Example #1
0
 def _add_noise(noise, s1, s2):
     r = random.random()
     if r < noise:
         s1 = flip_action(s1)
     r = random.random()
     if r < noise:
         s2 = flip_action(s2)
     return s1, s2
Example #2
0
    def strategy(self, opponent):
        # Random first move
        if not self.history:
            return random_choice()

        # Act opposite of opponent otherwise
        return flip_action(opponent.history[-1])
Example #3
0
 def strategy(self, opponent):
     # Random first move
     if not self.history:
         return random_choice();
     
     # Act opposite of opponent otherwise
     return flip_action(opponent.history[-1])
Example #4
0
 def strategy(self, opponent):
     # Defect on the first move
     if not opponent.history:
         return D
     # Am I TFT?
     if self.is_TFT:
         return D if opponent.history[-1:] == [D] else C
     else:
         # Did opponent defect?
         if opponent.history[-1] == D:
             self.is_TFT = True
             return C
         if len(self.history) in [1, 2]:
             return C
         # Alternate C and D
         return flip_action(self.history[-1])
Example #5
0
 def strategy(self, opponent):
     # Defect on the first move
     if not opponent.history:
         return D
     # Am I TFT?
     if self.is_TFT:
         return D if opponent.history[-1:] == [D] else C
     else:
         # Did opponent defect?
         if opponent.history[-1] == D:
             self.is_TFT = True
             return C
         if len(self.history) in [1, 2]:
             return C
         # Alternate C and D
         return flip_action(self.history[-1])
Example #6
0
    def strategy(self, opponent):
        round_number = len(self.history) + 1
        # According to internet sources, the original implementation defected
        # on the first two moves. Otherwise it wins (if this code is removed
        # and the comment restored.
        # http://www.sci.brooklyn.cuny.edu/~sklar/teaching/f05/alife/notes/azhar-ipd-Oct19th.pdf

        if self.revised:
            if round_number == 1:
                self.move = C
                return self.move
        elif not self.revised:
            if round_number <= 2:
                self.move = D
                return self.move

        # Update various counts
        if round_number > 2:
            if self.history[-1] == D:
                if opponent.history[-1] == C:
                    self.nice2 += 1
                self.total_D += 1
                self.bad = float(self.nice2) / self.total_D
            else:
                if opponent.history[-1] == C:
                    self.nice1 += 1
                self.total_C += 1
                self.good = float(self.nice1) / self.total_C
        # Make a decision based on the accrued counts
        c = 6.0 * self.good - 8.0 * self.bad - 2
        alt = 4.0 * self.good - 5.0 * self.bad - 1
        if (c >= 0 and c >= alt):
            self.move = C
        elif (c >= 0 and c < alt) or (alt >= 0):
            self.move = flip_action(self.move)
        else:
            self.move = D
        return self.move
Example #7
0
    def strategy(self, opponent):
        round_number = len(self.history) + 1
        # According to internet sources, the original implementation defected
        # on the first two moves. Otherwise it wins (if this code is removed
        # and the comment restored.
        # http://www.sci.brooklyn.cuny.edu/~sklar/teaching/f05/alife/notes/azhar-ipd-Oct19th.pdf

        if self.revised:
            if round_number == 1:
                self.move = C
                return self.move
        elif not self.revised:
            if round_number <= 2:
                self.move = D
                return self.move

        # Update various counts
        if round_number > 2:
            if self.history[-1] == D:
                if opponent.history[-1] == C:
                    self.nice2 += 1
                self.total_D += 1
                self.bad = float(self.nice2) / self.total_D
            else:
                if opponent.history[-1] == C:
                    self.nice1 += 1
                self.total_C += 1
                self.good = float(self.nice1) / self.total_C
        # Make a decision based on the accrued counts
        c = 6.0 * self.good - 8.0 * self.bad - 2
        alt = 4.0 * self.good - 5.0 * self.bad - 1
        if (c >= 0 and c >= alt):
            self.move = C
        elif (c >= 0 and c < alt) or (alt >= 0):
            self.move = flip_action(self.move)
        else:
            self.move = D
        return self.move
Example #8
0
 def test_flip_action(self):
     self.assertEqual(flip_action(D), C)
     self.assertEqual(flip_action(C), D)
Example #9
0
    def test_flip_action(self):
        self.assertEqual(flip_action(D), C)
        self.assertEqual(flip_action(C), D)

        with self.assertRaises(ValueError):
            flip_action('R')
Example #10
0
    def test_flip_action(self):
        self.assertEqual(flip_action(Actions.D), Actions.C)
        self.assertEqual(flip_action(Actions.C), Actions.D)

        with self.assertRaises(ValueError):
            flip_action('R')