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Created February 28, 2010 17:04
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--[[---------------------------------------------------------------------------
Sandcrawler
by luv2run
luv2runxc@gmail.com
A bot for the 2010 Google AI Challenge -- Tron.
Uses minimax to see if a sure win is possible within the next few moves,
and takes the correct move if so.
Otherwise, checks if player can reach the enemy.
If so, checks to see what move would allow the player to control the most space
relative to the opponent and takes that move.
Otherwise, tries to hug walls in an effort to survive longest.
--]]---------------------------------------------------------------------------
--[[---------------------------------------------------------------------------
Intro: constants, priority queue, built in play_tron() function.
--]]---------------------------------------------------------------------------
-- some useful constants.
local WALL, OPEN, ME, ENEMY = string.byte("# 12", 1, 4)
-- A priority queue used in dijkstra
-- store nodes in heap (array)
-- children of heap[i] are at heap[2i] and heap[2i+1]
PriorityQueue = {
heap = {},
values = {},
push = function (self,node)
local n = #(self.heap) + 1 -- last element plus one
self.heap[n] = node -- insert it in the bottom of the array
local val = self.value(node)
self.values[node] = val
local par = (n - n%2)/2 -- parent
-- rebalance tree
while n > 1 and self.compare(val,self.values[self.heap[par]]) do
self.heap[par],self.heap[n] = self.heap[n],self.heap[par]
n = par
par = (n - n%2)/2
end
end,
pop = function (self)
local ans = self.heap[1]
if ans == nil then return nil end
local size = #(self.heap)
local new_root = self.heap[size]
local val = self.values[new_root]
self.heap[1] = new_root
self.heap[size] = nil
self.values[ans] = nil
size = size-1
local n = 1 -- address of guy to bubble down
local pos1 = 2 -- address of swapper
if size>2 and self.compare(self.values[self.heap[3]],self.values[self.heap[2]]) then
pos1 = 3
end
while size >= pos1 and not self.compare(val,self.values[self.heap[pos1]]) do
self.heap[n],self.heap[pos1] = self.heap[pos1],self.heap[n]
n = pos1
pos1 = n*2
if size > pos1 and self.compare(self.values[self.heap[pos1+1]],self.values[self.heap[pos1]]) then
pos1 = pos1 + 1
end
end
return ans
end,
isempty = function (self)
return (self.heap[1] == nil)
end,
size = function(self)
return #(self.heap)
end,
value = function (node1)
return tonumber(node1)
end,
compare = function(val1,val2)
return (val1 < val2)
end,
new = function (self,pq)
pq = pq or {}
pq.heap = {}
pq.values = {}
setmetatable(pq,PriorityQueue)
self.__index = self
return pq
end,
}
function play_tron()
-- Build and return an iterator over successive game states.
-- Three accessor functions are included in the game state table.
local function is_wall(self, x, y)
-- Indexing outside the board returns true.
return not (self.board[y] and self.board[y][x] == OPEN)
end
local function my_xy(self)
return self.player1[1], self.player1[2]
end
local function enemy_xy(self)
return self.player2[1], self.player2[2]
end
local function read_board()
-- Read and return a board state from standard input
-- or return nil if input is empty.
local first_line = io.read()
if first_line == nil or first_line == "" then return nil end
local width, height = first_line:match('(%d*) (%d*)')
width = tonumber(width)
height = tonumber(height)
-- Build the map. Find player positions.
local map = {}
local player1, player2
for i = 1, height do
local line = io.read()
assert(#line == width, string.format(
'unexpected line length: %d %s', i, line))
local tbl = {}
for i = 1, #line do
table.insert(tbl, line:byte(i))
end
table.insert(map, tbl)
local p1, p2 = line:find('1'), line:find('2')
if p1 then player1 = {p1, i} end
if p2 then player2 = {p2, i} end
end
-- Wrap it all up in a table.
return {board = map, player1 = player1, player2 = player2,
width = width, height = height, is_wall = is_wall,
my_xy = my_xy, enemy_xy = enemy_xy}
end
-- The function read_board is the iterator.
return read_board
end
function make_move(move)
io.write(move .. '\n')
io.flush()
end
function dist_away(game_state)
local mx,my = game_state:my_xy()
local ex,ey = game_state:enemy_xy()
return math.abs(mx-ex), math.abs(my-ey)
end
--[[---------------------------------------------------------------------------
Boards -- used in many of the functions.
