A game of dice, but avoid number 6
I was invited to play a game of dice which I had never heard of. The rules were simple, yet I think it would be perfect for a KotH challenge.
The rules
The start of the game
The die goes around the table, and each time it is your turn, you get to throw the die as many times as you want. However, you have to throw it at least once. You keep track of the sum of all throws for your round. If you choose to stop, the score for the round is added to your total score.
So why would you ever stop throwing the die? Because if you get 6, your score for the entire round becomes zero, and the die is passed on. Thus, the initial goal is to increase your score as quickly as possible.
Who is the winner?
When the first player around the table reaches 40 points or more, the last round starts. Once the last round has started, everyone except the person who initiated the last round gets one more turn.
The rules for the last round is the same as for any other round. You choose to keep throwing or to stop. However, you know that you have no chance of winning if you don't get a higher score than those before you on the last round. But if you keep going too far, then you might get a 6.
However, there's one more rule to take into consideration. If your current total score (your previous score + your current score for the round) is 40 or more, and you hit a 6, your total score is set to 0. That means that you have to start all over. If you hit a 6 when your current total score is 40 or more, the game continues as normal, except that you're now in last place. The last round is not triggered when your total score is reset. You could still win the round, but it does become more challenging.
The winner is the player with the highest score once the last round is over. If two or more players share the same score, they will all be counted as victors.
An added rule is that the game continues for a maximum of 200 rounds. This is to prevent cases where multiple bots basically keep throwing until they hit 6 to stay at their current score. Once the 199th round is passed, last_round
is set to true, and one more round is played. If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
Recap
- Each round you keep throwing the die until you choose to stop or you get a 6
- You must throw the die once (if your first throw is a 6, your round is immediately over)
- If you get a 6, your current score is set to 0 (not your total score)
- You add your current score to your total score after each round
- When a bot ends their turn resulting in a total score of at least 40, everyone else gets a last turn
- If your current total score is $geq 40$ and you get a 6, your total score is set to 0 and your round is over
- The last round is not triggered when the above occurs
- The person with the highest total score after the last round is the winner
- In case there are multiple winners, all will be counted as winners
- The game lasts for a maximum of 200 rounds
Clarification of the scores
- Total score: the score that you have saved from previous rounds
- Current score: the score for the current round
- Current total score: the sum of the two scores above
How do you participate
To participate in this KotH challenge, you should write a Python class which inherits from Bot
. You should implement the function: make_throw(self, scores, last_round)
. That function will be called once it is your turn, and your first throw was not a 6. To keep throwing, you should yield True
. To stop throwing, you should yield False
. After each throw, the parent function update_state
is called. Thus, you have access to your throws for the current round using the variable self.current_throws
. You also have access to your own index using self.index
. Thus, to see your own total score you would use scores[self.index]
. You could also access the end_score
for the game by using self.end_score
, but you can safely assume that it will be 40 for this challenge.
You are allowed to create helper functions inside your class. You may also override functions existing in the Bot
parent class, e.g. if you want to add more class properties. You are not allowed to modify the state of the game in any way except yielding True
or False
.
You're free to seek inspiration from this post, and copy any of the two bots that I've included here. However, I'm afraid that they're not particularly effective...
On allowing other languages
In both the sandbox and on The Nineteenth Byte, we have had discussions about allowing submissions in other languages. After reading about such implementations, and hearing arguments from both sides, I have decided to restrict this challenge to Python only. This is due to two factors: the time required to support multiple languages, and the randomness of this challenge requiring a high number of iterations to reach stability. I hope that you will still participate, and if you want to learn some Python for this challenge, I'll try to be available in the chat as often as possible.
For any questions that you might have, you can write in the chat room for this challenge. See you there!
Rules
- Sabotage is allowed, and encouraged. That is, sabotage against other players
- Any attempt to tinker with the controller, runtime or other submissions will be disqualified. All submissions should only work with the inputs and storage they are given.
- Any bot which uses more than 500MB memory to make its decision will be disqualified (if you need that much memory you should rethink your choices)
- A bot must not implement the exact same strategy as an existing one, intentionally or accidentally.
- You are allowed to update your bot during the time of the challenge. However, you could also post another bot if your approach is different.
Example
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
This bot will keep going until it has a score of at least 10 for the round, or it throws a 6. Note that you don't need any logic to handle throwing 6. Also note that if your first throw is a 6, make_throw
is never called, since your round is immediately over.
For those who are new to Python (and new to the yield
concept), but want to give this a go, the yield
keyword is similar to a return in some ways, but different in other ways. You can read about the concept here. Basically, once you yield
, your function will stop, and the value you yield
ed will be sent back to the controller. There, the controller handles its logic until it is time for your bot to make another decision. Then the controller sends you the dice throw, and your make_throw
function will continue executing right where if stopped before, basically on the line after the previous yield
statement.
This way, the game controller can update the state without requiring a separate bot function call for each dice throw.
Specification
You may use any Python library available in pip
. To ensure that I'll be able to get a good average, you have a 100 millisecond time limit per round. I'd be really happy if your script was way faster than that, so that I can run more rounds.
Evaluation
To find the winner, I will take all bots and run them in random groups of 8. If there are fewer than 8 classes submitted, I will run them in random groups of 4 to avoid always having all bots in each round. I will run simulations for about 8 hours, and the winner will be the bot with the highest win percentage. I will run start the final simulations at the start of 2019, giving you all Christmas to code your bots! The preliminary final date is January 4th, but if that's too little time I can change it to a later date.
Until then, I'll try to make a daily simulation using 30-60 minutes of CPU time, and updating the score board. This will not be the official score, but it will serve as a guide to see which bots perform the best. However, with Christmas coming up, I hope you can understand that I won't be available at all times. I'll do my best to run simulations and answer any questions related to the challenge.
Test it yourself
If you want to run your own simulations, here's the full code to the controller running the simulation, including two example bots.
Controller
Here's the updated controller for this challenge. It supports ANSI outputs, multi-threading, and collects additional stats thanks to AKroell! When I make changes to the controller, I'll update the post once documentation is complete.
import random
import time
import math
import sys
from multiprocessing import Pool
from collections import defaultdict
# Importing all the bots
from forty_game_bots import *
# If you want to see what each bot decides, set this to true
# Should only be used with one thread and one game
DEBUG = False
# If your terminal supports ANSI, try setting this to true
ANSI = False
def print_str(x, y, string):
print("33["+str(y)+";"+str(x)+"H"+string, end = "", flush = True)
class bcolors:
WHITE = '33[0m'
GREEN = '33[92m'
BLUE = '33[94m'
YELLOW = '33[93m'
RED = '33[91m'
ENDC = '33[0m'
# Class for handling the game logic and relaying information to the bots
class Controller:
def __init__(self, bots_per_game, games, bots, thread_id):
"""Initiates all fields relevant to the simulation
Keyword arguments:
bots_per_game -- the number of bots that should be included in a game
games -- the number of games that should be simulated
bots -- a list of all available bot classes
"""
self.bots_per_game = bots_per_game
self.games = games
self.bots = bots
self.number_of_bots = len(self.bots)
self.wins = defaultdict(int)
self.played_games = defaultdict(int)
self.bot_timings = defaultdict(float)
# self.wins = {bot.__name__: 0 for bot in self.bots}
# self.played_games = {bot.__name__: 0 for bot in self.bots}
self.end_score = 40
self.thread_id = thread_id
self.max_rounds = 200
self.timed_out_games = 0
self.tied_games = 0
self.total_rounds = 0
self.highest_round = 0
#max, avg, avg_win, throws, success, rounds
self.highscore = defaultdict(lambda:[0, 0, 0, 0, 0, 0])
# self.highscore = {bot.__name__: [0, 0, 0] for bot in self.bots}
# Returns a fair dice throw
def throw_die(self):
return random.randint(1,6)
# Print the current game number without newline
def print_progress(self, progress):
length = 50
filled = int(progress*length)
fill = "="*filled
space = " "*(length-filled)
perc = int(100*progress)
if ANSI:
col = [
bcolors.RED,
bcolors.YELLOW,
bcolors.WHITE,
bcolors.BLUE,
bcolors.GREEN
][int(progress*4)]
end = bcolors.ENDC
print_str(5, 8 + self.thread_id,
"t%s[%s%s] %3d%%%s" % (col, fill, space, perc, end)
)
else:
print(
"rt[%s%s] %3d%%" % (fill, space, perc),
flush = True,
end = ""
)
# Handles selecting bots for each game, and counting how many times
# each bot has participated in a game
def simulate_games(self):
for game in range(self.games):
if self.games > 100:
if game % (self.games // 100) == 0 and not DEBUG:
if self.thread_id == 0 or ANSI:
progress = (game+1) / self.games
self.print_progress(progress)
game_bot_indices = random.sample(
range(self.number_of_bots),
self.bots_per_game
)
game_bots = [None for _ in range(self.bots_per_game)]
for i, bot_index in enumerate(game_bot_indices):
self.played_games[self.bots[bot_index].__name__] += 1
game_bots[i] = self.bots[bot_index](i, self.end_score)
self.play(game_bots)
if not DEBUG and (ANSI or self.thread_id == 0):
self.print_progress(1)
self.collect_results()
def play(self, game_bots):
"""Simulates a single game between the bots present in game_bots
Keyword arguments:
game_bots -- A list of instantiated bot objects for the game
"""
last_round = False
last_round_initiator = -1
round_number = 0
game_scores = [0 for _ in range(self.bots_per_game)]
# continue until one bot has reached end_score points
while not last_round:
for index, bot in enumerate(game_bots):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
if game_scores[index] >= self.end_score and not last_round:
last_round = True
last_round_initiator = index
round_number += 1
# maximum of 200 rounds per game
if round_number > self.max_rounds - 1:
last_round = True
self.timed_out_games += 1
# this ensures that everyone gets their last turn
last_round_initiator = self.bots_per_game
# make sure that all bots get their last round
for index, bot in enumerate(game_bots[:last_round_initiator]):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
# calculate which bots have the highest score
max_score = max(game_scores)
nr_of_winners = 0
for i in range(self.bots_per_game):
bot_name = game_bots[i].__class__.__name__
# average score per bot
self.highscore[bot_name][1] += game_scores[i]
if self.highscore[bot_name][0] < game_scores[i]:
# maximum score per bot
self.highscore[bot_name][0] = game_scores[i]
if game_scores[i] == max_score:
# average winning score per bot
self.highscore[bot_name][2] += game_scores[i]
nr_of_winners += 1
self.wins[bot_name] += 1
if nr_of_winners > 1:
self.tied_games += 1
self.total_rounds += round_number
self.highest_round = max(self.highest_round, round_number)
def single_bot(self, index, bot, game_scores, last_round):
"""Simulates a single round for one bot
Keyword arguments:
index -- The player index of the bot (e.g. 0 if the bot goes first)
bot -- The bot object about to be simulated
game_scores -- A list of ints containing the scores of all players
last_round -- Boolean describing whether it is currently the last round
"""
current_throws = [self.throw_die()]
if current_throws[-1] != 6:
bot.update_state(current_throws[:])
for throw in bot.make_throw(game_scores, last_round):
# send the last die cast to the bot
if not throw:
break
current_throws.append(self.throw_die())
if current_throws[-1] == 6:
break
bot.update_state(current_throws[:])
if current_throws[-1] == 6:
# reset total score if running total is above end_score
if game_scores[index] + sum(current_throws) - 6 >= self.end_score:
game_scores[index] = 0
else:
# add to total score if no 6 is cast
game_scores[index] += sum(current_throws)
if DEBUG:
desc = "%d: Bot %24s plays %40s with " +
"scores %30s and last round == %5s"
print(desc % (index, bot.__class__.__name__,
current_throws, game_scores, last_round))
bot_name = bot.__class__.__name__
# average throws per round
self.highscore[bot_name][3] += len(current_throws)
# average success rate per round
self.highscore[bot_name][4] += int(current_throws[-1] != 6)
# total number of rounds
self.highscore[bot_name][5] += 1
# Collects all stats for the thread, so they can be summed up later
def collect_results(self):
self.bot_stats = {
bot.__name__: [
self.wins[bot.__name__],
self.played_games[bot.__name__],
self.highscore[bot.__name__]
]
for bot in self.bots}
#
def print_results(total_bot_stats, total_game_stats, elapsed_time):
"""Print the high score after the simulation
Keyword arguments:
total_bot_stats -- A list containing the winning stats for each thread
total_game_stats -- A list containing controller stats for each thread
elapsed_time -- The number of seconds that it took to run the simulation
"""
# Find the name of each bot, the number of wins, the number
# of played games, and the win percentage
wins = defaultdict(int)
played_games = defaultdict(int)
highscores = defaultdict(lambda: [0, 0, 0, 0, 0, 0])
bots = set()
timed_out_games = sum(s[0] for s in total_game_stats)
tied_games = sum(s[1] for s in total_game_stats)
total_games = sum(s[2] for s in total_game_stats)
total_rounds = sum(s[4] for s in total_game_stats)
highest_round = max(s[5] for s in total_game_stats)
average_rounds = total_rounds / total_games
bot_timings = defaultdict(float)
for thread in total_bot_stats:
for bot, stats in thread.items():
wins[bot] += stats[0]
played_games[bot] += stats[1]
highscores[bot][0] = max(highscores[bot][0], stats[2][0])
for i in range(1, 6):
highscores[bot][i] += stats[2][i]
bots.add(bot)
for bot in bots:
bot_timings[bot] += sum(s[3][bot] for s in total_game_stats)
bot_stats = [[bot, wins[bot], played_games[bot], 0] for bot in bots]
for i, bot in enumerate(bot_stats):
bot[3] = 100 * bot[1] / bot[2] if bot[2] > 0 else 0
bot_stats[i] = tuple(bot)
# Sort the bots by their winning percentage
sorted_scores = sorted(bot_stats, key=lambda x: x[3], reverse=True)
# Find the longest class name for any bot
max_len = max([len(b[0]) for b in bot_stats])
# Print the highscore list
if ANSI:
print_str(0, 9 + threads, "")
else:
print("n")
sim_msg = "tSimulation or %d games between %d bots " +
"completed in %.1f seconds"
print(sim_msg % (total_games, len(bots), elapsed_time))
print("tEach game lasted for an average of %.2f rounds" % average_rounds)
print("t%d games were tied between two or more bots" % tied_games)
print("t%d games ran until the round limit, highest round was %dn"
% (timed_out_games, highest_round))
print_bot_stats(sorted_scores, max_len, highscores)
print_time_stats(bot_timings, max_len)
def print_bot_stats(sorted_scores, max_len, highscores):
"""Print the stats for the bots
Keyword arguments:
sorted_scores -- A list containing the bots in sorted order
max_len -- The maximum name length for all bots
highscores -- A dict with additional stats for each bot
"""
delimiter_format = "t+%s%s+%s+%s+%s+%s+%s+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "", "-"*4, "-"*8,
"-"*8, "-"*6, "-"*6, "-"*7, "-"*6, "-"*8)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%4s|%8s|%8s|%6s|%6s|%7s|%6s|%8s|"
% ("Bot", " "*(max_len-3), "Win%", "Wins",
"Played", "Max", "Avg", "Avg win", "Throws", "Success%"))
print(delimiter_str)
for bot, wins, played, score in sorted_scores:
highscore = highscores[bot]
bot_max_score = highscore[0]
bot_avg_score = highscore[1] / played
bot_avg_win_score = highscore[2] / max(1, wins)
bot_avg_throws = highscore[3] / highscore[5]
bot_success_rate = 100 * highscore[4] / highscore[5]
space_fill = " "*(max_len-len(bot))
format_str = "t|%s%s|%4.1f|%8d|%8d|%6d|%6.2f|%7.2f|%6.2f|%8.2f|"
format_arguments = (bot, space_fill, score, wins,
played, bot_max_score, bot_avg_score,
bot_avg_win_score, bot_avg_throws, bot_success_rate)
print(format_str % format_arguments)
print(delimiter_str)
print()
def print_time_stats(bot_timings, max_len):
"""Print the execution time for all bots
Keyword arguments:
bot_timings -- A dict containing information about timings for each bot
max_len -- The maximum name length for all bots
"""
total_time = sum(bot_timings.values())
sorted_times = sorted(bot_timings.items(),
key=lambda x: x[1], reverse = True)
delimiter_format = "t+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "-"*5, "-"*5)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%5s|%5s|" % ("Bot", " "*(max_len-3), "Time", "Time%"))
print(delimiter_str)
for bot, bot_time in sorted_times:
space_fill = " "*(max_len-len(bot))
perc = 100 * bot_time / total_time
print("t|%s%s|%5.2f|%5.1f|" % (bot, space_fill, bot_time, perc))
print(delimiter_str)
print()
def run_simulation(thread_id, bots_per_game, games_per_thread, bots):
"""Used by multithreading to run the simulation in parallel
Keyword arguments:
thread_id -- A unique identifier for each thread, starting at 0
bots_per_game -- How many bots should participate in each game
games_per_thread -- The number of games to be simulated
bots -- A list of all bot classes available
"""
try:
controller = Controller(bots_per_game,
games_per_thread, bots, thread_id)
controller.simulate_games()
controller_stats = (
controller.timed_out_games,
controller.tied_games,
controller.games,
controller.bot_timings,
controller.total_rounds,
controller.highest_round
)
return (controller.bot_stats, controller_stats)
except KeyboardInterrupt:
return {}
# Prints the help for the script
def print_help():
print("nThis is the controller for the PPCG KotH challenge " +
"'A game of dice, but avoid number 6'")
print("For any question, send a message to maxbn")
print("Usage: python %s [OPTIONS]" % sys.argv[0])
print("n -nttthe number of games to simluate")
print(" -bttthe number of bots per round")
print(" -tttthe number of threads")
print(" -At--ansitrun in ANSI mode, with prettier printing")
print(" -Dt--debugtrun in debug mode. Sets to 1 thread, 1 game")
print(" -ht--helptshow this helpn")
if __name__ == "__main__":
bots = get_all_bots()
games = 10000
bots_per_game = 8
threads = 4
for i, arg in enumerate(sys.argv):
if arg == "-n" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
games = int(sys.argv[i+1])
if arg == "-b" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
bots_per_game = int(sys.argv[i+1])
if arg == "-t" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
threads = int(sys.argv[i+1])
if arg == "-A" or arg == "--ansi":
ANSI = True
if arg == "-D" or arg == "--debug":
DEBUG = True
if arg == "-h" or arg == "--help":
print_help()
quit()
if ANSI:
print(chr(27) + "[2J", flush = True)
print_str(1,3,"")
else:
print()
if bots_per_game > len(bots):
bots_per_game = len(bots)
if bots_per_game < 2:
print("tAt least 2 bots per game is needed")
bots_per_game = 2
if games <= 0:
print("tAt least 1 game is needed")
games = 1
if threads <= 0:
print("tAt least 1 thread is needed")
threads = 1
if DEBUG:
print("tRunning in debug mode, with 1 thread and 1 game")
threads = 1
games = 1
games_per_thread = math.ceil(games / threads)
print("tStarting simulation with %d bots" % len(bots))
sim_str = "tSimulating %d games with %d bots per game"
print(sim_str % (games, bots_per_game))
print("tRunning simulation on %d threads" % threads)
if len(sys.argv) == 1:
print("tFor help running the script, use the -h flag")
print()
with Pool(threads) as pool:
t0 = time.time()
results = pool.starmap(
run_simulation,
[(i, bots_per_game, games_per_thread, bots) for i in range(threads)]
)
t1 = time.time()
if not DEBUG:
total_bot_stats = [r[0] for r in results]
total_game_stats = [r[1] for r in results]
print_results(total_bot_stats, total_game_stats, t1-t0)
If you want access to the original controller for this challenge, it is available in the edit history. The new controller has the exact same logic for running the game, the only difference is performance, stat collection and prettier printing.
Bots
On my machine, the bots are kept in the file forty_game_bots.py
. If you use any other name for the file, you must update the import
statement at the top of the controller.
import sys, inspect
# Returns a list of all bot classes which inherit from the Bot class
def get_all_bots():
bots =
current_module = sys.modules[__name__]
for name, obj in inspect.getmembers(current_module, inspect.isclass):
if name != "Bot":
bots.append(obj)
return bots
# The parent class for all bots
class Bot:
def __init__(self, index, end_score):
self.index = index
self.end_score = end_score
def update_state(self, current_throws):
self.current_throws = current_throws
def make_throw(self, scores, last_round):
yield False
class ThrowTwiceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield False
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
Running the simulation
To run a simulation, save both code snippets posted above to two separate files. I have saved them as forty_game_controller.py
and forty_game_bots.py
. Then you simply use python forty_game_controller.py
or python3 forty_game_controller.py
depending on your Python configuration. Follow the instructions from there if you want to configure your simulation further, or try tinkering with the code if you want.
Game stats
If you're making a bot that aims for a certain score without taking other bots into consideration, these are the winning score percentiles:
+----------+-----+
|Percentile|Score|
+----------+-----+
| 50.00| 44|
| 75.00| 47|
| 90.00| 51|
| 95.00| 53|
| 99.00| 58|
| 99.90| 67|
| 99.99| 154|
+----------+-----+
Highscores
As more answers are posted, I'll try to keep this list updated. The contents of the list will always be from the latest simulation. The bots ThrowTwiceBot
and GoToTenBot
are the bots from the code above, and are used as reference. I did a simulation with 10^8 games, which took about 1 hour. Then I saw that the game reached stability compared to my runs with 10^7 games. However, with people still posting bots, I won't do any longer simulations until the frequency of responses has gone down.
I try to add all new bots and add any changes that you've made to existing bots. If it seems that I have missed your bot or any new changes you have, write in the chat and I'll make sure to have your very latest version in the next simulation.
We now have more stats for each bot thanks to AKroell! The three new columns contain the maximum score across all games, the average score per game, and the average score when winning for each bot.
As pointed out in the comments, there was an issue with the game logic which made bots that had a higher index within a game get an extra round in some cases. This has been fixed now, and the scores below reflect this.
The bot NeoBot
does follow the rules, but uses a loophole by predicting the random generator. Since this bot takes a lot of resources to simulate, I have added its stats from a simulation with fewer games.
Simulation or 10000008 games between 44 bots completed in 526.5 seconds
Each game lasted for an average of 3.74 rounds
789768 games were tied between two or more bots
0 games ran until the round limit, highest round was 16
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|NeoBot |51.7| 91960| 177998| 232| 45.75| 59.09| 5.10| 82.32|
|OptFor2 |22.6| 409924| 1817383| 85| 20.73| 44.12| 4.00| 33.31|
|EnsureLead |21.7| 395380| 1819194| 87| 20.58| 43.93| 4.49| 25.17|
|StepBot |21.5| 390379| 1815804| 96| 20.53| 43.34| 4.55| 24.18|
|Roll6Timesv2 |21.2| 386196| 1818792| 83| 20.93| 43.39| 4.37| 27.19|
|QuotaBot |21.2| 385746| 1817957| 84| 20.04| 44.84| 4.49| 25.06|
|BinaryBot |21.2| 385007| 1818590| 92| 21.11| 44.30| 3.84| 36.07|
|AggressiveStalker |21.1| 384644| 1819062| 89| 20.69| 44.63| 3.87| 35.46|
|AdaptiveRoller |21.1| 383113| 1817671| 83| 20.80| 43.13| 4.51| 24.87|
|GoTo20Bot |21.0| 381738| 1817765| 92| 21.26| 43.11| 4.44| 26.02|
|FooBot |21.0| 381595| 1817169| 96| 22.11| 43.62| 3.91| 34.87|
|Hesitate |20.9| 380648| 1818690| 84| 21.18| 44.73| 3.90| 34.93|
|GoTo20orBestBot |20.7| 376929| 1816632| 81| 21.08| 43.96| 4.45| 25.79|
|LastRound |20.6| 374936| 1817918| 79| 20.71| 43.34| 4.17| 30.41|
|BePrepared |20.6| 374313| 1816897| 89| 18.69| 47.64| 4.30| 28.34|
|Stalker |20.5| 372315| 1818032| 87| 20.42| 45.12| 3.78| 37.02|
|FortyTeen |19.9| 361996| 1819512| 88| 21.00| 46.63| 3.88| 35.40|
|Chaser |19.8| 359311| 1816875| 84| 19.79| 45.49| 4.02| 33.03|
|Crush |19.5| 354384| 1818530| 83| 14.72| 42.91| 5.18| 13.58|
|ClunkyChicken |19.1| 347610| 1817492| 84| 21.17| 45.40| 3.30| 45.07|
|RollForLuckBot |17.2| 312147| 1818033| 97| 17.44| 50.34| 4.72| 21.38|
|TakeFive |17.1| 310446| 1817875| 82| 19.45| 44.50| 3.36| 44.03|
|Alpha |16.3| 296175| 1818779| 92| 17.70| 46.64| 4.00| 33.41|
|LeadBy5Bot |16.0| 290738| 1817308| 98| 17.40| 46.91| 4.08| 32.06|
|GoHomeBot |15.9| 289799| 1819228| 44| 13.27| 41.41| 5.49| 8.53|
|NotTooFarBehindBot |15.7| 285797| 1819208| 90| 18.01| 44.86| 2.97| 50.49|
|GoToSeventeenRollTenBot|14.6| 265503| 1818265| 98| 10.28| 49.21| 5.68| 5.42|
|LizduadacBot |14.5| 263436| 1819146| 78| 9.70| 51.35| 5.72| 4.69|
|BringMyOwn_dice |12.9| 234752| 1817897| 44| 21.34| 41.47| 4.24| 29.33|
|ExpectationsBot | 9.7| 176728| 1819545| 44| 24.42| 41.55| 3.57| 40.40|
|OneStepAheadBot | 9.0| 162878| 1816973| 50| 18.25| 46.01| 3.20| 46.57|
|GoToTenBot | 7.6| 137751| 1820991| 53| 22.98| 45.47| 2.95| 50.92|
|GoBigEarly | 7.0| 127587| 1818227| 49| 20.79| 42.96| 3.90| 35.07|
|MatchLeaderBot | 6.6| 119331| 1818999| 85| 19.80| 41.95| 3.10| 48.31|
|OneInFiveBot | 6.1| 110361| 1820426| 154| 17.28| 49.57| 3.00| 50.04|
|ThrowThriceBot | 4.3| 78694| 1816318| 54| 21.71| 44.55| 2.53| 57.90|
|FutureBot | 4.3| 78383| 1817617| 50| 17.94| 45.16| 2.36| 60.68|
|SlowStart | 2.5| 44643| 1818002| 67| 16.43| 47.49| 1.81| 69.81|
|GamblersFallacy | 1.3| 24385| 1817723| 44| 22.54| 41.50| 2.81| 53.14|
|ThrowTwiceBot | 0.8| 14613| 1816817| 49| 18.08| 43.15| 1.83| 69.43|
|FlipCoinRollDice | 0.7| 13421| 1818027| 74| 15.31| 44.54| 1.61| 73.19|
|BlessRNG | 0.1| 2652| 1819312| 49| 14.55| 42.80| 1.42| 76.37|
|BrainBot | 0.0| 28| 1816964| 44| 10.93| 41.29| 1.00| 83.33|
|StopBot | 0.0| 20| 1819486| 44| 10.94| 41.65| 1.00| 83.34|
|PointsAreForNerdsBot | 0.0| 0| 1818933| 0| 0.00| 0.00| 6.00| 0.00|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
random game king-of-the-hill python
|
show 9 more comments
I was invited to play a game of dice which I had never heard of. The rules were simple, yet I think it would be perfect for a KotH challenge.
The rules
The start of the game
The die goes around the table, and each time it is your turn, you get to throw the die as many times as you want. However, you have to throw it at least once. You keep track of the sum of all throws for your round. If you choose to stop, the score for the round is added to your total score.
So why would you ever stop throwing the die? Because if you get 6, your score for the entire round becomes zero, and the die is passed on. Thus, the initial goal is to increase your score as quickly as possible.
Who is the winner?
When the first player around the table reaches 40 points or more, the last round starts. Once the last round has started, everyone except the person who initiated the last round gets one more turn.
The rules for the last round is the same as for any other round. You choose to keep throwing or to stop. However, you know that you have no chance of winning if you don't get a higher score than those before you on the last round. But if you keep going too far, then you might get a 6.
However, there's one more rule to take into consideration. If your current total score (your previous score + your current score for the round) is 40 or more, and you hit a 6, your total score is set to 0. That means that you have to start all over. If you hit a 6 when your current total score is 40 or more, the game continues as normal, except that you're now in last place. The last round is not triggered when your total score is reset. You could still win the round, but it does become more challenging.
The winner is the player with the highest score once the last round is over. If two or more players share the same score, they will all be counted as victors.
An added rule is that the game continues for a maximum of 200 rounds. This is to prevent cases where multiple bots basically keep throwing until they hit 6 to stay at their current score. Once the 199th round is passed, last_round
is set to true, and one more round is played. If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
Recap
- Each round you keep throwing the die until you choose to stop or you get a 6
- You must throw the die once (if your first throw is a 6, your round is immediately over)
- If you get a 6, your current score is set to 0 (not your total score)
- You add your current score to your total score after each round
- When a bot ends their turn resulting in a total score of at least 40, everyone else gets a last turn
- If your current total score is $geq 40$ and you get a 6, your total score is set to 0 and your round is over
- The last round is not triggered when the above occurs
- The person with the highest total score after the last round is the winner
- In case there are multiple winners, all will be counted as winners
- The game lasts for a maximum of 200 rounds
Clarification of the scores
- Total score: the score that you have saved from previous rounds
- Current score: the score for the current round
- Current total score: the sum of the two scores above
How do you participate
To participate in this KotH challenge, you should write a Python class which inherits from Bot
. You should implement the function: make_throw(self, scores, last_round)
. That function will be called once it is your turn, and your first throw was not a 6. To keep throwing, you should yield True
. To stop throwing, you should yield False
. After each throw, the parent function update_state
is called. Thus, you have access to your throws for the current round using the variable self.current_throws
. You also have access to your own index using self.index
. Thus, to see your own total score you would use scores[self.index]
. You could also access the end_score
for the game by using self.end_score
, but you can safely assume that it will be 40 for this challenge.
You are allowed to create helper functions inside your class. You may also override functions existing in the Bot
parent class, e.g. if you want to add more class properties. You are not allowed to modify the state of the game in any way except yielding True
or False
.
You're free to seek inspiration from this post, and copy any of the two bots that I've included here. However, I'm afraid that they're not particularly effective...
On allowing other languages
In both the sandbox and on The Nineteenth Byte, we have had discussions about allowing submissions in other languages. After reading about such implementations, and hearing arguments from both sides, I have decided to restrict this challenge to Python only. This is due to two factors: the time required to support multiple languages, and the randomness of this challenge requiring a high number of iterations to reach stability. I hope that you will still participate, and if you want to learn some Python for this challenge, I'll try to be available in the chat as often as possible.
For any questions that you might have, you can write in the chat room for this challenge. See you there!
Rules
- Sabotage is allowed, and encouraged. That is, sabotage against other players
- Any attempt to tinker with the controller, runtime or other submissions will be disqualified. All submissions should only work with the inputs and storage they are given.
- Any bot which uses more than 500MB memory to make its decision will be disqualified (if you need that much memory you should rethink your choices)
- A bot must not implement the exact same strategy as an existing one, intentionally or accidentally.
- You are allowed to update your bot during the time of the challenge. However, you could also post another bot if your approach is different.
Example
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
This bot will keep going until it has a score of at least 10 for the round, or it throws a 6. Note that you don't need any logic to handle throwing 6. Also note that if your first throw is a 6, make_throw
is never called, since your round is immediately over.
For those who are new to Python (and new to the yield
concept), but want to give this a go, the yield
keyword is similar to a return in some ways, but different in other ways. You can read about the concept here. Basically, once you yield
, your function will stop, and the value you yield
ed will be sent back to the controller. There, the controller handles its logic until it is time for your bot to make another decision. Then the controller sends you the dice throw, and your make_throw
function will continue executing right where if stopped before, basically on the line after the previous yield
statement.
This way, the game controller can update the state without requiring a separate bot function call for each dice throw.
Specification
You may use any Python library available in pip
. To ensure that I'll be able to get a good average, you have a 100 millisecond time limit per round. I'd be really happy if your script was way faster than that, so that I can run more rounds.
Evaluation
To find the winner, I will take all bots and run them in random groups of 8. If there are fewer than 8 classes submitted, I will run them in random groups of 4 to avoid always having all bots in each round. I will run simulations for about 8 hours, and the winner will be the bot with the highest win percentage. I will run start the final simulations at the start of 2019, giving you all Christmas to code your bots! The preliminary final date is January 4th, but if that's too little time I can change it to a later date.
Until then, I'll try to make a daily simulation using 30-60 minutes of CPU time, and updating the score board. This will not be the official score, but it will serve as a guide to see which bots perform the best. However, with Christmas coming up, I hope you can understand that I won't be available at all times. I'll do my best to run simulations and answer any questions related to the challenge.
Test it yourself
If you want to run your own simulations, here's the full code to the controller running the simulation, including two example bots.
Controller
Here's the updated controller for this challenge. It supports ANSI outputs, multi-threading, and collects additional stats thanks to AKroell! When I make changes to the controller, I'll update the post once documentation is complete.
import random
import time
import math
import sys
from multiprocessing import Pool
from collections import defaultdict
# Importing all the bots
from forty_game_bots import *
# If you want to see what each bot decides, set this to true
# Should only be used with one thread and one game
DEBUG = False
# If your terminal supports ANSI, try setting this to true
ANSI = False
def print_str(x, y, string):
print("33["+str(y)+";"+str(x)+"H"+string, end = "", flush = True)
class bcolors:
WHITE = '33[0m'
GREEN = '33[92m'
BLUE = '33[94m'
YELLOW = '33[93m'
RED = '33[91m'
ENDC = '33[0m'
# Class for handling the game logic and relaying information to the bots
class Controller:
def __init__(self, bots_per_game, games, bots, thread_id):
"""Initiates all fields relevant to the simulation
Keyword arguments:
bots_per_game -- the number of bots that should be included in a game
games -- the number of games that should be simulated
bots -- a list of all available bot classes
"""
self.bots_per_game = bots_per_game
self.games = games
self.bots = bots
self.number_of_bots = len(self.bots)
self.wins = defaultdict(int)
self.played_games = defaultdict(int)
self.bot_timings = defaultdict(float)
# self.wins = {bot.__name__: 0 for bot in self.bots}
# self.played_games = {bot.__name__: 0 for bot in self.bots}
self.end_score = 40
self.thread_id = thread_id
self.max_rounds = 200
self.timed_out_games = 0
self.tied_games = 0
self.total_rounds = 0
self.highest_round = 0
#max, avg, avg_win, throws, success, rounds
self.highscore = defaultdict(lambda:[0, 0, 0, 0, 0, 0])
# self.highscore = {bot.__name__: [0, 0, 0] for bot in self.bots}
# Returns a fair dice throw
def throw_die(self):
return random.randint(1,6)
# Print the current game number without newline
def print_progress(self, progress):
length = 50
filled = int(progress*length)
fill = "="*filled
space = " "*(length-filled)
perc = int(100*progress)
if ANSI:
col = [
bcolors.RED,
bcolors.YELLOW,
bcolors.WHITE,
bcolors.BLUE,
bcolors.GREEN
][int(progress*4)]
end = bcolors.ENDC
print_str(5, 8 + self.thread_id,
"t%s[%s%s] %3d%%%s" % (col, fill, space, perc, end)
)
else:
print(
"rt[%s%s] %3d%%" % (fill, space, perc),
flush = True,
end = ""
)
# Handles selecting bots for each game, and counting how many times
# each bot has participated in a game
def simulate_games(self):
for game in range(self.games):
if self.games > 100:
if game % (self.games // 100) == 0 and not DEBUG:
if self.thread_id == 0 or ANSI:
progress = (game+1) / self.games
self.print_progress(progress)
game_bot_indices = random.sample(
range(self.number_of_bots),
self.bots_per_game
)
game_bots = [None for _ in range(self.bots_per_game)]
for i, bot_index in enumerate(game_bot_indices):
self.played_games[self.bots[bot_index].__name__] += 1
game_bots[i] = self.bots[bot_index](i, self.end_score)
self.play(game_bots)
if not DEBUG and (ANSI or self.thread_id == 0):
self.print_progress(1)
self.collect_results()
def play(self, game_bots):
"""Simulates a single game between the bots present in game_bots
Keyword arguments:
game_bots -- A list of instantiated bot objects for the game
"""
last_round = False
last_round_initiator = -1
round_number = 0
game_scores = [0 for _ in range(self.bots_per_game)]
# continue until one bot has reached end_score points
while not last_round:
for index, bot in enumerate(game_bots):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
if game_scores[index] >= self.end_score and not last_round:
last_round = True
last_round_initiator = index
round_number += 1
# maximum of 200 rounds per game
if round_number > self.max_rounds - 1:
last_round = True
self.timed_out_games += 1
# this ensures that everyone gets their last turn
last_round_initiator = self.bots_per_game
# make sure that all bots get their last round
for index, bot in enumerate(game_bots[:last_round_initiator]):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
# calculate which bots have the highest score
max_score = max(game_scores)
nr_of_winners = 0
for i in range(self.bots_per_game):
bot_name = game_bots[i].__class__.__name__
# average score per bot
self.highscore[bot_name][1] += game_scores[i]
if self.highscore[bot_name][0] < game_scores[i]:
# maximum score per bot
self.highscore[bot_name][0] = game_scores[i]
if game_scores[i] == max_score:
# average winning score per bot
self.highscore[bot_name][2] += game_scores[i]
nr_of_winners += 1
self.wins[bot_name] += 1
if nr_of_winners > 1:
self.tied_games += 1
self.total_rounds += round_number
self.highest_round = max(self.highest_round, round_number)
def single_bot(self, index, bot, game_scores, last_round):
"""Simulates a single round for one bot
Keyword arguments:
index -- The player index of the bot (e.g. 0 if the bot goes first)
bot -- The bot object about to be simulated
game_scores -- A list of ints containing the scores of all players
last_round -- Boolean describing whether it is currently the last round
"""
current_throws = [self.throw_die()]
if current_throws[-1] != 6:
bot.update_state(current_throws[:])
for throw in bot.make_throw(game_scores, last_round):
# send the last die cast to the bot
if not throw:
break
current_throws.append(self.throw_die())
if current_throws[-1] == 6:
break
bot.update_state(current_throws[:])
if current_throws[-1] == 6:
# reset total score if running total is above end_score
if game_scores[index] + sum(current_throws) - 6 >= self.end_score:
game_scores[index] = 0
else:
# add to total score if no 6 is cast
game_scores[index] += sum(current_throws)
if DEBUG:
desc = "%d: Bot %24s plays %40s with " +
"scores %30s and last round == %5s"
print(desc % (index, bot.__class__.__name__,
current_throws, game_scores, last_round))
bot_name = bot.__class__.__name__
# average throws per round
self.highscore[bot_name][3] += len(current_throws)
# average success rate per round
self.highscore[bot_name][4] += int(current_throws[-1] != 6)
# total number of rounds
self.highscore[bot_name][5] += 1
# Collects all stats for the thread, so they can be summed up later
def collect_results(self):
self.bot_stats = {
bot.__name__: [
self.wins[bot.__name__],
self.played_games[bot.__name__],
self.highscore[bot.__name__]
]
for bot in self.bots}
#
def print_results(total_bot_stats, total_game_stats, elapsed_time):
"""Print the high score after the simulation
Keyword arguments:
total_bot_stats -- A list containing the winning stats for each thread
total_game_stats -- A list containing controller stats for each thread
elapsed_time -- The number of seconds that it took to run the simulation
"""
# Find the name of each bot, the number of wins, the number
# of played games, and the win percentage
wins = defaultdict(int)
played_games = defaultdict(int)
highscores = defaultdict(lambda: [0, 0, 0, 0, 0, 0])
bots = set()
timed_out_games = sum(s[0] for s in total_game_stats)
tied_games = sum(s[1] for s in total_game_stats)
total_games = sum(s[2] for s in total_game_stats)
total_rounds = sum(s[4] for s in total_game_stats)
highest_round = max(s[5] for s in total_game_stats)
average_rounds = total_rounds / total_games
bot_timings = defaultdict(float)
for thread in total_bot_stats:
for bot, stats in thread.items():
wins[bot] += stats[0]
played_games[bot] += stats[1]
highscores[bot][0] = max(highscores[bot][0], stats[2][0])
for i in range(1, 6):
highscores[bot][i] += stats[2][i]
bots.add(bot)
for bot in bots:
bot_timings[bot] += sum(s[3][bot] for s in total_game_stats)
bot_stats = [[bot, wins[bot], played_games[bot], 0] for bot in bots]
for i, bot in enumerate(bot_stats):
bot[3] = 100 * bot[1] / bot[2] if bot[2] > 0 else 0
bot_stats[i] = tuple(bot)
# Sort the bots by their winning percentage
sorted_scores = sorted(bot_stats, key=lambda x: x[3], reverse=True)
# Find the longest class name for any bot
max_len = max([len(b[0]) for b in bot_stats])
# Print the highscore list
if ANSI:
print_str(0, 9 + threads, "")
else:
print("n")
sim_msg = "tSimulation or %d games between %d bots " +
"completed in %.1f seconds"
print(sim_msg % (total_games, len(bots), elapsed_time))
print("tEach game lasted for an average of %.2f rounds" % average_rounds)
print("t%d games were tied between two or more bots" % tied_games)
print("t%d games ran until the round limit, highest round was %dn"
% (timed_out_games, highest_round))
print_bot_stats(sorted_scores, max_len, highscores)
print_time_stats(bot_timings, max_len)
def print_bot_stats(sorted_scores, max_len, highscores):
"""Print the stats for the bots
Keyword arguments:
sorted_scores -- A list containing the bots in sorted order
max_len -- The maximum name length for all bots
highscores -- A dict with additional stats for each bot
"""
delimiter_format = "t+%s%s+%s+%s+%s+%s+%s+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "", "-"*4, "-"*8,
"-"*8, "-"*6, "-"*6, "-"*7, "-"*6, "-"*8)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%4s|%8s|%8s|%6s|%6s|%7s|%6s|%8s|"
% ("Bot", " "*(max_len-3), "Win%", "Wins",
"Played", "Max", "Avg", "Avg win", "Throws", "Success%"))
print(delimiter_str)
for bot, wins, played, score in sorted_scores:
highscore = highscores[bot]
bot_max_score = highscore[0]
bot_avg_score = highscore[1] / played
bot_avg_win_score = highscore[2] / max(1, wins)
bot_avg_throws = highscore[3] / highscore[5]
bot_success_rate = 100 * highscore[4] / highscore[5]
space_fill = " "*(max_len-len(bot))
format_str = "t|%s%s|%4.1f|%8d|%8d|%6d|%6.2f|%7.2f|%6.2f|%8.2f|"
format_arguments = (bot, space_fill, score, wins,
played, bot_max_score, bot_avg_score,
bot_avg_win_score, bot_avg_throws, bot_success_rate)
print(format_str % format_arguments)
print(delimiter_str)
print()
def print_time_stats(bot_timings, max_len):
"""Print the execution time for all bots
Keyword arguments:
bot_timings -- A dict containing information about timings for each bot
max_len -- The maximum name length for all bots
"""
total_time = sum(bot_timings.values())
sorted_times = sorted(bot_timings.items(),
key=lambda x: x[1], reverse = True)
delimiter_format = "t+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "-"*5, "-"*5)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%5s|%5s|" % ("Bot", " "*(max_len-3), "Time", "Time%"))
print(delimiter_str)
for bot, bot_time in sorted_times:
space_fill = " "*(max_len-len(bot))
perc = 100 * bot_time / total_time
print("t|%s%s|%5.2f|%5.1f|" % (bot, space_fill, bot_time, perc))
print(delimiter_str)
print()
def run_simulation(thread_id, bots_per_game, games_per_thread, bots):
"""Used by multithreading to run the simulation in parallel
Keyword arguments:
thread_id -- A unique identifier for each thread, starting at 0
bots_per_game -- How many bots should participate in each game
games_per_thread -- The number of games to be simulated
bots -- A list of all bot classes available
"""
try:
controller = Controller(bots_per_game,
games_per_thread, bots, thread_id)
controller.simulate_games()
controller_stats = (
controller.timed_out_games,
controller.tied_games,
controller.games,
controller.bot_timings,
controller.total_rounds,
controller.highest_round
)
return (controller.bot_stats, controller_stats)
except KeyboardInterrupt:
return {}
# Prints the help for the script
def print_help():
print("nThis is the controller for the PPCG KotH challenge " +
"'A game of dice, but avoid number 6'")
print("For any question, send a message to maxbn")
print("Usage: python %s [OPTIONS]" % sys.argv[0])
print("n -nttthe number of games to simluate")
print(" -bttthe number of bots per round")
print(" -tttthe number of threads")
print(" -At--ansitrun in ANSI mode, with prettier printing")
print(" -Dt--debugtrun in debug mode. Sets to 1 thread, 1 game")
print(" -ht--helptshow this helpn")
if __name__ == "__main__":
bots = get_all_bots()
games = 10000
bots_per_game = 8
threads = 4
for i, arg in enumerate(sys.argv):
if arg == "-n" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
games = int(sys.argv[i+1])
if arg == "-b" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
bots_per_game = int(sys.argv[i+1])
if arg == "-t" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
threads = int(sys.argv[i+1])
if arg == "-A" or arg == "--ansi":
ANSI = True
if arg == "-D" or arg == "--debug":
DEBUG = True
if arg == "-h" or arg == "--help":
print_help()
quit()
if ANSI:
print(chr(27) + "[2J", flush = True)
print_str(1,3,"")
else:
print()
if bots_per_game > len(bots):
bots_per_game = len(bots)
if bots_per_game < 2:
print("tAt least 2 bots per game is needed")
bots_per_game = 2
if games <= 0:
print("tAt least 1 game is needed")
games = 1
if threads <= 0:
print("tAt least 1 thread is needed")
threads = 1
if DEBUG:
print("tRunning in debug mode, with 1 thread and 1 game")
threads = 1
games = 1
games_per_thread = math.ceil(games / threads)
print("tStarting simulation with %d bots" % len(bots))
sim_str = "tSimulating %d games with %d bots per game"
print(sim_str % (games, bots_per_game))
print("tRunning simulation on %d threads" % threads)
if len(sys.argv) == 1:
print("tFor help running the script, use the -h flag")
print()
with Pool(threads) as pool:
t0 = time.time()
results = pool.starmap(
run_simulation,
[(i, bots_per_game, games_per_thread, bots) for i in range(threads)]
)
t1 = time.time()
if not DEBUG:
total_bot_stats = [r[0] for r in results]
total_game_stats = [r[1] for r in results]
print_results(total_bot_stats, total_game_stats, t1-t0)
If you want access to the original controller for this challenge, it is available in the edit history. The new controller has the exact same logic for running the game, the only difference is performance, stat collection and prettier printing.
