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Capstone Project - The battle of Neighborhood

Capstone Project - The battle of Neighborhood
Introduction/Business Problem
1. Background
Toronto, city, capital of the province of Ontario, southeastern Canada. It is the most populous city in Canada, a multicultural city, and the country’s financial and commercial centre, with a current population of 6,139,000 in 2019.
Its location on the northwestern shore of Lake Ontario, which forms part of the border between Canada and the United States, and its access to Atlantic shipping via the St. Lawrence Seaway and to major U.S. industrial centres via the Great Lakes have enabled Toronto to become an important international trading centre. Moreover, the city is positioned on the edge of some of the best farmland in Canada, with a climate favourable to growing a wide range of crops, thereby making Toronto a transportation, distribution, and manufacturing centre.
Since the second half of the 20th century the city has grown phenomenally, from a rather sedate provincial town—“Toronto the Good”—to a lively, thriving, metropolitan area
1.1 Brief history about Toronto: People have travelled through and inhabited the Toronto area, located on a broad sloping plateau interspersed with rivers, deep ravines, and urban forest, for more than 10,000 years. After the broadly disputed Toronto Purchase, when the Mississauga surrendered the area to the British Crown, the British established the town of York in 1793 and later designated it as the capital of Upper Canada. During the War of 1812, the town was the site of the Battle of York and suffered heavy damage by United States troops. York was renamed and incorporated in 1834, as the city of Toronto. It was designated as the capital of the province of Ontario in 1867 during Canadian Confederation.
The aim of this report is to study and analyze the neighborhoods of Toronto city and group them into similar clusters and, to analyze those clusters to gather meaningful information. That information can be used to find out neighborhoods that are same as your current neighborhood or at least similar.
Target Audience
This information provided by this report would be valuable for people who are interested in relocating to different part of the city and are looking to find new neighborhoods that are very similar to their existing neighborhood.
2. Problem Description:
Now let me explain the context of this Capstone project through a scenario. Say you live on the west side of the city of Toronto in Canada. You love your neighborhood, mainly because of all the great amenities and other types of venues that exist in the neighborhood, such as gourmet fast food joints, pharmacies, parks, graduate schools and so on. Now say you receive a job offer from a great company on the other side of the city with great career prospects. However, given the far distance from your current place you unfortunately must move if you decide to accept the offer.
Wouldn't it be great if you are able to determine neighborhoods on the other side of the city that are the same as your current neighborhood, and if not perhaps similar neighborhoods that are at least closer to your new job?
2.1 Data Description:
To consider the objective stated above, we can list the below data sources used for the analysis.
a) Toronto Neighborhood Data:
The following Wikipedia page was scraped to pull out the necessary information: https://en.wikipedia.org/wiki/List_of_postal_codes_of_Canada:_M
The information obtained i.e. the table of postal codes, borough and neighborhood was transformed into a pandas data frame for further analysis.
b) Coordinate data for each Neighborhood in Toronto:
The following csv file was used to get the latitude and longitude for the Neighborhood http://cocl.us/Geospatial_data
3.0 Methodology
a. Scrape the Wikipedia page to get data and convert into Pandas dataframe
To start with our analysis, we used the Beautiful Soup package to transform the Wikipedia data into a pandas dataframe.
Kindly see figure below;

We also got the coordinate data for all neighborhoods in Toronto using the csv file and converted into a pandas dataframe.

The dataframe’s were merged i.e. adding the coordinate dataframe to the original dataframe.

b. Generating a map of Toronto and plotting the Neighborhood data on it
We first filter the data to find boroughs containing the word “Toronto”,

We then use the python folium library to visualize geographic details of Toronto and its boroughs. I created a map of Toronto with boroughs superimposed on top using the latitude and longitude values to get the visual as below:

C. Utilizing Foursquare API to explore the neighborhoods
Next, start utilizing the Foursquare API to explore the neighborhoods and segment them. We set the LIMIT parameter to 100, which would limit the number of venues returned by the Foursquare API and the radius of 50 meter. Below is the first five (5) list of Nearby Venues for the various Towns (Borough) i.e. McCowan Park, Price Chopper

d. Analyze each neighborhood
Using One Hot Encoding, the data frame was standardized and the data was grouped by neighborhoods, we created a new data frame consisting of the top 10 venues in each neighborhood.

