RL: baseline boti a evaluacny harness

RandomPlayer, HeuristicPlayer (MC tipper nad rozdaniami neznamych kariet
+ tipom riadena hracia heuristika) a McPlayer (MC ohodnotenie kazdeho
kandidatskeho tahu nad rozdaniami konzistentnymi s dedukovanymi voidmi).
Evaluacia s rotaciou sedadiel: py -m rl.evaluate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
tim
2026-07-07 18:49:55 +02:00
co-authored by Claude Fable 5
parent 3710a68e37
commit e1733f4943
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"""Evaluacny harness: odohra N kol medzi 4 hracmi a spocita metriky.
Metriky per hrac (viz rl/DESIGN.md, sekcia 5): priemerne body na kolo
a presnost tipu (% kol s presne trafenym tipom). Sedadla sa medzi kolami
rotuju, aby ziadny hrac nebol systematicky zvyhodneny poradim tipovania.
Spustenie ako skript porovna baseline botov:
py -m rl.evaluate --rounds 500 --seed 7
"""
import argparse
from random import Random
from bridzik import ROUNDS_PER_SERIES
from rl.env import PHASE_GUESS, RoundEnv
def play_round(players: list, env: RoundEnv, round_number: int = None,
first_player: int = None) -> list:
"""Odohra jedno kolo; `players[seat]` rozhoduje za sedadlo `seat`.
Vrati body 4 sedadiel (`Round.get_points_summary()`).
"""
decision = env.reset(round_number, first_player)
while True:
seat = decision.player
if decision.phase == PHASE_GUESS:
action = players[seat].guess(env.round, seat)
else:
action = players[seat].play(env.round, seat)
decision, rewards, done = env.step(action)
if done:
return rewards
def evaluate(players: list, n_rounds: int, rng: Random = None,
round_numbers: list = None) -> list:
"""Odohra `n_rounds` kol s rotaciou sedadiel; vrati stats per hrac.
Vystup: zoznam dictov v poradi `players` --
{'avg_points': float, 'hit_rate': float, 'rounds': int}.
"""
rng = rng if rng is not None else Random()
env = RoundEnv(rng)
points = [0] * 4
hits = [0] * 4
for i in range(n_rounds):
round_number = rng.choice(round_numbers) if round_numbers \
else rng.randrange(ROUNDS_PER_SERIES)
# rotacia: sedadlo s obsadzuje players[(s + i) % 4]
seating = [players[(s + i) % 4] for s in range(4)]
rewards = play_round(seating, env, round_number)
for seat in range(4):
player_index = (seat + i) % 4
points[player_index] += rewards[seat]
hits[player_index] += rewards[seat] > 0
return [{'avg_points': points[p] / n_rounds,
'hit_rate': hits[p] / n_rounds,
'rounds': n_rounds} for p in range(len(players))]
def main():
from rl.players import HeuristicPlayer, RandomPlayer
parser = argparse.ArgumentParser(description='Evaluacia baseline botov')
parser.add_argument('--rounds', type=int, default=500)
parser.add_argument('--seed', type=int, default=7)
parser.add_argument('--mc-samples', type=int, default=100)
args = parser.parse_args()
rng = Random(args.seed)
lineups = [
('4x random', [RandomPlayer(rng) for _ in range(4)]),
('1x heuristika + 3x random',
[HeuristicPlayer(rng, n_samples=args.mc_samples)]
+ [RandomPlayer(rng) for _ in range(3)]),
('4x heuristika',
[HeuristicPlayer(rng, n_samples=args.mc_samples) for _ in range(4)]),
]
for label, players in lineups:
stats = evaluate(players, args.rounds, rng)
print(f'\n{label} ({args.rounds} kol):')
for i, s in enumerate(stats):
print(f' hrac {i}: {s["avg_points"]:6.2f} bodov/kolo, '
f'tip trafeny {100 * s["hit_rate"]:5.1f} %')
if __name__ == '__main__':
main()
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"""Baseline hraci pre evaluaciu a neskorsi warm-start siete (viz rl/DESIGN.md).
Spolocne rozhranie: `guess(rnd, seat) -> int` (tip 0..8) a
`play(rnd, seat) -> int` (index karty 0..31). Hrac vidi len to, co by videl
pri stole -- vlastnu ruku, tipy, dokoncene kopky a rozohranu kopku; do cudzich
ruk nesiaha.
