The arguments stuff has been causing errors for everyone.
No one uses arguments for their AI, so I removed it.
sulix now beats vixen, so I have patched it to not make illegal moves.
hunter uses the same sort of idea as vixen, but seems to do slightly better.
Enjoy
[SZM]
up = (start[0], start[1]-1)
down = (start[0], start[1]+1)
choices = [left, right, up, down]
- choices.sort(key = lambda e : random.randint(0,5))
+ choices.sort(key = lambda e : (e[0] - end[0])**2.0 + (e[1] - end[1])**2.0 )
options = []
for point in choices:
option = [point, self.pathFind(point,end,board)]
--- /dev/null
+#!/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.
+
+"""
+ basic_python.py - A sample Stratego AI for the UCC Programming Competition 2012
+
+ Written in python, the slithery language
+ Simply makes random moves, as long as possible
+
+ author Sam Moore (matches) [SZM]
+ website http://matches.ucc.asn.au/stratego
+ git git.ucc.asn.au/progcomp2012.git
+"""
+
+import sys
+import random
+
+ranks = ['B','1','2','3','4','5','6','7','8','9','s','F', '?', '+']
+
+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)]
+
+ def copy(self):
+ p = Piece(self.colour, self.rank, self.x, self.y)
+ p.lastMoved = self.lastMoved
+ p.beenRevealed = self.beenRevealed
+ p.positions = []
+ for pos in self.positions:
+ p.positions.append((pos[0], pos[1]))
+ return p
+
+ 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 valuedRank(rank):
+ if ranks.count(rank) > 0 and rank != '?':
+ return len(ranks) - 2 - ranks.index(rank)
+ else:
+ return 0
+
+
+
+class BasicAI:
+ """
+ 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.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 LegalPosition(self, x, y):
+ return x >= 0 and y >= 0 and x < len(self.board) and y < len(self.board[x])
+
+
+ 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 "FB8sB479B8\nBB31555583\n6724898974\n967B669999"
+ elif self.colour == "BLUE":
+ print "967B669999\n6724898974\nBB31555583\nFB8sB479B8"
+ 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("BasicAI MakeMove here...\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")
+ while True:
+ piece = self.units[index]
+ if piece != None and piece.mobile():
+ dirIndex = random.randint(0, len(directions)-1)
+ startDirIndex = dirIndex
+
+ 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"):
+ print str(piece.x) + " " + str(piece.y) + " "+directions[dirIndex]
+ return True
+ dirIndex = (dirIndex + 1) % len(directions)
+ if startDirIndex == dirIndex:
+ break
+
+ index = (index + 1) % len(self.units)
+ if startIndex == index:
+ print "NO_MOVE"
+ 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, string = None):
+ """ 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
+ """
+ #sys.stderr.write("BasicAI InterpretResult here...\n")
+ if string == None:
+ string = sys.stdin.readline()
+
+ result = string.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())
+
+
+ #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)
+
+ #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__":
+ basicAI = BasicAI()
+ if basicAI.Setup():
+ while basicAI.MoveCycle():
+ pass
+
--- /dev/null
+9 10 9 8 7 6 5 4 9 2 5 9
--- /dev/null
+#!/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.