--]]---------------------------------------------------------------------------
function isWall(board,x,y)
return (board.map[y] and board.map[y][x] == WALL)
end
function isOpen(board,x,y)
return (board.map[y] and board.map[y][x] == OPEN)
end
function makeBoard(game_state)
local mx,my = game_state:my_xy()
local ex,ey = game_state:enemy_xy()
local w,h = game_state.width,game_state.height
local mp = {}
for j=1,h do
local tbl = {}
for i=1,w do
tbl[i] = game_state.board[j][i]
end
mp[j] = tbl
end
return {map=mp,my_x=mx,my_y=my,e_x=ex,e_y=ey,width=w,height=h}
end
function copyBoard(board)
local mp = {}
local w,h = board.width,board.height
for j=1,h do
local tbl = {}
for i=1,w do
tbl[i] = board.map[j][i]
end
mp[j] = tbl
end
return {map=mp,my_x=board.my_x,my_y=board.my_y,e_x=board.e_x,e_y=board.e_y,width=w,height=h}
end
--[[---------------------------------------------------------------------------
Pathfinding: A* for seeing if we can reach the enemy,
dijkstra for checking distances to all reachable squares.
--]]---------------------------------------------------------------------------
local dx = {0,1,0,-1}
local dy = {-1,0,1,0}
-- A* from me to enemy
-- return direction, or nil if there is no route
function astar(board,currx,curry,destx,desty)
-- construct map, mark walls
local map = {}
for j=1,board.height do
local tbl = {}
for i=1,board.width do
if not isWall(board,i,j) then tbl[i] = 0
else tbl[i] = 1 end
end
map[j] = tbl
end
-- make paths diagonal
--local correction = 1 + 1.0/(math.abs(currx-destx)+math.abs(curry-desty))
local h_val = function(x,y)
return math.sqrt((destx-x)*(destx-x)+(desty-y)*(desty-y)) -- * correction
end
local pq = PriorityQueue:new{value = function(node) return node.f end,compare = function(val1,val2) return (val1 < val2) end}
-- list containing the first node, mark it
local h2 = h_val(currx,curry)
pq:push{x=currx,y=curry,distance=0,h=h2,f=h2,parent=nil,dir=nil}
map[curry][currx] = 0
local done=nil
while not pq:isempty() and not done do
curr = pq:pop()
if map[curr.y][curr.x] == 0 then
map[curr.y][curr.x] = 1
for mydir=1,4 do
local x,y = curr.x+dx[mydir],curr.y+dy[mydir]
if x==destx and y==desty then done={x=x,y=y,parent=curr,dir=mydir} break end
if map[y][x] == 0 then
local g = curr.distance+1
local h = h_val(x,y)
local node = {x=x,y=y,distance=g,h=h,f=g+h,parent=curr,dir=mydir}
pq:push(node)
end
end
end
end
if done then
local d = nil
while done.parent do
d = done.dir
done = done.parent
end
return d
else
return nil
end
end
-- return a map of distances to every accessible node
-- if we can reach the node from the starting point, map[y][x] = distance to node
-- if the node is a wall, map[y][x] = -2
-- if the node is open but unreachable, map[y][x] = -1
function dijkstra(board,currx,curry)
-- construct map, mark walls
local map = {}
for j=1,board.height do
local tbl = {}
for i=1,board.width do
if board.map[j][i] ~= OPEN then tbl[i] = -2
else tbl[i] = -1 end
end
map[j] = tbl
end
-- list containing the first node, mark it
local pq = PriorityQueue:new{value = function(node) return node.distance end, compare = function(val1,val2) return (val1 < val2) end}
pq:push{x=currx,y=curry,distance=0}
map[curry][currx] = -1
while not pq:isempty() do
curr = pq:pop()
if map[curr.y][curr.x] == -1 then -- open node
