papercats/src/bot/bot-mode.js

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if (process.argv.length < 3) {
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console.log("Usage: node bot-mode.js <socket-url> [<name>]")
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process.exit(1);
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}
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//TODO: add a land claiming algo (with coefficient parameters)
//TODO: add weight to the max land area and last land area, and also the number
//of kills
//TODO: genetic gene pooling
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var core = require("../core");
var client = require("../game-client");
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var GRID_SIZE = core.GRID_SIZE;
var CELL_WIDTH = core.CELL_WIDTH;
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var MOVES = [[-1, 0], [0, 1], [1, 0], [0, -1]]
var AGGRESSIVE = Math.random();
var THRESHOLD = 10;
var startFrame = -1;
var endFrame = -1;
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var coeffs = [0.6164220147940495, -2.519369747858328, 0.9198978109542851, -1.2158956330674564, -3.072901620397528, 5, 4];
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var grid, others, user, playerPortion = {};
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var DIST_TYPES = {
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land: {
check: function(loc) {
return grid.get(loc.row, loc.col) === user;
},
coeff: function() {
return coeffs[0];
}
}, tail: {
check: function(loc) {
return tail(user, loc)
},
coeff: function() {
return coeffs[1];
}
}, oTail: {
check: foundProto(tail),
coeff: function() {
return AGGRESSIVE * coeffs[2];
}
}, other: {
check: foundProto(function(other, loc) {
return other.row === this.row && other.col === this.col;
}),
coeff: function() {
return (1 - AGGRESSIVE) * coeffs[3];
}
}, edge: {
check: function(loc) {
return loc.row <= 1 || loc.col <= 1 || loc.row >= GRID_SIZE - 1 || loc.col >= GRID_SIZE - 1
},
coeff: function() {
return coeffs[4];
}
}
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};
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function log(msg) {
return console.log(`[${new Date()}] ${msg}`);
}
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function generateLandDirections() {
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function mod(x) {
x %= 4;
if (x < 0) x += 4;
return x;
}
var breadth = Math.floor(Math.random() * coeffs[5]) + 1;
var spread = Math.floor(Math.random() * coeffs[6]) + 1;
var extra = Math.floor(Math.random() * 2) + 1;
var ccw = Math.floor(Math.random() * 2) * 2 - 1;
var dir = user.currentHeading;
var turns = [dir, mod(dir + ccw), mod(dir + ccw * 2), mod(dir + ccw * 3)];
var lengths = [breadth, spread, breadth + extra, spread];
var moves = [];
for (var i = 0; i < turns.length; i++) {
for (var j = 0; j < lengths[i]; j++) {
moves.push(turns[i]);
}
}
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}
var LAND_CLAIMS = {
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rectDims: function() {},
rectSpread: function() {}
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}
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function foundProto(func) {
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return function(loc) {
return others.some(function(other) {
return func(other, loc);
});
}
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}
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function connect() {
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client.connectGame(process.argv[2], process.argv[3], function(success, msg) { //|| "[BOT]"
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if (!success) setTimeout(connect, 1000);
});
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}
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function Loc(row, col, step) {
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if (this.constructor != Loc) return new Loc(row, col, step);
this.row = row;
this.col = col;
this.step = step;
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}
//Projects vector b onto vector a
function project(a, b) {
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var factor = (b[0] * a[0] + b[1] * a[1]) / (a[0] * a[0] + a[1] * a[1]);
return [factor * a[0], factor * a[1]];
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}
function tail(player, loc) {
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return player.tail.hitsTail(loc);
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}
function traverseGrid(dir) {
