first version of greedy solver: winrate roughly 80%

This commit is contained in:
Maximilian Keßler 2023-03-14 15:20:18 +01:00
parent 8991d30826
commit 0687e176d5
Signed by: max
GPG Key ID: BCC5A619923C0BA5
1 changed files with 164 additions and 10 deletions

View File

@ -1,12 +1,38 @@
# import numpy as np
from compress import DeckCard, Action, ActionType
from compress import DeckCard, Action, ActionType, link, decompress_deck
from enum import Enum
from database import conn
from time import sleep
COLORS = 'rygbp'
STANDARD_HAND_SIZE = {2: 5, 3: 5, 4: 4, 5: 4, 6: 3}
NUM_STRIKES_TO_LOSE = 3
class CardType(Enum):
Trash = 0
Playable = 1
Critical = 2
Dispensable = 3
class CardState():
def __init__(self, card_type: CardType, card: DeckCard, weight=1):
self.card_type = card_type
self.card = card
self.weight = weight
def __repr__(self):
match self.card_type:
case CardType.Trash:
return "Trash ({})".format(self.card)
case CardType.Playable:
return "Playable ({}) with weight {}".format(self.card, self.weight)
case CardType.Critical:
return "Critical ({})".format(self.card)
case CardType.Dispensable:
return "Dispensable ({}) with weight {}".format(self.card, self.weight)
class GameState():
def __init__(self, num_players, deck):
@ -14,6 +40,8 @@ class GameState():
self.num_players = num_players
self.deck = deck
for (idx, card) in enumerate(self.deck):
card.deck_index = idx
self.deck_size = len(deck)
self.num_suits = max(map(lambda c: c.suitIndex, deck)) + 1
self.hand_size = STANDARD_HAND_SIZE[self.num_players]
@ -26,7 +54,9 @@ class GameState():
self.strikes = 0
self.clues = 8
self.turn = 0
self.pace = self.deck_size - 5 * self.num_suits - self.num_players * (self.hand_size - 1)
self.remaining_extra_turns = self.num_players + 1
self.trash = []
# will track replay as game progresses
self.actions = []
@ -57,6 +87,7 @@ class GameState():
self.clues += 1
else:
self.strikes += 1
self.trash.append(self.deck[card_idx])
self.actions.append(Action(ActionType.Play, target=card_idx))
self.__replace(card_idx)
self.__make_turn()
@ -65,6 +96,8 @@ class GameState():
assert(self.clues < 8)
self.actions.append(Action(ActionType.Discard, target=card_idx))
self.clues += 1
self.pace -= 1
self.trash.append(self.deck[card_idx])
self.__replace(card_idx)
self.__make_turn()
@ -91,14 +124,135 @@ class GameState():
}
}
def test():
deck_str = 'p5 p3 b4 r5 y4 y4 y5 r4 b2 y2 y3 g5 g2 g3 g4 p4 r3 b2 b3 b3 p4 b1 p2 b1 b1 p2 p1 p1 g1 r4 g1 r1 r3 r1 g1 r1 p1 b4 p3 g2 g3 g4 b5 y1 y1 y1 r2 r2 y2 y3'
deck = [DeckCard(COLORS.index(c[0]), int(c[1])) for c in deck_str.split(" ")]
gs = GameState(5, deck)
gs.play(2)
gs.play(4)
print(gs.hands, gs.actions)
def card_type(self, card):
played = self.stacks[card.suitIndex]
if card.rank <= played:
return CardType.Trash
elif card.rank == played + 1:
return CardType.Playable
elif card.rank == 5 or card in self.trash:
return CardType.Critical
else:
return CardType.Dispensable
def is_over(self):
return all(s == 5 for s in self.stacks) or self.remaining_extra_turns == 0
def holding_players(self, card):
for (player, hand) in enumerate(self.hands):
if card in hand:
yield player
def score(self):
return sum(self.stacks)
class GreedyStrategy():
def __init__(self, game_state: GameState):
self.game_state = game_state
self.earliest_draw_times = []
for s in range(0, game_state.num_suits):
self.earliest_draw_times.append([])
for r in range(1, 6):
self.earliest_draw_times[s].append(max(
