-const nChoice = 5,; //fixed for this game\r
-\r
-// Rewards matrix. Order: rock, lizard, Spock, scissors, paper\r
-const rewards = Array.from(Array(nChoice)).map( i => { //lines\r
- return Array.from(Array(nChoice)).map( j => { //columns\r
- // i against j: gain from i viewpoint\r
- if (j == (i+1) % nChoice || j == (i+3) % nChoice)\r
- return 1; //I win :)\r
- else if ((i+1) % nChoice == j || j == (i+2) % nChoice)\r
- return -1; //I lose :(\r
- else\r
- return 0;\r
- });\r
-});\r
-\r
-const symbols = [ "Rock", "Lizard", "Spock", "Scissors", "Paper" ];\r
-\r
-new Vue({\r
- el: "#rpsls",\r
- data: {\r
- humanMove: -1, //integer in 0...nChoice-1\r
- nInput: 5, //default\r
- humanHistory: [ ], //your nInput last moves, stored (oldest first)\r
- gameState: 0, //total points of the computer\r
- drawIsLost: false, //normal (or true: draw is considered loss)\r
- rewards: [ ], //initialized at first human move with new nInput\r
- weights: [ ], //same as above\r
- },\r
- methods: {\r
- // Called on nInput change\r
- reinitialize: function() {\r
- // weights[i][j][k]: output i -- input j/choice k\r
- this.weights = Array.from(Array(nChoice)).map( i => {\r
- return Array.from(Array(this.nInput)).map( j => {\r
- return Array.from(Array(nChoice)).map( k => {\r
- return 0;\r
- });\r
- })\r
- });\r
- if (this.humanHistory.length > this.nInput)\r
- this.humanHistory.splice(this.nInput);\r
- },\r
- // Play a move given current data (*after* human move: trigger onChange)\r
- play: function() {\r
- let candidates = [ ];\r
- Array.from(Array(nChoice)).forEach( i => {\r
- // Sum all weights from an activated input to this output\r
- let sumWeights = this.weights[i].reduce( (acc,input,j) => {\r
- if (this.humanHistory.length <= j)\r
- return 0;\r
- return input[ this.humanHistory[j] ];\r
- }, 0 );\r
- let currentValue = {\r
- val: sumWeights,\r
- index: i\r
- };\r
- if (candidates.length == 0 || sumWeights > candidates[0].val)\r
- candidates = [ currentValue ];\r
- else if (sumWeights == candidates[0].val)\r
- candidates.push(currentValue);\r
- });\r
- // Pick a choice at random in maxValue (total random for first move)\r
- let randIdx = Math.floor((Math.random() * candidates.length) + 1);\r
- this.updateGameState(candidates[randIdx]);\r
- },\r
- updateGameState: function(move) {\r
- let reward = rewards[move.val][this.humanMove]; //viewpoint of computer\r
- this.gameState += reward;\r
- this.updateWeights(reward, move.index);\r
- },\r
- updateWeights: function(reward, index) {\r
- let delta = Math.sign(reward);\r
- if (this.drawIsLost && reward == 0)\r
- delta = -1;\r
- this.weights[index].forEach( (input,i) => {\r
- if (i < this.humanHistory.length)\r
- input[ this.humanHistory[i] ] += delta;\r
- });\r
- this.postUpdate();\r
- },\r
- // Finalize weights update\r
- postUpdate: function() {\r
- // Re-center the weights\r
- let sumAllWeights = this.weights.reduce( (a,output) => {\r
- return a + output.reduce( (b,input) => {\r
- return b + input.reduce( (c,choiceWeight) => {\r
- return c + choiceWeight;\r
- }, 0);\r
- }, 0);\r
- }, 0);\r
- let meanWeight = sumAllWeights / (this.nInput * nChoice * nChoice);\r
- this.weights.forEach( output => {\r
- output.forEach( input => {\r
- for (let i=0; i<input.length; i++)\r
- input[i] -= meanWeight;\r
- });\r
- });\r
- // Update human moves history\r
- this.humanHistory.push(coup_adversaire);\r
- this.humanHistory.shift();\r
- },\r
- },\r
-};\r
+const nChoice = 5; //fixed for this game
+
+// Rewards matrix. Order: rock, lizard, Spock, scissors, paper
+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+1) % nChoice == j || j == (i+2) % nChoice)
+ return -1; //I lose :(
+ else
+ return 0;
+ });
+});
+
+const symbols = [ "Rock", "Lizard", "Spock", "Scissors", "Paper" ];
+
+new Vue({
+ el: "#rpsls",
+ data: {
+ humanMove: -1, //integer in 0...nChoice-1
+ nInput: 5, //default
+ humanHistory: [ ], //your nInput last moves, stored (oldest first)
+ gameState: 0, //total points of the computer
+ drawIsLost: false, //normal (or true: draw is considered loss)
+ rewards: [ ], //initialized at first human move with new nInput
+ weights: [ ], //same as above
+ },
+ 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: trigger onChange)
+ play: function() {
+ 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 currentValue = {
+ val: sumWeights,
+ index: i
+ };
+ if (candidates.length == 0 || sumWeights > candidates[0].val)
+ candidates = [ currentValue ];
+ else if (sumWeights == candidates[0].val)
+ candidates.push(currentValue);
+ });
+ // Pick a choice at random in maxValue (total random for first move)
+ let randIdx = Math.floor((Math.random() * candidates.length) + 1);
+ this.updateGameState(candidates[randIdx]);
+ },
+ updateGameState: function(move) {
+ let reward = rewards[move.val][this.humanMove]; //viewpoint of computer
+ this.gameState += reward;
+ this.updateWeights(reward, move.index);
+ },
+ updateWeights: function(reward, index) {
+ let delta = Math.sign(reward);
+ if (this.drawIsLost && reward == 0)
+ delta = -1;
+ this.weights[index].forEach( (input,i) => {
+ if (i < this.humanHistory.length)
+ input[ this.humanHistory[i] ] += delta;
+ });
+ this.postUpdate();
+ },
+ // Finalize weights update
+ postUpdate: function() {
+ // 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;
+ });
+ });
+ // Update human moves history
+ this.humanHistory.push(this.humanMove);
+ this.humanHistory.shift();
+ },
+ },
+});