Fix typos, change ftype to unix. Almost working
authorBenjamin Auder <benjamin.auder@somewhere>
Wed, 24 Jan 2018 02:30:35 +0000 (03:30 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Wed, 24 Jan 2018 02:30:35 +0000 (03:30 +0100)
index.html
rpsls.js

index 31303f9..79786e8 100644 (file)
@@ -11,5 +11,5 @@
        <label for="gameState">Score of computer</label>
 </div>
 
-<script src="https://cdnjs.cloudflare.com/ajax/libs/vue/2.5.13/vue.js">
-<script src="rpsls.js">
+<script src="https://cdnjs.cloudflare.com/ajax/libs/vue/2.5.13/vue.js"></script>
+<script src="./rpsls.js"></script>
index 42c87b6..f14b617 100644 (file)
--- a/rpsls.js
+++ b/rpsls.js
-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();
+               },
+  },
+});