Representing multi dimensional data and their attributes - database

I am building an application where I will store some facts corresponding to the product, location and time dimensions. For example, a particular product P1 sold 10 units at a store S1 in a particular month T1. All the dimensions will have levels with a hierarchy among them - for example - Year/Month/Week/Day for time dimension.
The members (not sure if members is a right word) of each level will also have hierarchy among them - for example - 2014/Sep/1st Week/3rd Sep and of course this hierarchy matches the hierarchy among the corresponding levels. Similar is the case for other dimensions. Implementing this structure itself is a bit tough going by the options for representing hierarchical data and the choice should be dictated by frequency and volume of data that is to be inserted/updated/deleted versus selected. I can do some research and pick the most optimum solution for my case.
However, the real difficulty I am facing currently is modeling an alternate space where the fact data will live. Referring to the example I cited above, assume that P1 is a member of the product dimension level "Article" in the hierarchy Category/Subcategory/Article and S1 is a member of store dimension level "Store" in the hierarchy Country/City/Store. Now assume the store S1 does not keep the item P1 in the month T1 and we represent this decision using the flag IS_ACTIVE. That is, IS_ACTIVE=N is a fact and its context is {P1,S1,T1}. Also note that IS_ACTIVE is the attribute and N is its value. However this context {P1,S1,T1} itself is an instance of the meta context {Article, Store, Month}. And I need to store this meta context in the application as well. Reason is that there may be a place in the application where I may need to fetch a list of other possible attributes (for example, REBATE_OFFERED_PERCENT) corresponding to the meta context {Article, Store, Month}.
I have figured out a normalized relational schema design for all this but it is too convoluted and in my opinion will not be performant. I am looking for an alternative solution like a NoSQL database which can serve my needs since there is a some hierarchy involved here. Or, is my problem domain more amenable to a relational schema design?
This seems like a standard problem that should appear in multiple domains but I could not find any articles regarding this. Also, is there a branch in abstract mathematics which has a relevance to this problem? Is there a standard terminology to describe such problems? I am willing to read up on some theory before implementing a solution for it.

Related

System design: whether to normalize the departments or not

I'm working with two consultants in one project. The thing is we reached a point where both of them cannot get into an agreement and each offer a different approach.
The thing is we have a store with four departments and we want to find the best approach for working with all of them in the same database.
Each department sell different products: Cars, Boats, Jetskies and Motorbikes.
When the data is inserted or updated in each department there are some triggers to be fires so different workflows will begin, when adding a new car there are certain requirements that needs to be checked as well as the details of the car that are completely different than a boat. Also, regarding the data there are not many fields there are in common, I would say so far only the brand, color, model and year, everything else is specific for each deparment due to the different products and how they work with them..
Consultant one says:
Create one table for all the departments and use a column to identify what department the row belongs to, this way you will have only one trigger and inside the trigger you will then call the function/mehod you need for each record type.
Reason: you only have one table (with over 200 fields) and one trigger, is easier to maintain. Also if you need to report you just need to query one table and filter based on the record type. If you need to report for all the items you don't need to have multiple joins.
Consultant two says:
Create one table for each deparment and a trigger for each table.
Reason: you will have smaller tables (aprox 50 fields each) and is more flexible and you have it all separated. If you want to report you need to join the tables as you want to include data from different places.
I see the advantages of having everything in one place but if I want to expand or change anything I have the feeling I will bre creating a beast table as the data grows.
On the other side keep it separated look more appealing but will need to setup everything for each different table.
What would you say is the best approach?
You should probably listen to consultant number two.
The thing is, all design is trade-offs. You need to assess the pros and cons of each approach and you need to think about the risks that each design entails.
What happens when your design grows? (department 5, more details per product type,...)
What happens when the system scales up to higher transaction volumes?
What happens when your business rules change?
I've been doing this for a long time and I've seen some pendulums swing back and forth when it comes to what is "in fashion" as far as database and software best practices.
I'd say right now the prevailing wisdom is that separation of concerns is innately good. This means you should keep your program logic (trigger code) separate for each department. This makes sense because your logic will vary from one product type to the next since they mostly have distinct columns.
This second point is also important, because your stake in the ground for a transactional system should always be start with third normal form (or higher, if necessary). Sometimes you can get away without it, but four different types of objects with 40 or more distinct attributes each doesn't sound like a good candidate for jamming everything into one table. How do you keep track of which columns belong to which type of product, for example? A separate table for each product type keeps this clean and simple - and importantly - easy for your support programmers to understand.
Contrary to what consultant one is saying, having one trigger instead of four is not likely to be easier to maintain if that one trigger is a big bowl of spaghetti, or even four tidy, well written subroutines joined together with a switch type statement.
These days, programmers favour short, atomic, single-purpose functions (triggers, in your case).
If there is enough common data and common business logic that doing it four times seems awkward, then maybe you have a good candidate for a super-type / sub-type design.
I'll say one
These are all Products, It doesn't matter that its a Bike or a Car. You can control the fields and the object by RecordTypes and Page layouts and that will save you from having 4 Objects, which means potentially 8 new classes(if it follows my pattern it could be up to 20+) + all of the workflow rules and validation rules across the these new objects, it will be very hard to maintain a structure that has 4 objects but are all the same thing.. Tracking Products.
