kommentera trash metoden, optimizations, jobb på decision engine
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140
main.py
140
main.py
@ -11,7 +11,6 @@ api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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map_name = "training1" # TODO: You map choice here. If left empty, the map "training1" will be selected.
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game_layer = GameLayer(api_key)
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# settings
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use_prebuilt_strategy = False
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time_until_run_ends = 70
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utilities = 3
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@ -23,7 +22,7 @@ def main():
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EMA_temp = None
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building_under_construction = None
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available_tiles = []
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queue_timeout = 0
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queue_timeout = 1
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game_layer.new_game(map_name)
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print("Starting game: " + game_layer.game_state.game_id)
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@ -55,106 +54,105 @@ def main():
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def take_turn():
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global state
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if not use_prebuilt_strategy:
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# TODO Implement your artificial intelligence here.
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# TODO Take one action per turn until the game ends.
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# TODO The following is a short example of how to use the StarterKit
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if something_needs_attention():
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pass
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else:
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develop_society()
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# messages and errors for console log
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for message in state.messages:
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print(message)
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for error in state.errors:
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print("Error: " + error)
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# TODO Implement your artificial intelligence here.
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# TODO Take one action per turn until the game ends.
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# TODO The following is a short example of how to use the StarterKit
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if something_needs_attention():
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pass
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else:
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develop_society()
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# messages and errors for console log
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for message in state.messages:
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print(message)
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for error in state.errors:
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print("Error: " + error)
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# pre-made test strategy which came with starter kit
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if use_prebuilt_strategy:
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state = game_layer.game_state
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if len(state.residences) < 1:
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for i in range(len(state.map)):
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for j in range(len(state.map)):
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if state.map[i][j] == 0:
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x = i
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y = j
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break
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game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
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'''
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state = game_layer.game_state
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if len(state.residences) < 1:
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for i in range(len(state.map)):
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for j in range(len(state.map)):
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if state.map[i][j] == 0:
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x = i
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y = j
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break
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game_layer.place_foundation((x, y), game_layer.game_state.available_residence_buildings[0].building_name)
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else:
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the_only_residence = state.residences[0]
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if the_only_residence.build_progress < 100:
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game_layer.build((the_only_residence.X, the_only_residence.Y))
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elif the_only_residence.health < 50:
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game_layer.maintenance((the_only_residence.X, the_only_residence.Y))
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elif the_only_residence.temperature < 18:
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blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
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energy = blueprint.base_energy_need + 0.5 \
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+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
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- the_only_residence.current_pop * 0.04
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game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
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elif the_only_residence.temperature > 24:
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blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
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energy = blueprint.base_energy_need - 0.5 \
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+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
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- the_only_residence.current_pop * 0.04
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game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
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elif state.available_upgrades[0].name not in the_only_residence.effects:
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game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
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else:
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the_only_residence = state.residences[0]
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if the_only_residence.build_progress < 100:
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game_layer.build((the_only_residence.X, the_only_residence.Y))
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elif the_only_residence.health < 50:
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game_layer.maintenance((the_only_residence.X, the_only_residence.Y))
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elif the_only_residence.temperature < 18:
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blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
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energy = blueprint.base_energy_need + 0.5 \
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+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
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- the_only_residence.current_pop * 0.04
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game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
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elif the_only_residence.temperature > 24:
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blueprint = game_layer.get_residence_blueprint(the_only_residence.building_name)
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energy = blueprint.base_energy_need - 0.5 \
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+ (the_only_residence.temperature - state.current_temp) * blueprint.emissivity / 1 \
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- the_only_residence.current_pop * 0.04
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game_layer.adjust_energy_level((the_only_residence.X, the_only_residence.Y), energy)
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elif state.available_upgrades[0].name not in the_only_residence.effects:
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game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
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else:
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game_layer.wait()
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for message in game_layer.game_state.messages:
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print(message)
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for error in game_layer.game_state.errors:
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print("Error: " + error)
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game_layer.wait()
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for message in game_layer.game_state.messages:
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print(message)
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for error in game_layer.game_state.errors:
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print("Error: " + error)
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'''
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def develop_society():
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global state, queue_timeout, available_tiles
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if queue_timeout > 1:
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queue_timeout -= 1
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# check if queue is full
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if (state.housing_queue > 10 + len(state.utilities) * 0.15) and queue_timeout >= 5:
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queue_is_full = True
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queue_timeout = 0
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else:
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queue_is_full = False
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queue_timeout += 1
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build_residence_score = 0
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# priority scores, 1 = very urgent, 0 = not urgent at all
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build_residence_score = state.housing_queue / (15 * queue_timeout)
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upgrade_residence_score = 0
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build_utility_score = 0
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build_upgrade_score = 0
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build_upgrade_score = 1 - state.turn/700
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decision_engine = None
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actions = {
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'build_residence': build_residence_score,
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'upgrade_residence': upgrade_residence_score,
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'build_utility': build_utility_score,
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'build_upgrade': build_upgrade_score
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}
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decision = str(max(actions, key=actions.get))
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if len(state.residences) < 2:
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build("Apartments")
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elif len(state.utilities) < 1:
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elif decision == "build_utility":
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build("WindTurbine")
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elif state.funds > 30000 and len(state.residences) < 4:
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build("HighRise")
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elif queue_is_full: # build if queue full and can afford housing
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elif decision == "build_residence": # build if queue full and can afford housing
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build("ModernApartments")
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elif build_upgrade_score:
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elif decision == "build_upgrade":
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# if state.available_upgrades[0].name not in the_only_residence.effects:
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# game_layer.buy_upgrade((the_only_residence.X, the_only_residence.Y), state.available_upgrades[0].name)
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pass
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game_layer.wait()
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else:
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game_layer.wait()
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def something_needs_attention():
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global building_under_construction, edit_temp, maintain, state
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global building_under_construction, edit_temp, maintain, state, rounds_between_energy
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# check if temp needs adjusting
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edit_temp = (False, 0)
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for i in range(len(state.residences)):
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if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
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edit_temp = (True, i)
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# check if need for maintenance
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maintain = (False, 0)
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for i in range(len(state.residences)):
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if state.residences[i].health < 41+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
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if state.residences[i].health < 35+rounds_between_energy*game_layer.get_residence_blueprint(state.residences[i].building_name).decay_rate:
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maintain = (True, i)
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if (state.turn % rounds_between_energy == i) and not state.residences[i].build_progress < 100:
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edit_temp = (True, i)
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if maintain[0]: # check maintenance
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game_layer.maintenance((state.residences[maintain[1]].X, state.residences[maintain[1]].Y))
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