城镇游戏


34

介绍

游戏发生在不同城镇的小世界中。城镇的统治者彼此憎恨,并希望统治世界。人民分为战士和低年龄两组。但是,低龄者可以抚养战士。您是其中三个城镇的统治者。

游戏玩法

游戏开始时,您将统治三个城镇。每个城镇有100人。您必须将它们分为骑士和低龄者。

然后,基于回合的实际游戏开始。转弯看起来像这样:"Produce" knights=> execute command of first town=> execute command of next town(对所有城镇重复)=> try a rebellion

  • 每回合,将为属于您的每个城镇调用您的程序。您可以攻击城镇支持城镇或只是等待。这些动作将顺序执行,而不是同时执行。
  • 每隔三回合,每2个低出生者就会得到一个骑士(23个低出生者=> 11个骑士)。低出生者的数量保持不变。
  • 城镇内的骑士的防御加成为1.2。如果您受到攻击,则您的骑士将乘以该数字(例如78 knights93 knights在攻击中您将拥有)。攻击后,多余的骑士将被移除(如果82 knights生存,您将仍然拥有78 knights)。
  • 在进攻中,每个骑士在杀死敌人之前都会杀死敌人。例如:30 knights攻击100 knights(没有防御加成)=> 70个骑士可以生存。
  • 您可以通过杀死城镇中的所有骑士占领城镇。现在所有低出生者都属于您,您尚在世的骑士都驻扎在小镇上。在下一轮中,除了所有其他城镇之外您还可以统治该城镇
  • 占领一个城镇后,它不会获得2个完整回合的防御加成(因为城门被打破了)。第三轮,将修复大门。
  • 为了防止低矮人叛乱,您需要的骑士至少是低矮人的一半(一个镇上的23个低矮人在同一镇上需要至少12个骑士)。否则,低矮的士兵将杀死所有骑士,城镇将变成“中立”(无领导者,由PlayerId指示-1)。
  • 中立城镇将“生产”骑士,但不会攻击也不支持任何其他城镇。

句法

控制器通过命令参数为您提供输入,您的程序必须通过stdout输出。

输出(准备)
在游戏开始之前,控制器将调用您的提交而没有参数。这意味着您必须将100个人(每个镇)分配给骑士和低龄者。KnightCount KnightCount KnightCount例如,您需要输出95 80 95

输入
Round;YourPlayerId;YourTownId;PlayerId_TownId_knights_lowborns;PlayerId_TownId_knights_lowborns;...
在第一轮中,将类似 1;2;2;0_0_100_0;1_1_50_50;2_2_80_20。在这里,您看到这是第一轮比赛,您是城镇2的玩家2。您有80个骑士和20个低胎。

在游戏的后期,它可能类似于20;2;1;0_0_100_0;2_1_30_50;2_2_40_20。您仍然是玩家2(永远不变),但是您占领了城镇1(您现在正在控制)。

输出
A TownId NumberOfKnightsS TownId NumberOfKnightsW(等待)。
示例:(A 2 100进攻城镇2,拥有100个骑士)或S 3 2(支援城镇3,具有2个骑士)。

规则

  • 不得将Bot写为击败或支持其他特定的Bot。
  • 允许写入文件。请写入“ yoursubmissionname .txt”,游戏开始前该文件夹将被清空。禁止使用其他外部资源。
  • 您的提交有1秒的响应时间(每个城镇)。
  • 提供命令以编译和运行提交。

获奖

获胜者是经过100轮比赛后拥有最多城镇的人。如果玩家占领了所有城镇,游戏将停止并获胜。如果多个玩家的城镇数量相同,则骑士的数量将计算在内,而下辈子的数量将计算在内。

控制者

您可以在github上找到控制器。它还包含2个用Java编写的samplebot。在Eclipse中将其打开,将已编译的bot放置在根文件夹中,然后将一个类添加到控制程序中(就像samplebots一样)。

结果

对于最终结果,我跑了10场比赛。这是平均值:

    玩家镇 
 1.解放者37.5
 2. Sehtimianer 8.2
 3.超级制作人5.4
 4.卧铺1.4
 5.科学怪人1.2
 6.黄油0.8(更多骑士)
 7. TheKing 0.8(少骑士)
 8.出埃及记0.6
 9.乌龟0.5(更多的骑士)
10. AttackOn3 0.5(少骑士)
11.民主0.3
12. CalculatedFail 0.2
13.革命家0.1