Down the road if you decide to add a new product such as planes, it will be very easy to add a plane to this object and the code will be able to pick up from there if needed. You will definitely need Record Types to manage each Product. The trigger code shouldn't be an issue if the consultants are building it properly meaning a trigger should never have any business logic so as long as that is followed all of the code will be maintainable
I will go with one.
I assume you have a large number of products and this list will grow in future. All these are Products at the end. They will have some common fields and common logic.
If you use Process Builder with Invocable classes instead of Triggers, you may be able to get away with just configuration changes while adding a new object, if its fields and functionality are same/similar to a existing object.
There may also be limitation on the number of different objects a profile has access to based on your license types.
Salesforce has a standard object called Product. Its a single object to be classifies based on record type.
I would have gone with approach two if this was not salesforce. Based on how salesforce works and the limitations it imposes one seems like a better and cleaner solution.
I would say option 2.
Why?
(1) I would find one table with 200+ columns harder to maintain. You're also then going to have to expose fields for an object that doesn't need said fields.
(2) You are also going to have to "hide" logic inside the trigger which then decides to do different actions based on the type of department etc...
(3) Option 2 involves more "scaffolding" and separate objects but those are objects are inherently smaller and easier to maintain and don't specifically hide logic or cause any sort of ambiguity.
(4) Option 2 abides by the single responsibility principle. Not everyone follows this I understand but I find it a good guiding principle, as the responsibility for the data lies with the individual table and the responsibility for triggered the action lies with the individual trigger as opposed to just being one mammoth entity/trigger.
** I would state that I am simply looking at this from a software development perspective, I am not sure whether or not SalesForce would handle this setup, but it is the way I would personally prefer to design it. :)
Option 2 for me.
You've said that there is little common data and the trigger logic is completely different. Here are some additional technical considerations.
Option 1 Warnings
The trigger would be a single point of failure and errors will be trickier to debug. I have worked with large triggers where broken logic near the top has stopped logic near the bottom from running, sometimes silently! You also have to maintain conditional guards to control the flow of logic based on the data which is another opportunity for error.
I'm not red hot on indexes but I believe performance will suffer due to no natural order of the multi-purpose data. More specific tables will yield better indexing strategies. Also, large rows can lead to fragmented indexes.
https://blogs.msdn.microsoft.com/pamitt/2010/12/23/notes-sql-server-index-fragmentation-types-and-solutions/
You would need extra consideration when setting nullable/default constraints on each surplus field not relevant to the product in question. These subtleties can introduce bugs and might make it harder if/when you decide to work with a data layer technology such as Entity Framework. E.g. the logical difference between NULL, 0 and 'None', especially on shared columns.

Graph database modeling: multiple edges are better than single edges with properties?

This is for a project that will map metadata. There are many more nodes but this particular one became a debate in the team.
Which model would yield the best query performance? Or it does not matter?
Option 1
Permission metadata is explicit as edges between nodes.
Option 2
Permission metadata is inside the properties of the edge.
Option 3
???
Let me comment for ArangoDB here, being one of its developers.
There is a third possibility, namely to have a single vertex collections and multiple edge collections for the different access methods. You would then "officially" have 3 graphs that share the same vertex set.
I would expect that this is better in performance, because each access type would only have to deal with a single type of edge and access would be fast.
Obviously it all depends on your queries. My statement holds for queries like "what are all the Entities a Person can update?" or "who can select this Entity?".
I could imagine that your standard query is more "Can this person delete that Entity?" or "Which access rights does this person have for that Entity?".
These two questions are probably not efficient with any of the approaches suggested, because as far as I see, all of them would then require a search, either in the outgoing edges of the Person or in the incoming edges of the Entity.
What would be needed here are a kind of "vertex centric indices", that is an index that can be used for the set of outgoing or incoming edges of a given vertex. If you, for example would use your option 2 (or indeed 1, this does not matter so much), and have a sorted index on all edges that is sorted first by Person and then by Entity. Then it is a lookup with time complexity O(log(#edges)) to find the (probably singleton) set of edges from a given Person to a given Entity.
We at ArangoDB are currently busy to add this feature, which will appear in one of the next two releases.
I can only speak for Neo4j here:
I don't know that it would matter much, but definitely benchmark! Both relationships and properties are stored as linked lists, so it will still need to traverse them. But if you have more relationships between Person and Entity nodes then putting them in properties starts to become more attractive.
I recommend checking out the free O'Reilly book Graph Databases to learn more about the internals of Neo4j. But benchmarks will always be the gold standard.

Adjustable, versioned graph database

I'm currently working on a project where I use natural language processing to extract emotions from text to correlate them with contextual information.
Definition of contextual information: Every information that is relevant to describe an entity's situation in time an space.
Description of the data structure I'm looking for:
There is a arbitrary number of entities (an entity can either be a person or a group for example (twitter hash tags)) of which I want to track contextual information and their conversations with other entities. Conversations between entities are processed in order to classify their emotional features. Basic emotional features consist of a vector that specifies their occurrence percentually: {fear: 0.1, happiness: 0.4, joy: 0.1, surprise: 0.9, anger: 0}
Entities can also submit any contextual information they'd like to share, for example: location, room-temperature, blood pressure, ... and so on (will refer to this as contextual variables).
Because neither the number of conversations of an entity, nor the number of contextual variables they want to share is clear at any point in time, the data structure needs to be able to adjust accordingly.
Important: Every change in the data must also represent an own state as I'm looking forward to correlate certain changes in state with each other.
