Commit d37e7b76 authored by Taddeüs Kroes's avatar Taddeüs Kroes

Add -q option, document score computation

parent 3975c688
...@@ -24,6 +24,9 @@ def save_screenshot(win): ...@@ -24,6 +24,9 @@ def save_screenshot(win):
if __name__ == '__main__': if __name__ == '__main__':
import sys
verbose = '-q' not in sys.argv[1:]
try: try:
win = get_exapunks_window() win = get_exapunks_window()
focus_window(win) focus_window(win)
...@@ -32,54 +35,61 @@ if __name__ == '__main__': ...@@ -32,54 +35,61 @@ if __name__ == '__main__':
solutions = deque([], maxlen=3) solutions = deque([], maxlen=3)
def vprint(*args, **kwargs):
if verbose:
print(*args, **kwargs)
def vprint_state(state):
if verbose:
state.print()
while True: while True:
try: try:
board = screenshot_board(win) board = screenshot_board(win)
state = State.detect(board) state = State.detect(board)
print('\033c', end='') vprint('\033c', 'parsed:', sep='')
print('parsed:') vprint_state(state)
state.print() vprint()
print()
start = time.time() start = time.time()
solution = state.solve() solution = state.solve()
end = time.time() end = time.time()
print('thought for', round((end - start) * 1000, 1), 'milliseconds') vprint('thought for', round((end - start) * 1000, 1), 'milliseconds')
except (TypeError, AssertionError): except (TypeError, AssertionError):
print('\rerror during parsing, wait for a bit...', end='') vprint('\rerror during parsing, wait for a bit...', end='')
time.sleep(0.05) time.sleep(0.050)
continue continue
except error.BadMatch: except error.BadMatch:
print('\rEXAPUNKS window lost, wait for a bit...', end='') vprint('\rEXAPUNKS window lost, wait for a bit...', end='')
time.sleep(0.5) time.sleep(0.500)
continue continue
if len(solutions) == 3 and solution.loops(solutions.popleft()): if len(solutions) == 3 and solution.loops(solutions.popleft()):
print('\rloop detected, wait for a bit...', end='') vprint('\rloop detected, wait for a bit...', end='')
time.sleep(0.03) time.sleep(0.03)
elif solution.moves: elif solution.moves:
print('moves:', solution.keys()) vprint('moves:', solution.keys())
print(' score:', solution.score) vprint(' score:', solution.score)
if solutions: if solutions:
print('prev score:', solutions[-1].score) vprint('prev score:', solutions[-1].score)
print() vprint()
print('target after moves:') vprint('target after moves:')
solution.newstate.print() vprint_state(solution.newstate)
press_keys(win, solution.keys()) press_keys(win, solution.keys())
keys_delay = len(solution.moves) * 2 * KEY_DELAY keys_delay = len(solution.moves) * 2 * KEY_DELAY
moves_delay = max(0, solution.delay() - keys_delay) moves_delay = max(0, solution.delay() - keys_delay)
print('wait for', moves_delay, 'ms') vprint('wait for', moves_delay, 'ms')
time.sleep(moves_delay / 1000) time.sleep(moves_delay / 1000)
elif state.nrows() - 2 <= MAX_SPEED_ROWS: elif state.nrows() - 2 <= MAX_SPEED_ROWS:
print('no moves, speed up') vprint('no moves, speed up')
press_keys(win, 'l') press_keys(win, 'l')
time.sleep(0.03) time.sleep(0.030)
else: else:
print('no moves') vprint('no moves')
solutions.append(solution) solutions.append(solution)
except KeyboardInterrupt: except KeyboardInterrupt:
......
...@@ -25,7 +25,7 @@ POINTS_DEPTH = 3 ...@@ -25,7 +25,7 @@ POINTS_DEPTH = 3
FRAG_DEPTH = 5 FRAG_DEPTH = 5
DEFRAG_PRIO = 4 DEFRAG_PRIO = 4
COLSIZE_PRIO = 5 COLSIZE_PRIO = 5
COLSIZE_PANIC = 7 COLSIZE_PANIC = 8
COLSIZE_MAX = 9 COLSIZE_MAX = 9
BOMB_POINTS = 1 BOMB_POINTS = 1
MIN_ROWS = 2 MIN_ROWS = 2
...@@ -90,21 +90,30 @@ class State: ...@@ -90,21 +90,30 @@ class State:
def score(self, points, moves, prev): def score(self, points, moves, prev):
prev_colsize = prev.nrows() - 2 prev_colsize = prev.nrows() - 2
#if prev_colsize >= COLSIZE_PANIC: delay = moves_delay(moves)
# holes = self.holes()
# frag = self.fragmentation() # Don't care about defragging for few rows, just score points quickly.
# return holes, moves_delay(moves), -points, frag # This saves computation time which in turn makes for nice combos when
if prev_colsize >= COLSIZE_PRIO: # the bot speeds around throwing blocks on top of each other.
holes = self.holes() if prev_colsize < DEFRAG_PRIO:
frag = self.fragmentation() return -points, delay
return -points, holes, frag, moves_delay(moves)
elif prev_colsize >= DEFRAG_PRIO: holes = self.holes()
holes = self.holes() frag = self.fragmentation()
frag = self.fragmentation()
# When rows start stacking up, start defragmenting colors to make
# opportunities for scoring points.
if prev_colsize < COLSIZE_PRIO:
return -points, frag, holes, delay
# When they stack higher, start moving blocks down into holes before
# continuing to defragment.
if prev_colsize < COLSIZE_PANIC:
panic = int(self.causes_panic()) panic = int(self.causes_panic())
return -points, panic, frag, holes, moves_delay(moves) return panic, -points, holes, frag, delay
else:
return -points, moves_delay(moves) # Column heights are getting out of hand, just move shit DOWN.
return holes, delay, -points, frag
def solutions(self): def solutions(self):
for moves in self.gen_moves(): for moves in self.gen_moves():
......
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