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@Grapes([ |
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@Grab("org.gebish:geb-core:0.9.2"), |
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@Grab("org.seleniumhq.selenium:selenium-chrome-driver:2.33.0"), |
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@Grab("org.seleniumhq.selenium:selenium-support:2.31.0") |
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]) |
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import geb.Browser |
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import groovy.transform.EqualsAndHashCode |
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import groovy.transform.InheritConstructors |
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import org.openqa.selenium.chrome.ChromeDriver |
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import groovy.transform.CompileStatic |
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import groovy.transform.Field |
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import groovy.transform.Immutable |
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import groovy.transform.ToString |
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import java.util.concurrent.Executors |
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System.setProperty("webdriver.chrome.driver", "/home/cchampeau/TOOLS/chromedriver"); |
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@Field Browser browser |
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@Field int trials = 0 |
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@Field int success = 0 |
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@Field List<Integer> scores = [] |
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// to reduce computation time |
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@Field final int gridSize = 4 |
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@Field final int squareGridSize = gridSize*gridSize |
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void restart() { |
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if (trials) { |
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scores << (browser.js.'window.score' as Integer) |
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println "Success / Trials: $success / $trials" |
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println "Success rate: ${100*((double)success/(double)trials)}%" |
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println "Average score: ${(((int)scores.sum())/trials)} ($scores)" |
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} |
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browser.js.exec 'document.getElementsByClassName(\'retry-button\')[0].click();' |
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trials++ |
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} |
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@CompileStatic |
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@ToString |
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class Tuple<T,U> { |
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T left |
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U right |
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Tuple(final T left, final U right) { |
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this.left = left |
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this.right = right |
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} |
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} |
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@CompileStatic |
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@InheritConstructors |
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class ScoreAndLine extends Tuple<Double, int[]> {} |
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@CompileStatic |
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class ScoreAndGrid extends Tuple<Double, int[][]> { |
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final int freeCells |
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final boolean win |
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ScoreAndGrid(double score, int[][] grid) { |
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super(score, grid) |
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boolean hasGoal = false |
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int sum = 0; |
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for (int i=0; i<grid.length; i++) { |
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int[] row = grid[i]; |
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for (int j=0;j<row.length;j++) { |
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if (row[j]==0) { |
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sum++ |
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} else if (row[j]==2048) { |
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hasGoal = true |
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} |
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} |
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} |
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freeCells = sum |
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win = hasGoal |
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} |
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} |
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@CompileStatic |
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@InheritConstructors |
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class IndexAndRow extends Tuple<Integer, Integer> {} |
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@CompileStatic |
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@InheritConstructors |
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class ScoreAndGridCouple extends Tuple<ScoreAndGrid, ScoreAndGrid> {} |
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@CompileStatic |
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@InheritConstructors |
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class ScoreAndDirection extends Tuple<Double, Integer> implements Comparable<ScoreAndDirection> { |
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@Override |
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int compareTo(final ScoreAndDirection o) { |
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o.left <=> ((double)left) |
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} |
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} |
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// given a row, computes the score of a single line merge |
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@CompileStatic |
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ScoreAndLine move(int[] source) { |
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int len = source.length |
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int[] res = new int[len] |
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int idx = 0 |
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for (int i=0;i< len;i++) { |
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if (source[i]!=0) { |
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res[idx++] = source[i]; |
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} |
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} |
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int start = 0 |
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int next = 0 |
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double score = 0d |
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while (start < len) { |
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def ps = next>gridSize-1?0:res[next] |
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def pv = next>gridSize-2?0:res[next + 1] |
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if (ps == pv) { |
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res[start] = 2 * ps |
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score += 4*ps*ps |
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next++ |
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} else { |
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res[start] = ps |
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} |
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next++ |
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start++ |
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} |
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boolean noChange = Arrays.equals(source, res) |
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new ScoreAndLine(noChange?-1d:score, (int[])res) |
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} |
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// adjusts the score for a full grid. A move where nothing changed is considered a bad move |
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// while a move which triggered lots of merges gains bonus |
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@CompileStatic |
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ScoreAndGrid computeGridScore(ScoreAndLine[] scoreAndLines, ScoreAndGrid grid) { |
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int[][] src = grid.right |
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int noChange = 0 |
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// a grid without changes counts as bad move (-1) |
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double score = 0.0d |
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int len = src.length |
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int[][] lines = new int[len][] |
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for (int i = 0; i < len; i++) { |
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ScoreAndLine line = scoreAndLines[i] |
