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players.c
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players.c
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#include <stdlib.h>
#include <unistd.h>
#if DEBUG == 1
#include <stdio.h>
#endif
#include "players.h"
#include "nou.h"
#include "cmd.h"
#include "deck.h"
Player* playerbuf = NULL, * player = NULL;
uint playern = 0;
Legal** legalbuf = NULL;
// NOTE: this strategy only applies as either a conjunction to
// `bsuit' (most populated suit) or as a random fallback
struct ldup {
uint nam;
Suit sam;
Number num;
};
static uint ldup_sort_legal (Legal*, uint, struct ldup*);
static uint bsuit_sort_legal (Legal*, uint, Suit);
static uint num_sort_legal (Legal*, uint, Number);
static Suit csuit_bias (Card*, Suit);
static uint bsuit_bias (Legal*, uint, Suit, Number, Suit);
static uint on_counteract_bias (Legal*, uint, Suit);
static uint on_disadvantage_bias (Legal*, uint, Suit);
static uint bias (Legal*, uint, Suit);
// -- bot stack top -- //
static inline uint findcard (Legal* legal, uint len, Number number, Suit suit) {
uint ret = 0;
for (uint i = 0; i < len; i++) {
if (legal[i].number == number && legal[i].suit == suit) {
ret = legal[i].ci;
break;
}
}
return ret;
}
static inline void adjust_legalbuf (Player* bot, uint len) {
static uint prevlim = CARDN;
// NOTE: we adjust the legal buffer in a slower rate than the overall card buffer
if (len == prevlim) {
uint boti = (bot - player);
legalbuf[boti] = realloc (legalbuf[boti], (prevlim += CARDN) * sizeof (Legal));
}
}
static inline Player* turn_after (uint i, uint step) {
i += ((dir == DIRCLOCKWISE)? 1: (playern-1))*step;
i %= playern;
return &playerbuf[i];
}
static uint ldup_sort_legal (Legal* legal, uint len, struct ldup* ldupbuf) {
uint lessof = -1u;
uint i = 0, ret = 0;
// populate `ldupbuf'
for (i = 0; i < len; i++) {
ldupbuf[legal[i].number].nam++;
ldupbuf[legal[i].number].sam |= legal[i].suit;
}
// sort `ldupbuf'
for (i = 0; i < 13; i++) {
uint nam = ldupbuf[i].nam;
if (nam) {
if (nam < lessof) {
ret = 0;
struct ldup target = ldupbuf[i];
target.num = (Number) i;
ldupbuf[i] = ldupbuf[ret];
ldupbuf[ret] = target;
lessof = nam;
}
else if (ldupbuf[i].nam == lessof) {
ret++;
struct ldup target = ldupbuf[i];
target.num = (Number) i;
ldupbuf[i] = ldupbuf[ret];
ldupbuf[ret] = target;
}
}
}
for (i = 13; i < 15; i++) {
// BIAS(10): hijack `_sort_legal', send a special card instead
if (PERC (10) && ldupbuf[i].nam) {
ret = 0;
struct ldup target = ldupbuf[i];
target.num = (Number) i;
ldupbuf[i] = ldupbuf[ret];
ldupbuf[ret] = target;
}
}
return ret;
}
/*
* The default strategy is to play a card in the most populous suit
* that has the least ammount of duplicates in other suits, but it
* also applies some random bias against overturning one of these
* strategies
*
* Base strategies change with different implementations of these
* family of functions. They all end with `_bias'.
