Ghost in the Cell contest -- simulator version

This commit is contained in:
Jesse D. McDonald 2017-02-27 22:45:39 -06:00
parent 05ba371d66
commit 175c641522
1 changed files with 259 additions and 112 deletions

View File

@ -1,15 +1,17 @@
{-# LANGUAGE ViewPatterns, LambdaCase, DataKinds, GADTs #-}
{-# LANGUAGE ViewPatterns #-}
import System.IO
import Control.Applicative
import Control.Arrow (first, second)
import Control.Arrow (first, second, (>>>))
import Control.Monad
import Control.Monad.Writer
import Data.Either
import Data.Foldable
import Data.Function
import Data.IORef
import Data.List
import Data.Maybe
import Data.Monoid
import qualified Data.Map as M
@ -23,7 +25,7 @@ data Factory = Factory { factoryId :: EntityId
, factoryProduction :: Int
, factoryDelay :: Int
} deriving (Eq, Show)
data Troop = Troop { troopId :: EntityId
, troopOwner :: PlayerId
, troopOrigin :: FactoryId
@ -45,6 +47,16 @@ data Action = Move FactoryId FactoryId Int
| Wait
deriving (Eq, Show)
data GameState =
GameState
{ gsLinks :: M.Map (FactoryId, FactoryId) Int
, gsFactories :: [Factory]
, gsTroops :: [Troop]
, gsBombs :: [Bomb]
, gsMyBombsLeft :: Int
, gsNextEntity :: EntityId
} deriving (Show)
actionString :: Action -> String
actionString (Move src dst cnt) = unwords ["MOVE", show src, show dst, show cnt]
actionString (SendBomb src dst) = unwords ["BOMB", show src, show dst]
@ -58,120 +70,255 @@ opponent = -1
main :: IO ()
main = do
hSetBuffering stdout NoBuffering -- DO NOT REMOVE
factoryCount <- readLn :: IO Int -- the number of factories
linkCount <- readLn :: IO Int -- the number of links between factories
links <- fmap (M.fromList . concat) $ replicateM linkCount $ do
[f1, f2, dist] <- map read . words <$> getLine
pure ([((f1, f2), dist), ((f2, f1), dist)] :: [((FactoryId, FactoryId), Int)])
bombsLeftRef <- newIORef 2
hSetBuffering stdout NoBuffering -- DO NOT REMOVE
forever $ do
bombsLeft <- readIORef bombsLeftRef
entityCount <- readLn :: IO Int -- the number of entities (e.g. factories and troops)
(partitionEithers -> (factoryList, partitionEithers -> (troopList, bombList))) <- replicateM entityCount $ do
((read -> entityId):entityType:(map read -> [a1,a2,a3,a4,a5])) <- words <$> getLine
pure $ case entityType of
"FACTORY" -> Left $ Factory entityId a1 a2 a3 a4
"TROOP" -> Right . Left $ Troop entityId a1 a2 a3 a4 a5
"BOMB" -> Right . Right $ Bomb entityId a1 a2 a3 a4
let factories = M.fromList [ (factoryId f, f) | f <- factoryList ]
let myFactories = filter (\f -> factoryOwner f == thisPlayer) factoryList
let inTransitTo =
let transitMap = M.fromList
[ (to, (mine, theirs))
| let myTroops = filter (\t -> troopOwner t == thisPlayer) troopList
, let theirTroops = filter (\t -> troopOwner t /= thisPlayer) troopList
, to <- map factoryId factoryList
, let mine = sum $ map troopCyborgs $ filter (\t -> troopTarget t == to) myTroops
, let theirs = sum $ map troopCyborgs $ filter (\t -> troopTarget t == to) theirTroops
]
in \dst -> fromMaybe (0, 0) $ M.lookup dst transitMap
let myTotalProduction = sum $ map factoryProduction myFactories
let distributeScores src = do
dst <- myFactories
guard $ factoryId dst /= factoryId src
let (srcDefending, srcAttacking) = inTransitTo (factoryId src)
let (dstDefending, dstAttacking) = inTransitTo (factoryId dst)
let srcTotal = factoryCyborgs src - srcAttacking
let dstTotal = factoryCyborgs dst + dstDefending - dstAttacking
guard $ 2 * srcTotal >= 3 * dstTotal
let amount = (factoryCyborgs src + 1) `div` 3
guard $ amount > 0
dist <- toList $ M.lookup (factoryId src, factoryId dst) links
let threshold = (1.0 - saturate 20.0 (fromIntegral (factoryCyborgs src)))
* (fromIntegral (factoryProduction src + 1) / 4.0)
* 0.5
let score = saturate 10.0 (fromIntegral (srcTotal - dstTotal))
* saturate 20.0 (fromIntegral (srcTotal - amount))
* (1.0 - 0.25 * saturate 20.0 (fromIntegral dstTotal))
