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markov.py
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import numpy as np
from discreteMarkovChain import markovChain
from typing import Any, Dict, List, Tuple, NamedTuple, FrozenSet
from collections import Counter, defaultdict
from enum import Enum
from math import prod
from dataclasses import dataclass, field, replace, asdict
from itertools import combinations, product, chain
from copy import deepcopy, copy
from scipy.sparse import coo_matrix
from scipy.sparse.linalg import gmres, spsolve
from scipy.sparse import csgraph
from scipy import sparse
import numpy as np
import time
class ShipClass(Enum):
INTNRCEPTOR = 1
CRUSER = 2
DREADNOUGHT = 3
STARBASE = 4
def __repr__(self):
cls_name = self.__class__.__name__
return f'{self.name}'
@dataclass(frozen=True)
class ShipState:
fired_cannons: bool = field(repr=False, default=False)
fired_missles: bool = field(repr=False, default=False)
regen_used: bool = field(repr=False, default=False)
count: int = 1
damage: int = 0
class Firepower(NamedTuple):
one: int
two: int
three: int
four: int
def has_power(self):
return sum(self) != 0
def fire(self):
dices = [0, 0, 0, 0]
for (i, power) in enumerate(self):
dices[i] = Counter(map(lambda x: frozenset(x.items()), map(
dict, map(Counter, product(range(1, 7), repeat=power)))))
p = {k: prod([dices[i][k[i]] for i in range(4)])
for k in product(*dices)}
return p
def count(self, c):
return Firepower(self.one * c, self.two*c, self.three*c, self.four*c)
@dataclass(frozen=True)
class Ship:
cannons: Firepower = field(repr=False)
missles: Firepower = field(repr=False)
initiative: int = field(repr=False)
regen: int = field(repr=False)
armor: int = field(repr=False)
computer: int = field(repr=False)
shield: int = field(repr=False)
defender: bool
ship_class: ShipClass
@staticmethod
def cruser(update={}, defender=True):
STATS = {'ship_class': ShipClass.CRUSER,
'cannons': Firepower(1, 0, 0, 0),
'missles': Firepower(0, 0, 0, 0),
'initiative': 2,
'regen': 0,
'armor': 1,
'computer': 1,
'shield': 0}
return Ship(**STATS | update, defender=defender)
@staticmethod
def interceptor(update={}, defender=True):
STATS = {'ship_class': ShipClass.INTNRCEPTOR,
'cannons': Firepower(1, 0, 0, 0),
'missles': Firepower(0, 0, 0, 0),
'initiative': 3,
'regen': 0,
'armor': 0,
'computer': 0,
'shield': 0}
return Ship(**STATS | update, defender=defender)
@staticmethod
def draednought(update={}, defender=True):
STATS = {'ship_class': ShipClass.DREADNOUGHT,
'cannons': Firepower(2, 0, 0, 0),
'missles': Firepower(0, 0, 0, 0),
'initiative': 1,
'regen': 0,
'armor': 2,
'computer': 1,
'shield': 0}
return Ship(**STATS | update, defender=defender)
@staticmethod
def starbase(update={}, defender=True):
STATS = {'ship_class': ShipClass.STARBASE,
'cannons': Firepower(1, 0, 0, 0),
'missles': Firepower(0, 0, 0, 0),
'initiative': 4,
'regen': 0,
'armor': 2,
'computer': 1,
'shield': 0}
return Ship(**STATS | update, defender=defender)
def key(self):
return (self.initiative, self.defender)
def has_regen(self):
return self.regen != 0
def fire_missles(self, sstate: ShipState, state: FrozenSet):
opposing_fleet = state[0] if self.defender else state[1]
my_fleet = dict(state[1] if self.defender else state[0])
my_fleet[self] = replace(sstate, fired_missles=True)
if self.defender:
make_state = lambda x: (x, frozenset(my_fleet.items()))
else:
make_state = lambda x: (frozenset(my_fleet.items()), x)
count = sstate.count
dices = self.missles.count(count).fire()
results = defaultdict(int)
for dice_set in dices.items():
for (k, v) in assign_dices(self, opposing_fleet, sum(self.missles) * count, dice_set).items():
results[make_state(k)] += v
return results
def fire_cannons(self, sstate: ShipState, state) -> Dict[Any, int]:
