Exemple #1
0
        public Weapon GetNextWeaponChoice()
        {
            if (currentDrawStreak == 0)
            {
                return((Weapon)rand.Next(3));
            }
            var outputs = network.Forward(new double[1, 5] {
                { currentDrawStreak / 5, MyWinsLeft / 1000, EnemyWinsLeft / 1000, DynamiteLeft / 100, EnemyDynamiteLeft / 100 }
            });
            var probs = new probVector(outputs[0, 0], outputs[0, 1], outputs[0, 2]);

            probs = probs.Normalise();
            var weaponChoice = rand.NextDouble();

            if (weaponChoice < probs.watProb)
            {
                if (EnemyDynamiteLeft > 0)
                {
                    return(Weapon.WaterBallon);
                }
            }
            if (weaponChoice < probs.watProb + probs.dynProb)
            {
                if (DynamiteLeft > 0)
                {
                    return(Weapon.Dynamite);
                }
            }

            return((Weapon)rand.Next(3));// returns rock, paper, scissors randomly.
        }
Exemple #2
0
 private probVector combineBaseAndWaveValues(probVector baseProb, probVector waveProb, double lowestBaseProb)
 {
     return(new probVector(
                calculateProb(baseProb.dynProb, waveProb.dynProb, lowestBaseProb),
                calculateProb(baseProb.watProb, waveProb.watProb, lowestBaseProb),
                calculateProb(baseProb.rpsProb, waveProb.rpsProb, lowestBaseProb)
                ));
 }
Exemple #3
0
        public void add(probVector p2)
        {
            this.dynProb += p2.dynProb;
            this.watProb += p2.watProb;
            this.rpsProb += p2.rpsProb;

            normalise();
        }
Exemple #4
0
        public Weapon GetNextWeaponChoice()
        {
            int approxWinsLeft = Math.Max(2000 - 2 * Math.Max(myWins, enemyWins) - currentDrawStreak, 1);
            var L = GetNumTimeSituationRepeats();

            double d  = NumberOfDrawsOneThirdDyn(approxWinsLeft, myDynamiteCounter);    //Approx number Of Consecutive Draws Whereby dynamite can be thrown one third of the time.
            double v  = CalculateDynamiteValue(d);
            double ed = NumberOfDrawsOneThirdDyn(approxWinsLeft, enemyDynamiteCounter); //Approx number Of Consecutive Draws Whereby dynamite can be thrown one third of the time.
            double ev = CalculateDynamiteValue(ed);

            ev = Math.Max(1.5, ev);

            double pW   = Math.Max((1 - 1 * ev / (currentDrawStreak + 1)) / 3.0, 0);  //I don't understand why does 0.8 work better than 1. SOMETHING WRONG!!!!!!!!!!!!!!!!!!!!!
            double pD   = 0;
            double pRps = 0;

            if (currentDrawStreak > v)
            {
                pD = 0.33;
            }
            else if (currentDrawStreak == Math.Floor(v))
            {
                var a = (double)approxWinsLeft / (Math.Pow(3.0, currentDrawStreak + 1)); //ApproxNumTimesSituationPlusOneDrawWillRepeat
                var b = 0.33 * a;                                                        //For whatever reason this works fine
                var c = Math.Max(100 - myDynamiteCounter - b, 0);
                pD = c / L;
                pD = Math.Min(pD, 0.33);
            }
            else
            {
                pD = 0;
            }

            pRps = 1 - pD - pW;


            //var mem = memory.GetMemory(currentDrawStreak, ev);
            //var mem = waveMemory.GetMemory(currentDrawStreak, ev);
            var prediction = masterMemory.GetMemoryValues(currentDrawStreak, ev);
            var values     = prediction.probVector;

            pD   = Math.Max(0, pD);
            pW   = Math.Max(0, pW);
            pRps = Math.Max(0, pRps);

            values = values.Normalise();
            var baseValues = new probVector(pD, pW, pRps).Normalise();

            var lowestBaseProb = baseValues.dynProb > baseValues.watProb ? baseValues.watProb : baseValues.dynProb;

            if (lowestBaseProb > 0.34)
            {
                throw new Exception();
            }

            var memoryZone = masterMemory.GetMemoryZone(currentDrawStreak, ed);

            const double lowScore  = 3.0;
            const double medScore  = 3.5;
            const double highScore = 4.0;



            if (prediction.score > highScore)
            {
                var p = combineBaseAndWaveValues(baseValues, values, lowestBaseProb);
                pD   = p.dynProb;
                pW   = p.watProb;
                pRps = p.rpsProb;
            }

            else if (prediction.score > medScore)
            {
                var p = combineBaseAndWaveValues(baseValues, values, lowestBaseProb);
                pD   = 0.25 * baseValues.dynProb + 0.75 * p.dynProb;
                pW   = 0.25 * baseValues.watProb + 0.75 * p.watProb;
                pRps = 0.25 * baseValues.rpsProb + 0.75 * p.rpsProb;
            }

            else if (prediction.score > lowScore)
            {
                var p = combineBaseAndWaveValues(baseValues, values, lowestBaseProb);
                pD   = 0.75 * baseValues.dynProb + 0.25 * p.dynProb;
                pW   = 0.75 * baseValues.watProb + 0.25 * p.watProb;
                pRps = +0.75 * baseValues.rpsProb + 0.25 * p.rpsProb;
            }


            if (approxWinsLeft > 100)
            {
                pW = 0.99 * pW;
            }

            //Scaling
            if (approxWinsLeft > 100)
            {
                pD = 0.99 * pD;
            }

            //Keep dynamite as a threat.
            if (100 - myDynamiteCounter == 1 && approxWinsLeft - currentDrawStreak > 1)
            {
                pD = 0.1 * pD;
            }


            double totalValue = pD + pW + pRps;

            if (currentDrawStreak < Math.Floor(d))
            {
                pD = 0;
            }
            if (currentDrawStreak == 0 && pW != 0)
            {
                pW = 0;
            }

            pD   = pD / totalValue;
            pW   = pW / totalValue;
            pRps = pRps / totalValue;

            var weaponChoice = rand.NextDouble();

            if (weaponChoice < pW)
            {
                return(Weapon.WaterBallon);
            }
            if (weaponChoice < pW + pD)
            {
                return(Weapon.Dynamite);
            }

            return((Weapon)rand.Next(3));   // returns rock, paper, scissors randomly.
        }