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社区首页 >问答首页 >山之王:速度线索AI

山之王:速度线索AI
EN

Code Golf用户
提问于 2014-04-12 22:54:27
回答 5查看 2.2K关注 0票数 24

速度线索

克雷多/线索是一个经典的棋盘游戏,有一个引人注目的演绎游戏组件。速度线索是一个3-6玩家变体,强调这个组成部分,只使用卡。结果是,标准克鲁多和速度线索之间唯一的区别是,游戏中的每一个玩家都可以提出自己喜欢的任何建议,而不是在骰子和其他玩家的建议的摆布下到达一个特定的房间。如果您以前从未玩过集群,或者希望确定这两个版本之间的显式差异,您可能会找到一个完全速度线索规则集

目标

编写并提交一个AI程序,在2014年5月15日格林尼治时间00:00之前播放速度线索。之后,我将使用所有合法条目运行锦标赛。在锦标赛中,AI赢得最多比赛的参赛者赢得了挑战。

AI规范

您可以使用您所选择的任何语言编写AI,只要它通过TCP/IP连接严格使用应用协议来与服务器玩游戏,就可以使用任何技术。有关所有限制的详细解释可以在这里中找到。

如何玩

从分叉竞赛GitHub存储库开始。在entries目录下添加一个使用StackExchange用户名命名的目录,并在该文件夹中开发代码。当你准备提交你的条目,提出一个拉请求与你的修订,然后跟随这些指示宣布你的条目在这个网站。

我在core目录中提供了一些代码和JAR来帮助您入门;有关材料的粗略指南,请参阅我的网站。此外,其他玩家除了他们的条目外,还会提交助手代码,以帮助您起立和运行。花点时间去探索这些条目,在提交之前不要忘记用别人的条目来测试你的条目!

结果

代码语言:javascript
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Place | User         | AI                 | Result
------+--------------+--------------------+-------------------------------------------------------
    1 | gamecoder    | SpockAI            | 55.75%
    2 | Peter Taylor | InferencePlayer    | 33.06%
    3 | jwg          | CluePaddle         | 20.19%
    4 | Peter Taylor | SimpleCluedoPlayer |  8.34%
    5 | gamecoder    | RandomPlayer       |  1.71%
 ---- | ray          | 01                 | Player "ray-01" [3] sent an invalid accuse message: ""

上面的结果显示,每个合格的AI在它参加的25,200场有效比赛中获胜的百分比。结果显示,总共有3万场比赛,而当01被取消资格时,大约有6100场比赛被打折。

一个荣誉的提名需要去雷的01人工智能。我的初步测试显示它是最强的,我期望它能赢得比赛。然而,它似乎有一个非常断断续续的错误,据我所能猜测,导致它消除了所有可能的解决方案。比赛结束了所有的三人比赛,并开始了四人比赛(12,000场比赛!)当01的S错误被揭露时,如果我只考虑3人的比赛排名,结果如下:

代码语言:javascript
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Place | User         | AI                 | Result
------+--------------+--------------------+--------
    1 | ray          | 01                 | 72.10%
    2 | gamecoder    | SpockAI            | 51.28%
    3 | Peter Taylor | InferencePlayer    | 39.97%
    4 | Peter Taylor | SimpleCluedoPlayer | 17.65%
    5 | jwg          | CluePaddle         | 16.92%
    6 | gamecoder    | RandomPlayer       |  2.08%

我本来打算对结果进行一些数据挖掘,但我已经筋疲力尽了。我遇到了技术上的困难,让竞争一路运行(电力故障,系统重新启动),这就必须完全重写竞赛服务器,以节省它的进展,因为它进行。我将注释并提交对代码的所有更改以及生成的所有结果文件,以防任何人仍然感兴趣。如果我也决定进行数据挖掘,我的结果也将被添加到存储库中。

谢谢你的演奏!