Example: Bob and Alice have a conversation that shows high magnitude of fear. A couple of hours later they have another conversation that shows no more fear, but happiness.
Now, one could argue that high magnitude fear, followed by happiness actually could be interpreted as the emotion relief.
However, in order to be able to extract this very information I need to be able to correlate different states with each other.
Same goes for using contextual information to correlate them with the tracked emotions in conversations.
This is why every state change must be recorded and available.
To make this more clear to you, I've created a graphic and attached it to the question.
Now, the actual question I have is: Which database/data structure can I use to solve this problem?
I've looked into event-sourcing databases but wasn't quite convinced if I can easily recreate a graph structure with them. I also looked at graph databases but didn't find what I was looking for.
Therefore it would be nice if someone here could at least point me in the right direction or help me adjust my structure accordingly to solve the problem. If however there are data structures supporting, what I call it graph databases with snapshots then ease of usage is probably the most important feature to filter for.
There's a database called Datomic by Rich Hickey (of Clojure fame) that stores facts over time. Every entry in the database is a fact with a timestamp, append-only as in Event Sourcing.
These facts can be queried with a relational/logical language ala Datalog (remiscent of Prolog). Please see This post by kisai for a quick overview. It has been used for querying graphs with some success in the past: Using Datomic as a Graph Database.
While I have no experience with Datomic, it does seem to be quite suitable for your particular problem.
You have an interesting project, I do not work on things like this directly but for my 2 cents -
It seems to me your picture is a bit flawed. You are trying to represent a graph database overtime but there isn't really a way to represent time this way.
If we examine the image, you have conversations and context data changing over time, but the fact of "Bob" and "Alice" and "Malory" actually doesn't change over time. So lets remove them from the equation.
Instead focus on the things you can model over time, a conversation, a context, a location. These things will change as new data comes in. These objects are an excellent candidate for an event sourced model. In your app, the conversation would be modeled as a series of individual events which your aggregate would use and combine and factor to generate a final state which would be your 'relief' determination.
For example you could write logic where if a conversation was angry then a very happy event came in then the subject is now feeling relief.
What I would do is model these conversation states in your graph db connected to your 'Fact' objects "Bob", "Alice", etc. And a query such as 'What is alice feeling right now?' would be a graph traversal through your conversation states factoring in the context data connected to alice.
To answer a question such as 'What was alice feeling 5 minutes ago?' you would take all the event streams for the conversations and rewind them to the appropriate point then examine the state of the conversations.
TLDR:
Separate the time dependent variables from the time independent variables and use event sourcing to model time.
There is an obvious 1:1 correspondence between your states at a given time and a relational database with a given schema. So there is an obvious 1:1 correspondence between your set of states over time and a changing-schema database, ie a variable whose value is a database plus metadata, manipulated by both DDL and DML update commands. So there is no evidence that you shouldn't just use a relational DBMS.
Relational DBMSs allow generic querying with automated implementation at a certain computational complexity with certain opportunities for optimization. Any application can have specialized queries that make a specialized data structure and operators a better choice. But you must design your application and know about such special aspects to justify this. As it is, with the obvious correspondences between your states and relational states, this has not been justified.
EAV is frequently used instead of DDL and a changing schema. But under EAV the DBMS does not know the real tables you are concerned with, which have columns that are EAV attributes, and which are explicit in the DDL/DML changing schema approach. So EAV foregoes simplicity, clarity, optimization and most of all integrity and ACID. It can only be justified (compared to DDL/DML, assuming a relational representation is otherwise appropriate) by demonstrating that DDL with schema updates (adding, deleting and changing columns and tables) is worse (per the above) than EAV in your particular application.
Just because you can draw a picture of your application state at some time using a graph does not mean that you need a graph database. What matters is what specialized queries/expressions you will be evaluating. You should understand what these are in terms of your problem domain, which is probably most easily expressible per some specialized data structure and operators and relationally. Then you can compare the expressive and computational demands to a specialized data structure, a relational representation, and the models of particular graph databases. Be sure to google stackoverflow.
According to Wikipedia "Neo4j is the most popular graph database in use today".

Database storage design of large amounts of heterogeneous data

Here is something I've wondered for quite some time, and have not seen a real (good) solution for yet. It's a problem I imagine many games having, and that I can't easily think of how to solve (well). Ideas are welcome, but since this is not a concrete problem, don't bother asking for more details - just make them up! (and explain what you made up).
Ok, so, many games have the concept of (inventory) items, and often, there are hundreds of different kinds of items, all with often very varying data structures - some items are very simple ("a rock"), others can have insane complexity or data behind them ("a book", "a programmed computer chip", "a container with more items"), etc.
Now, programming something like that is easy - just have everything implement an interface, or maybe extend an abstract root item. Since objects in the programming world don't have to look the same on the inside as on the outside, there is really no issue with how much and what kind of private fields any type of item has.
But when it comes to database serialization (binary serialization is of course no problem), you are facing a dilemma: how would you represent that in, say, a typical SQL database ?
Some attempts at a solution that I have seen, none of which I find satisfying:
Binary serialization of the items, the database just holds an ID and a blob.
Pro's: takes like 10 seconds to implement.
Con's: Basically sacrifices every database feature, hard to maintain, near impossible to refactor.
A table per item type.
Pro's: Clean, flexible.
Con's: With a wide variety come hundreds of tables, and every search for an item has to query them all since SQL doesn't have the concept of table/type 'reference'.