Bots
On my machine, the bots are kept in the file forty_game_bots.py
. If you use any other name for the file, you must update the import
statement at the top of the controller.
import sys, inspect
# Returns a list of all bot classes which inherit from the Bot class
def get_all_bots():
bots =
current_module = sys.modules[__name__]
for name, obj in inspect.getmembers(current_module, inspect.isclass):
if name != "Bot":
bots.append(obj)
return bots
# The parent class for all bots
class Bot:
def __init__(self, index, end_score):
self.index = index
self.end_score = end_score
def update_state(self, current_throws):
self.current_throws = current_throws
def make_throw(self, scores, last_round):
yield False
class ThrowTwiceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield False
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
Running the simulation
To run a simulation, save both code snippets posted above to two separate files. I have saved them as forty_game_controller.py
and forty_game_bots.py
. Then you simply use python forty_game_controller.py
or python3 forty_game_controller.py
depending on your Python configuration. Follow the instructions from there if you want to configure your simulation further, or try tinkering with the code if you want.
Game stats
If you're making a bot that aims for a certain score without taking other bots into consideration, these are the winning score percentiles:
+----------+-----+
|Percentile|Score|
+----------+-----+
| 50.00| 44|
| 75.00| 47|
| 90.00| 51|
| 95.00| 53|
| 99.00| 58|
| 99.90| 67|
| 99.99| 154|
+----------+-----+
Highscores
As more answers are posted, I'll try to keep this list updated. The contents of the list will always be from the latest simulation. The bots ThrowTwiceBot
and GoToTenBot
are the bots from the code above, and are used as reference. I did a simulation with 10^8 games, which took about 1 hour. Then I saw that the game reached stability compared to my runs with 10^7 games. However, with people still posting bots, I won't do any longer simulations until the frequency of responses has gone down.
I try to add all new bots and add any changes that you've made to existing bots. If it seems that I have missed your bot or any new changes you have, write in the chat and I'll make sure to have your very latest version in the next simulation.
We now have more stats for each bot thanks to AKroell! The three new columns contain the maximum score across all games, the average score per game, and the average score when winning for each bot.
As pointed out in the comments, there was an issue with the game logic which made bots that had a higher index within a game get an extra round in some cases. This has been fixed now, and the scores below reflect this.
The bot NeoBot
does follow the rules, but uses a loophole by predicting the random generator. Since this bot takes a lot of resources to simulate, I have added its stats from a simulation with fewer games.
Simulation or 10000008 games between 44 bots completed in 526.5 seconds
Each game lasted for an average of 3.74 rounds
789768 games were tied between two or more bots
0 games ran until the round limit, highest round was 16
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|NeoBot |51.7| 91960| 177998| 232| 45.75| 59.09| 5.10| 82.32|
|OptFor2 |22.6| 409924| 1817383| 85| 20.73| 44.12| 4.00| 33.31|
|EnsureLead |21.7| 395380| 1819194| 87| 20.58| 43.93| 4.49| 25.17|
|StepBot |21.5| 390379| 1815804| 96| 20.53| 43.34| 4.55| 24.18|
|Roll6Timesv2 |21.2| 386196| 1818792| 83| 20.93| 43.39| 4.37| 27.19|
|QuotaBot |21.2| 385746| 1817957| 84| 20.04| 44.84| 4.49| 25.06|
|BinaryBot |21.2| 385007| 1818590| 92| 21.11| 44.30| 3.84| 36.07|
|AggressiveStalker |21.1| 384644| 1819062| 89| 20.69| 44.63| 3.87| 35.46|
|AdaptiveRoller |21.1| 383113| 1817671| 83| 20.80| 43.13| 4.51| 24.87|
|GoTo20Bot |21.0| 381738| 1817765| 92| 21.26| 43.11| 4.44| 26.02|
|FooBot |21.0| 381595| 1817169| 96| 22.11| 43.62| 3.91| 34.87|
|Hesitate |20.9| 380648| 1818690| 84| 21.18| 44.73| 3.90| 34.93|
|GoTo20orBestBot |20.7| 376929| 1816632| 81| 21.08| 43.96| 4.45| 25.79|
|LastRound |20.6| 374936| 1817918| 79| 20.71| 43.34| 4.17| 30.41|
|BePrepared |20.6| 374313| 1816897| 89| 18.69| 47.64| 4.30| 28.34|
|Stalker |20.5| 372315| 1818032| 87| 20.42| 45.12| 3.78| 37.02|
|FortyTeen |19.9| 361996| 1819512| 88| 21.00| 46.63| 3.88| 35.40|
|Chaser |19.8| 359311| 1816875| 84| 19.79| 45.49| 4.02| 33.03|
|Crush |19.5| 354384| 1818530| 83| 14.72| 42.91| 5.18| 13.58|
|ClunkyChicken |19.1| 347610| 1817492| 84| 21.17| 45.40| 3.30| 45.07|
|RollForLuckBot |17.2| 312147| 1818033| 97| 17.44| 50.34| 4.72| 21.38|
|TakeFive |17.1| 310446| 1817875| 82| 19.45| 44.50| 3.36| 44.03|
|Alpha |16.3| 296175| 1818779| 92| 17.70| 46.64| 4.00| 33.41|
|LeadBy5Bot |16.0| 290738| 1817308| 98| 17.40| 46.91| 4.08| 32.06|
|GoHomeBot |15.9| 289799| 1819228| 44| 13.27| 41.41| 5.49| 8.53|
|NotTooFarBehindBot |15.7| 285797| 1819208| 90| 18.01| 44.86| 2.97| 50.49|
|GoToSeventeenRollTenBot|14.6| 265503| 1818265| 98| 10.28| 49.21| 5.68| 5.42|
|LizduadacBot |14.5| 263436| 1819146| 78| 9.70| 51.35| 5.72| 4.69|
|BringMyOwn_dice |12.9| 234752| 1817897| 44| 21.34| 41.47| 4.24| 29.33|
|ExpectationsBot | 9.7| 176728| 1819545| 44| 24.42| 41.55| 3.57| 40.40|
|OneStepAheadBot | 9.0| 162878| 1816973| 50| 18.25| 46.01| 3.20| 46.57|
|GoToTenBot | 7.6| 137751| 1820991| 53| 22.98| 45.47| 2.95| 50.92|
|GoBigEarly | 7.0| 127587| 1818227| 49| 20.79| 42.96| 3.90| 35.07|
|MatchLeaderBot | 6.6| 119331| 1818999| 85| 19.80| 41.95| 3.10| 48.31|
|OneInFiveBot | 6.1| 110361| 1820426| 154| 17.28| 49.57| 3.00| 50.04|
|ThrowThriceBot | 4.3| 78694| 1816318| 54| 21.71| 44.55| 2.53| 57.90|
|FutureBot | 4.3| 78383| 1817617| 50| 17.94| 45.16| 2.36| 60.68|
|SlowStart | 2.5| 44643| 1818002| 67| 16.43| 47.49| 1.81| 69.81|
|GamblersFallacy | 1.3| 24385| 1817723| 44| 22.54| 41.50| 2.81| 53.14|
|ThrowTwiceBot | 0.8| 14613| 1816817| 49| 18.08| 43.15| 1.83| 69.43|
|FlipCoinRollDice | 0.7| 13421| 1818027| 74| 15.31| 44.54| 1.61| 73.19|
|BlessRNG | 0.1| 2652| 1819312| 49| 14.55| 42.80| 1.42| 76.37|
|BrainBot | 0.0| 28| 1816964| 44| 10.93| 41.29| 1.00| 83.33|
|StopBot | 0.0| 20| 1819486| 44| 10.94| 41.65| 1.00| 83.34|
|PointsAreForNerdsBot | 0.0| 0| 1818933| 0| 0.00| 0.00| 6.00| 0.00|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
random game king-of-the-hill python
2
So maybe the rules would be slightly clearer if they said "when a player ends their turn with a score of at least 40, everyone else gets a last turn". This avoids the apparent conflict by pointing out it's not reaching 40 that really triggers the last round, it's stopping with at least 40.
– aschepler
Dec 19 at 22:15
1
@aschepler that's a good formulation, I'll edit the post when I'm on my computer
– maxb
Dec 20 at 5:13
2
@maxb I've extended the controller to add more stats that were relevant to my development process: highest score reached, average score reached and average winning score gist.github.com/A-w-K/91446718a46f3e001c19533298b5756c
– AKroell
Dec 20 at 12:49
1
@AKroell Thanks for the addition! I have also made some ongoing changes to get more stats, but mostly related to bot runtimes and checking for ties. I'll try to look through your additions later today and update it.
– maxb
Dec 20 at 12:58
2
This sounds very similar to a very fun dice game called Farkled en.wikipedia.org/wiki/Farkle
– Caleb Jay
Dec 20 at 19:02
|
show 9 more comments
I was invited to play a game of dice which I had never heard of. The rules were simple, yet I think it would be perfect for a KotH challenge.
The rules
The start of the game
The die goes around the table, and each time it is your turn, you get to throw the die as many times as you want. However, you have to throw it at least once. You keep track of the sum of all throws for your round. If you choose to stop, the score for the round is added to your total score.
So why would you ever stop throwing the die? Because if you get 6, your score for the entire round becomes zero, and the die is passed on. Thus, the initial goal is to increase your score as quickly as possible.
Who is the winner?
When the first player around the table reaches 40 points or more, the last round starts. Once the last round has started, everyone except the person who initiated the last round gets one more turn.
The rules for the last round is the same as for any other round. You choose to keep throwing or to stop. However, you know that you have no chance of winning if you don't get a higher score than those before you on the last round. But if you keep going too far, then you might get a 6.
However, there's one more rule to take into consideration. If your current total score (your previous score + your current score for the round) is 40 or more, and you hit a 6, your total score is set to 0. That means that you have to start all over. If you hit a 6 when your current total score is 40 or more, the game continues as normal, except that you're now in last place. The last round is not triggered when your total score is reset. You could still win the round, but it does become more challenging.
The winner is the player with the highest score once the last round is over. If two or more players share the same score, they will all be counted as victors.
An added rule is that the game continues for a maximum of 200 rounds. This is to prevent cases where multiple bots basically keep throwing until they hit 6 to stay at their current score. Once the 199th round is passed, last_round
is set to true, and one more round is played. If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
Recap
- Each round you keep throwing the die until you choose to stop or you get a 6
- You must throw the die once (if your first throw is a 6, your round is immediately over)
- If you get a 6, your current score is set to 0 (not your total score)
- You add your current score to your total score after each round
- When a bot ends their turn resulting in a total score of at least 40, everyone else gets a last turn
- If your current total score is $geq 40$ and you get a 6, your total score is set to 0 and your round is over
- The last round is not triggered when the above occurs
- The person with the highest total score after the last round is the winner
- In case there are multiple winners, all will be counted as winners
- The game lasts for a maximum of 200 rounds
Clarification of the scores
- Total score: the score that you have saved from previous rounds
- Current score: the score for the current round
- Current total score: the sum of the two scores above
How do you participate
To participate in this KotH challenge, you should write a Python class which inherits from Bot
. You should implement the function: make_throw(self, scores, last_round)
. That function will be called once it is your turn, and your first throw was not a 6. To keep throwing, you should yield True
. To stop throwing, you should yield False
. After each throw, the parent function update_state
is called. Thus, you have access to your throws for the current round using the variable self.current_throws
. You also have access to your own index using self.index
. Thus, to see your own total score you would use scores[self.index]
. You could also access the end_score
for the game by using self.end_score
, but you can safely assume that it will be 40 for this challenge.
You are allowed to create helper functions inside your class. You may also override functions existing in the Bot
parent class, e.g. if you want to add more class properties. You are not allowed to modify the state of the game in any way except yielding True
or False
.
You're free to seek inspiration from this post, and copy any of the two bots that I've included here. However, I'm afraid that they're not particularly effective...
On allowing other languages
In both the sandbox and on The Nineteenth Byte, we have had discussions about allowing submissions in other languages. After reading about such implementations, and hearing arguments from both sides, I have decided to restrict this challenge to Python only. This is due to two factors: the time required to support multiple languages, and the randomness of this challenge requiring a high number of iterations to reach stability. I hope that you will still participate, and if you want to learn some Python for this challenge, I'll try to be available in the chat as often as possible.
For any questions that you might have, you can write in the chat room for this challenge. See you there!
Rules
- Sabotage is allowed, and encouraged. That is, sabotage against other players
- Any attempt to tinker with the controller, runtime or other submissions will be disqualified. All submissions should only work with the inputs and storage they are given.
- Any bot which uses more than 500MB memory to make its decision will be disqualified (if you need that much memory you should rethink your choices)
- A bot must not implement the exact same strategy as an existing one, intentionally or accidentally.
- You are allowed to update your bot during the time of the challenge. However, you could also post another bot if your approach is different.
Example
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
This bot will keep going until it has a score of at least 10 for the round, or it throws a 6. Note that you don't need any logic to handle throwing 6. Also note that if your first throw is a 6, make_throw
is never called, since your round is immediately over.
For those who are new to Python (and new to the yield
concept), but want to give this a go, the yield
keyword is similar to a return in some ways, but different in other ways. You can read about the concept here. Basically, once you yield
, your function will stop, and the value you yield
ed will be sent back to the controller. There, the controller handles its logic until it is time for your bot to make another decision. Then the controller sends you the dice throw, and your make_throw
function will continue executing right where if stopped before, basically on the line after the previous yield
statement.
This way, the game controller can update the state without requiring a separate bot function call for each dice throw.
Specification
You may use any Python library available in pip
. To ensure that I'll be able to get a good average, you have a 100 millisecond time limit per round. I'd be really happy if your script was way faster than that, so that I can run more rounds.
Evaluation
To find the winner, I will take all bots and run them in random groups of 8. If there are fewer than 8 classes submitted, I will run them in random groups of 4 to avoid always having all bots in each round. I will run simulations for about 8 hours, and the winner will be the bot with the highest win percentage. I will run start the final simulations at the start of 2019, giving you all Christmas to code your bots! The preliminary final date is January 4th, but if that's too little time I can change it to a later date.
Until then, I'll try to make a daily simulation using 30-60 minutes of CPU time, and updating the score board. This will not be the official score, but it will serve as a guide to see which bots perform the best. However, with Christmas coming up, I hope you can understand that I won't be available at all times. I'll do my best to run simulations and answer any questions related to the challenge.
Test it yourself
If you want to run your own simulations, here's the full code to the controller running the simulation, including two example bots.
Controller
Here's the updated controller for this challenge. It supports ANSI outputs, multi-threading, and collects additional stats thanks to AKroell! When I make changes to the controller, I'll update the post once documentation is complete.
import random
import time
import math
import sys
from multiprocessing import Pool
from collections import defaultdict
# Importing all the bots
from forty_game_bots import *
# If you want to see what each bot decides, set this to true
# Should only be used with one thread and one game
DEBUG = False
# If your terminal supports ANSI, try setting this to true
ANSI = False
def print_str(x, y, string):
print("33["+str(y)+";"+str(x)+"H"+string, end = "", flush = True)
class bcolors:
WHITE = '33[0m'
GREEN = '33[92m'
BLUE = '33[94m'
YELLOW = '33[93m'
RED = '33[91m'
ENDC = '33[0m'
# Class for handling the game logic and relaying information to the bots
class Controller:
def __init__(self, bots_per_game, games, bots, thread_id):
"""Initiates all fields relevant to the simulation
Keyword arguments:
bots_per_game -- the number of bots that should be included in a game
games -- the number of games that should be simulated
bots -- a list of all available bot classes
"""
self.bots_per_game = bots_per_game
self.games = games
self.bots = bots
self.number_of_bots = len(self.bots)
self.wins = defaultdict(int)
self.played_games = defaultdict(int)
self.bot_timings = defaultdict(float)
# self.wins = {bot.__name__: 0 for bot in self.bots}
# self.played_games = {bot.__name__: 0 for bot in self.bots}
self.end_score = 40
self.thread_id = thread_id
self.max_rounds = 200
self.timed_out_games = 0
self.tied_games = 0
self.total_rounds = 0
self.highest_round = 0
#max, avg, avg_win, throws, success, rounds
self.highscore = defaultdict(lambda:[0, 0, 0, 0, 0, 0])
# self.highscore = {bot.__name__: [0, 0, 0] for bot in self.bots}
# Returns a fair dice throw
def throw_die(self):
return random.randint(1,6)
# Print the current game number without newline
def print_progress(self, progress):
length = 50
filled = int(progress*length)
fill = "="*filled
space = " "*(length-filled)
perc = int(100*progress)
if ANSI:
col = [
bcolors.RED,
bcolors.YELLOW,
bcolors.WHITE,
bcolors.BLUE,
bcolors.GREEN
][int(progress*4)]
end = bcolors.ENDC
print_str(5, 8 + self.thread_id,
"t%s[%s%s] %3d%%%s" % (col, fill, space, perc, end)
)
else:
print(
"rt[%s%s] %3d%%" % (fill, space, perc),
flush = True,
end = ""
)
# Handles selecting bots for each game, and counting how many times
# each bot has participated in a game
def simulate_games(self):
for game in range(self.games):
if self.games > 100:
if game % (self.games // 100) == 0 and not DEBUG:
if self.thread_id == 0 or ANSI:
progress = (game+1) / self.games
self.print_progress(progress)
game_bot_indices = random.sample(
range(self.number_of_bots),
self.bots_per_game
)
game_bots = [None for _ in range(self.bots_per_game)]
for i, bot_index in enumerate(game_bot_indices):
self.played_games[self.bots[bot_index].__name__] += 1
game_bots[i] = self.bots[bot_index](i, self.end_score)
self.play(game_bots)
if not DEBUG and (ANSI or self.thread_id == 0):
self.print_progress(1)
self.collect_results()
def play(self, game_bots):
"""Simulates a single game between the bots present in game_bots
Keyword arguments:
game_bots -- A list of instantiated bot objects for the game
"""
last_round = False
last_round_initiator = -1
round_number = 0
game_scores = [0 for _ in range(self.bots_per_game)]
# continue until one bot has reached end_score points
while not last_round:
for index, bot in enumerate(game_bots):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
if game_scores[index] >= self.end_score and not last_round:
last_round = True
last_round_initiator = index
round_number += 1
# maximum of 200 rounds per game
if round_number > self.max_rounds - 1:
last_round = True
self.timed_out_games += 1
# this ensures that everyone gets their last turn
last_round_initiator = self.bots_per_game
# make sure that all bots get their last round
for index, bot in enumerate(game_bots[:last_round_initiator]):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
# calculate which bots have the highest score
max_score = max(game_scores)
nr_of_winners = 0
for i in range(self.bots_per_game):
bot_name = game_bots[i].__class__.__name__
# average score per bot
self.highscore[bot_name][1] += game_scores[i]
if self.highscore[bot_name][0] < game_scores[i]:
# maximum score per bot
self.highscore[bot_name][0] = game_scores[i]
if game_scores[i] == max_score:
# average winning score per bot
self.highscore[bot_name][2] += game_scores[i]
nr_of_winners += 1
self.wins[bot_name] += 1
if nr_of_winners > 1:
self.tied_games += 1
self.total_rounds += round_number
self.highest_round = max(self.highest_round, round_number)
def single_bot(self, index, bot, game_scores, last_round):
"""Simulates a single round for one bot
Keyword arguments:
index -- The player index of the bot (e.g. 0 if the bot goes first)
bot -- The bot object about to be simulated
game_scores -- A list of ints containing the scores of all players
last_round -- Boolean describing whether it is currently the last round
"""
current_throws = [self.throw_die()]
if current_throws[-1] != 6:
bot.update_state(current_throws[:])
for throw in bot.make_throw(game_scores, last_round):
# send the last die cast to the bot
if not throw:
break
current_throws.append(self.throw_die())
if current_throws[-1] == 6:
break
bot.update_state(current_throws[:])
if current_throws[-1] == 6:
# reset total score if running total is above end_score
if game_scores[index] + sum(current_throws) - 6 >= self.end_score:
game_scores[index] = 0
else:
# add to total score if no 6 is cast
game_scores[index] += sum(current_throws)
if DEBUG:
desc = "%d: Bot %24s plays %40s with " +
"scores %30s and last round == %5s"
print(desc % (index, bot.__class__.__name__,
current_throws, game_scores, last_round))
bot_name = bot.__class__.__name__
# average throws per round
self.highscore[bot_name][3] += len(current_throws)
# average success rate per round
self.highscore[bot_name][4] += int(current_throws[-1] != 6)
# total number of rounds
self.highscore[bot_name][5] += 1
# Collects all stats for the thread, so they can be summed up later
def collect_results(self):
self.bot_stats = {
bot.__name__: [
self.wins[bot.__name__],
self.played_games[bot.__name__],
self.highscore[bot.__name__]
]
for bot in self.bots}
#
def print_results(total_bot_stats, total_game_stats, elapsed_time):
"""Print the high score after the simulation
Keyword arguments:
total_bot_stats -- A list containing the winning stats for each thread
total_game_stats -- A list containing controller stats for each thread
elapsed_time -- The number of seconds that it took to run the simulation
"""
# Find the name of each bot, the number of wins, the number
# of played games, and the win percentage
wins = defaultdict(int)
played_games = defaultdict(int)
highscores = defaultdict(lambda: [0, 0, 0, 0, 0, 0])
bots = set()
timed_out_games = sum(s[0] for s in total_game_stats)
tied_games = sum(s[1] for s in total_game_stats)
total_games = sum(s[2] for s in total_game_stats)
total_rounds = sum(s[4] for s in total_game_stats)
highest_round = max(s[5] for s in total_game_stats)
average_rounds = total_rounds / total_games
bot_timings = defaultdict(float)
for thread in total_bot_stats:
for bot, stats in thread.items():
wins[bot] += stats[0]
played_games[bot] += stats[1]
highscores[bot][0] = max(highscores[bot][0], stats[2][0])
for i in range(1, 6):
highscores[bot][i] += stats[2][i]
bots.add(bot)
for bot in bots:
bot_timings[bot] += sum(s[3][bot] for s in total_game_stats)
bot_stats = [[bot, wins[bot], played_games[bot], 0] for bot in bots]
for i, bot in enumerate(bot_stats):
bot[3] = 100 * bot[1] / bot[2] if bot[2] > 0 else 0
bot_stats[i] = tuple(bot)
# Sort the bots by their winning percentage
sorted_scores = sorted(bot_stats, key=lambda x: x[3], reverse=True)
# Find the longest class name for any bot
max_len = max([len(b[0]) for b in bot_stats])
# Print the highscore list
if ANSI:
print_str(0, 9 + threads, "")
else:
print("n")
sim_msg = "tSimulation or %d games between %d bots " +
"completed in %.1f seconds"
print(sim_msg % (total_games, len(bots), elapsed_time))
print("tEach game lasted for an average of %.2f rounds" % average_rounds)
print("t%d games were tied between two or more bots" % tied_games)
print("t%d games ran until the round limit, highest round was %dn"
% (timed_out_games, highest_round))
print_bot_stats(sorted_scores, max_len, highscores)
print_time_stats(bot_timings, max_len)
def print_bot_stats(sorted_scores, max_len, highscores):
"""Print the stats for the bots
Keyword arguments:
sorted_scores -- A list containing the bots in sorted order
max_len -- The maximum name length for all bots
highscores -- A dict with additional stats for each bot
"""
delimiter_format = "t+%s%s+%s+%s+%s+%s+%s+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "", "-"*4, "-"*8,
"-"*8, "-"*6, "-"*6, "-"*7, "-"*6, "-"*8)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%4s|%8s|%8s|%6s|%6s|%7s|%6s|%8s|"
% ("Bot", " "*(max_len-3), "Win%", "Wins",
"Played", "Max", "Avg", "Avg win", "Throws", "Success%"))
print(delimiter_str)
for bot, wins, played, score in sorted_scores:
highscore = highscores[bot]
bot_max_score = highscore[0]
bot_avg_score = highscore[1] / played
bot_avg_win_score = highscore[2] / max(1, wins)
bot_avg_throws = highscore[3] / highscore[5]
bot_success_rate = 100 * highscore[4] / highscore[5]
space_fill = " "*(max_len-len(bot))
format_str = "t|%s%s|%4.1f|%8d|%8d|%6d|%6.2f|%7.2f|%6.2f|%8.2f|"
format_arguments = (bot, space_fill, score, wins,
played, bot_max_score, bot_avg_score,
bot_avg_win_score, bot_avg_throws, bot_success_rate)
print(format_str % format_arguments)
print(delimiter_str)
print()
def print_time_stats(bot_timings, max_len):
"""Print the execution time for all bots
Keyword arguments:
bot_timings -- A dict containing information about timings for each bot
max_len -- The maximum name length for all bots
"""
total_time = sum(bot_timings.values())
sorted_times = sorted(bot_timings.items(),
key=lambda x: x[1], reverse = True)
delimiter_format = "t+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "-"*5, "-"*5)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%5s|%5s|" % ("Bot", " "*(max_len-3), "Time", "Time%"))
print(delimiter_str)
for bot, bot_time in sorted_times:
space_fill = " "*(max_len-len(bot))
perc = 100 * bot_time / total_time
print("t|%s%s|%5.2f|%5.1f|" % (bot, space_fill, bot_time, perc))
print(delimiter_str)
print()
def run_simulation(thread_id, bots_per_game, games_per_thread, bots):
"""Used by multithreading to run the simulation in parallel
Keyword arguments:
thread_id -- A unique identifier for each thread, starting at 0
bots_per_game -- How many bots should participate in each game
games_per_thread -- The number of games to be simulated
bots -- A list of all bot classes available
"""
try:
controller = Controller(bots_per_game,
games_per_thread, bots, thread_id)
controller.simulate_games()
controller_stats = (
controller.timed_out_games,
controller.tied_games,
controller.games,
controller.bot_timings,
controller.total_rounds,
controller.highest_round
)
return (controller.bot_stats, controller_stats)
except KeyboardInterrupt:
return {}
# Prints the help for the script
def print_help():
print("nThis is the controller for the PPCG KotH challenge " +
"'A game of dice, but avoid number 6'")
print("For any question, send a message to maxbn")
print("Usage: python %s [OPTIONS]" % sys.argv[0])
print("n -nttthe number of games to simluate")
print(" -bttthe number of bots per round")
print(" -tttthe number of threads")
print(" -At--ansitrun in ANSI mode, with prettier printing")
print(" -Dt--debugtrun in debug mode. Sets to 1 thread, 1 game")
print(" -ht--helptshow this helpn")
if __name__ == "__main__":
bots = get_all_bots()
games = 10000
bots_per_game = 8
threads = 4
for i, arg in enumerate(sys.argv):
if arg == "-n" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
games = int(sys.argv[i+1])
if arg == "-b" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
bots_per_game = int(sys.argv[i+1])
if arg == "-t" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
threads = int(sys.argv[i+1])
if arg == "-A" or arg == "--ansi":
ANSI = True
if arg == "-D" or arg == "--debug":
DEBUG = True
if arg == "-h" or arg == "--help":
print_help()
quit()
if ANSI:
print(chr(27) + "[2J", flush = True)
print_str(1,3,"")
else:
print()
if bots_per_game > len(bots):
bots_per_game = len(bots)
if bots_per_game < 2:
print("tAt least 2 bots per game is needed")
bots_per_game = 2
if games <= 0:
print("tAt least 1 game is needed")
games = 1
if threads <= 0:
print("tAt least 1 thread is needed")
threads = 1
if DEBUG:
print("tRunning in debug mode, with 1 thread and 1 game")
threads = 1
games = 1
games_per_thread = math.ceil(games / threads)
print("tStarting simulation with %d bots" % len(bots))
sim_str = "tSimulating %d games with %d bots per game"
print(sim_str % (games, bots_per_game))
print("tRunning simulation on %d threads" % threads)
if len(sys.argv) == 1:
print("tFor help running the script, use the -h flag")
print()
with Pool(threads) as pool:
t0 = time.time()
results = pool.starmap(
run_simulation,
[(i, bots_per_game, games_per_thread, bots) for i in range(threads)]
)
t1 = time.time()
if not DEBUG:
total_bot_stats = [r[0] for r in results]
total_game_stats = [r[1] for r in results]
print_results(total_bot_stats, total_game_stats, t1-t0)
If you want access to the original controller for this challenge, it is available in the edit history. The new controller has the exact same logic for running the game, the only difference is performance, stat collection and prettier printing.
Bots
On my machine, the bots are kept in the file forty_game_bots.py
. If you use any other name for the file, you must update the import
statement at the top of the controller.
import sys, inspect
# Returns a list of all bot classes which inherit from the Bot class
def get_all_bots():
bots =
current_module = sys.modules[__name__]
for name, obj in inspect.getmembers(current_module, inspect.isclass):
if name != "Bot":
bots.append(obj)
return bots
# The parent class for all bots
class Bot:
def __init__(self, index, end_score):
self.index = index
self.end_score = end_score
def update_state(self, current_throws):
self.current_throws = current_throws
def make_throw(self, scores, last_round):
yield False
class ThrowTwiceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield False
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
Running the simulation
To run a simulation, save both code snippets posted above to two separate files. I have saved them as forty_game_controller.py
and forty_game_bots.py
. Then you simply use python forty_game_controller.py
or python3 forty_game_controller.py
depending on your Python configuration. Follow the instructions from there if you want to configure your simulation further, or try tinkering with the code if you want.
Game stats
If you're making a bot that aims for a certain score without taking other bots into consideration, these are the winning score percentiles:
+----------+-----+
|Percentile|Score|
+----------+-----+
| 50.00| 44|
| 75.00| 47|
| 90.00| 51|
| 95.00| 53|
| 99.00| 58|
| 99.90| 67|
| 99.99| 154|
+----------+-----+
Highscores
As more answers are posted, I'll try to keep this list updated. The contents of the list will always be from the latest simulation. The bots ThrowTwiceBot
and GoToTenBot
are the bots from the code above, and are used as reference. I did a simulation with 10^8 games, which took about 1 hour. Then I saw that the game reached stability compared to my runs with 10^7 games. However, with people still posting bots, I won't do any longer simulations until the frequency of responses has gone down.
I try to add all new bots and add any changes that you've made to existing bots. If it seems that I have missed your bot or any new changes you have, write in the chat and I'll make sure to have your very latest version in the next simulation.
We now have more stats for each bot thanks to AKroell! The three new columns contain the maximum score across all games, the average score per game, and the average score when winning for each bot.
As pointed out in the comments, there was an issue with the game logic which made bots that had a higher index within a game get an extra round in some cases. This has been fixed now, and the scores below reflect this.
The bot NeoBot
does follow the rules, but uses a loophole by predicting the random generator. Since this bot takes a lot of resources to simulate, I have added its stats from a simulation with fewer games.
Simulation or 10000008 games between 44 bots completed in 526.5 seconds
Each game lasted for an average of 3.74 rounds
789768 games were tied between two or more bots
0 games ran until the round limit, highest round was 16
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|NeoBot |51.7| 91960| 177998| 232| 45.75| 59.09| 5.10| 82.32|
|OptFor2 |22.6| 409924| 1817383| 85| 20.73| 44.12| 4.00| 33.31|
|EnsureLead |21.7| 395380| 1819194| 87| 20.58| 43.93| 4.49| 25.17|
|StepBot |21.5| 390379| 1815804| 96| 20.53| 43.34| 4.55| 24.18|
|Roll6Timesv2 |21.2| 386196| 1818792| 83| 20.93| 43.39| 4.37| 27.19|
|QuotaBot |21.2| 385746| 1817957| 84| 20.04| 44.84| 4.49| 25.06|
|BinaryBot |21.2| 385007| 1818590| 92| 21.11| 44.30| 3.84| 36.07|
|AggressiveStalker |21.1| 384644| 1819062| 89| 20.69| 44.63| 3.87| 35.46|
|AdaptiveRoller |21.1| 383113| 1817671| 83| 20.80| 43.13| 4.51| 24.87|
|GoTo20Bot |21.0| 381738| 1817765| 92| 21.26| 43.11| 4.44| 26.02|
|FooBot |21.0| 381595| 1817169| 96| 22.11| 43.62| 3.91| 34.87|
|Hesitate |20.9| 380648| 1818690| 84| 21.18| 44.73| 3.90| 34.93|
|GoTo20orBestBot |20.7| 376929| 1816632| 81| 21.08| 43.96| 4.45| 25.79|
|LastRound |20.6| 374936| 1817918| 79| 20.71| 43.34| 4.17| 30.41|
|BePrepared |20.6| 374313| 1816897| 89| 18.69| 47.64| 4.30| 28.34|
|Stalker |20.5| 372315| 1818032| 87| 20.42| 45.12| 3.78| 37.02|
|FortyTeen |19.9| 361996| 1819512| 88| 21.00| 46.63| 3.88| 35.40|
|Chaser |19.8| 359311| 1816875| 84| 19.79| 45.49| 4.02| 33.03|
|Crush |19.5| 354384| 1818530| 83| 14.72| 42.91| 5.18| 13.58|
|ClunkyChicken |19.1| 347610| 1817492| 84| 21.17| 45.40| 3.30| 45.07|
|RollForLuckBot |17.2| 312147| 1818033| 97| 17.44| 50.34| 4.72| 21.38|
|TakeFive |17.1| 310446| 1817875| 82| 19.45| 44.50| 3.36| 44.03|
|Alpha |16.3| 296175| 1818779| 92| 17.70| 46.64| 4.00| 33.41|
|LeadBy5Bot |16.0| 290738| 1817308| 98| 17.40| 46.91| 4.08| 32.06|
|GoHomeBot |15.9| 289799| 1819228| 44| 13.27| 41.41| 5.49| 8.53|
|NotTooFarBehindBot |15.7| 285797| 1819208| 90| 18.01| 44.86| 2.97| 50.49|
|GoToSeventeenRollTenBot|14.6| 265503| 1818265| 98| 10.28| 49.21| 5.68| 5.42|
|LizduadacBot |14.5| 263436| 1819146| 78| 9.70| 51.35| 5.72| 4.69|
|BringMyOwn_dice |12.9| 234752| 1817897| 44| 21.34| 41.47| 4.24| 29.33|
|ExpectationsBot | 9.7| 176728| 1819545| 44| 24.42| 41.55| 3.57| 40.40|
|OneStepAheadBot | 9.0| 162878| 1816973| 50| 18.25| 46.01| 3.20| 46.57|
|GoToTenBot | 7.6| 137751| 1820991| 53| 22.98| 45.47| 2.95| 50.92|
|GoBigEarly | 7.0| 127587| 1818227| 49| 20.79| 42.96| 3.90| 35.07|
|MatchLeaderBot | 6.6| 119331| 1818999| 85| 19.80| 41.95| 3.10| 48.31|
|OneInFiveBot | 6.1| 110361| 1820426| 154| 17.28| 49.57| 3.00| 50.04|
|ThrowThriceBot | 4.3| 78694| 1816318| 54| 21.71| 44.55| 2.53| 57.90|
|FutureBot | 4.3| 78383| 1817617| 50| 17.94| 45.16| 2.36| 60.68|
|SlowStart | 2.5| 44643| 1818002| 67| 16.43| 47.49| 1.81| 69.81|
|GamblersFallacy | 1.3| 24385| 1817723| 44| 22.54| 41.50| 2.81| 53.14|
|ThrowTwiceBot | 0.8| 14613| 1816817| 49| 18.08| 43.15| 1.83| 69.43|
|FlipCoinRollDice | 0.7| 13421| 1818027| 74| 15.31| 44.54| 1.61| 73.19|
|BlessRNG | 0.1| 2652| 1819312| 49| 14.55| 42.80| 1.42| 76.37|
|BrainBot | 0.0| 28| 1816964| 44| 10.93| 41.29| 1.00| 83.33|
|StopBot | 0.0| 20| 1819486| 44| 10.94| 41.65| 1.00| 83.34|
|PointsAreForNerdsBot | 0.0| 0| 1818933| 0| 0.00| 0.00| 6.00| 0.00|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
random game king-of-the-hill python
I was invited to play a game of dice which I had never heard of. The rules were simple, yet I think it would be perfect for a KotH challenge.
The rules
The start of the game
The die goes around the table, and each time it is your turn, you get to throw the die as many times as you want. However, you have to throw it at least once. You keep track of the sum of all throws for your round. If you choose to stop, the score for the round is added to your total score.
So why would you ever stop throwing the die? Because if you get 6, your score for the entire round becomes zero, and the die is passed on. Thus, the initial goal is to increase your score as quickly as possible.
Who is the winner?
When the first player around the table reaches 40 points or more, the last round starts. Once the last round has started, everyone except the person who initiated the last round gets one more turn.
The rules for the last round is the same as for any other round. You choose to keep throwing or to stop. However, you know that you have no chance of winning if you don't get a higher score than those before you on the last round. But if you keep going too far, then you might get a 6.
However, there's one more rule to take into consideration. If your current total score (your previous score + your current score for the round) is 40 or more, and you hit a 6, your total score is set to 0. That means that you have to start all over. If you hit a 6 when your current total score is 40 or more, the game continues as normal, except that you're now in last place. The last round is not triggered when your total score is reset. You could still win the round, but it does become more challenging.
The winner is the player with the highest score once the last round is over. If two or more players share the same score, they will all be counted as victors.
