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Xiaofei Wang
AZULSimu
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52ddc482
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52ddc482
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Xiaofei Wang
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# Written by Michelle Blom, 2019
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
from
state_monitor
import
set_round_recorder
,
get_round_recorder
,
get_pre_r
from
utils
import
*
import
numpy
import
random
import
abc
import
copy
# We use the tile display class to represent both factory displays and
# the pool of tiles in the centre of the playing area.
class
TileDisplay
:
def
__init__
(
self
):
# Map between tile colour and number in the display
self
.
tiles
=
{}
# Total number of tiles in the display
self
.
total
=
0
for
tile
in
Tile
:
self
.
tiles
[
tile
]
=
0
def
RemoveTiles
(
self
,
number
,
tile_type
):
assert
number
>
0
assert
tile_type
in
Tile
assert
tile_type
in
self
.
tiles
self
.
tiles
[
tile_type
]
-=
number
self
.
total
-=
number
assert
self
.
tiles
[
tile_type
]
>=
0
assert
self
.
total
>=
0
def
AddTiles
(
self
,
number
,
tile_type
):
assert
number
>
0
assert
tile_type
in
Tile
assert
tile_type
in
self
.
tiles
self
.
tiles
[
tile_type
]
+=
number
self
.
total
+=
number
# We use the PlayerState class to represent a player's game state:
# their score; the state of their pattern lines; the state of their
# wall grid; and their floor line.
class
PlayerState
:
GRID_SIZE
=
5
FLOOR_SCORES
=
[
-
1
,
-
1
,
-
2
,
-
2
,
-
2
,
-
3
,
-
3
]
ROW_BONUS
=
2
COL_BONUS
=
7
SET_BONUS
=
10
def
__init__
(
self
,
_id
):
self
.
id
=
_id
self
.
score
=
0
self
.
lines_number
=
[
0
]
*
self
.
GRID_SIZE
self
.
lines_tile
=
[
-
1
]
*
self
.
GRID_SIZE
# Use for evaluation
self
.
score_without_bouns
=
0
self
.
penalties
=
0
self
.
rows_finished
=
0
self
.
columns_finished
=
0
self
.
sets_finished
=
0
self
.
bonus_received
=
0
self
.
player_trace
=
PlayerTrace
(
_id
)
# self.grid_scheme = [
# [Tile.BLUE,Tile.YELLOW,Tile.RED,Tile.BLACK,Tile.WHITE],
# [Tile.WHITE,Tile.BLUE,Tile.YELLOW,Tile.RED,Tile.BLACK],
# [Tile.BLACK,Tile.WHITE,Tile.BLUE,Tile.YELLOW,Tile.RED],
# [Tile.RED,Tile.BLACK,Tile.WHITE,Tile.BLUE,Tile.YELLOW],
# [Tile.YELLOW,Tile.RED,Tile.BLACK,Tile.WHITE,Tile.BLUE]
# ]
self
.
grid_scheme
=
numpy
.
zeros
((
self
.
GRID_SIZE
,
self
.
GRID_SIZE
))
self
.
grid_scheme
[
0
][
Tile
.
BLUE
]
=
0
self
.
grid_scheme
[
1
][
Tile
.
BLUE
]
=
1
self
.
grid_scheme
[
2
][
Tile
.
BLUE
]
=
2
self
.
grid_scheme
[
3
][
Tile
.
BLUE
]
=
3
self
.
grid_scheme
[
4
][
Tile
.
BLUE
]
=
4
self
.
grid_scheme
[
1
][
Tile
.
WHITE
]
=
0
self
.
grid_scheme
[
2
][
Tile
.
WHITE
]
=
1
self
.
grid_scheme
[
3
][
Tile
.
WHITE
]
=
2
self
.
grid_scheme
[
4
][
Tile
.
WHITE
]
=
3
self
.
grid_scheme
[
0
][
Tile
.
WHITE
]
=
4
self
.
grid_scheme
[
2
][
Tile
.
BLACK
]
=
0
self
.
grid_scheme
[
3
][
Tile
.
BLACK
]
=
1
self
.
grid_scheme
[
4
][
Tile
.
