Das Spiel der Städte


34

Einführung

Das Spiel spielt in einer kleinen Welt mit verschiedenen Städten. Die Herrscher der Städte hassen sich gegenseitig und möchten die Welt regieren. Die Menschen sind in zwei Gruppen eingeteilt, Krieger und Niedriggeborene. Niedriggeborene können sich jedoch zu Kriegern erheben. Sie sind der Herrscher über drei dieser Städte.

Gameplay

Wenn das Spiel beginnt, regieren Sie über drei Städte. In jeder Stadt leben 100 Menschen. Sie müssen sie in Ritter und Untergeborene aufteilen.

Dann beginnt das eigentliche Spiel, das rundenbasiert ist. Eine Runde sieht so aus: "Produce" knights=> execute command of first town=> execute command of next town(Wiederholung für alle Städte) => try a rebellion.

  • In jeder Runde wird Ihr Programm für jede Stadt aufgerufen , die Ihnen gehört . Sie können entweder eine Stadt angreifen , unterstützen eine Stadt oder einfach warten . Diese Aktionen werden nacheinander und nicht gleichzeitig ausgeführt.
  • In jeder dritten Runde erhält man einen Ritter pro 2 Untergeborenen (23 Untergeborene => 11 Ritter). Die Anzahl der Untergeborenen bleibt gleich.
  • Ritter in einer Stadt haben einen Verteidigungsbonus von 1,2. Wenn Sie angegriffen werden, wird Ihre Ritter mit dieser Zahl multipliziert werden (zB Sie haben 78 knights, müssen Sie 93 knightswährend des Angriffs). Nach dem Angriff werden die zusätzlichen Ritter entfernt (wenn Sie 82 knightsüberleben, haben Sie immer noch 78 knights).
  • Bei einem Angriff tötet jeder Ritter einen Feind, bevor er stirbt. Zum Beispiel: 30 knightsAngriff 100 knights(ohne Verteidigungsbonus) => 70 Ritter überleben.
  • Sie können eine Stadt erobern, indem Sie alle darin befindlichen Ritter töten . Alle Niedriggeborenen gehören dir und deine überlebenden Ritter sind in der Stadt stationiert. In der nächsten Runde kannst du diese Stadt zusätzlich zu all deinen anderen Städten regieren .
  • Nachdem eine Stadt erobert wurde, erhält sie für 2 volle Runden keinen Verteidigungsbonus (da die Tore zerbrochen sind). In der dritten Runde werden die Tore repariert.
  • Um zu verhindern, dass die Niedriggeborenen rebellieren, benötigen Sie mindestens die Hälfte der Ritter, die es gibt (23 Niedriggeborene in einer Stadt benötigen mindestens 12 Ritter in derselben Stadt). Andernfalls töten die Niedriggeborenen alle Ritter und die Stadt wird "neutral" (ohne einen Anführer, angegeben durch eine Spieler-ID -1).
  • Neutrale Städte "produzieren" Ritter, greifen aber keine andere Stadt an oder unterstützen sie.

Syntax

Die Steuerung stellt Ihnen die Eingabe über Befehlsargumente zur Verfügung, Ihr Programm muss sie über stdout ausgeben.

Ausgabe (Vorbereitung)
Bevor das Spiel startet, ruft der Controller Sie auf, ohne Argumente einzureichen. Das bedeutet, dass Sie Ihre 100 Leute (für jede Stadt) in Ritter und Niedriggeborene aufteilen müssen. Sie müssen zum KnightCount KnightCount KnightCountBeispiel ausgeben 95 80 95.

Eingabe
Round;YourPlayerId;YourTownId;PlayerId_TownId_knights_lowborns;PlayerId_TownId_knights_lowborns;...
In der ersten Runde wird dies so etwas wie sein 1;2;2;0_0_100_0;1_1_50_50;2_2_80_20. Hier siehst du, es ist die erste Runde, du bist Spieler 2 in Stadt 2. Du hast 80 Ritter und 20 Niedriggeborene.

Später im Spiel könnte es so etwas wie sein 20;2;1;0_0_100_0;2_1_30_50;2_2_40_20. Du bist immer noch Spieler 2 (dies ändert sich nie), aber du hast Stadt 1 erobert (die du gerade kontrollierst).

Ausgabe
A TownId NumberOfKnights oder S TownId NumberOfKnightsoder W(zum Warten).
Beispiel: A 2 100(Angriffsstadt 2 mit 100 Rittern) oder S 3 2(Stützstadt 3 mit 2 Rittern).

Regeln

  • Bots sollten nicht geschrieben werden, um bestimmte andere Bots zu schlagen oder zu unterstützen.
  • Das Schreiben in Dateien ist erlaubt. Bitte schreibe an " yoursubmissionname .txt", der Ordner wird vor Spielbeginn geleert. Andere externe Ressourcen sind nicht zulässig.
  • Ihr Beitrag hat 1 Sekunde Zeit, um zu antworten (pro Stadt).
  • Stellen Sie Befehle zum Kompilieren und Ausführen Ihrer Übermittlungen bereit.

Gewinnen

Gewinner ist der mit den meisten Städten nach 100 Runden. Wenn ein Spieler alle Städte erobert, stoppt das Spiel und er gewinnt. Wenn mehrere Spieler die gleiche Anzahl von Städten haben, zählt die Anzahl der Ritter und dann die Anzahl der Niedriggeborenen.

Regler

Sie finden den Controller auf Github. Es enthält auch 2 Beispielbots, die in Java geschrieben wurden. Öffnen Sie es in Eclipse, platzieren Sie die kompilierten Bots im Stammordner und fügen Sie dem Steuerungsprogramm eine Klasse hinzu (genau wie die Samplebots).

Ergebnisse

Für die Endergebnisse habe ich 10 Spiele gespielt. Dies ist der Durchschnitt:

    Spieler-Städte 
 1. Befreier 37.5
 2. Sehtimianer 8.2
 3. SuperProducer 5.4
 4. Sleeper 1.4
 5. Frankenstein 1.2
 6. Butter 0.8 (mehr Ritter)
 7. TheKing 0.8 (weniger Ritter)
 8. Exodus 0.6
 9. Schildkröte 0.5 (mehr Ritter)
10. AttackOn3 0.5 (weniger Ritter)
11. Demokratie 0.3
12. CalculatedFail 0.2
13. Revolutionist 0.1

Sie können hier ein Beispielspiel lesen: Beispielspiel auf Github


Ich gehe davon aus, dass, wenn eine Stadt Aeine andere Stadt unterstützt B, die angegebene Anzahl von Rittern einfach von Anach übertragen wird B, wonach sie vom Eigentümer kontrolliert werden B, richtig?
Zgarb,

@ Zgarb Correct :)
CommonGuy

Führen Sie Spiele durch und zeigen Sie eine Rangliste?
Logic Knight

@CarpetPython Natürlich poste ich es, sobald ich Zeit habe
CommonGuy

1
@Manu, ich muss sagen, ich liebe deine KOTHs. DAS ist meine Art von Codegolf.SE-Fragen. Bis wann nimmst du Einsendungen an? Ich werde jetzt über einen Algorithmus nachdenken. Ich denke auch, dass Sie eine weitere Regel hinzufügen sollten - maximale Anzahl von Einsendungen pro Benutzer.
Mark Gabriel

Antworten:


14

Python3, Befreier

from sys import argv
from math import ceil, floor

class OppressedTown:
    def __init__(self, owner_id, id, oppressors, oppressed):
        self.owner_id = owner_id
        self.id = id
        self.oppressors = oppressors
        self.oppressed = oppressed

    def get_free_oppressors(self):
        return self.oppressors - ceil(self.oppressed / 2)

    def get_needed_liberators(self):
        return ceil(self.oppressed / 2)

class LiberatedTown:
    def __init__(self, owner_id, id, liberators, liberated):
        self.owner_id = owner_id
        self.id = id
        self.liberators = liberators
        self.liberated = liberated

    def get_free_liberators(self):
        return self.liberators - ceil(self.liberated / 2)

    def get_needed_liberators(self):
        return ceil(self.liberated / 2)

    def is_safe(self):
        return self.liberators >= self.liberated * 2

    def get_unneeded_liberators(self):
        return self.liberators - self.liberated * 2

def safe_div(a, b):
    try:
        c = a / b
    except ZeroDivisionError:
        if a == 0:
            c = 0
        else:
            c = float("inf")
    return c

def main():
    if len(argv) == 1:
        print ("100 100 100")
    else:
        decision = decide()
        print (decision)

def decide():
    def needs_urgent_support(town):
        return town.get_needed_liberators() >= town.liberators and town.liberated > 0

    def can_beat(free_liberators, town):
        return free_liberators > town.oppressors * 1.2 + town.get_needed_liberators()

    def can_damage(free_liberators, town):
        return free_liberators > town.oppressors * 0.2

    args = argv[1].split(";")
    round = int(args[0])
    me = int(args[1])
    current_id = int(args[2])
    liberated_towns = []
    oppressed_towns = []

    for i in range(3, len(args)):
        infos = list(map(int, args[i].split("_")))
        if infos[0] != me:
            oppressed_towns.append(OppressedTown(infos[0], infos[1], infos[2], infos[3]))
        else:
            liberated_towns.append(LiberatedTown(infos[0], infos[1], infos[2], infos[3]))

    current_town = [town for town in liberated_towns if town.id == current_id][0]
    free_liberators = current_town.get_free_liberators()

    total_oppressors = sum(town.liberators for town in liberated_towns)
    total_oppressors = sum(town.oppressors for town in oppressed_towns)
    total_liberated = sum(town.liberated for town in liberated_towns)
    total_oppressed = sum(town.oppressed for town in oppressed_towns)

    oppressed_towns.sort(key=lambda town: safe_div(town.oppressed, town.oppressors), reverse=True)

    most_oppressed = oppressed_towns[-1]

    if free_liberators > 0:
        for town in liberated_towns:
            if town.id != current_id and needs_urgent_support(town):
                return "S {0} {1}".format(town.id, free_liberators // 2)

        if current_town.is_safe():
            free_liberators = current_town.get_unneeded_liberators()

            if free_liberators > 0:
                for town in oppressed_towns:
                    if can_beat(free_liberators, town):
                        if total_liberated <= total_oppressed or town.owner_id != -1 or not any(town.owner_id != -1 for town in oppressed_towns):
                            return "A {0} {1}".format(town.id, free_liberators)
                        else:
                            continue
                    else:
                        break

                for town in liberated_towns:
                    if not town.is_safe():
                        return "S {0} {1}".format(town.id, free_liberators)

                liberated_towns.sort(key=lambda town: (town.liberated, town.liberators), reverse=True)

##                if current_id == liberated_towns[0].id and total_oppressors > total_oppressors and can_damage(free_liberators, most_oppressed):
##                    return "A {0} {1}".format(most_oppressed.id, free_liberators)

                if current_id != liberated_towns[0].id:
                    return "S {0} {1}".format(liberated_towns[0].id, free_liberators)

    return "W"

main()

Das einzige Ziel dieses Bots ist es, die am weitesten verbreiteten Menschen vom unterdrückenden Joch der Tyrannei zu befreien.


1
Ich muss sagen, dass dieser Befreier eine Pest ist: stark, schnell und tödlich. Es hat fast jede Simulation gewonnen, die ich ausgeführt habe, sogar den neutralen Spieler besiegt ... Trotzdem ist Butter ein starker Herausforderer.
Thrax

Du hast das Brot von der Tyrannei der Butter befreit. :( Ich mag Butter.
TheNumberOne

Mist! Der Befreier ist schwer zu schlagen! Ich hatte einen Eintrag, den ich einreichen wollte, bevor ich Nicht-Java-Teilnehmer zum Controller hinzufügte ... aber jetzt gewinnt dieser Eintrag nicht wie der Rest der Nicht-Befreier! Ich habe noch eine andere Idee, damit nicht alles verloren geht ...: P + 1 für die Herausforderung!
Moogie

gut gemacht! Dein Sieg war verdient!
Moogie

11

Python 2, der König

Der König regiert die Stadt mit der höchsten Zahl in seinem Reich und fordert, dass alle überzähligen Ritter aus anderen Städten, die unter seiner Kontrolle stehen, zu ihm geschickt werden. Wenn er genug Ritter hat, wird er eine feindliche Stadt angreifen. Er ist kein sehr kluger König, hat also weder Geschichte studiert noch die Konsequenzen seines Handelns verstanden.

import sys
from random import *

PLAYER, TOWN, KNIGHTS, SERFS = range(4)

if len(sys.argv) < 2:
    print randint(20,100), randint(50,100), randint(70,100)
else:
    parts = sys.argv[1].split(';')
    turn, me, thistown = [int(parts.pop(0)) for i in range(3)]
    towns = [[int(v) for v in town.split('_')] for town in parts]
    enemy = [t for t in towns if t[PLAYER] != me]
    mytowns = [t for t in towns if t[PLAYER] == me]
    here = [t for t in mytowns if t[TOWN] == thistown][0]

    avgfree = sum(t[KNIGHTS]-t[SERFS]/2 for t in towns) / len(towns)
    free = here[KNIGHTS] - here[SERFS]/2
    last = mytowns[-1]
    if here == last:
        needed, target = min([(t[KNIGHTS]*1.2+t[SERFS]/2, t) for t in enemy])
        if free > needed+5:
            print 'A', target[TOWN], int(free+needed)/2 + 1
        else:
            print 'W'
    else:
        spare = max(0, free - avgfree)
        if spare:
            print 'S', last[TOWN], spare
        else:
            print 'W'

Dies ist mit dem Controller oder anderen Bots nicht getestet.


