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GP.py
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GP.py
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from terran import *
#from Traverse import fitness, Node
class PopulationAnomaly(BaseException):pass
class Anomaly(BaseException):pass
def alphabets(s):
availables = [SCV, Supply_Depot, Refinery]
NoGasUnit = [SCV, MULE, Marine, Hellion]
NoGasBD = [Barracks, Orbital_Command, Engineering_Bay, Supply_Depot]
HasRefinery = False
if Refinery in s.buildings:HasRefinery = True
TwoRefinery = False
if len([r for r in s.buildings if r == Refinery]) >= 2:
TwoRefinery = True
for b in s.buildings:
availables += [bd for bd in b.BuildingPvd if HasRefinery or bd in NoGasBD]
availables += [ u for u in b.UnitPvd if HasRefinery or u in NoGasUnit]
if TwoRefinery:
availables = list(set(availables).remove(Refinery))
return availables
from itertools import imap, count
from random import choice, shuffle
#default = set([Command_Center, SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Reactor, Orbital_Command, MULE, Extra_Supplies])
default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Reactor, Barracks_Tech_Lab, Orbital_Command, MULE, Extra_Supplies, Concussive_Shells, Marauder ])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Reactor, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Reactor, Hellion])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Tech_Lab, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Reactor, Factory_Tech_Lab, Swap_Barracks_Factory_Tech_Lab, Swap_Barracks_Factory_Reactor, Hellion, Infernal_Pre_igniter])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Tech_Lab, Barracks_Reactor, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Tech_Lab, Swap_Barracks_Factory_Tech_Lab, Siege_Tank, Siege_Tech])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Bunker, Barracks_Tech_Lab, Barracks_Reactor, Marauder, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Tech_Lab, Starport, Swap_Barracks_Factory_Tech_Lab, Siege_Tech, Siege_Tank, Viking, Swap_Barracks_Starport_Reactor])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Tech_Lab, Barracks_Reactor, Combat_Shield, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Tech_Lab, Starport, Starport_Tech_Lab, Thor, Swap_Barracks_Starport_Tech_Lab, Swap_Factory_Starport_Tech_Lab])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Tech_Lab, Barracks_Reactor, Orbital_Command, MULE, Extra_Supplies, Factory, Armory, Factory_Tech_Lab, Thor, Swap_Barracks_Factory_Tech_Lab ])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Tech_Lab, Barracks_Reactor, Orbital_Command, MULE, Extra_Supplies, Ghost_Academy, Ghost, Moebius_Reactor])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Tech_Lab, Barracks_Reactor, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Tech_Lab, Starport, Starport_Tech_Lab, Swap_Barracks_Starport_Tech_Lab, Swap_Factory_Starport_Tech_Lab, Fusion_Core, Battlecruiser, Weapon_Refit])
#default = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Bunker, Barracks_Tech_Lab, Barracks_Reactor, Marauder, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Tech_Lab, Starport, Swap_Barracks_Factory_Tech_Lab, Siege_Tech, Siege_Tank, Viking, Swap_Barracks_Starport_Reactor])
#def avGene(genome, allowed = default):
class GeneSelector(object):
def __init__(self):
self.allowed = default
def __call__(self, genome):
allowed = self.allowed
simulator = genome.simulator #only works with non-zero genome
#allowed = set([SCV, Marine, Supply_Depot, Refinery, Barracks, Barracks_Reactor, Orbital_Command, MULE, Extra_Supplies, Factory, Factory_Reactor, Hellion])
availables = set([SCV, Supply_Depot, Refinery])
NoGasUnit = [SCV, MULE, Marine, Hellion]
NoGasBD = [Barracks, Orbital_Command, Engineering_Bay, Supply_Depot]
objlist = [g.object for g in genome]
NoFreeBarracks = 0
NoFreeFactories = 0
NoFreeStarports = 0
NoBarracksReactor = 0
NoBarracksTechLab = 0
NoFactoryTechLab = 0
NoFactoryReactor = 0
NoStarportTechLab = 0
NoStarportReactor = 0
NoOfCC = 0
NoOfOC = 0
NoOfSD = 0
NoOfES = 0
NoOfSCV = 0
for g in objlist:
if g == Barracks:
NoFreeBarracks += 1
elif g == Barracks_Tech_Lab:
NoFreeBarracks += -1
NoBarracksTechLab += 1
elif g == Barracks_Reactor:
NoFreeBarracks += -1
NoBarracksReactor += 1
elif g == Factory:
NoFreeFactories+= 1
elif g == Factory_Tech_Lab:
NoFreeFactories += -1
NoFactoryTechLab += 1
elif g == Factory_Reactor:
NoFreeFactories += -1
NoFactoryReactor += 1
elif g == Starport:
NoFreeStarports += 1
elif g == Starport_Tech_Lab:
NoFreeStarports += -1
NoStarportTechLab += 1
elif g == Starport_Reactor:
NoFreeStarports += -1
NoStarportReactor += 1
elif g == Swap_Barracks_Factory_Reactor:
NoFreeFactories += -1
NoBarracksReactor += -1
NoFactoryReactor += 1
elif g == Swap_Barracks_Factory_Tech_Lab:
NoFreeFactories += -1