"""
from collections import Counter
from random import Random
from bridzik import cards, Card_colors, Stash
from rl.encoding import (
N_GUESS_ACTIONS, N_PLAY_ACTIONS,
card_index, deduce_voids, guess_mask, legal_cards, play_mask,
)
class RandomPlayer:
"""Uniformne nahodny legalny tah -- najslabsi mozny baseline."""
def __init__(self, rng: Random = None):
self.rng = rng if rng is not None else Random()
def guess(self, rnd, seat: int) -> int:
mask = guess_mask(rnd)
return self.rng.choice([g for g in range(N_GUESS_ACTIONS) if mask[g]])
def play(self, rnd, seat: int) -> int:
mask = play_mask(rnd, seat)
return self.rng.choice([i for i in range(N_PLAY_ACTIONS) if mask[i]])
def _strength(card) -> tuple:
"""Absolutna sila karty: kazda cervena (tromf) bije kazdu necervenu."""
return (card.color == Card_colors['HEARTS'], card.value.value)
def _current_best(stash):
"""Zatial vitazna karta rozohranej kopky (None ak sa este nevynieslo)."""
first = stash.get_first_card() if stash is not None else None
if first is None:
return None
best = first
for card in stash.get_cards().values():
if _beats(card, best):
best = card
return best
def _beats(card, best) -> bool:
"""Ci `card` prebije `best` (karta drziaca kopku; jej farba je smerodajna)."""
if card.color == best.color:
return card.value > best.value
return card.color == Card_colors['HEARTS']
def simulate_tricks(hands: dict, leader: int, rng: Random) -> list:
"""Dohra kopky s nahodnou legalnou strategiou; vrati pocty vyhier hracov.
`hands` je dict seat -> zoznam kariet (rovnako velke ruky); zoznamy sa
spotrebuju. Vitaza kopky urcuje enginovy Stash.get_winner() -- pravidla
sa tu neduplikuju.
"""
tricks = [0] * 4
for _ in range(len(hands[leader])):
stash = Stash(leader)
for i in range(4):
seat = (leader + i) % 4
card = rng.choice(legal_cards(hands[seat], stash.get_first_card()))
hands[seat].remove(card)
stash.add_card(seat, card)
leader = stash.get_winner()
tricks[leader] += 1
return tricks
def deal_consistent(unknown: list, hand_sizes: dict, voids: dict,
rng: Random, max_tries: int = 20) -> dict:
"""Nahodne rozdanie neznamych kariet superom respektujuce voidy.
Greedy priradenie po zamiesani (najviac obmedzeni hraci prvi); ak sa
konzistentne rozdanie nepodari za `max_tries`, padne na rozdanie bez
voidov (zriedkave, radsej mierne skreslena vzorka nez ziadna).
Zvysok kariet ostava v odlozenej kope mimo hry.
"""
seats = sorted(hand_sizes, key=lambda s: len(voids.get(s, ())), reverse=True)
pool = list(unknown)
for _ in range(max_tries):
rng.shuffle(pool)
remaining = list(pool)
hands = {}
for seat in seats:
hand, rest, banned = [], [], voids.get(seat, set())
for card in remaining:
if len(hand) < hand_sizes[seat] and card.color not in banned:
hand.append(card)
else:
rest.append(card)
if len(hand) < hand_sizes[seat]:
break
hands[seat] = hand
remaining = rest
else:
return hands
rng.shuffle(pool)
idx = 0
hands = {}
for seat in seats:
hands[seat] = pool[idx:idx + hand_sizes[seat]]
idx += hand_sizes[seat]
return hands
def mc_guess_distribution(rnd, seat: int, n_samples: int, rng: Random) -> Counter:
"""Monte Carlo odhad rozdelenia poctu vlastnych kopiek v kole.
Nezname karty sa v kazdej vzorke nahodne rozdelia ostatnym trom hracom
-- kazdemu len (8 - round_number) kariet, zvysok ostava v odlozenej kope
mimo hry (pozri DESIGN.md, pasca "discard pile"). Leader prvej kopky je
v case tipovania neznamy (najvyssi tip), sampluje sa uniformne.
