implement handling of dupes in same players hands

This commit is contained in:
Maximilian Keßler 2023-03-14 18:15:15 +01:00
parent 0687e176d5
commit 97d2bf379d
Signed by: max
GPG key ID: BCC5A619923C0BA5

View file

@ -1,4 +1,4 @@
# import numpy as np import collections
from compress import DeckCard, Action, ActionType, link, decompress_deck from compress import DeckCard, Action, ActionType, link, decompress_deck
from enum import Enum from enum import Enum
from database import conn from database import conn
@ -165,6 +165,16 @@ class GreedyStrategy():
def make_move(self): 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(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)]
# find dupes in players hands, marke one card crit and the other one trash
for states in hand_states:
counter = collections.Counter(map(lambda state: state.card, states))
for card in counter:
if counter[card] >= 2:
state = next(cstate for cstate in states if cstate.card == card)
dupes_present = True
state.card_type = CardType.Trash
for (player, states) in enumerate(hand_states): for (player, states) in enumerate(hand_states):
for state in states: for state in states:
if state.card_type == CardType.Playable: if state.card_type == CardType.Playable:
@ -184,7 +194,8 @@ class GreedyStrategy():
nextCopy = self.game_state.deck[self.game_state.progress:].index(card) nextCopy = self.game_state.deck[self.game_state.progress:].index(card)
except: except:
nextCopy = 1 nextCopy = 1
state.weight = self.suit_badness[state.card.suitIndex] * nextCopy + 2 * (5 - state.card.rank) # state.weight = self.suit_badness[state.card.suitIndex] * nextCopy + 2 * (5 - state.card.rank)
state.weight = nextCopy + 2 * (5 - state.card.rank)
cur_hand = hand_states[self.game_state.turn] cur_hand = hand_states[self.game_state.turn]
plays = [cstate for cstate in cur_hand if cstate.card_type == CardType.Playable] 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) trash = next((cstate for cstate in cur_hand if cstate.card_type == CardType.Trash), None)
@ -240,7 +251,7 @@ def run_deck(seed, num_players, deck_str):
while not gs.is_over(): while not gs.is_over():
strat.make_move() strat.make_move()
if not gs.score() == 25: if not gs.score() == 25:
# losses.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json()))) losses.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json())))
lost += 1 lost += 1
else: else:
# wins.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json()))) # wins.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json())))
@ -251,8 +262,9 @@ def run_deck(seed, num_players, deck_str):
if __name__ == "__main__": if __name__ == "__main__":
cur = conn.cursor() cur = conn.cursor()
cur.execute("SELECT seed, num_players, deck FROM seeds WHERE variant_id = 0 AND num_players = 2") cur.execute("SELECT seed, num_players, deck FROM seeds WHERE variant_id = 0 AND num_players = 2 limit 1000")
print() print()
for r in cur: for r in cur:
run_deck(*r) run_deck(*r)
print("won: {:4}, lost: {:4}, crits lost: {:3}".format(won, lost, crits_lost), end = "\r") print("won: {:4}, lost: {:4}, crits lost: {:3}".format(won, lost, crits_lost), end = "\r")
print()