One table with a lot of fields that aren't used by every item.
Pro's: takes like 10 seconds to implement, still searchable.
Con's: Waste of space, performance, confusing from the database to tell what fields are in use.
A few tables with a few 'base profiles' for storage where similar items get thrown together and use the same fields for different data.
Pro's: I've got nothing.
Con's: Waste of space, performance, confusing from the database to tell what fields are in use.
What ideas do you have? Have you seen another design that works better or worse?
It depends if you need to sort, filter, count, or analyze those attribute.
If you use EAV, then you will screw yourself nicely. Try doing reports on an EAV schema.
The best option is to use Table Inheritance:
PRODUCT
id pk
type
att1
PRODUCT_X
id pk fk PRODUCT
att2
att3
PRODUCT_Y
id pk fk PRODUCT
att4
att 5
For attributes that you don't need to search/sort/analyze, then use a blob or xml
I have two alternatives for you:
One table for the base type and supplemental tables for each “class” of specialized types.
In this schema, properties common to all “objects” are stored in one table, so you have a unique record for every object in the game. For special types like books, containers, usable items, etc, you have another table for each unique set of properties or relationships those items need. Every special type will therefore be represented by two records: the base object record and the supplemental record in a particular special type table.
PROS: You can use column-based features of your database like custom domains, checks, and xml processing; you can have simpler triggers on certain types; your queries differ exactly at the point of diverging concerns.
CONS: You need two inserts for many objects.
Use a “kind” enum field and a JSONB-like field for the special type data.
This is kind of like your #1 or #3, except with some database help. Postgres added JSONB, giving you an improvement over the old EAV pattern. Other databases have a similar complex field type. In this strategy you roll your own mini schema that you stash in the JSONB field. The kind field declares what you expect to find in that JSONB field.
PROS: You can extract special type data in your queries; can add check constraints and have a simple schema to deal with; you can benefit from indexing even though your data is heterogenous; your queries and inserts are simple.
CONS: Your data types within JSONB-like fields are pretty limited and you have to roll your own validation.
Yes, it is a pain to design database formats like this. I'm designing a notification system and reached the same problem. My notification system is however less complex than yours - the data it holds is at most ids and usernames. My current solution is a mix of 1 and 3 - I serialize data that is different from every notification, and use a column for the 2 usernames (some may have 2 or 1). I shy away from method 2 because I hate that design, but it's probably just me.
However, if you can afford it, I would suggest thinking outside the realm of RDBMS - it sounds like Non-RDBMS (especially key/value storage ones) may be a better fit to store these data, especially if item 1 and item 2 differ from each item a lot.
I'm sure this has been asked here a million times before, but in addition to the options which you have discussed in your question, you can look at EAV schema which is very flexible, but which has its own sets of cons.
Another alternative is database systems which are not relational. There are object databases as well as various key/value stores and document databases.
Typically all these things break down to some extent when you need to query against the flexible attributes. This is kind of an intrinsic problem, however. Conceptually, what does it really mean to query things accurately which are unstructured?
First of all, do you actually need the concurrency, scalability and ACID transactions of a real database? Unless you are building a MMO, your game structures will likely fit in memory anyway, so you can search and otherwise manipulate them there directly. In a scenario like this, the "database" is just a store for serialized objects, and you can replace it with the file system.
If you conclude that you do (need a database), then the key is in figuring out what "atomicity" means from the perspective of the data management.
For example, if a game item has a bunch of attributes, but none of these attributes are manipulated individually at the database level (even though they could well be at the application level), then it can be considered as "atomic" from the data management perspective. OTOH, if the item needs to be searched on some of these attributes, then you'll need a good way to index them in the database, which typically means they'll have to be separate fields.
Once you have identified attributes that should be "visible" versus the attributes that should be "invisible" from the database perspective, serialize the latter to BLOBs (or whatever), then forget about them and concentrate on structuring the former.
That's where the fun starts and you'll probably need to use "all of the above" strategy for reasonable results.
BTW, some databases support "deep" indexes that can go into heterogeneous data structures. For example, take a look at Oracle's XMLIndex, though I doubt you'll use Oracle for a game.
You seem to be trying to solve this for a gaming context, so maybe you could consider a component-based approach.
I have to say that I personally haven't tried this yet, but I've been looking into it for a while and it seems to me something similar could be applied.
The idea would be that all the entities in your game would basically be a bag of components. These components can be Position, Energy or for your inventory case, Collectable, for example. Then, for this Collectable component you can add custom fields such as category, numItems, etc.
When you're going to render the inventory, you can simply query your entity system for items that have the Collectable component.
How can you save this into a DB? You can define the components independently in their own table and then for the entities (each in their own table as well) you would add a "Components" column which would hold an array of IDs referencing these components. These IDs would effectively be like foreign keys, though I'm aware that this is not exactly how you can model things in relational databases, but you get the idea.
Then, when you load the entities and their components at runtime, based on the component being loaded you can set the corresponding flag in their bag of components so that you know which components this entity has, and they'll then become queryable.
Here's an interesting read about component-based entity systems.

Designing tables for storing various requirements and stats for multiplayer game

Original Question:
Hello,
I am creating very simple hobby project - browser based multiplayer game. I am stuck at designing tables for storing information about quest / skill requirements.
