Yacht Dice: logic fix and several other fixes (#3878)

* Add the yacht dice (from other git) world to the yacht dice fork

* Update .gitignore

* Removed zillion because it doesn't work

* Update .gitignore

* added zillion again...

* Now you can have 0 extra fragments

* Added alt categories, also options

* Added item categories

* Extra categories are now working! 🐶

* changed options and added exceptions

* Testing if I change the generate.py

* Revert "Testing if I change the generate.py"

This reverts commit 7c2b3df6170dcf8d8f36a1de9fcbc9dccdec81f8.

* ignore gitignore

* Delete .gitignore

* Update .gitignore

* Update .gitignore

* Update logic, added multiplicative categories

* Changed difficulties

* Update offline mode so that it works again

* Adjusted difficulty

* New version of the apworld, with 1000 as final score, always

Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)

* Changed yaml and small bug fixes

Fix when goal and max are same
Options: changed chance to weight

* no changes, just whitespaces

* changed how logic works

Now you put an array of mults and the cpu gets a couple of tries

* Changed logic, tweaked a bit too

* Preparation for 2.0

* logic tweak

* Logic for alt categories properly now

* Update setup_en.md

* Update en_YachtDice.md

* Improve performance of add_distributions

* Formatting style

* restore gitignore to APMW

* Tweaked generation parameters and methods

* Version 2.0.3

manual input option
max score in logic always 2.0.3
faster gen

* Comments and editing

* Renamed setup guide

* Improved create_items code

* init of locations: remove self.event line

* Moved setting early items to generate_early

* Add my name to CODEOWNERS

* Added Yacht Dice to the readme in list of games

* Improve performance of Yacht Dice

* newline

* Improve typing

* This is actually just slower lol

* Update worlds/yachtdice/Items.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update Options.py

* Styling

* finished text whichstory option

* removed roll and rollfragments; not used

* import; worlds not world :)

* Option groups!

* ruff styling, fix

* ruff format styling!

* styling and capitalization of options

* small comment

* Cleaned up the "state_is_a_list" a little bit

* RUFF 🐶

* Changed filling the itempool for efficiency

Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.

* 🐶

* Removed plando "fix"

* Changed indent of score multiplier

* faster location function

* Comments to docstrings

* fixed making location closest to goal_score be goal_score

* options format

* iterate keys and values of a dict together

* small optimization ListState

* faster collection of categories

* return arguments instead of making a list (will 🐶 later)

* Instead of turning it into a tuple, you can just make a tuple literal

* remove .keys()

* change .random and used enumerate

* some readability improvements

* Remove location "0", we don't use that one

* Remove lookup_id_to_name entirely

I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.

* .append instead of += for single items, percentile function changed

Also an extra comment for location ids.

* remove ) too many

* Removed sorted from category list

* Hash categories (which makes it slower :( )

Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?

* Revert "Hash categories (which makes it slower :( )"

This reverts commit 34f2c1aed8c8813b2d9c58896650b82a810d3578.

* temporary push: 40% faster generation test

Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.

* Add Points item category

* Reverse changes of bad idea :)

* ruff 🐶

* Use numpy and pmf function to speed up gen

Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D

* Revert "Use numpy and pmf function to speed up gen"

This reverts commit 9290191cb323ae92321d6c2cfcfe8c27370f439b.

* Step inbetween to change the weights

* Changed the weights to make it faster

135 -> 81 seconds on 100 random yamls

* Adjusted max_dist, split dice_simulation function

* Removed nonlocal and pass arguments instead

* Change "weight-lists" to Dict[str, float]

* Removed the return from ini_locations.

Also added explanations to cat_weights

* Choice options; dont'use .value (will ruff later)

* Only put important options in slotdata

* 🐶

* Add Dict import

* Split the cache per player, limit size to 400.

* 🐶

* added , because of style

* Update apworld version to 2.0.6

2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.

* Multiple smaller code improvements

- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-

* 🐶 ruff

* Mostly minimize_extra_items improvements

- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
 - you start with 2 dice and 2 rolls
 - there will be less locations/items at the start of you game

* ruff 🐶

* Removed printing options

* Reworded some option descriptions

* Yacht Dice: setup: change release-link to latest

On the installation page, link to the latest release, instead of the page with all releases

* Several fixes and changes

-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster

* 🐶

* Revert setup to what it was (latest, without S)

* remove temp weights file, shouldn't be here

* Made sure that there is not too many step score multipliers.

Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
This commit is contained in:
Spineraks 2024-09-06 22:50:57 +02:00 committed by GitHub
parent d802f9652a
commit a40744e6db
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3 changed files with 938 additions and 2144 deletions

View File

@ -29,7 +29,7 @@ class Category:
mean_score = 0
for key, value in yacht_weights[self.name, min(8, num_dice), min(8, num_rolls)].items():
mean_score += key * value / 100000
return mean_score * self.quantity
return mean_score
class ListState:

File diff suppressed because it is too large Load Diff

View File

@ -56,7 +56,7 @@ class YachtDiceWorld(World):
item_name_groups = item_groups
ap_world_version = "2.1.1"
ap_world_version = "2.1.2"
def _get_yachtdice_data(self):
return {
@ -190,7 +190,6 @@ class YachtDiceWorld(World):
if self.frags_per_roll == 1:
self.itempool += ["Roll"] * num_of_rolls_to_add # minus one because one is in start inventory
else:
self.itempool.append("Roll") # always add a full roll to make generation easier (will be early)
self.itempool += ["Roll Fragment"] * (self.frags_per_roll * num_of_rolls_to_add)
already_items = len(self.itempool)
@ -231,13 +230,10 @@ class YachtDiceWorld(World):
weights["Dice"] = weights["Dice"] / 5 * self.frags_per_dice
weights["Roll"] = weights["Roll"] / 5 * self.frags_per_roll
extra_points_added = 0
multipliers_added = 0
items_added = 0
def get_item_to_add(weights, extra_points_added, multipliers_added, items_added):
items_added += 1
extra_points_added = [0] # make it a mutible type so we can change the value in the function
step_score_multipliers_added = [0]
def get_item_to_add(weights, extra_points_added, step_score_multipliers_added):
all_items = self.itempool + self.precollected
dice_fragments_in_pool = all_items.count("Dice") * self.frags_per_dice + all_items.count("Dice Fragment")
if dice_fragments_in_pool + 1 >= 9 * self.frags_per_dice:
@ -246,21 +242,18 @@ class YachtDiceWorld(World):
if roll_fragments_in_pool + 1 >= 6 * self.frags_per_roll:
weights["Roll"] = 0 # don't allow >= 6 rolls
# Don't allow too many multipliers
if multipliers_added > 50:
weights["Fixed Score Multiplier"] = 0
weights["Step Score Multiplier"] = 0
# Don't allow too many extra points
if extra_points_added > 300:
if extra_points_added[0] > 400:
weights["Points"] = 0
if step_score_multipliers_added[0] > 10:
weights["Step Score Multiplier"] = 0
# if all weights are zero, allow to add fixed score multiplier, double category, points.
if sum(weights.values()) == 0:
if multipliers_added <= 50:
weights["Fixed Score Multiplier"] = 1
weights["Fixed Score Multiplier"] = 1
weights["Double category"] = 1
if extra_points_added <= 300:
if extra_points_added[0] <= 400:
weights["Points"] = 1
# Next, add the appropriate item. We'll slightly alter weights to avoid too many of the same item
@ -274,11 +267,10 @@ class YachtDiceWorld(World):
return "Roll" if self.frags_per_roll == 1 else "Roll Fragment"
elif which_item_to_add == "Fixed Score Multiplier":
weights["Fixed Score Multiplier"] /= 1.05
multipliers_added += 1
return "Fixed Score Multiplier"
elif which_item_to_add == "Step Score Multiplier":
weights["Step Score Multiplier"] /= 1.1
multipliers_added += 1
step_score_multipliers_added[0] += 1
return "Step Score Multiplier"
elif which_item_to_add == "Double category":
# Below entries are the weights to add each category.
@ -303,15 +295,15 @@ class YachtDiceWorld(World):
choice = self.random.choices(list(probs.keys()), weights=list(probs.values()))[0]
if choice == "1 Point":
weights["Points"] /= 1.01
extra_points_added += 1
extra_points_added[0] += 1
return "1 Point"
elif choice == "10 Points":
weights["Points"] /= 1.1
extra_points_added += 10
extra_points_added[0] += 10
return "10 Points"
elif choice == "100 Points":
weights["Points"] /= 2
extra_points_added += 100
extra_points_added[0] += 100
return "100 Points"
else:
raise Exception("Unknown point value (Yacht Dice)")
@ -320,7 +312,7 @@ class YachtDiceWorld(World):
# adding 17 items as a start seems like the smartest way to get close to 1000 points
for _ in range(17):
self.itempool.append(get_item_to_add(weights, extra_points_added, multipliers_added, items_added))
self.itempool.append(get_item_to_add(weights, extra_points_added, step_score_multipliers_added))
score_in_logic = dice_simulation_fill_pool(
self.itempool + self.precollected,
@ -348,7 +340,7 @@ class YachtDiceWorld(World):
else:
# Keep adding items until a score of 1000 is in logic
while score_in_logic < 1000:
item_to_add = get_item_to_add(weights, extra_points_added, multipliers_added, items_added)
item_to_add = get_item_to_add(weights, extra_points_added, step_score_multipliers_added)
self.itempool.append(item_to_add)
if item_to_add == "1 Point":
score_in_logic += 1