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features.py
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features.py
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import time
from utils import get_territory_by_id
from collections import deque
import math
# 4.5.1
def armies_feature(map_layout, player_status, enemy_status):
return float(player_status['num_armies']) / (player_status['num_armies'] + enemy_status['num_armies'])
# 4.5.2 - not useful
# 4.5.3ish
def continent_safety_feature(map_layout, player_status, enemy_status):
player_occupied_continents = []
player_territory_ids = [t['territory'] for t in player_status['territories']]
for c in map_layout['continents']:
if set(c['territories']).issubset(set(player_territory_ids)):
player_occupied_continents.append(c)
continent_safety_feature = 0
for c in player_occupied_continents:
total_border_threat = 0
for border_territory_id in c['border_territories']:
total_border_threat += _enemy_threat(border_territory_id, map_layout, player_status, enemy_status)
total_border_threat *= c['rating']
continent_safety_feature += total_border_threat
return continent_safety_feature
# 4.5.4ish
def continent_threat_feature(map_layout, player_status, enemy_status):
enemy_occupied_continents = []
enemy_territory_ids = [t['territory'] for t in enemy_status['territories']]
for c in map_layout['continents']:
if set(c['territories']).issubset(set(enemy_territory_ids)):
enemy_occupied_continents.append(c)
continent_threat_feature = 0
for c in enemy_occupied_continents:
total_border_threat = 0
for border_territory_id in c['border_territories']:
total_border_threat += _our_threat(border_territory_id, map_layout, player_status, enemy_status)
total_border_threat *= c['rating']
continent_threat_feature += total_border_threat
return continent_threat_feature
# assumes t_id in player territories
def _enemy_threat(t_id, map_layout, player_status, enemy_status):
bst = 0
enemy_territory_ids = [t['territory'] for t in enemy_status['territories']]
player_territory_ids = [t['territory'] for t in player_status['territories']]
for adjacent_id in get_territory_by_id(t_id, map_layout['territories'])['adjacent_territories']:
if adjacent_id in enemy_territory_ids:
bst += get_territory_by_id(adjacent_id, enemy_status['territories'])['num_armies']
bsr = float(bst) / get_territory_by_id(t_id, player_status['territories'])['num_armies']
return bsr
# assumes t_id in enemy territories
def _our_threat(t_id, map_layout, player_status, enemy_status):
bst = 0
enemy_territory_ids = [t['territory'] for t in enemy_status['territories']]
player_territory_ids = [t['territory'] for t in player_status['territories']]
for adjacent_id in get_territory_by_id(t_id, map_layout['territories'])['adjacent_territories']:
if adjacent_id in player_territory_ids:
bst += get_territory_by_id(adjacent_id, player_status['territories'])['num_armies']
bsr = float(bst) / get_territory_by_id(t_id, enemy_status['territories'])['num_armies']
return bsr
# TODO: 4.5.5 - distance to frontier
def distance_to_frontier_feature(map_layout, player_status, enemy_status):
td = 0
for t in player_status['territories']:
td += (_distance(t['territory'], map_layout, player_status, enemy_status) * t['num_armies'])
return float(player_status['num_armies']) / td
def _distance(t_id, map_layout, player_status, enemy_status):
q = deque()
path = (t_id, )
q.append(path)
visited = set([t_id])
while q:
path = q.popleft()
last_node = path[-1]
if get_territory_by_id(last_node, enemy_status['territories']):
return len(path) - 1
for node in get_territory_by_id(last_node, map_layout['territories'])['adjacent_territories']:
if node not in visited:
visited.add(node)
q.append(path + (node, ))
return 99999
