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momentum.py
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from kaggle_environments.envs.kore_fleets.helpers import *
import numpy as np
import math
from utils import *
NONE = 0
NORTH = 1
SOUTH = 2
EAST = 3
WEST = 4
CONSTRUCTION = 10
upgrade_times = [pow(i, 2) + 1 for i in range(1, 10)]
SPAWN_VALUES = []
current = 0
for t in upgrade_times:
current += t
SPAWN_VALUES.append(current)
def fix_dim(dim):
if dim <= -1:
return 21 + dim
elif dim >= 21:
return dim - 21
else:
return dim
class NeoMomentum:
pass
class NeoFleet:
def __init__(self, ship_count: int, flight_plan: str, x: int, y: int, face: int, kore: int, steps: int):
self.ship_count = ship_count
self.flight_plan_str = flight_plan
self.x = x
self.y = y
self.face = face
self.kore = kore
self.finished_end = False
self.finished_start = False
self.docked_end = False
self.docked_start = False
self.flight_plan = [] * steps
self.steps = steps
def copy(self):
copy = NeoFleet(self.ship_count, self.flight_plan_str,
self.x, self.y, self.face, self.kore, self.steps)
copy.finished_start = self.finished_end
copy.finished_end = copy.finished_start
copy.docked_start = self.docked_end
copy.docked_end = copy.docked_start
for entry in self.flight_plan:
copy.flight_plan.append(entry)
return copy
class NeoYard:
def __init__(self, x: int, y: int, turns_controlled: int):
self.x = x
self.y = y
self.turns_controlled = turns_controlled
self.captured_start = False
self.captured_end = False
def copy(self):
copy = NeoYard(self.x, self.y, self.turns_controlled)
copy.captured_start = self.captured_end
copy.captured_end = copy.captured_start
return copy
@property
def max_spawn(self):
for idx, target in enumerate(SPAWN_VALUES):
if self.turns_controlled < target:
return idx + 1
return len(SPAWN_VALUES) + 1
class NeoMomentum:
def __init__(self, board: Board, origin_yard: Shipyard, lookahead: int, dm: DistanceManager):
self.board = board
self.lookahead = lookahead
self.me = board.current_player_id
self.enemy = abs(self.me-1)
self.origin_yard = origin_yard
self.dm = dm
self.ship_count = origin_yard.ship_count
self.fleets: List[List[List[NeoFleet]]] = []
self.yards: List[List[List[NeoYard]]] = []
self.shipyard_map: List[List[Dict]] = []
self.kore_bank = [[], []]
for player in range(0, 2):
self.fleets.append([])
self.yards.append([])
self.shipyard_map.append([])
for i in range(0, lookahead+1):
self.fleets[player].append([])
self.yards[player].append([])
self.shipyard_map[player].append({})
self.kore_bank[player].append(self.board.players[player].kore)
self.spawn_cost = self.board.configuration.spawn_cost
self.size = self.board.configuration.size
self.kore = np.zeros(
(lookahead+1, self.size, self.size), dtype=np.single)
self.init_kore()
# for t in range(1, lookahead+1):
# self.update_kore(t)
# self.regen_kore(t)
self.get_fleets()
self.get_shipyards()
self.plan_trajectories()
for t in range(1, lookahead+1):
self.update_loop(t)
# def capture_time(self, player: int, check_yard: NeoYard):
# for idx, yard in zip(range(0, len(self.yards[player][self.lookahead])), self.yards[player][self.lookahead]):
# if yard.captured_end and yard.turns_controlled >= self.lookahead - check_yard.turns_controlled and yard.x == check_yard.x and yard.y == check_yard.y:
# for t in range(self.lookahead, -1, -1):
# if not self.yards[player][t][idx].captured_start:
# return t
# return self.lookahead + 1
#
# def built_time(self, player: int, check_yard: NeoYard):
# for idx, yard in zip(range(0, len(self.yards[player][self.lookahead])), self.yards[player][self.lookahead]):
# if yard.turns_controlled >= self.lookahead - check_yard.turns_controlled and yard.x == check_yard.x and yard.y == check_yard.y:
# for t in range(0, self.lookahead+1):
# if idx < len(self.yards[player][t]):
# return t
# assert(False) # Shouldn't happen
def update_loop(self, t):
self.time_step(t)
self.increase_shipyard_turns_controlled(t)
self.produce_ships_if_threatened(t)
self.make_shipyards(t)
self.move_fleets(t)
self.coalesce_fleets(t)
self.resolve_fleet_collisions(t)
self.resolve_shipyard_collisions(t)
self.deposit_kore(t)
self.orthogonal_damage(t)
self.mine(t)
self.regen_kore(t)
def produce_ships_if_threatened(self, t: int):
for myself, opponent in zip([self.me, self.enemy], [self.enemy, self.me]):
threatened = []
for yard in self.yards[myself][t]:
found = False
for fleet in self.fleets[opponent][t]:
if not fleet.docked_end and not fleet.finished_end:
for plan_step in fleet.flight_plan[t-1:]:
if fleet.ship_count >= 50 and plan_step[2] >= CONSTRUCTION:
break
elif plan_step[0] == yard.x and plan_step[1] == yard.y:
threatened.append(yard)
found = True
break
elif Point(plan_step[0], plan_step[1]) in self.shipyard_map[myself][t] or Point(plan_step[0], plan_step[1]) in self.shipyard_map[opponent][t]:
break # It will dock in this time step
if found:
break
for yard in threatened:
if t == 1 and yard.x == self.origin_yard.position.x and yard.y == self.origin_yard.position.y:
continue # Don't produce in momentum case on turn one
to_spawn = int(min(yard.max_spawn, self.kore_bank[myself][t] // 10))
if to_spawn > 0:
