Esempio n. 1
0
    def hint_first_free_card(self, round_info, player_number):
        original_player_number = player_number
        player_number = utils.next_player_number(round_info,
                                                 original_player_number)

        while player_number is not original_player_number:
            if player_number is round_info.player_turn:
                player_hand = round_info.true_hand_info()
            else:
                player_hand = utils.get_player_hand_by_number(
                    round_info, player_number)

            for card in player_hand:
                if card.revealed_rank is None:
                    return ChoiceDetails(
                        Choice.HINT, HintDetails(player_number,
                                                 card.real_rank))
                elif card.revealed_suit is None:
                    return ChoiceDetails(
                        Choice.HINT, HintDetails(player_number,
                                                 card.real_suit))
            player_number = utils.next_player_number(round_info, player_number)

        player_number = utils.next_player_number(round_info,
                                                 original_player_number)
        player_hand = utils.get_player_hand_by_number(round_info,
                                                      player_number)
        for card in player_hand:
            return ChoiceDetails(Choice.HINT,
                                 HintDetails(player_number, card.real_rank))
Esempio n. 2
0
    def check_for_forced_discard(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.true_hand_info()
        else:
            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)

        known = self.list_all_known_cards(round_info, player_number)
        remaining = utils.list_remaining_playable_cards(round_info)

        for card in player_hand:
            if known[card.real_suit][card.real_rank] > 1:
                return ChoiceDetails(Choice.DISCARD, card.hand_position)

        for card in player_hand:
            if remaining[card.real_suit][card.real_rank] > 1:
                return ChoiceDetails(Choice.DISCARD, card.hand_position)

        best_card_rank = -1
        best_card = None
        for card in player_hand:
            if card.real_rank.value > best_card_rank:
                best_card = card.hand_position
                best_card_rank = card.real_rank.value

        return ChoiceDetails(Choice.DISCARD, best_card)
    def play(self, round_info):
        possible_plays = round_info.true_hand_info().playable_cards(round_info)

        if len(possible_plays) == 0:
            return ChoiceDetails(Choice.DISCARD,
                                 choice(round_info.player_hand).hand_position)

        else:
            return ChoiceDetails(Choice.PLAY,
                                 choice(possible_plays).hand_position)
        """
    def check_for_play(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)

        for card in player_hand:
            if card.revealed_rank is not None and card.revealed_suit is not None and \
                    round_info.board_state[card.revealed_suit] + 1 is card.revealed_rank.value:
                return ChoiceDetails(Choice.PLAY, card.hand_position)

        return ChoiceDetails(Choice.PLAY,
                             random.choice(player_hand).hand_position)
Esempio n. 5
0
    def check_for_discard(self, round_info, player_number):
        if round_info.hints is utils.MAX_HINTS:
            return False

        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)

        unmarked = []
        for card in player_hand:
            if card.revealed_rank is None and card.revealed_suit is None:
                unmarked.append(card)

        if len(unmarked) is 0:
            for card in player_hand:
                if card.revealed_rank is None or card.revealed_suit is None:
                    unmarked.append(card)

        if len(unmarked) is 0:
            unmarked = player_hand

        return ChoiceDetails(Choice.DISCARD,
                             random.choice(unmarked).hand_position)
    def check_for_obvious_play(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)

        board_state_stars_align = round_info.board_state[utils.Suit.BLUE] + 1
        prev = False
        for suit in round_info.board_state:
            if prev is not False and round_info.board_state[suit] is not prev:
                board_state_stars_align = -1
            prev = round_info.board_state[suit]

        best_card = -1
        best_card_rank = 6

        for card in player_hand:
            if (card.is_playable(round_info) or
                (card.revealed_rank is not None and card.revealed_rank.value is board_state_stars_align)) and \
                    card.revealed_rank.value < best_card_rank:
                best_card = card.hand_position
                best_card_rank = card.revealed_rank.value

        if best_card >= 0:
            return ChoiceDetails(
                Choice.PLAY,
                best_card
            )
        return False
    def check_for_discard_tip(self, round_info, player_number, hint_pass_score=2.5, distance_to_player_multiplier=0.99):
        original_player_number = player_number
        player_number = utils.next_player_number(round_info, original_player_number)

        potential_discardable_ranks = {}
        potential_discardable_suits = {}
        while player_number is not original_player_number:
            potential_discardable_ranks[player_number] = {}
            potential_discardable_suits[player_number] = {}
            for rank in utils.Rank:
                potential_discardable_ranks[player_number][rank] = []
            for suit in utils.Suit:
                potential_discardable_suits[player_number][suit] = []

            player_hand = utils.get_player_hand_by_number(round_info, player_number)
            for card in player_hand:
                if round_info.board_state[card.real_suit] >= card.real_rank.value:
                    if card.revealed_suit is None:
                        potential_discardable_suits[player_number][card.real_suit].append(card)
                    if card.revealed_rank is None:
                        potential_discardable_ranks[player_number][card.real_rank].append(card)
            player_number = utils.next_player_number(round_info, player_number)

        max_player_number = 0
        max_potential = 0
        max_hint = 0

        def check_card_potential(card, player):
            player_distance = player - original_player_number - 1
            if player_distance < 0:
                player_distance += round_info.number_of_players
            card_potential = pow(distance_to_player_multiplier, player_distance)
            return card_potential

        for player in potential_discardable_ranks:
            for rank in potential_discardable_ranks[player]:
                potential = 0
                for card in potential_discardable_ranks[player][rank]:
                    potential += check_card_potential(card, player)
                if potential > max_potential:
                    max_player_number = player
                    max_potential = potential
                    max_hint = rank

            for suit in potential_discardable_suits[player]:
                potential = 0
                for card in potential_discardable_suits[player][suit]:
                    potential += check_card_potential(card, player)
                if potential > max_potential:
                    max_player_number = player
                    max_potential = potential
                    max_hint = suit

        if max_potential >= hint_pass_score:
            return ChoiceDetails(
                Choice.HINT,
                HintDetails(max_player_number, max_hint)
            )

        return False
Esempio n. 8
0
    def check_for_play(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.true_hand_info()
        else:
            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)

        known = self.list_all_known_cards(round_info, player_number)