NoFactoryTechLab += 1
NoBarracksTechLab += -1
if g == Command_Center:NoOfCC += 1
if g == Orbital_Command:NoOfOC += 1
if g == Supply_Depot:NoOfSD += 1
if g == Extra_Supplies:NoOfES += 1
if g == SCV:NoOfSCV += 1
try:
availables |= set([bd for bd in g.BuildingPvd if HasRefinery or bd in NoGasBD])
except:pass
try:
availables |= set([ u for u in g.UnitPvd if HasRefinery or u in NoGasUnit])
except:pass
try:
availables |= set([ u for u in g.TechPvd if HasRefinery or u in NoGasUnit])
except:pass
#if g == Infernal_Pre_igniter: availables -= set([Infernal_Pre_igniter])
#NoOfCC = len([cc for cc in objlist if cc == Command_Center])
#NoOfOC = len([cc for cc in objlist if cc == Orbital_Command])
#try:
HasRefinery = False
if Refinery in objlist:HasRefinery = True
TwoRefinery = False
if len([r for r in objlist if r == Refinery]) >= 2*(NoOfCC+1):
TwoRefinery = True
if NoFreeFactories > 0 and NoBarracksReactor > 0:
availables |= set([Swap_Barracks_Factory_Reactor])
else:
availables -= set([Swap_Barracks_Factory_Reactor])
if NoFreeFactories > 0 and NoBarracksTechLab > 0:
availables |= set([Swap_Barracks_Factory_Tech_Lab])
else:
availables -= set([Swap_Barracks_Factory_Tech_Lab])
if NoBarracksTechLab > 0:
availables |= set(Barracks_Tech_Lab.TechPvd)
else:
availables -= (set(Barracks_Tech_Lab.TechPvd)&allowed)
if NoFactoryTechLab > 0:
availables |= set(Factory_Tech_Lab.TechPvd)
else:
availables -= (set(Factory_Tech_Lab.TechPvd)&allowed)
if NoStarportTechLab > 0:
availables |= set(Starport_Tech_Lab.TechPvd)
else:
availables -= (set(Starport_Tech_Lab.TechPvd)&allowed)
if NoFreeBarracks == 0:
availables = availables - set([Barracks_Tech_Lab, Barracks_Reactor])
if NoFreeFactories == 0:
availables = availables - set([Factory_Tech_Lab, Factory_Reactor])
if NoFreeStarports == 0:
availables = availables - set([Starport_Tech_Lab, Starport_Reactor])
#except:pass
#NoOfSCV = len([scv for scv in objlist if scv == SCV])
#if NoOfSCV == 0:
#availables.remove(Supply_Depot)
#else:
#availables.add(Supply_Depot)
if HasRefinery and NoOfSCV == 0:
availables |= set([Refinery])
if NoOfSCV > 0 and not TwoRefinery:
availables.add(Refinery)
if not len(genome) == 0:
availables = set([it for it in (availables & allowed) if not issubclass(it.__class__, RBUT.unit) or it.PopReq <= genome.nodes[-1]['PopAvl']])
else:
#availables = [it for it in availables & allowed if not issubclass(it.__class__, RBUT.unit) or it.PopReq <= 6]
availables = availables & allowed
if TwoRefinery:
availables.remove(Refinery)
if NoOfOC > NoOfCC:
availables -= set([Orbital_Command, Planetary_Fortress])
if NoOfES >= NoOfSD:
availables -= set([Extra_Supplies])
if Orbital_Command in objlist:
availables -= set([Orbital_Command, Planetary_Fortress])
availables -= set([tk for tk in objlist if issubclass(tk.__class__, RBUT.tech)])
#print [x.name for x in availables]
return [Item(a, simulator) for a in availables]
#from math import mean
avGene = GeneSelector()
def Fitness(simulator):
from math import sqrt
from math import log as LOG
t = []
h = []
s = []
b = []
o = []
M = []
m = []
e = []
i = []
f = []
k = []
cc = []
r = []
for log in simulator.log:
if log[0] == Marine:m.append((float(log[2])+25.)/simulator.timeout)
if log[0] == SCV:s.append((float(log[2])+17.)/simulator.timeout)
if log[0] == Orbital_Command:o.append((float(log[2])+35.)/simulator.timeout)
if log[0] == Command_Center:cc.append((float(log[2])+100.)/simulator.timeout)
#if log[0] == Hellion:M.append(float(log[2])/simulator.timeout)
#if log[0] == Siege_Tank:M.append(float(log[2])/simulator.timeout)
if log[0] == Marauder:h.append((float(log[2])+30.)/simulator.timeout)
#if log[0] == MULE:M.append(float(log[2])/simulator.timeout)
if log[0] == Viking:M.append((float(log[2]+42.))/simulator.timeout)
#if log[0] == Medivac:M.append(float(log[2])/simulator.timeout)
#if log[0] == Reaper:M.append(float(log[2])/simulator.timeout)
#if log[0] == Ghost:M.append(float(log[2])/simulator.timeout)
#if log[0] == Thor:M.append(float(log[2])/simulator.timeout)
#if log[0] == Battlecruiser:M.append(float(log[2])/simulator.timeout)
if log[0] == Extra_Supplies:e.append(float(log[2])/simulator.timeout)
#if log[0] == Infernal_Pre_igniter:i.append(float(log[2])/simulator.timeout)
if log[0] == Concussive_Shells:i.append((float(log[2])+60.)/simulator.timeout)
#if log[0] == Combat_Shield:i.append(float(log[2])/simulator.timeout)
#if log[0] == Moebius_Reactor:i.append(float(log[2])/simulator.timeout)
#if log[0] == Nitro_Packs:i.append(float(log[2])/simulator.timeout)
#if log[0] == Strike_Cannons:i.append(float(log[2])/simulator.timeout)
#if log[0] == Weapon_Refit:i.append(float(log[2])/simulator.timeout)
#if log[0] == Cloaking_Field:i.append(float(log[2])/simulator.timeout)
#if log[0] == Siege_Tech:i.append((float(log[2])+80.)/simulator.timeout)
if log[0] == Siege_Tank:t.append((float(log[2])+45.)/simulator.timeout)
