Beispiel #1
0
 def update(self, game_info, history, request, breakdown):
     super().update(game_info, history, request, breakdown)
     poss, wolfs, scores = breakdown.getTop()
     if poss[0] != 0:
         human = [
             x for x in range(1, 16)
             if x not in wolfs and x not in self.deadlist
         ]
         human.sort(key=lambda x: scores[x][0])
         self.tar = human[-1]
         self.hold = human[0]
         if game_info['day'] != 0:
             if scores[human[0],
                       1] > 1.2 and not self.voted and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(10 * scores[human[0], 1], cb.vote(self.hold)))
                 self.voted = True
             if len(human) >= 2 and scores[
                     human[1],
                     1] > 1.1 and not self.requested and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(20 * scores[human[1], 1],
                          cb.request(cb.request_div(human[1]))))
                 self.requested = True
             if scores[human[0],
                       1] > 1.0 and not self.estimated and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(30, cb.estimate(human[0], "WEREWOLF")))
                 self.estimated = True
Beispiel #2
0
    def talk(self):
        print("Executing talk...")

        if self.role == "WEREWOLF":
            if self.player_map[self.current_target]["revenge"] is False:
                print("Voting on random target")
            else:
                print("Voting for revenge!")

            # Talking against a target has 3 steps: (0) first estimate,
            # then (1) state your vote, then (>2) start requesting other
            # agents to vote against the current target
            if self.player_map[self.current_target]["targetStatus"] == 0:
                talk = cb.estimate(self.current_target, "WEREWOLF")
            elif self.player_map[self.current_target]["targetStatus"] == 1:
                talk = cb.vote(self.current_target)
            else:
                talk = cb.request(cb.vote(self.current_target))

            self.player_map[self.current_target]["targetStatus"] += 1

        else:
            selected = randomPlayerId(self.base_info)
            talk = cb.vote(selected)

        return talk
Beispiel #3
0
 def whisper(self):
     print("Executing whisper...")
     if self.current_target != None:
         selected = self.current_target
         print("Whispering request against current target: " +
               str(selected))
     else:
         selected = randomPlayerId(self.base_info)
         print("Whispering request against random agent: " + str(selected))
     return cb.request(cb.attack(selected))
Beispiel #4
0
    def whisper(self):
        #print("Whispering: ")
        for agent, val in self.player_map.items():
            if (self.player_map[agent]["dangerous_agent"] == True) and (self.dayTarget != int(agent)) and (agent not in self.base_info["roleMap"].keys()):
                self.nightTarget = int(agent)
                break

        if self.nightTarget == None:
            ids = []
            for key,value in self.base_info["statusMap"].items():
        	       if value == "ALIVE" and int(key) != self.id:
        	              ids.append(int(key))

            self.nightTarget = random.choice(ids)