self.kore_bank[myself][t] -= to_spawn * 10
# Is there a fleet already docked here?
for docked_fleet in self.fleets[myself][t]:
if docked_fleet.docked_end and docked_fleet.x == yard.x and docked_fleet.y == yard.y:
docked_fleet.ship_count += to_spawn
break
else: # Spawn a new fleet
fleet = NeoFleet(to_spawn, 'DOCK', yard.x, yard.y, NONE, 0, self.lookahead)
fleet.docked_end = True
for i in range(0, self.lookahead+1):
fleet.flight_plan.append([yard.x, yard.y, NONE])
self.fleets[myself][t].append(fleet)
def incremental_update(self, origin: Point, next_origin: Point, flight_plan: str, ship_count: int, yard_ships: int):
# Find existing fleet at new origin location and delete it.
for idx, flt in zip(range(0, len(self.fleets[self.me][0])), self.fleets[self.me][0]):
if flt.y == next_origin.y and flt.x == next_origin.x:
break
if len(self.fleets[self.me][0]) > 0:
self.delete_fleet(self.me, 0, flt)
for t in range(0, self.lookahead+1):
del self.fleets[self.me][t][idx]
# Launch the new fleet
fleet = NeoFleet(ship_count, flight_plan, origin.x, origin.y, NONE, 0, self.lookahead)
self.fleets[self.me][0].append(fleet)
if yard_ships > ship_count: # Split the fleet if needed
self.fleets[self.me][0].append(NeoFleet(yard_ships - ship_count, 'DOCK', origin.x, origin.y, NONE, 0, self.lookahead))
self.plan_trajectory(fleet)
full_reset = False
for t in range(1, len(fleet.flight_plan)-1):
# Make shipyard
self.fleets[self.me][t].append(fleet.copy())
fleet = self.fleets[self.me][t][-1]
to_delete, yard = self.make_shipyard(t, fleet, self.me, [])
if yard is not None:
for t_inc in range(t+1, self.lookahead+1):
self.yards[self.me][t_inc].append(yard.copy())
self.shipyard_map[self.me][t_inc][Point(yard.x, yard.y)] = yard
for delfleet in to_delete:
self.delete_fleet(self.me, t, delfleet)
break
if fleet.docked_end:
break
# Move fleet
self.move_fleet(fleet, t)
# See if we have any crashes
for myflt in self.fleets[self.me][t]:
if not myflt.finished_end and not myflt.docked_end and myflt.y == fleet.y and myflt.x == fleet.x:
full_reset = True
break
for idx, enflt in zip(range(0, len(self.fleets[self.enemy][t])), self.fleets[self.enemy][t]):
if not enflt.finished_end and not enflt.docked_end and enflt.y == fleet.y and enflt.x == fleet.x:
full_reset = True
break
if enflt.y == next_origin.y and enflt.x == next_origin.x and not self.fleets[self.enemy][max(0, t-1)][idx].finished_end:
full_reset = True
self.fleets[self.enemy][t][idx].finished_end = False
self.fleets[self.enemy][t][idx].docked_end = False
break
for direction in Direction.list_directions():
curr_pos = Point(fleet.x, fleet.y).translate(
direction.to_point(), self.size)
if curr_pos.x == enflt.x and curr_pos.y == enflt.y:
if not enflt.finished_end and not enflt.docked_end:
full_reset = True
break
if full_reset:
from_t = t
break
else:
result, new_yard = self.resolve_shipyard_collision(fleet, self.me, t)
if result:
for t_inc in range(t+1, self.lookahead+1):
self.yards[self.me][t_inc].append(new_yard)
self.shipyard_map[self.me][t_inc][Point(fleet.x, fleet.y)] = new_yard
# Redundant
#enemy_yard = self.shipyard_map[self.enemy][t_inc][Point(fleet.x, fleet.y)]
#enemy_yard.captured_end = True
#self.delete_shipyard(self.enemy, t_inc, enemy_yard)
break
if self.deposit_kore_single(fleet, self.me, t):
break
self.mine_single(fleet, t)
if t < self.lookahead:
self.regen_kore(t+1)
if full_reset:
for player in range(0, 2):
del self.yards[player][from_t:]
del self.fleets[player][from_t:]
del self.kore_bank[player][from_t:]
del self.shipyard_map[player][from_t:]
for i in range(from_t, self.lookahead + 1):
self.fleets[player].append([])
self.yards[player].append([])
self.shipyard_map[player].append({})
self.plan_trajectories()
for t in range(from_t, self.lookahead+1):
self.update_loop(t)
self.reset_source_matrices()
def reset_source_matrices(self):
self.phantom = np.zeros(
(2, self.lookahead+1, self.fleet_count + self.source_count, self.size, self.size), dtype=np.intc)
self.terminal = np.zeros((self.lookahead+1, self.size, self.size), dtype=np.intc)
self.fleet_matrix = np.zeros(
(2, self.lookahead+1, self.fleet_count, self.size, self.size), dtype=np.intc)
