The Game of Towns

34

pengantar

Permainan berlangsung di dunia kecil dengan berbagai kota. Para penguasa kota saling membenci dan ingin menguasai dunia. Orang-orang dibagi menjadi dua kelompok, pejuang dan keturunan rendah. Namun, orang rendahan dapat meningkatkan menjadi prajurit. Anda adalah penguasa tiga kota ini.

Gameplay

Ketika permainan dimulai, Anda menguasai tiga kota. Di setiap kota, ada 100 orang. Anda harus membaginya menjadi ksatria dan rendahan.

Kemudian permainan yang sebenarnya dimulai, yang berbasis giliran. Giliran terlihat seperti ini: "Produce" knights=> execute command of first town=> execute command of next town(ulangi untuk semua kota) => try a rebellion.

  • Setiap belokan, program Anda akan dipanggil untuk setiap kota milik Anda . Anda dapat menyerang kota , mendukung kota atau hanya menunggu . Tindakan ini akan dieksekusi secara berurutan, tidak secara bersamaan.
  • Setiap belokan ketiga, Anda mendapatkan satu ksatria per 2 bayi rendah (23 lowborns => 11 ksatria) Jumlah bayi yang dilahirkan tetap sama.
  • Ksatria di dalam kota memiliki bonus pertahanan 1,2. Jika Anda diserang, ksatria Anda akan dikalikan dengan nomor ini (mis. Anda miliki 78 knights, Anda akan memiliki 93 knightsselama serangan). Setelah serangan, para ksatria tambahan akan dihilangkan (jika 82 knightsselamat, Anda masih akan memiliki 78 knights).
  • Dalam serangan, setiap ksatria membunuh musuh sebelum dia mati. Misalnya: 30 knightsserangan 100 knights(tanpa bonus pertahanan) => 70 ksatria selamat.
  • Anda dapat merebut kota dengan membunuh semua ksatria di dalamnya . Semua orang rendahan menjadi milik Anda sekarang dan ksatria Anda yang masih hidup ditempatkan di kota. Di babak selanjutnya, Anda dapat memerintah kota ini selain semua kota lainnya .
  • Setelah kota ditangkap, ia tidak akan memiliki bonus pertahanan selama 2 putaran penuh (karena gerbang rusak). Pada belokan ketiga, gerbang akan diperbaiki.
  • Untuk mencegah kaum rendahan dari pemberontakan, Anda membutuhkan sedikitnya setengah ksatria sebanyak yang ada di kaum rendahan (23 bangsawan di kota membutuhkan sedikitnya 12 ksatria di kota yang sama). Kalau tidak, orang rendahan akan membunuh semua ksatria dan kota menjadi "netral" (tanpa pemimpin, ditunjukkan oleh PlayerId -1).
  • Kota-kota netral akan "menghasilkan" ksatria, tetapi tidak akan menyerang atau mendukung kota lain.

Sintaksis

Kontroler memberi Anda input melalui argumen perintah, program Anda harus output melalui stdout.

Keluaran (persiapan)
Sebelum permainan dimulai, pengontrol akan meminta Anda mengirim tanpa argumen. Ini berarti Anda harus mendistribusikan 100 orang Anda (untuk setiap kota) menjadi ksatria dan orang-orang rendahan. Anda perlu menampilkan KnightCount KnightCount KnightCount, misalnya 95 80 95.

Input
Round;YourPlayerId;YourTownId;PlayerId_TownId_knights_lowborns;PlayerId_TownId_knights_lowborns;...
Pada babak pertama, ini akan menjadi sesuatu seperti 1;2;2;0_0_100_0;1_1_50_50;2_2_80_20. Di sini, Anda melihat itu adalah babak pertama, Anda adalah pemain 2 di kota 2. Anda memiliki 80 ksatria dan 20 pemain rendahan.