BLACK
]
=
2
self
.
grid_scheme
[
0
][
Tile
.
BLACK
]
=
3
self
.
grid_scheme
[
1
][
Tile
.
BLACK
]
=
4
self
.
grid_scheme
[
3
][
Tile
.
RED
]
=
0
self
.
grid_scheme
[
4
][
Tile
.
RED
]
=
1
self
.
grid_scheme
[
0
][
Tile
.
RED
]
=
2
self
.
grid_scheme
[
1
][
Tile
.
RED
]
=
3
self
.
grid_scheme
[
2
][
Tile
.
RED
]
=
4
self
.
grid_scheme
[
4
][
Tile
.
YELLOW
]
=
0
self
.
grid_scheme
[
0
][
Tile
.
YELLOW
]
=
1
self
.
grid_scheme
[
1
][
Tile
.
YELLOW
]
=
2
self
.
grid_scheme
[
2
][
Tile
.
YELLOW
]
=
3
self
.
grid_scheme
[
3
][
Tile
.
YELLOW
]
=
4
# Matrix representing state of the player's grid (ie. which
# slots have tiles on them -- 1s -- and which don't -- 0s).
self
.
grid_state
=
numpy
.
zeros
((
self
.
GRID_SIZE
,
self
.
GRID_SIZE
))
# State of the player's floor line, a 1 indicates there is
# a tile sitting in that position in their floor line.
self
.
floor
=
[
0
,
0
,
0
,
0
,
0
,
0
,
0
]
self
.
floor_tiles
=
[]
# Record of the number of tiles of each colour the player
# has placed in their grid (useful for end-game scoring)
self
.
number_of
=
{}
for
tile
in
Tile
:
self
.
number_of
[
tile
]
=
0
# Add given tiles to the player's floor line. After calling this
# method, 'tiles' will contain tiles that could not be added to
# the player's floor line.
def
AddToFloor
(
self
,
tiles
):
number
=
len
(
tiles
)
for
i
in
range
(
len
(
self
.
floor
)):
if
self
.
floor
[
i
]
==
0
:
self
.
floor
[
i
]
=
1
tt
=
tiles
.
pop
(
0
)
self
.
floor_tiles
.
append
(
tt
)
number
-=
1
if
number
==
0
:
break
# Add given number of given tile type to the specified pattern line
def
AddToPatternLine
(
self
,
line
,
number
,
tile_type
):
assert
line
>=
0
and
line
<
self
.
GRID_SIZE
assert
(
self
.
lines_tile
[
line
]
==
-
1
or
self
.
lines_tile
[
line
]
==
tile_type
)
self
.
lines_number
[
line
]
+=
number
self
.
lines_tile
[
line
]
=
tile_type
assert
self
.
lines_number
[
line
]
<=
line
+
1
# Assign first player token to this player
def
GiveFirstPlayerToken
(
self
):
for
i
in
range
(
len
(
self
.
floor
)):
if
self
.
floor
[
i
]
==
0
:
self
.
floor
[
i
]
=
1
break
# Compute number of completed rows in the player's grid
def
GetCompletedRows
(
self
):
completed
=
0
for
i
in
range
(
self
.
GRID_SIZE
):
allin
=
True
for
j
in
range
(
self
.
GRID_SIZE
):
if
self
.
grid_state
[
i
][
j
]
==
0
:
allin
=
False
break
if
allin
:
completed
+=
1
return
completed
# Compute number of completed columns in the player's grid
def
GetCompletedColumns
(
self
):
completed
=
0
for
i
in
range
(
self
.
GRID_SIZE
):
allin
=
True
for
j
in
range
(
self
.
GRID_SIZE
):
if
self
.
grid_state
[
j
][
i
]
==
0
:
allin
=
False
break
if
allin
:
completed
+=
1
return
completed
# Compute the number of completed tile sets in the player's grid
def
GetCompletedSets
(
self
):
completed
=
0
for
tile
in
Tile
:
if
self
.
number_of
[
tile
]
==
self
.