An added rule is that the game continues for a maximum of 200 rounds. This is to prevent cases where multiple bots basically keep throwing until they hit 6 to stay at their current score. Once the 199th round is passed, last_round
is set to true, and one more round is played. If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
Recap
- Each round you keep throwing the die until you choose to stop or you get a 6
- You must throw the die once (if your first throw is a 6, your round is immediately over)
- If you get a 6, your current score is set to 0 (not your total score)
- You add your current score to your total score after each round
- When a bot ends their turn resulting in a total score of at least 40, everyone else gets a last turn
- If your current total score is $geq 40$ and you get a 6, your total score is set to 0 and your round is over
- The last round is not triggered when the above occurs
- The person with the highest total score after the last round is the winner
- In case there are multiple winners, all will be counted as winners
- The game lasts for a maximum of 200 rounds
Clarification of the scores
- Total score: the score that you have saved from previous rounds
- Current score: the score for the current round
- Current total score: the sum of the two scores above
How do you participate
To participate in this KotH challenge, you should write a Python class which inherits from Bot
. You should implement the function: make_throw(self, scores, last_round)
. That function will be called once it is your turn, and your first throw was not a 6. To keep throwing, you should yield True
. To stop throwing, you should yield False
. After each throw, the parent function update_state
is called. Thus, you have access to your throws for the current round using the variable self.current_throws
. You also have access to your own index using self.index
. Thus, to see your own total score you would use scores[self.index]
. You could also access the end_score
for the game by using self.end_score
, but you can safely assume that it will be 40 for this challenge.
You are allowed to create helper functions inside your class. You may also override functions existing in the Bot
parent class, e.g. if you want to add more class properties. You are not allowed to modify the state of the game in any way except yielding True
or False
.
You're free to seek inspiration from this post, and copy any of the two bots that I've included here. However, I'm afraid that they're not particularly effective...
On allowing other languages
In both the sandbox and on The Nineteenth Byte, we have had discussions about allowing submissions in other languages. After reading about such implementations, and hearing arguments from both sides, I have decided to restrict this challenge to Python only. This is due to two factors: the time required to support multiple languages, and the randomness of this challenge requiring a high number of iterations to reach stability. I hope that you will still participate, and if you want to learn some Python for this challenge, I'll try to be available in the chat as often as possible.
For any questions that you might have, you can write in the chat room for this challenge. See you there!
Rules
- Sabotage is allowed, and encouraged. That is, sabotage against other players
- Any attempt to tinker with the controller, runtime or other submissions will be disqualified. All submissions should only work with the inputs and storage they are given.
- Any bot which uses more than 500MB memory to make its decision will be disqualified (if you need that much memory you should rethink your choices)
- A bot must not implement the exact same strategy as an existing one, intentionally or accidentally.
- You are allowed to update your bot during the time of the challenge. However, you could also post another bot if your approach is different.
Example
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
This bot will keep going until it has a score of at least 10 for the round, or it throws a 6. Note that you don't need any logic to handle throwing 6. Also note that if your first throw is a 6, make_throw
is never called, since your round is immediately over.
For those who are new to Python (and new to the yield
concept), but want to give this a go, the yield
keyword is similar to a return in some ways, but different in other ways. You can read about the concept here. Basically, once you yield
, your function will stop, and the value you yield
ed will be sent back to the controller. There, the controller handles its logic until it is time for your bot to make another decision. Then the controller sends you the dice throw, and your make_throw
function will continue executing right where if stopped before, basically on the line after the previous yield
statement.
This way, the game controller can update the state without requiring a separate bot function call for each dice throw.
Specification
You may use any Python library available in pip
. To ensure that I'll be able to get a good average, you have a 100 millisecond time limit per round. I'd be really happy if your script was way faster than that, so that I can run more rounds.
Evaluation
To find the winner, I will take all bots and run them in random groups of 8. If there are fewer than 8 classes submitted, I will run them in random groups of 4 to avoid always having all bots in each round. I will run simulations for about 8 hours, and the winner will be the bot with the highest win percentage. I will run start the final simulations at the start of 2019, giving you all Christmas to code your bots! The preliminary final date is January 4th, but if that's too little time I can change it to a later date.
Until then, I'll try to make a daily simulation using 30-60 minutes of CPU time, and updating the score board. This will not be the official score, but it will serve as a guide to see which bots perform the best. However, with Christmas coming up, I hope you can understand that I won't be available at all times. I'll do my best to run simulations and answer any questions related to the challenge.
Test it yourself
If you want to run your own simulations, here's the full code to the controller running the simulation, including two example bots.
Controller
Here's the updated controller for this challenge. It supports ANSI outputs, multi-threading, and collects additional stats thanks to AKroell! When I make changes to the controller, I'll update the post once documentation is complete.
import random
import time
import math
import sys
from multiprocessing import Pool
from collections import defaultdict
# Importing all the bots
from forty_game_bots import *
# If you want to see what each bot decides, set this to true
# Should only be used with one thread and one game
DEBUG = False
# If your terminal supports ANSI, try setting this to true
ANSI = False
def print_str(x, y, string):
print("33["+str(y)+";"+str(x)+"H"+string, end = "", flush = True)
class bcolors:
WHITE = '33[0m'
GREEN = '33[92m'
BLUE = '33[94m'
YELLOW = '33[93m'
RED = '33[91m'
ENDC = '33[0m'
# Class for handling the game logic and relaying information to the bots
class Controller:
def __init__(self, bots_per_game, games, bots, thread_id):
"""Initiates all fields relevant to the simulation
Keyword arguments:
bots_per_game -- the number of bots that should be included in a game
games -- the number of games that should be simulated
bots -- a list of all available bot classes
"""
self.bots_per_game = bots_per_game
self.games = games
self.bots = bots
self.number_of_bots = len(self.bots)
self.wins = defaultdict(int)
self.played_games = defaultdict(int)
self.bot_timings = defaultdict(float)
# self.wins = {bot.__name__: 0 for bot in self.bots}
# self.played_games = {bot.__name__: 0 for bot in self.bots}
self.end_score = 40
self.thread_id = thread_id
self.max_rounds = 200
self.timed_out_games = 0
self.tied_games = 0
self.total_rounds = 0
self.highest_round = 0
#max, avg, avg_win, throws, success, rounds
self.highscore = defaultdict(lambda:[0, 0, 0, 0, 0, 0])
# self.highscore = {bot.__name__: [0, 0, 0] for bot in self.bots}
# Returns a fair dice throw
def throw_die(self):
return random.randint(1,6)
# Print the current game number without newline
def print_progress(self, progress):
length = 50
filled = int(progress*length)
fill = "="*filled
space = " "*(length-filled)
perc = int(100*progress)
if ANSI:
col = [
bcolors.RED,
bcolors.YELLOW,
bcolors.WHITE,
bcolors.BLUE,
bcolors.GREEN
][int(progress*4)]
end = bcolors.ENDC
print_str(5, 8 + self.thread_id,
"t%s[%s%s] %3d%%%s" % (col, fill, space, perc, end)
)
else:
print(
"rt[%s%s] %3d%%" % (fill, space, perc),
flush = True,
end = ""
)
# Handles selecting bots for each game, and counting how many times
# each bot has participated in a game
def simulate_games(self):
for game in range(self.games):
if self.games > 100:
if game % (self.games // 100) == 0 and not DEBUG:
if self.thread_id == 0 or ANSI:
progress = (game+1) / self.games
self.print_progress(progress)
game_bot_indices = random.sample(
range(self.number_of_bots),
self.bots_per_game
)
game_bots = [None for _ in range(self.bots_per_game)]
for i, bot_index in enumerate(game_bot_indices):
self.played_games[self.bots[bot_index].__name__] += 1
game_bots[i] = self.bots[bot_index](i, self.end_score)
self.play(game_bots)
if not DEBUG and (ANSI or self.thread_id == 0):
self.print_progress(1)
self.collect_results()
def play(self, game_bots):
"""Simulates a single game between the bots present in game_bots
Keyword arguments:
game_bots -- A list of instantiated bot objects for the game
"""
last_round = False
last_round_initiator = -1
round_number = 0
game_scores = [0 for _ in range(self.bots_per_game)]
# continue until one bot has reached end_score points
while not last_round:
for index, bot in enumerate(game_bots):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
if game_scores[index] >= self.end_score and not last_round:
last_round = True
last_round_initiator = index
round_number += 1
# maximum of 200 rounds per game
if round_number > self.max_rounds - 1:
last_round = True
self.timed_out_games += 1
# this ensures that everyone gets their last turn
last_round_initiator = self.bots_per_game
# make sure that all bots get their last round
for index, bot in enumerate(game_bots[:last_round_initiator]):
t0 = time.clock()
self.single_bot(index, bot, game_scores, last_round)
t1 = time.clock()
self.bot_timings[bot.__class__.__name__] += t1-t0
# calculate which bots have the highest score
max_score = max(game_scores)
nr_of_winners = 0
for i in range(self.bots_per_game):
bot_name = game_bots[i].__class__.__name__
# average score per bot
self.highscore[bot_name][1] += game_scores[i]
if self.highscore[bot_name][0] < game_scores[i]:
# maximum score per bot
self.highscore[bot_name][0] = game_scores[i]
if game_scores[i] == max_score:
# average winning score per bot
self.highscore[bot_name][2] += game_scores[i]
nr_of_winners += 1
self.wins[bot_name] += 1
if nr_of_winners > 1:
self.tied_games += 1
self.total_rounds += round_number
self.highest_round = max(self.highest_round, round_number)
def single_bot(self, index, bot, game_scores, last_round):
"""Simulates a single round for one bot
Keyword arguments:
index -- The player index of the bot (e.g. 0 if the bot goes first)
bot -- The bot object about to be simulated
game_scores -- A list of ints containing the scores of all players
last_round -- Boolean describing whether it is currently the last round
"""
current_throws = [self.throw_die()]
if current_throws[-1] != 6:
bot.update_state(current_throws[:])
for throw in bot.make_throw(game_scores, last_round):
# send the last die cast to the bot
if not throw:
break
current_throws.append(self.throw_die())
if current_throws[-1] == 6:
break
bot.update_state(current_throws[:])
if current_throws[-1] == 6:
# reset total score if running total is above end_score
if game_scores[index] + sum(current_throws) - 6 >= self.end_score:
game_scores[index] = 0
else:
# add to total score if no 6 is cast
game_scores[index] += sum(current_throws)
if DEBUG:
desc = "%d: Bot %24s plays %40s with " +
"scores %30s and last round == %5s"
print(desc % (index, bot.__class__.__name__,
current_throws, game_scores, last_round))
bot_name = bot.__class__.__name__
# average throws per round
self.highscore[bot_name][3] += len(current_throws)
# average success rate per round
self.highscore[bot_name][4] += int(current_throws[-1] != 6)
# total number of rounds
self.highscore[bot_name][5] += 1
# Collects all stats for the thread, so they can be summed up later
def collect_results(self):
self.bot_stats = {
bot.__name__: [
self.wins[bot.__name__],
self.played_games[bot.__name__],
self.highscore[bot.__name__]
]
for bot in self.bots}
#
def print_results(total_bot_stats, total_game_stats, elapsed_time):
"""Print the high score after the simulation
Keyword arguments:
total_bot_stats -- A list containing the winning stats for each thread
total_game_stats -- A list containing controller stats for each thread
elapsed_time -- The number of seconds that it took to run the simulation
"""
# Find the name of each bot, the number of wins, the number
# of played games, and the win percentage
wins = defaultdict(int)
played_games = defaultdict(int)
highscores = defaultdict(lambda: [0, 0, 0, 0, 0, 0])
bots = set()
timed_out_games = sum(s[0] for s in total_game_stats)
tied_games = sum(s[1] for s in total_game_stats)
total_games = sum(s[2] for s in total_game_stats)
total_rounds = sum(s[4] for s in total_game_stats)
highest_round = max(s[5] for s in total_game_stats)
average_rounds = total_rounds / total_games
bot_timings = defaultdict(float)
for thread in total_bot_stats:
for bot, stats in thread.items():
wins[bot] += stats[0]
played_games[bot] += stats[1]
highscores[bot][0] = max(highscores[bot][0], stats[2][0])
for i in range(1, 6):
highscores[bot][i] += stats[2][i]
bots.add(bot)
for bot in bots:
bot_timings[bot] += sum(s[3][bot] for s in total_game_stats)
bot_stats = [[bot, wins[bot], played_games[bot], 0] for bot in bots]
for i, bot in enumerate(bot_stats):
bot[3] = 100 * bot[1] / bot[2] if bot[2] > 0 else 0
bot_stats[i] = tuple(bot)
# Sort the bots by their winning percentage
sorted_scores = sorted(bot_stats, key=lambda x: x[3], reverse=True)
# Find the longest class name for any bot
max_len = max([len(b[0]) for b in bot_stats])
# Print the highscore list
if ANSI:
print_str(0, 9 + threads, "")
else:
print("n")
sim_msg = "tSimulation or %d games between %d bots " +
"completed in %.1f seconds"
print(sim_msg % (total_games, len(bots), elapsed_time))
print("tEach game lasted for an average of %.2f rounds" % average_rounds)
print("t%d games were tied between two or more bots" % tied_games)
print("t%d games ran until the round limit, highest round was %dn"
% (timed_out_games, highest_round))
print_bot_stats(sorted_scores, max_len, highscores)
print_time_stats(bot_timings, max_len)
def print_bot_stats(sorted_scores, max_len, highscores):
"""Print the stats for the bots
Keyword arguments:
sorted_scores -- A list containing the bots in sorted order
max_len -- The maximum name length for all bots
highscores -- A dict with additional stats for each bot
"""
delimiter_format = "t+%s%s+%s+%s+%s+%s+%s+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "", "-"*4, "-"*8,
"-"*8, "-"*6, "-"*6, "-"*7, "-"*6, "-"*8)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%4s|%8s|%8s|%6s|%6s|%7s|%6s|%8s|"
% ("Bot", " "*(max_len-3), "Win%", "Wins",
"Played", "Max", "Avg", "Avg win", "Throws", "Success%"))
print(delimiter_str)
for bot, wins, played, score in sorted_scores:
highscore = highscores[bot]
bot_max_score = highscore[0]
bot_avg_score = highscore[1] / played
bot_avg_win_score = highscore[2] / max(1, wins)
bot_avg_throws = highscore[3] / highscore[5]
bot_success_rate = 100 * highscore[4] / highscore[5]
space_fill = " "*(max_len-len(bot))
format_str = "t|%s%s|%4.1f|%8d|%8d|%6d|%6.2f|%7.2f|%6.2f|%8.2f|"
format_arguments = (bot, space_fill, score, wins,
played, bot_max_score, bot_avg_score,
bot_avg_win_score, bot_avg_throws, bot_success_rate)
print(format_str % format_arguments)
print(delimiter_str)
print()
def print_time_stats(bot_timings, max_len):
"""Print the execution time for all bots
Keyword arguments:
bot_timings -- A dict containing information about timings for each bot
max_len -- The maximum name length for all bots
"""
total_time = sum(bot_timings.values())
sorted_times = sorted(bot_timings.items(),
key=lambda x: x[1], reverse = True)
delimiter_format = "t+%s+%s+%s+"
delimiter_args = ("-"*(max_len), "-"*5, "-"*5)
delimiter_str = delimiter_format % delimiter_args
print(delimiter_str)
print("t|%s%s|%5s|%5s|" % ("Bot", " "*(max_len-3), "Time", "Time%"))
print(delimiter_str)
for bot, bot_time in sorted_times:
space_fill = " "*(max_len-len(bot))
perc = 100 * bot_time / total_time
print("t|%s%s|%5.2f|%5.1f|" % (bot, space_fill, bot_time, perc))
print(delimiter_str)
print()
def run_simulation(thread_id, bots_per_game, games_per_thread, bots):
"""Used by multithreading to run the simulation in parallel
Keyword arguments:
thread_id -- A unique identifier for each thread, starting at 0
bots_per_game -- How many bots should participate in each game
games_per_thread -- The number of games to be simulated
bots -- A list of all bot classes available
"""
try:
controller = Controller(bots_per_game,
games_per_thread, bots, thread_id)
controller.simulate_games()
controller_stats = (
controller.timed_out_games,
controller.tied_games,
controller.games,
controller.bot_timings,
controller.total_rounds,
controller.highest_round
)
return (controller.bot_stats, controller_stats)
except KeyboardInterrupt:
return {}
# Prints the help for the script
def print_help():
print("nThis is the controller for the PPCG KotH challenge " +
"'A game of dice, but avoid number 6'")
print("For any question, send a message to maxbn")
print("Usage: python %s [OPTIONS]" % sys.argv[0])
print("n -nttthe number of games to simluate")
print(" -bttthe number of bots per round")
print(" -tttthe number of threads")
print(" -At--ansitrun in ANSI mode, with prettier printing")
print(" -Dt--debugtrun in debug mode. Sets to 1 thread, 1 game")
print(" -ht--helptshow this helpn")
if __name__ == "__main__":
bots = get_all_bots()
games = 10000
bots_per_game = 8
threads = 4
for i, arg in enumerate(sys.argv):
if arg == "-n" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
games = int(sys.argv[i+1])
if arg == "-b" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
bots_per_game = int(sys.argv[i+1])
if arg == "-t" and len(sys.argv) > i+1 and sys.argv[i+1].isdigit():
threads = int(sys.argv[i+1])
if arg == "-A" or arg == "--ansi":
ANSI = True
if arg == "-D" or arg == "--debug":
DEBUG = True
if arg == "-h" or arg == "--help":
print_help()
quit()
if ANSI:
print(chr(27) + "[2J", flush = True)
print_str(1,3,"")
else:
print()
if bots_per_game > len(bots):
bots_per_game = len(bots)
if bots_per_game < 2:
print("tAt least 2 bots per game is needed")
bots_per_game = 2
if games <= 0:
print("tAt least 1 game is needed")
games = 1
if threads <= 0:
print("tAt least 1 thread is needed")
threads = 1
if DEBUG:
print("tRunning in debug mode, with 1 thread and 1 game")
threads = 1
games = 1
games_per_thread = math.ceil(games / threads)
print("tStarting simulation with %d bots" % len(bots))
sim_str = "tSimulating %d games with %d bots per game"
print(sim_str % (games, bots_per_game))
print("tRunning simulation on %d threads" % threads)
if len(sys.argv) == 1:
print("tFor help running the script, use the -h flag")
print()
with Pool(threads) as pool:
t0 = time.time()
results = pool.starmap(
run_simulation,
[(i, bots_per_game, games_per_thread, bots) for i in range(threads)]
)
t1 = time.time()
if not DEBUG:
total_bot_stats = [r[0] for r in results]
total_game_stats = [r[1] for r in results]
print_results(total_bot_stats, total_game_stats, t1-t0)
If you want access to the original controller for this challenge, it is available in the edit history. The new controller has the exact same logic for running the game, the only difference is performance, stat collection and prettier printing.
Bots
On my machine, the bots are kept in the file forty_game_bots.py
. If you use any other name for the file, you must update the import
statement at the top of the controller.
import sys, inspect
# Returns a list of all bot classes which inherit from the Bot class
def get_all_bots():
bots =
current_module = sys.modules[__name__]
for name, obj in inspect.getmembers(current_module, inspect.isclass):
if name != "Bot":
bots.append(obj)
return bots
# The parent class for all bots
class Bot:
def __init__(self, index, end_score):
self.index = index
self.end_score = end_score
def update_state(self, current_throws):
self.current_throws = current_throws
def make_throw(self, scores, last_round):
yield False
class ThrowTwiceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield False
class GoToTenBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 10:
yield True
yield False
Running the simulation
To run a simulation, save both code snippets posted above to two separate files. I have saved them as forty_game_controller.py
and forty_game_bots.py
. Then you simply use python forty_game_controller.py
or python3 forty_game_controller.py
depending on your Python configuration. Follow the instructions from there if you want to configure your simulation further, or try tinkering with the code if you want.
Game stats
If you're making a bot that aims for a certain score without taking other bots into consideration, these are the winning score percentiles:
+----------+-----+
|Percentile|Score|
+----------+-----+
| 50.00| 44|
| 75.00| 47|
| 90.00| 51|
| 95.00| 53|
| 99.00| 58|
| 99.90| 67|
| 99.99| 154|
+----------+-----+
Highscores
As more answers are posted, I'll try to keep this list updated. The contents of the list will always be from the latest simulation. The bots ThrowTwiceBot
and GoToTenBot
are the bots from the code above, and are used as reference. I did a simulation with 10^8 games, which took about 1 hour. Then I saw that the game reached stability compared to my runs with 10^7 games. However, with people still posting bots, I won't do any longer simulations until the frequency of responses has gone down.
I try to add all new bots and add any changes that you've made to existing bots. If it seems that I have missed your bot or any new changes you have, write in the chat and I'll make sure to have your very latest version in the next simulation.
We now have more stats for each bot thanks to AKroell! The three new columns contain the maximum score across all games, the average score per game, and the average score when winning for each bot.
As pointed out in the comments, there was an issue with the game logic which made bots that had a higher index within a game get an extra round in some cases. This has been fixed now, and the scores below reflect this.
The bot NeoBot
does follow the rules, but uses a loophole by predicting the random generator. Since this bot takes a lot of resources to simulate, I have added its stats from a simulation with fewer games.
Simulation or 10000008 games between 44 bots completed in 526.5 seconds
Each game lasted for an average of 3.74 rounds
789768 games were tied between two or more bots
0 games ran until the round limit, highest round was 16
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
|NeoBot |51.7| 91960| 177998| 232| 45.75| 59.09| 5.10| 82.32|
|OptFor2 |22.6| 409924| 1817383| 85| 20.73| 44.12| 4.00| 33.31|
|EnsureLead |21.7| 395380| 1819194| 87| 20.58| 43.93| 4.49| 25.17|
|StepBot |21.5| 390379| 1815804| 96| 20.53| 43.34| 4.55| 24.18|
|Roll6Timesv2 |21.2| 386196| 1818792| 83| 20.93| 43.39| 4.37| 27.19|
|QuotaBot |21.2| 385746| 1817957| 84| 20.04| 44.84| 4.49| 25.06|
|BinaryBot |21.2| 385007| 1818590| 92| 21.11| 44.30| 3.84| 36.07|
|AggressiveStalker |21.1| 384644| 1819062| 89| 20.69| 44.63| 3.87| 35.46|
|AdaptiveRoller |21.1| 383113| 1817671| 83| 20.80| 43.13| 4.51| 24.87|
|GoTo20Bot |21.0| 381738| 1817765| 92| 21.26| 43.11| 4.44| 26.02|
|FooBot |21.0| 381595| 1817169| 96| 22.11| 43.62| 3.91| 34.87|
|Hesitate |20.9| 380648| 1818690| 84| 21.18| 44.73| 3.90| 34.93|
|GoTo20orBestBot |20.7| 376929| 1816632| 81| 21.08| 43.96| 4.45| 25.79|
|LastRound |20.6| 374936| 1817918| 79| 20.71| 43.34| 4.17| 30.41|
|BePrepared |20.6| 374313| 1816897| 89| 18.69| 47.64| 4.30| 28.34|
|Stalker |20.5| 372315| 1818032| 87| 20.42| 45.12| 3.78| 37.02|
|FortyTeen |19.9| 361996| 1819512| 88| 21.00| 46.63| 3.88| 35.40|
|Chaser |19.8| 359311| 1816875| 84| 19.79| 45.49| 4.02| 33.03|
|Crush |19.5| 354384| 1818530| 83| 14.72| 42.91| 5.18| 13.58|
|ClunkyChicken |19.1| 347610| 1817492| 84| 21.17| 45.40| 3.30| 45.07|
|RollForLuckBot |17.2| 312147| 1818033| 97| 17.44| 50.34| 4.72| 21.38|
|TakeFive |17.1| 310446| 1817875| 82| 19.45| 44.50| 3.36| 44.03|
|Alpha |16.3| 296175| 1818779| 92| 17.70| 46.64| 4.00| 33.41|
|LeadBy5Bot |16.0| 290738| 1817308| 98| 17.40| 46.91| 4.08| 32.06|
|GoHomeBot |15.9| 289799| 1819228| 44| 13.27| 41.41| 5.49| 8.53|
|NotTooFarBehindBot |15.7| 285797| 1819208| 90| 18.01| 44.86| 2.97| 50.49|
|GoToSeventeenRollTenBot|14.6| 265503| 1818265| 98| 10.28| 49.21| 5.68| 5.42|
|LizduadacBot |14.5| 263436| 1819146| 78| 9.70| 51.35| 5.72| 4.69|
|BringMyOwn_dice |12.9| 234752| 1817897| 44| 21.34| 41.47| 4.24| 29.33|
|ExpectationsBot | 9.7| 176728| 1819545| 44| 24.42| 41.55| 3.57| 40.40|
|OneStepAheadBot | 9.0| 162878| 1816973| 50| 18.25| 46.01| 3.20| 46.57|
|GoToTenBot | 7.6| 137751| 1820991| 53| 22.98| 45.47| 2.95| 50.92|
|GoBigEarly | 7.0| 127587| 1818227| 49| 20.79| 42.96| 3.90| 35.07|
|MatchLeaderBot | 6.6| 119331| 1818999| 85| 19.80| 41.95| 3.10| 48.31|
|OneInFiveBot | 6.1| 110361| 1820426| 154| 17.28| 49.57| 3.00| 50.04|
|ThrowThriceBot | 4.3| 78694| 1816318| 54| 21.71| 44.55| 2.53| 57.90|
|FutureBot | 4.3| 78383| 1817617| 50| 17.94| 45.16| 2.36| 60.68|
|SlowStart | 2.5| 44643| 1818002| 67| 16.43| 47.49| 1.81| 69.81|
|GamblersFallacy | 1.3| 24385| 1817723| 44| 22.54| 41.50| 2.81| 53.14|
|ThrowTwiceBot | 0.8| 14613| 1816817| 49| 18.08| 43.15| 1.83| 69.43|
|FlipCoinRollDice | 0.7| 13421| 1818027| 74| 15.31| 44.54| 1.61| 73.19|
|BlessRNG | 0.1| 2652| 1819312| 49| 14.55| 42.80| 1.42| 76.37|
|BrainBot | 0.0| 28| 1816964| 44| 10.93| 41.29| 1.00| 83.33|
|StopBot | 0.0| 20| 1819486| 44| 10.94| 41.65| 1.00| 83.34|
|PointsAreForNerdsBot | 0.0| 0| 1818933| 0| 0.00| 0.00| 6.00| 0.00|
+-----------------------+----+--------+--------+------+------+-------+------+--------+
random game king-of-the-hill python
random game king-of-the-hill python
edited yesterday
asked Dec 19 at 8:16
maxb
2,90611131
2,90611131
2
So maybe the rules would be slightly clearer if they said "when a player ends their turn with a score of at least 40, everyone else gets a last turn". This avoids the apparent conflict by pointing out it's not reaching 40 that really triggers the last round, it's stopping with at least 40.
– aschepler
Dec 19 at 22:15
1
@aschepler that's a good formulation, I'll edit the post when I'm on my computer
– maxb
Dec 20 at 5:13
2
@maxb I've extended the controller to add more stats that were relevant to my development process: highest score reached, average score reached and average winning score gist.github.com/A-w-K/91446718a46f3e001c19533298b5756c
– AKroell
Dec 20 at 12:49
1
@AKroell Thanks for the addition! I have also made some ongoing changes to get more stats, but mostly related to bot runtimes and checking for ties. I'll try to look through your additions later today and update it.
– maxb
Dec 20 at 12:58
2
This sounds very similar to a very fun dice game called Farkled en.wikipedia.org/wiki/Farkle
– Caleb Jay
Dec 20 at 19:02
|
show 9 more comments
2
So maybe the rules would be slightly clearer if they said "when a player ends their turn with a score of at least 40, everyone else gets a last turn". This avoids the apparent conflict by pointing out it's not reaching 40 that really triggers the last round, it's stopping with at least 40.
– aschepler
Dec 19 at 22:15
1
@aschepler that's a good formulation, I'll edit the post when I'm on my computer
– maxb
Dec 20 at 5:13
2
@maxb I've extended the controller to add more stats that were relevant to my development process: highest score reached, average score reached and average winning score gist.github.com/A-w-K/91446718a46f3e001c19533298b5756c
– AKroell
Dec 20 at 12:49
1
@AKroell Thanks for the addition! I have also made some ongoing changes to get more stats, but mostly related to bot runtimes and checking for ties. I'll try to look through your additions later today and update it.
– maxb
Dec 20 at 12:58
2
This sounds very similar to a very fun dice game called Farkled en.wikipedia.org/wiki/Farkle
– Caleb Jay
Dec 20 at 19:02
2
2
So maybe the rules would be slightly clearer if they said "when a player ends their turn with a score of at least 40, everyone else gets a last turn". This avoids the apparent conflict by pointing out it's not reaching 40 that really triggers the last round, it's stopping with at least 40.
– aschepler
Dec 19 at 22:15
So maybe the rules would be slightly clearer if they said "when a player ends their turn with a score of at least 40, everyone else gets a last turn". This avoids the apparent conflict by pointing out it's not reaching 40 that really triggers the last round, it's stopping with at least 40.
– aschepler
Dec 19 at 22:15
1
1
@aschepler that's a good formulation, I'll edit the post when I'm on my computer
– maxb
Dec 20 at 5:13
@aschepler that's a good formulation, I'll edit the post when I'm on my computer
– maxb
Dec 20 at 5:13
2
2
@maxb I've extended the controller to add more stats that were relevant to my development process: highest score reached, average score reached and average winning score gist.github.com/A-w-K/91446718a46f3e001c19533298b5756c
– AKroell
Dec 20 at 12:49
@maxb I've extended the controller to add more stats that were relevant to my development process: highest score reached, average score reached and average winning score gist.github.com/A-w-K/91446718a46f3e001c19533298b5756c
– AKroell
Dec 20 at 12:49
1
1
@AKroell Thanks for the addition! I have also made some ongoing changes to get more stats, but mostly related to bot runtimes and checking for ties. I'll try to look through your additions later today and update it.
– maxb
Dec 20 at 12:58
@AKroell Thanks for the addition! I have also made some ongoing changes to get more stats, but mostly related to bot runtimes and checking for ties. I'll try to look through your additions later today and update it.
– maxb
Dec 20 at 12:58
2
2
This sounds very similar to a very fun dice game called Farkled en.wikipedia.org/wiki/Farkle
– Caleb Jay
Dec 20 at 19:02
This sounds very similar to a very fun dice game called Farkled en.wikipedia.org/wiki/Farkle
– Caleb Jay
Dec 20 at 19:02
|
show 9 more comments
39 Answers
39
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oldest
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NeoBot
Instead, only try to realize the truth - there is no spoon
NeoBot peeks into the matrix (aka random) and predicts if the next roll will be a 6 or not - it can't do anything about being handed a 6 to start with but is more than happy to dodge a streak ender.
NeoBot doesn't actually modify the controller or runtime, just politely asks the library for more information.
class NeoBot(Bot):
def __init__(self, index, end_score):
self.random = None
self.last_scores = None
self.last_state = None
super().__init__(index,end_score)
def make_throw(self, scores, last_round):
while True:
if self.random is None:
self.random = inspect.stack()[1][0].f_globals['random']
tscores = scores[:self.index] + scores[self.index+1:]
if self.last_scores != tscores:
self.last_state = None
self.last_scores = tscores
future = self.predictnext_randint(self.random)
if future == 6:
yield False
else:
yield True
def genrand_int32(self,base):
base ^= (base >> 11)
base ^= (base << 7) & 0x9d2c5680
base ^= (base << 15) & 0xefc60000
return base ^ (base >> 18)
def predictnext_randint(self,cls):
if self.last_state is None:
self.last_state = list(cls.getstate()[1])
ind = self.last_state[-1]
width = 6
res = width + 1
while res >= width:
y = self.last_state[ind]
r = self.genrand_int32(y)
res = r >> 29
ind += 1
self.last_state[-1] = (self.last_state[-1] + 1) % (len(self.last_state))
return 1 + res
New contributor
1
Welcome to PPCG! This is a really impressive answer. When I first ran it, I was bothered by the fact that it used the same amount of runtime as all other bots combined. Then I looked at the win percentage. Really clever way of skirting the rules. I will allow your bot to participate in the tournament, but I hope that others refrain from using the same tactic as this, as it violates the spirit of the game.
– maxb
yesterday
1
Since there is such a huge gap between this bot and the second place, combined with the fact that your bot requires a lot of computing, would you accept that I run a simulation with fewer iterations to find your win rate, and then run the official simulation without your bot?
– maxb
yesterday
1
Fine by me, I figured going in that this was likely disqualifiable and definitely not quite in the spirit of the game. That being said, it was a blast to get working and a fun excuse to poke around in the python source code.
– Mostly Harmless
yesterday
1
thanks! I don't think any other bot will get close to your score. And for anyone else thinking about implementing this strategy, don't. From now on this strategy is against the rules, and NeoBot is the only one allowed to use it for the sake of keeping the tournament fair.
– maxb
yesterday
add a comment |
GoTo20Bot
class GoTo20Bot(Bot):
def make_throw(self, scores, last_round):
target = min(20, 40 - scores[self.index])
if last_round:
target = max(scores) - scores[self.index] + 1
while sum(self.current_throws) < target:
yield True
yield False
Just have a try with all GoToNBot
's, And 20, 22, 24 plays best. I don't know why.
Update: always stop throw if get score 40 or more.
I have also experimented with those kinds of bots. The highest average score per round is found when the bot goes to 16, but I'm assuming that the "end game" makes the 20-bot win more often.
– maxb
Dec 19 at 8:57
@maxb Not so, 20 still be the best one without the "end game" in my test. Maybe you had tested it on the old version of controller.
– tsh
Dec 19 at 9:00
I ran a separate test before designing this challenge, where I calculated the average score per round for the two tactics in my post ("throw x times" and "throw until x score"), and the maximum I found was for 15-16. Though my sample size could have been too small, I did notice instability.
– maxb
Dec 19 at 9:04
2
I have done some testing with this, and my conclusion is simply that 20 works well because it is 40/2. Though I'm not completely sure. When I setend_score
to 4000 (and changed your bot to use this in thetarget
calculation), the 15-16 bots were quite a lot better. But if the game was only about increasing your score it would be trivial.
– maxb
Dec 19 at 11:23
1
@maxb Ifend_score
is 4000, it is almost impossible to get 4000 before 200 turns. And the game is simply who got the highest score in 200 turns. And stop at 15 should works will since this time the strategy for highest score in one turn is as same as highest score in 200 turns.
– tsh
Dec 21 at 1:39
|
show 4 more comments
Adaptive Roller
Starts out more aggressive and calms down towards the end of the round.
If it believes it's winning, roll an extra time for safety.
class AdaptiveRoller(Bot):
def make_throw(self, scores, last_round):
lim = min(self.end_score - scores[self.index], 22)
while sum(self.current_throws) < lim:
yield True
if max(scores) == scores[self.index] and max(scores) >= self.end_score:
yield True
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Great first submission! I'll run it against my bots I wrote for testing, but I'll update the highscore when more bots have been posted.
– maxb
Dec 19 at 8:51
I ran some tests with slight modifications to your bot.lim = max(min(self.end_score - scores[self.index], 24), 6)
raising the maximum to 24 and adding a minimum of 6 both increase the winning percentage on their own and even more so combined.
– AKroell
Dec 20 at 16:25
@AKroell: Cool! I have intended to do something similar to make sure that it rolls a few times at the end, but I haven't taken myself the time to do it yet. Weirdly though, it seems to perform worse with those values when I do 100k runs. I've only tested with 18 bots though. Maybe I should do some tests with all bots.
– Emigna
Dec 20 at 17:50
add a comment |
Cooperative Swarm
Strategy
I don't think anyone else has yet noticed the significance of this rule:
If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
If every bot always rolled until they busted, then everyone would have a score of zero at the end of round 200 and everybody would win! Thus, the Cooperative Swarm's strategy is to cooperate as long as all players have a score of zero, but to play normally if anybody scores any points.
In this post, I am submitting two bots: the first is CooperativeSwarmBot, and the second is CooperativeThrowTwice. CooperativeSwarmBot serves as a base class for all bots that are formally part of the cooperative swarm, and has placeholder behavior of simply accepting its first successful roll when cooperation fails. CooperativeSwarmBot has CooperativeSwarmBot as its parent and is identical to it in every way except that its non-cooperative behavior is to make two rolls instead of one. In the next few days I will be revising this post to add new bots that use much more intelligent behavior playing against non-cooperative bots.
Code
class CooperativeSwarmBot(Bot):
def defection_strategy(self, scores, last_round):
yield False
def make_throw(self, scores, last_round):
cooperate = max(scores) == 0
if (cooperate):
while True:
yield True
else:
yield from self.defection_strategy(scores, last_round)
class CooperativeThrowTwice(CooperativeSwarmBot):
def defection_strategy(self, scores, last_round):
yield True
yield False
Analysis
Viability
It is very hard to cooperate in this game because we need the support of all eight players for it to work. Since each bot class is limited to one instance per game, this is a hard goal to achieve. For example, the odds of choosing eight cooperative bots from a pool of 100 cooperative bots and 30 non-cooperative bots is:
$$frac{100}{130} * frac{99}{129} * frac{98}{128} * frac{97}{127} * frac{96}{126} * frac{95}{125} * frac{94}{124} * frac{93}{123} approx 0.115$$
More generally, the odds of choosing $i$ cooperative bots from a pool of $c$ cooperative bots and $n$ noncooperative bots is:
$$frac{c! div (c - i)!}{(c+n)! div (c + n - i)!}$$
From this equation we can easily show that we would need about 430 cooperative bots in order for 50% of games to end cooperatively, or about 2900 bots for 90% (using $i = 8$ as per the rules, and $n = 38$).
Case Study
For a number of reasons (see footnotes 1 and 2), a proper cooperative swarm will never compete in the official games. As such, I'll be summarizing the results of one of my own simulations in this section.
This simulation ran 10000 games using the 38 other bots that had been posted here the last time I checked and 2900 bots that had CooperativeSwarmBot as their parent class. The controller reported that 9051 of the 10000 games (90.51%) ended at 200 rounds, which is quite close to the prediction that 90% of games would be cooperative. The implementation of these bots was trivial; other than CooperativeSwarmBot they all took this form:
class CooperativeSwarm_1234(CooperativeSwarmBot):
pass
Less that 3% of the bots had a win percentage that was below 80%, and just over 11% of the bots won every single game they played. The median win percentage of the 2900 bots in the swarm is about 86%, which is outrageously good. For comparison, the top performers on the current official leaderboard win less than 22% of their games. I can't fit the full listing of the cooperative swarm within the maximum allowed length for an answer, so if you want to view that you'll have to go here instead: https://pastebin.com/3Zc8m1Ex
Since each bot played in an average of about 27 games, luck plays a relatively large roll when you look at the results for individual bots. As I have not yet implemented an advanced strategy for non-cooperative games, most other bots benefited drastically from playing against the cooperative swarm, performing even the cooperative swarm's median win rate of 86%.
The full results for bots that aren't in the swarm are listed below; there are two bots whose results I think deserve particular attention. First, StopBot failed to win any games at all. This is particularly tragic because the cooperative swarm was actually using the exact same strategy as StopBot was; you would have expected StopBot to win an eight of its games by chance, and a little bit more because the cooperative swarm is forced to give its opponents the first move. The second interesting result, however, is that PointsAreForNerdsBot's hard work finally paid off: it cooperated with the swarm and managed to win every single game it played!
+---------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+---------------------+----+--------+--------+------+------+-------+------+--------+
|AggressiveStalker |100.0| 21| 21| 42| 40.71| 40.71| 3.48| 46.32|
|PointsAreForNerdsBot |100.0| 31| 31| 0| 0.00| 0.00| 6.02| 0.00|
|TakeFive |100.0| 18| 18| 44| 41.94| 41.94| 2.61| 50.93|
|Hesitate |100.0| 26| 26| 44| 41.27| 41.27| 3.32| 41.89|
|Crush |100.0| 34| 34| 44| 41.15| 41.15| 5.38| 6.73|
|StepBot |97.0| 32| 33| 46| 41.15| 42.44| 4.51| 24.54|
|LastRound |96.8| 30| 31| 44| 40.32| 41.17| 3.54| 45.05|
|Chaser |96.8| 30| 31| 47| 42.90| 44.33| 3.04| 52.16|
|GoHomeBot |96.8| 30| 31| 44| 40.32| 41.67| 5.60| 9.71|
|Stalker |96.4| 27| 28| 44| 41.18| 41.44| 2.88| 57.53|
|ClunkyChicken |96.2| 25| 26| 44| 40.96| 41.88| 2.32| 61.23|
|AdaptiveRoller |96.0| 24| 25| 44| 39.32| 40.96| 4.49| 27.43|
|GoTo20Bot |95.5| 21| 22| 44| 40.36| 41.33| 4.60| 30.50|
|FortyTeen |95.0| 19| 20| 48| 44.15| 45.68| 3.71| 43.97|
|BinaryBot |94.3| 33| 35| 44| 41.29| 41.42| 2.87| 53.07|
|EnsureLead |93.8| 15| 16| 55| 42.56| 42.60| 4.04| 26.61|
|Roll6Timesv2 |92.9| 26| 28| 45| 40.71| 42.27| 4.07| 29.63|
|BringMyOwn_dice |92.1| 35| 38| 44| 40.32| 41.17| 4.09| 28.40|
|LizduadacBot |92.0| 23| 25| 54| 47.32| 51.43| 5.70| 5.18|
|FooBot |91.7| 22| 24| 44| 39.67| 41.45| 3.68| 51.80|
|Alpha |91.7| 33| 36| 48| 38.89| 42.42| 2.16| 65.34|
|QuotaBot |90.5| 19| 21| 53| 38.38| 42.42| 3.88| 24.65|
|GoBigEarly |88.5| 23| 26| 47| 41.35| 42.87| 3.33| 46.38|
|ExpectationsBot |88.0| 22| 25| 44| 39.08| 41.55| 3.57| 45.34|
|LeadBy5Bot |87.5| 21| 24| 50| 37.46| 42.81| 2.20| 63.88|
|GamblersFallacy |86.4| 19| 22| 44| 41.32| 41.58| 2.05| 63.11|
|BePrepared |86.4| 19| 22| 59| 39.59| 44.79| 3.81| 35.96|
|RollForLuckBot |85.7| 18| 21| 54| 41.95| 47.67| 4.68| 25.29|
|OneStepAheadBot |84.6| 22| 26| 50| 41.35| 46.00| 3.34| 42.97|
|FlipCoinRollDice |78.3| 18| 23| 51| 37.61| 44.72| 1.67| 75.42|
|BlessRNG |77.8| 28| 36| 47| 40.69| 41.89| 1.43| 83.66|
|FutureBot |77.4| 24| 31| 49| 40.16| 44.38| 2.41| 63.99|
|SlowStart |68.4| 26| 38| 57| 38.53| 45.31| 1.99| 66.15|
|NotTooFarBehindBot |66.7| 20| 30| 50| 37.27| 42.00| 1.29| 77.61|
|ThrowThriceBot |63.0| 17| 27| 51| 39.63| 44.76| 2.50| 55.67|
|OneInFiveBot |58.3| 14| 24| 54| 33.54| 44.86| 2.91| 50.19|
|MatchLeaderBot |48.1| 13| 27| 49| 40.15| 44.15| 1.22| 82.26|
|StopBot | 0.0| 0| 27| 43| 30.26| 0.00| 1.00| 82.77|
+---------------------+----+--------+--------+------+------+-------+------+--------+
Flaws
There are a couple of drawbacks to this cooperative approach. First, when playing against non-cooperative bots cooperative bots never get the first-turn advantage because when they do play first, they don't yet know whether or not their opponents are willing to cooperate, and thus have no choice but to get a score of zero. Similarly, this cooperative strategy is extremely vulnerable to exploitation by malicious bots; for instance, during cooperative play the bot who plays last in the last round can choose to stop rolling immediately to make everybody else lose (assuming, of course, that their first roll wasn't a six).