        best_card = -1
        chain_bonus = False
        best_card_rank = 6
        for card in player_hand:
            if round_info.board_state[
                    card.real_suit] + 1 is card.real_rank.value:
                new_chain = False
                if card.real_rank.value <= 4 and known[card.real_suit][
                        utils.Rank(card.real_rank.value + 1)] > 0:
                    new_chain = True
                if (chain_bonus and new_chain and card.real_rank.value < best_card_rank) or \
                        (not chain_bonus and (new_chain or card.real_rank.value < best_card_rank)):
                    best_card = card.hand_position
                    best_card_rank = card.real_rank.value
                    chain_bonus = new_chain

        if best_card >= 0:
            return ChoiceDetails(Choice.PLAY, best_card)
        return False
    def check_card_usefulness(self, round_info, card):
        point_of_uselessness = self.point_of_uselessness
        useless = False

        if card.revealed_rank is None and card.revealed_suit is not None:
            if round_info.board_state[card.revealed_suit] == 5 or \
                    (point_of_uselessness[card.revealed_suit] is not None and
                     round_info.board_state[card.revealed_suit] + 1 is point_of_uselessness[card.revealed_suit].value):
                useless = True

        if card.revealed_rank is not None and card.revealed_suit is None:
            useless = True
            for suit in utils.Suit:
                if round_info.board_state[suit] < card.revealed_rank.value and \
                        (point_of_uselessness[suit] is None or
                         point_of_uselessness[suit].value > card.revealed_rank.value):
                    useless = False

        if card.revealed_suit is not None and card.revealed_rank is not None:
            if round_info.board_state[card.revealed_suit] < card.revealed_rank.value and \
                    (point_of_uselessness[card.revealed_suit] is None or
                     point_of_uselessness[card.revealed_suit].value > card.revealed_rank.value):
                useless = False
            else:
                useless = True

        if useless:
            return ChoiceDetails(
                Choice.DISCARD,
                card.hand_position
            )
        return False
    def check_for_hint(self, round_info, player_number):
        if round_info.hints <= 1:
            return False

        original_player_number = player_number
        player_number = utils.next_player_number(round_info,
                                                 original_player_number)
        hinted_plays = {}

        while player_number is not original_player_number:
            hinted_plays[player_number] = {}
            for suit in utils.Suit:
                hinted_plays[player_number][suit] = {}
                for rank in utils.Rank:
                    hinted_plays[player_number][suit][rank] = 0

            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)
            for card in player_hand:
                if round_info.board_state[card.real_suit] < card.real_rank.value and \
                        (card.revealed_rank is not None or card.revealed_suit is not None):
                    hinted_plays[player_number][card.real_suit][
                        card.real_rank] += 1

            player_number = utils.next_player_number(round_info, player_number)

        player_number = utils.next_player_number(round_info,
                                                 original_player_number)

        best_hint_player = None
        best_hint_rank = 6
        best_hint_type = None

        while player_number is not original_player_number:
            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)
            for card in player_hand:
                already_hinted = False
                for player in hinted_plays:
                    if player is not player_number and hinted_plays[player][
                            card.real_suit][card.real_rank] is not 0:
                        already_hinted = True
                if round_info.board_state[card.real_suit] < card.real_rank.value < best_hint_rank and \
                        not already_hinted:
                    if card.revealed_rank is None:
                        best_hint_player = player_number
                        best_hint_rank = card.real_rank.value
                        best_hint_type = card.real_rank
                    elif card.revealed_suit is None:
                        best_hint_player = player_number
                        best_hint_rank = card.real_rank.value
                        best_hint_type = card.real_suit

            player_number = utils.next_player_number(round_info, player_number)

        if best_hint_player is not None:
            return ChoiceDetails(Choice.HINT,
                                 HintDetails(best_hint_player, best_hint_type))
        return False
    def check_for_discard(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)

        return ChoiceDetails(Choice.DISCARD,
                             random.choice(player_hand).hand_position)
Esempio n. 12
0
    def check_for_hint(self, round_info, player_number):
        if round_info.hints is 0:
            return False

        players = list(range(0, round_info.number_of_players))
        random.shuffle(players)
        for player in players:
            if player is not player_number:
                hand = deepcopy(
                    utils.get_player_hand_by_number(round_info, player))
                hand.shuffle()
                for card in hand:
                    if random.randint(0, 1) is 0:
                        if card.revealed_rank is None:
                            return ChoiceDetails(
                                Choice.HINT,
                                HintDetails(player, card.real_rank))
                        elif card.revealed_suit is None:
                            return ChoiceDetails(
                                Choice.HINT,
                                HintDetails(player, card.real_suit))
                    else:
                        if card.revealed_suit is None:
                            return ChoiceDetails(
                                Choice.HINT,
                                HintDetails(player, card.real_suit))
                        elif card.revealed_rank is None:
                            return ChoiceDetails(
                                Choice.HINT,
                                HintDetails(player, card.real_rank))

        for player in players:
            if player is not player_number:
                hand = utils.get_player_hand_by_number(round_info, player)
                for card in hand:
                    return ChoiceDetails(Choice.HINT,
                                         HintDetails(player, card.real_suit))
Esempio n. 13
0
    def check_for_guess_discard(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)

        unmarked = []
        for card in player_hand:
            if card.revealed_rank is None and card.revealed_suit is None:
                unmarked.append(card)

        if len(unmarked) == 0:
            known = utils.list_all_known_cards(round_info, player_number)[0]
            remaining = utils.list_remaining_playable_cards(round_info)
            discarded = utils.list_discarded_cards(round_info)

            for card in player_hand:
                if card.revealed_rank is None:
                    add = True
                    for rank in utils.Rank:
                        if round_info.board_state[card.revealed_suit] < rank.value and \
                                remaining[card.revealed_suit][rank] == 1 and \
                                known[card.revealed_suit][rank] - discarded[card.revealed_suit][rank] == 0:
                            add = False
                    if add:
                        unmarked.append(card)

                elif card.revealed_suit is None:
                    add = True
                    for suit in remaining:
                        if round_info.board_state[suit] < card.revealed_rank.value and \
                                remaining[suit][card.revealed_rank] == 1 and \
                                known[suit][card.revealed_rank] - discarded[suit][card.revealed_rank] == 0:
                            add = False
                    if add:
                        unmarked.append(card)

