package org.ggp.base.player.gamer.statemachine.sample; import java.util.List; import org.ggp.base.player.gamer.event.GamerSelectedMoveEvent; import org.ggp.base.util.statemachine.MachineState; import org.ggp.base.util.statemachine.Move; import org.ggp.base.util.statemachine.StateMachine; import org.ggp.base.util.statemachine.exceptions.GoalDefinitionException; import org.ggp.base.util.statemachine.exceptions.MoveDefinitionException; import org.ggp.base.util.statemachine.exceptions.TransitionDefinitionException; /** * SampleMonteCarloGamer is a simple state-machine-based Gamer. It will use a * pure Monte Carlo approach towards picking moves, doing simulations and then * choosing the move that has the highest expected score. It should be slightly * more challenging than the RandomGamer, while still playing reasonably fast. * * However, right now it isn't challenging at all. It's extremely mediocre, and * doesn't even block obvious one-move wins. This is partially due to the speed * of the default state machine (which is slow) and mostly due to the algorithm * assuming that the opponent plays completely randomly, which is inaccurate. * * @author Sam Schreiber */ public final class SampleMonteCarloGamer extends SampleGamer { /** * Employs a simple sample "Monte Carlo" algorithm. */ @Override public Move stateMachineSelectMove(long timeout) throws TransitionDefinitionException, MoveDefinitionException, GoalDefinitionException { StateMachine theMachine = getStateMachine(); long start = System.currentTimeMillis(); long finishBy = timeout - 1000; List<Move> moves = theMachine.getLegalMoves(getCurrentState(), getRole()); Move selection = moves.get(0); if (moves.size() > 1) { int[] moveTotalPoints = new int[moves.size()]; int[] moveTotalAttempts = new int[moves.size()]; // Perform depth charges for each candidate move, and keep track // of the total score and total attempts accumulated for each move. for (int i = 0; true; i = (i+1) % moves.size()) { if (System.currentTimeMillis() > finishBy) break; int theScore = performDepthChargeFromMove(getCurrentState(), moves.get(i)); moveTotalPoints[i] += theScore; moveTotalAttempts[i] += 1; } // Compute the expected score for each move. double[] moveExpectedPoints = new double[moves.size()]; for (int i = 0; i < moves.size(); i++) { moveExpectedPoints[i] = (double)moveTotalPoints[i] / moveTotalAttempts[i]; } // Find the move with the best expected score. int bestMove = 0; double bestMoveScore = moveExpectedPoints[0]; for (int i = 1; i < moves.size(); i++) { if (moveExpectedPoints[i] > bestMoveScore) { bestMoveScore = moveExpectedPoints[i]; bestMove = i; } } selection = moves.get(bestMove); } long stop = System.currentTimeMillis(); notifyObservers(new GamerSelectedMoveEvent(moves, selection, stop - start)); return selection; } private int[] depth = new int[1]; int performDepthChargeFromMove(MachineState theState, Move myMove) { StateMachine theMachine = getStateMachine(); try { MachineState finalState = theMachine.performDepthCharge(theMachine.getRandomNextState(theState, getRole(), myMove), depth); return theMachine.getGoal(finalState, getRole()); } catch (Exception e) { e.printStackTrace(); return 0; } } }