
Update: The contest is over, I finished 36th out of 708. That isn’t too bad, I suppose, but it’s not great either. I guess I can be happy about finishing in the top 50, and easily in the top 10%.
The University of Waterloo (in Canada) along with Google representatives is hosting a Tron A.I. programming contest. (Finals Tournament is on Feb. 26th, 2010). Having not participated in any programming contests since high school, I have decided to compete in this just to see how well I stack up. The basis behind this challenge is to create a Tron AI which will compete with other people’s submissions, so it becomes your program vs. every body else. The current rankings can be seen here, while my own personal page can be seen here. Bots are welcome to be programmed in a variety of languages, including C++, Java, Python, C#, Haskell, Go, Javascript, Perl, and others, however it’s been noted that the JVM the contest organizers are using is extremely slow, which is devastating when your bot is allowed only 1 second to move. So don’t make the same mistake I did, and use something other than Java.
You should learn from my mistake and not keep all of your source code stored on a personal server that doesn’t have some sort of X server installed. This is the first (and hopefully only) time in my life where I program an entire project using the nano text editor, rather than something sane like JCreator, Eclipse, or Visual Studio. I’ll admit the syntax coloring looks nice at first, but in reality, I like having line numbers. I mean, I really like having line numbers. And the ability to use my mouse. And not having to ssh into my server whenever I want to edit code. So from now on, I vow to only use real IDE’s. No more of this retro 70’s GNU ASCII text editor stuff.
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It looks pretty, and seemed like a good idea at the time |
Mmmk, here is the source code for my Java Bot (which sucks compared to my C++ bot, but was (and still can be) a most worthwhile learning experience.
First up is the Bug class, which, as the name implies, is used for debugging. Turning it on causes the S.O.P.’s to print to the console, turning it off causes the bot to be silent. Usage is just as a static function call would be, so Bug.ol(“blah blah”);
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | public class Bug { private Bug(){} // no instantiating public static final boolean on = true; public static void ol(String str) { if(on) System.err.println(str); } public static void o(String str) { if(on) System.err.print(str); } } |
Next up is the Point class, which holds some additional information other than just X and Y coordinates. It also provides the manhattan distance between itself and another Point object, as well as returns an array of Points which are adjacent to that point, as well as returns the specific point one space away from a given direction
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 | enum DIR { NORTH, SOUTH, EAST, WEST }; public class Point { private int mX; private int mY; public Point(int x, int y) { mX = x; mY = y; } public Point(Point p) { mX = p.mX; mY = p.mY; } public int X() { return mX; } public int Y() { return mY; } public void setX(int x) { mX = x; } public void setY(int y) { mY = y; } public Point[] adjPointsToMe() { Point[] adjPs = new Point[4]; int i = 0; for(DIR dir : DIR.values()) { adjPs[i] = getAdjPoint(dir); i++; } return adjPs; } public Point getAdjPoint(DIR dir) { int x = mX; int y = mY; switch(dir) { case NORTH: return new Point(x,y-1); case SOUTH: return new Point(x,y+1); case EAST: return new Point(x+1,y); case WEST: return new Point(x-1,y); default: return null; } } public int manhattanDist(Point b) { return Math.abs(mX - b.mX) + Math.abs(mY - b.mY); } public boolean isNorthOf(Point b) { return ( this.mY < b.mY); } public boolean isSouthOf(Point b) { return ( this.mY > b.mY ); } public boolean isEastOf(Point b) { return ( this.mX < b.mX); } public boolean isWestOf(Point b) { return ( this.mX > b.mX); } @Override public int hashCode() { final int prime = 31; int result = 1; result = prime * result + mX; result = prime * result + mY; return result; } @Override public boolean equals(Object obj) { if(obj == null) return false; if(this == obj) return true; if(getClass() != obj.getClass()) return false; Point other = (Point)obj; if(mX != other.mX) return false; if(mY != other.mY) return false; return true; } public String toString() { return "[" + mX + "][" + mY + "]"; } } |