By cooperating, all bots can achieve the optimal solution of a 100% win rate. As such, if the win rate was the only thing that mattered then cooperation would be a stable equilibrium and there would be nothing to worry about. However, some bots might prioritize other goals, such as reaching the top of the leaderboard. This means that there is a risk that another bot might defect after your last turn, which creates an incentive for you to defect first. Because the setup of this competition doesn't allow us to see what our opponents did in their prior games, we can't penalize individuals that defected. Thus, cooperation is ultimately an unstable equilibrium doomed for failure.
Footnotes
[1]: The primary reasons why I don't want to submit thousands of bots instead of just two are that doing so would slow the simulation by a factor on the order of 1000 [2], and that doing so would significantly mess with win percentages as other bots would almost exclusively be playing against the swarm rather than each other. More important, however, is the fact that even if I wanted to I wouldn't be able to make that many bots in a reasonable time frame without breaking the spirit of the rule that "A bot must not implement the exact same strategy as an existing one, intentionally or accidentally".
[2]: I think there are two main reasons that the simulation slows down when running a cooperative swarm. First, more bots means more games if you want each bot to play in the same number of games (in the case study, the number of games would differ by a factor of about 77). Second, cooperative games just take longer because they last for a full 200 rounds, and within a round players have to keep rolling indefinitely. For my setup, games took about 40 times longer to simulate: the case study took a little over three minutes to run 10000 games, but after removing the cooperative swarm it would finish 10000 games in just 4.5 seconds. Between these two reasons, I estimate it would take about 3100 times longer to accurately measure the performance of bots when there is a swarm competing compared to when there isn't.
New contributor
3
Wow. And welcome to PPCG. This is quite the first answer. I wasn't really planning on a situation like this. You certainly found a loophole in the rules. I'm not really sure how I should score this, since your answer is a collection of bots rather than a single bot. However, the only thing I'll say right now is that it feels unfair that one participant would control 98.7% of all bots.
– maxb
Dec 22 at 16:37
2
I actually don't want duplicate bots to be in the official competition; that's why I ran the simulation myself instead of submitting thousands of very nearly identical bots. I'll revise my submission to make that more clear.
– Einhaender
Dec 22 at 17:09
Had I anticipated an answer like this, I would have changed the games that go to 200 rounds so that they don't give scores to players. However, as you note, there is a rule about creating identical bots which would make this strategy be against the rules. I'm not going to change the rules, as it would be unfair to everyone who has made a bot. However, the concept of cooperation is very interesting, And I hope that there are other bots submitted which implement the cooperation strategy in combination with its own unique strategy.
– maxb
Dec 22 at 17:10
1
I think your post is clear after reading it more thoroughly.
– maxb
Dec 22 at 17:11
add a comment |
NotTooFarBehindBot
class NotTooFarBehindBot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
number_of_bots_ahead = sum(1 for x in scores if x > current_score)
if number_of_bots_ahead > 1:
yield True
continue
if number_of_bots_ahead != 0 and last_round:
yield True
continue
break
yield False
The idea is that other bots may lose points, so being 2nd isn't bad - but if you're very behind, you might as well go for broke.
New contributor
1
Welcome to PPCG! I'm looking through your submission, and it seems that the more players are in the game, the lower the win percentage is for your bot. I can't tell why straight away. With bots being matched 1vs1 you get a 10% winrate. The idea sounds promising, and the code looks correct, so I can't really tell why your winrate isn't higher.
– maxb
Dec 19 at 13:31
6
I have looked into the behavior, and this line had me confused:6: Bot NotTooFarBehindBot plays [4, 2, 4, 2, 3, 3, 5, 5, 1, 4, 1, 4, 2, 4, 3, 6] with scores [0, 9, 0, 20, 0, 0, 0] and last round == False
. Even though your bot is in the lead after 7 throws, it continues until it hits a 6. As I'm typing this I figured out the issue! Thescores
only contain the total scores, not the die cases for the current round. You should modify it to becurrent_score = scores[self.index] + sum(self.current_throws)
.
– maxb
Dec 19 at 13:49
Thanks - will make that change!
– Stuart Moore
Dec 19 at 13:52
add a comment |
EnsureLead
class EnsureLead(Bot):
def make_throw(self, scores, last_round):
otherScores = scores[self.index+1:] + scores[:self.index]
maxOtherScore = max(otherScores)
maxOthersToCome = 0
for i in otherScores:
if (i >= 40): break
else: maxOthersToCome = max(maxOthersToCome, i)
while True:
currentScore = sum(self.current_throws)
totalScore = scores[self.index] + currentScore
if not last_round:
if totalScore >= 40:
if totalScore < maxOtherScore + 10:
yield True
else:
yield False
elif currentScore < 20:
yield True
else:
yield False
else:
if totalScore < maxOtherScore + 1:
yield True
elif totalScore < maxOthersToCome + 10:
yield True
else:
yield False
EnsureLead borrows ideas from GoTo20Bot. It adds the concept that it always considers (when in last_round or reaching 40) that there are others which will have at least one more roll. Thus, the bot tries to get a bit ahead of them, such that they have to catch up.
New contributor
add a comment |
Alpha
class Alpha(Bot):
def make_throw(self, scores, last_round):
# Throw until we're the best.
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
# Throw once more to assert dominance.
yield True
yield False
Alpha refuses ever to be second to anyone. So long as there is a bot with a higher score, it will keep rolling.
Because of howyield
works, if it starts rolling it will never stop. You'll want to updatemy_score
in the loop.
– Spitemaster
Dec 19 at 17:14
@Spitemaster Fixed, thanks.
– Mnemonic
Dec 19 at 17:24
add a comment |
FooBot
class FooBot(Bot):
def make_throw(self, scores, last_round):
max_score = max(scores)
while True:
round_score = sum(self.current_throws)
my_score = scores[self.index] + round_score
if last_round:
if my_score >= max_score:
break
else:
if my_score >= self.end_score or round_score >= 16:
break
yield True
yield False
# Must throw at least once
is unneeded - it throws once before calling your bot. Your bot will always throw a minimum of twice.
– Spitemaster
Dec 19 at 15:50
Thanks. I was misled by the name of the method.
– Peter Taylor
Dec 19 at 16:00
@PeterTaylor Thanks for your submission! I named themake_throw
method early on, when I wanted players to be able to skip their turn. I guess a more appropriate name would bekeep_throwing
. Thanks for the feedback in the sandbox, it really helped make this a proper challenge!
– maxb
Dec 20 at 9:02
add a comment |
Go Big Early
class GoBigEarly(Bot):
def make_throw(self, scores, last_round):
yield True # always do a 2nd roll
while scores[self.index] + sum(self.current_throws) < 25:
yield True
yield False
Concept: Try to win big on an early roll (getting to 25) then creep up from there 2 rolls at a time.
New contributor
add a comment |
Roll6TimesV2
Doesn't beat the current best, but I think it will fair better with more bots in play.
class Roll6Timesv2(Bot):
def make_throw(self, scores, last_round):
if not last_round:
i = 0
maximum=6
while ((i<maximum) and sum(self.current_throws)+scores[self.index]<=40 ):
yield True
i=i+1
if last_round:
while scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
Really awesome game by the way.
New contributor
Welcome to PPCG! Very impressive for not only your first KotH challenge, but your first answer. Glad that you liked the game! I have had lots of discussion about the best tactic for the game after the evening when I played it, so it seemed perfect for a challenge. You're currently in third place out of 18.
– maxb
Dec 19 at 20:05
add a comment |
GoHomeBot
class GoHomeBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
We want to go big or go home, right? GoHomeBot mostly just goes home. (But does surprisingly well!)
Since this bot always goes for 40 points, it will never have any points in thescores
list. There was a bot like this before (the GoToEnd bot), but david deleted their answer. I'll replace that bot by yours.
– maxb
Dec 20 at 5:57
It's quite funny, seeing this bots' expaned stats: Except for pointsAreForNerds and StopBot, this bot has the lowest average points, and yet it has a nice win ratio
– Belhenix
Dec 20 at 19:48
add a comment |
PointsAreForNerdsBot
class PointsAreForNerdsBot(Bot):
def make_throw(self, scores, last_round):
while True:
yield True
This one needs no explanation.
OneInFiveBot
class OneInFiveBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,5) < 5:
yield True
yield False
Keeps rolling until it rolls a five on it's own 5-sided die. Five is less than six, so it HAS TO WIN!
New contributor
1
Welcome to PPCG! I'm sure you're aware, but your first bot is literally the worst bot in this competition! TheOneInFiveBot
is a neat idea, but I think it suffers in the end game compared to some of the more advanced bots. Still a great submission!
– maxb
Dec 20 at 8:34
2
theOneInFiveBot
is quite interesting in the way that he consistently has the highest overall score reached.
– AKroell
Dec 20 at 14:37
Thanks for givingStopBot
a punching bag :P. The OneInFiveBot actually is pretty neat, nice job!
– Zacharý
Dec 20 at 21:25
@maxb Yep, that's where I got the name. I honestly didn't testOneInFiveBot
and it's doing much better than I expected
– The_Bob
Dec 21 at 5:55
2
I'm afraid that to stick to community norms, PointsAreForNerdsBots should be deleted.
– Peter Taylor
Dec 21 at 21:54
add a comment |
StopBot
class StopBot(Bot):
def make_throw(self, scores, last_round):
yield False
Literally only one throw.
This is equivalent to the base Bot
class.
Don't be sorry! You're following all the rules, though I'm afraid that your bot is not terribly effective with an average of 2.5 points per round.
– maxb
Dec 19 at 19:42
I know, somebody had to post that bot though. Degenerate bots for the loss.
– Zacharý
Dec 19 at 21:04
5
I'd say that I'm impressed by your bot securing exactly one win in the last simulation, proving that it's not completely useless.
– maxb
Dec 20 at 8:28
1
IT WON A GAME?! That is surprising.
– Zacharý
Dec 20 at 21:17
add a comment |
LizduadacBot
Tries to win in 1 step. End condition is somewhat arbritrary.
This is also my first post (and I'm new to Python), so if I beat "PointsAreForNerdsBot", I'd be happy!
class LizduadacBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 50 or scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
New contributor
Welcome to PPCG (and welcome to Python)! You'd have a hard time losing againstPointsAreForNerdsBot
, but your bot actually fares quite well. I'll update the score either later tonight or tomorrow, but your winrate is about 15%, which is higher than the average 12.5%.
– maxb
Dec 21 at 23:30
By "hard time", they mean it's impossible (unless I misunderstood greatly)
– Zacharý
Dec 22 at 1:37
@maxb I actually didn't think the win rate would be that high! (I didn't test it out locally). I wonder if changing the 50 to be a bit higher/lower would increase the win rate.
– lizduadac
Dec 22 at 23:39
add a comment |
SlowStart
This bot implements the TCP Slow Start algorithm. It adjusts its number of rolls (nor) according to its previous turn: if it didn't roll a 6 in the previous turn, increases the nor for this turn; whereas it reduces nor if it did.
class SlowStart(Bot):
def __init__(self, *args):
super().__init__(*args)
self.completeLastRound = False
self.nor = 1
self.threshold = 8
def updateValues(self):
if self.completeLastRound:
if self.nor < self.threshold:
self.nor *= 2
else:
self.nor += 1
else:
self.threshold = self.nor // 2
self.nor = 1
def make_throw(self, scores, last_round):
self.updateValues()
self.completeLastRound = False
i = 1
while i < self.nor:
yield True
self.completeLastRound = True
yield False
New contributor
Welcome to PPCG! Interesting approach, I don't know how sensitive it is to random fluctuations. Two things that are needed to make this run:def updateValues():
should bedef updateValues(self):
(ordef update_values(self):
if you want to follow PEP8). Secondly, the callupdateValues()
should instead beself.updateValues()
(orself.update_vales()
).
– maxb
Dec 20 at 11:27
2
Also, I think you need to update youri
variable in the while loop. Right now your bot either passes the while loop entirely or is stuck in the while loop until it hits 6.
– maxb
Dec 20 at 11:32
In the current highscore, I took the liberty of implementing these changes. I think you could experiment with the initial value forself.nor
and see how it affects the performance of your bot.
– maxb
Dec 20 at 12:25
add a comment |
BringMyOwn_dice (BMO_d)
This bot loves dice, it brings 2 (seems to perform the best) dice of its own. Before throwing dice in a round, it throws its own 2 dice and computes their sum, this is the number of throws it is going to perform, it only throws if it doesn't already have 40 points.
class BringMyOwn_dice(Bot):
def __init__(self, *args):
import random as rnd
self.die = lambda: rnd.randint(1,6)
super().__init__(*args)
def make_throw(self, scores, last_round):
nfaces = self.die() + self.die()
s = scores[self.index]
max_scores = max(scores)
for _ in range(nfaces):
if s + sum(self.current_throws) > 39:
break
yield True
yield False
2
I was thinking of a random bot using a coin flip, but this is more in spirit with the challenge! I think that two dice perform the best, since you get the most points per round when you cast the die 5-6 times, close to the average score when casting two dice.
– maxb
Dec 19 at 15:08
add a comment |
QuotaBot
A naive "quota" system I implemeneted, which actually seemed to score fairly highly overall.
class QuotaBot(Bot):
def __init__(self, *args):
super().__init__(*args)
self.quota = 20
self.minquota = 15
self.maxquota = 35
def make_throw(self, scores, last_round):
# Reduce quota if ahead, increase if behind
mean = sum(scores) / len(scores)
own_score = scores[self.index]
if own_score < mean - 5:
self.quota += 1.5
if own_score > mean + 5:
self.quota -= 1.5
self.quota = max(min(self.quota, self.maxquota), self.minquota)
if last_round:
self.quota = max(scores) - own_score + 1
while sum(self.current_throws) < self.quota:
yield True
yield False
if own_score mean + 5:
gives an error for me. Alsowhile sum(self.current_throws)
– Spitemaster
Dec 19 at 17:05
@Spitemaster was an error pasting into stack exchange, should work now.
– FlipTack
Dec 19 at 17:09
@Spitemaster it's because there were<
and>
symbols which interfered with the<pre>
tags i was using
– FlipTack
Dec 19 at 17:09
add a comment |
BinaryBot
Tries to get close to the end score, so that as soon as somebody else triggers the last round it can beat their score for the win. Target is always halfway between current score and end score.
class BinaryBot(Bot):
def make_throw(self, scores, last_round):
target = (self.end_score + scores[self.index]) / 2
if last_round:
target = max(scores)
while scores[self.index] + sum(self.current_throws) < target:
yield True
yield False
Interesting,Hesitate
also refuses to cross the line first. You need to surround your function with theclass
stuff.
– Christian Sievers
Dec 19 at 22:15
add a comment |
BlessRNG
class BlessRNG(Bot):
def make_throw(self, scores, last_round):
if random.randint(1,2) == 1 :
yield True
yield False
BlessRNG FrankerZ GabeN BlessRNG
New contributor
add a comment |
class ThrowThriceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield True
yield False
Well, that one is obvious
I have done some experiments with that class of bots (it was the tactic I used when I played the game for the first time). I went with 4 throws then, though 5-6 have a higher average score per round.
– maxb
Dec 19 at 13:21
Also, congratulations on your first KotH answer!
– maxb
Dec 19 at 13:34
add a comment |
Hesitate
class Hesitate(Bot):
def make_throw(self, scores, last_round):
myscore = scores[self.index]
if last_round:
target = max(scores)+1
elif myscore==0:
target = 17
else:
target = 35
while myscore+sum(self.current_throws) < target:
yield True
yield False
add a comment |
class LastRound(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 15 and not last_round and scores[self.index] + sum(self.current_throws) < 40:
yield True
while max(scores) > scores[self.index] + sum(self.current_throws):
yield True
yield False
LastRound acts like it's always the last round and it's the last bot: it keeps rolling until it's in the lead. It also doesn't want to settle for less than 15 points unless it actually is the last round or it reaches 40 points.
Interesting approach. I think your bot suffers if it starts falling behind. Since the odds of getting >30 points in a single round are low, your bot is more likely to stay at its current score.
– maxb
Dec 19 at 12:44
1
I suspect this suffers from the same mistake I made (see NotTooFarBehindBot comments) - as in the last round, if you're not winning you'll keep throwing until you get a 6 (scores[self.index] never updates) Actually - do you have that inequality the wrong way? max(scores) will always be >= scores[self.index]
– Stuart Moore
Dec 19 at 14:09
@StuartMoore Haha, yes, I think you're right. Thanks!
– Spitemaster
Dec 19 at 15:07
I suspect you want "and last_round" on the 2nd while to do what you want - otherwise the 2nd while will be used whether or not last_round is true
– Stuart Moore
Dec 19 at 15:15
2
That's intentional. It always tries to be in the lead when ending its turn.
– Spitemaster
Dec 19 at 15:48
add a comment |
Take Five
class TakeFive(Bot):
def make_throw(self, scores, last_round):
# Throw until we hit a 5.
while self.current_throws[-1] != 5:
# Don't get greedy.
if scores[self.index] + sum(self.current_throws) >= self.end_score:
break
yield True
# Go for the win on the last round.
if last_round:
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Half the time, we'll roll a 5 before a 6. When we do, cash out.
If we stop at 1 instead, it makes slower progress, but it's more likely to get to 40 in a single bound.
– Mnemonic
Dec 19 at 21:08
In my tests, TakeOne got 20.868 points per round compared to TakeFive's 24.262 points per round (and also brought winrate from 0.291 to 0.259). So I don't think it's worth it.
– Spitemaster
Dec 19 at 21:16
add a comment |
ExpectationsBot
Just plays it straight, calculates the expected value for the dice throw and only makes it if it's positive.
class ExpectationsBot(Bot):
def make_throw(self, scores, last_round):
#Positive average gain is 2.5, is the chance of loss greater than that?
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
while 2.5 > (costOf6 / 6.0):
yield True
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
yield False
I was having trouble running the controller, got a "NameError: name 'bots_per_game' is not defined" on the multithreaded one, so really no idea how this performs.
1
I think this ends up being equivalent to a "Go to 16" bot, but we don't have one of those yet
– Stuart Moore
Dec 19 at 17:47
@StuartMoore That...is a very true point, yes
– Cain
Dec 19 at 18:39
I ran into your issues with the controller when I ran it on my Windows machine. Somehow it ran fine on my Linux machine. I'm updating the controller, and will update the post once it is done.
– maxb
Dec 19 at 19:47
@maxb Thanks, probably something about which variables are available in the different process. FYI also updated this, I made a silly error around yielding :/
– Cain
Dec 19 at 21:23
add a comment |
FortyTeen
class FortyTeen(Bot):
def make_throw(self, scores, last_round):
if last_round:
max_projected_score = max([score+14 if score<self.end_score else score for score in scores])
target = max_projected_score - scores[self.index]
else:
target = 14
while sum(self.current_throws) < target:
yield True
yield False
Try for 14 points until the last round, then assume everyone else is going to try for 14 points and try to tie that score.
I gotTypeError: unsupported operand type(s) for -: 'list' and 'int'
with your bot.
– tsh
Dec 20 at 3:01
I'm assuming that yourmax_projected_score
should be the maximum of the list rather than the entire list, am I correct? Otherwise i get the same issue as tsh.
– maxb
Dec 20 at 8:23
Oops, edited to fix.
– histocrat
Dec 20 at 13:08
add a comment |
Chaser
class Chaser(Bot):
def make_throw(self, scores, last_round):
while max(scores) > (scores[self.index] + sum(self.current_throws)):
yield True
while last_round and (scores[self.index] + sum(self.current_throws)) < 44:
yield True
while self.not_thrown_firce() and sum(self.current_throws, scores[self.index]) < 44:
yield True
yield False
def not_thrown_firce(self):
return len(self.current_throws) < 4
Chaser tries to catch up to position one
If it's the last round he desperately tries to reach at least 50 points
Just for good measure he throws at least four times no matter what
[edit 1: added go-for-gold strategy in the last round]
[edit 2: updated logic because I mistakenly thought a bot would score at 40 rather than only the highest bot scoring]
[edit 3: made chaser a little more defensive in the end game]
New contributor
Welcome to PPCG! Neat idea to not only try to catch up, but also pass the first place. I'm running a simulation right now, and I wish you luck!
– maxb
Dec 20 at 9:50
Thanks! Initially I tried to surpass the previous leader by a fixed amount (tried values between 6 and 20) but it turns out just throwing twice more fairs better.
– AKroell
Dec 20 at 10:02
@JonathanFrech thanks, fixed
– AKroell
Dec 20 at 12:38
add a comment |
FutureBot
class FutureBot(Bot):
def make_throw(self, scores, last_round):
while (random.randint(1,6) != 6) and (random.randint(1,6) != 6):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
OneStepAheadBot
class OneStepAheadBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,6) != 6:
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
A pair of bots, they bring their own sets of dice and rolls them to predict the future. If one is a 6 they stop, FutureBot can't remember which of it's 2 dice was for the next roll so it gives up.
I wonder which will do better.
OneStepAhead is a little too similar to OneInFive for my taste, but I also want to see how it compares to FutureBot and OneInFive.
Edit: Now they stop after hitting 45
New contributor
Welcome to PPCG! Your bot definitely plays with the spirit of the game! I'll run a simulation later this evening.
– maxb
Dec 20 at 16:31
Thanks! I'm curious as to how well it'll do, but I'm guessing it'll be on the low side.
– william porter
Dec 20 at 16:34
add a comment |
FlipCoinRollDice
class FlipCoinRollDice(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,2) == 2:
throws = random.randint(1,6) != 6
x = 0
while x < throws:
x = x + 1
yield True
yield False
This is a weird (untested) one. It flips a coin and if it's heads it rolls a dice and throws the amount the dice shows.
I can't test it now so if there are syntax errors, let me know :)
When I saw the name, I was afraid that it'd be a copy of the BlessRNG or BringMyOwn_dice bots, but this is some kind of middle ground in a way. I'm running a simulation now! Congratulations on your first KotH answer by the way!
– maxb
Dec 21 at 14:37
Thank you :) I was hesitant to post it at first. It might not perform the best but it will be interesting to see.
– Martijn Vissers
Dec 21 at 14:57
1
Don't hesitate, just look atPointsAreForNerdsBot
, it's fun to participate even if you don't win.
– maxb
Dec 21 at 15:02
Rather than a syntax error it's a logic error:throws = random.randint(1,6) != 6
evaluates to a boolean instead of the random number
– Belhenix
Dec 21 at 16:53
add a comment |
LeadBy5Bot
class LeadBy5Bot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
score_to_beat = max(scores) + 5
if current_score >= score_to_beat:
break
yield True
yield False
Always wants to be in the lead by 5.
Edit: New Bot
RollForLuckBot
class RollForLuckBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 21:
yield True
score_to_beat = max([x for i,x in enumerate(scores) if i!=self.index]) + 10
score_to_beat = max(score_to_beat, 44)
current_score = scores[self.index] + sum(self.current_throws)
while (last_round or (current_score >= 40)):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > score_to_beat:
break
yield True
# roll more if we're feeling lucky
while (random.randint(1,6) == self.current_throws[-1]):
yield True
yield False
A bot that borrows from EnsureLead, I prefer using 21 as it's the average of 6d6 (6x3.5), with 6 dice rolls leaving > 70% chance of the next roll being a 6. Also, we continue to roll if we roll a separate die and match our last throw after hitting 21.
New contributor
Didn't notice AlphaBot till after making it. I'm curious how they'll do in a game together.
– william porter
Dec 19 at 21:51
as a note,yield true
should have upperT
(python error)
– Belhenix
Dec 20 at 0:09
@Belhenix Edited, guess I missed that when I was typing it out.
– william porter
Dec 20 at 0:11
Woo, it made it into the top 50% (14 out of 28)
– william porter
Dec 20 at 17:35
add a comment |
Stalker
This bot tries to be within 4 points from the leader by the last round. Otherwise gets moderate gains
class Stalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
AgressiveStalker
This one goes aggressive if he is leading late towards the end game, otherwise stalks
class AggressiveStalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# if we are leading go for the win
if max(scores) > 25 and max(scores) == scores[self.index]:
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
# if we are behind throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
1
Very impressive securing the fifth place withAggressiveStalker
!
– maxb
Dec 22 at 11:07
add a comment |
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NeoBot
Instead, only try to realize the truth - there is no spoon
NeoBot peeks into the matrix (aka random) and predicts if the next roll will be a 6 or not - it can't do anything about being handed a 6 to start with but is more than happy to dodge a streak ender.
NeoBot doesn't actually modify the controller or runtime, just politely asks the library for more information.
class NeoBot(Bot):
def __init__(self, index, end_score):
self.random = None
self.last_scores = None
self.last_state = None
super().__init__(index,end_score)
def make_throw(self, scores, last_round):
while True:
if self.random is None:
self.random = inspect.stack()[1][0].f_globals['random']
tscores = scores[:self.index] + scores[self.index+1:]
if self.last_scores != tscores:
self.last_state = None
self.last_scores = tscores
future = self.predictnext_randint(self.random)
if future == 6:
yield False
else:
yield True
def genrand_int32(self,base):
base ^= (base >> 11)
base ^= (base << 7) & 0x9d2c5680
base ^= (base << 15) & 0xefc60000
return base ^ (base >> 18)
def predictnext_randint(self,cls):
if self.last_state is None:
self.last_state = list(cls.getstate()[1])
ind = self.last_state[-1]
width = 6
res = width + 1
while res >= width:
y = self.last_state[ind]
r = self.genrand_int32(y)
res = r >> 29
ind += 1
self.last_state[-1] = (self.last_state[-1] + 1) % (len(self.last_state))
return 1 + res
New contributor
1
Welcome to PPCG! This is a really impressive answer. When I first ran it, I was bothered by the fact that it used the same amount of runtime as all other bots combined. Then I looked at the win percentage. Really clever way of skirting the rules. I will allow your bot to participate in the tournament, but I hope that others refrain from using the same tactic as this, as it violates the spirit of the game.
– maxb
yesterday
1
Since there is such a huge gap between this bot and the second place, combined with the fact that your bot requires a lot of computing, would you accept that I run a simulation with fewer iterations to find your win rate, and then run the official simulation without your bot?
– maxb
yesterday
1
Fine by me, I figured going in that this was likely disqualifiable and definitely not quite in the spirit of the game. That being said, it was a blast to get working and a fun excuse to poke around in the python source code.
– Mostly Harmless
yesterday
1
thanks! I don't think any other bot will get close to your score. And for anyone else thinking about implementing this strategy, don't. From now on this strategy is against the rules, and NeoBot is the only one allowed to use it for the sake of keeping the tournament fair.
– maxb
yesterday
add a comment |
NeoBot
Instead, only try to realize the truth - there is no spoon
NeoBot peeks into the matrix (aka random) and predicts if the next roll will be a 6 or not - it can't do anything about being handed a 6 to start with but is more than happy to dodge a streak ender.
NeoBot doesn't actually modify the controller or runtime, just politely asks the library for more information.
class NeoBot(Bot):
def __init__(self, index, end_score):
self.random = None
self.last_scores = None
self.last_state = None
super().__init__(index,end_score)
def make_throw(self, scores, last_round):
while True:
if self.random is None:
self.random = inspect.stack()[1][0].f_globals['random']
tscores = scores[:self.index] + scores[self.index+1:]
if self.last_scores != tscores:
self.last_state = None
self.last_scores = tscores
future = self.predictnext_randint(self.random)
if future == 6:
yield False
else:
yield True
def genrand_int32(self,base):
base ^= (base >> 11)
base ^= (base << 7) & 0x9d2c5680
base ^= (base << 15) & 0xefc60000
return base ^ (base >> 18)
def predictnext_randint(self,cls):
if self.last_state is None:
self.last_state = list(cls.getstate()[1])
ind = self.last_state[-1]
width = 6
res = width + 1
while res >= width:
y = self.last_state[ind]
r = self.genrand_int32(y)
res = r >> 29
ind += 1
self.last_state[-1] = (self.last_state[-1] + 1) % (len(self.last_state))
return 1 + res
New contributor
1
Welcome to PPCG! This is a really impressive answer. When I first ran it, I was bothered by the fact that it used the same amount of runtime as all other bots combined. Then I looked at the win percentage. Really clever way of skirting the rules. I will allow your bot to participate in the tournament, but I hope that others refrain from using the same tactic as this, as it violates the spirit of the game.
– maxb
yesterday
1
Since there is such a huge gap between this bot and the second place, combined with the fact that your bot requires a lot of computing, would you accept that I run a simulation with fewer iterations to find your win rate, and then run the official simulation without your bot?
– maxb
yesterday
1
Fine by me, I figured going in that this was likely disqualifiable and definitely not quite in the spirit of the game. That being said, it was a blast to get working and a fun excuse to poke around in the python source code.
– Mostly Harmless
yesterday
1
thanks! I don't think any other bot will get close to your score. And for anyone else thinking about implementing this strategy, don't. From now on this strategy is against the rules, and NeoBot is the only one allowed to use it for the sake of keeping the tournament fair.
– maxb
yesterday
add a comment |
NeoBot
Instead, only try to realize the truth - there is no spoon
NeoBot peeks into the matrix (aka random) and predicts if the next roll will be a 6 or not - it can't do anything about being handed a 6 to start with but is more than happy to dodge a streak ender.
NeoBot doesn't actually modify the controller or runtime, just politely asks the library for more information.
class NeoBot(Bot):
def __init__(self, index, end_score):
self.random = None
self.last_scores = None
self.last_state = None
super().__init__(index,end_score)
def make_throw(self, scores, last_round):
while True:
if self.random is None:
self.random = inspect.stack()[1][0].f_globals['random']
tscores = scores[:self.index] + scores[self.index+1:]
if self.last_scores != tscores:
self.last_state = None
self.last_scores = tscores
future = self.predictnext_randint(self.random)
if future == 6:
yield False
else:
yield True
def genrand_int32(self,base):
base ^= (base >> 11)
base ^= (base << 7) & 0x9d2c5680
base ^= (base << 15) & 0xefc60000
return base ^ (base >> 18)
def predictnext_randint(self,cls):
if self.last_state is None:
self.last_state = list(cls.getstate()[1])
ind = self.last_state[-1]
width = 6
res = width + 1
while res >= width:
y = self.last_state[ind]
r = self.genrand_int32(y)
res = r >> 29
ind += 1
self.last_state[-1] = (self.last_state[-1] + 1) % (len(self.last_state))
return 1 + res
New contributor
NeoBot
Instead, only try to realize the truth - there is no spoon
NeoBot peeks into the matrix (aka random) and predicts if the next roll will be a 6 or not - it can't do anything about being handed a 6 to start with but is more than happy to dodge a streak ender.
NeoBot doesn't actually modify the controller or runtime, just politely asks the library for more information.
class NeoBot(Bot):
def __init__(self, index, end_score):
self.random = None
self.last_scores = None
self.last_state = None
super().__init__(index,end_score)
def make_throw(self, scores, last_round):
while True:
if self.random is None:
self.random = inspect.stack()[1][0].f_globals['random']
tscores = scores[:self.index] + scores[self.index+1:]
if self.last_scores != tscores:
self.last_state = None
self.last_scores = tscores
future = self.predictnext_randint(self.random)
if future == 6:
yield False
else:
yield True
def genrand_int32(self,base):
base ^= (base >> 11)
base ^= (base << 7) & 0x9d2c5680
base ^= (base << 15) & 0xefc60000
return base ^ (base >> 18)
def predictnext_randint(self,cls):
if self.last_state is None:
self.last_state = list(cls.getstate()[1])
ind = self.last_state[-1]
width = 6
res = width + 1
while res >= width:
y = self.last_state[ind]
r = self.genrand_int32(y)
res = r >> 29
ind += 1
self.last_state[-1] = (self.last_state[-1] + 1) % (len(self.last_state))
return 1 + res
New contributor
edited 2 days ago
New contributor
answered 2 days ago
Mostly Harmless
2314
2314
New contributor
New contributor
1
Welcome to PPCG! This is a really impressive answer. When I first ran it, I was bothered by the fact that it used the same amount of runtime as all other bots combined. Then I looked at the win percentage. Really clever way of skirting the rules. I will allow your bot to participate in the tournament, but I hope that others refrain from using the same tactic as this, as it violates the spirit of the game.
– maxb
yesterday
1
Since there is such a huge gap between this bot and the second place, combined with the fact that your bot requires a lot of computing, would you accept that I run a simulation with fewer iterations to find your win rate, and then run the official simulation without your bot?
– maxb
yesterday
1
Fine by me, I figured going in that this was likely disqualifiable and definitely not quite in the spirit of the game. That being said, it was a blast to get working and a fun excuse to poke around in the python source code.
– Mostly Harmless
yesterday
1
thanks! I don't think any other bot will get close to your score. And for anyone else thinking about implementing this strategy, don't. From now on this strategy is against the rules, and NeoBot is the only one allowed to use it for the sake of keeping the tournament fair.
– maxb
yesterday
add a comment |
1
Welcome to PPCG! This is a really impressive answer. When I first ran it, I was bothered by the fact that it used the same amount of runtime as all other bots combined. Then I looked at the win percentage. Really clever way of skirting the rules. I will allow your bot to participate in the tournament, but I hope that others refrain from using the same tactic as this, as it violates the spirit of the game.
– maxb
yesterday
1
Since there is such a huge gap between this bot and the second place, combined with the fact that your bot requires a lot of computing, would you accept that I run a simulation with fewer iterations to find your win rate, and then run the official simulation without your bot?
– maxb
yesterday
1
Fine by me, I figured going in that this was likely disqualifiable and definitely not quite in the spirit of the game. That being said, it was a blast to get working and a fun excuse to poke around in the python source code.
– Mostly Harmless
yesterday
1
thanks! I don't think any other bot will get close to your score. And for anyone else thinking about implementing this strategy, don't. From now on this strategy is against the rules, and NeoBot is the only one allowed to use it for the sake of keeping the tournament fair.
– maxb
yesterday
1
1
Welcome to PPCG! This is a really impressive answer. When I first ran it, I was bothered by the fact that it used the same amount of runtime as all other bots combined. Then I looked at the win percentage. Really clever way of skirting the rules. I will allow your bot to participate in the tournament, but I hope that others refrain from using the same tactic as this, as it violates the spirit of the game.
– maxb
yesterday
Welcome to PPCG! This is a really impressive answer. When I first ran it, I was bothered by the fact that it used the same amount of runtime as all other bots combined. Then I looked at the win percentage. Really clever way of skirting the rules. I will allow your bot to participate in the tournament, but I hope that others refrain from using the same tactic as this, as it violates the spirit of the game.
– maxb
yesterday
1
1
Since there is such a huge gap between this bot and the second place, combined with the fact that your bot requires a lot of computing, would you accept that I run a simulation with fewer iterations to find your win rate, and then run the official simulation without your bot?
– maxb
yesterday
Since there is such a huge gap between this bot and the second place, combined with the fact that your bot requires a lot of computing, would you accept that I run a simulation with fewer iterations to find your win rate, and then run the official simulation without your bot?
– maxb
yesterday
1
1
Fine by me, I figured going in that this was likely disqualifiable and definitely not quite in the spirit of the game. That being said, it was a blast to get working and a fun excuse to poke around in the python source code.
– Mostly Harmless
yesterday
Fine by me, I figured going in that this was likely disqualifiable and definitely not quite in the spirit of the game. That being said, it was a blast to get working and a fun excuse to poke around in the python source code.
– Mostly Harmless
yesterday
1
1
thanks! I don't think any other bot will get close to your score. And for anyone else thinking about implementing this strategy, don't. From now on this strategy is against the rules, and NeoBot is the only one allowed to use it for the sake of keeping the tournament fair.
– maxb
yesterday
thanks! I don't think any other bot will get close to your score. And for anyone else thinking about implementing this strategy, don't. From now on this strategy is against the rules, and NeoBot is the only one allowed to use it for the sake of keeping the tournament fair.
– maxb
yesterday
add a comment |
GoTo20Bot
class GoTo20Bot(Bot):
def make_throw(self, scores, last_round):
target = min(20, 40 - scores[self.index])
if last_round:
target = max(scores) - scores[self.index] + 1
while sum(self.current_throws) < target:
yield True
yield False
Just have a try with all GoToNBot
's, And 20, 22, 24 plays best. I don't know why.
Update: always stop throw if get score 40 or more.
I have also experimented with those kinds of bots. The highest average score per round is found when the bot goes to 16, but I'm assuming that the "end game" makes the 20-bot win more often.
– maxb
Dec 19 at 8:57
@maxb Not so, 20 still be the best one without the "end game" in my test. Maybe you had tested it on the old version of controller.
– tsh
Dec 19 at 9:00
I ran a separate test before designing this challenge, where I calculated the average score per round for the two tactics in my post ("throw x times" and "throw until x score"), and the maximum I found was for 15-16. Though my sample size could have been too small, I did notice instability.
– maxb
Dec 19 at 9:04
2
I have done some testing with this, and my conclusion is simply that 20 works well because it is 40/2. Though I'm not completely sure. When I setend_score
to 4000 (and changed your bot to use this in thetarget
calculation), the 15-16 bots were quite a lot better. But if the game was only about increasing your score it would be trivial.
– maxb
Dec 19 at 11:23
1
@maxb Ifend_score
is 4000, it is almost impossible to get 4000 before 200 turns. And the game is simply who got the highest score in 200 turns. And stop at 15 should works will since this time the strategy for highest score in one turn is as same as highest score in 200 turns.
– tsh
Dec 21 at 1:39
|
show 4 more comments
GoTo20Bot
class GoTo20Bot(Bot):
def make_throw(self, scores, last_round):
target = min(20, 40 - scores[self.index])
if last_round:
target = max(scores) - scores[self.index] + 1
while sum(self.current_throws) < target:
yield True
yield False
Just have a try with all GoToNBot
's, And 20, 22, 24 plays best. I don't know why.
Update: always stop throw if get score 40 or more.
I have also experimented with those kinds of bots. The highest average score per round is found when the bot goes to 16, but I'm assuming that the "end game" makes the 20-bot win more often.
– maxb
Dec 19 at 8:57
@maxb Not so, 20 still be the best one without the "end game" in my test. Maybe you had tested it on the old version of controller.
– tsh
Dec 19 at 9:00
I ran a separate test before designing this challenge, where I calculated the average score per round for the two tactics in my post ("throw x times" and "throw until x score"), and the maximum I found was for 15-16. Though my sample size could have been too small, I did notice instability.
– maxb
Dec 19 at 9:04
2
I have done some testing with this, and my conclusion is simply that 20 works well because it is 40/2. Though I'm not completely sure. When I setend_score
to 4000 (and changed your bot to use this in thetarget
calculation), the 15-16 bots were quite a lot better. But if the game was only about increasing your score it would be trivial.
– maxb
Dec 19 at 11:23
1
@maxb Ifend_score
is 4000, it is almost impossible to get 4000 before 200 turns. And the game is simply who got the highest score in 200 turns. And stop at 15 should works will since this time the strategy for highest score in one turn is as same as highest score in 200 turns.
– tsh
Dec 21 at 1:39
|
show 4 more comments
GoTo20Bot
class GoTo20Bot(Bot):
def make_throw(self, scores, last_round):
target = min(20, 40 - scores[self.index])
if last_round:
target = max(scores) - scores[self.index] + 1
while sum(self.current_throws) < target:
yield True
yield False
Just have a try with all GoToNBot
's, And 20, 22, 24 plays best. I don't know why.
Update: always stop throw if get score 40 or more.
GoTo20Bot
class GoTo20Bot(Bot):
def make_throw(self, scores, last_round):
target = min(20, 40 - scores[self.index])
if last_round:
target = max(scores) - scores[self.index] + 1
while sum(self.current_throws) < target:
yield True
yield False
Just have a try with all GoToNBot
's, And 20, 22, 24 plays best. I don't know why.
Update: always stop throw if get score 40 or more.
edited Dec 19 at 9:58
answered Dec 19 at 8:53
tsh
8,40511546
8,40511546
I have also experimented with those kinds of bots. The highest average score per round is found when the bot goes to 16, but I'm assuming that the "end game" makes the 20-bot win more often.
– maxb
Dec 19 at 8:57
@maxb Not so, 20 still be the best one without the "end game" in my test. Maybe you had tested it on the old version of controller.