        if len(unmarked) == 0:
            unmarked = player_hand

        oldest = unmarked[0]
        for card in unmarked:
            if card.drawn_on_turn < oldest.drawn_on_turn:
                oldest = card

        return ChoiceDetails(
            Choice.DISCARD,
            oldest.hand_position
        )
    def check_for_necessary_tip(self, round_info, player_number):
        if round_info.hints == 0:
            return False

        remaining = utils.list_remaining_playable_cards(round_info)
        next_player_hand = utils.next_player_hand(round_info, player_number)
        next_player_number = utils.next_player_number(round_info, player_number)
        discarded_position = self.check_for_guess_discard(round_info, next_player_number)[1]
        discarded = next_player_hand[discarded_position]

        if round_info.board_state[discarded.real_suit] < discarded.real_rank.value and \
                remaining[discarded.real_suit][discarded.real_rank] == 1 and \
                discarded.real_rank.value - round_info.board_state[discarded.real_suit] <= 1:
            if discarded.revealed_rank is None:
                return ChoiceDetails(
                    Choice.HINT,
                    HintDetails(utils.next_player_number(round_info, player_number), discarded.real_rank)
                )
            else:
                return ChoiceDetails(
                    Choice.HINT,
                    HintDetails(utils.next_player_number(round_info, player_number), discarded.real_suit)
                )
        return False
    def check_for_obvious_discard(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)

        known = utils.list_all_known_cards(round_info)[0]
        discarded = utils.list_discarded_cards(round_info)
        remaining = utils.list_remaining_playable_cards(round_info)

        for card in player_hand:
            useless = False

            if card.revealed_suit is not None:
                useless = True
                future_ranks_useless = False
                for rank in utils.Rank:
                    if round_info.board_state[card.revealed_suit] < rank.value:
                        if not future_ranks_useless and remaining[card.revealed_suit][rank] - \
                                known[card.revealed_suit][rank] + discarded[card.revealed_suit][rank] > 0:
                            useless = False
                        else:
                            future_ranks_useless = True

            if card.revealed_rank is not None:
                useless = True
                for suit in utils.Suit:
                    if round_info.board_state[suit] < card.revealed_rank.value:
                        if remaining[suit][card.revealed_rank] - known[suit][card.revealed_rank] + \
                                discarded[suit][card.revealed_rank] > 0:
                            useless = False

            if card.revealed_suit is not None and card.revealed_rank is not None:
                if round_info.board_state[card.revealed_suit] >= card.revealed_rank.value:
                    useless = True

            if useless:
                return ChoiceDetails(
                    Choice.DISCARD,
                    card.hand_position
                )
        return False
Esempio n. 16
0
    def check_card_usefulness(self, round_info, card):
        remaining = utils.list_remaining_playable_cards(round_info)
        useless = False

        point_of_uselessness = {}
        for suit in utils.Suit:
            point_of_uselessness[suit] = None
            for rank in utils.Rank:
                if round_info.board_state[suit] < rank.value:
                    if point_of_uselessness[suit] is None and remaining[suit][rank] == 0:
                        point_of_uselessness[suit] = rank

        if card.revealed_suit is not None:
            if round_info.board_state[card.revealed_suit] == 5 or \
                    (point_of_uselessness[card.revealed_suit] is not None and
                     round_info.board_state[card.revealed_suit] + 1 is point_of_uselessness[card.revealed_suit].value):
                useless = True

        if card.revealed_rank is not None:
            useless = True
            for suit in utils.Suit:
                if round_info.board_state[suit] < card.revealed_rank.value and \
                        (point_of_uselessness[suit] is None or
                         point_of_uselessness[suit].value > card.revealed_rank.value):
                    useless = False

        if card.revealed_suit is not None and card.revealed_rank is not None:
            if round_info.board_state[card.revealed_suit] < card.revealed_rank.value and \
                    (point_of_uselessness[card.revealed_suit] is None or
                     point_of_uselessness[card.revealed_suit].value > card.revealed_rank.value):
                useless = False
            else:
                useless = True

        if useless:
            return ChoiceDetails(
                Choice.DISCARD,
                card.hand_position
            )
        return False
Esempio n. 17
0
    def check_for_discard_tip(self, round_info, player_number, hint_pass_score=1.8, false_tip_penalty=-10.0,
                              distance_to_player_multiplier=1.01, only_next_player=False):
        original_player_number = player_number
        player_number = utils.next_player_number(round_info, original_player_number)

        potential_discardable_ranks = {}
        potential_discardable_suits = {}
        while player_number is not original_player_number:
            potential_discardable_ranks[player_number] = {}
            potential_discardable_suits[player_number] = {}
            for rank in utils.Rank:
                potential_discardable_ranks[player_number][rank] = []
            for suit in utils.Suit:
                potential_discardable_suits[player_number][suit] = []

            player_hand = utils.get_player_hand_by_number(round_info, player_number)
            for card in player_hand:
                if card.revealed_suit is None:
                    potential_discardable_suits[player_number][card.real_suit].append(card)
                if card.revealed_rank is None:
                    potential_discardable_ranks[player_number][card.real_rank].append(card)
            player_number = utils.next_player_number(round_info, player_number)

        max_player_number = 0
        max_potential = 0
        max_hint = 0

        def check_card_potential(card, player, hint_type, hint):
            player_distance = player - original_player_number - 1
            if player_distance < 0:
                player_distance += round_info.number_of_players

            card_potential = pow(distance_to_player_multiplier, player_distance)

            card_with_hint = deepcopy(card)
            if hint_type == 'rank':
                card_with_hint.revealed_rank = hint
            else:
                card_with_hint.revealed_suit = hint
            if self.check_card_usefulness(round_info, card_with_hint) is False:
                card_potential += false_tip_penalty

            return card_potential

        for player in potential_discardable_ranks:
            player_distance = player - original_player_number - 1
            if player_distance < 0:
                player_distance += round_info.number_of_players

            if player_distance == 0 or not only_next_player:
                for rank in potential_discardable_ranks[player]:
                    potential = 0
                    for card in potential_discardable_ranks[player][rank]:
                        potential += check_card_potential(card, player, 'rank', rank)
                    if potential > max_potential:
                        max_player_number = player
                        max_potential = potential
                        max_hint = rank

