Example #1
0
 def applyHeuristic(self, game: Game):
     self.stepstoWin += 1
     q = PriorityQueue()
     bonusSoldiers = game.bonusSoldiers(self.isRed)
     cityListId = game.citiesOf(self.isRed)
     game = self.bonusArmyPlacing(bonusSoldiers, game, self.isRed)
     randomId = random.choice(cityListId)
     canAttack = False
     for cityId in cityListId:
         for neighbourId in game.map.graph[cityId]:
             neighbour = game.cityList[neighbourId]
             city = game.cityList[cityId]
             if (city.armyCount > neighbour.armyCount + 1
                     and city.isRedArmy != neighbour.isRedArmy):
                 canAttack = True
                 q.put((self.GreedyHeurictic(city, neighbour,
                                             game), city, neighbour))
     if (canAttack == False):
         return game
     if (q.not_empty):
         next_item = q.get()
         fromCity = next_item[1]
         toCity = next_item[2]
         print(fromCity)
         print(toCity)
         self.attack(fromCity.id, toCity.id, fromCity.armyCount - 1, game)
     self.evaluate()
     return game
Example #2
0
 def applyHeuristic(self, game: Game) -> Game:
     cityListId = game.citiesOf(self.isRedPlayer)
     bonusArmy = game.bonusSoldiers(self.isRedPlayer)
     minimumTerritor = self.calculateMinimumTerritory(cityListId, game)
     if minimumTerritor != None:
         game.addSoldiersToCity(minimumTerritor.id, bonusArmy)
     return game
Example #3
0
    def heuristicFromCity(self, maxIsRed, myCityId: int, game: Game):
        result = 0
        myCity = game.cityList[myCityId]

        if (myCity.isRedArmy == maxIsRed):
            bonusSoldiers = game.bonusSoldiers(not maxIsRed)
            maxCityId = myCityId
            for minCityId in game.map.graph[maxCityId]:
                if (game.cityList[minCityId].isRedArmy !=
                        game.cityList[maxCityId].isRedArmy):
                    if (game.canAttack2(maxCityId, 0, minCityId, 0)):
                        result += 1
                    if (game.canAttack2(maxCityId, 0, minCityId,
                                        bonusSoldiers)):
                        result += 2
                    if (not game.canAttack2(minCityId, 0, maxCityId, 0)):
                        result += 3
                    if (not game.canAttack2(minCityId, bonusSoldiers,
                                            maxCityId, 0)):
                        result += 4

        else:
            bonusSoldiers = game.bonusSoldiers(maxIsRed)
            minCityId = myCityId
            for maxCityId in game.map.graph[minCityId]:
                if (game.cityList[minCityId].isRedArmy !=
                        game.cityList[maxCityId].isRedArmy):
                    if (game.canAttack2(maxCityId, bonusSoldiers, minCityId,
                                        0)):
                        result += 1
                    if (game.canAttack2(maxCityId, 0, minCityId, 0)):
                        result += 2
                    if (not game.canAttack2(minCityId, 0, maxCityId,
                                            bonusSoldiers)):
                        result += 3
                    if (not game.canAttack2(minCityId, 0, maxCityId, 0)):
                        result += 4
        return result
Example #4
0
 def applyHeuristic(self, game: Game) -> Game:
     """
         the actions taken are:
             1. place all bonus army in my city with minimum number of soldiers
             2. attack enemy city with minimum number of soldiers that can be attacked
     """
     myCities = game.citiesOf(self.isRedPlayer)
     myMinArmyCityId = self.minArmyCityId(game, myCities)
     game.placeBonusSoldiers(myMinArmyCityId,
                             game.bonusSoldiers(self.isRedPlayer))
     bestUId, bestVId = self.hisMinArmyCityToAttack(game, myCities)
     if bestUId != -1 and bestVId != -1:
         game.move(bestUId, bestVId, game.cityList[bestVId].armyCount + 1)
     return game
Example #5
0
 def applyHeuristic(self, game: Game) -> Game:
     cityListId = game.citiesOf(self.isRedPlayer)
     bonusArmy = game.bonusSoldiers(self.isRedPlayer)
     maxCity = self.calculateMaxCity(cityListId, game)
     if maxCity != None:
         game.addSoldiersToCity(maxCity.id, bonusArmy)
     # attack all neighbour cities with most armies
     for cityId in cityListId:
         for neighbourId in game.map.graph[cityId]:
             neighbour = game.cityList[neighbourId]
             city = game.cityList[cityId]
             if neighbour.armyCount < city.armyCount - 1 and neighbour.isRedArmy != city.isRedArmy:
                 game.move(city.id, neighbour.id, city.armyCount - 1)
     return game
Example #6
0
    def adjacentStates(self, game: Game):
        bonusArmyPossibilities = list()
        cityListId = game.citiesOf(self.isRedPlayer)
        bonusArmy = game.bonusSoldiers(self.isRedPlayer)

        for cityId in cityListId:
            gameCopy = deepcopy(game)
            gameCopy.addSoldiersToCity(cityId, bonusArmy)
            bonusArmyPossibilities.append(gameCopy)

        attackingPossibilities = list()
        for gameStatee in bonusArmyPossibilities:
            cityListId = gameStatee.citiesOf(self.isRedPlayer)
            for cityId in cityListId:
                city = gameStatee.cityList[cityId]
                for neighbourId in gameStatee.map.graph[cityId]:
                    neighbour = gameStatee.cityList[neighbourId]
                    if city.armyCount > neighbour.armyCount + 1 and city.isRedArmy != neighbour.isRedArmy:
                        gameCopy = deepcopy(gameStatee)
                        gameCopy.move(cityId, neighbourId,
                                      neighbour.armyCount + 1)
                        attackingPossibilities.append(gameCopy)

        return attackingPossibilities
Example #7
0
 def __mySecuredCityWeightCalculator(self, isRedPlayer: bool, game: Game,
                                     myCityId: int, enemyCityId: int):
     hisBonus = game.bonusSoldiers(not isRedPlayer)
     return MY_STRONG_CITY_WEIGHT if (game.cityList[myCityId].armyCount >=
                                      game.cityList[enemyCityId].armyCount +
                                      hisBonus) else MY_WEAK_CITY_WEIGHT