3 #NOTE: The -u option is required for unbuffered stdin/stdout.
4 # If stdin/stdout are buffered, the manager program will not recieve any messages and assume that the agent has timed out.
7 vixen.py - A sample Stratego AI for the UCC Programming Competition 2012
9 Written in python, the slithery language
11 author Sam Moore (matches) [SZM]
12 website http://matches.ucc.asn.au/stratego
14 git git.ucc.asn.au/progcomp2012.git
17 from basic_python import *
23 " Python based AI, improves upon Asmodeus by taking into account probabilities, and common paths "
25 #sys.stderr.write("Vixen initialised...\n")
26 BasicAI.__init__(self)
29 self.bombScores = {'1' : -0.9 , '2' : -0.8 , '3' : -0.5 , '4' : 0.1, '5' : 0.1, '6' : 0.3, '7' : 0.7, '8' : 1 , '9' : 0.6, 's' : 0}
30 self.suicideScores = {'1' : -0.5 , '2' : -0.4 , '3' : -0.35, '4' : -0.25, '5' : -0.2, '6' : 0.0, '7' : 0.1, '8' : -0.4 , '9' : 0.0, 's' : -0.4}
31 self.killScores = {'1' : 1.0 , '2' : 0.9 , '3' : 0.9 , '4' : 0.8, '5' : 0.8, '6' : 0.8, '7' : 0.8, '8' : 0.9 , '9' : 0.7, 's' : 0.9}
32 self.riskScores = {'1' : 0.0, '2' : 0.1, '3' : 0.2, '4': 0.4, '5': 0.6, '6': 0.7, '7':0.8, '8': 0.0, '9' : 1.0, 's' : 0.1}
39 #sys.stderr.write("Vixen MakingMove...\n")
40 " Over-rides the default BasicAI.MakeMove function "
43 for unit in self.units:
44 if unit.mobile() == False:
47 scores = {"LEFT":0, "RIGHT":0, "UP":0, "DOWN":0}
50 for target in self.enemyUnits:
53 path = PathFinder().pathFind((unit.x, unit.y), (target.x, target.y), self.board)
54 if path == False or len(path) == 0:
56 moveList.append({"unit":unit, "direction":path[0], "score":self.CalculateScore(unit, target, path)})
57 #scores[path[0]] += self.CalculateScore(unit, target, path)
59 #bestScore = sorted(scores.items(), key = lambda e : e[1], reverse=True)[0]
60 #moveList.append({"unit":unit, "direction":bestScore[0], "score":bestScore[1]})
63 if len(moveList) == 0:
67 moveList.sort(key = lambda e : e["score"], reverse=True)
68 sys.stderr.write("vixen - best move: " + str(moveList[0]["unit"].x) + " " + str(moveList[0]["unit"].y) + " " + moveList[0]["direction"] + " [ score = " + str(moveList[0]["score"]) + " ]\n")
69 if moveList[0]["score"] == 0:
74 print str(moveList[0]["unit"].x) + " " + str(moveList[0]["unit"].y) + " " + moveList[0]["direction"]
78 def tailFactor(self, pathLength):
79 #if pathLength >= len(self.tailFactors) or pathLength <= 0:
81 #return self.tailFactors[pathLength]
82 #return 0.5 * (1.0 + pow(pathLength, 0.75))
83 return 1.0 / pathLength
86 def CalculateScore(self, attacker, defender, path):
90 prob = self.rankProbability(defender, rank)
92 #sys.stderr.write(" " + str(attacker.rank) + " vs. " + str(rank) + " [" + str(prob) + "] score " + str(self.combatScore(attacker.rank, rank, len(path))) + "\n")
93 total += prob * self.combatScore(attacker.rank, rank, len(path))
98 # total = total / count + self.riskScore(attacker.rank)
101 total = total * self.tailFactor(len(path))
102 #sys.stderr.write("Total score for " + str(attacker) + " vs. " + str(defender) + " is " + str(total) + "\n")
105 def combatScore(self, attackerRank, defenderRank, pathLength):
106 if defenderRank == 'F':
108 elif defenderRank == 'B':
109 return self.bombScore(attackerRank)
110 elif defenderRank == 's' and attackerRank == '1' and pathLength == 2:
111 return self.suicideScore(attackerRank)
112 elif defenderRank == '1' and attackerRank == 's' and pathLength != 2:
113 return self.killScore(attackerRank)
115 if valuedRank(attackerRank) > valuedRank(defenderRank):
116 return self.killScore(defenderRank)
117 elif valuedRank(attackerRank) < valuedRank(defenderRank):
118 return self.suicideScore(attackerRank)
119 return self.killScore(defenderRank) + self.suicideScore(attackerRank)
121 def killScore(self, defenderRank):
122 return self.killScores[defenderRank]
124 def bombScore(self, attackerRank):
125 return self.bombScores[attackerRank]
127 def suicideScore(self, attackerRank):
128 return self.suicideScores[attackerRank]
130 def riskScore(self, attackerRank):
131 return self.riskScores[attackerRank]
133 def rankProbability(self, target, targetRank):
134 if targetRank == '+' or targetRank == '?':
136 if target.rank == targetRank:
138 elif target.rank != '?':
143 if rank == '+' or rank == '?':
145 elif rank == 'F' or rank == 'B':
146 if target.lastMoved < 0:
147 total += self.hiddenEnemies[rank]
149 total += self.hiddenEnemies[rank]
153 return float(float(self.hiddenEnemies[targetRank]) / float(total))
155 def InterpretResult(self):
156 """ Over-ride the basic AI interpret result so we can update probabilities """
157 if BasicAI.InterpretResult(self) == False:
166 if __name__ == "__main__":
169 while vixen.MoveCycle():