Nanti dalam permainan, bisa jadi sesuatu seperti 20;2;1;0_0_100_0;2_1_30_50;2_2_40_20. Anda masih pemain 2 (ini tidak pernah berubah), tetapi Anda merebut kota 1 (yang Anda kendalikan saat ini).

Output
A TownId NumberOfKnights atau S TownId NumberOfKnightsatau W(untuk menunggu).
Contoh: A 2 100(serang kota 2 dengan 100 ksatria) atau S 3 2(dukung kota 3 dengan 2 ksatria).

Aturan

  • Bot tidak boleh ditulis untuk mengalahkan atau mendukung bot lain yang spesifik.
  • Menulis ke file diperbolehkan. Silakan tulis ke " namamu. Pengiriman ", folder tersebut akan dikosongkan sebelum permainan dimulai. Sumber daya eksternal lainnya tidak diizinkan.
  • Kiriman Anda memiliki 1 detik untuk merespons (per kota).
  • Berikan perintah untuk mengkompilasi dan menjalankan kiriman Anda.

Kemenangan

Pemenang adalah yang memiliki kota terbanyak setelah 100 putaran. Jika seorang pemain menangkap semua kota, permainan berhenti dan dia menang. Jika beberapa pemain memiliki jumlah kota yang sama, jumlah ksatria akan dihitung, maka jumlah pemain rendahan.

Pengendali

Anda dapat menemukan pengontrol di github. Ini juga mengandung 2 samplebot, ditulis dalam Java. Buka di Eclipse, tempatkan bot yang dikompilasi di folder root dan tambahkan kelas ke program kontrol (sama seperti samplebots).

Hasil

Untuk hasil akhir, saya menjalankan 10 pertandingan. Ini rata-rata:

    Kota Pemain 
 1. Liberator 37.5
 2. Sehtimianer 8.2
 3. SuperProducer 5.4
 4. Tidur 1.4
 5. Frankenstein 1.2
 6. Mentega 0.8 (lebih banyak ksatria)
 7. TheKing 0.8 (less knight)
 8. Keluaran 0.6
 9. Turtle 0.5 (lebih banyak ksatria)
10. AttackOn3 0.5 (less knight)
11. Demokrasi 0.3
12. CalculatedFail 0.2
13. Revolusionis 0.1

Anda dapat membaca contoh permainan di sini: contoh permainan di github

CommonGuy
sumber
Saya berasumsi bahwa ketika sebuah kota Amendukung kota lain B, jumlah ksatria yang diberikan hanya dipindahkan dari Ake B, setelah itu mereka dikontrol oleh pemiliknya B, benar?
Zgarb
@Zgarb Benar :)
CommonGuy
Apakah Anda akan melakukan pertandingan dan menunjukkan papan peringkat?
Logic Knight
@CarpetPython Tentu saja, saya mempostingnya segera setelah saya punya waktu
CommonGuy
1
@ Manu, saya harus mengatakan saya suka KOTH Anda. INI adalah tipe pertanyaan Codegolf.SE saya. Sampai kapan Anda menerima kiriman? Saya akan mulai memikirkan algoritma sekarang. Juga, saya pikir Anda harus menambahkan aturan lain - jumlah maksimum pengiriman per pengguna.
Mark Gabriel

Jawaban:

14

Python3, Liberator

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()

Satu-satunya tujuan bot ini adalah untuk membebaskan orang-orang paling umum dari kuk tirani yang menindas.


sumber
1
Saya harus mengatakan pembebas ini adalah wabah: kuat, cepat dan mematikan. Ia memenangkan hampir setiap simulasi yang saya jalankan, bahkan mengalahkan Pemain Netral ... Still Butter adalah penantang yang kuat.
Thrax
Anda membebaskan roti dari tirani Mentega. :( Saya suka mentega.
TheNumberOne
Dang! pembebas adalah yang sulit dikalahkan! Saya punya entri yang akan saya kirimkan sebelum saya menambahkan peserta non-java ke controller ... tapi sekarang entri itu gagal untuk menang seperti yang lainnya yang bukan pembebas! Saya punya ide lain untuk mencoba agar semuanya tidak hilang ...: P +1 untuk tantangan!
Moogie
sudah selesai dilakukan dengan baik! kemenanganmu memang layak!
Moogie
11

