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SpaceHulk.cpp
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1254 lines (1038 loc) · 37.6 KB
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#include <ATen/Functions.h>
#include <ATen/core/TensorBody.h>
#include <algorithm>
#include <array>
#include <bits/c++config.h>
#include <bits/stdint-uintn.h>
#include <c10/core/TensorOptions.h>
#include <cassert>
#include <cmath>
#include <cstdint>
#include <cstdio>
#include <iostream>
#include <iterator>
#include <limits>
#include <memory>
#include <ostream>
#include <random>
#include <string>
#include <torch/nn/module.h>
#include <torch/nn/modules/activation.h>
#include <torch/nn/modules/container/sequential.h>
#include <torch/nn/modules/conv.h>
#include <torch/nn/modules/linear.h>
#include <torch/nn/options/conv.h>
#include <torch/torch.h>
#include <torch/types.h>
#include <utility>
#include <vector>
constexpr size_t mapWidth = 27;
constexpr size_t mapHeight = 23;
// clang-format off
constexpr int map[mapHeight][mapWidth] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
// clang-format on
enum class MarineKind { Terminator };
enum class GenestealerKind { Genestealer };
enum class Facing { Left, Right, Up, Down };
enum class TurnPhase {
CommandPhase,
SpaceMarineActionPhase,
ReinforcementPhase,
StealerActionPhase,
MarineWon,
StealerWon,
EndPhase
};
using CoordinateType = std::uint8_t;
using Vector2 = std::pair<CoordinateType, CoordinateType>;
constexpr bool isPassable(CoordinateType x, CoordinateType y) {
if (x >= mapWidth or y >= mapHeight) {
return false;
}
return map[y][x];
}
constexpr bool isPassable(Vector2 pos) {
return isPassable(pos.first, pos.second);
}
constexpr Vector2 targetPos(20, 2);
constexpr std::array<Vector2, 6> SpawnPoints = {
Vector2(26, 7), Vector2(26, 13), Vector2(18, 19),
Vector2(22, 19), Vector2(10, 18), Vector2(10, 22)};
static Vector2 facingToDir(Facing f) {
switch (f) {
case Facing::Left:
return {-1, 0};
case Facing::Right:
return {1, 0};
case Facing::Down:
return {0, 1};
case Facing::Up:
return {0, -1};
}
return {0, -1};
}
static Facing turnRight(Facing facing) {
switch (facing) {
case Facing::Left:
return Facing::Up;
case Facing::Right:
return Facing::Down;
case Facing::Down:
return Facing::Left;
case Facing::Up:
return Facing::Right;
}
return Facing::Left;
}
static Facing turnLeft(Facing facing) {
switch (facing) {
case Facing::Left:
return Facing::Down;
case Facing::Right:
return Facing::Up;
case Facing::Down:
return Facing::Right;
case Facing::Up:
return Facing::Left;
}
return Facing::Left;
}
template <typename T, std::uint8_t startActionPoints,
std::uint8_t MaxAttackRange = 1>
class Model {
public:
static constexpr std::uint8_t MaxRange = MaxAttackRange;
Model() = default;
explicit Model(T kind, size_t x, size_t y, bool alv = false,
Facing fac = Facing::Right)
: loc(x, y), modelKind(kind), activated(false), alive(alv), f(fac) {}
T getKind() const { return modelKind; }
const Vector2 &getLocation() const { return loc; }
Vector2 &getLocation() { return loc; }
const CoordinateType &getX() const { return loc.first; }
const CoordinateType &getY() const { return loc.second; }
CoordinateType &getX() { return loc.first; }
CoordinateType &getY() { return loc.second; }
auto getActionPoints() const { return actionPoints; }
void setActionPoints(std::uint8_t p) { actionPoints = p; }
Facing getDirection() const { return f; }
void setFacing(Facing fac) { f = fac; }
void moveForward() { loc = positionInFront(); }
Vector2 positionInDirection(Facing f) const {
const auto dir = facingToDir(f);
auto x = getX() + dir.first;
auto y = getY() + dir.second;
return {x, y};
}
Vector2 positionCornerLeft() const {
