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21662d2
1 Parent(s): e80a0a9

Update scoring_calculation_system.py

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  1. scoring_calculation_system.py +68 -133
scoring_calculation_system.py CHANGED
@@ -601,155 +601,90 @@ def calculate_compatibility_score(breed_info: dict, user_prefs: UserPreferences)
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  def calculate_experience_score(care_level: str, user_experience: str, temperament: str) -> float:
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- """
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- 計算使用者經驗與品種需求的匹配分數
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-
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- 參數說明:
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- care_level: 品種的照顧難度 ("High", "Moderate", "Low")
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- user_experience: 使用者經驗等級 ("beginner", "intermediate", "advanced")
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- temperament: 品種的性格特徵描述
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- 返回:
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- float: 0.2-1.0 之間的匹配分數
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- """
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- # 基礎分數矩陣 - 更大的分數差異來反映經驗重要性
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  base_scores = {
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  "High": {
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- "beginner": 0.12, # 降低起始分,反映高難度品種對新手的挑戰
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- "intermediate": 0.65, # 中級玩家可以應付,但仍有改善空間
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- "advanced": 1.0 # 資深者能完全勝任
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  },
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  "Moderate": {
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- "beginner": 0.35, # 適中難度對新手來說仍具挑戰
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- "intermediate": 0.82, # 中級玩家有很好的勝任能力
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- "advanced": 1.0 # 資深者完全勝任
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  },
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  "Low": {
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- "beginner": 0.72, # 低難度品種適合新手
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- "intermediate": 0.92, # 中級玩家幾乎完全勝任
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- "advanced": 1.0 # 資深者完全勝任
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  }
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  }
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- # 取得基礎分數
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  score = base_scores.get(care_level, base_scores["Moderate"])[user_experience]
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- # 性格特徵評估 - 根據經驗等級調整權重
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- temperament_lower = temperament.lower()
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- temperament_adjustments = 0.0
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-
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- if user_experience == "beginner":
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- # 新手不適合的特徵 - 更嚴格的懲罰
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- difficult_traits = {
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- 'stubborn': -0.15, # 加重固執的懲罰
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- 'independent': -0.12, # 加重獨立性的懲罰
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- 'dominant': -0.12, # 加重支配性的懲罰
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- 'strong-willed': -0.10, # 加重強勢的懲罰
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- 'protective': -0.08, # 加重保護性的懲罰
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- 'aloof': -0.08, # 加重冷漠的懲罰
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- 'energetic': -0.06 # 輕微懲罰高能量
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- }
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-
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- # 新手友善的特徵 - 提供更多獎勵
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- easy_traits = {
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- 'gentle': 0.08, # 增加溫和的獎勵
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- 'friendly': 0.08, # 增加友善的獎勵
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- 'eager to please': 0.08, # 增加順從的獎勵
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- 'patient': 0.06, # 獎勵耐心
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- 'adaptable': 0.06, # 獎勵適應性
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- 'calm': 0.05 # 獎勵冷靜
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- }
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-
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- # 計算特徵調整
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- for trait, penalty in difficult_traits.items():
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- if trait in temperament_lower:
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- temperament_adjustments += penalty * 1.2 # 加重新手的懲罰
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-
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- for trait, bonus in easy_traits.items():
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- if trait in temperament_lower:
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- temperament_adjustments += bonus
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-
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- # 品種特殊調整
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- if any(term in temperament_lower for term in ['terrier', 'working', 'guard']):
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- temperament_adjustments -= 0.12 # 加重對特定類型品種的懲罰
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-
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- elif user_experience == "intermediate":
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- base_scores = {
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- "High": {"intermediate": 0.65},
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- "Moderate": {"intermediate": 0.75},
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- "Low": {"intermediate": 0.85}
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- }
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- score = base_scores.get(care_level, base_scores["Moderate"])[user_experience]
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-
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- # 中級玩家特徵評估 - 參考 beginner 的邏輯結構
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- challenging_traits = {
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- 'stubborn': -0.10, # 仍然需要扣分,但比 beginner 輕
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- 'independent': -0.08,
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- 'dominant': -0.08,
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- 'protective': -0.06,
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- 'aggressive': -0.12, # 仍然嚴重扣分
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- 'nervous': -0.08
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  }
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- positive_traits = {
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- 'intelligent': 0.06,
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- 'trainable': 0.06,
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- 'adaptable': 0.05,
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- 'calm': 0.04,
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- 'friendly': 0.04
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- }
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-
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- # 計算特徵調整
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- for trait, penalty in challenging_traits.items():
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- if trait in temperament_lower:
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- temperament_adjustments += penalty
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-
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- for trait, bonus in positive_traits.items():
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- if trait in temperament_lower:
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- if temperament_adjustments + bonus <= 0.12: # 限制正面特徵累積
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- temperament_adjustments += bonus
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712
- else: # advanced
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- base_scores = {
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- "High": {"advanced": 0.75}, # 降低基礎分數
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- "Moderate": {"advanced": 0.82},
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- "Low": {"advanced": 0.88}
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- }
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- score = base_scores.get(care_level, base_scores["Moderate"])[user_experience]
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-
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- # 即使是進階玩家也需要考慮的風險特徵
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- risk_traits = {
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- 'aggressive': -0.15, # 最嚴重的風險特徵
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- 'nervous': -0.12,
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- 'unpredictable': -0.12,
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- 'territorial': -0.10,
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- 'dominant': -0.08,
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- 'strong-willed': -0.06
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- }
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-
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- # 進階玩家可以處理的特徵,但仍需謹慎
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- manageable_traits = {
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- 'intelligent': 0.05,
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- 'trainable': 0.04,
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- 'independent': 0.03,
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- 'protective': 0.02
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- }
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-
738
- # 先計算風險特徵
739
- for trait, penalty in risk_traits.items():
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- if trait in temperament_lower:
741
- temperament_adjustments += penalty
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-
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- # 再加上可控制特徵,但有限制
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- positive_adjustment = 0
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- for trait, bonus in manageable_traits.items():
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- if trait in temperament_lower:
747
- positive_adjustment += bonus
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- temperament_adjustments += min(0.10, positive_adjustment) # 限制正面特徵的總影響
 