+1 fürHe is not a very smart King, so has not studied history or understands the consequences of his actions.
Mark Gabriel

8

Javascript (Node), Reich

Fängt stark an, um andere Städte abzuschrecken. Städte versuchen zusammenzuarbeiten, um andere zu fangen. Erobert vorrangig Städte mit vielen Niedriggeborenen.

/*jshint node:true*/
'use strict';

function startGame() {
  console.log('80 70 60');
}

function parseArgs(args) {
  var state = {
    players: [],
    towns: []
  };
  var argArray = args.split(';');
  state.currentTurn = parseInt(argArray.splice(0, 1)[0], 10);
  var myId = argArray.splice(0, 1)[0];
  var myTownId = parseInt(argArray.splice(0, 1)[0], 10);

  for(var townIndex = 0; townIndex < argArray.length; townIndex++) {
    var townArgs = argArray[townIndex].split('_');
    var playerId = townArgs[0];
    var townId = parseInt(townArgs[1], 10);
    var player = state.players[playerId];

    if(!player) {
      player = {
        towns: []
      };
      state.players[playerId] = player;
    }

    var town = {
      id: townId,
      knights: parseInt(townArgs[2], 10),
      lowborns: parseInt(townArgs[3], 10),
      player: player
    };

    state.towns[townId] = town;
    player.towns.push(town);
  }

  state.me = state.players[myId];
  state.currentTown = state.towns[myTownId];

  return state;
}

function getDefense(town) {
  return Math.floor(town.knights * 1.2) + Math.ceil(town.lowborns / 2) + 1;
}

function getAttackers(town) {
  return Math.max(town.knights - Math.ceil(town.lowborns / 2), 0);
}

function attackTown(town, strength) {
  console.log('A ' + town.id + ' ' + strength);
}

function supportTown(town, strength) {
  console.log('S ' + town.id + ' ' + strength);
}

function wait() {
  console.log('W');
}

function processTurn(gameState) {
  var attackers = getAttackers(gameState.currentTown);

  if(attackers > 0) {
    var totalAttackers = attackers;

    var helperIndex = (gameState.currentTown.id + 1) % gameState.towns.length;
    while(gameState.towns[helperIndex].player === gameState.me) {
      totalAttackers += getAttackers(gameState.towns[helperIndex]);
      helperIndex = (helperIndex + 1) % gameState.towns.length;
    }

    var bestTarget;

    for(var targetIndex = 0; targetIndex < gameState.towns.length; targetIndex++) {
      var targetTown = gameState.towns[targetIndex];
      if(targetTown.player !== gameState.me) {
        var defense = getDefense(targetTown);

        if(defense < totalAttackers) {
          if(!bestTarget) {
            bestTarget = targetTown;
          }
          else if(targetTown.lowborns > bestTarget.lowborns) {
            bestTarget = targetTown;
          }
          else if(getDefense(bestTarget) < defense) {
            bestTarget = targetTown;
          }
        }
      }
    }

    if(bestTarget) {
      return attackTown(bestTarget, Math.min(attackers, getDefense(bestTarget)));
    }

    var smallestTown;
    var smallestSize = gameState.currentTown.knights;

    for(var myTownIndex = 0; myTownIndex < gameState.me.towns.length; myTownIndex++) {
      var myTown = gameState.me.towns[myTownIndex];
      if(myTown.knights < smallestSize) {
        smallestTown = myTown;
        smallestSize = smallestTown.knights;
      }
    }

    if(smallestTown) {
      var supporters = Math.floor((smallestSize - gameState.currentTown.knights) / 2);
      supporters = Math.min(supporters, attackers);
      if(supporters > 0) {
        return supportTown(smallestTown, supporters);
      }
    }
  }

  wait();
}

if(process.argv.length <= 2) {
  startGame();
}
else {
  var gameState = parseArgs(process.argv[2]);  
  processTurn(gameState);
}

Run: Node Empire


1
Ihre Vorlage sendet manchmal mehr Ritter als es tatsächlich in der Stadt gibt und verliert daher im Moment ...
CommonGuy

@Manu oops, ich habe das in meinen Tests irgendwie nie bemerkt (oder zumindest nicht bemerkt), möglicherweise, weil ich nicht die Chance hatte, alle gegnerischen Bots zum Testen einzurichten. Dieser bestimmte Fehler sollte jetzt behoben sein.
Spencer

Es ist immer noch nicht behoben ... manchmal greift man mit 0 oder mit einer negativen Anzahl von Rittern an ... Es liegt daran, dass man rechnet knights - lowborns/2, aber wenn man 30 Ritter und 90 Untergeborene hat, funktioniert dies nicht. Bitte korrigieren Sie Ihre getAttackers()Funktion.
CommonGuy

Außerdem schickst du manchmal Unterstützer mit einer negativen Anzahl von Rittern.
CommonGuy

@Manu Nun, ich fühle mich dumm, ich bemerkte endlich das DEBUGFlag im Controller, das dazu führte, dass es Fehler verschluckte, selbst wenn das GAME_MESSAGESFlag auf true gesetzt war. Ich fühle mich wie ich noch einige Arbeit auf meiner Strategie nutzen könnte, vor allem mit Liberator jetzt auf der Szene, aber mit der neuesten bearbeiten ich sehe keine Fehler , wenn ich mit meinen Tests laufe DEBUGauf
Spencer

8

Java, Frankenstein

Bei dem Versuch, einen Weg zu finden, Liberator zu zerstören, ist ein kleiner Fehler in meinen Code eingeflossen. Der Code begann dann, die Konkurrenz zu zerstören. Nachdem Democracy hinzugefügt und die Spieler neu geordnet worden waren, begann es zu scheitern. Als ich den Code studierte, versuchte ich seine Strategie zu finden. Folglich wurde der folgende Code erstellt. Es neigt dazu, den besten Spieler anzugreifen und zu zerstören. Nachdem die besten Spieler zerstört wurden, zerstört dies leicht den Rest.

import java.io.*;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;

public class Frankenstein {

    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    private static final boolean DEBUG = true;

    Town thisTown;

    int scariestPlayerId = -1;
    int scariestPlayerRecord = -1;

    private static final String LOG_FILE_NAME = "EmperorLog.txt";

    private static final String DATA_FILE_NAME = "Emperor.txt";

    public static void main(String[] args){
        try {
            if (args.length == 0) {
                System.out.println("100 100 100");
                return;
            }
            Frankenstein frankenstein = new Frankenstein();
            String result = frankenstein.destroy(args[0].split(";"));
            frankenstein.saveScariestPlayer();
            System.out.println(result);
            if (DEBUG) {
                new PrintStream(new FileOutputStream(LOG_FILE_NAME, true)).print(args[0] + "\n" + result + "\n");
            }
        } catch (Exception e){
            if (DEBUG) {
                try {
                    e.printStackTrace(new PrintStream(new FileOutputStream(LOG_FILE_NAME, true)));
                } catch (FileNotFoundException e1) {
                    e1.printStackTrace();
                }
            }
        }
    }

    private void saveScariestPlayer() throws FileNotFoundException {
        PrintStream out = new PrintStream(DATA_FILE_NAME);
        out.println(round);
        out.println(scariestPlayerId);
        out.println(scariestPlayerRecord);
    }

    private static int divide(int a, int b){
        if (a == 0){
            return 0;
        }
        if (b == 0){
            return 1000;
        }
        return a/b;
    }

    private String destroy(String[] args) {

        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();


        for (int i = 3; i < args.length; i++) {
            towns.add(new Town(args[i]));
        }

        for (Town town : towns) {
            if (town.isMine()) {
                myTowns.add(town);
                if (town.isThisTown()) {
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        loadScariestPlayer();
        updateScariestPlayer();

        if (thisTown.getFreeKnights() > 0){

            for (Town town : myTowns){
                if (town.needsHelp() && town.getFreeKnights() + thisTown.getFreeKnights() >= 0){
                    return "S " + town.getId() + " " + thisTown.getFreeKnights();
                }
            }

            Town bestTown = otherTowns.stream().max((a, b) -> divide(a.lowbornCount() * (scariestPlayerId == -1 || scariestPlayerId == a.ownerId ? a.lowbornCount() : 1), a.knightCount()) -
                    divide(b.lowbornCount() * (scariestPlayerId == -1 || scariestPlayerId == b.ownerId ? b.lowbornCount() : 1), b.knightCount())).get();

            if (bestTown.numberOfKnightsToConquer() <= thisTown.getFreeKnights()){
                return "A " + bestTown.getId() + " " + thisTown.getFreeKnights();
            }

            myTowns.sort((a,b) -> b.knightCount() - a.knightCount());
            myTowns.sort((a,b) -> b.lowbornCount() - a.lowbornCount());
            if (!myTowns.get(0).isThisTown()){
                return "S " + myTowns.get(0).getId() + " " + thisTown.getFreeKnights();
            }

        }

        return "W";

    }

    private void updateScariestPlayer() {
        Map<Integer, Integer> playerMap = new HashMap<>();
        int biggestPlayerId = -1;
        for (Town town : otherTowns){
            if (playerMap.containsKey(town.ownerId)){
                playerMap.put(town.ownerId, town.lowbornCount() + playerMap.get(town.ownerId));
            } else {
                playerMap.put(town.ownerId, town.lowbornCount());
            }
            if (biggestPlayerId == -1 || playerMap.get(town.ownerId) > playerMap.get(biggestPlayerId)){
                biggestPlayerId = town.ownerId;
            }
        }
        if (scariestPlayerId == -1 || scariestPlayerRecord == -1 || !playerMap.containsKey(scariestPlayerId) || playerMap.get(biggestPlayerId) > scariestPlayerRecord){
            scariestPlayerId = biggestPlayerId;
            scariestPlayerRecord = playerMap.get(biggestPlayerId);
        }
    }

    private void loadScariestPlayer() {
        try {
            BufferedReader in = new BufferedReader(new FileReader(DATA_FILE_NAME));
            int turn = Integer.parseInt(in.readLine());
            if (turn != round || turn != round + 1){
                throw new Exception();
            }
            scariestPlayerId = Integer.parseInt(in.readLine());
            scariestPlayerRecord = Integer.parseInt(in.readLine());
        } catch (Exception e) {
            scariestPlayerId = -1;
            scariestPlayerRecord = -1;
        }
    }


    private class Town {
        final int ownerId;
        final int id;
        final int knights;
        final int lowborns;
        boolean defenseBonus;

        Town(String string) {
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
            defenseBonus = true;
        }

        int getId() {
            return id;
        }

        int knightCount() {
            return knights;
        }

        int lowbornCount() {
            return lowborns;
        }

        boolean isMine() {
            return ownerId == playerID;
        }

        boolean isThisTown() {
            return id == thisTownID;
        }

        int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }

        int numberOfKnightsToConquer() {
            if (defenseBonus) {
                return ((knights * 6) / 5) + (lowborns / 2) + 1;
            } else {
                return knights + lowborns/2 + 1;
            }
        }

        int numberOfKnightsToOverthrow(){
            if (defenseBonus) {
                return (((knights * 6) / 5) - (lowborns / 2)) + 1;
            } else {
                return knights - lowborns / 2 + 1;
            }
        }

        boolean needsHelp() {
            return getFreeKnights() < 0;
        }

        public boolean isNeutural() {
            return ownerId == -1;
        }
    }
}

Hier ist der ursprüngliche Spieler:

import java.util.ArrayList;
import java.util.List;

public class Frankenstein {

    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    Player me;

    public static void main(String[] args) {
        if (args.length == 0) {
            System.out.println("100 100 100");
            return;
        }
        new Frankenstein().destroy(args[0].split(";"));
    }

    private static int divide(int a, int b){
        if (a == 0){
            return 0;
        }
        if (b == 0){
            return 1000000;
        }
        return a/b;
    }

    private void destroy(String[] args) {
        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();


        for (int i = 3; i < args.length; i++) {
            towns.add(new Town(args[i]));
        }

        for (Town town : towns) {
            if (town.isMine()) {
                myTowns.add(town);
                if (town.isThisTown()) {
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        players.stream().filter(player -> player.id == playerID).forEach(player -> me = player);

        if (thisTown.getFreeKnights() > 0){

            for (Town town : myTowns){
                if (town.needsHelp()){
                    System.out.println("S " + town.getId() + " " + thisTown.getFreeKnights() / 2);
                    return;
                }
            }

