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strategies.js
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//import { prepareHistoryForML} from './index.js';
// // Strategies
// const COOPERATE = 'C';
// const DEFECT = 'D';
// // Strategies for ML
// const COOPERATEML = 0;
// const DEFECTML = 1;
const { version_webgl } = require('@tensorflow/tfjs');
const {
COOPERATE,
DEFECT,
} = require('./config.js');
// before I tought to categorise strategies but this was abandoned
const strategyCategories = {
CO: "Cooperative Strategies: Prioritize cooperation over defection.",
DE: "Defection Strategies: Favor defection as the dominant strategy.",
RE: "Retaliatory Strategies: Respond to defection with defection.",
FO: "Forgiving Strategies: Include mechanisms to return to cooperation even after conflict.",
AD: "Adaptive Strategies: Adjust behavior based on the history of the game.",
AL: "Alternating Strategies: Regularly switch between cooperating and defecting.",
EX: "Exploitative Strategies: Aim to take advantage of more cooperative strategies.",
RA: "Randomized Strategies: Incorporate randomness into decision-making.",
ML: "Machine Learning Strategies"
};
// before I tought to categorise strategies but this was abandoned
const strategyMapping = {
machineLearningOne: "ML",
winStayLoseShift: "AD",
cooperateAlways: "CO",
random90Cooperation: "CO",
defectAlways: "DE",
titForTatTrustful: "RE",
titForTatSuspicious: "RE",
_2titForTats: "RE",
grudger: "RE",
grudgerRecovery: "RE",
grudgerRecoveryAlternate: "RE",
titForTatGenerous30: "FO",
titForTatGenerous10: "FO",
titFor2Tats: "FO",
titFor3Tats: "FO",
titForTatOppositeCoop: "AD",
titForTatOppositeDef: "AD",
titForTatGradual: "AD",
titForTatImperfect: "AD",
pavlov: "AD",
returnAvgLast5: "AD",
returnAvgAllDef: "AD",
returnAvgAllCoop: "AD",
alternateCoop: "AL",
alternateDef: "AL",
alternate3and3: "AL",
provocateur: "EX",
random50Cooperation: "RA",
random70Cooperation: "RA",
random80Cooperation: "RA"
};
// const strategyMapping = {
// //cooperateAlways: "CO",
// //random90Cooperation: "CO",
// //defectAlways: "DE",
// titForTatTrustful: "RE",
// titForTatSuspicious: "RE",
// _2titForTats: "RE",
// grudger: "RE",
// titForTatGenerous: "FO",
// titFor2Tats: "FO",
// titFor3Tats: "FO",
// //titForTatOppositeCoop: "AD",
// //titForTatOppositeDef: "AD",
// pavlov: "AD",
// returnAvgLast5: "AD",
// returnAvgAllDef: "AD",
// returnAvgAllCoop: "AD",
// //alternateCoop: "AL",
// //alternateDef: "AL",
// //alternate3and3: "AL",
// provocateur: "EX",
// random50Cooperation: "RA",
// random70Cooperation: "RA",
// random80Cooperation: "RA"
// };
const strategies = {
machineLearningOne: async (opponentHistory, myHistory, decisionCount, exploreFlag, veryVerbose, mlStrategy) => {
// console.log (`[machineLearningOne] exploreFlag: ${exploreFlag}`)
const decision = await mlStrategy.makeDecision(opponentHistory, myHistory, decisionCount, exploreFlag, veryVerbose);
return decision;
//console.log(`decision: ${decision}`);
},
cooperateAlways: () => COOPERATE,
defectAlways: () => DEFECT,
//titForTat: (history) => history.length === 0 ? COOPERATE : history[history.length - 1],
//grudger: (history) => history.includes(DEFECT) ? DEFECT : COOPERATE,
grudgerRecoveryAlternate: (opponentHistory, myHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE; // Default to cooperate if history is undefined or empty
}
if (myHistory[myHistory.length - 1] === COOPERATE
&& myHistory.includes(DEFECT) ) {
// const myHistoryPrint = myHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// const opponentHistoryPrint = opponentHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// console.log (`myHistory : ${myHistoryPrint.join("")}`)
// console.log (`opponentHistory: ${opponentHistoryPrint.join("")}`)
//we are in a recovery scenario
// console.log ("we are in a recovery scenario")
if ((myHistory.length > 2)
&& myHistory[myHistory.length - 1] === COOPERATE
&& myHistory[myHistory.length - 2] === DEFECT) {
//now I must cooperate again since I couldn't see how it replied yet