for log in simulator.log[:-1]:
if log[0] == Factory:f.append(float(log[2])/simulator.timeout)
if log[0] == MULE:b.append(float(log[2])/simulator.timeout)
if log[0] == Bunker:k.append((float(log[2])+40.)/simulator.timeout)
if issubclass(log[0].__class__, RBUT.addon):r.append((float(log[2]+60.))/simulator.timeout)
#if log[0] == Barracks:b.append(float(log[2])/simulator.timeout)
#if not Marine.number == len(t):print Marine.number, len(t)
if len(cc) == 0:
c = 1
else:
c = 2 #1./cc[0]
if len(k) == 0:
bk = 0
elif k[0] > 300./simulator.timeout:
bk = 0
else:
bk = min(2 * len([mr for mr in m if mr < k[0]]), 8)
if len(m) == 0: q = 0
else:q = 1 - sum(m[:2])/len(m[:2])
if len(t) == 0: x = 0
else:x = 1 - sum(t)/len(t)
if len(h) == 0: y = 0
else:y = 1 - sum(h[:1])/len(h[:1])
if len(s) == 0: z = 0
else:z = 1 - sum(s)/len(s)
if len(b) == 0: w = 0
else:w = (1 - sum(b)/len(b))*2
if len(M) == 0: v = 0
else:v = 1-sum(M)/len(M)
if len(f) == 0: u = 0
else:u = (1-sum(f)/len(f))*10
if len(i) == 0 or len(M) == 0:
ipi = 0
elif len(i) > 1:
print "Problem! too many Infernal_Pre_igniter", i
else:
#ipi = 1
#rdy = (i[0] + 110./simulator.timeout)
#if rdy >= (M[0] + (60.+90.)/simulator.timeout):ipi = 1.
#else:ipi = 0.
#ipi = 1. / i[0]
ipi = 1. / i[0]
#rdy = (i[0] + 80./simulator.timeout)
#ipi = len([g for g in M if (g+90./simulator.timeout) > rdy])/len(M)
#return 0.2*len(t) + len(m)*5 + 0.1*len(s) + 10*len(i) + 5*len(o) + 2*len(M) + len(e) + x + y + z + v
#return len(m)*5 + 0.1*len(s) + 10*len(i) + len(f) + y + z + v + u
#return len(m)*5 + 10*len(i) + len(f) + y
#return len(m)*5 + 10*len(i) + y
#return 5*len(m) + 0.1*len(s)*z + 10*len(i) + y
#return (5*len(h)+y) * (0.1*len(s)*z + 1*len(i))
#return len(t) + len(m)*4 + 0.1*len(s) + 5*len(o) + 2*len(M) + len(e) + x + y + v
#return len(m)*5 + 0.1*len(s) + 10*len(i) + len(f) + y + z + v + u
#return (4*len(t)+x)*(1.*ipi) * (len(m)+q) + (4*len(t)+x) + (len(m)+q)
#return (1*len(M)+v) * (len(m)+q)*(1.+ ipi) + 4*len(M)*(1+v) + (len(m)+q)*(1.+ ipi)
#return (len(M)/(1-v))*10*( 1. + 0.25 * ipi) + 0.4*(len(m)+q) + 0.1*(len(s)+z)
#return (len(M)/(1-v))*5*( 1. + 0.25 * ipi) + 0.4*(len(m)+q) + 0.1*(len(s)+z)
#return (len(M)/(1-v))*10*( 1. + 0.25 * ipi) * 0.4*(len(m)+q) * 0.1*(len(s)+z)
#return (len(s)+z+3*len(b))*((1+0.25*ipi)*(len(m)+q) + 4*(len(h)+y))*(len(M)+v)*c
#return (len(m)+q)*(len(s)+z+3*len(o)+3*len(b))*c
#return (len(m)+q)*(len(s)+z+3*len(b))*c
#print ((len(s)+z+3*len(b))*sqrt((len(m) + 3*len(h)+q+y)*bk)*((len(M)+v)*(1+1*ipi)*(len(t)+x)))*c
#return LOG((sqrt(len(s)+z+3*len(b))*sqrt((sqrt(min(len(m),2)+q+4*(len(h)+y)+bk)+5*(1+1*ipi)*(len(t)+x)))*(len(M)+v)+1.)*c)
#return LOG(((len(s)+z+3*len(b))**0.25*sqrt((sqrt(min(len(m),4)+q+5*(len(h)+y)+bk)*10*ipi*(len(t)+x)))*(len(M)+v)**(1+len(r))+c))
#return LOG(((len(s)+z+3*len(b))**0.25*sqrt((sqrt(min(len(m),4)+q+5*(len(h)+y)+bk)*10*ipi*(len(t)+x)))*(len(M)+v)**(1+len(r))+c))
return 0.38*(len(m)+q) + 0.6515*(len(h)+y)*(1+1.*ipi) + 0.05*(len(s)+z)
def Evaluate(g):
ct = count(1)
Q = pipeline([(ct.next(), item) for item in g])
endgame, extra, Qnext = g[0].simulator.evaluate(Q)
return endgame, extra, Qnext
from copy import deepcopy, copy
class geno(list):
def __init__(self, argv, simulator=None):
self.simulator = simulator
list.__init__(self, [])
self.normalize(argv)
#list.__init__(self, argv)
self._fitness = -1
if not simulator == None:
self.simulator = simulator
else:
self.simulator = self[0].simulator
self.serialize()
self.tag = '|'.join([item.object.name for item in self])
self.availables = avGene(self)
def normalize(self, argv):
NoOfCC = 1
NoOfOC = 0
NoOfSD = 0
NoOfES = 0
NoOfRf = 0
NoOfSCV = 6
HasSCV = False
researched = set([])
for i in range(len(argv)):
obj = argv[i].object
if obj == SCV:
if not HasSCV:HasSCV = True
NoOfSCV += 1
elif obj == Refinery:
if NoOfSCV <= (NoOfRf+1)*3:
continue
elif NoOfRf >= NoOfCC*2:
continue
NoOfRf+=1
if obj == Command_Center:
NoOfCC += 1
elif obj == Orbital_Command or obj == Planetary_Fortress:NoOfOC += 1
elif obj == Supply_Depot:NoOfSD += 1
elif obj == Extra_Supplies:NoOfES += 1
if NoOfOC > NoOfCC:
print 'problem!!! NoOfOC %d NoOfCC %d' % (NoOfOC, NoOfCC)
print [a.object.name for a in argv]
continue
if NoOfES > NoOfSD:
print 'problem!!! NoOfES %d NoOfSD %d' % (NoOfES, NoOfSD)
print [a.object.name for a in argv]
print self
raise Anomaly
continue
if isinstance(obj, RBUT.tech):
if obj in researched:
continue
else:
researched |= set([obj])
self.append(argv[i])
def mutate(self):pass
def crossover(self, other):pass
def random(self):
shuffle(self.availables)
return self.availables[0]
def fitness(self):
if not self._fitness == -1:
return self._fitness
else:
self.simulator.restart()
endgame, extra, left = Evaluate(self)
if extra > 0:
#print 'some extra left', extra
pass
if endgame:
self._fitness = Fitness(self[0].simulator)
else:
print "eroh..."