+
+'''
+ khaos.py - A sample Stratego AI for the UCC Programming Competition 2012
+
+ The name describes the state of this file :S
+
+ Written in python, the slithery language
+
+ author Sam Moore (matches) [SZM]
+ website http://matches.ucc.asn.au/stratego
+ git git.ucc.asn.au/progcomp2012.git
+'''
+
+import os
+
+from basic_python import *
+from path import *
+
+def OppositeDirection(direction):
+ if direction == "UP":
+ return "DOWN"
+ elif direction == "DOWN":
+ return "UP"
+ elif direction == "LEFT":
+ return "RIGHT"
+ elif direction == "RIGHT":
+ return "LEFT"
+ else:
+ assert(False)
+ return "ERROR"
+
+class Hunter(BasicAI):
+ " Python based AI of DEATH "
+ def __init__(self, scoresFilename=None):
+ if scoresFilename == None:
+ scoresFilename = "default.scores"
+ BasicAI.__init__(self)
+
+ scoresFile = open(scoresFilename, "r")
+ self.scoreTable = []
+ for i in scoresFile.readline().strip().split(' '):
+ self.scoreTable.append(float(i))
+ scoresFile.close()
+
+ self.maxdepth = 1
+ self.recursiveConsider = {"allies" : 2, "enemies" : 2}
+ self.paths = {}
+
+
+ def PositionLegal(self, x, y, unit = None):
+ if x >= 0 and x < len(self.board) and y >= 0 and y < len(self.board[x]):
+ if unit == None:
+ return True
+ else:
+ return self.board[x][y] == None or self.board[x][y].colour == oppositeColour(unit.colour)
+ else:
+ return False
+
+ def BestMove(self, maxdepth = 1):
+
+ moveList = []
+
+
+ if maxdepth < self.maxdepth:
+ #sys.stderr.write("Recurse!\n")
+ considerAllies = self.recursiveConsider["allies"]
+ considerEnemies = self.recursiveConsider["enemies"]
+ else:
+ considerAllies = len(self.units)+1
+ considerEnemies = len(self.enemyUnits)+1
+
+ for enemy in self.enemyUnits[0:considerEnemies]:
+ for ally in self.units[0:considerAllies]:
+ moveList.append(self.DesiredMove(ally, enemy))
+
+ for desiredMove in moveList:
+ if desiredMove[0] == "NO_MOVE" or desiredMove[2] == None:
+ desiredMove[1] = -2.0
+
+
+
+
+ if maxdepth > 1:
+ for desiredMove in moveList:
+ if desiredMove[2] == None or desiredMove[1] < 0.0:
+ continue
+ p = move(desiredMove[3].x, desiredMove[3].y, desiredMove[2][0], 1)
+ if self.board[p[0]][p[1]] == None:
+ x = desiredMove[3].x
+ y = desiredMove[3].y
+ result = desiredMove[0] + " OK"
+ self.InterpretResult(result)
+ bestRecurse = self.BestMove(maxdepth-1)
+ if bestRecurse != None:
+ desiredMove[1] += bestRecurse[1]# / float(max(1.0, maxdepth))
+ self.board[desiredMove[3].x][desiredMove[3].y] = None
+ self.board[x][y] = desiredMove[3]
+ desiredMove[3].x = x
+ desiredMove[3].y = y
+
+
+
+
+ if len(moveList) <= 0:
+ return None
+ moveList.sort(key = lambda e : e[1], reverse = True)
+ return moveList[0]
+
+
+ def GetPath(self, ally, enemy):
+ #Attempts to do the minimum required work to reconstruct a path
+ return PathFinder().pathFind((ally.x, ally.y), (enemy.x, enemy.y), self.board)
+ if (ally in self.paths.keys()) == False:
+ self.paths.update({ally : {}})
+ #sys.stderr.write("Update keys are " + str(self.paths.keys()) + "\n")
+ #sys.stderr.write("Keys are " + str(self.paths.keys()) + "\n")
+
+ if (enemy in self.paths[ally].keys()) == False: #No path exists; compute a new one
+ path = PathFinder().pathFind((ally.x, ally.y), (enemy.x, enemy.y), self.board)
+ if path != False:
+ self.paths[ally].update({enemy : [path, (ally.x, ally.y), (enemy.x, enemy.y)]})
+ return path
+
+ oldPath = self.paths[ally][enemy]
+ if oldPath[1][0] != ally.x or oldPath[1][1] != ally.y or oldPath[2][0] != enemy.x or oldPath[2][1] != enemy.y:
+ #The pieces involved have moved. Recompute the path
+ path = PathFinder().pathFind((ally.x, ally.y), (enemy.x, enemy.y), self.board)
+ if path != False:
+ self.paths[ally][enemy] = [path, (ally.x, ally.y), (enemy.x, enemy.y)]
+ return path
+
+ if len(oldPath[0]) > 1:
+ #The pieces involved haven't moved, check to see if the path is blocked
+ p = move(ally.x, ally.y, oldPath[0][0], 1) #Look forward one move
+ if self.PositionLegal(p[0], p[1]) and self.board[p[0]][p[1]] != None: #If the position is blocked...