您可以在此处阅读示例游戏:github上的示例游戏


我假设当一个城镇A支持另一个城镇时B,给定数量的骑士只是从转移AB,然后由的所有者控制,对B吗?
Zgarb 2015年

@Zgarb正确:)
CommonGuy 2015年

您会进行比赛并显示排行榜吗?
逻辑骑士

@CarpetPython当然,我一有时间就将其发布
CommonGuy 2015年

1
@Manu,我不得不说我爱你的KOTH。这是我对Codegolf.SE的提问。直到您什么时候接受提交?我现在开始考虑一种算法。另外,我认为您应该添加另一个规则-每个用户的最大提交数量。
Mark Gabriel

Answers:


14

Python3,解放者

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()

该机器人的唯一目的是使最普通的人摆脱暴政的压迫。


1
我必须说这个解放者是一场灾难:坚强,快速和致命。它几乎赢得了我运行的所有模拟,甚至击败了Neutral Player。
Thrax 2015年

您从黄油的暴政中解放了面包。:(我喜欢黄油。
TheNumberOne

ang!解放者是一个很难击败的人!在将非Java进入者添加到控制器之前,我有一个要提交的条目...但是现在,该条目无法像其他非解放者一样赢得胜利!我确实有另一种尝试的想法,所以一切都不会丢失...:P + 1挑战!
Moogie 2015年

做得好!您的胜利是当之无愧的!
Moogie 2015年

11

Python 2,国王

国王统治着其帝国中人数最多的城镇,并要求将所有多余的骑士从他控制下的其他城镇中派出。当他有足够的骑士时,他将进攻一个敌人的城镇。他不是一个非常聪明的国王,因此他没有研究历史或了解他的行为的后果。

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'

未经控制器或其他机器人测试。


+1He is not a very smart King, so has not studied history or understands the consequences of his actions.
马克·加布里埃尔

8

Javascript(节点),帝国

从强大开始就吓跑其他城镇。城镇试图共同努力以俘虏他人。优先抓捕有许多低胎的城镇。

/*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);
}

运行:节点帝国


1
您提交的内容有时会发送给骑士多于城镇实际的骑士,因此此刻输了……
CommonGuy 2015年

@Manu哎呀,我在测试中以某种方式从未遇到(或至少注意到),可能是因为我没有机会设置所有对手机器人进行测试。该特定错误应立即修复。
斯宾塞

它仍然不是固定的...有时您以0或负数的骑士来进攻...这是因为您进行了计算knights - lowborns/2,但是如果您有30个骑士和90个低出生者,则此方法无效。请修复您的getAttackers()功能。
CommonGuy 2015年

此外,有时您会向骑士发送负数的支持。
CommonGuy 2015年

@Manu好吧,我感到很愚蠢,我终于注意到DEBUG控制器中的标志,即使将GAME_MESSAGES标志设置为true ,也导致其吞没错误。我觉得我仍然可以在现场用我的策略了一些工作,特别是现在解放者,但最新的编辑我看不出有什么错误,当我运行我的测试DEBUG
斯宾塞

8

爪哇,科学怪人

在试图找到一种方法来销毁Liberator时,我的代码中出现了一个小错误。然后,代码开始破坏竞争。添加民主并重新安排球员后,它开始失败。研究代码后,我试图找到其策略。因此,制作了以下代码。它往往会攻击并摧毁最佳球员。最好的玩家被消灭之后,这很容易消灭其余的人。

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;
        }
    }
}

这是原始播放器:

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;
        }

    }
}

我跑了20场比赛,我很伤心地说,科学怪人只赢了2次,而解放者赢得17次(是的,Revolutionnist设法让中性选手获胜一次,而获得亚军)。
Thrax

@Thrax固定!!!!!
TheNumberOne 2015年

7

爪哇,乌龟

多亏了TheBestOne提供的核心方法,我才更改了算法(希望没问题)。该机器人从根本上升级了防御最强的城镇,以与最危险的敌方城镇抗衡,同时保留足够的骑士以防止其在其他城镇中的叛乱。

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;
        }
    }
}

编译: javac Turtle.java

跑: java Turtle


我认为您的意思dangerousEnemyTown = dangerousEnemyTown.knightCount() >= town.knightCount() ? dangerousEnemyTown : town;不是dangerousEnemyTown = bestDefendedTown.knightCount() >= town.knightCount() ? bestDefendedTown : town;
TheNumberOne

