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