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double lineScore = line.left |
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if (lineScore==-1d) { |
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noChange++ |
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} else { |
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score += lineScore.doubleValue() |
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} |
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lines[i] = line.right; |
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} |
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def result |
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if (noChange==len) { |
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result = new ScoreAndGrid(-1d, lines) |
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} else { |
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result = new ScoreAndGrid(score, lines) |
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// if a move frees up a lot of space, it is in general better |
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// because free space gives us ability to make the fusions easier |
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score = Math.pow(score, Math.sqrt(1+result.freeCells)) |
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result.left = score |
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} |
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result |
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} |
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@CompileStatic |
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int[] reverse(int[] arr) { |
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int len = arr.length |
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int[] result = new int[len] |
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for (int i=0; i< len;i++) { |
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result[len-i-1] = arr[i] |
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} |
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result |
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} |
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@CompileStatic |
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int[][] transpose(int[][] grid) { |
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int len = gridSize |
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int[][] res = new int[len][] |
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for (int i=0; i<len;i++) { |
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res[i] = new int[len] |
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for (int j=0; j<len;j++) { |
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res[i][j] = grid[j][i]; |
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} |
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} |
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res |
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} |
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// computes the score of a move on a full grid |
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@CompileStatic |
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ScoreAndGridCouple leftRightScore(int[][] src) { |
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ScoreAndLine[] left = new ScoreAndLine[src.length] |
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for (int i = 0; i < src.length; i++) { |
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left[i] = move(src[i]); |
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} |
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ScoreAndLine[] right = new ScoreAndLine[src.length] |
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for (int i = 0; i < src.length; i++) { |
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def item = move(reverse(src[i])) |
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item.right = reverse((int[])item.right) // cast shouldn't be necessary... |
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right[i] = item; |
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} |
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// adjust |
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def grid = new ScoreAndGrid(0, src) |
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ScoreAndGridCouple result = new ScoreAndGridCouple(computeGridScore(left, grid), computeGridScore(right, grid)) |
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result |
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} |
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// when the real game occurs, a new random tile is added |
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// this tries to emulate this behavior in order to improve |
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// accuracy of predictions. We can't explore the full tree |
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// so we only choose *one* random cell. |
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@CompileStatic |
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IndexAndRow chooseRandomCell(int[][] grid) { |
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int len = gridSize |
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List<IndexAndRow> emptyCells = [] |
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for (int i=0; i<len;i++) { |
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for (int j=0; j<len;j++) { |
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if (grid[i][j]==0) { |
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emptyCells.add new IndexAndRow(i, j) |
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} |
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} |
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} |
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if (!emptyCells.empty) { |
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Collections.shuffle(emptyCells) |
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return emptyCells[0] |
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} |
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return null |
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} |
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// This is used to tweak the score in case further moves will later |
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// allow us to merge with a higher score. |
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// Of course, since we don't know which tiles will appear after each move |
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// the deeper we go, the lower the score is because the prediction becomes |
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// unreliable |
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@CompileStatic |
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double childScore(ScoreAndGrid child, int depth, int maxDepth) { |
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double subScore = child.left.doubleValue() |
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int[][] grid = child.right |
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if (child.win) { |
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// seriously boost |
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// but pay care because it's an estimate! |
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return Math.pow(subScore,1+depth) |
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} |
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// the idea for the sqrt here is that if there are less free cells, there's a higher probability that the |
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// prediction is correct |
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double estimate = estimateScore(grid, depth - 1, maxDepth) |
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if (estimate<0d) { |
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// ass-saving: avoid taking bad decisions if we detect a dead end |
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return subScore/Math.pow(2d,1+depth) |
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} |
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double score = (subScore + estimate)/ Math.sqrt(1 + child.freeCells) |
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score |
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} |
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@CompileStatic |
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double estimateScore(int[][] grid, int depth, int maxDepth) { |
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double score = 0d |
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if (depth > 0) { |
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IndexAndRow indexAndRow = chooseRandomCell(grid) |
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int index = indexAndRow.left |
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int row = indexAndRow.right |
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grid[index][row] = 2; |
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double score2 = 0.9d*recurseEstimate(grid, depth, maxDepth) |
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grid[index][row] = 4; |
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double score4 = 0.1d*recurseEstimate(grid, depth, maxDepth) |
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score = (score2 + score4)*0.5d |
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} |
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score |
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} |
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@CompileStatic |
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private double recurseEstimate(int[][] grid, int depth, int maxDepth) { |
