cheating strategy improvements
This commit is contained in:
parent
6184fcd914
commit
adaa513ff8
4 changed files with 173 additions and 59 deletions
87
src/game.rs
87
src/game.rs
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@ -9,7 +9,7 @@ use info::*;
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*/
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pub type Color = &'static str;
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pub const COLORS: [Color; 5] = ["blue", "red", "yellow", "white", "green"];
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pub const COLORS: [Color; 5] = ["red", "yellow", "green", "blue", "white"];
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pub fn display_color(color: Color) -> char {
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color.chars().next().unwrap()
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}
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@ -321,6 +321,7 @@ pub struct BoardState {
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pub turn: u32,
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// // whose turn is it?
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pub player: Player,
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pub hand_size: u32,
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pub hints_total: u32,
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pub hints_remaining: u32,
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@ -343,6 +344,7 @@ impl BoardState {
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fireworks: fireworks,
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discard: Discard::new(),
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num_players: opts.num_players,
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hand_size: opts.hand_size,
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player: 0,
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turn: 1,
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hints_total: opts.num_hints,
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@ -360,10 +362,13 @@ impl BoardState {
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}
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}
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fn get_firework(&self, color: &Color) -> &Firework {
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self.fireworks.get(color).unwrap()
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}
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// returns whether a card would place on a firework
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pub fn is_playable(&self, card: &Card) -> bool {
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let firework = self.fireworks.get(card.color).unwrap();
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Some(card.value) == firework.desired_value()
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Some(card.value) == self.get_firework(&card.color).desired_value()
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}
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pub fn was_played(&self, card: &Card) -> bool {
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@ -399,7 +404,7 @@ impl BoardState {
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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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pub fn is_dead(&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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true
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@ -413,20 +418,20 @@ impl BoardState {
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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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// can be discarded without necessarily sacrificing score, based on discard + fireworks
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pub fn is_dispensable(&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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true
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} else {
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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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true
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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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true
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} else {
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self.discard.remaining(&card) == 1
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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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@ -454,12 +459,23 @@ impl BoardState {
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pub fn player_to_right(&self, player: &Player) -> Player {
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(player - 1) % self.num_players
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}
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pub fn is_over(&self) -> bool {
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(self.lives_remaining == 0) || (self.deckless_turns_remaining == 0)
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}
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}
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impl fmt::Display for BoardState {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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try!(f.write_str(&format!(
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"Turn {} (Player {}'s turn):\n", self.turn, self.player
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)));
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if self.is_over() {
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try!(f.write_str(&format!(
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"Turn {} (GAME ENDED):\n", self.turn
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)));
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} else {
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try!(f.write_str(&format!(
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"Turn {} (Player {}'s turn):\n", self.turn, self.player
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)));
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}
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let deck_size = self.deck_size();
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try!(f.write_str(&format!(
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"{} cards remaining in deck\n", deck_size
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@ -476,8 +492,8 @@ impl fmt::Display for BoardState {
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"{}/{} lives remaining\n", self.lives_remaining, self.lives_total
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)));
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try!(f.write_str("Fireworks:\n"));
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for (_, firework) in &self.fireworks {
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try!(f.write_str(&format!(" {}\n", firework)));
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for color in COLORS.iter() {
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try!(f.write_str(&format!(" {}\n", self.get_firework(color))));
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}
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try!(f.write_str("Discard:\n"));
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try!(f.write_str(&format!("{}\n", self.discard)));
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@ -499,6 +515,26 @@ pub struct GameStateView<'a> {
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// board state
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pub board: &'a BoardState,
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}
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impl <'a> GameStateView<'a> {
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pub fn has_card(&self, player: &Player, card: &Card) -> bool {
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assert!(self.player != *player, "Cannot query about your own cards!");
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let state = self.other_player_states.get(player).unwrap();
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for other_card in &state.hand {
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if *card == *other_card {
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return true;
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}
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}
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false
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}
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pub fn can_see(&self, card: &Card) -> bool {
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for other_player in self.other_player_states.keys() {
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if self.has_card(other_player, card) {
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return true;
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}
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}
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false
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}
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}
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// complete game state (known to nobody!)
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#[derive(Debug)]
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@ -511,7 +547,7 @@ impl fmt::Display for GameState {
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try!(f.write_str("==========================\n"));
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try!(f.write_str("Hands:\n"));
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try!(f.write_str("==========================\n"));
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for player in 0..self.board.num_players {
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for player in self.board.get_players() {
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let state = &self.player_states.get(&player).unwrap();
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try!(f.write_str(&format!("player {} {}\n", player, state)));
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}
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@ -552,8 +588,7 @@ impl GameState {
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pub fn is_over(&self) -> bool {
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// TODO: add condition that fireworks cannot be further completed?