EN

回答 5

Code Golf用户

回答已采纳

发布于 2014-05-14 16:46:54

SpockAI

标识符:gamecoder-SpockAI

回购条目:单击此处

选定:是

技术:基于com.sadakatsu.clue.jar的Java 7

论据:{identifier} portNumber [logOutput: true|false]

描述:

SpockAI是一个速度提示播放器,它建立在我编写的一个名为Knowledge的类之上。Knowledge类表示游戏可能给出到目前为止发生的一切可能的状态。它代表游戏的解决方案和玩家可能的手作为集合,并使用迭代演绎尽可能减少这些集,每一次学习。SpockAI使用这个类来确定哪些建议可以得到最有用的最坏结果,并随机选择其中的一个建议。当它需要反驳一个建议时,它试图显示一张它已经显示了建议AI的卡片,或者向它展示一张从它减少可能性最小的类别中得到的卡片。只有当它知道解决办法时,它才会提出指控。

我用来确定最佳建议的启发式方法如下。在从建议中了解到所有信息之后,可能的解决方案和可能的玩家手持设备就会减少(除非建议没有显示新的信息)。理论上,最好的建议是最大限度地减少可能的解决方案的数量。在平局的情况下,我认为建议尽量减少球员可能的手数是更好的。因此,对于每一个建议,我尝试每一个不导致知识矛盾的可能结果。无论哪种结果在解决方案/手数方面改善最少,都被认为是建议的结果。然后,我比较所有建议的结果,并选择哪一个有最好的结果。这样,我保证了最优最坏情况下的信息增益。

我正在考虑添加一个蛮力组合分析可能的解决方案和可能的玩家手,以使SpockAI更加强大,但由于SpockAI已经是最慢,最资源密集的入门,我可能会跳过这一点。

免责声明:

几周前我就打算为这次比赛发布一个人工智能。就目前情况而言,我直到上个星期五才开始写我的人工智能,我一直在我的代码中发现荒谬的错误。正因为如此,我能够让SpockAI在截止日期之前工作的唯一方法就是使用一个大型线程池。最终的结果是,(目前) SpockAI可以达到+90%的CPU利用率和2GB+内存使用率(尽管我将此归咎于垃圾收集器)。我打算在比赛中运行SpockAI,但是如果其他人觉得这违反了规则,如果SpockAI赢了,我会把“胜利者”的头衔授予第二名。如果你这样想,请在这个答案上留下一个大意的评论。

票数 4
EN

Code Golf用户

发布于 2014-04-27 18:46:00

AI01 -Python3

我还找不到更好的名字:-P。

标识符: ray-ai01

技术: Python 3

选定:是

论据:ai01.py identifier port

描述:通过推理工作。当不知道所有者的卡数小于一个阈值时,这个AI开始通过递归全局推理消除所有不可能的解决方案。否则,它使用局部推理。

代码语言:javascript
运行
复制
#!/usr/bin/env python
import itertools

from speedclue.playerproxy import Player, main
from speedclue.cards import CARDS
from speedclue.protocol import BufMessager

# import crash_on_ipy


class Card:
    def __init__(self, name, type):
        self.name = name
        self.possible_owners = []
        self.owner = None
        self.in_solution = False
        self.disproved_to = set()
        self.type = type

    def __repr__(self):
        return self.name

    def log(self, *args, **kwargs):
        pass

    def set_owner(self, owner):
        assert self.owner is None
        assert self in owner.may_have
        for player in self.possible_owners:
            player.may_have.remove(self)
        self.possible_owners.clear()
        self.owner = owner
        owner.must_have.add(self)
        self.type.rest_count -= 1

    def set_as_solution(self):
        # import pdb; pdb.set_trace()
        assert self.owner is None
        self.type.solution = self
        self.in_solution = True
        for player in self.possible_owners:
            player.may_have.remove(self)
        self.possible_owners.clear()
        self.type.rest_count -= 1

    def __hash__(self):
        return hash(self.name)