"""
hand = rnd.player_cards[seat]
hand_size = 8 - rnd.round_number
unknown = [c for c in cards if c not in hand]
counts = Counter()
for _ in range(n_samples):
rng.shuffle(unknown)
sim_hands = {seat: list(hand)}
others = [s for s in range(4) if s != seat]
for i, other in enumerate(others):
sim_hands[other] = unknown[i * hand_size:(i + 1) * hand_size]
tricks = simulate_tricks(sim_hands, rng.randrange(4), rng)
counts[tricks[seat]] += 1
return counts
def finish_round(hands: dict, current_cards: dict, first_player: int,
me: int, my_card, tricks: list, rng: Random) -> list:
"""Dohra kolo od mojho tahu: dokonci rozohranu kopku (ja hram `my_card`,
dalsi nahodne legalne) a zvysne kopky dohra nahodnou legalnou strategiou.
`tricks` su uz vyhrane kopky (mutuje sa kopia volajuceho); vrati final."""
stash = Stash(first_player)
for seat, card in current_cards.items():
stash.add_card(seat, card)
stash.add_card(me, my_card)
while not stash.is_completed():
seat = stash.get_active_player()
card = rng.choice(legal_cards(hands[seat], stash.get_first_card()))
hands[seat].remove(card)
stash.add_card(seat, card)
leader = stash.get_winner()
tricks[leader] += 1
while hands[leader]:
stash = Stash(leader)
for i in range(4):
seat = (leader + i) % 4
card = rng.choice(legal_cards(hands[seat], stash.get_first_card()))
hands[seat].remove(card)
stash.add_card(seat, card)
leader = stash.get_winner()
tricks[leader] += 1
return tricks
class HeuristicPlayer:
"""MC tipper + jednoducha hracia heuristika riadena vlastnym tipom."""
def __init__(self, rng: Random = None, n_samples: int = 100):
self.rng = rng if rng is not None else Random()
self.n_samples = n_samples
def guess(self, rnd, seat: int) -> int:
counts = mc_guess_distribution(rnd, seat, self.n_samples, self.rng)
mask = guess_mask(rnd)
# najcastejsi LEGALNY pocet kopiek (mod rozdelenia, nie priemer --
# boduje sa len presna zhoda); pri nule vzoriek pre legalny tip
# rozhodne blizkost k celkovemu modu
mode = counts.most_common(1)[0][0]
legal = [g for g in range(N_GUESS_ACTIONS) if mask[g]]
return max(legal, key=lambda g: (counts[g], -abs(g - mode)))
def play(self, rnd, seat: int) -> int:
hand = rnd.player_cards[seat]
stash = rnd.get_last_stash()
allowed = legal_cards(hand, stash.get_first_card() if stash else None)
need = rnd.guesses[seat] - rnd.get_stashes_winner_summary()[seat]
best = _current_best(stash)
if best is None:
# vynasam: chcem kopku -> najsilnejsia karta; nechcem -> najslabsia
chosen = max(allowed, key=_strength) if need > 0 else min(allowed, key=_strength)
else:
winning = [c for c in allowed if _beats(c, best)]
if need > 0 and winning:
# ber kopku co najlacnejsie
chosen = min(winning, key=_strength)
elif need <= 0 and len(winning) < len(allowed):
# kopku nechcem: zbav sa najsilnejsej neberucej karty
chosen = max((c for c in allowed if not _beats(c, best)), key=_strength)
elif need <= 0:
# vsetko berie -> ber co najlacnejsie (setri silne karty netreba,
# ale nizka karta drzi sancu, ze ma este niekto prebije)
chosen = min(allowed, key=_strength)
else:
# kopku chcem, ale nic neberie -> odhod najslabsiu
chosen = min(allowed, key=_strength)
return card_index(chosen)
class McPlayer(HeuristicPlayer):
"""Heuristika s MC hracou fazou: kazdy kandidatsky tah sa ohodnoti
simulaciami zvysku kola nad rozdaniami neznamych kariet konzistentnymi
s dedukovanymi voidmi (`use_voids=False` = ablacia bez dedukcie).
