-
Notifications
You must be signed in to change notification settings - Fork 0
/
MyBotv8.py
855 lines (775 loc) · 49.4 KB
/
MyBotv8.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
#!/usr/bin/env python3
# Python 3.6
import hlt
from hlt import constants
from hlt.positionals import Direction, Position
import random
import logging
import time
import math
# This game object contains the initial game state.
game = hlt.Game()
# At this point "game" variable is populated with initial map data.
# This is a good place to do computationally expensive start-up pre-processing.
# As soon as you call "ready" function below, the 2 second per turn timer will start.
game.ready("MyBotv8")
# Here, you log here your id, which you can always fetch from the game object by using my_id.
logging.info("Successfully created bot! My Player ID is {}.".format(game.my_id))
ignore_Halite = 75
still_Multiplier = 2
ship_States = {}
ship_safety = {}
ship_in_dead_zone = {}
game_phase = 'gathering'
CURRENT_ROUND = 0
TOTAL_HALITE_START = 0
map_Settings = {400: 32,
425: 40,
450: 48,
475: 56,
500: 64
}
direction_Order = [Direction.North, Direction.South, Direction.East, Direction.West, Direction.Still]
me = game.me
game_map = game.game_map
NUMBER_OF_PLAYERS = 0
ZONE_OF_INTEREST = []
min_halite_to_be_interesting = 1000
for y in range(map_Settings[constants.MAX_TURNS]):
for x in range(map_Settings[constants.MAX_TURNS]):
TOTAL_HALITE_START += game_map[Position(x,y)].halite_amount
#for row in ZONE_OF_INTEREST:
# temp_row_string = ''
# for cell in row:
# temp_row_string += f'{cell},'
# logging.info(temp_row_string)
logging.info(f"TOTAL_HALITE_START = {TOTAL_HALITE_START}.")
NUMBER_OF_PLAYERS = len(game.players)
logging.info(f"NUMBER_OF_PLAYERS = {NUMBER_OF_PLAYERS}.")
while True:
ship_stuck = {}
ship_killing_possibility = {}
me = game.me
p0 = game.players[0]
p1 = game.players[1]
if NUMBER_OF_PLAYERS == 4:
p2 = game.players[2]
p3 = game.players[3]
game_map = game.game_map
game.update_frame()
CURRENT_ROUND += 1
interesting_coords = []
start_time_turn = time.time()
ship_positions = [s.position for s in list(me.get_ships())]
current_total_halite = 0
if game_phase == 'gathering':
for y in range(map_Settings[constants.MAX_TURNS]):
for x in range(map_Settings[constants.MAX_TURNS]):
current_total_halite += game_map[Position(x,y)].halite_amount
if current_total_halite / NUMBER_OF_PLAYERS < 15000 and game_phase == 'gathering':
game_phase = 'secure_halite'
window = 1
direction_of_interest = {}
if game_phase == 'gathering':
for y in range(map_Settings[constants.MAX_TURNS]):
temp_row = []
for x in range(map_Settings[constants.MAX_TURNS]):
temp_sum = 0
for yy in range(-1*window + y, y + window+1):
for xx in range(-1*window + x, x + window+1):
temp_sum += game_map[Position(xx,yy)].halite_amount
if temp_sum > min_halite_to_be_interesting:
interesting_coords.append([x,y])
if len(interesting_coords) > 1500:
min_halite_to_be_interesting *= 1.2
elif len(interesting_coords) < 600:
min_halite_to_be_interesting /= 1.2
ignore_Halite = ((TOTAL_HALITE_START/(NUMBER_OF_PLAYERS*1.2))/(map_Settings[constants.MAX_TURNS]**2)) * (1 - CURRENT_ROUND / (constants.MAX_TURNS))
logging.info(f"ignore halite = {ignore_Halite}.")