            Town richestTown = otherTowns.stream().max((a, b) -> divide(a.lowbornCount(), a.knightCount()) -
                    divide(b.lowbornCount(), b.knightCount())).get();

            if (richestTown.numberOfKnightsToConquer() < thisTown.getFreeKnights()){
                System.out.println("A " + richestTown.getId() + " " + thisTown.getFreeKnights());
                return;
            }

            otherTowns.sort((a,b) -> divide(b.lowbornCount() * b.owner.richness(), b.getFreeKnights()) -
                    divide(a.lowbornCount() * a.owner.richness(), a.getFreeKnights()));

            if (thisTown.getFreeKnights() >= otherTowns.get(0).numberOfKnightsToOverthrow() && !otherTowns.get(0).isNeutral()){
                System.out.println("A " + otherTowns.get(0).getId() + " " + otherTowns.get(0).numberOfKnightsToOverthrow());
                return;
            }

            myTowns.sort((a,b) -> b.knightCount() - a.knightCount());
            myTowns.sort((a,b) -> b.lowbornCount() - a.lowbornCount());
            if (!myTowns.get(0).isThisTown()){
                System.out.println("S " + myTowns.get(0).getId() + " " + thisTown.getFreeKnights());
                return;
            }

        }

        System.out.println("W");

    }


    private class Town {
        private final int ownerId;
        private final int id;
        private final int knights;
        private final int lowborns;
        private final Player owner;

        private Town(String string) {
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
            for (Player player : players){
                if (player.id == ownerId){
                    player.addTown(this);
                    owner = player;
                    return;
                }
            }
            owner = new Player(id);//This mistake makes my player perform really good for some reason.
            owner.towns.add(this);
        }

        private int getId() {
            return id;
        }

        private int knightCount() {
            return knights;
        }

        private int lowbornCount() {
            return lowborns;
        }

        private boolean isMine() {
            return ownerId == playerID;
        }

        private boolean isThisTown() {
            return id == thisTownID;
        }

        private int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }

        private int numberOfKnightsToConquer() {
            return ((knights * 6) / 5) + (lowborns / 2) + 1;
        }

        private int numberOfKnightsToOverthrow(){
            return (((knights * 6) / 5) - (lowborns / 2)) + 1;
        }

        private boolean needsHelp() {
            return getFreeKnights() < 0;
        }

        private boolean isNeutral() {
            return owner.id == -1;
        }

    }

    List<Player> players = new ArrayList<>();

    private class Player{

        int id;

        List<Town> towns;

        int richness = 0;

        Player(int id){
            this.id = id;
            this.towns = new ArrayList<>();
            players.add(this);
        }

        void addTown(Town t){
            towns.add(t);
            richness += t.lowbornCount();
        }

        int richness(){
            return id == -1 ? (towns.size() > 0 ? 1 : 0) : richness;
        }

    }
}

Ich habe 20 Spiele bestritten, ich bin traurig zu sagen, dass Frankenstein nur 2 Mal gewonnen hat, während Liberator 17 Mal gewonnen hat (ja, Revolutionnist hat es geschafft, den neutralen Spieler einmal zu gewinnen, während er den 2. Platz belegte).
Thrax

@Thrax behoben !!!!!
TheNumberOne

7

Java, Schildkröte

Dank TheBestOne für die Kernmethoden habe ich gerade den Algorithmus geändert (ich hoffe, das ist in Ordnung). Im Grunde wertet dieser Bot seine am besten verteidigte Stadt auf, um mit der gefährlichsten gegnerischen Stadt mithalten zu können, und behält gleichzeitig genügend Ritter, um Aufstände in den anderen Städten zu verhindern.

import java.util.ArrayList;
import java.util.List;


public class Turtle {


    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public static void main(String[] args){
        if (args.length == 0){
            System.out.println("34 34 34");
            return;
        }
        new Turtle().defend(args[0].split(";"));
    }

    private void defend(String[] args) {
        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();

        for (int i = 3; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        Town bestDefendedTown = null;
        for (Town town : myTowns) {
            if (bestDefendedTown == null)
                bestDefendedTown = town;

            bestDefendedTown = bestDefendedTown.knightCount() >= town.knightCount() ? bestDefendedTown : town;
        }

        Town dangerousEnemyTown = null;
        for (Town town : otherTowns) {
            if (dangerousEnemyTown == null)
                dangerousEnemyTown = town;

            dangerousEnemyTown = dangerousEnemyTown.knightCount() >= town.knightCount() ? dangerousEnemyTown : town;
        }

        int missingKnights = dangerousEnemyTown.knightCount() - bestDefendedTown.knightCount() > 0 ? dangerousEnemyTown.knightCount() - bestDefendedTown.knightCount() : 0;
        int reinforcements = thisTown.getFreeKnights() - (missingKnights + 1) > 0 ? thisTown.getFreeKnights() - (missingKnights + 1) : thisTown.getFreeKnights(); 


        if (reinforcements > 0) {
            System.out.println("S " + bestDefendedTown.getId() + " " + reinforcements);
        } else {
            System.out.println("W");
        }
    }



    private class Town {
        private final int ownerId;
        private final int id;
        private final int knights;
        private final int lowborns;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
        }

        public int getId() {
            return id;
        }

        public int getOwner() {
            return ownerId;
        }

        public int knightCount() {
            return knights;
        }

        public int lowbornCount() {
            return lowborns;
        }

        public boolean isMine(){
            return ownerId == playerID;
        }

        public boolean isThisTown(){
            return id == thisTownID;
        }

        private int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }
    }
}

Kompilieren: javac Turtle.java

Lauf: java Turtle


Ich denke, Sie meinten dangerousEnemyTown = dangerousEnemyTown.knightCount() >= town.knightCount() ? dangerousEnemyTown : town;nichtdangerousEnemyTown = bestDefendedTown.knightCount() >= town.knightCount() ? bestDefendedTown : town;
TheNumberOne

@TheBestOne Danke für den Hinweis! Aktualisiere meinen Beitrag.
Thrax

Ich habe auch eine NPE korrigiert, wodurch meine Schildkröte in jeder Runde warten musste. Tatsächlich war diese kleine Schildkröte bis jetzt ein Schläfer ...
Thrax

7

Java 8, Politiker

Handelt wie ein echter Politiker. Schade, dass Crasher ihn immer noch schlachtet.

import java.util.ArrayList;
import java.util.List;

public class Politician {

    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public static void main(String[] args){
        if (args.length == 0){
            System.out.println("34 34 34");
            return;
        }
        new Politician().bribe(args[0].split(";"));
    }

    private void bribe(String[] args) {
        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();


        for (int i = 3; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        Town biggestTown = otherTowns.stream().max((a,b) -> a.knights - b.knights).get();

        if (thisTown.getFreeKnights() <= 0){//Out of knights.
            System.out.println("W");//Waiting for taxes so can hire more knights.
        }

        System.out.println("S " + biggestTown.getId() + " " + thisTown.getFreeKnights());
    }


    private class Town {
        private final int ownerId;
        private final int id;
        private final int knights;
        private final int lowborns;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
        }

        public int getId() {
            return id;
        }

        public int getOwner() {
            return ownerId;
        }

        public int knightCount() {
            return knights;
        }

        public int lowbornCount() {
            return lowborns;
        }

        public boolean isMine(){
            return ownerId == playerID;
        }

        public boolean isThisTown(){
            return id == thisTownID;
        }

        private int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }

    }
}

Kompilieren: javac Politician.java

Lauf: java Politician


1
+1 für Bestechung, aber ich denke, Sie haben die allzu übliche lieMethode verpasst
globby

6

Java 8, Butter

Verteilt sich so gleichmäßig wie möglich. Erstickt eine Stadt, wenn die Stadt klein genug ist.

import java.util.ArrayList;
import java.util.List;

public class Butter {

    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public static void main(String[] args){
        if (args.length == 0){
            System.out.println("34 34 34");
            return;
        }
        new Butter().spread(args[0].split(";"));
    }

    private void spread(String[] args) {
        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();


        for (int i = 3; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        Town mySmallestTown = myTowns.stream().min((a, b) -> a.getFreeKnights() - b.getFreeKnights()).get();

        Town smallestEnemyTown = otherTowns.stream().min((a,b) -> a.knights - b.knights).get();

        if ((thisTown.getFreeKnights() - mySmallestTown.getFreeKnights())/2 > 0) {
            System.out.println("S " + mySmallestTown.getId() + " " + (thisTown.getFreeKnights() - mySmallestTown.getFreeKnights()) / 2);
        } else if (thisTown.getFreeKnights() / 2 > smallestEnemyTown.numberOfKnightsToConquer()){
            System.out.println("A " + smallestEnemyTown.getId() + " " + smallestEnemyTown.numberOfKnightsToConquer());
        } else {
            System.out.println("W");
        }
    }


    private class Town {
        private final int ownerId;
        private final int id;
        private final int knights;
        private final int lowborns;

        private Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
        }

        private int getId() {
            return id;
        }

        private int getOwner() {
            return ownerId;
        }

        private int knightCount() {
            return knights;
        }

        private int lowbornCount() {
            return lowborns;
        }

        private boolean isMine(){
            return ownerId == playerID;
        }

        private boolean isThisTown(){
            return id == thisTownID;
        }

        private int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }

        private int numberOfKnightsToConquer(){
            return ((knights * 6) / 5) + (lowborns / 2) + 1;
        }

    }
}

Kompilieren: javac Butter.java

Lauf: java Butter


6

Java, Revolutionär

Ein letzter, der immer noch auf den Kernmethoden von TheBestOne basiert. Dieser Bot versucht, in jeder Stadt Rebellionen auszulösen, da der neutrale Spieler harmlos ist, indem er eine bestimmte Anzahl von Rittern im Verhältnis zur niedriggeborenen Bevölkerung tötet. Es wird natürlich keinen neutralen Spieler angreifen.

import java.util.ArrayList;
import java.util.List;


public class Revolutionist {


    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public static void main(String[] args){
        if (args.length == 0){
            System.out.println("80 80 80");
            return;
        }
        new Revolutionist().inciteRebellion(args[0].split(";"));
    }

    private void inciteRebellion(String[] args) {
        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();

        for (int i = 3; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        Town onEdgeTown = null;
        int edgeCounter = 100;
        for (Town town : otherTowns) {
            if (onEdgeTown == null)
                onEdgeTown = town;

            if (town.getFreeKnights() >= 0 && town.getFreeKnights() <= edgeCounter && town.getOwner() >= 0) {
                onEdgeTown = town;
                edgeCounter = town.getFreeKnights();
            }
        }

        int minimumRequiredKnights = (int) ((onEdgeTown.knightCount() * 1.2 - onEdgeTown.getMinimumKnights() + 2) * 1.2) ;


        if (thisTown.getFreeKnights() > minimumRequiredKnights && onEdgeTown.getOwner() >= 0)
            System.out.println("A " + onEdgeTown.getId() + " " + minimumRequiredKnights);
        else
            System.out.println("W");

    }



    private class Town {
        private final int ownerId;
        private final int id;
        private final int knights;
        private final int lowborns;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
        }

        public int getId() {
            return id;
        }

        public int getOwner() {
            return ownerId;
        }

        public int knightCount() {
            return knights;
        }

        public int lowbornCount() {
            return lowborns;
        }

        public boolean isMine(){
            return ownerId == playerID;
        }

        public boolean isThisTown(){
            return id == thisTownID;
        }

        private int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }

        private int getMinimumKnights() {
            return lowborns / 2 + 1;
        }
    }
}

Kompilieren: javac Revolutionist.java

Lauf: java Revolutionist


6

Java, Sehtimianer

Nochmals vielen Dank an TheBestOne, ich habe auch seine Kernmethoden kopiert. ) Ich spiele zum ersten Mal ein KingOfTheHill-CodeGame, also hoffe ich, dass ich alles richtig gemacht habe. Ich präsentiere stolz die Sehtimianer: D

import java.io.BufferedReader;
import java.io.BufferedWriter;
import java.io.File;
import java.io.FileReader;
import java.io.FileWriter;
import java.io.IOException;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.List;
import java.util.Map;

public class Sehtimianer {

private static final String FILENAME = "Sehtimianer.txt";
private static final int AGGRESSIVE_ROUND_BORDER = 80;

int round;
int playerID;
int thisTownID;

List<Town> towns = new ArrayList<Town>();
List<Town> myTowns = new ArrayList<Town>();
List<Town> playerTowns = new ArrayList<Town>();
List<Town> neutralTowns = new ArrayList<Town>();
Map<Integer, Integer> townToPlayerMapping = new HashMap<Integer, Integer>();
boolean isAllowedToWriteMapping = true;