game_state.deck.index(DeckCard(s,r)) - game_state.hand_size * game_state.num_players + 1,
0 if r == 1 else self.earliest_draw_times[s][r - 2]
))
# Currently, we do not add the time the 5 gets drawn to this, since this is rather a measurument on how
# bad a suit is in terms of having to hold on to other cards that are not playable *yet*
self.suit_badness = [sum(self.earliest_draw_times[s][:-1]) for s in range(0, game_state.num_suits)]
def make_move(self):
hand_states = [[CardState(self.game_state.card_type(card), card, None) for card in self.game_state.hands[p]] for p in range(self.game_state.num_players)]
for (player, states) in enumerate(hand_states):
for state in states:
if state.card_type == CardType.Playable:
copy_holders = list(self.game_state.holding_players(state.card))
copy_holders.remove(player)
connecting_holders = list(self.game_state.holding_players(DeckCard(state.card.suitIndex, state.card.rank + 1)))
if len(copy_holders) == 0:
state.weight = (3 if len(connecting_holders) > 0 else 1) * state.card.rank
else:
# TODO
state.weight = 0.5 * state.card.rank
elif state.card_type == CardType.Dispensable:
try:
# TODO: consider duplicate in hand
copy_holders = list(self.game_state.holding_players(state.card))
copy_holders.remove(player)
nextCopy = self.game_state.deck[self.game_state.progress:].index(card)
except:
nextCopy = 1
state.weight = self.suit_badness[state.card.suitIndex] * nextCopy + 2 * (5 - state.card.rank)
cur_hand = hand_states[self.game_state.turn]
plays = [cstate for cstate in cur_hand if cstate.card_type == CardType.Playable]
trash = next((cstate for cstate in cur_hand if cstate.card_type == CardType.Trash), None)
if len(plays) > 0:
play = max(plays, key=lambda s: s.weight)
self.game_state.play(play.card.deck_index)
elif self.game_state.clues == 8:
self.game_state.clue()
elif trash is not None:
self.game_state.discard(trash.card.deck_index)
elif self.game_state.clues == 0:
dispensable = [cstate for cstate in cur_hand if cstate.card_type == CardType.Dispensable]
if len(dispensable) == 0:
raise ValueError("Lost critical card")
else:
discard = min(dispensable, key=lambda s: s.weight)
self.game_state.discard(discard.card.deck_index)
else:
self.game_state.clue()
def test():
# seed p4v0s148
deck = decompress_deck("15wpspaodknlftabkpixbxiudqvrumhsgeakqucvgcrfmfhynwlj")
gs = GameState(5, deck)
print(gs.deck)
strat = GreedyStrategy(gs)
while not gs.is_over():
strat.make_move()
# print(strat.suit_badness)
# print(COLORS)
# strat.make_move()
print(gs.actions)
print(link(gs.to_json()))
wins = open("won_seeds.txt", "a")
losses = open("lost_seeds.txt", "a")
lost = 0
won = 0
crits_lost = 0
def run_deck(seed, num_players, deck_str):
global lost
global won
global crits_lost
deck = decompress_deck(deck_str)
gs = GameState(num_players, deck)
strat = GreedyStrategy(gs)
try:
while not gs.is_over():
strat.make_move()
if not gs.score() == 25:
# losses.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json())))
lost += 1
else:
# wins.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json())))
won += 1
except ValueError:
# losses.write("Seed {} {}lost crit:\n{}\n".format(seed, str(deck), link(gs.to_json())))
crits_lost += 1
if __name__ == "__main__":
test()
cur = conn.cursor()
cur.execute("SELECT seed, num_players, deck FROM seeds WHERE variant_id = 0 AND num_players = 2")
print()
for r in cur:
run_deck(*r)
print("won: {:4}, lost: {:4}, crits lost: {:3}".format(won, lost, crits_lost), end = "\r")