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ai.pyx
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import copy
import tiles
import pickups
cdef class AiNode #forward declaration
cdef class Node:
"""An abstract node used in PredictionTree.
public members:
- generation: the generation of this node
- parent: this nodes parent
"""
cdef int generation
cdef readonly AiNode smartnode
cdef Node parent
cdef object childeren
cdef float _best_score
cdef float score
def __init__( self, AiNode smartnode, Node parent = None ):
self.smartnode = smartnode
self.parent = parent
self.childeren = None
self._best_score = -999
if parent is not None:
self.generation = parent.generation+1
else:
self.generation = 0
cdef object generate_childeren( Node self ):
"""Generate and return the list of childeren nodes of this node
"""
childeren = self.smartnode._generate_childeren()
self.childeren = []
for child in childeren:
self.childeren.append( Node(child, self) )
return self.childeren
cdef int get_generation( Node self, Node ancestor_node ):
"""Return the amount of generations to its ancestor.
Returns -1 if the given ancestor is not an ancestor
"""
cdef int generation
cdef Node node_it
generation = 0
node_it = self
while node_it is not None and node_it is not ancestor_node:
node_it = node_it.parent
generation = generation + 1
if node_it is None:
generation = -1
return generation
# used externally!!!!
def get_childeren( self ):
return self.childeren
cdef float calc_score( Node self ):
"""Return the individual score of this node
"""
return self.smartnode._calc_score(self.generation)
cdef float get_total_score( Node self ):
"""Return the total score (parentscores+self) of this node
"""
cdef Node node
cdef float total_score
cdef int i
scores = []
node = self
total_score = 0
i = 0
while node is not None:
i = i + 1
total_score = total_score + node.score * i
node = node.parent
return total_score / i
cdef void set_score( Node self, float score ):
"""Set the score of this node, and possibly update other nodes in its path.
Other nodes are only updated if this node didn't have best score, or
when it's a leaf node.
"""
self.score = score
# handle best score
if self.is_leaf() or self._best_score == -999:
self._best_score = self.get_total_score()
if self.parent is not None:
self.parent._recalc_best_score()
cdef void _recalc_best_score( Node self ):
# assert self.childeren is not None and len(self.childeren) > 0, "Only childeren call this function, so they must exist"
cdef Node child
cdef float old_score
old_score = self._best_score
self._best_score = -999
for child in self.childeren:
if self._best_score == -999 or \
child._best_score > self._best_score:
self._best_score = child._best_score
if self._best_score <> old_score and \
self.parent is not None:
self.parent._recalc_best_score()
# used externally!!!
def get_best_score( self ):
"""Return the highest score that this node can reach.
"""
return self._best_score
# used externally!!!
def get_score( self ):
return self.score
def get_best_childs( self ):
cdef Node child, best_child
if self.childeren is None:
return []
best_childs = []
for child in self.childeren:
best_child = None
if len(best_childs) > 0:
best_child = best_childs[0]
if len(best_childs)==0 or child._best_score > best_child._best_score:
best_childs = [child]
elif child._best_score == best_child._best_score:
best_childs.append( child )
return best_childs
cdef char is_leaf( Node self ):
return (self.childeren is None) or (len( self.childeren ) == 0)
cdef enum:
CYCLES_PER_UPDATE = 256*4
cdef class PredictionTree:
"""A tree structure that contains all possible future moves with scores.
Public members:
- root_node: the root node of this tree
- total_generations: the total generations of this tree
"""
cdef readonly Node root_node
cdef readonly int total_generations
cdef readonly object generations
cdef int MAX_NODES
cdef int CYCLES_PER_UPDATE
cdef readonly object nodes_calc
cdef object leafs
cdef int node_cnt
def __init__( self, int MAX_NODES = 256*2, int CYCLES_PER_UPDATE = 256 ):
self.root_node = None
self.total_generations = 0
self.generations = []
self.MAX_NODES = MAX_NODES
self.nodes_calc = None
self.CYCLES_PER_UPDATE = CYCLES_PER_UPDATE
self.node_cnt = 0
def update( self ):
"""Update the tree as much as possible, using CYCLES_PER_UPDATE as upper limit.
"""
cdef int cycles_left
if self.root_node is not None:
cycles_left = self.CYCLES_PER_UPDATE*2/3 # We make sure we calculate all in limited time
cycles_left = self._update_tree( cycles_left )
cycles_left = cycles_left + self.CYCLES_PER_UPDATE*1/3
cycles_left = self._calc_nodes_scores( cycles_left )
self._update_tree( cycles_left )
def set_root( self, Node node ):
"""Change the root node in an optimized way.
If the node equals a child of the current root, then the current tree is
reused.
