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simulations.py
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simulations.py
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"""
Python scripts to simulate the game "The Resistance: Coup designed by Rikki Tahta
The purpose of this project is to model human personalities and predict/score
behaviors and bluffs in order to win the game.
"""
__author__ = "William Dizon"
__license__ = "GNU GPL v3.0"
__version__ = "0.0.1"
__email__ = "wdchromium@gmail.com"
from coup import *
from itertools import cycle
from heuristics import PERSONALITIES
from random import random, choice
def run(simulation, players, iterations):
from collections import Counter
wins = Counter()
for _ in range(iterations):
wins.update([simulation(players).winner.alpha,])
return dict(wins)
def sim_random_actions_random_targets_no_blocking(players):
"""
AI PROFILE:
Action Used Targets Blocked
income yes
foreign_aid yes no
coup yes
steal yes random no
tax yes
assassinate yes random no
exchange yes random no
"""
testgame = Play_Coup(players, PERSONALITIES.keys())
for acting_player in cycle(testgame.players):
if not acting_player.influence_remaining:
continue
elif len(testgame) == 1:
return testgame
while 1:
try:
action = choice(list(Play_Coup.ACTIONS['all']))
if action == 'steal':
random_player = acting_player.select_opponent(testgame.players)
acting_player.perform(action, random_player)
elif action == 'assassinate':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
elif action == 'foreign_aid':
acting_player.perform(action)
elif action == 'exchange':
acting_player.perform(action, testgame.court_deck)
elif action == 'coup':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
else:
acting_player.perform(action)
except (IllegalTarget, IllegalAction):
pass
else:
break
def sim_random_actions_random_targets_selfish_blocks_no_doubts(players):
"""
AI PROFILE:
Action Used Targets Blocked
income yes
foreign_aid yes if random char is duke
coup yes
steal yes random victim/honest
tax yes
assassinate yes random victim/honest
exchange yes random no
"""
testgame = Play_Coup(players, PERSONALITIES.keys())
for acting_player in cycle(testgame.players):
if not acting_player.influence_remaining:
continue
elif len(testgame) == 1:
return testgame
while 1:
try:
action = choice(list(Play_Coup.ACTIONS['all']))
if action == 'steal':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
acting_player.perform(action, random_player)
elif action == 'assassinate':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
elif action == 'foreign_aid':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, None, random_player)
acting_player.perform(action)
elif action == 'exchange':
acting_player.perform(action, testgame.court_deck)
elif action == 'coup':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
else:
acting_player.perform(action)
except (IllegalTarget, IllegalAction):
pass
except BlockedAction:
break
else:
break
def sim_naive_actions_calculated_targets_selfish_blocks_no_doubts(players):
"""
AI PROFILE:
Action Used Targets Blocked
income yes
foreign_aid yes any available duke
coup yes
steal yes unlikely victim only
tax yes
assassinate yes unlikely victim only
exchange yes unlikely no
"""
testgame = Play_Coup(players, PERSONALITIES.keys())
for acting_player in cycle(testgame.players):
if not acting_player.influence_remaining:
continue
elif len(testgame) == 1:
return testgame
while 1:
try:
action = acting_player.random_naive_priority()
if action == 'steal':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.calculate('probable', 'blocks'):
raise RethinkAction(action, acting_player, random_player)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
acting_player.perform(action, random_player)
elif action == 'assassinate':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
elif action == 'foreign_aid':
for savior in testgame.filter_out_players([acting_player]):
if action in savior.valid_blocks:
raise BlockedAction(action, acting_player, None, savior)
acting_player.perform(action)
elif action == 'exchange':
acting_player.perform(action, testgame.court_deck)
elif action == 'coup':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
else:
acting_player.perform(action)
except (IllegalTarget, IllegalAction):
pass
except RethinkAction:
pass
except BlockedAction:
break
else:
break
def sim_naive_actions_calculated_targets_calculated_blocks_no_doubts(players):
"""
AI PROFILE:
Action Used Targets Blocked
income yes
foreign_aid yes victim/by ai profile
coup yes
steal yes unlikely victim/by ai profile
tax yes
assassinate yes unlikely victim/by ai profile
exchange yes random no
"""
testgame = Play_Coup(players, PERSONALITIES.keys())
for acting_player in cycle(testgame.players):
if not acting_player.influence_remaining:
continue
elif len(testgame) == 1:
return testgame