+ path = PathFinder().pathFind((ally.x, ally.y), (enemy.x, enemy.y), self.board) #Compute new path
+ if path != False:
+ self.paths[ally][enemy] = [path, (ally.x, ally.y), (enemy.x, enemy.y)]
+ return path
+ return False
+
+ def DesiredMove(self, ally, enemy):
+ """ Determine desired move of allied piece, towards or away from enemy, with score value """
+ scaleFactor = 1.0
+ if ally.rank == 'F' or ally.rank == 'B':
+ return ["NO_MOVE", 0, None, ally, enemy]
+
+ actionScores = {"ATTACK" : 0, "RETREAT" : 0}
+ if enemy.rank == '?':
+ for i in range(0, len(ranks)):
+ prob = self.rankProbability(enemy, ranks[i])
+ if prob > 0:
+ desiredAction = self.DesiredAction(ally, ranks[i])
+ actionScores[desiredAction[0]] += prob* (desiredAction[1] / 2.0)
+ if len(enemy.positions) <= 1 and ally.rank != '8':
+ scaleFactor *= (1.0 - float(valuedRank(ally.rank)) / float(valuedRank('1')))**2.0
+ elif len(enemy.positions) > 1 and ally.rank == '8':
+ scaleFactor *= 0.05
+ #elif len(enemy.positions) > 1:
+ # scaleFactor *= (1.0 - float(valuedRank(ally.rank)) / float(valuedRank('1')))**0.25
+ # scaleFactor = max(0.05, scaleFactor)
+ else:
+ desiredAction = self.DesiredAction(ally, enemy.rank)
+ actionScores[desiredAction[0]] += desiredAction[1]
+
+
+ desiredAction = sorted(actionScores.items(), key = lambda e : e[1], reverse = True)[0]
+ direction = None
+ path = self.GetPath(ally, enemy)
+
+
+ if path != False and len(path) > 0:
+ if desiredAction[0] == "RETREAT":
+ #sys.stderr.write("Recommend retreat! "+ally.rank + " from " + enemy.rank+"\n")
+ direction = OppositeDirection(path[0])
+ p = move(ally.x, ally.y, direction, 1)
+ if self.PositionLegal(p[0], p[1], ally) == False:
+ path = None
+ scaleFactor = 0.05 * scaleFactor
+ else:
+ direction = path[0]
+ if desiredAction[1] > 0.0 and path != None:
+ scaleFactor = scaleFactor / float(len(path))
+ return [str(ally.x) + " " + str(ally.y) + " " + direction, desiredAction[1] * scaleFactor, path, ally, enemy]
+
+ #directions = {"RIGHT" : enemy.x - ally.x, "LEFT" : ally.x - enemy.x, "DOWN" : enemy.y - ally.y, "UP" : ally.y - enemy.y}
+ #if desiredAction[0] == "RETREAT":
+ # for key in directions.keys():
+ # directions[key] = -directions[key]
+
+ #while direction == None:
+ # d = sorted(directions.items(), key = lambda e : e[1], reverse = True)
+ # p = move(ally.x, ally.y, d[0][0], 1)
+ # if self.PositionLegal(p[0], p[1]) and (self.board[p[0]][p[1]] == None or self.board[p[0]][p[1]] == enemy):
+ # direction = d[0][0]
+ # scaleFactor *= (1.0 - float(max(d[0][1], 0.0)) / 10.0)**2.0
+ # else:
+ # del directions[d[0][0]]
+ # if len(directions.keys()) <= 0:
+ # break
+
+ if abs(enemy.x - ally.x) >= abs(enemy.y - ally.y):
+ if enemy.x > ally.x:
+ direction = "RIGHT"
+ elif enemy.x < ally.x:
+ direction = "LEFT"
+ else:
+ if enemy.y > ally.y:
+ direction = "DOWN"
+ elif enemy.y < ally.y:
+ direction = "UP"
+ if direction == None:
+ return ["NO_MOVE", 0, [], ally, enemy]
