AI01 - Python 3
Non riesco ancora a trovare un nome migliore per questo :-P.
Identificatore : ray-ai01
Tecnologia : Python 3
Selezionato : si
Argomenti :ai01.py identifier port
Descrizione : lavoro per inferenza. Quando il numero di carte che il proprietario non è noto è inferiore a una soglia, questa IA inizia a eliminare tutte le soluzioni impossibili da un'inferenza globale ricorsiva. Altrimenti, usa l'inferenza locale.
#!/usr/bin/env python
import itertools
from speedclue.playerproxy import Player, main
from speedclue.cards import CARDS
from speedclue.protocol import BufMessager
# import crash_on_ipy
class Card:
def __init__(self, name, type):
self.name = name
self.possible_owners = []
self.owner = None
self.in_solution = False
self.disproved_to = set()
self.type = type
def __repr__(self):
return self.name
def log(self, *args, **kwargs):
pass
def set_owner(self, owner):
assert self.owner is None
assert self in owner.may_have
for player in self.possible_owners:
player.may_have.remove(self)
self.possible_owners.clear()
self.owner = owner
owner.must_have.add(self)
self.type.rest_count -= 1
def set_as_solution(self):
# import pdb; pdb.set_trace()
assert self.owner is None
self.type.solution = self
self.in_solution = True
for player in self.possible_owners:
player.may_have.remove(self)
self.possible_owners.clear()
self.type.rest_count -= 1
def __hash__(self):
return hash(self.name)
class CardType:
def __init__(self, type_id):
self.type_id = type_id
self.cards = [Card(name, self) for name in CARDS[type_id]]
self.rest_count = len(self.cards)
self.solution = None
class PlayerInfo:
def __init__(self, id):
self.id = id
self.must_have = set()
self.may_have = set()
self.selection_groups = []
self.n_cards = None
def __hash__(self):
return hash(self.id)
def set_have_not_card(self, card):
if card in self.may_have:
self.may_have.remove(card)
card.possible_owners.remove(self)
def log(self, *args, **kwargs):
pass
def update(self):
static = False
updated = False
while not static:
static = True
if len(self.must_have) == self.n_cards:
if not self.may_have:
break
for card in self.may_have:
card.possible_owners.remove(self)
self.may_have.clear()
static = False
updated = True
if len(self.must_have) + len(self.may_have) == self.n_cards:
static = False
updated = True
for card in list(self.may_have):
card.set_owner(self)
new_groups = []
for group in self.selection_groups:
group1 = []
for card in group:
if card in self.must_have:
break
if card in self.may_have:
group1.append(card)
else:
if len(group1) == 1:
group1[0].set_owner(self)
updated = True
static = False
elif group1:
new_groups.append(group1)
self.selection_groups = new_groups
if len(self.must_have) + 1 == self.n_cards:
# There is only one card remain to be unknown, so this card must
# be in all selection groups
cards = self.may_have.copy()
for group in self.selection_groups:
if self.must_have.isdisjoint(group):
cards.intersection_update(group)
for card in self.may_have - cards:
static = False
updated = True
self.set_have_not_card(card)
# assert self.must_have.isdisjoint(self.may_have)
# assert len(self.must_have | self.may_have) >= self.n_cards
return updated
class Suggestion:
def __init__(self, player, cards, dplayer, dcard):
self.player = player
self.cards = cards
self.dplayer = dplayer
self.dcard = dcard
self.disproved = dplayer is not None
class AI01(Player):
def prepare(self):
self.set_verbosity(0)
def reset(self, player_count, player_id, card_names):
self.log('reset', 'id=', player_id, card_names)
self.fail_count = 0
self.suggest_count = 0
self.card_types = [CardType(i) for i in range(len(CARDS))]
self.cards = list(itertools.chain(*(ct.cards for ct in self.card_types)))
for card in self.cards:
card.log = self.log
self.card_map = {card.name: card for card in self.cards}
self.owned_cards = [self.card_map[name] for name in card_names]
self.players = [PlayerInfo(i) for i in range(player_count)]
for player in self.players:
player.log = self.log
self.player = self.players[player_id]
for card in self.cards:
card.possible_owners = list(self.players)
n_avail_cards = len(self.cards) - len(CARDS)
for player in self.players:
player.may_have = set(self.cards)
player.n_cards = n_avail_cards // player_count \
+ (player.id < n_avail_cards % player_count)
for card in self.owned_cards:
card.set_owner(self.player)
for card in self.cards:
if card not in self.owned_cards:
self.player.set_have_not_card(card)
self.suggestions = []
self.avail_suggestions = set(itertools.product(*CARDS))
self.possible_solutions = {
tuple(self.get_cards_by_names(cards)): 1
for cards in self.avail_suggestions
}
self.filter_solutions()
def filter_solutions(self):
new_solutions = {}
# assert self.possible_solutions
join = next(iter(self.possible_solutions))
for sol in self.possible_solutions:
for card, type in zip(sol, self.card_types):
if card.owner or type.solution and card is not type.solution:
# This candidate can not be a solution because it has a
# card that has owner or this type is solved.
break
else:
count = self.check_solution(sol)
if count:
new_solutions[sol] = count
join = tuple(((x is y) and x) for x, y in zip(join, sol))
self.possible_solutions = new_solutions
updated = False
for card in join:
if card and not card.in_solution:
card.set_as_solution()
updated = True
self.log('found new target', card, 'in', join)
# self.dump()
return updated
def check_solution(self, solution):
"""
This must be called after each player is updated.
