thekevjames / league Goto Github PK
View Code? Open in Web Editor NEWLeague of Legends API interface -- dynamic item set generator, item efficiency API, and other data science experiments
Home Page: https://pypi.python.org/pypi/league-utils
League of Legends API interface -- dynamic item set generator, item efficiency API, and other data science experiments
Home Page: https://pypi.python.org/pypi/league-utils
Ideal list of versions to test against would be:
Every constant in worth.py should be pulled from Riot's API instead of hardcoded.
league/old/league_utils/isg/__init__.py
Lines 4 to 9 in ceee2d5
TODO:
comment in ceee2d5. It's been assigned to @TheKevJames because they committed the code.Hi,
Looking to contribute to this project.
Wanted to get my feet wet, still trying to decipher the code and learn asyncio at the same time
Got any issues you need contributors to look at?
In-game chat with eg. danReynolds/SummonerExpert would be cool. Build a framework and plug into something like API.AI as a backend?
Much of this project is untested. It'd be great to fix that.
See their release statement. Looks like the API we're using will be deprecated by May 15th, 2017.
Could we generate a spreadsheet from our gold-efficiency output? Maybe some other high-level view would be better?
Build renderer for:
Should be able to at least take into account AD-heavy vs AP-heavy for defensive items. AD vs. Lethality depending on squishiness. Anything else?
See the README
Clearly, we should prefer more efficient items. This is somewhat blocked on #34, since we do not include all relevant aspects of items in gold efficiency calculations.
Note: we already include a superset of stats commonly used in efficiency theory-crafting. Maybe this is enough?
league/.pre-commit-config.yaml
Lines 36 to 41 in ceee2d5
TODO:
comment in ceee2d5. It's been assigned to @TheKevJames because they committed the code.Every single ignored_stats
should be covered, if possible. This includes pretty much all unique effects.
As a first step, this may involve returning efficiency with effects on or off, eg. Warmog's is a% efficient without "Warmog's Heart" and b% efficient with it active.
As second step, we might be able to consolidate these: eg. "Warmog's Heart" is active (on average) c% of the time, thus its efficiency ranges from a to b% with a mean of (bc + a(1-c))%.
Suggest picks/bans. Back and forth system, update from enemy picks/bans, team picks.
Look into data sources other than champion.gg, which is effectively the league API for our case. Integrate that knowledge into building more informed datasets.
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