map[curr.y][curr.x] = curr.distance
for mydir=1,4 do
local x,y = curr.x+dx[mydir],curr.y+dy[mydir]
if map[y][x] == -1 then
local node = {x=x,y=y,distance=curr.distance+1}
pq:push(node)
end
end
end
end
return map
end
-- Exactly the same as dijkstra, but also return a list of reachable squares
function dijkstra2(board,currx,curry)
-- construct map, mark walls
local map = {}
for j=1,board.height do
local tbl = {}
for i=1,board.width do
if board.map[j][i] ~= OPEN then tbl[i] = -2
else tbl[i] = -1 end
end
map[j] = tbl
end
local list = {}
-- list containing the first node, mark it
local pq = PriorityQueue:new{value = function(node) return node.distance end, compare = function(val1,val2) return (val1 < val2) end}
pq:push{x=currx,y=curry,distance=0}
map[curry][currx] = -1
while not pq:isempty() do
curr = pq:pop()
if map[curr.y][curr.x] == -1 then -- open node
map[curr.y][curr.x] = curr.distance
table.insert(list,{curr.x,curr.y})
for mydir=1,4 do
local x,y = curr.x+dx[mydir],curr.y+dy[mydir]
if map[y][x] == -1 then
local node = {x=x,y=y,distance=curr.distance+1}
pq:push(node)
end
end
end
end
return map,list
end
--[[---------------------------------------------------------------------------
Wall Hugger -- Survival mode
--]]---------------------------------------------------------------------------
local DEADEND = 1
local TUNNEL = 2
local CORNER = 3
local TRI = 4
local ALLOPEN = 5
-- return which of the above types it is
function wallType(board,sx,sy)
local num=0
local walls = {}
for d=1,4 do
if not isOpen(board,sx+dx[d],sy+dy[d]) then
table.insert(walls,d)
num = num+1
end
end
if num==0 then return ALLOPEN end
if num==1 then return TRI end
if num==2 then
-- if walls has 2 and 4 or 1 and 3, its a tunnel
num = math.abs(walls[1] - walls[2])
if num == 2 then return TUNNEL end
return CORNER
end
return DEADEND
end
-- how many walls does the square touch?
function wallTouches(board,x,y)
local num=0
for d=1,4 do
if not isOpen(board,x+dx[d],y+dy[d]) then
num = num+1
end
end
return num
end
-- utility function for WallHugger checking if squares around me can all
-- reach each other
function checkReaches(board)
local canreach=true
local wallcounts = {-1,-1,-1,-1}
local opendirs = {}
for mydir=1,4 do
local x,y = board.my_x+dx[mydir],board.my_y+dy[mydir]
if isOpen(board,x,y) then table.insert(opendirs,mydir) end
end
-- make player, enemy into walls
board.map[board.my_y][board.my_x] = WALL
board.map[board.e_y][board.e_x] = WALL
local i=1
while opendirs[i] do
local mydir = opendirs[i]
local sx,sy = board.my_x+dx[mydir],board.my_y+dy[mydir]
if canreach then
local j=i+1
while opendirs[j] do
local odir = opendirs[j]
local destx,desty = board.my_x+dx[odir],board.my_y+dy[odir]
local move = astar(board,sx,sy,destx,desty)
if not move then canreach = false break end
j = j+1
end
end
-- count how many squares around are walls
wallcounts[mydir] = wallTouches(board,sx,sy)
i = i+1
end
board.map[board.my_y][board.my_x] = ME
board.map[board.e_y][board.e_x] = ENEMY
return wallcounts,canreach,opendirs
end
-- values of a deadend, tunnel, corner, tri, and allopen square
local hugwts = {.01,1,2,2.5,3}
-- Tries to hug walls as much as possible without splitting into two spaces,
-- if it must, chooses the more open one.
