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Xiaofei Wang
AZULSimu
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df9593d4
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df9593d4
authored
5 years ago
by
Xiaofei Wang
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AZUL/utils.py
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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
enum
import
IntEnum
# There are 5 types of tiles in the game, each differentiated by colour.
class
Tile
(
IntEnum
):
BLUE
=
0
YELLOW
=
1
RED
=
2
BLACK
=
3
WHITE
=
4
# There are 2 types of moves a player can perform in the game
class
Move
(
IntEnum
):
TAKE_FROM_FACTORY
=
1
TAKE_FROM_CENTRE
=
2
# Bundle together a player's activity in the game for use in
# updating a policy
class
PlayerTrace
:
def
__init__
(
self
,
pid
):
# Player ID
self
.
id
=
pid
# Round by round move history
self
.
moves
=
[]
# Round by round scores
self
.
round_scores
=
[]
# Bonus scores
self
.
bonuses
=
0
def
StartRound
(
self
):
self
.
moves
.
append
(
list
())
self
.
round_scores
.
append
(
0
)
# Structure recording the number, type, and destination of tiles
# collected by a player. Note that the sum of 'num_to_pattern_line'
# and 'num_to_floor_line' must equal 'number'.
class
TileGrab
:
def
__init__
(
self
):
self
.
tile_type
=
-
1
self
.
number
=
0
self
.
pattern_line_dest
=
-
1
self
.
num_to_pattern_line
=
0
self
.
num_to_floor_line
=
0
def
__str__
(
self
):
str_tile
=
str
(
self
.
tile_type
)[
5
]
if
str
(
self
.
tile_type
)[
-
1
]
!=
'
K
'
else
'
K
'
string
=
'
->{:2} {}({})
'
.
format
(
self
.
pattern_line_dest
,
str_tile
,
self
.
number
)
return
string
def
SameTG
(
tg1
,
tg2
):
if
tg1
.
tile_type
!=
tg2
.
tile_type
:
return
False
if
tg1
.
number
!=
tg2
.
number
:
return
False
if
tg1
.
pattern_line_dest
!=
tg2
.
pattern_line_dest
:
return
False
if
tg1
.
num_to_pattern_line
!=
tg2
.
num_to_pattern_line
:
return
False
if
tg1
.
num_to_floor_line
!=
tg2
.
num_to_floor_line
:
return
False
return
True
def
ValidMove
(
c
,
moves
):
for
m
in
moves
:
if
c
[
0
]
==
m
[
0
]
and
c
[
1
]
==
m
[
1
]
and
SameTG
(
c
[
2
],
m
[
2
]):
return
True
return
False
def
TileToString
(
tile
):
if
tile
==
Tile
.
RED
:
return
"
red (R)
"
elif
tile
==
Tile
.
BLUE
:
return
"
blue (B)
"
elif
tile
==
Tile
.
WHITE
:
return
"
white (W)
"
elif
tile
==
Tile
.
BLACK
:
return
"
black (K)
"
elif
tile
==
Tile
.
YELLOW
:
return
"
yellow (Y)
"
else
:
return
"
unknown (U)
"
def
TileToShortString
(
tile
):
if
tile
==
Tile
.
RED
:
return
"
R
"
elif
tile
==
Tile
.
BLUE
:
return
"
B
"
elif
tile
==
Tile
.
WHITE
:
return
"
W
"
elif
tile
==
Tile
.
BLACK
:
return
"
K
"
elif
tile
==
Tile
.
YELLOW
:
return
"
Y
"
else
:
return
"
U
"
def
B2S
(
binary
):
if
binary
==
0
:
return
"
_
"
else
:
return
"
x
"
def
MoveToString
(
player_id
,
move
):
tg
=
move
[
2
]
if
move
[
0
]
==
Move
.
TAKE_FROM_FACTORY
:
desc1
=
"
Player {} takes {} {} tiles from factory {}
"
.
format
(
player_id
,
tg
.
number
,
TileToString
(
tg
.
tile_type
),
move
[
1
]
+
1
)
if
tg
.
num_to_pattern_line
>
0
:
desc1
+=
"
\n
{} {} placed in pattern line {}
"
.
format
(
tg
.
num_to_pattern_line
,
TileToShortString
(
tg
.
tile_type
),
tg
.
pattern_line_dest
+
1
)
if
tg
.
num_to_floor_line
>
0
:
desc1
+=
"
\n
{} {} placed in floor line
"
.
format
(
tg
.
num_to_floor_line
,
TileToShortString
(
tg
.
tile_type
))
return
desc1
elif
move
[
0
]
==
Move
.