const auto dir = facingToDir(f);
const auto dir2 = facingToDir(turnLeft(f));
auto x = getX() + dir.first + dir2.first;
auto y = getY() + dir.second + dir2.second;
return {x, y};
}
Vector2 positionCornerRight() const {
const auto dir = facingToDir(f);
const auto dir2 = facingToDir(turnRight(f));
auto x = getX() + dir.first + dir2.first;
auto y = getY() + dir.second + dir2.second;
return {x, y};
}
Vector2 positionInFront() const {
return positionInDirection(getDirection());
}
std::array<Vector2, 3> positionsInFront() const {
return {positionCornerLeft(), positionInFront(), positionCornerRight()};
}
bool hasBeenActivated() const { return activated; }
void setActivated(bool act) { activated = act; }
bool isAlive() const { return alive; }
void setAlive(bool alv) { alive = alv; }
private:
Vector2 loc{0, 11};
std::uint8_t actionPoints{startActionPoints};
T modelKind{T()};
bool activated{false};
bool alive{false};
Facing f{Facing::Left};
};
using Marine = Model<MarineKind, 4, mapWidth>;
using Genestealer = Model<GenestealerKind, 6>;
using Blip = Model<std::uint8_t, 6>;
class Door {
public:
explicit Door(CoordinateType x, CoordinateType y)
: opn(false), location(x, y) {}
bool isOpen() const { return opn; }
void setOpen(bool open) { opn = open; }
Vector2 getLocation() const { return location; }
void toggle() { opn = not opn; }
private:
bool opn;
Vector2 location;
};
constexpr std::uint8_t maxStealerCount = 10;
constexpr std::uint8_t totalBlipsCount = 22;
constexpr std::uint8_t reinfocrmentBlips = 2;
class Game {
public:
Game() = default;
void setPhase(TurnPhase currentPhase) { phase = currentPhase; }
TurnPhase getPhase() const { return phase; }
size_t getTurn() const { return turn; }
size_t getCommandPoints() const { return commandPoints; }
std::uint8_t getCurrentActiveModel() const { return currModel; }
const Genestealer &getCurrentStealer() const {
assert(isAStealerActive());
return stelaers[currModel];
}
bool isAnyoneActive() const {
return isABlipActive() or isAMarineActive() or isAStealerActive();
}
Genestealer &getCurrentStealer() {
assert(isAStealerActive());
return stelaers[currModel];
}
const Blip &getCurrentBlip() const {
assert(isABlipActive());
return blips[currModel - maxStealerCount];
}
Blip &getCurrentBlip() {
assert(isABlipActive());
return blips[currModel - maxStealerCount];
}
const Marine &getCurrentMarine() const {
assert(isAMarineActive());
return marines[currModel];
}
Marine &getCurrentMarine() {
assert(isAMarineActive());
return marines[currModel];
}
void nextPhase() {
currModel = std::numeric_limits<std::uint8_t>::max();
if (phase == TurnPhase::SpaceMarineActionPhase) {
drawnBlips = (drawnBlips + reinfocrmentBlips) % totalBlipsCount;
phase = TurnPhase::ReinforcementPhase;
return;
}
if (phase == TurnPhase::ReinforcementPhase) {
phase = TurnPhase::StealerActionPhase;
return;
}
if (phase == TurnPhase::StealerActionPhase) {
for (auto &m : stelaers) {
m.setActionPoints(6);
m.setActivated(false);
}
for (auto &m : blips) {
m.setActionPoints(6);
m.setActivated(false);
}
nextTurn();
return;
}
}
void nextTurn() {
for (auto &m : marines) {
m.setActionPoints(4);
m.setActivated(false);
}
turn++;
phase = TurnPhase::SpaceMarineActionPhase;
currModel = std::numeric_limits<std::uint8_t>::max();
}
Door *getDoor(Vector2 location) {
auto maybeDoor =
std::find_if(doors.begin(), doors.end(), [&location](const Door &door) {
return location == door.getLocation();
});
if (maybeDoor == doors.end())
return nullptr;
return &*maybeDoor;
}
const Door *getDoor(Vector2 location) const {
auto maybeDoor =
std::find_if(doors.begin(), doors.end(), [&location](const Door &door) {
return location == door.getLocation();