class CardType:
    def __init__(self, type_id):
        self.type_id = type_id
        self.cards = [Card(name, self) for name in CARDS[type_id]]
        self.rest_count = len(self.cards)
        self.solution = None


class PlayerInfo:
    def __init__(self, id):
        self.id = id
        self.must_have = set()
        self.may_have = set()
        self.selection_groups = []
        self.n_cards = None

    def __hash__(self):
        return hash(self.id)

    def set_have_not_card(self, card):
        if card in self.may_have:
            self.may_have.remove(card)
            card.possible_owners.remove(self)

    def log(self, *args, **kwargs):
        pass

    def update(self):
        static = False
        updated = False
        while not static:
            static = True
            if len(self.must_have) == self.n_cards:
                if not self.may_have:
                    break
                for card in self.may_have:
                    card.possible_owners.remove(self)
                self.may_have.clear()
                static = False
                updated = True
            if len(self.must_have) + len(self.may_have) == self.n_cards:
                static = False
                updated = True
                for card in list(self.may_have):
                    card.set_owner(self)

            new_groups = []
            for group in self.selection_groups:
                group1 = []
                for card in group:
                    if card in self.must_have:
                        break
                    if card in self.may_have:
                        group1.append(card)
                else:
                    if len(group1) == 1:
                        group1[0].set_owner(self)
                        updated = True
                        static = False
                    elif group1:
                        new_groups.append(group1)
            self.selection_groups = new_groups

            if len(self.must_have) + 1 == self.n_cards:
                # There is only one card remain to be unknown, so this card must
                # be in all selection groups
                cards = self.may_have.copy()
                for group in self.selection_groups:
                    if self.must_have.isdisjoint(group):
                        cards.intersection_update(group)

                for card in self.may_have - cards:
                    static = False
                    updated = True
                    self.set_have_not_card(card)

        # assert self.must_have.isdisjoint(self.may_have)
        # assert len(self.must_have | self.may_have) >= self.n_cards
        return updated


class Suggestion:
    def __init__(self, player, cards, dplayer, dcard):
        self.player = player
        self.cards = cards
        self.dplayer = dplayer
        self.dcard = dcard
        self.disproved = dplayer is not None


class AI01(Player):
    def prepare(self):
        self.set_verbosity(0)

    def reset(self, player_count, player_id, card_names):
        self.log('reset', 'id=', player_id, card_names)
        self.fail_count = 0
        self.suggest_count = 0
        self.card_types = [CardType(i) for i in range(len(CARDS))]
        self.cards = list(itertools.chain(*(ct.cards for ct in self.card_types)))
        for card in self.cards:
            card.log = self.log
        self.card_map = {card.name: card for card in self.cards}
        self.owned_cards = [self.card_map[name] for name in card_names]
        self.players = [PlayerInfo(i) for i in range(player_count)]
        for player in self.players:
            player.log = self.log
        self.player = self.players[player_id]
        for card in self.cards:
            card.possible_owners = list(self.players)
        n_avail_cards = len(self.cards) - len(CARDS)
        for player in self.players:
            player.may_have = set(self.cards)
            player.n_cards = n_avail_cards // player_count \
                + (player.id < n_avail_cards % player_count)
        for card in self.owned_cards:
            card.set_owner(self.player)
        for card in self.cards:
            if card not in self.owned_cards:
                self.player.set_have_not_card(card)
        self.suggestions = []
        self.avail_suggestions = set(itertools.product(*CARDS))
        self.possible_solutions = {
            tuple(self.get_cards_by_names(cards)): 1
            for cards in self.avail_suggestions
        }
        self.filter_solutions()

    def filter_solutions(self):
        new_solutions = {}
        # assert self.possible_solutions
        join = next(iter(self.possible_solutions))
        for sol in self.possible_solutions:
            for card, type in zip(sol, self.card_types):
                if card.owner or type.solution and card is not type.solution:
                    # This candidate can not be a solution because it has a
                    # card that has owner or this type is solved.
                    break
            else:
                count = self.check_solution(sol)
                if count:
                    new_solutions[sol] = count
                    join = tuple(((x is y) and x) for x, y in zip(join, sol))
        self.possible_solutions = new_solutions
        updated = False
        for card in join:
            if card and not card.in_solution:
                card.set_as_solution()
                updated = True
                self.log('found new target', card, 'in', join)

