finish up cheating strategy
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parent
2f6dc571c2
commit
02ffb781b3
4 changed files with 124 additions and 62 deletions
57
src/game.rs
57
src/game.rs
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@ -377,6 +377,29 @@ impl BoardState {
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}
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}
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// best possible value we can get for firework of that color,
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// based on looking at discard + fireworks
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pub fn highest_attainable(&self, color: &Color) -> Value {
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let firework = self.fireworks.get(color).unwrap();
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if firework.complete() {
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return FINAL_VALUE;
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}
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let desired = firework.desired_value().unwrap();
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for value in VALUES.iter() {
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if *value < desired {
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// already have these cards
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continue
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}
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let needed_card = Card::new(color, value.clone());
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if self.discard.has_all(&needed_card) {
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// already discarded all of these
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return value - 1;
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}
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}
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return FINAL_VALUE;
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}
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// is never going to play, based on discard + fireworks
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pub fn is_unplayable(&self, card: &Card) -> bool {
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let firework = self.fireworks.get(card.color).unwrap();
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@ -387,26 +410,28 @@ impl BoardState {
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if card.value < desired {
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true
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} else {
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let mut playable = true;
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for value in VALUES.iter() {
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if *value < desired {
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// already have these cards
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continue
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} else if *value > card.value {
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// don't care about these cards
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break
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card.value > self.highest_attainable(&card.color)
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}
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}
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}
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// cannot be discarded without sacrificing score, based on discard + fireworks
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pub fn is_undiscardable(&self, card: &Card) -> bool {
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let firework = self.fireworks.get(card.color).unwrap();
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if firework.complete() {
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false
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} else {
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// need these cards
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let needed_card = Card::new(card.color, value.clone());
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if self.discard.has_all(&needed_card) {
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// already discarded all of these
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playable = false;
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let desired = firework.desired_value().unwrap();
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if card.value < desired {
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false
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} else {
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if card.value > self.highest_attainable(&card.color) {
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false
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} else {
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self.discard.remaining(&card) == 1
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}
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}
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}
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playable
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}
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}
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}
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pub fn get_players(&self) -> Vec<Player> {
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@ -4,11 +4,11 @@ use std::collections::HashMap;
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// Trait to implement for any valid Hanabi strategy
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// State management is done by the simulator, to avoid cheating
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pub trait Strategy {
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fn decide(&mut self, &Player, &GameStateView) -> TurnChoice;
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fn decide(&mut self, &GameStateView) -> TurnChoice;
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fn update(&mut self, &Turn, &GameStateView);
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}
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pub trait StrategyConfig {
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fn initialize(&self, &Player, &GameStateView) -> Box<Strategy>;
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fn initialize(&self, Player, &GameStateView) -> Box<Strategy>;
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}
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pub fn simulate_once<'a>(opts: &GameOptions, strat_configs: &Vec<Box<StrategyConfig + 'a>>) -> Score {
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@ -21,7 +21,7 @@ pub fn simulate_once<'a>(opts: &GameOptions, strat_configs: &Vec<Box<StrategyCon
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for player in game.get_players() {
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strategies.insert(
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player,
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(*strat_configs[i]).initialize(&player, &game.get_view(player)),
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(*strat_configs[i]).initialize(player.clone(), &game.get_view(player)),
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);
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i += 1;
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}
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@ -31,7 +31,7 @@ pub fn simulate_once<'a>(opts: &GameOptions, strat_configs: &Vec<Box<StrategyCon
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let player = game.board.player;
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let choice = {
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let mut strategy = strategies.get_mut(&player).unwrap();
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strategy.decide(&player, &game.get_view(player))
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strategy.decide(&game.get_view(player))
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};
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game.process_choice(&choice);
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@ -5,11 +5,11 @@ use std::collections::HashMap;
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use simulator::*;
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use game::*;
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// strategy that cheats by using Cell
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// strategy that cheats by using Rc/RefCell
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// Plays according to the following rules:
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// - if any card is playable,
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// play the card with the lowest
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// - if a card is
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// play the card with the lowest value
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// - if a card is dead, discard it
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#[allow(dead_code)]
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#[derive(Clone)]
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pub struct CheatingStrategyConfig {
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@ -24,35 +24,71 @@ impl CheatingStrategyConfig {
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}
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}
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impl <'a> StrategyConfig for CheatingStrategyConfig {
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fn initialize(&self, _: &Player, _: &GameStateView) -> Box<Strategy> {
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fn initialize(&self, player: Player, _: &GameStateView) -> Box<Strategy> {
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Box::new(CheatingStrategy {
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player_states_cheat: self.player_states_cheat.clone(),
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me: player,
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})
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}
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}
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pub struct CheatingStrategy {
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player_states_cheat: Rc<RefCell<HashMap<Player, Cards>>>,
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me: Player,
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}
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impl Strategy for CheatingStrategy {
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fn decide(&mut self, me: &Player, view: &GameStateView) -> TurnChoice {
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let next = view.board.player_to_left(&me);
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impl CheatingStrategy {
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// help next player cheat!
