Пример #1
0
        public override Move Play()
        {
            //Console.WriteLine(playCount);
            playCount++;

            /*
             * Move bestMove = Move.Rock;
             * if (!prev.HasValue)
             * {
             *  return Move.Rock;
             * }
             * switch (bestMove)
             * {
             *  case Move.Rock;
             *  case Move.Scissors;
             *      return Move.Spock;
             *  case Move.Paper;
             *  case Move.Lizard;
             *      return Move.Scissors;
             *  case Move.Spock;
             *      return Move.Lizard;
             *      default;
             *      return Move.Lizard;
             *
             *
             * }
             */

            if (upgradeAI == false)
            {
                //Console.WriteLine(playCount);
                //if(rockCount > paperCount ? rockCount : (rockCount > paperCount) ? rockCount : (paperCount > scissorsCount) ? rockCount : (rockCount > spockCount) ? rockCount : (rockCount > lizardCount) ? true : false)
                // {
                //      newCount = rockCount;
                // }
                //  total = (rockMax + paperMax + scissorMax + spockMax + lizardMax) / 2;

                //Console.WriteLine(newCount);

                if (circle == false)
                {
                    Observe(enemy);//Get enemy, play normal AI
                }

                if (normal == false)    //Will stop when normal Ai is true,
                {
                    CircleCheck(enemy); //Check if circular AI, will overwrite previous enemy. After 5 battles it will determine it's a normal AI or not.
                }
                if (circle == false)    //When it's not circular Ai, will check for spam.Wont play anything unless 5 in a row.
                {
                    SpamCheck(enemy);
                }
                EnemyCounter(enemy);
                return(playMove);
            }

            if (upgradeAI == true)//My normal Ai but different move rates.
            {
                // Console.WriteLine("Upgrade ai being called......");

                //Console.WriteLine("CURRENT ENEMY ROLLS " +);
                upgradeCount++;