function WallHugger(board)
local direction = 1
-- can the squares around me all reach each other?
local wallcounts,canreach,opendirs = checkReaches(board)
-- if so
local mostopendir = 1
local numopen = 0
if canreach then
local foundone = false
local nochoice = false
while true do
nochoice = true
-- pick one that touches the most walls
local bestcount=0
local bestdir=1
for d=1,4 do
if wallcounts[d] > bestcount then
bestcount = wallcounts[d]
bestdir = d
nochoice = false
end
end
if nochoice then break end
-- make move, can all sides reach each other?
local mx,my = board.my_x,board.my_y
board.my_x = mx + dx[bestdir]
board.my_y = my + dy[bestdir]
board.map[my][mx] = WALL
board.map[board.my_y][board.my_x] = ME
-- can all squares still reach each other?
local counts,nowreach,dirs = checkReaches(board)
board.map[my][mx] = ME
board.map[board.my_y][board.my_x] = OPEN
board.my_x = mx
board.my_y = my
-- if so, good
if nowreach == true then
foundone = true
direction = bestdir
break
end
wallcounts[bestdir] = -1
end
if foundone then
return direction
end
end
-- pick direction with most open space
local i=1
local spaceamt = {-1,-1,-1,-1}
while opendirs[i] do
local mydir = opendirs[i]
local mx,my = board.my_x,board.my_y
board.my_x = mx + dx[mydir]
board.my_y = my + dy[mydir]
board.map[my][mx] = WALL
board.map[board.my_y][board.my_x] = ME
local mmap,mlist = dijkstra2(board,board.my_x,board.my_y)
-- weight the nodes
local score = 0
for i,node in ipairs(mlist) do
score = score + hugwts[wallType(board,node[1],node[2])]
end
spaceamt[mydir] = score
board.map[my][mx] = ME
board.map[board.my_y][board.my_x] = OPEN
board.my_x = mx
board.my_y = my
i = i+1
end
local best=0
for d=1,4 do
if spaceamt[d] > best then
direction = d
best = spaceamt[d]
end
end
return direction
end
--[[---------------------------------------------------------------------------
Minimax
Looks ahead as much as possible to see if there's a sure win for us in any
direction.
If so, returns the direction to move.
Limits the amount of looking with a count variable.
--]]---------------------------------------------------------------------------
local MAXDEPTH = 9
local MAXCOUNT = 500
local WIN = 1000
local LOSS = -1000
local dx = {0,1,0,-1}
local dy = {-1,0,1,0}
-- if there's a sure win (or sure loss?), return a move to
-- take it (or prevent it?)
function count_minimax(board,count)
local my_board = copyBoard(board) -- copy board, change to new state
local num_losses = 0
local myopens = {}
for mydir=1,4 do
if isWall(board,board.my_x+dx[mydir],board.my_y+dy[mydir]) then
num_losses = num_losses + 1
else
table.insert(myopens,mydir)
end
end
local num_wins = 0
local eopens = {}
for mydir=1,4 do
if isWall(board,board.e_x+dx[mydir],board.e_y+dy[mydir]) then
num_wins = num_wins + 1
else
table.insert(eopens,mydir)
end
end
if num_losses == 4 then
return nil
elseif num_wins == 4 then
return WIN
end
if count < 1 then
return nil
end
local best = -1000
for a,mydir in ipairs(myopens) do
local num_wins = 0
for b,mydir in ipairs(eopens) do
local size = (#myopens * #eopens)
my_board.my_y = board.my_y+dy[mydir]
my_board.my_x = board.my_x+dx[mydir]
my_board.e_y = board.e_y+dy[mydir]
my_board.e_x = board.e_x+dx[mydir]
if my_board.my_y == my_board.e_y or my_board.e_x == my_board.e_x then
else
-- move the player
my_board.map[my_board.my_y][my_board.my_x] = WALL
my_board.map[my_board.my_y][my_board.my_x] = ME
my_board.map[my_board.e_y][my_board.e_x] = WALL
my_board.map[my_board.e_y][my_board.e_x] = ENEMY
local temp = count_minimax(my_board,(count-size)/(size))
-- if we win, then return a win!