});
if (maybeDoor == doors.end())
return nullptr;
return &*maybeDoor;
}
template <typename Callable>
auto applyAtModel(std::uint8_t modelId, Callable &&callable) {
if (phase == TurnPhase::SpaceMarineActionPhase)
return callable(marines[modelId]);
assert(phase == TurnPhase::StealerActionPhase);
if (modelId < maxStealerCount)
return callable(stelaers[modelId]);
return callable(blips[modelId - maxStealerCount]);
}
template <typename Callable>
auto applyAtModel(std::uint8_t modelId, Callable &&callable) const {
if (phase == TurnPhase::SpaceMarineActionPhase)
return callable(marines[modelId]);
assert(phase == TurnPhase::StealerActionPhase);
if (modelId < maxStealerCount)
return callable(stelaers[modelId]);
return callable(blips[modelId - maxStealerCount]);
}
template <typename Callable> auto applyAtCurrent(Callable &&callable) const {
return applyAtModel(currModel, std::forward<Callable>(callable));
}
template <typename Callable> auto applyAtCurrent(Callable &&callable) {
return applyAtModel(currModel, std::forward<Callable>(callable));
}
void setCurrentModel(std::uint8_t marineId) { currModel = marineId; }
const Marine &getMarine(std::uint8_t marineId) const {
return marines[marineId];
}
Marine &getMarine(std::uint8_t marineId) { return marines[marineId]; }
auto &getMarines() { return marines; }
const auto &getMarines() const { return marines; }
auto &getStealers() { return stelaers; }
const auto &getStealers() const { return stelaers; }
auto &getBlips() { return blips; }
const auto &getBlips() const { return blips; }
bool isAMarineActive() const {
return phase == TurnPhase::SpaceMarineActionPhase and
currModel < marines.size();
}
bool isABlipActive() const {
return phase == TurnPhase::StealerActionPhase and
currModel - 10 < aliveBlipCount();
}
bool isAStealerActive() const {
return phase == TurnPhase::StealerActionPhase and
currModel < aliveStealersCount();
}
std::uint8_t aliveStealersCount() const {
return std::distance(
stelaers.begin(),
std::find_if(stelaers.begin(), stelaers.end(),
[](const auto &s) { return not s.isAlive(); }));
}
std::uint8_t aliveBlipCount() const {
return std::count_if(blips.begin(), blips.end(),
[](const auto &b) { return b.isAlive(); });
}
bool isOccupied(Vector2 location) const {
if (std::any_of(
marines.begin(), marines.end(), [location](const auto &marine) {
return marine.isAlive() and marine.getLocation() == location;
}))
return true;
if (std::any_of(
stelaers.begin(), stelaers.end(), [location](const auto &marine) {
return marine.isAlive() and marine.getLocation() == location;
}))
return true;
if (std::any_of(blips.begin(), blips.end(), [location](const auto &marine) {
return marine.isAlive() and marine.getLocation() == location;
}))
return true;
if (std::any_of(doors.begin(), doors.end(), [location](const auto &marine) {
return marine.getLocation() == location and not marine.isOpen();
}))
return true;
return false;
}
std::uint8_t getCurrentActionPoints() const {
assert(phase == TurnPhase::SpaceMarineActionPhase or
phase == TurnPhase::StealerActionPhase);
if (isAMarineActive())
return getCurrentMarine().getActionPoints();
if (isAStealerActive())
return getCurrentStealer().getActionPoints();
if (isABlipActive())
return getCurrentBlip().getActionPoints();
return 0;
}
bool hasBlipsToPlace() const {
return phase == TurnPhase::ReinforcementPhase and drawnBlips != toUseBlips;
}
std::size_t blipsAtLocation(const Vector2 &loc) const {
return std::count_if(blips.begin(), blips.end(), [&loc](const Blip &b) {
return b.isAlive() and b.getLocation() == loc;
});
}
void spawnNextBlipAt(Vector2 location) {
assert(hasBlipsToPlace());
auto blipValue = blipsStack[toUseBlips++];
auto toReplace =