while 1:
try:
action = acting_player.random_naive_priority()
if action == 'steal':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.calculate('probable', 'blocks'):
raise RethinkAction(action, acting_player, random_player)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
for savior in testgame.filter_out_players([acting_player, random_player]):
if savior.will_intervene(action, acting_player, random_player):
raise BlockedAction(action, acting_player, random_player, savior)
acting_player.perform(action, random_player)
elif action == 'assassinate':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.calculate('probable', 'blocks'):
raise RethinkAction(action, acting_player, random_player)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
for savior in testgame.filter_out_players([acting_player, random_player]):
if savior.will_intervene(action, acting_player, random_player):
raise BlockedAction(action, acting_player, random_player, savior)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
elif action == 'foreign_aid':
for savior in testgame.filter_out_players([acting_player]):
if savior.will_intervene(action, acting_player):
raise BlockedAction(action, acting_player, None, savior)
acting_player.perform(action)
elif action == 'exchange':
acting_player.perform(action, testgame.court_deck)
elif action == 'coup':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
else:
acting_player.perform(action)
except (IllegalTarget, IllegalAction):
pass
except BlockedAction:
break
except RethinkAction:
pass
else:
break
def sim_calculated_actions_calculated_targets_more_calculated_blocks_no_doubts(players):
"""
AI PROFILE:
Action Used Targets Blocked
income yes
foreign_aid yes victim/by ai profile
coup yes
steal yes best_guess victim/by ai profile
tax yes
assassinate yes best_guess victim/by ai profile
exchange yes random no
"""
testgame = Play_Coup(players, PERSONALITIES.keys())
for acting_player in cycle(testgame.players):
if not acting_player.influence_remaining:
continue
elif len(testgame) == 1:
return testgame
while 1:
try:
action = acting_player.random_naive_priority()
if action == 'steal':
random_player = acting_player.select_opponent(testgame.players)
if (action in random_player.calculate('probable', 'blocks') and random() > .24):
raise RethinkAction(action, acting_player, random_player)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
for savior in testgame.filter_out_players([acting_player, random_player]):
if savior.will_intervene(action, acting_player, random_player):
raise BlockedAction(action, acting_player, random_player, savior)
acting_player.perform(action, random_player)
elif action == 'assassinate':
random_player = acting_player.select_opponent(testgame.players)
if (action in random_player.calculate('probable', 'blocks') and random() > .24):
raise RethinkAction(action, acting_player, random_player)
if action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
for savior in testgame.filter_out_players([acting_player, random_player]):
if savior.will_intervene(action, acting_player, random_player):
raise BlockedAction(action, acting_player, random_player, savior)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
elif action == 'foreign_aid':
for savior in testgame.filter_out_players([acting_player]):
if savior.will_intervene(action, acting_player):
raise BlockedAction(action, acting_player, None, savior)
acting_player.perform(action)
elif action == 'exchange':
acting_player.perform(action, testgame.court_deck)
elif action == 'coup':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
else:
acting_player.perform(action)
except (IllegalTarget, IllegalAction):
pass
except BlockedAction:
break
except RethinkAction:
pass
else:
break
def sim_calculated_actions_calculated_targets_more_calculated_blocks_systemic_doubts(players):
"""
AI PROFILE:
Action Used Targets Blocked
income yes
foreign_aid yes victim/by ai profile
coup yes
steal yes best_guess victim/by ai profile
tax yes
assassinate yes best_guess victim/by ai profile
exchange yes random no
"""
testgame = Play_Coup(players, PERSONALITIES.keys())
for acting_player in cycle(testgame.players):
if not acting_player.influence_remaining:
continue
elif len(testgame) == 1:
return testgame
while 1:
try:
action = acting_player.random_naive_priority()
#print '{0} performing {1} (coins={2})'.format(acting_player, action, acting_player.coins)
if action == 'income':
acting_player.perform(action)
break
if action == 'tax':
acting_player.perform(action)
break
elif action == 'coup':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
break
elif action == 'foreign_aid':
for savior in testgame.filter_out_players([acting_player]):
if savior.will_intervene(action, acting_player):
for spectators in testgame.filter_out_players([acting_player, savior]):
spectators.didnt_block_as['spectator'].extend([action])