guard $ score >= threshold
pure (score, [Move (factoryId src) (factoryId dst) amount])
factoryCount <- readLn :: IO Int -- the number of factories
linkCount <- readLn :: IO Int -- the number of links between factories
let attackScores src = do
guard $ factoryCyborgs src >= 5 * factoryProduction src
dst <- filter (\f -> factoryOwner f /= thisPlayer) factoryList
dist <- toList $ M.lookup (factoryId src, factoryId dst) links
let (mineDefending, theirsAttacking) = inTransitTo (factoryId src)
let (mineAttacking, theirsDefending) = inTransitTo (factoryId dst)
let myTotal = factoryCyborgs src - theirsAttacking
let theirTotal = factoryCyborgs dst + theirsDefending - mineAttacking
let theirEstimate
| factoryOwner dst == neutralPlayer = theirTotal
| otherwise = theirTotal + factoryProduction dst * (1 + dist)
guard $ 2 * myTotal >= 3 * theirTotal
let amount = theirEstimate + 1
guard $ amount > 0
let threshold = (1.0 - saturate 20.0 (fromIntegral (factoryCyborgs src)))
* (fromIntegral (factoryProduction src + 1) / 4.0)
* saturate 6.0 (fromIntegral myTotalProduction)
* 0.5
let score = fromIntegral (factoryProduction dst + 8) / 10.0
* saturate 10.0 (fromIntegral (myTotal - amount))
* (40.0 / (39.0 + fromIntegral dist))
guard $ score >= threshold
pure (score, [Move (factoryId src) (factoryId dst) amount])
links <- fmap (M.fromList . concat) $ replicateM linkCount $ do
[f1, f2, dist] <- map read . words <$> getLine
pure ([((f1, f2), dist), ((f2, f1), dist)] :: [((FactoryId, FactoryId), Int)])
let increaseScores src = do
guard $ factoryProduction src < 3
guard $ factoryCyborgs src >= 10
let score = saturate 10.0 $ fromIntegral myTotalProduction
pure (score, [Increase (factoryId src)])
bombsLeftRef <- newIORef 2
turnCountRef <- newIORef 1
let factoryActions src = concatMap snd $ best 1 $ concatMap ($ src) $
[ distributeScores, attackScores, increaseScores ]
let actions = concatMap factoryActions myFactories
let bombActions = concatMap snd $ best 1 $ do
guard $ bombsLeft > 0 && not (null myFactories)
dst <- filter (\f -> factoryOwner f == opponent) factoryList
guard $ factoryCyborgs dst >= 50 + 50 * (2 - bombsLeft)
let src = snd $ minimumBy (compare `on` fst) $
[ (dist, s) | s <- myFactories
, dist <- toList $ M.lookup (factoryId s, factoryId dst) links
]
let score = saturate 100.0 $ fromIntegral $ factoryCyborgs dst
pure (score, [SendBomb (factoryId src) (factoryId dst)])
let actions' = actions ++ bombActions
case actions' of
[] -> putStrLn $ actionString Wait
xs -> putStrLn $ intercalate "; " $ map actionString xs
let isSendBomb act = case act of { SendBomb _ _ -> True; _ -> False }
modifyIORef bombsLeftRef (subtract $ length $ filter isSendBomb actions')
forever $ do
turnCount <- readIORef turnCountRef
bombsLeft <- readIORef bombsLeftRef
entityCount <- readLn :: IO Int -- the number of entities (e.g. factories and troops)
saturate :: Double -> Double -> Double
saturate hl x = if x < 0.0 then 0.0 else 1.0 - (2.0 ** (-x / hl))
(partitionEithers -> (factoryList, partitionEithers -> (troopList, bombList))) <- replicateM entityCount $ do
((read -> entityId):entityType:(map read -> [a1,a2,a3,a4,a5])) <- words <$> getLine
pure $ case entityType of
"FACTORY" -> Left $ Factory entityId a1 a2 a3 a4
"TROOP" -> Right . Left $ Troop entityId a1 a2 a3 a4 a5
"BOMB" -> Right . Right $ Bomb entityId a1 a2 a3 a4
let nextEntity = (+1) $ maximum $ 0 : map factoryId factoryList
++ map troopId troopList
++ map bombId bombList
let gs = GameState { gsLinks = links
, gsFactories = factoryList
, gsTroops = troopList
, gsBombs = bombList
, gsMyBombsLeft = bombsLeft
, gsNextEntity = nextEntity
}
let factories = M.fromList [ (factoryId f, f) | f <- factoryList ]
let myFactories = filter (\f -> factoryOwner f == thisPlayer) factoryList
let inTransitTo =
let transitMap = M.fromList
[ (to, (mine, theirs))