# 4.5.6
def enemy_expected_reinforcements_feature(map_layout, player_status, enemy_status):
enemy_expected_reinforcements = max(len(enemy_status['territories']) / 3, 3)
enemy_territory_ids = [t['territory'] for t in enemy_status['territories']]
for c in map_layout['continents']:
if set(c['territories']).issubset(set(enemy_territory_ids)):
enemy_expected_reinforcements += c['continent_bonus']
return enemy_expected_reinforcements
# 4.5.7
def enemy_occupied_continents_feature(map_layout, player_status, enemy_status):
enemy_occupied_continents = 0
enemy_territory_ids = [t['territory'] for t in enemy_status['territories']]
for c in map_layout['continents']:
if set(c['territories']).issubset(set(enemy_territory_ids)):
enemy_occupied_continents += 1
return enemy_occupied_continents
# 4.5.8
def hinterland_feature(map_layout, player_status, enemy_status):
hinterlands = 0
enemy_territory_ids = [t['territory'] for t in enemy_status['territories']]
player_territory_ids = [t['territory'] for t in player_status['territories']]
for territory_id in player_territory_ids:
#TODO no index
for adjacent_id in map_layout['territories'][territory_id-1]['adjacent_territories']:
if adjacent_id in enemy_territory_ids:
break
else:
hinterlands += 1
return hinterlands
# 4.5.10
def more_than_one_army_feature(map_layout, player_status, enemy_status):
fortified = 0
total = 0
for t in player_status['territories']:
if t['num_armies'] > 1:
fortified += 1
total += 1
return float(fortified) / total
# 4.5.11
def occupied_territories_feature(map_layout, player_status, enemy_status):
return float(len(player_status['territories'])) / (len(player_status['territories']) + len(enemy_status['territories']))
# 4.5.12
def our_expected_reinforcements_feature(map_layout, player_status, enemy_status):
our_expected_reinforcements = max(len(player_status['territories']) / 3, 3)
player_territory_ids = set([t['territory'] for t in player_status['territories']])
for c in map_layout['continents']:
if set(c['territories']).issubset(player_territory_ids):
our_expected_reinforcements += c['continent_bonus']
return our_expected_reinforcements
# 4.5.13
def own_occupied_continents_feature(map_layout, player_status, enemy_status):
player_occupied_continents = 0
player_territory_ids = [t['territory'] for t in player_status['territories']]
for c in map_layout['continents']:
if set(c['territories']).issubset(set(player_territory_ids)):
player_occupied_continents += 1
return player_occupied_continents
def partial_continent_score_feature(map_layout, player_status, enemy_status):
partial_continent_score = 0
player_territory_ids = [t['territory'] for t in player_status['territories']]
for c in map_layout['continents']:
we_have = 0
for t_id in c['territories']:
if t_id in player_territory_ids:
we_have += 1
partial_continent_score += ((float(we_have) / len(c['territories'])) ** 2) * c['rating']
return partial_continent_score
# # Debug only
# if debug:
# print "Enemy Reinf: " + str(timeit.timeit(enemy_expected_reinforcements_feature, number=10))
# print "Hinter: " + str(timeit.timeit(hinterland_feature, number=10))
# print "Our Cont: " + str(timeit.timeit(own_occupied_continents_feature, number=10))
# # print "Armies: " + str(armies_feature())
# # print "Enemy Reinf: " + str(enemy_expected_reinforcements_feature())
# # print "Enemy Cont: " + str(enemy_occupied_continents_feature())
# # print "Hinter: " + str(hinterland_feature())
# # print ">1 Army: " + str(more_than_one_army_feature())
# # print "Our Terr: " + str(occupied_territories_feature())
# # print "Our Reinf: " + str(our_expected_reinforcements_feature())
# # print "Our Cont: " + str(own_occupied_continents_feature())
# return armies_feature() * 0.6 + \
# enemy_expected_reinforcements_feature() * -0.3 + \
# enemy_occupied_continents_feature() * -0.3 + \
# hinterland_feature() * 0.3 + \
# more_than_one_army_feature() * -0.1 + \
# occupied_territories_feature() * 0.2 + \
# our_expected_reinforcements_feature() * 0.2 + \
# own_occupied_continents_feature() * 1.0
def evaluate_reinforce(map_layout, player_status, enemy_status): # 0.0001
