Package org.ggp.base.player.gamer.statemachine.sample

Source Code of org.ggp.base.player.gamer.statemachine.sample.SampleMonteCarloGamer

package org.ggp.base.player.gamer.statemachine.sample;

import java.util.List;

import org.ggp.base.player.gamer.event.GamerSelectedMoveEvent;
import org.ggp.base.util.statemachine.MachineState;
import org.ggp.base.util.statemachine.Move;
import org.ggp.base.util.statemachine.StateMachine;
import org.ggp.base.util.statemachine.exceptions.GoalDefinitionException;
import org.ggp.base.util.statemachine.exceptions.MoveDefinitionException;
import org.ggp.base.util.statemachine.exceptions.TransitionDefinitionException;

/**
* SampleMonteCarloGamer is a simple state-machine-based Gamer. It will use a
* pure Monte Carlo approach towards picking moves, doing simulations and then
* choosing the move that has the highest expected score. It should be slightly
* more challenging than the RandomGamer, while still playing reasonably fast.
*
* However, right now it isn't challenging at all. It's extremely mediocre, and
* doesn't even block obvious one-move wins. This is partially due to the speed
* of the default state machine (which is slow) and mostly due to the algorithm
* assuming that the opponent plays completely randomly, which is inaccurate.
*
* @author Sam Schreiber
*/
public final class SampleMonteCarloGamer extends SampleGamer
{
  /**
   * Employs a simple sample "Monte Carlo" algorithm.
   */
  @Override
  public Move stateMachineSelectMove(long timeout) throws TransitionDefinitionException, MoveDefinitionException, GoalDefinitionException
  {
      StateMachine theMachine = getStateMachine();
    long start = System.currentTimeMillis();
    long finishBy = timeout - 1000;

    List<Move> moves = theMachine.getLegalMoves(getCurrentState(), getRole());
    Move selection = moves.get(0);
    if (moves.size() > 1) {
        int[] moveTotalPoints = new int[moves.size()];
        int[] moveTotalAttempts = new int[moves.size()];

        // Perform depth charges for each candidate move, and keep track
        // of the total score and total attempts accumulated for each move.
        for (int i = 0; true; i = (i+1) % moves.size()) {
            if (System.currentTimeMillis() > finishBy)
                break;

            int theScore = performDepthChargeFromMove(getCurrentState(), moves.get(i));
            moveTotalPoints[i] += theScore;
            moveTotalAttempts[i] += 1;
        }

        // Compute the expected score for each move.
        double[] moveExpectedPoints = new double[moves.size()];
        for (int i = 0; i < moves.size(); i++) {
            moveExpectedPoints[i] = (double)moveTotalPoints[i] / moveTotalAttempts[i];
        }

        // Find the move with the best expected score.
        int bestMove = 0;
        double bestMoveScore = moveExpectedPoints[0];
        for (int i = 1; i < moves.size(); i++) {
            if (moveExpectedPoints[i] > bestMoveScore) {
                bestMoveScore = moveExpectedPoints[i];
                bestMove = i;
            }
        }
        selection = moves.get(bestMove);
    }

    long stop = System.currentTimeMillis();

    notifyObservers(new GamerSelectedMoveEvent(moves, selection, stop - start));
    return selection;
  }

  private int[] depth = new int[1];
  int performDepthChargeFromMove(MachineState theState, Move myMove) {
      StateMachine theMachine = getStateMachine();
      try {
            MachineState finalState = theMachine.performDepthCharge(theMachine.getRandomNextState(theState, getRole(), myMove), depth);
            return theMachine.getGoal(finalState, getRole());
        } catch (Exception e) {
            e.printStackTrace();
            return 0;
        }
  }
}
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