std::find_if(blips.begin(), blips.end(),
[](const Blip &blip) { return not blip.isAlive(); });
assert(toReplace != blips.end());
*toReplace = Blip(blipValue, location.first, location.second, true);
std::stable_partition(blips.begin(), blips.end(),
[](const auto &blip) { return blip.isAlive(); });
}
std::size_t countBlisps() const {
return std::count_if(blips.begin(), blips.end(),
[](const Blip &blip) { return blip.isAlive(); });
}
void dumpSquare(Vector2 loc, std::ostream &OS) const {
for (const auto &spawn : SpawnPoints) {
if (spawn == loc) {
OS << 'S';
return;
}
}
for (const auto &door : doors) {
if (door.getLocation() == loc and not door.isOpen()) {
OS << 'D';
return;
}
}
for (const auto &marine : marines) {
if (marine.getLocation() == loc and marine.isAlive()) {
OS << 'M';
return;
}
}
for (const auto &blip : blips) {
if (blip.getLocation() == loc and blip.isAlive()) {
OS << 'B';
return;
}
}
if (not isPassable(loc)) {
OS << 'X';
return;
}
OS << ' ';
}
void dump(std::ostream &OS) const {
for (size_t y = 0; y < mapHeight; y++) {
for (size_t x = 0; x < mapWidth; x++) {
dumpSquare(Vector2(x, y), OS);
}
OS << '\n';
}
}
void afterKill(bool marineWasKiller) {
if (marineWasKiller) {
std::stable_partition(blips.begin(), blips.end(),
[](const auto &blip) { return blip.isAlive(); });
marineKills++;
} else {
std::stable_partition(marines.begin(), marines.end(),
[](const auto &blip) { return blip.isAlive(); });
blipsKill++;
}
}
size_t getMarineKills() const { return marineKills; }
size_t getStealerKills() const { return blipsKill; }
torch::Tensor toTensor() const {
return (torch::from_blob((void *)this, {1, sizeof(Game)},
torch::TensorOptions(torch::kUInt8))
.to(torch::kFloat32) /
std::numeric_limits<uint8_t>::max());
}
private:
TurnPhase phase{TurnPhase::CommandPhase};
std::uint8_t commandPoints{0};
std::uint8_t turn{0};
std::array<Marine, 5> marines{Marine(MarineKind::Terminator, 0, 11, true),
Marine(MarineKind::Terminator, 1, 11, true),
Marine(MarineKind::Terminator, 2, 11, true),
Marine(MarineKind::Terminator, 3, 11, true),
Marine(MarineKind::Terminator, 4, 11, true)};
std::array<Genestealer, maxStealerCount> stelaers;
std::array<Blip, maxStealerCount> blips;
std::array<Door, 7> doors{Door(5, 11), Door(9, 11), Door(7, 13), Door(7, 18),
Door(9, 20), Door(15, 9), Door(20, 4)};
std::uint8_t currModel{6};
std::uint8_t drawnBlips{0};
std::uint8_t toUseBlips{0};
std::array<uint8_t, 22> blipsStack{1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2,
2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3};
size_t marineKills{0};
size_t blipsKill{0};
};
static bool canMoveForward(const Game &g) {
if (not g.isAnyoneActive())
return false;
const auto act = [&g](const auto &model) {
if (model.getActionPoints() == 0)
return false;
auto pos = model.positionInFront();
bool passable = isPassable(pos) and not g.isOccupied(pos);
return passable;
};
return g.applyAtCurrent(act);
}
static void actionMoveForward(Game &g) {
assert(canMoveForward(g));
const auto act = [&g](auto &model) {
model.setActionPoints(model.getActionPoints() - 1);
model.moveForward();
if (model.getLocation() == targetPos)
g.setPhase(TurnPhase::MarineWon);
};
g.applyAtCurrent(act);
}
static bool canTurn(const Game &g) {
if (not g.isAnyoneActive())
return false;
return g.getCurrentActionPoints() > 0;
}
template <bool Left> static void actionTurn(Game &g) {
assert(canTurn(g));
g.applyAtCurrent([](auto &model) {
model.setActionPoints(model.getActionPoints() - 1);
if (Left)
model.setFacing(turnLeft(model.getDirection()));
else
model.setFacing(turnRight(model.getDirection()));
});
}
static double distanceFromEnd(const Game &g) {
double averageDistance = 0.0;