        # self.dump()
        return updated

    def check_solution(self, solution):
        """
        This must be called after each player is updated.
        """
        players = self.players
        avail_cards = set(card for card in self.cards if card.possible_owners)
        avail_cards -= set(solution)
        if len(avail_cards) >= 10:
            return 1
        count = 0

        def resolve_player(i, avail_cards):
            nonlocal count
            if i == len(players):
                count += 1
                return
            player = players[i]
            n_take = player.n_cards - len(player.must_have)
            cards = avail_cards & player.may_have
            for choice in map(set, itertools.combinations(cards, n_take)):
                player_cards = player.must_have | choice
                for group in player.selection_groups:
                    if player_cards.isdisjoint(group):
                        # Invalid choice
                        break
                else:
                    resolve_player(i + 1, avail_cards - choice)

        resolve_player(0, avail_cards)
        return count

    def suggest1(self):
        choices = []
        for type in self.card_types:
            choices.append([])
            if type.solution:
                choices[-1].extend(self.player.must_have & set(type.cards))
            else:
                choices[-1].extend(sorted(
                    (card for card in type.cards if card.owner is None),
                    key=lambda card: len(card.possible_owners)))

        for sgi in sorted(itertools.product(*map(lambda x:range(len(x)), choices)),
                key=sum):
            sg = tuple(choices[i][j].name for i, j in enumerate(sgi))
            if sg in self.avail_suggestions:
                self.avail_suggestions.remove(sg)
                break
        else:
            sg = self.avail_suggestions.pop()
            self.fail_count += 1
            self.log('fail')
        self.suggest_count += 1
        return sg

    def suggest(self):
        sg = []
        for type in self.card_types:
            card = min((card for card in type.cards if card.owner is None),
                key=lambda card: len(card.possible_owners))
            sg.append(card.name)
        sg = tuple(sg)

        if sg not in self.avail_suggestions:
            sg = self.avail_suggestions.pop()
        else:
            self.avail_suggestions.remove(sg)
        return sg

    def suggestion(self, player_id, cards, disprove_player_id=None, card=None):
        sg = Suggestion(
            self.players[player_id],
            self.get_cards_by_names(cards),
            self.players[disprove_player_id] if disprove_player_id is not None else None,
            self.card_map[card] if card else None,
        )
        self.suggestions.append(sg)
        # Iter through the non-disproving players and update their may_have
        end_id = sg.dplayer.id if sg.disproved else sg.player.id
        for player in self.iter_players(sg.player.id + 1, end_id):
            if player is self.player:
                continue
            for card in sg.cards:
                player.set_have_not_card(card)
        if sg.disproved:
            # The disproving player has sg.dcard
            if sg.dcard:
                if sg.dcard.owner is None:
                    sg.dcard.set_owner(sg.dplayer)
            else:
                # Add a selection group to the disproving player
                sg.dplayer.selection_groups.append(sg.cards)
            self.possible_solutions.pop(tuple(sg.cards), None)

        self.update()

    def update(self):
        static = False
        while not static:
            static = True
            for card in self.cards:
                if card.owner is not None or card.in_solution:
                    continue
                if len(card.possible_owners) == 0 and card.type.solution is None:
                    # In solution
                    card.set_as_solution()
                    static = False

            for type in self.card_types:
                if type.solution is not None:
                    continue
                if type.rest_count == 1:
                    card = next(card for card in type.cards if card.owner is None)
                    card.set_as_solution()
                    static = False

            for player in self.players:
                if player is self.player:
                    continue
                if player.update():
                    static = False