 
 
 
 
749
 
750
- # 確���最終分數在合理範圍內
751
- final_score = max(0.2, min(1.0, score + temperament_adjustments))
752
- return final_score
753
 
754
 
755
  def calculate_health_score(breed_name: str) -> float:
 
601
 
602
 
603
  def calculate_experience_score(care_level: str, user_experience: str, temperament: str) -> float:
604
+ temperament_lower = temperament.lower()
 
 
 
 
 
 
605
 
606
+ # 重新設計基礎分數,降低起始點以留出調整空間
 
 
 
607
  base_scores = {
608
  "High": {
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+ "beginner": 0.12,
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+ "intermediate": 0.45, # 降低基礎分數
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+ "advanced": 0.60 # 降低基礎分數
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  },
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  "Moderate": {
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+ "beginner": 0.35,
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+ "intermediate": 0.55,
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+ "advanced": 0.70
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  },
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  "Low": {
619
+ "beginner": 0.72,
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+ "intermediate": 0.65,
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+ "advanced": 0.75
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  }
623
  }
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625
  score = base_scores.get(care_level, base_scores["Moderate"])[user_experience]
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627
+ # 計算品種複雜度分數
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+ def calculate_complexity_score(temperament: str) -> float:
629
+ complexity_factors = {
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+ 'aggressive': 0.3,
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+ 'stubborn': 0.25,
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+ 'independent': 0.2,
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+ 'protective': 0.2,
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+ 'dominant': 0.2,
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+ 'strong-willed': 0.15,
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+ 'energetic': 0.15
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
637
  }
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639
+ complexity = sum(value for trait, value in complexity_factors.items()
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+ if trait in temperament_lower)
641
+ return min(1.0, complexity)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
642
 
643
+ complexity = calculate_complexity_score(temperament)
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+
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+ # 根據經驗等級調整複雜度的影響
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+ experience_multipliers = {
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+ "beginner": 1.5, # 新手受複雜度影響最大
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+ "intermediate": 0.8, # 中級玩家受中等影響
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+ "advanced": 0.4 # 資深玩家受影響較小但仍然存在
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+ }
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+
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+ # 應用複雜度調整
653
+ complexity_impact = complexity * experience_multipliers[user_experience]
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+ score = score * (1 - complexity_impact)
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+
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+ # 特徵評估(保持動態性)
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+ positive_trait_limit = {
658
+ "beginner": 0.1,
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+ "intermediate": 0.15,
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+ "advanced": 0.2
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+ }
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+
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+ negative_trait_impact = {
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+ "beginner": 1.5,
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+ "intermediate": 1.0,
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+ "advanced": 0.7
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+ }
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+
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+ # 累積特徵影響
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+ positive_impact = 0
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+ negative_impact = 0
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+
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+ # 計算特徵影響
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+ for trait in temperament_lower.split():
675
+ if trait in ['gentle', 'friendly', 'patient', 'calm']:
676
+ positive_impact += 0.05
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+ if trait in ['aggressive', 'nervous', 'unpredictable']:
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+ negative_impact += 0.08 * negative_trait_impact[user_experience]
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+
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+ # 限制正面特徵影響
681
+ positive_impact = min(positive_trait_limit[user_experience], positive_impact)
682
+
683
+ # 應用特徵調整
684
+ final_score = score + positive_impact - negative_impact
685
 
686
+ # 確保分數在合理範圍內
687
+ return max(0.2, min(0.95, final_score))
 
688
 
689
 
690
  def calculate_health_score(breed_name: str) -> float: