Пример #1
0
 def ConsiderPlaySafety(self, state, safeties):
   # If I'm stuck and the safety resolves it, play it
   if (not state.us.moving):
     needRemedy = state.us.needRemedy
     needSafe = Cards.remedyToSafety(needRemedy)
     for safety in safeties:
       if (safety.card == needSafe):
         return safety
   # If all the hazards are visible, just play the safety
   for safety in safeties:
     if (safety.card == Cards.SAFETY_PUNCTURE_PROOF):
       flats = self.CountCard(state, Cards.ATTACK_FLAT_TIRE)
       if (flats >= 3):
         return safety
     elif (safety.card == Cards.SAFETY_EXTRA_TANK):
       outs = self.CountCard(state, Cards.ATTACK_OUT_OF_GAS)
       if (outs >= 3):
         return safety
     elif (safety.card == Cards.SAFETY_DRIVING_ACE):
       acc = self.CountCard(state, Cards.ATTACK_ACCIDENT)
       if (acc >= 3):
         return safety
   # Out of cards, just play the safety
   if (len(state.hand) == len(safeties)):
     return safety
   # Been stuck for too long, have to do something
   if (self.needRoll >= 10):
     return safeties[0]
Пример #2
0
 def playSafety(self, team, card):
     team.safeties.append(card)
     if card == Cards.SAFETY_RIGHT_OF_WAY:
         team.speedLimit = False
     if Cards.remedyToSafety(team.needRemedy) == card:
         if (card == Cards.SAFETY_RIGHT_OF_WAY
                 or Cards.SAFETY_RIGHT_OF_WAY in team.safeties):
             team.needRemedy = None
             team.moving = True
         else:
             team.needRemedy = Cards.REMEDY_GO
Пример #3
0
 def playSafety(self, team, card):
   team.safeties.append(card)
   if card == Cards.SAFETY_RIGHT_OF_WAY:
     team.speedLimit = False
   if Cards.remedyToSafety(team.needRemedy) == card:
     if (card == Cards.SAFETY_RIGHT_OF_WAY
      or Cards.SAFETY_RIGHT_OF_WAY in team.safeties):
       team.needRemedy = None
       team.moving = True
     else:
       team.needRemedy = Cards.REMEDY_GO
Пример #4
0
  def GetDiscard(self, state, discards):

    milesLeft = state.target - state.us.mileage
    milesInHand = 0
    for discard in discards:
      # Excess mileage; discard the card that puts me over the top
      if (Cards.cardToType(discard.card) == Cards.MILEAGE):
        milesInHand = milesInHand + Cards.cardToMileage(discard.card)
        if (milesInHand > milesLeft): 
          return discard
      # Too many 200s
      if (discard.card == Cards.MILEAGE_200):
        total200 = state.us.twoHundredsPlayed + state.hand.count(Cards.MILEAGE_200)
        if (total200 > 2):
          return discard
      # Attack that opponent has a safety for, if only 1 opponent
      if (len(state.opponents) == 1) & (Cards.cardToType(discard.card) == Cards.ATTACK):
        safety = Cards.attackToSafety(discard.card)
        if safety in state.opponents[0].safeties:
          return discard
      # Remedy for a safety that I have
      if Cards.cardToType(discard.card) == Cards.REMEDY:
        safety = Cards.remedyToSafety(discard.card)
        if (safety in state.hand) | (safety in state.us.safeties):
          return discard
    # Now that we've gone through the best options, try second-tier discards
    for discard in discards:
      # 2 of the same remedy, or 3 if it's GO
      if Cards.cardToType(discard.card) == Cards.REMEDY:
        count = state.hand.count(discard.card)
        if (count > 1) & (discard.card != Cards.REMEDY_GO):
          return discard
        if count > 2:
          return discard
        # Weak mileage, unless near the end of the game
        if (milesLeft > 100):
          if discard.card == Cards.MILEAGE_25:
            return discard
          if discard.card == Cards.MILEAGE_50:
            return discard
          if discard.card == Cards.MILEAGE_75:
            return discard
    # Nothing good to discard; just toss something that's not attack or safety
    for d in discards:
      if ((Cards.cardToType(d.card) != Cards.SAFETY) &
          (Cards.cardToType(d.card) != Cards.ATTACK)):
        return d;
Пример #5
0
    def monteCarloMileageSimulation(self):
        # Returns a list of many (turns elapsed, team 0 trip mileage remaining, team 1 trip remaining, ...)
        # TODO: Assumes extension.
        results = []
        for _ in xrange(self.perfConstants.monteCarloIterations):
            needMileage = dict(
                (team.number, team.mileage) for team in self.gameState.teams)
            moving = dict(
                (team.number, team.moving) for team in self.gameState.teams)
            needRemedy = dict((team.number, team.needRemedy)
                              for team in self.gameState.teams)
            twoHundredsPlayed = dict((team.number, team.twoHundredsPlayed)
                                     for team in self.gameState.teams)

            tripCompletedBy = None
            deck = collections.deque()
            for (card, qty) in self.cardsUnseen.iteritems():
                for _ in xrange(qty):
                    deck.append(card)
            random.shuffle(deck)

            turnsElapsed = 1
            while deck:
                for currentTurnTeam in self.gameState.teams:
                    if not deck:
                        break

                    teamNo = currentTurnTeam.number
                    teamNeedMileage = needMileage[teamNo]
                    teamNeedRemedy = needRemedy[teamNo]
                    teamMoving = moving[teamNo]
                    teamTwoHundredsPlayed = twoHundredsPlayed[teamNo]
                    if teamNeedRemedy:
                        teamNeedSafety = Cards.remedyToSafety(teamNeedRemedy)
                    else:
                        teamNeedSafety = None

                    for playerNum in currentTurnTeam.playerNumbers:
                        if tripCompletedBy == playerNum:
                            deck = None
                            break
                        if not deck:
                            break

                        card = deck.pop()
                        cardType = Cards.cardToType(card)
                        if Cards.cardToType(card) != Cards.MILEAGE:
                            if card == Cards.REMEDY_GO:
                                teamMoving = True
                                if teamNeedRemedy == Cards.REMEDY_GO:
                                    teamNeedRemedy = None
                            elif teamNeedRemedy:
                                if ((cardType == Cards.SAFETY
                                     and teamNeedSafety == card)
                                        or (cardType == Cards.REMEDY
                                            and needRemedy[teamNo] == card)):
                                    teamNeedRemedy = None
                        else:
                            mileage = Cards.cardToMileage(card)
                            if mileage == 200 and teamTwoHundredsPlayed >= 2:
                                continue
                            elif mileage > teamNeedMileage:
                                continue
                            elif mileage == 200:
                                teamTwoHundredsPlayed += 1

                            teamNeedMileage -= mileage

                        if teamNeedMileage == 0 and teamMoving and not teamNeedRemedy:
                            tripCompletedBy = playerNum
                            break

                    needMileage[teamNo] = teamNeedMileage
                    needRemedy[teamNo] = teamNeedRemedy
                    moving[teamNo] = teamMoving
                    twoHundredsPlayed[teamNo] = teamTwoHundredsPlayed

                turnsElapsed += 1

            result = [turnsElapsed]
            for i in xrange(len(self.gameState.opponents) + 1):
                if i == self.gameState.us.number:
                    team = self.gameState.us
                else:
                    team = self.gameState.teamNumberToTeam(i)

                if needRemedy[i] or not moving[i]:
                    mileage = 1000 - team.mileage
                else:
                    mileage = needMileage[i]
                result.append(mileage)
            results.append(result)
        return results
Пример #6
0
    def chanceTeamWillCompleteTrip(self, team):
        if self.useMonteCarloSimulation():
            self.debug(
                "Using monte carlo method for team trip completion estimate.")
            teamResults = [
                result[team.number + 1]
                for result in self.monteCarloMileageSimulation()
            ]
            completionCount = 0
            for result in teamResults:
                if result == 0:
                    completionCount += 1
            ret = completionCount / len(teamResults)
            self.debug("%r chance that %d will complete trip (%d/%d)", ret,
                       team.number, completionCount, len(teamResults))
        else:
            self.debug(
                "Using card-counting method for team trip completion estimate."
            )
            turnsLeft = self.deckExhaustionTurnsLeft()
            playersOnTeam = len(team.playerNumbers)
            teamMovesLeft = turnsLeft * playersOnTeam

            if team.moving:
                goCoeff = 1.0
            else:
                goCoeff = min(
                    1.0,
                    self.percentOfCardsRemaining(Cards.REMEDY_GO) *
                    teamMovesLeft)

            if team.needRemedy and team.needRemedy != Cards.REMEDY_GO:
                remedyCoeff = min(
                    1.0,
                    self.percentOfCardsRemaining(
                        team.needRemedy, Cards.remedyToSafety(team.needRemedy))
                    * teamMovesLeft)
            else:
                remedyCoeff = 1.0

            if goCoeff == 0.0 or remedyCoeff == 0.0:
                self.debug(
                    "Team %d can't complete trip due to remedy unavailable.",
                    team.number)
                return 0.0

            needMileage = 1000 - team.mileage
            validMileageCards = [
                card for card in Cards.MILEAGE_CARDS
                if Cards.cardToMileage(card) <= needMileage
            ]
            validMileageCards.sort(reverse=True)
            validMileagePct = self.percentOfCardsRemaining(*validMileageCards)
            unseenTotalMileage = sum([
                Cards.cardToMileage(card) * self.cardsUnseen[card]
                for card in validMileageCards
            ])
            if unseenTotalMileage < needMileage:
                self.debug(
                    "Not enough mileage left in deck for team %d to complete trip.",
                    team.number)
                ret = 0.0
            else:
                ret = min(1.0, (validMileagePct *
                                (unseenTotalMileage / needMileage) *
                                teamMovesLeft * remedyCoeff * goCoeff))
                self.debug(
                    "Team %d has %r of trip completion, based on crude card count: %r * (%r / %r) * %r * %r * %r",
                    team.number, ret, validMileagePct, unseenTotalMileage,
                    needMileage, teamMovesLeft, remedyCoeff, goCoeff)

        return ret
Пример #7
0
    def makeMove(self, gameState):
        discards = []
        mileage = []
        attacks = []
        remedies = []
        safeties = []

        cardsPlayed = []
        us = gameState.us
        cardsPlayed = cardsPlayed + us.mileagePile
        cardsPlayed = cardsPlayed + us.speedPile
        cardsPlayed = cardsPlayed + us.battlePile
        cardsPlayed = cardsPlayed + us.safeties

        MyMileage = us.mileage
        MyRunningTotal = MyMileage + us.totalScore + len(
            us.safeties) * 100 + us.coupFourres * 300

        opponents = gameState.opponents
        ourSafeties = us.safeties
        playedSafeties = ourSafeties
        opponentsCount = 0
        opponentsSafeties = []
        for opponent in opponents:
            opponentsCount = opponentsCount + 1
            opponentsSafeties = opponentsSafeties + opponent.safeties
            cardsPlayed = cardsPlayed + opponent.mileagePile
            cardsPlayed = cardsPlayed + opponent.speedPile
            cardsPlayed = cardsPlayed + opponent.battlePile
            cardsPlayed = cardsPlayed + opponent.safeties
        playedSafeties = playedSafeties + opponentsSafeties

        cardsPlayed = cardsPlayed + gameState.discardPile
        cardPlayedByType = {}
        for x in xrange(0, 19):
            cardPlayedByType[x] = 0

        for card in cardsPlayed:
            cardPlayedByType[card] += 1

        target = gameState.target
        target_minus_25 = target - 25
        target_minus_50 = target - 50
        target_minus_75 = target - 75
        target_minus_100 = target - 100
        target_minus_200 = target - 200

        for play in gameState.validMoves:
            if (play.type == Move.DISCARD):
                discards.append(play)
            else:
                type = Cards.cardToType(play.card)
                if type == Cards.MILEAGE:
                    mileage.append(play)
                elif type == Cards.REMEDY:
                    remedies.append(play)
                elif type == Cards.ATTACK:
                    attacks.append(play)
                elif type == Cards.SAFETY:
                    safeties.append(play)

        #######################
        #  IF CAN GO FOR WIN  DO IT!
        #######################

        if len(mileage) > 0:
            if us.mileage == target_minus_25:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_25:
                        return mi
            elif us.mileage == target_minus_50:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_50:
                        return mi
            elif us.mileage == target_minus_75:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_75:
                        return mi
            elif us.mileage == target_minus_100:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_100:
                        return mi
            elif us.mileage == target_minus_200:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_200:
                        return mi

        ########################
        #  play a red card based on weighted factors
        #  but check to see if the corrosponding safety is known in play or in your hand
        #  if not known  dont play if less then X cards in deck
        #####################################

        numberOfCardsLeftToNotAttack = 10

        if len(attacks) > 0:
            highestWeight = -10
            weightedAttacks = {}
            for attack in attacks:
                opponent = gameState.teamNumberToTeam(attack.target)
                opponentMileage = opponent.mileage
                opponentRunningTotal = opponentMileage + opponent.totalScore + len(
                    opponent.safeties) * 100 + opponent.coupFourres * 300
                weight = 0
                if opponentRunningTotal >= 3000:
                    #         print "opponentRunningTotal >= 3500"
                    weight += 1
                if opponentRunningTotal >= 3500:
                    #         print "opponentRunningTotal >= 3500"
                    weight += 1
                if opponentRunningTotal >= 4000:
                    #          print "opponentRunningTotal >= 4000"
                    weight += 1
                if opponentRunningTotal >= 4500:
                    #         print "opponentRunningTotal >= 4500"
                    weight += 2
                if opponentRunningTotal >= MyRunningTotal + 1000:
                    #        print "opponentRunningTotal >= myRunningTotal+2000"
                    weight += 1
                if opponentRunningTotal >= MyRunningTotal + 2000:
                    #        print "opponentRunningTotal >= myRunningTotal+2000"
                    weight += 3
                if opponentMileage >= MyMileage + 400:
                    #       print "opponentMileage >= my mileage + 400"
                    weight += 1

                if opponentMileage >= target_minus_200:
                    if opponentMileage >= target_minus_50 and attack.card == Cards.ATTACK_SPEED_LIMIT:
                        weight = -10
        #        print "opponet withi 50 of end and attack=limit"
                    else:
                        weight += 1
        #       print "opponent within 200 of end"
                if attack.card != Cards.ATTACK_SPEED_LIMIT and attack.card != Cards.ATTACK_STOP:
                    weight += 0.6
                if attack.card == Cards.ATTACK_SPEED_LIMIT:
                    weight += 0
                if attack.card == Cards.ATTACK_STOP:
                    weight += 0.01
            #    print "attack card not limit or stop"

                corrospondingSafetyisNotKnown = True
                corrospondingSafety = Cards.attackToSafety(attack.card)
                if cardPlayedByType[corrospondingSafety] == 1:
                    corrospondingSafetyisNotKnown = False
                for safet in safeties:
                    if Cards.attackToSafety(attack.card) == safet.card:
                        corrospondingSafetyisNotKnown = False

                if corrospondingSafetyisNotKnown:
                    if gameState.cardsLeft < numberOfCardsLeftToNotAttack:
                        weight = -10  #nop
            #     print "safety NOT known and gameState.cardsLeft < numberOfCardsLeftToNotAttack"
                    else:
                        #    print "safety not known"
                        weight -= 0.5
                    #print "proceed with attack!!!!!!!!!!"
                else:
                    # print "safety KNOWN!"
                    weight += 0.5
                #print "weight="+str(weight)
                if weight > highestWeight:
                    highestWeight = weight
                weightedAttacks[weight] = attack

            if highestWeight > -1:
                #print "=============highest Weight="+str(highestWeight)
                #print weightedAttacks[highestWeight]
                return weightedAttacks[highestWeight]

        ##################3
        # play a remedy
        ##################

        if len(remedies) > 0:
            remedies.sort(key=lambda x: x.card)
            if remedies[
                    0].card == Cards.REMEDY_END_OF_LIMIT and us.mileage >= target_minus_50 and len(
                        mileage) > 0:
                mileage.sort(key=lambda x: x.card, reverse=True)
                #print "remedy= EOL AND us.mileage="+str(us.mileage)+" mileage[0]="+str(mileage[0].card)
                return mileage[0]
            else:
                return remedies[0]

        #####################
        # play a mileage:
        #      first check to see if you are 200 or less away, if any 2 card combonation in hand will finish race
        #      if not, play highest mileage
        ######################

        if len(mileage) > 0:
            mileage.sort(key=lambda x: x.card, reverse=True)
            if len(mileage) > 2 and us.mileage > target_minus_200:
                num = 0

                for mi in mileage:
                    num += 1
                    mileageCopy = mileage[num:]
                    for mi2 in mileageCopy:
                        mivalue = Cards.cardToMileage(mi.card)
                        mi2value = Cards.cardToMileage(mi2.card)
                        total = us.mileage + mivalue + mi2value
                        if total == target:
                            return mi
            return mileage[0]

        ##############################
        #  If have safety that solves a problem we have... use it
        ############################

        remedyNeeded = us.needRemedy
        if remedyNeeded > 0:
            for safet in safeties:
                if safet.card == Cards.remedyToSafety(remedyNeeded):
                    return safet
        if us.speedLimit == True:
            for safet in safeties:
                if safet.card == Cards.SAFETY_RIGHT_OF_WAY:
                    return safet

        ####################
        # ENTER EASY DISCARD PHASE
        ##############

    # reuse these because this used to be in a seperate function
        mileage = []
        attacks = []
        remedies = []

        for play in discards:
            type = Cards.cardToType(play.card)
            if type == Cards.MILEAGE:
                mileage.append(play)
            elif type == Cards.REMEDY:
                remedies.append(play)
            elif type == Cards.ATTACK:
                attacks.append(play)

        ##################
        # Remedies we have safeties for in play, in hand or for all attacks have been played
        ################

        if len(remedies) > 0:
            for remedy in remedies:
                for safet in safeties:
                    if Cards.remedyToSafety(remedy.card) == safet.card:
                        return remedy

                if Cards.remedyToSafety(remedy.card) in ourSafeties:
                    return remedy
                corrospondingAttack = Cards.remedyToAttack(remedy.card)
                if corrospondingAttack == Cards.ATTACK_FLAT_TIRE:
                    if cardPlayedByType[Cards.ATTACK_FLAT_TIRE] == 3:
                        #            print "discard spare due to all flats played"
                        return remedy
                elif corrospondingAttack == Cards.ATTACK_OUT_OF_GAS:
                    if cardPlayedByType[Cards.ATTACK_OUT_OF_GAS] == 3:
                        #           print "discard gas due to all out of gas played"
                        return remedy
                elif corrospondingAttack == Cards.ATTACK_ACCIDENT:
                    if cardPlayedByType[Cards.ATTACK_ACCIDENT] == 3:
                        #          print "discard repairs due to all accidents played"
                        return remedy
                elif corrospondingAttack == Cards.ATTACK_SPEED_LIMIT:
                    if cardPlayedByType[Cards.ATTACK_SPEED_LIMIT] == 4:
                        #         print "discard end of limit due to all spedlimits played"
                        return remedy

        ########################
        #   Attacks that opponents have safeties for (if not 3 or 6 person game)
        ######################

        if len(attacks) > 0:
            if opponentsCount == 1:
                for attack in attacks:
                    if Cards.attackToSafety(attack.card) in opponentsSafeties:
                        return attack

        ###################
        # mileage discard due to limit:
        #     if an opponent has right of way and all EOL played and we have speed limit  discard mileage over 50
        ######################

        mileage.sort(key=lambda x: x.card)
        if len(mileage) > 0:
            opponentRightOfWay = False
            for safet in opponentsSafeties:
                if safet == Cards.SAFETY_RIGHT_OF_WAY:
                    opponentRightOfWay = True
            if cardPlayedByType[
                    Cards.
                    REMEDY_END_OF_LIMIT] == 6 and us.speedLimit and opponentRightOfWay:

                for mi in mileage:
                    if mi.card > 1:
                        #print "discarding mi:" + Cards.cardToString(mi.card)
                        return mi

