty DECREASES
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adj = {0: 0, 1: 0, 2: 80, 3: 450, 4: 600}
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else:
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# Final 2 min: 2-goal deficit with active goalie pull is exciting
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adj = {0: 0, 1: 0, 2: 60, 3: 550, 4: 700}
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score_differential_adjustment = adj.get(
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score_difference, adj[4] + (score_difference - 4) * 100
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)
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# OT: always tied, no penalty needed
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# ── 4. Unified score-state bonus ─────────────────────────────────────
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score_state = _score_state_bonus(score_difference, period, time_remaining)
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base_priority -= score_differential_adjustment
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# ── 5. Late-3rd urgency bonus ─────────────────────────────────────────
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if period == 3 and time_remaining <= 720:
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if score_difference == 0:
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base_priority += 100
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elif score_difference == 1:
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base_priority += 60
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if period == 3 and time_remaining <= 360:
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if score_difference == 0:
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base_priority += 50
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elif score_difference == 1:
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base_priority += 30
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# ── 6. Closeness bonus ───────────────────────────────────────────────
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closeness_bonus = {0: 80, 1: 50, 2: 20}.get(score_difference, 0)
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# ── 7. Time priority (non-linear — final minutes weighted more) ─────
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time_multiplier = {4: 5, 3: 5, 2: 3}.get(period, 2.0 if period >= 5 else 1.5)
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# ── 5. Time priority (cap per period, non-linear toward end) ─────────
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time_priority_max = {1: 30, 2: 60, 3: 120}.get(period, 200 if is_playoff else 60)
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elapsed_fraction = (
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max(0.0, (period_length - time_remaining) / period_length)
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if period_length
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else 0
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)
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time_priority = (elapsed_fraction**1.5) * (period_length / 20) * time_multiplier
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time_priority = (elapsed_fraction**1.6) * time_priority_max
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# ── 8. Power play bonus ───────────────────────────────────────────────
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# ── 6. High-scoring bonus for close games with 6+ combined goals ─────
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# Rewards the "shootout-y" vibe where next goal carries more weight.
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high_scoring_bonus = 0
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if total_goals >= 6 and score_difference <= 2:
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high_scoring_bonus = min((total_goals - 5) * 12, 60)
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if period < 3:
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high_scoring_bonus = int(high_scoring_bonus * 0.5)
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# ── 7. Power play bonus (tightened) ──────────────────────────────────
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pp_bonus = 0
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situation = game.get("situation", {})
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home_descs = situation.get("homeTeam", {}).get("situationDescriptions", [])
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away_descs = situation.get("awayTeam", {}).get("situationDescriptions", [])
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if "PP" in home_descs or "PP" in away_descs:
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man_advantage = _get_man_advantage(situation)
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advantage_mult = 1.0 if man_advantage <= 1 else 1.6
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advantage_mult = 1.0 if man_advantage <= 1 else 1.5
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if period >= 4:
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pp_bonus = int(200 * advantage_mult)
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pp_bonus = int(120 * advantage_mult)
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elif period == 3 and time_remaining <= 300:
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pp_bonus = int(150 * advantage_mult)
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pp_bonus = int(90 * advantage_mult)
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elif period == 3 and time_remaining <= 720:
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pp_bonus = int(100 * advantage_mult)
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pp_bonus = int(60 * advantage_mult)
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elif period == 3:
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pp_bonus = int(50 * advantage_mult)
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pp_bonus = int(35 * advantage_mult)
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else:
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pp_bonus = int(30 * advantage_mult)
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pp_bonus = int(20 * advantage_mult)
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# ── 9. Empty net bonus ───────────────────────────────────────────────
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# ── 8. Empty net bonus (tightened) ───────────────────────────────────
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en_bonus = 0
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if "EN" in home_descs or "EN" in away_descs:
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if period >= 4:
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en_bonus = 250
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en_bonus = 180
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elif period == 3 and time_remaining <= 180:
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en_bonus = 200
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en_bonus = 140
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elif period == 3 and time_remaining <= 360:
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en_bonus = 150
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en_bonus = 100
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else:
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en_bonus = 75
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en_bonus = 50
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logger.debug(
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"priority components — base: %s, time: %.0f, matchup_bonus: %.0f, "
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"closeness: %s, pp: %s, en: %s",
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"priority components — base: %s, time: %.0f, matchup: %s, "
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"score_state: %s, high_scoring: %s, pp: %s, en: %s",
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base_priority,
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time_priority,
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matchup_bonus,
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closeness_bonus,
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score_state,
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high_scoring_bonus,
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pp_bonus,
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en_bonus,
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)
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@@ -369,20 +408,18 @@ def _priority_components(game):
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base_priority
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+ time_priority
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+ matchup_bonus
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+ closeness_bonus
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+ score_state
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+ high_scoring_bonus
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+ pp_bonus
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+ en_bonus
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)
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# Pushes intermission games to the bottom, retains relative sort order
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if game["clock"]["inIntermission"]:
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return {**_zero, "total": -2000 - time_remaining}
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return {
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"base": base_priority,
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"time": int(time_priority),
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"matchup_bonus": int(matchup_bonus),
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"closeness": closeness_bonus,
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"matchup_bonus": matchup_bonus,
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"score_state": score_state,
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"high_scoring": high_scoring_bonus,
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"power_play": pp_bonus,
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"empty_net": en_bonus,
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"total": final_priority,
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@@ -428,15 +465,14 @@ def get_team_standings(team_name):
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def _playoff_importance(game):
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"""Importance for playoff games based on series context and round."""
