package player.gamer.statemachine.simple; import java.util.ArrayList; import java.util.List; import java.util.Random; import player.gamer.statemachine.StateMachineGamer; import player.gamer.statemachine.reflex.event.ReflexMoveSelectionEvent; import player.gamer.statemachine.reflex.gui.ReflexDetailPanel; import util.statemachine.MachineState; import util.statemachine.Move; import util.statemachine.StateMachine; import util.statemachine.exceptions.GoalDefinitionException; import util.statemachine.exceptions.MoveDefinitionException; import util.statemachine.exceptions.TransitionDefinitionException; import util.statemachine.implementation.prover.cache.CachedProverStateMachine; import apps.player.detail.DetailPanel; /** * SimpleSearchLightGamer is a simple state-machine-based Gamer. It will, * to the best of its ability, never pick a move which will give its opponent * a possible one-move win. It will also spend up to two seconds looking for * one-move wins it can take. This makes it slightly more challenging than the * RandomGamer, while still playing reasonably fast. * * Essentially, it has a one-move search-light that it shines out, allowing it * to avoid roles that are immediately terrible, and also choose roles that are * immediately excellent. * * This approach implicitly assumes that it is playing an alternating-play game, * which is not always true. It will play simultaneous-action games less well. * It also assumes that it is playing a zero-sum game, where its opponent will * always force it to lose if given that option. * * This player is fairly good at games like Tic-Tac-Toe, Knight Fight, and Connect Four. * This player is pretty terrible at most games. * * @author Sam Schreiber */ public final class SimpleSearchLightGamer extends StateMachineGamer { /** * Does nothing */ @Override public void stateMachineMetaGame(long timeout) throws TransitionDefinitionException, MoveDefinitionException, GoalDefinitionException { // Do nothing. } private Random theRandom = new Random(); /** * Employs a simple "Search Light" algorithm. First selects a default legal move. * It then iterates through all of the legal roles in random order, updating the current move selection * using the following criteria. * <ol> * <li> If a move produces a 1 step victory (given a random joint action) select it </li> * <li> If a move produces a 1 step loss avoid it </li> * <li> If a move allows a 2 step forced loss avoid it </li> * <li> Otherwise select the move </li> * </ol> */ @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(new Random().nextInt(moves.size()))); // Shuffle the roles into a random order, so that when we find the first // move that doesn't give our opponent a forced win, we aren't always choosing // the first legal move over and over (which is visibly repetitive). List<Move> movesInRandomOrder = new ArrayList<Move>(); while(!moves.isEmpty()) { Move aMove = moves.get(theRandom.nextInt(moves.size())); movesInRandomOrder.add(aMove); moves.remove(aMove); } // Go through all of the legal roles in a random over, and consider each one. // For each move, we want to determine whether taking that move will give our // opponent a one-move win. We're also interested in whether taking that move // will immediately cause us to win or lose. // // Our main goal is to find a move which won't give our opponent a one-move win. // We will also continue considering roles for two seconds, in case we can stumble // upon a move which would cause us to win: if we find such a move, we will just // immediately take it. boolean reasonableMoveFound = false; int maxGoal = 0; for(Move moveUnderConsideration : movesInRandomOrder) { // Check to see if there's time to continue. if(System.currentTimeMillis() > finishBy) break; // If we've found a reasonable move, only spend at most two seconds trying // to find a winning move. if(System.currentTimeMillis() > start + 2000 && reasonableMoveFound) break; // Get the next state of the game, if we take the move we're considering. // Since it's our turn, in an alternating-play game the opponent will only // have one legal move, and so calling "getRandomJointMove" with our move // fixed will always return the joint move consisting of our move and the // opponent's no-op. In a simultaneous-action game, however, the opponent // may have many roles, and so we will randomly pick one of our opponent's // possible states and assume they do that. MachineState nextState = theMachine.getNextState(getCurrentState(), theMachine.getRandomJointMove(getCurrentState(), getRole(), moveUnderConsideration)); // Does the move under consideration end the game? If it does, do we win // or lose? If we lose, don't bother considering it. If we win, then we // definitely want to take this move. If its goal is better than our current // best goal, go ahead and tentatively select it if(theMachine.isTerminal(nextState)) { if(theMachine.getGoal(nextState, getRole()) == 0) { continue; } else if(theMachine.getGoal(nextState, getRole()) == 100) { selection = moveUnderConsideration; break; } else { if (theMachine.getGoal(nextState, getRole()) > maxGoal) { selection = moveUnderConsideration; maxGoal = theMachine.getGoal(nextState, getRole()); } continue; } } // Check whether any of the legal joint roles from this state lead to // a loss for us. Again, this only makes sense in the context of an alternating // play zero-sum game, in which this is the opponent's move and they are trying // to make us lose, and so if they are offered any move that will make us lose // they will take it. boolean forcedLoss = false; for(List<Move> jointMove : theMachine.getLegalJointMoves(nextState)) { MachineState nextNextState = theMachine.getNextState(nextState, jointMove); if(theMachine.isTerminal(nextNextState)) { if(theMachine.getGoal(nextNextState, getRole()) == 0) { forcedLoss = true; break; } } // Check to see if there's time to continue. if(System.currentTimeMillis() > finishBy) { forcedLoss = true; break; } } // If we've verified that this move isn't going to lead us to a state where // our opponent can defeat us in one move, we should keep track of it. if(!forcedLoss) { selection = moveUnderConsideration; reasonableMoveFound = true; } } long stop = System.currentTimeMillis(); notifyObservers(new ReflexMoveSelectionEvent(moves, selection, stop - start)); return selection; } /** * Uses a CachedProverStateMachine */ @Override public StateMachine getInitialStateMachine() { return new CachedProverStateMachine(); } @Override public String getName() { return "SimpleSearchLight"; } @Override public DetailPanel getDetailPanel() { return new ReflexDetailPanel(); } }