// console.log ("now I must cooperate again since I couldn't see how it replied yet")
return COOPERATE;
}
// if (Math.random() < 0.2) {
// //let's try 2 C in a row
// console.log (`let's try 2 C in a row `)
// return COOPERATE;
// }
const myLastDefectPosition = myHistory.lastIndexOf(DEFECT);
// console.log (`myLastDefectPosition: ${myLastDefectPosition}`);
const opponentHistorySinceImGood = opponentHistory.slice(myLastDefectPosition + 2);
// here I should explain why 2, but you need to see the game log
// basically, only after my 2nd C in a row I can evaluate what the adversary is doing
// in response to my attempt to recover
// const opponentHistorySinceImGoodPrint = opponentHistorySinceImGood.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// console.log (`opponentHistorySinceImGood: ${opponentHistorySinceImGoodPrint.join("")}`)
return opponentHistorySinceImGood.includes(DEFECT) ? DEFECT : COOPERATE;
}
// Generate a random number between 5 (inclusive) and 10 (exclusive)
const randomNumber = Math.random() * (10 - 3) + 3;
if (myHistory.length > randomNumber) {
if ((myHistory.slice(-randomNumber).every((element) => element === DEFECT)) &&
(opponentHistory.slice(-randomNumber+1).every((element) => element === DEFECT))) {
// we are in a D//D dealock, let's see if we can break it
// const myHistoryPrint = myHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// const opponentHistoryPrint = opponentHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// console.log (`myHistory : ${myHistoryPrint.join("")}`)
// console.log (`opponentHistory: ${opponentHistoryPrint.join("")}`)
// console.log (`we are in a D//D dealock, let's see if we can break it`)
// console.log (`randomNumber: ${Math.floor(randomNumber)} - myHistory.length: ${myHistory.length}`)
if (opponentHistory.every((element) => element === DEFECT)){
// unless we are facing defectAlways
// console.log ("unless we are facing defectAlways")
;
}
else {
return COOPERATE;
}
}
}
return opponentHistory.includes(DEFECT) ? DEFECT : COOPERATE;
},
grudgerRecovery: (opponentHistory, myHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE; // Default to cooperate if history is undefined or empty
}
if (myHistory[myHistory.length - 1] === COOPERATE
&& myHistory.includes(DEFECT) ) {
// const myHistoryPrint = myHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// const opponentHistoryPrint = opponentHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// console.log (`myHistory : ${myHistoryPrint.join("")}`)
// console.log (`opponentHistory: ${opponentHistoryPrint.join("")}`)
//we are in a recovery scenario
// console.log ("we are in a recovery scenario")
if ((myHistory.length > 2)
&& myHistory[myHistory.length - 1] === COOPERATE
&& myHistory[myHistory.length - 2] === DEFECT) {
//now I must cooperate again since I couldn't see how it replied yet
// console.log ("now I must cooperate again since I couldn't see how it replied yet")
return COOPERATE;
}
// if (Math.random() < 0.2) {
// //let's try 2 C in a row
// console.log (`let's try 2 C in a row `)
// return COOPERATE;
// }
const myLastDefectPosition = myHistory.lastIndexOf(DEFECT);
// console.log (`myLastDefectPosition: ${myLastDefectPosition}`);
const opponentHistorySinceImGood = opponentHistory.slice(myLastDefectPosition + 2);
// here I should explain why 2, but you need to see the game log
// basically, only after my 2nd C in a row I can evaluate what the adversary is doing
// const opponentHistorySinceImGoodPrint = opponentHistorySinceImGood.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// console.log (`opponentHistorySinceImGood: ${opponentHistorySinceImGoodPrint.join("")}`)
return opponentHistorySinceImGood.includes(DEFECT) ? DEFECT : COOPERATE;
}
// Generate a random number between 5 (inclusive) and 10 (exclusive)
const randomNumber = Math.random() * (10 - 5) + 5;
if (myHistory.length > randomNumber) {
if ((myHistory.slice(-randomNumber).every((element) => element === DEFECT)) &&
(opponentHistory.slice(-randomNumber+1).every((element) => element === DEFECT))) {
