From: Benjamin Auder Date: Wed, 24 Jan 2018 02:30:35 +0000 (+0100) Subject: Fix typos, change ftype to unix. Almost working X-Git-Url: https://git.auder.net/img/css/%7B%7B%20pkg.url%20%7D%7D?a=commitdiff_plain;h=977c11c879c2fe48a9ad79dc474cbdf52e4906b7;p=rpsls-bot.git Fix typos, change ftype to unix. Almost working --- diff --git a/index.html b/index.html index 31303f9..79786e8 100644 --- a/index.html +++ b/index.html @@ -11,5 +11,5 @@ - + diff --git a/rpsls.js b/rpsls.js index 42c87b6..f14b617 100644 --- a/rpsls.js +++ b/rpsls.js @@ -1,103 +1,106 @@ -const nChoice = 5,; //fixed for this game - -// Rewards matrix. Order: rock, lizard, Spock, scissors, paper -const rewards = Array.from(Array(nChoice)).map( i => { //lines - return Array.from(Array(nChoice)).map( 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 - }, - 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( 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 { //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