public static List <PD_MacroAction> ShareKnowledge_Positive_Now(
            PD_Game game,
            PD_AI_PathFinder pathFinder,
            List <PD_MacroAction> allMacros
            )
        {
#if DEBUG
            if (game.GQ_IsInState_ApplyingMainPlayerActions() == false)
            {
                throw new System.Exception("wrong state.");
            }
#endif

            var shareKnowledgeMacros_ExecutableNow = allMacros.FindAll(
                x =>
                x.Is_TypeOf_ShareKnowledge_Any()
                &&
                x.Is_ExecutableNow() == true
                );
            if (shareKnowledgeMacros_ExecutableNow.Count > 0)
            {
                List <PD_MacroAction> positiveShareKnowledgeMacros = new List <PD_MacroAction>();
                foreach (var macro in shareKnowledgeMacros_ExecutableNow)
                {
                    List <PD_Action> walkSequence = macro.Actions_All.CustomDeepCopy();
                    walkSequence.RemoveAt(walkSequence.Count - 1);
                    double walkSequenceValue = PD_AI_CardEvaluation_Utilities
                                               .Calculate_ListOfPlayerActions_Effect_On_Percent_AbilityToCureDiseases(
                        game,
                        walkSequence,
                        true
                        );
                    if (walkSequenceValue < 0)
                    {
                        continue;
                    }

                    PD_Action lastCommand   = macro.Find_LastCommand();
                    double    exchangeValue =
                        PD_AI_CardEvaluation_Utilities
                        .Calculate_PlayerAction_Effect_On_Percent_AbilityToCureDiseases(
                            game,
                            lastCommand,
                            true
                            );

                    if (exchangeValue > 0.0)
                    {
                        positiveShareKnowledgeMacros.Add(macro);
                    }
                }
                if (positiveShareKnowledgeMacros.Count > 0)
                {
                    return(positiveShareKnowledgeMacros);
                }
            }

            return(new List <PD_MacroAction>());
        }
        public static List <PD_MacroAction> TakePosition_Positive_NextRound(
            PD_Game game,
            PD_AI_PathFinder pathFinder,
            List <PD_MacroAction> allMacros
            )
        {
            int numberOfStepsUntilEndOfNextRound = 4 + game.GQ_RemainingPlayerActions_ThisRound();
            var takePosition_NextRound           = allMacros.FindAll(
                x =>
                x.Is_TypeOf_TakePositionFor_ShareKnowledge_Any()
                &&
                x.Is_ExecutableNow() == false
                &&
                x.Count_Total_Length() <= numberOfStepsUntilEndOfNextRound
                );

            if (takePosition_NextRound.Count > 0)
            {
                List <PD_MacroAction> takePosition_Positive_NextRound = new List <PD_MacroAction>();
                // find all take position macros that would have a positive outcome (ability to cure)
                foreach (var macro in takePosition_NextRound)
                {
                    List <PD_Action> walkSequence      = macro.Actions_All;
                    double           walkSequenceValue = PD_AI_CardEvaluation_Utilities
                                                         .Calculate_ListOfPlayerActions_Effect_On_Percent_AbilityToCureDiseases(
                        game,
                        walkSequence,
                        true
                        );
                    if (walkSequenceValue < 0)
                    {
                        continue;
                    }

                    var lastCommand = macro.NonExecutable_ShareKnowledge_Action;

                    double exchangeValue =
                        PD_AI_CardEvaluation_Utilities
                        .Calculate_PlayerAction_Effect_On_Percent_AbilityToCureDiseases(
                            game,
                            lastCommand,
                            true
                            );

                    if (exchangeValue > 0.0)
                    {
                        takePosition_Positive_NextRound.Add(macro);
                    }
                }

                if (takePosition_Positive_NextRound.Count > 0)
                {
                    return(takePosition_Positive_NextRound);
                }
            }
            return(new List <PD_MacroAction>());
        }
示例#3
0
 public static double Calculate_Percent_AbilityToCureDiseases(
     PD_Game game,
     bool squared
     )
 {
     return(PD_AI_CardEvaluation_Utilities.Calculate_Percent_AbilityToCureDiseases(
                game,
                squared
                ));
 }
示例#4
0
 public static double Calculate_Percent_CuredDiseases_Gradient(
     PD_Game game,
     bool squared
     )
 {
     return(PD_AI_CardEvaluation_Utilities.Calculate_PercentCuredDiseases_Gradient(
                game,
                squared
                ));
 }
示例#5
0
        public override double CalculateScore(PD_Game gameState)
        {
            int[,] numCardsTable =
                PD_AI_CardEvaluation_Utilities.NumCardsTable(
                    gameState
                    );

