public void SimulateEpisode(System.Random random, int curEpisode, bool shouldExploit) { TyTaskNode nodeToExlore = null; //exploiting: if (shouldExploit) { _sortedNodes.Sort((x, y) => y.TotalValue.CompareTo(x.TotalValue)); //exploit only 50% best nodes: int count = ((int)(_sortedNodes.Count * 0.5 + 0.5)); nodeToExlore = _sortedNodes.GetUniformRandom(random, count); } //explore: else { nodeToExlore = _explorableNodes[curEpisode % _explorableNodes.Count]; } //should not be possible: if (nodeToExlore == null) { return; } var task = nodeToExlore.Task; var result = TyStateUtility.GetSimulatedGame(_rootGame, task, _analyzer); nodeToExlore.Explore(result, random); }
public void InitTree(TyStateAnalyzer analyzer, POGame.POGame root, List <PlayerTask> options) { _sortedNodes.Clear(); _explorableNodes.Clear(); _nodesToEstimate.Clear(); _analyzer = analyzer; _rootGame = root; //var initialResults = TyStateUtility.GetSimulatedGames(root, options, _analyzer); for (int i = 0; i < options.Count; i++) { var task = options[i]; var node = new TyTaskNode(this, _analyzer, task, 0.0f); //end turn is pretty straight forward, should not really be looked at later in the simulations, just simulate once and keep the value: if (task.PlayerTaskType == PlayerTaskType.END_TURN) { var sim = TyStateUtility.GetSimulatedGame(root, task, _analyzer); node.AddValue(sim.value); } else { _explorableNodes.Add(node); _sortedNodes.Add(node); } _nodesToEstimate.Add(task, node); } }
//After your opponent plays a minion, summon a copy of it. private static void MirrorEntity(TyState playerState, TyState opponentState, Controller player, Controller opponent, Spell secret) { var mana = opponent.GetAvailableMana(); var minion = TyMinionUtil.EstimatedValueFromMana(mana); playerState.BiasValue += TyStateUtility.LateReward(mana, 4, 5.0f); playerState.MinionValues += minion; }
//After your opponent plays a minion, add two copies of it to_your hand. private static void FrozenClone(TyState playerState, TyState opponentState, Controller player, Controller opponent, Spell secret) { var mana = opponent.GetAvailableMana(); var minion = TyMinionUtil.EstimatedValueFromMana(mana); //dont multiply by 2, because player still has to play the minions: playerState.BiasValue += minion * 1.75f + TyStateUtility.LateReward(mana, 4, 4.0f); }
//When an enemy casts a spell on a minion, summon a 1/3 as the new target. private static void Spellbender(TyState playerState, TyState opponentState, Controller player, Controller opponent, Spell secret) { var myMana = player.GetAvailableMana(); var possibleAverageMinion = TyMinionUtil.EstimatedValueFromMana(myMana); var myAverageMinion = playerState.GetAverageMinionValue(); //dont play if my minions are weaker than a "good" minion at that point in game, also punish when played early: playerState.BiasValue += (myAverageMinion - possibleAverageMinion) + TyStateUtility.LateReward(myMana, 4, 2.0f); }
//When a minion attacks your hero, destroy it. private static void Vaporize(TyState playerState, TyState opponentState, Controller player, Controller opponent, Spell secret) { var opponentMana = opponent.GetAvailableMana(); //punish playing early: playerState.BiasValue += TyStateUtility.LateReward(opponentMana, 5, 5.0f); //estimate destroying an enemy minion: float avgMinionValue = TyMinionUtil.EstimatedValueFromMana(opponentMana); opponentState.MinionValues -= avgMinionValue; }
//After your opponent plays a minion, transform it into a 1/1 Sheep. private static void PotionOfPolymorph(TyState playerState, TyState opponentState, Controller player, Controller opponent, Spell secret) { int opponentMana = opponent.GetAvailableMana(); //punish playing early: playerState.BiasValue += TyStateUtility.LateReward(opponentMana, 5, 5.0f); //value is the difference between an average minion and the sheep: float sheepValue = TyMinionUtil.ComputeMinionValue(1, 1, 1); float averageMinionValue = TyMinionUtil.EstimatedValueFromMana(opponentMana); float polymorphedValue = (sheepValue - averageMinionValue); opponentState.MinionValues += polymorphedValue; }
public void Explore(TySimResult simResult, System.Random random) { if (simResult.IsBuggy) { AddValue(simResult.value); return; } var game = simResult.state; var options = game.CurrentPlayer.Options(); var task = options.GetUniformRandom(random); var childState = TyStateUtility.GetSimulatedGame(game, task, _analyzer); if (childState.task.PlayerTaskType != PlayerTaskType.END_TURN) { Explore(childState, random); } else { AddValue(simResult.value); } }
//Hex: Transform a minion into a 0/1 Frog with Taunt. private static void Hex(TyState playerState, TyState opponentState, Controller player, Controller opponent, PlayerTask task, Spell spell) { var myMana = player.GetAvailableMana(); playerState.BiasValue += TyStateUtility.LateReward(myMana, 3, 1.25f); }
private PlayerTask GetGreedyBestTask(POGame.POGame poGame, List <PlayerTask> options) { var bestTasks = TyStateUtility.GetSimulatedBestTasks(1, poGame, options, _analyzer); return(bestTasks[0].task); }