– tsh
Dec 19 at 9:00
I ran a separate test before designing this challenge, where I calculated the average score per round for the two tactics in my post ("throw x times" and "throw until x score"), and the maximum I found was for 15-16. Though my sample size could have been too small, I did notice instability.
– maxb
Dec 19 at 9:04
2
I have done some testing with this, and my conclusion is simply that 20 works well because it is 40/2. Though I'm not completely sure. When I setend_score
to 4000 (and changed your bot to use this in thetarget
calculation), the 15-16 bots were quite a lot better. But if the game was only about increasing your score it would be trivial.
– maxb
Dec 19 at 11:23
1
@maxb Ifend_score
is 4000, it is almost impossible to get 4000 before 200 turns. And the game is simply who got the highest score in 200 turns. And stop at 15 should works will since this time the strategy for highest score in one turn is as same as highest score in 200 turns.
– tsh
Dec 21 at 1:39
|
show 4 more comments
I have also experimented with those kinds of bots. The highest average score per round is found when the bot goes to 16, but I'm assuming that the "end game" makes the 20-bot win more often.
– maxb
Dec 19 at 8:57
@maxb Not so, 20 still be the best one without the "end game" in my test. Maybe you had tested it on the old version of controller.
– tsh
Dec 19 at 9:00
I ran a separate test before designing this challenge, where I calculated the average score per round for the two tactics in my post ("throw x times" and "throw until x score"), and the maximum I found was for 15-16. Though my sample size could have been too small, I did notice instability.
– maxb
Dec 19 at 9:04
2
I have done some testing with this, and my conclusion is simply that 20 works well because it is 40/2. Though I'm not completely sure. When I setend_score
to 4000 (and changed your bot to use this in thetarget
calculation), the 15-16 bots were quite a lot better. But if the game was only about increasing your score it would be trivial.
– maxb
Dec 19 at 11:23
1
@maxb Ifend_score
is 4000, it is almost impossible to get 4000 before 200 turns. And the game is simply who got the highest score in 200 turns. And stop at 15 should works will since this time the strategy for highest score in one turn is as same as highest score in 200 turns.
– tsh
Dec 21 at 1:39
I have also experimented with those kinds of bots. The highest average score per round is found when the bot goes to 16, but I'm assuming that the "end game" makes the 20-bot win more often.
– maxb
Dec 19 at 8:57
I have also experimented with those kinds of bots. The highest average score per round is found when the bot goes to 16, but I'm assuming that the "end game" makes the 20-bot win more often.
– maxb
Dec 19 at 8:57
@maxb Not so, 20 still be the best one without the "end game" in my test. Maybe you had tested it on the old version of controller.
– tsh
Dec 19 at 9:00
@maxb Not so, 20 still be the best one without the "end game" in my test. Maybe you had tested it on the old version of controller.
– tsh
Dec 19 at 9:00
I ran a separate test before designing this challenge, where I calculated the average score per round for the two tactics in my post ("throw x times" and "throw until x score"), and the maximum I found was for 15-16. Though my sample size could have been too small, I did notice instability.
– maxb
Dec 19 at 9:04
I ran a separate test before designing this challenge, where I calculated the average score per round for the two tactics in my post ("throw x times" and "throw until x score"), and the maximum I found was for 15-16. Though my sample size could have been too small, I did notice instability.
– maxb
Dec 19 at 9:04
2
2
I have done some testing with this, and my conclusion is simply that 20 works well because it is 40/2. Though I'm not completely sure. When I set
end_score
to 4000 (and changed your bot to use this in the target
calculation), the 15-16 bots were quite a lot better. But if the game was only about increasing your score it would be trivial.– maxb
Dec 19 at 11:23
I have done some testing with this, and my conclusion is simply that 20 works well because it is 40/2. Though I'm not completely sure. When I set
end_score
to 4000 (and changed your bot to use this in the target
calculation), the 15-16 bots were quite a lot better. But if the game was only about increasing your score it would be trivial.– maxb
Dec 19 at 11:23
1
1
@maxb If
end_score
is 4000, it is almost impossible to get 4000 before 200 turns. And the game is simply who got the highest score in 200 turns. And stop at 15 should works will since this time the strategy for highest score in one turn is as same as highest score in 200 turns.– tsh
Dec 21 at 1:39
@maxb If
end_score
is 4000, it is almost impossible to get 4000 before 200 turns. And the game is simply who got the highest score in 200 turns. And stop at 15 should works will since this time the strategy for highest score in one turn is as same as highest score in 200 turns.– tsh
Dec 21 at 1:39
|
show 4 more comments
Adaptive Roller
Starts out more aggressive and calms down towards the end of the round.
If it believes it's winning, roll an extra time for safety.
class AdaptiveRoller(Bot):
def make_throw(self, scores, last_round):
lim = min(self.end_score - scores[self.index], 22)
while sum(self.current_throws) < lim:
yield True
if max(scores) == scores[self.index] and max(scores) >= self.end_score:
yield True
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Great first submission! I'll run it against my bots I wrote for testing, but I'll update the highscore when more bots have been posted.
– maxb
Dec 19 at 8:51
I ran some tests with slight modifications to your bot.lim = max(min(self.end_score - scores[self.index], 24), 6)
raising the maximum to 24 and adding a minimum of 6 both increase the winning percentage on their own and even more so combined.
– AKroell
Dec 20 at 16:25
@AKroell: Cool! I have intended to do something similar to make sure that it rolls a few times at the end, but I haven't taken myself the time to do it yet. Weirdly though, it seems to perform worse with those values when I do 100k runs. I've only tested with 18 bots though. Maybe I should do some tests with all bots.
– Emigna
Dec 20 at 17:50
add a comment |
Adaptive Roller
Starts out more aggressive and calms down towards the end of the round.
If it believes it's winning, roll an extra time for safety.
class AdaptiveRoller(Bot):
def make_throw(self, scores, last_round):
lim = min(self.end_score - scores[self.index], 22)
while sum(self.current_throws) < lim:
yield True
if max(scores) == scores[self.index] and max(scores) >= self.end_score:
yield True
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Great first submission! I'll run it against my bots I wrote for testing, but I'll update the highscore when more bots have been posted.
– maxb
Dec 19 at 8:51
I ran some tests with slight modifications to your bot.lim = max(min(self.end_score - scores[self.index], 24), 6)
raising the maximum to 24 and adding a minimum of 6 both increase the winning percentage on their own and even more so combined.
– AKroell
Dec 20 at 16:25
@AKroell: Cool! I have intended to do something similar to make sure that it rolls a few times at the end, but I haven't taken myself the time to do it yet. Weirdly though, it seems to perform worse with those values when I do 100k runs. I've only tested with 18 bots though. Maybe I should do some tests with all bots.
– Emigna
Dec 20 at 17:50
add a comment |
Adaptive Roller
Starts out more aggressive and calms down towards the end of the round.
If it believes it's winning, roll an extra time for safety.
class AdaptiveRoller(Bot):
def make_throw(self, scores, last_round):
lim = min(self.end_score - scores[self.index], 22)
while sum(self.current_throws) < lim:
yield True
if max(scores) == scores[self.index] and max(scores) >= self.end_score:
yield True
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Adaptive Roller
Starts out more aggressive and calms down towards the end of the round.
If it believes it's winning, roll an extra time for safety.
class AdaptiveRoller(Bot):
def make_throw(self, scores, last_round):
lim = min(self.end_score - scores[self.index], 22)
while sum(self.current_throws) < lim:
yield True
if max(scores) == scores[self.index] and max(scores) >= self.end_score:
yield True
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
edited Dec 19 at 14:51
answered Dec 19 at 8:44
Emigna
45.3k432138
45.3k432138
Great first submission! I'll run it against my bots I wrote for testing, but I'll update the highscore when more bots have been posted.
– maxb
Dec 19 at 8:51
I ran some tests with slight modifications to your bot.lim = max(min(self.end_score - scores[self.index], 24), 6)
raising the maximum to 24 and adding a minimum of 6 both increase the winning percentage on their own and even more so combined.
– AKroell
Dec 20 at 16:25
@AKroell: Cool! I have intended to do something similar to make sure that it rolls a few times at the end, but I haven't taken myself the time to do it yet. Weirdly though, it seems to perform worse with those values when I do 100k runs. I've only tested with 18 bots though. Maybe I should do some tests with all bots.
– Emigna
Dec 20 at 17:50
add a comment |
Great first submission! I'll run it against my bots I wrote for testing, but I'll update the highscore when more bots have been posted.
– maxb
Dec 19 at 8:51
I ran some tests with slight modifications to your bot.lim = max(min(self.end_score - scores[self.index], 24), 6)
raising the maximum to 24 and adding a minimum of 6 both increase the winning percentage on their own and even more so combined.
– AKroell
Dec 20 at 16:25
@AKroell: Cool! I have intended to do something similar to make sure that it rolls a few times at the end, but I haven't taken myself the time to do it yet. Weirdly though, it seems to perform worse with those values when I do 100k runs. I've only tested with 18 bots though. Maybe I should do some tests with all bots.
– Emigna
Dec 20 at 17:50
Great first submission! I'll run it against my bots I wrote for testing, but I'll update the highscore when more bots have been posted.
– maxb
Dec 19 at 8:51
Great first submission! I'll run it against my bots I wrote for testing, but I'll update the highscore when more bots have been posted.
– maxb
Dec 19 at 8:51
I ran some tests with slight modifications to your bot.
lim = max(min(self.end_score - scores[self.index], 24), 6)
raising the maximum to 24 and adding a minimum of 6 both increase the winning percentage on their own and even more so combined.– AKroell
Dec 20 at 16:25
I ran some tests with slight modifications to your bot.
lim = max(min(self.end_score - scores[self.index], 24), 6)
raising the maximum to 24 and adding a minimum of 6 both increase the winning percentage on their own and even more so combined.– AKroell
Dec 20 at 16:25
@AKroell: Cool! I have intended to do something similar to make sure that it rolls a few times at the end, but I haven't taken myself the time to do it yet. Weirdly though, it seems to perform worse with those values when I do 100k runs. I've only tested with 18 bots though. Maybe I should do some tests with all bots.
– Emigna
Dec 20 at 17:50
@AKroell: Cool! I have intended to do something similar to make sure that it rolls a few times at the end, but I haven't taken myself the time to do it yet. Weirdly though, it seems to perform worse with those values when I do 100k runs. I've only tested with 18 bots though. Maybe I should do some tests with all bots.
– Emigna
Dec 20 at 17:50
add a comment |
Cooperative Swarm
Strategy
I don't think anyone else has yet noticed the significance of this rule:
If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
If every bot always rolled until they busted, then everyone would have a score of zero at the end of round 200 and everybody would win! Thus, the Cooperative Swarm's strategy is to cooperate as long as all players have a score of zero, but to play normally if anybody scores any points.
In this post, I am submitting two bots: the first is CooperativeSwarmBot, and the second is CooperativeThrowTwice. CooperativeSwarmBot serves as a base class for all bots that are formally part of the cooperative swarm, and has placeholder behavior of simply accepting its first successful roll when cooperation fails. CooperativeSwarmBot has CooperativeSwarmBot as its parent and is identical to it in every way except that its non-cooperative behavior is to make two rolls instead of one. In the next few days I will be revising this post to add new bots that use much more intelligent behavior playing against non-cooperative bots.
Code
class CooperativeSwarmBot(Bot):
def defection_strategy(self, scores, last_round):
yield False
def make_throw(self, scores, last_round):
cooperate = max(scores) == 0
if (cooperate):
while True:
yield True
else:
yield from self.defection_strategy(scores, last_round)
class CooperativeThrowTwice(CooperativeSwarmBot):
def defection_strategy(self, scores, last_round):
yield True
yield False
Analysis
Viability
It is very hard to cooperate in this game because we need the support of all eight players for it to work. Since each bot class is limited to one instance per game, this is a hard goal to achieve. For example, the odds of choosing eight cooperative bots from a pool of 100 cooperative bots and 30 non-cooperative bots is:
$$frac{100}{130} * frac{99}{129} * frac{98}{128} * frac{97}{127} * frac{96}{126} * frac{95}{125} * frac{94}{124} * frac{93}{123} approx 0.115$$
More generally, the odds of choosing $i$ cooperative bots from a pool of $c$ cooperative bots and $n$ noncooperative bots is:
$$frac{c! div (c - i)!}{(c+n)! div (c + n - i)!}$$
From this equation we can easily show that we would need about 430 cooperative bots in order for 50% of games to end cooperatively, or about 2900 bots for 90% (using $i = 8$ as per the rules, and $n = 38$).
Case Study
For a number of reasons (see footnotes 1 and 2), a proper cooperative swarm will never compete in the official games. As such, I'll be summarizing the results of one of my own simulations in this section.
This simulation ran 10000 games using the 38 other bots that had been posted here the last time I checked and 2900 bots that had CooperativeSwarmBot as their parent class. The controller reported that 9051 of the 10000 games (90.51%) ended at 200 rounds, which is quite close to the prediction that 90% of games would be cooperative. The implementation of these bots was trivial; other than CooperativeSwarmBot they all took this form:
class CooperativeSwarm_1234(CooperativeSwarmBot):
pass
Less that 3% of the bots had a win percentage that was below 80%, and just over 11% of the bots won every single game they played. The median win percentage of the 2900 bots in the swarm is about 86%, which is outrageously good. For comparison, the top performers on the current official leaderboard win less than 22% of their games. I can't fit the full listing of the cooperative swarm within the maximum allowed length for an answer, so if you want to view that you'll have to go here instead: https://pastebin.com/3Zc8m1Ex
Since each bot played in an average of about 27 games, luck plays a relatively large roll when you look at the results for individual bots. As I have not yet implemented an advanced strategy for non-cooperative games, most other bots benefited drastically from playing against the cooperative swarm, performing even the cooperative swarm's median win rate of 86%.
The full results for bots that aren't in the swarm are listed below; there are two bots whose results I think deserve particular attention. First, StopBot failed to win any games at all. This is particularly tragic because the cooperative swarm was actually using the exact same strategy as StopBot was; you would have expected StopBot to win an eight of its games by chance, and a little bit more because the cooperative swarm is forced to give its opponents the first move. The second interesting result, however, is that PointsAreForNerdsBot's hard work finally paid off: it cooperated with the swarm and managed to win every single game it played!
+---------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+---------------------+----+--------+--------+------+------+-------+------+--------+
|AggressiveStalker |100.0| 21| 21| 42| 40.71| 40.71| 3.48| 46.32|
|PointsAreForNerdsBot |100.0| 31| 31| 0| 0.00| 0.00| 6.02| 0.00|
|TakeFive |100.0| 18| 18| 44| 41.94| 41.94| 2.61| 50.93|
|Hesitate |100.0| 26| 26| 44| 41.27| 41.27| 3.32| 41.89|
|Crush |100.0| 34| 34| 44| 41.15| 41.15| 5.38| 6.73|
|StepBot |97.0| 32| 33| 46| 41.15| 42.44| 4.51| 24.54|
|LastRound |96.8| 30| 31| 44| 40.32| 41.17| 3.54| 45.05|
|Chaser |96.8| 30| 31| 47| 42.90| 44.33| 3.04| 52.16|
|GoHomeBot |96.8| 30| 31| 44| 40.32| 41.67| 5.60| 9.71|
|Stalker |96.4| 27| 28| 44| 41.18| 41.44| 2.88| 57.53|
|ClunkyChicken |96.2| 25| 26| 44| 40.96| 41.88| 2.32| 61.23|
|AdaptiveRoller |96.0| 24| 25| 44| 39.32| 40.96| 4.49| 27.43|
|GoTo20Bot |95.5| 21| 22| 44| 40.36| 41.33| 4.60| 30.50|
|FortyTeen |95.0| 19| 20| 48| 44.15| 45.68| 3.71| 43.97|
|BinaryBot |94.3| 33| 35| 44| 41.29| 41.42| 2.87| 53.07|
|EnsureLead |93.8| 15| 16| 55| 42.56| 42.60| 4.04| 26.61|
|Roll6Timesv2 |92.9| 26| 28| 45| 40.71| 42.27| 4.07| 29.63|
|BringMyOwn_dice |92.1| 35| 38| 44| 40.32| 41.17| 4.09| 28.40|
|LizduadacBot |92.0| 23| 25| 54| 47.32| 51.43| 5.70| 5.18|
|FooBot |91.7| 22| 24| 44| 39.67| 41.45| 3.68| 51.80|
|Alpha |91.7| 33| 36| 48| 38.89| 42.42| 2.16| 65.34|
|QuotaBot |90.5| 19| 21| 53| 38.38| 42.42| 3.88| 24.65|
|GoBigEarly |88.5| 23| 26| 47| 41.35| 42.87| 3.33| 46.38|
|ExpectationsBot |88.0| 22| 25| 44| 39.08| 41.55| 3.57| 45.34|
|LeadBy5Bot |87.5| 21| 24| 50| 37.46| 42.81| 2.20| 63.88|
|GamblersFallacy |86.4| 19| 22| 44| 41.32| 41.58| 2.05| 63.11|
|BePrepared |86.4| 19| 22| 59| 39.59| 44.79| 3.81| 35.96|
|RollForLuckBot |85.7| 18| 21| 54| 41.95| 47.67| 4.68| 25.29|
|OneStepAheadBot |84.6| 22| 26| 50| 41.35| 46.00| 3.34| 42.97|
|FlipCoinRollDice |78.3| 18| 23| 51| 37.61| 44.72| 1.67| 75.42|
|BlessRNG |77.8| 28| 36| 47| 40.69| 41.89| 1.43| 83.66|
|FutureBot |77.4| 24| 31| 49| 40.16| 44.38| 2.41| 63.99|
|SlowStart |68.4| 26| 38| 57| 38.53| 45.31| 1.99| 66.15|
|NotTooFarBehindBot |66.7| 20| 30| 50| 37.27| 42.00| 1.29| 77.61|
|ThrowThriceBot |63.0| 17| 27| 51| 39.63| 44.76| 2.50| 55.67|
|OneInFiveBot |58.3| 14| 24| 54| 33.54| 44.86| 2.91| 50.19|
|MatchLeaderBot |48.1| 13| 27| 49| 40.15| 44.15| 1.22| 82.26|
|StopBot | 0.0| 0| 27| 43| 30.26| 0.00| 1.00| 82.77|
+---------------------+----+--------+--------+------+------+-------+------+--------+
Flaws
There are a couple of drawbacks to this cooperative approach. First, when playing against non-cooperative bots cooperative bots never get the first-turn advantage because when they do play first, they don't yet know whether or not their opponents are willing to cooperate, and thus have no choice but to get a score of zero. Similarly, this cooperative strategy is extremely vulnerable to exploitation by malicious bots; for instance, during cooperative play the bot who plays last in the last round can choose to stop rolling immediately to make everybody else lose (assuming, of course, that their first roll wasn't a six).
By cooperating, all bots can achieve the optimal solution of a 100% win rate. As such, if the win rate was the only thing that mattered then cooperation would be a stable equilibrium and there would be nothing to worry about. However, some bots might prioritize other goals, such as reaching the top of the leaderboard. This means that there is a risk that another bot might defect after your last turn, which creates an incentive for you to defect first. Because the setup of this competition doesn't allow us to see what our opponents did in their prior games, we can't penalize individuals that defected. Thus, cooperation is ultimately an unstable equilibrium doomed for failure.
Footnotes
[1]: The primary reasons why I don't want to submit thousands of bots instead of just two are that doing so would slow the simulation by a factor on the order of 1000 [2], and that doing so would significantly mess with win percentages as other bots would almost exclusively be playing against the swarm rather than each other. More important, however, is the fact that even if I wanted to I wouldn't be able to make that many bots in a reasonable time frame without breaking the spirit of the rule that "A bot must not implement the exact same strategy as an existing one, intentionally or accidentally".
[2]: I think there are two main reasons that the simulation slows down when running a cooperative swarm. First, more bots means more games if you want each bot to play in the same number of games (in the case study, the number of games would differ by a factor of about 77). Second, cooperative games just take longer because they last for a full 200 rounds, and within a round players have to keep rolling indefinitely. For my setup, games took about 40 times longer to simulate: the case study took a little over three minutes to run 10000 games, but after removing the cooperative swarm it would finish 10000 games in just 4.5 seconds. Between these two reasons, I estimate it would take about 3100 times longer to accurately measure the performance of bots when there is a swarm competing compared to when there isn't.
New contributor
3
Wow. And welcome to PPCG. This is quite the first answer. I wasn't really planning on a situation like this. You certainly found a loophole in the rules. I'm not really sure how I should score this, since your answer is a collection of bots rather than a single bot. However, the only thing I'll say right now is that it feels unfair that one participant would control 98.7% of all bots.
– maxb
Dec 22 at 16:37
2
I actually don't want duplicate bots to be in the official competition; that's why I ran the simulation myself instead of submitting thousands of very nearly identical bots. I'll revise my submission to make that more clear.
– Einhaender
Dec 22 at 17:09
Had I anticipated an answer like this, I would have changed the games that go to 200 rounds so that they don't give scores to players. However, as you note, there is a rule about creating identical bots which would make this strategy be against the rules. I'm not going to change the rules, as it would be unfair to everyone who has made a bot. However, the concept of cooperation is very interesting, And I hope that there are other bots submitted which implement the cooperation strategy in combination with its own unique strategy.
– maxb
Dec 22 at 17:10
1
I think your post is clear after reading it more thoroughly.
– maxb
Dec 22 at 17:11
add a comment |
Cooperative Swarm
Strategy
I don't think anyone else has yet noticed the significance of this rule:
If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
If every bot always rolled until they busted, then everyone would have a score of zero at the end of round 200 and everybody would win! Thus, the Cooperative Swarm's strategy is to cooperate as long as all players have a score of zero, but to play normally if anybody scores any points.
In this post, I am submitting two bots: the first is CooperativeSwarmBot, and the second is CooperativeThrowTwice. CooperativeSwarmBot serves as a base class for all bots that are formally part of the cooperative swarm, and has placeholder behavior of simply accepting its first successful roll when cooperation fails. CooperativeSwarmBot has CooperativeSwarmBot as its parent and is identical to it in every way except that its non-cooperative behavior is to make two rolls instead of one. In the next few days I will be revising this post to add new bots that use much more intelligent behavior playing against non-cooperative bots.
Code
class CooperativeSwarmBot(Bot):
def defection_strategy(self, scores, last_round):
yield False
def make_throw(self, scores, last_round):
cooperate = max(scores) == 0
if (cooperate):
while True:
yield True
else:
yield from self.defection_strategy(scores, last_round)
class CooperativeThrowTwice(CooperativeSwarmBot):
def defection_strategy(self, scores, last_round):
yield True
yield False
Analysis
Viability
It is very hard to cooperate in this game because we need the support of all eight players for it to work. Since each bot class is limited to one instance per game, this is a hard goal to achieve. For example, the odds of choosing eight cooperative bots from a pool of 100 cooperative bots and 30 non-cooperative bots is:
$$frac{100}{130} * frac{99}{129} * frac{98}{128} * frac{97}{127} * frac{96}{126} * frac{95}{125} * frac{94}{124} * frac{93}{123} approx 0.115$$
More generally, the odds of choosing $i$ cooperative bots from a pool of $c$ cooperative bots and $n$ noncooperative bots is:
$$frac{c! div (c - i)!}{(c+n)! div (c + n - i)!}$$
From this equation we can easily show that we would need about 430 cooperative bots in order for 50% of games to end cooperatively, or about 2900 bots for 90% (using $i = 8$ as per the rules, and $n = 38$).
Case Study
For a number of reasons (see footnotes 1 and 2), a proper cooperative swarm will never compete in the official games. As such, I'll be summarizing the results of one of my own simulations in this section.
This simulation ran 10000 games using the 38 other bots that had been posted here the last time I checked and 2900 bots that had CooperativeSwarmBot as their parent class. The controller reported that 9051 of the 10000 games (90.51%) ended at 200 rounds, which is quite close to the prediction that 90% of games would be cooperative. The implementation of these bots was trivial; other than CooperativeSwarmBot they all took this form:
class CooperativeSwarm_1234(CooperativeSwarmBot):
pass
Less that 3% of the bots had a win percentage that was below 80%, and just over 11% of the bots won every single game they played. The median win percentage of the 2900 bots in the swarm is about 86%, which is outrageously good. For comparison, the top performers on the current official leaderboard win less than 22% of their games. I can't fit the full listing of the cooperative swarm within the maximum allowed length for an answer, so if you want to view that you'll have to go here instead: https://pastebin.com/3Zc8m1Ex
Since each bot played in an average of about 27 games, luck plays a relatively large roll when you look at the results for individual bots. As I have not yet implemented an advanced strategy for non-cooperative games, most other bots benefited drastically from playing against the cooperative swarm, performing even the cooperative swarm's median win rate of 86%.
The full results for bots that aren't in the swarm are listed below; there are two bots whose results I think deserve particular attention. First, StopBot failed to win any games at all. This is particularly tragic because the cooperative swarm was actually using the exact same strategy as StopBot was; you would have expected StopBot to win an eight of its games by chance, and a little bit more because the cooperative swarm is forced to give its opponents the first move. The second interesting result, however, is that PointsAreForNerdsBot's hard work finally paid off: it cooperated with the swarm and managed to win every single game it played!
+---------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+---------------------+----+--------+--------+------+------+-------+------+--------+
|AggressiveStalker |100.0| 21| 21| 42| 40.71| 40.71| 3.48| 46.32|
|PointsAreForNerdsBot |100.0| 31| 31| 0| 0.00| 0.00| 6.02| 0.00|
|TakeFive |100.0| 18| 18| 44| 41.94| 41.94| 2.61| 50.93|
|Hesitate |100.0| 26| 26| 44| 41.27| 41.27| 3.32| 41.89|
|Crush |100.0| 34| 34| 44| 41.15| 41.15| 5.38| 6.73|
|StepBot |97.0| 32| 33| 46| 41.15| 42.44| 4.51| 24.54|
|LastRound |96.8| 30| 31| 44| 40.32| 41.17| 3.54| 45.05|
|Chaser |96.8| 30| 31| 47| 42.90| 44.33| 3.04| 52.16|
|GoHomeBot |96.8| 30| 31| 44| 40.32| 41.67| 5.60| 9.71|
|Stalker |96.4| 27| 28| 44| 41.18| 41.44| 2.88| 57.53|
|ClunkyChicken |96.2| 25| 26| 44| 40.96| 41.88| 2.32| 61.23|
|AdaptiveRoller |96.0| 24| 25| 44| 39.32| 40.96| 4.49| 27.43|
|GoTo20Bot |95.5| 21| 22| 44| 40.36| 41.33| 4.60| 30.50|
|FortyTeen |95.0| 19| 20| 48| 44.15| 45.68| 3.71| 43.97|
|BinaryBot |94.3| 33| 35| 44| 41.29| 41.42| 2.87| 53.07|
|EnsureLead |93.8| 15| 16| 55| 42.56| 42.60| 4.04| 26.61|
|Roll6Timesv2 |92.9| 26| 28| 45| 40.71| 42.27| 4.07| 29.63|
|BringMyOwn_dice |92.1| 35| 38| 44| 40.32| 41.17| 4.09| 28.40|
|LizduadacBot |92.0| 23| 25| 54| 47.32| 51.43| 5.70| 5.18|
|FooBot |91.7| 22| 24| 44| 39.67| 41.45| 3.68| 51.80|
|Alpha |91.7| 33| 36| 48| 38.89| 42.42| 2.16| 65.34|
|QuotaBot |90.5| 19| 21| 53| 38.38| 42.42| 3.88| 24.65|
|GoBigEarly |88.5| 23| 26| 47| 41.35| 42.87| 3.33| 46.38|
|ExpectationsBot |88.0| 22| 25| 44| 39.08| 41.55| 3.57| 45.34|
|LeadBy5Bot |87.5| 21| 24| 50| 37.46| 42.81| 2.20| 63.88|
|GamblersFallacy |86.4| 19| 22| 44| 41.32| 41.58| 2.05| 63.11|
|BePrepared |86.4| 19| 22| 59| 39.59| 44.79| 3.81| 35.96|
|RollForLuckBot |85.7| 18| 21| 54| 41.95| 47.67| 4.68| 25.29|
|OneStepAheadBot |84.6| 22| 26| 50| 41.35| 46.00| 3.34| 42.97|
|FlipCoinRollDice |78.3| 18| 23| 51| 37.61| 44.72| 1.67| 75.42|
|BlessRNG |77.8| 28| 36| 47| 40.69| 41.89| 1.43| 83.66|
|FutureBot |77.4| 24| 31| 49| 40.16| 44.38| 2.41| 63.99|
|SlowStart |68.4| 26| 38| 57| 38.53| 45.31| 1.99| 66.15|
|NotTooFarBehindBot |66.7| 20| 30| 50| 37.27| 42.00| 1.29| 77.61|
|ThrowThriceBot |63.0| 17| 27| 51| 39.63| 44.76| 2.50| 55.67|
|OneInFiveBot |58.3| 14| 24| 54| 33.54| 44.86| 2.91| 50.19|
|MatchLeaderBot |48.1| 13| 27| 49| 40.15| 44.15| 1.22| 82.26|
|StopBot | 0.0| 0| 27| 43| 30.26| 0.00| 1.00| 82.77|
+---------------------+----+--------+--------+------+------+-------+------+--------+
Flaws
There are a couple of drawbacks to this cooperative approach. First, when playing against non-cooperative bots cooperative bots never get the first-turn advantage because when they do play first, they don't yet know whether or not their opponents are willing to cooperate, and thus have no choice but to get a score of zero. Similarly, this cooperative strategy is extremely vulnerable to exploitation by malicious bots; for instance, during cooperative play the bot who plays last in the last round can choose to stop rolling immediately to make everybody else lose (assuming, of course, that their first roll wasn't a six).
By cooperating, all bots can achieve the optimal solution of a 100% win rate. As such, if the win rate was the only thing that mattered then cooperation would be a stable equilibrium and there would be nothing to worry about. However, some bots might prioritize other goals, such as reaching the top of the leaderboard. This means that there is a risk that another bot might defect after your last turn, which creates an incentive for you to defect first. Because the setup of this competition doesn't allow us to see what our opponents did in their prior games, we can't penalize individuals that defected. Thus, cooperation is ultimately an unstable equilibrium doomed for failure.
Footnotes
[1]: The primary reasons why I don't want to submit thousands of bots instead of just two are that doing so would slow the simulation by a factor on the order of 1000 [2], and that doing so would significantly mess with win percentages as other bots would almost exclusively be playing against the swarm rather than each other. More important, however, is the fact that even if I wanted to I wouldn't be able to make that many bots in a reasonable time frame without breaking the spirit of the rule that "A bot must not implement the exact same strategy as an existing one, intentionally or accidentally".
[2]: I think there are two main reasons that the simulation slows down when running a cooperative swarm. First, more bots means more games if you want each bot to play in the same number of games (in the case study, the number of games would differ by a factor of about 77). Second, cooperative games just take longer because they last for a full 200 rounds, and within a round players have to keep rolling indefinitely. For my setup, games took about 40 times longer to simulate: the case study took a little over three minutes to run 10000 games, but after removing the cooperative swarm it would finish 10000 games in just 4.5 seconds. Between these two reasons, I estimate it would take about 3100 times longer to accurately measure the performance of bots when there is a swarm competing compared to when there isn't.
New contributor
3
Wow. And welcome to PPCG. This is quite the first answer. I wasn't really planning on a situation like this. You certainly found a loophole in the rules. I'm not really sure how I should score this, since your answer is a collection of bots rather than a single bot. However, the only thing I'll say right now is that it feels unfair that one participant would control 98.7% of all bots.
– maxb
Dec 22 at 16:37
2
I actually don't want duplicate bots to be in the official competition; that's why I ran the simulation myself instead of submitting thousands of very nearly identical bots. I'll revise my submission to make that more clear.
– Einhaender
Dec 22 at 17:09
Had I anticipated an answer like this, I would have changed the games that go to 200 rounds so that they don't give scores to players. However, as you note, there is a rule about creating identical bots which would make this strategy be against the rules. I'm not going to change the rules, as it would be unfair to everyone who has made a bot. However, the concept of cooperation is very interesting, And I hope that there are other bots submitted which implement the cooperation strategy in combination with its own unique strategy.
– maxb
Dec 22 at 17:10
1
I think your post is clear after reading it more thoroughly.
– maxb
Dec 22 at 17:11
add a comment |
Cooperative Swarm
Strategy
I don't think anyone else has yet noticed the significance of this rule:
If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
If every bot always rolled until they busted, then everyone would have a score of zero at the end of round 200 and everybody would win! Thus, the Cooperative Swarm's strategy is to cooperate as long as all players have a score of zero, but to play normally if anybody scores any points.
In this post, I am submitting two bots: the first is CooperativeSwarmBot, and the second is CooperativeThrowTwice. CooperativeSwarmBot serves as a base class for all bots that are formally part of the cooperative swarm, and has placeholder behavior of simply accepting its first successful roll when cooperation fails. CooperativeSwarmBot has CooperativeSwarmBot as its parent and is identical to it in every way except that its non-cooperative behavior is to make two rolls instead of one. In the next few days I will be revising this post to add new bots that use much more intelligent behavior playing against non-cooperative bots.
Code
class CooperativeSwarmBot(Bot):
def defection_strategy(self, scores, last_round):
yield False
def make_throw(self, scores, last_round):
cooperate = max(scores) == 0
if (cooperate):
while True:
yield True
else:
yield from self.defection_strategy(scores, last_round)
class CooperativeThrowTwice(CooperativeSwarmBot):
def defection_strategy(self, scores, last_round):
yield True
yield False
Analysis
Viability
It is very hard to cooperate in this game because we need the support of all eight players for it to work. Since each bot class is limited to one instance per game, this is a hard goal to achieve. For example, the odds of choosing eight cooperative bots from a pool of 100 cooperative bots and 30 non-cooperative bots is:
$$frac{100}{130} * frac{99}{129} * frac{98}{128} * frac{97}{127} * frac{96}{126} * frac{95}{125} * frac{94}{124} * frac{93}{123} approx 0.115$$
More generally, the odds of choosing $i$ cooperative bots from a pool of $c$ cooperative bots and $n$ noncooperative bots is:
$$frac{c! div (c - i)!}{(c+n)! div (c + n - i)!}$$
From this equation we can easily show that we would need about 430 cooperative bots in order for 50% of games to end cooperatively, or about 2900 bots for 90% (using $i = 8$ as per the rules, and $n = 38$).
Case Study
For a number of reasons (see footnotes 1 and 2), a proper cooperative swarm will never compete in the official games. As such, I'll be summarizing the results of one of my own simulations in this section.
This simulation ran 10000 games using the 38 other bots that had been posted here the last time I checked and 2900 bots that had CooperativeSwarmBot as their parent class. The controller reported that 9051 of the 10000 games (90.51%) ended at 200 rounds, which is quite close to the prediction that 90% of games would be cooperative. The implementation of these bots was trivial; other than CooperativeSwarmBot they all took this form:
class CooperativeSwarm_1234(CooperativeSwarmBot):
pass
Less that 3% of the bots had a win percentage that was below 80%, and just over 11% of the bots won every single game they played. The median win percentage of the 2900 bots in the swarm is about 86%, which is outrageously good. For comparison, the top performers on the current official leaderboard win less than 22% of their games. I can't fit the full listing of the cooperative swarm within the maximum allowed length for an answer, so if you want to view that you'll have to go here instead: https://pastebin.com/3Zc8m1Ex
Since each bot played in an average of about 27 games, luck plays a relatively large roll when you look at the results for individual bots. As I have not yet implemented an advanced strategy for non-cooperative games, most other bots benefited drastically from playing against the cooperative swarm, performing even the cooperative swarm's median win rate of 86%.
The full results for bots that aren't in the swarm are listed below; there are two bots whose results I think deserve particular attention. First, StopBot failed to win any games at all. This is particularly tragic because the cooperative swarm was actually using the exact same strategy as StopBot was; you would have expected StopBot to win an eight of its games by chance, and a little bit more because the cooperative swarm is forced to give its opponents the first move. The second interesting result, however, is that PointsAreForNerdsBot's hard work finally paid off: it cooperated with the swarm and managed to win every single game it played!
+---------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+---------------------+----+--------+--------+------+------+-------+------+--------+
|AggressiveStalker |100.0| 21| 21| 42| 40.71| 40.71| 3.48| 46.32|
|PointsAreForNerdsBot |100.0| 31| 31| 0| 0.00| 0.00| 6.02| 0.00|
|TakeFive |100.0| 18| 18| 44| 41.94| 41.94| 2.61| 50.93|
|Hesitate |100.0| 26| 26| 44| 41.27| 41.27| 3.32| 41.89|
|Crush |100.0| 34| 34| 44| 41.15| 41.15| 5.38| 6.73|
|StepBot |97.0| 32| 33| 46| 41.15| 42.44| 4.51| 24.54|
|LastRound |96.8| 30| 31| 44| 40.32| 41.17| 3.54| 45.05|
|Chaser |96.8| 30| 31| 47| 42.90| 44.33| 3.04| 52.16|
|GoHomeBot |96.8| 30| 31| 44| 40.32| 41.67| 5.60| 9.71|
|Stalker |96.4| 27| 28| 44| 41.18| 41.44| 2.88| 57.53|
|ClunkyChicken |96.2| 25| 26| 44| 40.96| 41.88| 2.32| 61.23|
|AdaptiveRoller |96.0| 24| 25| 44| 39.32| 40.96| 4.49| 27.43|
|GoTo20Bot |95.5| 21| 22| 44| 40.36| 41.33| 4.60| 30.50|
|FortyTeen |95.0| 19| 20| 48| 44.15| 45.68| 3.71| 43.97|
|BinaryBot |94.3| 33| 35| 44| 41.29| 41.42| 2.87| 53.07|
|EnsureLead |93.8| 15| 16| 55| 42.56| 42.60| 4.04| 26.61|
|Roll6Timesv2 |92.9| 26| 28| 45| 40.71| 42.27| 4.07| 29.63|
|BringMyOwn_dice |92.1| 35| 38| 44| 40.32| 41.17| 4.09| 28.40|
|LizduadacBot |92.0| 23| 25| 54| 47.32| 51.43| 5.70| 5.18|
|FooBot |91.7| 22| 24| 44| 39.67| 41.45| 3.68| 51.80|
|Alpha |91.7| 33| 36| 48| 38.89| 42.42| 2.16| 65.34|
|QuotaBot |90.5| 19| 21| 53| 38.38| 42.42| 3.88| 24.65|
|GoBigEarly |88.5| 23| 26| 47| 41.35| 42.87| 3.33| 46.38|
|ExpectationsBot |88.0| 22| 25| 44| 39.08| 41.55| 3.57| 45.34|
|LeadBy5Bot |87.5| 21| 24| 50| 37.46| 42.81| 2.20| 63.88|
|GamblersFallacy |86.4| 19| 22| 44| 41.32| 41.58| 2.05| 63.11|
|BePrepared |86.4| 19| 22| 59| 39.59| 44.79| 3.81| 35.96|
|RollForLuckBot |85.7| 18| 21| 54| 41.95| 47.67| 4.68| 25.29|
|OneStepAheadBot |84.6| 22| 26| 50| 41.35| 46.00| 3.34| 42.97|
|FlipCoinRollDice |78.3| 18| 23| 51| 37.61| 44.72| 1.67| 75.42|
|BlessRNG |77.8| 28| 36| 47| 40.69| 41.89| 1.43| 83.66|
|FutureBot |77.4| 24| 31| 49| 40.16| 44.38| 2.41| 63.99|
|SlowStart |68.4| 26| 38| 57| 38.53| 45.31| 1.99| 66.15|
|NotTooFarBehindBot |66.7| 20| 30| 50| 37.27| 42.00| 1.29| 77.61|
|ThrowThriceBot |63.0| 17| 27| 51| 39.63| 44.76| 2.50| 55.67|
|OneInFiveBot |58.3| 14| 24| 54| 33.54| 44.86| 2.91| 50.19|
|MatchLeaderBot |48.1| 13| 27| 49| 40.15| 44.15| 1.22| 82.26|
|StopBot | 0.0| 0| 27| 43| 30.26| 0.00| 1.00| 82.77|
+---------------------+----+--------+--------+------+------+-------+------+--------+
Flaws
There are a couple of drawbacks to this cooperative approach. First, when playing against non-cooperative bots cooperative bots never get the first-turn advantage because when they do play first, they don't yet know whether or not their opponents are willing to cooperate, and thus have no choice but to get a score of zero. Similarly, this cooperative strategy is extremely vulnerable to exploitation by malicious bots; for instance, during cooperative play the bot who plays last in the last round can choose to stop rolling immediately to make everybody else lose (assuming, of course, that their first roll wasn't a six).
By cooperating, all bots can achieve the optimal solution of a 100% win rate. As such, if the win rate was the only thing that mattered then cooperation would be a stable equilibrium and there would be nothing to worry about. However, some bots might prioritize other goals, such as reaching the top of the leaderboard. This means that there is a risk that another bot might defect after your last turn, which creates an incentive for you to defect first. Because the setup of this competition doesn't allow us to see what our opponents did in their prior games, we can't penalize individuals that defected. Thus, cooperation is ultimately an unstable equilibrium doomed for failure.
Footnotes
[1]: The primary reasons why I don't want to submit thousands of bots instead of just two are that doing so would slow the simulation by a factor on the order of 1000 [2], and that doing so would significantly mess with win percentages as other bots would almost exclusively be playing against the swarm rather than each other. More important, however, is the fact that even if I wanted to I wouldn't be able to make that many bots in a reasonable time frame without breaking the spirit of the rule that "A bot must not implement the exact same strategy as an existing one, intentionally or accidentally".
[2]: I think there are two main reasons that the simulation slows down when running a cooperative swarm. First, more bots means more games if you want each bot to play in the same number of games (in the case study, the number of games would differ by a factor of about 77). Second, cooperative games just take longer because they last for a full 200 rounds, and within a round players have to keep rolling indefinitely. For my setup, games took about 40 times longer to simulate: the case study took a little over three minutes to run 10000 games, but after removing the cooperative swarm it would finish 10000 games in just 4.5 seconds. Between these two reasons, I estimate it would take about 3100 times longer to accurately measure the performance of bots when there is a swarm competing compared to when there isn't.