Python 2, Sang Raja

Raja memerintah kota dengan jumlah tertinggi di kerajaannya, dan menuntut semua ksatria berlebih untuk dikirim kepadanya dari kota-kota lain di bawah kendalinya. Ketika dia memiliki cukup ksatria, dia akan menyerang kota musuh. Dia bukan Raja yang sangat pintar, jadi belum mempelajari sejarah atau memahami konsekuensi dari tindakannya.

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'

Ini belum diuji dengan controller atau bot lainnya.

Ksatria Logika
sumber
+1 untukHe is not a very smart King, so has not studied history or understands the consequences of his actions.
Mark Gabriel
8

Javascript (Node), Empire

Mulai dari yang kuat untuk menakuti kota-kota lain. Kota mencoba bekerja sama untuk menangkap orang lain. Memprioritaskan merebut kota dengan banyak orang rendahan.

/*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);
}

Jalankan: node empire

Spencer
sumber
1
Kiriman Anda terkadang mengirimkan lebih banyak ksatria daripada yang sebenarnya ada di kota dan karenanya hilang saat ini ...
CommonGuy
@ Manu oops, entah bagaimana saya tidak pernah menemukan (atau setidaknya memperhatikan) bahwa dalam tes saya, mungkin karena saya belum memiliki kesempatan untuk mengatur semua bot lawan untuk pengujian. Bug khusus itu harus diperbaiki sekarang.
Spencer
Itu masih belum diperbaiki ... kadang-kadang Anda menyerang dengan 0 atau dengan jumlah ksatria yang negatif ... Itu karena Anda menghitung knights - lowborns/2, tetapi jika Anda memiliki 30 ksatria dan 90 bayi rendah, ini tidak berhasil. Harap perbaiki getAttackers()fungsi Anda .
CommonGuy
Juga, Anda terkadang mengirim dukungan dengan jumlah ksatria yang negatif.
CommonGuy
@ Manu aku merasa bodoh, aku akhirnya melihat DEBUGbendera di controller yang menyebabkannya menelan kesalahan bahkan dengan GAME_MESSAGESbendera disetel ke true. Saya merasa seperti saya masih bisa menggunakan beberapa pekerjaan pada strategi saya, terutama dengan Liberator sekarang di tempat kejadian, tetapi dengan mengedit terbaru saya tidak melihat kesalahan ketika saya menjalankan tes saya dengan DEBUGdi
Spencer
8

Jawa, Frankenstein

Ketika mencoba menemukan cara untuk menghancurkan Liberator, sebuah kesalahan kecil menyelinap ke dalam kode saya. Kode itu kemudian mulai menghancurkan kompetisi. Setelah menambahkan Demokrasi dan menata ulang para pemain, itu mulai gagal. Mempelajari kode saya mencoba menemukan strateginya. Akibatnya, kode berikut dibuat. Ia cenderung menyerang dan menghancurkan pemain terbaik. Setelah pemain terbaik dihancurkan, ini dengan mudah menghancurkan sisanya.

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;
        }
    }
}

Inilah pemain aslinya:

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;
        }

    }
}
TheNumberOne
sumber
Saya menjalankan 20 pertandingan, saya sedih mengatakan bahwa Frankenstein hanya menang 2 kali, sementara Liberator menang 17 kali (ya, Revolutionnist berhasil membuat pemain netral menang sekali sambil mendapatkan tempat ke-2).
Thrax
@Thrax Diperbaiki !!!!!
TheNumberOne
7

Jawa, Penyu

Berkat TheBestOne untuk metode inti, saya baru saja mengubah algoritma (saya harap tidak apa-apa). Bot ini pada dasarnya meningkatkan kota pertahanan terbaiknya untuk menyaingi kota musuh paling berbahaya, sambil menjaga ksatria yang cukup untuk mencegah pemberontakan di kota-kota lainnya.

