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ch34tsRus.py
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import collections
from ..bot_control import Move
_Enemy = collections.namedtuple('Enemy', ['id', 'position'])
class _Position:
_vectors = {
Move.UP: (0, 1),
Move.DOWN: (0, -1),
Move.LEFT: (-1, 0),
Move.RIGHT: (1, 0)
}
def __init__(self, *, x, y):
self.x = x
self.y = y
def is_valid(self, grid_size):
return (self.x >= 0) and (self.y >= 0) and (self.x < grid_size) and (
self.y < grid_size)
def step(self, move):
vector = __class__._vectors.get(move, (0, 0))
return self.add(vector)
def add(self, vector):
return _Position(x=self.x + vector[0], y=self.y + vector[1])
def vector(self, target):
return (target.x - self.x, target.y - self.y)
def distance(self, target):
vector = self.vector(target)
return abs(vector[0]) + abs(vector[1])
def __str__(self):
return "Position({}, {})".format(self.x, self.y)
def __repr__(self):
return "_Position(x={}, y={})".format(self.x, self.y)
@staticmethod
def fromNumpy(n):
return _Position(x=n[0], y=n[1])
def _create_search_vector(distance):
return {
Move.UP: [(i, distance - i) for i in range(0, distance)],
Move.RIGHT: [(i, -distance + i) for i in range(distance, 0, -1)],
Move.DOWN: [(i, -distance - i) for i in range(0, -distance, -1)],
Move.LEFT: [(i, distance + i) for i in range(-distance, 0)]
}
def _counter_move(move):
if move == Move.UP: return Move.DOWN
if move == Move.DOWN: return Move.UP
if move == Move.RIGHT: return Move.LEFT
if move == Move.LEFT: return Move.RIGHT
return move
class ch34tsRus:
def __init__(self):
self._target = None
self._last = [Move.UP, Move.RIGHT, Move.DOWN, Move.LEFT]
self._search_vectors = {
d: _create_search_vector(d)
for d in range(1, 32)
}
def get_name(self):
return "Hein Won't Let Me Cheat"
def get_contributor(self):
return "Lewie"
def _pre_process(self, enemies):
self._position = _Position.fromNumpy(self.position)
return [
_Enemy(e['id'], _Position.fromNumpy(e['position']))
for e in enemies if e['id'] != self.id
]
def _will_win(self, id):
return (id == 0) or ((self.id - id) % 3 == 2)
def _should_stay(self, grid, enemies):
for e in enemies:
# 3 is better than 1, 2 and 4
if self._position.distance(e.position) < 3:
return False
return self._will_win(grid[self._position.y][self._position.x])
def _set_last(self, move):
self._last.remove(move)
self._last.insert(0, move)
return move
def _is_winnable(self, grid, enemies, position):
for e in enemies:
if e.position.distance(position) < 3: # 3 is better than 2 and 4
return False
return self._will_win(grid[position.y][position.x])
def _find_target(self, grid, enemies, game_info):
options = {}
for r in range(1, game_info.grid_size):
vectors = self._search_vectors[r]
for d in self._last:
for v in vectors[d]:
pos = self._position.add(v)
if pos.is_valid(game_info.grid_size) and self._is_winnable(
grid, enemies, pos):
# TODO tweak. -500 seems good enough.
options[pos] = (r - 1) * -500
# TODO tweak. 5 seems good enough.
if len(options) >= 5: break
for t in options.keys():
# 1 is better than 0, 2 or 3
score = 1000 * min(
1,
sum(
p.is_valid(game_info.grid_size)
and self._is_winnable(grid, enemies, p)
for p in [t.step(m) for m in self._last]))
# 100 is better than 20, 10, 5 or 0
score -= max([
100 - d for e in enemies if (d := t.distance(e.position)) < 100
],
default=0)
options[t] += score
target = sorted(options.items(), reverse=True, key=lambda kv: kv[1])[0]
return target[0]
def _get_direction(self, target, grid, enemies):
def get_x_option(vector):
return Move.LEFT if vector[0] < 0 else Move.RIGHT
def get_y_option(vector):
return Move.DOWN if vector[1] < 0 else Move.UP
vector = self._position.vector(target)
if vector[0] == 0:
return get_y_option(vector)
elif vector[1] == 0:
return get_x_option(vector)
options = {
get_x_option(vector): abs(vector[0]),
get_y_option(vector): abs(vector[1])
}
# counter move protection improves score
counter = _counter_move(self._last[0])
if counter in options:
del options[counter]
return next(iter(options))
for move in options.keys():
pos = self._position.step(move)
options[move] += 1000 if self._will_win(grid[pos.y][pos.x]) else 0
return sorted(options.items(), reverse=True,
key=lambda kv: kv[1])[0][0]
def determine_next_move(self, grid, enemies, game_info):
enemies = self._pre_process(enemies)
if self._should_stay(grid, enemies):
return Move.STAY
self._target = self._find_target(grid, enemies, game_info)
return self._set_last(self._get_direction(self._target, grid, enemies))