                for suit in potential_discardable_suits[player]:
                    potential = 0
                    for card in potential_discardable_suits[player][suit]:
                        potential += check_card_potential(card, player, 'suit', suit)
                    if potential > max_potential:
                        max_player_number = player
                        max_potential = potential
                        max_hint = suit

        if max_potential >= hint_pass_score:
            return ChoiceDetails(
                Choice.HINT,
                HintDetails(max_player_number, max_hint)
            )

        return False
Esempio n. 18
0
    def check_for_hinted_play(self, round_info, player_number):
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)

        alignment_delta = 2
        max_hint_size = 10

        if round_info.lives == 1:
            alignment_delta = 0
            max_hint_size = 1

        hinted_ranks = {}
        hinted_suits = {}
        for suit in utils.Suit:
            hinted_suits[suit] = 0
        for rank in utils.Rank:
            hinted_ranks[rank] = 0

        for x in range(0, len(player_hand)):
            if player_hand[x].revealed_suit is not None and player_hand[x].revealed_rank is None and \
                    self.card_hint_type[player_number][x] == "Play":
                hinted_suits[player_hand[x].revealed_suit] += 1
            if player_hand[x].revealed_rank is not None and player_hand[x].revealed_suit is None and \
                    self.card_hint_type[player_number][x] == "Play":
                hinted_ranks[player_hand[x].revealed_rank] += 1

        known = utils.list_all_known_cards(round_info, player_number)[0]
        remaining = utils.list_remaining_playable_cards(round_info)
        discarded = utils.list_discarded_cards(round_info)

        best_hint = -1
        best_hint_size = max_hint_size
        best_alignment = 0
        hint_type = None

        for suit in hinted_suits:
            if 0 < hinted_suits[suit] <= best_hint_size:
                rank = round_info.board_state[suit] + 1
                if rank <= 5:
                    rank_rank = utils.Rank(rank)
                    if remaining[suit][rank_rank] - known[suit][rank_rank] + discarded[suit][rank_rank] > 0:
                        best_hint = suit
                        best_hint_size = hinted_suits[suit]
                        best_alignment = 1
                        hint_type = 'suit'

        board_alignment = {}
        for rank in utils.Rank:
            board_alignment[rank] = 0
        for suit in round_info.board_state:
            rank = round_info.board_state[suit] + 1
            if rank <= 5:
                rank_rank = utils.Rank(rank)
                if remaining[suit][rank_rank] - known[suit][rank_rank] + discarded[suit][rank_rank] > 0:
                    board_alignment[rank_rank] += 1

        for rank in hinted_ranks:
            if 0 < board_alignment[rank] and ((0 < hinted_ranks[rank] < best_hint_size) or
                                              (0 < hinted_ranks[rank] <= best_hint_size and best_alignment <
                                               board_alignment[rank])):
                best_hint = rank
                best_hint_size = hinted_ranks[rank]
                best_alignment = board_alignment[rank]
                hint_type = 'rank'

        if best_hint != -1 and best_hint_size <= best_alignment + alignment_delta:
            for x in range(0, len(player_hand)):
                if hint_type == 'rank':
                    if player_hand[x].revealed_rank is not None and player_hand[x].revealed_suit is None and \
                            player_hand[x].revealed_rank is best_hint and \
                            self.card_hint_type[player_number][x] == "Play":
                        return ChoiceDetails(
                            Choice.PLAY,
                            x
                        )
                else:
                    if player_hand[x].revealed_suit is not None and player_hand[x].revealed_rank is None and \
                            player_hand[x].revealed_suit is best_hint and \
                            self.card_hint_type[player_number][x] == "Play":
                        return ChoiceDetails(
                            Choice.PLAY,
                            x
                        )

        return False
    def check_for_play_tip(self, round_info, player_number, hint_pass_score=2, double_hint_multiplier=2.3,
                           distance_to_playable_multiplier=0.5, distance_to_player_multiplier=0.99,
                           lower_rank_multiplier=1.1):
        if round_info.hints <= 1:
            return False

        original_player_number = player_number
        player_number = utils.next_player_number(round_info, original_player_number)
        hinted_plays = {}

        while player_number is not original_player_number:
            hinted_plays[player_number] = {}
            for suit in utils.Suit:
                hinted_plays[player_number][suit] = {}
                for rank in utils.Rank:
                    hinted_plays[player_number][suit][rank] = 0

            player_hand = utils.get_player_hand_by_number(round_info, player_number)
            for card in player_hand:
                if round_info.board_state[card.real_suit] < card.real_rank.value and \
                        (card.revealed_rank is not None or card.revealed_suit is not None):
                    hinted_plays[player_number][card.real_suit][card.real_rank] += 1

            player_number = utils.next_player_number(round_info, player_number)

        player_number = utils.next_player_number(round_info, original_player_number)
        potential_playable_ranks = {}
        potential_playable_suits = {}

        while player_number is not original_player_number:
            potential_playable_ranks[player_number] = {}
            potential_playable_suits[player_number] = {}
            for rank in utils.Rank:
                potential_playable_ranks[player_number][rank] = []
            for suit in utils.Suit:
                potential_playable_suits[player_number][suit] = []

            player_hand = utils.get_player_hand_by_number(round_info, player_number)
            for card in player_hand:
                already_hinted = False
                for player in hinted_plays:
                    if player is not player_number and hinted_plays[player][card.real_suit][card.real_rank] != 0:
                        already_hinted = True
                if round_info.board_state[card.real_suit] < card.real_rank.value and not already_hinted:
                    if card.revealed_suit is None:
                        potential_playable_suits[player_number][card.real_suit].append(card)
                    if card.revealed_rank is None:
                        potential_playable_ranks[player_number][card.real_rank].append(card)

            player_number = utils.next_player_number(round_info, player_number)

        max_player_number = 0
        max_potential = 0
        max_hint = 0

        def check_card_potential(card, player):
            player_distance = player - original_player_number - 1
            if player_distance < 0:
                player_distance += round_info.number_of_players
            card_potential = \
                pow(distance_to_playable_multiplier,
                    card.real_rank.value - round_info.board_state[card.real_suit] - 1) * \
                pow(distance_to_player_multiplier, player_distance) * \
                pow(lower_rank_multiplier, 5-card.real_rank.value)
            if (card.revealed_suit is not None or card.revealed_rank is not None) and \
                    card.real_rank.value - round_info.board_state[card.real_suit] == 1:
                card_potential *= double_hint_multiplier
            return card_potential