"""
cdef char found
cdef Node child
found = False
# first try one of its childeren
if self.root_node is not None:
for child in self.root_node.childeren:
if child.smartnode.equals(node.smartnode):
found = True
self.root_node = child
self.root_node.parent = None
self.total_generations = self.total_generations - 1
self.nodes_calc = [self.root_node] # Recalculate scores of nodes
if not found:
## print "recalc",
self.root_node = node
self.leafs = [self.root_node]
self.total_generations = 0
self.nodes_calc = [self.root_node] # Recalculate scores of nodes
## else:
## print "norecalc"
self._update_generations()
cdef void _update_generations( PredictionTree self ):
"""Update our generation nodes
"""
assert self.root_node is not None, "Don't call this when root_node is None"
cdef Node node
self.generations = []
self.node_cnt = 0
generation = [self.root_node]
while len( generation ) > 0:
next_generation = []
for node in generation:
self.node_cnt = self.node_cnt + 1
node.generation = len( self.generations )
childeren = node.childeren
if childeren is not None:
next_generation.extend( childeren )
self.generations.append( generation )
generation = next_generation
cdef _update_tree( PredictionTree self, int cycles_left ):
"""Update the tree until the maximum of generations is reached.
"""
cdef Node node
assert self.root_node is not None, "Don't call this when root_node is None"
while self.node_cnt < self.MAX_NODES and \
len(self.leafs) > 0 and \
cycles_left > 0:
cycles_left = cycles_left - 1
node = self.leafs.pop(0)
## node.set_score( node.calc_score() )
gen = node.get_generation( self.root_node )
if gen <> -1: # else it's a leaf of old root_node
self.total_generations = gen - 1
nodes = node.generate_childeren()
self.node_cnt = self.node_cnt + len(nodes)
self.leafs.extend( nodes )
node.generation = gen
self.get_nodes_of_generation( gen+1 ).extend( nodes )
return cycles_left
cdef _calc_nodes_scores( PredictionTree self, int cycles_left ):
"""Calculate the score of the nodes that aren't calculated yet.
"""
assert self.root_node is not None, "Don't call this when root_node is None"
cdef Node node
if len( self.nodes_calc ) == 0:
self.nodes_calc = [self.root_node]
while len(self.nodes_calc) > 0 and \
cycles_left > 0:
cycles_left = cycles_left - 1
node = self.nodes_calc.pop(0)
node.set_score( node.calc_score() )
childeren = node.childeren
if childeren is not None:
self.nodes_calc.extend( childeren )
## else:
## self.nodes_calc.append( node )
return cycles_left
def get_nodes_of_generation( self, gen ):
"""Return all the nodes of the generation.
"""
if gen is not None and gen > -1 and gen < len( self.generations ):
return self.generations[ gen ]
else:
return []
class PlayfieldState:
def __init__( self, playfield ):
self.playfield = playfield
self.pickups = []
for tile in self.playfield.level.tiles:
if tile.pickup is not None:
self.pickups.append( [tile, tile.pickup] )
def reset( self ):
self.pickups = []
for tile in self.playfield.level.tiles:
if tile.pickup is not None:
self.pickups.append( [tile, tile.pickup] )
def get_pickup( self, tile ):
# self.reset() # FIXME: remove me and work with real playfieldstate
for (t, pickup) in self.pickups:
if tile is t:
return pickup
return None
def remove_pickup( self, tile ):
remove_index = None
i = 0
for (t, pickup) in self.pickups:
if tile is t:
remove_index = i
i = i + 1
if remove_index is not None:
del self.pickups[remove_index]
def clone( self ):
clone = PlayfieldState( self.playfield )
clone.pickups = copy.copy( self.pickups )
return clone
def AiNode_create( goldcarstate, trailnode = None ):
self = AiNode( None )
self.trailnode = trailnode
self.carstate = goldcarstate
self.playfieldstate = None
self.other_trees = None
return self
cdef class AiNode:
cdef readonly AiNode parent
cdef object childeren
cdef public object trailnode
cdef public object carstate
cdef public object playfieldstate
cdef public object other_trees
def __init__( self, parent ):
"""Creates a new instance when a parent is known.
When parent is unknown, use static method 'create'.
