--- /dev/null
+const nChoice = 5; //fixed for this game
+
+const symbols = [ "Rock", "Lizard", "Spock", "Scissors", "Paper" ];
+
+// Same order as in symbols
+const messages = [
+ [ "=", "crushes", "is vaporized by", "cruches", "is covered by" ],
+ [ "is crushed by", "=", "poisons", "is decapitated by", "eats" ],
+ [ "vaporizes", "is poisoned by", "=", "smashes", "is disproved by" ],
+ [ "is crushed by", "decapitates", "is smashed by", "=", "cuts" ],
+ [ "covers", "is eaten by", "disproves", "is cut by", "=" ],
+];
+
+// Rewards matrix, order as in symbols
+const rewards = Array.from(Array(nChoice)).map( (e,i) => { //lines
+ return Array.from(Array(nChoice)).map( (f,j) => { //columns
+ // i against j: gain from i viewpoint
+ if (j == (i+1) % nChoice || j == (i+3) % nChoice)
+ return 1; //I win :)
+ else if (i != j)
+ return -1; //I lose :(
+ return 0; //i==j
+ });
+});
+
+new Vue({
+ el: "#rpsls",
+ data: {
+ nInput: 5, //default
+ humanHistory: [ ], //your nInput last moves, stored (oldest first)
+ humanMove: -1,
+ gameState: 0, //total points of the human
+ compMove: -1, //last move played by computer
+ drawIsLost: false, //normal (or true: draw is considered loss)
+ rewards: [ ], //initialized at first human move with new nInput
+ weights: [ ], //same as above
+ symbols: symbols,
+ messages: messages,
+ },
+ created: function() {
+ this.reinitialize();
+ },
+ methods: {
+ // Called on nInput change
+ reinitialize: function() {
+ // weights[i][j][k]: output i -- input j/choice k
+ this.weights = Array.from(Array(nChoice)).map( i => {
+ return Array.from(Array(this.nInput)).map( j => {
+ return Array.from(Array(nChoice)).map( k => {
+ return 0;
+ });
+ })
+ });
+ if (this.humanHistory.length > this.nInput)
+ this.humanHistory.splice(this.nInput);
+ },
+ // Play a move given current data (*after* human move)
+ play: function(humanMove) {
+ this.humanMove = humanMove;
+ let candidates = [ ];
+ Array.from(Array(nChoice)).forEach( (e,i) => {
+ // Sum all weights from an activated input to this output
+ let sumWeights = this.weights[i].reduce( (acc,input,j) => {
+ if (this.humanHistory.length <= j)
+ return 0;
+ return input[ this.humanHistory[j] ];
+ }, 0 );
+ let move = {
+ val: sumWeights,
+ index: i,
+ };
+ if (candidates.length == 0 || sumWeights > candidates[0].val)
+ candidates = [move];
+ else if (sumWeights == candidates[0].val)
+ candidates.push(move);
+ });
+ // Pick a choice at random in maxValue (total random for first move)
+ let randIdx = Math.floor(Math.random() * candidates.length);
+ this.compMove = candidates[randIdx].index;
+ // Update game state
+ let reward = rewards[this.compMove][humanMove]; //viewpoint of computer
+ this.gameState -= reward;
+ this.updateWeights(reward);
+ // Update human moves history
+ this.humanHistory.push(humanMove);
+ if (this.humanHistory.length > this.nInput)
+ this.humanHistory.shift();
+ },
+ updateWeights: function(reward) {
+ let delta = Math.sign(reward);
+ if (this.drawIsLost && reward == 0)
+ delta = -1;
+ this.weights[this.compMove].forEach( (input,i) => {
+ if (i < this.humanHistory.length)
+ input[ this.humanHistory[i] ] += delta;
+ });
+ // Re-center the weights
+ let sumAllWeights = this.weights.reduce( (a,output) => {
+ return a + output.reduce( (b,input) => {
+ return b + input.reduce( (c,choiceWeight) => {
+ return c + choiceWeight;
+ }, 0);
+ }, 0);
+ }, 0);
+ let meanWeight = sumAllWeights / (this.nInput * nChoice * nChoice);
+ this.weights.forEach( output => {
+ output.forEach( input => {
+ for (let i=0; i<input.length; i++)
+ input[i] -= meanWeight;
+ });
+ });
+ },
+ imgSource: function(symbol) {
+ return "img/" + symbol + ".png";
+ },
+ },
+});