            double[,] percentComplete_Table =
                PD_AI_CardEvaluation_Utilities.Calculate_Percent_CompleteSetsOfCards_Table(
                    gameState,
                    numCardsTable
                    );

            double[,] groupAbilityToCureDiseases_Table =
                PD_AI_CardEvaluation_Utilities.Calculate_Percent_AbilityToCureDiseases_Table(
                    gameState,
                    percentComplete_Table,
                    false
                    );

            double[,] finalTable = groupAbilityToCureDiseases_Table.CustomDeepCopy();

            int numTypes   = groupAbilityToCureDiseases_Table.Height();
            int numPlayers = groupAbilityToCureDiseases_Table.Width();

            for (int type = 0; type < numTypes; type++)
            {
                bool isDiseaseCured = gameState.GQ_Is_DiseaseCured_OR_Eradicated(type);
                if (isDiseaseCured)
                {
                    for (int playerIndex = 0; playerIndex < numPlayers; playerIndex++)
                    {
                        finalTable[type, playerIndex] = 1.3;
                    }
                }
                else
                {
                    for (int playerIndex = 0; playerIndex < numPlayers; playerIndex++)
                    {
                        finalTable[type, playerIndex] = groupAbilityToCureDiseases_Table[type, playerIndex];
                    }
                }
            }

            double[,] normalized_Table = finalTable.Divided_By(1.3);

            return
                (normalized_Table
                 .RowMax_PerRow()
                 .Average());
        }
示例#6
0
        public override List <PD_MacroAction> FilterMacros(
            PD_Game game,
            PD_AI_PathFinder pathFinder,
            List <PD_MacroAction> allMacros
            )
        {
#if DEBUG
            if (game.GQ_IsInState_Discard_Any() == false)
            {
                throw new System.Exception("game is not in discard state");
            }
            if (
                allMacros.Any(
                    x =>
                    x.Is_TypeOf_Discard_Any() == false
                    )
                )
            {
                throw new System.Exception("non discard actions are included here...");
            }
#endif

            int playerWhoDiscards = ((I_Player_Action)allMacros[0].Actions_All[0]).Player;

            Dictionary <PD_MacroAction, double> effectPerMacroAction = new Dictionary <PD_MacroAction, double>();
            foreach (var macro in allMacros)
            {
                double effect =
                    PD_AI_CardEvaluation_Utilities
                    .Calculate_ListOfPlayerActions_Effect_On_Percent_AbilityToCureDiseases(
                        game,
                        macro.Actions_Executable_Now,
                        true
                        );
                effectPerMacroAction.Add(macro, effect);
            }

            double maximumValue = effectPerMacroAction.Max(x => x.Value);

            List <PD_MacroAction> maximumValueMacros = new List <PD_MacroAction>();
            foreach (var macro in allMacros)
            {
                if (effectPerMacroAction[macro] == maximumValue)
                {
                    maximumValueMacros.Add(macro);
                }
            }

            return(maximumValueMacros);
        }
        public static List <PD_MacroAction> TakePosition_Positive_NextRound_OtherPlayerWithinFourSteps(
            PD_Game game,
            PD_AI_PathFinder pathFinder,
            List <PD_MacroAction> allMacros
            )
        {
            int numberOfStepsUntilEndOfNextRound = 4 + game.GQ_RemainingPlayerActions_ThisRound();
            var takePosition_NextRound           = allMacros.FindAll(
                x =>
                x.Is_TypeOf_TakePositionFor_ShareKnowledge_Any()
                &&
                x.Is_ExecutableNow() == false
                &&
                x.Count_Total_Length() <= numberOfStepsUntilEndOfNextRound
                );

            if (takePosition_NextRound.Count > 0)
            {
                List <PD_MacroAction> takePosition_Positive_NextRound = new List <PD_MacroAction>();
                // find all take position macros that would have a positive outcome (ability to cure)
                foreach (var macro in takePosition_NextRound)
                {
                    List <PD_Action> walkSequence      = macro.Actions_All;
                    double           walkSequenceValue = PD_AI_CardEvaluation_Utilities
                                                         .Calculate_ListOfPlayerActions_Effect_On_Percent_AbilityToCureDiseases(
                        game,
                        walkSequence,
                        true
                        );
                    if (walkSequenceValue < 0)
                    {
                        continue;
                    }

                    var lastCommand = macro.NonExecutable_ShareKnowledge_Action;

                    double exchangeValue =
                        PD_AI_CardEvaluation_Utilities
                        .Calculate_PlayerAction_Effect_On_Percent_AbilityToCureDiseases(
                            game,
                            lastCommand,
                            true
                            );