For now, I designed my tables in following way:
table user (basic information about users)
table stat (variety of stats)
table user_stats (connecting each user with stats)
Another example:
table monsters (basic information about npc enemies)
table monster_stats (connecting monsters with stats, using the same stat table from above)
Those were the simple cases. I must admit, that I am stuck while designing requirements for different things, e.g quests. Sample quest A might have only minimum character level requirement (and that is easy to implement) - but another one, quest B has multitude of other reqs (finished quests, gained skills, possessing specific items, etc) - what is a good way of designing tables for storing this kind of information?
In a similar manner - what is an efficient way of storing information about skill requirements? (specific character class, min level, etc).
I would be grateful for any help or information about creating database driven games.
Edit:
Thank You for the answers, yet I would like to receive more. As I am having some problems designing an rather complicated database layout for craftable items, I am starting a max bounty for this question.
I would like to receive links to articles / code snippets / anything connected with best practices of designing databases for storing game data (an good example of this kind of information is availibe on buildingbrowsergames.com).
I would be grateful for any help.
I'll edit this to add as many other pertinent issues as I can, although I wish the OP would address my comment above. I speak from several years as a professional online game developer and many more years as a hobbyist online game developer, for what it's worth.
Online games imply some sort of persistence, which means that you have broadly two types of data - one is designed by you, the other is created by the players in the course of play. Most likely you are going to store both in your database. Make sure you have different tables for these and cross-reference them properly via the usual database normalisation rules. (eg. If your player crafts a broadsword, you don't create an entire new row with all the properties of a sword. You create a new row in the player_items table with the per-instance properties, and refer to the broadsword row in the item_types table which holds the per-itemtype properties.) If you find a row of data is holding some things that you designed and some things that the player is changing during play, you need to normalise it out into two tables.
This is really the typical class/instance separation issue, and applies to many things in such games: a goblin instance doesn't need to store all the details of what it means to be a goblin (eg. green skin), only things pertinent to that instance (eg. location, current health). Some times there is a subtlety to the act of construction, in that instance data needs to be created based on class data. (Eg. setting a goblin instance's starting health based upon a goblin type's max health.) My advice is to hard-code these into your code that creates the instances and inserts the row for it. This information only changes rarely since there are few such values in practice. (Initial scores of depletable resources like health, stamina, mana... that's about it.)
Try and find a consistent terminology to separate instance data from type data - this will make life easier later when you're patching a live game and trying not to trash the hard work of your players by editing the wrong tables. This also makes caching a lot easier - you can typically cache your class/type data with impunity because it only ever changes when you, the designer, pushes new data up there. You can run it through memcached, or consider loading it all at start up time if your game has a continuous process (ie. is not PHP/ASP/CGI/etc), etc.
Remember that deleting anything from your design-side data is risky once you go live, since player-generated data may refer back to it. Test everything thoroughly locally before deploying to the live server because once it's up there, it's hard to take it down. Consider ways to be able to mark rows of such data as removed in a safe fashion - maybe a boolean 'live' column which, if set to false, means it just won't show up in the typical query. Think about the impact on players if you disable items they earned (and doubly if these are items they paid for).
The actual crafting side can't really be answered without knowing how you want to design your game. The database design must follow the game design. But I'll run through a trivial idea. Maybe you will want to be able to create a basic object and then augment it with runes or crystals or whatever. For that, you just need a one-to-many relationship between item instance and augmentation instance. (Remember, you might have item type and augmentation type tables too.) Each augmentation can specify a property of an item (eg. durability, max damage done in combat, weight) and a modifier (typically as a multiplier, eg. 1.1 to add a 10% bonus). You can see my explanation for how to implement these modifying effects here and here - the same principles apply for temporary skill and spell effects as apply for permanent item modification.
For character stats in a database driven game, I would generally advise to stick with the naïve approach of one column (integer or float) per statistic. Adding columns later is not a difficult operation and since you're going to be reading these values a lot, you might not want to be performing joins on them all the time. However, if you really do need the flexibility, then your method is fine. This strongly resembles the skill level table I suggest below: lots of game data can be modelled in this way - map a class or instance of one thing to a class or instance of other things, often with some additional data to describe the mapping (in this case, the value of the statistic).
Once you have these basic joins set up - and indeed any other complex queries that result from the separation of class/instance data in a way that may not be convenient for your code - consider creating a view or a stored procedure to perform them behind the scenes so that your application code doesn't have to worry about it any more.
Other good database practices apply, of course - use transactions when you need to ensure multiple actions happen atomically (eg. trading), put indices on the fields you search most often, use VACUUM/OPTIMIZE TABLE/whatever during quiet periods to keep performance up, etc.
(Original answer below this point.)
To be honest I wouldn't store the quest requirement information in the relational database, but in some sort of script. Ultimately your idea of a 'requirement' takes on several varying forms which could draw on different sorts of data (eg. level, class, prior quests completed, item possession) and operators (a level might be a minimum or a maximum, some quests may require an item whereas others may require its absence, etc) not to mention a combination of conjunctions and disjunctions (some quests require all requirements to be met, whereas others may only require 1 of several to be met). This sort of thing is much more easily specified in an imperative language. That's not to say you don't have a quest table in the DB, just that you don't try and encode the sometimes arbitrary requirements into the schema. I'd have a requirement_script_id column to reference an external script. I suppose you could put the actual script into the DB as a text field if it suits, too.