raise BlockedAction(action, acting_player, None, savior)
else:
acting_player.perform(action)
break
elif action == 'steal':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.calculate('probable', 'blocks') and random() > .33:
raise RethinkAction(action, acting_player, random_player)
elif action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
else:
for savior in testgame.filter_out_players([acting_player, random_player]):
if savior.will_intervene(action, acting_player, random_player):
raise BlockedAction(action, acting_player, random_player, savior)
for doubter in testgame.filter_out_players([acting_player]):
if doubter.will_callout(action, acting_player):
if action in acting_player.valid_actions:
acting_player.perform(action, random_player)
raise QuestionInfluence(doubter, acting_player, 'Captain', testgame.court_deck, 'steal')
acting_player.perform(action, random_player)
for spectators in testgame.filter_out_players([acting_player, savior]):
spectators.didnt_block_as['spectator'].extend([action])
break
elif action == 'assassinate':
random_player = acting_player.select_opponent(testgame.players)
if action in random_player.calculate('probable', 'blocks') and random() > .33:
raise RethinkAction(action, acting_player, random_player)
elif action in random_player.valid_blocks:
raise BlockedAction(action, acting_player, random_player, None)
else:
for savior in testgame.filter_out_players([acting_player, random_player]):
if savior.will_intervene(action, acting_player, random_player):
raise BlockedAction(action, acting_player, random_player, savior)
for doubter in testgame.filter_out_players([acting_player]):
if doubter.will_callout(action, acting_player):
if action in acting_player.valid_actions:
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
raise QuestionInfluence(doubter, acting_player, 'Assassin', testgame.court_deck, 'assassinate')
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
for spectators in testgame.filter_out_players([acting_player, random_player]):
spectators.didnt_block_as['spectator'].extend([action])
break
elif action == 'exchange':
for doubter in testgame.filter_out_players([acting_player]):
if doubter.will_callout(action, acting_player):
if action in acting_player.valid_actions:
acting_player.perform(action, testgame.court_deck)
raise QuestionInfluence(doubter, acting_player, 'Ambassador', testgame.court_deck, 'block_exchange')
break
elif action == 'coup':
random_player = acting_player.select_opponent(testgame.players)
position, random_target = random_player.random_remaining_influence
acting_player.perform(action, random_target)
random_player.remove_suspicion(str(random_target))
break
except (IllegalAction, IllegalTarget):
pass
except BlockedAction:
break
except RethinkAction:
pass
except QuestionInfluence:
break
def sim_a_full_on_yomi(players):
testgame = Play_Coup(players, PERSONALITIES.keys())
for acting_player in cycle(testgame.players):
if not acting_player.influence_remaining:
continue
elif len(testgame) == 1:
return testgame
action_plan = []
remaining_opponent = None
if len(testgame) == 2:
remaining_opponent = acting_player.select_opponent(testgame.players)
action_plan = acting_player.one_on_one_strategy(remaining_opponent.best_guess, True)
while 1:
try:
if action_plan:
action = action_plan.pop(0)
else:
action = acting_player.random_naive_priority()
if action == 'income':
acting_player.perform(action)
break
if action == 'tax':
acting_player.perform(action)
break
elif action == 'coup':
if remaining_opponent:
victim = remaining_opponent
else:
for random_opponent in testgame.filter_out_players([acting_player]):
if not acting_player.wins_duel(random_opponent):
victim = random_opponent
break
else:
victim = acting_player.select_opponent(testgame.players)
position, random_target = victim.random_remaining_influence
acting_player.perform(action, random_target)
victim.remove_suspicion(str(random_target))
break
elif action == 'foreign_aid':
for savior in testgame.filter_out_players([acting_player]):
if not savior.wins_duel(acting_player):
opponent = savior
break
else:
opponent = None
if opponent and opponent.will_intervene(action, acting_player):
for spectators in testgame.filter_out_players([acting_player, opponent]):
spectators.didnt_block_as['spectator'].extend([action])
if acting_player.will_callout('block_foreign_aid', opponent) and \
acting_player.plays_numbers and \
random() > AI_Persona.probability_player_influences(testgame.players, opponent, 'Duke', acting_player):
if action not in opponent.valid_blocks:
acting_player.perform(action)
raise QuestionInfluence(acting_player, opponent, 'Duke', testgame.court_deck, 'foreign_aid')
elif action in opponent.valid_blocks:
raise BlockedAction(action, acting_player, None, opponent)
acting_player.perform(action)
break
elif action == 'steal':
if remaining_opponent:
victim = remaining_opponent