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;
        }
    }
}

Menyusun: javac Turtle.java

Menjalankan: java Turtle

Thrax
sumber
Saya pikir Anda dangerousEnemyTown = dangerousEnemyTown.knightCount() >= town.knightCount() ? dangerousEnemyTown : town;tidak bermaksuddangerousEnemyTown = bestDefendedTown.knightCount() >= town.knightCount() ? bestDefendedTown : town;
TheNumberOne
@TheBestOne Terima kasih telah menunjukkannya! Memperbarui posting saya.
Thrax
Saya juga mengoreksi NPE yang menyebabkan Turtle saya menunggu setiap belokan. Faktanya, Turtle kecil ini adalah seorang Sleeper sampai sekarang ...
Thrax
7

Java 8, Politisi

Bertingkah seperti politisi sejati. Sayang sekali Crasher masih membunuhnya.

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;
        }

    }
}

Menyusun: javac Politician.java

Menjalankan: java Politician

TheNumberOne
sumber
1
1 untuk suap, tapi saya pikir Anda melewatkan terlalu umum liemetode
globby
6

Java 8, Mentega

Sebarkan dirinya serata mungkin. Smothers kota jika kota itu cukup kecil.

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;
        }

    }
}

Menyusun: javac Butter.java

Menjalankan: java Butter

TheNumberOne
sumber
6

Jawa, Revolusionis

Yang terakhir, masih didasarkan pada metode inti TheBestOne. Bot ini mencoba untuk menghasut pemberontakan di setiap kota, karena pemain netral tidak ofensif, dengan membunuh sejumlah ksatria relatif terhadap penduduk rendahan. Tentu saja itu tidak akan menyerang pemain netral.

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;
        }
    }
}

Menyusun: javac Revolutionist.java

Menjalankan: java Revolutionist

Thrax
sumber
6

JAVA, Sehtimianer

Terima kasih lagi kepada TheBestOne, saya menyalin metode intinya juga; ) Ini adalah pertama kalinya saya memainkan KingOfTheHill-CodeGame, jadi saya harap saya melakukan semuanya dengan benar. Saya dengan bangga mempersembahkan Sehtimianers: 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;
    }
}
}

Sehtimianers mencoba menjadi yang terbaik di seluruh permainan dan menyelesaikannya di akhir. Saya harap bot saya tidak terlalu buruk :)

Sehtim
sumber
5

Jawa, Keluaran

Sekali lagi, berdasarkan pada metode inti TheBestOne. Bot ini bermigrasi dari kota ke kota begitu mencapai tingkat tertentu dari populasi ksatria, tanpa pandang bulu pemiliknya, dan mengulangi proses ini sampai ia mengubah seluruh dunia.

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;
        }
    }
}

Menyusun: javac Exodus.java

Menjalankan: java Exodus

Thrax
sumber
5

Python 2, Demokrasi

Raja ini bukan raja. Itu sesuatu yang modern. Itu raja orang . Ini demokrasi. Ini lambat, tidak efisien, dan ketika ia melakukan sesuatu, ia melakukan kesalahan.

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()

Lari python2 democracy.py. Perhatikan bahwa demokrasi membutuhkan Python 2 .