New contributor
Cooperative Swarm
Strategy
I don't think anyone else has yet noticed the significance of this rule:
If the game goes to 200 rounds, the bot (or bots) with the highest score is the winner, even if they do not have 40 points or more.
If every bot always rolled until they busted, then everyone would have a score of zero at the end of round 200 and everybody would win! Thus, the Cooperative Swarm's strategy is to cooperate as long as all players have a score of zero, but to play normally if anybody scores any points.
In this post, I am submitting two bots: the first is CooperativeSwarmBot, and the second is CooperativeThrowTwice. CooperativeSwarmBot serves as a base class for all bots that are formally part of the cooperative swarm, and has placeholder behavior of simply accepting its first successful roll when cooperation fails. CooperativeSwarmBot has CooperativeSwarmBot as its parent and is identical to it in every way except that its non-cooperative behavior is to make two rolls instead of one. In the next few days I will be revising this post to add new bots that use much more intelligent behavior playing against non-cooperative bots.
Code
class CooperativeSwarmBot(Bot):
def defection_strategy(self, scores, last_round):
yield False
def make_throw(self, scores, last_round):
cooperate = max(scores) == 0
if (cooperate):
while True:
yield True
else:
yield from self.defection_strategy(scores, last_round)
class CooperativeThrowTwice(CooperativeSwarmBot):
def defection_strategy(self, scores, last_round):
yield True
yield False
Analysis
Viability
It is very hard to cooperate in this game because we need the support of all eight players for it to work. Since each bot class is limited to one instance per game, this is a hard goal to achieve. For example, the odds of choosing eight cooperative bots from a pool of 100 cooperative bots and 30 non-cooperative bots is:
$$frac{100}{130} * frac{99}{129} * frac{98}{128} * frac{97}{127} * frac{96}{126} * frac{95}{125} * frac{94}{124} * frac{93}{123} approx 0.115$$
More generally, the odds of choosing $i$ cooperative bots from a pool of $c$ cooperative bots and $n$ noncooperative bots is:
$$frac{c! div (c - i)!}{(c+n)! div (c + n - i)!}$$
From this equation we can easily show that we would need about 430 cooperative bots in order for 50% of games to end cooperatively, or about 2900 bots for 90% (using $i = 8$ as per the rules, and $n = 38$).
Case Study
For a number of reasons (see footnotes 1 and 2), a proper cooperative swarm will never compete in the official games. As such, I'll be summarizing the results of one of my own simulations in this section.
This simulation ran 10000 games using the 38 other bots that had been posted here the last time I checked and 2900 bots that had CooperativeSwarmBot as their parent class. The controller reported that 9051 of the 10000 games (90.51%) ended at 200 rounds, which is quite close to the prediction that 90% of games would be cooperative. The implementation of these bots was trivial; other than CooperativeSwarmBot they all took this form:
class CooperativeSwarm_1234(CooperativeSwarmBot):
pass
Less that 3% of the bots had a win percentage that was below 80%, and just over 11% of the bots won every single game they played. The median win percentage of the 2900 bots in the swarm is about 86%, which is outrageously good. For comparison, the top performers on the current official leaderboard win less than 22% of their games. I can't fit the full listing of the cooperative swarm within the maximum allowed length for an answer, so if you want to view that you'll have to go here instead: https://pastebin.com/3Zc8m1Ex
Since each bot played in an average of about 27 games, luck plays a relatively large roll when you look at the results for individual bots. As I have not yet implemented an advanced strategy for non-cooperative games, most other bots benefited drastically from playing against the cooperative swarm, performing even the cooperative swarm's median win rate of 86%.
The full results for bots that aren't in the swarm are listed below; there are two bots whose results I think deserve particular attention. First, StopBot failed to win any games at all. This is particularly tragic because the cooperative swarm was actually using the exact same strategy as StopBot was; you would have expected StopBot to win an eight of its games by chance, and a little bit more because the cooperative swarm is forced to give its opponents the first move. The second interesting result, however, is that PointsAreForNerdsBot's hard work finally paid off: it cooperated with the swarm and managed to win every single game it played!
+---------------------+----+--------+--------+------+------+-------+------+--------+
|Bot |Win%| Wins| Played| Max| Avg|Avg win|Throws|Success%|
+---------------------+----+--------+--------+------+------+-------+------+--------+
|AggressiveStalker |100.0| 21| 21| 42| 40.71| 40.71| 3.48| 46.32|
|PointsAreForNerdsBot |100.0| 31| 31| 0| 0.00| 0.00| 6.02| 0.00|
|TakeFive |100.0| 18| 18| 44| 41.94| 41.94| 2.61| 50.93|
|Hesitate |100.0| 26| 26| 44| 41.27| 41.27| 3.32| 41.89|
|Crush |100.0| 34| 34| 44| 41.15| 41.15| 5.38| 6.73|
|StepBot |97.0| 32| 33| 46| 41.15| 42.44| 4.51| 24.54|
|LastRound |96.8| 30| 31| 44| 40.32| 41.17| 3.54| 45.05|
|Chaser |96.8| 30| 31| 47| 42.90| 44.33| 3.04| 52.16|
|GoHomeBot |96.8| 30| 31| 44| 40.32| 41.67| 5.60| 9.71|
|Stalker |96.4| 27| 28| 44| 41.18| 41.44| 2.88| 57.53|
|ClunkyChicken |96.2| 25| 26| 44| 40.96| 41.88| 2.32| 61.23|
|AdaptiveRoller |96.0| 24| 25| 44| 39.32| 40.96| 4.49| 27.43|
|GoTo20Bot |95.5| 21| 22| 44| 40.36| 41.33| 4.60| 30.50|
|FortyTeen |95.0| 19| 20| 48| 44.15| 45.68| 3.71| 43.97|
|BinaryBot |94.3| 33| 35| 44| 41.29| 41.42| 2.87| 53.07|
|EnsureLead |93.8| 15| 16| 55| 42.56| 42.60| 4.04| 26.61|
|Roll6Timesv2 |92.9| 26| 28| 45| 40.71| 42.27| 4.07| 29.63|
|BringMyOwn_dice |92.1| 35| 38| 44| 40.32| 41.17| 4.09| 28.40|
|LizduadacBot |92.0| 23| 25| 54| 47.32| 51.43| 5.70| 5.18|
|FooBot |91.7| 22| 24| 44| 39.67| 41.45| 3.68| 51.80|
|Alpha |91.7| 33| 36| 48| 38.89| 42.42| 2.16| 65.34|
|QuotaBot |90.5| 19| 21| 53| 38.38| 42.42| 3.88| 24.65|
|GoBigEarly |88.5| 23| 26| 47| 41.35| 42.87| 3.33| 46.38|
|ExpectationsBot |88.0| 22| 25| 44| 39.08| 41.55| 3.57| 45.34|
|LeadBy5Bot |87.5| 21| 24| 50| 37.46| 42.81| 2.20| 63.88|
|GamblersFallacy |86.4| 19| 22| 44| 41.32| 41.58| 2.05| 63.11|
|BePrepared |86.4| 19| 22| 59| 39.59| 44.79| 3.81| 35.96|
|RollForLuckBot |85.7| 18| 21| 54| 41.95| 47.67| 4.68| 25.29|
|OneStepAheadBot |84.6| 22| 26| 50| 41.35| 46.00| 3.34| 42.97|
|FlipCoinRollDice |78.3| 18| 23| 51| 37.61| 44.72| 1.67| 75.42|
|BlessRNG |77.8| 28| 36| 47| 40.69| 41.89| 1.43| 83.66|
|FutureBot |77.4| 24| 31| 49| 40.16| 44.38| 2.41| 63.99|
|SlowStart |68.4| 26| 38| 57| 38.53| 45.31| 1.99| 66.15|
|NotTooFarBehindBot |66.7| 20| 30| 50| 37.27| 42.00| 1.29| 77.61|
|ThrowThriceBot |63.0| 17| 27| 51| 39.63| 44.76| 2.50| 55.67|
|OneInFiveBot |58.3| 14| 24| 54| 33.54| 44.86| 2.91| 50.19|
|MatchLeaderBot |48.1| 13| 27| 49| 40.15| 44.15| 1.22| 82.26|
|StopBot | 0.0| 0| 27| 43| 30.26| 0.00| 1.00| 82.77|
+---------------------+----+--------+--------+------+------+-------+------+--------+
Flaws
There are a couple of drawbacks to this cooperative approach. First, when playing against non-cooperative bots cooperative bots never get the first-turn advantage because when they do play first, they don't yet know whether or not their opponents are willing to cooperate, and thus have no choice but to get a score of zero. Similarly, this cooperative strategy is extremely vulnerable to exploitation by malicious bots; for instance, during cooperative play the bot who plays last in the last round can choose to stop rolling immediately to make everybody else lose (assuming, of course, that their first roll wasn't a six).
By cooperating, all bots can achieve the optimal solution of a 100% win rate. As such, if the win rate was the only thing that mattered then cooperation would be a stable equilibrium and there would be nothing to worry about. However, some bots might prioritize other goals, such as reaching the top of the leaderboard. This means that there is a risk that another bot might defect after your last turn, which creates an incentive for you to defect first. Because the setup of this competition doesn't allow us to see what our opponents did in their prior games, we can't penalize individuals that defected. Thus, cooperation is ultimately an unstable equilibrium doomed for failure.
Footnotes
[1]: The primary reasons why I don't want to submit thousands of bots instead of just two are that doing so would slow the simulation by a factor on the order of 1000 [2], and that doing so would significantly mess with win percentages as other bots would almost exclusively be playing against the swarm rather than each other. More important, however, is the fact that even if I wanted to I wouldn't be able to make that many bots in a reasonable time frame without breaking the spirit of the rule that "A bot must not implement the exact same strategy as an existing one, intentionally or accidentally".
[2]: I think there are two main reasons that the simulation slows down when running a cooperative swarm. First, more bots means more games if you want each bot to play in the same number of games (in the case study, the number of games would differ by a factor of about 77). Second, cooperative games just take longer because they last for a full 200 rounds, and within a round players have to keep rolling indefinitely. For my setup, games took about 40 times longer to simulate: the case study took a little over three minutes to run 10000 games, but after removing the cooperative swarm it would finish 10000 games in just 4.5 seconds. Between these two reasons, I estimate it would take about 3100 times longer to accurately measure the performance of bots when there is a swarm competing compared to when there isn't.
New contributor
edited Dec 22 at 17:00
New contributor
answered Dec 22 at 15:52
Einhaender
913
913
New contributor
New contributor
3
Wow. And welcome to PPCG. This is quite the first answer. I wasn't really planning on a situation like this. You certainly found a loophole in the rules. I'm not really sure how I should score this, since your answer is a collection of bots rather than a single bot. However, the only thing I'll say right now is that it feels unfair that one participant would control 98.7% of all bots.
– maxb
Dec 22 at 16:37
2
I actually don't want duplicate bots to be in the official competition; that's why I ran the simulation myself instead of submitting thousands of very nearly identical bots. I'll revise my submission to make that more clear.
– Einhaender
Dec 22 at 17:09
Had I anticipated an answer like this, I would have changed the games that go to 200 rounds so that they don't give scores to players. However, as you note, there is a rule about creating identical bots which would make this strategy be against the rules. I'm not going to change the rules, as it would be unfair to everyone who has made a bot. However, the concept of cooperation is very interesting, And I hope that there are other bots submitted which implement the cooperation strategy in combination with its own unique strategy.
– maxb
Dec 22 at 17:10
1
I think your post is clear after reading it more thoroughly.
– maxb
Dec 22 at 17:11
add a comment |
3
Wow. And welcome to PPCG. This is quite the first answer. I wasn't really planning on a situation like this. You certainly found a loophole in the rules. I'm not really sure how I should score this, since your answer is a collection of bots rather than a single bot. However, the only thing I'll say right now is that it feels unfair that one participant would control 98.7% of all bots.
– maxb
Dec 22 at 16:37
2
I actually don't want duplicate bots to be in the official competition; that's why I ran the simulation myself instead of submitting thousands of very nearly identical bots. I'll revise my submission to make that more clear.
– Einhaender
Dec 22 at 17:09
Had I anticipated an answer like this, I would have changed the games that go to 200 rounds so that they don't give scores to players. However, as you note, there is a rule about creating identical bots which would make this strategy be against the rules. I'm not going to change the rules, as it would be unfair to everyone who has made a bot. However, the concept of cooperation is very interesting, And I hope that there are other bots submitted which implement the cooperation strategy in combination with its own unique strategy.
– maxb
Dec 22 at 17:10
1
I think your post is clear after reading it more thoroughly.
– maxb
Dec 22 at 17:11
3
3
Wow. And welcome to PPCG. This is quite the first answer. I wasn't really planning on a situation like this. You certainly found a loophole in the rules. I'm not really sure how I should score this, since your answer is a collection of bots rather than a single bot. However, the only thing I'll say right now is that it feels unfair that one participant would control 98.7% of all bots.
– maxb
Dec 22 at 16:37
Wow. And welcome to PPCG. This is quite the first answer. I wasn't really planning on a situation like this. You certainly found a loophole in the rules. I'm not really sure how I should score this, since your answer is a collection of bots rather than a single bot. However, the only thing I'll say right now is that it feels unfair that one participant would control 98.7% of all bots.
– maxb
Dec 22 at 16:37
2
2
I actually don't want duplicate bots to be in the official competition; that's why I ran the simulation myself instead of submitting thousands of very nearly identical bots. I'll revise my submission to make that more clear.
– Einhaender
Dec 22 at 17:09
I actually don't want duplicate bots to be in the official competition; that's why I ran the simulation myself instead of submitting thousands of very nearly identical bots. I'll revise my submission to make that more clear.
– Einhaender
Dec 22 at 17:09
Had I anticipated an answer like this, I would have changed the games that go to 200 rounds so that they don't give scores to players. However, as you note, there is a rule about creating identical bots which would make this strategy be against the rules. I'm not going to change the rules, as it would be unfair to everyone who has made a bot. However, the concept of cooperation is very interesting, And I hope that there are other bots submitted which implement the cooperation strategy in combination with its own unique strategy.
– maxb
Dec 22 at 17:10
Had I anticipated an answer like this, I would have changed the games that go to 200 rounds so that they don't give scores to players. However, as you note, there is a rule about creating identical bots which would make this strategy be against the rules. I'm not going to change the rules, as it would be unfair to everyone who has made a bot. However, the concept of cooperation is very interesting, And I hope that there are other bots submitted which implement the cooperation strategy in combination with its own unique strategy.
– maxb
Dec 22 at 17:10
1
1
I think your post is clear after reading it more thoroughly.
– maxb
Dec 22 at 17:11
I think your post is clear after reading it more thoroughly.
– maxb
Dec 22 at 17:11
add a comment |
NotTooFarBehindBot
class NotTooFarBehindBot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
number_of_bots_ahead = sum(1 for x in scores if x > current_score)
if number_of_bots_ahead > 1:
yield True
continue
if number_of_bots_ahead != 0 and last_round:
yield True
continue
break
yield False
The idea is that other bots may lose points, so being 2nd isn't bad - but if you're very behind, you might as well go for broke.
New contributor
1
Welcome to PPCG! I'm looking through your submission, and it seems that the more players are in the game, the lower the win percentage is for your bot. I can't tell why straight away. With bots being matched 1vs1 you get a 10% winrate. The idea sounds promising, and the code looks correct, so I can't really tell why your winrate isn't higher.
– maxb
Dec 19 at 13:31
6
I have looked into the behavior, and this line had me confused:6: Bot NotTooFarBehindBot plays [4, 2, 4, 2, 3, 3, 5, 5, 1, 4, 1, 4, 2, 4, 3, 6] with scores [0, 9, 0, 20, 0, 0, 0] and last round == False
. Even though your bot is in the lead after 7 throws, it continues until it hits a 6. As I'm typing this I figured out the issue! Thescores
only contain the total scores, not the die cases for the current round. You should modify it to becurrent_score = scores[self.index] + sum(self.current_throws)
.
– maxb
Dec 19 at 13:49
Thanks - will make that change!
– Stuart Moore
Dec 19 at 13:52
add a comment |
NotTooFarBehindBot
class NotTooFarBehindBot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
number_of_bots_ahead = sum(1 for x in scores if x > current_score)
if number_of_bots_ahead > 1:
yield True
continue
if number_of_bots_ahead != 0 and last_round:
yield True
continue
break
yield False
The idea is that other bots may lose points, so being 2nd isn't bad - but if you're very behind, you might as well go for broke.
New contributor
1
Welcome to PPCG! I'm looking through your submission, and it seems that the more players are in the game, the lower the win percentage is for your bot. I can't tell why straight away. With bots being matched 1vs1 you get a 10% winrate. The idea sounds promising, and the code looks correct, so I can't really tell why your winrate isn't higher.
– maxb
Dec 19 at 13:31
6
I have looked into the behavior, and this line had me confused:6: Bot NotTooFarBehindBot plays [4, 2, 4, 2, 3, 3, 5, 5, 1, 4, 1, 4, 2, 4, 3, 6] with scores [0, 9, 0, 20, 0, 0, 0] and last round == False
. Even though your bot is in the lead after 7 throws, it continues until it hits a 6. As I'm typing this I figured out the issue! Thescores
only contain the total scores, not the die cases for the current round. You should modify it to becurrent_score = scores[self.index] + sum(self.current_throws)
.
– maxb
Dec 19 at 13:49
Thanks - will make that change!
– Stuart Moore
Dec 19 at 13:52
add a comment |
NotTooFarBehindBot
class NotTooFarBehindBot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
number_of_bots_ahead = sum(1 for x in scores if x > current_score)
if number_of_bots_ahead > 1:
yield True
continue
if number_of_bots_ahead != 0 and last_round:
yield True
continue
break
yield False
The idea is that other bots may lose points, so being 2nd isn't bad - but if you're very behind, you might as well go for broke.
New contributor
NotTooFarBehindBot
class NotTooFarBehindBot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
number_of_bots_ahead = sum(1 for x in scores if x > current_score)
if number_of_bots_ahead > 1:
yield True
continue
if number_of_bots_ahead != 0 and last_round:
yield True
continue
break
yield False
The idea is that other bots may lose points, so being 2nd isn't bad - but if you're very behind, you might as well go for broke.
New contributor
edited Dec 19 at 17:25
New contributor
answered Dec 19 at 13:17
Stuart Moore
1814
1814
New contributor
New contributor
1
Welcome to PPCG! I'm looking through your submission, and it seems that the more players are in the game, the lower the win percentage is for your bot. I can't tell why straight away. With bots being matched 1vs1 you get a 10% winrate. The idea sounds promising, and the code looks correct, so I can't really tell why your winrate isn't higher.
– maxb
Dec 19 at 13:31
6
I have looked into the behavior, and this line had me confused:6: Bot NotTooFarBehindBot plays [4, 2, 4, 2, 3, 3, 5, 5, 1, 4, 1, 4, 2, 4, 3, 6] with scores [0, 9, 0, 20, 0, 0, 0] and last round == False
. Even though your bot is in the lead after 7 throws, it continues until it hits a 6. As I'm typing this I figured out the issue! Thescores
only contain the total scores, not the die cases for the current round. You should modify it to becurrent_score = scores[self.index] + sum(self.current_throws)
.
– maxb
Dec 19 at 13:49
Thanks - will make that change!
– Stuart Moore
Dec 19 at 13:52
add a comment |
1
Welcome to PPCG! I'm looking through your submission, and it seems that the more players are in the game, the lower the win percentage is for your bot. I can't tell why straight away. With bots being matched 1vs1 you get a 10% winrate. The idea sounds promising, and the code looks correct, so I can't really tell why your winrate isn't higher.
– maxb
Dec 19 at 13:31
6
I have looked into the behavior, and this line had me confused:6: Bot NotTooFarBehindBot plays [4, 2, 4, 2, 3, 3, 5, 5, 1, 4, 1, 4, 2, 4, 3, 6] with scores [0, 9, 0, 20, 0, 0, 0] and last round == False
. Even though your bot is in the lead after 7 throws, it continues until it hits a 6. As I'm typing this I figured out the issue! Thescores
only contain the total scores, not the die cases for the current round. You should modify it to becurrent_score = scores[self.index] + sum(self.current_throws)
.
– maxb
Dec 19 at 13:49
Thanks - will make that change!
– Stuart Moore
Dec 19 at 13:52
1
1
Welcome to PPCG! I'm looking through your submission, and it seems that the more players are in the game, the lower the win percentage is for your bot. I can't tell why straight away. With bots being matched 1vs1 you get a 10% winrate. The idea sounds promising, and the code looks correct, so I can't really tell why your winrate isn't higher.
– maxb
Dec 19 at 13:31
Welcome to PPCG! I'm looking through your submission, and it seems that the more players are in the game, the lower the win percentage is for your bot. I can't tell why straight away. With bots being matched 1vs1 you get a 10% winrate. The idea sounds promising, and the code looks correct, so I can't really tell why your winrate isn't higher.
– maxb
Dec 19 at 13:31
6
6
I have looked into the behavior, and this line had me confused:
6: Bot NotTooFarBehindBot plays [4, 2, 4, 2, 3, 3, 5, 5, 1, 4, 1, 4, 2, 4, 3, 6] with scores [0, 9, 0, 20, 0, 0, 0] and last round == False
. Even though your bot is in the lead after 7 throws, it continues until it hits a 6. As I'm typing this I figured out the issue! The scores
only contain the total scores, not the die cases for the current round. You should modify it to be current_score = scores[self.index] + sum(self.current_throws)
.– maxb
Dec 19 at 13:49
I have looked into the behavior, and this line had me confused:
6: Bot NotTooFarBehindBot plays [4, 2, 4, 2, 3, 3, 5, 5, 1, 4, 1, 4, 2, 4, 3, 6] with scores [0, 9, 0, 20, 0, 0, 0] and last round == False
. Even though your bot is in the lead after 7 throws, it continues until it hits a 6. As I'm typing this I figured out the issue! The scores
only contain the total scores, not the die cases for the current round. You should modify it to be current_score = scores[self.index] + sum(self.current_throws)
.– maxb
Dec 19 at 13:49
Thanks - will make that change!
– Stuart Moore
Dec 19 at 13:52
Thanks - will make that change!
– Stuart Moore
Dec 19 at 13:52
add a comment |
EnsureLead
class EnsureLead(Bot):
def make_throw(self, scores, last_round):
otherScores = scores[self.index+1:] + scores[:self.index]
maxOtherScore = max(otherScores)
maxOthersToCome = 0
for i in otherScores:
if (i >= 40): break
else: maxOthersToCome = max(maxOthersToCome, i)
while True:
currentScore = sum(self.current_throws)
totalScore = scores[self.index] + currentScore
if not last_round:
if totalScore >= 40:
if totalScore < maxOtherScore + 10:
yield True
else:
yield False
elif currentScore < 20:
yield True
else:
yield False
else:
if totalScore < maxOtherScore + 1:
yield True
elif totalScore < maxOthersToCome + 10:
yield True
else:
yield False
EnsureLead borrows ideas from GoTo20Bot. It adds the concept that it always considers (when in last_round or reaching 40) that there are others which will have at least one more roll. Thus, the bot tries to get a bit ahead of them, such that they have to catch up.
New contributor
add a comment |
EnsureLead
class EnsureLead(Bot):
def make_throw(self, scores, last_round):
otherScores = scores[self.index+1:] + scores[:self.index]
maxOtherScore = max(otherScores)
maxOthersToCome = 0
for i in otherScores:
if (i >= 40): break
else: maxOthersToCome = max(maxOthersToCome, i)
while True:
currentScore = sum(self.current_throws)
totalScore = scores[self.index] + currentScore
if not last_round:
if totalScore >= 40:
if totalScore < maxOtherScore + 10:
yield True
else:
yield False
elif currentScore < 20:
yield True
else:
yield False
else:
if totalScore < maxOtherScore + 1:
yield True
elif totalScore < maxOthersToCome + 10:
yield True
else:
yield False
EnsureLead borrows ideas from GoTo20Bot. It adds the concept that it always considers (when in last_round or reaching 40) that there are others which will have at least one more roll. Thus, the bot tries to get a bit ahead of them, such that they have to catch up.
New contributor
add a comment |
EnsureLead
class EnsureLead(Bot):
def make_throw(self, scores, last_round):
otherScores = scores[self.index+1:] + scores[:self.index]
maxOtherScore = max(otherScores)
maxOthersToCome = 0
for i in otherScores:
if (i >= 40): break
else: maxOthersToCome = max(maxOthersToCome, i)
while True:
currentScore = sum(self.current_throws)
totalScore = scores[self.index] + currentScore
if not last_round:
if totalScore >= 40:
if totalScore < maxOtherScore + 10:
yield True
else:
yield False
elif currentScore < 20:
yield True
else:
yield False
else:
if totalScore < maxOtherScore + 1:
yield True
elif totalScore < maxOthersToCome + 10:
yield True
else:
yield False
EnsureLead borrows ideas from GoTo20Bot. It adds the concept that it always considers (when in last_round or reaching 40) that there are others which will have at least one more roll. Thus, the bot tries to get a bit ahead of them, such that they have to catch up.
New contributor
EnsureLead
class EnsureLead(Bot):
def make_throw(self, scores, last_round):
otherScores = scores[self.index+1:] + scores[:self.index]
maxOtherScore = max(otherScores)
maxOthersToCome = 0
for i in otherScores:
if (i >= 40): break
else: maxOthersToCome = max(maxOthersToCome, i)
while True:
currentScore = sum(self.current_throws)
totalScore = scores[self.index] + currentScore
if not last_round:
if totalScore >= 40:
if totalScore < maxOtherScore + 10:
yield True
else:
yield False
elif currentScore < 20:
yield True
else:
yield False
else:
if totalScore < maxOtherScore + 1:
yield True
elif totalScore < maxOthersToCome + 10:
yield True
else:
yield False
EnsureLead borrows ideas from GoTo20Bot. It adds the concept that it always considers (when in last_round or reaching 40) that there are others which will have at least one more roll. Thus, the bot tries to get a bit ahead of them, such that they have to catch up.
New contributor
edited Dec 19 at 23:24
New contributor
answered Dec 19 at 23:16
Dirk Herrmann
1515
1515
New contributor
New contributor
add a comment |
add a comment |
Alpha
class Alpha(Bot):
def make_throw(self, scores, last_round):
# Throw until we're the best.
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
# Throw once more to assert dominance.
yield True
yield False
Alpha refuses ever to be second to anyone. So long as there is a bot with a higher score, it will keep rolling.
Because of howyield
works, if it starts rolling it will never stop. You'll want to updatemy_score
in the loop.
– Spitemaster
Dec 19 at 17:14
@Spitemaster Fixed, thanks.
– Mnemonic
Dec 19 at 17:24
add a comment |
Alpha
class Alpha(Bot):
def make_throw(self, scores, last_round):
# Throw until we're the best.
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
# Throw once more to assert dominance.
yield True
yield False
Alpha refuses ever to be second to anyone. So long as there is a bot with a higher score, it will keep rolling.
Because of howyield
works, if it starts rolling it will never stop. You'll want to updatemy_score
in the loop.
– Spitemaster
Dec 19 at 17:14
@Spitemaster Fixed, thanks.
– Mnemonic
Dec 19 at 17:24
add a comment |
Alpha
class Alpha(Bot):
def make_throw(self, scores, last_round):
# Throw until we're the best.
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
# Throw once more to assert dominance.
yield True
yield False
Alpha refuses ever to be second to anyone. So long as there is a bot with a higher score, it will keep rolling.
Alpha
class Alpha(Bot):
def make_throw(self, scores, last_round):
# Throw until we're the best.
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
# Throw once more to assert dominance.
yield True
yield False
Alpha refuses ever to be second to anyone. So long as there is a bot with a higher score, it will keep rolling.
edited Dec 19 at 17:23
answered Dec 19 at 17:13
Mnemonic
4,6951630
4,6951630
Because of howyield
works, if it starts rolling it will never stop. You'll want to updatemy_score
in the loop.
– Spitemaster
Dec 19 at 17:14
@Spitemaster Fixed, thanks.
– Mnemonic
Dec 19 at 17:24
add a comment |
Because of howyield
works, if it starts rolling it will never stop. You'll want to updatemy_score
in the loop.
– Spitemaster
Dec 19 at 17:14
@Spitemaster Fixed, thanks.
– Mnemonic
Dec 19 at 17:24
Because of how
yield
works, if it starts rolling it will never stop. You'll want to update my_score
in the loop.– Spitemaster
Dec 19 at 17:14
Because of how
yield
works, if it starts rolling it will never stop. You'll want to update my_score
in the loop.– Spitemaster
Dec 19 at 17:14
@Spitemaster Fixed, thanks.
– Mnemonic
Dec 19 at 17:24
@Spitemaster Fixed, thanks.
– Mnemonic
Dec 19 at 17:24
add a comment |
FooBot
class FooBot(Bot):
def make_throw(self, scores, last_round):
max_score = max(scores)
while True:
round_score = sum(self.current_throws)
my_score = scores[self.index] + round_score
if last_round:
if my_score >= max_score:
break
else:
if my_score >= self.end_score or round_score >= 16:
break
yield True
yield False
# Must throw at least once
is unneeded - it throws once before calling your bot. Your bot will always throw a minimum of twice.
– Spitemaster
Dec 19 at 15:50
Thanks. I was misled by the name of the method.
– Peter Taylor
Dec 19 at 16:00
@PeterTaylor Thanks for your submission! I named themake_throw
method early on, when I wanted players to be able to skip their turn. I guess a more appropriate name would bekeep_throwing
. Thanks for the feedback in the sandbox, it really helped make this a proper challenge!
– maxb
Dec 20 at 9:02
add a comment |
FooBot
class FooBot(Bot):
def make_throw(self, scores, last_round):
max_score = max(scores)
while True:
round_score = sum(self.current_throws)
my_score = scores[self.index] + round_score
if last_round:
if my_score >= max_score:
break
else:
if my_score >= self.end_score or round_score >= 16:
break
yield True
yield False
# Must throw at least once
is unneeded - it throws once before calling your bot. Your bot will always throw a minimum of twice.
– Spitemaster
Dec 19 at 15:50
Thanks. I was misled by the name of the method.
– Peter Taylor
Dec 19 at 16:00
@PeterTaylor Thanks for your submission! I named themake_throw
method early on, when I wanted players to be able to skip their turn. I guess a more appropriate name would bekeep_throwing
. Thanks for the feedback in the sandbox, it really helped make this a proper challenge!
– maxb
Dec 20 at 9:02
add a comment |
FooBot
class FooBot(Bot):
def make_throw(self, scores, last_round):
max_score = max(scores)
while True:
round_score = sum(self.current_throws)
my_score = scores[self.index] + round_score
if last_round:
if my_score >= max_score:
break
else:
if my_score >= self.end_score or round_score >= 16:
break
yield True
yield False
FooBot
class FooBot(Bot):
def make_throw(self, scores, last_round):
max_score = max(scores)
while True:
round_score = sum(self.current_throws)
my_score = scores[self.index] + round_score
if last_round:
if my_score >= max_score:
break
else:
if my_score >= self.end_score or round_score >= 16:
break
yield True
yield False
edited Dec 19 at 16:00
answered Dec 19 at 15:09
Peter Taylor
39k453142
39k453142
# Must throw at least once
is unneeded - it throws once before calling your bot. Your bot will always throw a minimum of twice.
– Spitemaster
Dec 19 at 15:50
Thanks. I was misled by the name of the method.
– Peter Taylor
Dec 19 at 16:00
@PeterTaylor Thanks for your submission! I named themake_throw
method early on, when I wanted players to be able to skip their turn. I guess a more appropriate name would bekeep_throwing
. Thanks for the feedback in the sandbox, it really helped make this a proper challenge!
– maxb
Dec 20 at 9:02
add a comment |
# Must throw at least once
is unneeded - it throws once before calling your bot. Your bot will always throw a minimum of twice.
– Spitemaster
Dec 19 at 15:50
Thanks. I was misled by the name of the method.
– Peter Taylor
Dec 19 at 16:00
@PeterTaylor Thanks for your submission! I named themake_throw
method early on, when I wanted players to be able to skip their turn. I guess a more appropriate name would bekeep_throwing
. Thanks for the feedback in the sandbox, it really helped make this a proper challenge!
– maxb
Dec 20 at 9:02
# Must throw at least once
is unneeded - it throws once before calling your bot. Your bot will always throw a minimum of twice.– Spitemaster
Dec 19 at 15:50
# Must throw at least once
is unneeded - it throws once before calling your bot. Your bot will always throw a minimum of twice.– Spitemaster
Dec 19 at 15:50
Thanks. I was misled by the name of the method.
– Peter Taylor
Dec 19 at 16:00
Thanks. I was misled by the name of the method.
– Peter Taylor
Dec 19 at 16:00
@PeterTaylor Thanks for your submission! I named the
make_throw
method early on, when I wanted players to be able to skip their turn. I guess a more appropriate name would be keep_throwing
. Thanks for the feedback in the sandbox, it really helped make this a proper challenge!– maxb
Dec 20 at 9:02
@PeterTaylor Thanks for your submission! I named the
make_throw
method early on, when I wanted players to be able to skip their turn. I guess a more appropriate name would be keep_throwing
. Thanks for the feedback in the sandbox, it really helped make this a proper challenge!– maxb
Dec 20 at 9:02
add a comment |
Go Big Early
class GoBigEarly(Bot):
def make_throw(self, scores, last_round):
yield True # always do a 2nd roll
while scores[self.index] + sum(self.current_throws) < 25:
yield True
yield False
Concept: Try to win big on an early roll (getting to 25) then creep up from there 2 rolls at a time.
New contributor
add a comment |
Go Big Early
class GoBigEarly(Bot):
def make_throw(self, scores, last_round):
yield True # always do a 2nd roll
while scores[self.index] + sum(self.current_throws) < 25:
yield True
yield False
Concept: Try to win big on an early roll (getting to 25) then creep up from there 2 rolls at a time.
New contributor
add a comment |
Go Big Early
class GoBigEarly(Bot):
def make_throw(self, scores, last_round):
yield True # always do a 2nd roll
while scores[self.index] + sum(self.current_throws) < 25:
yield True
yield False
Concept: Try to win big on an early roll (getting to 25) then creep up from there 2 rolls at a time.
New contributor
Go Big Early
class GoBigEarly(Bot):
def make_throw(self, scores, last_round):
yield True # always do a 2nd roll
while scores[self.index] + sum(self.current_throws) < 25:
yield True
yield False
Concept: Try to win big on an early roll (getting to 25) then creep up from there 2 rolls at a time.
New contributor
New contributor
answered Dec 19 at 17:24
Stuart Moore
1814
1814
New contributor
New contributor
add a comment |
add a comment |
Roll6TimesV2
Doesn't beat the current best, but I think it will fair better with more bots in play.
class Roll6Timesv2(Bot):
def make_throw(self, scores, last_round):
if not last_round:
i = 0
maximum=6
while ((i<maximum) and sum(self.current_throws)+scores[self.index]<=40 ):
yield True
i=i+1
if last_round:
while scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
Really awesome game by the way.
New contributor
Welcome to PPCG! Very impressive for not only your first KotH challenge, but your first answer. Glad that you liked the game! I have had lots of discussion about the best tactic for the game after the evening when I played it, so it seemed perfect for a challenge. You're currently in third place out of 18.
– maxb
Dec 19 at 20:05
add a comment |
Roll6TimesV2
Doesn't beat the current best, but I think it will fair better with more bots in play.
class Roll6Timesv2(Bot):
def make_throw(self, scores, last_round):
if not last_round:
i = 0
maximum=6
while ((i<maximum) and sum(self.current_throws)+scores[self.index]<=40 ):
yield True
i=i+1
if last_round:
while scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
Really awesome game by the way.
New contributor
Welcome to PPCG! Very impressive for not only your first KotH challenge, but your first answer. Glad that you liked the game! I have had lots of discussion about the best tactic for the game after the evening when I played it, so it seemed perfect for a challenge. You're currently in third place out of 18.
– maxb
Dec 19 at 20:05
add a comment |
Roll6TimesV2
Doesn't beat the current best, but I think it will fair better with more bots in play.
class Roll6Timesv2(Bot):
def make_throw(self, scores, last_round):
if not last_round:
i = 0
maximum=6
while ((i<maximum) and sum(self.current_throws)+scores[self.index]<=40 ):
yield True
i=i+1
if last_round:
while scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
Really awesome game by the way.
New contributor
Roll6TimesV2
Doesn't beat the current best, but I think it will fair better with more bots in play.
class Roll6Timesv2(Bot):
def make_throw(self, scores, last_round):
if not last_round:
i = 0
maximum=6
while ((i<maximum) and sum(self.current_throws)+scores[self.index]<=40 ):
yield True
i=i+1
if last_round:
while scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
Really awesome game by the way.
New contributor
edited Dec 19 at 19:44
maxb
2,90611131
2,90611131
New contributor
answered Dec 19 at 15:09
itsmephil12345
313
313
New contributor
New contributor
Welcome to PPCG! Very impressive for not only your first KotH challenge, but your first answer. Glad that you liked the game! I have had lots of discussion about the best tactic for the game after the evening when I played it, so it seemed perfect for a challenge. You're currently in third place out of 18.
– maxb
Dec 19 at 20:05
add a comment |
Welcome to PPCG! Very impressive for not only your first KotH challenge, but your first answer. Glad that you liked the game! I have had lots of discussion about the best tactic for the game after the evening when I played it, so it seemed perfect for a challenge. You're currently in third place out of 18.
– maxb
Dec 19 at 20:05
Welcome to PPCG! Very impressive for not only your first KotH challenge, but your first answer. Glad that you liked the game! I have had lots of discussion about the best tactic for the game after the evening when I played it, so it seemed perfect for a challenge. You're currently in third place out of 18.
– maxb
Dec 19 at 20:05
Welcome to PPCG! Very impressive for not only your first KotH challenge, but your first answer. Glad that you liked the game! I have had lots of discussion about the best tactic for the game after the evening when I played it, so it seemed perfect for a challenge. You're currently in third place out of 18.
– maxb
Dec 19 at 20:05
add a comment |
GoHomeBot
class GoHomeBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
We want to go big or go home, right? GoHomeBot mostly just goes home. (But does surprisingly well!)
Since this bot always goes for 40 points, it will never have any points in thescores
list. There was a bot like this before (the GoToEnd bot), but david deleted their answer. I'll replace that bot by yours.
– maxb
Dec 20 at 5:57
It's quite funny, seeing this bots' expaned stats: Except for pointsAreForNerds and StopBot, this bot has the lowest average points, and yet it has a nice win ratio
– Belhenix
Dec 20 at 19:48
add a comment |
GoHomeBot
class GoHomeBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
We want to go big or go home, right? GoHomeBot mostly just goes home. (But does surprisingly well!)
Since this bot always goes for 40 points, it will never have any points in thescores
list. There was a bot like this before (the GoToEnd bot), but david deleted their answer. I'll replace that bot by yours.
– maxb
Dec 20 at 5:57
It's quite funny, seeing this bots' expaned stats: Except for pointsAreForNerds and StopBot, this bot has the lowest average points, and yet it has a nice win ratio
– Belhenix
Dec 20 at 19:48
add a comment |
GoHomeBot
class GoHomeBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
We want to go big or go home, right? GoHomeBot mostly just goes home. (But does surprisingly well!)
GoHomeBot
class GoHomeBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
We want to go big or go home, right? GoHomeBot mostly just goes home. (But does surprisingly well!)
answered Dec 19 at 21:17
Spitemaster
3736
3736
Since this bot always goes for 40 points, it will never have any points in thescores
list. There was a bot like this before (the GoToEnd bot), but david deleted their answer. I'll replace that bot by yours.
– maxb
Dec 20 at 5:57
It's quite funny, seeing this bots' expaned stats: Except for pointsAreForNerds and StopBot, this bot has the lowest average points, and yet it has a nice win ratio
– Belhenix
Dec 20 at 19:48
add a comment |
Since this bot always goes for 40 points, it will never have any points in thescores
list. There was a bot like this before (the GoToEnd bot), but david deleted their answer. I'll replace that bot by yours.
– maxb
Dec 20 at 5:57
It's quite funny, seeing this bots' expaned stats: Except for pointsAreForNerds and StopBot, this bot has the lowest average points, and yet it has a nice win ratio
– Belhenix
Dec 20 at 19:48
Since this bot always goes for 40 points, it will never have any points in the
scores
list. There was a bot like this before (the GoToEnd bot), but david deleted their answer. I'll replace that bot by yours.– maxb
Dec 20 at 5:57
Since this bot always goes for 40 points, it will never have any points in the
scores
list. There was a bot like this before (the GoToEnd bot), but david deleted their answer. I'll replace that bot by yours.– maxb
Dec 20 at 5:57
It's quite funny, seeing this bots' expaned stats: Except for pointsAreForNerds and StopBot, this bot has the lowest average points, and yet it has a nice win ratio
– Belhenix
Dec 20 at 19:48
It's quite funny, seeing this bots' expaned stats: Except for pointsAreForNerds and StopBot, this bot has the lowest average points, and yet it has a nice win ratio
– Belhenix
Dec 20 at 19:48
add a comment |
PointsAreForNerdsBot
class PointsAreForNerdsBot(Bot):
def make_throw(self, scores, last_round):
while True:
yield True
This one needs no explanation.
OneInFiveBot
class OneInFiveBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,5) < 5:
yield True
yield False
Keeps rolling until it rolls a five on it's own 5-sided die. Five is less than six, so it HAS TO WIN!
New contributor
1
Welcome to PPCG! I'm sure you're aware, but your first bot is literally the worst bot in this competition! TheOneInFiveBot
is a neat idea, but I think it suffers in the end game compared to some of the more advanced bots. Still a great submission!
– maxb
Dec 20 at 8:34
2
theOneInFiveBot
is quite interesting in the way that he consistently has the highest overall score reached.
