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.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}
- 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}
+ #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}
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)
+ #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]})
+ 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:
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")
+ #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
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:
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
return self.killScores[defenderRank]
def bombScore(self, attackerRank):
- return self.bombScores[attackerRank]
+ if attackerRank == '8':
+ return 1.0
+ else:
+ return 0.0
def suicideScore(self, attackerRank):
return self.suicideScores[attackerRank]
return 0.0
return float(float(self.hiddenEnemies[targetRank]) / float(total))
- def InterpretResult(self):
- """ Over-ride the basic AI interpret result so we can update probabilities """
- if BasicAI.InterpretResult(self) == False:
- return False
-
- return True
+