303 lines
11 KiB
Python
303 lines
11 KiB
Python
import collections
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from compress import DeckCard, Action, ActionType, link, decompress_deck
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from enum import Enum
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from database import conn
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from time import sleep
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COLORS = 'rygbp'
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STANDARD_HAND_SIZE = {2: 5, 3: 5, 4: 4, 5: 4, 6: 3}
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NUM_STRIKES_TO_LOSE = 3
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class CardType(Enum):
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Trash = 0
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Playable = 1
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Critical = 2
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Dispensable = 3
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class CardState():
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def __init__(self, card_type: CardType, card: DeckCard, weight=1):
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self.card_type = card_type
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self.card = card
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self.weight = weight
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def __repr__(self):
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match self.card_type:
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case CardType.Trash:
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return "Trash ({})".format(self.card)
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case CardType.Playable:
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return "Playable ({}) with weight {}".format(self.card, self.weight)
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case CardType.Critical:
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return "Critical ({})".format(self.card)
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case CardType.Dispensable:
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return "Dispensable ({}) with weight {}".format(self.card, self.weight)
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class GameState():
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def __init__(self, num_players, deck, debug=False):
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assert ( 2 <= num_players <= 6)
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self.debug = debug
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self.num_players = num_players
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self.deck = deck
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for (idx, card) in enumerate(self.deck):
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card.deck_index = idx
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self.deck_size = len(deck)
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self.num_suits = max(map(lambda c: c.suitIndex, deck)) + 1
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self.num_dark_suits = (len(deck) - 10 * self.num_suits) // (-5)
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self.hand_size = STANDARD_HAND_SIZE[self.num_players]
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self.num_strikes = 3
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self.players = ["Alice", "Bob", "Cathy", "Donald", "Emily", "Frank"][:self.num_players]
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# can be set to true if game is known to be in a lost state
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self.in_lost_state = False
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# dynamic game state
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self.progress = self.num_players * self.hand_size # index of next card to be drawn
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self.hands = [deck[self.hand_size * p : self.hand_size * (p+1)] for p in range(0, num_players)]
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self.stacks = [0 for i in range(0, self.num_suits)]
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self.strikes = 0
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self.clues = 8
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self.turn = 0
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self.pace = self.deck_size - 5 * self.num_suits - self.num_players * (self.hand_size - 1)
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self.remaining_extra_turns = self.num_players + 1
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self.trash = []
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# will track replay as game progresses
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self.actions = []
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@property
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def cur_hand(self):
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return self.hands[self.turn]
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def __make_turn(self):
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assert(self.remaining_extra_turns > 0)
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self.turn = (self.turn + 1) % self.num_players
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if self.progress == self.deck_size:
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self.remaining_extra_turns -= 1
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if self.debug:
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print("Elapsed {} turns, last action was {}. Current board state:\n{} with stacks:{}".format(
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len(self.actions), self.actions[-1], self.hands, self.stacks
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))
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def __replace(self, card_idx):
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idx_in_hand = next((i for (i, card) in enumerate(self.cur_hand) if card.deck_index == card_idx), None)
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assert(idx_in_hand is not None)
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for i in range(idx_in_hand, self.hand_size - 1):
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self.cur_hand[i] = self.cur_hand[i + 1]
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if self.progress < self.deck_size:
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self.cur_hand[self.hand_size - 1] = self.deck[self.progress]
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self.progress += 1
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def play(self, card_idx):
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card = self.deck[card_idx]
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if card.rank == self.stacks[card.suitIndex] + 1:
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self.stacks[card.suitIndex] += 1
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if card.rank == 5 and self.clues != 8:
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self.clues += 1
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else:
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self.strikes += 1
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assert (self.strikes < self.num_strikes)
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self.trash.append(self.deck[card_idx])
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self.actions.append(Action(ActionType.Play, target=card_idx))
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self.__replace(card_idx)
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self.__make_turn()
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def discard(self, card_idx):
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assert(self.clues < 8)
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self.actions.append(Action(ActionType.Discard, target=card_idx))
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self.clues += 1
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self.pace -= 1
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self.trash.append(self.deck[card_idx])
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self.__replace(card_idx)
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self.__make_turn()
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def clue(self):
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assert(self.clues > 0)
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self.actions.append(
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Action(
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ActionType.RankClue,
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target=(self.turn +1) % self.num_players, # clue next plyaer
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value=self.hands[(self.turn +1) % self.num_players][0].rank # clue index 0
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)
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)
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self.clues -= 1
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self.__make_turn()
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def to_json(self):
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return {
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"deck": self.deck,
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"players": self.players,
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"actions": self.actions,
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"first_player": 0,
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"options": {
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"variant": "No Variant",
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}
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}
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def card_type(self, card):
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played = self.stacks[card.suitIndex]
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if card.rank <= played:
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return CardType.Trash
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elif card.rank == played + 1:
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return CardType.Playable
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elif card.rank == 5 or card in self.trash:
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return CardType.Critical
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else:
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return CardType.Dispensable
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def is_over(self):
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return all(s == 5 for s in self.stacks) or (self.remaining_extra_turns == 0)
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def holding_players(self, card):
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for (player, hand) in enumerate(self.hands):