command_queue = []
position_Choices = []
ship_In_Priority_Order = []
ship_Priority_0 = []
ship_Priority_1 = []
ship_Priority_2 = []
ship_Priority_3 = []
ship_Priority_4 = []
ship_Priority_5 = []
ship_Priority_6 = []
ship_Priority_7 = []
# Calculate the distance between all ships and the shipyard
# and check if ship should pass in safety mode
if CURRENT_ROUND / constants.MAX_TURNS > 0.85:
for ship in me.get_ships():
distance_from_shipyard = game_map.calculate_distance(ship.position, me.shipyard.position)
if distance_from_shipyard + 16 > constants.MAX_TURNS - CURRENT_ROUND:
if random.randint(0, distance_from_shipyard) >= int(distance_from_shipyard*0.75):
ship_States[ship.id] = "time_to_get_home"
if distance_from_shipyard + 2 > constants.MAX_TURNS - CURRENT_ROUND:
ship_States[ship.id] = "time_to_get_home"
for ship in me.get_ships():
position_Options = ship.position.get_surrounding_cardinals() + [ship.position]
position_Dict = {}
halite_Dict = {}
if ship.halite_amount > 800 * (1 - (0.7 * constants.MAX_TURNS / CURRENT_ROUND)) and NUMBER_OF_PLAYERS == 4:
ship_safety[ship.id] = True
elif ship.halite_amount > 1000 * (1 - (0.7 * constants.MAX_TURNS / CURRENT_ROUND)) and NUMBER_OF_PLAYERS == 2:
ship_safety[ship.id] = True
else:
ship_safety[ship.id] = False
if ship.id not in ship_States:
ship_States[ship.id] = "collecting"
for n, direction in enumerate(direction_Order):
position_Dict[direction] = position_Options[n]
for direction in position_Dict:
position = game_map.normalize(position_Dict[direction])
halite_amount = game_map[position].halite_amount
if game_map.normalize(position_Dict[direction]) not in position_Choices:
if direction == Direction.Still:
halite_Dict[direction] = max(0, halite_amount - ignore_Halite) ** still_Multiplier
else:
halite_Dict[direction] = max(0, halite_amount - ignore_Halite)
else:
logging.info("attempting to move to same spot\n")
if (ship.position + Position(0, 1) in ship_positions) and (ship.position + Position(0, -1) in ship_positions) and (ship.position + Position(1, 0) in ship_positions) and (ship.position + Position(-1, 0) in ship_positions):
ship_stuck[ship.id] = True
logging.info('ship stuck')
else:
ship_stuck[ship.id] = False
if NUMBER_OF_PLAYERS == 2:
ship_killing_possibility[ship.id] = (99, 99)
if ship.halite_amount < 100:
if game_map[ship.position + Position(0, 1)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(0, 1)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount:
ship_killing_possibility[ship.id] = (0, 1)
elif game_map[ship.position + Position(0, -1)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(0, -1)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount:
ship_killing_possibility[ship.id] = (0, -1)
elif game_map[ship.position + Position(1, 0)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(1, 0)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount:
ship_killing_possibility[ship.id] = (1, 0)
elif game_map[ship.position + Position(-1, 0)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(-1, 0)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount:
ship_killing_possibility[ship.id] = (-1, 0)
else:
ship_killing_possibility[ship.id] = (99, 99)
if ship.halite_amount < 100:
if game_map[ship.position + Position(0, 1)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(0, 1)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount+200:
ship_killing_possibility[ship.id] = (0, 1)
elif game_map[ship.position + Position(0, -1)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(0, -1)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount+200:
ship_killing_possibility[ship.id] = (0, -1)
elif game_map[ship.position + Position(1, 0)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(1, 0)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount+200:
ship_killing_possibility[ship.id] = (1, 0)
elif game_map[ship.position + Position(-1, 0)].ship != None:
check_for_ennemy_ship = game_map[ship.position + Position(-1, 0)].ship
if check_for_ennemy_ship.position not in ship_positions:
if check_for_ennemy_ship.halite_amount > ship.halite_amount+200:
ship_killing_possibility[ship.id] = (-1, 0)
# see if ship needs guidance
if halite_Dict[max(halite_Dict, key=halite_Dict.get)] < 10:
ship_in_dead_zone[ship.id] = True
logging.info(f"Ship {ship.id} max halite dict = {halite_Dict[max(halite_Dict, key=halite_Dict.get)]} so its True")
else:
ship_in_dead_zone[ship.id] = False
logging.info(f"Ship {ship.id} max halite dict = {halite_Dict[max(halite_Dict, key=halite_Dict.get)]} so its False")
if math.ceil(game_map[ship.position].halite_amount * 0.1) > ship.halite_amount:
ship_States[ship.id] = "pinned"
if ship_States[ship.id] == "pinned":
ship_Priority_0.append(ship)
elif ship_stuck[ship.id] and ship_States[ship.id] != "pinned":
ship_Priority_1.append(ship)
elif ship_States[ship.id] == "depositing" and ship_safety[ship.id] and not ship_stuck[ship.id]:
ship_Priority_2.append(ship)
elif ship_States[ship.id] == "depositing" and not ship_stuck[ship.id]:
ship_Priority_3.append(ship)
elif ship_States[ship.id] == "collecting" and ship_safety[ship.id] and not ship_stuck[ship.id]:
ship_Priority_4.append(ship)
elif ship_States[ship.id] == "collecting" and not ship_stuck[ship.id]:
ship_Priority_5.append(ship)
else:
ship_Priority_6.append(ship)
for single_ship in ship_Priority_0:
ship_In_Priority_Order.append(single_ship)
for single_ship in ship_Priority_1:
ship_In_Priority_Order.append(single_ship)
for single_ship in ship_Priority_2:
ship_In_Priority_Order.append(single_ship)
for single_ship in ship_Priority_3:
ship_In_Priority_Order.append(single_ship)
for single_ship in ship_Priority_4:
ship_In_Priority_Order.append(single_ship)
for single_ship in ship_Priority_5:
ship_In_Priority_Order.append(single_ship)
for single_ship in ship_Priority_6:
ship_In_Priority_Order.append(single_ship)
for ship in ship_In_Priority_Order:
position_Options = ship.position.get_surrounding_cardinals() + [ship.position]
position_Dict = {}
halite_Dict = {}
surroundings = []
dangerous_positions = []
ship_positions = [s.position for s in list(me.get_ships())]
sight = 2
for y in range(-1*sight, sight+1):
row = []
for x in range(-1*sight, sight+1):
current_cell = game_map[ship.position + Position(x,y)]
if game_map.normalize(current_cell.position) not in ship_positions and current_cell.ship and ship_safety[ship.id]:
row.append(1)
else:
row.append(0)
surroundings.append(row)
for n, direction in enumerate(direction_Order):
position_Dict[direction] = position_Options[n]
for direction in position_Dict:
position = game_map.normalize(position_Dict[direction])
halite_amount = game_map[position].halite_amount
if direction == Direction.Still:
if surroundings[2][1] == 1:
dangerous_positions.append((0, 0))
dangerous_positions.append((-1, 0))
if surroundings[3][2] == 1:
dangerous_positions.append((0, 0))
dangerous_positions.append((0, 1))
if surroundings[2][3] == 1:
dangerous_positions.append((0, 0))
dangerous_positions.append((1, 0))
if surroundings[1][2] == 1:
dangerous_positions.append((0, 0))
dangerous_positions.append((0, -1))
elif direction == Direction.East:
if surroundings[1][3] == 1:
dangerous_positions.append((1, 0))
if surroundings[2][3] == 1:
dangerous_positions.append((1, 0))
if surroundings[3][3] == 1:
dangerous_positions.append((1, 0))
if surroundings[2][4] == 1:
dangerous_positions.append((1, 0))
elif direction == Direction.West:
if surroundings[1][1] == 1:
dangerous_positions.append((-1, 0))
if surroundings[2][1] == 1:
dangerous_positions.append((-1, 0))
if surroundings[3][1] == 1:
dangerous_positions.append((-1, 0))
if surroundings[2][0] == 1:
dangerous_positions.append((-1, 0))
elif direction == Direction.North:
if surroundings[1][1] == 1:
dangerous_positions.append((0, -1))
if surroundings[1][2] == 1:
dangerous_positions.append((0, -1))
if surroundings[1][3] == 1:
dangerous_positions.append((0, -1))
if surroundings[0][2] == 1:
dangerous_positions.append((0, -1))
elif direction == Direction.South:
if surroundings[3][1] == 1:
dangerous_positions.append((0, 1))
if surroundings[3][2] == 1:
dangerous_positions.append((0, 1))
if surroundings[3][3] == 1:
dangerous_positions.append((0, 1))