        ########################
        #  milage that we can no longer play due to being to close to the end
        # or playing 2 2 hundreds
        #########################

            thp = us.twoHundredsPlayed

            for mi in mileage:

                if thp == 2 or us.mileage > target_minus_200:
                    if mi.card == Cards.MILEAGE_200:
                        return mi
                if us.mileage > target_minus_100:
                    if mi.card == Cards.MILEAGE_100:
                        return mi
                if us.mileage > target_minus_75:
                    if mi.card == Cards.MILEAGE_75:
                        return mi
                if us.mileage > target_minus_50:
                    if mi.card == Cards.MILEAGE_50:
                        return mi

        #########################
        #  Enter "Smart" discard phases
        ########################

        ########################
        # Remedy smart discard:  remedies we have dupes of (save 1 of each, except GO  save 2)
        ###########################

        remedyDupes = {}
        for x in xrange(5, 10):
            remedyDupes[x] = 0
        if len(remedies) > 0:
            for remedy in remedies:
                remedyDupes[remedy.card] += 1
            if remedyDupes[Cards.REMEDY_SPARE_TIRE] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_SPARE_TIRE:
                        return remedy
            elif remedyDupes[Cards.REMEDY_GASOLINE] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_GASOLINE:
                        return remedy
            elif remedyDupes[Cards.REMEDY_REPAIRS] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_REPAIRS:
                        return remedy
            elif remedyDupes[Cards.REMEDY_GO] > 2:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_GO:
                        return remedy
            elif remedyDupes[Cards.REMEDY_END_OF_LIMIT] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_END_OF_LIMIT:
                        return remedy

    ####################
    # play a safety as no more easy discards are available
    ###################

    # Play a safety rather than discard
        if len(safeties) > 0:

            return safeties[0]

        ####################
        #  attack smart discard: if have more then 2 attack cards  discard stops/ speedlimits
        ####################

        attackDupes = {}
        for x in xrange(10, 16):
            attackDupes[x] = 0

        if len(attacks) > 0:
            totalAttackCardsInHand = 0
            for attack in attacks:
                totalAttackCardsInHand += 1
                attackDupes[attack.card] += 1
            if totalAttackCardsInHand > 2:
                for attack in attacks:
                    if attack.card == Cards.ATTACK_SPEED_LIMIT:
                        return attack
                    if attack.card == Cards.ATTACK_STOP:
                        return attack

        #####################
        # final "smart" discard: if more then one mileage in hand discard lowest mileage
        # if exactly 1 mileage in hand  first discard a non GO remedy(starting with EOL, then an attack (order EOL, stop, then others)
        ########################

        if len(mileage) > 0:
            if len(mileage) == 1:

                remedies.sort(key=lambda x: x.card, reverse=True)
                for remedy in remedies:
                    if remedy.card != Cards.REMEDY_GO:
                        return remedy
                attacks.sort(key=lambda x: x.card, reverse=True)
                for attack in attacks:
                    return attack
            else:
                return mileage[0]

        ##################
        #  discard whatever is left
        ##################

        return discards[0]  #toDiscard
Пример #8
0
  def monteCarloMileageSimulation(self):
    # Returns a list of many (turns elapsed, team 0 trip mileage remaining, team 1 trip remaining, ...)
    # TODO: Assumes extension.
    results = []
    for _ in xrange(self.perfConstants.monteCarloIterations):
      needMileage = dict((team.number, team.mileage) for team in self.gameState.teams)
      moving = dict((team.number, team.moving) for team in self.gameState.teams)
      needRemedy = dict((team.number, team.needRemedy) for team in self.gameState.teams)
      twoHundredsPlayed = dict((team.number, team.twoHundredsPlayed) for team in self.gameState.teams)

      tripCompletedBy = None
      deck = collections.deque()
      for (card, qty) in self.cardsUnseen.iteritems():
        for _ in xrange(qty):
          deck.append(card)
      random.shuffle(deck)

      turnsElapsed = 1
      while deck:
        for currentTurnTeam in self.gameState.teams:
          if not deck:
            break

          teamNo = currentTurnTeam.number
          teamNeedMileage = needMileage[teamNo]
          teamNeedRemedy = needRemedy[teamNo]
          teamMoving = moving[teamNo]
          teamTwoHundredsPlayed = twoHundredsPlayed[teamNo]
          if teamNeedRemedy:
            teamNeedSafety = Cards.remedyToSafety(teamNeedRemedy)
          else:
            teamNeedSafety = None

          for playerNum in currentTurnTeam.playerNumbers:
            if tripCompletedBy == playerNum:
              deck = None
              break
            if not deck:
              break

            card = deck.pop()
            cardType = Cards.cardToType(card)
            if Cards.cardToType(card) != Cards.MILEAGE:
              if card == Cards.REMEDY_GO:
                teamMoving = True
                if teamNeedRemedy == Cards.REMEDY_GO:
                  teamNeedRemedy = None
              elif teamNeedRemedy:
                if ((cardType == Cards.SAFETY and teamNeedSafety == card) or
                    (cardType == Cards.REMEDY and needRemedy[teamNo] == card)):
                  teamNeedRemedy = None
            else:
              mileage = Cards.cardToMileage(card)
              if mileage == 200 and teamTwoHundredsPlayed >= 2:
                continue
              elif mileage > teamNeedMileage:
                continue
              elif mileage == 200:
                teamTwoHundredsPlayed += 1

              teamNeedMileage -= mileage

            if teamNeedMileage == 0 and teamMoving and not teamNeedRemedy:
              tripCompletedBy = playerNum
              break

          needMileage[teamNo] = teamNeedMileage
          needRemedy[teamNo] = teamNeedRemedy
          moving[teamNo] = teamMoving
          twoHundredsPlayed[teamNo] = teamTwoHundredsPlayed

        turnsElapsed += 1

      result = [turnsElapsed]
      for i in xrange(len(self.gameState.opponents) + 1):
        if i == self.gameState.us.number:
          team = self.gameState.us
        else:
          team = self.gameState.teamNumberToTeam(i)

        if needRemedy[i] or not moving[i]:
          mileage = 1000 - team.mileage
        else:
          mileage = needMileage[i]
        result.append(mileage)
      results.append(result)
    return results
Пример #9
0
  def chanceTeamWillCompleteTrip(self, team):
    if self.useMonteCarloSimulation():
      self.debug("Using monte carlo method for team trip completion estimate.")
      teamResults = [result[team.number + 1]
                     for result
                     in self.monteCarloMileageSimulation()]
      completionCount = 0
      for result in teamResults:
        if result == 0:
          completionCount += 1
      ret = completionCount/len(teamResults)
      self.debug("%r chance that %d will complete trip (%d/%d)",
                 ret, team.number, completionCount, len(teamResults))
    else:
      self.debug("Using card-counting method for team trip completion estimate.")
      turnsLeft = self.deckExhaustionTurnsLeft()
      playersOnTeam = len(team.playerNumbers)
      teamMovesLeft = turnsLeft * playersOnTeam