for (const auto &marine : g.getMarines()) {
auto marineLocation = marine.getLocation();
auto xDistance =
std::abs(double(marineLocation.first) - double(targetPos.first));
auto yDistance =
std::abs(double(marineLocation.second) - double(targetPos.second));
auto increment = (xDistance + yDistance) / (mapWidth + mapHeight);
assert(increment < 1 and increment > 0);
averageDistance += increment;
}
averageDistance /= g.getMarines().size();
auto val = averageDistance;
assert(val < 1 and val > 0);
return val;
}
static double averageDistanceFromMarine(const Game &g) {
if (g.aliveBlipCount() == 0)
return 1;
double minDistance = 0.0;
for (const auto &s : g.getBlips()) {
if (not s.isAlive())
continue;
auto stealer = s.getLocation();
auto marine = g.getMarines()[0].getLocation();
auto xDistance = std::abs(double(stealer.first) - double(marine.first));
auto yDistance = std::abs(double(stealer.second) - double(marine.second));
// add one for each blip near, 0 for each blip faraway
minDistance += ((xDistance + yDistance) / (mapHeight + mapWidth));
}
minDistance /= g.aliveBlipCount();
assert(minDistance <= 1 and minDistance >= 0);
return minDistance;
}
static double marineScoring(const Game &g) {
if (g.getPhase() == TurnPhase::StealerWon) {
// std::cout << "Stealer won\n";
return 0;
}
if (g.getPhase() == TurnPhase::MarineWon) {
// std::cout << "Marine won\n";
return 1;
}
if (g.getStealerKills() > 3)
return 0;
if (g.getMarineKills() > 10)
return 1;
double distanceFactor = distanceFromEnd(g);
double blipsDistanceFactor = averageDistanceFromMarine(g);
// std::cout << "marine closeness " << 1 - distanceFactor << "\n";
return (1 - distanceFactor) * blipsDistanceFactor;
}
template <typename ModelIterator>
bool allActivated(ModelIterator b, ModelIterator e) {
return std::all_of(b, e, [](const auto &m) { return m.hasBeenActivated(); });
}
template <typename ModelIteratorRange> bool allActivated(ModelIteratorRange c) {
auto b = std::begin(c);
auto e = std::find_if(b, c.end(),
[](const auto &model) { return not model.isAlive(); });
return std::all_of(b, e, [](const auto &m) { return m.hasBeenActivated(); });
}
static bool canPassTrun(const Game &g) {
if (g.getPhase() == TurnPhase::SpaceMarineActionPhase) {
return allActivated(g.getMarines());
}
if (g.hasBlipsToPlace() and g.countBlisps() < maxStealerCount) {
return false;
}
if (g.getPhase() == TurnPhase::StealerActionPhase) {
return allActivated(g.getStealers()) and allActivated(g.getBlips());
}
return true;
}
static void passTurn(Game &g) {
assert(canPassTrun(g));
g.nextPhase();
}
static bool canToggleDoor(const Game &g) {
if (not g.isAnyoneActive())
return false;
const auto &canOpenDoorImpl = [&g](const auto &model) {
if (model.getActionPoints() == 0)
return false;
auto frontPos = model.positionsInFront();
return std::any_of(frontPos.begin(), frontPos.end(),
[&g](const auto &p) { return g.getDoor(p) != nullptr; });
};
return g.applyAtCurrent(canOpenDoorImpl);
}
static void actionToggleDoor(Game &g) {
assert(canToggleDoor(g));
const auto opnDoor = [&g](auto &model) {
model.setActionPoints(model.getActionPoints() - 1);
auto frontPos = model.positionsInFront();
for (auto p : frontPos) {
auto *door = g.getDoor(p);
if (door == nullptr)
continue;
door->toggle();
}
};
g.applyAtCurrent(opnDoor);
}
template <std::uint8_t modelId> static bool canActivate(const Game &g) {
if (g.getPhase() != TurnPhase::SpaceMarineActionPhase and
g.getPhase() != TurnPhase::StealerActionPhase)
return false;
if (g.getCurrentActiveModel() == modelId)
return false;
if (g.getPhase() == TurnPhase::StealerActionPhase and g.isAStealerActive())
if (g.getCurrentStealer().getActionPoints() > 0)
return false;