else:
for opponent in testgame.filter_out_players([acting_player]):
if not acting_player.wins_duel(opponent) and action not in opponent.calculate('judge', 'blocks'):
victim = opponent
break
else:
victim = acting_player.select_opponent(testgame.players)
if action in victim.valid_blocks:
raise BlockedAction(action, acting_player, victim, None)
else:
for savior in testgame.filter_out_players([acting_player, victim]):
representing = savior.will_intervene(action, acting_player, victim)
if representing:
#logic to doubt savior (ambassador doesnt leave hints, so excess failed callouts)
'''for doubter in testgame.filter_out_players([acting_player, savior, victim]):
if doubter.will_callout('block_steal', savior):
if action not in savior.valid_blocks:
acting_player.perform(action, victim)
self.ACTIONS[acting_player.alpha].append(action)
raise QuestionInfluence(doubter, savior, representing, testgame.court_deck, 'block_steal')
'''
for spectators in testgame.filter_out_players([acting_player, savior, victim]):
spectators.didnt_block_as['spectator'].extend([action])
raise BlockedAction(action, acting_player, victim, savior)
for doubter in testgame.filter_out_players([acting_player]):
if doubter.will_callout(action, acting_player):
if action in acting_player.valid_actions:
acting_player.perform(action, victim)
raise QuestionInfluence(doubter, acting_player, 'Captain', testgame.court_deck, 'steal')
acting_player.perform(action, victim)
for spectators in testgame.filter_out_players([acting_player]):
spectators.didnt_block_as['spectator'].extend([action])
break
elif action == 'assassinate':
if remaining_opponent:
victim = remaining_opponent
else:
for opponent in testgame.filter_out_players([acting_player]):
if not acting_player.wins_duel(opponent) and \
random() > AI_Persona.probability_player_influences(testgame.players, opponent, 'Contessa', acting_player):
victim = opponent
break
else:
victim = acting_player.select_opponent(testgame.players)
if action in victim.valid_blocks:
raise BlockedAction(action, acting_player, victim, None)
else:
for savior in testgame.filter_out_players([acting_player, victim]):
representing = savior.will_intervene(action, acting_player, victim)
if representing:
for spectators in testgame.filter_out_players([acting_player, savior, victim]):
spectators.didnt_block_as['spectator'].extend([action])
#omitted logic to doubt savior (contessa doesnt leave hints, so excess failed callouts)
raise BlockedAction(action, acting_player, victim, savior)
for doubter in testgame.filter_out_players([acting_player]):
if doubter.will_callout(action, acting_player):
if action in acting_player.valid_actions:
position, random_target = victim.random_remaining_influence
acting_player.perform(action, random_target)
victim.remove_suspicion(str(random_target))
raise QuestionInfluence(doubter, acting_player, 'Assassin', testgame.court_deck, 'assassinate')
position, random_target = victim.random_remaining_influence
acting_player.perform(action, random_target)
victim.remove_suspicion(str(random_target))
for spectators in testgame.filter_out_players([acting_player, victim]):
spectators.didnt_block_as['spectator'].extend([action])
break
elif action == 'exchange':
for doubter in testgame.filter_out_players([acting_player]):
if doubter.will_callout(action, acting_player) and \
doubter.plays_numbers and \
random() > AI_Persona.probability_player_influences(testgame.players, acting_player, 'Ambassador', doubter):
if action in acting_player.valid_actions:
acting_player.perform(action, testgame.court_deck)
raise QuestionInfluence(doubter, acting_player, 'Ambassador', testgame.court_deck, 'exchange')
acting_player.perform(action, testgame.court_deck)
break
except IllegalAction:
pass
except IllegalTarget:
pass
except BlockedAction:
break
except RethinkAction:
pass
except QuestionInfluence:
break
def duel(coup_game):
duel = Play_Coup(2)
duel.players[0] = coup_game.players[0].clone()
duel.players[1] = coup_game.players[1].clone()
for acting_player in cycle(duel.players):
try:
if not acting_player.influence_remaining:
continue
elif len(duel) == 1:
return duel
opp = [duel.players[0], duel.players[1]][acting_player is duel.players[0]]
assert(acting_player is not opp)
action_plan = acting_player.one_on_one_strategy(opp.alpha, True)
while 1:
action = action_plan.pop(0)
if action not in acting_player.valid_actions + ['foreign_aid','income','coup']:
pass
elif action in opp.valid_blocks:
break
else:
if action in ['income', 'tax', 'foreign_aid']:
acting_player.perform(action)
elif action in ['assassinate', 'coup']:
position, random_target = opp.random_remaining_influence
acting_player.perform(action, random_target)
elif action in ['exchange']:
acting_player.perform('exchange', duel.players)
elif action in ['steal']:
acting_player.perform('steal', opp)
break
except IllegalTarget:
continue