hanabi-league/src/stats.py

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import enum
from typing import List, Tuple
from hanabi import hanab_game
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import utils
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from database import conn_manager
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class GameOutcome(enum.Enum):
win = 0
discard_crit = 1
bomb_crit = 2
strikeout = 3
bottom_deck = 4
vote_to_kill = 5
out_of_pace = 6
class GameAnalysisResult:
def __init__(self, outcomes: List[GameOutcome], bdrs: List[Tuple[hanab_game.DeckCard, int]]):
self.outcome = GameOutcome
self.bdrs = bdrs
def analyze_game(instance: hanab_game.HanabiInstance, actions: List[hanab_game.Action]) -> GameAnalysisResult:
# List of bdrs
bdrs = []
# This is the default value if we find no other reason why the game was lost (or won)
outcomes = []
game = hanab_game.GameState(instance)
def handle_lost_card(card, game, play: bool):
if not game.is_trash(card):
if game.is_critical(card):
outcomes.append(GameOutcome.bomb_crit if play else GameOutcome.discard_crit)
elif card.rank != 1:
if card in game.deck[game.progress:]:
bdrs.append((card, game.draw_pile_size))
else:
if game.deck[game.progress:].count(card) == 2:
bdrs.append((card, game.draw_pile_size))
for action in actions:
if action.type == hanab_game.ActionType.Discard:
discarded_card = instance.deck[action.target]
handle_lost_card(discarded_card, game, False)
if action.type == hanab_game.ActionType.Play:
played_card = instance.deck[action.target]
if not game.is_playable(played_card) and not game.is_trash(played_card):
bombed_card = instance.deck[action.target]
handle_lost_card(bombed_card, game, True)
game.make_action(action)
if game.pace < 0 and GameOutcome.out_of_pace not in outcomes:
outcomes.append(GameOutcome.out_of_pace)
if game.strikes == 3:
outcomes.append(GameOutcome.strikeout)
elif actions[-1].type in [hanab_game.ActionType.EndGame, hanab_game.ActionType.VoteTerminate]:
outcomes.append(GameOutcome.vote_to_kill)
if game.score == 5 * instance.num_suits:
outcomes.append(GameOutcome.win)
return GameAnalysisResult(outcomes, bdrs)
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def update_user_statistics():
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"""
Update the cumulative user statistics for this user, assuming that the corresponding game statistics have
been computed already.
@param user_ids:
@return:
"""
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# Note that some of these statistics could be computed by updating them on each new game insertion.
# However, it would be tedious to ensure that *every* new game triggers an update of these statistics.
# Also, this would be error-prone, since doing a mistake once means that values will be off forever
# (unless the DB is reset).
# Since it is cheap to accumulate some values over the whole DB, we therefore recreate the statistics as a whole,
# reusing only the individual results (that never change and therefore can only be missing, but never wrong)
cur = conn_manager.get_new_cursor()
# Update total number of moves
for clue_starved in [True, False]:
# We insert 0 here to ensure that we have an entry for each player
# Note that this will immediately be changed by the next query in case it is nonzero,
# so the zero value never shows up in the database if it was nonzero before.
cur.execute(
"INSERT INTO user_statistics (user_id, variant_type, total_game_moves)"
" ("
" SELECT id, %s, %s FROM users"
" )"
"ON CONFLICT (user_id, variant_type) DO UPDATE "
"SET total_game_moves = EXCLUDED.total_game_moves",
(utils.get_rating_type(clue_starved), 0)
)
cur.execute(
"INSERT INTO user_statistics (user_id, variant_type, total_game_moves)"
" ("
" SELECT users.id, %s, SUM(games.num_turns) FROM users "
" LEFT OUTER JOIN game_participants "
" ON game_participants.user_id = users.id "
" LEFT OUTER JOIN games "
" ON game_participants.game_id = games.id "
" LEFT OUTER JOIN variants"
" ON variants.id = games.variant_id "
" WHERE variants.clue_starved = %s OR variants.clue_starved IS NULL"
" GROUP BY users.id "
" ) "
"ON CONFLICT (user_id, variant_type) DO UPDATE "
"SET total_game_moves = EXCLUDED.total_game_moves",
(utils.get_rating_type(clue_starved), clue_starved)
)
conn_manager.get_connection().commit()