        for player in potential_playable_ranks:
            if debug:
                self.info('{0}'.format(player))
            for rank in potential_playable_ranks[player]:
                potential = 0
                for card in potential_playable_ranks[player][rank]:
                    potential += check_card_potential(card, player)
                if debug:
                    self.info('{0} {1}'.format(rank, potential))
                if potential > max_potential:
                    max_player_number = player
                    max_potential = potential
                    max_hint = rank

            for suit in potential_playable_suits[player]:
                potential = 0
                for card in potential_playable_suits[player][suit]:
                    potential += check_card_potential(card, player)
                if debug:
                    self.info('{0} {1}'.format(suit, potential))
                if potential > max_potential:
                    max_player_number = player
                    max_potential = potential
                    max_hint = suit

        if max_potential >= hint_pass_score:
            return ChoiceDetails(
                Choice.HINT,
                HintDetails(max_player_number, max_hint)
            )
        return False
Esempio n. 20
0
    def check_for_necessary_tip(self, round_info, player_number):
        if round_info.hints == 0 or round_info.hints == utils.MAX_HINTS:
            return False

        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)

        remaining = utils.list_remaining_playable_cards(round_info)
        next_player_hand = utils.next_player_hand(round_info, player_number)
        next_player_number = utils.next_player_number(round_info, player_number)

        if self.check_for_obvious_play(round_info, next_player_number) is not False:
            return False

        distrust = False
        play = self.check_for_hinted_play(round_info, next_player_number)
        if play is not False:
            play_position = play[1]
            played_card = next_player_hand[play_position]

            if round_info.board_state[played_card.real_suit] is not played_card.real_rank.value - 1:
                distrust = True

                own_play = None
                if self.check_for_obvious_play(round_info, player_number) is not False:
                    own_play = self.check_for_obvious_play(round_info, player_number)[1]
                if own_play is None and self.check_for_hinted_play(round_info, player_number) is not False:
                    own_play = self.check_for_hinted_play(round_info, player_number)[1]

                if own_play is not None and \
                        round_info.board_state[played_card.real_suit] is played_card.real_rank.value - 2:
                    own_card = player_hand[own_play]
                    if (own_card.revealed_rank is not None and
                        own_card.revealed_rank.value is played_card.real_rank.value - 1) or \
                            (own_card.revealed_suit is not None and
                             own_card.revealed_suit is played_card.real_suit):
                        distrust = False

        else:
            if self.check_for_obvious_discard(round_info, next_player_number) is False:
                played_position = self.check_for_guess_discard(round_info, next_player_number)[1]
                played_card = next_player_hand[played_position]

                if round_info.board_state[played_card.real_suit] < played_card.real_rank.value and \
                        remaining[played_card.real_suit][played_card.real_rank] == 1 and \
                        self.check_card_usefulness(round_info, played_card) is False:
                    distrust = True

        if distrust:
            if debug and round_info.log:
                self.info("good_tip:")
            answer = self.check_for_good_tip(round_info, player_number, only_next_player=True)
            if answer is False:
                if debug and round_info.log:
                    self.info("risky_tip:")
                answer = self.check_for_risky_tip(round_info, player_number, only_next_player=True)

            if answer is not False:
                return answer

            if played_card.revealed_rank is None:
                return ChoiceDetails(
                    Choice.HINT,
                    HintDetails(utils.next_player_number(round_info, player_number), played_card.real_rank)
                )
            else:
                return ChoiceDetails(
                    Choice.HINT,
                    HintDetails(utils.next_player_number(round_info, player_number), played_card.real_suit)
                )

        return False
Esempio n. 21
0
    def check_for_play_tip(self, round_info, player_number, hint_pass_score=0.9, double_hint_multiplier=0.3,
                           false_tip_penalty=-2.5, distance_to_player_multiplier=1.01, lower_rank_multiplier=1.07,
                           information_tip_value=0.2, already_has_play_multiplier=0.5, chain_bonus_multiplier=1.3,
                           only_next_player=False):
        if round_info.hints <= 1:
            return False

        original_player_number = player_number
        if player_number is round_info.player_turn:
            original_player_hand = round_info.player_hand
        else:
            original_player_hand = utils.get_player_hand_by_number(round_info, player_number)

        player_number = utils.next_player_number(round_info, original_player_number)
        worth_hinting = {}
        predicted_board_state = {original_player_number: deepcopy(round_info.board_state)}

        while player_number is not original_player_number:
            predicted_board_state[player_number] = deepcopy(
                predicted_board_state[utils.prev_player_number(round_info, player_number)])
            worth_hinting[player_number] = False

            play = self.check_for_obvious_play(round_info, player_number)
            if play is False:
                play = self.check_for_hinted_play(round_info, player_number)
                if play is False:
                    worth_hinting[player_number] = True
            if play is not False:
                player_hand = utils.get_player_hand_by_number(round_info, player_number)
                suit = player_hand[play[1]].real_suit
                rank = player_hand[play[1]].real_rank
                if predicted_board_state[player_number][suit] is rank.value - 1:
                    predicted_board_state[player_number][suit] += 1

            player_number = utils.next_player_number(round_info, player_number)

        player_number = original_player_number
        hinted_plays = {}
        first_time = True

        while player_number is not original_player_number or first_time:
            first_time = False
            hinted_plays[player_number] = {}
            for suit in utils.Suit:
                hinted_plays[player_number][suit] = {}
                for rank in utils.Rank:
                    hinted_plays[player_number][suit][rank] = 0
            player_number = utils.next_player_number(round_info, player_number)

        player_number = utils.next_player_number(round_info, original_player_number)
        for card in original_player_hand:
            if card.revealed_rank is not None and card.revealed_suit is not None and \
                    round_info.board_state[card.real_suit] < card.real_rank.value:
                hinted_plays[original_player_number][card.real_suit][card.real_rank] += 1

        while player_number is not original_player_number:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)
            for card in player_hand:
                if round_info.board_state[card.real_suit] < card.real_rank.value and \
                        (card.revealed_rank is not None or card.revealed_suit is not None):
                    hinted_plays[player_number][card.real_suit][card.real_rank] += 1
            player_number = utils.next_player_number(round_info, player_number)

