Example #1
0
 def add_card(self, state):
     possible_cards = self.adding_card_options(state.table)
     if possible_cards:
         card_to_add = choose_min_card(possible_cards,
                                       state.trump_card.suit)
         return self.add_card_helper(card_to_add, state)
     self.no_cards_msg(state)
Example #2
0
    def attack(self, state):
        possible_cards = self.get_attack_options(state.table)
        if len(state.deck.get_cards()) == 0:
            if len(possible_cards) == 0:
                return None
            attack_card = self.minmax_agent.get_action(state)
            if attack_card is None:
                attack_card = choose_min_card(possible_cards,
                                              state.trump_card.suit)
            return self.attack_helper(attack_card, state)

        if len(possible_cards) == 0:
            return None
        attack_card = choose_min_card(possible_cards, state.trump_card.suit)

        return self.attack_helper(attack_card, state)
Example #3
0
 def defend(self, state):
     possible_cards = self.get_defence_options(state.table,
                                               state.trump_card.suit)
     if possible_cards:
         defence_card = choose_min_card(possible_cards,
                                        state.trump_card.suit)
         return self.defence_helper(defence_card, state)
     self.no_defence(state)
Example #4
0
 def attack(self, state):
     if len(state.deck.playerCards) == 0:
         possible_cards = self.get_attack_options(state.table)
         if len(possible_cards) == 0:
             return None
         attack_card = random.choice(possible_cards)
         return self.attack_helper(attack_card, state)
     possible_cards = self.get_attack_options(state.table)
     if len(possible_cards) == 0:
         return None
     attack_card = choose_min_card(possible_cards, state.trump_card.suit)
     return self.attack_helper(attack_card, state)
Example #5
0
 def add_card(self, state):
     if len(state.deck.playerCards) == 0:
         if self.adding_card_options(state.table):
             card_to_add = random.choice(
                 self.adding_card_options(state.table))
             return self.add_card_helper(card_to_add, state)
         self.no_cards_msg(state)
     possible_cards = self.adding_card_options(state.table)
     if possible_cards:
         card_to_add = choose_min_card(possible_cards,
                                       state.trump_card.suit)
         return self.add_card_helper(card_to_add, state)
     self.no_cards_msg(state)
Example #6
0
    def defend(self, state):
        possible_cards = self.get_defence_options(state.table,
                                                  state.trump_card.suit)
        if len(state.deck.cards) == 0:
            if possible_cards:
                defence_card = self.minmax_agent.get_action(state)
                if defence_card is None:
                    defence_card = choose_min_card(possible_cards,
                                                   state.trump_card.suit)
                if defence_card is not None:
                    return self.defence_helper(defence_card, state)
            self.no_defence(state)

        return self.q_learning_defence(possible_cards, state)
Example #7
0
 def defend(self, state):
     possible_cards = self.get_defence_options(state.table,
                                               state.trump_card.suit)
     if len(state.deck.playerCards) == 0:
         if possible_cards:
             defence_card = random.choice(
                 self.get_defence_options(state.table,
                                          state.trump_card.suit))
             return self.defence_helper(defence_card, state)
         self.no_defence(state)
     if possible_cards:
         defence_card = choose_min_card(possible_cards,
                                        state.trump_card.suit)
         return self.defence_helper(defence_card, state)
     self.no_defence(state)
Example #8
0
    def add_card(self, state):
        if len(state.deck.get_cards()) == 0:
            possible_cards = self.adding_card_options(state.table)
            if possible_cards:
                card_to_add = self.minmax_agent.get_action(state)
                if card_to_add is not None:
                    self.add_card_helper(card_to_add, state)

            self.no_cards_msg(state)

        possible_cards = self.adding_card_options(state.table)
        if possible_cards:
            card_to_add = choose_min_card(possible_cards,
                                          state.trump_card.suit)

            return self.add_card_helper(card_to_add, state)

        self.no_cards_msg(state)
Example #9
0
    def getFeatures(self, state, action):
        features = Util.Counter()

        trump_suit = state.trump_card.suit
        player_hand = state.current_player.get_cards()
        amount_cards = len(state.current_player.get_cards())
        suit_dict = self.get_suit_dict(player_hand)

        features["amount_trump"] = sum(1 for card in player_hand if card.suit == trump_suit) / \
                                 amount_cards if amount_cards != 0 else 0

        features["mean_number"] = sum(card.number
                                      for card in player_hand) / amount_cards

        features["variance_number"] = sum((features["mean_number"] - card.number) ** 2 for card in player_hand) / \
                                      amount_cards

        variance_mean = sum(suit_dict.values()) / 4
        features["variance_suit"] = sum((variance_mean - num_suit)**2
                                        for num_suit in suit_dict.values()) / 4

        features["cards_diff"] = (
            len(state.current_player.get_opponent(state).get_cards()) -
            len(state.current_player.get_cards())) / 36
        features["is_card_minimum"] = 1 if action == choose_min_card(
            state.current_player.options(state.table, state.trump_card.suit),
            state.trump_card.suit) else 0

        if len(state.deck.get_cards()) < 6:
            features["cards_on_hand"] = -amount_cards / (
                36 * (len(state.deck.get_cards()) + 1))

        if len(state.deck.get_cards()) == 0:
            opponent_hand = state.current_player.get_opponent(
                state).get_cards()
            self_suit_means = self.get_suit_means(player_hand)
            opponent_suit_means = self.get_suit_means(opponent_hand)

            features["amount_trump_opponent"] = -sum(1 for card in opponent_hand if card.suit == trump_suit) / \
                                                len(opponent_hand) if len(opponent_hand) != 0 else 0

            hearts_mean_diff = self_suit_means[0] - opponent_suit_means[0]
            spades_mean_diff = self_suit_means[1] - opponent_suit_means[1]
            diamnods_mean_diff = self_suit_means[2] - opponent_suit_means[2]
            clubs_mean_diff = self_suit_means[3] - opponent_suit_means[3]
            features["suits_means_diff"] = (
                hearts_mean_diff + spades_mean_diff + diamnods_mean_diff +
                clubs_mean_diff) / 4

            self_trumps = [
                card.number for card in player_hand if card.suit == trump_suit
            ]
            enemy_trumps = [
                card.number for card in opponent_hand
                if card.suit == trump_suit
            ]
            highest_self_trump = max(
                self_trumps) if len(self_trumps) != 0 else 0
            highest_enemy_trump = max(
                enemy_trumps) if len(enemy_trumps) != 0 else 0

            features[
                "highest_trump"] = 1 if highest_self_trump > highest_enemy_trump else -1

        return features
Example #10
0
 def attack(self, state):
     possible_cards = self.get_attack_options(state.table)
     if len(possible_cards) == 0:
         return None
     attack_card = choose_min_card(possible_cards, state.trump_card.suit)
     return self.attack_helper(attack_card, state)