pos part of GameState now
This commit is contained in:
@@ -21,7 +21,7 @@ loop1 pos depth acc
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in loop1 sim (depth - 1) acc'
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in loop1 sim (depth - 1) acc'
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sim1 :: Pos -> (Int, Pos)
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sim1 :: Pos -> (Int, Pos)
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sim1 pos = simulate board1 pos (0, 100, singleton (0,4))
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sim1 pos = simulate board1 (0, 100, pos, singleton (0,4))
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board1 :: Board
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board1 :: Board
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board1 = fromList $ fmap fromList
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board1 = fromList $ fmap fromList
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@@ -79,7 +79,9 @@ bot readLine writeLine = do
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EMine oId _ -> oId == myId
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EMine oId _ -> oId == myId
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_ -> False) entities
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_ -> False) entities
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let (val, pos) = simulate board (posFromEntity hero) (gameState hero $ fmap posFromEntity myMines)
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let st = (gameState hero $ fmap posFromEntity myMines)
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hPrint stderr st
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let (val, pos) = simulate board st
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-- hPrint stderr (gameState hero $ fmap posFromEntity myMines) -- (val, pos)
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-- hPrint stderr (gameState hero $ fmap posFromEntity myMines) -- (val, pos)
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putStrLn $ moveToPos pos
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putStrLn $ moveToPos pos
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@@ -108,8 +110,8 @@ posFromEntity (EHero _ p _ _) = p
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posFromEntity (EMine _ p) = p
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posFromEntity (EMine _ p) = p
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gameState :: Entity -> V.Vector Pos -> GameState
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gameState :: Entity -> V.Vector Pos -> GameState
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gameState (EHero _ _ l g) mines = (g, l, mines)
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gameState (EHero _ pos l g) mines = (g, l, pos, mines)
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gameState (EMine _ _) mines = (-1, -1, mines)
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gameState (EMine _ pos) mines = (-1, -1, pos, mines)
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isTavern :: BoardEntity -> Bool
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isTavern :: BoardEntity -> Bool
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isTavern Tavern = True
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isTavern Tavern = True
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@@ -9,8 +9,7 @@ import Control.Monad.State.Class
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import Data.List as L
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import Data.List as L
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import Simulation.Data
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import Simulation.Data
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size = 5 -- TODO: Allow for variable board sizes
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searchDepth = 8
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searchDepth = 9
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-- fromPlayerBoard :: Board -> BoardInternal
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-- fromPlayerBoard :: Board -> BoardInternal
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-- fromPlayerBoard pBoardInternal = fmap (fmap $ fromEnum) asVector
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-- fromPlayerBoard pBoardInternal = fmap (fmap $ fromEnum) asVector
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@@ -20,69 +19,79 @@ searchDepth = 9
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-- back and forth between two fields infinitely
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-- back and forth between two fields infinitely
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-- Caution: if the player moved inside a Tavern or Mine he needs to be reset to his initial position afterwards
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-- Caution: if the player moved inside a Tavern or Mine he needs to be reset to his initial position afterwards
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-- TODO: Check if tailrec
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-- TODO: Check if tailrec
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simulate :: Board -> Pos -> GameState -> (Int, Pos)
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simulate :: Board -> GameState -> (Int, Pos)
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simulate board pos = simulateMove board pos (-1,-1) searchDepth
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simulate board = simulateMove board (-1,-1) searchDepth
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simulateMove :: Board -> Pos -> Pos -> Int -> GameState -> (Int, Pos)
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simulateMove :: Board -> Pos -> Int -> GameState -> (Int, Pos)
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simulateMove board pos prevPos depth gameState
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simulateMove board prevPos depth state@(_,_,pos,_)
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| depth == 0 =
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| depth == 0 =
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let gameState' = evalMove board pos gameState
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let state' = evalMove board state
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in (evalGameState gameState', pos)
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in (evalGameState state', pos)
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| otherwise =
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| otherwise =
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let gameState' = evalMove board pos gameState
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let state' = evalMove board state
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bPos = boardPos board pos
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bPos = boardPos board pos
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-- pos' = if bPos == Tavern || bPos == Mine then prevPos else pos -- move back out of tavern/mine
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-- der Trick: in einem Zug muss die Minenposition zurueckgegeben werden, die Position des Helden
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vals = fmap (\pos'' -> simulateMove board pos'' pos (depth-1) gameState') moves -- before pos'
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-- aendert sich aber nicht. Im naechsten Zug will der Held dann nicht mehr die Mine erobern.
