Beispiel #1
0
 public override void OnGameStart(Kingdom kingdom)
 {
     this.GameModel.TextLog.StartTurn();
     this.GameModel.TextLog.WriteLine("Computer is planning its strategy...");
     int copperCount = this.Player.Hand.Count(c => c is Copper);
     this.Train(kingdom, copperCount == 3 || copperCount == 4);
     this.GameModel.TextLog.WriteLine("Planning complete!");
 }
Beispiel #2
0
		public static void StartLocalGame(Kingdom kingdom)
		{
			if (App.Context.CurrentGame != null)
			{
				App.Context.CurrentGame.CancelGame();
			}
			Game game = new LocalGame(App.Context);
			App.Context.CurrentGame = game;
			game.GamePageModel.Kingdom = kingdom;
			game.PlayGame();
			App.RootFrame.Navigate(typeof(GamePage));
			game.ExitingGame += game_ExitingGame;
		}
Beispiel #3
0
 public void Train(Kingdom kingdom, bool isFourThreeSplit)
 {
     BuyListTrainer trainer = new BuyListTrainer(kingdom, isFourThreeSplit);
     BuyListTrainer.GamesPerMatchup = this.gamesPerMatchup;
     BuyListTrainer.MaxChallengerCount = this.challengers;
     BuyListTrainer.MaxLeaderCount = this.leaders;
     List<BuyListEntry> best = trainer.Train(this.generations);
     if (this.mutateFinalThreshold)
     {
         best = trainer.TrainThresholds();
     }
     this.BuyList = best.Last().BuyList;
 }
Beispiel #4
0
        public GamePage()
        {
            App.CurrentGame = new LocalGame ();
            Kingdom kingdom = new Kingdom (null, null, GameSets.Any, 2);
            App.CurrentGame.GamePageModel.Kingdom = kingdom;
            App.CurrentGame.PlayGame ();

            this.gamePageModel = App.CurrentGame.GamePageModel;
            this.BindingContext = this.gamePageModel;
            InitializeComponent ();
            App.CurrentGame.GamePageModel.GameViewModel.GameInitialized += (object sender, EventArgs e) => Device.BeginInvokeOnMainThread(() => this.OnGameStarted());

            App.CurrentGame.GamePageModel.GameViewModel.TextLog.Turns.CollectionChanged += (object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e) => {
                if(e.NewItems != null)
                {
                    foreach(LogTurn turn in e.NewItems)
                    {
                        turn.Lines.CollectionChanged += (object sender2, NotifyCollectionChangedEventArgs e2) => {
                            if(e2.NewItems != null)
                            {
                                foreach(string line in e2.NewItems)
                                {
                                    Label turnLabel = new Label() { Text = line };
                                    this.TextLog.Children.Add(turnLabel);
                                    this.LogScrollViewer.ScrollToAsync(turnLabel, ScrollToPosition.MakeVisible, true);
                                }
                            }
                        };
                        foreach(string line in turn.Lines)
                        {
                            Label turnLabel = new Label() { Text = line };
                            this.TextLog.Children.Add(turnLabel);
                            this.LogScrollViewer.ScrollToAsync(turnLabel, ScrollToPosition.MakeVisible, true);
                        }
                    }
                }
            };
        }
Beispiel #5
0
        public static void TrainerCompareAITest()
        {
            DateTime start = DateTime.Now;

            Kingdom kingdom = new Kingdom(new BigMoney().CardCollection, null, null, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);
            /*
            BuyListTrainer trainer = new BuyListTrainer(kingdom, true);
            BuyListTrainer.GamesPerMatchup = 5;
            BuyListTrainer.MaxChallengerCount = 60;
            BuyListTrainer.MaxLeaderCount = 5;
            List<BuyListEntry> best = trainer.Train(20);
            Console.WriteLine("Trained");
            BuyList buyList1 = best.Last().BuyList;
            Console.WriteLine(buyList1.ToString(true));

            List<BuyListEntry> best2 = trainer.TrainThresholds();
            BuyList buyList2 = best2.Last().BuyList;
            Console.WriteLine(buyList2.ToString(true));
            */

            BuyList buyList1 = new BuyList();
            buyList1.OpeningBuy1 = typeof(Silver);
            buyList1.OpeningBuy2 = typeof(Moneylender);
            buyList1.List.Add(new BuyListItem(typeof(Adventurer), 1));
            buyList1.List.Add(new BuyListItem(typeof(Gold), 2));
            buyList1.List.Add(new BuyListItem(typeof(Province), 99));
            buyList1.List.Add(new BuyListItem(typeof(Adventurer), 2));
            buyList1.List.Add(new BuyListItem(typeof(Gold), 99));
            buyList1.List.Add(new BuyListItem(typeof(Laboratory), 6));
            buyList1.List.Add(new BuyListItem(typeof(Moneylender), 1));
            buyList1.List.Add(new BuyListItem(typeof(Silver), 99));

            BuyList buyList2 = buyList1.Clone();
            buyList2.EstateBuyThreshold = 2;
            buyList2.DuchyBuyThreshold = 5;
            buyList2.ProvinceBuyThreshold = 7;
            buyList2.ColonyBuyThreshold = 0;

            int wins = 0;
            int games = 0;
            for (int p = 0; p < 25600; p++)
            {
                GameModel gameModel = new GameModel();
                BuyListAIStrategy player1 = new BuyListAIStrategy(gameModel);
                player1.BuyList = buyList1.Clone();

                BuyListAIStrategy player2 = new BuyListAIStrategy(gameModel);
                player2.BuyList = buyList2.Clone();

                Player p1 = new Player("player1", player1, gameModel);
                Player p2 = new Player("player2", player2, gameModel);
                gameModel.Players.Add(p1);
                gameModel.Players.Add(p2);
                gameModel.InitializeGameState(kingdom, p % 2);
                gameModel.PlayGame(200);
                //Console.WriteLine(gameModel.TextLog.Text);
                if (gameModel.Result.Winners.Contains(p1) && !gameModel.Result.Winners.Contains(p2))
                {
                    wins++;
                    games++;
                }
                else if (gameModel.Result.Winners.Contains(p2) && !gameModel.Result.Winners.Contains(p1))
                {
                    games++;
                }

            }
            double ratio = wins / (double)games;
            Console.WriteLine(ratio);
        }
Beispiel #6
0
        public static BuyList[] PlayRound(Kingdom kingdom, List<BuyList> lists)
        {
            Console.WriteLine("Playing round with " + lists.Count + "players");
            int[] wins = new int[lists.Count];
            BuyList[] listsArray = new BuyList[wins.Length];
            for (int i = 0; i < lists.Count;i++)
            {
                listsArray[i] = lists[i];
            }

            for (int i = 0; i < listsArray.Length; i++)
            {
                for (int j = i+1; j< listsArray.Length; j ++)
                {
                    for (int k = 0; k < 15; k++)
                    {
                        int res = PlayGame(kingdom, listsArray[i], listsArray[j]);
                        if (res == -1)
                        {
                            wins[i]++;
                            wins[j]--;
                        }
                        else if (res == 1)
                        {
                            wins[i]--;
                            wins[j]++;
                        }

                        res = PlayGame(kingdom, listsArray[j], listsArray[i]);
                        if (res == -1)
                        {
                            wins[j]++;
                            wins[i]--;
                        }
                        else if (res == 1)
                        {
                            wins[j]--;
                            wins[i]++;
                        }
                    }
                }
            }
            //Array.Sort(wins, listsArray);
            for (int i = 0; i < listsArray.Length;i++)
            {
                Console.WriteLine(listsArray[i].List[3].Card.Name);
                Console.WriteLine(wins[i] + " wins");
                Console.WriteLine(listsArray[i].List[3].Card.Name);
                Console.WriteLine(listsArray[i].ToString());
            }
            return listsArray;
        }
Beispiel #7
0
        public static void PerfTest()
        {
            Randomizer.SetRandomSeed(123456789);
            int games = 0;
            DateTime start = DateTime.Now;
            CardSetsModel cardSets = new CardSetsModel(GameSets.Any);
            foreach (CardSetGroup group in cardSets.CardSetGroups)
            {
                foreach(CardSetViewModel cardSet in group.CardSets)
                {
                    for (int k = 0; k < 800; k++)
                    {
                        games++;
                        GameModel model = new GameModel();
                        using (model.TextLog.SuppressLogging())
                        {
                            BuyList list = new BuyList();
                            list.DuchyBuyThreshold = 5;
                            list.EstateBuyThreshold = 3;
                            list.List.Add(new BuyListItem(typeof(Gold), 99));
                            foreach (CardModel card in cardSet.CardSet.CardCollection)
                            {
                                list.List.Add(new BuyListItem(card.GetType(), 1));
                            }
                            list.List.Add(new BuyListItem(typeof(Silver), 99));

                            BuyListAIStrategy player1 = new BuyListAIStrategy(model);
                            player1.BuyList = list;
                            BuyListAIStrategy player2 = new BuyListAIStrategy(model);
                            player2.BuyList = list;
                            Player p1 = new Player("player1", player1, model);
                            Player p2 = new Player("player2", player2, model);
                            model.Players.Add(p1);
                            model.Players.Add(p2);

                            Kingdom kingdom = new Kingdom(cardSet.CardSet.CardCollection, null, GameSets.Any, 2);
                            model.InitializeGameState(kingdom);
                            model.PlayGame(100);
                        }
                    }
                }
            }
            TimeSpan elapsed = DateTime.Now - start;
            Console.WriteLine("total time = " + elapsed.TotalSeconds);
            Console.WriteLine("Total games = " + games);
            Console.WriteLine("games / sec = " + (games / elapsed.TotalSeconds));
        }
Beispiel #8
0
        public static void MonteCarloTreeSearchTest()
        {
            CardModel[] cards = new CardModel[]
            {
                new Chapel(),
                new ShantyTown(),
                new Militia(),
                new Moneylender(),
                new City(),
                new Mint(),
                new Goons(),
                new Hoard(),
                new Nobles(),
                new Expand()
            };
            GameModel gameModel = new GameModel();
            Kingdom kingdom = new Kingdom(cards, null, null, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

            BuyList bigMoney = new BuyList();
            bigMoney.List.Add(new BuyListItem(typeof(Province), 8));
            bigMoney.List.Add(new BuyListItem(typeof(Gold), 99));
            bigMoney.List.Add(new BuyListItem(typeof(Silver), 99));

            BuyListAIStrategy player1 = new BuyListAIStrategy(gameModel);
            BuyListAIStrategy player2 = new BuyListAIStrategy(gameModel);
            player1.BuyList = bigMoney.Clone();
            player2.BuyList = bigMoney.Clone();
            Player p1 = new Player("player1", player1, gameModel);
            Player p2 = new Player("player2", player2, gameModel);
            gameModel.Players.Add(p1);
            gameModel.Players.Add(p2);
            gameModel.InitializeGameState(kingdom);
            p1.Hand.Clear();
            p2.Hand.Clear();
            for (int i = 0; i < 5; i++)
            {
                p1.Deck.Draw();
                p2.Deck.Draw();
            }
            for (int i = 0; i < 6; i++)
            {
                gameModel.PileMap[typeof(Province)].DrawCard();
            }
            // skip opening book logic
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));
            p1.Hand.Add(new Gold());
            p1.Hand.Add(new Gold());
            p1.Hand.Add(new Gold());
            p1.Hand.Add(new Gold());
            p1.Hand.Add(new Gold());
            p2.Hand.Add(new Gold());
            p2.Hand.Add(new Gold());
            p2.Hand.Add(new Gold());
            p2.Hand.Add(new Gold());
            p2.Hand.Add(new Estate());
            List<CardModel> d1 = new List<CardModel>();
            for(int i=0;i<5;i++) d1.Add(new Gold());
            List<CardModel> d2 = new List<CardModel>();
            for(int i=0;i<5;i++) d2.Add(new Gold());
            p1.Deck.Populate(d1);
            p2.Deck.Populate(d2);
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EnterBuyPhase));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.PlayBasicTreasures));
            MonteCarloTreeSearch search = new MonteCarloTreeSearch(gameModel, bigMoney, true, 320);
            search.DoMCTS();
            DominionTreeNode node = search.Root;
            PlayerAction action = node.BestChild.Action;
            Debug.Assert(action.Pile.Name != "Province");
        }
Beispiel #9
0
        public static void MonteCarloTreeSearchCompareAITest()
        {
            DateTime start = DateTime.Now;
            /*
            CardModel[] cards = new CardModel[]
            {
                new Chapel(),
                new ShantyTown(),
                new Militia(),
                new Moneylender(),
                new City(),
                new Mint(),
                new Goons(),
                new Hoard(),
                new Nobles(),
                new Expand()
            };

            BuyList buyList = new BuyList();
            buyList.OpeningBuy1 = typeof(Chapel);
            buyList.OpeningBuy2 = typeof(Silver);
            buyList.List.Add(new BuyListItem(typeof(Goons), 2));
            buyList.List.Add(new BuyListItem(typeof(City), 5));
            buyList.List.Add(new BuyListItem(typeof(Goons), 1));
            buyList.List.Add(new BuyListItem(typeof(Nobles), 4));
            buyList.List.Add(new BuyListItem(typeof(Militia), 1));
            buyList.List.Add(new BuyListItem(typeof(Nobles), 2));
            buyList.List.Add(new BuyListItem(typeof(City), 4));
            buyList.List.Add(new BuyListItem(typeof(Province), 8));
            buyList.List.Add(new BuyListItem(typeof(Nobles), 2));
            buyList.List.Add(new BuyListItem(typeof(Goons), 3));
            buyList.List.Add(new BuyListItem(typeof(Hoard), 5));
            buyList.List.Add(new BuyListItem(typeof(Gold), 99));
            buyList.List.Add(new BuyListItem(typeof(Silver), 99));
            */
            //Kingdom kingdom = new Kingdom(cards, null, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

            /*
            IList<CardModel> cards = new List<CardModel>(new BigMoney().CardCollection);
            BuyList buyList = new BuyList();
            buyList.OpeningBuy1 = typeof(Chancellor);
            buyList.OpeningBuy2 = typeof(Silver);
            buyList.List.Add(new BuyListItem(typeof(Gold), 1));
            buyList.List.Add(new BuyListItem(typeof(Laboratory), 2));
            buyList.List.Add(new BuyListItem(typeof(Province), 99));
            buyList.List.Add(new BuyListItem(typeof(Gold), 99));
            buyList.List.Add(new BuyListItem(typeof(Moneylender), 1));
            buyList.List.Add(new BuyListItem(typeof(Laboratory), 8));
            buyList.List.Add(new BuyListItem(typeof(Silver), 99));
            */

            IList<CardModel> cards = new List<CardModel>(new PoolsToolsAndFools().CardCollection);
            BuyList buyList = new BuyList();
            buyList.OpeningBuy1 = typeof(Silver);
            buyList.OpeningBuy2 = typeof(Silver);
            buyList.List.Add(new BuyListItem(typeof(ScryingPool), 2));
            buyList.List.Add(new BuyListItem(typeof(Golem), 8));
            buyList.List.Add(new BuyListItem(typeof(Nobles), 1));
            buyList.List.Add(new BuyListItem(typeof(Province), 99));
            buyList.List.Add(new BuyListItem(typeof(Gold), 3));
            buyList.List.Add(new BuyListItem(typeof(Nobles), 8));
            buyList.List.Add(new BuyListItem(typeof(Gold), 99));
            buyList.List.Add(new BuyListItem(typeof(ScryingPool), 2));
            buyList.List.Add(new BuyListItem(typeof(Silver), 99));
            buyList.List.Add(new BuyListItem(typeof(Potion), 1));
            buyList.List.Add(new BuyListItem(typeof(ScryingPool), 6));

            Kingdom kingdom = new Kingdom(cards, null, null, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

            /*
            BuyListTrainer trainer = new BuyListTrainer(kingdom, true);
            BuyListTrainer.GamesPerMatchup = 5;
            BuyListTrainer.MaxChallengerCount = 60;
            BuyListTrainer.MaxLeaderCount = 5;
            List<BuyListEntry> best = trainer.Train(20);
            Console.WriteLine("Trained");
            BuyList buyList2 = best.Last().BuyList;
            Console.WriteLine(buyList2.ToString());
            return;
            */
            int wins = 0;
            int games = 0;
            for (int p = 0; p < 256; p++)
            {
                GameModel gameModel = new GameModel();
                BuyListAIStrategy player1 = new BuyListAIStrategy(gameModel);
                player1.BuyList = buyList.Clone();
                player1.UseSearch = true;
                player1.SearchThreshold = 0.05;
                player1.SearchNodes = 320;
                player1.SearchConfirm = true;
                player1.SearchKeepsHandInfo = false;
                BuyListAIStrategy player2 = new BuyListAIStrategy(gameModel);
                player2.BuyList = buyList.Clone();
                Player p1 = new Player("player1", player1, gameModel);
                Player p2 = new Player("player2", player2, gameModel);
                gameModel.Players.Add(p1);
                gameModel.Players.Add(p2);
                gameModel.InitializeGameState(kingdom, p % 2);
                gameModel.PlayGame(200);
                //Console.WriteLine(gameModel.TextLog.Text);
                if (gameModel.Result.Winners.Contains(p1) && !gameModel.Result.Winners.Contains(p2))
                {
                    Console.WriteLine("won");
                    wins++;
                    games++;
                }
                else if(gameModel.Result.Winners.Contains(p2) && !gameModel.Result.Winners.Contains(p1))
                {
                    Console.WriteLine("lost");
                    games++;
                }

            }
            double ratio = wins / (double)games;
            Console.WriteLine(ratio);
            DateTime end = DateTime.Now;
            Console.WriteLine((end - start).TotalSeconds + " seconds");
        }
Beispiel #10
0
 public static void EffectCardTest()
 {
     GameModel model = new GameModel();
     List<CardModel> cardList = new List<CardModel>();
     cardList.Add(new Masquerade());
     Kingdom kingdom = new Kingdom(cardList, null, GameSets.Any, 2);
     model.InitializeGameState(kingdom);
     BaseAIChooser chooser = new BaseAIChooser(model);
     List<CardModel> choices = new List<CardModel>();
     choices.Add(new Masquerade());
     choices.Add(new Duchy());
     CardModel chosen = chooser.ChooseOneCard(Dominion.Model.Chooser.CardChoiceType.Masquerade, string.Empty, Dominion.Model.Chooser.ChoiceSource.FromHand, choices);
 }
Beispiel #11
0
 void clickSinglePlayerRandom(object sender, RoutedEventArgs e)
 {
     Kingdom kingdom = new Kingdom(null, App.Context.ProhibitedCards.ProhibitedCards, null, App.Context.SupportedSets.AllowedSets, 2, App.Context.Settings.UseColonies, App.Context.Settings.UseShelters, App.Context.Settings.StartingHandType, App.Context.Settings.UseRandomCardsFromChosenSetsOnly);
     App.StartLocalGame(kingdom);
 }
Beispiel #12
0
 public virtual void OnGameStart(Kingdom kingdom)
 {
 }
Beispiel #13
0
        private void newSinglePlayerGameRandom(object sender, RoutedEventArgs e)
        {
            if (App.CurrentGame != null)
            {
                App.CurrentGame.CancelGame();
            }

            Game game = new LocalGame();
            App.CurrentGame = game;
            Kingdom kingdom = new Kingdom(null, App.ProhibitedCards.ProhibitedCards, null, App.SupportedSets.AllowedSets, 2, App.Settings.UseColonies, App.Settings.UseShelters, App.Settings.StartingHandType, App.Settings.UseRandomCardsFromChosenSetsOnly);
            game.GamePageModel.Kingdom = kingdom;
            game.PlayGame();
            App.RootFrame.Navigate(new Uri("/GamePage.xaml", UriKind.Relative));
        }
 private void Button_Click(object sender, RoutedEventArgs e)
 {
     CardSetViewModel cardSet = (CardSetViewModel)this.DataContext;
     Kingdom kingdom = new Kingdom(cardSet.CardSet.CardCollection, App.Context.ProhibitedCards.ProhibitedCards, cardSet.CardSet.BaneCard, App.Context.SupportedSets.AllowedSets, 2, App.Context.Settings.UseColonies, App.Context.Settings.UseShelters, App.Context.Settings.StartingHandType, App.Context.Settings.UseRandomCardsFromChosenSetsOnly);
     App.StartLocalGame(kingdom);
 }
Beispiel #15
0
        public static void TuneAllDefaultSets()
        {
            Randomizer.SetRandomSeed(123456789);

            CardSetsModel cardSets = new CardSetsModel(GameSets.Any);
            foreach (CardSetGroup group in cardSets.CardSetGroups)
            {
                foreach (CardSetViewModel cardSet in group.CardSets)
                {
                    Kingdom kingdom = new Kingdom(cardSet.CardSet.CardCollection, null, cardSet.CardSet.BaneCard, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

                    BuyListTrainer trainer = new BuyListTrainer(kingdom, true);
                    List<BuyListEntry> winners = trainer.Train(32, Console.Out);
                    Console.WriteLine(winners.Last().BuyList.ToString());
                }
            }
        }
Beispiel #16
0
        public static void TuneBuyList()
        {
            Randomizer.SetRandomSeed(123456789);
            //IEnumerable<CardModel> cards = new RandomAllCardSet().CardCollection.ToList();
            //IList<CardModel> cards = new AdventuresAbroad().CardCollection;
            /*
            CardModel[] cards = new CardModel[]{
                new Chapel(),
                new Militia(),
                new Goons(),
                new City(),
                new ShantyTown(),
                new Moneylender(),
                new Mint(),
                new Hoard(),
                new Nobles(),
                new Expand()
            };*/
            //IList<CardModel> cards = new AdventuresAbroad().CardCollection;
            CardModel[] cards = new CardModel[]
            {
                new Pawn(),
                new FishingVillage(),
                new Steward(),
                new Tournament(),
                new Watchtower(),
                new City(),
                new Duke(),
                new Festival(),
                new Mint(),
                new Prince()
            };
            Kingdom kingdom = new Kingdom(cards, null, null, GameSets.Any, 2, CardUseType.Use, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

            BuyListTrainer trainer = new BuyListTrainer(kingdom, true);
            List<BuyListEntry> winners = trainer.Train(32, Console.Out);
            foreach(BuyListEntry entry in winners)
            {
                Console.WriteLine(entry.WinRatio);
                Console.WriteLine(entry.BuyList.ToString());
                Console.WriteLine();
            }
        }
 private void Button_Click(object sender, RoutedEventArgs e)
 {
     Kingdom kingdom = new Kingdom(this.Model.SelectedCards.Select(c => c.CardModel).ToList(), App.Context.ProhibitedCards.ProhibitedCards, this.Model.BaneCard != null ? this.Model.BaneCard.CardModel : null, App.Context.SupportedSets.AllowedSets, 2);
     App.StartLocalGame(kingdom);
 }
Beispiel #18
0
        public static void LogCheck()
        {
            int max = 1000;
            for (int i = 0; i < max; i++)
            {
                GameModel model = new GameModel();

                RandomAIStrategy player1 = new RandomAIStrategy(model);
                BaseAIStrategy player2 = new OpeningBookRandomizedAIStrategy(model);
                GameViewModel viewModel = new GameViewModel(model);
                Player p1 = new Player("player1", player1, model);
                Player p2 = new Player("player2", player2, model);
                model.Players.Add(p1);
                model.Players.Add(p2);

                Kingdom kingdom = new Kingdom(new RandomAllCardSet(GameSets.Any).CardCollection, null, GameSets.Any, 2);
                model.InitializeGameState(kingdom);
                try
                {
                    model.PlayGame(250);
                    if (model.GameOver)
                    {
                        GameRecord record = model.Result.ToGameRecord(p1);
                        var s = new System.Xml.Serialization.XmlSerializer(typeof(GameRecord));
                        StringWriter w = new StringWriter();
                        s.Serialize(w, record);
                        GameRecord g2 = (GameRecord)s.Deserialize(new StringReader(w.ToString()));
                        if (record.Name != g2.Name)
                        {
                            Console.WriteLine("Error");
                        }
                        if (record.Won != g2.Won)
                        {
                            Console.WriteLine("Error");
                        }

                        if (record.Players.Count != g2.Players.Count)
                        {
                            Console.WriteLine("Error");
                        }
                        else
                        {
                            for (int j = 0; j < record.Players.Count; j++)
                            {
                                if (record.Players[j].Name != g2.Players[j].Name)
                                {
                                    Console.WriteLine("Error");
                                }
                                if (record.Players[j].Score != g2.Players[j].Score)
                                {
                                    Console.WriteLine("Error");
                                }
                                if (record.Players[j].Deck != g2.Players[j].Deck)
                                {
                                    Console.WriteLine("Error");
                                }
                            }
                        }
                        if (record.Log.Count != g2.Log.Count)
                        {
                            Console.WriteLine("Error");
                        }
                        else
                        {
                            for (int j = 0; j < record.Log.Count; j++)
                            {
                                if (record.Log[j].Replace(Environment.NewLine, "\n") != g2.Log[j])
                                {
                                    Console.WriteLine("Error");
                                }
                            }
                        }
                    }
                }
                catch (Exception e)
                {
                    Console.WriteLine("error!");
                    Console.WriteLine(e.Message);
                    Console.WriteLine(e.StackTrace);
                    Debugger.Launch();
                }
                if (i % (max / 100) == 0)
                {
                    Console.WriteLine(i / (double)max);
                }
            }
        }
Beispiel #19
0
 public void InitializeGameState(Kingdom kingdom)
 {
     this.InitializeGameState(kingdom, Randomizer.Next(this.players.Count));
 }
Beispiel #20
0
        public static void MonteCarloTreeSearchCompareAITestCheckAll()
        {
            string log = "";

            DateTime start = DateTime.Now;
            int overallWins = 0;
            int overallGames = 0;
            CardSetsModel cardSets = new CardSetsModel(GameSets.Any);
            foreach (CardSetGroup group in cardSets.CardSetGroups)
            {
                foreach (CardSetViewModel cardSet in group.CardSets)
                {
                    Kingdom kingdom = new Kingdom(cardSet.CardSet.CardCollection, null, cardSet.CardSet.BaneCard, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

                    Console.WriteLine("start train");
                    BuyListTrainer trainer = new BuyListTrainer(kingdom, true);
                    BuyListTrainer.GamesPerMatchup = 4;
                    BuyListTrainer.MaxChallengerCount = 15;
                    BuyListTrainer.MaxLeaderCount = 3;
                    List<BuyListEntry> best = trainer.Train(8);
                    BuyList buyList2 = best.Last().BuyList;
                    Console.WriteLine("end train");
                    int wins = 0;
                    int ties = 0;
                    int games = 0;
                    while(games < 2560)
                    {
                        GameModel gameModel = new GameModel();
                        BuyListAIStrategy player1 = new BuyListAIStrategy(gameModel);
                        player1.BuyList = buyList2.Clone();
                        player1.UseSearch = true;
                        player1.SearchThreshold = 0.05;
                        //player1.SearchThreshold = 1.0;
                        player1.SearchNodes = 320;
                        player1.SearchKeepsHandInfo = true;
                        BuyListAIStrategy player2 = new BuyListAIStrategy(gameModel);
                        player2.BuyList = buyList2.Clone();
                        Player p1 = new Player("player1", player1, gameModel);
                        Player p2 = new Player("player2", player2, gameModel);
                        gameModel.Players.Add(p1);
                        gameModel.Players.Add(p2);
                        gameModel.InitializeGameState(kingdom, games % 2);
                        using (gameModel.TextLog.SuppressLogging())
                        {
                            gameModel.PlayGame();
                        }
                        if (gameModel.Result.Winners.Count == 2)
                        {
                            ties++;
                            games++;
                        }
                        else if (gameModel.Result.Winners.Contains(p1) && !gameModel.Result.Winners.Contains(p2))
                        {
                            wins++;
                            games++;
                        }
                        else if (gameModel.Result.Winners.Contains(p2) && !gameModel.Result.Winners.Contains(p1))
                        {
                            games++;
                        }
                    }

                    DateTime end2 = DateTime.Now;
                    Console.WriteLine((end2 - start).TotalSeconds + " seconds");

                    double ratio = wins / (double)(games-ties);
                    Console.WriteLine(Log.FormatSortedCards(cardSet.CardSet.CardCollection));
                    Console.WriteLine(buyList2.ToString());
                    Console.WriteLine(wins + " / " + games);
                    Console.WriteLine((wins +ties) + " / " + games);
                    Console.WriteLine(ratio);
                    Console.WriteLine();

                    log += Log.FormatSortedCards(cardSet.CardSet.CardCollection);
                    log += buyList2.ToString();
                    log += wins + " / " + games;
                    log += ratio;
                    log += Environment.NewLine;

                    overallWins += wins;
                    overallGames += games;
                }
            }
            double overallRatio = overallWins / (double)overallGames;

            Console.WriteLine(overallWins + " / " + overallGames);
            Console.WriteLine(overallRatio);

            log += overallWins + " / " + overallGames;
            log += overallRatio;

            DateTime end = DateTime.Now;
            Console.WriteLine((end - start).TotalSeconds + " seconds");

            File.WriteAllText("output.txt", log);
        }
Beispiel #21
0
        public void InitializeGameState(Kingdom kingdom, int startingPlayer)
        {
            this.Log("Setting up game...");

            this.SupplyPiles.AddRange(CardSet.CreatePiles(this, kingdom.Cards, kingdom.Bane));

            Debug.Assert(kingdom.NumPlayers == this.Players.Count);

            this.allCardsInGame.AddRange(this.supplyPiles.Where(p => !p.Card.Is(CardType.Knight)).Select(p => p.Card));
            if (this.supplyPiles.Any(p => p.Card.Is(CardType.Knight)))
            {
                this.allCardsInGame.AddRange(Knights.AllKnights);
            }

            if (kingdom.UsesColonies)
            {
                this.supplyPiles.Add(new Pile(12, this, typeof(Platinum)));
                this.allCardsInGame.Add(new Platinum());
            }

            if (kingdom.UsesShelters)
            {
                this.UsesShelters = true;
                this.allCardsInGame.Add(new Hovel());
                this.allCardsInGame.Add(new OvergrownEstate());
                this.allCardsInGame.Add(new Necropolis());
            }

            if (kingdom.BlackMarketDeck != null)
            {
                this.BlackMarket.AddRange(kingdom.BlackMarketDeck);
                this.allCardsInGame.AddRange(kingdom.BlackMarketDeck);
            }

            if (kingdom.Bane != null)
            {
                Debug.Assert(this.supplyPiles.Any(p => p.Card.Name == kingdom.Bane.Name));
                this.Bane = kingdom.Bane;
                this.allCardsInGame.Add(this.Bane);
            }

            if (this.allCardsInGame.Any(card => card.Is(CardType.Looter)))
            {
                this.UsesRuins = true;
                this.Ruins = new Pile(10 * (kingdom.NumPlayers - 1), this, typeof(AbandonedMine));
                this.supplyPiles.Add(this.Ruins);
                this.allCardsInGame.Add(new AbandonedMine());
                this.allCardsInGame.Add(new RuinedLibrary());
                this.allCardsInGame.Add(new RuinedMarket());
                this.allCardsInGame.Add(new RuinedVillage());
                this.allCardsInGame.Add(new Survivors());
            }

            if (this.allCardsInGame.Any(card => card is Pillage || card is BanditCamp || card is Marauder))
            {
                this.extraPiles.Add(new Pile(15, this, typeof(Spoils)));
                this.allCardsInGame.Add(new Spoils());
            }

            if (this.allCardsInGame.Any(card => card is Hermit))
            {
                this.extraPiles.Add(new Pile(10, this, typeof(Madman)));
                this.allCardsInGame.Add(new Madman());
            }

            if (this.allCardsInGame.Any(card => card is Urchin))
            {
                this.extraPiles.Add(new Pile(10, this, typeof(Mercenary)));
                this.allCardsInGame.Add(new Mercenary());
            }

            if (this.AllCardsInGame.Any(card => card is Tournament))
            {
                this.Prizes.Add(new BagOfGold());
                this.Prizes.Add(new Diadem());
                this.Prizes.Add(new Followers());
                this.Prizes.Add(new Princess());
                this.Prizes.Add(new TrustySteed());
                this.allCardsInGame.AddRange(this.Prizes);
            }

            this.CurrentPlayerIndex = startingPlayer;

            this.supplyPiles.Add(new Pile(kingdom.VictoryCardCount, this, typeof(Estate)));
            this.supplyPiles.Add(new Pile(kingdom.VictoryCardCount, this, typeof(Duchy)));
            this.supplyPiles.Add(new Pile(kingdom.VictoryCardCount, this, typeof(Province)));
            this.allCardsInGame.Add(new Estate());
            this.allCardsInGame.Add(new Duchy());
            this.allCardsInGame.Add(new Province());

            if (kingdom.UsesColonies)
            {
                this.supplyPiles.Add(new Pile(kingdom.VictoryCardCount, this, typeof(Colony)));
                this.allCardsInGame.Add(new Colony());
            }

            this.GameHasStash = this.allCardsInGame.Any(c => c is Stash);
            this.GameHasContraband = this.allCardsInGame.Any(c => c is Contraband);
            this.GameHasUrchin = this.allCardsInGame.Any(c => c is Urchin);

            switch (kingdom.NumPlayers)
            {
                case 2:
                    this.supplyPiles.Add(new Pile(46, this, typeof(Copper)));
                    this.supplyPiles.Add(new Pile(10, this, typeof(Curse)));
                    break;
                case 3:
                    this.supplyPiles.Add(new Pile(39, this, typeof(Copper)));
                    this.supplyPiles.Add(new Pile(20, this, typeof(Curse)));
                    break;
                case 4:
                    this.supplyPiles.Add(new Pile(32, this, typeof(Copper)));
                    this.supplyPiles.Add(new Pile(30, this, typeof(Curse)));
                    break;
                default:
                    break;
            }

            this.supplyPiles.Add(new Pile(40, this, typeof(Silver)));
            this.supplyPiles.Add(new Pile(30, this, typeof(Gold)));
            this.allCardsInGame.Add(new Copper());
            this.allCardsInGame.Add(new Silver());
            this.allCardsInGame.Add(new Gold());
            this.allCardsInGame.Add(new Curse());
            if (this.AllCardsInGame.Any(card => card.CostsPotion))
            {
                this.supplyPiles.Add(new Pile(16, this, typeof(Potion)));
                this.allCardsInGame.Add(new Potion());
            }

            if (this.allCardsInGame.Any(c => c is TradeRoute))
            {
                foreach (Pile pile in this.supplyPiles)
                {
                    if (pile.Card.Is(CardType.Victory))
                    {
                        pile.TradeRouteCount = 1;
                    }
                    else
                    {
                        pile.TradeRouteCount = 0;
                    }
                }
            }

            int maxCost = (from pile in this.supplyPiles select pile.GetCost()).Max();
            this.supplyPiles = new ObservableCollection<Pile>(this.supplyPiles.OrderBy(y =>
            {
                int cost = 0;
                // basic treasures: 0-10
                if (y.Card is Copper)
                {
                    return 0;
                }
                else if (y.Card is Silver)
                {
                    return 1;
                }
                else if (y.Card is Gold)
                {
                    return 2;
                }
                else if (y.Card is Platinum)
                {
                    cost = 3;
                }
                else if (y.Card is Potion)
                {
                    return 4;
                }
                else if (y.Card.Is(CardType.Curse)) // curse: 50
                {
                    cost = 50;
                }
                else if (y.Card is Estate) // basic VPs: 51-60
                {
                    return 51;
                }
                else if (y.Card is Duchy) // basic VPs: 51-60
                {
                    return 52;
                }
                else if (y.Card is Province) // basic VPs: 51-60
                {
                    return 53;
                }
                else if (y.Card is Colony) // basic VPs: 51-60
                {
                    return 54;
                }
                else // kingdom: 101+
                {
                    cost = 101 + y.GetCost();
                }

                if (y.CostsPotion)
                {
                    cost += 20;
                }
                return cost;
            }));
            this.InitializePileMap();

            this.GameOver = false;
            for (int i = 0; i < this.players.Count;i++)
            {
                this.players[i].InitializePlayer(kingdom.StartingDecks[i]);
            }
            this.OnPropertyChanged("Piles");
            this.OnPropertyChanged("Players");
            this.OnPropertyChanged("CurrentPlayer");
            this.OnPropertyChanged("GameHasPotions");
            this.OnPropertyChanged("GameHasPirateShip");
            this.OnPropertyChanged("GameHasNativeVillage");
            this.OnPropertyChanged("GameHasVPChips");
            this.OnPropertyChanged("GameHasCoinTokens");
            this.CurrentPhase = GamePhase.Action;
            this.TradeRouteCount = 0;
            this.GameStarted = true;

            this.OnPropertyChanged("CanPlayAction");
            this.OnPropertyChanged("CanPlayTreasure");
            this.OnPropertyChanged("CanBuy");

            if (this.GameInitialized != null)
            {
                this.GameInitialized(this, EventArgs.Empty);
            }
        }
Beispiel #22
0
        public static void MonteCarloTreeSearchTest2()
        {
            CardModel[] cards = new CardModel[]
            {
                new Steward(),
                new DeathCart(),
                new Spy(),
                new Counterfeit(),
                new IllGottenGains(),
                new Laboratory(),
                new RoyalSeal(),
                new Stables(),
                new Venture(),
                new HuntingGrounds()
            };
            GameModel gameModel = new GameModel();
            Kingdom kingdom = new Kingdom(cards, null, null, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

            BuyList bigMoney = new BuyList();
            bigMoney.List.Add(new BuyListItem(typeof(IllGottenGains), 1));
            bigMoney.List.Add(new BuyListItem(typeof(Province), 8));
            bigMoney.List.Add(new BuyListItem(typeof(Gold), 99));
            bigMoney.List.Add(new BuyListItem(typeof(Silver), 99));
            bigMoney.ProvinceBuyThreshold = 5;
            bigMoney.DuchyBuyThreshold = 5;
            bigMoney.EstateBuyThreshold = 2;

            BuyListAIStrategy player1 = new BuyListAIStrategy(gameModel);
            BuyListAIStrategy player2 = new BuyListAIStrategy(gameModel);
            player1.BuyList = bigMoney.Clone();
            player2.BuyList = bigMoney.Clone();

            Player p1 = new Player("player1", player1, gameModel);
            Player p2 = new Player("player2", player2, gameModel);
            gameModel.Players.Add(p1);
            gameModel.Players.Add(p2);
            player1.FinalizeBuyList();
            player2.FinalizeBuyList();
            gameModel.InitializeGameState(kingdom, 0);
            p1.Hand.Clear();
            p2.Hand.Clear();
            for (int i = 0; i < 5; i++)
            {
                p1.Deck.Draw();
                p2.Deck.Draw();
            }
            for (int i = 0; i < 6; i++)
            {
                gameModel.PileMap[typeof(Province)].DrawCard();
                gameModel.PileMap[typeof(IllGottenGains)].DrawCard();
            }
            // skip opening book logic
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EndTurn));

            //human had 18 points, computer had 21 points
            // computer had 8 coins worth of stuff in hand
            // human had 5 coins worth of stuff in hand
            // 2 provinces left
            //6 duchys left
            // 8 estates left
            // 4 curses & ill gotten gains left
            // computer bought ill gotten gains, then reshuffled.
            p1.Hand.Add(new Copper());
            p1.Hand.Add(new Silver());
            p1.Hand.Add(new Gold());
            p1.Hand.Add(new Silver());
            p1.Hand.Add(new Estate());

            List<CardModel> d1 = new List<CardModel>();
            for (int i = 0; i < 6; i++) d1.Add(new Copper());
            for (int i = 0; i < 6; i++) d1.Add(new Curse());
            d1.Add(new Duchy());
            d1.Add(new Duchy());
            for (int i = 0; i < 3; i++) d1.Add(new Province());
            for (int i = 0; i < 2; i++) d1.Add(new Estate());
            for (int i = 0; i < 5; i++) d1.Add(new Silver());
            d1.Add(new HuntingGrounds());
            d1.Add(new Venture());
            d1.Add(new Venture());
            p1.Discard.AddRange(d1);

            List<CardModel> d2 = new List<CardModel>();
            for (int i = 0; i < 7; i++) d2.Add(new Copper());
            for (int i = 0; i < 5; i++) d2.Add(new IllGottenGains());
            for (int i = 0; i < 2; i++) d2.Add(new Province());

            d2.Add(new Silver());
            d2.Add(new Steward());
            d2.Add(new Steward());

            p2.Hand.Add(new Copper());
            p2.Hand.Add(new Copper());
            p2.Hand.Add(new Copper());
            p2.Hand.Add(new IllGottenGains());
            p2.Hand.Add(new Province());
            p2.Deck.Populate(d2);
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.EnterBuyPhase));
            gameModel.HandlePlayerAction(new PlayerAction(ActionType.PlayBasicTreasures));

            MonteCarloTreeSearch search = new MonteCarloTreeSearch(gameModel, bigMoney.Clone(), false, 320);
            search.DoMCTS();
            DominionTreeNode node = search.Root;
            DominionTreeNode bestChild = null;
            DominionTreeNode defaultChild = null;
            foreach (DominionTreeNode child in node.Children.OrderByDescending(c => c.TotalValue / c.VisitCount))
            {
                Console.WriteLine(child.Action.ToString() + " " + child.TotalValue + " / " + child.VisitCount + " " + (child.TotalValue / child.VisitCount));
                if (bestChild == null || (child.TotalValue / child.VisitCount) > (bestChild.TotalValue / bestChild.VisitCount))
                {
                    bestChild = child;
                }
                if (child.Action.Pile != null && child.Action.Pile.Card is Province)
                {
                    defaultChild = child;
                }
            }

            PlayerAction defaultAction = defaultChild.Action;
            PlayerAction searchedAction = bestChild.Action;
            if (!defaultAction.Equals(searchedAction))
            {
                Console.WriteLine("difference!!!!!");

                MonteCarloTreeSearch refinedSearch = new MonteCarloTreeSearch(gameModel, bigMoney.Clone(), true, 310);
                refinedSearch.Root.Expand();
                for (int i = refinedSearch.Root.Children.Count - 1; i >= 0; i--)
                {
                    if (!(refinedSearch.Root.Children[i].Action.Equals(defaultAction) || refinedSearch.Root.Children[i].Action.Equals(searchedAction)))
                    {
                        refinedSearch.Root.Children.RemoveAt(i);
                    }
                }
                refinedSearch.DoMCTS();
                DominionTreeNode defaultActionChild = null, searchedActionChild = null;
                foreach (DominionTreeNode child in refinedSearch.Root.Children)
                {
                    if (child.Action.Equals(defaultAction))
                    {
                        defaultActionChild = child;
                    }
                    else if (child.Action.Equals(searchedAction))
                    {
                        searchedActionChild = child;
                    }
                    else
                    {
                        Debug.Assert(false);
                    }
                }
                double defaultWinRate = defaultActionChild.TotalValue / defaultActionChild.VisitCount;
                double searchedWinRate = searchedActionChild.TotalValue / searchedActionChild.VisitCount;

                foreach (DominionTreeNode child in refinedSearch.Root.Children.OrderByDescending(c => c.TotalValue / c.VisitCount))
                {
                    Console.WriteLine(child.Action.ToString() + " " + child.TotalValue + " / " + child.VisitCount + " " + (child.TotalValue / child.VisitCount));
                }
            }
        }
Beispiel #23
0
 public static void CrashCheckWorker()
 {
     int max = 1000000;
     for (int i = 0; i < max; i++)
     {
         GameModel model = new GameModel();
         using (model.TextLog.SuppressLogging())
         {
             RandomAIStrategy player1 = new RandomAIStrategy(model);
             //BaseAIStrategy player2 = new OpeningBookRandomizedAIStrategy(model);
             BuyListTrainingAIStrategy player2 = new BuyListTrainingAIStrategy(model, 4, 2, 4, 2, false);
             player2.UseSearch = true;
             player2.SearchNodes = 20;
             player2.SearchThreshold = 0.05;
             player2.SearchKeepsHandInfo = true;
             player2.SearchConfirm = true;
             GameViewModel viewModel = new GameViewModel(model);
             Player p1 = new Player("player1", player1, model);
             Player p2 = new Player("player2", player2, model);
             model.Players.Add(p1);
             model.Players.Add(p2);
             IEnumerable<CardModel> cards = new RandomAllCardSet(GameSets.Any).CardCollection;
             List<CardModel> cardList = cards.ToList();
             if (!cardList.Any(c => c is Prince))
             {
                 cardList.RemoveAt(0);
                 cardList.Add(new Prince());
             }
             Kingdom kingdom = new Kingdom(cardList, null, null, GameSets.Any, 2);
             model.InitializeGameState(kingdom);
             try
             {
                 model.PlayGame(100);
             }
             catch (Exception e)
             {
                 Console.WriteLine("error!");
                 Console.WriteLine(e.Message);
                 Console.WriteLine(e.StackTrace);
                 Debugger.Launch();
                 Console.WriteLine("error!");
                 Console.WriteLine(e.Message);
                 Console.WriteLine(e.StackTrace);
             }
             if (i % (max / 100) == 0)
             {
                 Console.WriteLine(i / (double)max);
             }
         }
     }
 }
Beispiel #24
0
        public static int PlayGame(Kingdom kingdom, BuyList a, BuyList b)
        {
            GameModel model = new GameModel();
            BuyListAIStrategy player1 = new BuyListAIStrategy(model);
            BuyListAIStrategy player2 = new BuyListAIStrategy(model);
            player1.BuyList = a;
            player2.BuyList = b;
            Player p1 = new Player("player1", player1, model);
            Player p2 = new Player("player2", player2, model);
            model.Players.Add(p1);
            model.Players.Add(p2);

            model.InitializeGameState(kingdom, 0);

            model.PlayGame(100);

            if(!model.GameOver || model.Result.Winners.Count == 2)
            {
                return 0;
            }
            else if (model.Result.ResultMap[p1].Won)
            {
                return -1;
            }
            else
            {
                return 1;
            }
        }
Beispiel #25
0
        public static void TournamentTest2()
        {
            Randomizer.SetRandomSeed(123456789);
            CardModel[] cards = new CardModel[]
            {
                new Familiar(),
                new Wharf(),
                new FishingVillage(),
                new Smugglers(),
                new Warehouse(),
                new NomadCamp(),
                new Laboratory(),
                new Rabble(),
                new Nobles(),
                new KingsCourt()
            };
            Kingdom kingdom = new Kingdom(cards, null, null, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

            GameModel model = new GameModel();
            using (model.TextLog.SuppressLogging())
            {
                List<BuyList> lists = new List<BuyList>();
                BuyList list = new BuyList();

                list.ProvinceBuyThreshold = 5;
                list.DuchyBuyThreshold = 5;
                list.EstateBuyThreshold = 2;
                list.OpeningBuy1 = typeof(FishingVillage);
                list.OpeningBuy2 = typeof(FishingVillage);
                list.List.Add(new BuyListItem(typeof(Wharf), 4));
                list.List.Add(new BuyListItem(typeof(Gold), 1));
                list.List.Add(new BuyListItem(typeof(Province), 99));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                list = new BuyList();
                list.ProvinceBuyThreshold = 5;
                list.DuchyBuyThreshold = 5;
                list.EstateBuyThreshold = 2;
                list.OpeningBuy1 = typeof(Silver);
                list.OpeningBuy2 = typeof(Potion);
                list.List.Add(new BuyListItem(typeof(Familiar), 3));
                list.List.Add(new BuyListItem(typeof(Gold), 1));
                list.List.Add(new BuyListItem(typeof(Province), 99));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                int[] wins = new int[lists.Count];
                int[] losses = new int[lists.Count];
                int[] games = new int[lists.Count];
                BuyList[] listsArray = new BuyList[wins.Length];
                for (int i = 0; i < lists.Count; i++)
                {
                    listsArray[i] = lists[i];
                }

                for (int i = 0; i < 100; i++)
                {
                    for (int j = 0; j < lists.Count; j++)
                    {
                        for (int k = j + 1; k < lists.Count; k++)
                        {
                            int res = PlayGame(kingdom, listsArray[j], listsArray[k]);
                            if (res == -1)
                            {
                                wins[j]++;
                                losses[k]++;
                            }
                            else if (res == 1)
                            {
                                losses[j]++;
                                wins[k]++;
                            }

                            res = PlayGame(kingdom, listsArray[k], listsArray[j]);
                            if (res == -1)
                            {
                                wins[k]++;
                                losses[j]++;
                            }
                            else if (res == 1)
                            {
                                losses[k]++;
                                wins[j]++;
                            }
                            games[j] += 2;
                            games[k] += 2;
                        }
                    }
                }

                for (int i = 0; i < listsArray.Length; i++)
                {
                    Console.WriteLine(wins[i].ToString() + "/" + losses[i].ToString() + "/" + games[i].ToString());
                    Console.WriteLine(listsArray[i]);
                }
            }
        }
Beispiel #26
0
        public static void TournamentTest()
        {
            Randomizer.SetRandomSeed(123456789);
            CardModel[] cards = new CardModel[]
            {
                new Chapel(),
                new ShantyTown(),
                new Militia(),
                new Moneylender(),
                new City(),
                new Mint(),
                new Goons(),
                new Hoard(),
                new Nobles(),
                new Expand()
            };
            cards = new CardModel[]
            {
                new Pawn(),
                new Village(),
                new Swindler(),
                new Tournament(),
                new Watchtower(),
                new City(),
                new Duke(),
                new Festival(),
                new Mint(),
                new TradingPost()
            };

            /*
            CardSet cardSet = new TheGoodLife();
            IEnumerable<CardModel> cards = cardSet.CardCollection;

            new Contraband(),
            new CountingHouse(),
            new Hoard(),
            new Monument(),
            new Mountebank(),
            new Bureaucrat(),
            new Cellar(),
            new Chancellor(),
            new Gardens(),
            new Village()
             * */
            //Kingdom kingdom = new Kingdom(cards, null, 2, CardUseType.Use, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);
            Kingdom kingdom = new Kingdom(cards, null, null, GameSets.Any, 2, CardUseType.DoNotUse, CardUseType.DoNotUse, StartingHandType.FourThreeSplit);