                if (rockMax > paperMax && rockMax > scissorMax && rockMax > spockMax && rockMax > lizardMax && !upgradeRoll)
                {
                    //Console.WriteLine("MOST ROCKS");
                    //scissorMax = 1;
                    //lizardMax = 1;
                    rockMax *= 10; //rockMax + 100;//Plays paper
                    // spockMax *= 5;//Plays Scissors
                    upgradeRoll = true;
                    total       = (rockMax + paperMax + scissorMax + spockMax + lizardMax);
                    //Console.WriteLine("MAX ROCKS : " + rockMax + "MAX PAPER : " + (rockMax + paperMax) + "MAX SCISSORS : " + (rockMax + paperMax + scissorMax) + "MAX SPOCK : " + (rockMax + paperMax + scissorMax + spockMax) + "MAX LIZARD : " + (rockMax + paperMax + scissorMax + spockMax + lizardMax) + "  TOTAL " + total);
                }
                else if (paperMax > rockMax && paperMax > scissorMax && paperMax > spockMax && paperMax > lizardMax && !upgradeRoll)
                {
                    //Console.WriteLine("MOST PAPERS");
                    //rockMax = 1;
                    //spockMax = 1;
                    paperMax *= 10;// paperMax + 100;//Plays scissors
                    // lizardMax *= 5;
                    upgradeRoll = true;
                    total       = (rockMax + paperMax + scissorMax + spockMax + lizardMax);
                    //Console.WriteLine("MAX ROCKS : " + rockMax + "MAX PAPER : " + (rockMax + paperMax) + "MAX SCISSORS : " + (rockMax + paperMax + scissorMax) + "MAX SPOCK : " + (rockMax + paperMax + scissorMax + spockMax) + "MAX LIZARD : " + (rockMax + paperMax + scissorMax + spockMax + lizardMax) + "  TOTAL " + total);
                }
                else if (scissorMax > rockMax && scissorMax > paperMax && scissorMax > spockMax && scissorMax > lizardMax && !upgradeRoll)
                {
                    //Console.WriteLine("MOST SCISSORS");
                    scissorMax *= 10;// scissorMax + 100;//Plays Spock
                    // rockMax *= 5;
                    // paperMax = 1;
                    //lizardMax = 1;
                    upgradeRoll = true;
                    total       = (rockMax + paperMax + scissorMax + spockMax + lizardMax);
                    //Console.WriteLine("MAX ROCKS : " + rockMax + "MAX PAPER : " + (rockMax + paperMax) + "MAX SCISSORS : " + (rockMax + paperMax + scissorMax) + "MAX SPOCK : " + (rockMax + paperMax + scissorMax + spockMax) + "MAX LIZARD : " + (rockMax + paperMax + scissorMax + spockMax + lizardMax) + "  TOTAL " + total);
                }
                else if (spockMax > rockMax && spockMax > paperMax && spockMax > scissorMax && spockMax > lizardMax && !upgradeRoll)
                {
                    //Console.WriteLine("MOST SPOCKS");
                    spockMax *= 10;// spockMax + 100;//Plays Lizard
                    // paperMax *= 5;
                    // scissorMax = 1;
                    //rockMax = 1;
                    upgradeRoll = true;
                    total       = (rockMax + paperMax + scissorMax + spockMax + lizardMax);
                    //Console.WriteLine("MAX ROCKS : " + rockMax + "MAX PAPER : " + (rockMax + paperMax) + "MAX SCISSORS : " + (rockMax + paperMax + scissorMax) + "MAX SPOCK : " + (rockMax + paperMax + scissorMax + spockMax) + "MAX LIZARD : " + (rockMax + paperMax + scissorMax + spockMax + lizardMax) + "  TOTAL " + total);
                }
                else if (lizardMax > rockMax && lizardMax > paperMax && lizardMax > scissorMax && lizardMax > spockMax && !upgradeRoll)
                {
                    //Console.WriteLine("MOST LIZARDS");
                    lizardMax *= 10;// lizardMax + 100;//Plays Rock
                    //scissorMax *= 5;
                    // spockMax = 1;
                    // paperMax = 1;
                    upgradeRoll = true;
                    total       = (rockMax + paperMax + scissorMax + spockMax + lizardMax);
                    //Console.WriteLine("MAX ROCKS : " + rockMax + "MAX PAPER : " + (rockMax + paperMax) + "MAX SCISSORS : " + (rockMax + paperMax + scissorMax) + "MAX SPOCK : " + (rockMax + paperMax + scissorMax + spockMax) + "MAX LIZARD : " + (rockMax + paperMax + scissorMax + spockMax + lizardMax) + "  TOTAL " + total);
                }



                //Console.WriteLine("We're at upgraded AI " + upgradeCount);
                // Console.WriteLine("The number of playcount reached. " + playCount);

                //Rock Higher than paper, if so, is Rock higher then scissors?,        if so, rock higher then spock?        if so is rock higher than lizard? then rock, else.... liz
                //int v = rockCount > paperCount ? (rockCount > scissorsCount ? (rockCount > spockCount ? ((rockCount > lizardCount ? rockCount : lizardCount) : spockCount//(rockCount > lizardCount ? rockCount : lizardCount) : scissorsCount) : paperCount;



                int roll = ran.Next((total + 1));

                // Console.WriteLine("\n\nNUMBER ROLLED" + roll);