        player_number = utils.next_player_number(round_info, original_player_number)
        potential_playable_ranks = {}
        potential_playable_suits = {}

        while player_number is not original_player_number:
            potential_playable_ranks[player_number] = {}
            potential_playable_suits[player_number] = {}
            for rank in utils.Rank:
                potential_playable_ranks[player_number][rank] = []
            for suit in utils.Suit:
                potential_playable_suits[player_number][suit] = []

            player_hand = utils.get_player_hand_by_number(round_info, player_number)
            for card in player_hand:
                if card.revealed_suit is None:
                    potential_playable_suits[player_number][card.real_suit].append(card)
                if card.revealed_rank is None:
                    potential_playable_ranks[player_number][card.real_rank].append(card)

            player_number = utils.next_player_number(round_info, player_number)

        max_player_number = 0
        max_potential = -5
        max_hint = 0

        known = {}
        for suit in utils.Suit:
            known[suit] = {}
            for rank in utils.Rank:
                known[suit][rank] = 0

        for card in original_player_hand:
            if card.revealed_rank is not None and card.revealed_suit is not None:
                known[card.revealed_suit][card.revealed_rank] += 1

        for hand in round_info.other_players_hands:
            if original_player_number is not hand.player_number:
                for card in hand:
                    known[card.real_suit][card.real_rank] += 1

        def check_card_potential(card, player, board_state, current_rank=None, pure_info=False):
            player_distance = player - original_player_number - 1
            if player_distance < 0:
                player_distance += round_info.number_of_players

            already_hinted = False
            if card.revealed_suit is None and card.revealed_rank is None:
                for players in hinted_plays:
                    if hinted_plays[players][card.real_suit][card.real_rank] != 0:
                        already_hinted = True

            card_potential = pow(distance_to_player_multiplier, player_distance) *\
                             pow(lower_rank_multiplier, 5 - card.real_rank.value)

            if (card.revealed_suit is not None or card.revealed_rank is not None) and \
                    card.real_rank.value - board_state[card.real_suit] <= 1 and \
                    self.card_hint_type[player][card.hand_position] == "Play":
                card_potential *= double_hint_multiplier

            if card.real_rank.value <= 4 and card.real_rank.value - board_state[card.real_suit] == 1 and \
                    known[card.real_suit][utils.Rank(card.real_rank.value + 1)] > 0:
                card_potential *= chain_bonus_multiplier

            if already_hinted:
                card_potential += false_tip_penalty

            if pure_info \
                    or (max(round_info.board_state.values()) < card.real_rank.value - 1 and current_rank is None) \
                    or (self.card_hint_type[player][card.hand_position] == "Information"):

                card_potential = information_tip_value * pow(distance_to_player_multiplier, player_distance) * \
                                 pow(lower_rank_multiplier, card.real_rank.value - 1)

                if not already_hinted and \
                        card.real_rank.value - board_state[card.real_suit] == 1 and \
                        self.card_hint_type[player][card.hand_position] == "Information":
                    card_potential = pow(distance_to_player_multiplier, player_distance) * \
                                     pow(lower_rank_multiplier, 5 - card.real_rank.value)

                if card.real_rank.value <= 4 and card.real_rank.value - board_state[card.real_suit] == 1 and \
                        known[card.real_suit][utils.Rank(card.real_rank.value + 1)] > 0:
                    card_potential *= chain_bonus_multiplier

            elif (card.revealed_suit is None and card.revealed_rank is None) and \
                    ((current_rank is None and board_state[card.real_suit] is not card.real_rank.value - 1) or
                     (current_rank is not None and card.real_rank.value is not current_rank)):
                card_potential += false_tip_penalty

            if current_rank is not None and card.real_rank.value is current_rank:
                current_rank += 1

            return card_potential, current_rank

        for player in potential_playable_ranks:
            if debug and round_info.log:
                self.info('{0}'.format(player))

            info_rank = None
            info_suit = None
            player_distance = player - original_player_number - 1
            if player_distance < 0:
                player_distance += round_info.number_of_players

            if player_distance == 0 or not only_next_player:
                if player_distance == 0:
                    play = self.check_for_hinted_play(round_info, player)
                    target_hand = utils.get_player_hand_by_number(round_info, player)
                    if play is not False:
                        if target_hand[play[1]].revealed_rank is None:
                            info_rank = target_hand[play[1]].real_rank
                        if target_hand[play[1]].revealed_suit is None:
                            info_suit = target_hand[play[1]].real_suit
                    else:
                        play = self.check_for_guess_discard(round_info, player)
                        if target_hand[play[1]].revealed_rank is None:
                            info_rank = target_hand[play[1]].real_rank
                        if target_hand[play[1]].revealed_suit is None:
                            info_suit = target_hand[play[1]].real_suit

                for rank in potential_playable_ranks[player]:
                    board_state = deepcopy(predicted_board_state[utils.prev_player_number(round_info, player)])
                    potential = 0
                    for card in potential_playable_ranks[player][rank]:
                        if rank is not info_rank:
                            answer = check_card_potential(card, player, board_state)[0]
                        else:
                            answer = check_card_potential(card, player, board_state, pure_info=True)[0]
                        if answer >= pow(distance_to_player_multiplier, player_distance) * \
                                     pow(lower_rank_multiplier, 5 - card.real_rank.value):
                            board_state[card.real_suit] += 1
                        potential += answer
                    if not worth_hinting[player] and rank is not info_rank:
                        potential *= already_has_play_multiplier
                    if debug and round_info.log:
                        self.info('{0} {1}'.format(rank, potential))
                    if potential > max_potential:
                        max_player_number = player
                        max_potential = potential
                        max_hint = rank

                board_state = deepcopy(predicted_board_state[utils.prev_player_number(round_info, player)])
                for suit in potential_playable_suits[player]:
                    potential = 0
                    current_rank = board_state[suit] + 1
                    for card in potential_playable_suits[player][suit]:
                        if suit is not info_suit:
                            answer = check_card_potential(card, player, board_state, current_rank)
                        else:
                            answer = check_card_potential(card, player, board_state, current_rank, pure_info=True)
                        potential += answer[0]
                        current_rank = answer[1]
                    if not worth_hinting[player] and suit is not info_suit:
                        potential *= already_has_play_multiplier
                    if debug and round_info.log:
                        self.info('{0} {1}'.format(suit, potential))
                    if potential > max_potential:
                        max_player_number = player
                        max_potential = potential
                        max_hint = suit