+ return [str(ally.x) + " " + str(ally.y) + " " + direction, desiredAction[1], None, ally, enemy]
+
+
+ def DesiredAction(self, ally, enemyRank):
+ if enemyRank == 'F':
+ return ["ATTACK", 1.0]
+ if ally.rank == '8' and enemyRank == 'B':
+ return ["ATTACK", 0.9]
+ if ally.rank == '1' and enemyRank == 's':
+ return ["RETREAT", 0.9]
+ if ally.rank == 's' and enemyRank == '1':
+ return ["ATTACK", 0.6]
+ if enemyRank == 'B':
+ return ["RETREAT", 0.0]
+ if ally.rank == enemyRank:
+ return ["ATTACK", 0.1]
+ if valuedRank(ally.rank) > valuedRank(enemyRank):
+ return ["ATTACK", float(self.scoreTable[ranks.index(enemyRank)]) * (0.1 + 1.0/float(self.scoreTable[ranks.index(ally.rank)]))]
+ else:
+ return ["RETREAT", float(self.scoreTable[ranks.index(ally.rank)]) / 10.0]
+
+
+ def MakeMove(self):
+ if len(self.units) < 20:
+ self.maxdepth = 1
+ bestMove = self.BestMove(self.maxdepth)
+
+
+ if bestMove == None:
+ #sys.stderr.write("Khaos makes random move!\n")
+ return BasicAI.MakeMove(self)
+
+ #sys.stderr.write("Board state before move: \n")
+ #self.debugPrintBoard()
+
+ #sys.stderr.write("Best move is \"" + bestMove[0] + "\" with score " + str(bestMove[1]) + " as part of path " +str(bestMove[2]) + " ...\n")
+ #sys.stderr.write(" Ally with rank " + bestMove[3].rank + " is targeting unit at " + str((bestMove[4].x, bestMove[4].y)) + " rank " + bestMove[4].rank + "\n")
+
+ sys.stdout.write(bestMove[0] + "\n")
+ #self.paths[bestMove[3]][bestMove[4]].pop(0)
+
+ return True
+
+
+
+ def rankProbability(self, target, targetRank):
+
+ if targetRank == '+' or targetRank == '?':
+ return 0.0
+ if target.rank == targetRank:
+ return 1.0
+ elif target.rank != '?':
+ return 0.0
+
+ total = 0.0
+ for rank in ranks:
+ if rank == '+' or rank == '?':
+ continue
+ elif rank == 'F' or rank == 'B':
+ if target.lastMoved < 0:
+ total += self.hiddenEnemies[rank]
+ else:
+ total += self.hiddenEnemies[rank]
+
+ if total == 0.0:
+ return 0.0
+ return float(float(self.hiddenEnemies[targetRank]) / float(total))
+
+ def InterpretResult(self, string=None):
+ if BasicAI.InterpretResult(self, string) == False:
+ return False
+
+
+ if self.maxdepth > 1:
+ if self.lastMoved != None and self.lastMoved.colour == self.colour and self.lastMoved.alive == False:
+ self.units.sort(key = lambda e : valuedRank(e.rank), reverse = True)
+ elif self.lastMoved != None and self.lastMoved.colour == oppositeColour(self.colour) and self.lastMoved.alive == True:
+ oldRank = self.lastMoved.rank
+ self.lastMoved.rank = '1'
+ self.enemyUnits.sort(key = lambda e : valuedRank(e.rank), reverse = True)
+ self.lastMoved.rank = oldRank
+
+
+ return True
+
+
+if __name__ == "__main__":
+ if len(sys.argv) > 1:
+ hunter = Hunter(sys.argv[1])
+ else:
+ string = ""
+ path = sys.argv[0].split('/')
+ for i in range(0, len(path)-1):
+ string += path[i] + "/"
+ string += "default.scores"
+
+
+ hunter = Hunter(string)
+ if hunter.Setup():
+ while hunter.MoveCycle():
+ pass
+
--- /dev/null
+#!/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.
