From: Sam Moore Date: Sat, 5 May 2012 13:10:31 +0000 (+0800) Subject: [PRELIMINARY ROUND 2] X-Git-Url: https://git.ucc.asn.au/?p=progcomp2012.git;a=commitdiff_plain;h=52489d9b9b2d7633f9b7caaed0ed1ea40972032b [PRELIMINARY ROUND 2] Finally. BLERGH. --- diff --git a/agents/asmodeus/basic_python.pyc b/agents/asmodeus/basic_python.pyc new file mode 100644 index 0000000..4338c88 Binary files /dev/null and b/agents/asmodeus/basic_python.pyc differ diff --git a/agents/asmodeus/path.pyc b/agents/asmodeus/path.pyc new file mode 100644 index 0000000..73e171a Binary files /dev/null and b/agents/asmodeus/path.pyc differ diff --git a/agents/basic_cpp/basic_cpp b/agents/basic_cpp/basic_cpp new file mode 100755 index 0000000..70af5d6 Binary files /dev/null and b/agents/basic_cpp/basic_cpp differ diff --git a/agents/basic_cpp/basic_cpp.o b/agents/basic_cpp/basic_cpp.o new file mode 100644 index 0000000..d3c66dd Binary files /dev/null and b/agents/basic_cpp/basic_cpp.o differ diff --git a/agents/celsius-v1.1.tar b/agents/celsius-v1.1.tar new file mode 100644 index 0000000..e0dec59 Binary files /dev/null and b/agents/celsius-v1.1.tar differ diff --git a/agents/celsius-v1.2.tar.gz b/agents/celsius-v1.2.tar.gz new file mode 100644 index 0000000..7e220da Binary files /dev/null and b/agents/celsius-v1.2.tar.gz differ diff --git a/agents/celsius1.1/celsius.py b/agents/celsius1.1/celsius.py new file mode 100755 index 0000000..cc71b90 --- /dev/null +++ b/agents/celsius1.1/celsius.py @@ -0,0 +1,539 @@ +#!/usr/bin/python -u + +#NOTE: The -u option is required for unbuffered stdin/stdout. +# If stdin/stdout are buffered, the manager program will not recieve any messages and assume that the agent has timed out. + + +import sys +import random + +ranks = ['B','1','2','3','4','5','6','7','8','9','s','F', '?', '!', '+'] + +""" +The scaretable lists how `scary' pieces are to each other; pieces will move +in the least scary direction. +""" + +# B 1 2 3 4 5 6 7 8 9 s F ? ! + +scaretable = [[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #B + [ 0, 0,-8,-8,-7,-6,-5,-4,-3,-2, 5,-9, 0,-7, 0], #1 + [ 0, 4, 0,-7,-6,-5,-4,-3,-2,-1,-2,-9,-3,-6, 0], #2 + [ 0, 4, 2, 0,-6,-5,-4,-3,-2,-1,-2,-9,-2,-5, 0], #3 + [ 0, 3, 2, 2, 0,-5,-4,-3,-2,-1,-2,-9,-1,-3, 0], #4 + [ 0, 3, 2, 2, 2, 0,-4,-3,-2,-1,-2,-9, 0,-2, 0], #5 + [ 0, 3, 2, 2, 2, 2, 0,-3,-2,-1,-2,-9, 1,-1, 0], #6 + [ 0, 3, 2, 2, 2, 2, 2, 0,-2,-1,-2,-9,-1, 0, 0], #7 + [-40, 3, 2, 2, 2, 2, 2, 2, 0,-2,-2,-9,-1, 1, 0], #8 + [ 0, 3, 2, 2, 2, 2, 2, 2, 2, 0,-2,-9,-2, 2, 0], #9 + [ 0, -5, 3, 3, 3, 3, 3, 3, 3, 3,-1,-9, 5, 3, 0], #s + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #F + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #? + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #! + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]] #+ + +""" +The override table allows moves to be forced or prevented, thus ensuring +that sacrifices are not made. +""" +# B 1 2 3 4 5 6 7 8 9 s F ? ! + +overrides = [[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #B + [ 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,-1,-1, 0, 0, 1], #1 + [ 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,-1, 0, 0, 1], #2 + [ 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,-1, 0, 0, 1], #3 + [ 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1, 0, 0, 1], #4 + [ 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,-1, 0, 0, 1], #5 + [ 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,-1, 0, 0, 1], #6 + [ 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1, 0, 0, 1], #7 + [-1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0,-1, 0, 0, 1], #8 + [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0,-1, 0, 0, 1], #9 + [ 1,-1, 1, 1, 1, 1, 1, 1, 1, 1,-1,-1, 0, 0, 1], #s + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #F + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #? + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], #! + [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]] #+ + + +def is_integer(s): + """ Using exceptions for this feels... wrong...""" + try: + int(s) + return True + except ValueError: + return False + +def move(x, y, direction, multiplier): + """ Moves point (x,y) in direction, returns a pair """ + if direction == "UP": + return (x,y-multiplier) + elif direction == "DOWN": + return (x,y+multiplier) + elif direction == "LEFT": + return (x-multiplier, y) + elif direction == "RIGHT": + return (x+multiplier, y) + return (x,y) + + + +def oppositeColour(colour): + """ Returns the opposite colour to that given """ + if colour == "RED": + return "BLUE" + elif colour == "BLUE": + return "RED" + else: + return "NONE" + +class Piece: + """ Class representing a piece + Pieces have colour, rank and co-ordinates + """ + def __init__(self, colour, rank, x, y): + self.colour = colour + self.rank = rank + self.x = x + self.y = y + self.lastMoved = -1 + self.beenRevealed = False + self.positions = [(x, y)] + + + + self.heatmap = [] + self.turnCount = 0 + + def mobile(self): + return self.rank != 'F' and self.rank != 'B' and self.rank != '?' and self.rank != '+' + + def valuedRank(self): + if ranks.count(self.rank) > 0: + return len(ranks) - 2 - ranks.index(self.rank) + else: + return 0 + + def scariness(self, other): + scare = scaretable[ranks.index(self.rank)][ranks.index(other.rank)] + if scare > 0: + scare = scare * 1 + return scare + + def getOverride(self, other): + return overrides[ranks.index(self.rank)][ranks.index(other.rank)] + + def getHeatmap(self, x,y,w,h): + if (x < 0) or (x >= w) or (y < 0) or (y >= h): + return 10 + else: + return self.heatmap[x][y] + + def validSquare(self, x, y, width, height, board): + if x < 0: + return False + if y < 0: + return False + if x >= width: + return False + if y >= height: + return False + if board[x][y] != None and board[x][y].colour == self.colour: + return False + if board[x][y] != None and board[x][y].rank == '#': + return False + return True + + def generateHeatmap(self, width, height, board): + self.heatmap = [] + newmap = [] + for x in range(0,width): + self.heatmap.append([]) + newmap.append([]) + for y in range(0,height): + self.heatmap[x].append(0) + newmap[x].append(0) + if board[x][y] == None: + self.heatmap[x][y] = 0 + continue + if board[x][y].colour == self.colour: + if board[x][y].rank == 'F': + self.heatmap[x][y] = -5 # + self.valuedRank() # Defend our flag + else: + self.heatmap[x][y] = self.scariness(board[x][y]) + + # Make pieces prefer to stay where they are + #self.heatmap[self.x][self.y] = -0.5 + + for i in range(0,min(30,len(self.positions))): + p = self.positions[len(self.positions)-1-i] + if board[p[0]][p[1]] != None: + self.heatmap[p[0]][p[1]] += 0.2 * ((50 - i)/50) + + + + for n in range(0,8): + for x in range(0,width): + for y in range(0,height): + if self.heatmap[x][y] != 0: + newmap[x][y] = self.heatmap[x][y] + continue + newmap[x][y] = 0 #self.heatmap[x][y] * 0.2 + if self.validSquare(x-1,y,width,height,board): + newmap[x][y] += self.heatmap[x-1][y] * 0.2 + else: + newmap[x][y] += 0 #self.heatmap[x][y] * 0.1 + if self.validSquare(x+1,y,width,height,board): + newmap[x][y] += self.heatmap[x+1][y] * 0.2 + else: + newmap[x][y] += 0 #self.heatmap[x][y] * 0.1 + if self.validSquare(x,y-1,width,height,board): + newmap[x][y] += self.heatmap[x][y-1] * 0.2 + else: + newmap[x][y] += 0 #self.heatmap[x][y] * 0.1 + if self.validSquare(x,y+1,width,height,board): + newmap[x][y] += self.heatmap[x][y+1] * 