self.base_val = np.zeros((self.lookahead+1, self.size, self.size), dtype=np.single)
self.base_disc_val = np.zeros((self.lookahead + 1, self.size, self.size), dtype=np.single)
self.cargo_val = np.zeros((self.lookahead + 1, self.size, self.size), dtype=np.single)
self.fleet_strat_val = np.zeros((self.lookahead + 1, self.size, self.size), dtype=np.single)
self.base_zombie_val = np.zeros((self.lookahead + 1, self.size, self.size), dtype=np.single)
self.enemy_fleet_indices = np.zeros((self.lookahead+1, self.size, self.size), dtype=np.intc)
self.own_fleet_indices = np.zeros((self.lookahead + 1, self.size, self.size), dtype=np.intc)
self.avoid = np.zeros((self.lookahead + 1, self.size, self.size), dtype=np.intc)
self.yard_locations = np.zeros(((self.lookahead + 1), self.size, self.size), dtype=np.intc)
self.my_bases = np.zeros(((self.lookahead + 1), self.size, self.size), dtype=np.intc)
self.enemy_bases = np.zeros(((self.lookahead + 1), self.size, self.size), dtype=np.intc)
self.own_phantom = np.ascontiguousarray(
np.sum(self.phantom[self.me, :, :, :, :], axis=1), dtype=np.intc)
self.enemy_phantom = np.ascontiguousarray(
np.sum(self.phantom[self.enemy, :, :, :, :], axis=1), dtype=np.intc)
self.own_fleet = np.ascontiguousarray(
np.sum(self.fleet_matrix[self.me, :, :, :, :], axis=1), dtype=np.intc)
self.enemy_fleet = np.ascontiguousarray(
np.sum(self.fleet_matrix[self.enemy, :, :, :, :], axis=1), dtype=np.intc)
self.bop = np.subtract(np.add(self.own_fleet, self.own_phantom), np.add(self.enemy_fleet, self.enemy_phantom))
self.true_bop = np.zeros(self.bop.shape, dtype=np.intc)
self.true_bop_less_ships = np.zeros(self.bop.shape, dtype=np.intc)
def make_control_matrices(self):
self.base_control_values = test_control_matrices(self, None)
def make_source_matrices(self, fleet_size: int):
if fleet_size > 0:
mining_rate = min(.99, math.log(fleet_size) / 20)
else:
mining_rate = 0
source_count = max(len(self.yards[0][self.lookahead]), len(self.yards[1][self.lookahead]))
fleet_count = max(len(self.fleets[0][self.lookahead]), len(self.fleets[1][self.lookahead]))
self.source_count = source_count
self.fleet_count = fleet_count
self.enemy_fleet_count = len(self.fleets[self.enemy][self.lookahead])
# source_cum_kore_spent = [[[0] * source_count]*(self.lookahead+1)]*2
# source_cum_production = [[[0] * source_count]*(self.lookahead+1)]*2
source_cum_kore_spent = [[], []]
source_cum_production = [[], []]
for player in range(0, 2):
for t in range (0, self.lookahead+1):
source_cum_production[player].append([])
source_cum_kore_spent[player].append([])
for s in range(0, source_count):
source_cum_production[player][t].append(0)
source_cum_kore_spent[player][t].append(0.0)
self.kore_val = self.kore[:, :, :]
self.reset_source_matrices()
self.make_control_matrices()
for player in range(0, 2):
phantom_income = 0.0
avg_kore_per_square = np.sum(self.kore[:, :, :], axis=(1, 2)) / (21 * 21)
mining_rate_per_ship = avg_kore_per_square * .15 / 21 # Rough assessment of mining rate
# Start at time t=1 and increment
for t in range(1, self.lookahead+1):
parked_ships = 0
for fleet, f in zip(self.fleets[player][t], range(0, len(self.fleets[player][t]))):
if not fleet.finished_end and fleet.ship_count > 0:
if fleet.docked_end:
parked_ships += fleet.ship_count
if player == self.enemy and PAR['phantom_income']:
phantom_income += parked_ships * mining_rate_per_ship[t]
# Produce new ships at the source, if possible
for s in range(0, len(self.yards[player][t])):
yard = self.yards[player][t][s]
# Mark as a terminal location
self.terminal[t, yard.x, yard.y] = 1
# Mark the location of the yard
self.yard_locations[t, yard.x, yard.y] = 1
if player == self.me and not yard.captured_start:
self.my_bases[t, yard.x, yard.y] = 1
if t == 1:
self.my_bases[0, yard.x, yard.y] = 1
if player == self.enemy and yard.turns_controlled > 0 and not yard.captured_start:
self.enemy_bases[t, yard.x, yard.y] = 1
if t == 1:
self.enemy_bases[0, yard.x, yard.y] = 1
if t == 1 and yard.x == self.origin_yard.position.x and yard.y == self.origin_yard.position.y:
dont_produce = True # Don't produce in same yard, since we'll probably launch
else:
dont_produce = False
if not yard.captured_start and yard.turns_controlled > 0:
# Build as much as possible.
new_production = min(yard.max_spawn, max(
0, (self.kore_bank[player][t] + phantom_income - source_cum_kore_spent[player][t - 1][
s])) // self.spawn_cost)
if dont_produce:
new_production = 0
source_cum_production[player][t][s] = source_cum_production[player][t-1][s] + new_production
source_cum_kore_spent[player][t][s] = source_cum_kore_spent[player][t -
1][s] + new_production * self.spawn_cost
else:
source_cum_production[player][t][s] = source_cum_production[player][t - 1][s]
source_cum_kore_spent[player][t][s] = source_cum_kore_spent[player][t - 1][s]
# Map surviving fleets to destination sources
fleet_destination_map = [[], []]
for player in range(0, 2):
for fidx, fleet in zip(range(0, len(self.fleets[player][self.lookahead])), self.fleets[player][self.lookahead]):
fleet_destination_map[player].append(-1)
if fidx >= len(self.fleets[player][0]): # Avoid double-counting pseudo-fleets at bases
continue
for t_it, plan_step in zip(range(1, min(self.lookahead, len(fleet.flight_plan))), fleet.flight_plan[:min(self.lookahead, len(fleet.flight_plan))]):
if fidx < len(self.fleets[player][t_it]):
future_fleet = self.fleets[player][t_it][fidx]
if not future_fleet.finished_start:
for yidx, yard in zip(range(0, len(self.yards[player][t_it])), self.yards[player][t_it]):
if not yard.captured_end and yard.x == plan_step[0] and yard.y == plan_step[1]:
fleet_destination_map[player][len(fleet_destination_map[player])-1] = yidx
# Set up phantom and fleet matrices in t=0
for player in range(0, 2):
new = self.phantom[player, 0, :, :, :]
for f, fleet in zip(range(0, len(self.fleets[player][0])), self.fleets[player][0]):
if fleet.docked_start and f < len(self.fleets[player][0]):
new[source_count + f, fleet.x, fleet.y] = fleet.ship_count
else:
self.fleet_matrix[player][0][f][fleet.x][fleet.y] = fleet.ship_count
if player == self.enemy:
self.enemy_fleet_indices[0, fleet.x, fleet.y] = f + 1
else:
self.own_fleet_indices[0, fleet.x, fleet.y] = f + 1
for player in range(0, 2):
for t in range(1, self.lookahead+1):
# Copy prior time step
prior = self.phantom[player, t-1, :, :, :] # Slices, not copies
new = self.phantom[player, t, :, :, :]
# Max of new and prior at same spot
new[:, :, :] = np.maximum(new[:, :, :], prior[:, :, :])
new[:, 1:, :] = np.maximum(new[:, 1:, :], prior[:, :-1, :]) # from left side
new[:, 0, :] = np.maximum(new[:, 0, :], prior[:, -1, :])
# From right side
new[:, :-1, :] = np.maximum(new[:, :-1, :], prior[:, 1:, :])
new[:, -1, :] = np.maximum(new[:, -1, :], prior[:, 0, :])
new[:, :, 1:] = np.maximum(new[:, :, 1:], prior[:, :, :-1]) # from bottom up
new[:, :, 0] = np.maximum(new[:, :, 0], prior[:, :, -1])
# From top down
new[:, :, :-1] = np.maximum(new[:, :, :-1], prior[:, :, 1:])
new[:, :, -1] = np.maximum(new[:, :, -1], prior[:, :, 0])
# Add cumulative production to the origin point of the yard
if player == self.enemy:
for yard, idx in zip(self.yards[player][t], range(0, len(self.yards[player][t]))):
new[idx, yard.x, yard.y] = source_cum_production[player][t][idx]
else: # Treat identically, but no phantom production
for yard, idx in zip(self.yards[player][t], range(0, len(self.yards[player][t]))):
new[idx, yard.x, yard.y] = source_cum_production[player][t][idx]
# Indicate present status of the fleets
for fleet, f in zip(self.fleets[player][t], range(0, len(self.fleets[player][t]))):
if f >= len(self.fleets[player][0]):
continue
if fleet.docked_end and not fleet.docked_start:
# new[source_count+f, fleet.x, fleet.y] = fleet.ship_count # Docked ships convert to phantom
# # Find how many ships were in this fleet last turn
if fleet.flight_plan_str == 'DOCK':
prior_ships = fleet.ship_count
else:
prior_ships = self.fleets[player][t-1][f].ship_count
# If we just captured a yard, then our ship count is has already netted out defenders
# We should use the prior turn's ship count instead, so that they cancel out
new[source_count + f, fleet.x, fleet.y] = prior_ships
elif not fleet.docked_end:
self.fleet_matrix[player][t][f][fleet.x][fleet.y] = fleet.ship_count # Non-docked are marked as flyers
if player == self.enemy:
