Commit Graph

871 Commits (887e8d511ed258c278dbbe1deb48714447c7084c)

Author SHA1 Message Date
melvin 731db6c8bb switch from using multiplicative hashing function to Murmur3 2011-06-16 12:14:23 +08:00
melvin 485d210375 array of long created during getPlayerId is stored in object and used to generate the getIdString dynamically 2011-06-16 12:13:30 +08:00
melvin e9bf7bf02a renamed setPassPriority to setSkipTurn 2011-06-16 12:12:44 +08:00
melvin 1d53f3a43c correct some comments 2011-06-15 16:16:41 +08:00
melvin e7c9317174 make sure a node is only cached one, to reduce the number of times we need to compute the hash 2011-06-15 15:59:27 +08:00
melvin 4a85152b07 removed some empty lines 2011-06-15 15:58:11 +08:00
melvin 3c29bd0118 split gameIdString over multple lines 2011-06-15 15:57:35 +08:00
melvin 34735c53ef show both simulations carried forward and actual number of simulations ran 2011-06-15 12:52:28 +08:00
melvin 47c69170e3 Added MurmurHash3 algorithm 2011-06-15 12:49:42 +08:00
melvin dfbba50c07 removed some empty lines 2011-06-15 12:49:03 +08:00
melvin 434af01cbf replaced description with ... as it shows up during interactive play 2011-06-15 12:48:34 +08:00
melvin 7f059712a8 added getEventId 2011-06-15 12:48:03 +08:00
melvin 1373f62063 use murmur hash algorithm to compute permanent id 2011-06-15 12:47:33 +08:00
melvin fc003bef08 use Murmur Hash algorithm to compute permanents id 2011-06-15 12:47:15 +08:00
melvin bbd52788d7 use Murmur Hash algorithm to compute gameId 2011-06-15 12:46:44 +08:00
melvin f9557711c0 use MurmurHash algorithm to compute playerId 2011-06-15 12:46:25 +08:00
melvin 5b0d84b4af added getEventsId 2011-06-15 12:45:51 +08:00
melvin 15e07e3587 added getItemsId 2011-06-15 12:45:24 +08:00
melvin 4dfff7e4ce store string of choices in parent for debugging 2011-06-15 11:23:22 +08:00
melvin 52bfd1bae7 use hashcode for phase as it is a singleton, no args verion of getGameId calls no args version of getPlayerId 2011-06-15 11:22:12 +08:00
melvin 3c3cf9e1b6 added getPlayerId(), no args version for MCTSAI caching 2011-06-15 11:21:25 +08:00
melvin 0e14a8908f print message to stderr if max time exceeded 2011-06-15 11:20:49 +08:00
melvin f7678111cb Added more asserts to catch problems early 2011-06-15 10:40:21 +08:00
melvin 85171162f3 removed ReadMeFile.class as it will be created by the build process 2011-06-15 10:02:13 +08:00
melvin 44e2be8165 merged changes by Rachel :D 2011-06-15 10:01:38 +08:00
melvin bbc514a606 enabled caching again, needs more testing 2011-06-15 09:59:08 +08:00
Rachel 78f078486f Removed unneccessary imports. 2011-06-15 08:32:43 +08:00
bloodyangel.rachel@gmail.com a3711fff0a Dialog for README 2011-06-14 21:19:41 +08:00
bloodyangel.rachel@gmail.com 749a4f3048 To retrieve README.txt input 2011-06-14 21:14:29 +08:00
User@User-PC a738c948fa To retrieve README.txt input 2011-06-14 21:08:41 +08:00
melvin 96673c26be include the step, use hashCode instead of getIndex 2011-06-14 19:04:48 +08:00
melvin 04ec11c876 include more factors when computing permanent id 2011-06-14 18:08:34 +08:00
melvin a956858f64 replace direct invocation of java with variable JAVA 2011-06-14 17:36:44 +08:00
melvin b1654dbfda changed ID_FACTOR to 31, update getIdString 2011-06-14 17:35:15 +08:00
melvin 947eccf6ce change ID_FACTOR to 31 2011-06-14 17:34:57 +08:00
melvin 121919dafc get id return long 2011-06-14 17:34:36 +08:00
melvin c5df1a02ee fixed scoring script, output now has two columns for strength 2011-06-14 16:20:51 +08:00
melvin 74cf2f8755 commented out caching, still broken 2011-06-14 15:59:59 +08:00
melvin 258f236154 error in checkNode fixed 2011-06-14 15:45:34 +08:00
melvin 41c5bda808 clear cache on a miss 2011-06-14 15:43:20 +08:00
melvin 0524031500 enabled assertions in eval script 2011-06-14 15:37:58 +08:00
melvin 5db766edb4 increased factors used to compute id 2011-06-14 15:33:02 +08:00
melvin 98356b0895 added caching of game tree nodes 2011-06-14 15:24:07 +08:00
melvin 5ba2ee1fa2 added getGameId that does not use the score 2011-06-14 15:23:37 +08:00
melvin 44c82ceb43 added some test to make sure that new checkState implementation solves the Godhead of Awe issue 2011-06-14 13:53:53 +08:00
melvin 667350803e use a single list to store all the actions, pass it into permanent.checkState 2011-06-14 13:52:39 +08:00
melvin ed5e1dd44e modified checkState so that state-based actions are carried out simultaneously
as a single event instead of one at a time.

Fixes issue 7.

Needs extensive testing to make sure this doesn't break anything.
2011-06-14 12:35:00 +08:00
melvin 6268bbad68 added str1 and str2 to args, changed default from VEGAS str 6 to MMAB strength 1 2011-06-14 11:45:33 +08:00
melvin 59fdcf86cc added two strength variables so that it will be possible to pit AI of different strengths against each other in the CLI deck strength calculator 2011-06-14 11:41:14 +08:00
melvin fcfc6e165d use getChoice instead of idx to retrieve choice from list 2011-06-14 11:27:42 +08:00