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(self.board.lives_remaining == 0) ||
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(self.board.deckless_turns_remaining == 0)
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self.board.is_over()
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}
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pub fn score(&self) -> Score {
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@ -580,13 +615,19 @@ impl GameState {
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fn take_from_hand(&mut self, index: usize) -> Card {
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let ref mut state = self.player_states.get_mut(&self.board.player).unwrap();
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let (card, _) = state.take(index);
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if let Some(new_card) = self.board.deck.pop() {
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debug!("Drew new card, {}", new_card);
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state.place(new_card);
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}
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card
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}
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fn replenish_hand(&mut self) {
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let ref mut state = self.player_states.get_mut(&self.board.player).unwrap();
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if (state.hand.len() as u32) < self.board.hand_size {
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if let Some(new_card) = self.board.deck.pop() {
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debug!("Drew new card, {}", new_card);
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state.place(new_card);
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}
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}
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}
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pub fn process_choice(&mut self, choice: &TurnChoice) {
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debug!("Player {}'s move", self.board.player);
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match choice {
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@ -642,6 +683,8 @@ impl GameState {
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}
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}
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self.replenish_hand();
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if self.board.deck.len() == 0 {
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self.board.deckless_turns_remaining -= 1;
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}
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20
src/main.rs
20
src/main.rs
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@ -27,9 +27,11 @@ impl log::Log for SimpleLogger {
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}
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fn main() {
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// TODO: make a binary with command line options
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log::set_logger(|max_log_level| {
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max_log_level.set(log::LogLevelFilter::Trace);
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// max_log_level.set(log::LogLevelFilter::Info);
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// max_log_level.set(log::LogLevelFilter::Trace);
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max_log_level.set(log::LogLevelFilter::Info);
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Box::new(SimpleLogger)
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}).unwrap();
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@ -50,13 +52,13 @@ fn main() {
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// },
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// n
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// );
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// simulator::simulate_symmetric(
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// &opts,
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// strategies::cheating::CheatingStrategyConfig::new(),
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// n
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// );
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simulator::simulate_symmetric_once(
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&opts, Some(993),
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simulator::simulate_symmetric(
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&opts,
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strategies::cheating::CheatingStrategyConfig::new(),
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n
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);
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// simulator::simulate_symmetric_once(
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// &opts, Some(999),
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// strategies::cheating::CheatingStrategyConfig::new(),
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// );
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}
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@ -38,6 +38,8 @@ pub fn simulate_once<'a>(
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i += 1;
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}
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debug!("Initial state:\n{}", game);
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while !game.is_over() {
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debug!("Turn {}", game.board.turn);
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let player = game.board.player;
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@ -5,11 +5,18 @@ 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 Rc/RefCell
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// strategy that explicitly cheats by using Rc/RefCell
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// serves as a reference point for other strategies
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//
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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 value
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// - if a card is dead, discard it
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// - if another player has same card in hand, discard it
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// - if a card is discardable, discard it
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// - if a hint exists, hint
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// - discard the first card
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#[allow(dead_code)]
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#[derive(Clone)]
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pub struct CheatingStrategyConfig {
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@ -43,6 +50,7 @@ impl CheatingStrategy {
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next, view.other_player_states.get(&next).unwrap().hand.clone()
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);
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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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@ -50,11 +58,54 @@ impl CheatingStrategy {
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hinted: Hinted::Value(1)
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})
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}
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// given a hand of cards, represents how badly it will need to play things
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fn hand_play_value(&self, view: &GameStateView, hand: &Cards/*, all_viewable: HashMap<Color, <Value, usize>> */) -> u32 {
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// dead = 0 points
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// indispensible = 5 + (5 - value) points
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// playable, not in another hand = 2 point
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// playable = 1 point
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let mut value = 0;
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for card in hand {
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if view.board.is_dead(card) {
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continue
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}
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if !view.board.is_dispensable(card) {
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value += 10 - card.value;
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} else {
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value += 1;
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}
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}
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value
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}
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// how badly do we need to play a particular card
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fn get_play_score(&self, view: &GameStateView, card: &Card) -> i32 {
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let states = self.player_states_cheat.borrow();
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let my_hand = states.get(&self.me).unwrap();
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let my_hand_value = self.hand_play_value(view, my_hand);
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for player in view.board.get_players() {
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if player != self.me {
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if view.has_card(&player, card) {
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let their_hand_value = self.hand_play_value(view, states.get(&player).unwrap());
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// they can play this card, and have less urgent plays than i do
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if their_hand_value <= my_hand_value {
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return 1;
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}
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}
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}
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}
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// there are no hints
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// maybe value 5s more?
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5 + (5 - (card.value as i32))
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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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if view.board.turn <= view.board.num_players {
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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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@ -66,41 +117,57 @@ impl Strategy for CheatingStrategy {
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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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// if anything is totally useless, discard it
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for (i, card) in my_cards.iter().enumerate() {
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if view.board.is_dead(card) {
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return TurnChoice::Discard(i);
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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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while let Some(next_card) = next_card_opt {
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if next_card.value < play_card.value {
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play_card = next_card;
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// All cards are plausibly useful.
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// Play the best discardable card, according to the ordering induced by comparing
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// (is in another hand, is dispensable, value)
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// The higher, the better to discard
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let mut discard_card = None;
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let mut compval = (false, false, 0);
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for card in my_cards {
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let my_compval = (
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view.can_see(card),
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view.board.is_dispensable(card),
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card.value,
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);
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if my_compval > compval {
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discard_card = Some(card);
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compval = my_compval;
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}
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}
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if let Some(card) = discard_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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TurnChoice::Discard(index)
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} else {
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panic!("This shouldn't happen! No discardable card");
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}
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} else {
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// play the best playable card
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// the higher the play_score, the better to play
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let mut play_card = None;
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let mut play_score = -1;
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while playable_cards.peek().is_some() {
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let next_card = playable_cards.next().unwrap();
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let next_play_score = self.get_play_score(view, next_card);
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if next_play_score > play_score {
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play_card = Some(next_card);
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play_score = next_play_score;
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}
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next_card_opt = playable_cards.next();
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}
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let index = my_cards.iter().position(|card| {
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card == play_card
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card == play_card.unwrap()
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}).unwrap();
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TurnChoice::Play(index)
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}
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