                    if (exchangeValue > 0.0)
                    {
                        takePosition_Positive_NextRound.Add(macro);
                    }
                }

                if (takePosition_Positive_NextRound.Count > 0)
                {
                    // find all of them that could be executed by the other player in one turn (4 steps)
                    List <PD_MacroAction> executableByOtherPlayerInOneTurn = new List <PD_MacroAction>();
                    foreach (var macro in takePosition_Positive_NextRound)
                    {
                        if (
                            macro.NonExecutable_ShareKnowledge_Action.GetType()
                            ==
                            typeof(PA_ShareKnowledge_GiveCard)
                            )
                        {
                            PA_ShareKnowledge_GiveCard action =
                                (PA_ShareKnowledge_GiveCard)macro.NonExecutable_ShareKnowledge_Action;
                            int destination         = action.CityCardToGive;
                            int otherPlayer         = action.OtherPlayer;
                            int otherPlayerLocation =
                                game.GQ_PlayerLocation(otherPlayer);
                            int distanceFromOtherPlayer = pathFinder.GetPrecalculatedShortestDistance(
                                game,
                                game.GQ_ResearchStationCities(),
                                destination,
                                otherPlayerLocation
                                );
                            if (distanceFromOtherPlayer < 4)
                            {
                                executableByOtherPlayerInOneTurn.Add(macro);
                            }
                        }
                        else if (
                            macro.NonExecutable_ShareKnowledge_Action.GetType()
                            ==
                            typeof(PA_ShareKnowledge_TakeCard)
                            )
                        {
                            PA_ShareKnowledge_TakeCard action =
                                (PA_ShareKnowledge_TakeCard)macro.NonExecutable_ShareKnowledge_Action;
                            int destination         = action.CityCardToTake;
                            int otherPlayer         = action.OtherPlayer;
                            int otherPlayerLocation =
                                game.GQ_PlayerLocation(otherPlayer);
                            int distanceFromOtherPlayer = pathFinder.GetPrecalculatedShortestDistance(
                                game,
                                game.GQ_ResearchStationCities(),
                                destination,
                                otherPlayerLocation
                                );
                            if (distanceFromOtherPlayer < 4)
                            {
                                executableByOtherPlayerInOneTurn.Add(macro);
                            }
                        }
                    }

                    if (executableByOtherPlayerInOneTurn.Count > 0)
                    {
                        return(executableByOtherPlayerInOneTurn);
                    }
                }
            }
            return(new List <PD_MacroAction>());
        }
        public override List <PD_MacroAction> FilterMacros(PD_Game game, PD_AI_PathFinder pathFinder, List <PD_MacroAction> allMacros)
        {
#if DEBUG
            if (game.GQ_IsInState_ApplyingMainPlayerActions() == false)
            {
                throw new System.Exception("wrong state.");
            }
#endif

            var allTreatMacros_ExecutableNow = allMacros.FindAll(
                x =>
                x.Is_TypeOf_TreatDisease_Any()
                &&
                x.Is_ExecutableNow()
                );

            if (allTreatMacros_ExecutableNow.Count == 0)
            {
                return(new List <PD_MacroAction>());
            }

            List <PD_MacroAction> noNegativeEffect_TreatMacros = new List <PD_MacroAction>();
            foreach (var macro in allTreatMacros_ExecutableNow)
            {
                double value =
                    PD_AI_CardEvaluation_Utilities
                    .Calculate_ListOfPlayerActions_Effect_On_Percent_AbilityToCureDiseases(
                        game,
                        macro.Actions_Executable_Now,
                        true
                        );
                if (value == 0)
                {
                    noNegativeEffect_TreatMacros.Add(macro);
                }
            }

            if (noNegativeEffect_TreatMacros.Count == 0)
            {
                return(new List <PD_MacroAction>());
            }

