//Ignore bribing for now
cout << "nobribe:" << endl;
string input;
+ cerr << "New turn" << endl;
getline(cin,input);
+ _time = clock();
- hash_map<string,double> streets;
- Intersection& inter = _intersections[_location];
- for (hash_map<string,StreetType>::const_iterator street = inter.connections.begin();
- street != inter.connections.end(); ++street){
- if (street->second == car){
- //cerr << "Discarding: " << street->first << " since car is needed" << endl;
- continue;
- }
- //cerr << "Looking at street: " << street->first << endl;
- Intersection& conInter = _intersections[street->first];
- double goodness = conInter.connections.size()*5;
+ cerr << "Starting to calculate shortest path" << endl;
+ list<string> l = shortestPath(_location, robber,*this, *this);
+ _oldLocation = _location;
+ if (l.size() > 0){
+ cerr << "Found a route" << endl;
+ list<string>::iterator i = l.begin();
+ _location = *++i;
+ }
+ cerr << "Moving to: " << _location << endl;
+ return _location;
+}
- list<string> closestFootCop = shortestPath(street->first, cop_foot, FindPlayer(_players, cop_foot, 6), true);
- unsigned int closestCop = closestFootCop.size();
- bool copInCar = false;
- //cerr << "Cop on fot " << closestCop << " intersections away." << endl;
+int Robber::operator()(const SPInfo* node) const{
+ //cerr << "Goal for " << node->name << endl;
+ if (node->cost > 10 || (clock()-_time)/CLOCKS_PER_SEC > 2.4)
+ return 1;
+ return 0;
+}
- if (closestCop > 0 && closestCop < 3)
- continue;
+int Robber::cost(const std::string& from, const std::string& to) const{
- list<string> closestCarCop = shortestPath(street->first, cop_car, FindPlayer(_players, cop_car, closestCop - 1 > 0 ? closestCop : 5), true);
- //cerr << "Cop in car " << closestCarCop.size() << " intersections away." << endl;
+ //cerr << "Calculating cost between " << from << " and " << to << endl;
+ hash_map<string,Intersection>::const_iterator conInter = _intersections.find(to);
+ if (conInter == _intersections.end())
+ return 1000000; //Should never happen
- if (closestCarCop.size() > 0){
- closestCop = closestCarCop.size();
- copInCar = true;
- }
+ int cost = 1;
- //cerr << "Cop " << closestCop << " intersections away." << endl;
- if (closestCop > 0 && closestCop < 3)
- continue;
-
- priority_queue<double> banks;
- for(hash_map<string,int>::const_iterator bank = _banks.begin();
- bank != _banks.end(); ++bank){
- //cerr << "Handling bank at: " << bank->first << endl;
- if (bank->second > 0){
- list<string> cop = shortestPath(bank->first, cop_car, FindPlayer(_players, cop_car, 3), true);
- if (cop.size() > 0)
- continue;
- else{
- cop = shortestPath(bank->first, cop_foot, FindPlayer(_players, cop_foot, 3), true);
- if (cop.size() > 0)
- continue;
- }
- list<string> l = shortestPath(street->first, _type, SimpleSPGoal(bank->first));
- if (l.size() < 1)
- continue;
- //list<string>::iterator i = l.begin();
- //++i;
- banks.push(bank->second/(pow(l.size(),4.0)));
- }
- }
- //sort(banks.begin(),banks.end(),greater<double>());
+ list<string> closestFootCop = shortestPath(to, cop_foot, FindPlayer(_players, cop_foot, 10), true);
+ unsigned int closestCop = closestFootCop.size();
+ bool copInCar = false;
+ //cerr << "Cop on fot " << closestCop << " intersections away." << endl;
- for (unsigned int i = 0; i < 2 && banks.size() > 0;++i){
- goodness += banks.top();
- banks.pop();
- }
-
- //cerr << "Goodness before cop: " << goodness << endl;
- if (closestCop > 2){
- //cerr << "Cop " << closestCop << " intersections away." << endl;
- goodness *= 1 - 1/(copInCar ? closestCop : closestCop - 1);
- }
- //cerr << "Goodness after cop: " << goodness << endl;
-
- if (conInter.type == bank){
- //cerr << "FOUND A BANK" << endl;
- if (closestCop > 0 && closestCop < 4)
- continue;
- else if (_banks[street->first] > 0){
- //cerr << "No cop close to bank" << endl;
- return street->first;
- }
- }
-
- //cerr << "Street: " << street->first << " goodness: " << goodness << endl;
- streets[street->first] = goodness;
- }
- streets[_oldLocation] /= 10;
+ if (closestCop > 0 && closestCop < 3)
+ return 100;
+ list<string> closestCarCop = shortestPath(to, cop_car, FindPlayer(_players, cop_car, closestCop - 1 > 0 ? closestCop : 5), true);
+ //cerr << "Cop in car " << closestCarCop.size() << " intersections away." << endl;
+ if (closestCarCop.size() > 0){
+ closestCop = closestCarCop.size();
+ copInCar = true;
+ }
- /*cerr << "Using route: ";
- copy(v.begin(), v.end(), ostream_iterator<string>(cerr, " : "));
- cerr << endl;
- */
+ //cerr << "Cop " << closestCop << " intersections away." << endl;
+ if (closestCop > 0 && closestCop < 3)
+ return 100;
- //stand still if we can't find a better choice..
- string destination = _location;
- double goodness = 0;
- for (hash_map<string,double>::const_iterator dest = streets.begin();
- dest != streets.end(); ++dest){
- //cerr << "Goodness: " << dest->second << endl;
- if (dest->second > goodness){
- //cerr << "New Goodness: " << dest->second << endl;
- goodness = dest->second;
- destination = dest->first;
+ //cerr << "Goodness before cop: " << goodness << endl;
+ if (closestCop > 2){
+ //cerr << "Cop " << closestCop << " intersections away." << endl;
+ cost += 8 - (copInCar ? closestCop : closestCop - 1);
+ }
+ //cerr << "Goodness after cop: " << goodness << endl;
+
+ if (conInter->second.type == bank){
+ //cerr << "FOUND A BANK" << endl;
+ if (closestCop > 0 && closestCop < 4)
+ return 1000;
+ else if (_banks.find(to)->second > 0){
+ //cerr << "No cop close to bank" << endl;
+ return 1;
}
}
- _oldLocation = _location;
- //cerr << "Moving to: " << destination << endl;
-
- return destination;
-
+
+ if (to == _oldLocation)
+ cost *= 2;
+ cerr << "Street: " << to << " cost: " << cost << endl;
+
+ return cost;
}
+
void Robber::move(std::string location){
cout << "rmov\\" << endl;
Bot::move(location);