/// <summary>
        /// A wrapper to launch a version of Hanabi where all players are of type 'Mod8HanabiPlayer' and use advanced logic to make plays in the game.
        /// </summary>
        /// <param name="deck"></param>
        /// <param name="printMoves"></param>
        /// <param name="printGameStatus"></param>
        /// <param name="players"></param>
        /// <returns></returns>
        public static HanabiGame Mod8Strategy(Mod8Settings settings, List <HanabiCard> deck = null, int players = 4, bool printGameStatus = false)
        {
            HanabiGame game = new HanabiGame();

            game.Players = new List <HanabiPlayer>();
            for (int i = 0; i < players; i++)
            {
                game.Players.Add(new Mod8HanabiPlayer(i)
                {
                    Settings = settings
                });
            }
            if (deck == null)
            {
                game.CreateDeck();
                game.ShuffleDeck();
            }
            else
            {
                game.SetDeck(deck);
            }
            game.DealCards();
            while (!game.Ended)
            {
                (game.CurrentPlayer as Mod8HanabiPlayer).DoTurn(ref game);
                game.NextTurn();
                if (printGameStatus)
                {
                    Console.WriteLine(game);
                }
            }
            return(game);
        }
 public Mod8HanabiPlayer(int playerID, Mod8Settings settings = null) : base(playerID)
 {
     NextAction = new HanabiAction(HanabiActionType.Hint, null, -1);
     Settings   = settings ?? new Mod8Settings()
     {
     };
 }
Ejemplo n.º 3
0
        static void Mod8Test(int trials = 100)
        {
            Mod8Settings settings = new Mod8Settings()
            {
                CollisionLying     = true,
                PrintMoves         = false,
                EnsureProperClues  = true,
                PrintInfoWithMoves = false
            };

            float[]                   scores = new float[trials];
            List <HanabiGame>         games  = new List <HanabiGame>();
            List <List <HanabiCard> > decks  = new List <List <HanabiCard> >();

            int[] hints = { 0, 0, 0, 0, 0, 0, 0, 0 };
            for (int i = 0; i < trials; i++)
            {
                List <HanabiCard> deck = HanabiGame.GenerateDeck(new char[] { 'b', 'r', 'g', 'y', 'w' }, new int[] { 3, 2, 2, 2, 1 });
                deck.Shuffle();
                decks.Add(deck.ToList());
                games.Add(Strategies.Mod8Strategy(settings, deck, 4));
                foreach (Mod8HanabiPlayer p in games[i].Players)
                {
                    for (int o = 0; o < 8; o++)
                    {
                        hints[o] += p.hints[o];
                    }
                }
                scores[i] = games.Last().Score;
            }
            Console.WriteLine(scores.Average());
            Console.WriteLine((float)games.Count(g => g.Score == 25) / (float)trials);
            Console.WriteLine(games.Select(g => g.BombsUsed).Sum());
            Console.WriteLine(games.Count(g => g.BombsUsed == 4));
            Console.WriteLine(games.Select(g => g.BadClues).Sum());
            for (int i = (int)scores.Min(); i <= scores.Max(); i++)
            {
                Console.WriteLine($"{i} {scores.Count(s => s == i)}");
            }
            for (int o = 0; o < 8; o++)
            {
                Console.WriteLine($"{o}: {hints[o]}");
            }
            settings.PrintMoves         = true;
            settings.PrintInfoWithMoves = true;
            var q = games.IndexOf(games.OrderBy(g => g.Score).First());

            Console.WriteLine(decks[q].ToCleanString());
            Strategies.Mod8Strategy(settings, decks[q]);
        }
Ejemplo n.º 4
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        static void ParallelMod8Test(int trials = 10000)
        {
            Mod8Settings settings = new Mod8Settings()
            {
                CollisionLying    = false,
                PrintMoves        = false,
                EnsureProperClues = true
            };

            HanabiGame[]        games = new HanabiGame[trials];
            List <HanabiCard>[] decks = new List <HanabiCard> [trials];
            int[] hints = { 0, 0, 0, 0, 0, 0, 0, 0 };
            for (int i = 0; i < trials; i++)
            {
                decks[i] = HanabiGame.GenerateDeck(HanabiGame.StdColors, HanabiGame.StdNumbers).Shuffled();
            }
            Parallel.For(0, trials, i =>
            {
                games[i] = (Strategies.Mod8Strategy(settings, decks[i], 4));
            });
            int[] scores = games.Select(g => g.Score).ToArray();
            Console.WriteLine(scores.Average());
            Console.WriteLine((float)games.Count(g => g.Score == 25) / (float)trials);
            Console.WriteLine(games.Select(g => g.BombsUsed).Sum());
            Console.WriteLine(games.Count(g => g.BombsUsed == 4));
            Console.WriteLine(games.Select(g => g.BadClues).Sum());
            for (int i = (int)scores.Min(); i <= scores.Max(); i++)
            {
                Console.WriteLine($"{i} {scores.Count(s => s == i)}");
            }
            for (int o = 0; o < 8; o++)
            {
                Console.WriteLine($"{o}: {hints[o]}");
            }
            settings.PrintMoves = true;
            var q = Array.IndexOf(games, games.OrderBy(g => g.Score).First());

            Console.WriteLine(decks[q].ToCleanString());
            Strategies.Mod8Strategy(settings, decks[q]);
        }