if surroundings[4][2] == 1:
dangerous_positions.append((0, 1))
if game_map.normalize(position_Dict[direction]) not in position_Choices:
if direction == Direction.Still:
halite_Dict[direction] = max(0, halite_amount - ignore_Halite) ** still_Multiplier
else:
halite_Dict[direction] = max(0, halite_amount - ignore_Halite) + 0.001 * halite_amount
#logging.info(f"ship {ship.id} has those dangerous moves:")
#for each_dangerous_move in dangerous_positions:
#logging.info(f"move {each_dangerous_move[0]}, {each_dangerous_move[1]} ")
if game_map[ship.position].halite_amount * 0.1 > ship.halite_amount:
move = (0, 0)
position_Choices.append(game_map.normalize(position_Dict[move]))
command_queue.append(ship.move(move))
ship_States[ship.id] = "pinned"
if ship_States[ship.id] == "time_to_get_home" and game_map.calculate_distance(ship.position, me.shipyard.position) > 1:
smarter_naive_navigate_moves = game_map.smarter_naive_navigate_2(ship, me.shipyard.position, position_Choices)
if len(smarter_naive_navigate_moves) == 1:
smarter_naive_navigate_move_0 = smarter_naive_navigate_moves[0]
smarter_naive_navigate_move_1 = smarter_naive_navigate_moves[0]
elif len(smarter_naive_navigate_moves) == 2:
smarter_naive_navigate_move_0 = smarter_naive_navigate_moves[0]
smarter_naive_navigate_move_1 = smarter_naive_navigate_moves[1]
try:
halite_Dict_move_0_exist = halite_Dict[smarter_naive_navigate_move_0]
halite_Dict_move_0_exist = True
except KeyError:
halite_Dict_move_0_exist = False
try:
halite_Dict_move_1_exist = halite_Dict[smarter_naive_navigate_move_1]
halite_Dict_move_1_exist = True
except KeyError:
halite_Dict_move_1_exist = False
if not halite_Dict:
#accept collision (no where to go), should be changed later on
move = Direction.Still
elif smarter_naive_navigate_move_0 == (0, 0):
if game_map.normalize(position_Dict[smarter_naive_navigate_move_0]) not in position_Choices:
move = smarter_naive_navigate_move_0
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
elif halite_Dict_move_0_exist and halite_Dict_move_1_exist:
if halite_Dict[smarter_naive_navigate_move_0] <= halite_Dict[smarter_naive_navigate_move_1] and game_map.normalize(position_Dict[smarter_naive_navigate_move_0]) not in position_Choices and smarter_naive_navigate_move_0 not in dangerous_positions:
move = smarter_naive_navigate_move_0
elif game_map.normalize(position_Dict[smarter_naive_navigate_move_1]) not in position_Choices and smarter_naive_navigate_move_1 not in dangerous_positions:
move = smarter_naive_navigate_move_1
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
elif halite_Dict_move_1_exist:
if game_map.normalize(position_Dict[smarter_naive_navigate_move_1]) not in position_Choices and smarter_naive_navigate_move_1 not in dangerous_positions:
move = smarter_naive_navigate_move_1
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
position_Choices.append(game_map.normalize(position_Dict[move]))
command_queue.append(ship.move(move))
if ship_States[ship.id] == "time_to_get_home" and game_map.calculate_distance(ship.position, me.shipyard.position) == 1:
move = game_map.suicide_in_base(ship, me.shipyard.position)
command_queue.append(ship.move(move))
elif ship_States[ship.id] == "time_to_get_home" and game_map.calculate_distance(ship.position, me.shipyard.position) == 0:
command_queue.append(ship.move((0, 0)))
if ship_States[ship.id] == "depositing" and ship.position != me.shipyard.position:
smarter_naive_navigate_moves = game_map.smarter_naive_navigate_2(ship, me.shipyard.position, position_Choices)
if len(smarter_naive_navigate_moves) == 1:
smarter_naive_navigate_move_0 = smarter_naive_navigate_moves[0]
smarter_naive_navigate_move_1 = smarter_naive_navigate_moves[0]
elif len(smarter_naive_navigate_moves) == 2:
smarter_naive_navigate_move_0 = smarter_naive_navigate_moves[0]
smarter_naive_navigate_move_1 = smarter_naive_navigate_moves[1]
try:
halite_Dict_move_0_exist = halite_Dict[smarter_naive_navigate_move_0]
halite_Dict_move_0_exist = True
except KeyError:
halite_Dict_move_0_exist = False
try:
halite_Dict_move_1_exist = halite_Dict[smarter_naive_navigate_move_1]