# armies_feature is constant
# return armies_feature(map_layout, player_status, enemy_status) * 0.6 + \
return continent_safety_feature(map_layout, player_status, enemy_status) * -50 + \
continent_threat_feature(map_layout, player_status, enemy_status) * 1 + \
enemy_expected_reinforcements_feature(map_layout, player_status, enemy_status) * -0.3 + \
distance_to_frontier_feature(map_layout, player_status, enemy_status) * 10
# more_than_one_army_feature(map_layout, player_status, enemy_status) * -0.05
def evaluate_battle(map_layout, player_status, enemy_status): # 0.0001
a = armies_feature(map_layout, player_status, enemy_status)
b = continent_safety_feature(map_layout, player_status, enemy_status)
c = continent_threat_feature(map_layout, player_status, enemy_status)
d = enemy_expected_reinforcements_feature(map_layout, player_status, enemy_status)
e = enemy_occupied_continents_feature(map_layout, player_status, enemy_status)
f = hinterland_feature(map_layout, player_status, enemy_status)
g = more_than_one_army_feature(map_layout, player_status, enemy_status)
h = occupied_territories_feature(map_layout, player_status, enemy_status)
i = our_expected_reinforcements_feature(map_layout, player_status, enemy_status)
j = own_occupied_continents_feature(map_layout, player_status, enemy_status)
k = partial_continent_score_feature(map_layout, player_status, enemy_status)
# print "armies feature: %f" % a
# print "continent safety feature: %f" % b
# print "continent threat feature: %f" % c
# print "enemy expected reinforcements feature: %f" % d
# print "enemy occupied continents feature: %f" % e
# print "hinterland feature: %f" % f
# print "more than one army feature: %f" % g
# print "occupied territories feature: %f" % h
# print "our expected reinforcements feature: %f" % i
# print "own occupied continents feature: %f" % j
# print "partial continent score feature: %f" % k
# print "\n"
# Continent first strategy
# return a * 1 * 0.05 + \
# b * 0.2 * -0.1 + \
# c * 0.05 * 0.2 + \
# d * 0.02 * -0.1 + \
# e * 0.1 * -0.2 + \
# f * 0.033 * 0.001 + \
# g * 1 * -0.05 + \
# h * 1 * 0.3 + \
# i * 0.05 * 0.3 + \
# j * 0.2 * 0.5
# Aggressive conquest, with focus on continent protection
return a * 1 * 0.1 + \
b * 0.2 * -50 + \
c * 0.05 * 0.1 + \
d * 0.02 * -0.1 + \
e * 0.1 * -0.1 + \
f * 0.033 * 0.1 + \
g * 1 * -0.1 + \
h * 1 * 10 + \
i * 0.05 * 20 + \
j * 0.2 * 50 + \
k * 1 * 20
def evaluate_fortify(map_layout, player_status, enemy_status): # 0.0001
# armies feature is constant
# return armies_feature(map_layout, player_status, enemy_status) * 0.6 + \
return continent_safety_feature(map_layout, player_status, enemy_status) * -0.3 + \
continent_threat_feature(map_layout, player_status, enemy_status) * 1 + \
enemy_expected_reinforcements_feature(map_layout, player_status, enemy_status) * -0.3 + \
more_than_one_army_feature(map_layout, player_status, enemy_status) * 0.1 + \
distance_to_frontier_feature(map_layout, player_status, enemy_status) * 50
if __name__ == "__main__":
import AIBase
b = AIBase.AIBase()
print b.game_id
time.sleep(5)
b._refresh_state()
map_layout = b.map_layout
player_status = b.get_player_status()
enemy_status = b.get_enemy_status()
# from utils import wrapper
# wrapped = wrapper(evaluate, b.map_layout, b.player_status, b.get_enemy_status())
# import timeit
# print "Evaluate (s): " + str(timeit.Timer(wrapped).timeit(number=100)/100)