return g.applyAtModel(modelId, [](const auto &m) {
return not m.hasBeenActivated() and m.isAlive();
});
}
template <std::uint8_t modelId> static void actionMarineActivate(Game &g) {
assert(canActivate<modelId>(g));
g.setCurrentModel(modelId);
g.applyAtModel(modelId, [](auto &m) { m.setActivated(true); });
}
template <std::uint8_t blipLocation> bool canPlaceBlip(const Game &g) {
return g.hasBlipsToPlace() and
g.blipsAtLocation(SpawnPoints[blipLocation]) < 3 and
g.countBlisps() < maxStealerCount;
}
template <std::uint8_t blipLocation> void actionPlaceBlip(Game &g) {
assert(canPlaceBlip<blipLocation>(g));
g.spawnNextBlipAt(SpawnPoints[blipLocation]);
}
template <typename Model, typename Candidates>
decltype(&Candidates{}[0]) getFacingModel(const Game &g, Model &model,
Candidates &candidates) {
auto MaxRange = model.MaxRange;
Vector2 startingLoc = model.getLocation();
Vector2 direction = facingToDir(model.getDirection());
for (int a = 1; a <= MaxRange; a++) {
Vector2 targetLoc(startingLoc.first + direction.first,
startingLoc.second + direction.second);
if (not isPassable(targetLoc))
return nullptr;
auto *door = g.getDoor(targetLoc);
if (door and not door->isOpen())
return nullptr;
auto model = std::find_if(
candidates.begin(), candidates.end(), [&targetLoc](const auto &target) {
return target.getLocation() == targetLoc and target.isAlive();
});
if (model != candidates.end())
return &(*model);
}
return nullptr;
}
static bool canFight(const Game &g) {
if (g.getPhase() != TurnPhase::SpaceMarineActionPhase and
g.getPhase() != TurnPhase::StealerActionPhase)
return false;
if (not g.isAnyoneActive())
return false;
if (g.getCurrentActionPoints() == 0)
return false;
if (g.getPhase() == TurnPhase::SpaceMarineActionPhase) {
return nullptr != getFacingModel(g, g.getCurrentMarine(), g.getBlips());
}
return nullptr != getFacingModel(g, g.getCurrentBlip(), g.getMarines());
}
static void actionFight(Game &g) {
assert(canFight(g));
if (g.getPhase() == TurnPhase::SpaceMarineActionPhase) {
auto target = getFacingModel(g, g.getCurrentMarine(), g.getBlips());
target->setAlive(false);
g.afterKill(true);
return;
}
auto target = getFacingModel(g, g.getCurrentBlip(), g.getMarines());
target->setAlive(false);
if (not g.getMarines()[0].isAlive())
g.setPhase(TurnPhase::StealerWon);
g.afterKill(false);
return;
}
using Action = void (*)(Game &);
using CanPerformAction = bool (*)(const Game &);
using ActionPair = std::pair<CanPerformAction, Action>;
constexpr size_t ActionsCount = 25;
static constexpr std::array<ActionPair, ActionsCount> Actions = {
std::make_pair(canMoveForward, actionMoveForward),
std::make_pair(canTurn, actionTurn<true>),
std::make_pair(canPassTrun, passTurn),
std::make_pair(canTurn, actionTurn<false>),
std::make_pair(canToggleDoor, actionToggleDoor),
std::make_pair(canActivate<0>, actionMarineActivate<0>),
std::make_pair(canActivate<1>, actionMarineActivate<1>),
std::make_pair(canActivate<2>, actionMarineActivate<2>),
std::make_pair(canActivate<3>, actionMarineActivate<3>),
std::make_pair(canActivate<4>, actionMarineActivate<4>),
std::make_pair(canActivate<maxStealerCount + 0>,
actionMarineActivate<maxStealerCount + 0>),
std::make_pair(canActivate<maxStealerCount + 1>,
actionMarineActivate<maxStealerCount + 1>),
std::make_pair(canActivate<maxStealerCount + 2>,
actionMarineActivate<maxStealerCount + 2>),
std::make_pair(canActivate<maxStealerCount + 3>,
actionMarineActivate<maxStealerCount + 3>),
std::make_pair(canActivate<maxStealerCount + 4>,
actionMarineActivate<maxStealerCount + 4>),
std::make_pair(canActivate<maxStealerCount + 5>,
actionMarineActivate<maxStealerCount + 5>),
std::make_pair(canActivate<maxStealerCount + 6>,