                if (roll >= 0 && roll <= (rockMax))
                {
                    // Console.WriteLine("Beating ROCK");
                    playMove = Move.Paper;
                    //  Console.WriteLine("Playing " + playMove);
                    return(playMove);
                }
                else if (roll > (rockMax) && roll <= (rockMax + paperMax))
                {
                    // Console.WriteLine("Beating PAPER");
                    playMove = Move.Scissors;
                    //  Console.WriteLine("Playing " + playMove);
                    return(playMove);
                }
                else if (roll > (rockMax + paperMax) && roll <= (rockMax + paperMax + scissorMax))
                {
                    // Console.WriteLine("Beating SCISSORS");
                    playMove = Move.Spock;
                    //  Console.WriteLine("Playing " + playMove);
                    return(playMove);
                }
                else if (roll > (rockMax + paperMax + scissorMax) && roll <= (rockMax + paperMax + scissorMax + spockMax))
                {
                    // Console.WriteLine("Beating SPOCK");
                    playMove = Move.Lizard;
                    // Console.WriteLine("Playing " + playMove);
                    return(playMove);
                }
                else if (roll > (rockMax + paperMax + scissorMax + spockMax) && roll <= (rockMax + paperMax + scissorMax + spockMax + lizardMax))
                {
                    // Console.WriteLine("Beating LIZARD");
                    playMove = Move.Rock;
                    // Console.WriteLine("Playing " + playMove);
                    return(playMove);
                }
                else
                {
                    Console.WriteLine("Random MOve sent");
                    return(RandomMove());
                }
                //Console.WriteLine("Number rolled : " + roll);

                //if (upgradeCount == 66)
                //{
                //    upgradeAI = false;
                //     upgradeCount = 0;
                //  }
            }

            //Console.WriteLine("MOVE IM ABOUT TO PLAY IS OUT OF LOOP " + playMove);

            return(playMove);//RandomMove();



            //Check if it's between 0 and 5. if true, then you add it inside the list.
        }
Пример #2
0
 public override void Observe(Move oppo)
 {
     a = oppo;
     b.Add(oppo);
 }
Пример #3
0
        private void CircleCheck(Move enemy)
        {
            // Stack<Move> myS = new Stack<Move>();

            // myS.Push(enemy);
            // myS.Peek();

            if (check == true && !upgradeAI)//Checking the circle.
            {
                if (enemy == Move.Scissors && lastEnemyMove == Move.Spock)
                {
                    //  Console.WriteLine("Calling SPOCK in CIRCULAR AI");

                    playMove = enemy;
                    //  Console.WriteLine("MY MOVE IS " + playMove);
                    circleCount++;
                }
                else if (enemy == Move.Paper && lastEnemyMove == Move.Scissors)
                {
                    //  Console.WriteLine("Calling scissors in CIRCULAR AI");
                    playMove = enemy;

                    //  Console.WriteLine("MY MOVE IS " + playMove);
                    circleCount++;
                }
                else if (enemy == Move.Rock && lastEnemyMove == Move.Paper)
                {
                    //Console.WriteLine("Calling PAPER in CIRCULAR AI");
                    playMove = enemy;

                    // Console.WriteLine("MY MOVE IS " + playMove);
                    circleCount++;
                }
                else if (enemy == Move.Lizard && lastEnemyMove == Move.Rock)
                {
                    //Console.WriteLine("Calling ROCK in CIRCULAR AI");
                    playMove = enemy;
                    //playMove = Move.Rock;
                    //Console.WriteLine("MY MOVE IS " + playMove);
                    circleCount++;
                }
                else if (enemy == Move.Spock && lastEnemyMove == Move.Lizard)
                {
                    //Console.WriteLine("Calling LIZARD in CIRCULAR AI");
                    playMove = enemy;
                    //playMove = Move.Lizard;
                    //Console.WriteLine("MY MOVE IS " + playMove);
                    circleCount++;
                }
                else
                {
                    // Console.WriteLine("Circle has been reset or not found.");
                    circleCount = 0;
                    normalCount--;
                    circle = false;
                    if (normalCount <= -5)
                    {
                        // Console.WriteLine("AI HAS BEEN CONFIRMED NORMAL");
                        normal = true;
                    }
                    playMove = lastEnemyMove;
                }
            }

            lastEnemyMove = enemy; //Store the last enemy move.

            if (check == false)    //Play this when initialised.
            {
                playMove = Move.Spock;
            }

            check = true;                            //Checking for circular shall commence next battle.