        return cb.request(cb.attack(self.nightTarget))
Beispiel #5
0
 def update(self, game_info, history, request, breakdown):
   super().update(game_info, history, request, breakdown)
   poss, wolf, seer, scores= breakdown.getTop()
   wolf = wolf[0]
   seer = seer[0]
   poss = poss[0]
   self.tar = wolf
   self.hold = poss
   if game_info['day'] != 0:
     if scores[wolf, 2] > 1.02 and not self.voted and self.skcnt < 2:
       self.talkQueue.push(Node(10 * scores[wolf, 2] ,cb.vote(self.tar)))
       self.voted = True
     if scores[wolf, 2] > 1.01 and not self.requested and self.skcnt < 2:
       self.talkQueue.push(Node(20 * scores[wolf, 2],cb.request(cb.request_div(self.hold))))
       self.requested = True
     if scores[wolf, 2] > 1.0 and not self.estimated and self.skcnt < 2:
       self.talkQueue.push(Node(30,cb.estimate(wolf, "WEREWOLF")))
       self.estimated = True
Beispiel #6
0
 def update(self, game_info, history, request, breakdown):
     super().update(game_info, history, request, breakdown)
     if request == 'DAILY_INITIALIZE':
         for i in range(history.shape[0]):
             if history['type'][i] == 'identify':
                 self.reported = False
                 self.ability_result = history['text'][i]
                 print("ab: " + self.ability_result)
                 text = history['text'][i].split()
                 dst = self.getAgentIdx(text[1])
                 species = text[2]
                 if species == "WEREWOLF":
                     breakdown.updateDeterministic(dst, 1)
                 else:
                     breakdown.updateAttacked(dst)
         if self.ability_result != '':
             self.talkQueue.push(Node(100, self.ability_result))
     poss, wolfs, scores = breakdown.getTop()
     if poss[0] != 0:
         wolfs = sorted(wolfs, key=lambda x: scores[int(x), 1])
         self.tar = wolfs[-1]
         self.hold = wolfs[0]
         if game_info['day'] != 0:
             if scores[wolfs[-1],
                       1] > 1.15 and not self.voted and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(10 * scores[wolfs[-1], 1], cb.vote(self.tar)))
                 self.voted = True
             if scores[wolfs[-1],
                       1] > 1.1 and not self.requested and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(20 * scores[wolfs[0], 1],
                          cb.request(cb.request_div(self.hold))))
                 self.requested = True
             if scores[wolfs[-1],
                       1] > 1.0 and not self.estimated and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(30, cb.estimate(wolfs[1], "WEREWOLF")))
                 self.estimated = True
Beispiel #7
0
 def update(self, game_info, history, request, breakdown):
     super().update(game_info, history, request, breakdown)
     if game_info['day'] != 2:
         if request == 'DAILY_INITIALIZE':
             self.reported = False
             self.ability_result = ''
         poss, wolf, seer, scores = breakdown.getTop()
         wolf = wolf[0]
         seer = seer[0]
         poss = poss[0]
         human = [x for x in range(1, 6) if x != wolf]
         human.sort(key=lambda x: scores[int(x), 0])
         self.tar = human[-1]
         self.hold = human[0]
         if game_info['day'] != 0:
             if scores[human[0],
                       2] > 1.02 and not self.voted and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(10 * scores[human[0], 2], cb.vote(self.hold)))
                 self.voted = True
             if scores[human[1],
                       2] > 1.01 and not self.requested and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(20 * scores[human[1], 2],
                          cb.request(cb.request_div(human[1]))))
                 self.requested = True
             if scores[human[0],
                       2] > 1.0 and not self.estimated and self.skcnt < 2:
                 self.talkQueue.push(
                     Node(30, cb.estimate(human[0], "WEREWOLF")))
                 self.estimated = True
     else:
         for i in range(history.shape[0]):
             if history.type[i] == "talk":
                 txt = history.text[i].split()
                 if txt[0] == "COMINGOUT" and txt[2] == "POSSESSED":
                     self.hold = self.getAgentIdx(txt[1])
                     self.tar = self.getAgentIdx(txt[1])
Beispiel #8
0
    def update(self, game_info, history, request, breakdown):
        super().update(game_info, history, request, breakdown)
        poss, wolfs, scores = breakdown.getTop()
        wolfs = sorted([x for x in wolfs if x not in self.deadlist],
                       key=lambda x: scores[int(x), 1])

        self.tar = wolfs[-1]
        self.hold = wolfs[0]
        if game_info['day'] != 0:
            if scores[wolfs[-1],
                      1] > 1.15 and not self.voted and self.skcnt < 2:
                self.talkQueue.push(
                    Node(10 * scores[wolfs[-1], 1], cb.vote(self.tar)))
                self.voted = True
            if self.tar != self.hold and self.skcnt < 2:
                if scores[wolfs[-1], 1] > 1.1 and not self.requested:
                    self.talkQueue.push(
                        Node(20 * scores[wolfs[0], 1],
                             cb.request(cb.request_div(self.hold))))
                    self.requested = True
                if scores[wolfs[-1], 1] > 1.0 and not self.estimated:
                    self.talkQueue.push(
                        Node(30, cb.estimate(wolfs[1], "WEREWOLF")))
                    self.estimated = True