        if max_potential >= hint_pass_score:
            return ChoiceDetails(
                Choice.HINT,
                HintDetails(max_player_number, max_hint)
            )
        return False
    def read_board(self, round_info, player_number):
        self.known = utils.list_others_cards(round_info, player_number)
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)

        play_actions = []
        for card in player_hand:
            play_actions.append(self.read_own_card(round_info, card))

        hint_actions = []
        if round_info.hints > 0:
            hint_actions = self.read_others_hands(round_info, player_number)

        used_actions = []
        used_hints = []

        max_of_weights = -1
        used_play = None

        for play in play_actions:
            if round_info.log and debug:
                self.info("{0} {1} {2} {3}".format(play[0], play[1][0][0],
                                                   self.get_chance(play[1][0]), play[2]))

            sum_of_weights = self.get_chance(play[1][0])

            if sum_of_weights > max_of_weights:
                max_of_weights = sum_of_weights
                used_play = play

        used_actions.append(used_play)

        max_of_weights = -1
        used_play = None

        for play in play_actions:
            if round_info.log and debug:
                self.info("{0} {1} {2} {3}".format(play[0], play[1][1][0],
                                                   self.get_chance(play[1][1]), play[2]))

            sum_of_weights = self.get_chance(play[1][1])

            if sum_of_weights >= max_of_weights:
                max_of_weights = sum_of_weights
                used_play = play

        used_actions.append(used_play)

        if round_info.hints > 0:
            max_of_weights = -1
            used_hint = None

            for hint in hint_actions:
                if round_info.log and debug:
                    self.info("{0} {1} {2} {3} {4}".format(hint[0], hint[1][0][0],
                                                           self.get_chance(hint[1][0]),
                                                           hint[2], hint[3]))

                sum_of_weights = self.get_chance(hint[1][0])

                if sum_of_weights > max_of_weights:
                    max_of_weights = sum_of_weights
                    used_hint = hint

            used_hints.append(used_hint)

        if len(used_hints) > 0 and used_hints[0] is None:
            used_hints = []

        macro_weights = self.decide_macro_action(round_info, used_actions, used_hints)

        macro_max = 0
        macro_action = "Discard"

        sum_of_weights = self.get_chance(macro_weights[1][0])

        if macro_max < sum_of_weights:
            macro_max = sum_of_weights
            macro_action = "Play"

        sum_of_weights = self.get_chance(macro_weights[1][1])

        if macro_max < sum_of_weights:
            macro_max = sum_of_weights
            macro_action = "Discard"

        sum_of_weights = self.get_chance(macro_weights[1][2])

        if macro_max < sum_of_weights and round_info.hints > 0 and len(used_hints) > 0:
            macro_action = "Hint"

        used_state = None
        action = None

        if macro_action == "Play":
            used_state = used_actions[0]
            action = ChoiceDetails(
                Choice.PLAY,
                used_actions[0][2]
            )

        if macro_action == "Discard":
            used_state = used_actions[1]
            action = ChoiceDetails(
                Choice.DISCARD,
                used_actions[1][2]
            )

        if macro_action == "Hint":
            used_state = used_hints[0]
            action = ChoiceDetails(
                Choice.HINT,
                HintDetails(used_hints[0][2], used_hints[0][3])
            )

        if round_info.log and debug:
            self.info("{0}".format(macro_action))
            self.info("{0} {1} {2}".format(used_state[0], used_state[1][0][0],
                                           self.get_chance(used_state[1][0])))
            self.info("{0} {1} {2}".format(macro_weights[0], macro_weights[1][0][0],
                                           self.get_chance(macro_weights[1][0])))

        return action
Esempio n. 23
0
    def check_for_save_tip(self, round_info, player_number):
        best_player_number = -1
        best_play_priority = False
        best_hint_type = None
        best_hint_rank = 6

        remaining = utils.list_remaining_playable_cards(round_info)
        original_player_number = player_number
        player_number = utils.next_player_number(round_info, utils.next_player_number(round_info, player_number))

        while player_number is not original_player_number and not best_play_priority:
            player_hand = utils.get_player_hand_by_number(round_info, player_number)

            play_priority = False
            prev_player = utils.prev_player_number(round_info, player_number)
            play = self.check_for_obvious_play(round_info, prev_player)
            if play is False:
                play = self.check_for_hinted_play(round_info, prev_player)

            if play is not False:
                play_priority = True

            discarded_position = self.check_for_guess_discard(round_info, player_number)[1]
            discarded_card = player_hand[discarded_position]

            if remaining[discarded_card.real_suit][discarded_card.real_rank] == 1 and \
                    max(round_info.board_state.values()) < discarded_card.real_rank.value - 1 and \
                    discarded_card.revealed_rank is None and discarded_card.revealed_suit is None:
                best_player_number = player_number
                best_play_priority = play_priority
                best_hint_type = discarded_card.real_rank

            player_number = utils.next_player_number(round_info, player_number)

        if best_hint_type is None:
            player_number = utils.next_player_number(round_info, utils.next_player_number(round_info, player_number))

            while player_number is not original_player_number and not best_play_priority:
                player_hand = utils.get_player_hand_by_number(round_info, player_number)

                play_priority = False
                prev_player = utils.prev_player_number(round_info, player_number)
                if prev_player is not original_player_number:
                    play = self.check_for_obvious_play(round_info, prev_player)
                    if play is False:
                        play = self.check_for_hinted_play(round_info, prev_player)

                    if play is not False:
                        play_priority = True

                for card in player_hand:
                    if remaining[card.real_suit][card.real_rank] == 1 and \
                            max(round_info.board_state.values()) < card.real_rank.value - 1 and \
                            card.revealed_rank is None and card.revealed_suit is None and \
                            best_hint_rank > card.real_rank.value:
                        best_player_number = player_number
                        best_play_priority = play_priority
                        best_hint_type = card.real_rank
                        best_hint_rank = card.real_rank.value

                player_number = utils.next_player_number(round_info, player_number)