            if (circleCount >= 5 && circle == false) //Will say if circle Ai has been found.
            {
                // Console.WriteLine("CIRCLE DETECTED");
                circle = true;
            }
        }
Пример #4
0
        private void SpamCheck(Move enemy)
        {
            if (!upgradeAI)
            {
                if (enemy == Move.Rock)//Checking variable value.
                {
                    // rockCount++;
                    constRock    += 1;
                    constPaper    = 0;
                    constScissors = 0;
                    constLizard   = 0;
                    constSpock    = 0;
                }
                else if (enemy == Move.Paper)
                {
                    //paperCount++;
                    constPaper += 1;

                    constRock     = 0;
                    constScissors = 0;
                    constLizard   = 0;
                    constSpock    = 0;
                }
                else if (enemy == Move.Scissors)
                {
                    //scissorsCount++;
                    constScissors += 1;

                    constRock   = 0;
                    constPaper  = 0;
                    constLizard = 0;
                    constSpock  = 0;
                }
                else if (enemy == Move.Spock)
                {
                    //spockCount++;
                    constSpock += 1;

                    constRock     = 0;
                    constPaper    = 0;
                    constScissors = 0;
                    constLizard   = 0;
                }
                else if (enemy == Move.Lizard)
                {
                    //lizardCount++;
                    constLizard += 1;

                    constRock     = 0;
                    constPaper    = 0;
                    constScissors = 0;
                    constSpock    = 0;
                }
                else
                {
                    //Console.WriteLine("Weird move detected, Played random AI (TACS)");
                    playMove = RandomMove();
                }


                //Check if spams only one move.

                if (constRock >= 7)//Checking variable value. When above 5 it should play this move.
                {
                    //Console.WriteLine("SPAMMER DETECTED");
                    playMove = Move.Paper;
                    spam     = true;
                }
                if (constPaper >= 7)//Checking variable value. When above 5 it should play this move.
                {
                    //Console.WriteLine("SPAMMER DETECTED");
                    playMove = Move.Scissors;
                    spam     = true;
                }
                if (constScissors >= 7)//Checking variable value. When above 5 it should play this move.
                {
                    // Console.WriteLine("SPAMMER DETECTED");
                    playMove = Move.Spock;
                    spam     = true;
                }
                if (constSpock >= 7)//Checking variable value. When above 5 it should play this move.
                {
                    //Console.WriteLine("SPAMMER DETECTED");
                    playMove = Move.Lizard;
                    spam     = true;
                }
                if (constLizard >= 7)//Checking variable value. When above 5 it should play this move.
                {
                    // Console.WriteLine("SPAMMER DETECTED");
                    playMove = Move.Scissors;
                    spam     = true;
                }
                if (constRock < 7 && constPaper < 7 && constScissors < 7 && constSpock < 7 && constLizard < 7)
                {
                    spam = false;
                }
            }
        }
Пример #5
0
 Move RandomPair(Move move1, Move move2)
 {
     return(Game.SeededRandom.NextDouble() < 0.5 ? move1 : move2);
 }
Пример #6
0
 public override void Observe(Move opponentMove)
 {
     //opponentLastMove[count++] = (int)opponentMove;
     oppMove = opponentMove;
     //Console.WriteLine($"opponent played {opponentLastMove}");
 }
Пример #7
0
 public void RecordShakespeare(Move playedMove)
 {
     ssOpSeq += (int)playedMove;
 }
Пример #8
0
        private void SpamCheck(Move enemy)
        {
            if (enemy == Move.Rock)
            {
                b1++;
                c1 += 1;
                c2  = 0;
                c3  = 0;
                c4  = 0;
                c5  = 0;
            }
            else if (enemy == Move.Paper)
            {
                b2++;
                c2 += 1;

                c1 = 0;
                c3 = 0;
                c4 = 0;
                c5 = 0;
            }
            else if (enemy == Move.Scissors)
            {
                b3++;
                c3 += 1;

                c1 = 0;
                c2 = 0;
                c4 = 0;
                c5 = 0;
            }
            else if (enemy == Move.Spock)
            {
                b5++;
                c5 += 1;

                c1 = 0;
                c2 = 0;
                c3 = 0;
                c4 = 0;
            }
            else if (enemy == Move.Lizard)
            {
                b4++;
                c4 += 1;

