#include <sstream>
#include <iterator>
#include <queue>
+#include <vector>
#include <utility>
#include "bot.h"
using namespace std;
using namespace __gnu_cxx;
-struct VectComp{
- bool operator()(const vector<string>& v1, const vector<string>& v2){
- return v1.size() > v2.size();
- }
-};
-Bot::Bot(string name, string type){
+
+Bot::Bot(const string& name, PlayerType type){
_name = name;
_type = type;
+ _playerTypeNames[robber] = "robber";
+ _playerTypeNames[cop_foot] = "cop-foot";
+ _playerTypeNames[cop_car] = "cop-car";
+
+ _playerTypes["robber"] = robber;
+ _playerTypes["cop-foot"] = cop_foot;
+ _playerTypes["cop-car"] = cop_car;
/*
priority_queue<vector<string>, vector<vector<string> >, VectComp> pq;
}
void Bot::play(){
- cout << "reg: " << _name << " " << _type << endl;
+ cout << "reg: " << _name << " " << _playerTypeNames[_type] << endl;
string input;
getline(cin, input);
//robber and 5 cops
getline(cin, input);
- _players[value<string>(input)].type = "robber";
+ _players[value<string>(input)];
getline(cin, input);
- _players[value<string>(input)].type = "cop-foot";
+ _players[value<string>(input)];
getline(cin, input);
- _players[value<string>(input)].type = "cop-foot";
+ _players[value<string>(input)];
getline(cin, input);
- _players[value<string>(input)].type = "cop-foot";
+ _players[value<string>(input)];
getline(cin, input);
- _players[value<string>(input)].type = "cop-foot";
+ _players[value<string>(input)];
cerr << "Got players, building graph." << endl;
getline(cin, input);
street >> to;
string type;
street >> type;
- cerr << "Street between: " << from << " and " << to << " of type: " << type << endl;
+ //cerr << "Street between: " << from << " and " << to << " of type: " << type << endl;
if (type == "foot"){
_intersections[from].connections[to] = both;
Intersection& inter = _intersections[to];
//cerr << "Player: " << input << endl;
Player& pl = _players[input];
player >> pl.location;
- player >> pl.type;
+ player >> input;
+ pl.type = _playerTypes[input];
}
//cerr << "Number of players: " << _players.size() << endl;
}
void Bot::move(std::string location){
cerr << "Moving to: " << location << endl;
- cout << "mov: " << location << " " << _type << endl;
+ cout << "mov: " << location << " " << _playerTypeNames[_type] << endl;
}
template<class T>
return _location;
}
-std::vector<std::string> Bot::shortestPath(std::string from, std::string to, std::string type){
-
- priority_queue<vector<string>, vector<vector<string> >, VectComp > pq;
+struct SPInfo{
+ string name;
+ bool settled;
+ SPInfo* parent;
+ int cost;
+};
- vector<string> v;
- v.push_back(from);
+struct SPInfoComp{
+ bool operator()(const SPInfo* v1, const SPInfo* v2){
+ return v1->cost > v2->cost;
+ }
+};
- pq.push(v);
- hash_map<string,bool> settled;
+std::list<std::string> Bot::shortestPath(const std::string& from, const std::string& to, PlayerType type){
+
+ priority_queue<SPInfo*, vector<SPInfo* >, SPInfoComp > pq;
+ hash_map<string,SPInfo> nodes;
+
+ SPInfo* node = &nodes[from];
+ node->name = from;
+ node->settled = false;
+ node->parent = 0;
+ node->cost = 0;
+ pq.push(node);
while(!pq.empty()){
- const vector<string> w = pq.top();
+ node = pq.top();
pq.pop();
//cerr << "Vector with size: " << w.size() << endl;
//cerr << "Looking at: " << w.back() << endl;
//copy(w.begin(), w.end(), ostream_iterator<string>(cerr, " : "));
- if (w.back() == to)
- return w;
- settled[w.back()] = true;
- Intersection& inter = _intersections[w.back()];
+ if (node->name == to){
+ list<string> l;
+ front_insert_iterator<list<string> > ii(l);
+ do{
+ *ii++ = node->name;
+ node = node->parent;
+ }while (node != 0);
+ return l;
+ }
+ node->settled = true;
+
+ Intersection& inter = _intersections[node->name];
for (hash_map<string,StreetType>::const_iterator street = inter.connections.begin();
street != inter.connections.end(); ++street){
- if (settled.find(street->first) != settled.end())
- continue;
- //cerr << "Adding: " << street->first << endl;
- bool hascar = type == "cop-car";
+ hash_map<string,SPInfo>::iterator newNode = nodes.find(street->first);
+ bool hascar = type == cop_car;
if ( (hascar && (street->second == car || street->second == both)) ||
(!hascar && (street->second == foot || street->second == both))){
-
- v = w;
- v.push_back(street->first);
- pq.push(v);
+ SPInfo* n = 0;
+ if (newNode == nodes.end()){
+ n = &nodes[street->first];
+ n->name = street->first;
+ n->settled = false;
+ n->parent = 0;
+ n->cost = 10000;
+ }else if (newNode->second.settled)
+ continue;
+ else
+ n = &newNode->second;
+
+ if (n->cost > node->cost + 1){
+ n->cost = node->cost + 1;
+ n->parent = node;
+ pq.push(n);
+ }
}
}
}
- return vector<string>();
+ return list<string>();
}
#define __BOT_H__
#include <ext/hash_map>
-#include <vector>
+#include <list>
#include <string>
#include <locale>
+#include <map>
// These are needed to be able to use std::string as key in a hash_map.
