some fixes, big work on devsociety and get_best_
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72
main.py
72
main.py
@ -5,15 +5,18 @@ from sys import exit
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from game_layer import GameLayer
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import game_state
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import traceback
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import random
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api_key = "74e3998d-ed3d-4d46-9ea8-6aab2efd8ae3"
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# The different map names can be found on considition.com/rules
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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_regulator = False
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other_upgrade_threshold = 0.25
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time_until_run_ends = 70
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utilities = 3
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money_reserve_multiplier = 1.5
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money_reserve_multiplier = 1
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def main():
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@ -73,22 +76,35 @@ def take_turn():
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def develop_society():
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global state, queue_timeout, available_tiles, utilities
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global state, queue_timeout, available_tiles, utilities, money_reserve_multiplier
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queue_reset = 10
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if queue_timeout > 1:
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queue_timeout -= 1
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best_residence = calculate_best_residence()
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best_upgrade = get_best_upgrade()
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build_residence_score = 0
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build_upgrade_score = 0
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# priority scores, 1 = very urgent, 0 = not urgent at all
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# queue modifier * funds modifier * existing houses modifier
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build_residence_score = (state.housing_queue / (15 * queue_timeout)) * (1 - (7500 / (1 + state.funds))) * (1 - (len(state.residences) / (1 + len(available_tiles) - utilities)))
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# build_residence_score = (state.housing_queue / (15 * queue_timeout)) * (state.funds/(money_reserve_multiplier * 18000)) * (1 - (len(state.residences) / (1 + len(available_tiles) - utilities)))
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if len(state.residences) < 1:
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build_residence_score = 100
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elif state.housing_queue < 5:
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build_residence_score = 0
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elif best_residence:
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build_residence_score = best_residence[0] # * (state.housing_queue / (15 * queue_timeout))
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elif state.housing_queue > 15 and queue_timeout <= 0:
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build_residence_score = 100
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#
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upgrade_residence_score = 0
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# existing houses modifier * funds modifier * existing utilities modifier
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build_utility_score = (len(state.residences) / (1 + len(available_tiles)-utilities)) * (1 - (16000 / (1 + state.funds))) * (1 - (len(state.utilities) / utilities))
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# turn modifier * funds modifier
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build_upgrade_score = (1 - (state.turn / 700)) * (2 - (15000 / (1 + state.funds)))
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# build_upgrade_score = (1 - (state.turn / 700)) * (state.funds/(money_reserve_multiplier * 7200))
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if best_upgrade:
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build_upgrade_score = best_upgrade[0]
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if len(state.residences) < 1:
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build_residence_score = 100
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decision = [
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('build_residence', build_residence_score),
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@ -99,35 +115,29 @@ def develop_society():
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def sort_key(e):
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return e[1]
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decision.sort(reverse=True, key=sort_key)
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for i in range(4):
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print(decision)
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if decision[0][1] >= 0:
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if decision[0][0] == "build_residence": # build housing
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queue_timeout = 5
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#if len(state.residences) < len(state.available_residence_buildings):
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# return build(state.available_residence_buildings[len(state.residences)].building_name)
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#else:
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cbr = calculate_best_residence()
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if cbr:
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return build(cbr[1])
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queue_timeout = queue_reset
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if best_residence:
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return build(best_residence[1])
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if decision[0][0] == "build_utility": # build utilities
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#return build("WindTurbine")
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pass
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if decision[0][0] == "upgrade_residence": # build utilities
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if decision[0][0] == "upgrade_residence": # upgrade housing
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pass
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if decision[0][0] == "build_upgrade": # build upgrades
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for residence in state.residences:
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if state.available_upgrades[0].name not in residence.effects and (money_reserve_multiplier*3500 < state.funds) and ((total_income() - 6) > 50):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[0].name)
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return True
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if state.available_upgrades[5].name not in residence.effects and (money_reserve_multiplier*1250 < state.funds):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[5].name)
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return True
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gbp = get_best_upgrade()
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if gbp:
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game_layer.buy_upgrade((gbp[2].X, gbp[2].Y), gbp[1])
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if random.random() < other_upgrade_threshold:
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for residence in state.residences:
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if state.available_upgrades[0].name not in residence.effects and (money_reserve_multiplier*3500 < state.funds) and ((total_income() - 6) > 50):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[0].name)
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return True
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if use_regulator and state.available_upgrades[5].name not in residence.effects and (money_reserve_multiplier*1250 < state.funds):
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game_layer.buy_upgrade((residence.X, residence.Y), state.available_upgrades[5].name)
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return True
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if best_upgrade:
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game_layer.buy_upgrade((best_upgrade[2].X, best_upgrade[2].Y), best_upgrade[1])
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return True
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del decision[0]
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return False
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@ -218,7 +228,7 @@ def calculate_best_upgrade(current_building):
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upgrade_co2 = (effect.co2_per_pop_increase * 0.03) * current_pop * rounds_left + (0.1 * lifetime_energy / 1000)
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old_co2 = 0.03 * current_pop * rounds_left + (0.1 * old_lifetime_energy / 1000)
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co2 = upgrade_co2 - old_co2
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max_happiness = effect.max_happiness_increase * rounds_left
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max_happiness = effect.max_happiness_increase * current_pop * rounds_left
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score = max_happiness/10 - co2
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best_upgrade.append((score, upgrade.name))
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@ -243,7 +253,7 @@ def calculate_best_residence():
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lifetime_energy = (residence_blueprint.base_energy_need + average_heating_energy) * rounds_left
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co2 = 0.03 * residence_blueprint.max_pop * rounds_left + residence_blueprint.co2_cost + (0.1 * lifetime_energy / 1000)
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max_happiness = residence_blueprint.max_happiness * rounds_left
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max_happiness = residence_blueprint.max_happiness * residence_blueprint.max_pop * rounds_left
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score = residence_blueprint.max_pop*15 + max_happiness/10 - co2
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best_residence.append((score, residence_blueprint.building_name))
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