*/
static uint bias (Legal* legal, uint len, Suit bsuit) {
uint ret = 0;
Number bnum = NONUMBER;
struct ldup ldupbuf[15] = {{0}};
struct ldup ldup = {0};
uint lduplen = 0;
uint rnd;
// BIAS(10): it ignores everything and plays a random legal card
if (PERC (10)) {
rnd = seeded (len);
ret = legal[rnd].ci;
goto done;
}
// populate `ldupbuf'
lduplen = ldup_sort_legal (legal, len, ldupbuf);
// deal with duplicates
if (lduplen) {
lduplen++;
ldup = ldupbuf[seeded (lduplen)];
}
else {
ldup = ldupbuf[lduplen];
}
bnum = ldup.num;
// BIAS(10): it ignores `bsuit' in favor of the suit of `bnum'
if (PERC (10)) bias_bnum: {
uint ldupsuit[5] = {0};
uint ldupsuitlen = 0;
// populate `ldupsuit'
for (uint i = 0; i < 5; i++) {
if (ldup.sam & BIT (i+1)) {
ldupsuit[ldupsuitlen] = BIT (i+1);
ldupsuitlen++;
}
}
rnd = seeded (ldupsuitlen);
ret = findcard (legal, len, bnum, ldupsuit[rnd]);
goto done;
}
// BIAS(80): it applies `bsuit' in conjunction with `bnum'
if (PERC (80)) {
if (ldup.sam & bsuit) {
ret = findcard (legal, len, bnum, ldup.sam & bsuit);
goto done;
}
// BIAS(80): it opts for `bsuit' only
else if (PERC (80)) {
goto bias_bsuit;
}
else {
goto bias_bnum;
}
}
// BIAS(20): it only applies `bsuit'
else bias_bsuit: {
uint bsuitlen = bsuit_sort_legal (legal, len, bsuit);
rnd = seeded (bsuitlen);
ret = legal[rnd].ci;
goto done;
}
done:
return ret;
}
static uint bsuit_bias (Legal* legal, uint len, Suit bsuit,
Number number, Suit base) {
uint ret = 0;
// BIAS(10): it plays a random card matching the number
if (PERC (10)) perc: {
uint li = num_sort_legal (legal, len, number);
uint rnd = seeded (li);
ret = legal[rnd].ci;
}
// BIAS(90): it plays a card of `bsuit' suit matching the number
else if (base & bsuit) {
ret = findcard (legal, len, number, bsuit);
}
else {
goto perc;
}
return ret;
}
static Suit csuit_bias (Card* card, Suit bsuit) {
Suit ret;
uint rnd = 0;
if (card->suit == SPECIAL) {
// BIAS(10): it ignores `bsuit' and chooses a random suit
if (PERC (10)) {
rnd = seeded (4);
ret = (Suit) (BIT (rnd+1));
}
else {
ret = bsuit;
}
}
else {
ret = csuit;
}
return ret;
}
static uint bsuit_sort_legal (Legal* legal, uint len, Suit bsuit) {
uint j = 0;
for (uint i = 0; i < len; i++) {
if (legal[i].suit == bsuit) {
Legal tmp = legal[j];
legal[j] = legal[i];
legal[i] = tmp;
j++;
}
}
return j;
}
static uint num_sort_legal (Legal* legal, uint len, Number number) {
uint j = 0;
for (uint i = 0; i < len; i++) {
if (legal[i].number == number) {
Legal tmp = legal[j];
legal[j] = legal[i];
legal[i] = tmp;
j++;
}
}
return j;
}
static uint on_counteract_bias (Legal* legal, uint len, Suit bsuit) {
struct ca_bias {
Suit b, j, q;
};
struct ca_bias ca_bias = {
.b = NOSUIT,
.j = NOSUIT,
.q = NOSUIT,
};
uint ret = 0;
// populate `ca_bias'
for (uint i = 0; i < len; i++) {
Number number = legal[i].number;
Suit suit = legal[i].suit;
switch (number) {
case _Q:
ca_bias.q |= suit;
break;
case _J:
ca_bias.j |= suit;
break;
case _B:
ca_bias.b |= suit;
break;
}
}
// BIAS: it can jump ignore the next bias
if (PERC (20) && ca_bias.j) {
goto bias_j;
}
else if (PERC (5) && ca_bias.b) {
goto bias_b;
}
// BIAS: it prefers _Q over _J over _B
if (ca_bias.q) {
ret = bsuit_bias (legal, len, bsuit,
_Q, ca_bias.q);
}
else if (ca_bias.j) bias_j: {
ret = bsuit_bias (legal, len, bsuit,
_J, ca_bias.j);
}
else if (ca_bias.b) bias_b: {
ret = findcard (legal, len, _B, SPECIAL);
}
return ret;
}
static uint on_disadvantage_bias (Legal* legal, uint len, Suit bsuit) {
uint ret = 0;
struct da_bias {
Suit c, b, j, q, k;
};
struct da_bias da_bias = {
.c = NOSUIT,
.b = NOSUIT,
.j = NOSUIT,
.q = NOSUIT,
.k = NOSUIT,
};
// populate `da_bias'
for (uint i = 0; i < len; i++) {
Number number = legal[i].number;
Suit suit = legal[i].suit;
switch (number) {
case _K:
da_bias.k |= suit;
break;
case _Q:
da_bias.q |= suit;
break;
case _J:
da_bias.j |= suit;
break;
case _B:
da_bias.b |= suit;
break;
case _C:
da_bias.c |= suit;
break;
}
}
// BIAS: it can jump ignore the next bias
if (PERC (30) && da_bias.q) {