print self
raise stop
return self._fitness
def serialize(self):
self.nodes = []
bdReq = set([])
bdPvd = set([Command_Center])
tkPvd = set([])
tkToB = set([])
PopReq = 0
PopAvl = self.simulator.InitialPopulation - 6
NoFreeBarracks = 0
NoFreeFactories = 0
NoFreeStarports = 0
NBT, NBR, NFT, NFR, NST, NSR = 0, 0, 0, 0, 0, 0
NoOfCC = 1
NoOfSD = 0
for i in range(len(self)):
obj = self[i].object
if obj == Barracks:NoFreeBarracks += 1
if obj == Barracks_Tech_Lab: NoFreeBarracks += -1;NBT+=1
if obj == Barracks_Reactor: NoFreeBarracks += -1;NBR+=1
if obj == Factory:NoFreeFactories += 1
if obj == Factory_Tech_Lab: NoFreeFactories += -1;NFT+=1
if obj == Factory_Reactor: NoFreeFactories += -1;NFR+=1
if obj == Starport:NoFreeStarports += 1
if obj == Starport_Tech_Lab:NoFreeStarports += -1;NST+=1
if obj == Starport_Reactor: NoFreeStarports += -1;NSR+=1
if obj == Command_Center: NoOfCC += 1
if obj == Orbital_Command: NoOfCC += -1
if obj == Planetary_Fortress: NoOfCC += -1
if obj == Extra_Supplies:
PopAvl += 8
NoOfSD += -1
if issubclass(obj.__class__, (RBUT.building, RBUT.tech)):
bdPvd |= set([obj])
if obj == Supply_Depot:
PopAvl += 8
NoOfSD += 1
elif obj == Command_Center:
PopAvl += 11
elif issubclass(obj.__class__, RBUT.unit ):
PopAvl = PopAvl - obj.PopReq
else:
#print '!!!!!!!'
#print obj.name, obj.__class__
pass
if issubclass(obj.__class__, RBUT.tech):
tkPvd |= set([obj])
if issubclass(obj.__class__, Swaps):
f = obj.fromBuilding
t = obj.toBuilding
ad = obj.addon
ft = globals()['_'.join([f.name, ad])]
if len([b for b in self[:i+1] if b.object == ft]) <= 1:
#print [b.object.name for b in self[:i+1]]
bdPvd -= set([ft])
if ad == 'Tech_Lab':
if t.name == 'Factory':NoFreeFactories += -1;NFT+=1
if t.name == 'Starport':NoFreeStarports += -1;NST+=1
if t.name == 'Barracks':NoFreeBarracks += -1;NBT+=1
if f.name == 'Factory':NoFreeFactories += 1;NFT+=-1
if f.name == 'Starport':NoFreeStarports += 1;NST+=-1
if f.name == 'Barracks':NoFreeBarracks += 1;NBT+=-1
else:
if t.name == 'Factory':NoFreeFactories += -1;NFR+=1
if t.name == 'Starport':NoFreeStarports += -1;NSR+=1
if t.name == 'Barracks':NoFreeBarracks += -1;NBR+=1
if f.name == 'Factory':NoFreeFactories += 1;NFR+=-1
if f.name == 'Starport':NoFreeStarports += 1;NSR+=-1
if f.name == 'Barracks':NoFreeBarracks += 1;NBR+=-1
if PopAvl < 0:
raise PopulationAnomaly
#print 'population anomaly detected in build order', i
#print str(self)
if NoFreeBarracks <= 0:
if Barracks in bdPvd: bdPvd.remove(Barracks)
if NoFreeFactories <= 0:
if Factory in bdPvd: bdPvd.remove(Factory)
if NoFreeStarports <= 0:
if Starport in bdPvd: bdPvd.remove(Starport)
self.nodes.append({'PopAvl':PopAvl, 'bdPvd':bdPvd.copy(), 'NFB':NoFreeBarracks, 'NFF':NoFreeFactories, 'NFS':NoFreeStarports, 'NCC':NoOfCC, 'NSD':NoOfSD, 'tkPvd':tkPvd.copy(), 'NBT':NBT, 'NBR':NBR, 'NFT':NFT, 'NFR':NFR, 'NST':NST, 'NSR':NSR})
idx = range(len(self))
idx.reverse()
NoNeedBarracks = 0
NoNeedFactories = 0
NoNeedStarports = 0
BTN, BRN, FTN, FRN, STN, SRN = 0, 0, 0, 0, 0, 0
CCNeeded = 0
NoOfES = 0
for i in idx:
obj = self[i].object
if obj == Barracks:NoNeedBarracks = max(0, NoNeedBarracks -1)
if obj == Barracks_Tech_Lab: NoNeedBarracks += 1
if obj == Barracks_Reactor: NoNeedBarracks += 1
if obj == Factory:NoNeedFactories = max(0, NoNeedFactories -1)
if obj == Factory_Tech_Lab: NoNeedFactories += 1
if obj == Factory_Reactor: NoNeedFactories += 1
if obj == Starport:NoNeedStarports = max(0, NoNeedStarports -1)
if obj == Starport_Tech_Lab:NoNeedStarports += 1
if obj == Starport_Reactor: NoNeedStarports += 1
if obj == Command_Center: CCNeeded = max(0, CCNeeded-1)
if obj == Orbital_Command: CCNeeded += 1
if obj == Planetary_Fortress: CCNeeded += 1
if obj == Extra_Supplies:
PopReq = max(0, PopReq-8)
NoOfES += 1
#if issubclass(obj.__class__, (RBUT.building, RBUT.tech, RBUT.things)):
if issubclass(obj.__class__, (RBUT.things)):
if isinstance(obj.BuildingReq, (list,tuple)):
bdReq |= set(obj.BuildingReq)
else:
bdReq |= set([obj.BuildingReq])
bdReq = bdReq - set([obj])
if obj == Supply_Depot:
PopReq = max(0, PopReq-8)
NoOfES = max(0, NoOfES-1)
