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mybot.js
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var retain = [];
function new_game() {
}
function make_move() {
var startTime = new Date().getTime();
var dx = [-1, 0, 1, 0, 0, 0];
var dy = [0, -1, 0, 1, 0, 0];
var MIN_DEPTH = 1;
var MAX_DEPTH = 100;
var PENALTY_DRAW = 0;
var TIMEOUT_MSEC = 9720;
var PERMUTE = [WEST, NORTH, EAST, SOUTH, TAKE, PASS];
var killer = [];
var guessed = false;
var map = { w: WIDTH, h: HEIGHT, fruits: [], invents: [] };
(function() {
var board = [];
var other = get_board();
for(var i = 0; i < map.w; i++) {
board[i] = [];
for(var j = 0; j < map.h; j++) {
board[i][j] = undefined;
if(other[i][j] > 0) {
board[i][j] = map.fruits.length;
map.fruits.push({taken: false, x: i, y: j, type: other[i][j] - 1});
}
}
}
map.fruits.sort(function(a, b) {
return a.type - b.type;
});
var nfruits = get_number_of_item_types();
for(var i = 0; i < nfruits; i++) {
map.invents.push([get_my_item_count(i+1), get_opponent_item_count(i+1), get_total_item_count(i+1)]);
}
for(var i = 0; i < retain.length; i++) killer[i] = board[retain[i].x][retain[i].y];
}());
var StaleStore = function() {
var stale, hasHalf, won;
this.update = function() {
hasHalf = [0, 0];
isHalf = [0, 0];
won = [0, 0];
for(var i = 0; i < map.invents.length; i++) {
if(map.invents[i][0] >= map.invents[i][2] / 2) {
if(map.invents[i][0] == map.invents[i][2] / 2) isHalf[0]++;
if(map.invents[i][0] > map.invents[i][2] / 2) won[0]++;
hasHalf[0]++;
}
if(map.invents[i][1] >= map.invents[i][2] / 2) {
if(map.invents[i][1] == map.invents[i][2] / 2) isHalf[1]++;
if(map.invents[i][1] > map.invents[i][2] / 2) won[1]++;
hasHalf[1]++;
}
}
}
this.canWin = function(player) {
var winnable = map.invents.length - hasHalf[1 - player];
var tieable = isHalf[1 - player];
return winnable > (map.invents.length - tieable) / 2;
}
this.isDraw = function() {
return !this.canWin(0) && !this.canWin(1);
}
this.isWin = function(player) {
if(won[player] > map.invents.length - hasHalf[player]) return true;
return false;
}
this.isLoss = function(player) {
return this.isWin(1 - player);
}
}
var staleManager = new StaleStore();
var State = function() {
this.targets = [-1, -1];
this.pos = [{x: -1, y: -1}, {x: -1, y: -1}];
this.nextstate = function() {
var dists = [
Math.abs(this.pos[0].x - map.fruits[this.targets[0]].x) + Math.abs(this.pos[0].y - map.fruits[this.targets[0]].y),
Math.abs(this.pos[1].x - map.fruits[this.targets[1]].x) + Math.abs(this.pos[1].y - map.fruits[this.targets[1]].y)
];
var next = new State();
for(var i = 0; i < 2; i++) {
if(dists[i] > dists[1 - i]) {
next.targets[i] = this.targets[i];
/* Be super careful the 1, it adjusts fully for time to take fruit. */
var steps = dists[1 - i] + 1;
var xdir = this.pos[i].x < map.fruits[this.targets[i]].x ? 1 : -1;
var ydir = this.pos[i].y < map.fruits[this.targets[i]].y ? 1 : -1;
var distx = Math.abs(this.pos[i].x - map.fruits[this.targets[i]].x);
var disty = Math.abs(this.pos[i].y - map.fruits[this.targets[i]].y);
if(steps >= distx) {
steps -= distx;
next.pos[i] = {x: map.fruits[this.targets[i]].x, y: this.pos[i].y + steps * ydir};
}
else {
next.pos[i] = {x: this.pos[i].x + steps * xdir, y: this.pos[i].y};
}
}
else {
next.pos[i] = {x: map.fruits[this.targets[i]].x, y: map.fruits[this.targets[i]].y};
}
}
return next;
}
var took = [false, false];
this.domap = function() {
var dists = [
Math.abs(this.pos[0].x - map.fruits[this.targets[0]].x) + Math.abs(this.pos[0].y - map.fruits[this.targets[0]].y),
Math.abs(this.pos[1].x - map.fruits[this.targets[1]].x) + Math.abs(this.pos[1].y - map.fruits[this.targets[1]].y)
];
if(dists[0] == dists[1] && this.targets[0] == this.targets[1]) {
map.fruits[this.targets[0]].taken = true;
map.invents[map.fruits[this.targets[0]].type][2]--;
return;
}
else {
for(var i = 0; i < 2; i++) {
if(dists[i] <= dists[1 - i] && !map.fruits[this.targets[i]].taken) {
map.fruits[this.targets[i]].taken = true;
map.invents[map.fruits[this.targets[i]].type][i]++;
took[i] = true;
}
}
}
}
this.undomap = function() {
var dists = [
Math.abs(this.pos[0].x - map.fruits[this.targets[0]].x) + Math.abs(this.pos[0].y - map.fruits[this.targets[0]].y),
Math.abs(this.pos[1].x - map.fruits[this.targets[1]].x) + Math.abs(this.pos[1].y - map.fruits[this.targets[1]].y)