                c1 = 0;
                c2 = 0;
                c3 = 0;
                c5 = 0;
            }
            else
            {
                Console.WriteLine("Weird move detected, Played random AI (TACS)");
                g1 = RandomMove();
            }


            if (c1 > 5)
            {
                g1 = Move.Paper;
                i  = true;
            }
            if (c2 > 5)
            {
                g1 = Move.Scissors;
                i  = true;
            }
            if (c3 > 5)
            {
                g1 = Move.Spock;
                i  = true;
            }
            if (c5 > 5)
            {
                g1 = Move.Lizard;
                i  = true;
            }
            if (c4 > 5)
            {
                g1 = Move.Scissors;
                i  = true;
            }
            if (c1 < 5 && c2 < 5 && c3 < 5 && c5 < 5 && c4 < 5)
            {
                i = false;
            }
        }
Пример #9
0
 public void RecordMarkov(Move prePrevious, Move previous, Move current)
 {
     markovData[(int)prePrevious, (int)previous, (int)current]++;
 }
Пример #10
0
        public override void Observe(Move opponentMove)
        {
            RecordMarkov(opponentSecondLastplayedMove, opponentLastplayedMove, opponentMove);
            RecordShakespeare(opponentMove);
            opponentSequence += (int)opponentMove;

            playedGames++;

            if (opponentLastplayedMove == opponentMove)
            {
                opponentLastplayedMoveAgain++;
            }
            else
            {
                opponentLastplayedMoveAgain = 0;
                //inQueue = true;
            }

            opponentSecondLastplayedMove = opponentLastplayedMove;
            opponentLastplayedMove       = opponentMove;

            #region PreviousProject

            //if (opponentMove < 0)
            //{
            //    Console.WriteLine();
            //}
            #region QTYWINLOST
            if (WonLast(lastplayedMove, opponentMove))
            {
                wonLast = true;
                qtyWon++;
                wonInRow++;
                lostInRow = 0;
                //Console.WriteLine($"W:{qtyWon} WIR:{wonInRow}");
            }
            else
            {
                wonLast = false;
                qtyLost++;
                lostInRow++;
                wonInRow = 0;
                //Console.WriteLine($"L:{qtyLost} LIR:{lostInRow}");
            }
            #endregion

            opponentMoves.Add(opponentMove);

            #region CALC_PERCENTAGE
            if (opponentMove >= 0)
            {
                moveQty[(int)opponentMove]++;
                playermoveQty[(int)lastplayedMove]++;
                SetPercentage(opponentMove);
                playerMoves.Add(lastplayedMove);
                SetPlayerPercentage(lastplayedMove);
                GetHighestPercentageMove();
            }
            #endregion


            int minDist = MinDistance();
            chosenMove = GetCounterMove(opponentMove - minDist);


            if (playedGames >= 19)
            {
                opponentSequence2 += (int)opponentMove;
                if (int.Parse(opponentSequence[sequenceIndex].ToString()) == (int)opponentMove)
                {
                    inQueue    = false;
                    chosenMove = GetCounterMove((Move)int.Parse(opponentSequence[++sequenceIndex].ToString()));
                }
                else
                {
                    inQueue       = false;
                    chosenMove    = GetCounterFavMove();
                    sequenceIndex = 0;
                    if (!wonLast)
                    {
                        int index          = 0;
                        int sequenceLenght = 15;
                        if (opponentSequence2.Length > sequenceLenght)
                        {
                            string inRow5 = opponentSequence2.Remove(0, opponentSequence2.Length - sequenceLenght);

                            if (opponentSequence.Contains(inRow5))
                            {
                                index = opponentSequence.IndexOf(inRow5);
                                if (index > sequenceLenght)
                                {
                                    index = 0;
                                }
                            }
                        }
                        sequenceIndex = index + sequenceLenght;
                        if (int.Parse(opponentSequence[sequenceIndex].ToString()) == (int)opponentMove)
                        {
                            inQueue    = false;
                            chosenMove = GetCounterMove((Move)int.Parse(opponentSequence[++sequenceIndex].ToString()));
                        }
                    }
                }
            }

            if (qtyLost > 20 && !wonLast || qtyLost < 40)
            {
                inQueue    = false;
                chosenMove = GetCounterFavMove();
            }

            if (IsItCircular())
            {
                inQueue    = false;
                chosenMove = opponentMove;
            }

