Add version 1.2 of Celsius
[progcomp2012.git] / agents / celsius / celsius.py~
diff --git a/agents/celsius/celsius.py~ b/agents/celsius/celsius.py~
new file mode 100755 (executable)
index 0000000..4af3522
--- /dev/null
@@ -0,0 +1,548 @@
+#!/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.numEnemies = 6+1+1+2+3+4+4+4+5+8+1+1
+               self.numStillEnemies = 6+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 = 998
+                                                       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)
+                       if attacker.rank == 'B':
+                               self.numStillEnemies -= 1
+                               #if self.numStillEnemies == 0: # There are no bombs left
+                               for i in range(0,ranks['s']):
+                                       scaretable[i][ranks['?']] -= 5
+
+               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
+

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