X-Git-Url: https://git.ucc.asn.au/?p=progcomp2012.git;a=blobdiff_plain;f=agents%2Fhunter%2Fhunter.path.py;fp=agents%2Fhunter%2Fhunter.path.py;h=0a488f116f9231eb251a3fd6c81a80e150436946;hp=0000000000000000000000000000000000000000;hb=ac335e7c423d067effae82cc80db518f896271b9;hpb=7c42b4b7e5ed6e423f0c023ad6e8a2aa47a4f081 diff --git a/agents/hunter/hunter.path.py b/agents/hunter/hunter.path.py new file mode 100755 index 0000000..0a488f1 --- /dev/null +++ b/agents/hunter/hunter.path.py @@ -0,0 +1,320 @@ +#!/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 + email progcomp@ucc.asn.au or matches@ucc.asn.au + 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 +