From the results there were some common venue categories in the neighborhoods. So there is a need to segment these similarities for easy identification.
e. K-means Algorithm
K-means is vastly used for clustering and useful when you need to discover insights of unlabeled data.
K-means uses Euclidean distance hence doesn’t work well with categorical variables The unsupervised K-means algorithm was used to cluster the neighborhoods. K-Means algorithm is one of the most common method for clustering and discovering insights.
We use a k-cluster value of 5 to split the neighborhoods into 5 different clusters based on the similarity of the venues.
4.0 Results:
a. Adding the Cluster Labels to the Venue Data
After using K-means algorithm for clustering of the data, the cluster labels were then added to easily identify when neighborhood belong to the different clusters. The below table depicts the clustered data along with the top 10 most common venues in that cluster.

b. Visualizing the resulting Clusters
We use the matplotlib and folium packages to visualize the clusters on a map of Toronto.

5.0 Discussion:
The goal of this analysis was carried out to find out similar neighborhoods for a person relocating within the city of Toronto.
As we analyze the results section, we can analyze the clusters and see similar neighborhoods in different parts of the city. For example, if we compare the different neighborhoods clustered in cluster 2.

As seen in the table above, if a person wished to move from a suburb region in Downtown Toronto to Central Toronto. If a person’s current location were in the Neighborhood of Studio District in Downtown Toronto, which has venues like cafes, Gym, Art Gallery and Sushi restaurants nearby, the person, would like to relocate to a neighborhood like North York which also has venues like Coffee Shops and Restaurants. This is just one example of how our data analysis can help people relocate from one part of the city to another.
6.0 Conclusion
In a world like ours driven by data, there are many real-life problems or scenarios where data can be used to find solutions to those problems. As seen in the example above, data was used to cluster neighborhoods in Toronto based on the most common venues in those neighborhoods hence someone that is searching for a neighborhood were there are shops, restaurants and gym places can use this data as a guide to relocate.
· https://en.wikipedia.org/wiki/List_of_postal_codes_of_Canada:_M
· CSV for Coordinate data: http://cocl.us/Geospatial_data
· Foursquare API
submitted by frankllino to u/frankllino

The FFXIV Dev Team - Changes over time

Over the years I’ve often seen a lot of speculation online as to the size of the FFXIV development team, especially in comparison to those of other MMOs. So I’ve put together a video and some data to hopefully provide a more accurate picture of what the main dev team looks like.
Here’s the VIDEO.
Here’s the GOOGLE DOC with the full credits lists for 1.0, 1.23, 2.0, 2.55, 3.0, and 3.56 (4.0 and 4.56 incomplete).
TL;DR: The FFXIV development team is at about 264 in-house members as of patch 3.56. This is very close to (in fact, in some cases slightly larger than) the typical size of development teams for major MMOs on the market, including WoW. The team is and has been continuously hiring. It seems that the boss design team has grown from 5 to 8 members as of patch 3.56.
Update — Shadowbringers The Main Development Staff is at 296 in-house and 23 outsourced members as of patch 5.0. This is excluding 11 Marketing & Publicity positions that have been moved from the Community & Services Division to the Main Development Staff section of the credits with 4.56. The boss design team has grown to 11 members (although Kenji Sudo's name is absent—he was last seen in a retrospective interview released in Dec 2018, but may no longer be part of the team). In total there are 16 battle system/content planners, and a few of the battle system planners do design content as well (notably Tsuyoshi Yokozawa and Takashi Kawamoto).