      if team.moving:
        goCoeff = 1.0
      else:
        goCoeff = min(1.0, self.percentOfCardsRemaining(Cards.REMEDY_GO) * teamMovesLeft)

      if team.needRemedy and team.needRemedy != Cards.REMEDY_GO:
        remedyCoeff = min(1.0, self.percentOfCardsRemaining(
            team.needRemedy,
            Cards.remedyToSafety(team.needRemedy)) * teamMovesLeft)
      else:
        remedyCoeff = 1.0

      if goCoeff == 0.0 or remedyCoeff == 0.0:
        self.debug("Team %d can't complete trip due to remedy unavailable.", team.number)
        return 0.0

      needMileage = 1000 - team.mileage
      validMileageCards = [card
                           for card in Cards.MILEAGE_CARDS
                           if Cards.cardToMileage(card) <= needMileage]
      validMileageCards.sort(reverse=True)
      validMileagePct = self.percentOfCardsRemaining(*validMileageCards)
      unseenTotalMileage = sum([Cards.cardToMileage(card) * self.cardsUnseen[card]
                                for card in validMileageCards])
      if unseenTotalMileage < needMileage:
        self.debug("Not enough mileage left in deck for team %d to complete trip.",
                   team.number)
        ret = 0.0
      else:
        ret = min(1.0,
                  (validMileagePct *
                   (unseenTotalMileage / needMileage) *
                   teamMovesLeft *
                   remedyCoeff *
                   goCoeff))
        self.debug("Team %d has %r of trip completion, based on crude card count: %r * (%r / %r) * %r * %r * %r",
                   team.number,
                   ret,
                   validMileagePct,
                   unseenTotalMileage,
                   needMileage,
                   teamMovesLeft,
                   remedyCoeff,
                   goCoeff)

    return ret
Пример #10
0
    def makeMove(self, gameState):
        discards = []
        mileage = []
        attacks = []
        remedies = []
        safeties = []

        cardsPlayed = []
        us = gameState.us
        cardsPlayed = cardsPlayed + us.mileagePile
        cardsPlayed = cardsPlayed + us.speedPile
        cardsPlayed = cardsPlayed + us.battlePile
        cardsPlayed = cardsPlayed + us.safeties

        MyMileage = us.mileage
        MyRunningTotal = MyMileage + us.totalScore + len(us.safeties) * 100 + us.coupFourres * 300

        opponents = gameState.opponents
        ourSafeties = us.safeties
        playedSafeties = ourSafeties
        opponentsCount = 0
        opponentsSafeties = []
        for opponent in opponents:
            opponentsCount = opponentsCount + 1
            opponentsSafeties = opponentsSafeties + opponent.safeties
            cardsPlayed = cardsPlayed + opponent.mileagePile
            cardsPlayed = cardsPlayed + opponent.speedPile
            cardsPlayed = cardsPlayed + opponent.battlePile
            cardsPlayed = cardsPlayed + opponent.safeties
        playedSafeties = playedSafeties + opponentsSafeties

        cardsPlayed = cardsPlayed + gameState.discardPile
        cardPlayedByType = {}
        for x in xrange(0, 19):
            cardPlayedByType[x] = 0

        for card in cardsPlayed:
            cardPlayedByType[card] += 1

        target = gameState.target
        target_minus_25 = target - 25
        target_minus_50 = target - 50
        target_minus_75 = target - 75
        target_minus_100 = target - 100
        target_minus_200 = target - 200

        for play in gameState.validMoves:
            if play.type == Move.DISCARD:
                discards.append(play)
            else:
                type = Cards.cardToType(play.card)
                if type == Cards.MILEAGE:
                    mileage.append(play)
                elif type == Cards.REMEDY:
                    remedies.append(play)
                elif type == Cards.ATTACK:
                    attacks.append(play)
                elif type == Cards.SAFETY:
                    safeties.append(play)

        #######################
        #  IF CAN GO FOR WIN  DO IT!
        #######################

        if len(mileage) > 0:
            if us.mileage == target_minus_25:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_25:
                        return mi
            elif us.mileage == target_minus_50:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_50:
                        return mi
            elif us.mileage == target_minus_75:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_75:
                        return mi
            elif us.mileage == target_minus_100:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_100:
                        return mi
            elif us.mileage == target_minus_200:
                for mi in mileage:
                    if mi.card == Cards.MILEAGE_200:
                        return mi

        ########################
        #  play a red card based on weighted factors
        #  but check to see if the corrosponding safety is known in play or in your hand
        #  if not known  dont play if less then X cards in deck
        #####################################

        numberOfCardsLeftToNotAttack = 10

        if len(attacks) > 0:
            highestWeight = -10
            weightedAttacks = {}
            for attack in attacks:
                opponent = gameState.teamNumberToTeam(attack.target)
                opponentMileage = opponent.mileage
                opponentRunningTotal = (
                    opponentMileage + opponent.totalScore + len(opponent.safeties) * 100 + opponent.coupFourres * 300
                )
                weight = 0
                if opponentRunningTotal >= 3000:
                    #         print "opponentRunningTotal >= 3500"
                    weight += 1
                if opponentRunningTotal >= 3500:
                    #         print "opponentRunningTotal >= 3500"
                    weight += 1
                if opponentRunningTotal >= 4000:
                    #          print "opponentRunningTotal >= 4000"
                    weight += 1
                if opponentRunningTotal >= 4500:
                    #         print "opponentRunningTotal >= 4500"
                    weight += 2
                if opponentRunningTotal >= MyRunningTotal + 1000:
                    #        print "opponentRunningTotal >= myRunningTotal+2000"
                    weight += 1
                if opponentRunningTotal >= MyRunningTotal + 2000:
                    #        print "opponentRunningTotal >= myRunningTotal+2000"
                    weight += 3
                if opponentMileage >= MyMileage + 400:
                    #       print "opponentMileage >= my mileage + 400"
                    weight += 1

                if opponentMileage >= target_minus_200:
                    if opponentMileage >= target_minus_50 and attack.card == Cards.ATTACK_SPEED_LIMIT:
                        weight = -10
                    #        print "opponet withi 50 of end and attack=limit"
                    else:
                        weight += 1
                #       print "opponent within 200 of end"
                if attack.card != Cards.ATTACK_SPEED_LIMIT and attack.card != Cards.ATTACK_STOP:
                    weight += 0.6
                if attack.card == Cards.ATTACK_SPEED_LIMIT:
                    weight += 0
                if attack.card == Cards.ATTACK_STOP:
                    weight += 0.01
                #    print "attack card not limit or stop"