goto bias_q;
}
else if (PERC (20) && da_bias.j) {
goto bias_j;
}
else if (PERC (10) && da_bias.c) {
goto bias_c;
}
else if (PERC (5) && da_bias.b) {
goto bias_b;
}
if (da_bias.k) {
ret = bsuit_bias (legal, len, bsuit,
_K, da_bias.k);
}
else if (da_bias.q) bias_q: {
ret = bsuit_bias (legal, len, bsuit,
_Q, da_bias.q);
}
else if (da_bias.j) bias_j: {
ret = bsuit_bias (legal, len, bsuit,
_J, da_bias.j);
}
else if (da_bias.c) bias_c: {
ret = findcard (legal, len, _C, SPECIAL);
}
else if (da_bias.b) bias_b: {
ret = findcard (legal, len, _B, SPECIAL);
}
else {
ret = bias (legal, len, bsuit);
}
return ret;
}
static Suit bestsuit (Legal* legal, uint len) {
Suit ret = NOSUIT;
Suit suit;
Suit sam[5] = {0};
Suit ssam[5] = {0};
uint moreof = 0, j = -1u;
// populate `cam'
for (uint i = 0; i < len; i++) {
suit = legal[i].suit;
// dirty hack to map suits to indices
sam[(suit>>(1+(suit & 16))) - ((suit & 8)>>3)]++;
}
// get the most populous suit
for (uint i = 0; i < 5; i++) {
if (sam[i] > moreof) {
ssam[0] = sam[i];
moreof = sam[i];
ret = BIT (i+1);
j = -1u;
}
else if (sam[i] == moreof) {
j++;
ssam[j] = BIT (i+1);
}
}
// BIAS: it randomly chooses a suit if it has the same ammount
if (j != -1u) {
j++;
uint i = seeded (j);
ret = ssam[i];
}
return ret;
}
static uint bot_choose_card (Player* bot, Legal* legal, uint len) {
Card* card = NULL;
uint i = 0;
Player* np = turn_after ((bot - player), 1);
// BIAS: it only knows about its own cards
Suit bsuit = bestsuit (legal, len);
// BIAS: it handles having only one legal card differently
if (len == 1) {
i = legal[0].ci;
card = &index (deckr.deck, bot->cards[i], deckr.cards);
Number cnum = card->number;
if (card->suit == SPECIAL && PERC (90)) {
// BIAS(10): it plays a special card if it is the only legal card
if (PERC (90)) {
return -1u;
}
else {
goto done;
}
}
// BIAS(40): it plays an action card if it is the only legal card
else if (cnum == _K || cnum == _Q || cnum == _J) {
if (PERC (60)) {
return -1u;
}
else {
goto done;
}
}
}
// BIAS: it always try to counteract
if (acc) {
i = on_counteract_bias (legal, len, bsuit);
}
else if (np->cardi < bot->cardi) {
// BIAS(80): it prefers specials on numerial disadvantage
if (PERC (80)) {
i = on_disadvantage_bias (legal, len, bsuit);
}
else {
goto default_bias;
}
}
// BIAS: it applies some internal bias to choose a strategy to play in
else default_bias: {
i = bias (legal, len, bsuit);
}
card = &index (deckr.deck, bot->cards[i], deckr.cards);
csuit = csuit_bias (card, bsuit);
done:
return i;
}
static uint poplegal (Player* bot, Legal* botlegal) {
Deck* deck = deckr.deck;
uint cards = deckr.cards;
uint* bcards = bot->cards;
uint cardi = bot->cardi;
uint j = 0;
for (uint i = 0; i < cardi; i++) {
Card card = index (deck, bcards[i], cards);
if (legal (card, *top)) {
botlegal[j].suit = card.suit;
botlegal[j].number = card.number;
botlegal[j].ci = i;
j++;
adjust_legalbuf (bot, j);
}
}
return j;
}
// -- bot stack bottom -- //
void bot_play (Cmd* cmd, uint boti) {
Player* bot = &playerbuf[boti];
Legal* botlegal = legalbuf[boti-1];
uint j = poplegal (bot, botlegal);
#if DEBUG == 1
for (uint i = 0; i < j; i++) {
Card debugcard = index (deckr.deck,
cmd->p->cards[botlegal[i].ci],
deckr.cards);
fprintf (stderr, "[bot_play::legal] \n lcard.number = %d \n lcard.suit = %d \n",
(int) debugcard.number,
(int) debugcard.suit);
}
#endif
// apply action
if (!j) bot_take: {
cmd->ac.cmd = TAKE;
cmd->status = (acc? CACC: COK);
cmd->ac.am = 1;
}
else {
uint i = bot_choose_card (bot, botlegal, j);
if (i == -1u) {
goto bot_take;
}
cmd->ac.cmd = PLAY;
cmd->status = COK;
// we have to play like a human
cmd->ac.target = i + 1;
}
usleep (PLAY_INTERVAL);
#if DEBUG == 1
Card debugcard = index (deckr.deck,
cmd->p->cards[cmd->ac.target-1],
deckr.cards);
fprintf (stderr, "\n[bot_play::chosen] \n pcard.number = %d \n pcard.suit = %d \n",
(int) debugcard.number,
(int) debugcard.suit);
#endif
}
void bot_init (uint boti) {
legalbuf[boti-1] = malloc (CARDN * sizeof (Legal));
}