self.enemy_fleet_indices[t, fleet.x, fleet.y] = f+1
self.cargo_val[t, fleet.x, fleet.y] += fleet.kore
# if self.yard_locations[t, fleet.x, fleet.y] != 1: # Don't look at adjacencies on arrival turn
# for offset in [[0, 1], [0, -1], [1, 0], [-1, 0]]:
# x = fleet.x + offset[0]
# y = fleet.y + offset[1]
# x = fix_dim(x)
# y = fix_dim(y)
# if self.yard_locations[t, x, y] != 1: # Don't get credit at bases!
# #self.strat_val[t, x, y] += fleet.ship_count * 10
# self.cargo_val[t, x, y] += fleet.kore * 0.4
# self.cargo_destroyed_val[t, x, y] += fleet.kore * 0.4
elif player == self.me:
self.own_fleet_indices[t, fleet.x, fleet.y] = f + 1
if self.fleets[player][t][f].flight_plan_str != 'DOCK' and \
'C' in self.fleets[player][t][f].flight_plan_str: # Avoid merging with base builders, creates zombies
self.avoid[t, fleet.x, fleet.y] = 1
# Aggregate into enemy and own phantom matrices
self.own_phantom_v1 = np.ascontiguousarray(
np.sum(self.phantom[self.me, :, :, :, :], axis=1), dtype=np.intc)
self.enemy_phantom_v1 = np.ascontiguousarray(
np.sum(self.phantom[self.enemy, :, :, :, :], axis=1), dtype=np.intc)
# Create single source phantom matrices
self.ss_phantom = np.zeros((2, self.lookahead+1, source_count, self.size, self.size), dtype=np.intc)
for player in [self.me, self.enemy]:
self.ss_phantom[player, :, :, :, :] = self.phantom[player, :, :source_count, :, :]
for fleet, fidx in zip(self.fleets[player][self.lookahead], range(0, len(self.fleets[player][self.lookahead]))):
source = fleet_destination_map[player][fidx]
if source >= 0:
self.ss_phantom[player, :, source, :, :] += self.phantom[player, :, source_count + fidx, :, :]
if len(self.fleets[self.me][self.lookahead]) > 1 and len(self.fleets[self.enemy][self.lookahead]) > 1:
# Use heuristics to assume some coordination loss in phantom fleets
# Phantom for most squares considered to be highest single source only
en_source_raw = np.swapaxes(self.ss_phantom[self.enemy, :, :, :, :], 0, 1)
# Make error correction to phantom for time shift
# en_source = np.zeros(en_source_raw.shape, dtype=np.intc)
# en_source[:, :-1, :, :] = en_source_raw[:, 1:, :, :]
# en_source[:, -1, :, :] = en_source_raw[:, -1, :, :]
en_source = en_source_raw
own_source = np.swapaxes(self.ss_phantom[self.me, :, :, :, :], 0, 1)
self.enemy_phantom = np.ascontiguousarray(np.sort(np.partition(en_source, kth=-1, axis=0)[-1, :, :, :], axis=0).astype(dtype=np.intc))
self.own_phantom = np.ascontiguousarray(
np.sort(np.partition(own_source, kth=-1, axis=0)[-1, :, :, :], axis=0).astype(dtype=np.intc))
# Enemy bases expected to have coordinated defense, so may have up to 2 sources on standby
if en_source.shape[0] > 1:
part = 2
else:
part = 1
two = np.sum(np.sort(np.partition(en_source, kth=-part, axis=0)[-part:,:,:,:], axis=0).astype(dtype=np.single), axis=0).astype(dtype=np.intc)
for t in range(0, self.lookahead+1):
for yard in self.yards[self.enemy][t]:
if not yard.captured_start:
self.enemy_phantom[t, yard.x, yard.y] = two[t, yard.x, yard.y] # Copy five source into base defense
# I can count on 2 source defense of my own bases, I think. Enemy likely to have double source attack.
if own_source.shape[0] > 1:
part = 2
else:
part = 1
two_me = np.sum(np.sort(np.partition(own_source, kth=-part, axis=0)[-part:,:,:,:], axis=0).astype(dtype=np.single), axis=0).astype(dtype=np.intc)
#two = np.sum(np.sort(np.partition(en_source, kth=-2, axis=0)[-5:,:,:,:], axis=0).astype(dtype=np.single), axis=0).astype(dtype=np.intc)
for t in range(0, self.lookahead+1):
for yard in self.yards[self.me][t]:
if not yard.captured_start:
self.own_phantom[t, yard.x, yard.y] = two_me[t, yard.x, yard.y] # Copy two source into base defense
self.enemy_phantom[t, yard.x, yard.y] = two[t, yard.x, yard.y] # Assume attacks are less coordinated
else:
self.own_phantom = self.own_phantom_v1
self.enemy_phantom = self.enemy_phantom_v1
self.own_fleet = np.ascontiguousarray(
np.sum(self.fleet_matrix[self.me, :, :, :, :], axis=1), dtype=np.intc)
self.enemy_fleet = np.ascontiguousarray(
np.sum(self.fleet_matrix[self.enemy, :, :, :, :], axis=1), dtype=np.intc)
self.bop = np.subtract(np.add(self.own_fleet, self.own_phantom), np.add(self.enemy_fleet, self.enemy_phantom)) + self.ship_count
self.true_bop = np.subtract(np.add(self.own_fleet, self.own_phantom_v1), np.add(self.enemy_fleet, self.enemy_phantom_v1)) + self.ship_count
self.true_bop_less_ships = np.subtract(np.add(self.own_fleet, self.own_phantom_v1), np.add(self.enemy_fleet, self.enemy_phantom_v1))
self.quasi_bop_less_ships = np.subtract(np.add(self.own_fleet, self.own_phantom), np.add(self.enemy_fleet, self.enemy_phantom))
#self.make_distance_matrix()
def make_distance_matrix(self):
self.distance = {}
pointset = []
for player in range(0, 2):
for yard in self.yards[player]:
pointset.append(Point(yard.x, yard.y))
for i in range(0, len(pointset)):
for j in range(i, len(pointset)):
distance = self.dm.calc_distance(pointset[i].x, pointset[i].y, pointset[j].x, pointset[j].y)
self.distance[str(pointset[i].x)+'-'+str(pointset[i].y)+'-'+str(pointset[j].x)+'-'+str(pointset[j].y)] = distance
def capture_turn(self, position: Point):