elif obj == Command_Center:
PopReq = max(0, PopReq-11)
if issubclass(obj.__class__, RBUT.unit):
if isinstance(obj.BuildingReq, (list,tuple)):
bdReq |= set(obj.BuildingReq)
else:
bdReq |= set([obj.BuildingReq])
PopReq += obj.PopReq
if issubclass(obj.__class__, RBUT.tech):
tkToB |= set([obj])
if issubclass(obj.__class__, Swaps):
f = obj.fromBuilding
t = obj.toBuilding
ad = obj.addon
#ft = globals('_'.join([f.name, ad]))
#if len([b for b in self[:i+1] if b.object == ft]) <= 1:
#bdPvd.remove(ft)
if ad == 'Tech_Lab':
if t.name == 'Factory':NoNeedFactories += 1;FTN = max(0, FTN-1)
if t.name == 'Starport':NoNeedStarports+= 1;STN = max(0, STN-1)
if t.name == 'Barracks':NoNeedBarracks+= 1;BTN = max(0, BTN-1)
if f.name == 'Barracks':NoNeedBarracks = max(0, NoNeedBarracks-1);BTN += 1
if f.name == 'Factory':NoNeedFactories = max(0, NoNeedFactories-1);FTN += 1
if f.name == 'Starport':NoNeedStarports = max(0, NoNeedStarports-1);STN += 1
else:
if t.name == 'Barracks':NoNeedBarracks+= 1;BRN = max(0, BRN-1)
if t.name == 'Factory':NoNeedFactories += 1;FRN = max(0, FRN-1)
if t.name == 'Starport':NoNeedStarports+= 1;SRN = max(0, SRN-1)
if f.name == 'Barracks':NoNeedBarracks = max(0, NoNeedBarracks-1);BRN += 1
if f.name == 'Factory':NoNeedFactories = max(0, NoNeedFactories-1);FRN +=1
if f.name == 'Starport':NoNeedStarports = max(0, NoNeedStarports-1);SRN+=1
self.nodes[i].update({'PopReq':PopReq, 'bdReq':(bdReq - set([None])).copy(), 'NNB':NoNeedBarracks, 'NNF':NoNeedFactories, 'NNS':NoNeedStarports, 'CCN':CCNeeded, 'NES':NoOfES, 'tkToB':tkToB.copy(), 'BTN':BTN, 'BRN':BRN, 'FTN':FTN, 'FRN':FRN, 'STN':STN, 'SRN':SRN})
def __str__(self):
ct = count(1)
return '\n'.join(['%d %s' % (ct.next(), item.name) for item in self])
from collections import deque
def TheMaker(simulator, geno, allowed, KeyUnit=None):
avGene.allowed = set(allowed)|set([SCV, Supply_Depot, Barracks, Refinery])
allowed = deque([a for a in allowed if not a in [SCV, Supply_Depot, Barracks, Refinery]])
P = geno([Item(o, simulator) for o in [SCV, SCV, SCV, SCV, Supply_Depot, SCV, SCV, SCV, Refinery, Barracks]], simulator=simulator)
while True:
#try:
if len(allowed) == 0:
break
else:
nextitem = allowed.popleft()
if issubclass(nextitem.__class__, RBUT.unit):
PopReq = nextitem.PopReq
else:PopReq = 0
if P.nodes[-1]['PopAvl'] < max(2, PopReq):
P.append(Item(Supply_Depot, simulator))
allowed.appendleft(nextitem)
else:
P.append(Item(nextitem,simulator))
P = geno(P)
#except Anomaly, PopulationAnomaly:
#allowed.appendleft(nextitem)
#P = P[:-1]
#i = count()
#while True:
#try:
#Q = P + [Item(choice(nextitem.BuildingReq),simulator)]
#P = geno(Q)
#break
#except:
#if i.next() < 10:continue
#else:break
if not set([b.object for b in P]) == avGene.allowed|set([SCV, Supply_Depot, Barracks, Refinery]):
print sorted([a.name for a in set([b.object for b in P])])
print sorted([a.name for a in avGene.allowed])
if not KeyUnit == None:
avGene.allowed = set([KeyUnit, Supply_Depot])
if issubclass(KeyUnit.__class__, RBUT.unit):
PopReq = KeyUnit.PopReq
else:PopReq = 0
while True:
P = geno(P)
if P.nodes[-1]['PopAvl'] < max(2, PopReq):
P.append(Item(Supply_Depot, simulator))
else:
P.append(Item(KeyUnit, simulator))
simulator.restart()
endgame, extra, left = Evaluate(P)
if endgame and extra <= 1:
new = geno(P)
#print 'Type 1:', new
break
elif endgame:
new = geno(P[:-1*(extra-1)])
#print 'Type 2:', new
break
elif not endgame and extra > 0:
P = P[:-1:extra]
else:pass
#print '??????', P
else:
#try:
new = P.mutate()
#except:
#print P
#P = geno(P)
#print [a.name for a in avGene(P)]
#raise stop
avGene.allowed = default
new._fitness = -1
return new
#while True:
#it = P.random()
#P = geno(P + [it])
#endgame, extra = Evaluate(P)
#if endgame:
#if extra > 0: #reaching the end time
#P = geno(P[:-1*extra], simulator=simulator)
#break
#else: #Not reaching the end time
#if extra == 0:
#continue
#else:
#P = geno(P[:-1*extra], simulator=simulator)
#continue
#return geno(P, simulator=simulator)
class SPmuta(object):
def mutate(self):
try:
simulator = self.simulator
except:
simulator = self[0].object.s
new = self._mutate()