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steps = new Array(GRID_SIZE * GRID_SIZE);
for (var i in steps) {
steps[i] = -1;
}
distWeights = {};
for (var type in DIST_TYPES) {
distWeights[type] = 0;
}
var row = user.row, col = user.col;
var minRow = Math.max(0, row - 10), maxRow = Math.min(GRID_SIZE, row + 10);
var minCol = Math.max(0, col - 10), maxCol = Math.min(GRID_SIZE, col + 10);
var proj = 0;
for (var i = 1; i >= -1; i-=2) {
proj = (1 + THRESHOLD) * i;
while (proj != 0) {
proj -= i;
var normRange = Math.abs(proj);
for (var norm = -normRange; norm <= normRange; norm++) {
for (var distType in distWeights) {
var move = MOVES[dir];
var delta = THRESHOLD - Math.abs(proj);
var dist = Math.sign(proj) * delta * delta / (Math.abs(norm) + 1)
var loc = {row: proj * move[0] + norm * move[1], col: proj * move[1] + norm * move[0]};
loc.row += user.row;
loc.col += user.col;
if (loc.row < 0 || loc.row >= GRID_SIZE || loc.col < 0 || loc.col >= GRID_SIZE) continue;
if (DIST_TYPES[distType].check(loc)) distWeights[distType] += dist;
}
}
}
}
return distWeights;
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}
function printGrid() {
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var chars = new core.Grid(GRID_SIZE);
for (var r = 0; r < GRID_SIZE; r++) {
for (var c = 0; c < GRID_SIZE; c++) {
if (tail(user, {row: r, col: c})) chars.set(r, c, "t");
else {
var owner = grid.get(r, c);
chars.set(r, c, owner ? "" + owner.num % 10 : ".");
}
}
}
for (var p of others) {
chars.set(p.row, p.col, "x");
}
chars.set(user.row, user.col, "^>V<"[user.currentHeading]);
var str = "";
for (var r = 0; r < GRID_SIZE; r++) {
str += "\n";
for (var c = 0; c < GRID_SIZE; c++) {
str += chars.get(r, c);
}
}
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log(str);
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}
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function update(frame) {
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if (startFrame == -1) startFrame = frame;
endFrame = frame;
if (frame % 6 == 1) {
grid = client.grid;
others = client.getOthers();
//printGrid();
var weights = [0, 0, 0, 0];
for (var d of [3, 0, 1]) {
var weight = 0;
d = (d + user.currentHeading) % 4;
distWeights = traverseGrid(d);
var str = d + ": "
for (var distType in DIST_TYPES) {
var point = distWeights[distType] * DIST_TYPES[distType].coeff();
weight += point;
str += distType + ": " + point + ", ";
}
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//log(str);
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weights[d] = weight;
}
var low = Math.min(0, Math.min.apply(this, weights));
var total = 0;
weights[(user.currentHeading + 2) % 4] = low;
for (var i = 0; i < weights.length; i++) {
weights[i] -= low * (1 + Math.random());
total += weights[i];
}
if (total == 0) {
for (var d of [-1, 0, 1]) {
d = (d + user.currentHeading) % 4;
while (d < 0) d += 4;
weights[d] = 1;
total++;
}
}
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//log(weights)
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//Choose a random direction from the weighted list
var choice = Math.random() * total;
var d = 0;
while (choice > weights[d]) {
choice -= weights[d++];
}
client.changeHeading(d);
}
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}
function calcFavorability(params) {
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return params.portion + params.kills * 50 + params.survival / 100;
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}
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client.allowAnimation = false;
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client.renderer = {
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addPlayer: function(player) {
playerPortion[player.num] = 0;
},
disconnect: function() {
var dt = (endFrame - startFrame);
startFrame = -1;
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log(`I died... (survived for ${dt} frames.)`);
log(`I killed ${client.kills} player(s).`);
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log("Coefficients: " + coeffs);
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var mutation = Math.min(10, Math.pow(2, calcFavorability(params)));
for (var i = 0; i < coeffs.length; i++) {
coeffs[i] += Math.random() * mutation * 2 - mutation;
}
connect();
},
removePlayer: function(player) {
delete playerPortion[player.num];
},
setUser: function(u) {
user = u;
},
update: update,
updateGrid: function(row, col, before, after) {
before && playerPortion[before.num]--;
after && playerPortion[after.num]++;
}
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};
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connect();