"""
players = self.players
avail_cards = set(card for card in self.cards if card.possible_owners)
avail_cards -= set(solution)
if len(avail_cards) >= 10:
return 1
count = 0
def resolve_player(i, avail_cards):
nonlocal count
if i == len(players):
count += 1
return
player = players[i]
n_take = player.n_cards - len(player.must_have)
cards = avail_cards & player.may_have
for choice in map(set, itertools.combinations(cards, n_take)):
player_cards = player.must_have | choice
for group in player.selection_groups:
if player_cards.isdisjoint(group):
# Invalid choice
break
else:
resolve_player(i + 1, avail_cards - choice)
resolve_player(0, avail_cards)
return count
def suggest1(self):
choices = []
for type in self.card_types:
choices.append([])
if type.solution:
choices[-1].extend(self.player.must_have & set(type.cards))
else:
choices[-1].extend(sorted(
(card for card in type.cards if card.owner is None),
key=lambda card: len(card.possible_owners)))
for sgi in sorted(itertools.product(*map(lambda x:range(len(x)), choices)),
key=sum):
sg = tuple(choices[i][j].name for i, j in enumerate(sgi))
if sg in self.avail_suggestions:
self.avail_suggestions.remove(sg)
break
else:
sg = self.avail_suggestions.pop()
self.fail_count += 1
self.log('fail')
self.suggest_count += 1
return sg
def suggest(self):
sg = []
for type in self.card_types:
card = min((card for card in type.cards if card.owner is None),
key=lambda card: len(card.possible_owners))
sg.append(card.name)
sg = tuple(sg)
if sg not in self.avail_suggestions:
sg = self.avail_suggestions.pop()
else:
self.avail_suggestions.remove(sg)
return sg
def suggestion(self, player_id, cards, disprove_player_id=None, card=None):
sg = Suggestion(
self.players[player_id],
self.get_cards_by_names(cards),
self.players[disprove_player_id] if disprove_player_id is not None else None,
self.card_map[card] if card else None,
)
self.suggestions.append(sg)
# Iter through the non-disproving players and update their may_have
end_id = sg.dplayer.id if sg.disproved else sg.player.id
for player in self.iter_players(sg.player.id + 1, end_id):
if player is self.player:
continue
for card in sg.cards:
player.set_have_not_card(card)
if sg.disproved:
# The disproving player has sg.dcard
if sg.dcard:
if sg.dcard.owner is None:
sg.dcard.set_owner(sg.dplayer)
else:
# Add a selection group to the disproving player
sg.dplayer.selection_groups.append(sg.cards)
self.possible_solutions.pop(tuple(sg.cards), None)
self.update()
def update(self):
static = False
while not static:
static = True
for card in self.cards:
if card.owner is not None or card.in_solution:
continue
if len(card.possible_owners) == 0 and card.type.solution is None:
# In solution
card.set_as_solution()
static = False
for type in self.card_types:
if type.solution is not None:
continue
if type.rest_count == 1:
card = next(card for card in type.cards if card.owner is None)
card.set_as_solution()
static = False
for player in self.players:
if player is self.player:
continue
if player.update():
static = False
if self.filter_solutions():
static = False
def iter_players(self, start_id, end_id):
n = len(self.players)
for i in range(start_id, start_id + n):
if i % n == end_id:
break
yield self.players[i % n]
def accuse(self):
if all(type.solution for type in self.card_types):
return [type.solution.name for type in self.card_types]
possible_solutions = self.possible_solutions
if len(possible_solutions) == 1:
return next(possible_solutions.values())
# most_possible = max(self.possible_solutions, key=self.possible_solutions.get)
# total = sum(self.possible_solutions.values())
# # self.log('rate:', self.possible_solutions[most_possible] / total)
# if self.possible_solutions[most_possible] > 0.7 * total:
# self.log('guess', most_possible)
# return [card.name for card in most_possible]
return None
def disprove(self, suggest_player_id, cards):
cards = self.get_cards_by_names(cards)
sg_player = self.players[suggest_player_id]
cards = [card for card in cards if card in self.owned_cards]
for card in cards:
if sg_player in card.disproved_to:
return card.name
return max(cards, key=lambda c: len(c.disproved_to)).name
def accusation(self, player_id, cards, is_win):
if not is_win:
cards = tuple(self.get_cards_by_names(cards))
self.possible_solutions.pop(cards, None)
# player = self.players[player_id]
# for card in cards:
# player.set_have_not_card(card)
# player.update()
else:
self.log('fail rate:', self.fail_count / (1e-8 + self.suggest_count))
self.log('fail count:', self.fail_count, 'suggest count:', self.suggest_count)
def get_cards_by_names(self, names):
return [self.card_map[name] for name in names]
def dump(self):
self.log()
for player in self.players:
self.log('player:', player.id, player.n_cards,
sorted(player.must_have, key=lambda x: x.name),
sorted(player.may_have, key=lambda x: x.name),
'\n ',
player.selection_groups)
self.log('current:', [type.solution for type in self.card_types])
self.log('possible_solutions:', len(self.possible_solutions))
for sol, count in self.possible_solutions.items():
self.log(' ', sol, count)
self.log('id|', end='')
def end():
return ' | ' if card.name in [g[-1] for g in CARDS] else '|'
for card in self.cards:
self.log(card.name, end=end())
self.log()
for player in self.players:
self.log(' *'[player.id == self.player.id] + str(player.id), end='|')
for card in self.cards:
self.log(
' ' + 'xo'[player in card.possible_owners or player is card.owner],
end=end())
self.log()
if __name__ == '__main__':
main(AI01, BufMessager)
Il codice AI può essere trovato qui .