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fn inform_next_player_cards(&self, view: &GameStateView) {
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let next = view.board.player_to_left(&self.me);
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self.player_states_cheat.borrow_mut().insert(
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next, view.other_player_states.get(&next).unwrap().hand.clone()
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);
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if view.board.turn == 1 {
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}
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// give a throwaway hint - we only do this when we have nothing to do
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fn throwaway_hint(&self, view: &GameStateView) -> TurnChoice {
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TurnChoice::Hint(Hint {
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player: next,
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player: view.board.player_to_left(&self.me),
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hinted: Hinted::Value(1)
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})
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} else {
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}
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}
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impl Strategy for CheatingStrategy {
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fn decide(&mut self, view: &GameStateView) -> TurnChoice {
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self.inform_next_player_cards(view);
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if view.board.turn == 1 {
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// don't know my cards yet, just give a random hint
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return self.throwaway_hint(view);
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}
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let states = self.player_states_cheat.borrow();
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let my_cards = states.get(me).unwrap();
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let my_cards = states.get(&self.me).unwrap();
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let mut playable_cards = my_cards.iter().filter(|card| {
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view.board.is_playable(card)
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}).peekable();
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if playable_cards.peek() == None {
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for card in my_cards {
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if view.board.is_unplayable(card) {
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let index = my_cards.iter().position(|iter_card| {
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card == iter_card
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}).unwrap();
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return TurnChoice::Discard(index);
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}
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}
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for card in my_cards {
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if !view.board.is_undiscardable(card) {
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let index = my_cards.iter().position(|iter_card| {
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card == iter_card
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}).unwrap();
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return TurnChoice::Discard(index);
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}
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}
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// all my cards are undiscardable!
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if view.board.hints_remaining > 0 {
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return self.throwaway_hint(view);
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}
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TurnChoice::Discard(0)
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} else {
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// play the lowest playable card
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let mut play_card = playable_cards.next().unwrap();
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let mut next_card_opt = playable_cards.next();
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@ -69,7 +105,6 @@ impl Strategy for CheatingStrategy {
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TurnChoice::Play(index)
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}
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}
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}
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fn update(&mut self, _: &Turn, _: &GameStateView) {
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}
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}
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@ -7,13 +7,13 @@ use rand::{self, Rng};
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#[derive(Clone)]
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pub struct AlwaysPlayConfig;
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impl StrategyConfig for AlwaysPlayConfig {
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fn initialize(&self, _: &Player, _: &GameStateView) -> Box<Strategy> {
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fn initialize(&self, _: Player, _: &GameStateView) -> Box<Strategy> {
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Box::new(AlwaysPlay)
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}
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}
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pub struct AlwaysPlay;
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impl Strategy for AlwaysPlay {
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fn decide(&mut self, _: &Player, _: &GameStateView) -> TurnChoice {
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fn decide(&mut self, _: &GameStateView) -> TurnChoice {
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TurnChoice::Play(0)
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}
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fn update(&mut self, _: &Turn, _: &GameStateView) {
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@ -25,13 +25,13 @@ impl Strategy for AlwaysPlay {
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#[derive(Clone)]
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pub struct AlwaysDiscardConfig;
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impl StrategyConfig for AlwaysDiscardConfig {
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fn initialize(&self, _: &Player, _: &GameStateView) -> Box<Strategy> {
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fn initialize(&self, _: Player, _: &GameStateView) -> Box<Strategy> {
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Box::new(AlwaysDiscard)
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}
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}
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pub struct AlwaysDiscard;
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impl Strategy for AlwaysDiscard {
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fn decide(&mut self, _: &Player, _: &GameStateView) -> TurnChoice {
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fn decide(&mut self, _: &GameStateView) -> TurnChoice {
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TurnChoice::Discard(0)
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}
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fn update(&mut self, _: &Turn, _: &GameStateView) {
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@ -48,20 +48,22 @@ pub struct RandomStrategyConfig {
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}
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impl StrategyConfig for RandomStrategyConfig {
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fn initialize(&self, _: &Player, _: &GameStateView) -> Box<Strategy> {
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fn initialize(&self, player: Player, _: &GameStateView) -> Box<Strategy> {
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Box::new(RandomStrategy {
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hint_probability: self.hint_probability,
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play_probability: self.play_probability,
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me: player,
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})
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}
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}
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pub struct RandomStrategy {
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pub hint_probability: f64,
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pub play_probability: f64,
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hint_probability: f64,
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play_probability: f64,
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me: Player,
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}
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impl Strategy for RandomStrategy {
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fn decide(&mut self, me: &Player, view: &GameStateView) -> TurnChoice {
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fn decide(&mut self, view: &GameStateView) -> TurnChoice {
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let p = rand::random::<f64>();
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if p < self.hint_probability {
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if view.board.hints_remaining > 0 {
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@ -74,7 +76,7 @@ impl Strategy for RandomStrategy {
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}
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};
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TurnChoice::Hint(Hint {
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player: view.board.player_to_left(&me),
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player: view.board.player_to_left(&self.me),
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hinted: hinted,
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})
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} else {
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