public float[] GetCardProbabilitiesInDeck()
    {
        float[] result = new float[CardController.VALUE_PRINCESS + 1];
        float   sum    = 0;

        for (int i = CardController.VALUE_GUARD; i <= CardController.VALUE_PRINCESS; i++)
        {
            result[i] = GetCardProbabilityInDeck(i);
            sum      += result[i];
        }
        Debug.AssertFormat(sum <= 0 || AIUtil.Approx(sum, 1f) || MyController.Game.Deck.CountCardsLeft < 1, "{0}: Deck card probabilities don't sum up to 1! ({1})", MyController, sum);
        return(result);
    }
示例#2
0
    // Precomputes the static arrays for quicker access
    protected static void PrecomputeStaticArrays()
    {
        // Initialized base deck distribution
        BaseDeckDistribution = new Distribution1D(CARD_VECTOR_LENGTH);
        for (int CardIndex = 0; CardIndex < CARD_VECTOR_LENGTH; CardIndex++)
        {
            BaseDeckDistribution[CardIndex] = ((float)GameController.CARD_COUNT[CardIndex + 1]) / GameController.TOTAL_CARD_COUNT;
        }
        // Initialize base joint hand distribution
        BaseThreeOpponentsHandsDistribution = new Distribution3D(CARD_VECTOR_LENGTH, CARD_VECTOR_LENGTH, CARD_VECTOR_LENGTH);
        // Optimization for the following calculation:
        int[] tempRemainingCards = new int[CARD_VECTOR_LENGTH]; // We can't use virtualRemainingCards in a static method...
        Array.Copy(GameController.CARD_COUNT, 1, tempRemainingCards, 0, CARD_VECTOR_LENGTH);
        float SumOfArray = 0, ScalingFactor = 1f / GameController.TOTAL_CARD_COUNT / (GameController.TOTAL_CARD_COUNT - 1) / (GameController.TOTAL_CARD_COUNT - 2);

        // Calculate base joint hand distribution
        for (int Hand1Index = 0; Hand1Index < CARD_VECTOR_LENGTH; Hand1Index++)
        {
            // Account for this value of the first hand
            float Hand1Prob = ScalingFactor * tempRemainingCards[Hand1Index];
            tempRemainingCards[Hand1Index] -= 1;
            // And loop through all possible second and third hidden hands
            for (int Hand2Index = 0; Hand2Index < CARD_VECTOR_LENGTH; Hand2Index++)
            {
                // Account for this value of the second hand
                float Hand2JointProb = Hand1Prob * tempRemainingCards[Hand2Index];
                tempRemainingCards[Hand2Index] -= 1;
                // And loop through all possible third hidden hands
                for (int Hand3Index = 0; Hand3Index < CARD_VECTOR_LENGTH; Hand3Index++)
                {
                    // If this is an impossible case, just jump to the next iteration
                    if (Hand2JointProb <= 0 || tempRemainingCards[Hand3Index] <= 0)
                    {
                        continue;
                    }
                    // Otherwise, calculate the joint probability of this case and store it
                    float jointProb = Hand2JointProb * tempRemainingCards[Hand3Index];
                    BaseThreeOpponentsHandsDistribution[Hand1Index, Hand2Index, Hand3Index] = jointProb;
                    SumOfArray += jointProb;
                }
                // Reset card counts for the next iteration
                tempRemainingCards[Hand2Index] += 1;
            }
            // Reset card counts for the next iteration
            tempRemainingCards[Hand1Index] += 1;
        }
        Debug.Assert(AIUtil.Approx(SumOfArray, 1f));
    }
 public float[] GetCardProbabilitiesInHand(PlayerController Player)
 {
     float[] result = new float[CardController.VALUE_PRINCESS + 1];
     // If no player is specified (when called for a non-targeted card), just return an empty array
     if (Player != null)
     {
         float sum = 0;
         for (int i = CardController.VALUE_GUARD; i <= CardController.VALUE_PRINCESS; i++)
         {
             result[i] = GetCardProbabilityInHand(Player, i);
             sum      += result[i];
         }
         Debug.AssertFormat(sum <= 0 || AIUtil.Approx(sum, 1f), "{0}: Hand card probabilities of {2} don't sum up to 1! ({1})", MyController, sum, Player);
     }
     return(result);
 }