0.2 + else: + newmap[x][y] += 0 #self.heatmap[x][y] * 0.1 + self.heatmap = newmap + + def debugPrintHeat(self,w,h): + """ For debug purposes only. Prints the board to stderr. + Does not indicate difference between allied and enemy pieces + Unknown (enemy) pieces are shown as '?' + """ + sys.stderr.write("Pos: " + str(self.x) + ", " + str(self.y) + " -- rank: " + str(self.rank) + "\n") + for y in range(0, h): + for x in range(0, w): + if (self.heatmap[x][y] - self.heatmap[self.x][self.y] > 0.0): + sys.stderr.write("O") + elif (self.heatmap[x][y] - self.heatmap[self.x][self.y] == 0.0): + sys.stderr.write("X") + elif (self.heatmap[x][y] - self.heatmap[self.x][self.y] < 0.0): + sys.stderr.write(".") + else: + sys.stderr.write(" ") + sys.stderr.write("\n") + sys.stderr.write("\n") + + + + +def valuedRank(rank): + if ranks.count(rank) > 0: + return len(ranks) - 2 - ranks.index(rank) + else: + return 0 + + + +class SulixAI: + """ + BasicAI class to play a game of stratego + Implements the protocol correctly. Stores the state of the board in self.board + Only makes random moves. + Override method "MakeMove" for more complex moves + """ + def __init__(self): + """ Constructs the BasicAI agent, and starts it playing the game """ + #sys.stderr.write("BasicAI __init__ here...\n"); + self.turn = 0 + self.board = [] + self.units = [] + self.enemyUnits = [] + + self.total_turns = 0 + + self.totalAllies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1} + self.totalEnemies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1} + self.hiddenEnemies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1} + self.hiddenAllies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1} + self.lastMoved = None + + + + def Setup(self): + """ Implements Setup part of protocol. Always uses the same setup. Override to create custom setups """ + #sys.stderr.write("BasicAI Setup here...\n"); + setup = sys.stdin.readline().split(' ') + if len(setup) != 4: + sys.stderr.write("BasicAI setup fails, expected 4 tokens, got " + str(len(setup)) + " "+str(setup) + "\n") + self.colour = setup[0] + self.opponentName = setup[1] + self.width = int(setup[2]) + self.height = int(setup[3]) + for x in range(0, self.width): + self.board.append([]) + for y in range(0, self.height): + self.board[x].append(None) + if self.colour == "RED": + print "FB8sB979B8\nBB99555583\n6724898974\nB314676699" + elif self.colour == "BLUE": + print "B314676699\n6724898974\nBB99555583\nFB8sB979B8" + return True + + def MoveCycle(self): + #sys.stderr.write("BasicAI MakeMove here...\n"); + if self.InterpretResult() == False or self.ReadBoard() == False or self.MakeMove() == False: + return False + self.turn += 1 + return self.InterpretResult() + + def MakeMove(self): + """ Randomly moves any moveable piece, or prints "NO_MOVE" if there are none """ + #TODO: Over-ride this function in base classes with more complex move behaviour + + #sys.stderr.write("Sulix's AI makes a move...\n") + #self.debugPrintBoard() + + if len(self.units) <= 0: + return False + + index = random.randint(0, len(self.units)-1) + startIndex = index + + directions = ("UP", "DOWN", "LEFT", "RIGHT") + bestdir = 0 + bestScare = 999 + bestpiece = None + while True: + piece = self.units[index] + + if piece != None and piece.mobile(): + dirIndex = random.randint(0, len(directions)-1) + startDirIndex = dirIndex + piece.generateHeatmap(self.width, self.height, self.board) + currentScary = piece.getHeatmap(piece.x, piece.y, self.width, self.height) * 0 + piece.turnCount*0 #Perhaps just look for the best move + piece.turnCount = piece.turnCount + 1 + while True: + #sys.stderr.write("Trying index " + str(dirIndex) + "\n") + p = move(piece.x, piece.y, directions[dirIndex],1) + if p[0] >= 0 and p[0] < self.width and p[1] >= 0 and p[1] < self.height: + target = self.board[p[0]][p[1]] + if target == None or (target.colour != piece.colour and target.colour != "NONE" and target.colour != "BOTH"): + scare = piece.getHeatmap(p[0], p[1],self.width, self.height) - currentScary + override = 0 + if target != None: + override = piece.getOverride(target) + + if (self.total_turns % 250 < 15) and (self.total_turns > 250): + scare += random.randint(0, 5) + + + if override == 1: + scare = 999 + elif override == -1: + piece.turnCount = 0 + print str(piece.x) + " " + str(piece.y) + " " + directions[dirIndex] + return True + + + + + if scare < bestScare: + bestdir = dirIndex + bestScare = scare + bestpiece = piece + + dirIndex = (dirIndex + 1) % len(directions) + if startDirIndex == dirIndex: + break + + + index = (index + 1) % len(self.units) + if startIndex == index: + if bestScare != 999: + bestpiece.turnCount = 0 + print str(bestpiece.x) + " " + str(bestpiece.y) + " "+directions[bestdir] +# bestpiece.debugPrintHeat(self.width, self.height) + return True + else: + print "SURRENDER" + return True + + + def ReadBoard(self): + """ Reads in the board. + On the very first turn, sets up the self.board structure + On subsequent turns, the board is simply read, but the self.board structure is not updated here. + """ + #sys.stderr.write("BasicAI ReadBoard here...\n"); + for y in range(0,self.height): + row = sys.stdin.readline().strip() + if len(row) < self.width: + sys.stderr.write("Row has length " + str(len(row)) + " vs " + str(self.width) + "\n") + return False + for x in range(0,self.width): + if self.turn == 0: + if row[x] == '.': + pass + elif row[x] == '#': + self.board[x][y] = Piece(oppositeColour(self.colour), '?',x,y) + self.enemyUnits.append(self.board[x][y]) + elif row[x] == '+': + self.board[x][y] = Piece("NONE", '+', x, y) + else: + self.board[x][y] = Piece(self.colour, row[x],x,y) + self.units.append(self.board[x][y]) + else: + pass + return True + + + def InterpretResult(self): + """ Interprets the result of a move, and updates the board. + The very first move is ignored. + On subsequent moves, the self.board structure is updated + """ + + self.total_turns = self.total_turns + 1 + + #sys.stderr.write("BasicAI InterpretResult here...\n") + result = sys.stdin.readline().split(' ') + #sys.stderr.write(" Read status line \"" + str(result) + "\"\n") + if self.turn == 0: + return True + + if result[0].strip() == "QUIT": #Make sure we exit when the manager tells us to! + return False + + if result[0].strip() == "NO_MOVE": #No move was made, don't need to update anything + return True + + if len(result) < 4: #Should be at least 4 tokens (X Y DIRECTION OUTCOME) in any other case + return False + + x = int(result[0].strip()) + y = int(result[1].strip()) + + + # The piece moved! It's not a bomb + if self.board[x][y].rank == '?': + self.board[x][y].rank = '!' + #sys.stderr.write(" Board position " + str(x) + " " + str(y) + " is OK!