TAKE_FROM_CENTRE
:
desc1
=
"
Player {} takes {} {} tiles from centre
"
.
format
(
player_id
,
tg
.
number
,
TileToString
(
tg
.
tile_type
))
if
tg
.
num_to_pattern_line
>
0
:
desc1
+=
"
\n
{} {} placed in pattern line {}
"
.
format
(
tg
.
num_to_pattern_line
,
TileToShortString
(
tg
.
tile_type
),
tg
.
pattern_line_dest
+
1
)
if
tg
.
num_to_floor_line
>
0
:
desc1
+=
"
\n
{} {} placed in floor line
"
.
format
(
tg
.
num_to_floor_line
,
TileToShortString
(
tg
.
tile_type
))
return
desc1
return
"
Unknown Move
"
def
PlayerToString
(
player_id
,
ps
):
desc
=
"
Player {} score {}
\n
"
.
format
(
player_id
,
ps
.
score
)
# Add pattern lines states to description
for
i
in
range
(
ps
.
GRID_SIZE
):
filled
=
""
if
ps
.
lines_tile
[
i
]
!=
-
1
:
tt
=
ps
.
lines_tile
[
i
]
ts
=
TileToShortString
(
tt
)
num
=
ps
.
lines_number
[
i
]
filled
=
""
for
j
in
range
(
num
):
filled
+=
"
{}
"
.
format
(
ts
)
for
j
in
range
(
num
,
i
+
1
):
filled
+=
"
_
"
for
j
in
range
(
i
+
1
,
5
):
filled
+=
"
"
else
:
assert
ps
.
lines_number
[
i
]
==
0
for
j
in
range
(
i
+
1
):
filled
+=
"
_
"
for
j
in
range
(
i
+
1
,
5
):
filled
+=
"
"
# Add corresponding grid line
if
i
==
0
:
filled
+=
"
{}/B {}/Y {}/R {}/K {}/W
\n
"
.
format
(
B2S
(
ps
.
grid_state
[
0
][
0
]),
B2S
(
ps
.
grid_state
[
0
][
1
]),
B2S
(
ps
.
grid_state
[
0
][
2
]),
B2S
(
ps
.
grid_state
[
0
][
3
]),
B2S
(
ps
.
grid_state
[
0
][
4
]))
elif
i
==
1
:
filled
+=
"
{}/W {}/B {}/Y {}/R {}/K
\n
"
.
format
(
B2S
(
ps
.
grid_state
[
1
][
0
]),
B2S
(
ps
.
grid_state
[
1
][
1
]),
B2S
(
ps
.
grid_state
[
1
][
2
]),
B2S
(
ps
.
grid_state
[
1
][
3
]),
B2S
(
ps
.
grid_state
[
1
][
4
]))
elif
i
==
2
:
filled
+=
"
{}/K {}/W {}/B {}/Y {}/R
\n
"
.
format
(
B2S
(
ps
.
grid_state
[
2
][
0
]),
B2S
(
ps
.
grid_state
[
2
][
1
]),
B2S
(
ps
.
grid_state
[
2
][
2
]),
B2S
(
ps
.
grid_state
[
2
][
3
]),
B2S
(
ps
.
grid_state
[
2
][
4
]))
elif
i
==
3
:
filled
+=
"
{}/R {}/K {}/W {}/B {}/Y
\n
"
.
format
(
B2S
(
ps
.
grid_state
[
3
][
0
]),
B2S
(
ps
.
grid_state
[
3
][
1
]),
B2S
(
ps
.
grid_state
[
3
][
2
]),
B2S
(
ps
.
grid_state
[
3
][
3
]),
B2S
(
ps
.
grid_state
[
3
][
4
]))
elif
i
==
4
:
filled
+=
"
{}/Y {}/R {}/K {}/W {}/B
"
.
format
(
B2S
(
ps
.
grid_state
[
4
][
0
]),
B2S
(
ps
.
grid_state
[
4
][
1
]),
B2S
(
ps
.
grid_state
[
4
][
2
]),
B2S
(
ps
.
grid_state
[
4
][
3
]),
B2S
(
ps
.
grid_state
[
4
][
4
]))
desc
+=
"
Line {} {}
"
.
format
(
i
+
1
,
filled
)
desc
+=
"
\n
"
# Add floor state to description
floor
=
"
Floor line
"
for
i
in
ps
.
floor
:
if
i
==
1
:
floor
+=
"
x
"
else
:
floor
+=
"
_
"
desc
+=
floor
desc
+=
"
\n
"
return
desc
def
TileDisplayToString
(
td
):
if
td
.
total
==
0
:
return
"
No Tiles
"
res
=
""
for
tile
in
Tile
:
if
td
.
tiles
[
tile
]
>
0
:
res
+=
"
{}x{}
"
.
format
(
td
.
tiles
[
tile
],
TileToShortString
(
tile
))
return
res
def
BoardToString
(
game_state
):
# return description of centre pool and factory tiles
desc
=
""
i
=
1
for
fd
in
game_state
.
factories
:
contents
=
TileDisplayToString
(
fd
)
desc
+=
"
Factory {} has {}
\n
"
.
format
(
i
,
contents
)
i
+=
1
desc
+=
"
Centre has {}
"
.
format
(
TileDisplayToString
(
game_state
.
centre_pool
)
)
if
game_state
.
first_player_taken
:
desc
+=
"
\n
"
else
:
desc
+=
"
+ first player token (-1)
\n
"
return
desc
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