| let myTroops = filter (\t -> troopOwner t == thisPlayer) troopList
, let theirTroops = filter (\t -> troopOwner t /= thisPlayer) troopList
, to <- map factoryId factoryList
, let mine = sum $ map troopCyborgs $ filter (\t -> troopTarget t == to) myTroops
, let theirs = sum $ map troopCyborgs $ filter (\t -> troopTarget t == to) theirTroops
]
in \dst -> fromMaybe (0, 0) $ M.lookup dst transitMap
let distributeScores src = do
dst <- myFactories
guard $ factoryId dst /= factoryId src
let (srcDefending, srcAttacking) = inTransitTo (factoryId src)
let (dstDefending, dstAttacking) = inTransitTo (factoryId dst)
let srcTotal = factoryCyborgs src - srcAttacking
let dstTotal = factoryCyborgs dst + dstDefending - dstAttacking
let amount = (factoryCyborgs src + 1) `div` 3
guard $ amount > 0 && amount <= factoryCyborgs src
dist <- toList $ M.lookup (factoryId src, factoryId dst) links
pure $ Move (factoryId src) (factoryId dst) amount
let attackScores src = do
dst <- filter (\f -> factoryOwner f /= thisPlayer) factoryList
dist <- toList $ M.lookup (factoryId src, factoryId dst) links
let (mineDefending, theirsAttacking) = inTransitTo (factoryId src)
let (mineAttacking, theirsDefending) = inTransitTo (factoryId dst)
let myTotal = factoryCyborgs src - theirsAttacking
let theirTotal = factoryCyborgs dst + theirsDefending - mineAttacking
let theirEstimate
| factoryOwner dst == neutralPlayer = theirTotal
| otherwise = theirTotal + factoryProduction dst * (1 + dist)
let amount = theirEstimate + 1
guard $ amount > 0 && amount <= factoryCyborgs src
pure $ Move (factoryId src) (factoryId dst) amount
let increaseScores src = do
guard $ factoryProduction src < 3
guard $ factoryCyborgs src >= 10
pure $ Increase (factoryId src)
let factoryActions src = foldr mplus mempty $ map ($ src) $
[ distributeScores, attackScores, increaseScores ]
let actions = concatMap factoryActions myFactories
let bombActions = do
guard $ bombsLeft > 0 && not (null myFactories)
guard $ bombsLeft > 1 || turnCount > 50
dst <- filter (\f -> factoryOwner f == opponent) factoryList
--guard $ factoryCyborgs dst >= 50 + 50 * (2 - bombsLeft)
let src = snd $ minimumBy (compare `on` fst) $
[ (dist, s) | s <- myFactories
, dist <- toList $ M.lookup (factoryId s, factoryId dst) links
]
pure $ SendBomb (factoryId src) (factoryId dst)
remainingActions <- newIORef (actions ++ bombActions)
chosenActions <- newIORef []
projScore <- newIORef (scoreGame (simulate [] 20 gs))
fix $ \loop -> do
cs <- readIORef chosenActions
as <- readIORef remainingActions
sc <- readIORef projScore
let scoredActions = map (\a -> (scoreGame (simulate [(thisPlayer, cs++[a])] 20 gs), a)) as
case best 10 scoredActions of
[] -> pure ()
(sc',a):rs -> when (sc' > sc) $ do
writeIORef chosenActions (cs ++ [a])
writeIORef remainingActions (map snd rs)
writeIORef projScore sc'
loop
chosenActions' <- readIORef chosenActions
case chosenActions' of
[] -> putStrLn $ actionString Wait
xs -> putStrLn $ intercalate "; " $ map actionString xs
let isSendBomb act = case act of { SendBomb _ _ -> True; _ -> False }
modifyIORef bombsLeftRef (subtract $ length $ filter isSendBomb chosenActions')
modifyIORef turnCountRef (+1)
best :: Ord a => Int -> [(a, b)] -> [(a, b)]
best n = take n . sortBy (flip compare `on` fst)
gameTurn :: [(PlayerId, [Action])] -> GameState -> GameState
gameTurn orders = moveTroops
>>> moveBombs
>>> processOrders orders
>>> produceCyborgs
>>> solveBattles
>>> explodeBombs
simulate :: [(PlayerId, [Action])] -> Int -> GameState -> GameState
simulate orders n gs
| n > 0 = simulate [] (n-1) (gameTurn orders gs)
| otherwise = gs
scoreGame :: GameState -> Double
scoreGame gs = (fromIntegral myCyborgs + 10 * fromIntegral myProduction + 10 * fromIntegral myFactories)
/ (fromIntegral oppCyborgs + 10 * fromIntegral oppProduction + 10 * fromIntegral oppFactories + 1)
where
myFactories = length $ filter (\f -> factoryOwner f == thisPlayer) (gsFactories gs)