            if self.filter_solutions():
                static = False

    def iter_players(self, start_id, end_id):
        n = len(self.players)
        for i in range(start_id, start_id + n):
            if i % n == end_id:
                break
            yield self.players[i % n]

    def accuse(self):
        if all(type.solution for type in self.card_types):
            return [type.solution.name for type in self.card_types]
        possible_solutions = self.possible_solutions
        if len(possible_solutions) == 1:
            return next(possible_solutions.values())
        # most_possible = max(self.possible_solutions, key=self.possible_solutions.get)
        # total = sum(self.possible_solutions.values())
        # # self.log('rate:', self.possible_solutions[most_possible] / total)
        # if self.possible_solutions[most_possible] > 0.7 * total:
        #     self.log('guess', most_possible)
        #     return [card.name for card in most_possible]
        return None

    def disprove(self, suggest_player_id, cards):
        cards = self.get_cards_by_names(cards)
        sg_player = self.players[suggest_player_id]
        cards = [card for card in cards if card in self.owned_cards]
        for card in cards:
            if sg_player in card.disproved_to:
                return card.name
        return max(cards, key=lambda c: len(c.disproved_to)).name

    def accusation(self, player_id, cards, is_win):
        if not is_win:
            cards = tuple(self.get_cards_by_names(cards))
            self.possible_solutions.pop(cards, None)
            # player = self.players[player_id]
            # for card in cards:
            #     player.set_have_not_card(card)
            # player.update()
        else:
            self.log('fail rate:', self.fail_count / (1e-8 + self.suggest_count))
            self.log('fail count:', self.fail_count, 'suggest count:', self.suggest_count)

    def get_cards_by_names(self, names):
        return [self.card_map[name] for name in names]

    def dump(self):
        self.log()
        for player in self.players:
            self.log('player:', player.id, player.n_cards,
                sorted(player.must_have, key=lambda x: x.name),
                sorted(player.may_have, key=lambda x: x.name),
                '\n    ',
                player.selection_groups)
        self.log('current:', [type.solution for type in self.card_types])
        self.log('possible_solutions:', len(self.possible_solutions))
        for sol, count in self.possible_solutions.items():
            self.log('  ', sol, count)
        self.log('id|', end='')

        def end():
            return ' | ' if card.name in [g[-1] for g in CARDS] else '|'

        for card in self.cards:
            self.log(card.name, end=end())
        self.log()
        for player in self.players:
            self.log(' *'[player.id == self.player.id] + str(player.id), end='|')
            for card in self.cards:
                self.log(
                    ' ' + 'xo'[player in card.possible_owners or player is card.owner],
                    end=end())
            self.log()


if __name__ == '__main__':
    main(AI01, BufMessager)

AI代码可以找到这里

票数 5
EN

Code Golf用户

发布于 2014-04-18 10:45:41

SimpleCluedoPlayer.java

这个类使用AbstractCluedoPlayer,它处理所有I/O,并允许逻辑使用一个简单的类型化接口。整件事都是论github

这以很高的概率击败了随机玩家(在最坏的情况下,它需要15条建议,而随机玩家平均需要162条),但它很容易被打败。我提供它是为了让球滚开。

代码语言:javascript
运行
复制
package org.cheddarmonk.cluedoai;

import java.io.IOException;
import java.io.PrintStream;
import java.net.UnknownHostException;
import java.util.*;

/**
 * A simple player which doesn't try to make inferences from partial information.
 * It merely tries to maximise the information gain by always making suggestions involving cards which
 * it does not know to be possessed by a player, and to minimise information leakage by recording who
 * has seen which of its own cards.
 */
public class SimpleCluedoPlayer extends AbstractCluedoPlayer {
    private Map<CardType, Set<Card>> unseenCards;
    private Map<Card, Integer> shownBitmask;
    private Random rnd = new Random();

    public SimpleCluedoPlayer(String identifier, int serverPort) throws UnknownHostException, IOException {
        super(identifier, serverPort);
    }