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--pos' = if bPos == Tavern || bPos == Mine then prevPos else pos -- move back out of tavern/mine
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vals = fmap (\pos' -> simulateMove board pos (depth-1) (updatePos pos' state')) moves -- before pos'
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valsWithOldPos = if depth == searchDepth
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valsWithOldPos = if depth == searchDepth
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then vals -- return position of submove on first level
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then vals -- return position of submove on first level
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else zip (fmap fst vals) (replicate 4 pos) -- return starting position otherwise -- before pos'
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else zip (fmap fst vals) (replicate 4 pos) -- return starting position otherwise -- before pos'
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in L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithOldPos
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in L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithOldPos
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where
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where
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moves :: [Pos]
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moves :: [Pos]
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moves = filter (posValid board) $ possibleMoves pos
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moves = filter (posValid board state) $ possibleMoves pos
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updatePos :: Pos -> GameState -> GameState
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updatePos pos (gold, life, _, mines) = (gold, life, pos, mines)
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-- update State according to hero position on board
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-- update State according to hero position on board
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-- executed every move
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-- executed every move
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evalMove :: Board -> Pos -> GameState -> GameState
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evalMove :: Board -> GameState -> GameState
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evalMove board pos state@(gold, life, mines)
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evalMove board state@(gold, life, pos, mines) = evalBuildings
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| entity == Air = (gold + length mines, life-1, mines)
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| entity == SpawnPoint = (gold + length mines, life-1, mines)
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| entity == Tavern =
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if gold >= 2 then
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( gold + length mines - 2
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, min 100 (life + 50) -- TODO: Check if life is +19
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, mines
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)
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else
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( gold + length mines
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, life - 1
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, mines
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)
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| entity == Mine =
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let addMine = pos `V.notElem` mines
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mines' = if addMine then V.cons pos mines else mines
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in
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( gold + length mines'
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, life - 1
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, mines'
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)
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| entity == Wall = state -- should never happen
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where
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where
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entity = boardPos board pos
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evalBuildings
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| entity == Air = (gold + length mines, life-1, pos, mines)
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| entity == SpawnPoint = (gold + length mines, life-1, pos, mines)
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| entity == Tavern =
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if gold >= 2 then
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( gold + length mines - 2
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, min 100 (life + 50) -- TODO: Check if life is +19
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, pos
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, mines
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)
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else
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( gold + length mines
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, life - 1
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, pos
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, mines
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)
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| entity == Mine =
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let addMine = pos `V.notElem` mines
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mines' = if addMine then V.cons pos mines else mines
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in
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( gold + length mines'
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, life - 1
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, pos
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, mines'
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)
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| entity == Wall = state -- should never happen
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where
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entity = boardPos board pos
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-- retuns the evalutaion of the current move
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-- retuns the evalutaion of the current move
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-- executed if maximum depth is reached
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-- executed if maximum depth is reached
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evalGameState :: GameState -> Int
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evalGameState :: GameState -> Int
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evalGameState (gold, _, _) = gold
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evalGameState (gold, _, _, mines) = gold + length mines * 10
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-- get BoardInternalEntity Enum of Pos on BoardInternal
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-- get BoardInternalEntity Enum of Pos on BoardInternal
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boardPos :: Board -> Pos -> BoardEntity
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boardPos :: Board -> Pos -> BoardEntity
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-- boardPos board (x,y) = (board V.! x) V.! y
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boardPos board (x,y) = (board V.! y) V.! x
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boardPos board (x,y) = (board V.! y) V.! x
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posValid :: Board -> Pos -> Bool
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posValid :: Board -> GameState -> Pos -> Bool
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posValid board pos@(x,y) = onBoardInternal && boardPos' /= Wall
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posValid board (_, _, _, mines) pos@(x,y) = onBoardInternal && boardPos' /= Wall && boardPos' /= Tavern && pos `notElem` mines
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where
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where
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size = length board
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boardPos' = boardPos board pos
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boardPos' = boardPos board pos
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onBoardInternal = x >= 0 && x < size && y >= 0 && y < size
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onBoardInternal = x >= 0 && x < size && y >= 0 && y < size
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@@ -90,5 +99,4 @@ possibleMoves :: Pos -> [Pos]
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possibleMoves (x,y) = [ (x+1, y), (x, y+1), (x-1, y), (x, y-1) ]
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possibleMoves (x,y) = [ (x+1, y), (x, y+1), (x-1, y), (x, y-1) ]
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data Tree v = Node v (Tree v) | Leaf v
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data Tree v = Node v (Tree v) | Leaf v
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@@ -10,5 +10,5 @@ type IndexedBoard = V.Vector (Pos, BoardEntity)
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type Pos = (Int, Int)
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type Pos = (Int, Int)
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-- (gold, life, own mines)
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-- (gold, life, hero pos, own mines)
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type GameState = (Int, Int, V.Vector Pos)
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type GameState = (Int, Int, Pos, V.Vector Pos)
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