GRID_SIZE
:
completed
+=
1
return
completed
# Return the set of moves available to this player given the
# current game state.
def
GetAvailableMoves
(
self
,
game_state
):
moves
=
[]
# Look at each factory display with available tiles
fid
=
0
for
fd
in
game_state
.
factories
:
# Look at each available tile set
for
tile
in
Tile
:
num_avail
=
fd
.
tiles
[
tile
]
if
num_avail
==
0
:
continue
# A player can always take tiles, as they can be
# added to their floor line (if their floor line is
# full, the extra tiles are placed in the used bag).
# First look through each pattern line, create moves
# that place the tiles in each appropriate line (with
# those that cannot be placed added to the floor line).
for
i
in
range
(
self
.
GRID_SIZE
):
# Can tiles be added to pattern line i?
if
self
.
lines_tile
[
i
]
!=
-
1
and
\
self
.
lines_tile
[
i
]
!=
tile
:
# these tiles cannot be added to this pattern line
continue
# Is the space on the grid for this tile already
# occupied?
grid_col
=
int
(
self
.
grid_scheme
[
i
][
tile
])
if
self
.
grid_state
[
i
][
grid_col
]
==
1
:
# It is, so we cannot place this tile type
# in this pattern line!
continue
slots_free
=
(
i
+
1
)
-
self
.
lines_number
[
i
]
tg
=
TileGrab
()
tg
.
number
=
num_avail
tg
.
tile_type
=
tile
tg
.
pattern_line_dest
=
i
tg
.
num_to_pattern_line
=
min
(
num_avail
,
slots_free
)
tg
.
num_to_floor_line
=
tg
.
number
-
tg
.
num_to_pattern_line
moves
.
append
((
Move
.
TAKE_FROM_FACTORY
,
fid
,
tg
))
# Default move is to place all the tiles in the floor line
tg
=
TileGrab
()
tg
.
number
=
num_avail
tg
.
tile_type
=
tile
tg
.
num_to_floor_line
=
tg
.
number
moves
.
append
((
Move
.
TAKE_FROM_FACTORY
,
fid
,
tg
))
fid
+=
1
# Alternately, the player could take tiles from the centre pool.
# Note that we do not include the first player token in the
# collection of tiles recorded in each TileGrab. This is managed
# by the game running class.
for
tile
in
Tile
:
# Number of tiles of this type in the centre
num_avail
=
game_state
.
centre_pool
.
tiles
[
tile
]
if
num_avail
==
0
:
continue
# First look through each pattern line, create moves
# that place the tiles in each appropriate line (with
# those that cannot be placed added to the floor line).
for
i
in
range
(
self
.
GRID_SIZE
):
# Can tiles be added to pattern line i?
if
self
.
lines_tile
[
i
]
!=
-
1
and
\
self
.
lines_tile
[
i
]
!=
tile
:
# these tiles cannot be added to this pattern line
continue
# Is the space on the grid for this tile already
# occupied?
grid_col
=
int
(
self
.
grid_scheme
[
i
][
tile
])
if
self
.
grid_state
[
i
][
grid_col
]
==
1
:
# It is, so we cannot place this tile type
# in this pattern line!
continue
slots_free
=
(
i
+
1
)
-
self
.
lines_number
[
i
]
tg
=
TileGrab
()
tg
.
number
=
num_avail
tg
.
tile_type
=
tile
tg
.
pattern_line_dest
=
i
tg
.
num_to_pattern_line
=
min
(
num_avail
,
slots_free
)
tg
.
num_to_floor_line
=
tg
.
number
-
tg
.
num_to_pattern_line
moves
.
append
((
Move
.
TAKE_FROM_CENTRE
,
-
1
,
tg
))
# Default move is to place all the tiles in the floor line
tg
=
TileGrab
()
tg
.
number
=
num_avail
tg
.
tile_type
=
tile
tg
.
num_to_floor_line
=
tg
.
number
moves
.
append
((
Move
.