\n") + + direction = result[2].strip() + + multiplier = 1 + outcome = result[3].strip() + outIndex = 3 + if is_integer(outcome): + multiplier = int(outcome) + outcome = result[4].strip() + outIndex = 4 + + p = move(x,y,direction, multiplier) + + # It's a scout! I saw it move. + if multiplier > 1: + self.board[x][y].rank = '9' + + #Determine attacking piece + attacker = self.board[x][y] + self.board[x][y] = None + + if attacker == None: + return False + + lastMoved = attacker + + defender = self.board[p[0]][p[1]] + + #Update attacker's position (Don't overwrite the board yet though) + + attacker.x = p[0] + attacker.y = p[1] + attacker.positions.insert(0, (attacker.x, attacker.y)) + + + #Determine ranks of pieces if supplied + if len(result) >= outIndex + 3: + if defender == None: + return False + attacker.rank = result[outIndex+1].strip() + if attacker.beenRevealed == False: + if attacker.colour == self.colour: + self.hiddenAllies[attacker.rank] -= 1 + elif attacker.colour == oppositeColour(self.colour): + self.hiddenEnemies[attacker.rank] -= 1 + attacker.beenRevealed = True + defender.rank = result[outIndex+2].strip() + if defender.beenRevealed == False: + if defender.colour == self.colour: + self.hiddenAllies[defender.rank] -= 1 + elif defender.colour == oppositeColour(self.colour): + self.hiddenEnemies[defender.rank] -= 1 + + defender.beenRevealed = True + + + + if outcome == "OK": + self.board[p[0]][p[1]] = attacker + + elif outcome == "KILLS": + self.board[p[0]][p[1]] = attacker + + if defender.colour == self.colour: + self.totalAllies[defender.rank] -= 1 + self.units.remove(defender) + elif defender.colour == oppositeColour(self.colour): + self.totalEnemies[defender.rank] -= 1 + self.enemyUnits.remove(defender) + + elif outcome == "DIES": + if attacker.colour == self.colour: + self.totalAllies[attacker.rank] -= 1 + self.units.remove(attacker) + elif attacker.colour == oppositeColour(self.colour): + self.totalEnemies[attacker.rank] -= 1 + self.enemyUnits.remove(attacker) + + elif outcome == "BOTHDIE": + self.board[p[0]][p[1]] = None + + if defender.colour == self.colour: + self.totalAllies[defender.rank] -= 1 + self.units.remove(defender) + elif defender.colour == oppositeColour(self.colour): + self.totalEnemies[defender.rank] -= 1 + self.enemyUnits.remove(defender) + + if attacker.colour == self.colour: + self.totalAllies[attacker.rank] -= 1 + self.units.remove(attacker) + elif attacker.colour == oppositeColour(self.colour): + self.totalEnemies[attacker.rank] -= 1 + self.enemyUnits.remove(attacker) + + elif outcome == "FLAG": + #sys.stderr.write(" Game over!\n") + return False + elif outcome == "ILLEGAL": + #sys.stderr.write(" Illegal move!\n") + return False + else: + #sys.stderr.write(" Don't understand outcome \"" + outcome + "\"!\n"); + return False + + #sys.stderr.write(" Completed interpreting move!\n"); + return True + + + + def debugPrintBoard(self): + """ For debug purposes only. Prints the board to stderr. + Does not indicate difference between allied and enemy pieces + Unknown (enemy) pieces are shown as '?' + """ + for y in range(0, self.height): + for x in range(0, self.width): + if self.board[x][y] == None: + sys.stderr.write("."); + else: + sys.stderr.write(str(self.board[x][y].rank)); + sys.stderr.write("\n") + +if __name__ == "__main__": + sulixAI = SulixAI() + if sulixAI.Setup(): + while sulixAI.MoveCycle(): + pass + diff --git a/agents/celsius1.1/info b/agents/celsius1.1/info new file mode 100644 index 0000000..aedb008 --- /dev/null +++ b/agents/celsius1.1/info @@ -0,0 +1,4 @@ +celsius.py +David Gow +python +Generates a heatmap of the board, and uses this to control pieces. diff --git a/agents/hunter/basic_python.pyc b/agents/hunter/basic_python.pyc new file mode 100644 index 0000000..158229f Binary files /dev/null and b/agents/hunter/basic_python.pyc differ diff --git a/agents/peternlewis.zip b/agents/peternlewis.zip new file mode 100644 index 0000000..45848bc Binary files /dev/null and b/agents/peternlewis.zip differ diff --git a/agents/ramen.tar b/agents/ramen.tar new file mode 100644 index 0000000..69a5119 Binary files /dev/null and b/agents/ramen.tar differ diff --git a/agents/ramen/28f56d3c_peternlewis.ramen b/agents/ramen/28f56d3c_peternlewis.ramen new file mode 100644 index 0000000..cd917d2 Binary files /dev/null and b/agents/ramen/28f56d3c_peternlewis.ramen differ diff --git a/agents/ramen/ramen b/agents/ramen/ramen new file mode 100755 index 0000000..c583e66 Binary files /dev/null and b/agents/ramen/ramen differ diff --git a/agents/ramen/src/Makefile b/agents/ramen/src/Makefile new file mode 100644 index 0000000..06068b3 --- /dev/null +++ b/agents/ramen/src/Makefile @@ -0,0 +1,25 @@ + +OBJ = main.o ai.o db.o +BIN = ../ramen + +CFLAGS = -Wall -Wextra -g -std=gnu99 +LINKFLAGS = -g -lm + +DEPFILES = $(OBJ:%=%.dep) + +.PHONY: all clean + +all: $(BIN) + +clean: + $(RM) $(BIN) $(OBJ) $(DEPFILES) + +$(BIN): $(OBJ) + $(CC) -o $@ $(OBJ) $(LINKFLAGS) + +%.o: %.c + $(CC) -o $@ -c $< $(CFLAGS) $(CPPFLAGS) + $(CPP) $(CPPFLAGS) $< -MM -o $@.dep + +-include $(DEPFILES) + diff --git a/agents/ramen/src/ai.c b/agents/ramen/src/ai.c new file mode 100644 index 0000000..6625d24 --- /dev/null +++ b/agents/ramen/src/ai.c @@ -0,0 +1,874 @@ +/* + * UCC 2012 Programming Competition Entry + * - "Ramen" + * + * By John Hodge [TPG] + */ +#define ENABLE_DEBUG 0 +#define SHOW_TARGET_MAP 0 +#include +#include +#include +#include +#include +#include "interface.h" +#include "ai_common.h" + +// === CONSTANTS === +//! \brief Maximum recusion depth +#define MAX_SEARCH_DEPTH 5 + +//! \brief Threshold before repeat modifier is applied +#define REPEAT_THRESHOLD 3 +//! \brief Modifier applied to a repeated move +#define REPEAT_MOVE_MODIFY(score) do{score /= (giNumRepeatedMove <= 5 ? 2 : 10); score -= giNumRepeatedMove*10;}while(0); + +//! \brief Number of moves by this AI before the defensive modifier kicks in +#define DEFENSIVE_THRESHOLD 20 +//! \brief Modifier applied to offensive moves when > DEFENSIVE_THRESHOLD defensive moves have been done in a row +#define DEFENSIVE_MODIFY(score) do{score *= 1+(giTurnsSinceLastTake/15);}while(0) +/** + * \name AI move outcome scores + * \{ + */ +#define OC_LOSE -100 +#define OC_DRAW 0 +#define OC_UNK 40 +#define OC_WIN 100 +#define OC_FLAG 150 +/** + * \} + */ + +// === PROTOTYPES === +// - Wrapper and Initialisation +void AI_Initialise(enum eColours Colour, const char *Opponent); +void AI_HandleMove(int bMyMove, const tMove *Move); +void UpdateStates(const tMove *OpponentMove); +void AI_DoMove(tMove *MyMove); +// - Management +tPiece *GetPieceByPos(int X, int Y); +void MovePieceTo(tPiece *Piece, int X, int Y); +void UpdateRank(tPiece *Piece, char RankChar); +void PieceExposed(tPiece *Piece); +void RemovePiece(tPiece *Piece); +// -- AI Core + int GetBestMove(tPlayerStats *Attacker, tPlayerStats *Defender, tMove *Move, int Level); + int GetPositionScore(tPlayerStats *Attacker, tPlayerStats *Defender, int Level, int X, int Y, tPiece *Piece); + int GetScore(tPiece *This, tPiece *Target); + int GetRawScore(tPiece *This, tPiece *Target); +// -- Helpers +static inline int GetOutcome(int Attacker, int Defender); +static inline int ABS(int Val); +static inline int RANGE(int Min, int Val, int Max); + +// === GLOBALS === +enum eColours gMyColour; +tPiece gBlockPiece = {.Team = 2}; + int giGameStateSize; +tGameState *gpCurrentGameState; +BOOL gbFirstTurn = true; +//tPiece **gaBoardPieces; +const char *gsOpponentDbFilename; +// -- State variables to avoid deadlocking + int giNumRepeatedMove; + int giTurnsSinceLastTake; +tMove gLastMove; +tPiece *gLastMove_Target, *gLastMove_Piece; + +// === CODE === +void AI_Initialise(enum eColours Colour, const char *Opponent) +{ + gMyColour = Colour; + + // TODO: Get opponent filename + gsOpponentDbFilename = DB_GetOpponentFile(Opponent); + + // Select setup +// setup_id = rand() % 3; + int setup_id = 1; + switch( setup_id ) + { +// case 0: // Bomb-off (dick move) +// // 39 pieces, bombs blocking gates, high level pieces backing up +// { +// const char *setup[] = { +// "8.88979993\n", +// "6689995986\n", +// "F72434s174\n", +// "BB56BB55BB\n" +// }; +// if( Colour == COLOUR_RED ) +// for(int i = 0; i < 4; i ++ ) printf(setup[i]); +// else +// for(int i = 4; i --; ) printf(setup[i]); +// break; +// } + case 1: + { + const char *setup[] = { + "FB8sB479B8\n", + "BB31555583\n", + "6724898974\n", + "967B669999\n" + }; + if( Colour == COLOUR_RED ) + for(int i = 0; i < 4; i ++ ) printf(setup[i]); + else + for(int i = 4; i --; ) printf(setup[i]); + } + break ; + default: + exit(1); + } + + + giGameStateSize = sizeof(tGameState) + giBoardHeight*giBoardWidth*sizeof(tPieceRef); + gpCurrentGameState = calloc( giGameStateSize, 1 ); + gpCurrentGameState->Opponent.Colour = !Colour; + gpCurrentGameState->MyExposed.Colour = Colour; + gpCurrentGameState->MyActual.Colour = Colour; +// gaBoardPieces = calloc( giBoardHeight*giBoardWidth, sizeof(tPiece*) ); +} + +void AI_int_InitialiseBoardState(void) +{ + int piece_index = 0; + int my_piece_index = 0; + for( int y = 0; y < giBoardHeight; y ++ ) + { + for( int x = 0; x < giBoardWidth; x ++ ) + { + tPiece *p; + char b; + + b = gaBoardState[y*giBoardWidth+x]; + + if( b == '.' ) continue ; + if( b == '+' ) + { + gpCurrentGameState->BoardState[ y*giBoardWidth+x ].Team = 3; + continue ; + } + + if( b == '#' ) + { + if( piece_index >= N_PIECES ) { + piece_index ++; + continue ; + } + p = &gpCurrentGameState->Opponent.Pieces[piece_index++]; + p->Rank = RANK_UNKNOWN; + p->X = x; p->StartX = x; + p->Y = y; p->StartY = y; + p->bHasMoved = false; + p->Team = !gMyColour; + gpCurrentGameState->BoardState[ y*giBoardWidth+x ].Team = 2; + gpCurrentGameState->BoardState[ y*giBoardWidth+x ].Index = piece_index - 1; + DEBUG("Enemy at %i,%i", x, y); + } + else + { + if( my_piece_index >= N_PIECES ) { + my_piece_index ++; + continue ; + } + p = &gpCurrentGameState->MyActual.Pieces[my_piece_index++]; + p->X = x; + p->Y = y; + p->Team = gMyColour; + UpdateRank(p, b); + gpCurrentGameState->MyActual.nRanks[p->Rank] ++; + gpCurrentGameState->BoardState[ y*giBoardWidth+x ].Team = 1; + gpCurrentGameState->BoardState[ y*giBoardWidth+x ].Index = my_piece_index - 1; + } + + + } + } + gpCurrentGameState->Opponent.nPieces = piece_index; + if( piece_index > N_PIECES ) + DEBUG("GAH! Too many opposing pieces (%i > 40)", piece_index); + if( my_piece_index > N_PIECES ) + DEBUG("GAH! Too many of my pieces (%i > 40)", my_piece_index); + + // Catch for if I don't put enough pieces out (shouldn't happen) + while( my_piece_index < N_PIECES ) { + gpCurrentGameState->MyActual.Pieces[my_piece_index].bDead = true; + gpCurrentGameState->MyActual.Pieces[my_piece_index].Rank = RANK_UNKNOWN; + my_piece_index ++; + } + + // Load guesses at what each piece is + DB_LoadGuesses(gsOpponentDbFilename, !gMyColour); + gpCurrentGameState->Opponent.bGuessValid = true; +} + +void AI_HandleMove(int bMyMove, const tMove *Move) +{ + if( gbFirstTurn ) + { + gbFirstTurn = false; + + AI_int_InitialiseBoardState(); + + // Reverse the first move + if( Move->dir != DIR_INVAL ) + { + tPiece *p; + switch(Move->dir) + { + case DIR_INVAL: ASSERT(Move->dir != DIR_INVAL); break; + case DIR_LEFT: p = GetPieceByPos( Move->x-1, Move->y ); break ; + case DIR_RIGHT: p = GetPieceByPos( Move->x+1, Move->y ); break ; + case DIR_UP: p = GetPieceByPos( Move->x, Move->y-1 ); break ; + case DIR_DOWN: p = GetPieceByPos( Move->x, Move->y+1 ); break ; + } + MovePieceTo( p, Move->x, Move->y ); + p->StartX = Move->x; + p->StartY = Move->y; + } + } + + if(Move->result == RESULT_VICTORY) + { + // TODO: Distiguish between victory conditions? + // - Note flag location? + + // TODO: Save back initial board state + DB_WriteBackInitialState(gsOpponentDbFilename, !gMyColour, gpCurrentGameState->Opponent.Pieces); + } + + if( !bMyMove ) + { + if( Move->dir != DIR_INVAL ) + UpdateStates(Move); + } + else + { + tPiece *p = GetPieceByPos(Move->x, Move->y); + ASSERT(p); + + int newx = p->X, newy = p->Y; + switch(Move->dir) + { + case DIR_INVAL: break; + case DIR_LEFT: newx -= Move->dist; break; + case DIR_RIGHT: newx += Move->dist; break; + case DIR_UP: newy -= Move->dist; break; + case DIR_DOWN: newy += Move->dist; break; + } + tPiece *target = GetPieceByPos(newx, newy); + + switch(Move->result) + { + case RESULT_ILLEGAL: break; + case RESULT_INVAL: break; + case RESULT_OK: + MovePieceTo(p, newx, newy); + break; + case RESULT_KILL: + UpdateRank(target, Move->defender); + RemovePiece(target); + MovePieceTo(p, newx, newy); + PieceExposed(p); // TODO: Update oponent's view + giTurnsSinceLastTake = 0; + break; + case RESULT_DIES: + case RESULT_VICTORY: + UpdateRank(target, Move->defender); + PieceExposed(p); + RemovePiece(p); + giTurnsSinceLastTake = 0; + break; + case RESULT_BOTHDIE: + UpdateRank(target, Move->defender); + PieceExposed(p); + RemovePiece(p); + RemovePiece(target); + giTurnsSinceLastTake = 0; + break; + } + } +} + +void UpdateStates(const tMove *OpponentMove) +{ + // --- Get moved piece, update position --- + tPiece *moved_piece = GetPieceByPos(OpponentMove->x, OpponentMove->y); + // - Sanity + ASSERT( moved_piece ); + ASSERT( moved_piece->Team == !gMyColour ); + // - Only scouts can move multiple squares + if( moved_piece->Rank == RANK_UNKNOWN && OpponentMove->dist > 1 ) + UpdateRank(moved_piece, '9'); + // - Update position + int newx = moved_piece->X, newy = moved_piece->Y; + switch(OpponentMove->dir) + { + case DIR_INVAL: break; + case DIR_LEFT: newx -= OpponentMove->dist; break; + case DIR_RIGHT: newx += OpponentMove->dist; break; + case DIR_UP: newy -= OpponentMove->dist; break; + case DIR_DOWN: newy += OpponentMove->dist; break; + } + tPiece *my_piece = GetPieceByPos(newx, newy); + + // Check if one of my pieces has been taken + switch( OpponentMove->result ) + { + case RESULT_ILLEGAL: break; + case RESULT_INVAL: break; + case RESULT_OK: + MovePieceTo(moved_piece, newx, newy); + break; + case RESULT_KILL: + case RESULT_VICTORY: + UpdateRank(moved_piece, OpponentMove->attacker); + PieceExposed(my_piece); + RemovePiece(my_piece); + MovePieceTo(moved_piece, newx, newy); + break; + case RESULT_DIES: + UpdateRank(moved_piece, OpponentMove->attacker); + PieceExposed(my_piece); + RemovePiece(moved_piece); + break; + case RESULT_BOTHDIE: + UpdateRank(moved_piece, OpponentMove->attacker); + RemovePiece(moved_piece); + PieceExposed(my_piece); + RemovePiece(my_piece); + break; + } + + // Update rank if revealed + if( moved_piece->Rank == RANK_UNKNOWN ) + UpdateRank(moved_piece, gaBoardState[moved_piece->Y*giBoardWidth+moved_piece->X]); + + // - Update piece states + DEBUG("Updating piece states"); + for( int y = 0; y < giBoardHeight; y ++ ) + { + for( int x = 0; x < giBoardWidth; x ++ ) + { + char c = gaBoardState[y*giBoardWidth+x]; + if( c == '.' ) continue; + if( c == '+' ) continue; + tPiece *p = GetPieceByPos(x, y); + if(!p) DEBUG("c = %c", c); + ASSERT(p); + if( p->Team == gMyColour ) continue ; + if( p->Rank == RANK_UNKNOWN && c != '#' ) + UpdateRank(p, c); + } + } +} + +void AI_DoMove(tMove *MyMove) +{ +#if 1 + // Sanity checks + for( int i = 0; i < N_PIECES; i ++ ) + { + tPiece *p = &gpCurrentGameState->MyActual.Pieces[i]; + if(p->bDead) continue; + + if( p != GetPieceByPos(p->X, p->Y) ) { + DEBUG("Piece %p(%i,%i R%i) not at stated position", + p, p->X, p->Y, p->Rank); + } + } +#endif + + DEBUG("Deciding on move"); + GetBestMove(&gpCurrentGameState->MyActual, &gpCurrentGameState->Opponent, MyMove, 0); +} + +tPiece *GetPieceByPos(int X, int Y) +{ + tPieceRef *pr = &gpCurrentGameState->BoardState[Y*giBoardWidth+X]; + switch( pr->Team ) + { + case 0: return NULL; + case 1: return &gpCurrentGameState->MyActual.Pieces[ (int)pr->Index ]; + case 2: return &gpCurrentGameState->Opponent.Pieces[ (int)pr->Index ]; + case 3: return &gBlockPiece; + } + return NULL; +} + +void MovePieceTo(tPiece *Piece, int X, int Y) +{ + DEBUG("Moved %p(%i,%i) to (%i,%i)", + Piece, Piece->X, Piece->Y, X, Y); + + gpCurrentGameState->BoardState[Y*giBoardWidth + X] + = gpCurrentGameState->BoardState[Piece->Y*giBoardWidth + Piece->X]; + gpCurrentGameState->BoardState[Piece->Y*giBoardWidth + Piece->X].Team = 0; + + Piece->X = X; + Piece->Y = Y; + + if( !Piece->bHasMoved ) + { + if( Piece->Team == gMyColour ) + { + gpCurrentGameState->MyExposed.nMoved ++; + } + else + { + gpCurrentGameState->Opponent.nMoved ++; + } + } + + Piece->bHasMoved = true; +} + +void UpdateRank(tPiece *Piece, char RankChar) +{ + enum eRanks rank; + + rank = CharToRank(RankChar); + + if( Piece->Rank == rank ) + return ; + + if( Piece->Rank != RANK_UNKNOWN ) + { + if(Piece->Rank != rank ) + { + DEBUG("Rank of piece %p(%i,%i) has changed, was %i now %i", + Piece, Piece->X, Piece->Y, Piece->Rank, rank); + Piece->Rank = rank; + } + return ; + } + + if( Piece->Team == !gMyColour && rank != RANK_UNKNOWN ) + { + if( gpCurrentGameState->Opponent.nRanks[rank] >= MAX_RANK_COUNTS[rank] ) { + DEBUG("ERROR: Bookkeeping failed, >%i units of rank %i on board", + MAX_RANK_COUNTS[rank], rank); + } + DEBUG("Found a %i", rank); + gpCurrentGameState->Opponent.nRanks[rank] ++; + if( gpCurrentGameState->Opponent.nIdentified == gpCurrentGameState->Opponent.nPieces ) { + DEBUG("ERROR: Bookkeeping failed, >%i units identified", + gpCurrentGameState->Opponent.nPieces); + } + gpCurrentGameState->Opponent.nIdentified ++; + + if( Piece->GuessedRank != RANK_UNKNOWN && Piece->GuessedRank != rank ) + { + fprintf(stderr, "Assumption failed, saved %c != act %c", + cRANK_CHARS[Piece->GuessedRank], cRANK_CHARS[rank]); + gpCurrentGameState->Opponent.bGuessValid = false; + } + + } + Piece->Rank = rank; + if( Piece->Team == !gMyColour ) + { + // Expensive? What's that? + DB_WriteBackInitialState(gsOpponentDbFilename, !gMyColour, gpCurrentGameState->Opponent.Pieces); + } +} + +void PieceExposed(tPiece *Piece) +{ + ASSERT(Piece->Team == gMyColour); + if( Piece->bExposed == false ) + { + gpCurrentGameState->MyExposed.nRanks[Piece->Rank] ++; + gpCurrentGameState->MyExposed.nIdentified ++; + Piece->bExposed = true; + } +} + +/** + * \brief Remove a piece from the board + */ +void RemovePiece(tPiece *Piece) +{ + tPlayerStats *owner; + gpCurrentGameState->BoardState[Piece->Y*giBoardWidth + Piece->X].Team = 0; + if( Piece->Team == !gMyColour ) { + owner = &gpCurrentGameState->Opponent; + } + else { + owner = &gpCurrentGameState->MyExposed; + gpCurrentGameState->MyActual.nRanks[Piece->Rank] --; + } + owner->nKilledRanks[Piece->Rank] ++; + owner->nRanks[Piece->Rank] --; + owner->nIdentified --; + owner->nPieces --; + Piece->bDead = true; +} + +// ---------------------------------------------------------------------------- +// - AI Core +// ---------------------------------------------------------------------------- +#define TARGET_GRID_W 10 +#define TARGET_GRID_H 10 +#define TARGET_GRID_SIZE (TARGET_GRID_W*TARGET_GRID_H) +typedef struct sGridSlot { + tPiece *p; + char dist; + char complexity; + enum eDirections firstdir; + char firstdist; + char bDirect; +} tTargetGrid[TARGET_GRID_SIZE]; +int GetTargetsFrom(tPiece *Piece, tTargetGrid *grid) +{ + int n_targets; + + memset(*grid, 0, sizeof(*grid)); + + int cur_dist = 1; + int b_updates = 0; + + void _check_dir(struct sGridSlot *pgs, struct sGridSlot *gs, int x, int y, enum eDirections dir) + { + if( !gs ) return ; + if( gs->dist ) return ; + if( pgs->p ) return ; + + tPiece *p = GetPieceByPos(x, y); + if( p && (p == &gBlockPiece || p->Team == Piece->Team) ) + p = (void*)-1; + gs->dist = cur_dist + 1; + gs->p = p; + DEBUG("%p at %i,%i %i away", p, x, y, cur_dist); + if( pgs->firstdir == DIR_INVAL || (pgs->firstdir == dir && pgs->bDirect) ) { + gs->bDirect = 1; + gs->firstdir = dir; + gs->firstdist = pgs->firstdist + 1; + } + else { + gs->firstdist = pgs->firstdist; + gs->firstdir = pgs->firstdir; + gs->bDirect = 0; + } + b_updates = 1; + } + + (*grid)[ Piece->X + Piece->Y * TARGET_GRID_W ].dist = -1; + + do { + b_updates = 0; + for( int i = 0; i < TARGET_GRID_SIZE; i ++ ) + { + int x = i % TARGET_GRID_W; + int y = i / TARGET_GRID_H; + struct sGridSlot *gs = &(*grid)[i]; + + struct sGridSlot *gs_u = NULL, *gs_d = NULL; + struct sGridSlot *gs_l = NULL, *gs_r = NULL; + + if( !gs->dist ) continue ; + + // Get adjacent cells + if( y > 0 ) + gs_u = &(*grid)[i - TARGET_GRID_W]; + if( x > 0 ) + gs_l = &(*grid)[i - 1]; + if( y < TARGET_GRID_H - 1 ) + gs_d = &(*grid)[i + TARGET_GRID_W]; + if( x < TARGET_GRID_W - 1 ) + gs_r = &(*grid)[i + 1]; + + _check_dir(gs, gs_u, x, y-1, DIR_UP); + _check_dir(gs, gs_d, x, y+1, DIR_DOWN); + _check_dir(gs, gs_l, x-1, y, DIR_LEFT); + _check_dir(gs, gs_r, x+1, y, DIR_RIGHT); + } + + cur_dist ++; + } while(b_updates); + +#if SHOW_TARGET_MAP + fprintf(stderr, "%p Type %c\n", Piece, cRANK_CHARS[Piece->Rank]); + for( int i = 0; i < 10*10; i ++ ) + { + tPiece *np = (*grid)[i].p; + if( i == Piece->X + Piece->Y * TARGET_GRID_W ) + fprintf(stderr, "?"); + else if( (*grid)[i].dist == 0 ) + fprintf(stderr, "#"); // Unreachable + else if( !np ) + fprintf(stderr, " "); // Empty + else if( np == (void*)-1 ) + fprintf(stderr, "."); // My team/block + else + fprintf(stderr, "X"); // Viable target! + if( i % 10 == 9 ) + fprintf(stderr, "\n"); + } +#endif + + DEBUG("Getting targets"); + n_targets = 0; + for( int i = 0; i < TARGET_GRID_SIZE; i ++ ) + { + if( (*grid)[i].p == (void*)-1 ) + (*grid)[i].p = NULL; + if( (*grid)[i].p ) { + DEBUG("Target (%i,%i) %p %i dist", + i%10, i/10, (*grid)[i].p, (*grid)[i].dist); + (*grid)[i].dist -= 1; + n_targets ++; + } + } + + return n_targets; +} + +int GetBestMove(tPlayerStats *Attacker, tPlayerStats *Defender, tMove *Move, int Level) +{ + // Avoid infinite recursion + if( Level == MAX_SEARCH_DEPTH ) return 1; + + int best_score = INT_MIN; + tMove best_move; + tPiece *best_p = NULL; + tPiece *best_target = NULL; + tTargetGrid grid; + + // - Check possible moves + for( int i = 0; i < N_PIECES; i ++ ) + { + tPiece *p = &Attacker->Pieces[i]; + int p_score = 0; // Piece score + struct sGridSlot *bt_gs = NULL; + int bt_score; // Best target score + + // Dead, ignore + if( p->bDead ) + continue ; + // These cannot move + if( p->Rank == RANK_BOMB || p->Rank == RANK_FLAG ) + continue ; + + // Get what pieces are able to be attacked from this piece + int nt = GetTargetsFrom(p, &grid); + DEBUG("(%i,%i) %i targets", p->X, p->Y, nt); + if( nt <= 0 ) continue ; + + // Find the best target of those + for( int j = 0; j < TARGET_GRID_SIZE; j ++ ) + { + struct sGridSlot *gs = &grid[j]; + if( !gs->p ) continue ; + + int t_score = GetScore(p, gs->p); + +#if 1 + if( gs->p == gLastMove_Target && p == gLastMove_Piece && giNumRepeatedMove > REPEAT_THRESHOLD) + { + REPEAT_MOVE_MODIFY(t_score); + } +#endif + + // TODO: For scouts, use gs->complexity + // TODO: Don't use a linear relationship on distance + p_score += t_score / (gs->dist < 2 ? 