];
if(dists[0] == dists[1] && this.targets[0] == this.targets[1]) {
map.fruits[this.targets[0]].taken = false;
map.invents[map.fruits[this.targets[0]].type][2]++;
}
else {
for(var i = 0; i < 2; i++) {
if(dists[i] <= dists[1 - i] && took[i]) {
map.fruits[this.targets[i]].taken = false;
map.invents[map.fruits[this.targets[i]].type][i]--;
}
}
}
}
}
function evaluate(state, player) {
guessed = true;
var score = 0;
var pp = [0, 0], stale = [];
for(var i = 0; i < map.invents.length; i++) {
stale[i] = false;
if(map.invents[i][0] > map.invents[i][2] / 2) {
stale[i] = true;
pp[0]++;
}
else if(map.invents[i][1] > map.invents[i][2] / 2) {
stale[i] = true;
pp[1]++;
}
else if(map.invents[i][0] + map.invents[i][1] == map.invents[i][2]) stale[i] = true;
else {
score += (map.invents[i][player] - map.invents[i][1 - player]) * (15.0 / (map.invents[i][2] - map.invents[i][0] - map.invents[i][1]));
}
}
score += (pp[player] - pp[1 - player]) * 25;
var dd = [0, 0];
for(var i = 0; i < map.fruits.length; i++) {
if(!stale[map.fruits[i].type] && !map.fruits[i].taken) {
dd[0] += Math.sqrt(Math.abs(map.fruits[i].x - state.pos[0].x) + Math.abs(map.fruits[i].y - state.pos[0].y));
dd[1] += Math.sqrt(Math.abs(map.fruits[i].x - state.pos[1].x) + Math.abs(map.fruits[i].y - state.pos[1].y));
}
}
score += dd[1 - player] - dd[player];
return score;
}
var curDepth = -1;
//TODO: ALSO minimize time to win / draw
function minimax(state, player, alpha, beta, depth) {
var oldTarget = state.targets[player];
var otherTarget = state.targets[1 - player];
staleManager.update();
if(staleManager.isDraw() || staleManager.isWin(player) || staleManager.isLoss(player)) {
var path = [];
for(var i = 0; i < map.fruits.length; i++) {
if(!map.fruits[i].taken) {
path.push(i);
break;
}
}
if(staleManager.isDraw()) return {alpha: PENALTY_DRAW, path: path};
else if(staleManager.isWin(player)) return {alpha: Number.MAX_VALUE, path: path};
else if(staleManager.isLoss(player)) return {alpha: -Number.MAX_VALUE, path: path};
}
if(depth >= curDepth) return {alpha: evaluate(state, player), path: [0]};
var bestPath = [];
var kill = killer[depth];
for(var ii = -1; ii < map.fruits.length && !(new Date().getTime() - startTime > TIMEOUT_MSEC); ii++) {
if(ii == -1 && kill == undefined) continue;
var i = ii;
if(ii == -1) i = kill;
else if(ii == kill) continue;
if(oldTarget >= 0 && i != oldTarget) continue;
if(map.fruits[i].taken && oldTarget < 0) continue;
var next = state;
next.targets[1 - player] = otherTarget;
next.targets[player] = i;
if(player == 1) {
state.domap();
next = state.nextstate();
}
var res = minimax(next, 1 - player, -beta, -alpha, depth + 1);
res.alpha = -res.alpha;
if(res.alpha > alpha) {
alpha = res.alpha;
bestPath = [i];
bestPath.push.apply(bestPath, res.path);
killer[depth] = i;
}
if(player == 1) state.undomap();
if(new Date().getTime() - startTime > TIMEOUT_MSEC) return {alpha: -Number.MAX_VALUE, path: [0]};
if(alpha >= beta) break;
}
return {alpha: alpha, path: bestPath};
}
function getDirection(pos, fruit) {
if(map.fruits[fruit].x > pos.x) return 2;
else if(map.fruits[fruit].x < pos.x) return 0;
else if(map.fruits[fruit].y > pos.y) return 3;
else if(map.fruits[fruit].y < pos.y) return 1;
else return 4;
}
var nextFruit = -1;
for(var i = 0; i < map.fruits.length; i++) {
if(!map.fruits[i].taken) {
nextFruit = i;
break;
}
}
var initial = new State();
initial.pos[0] = {x: get_my_x(), y: get_my_y()};
initial.pos[1] = {x: get_opponent_x(), y: get_opponent_y()};
for(var i = MIN_DEPTH; i < MAX_DEPTH && !(new Date().getTime() - startTime > TIMEOUT_MSEC); i++) {
guessed = false;
initial.targets[0] = -1;
initial.targets[1] = -1;
curDepth = 2 * i;
var res = minimax(initial, 0, -Number.MAX_VALUE, Number.MAX_VALUE, 0);
//console.log(i);
if(res.alpha == -Number.MAX_VALUE) break;
nextFruit = res.path[0];
killer = res.path.slice(0);
if(res.alpha == Number.MAX_VALUE || !guessed) break;
}
//console.log("Target: ", nextFruit);
retain = [];
for(var i = 2; i < killer.length; i++) {
if(killer[i] == undefined) retain[i - 2] = {x: 0, y: 0}
else retain[i - 2] = {x: map.fruits[killer[i]].x, y: map.fruits[killer[i]].y};
}
return PERMUTE[getDirection(initial.pos[0], nextFruit)];
}
//TODO: Better evaluation (need some played games first)
//TODO: Optimization