Main Development Staff

Patch credits Total Main Development Staff (in-house) Main Development Staff (outsourced)
1.0 871 239 2
1.23 783 187 0
2.0 1275 (+82 Voice Cast) 305 17
2.55 1113 (+111 Voice Cast) 267 12
3.0 1227 (+125 Voice Cast) 268 10
3.56 1282 (+123 Voice Cast) 264 8
4.0 1286 (+106 Voice Cast) 274 9
4.56 -- (+117 Voice Cast) 280 22
5.0 -- (+142 Voice Cast) 296 23
Note: Main Development Staff does not include Nobuo Uematsu, Akihiko Yoshida, or Yoshitaka Amano. The Sound and Localization divisions are not included in the Main Development Staff either.
Update: 5 September 2018
Yoshida: At any given time there are about 350 people involved in the development of FFXIV. During busy periods that goes up to about 500 or so. If you include the management team it's probably around 650 people. GameWatch - 24 Aug 2018
(Note: I would venture to guess the above numbers include the localization and sound teams as well as a number of other teams associated with the project.)
Yoshida: ...over 200 team members... JeuxOnline - 5 Sep 2018
Yoshida: Our team is still on the same scale, but we are now much more secure in what we're able to do. Although we have reduced the number of dungeons from 2 to 1 in odd patches... content such as Heaven-on-High not only requires the resources of a normal dungeon but as much as three times the amount. This shows how much the abilities of our staff have improved over time. Final Fantasy Dojo - 31 Aug 2018
The team was at its largest leading up to the launch of 2.0:
The unbilled period has remained in place for the past year as our development and operation teams of over 250 staff have worked to bring you FINAL FANTASY XIV. Lodestone - 14 Oct 2011
Yoshida: ...we've continued development with a very large team -- 250 people... Engadget - 21 Oct 2011
Yoshida: Currently, the in-house team consists of almost 300 members. We also have outsourced a fair amount of work to third-party companies, so all-in-all, the team is fairly large. July 2012 - Source
Several key people were borrowed from other projects around Square Enix in order to completely relaunch the game in about 2 years and 8 months. These included Yosihisha Hashimoto from the Luminous team (the engine that FFXV uses), and Akihiko Matsui from the FFXI team, among others Source.
Yoshida: Coming onto a project with hundreds of people seemingly out of nowhere as the new boss, I was expecting there to be resistance, and I had to be ready should that have indeed been the case. There was a lot of tension on the team, but we were motivated, and I think things turned out very well. Source
Gondai: In order to get ARR made we had to borrow people from other battle teams from other games within Square Enix.
Yoshida: A lot of the people we borrowed are hardcore MMO players. We used their feedback and advice to make revisions. Source
Yoichi Wada: We also welcome several new leaders handpicked from other projects to work with the existing talent on FINAL FANTASY XIV. Source
This borrowing of staff led to delays for many titles on the Japanese side of the company:
The unsuccessful launch of FFXIV caused a negative chain of events in other areas across the businesses. One notable example is the significant delay in development of new HD Games titles in Japan. Source
Once A Realm Reborn had officially launched, these borrowed developers returned to their original projects, bringing the FFXIV team back down to the 260-270 level it’s been at since.
Main Development Staff Team Composition (as of 3.56)
Category Members
Directors and Producers 6
Project Managers (and Assistants) 13
Designers/Planners 53
Artists 128
Engineers 60
Yoshida: Currently for FFXIV: ARR, including myself and Komoto here, there are over 50 people who are in charge of planning the game out. Source
Yoshida: We have this giant task board with all of the tasks and timelines and what people are supposed to do — it’s such a large project that we have more than 10 project managers making sure that everything is getting done on time and that everyone knows what to do. If anyone’s going to be confused, it’s going to be myself. [laughs] Source
Sound and Localization Divisions
The Sound and Localization divisions are not included as part of the Main Development Staff in the credits (meaning people like Soken and Koji Fox aren’t part of the numbers above). Here’s how they’ve changed over time:
Patch credits Sound Division Localization Division
1.0 11 27
1.23 12 29
2.0 13 43
2.55 13 43
3.0 18 43
3.56 19 38
4.0 16 36
4.56 22 31
5.0 27 34
Note: Sound Division does not include orchestra or Uematsu collaborators such as Susan Calloway and Arnie Roth.
Soken: Right now, we have a lot of staff on the FFXIV sound team. I’ve talked a bit about our schedules and timing, but up until around Heavensward we were understaffed, so even if the gameplay elements were ready, I was unable to start composing a song for it, since I had so many other sound-related tasks piled up. That was really hard. Twinfinite - Aug 2020

Other MMOs

The credits numbers for other MMOs included here are less precise than the FFXIV ones and are meant to provide only a rough basis for comparison.
MMO In-house Developers (direct quote) Developers (credits)
World of Warcraft "around 280-ish" as of Oct 2017, ~300 (as of February 2017), 235 (as of June 2016), 225 (as of September 2014), 140 (circa 2012), 50-60 people at launch in 2004 ~250 (Legion, including Producers)
Guild Wars 2 143 layed off at ArenaNet (2019), "almost 400 at ArenaNet" (Apr 2017), 220 (as of March 2016), 350 at ArenaNet (2014), over 250 2013, 2011, 300 people at ArenaNet 2013, 270 people are making Guild Wars 2 2012, Arena Net: “we have something like 300 people” (2012), "We have 140 full-time developers working on Guild Wars and Guild Wars 2 at ArenaNet" (2007) ~290 (2015 credits)
Elder Scrolls Online 250 (before launch, July 2012) ~230 (including Producers) and here
Star Wars: the Old Republic 295 (before launch, 2011) --
Wildstar 50 people when studio shut down in 2018, around 100 2016, around 175 2014, (secondary source) ~235 (2014) before 2 rounds of layoffs (60+ and 70+ staff each), 210 (2013) at Carbine ~330 (including Producers)