TAKE_FROM_CENTRE
,
-
1
,
tg
))
return
moves
# Complete scoring process for player at round end:
# 2. Move tiles across from pattern lines to the grid and score each;
#
# 3. Clear remaining tiles on pattern lines (where appropriate) and
# return to be added to "used" tiles bag;
#
# 4. Score penalties for tiles in floor line and return these tiles
# to be added to the "used" tiles bag.
#
# Returns a pair: the change in the player's score; and the set of
# tiles to be returned to the "used" tile bag. The players internal
# representation of their score is updated in the process.
def
ScoreRound
(
self
):
used_tiles
=
[]
score_inc
=
0
# 1. Move tiles across from pattern lines to the wall grid
for
i
in
range
(
self
.
GRID_SIZE
):
# Is the pattern line full? If not it persists in its current
# state into the next round.
if
self
.
lines_number
[
i
]
==
i
+
1
:
tc
=
self
.
lines_tile
[
i
]
col
=
int
(
self
.
grid_scheme
[
i
][
tc
])
# Record that the player has placed a tile of type 'tc'
self
.
number_of
[
tc
]
+=
1
# Clear the pattern line, add all but one tile into the
# used tiles bag. The last tile will be placed on the
# players wall grid.
for
j
in
range
(
i
):
used_tiles
.
append
(
tc
)
self
.
lines_tile
[
i
]
=
-
1
self
.
lines_number
[
i
]
=
0
# Tile will be placed at position (i,col) in grid
self
.
grid_state
[
i
][
col
]
=
1
# count the number of tiles in a continguous line
# above, below, to the left and right of the placed tile.
above
=
0
for
j
in
range
(
col
-
1
,
-
1
,
-
1
):
val
=
self
.
grid_state
[
i
][
j
]
above
+=
val
if
val
==
0
:
break
below
=
0
for
j
in
range
(
col
+
1
,
self
.
GRID_SIZE
,
1
):
val
=
self
.
grid_state
[
i
][
j
]
below
+=
val
if
val
==
0
:
break
left
=
0
for
j
in
range
(
i
-
1
,
-
1
,
-
1
):
val
=
self
.
grid_state
[
j
][
col
]
left
+=
val
if
val
==
0
:
break
right
=
0
for
j
in
range
(
i
+
1
,
self
.
GRID_SIZE
,
1
):
val
=
self
.
grid_state
[
j
][
col
]
right
+=
val
if
val
==
0
:
break
# If the tile sits in a contiguous vertical line of
# tiles in the grid, it is worth 1*the number of tiles
# in this line (including itself).
if
above
>
0
or
below
>
0
:
score_inc
+=
(
1
+
above
+
below
)
# In addition to the vertical score, the tile is worth
# an additional H points where H is the length of the
# horizontal contiguous line in which it sits.
if
left
>
0
or
right
>
0
:
score_inc
+=
(
1
+
left
+
right
)
# If the tile is not next to any already placed tiles
# on the grid, it is worth 1 point.
if
above
==
0
and
below
==
0
and
left
==
0
\
and
right
==
0
:
score_inc
+=
1
# Update the evaluation criteria
self
.
score_without_bouns
+=
score_inc
# Score penalties for tiles in floor line
penalties
=
0
for
i
in
range
(
len
(
self
.
floor
)):
penalties
+=
self
.
floor
[
i
]
*
self
.
FLOOR_SCORES
[
i
]
self
.
floor
[
i
]
=
0
used_tiles
.
extend
(
self
.
floor_tiles
)
self
.
floor_tiles
=
[]
# Update the evaluation criteria
self
.
penalties
+=
penalties
# Players cannot be assigned a negative score in any round.
score_change
=
score_inc
+
penalties
if
score_change
<
0
and
self
.
score
<
-
score_change
:
score_change
=
-
self
.
score
self
.
score
+=
score_change
self
.
player_trace
.
round_scores
[
-
1
]
=
score_change
return
(
self
.
score
,
used_tiles
)
# Complete additional end of game scoring (add bonuses). Return
# computed bonus, and add to internal score representation.
def
EndOfGameScore
(
self
):
rows
=
self
.
GetCompletedRows
()
cols
=
self
.
GetCompletedColumns
()
sets
=
self
.
GetCompletedSets
()
bonus
=
(
rows
*
self
.
ROW_BONUS
)
+
(
cols
*
self
.
COL_BONUS
)
+
\
(
sets
*
self
.
