Example #1
0
 public ExactCalculator(int playerLevel, ShopProbability shopProbability, List <Unit> units)
     : base(shopProbability, units)
 {
     unitMatrices = new List <UnitProbabilityMatrix>()
     {
         new UnitProbabilityMatrix(playerLevel, shopProbability, units)
     };
 }
Example #2
0
 public ApproximateCalculator(int playerLevel, ShopProbability shopProbability, List <Unit> units)
     : base(shopProbability, units)
 {
     unitMatrices = units.Select(unit => new UnitProbabilityMatrix(playerLevel, shopProbability, new List <Unit>()
     {
         unit
     })).ToList();
 }
Example #3
0
 public CalculationModel(object lockToken,
                         CalculationAccuracy accuracy,
                         ShopProbability shopProbability,
                         List <Unit> units)
 {
     this.lockToken       = lockToken;
     this.shopProbability = shopProbability;
     this.units           = units;
     this.accuracy        = accuracy;
 }
        public UnitProbabilityMatrix(int playerLevel, ShopProbability shopProbability, List <Unit> units)
        // Matrix size is the product of all units we are looking for (+1 to include the possiblity of finding 0)
            : base(units.Select(unit => unit.LookingFor + 1).Aggregate((count, x) => count * x))
        {
            Units           = new List <Unit>(units);
            ShopProbability = shopProbability;

            // Every possible permutation of the number of units we are looking for.
            // e.g. if we are looking for 3 of 2 different units, makes a list containing (0, 0), (0, 1), (0, 2), (0, 3), (1, 0), (1, 1)
            var permutations = (from unit in Units select Enumerable.Range(0, unit.LookingFor + 1)).Product();

            foreach (IEnumerable <int> numFound2 in permutations)
            {
                List <int> numFound = numFound2.ToList();

                int index = StateIndex(numFound);
                Debug.Assert(index < Size);
                Debug.Assert(numFound.Count() == Units.Count);

                List <int> unitTiersFound = new List <int>(Enumerable.Repeat(0, ShopProbability.UnitPool.Count));

                // First tally up how many of each tier have been found for this permutation
                foreach (var unit in Units.Zip(numFound, (unit, found) => new { Tier = unit.Tier, Found = found + unit.AlreadyTaken }))
                {
                    unitTiersFound[unit.Tier] += unit.Found;
                }

                // For each unit in this permutation, add a transition to the matrix for finding 1 more
                foreach (var unit in Units.Zip(numFound, (one, two) => new Tuple <Unit, int>(one, two)).Zip(Enumerable.Range(0, Units.Count),
                                                                                                            (unit, unitIndex) => new { unit.Item1.Tier, Found = unit.Item2, Index = unitIndex }))
                {
                    // If we are looking for 2 of a unit, we need to go from (1, 0), (1, 1), (1, 2) to (2, 0), (2, 1), and (2, 2).
                    // Without this if statement, the permutation list would also trip us over the index going from (1, 2) to (1, 3)
                    // So let's just skip that case
                    if (unit.Found + 1 > units[unit.Index].LookingFor)
                    {
                        continue;
                    }

                    int unitsAvailable = ShopProbability.UnitPool[unit.Tier] - Units[unit.Index].AlreadyTaken - unit.Found;
                    int totalPool      = ShopProbability.GetRemainingTierPool(unit.Tier) - unitTiersFound[unit.Tier];

                    // Probability a single shop slot contains this unit
                    // Cap probability to 1 in case user has done something insane with the other units taken
                    double probability = Math.Min(ShopProbability.TierProbabilities[playerLevel][unit.Tier] * unitsAvailable / totalPool, 1);
                    if (totalPool == 0 || probability < 0)
                    {
                        throw new ArgumentException("The search parameters led to a negative probability.\n\nAre you searching for more units than exist in the game?");
                    }

                    // Find the matrix index corresponding to +1 of this unit
                    List <int> numFoundPlusOne = new List <int>(numFound);
                    numFoundPlusOne[unit.Index] += 1;
                    int indexPlusOne = StateIndex(numFoundPlusOne);

                    // The probability of staying at the same unit count is 1 - probability of finding any unit
                    // Since we're only considering 1 shop slot here, the probability of finding a unit is additive
                    if (this[index, index] == 0)
                    {
                        this[index, index] = 1 - probability;
                    }
                    else
                    {
                        this[index, index] -= probability;
                        //Debug.Assert(this[index, index] >= 0);
                        if (this[index, index] < -0.0001)
                        {
                            throw new ArgumentException("The search parameters led to a negative probability.\n\nAre you searching for more units than exist in the game?");
                        }
                    }

                    Debug.Assert(this[index, indexPlusOne] == 0);
                    this[index, indexPlusOne] = probability;
                }
            }

            // Probability of staying in the final state (= we found every unit) is 1, since we stop buying more units at that point.
            int lastIndex = StateIndex(Units.Select(unit => unit.LookingFor));

            Debug.Assert(this[lastIndex, lastIndex] == 0);
            this[lastIndex, lastIndex] = 1;
        }
Example #5
0
 public Calculator(ShopProbability shopProbability, List <Unit> units)
 {
     this.shopProbability = shopProbability;
     this.units           = units;
 }