Town thisTown;

public static void main(String[] args) {
    if (args.length == 0) {
        // new File(FILENAME).delete();
        System.out.println("100 100 100");
        return;
    }
    new Sehtimianer().decide(args[0].split(";"));
}

private void decide(String[] args) {
    // final long start = System.currentTimeMillis();

    round = Integer.parseInt(args[0]);
    playerID = Integer.parseInt(args[1]);
    thisTownID = Integer.parseInt(args[2]);

    for (int i = 3; i < args.length; i++) {
        towns.add(new Town(args[i]));
    }

    for (Town town : towns) {
        if (town.isMine()) {
            myTowns.add(town);
            if (town.isThisTown()) {
                thisTown = town;
            }
        } else {
            if (town.getOwner() == -1) {
                neutralTowns.add(town);
            } else {
                playerTowns.add(town);
            }
        }
    }

    if (new File(FILENAME).exists()) {
        try {
            BufferedReader reader = new BufferedReader(new FileReader(FILENAME));
            String inputLine;
            String[] ids;
            while ((inputLine = reader.readLine()) != null) {
                ids = inputLine.split(";");
                if (ids.length == 1) {
                    Integer writingTownID = Integer.valueOf(ids[0]);
                    boolean townIsLost = true;
                    for (Town town : myTowns) {
                        if (town.getId() == writingTownID) {
                            townIsLost = false;
                            break;
                        }
                    }
                    isAllowedToWriteMapping = townIsLost || thisTownID == writingTownID;
                    continue;
                }
                townToPlayerMapping.put(Integer.valueOf(ids[0]), Integer.valueOf(ids[1]));
            }
            reader.close();

            for (Town town : towns) {
                if (!townToPlayerMapping.get(town.getId()).equals(town.getOwner())) {
                    town.setDefenseBonus(false);
                }
            }
        } catch (IOException e) {
            // Dont worry : )
        }
    }

    if (round == 1) {
        int maxKnights = 0;
        int maxKnightTownID = thisTownID;
        for (Town town : myTowns) {
            if (town == thisTown) {
                continue;
            }
            if (town.knightCount() > maxKnights) {
                maxKnights = town.knightCount();
                maxKnightTownID = town.getId();
            }
        }
        if (maxKnightTownID != thisTownID) {
            System.out.println("S " + maxKnightTownID + " " + thisTown.knightCount());
        }
    } else if (round % 3 == 2) {
        int myKnightIncome = 0;
        for (Town town : myTowns) {
            myKnightIncome += town.lowbornCount() / 2;
        }

        Map<Integer, Integer> playerKnightIncomeMap = new HashMap<Integer, Integer>();
        Map<Integer, Integer> playerTownCountMap = new HashMap<Integer, Integer>();
        List<Integer> nextRoundKnights = new ArrayList<Integer>();
        Map<Integer, Town> nextRoundKnightsToTownMapping = new HashMap<Integer, Town>();

        for (Town town : playerTowns) {
            fillDescisionMaps(town, nextRoundKnights, nextRoundKnightsToTownMapping, playerKnightIncomeMap, playerTownCountMap);
        }
        for (Town town : neutralTowns) {
            fillDescisionMaps(town, nextRoundKnights, nextRoundKnightsToTownMapping, playerKnightIncomeMap, playerTownCountMap);
        }

        Integer maxEnemyKnightIncome = 0;
        for (Integer knightIncome : playerKnightIncomeMap.values()) {
            if (knightIncome > maxEnemyKnightIncome) {
                maxEnemyKnightIncome = knightIncome;
            }
        }
        Integer maxEnemyTownCount = 0;
        for (Integer townCount : playerTownCountMap.values()) {
            if (townCount > maxEnemyTownCount) {
                maxEnemyTownCount = townCount;
            }
        }

        if (maxEnemyKnightIncome > myKnightIncome || (round > AGGRESSIVE_ROUND_BORDER && maxEnemyTownCount >= myTowns.size())) {
            Collections.sort(nextRoundKnights);
            int possibleHighest = 0;
            Town enemyTown;
            int enemyTownUpkeep;
            for (int i = nextRoundKnights.size() - 1; i >= 0; i--) {
                possibleHighest = nextRoundKnights.get(i);
                enemyTown = nextRoundKnightsToTownMapping.get(possibleHighest);
                enemyTownUpkeep = enemyTown.lowbornCount() / 2;
                if (enemyTownUpkeep > (possibleHighest - enemyTownUpkeep)) { // Substract the calculated Income for the next Turn
                    // Town will be lost because of revolution after captured -> Bad target
                    possibleHighest = 0;
                    continue;
                }
                if (round > AGGRESSIVE_ROUND_BORDER || enemyTown.lowbornCount() > 0) {
                    break;
                }
            }
            if (possibleHighest > 0) {
                Town attackedTown = nextRoundKnightsToTownMapping.get(possibleHighest);
                System.out.println("A " + attackedTown.getId() + " " + calcHowMuchKnightsShouldAttack(attackedTown, possibleHighest));
            }
        }
    }

    if (isAllowedToWriteMapping) {
        try {
            BufferedWriter writer = new BufferedWriter(new FileWriter(FILENAME));
            writer.write(thisTownID + "\n");
            for (Town town : towns) {
                writer.write(town.getId() + ";" + town.getOwner() + "\n");
            }
            writer.close();
        } catch (IOException e) {
            // Dont worry : )
        }
    }

    System.out.println("W");

    // long duration = System.currentTimeMillis() - start;
    // if (duration > 1000) {
    // throw new RuntimeException();
    // }
}

private void fillDescisionMaps(Town town, List<Integer> nextRoundKnights, Map<Integer, Town> nextRoundKnightsToTownMapping, Map<Integer, Integer> playerKnightIncomeMap,
        Map<Integer, Integer> playerTownCountMap) {
    int calculatedKnights = calcKnightsInNextRound(town);
    nextRoundKnights.add(calculatedKnights);
    nextRoundKnightsToTownMapping.put(calculatedKnights, town);

    Integer enemyKnightIncome = playerKnightIncomeMap.get(town.getOwner());
    if (enemyKnightIncome == null) {
        enemyKnightIncome = town.lowbornCount() / 2;
    } else {
        enemyKnightIncome = enemyKnightIncome + (town.lowbornCount() / 2);
    }
    playerKnightIncomeMap.put(town.getOwner(), enemyKnightIncome);

    Integer enemyTownCount = playerTownCountMap.get(town.getOwner());
    if (enemyTownCount == null) {
        enemyTownCount = Integer.valueOf(1);
    } else {
        enemyTownCount = enemyTownCount + 1;
    }
    playerTownCountMap.put(town.getOwner(), enemyTownCount);
}

private int calcKnightsInNextRound(Town enemyTown) {
    int knights = (int) ((double) enemyTown.knightCount() * (enemyTown.isDefenseBonus() ? 1.2 : 1));
    knights = thisTown.getFreeKnights() - knights;
    if (knights > 0) {
        knights += enemyTown.lowbornCount() / 2;
    } else {
        knights = 0;
    }
    return knights;
}

private int calcHowMuchKnightsShouldAttack(Town enemyTown, int possibleHighest) {
    if (round < AGGRESSIVE_ROUND_BORDER && thisTown.lowbornCount() == 0) {
        return thisTown.knightCount();
    }

    int spareKnights = possibleHighest - enemyTown.lowbornCount(); // Correct -> div 2 and mul 2
    int minShouldSend = thisTown.getFreeKnights() - (spareKnights / 2);

    return Math.max(minShouldSend, thisTown.knightCount() / 2);
}

private class Town {
    private final int ownerId;
    private final int id;
    private final int knights;
    private final int lowborns;
    private boolean defenseBonus;

    public Town(String string) {
        String[] args = string.split("_");
        ownerId = Integer.parseInt(args[0]);
        id = Integer.parseInt(args[1]);
        knights = Integer.parseInt(args[2]);
        lowborns = Integer.parseInt(args[3]);
        defenseBonus = true;
    }

    public boolean isDefenseBonus() {
        return defenseBonus;
    }

    public void setDefenseBonus(boolean defenseBonus) {
        this.defenseBonus = defenseBonus;
    }

    public int getId() {
        return id;
    }

    public int getOwner() {
        return ownerId;
    }

    public int knightCount() {
        return knights;
    }

    public int lowbornCount() {
        return lowborns;
    }

    public boolean isMine() {
        return ownerId == playerID;
    }

    public boolean isThisTown() {
        return id == thisTownID;
    }

    private int getFreeKnights() {
        return knights - lowborns / 2 - 1;
    }
}
}

Die Sehtimianer versuchen das ganze Spiel überlegen zu sein und es am Ende zu beenden. Ich hoffe mein bot geht nicht so schlecht :)


5

Java, Exodus

Wiederum basierend auf den Kernmethoden von TheBestOne. Dieser Bot wandert von Stadt zu Stadt, sobald er ein bestimmtes Maß an Ritterbevölkerung erreicht hat, wahllos von seinem Besitzer, und wiederholt diesen Vorgang, bis er die ganze Welt bekehrt hat.

import java.util.ArrayList;
import java.util.List;


public class Exodus {


    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public static void main(String[] args){
        if (args.length == 0){
            System.out.println("100 100 100");
            return;
        }
        new Exodus().migrate(args[0].split(";"));
    }

    private void migrate(String[] args) {
        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();

        for (int i = 3; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

       if (thisTown.knightCount() >= 100) {
           int nextTownId = thisTown.getId() + 1 > towns.size() - 1 ? 0 : thisTown.getId() + 1;
           Town nextTown = towns.get(nextTownId);
          if (nextTown.isMine()){
              System.out.println("S " + nextTown.getId() + " " + thisTown.knightCount()) ;
          } else {
              System.out.println("A " + nextTown.getId() + " " + thisTown.knightCount()) ;
          }
       } else {
           System.out.println("W") ;
       }
    }



    private class Town {
        private final int ownerId;
        private final int id;
        private final int knights;
        private final int lowborns;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
        }

        public int getId() {
            return id;
        }

        public int getOwner() {
            return ownerId;
        }

        public int knightCount() {
            return knights;
        }

        public int lowbornCount() {
            return lowborns;
        }

        public boolean isMine(){
            return ownerId == playerID;
        }

        public boolean isThisTown(){
            return id == thisTownID;
        }

        private int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }
    }
}

Kompilieren: javac Exodus.java

Lauf: java Exodus


5

Python 2, Demokratie

Dieser König ist kein König. Es ist etwas Modernes. Es ist der König der Menschen . Das ist Demokratie. Es ist langsam, ineffizient und wenn es etwas tut, macht es es falsch.

import sys
from math import sqrt, ceil

class Town:
    def __init__(self, owner, ID, military, civilian):
        self.owner=owner
        self.id=ID
        self.isEnemy=(self.owner!=PlayerId)
        self.isCurrent=(self.id!=TownId)
        self.mil=military
        self.civ=civilian
        self.freeK=self.mil-self.civ/2
    def canBeat(self, other):
        otherPower    = int(ceil(other.mil*1.2))
        otherMinPower = int(ceil(other.freeK*1.2))
        selfPower     = self.freeK
        if selfPower<otherMinPower:
            return 0
        elif selfPower<otherPower or (selfPower-otherPower)*2-1<other.civ:
            return 1
        else:
            return 2
    def canMove(self, other):
        otherPower    = int(ceil(other.mil*1.2))
        otherMinPower = int(ceil(other.freeK*1.2))
        if otherPower<self.mil:
            return 2
        elif otherMinPower<=self.mil:
            return 1
        else:
            return 0

    def canDefend(self, other):
        return self.freeK>other.mil

def attack_weak():

    for town in EnemyTowns:
        if curr.canMove(town)==2:
            print "A", town.id, curr.mil
            exit()
    for town in EnemyTowns:
        if curr.canMove(town)==1:
            print "A", town.id, curr.mil
            exit()

    target=EnemyTowns[0]
    for et in EnemyTowns:
        if et.mil<target.mil and et.id!=-1:
            target=et
    print "A", target.id, curr.mil-1
    exit()


if len(sys.argv) < 2:
    print 96, 96, 96
else:
    Round, PlayerId, TownId, Towns = sys.argv[1].split(";", 3)
    Round=int(Round)
    PlayerId=int(PlayerId)
    TownId=int(TownId)
    Towns=[[int(i) for i in town.split("_")] for town in Towns.split(";")]
    Towns=[Town(i[0], i[1], i[2], i[3]) for i in Towns]
    MyTowns=[t for t in Towns if t.isEnemy==False]
    EnemyTowns=[t for t in Towns if t.isEnemy]
    GameStateEnd = [t for t in EnemyTowns if t.id!=-1]==[]
    curr=[town for town in MyTowns if town.isCurrent][0]

    support=[town for town in MyTowns if town.freeK<1]
    if support!=[]:
        for town in support:
            if town.id==curr.id:
                missing=town.freeK-int(ceil(town.civ/2))
                if town.civ<5:
                    attack_weak()
                elif town.freeK<-10:
                    attack_weak()
                else:
                    print "W"
                    exit()
        for town in support:
            if abs(town.freeK-2)<curr.freeK-2:
                print "S", town.id, abs(town.freeK-2)
                exit()
            else:
                if curr.freeK>10:
                    print "S", town.id, int(abs(town.freeK-2)*0.2)
                    exit()
    if GameStateEnd:
        attack_end()
    else:
        selection=EnemyTowns[:]
        selection.sort(key=(lambda x: (x.mil-x.civ) if x.civ>3 else x.mil/4))
        for s in selection:
            if curr.canBeat(s)==2 and s.civ>s.mil/2:
                NF=(int(ceil(s.mil*1.2))+s.civ/2+1)
                if curr.mil>NF:
                    print "A", s.id, NF+(curr.mil-NF)/3
                    exit()
    if curr.freeK>10:
        MyTowns.sort(key=lambda x: x.mil)
        print "S", MyTowns[-1].id, (curr.freeK-5)/5*3
        exit()
    print "W"
    exit()

Rennen python2 democracy.py. Beachten Sie, dass Demokratie Python 2 erfordert .