    @Override
    protected void handleReset() {
        unseenCards = new HashMap<CardType, Set<Card>>();
        for (Map.Entry<CardType, Set<Card>> e : Card.byType.entrySet()) {
            unseenCards.put(e.getKey(), new HashSet<Card>(e.getValue()));
        }

        shownBitmask = new HashMap<Card, Integer>();
        for (Card myCard : myHand()) {
            shownBitmask.put(myCard, 0);
            unseenCards.get(myCard.type).remove(myCard);
        }
    }

    @Override
    protected Suggestion makeSuggestion() {
        return new Suggestion(
            selectRandomUnseen(CardType.SUSPECT),
            selectRandomUnseen(CardType.WEAPON),
            selectRandomUnseen(CardType.ROOM));
    }

    private Card selectRandomUnseen(CardType type) {
        Set<Card> candidates = unseenCards.get(type);
        Iterator<Card> it = candidates.iterator();
        for (int idx = rnd.nextInt(candidates.size()); idx > 0; idx--) {
            it.next();
        }
        return it.next();
    }

    @Override
    protected Card disproveSuggestion(int suggestingPlayerIndex, Suggestion suggestion) {
        Card[] byNumShown = new Card[playerCount()];
        Set<Card> hand = myHand();
        int bit = 1 << suggestingPlayerIndex;
        for (Card candidate : suggestion.cards()) {
            if (!hand.contains(candidate)) continue;

            int bitmask = shownBitmask.get(candidate);
            if ((bitmask & bit) == bit) return candidate;
            byNumShown[Integer.bitCount(bitmask)] = candidate;
        }

        for (int i = byNumShown.length - 1; i >= 0; i--) {
            if (byNumShown[i] != null) return byNumShown[i];
        }

        throw new IllegalStateException("Unreachable");
    }

    @Override
    protected void handleSuggestionResponse(Suggestion suggestion, int disprovingPlayerIndex, Card shown) {
        if (shown != null) unseenCards.get(shown.type).remove(shown);
        else {
            // This player never makes a suggestion with cards from its own hand, so we're ready to accuse.
            unseenCards.put(CardType.SUSPECT, Collections.singleton(suggestion.suspect));
            unseenCards.put(CardType.WEAPON, Collections.singleton(suggestion.weapon));
            unseenCards.put(CardType.ROOM, Collections.singleton(suggestion.room));
        }
    }

    @Override
    protected void recordSuggestionResponse(int suggestingPlayerIndex, Suggestion suggestion, Card shown) {
        shownBitmask.put(shown, shownBitmask.get(shown) | (1 << suggestingPlayerIndex));
    }

    @Override
    protected void recordSuggestionResponse(int suggestingPlayerIndex, Suggestion suggestion, int disprovingPlayerIndex) {
        // Do nothing.
    }

    @Override
    protected Suggestion makeAccusation() {
        Set<Card> suspects = unseenCards.get(CardType.SUSPECT);
        Set<Card> weapons = unseenCards.get(CardType.WEAPON);
        Set<Card> rooms = unseenCards.get(CardType.ROOM);
        if (suspects.size() * weapons.size() * rooms.size()  == 1) {
            return new Suggestion(suspects.iterator().next(), weapons.iterator().next(), rooms.iterator().next());
        }

        return null;
    }

    @Override
    protected void recordAccusation(int accusingPlayer, Suggestion accusation, boolean correct) {
        // Do nothing.
    }

    //*********************** Public Static Interface ************************//
    public static void main(String[] args) throws Exception {
        try {
            System.setOut(new PrintStream("/tmp/speed-cluedo-player" + args[0]+".log"));
            new SimpleCluedoPlayer(args[0], Integer.parseInt(args[1])).run();
        } catch (Throwable th) {
            th.printStackTrace(System.out);
        }
    }
}
票数 4
EN
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原文链接:

https://codegolf.stackexchange.com/questions/25793

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