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ScoreAndGridCouple leftright = leftRightScore(grid) |
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ScoreAndGridCouple updown = leftRightScore(transpose(grid)) |
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ScoreAndGrid left = leftright.left |
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ScoreAndGrid right = leftright.right |
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ScoreAndGrid up = updown.left |
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ScoreAndGrid down = updown.right |
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double leftScore = left.left.doubleValue() |
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double rightScore = right.left.doubleValue() |
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double upScore = up.left.doubleValue() |
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double downScore = down.left.doubleValue() |
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double score = 0d |
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if (leftScore==-1d && rightScore==-1d && upScore==-1d && downScore==-1d) { |
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return -1d; |
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} |
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if (leftScore >=0d) { |
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score += childScore(left, depth, maxDepth) |
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} |
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if (rightScore >=0d) { |
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score += childScore(right, depth, maxDepth) |
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} |
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if (upScore >= 0d) { |
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score += childScore(up, depth, maxDepth) |
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} |
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if (downScore >=0d) { |
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score += childScore(down, depth, maxDepth) |
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} |
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score |
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} |
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@CompileStatic |
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def nextMove(List<List<Integer>> orig) { |
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int[][] grid = orig as int[][] |
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def root = new ScoreAndGrid(0, grid) |
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if (root.win) { |
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return true |
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} |
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// adaptative depth exploration. It is more important to take care when there's no a lot of free space |
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int depth = 1 + 2*((int)Math.sqrt(0.5d*(squareGridSize-root.freeCells))) |
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//println "Depth $depth" |
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ScoreAndGridCouple leftright = leftRightScore(grid) |
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ScoreAndGridCouple updown = leftRightScore(transpose(grid)) |
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ScoreAndGrid leftScoreAndGrid = leftright.left |
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ScoreAndGrid rightScoreAndGrid = leftright.right |
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ScoreAndGrid upScoreAndGrid = updown.left |
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ScoreAndGrid downScoreAndGrid = updown.right |
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if (leftScoreAndGrid.left==-1d && rightScoreAndGrid.left==-1d && upScoreAndGrid.left==-1d && downScoreAndGrid.left == -1d) { |
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sleep(5000) |
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// game over ! |
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restart() |
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} else { |
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double left = leftScoreAndGrid.left>=0d?leftScoreAndGrid.left + estimateScore(leftScoreAndGrid.right, depth, depth):-1d |
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double right = rightScoreAndGrid.left>=0d?rightScoreAndGrid.left + estimateScore(rightScoreAndGrid.right, depth, depth):-1d |
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double up = upScoreAndGrid.left>=0d?upScoreAndGrid.left + estimateScore(upScoreAndGrid.right, depth, depth):-1d |
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double down = downScoreAndGrid.left>=0d?downScoreAndGrid.left + estimateScore(downScoreAndGrid.right, depth, depth):-1d |
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//println "Score for (left, right, up, down) : ($left,$right,$up,$down)" |
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def solutions = [ |
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new ScoreAndDirection(left, 37), |
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new ScoreAndDirection(up, 38), |
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new ScoreAndDirection(right, 39), |
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new ScoreAndDirection(down, 40)] |
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Collections.shuffle(solutions) |
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Collections.sort(solutions) |
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int keycode = (int) solutions[0].right |
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browser.js.exec keycode, ''' |
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var keyEvent = document.createEvent("Events"); |
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var keyCode = arguments[0]; |
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keyEvent.initEvent("keydown", true, true); |
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keyEvent.keyCode = keyCode; |
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keyEvent.which = keyCode; |
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document.dispatchEvent(keyEvent);''' |
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} |
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return false |
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} |
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browser = new Browser(driver: new ChromeDriver()) |
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browser.with { |
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go "http://gabrielecirulli.github.io/2048/" |
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js.exec '''(function() { |
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GameManager.prototype.export = function() { |
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window.grid = Array(this.grid.size); |
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window.score = this.score; |
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for (var i = 0; i < this.grid.size; i++) { |
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window.grid[i] = new Array(this.grid.size); |
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} |
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this.grid.eachCell(function(x,y,z) { |
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window.grid[y][x] = z==null||z==undefined?0:z.value; |
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}); |
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}; |
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GameManager.prototype.oldSetup = GameManager.prototype.setup; |
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GameManager.prototype.setup = function() { |
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this.oldSetup(); |
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this.export(); |
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}; |
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GameManager.prototype.origActuate = GameManager.prototype.actuate; |
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GameManager.prototype.actuate = function() { |
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this.export(); |
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this.origActuate(); |
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} |
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})(); |
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''' |
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restart() |
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while (true) { |
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sleep(80) |
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if (nextMove(js.'window.grid')) { |
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gameWin() |
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} |
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} |
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} |
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private void gameWin() { |
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success++ |
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sleep(5000) |
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restart() |
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} |
I think the website has been updated, throwing a javascript exception on the key-input, but if you overwrite the javascript function that causes problems, the script works again. You can do so, by inserting in line 377
KeyboardInputManager.prototype.targetIsInput = function (event) { return false; };