1 : 2); + + // Best target + if( !bt_gs || t_score > bt_score ) { + bt_score = t_score; + bt_gs = gs; + } + } + + DEBUG("p_score = %i, bt_score = %i", p_score, bt_score); + + // Best move is towards that piece + if( best_move.dir == DIR_INVAL || best_score < p_score ) + { + best_move.dir = bt_gs->firstdir; + best_move.x = p->X; + best_move.y = p->Y; + best_move.dist = (p->Rank == RANK_SCOUT) ? bt_gs->firstdist : 1; + best_score = p_score; + best_p = p; + best_target = bt_gs->p; + } + } + + + if( Move ) + { + ASSERT(best_move.dir != DIR_INVAL); + *Move = best_move; + + if( ((Move->dir-1)^1) == gLastMove.dir-1 && Move->dist == gLastMove.dist + && Move->x == gLastMove.x && Move->y == gLastMove.y ) + { + giNumRepeatedMove ++; + DEBUG("Up to %i repititions", giNumRepeatedMove); + } + else + giNumRepeatedMove = 0; + + // TODO: Recurse once on this to determine what the other team will do + // Record that move, then check when the move is performed to see if we were right. + + gLastMove = *Move; + gLastMove_Target = best_target; + gLastMove_Piece = best_p; + giTurnsSinceLastTake ++; + } + + DEBUG("best_score = %i", best_score); + + return best_score; +} + +/** + * \brief + */ +int GetScore(tPiece *This, tPiece *Target) +{ + tPlayerStats *attacker, *defender; + int score; + + if( This->Team == gMyColour ) { + defender = &gpCurrentGameState->Opponent; + attacker = &gpCurrentGameState->MyExposed; + } + else { + attacker = &gpCurrentGameState->Opponent; + defender = &gpCurrentGameState->MyExposed; + } + + score = GetRawScore(This, Target); + + if( This->Team == gMyColour ) + { + switch( This->Rank ) + { + case RANK_MARSHAL: // Marshal has balls of steel if the spy and enemy marshal are dead + if( defender->nKilledRanks[RANK_MARSHAL] && defender->nKilledRanks[RANK_SPY] ) + score *= 2; + break; + case RANK_GENERAL: // General always attacks! + score *= 2; + break; + case RANK_SCOUT: + score = score * gpCurrentGameState->MyActual.nRanks[RANK_SCOUT] / MAX_RANK_COUNTS[RANK_SCOUT] + score; + break; + default: + break; + } + } + + return score; +} + +int GetRawScore(tPiece *This, tPiece *Target) +{ + tPlayerStats *this_team, *target_team; + + ASSERT( This->Team != Target->Team ); + + if( This->Team == gMyColour ) { + target_team = &gpCurrentGameState->Opponent; + this_team = &gpCurrentGameState->MyExposed; + } + else { + this_team = &gpCurrentGameState->Opponent; + target_team = &gpCurrentGameState->MyExposed; + } + + // Both ranks known, used fixed rules + if( This->Rank != RANK_UNKNOWN && Target->Rank != RANK_UNKNOWN ) + { + return GetOutcome(This->Rank, Target->Rank); + } + // If it's our move, and the guesses are valid, then use the guess + else if( This->Team == gMyColour + && gpCurrentGameState->Opponent.bGuessValid + && Target->GuessedRank != RANK_UNKNOWN + ) + { + return GetOutcome(This->Rank, Target->GuessedRank); + } + else + { + int sum = 0; + int max = Target->bHasMoved ? RANK_SPY : RANK_FLAG; + int count = 0; + + if( target_team->nIdentified >= target_team->nPieces ) { + DEBUG("%i >= %i, what the fsck", + target_team->nIdentified, target_team->nPieces); + } + ASSERT(target_team->nPieces > target_team->nIdentified); + + for( int i = RANK_MARSHAL; i <= max; i ++ ) + { + int n_unk = MAX_RANK_COUNTS[i] - (target_team->nRanks[i] + target_team->nKilledRanks[i]); + if( n_unk == 0 ) + continue ; + ASSERT( n_unk > 0 ); + + // TODO: Fiddle with outcome score depending on respective ranks + sum += n_unk * GetOutcome(This->Rank, i); + count += n_unk; + } + +// if( Target->bHasMoved ) +// sum /= target_team->nPieces - target_team->nMoved; +// else +// sum /= target_team->nPieces - target_team->nIdentified; + sum /= count; + + if( sum > OC_FLAG ) { + fprintf(stderr, "sum (%i) > OC_WIN (%i) -- nUnIdent=%i\n", + sum, OC_WIN, target_team->nPieces - target_team->nIdentified); + ASSERT( sum <= OC_FLAG ); + } + + return sum - ABS(sum) / 10; + } +} + +static inline int GetOutcome(int Attacker, int Defender) +{ + if( Attacker == 0 ) return OC_UNK; + if( Defender == 0 ) return OC_UNK; + + if( Defender == RANK_FLAG ) + return OC_FLAG; + + if( Attacker != RANK_MINER && Defender == RANK_BOMB ) + return OC_LOSE; + if( Attacker == RANK_MINER && Defender == RANK_BOMB ) + return OC_WIN; + + if( Attacker == RANK_SPY && Defender == RANK_MARSHAL ) + return OC_WIN; + + if( Attacker == Defender ) + return OC_DRAW; + + if( Attacker < Defender ) + return OC_WIN; + else + return OC_LOSE; +} + + +static inline int ABS(int Val) +{ + return Val < 0 ? -Val : Val; +} + +static inline int RANGE(int Min, int Val, int Max) +{ + return Min <= Val && Val <= Max; +} + diff --git a/agents/ramen/src/ai.o b/agents/ramen/src/ai.o new file mode 100644 index 0000000..39db28e Binary files /dev/null and b/agents/ramen/src/ai.o differ diff --git a/agents/ramen/src/ai.o.dep b/agents/ramen/src/ai.o.dep new file mode 100644 index 0000000..ed132fc --- /dev/null +++ b/agents/ramen/src/ai.o.dep @@ -0,0 +1 @@ +ai.o: ai.c interface.h ai_common.h diff --git a/agents/ramen/src/ai_common.h b/agents/ramen/src/ai_common.h new file mode 100644 index 0000000..0793659 --- /dev/null +++ b/agents/ramen/src/ai_common.h @@ -0,0 +1,108 @@ +/* + * UCC 2012 Programming Competition Entry + * - "Ramen" + * + * By John Hodge [TPG] + */ +#ifndef _AI_COMMON_H_ +#define _AI_COMMON_H_ + +#include "interface.h" + +#define N_PIECES 40 + +enum eRanks +{ + RANK_UNKNOWN, // 0 + RANK_MARSHAL, // 1 + RANK_GENERAL, // 2 + RANK_COLONEL, // 3 + RANK_MAJOR, // 4 + RANK_CAPTAIN, // 5 + RANK_LIEUTENANT,// 6 + RANK_SERGEANT, // 7 + RANK_MINER, // 8 + RANK_SCOUT, // 9 + RANK_SPY, // 10 + RANK_BOMB, // 11 + RANK_FLAG, // 12 + N_RANKS +}; +static const int MAX_RANK_COUNTS[N_RANKS] = { + 40, 1, 1, 2, 3, 4, 4, 4, 5, 8, 1, 6, 1 +}; +static const char cRANK_CHARS[N_RANKS] = "#123456789sBF"; +static inline enum eRanks CharToRank(char ch) +{ + switch(ch) + { + case '1': return RANK_MARSHAL; + case '2': return RANK_GENERAL; + case '3': return RANK_COLONEL; + case '4': return RANK_MAJOR; + case '5': return RANK_CAPTAIN; + case '6': return RANK_LIEUTENANT; + case '7': return RANK_SERGEANT; + case '8': return RANK_MINER; + case '9': return RANK_SCOUT; + case 's': return RANK_SPY; + case 'B': return RANK_BOMB; + case 'F': return RANK_FLAG; + case '#': return RANK_UNKNOWN; + default: + // Wut. Unkown + DEBUG("Unknown character '%c'", ch); + return RANK_UNKNOWN; + } +} + +/** + */ +typedef struct sPiece +{ + int X, Y; + BOOL bDead; + enum eRanks Rank; // -1 = unknown + BOOL bHasMoved; + enum eColours Team; + // TODO: Keep last moved + + BOOL bExposed; // Marks when the piece is known by the other team + + int StartX, StartY; // Used to save initial layout + enum eRanks GuessedRank; // Only used it bGuessValid is set +} tPiece; + +typedef struct sPlayerStats +{ + enum eColours Colour; + int nPieces; + int nMoved; + int nIdentified; + int nRanks[N_RANKS]; + int nKilledRanks[N_RANKS]; + tPiece Pieces[N_PIECES]; + BOOL bGuessValid; +} tPlayerStats; + +typedef struct sPieceRef +{ + char Index; // Index into tPlayerStats.Pieces + char Team; // 0 = Empty, 1 = Me, 2 = Opponent, 3 = Block +} tPieceRef; + +typedef struct sGameState +{ + tPlayerStats Opponent; + tPlayerStats MyExposed; + tPlayerStats MyActual; + tPieceRef BoardState[]; // +} tGameState; + +// --- Database +extern char *DB_GetOpponentFile(const char *Opponent); +extern void DB_LoadGuesses(const char *DBFile, enum eColours Colour); +extern void DB_WriteBackInitialState(const char *DBFile, enum eColours Colour, tPiece *Pieces); + +#endif + diff --git a/agents/ramen/src/db.c b/agents/ramen/src/db.c new file mode 