Tipovanie ostava MC tipper z HeuristicPlayer (pred prvou kartou niet
z coho voidy dedukovat)."""
def __init__(self, rng: Random = None, n_samples: int = 100,
play_samples: int = 24, use_voids: bool = True):
super().__init__(rng, n_samples)
self.play_samples = play_samples
self.use_voids = use_voids
def play(self, rnd, seat: int) -> int:
hand = rnd.player_cards[seat]
stash = rnd.get_last_stash()
first_card = stash.get_first_card() if stash else None
candidates = legal_cards(hand, first_card)
if len(candidates) == 1:
return card_index(candidates[0])
target = rnd.guesses[seat]
base_tricks = rnd.get_stashes_winner_summary()
voids = deduce_voids(rnd) if self.use_voids else {}
seen = set()
played_count = Counter()
for st in rnd.stashes:
for other, card in st.get_cards().items():
seen.add(card)
played_count[other] += 1
unknown = [c for c in cards if c not in seen and c not in hand]
hand_size0 = 8 - rnd.round_number
hand_sizes = {s: hand_size0 - played_count[s] for s in range(4) if s != seat}
current_cards = stash.get_cards()
# spolocne rozdanie pre vsetkych kandidatov (common random numbers --
# porovnavame tahy na tych istych svetoch, mensia variancia)
scores = {card_index(c): 0 for c in candidates}
for _ in range(self.play_samples):
world = deal_consistent(unknown, hand_sizes, voids, self.rng)
for candidate in candidates:
sim_hands = {s: list(h) for s, h in world.items()}
sim_hands[seat] = [c for c in hand if c != candidate]
tricks = finish_round(sim_hands, dict(current_cards),
stash.first_player, seat, candidate,
list(base_tricks), self.rng)
if tricks[seat] == target:
scores[card_index(candidate)] += 1
best_index = max(scores, key=scores.get)
if scores[best_index] == 0:
# tip uz je (takmer) nedosiahnutelny -> aspon rozumny pravidlovy tah
return super().play(rnd, seat)
return best_index
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import unittest
from random import Random
from bridzik import cards, Card, Card_colors, Card_values, Round
from rl.encoding import card_index, index_card, legal_cards
from rl.env import Decision, PHASE_GUESS, PHASE_PLAY, RoundEnv
from rl.evaluate import evaluate, play_round
from rl.players import (
HeuristicPlayer, McPlayer, RandomPlayer,
_beats, _current_best, deal_consistent, deduce_voids,
mc_guess_distribution, simulate_tricks,
)
class RoundEnvCase(unittest.TestCase):
def test_episode_structure(self):
env = RoundEnv(Random(42))
decision = env.reset(round_number=6, first_player=1)
rng = Random(0)
# prve 4 rozhodnutia su tipy, v poradi od first_player
expected_guessers = [1, 2, 3, 0]
for expected in expected_guessers:
self.assertIsInstance(decision, Decision)
self.assertEqual(decision.phase, PHASE_GUESS)
self.assertEqual(decision.player, expected)
action = rng.choice([g for g in range(9) if decision.mask[g]])
decision, rewards, done = env.step(action)
self.assertIsNone(rewards)
self.assertFalse(done)
# potom hracie rozhodnutia az po terminal: 2 karty x 4 hraci
steps = 0
while True:
self.assertEqual(decision.phase, PHASE_PLAY)
self.assertEqual(decision.player, env.round.get_active_player())
action = rng.choice([i for i in range(32) if decision.mask[i]])
decision, rewards, done = env.step(action)
steps += 1
if done:
break
self.assertEqual(steps, 8)
self.assertIsNone(decision)
self.assertEqual(rewards, env.round.get_points_summary())
self.assertEqual(len(rewards), 4)
# po done sa step neda volat, reset zacne novu epizodu
self.assertRaises(RuntimeError, env.step, 0)
self.assertIsInstance(env.reset(), Decision)