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if card in hand:
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yield player
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@property
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def score(self):
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return sum(self.stacks)
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def is_won(self):
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return self.score == 5 * self.num_suits
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def is_known_lost(self):
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return self.in_lost_state
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class GreedyStrategy():
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def __init__(self, game_state: GameState):
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self.game_state = game_state
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self.earliest_draw_times = []
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for s in range(0, game_state.num_suits):
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self.earliest_draw_times.append([])
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for r in range(1, 6):
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self.earliest_draw_times[s].append(max(
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game_state.deck.index(DeckCard(s,r)) - game_state.hand_size * game_state.num_players + 1,
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0 if r == 1 else self.earliest_draw_times[s][r - 2]
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))
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# Currently, we do not add the time the 5 gets drawn to this, since this is rather a measurument on how
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# bad a suit is in terms of having to hold on to other cards that are not playable *yet*
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self.suit_badness = [sum(self.earliest_draw_times[s][:-1]) for s in range(0, game_state.num_suits)]
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def make_move(self):
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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)]
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# find dupes in players hands, marke one card crit and the other one trash
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p = False
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for states in hand_states:
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counter = collections.Counter(map(lambda state: state.card, states))
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for card in counter:
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if counter[card] >= 2:
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dupes = (cstate for cstate in states if cstate.card == card)
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first = next(dupes)
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if first.card_type == CardType.Dispensable:
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first.card_type = CardType.Critical
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for dupe in dupes:
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dupe.card_type = CardType.Trash
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for (player, states) in enumerate(hand_states):
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for state in states:
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if state.card_type == CardType.Playable:
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copy_holders = list(self.game_state.holding_players(state.card))
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copy_holders.remove(player)
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connecting_holders = list(self.game_state.holding_players(DeckCard(state.card.suitIndex, state.card.rank + 1)))
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if len(copy_holders) == 0:
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state.weight = (3 if len(connecting_holders) > 0 else 1) * state.card.rank
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else:
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# TODO
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state.weight = 0.5 * (5 - state.card.rank)
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elif state.card_type == CardType.Dispensable:
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try:
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# TODO: consider duplicate in hand
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copy_holders = list(self.game_state.holding_players(state.card))
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copy_holders.remove(player)
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nextCopy = self.game_state.deck[self.game_state.progress:].index(card)
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except:
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nextCopy = 1
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# state.weight = self.suit_badness[state.card.suitIndex] * nextCopy + 2 * (5 - state.card.rank)
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state.weight = nextCopy + 2 * (5 - state.card.rank)
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cur_hand = hand_states[self.game_state.turn]
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plays = [cstate for cstate in cur_hand if cstate.card_type == CardType.Playable]
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trash = next((cstate for cstate in cur_hand if cstate.card_type == CardType.Trash), None)
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# actual decision on what to do
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if len(plays) > 0:
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play = max(plays, key=lambda s: s.weight)
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self.game_state.play(play.card.deck_index)
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elif self.game_state.clues == 8:
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self.game_state.clue()
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elif trash is not None:
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self.game_state.discard(trash.card.deck_index)
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elif self.game_state.clues == 0:
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dispensable = [cstate for cstate in cur_hand if cstate.card_type == CardType.Dispensable]
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if len(dispensable) == 0:
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self.game_state.in_lost_state = True
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# raise ValueError("Lost critical card")
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else:
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discard = min(dispensable, key=lambda s: s.weight)
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self.game_state.discard(discard.card.deck_index)
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else:
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self.game_state.clue()
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def test():
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# seed p4v0s148
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deck = decompress_deck("15wpspaodknlftabkpixbxiudqvrumhsgeakqucvgcrfmfhynwlj")
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gs = GameState(5, deck)
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print(gs.deck)
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strat = GreedyStrategy(gs)
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while not gs.is_over():
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strat.make_move()
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# print(strat.suit_badness)
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# print(COLORS)
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# strat.make_move()
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print(gs.actions)
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print(link(gs.to_json()))
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wins = open("won_seeds.txt", "a")
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losses = open("lost_seeds.txt", "a")
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crits = open("crits_lost.txt", "a")
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lost = 0
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won = 0
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crits_lost = 0
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def run_deck(seed, num_players, deck_str):
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global lost
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global won
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global crits_lost
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deck = decompress_deck(deck_str)
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gs = GameState(num_players, deck)
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strat = GreedyStrategy(gs)
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try:
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while not gs.is_over():
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strat.make_move()
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if not gs.score() == 25:
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losses.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json())))
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lost += 1
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else:
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# wins.write("Seed {:10} {}:\n{}\n".format(seed, str(deck), link(gs.to_json())))
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won += 1
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except ValueError:
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crits.write("Seed {} {}lost crit:\n{}\n".format(seed, str(deck), link(gs.to_json())))
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crits_lost += 1
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if __name__ == "__main__":
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cur = conn.cursor()
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cur.execute("SELECT seed, num_players, deck FROM seeds WHERE variant_id = 0 AND num_players = 5 limit 1000")
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print()
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for r in cur:
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run_deck(*r)
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print("won: {:4}, lost: {:4}, crits lost: {:3}".format(won, lost, crits_lost), end = "\r")
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print()
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print("Total wins: {}%".format(round(100 * won / (lost + won + crits_lost), 2)))
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