opposing_fleet = state[0] if self.defender else state[1]
my_fleet = dict(state[1] if self.defender else state[0])
my_fleet[self] = replace(sstate, fired_cannons=True)
if self.defender:
make_state = lambda x: (x, frozenset(my_fleet.items()))
else:
make_state = lambda x: (frozenset(my_fleet.items()), x)
count = sstate.count
dices = self.cannons.count(count).fire()
results = defaultdict(int)
for dice_set in dices.items():
for (k, v) in assign_dices(self, opposing_fleet, sum(self.cannons) * count, dice_set).items():
results[make_state(k)] += v
return results
def regen_damage(self, sstate, state):
opposing_fleet = state[0] if self.defender else state[1]
my_fleet = state[1] if self.defender else state[0]
my_fleet = dict(my_fleet)
my_fleet[self] = replace(sstate, damage=max(0, sstate.damage-self.regen), regen_used=True)
if self.defender:
new_state = (opposing_fleet, frozenset(my_fleet.items()))
else:
new_state = (frozenset(my_fleet.items()), opposing_fleet)
result = defaultdict(float, {new_state: 1.0})
return result
def is_hit(self, dice, comp):
return dice == 6 or (dice + comp - self.shield >= 6 and dice != 0)
def min_dice(self, comp):
return 6 - comp - self.shield
State = tuple[FrozenSet[tuple[Ship, ShipClass]], FrozenSet[tuple[Ship, ShipClass]]]
def assign_dices(ship, opposing_fleet, dice_count, dices):
succ_states = defaultdict(int)
opposing_fleet = dict(opposing_fleet)
chosen_targets = []
for (dice, power, count) in next_dice(dices):
targets = list(map(lambda x: (x, (dice, power+1)),filter(lambda x: x.is_hit(dice, ship.computer), opposing_fleet)))
if len(targets) > 0:
chosen_targets.append(product(targets, repeat=count))
if len(chosen_targets) == 0:
succ_states[frozenset(opposing_fleet.items())] += dices[1]
else:
for ships in product(*chosen_targets):
fleet = deepcopy(opposing_fleet)
for ((target, (dice, power))) in ships[0]:
if fleet[target].count:
fleet[target] = damage(
target, fleet[target], power)
succ_states[frozenset(
filter(lambda x: x[1].count, fleet.items()))] += dices[1]
return succ_states
def next_dice(dices):
for power in range(4):
for (dice, count) in dices[0][power]:
yield (dice, power+1, count)
def damage(ship, sstate, power) -> ShipState:
if power > ship.armor and sstate.count > 1:
s = replace(sstate, count=sstate.count-1, damage=sstate.damage)
return s
if sstate.damage + power > ship.armor:
s = replace(sstate, count=sstate.count-1, damage=0)
return s
else:
s = replace(sstate, damage=sstate.damage+power)
return s
def reset(state):
a = frozenset((k, replace(v, fired_cannons=False, regen_used=False))
for (k, v) in state[0])
d = frozenset((k, replace(v, fired_cannons=False, regen_used=False))
for (k, v) in state[1])
return a, d
def is_terminal(state):
if sum(v.count for (k, v) in state[0]) == 0:
return (True, True)
if sum(v.count for (k, v) in state[1]) == 0:
return (True, False)
return (False, None)
def next_ship(state):
comb = dict(state[0] | state[1])
battle_sorted = sorted(comb,
key=lambda x: x.key(), reverse=True)
# print(battle_sorted)
for ship in battle_sorted:
sstate = comb[ship]
if sstate.count:
if ship.missles.has_power() and not sstate.fired_missles:
return ((ship, sstate), 0)
for ship in battle_sorted:
sstate = comb[ship]
if sstate.count:
if ship.cannons.has_power() and not sstate.fired_cannons:
return ((ship, sstate), 1)
for ship in battle_sorted:
sstate = comb[ship]
if sstate.count:
if ship.has_regen() and sstate.damage and not sstate.regen_used:
return ((ship, sstate), 2)
return ((None, None), None)
class spaceBattle(markovChain):
"""
A random walk where we move up and down with rate 1.0 in each
state between bounds m and M.
For the transition function to work well, we define some
class variables in the __init__ function.