namespace __gnu_cxx {
template< typename CharT, typename Traits, typename Alloc >
};
enum StreetType{foot, car, both};
+enum PlayerType{robber, cop_foot, cop_car};
+enum IntersectionType{hq, bank, robber_start, ordinary};
struct Intersection{
__gnu_cxx::hash_map<std::string,StreetType> connections;
};
struct Player{
- std::string type;
+ PlayerType type;
std::string location;
};
class Bot {
public:
- Bot(std::string name, std::string type);
+ Bot(const std::string& name, PlayerType type);
virtual ~Bot();
virtual void play();
void updateWorld();
virtual std::string turn();
void move(std::string location);
- std::vector<std::string> shortestPath(std::string from, std::string to, std::string type);
+ std::list<std::string> shortestPath(const std::string& from, const std::string& to, PlayerType type);
__gnu_cxx::hash_map<std::string, Intersection> _intersections;
__gnu_cxx::hash_map<std::string, Player> _players;
__gnu_cxx::hash_map<std::string, int> _banks;
+ std::map<PlayerType, std::string> _playerTypeNames;
+ std::map<std::string, PlayerType> _playerTypes;
std::string _name;
- std::string _type;
+ PlayerType _type;
std::string _location;
int _world;
int _robbed;
Intersection& inter = _intersections[_location];
for (hash_map<string,StreetType>::const_iterator street = inter.connections.begin();
street != inter.connections.end(); ++street){
- double goodness = 100;
+ double goodness = 10;
int curx = _intersections[_location].x;
int cury = _intersections[_location].y;
double dist1 = sqrt(pow((curx-px),2.0)+pow((cury-py),2.0));
double dist2 = sqrt(pow((newx-px),2.0)+pow((newy-py),2.0));
- cerr << "Original distance: " << dist1 << endl;
+ /*cerr << "Original distance: " << dist1 << endl;
cerr << "New distance: " << dist2 << endl;
+ */
- if (dist2 > dist1)
- goodness *= 4;
- else
- goodness /= 4;
+ if (dist2 < 50 && dist2 < dist1)
+ goodness *= 0.95;
- if (player->second.type == "cop-foot" && dist2 <= 3)
- goodness /= 10;
- else if (player->second.type == "cop-car" && dist2 <= 2)
- goodness /= 10;
+ if (player->second.type == cop_foot && dist2 <= 3)
+ goodness /= 100;
+ else if (player->second.type == cop_car && dist2 <= 2)
+ goodness /= 100;
}
+
+ cerr << "Street: " << street->first << " goodness: " << goodness << endl;
streets[street->first] = goodness;
}
+ streets[_oldLocation] /= 10;
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){
- vector<string> v = shortestPath(_location, bank->first,_type);
- if (v.size() < 2)
+ list<string> l = shortestPath(_location, bank->first,_type);
+ if (l.size() < 1)
continue;
- streets[v[1]] *= bank->second/v.size();
-
+ list<string>::iterator i = l.begin();
+ streets[*++i] += bank->second/(pow(5.0,double(l.size())));
+
}
}
+
/*cerr << "Using route: ";
copy(v.begin(), v.end(), ostream_iterator<string>(cerr, " : "));
cerr << endl;
destination = dest->first;
}
}
+ _oldLocation = _location;
return destination;