+
+'''
+ khaos.py - A sample Stratego AI for the UCC Programming Competition 2012
+
+ The name describes the state of this file :S
+
+ Written in python, the slithery language
+
+ author Sam Moore (matches) [SZM]
+ website http://matches.ucc.asn.au/stratego
+ git git.ucc.asn.au/progcomp2012.git
+'''
+
+import os
+
+from basic_python import *
+from path import *
+
+def OppositeDirection(direction):
+ if direction == "UP":
+ return "DOWN"
+ elif direction == "DOWN":
+ return "UP"
+ elif direction == "LEFT":
+ return "RIGHT"
+ elif direction == "RIGHT":
+ return "LEFT"
+ else:
+ assert(False)
+ return "ERROR"
+
+class Hunter(BasicAI):
+ " Python based AI of DEATH "
+ def __init__(self, scoresFilename=None):
+ if scoresFilename == None:
+ scoresFilename = "default.scores"
+ BasicAI.__init__(self)
+
+ scoresFile = open(scoresFilename, "r")
+ self.scoreTable = []
+ for i in scoresFile.readline().strip().split(' '):
+ self.scoreTable.append(float(i))
+ scoresFile.close()
+
+ self.maxdepth = 1
+ self.recursiveConsider = {"allies" : 5, "enemies" : 5}
+
+
+
+ def PositionLegal(self, x, y, unit = None):
+ if x >= 0 and x < len(self.board) and y >= 0 and y < len(self.board[x]):
+ if unit == None:
+ return True
+ else:
+ return self.board[x][y] == None or self.board[x][y].colour == oppositeColour(unit.colour)
+ else:
+ return False
+
+ def BestMove(self, maxdepth = 1):
+
+ moveList = []
+
+
+ if maxdepth < self.maxdepth:
+ #sys.stderr.write("Recurse!\n")
+ considerAllies = self.recursiveConsider["allies"]
+ considerEnemies = self.recursiveConsider["enemies"]
+ else:
+ considerAllies = len(self.units)+1
+ considerEnemies = len(self.enemyUnits)+1
+
+ for enemy in self.enemyUnits[0:considerEnemies]:
+ for ally in self.units[0:considerAllies]:
+ moveList.append(self.DesiredMove(ally, enemy))
+
+ for desiredMove in moveList:
+ if desiredMove[0] == "NO_MOVE" or desiredMove[2] == None:
+ desiredMove[1] = -2.0
+
+
+
+
+ if maxdepth > 1:
+ for desiredMove in moveList:
+ if desiredMove[2] == None or desiredMove[1] < 0.0:
+ continue
+ p = move(desiredMove[3].x, desiredMove[3].y, desiredMove[2][0], 1)
+ if self.board[p[0]][p[1]] == None:
+ x = desiredMove[3].x
+ y = desiredMove[3].y
+ result = desiredMove[0] + " OK"
+ self.InterpretResult(result)
+ bestRecurse = self.BestMove(maxdepth-1)
+ if bestRecurse != None:
+ desiredMove[1] += bestRecurse[1]# / float(max(1.0, maxdepth))
+ self.board[desiredMove[3].x][desiredMove[3].y] = None
+ self.board[x][y] = desiredMove[3]
+ desiredMove[3].x = x
+ desiredMove[3].y = y
+
+ for desiredMove in moveList:
+ if desiredMove[1] > 0.0:
+ desiredMove[1] = desiredMove[1] / float(len(desiredMove[2]))
+
+ if len(moveList) <= 0:
+ return None
+ moveList.sort(key = lambda e : e[1], reverse = True)
+ return moveList[0]
+
+
+ def DesiredMove(self, ally, enemy):
+ """ Determine desired move of allied piece, towards or away from enemy, with score value """
+ scaleFactor = 1.0
+ if ally.rank == 'F' or ally.rank == 'B':
+ return ["NO_MOVE", 0, None, ally, enemy]
+
+ actionScores = {"ATTACK" : 0, "RETREAT" : 0}
+ if enemy.rank == '?':
+ for i in range(0, len(ranks)):
+ prob = self.rankProbability(enemy, ranks[i])
+ if prob > 0:
+ desiredAction = self.DesiredAction(ally, ranks[i])
+ actionScores[desiredAction[0]] += prob* (desiredAction[1] / 2.0)
+ if len(enemy.positions) <= 1 and ally.rank != '8':