"""
def __init__(self, fleet_attack, fleet_defence):
super(spaceBattle, self).__init__()
self.states = {}
self.states_rev = {}
self.counter = 0
initial_state = (frozenset(fleet_attack.items()),
frozenset(fleet_defence.items()))
self.initialState = 0
self.states_rev[0] = initial_state
self.states[initial_state] = self.counter
self.counter += 1
self.counter += 2
a_win = 1
d_win = 2
self.states_rev[1] = 'a_win'
self.states_rev[2] = 'd_win'
def transition(self, state):
# Specify the reachable states from state and their rates.
# A dictionary is extremely easy here!
rates = {}
if state == 1:
return {1: 1.0}
if state == 2:
return {2: 1.0}
state = self.states_rev[state]
((ship, sstate), action) = next_ship(state)
# end round
if ship == None:
new_states = {reset(state): 1}
else:
results = {}
if action == 0:
results = ship.fire_missles(sstate, state)
elif action == 1:
results = ship.fire_cannons(sstate, state)
elif action == 2:
results = ship.regen_damage(sstate, state)
new_states = results
for (new_state, v) in new_states.items():
terminal, dwin = is_terminal(new_state)
if terminal:
if dwin and new_state not in self.states:
self.states[new_state] = 1
elif new_state not in self.states:
self.states[new_state] = 2
else:
if new_state not in self.states:
self.states_rev[self.counter] = new_state
self.states[new_state] = self.counter
self.counter += 1
rates = {self.states[state]: v/sum(new_states.values())
for (state, v) in new_states.items()}
return rates
inter1 = Ship.interceptor(defender=False,
update={
'cannons': Firepower(0, 0, 0, 0),
'missles': Firepower(3, 0, 0, 0),
'initiative': 3,
'regen': 0,
'armor': 0,
'computer': 1,
'shield': 0})
dred1 = Ship.draednought(defender=False,
update={
'cannons': Firepower(2, 0, 0, 0),
'missles': Firepower(0, 0, 0, 0),
'initiative': 2,
'regen': 1,
'armor': 2,
'computer': 1,
'shield': 1})
star1 = Ship.starbase(defender=True,
update={
'cannons': Firepower(1, 1, 0, 0),
'missles': Firepower(0, 0, 0, 0),
'initiative': 4,
'regen': 0,
'armor': 3,
'computer': 1,
'shield': 0})
crus1 = Ship.cruser(defender=True,
update={
'cannons': Firepower(1, 0, 0, 0),
'missles': Firepower(0, 0, 0, 0),
'initiative': 2,
'regen': 0,
'armor': 4,
'computer': 1,
'shield': 0})
def print_fleet(d):
for (k, v) in d.items():
print(">>>>>>>>")
print(v)
print_dict(asdict(k))
def print_dict(d):
for (k, v) in d.items():
print(k, v)
def main():
fleet_attack: Fleet = {
inter1: ShipState(count=2),
dred1: ShipState(count=1),
}
fleet_defence: Fleet = {
crus1: ShipState(count=1),
star1: ShipState(count=2),
}
mc = spaceBattle(fleet_attack, fleet_defence)
#mc.powerMethod(maxiter=1e5)
mc.computePi('krylov')
print("Battle!")
print("Attacker:")
print_fleet(fleet_attack)
print("------------------")
print("Defender")
print_fleet(fleet_defence)
print("------------------")
pi = {}
for (key, state) in mc.mapping.items():
if mc.pi[key] > 0.001:
pi[state] = mc.pi[key]
for (k, v) in sorted(pi.items(), key=lambda x: x[1], reverse=True):
print(k, v, mc.states_rev[k])
return(p1)
if __name__ == "__main__":
# a = (frozenset({(inter1, ShipState(fired_cannons=False, fired_missles=True, regen_used=False, count=1, damage=0)),
# (dred1, ShipState(fired_cannons=False, fired_missles=False, regen_used=False, count=1, damage=0))}),
# frozenset({(star1, ShipState(fired_cannons=True, fired_missles=False, regen_used=False, count=1, damage=2))}))
# # print(reset(a))
# opp = frozenset({(star1, ShipState(fired_cannons=True, fired_missles=False, regen_used=False, count=2, damage=0)),
# (crus1, ShipState(count=2))})
# dices = inter1.missles.count(2).fire()
# res = defaultdict(int)
# for dice in dices.items():
# for r in assign_dices(inter1, opp, 2 * sum(inter1.missles), dice).items():
# res[r[0]] += r[1]
# for r in res.items():
# print(r)
# res2 = defaultdict(int)
# for dice in dices.items():
# for r in assign_dices2(inter1, opp, 2 * sum(inter1.missles), dice).items():
# res2[r[0]] += r[1]
# print()
# print()
# for r in res2.items():
# print(r)
# print()
# print()
# for k in res:
# print(res[k], res2[k], res2[k]/res[k])
# for k in res:
# if res2[k] == 0:
# print(k, res[k])
result = main()