def test_reset_samples_round_and_seat(self):
env = RoundEnv(Random(7))
seen_rounds, seen_seats = set(), set()
for _ in range(100):
env.reset()
seen_rounds.add(env.round.round_number)
seen_seats.add(env.round.first_player)
self.assertEqual(seen_rounds, set(range(8)))
self.assertEqual(seen_seats, set(range(4)))
def test_deterministic_with_seed(self):
rewards = []
for _ in range(2):
env = RoundEnv(Random(123))
players = [RandomPlayer(Random(5)) for _ in range(4)]
rewards.append(play_round(players, env, round_number=0))
self.assertEqual(rewards[0], rewards[1])
class SimulationHelpersCase(unittest.TestCase):
def test_beats(self):
heart_7 = Card(Card_colors['HEARTS'], Card_values['C7'])
heart_8 = Card(Card_colors['HEARTS'], Card_values['C8'])
leaves_ace = Card(Card_colors['LEAVES'], Card_values['ACE'])
leaves_king = Card(Card_colors['LEAVES'], Card_values['KING'])
bells_ace = Card(Card_colors['BELLS'], Card_values['ACE'])
self.assertTrue(_beats(leaves_ace, leaves_king)) # vyssia vo farbe
self.assertFalse(_beats(leaves_king, leaves_ace))
self.assertTrue(_beats(heart_7, leaves_ace)) # tromf bije farbu
self.assertFalse(_beats(bells_ace, leaves_king)) # cudzia farba neberie
self.assertTrue(_beats(heart_8, heart_7)) # tromfy medzi sebou
self.assertFalse(_beats(leaves_ace, heart_7)) # farba nebije tromf
def test_current_best_tracks_stash(self):
from bridzik import Stash
leaves_7 = Card(Card_colors['LEAVES'], Card_values['C7'])
leaves_ace = Card(Card_colors['LEAVES'], Card_values['ACE'])
heart_7 = Card(Card_colors['HEARTS'], Card_values['C7'])
self.assertIsNone(_current_best(None))
s = Stash(0)
self.assertIsNone(_current_best(s))
s.add_card(0, leaves_7)
self.assertEqual(_current_best(s), leaves_7)
s.add_card(1, leaves_ace)
self.assertEqual(_current_best(s), leaves_ace)
s.add_card(2, heart_7)
self.assertEqual(_current_best(s), heart_7)
def test_simulate_tricks_consumes_hands(self):
rng = Random(3)
deck = list(cards)
rng.shuffle(deck)
hands = {seat: deck[seat * 8:(seat + 1) * 8] for seat in range(4)}
tricks = simulate_tricks(hands, leader=2, rng=rng)
self.assertEqual(sum(tricks), 8)
for seat in range(4):
self.assertEqual(hands[seat], [])
class HeuristicPlayerCase(unittest.TestCase):
@staticmethod
def _round_with_hand(player0_hand):
# deterministicke rozdanie: player0_hand ide hracovi 0, zvysok dalej;
# deal_starting_cards najprv zahodi 4*round_number kariet, preto
# treba ruku umiestnit az ZA odkladaciu kopu
round_number = 8 - len(player0_hand)
rest = [c for c in cards if c not in player0_hand]
skip = 4 * round_number
deck = rest[:skip] + list(player0_hand) + rest[skip:]
return Round(round_number, 0, deck, shuffler=lambda l: None)
def test_mc_guess_all_hearts_is_certain(self):
# 8 cerveni = tromfy beru kazdu kopku bez ohladu na rozdanie a hru
all_hearts = [Card(Card_colors['HEARTS'], v) for v in Card_values]
r = self._round_with_hand(all_hearts)
counts = mc_guess_distribution(r, 0, n_samples=30, rng=Random(1))
self.assertEqual(counts, {8: 30})
self.assertEqual(HeuristicPlayer(Random(1), n_samples=30).guess(r, 0), 8)
def test_mc_guess_weak_hand_low(self):
# dve najnizsie necervene karty -> tip 0 s prehladom
weak = [Card(Card_colors['LEAVES'], Card_values['C7']),
Card(Card_colors['BELLS'], Card_values['C7'])]
r = self._round_with_hand(weak)
self.assertEqual(HeuristicPlayer(Random(2), n_samples=60).guess(r, 0), 0)
def test_mc_guess_respects_mask(self):
# posledny tipujuci: zakazana hodnota nesmie byt vratena, ani ked
# je modom rozdelenia
all_hearts = [Card(Card_colors['HEARTS'], v) for v in Card_values]
