Changed directory structure (again)
[progcomp2012.git] / agents / vixen / vixen.py
diff --git a/agents/vixen/vixen.py b/agents/vixen/vixen.py
new file mode 100755 (executable)
index 0000000..3aa47cb
--- /dev/null
@@ -0,0 +1,176 @@
+#!/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.
+
+'''
+ vixen.py - A sample Stratego AI for the UCC Programming Competition 2012
+
+ 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
+'''
+
+from basic_python import *
+from path import *
+
+
+
+class Vixen(BasicAI):
+       " Python based AI, improves upon Asmodeus by taking into account probabilities, and common paths "
+       def __init__(self):
+               #sys.stderr.write("Vixen initialised...\n")
+               BasicAI.__init__(self)
+               
+               
+               #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}
+               #self.bombScores = {'1' : -0.9 , '2' : -0.8 , '3' : -0.5 , '4' : -0.5, '5' : -0.4, '6' : -0.5, '7' : -0.2, '8' : 1.0 , '9' : -0.1, 's' : -0.2}
+               self.suicideScores = {'1' : -0.5 , '2' : -0.4 , '3' : -0.35, '4' : -0.25, '5' : -0.2, '6' : 0.0, '7' : 0.1, '8' : -1.0 , '9' : 0.0, 's' : -0.4}
+               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' : 1.0}    
+               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}
+
+
+
+                       
+
+       def MakeMove(self):
+               #sys.stderr.write("Vixen MakingMove...\n")
+               " Over-rides the default BasicAI.MakeMove function "
+
+               moveList = []
+               for unit in self.units:
+                       if unit.mobile() == False:
+                               continue
+
+                       scores = {"LEFT":0, "RIGHT":0, "UP":0, "DOWN":0}
+                       
+
+                       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)})
+                               scores[path[0]] += self.CalculateScore(unit, target, path)
+
+                       bestScore = sorted(scores.items(), key = lambda e : e[1], reverse=True)[0]
+                       moveList.append({"unit":unit, "direction":bestScore[0], "score":bestScore[1]})
+                       
+
+               if len(moveList) == 0:
+                       print "NO_MOVE"
+                       return True
+
+               moveList.sort(key = lambda e : e["score"], reverse=True)
+               #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")
+               if moveList[0]["score"] == 0:
+                       print "NO_MOVE"
+                       return True
+
+               
+               print str(moveList[0]["unit"].x) + " " + str(moveList[0]["unit"].y) + " " + moveList[0]["direction"]
+               return True
+                               
+                       
+       def tailFactor(self, pathLength):
+               #if pathLength >= len(self.tailFactors) or pathLength <= 0:
+               #       return 0.0
+               #return self.tailFactors[pathLength]
+               #return 0.5 * (1.0 + pow(pathLength, 0.75))
+               return 1.0 / pathLength
+
+
+       def CalculateScore(self, attacker, defender, path):
+               p = move(attacker.x, attacker.y, path[0], 1)
+               
+
+               total = 0.0
+               count = 0.0
+               for rank in ranks:
+                       prob = self.rankProbability(defender, rank)                     
+                       if prob > 0.0:
+                               #sys.stderr.write("     " + str(attacker.rank) + " vs. " + str(rank) + " [" + str(prob) + "] score " + str(self.combatScore(attacker.rank, rank, len(path))) + "\n")
+                               total += prob * self.combatScore(attacker.rank, rank, len(path))
+                               count += 1
+                               
+               
+               #if count > 1:
+               #       total = total / count + self.riskScore(attacker.rank)
+
+
+               total = total * self.tailFactor(len(path))
+               #HACK - Prevent "oscillating" by decreasing the value of backtracks
+               if len(path) > 1 and len(attacker.positions) > 1 and attacker.positions[1][0] == p[0] and attacker.positions[1][1] == p[1]:
+                       total = total / 100
+               #sys.stderr.write("Total score for " + str(attacker) + " vs. " + str(defender) + " is " + str(total) + "\n")
+               return total
+
+       def combatScore(self, attackerRank, defenderRank, pathLength):
+               if defenderRank == 'F':
+                       return 1.0
+               elif defenderRank == 'B':
+                       return self.bombScore(attackerRank)
+               elif defenderRank == 's' and attackerRank == '1' and pathLength == 2:
+                       return self.suicideScore(attackerRank)
+               elif defenderRank == '1' and attackerRank == 's' and pathLength != 2:
+                       return self.killScore(attackerRank)
+
+               if valuedRank(attackerRank) > valuedRank(defenderRank):
+                       return self.killScore(defenderRank)
+               elif valuedRank(attackerRank) < valuedRank(defenderRank):
+                       return self.suicideScore(attackerRank)
+               return self.killScore(defenderRank) + self.suicideScore(attackerRank)
+
+       def killScore(self, defenderRank):
+               return self.killScores[defenderRank]
+
+       def bombScore(self, attackerRank):
+               if attackerRank == '8':
+                       return 1.0
+               else:
+                       return 0.0
+
+       def suicideScore(self, attackerRank):
+               return self.suicideScores[attackerRank]
+
+       def riskScore(self, attackerRank):
+               return self.riskScores[attackerRank]
+
+       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))
+       
+
+       
+
+                               
+                               
+               
+if __name__ == "__main__":
+       vixen = Vixen()
+       if vixen.Setup():
+               while vixen.MoveCycle():
+                       pass
+

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