if temp==WIN then num_wins = num_wins+1 end
-- put the player back where he was
my_board.map[my_board.my_y][my_board.my_x] = OPEN
my_board.map[my_board.my_y][my_board.my_x] = ME
my_board.map[my_board.e_y][my_board.e_x] = OPEN
my_board.map[my_board.e_y][my_board.e_x] = ENEMY
end
my_board.my_x = board.my_x
my_board.my_y = board.my_y
my_board.e_x = board.e_x
my_board.e_y = board.e_y
end
if num_wins == (#eopens) then
return mydir
end
end
return nil
end
-- minimax bot
function miniBot(game_state)
return count_minimax(makeBoard(game_state),MAXCOUNT)
end
--[[---------------------------------------------------------------------------
CheckFlood: checks who controls more space
--]]---------------------------------------------------------------------------
-- indexed by number of connected open squares
local floodwts = {.01,1,2,2.5,3}
function blankScore(board,x,y)
return floodwts[wallType(board,x,y)]
end
-- given a board, check who controls the most space
-- by dijkstra-ing distance to each square for both players,
-- and comparing the distances
-- squares are given different weights; it's more valuable
-- to control more open squares
function checkFloodWt(board)
-- get shortest path to all nodes we can reach
local mmap = dijkstra(board,board.my_x,board.my_y)
-- enemy
local emap = dijkstra(board,board.e_x,board.e_y)
local diff = 0
for i=1,board.width do
for j=1,board.height do
if board.map[j][i] == OPEN then
if mmap[j][i] < 0 then
if emap[j][i] > 0 then
local num = blankScore(board,i,j)
diff = diff-num
end
elseif emap[j][i] < 0 then
local num = blankScore(board,i,j)
diff = diff+num
else
local d = mmap[j][i] - emap[j][i] -- distance - distance
local num = blankScore(board,i,j)
if d < 0 then diff = diff + num -- we're closer
elseif d > 0 then diff = diff - num end -- she's closer
end
end
end
end
return diff
end
--[[---------------------------------------------------------------------------
Simple and Complex Bots -- the main bots for if we can reach the enemy.
SimpleBot compares the amount of space we control to the enemy for each
of our possible moves (without moving the enemy) and picks the best,
adjusting for the possiblity of draws.
ComplexBot3 also moves the enemy.
ComplexBot4 looks ahead one turn.
--]]---------------------------------------------------------------------------
function rankTypes(type)
if type==CORNER then return 1
elseif type == TRI then return 2
elseif type == OPEN then return 3
elseif type == TUNNEL then return 4
else return 5 end
end
-- Move us in each possible direction, checking which would control the most
-- space compared to the enemy.
function simpleBot(game_state)
local best=-1000
local bestdir=1
local board = makeBoard(game_state)
local dists = {-1000,-1000,-1000,-1000}
local draw = {}
for mydir=1,4 do
local mx,my = board.my_x,board.my_y
board.my_x = mx + dx[mydir]
board.my_y = my + dy[mydir]
if board.map[board.my_y][board.my_x] == OPEN then
board.map[my][mx] = WALL
board.map[board.my_y][board.my_x] = ME
local dist = checkFloodWt(board)
dists[mydir] = dist
-- io.write(mydir .. " : score : " .. dist .. "\n")
if dist > best then
best = dist
bestdir = mydir
end
for edir=1,4 do
local ex,ey = board.e_x+dx[edir],board.e_y+dy[edir]
if ex == board.my_x and ey == board.my_y then
table.insert(draw,mydir)
end
end
board.map[my][mx] = ME
board.map[board.my_y][board.my_x] = OPEN
end
board.my_x = mx
board.my_y = my
end
for i,dir in ipairs(draw) do
if dir == bestdir then
local sdir = 1
local sec = -1000
for d=1,4 do
if d ~= bestdir and dists[d] > sec then
sdir = d
sec = dists[d]
end
end
if sec > 5 then
bestdir = sdir
end
end
end
return bestdir
end
-- Moves us in each possible direction.