Here we have the Move class, which is basically a Point but with a value member variable. What does that value represent? Good question, actually, because I abuse this class in a number of places, using it to represent for different kinds of values. At one point I tried to implement A* and there was a whole other Node class, but, that failed when I gave up on the implementation.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 | import java.util.PriorityQueue; //import java.util.Comparable; public class Move implements Comparable<Move> { private Point myPoint; private int myVal; public Move(Point p) { myPoint = p; myVal = 0; } public Move(Point p, int v) { myPoint = p; myVal = v; } public Point getPoint() { return myPoint; } public PriorityQueue<Move> getAdjMoves() { PriorityQueue<Move> pq = new PriorityQueue<Move>(); Point[] possPoints = myPoint.adjPointsToMe(); Map map = new Map(); for(int i=0; i < possPoints.length; i++) { Move temp = new Move(possPoints[i]); if(map.isValid(possPoints[i])) temp.myVal = -1000; // die else { // if enemy could move there, temp.myVal -= 50 if(map.canEnemyMoveTo(temp.myPoint)) temp.myVal = -500; temp.myVal += map.openPtsFrom(new Point(possPoints[i].X(),possPoints[i].Y())); } pq.offer(temp); } return pq; } public int compareTo(Move other) { //Bug.ol("Move CompareTo called"); if(myVal< other.myVal) return 1; else if(myVal > other.myVal) return -1; else return 0; } public void setValue(int i) { myVal = i; } public int getValue() { return myVal; } @Override public int hashCode() { final int prime = 37; int result = myPoint.hashCode()*prime; result = myVal * prime * result; return result; } @Override public boolean equals(Object obj) { if(obj == null) return false; if(this == obj) return true; if(getClass() != obj.getClass()) return false; Move other = (Move)obj; if(myVal != other.myVal) return false; if(! myPoint.equals(other.myPoint) ) return false; return true; } @Override public String toString() { String t = myPoint.toString(); t+= ": " + myVal; return t; } } |
Ah, the heart and soul of my Java Bot, the Map class. This isn’t the same map class that is provided with the starter kit. I renamed that to Tron.java so I could use the name “Map”. Everything here was designed and coded by yours truly, and it does a fairly good job if I may say so myself. Unfortunately, I failed at implementing A*, and so this relies somewhat on a very ghetto best – first algorithm for moving towards the opponent. That is why this is not a high ranking bot. It needs a better path finding algorithm. The flood fill algorithm on the other hand is top notch. Ish.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 | import java.util.PriorityQueue; import java.util.Queue; import java.util.HashSet; import java.util.List; import java.util.Set; import java.lang.StringBuilder; import java.util.LinkedList; import java.util.ArrayList; public class Map { private Point me; private Point op; private char[][] walls; private int width; private int height; public Map() {// init to default values walls = Tron.getCharMap(); me = new Point(Tron.MyX(),Tron.MyY()); op = new Point(Tron.OpponentX(),Tron.OpponentY()); width = Tron.Width(); height = Tron.Height(); } public Point getMe() { return me; } public Point getOp() { return op; } public Map(char[][] w, Point m, Point o) { height = w.length; width = w[0].length; me = m; op = o; // deep copy walls = new char[width][height]; for(int r = 0; r < height; r++ ) for(int c = 0; c < width; c++) walls[r][c] = w[r][c]; } public boolean isClosedOff() { boolean ret = !openAtoB(me,op); Bug.ol("me: " + me + " , op: " + op + " isClosedOff: " + ret); return ret; } public boolean canEnemyMoveTo(Point p) { Point[] possEnemyMoves = op.adjPointsToMe(); Point[] possPMoves = p.adjPointsToMe(); for(Point a : possEnemyMoves) { for(Point b : possPMoves) { if(a.equals(b)) return true; } } return false; } public boolean openAtoB(Point a, Point b) { //Bug.o("Checking open from: " + a + " to: " + b ); Queue<Point> openQueue = new LinkedList<Point>(); Set<Point> closedQueue = new HashSet<Point>(); // no doubles! openQueue.offer(a); while(!openQueue.isEmpty()) { //Bug.ol("here"); Point p = openQueue.remove(); //Bug.ol("comparing: " + p + " to " + b ); closedQueue.add(p); if(nextToEachOther(p,b)) { //Bug.ol(": true"); return true; } for(Point adjPoint : adjFreePointsTo(p)) { if(!(openQueue.contains(adjPoint) || closedQueue.contains(adjPoint))) openQueue.offer(adjPoint); } } //Bug.ol(": false"); return false; } public int openPtsFrom(Point start) { int count = 0; Queue<Point> openQueue = new LinkedList<Point>(); Set<Point> closedQueue = new HashSet<Point>(); openQueue.offer(start); while(!openQueue.isEmpty()) { Point p = openQueue.remove(); closedQueue.add(p); count++; for(Point adjPoint : adjFreePointsTo(p)) if(!