ct1 = count(1)
ct2 = count(1)
ct3 = count(1)
while True:
simulator.restart()
endgame, extra, Qnext = Evaluate(new)
if not endgame:
if extra == 0:
rdit = choice(new.availables)
#print [b.name for b in new], rdit.name, [b.name for b in new.availables]
new.append(rdit)
new = self.__class__(new)
#if ct3.next() > 20:
#print 'strange:', rdit.name, [a.name for a in new.availables]
#print new
#raise exit
continue
else:
new = self.__class__(new[:-1*extra])
#if not endgame and extra > 0:
if ct2.next() > 10:
print "BBBBBBB: ", extra
print str(self) #str(self.__class__(new.availables))
print "possible choices:"
print str(self.__class__(new).availables)
print "A plausible mutation"
print str(new)
print 'Minerals: ', self.simulator.mineral, self.simulator.time, self.simulator.population
print new[-1*extra].object.name
print simulator.queue
raise Exit
#new = self._mutate()
continue
elif endgame and extra <= 1:
new = self.__class__(new)
new._fitness = Fitness(simulator)
return new
elif endgame and extra > 1:
#print "I shouldn't be here!"
if ct1.next() > 10:
print "AAAAAAA: ", extra#str(self.__class__(new.availables))
print str(self)
print "possible choices:"
print str(self.__class__(new.availables))
print "A plausible mutation"
print str(new)
print 'Minerals: ', self.simulator.mineral, self.simulator.time
raise Exit
new = self.__class__(new[:-1*extra])
#if not endgame and not extra == 0:continue
else:
raise Exit
def _mutate(self):
if len(self) == 0:# mutate a size 0 geno to a size 1
rdit = self.random()
return self.__class__([rdit])
elif len(self) ==1: # mutate a size 1 geno to a random sth else
ct = count()
while True:
if ct.next() > 10:
print "Too many steps trying to find a mutation to a single one"
print self[0].name
new = self.random()
if not new.name == self[0].name:
return self.__class__([new])
else:
i = choice(range(1,len(self)))
#print 'Mutation point ', i+1, self[i].name
firsthalf = self[:i]
if len(self) > i+1:
secondhalf = self[i+1:]
elif len(self) == i+1:
secondhalf = []
if not self[i].name == self[i-1].name:
if i > 1:
PopAvl = self.nodes[i-2]['PopAvl']
bdPvd = self.nodes[i-2]['bdPvd']
else:
PopAvl = self.simulator.InitialPopulation - 6
bdPvd = [Command_Center]
try:
if issubclass(self[i].object.__class__, RBUT.unit):
if self[i].object.PopReq <= PopAvl and set(self[i].object.BuildingReq) <= set(bdPvd):
return self.__class__(firsthalf[:-1] + [self[i], self[i-1]] + secondhalf)
#else:
#print self[i].object.PopReq, PopAvl
elif issubclass(self[i].object.__class__, RBUT.building):
if set(self[i].object.BuildingReq) <= set(bdPvd):
return self.__class__(firsthalf[:-1] + [self[i], self[i-1]] + secondhalf)
#else:
#print self[i].object, [b.name for b in bdPvd]
elif issubclass(self[i].object.__class__, RBUT.tech):
if not self[i-1].object in set(self[i].object.BuildingReq)|set([self[i].object.BuildingBusy]) :
return self.__class__(firsthalf[:-1] + [self[i], self[i-1]] + secondhalf)
else:
pass
#print '!!!!!!!!', self[i].object.name
except Anomaly:pass
ct = count(0)
while True:
firstpart = self.__class__(firsthalf)
new = firstpart.random()
if new.name == self[i].name: continue
if new.object == Orbital_Command:
if not secondhalf == []:
if self.nodes[i-1]['NCC'] - self.nodes[i+1]['CCN'] < 1:continue
else:
if self.nodes[i-1]['NCC'] < 1:continue
if new.object == Extra_Supplies:
if not len(self) == i+1:
if self.nodes[i-1]['NSD'] - self.nodes[i+1]['NES'] < 1:
continue
else:
if self.nodes[i-1]['NSD'] < 1:
print 'NSD - NES', self.nodes[i]['NSD'] - self.nodes[i]['NES']
continue
if ct.next() > 2*len(firstpart.availables):
#print [t.name for t in firstpart.availables]
#print new.name, self[i].name
#print "Taking too many steps"
#print "Mutation point ", i
#print str(self)
return self._mutate()
try:
newbuild = self.__class__(firsthalf + [new] + secondhalf)
except (PopulationAnomaly, Anomaly): continue
if issubclass(new.object.__class__, RBUT.unit):
if new.object.PopReq <= self.nodes[i-1]['PopAvl'] and set(new.object.BuildingReq) <= self.nodes[i-1]['bdPvd']:
return self.__class__(firsthalf + [new] + secondhalf)
elif issubclass(new.object.__class__, RBUT.building):