+ scaleFactor *= (1.0 - float(valuedRank(ally.rank)) / float(valuedRank('1')))**2.0
+ elif len(enemy.positions) > 1 and ally.rank == '8':
+ scaleFactor *= 0.05
+ #elif len(enemy.positions) > 1:
+ # scaleFactor *= (1.0 - float(valuedRank(ally.rank)) / float(valuedRank('1')))**0.25
+ # scaleFactor = max(0.05, scaleFactor)
+ else:
+ desiredAction = self.DesiredAction(ally, enemy.rank)
+ actionScores[desiredAction[0]] += desiredAction[1]
+
+
+ desiredAction = sorted(actionScores.items(), key = lambda e : e[1], reverse = True)[0]
+ direction = None
+ #path = PathFinder().pathFind((ally.x, ally.y), (enemy.x, enemy.y), self.board)
+
+ #if path != False and len(path) > 0:
+ # if desiredAction[0] == "RETREAT":
+ #sys.stderr.write("Recommend retreat! "+ally.rank + " from " + enemy.rank+"\n")
+ # direction = OppositeDirection(path[0])
+ # p = move(ally.x, ally.y, direction, 1)
+ # if self.PositionLegal(p[0], p[1], ally) == False:
+ # path = None
+ # scaleFactor = 0.05 * scaleFactor
+ # else:
+ # direction = path[0]
+
+ # return [str(ally.x) + " " + str(ally.y) + " " + direction, desiredAction[1] * scaleFactor, path, ally, enemy]
+
+ directions = {"RIGHT" : enemy.x - ally.x, "LEFT" : ally.x - enemy.x, "DOWN" : enemy.y - ally.y, "UP" : ally.y - enemy.y}
+ if desiredAction[0] == "RETREAT":
+ for key in directions.keys():
+ directions[key] = -directions[key]
+
+ while direction == None:
+ d = sorted(directions.items(), key = lambda e : e[1], reverse = True)
+ p = move(ally.x, ally.y, d[0][0], 1)
+ if self.PositionLegal(p[0], p[1]) and (self.board[p[0]][p[1]] == None or self.board[p[0]][p[1]] == enemy):
+ direction = d[0][0]
+ scaleFactor *= (1.0 - float(max(d[0][1], 0.0)) / 10.0)**2.0
+ else:
+ del directions[d[0][0]]
+ if len(directions.keys()) <= 0:
+ break
+
+ #if abs(enemy.x - ally.x) >= abs(enemy.y - ally.y):
+ # if enemy.x > ally.x:
+ # direction = "RIGHT"
+ # elif enemy.x < ally.x:
+ #
+ #else:
+ # if enemy.y > ally.y:
+ # direction = "DOWN"
+ # elif enemy.y < ally.y:
+ # direction = "UP"
+ if direction == None:
+ return ["NO_MOVE", 0, [], ally, enemy]
+ return [str(ally.x) + " " + str(ally.y) + " " + direction, desiredAction[1], [direction], ally, enemy]
+
+
+ def DesiredAction(self, ally, enemyRank):
+ if enemyRank == 'F':
+ return ["ATTACK", 1.0]
+ if ally.rank == '8' and enemyRank == 'B':
+ return ["ATTACK", 0.9]
+ if ally.rank == '1' and enemyRank == 's':
+ return ["RETREAT", 0.9]
+ if ally.rank == 's' and enemyRank == '1':
+ return ["ATTACK", 0.6]
+ if enemyRank == 'B':
+ return ["RETREAT", 0.0]
+ if ally.rank == enemyRank:
+ return ["ATTACK", 0.1]
+ if valuedRank(ally.rank) > valuedRank(enemyRank):
+ return ["ATTACK", float(self.scoreTable[ranks.index(enemyRank)]) * (0.1 + 1.0/float(self.scoreTable[ranks.index(ally.rank)]))]
+ else:
+ return ["RETREAT", float(self.scoreTable[ranks.index(ally.rank)]) / 10.0]
+
+
+ def MakeMove(self):
+ if len(self.units) < 20:
+ self.maxdepth = 1
+ bestMove = self.BestMove(self.maxdepth)
+
+
+ if bestMove == None:
+ #sys.stderr.write("Khaos makes random move!\n")
+ return BasicAI.MakeMove(self)
+
+ #sys.stderr.write("Board state before move: \n")
+ #self.debugPrintBoard()
+
+ sys.stderr.write("Best move is \"" + bestMove[0] + "\" with score " + str(bestMove[1]) + " as part of path " +str(bestMove[2]) + " ...\n")
