Tag Archives: score

Debugging Recommendations Engine

Here I wrote about how to set-up and configure the MS Azure recommendations engine.

One thing that has become painfully apparent while working with recommendations is how difficult it is to work out what has gone wrong when you don’t get any recommendations. The following is a handy check-list for the next time this happens to me… so others may, or may not find this useful*:

1. Check the model was correctly generated

Once you have produced a recommendations model, you can access that model by simply navigating to it. The url is in the following format:

{recommendations uri}/ui

For example:

https://pcmrecasd4zzx2asdf.azurewebsites.net/ui

This gives you a screen such as this:

The status (listed in the centre of the screen) tells you whether the build has finished and, if so, whether it succeeded or not.

If the build has failed, you can select that row and drill into, and find out why.

In the following example, there is a reference in the usage data, to an item that is not in the catalogue.

Other reasons that the model build may fail include invalid, corrupt or missing data in either file.

2. Check the recommendation in the interface

In order to exclude other factors in your code, you can manually interrogate the model directly by simply clicking on the “Score” link above; you will be presented with a screen such as this:

In here, you can request direct recommendations to see how the model behaves.

3. Volume

If you find that your score is consistently returning as zero, then the issue may be with the volume of usage data that you have provided. 1k** rows of usage data is the sort of volume you should be dealing with; this statistic was based on a catalogue of around 20 – 30 products.

4. Distribution

The number of users matters – for the above figures, a minimum of 15** users was necessary to get any scores back. If the data sample is across too small a user base, it won’t return anything.

Footnotes

* Although this post is written by me, and is for my benefit, I stole much of its content from wiser work colleagues.

** Arbitrary values – your mileage may vary.

Console Games – Snake – Part 5

Continuing on from my series of posts on writing a console game with my children, this post will cover the score and speed up the game a little to make it progressively harder. If you haven’t seen the earlier posts then start here.

What’s the score?

Let’s start with the score; first thing to do is create a variable to store it:

    class Program
    {
        private static int _length = 6;
        private static int _score = 0;

The way to increase the score is to eat food, so that’s quite straight-forward:


private static void DetectCollision(Position currentPos)
{
    …
    // Check if we've eaten the food
    if (_foodPosition.left == currentPos.left && _foodPosition.top == currentPos.top)
    {
        _length++;
        _score++;
        _foodPosition = null;
}

Nothing hugely complicated there. Finally, display the score:


private static void DrawScreen()
{
    Console.Clear();

    Console.SetCursorPosition(Console.WindowWidth - 3, Console.WindowHeight - 1);
    Console.Write(_score);

Speed

That’s the score; next we need to speed the game up. Currently we have an `UpdateGame()` method that determines how often the game is updated; here’s what it currently does:

        private static bool UpdateGame()
        {
            if (DateTime.Now < nextUpdate) return false;

            if (_foodPosition == null)
            {
                _foodPosition = new Position()
                {
                    left = _rnd.Next(Console.WindowWidth),
                    top = _rnd.Next(Console.WindowHeight)
                };
            }

            if (_lastKey.HasValue)
            {
                Move(_lastKey.Value);
            }

            nextUpdate = DateTime.Now.AddMilliseconds(500);
            return true;
        }

So, we can simply change the nextUpdate to use a variable that we already have; like this:

nextUpdate = DateTime.Now.AddMilliseconds(500 / (_score + 1));

Game Over

Okay, well, the eagle eyed among you may have noticed that game over just gives a runtime error; let’s try something a little more user friendly. First, we’ll create a variable to store whether the game is still in play:

        private static bool _inPlay = true;

Next, change the game loop to use this:

        static void Main(string[] args)
        {
            Console.CursorVisible = false;
            DrawScreen();
            while (_inPlay)
            {

And finally, change the `GameOver()` method:

        private static void GameOver()
        {
            _inPlay = false;
            Console.Clear();
            Console.WriteLine("Game over.");
            Console.ReadLine();
        }

Final word

I’m still working through this game, and with a catch game (which I’ll also post at some stage) with the children. The way that I’ve been addressing this is, after an initial explanation phase, asking the children to complete each small section; for example, in the above section, I would have asked them to complete three separate tasks: To create a new boolean variable, to use that variable in the while loop and to re-write the GameOver() function so that it sets the variable to false. Roughly speaking, the posts are arranged in small sections, and they could be treated as separate exercises.

Please leave a comment if you found any of these helpful, or with any suggestions for improvements.

If I get the time or the inclination, I might break these posts down into individual exercises and post that as well.