Sunting: Memperbaiki bug tentang mencetak objek kota

Hannes Karppila
sumber
Ini terkadang menghasilkan <__main__.Town.
TheNumberOne
Harus memperbaikinya ...
Hannes Karppila
4

C ++ 11, CalculatedFail

setelah saya mencoba beberapa hal dengan Java kecil yang saya tahu dan tidak cukup mampu mencapai apa yang saya inginkan, saya memilih untuk menulis ulang di C ++ dan menambahkan penanganan file. Masalahnya adalah, C + + saya cukup berkarat dan tidak jauh lebih baik, sehingga beberapa bagian dipukul bersama dan hanya solusi pertama di google, jadi kode tidak benar-benar berkualitas ...

masih, saya bisa mendapatkan hasil kerja setidaknya yang tidak menyedot sebanyak itu, itu menang setidaknya kadang-kadang, tetapi saya tidak bisa mengujinya dengan sempurna karena saya tidak dapat menjalankan semua pengiriman lainnya pada pc ini. Saya mungkin akan menulis ulang penargetan sama sekali dan akan menambahkannya sebagai jawaban lain hari ini atau besok.

#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;
}

kompilasi dengan: g++ -std=c++11 CalculatedFail.cpp -o CalculatedFail.exe

google mengatakan di linux itu CalculatedFail.out bukan .exe, tetapi saya tidak bisa mengujinya.

dan lari CalculatedFail.exe

karena menggunakan file untuk memeriksa bonus def, menjalankan game secara bersamaan beberapa kali dapat menyebabkan kesalahan ...

berharap ini berfungsi dengan baik tanpa banyak masalah

sthrandom
sumber
Saya cukup yakin di Linux tidak akan memiliki ekstensi file.
TheNumberOne
Saya tidak bisa menjalankan ini dari Java Controller di Windows. Saya menyusunnya seperti yang Anda katakan. Bekerja dengan benar dari baris perintah.
TheNumberOne
ok itu tadi aku bodoh, lupa ganti nama file teksnya di awal gamenya, kayaknya gue harus ngosek sekarang
sthrandom
Saya pikir ini masalah dengan controller.
TheNumberOne
mh apakah Anda mencoba versi yang diperbarui? kemarin saya mengalami 2 nama file berbeda secara tidak sengaja. versi attackOn3 jarang memiliki kesalahan turn jika sudah pada dasarnya menang, tetapi mereka berdua berjalan dengan baik dengan controller di sistem saya.
sthrandom
3

Jawa, Illuminati

Saya membaca ini dan tahu bahwa saya tidak akan pernah bisa membuat strategi yang bagus, jadi saya memutuskan untuk memainkan orang-orang kadal yang kurang terwakili yang mungkin atau mungkin tidak memerintah kita. Alih-alih berkelahi dengan bot lain, yang satu ini memaksa mereka untuk bekerja sama, hanya untuk meninggalkan mereka di akhir. Bot ini, pada kenyataannya, tidak meninggalkan kerusakan permanen.

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();
        }
    }
}
HeyLlama
sumber
2
Meskipun ini adalah jawaban yang menarik, " Sumber daya eksternal lainnya tidak diizinkan ". Karenanya kiriman Anda dikecualikan dari persidangan, tetapi saya akan
membatalkannya
3

Java, SuperProducer

Ini sudah terlambat di bagian dunia saya sehingga saya tidak punya cukup waktu untuk menguraikan pengajuan saya. Saya akan, berencana untuk menguraikan cara kerjanya nanti.

Performa bot tampaknya sangat tergantung pada urutan awal dan memenangkan beberapa waktu ...

Saya memang memiliki beberapa ide untuk membantu meningkatkan putaran kemenangan ... tetapi tidak tahu waktu: 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;
        }
    }
 }

Kompilasi: javac SuperProducer.java

Jalankan: java moogiesoft.SuperProducer

Moogie
sumber
2

C ++ 11, attackOn3

kode itu sendiri tidak mendapatkan jauh lebih cantik, tetapi sekarang saya menggunakan cara lain untuk menargetkan, mungkin akan menambahkan komentar ke kode nanti.

tampaknya baik-baik saja dengan bot yang saya jalankan, meskipun masih sulit vs frankenstein dan pembebas dan tidak bisa menang secara konsisten.

#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;
}

kompilasi dengan: g++ -std=c++11 attackOn3.cpp -o attackOn3.exe
dan jalankanattackOn3.exe

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