WIP AI implementation, some fixes/tweaks to AI
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1 changed files with 21 additions and 4 deletions
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@ -74,20 +74,37 @@ pub fn get_ai_choice(
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}
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}
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if utilities.is_empty() {
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return Err("All slots are full".into());
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}
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let pick_some_of_choices = |amount: usize| -> Result<SlotChoice, String> {
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let mut maximums: BTreeMap<i64, usize> = BTreeMap::new();
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for (idx, utility) in utilities.iter().enumerate() {
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if *utility <= 0.0 {
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continue;
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// f64 cannot be used as Key since it doesn't implement Ord.
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// Use i64 as a substitute, noting that the map stores in ascending
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// order.
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let mut utility_value = (utility * 10000.0) as i64;
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while maximums.contains_key(&utility_value) {
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utility_value += thread_rng().gen_range(-3..=3);
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}
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maximums.insert((utility * 10000.0) as i64, idx);
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maximums.insert(utility_value, idx);
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}
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// don't pick from more items than what exists
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let mod_amount = if maximums.len() < amount {
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maximums.len()
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} else {
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amount
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};
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let random_number: usize = thread_rng().gen::<usize>() % mod_amount;
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// don't use random if only 1 item is to be picked
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let random_number: usize = if mod_amount > 1 {
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thread_rng().gen::<usize>() % mod_amount
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} else {
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0
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};
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let rand_idx = maximums.len() - 1 - random_number;
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// turns the map into a vector of (key, value), then pick out of the
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// last few values by index the "value" which is the SlotChoice.
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