– AKroell
Dec 20 at 14:37
Thanks for givingStopBot
a punching bag :P. The OneInFiveBot actually is pretty neat, nice job!
– Zacharý
Dec 20 at 21:25
@maxb Yep, that's where I got the name. I honestly didn't testOneInFiveBot
and it's doing much better than I expected
– The_Bob
Dec 21 at 5:55
2
I'm afraid that to stick to community norms, PointsAreForNerdsBots should be deleted.
– Peter Taylor
Dec 21 at 21:54
add a comment |
PointsAreForNerdsBot
class PointsAreForNerdsBot(Bot):
def make_throw(self, scores, last_round):
while True:
yield True
This one needs no explanation.
OneInFiveBot
class OneInFiveBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,5) < 5:
yield True
yield False
Keeps rolling until it rolls a five on it's own 5-sided die. Five is less than six, so it HAS TO WIN!
New contributor
1
Welcome to PPCG! I'm sure you're aware, but your first bot is literally the worst bot in this competition! TheOneInFiveBot
is a neat idea, but I think it suffers in the end game compared to some of the more advanced bots. Still a great submission!
– maxb
Dec 20 at 8:34
2
theOneInFiveBot
is quite interesting in the way that he consistently has the highest overall score reached.
– AKroell
Dec 20 at 14:37
Thanks for givingStopBot
a punching bag :P. The OneInFiveBot actually is pretty neat, nice job!
– Zacharý
Dec 20 at 21:25
@maxb Yep, that's where I got the name. I honestly didn't testOneInFiveBot
and it's doing much better than I expected
– The_Bob
Dec 21 at 5:55
2
I'm afraid that to stick to community norms, PointsAreForNerdsBots should be deleted.
– Peter Taylor
Dec 21 at 21:54
add a comment |
PointsAreForNerdsBot
class PointsAreForNerdsBot(Bot):
def make_throw(self, scores, last_round):
while True:
yield True
This one needs no explanation.
OneInFiveBot
class OneInFiveBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,5) < 5:
yield True
yield False
Keeps rolling until it rolls a five on it's own 5-sided die. Five is less than six, so it HAS TO WIN!
New contributor
PointsAreForNerdsBot
class PointsAreForNerdsBot(Bot):
def make_throw(self, scores, last_round):
while True:
yield True
This one needs no explanation.
OneInFiveBot
class OneInFiveBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,5) < 5:
yield True
yield False
Keeps rolling until it rolls a five on it's own 5-sided die. Five is less than six, so it HAS TO WIN!
New contributor
New contributor
answered Dec 20 at 0:28
The_Bob
391
391
New contributor
New contributor
1
Welcome to PPCG! I'm sure you're aware, but your first bot is literally the worst bot in this competition! TheOneInFiveBot
is a neat idea, but I think it suffers in the end game compared to some of the more advanced bots. Still a great submission!
– maxb
Dec 20 at 8:34
2
theOneInFiveBot
is quite interesting in the way that he consistently has the highest overall score reached.
– AKroell
Dec 20 at 14:37
Thanks for givingStopBot
a punching bag :P. The OneInFiveBot actually is pretty neat, nice job!
– Zacharý
Dec 20 at 21:25
@maxb Yep, that's where I got the name. I honestly didn't testOneInFiveBot
and it's doing much better than I expected
– The_Bob
Dec 21 at 5:55
2
I'm afraid that to stick to community norms, PointsAreForNerdsBots should be deleted.
– Peter Taylor
Dec 21 at 21:54
add a comment |
1
Welcome to PPCG! I'm sure you're aware, but your first bot is literally the worst bot in this competition! TheOneInFiveBot
is a neat idea, but I think it suffers in the end game compared to some of the more advanced bots. Still a great submission!
– maxb
Dec 20 at 8:34
2
theOneInFiveBot
is quite interesting in the way that he consistently has the highest overall score reached.
– AKroell
Dec 20 at 14:37
Thanks for givingStopBot
a punching bag :P. The OneInFiveBot actually is pretty neat, nice job!
– Zacharý
Dec 20 at 21:25
@maxb Yep, that's where I got the name. I honestly didn't testOneInFiveBot
and it's doing much better than I expected
– The_Bob
Dec 21 at 5:55
2
I'm afraid that to stick to community norms, PointsAreForNerdsBots should be deleted.
– Peter Taylor
Dec 21 at 21:54
1
1
Welcome to PPCG! I'm sure you're aware, but your first bot is literally the worst bot in this competition! The
OneInFiveBot
is a neat idea, but I think it suffers in the end game compared to some of the more advanced bots. Still a great submission!– maxb
Dec 20 at 8:34
Welcome to PPCG! I'm sure you're aware, but your first bot is literally the worst bot in this competition! The
OneInFiveBot
is a neat idea, but I think it suffers in the end game compared to some of the more advanced bots. Still a great submission!– maxb
Dec 20 at 8:34
2
2
the
OneInFiveBot
is quite interesting in the way that he consistently has the highest overall score reached.– AKroell
Dec 20 at 14:37
the
OneInFiveBot
is quite interesting in the way that he consistently has the highest overall score reached.– AKroell
Dec 20 at 14:37
Thanks for giving
StopBot
a punching bag :P. The OneInFiveBot actually is pretty neat, nice job!– Zacharý
Dec 20 at 21:25
Thanks for giving
StopBot
a punching bag :P. The OneInFiveBot actually is pretty neat, nice job!– Zacharý
Dec 20 at 21:25
@maxb Yep, that's where I got the name. I honestly didn't test
OneInFiveBot
and it's doing much better than I expected– The_Bob
Dec 21 at 5:55
@maxb Yep, that's where I got the name. I honestly didn't test
OneInFiveBot
and it's doing much better than I expected– The_Bob
Dec 21 at 5:55
2
2
I'm afraid that to stick to community norms, PointsAreForNerdsBots should be deleted.
– Peter Taylor
Dec 21 at 21:54
I'm afraid that to stick to community norms, PointsAreForNerdsBots should be deleted.
– Peter Taylor
Dec 21 at 21:54
add a comment |
StopBot
class StopBot(Bot):
def make_throw(self, scores, last_round):
yield False
Literally only one throw.
This is equivalent to the base Bot
class.
Don't be sorry! You're following all the rules, though I'm afraid that your bot is not terribly effective with an average of 2.5 points per round.
– maxb
Dec 19 at 19:42
I know, somebody had to post that bot though. Degenerate bots for the loss.
– Zacharý
Dec 19 at 21:04
5
I'd say that I'm impressed by your bot securing exactly one win in the last simulation, proving that it's not completely useless.
– maxb
Dec 20 at 8:28
1
IT WON A GAME?! That is surprising.
– Zacharý
Dec 20 at 21:17
add a comment |
StopBot
class StopBot(Bot):
def make_throw(self, scores, last_round):
yield False
Literally only one throw.
This is equivalent to the base Bot
class.
Don't be sorry! You're following all the rules, though I'm afraid that your bot is not terribly effective with an average of 2.5 points per round.
– maxb
Dec 19 at 19:42
I know, somebody had to post that bot though. Degenerate bots for the loss.
– Zacharý
Dec 19 at 21:04
5
I'd say that I'm impressed by your bot securing exactly one win in the last simulation, proving that it's not completely useless.
– maxb
Dec 20 at 8:28
1
IT WON A GAME?! That is surprising.
– Zacharý
Dec 20 at 21:17
add a comment |
StopBot
class StopBot(Bot):
def make_throw(self, scores, last_round):
yield False
Literally only one throw.
This is equivalent to the base Bot
class.
StopBot
class StopBot(Bot):
def make_throw(self, scores, last_round):
yield False
Literally only one throw.
This is equivalent to the base Bot
class.
edited Dec 21 at 2:20
answered Dec 19 at 17:46
Zacharý
5,19511035
5,19511035
Don't be sorry! You're following all the rules, though I'm afraid that your bot is not terribly effective with an average of 2.5 points per round.
– maxb
Dec 19 at 19:42
I know, somebody had to post that bot though. Degenerate bots for the loss.
– Zacharý
Dec 19 at 21:04
5
I'd say that I'm impressed by your bot securing exactly one win in the last simulation, proving that it's not completely useless.
– maxb
Dec 20 at 8:28
1
IT WON A GAME?! That is surprising.
– Zacharý
Dec 20 at 21:17
add a comment |
Don't be sorry! You're following all the rules, though I'm afraid that your bot is not terribly effective with an average of 2.5 points per round.
– maxb
Dec 19 at 19:42
I know, somebody had to post that bot though. Degenerate bots for the loss.
– Zacharý
Dec 19 at 21:04
5
I'd say that I'm impressed by your bot securing exactly one win in the last simulation, proving that it's not completely useless.
– maxb
Dec 20 at 8:28
1
IT WON A GAME?! That is surprising.
– Zacharý
Dec 20 at 21:17
Don't be sorry! You're following all the rules, though I'm afraid that your bot is not terribly effective with an average of 2.5 points per round.
– maxb
Dec 19 at 19:42
Don't be sorry! You're following all the rules, though I'm afraid that your bot is not terribly effective with an average of 2.5 points per round.
– maxb
Dec 19 at 19:42
I know, somebody had to post that bot though. Degenerate bots for the loss.
– Zacharý
Dec 19 at 21:04
I know, somebody had to post that bot though. Degenerate bots for the loss.
– Zacharý
Dec 19 at 21:04
5
5
I'd say that I'm impressed by your bot securing exactly one win in the last simulation, proving that it's not completely useless.
– maxb
Dec 20 at 8:28
I'd say that I'm impressed by your bot securing exactly one win in the last simulation, proving that it's not completely useless.
– maxb
Dec 20 at 8:28
1
1
IT WON A GAME?! That is surprising.
– Zacharý
Dec 20 at 21:17
IT WON A GAME?! That is surprising.
– Zacharý
Dec 20 at 21:17
add a comment |
LizduadacBot
Tries to win in 1 step. End condition is somewhat arbritrary.
This is also my first post (and I'm new to Python), so if I beat "PointsAreForNerdsBot", I'd be happy!
class LizduadacBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 50 or scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
New contributor
Welcome to PPCG (and welcome to Python)! You'd have a hard time losing againstPointsAreForNerdsBot
, but your bot actually fares quite well. I'll update the score either later tonight or tomorrow, but your winrate is about 15%, which is higher than the average 12.5%.
– maxb
Dec 21 at 23:30
By "hard time", they mean it's impossible (unless I misunderstood greatly)
– Zacharý
Dec 22 at 1:37
@maxb I actually didn't think the win rate would be that high! (I didn't test it out locally). I wonder if changing the 50 to be a bit higher/lower would increase the win rate.
– lizduadac
Dec 22 at 23:39
add a comment |
LizduadacBot
Tries to win in 1 step. End condition is somewhat arbritrary.
This is also my first post (and I'm new to Python), so if I beat "PointsAreForNerdsBot", I'd be happy!
class LizduadacBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 50 or scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
New contributor
Welcome to PPCG (and welcome to Python)! You'd have a hard time losing againstPointsAreForNerdsBot
, but your bot actually fares quite well. I'll update the score either later tonight or tomorrow, but your winrate is about 15%, which is higher than the average 12.5%.
– maxb
Dec 21 at 23:30
By "hard time", they mean it's impossible (unless I misunderstood greatly)
– Zacharý
Dec 22 at 1:37
@maxb I actually didn't think the win rate would be that high! (I didn't test it out locally). I wonder if changing the 50 to be a bit higher/lower would increase the win rate.
– lizduadac
Dec 22 at 23:39
add a comment |
LizduadacBot
Tries to win in 1 step. End condition is somewhat arbritrary.
This is also my first post (and I'm new to Python), so if I beat "PointsAreForNerdsBot", I'd be happy!
class LizduadacBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 50 or scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
New contributor
LizduadacBot
Tries to win in 1 step. End condition is somewhat arbritrary.
This is also my first post (and I'm new to Python), so if I beat "PointsAreForNerdsBot", I'd be happy!
class LizduadacBot(Bot):
def make_throw(self, scores, last_round):
while scores[self.index] + sum(self.current_throws) < 50 or scores[self.index] + sum(self.current_throws) < max(scores):
yield True
yield False
New contributor
edited Dec 21 at 22:11
New contributor
answered Dec 21 at 22:05
lizduadac
313
313
New contributor
New contributor
Welcome to PPCG (and welcome to Python)! You'd have a hard time losing againstPointsAreForNerdsBot
, but your bot actually fares quite well. I'll update the score either later tonight or tomorrow, but your winrate is about 15%, which is higher than the average 12.5%.
– maxb
Dec 21 at 23:30
By "hard time", they mean it's impossible (unless I misunderstood greatly)
– Zacharý
Dec 22 at 1:37
@maxb I actually didn't think the win rate would be that high! (I didn't test it out locally). I wonder if changing the 50 to be a bit higher/lower would increase the win rate.
– lizduadac
Dec 22 at 23:39
add a comment |
Welcome to PPCG (and welcome to Python)! You'd have a hard time losing againstPointsAreForNerdsBot
, but your bot actually fares quite well. I'll update the score either later tonight or tomorrow, but your winrate is about 15%, which is higher than the average 12.5%.
– maxb
Dec 21 at 23:30
By "hard time", they mean it's impossible (unless I misunderstood greatly)
– Zacharý
Dec 22 at 1:37
@maxb I actually didn't think the win rate would be that high! (I didn't test it out locally). I wonder if changing the 50 to be a bit higher/lower would increase the win rate.
– lizduadac
Dec 22 at 23:39
Welcome to PPCG (and welcome to Python)! You'd have a hard time losing against
PointsAreForNerdsBot
, but your bot actually fares quite well. I'll update the score either later tonight or tomorrow, but your winrate is about 15%, which is higher than the average 12.5%.– maxb
Dec 21 at 23:30
Welcome to PPCG (and welcome to Python)! You'd have a hard time losing against
PointsAreForNerdsBot
, but your bot actually fares quite well. I'll update the score either later tonight or tomorrow, but your winrate is about 15%, which is higher than the average 12.5%.– maxb
Dec 21 at 23:30
By "hard time", they mean it's impossible (unless I misunderstood greatly)
– Zacharý
Dec 22 at 1:37
By "hard time", they mean it's impossible (unless I misunderstood greatly)
– Zacharý
Dec 22 at 1:37
@maxb I actually didn't think the win rate would be that high! (I didn't test it out locally). I wonder if changing the 50 to be a bit higher/lower would increase the win rate.
– lizduadac
Dec 22 at 23:39
@maxb I actually didn't think the win rate would be that high! (I didn't test it out locally). I wonder if changing the 50 to be a bit higher/lower would increase the win rate.
– lizduadac
Dec 22 at 23:39
add a comment |
SlowStart
This bot implements the TCP Slow Start algorithm. It adjusts its number of rolls (nor) according to its previous turn: if it didn't roll a 6 in the previous turn, increases the nor for this turn; whereas it reduces nor if it did.
class SlowStart(Bot):
def __init__(self, *args):
super().__init__(*args)
self.completeLastRound = False
self.nor = 1
self.threshold = 8
def updateValues(self):
if self.completeLastRound:
if self.nor < self.threshold:
self.nor *= 2
else:
self.nor += 1
else:
self.threshold = self.nor // 2
self.nor = 1
def make_throw(self, scores, last_round):
self.updateValues()
self.completeLastRound = False
i = 1
while i < self.nor:
yield True
self.completeLastRound = True
yield False
New contributor
Welcome to PPCG! Interesting approach, I don't know how sensitive it is to random fluctuations. Two things that are needed to make this run:def updateValues():
should bedef updateValues(self):
(ordef update_values(self):
if you want to follow PEP8). Secondly, the callupdateValues()
should instead beself.updateValues()
(orself.update_vales()
).
– maxb
Dec 20 at 11:27
2
Also, I think you need to update youri
variable in the while loop. Right now your bot either passes the while loop entirely or is stuck in the while loop until it hits 6.
– maxb
Dec 20 at 11:32
In the current highscore, I took the liberty of implementing these changes. I think you could experiment with the initial value forself.nor
and see how it affects the performance of your bot.
– maxb
Dec 20 at 12:25
add a comment |
SlowStart
This bot implements the TCP Slow Start algorithm. It adjusts its number of rolls (nor) according to its previous turn: if it didn't roll a 6 in the previous turn, increases the nor for this turn; whereas it reduces nor if it did.
class SlowStart(Bot):
def __init__(self, *args):
super().__init__(*args)
self.completeLastRound = False
self.nor = 1
self.threshold = 8
def updateValues(self):
if self.completeLastRound:
if self.nor < self.threshold:
self.nor *= 2
else:
self.nor += 1
else:
self.threshold = self.nor // 2
self.nor = 1
def make_throw(self, scores, last_round):
self.updateValues()
self.completeLastRound = False
i = 1
while i < self.nor:
yield True
self.completeLastRound = True
yield False
New contributor
Welcome to PPCG! Interesting approach, I don't know how sensitive it is to random fluctuations. Two things that are needed to make this run:def updateValues():
should bedef updateValues(self):
(ordef update_values(self):
if you want to follow PEP8). Secondly, the callupdateValues()
should instead beself.updateValues()
(orself.update_vales()
).
– maxb
Dec 20 at 11:27
2
Also, I think you need to update youri
variable in the while loop. Right now your bot either passes the while loop entirely or is stuck in the while loop until it hits 6.
– maxb
Dec 20 at 11:32
In the current highscore, I took the liberty of implementing these changes. I think you could experiment with the initial value forself.nor
and see how it affects the performance of your bot.
– maxb
Dec 20 at 12:25
add a comment |
SlowStart
This bot implements the TCP Slow Start algorithm. It adjusts its number of rolls (nor) according to its previous turn: if it didn't roll a 6 in the previous turn, increases the nor for this turn; whereas it reduces nor if it did.
class SlowStart(Bot):
def __init__(self, *args):
super().__init__(*args)
self.completeLastRound = False
self.nor = 1
self.threshold = 8
def updateValues(self):
if self.completeLastRound:
if self.nor < self.threshold:
self.nor *= 2
else:
self.nor += 1
else:
self.threshold = self.nor // 2
self.nor = 1
def make_throw(self, scores, last_round):
self.updateValues()
self.completeLastRound = False
i = 1
while i < self.nor:
yield True
self.completeLastRound = True
yield False
New contributor
SlowStart
This bot implements the TCP Slow Start algorithm. It adjusts its number of rolls (nor) according to its previous turn: if it didn't roll a 6 in the previous turn, increases the nor for this turn; whereas it reduces nor if it did.
class SlowStart(Bot):
def __init__(self, *args):
super().__init__(*args)
self.completeLastRound = False
self.nor = 1
self.threshold = 8
def updateValues(self):
if self.completeLastRound:
if self.nor < self.threshold:
self.nor *= 2
else:
self.nor += 1
else:
self.threshold = self.nor // 2
self.nor = 1
def make_throw(self, scores, last_round):
self.updateValues()
self.completeLastRound = False
i = 1
while i < self.nor:
yield True
self.completeLastRound = True
yield False
New contributor
edited Dec 22 at 22:46
BMO
11.3k22185
11.3k22185
New contributor
answered Dec 20 at 11:11
quite.SimpLe
312
312
New contributor
New contributor
Welcome to PPCG! Interesting approach, I don't know how sensitive it is to random fluctuations. Two things that are needed to make this run:def updateValues():
should bedef updateValues(self):
(ordef update_values(self):
if you want to follow PEP8). Secondly, the callupdateValues()
should instead beself.updateValues()
(orself.update_vales()
).
– maxb
Dec 20 at 11:27
2
Also, I think you need to update youri
variable in the while loop. Right now your bot either passes the while loop entirely or is stuck in the while loop until it hits 6.
– maxb
Dec 20 at 11:32
In the current highscore, I took the liberty of implementing these changes. I think you could experiment with the initial value forself.nor
and see how it affects the performance of your bot.
– maxb
Dec 20 at 12:25
add a comment |
Welcome to PPCG! Interesting approach, I don't know how sensitive it is to random fluctuations. Two things that are needed to make this run:def updateValues():
should bedef updateValues(self):
(ordef update_values(self):
if you want to follow PEP8). Secondly, the callupdateValues()
should instead beself.updateValues()
(orself.update_vales()
).
– maxb
Dec 20 at 11:27
2
Also, I think you need to update youri
variable in the while loop. Right now your bot either passes the while loop entirely or is stuck in the while loop until it hits 6.
– maxb
Dec 20 at 11:32
In the current highscore, I took the liberty of implementing these changes. I think you could experiment with the initial value forself.nor
and see how it affects the performance of your bot.
– maxb
Dec 20 at 12:25
Welcome to PPCG! Interesting approach, I don't know how sensitive it is to random fluctuations. Two things that are needed to make this run:
def updateValues():
should be def updateValues(self):
(or def update_values(self):
if you want to follow PEP8). Secondly, the call updateValues()
should instead be self.updateValues()
(or self.update_vales()
).– maxb
Dec 20 at 11:27
Welcome to PPCG! Interesting approach, I don't know how sensitive it is to random fluctuations. Two things that are needed to make this run:
def updateValues():
should be def updateValues(self):
(or def update_values(self):
if you want to follow PEP8). Secondly, the call updateValues()
should instead be self.updateValues()
(or self.update_vales()
).– maxb
Dec 20 at 11:27
2
2
Also, I think you need to update your
i
variable in the while loop. Right now your bot either passes the while loop entirely or is stuck in the while loop until it hits 6.– maxb
Dec 20 at 11:32
Also, I think you need to update your
i
variable in the while loop. Right now your bot either passes the while loop entirely or is stuck in the while loop until it hits 6.– maxb
Dec 20 at 11:32
In the current highscore, I took the liberty of implementing these changes. I think you could experiment with the initial value for
self.nor
and see how it affects the performance of your bot.– maxb
Dec 20 at 12:25
In the current highscore, I took the liberty of implementing these changes. I think you could experiment with the initial value for
self.nor
and see how it affects the performance of your bot.– maxb
Dec 20 at 12:25
add a comment |
BringMyOwn_dice (BMO_d)
This bot loves dice, it brings 2 (seems to perform the best) dice of its own. Before throwing dice in a round, it throws its own 2 dice and computes their sum, this is the number of throws it is going to perform, it only throws if it doesn't already have 40 points.
class BringMyOwn_dice(Bot):
def __init__(self, *args):
import random as rnd
self.die = lambda: rnd.randint(1,6)
super().__init__(*args)
def make_throw(self, scores, last_round):
nfaces = self.die() + self.die()
s = scores[self.index]
max_scores = max(scores)
for _ in range(nfaces):
if s + sum(self.current_throws) > 39:
break
yield True
yield False
2
I was thinking of a random bot using a coin flip, but this is more in spirit with the challenge! I think that two dice perform the best, since you get the most points per round when you cast the die 5-6 times, close to the average score when casting two dice.
– maxb
Dec 19 at 15:08
add a comment |
BringMyOwn_dice (BMO_d)
This bot loves dice, it brings 2 (seems to perform the best) dice of its own. Before throwing dice in a round, it throws its own 2 dice and computes their sum, this is the number of throws it is going to perform, it only throws if it doesn't already have 40 points.
class BringMyOwn_dice(Bot):
def __init__(self, *args):
import random as rnd
self.die = lambda: rnd.randint(1,6)
super().__init__(*args)
def make_throw(self, scores, last_round):
nfaces = self.die() + self.die()
s = scores[self.index]
max_scores = max(scores)
for _ in range(nfaces):
if s + sum(self.current_throws) > 39:
break
yield True
yield False
2
I was thinking of a random bot using a coin flip, but this is more in spirit with the challenge! I think that two dice perform the best, since you get the most points per round when you cast the die 5-6 times, close to the average score when casting two dice.
– maxb
Dec 19 at 15:08
add a comment |
BringMyOwn_dice (BMO_d)
This bot loves dice, it brings 2 (seems to perform the best) dice of its own. Before throwing dice in a round, it throws its own 2 dice and computes their sum, this is the number of throws it is going to perform, it only throws if it doesn't already have 40 points.
class BringMyOwn_dice(Bot):
def __init__(self, *args):
import random as rnd
self.die = lambda: rnd.randint(1,6)
super().__init__(*args)
def make_throw(self, scores, last_round):
nfaces = self.die() + self.die()
s = scores[self.index]
max_scores = max(scores)
for _ in range(nfaces):
if s + sum(self.current_throws) > 39:
break
yield True
yield False
BringMyOwn_dice (BMO_d)
This bot loves dice, it brings 2 (seems to perform the best) dice of its own. Before throwing dice in a round, it throws its own 2 dice and computes their sum, this is the number of throws it is going to perform, it only throws if it doesn't already have 40 points.
class BringMyOwn_dice(Bot):
def __init__(self, *args):
import random as rnd
self.die = lambda: rnd.randint(1,6)
super().__init__(*args)
def make_throw(self, scores, last_round):
nfaces = self.die() + self.die()
s = scores[self.index]
max_scores = max(scores)
for _ in range(nfaces):
if s + sum(self.current_throws) > 39:
break
yield True
yield False
edited Dec 19 at 15:22
answered Dec 19 at 14:57
BMO
11.3k22185
11.3k22185
2
I was thinking of a random bot using a coin flip, but this is more in spirit with the challenge! I think that two dice perform the best, since you get the most points per round when you cast the die 5-6 times, close to the average score when casting two dice.
– maxb
Dec 19 at 15:08
add a comment |
2
I was thinking of a random bot using a coin flip, but this is more in spirit with the challenge! I think that two dice perform the best, since you get the most points per round when you cast the die 5-6 times, close to the average score when casting two dice.
– maxb
Dec 19 at 15:08
2
2
I was thinking of a random bot using a coin flip, but this is more in spirit with the challenge! I think that two dice perform the best, since you get the most points per round when you cast the die 5-6 times, close to the average score when casting two dice.
– maxb
Dec 19 at 15:08
I was thinking of a random bot using a coin flip, but this is more in spirit with the challenge! I think that two dice perform the best, since you get the most points per round when you cast the die 5-6 times, close to the average score when casting two dice.
– maxb
Dec 19 at 15:08
add a comment |
QuotaBot
A naive "quota" system I implemeneted, which actually seemed to score fairly highly overall.
class QuotaBot(Bot):
def __init__(self, *args):
super().__init__(*args)
self.quota = 20
self.minquota = 15
self.maxquota = 35
def make_throw(self, scores, last_round):
# Reduce quota if ahead, increase if behind
mean = sum(scores) / len(scores)
own_score = scores[self.index]
if own_score < mean - 5:
self.quota += 1.5
if own_score > mean + 5:
self.quota -= 1.5
self.quota = max(min(self.quota, self.maxquota), self.minquota)
if last_round:
self.quota = max(scores) - own_score + 1
while sum(self.current_throws) < self.quota:
yield True
yield False
if own_score mean + 5:
gives an error for me. Alsowhile sum(self.current_throws)
– Spitemaster
Dec 19 at 17:05
@Spitemaster was an error pasting into stack exchange, should work now.
– FlipTack
Dec 19 at 17:09
@Spitemaster it's because there were<
and>
symbols which interfered with the<pre>
tags i was using
– FlipTack
Dec 19 at 17:09
add a comment |
QuotaBot
A naive "quota" system I implemeneted, which actually seemed to score fairly highly overall.
class QuotaBot(Bot):
def __init__(self, *args):
super().__init__(*args)
self.quota = 20
self.minquota = 15
self.maxquota = 35
def make_throw(self, scores, last_round):
# Reduce quota if ahead, increase if behind
mean = sum(scores) / len(scores)
own_score = scores[self.index]
if own_score < mean - 5:
self.quota += 1.5
if own_score > mean + 5:
self.quota -= 1.5
self.quota = max(min(self.quota, self.maxquota), self.minquota)
if last_round:
self.quota = max(scores) - own_score + 1
while sum(self.current_throws) < self.quota:
yield True
yield False
if own_score mean + 5:
gives an error for me. Alsowhile sum(self.current_throws)
– Spitemaster
Dec 19 at 17:05
@Spitemaster was an error pasting into stack exchange, should work now.
– FlipTack
Dec 19 at 17:09
@Spitemaster it's because there were<
and>
symbols which interfered with the<pre>
tags i was using
– FlipTack
Dec 19 at 17:09
add a comment |
QuotaBot
A naive "quota" system I implemeneted, which actually seemed to score fairly highly overall.
class QuotaBot(Bot):
def __init__(self, *args):
super().__init__(*args)
self.quota = 20
self.minquota = 15
self.maxquota = 35
def make_throw(self, scores, last_round):
# Reduce quota if ahead, increase if behind
mean = sum(scores) / len(scores)
own_score = scores[self.index]
if own_score < mean - 5:
self.quota += 1.5
if own_score > mean + 5:
self.quota -= 1.5
self.quota = max(min(self.quota, self.maxquota), self.minquota)
if last_round:
self.quota = max(scores) - own_score + 1
while sum(self.current_throws) < self.quota:
yield True
yield False
QuotaBot
A naive "quota" system I implemeneted, which actually seemed to score fairly highly overall.
class QuotaBot(Bot):
def __init__(self, *args):
super().__init__(*args)
self.quota = 20
self.minquota = 15
self.maxquota = 35
def make_throw(self, scores, last_round):
# Reduce quota if ahead, increase if behind
mean = sum(scores) / len(scores)
own_score = scores[self.index]
if own_score < mean - 5:
self.quota += 1.5
if own_score > mean + 5:
self.quota -= 1.5
self.quota = max(min(self.quota, self.maxquota), self.minquota)
if last_round:
self.quota = max(scores) - own_score + 1
while sum(self.current_throws) < self.quota:
yield True
yield False
edited Dec 19 at 17:09
answered Dec 19 at 16:52
FlipTack
9,12834089
9,12834089
if own_score mean + 5:
gives an error for me. Alsowhile sum(self.current_throws)
– Spitemaster
Dec 19 at 17:05
@Spitemaster was an error pasting into stack exchange, should work now.
– FlipTack
Dec 19 at 17:09
@Spitemaster it's because there were<
and>
symbols which interfered with the<pre>
tags i was using
– FlipTack
Dec 19 at 17:09
add a comment |
if own_score mean + 5:
gives an error for me. Alsowhile sum(self.current_throws)
– Spitemaster
Dec 19 at 17:05
@Spitemaster was an error pasting into stack exchange, should work now.
– FlipTack
Dec 19 at 17:09
@Spitemaster it's because there were<
and>
symbols which interfered with the<pre>
tags i was using
– FlipTack
Dec 19 at 17:09
if own_score mean + 5:
gives an error for me. Also while sum(self.current_throws)
– Spitemaster
Dec 19 at 17:05
if own_score mean + 5:
gives an error for me. Also while sum(self.current_throws)
– Spitemaster
Dec 19 at 17:05
@Spitemaster was an error pasting into stack exchange, should work now.
– FlipTack
Dec 19 at 17:09
@Spitemaster was an error pasting into stack exchange, should work now.
– FlipTack
Dec 19 at 17:09
@Spitemaster it's because there were
<
and >
symbols which interfered with the <pre>
tags i was using– FlipTack
Dec 19 at 17:09
@Spitemaster it's because there were
<
and >
symbols which interfered with the <pre>
tags i was using– FlipTack
Dec 19 at 17:09
add a comment |
BinaryBot
Tries to get close to the end score, so that as soon as somebody else triggers the last round it can beat their score for the win. Target is always halfway between current score and end score.
class BinaryBot(Bot):
def make_throw(self, scores, last_round):
target = (self.end_score + scores[self.index]) / 2
if last_round:
target = max(scores)
while scores[self.index] + sum(self.current_throws) < target:
yield True
yield False
Interesting,Hesitate
also refuses to cross the line first. You need to surround your function with theclass
stuff.
– Christian Sievers
Dec 19 at 22:15
add a comment |
BinaryBot
Tries to get close to the end score, so that as soon as somebody else triggers the last round it can beat their score for the win. Target is always halfway between current score and end score.
class BinaryBot(Bot):
def make_throw(self, scores, last_round):
target = (self.end_score + scores[self.index]) / 2
if last_round:
target = max(scores)
while scores[self.index] + sum(self.current_throws) < target:
yield True
yield False
Interesting,Hesitate
also refuses to cross the line first. You need to surround your function with theclass
stuff.
– Christian Sievers
Dec 19 at 22:15
add a comment |
BinaryBot
Tries to get close to the end score, so that as soon as somebody else triggers the last round it can beat their score for the win. Target is always halfway between current score and end score.
class BinaryBot(Bot):
def make_throw(self, scores, last_round):
target = (self.end_score + scores[self.index]) / 2
if last_round:
target = max(scores)
while scores[self.index] + sum(self.current_throws) < target:
yield True
yield False
BinaryBot
Tries to get close to the end score, so that as soon as somebody else triggers the last round it can beat their score for the win. Target is always halfway between current score and end score.
class BinaryBot(Bot):
def make_throw(self, scores, last_round):
target = (self.end_score + scores[self.index]) / 2
if last_round:
target = max(scores)
while scores[self.index] + sum(self.current_throws) < target:
yield True
yield False
edited Dec 19 at 22:38
answered Dec 19 at 21:36
Cain
939513
939513
Interesting,Hesitate
also refuses to cross the line first. You need to surround your function with theclass
stuff.
– Christian Sievers
Dec 19 at 22:15
add a comment |
Interesting,Hesitate
also refuses to cross the line first. You need to surround your function with theclass
stuff.
– Christian Sievers
Dec 19 at 22:15
Interesting,
Hesitate
also refuses to cross the line first. You need to surround your function with the class
stuff.– Christian Sievers
Dec 19 at 22:15
Interesting,
Hesitate
also refuses to cross the line first. You need to surround your function with the class
stuff.– Christian Sievers
Dec 19 at 22:15
add a comment |
BlessRNG
class BlessRNG(Bot):
def make_throw(self, scores, last_round):
if random.randint(1,2) == 1 :
yield True
yield False
BlessRNG FrankerZ GabeN BlessRNG
New contributor
add a comment |
BlessRNG
class BlessRNG(Bot):
def make_throw(self, scores, last_round):
if random.randint(1,2) == 1 :
yield True
yield False
BlessRNG FrankerZ GabeN BlessRNG
New contributor
add a comment |
BlessRNG
class BlessRNG(Bot):
def make_throw(self, scores, last_round):
if random.randint(1,2) == 1 :
yield True
yield False
BlessRNG FrankerZ GabeN BlessRNG
New contributor
BlessRNG
class BlessRNG(Bot):
def make_throw(self, scores, last_round):
if random.randint(1,2) == 1 :
yield True
yield False
BlessRNG FrankerZ GabeN BlessRNG
New contributor
edited Dec 20 at 12:26
maxb
2,90611131
2,90611131
New contributor
answered Dec 20 at 4:40
Dice Mastah
211
211
New contributor
New contributor
add a comment |
add a comment |
class ThrowThriceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield True
yield False
Well, that one is obvious
I have done some experiments with that class of bots (it was the tactic I used when I played the game for the first time). I went with 4 throws then, though 5-6 have a higher average score per round.
– maxb
Dec 19 at 13:21
Also, congratulations on your first KotH answer!
– maxb
Dec 19 at 13:34
add a comment |
class ThrowThriceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield True
yield False
Well, that one is obvious
I have done some experiments with that class of bots (it was the tactic I used when I played the game for the first time). I went with 4 throws then, though 5-6 have a higher average score per round.
– maxb
Dec 19 at 13:21
Also, congratulations on your first KotH answer!
– maxb
Dec 19 at 13:34
add a comment |
class ThrowThriceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield True
yield False
Well, that one is obvious
class ThrowThriceBot(Bot):
def make_throw(self, scores, last_round):
yield True
yield True
yield False
Well, that one is obvious
answered Dec 19 at 13:00
michi7x7
36526
36526
I have done some experiments with that class of bots (it was the tactic I used when I played the game for the first time). I went with 4 throws then, though 5-6 have a higher average score per round.
– maxb
Dec 19 at 13:21
Also, congratulations on your first KotH answer!
– maxb
Dec 19 at 13:34
add a comment |
I have done some experiments with that class of bots (it was the tactic I used when I played the game for the first time). I went with 4 throws then, though 5-6 have a higher average score per round.
– maxb
Dec 19 at 13:21
Also, congratulations on your first KotH answer!
– maxb
Dec 19 at 13:34
I have done some experiments with that class of bots (it was the tactic I used when I played the game for the first time). I went with 4 throws then, though 5-6 have a higher average score per round.
– maxb
Dec 19 at 13:21
I have done some experiments with that class of bots (it was the tactic I used when I played the game for the first time). I went with 4 throws then, though 5-6 have a higher average score per round.
– maxb
Dec 19 at 13:21
Also, congratulations on your first KotH answer!
– maxb
Dec 19 at 13:34
Also, congratulations on your first KotH answer!
– maxb
Dec 19 at 13:34
add a comment |
Hesitate
class Hesitate(Bot):
def make_throw(self, scores, last_round):
myscore = scores[self.index]
if last_round:
target = max(scores)+1
elif myscore==0:
target = 17
else:
target = 35
while myscore+sum(self.current_throws) < target:
yield True
yield False
add a comment |
Hesitate
class Hesitate(Bot):
def make_throw(self, scores, last_round):
myscore = scores[self.index]
if last_round:
target = max(scores)+1
elif myscore==0:
target = 17
else:
target = 35
while myscore+sum(self.current_throws) < target:
yield True
yield False
add a comment |
Hesitate
class Hesitate(Bot):
def make_throw(self, scores, last_round):
myscore = scores[self.index]
if last_round:
target = max(scores)+1
elif myscore==0:
target = 17
else:
target = 35
while myscore+sum(self.current_throws) < target:
yield True
yield False
Hesitate
class Hesitate(Bot):
def make_throw(self, scores, last_round):
myscore = scores[self.index]
if last_round:
target = max(scores)+1
elif myscore==0:
target = 17
else:
target = 35
while myscore+sum(self.current_throws) < target:
yield True
yield False
answered Dec 19 at 15:55
Christian Sievers
4,92711019
4,92711019
add a comment |
add a comment |
class LastRound(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 15 and not last_round and scores[self.index] + sum(self.current_throws) < 40:
yield True
while max(scores) > scores[self.index] + sum(self.current_throws):
yield True
yield False
LastRound acts like it's always the last round and it's the last bot: it keeps rolling until it's in the lead. It also doesn't want to settle for less than 15 points unless it actually is the last round or it reaches 40 points.
Interesting approach. I think your bot suffers if it starts falling behind. Since the odds of getting >30 points in a single round are low, your bot is more likely to stay at its current score.
– maxb
Dec 19 at 12:44
1
I suspect this suffers from the same mistake I made (see NotTooFarBehindBot comments) - as in the last round, if you're not winning you'll keep throwing until you get a 6 (scores[self.index] never updates) Actually - do you have that inequality the wrong way? max(scores) will always be >= scores[self.index]
– Stuart Moore
Dec 19 at 14:09
@StuartMoore Haha, yes, I think you're right. Thanks!
– Spitemaster
Dec 19 at 15:07
I suspect you want "and last_round" on the 2nd while to do what you want - otherwise the 2nd while will be used whether or not last_round is true
– Stuart Moore
Dec 19 at 15:15
2
That's intentional. It always tries to be in the lead when ending its turn.
– Spitemaster
Dec 19 at 15:48
add a comment |
class LastRound(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 15 and not last_round and scores[self.index] + sum(self.current_throws) < 40:
yield True
while max(scores) > scores[self.index] + sum(self.current_throws):
yield True
yield False
LastRound acts like it's always the last round and it's the last bot: it keeps rolling until it's in the lead. It also doesn't want to settle for less than 15 points unless it actually is the last round or it reaches 40 points.
Interesting approach. I think your bot suffers if it starts falling behind. Since the odds of getting >30 points in a single round are low, your bot is more likely to stay at its current score.
– maxb
Dec 19 at 12:44
1
I suspect this suffers from the same mistake I made (see NotTooFarBehindBot comments) - as in the last round, if you're not winning you'll keep throwing until you get a 6 (scores[self.index] never updates) Actually - do you have that inequality the wrong way? max(scores) will always be >= scores[self.index]
– Stuart Moore
Dec 19 at 14:09
@StuartMoore Haha, yes, I think you're right. Thanks!
– Spitemaster
Dec 19 at 15:07
I suspect you want "and last_round" on the 2nd while to do what you want - otherwise the 2nd while will be used whether or not last_round is true
– Stuart Moore
Dec 19 at 15:15
2
That's intentional. It always tries to be in the lead when ending its turn.
– Spitemaster
Dec 19 at 15:48
add a comment |
class LastRound(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 15 and not last_round and scores[self.index] + sum(self.current_throws) < 40:
yield True
while max(scores) > scores[self.index] + sum(self.current_throws):
yield True
yield False
LastRound acts like it's always the last round and it's the last bot: it keeps rolling until it's in the lead. It also doesn't want to settle for less than 15 points unless it actually is the last round or it reaches 40 points.
class LastRound(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 15 and not last_round and scores[self.index] + sum(self.current_throws) < 40:
yield True
while max(scores) > scores[self.index] + sum(self.current_throws):
yield True
yield False
LastRound acts like it's always the last round and it's the last bot: it keeps rolling until it's in the lead. It also doesn't want to settle for less than 15 points unless it actually is the last round or it reaches 40 points.
edited Dec 19 at 16:35
answered Dec 19 at 12:26
Spitemaster
3736
3736
Interesting approach. I think your bot suffers if it starts falling behind. Since the odds of getting >30 points in a single round are low, your bot is more likely to stay at its current score.
– maxb
Dec 19 at 12:44
1
I suspect this suffers from the same mistake I made (see NotTooFarBehindBot comments) - as in the last round, if you're not winning you'll keep throwing until you get a 6 (scores[self.index] never updates) Actually - do you have that inequality the wrong way? max(scores) will always be >= scores[self.index]
– Stuart Moore
Dec 19 at 14:09
@StuartMoore Haha, yes, I think you're right. Thanks!
– Spitemaster
Dec 19 at 15:07
I suspect you want "and last_round" on the 2nd while to do what you want - otherwise the 2nd while will be used whether or not last_round is true
– Stuart Moore
Dec 19 at 15:15
2
That's intentional. It always tries to be in the lead when ending its turn.