for yard, idx in zip(self.yards[self.me][self.lookahead], range(0, len(self.yards[self.me][self.lookahead]))):
if yard.x == position.x and yard.y == position.y:
break
else:
assert(False)
for t in range(0, self.lookahead+1):
if self.yards[self.me][t][idx].captured_end:
return t
return self.lookahead+1
def time_step(self, t):
for player in range(0, 2):
for fleet in self.fleets[player][t-1]:
self.fleets[player][t].append(fleet.copy())
for yard in self.yards[player][t-1]:
yard_copy = yard.copy()
self.yards[player][t].append(yard_copy)
if not yard.captured_end:
self.shipyard_map[player][t][Point(yard.x, yard.y)] = yard_copy
self.kore_bank[player].append(self.kore_bank[player][t-1])
def mine_single(self, fleet, t):
if fleet.ship_count > 0 and not fleet.finished_end:
mining_rate = min(.99, math.log(fleet.ship_count) / 20)
delta_kore = round(
self.kore[t-1, fleet.x, fleet.y] * mining_rate, 3)
if delta_kore > 0:
fleet.kore += delta_kore
self.kore[t-1, fleet.x, fleet.y] -= delta_kore
def mine(self, t):
for player in range(0, 2):
for fleet in self.fleets[player][t]:
self.mine_single(fleet, t)
def orthogonal_damage(self, t):
incoming_fleet_dmg = [DefaultDict(lambda: DefaultDict(
int)), DefaultDict(lambda: DefaultDict(int))]
for player in range(0, 2):
for fleet in self.fleets[player][t]:
if not fleet.finished_end and not fleet.docked_end:
for direction in Direction.list_directions():
curr_pos = Point(fleet.x, fleet.y).translate(
direction.to_point(), self.size)
for enemy_fleet in self.fleets[abs(player-1)][t]:
if curr_pos.x == enemy_fleet.x and curr_pos.y == enemy_fleet.y:
if not enemy_fleet.finished_end and not enemy_fleet.docked_end:
incoming_fleet_dmg[abs(
player-1)][Point(enemy_fleet.x, enemy_fleet.y)][Point(fleet.x, fleet.y)] = fleet.ship_count
to_distribute = [DefaultDict(lambda: DefaultDict(
int)), DefaultDict(lambda: DefaultDict(int))]
for player in range(0, 2):
for fleet_loc, fleet_dmg_dict in incoming_fleet_dmg[player].items():
for fleet in self.fleets[player][t]:
if fleet_loc.x == fleet.x and fleet_loc.y == fleet.y:
break
damage = sum(fleet_dmg_dict.values())
if damage >= fleet.ship_count:
self.kore[t-1, fleet.x, fleet.y] += fleet.kore / 2
to_split = fleet.kore / 2
for f_loc, dmg in fleet_dmg_dict.items():
to_distribute[abs(player-1)][f_loc][f_loc.to_index( # Put in other player's to_distribute pile
self.size)] = to_split * dmg/damage
self.delete_fleet(player, t, fleet)
else:
fleet.ship_count -= damage
# give kore claimed above to surviving fleets, otherwise add it to the kore of the tile where the fleet died
for player in range(0, 2):
# to_distribute.items()
for fleet_loc, loc_kore_dict in to_distribute[player].items():
for fleet in self.fleets[player][t]:
if fleet_loc.x == fleet.x and fleet_loc.y == fleet.y and not fleet.finished_end:
break
else: # Is dead
for loc_idx, kore in loc_kore_dict.items():
location = Point.from_index(loc_idx, self.size)
self.kore[t, location.x, location.y] += kore
return
# If still alive
fleet.kore += sum(loc_kore_dict.values())
def update_yard_maps(self, t):
for player in range(0, 2):
for yard in self.yards[player][t]:
if not yard.captured_end:
self.yard_map[player][t][Point(yard.x, yard.y)] = yard
def delete_fleet(self, player, t, fleet):
fleet.kore = 0
fleet.ship_count = 0
fleet.finished_end = True
def dock_fleet(self, fleet):
fleet.kore = 0
fleet.docked_end = True
def delete_shipyard(self, player, t, yard):
for i in range(len(self.yards[player][t])-1, -1, -1):
yard_org = self.yards[player][t][i]
if yard.x == yard_org.x and yard.y == yard_org.y:
yard_org.captured_end = True
break
self.shipyard_map[player][t].pop(Point(yard.x, yard.y))
def deposit_kore_single(self, fleet, player, t):
if Point(fleet.x, fleet.y) in self.shipyard_map[player][t] and not fleet.docked_end:
self.kore_bank[player][t] += fleet.kore
self.dock_fleet(fleet)
return True
def deposit_kore(self, t):
for player in range(0, 2):
for fleet in self.fleets[player][t]:
self.deposit_kore_single(fleet, player, t)
def resolve_shipyard_collision(self, fleet, player, t):
enemy = abs(player - 1)
location = Point(fleet.x, fleet.y)
if not fleet.finished_end and not fleet.docked_end:
if location in self.shipyard_map[enemy][t]:
yard = self.shipyard_map[enemy][t][location]
# Will collide with fleets at base first
# if fleet.ship_count > yard.ship_count:
new_yard = NeoYard(
yard.x, yard.y, 0)
self.kore_bank[player][t] += fleet.kore
self.yards[player][t].append(new_yard)
self.shipyard_map[player][t][location] = new_yard
self.dock_fleet(fleet)
yard.captured_end = True
self.delete_shipyard(enemy, t, yard)
return True, new_yard
return False, None
def resolve_shipyard_collisions(self, t):
for player in range(0, 2):
for fleet in self.fleets[player][t]:
self.resolve_shipyard_collision(fleet, player, t)
def resolve_fleet_collisions(self, t):
for fleet in self.fleets[0][t]:
if not fleet.finished_end:
for other_fleet in self.fleets[1][t]:
if other_fleet.x == fleet.x and other_fleet.y == fleet.y and not other_fleet.finished_end:
if fleet.ship_count == other_fleet.ship_count: # No winner
if fleet.docked_end:
self.kore_bank[0][t] += other_fleet.kore