Skill requirements are suited to the DB though, and quite trivial given the typical game system of learning skills as you progress through levels in a certain class:
table skill_levels
{
int skill_id FOREIGN KEY;
int class_id FOREIGN KEY;
int min_level;
}
myPotentialSkillList = SELECT * FROM skill_levels INNER JOIN
skill ON skill_levels.skill_id = skill.id
WHERE class_id = my_skill
ORDER BY skill_levels.min_level ASC;
Need a skill tree? Add a column prerequisite_skill_id. And so on.
Update:
Judging by the comments, it looks like a lot of people have a problem with XML. I know it's cool to bash it now and it does have its problems, but in this case I think it works. One of the other reasons that I chose it is that there are a ton of libraries for parsing it, so that can make life easier.
The other key concept is that the information is really non-relational. So yes, you could store the data in any particular example in a bunch of different tables with lots of joins, but that's a pain. But if I kept giving you a slightly different examples I bet you'd have to modify your design ad infinitum. I don't think adding tables and modifying complicated SQL statements is very much fun. So it's a little frustrating that #scheibk's comment has been voted up.
Original Post:
I think the problem you might have with storing quest information in the database is that it isn't really relational (that is, it doesn't really fit easily into a table). That might be why you're having trouble designing tables for the data.
On the other hand, if you put your quest information directly into code, that means you'll have to edit the code and recompile each time you want to add a quest. Lame.
So if I was you I might consider storing my quest information in an XML file or something similar. I know that's the generic solution for just about anything, but in this case it sounds right to me. XML is really made for storing non-relation and/or hierarchical data, just like the stuff you need to store for your quest.
Summary: You could come up with your own schema, create your XML file, and then load it at run time somehow (or even store the XML in the database).
Example XML:
<quests>
<quest name="Return Ring to Mordor">
<characterReqs>
<level>60</level>
<finishedQuests>
<quest name="Get Double Cheeseburger" />
<quest name="Go to Vegas for the Weekend" />
</finishedQuests>
<skills>
<skill name="nunchuks" />
<skill name="plundering" />
</skills>
<items>
<item name="genie's lamp" />
<item name="noise cancelling headphones for robin williams' voice />
</items>
</characterReqs>
<steps>
<step number="1">Get to Mordor</step>
<step number="2">Throw Ring into Lava</step>
<step number="3">...</step>
<step number="4">Profit</step>
</steps>
</quest>
</quests>
It sounds like you're ready for general object oriented design (OOD) principles. I'm going to purposefully ignore the context (gaming, MMO, etc) because that really doesn't matter to how you do a design process. And me giving you links is less useful than explaining what terms will be most helpful to look up yourself, IMO; I'll put those in bold.
In OOD, the database schema comes directly from your system design, not the other way around. Your design will tell you what your base object classes are and which properties can live in the same table (the ones in 1:1 relationship with the object) versus which to make mapping tables for (anything with 1:n or n:m relationships - for exmaple, one user has multiple stats, so it's 1:n). In fact, if you do the OOD correctly, you will have zero decisions to make regarding the final DB layout.
The "correct" way to do any OO mapping is learned as a multi-step process called "Database Normalization". The basics of which is just as I described: find the "arity" of the object relationships (1:1, 1:n,...) and make mapping tables for the 1:n's and n:m's. For 1:n's you end up with two tables, the "base" table and a "base_subobjects" table (eg. your "users" and "user_stats" is a good example) with the "foreign key" (the Id of the base object) as a column in the subobject mapping table. For n:m's, you end up with three tables: "base", "subobjects", and "base_subobjects_map" where the map has one column for the base Id and one for the subobject Id. This might be necessary in your example for N quests that can each have M requirements (so the requirement conditions can be shared among quests).
That's 85% of what you need to know. The rest is how to handle inheritance, which I advise you to just skip unless you're masochistic. Now just go figure out how you want it to work before you start coding stuff up and the rest is cake.
The thread in #Shea Daniel's answer is on the right track: the specification for a quest is non-relational, and also includes logic as well as data.
Using XML or Lua are examples, but the more general idea is to develop your own Domain-Specific Language to encode quests. Here are a few articles about this concept, related to game design:
The Whimsy Of Domain-Specific Languages
Using a Domain Specific Language for Behaviors
Using Domain-Specific Modeling towards Computer Games Development Industrialization
You can store the block of code for a given quest into a TEXT field in your database, but you won't have much flexibility to use SQL to query specific parts of it. For instance, given the skills a character currently has, which quests are open to him? This won't be easy to query in SQL, if the quest prerequisites are encoded in your DSL in a TEXT field.
You can try to encode individual prerequisites in a relational manner, but it quickly gets out of hand. Relational and object-oriented just don't go well together. You can try to model it this way:
Chars <--- CharAttributes --> AllAttributes <-- QuestPrereqs --> Quests
And then do a LEFT JOIN looking for any quests for which no prereqs are missing in the character's attributes. Here's pseudo-code:
SELECT quest_id
FROM QuestPrereqs
JOIN AllAttributes
LEFT JOIN CharAttributes
GROUP BY quest_id
HAVING COUNT(AllAttributes) = COUNT(CharAttributes);
But the problem with this is that now you have to model every aspect of your character that could be a prerequisite (stats, skills, level, possessions, quests completed) as some kind of abstract "Attribute" that fits into this structure.
This solves this problem of tracking quest prerequisites, but it leaves you with another problem: the character is modeled in a non-relational way, essentially an Entity-Attribute-Value architecture which breaks a bunch of relational rules and makes other types of queries incredibly difficult.
