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bot.js
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bot.js
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// The purpose of this AI is not to be a relistic opponant, but to give an example of a vaild AI player.
function Bot(p) {
this.alertList = "";
// This variable is static, it is not related to each instance.
this.constructor.count++;
p.name = "Bot " + this.constructor.count;
// Decide whether to buy a property the AI landed on.
// Return: boolean (true to buy).
// Arguments:
// index: the property's index (0-39).
this.buyProperty = function(index) {
console.log("buyProperty");
var s = square[index];
if (p.money > s.price + 50) {
return true;
} else {
return false;
}
}
function Card(test) {
// import * as tf from '@tensorflow/tfjs';
const tf = require('@tensorflow/tfjs');
const model = tf.loadModel('model/model.json');
const prediction = model.predict(test);
return prediction;
}
// Determine the response to an offered trade.
// Return: boolean/instanceof Trade: a valid Trade object to counter offer (with the AI as the recipient); false to decline; true to accept.
// Arguments:
// tradeObj: the proposed trade, an instanceof Trade, has the AI as the recipient.
this.acceptTrade = function(tradeObj) {
console.log("acceptTrade");
var tradeValue = 0;
var money = tradeObj.getMoney();
var initiator = tradeObj.getInitiator();
var recipient = tradeObj.getRecipient();
var property = [];
tradeValue += 10 * tradeObj.getCommunityChestJailCard();
tradeValue += 10 * tradeObj.getChanceJailCard();
tradeValue += money;
for (var i = 0; i < 40; i++) {
property[i] = tradeObj.getProperty(i);
tradeValue += tradeObj.getProperty(i) * square[i].price * (square[i].mortgage ? 0.5 : 1);
}
console.log(tradeValue);
var proposedMoney = 25 - tradeValue + money;
if (tradeValue > 25) {
return true;
} else if (tradeValue >= -50 && initiator.money > proposedMoney) {
return new Trade(initiator, recipient, proposedMoney, property, tradeObj.getCommunityChestJailCard(), tradeObj.getChanceJailCard());
}
return false;
}
// This function is called at the beginning of the AI's turn, before any dice are rolled. The purpose is to allow the AI to manage property and/or initiate trades.
// Return: boolean: Must return true if and only if the AI proposed a trade.
this.beforeTurn = function() {
console.log("beforeTurn");
var s;
var allGroupOwned;
var max;
var leastHouseProperty;
var leastHouseNumber;
// Buy houses.
for (var i = 0; i < 40; i++) {
s = square[i];
if (s.owner === p.index && s.groupNumber >= 3) {
max = s.group.length;
allGroupOwned = true;
leastHouseNumber = 6; // No property will ever have 6 houses.
for (var j = max - 1; j >= 0; j--) {
if (square[s.group[j]].owner !== p.index) {
allGroupOwned = false;
break;
}
if (square[s.group[j]].house < leastHouseNumber) {
leastHouseProperty = square[s.group[j]];
leastHouseNumber = leastHouseProperty.house;
}
}
if (!allGroupOwned) {
continue;
}
if (p.money > leastHouseProperty.houseprice + 100) {
buyHouse(leastHouseProperty.index);
}
}
}
// Unmortgage property
for (var i = 39; i >= 0; i--) {
s = square[i];
if (s.owner === p.index && s.mortgage && p.money > s.price) {
unmortgage(i);
}
}
return false;
}
var utilityForRailroadFlag = true; // Don't offer this trade more than once.
// This function is called every time the AI lands on a square. The purpose is to allow the AI to manage property and/or initiate trades.
// Return: boolean: Must return true if and only if the AI proposed a trade.
this.onLand = function() {
console.log("onLand");
var proposedTrade;
var property = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
var railroadIndexes = [5, 15, 25, 35];
var requestedRailroad;
var offeredUtility;
var s;
// If AI owns exactly one utility, try to trade it for a railroad.
for (var i = 0; i < 4; i++) {
s = square[railroadIndexes[i]];
if (s.owner !== 0 && s.owner !== p.index) {
requestedRailroad = s.index;
break;
}
}
if (square[12].owner === p.index && square[28].owner !== p.index) {
offeredUtility = 12;
} else if (square[28].owner === p.index && square[12].owner !== p.index) {
offeredUtility = 28;
}
if (utilityForRailroadFlag && game.getDie(1) !== game.getDie(2) && requestedRailroad && offeredUtility) {
utilityForRailroadFlag = false;
property[requestedRailroad] = -1;
property[offeredUtility] = 1;
proposedTrade = new Trade(p, player[square[requestedRailroad].owner], 0, property, 0, 0)
game.trade(proposedTrade);
return true;
}
return false;
}
// Determine whether to post bail/use get out of jail free card (if in possession).
// Return: boolean: true to post bail/use card.
this.postBail = function() {
console.log("postBail");
// p.jailroll === 2 on third turn in jail.
if ((p.communityChestJailCard || p.chanceJailCard) && p.jailroll === 2) {
return true;
} else {
return false;
}
}
// Mortgage enough properties to pay debt.
// Return: void: don't return anything, just call the functions mortgage()/sellhouse()
this.payDebt = function() {
console.log("payDebt");
for (var i = 39; i >= 0; i--) {
s = square[i];
if (s.owner === p.index && !s.mortgage && s.house === 0) {
mortgage(i);
console.log(s.name);
}
if (p.money >= 0) {
return;
}
}
}
// Determine what to bid during an auction.
// Return: integer: -1 for exit auction, 0 for pass, a positive value for the bid.
this.bid = function(property, currentBid) {
console.log("bid");
var bid;
bid = currentBid + Math.round(Math.random() * 20 + 10);
if (p.money < bid + 50 || bid > square[property].price * 1.5) {
return -1;
} else {
return bid;
}
}
}