                corrospondingSafetyisNotKnown = True
                corrospondingSafety = Cards.attackToSafety(attack.card)
                if cardPlayedByType[corrospondingSafety] == 1:
                    corrospondingSafetyisNotKnown = False
                for safet in safeties:
                    if Cards.attackToSafety(attack.card) == safet.card:
                        corrospondingSafetyisNotKnown = False

                if corrospondingSafetyisNotKnown:
                    if gameState.cardsLeft < numberOfCardsLeftToNotAttack:
                        weight = -10  # nop
                    #     print "safety NOT known and gameState.cardsLeft < numberOfCardsLeftToNotAttack"
                    else:
                        #    print "safety not known"
                        weight -= 0.5
                    # print "proceed with attack!!!!!!!!!!"
                else:
                    # print "safety KNOWN!"
                    weight += 0.5
                # print "weight="+str(weight)
                if weight > highestWeight:
                    highestWeight = weight
                weightedAttacks[weight] = attack

            if highestWeight > -1:
                # print "=============highest Weight="+str(highestWeight)
                # print weightedAttacks[highestWeight]
                return weightedAttacks[highestWeight]

        ##################3
        # play a remedy
        ##################

        if len(remedies) > 0:
            remedies.sort(key=lambda x: x.card)
            if remedies[0].card == Cards.REMEDY_END_OF_LIMIT and us.mileage >= target_minus_50 and len(mileage) > 0:
                mileage.sort(key=lambda x: x.card, reverse=True)
                # print "remedy= EOL AND us.mileage="+str(us.mileage)+" mileage[0]="+str(mileage[0].card)
                return mileage[0]
            else:
                return remedies[0]

        #####################
        # play a mileage:
        #      first check to see if you are 200 or less away, if any 2 card combonation in hand will finish race
        #      if not, play highest mileage
        ######################

        if len(mileage) > 0:
            mileage.sort(key=lambda x: x.card, reverse=True)
            if len(mileage) > 2 and us.mileage > target_minus_200:
                num = 0

                for mi in mileage:
                    num += 1
                    mileageCopy = mileage[num:]
                    for mi2 in mileageCopy:
                        mivalue = Cards.cardToMileage(mi.card)
                        mi2value = Cards.cardToMileage(mi2.card)
                        total = us.mileage + mivalue + mi2value
                        if total == target:
                            return mi
            return mileage[0]

        ##############################
        #  If have safety that solves a problem we have... use it
        ############################

        remedyNeeded = us.needRemedy
        if remedyNeeded > 0:
            for safet in safeties:
                if safet.card == Cards.remedyToSafety(remedyNeeded):
                    return safet
        if us.speedLimit == True:
            for safet in safeties:
                if safet.card == Cards.SAFETY_RIGHT_OF_WAY:
                    return safet

        ####################
        # ENTER EASY DISCARD PHASE
        ##############

        # reuse these because this used to be in a seperate function
        mileage = []
        attacks = []
        remedies = []

        for play in discards:
            type = Cards.cardToType(play.card)
            if type == Cards.MILEAGE:
                mileage.append(play)
            elif type == Cards.REMEDY:
                remedies.append(play)
            elif type == Cards.ATTACK:
                attacks.append(play)

        ##################
        # Remedies we have safeties for in play, in hand or for all attacks have been played
        ################

        if len(remedies) > 0:
            for remedy in remedies:
                for safet in safeties:
                    if Cards.remedyToSafety(remedy.card) == safet.card:
                        return remedy

                if Cards.remedyToSafety(remedy.card) in ourSafeties:
                    return remedy
                corrospondingAttack = Cards.remedyToAttack(remedy.card)
                if corrospondingAttack == Cards.ATTACK_FLAT_TIRE:
                    if cardPlayedByType[Cards.ATTACK_FLAT_TIRE] == 3:
                        #            print "discard spare due to all flats played"
                        return remedy
                elif corrospondingAttack == Cards.ATTACK_OUT_OF_GAS:
                    if cardPlayedByType[Cards.ATTACK_OUT_OF_GAS] == 3:
                        #           print "discard gas due to all out of gas played"
                        return remedy
                elif corrospondingAttack == Cards.ATTACK_ACCIDENT:
                    if cardPlayedByType[Cards.ATTACK_ACCIDENT] == 3:
                        #          print "discard repairs due to all accidents played"
                        return remedy
                elif corrospondingAttack == Cards.ATTACK_SPEED_LIMIT:
                    if cardPlayedByType[Cards.ATTACK_SPEED_LIMIT] == 4:
                        #         print "discard end of limit due to all spedlimits played"
                        return remedy

        ########################
        #   Attacks that opponents have safeties for (if not 3 or 6 person game)
        ######################

        if len(attacks) > 0:
            if opponentsCount == 1:
                for attack in attacks:
                    if Cards.attackToSafety(attack.card) in opponentsSafeties:
                        return attack

        ###################
        # mileage discard due to limit:
        #     if an opponent has right of way and all EOL played and we have speed limit  discard mileage over 50
        ######################

        mileage.sort(key=lambda x: x.card)
        if len(mileage) > 0:
            opponentRightOfWay = False
            for safet in opponentsSafeties:
                if safet == Cards.SAFETY_RIGHT_OF_WAY:
                    opponentRightOfWay = True
            if cardPlayedByType[Cards.REMEDY_END_OF_LIMIT] == 6 and us.speedLimit and opponentRightOfWay:

                for mi in mileage:
                    if mi.card > 1:
                        # print "discarding mi:" + Cards.cardToString(mi.card)
                        return mi

            ########################
            #  milage that we can no longer play due to being to close to the end
            # or playing 2 2 hundreds
            #########################

            thp = us.twoHundredsPlayed

            for mi in mileage:

                if thp == 2 or us.mileage > target_minus_200:
                    if mi.card == Cards.MILEAGE_200:
                        return mi
                if us.mileage > target_minus_100:
                    if mi.card == Cards.MILEAGE_100:
                        return mi
                if us.mileage > target_minus_75:
                    if mi.card == Cards.MILEAGE_75:
                        return mi
                if us.mileage > target_minus_50:
                    if mi.card == Cards.MILEAGE_50:
                        return mi

        #########################
        #  Enter "Smart" discard phases
        ########################