else:
self.kore[t-1, other_fleet.x, other_fleet.y] += other_fleet.kore
if other_fleet.docked_end:
self.kore_bank[1][t] += fleet.kore
else:
self.kore[t, fleet.x, fleet.y] += fleet.kore
self.delete_fleet(0, t, fleet)
self.delete_fleet(1, t, other_fleet)
break
elif fleet.ship_count > other_fleet.ship_count:
fleet.ship_count -= other_fleet.ship_count
if fleet.docked_end:
self.kore_bank[0][t] += other_fleet.kore
else:
fleet.kore += other_fleet.kore
self.delete_fleet(1, t, other_fleet)
else:
other_fleet.ship_count -= fleet.ship_count
if other_fleet.docked_end:
self.kore_bank[1][t] += fleet.kore
else:
other_fleet.kore += fleet.kore
self.delete_fleet(0, t, fleet)
def coalesce_fleets(self, t):
for player in range(0, 2):
collision_sets = []
already_collided = []
for i in range(0, len(self.fleets[player][t])):
if not self.fleets[player][t][i].finished_end and not self.fleets[player][t][i].docked_end and i not in already_collided: # Dock collisions allowed
collision = False
collision_set = [i]
j = i + 1
while j < len(self.fleets[player][t]):
if not self.fleets[player][t][j].finished_end and not self.fleets[player][t][j].docked_end:
if self.fleets[player][t][j].x == self.fleets[player][t][i].x and self.fleets[player][t][j].y == self.fleets[player][t][i].y:
collision = True
already_collided.append(j)
collision_set.append(j)
j += 1
if collision:
collision_sets.append(collision_set)
for collision_set in collision_sets:
winner = self.collide_priority(player, t, collision_set)
for q in range(0, len(collision_set)):
if collision_set[q] != winner:
self.fleets[player][t][winner].ship_count += self.fleets[player][t][collision_set[q]].ship_count
self.fleets[player][t][winner].kore += self.fleets[player][t][collision_set[q]].kore
self.delete_fleet(
player, t, self.fleets[player][t][collision_set[q]])
def collide_priority(self, player, t, collision_set):
winner = collision_set[0]
for i in range(1, len(collision_set)):
if self.fleets[player][t][winner].ship_count < self.fleets[player][t][collision_set[i]].ship_count or (self.fleets[player][t][winner].ship_count == self.fleets[player][t][collision_set[i]].ship_count and self.fleets[player][t][winner].kore < self.fleets[player][t][collision_set[i]].kore) or (self.fleets[player][t][winner].ship_count == self.fleets[player][t][collision_set[i]].ship_count and self.fleets[player][t][winner].kore == self.fleets[player][t][collision_set[i]].kore and self.fleets[player][t][collision_set[i]].face == NORTH) or (self.fleets[player][t][winner].ship_count == self.fleets[player][t][collision_set[i]].ship_count and self.fleets[player][t][winner].kore == self.fleets[player][t][collision_set[i]].kore and self.fleets[player][t][collision_set[i]].face == EAST and self.fleets[player][t][winner].face in [SOUTH, WEST]) or (self.fleets[player][t][winner].ship_count == self.fleets[player][t][collision_set[i]].ship_count and self.fleets[player][t][winner].kore == self.fleets[player][t][collision_set[i]].kore and self.fleets[player][t][collision_set[i]].face == SOUTH and self.fleets[player][t][winner].face == WEST):
winner = collision_set[i]
return winner
def move_fleet(self, fleet, t):
if not fleet.docked_end and not fleet.finished_end:
fleet.x = fleet.flight_plan[t-1][0]
fleet.y = fleet.flight_plan[t-1][1]
def move_fleets(self, t):
for player in range(0, 2):
for fleet in self.fleets[player][t]:
self.move_fleet(fleet, t)
#fleet.flight_plan = fleet.flight_plan[1:]
def make_shipyard(self, t, fleet, player, to_delete):
new_yard = None
if fleet.flight_plan[t-1][2] > CONSTRUCTION: # Want to build a shipyard
if fleet.ship_count > self.board.configuration.convert_cost: # Have enough ships?
fleet.ship_count -= self.board.configuration.convert_cost
if fleet.ship_count == 0:
to_delete.append(fleet)
self.kore_bank[player][t] += fleet.kore
self.dock_fleet(fleet)
new_yard = NeoYard(
fleet.flight_plan[t-1][0], fleet.flight_plan[t-1][1], 0)
self.yards[player][t].append(new_yard)
else:
# Skip if failed
# fleet.flight_plan = fleet.flight_plan[1:]
del fleet.flight_plan[t-1]
return to_delete, new_yard
def make_shipyards(self, t):
to_delete = []
for player in range(0, 2):
for fleet in self.fleets[player][t]:
to_delete, yard = self.make_shipyard(t, fleet, player, to_delete)
for fleet in to_delete:
self.delete_fleet(player, t, fleet)
def increase_shipyard_turns_controlled(self, t):
for player in range(0, 2):
for yard in self.yards[player][t]:
if not yard.captured_end:
yard.turns_controlled += 1
def init_kore(self):
for cell in self.board.cells.values():
self.kore[0, cell.position.x, cell.position.y] = cell.kore
def update_kore(self, t):
self.kore[t, :, :] = self.kore[t-1, :, :]
def regen_kore(self, t: int): # vectorized kore regeneration
if t < self.lookahead:
self.kore[t, :, :][self.kore[t-1, :, :] < self.board.configuration.max_cell_kore] = (
self.kore[t-1, :, :][self.kore[t-1, :, :] < self.board.configuration.max_cell_kore] * (1 + self.board.configuration.regen_rate))
self.kore[t, :, :][self.kore[t-1, :, :] >= self.board.configuration.max_cell_kore] = self.kore[t-1, :, :][self.kore[t-1, :, :] >= self.board.configuration.max_cell_kore]