oppFactories = length $ filter (\f -> factoryOwner f == opponent) (gsFactories gs)
((Sum myCyborgs, Sum myProduction),
(Sum oppCyborgs, Sum oppProduction)) = execWriter $ do
forM_ (gsFactories gs) $ \f -> do
when (factoryOwner f == thisPlayer) $
tell ((Sum (factoryCyborgs f), Sum (factoryProduction f)), mempty)
when (factoryOwner f == opponent) $
tell (mempty, (Sum (factoryCyborgs f), Sum (factoryProduction f)))
forM_ (gsTroops gs) $ \t -> do
when (troopOwner t == thisPlayer) $
tell ((Sum (troopCyborgs t), mempty), mempty)
when (troopOwner t == opponent) $
tell (mempty, (Sum (troopCyborgs t), mempty))
moveTroops, moveBombs, produceCyborgs,
solveBattles, explodeBombs :: GameState -> GameState
moveTroops gs0 = gs0 { gsTroops = map moveTroop (gsTroops gs0) }
where
moveTroop t = t { troopTurnsLeft = troopTurnsLeft t - 1 }
moveBombs gs0 = gs0 { gsBombs = map moveBomb (gsBombs gs0) }
where
moveBomb b = b { bombDelay = bombDelay b - 1 }
processOrders :: [(PlayerId, [Action])] -> GameState -> GameState
processOrders orders gs0 = foldl processOrder gs0 orders
where
processOrder gs (p, as) = foldl (processAction p) gs as
processAction p gs a = checkBalances $ case a of
Move from to amt -> processMove p from to amt gs
SendBomb from to -> processBomb p from to gs
Increase factory -> processIncrease p factory gs
Wait -> gs
processMove p from to amt gs =
gs { gsFactories = map (\f -> if factoryId f /= from then f
else f { factoryCyborgs = max 0 (factoryCyborgs f - amt) })
(gsFactories gs)
, gsTroops = gsTroops gs ++
[Troop { troopId = gsNextEntity gs
, troopOwner = p
, troopOrigin = from
, troopTarget = to
, troopCyborgs = min amt (sum $ map (\f -> if factoryId f == from then factoryCyborgs f else 0) (gsFactories gs))
, troopTurnsLeft = fromJust $ M.lookup (from, to) (gsLinks gs)
}]
, gsNextEntity = gsNextEntity gs + 1
}
processBomb p from to gs =
gs { gsBombs = gsBombs gs ++
[Bomb { bombId = gsNextEntity gs
, bombSender = p
, bombOrigin = from
, bombTarget = to
, bombDelay = fromJust $ M.lookup (from, to) (gsLinks gs)
}]
, gsNextEntity = gsNextEntity gs + 1
}
processIncrease p factory gs =
gs { gsFactories = map (\f -> if factoryId f /= factory || factoryCyborgs f < 10 then f
else f { factoryCyborgs = factoryCyborgs f - 10
, factoryProduction = min 3 (factoryProduction f + 1)
})
(gsFactories gs)
}
checkBalances gs
| all (\f -> factoryCyborgs f >= 0) (gsFactories gs) = gs
| otherwise = error "Cyborg count is negative!"
produceCyborgs gs = gs { gsFactories = map produce (gsFactories gs) }
where
produce f
| factoryDelay f > 0 = f { factoryDelay = factoryDelay f - 1 }
| otherwise = f { factoryCyborgs = factoryCyborgs f + factoryProduction f }
solveBattles gs =
gs { gsFactories = map solveFactory (gsFactories gs)
, gsTroops = troopsInTransit
}
where
(troopsArriving, troopsInTransit) = partition (\t -> troopTurnsLeft t <= 0) (gsTroops gs)
solveFactory f
| attacking > defending = f { factoryOwner = attackingPlayer
, factoryCyborgs = attacking - defending
}
| otherwise = f { factoryCyborgs = defending - attacking }
where
troopsArrivingHere = filter (\t -> troopTarget t == factoryId f) troopsArriving
defending = factoryCyborgs f + sum (map troopCyborgs $
filter (\t -> troopOwner t == factoryOwner f) $
troopsArrivingHere)
attacking = sum (map troopCyborgs $
filter (\t -> troopOwner t /= factoryOwner f) $
troopsArrivingHere)
attackingPlayer = if factoryOwner f == opponent
then thisPlayer
else opponent
explodeBombs gs =
gs { gsFactories = foldl explodeBomb (gsFactories gs) bombsArrived
, gsBombs = bombsInTransit
}
where
(bombsArrived, bombsInTransit) = partition (\b -> bombDelay b <= 0) (gsBombs gs)
explodeBomb fs b = flip map fs $ \f ->
if factoryId f /= bombTarget b then f else
f { factoryCyborgs = max 0 (factoryCyborgs f - max 10 (factoryCyborgs f `div` 2))
, factoryDelay = 5
}