        ########################
        # Remedy smart discard:  remedies we have dupes of (save 1 of each, except GO  save 2)
        ###########################

        remedyDupes = {}
        for x in xrange(5, 10):
            remedyDupes[x] = 0
        if len(remedies) > 0:
            for remedy in remedies:
                remedyDupes[remedy.card] += 1
            if remedyDupes[Cards.REMEDY_SPARE_TIRE] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_SPARE_TIRE:
                        return remedy
            elif remedyDupes[Cards.REMEDY_GASOLINE] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_GASOLINE:
                        return remedy
            elif remedyDupes[Cards.REMEDY_REPAIRS] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_REPAIRS:
                        return remedy
            elif remedyDupes[Cards.REMEDY_GO] > 2:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_GO:
                        return remedy
            elif remedyDupes[Cards.REMEDY_END_OF_LIMIT] > 1:
                for remedy in remedies:
                    if remedy.card == Cards.REMEDY_END_OF_LIMIT:
                        return remedy

        ####################
        # play a safety as no more easy discards are available
        ###################

        # Play a safety rather than discard
        if len(safeties) > 0:

            return safeties[0]

        ####################
        #  attack smart discard: if have more then 2 attack cards  discard stops/ speedlimits
        ####################

        attackDupes = {}
        for x in xrange(10, 16):
            attackDupes[x] = 0

        if len(attacks) > 0:
            totalAttackCardsInHand = 0
            for attack in attacks:
                totalAttackCardsInHand += 1
                attackDupes[attack.card] += 1
            if totalAttackCardsInHand > 2:
                for attack in attacks:
                    if attack.card == Cards.ATTACK_SPEED_LIMIT:
                        return attack
                    if attack.card == Cards.ATTACK_STOP:
                        return attack

        #####################
        # final "smart" discard: if more then one mileage in hand discard lowest mileage
        # if exactly 1 mileage in hand  first discard a non GO remedy(starting with EOL, then an attack (order EOL, stop, then others)
        ########################

        if len(mileage) > 0:
            if len(mileage) == 1:

                remedies.sort(key=lambda x: x.card, reverse=True)
                for remedy in remedies:
                    if remedy.card != Cards.REMEDY_GO:
                        return remedy
                attacks.sort(key=lambda x: x.card, reverse=True)
                for attack in attacks:
                    return attack
            else:
                return mileage[0]

        ##################
        #  discard whatever is left
        ##################

        return discards[0]  # toDiscard
Пример #11
0
  def makeMove(self, gameState):
    discards = []
    mileage = []
    attacks = []
    remedies = []
    safeties = []
    worthlessCards = [] #These are cards that cannot ever help us and are first to be discarded.
    milesToGo = gameState.target - gameState.us.mileage
    numMiles = []
    targetTeam = self.priorityTarget(gameState)
    
    for play in gameState.validMoves:
      type = Cards.cardToType(play.card)
      if (play.type == Move.DISCARD):
	    #Never discard a safety.
        if type != Cards.SAFETY:
          if type == Cards.MILEAGE:
            #Mileage cards are worthless if they put us over 1000 miles.
            if Cards.cardToMileage(play.card) + gameState.us.mileage > 1000:
              worthlessCards.append(play)
              
            #200 miles is worthless if we've played 2 of them, or if # played + # in hand > 2, the surplus is worthless
            else:
              discards.append(play)
          elif type == Cards.ATTACK:
            #Attack cards are worthless if we only have one opponent and they have played the safety
            if targetTeam == -1:
              for opponent in gameState.opponents:
                if Cards.attackToSafety(play.card) in opponent.safeties:
                  worthlessCards.append(play)
                else:
                  discards.append(play)
            else:
              discards.append(play)
            
          elif type == Cards.REMEDY:
            #Remedies are worthless if the we have played the safety
            if Cards.remedyToSafety(play.card) in gameState.us.safeties:
              worthlessCards.append(play)
            #Remedies are worthless if we have the safety for it in our hand
            elif Cards.remedyToSafety(play.card) in gameState.hand:
              worthlessCards.append(play)
            #Remedies are worthless if all of the appropriate attack cards have been played and we do not need it right now.
            elif self.cardsLeft[Cards.remedyToAttack(play.card)] == 0 and gameState.us.needRemedy != Cards.remedyToAttack(play.card):
              worthlessCards.append(play)
            else:
              discards.append(play)
      else:
        if type == Cards.MILEAGE:
          #Sort as we insert, biggest mileage at the front of the list
          if len(mileage) == 0:
            numMiles.append(Cards.cardToMileage(play.card))
            mileage.append(play)
          elif len(mileage) == 1:
            if Cards.cardToMileage(play.card) > numMiles[0]:
              numMiles.insert(0, Cards.cardToMileage(play.card))
              mileage.insert(0, play)
            else:
              numMiles.append(Cards.cardToMileage(play.card))
              mileage.append(play)
          elif len(mileage) == 2:
            if Cards.cardToMileage(play.card) > numMiles[0]:
              numMiles.insert(0, Cards.cardToMileage(play.card))
              mileage.insert(0, play)
            elif Cards.cardToMileage(play.card) > numMiles[1]:
              numMiles.insert(1, Cards.cardToMileage(play.card))
              mileage.insert(1, play)
            else:
              numMiles.append(Cards.cardToMileage(play.card))
              mileage.append(play)
          else:
            #If it's biggest, insert it first
            if Cards.cardToMileage(play.card) > numMiles[0]:
              numMiles.insert(0, Cards.cardToMileage(play.card))
              mileage.insert(0, play)
            #If it's smallest, insert it last
            elif Cards.cardToMileage(play.card) < numMiles[len(numMiles) - 1]:
              numMiles.insert((1 - len(numMiles)), Cards.cardToMileage(play.card))
              mileage.insert((1 - len(mileage)), play)
            #Otherwise Insert it at index 1
            else:
              numMiles.insert(1, Cards.cardToMileage(play.card))
              mileage.insert(1, play)
            
        elif type == Cards.ATTACK:
          if targetTeam == -1:
            #No priority target
            attacks.append(play)
          #Sort as we insert, priority targets in front
          elif play.target == targetTeam:
            attacks.insert(0, play)
          else:
            attacks.append(play)
        elif type == Cards.REMEDY:
          remedies.append(play)
        elif type == Cards.SAFETY:
          safeties.append(play)
    
    
    
	#If there are less than 10 cards left, play any safeties in our hand
	# NOTE: Investigate how much this changes AI results
    if gameState.cardsLeft <= 10:
      if len(safeties) > 0:
        return safeties[0]
			