-- For each of those: move the enemy in each possible direction.
-- Pick his best move (our worst score), and assign that score to our direction.
-- Pick our direction with the best worst score.
function complexBot3(game_state)
local best=-1000
local bestdir=1
local board = makeBoard(game_state)
local dists = {-1000,-1000,-1000,-1000}
local draw = {}
for mydir=1,4 do
local mx,my = board.my_x,board.my_y
board.my_x = mx + dx[mydir]
board.my_y = my + dy[mydir]
if board.map[board.my_y][board.my_x] == OPEN then
board.map[my][mx] = WALL
board.map[board.my_y][board.my_x] = ME
local scores = {1000,1000,1000,1000}
for edir=1,4 do
local ex,ey = board.e_x,board.e_y
board.e_x = ex + dx[edir]
board.e_y = ey + dy[edir]
if board.e_x == board.my_x and board.e_y == board.my_y then
table.insert(draw,mydir)
elseif board.map[board.e_y][board.e_x] == OPEN then
board.map[ey][ex] = WALL
board.map[board.e_y][board.e_x] = ENEMY
local score = checkFloodWt(board)
-- io.write("I go " .. mydir .. " and he goes " .. edir .. ": " .. score .. "\n")
scores[edir] = score
board.map[board.e_y][board.e_x] = OPEN
board.map[ey][ex] = ENEMY
end
board.e_x = ex
board.e_y = ey
end
local worst = 1000
local total = 0
for i=1,4 do
total = total + scores[i]
if scores[i] < worst then worst = scores[i] end
end
local dist = worst -- use worst case
dists[mydir] = dist
-- io.write(mydir .. " : score : " .. dist .. "\n")
if dist > best then
best = dist
bestdir = mydir
end
board.map[my][mx] = ME
board.map[board.my_y][board.my_x] = OPEN
end
board.my_x = mx
board.my_y = my
end
for i,dir in ipairs(draw) do
if dir == bestdir then
local sdir = 1
local sec = -1000
for d=1,4 do
if d ~= bestdir and dists[d] > sec then
sdir = d
sec = dists[d]
end
end
-- if we have another choice scoring over 5, avoid the draw
if sec > 5 then
bestdir = sdir
end
end
end
return bestdir
end
-- this is for complex bot 4, it's very redundant to complexbot 3
-- just looks ahead one
function RecurBot(board,depth)
local best=-1000
local bestdir=1
local dists = {-1000,-1000,-1000,-1000}
local draw = {}
for mydir=1,4 do
local mx,my = board.my_x,board.my_y
board.my_x = mx + dx[mydir]
board.my_y = my + dy[mydir]
if board.map[board.my_y][board.my_x] == OPEN then
board.map[my][mx] = WALL
board.map[board.my_y][board.my_x] = ME
local scores = {1000,1000,1000,1000}
for edir=1,4 do
local ex,ey = board.e_x,board.e_y
board.e_x = ex + dx[edir]
board.e_y = ey + dy[edir]
if board.e_x == board.my_x and board.e_y == board.my_y then
table.insert(draw,mydir)
elseif board.map[board.e_y][board.e_x] == OPEN then
board.map[ey][ex] = WALL
board.map[board.e_y][board.e_x] = ENEMY
local score
if depth == 0 then score = checkFloodWt(board)
else depth = recurBot(board,depth-1)
end
-- io.write("I go " .. mydir .. " and he goes " .. edir .. ": " .. score .. "\n")
scores[edir] = score
board.map[board.e_y][board.e_x] = OPEN
board.map[ey][ex] = ENEMY
end
board.e_x = ex
board.e_y = ey
end
local worst = 1000
local total = 0
for i=1,4 do
total = total + scores[i]
if scores[i] < worst then worst = scores[i] end
end
local dist = worst -- use worst case
dists[mydir] = dist
-- io.write(mydir .. " : score : " .. dist .. "\n")
if dist > best then
best = dist
bestdir = mydir
end
board.map[my][mx] = ME
board.map[board.my_y][board.my_x] = OPEN
end
board.my_x = mx
board.my_y = my
end
for i,dir in ipairs(draw) do
if dir == bestdir then
best = best*.8
end
end
return best
end
-- Very much redundant code, calls recurBot with no additional depth
-- so it only looks ahead once (too slow otherwise).