r = self._round_with_hand(all_hearts)
r.add_player_guess(0, 0)
r.add_player_guess(1, 0)
r.add_player_guess(2, 0)
# zakazany tip pre hraca 3 je 8; jeho ruka je nahodna, ale nech by
# simulacia vratila cokolvek, vysledok musi byt legalny
guess = HeuristicPlayer(Random(3), n_samples=20).guess(r, 3)
self.assertNotEqual(guess, 8)
self.assertIn(guess, range(8))
def test_play_takes_trick_when_needed(self):
hand = [Card(Card_colors['LEAVES'], Card_values['ACE']),
Card(Card_colors['LEAVES'], Card_values['C7']),
Card(Card_colors['BELLS'], Card_values['C7'])]
r = self._round_with_hand(hand)
r.add_player_guess(0, 3) # najvyssi tip -> hrac 0 vynasa
r.add_player_guess(1, 0)
r.add_player_guess(2, 0)
r.add_player_guess(3, 1)
# hrac 0 potrebuje kopky -> vynasa najsilnejsiu kartu (LEAVES ACE)
action = HeuristicPlayer(Random(4)).play(r, 0)
self.assertEqual(index_card(action), hand[0])
def test_play_ducks_when_satisfied(self):
hand = [Card(Card_colors['LEAVES'], Card_values['ACE']),
Card(Card_colors['LEAVES'], Card_values['C7']),
Card(Card_colors['BELLS'], Card_values['C7'])]
r = self._round_with_hand(hand)
r.add_player_guess(0, 0) # hrac 0 nechce ziadnu kopku
r.add_player_guess(1, 2) # najvyssi tip -> vynasa hrac 1
r.add_player_guess(2, 0)
r.add_player_guess(3, 0)
first_card = legal_cards(r.player_cards[1], None)[0]
r.play_card(1, first_card)
action = HeuristicPlayer(Random(5)).play(r, 2)
# legalnost staci overit enginom; strategiu netestujeme natvrdo,
# lebo zavisi od nahodnej ruky hraca 2
r.play_card(2, index_card(action))
def test_play_duck_scenario_deterministic(self):
# hrac 0 tipol 0, ma na ruke LEAVES ACE aj C7; kopku vedie LEAVES C8
# -> musi priznat farbu a spravne je podliezt (C7), nie zobrat esom
hand0 = [Card(Card_colors['LEAVES'], Card_values['ACE']),
Card(Card_colors['LEAVES'], Card_values['C7'])]
hand1 = [Card(Card_colors['LEAVES'], Card_values['C8']),
Card(Card_colors['LEAVES'], Card_values['C9'])]
rest = [c for c in cards if c not in hand0 + hand1]
deck = rest[:24] + hand0 + hand1 + rest[24:] # 24 = odkladacia kopa
r = Round(6, 0, deck, shuffler=lambda l: None)
r.add_player_guess(0, 0)
r.add_player_guess(1, 2) # vynasa hrac 1
r.add_player_guess(2, 0)
r.add_player_guess(3, 1) # 0+2+0+0 by bol zakazany sucet (2 kopky)
r.play_card(1, hand1[0])
action = HeuristicPlayer(Random(6)).play(r, 0)
self.assertEqual(index_card(action), hand0[1])
class VoidDeductionCase(unittest.TestCase):
def test_deduce_voids_from_stash(self):
# hrac 0 vynasa zelen; 1 prizna farbu (nic), 2 tromfne cervenou
# (void zelen), 3 hodi gulu (void zelen AJ cerven)
hand0 = [Card(Card_colors['LEAVES'], Card_values['C7']),
Card(Card_colors['LEAVES'], Card_values['C8'])]
hand1 = [Card(Card_colors['LEAVES'], Card_values['C9']),
Card(Card_colors['LEAVES'], Card_values['C10'])]
hand2 = [Card(Card_colors['HEARTS'], Card_values['C7']),
Card(Card_colors['ACORNS'], Card_values['C7'])]
hand3 = [Card(Card_colors['BELLS'], Card_values['C7']),
Card(Card_colors['BELLS'], Card_values['C8'])]
rest = [c for c in cards if c not in hand0 + hand1 + hand2 + hand3]
deck = rest[:24] + hand0 + hand1 + hand2 + hand3
r = Round(6, 0, deck, shuffler=lambda l: None)
r.add_player_guess(0, 2) # najvyssi tip -> vynasa 0
r.add_player_guess(1, 0)
r.add_player_guess(2, 0)
r.add_player_guess(3, 1)
self.assertEqual(deduce_voids(r), {0: set(), 1: set(), 2: set(), 3: set()})
r.play_card(0, hand0[0])
r.play_card(1, hand1[0]) # priznal farbu -> nic