            #endregion

            inQueue = false;
            if (playedGames <= 20)
            {
                ssIndex    = FindSS();
                chosenMove = GetCounterMove((Move)int.Parse(ssConverted[ssIndex++].ToString()));
                ssFound    = true;
                if (ssIndex >= ssConverted.Length)
                {
                    ssIndex = 0;
                }
            }
            else
            {
                chosenMove = GetCounterMove((Move)int.Parse(ssConverted[ssIndex].ToString()));
                ssIndex++;
                if (ssIndex >= ssConverted.Length)
                {
                    ssIndex = 0;
                }
            }


            if (qtyLost > 30 && playedGames > 30)
            {
                chosenMove = GetCounterMove(HighestMarkov(opponentSecondLastplayedMove, opponentLastplayedMove));
            }
            else
            {
                ssIndex    = FindSS();
                chosenMove = GetCounterMove((Move)int.Parse(ssConverted[ssIndex].ToString()));
            }
        }
Пример #11
0
 public override void Observe(Move opponentMove)
 {
     a = opponentMove;
     b.Add(a);
 }
Пример #12
0
 public WinningScenario(Move opponentMove, Move firstMoveToPlay, Move secondMoveToPlay) : this()
 {
     this.OpponentMove     = opponentMove;
     this.FirstMoveToPlay  = firstMoveToPlay;
     this.SecondMoveToPlay = secondMoveToPlay;
 }
Пример #13
0
 /// <summary>
 /// Observe opponent's moves and increment the probability of that move played.
 /// Store the move in the circular array.
 /// </summary>
 /// <param name="opponentMove"></param>
 public override void Observe(Move opponentMove)
 {
     this.moveCount++;      // for every opponent move played, increase its probability
     this.winningScenarios[(int)opponentMove].Probability++;
     recentMoves.AddElement(opponentMove);
 }
Пример #14
0
 /// <summary>
 /// Observe the move of the opponent in the last round. Saves that move
 /// </summary>
 /// <param name="opponentMove"></param>
 public override void Observe(Move opponentMove)
 {
     OpponentMoves.Add((CurrentRound - 1), opponentMove);
 }
Пример #15
0
        /// <summary>
        /// Actualize the counts of the moves
        /// </summary>
        private void RefreshCounts()
        {
            MovesCount.Clear();
            foreach (var round in OpponentMoves.Keys)
            {
                Move move = OpponentMoves[round];
                switch (move)
                {
                case Move.Scissors:
                    if (MovesCount.ContainsKey(Move.Scissors))
                    {
                        MovesCount[Move.Scissors]++;
                    }
                    else
                    {
                        MovesCount.Add(Move.Scissors, 1);
                    }
                    break;

                case Move.Rock:
                    if (MovesCount.ContainsKey(Move.Rock))
                    {
                        MovesCount[Move.Rock]++;
                    }
                    else
                    {
                        MovesCount.Add(Move.Rock, 1);
                    }
                    break;

                case Move.Paper:
                    if (MovesCount.ContainsKey(Move.Paper))
                    {
                        MovesCount[Move.Paper]++;
                    }
                    else
                    {
                        MovesCount.Add(Move.Paper, 1);
                    }
                    break;

                case Move.Lizard:
                    if (MovesCount.ContainsKey(Move.Lizard))
                    {
                        MovesCount[Move.Lizard]++;
                    }
                    else
                    {
                        MovesCount.Add(Move.Lizard, 1);
                    }
                    break;

                case Move.Spock:
                    if (MovesCount.ContainsKey(Move.Spock))
                    {
                        MovesCount[Move.Spock]++;
                    }
                    else
                    {
                        MovesCount.Add(Move.Spock, 1);
                    }
                    break;
                }
            }
        }