Bearbeiten: Fehler beim Drucken von Stadtobjekten behoben


Dies gibt manchmal aus <__main__.Town.
TheNumberOne

Muss

4

C ++ 11, CalculatedFail

Nachdem ich ein paar Dinge mit dem kleinen Java ausprobiert hatte, das ich kenne und nicht ganz in der Lage war, das zu erreichen, was ich wollte, entschied ich mich dafür, es in C ++ neu zu schreiben und die Dateibehandlung hinzuzufügen. Das Problem war, mein C ++ ist ziemlich verrostet und nicht viel besser, so dass einige Teile zusammengeknallt sind und nur die erste Lösung in Google, also nicht wirklich Qualitätscode ...

Trotzdem konnte ich ein zumindest funktionierendes Ergebnis erzielen, bei dem nicht so viel gesaugt wird. Es gewinnt zumindest gelegentlich, aber ich kann es nicht perfekt testen, da ich nicht in der Lage bin, alle anderen Einsendungen auf diesem PC auszuführen. Ich werde das Targeting wahrscheinlich komplett neu schreiben und es später heute oder morgen als weitere Antwort hinzufügen.

#include <iostream>
#include <string>
#include <vector>
#include <sstream>
#include <cmath>
#include <ratio>
#include <fstream>
#include <algorithm>

using namespace std;


class Town {
public:
    Town(int owner, int townId, int knights, int population, int roundToDefBonus);
    int getOwner();
    int getId();
    int getKnights();
    int getPopulation();

    int getFreeKnights();
    int neededConquer();
    int getKnightsStable();
    int getRoundToDef();

    bool operator< (const Town &other) const  {
        return townId < other.townId;
    }
private:
    int owner;
    int townId;
    int knights;
    int population;
    int roundToDefBonus;
    double defBonus;
};

Town::Town(int inOwner, int inTownId, int inKnights, int inPopulation, int inRoundToDefBonus) {
    owner = inOwner;
    townId = inTownId;
    knights = inKnights;
    population = inPopulation;
    roundToDefBonus = inRoundToDefBonus;
    if(roundToDefBonus > 0) {
        defBonus = 1;
    }
    else{
        defBonus = 1.2;
    }
}

int Town::getOwner() {
    return owner;
}
int Town::getId() {
    return townId;
}
int Town::getKnights() {
    return knights;
}
int Town::getPopulation() {
    return population;
}
int Town::getFreeKnights() {
    return knights - population / 2;
}
int Town::neededConquer() {
    return max(static_cast<int>(ceil(knights * defBonus + population / 2)), 1);
}
int Town::getKnightsStable() {
    return population / 2;
}
int Town::getRoundToDef() {
    return roundToDefBonus;
}


int gameRound;
int myId;
int thisTownId;
Town* thisTown;

vector <Town> myTowns;
vector <Town> enemyTowns;

vector <Town> lastTime;

string turn();
Town* bestTarget(int knights);
Town* bestSafe(int knights);
Town* biggestTarget(int knights);
Town* biggestSafe(int knights);


string out(string, int, int);
string attack(Town*);
string safe(Town*);

bool sortTowns(const Town & t1, const Town & t2);

vector <string> stringSplit(string input, string delimeter);

int main(int argc, char* argv[]) {
    if(argc < 2){
        cout << "100 100 100";
        ofstream myFile;
        myFile.open("CalculatedFail.txt");
        myFile << "0\n";
        myFile.close();
    }
    else{
        if(argc == 2){

            string input = argv[1];
            vector <string> params = stringSplit(input, ";");

            gameRound = atoi(params.at(0).c_str());
            myId = atoi((params.at(1)).c_str());
            thisTownId = atoi(params.at(2).c_str());

            ifstream myfile("CalculatedFail.txt");
            if(myfile.is_open()){
                string line;

                getline(myfile, line);
                bool newRound = false;
                if(atoi(line.c_str()) > gameRound) {
                    newRound = true;
                }

                vector <string> oldVals;
                if(!newRound) {
                    while (getline(myfile, line)) {
                        oldVals = stringSplit(line, "_");

                        int playerId = atoi(oldVals.at(0).c_str());
                        int townId = atoi(oldVals.at(1).c_str());
                        int knights = atoi(oldVals.at(2).c_str());
                        int population = atoi(oldVals.at(3).c_str());
                        int roundToDefBonus = atoi(oldVals.at(4).c_str());

                        lastTime.push_back(Town(playerId, townId, knights, population, roundToDefBonus));
                        oldVals.clear();
                    }
                }
                else {
                    while (getline(myfile, line)) {
                        oldVals = stringSplit(line, "_");

                        int playerId = atoi(oldVals.at(0).c_str());
                        int townId = atoi(oldVals.at(1).c_str());
                        int knights = atoi(oldVals.at(2).c_str());
                        int population = atoi(oldVals.at(3).c_str());
                        int roundToDefBonus = atoi(oldVals.at(4).c_str());
                        if(roundToDefBonus) {   //if round def bonus > 0, decrement because new round
                            roundToDefBonus --;
                        }

                        lastTime.push_back(Town(playerId, townId, knights, population, roundToDefBonus));
                        oldVals.clear();
                    }

                }
                std::sort(lastTime.begin(), lastTime.end());
            }

            if(lastTime.size() > 0) {
                vector <string> values;
                for(int i = 3; i < params.size(); i++) {

                    values = stringSplit(params.at(i), "_");

                    int playerId = atoi(values.at(0).c_str());
                    int townId = atoi(values.at(1).c_str());
                    int knights = atoi(values.at(2).c_str());
                    int population = atoi(values.at(3).c_str());

                    int roundsToDef = lastTime.at(townId).getRoundToDef();
                    if(playerId != lastTime.at(townId).getOwner()) {
                        roundsToDef = 2;
                    }
                    if(playerId == myId){
                        if(thisTownId != townId)
                            myTowns.push_back(Town(playerId, townId, knights, population, roundsToDef));
                        else{
                            thisTown = new Town(playerId, townId, knights, population, roundsToDef);
                        }
                    }
                    else{
                        enemyTowns.push_back(Town(playerId, townId, knights, population, roundsToDef));
                    }
                    values.clear();
                }
            }
            else {
                vector <string> values;
                for(int i = 3; i < params.size(); i++) {

                    values = stringSplit(params.at(i), "_");

                    int playerId = atoi(values.at(0).c_str());
                    int townId = atoi(values.at(1).c_str());
                    int knights = atoi(values.at(2).c_str());
                    int population = atoi(values.at(3).c_str());

                    if(playerId == myId){
                        if(thisTownId != townId)
                            myTowns.push_back(Town(playerId, townId, knights, population, 0));
                        else{
                            thisTown = new Town(playerId, townId, knights, population, 0);
                        }
                    }
                    else{
                        enemyTowns.push_back(Town(playerId, townId, knights, population, 0));
                    }
                    values.clear();
                }
            }

            string tmp = turn();
            cout << tmp;

            ofstream writeFile("CalculatedFail.txt");
            if(writeFile.is_open()) {
                writeFile << gameRound <<"\n";

                writeFile << thisTown->getOwner() <<"_"<<thisTown->getId()<<"_"<<thisTown->getKnights()<<"_"<< thisTown->getPopulation()<<"_"<<thisTown->getRoundToDef()<<"\n";

                for(vector<Town>::size_type i = 0; i != myTowns.size(); i++) {
                    writeFile << myTowns[i].getOwner() <<"_"<<myTowns[i].getId()<<"_"<<myTowns[i].getKnights()<<"_"<< myTowns[i].getPopulation()<<"_"<<myTowns[i].getRoundToDef()<<"\n";
                }
                for(vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
                    writeFile << enemyTowns[i].getOwner() <<"_"<<enemyTowns[i].getId()<<"_"<<enemyTowns[i].getKnights()<<"_"<< enemyTowns[i].getPopulation()<<"_"<<enemyTowns[i].getRoundToDef()<<"\n";
                }
            }

        }
        else{
            cout<<"error, wrong parameter";
        }

    }

    delete thisTown;

    return 0;
}




string turn() {
    Town* safeTarget;
    Town* attackTarget;
    if(thisTown->getFreeKnights() < 0) {    //evacuate
        safeTarget = biggestSafe(thisTown->getKnights());
        attackTarget = biggestTarget(thisTown->getKnights());

        if(safeTarget != nullptr && attackTarget != nullptr){
            if(safeTarget->getPopulation() > attackTarget->getPopulation()) {
                return out("S", safeTarget->getId(), thisTown->getKnights());
            }
            else {
                return out("A", attackTarget->getId(), thisTown->getKnights());
            }
        }
        if(safeTarget){
            return out("S", safeTarget->getId(), thisTown->getKnights());
        }
        if(attackTarget){
            return out("A", attackTarget->getId(), thisTown->getKnights());
        }
        Town* target = &myTowns.at(0);
        for(vector<Town>::size_type i = 1; i != myTowns.size(); i++) {
            if(target->getPopulation() < myTowns[i].getPopulation())
                target = &myTowns[i];
        }
        return out("S", target->getId(), thisTown->getKnights());

    }

    safeTarget = biggestSafe(thisTown->getFreeKnights());
    attackTarget = bestTarget(thisTown->getFreeKnights());


    if(safeTarget != nullptr && attackTarget != nullptr){
        if(safeTarget->getPopulation() > attackTarget->getPopulation()) {
            return safe(safeTarget);
        }
        else {
            return attack(attackTarget);
        }
    }
    if(safeTarget){
        return safe(safeTarget);
    }
    if(attackTarget){
        return attack(attackTarget);
    }

    return "W";
}

Town* bestTarget(int knights) {
    Town* target = nullptr;
    double ratio = -1;
    for(vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
        if(enemyTowns[i].neededConquer() < knights) {
            if(enemyTowns[i].getPopulation() / enemyTowns[i].neededConquer() > ratio) {
                target = &enemyTowns[i];
                ratio = enemyTowns[i].getPopulation() / enemyTowns[i].neededConquer();
            }
        }
    }
    return target;
}

Town* biggestTarget(int knights) {
    Town* target = nullptr;
    int population = -1;
    for(vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
        if(enemyTowns[i].neededConquer() < knights) {
            if(enemyTowns[i].getPopulation() > population) {
                target = &enemyTowns[i];
                population = target->getPopulation();
            }
        }
    }
    return target;
}

Town* biggestSafe(int knights) {
    Town* target = nullptr;
    int population = -1;
    for(vector<Town>::size_type i = 0; i != myTowns.size(); i++) {
        if(myTowns[i].getFreeKnights() < 0 && myTowns[i].getFreeKnights() + knights >= 0){
            if(myTowns[i].getPopulation() > population) {
                target = &myTowns[i];
                population = target->getPopulation();
            }
        }
    }
    return target;
}

string attack(Town* target){
    int knights;
    if(thisTown->getPopulation() > target->getPopulation()) {
        knights = target->neededConquer();
    }
    else{
        knights = thisTown->getFreeKnights();
    }
    return out("A", target->getId(), knights);
}
string safe(Town* target){
    int knights;
    if(thisTown->getPopulation() > target->getPopulation()) {
        knights = target->getFreeKnights() * -1;
    }
    else{
        knights = thisTown->getFreeKnights();
    }
    return out("S", target->getId(), knights);
}
string out(string order, int targedId, int knights) {
    stringstream tmp;
    tmp << order << " " << targedId << " " << knights;
    return tmp.str();
}

vector <string> stringSplit(string input, string delimeter) {
    stringstream tmp(input);
    vector <string> splitted;
    string pushThis;
    while (getline(tmp, pushThis, delimeter.at(0))){
        splitted.push_back(pushThis);
    }

    return splitted;
}

kompilieren mit: g++ -std=c++11 CalculatedFail.cpp -o CalculatedFail.exe

Google sagt, dass es unter Linux CalculatedFail.out anstelle der .exe ist, aber ich kann es nicht testen.

und Renn CalculatedFail.exe

Da es eine Datei verwendet, um nach dem Def-Bonus zu suchen, kann es zu Fehlern kommen, wenn das Spiel mehrmals gleichzeitig ausgeführt wird ...