        if best_hint_type is not None:
            return ChoiceDetails(
                Choice.HINT,
                HintDetails(best_player_number, best_hint_type)
            )
        return False
    def read_board(self, round_info, player_number):
        self.known = utils.list_others_cards(round_info, player_number)
        if player_number is round_info.player_turn:
            player_hand = round_info.player_hand
        else:
            player_hand = utils.get_player_hand_by_number(
                round_info, player_number)

        play_actions = []
        for card in player_hand:
            play_actions.append(self.read_own_card(round_info, card))

        hint_actions = []
        if round_info.hints > 0:
            hint_actions = self.read_others_hands(round_info, player_number)

        use_random = False
        if random.random() <= random_action:
            use_random = True

        used_actions = []
        used_hints = []

        if use_random:
            micro_decision = random.random()
            sum_of_weights = 0
            for play in play_actions:
                sum_of_weights += 1 / len(play_actions)
                if sum_of_weights - 1 / len(
                        play_actions) <= micro_decision <= sum_of_weights:
                    used_actions.append(play)

        else:
            max_of_weights = 0
            used_play = None
            total_count = 1

            for play in play_actions:
                total_count += play[1][0][0]
            total_count = math.log(total_count)

            for play in play_actions:
                if round_info.log and debug:
                    self.info("{0} {1} {2} {3}".format(
                        play[0], play[1][0][0],
                        self.learning_state.get_chance(play[1][0]), play[2]))

                sum_of_weights = self.learning_state.get_chance(play[1][0]) \
                                 + exploration_param * math.sqrt(total_count / play[1][0][0])

                if sum_of_weights > max_of_weights:
                    max_of_weights = sum_of_weights
                    used_play = play

            used_actions.append(used_play)

        if use_random:
            micro_decision = random.random()
            sum_of_weights = 0
            for play in play_actions:
                sum_of_weights += 1 / len(play_actions)
                if sum_of_weights - 1 / len(
                        play_actions) <= micro_decision <= sum_of_weights:
                    used_actions.append(play)

        else:
            max_of_weights = 0
            used_play = None
            total_count = 1

            for play in play_actions:
                total_count += play[1][1][0]
            total_count = math.log(total_count)

            for play in play_actions:
                if round_info.log and debug:
                    self.info("{0} {1} {2} {3}".format(
                        play[0], play[1][1][0],
                        self.learning_state.get_chance(play[1][1]), play[2]))

                sum_of_weights = self.learning_state.get_chance(play[1][1]) \
                                 + exploration_param * math.sqrt(total_count / play[1][1][0])

                if sum_of_weights > max_of_weights:
                    max_of_weights = sum_of_weights
                    used_play = play

            used_actions.append(used_play)

        if round_info.hints > 0:
            if use_random:
                micro_decision = random.random()
                sum_of_weights = 0
                for hint in hint_actions:
                    sum_of_weights += 1 / len(hint_actions)
                    if sum_of_weights - 1 / len(
                            hint_actions) <= micro_decision <= sum_of_weights:
                        used_hints.append(hint)

            else:
                max_of_weights = 0
                used_hint = None
                total_count = 1

                for hint in hint_actions:
                    total_count += hint[1][0][0]
                total_count = math.log(total_count)

                for hint in hint_actions:
                    if round_info.log and debug:
                        self.info("{0} {1} {2} {3} {4}".format(
                            hint[0], hint[1][0][0],
                            self.learning_state.get_chance(hint[1][0]),
                            hint[2], hint[3]))

                    sum_of_weights = self.learning_state.get_chance(hint[1][0]) \
                                     + exploration_param * math.sqrt(total_count / hint[1][0][0])

                    if sum_of_weights > max_of_weights:
                        max_of_weights = sum_of_weights
                        used_hint = hint

                used_hints.append(used_hint)

        if len(used_hints) > 0 and used_hints[0] is None:
            used_hints = []

        macro_weights = self.decide_macro_action(round_info, used_actions,
                                                 used_hints)

        macro_max = 0
        macro_action = "Discard"
        total_count = 0

        for weight in macro_weights[1]:
            total_count += len(weight) - 1
        total_count = math.log(total_count)

        sum_of_weights = self.learning_state.get_chance(macro_weights[1][0]) \
                         + exploration_param * math.sqrt(total_count / (len(macro_weights[1][0]) - 1))

        if macro_max < sum_of_weights:
            macro_max = sum_of_weights
            macro_action = "Play"

        sum_of_weights = self.learning_state.get_chance(macro_weights[1][1]) \
                         + exploration_param * math.sqrt(total_count / (len(macro_weights[1][1]) - 1))

        if macro_max < sum_of_weights:
            macro_max = sum_of_weights
            macro_action = "Discard"

        sum_of_weights = self.learning_state.get_chance(macro_weights[1][2]) \
                         + exploration_param * math.sqrt(total_count / (len(macro_weights[1][2]) - 1))

        if macro_max < sum_of_weights and round_info.hints > 0 and len(
                used_hints) > 0:
            macro_action = "Hint"

        if use_random:
            stop = 1
            if round_info.hints == 0:
                stop -= 0.33
            macro_decision = random.uniform(0, stop)
            if macro_decision <= 0.34:
                macro_action = "Play"
            elif macro_decision <= 0.67:
                macro_action = "Discard"
            else:
                macro_action = "Hint"

        used_state = None
        action = None

        if macro_action == "Play":
            used_state = used_actions[0]
            action = ChoiceDetails(Choice.PLAY, used_actions[0][2])

        if macro_action == "Discard":
            used_state = used_actions[1]
            action = ChoiceDetails(Choice.DISCARD, used_actions[1][2])

        if macro_action == "Hint":
            used_state = used_hints[0]
            action = ChoiceDetails(
                Choice.HINT, HintDetails(used_hints[0][2], used_hints[0][3]))

        if round_info.log and debug:
            self.info("{0}".format(macro_action))
            self.info("{0} {1} {2}".format(
                used_state[0], used_state[1][0][0],
                self.learning_state.get_chance(used_state[1][0])))
            self.info("{0} {1} {2}".format(
                macro_weights[0], macro_weights[1][0][0],
                self.learning_state.get_chance(macro_weights[1][0])))

        self.learning_state.append_to_history(
            (round_info.player_turn, action, used_state, play_actions,
             hint_actions, macro_weights))

        return action