halite_Dict_move_1_exist = True
except KeyError:
halite_Dict_move_1_exist = False
if not halite_Dict:
#accept collision (no where to go), should be changed later on
move = Direction.Still
elif smarter_naive_navigate_move_0 == (0, 0):
if game_map.normalize(position_Dict[smarter_naive_navigate_move_0]) not in position_Choices:
move = smarter_naive_navigate_move_0
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
elif halite_Dict_move_0_exist and halite_Dict_move_1_exist:
if halite_Dict[smarter_naive_navigate_move_0] <= halite_Dict[smarter_naive_navigate_move_1] and game_map.normalize(position_Dict[smarter_naive_navigate_move_0]) not in position_Choices and smarter_naive_navigate_move_0 not in dangerous_positions:
move = smarter_naive_navigate_move_0
elif game_map.normalize(position_Dict[smarter_naive_navigate_move_1]) not in position_Choices and smarter_naive_navigate_move_1 not in dangerous_positions:
move = smarter_naive_navigate_move_1
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
elif halite_Dict_move_1_exist:
if game_map.normalize(position_Dict[smarter_naive_navigate_move_1]) not in position_Choices and smarter_naive_navigate_move_1 not in dangerous_positions:
move = smarter_naive_navigate_move_1
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
position_Choices.append(game_map.normalize(position_Dict[move]))
command_queue.append(ship.move(move))
elif ship_States[ship.id] == "depositing" and ship.position == me.shipyard.position:
ship_States[ship.id] = "collecting"
if ship_States[ship.id] == "collecting":
if ship_killing_possibility[ship.id] != (99, 99):
try:
if game_map.normalize(position_Dict[ship_killing_possibility[ship.id]]) not in position_Choices:
killing_move_is_available = True
else:
killing_move_is_available = False
except KeyError:
killing_move_is_available = False
else:
killing_move_is_available = False
if not halite_Dict:
#accept collision (no where to go), should be changed later on
move = Direction.Still
elif killing_move_is_available:
move = ship_killing_possibility[ship.id]
logging.info('trying to kill')
elif ship_in_dead_zone[ship.id] and game_phase == 'gathering' :
max_halite_zone = 0
if ship.id not in direction_of_interest:
for each_interesting_coord in interesting_coords:
temp_sum = 0
for yy in range(-1*window + each_interesting_coord[1], each_interesting_coord[1] + window+1):
for xx in range(-1*window + each_interesting_coord[0], each_interesting_coord[0] + window+1):
temp_sum += game_map[Position(xx,yy)].halite_amount * (1 - (game_map.calculate_distance(Position(each_interesting_coord[0],each_interesting_coord[1]), ship.position ) / (map_Settings[constants.MAX_TURNS]*1.5)))
#temp_row.append(int(temp_sum))
if temp_sum > max_halite_zone:
max_halite_zone = temp_sum
direction_of_interest[ship.id] = game_map.normalize(Position(each_interesting_coord[0],each_interesting_coord[1]))
ZONE_OF_INTEREST.append(direction_of_interest[ship.id])
smarter_naive_navigate_moves = game_map.smarter_naive_navigate_2(ship, direction_of_interest[ship.id], position_Choices)
if len(smarter_naive_navigate_moves) == 1:
smarter_naive_navigate_move_0 = smarter_naive_navigate_moves[0]
smarter_naive_navigate_move_1 = smarter_naive_navigate_moves[0]
elif len(smarter_naive_navigate_moves) == 2:
smarter_naive_navigate_move_0 = smarter_naive_navigate_moves[0]
smarter_naive_navigate_move_1 = smarter_naive_navigate_moves[1]
try:
halite_Dict_move_0_exist = halite_Dict[smarter_naive_navigate_move_0]
halite_Dict_move_0_exist = True
except KeyError:
halite_Dict_move_0_exist = False
try:
halite_Dict_move_1_exist = halite_Dict[smarter_naive_navigate_move_1]
halite_Dict_move_1_exist = True
except KeyError:
halite_Dict_move_1_exist = False
if not halite_Dict:
#accept collision (no where to go), should be changed later on
move = Direction.Still
elif smarter_naive_navigate_move_0 == (0, 0):
if game_map.normalize(position_Dict[smarter_naive_navigate_move_0]) not in position_Choices:
move = smarter_naive_navigate_move_0
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