r.play_card(2, hand2[0]) # cerven -> void zelen
r.play_card(3, hand3[0]) # gula -> void zelen aj cerven
voids = deduce_voids(r)
self.assertEqual(voids[0], set()) # vynasajuci neprezradza nic
self.assertEqual(voids[1], set())
self.assertEqual(voids[2], {Card_colors['LEAVES']})
self.assertEqual(voids[3], {Card_colors['LEAVES'], Card_colors['HEARTS']})
def test_deduced_voids_never_contradict_hands(self):
# fuzz: dedukovany void NIKDY neprotireci realnej ruke hraca
rng = Random(21)
for _ in range(30):
r = Round(rng.randrange(4), rng.randrange(4))
players = [RandomPlayer(Random(rng.random())) for _ in range(4)]
for _ in range(4):
seat = r.get_active_player()
r.add_player_guess(seat, players[seat].guess(r, seat))
while not r.is_completed():
seat = r.get_active_player()
r.play_card(seat, index_card(players[seat].play(r, seat)))
for other, banned in deduce_voids(r).items():
held = {c.color for c in r.player_cards[other]}
self.assertFalse(held & banned,
f'void {banned} vs ruka {held}')
def test_deal_consistent_respects_voids(self):
rng = Random(22)
unknown = [c for c in cards][:20]
voids = {1: {Card_colors['HEARTS']}, 2: set(),
3: {Card_colors['LEAVES'], Card_colors['BELLS']}}
for _ in range(20):
hands = deal_consistent(unknown, {1: 4, 2: 4, 3: 4}, voids, rng)
self.assertTrue(all(len(h) == 4 for h in hands.values()))
for seat, banned in voids.items():
self.assertFalse({c.color for c in hands[seat]} & banned)
class McPlayerCase(unittest.TestCase):
def test_plays_legal_full_rounds(self):
rng = Random(23)
env = RoundEnv(rng)
players = [McPlayer(Random(24), n_samples=20, play_samples=8),
McPlayer(Random(25), n_samples=20, play_samples=8,
use_voids=False)] \
+ [RandomPlayer(Random(s)) for s in (26, 27)]
for round_number in range(8):
rewards = play_round(players, env, round_number)
self.assertEqual(len(rewards), 4)
def test_duck_scenario(self):
# tip 0, kopku vedie sused LEAVES C8 a ja som HNED na tahu (MC hrac
# stavia kopku poctivo, takze na rozdiel od pravidlovej heuristiky
# vyzaduje konzistentne poradie): mam ACE aj C7 -> podlezt sedmickou
hand0 = [Card(Card_colors['LEAVES'], Card_values['ACE']),
Card(Card_colors['LEAVES'], Card_values['C7'])]
hand3 = [Card(Card_colors['LEAVES'], Card_values['C8']),
Card(Card_colors['LEAVES'], Card_values['C9'])]
rest = [c for c in cards if c not in hand0 + hand3]
deck = rest[:24] + hand0 + rest[24:26] + rest[26:28] + hand3
r = Round(6, 0, deck, shuffler=lambda l: None)
r.add_player_guess(0, 0)
r.add_player_guess(1, 0)
r.add_player_guess(2, 0)
r.add_player_guess(3, 1) # najvyssi tip -> vynasa hrac 3, po nom ja
r.play_card(3, hand3[0])
self.assertEqual(r.get_active_player(), 0)
action = McPlayer(Random(28), play_samples=30).play(r, 0)
self.assertEqual(index_card(action), hand0[1])
class EvaluateCase(unittest.TestCase):
def test_full_random_matchup_runs(self):
rng = Random(11)
stats = evaluate([RandomPlayer(rng) for _ in range(4)], 40, rng)
for s in stats:
self.assertEqual(s['rounds'], 40)
self.assertGreaterEqual(s['avg_points'], 0)
self.assertLessEqual(s['hit_rate'], 1)
def test_heuristic_beats_random(self):
rng = Random(13)
players = [HeuristicPlayer(rng, n_samples=40)] \
+ [RandomPlayer(rng) for _ in range(3)]
stats = evaluate(players, 120, rng)
heuristic, randoms = stats[0], stats[1:]
best_random = max(s['avg_points'] for s in randoms)
self.assertGreater(heuristic['avg_points'], best_random)
self.assertGreater(heuristic['hit_rate'],
max(s['hit_rate'] for s in randoms))
if __name__ == '__main__':
unittest.main(verbosity=2)