@TheBestOne感谢您指出!更新我的帖子。
Thrax

我还纠正了一次NPE,使我的Turtle等待每转。实际上,直到现在,这只小乌龟还是一个沉睡者
Thrax

7

Java 8,政治家

表现得像一个真正的政治家。可惜的是,克雷舍尔仍然杀了他。

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;
        }

    }
}

编译: javac Politician.java

跑: java Politician


1
+1贿赂,但我认为您错过了所有常见的lie方法
globby 2015年

6

Java 8,黄油

尽可能均匀地传播自己。如果城镇足够小,请窒息城镇。

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;
        }

    }
}

编译: javac Butter.java

跑: java Butter


6

爪哇革命家

最后一个仍然基于TheBestOne核心方法。由于中立玩家没有进攻性,因此该机器人试图通过杀死相对于未出生人口的一定数量的骑士来激起每个城镇的叛乱。当然,它不会攻击中立玩家。

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;
        }
    }
}

编译: javac Revolutionist.java

跑: java Revolutionist


6

JAH,Sehtimianer

再次感谢TheBestOne,我也复制了他的核心方法;)这是我第一次玩KingOfTheHill-CodeGame,所以我希望一切都做对了。我自豪地介绍了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试图在整个游戏中表现出色,并在最后完成游戏。我希望我的机器人不会做得太糟:)


5

Java,出埃及记

再次基于TheBestOne核心方法。该机器人一旦达到一定数量的骑士人数(不分其主人),便会从一个城镇迁移到另一个城镇,并重复此过程,直到它改变了整个世界。

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;
        }
    }
}

编译: javac Exodus.java

跑: java Exodus


5

Python 2,民主

这个国王不是国王。这是现代的东西。这是人的国王。这是民主。它运行缓慢,效率低下,并且在执行某项操作时会出错。

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()

运行python2 democracy.py。请注意,民主需要 Python 2

编辑:修复了有关打印城镇对象的错误


这有时会输出<__main__.Town
TheNumberOne 2015年

必须修复...
Hannes Karppila 2015年

4

C ++ 11,计算失败

在尝试了一些我知道的Java并不能完全实现我想要的功能之后,我选择了用C ++重写它并添加文件处理功能。问题是,我的C ++相当生锈,而且没有更好的表现,因此某些部分被重击在一起,只是Google的第一个解决方案,因此代码质量不是很高...

尽管如此,我仍然能够获得至少不会吸引太多人的工作结果,它偶尔会获胜,但是我无法对其进行完美的测试,因为我无法在此PC上运行所有其他提交。我可能会完全重写定位条件,并在今天或明天晚些时候将其添加为另一个答案。

#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;
}

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

谷歌说,在Linux上是CalculatedFail.out而不是.exe,但我无法对其进行测试。

并运行 CalculatedFail.exe

由于它使用文件来检查def奖励,因此同时运行游戏多次可能会导致错误...

希望它能正常工作而不会出现很多问题


我很确定在Linux上没有文件扩展名。
TheNumberOne

我无法从Windows上的Java控制器运行它。我按照你说的编译了它。从命令行正常工作。
TheNumberOne

好的,那是我愚蠢的事情,忘了在游戏开始时更改文本文件的名称,我认为现在应该改了
sranrandom

我认为这是控制器的问题。
TheNumberOne 2015年

MH您尝试过更新版本吗?昨天我偶然遇到了2个不同的文件名。如果AttackOn3版本已经基本获胜,则很少会出现转弯错误,但是它们在我系统上的控制器上都可以正常运行。
sthrandom

3

爪哇,光明会

我读了此书,并知道我永远无法提出可行的策略,因此我决定扮演一个可怜的蜥蜴人,这个蜥蜴人可能统治或可能不统治我们。它没有与其他机器人进行战斗,而是迫使他们进行合作,只是在最后放弃了它们。实际上,该漫游器不会留下任何永久性损坏。

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();
        }
    }
}

2
尽管这是一个有趣的答案,但“ 不允许使用其他外部资源 ”。因此,您的提交内容已从审判中排除,但我还是会对其进行
投票

3

Java,超级制作人

我的世界很晚,所以我没有足够的时间来详细说明我的提交。我将计划在以后详细说明其工作方式。

该机器人的性能似乎在很大程度上取决于它有时会赢得的启动顺序...

我确实有一些想法可以帮助增加获胜次数...但是兰德时间不够: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;
        }
    }
 }

编译:javac SuperProducer.java

运行:java moogiesoft.SuperProducer


2

C ++ 11,attackOn3

代码本身并没有变得更漂亮,但是现在我使用另一种方式来定位,以后可能会在代码中添加注释。

似乎对我正在运行的机器人还可以,尽管它对弗兰肯斯坦和解放者仍然很困难,而且不能始终如一地获胜。

#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;
}

编译:g++ -std=c++11 attackOn3.cpp -o attackOn3.exe
并运行attackOn3.exe

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