100644 index 0000000..a62d44a --- /dev/null +++ b/agents/ramen/src/db.c @@ -0,0 +1,258 @@ +/* + * UCC 2012 Programming Competition Entry + * - "Ramen" + * + * By John Hodge [TPG] + */ +#include +#include +#include "ai_common.h" +#include +#include + +#define TAG_BOARDSTATE 0x7342 + +typedef struct sTag +{ + uint16_t Tag; + uint16_t Length; +} tTag; + +typedef struct sSavedBoardState +{ + uint8_t W, H; + uint16_t Count; + char NormalisedBoard[]; +} tSavedBoardState; + +// === PROTOTYPES === +tSavedBoardState *DB_int_ReadState(FILE *fp, off_t *offset); +void DB_int_AppendTag(FILE *fp, uint16_t Tag, uint16_t Size, void *Data); + +// === CODE === +char *DB_GetOpponentFile(const char *Opponent) +{ + uint32_t checksum = 0; + + { + int ofs = 0; + const char *str = Opponent; + while( *str ) + { + checksum ^= *str << ofs; + str ++; + ofs += 5; + ofs %= 32 - 5; + } + } + + const char *filename = NULL; + int filenamelen = 0; + { + const char *last_slash = NULL; + const char *last_dot = NULL; + const char *str = Opponent; + while( *str ) + { + if(*str == '/') last_slash = str; + if(*str == '.') last_dot = str; + str ++; + } + filename = last_slash + 1; + if( last_slash > last_dot ) + filenamelen = str - filename; + else + filenamelen = last_dot - filename; + } + + int len = snprintf(NULL, 0, "%08x_%.*s.ramen", checksum, filenamelen, filename); + char *ret = malloc(len+1); + snprintf(ret, len+1, "%08x_%.*s.ramen", checksum, filenamelen, filename); +// fprintf(stderr, "DB File = '%s'\n", ret); + return ret; +} + +void DB_LoadGuesses(const char *DBFile, enum eColours Colour) +{ + FILE *fp; + off_t offset = 0; + tSavedBoardState *saved_board = NULL; + + fp = fopen(DBFile, "r+"); + if(!fp) return ; + + // Read board states, checking for a same state + while( (saved_board = DB_int_ReadState(fp, &offset)) ) + { + if( saved_board->W != giBoardWidth ) + continue ; + if( saved_board->H != giBoardHeight ) + continue ; + break; + } + + // TODO: Combine counts of how many times a state has been played + + if( saved_board ) + { + char bs[giBoardWidth*4]; + int ofs = 0; + + + if( Colour != COLOUR_RED ) + { + ofs = giBoardHeight-4; + char *bs2 = saved_board->NormalisedBoard; + memcpy(bs + giBoardWidth*0, bs2 + giBoardWidth*(4-1), giBoardWidth); + memcpy(bs + giBoardWidth*1, bs2 + giBoardWidth*(4-2), giBoardWidth); + memcpy(bs + giBoardWidth*2, bs2 + giBoardWidth*(4-3), giBoardWidth); + memcpy(bs + giBoardWidth*3, bs2 + giBoardWidth*(4-4), giBoardWidth); + } + else + { + memcpy(bs, saved_board->NormalisedBoard, giBoardWidth*4); + } +// for( int i = 0; i < 4; i ++ ) { +// fprintf(stderr, "%.*s\n", giBoardWidth, bs + giBoardWidth*i); +// } + + // Set guessed ranks + for( int i = 0; i < giBoardWidth*4; i ++ ) + { + tPiece *p = GetPieceByPos(i % giBoardWidth, i/giBoardWidth + ofs ); +// fprintf(stderr, "%c", bs[i]); +// if(i % giBoardWidth == giBoardWidth-1) +// fprintf(stderr, "\n"); + if( bs[i] == '\0' && p ) + break; + if( bs[i] != '\0' && !p ) + break; + if( p ) + p->GuessedRank = CharToRank(bs[i]); + } + } + + fclose(fp); +} + +void DB_WriteBackInitialState(const char *DBFile, enum eColours Colour, tPiece *Pieces) +{ + char bs[giBoardHeight*giBoardWidth]; + memset(bs, 0, sizeof(bs)); + + for( int i = 0; i < N_PIECES; i ++ ) + { + if( Pieces[i].StartY < 0 ) continue ; + char *bp = &bs[ Pieces[i].StartY*giBoardWidth + Pieces[i].StartX ]; + + if( *bp != '\0' ) + { + // Oops? + } + else + { + *bp = cRANK_CHARS[ Pieces[i].Rank ]; + } + } + + // Normalise board to RED + if( Colour != COLOUR_RED ) + { + memcpy(bs + giBoardWidth*0, bs + giBoardWidth*(giBoardHeight-1), giBoardWidth); + memcpy(bs + giBoardWidth*1, bs + giBoardWidth*(giBoardHeight-2), giBoardWidth); + memcpy(bs + giBoardWidth*2, bs + giBoardWidth*(giBoardHeight-3), giBoardWidth); + memcpy(bs + giBoardWidth*3, bs + giBoardWidth*(giBoardHeight-4), giBoardWidth); + } + + + off_t offset; + tSavedBoardState *saved_board; + FILE *fp = fopen(DBFile, "r+"); + if( !fp ) { + fp = fopen(DBFile, "w"); + } + + // Read board states, checking for a same state + while( (saved_board = DB_int_ReadState(fp, &offset)) ) + { +// fprintf(stderr, "DBG: %i == %i? and %i == %i\n", +// saved_board->W, giBoardWidth, saved_board->H, giBoardHeight +// ); + + if( saved_board->W != giBoardWidth ) + continue ; + if( saved_board->H != giBoardHeight ) + continue ; + + BOOL b_different = false; + + for( int i = 0; i < 4*giBoardWidth; i ++ ) + { + if( saved_board->NormalisedBoard[i] == '#' || bs[i] == '#' ) + continue ; + if( saved_board->NormalisedBoard[i] != bs[i] ) { + fprintf(stderr, "DBG: '%c' != '%c'\n", saved_board->NormalisedBoard[i], bs[i]); + b_different = true; + break; + } + } + + if( b_different ) continue ; + + break; + } + + if( saved_board ) + { + saved_board->Count ++; + fseek(fp, offset, SEEK_SET); + // Merge + for( int i = 0; i < 4*giBoardWidth; i ++ ) + { + if( saved_board->NormalisedBoard[i] == '#' ) + saved_board->NormalisedBoard[i] = bs[i]; + } + // Write back + fwrite(saved_board, sizeof(*saved_board) + giBoardWidth*4, 1, fp); + } + else + { + saved_board = malloc( sizeof(*saved_board) + giBoardWidth*4 ); + saved_board->W = giBoardWidth; + saved_board->H = giBoardHeight; + saved_board->Count = 1; + memcpy(saved_board->NormalisedBoard, bs, 4*giBoardWidth); + DB_int_AppendTag(fp, TAG_BOARDSTATE, sizeof(*saved_board) + giBoardWidth*4, saved_board); + } + free(saved_board); + + fclose(fp); +} + +tSavedBoardState *DB_int_ReadState(FILE *fp, off_t *offset) +{ + tTag tag; + tSavedBoardState *ret = NULL; + + do { + if( fread(&tag, sizeof(tag), 1, fp) != 1 ) + break ; + if( tag.Tag == TAG_BOARDSTATE ) + { + *offset = ftell(fp); + ret = malloc(tag.Length); + fread(ret, tag.Length, 1, fp); + } + fseek(fp, tag.Length, SEEK_CUR); + } while(!ret); + + return ret; +} + +void DB_int_AppendTag(FILE *fp, uint16_t Tag, uint16_t Size, void *Data) +{ + fseek(fp, 0, SEEK_END); + fwrite(&Tag, sizeof(uint16_t), 1, fp); + fwrite(&Size, sizeof(uint16_t), 1, fp); + fwrite(Data, Size, 1, fp); +} diff --git a/agents/ramen/src/db.o b/agents/ramen/src/db.o new file mode 100644 index 0000000..28ca7ce Binary files /dev/null and b/agents/ramen/src/db.o differ diff --git a/agents/ramen/src/db.o.dep b/agents/ramen/src/db.o.dep new file mode 100644 index 0000000..f0eb37c --- /dev/null +++ b/agents/ramen/src/db.o.dep @@ -0,0 +1 @@ +db.o: db.c ai_common.h interface.h diff --git a/agents/ramen/src/interface.h b/agents/ramen/src/interface.h new file mode 100644 index 0000000..cb7e949 --- /dev/null +++ b/agents/ramen/src/interface.h @@ -0,0 +1,70 @@ +/* + * UCC 2012 Programming Competition Entry + * - "Ramen" + * + * By John Hodge [TPG] + */ +#ifndef _COMMON_H_ +#define _COMMON_H_ + +#if ENABLE_DEBUG +# define DEBUG(s, a...) fprintf(stderr, "DEBUG: "s"\n" ,## a) +#else +# define DEBUG(...) do{}while(0) +#endif +#define ASSERT(val) do{if(!