def __init__(self, gamma, filename): self._startingCountryAgent = ChooseStartingCountryAgent(gamma, filename) self.saveLastStartCountry = True self.saveLastPlaceStartingTroop = True self._placeStartingTroopsAgent = PlaceStartingTroopsAgent(gamma, filename) self.attackAgent = AttackAgent(gamma, filename) self.fortifyingAgent = FortifyingAgent(gamma, filename) self._placeTroopsAgent = PlaceTroopsAgent(gamma, filename)
class CarreRougeAI(AI): def __init__(self, gamma, filename): self._startingCountryAgent = ChooseStartingCountryAgent(gamma, filename) self.saveLastStartCountry = True self.saveLastPlaceStartingTroop = True self._placeStartingTroopsAgent = PlaceStartingTroopsAgent(gamma, filename) self.attackAgent = AttackAgent(gamma, filename) self.fortifyingAgent = FortifyingAgent(gamma, filename) self._placeTroopsAgent = PlaceTroopsAgent(gamma, filename) def feedback(self, ownedCountries, allCountries): self._placeTroopsAgent.feedback(ownedCountries) #self.attackAgent.feedback(ownedCountries, allCountries) self.fortifyingAgent.feedback(ownedCountries) # Choose a starting country one at the time # # remainingCountries : the countries that are not chosen yet # ownedCountries : the countries that you own so far # allCountries : all countries # # return : one element of the remainingCountries list def chooseStartingCountry(self, remainingCountries, ownedCountries, allCountries): return self._startingCountryAgent.chooseStartingCountry(remainingCountries, ownedCountries.values(), allCountries) # Place troops before the games begins. You can place only a portion of the available # troops. This method will be called again if you still have troops to be placed # # nbTroopsToPlace : the amount of troops you can place # ownedCountries : the countries that you own # allCountries : all countries # # return : a list of PlaceTroopsAction def placeStartingTroops(self, nbTroopsToPlace, ownedCountries, allCountries): #On a besoin de l'etat final pour le QLearning du ChooseStartingCountryAgent if(self.saveLastStartCountry): oc = map(lambda x : x.getName(), ownedCountries.values()) self._startingCountryAgent.appendLastIteration(([], oc)) self.saveLastStartCountry = False #on commence par mettre 1 armé sur chaque pays placeTroopAction = [] if all(c.getNbTroops() == 0 for c in ownedCountries.values()): placeTroopAction = [PlaceTroopsAction(c.getName(), 1) for c in ownedCountries.values()] else: placeTroopAction = self._placeStartingTroopsAgent.placeStartingTroop(nbTroopsToPlace, ownedCountries.values(), allCountries) return placeTroopAction # Declare attacks on the other countries. You need to check if the defending country is # not yours, or your attack declaration will be ignored # # ownedCountries : the countries that you own # allCountries : all countries # # return : a list of AttackAction. def declareAttacks(self, ownedCountries, allCountries): return self.attackAgent.declareAttack(ownedCountries.values(), allCountries) # Place troops at the start of your turn. You need to place all available troops at one # # nbTroopsToPlace : the amount of troops you can place # ownedCountries : the countries that you own # allCountries : all countries # # return : a list of PlaceTroopsAction def placeTroops(self, nbTroopsToPlace, ownedCountries, allCountries): #Méthode appelé juste après la phase de départ #On va donc passé l'état de départ au PlaceStartingTroopsAgent #Pour son QLearning if self.saveLastPlaceStartingTroop: state = self._placeStartingTroopsAgent.getCurrentState(ownedCountries.values()) self._placeStartingTroopsAgent.appendLastIteration(state) self.saveLastPlaceStartingTroop = False placeTroopAction = self._placeTroopsAgent.placeTroops(nbTroopsToPlace, ownedCountries.values(), allCountries) return placeTroopAction # Move troops after attacking. You can only move one per turn # # turnAttackResults : the result of all the attacks you declared this turn # ownedCountries : the countries that you own # allCountries : all countries # # return : a lsingle MoveTroopAction def moveTroops(self, turnAttackResults, ownedCountries, allCountries): return self.fortifyingAgent.moveTroop(turnAttackResults, ownedCountries, allCountries) # Decide the amount of attacking dice while attacking # # attackResult : the result of the pending attack # ownedCountries : the countries that you own # allCountries : all countries # # return : a number between 0 and 3, 0 means that you want to cancel the attack # # default behaviour : always choose 3 def decideNbAttackingDice(self, attackResult, ownedCountries, allCountries): return 3 # Decide the amount of defending dice while defending # # attackResult : the result of the pending attack # ownedCountries : the countries that you own # allCountries : all countries # # return : a number between 1 and 2 # # default behaviour : always choose 2 def decideNbDefendingDice(self, attackResult, ownedCountries, allCountries): return 2 # Decide the amount of troops to be transfered to the new country after winning a battle # # attackResult : the result of the attack # startCountry : the country to move from # endCountry : the country to move to # ownedCountries : the countries that you own # allCountries : all countries # # return : a number between 1 and the amount of troops in startCountry # # default behaviour : move half of the troops to the new country def decideNbTransferingTroops(self, attackResult, startCountry, endCountry, ownedCountries, allCountries): return startCountry.getNbTroops() / 2 # Called when your AI wins an attack # # attackResult : the result of the attack # ownedCountries : the countries that you own # allCountries : all countries # # return : nothing # # default behaviour : do nothing def onAttackWon(self, attackResult, ownedCountries, allCountries): self.attackAgent.onAttackResult(1, ownedCountries.values()) # Called when your AI loses an attack. AKA the attack finished because you only have 1 troop left in # the attacking country # # attackResult : the result of the attack # ownedCountries : the countries that you own # allCountries : all countries # # return : nothing # # default behaviour : do nothing def onAttackLost(self, attackResult, ownedCountries, allCountries): self.attackAgent.onAttackResult(-1, ownedCountries.values()) # Called when your AI succeeds to defend a territory. # # attackResult : the result of the attack # ownedCountries : the countries that you own # allCountries : all countries # # return : nothing # # default behaviour : do nothing def onDefendWon(self, attackResult, ownedCountries, allCountries): pass # Called when your AI fails to defend a territory. # # attackResult : the result of the attack # ownedCountries : the countries that you own # allCountries : all countries # # return : nothing # # default behaviour : do nothing def onDefendLost(self, attackResult, ownedCountries, allCountries): pass # Called when your AI wins the game # # allCountries : all countries, you own all countries # # return : nothing # # default behaviour : do nothing def onGameWon(self, allCountries): self._startingCountryAgent.onGameWon() self._placeStartingTroopsAgent.onGameWon() self.attackAgent.onGameEnded() # Called when your AI lost the game # # allCountries : all countries, you own no countries # # return : nothing # # default behaviour : do nothing def onGameLost(self, allCountries): self._startingCountryAgent.onGameLost() self._placeStartingTroopsAgent.onGameLost() self.attackAgent.onGameEnded() def save(self): self._startingCountryAgent.save() self._placeStartingTroopsAgent.save() self.attackAgent.save() self.fortifyingAgent.save()