"""
self.parent = parent
cdef object _generate_childeren( AiNode self ):
"""Generate and return the list of childeren nodes of this node
"""
childeren = []
trailnodes = self.trailnode.get_out_nodes()
for n in trailnodes:
node = AiNode( self )
node.carstate = self.carstate
node.playfieldstate = self.playfieldstate
node.other_trees = self.other_trees
node.trailnode = n
childeren.append( node )
return childeren
def set_playfield( self, playfield ):
self.playfieldstate = PlayfieldState( playfield )
def set_other_trees( self, other_trees ):
self.other_trees = other_trees
# Optimization: only look at tree of main player, ignore rest
## if len(self.other_trees) > 1:
## self.other_trees = [self.other_trees[0]]
cdef float _calc_score( AiNode self, int distance ):
cdef AiNode node
cdef float score
if self.parent is not None:
self.playfieldstate = self.parent.playfieldstate
self.carstate = self.parent.carstate
node = self
if node.playfieldstate is None:
print "playfieldstate shouldn't be None in real game"
return 0
score = 0
if isinstance(node.trailnode.tile, tiles.Enterance):
if isinstance( node.carstate.collectible, pickups.Diamond ):
node.carstate = copy.copy( node.carstate )
node.carstate.collectible = None
score = score + 2
score = score + self._calc_tile_pickups( node )
score = score + self._calc_other_cars( node, distance )
return score
cdef float _calc_tile_pickups( AiNode self, AiNode node ):
cdef float score
score = 0
if node.playfieldstate.get_pickup( node.trailnode.tile ) <> None:
if isinstance(node.trailnode.tile.pickup, pickups.CopperCoin):
score = 1
elif isinstance(node.trailnode.tile.pickup, pickups.GoldBlock):
if isinstance( node.carstate.collectible, pickups.Axe ):
score = 1
else:
score = 0.1
elif isinstance(node.trailnode.tile.pickup, pickups.RockBlock):
score = -1
elif isinstance(node.trailnode.tile.pickup, pickups.Diamond):
if not isinstance( node.carstate.collectible, pickups.Diamond ):
score = 1
elif isinstance(node.trailnode.tile.pickup, pickups.Dynamite):
score = -8
elif isinstance(node.trailnode.tile.pickup, pickups.Lamp):
score = 5
elif isinstance(node.trailnode.tile.pickup, pickups.Axe):
score = 2
elif isinstance(node.trailnode.tile.pickup, pickups.Flag):
if self.carstate.goldcar.nr == node.trailnode.tile.pickup.goldcar.nr:
score = 1
elif isinstance(node.trailnode.tile.pickup, pickups.Leprechaun):
score = -2
elif isinstance(node.trailnode.tile.pickup, pickups.Torch):
score = 0
elif isinstance(node.trailnode.tile.pickup, pickups.Key):
score = 1
elif isinstance(node.trailnode.tile.pickup, pickups.Mirror):
score = 1
elif isinstance(node.trailnode.tile.pickup, pickups.Oiler):
score = 1
elif isinstance(node.trailnode.tile.pickup, pickups.Multiplier):
score = 1
elif isinstance(node.trailnode.tile.pickup, pickups.Balloon):
score = 0
elif isinstance(node.trailnode.tile.pickup, pickups.Ghost):
score = 1
if isinstance( node.trailnode.tile.pickup, pickups.Collectible ):
node.carstate = copy.copy( node.carstate )
node.carstate.collectible = node.trailnode.tile.pickup
elif isinstance( node.trailnode.tile.pickup, pickups.PowerUp ):
node.carstate = copy.copy( node.carstate )
node.carstate.modifier = node.trailnode.tile.pickup
node.playfieldstate = node.playfieldstate.clone()
node.playfieldstate.remove_pickup( node.trailnode.tile )
return score
cdef float _calc_other_cars( AiNode self, AiNode node, int distance ):
cdef float score
cdef Node ai_node
cdef AiNode othernode
score = 0
for tree in self.other_trees:
gen_nodes = tree.get_nodes_of_generation( distance )
for ai_node in gen_nodes:
othernode = ai_node.smartnode
if node.trailnode.tile is othernode.trailnode.tile:
if othernode.carstate.goldcar.collectible is not None:
if othernode.carstate.goldcar.collectible.is_good():
score = score + 5.0 / len( gen_nodes ) / max(distance, 1)
elif othernode.carstate.goldcar.collectible.is_bad():
score = score - 5.0 / len( gen_nodes ) / max(distance, 1)
if node.carstate.goldcar.collectible is not None:
if node.carstate.goldcar.collectible.is_good():
score = score - 5.0 / len( gen_nodes ) / max(distance, 1)
elif node.carstate.goldcar.collectible.is_bad():
score = score + 5.0 / len( gen_nodes ) / max(distance, 1)
# Calc parent node when crossing (can pass by)
if node.parent is not None and\
node.parent.trailnode.tile is othernode.trailnode.tile and\
node.parent.trailnode.in_dir != othernode.trailnode.in_dir:
if othernode.carstate.goldcar.collectible is not None:
if othernode.carstate.goldcar.collectible.is_good():
score = score + 5.0 / len( gen_nodes ) / max(distance, 1)
elif othernode.carstate.goldcar.collectible.is_bad():
score = score - 5.0 / len( gen_nodes ) / max(distance, 1)
if node.parent.carstate.goldcar.collectible is not None:
if node.parent.carstate.goldcar.collectible.is_good():
score = score - 5.0 / len( gen_nodes ) / max(distance, 1)
elif node.parent.carstate.goldcar.collectible.is_bad():
score = score + 5.0 / len( gen_nodes ) / max(distance, 1)
return score
cdef int equals( AiNode self, AiNode other ):
"""Used for updating root node in tree to one of it's childeren.
"""
return self.trailnode.tile is other.trailnode.tile and \
self.trailnode.in_dir.__eq__(other.trailnode.in_dir)
def nequals( self, other ):
return not self.equals(other)