function complexBot4(game_state)
local best=-1000
local bestdir=1
local board = makeBoard(game_state)
local dists = {-1000,-1000,-1000,-1000}
local draw = {}
for mydir=1,4 do
local mx,my = board.my_x,board.my_y
board.my_x = mx + dx[mydir]
board.my_y = my + dy[mydir]
if board.map[board.my_y][board.my_x] == OPEN then
board.map[my][mx] = WALL
board.map[board.my_y][board.my_x] = ME
local scores = {1000,1000,1000,1000}
for edir=1,4 do
local ex,ey = board.e_x,board.e_y
board.e_x = ex + dx[edir]
board.e_y = ey + dy[edir]
if board.e_x == board.my_x and board.e_y == board.my_y then
table.insert(draw,mydir)
elseif board.map[board.e_y][board.e_x] == OPEN then
board.map[ey][ex] = WALL
board.map[board.e_y][board.e_x] = ENEMY
local score = RecurBot(board,0)
-- io.write("I go " .. mydir .. " and he goes " .. edir .. ": " .. score .. "\n")
scores[edir] = score
board.map[board.e_y][board.e_x] = OPEN
board.map[ey][ex] = ENEMY
end
board.e_x = ex
board.e_y = ey
end
local worst = 1000
local total = 0
for i=1,4 do
total = total + scores[i]
if scores[i] < worst then worst = scores[i] end
end
local dist = worst -- use worst case
dists[mydir] = dist
-- io.write(mydir .. " : score : " .. dist .. "\n")
if dist > best then
best = dist
bestdir = mydir
end
board.map[my][mx] = ME
board.map[board.my_y][board.my_x] = OPEN
end
board.my_x = mx
board.my_y = my
end
for i,dir in ipairs(draw) do
if dir == bestdir then
local sdir = 1
local sec = -1000
for d=1,4 do
if d ~= bestdir and dists[d] > sec then
sdir = d
sec = dists[d]
end
end
if sec > 5 then
bestdir = sdir
end
end
end
return bestdir
end
--[[---------------------------------------------------------------------------
Main AI controller and game loop.
--]]---------------------------------------------------------------------------
-- run the bot!
-- Uses minimax to see if there's a sure win -- if so, take it
-- Then uses A* to see if there's a path to the enemy.
-- If so, depending on map size uses a bot to control the most space.
-- If not, uses WallHugger to survive.
function runBot(game_state)
-- if we can win for sure, do it!
local move = miniBot(game_state)
if move then return move end
-- see if we can reach opponent at all
local board = makeBoard(game_state)
move = astar(board,board.my_x,board.my_y,board.e_x,board.e_y)
-- if so:
if move then
local size = game_state.width * game_state.height
if size < 300 then
move = complexBot4(game_state)
elseif size <= 650 then
move = complexBot3(game_state)
else
move = simpleBot(game_state)
end
else
-- if not, just spacecrawl
move = WallHugger(makeBoard(game_state))
end
return move
end
-- This loop runs the bot for as long as new boards come in.
-- The game state table contains the following fields:
-- board : table of tables containing either WALL, OPEN, ME, or ENEMY
-- player1, player2: x y pairs of positions, player2 is the enemy bot
-- width, height: the width and height of the board
-- is_wall(x, y): queries whether there is a wall at position
-- my_xy(): returns two values, the x and y coordinates of your bot
-- enemy_xy(): return two values, the x and y coordinates of the enemy bot
for game_state in play_tron() do
local move = runBot(game_state)
make_move(move)
end
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