SET_BONUS
)
# Update the evaluation criteria
self
.
rows_finished
=
rows
self
.
columns_finished
=
cols
self
.
sets_finished
=
sets
self
.
bonus_received
=
bonus
self
.
player_trace
.
bonuses
=
bonus
self
.
score
+=
bonus
return
bonus
# The GameState class encapsulates the state of the game: the game
# state for each player; the state of the factory displays and
# centre tile pool; and the state of the tile bags.
class
GameState
:
NUM_FACTORIES
=
[
5
,
7
,
9
]
NUM_TILE_TYPE
=
20
NUM_ON_FACTORY
=
4
def
__init__
(
self
,
num_players
):
# Create player states
self
.
players
=
[]
for
i
in
range
(
num_players
):
ps
=
PlayerState
(
i
)
self
.
players
.
append
(
ps
)
# Tile bag contains NUM_TILE_TYPE of each tile colour
self
.
bag
=
[]
for
i
in
range
(
self
.
NUM_TILE_TYPE
):
self
.
bag
.
append
(
Tile
.
BLUE
)
self
.
bag
.
append
(
Tile
.
YELLOW
)
self
.
bag
.
append
(
Tile
.
RED
)
self
.
bag
.
append
(
Tile
.
BLACK
)
self
.
bag
.
append
(
Tile
.
WHITE
)
# Shuffle contents of tile bag
random
.
shuffle
(
self
.
bag
)
# "Used" bag is initial empty
self
.
bag_used
=
[]
# In a 2/3/4-player game, 5/7/9 factory displays are used
self
.
factories
=
[]
for
i
in
range
(
self
.
NUM_FACTORIES
[
num_players
-
2
]):
td
=
TileDisplay
()
# Initialise factory display: add NUM_ON_FACTORY randomly
# drawn tiles to the factory (if available).
self
.
InitialiseFactory
(
td
)
self
.
factories
.
append
(
td
)
self
.
centre_pool
=
TileDisplay
()
self
.
first_player_taken
=
False
self
.
first_player
=
random
.
randrange
(
num_players
)
self
.
next_first_player
=
-
1
def
TilesRemaining
(
self
):
if
self
.
centre_pool
.
total
>
0
:
return
True
for
fac
in
self
.
factories
:
if
fac
.
total
>
0
:
return
True
return
False
# Place tiles from the main bag (and used bag if the main bag runs
# out of tiles) onto the given factory display.
def
InitialiseFactory
(
self
,
factory
):
# Reset contents of factory display
factory
.
total
=
0
for
tile
in
Tile
:
factory
.
tiles
[
tile
]
=
0
# If there are < NUM_ON_FACTORY tiles in the bag, shuffle the
# tiles in the "used" bag and add them to the main bag (we still
# want the tiles that were left in the main bag to be drawn first).
# Fill the factory display with tiles, up to capacity, if possible.
# If there are less than NUM_ON_FACTORY tiles available in both
# bags, the factory will be left at partial capacity.
if
len
(
self
.
bag
)
<
self
.
NUM_ON_FACTORY
and
len
(
self
.
bag_used
)
>
0
:
random
.
shuffle
(
self
.
bag_used
)
self
.
bag
.
extend
(
self
.
bag_used
)
self
.
bag_used
=
[]
for
i
in
range
(
min
(
self
.
NUM_ON_FACTORY
,
len
(
self
.
bag
))):
# take tile out of the bag
tile
=
self
.
bag
.
pop
(
0
)
factory
.
tiles
[
tile
]
+=
1
factory
.
total
+=
1
# Setup a new round of play be resetting each of the factory displays
# and the centre tile pool
def
SetupNewRound
(
self
):
# Reset contents of each factory display
for
fd
in
self
.
factories
:
self
.
InitialiseFactory
(
fd
)
for
tile
in
Tile
:
self
.
centre_pool
.
tiles
[
tile
]
=
0
self
.
first_player_taken
=
False
self
.
first_player
=
self
.
next_first_player
self
.
next_first_player
=
-
1
for
plr
in
self
.
players
:
plr
.
player_trace
.
StartRound
()
# Execute end of round actions (scoring and clean up)
def
ExecuteEndOfRound
(
self
):
# Each player scores for the round, and we add tiles to the
# used bag (if appropriate).
for
plr
in
self
.
players
:
_
,
used
=
plr
.