if set(new.object.BuildingReq) <= self.nodes[i-1]['bdPvd']:
if not len(self) == i+1:
if (self.nodes[i-1]['bdPvd'] | set([new.object])) >= self.nodes[i+1]['bdReq']:
return self.__class__(firsthalf + [new] + secondhalf)
else:
continue
else:
return self.__class__(firsthalf + [new] + secondhalf)
class MPmuta(object):
def mutate(self):pass
class SPcross(object):
def crossover(self, other):
simulator = self.simulator
if self.tag == other.tag:
return self.mutate().mutate()
crosspoints = [(i, j) for i in range(len(self.nodes)) for j in range(len(other.nodes)) if other.nodes[j]['bdReq'] <= self.nodes[i]['bdPvd'] and other.nodes[j]['PopReq'] < self.nodes[i]['PopAvl'] and self.nodes[i]['NFB'] >= other.nodes[j]['NNB'] and self.nodes[i]['NFF'] >= other.nodes[j]['NNF'] and self.nodes[i]['NFS'] >= other.nodes[j]['NNS'] and self.nodes[i]['NCC'] >= other.nodes[j]['CCN'] and self.nodes[i]['NSD'] >= other.nodes[j]['NES'] and self.nodes[i]['NBT'] >= other.nodes[j]['BTN'] and self.nodes[i]['NFT'] >= other.nodes[j]['FTN'] and self.nodes[i]['NST'] >= other.nodes[j]['STN'] and self.nodes[i]['NBR'] >= other.nodes[j]['BRN'] and self.nodes[i]['NFR']>= other.nodes[j]['FRN'] and self.nodes[i]['NSR']>= other.nodes[j]['SRN']]
#crosspoints2 = [(i, j) for i in range(len(self.nodes)) for j in range(len(other.nodes)) if self.nodes[i]['bdReq'] <= other.nodes[j]['bdPvd'] and self.nodes[i]['PopReq'] < other.nodes[j]['PopAvl']]
#return crosspoints
#crosspoints.sort(key = lambda x: abs(x[0]-x[1])*sum(x))
#try:
if len(crosspoints) == 0:
#print '0 crosspoint found!'
#print str(self)
#print str(other)
return other.mutate()
else:
(i,j) = choice(crosspoints)
#except IndexError:
#for i in range(min(len(self), len(other))):
#print '%d: %s (%d)\t%s (%d)' % (i, self[i].object, self.nodes[i]['PopAvl'], other[i].object, other.nodes[i]['PopReq'])
#(i,j) = choice(crosspoints[:len(crosspoints)/2])
#print (i,j), self.nodes[i]['NCC'], other.nodes[j]['CCN']
length = max(len(self), len(other))
first = self[:i+1]
commonTK = other.nodes[j]['tkToB'] & self.nodes[i]['tkPvd']
if len(commonTK) > 0:
second = [o for o in other[j:] if not o.object in commonTK]
else:
second = other[j:]
new = first + second
if len([r for r in new if r.object == Refinery]) >= 2:
RefineryLimit = 2
ct = count(1)
notes = []
for k in range(len(new)):
if new[k].object == Refinery:
if ct.next() > RefineryLimit:notes.append(k)
elif new[k].object == Command_Center:
RefineryLimit += 2
notes.sort(reverse=True)
for l in notes:
new.pop(l)
simulator.restart()
endgame, extra, Qnext = Evaluate(new)
if extra > 0:
if endgame:
new = self.__class__(new[:-1*extra])
new._fitness = Fitness(simulator)
return new
if not endgame:
print "We have a problem.", (i,j), self.nodes[i]['PopAvl'], other.nodes[j]['PopReq']
print [o.name for o in self.nodes[i]['bdPvd']]
print [o.name for o in other.nodes[j]['bdReq']]
self.simulator.verbose = True
self.simulator.restart()
for i in range(min(len(self), len(other))):
try:
print '%d: %s (%d) (%d)\t%s (%d) (%d)' % (i, self[i].object, self.nodes[i]['PopAvl'],self.nodes[i]['NSD'], other[i].object, other.nodes[i]['PopReq'], other.nodes[i]['NES'])
except:
print 'problemic i: ', i
for i in range(min(len(self), len(other)), max(len(self), len(other))):
if len(self) > len(other):
print '%d: %s (%d) (%d)\t ' % (i, self[i].object, self.nodes[i]['PopAvl'],self.nodes[i]['NSD'])
else:
print '%d: \t %s (%d) (%d)' % (i, other[i].object, other.nodes[i]['PopAvl'],other.nodes[i]['NSD'])
print len(new)
print str(self.__class__(new))
print Evaluate(new)
sys.exit(0)
return self
if (not endgame) and extra == 0:
new = self.__class__(new)
return new.mutate().crossover(self.mutate())
if endgame and extra == 0:
new = self.__class__(new)
new._fitness = Fitness(simulator)
return new
class MPcross(object):
def crossover(self, other):pass
def RandomMaker(genotype, simulator):
yield genotype([], simulator=simulator).mutate()
import heapq
def SingleTournament(grp):
l = len(grp)
shuffle(grp)
a = sorted(grp[:l/2],key = lambda x:x.fitness())[-1]
b = sorted(grp[l/2:],key = lambda x:x.fitness())[-1]