hoffe es funktioniert einwandfrei ohne zu viele probleme


Ich bin mir ziemlich sicher, dass es unter Linux keine Dateierweiterung gibt.
TheNumberOne

Ich kann dies nicht auf dem Java Controller unter Windows ausführen. Ich habe es wie gesagt zusammengestellt. Funktioniert korrekt von der Kommandozeile.
TheNumberOne

ok, das war ich dumm, ich habe vergessen, den Namen der Textdatei zu Beginn des Spiels zu ändern, ich denke, das sollte jetzt
funktionieren

Ich denke, es ist ein Problem mit dem Controller.
TheNumberOne

mh hast du die aktualisierte version ausprobiert? Gestern hatte ich 2 verschiedene Dateinamen durch einen Unfall. Die attackOn3-Version weist selten Turn-Fehler auf, wenn sie bereits gewonnen hat, aber beide funktionieren einwandfrei mit dem Controller auf meinem System.
Sthrandom

3

Java, Illuminati

Ich habe dies gelesen und wusste, dass ich nie in der Lage sein würde, eine tragfähige Strategie zu entwickeln, also habe ich mich entschieden, die jämmerlich unterrepräsentierten Echsenmenschen zu spielen, die uns vielleicht beherrschen oder nicht. Anstatt mit den anderen Bots zu kämpfen, zwingt dieser sie zur Zusammenarbeit, um sie am Ende aufzugeben. Dieser Bot hinterlässt keinen bleibenden Schaden.

import java.io.File;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.IOException;
import java.io.PrintWriter;
import java.util.ArrayList;
import java.util.List;

import javax.tools.JavaCompiler;
import javax.tools.StandardJavaFileManager;
import javax.tools.ToolProvider;

public class Illuminati
{
    private static final String template = 
            "import java.io.File;import java.util.Scanner;import java.io.IOException;\n" +
            "public class <<NAME>> \n" +
            "{public static void main(String[] args) throws IOException {if(args.length == 0) {\n" +
            "System.out.println(\"35 35 35\");} else { File ill_data = new File(\"Illuminati.txt\");\n" + 
            "String order = new String();Scanner sc = new Scanner(ill_data);\n" +
            "while(sc.hasNextLine()){order = sc.nextLine();} sc.close(); int city = Integer.parseInt(order);" +
            "Illuminati.TurnDescriptor desc = new Illuminati.TurnDescriptor(args[0]);" +
            "int amt = desc.thistown.getFreeKnights(); System.out.println(\"S \" + city + \" \" + amt); }}}";

    private static final File datafile = new File("Illuminati.txt");

    private static final JavaCompiler compiler = ToolProvider.getSystemJavaCompiler();

    public static void main(String[] args) throws IOException
    {
        if(args.length == 0)
        {
            if(compiler != null)
            {
                if(!datafile.exists())
                {
                    datafile.createNewFile();
                }

                File parentdir = datafile.getAbsoluteFile().getParentFile();
                List<File> torecompile = new ArrayList<File>();

                for(File f : parentdir.listFiles())
                {
                    if(!f.isDirectory())
                    {
                        if(f.getName().endsWith(".class") && !f.getName().contains("$") && !f.getName().equals("Illuminati.class"))
                        {
                            torecompile.add(f);
                        }
                    }
                }

                for(File f : torecompile)
                {
                    File newfile = new File(f.getName() + ".temp");
                    FileInputStream fis = new FileInputStream(f);
                    FileOutputStream fos = new FileOutputStream(newfile);
                    int val;
                    while((val = fis.read()) != -1)
                    {
                        fos.write(val);
                    }
                    fis.close();
                    fos.close();
                }

                List<File> tocompile = new ArrayList<File>();

                for(File f : torecompile)
                {
                    String classname = f.getName().substring(0, f.getName().length() - 6);
                    String code = template.replace("<<NAME>>", classname);
                    File temp = new File(classname + ".java");
                    FileOutputStream fos = new FileOutputStream(temp);
                    fos.write(code.getBytes());
                    fos.close();
                    tocompile.add(temp);
                }

                StandardJavaFileManager manager = compiler.getStandardFileManager(null, null, null);
                compiler.getTask(null, manager, null, null, null, manager.getJavaFileObjectsFromFiles(tocompile)).call();

                tocompile.forEach(file -> file.delete());

                System.out.println("34 34 34");
            }
            else
            {
                System.out.println("85 85 85");
            }
        }
        else
        {
            if(datafile.exists())
            {
                TurnDescriptor descriptor = new TurnDescriptor(args[0]);
                int knights = descriptor.thistown.getFreeKnights();
                int stockpile = descriptor.towns.stream()
                .filter(town -> town.owner == descriptor.thistown.owner)
                .mapToInt(town -> town.id)
                .max().getAsInt();
                PrintWriter pw = new PrintWriter(datafile);
                pw.println("" + stockpile);
                pw.close();
                if(descriptor.thistown.id != stockpile)
                {
                    System.out.println("S " + stockpile + " " + knights);
                }
                if(descriptor.round > 80 && (descriptor.round & 1) == 1) //If the round is greater than 80 and is odd
                {
                    if(descriptor.thistown.id == stockpile)
                    {
                        Town target = descriptor.towns.stream()
                        .filter(town -> town.owner != descriptor.playerid)
                        .findAny().get();

                        System.out.println("A " + target.id + " " + descriptor.thistown.getFreeKnights());
                    }
                }
                if(descriptor.round == 99) //Resume normal AI practices
                {
                    resetClassesFromCache();
                }
            }
            else //Man, now we have to actually do stuff
            {
                System.out.println("W"); //Just kidding! Suicide!
            }
        }
    }

    private static void resetClassesFromCache() throws IOException
    {
        File parentdir = datafile.getAbsoluteFile().getParentFile();

        for(File f : parentdir.listFiles())
        {
            if(!f.isDirectory())
            {
                if(f.getName().endsWith(".class.temp") && !f.getName().contains("$"))
                {
                    FileInputStream fis = new FileInputStream(f);
                    File out = new File(f.getName().substring(0, f.getName().length() - 5));
                    FileOutputStream fos = new FileOutputStream(out, false);

                    int val;
                    while((val = fis.read()) != -1)
                    {
                        fos.write(val);
                    }

                    fis.close();
                    fos.close();
                    f.delete();
                }
            }
        }
    }

    public static class Town
    {
        public final int owner;
        public final int id;
        public final int knights;
        public final int lowborns;

        public Town(String chunk)
        {
            String[] vals = chunk.split("_");
            owner = Integer.parseInt(vals[0]);
            id = Integer.parseInt(vals[1]);
            knights = Integer.parseInt(vals[2]);
            lowborns = Integer.parseInt(vals[3]);
        }

        public int getFreeKnights()
        {
            return knights - (lowborns/2) - 1;
        }
    }

    public static class TurnDescriptor
    {
        public final List<Town> towns;
        public final int round;
        public final int playerid;
        public final Town thistown;

        public TurnDescriptor(String s)
        {
            String[] info = s.split(";");
            round = Integer.parseInt(info[0]);
            playerid = Integer.parseInt(info[1]);
            final int townid = Integer.parseInt(info[2]);

            towns = new ArrayList<Town>();
            for(int i = 3; i < info.length; i++)
            {
                Town t = new Town(info[i]);
                towns.add(t);
            }

            thistown = towns.stream()
            .filter(town -> {return town.id == townid;})
            .findFirst().get();
        }
    }
}

2
Dies ist zwar eine interessante Antwort, " Andere externe Ressourcen sind nicht zulässig ". Deine Einsendung ist daher von den Versuchen ausgeschlossen, aber ich werde es trotzdem befürworten;)
CommonGuy

3

Java, SuperProducer

Es ist spät in meinem Teil der Welt, so dass ich nicht genug Zeit habe, um meine Vorlage zu erläutern. Ich werde später genauer darauf eingehen, wie es funktioniert.

Die Leistung des Bots scheint stark von der Startreihenfolge abhängig zu sein, die er manchmal gewinnt ...

Ich hatte ein paar Ideen, um die Gewinnrunden zu erhöhen ... aber die Zeit drängt: P

package moogiesoft;

import java.io.File;
import java.io.FileInputStream;
import java.io.FileOutputStream;
import java.io.ObjectInputStream;
import java.io.ObjectOutputStream;
import java.io.Serializable;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.HashMap;
import java.util.IntSummaryStatistics;
import java.util.List;
import java.util.Map;
import java.util.stream.Collectors;



public class SuperProducer implements Serializable
{
    private static final int MAX_POSSIBLE_LOWBORNS_IN_TOWN = 50;
    /**
     * 
     */
    private static final long serialVersionUID = 8652887937499233654L;
    public final String FILE = this.getClass().getSimpleName()+".txt";
    int round;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Map<Integer, Conquest> townOwnerShipMap = new HashMap<Integer, Conquest>();

    Town thisTown;
    private int targetOpponent = -1; // the id of the opponent that out towns will endevour to direct their attacks 
    private int maxOpponentTownSize; // the number of knights of the opponent town with the most knights
    private int avgOpponentTownSize; // the average number of knights in an opponent town
    private int midAvgMaxOpponentTownSize; // value 1/2 between average and max knights in an opponent town

    public static void main(String[] args){
        if (args.length == 0){
            new SuperProducer().sendStartingKnights();
        }
        else
        {
            new SuperProducer().letsDoIt(args[0].split(";"));
        }
    }

    private void sendStartingKnights()
    {
        // delete any stale state information
        File file = new File(FILE);
        file.delete();

        System.out.println("100 100 0");
    }

    private void letsDoIt(String[] args)
    {
        round = Integer.parseInt(args[0]);
        playerID = Integer.parseInt(args[1]);
        thisTownID = Integer.parseInt(args[2]);
        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();

        for (int i = 3; i < args.length; i++)
        {
            towns.add(new Town(args[i]));
        }

        // load in stored state information
        File file = new File(FILE);
        if (file.exists())
        {
            try
            {
                ObjectInputStream ois = new ObjectInputStream(new FileInputStream(file));
                townOwnerShipMap = (Map<Integer, Conquest>) ois.readObject();
                targetOpponent  = ois.readInt();
                ois.close();
            }
            catch (Exception e)
            {
                e.printStackTrace();
            }
        }

        for (Town town : towns)
        {

            // update town conquest map
            Conquest conquest = townOwnerShipMap.remove(town.getId());
            if (conquest==null)
            {
                conquest = new Conquest(town.ownerId, -1);
                townOwnerShipMap.put(town.getId(),conquest);
            }
            else if (town.getOwner()!=conquest.getOwner())
            {
                conquest.setOwner(town.ownerId);
                conquest.setConquestRound(round-1);
            }
            town.setDefenceBonus(round-conquest.getConquestRound()>2);

            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        String response = "W";

        // this town has some knights to potentially command...
        if (thisTown.getKnightCount()>0)
        {
            // first round... consolidate into 1 super town
            if (round==1)
            {
                int thisTownIndex=myTowns.indexOf(thisTown);
                switch (thisTownIndex)
                {
                    case 1:
                    case 0:
                        // if we are the first town then move all knights into second town
                        if (myTowns.size()>1 && thisTown.getKnightCount()<200)
                        {
                            response = "S " + myTowns.get(thisTownIndex+1).getId() + " " + thisTown.getKnightCount();
                            break;
                        }
                    default:
                        // the third town does nothing!
                }
            }
            else 
            {
                // second round... go find some good starting towns to conquer
                if (round==2)
                {
                    // this town is a town able to attack
                    if (thisTown.getKnightCount()>100)
                    {
                        // If by some miracle we still own the town with no knights then re-inforce it.
                        Town superTown = myTowns.stream().filter(a->a.getKnightCount()==200).findFirst().get();
                        if (superTown!=null && superTown.getId()!=thisTown.getId())
                        {
                            response = "S " + superTown.getId() + " " + thisTown.getKnightCount();
                        }
                        else
                        {
                            // find the next most productive Town...
                            Town townToAttack = otherTowns.get(0);
                            for (Town town : otherTowns)
                            {
                                if (town.getLowbornCount()>townToAttack.getLowbornCount())
                                {
                                    townToAttack=town;
                                    if (townToAttack.getOwner()!=playerID)
                                    {
                                        targetOpponent=townToAttack.getOwner();
                                    }
                                }
                            }

                            // the town to attack is most likely the own we lost due to having no knights to begin with...
                            response = "A " + townToAttack.getId() + " " + thisTown.getKnightCount();
                        }
                    }
                    // else this is a conquered town so lets not do anything!
                }
                else if (round>97)
                {
                    int attackForce = thisTown.getFreeKnights()/4;
                    if (thisTown.getFreeKnights()>attackForce && attackForce>0)
                    {