(openQueue.contains(adjPoint) || closedQueue.contains(adjPoint))) openQueue.offer(adjPoint); } return count; } public boolean nextToEachOther(Point a, Point b) { Point[] pts = a.adjPointsToMe(); for(Point n : pts) { if(n.equals(b)) return true; } return false; } public ArrayList<Point> adjFreePointsTo(Point point) { ArrayList<Point> adjfree = new ArrayList<Point>(); for(Point t : point.adjPointsToMe()) { if(isValid(t)) adjfree.add(t); } return adjfree; } public boolean isValid(Point p) { // not wall and not me and not enemy //Bug.o("width: " + width + ", height: " + height); if( (p.X() >= 0) && (p.X() < width) && (p.Y() >= 0) && (p.Y() < height)) { //Bug.ol("isValid IB: " + p); return walls[p.X()][p.Y()] == ' '; } else { //Bug.ol("isValid OOB: " + p); return false; // out of bounds } } public DIR closeCombatDecision() { Move m = new Move(me); PriorityQueue<Move> bestMoves = m.getAdjMoves(); Move t = bestMoves.peek(); Point p = t.getPoint(); Bug.ol("ccD bestMove Point: " + t.getPoint()); if( me.getAdjPoint(DIR.NORTH).equals(p)) return DIR.NORTH; if( me.getAdjPoint(DIR.SOUTH).equals(p)) return DIR.SOUTH; if( me.getAdjPoint(DIR.EAST).equals(p)) return DIR.EAST; if( me.getAdjPoint(DIR.WEST).equals(p)) return DIR.WEST; Bug.ol("cCD ERROR"); return DIR.NORTH; } public int taxiDist(Point a, Point b) { return a.manhattanDist(b); } public DIR moveTo(Point end) { // ghetto best first algo int mX = me.X(); int mY = me.Y(); int oX = op.X(); int oY = op.Y(); DIR NS_bias = null; DIR EW_bias = null; DIR Total_bias = null; int NSdist = Math.abs(mY - oY); int EWdist = Math.abs(mX - oX); if(mY > oY) NS_bias = DIR.NORTH; else NS_bias = DIR.SOUTH; if(mX > oX) EW_bias = DIR.WEST; else EW_bias = DIR.EAST; if(NSdist >= EWdist) // NS bias is greater, moves N or S { if(isValid(me.getAdjPoint(NS_bias))) Total_bias = NS_bias; }else // EW bias is greater, move E or W { if(isValid(me.getAdjPoint(EW_bias))) Total_bias = EW_bias; } Bug.ol("moveTo: " + end + " is going: " + Total_bias); return Total_bias; } public DIR getBestQDir() { Point[] possPoints = me.adjPointsToMe(); int max = 0; Point bestPoint = new Point(me.getAdjPoint(DIR.NORTH)); // default, die? PriorityQueue<Move> allMoves = new PriorityQueue<Move>(); // calculate the numOpenSpaces*3 + numWalls next to, store that as value // in PQ allMoves<Move> for(Point p : possPoints) { Move m = new Move(p,0); //int t=0; if(!isValid(p)) m.setValue(-1000); //t = -1000; else m.setValue(openPtsFrom(p)*3); //t = openPtsFrom(p); int nWalls = numWallsNextTo(p); m.setValue(m.getValue()+nWalls); allMoves.offer(m); } Bug.ol("allMoves: " + allMoves); //Move[] mArray = allMoves.toArray(new Move[0]); //Bug.ol("mArray: " + mArray); Move bestMove = allMoves.peek();//mArray[mArray.length-1]; //allMoves.peek(); max = bestMove.getValue(); bestPoint = bestMove.getPoint(); Bug.ol("gBQD Value: " + max + " , point: " + bestPoint); if(me.getAdjPoint(DIR.NORTH).equals(bestPoint)) return DIR.NORTH; if(me.getAdjPoint(DIR.SOUTH).equals(bestPoint)) return DIR.SOUTH; if(me.getAdjPoint(DIR.EAST).equals(bestPoint)) return DIR.EAST; if(me.getAdjPoint(DIR.WEST).equals(bestPoint)) return DIR.WEST; Bug.ol("ERROR - gBQD"); return DIR.NORTH; } public int numWallsNextTo(Point p) { Point[] adjPts = p.adjPointsToMe(); int c = 0; for(Point m : adjPts) if(!isValid(m)) c++; return c; } public String toString() { StringBuilder build = new StringBuilder( ) ; for(int r = 0 ; r< width; r++ ) { build.append( walls[ r ] ) ; } return build.toString(); } } |
Here is MyTronBot, which is what contains main and is used for getting things started, as well as running the fundamental strategy that is to be used
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 | public class MyTronBot { boolean IsClosedOff; public MyTronBot() { IsClosedOff = false; } public int convertMove(DIR dir) { Bug.ol("Choice: " + dir); switch(dir) { case NORTH: return 1; case SOUTH: return 3; case EAST: return 2; case WEST: return 4; default: return 0; } } public DIR makeMove() { Map map = new Map(); DIR decision = DIR.SOUTH; if(!IsClosedOff) { // we may need to update boolean, don't waste time IsClosedOff = map.isClosedOff(); } if(IsClosedOff) { Bug.ol("Is closedOff, doing max fill strategy"); decision = map.getBestQDir(); }else { Bug.ol("Is !closedOff, doing ccombat ghetto moveTo "); if(map.nextToEachOther(map.getMe(), map.getOp())) { Bug.ol("Bots are next to eachother, doing close combat"); decision = map.closeCombatDecision(); } else { Bug.ol("Moving to OP (?)"); decision = map.moveTo(map.getOp()); if(decision == null) { Bug.ol("couln't go towards, picking flood"); decision = map.getBestQDir(); } } } // while(false != true) // { // if(map.nextToEnemy(map.getMe(), map.getOp())) // { // Bug.ol("Next To Enemy, do something"); // decision = map.closeCombatDecision(); // }else if( map.getMe().manhattanDist(map.getOp()) == 2) // { // Bug.ol("manhattanDist == 2, prepare for combat?"); // }else // { // // } // close combat, // check taxi dist // if far, do max fill // if near, do cut - off //} return decision; } public static void main(String abc[]) { MyTronBot mrBot = new MyTronBot(); while(true) { Tron.Initialize(); Tron.MakeMove(mrBot.convertMove(mrBot.makeMove())); } } } |
Lastly, Tron is just the Map.java file from the starter pack renamed, which can be found here.