            GameModel model = new GameModel();
            using (model.TextLog.SuppressLogging())
            {
                List<BuyList> lists = new List<BuyList>();
                BuyList list = new BuyList();

                list.ProvinceBuyThreshold = 5;
                list.DuchyBuyThreshold = 5;
                list.EstateBuyThreshold = 2;
                list.OpeningBuy1 = typeof(Steward);
                list.OpeningBuy2 = typeof(Steward);
                list.List.Add(new BuyListItem(typeof(Platinum), 1));
                list.List.Add(new BuyListItem(typeof(Colony), 99));
                list.List.Add(new BuyListItem(typeof(Platinum), 99));
                list.List.Add(new BuyListItem(typeof(Mint), 1));
                list.List.Add(new BuyListItem(typeof(Province), 99));
                list.List.Add(new BuyListItem(typeof(Gold), 1));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                list = new BuyList();
                list.ProvinceBuyThreshold = 5;
                list.DuchyBuyThreshold = 5;
                list.EstateBuyThreshold = 2;
                list.OpeningBuy1 = typeof(Steward);
                list.OpeningBuy2 = typeof(Tournament);

                list.List.Add(new BuyListItem(typeof(Platinum), 1));
                list.List.Add(new BuyListItem(typeof(Mint), 1));
                list.List.Add(new BuyListItem(typeof(Tournament), 3));
                list.List.Add(new BuyListItem(typeof(Colony), 99));
                list.List.Add(new BuyListItem(typeof(Platinum), 99));
                list.List.Add(new BuyListItem(typeof(Gold), 1));
                list.List.Add(new BuyListItem(typeof(Province), 99));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                /*
                list.ProvinceBuyThreshold = 2;
                list.DuchyBuyThreshold = 2;
                list.EstateBuyThreshold = 1;
                list.List.Add(new BuyListItem(typeof(Colony), 99));
                list.List.Add(new BuyListItem(typeof(Platinum), 99));
                list.List.Add(new BuyListItem(typeof(Goons), 1));
                list.List.Add(new BuyListItem(typeof(Nobles), 8));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(City), 10));
                list.List.Add(new BuyListItem(typeof(Militia), 1));
                list.List.Add(new BuyListItem(typeof(Silver), 1));
                list.List.Add(new BuyListItem(typeof(Chapel), 1));
                list.List.Add(new BuyListItem(typeof(ShantyTown), 7));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                list = new BuyList();
                list.ProvinceBuyThreshold = 3;
                list.DuchyBuyThreshold = 2;
                list.EstateBuyThreshold = 0;
                list.List.Add(new BuyListItem(typeof(Militia), 1));
                list.List.Add(new BuyListItem(typeof(Chapel), 1));
                list.List.Add(new BuyListItem(typeof(Goons), 1));
                list.List.Add(new BuyListItem(typeof(City), 8));
                list.List.Add(new BuyListItem(typeof(Nobles), 8));
                list.List.Add(new BuyListItem(typeof(Colony), 99));
                list.List.Add(new BuyListItem(typeof(Expand), 8));

                list.List.Add(new BuyListItem(typeof(Goons), 1));
                list.List.Add(new BuyListItem(typeof(City), 1));
                list.List.Add(new BuyListItem(typeof(Goons), 4));
                list.List.Add(new BuyListItem(typeof(Platinum), 8));
                list.List.Add(new BuyListItem(typeof(City), 1));
                list.List.Add(new BuyListItem(typeof(Goons), 4));
                list.List.Add(new BuyListItem(typeof(Platinum), 99));
                list.List.Add(new BuyListItem(typeof(Province), 99));
                list.List.Add(new BuyListItem(typeof(Gold), 1));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);
                 * */
                /*
                list = new BuyList();
                list.DuchyBuyThreshold = 5;
                list.EstateBuyThreshold = 3;
                list.List.Add(new BuyListItem(typeof(Platinum), 99));
                list.List.Add(new BuyListItem(typeof(Nobles), 8));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(City), 10));
                list.List.Add(new BuyListItem(typeof(Militia), 2));
                list.List.Add(new BuyListItem(typeof(Chapel), 1));
                list.List.Add(new BuyListItem(typeof(ShantyTown), 8));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                list = new BuyList();
                list.DuchyBuyThreshold = 5;
                list.EstateBuyThreshold = 3;
                list.List.Add(new BuyListItem(typeof(Platinum), 99));
                list.List.Add(new BuyListItem(typeof(Goons), 1));
                list.List.Add(new BuyListItem(typeof(Nobles), 8));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(City), 10));
                list.List.Add(new BuyListItem(typeof(Chapel), 1));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                list = new BuyList();

                list.ColonyBuyThreshold = 8;
                list.ProvinceBuyThreshold = 2;
                list.DuchyBuyThreshold = 2;
                list.EstateBuyThreshold = 1;
                list.List.Add(new BuyListItem(typeof(Colony), 12));
                list.List.Add(new BuyListItem(typeof(Platinum), 99));
                list.List.Add(new BuyListItem(typeof(Hoard), 1));
                list.List.Add(new BuyListItem(typeof(Nobles), 8));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                list.List.Add(new BuyListItem(typeof(City), 10));
                list.List.Add(new BuyListItem(typeof(Chapel), 1));
                list.List.Add(new BuyListItem(typeof(Silver), 99));
                lists.Add(list);

                list = new BuyList();
                list.ColonyBuyThreshold = 0;
                list.ProvinceBuyThreshold = 0;
                list.DuchyBuyThreshold = 0;
                list.EstateBuyThreshold = 0;
                list.List.Add(new BuyListItem(typeof(Militia), 1));
                list.List.Add(new BuyListItem(typeof(Chapel), 1));
                list.List.Add(new BuyListItem(typeof(Gold), 3));
                list.List.Add(new BuyListItem(typeof(City), 10));
                list.List.Add(new BuyListItem(typeof(Goons), 10));
                list.List.Add(new BuyListItem(typeof(Silver), 4));
                list.List.Add(new BuyListItem(typeof(Hoard), 2));
                list.List.Add(new BuyListItem(typeof(Nobles), 8));
                list.List.Add(new BuyListItem(typeof(Gold), 99));
                lists.Add(list);
                */

                int[] wins = new int[lists.Count];
                int[] losses = new int[lists.Count];
                int[] games = new int[lists.Count];
                BuyList[] listsArray = new BuyList[wins.Length];
                for (int i = 0; i < lists.Count; i++)
                {
                    listsArray[i] = lists[i];
                }

                for (int i = 0; i < 100; i++)
                {
                    for (int j = 0; j < lists.Count; j++)
                    {
                        for (int k = j + 1; k < lists.Count; k++)
                        {
                            int res = PlayGame(kingdom, listsArray[j], listsArray[k]);
                            if (res == -1)
                            {
                                wins[j]++;
                                losses[k]++;
                            }
                            else if (res == 1)
                            {
                                losses[j]++;
                                wins[k]++;
                            }

                            res = PlayGame(kingdom, listsArray[k], listsArray[j]);
                            if (res == -1)
                            {
                                wins[k]++;
                                losses[j]++;
                            }
                            else if (res == 1)
                            {
                                losses[k]++;
                                wins[j]++;
                            }
                            games[j] += 2;
                            games[k] += 2;
                        }
                    }
                }

                for (int i = 0; i < listsArray.Length; i++)
                {
                    Console.WriteLine(wins[i].ToString() + "/" + losses[i].ToString() + "/" + games[i].ToString());
                    Console.WriteLine(listsArray[i]);
                }
            }
        }
        private void Click_OK(object sender, RoutedEventArgs e)
        {
            if (this.Model.SelectedCards.Count == 10)
            {
                if (App.CurrentGame != null)
                {
                    App.CurrentGame.CancelGame();
                }

                Game game = new LocalGame();
                App.CurrentGame = game;
                IList<CardModel> cards = this.Model.SelectedCards.Select(c => c.CardModel).ToList();
                CardModel bane = this.Model.BaneCard != null ? this.Model.BaneCard.CardModel : null;
                Kingdom kingdom = new Kingdom(cards, App.ProhibitedCards.ProhibitedCards, bane, App.SupportedSets.AllowedSets, 2, App.Settings.UseColonies, App.Settings.UseShelters, App.Settings.StartingHandType, App.Settings.UseRandomCardsFromChosenSetsOnly);
                game.GamePageModel.Kingdom = kingdom;
                game.PlayGame();

                App.RootFrame.Navigate(new Uri("/GamePage.xaml", UriKind.Relative));
            }
        }