Py-Hanabi/greedy_solver.py

208 lines
8.4 KiB
Python
Executable File

#! /bin/python3
import collections
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.database import conn
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)
# 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 game_state.trash:
return CardType.Critical
else:
return CardType.Dispensable
class GreedyStrategy():
def __init__(self, game_state: GameState):
self.game_state = game_state
self.earliest_draw_times = []
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(
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(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
for states in hand_states:
counter = collections.Counter(map(lambda state: state.card, states))
for card in counter:
if counter[card] >= 2:
dupes = (cstate for cstate in states if cstate.card == card)
first = next(dupes)
if first.card_type == CardType.Dispensable:
first.card_type = CardType.Critical
for dupe in dupes:
dupe.card_type = CardType.Trash
def hand_badness(states):
if any(state.card_type == CardType.Playable for state in states):
return 0
crits = [state for state in states if state.card_type == CardType.Critical]
crits_val = sum(map(lambda state: state.card.rank, crits))
if any(state.card_type == CardType.Playable for state in states):
return crits_val
def player_distance(f, t):
return ((t - f - 1) % self.game_state.num_players) + 1
for (player, states) in enumerate(hand_states):
for state in states:
if state.card_type == CardType.Playable:
copy_holders = set(self.game_state.holding_players(state.card))
copy_holders.remove(player)
connecting_holders = set(self.game_state.holding_players(DeckCard(state.card.suitIndex, state.card.rank + 1)))
if len(copy_holders) == 0:
# card is unique, imortancy is based lexicographically on whether somebody has the conn. card and the rank
state.weight = (6 if len(connecting_holders) > 0 else 1) * (6 - state.card.rank)
else:
# copy is available somewhere else
if len(connecting_holders) == 0:
# card is not urgent
state.weight = 0.5 * (6 - state.card.rank)
else:
# there is a copy and there is a connecting card. check if they are out of order
turns_to_copy = min(map(lambda holder: player_distance(player, holder), copy_holders))
turns_to_conn = max(map(lambda holder: player_distance(player, holder), connecting_holders))
if turns_to_copy < turns_to_conn:
# our copy is not neccessary for connecting card to be able to play
state.weight = 0.5 * (6 - state.card.rank)
else:
# our copy is important, scale it little less than if it were unique
state.weight = 4 * (6 - 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)
state.weight = 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)
# actual decision on what to do
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:
self.game_state.in_lost_state = True
# 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")
# crits = open("crits_lost.txt", "a")
def run_deck(seed, num_players, deck_str):
deck = decompress_deck(deck_str)
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)))
return False
return True
def run_samples(num_players, sample_size):
won = 0
lost = 0
cur = conn.cursor()
cur.execute("SELECT seed, num_players, deck FROM seeds WHERE variant_id = 0 AND num_players = (%s) order by seed desc limit (%s)", (num_players, sample_size))
for r in cur:
succ = run_deck(*r)
if succ:
won += 1
else:
lost += 1
print("won: {:4}, lost: {:4}".format(won, lost), end = "\r")
print()
print("Total wins: {}%".format(round(100 * won / (lost + won), 2)))
if __name__ == "__main__":
for p in range(2, 6):
print("Testing on {} players...".format(p))
run_samples(p, sys.argv[1])