                        boolean goFlag=false;
                        Town townToAttack = null;
                        for (Town town : towns)
                        {
                            // 
                            if (town==thisTown) goFlag=true;
                            else if (goFlag && town.getOwner()!=thisTown.getOwner())
                            {
                                if (town.getLowbornCount()==0)
                                {
                                    townToAttack=town;
                                    break;
                                }
                            }
                        }

                        if (townToAttack==null)
                        {
                            for (Town town : otherTowns)
                            {
                                if (town.getLowbornCount()==0)
                                {
                                    townToAttack=town;
                                    break;
                                }
                            }
                        }

                        if (round > 98 && townToAttack==null)
                        {
                            for (Town town : otherTowns)
                            {
                                attackForce = thisTown.getKnightCount()-town.getKnightCount()-town.getMinimumKnights()-1-thisTown.getMinimumKnights()-1;
                                if (attackForce>0)
                                {
                                    townToAttack=town;
                                    break;
                                }
                            }
                        }

                        if (townToAttack!=null)
                        {
                            response = "A " + townToAttack.getId() + " " + attackForce;
                        }
                        else
                        {
                            int thisTownIndex = myTowns.indexOf(thisTown);
                            int supportSize = Math.min(thisTown.getKnightCount()/4, thisTown.getFreeKnights());

                            if (supportSize>thisTown.getMinimumKnights() && thisTownIndex<myTowns.size()-1)
                            {
                                Town townToSupport = myTowns.get(thisTownIndex+1);
                                response = "S " + townToSupport.getId() + " " + (thisTown.getKnightCount()-thisTown.getKnightCount()/4);
                            }
                        }
                    }

                }

                // we are on non-beginning non-ending round...
                else
                {
                    // calculate statistics
                    IntSummaryStatistics statistics = otherTowns.stream().collect(Collectors.summarizingInt(Town::getKnightCount));
                    maxOpponentTownSize = statistics.getMax();
                    avgOpponentTownSize = (int) statistics.getAverage();
                    midAvgMaxOpponentTownSize = (maxOpponentTownSize+avgOpponentTownSize)/2;

                    if ((round-1)%3==1)
                    {
                        // find the next strongest town of our target Opponent that produces knights...
                        Town townToAttack = null;
                        for (Town town : otherTowns)
                        {
                            if (town.getLowbornCount() > 0 && town.getOwner() == targetOpponent && (townToAttack == null || town.getKnightCount()>townToAttack.getKnightCount()))
                            {
                                townToAttack=town;
                            }
                        } 


                        // target opponent cannot grow so choose another opponent...
                        // favour the weakest opponent that has has some towns that produces towns..
                        // otherwise favour the weakest opponent
                        if (townToAttack==null)
                        {
                            townToAttack=chooseNewOpponentToAttack();
                        }
                        targetOpponent=townToAttack.getOwner();

                        int minKnightsToLeaveAtThisTown = calculateDesiredKnightsAtTown(thisTown);
                        int minKnightsToLeftAtAttackedTownAfterBattle = calculateDesiredKnightsAtTown(townToAttack);

                        double defenceBonus = townToAttack.hasDefenceBonus()?1.2:1;
                        double defenderAttackStrength = townToAttack.getKnightCount() * defenceBonus;
                        int knightsNeededToWinAndEnsureNotAttackedNextRound =  minKnightsToLeftAtAttackedTownAfterBattle + (int) (defenderAttackStrength);
                        knightsNeededToWinAndEnsureNotAttackedNextRound = knightsNeededToWinAndEnsureNotAttackedNextRound + ((knightsNeededToWinAndEnsureNotAttackedNextRound-defenderAttackStrength - townToAttack.getMinimumKnights() < 0) ?townToAttack.getMinimumKnights():0);
                        int knightsLeftAtSortieingTownAfterAttacking = thisTown.getKnightCount()-knightsNeededToWinAndEnsureNotAttackedNextRound;

                        // if the sortieing town is sufficiently safe from another attack after it attempts to attack the other town will it try to attack  
                        if (knightsLeftAtSortieingTownAfterAttacking > thisTown.getMinimumKnights()*2 &&
                            knightsLeftAtSortieingTownAfterAttacking>minKnightsToLeaveAtThisTown &&
                            thisTown.getFreeKnights()>knightsNeededToWinAndEnsureNotAttackedNextRound)
                        {
                            response = "A " + townToAttack.getId() + " " + knightsNeededToWinAndEnsureNotAttackedNextRound;
                        }
                        // not safe... so lets support our other towns
                        else
                        {
                            int surplusKnights = thisTown.getKnightCount()-minKnightsToLeaveAtThisTown;

                            // this town has surplusKnights
                            if (surplusKnights>0)
                            {
                                int knightsAvailable = Math.min(surplusKnights, thisTown.getFreeKnights());

                                // find our weakest and strongest towns
                                Town myWeakestTown=null;
                                Town myStrongestTown=null;
                                for (Town town : myTowns)
                                {
                                    if (!(town.getKnightCount()==0 && round<50) && (myWeakestTown == null || town.getKnightCount()<myWeakestTown.getKnightCount()))
                                    {
                                        myWeakestTown=town;
                                    }
                                    if (!(town.getKnightCount()==0 && round<50) && ( myStrongestTown == null || town.getKnightCount()>myStrongestTown.getKnightCount()))
                                    {
                                        myStrongestTown=town;
                                    }
                                }

                                // see if my Weakest Town needs support
                                Town townToSupport = null;
                                int knightsToSend=0;
                                if (thisTown!=myWeakestTown)
                                {
                                    int desiredKnightsAtTown = calculateDesiredKnightsAtTown(myWeakestTown);

                                    if (myWeakestTown.getKnightCount()<desiredKnightsAtTown)
                                    {
                                        int deltaDesiredKnights = desiredKnightsAtTown-myWeakestTown.getKnightCount();
                                        knightsToSend = Math.min(knightsAvailable, deltaDesiredKnights);
                                        townToSupport=myWeakestTown;
                                    }
                                }

                                // no towns needed support so we will attempt to support the strongest town
                                if (townToSupport == null)
                                {
                                    if (thisTown!=myStrongestTown)
                                    {
                                        int desiredKnightsAtTown = calculateDesiredKnightsAtTown(myStrongestTown);
                                        if (myStrongestTown.getKnightCount()<desiredKnightsAtTown)
                                        {
                                            int deltaDesiredKnights = desiredKnightsAtTown-myStrongestTown.getKnightCount();
                                            knightsToSend = Math.min(knightsAvailable, deltaDesiredKnights);

                                            knightsToSend = knightsAvailable;
                                            townToSupport=myStrongestTown;
                                        }
                                    }
                                }

                                // support the chosen town if possible
                                if (townToSupport != null)
                                {
                                    response = "S " + townToSupport.getId() + " " + knightsToSend;
                                }
                            }
                        }
                    }
                }
            }
        }

        // save state information
        try
        {
            ObjectOutputStream oos = new ObjectOutputStream(new FileOutputStream(file));
            oos.writeObject(townOwnerShipMap);
            oos.writeInt(targetOpponent);
            oos.close();
        }
        catch (Exception e)
        {
            e.printStackTrace();
        }

        System.out.println(response);
    }

    // returns a town of the opponent that is deemed to be the most worthy
    private final Town chooseNewOpponentToAttack()
    {
        Town townToAttack=null;

        // calculate opponent sizes
        HashMap<Integer,Opponent> opponentMap = new HashMap<Integer, Opponent>();
        for (Town town : otherTowns)
        {
            Opponent opponent = opponentMap.get(town.getOwner());
            if (opponent == null)
            {
                opponent = new Opponent(town.getOwner());
                opponentMap.put(town.getOwner(), opponent);
            }
            opponent.addTown(town);
        }


        // create sorted list of opponents based on strength. 
        List<Integer> opponentsByStrength = new ArrayList<Integer>(opponentMap.keySet());
        opponentsByStrength.sort(new Comparator<Integer>()
        {
            public int compare(Integer o1, Integer o2)
            {
                Opponent left = opponentMap.get(o1);
                Opponent right = opponentMap.get(o2);

                return left.getTotalKnights()-right.getTotalKnights();
            }
        });

        // attempt to choose the weakest opponent's weakest town that has some ability to generate knights...
        out:
        for (Integer opponent : opponentsByStrength)
        {
            for (Town town : opponentMap.get(opponent).getTowns())
            {
                if (town.getOwner() !=-1 && town.getLowbornCount() > 0 && (townToAttack == null || town.getKnightCount()<townToAttack.getKnightCount()))
                {
                    townToAttack=town;
                    break out;
                }
            } 
        }

        // no opponents left with knights producing towns... just go for the weakest town.
        if (townToAttack == null)
        {
            for (Town town : otherTowns)
            {
                if (townToAttack == null || town.getKnightCount()<townToAttack.getKnightCount())
                {
                    townToAttack=town;
                }
            } 
        }

        return townToAttack;
    }

    // returns the number of knights that should make this town safe from attack
    final private int calculateDesiredKnightsAtTown(Town town)
    {
        int minimumKnightsWeWantInATown = avgOpponentTownSize;
        return minimumKnightsWeWantInATown + town.getLowbornCount()==0?0:(minimumKnightsWeWantInATown +(int) (((double) town.getLowbornCount() / MAX_POSSIBLE_LOWBORNS_IN_TOWN) * (midAvgMaxOpponentTownSize-minimumKnightsWeWantInATown)));
    }

    /** represents a conquest of a Town by a player */
    class Conquest implements Serializable
    {
        private static final long serialVersionUID = -1120109012356785962L;
        private int owner;
        private int conquestRound;
        public int getOwner()
        {
            return owner;
        }
        public void setOwner(int owner)
        {
            this.owner = owner;
        }
        public int getConquestRound()
        {
            return conquestRound;
        }
        public void setConquestRound(int conquestRound)
        {
            this.conquestRound = conquestRound;
        }
        public Conquest(int owner, int conquestRound)
        {
            super();
            this.owner = owner;
            this.conquestRound = conquestRound;
        }

    }

    /** represents an opponent in the simulation */
     private class Opponent implements Serializable
     {
         private int ownerId;
         private int totalKnights;
         private List<Town> towns = new ArrayList<SuperProducer.Town>();

         public void addTown(Town town)
         {
             totalKnights+=town.getKnightCount();
             towns.add(town);
         }

        public int getOwnerId()
        {
            return ownerId;
        }

        public int getTotalKnights()
        {
            return totalKnights;
        }

        public List<Town> getTowns()
        {
            return towns;
        }

        public Opponent(int ownerId)
        {
            super();
            this.ownerId = ownerId;
        }
     }

     /** represents a Town in the simulation */
     private class Town implements Serializable
    {
        private static final long serialVersionUID = 5011668142883502165L;
        private final int ownerId;
        private final int id;
        private final int knights;
        private final int lowborns;
        private boolean defenceFlag =true;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            knights = Integer.parseInt(args[2]);
            lowborns = Integer.parseInt(args[3]);
        }

        public boolean hasDefenceBonus()
        {
            return defenceFlag;
        }

        public void setDefenceBonus(boolean defenceFlag)
        {
            this.defenceFlag = defenceFlag;
        }

        public int getId() {
            return id;
        }

        public int getOwner() {
            return ownerId;
        }

        public int getKnightCount() {
            return knights;
        }

        public int getLowbornCount() {
            return lowborns;
        }

        public boolean isMine(){
            return ownerId == playerID;
        }

        public boolean isThisTown(){
            return id == thisTownID;
        }

        private int getFreeKnights() {
            return knights - lowborns / 2 - 1;
        }

        private int getMinimumKnights() {
            return lowborns / 2 + 1;
        }
    }
 }

Kompilieren Sie: javac SuperProducer.java

Führen Sie Folgendes aus: java moogiesoft.SuperProducer


2

C ++ 11, attackOn3

Code selbst ist nicht viel schöner geworden, aber jetzt benutze ich einen anderen Weg, um zu zielen. Möglicherweise werden dem Code später Kommentare hinzugefügt.

Scheint mit den Bots, die ich laufe, in Ordnung zu sein, obwohl es immer noch hart gegen Frankenstein und Liberator ist und nicht konsequent gewinnen kann.