Not directly related to the design of your database, but a similar question was asked a few weeks back about class diagram examples for an RPG
I'm sure you can find something useful in there :)
Regarding your basic structure, you may (depending on the nature of your game) want to consider driving toward convergence of representation between player character and non-player characters, so that code that would naturally operate the same on either doesn't have to worry about the distinction. This would suggest, instead of having user and monster tables, having a character table that represents everything PCs and NPCs have in common, and then a user table for information unique to PCs and/or user accounts. The user table would have a character_id foreign key, and you could tell a player character row by the fact that a user row exists corresponding to it.
For representing quests in a model like yours, the way I would do it would look like:
quest_model
===============
id
name ['Quest for the Holy Grail', 'You Killed My Father', etc.]
etc.
quest_model_req_type
===============
id
name ['Minimum Level', 'Skill', 'Equipment', etc.]
etc.
quest_model_req
===============
id
quest_id
quest_model_req_type_id
value [10 (for Minimum Level), 'Horseback Riding' (for Skill), etc.]
quest
===============
id
quest_model_id
user_id
status
etc.
So a quest_model is the core definition of the quest structure; each quest_model can have 0..n associated quest_model_req rows, which are requirements specific to that quest model. Every quest_model_req is associated with a quest_model_req_type, which defines the general type of requirement: achieving a Minimum Level, having a Skill, possessing a piece of Equipment, and so on. The quest_model_req also has a value, which configures the requirement for this specific quest; for example, a Minimum Level type requirement might have a value of 20, meaning you must be at least level 20.
The quest table, then, is individual instances of quests that players are undertaking or have undertaken. The quest is associated with a quest_model and a user (or perhaps character, if you ever want NPCs to be able to do quests!), and has a status indicating where the progress of the quest stands, and whatever other tracking turns out useful.
This is a bare-bones structure that would, of course, have to be built out to accomodate the needs of particular games, but it should illustrate the direction I'd recommend.
Oh, and since someone else threw around their credentials, mine are that I've been a hobbyist game developer on live, public-facing projects for 16 years now.
I'd be extremely careful of what you actually store in a DB, especially for an MMORPG. Keep in mind, these things are designed to be MASSIVE with thousands of users, and game code has to execute excessively quickly and send a crap-ton of data over the network, not only to the players on their home connections but also between servers on the back-end. You're also going to have to scale out eventually and databases and scaling out are not two things that I feel mix particularly well, particularly when you start sharding into different regions and then adding instance servers to your shards and so on. You end up with a whole lot of servers talking to databases and passing a lot of data, some of which isn't even relevant to the game at all (SQL text going to a SQL server is useless network traffic that you should cut down on).
Here's a suggestion: Limit your SQL database to storing only things that will change as players play the game. Monsters and monster stats will not change. Items and item stats will not change. Quest goals will not change. Don't store these things in a SQL database, instead store them in the code somewhere.
Doing this means that every server that ever lives will always know all of this information without ever having to query a database. Now, you don't store quests at all, you just store accomplishments of the player and the game programatically determines the affects of those quests being completed. You don't waste data transferring information between servers because you're only sending event ID's or something of that nature (you can optimize the data you pass by only using just enough bits to represent all the event ID's and this will cut down on network traffic. May seem insignificant but nothing is insignificant in massive network apps).
Do the same thing for monster stats and item stats. These things don't change during gameplay so there's no need to keep them in a DB at all and therefore this information NEVER needs to travel over the network. The only thing you store is the ID of the items or monster kills or anything like that which is non-deterministic (i.e. it can change during gameplay in a way which you can't predict). You can have dedicated item servers or monster stat servers or something like that and you can add those to your shards if you end up having huge numbers of these things that occupy too much memory, then just pass the data that's necessary for a particular quest or area to the instance server that is handling that thing to cut down further on space, but keep in mind that this will up the amount of data you need to pass down the network to spool up a new instance server so it's a trade-off. As long as you're aware of the consequences of this trade-off, you can use good judgement and decide what you want to do. Another possibility is to limit instance servers to a particular quest/region/event/whatever and only equip it with enough information to the thing it's responsible for, but this is more complex and potentially limits your scaling out since resource allocation will become static instead of dynamic (if you have 50 servers of each quest and suddenly everyone goes on the same quest, you'll have 49 idle servers and one really swamped server). Again, it's a trade-off so be sure you understand it and make good choices for your application.
Once you've identified exactly what information in your game is non-deterministic, then you can design a database around that information. That becomes a bit easier: players have stats, players have items, players have skills, players have accomplishments, etc, all fairly easy to map out. You don't need descriptions for things like skills, accomplishments, items, etc, or even their effects or names or anything since the server can determine all that stuff for you from the ID's of those things at runtime without needing a database query.
Now, a lot of this probably sounds like overkill to you. After all, a good database can do queries very rapidly. However, your bandwidth is extremely precious, even in the data center, so you need to limit your use of it to only what is absolutely necessary to send and only send that data when it's absolutely necessary that it be sent.
Now, for representing quests in code, I would consider the specification pattern (http://en.wikipedia.org/wiki/Specification_pattern). This will allow you to easily build up quest goals in terms of what events are needed to ensure that the specification for completing that quest is met. You can then use LUA (or something) to define your quests as you build the game so that you don't have to make massive code changes and rebuild the whole damn thing to make it so that you have to kill 11 monsters instead of 10 to get the Sword of 1000 truths in a particular quest. How to actually do something like that I think is beyond the scope of this answer and starts to hit the edge of my knowledge of game programming so maybe someone else on here can help you out if you choose to go that route.