+ sys.stderr.write(" Ally with rank " + bestMove[3].rank + " is targeting unit at " + str((bestMove[4].x, bestMove[4].y)) + " rank " + bestMove[4].rank + "\n")
+ sys.stdout.write(bestMove[0] + "\n")
+
+
+ return True
+
+
+
+ def rankProbability(self, target, targetRank):
+
+ if targetRank == '+' or targetRank == '?':
+ return 0.0
+ if target.rank == targetRank:
+ return 1.0
+ elif target.rank != '?':
+ return 0.0
+
+ total = 0.0
+ for rank in ranks:
+ if rank == '+' or rank == '?':
+ continue
+ elif rank == 'F' or rank == 'B':
+ if target.lastMoved < 0:
+ total += self.hiddenEnemies[rank]
+ else:
+ total += self.hiddenEnemies[rank]
+
+ if total == 0.0:
+ return 0.0
+ return float(float(self.hiddenEnemies[targetRank]) / float(total))
+
+ def InterpretResult(self, string=None):
+ if BasicAI.InterpretResult(self, string) == False:
+ return False
+
+
+ if self.maxdepth > 1:
+ if self.lastMoved != None and self.lastMoved.colour == self.colour and self.lastMoved.alive == False:
+ self.units.sort(key = lambda e : valuedRank(e.rank), reverse = True)
+ elif self.lastMoved != None and self.lastMoved.colour == oppositeColour(self.colour) and self.lastMoved.alive == True:
+ oldRank = self.lastMoved.rank
+ self.lastMoved.rank = '1'
+ self.enemyUnits.sort(key = lambda e : valuedRank(e.rank), reverse = True)
+ self.lastMoved.rank = oldRank
+
+
+ return True
+
+
+if __name__ == "__main__":
+ if len(sys.argv) > 1:
+ hunter = Hunter(sys.argv[1])
+ else:
+ string = ""
+ path = sys.argv[0].split('/')
+ for i in range(0, len(path)-1):
+ string += path[i] + "/"
+ string += "default.scores"
+
+
+ hunter = Hunter(string)
+ if hunter.Setup():
+ while hunter.MoveCycle():
+ pass
+
--- /dev/null
+../asmodeus/path.py
\ No newline at end of file
if unit.mobile() == False:
continue
- scores = {"LEFT":0, "RIGHT":0, "UP":0, "DOWN":0}
+ scores = {"LEFT":None, "RIGHT":None, "UP":None, "DOWN":None}
-
for target in self.enemyUnits:
if target == unit:
continue
path = PathFinder().pathFind((unit.x, unit.y), (target.x, target.y), self.board)
if path == False or len(path) == 0:
continue
- #moveList.append({"unit":unit, "direction":path[0], "score":self.CalculateScore(unit, target, path)})
+ if scores[path[0]] == None:
+ scores[path[0]] = 0
+
scores[path[0]] += self.CalculateScore(unit, target, path)
- bestScore = sorted(scores.items(), key = lambda e : e[1], reverse=True)[0]
- if bestScore[1] > -100.0:
+ for d in scores.keys():
+ if scores[d] == None:
+ del scores[d]
+
+ if len(scores.items()) > 0:
+ bestScore = sorted(scores.items(), key = lambda e : e[1], reverse=True)[0]
moveList.append({"unit":unit, "direction":bestScore[0], "score":bestScore[1]})
{
-
+ /*
vector<char*> args;
if (executablePath[0] != '"')
args.push_back((char*)executablePath);
for (unsigned int i=0; i < args.size(); ++i)
arguments[i] = args[i];
}
+ */
//See if file exists and is executable...
if (access(executablePath, X_OK) != 0)
{
if (access(executablePath, X_OK) == 0) //Check we STILL have permissions to start the file
{
- execv(executablePath,arguments); ///Replace process with desired executable
+ execl(executablePath, executablePath, (char*)(NULL)); ///Replace process with desired executable
+ //execv(executablePath,arguments); ///Replace process with desired executable
}
perror("execv error:\n");
fprintf(stderr, "Program::Program - Could not run program \"%s\"!\n", executablePath);