#include <iostream>
#include <string>
#include <vector>
#include <sstream>
#include <cmath>
#include <ratio>
#include <fstream>
#include <algorithm>

using namespace std;


class Town {
public:
    Town(int owner, int townId, int knights, int population, int roundToDefBonus);

    int getOwner();

    int getId();

    int getKnights();

    int getPopulation();

    int getFreeKnights();

    int neededConquer();

    int needRevolt();

    int getRoundToDef();

    bool operator<(const Town &other) const {
        return townId < other.townId;
    }

private:
    int owner;
    int townId;
    int knights;
    int population;
    int roundToDefBonus;
    double defBonus;
};

Town::Town(int inOwner, int inTownId, int inKnights, int inPopulation, int inRoundToDefBonus) {
    owner = inOwner;
    townId = inTownId;
    knights = inKnights;
    population = inPopulation;
    roundToDefBonus = inRoundToDefBonus;
    if (roundToDefBonus > 0) {
        defBonus = 1;
    }
    else {
        defBonus = 1.2;
    }
}

int Town::getOwner() {
    return owner;
}

int Town::getId() {
    return townId;
}

int Town::getKnights() {
    return knights;
}

int Town::getPopulation() {
    return population;
}

int Town::getFreeKnights() {
    return knights - population / 2;
}

int Town::neededConquer() {
    return max(static_cast<int>(ceil(knights * defBonus + population / 2)), 1);
}

int Town::needRevolt() {
    return knights * defBonus - population / 2;
}

int Town::getRoundToDef() {
    return roundToDefBonus;
}

#define maxRounds 100
#define newKnights 3

const int attackround = newKnights - 1;
const int getEmptyTowns = maxRounds - 5;

int gameRound;
int myId;
int thisTownId;
Town *thisTown;

vector<Town> myTowns;
vector<Town> enemyTowns;

vector<Town> lastTime;

string turn();

Town *bestGainTarget(int knights);

Town *bestSafe(int knights);

Town *biggestTarget(int knights);

Town *biggestSafe(int knights);

Town *weakTarget(int knights);


string out(string, int, int);

string attack(Town *);

string safe(Town *);

bool sortTowns(const Town &t1, const Town &t2);

vector<string> stringSplit(string input, string delimeter);

int getBiggestEnemyId();

int main(int argc, char *argv[]) {
    if (argc < 2) {
        cout << "100 100 100";
        ofstream myFile;
        myFile.open("attackOn3.txt");
        myFile << "0\n";
        myFile.close();
    }
    else {
        if (argc == 2) {

            string input = argv[1];
            vector<string> params = stringSplit(input, ";");

            gameRound = atoi(params.at(0).c_str());
            myId = atoi((params.at(1)).c_str());
            thisTownId = atoi(params.at(2).c_str());

            ifstream myfile("attackOn3.txt");
            if (myfile.is_open()) {
                string line;

                getline(myfile, line);
                bool newRound = false;
                if (atoi(line.c_str()) > gameRound) {
                    newRound = true;
                }

                vector<string> oldVals;
                if (!newRound) {
                    while (getline(myfile, line)) {
                        oldVals = stringSplit(line, "_");

                        int playerId = atoi(oldVals.at(0).c_str());
                        int townId = atoi(oldVals.at(1).c_str());
                        int knights = atoi(oldVals.at(2).c_str());
                        int population = atoi(oldVals.at(3).c_str());
                        int roundToDefBonus = atoi(oldVals.at(4).c_str());

                        lastTime.push_back(Town(playerId, townId, knights, population, roundToDefBonus));
                        oldVals.clear();
                    }
                }
                else {
                    while (getline(myfile, line)) {
                        oldVals = stringSplit(line, "_");

                        int playerId = atoi(oldVals.at(0).c_str());
                        int townId = atoi(oldVals.at(1).c_str());
                        int knights = atoi(oldVals.at(2).c_str());
                        int population = atoi(oldVals.at(3).c_str());
                        int roundToDefBonus = atoi(oldVals.at(4).c_str());
                        if (roundToDefBonus) {   //if round def bonus > 0, decrement because new round
                            roundToDefBonus--;
                        }

                        lastTime.push_back(Town(playerId, townId, knights, population, roundToDefBonus));
                        oldVals.clear();
                    }

                }
                std::sort(lastTime.begin(), lastTime.end());
            }

            if (lastTime.size() > 0) {
                vector<string> values;
                for (int i = 3; i < params.size(); i++) {

                    values = stringSplit(params.at(i), "_");

                    int playerId = atoi(values.at(0).c_str());
                    int townId = atoi(values.at(1).c_str());
                    int knights = atoi(values.at(2).c_str());
                    int population = atoi(values.at(3).c_str());

                    int roundsToDef = lastTime.at(townId).getRoundToDef();
                    if (playerId != lastTime.at(townId).getOwner()) {
                        roundsToDef = 2;
                    }
                    if (playerId == myId) {
                        if (thisTownId != townId)
                            myTowns.push_back(Town(playerId, townId, knights, population, roundsToDef));
                        else {
                            thisTown = new Town(playerId, townId, knights, population, roundsToDef);
                        }
                    }
                    else {
                        enemyTowns.push_back(Town(playerId, townId, knights, population, roundsToDef));
                    }
                    values.clear();
                }
            }
            else {
                vector<string> values;
                for (int i = 3; i < params.size(); i++) {

                    values = stringSplit(params.at(i), "_");

                    int playerId = atoi(values.at(0).c_str());
                    int townId = atoi(values.at(1).c_str());
                    int knights = atoi(values.at(2).c_str());
                    int population = atoi(values.at(3).c_str());

                    if (playerId == myId) {
                        if (thisTownId != townId)
                            myTowns.push_back(Town(playerId, townId, knights, population, 0));
                        else {
                            thisTown = new Town(playerId, townId, knights, population, 0);
                        }
                    }
                    else {
                        enemyTowns.push_back(Town(playerId, townId, knights, population, 0));
                    }
                    values.clear();
                }
            }

            string tmp = turn();
            cout << tmp;

            ofstream writeFile("attackOn3.txt");
            if (writeFile.is_open()) {
                writeFile << gameRound << "\n";

                writeFile << thisTown->getOwner() << "_" << thisTown->getId() << "_" << thisTown->getKnights() << "_" << thisTown->getPopulation() << "_" << thisTown->getRoundToDef() << "\n";

                for (vector<Town>::size_type i = 0; i != myTowns.size(); i++) {
                    writeFile << myTowns[i].getOwner() << "_" << myTowns[i].getId() << "_" << myTowns[i].getKnights() << "_" << myTowns[i].getPopulation() << "_" << myTowns[i].getRoundToDef() << "\n";
                }
                for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
                    writeFile << enemyTowns[i].getOwner() << "_" << enemyTowns[i].getId() << "_" << enemyTowns[i].getKnights() << "_" << enemyTowns[i].getPopulation() << "_" << enemyTowns[i].getRoundToDef() << "\n";
                }
            }
        }
        else {
            cout << "error, wrong parameter";
        }
    }

    delete thisTown;

    return 0;
}


string turn() {
    Town *safeTarget;
    Town *attackTarget;
    if (thisTown->getFreeKnights() < 0) {    //evacuate
        safeTarget = biggestSafe(thisTown->getKnights());
        attackTarget = biggestTarget(thisTown->getKnights());

        if (safeTarget != nullptr && attackTarget != nullptr) {
            if (safeTarget->getPopulation() > attackTarget->getPopulation()) {
                return out("S", safeTarget->getId(), thisTown->getKnights());
            }
            else {
                return out("A", attackTarget->getId(), thisTown->getKnights());
            }
        }
        if (safeTarget) {
            return out("S", safeTarget->getId(), thisTown->getKnights());
        }
        if (attackTarget) {
            return out("A", attackTarget->getId(), thisTown->getKnights());
        }
        Town *target = &myTowns.at(0);
        for (vector<Town>::size_type i = 1; i != myTowns.size(); i++) {
            if (target->getPopulation() < myTowns[i].getPopulation())
                target = &myTowns[i];
        }
        return out("S", target->getId(), thisTown->getKnights());

    }

    safeTarget = biggestSafe(thisTown->getFreeKnights());
    if (gameRound % newKnights == attackround) {      //knights only get produced every 3 town, i want to conquer the best towns just before that so i get more reinforments and dont need to fight quite that much
        attackTarget = bestGainTarget(thisTown->getFreeKnights());
    }
    else {       //but if a town is easy to aquiere i still want it, e. g. because of revolution or someone weakened it so that it will revolte
        attackTarget = weakTarget(thisTown->getFreeKnights());
    }

    if (safeTarget != nullptr && attackTarget != nullptr) {
        if (safeTarget->getPopulation() > attackTarget->getPopulation()) {
            return safe(safeTarget);
        }
        else {
            return attack(attackTarget);
        }
    }
    if (safeTarget) {
        return safe(safeTarget);
    }
    if (attackTarget) {
        return attack(attackTarget);
    }

    if (gameRound > getEmptyTowns) {     //empty towns dont matter early on but still count to win score
        for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
            if (enemyTowns[i].getPopulation() < 2) {
                if (enemyTowns[i].neededConquer() < thisTown->getFreeKnights()) {
                    return attack(&enemyTowns[i]);
                }
            }
        }
    }

    int biggestEnemy = getBiggestEnemyId();
    //if last round attack possible biggest other guy
    if (gameRound == maxRounds) {
        int targetKnights = -1;
        Town *target;
        for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
            if (enemyTowns[i].getOwner() == biggestEnemy) {
                if (enemyTowns[i].neededConquer() < thisTown->getFreeKnights()) {
                    if (enemyTowns[i].getFreeKnights() > targetKnights) {
                        target = &enemyTowns[i];
                        targetKnights = target->getFreeKnights();
                    }
                }
            }
        }
        if (targetKnights > -1) {
            attack(target);
        }
    }
    //revolt from biggest other guy
    if (gameRound > 10) {        //most bots need a bit of time
        int targetPop = 0;
        Town *target;
        for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
            if (enemyTowns[i].getOwner() == biggestEnemy) {
                if (enemyTowns[i].needRevolt() < thisTown->getFreeKnights()) {
                    if (enemyTowns[i].getPopulation() > targetPop) {
                        target = &enemyTowns[i];
                        targetPop = target->getPopulation();
                    }
                }
            }
        }
        if (targetPop != 0) {
            return attack(target);
        }
    }

    return "W";
}

Town *bestGainTarget(int knights) {
    Town *target = nullptr;
    int gain = -thisTown->getFreeKnights();
    int now = -thisTown->getFreeKnights();
    //int loses = thisTown->getFreeKnights();
    for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
        int conquer = enemyTowns[i].neededConquer();
        if (conquer < knights && enemyTowns[i].getPopulation() > 0) {
            if (enemyTowns[i].getPopulation() * 2 *1.2 - conquer > gain) {
                if(enemyTowns[i].getPopulation() - conquer > now){
                    target = &enemyTowns[i];
                    now = target->getPopulation() - conquer;
                    gain = target->getPopulation() * 2 - conquer;
                }
            }
        }
    }
    return target;
}

Town *weakTarget(int knights) {     //maybe change it that it prefers targets with 0/40 over 24/50
    Town *target = nullptr;
    double population = 1;
    for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
        if (enemyTowns[i].neededConquer() < knights) {
            if (enemyTowns[i].getKnights() < enemyTowns[i].getPopulation() / 2) {
                if (enemyTowns[i].getPopulation() > population) {
                    target = &enemyTowns[i];
                    population = target->getPopulation();
                }
            }
        }
    }
    return target;
}

Town *biggestTarget(int knights) {
    Town *target = nullptr;
    int population = -1;
    for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
        if (enemyTowns[i].neededConquer() < knights) {
            if (enemyTowns[i].getPopulation() > population) {
                target = &enemyTowns[i];
                population = target->getPopulation();
            }
        }
    }
    return target;
}

Town *biggestSafe(int knights) {
    Town *target = nullptr;
    int population = -1;
    for (vector<Town>::size_type i = 0; i != myTowns.size(); i++) {
        if (myTowns[i].getFreeKnights() < 0 && myTowns[i].getFreeKnights() + knights >= 0) {
            if (myTowns[i].getPopulation() > population) {
                target = &myTowns[i];
                population = target->getPopulation();
            }
        }
    }
    return target;
}

int getBiggestEnemyId() {
    int players[enemyTowns.size() / 3 + 1];
    for (vector<Town>::size_type i = 0; i != enemyTowns.size(); i++) {
        if (enemyTowns[i].getOwner() != -1) {
            players[enemyTowns[i].getOwner()] = enemyTowns[i].getPopulation();
        }
    }
    int max = 0;
    for (int i = 1; i < enemyTowns.size() / 3 + 1; i++) {
        if (players[i] > players[max]) {
            max = i;
        }
    }
}

string attack(Town *target) {
    int knights;
    if (thisTown->getPopulation() > target->getPopulation()) {
        knights = target->neededConquer();
    }
    else {
        knights = thisTown->getFreeKnights();
    }
    return out("A", target->getId(), knights);
}

string safe(Town *target) {
    int knights;
    if (thisTown->getPopulation() > target->getPopulation()) {
        knights = target->getFreeKnights() * -1;
    }
    else {
        knights = thisTown->getFreeKnights();
    }
    return out("S", target->getId(), knights);
}

string out(string order, int targedId, int knights) {
    stringstream tmp;
    tmp << order << " " << targedId << " " << knights;
    return tmp.str();
}

vector<string> stringSplit(string input, string delimeter) {
    stringstream tmp(input);
    vector<string> splitted;
    string pushThis;
    while (getline(tmp, pushThis, delimeter.at(0))) {
        splitted.push_back(pushThis);
    }
    return splitted;
}

kompiliere mit: g++ -std=c++11 attackOn3.cpp -o attackOn3.exe
und laufeattackOn3.exe

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