ScoreRound
()
self
.
bag_used
.
extend
(
used
)
# Execute move by given player
def
ExecuteMove
(
self
,
player_id
,
move
):
plr_state
=
self
.
players
[
player_id
]
plr_state
.
player_trace
.
moves
[
-
1
].
append
(
move
)
# The player is taking tiles from the centre
if
move
[
0
]
==
Move
.
TAKE_FROM_CENTRE
:
tg
=
move
[
2
]
if
not
self
.
first_player_taken
:
plr_state
.
GiveFirstPlayerToken
()
self
.
first_player_taken
=
True
self
.
next_first_player
=
player_id
if
tg
.
num_to_floor_line
>
0
:
ttf
=
[]
for
i
in
range
(
tg
.
num_to_floor_line
):
ttf
.
append
(
tg
.
tile_type
)
plr_state
.
AddToFloor
(
ttf
)
self
.
bag_used
.
extend
(
ttf
)
if
tg
.
num_to_pattern_line
>
0
:
plr_state
.
AddToPatternLine
(
tg
.
pattern_line_dest
,
tg
.
num_to_pattern_line
,
tg
.
tile_type
)
# Remove tiles from the centre
self
.
centre_pool
.
RemoveTiles
(
tg
.
number
,
tg
.
tile_type
)
elif
move
[
0
]
==
Move
.
TAKE_FROM_FACTORY
:
tg
=
move
[
2
]
if
tg
.
num_to_floor_line
>
0
:
ttf
=
[]
for
i
in
range
(
tg
.
num_to_floor_line
):
ttf
.
append
(
tg
.
tile_type
)
plr_state
.
AddToFloor
(
ttf
)
self
.
bag_used
.
extend
(
ttf
)
if
tg
.
num_to_pattern_line
>
0
:
plr_state
.
AddToPatternLine
(
tg
.
pattern_line_dest
,
tg
.
num_to_pattern_line
,
tg
.
tile_type
)
# Remove tiles from the factory display
fid
=
move
[
1
]
fac
=
self
.
factories
[
fid
]
fac
.
RemoveTiles
(
tg
.
number
,
tg
.
tile_type
)
# All remaining tiles on the factory display go into the
# centre!
for
tile
in
Tile
:
num_on_fd
=
fac
.
tiles
[
tile
]
if
num_on_fd
>
0
:
self
.
centre_pool
.
AddTiles
(
num_on_fd
,
tile
)
fac
.
RemoveTiles
(
num_on_fd
,
tile
)
def
__str__
(
self
):
str1
=
''
i
=
0
for
f
in
self
.
factories
:
list
=
[
v
for
k
,
v
in
f
.
tiles
.
items
()]
str1
+=
'
f
'
+
str
(
i
)
+
'
:
'
+
list
.
__str__
()
+
'
\t
'
i
+=
1
list
=
[
v
for
k
,
v
in
self
.
centre_pool
.
tiles
.
items
()]
str1
+=
'
cp:
'
+
list
.
__str__
()
+
'
\t
'
+
'
\n
'
return
str1
def
detail_str
(
self
):
str1
=
''
i
=
0
for
f
in
self
.
factories
:
list
=
[
v
for
k
,
v
in
f
.
tiles
.
items
()]
str1
+=
'
f
'
+
str
(
i
)
+
'
:
'
+
list
.
__str__
()
+
'
\t
'
i
+=
1
list
=
[
v
for
k
,
v
in
self
.
centre_pool
.
tiles
.
items
()]
str1
+=
'
cp:
'
+
list
.
__str__
()
+
'
\t
'
+
'
\n
'
for
i
in
range
(
len
(
self
.
players
)):
str1
+=
PlayerToString
(
i
,
self
.
players
[
i
])
return
str1
# Class representing a policy for playing AZUL.
class
Player
(
object
):
def
__init__
(
self
,
_id
):
self
.
id
=
_id
super
().
