use engine::settings::GameSettings; use engine::command::*; use engine::{GameState, GameStatus}; use rand::{thread_rng, Rng}; const MAX_MOVES: u16 = 400; // TODO Round start time here pub fn choose_move(settings: &GameSettings, state: &GameState) -> Command { println!("Using MONTE_CARLO strategy"); let mut rng = thread_rng(); let mut command_scores = CommandScore::init_command_scores(settings, state); // TODO Repeat this until time is out for _ in 0..1000 { for mut score in &mut command_scores { if simulate_to_endstate(settings, state, score.command, &mut rng) { score.add_victory(); } else { score.add_defeat(); } } } let command = command_scores.iter().max_by_key(|&c| c.win_ratio()); match command { Some(ref command) => command.command, _ => Command::Nothing } } fn simulate_to_endstate(settings: &GameSettings, state: &GameState, command: Command, rng: &mut R) -> bool { let opponent_first = random_opponent_move(settings, state, rng); let mut state_mut = state.simulate(settings, command, opponent_first); for _ in 0..MAX_MOVES { if state_mut.status != GameStatus::Continue { break; } let player_command = random_player_move(settings, state, rng); let opponent_command = random_opponent_move(settings, state, rng); state_mut.simulate_mut(settings, player_command, opponent_command); } state_mut.status == GameStatus::PlayerWon } fn random_player_move(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command { let all_commands = enumerate_player_commands(settings, state); rng.choose(&all_commands).cloned().unwrap_or(Command::Nothing) } fn random_opponent_move(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command { let all_commands = enumerate_opponent_commands(settings, state); rng.choose(&all_commands).cloned().unwrap_or(Command::Nothing) } struct CommandScore { command: Command, victories: u32, attempts: u32 } impl CommandScore { fn new(command: Command) -> CommandScore { CommandScore { command: command, victories: 0, attempts: 0 } } fn add_victory(&mut self) { self.victories += 1; self.attempts += 1; } fn add_defeat(&mut self) { self.attempts += 1; } fn win_ratio(&self) -> u32 { self.victories * 1000 / self.attempts } fn init_command_scores(settings: &GameSettings, state: &GameState) -> Vec { enumerate_player_commands(settings, state).iter() .map(|&c| CommandScore::new(c)) .collect() } } fn enumerate_player_commands(settings: &GameSettings, state: &GameState) -> Vec { let all_positions = state.unoccupied_player_cells(settings); let all_buildings = state.player_affordable_buildings(settings); let build_commands = all_positions.iter() .flat_map(|&pos| all_buildings.iter() .map(|&building| Command::Build(pos, building)).collect::>() ); let other_commands = vec!(Command::Nothing); build_commands.chain(other_commands) .collect() } fn enumerate_opponent_commands(settings: &GameSettings, state: &GameState) -> Vec { let all_positions = state.unoccupied_opponent_cells(settings); let all_buildings = state.opponent_affordable_buildings(settings); let build_commands = all_positions.iter() .flat_map(|&pos| all_buildings.iter() .map(|&building| Command::Build(pos, building)).collect::>() ); let other_commands = vec!(Command::Nothing); build_commands.chain(other_commands) .collect() }