grp.append(a.crossover(b))
grp.append(b.crossover(a))
grp.append(choice([a,b]).mutate())
grp.append(choice(grp).mutate())
grp.append(choice(grp).mutate())
return heapq.nlargest(l, grp, key = lambda x:x.fitness())
def DoubleTournament(Grps):
l = len(Grps)
idx = range(l)
i = choice(idx)
j = i
while j == i:
j = choice(idx)
a = max(Grps[i], key = lambda x:x.fitness())
b = max(Grps[j], key = lambda x:x.fitness())
def least(g):
return min(g, key = lambda x:x.fitness()).fitness()
gmin = heapq.nsmallest(2, Grps, key = least)
gmin[0].sort(key = lambda x:x.fitness())
gmin[1].sort(key = lambda x:x.fitness())
gmin[0][0] = a
gmin[1][0] = b
return True
def unique(grp):
uniqness = {}
for population in grp:
for i in range(len(population)):
build = population[i]
if not uniqness.has_key(build.tag):
uniqness[build.tag] = build
else:
population[i] = build.mutate()
def Lamarckican(grp):
l = len(grp)
grp.sort(key = lambda x:x.fitness())
a = grp[0]
new = []
for i in range(3):
new.append(a.mutate())
for i in range(3):
new.append(new[i].mutate())
b = max(new, key= lambda x:x.fitness())
grp[0] = b
return grp
if __name__ == '__main__':
import heapq
class DNA(SPcross, SPmuta, geno):pass
from ProgressBar import progressBar
Timeout = 330
simulator = terran(Timeout)
simulator.verbose = False
#print str(P)
#print str(Q)
#while not raw_input() == 'q':
#P, Q = P.crossover(Q), Q.crossover(P)
#P = P.mutate()
#print str(P)
#print str(Q)
#import sys
#sys.exit(0)
try:
Ng = 20
Groups = []
O, P, Q, R, S, T, U = [], [], [], [], [], [], []
for i in range(Ng):
O.append(TheMaker(simulator, DNA, [SCV, Supply_Depot, Barracks, Marine ]))
P.append(TheMaker(simulator, DNA, [SCV, Supply_Depot, Barracks, Orbital_Command, MULE ]))
Q.append(TheMaker(simulator, DNA, [SCV, Refinery, Supply_Depot, Barracks, Barracks_Tech_Lab, Marauder]))
R.append(TheMaker(simulator, DNA, [SCV, Supply_Depot, Barracks, Orbital_Command, Extra_Supplies]))
S.append(TheMaker(simulator, DNA, [SCV, Refinery, Supply_Depot, Barracks, Barracks_Reactor, Marine, Barracks_Tech_Lab, Marauder]))
T.append(TheMaker(simulator, DNA, [SCV, Refinery, Supply_Depot, Orbital_Command, MULE, Extra_Supplies, Barracks, Barracks_Tech_Lab, Marauder, Marine]))
U.append(TheMaker(simulator, DNA, [SCV, Refinery, Supply_Depot, Barracks, Marine, Barracks_Reactor ]))
#V.append(TheMaker(simulator, DNA, default))
#W.append(TheMaker(simulator, DNA, default))
#X.append(TheMaker(simulator, DNA, default))
#Y.append(TheMaker(simulator, DNA, default))
#Z.append(TheMaker(simulator, DNA, default))
Groups= [O, P, Q, R, S, T, U]
ct = count()
TotalSteps = 3000
pb = progressBar(minValue = 0, maxValue=TotalSteps)
i = ct.next()
pb(0)
while i < TotalSteps:
pb(i)
if i > 9 and i % 10 == 0:
print '\n','; '.join(['%d, %d' % (max(g, key = lambda x: x.fitness()).fitness(), min(g, key = lambda x: x.fitness()).fitness()) for g in Groups]), '\n'
pb(i)
unique(Groups)
new = [SingleTournament(Lamarckican(g)) for g in Groups]
Groups = new
if i >=50 and i % 50 ==0: DoubleTournament(Groups)
i = ct.next()
Np = 15
population = []
for g in Groups:
population += g
population = heapq.nlargest(Np, population, key = lambda g: g.fitness())
#Np = 80
#population = []
#generations = count(1)
#ct = count()
#while ct.next() < Np/2 + 2:
#population.append(P.mutate())
#population.append(Q.mutate())
#population.append(R.mutate())
#population = heapq.nlargest(Np, population, key = lambda g: g.fitness())
#maxfitness = population[0].fitness()
#lastmax = maxfitness
#n = 0
#while n < 150:
#for j in range(Np/2):
##print 'crossover:'
#population.append(population[2*j].crossover(population[2*j+1]))
#for i in range(Np):
##print 'mutate:'
#population.append(population[i].mutate())
#uniqness = {}
#for i in range(len(population)):
#build = population[i]
#if not uniqness.has_key(build.tag):
#uniqness[build.tag] = build
#else:
#population[i] = build.mutate()
#population = heapq.nlargest(Np, population, key = lambda g: g.fitness())
#maxfitness = population[0].fitness()
#minfitness = population[-1].fitness()
#if maxfitness == lastmax:
#n += 1
#else:
#lastmax = maxfitness