__init__
()
# Given a set of available moves for the player to execute, and
# a copy of the current game state (including that of the player),
# select one of the moves to execute.
def
SelectMove
(
self
,
moves
,
game_state
):
return
random
.
choice
(
moves
)
# Class that facilities a simulation of a game of AZUL.
class
GameRunner
:
def
__init__
(
self
,
player_list
,
seed
):
random
.
seed
(
seed
)
# Make sure we are forming a valid game, and that player
# id's range from 0 to N-1, where N is the number of players.
assert
(
len
(
player_list
)
<=
4
)
assert
(
len
(
player_list
)
>
1
)
i
=
0
for
plyr
in
player_list
:
assert
(
plyr
.
id
==
i
)
i
+=
1
self
.
game_state
=
GameState
(
len
(
player_list
))
self
.
players
=
player_list
def
Run
(
self
,
log_state
):
player_order
=
[]
for
i
in
range
(
self
.
game_state
.
first_player
,
len
(
self
.
players
)):
player_order
.
append
(
i
)
for
i
in
range
(
0
,
self
.
game_state
.
first_player
):
player_order
.
append
(
i
)
game_continuing
=
True
for
plr
in
self
.
game_state
.
players
:
plr
.
player_trace
.
StartRound
()
while
game_continuing
:
for
i
in
player_order
:
plr_state
=
self
.
game_state
.
players
[
i
]
moves
=
plr_state
.
GetAvailableMoves
(
self
.
game_state
)
gs_copy
=
copy
.
deepcopy
(
self
.
game_state
)
moves_copy
=
copy
.
deepcopy
(
moves
)
selected
=
self
.
players
[
i
].
SelectMove
(
moves_copy
,
gs_copy
)
#print(gs_copy)
#print(selected[1],selected[2])
assert
(
ValidMove
(
selected
,
moves
))
if
log_state
:
print
(
"
\n
Player {} has chosen the following move:
"
.
format
(
i
))
print
(
MoveToString
(
i
,
selected
))
print
(
"
\n
"
)
self
.
game_state
.
ExecuteMove
(
i
,
selected
)
if
log_state
:
print
(
"
The new player state is:
"
)
print
(
PlayerToString
(
i
,
plr_state
))
if
not
self
.
game_state
.
TilesRemaining
():
break
# Have we reached the end of round?
if
self
.
game_state
.
TilesRemaining
():
continue
# It is the end of round
if
log_state
:
print
(
"
ROUND HAS ENDED
"
)
self
.
game_state
.
ExecuteEndOfRound
()
# Is it the end of the game?
for
i
in
player_order
:
plr_state
=
self
.
game_state
.
players
[
i
]
completed_rows
=
plr_state
.
GetCompletedRows
()
if
completed_rows
>
0
:
game_continuing
=
False
break
# Set up the next round
if
game_continuing
:
self
.
game_state
.
SetupNewRound
()
player_order
=
[]
for
i
in
range
(
self
.
game_state
.
first_player
,
len
(
self
.
players
)):
player_order
.
append
(
i
)
for
i
in
range
(
0
,
self
.
game_state
.
first_player
):
player_order
.
append
(
i
)
scores
=
[
self
.
game_state
.
players
[
0
].
score
,
self
.
game_state
.
players
[
1
].
score
]
set_round_recorder
(
scores
)
print
(
get_round_recorder
())
print
(
get_pre_r
())
if
log_state
:
print
(
"
THE GAME HAS ENDED
"
)
# Score player bonuses
player_traces
=
{}
for
i
in
player_order
:
plr_state
=
self
.
game_state
.
players
[
i
]
plr_state
.
EndOfGameScore
()
# Update the evaluation result
player_traces
[
i
]
=
(
plr_state
.
score
,
plr_state
.
player_trace
,
plr_state
.
score_without_bouns
,
plr_state
.
rows_finished
,
plr_state
.
columns_finished
,
plr_state
.
sets_finished
,
plr_state
.
penalties
,
plr_state
.
bonus_received
)
scores
=
[
self
.
game_state
.
players
[
0
].
score
,
self
.
game_state
.
players
[
1
].
score
]
set_round_recorder
(
scores
)
print
(
get_round_recorder
())
print
(
get_pre_r
())
# Return scores
return
player_traces
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