refactor greedy solver for new hanabi classes

This commit is contained in:
Maximilian Keßler 2023-03-18 10:17:24 +01:00
parent a056c83869
commit 8730551055
Signed by: max
GPG key ID: BCC5A619923C0BA5

View file

@ -1,15 +1,13 @@
#! /bin/python3
import collections
from compress import DeckCard, Action, ActionType, link, decompress_deck
from enum import Enum
from database import conn
from time import sleep
import sys
from enum import Enum
from time import sleep
from hanabi import DeckCard, Action, ActionType, GameState, HanabiInstance
from compress import link, decompress_deck
from database import conn
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
@ -35,153 +33,25 @@ class CardState():
case CardType.Dispensable:
return "Dispensable ({}) with weight {}".format(self.card, self.weight)
class GameState():
def __init__(self, num_players, deck, debug=False):
assert ( 2 <= num_players <= 6)
self.debug = debug
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.num_dark_suits = (len(deck) - 10 * self.num_suits) // (-5)
self.hand_size = STANDARD_HAND_SIZE[self.num_players]
self.num_strikes = 3
self.players = ["Alice", "Bob", "Cathy", "Donald", "Emily", "Frank"][:self.num_players]
# can be set to true if game is known to be in a lost state
self.in_lost_state = False
# dynamic game state
self.progress = self.num_players * self.hand_size # index of next card to be drawn
self.hands = [deck[self.hand_size * p : self.hand_size * (p+1)] for p in range(0, num_players)]
self.stacks = [0 for i in range(0, self.num_suits)]
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 = []
@property
def cur_hand(self):
return self.hands[self.turn]
def __make_turn(self):
assert(self.remaining_extra_turns > 0)
self.turn = (self.turn + 1) % self.num_players
if self.progress == self.deck_size:
self.remaining_extra_turns -= 1
if self.debug:
print("Elapsed {} turns, last action was {}. Current board state:\n{} with stacks:{}".format(
len(self.actions), self.actions[-1], self.hands, self.stacks
))
def __replace(self, card_idx):
idx_in_hand = next((i for (i, card) in enumerate(self.cur_hand) if card.deck_index == card_idx), None)
assert(idx_in_hand is not None)
for i in range(idx_in_hand, self.hand_size - 1):
self.cur_hand[i] = self.cur_hand[i + 1]
if self.progress < self.deck_size:
self.cur_hand[self.hand_size - 1] = self.deck[self.progress]
self.progress += 1
def play(self, card_idx):
card = self.deck[card_idx]
if card.rank == self.stacks[card.suitIndex] + 1:
self.stacks[card.suitIndex] += 1
if card.rank == 5 and self.clues != 8:
self.clues += 1
else:
self.strikes += 1
assert (self.strikes < self.num_strikes)
self.trash.append(self.deck[card_idx])
self.actions.append(Action(ActionType.Play, target=card_idx))
self.__replace(card_idx)
self.__make_turn()
def discard(self, card_idx):
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()
def clue(self):
assert(self.clues > 0)
self.actions.append(
Action(
ActionType.RankClue,
target=(self.turn +1) % self.num_players, # clue next plyaer
value=self.hands[(self.turn +1) % self.num_players][0].rank # clue index 0
)
)
self.clues -= 1
self.__make_turn()
def to_json(self):
# ensure we have at least one action
if len(self.actions) == 0:
self.actions.append(Action(
ActionType.EndGame,
target: 0
)
)
return {
"deck": self.deck,
"players": self.players,
"actions": self.actions,
"first_player": 0,
"options": {
"variant": "No Variant",
}
}
def card_type(self, card):
played = self.stacks[card.suitIndex]
# TODO
def card_type(game_state, card):
played = game_state.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:
elif card.rank == 5 or card in game_state.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) or (self.is_known_lost())
def holding_players(self, card):
for (player, hand) in enumerate(self.hands):
if card in hand:
yield player
@property
def score(self):
return sum(self.stacks)
def is_won(self):
return self.score == 5 * self.num_suits
def is_known_lost(self):
return self.in_lost_state
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):
for s in range(0, game_state.instance.num_suits):
self.earliest_draw_times.append([])
for r in range(1, 6):
self.earliest_draw_times[s].append(max(
@ -194,7 +64,7 @@ class GreedyStrategy():
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)]
hand_states = [[CardState(card_type(self.game_state, card), card, None) for card in self.game_state.hands[p]] for p in range(self.game_state.num_players)]
# find dupes in players hands, marke one card crit and the other one trash
p = False
@ -305,12 +175,13 @@ crits = open("crits_lost.txt", "a")
def run_deck(seed, num_players, deck_str):
deck = decompress_deck(deck_str)
gs = GameState(num_players, deck)
instance = HanabiInstance(deck, num_players)
gs = GameState(instance)
strat = GreedyStrategy(gs)
while not gs.is_over():
strat.make_move()
if not gs.score == 25:
losses.write("{}-player seed {:10} {}:\n{}\n".format(num_players, seed, str(deck), link(gs.to_json())))
losses.write("{}-player seed {:10} {}:\n{}\n".format(num_players, seed, str(deck), link(gs)))
return False
return True