(val)){fprintf(stderr, "ASSERTION FAILED - " #val " at %s:%i\n", __FILE__, __LINE__);exit(-1);} }while(0) + + +#define true 1 +#define false 0 +typedef char BOOL; + +typedef struct sMove tMove; + +enum eDirections +{ + DIR_INVAL, + DIR_LEFT, + DIR_RIGHT, + DIR_UP, + DIR_DOWN +}; + +enum eColours +{ + COLOUR_RED, + COLOUR_BLUE +}; + +enum eResult +{ + RESULT_INVAL, + RESULT_ILLEGAL, + RESULT_OK, + RESULT_KILL, + RESULT_DIES, + RESULT_BOTHDIE, + RESULT_VICTORY +}; + +struct sMove +{ + char x, y; + enum eDirections dir; // eDirections + char dist; + + enum eResult result; + char attacker; + char defender; +}; + +extern int giBoardWidth; +extern int giBoardHeight; +extern char *gaBoardState; + +extern void AI_Initialise(enum eColours Colour, const char *Opponent); +extern void AI_HandleMove(int bMyMove, const tMove *Move); +extern void AI_DoMove(tMove *MyMove); + +#endif + diff --git a/agents/ramen/src/main.c b/agents/ramen/src/main.c new file mode 100644 index 0000000..a9a2d71 --- /dev/null +++ b/agents/ramen/src/main.c @@ -0,0 +1,240 @@ +/* + * UCC 2012 Programming Competition Entry + * - "Ramen" + * + * By John Hodge [TPG] + */ +#define ENABLE_DEBUG 0 +#include +#include +#include +#include +#include "interface.h" + +// === CONSTANTS === +static const char *DIR_NAMES[] = {"INVL", "LEFT", "RIGHT", "UP", "DOWN"}; + +// === PROTOTYPES === + int main(int argc, char *argv[]); +void GetMove(char *line, tMove *Move); +void ReadBoardState(FILE *stream, char *dest); + int RunRegex(regex_t *regex, const char *string, int nMatches, regmatch_t *matches, const char *errorMessage); +void CompileRegex(regex_t *regex, const char *pattern, int flags); + +// === GLOBALS === +regex_t gRegex_move; +regex_t gRegex_res; + int giBoardWidth; + int giBoardHeight; +char *gaBoardState; + +// === CODE === +int main(int argc, char *argv[]) +{ + setbuf(stdin, NULL); + setbuf(stdout, NULL); + + // $X $Y $DIRECTION [$MULTIPLIER=1] $OUTCOME + CompileRegex(&gRegex_move, "([0-9]+) ([0-9]+) ([A-Z]+)( [0-9]+)? (.*)", REG_EXTENDED); + // (KILLS|DIES|BOTHDIE) $ATTACKER_RANK $DEFENDER_RANK + CompileRegex(&gRegex_res, "([A-Z_]+) (.) (.)", REG_EXTENDED); + + { + int colour_id; + char colour[6]; + char opponent[128]; + fscanf(stdin, "%s %s %i %i", colour, opponent, &giBoardWidth, &giBoardHeight); + + if( strcmp(colour, "RED") == 0 ) + colour_id = COLOUR_RED; + else if( strcmp(colour, "BLUE") == 0 ) + colour_id = COLOUR_BLUE; + else { + fprintf(stderr, "Oops... nutty manager, colour = %s\n", colour); + colour_id = COLOUR_RED; + } + + DEBUG("colour=%i, opponent='%s', dims = %ix%i", colour_id, opponent, giBoardWidth, giBoardHeight); + + AI_Initialise(colour_id, opponent); + } + + gaBoardState = malloc(giBoardWidth*giBoardHeight); + + for( ;; ) + { + tMove mymove, opponent_move; + char line[32]; + +// DEBUG("Waiting for move"); + ASSERT( fgets(line, sizeof(line), stdin) != NULL ); +// DEBUG("pm line = '%s'", line); + + if( strcmp(line, "\n") == 0 ) + continue ; + + if( strcmp(line, "START\n") == 0 ) + { +// DEBUG("New game"); + ReadBoardState(stdin, gaBoardState); + // TODO: Check if this hasn't happened before + opponent_move.x = 0; + opponent_move.y = 0; + opponent_move.dist = 0; + opponent_move.dir = 0; + } + else if( strncmp(line, "QUIT", 4) == 0 ) + { + // TODO: Result? + break ; + } + else if( strcmp(line, "VICTORY_FLAG\n") == 0 ) + { + // I win! + break; + } + else + { +// DEBUG("GetMove"); + GetMove(line, &opponent_move); +// DEBUG("Read board state"); + ReadBoardState(stdin, gaBoardState); + } + DEBUG("Opposing move %i,%i dir %i dist %i", + opponent_move.x, opponent_move.y, opponent_move.dir, opponent_move.dist); + + // Silly opponent, you lost + if( opponent_move.result == RESULT_VICTORY ) + break; + + // Determine move + AI_HandleMove(0, &opponent_move); + AI_DoMove(&mymove); + DEBUG("Chose move %i,%i %i %i", mymove.x, mymove.y, mymove.dir, mymove.dist); + printf("%i %i %s %i\n", mymove.x, mymove.y, DIR_NAMES[mymove.dir], mymove.dist); + + // Get result of the move + ASSERT( fgets(line, sizeof(line), stdin) != NULL ); +// DEBUG("res line = '%s'", line); +// + GetMove(line, &mymove); + AI_HandleMove(1, &mymove); + + // I WON! + if( mymove.result == RESULT_VICTORY ) + break; + +// DEBUG("Move over"); + } + + return 0; +} + +void GetMove(char *line, tMove *Move) +{ + regmatch_t matches[1+5]; + + // regex (\d+) (\d+) ([A-Z]*)(?: (\d+))? + RunRegex(&gRegex_move, line, 1+5, matches, "Move line"); + + char *xstr = line + matches[1].rm_so; + char *ystr = line + matches[2].rm_so; + char *dirstr = line + matches[3].rm_so; + + Move->x = atoi(xstr); + Move->y = atoi(ystr); +// DEBUG("(%i,%i)", Move->x, Move->y); + // Direction + if( strncmp(dirstr, "UP", 2) == 0 ) + Move->dir = DIR_UP; + else if( strncmp(dirstr, "DOWN", 4) == 0 ) + Move->dir = DIR_DOWN; + else if( strncmp(dirstr, "LEFT", 4) == 0 ) + Move->dir = DIR_LEFT; + else if( strncmp(dirstr, "RIGHT", 5) == 0 ) + Move->dir = DIR_RIGHT; + else { + fprintf(stderr, "Is the manager nuts? Dir = %.*s unk\n", + matches[3].rm_eo + matches[3].rm_so, dirstr + ); + fprintf(stderr, "line = '%s'\n", line); + Move->dir = DIR_INVAL; + } + if( matches[4].rm_so >= 0 ) + Move->dist = atoi(line + matches[4].rm_so + 1); + else + Move->dist = 1; + + // Outcome + char *outcome = line + matches[5].rm_so; + if( strncmp(outcome, "OK", 2) == 0 ) + Move->result = RESULT_OK; + else if( strncmp(outcome, "ILLEGAL", 7) == 0 ) + Move->result = RESULT_ILLEGAL; + else if( strncmp(outcome, "VICTORY_FLAG", 12) == 0 ) + Move->result = RESULT_VICTORY; + else if( strncmp(outcome, "VICTORY_ATTRITION", 17) == 0 ) + Move->result = RESULT_VICTORY; + else + { + regmatch_t res_matches[3+1]; + RunRegex(&gRegex_res, outcome, 3+1, res_matches, "Result portion"); + + char *res_str = outcome + res_matches[1].rm_so; + if( strncmp(res_str, "KILLS ", 6) == 0 ) + Move->result = RESULT_KILL; + else if( strncmp(res_str, "DIES ", 5) == 0 ) + Move->result = RESULT_DIES; + else if( strncmp(res_str, "BOTHDIE ", 8) == 0 ) + Move->result = RESULT_BOTHDIE; + else { + fprintf(stderr, "Is the manager nuts? Result = %.*s\n", + res_matches[1].rm_eo + res_matches[1].rm_so, res_str + ); + Move->result = RESULT_INVAL; + } + + Move->attacker = *(outcome + res_matches[2].rm_so); + Move->defender = *(outcome + res_matches[3].rm_so); + } +} + +void ReadBoardState(FILE *stream, char *dest) +{ + for( int i = 0; i < giBoardHeight; i ++ ) + { + char tmp[giBoardWidth+2]; + fgets(tmp, sizeof(tmp), stream); + DEBUG("BS %.*s", giBoardWidth, tmp); + memcpy(dest+i*giBoardWidth, tmp, giBoardWidth); + } +} + +int RunRegex(regex_t *regex, const char *string, int nMatches, regmatch_t *matches, const char *errorMessage) +{ + int ret; + + ret = regexec(regex, string, nMatches, matches, 0); + if( ret ) { + size_t len = regerror(ret, regex, NULL, 0); + char errorStr[len]; + regerror(ret, regex, errorStr, len); + fprintf(stderr, "string = '%s'\n", string); + fprintf(stderr, "%s\n%s", errorMessage, errorStr); + exit(-1); + } + + return ret; +} + +void CompileRegex(regex_t *regex, const char *pattern, int flags) +{ + int ret = regcomp(regex, pattern, flags); + if( ret ) { + size_t len = regerror(ret, regex, NULL, 0); + char errorStr[len]; + regerror(ret, regex, errorStr, len); + fprintf(stderr, "Regex compilation failed - %s\n", errorStr); + exit(-1); + } +} diff --git a/agents/ramen/src/main.o b/agents/ramen/src/main.o new file mode 100644 index 0000000..2c66953 Binary files /dev/null and b/agents/ramen/src/main.o differ diff --git a/agents/ramen/src/main.o.dep b/agents/ramen/src/main.o.dep new file mode 100644 index 0000000..b832325 --- /dev/null +++ b/agents/ramen/src/main.o.dep @@ -0,0 +1 @@ +main.o: main.c interface.h diff --git a/agents/vixen/basic_python.pyc b/agents/vixen/basic_python.pyc new file mode 100644 index 0000000..4b3cf00 Binary files /dev/null and b/agents/vixen/basic_python.pyc differ diff --git a/agents/vixen/path.pyc b/agents/vixen/path.pyc new file mode 100644 index 0000000..9d84840 Binary files /dev/null and b/agents/vixen/path.pyc differ