            List <PD_MacroAction> treatMacros_ofCities_InfectedWith_RequestedNumCubes = new List <PD_MacroAction>();
            foreach (var macro in noNegativeEffect_TreatMacros)
            {
                if (
                    macro.MacroAction_Type == PD_MacroAction_Type.TreatDisease_Macro
                    )
                {
                    PA_TreatDisease treatAction = (PA_TreatDisease)macro.Find_LastCommand();
                    int             destination = treatAction.CityToTreatDiseaseAt;
                    int             treatType   = treatAction.TypeOfDiseaseToTreat;
                    int             numCubesThisTypeOnThatCity =
                        game.GQ_Num_InfectionCubes_OfType_OnCity(
                            destination,
                            treatType
                            );
                    if (numCubesThisTypeOnThatCity >= MinSameCubes)
                    {
                        treatMacros_ofCities_InfectedWith_RequestedNumCubes.Add(macro);
                    }
                }
                else if (
                    macro.MacroAction_Type == PD_MacroAction_Type.TreatDisease_Medic_Macro
                    )
                {
                    PA_TreatDisease_Medic treatAction = (PA_TreatDisease_Medic)macro.Find_LastCommand();
                    int destination = treatAction.CityToTreatDiseaseAt;
                    int treatType   = treatAction.TypeOfDiseaseToTreat;
                    int numCubesThisTypeOnThatCity =
                        game.GQ_Num_InfectionCubes_OfType_OnCity(
                            destination,
                            treatType
                            );
                    if (numCubesThisTypeOnThatCity >= MinSameCubes)
                    {
                        treatMacros_ofCities_InfectedWith_RequestedNumCubes.Add(macro);
                    }
                }
                else if (
                    macro.MacroAction_Type == PD_MacroAction_Type.AutoTreatDisease_Medic_Macro
                    )
                {
                    int destination = macro.Find_Destination();
                    int treatType   = game.GQ_City_InfectionType(destination);
                    int numCubesThisTypeOnThatCity =
                        game.GQ_Num_InfectionCubes_OfType_OnCity(
                            destination,
                            treatType
                            );
                    if (numCubesThisTypeOnThatCity >= MinSameCubes)
                    {
                        treatMacros_ofCities_InfectedWith_RequestedNumCubes.Add(macro);
                    }
                }
            }

            if (treatMacros_ofCities_InfectedWith_RequestedNumCubes.Count > 0)
            {
                return(treatMacros_ofCities_InfectedWith_RequestedNumCubes);
            }
            else
            {
                return(new List <PD_MacroAction>());
            }
        }
        public override List <PD_MacroAction> FilterMacros(
            PD_Game game,
            PD_AI_PathFinder pathFinder,
            List <PD_MacroAction> allMacros
            )
        {
#if DEBUG
            if (game.GQ_IsInState_ApplyingMainPlayerActions() == false)
            {
                throw new System.Exception("wrong state.");
            }

            if (Max_TotalNum_RS < 1 || Max_TotalNum_RS > 6)
            {
                throw new System.Exception("this is not possible");
            }

            if (Min_Dist_Between_RS < 1 || Min_Dist_Between_RS > 10)
            {
                throw new System.Exception("this is not possible");
            }
#endif

            // check if maximum number of RS is already reached
            var rs_cities = game.GQ_ResearchStationCities();
            if (rs_cities.Count >= Max_TotalNum_RS)
            {
                return(new List <PD_MacroAction>());
            }

            // find legitimate cities for RS
            var cities_Legitimate_ForRS =
                pathFinder.FindCitiesThatAreAwayFromResearchStations(
                    game,
                    Min_Dist_Between_RS
                    );
            if (cities_Legitimate_ForRS.Count == 0)
            {
                return(new List <PD_MacroAction>());
            }

            var buildResearchStationMacros_ExecutableNow = allMacros.FindAll(
                x =>
                x.Is_TypeOf_BuildResearchStation_Any()
                &&
                x.Is_ExecutableNow()
                );

            if (buildResearchStationMacros_ExecutableNow.Count == 0)
            {
                return(new List <PD_MacroAction>());
            }

            List <PD_MacroAction> nonHarmful_BuildRS_Macros = new List <PD_MacroAction>();
            foreach (var macro in buildResearchStationMacros_ExecutableNow)
            {
                double value =
                    PD_AI_CardEvaluation_Utilities
                    .Calculate_ListOfPlayerActions_Effect_On_Percent_AbilityToCureDiseases(
                        game,
                        macro.Actions_Executable_Now,
                        true
                        );
                if (value == 0)
                {
                    nonHarmful_BuildRS_Macros.Add(macro);
                }
            }

            if (nonHarmful_BuildRS_Macros.Count == 0)
            {
                return(new List <PD_MacroAction>());
            }

            List <PD_MacroAction> legit_BuildRS_Macros = new List <PD_MacroAction>();
            foreach (var macro in nonHarmful_BuildRS_Macros)
            {
                int destination = macro.Find_Destination();
                if (cities_Legitimate_ForRS.Contains(destination))
                {
                    legit_BuildRS_Macros.Add(macro);
                }
            }
            if (legit_BuildRS_Macros.Count > 0)
            {
                return(legit_BuildRS_Macros);
            }
            else
            {
                return(new List <PD_MacroAction>());
            }
        }