– Spitemaster
Dec 19 at 15:48
add a comment |
Interesting approach. I think your bot suffers if it starts falling behind. Since the odds of getting >30 points in a single round are low, your bot is more likely to stay at its current score.
– maxb
Dec 19 at 12:44
1
I suspect this suffers from the same mistake I made (see NotTooFarBehindBot comments) - as in the last round, if you're not winning you'll keep throwing until you get a 6 (scores[self.index] never updates) Actually - do you have that inequality the wrong way? max(scores) will always be >= scores[self.index]
– Stuart Moore
Dec 19 at 14:09
@StuartMoore Haha, yes, I think you're right. Thanks!
– Spitemaster
Dec 19 at 15:07
I suspect you want "and last_round" on the 2nd while to do what you want - otherwise the 2nd while will be used whether or not last_round is true
– Stuart Moore
Dec 19 at 15:15
2
That's intentional. It always tries to be in the lead when ending its turn.
– Spitemaster
Dec 19 at 15:48
Interesting approach. I think your bot suffers if it starts falling behind. Since the odds of getting >30 points in a single round are low, your bot is more likely to stay at its current score.
– maxb
Dec 19 at 12:44
Interesting approach. I think your bot suffers if it starts falling behind. Since the odds of getting >30 points in a single round are low, your bot is more likely to stay at its current score.
– maxb
Dec 19 at 12:44
1
1
I suspect this suffers from the same mistake I made (see NotTooFarBehindBot comments) - as in the last round, if you're not winning you'll keep throwing until you get a 6 (scores[self.index] never updates) Actually - do you have that inequality the wrong way? max(scores) will always be >= scores[self.index]
– Stuart Moore
Dec 19 at 14:09
I suspect this suffers from the same mistake I made (see NotTooFarBehindBot comments) - as in the last round, if you're not winning you'll keep throwing until you get a 6 (scores[self.index] never updates) Actually - do you have that inequality the wrong way? max(scores) will always be >= scores[self.index]
– Stuart Moore
Dec 19 at 14:09
@StuartMoore Haha, yes, I think you're right. Thanks!
– Spitemaster
Dec 19 at 15:07
@StuartMoore Haha, yes, I think you're right. Thanks!
– Spitemaster
Dec 19 at 15:07
I suspect you want "and last_round" on the 2nd while to do what you want - otherwise the 2nd while will be used whether or not last_round is true
– Stuart Moore
Dec 19 at 15:15
I suspect you want "and last_round" on the 2nd while to do what you want - otherwise the 2nd while will be used whether or not last_round is true
– Stuart Moore
Dec 19 at 15:15
2
2
That's intentional. It always tries to be in the lead when ending its turn.
– Spitemaster
Dec 19 at 15:48
That's intentional. It always tries to be in the lead when ending its turn.
– Spitemaster
Dec 19 at 15:48
add a comment |
Take Five
class TakeFive(Bot):
def make_throw(self, scores, last_round):
# Throw until we hit a 5.
while self.current_throws[-1] != 5:
# Don't get greedy.
if scores[self.index] + sum(self.current_throws) >= self.end_score:
break
yield True
# Go for the win on the last round.
if last_round:
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Half the time, we'll roll a 5 before a 6. When we do, cash out.
If we stop at 1 instead, it makes slower progress, but it's more likely to get to 40 in a single bound.
– Mnemonic
Dec 19 at 21:08
In my tests, TakeOne got 20.868 points per round compared to TakeFive's 24.262 points per round (and also brought winrate from 0.291 to 0.259). So I don't think it's worth it.
– Spitemaster
Dec 19 at 21:16
add a comment |
Take Five
class TakeFive(Bot):
def make_throw(self, scores, last_round):
# Throw until we hit a 5.
while self.current_throws[-1] != 5:
# Don't get greedy.
if scores[self.index] + sum(self.current_throws) >= self.end_score:
break
yield True
# Go for the win on the last round.
if last_round:
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Half the time, we'll roll a 5 before a 6. When we do, cash out.
If we stop at 1 instead, it makes slower progress, but it's more likely to get to 40 in a single bound.
– Mnemonic
Dec 19 at 21:08
In my tests, TakeOne got 20.868 points per round compared to TakeFive's 24.262 points per round (and also brought winrate from 0.291 to 0.259). So I don't think it's worth it.
– Spitemaster
Dec 19 at 21:16
add a comment |
Take Five
class TakeFive(Bot):
def make_throw(self, scores, last_round):
# Throw until we hit a 5.
while self.current_throws[-1] != 5:
# Don't get greedy.
if scores[self.index] + sum(self.current_throws) >= self.end_score:
break
yield True
# Go for the win on the last round.
if last_round:
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Half the time, we'll roll a 5 before a 6. When we do, cash out.
Take Five
class TakeFive(Bot):
def make_throw(self, scores, last_round):
# Throw until we hit a 5.
while self.current_throws[-1] != 5:
# Don't get greedy.
if scores[self.index] + sum(self.current_throws) >= self.end_score:
break
yield True
# Go for the win on the last round.
if last_round:
while scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
yield False
Half the time, we'll roll a 5 before a 6. When we do, cash out.
answered Dec 19 at 21:05
Mnemonic
4,6951630
4,6951630
If we stop at 1 instead, it makes slower progress, but it's more likely to get to 40 in a single bound.
– Mnemonic
Dec 19 at 21:08
In my tests, TakeOne got 20.868 points per round compared to TakeFive's 24.262 points per round (and also brought winrate from 0.291 to 0.259). So I don't think it's worth it.
– Spitemaster
Dec 19 at 21:16
add a comment |
If we stop at 1 instead, it makes slower progress, but it's more likely to get to 40 in a single bound.
– Mnemonic
Dec 19 at 21:08
In my tests, TakeOne got 20.868 points per round compared to TakeFive's 24.262 points per round (and also brought winrate from 0.291 to 0.259). So I don't think it's worth it.
– Spitemaster
Dec 19 at 21:16
If we stop at 1 instead, it makes slower progress, but it's more likely to get to 40 in a single bound.
– Mnemonic
Dec 19 at 21:08
If we stop at 1 instead, it makes slower progress, but it's more likely to get to 40 in a single bound.
– Mnemonic
Dec 19 at 21:08
In my tests, TakeOne got 20.868 points per round compared to TakeFive's 24.262 points per round (and also brought winrate from 0.291 to 0.259). So I don't think it's worth it.
– Spitemaster
Dec 19 at 21:16
In my tests, TakeOne got 20.868 points per round compared to TakeFive's 24.262 points per round (and also brought winrate from 0.291 to 0.259). So I don't think it's worth it.
– Spitemaster
Dec 19 at 21:16
add a comment |
ExpectationsBot
Just plays it straight, calculates the expected value for the dice throw and only makes it if it's positive.
class ExpectationsBot(Bot):
def make_throw(self, scores, last_round):
#Positive average gain is 2.5, is the chance of loss greater than that?
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
while 2.5 > (costOf6 / 6.0):
yield True
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
yield False
I was having trouble running the controller, got a "NameError: name 'bots_per_game' is not defined" on the multithreaded one, so really no idea how this performs.
1
I think this ends up being equivalent to a "Go to 16" bot, but we don't have one of those yet
– Stuart Moore
Dec 19 at 17:47
@StuartMoore That...is a very true point, yes
– Cain
Dec 19 at 18:39
I ran into your issues with the controller when I ran it on my Windows machine. Somehow it ran fine on my Linux machine. I'm updating the controller, and will update the post once it is done.
– maxb
Dec 19 at 19:47
@maxb Thanks, probably something about which variables are available in the different process. FYI also updated this, I made a silly error around yielding :/
– Cain
Dec 19 at 21:23
add a comment |
ExpectationsBot
Just plays it straight, calculates the expected value for the dice throw and only makes it if it's positive.
class ExpectationsBot(Bot):
def make_throw(self, scores, last_round):
#Positive average gain is 2.5, is the chance of loss greater than that?
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
while 2.5 > (costOf6 / 6.0):
yield True
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
yield False
I was having trouble running the controller, got a "NameError: name 'bots_per_game' is not defined" on the multithreaded one, so really no idea how this performs.
1
I think this ends up being equivalent to a "Go to 16" bot, but we don't have one of those yet
– Stuart Moore
Dec 19 at 17:47
@StuartMoore That...is a very true point, yes
– Cain
Dec 19 at 18:39
I ran into your issues with the controller when I ran it on my Windows machine. Somehow it ran fine on my Linux machine. I'm updating the controller, and will update the post once it is done.
– maxb
Dec 19 at 19:47
@maxb Thanks, probably something about which variables are available in the different process. FYI also updated this, I made a silly error around yielding :/
– Cain
Dec 19 at 21:23
add a comment |
ExpectationsBot
Just plays it straight, calculates the expected value for the dice throw and only makes it if it's positive.
class ExpectationsBot(Bot):
def make_throw(self, scores, last_round):
#Positive average gain is 2.5, is the chance of loss greater than that?
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
while 2.5 > (costOf6 / 6.0):
yield True
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
yield False
I was having trouble running the controller, got a "NameError: name 'bots_per_game' is not defined" on the multithreaded one, so really no idea how this performs.
ExpectationsBot
Just plays it straight, calculates the expected value for the dice throw and only makes it if it's positive.
class ExpectationsBot(Bot):
def make_throw(self, scores, last_round):
#Positive average gain is 2.5, is the chance of loss greater than that?
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
while 2.5 > (costOf6 / 6.0):
yield True
costOf6 = sum(self.current_throws) if scores[self.index] + sum(self.current_throws) < 40 else scores[self.index] + sum(self.current_throws)
yield False
I was having trouble running the controller, got a "NameError: name 'bots_per_game' is not defined" on the multithreaded one, so really no idea how this performs.
edited Dec 20 at 8:20
maxb
2,90611131
2,90611131
answered Dec 19 at 17:42
Cain
939513
939513
1
I think this ends up being equivalent to a "Go to 16" bot, but we don't have one of those yet
– Stuart Moore
Dec 19 at 17:47
@StuartMoore That...is a very true point, yes
– Cain
Dec 19 at 18:39
I ran into your issues with the controller when I ran it on my Windows machine. Somehow it ran fine on my Linux machine. I'm updating the controller, and will update the post once it is done.
– maxb
Dec 19 at 19:47
@maxb Thanks, probably something about which variables are available in the different process. FYI also updated this, I made a silly error around yielding :/
– Cain
Dec 19 at 21:23
add a comment |
1
I think this ends up being equivalent to a "Go to 16" bot, but we don't have one of those yet
– Stuart Moore
Dec 19 at 17:47
@StuartMoore That...is a very true point, yes
– Cain
Dec 19 at 18:39
I ran into your issues with the controller when I ran it on my Windows machine. Somehow it ran fine on my Linux machine. I'm updating the controller, and will update the post once it is done.
– maxb
Dec 19 at 19:47
@maxb Thanks, probably something about which variables are available in the different process. FYI also updated this, I made a silly error around yielding :/
– Cain
Dec 19 at 21:23
1
1
I think this ends up being equivalent to a "Go to 16" bot, but we don't have one of those yet
– Stuart Moore
Dec 19 at 17:47
I think this ends up being equivalent to a "Go to 16" bot, but we don't have one of those yet
– Stuart Moore
Dec 19 at 17:47
@StuartMoore That...is a very true point, yes
– Cain
Dec 19 at 18:39
@StuartMoore That...is a very true point, yes
– Cain
Dec 19 at 18:39
I ran into your issues with the controller when I ran it on my Windows machine. Somehow it ran fine on my Linux machine. I'm updating the controller, and will update the post once it is done.
– maxb
Dec 19 at 19:47
I ran into your issues with the controller when I ran it on my Windows machine. Somehow it ran fine on my Linux machine. I'm updating the controller, and will update the post once it is done.
– maxb
Dec 19 at 19:47
@maxb Thanks, probably something about which variables are available in the different process. FYI also updated this, I made a silly error around yielding :/
– Cain
Dec 19 at 21:23
@maxb Thanks, probably something about which variables are available in the different process. FYI also updated this, I made a silly error around yielding :/
– Cain
Dec 19 at 21:23
add a comment |
FortyTeen
class FortyTeen(Bot):
def make_throw(self, scores, last_round):
if last_round:
max_projected_score = max([score+14 if score<self.end_score else score for score in scores])
target = max_projected_score - scores[self.index]
else:
target = 14
while sum(self.current_throws) < target:
yield True
yield False
Try for 14 points until the last round, then assume everyone else is going to try for 14 points and try to tie that score.
I gotTypeError: unsupported operand type(s) for -: 'list' and 'int'
with your bot.
– tsh
Dec 20 at 3:01
I'm assuming that yourmax_projected_score
should be the maximum of the list rather than the entire list, am I correct? Otherwise i get the same issue as tsh.
– maxb
Dec 20 at 8:23
Oops, edited to fix.
– histocrat
Dec 20 at 13:08
add a comment |
FortyTeen
class FortyTeen(Bot):
def make_throw(self, scores, last_round):
if last_round:
max_projected_score = max([score+14 if score<self.end_score else score for score in scores])
target = max_projected_score - scores[self.index]
else:
target = 14
while sum(self.current_throws) < target:
yield True
yield False
Try for 14 points until the last round, then assume everyone else is going to try for 14 points and try to tie that score.
I gotTypeError: unsupported operand type(s) for -: 'list' and 'int'
with your bot.
– tsh
Dec 20 at 3:01
I'm assuming that yourmax_projected_score
should be the maximum of the list rather than the entire list, am I correct? Otherwise i get the same issue as tsh.
– maxb
Dec 20 at 8:23
Oops, edited to fix.
– histocrat
Dec 20 at 13:08
add a comment |
FortyTeen
class FortyTeen(Bot):
def make_throw(self, scores, last_round):
if last_round:
max_projected_score = max([score+14 if score<self.end_score else score for score in scores])
target = max_projected_score - scores[self.index]
else:
target = 14
while sum(self.current_throws) < target:
yield True
yield False
Try for 14 points until the last round, then assume everyone else is going to try for 14 points and try to tie that score.
FortyTeen
class FortyTeen(Bot):
def make_throw(self, scores, last_round):
if last_round:
max_projected_score = max([score+14 if score<self.end_score else score for score in scores])
target = max_projected_score - scores[self.index]
else:
target = 14
while sum(self.current_throws) < target:
yield True
yield False
Try for 14 points until the last round, then assume everyone else is going to try for 14 points and try to tie that score.
edited Dec 20 at 13:07
answered Dec 20 at 2:40
histocrat
18.8k43072
18.8k43072
I gotTypeError: unsupported operand type(s) for -: 'list' and 'int'
with your bot.
– tsh
Dec 20 at 3:01
I'm assuming that yourmax_projected_score
should be the maximum of the list rather than the entire list, am I correct? Otherwise i get the same issue as tsh.
– maxb
Dec 20 at 8:23
Oops, edited to fix.
– histocrat
Dec 20 at 13:08
add a comment |
I gotTypeError: unsupported operand type(s) for -: 'list' and 'int'
with your bot.
– tsh
Dec 20 at 3:01
I'm assuming that yourmax_projected_score
should be the maximum of the list rather than the entire list, am I correct? Otherwise i get the same issue as tsh.
– maxb
Dec 20 at 8:23
Oops, edited to fix.
– histocrat
Dec 20 at 13:08
I got
TypeError: unsupported operand type(s) for -: 'list' and 'int'
with your bot.– tsh
Dec 20 at 3:01
I got
TypeError: unsupported operand type(s) for -: 'list' and 'int'
with your bot.– tsh
Dec 20 at 3:01
I'm assuming that your
max_projected_score
should be the maximum of the list rather than the entire list, am I correct? Otherwise i get the same issue as tsh.– maxb
Dec 20 at 8:23
I'm assuming that your
max_projected_score
should be the maximum of the list rather than the entire list, am I correct? Otherwise i get the same issue as tsh.– maxb
Dec 20 at 8:23
Oops, edited to fix.
– histocrat
Dec 20 at 13:08
Oops, edited to fix.
– histocrat
Dec 20 at 13:08
add a comment |
Chaser
class Chaser(Bot):
def make_throw(self, scores, last_round):
while max(scores) > (scores[self.index] + sum(self.current_throws)):
yield True
while last_round and (scores[self.index] + sum(self.current_throws)) < 44:
yield True
while self.not_thrown_firce() and sum(self.current_throws, scores[self.index]) < 44:
yield True
yield False
def not_thrown_firce(self):
return len(self.current_throws) < 4
Chaser tries to catch up to position one
If it's the last round he desperately tries to reach at least 50 points
Just for good measure he throws at least four times no matter what
[edit 1: added go-for-gold strategy in the last round]
[edit 2: updated logic because I mistakenly thought a bot would score at 40 rather than only the highest bot scoring]
[edit 3: made chaser a little more defensive in the end game]
New contributor
Welcome to PPCG! Neat idea to not only try to catch up, but also pass the first place. I'm running a simulation right now, and I wish you luck!
– maxb
Dec 20 at 9:50
Thanks! Initially I tried to surpass the previous leader by a fixed amount (tried values between 6 and 20) but it turns out just throwing twice more fairs better.
– AKroell
Dec 20 at 10:02
@JonathanFrech thanks, fixed
– AKroell
Dec 20 at 12:38
add a comment |
Chaser
class Chaser(Bot):
def make_throw(self, scores, last_round):
while max(scores) > (scores[self.index] + sum(self.current_throws)):
yield True
while last_round and (scores[self.index] + sum(self.current_throws)) < 44:
yield True
while self.not_thrown_firce() and sum(self.current_throws, scores[self.index]) < 44:
yield True
yield False
def not_thrown_firce(self):
return len(self.current_throws) < 4
Chaser tries to catch up to position one
If it's the last round he desperately tries to reach at least 50 points
Just for good measure he throws at least four times no matter what
[edit 1: added go-for-gold strategy in the last round]
[edit 2: updated logic because I mistakenly thought a bot would score at 40 rather than only the highest bot scoring]
[edit 3: made chaser a little more defensive in the end game]
New contributor
Welcome to PPCG! Neat idea to not only try to catch up, but also pass the first place. I'm running a simulation right now, and I wish you luck!
– maxb
Dec 20 at 9:50
Thanks! Initially I tried to surpass the previous leader by a fixed amount (tried values between 6 and 20) but it turns out just throwing twice more fairs better.
– AKroell
Dec 20 at 10:02
@JonathanFrech thanks, fixed
– AKroell
Dec 20 at 12:38
add a comment |
Chaser
class Chaser(Bot):
def make_throw(self, scores, last_round):
while max(scores) > (scores[self.index] + sum(self.current_throws)):
yield True
while last_round and (scores[self.index] + sum(self.current_throws)) < 44:
yield True
while self.not_thrown_firce() and sum(self.current_throws, scores[self.index]) < 44:
yield True
yield False
def not_thrown_firce(self):
return len(self.current_throws) < 4
Chaser tries to catch up to position one
If it's the last round he desperately tries to reach at least 50 points
Just for good measure he throws at least four times no matter what
[edit 1: added go-for-gold strategy in the last round]
[edit 2: updated logic because I mistakenly thought a bot would score at 40 rather than only the highest bot scoring]
[edit 3: made chaser a little more defensive in the end game]
New contributor
Chaser
class Chaser(Bot):
def make_throw(self, scores, last_round):
while max(scores) > (scores[self.index] + sum(self.current_throws)):
yield True
while last_round and (scores[self.index] + sum(self.current_throws)) < 44:
yield True
while self.not_thrown_firce() and sum(self.current_throws, scores[self.index]) < 44:
yield True
yield False
def not_thrown_firce(self):
return len(self.current_throws) < 4
Chaser tries to catch up to position one
If it's the last round he desperately tries to reach at least 50 points
Just for good measure he throws at least four times no matter what
[edit 1: added go-for-gold strategy in the last round]
[edit 2: updated logic because I mistakenly thought a bot would score at 40 rather than only the highest bot scoring]
[edit 3: made chaser a little more defensive in the end game]
New contributor
edited Dec 20 at 14:22
New contributor
answered Dec 20 at 9:30
AKroell
1113
1113
New contributor
New contributor
Welcome to PPCG! Neat idea to not only try to catch up, but also pass the first place. I'm running a simulation right now, and I wish you luck!
– maxb
Dec 20 at 9:50
Thanks! Initially I tried to surpass the previous leader by a fixed amount (tried values between 6 and 20) but it turns out just throwing twice more fairs better.
– AKroell
Dec 20 at 10:02
@JonathanFrech thanks, fixed
– AKroell
Dec 20 at 12:38
add a comment |
Welcome to PPCG! Neat idea to not only try to catch up, but also pass the first place. I'm running a simulation right now, and I wish you luck!
– maxb
Dec 20 at 9:50
Thanks! Initially I tried to surpass the previous leader by a fixed amount (tried values between 6 and 20) but it turns out just throwing twice more fairs better.
– AKroell
Dec 20 at 10:02
@JonathanFrech thanks, fixed
– AKroell
Dec 20 at 12:38
Welcome to PPCG! Neat idea to not only try to catch up, but also pass the first place. I'm running a simulation right now, and I wish you luck!
– maxb
Dec 20 at 9:50
Welcome to PPCG! Neat idea to not only try to catch up, but also pass the first place. I'm running a simulation right now, and I wish you luck!
– maxb
Dec 20 at 9:50
Thanks! Initially I tried to surpass the previous leader by a fixed amount (tried values between 6 and 20) but it turns out just throwing twice more fairs better.
– AKroell
Dec 20 at 10:02
Thanks! Initially I tried to surpass the previous leader by a fixed amount (tried values between 6 and 20) but it turns out just throwing twice more fairs better.
– AKroell
Dec 20 at 10:02
@JonathanFrech thanks, fixed
– AKroell
Dec 20 at 12:38
@JonathanFrech thanks, fixed
– AKroell
Dec 20 at 12:38
add a comment |
FutureBot
class FutureBot(Bot):
def make_throw(self, scores, last_round):
while (random.randint(1,6) != 6) and (random.randint(1,6) != 6):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
OneStepAheadBot
class OneStepAheadBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,6) != 6:
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
A pair of bots, they bring their own sets of dice and rolls them to predict the future. If one is a 6 they stop, FutureBot can't remember which of it's 2 dice was for the next roll so it gives up.
I wonder which will do better.
OneStepAhead is a little too similar to OneInFive for my taste, but I also want to see how it compares to FutureBot and OneInFive.
Edit: Now they stop after hitting 45
New contributor
Welcome to PPCG! Your bot definitely plays with the spirit of the game! I'll run a simulation later this evening.
– maxb
Dec 20 at 16:31
Thanks! I'm curious as to how well it'll do, but I'm guessing it'll be on the low side.
– william porter
Dec 20 at 16:34
add a comment |
FutureBot
class FutureBot(Bot):
def make_throw(self, scores, last_round):
while (random.randint(1,6) != 6) and (random.randint(1,6) != 6):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
OneStepAheadBot
class OneStepAheadBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,6) != 6:
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
A pair of bots, they bring their own sets of dice and rolls them to predict the future. If one is a 6 they stop, FutureBot can't remember which of it's 2 dice was for the next roll so it gives up.
I wonder which will do better.
OneStepAhead is a little too similar to OneInFive for my taste, but I also want to see how it compares to FutureBot and OneInFive.
Edit: Now they stop after hitting 45
New contributor
Welcome to PPCG! Your bot definitely plays with the spirit of the game! I'll run a simulation later this evening.
– maxb
Dec 20 at 16:31
Thanks! I'm curious as to how well it'll do, but I'm guessing it'll be on the low side.
– william porter
Dec 20 at 16:34
add a comment |
FutureBot
class FutureBot(Bot):
def make_throw(self, scores, last_round):
while (random.randint(1,6) != 6) and (random.randint(1,6) != 6):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
OneStepAheadBot
class OneStepAheadBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,6) != 6:
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
A pair of bots, they bring their own sets of dice and rolls them to predict the future. If one is a 6 they stop, FutureBot can't remember which of it's 2 dice was for the next roll so it gives up.
I wonder which will do better.
OneStepAhead is a little too similar to OneInFive for my taste, but I also want to see how it compares to FutureBot and OneInFive.
Edit: Now they stop after hitting 45
New contributor
FutureBot
class FutureBot(Bot):
def make_throw(self, scores, last_round):
while (random.randint(1,6) != 6) and (random.randint(1,6) != 6):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
OneStepAheadBot
class OneStepAheadBot(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,6) != 6:
current_score = scores[self.index] + sum(self.current_throws)
if current_score > (self.end_score+5):
break
yield True
yield False
A pair of bots, they bring their own sets of dice and rolls them to predict the future. If one is a 6 they stop, FutureBot can't remember which of it's 2 dice was for the next roll so it gives up.
I wonder which will do better.
OneStepAhead is a little too similar to OneInFive for my taste, but I also want to see how it compares to FutureBot and OneInFive.
Edit: Now they stop after hitting 45
New contributor
edited Dec 21 at 8:46
maxb
2,90611131
2,90611131
New contributor
answered Dec 20 at 16:16
william porter
1214
1214
New contributor
New contributor
Welcome to PPCG! Your bot definitely plays with the spirit of the game! I'll run a simulation later this evening.
– maxb
Dec 20 at 16:31
Thanks! I'm curious as to how well it'll do, but I'm guessing it'll be on the low side.
– william porter
Dec 20 at 16:34
add a comment |
Welcome to PPCG! Your bot definitely plays with the spirit of the game! I'll run a simulation later this evening.
– maxb
Dec 20 at 16:31
Thanks! I'm curious as to how well it'll do, but I'm guessing it'll be on the low side.
– william porter
Dec 20 at 16:34
Welcome to PPCG! Your bot definitely plays with the spirit of the game! I'll run a simulation later this evening.
– maxb
Dec 20 at 16:31
Welcome to PPCG! Your bot definitely plays with the spirit of the game! I'll run a simulation later this evening.
– maxb
Dec 20 at 16:31
Thanks! I'm curious as to how well it'll do, but I'm guessing it'll be on the low side.
– william porter
Dec 20 at 16:34
Thanks! I'm curious as to how well it'll do, but I'm guessing it'll be on the low side.
– william porter
Dec 20 at 16:34
add a comment |
FlipCoinRollDice
class FlipCoinRollDice(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,2) == 2:
throws = random.randint(1,6) != 6
x = 0
while x < throws:
x = x + 1
yield True
yield False
This is a weird (untested) one. It flips a coin and if it's heads it rolls a dice and throws the amount the dice shows.
I can't test it now so if there are syntax errors, let me know :)
When I saw the name, I was afraid that it'd be a copy of the BlessRNG or BringMyOwn_dice bots, but this is some kind of middle ground in a way. I'm running a simulation now! Congratulations on your first KotH answer by the way!
– maxb
Dec 21 at 14:37
Thank you :) I was hesitant to post it at first. It might not perform the best but it will be interesting to see.
– Martijn Vissers
Dec 21 at 14:57
1
Don't hesitate, just look atPointsAreForNerdsBot
, it's fun to participate even if you don't win.
– maxb
Dec 21 at 15:02
Rather than a syntax error it's a logic error:throws = random.randint(1,6) != 6
evaluates to a boolean instead of the random number
– Belhenix
Dec 21 at 16:53
add a comment |
FlipCoinRollDice
class FlipCoinRollDice(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,2) == 2:
throws = random.randint(1,6) != 6
x = 0
while x < throws:
x = x + 1
yield True
yield False
This is a weird (untested) one. It flips a coin and if it's heads it rolls a dice and throws the amount the dice shows.
I can't test it now so if there are syntax errors, let me know :)
When I saw the name, I was afraid that it'd be a copy of the BlessRNG or BringMyOwn_dice bots, but this is some kind of middle ground in a way. I'm running a simulation now! Congratulations on your first KotH answer by the way!
– maxb
Dec 21 at 14:37
Thank you :) I was hesitant to post it at first. It might not perform the best but it will be interesting to see.
– Martijn Vissers
Dec 21 at 14:57
1
Don't hesitate, just look atPointsAreForNerdsBot
, it's fun to participate even if you don't win.
– maxb
Dec 21 at 15:02
Rather than a syntax error it's a logic error:throws = random.randint(1,6) != 6
evaluates to a boolean instead of the random number
– Belhenix
Dec 21 at 16:53
add a comment |
FlipCoinRollDice
class FlipCoinRollDice(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,2) == 2:
throws = random.randint(1,6) != 6
x = 0
while x < throws:
x = x + 1
yield True
yield False
This is a weird (untested) one. It flips a coin and if it's heads it rolls a dice and throws the amount the dice shows.
I can't test it now so if there are syntax errors, let me know :)
FlipCoinRollDice
class FlipCoinRollDice(Bot):
def make_throw(self, scores, last_round):
while random.randint(1,2) == 2:
throws = random.randint(1,6) != 6
x = 0
while x < throws:
x = x + 1
yield True
yield False
This is a weird (untested) one. It flips a coin and if it's heads it rolls a dice and throws the amount the dice shows.
I can't test it now so if there are syntax errors, let me know :)
answered Dec 21 at 14:26
Martijn Vissers
301311
301311
When I saw the name, I was afraid that it'd be a copy of the BlessRNG or BringMyOwn_dice bots, but this is some kind of middle ground in a way. I'm running a simulation now! Congratulations on your first KotH answer by the way!
– maxb
Dec 21 at 14:37
Thank you :) I was hesitant to post it at first. It might not perform the best but it will be interesting to see.
– Martijn Vissers
Dec 21 at 14:57
1
Don't hesitate, just look atPointsAreForNerdsBot
, it's fun to participate even if you don't win.
– maxb
Dec 21 at 15:02
Rather than a syntax error it's a logic error:throws = random.randint(1,6) != 6
evaluates to a boolean instead of the random number
– Belhenix
Dec 21 at 16:53
add a comment |
When I saw the name, I was afraid that it'd be a copy of the BlessRNG or BringMyOwn_dice bots, but this is some kind of middle ground in a way. I'm running a simulation now! Congratulations on your first KotH answer by the way!
– maxb
Dec 21 at 14:37
Thank you :) I was hesitant to post it at first. It might not perform the best but it will be interesting to see.
– Martijn Vissers
Dec 21 at 14:57
1
Don't hesitate, just look atPointsAreForNerdsBot
, it's fun to participate even if you don't win.
– maxb
Dec 21 at 15:02
Rather than a syntax error it's a logic error:throws = random.randint(1,6) != 6
evaluates to a boolean instead of the random number
– Belhenix
Dec 21 at 16:53
When I saw the name, I was afraid that it'd be a copy of the BlessRNG or BringMyOwn_dice bots, but this is some kind of middle ground in a way. I'm running a simulation now! Congratulations on your first KotH answer by the way!
– maxb
Dec 21 at 14:37
When I saw the name, I was afraid that it'd be a copy of the BlessRNG or BringMyOwn_dice bots, but this is some kind of middle ground in a way. I'm running a simulation now! Congratulations on your first KotH answer by the way!
– maxb
Dec 21 at 14:37
Thank you :) I was hesitant to post it at first. It might not perform the best but it will be interesting to see.
– Martijn Vissers
Dec 21 at 14:57
Thank you :) I was hesitant to post it at first. It might not perform the best but it will be interesting to see.
– Martijn Vissers
Dec 21 at 14:57
1
1
Don't hesitate, just look at
PointsAreForNerdsBot
, it's fun to participate even if you don't win.– maxb
Dec 21 at 15:02
Don't hesitate, just look at
PointsAreForNerdsBot
, it's fun to participate even if you don't win.– maxb
Dec 21 at 15:02
Rather than a syntax error it's a logic error:
throws = random.randint(1,6) != 6
evaluates to a boolean instead of the random number– Belhenix
Dec 21 at 16:53
Rather than a syntax error it's a logic error:
throws = random.randint(1,6) != 6
evaluates to a boolean instead of the random number– Belhenix
Dec 21 at 16:53
add a comment |
LeadBy5Bot
class LeadBy5Bot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
score_to_beat = max(scores) + 5
if current_score >= score_to_beat:
break
yield True
yield False
Always wants to be in the lead by 5.
Edit: New Bot
RollForLuckBot
class RollForLuckBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 21:
yield True
score_to_beat = max([x for i,x in enumerate(scores) if i!=self.index]) + 10
score_to_beat = max(score_to_beat, 44)
current_score = scores[self.index] + sum(self.current_throws)
while (last_round or (current_score >= 40)):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > score_to_beat:
break
yield True
# roll more if we're feeling lucky
while (random.randint(1,6) == self.current_throws[-1]):
yield True
yield False
A bot that borrows from EnsureLead, I prefer using 21 as it's the average of 6d6 (6x3.5), with 6 dice rolls leaving > 70% chance of the next roll being a 6. Also, we continue to roll if we roll a separate die and match our last throw after hitting 21.
New contributor
Didn't notice AlphaBot till after making it. I'm curious how they'll do in a game together.
– william porter
Dec 19 at 21:51
as a note,yield true
should have upperT
(python error)
– Belhenix
Dec 20 at 0:09
@Belhenix Edited, guess I missed that when I was typing it out.
– william porter
Dec 20 at 0:11
Woo, it made it into the top 50% (14 out of 28)
– william porter
Dec 20 at 17:35
add a comment |
LeadBy5Bot
class LeadBy5Bot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
score_to_beat = max(scores) + 5
if current_score >= score_to_beat:
break
yield True
yield False
Always wants to be in the lead by 5.
Edit: New Bot
RollForLuckBot
class RollForLuckBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 21:
yield True
score_to_beat = max([x for i,x in enumerate(scores) if i!=self.index]) + 10
score_to_beat = max(score_to_beat, 44)
current_score = scores[self.index] + sum(self.current_throws)
while (last_round or (current_score >= 40)):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > score_to_beat:
break
yield True
# roll more if we're feeling lucky
while (random.randint(1,6) == self.current_throws[-1]):
yield True
yield False
A bot that borrows from EnsureLead, I prefer using 21 as it's the average of 6d6 (6x3.5), with 6 dice rolls leaving > 70% chance of the next roll being a 6. Also, we continue to roll if we roll a separate die and match our last throw after hitting 21.
New contributor
Didn't notice AlphaBot till after making it. I'm curious how they'll do in a game together.
– william porter
Dec 19 at 21:51
as a note,yield true
should have upperT
(python error)
– Belhenix
Dec 20 at 0:09
@Belhenix Edited, guess I missed that when I was typing it out.
– william porter
Dec 20 at 0:11
Woo, it made it into the top 50% (14 out of 28)
– william porter
Dec 20 at 17:35
add a comment |
LeadBy5Bot
class LeadBy5Bot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
score_to_beat = max(scores) + 5
if current_score >= score_to_beat:
break
yield True
yield False
Always wants to be in the lead by 5.
Edit: New Bot
RollForLuckBot
class RollForLuckBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 21:
yield True
score_to_beat = max([x for i,x in enumerate(scores) if i!=self.index]) + 10
score_to_beat = max(score_to_beat, 44)
current_score = scores[self.index] + sum(self.current_throws)
while (last_round or (current_score >= 40)):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > score_to_beat:
break
yield True
# roll more if we're feeling lucky
while (random.randint(1,6) == self.current_throws[-1]):
yield True
yield False
A bot that borrows from EnsureLead, I prefer using 21 as it's the average of 6d6 (6x3.5), with 6 dice rolls leaving > 70% chance of the next roll being a 6. Also, we continue to roll if we roll a separate die and match our last throw after hitting 21.
New contributor
LeadBy5Bot
class LeadBy5Bot(Bot):
def make_throw(self, scores, last_round):
while True:
current_score = scores[self.index] + sum(self.current_throws)
score_to_beat = max(scores) + 5
if current_score >= score_to_beat:
break
yield True
yield False
Always wants to be in the lead by 5.
Edit: New Bot
RollForLuckBot
class RollForLuckBot(Bot):
def make_throw(self, scores, last_round):
while sum(self.current_throws) < 21:
yield True
score_to_beat = max([x for i,x in enumerate(scores) if i!=self.index]) + 10
score_to_beat = max(score_to_beat, 44)
current_score = scores[self.index] + sum(self.current_throws)
while (last_round or (current_score >= 40)):
current_score = scores[self.index] + sum(self.current_throws)
if current_score > score_to_beat:
break
yield True
# roll more if we're feeling lucky
while (random.randint(1,6) == self.current_throws[-1]):
yield True
yield False
A bot that borrows from EnsureLead, I prefer using 21 as it's the average of 6d6 (6x3.5), with 6 dice rolls leaving > 70% chance of the next roll being a 6. Also, we continue to roll if we roll a separate die and match our last throw after hitting 21.
New contributor
edited Dec 21 at 17:40
New contributor
answered Dec 19 at 21:50
william porter
1214
1214
New contributor
New contributor
Didn't notice AlphaBot till after making it. I'm curious how they'll do in a game together.
– william porter
Dec 19 at 21:51
as a note,yield true
should have upperT
(python error)
– Belhenix
Dec 20 at 0:09
@Belhenix Edited, guess I missed that when I was typing it out.
– william porter
Dec 20 at 0:11
Woo, it made it into the top 50% (14 out of 28)
– william porter
Dec 20 at 17:35
add a comment |
Didn't notice AlphaBot till after making it. I'm curious how they'll do in a game together.
– william porter
Dec 19 at 21:51
as a note,yield true
should have upperT
(python error)
– Belhenix
Dec 20 at 0:09
@Belhenix Edited, guess I missed that when I was typing it out.
– william porter
Dec 20 at 0:11
Woo, it made it into the top 50% (14 out of 28)
– william porter
Dec 20 at 17:35
Didn't notice AlphaBot till after making it. I'm curious how they'll do in a game together.
– william porter
Dec 19 at 21:51
Didn't notice AlphaBot till after making it. I'm curious how they'll do in a game together.
– william porter
Dec 19 at 21:51
as a note,
yield true
should have upper T
(python error)– Belhenix
Dec 20 at 0:09
as a note,
yield true
should have upper T
(python error)– Belhenix
Dec 20 at 0:09
@Belhenix Edited, guess I missed that when I was typing it out.
– william porter
Dec 20 at 0:11
@Belhenix Edited, guess I missed that when I was typing it out.
– william porter
Dec 20 at 0:11
Woo, it made it into the top 50% (14 out of 28)
– william porter
Dec 20 at 17:35
Woo, it made it into the top 50% (14 out of 28)
– william porter
Dec 20 at 17:35
add a comment |
Stalker
This bot tries to be within 4 points from the leader by the last round. Otherwise gets moderate gains
class Stalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
AgressiveStalker
This one goes aggressive if he is leading late towards the end game, otherwise stalks
class AggressiveStalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# if we are leading go for the win
if max(scores) > 25 and max(scores) == scores[self.index]:
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
# if we are behind throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
1
Very impressive securing the fifth place withAggressiveStalker
!
– maxb
Dec 22 at 11:07
add a comment |
Stalker
This bot tries to be within 4 points from the leader by the last round. Otherwise gets moderate gains
class Stalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
AgressiveStalker
This one goes aggressive if he is leading late towards the end game, otherwise stalks
class AggressiveStalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# if we are leading go for the win
if max(scores) > 25 and max(scores) == scores[self.index]:
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
# if we are behind throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
1
Very impressive securing the fifth place withAggressiveStalker
!
– maxb
Dec 22 at 11:07
add a comment |
Stalker
This bot tries to be within 4 points from the leader by the last round. Otherwise gets moderate gains
class Stalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
AgressiveStalker
This one goes aggressive if he is leading late towards the end game, otherwise stalks
class AggressiveStalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# if we are leading go for the win
if max(scores) > 25 and max(scores) == scores[self.index]:
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
# if we are behind throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
Stalker
This bot tries to be within 4 points from the leader by the last round. Otherwise gets moderate gains
class Stalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
AgressiveStalker
This one goes aggressive if he is leading late towards the end game, otherwise stalks
class AggressiveStalker(Bot):
def make_throw(self, scores, last_round):
# on last round pray to rng gods to beat the highest score
while last_round and scores[self.index] + sum(self.current_throws) <= max(scores):
yield True
if last_round and scores[self.index] + sum(self.current_throws) > max(scores):
yield False
# on the earlier rounds try to aim a moderate gain
if max(scores) < 26:
while sum(self.current_throws) < 16:
yield True
yield False
# if we are leading go for the win
if max(scores) > 25 and max(scores) == scores[self.index]:
while scores[self.index] + sum(self.current_throws) < 40:
yield True
yield False
# if we are behind throw until 1 dice throw behind the leader
target = max(scores) - 5
while scores[self.index] + sum(self.current_throws) <= target:
yield True
yield False
answered Dec 21 at 21:34
Ofya
1716
1716
1
Very impressive securing the fifth place withAggressiveStalker
!
– maxb
Dec 22 at 11:07
add a comment |
1
Very impressive securing the fifth place withAggressiveStalker
!
– maxb
Dec 22 at 11:07
1
1
Very impressive securing the fifth place with
AggressiveStalker
!– maxb
Dec 22 at 11:07
Very impressive securing the fifth place with
AggressiveStalker
!– maxb
Dec 22 at 11:07
add a comment |
1 2
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2
So maybe the rules would be slightly clearer if they said "when a player ends their turn with a score of at least 40, everyone else gets a last turn". This avoids the apparent conflict by pointing out it's not reaching 40 that really triggers the last round, it's stopping with at least 40.
– aschepler
Dec 19 at 22:15
1
@aschepler that's a good formulation, I'll edit the post when I'm on my computer
– maxb
Dec 20 at 5:13
2
@maxb I've extended the controller to add more stats that were relevant to my development process: highest score reached, average score reached and average winning score gist.github.com/A-w-K/91446718a46f3e001c19533298b5756c
– AKroell
Dec 20 at 12:49
1
@AKroell Thanks for the addition! I have also made some ongoing changes to get more stats, but mostly related to bot runtimes and checking for ties. I'll try to look through your additions later today and update it.
– maxb
Dec 20 at 12:58
2
This sounds very similar to a very fun dice game called Farkled en.wikipedia.org/wiki/Farkle
– Caleb Jay
Dec 20 at 19:02