elif halite_Dict_move_0_exist and halite_Dict_move_1_exist:
if halite_Dict[smarter_naive_navigate_move_0] <= halite_Dict[smarter_naive_navigate_move_1] and game_map.normalize(position_Dict[smarter_naive_navigate_move_0]) not in position_Choices and smarter_naive_navigate_move_0 not in dangerous_positions:
move = smarter_naive_navigate_move_0
elif game_map.normalize(position_Dict[smarter_naive_navigate_move_1]) not in position_Choices and smarter_naive_navigate_move_1 not in dangerous_positions:
move = smarter_naive_navigate_move_1
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
elif halite_Dict_move_1_exist:
if game_map.normalize(position_Dict[smarter_naive_navigate_move_1]) not in position_Choices and smarter_naive_navigate_move_1 not in dangerous_positions:
move = smarter_naive_navigate_move_1
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
else:
if (0, 0) not in dangerous_positions and game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
else:
if ship.id in direction_of_interest:
remove_position = direction_of_interest.pop('key', None)
if remove_position != None:
ZONE_OF_INTEREST.remove(remove_position)
if max(halite_Dict, key=halite_Dict.get) not in dangerous_positions and game_map.normalize(position_Dict[max(halite_Dict, key=halite_Dict.get)]) not in position_Choices:
move = max(halite_Dict, key=halite_Dict.get)
elif min(halite_Dict, key=halite_Dict.get) not in dangerous_positions and game_map.normalize(position_Dict[max(halite_Dict, key=halite_Dict.get)]) not in position_Choices:
move = min(halite_Dict, key=halite_Dict.get)
elif (0, -1) not in dangerous_positions and game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif (0, 1) not in dangerous_positions and game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif (1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif (-1, 0) not in dangerous_positions and game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, 1)]) not in position_Choices:
move = Direction.South
elif game_map.normalize(position_Dict[(1, 0)]) not in position_Choices:
move = Direction.East
elif game_map.normalize(position_Dict[(-1, 0)]) not in position_Choices:
move = Direction.West
elif game_map.normalize(position_Dict[(0, -1)]) not in position_Choices:
move = Direction.North
elif game_map.normalize(position_Dict[(0, 0)]) not in position_Choices:
move = Direction.Still
else:
move = Direction.Still
position_Choices.append(game_map.normalize(position_Dict[move]))
command_queue.append(ship.move(move))
if ship.halite_amount > constants.MAX_HALITE * 0.9 and game_phase == 'gathering' :
ship_States[ship.id] = "depositing"
if ship.id in direction_of_interest:
remove_position = direction_of_interest.pop('key', None)
if remove_position != None:
ZONE_OF_INTEREST.remove(remove_position)
elif ship.halite_amount > constants.MAX_HALITE * 0.5 and game_phase == 'secure_halite' :
ship_States[ship.id] = "depositing"
if ship.id in direction_of_interest:
remove_position = direction_of_interest.pop('key', None)
if remove_position != None:
ZONE_OF_INTEREST.remove(remove_position)
if ship_States[ship.id] == "pinned":
ship_States[ship.id] = "collecting"
if NUMBER_OF_PLAYERS == 2:
if game.turn_number <= int(constants.MAX_TURNS*0.75):
if game_map[me.shipyard].position not in position_Choices:
if me.halite_amount >= constants.SHIP_COST and ((current_total_halite / NUMBER_OF_PLAYERS > 50000) or (len(me.get_ships())*1.1 <= (len(p0.get_ships()) + len(p1.get_ships()))/2)):
command_queue.append(me.shipyard.spawn())
else:
if game.turn_number <= int(constants.MAX_TURNS*0.75):
if game_map[me.shipyard].position not in position_Choices:
if me.halite_amount >= constants.SHIP_COST and ((current_total_halite / NUMBER_OF_PLAYERS > 50000) or (len(me.get_ships()) <= (len(p0.get_ships()) + len(p1.get_ships())+ len(p2.get_ships()) + len(p3.get_ships()) )/4)):
command_queue.append(me.shipyard.spawn())
logging.info(f"Turn {CURRENT_ROUND} took {time.time()-start_time_turn} seconds to compute. We had {len(me.get_ships())} ships .")
# Send your moves back to the game environment, ending this turn.
game.end_turn(command_queue)