# BUG: should not regen if fleets on top if it.
def plan_trajectory(self, fleet):
fleet.flight_plan = []
if not fleet.finished_end:
x = fleet.x
y = fleet.y
running_plan = fleet.flight_plan_str
count = self.lookahead
orig_face = fleet.face
while count >= 0:
if running_plan == 'DOCK':
next_loc = [x, y, fleet.face]
elif len(running_plan) == 0 or running_plan[0].isdigit():
if fleet.face == NORTH:
y += 1
y = fix_dim(y)
elif fleet.face == SOUTH:
y -= 1
y = fix_dim(y)
elif fleet.face == EAST:
x += 1
x = fix_dim(x)
elif fleet.face == WEST:
x -= 1
x = fix_dim(x)
next_loc = [x, y, fleet.face]
step_len = 0
if len(running_plan) > 0 and running_plan[0].isdigit():
for i in range(0, len(running_plan)):
if running_plan[i].isdigit():
step_len += 1
else:
break
steps_remaining = int(running_plan[0:step_len]) - 1
if steps_remaining > 0:
running_plan = str(
steps_remaining) + running_plan[step_len:]
else:
running_plan = running_plan[step_len:]
elif running_plan[0] == 'C':
next_loc = [x, y, fleet.face + CONSTRUCTION]
count += 1
running_plan = running_plan[1:]
else:
if running_plan[0] == 'N':
y += 1
y = fix_dim(y)
next_loc = [x, y, NORTH]
fleet.face = NORTH
if running_plan[0] == 'S':
y -= 1
y = fix_dim(y)
next_loc = [x, y, SOUTH]
fleet.face = SOUTH
if running_plan[0] == 'E':
x += 1
x = fix_dim(x)
next_loc = [x, y, EAST]
fleet.face = EAST
if running_plan[0] == 'W':
x -= 1
x = fix_dim(x)
next_loc = [x, y, WEST]
fleet.face = WEST
running_plan = running_plan[1:]
for axis in [0, 1]:
if next_loc[axis] < 0:
next_loc[axis] += self.board.configuration.size
elif next_loc[axis] == self.board.configuration.size:
next_loc[axis] = 0
fleet.flight_plan.append(next_loc)
count -= 1
fleet.face = orig_face # Reset facing to original
def plan_trajectories(self):
for player in range(0, 2):
for fleet in self.fleets[player][0]:
self.plan_trajectory(fleet)
def get_fleets(self):
for fleet in self.board.fleets.values():
if fleet.player_id == self.me:
self.initialize_fleet(fleet, self.me)
else:
self.initialize_fleet(fleet, self.enemy)
def initialize_fleet(self, fleet: Fleet, player: int):
if fleet.direction == Direction.NORTH:
face = NORTH
elif fleet.direction == Direction.SOUTH:
face = SOUTH
elif fleet.direction == Direction.EAST:
face = EAST
elif fleet.direction == Direction.WEST:
face = WEST
else:
face = NONE
fleet = NeoFleet(fleet.ship_count, fleet.flight_plan,
fleet.position.x, fleet.position.y, face, fleet.kore, self.lookahead)
self.fleets[player][0].append(fleet)
return fleet
def get_shipyards(self):
for yard in self.board.shipyards.values():
if yard.player_id == self.me:
self.initialize_yard(yard, self.me)
else:
self.initialize_yard(yard, self.enemy)
#if yard.ship_count > 0:
def initialize_yard(self, yard: Shipyard, player: int):
neo_yard = NeoYard(yard.position.x, yard.position.y,
yard._turns_controlled)
if Point(neo_yard.x, neo_yard.y) != self.origin_yard.position: # Special case for the origin shipyard, so we don't double-count fleets we're about to launch
next_action = yard.next_action
if next_action is not None and next_action.action_type == ShipyardActionType.SPAWN:
#neo_yard.ship_count += next_action.num_ships
# self.initialize_fleet(
# Fleet('x', next_action.num_ships + yard.ship_count, Direction.NORTH, Point(yard.position.x, yard.position.y), 0.0, 'DOCK',
# player, self.board), player)
self.initialize_fleet(
Fleet('x', yard.ship_count, Direction.NORTH, Point(yard.position.x, yard.position.y), 0.0, 'DOCK',
player, self.board), player)
# self.kore_bank[player][0] -= next_action.num_ships * \
# self.spawn_cost
# assert(self.kore_bank[player][0] >= 0)
#pass
elif next_action is not None and next_action.action_type == ShipyardActionType.LAUNCH:
#neo_yard.ship_count -= next_action.num_ships
#assert(neo_yard.ship_count >= 0)
fleet_at_yard = None
for fleet in self.fleets[player][0]:
if yard.position.x == fleet.x and yard.position.y == fleet.y:
fleet_at_yard = fleet
break
if fleet_at_yard:
self.fleets[player][0].append(NeoFleet(next_action.num_ships, next_action.flight_plan, yard.position.x, yard.position.y, NONE, 0, self.lookahead+1))
if next_action.num_ships < fleet_at_yard.ship_count:
docked_fleet = NeoFleet(fleet_at_yard.ship_count - next_action.num_ships, 'DOCK', yard.position.x, yard.position.y, NONE, 0,
self.lookahead + 1)
docked_fleet.docked_start = True
docked_fleet.docked_end = True
self.fleets[player][0].append(docked_fleet)
else:
docked_fleet = NeoFleet(yard.ship_count, 'DOCK', yard.position.x,
yard.position.y, NONE, 0,
self.lookahead + 1)