FFXIV Main Development Staff - Change over time

The FFXIV has changed greatly over time with new people being hired continuously. While the largest the FFXIV Main Development Staff has been at any single time was around 300 people, roughly 590 unique names in total appear in the credits across all patches.
Patch credits Names appearing for first time
1.0 239
1.23 45
2.0 145
2.55 72
3.0 3
3.56 88
4.0 --
Are you still recruiting new devs?
Yoshida: We always are and almost every type of job. Please check the SE recruitment page. Source
Square Enix’s 5th Business Division advertises positions for FFXIV continuously, and there are 15 positions advertised online for FFXIV right now (including: battle system planner, battle content planner, server programmer, etc.). The number of positions has fluctuated over time between about 10 and 20.

Yoshida: We are always bringing in new staffs as well and so the instanced dungeons are now what we are using for training. Finaland - 12 Oct 2018

Battle Content Planners

While the Main Development Staff is large, a key bottleneck has been the availability of boss designers:
Yoshida (Jan 2016): We have a lot of staff, but only a limited number of them can make battle content at that level.
You might think during the course of development that it would be fun to do something but eventually you need to determine who will make it. We have a lot of staff, but there aren't so many who can design the specifications for battle content. For those who think they would be a good fit, please submit an application.
You're looking to recruit? (laughs).
Yeah. (laughs)
The Monster Planner team designs raid (8-man and 24-man), trial, and dungeon bosses and has consisted of 4-5 members for much of FFXIV’s life.
At the Fan Fest in 2014 we were introduced to these designers as Mr. A, B, C, D, and α. Masaki Nakagawa (aka “Mr. Ozma” or Mr. C) spoke at the dev panel at the 2016 Las Vegas Fan Fest. Mr. D seems to be Kenji Sudo who was part of the dev panel at the 2016 Tokyo Fan Fest.
In comparison, WoW's encounter team is composed of about 14 people:
Nathaniel Chapman, Senior Encounter Designer, World of Warcraft, 2016: ...raids, dungeons, outdoor world creatures, all that stuff we make - our team makes - we're actually about, there's like 14 of us now, we actually have a pretty big raid and dungeon team. Source
This helps to explain how WoW is able to balance so many difficulty tiers for their raids.
But there’s been a subtle change in the FFXIV Battle Content Design team as of patch 3.56. What was labeled the Monster Planner team from 2.0 to 3.0 is now labeled the Battle Content Design team.
Battle Content Design team size over time
2.0 2.55 3.0 3.56 4.0 4.56 5.0
4 5 5 8 8 11 11
Keisuke Hosoi has left the team, but 4 new members have been added as of 3.56. Masatoshi Ishikawa (formerly Lead FATE Planner), Yoshito Nabeshima (formerly Level Planner), and 2 brand new hires, Daisuke Nakagawa and Kazuhito Fukuda.
Yoshida: ...the person in charge of designing the Susano fight was making battle content in the "old FFXIV" era, and was in charge of FATEs in A Realm Reborn. This time he returned to the monster team and was excited to be designing a big boss again after such a long time. Source
Kenji Sudo: It has been four years since the rebirth of FFXIV, but I’ve helped create lots of battle content with Nakagawa (Mr. Ozma). Toward the end of 3.x, new members of staff were added, and now that 4.0 and 4.1 have been released, I’m sure more unique content that expresses our individuality will continue to be added, so I would love for people to keep an eye out for those and give us feedback. We will continue to bring excitement to FFXIV with our new teammates and you the players! Source
This might help to explain how the team is able to design and balance things like the Ultimate content for odd-numbered patches and Eureka on top of the regular patch content.
Yoshida: That being said, our development team has also expanded. In addition, we have gained a lot of experience and created a new level of difficulty: Ultimate. Animania - 8 Oct 2018

Fun Facts

  • “Project Manager M” who regularly posts on the dev blog is actually Nao Matsuda, the Assistant Producer for FFXIV. She was part of the original 1.0 team as a Project Manager.
  • Famitsu asked about 68 members of the dev team a series of questions regarding their feelings towards FFXIV here. Further reflections from a few staff members are available here.
  • Many key members of the FFXIV development team over the years also worked on FFXI, including: Mitsutoshi Gondai, Koji Fox, Yaeko Sato, Nobuaki Komoto, among many others.
  • The incorrectly displayed name that was fixed in patch 3.57 was… I don’t know! Still trying to figure that out.
submitted by tormenteddragon to ffxiv

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