Also, I know I used a lot of terms in this answer, please ask if there are any that you are unfamiliar with and I can explain them.
Edit: didn't notice your addition about craftable items. I'm going to assume that these are things that a player can create specifically in the game, like custom items. If a player can continually change these items, then you can just combine the attributes of what they're crafted as at runtime but you'll need to store the ID of each attribute in the DB somewhere. If you make a finite number of things you can add on (like gems in Diablo II) then you can eliminate a join by just adding that number of columns to the table. If there are a finite number of items that can be crafted and a finite number of ways that differnet things can be joined together into new items, then when certain items are combined, you needn't store the combined attributes; it just becomes a new item which has been defined at some point by you already. Then, they just have that item instead of its components. If you clarify the behavior your game is to have I can add additional suggestions if that would be useful.
I would approach this from an Object Oriented point of view, rather than a Data Centric point of view. It looks like you might have quite a lot of (poss complex) objects - I would recommend getting them modeled (with their relationships) first, and relying on an ORM for persistence.
When you have a data-centric problem, the database is your friend. What you have done so far seems to be quite right.
On the other hand, the other problems you mention seem to be behaviour-centric. In this case, an object-oriented analisys and solution will work better.
For example:
Create a quest class with specificQuest child classes. Each child should implement a bool HasRequirements(Player player) method.
Another option is some sort of rules engine (Drools, for example if you are using Java).
If i was designing a database for such a situation, i might do something like this:
Quest
[quest properties like name and description]
reqItemsID
reqSkillsID
reqPlayerTypesID
RequiredItems
ID
item
RequiredSkills
ID
skill
RequiredPlayerTypes
ID
type
In this, the ID's map to the respective tables then you retrieve all entries under that ID to get the list of required items, skills, what have you. If you allow dynamic creation of items then you should have a mapping to another table that contains all possible items.
Another thing to keep in mind is normalization. There's a long article here but i've condensed the first three levels into the following more or less:
first normal form means that there are no database entries where a specific field has more than one item in it
second normal form means that if you have a composite primary key all other fields are fully dependent on the entire key not just parts of it in each table
third normal is where you have no non-key fields that are dependent on other non-key fields in any table
[Disclaimer: i have very little experience with SQL databases, and am new to this field. I just hope i'm of help.]
I've done something sort of similar and my general solution was to use a lot of meta data. I'm using the term loosely to mean that any time I needed new data to make a given decision(allow a quest, allow using an item etc.) I would create a new attribute. This was basically just a table with an arbitrary number of values and descriptions. Then each character would have a list of these types of attributes.
Ex: List of Kills, Level, Regions visited, etc.
The two things this does to your dev process are:
1) Every time there's an event in the game you need to have a big old switch block that checks all these attribute types to see if something needs updating
2) Everytime you need some data, check all your attribute tables BEFORE you add a new one.
I found this to be a good rapid development strategy for a game that grows organically(not completely planned out on paper ahead of time) - but it's one big limitation is that your past/current content(levels/events etc) will not be compatible with future attributes - i.e. that map won't give you a region badge because there were no region badges when you coded it. This of course requires you to update past content when new attributes are added to the system.
just some little points for your consideration :
1) Always Try to make your "get quest" requirements simple.. and "Finish quest" requirements complicated..
Part1 can be done by "trying to make your quests in a Hierarchical order":
example :
QuestA : (Kill Raven the demon) (quest req: Lvl1)
QuestA.1 : Save "unkown" in the forest to obtain some info.. (quest req : QuestA)
QuestA.2 : Craft the sword of Crystal ... etc.. (quest req : QuestA.1 == Done)
QuestA.3 : ... etc.. (quest req : QuestA.2 == Done)
QuestA.4 : ... etc.. (quest req : QuestA.3 == Done)
etc...
QuestB (Find the lost tomb) (quest req : ( QuestA.statues == Done) )
QuestC (Go To the demons Hypermarket) ( Quest req: ( QuestA.statues == Done && player.level== 10)
etc....
Doing this would save you lots of data fields/table joints.
ADDITIONAL THOUGHTS:
if you use the above system, u can add an extra Reward field to ur quest table called "enableQuests" and add the name of the quests that needs to be enabled..
Logically.. you'd have an "enabled" field assigned to each quest..
2) A minor solution for Your crafting problem, create crafting recipes, Items that contains To-be-Crafted-item crafting requirements stored in them..
so when a player tries to craft an item.. he needs to buy a recipe 1st.. then try crafting..
a simple example of such item Desc would be:
ItemName: "Legendary Sword of the dead"
Craftevel req. : 75
Items required:
Item_1 : Blade of the dead
Item_2 : A cursed seal
item_3 : Holy Gemstone of the dead
etc...
and when he presses the "craft" Action, you can parse it and compare against his inventory/craft box...
so Your Crafting DB will have only 1 field (or 2 if u want to add a crafting LvL req. , though it will already be included in the recipe.
ADDITIONAL THOUGHTS:
Such items, can be stored in xml format in the table .. which would make it much easier to parse...
3) A similar XML System can be applied to Your quest system.. to implement quest-ending requirements..

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