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"""Importance for playoff games — round + series context. Max 150."""
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series = game.get("seriesStatus", {})
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if not series:
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# No series data available — flat playoff bonus
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return {
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"season_weight": 1.0,
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"playoff_relevance": 0.50,
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"rivalry": 1.0,
|
||||
"total": 100,
|
||||
"total": 60,
|
||||
}
|
||||
|
||||
round_num = series.get("round", 1)
|
||||
@@ -448,17 +484,17 @@ def _playoff_importance(game):
|
||||
round_mult = {1: 1.0, 2: 1.15, 3: 1.30, 4: 1.50}.get(round_num, 1.0)
|
||||
|
||||
if max_wins == 3 and min_wins == 3:
|
||||
series_factor = 1.0
|
||||
series_factor = 1.0 # Game 7
|
||||
elif max_wins == 3:
|
||||
series_factor = 0.85
|
||||
series_factor = 0.90 # Elimination game
|
||||
elif max_wins == 2 and min_wins == 2:
|
||||
series_factor = 0.70
|
||||
series_factor = 0.75 # Pivotal tied series
|
||||
elif max_wins == 2:
|
||||
series_factor = 0.55
|
||||
series_factor = 0.60
|
||||
else:
|
||||
series_factor = 0.40
|
||||
series_factor = 0.45
|
||||
|
||||
importance = min(int(series_factor * round_mult * 200), 200)
|
||||
importance = min(int(series_factor * round_mult * 100), 150)
|
||||
|
||||
return {
|
||||
"season_weight": round_mult,
|
||||
@@ -469,7 +505,7 @@ def _playoff_importance(game):
|
||||
|
||||
|
||||
def _importance_components(game):
|
||||
"""Return a dict of all importance components plus the final total."""
|
||||
"""Regular-season importance — season_weight × stakes × rivalry. Max 100."""
|
||||
_zero = {"season_weight": 0.0, "playoff_relevance": 0.0, "rivalry": 1.0, "total": 0}
|
||||
|
||||
if game["gameState"] in ("FINAL", "OFF"):
|
||||
@@ -482,30 +518,29 @@ def _importance_components(game):
|
||||
home_st = get_team_standings(game["homeTeam"]["name"]["default"])
|
||||
away_st = get_team_standings(game["awayTeam"]["name"]["default"])
|
||||
|
||||
# Season weight — near-zero before game 30, sharp ramp 55-70, max at 82
|
||||
# Season weight — zero before game 30, linear ramp to 1.0 at game 70+
|
||||
avg_gp = (home_st["games_played"] + away_st["games_played"]) / 2
|
||||
if avg_gp <= 30:
|
||||
season_weight = 0.05
|
||||
season_weight = 0.0
|
||||
else:
|
||||
t = (avg_gp - 30) / (82 - 30)
|
||||
season_weight = min(t**1.8, 1.0)
|
||||
season_weight = min((avg_gp - 30) / 40, 1.0)
|
||||
|
||||
# Playoff relevance — peaks for bubble teams (wildcard rank ~17-19)
|
||||
# Playoff stakes — peaks on the bubble, drops for locked-in or out
|
||||
best_wc = min(
|
||||
home_st["wildcard_sequence"] or 32, away_st["wildcard_sequence"] or 32
|
||||
)
|
||||
if best_wc <= 12:
|
||||
playoff_relevance = 0.60
|
||||
if best_wc <= 8:
|
||||
stakes = 0.5 # locked in, pressure off
|
||||
elif best_wc <= 16:
|
||||
playoff_relevance = 0.85
|
||||
elif best_wc <= 19:
|
||||
playoff_relevance = 1.00
|
||||
elif best_wc <= 23:
|
||||
playoff_relevance = 0.65
|
||||
stakes = 0.8 # comfortable, meaningful
|
||||
elif best_wc <= 20:
|
||||
stakes = 1.0 # bubble, every point critical
|
||||
elif best_wc <= 24:
|
||||
stakes = 0.5 # slipping
|
||||
else:
|
||||
playoff_relevance = 0.15
|
||||
stakes = 0.2 # effectively out
|
||||
|
||||
# Division/conference rivalry multiplier
|
||||
# Rivalry — division > conference > other
|
||||
home_div = home_st["division_abbrev"]
|
||||
away_div = away_st["division_abbrev"]
|
||||
home_conf = home_st["conference_abbrev"]
|
||||
@@ -517,21 +552,20 @@ def _importance_components(game):
|
||||
else:
|
||||
rivalry_multiplier = 1.0
|
||||
|
||||
raw = season_weight * playoff_relevance * rivalry_multiplier
|
||||
importance = max(0, min(int((raw / 1.4) * 150), 150))
|
||||
importance = int(season_weight * stakes * rivalry_multiplier * 70)
|
||||
importance = max(0, min(importance, 100))
|
||||
|
||||
logger.debug(
|
||||
"importance components — season_weight: %.3f, playoff_relevance: %.2f, "
|
||||
"rivalry: %.1f, importance: %s",
|
||||
"importance — season_weight: %.2f, stakes: %.2f, rivalry: %.1f, total: %s",
|
||||
season_weight,
|
||||
playoff_relevance,
|
||||
stakes,
|
||||
rivalry_multiplier,
|
||||
importance,
|
||||
)
|
||||
|
||||
return {
|
||||
"season_weight": round(season_weight, 3),
|
||||
"playoff_relevance": playoff_relevance,
|
||||
"playoff_relevance": stakes,
|
||||
"rivalry": rivalry_multiplier,
|
||||
"total": importance,
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user