actionMarineActivate<maxStealerCount + 6>),
std::make_pair(canActivate<maxStealerCount + 7>,
actionMarineActivate<maxStealerCount + 7>),
std::make_pair(canActivate<maxStealerCount + 8>,
actionMarineActivate<maxStealerCount + 8>),
std::make_pair(canActivate<maxStealerCount + 9>,
actionMarineActivate<maxStealerCount + 9>),
std::make_pair(canFight, actionFight),
std::make_pair(canPlaceBlip<0>, actionPlaceBlip<0>),
std::make_pair(canPlaceBlip<1>, actionPlaceBlip<1>),
std::make_pair(canPlaceBlip<2>, actionPlaceBlip<2>),
std::make_pair(canPlaceBlip<3>, actionPlaceBlip<3>)};
// std::make_pair(canPlaceBlip<5>, actionPlaceBlip<5>)};
static std::string actionToString(Action act) {
if (act == actionMoveForward)
return "move forward";
if (act == actionTurn<true>)
return "turn left";
if (act == actionTurn<false>)
return "turn right";
if (act == passTurn)
return "pass turn";
if (act == actionToggleDoor)
return "toggle door";
if (act == actionMarineActivate<0>)
return "activate marine 0";
if (act == actionMarineActivate<1>)
return "activate marine 1";
if (act == actionMarineActivate<2>)
return "activate marine 2";
if (act == actionMarineActivate<3>)
return "activate marine 3";
if (act == actionMarineActivate<4>)
return "activate marine 4";
if (act == actionMarineActivate<maxStealerCount + 0>)
return "activate blip 0";
if (act == actionMarineActivate<maxStealerCount + 1>)
return "activate blip 1";
if (act == actionMarineActivate<maxStealerCount + 2>)
return "activate blip 2";
if (act == actionMarineActivate<maxStealerCount + 3>)
return "activate blip 3";
if (act == actionMarineActivate<maxStealerCount + 4>)
return "activate blip 4";
if (act == actionMarineActivate<maxStealerCount + 5>)
return "activate blip 5";
if (act == actionMarineActivate<maxStealerCount + 6>)
return "activate blip 6";
if (act == actionMarineActivate<maxStealerCount + 7>)
return "activate blip 7";
if (act == actionMarineActivate<maxStealerCount + 8>)
return "activate blip 8";
if (act == actionMarineActivate<maxStealerCount + 9>)
return "activate blip 9";
if (act == actionPlaceBlip<0>)
return "place blip at 0";
if (act == actionPlaceBlip<1>)
return "place blip at 1";
if (act == actionPlaceBlip<2>)
return "place blip at 2";
if (act == actionPlaceBlip<3>)
return "place blip at 3";
if (act == actionPlaceBlip<4>)
return "place blip at 4";
if (act == actionPlaceBlip<5>)
return "place blip at 5";
if (act == actionFight)
return "fight";
return "Error";
}
class MonteCarloNode {
public:
template <typename Net, typename... Args>
explicit MonteCarloNode(Action action, MonteCarloNode *parent, Net &net,
Args &&... args)
: action(action), parent(parent), g(std::forward<Args>(args)...),
extimatedReward(0) {
if (action != nullptr)
action(getGame());
auto p = net.forward(g.toTensor());
auto acc = p.template accessor<float, 2>();
for (size_t i = 0; i < ActionsCount; i++) {
possibleActions[i] = std::make_pair(i, Actions[i]);
}
std::sort(possibleActions.begin(), possibleActions.end(),
[&acc](const auto &l, const auto &r) {
return acc[0][l.first] < acc[0][r.first];
});
auto it = std::remove_if(possibleActions.begin(), possibleActions.end(),
[this](const auto &indexedAction) {
return not indexedAction.second.first(g);
});
actionsCount = std::distance(possibleActions.begin(), it);
assert(actionsCount > 0 or isTerminal());
}
using content = std::vector<std::unique_ptr<MonteCarloNode>>;
using iterator = content::iterator;
using const_iterator = content::const_iterator;
iterator begin() { return std::begin(childres); }
iterator end() { return std::end(childres); }
const_iterator begin() const { return std::begin(childres); }
const_iterator end() const { return std::end(childres); }