	#If we can win the game, play a safety if we can, then check to see if we are safe to go for delayed action, otherwise win the game.
    if milesToGo in numMiles:
      if len(safeties) > 0:
        return safeties[0]
      elif gameState.cardsLeft == 0:
        #Win the game if we already have a delayed action.
        return mileage[numMiles.index(milesToGo)]
      elif self.getDangerCards(gameState) == 0:
        #If we are safe, attack if we can, pitch a worthless card if we can't, win the game otherwise.
        if len(attacks) > 0:
          return attacks[0]
        elif len(worthlessCards) > 0:
          return worthlessCards[0]
        else:
          return mileage[numMiles.index(milesToGo)]
      else:
        #For the time being, consider even one potential attack too deadly, and end the game.
        #TINKER HERE LATER
        return mileage[numMiles.index(milesToGo)]
        
    if len(attacks) > 0:
      attacks = self.sortAttacks(attacks, targetTeam)        
      #Attack if we can in a two player game always.
      if targetTeam == -1 :
        return attacks[0]
      #If we can't move in a 3 player game, attack first.
      elif len(mileage) == 0:
        return attacks[0]
      #If we have a valid move for 100 miles or more and we've got a ways to go, move, otherwise attack.
      elif Cards.cardToMileage(mileage[0].card) >= 100 and milesToGo >= 400:
        return mileage[0]
      else:
        return attacks[0]
    
	#Fix what needs fixing in a two player game, attack in a 3 player game (since we aren't moving)
    if len(remedies) > 0:
      return remedies[0]
   
  #If we need a remedy and we have the safety for it after move 10, just play it.
    if gameState.us.needRemedy != None and len(safeties) > 0:
      for s in safeties:
        if Cards.remedyToSafety(gameState.us.needRemedy) == s.card and len(self.gameHistory) >= 10:
          return s
	  
  # If we can move
    if len(mileage) > 0:
      #Move as fast as we can if we haven't gone too far
      if milesToGo > 400:
        return mileage[0]
      #If we've already played a 200 and our biggest mileage card leaves us at or over 100 miles, play it
      if (milesToGo - Cards.cardToMileage(mileage[0].card) >= 100):
        if (gameState.us.twoHundredsPlayed > 0):
          return mileage[0]
      #If we have more than 200 miles to go, haven't played a 200, have a 100, and we're not under a speed limit, play the 100
      if milesToGo > 200 and gameState.us.twoHundredsPlayed == 0 and Cards.MILEAGE_100 in gameState.hand and not(gameState.us.speedLimit):
        for i in mileage:
          if numMiles[mileage.index(i)] == 100:
            return i
      #If we're over 100 miles away and we can get to 100 miles away, do it
      if milesToGo > 100:
        for i in numMiles:
          if milesToGo - i == 100:
            return mileage[numMiles.index(i)]
      #If we're under a speed limit, play the biggest mileage we have
      if gameState.us.speedLimit:
        return mileage[0]
      #If we're at 200 miles or less, play our smallest mileage (if we could win the game, we already would have done so)
      if milesToGo <= 200:
        mileage.reverse()
        return mileage[0]
      #Return our biggest mileage
      return mileage[0]
    
  # Discard something worthless if we have it
    if len(worthlessCards) > 0:
      return worthlessCards[0]
    
    #If we are at the end of the game, discard high mileage, then remedies, then attacks, then low mileage.
    if gameState.cardsLeft == 0:
      for d in discards:
        if d.card <= 4:
          if d.card >= 2:
            return d
      for d in discards:
        if d.card <= 9:
          if d.card >= 2:
            return d
      for d in discards:
        if d.card <= 14:
          if d.card >= 2:
            return d
      for d in discards:
        if d.card <= 2:
          return d
    
    for d in discards:
      #If we have more of a remedy than there are attacks in the game, discard it.
      if Cards.cardToType(d.card) == Cards.REMEDY and discards.count(d) > self.cardsLeft[Cards.remedyToAttack(d.card)]:
        return d
      #If we have 3 of any given card, discard it.
      if discards.count(d) >= 3:
        return d
      #If we're under a speed limit, discard 75 if we have it, 100 if we already popped our safeTrip cherry, 200 if we haven't and are halfway through the race, the rest of the mileage.
      if gameState.us.speedLimit:
        if d.card == Cards.MILEAGE_75:
          return d
        if gameState.us.safeTrip and ((gameState.target == 1000 and gameState.us.handScore >= 600) or (gameState.target == 700 and gameState.us.handScore > 400)) and d.card == Cards.MILEAGE_200:
          return d
        if d.card == Cards.MILEAGE_100:
          return d
        if d.card == Cards.MILEAGE_200:
          return d
      else:
        if d.card == Cards.MILEAGE_25:
          return d
          
    #Pitch doubles next - low mileage first, then high mileage, then remedies
    for d in discards:
       if discards.count(d) > 1:
        if d.card <= 1:
          return d
    for d in discards:
      if discards.count(d) > 1:
        if d.card <= 4:
          return d
    for d in discards:
      if discards.count(d) > 1:
        if d.card <= 9:
          return d    
          
    #Pitch crappy single cards.
    if Cards.MILEAGE_25 in gameState.hand:
      return Move(Move.DISCARD, Cards.MILEAGE_25)
    if Cards.MILEAGE_75 in gameState.hand:
      return Move(Move.DISCARD, Cards.MILEAGE_75)
    if Cards.MILEAGE_50 in gameState.hand:
      return Move(Move.DISCARD, Cards.MILEAGE_50)
    if Cards.REMEDY_END_OF_LIMIT in gameState.hand:
      return Move(Move.DISCARD, Cards.REMEDY_END_OF_LIMIT)
    
    #Pitch any mileage that puts us over 700 if the target is 700
    for d in discards:
      if Cards.cardToType(d.card) == Cards.MILEAGE:
        if gameState.target == 700 and Cards.cardToMileage(d.card) + gameState.us.mileage > 700:
          return d
    
    #If we have an attack and the remedy for the attack, pitch the remedy
    for d in discards:
      if Cards.cardToType(d.card) == Cards.ATTACK:
        if Cards.attackToRemedy(d.card) in gameState.hand:
          return Move(Move.DISCARD, Cards.attackToRemedy(d.card))
          
    
    
    #Pitch duplicate attack cards now, but only if we don't have the safety for it already played.
    for d in discards:
      if discards.count(d) > 1:
        if d.card <= 14 and Cards.attackToSafety(d.card) not in gameState.us.safeties:
          return d
    
    #If we've gotten here we have a pretty good hand - so play a safety if we have one 
    if len(safeties) > 0:
      return safeties[0]
      
    #Pitch attacks we don't have the safety for
    for d in discards:
      if Cards.cardToType(d.card) == Cards.ATTACK and Cards.attackToSafety(d.card) not in gameState.us.safeties:
          return d

    #Pitch any duplicates at this point
    for d in discards:
      if discards.count(d) > 1:
        return d

    #Pitch Speed Limit next
    for d in discards:
      if d.card == 14:
        return d

    #Pitch Stop next
    for d in discards:
      if d.card == 13:
        return d

    #In nearly a million runs total this hasn't ever triggered.  But it seems best to leave it here.
    return discards[0]