// const myHistoryPrint = myHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// const opponentHistoryPrint = opponentHistory.map((element) => (element === COOPERATE ? "C" : element === DEFECT ? "D" : element));
// console.log (`myHistory : ${myHistoryPrint.join("")}`)
// console.log (`opponentHistory: ${opponentHistoryPrint.join("")}`)
// we are in a D//D dealock, let's see if we can break it
// console.log (`we are in a D//D dealock, let's see if we can break it`)
// console.log (`randomNumber: ${Math.floor(randomNumber)} - myHistory.length: ${myHistory.length}`)
if (opponentHistory.every((element) => element === DEFECT)){
// unless we are facing defectAlways
// console.log ("unless we are facing defectAlways")
;
}
else {
return COOPERATE;
}
}
}
return opponentHistory.includes(DEFECT) ? DEFECT : COOPERATE;
},
grudger: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE; // Default to cooperate if history is undefined or empty
}
return opponentHistory.includes(DEFECT) ? DEFECT : COOPERATE;
},
provocateur: (opponentHistory, myHistory) => {
// if it cooperated for the last 2 rounds, defect
if (myHistory.length < 2 || (myHistory[myHistory.length - 1] === COOPERATE && myHistory[myHistory.length - 2] === COOPERATE)) {
return DEFECT;
}
return COOPERATE;
},
titForTatOppositeCoop: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE;
}
return opponentHistory[opponentHistory.length - 1] === COOPERATE ? DEFECT : COOPERATE;
},
titForTatOppositeDef: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return DEFECT;
}
return opponentHistory[opponentHistory.length - 1] === COOPERATE ? DEFECT : COOPERATE;
},
titForTatTrustful: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE;
}
return opponentHistory[opponentHistory.length - 1];
},
titForTatSuspicious: (opponentHistory) => {
// defect on first round, then TitForThat
if (!opponentHistory || opponentHistory.length === 0) {
return DEFECT;
}
return opponentHistory[opponentHistory.length - 1];
},
titForTatGenerous30: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE;
}
// Cooperates mostly but sometimes forgives a defection
return (opponentHistory[opponentHistory.length - 1] === COOPERATE || Math.random() < 0.3) ? COOPERATE : DEFECT;
},
titForTatGenerous10: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE;
}
// Cooperates mostly but sometimes forgives a defection
return (opponentHistory[opponentHistory.length - 1] === COOPERATE || Math.random() < 0.1) ? COOPERATE : DEFECT;
},
_2titForTats: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length < 1) {
return COOPERATE; // Initally cooperate
}
if (!opponentHistory || opponentHistory.length === 1) {
return opponentHistory[opponentHistory.length - 1]; //Then return opponent's move
}
// Check if the opponent defected in either of the last two rounds
if (opponentHistory[opponentHistory.length - 1] === DEFECT || opponentHistory[opponentHistory.length - 2] === DEFECT) {
return DEFECT; // Retaliate with defection
}
return opponentHistory[opponentHistory.length - 1];; // Default, mirror move
},
titFor2Tats: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length < 2) {
return COOPERATE; // Default to cooperate if history is undefined or has length < 2
}
// Check if the opponent defected in the last two rounds
if (opponentHistory[opponentHistory.length - 1] === DEFECT && opponentHistory[opponentHistory.length - 2] === DEFECT) {
return DEFECT; // Retaliate with defection
}
return COOPERATE; // Otherwise, cooperate
},
titFor3Tats: (opponentHistory) => {
if (!opponentHistory || opponentHistory.length < 3) {
return COOPERATE; // Default to cooperate if history is undefined or has length < 3
}
// Check if the opponent defected in the last two rounds
if (opponentHistory[opponentHistory.length - 1] === DEFECT && opponentHistory[opponentHistory.length - 2] === DEFECT && opponentHistory[opponentHistory.length - 3] === DEFECT) {
return DEFECT; // Retaliate with defection
}
return COOPERATE; // Otherwise, cooperate
},
titForTatGradual: (opponentHistory, myHistory) => {
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE; // Start with cooperation if no history
}
const defectionsCount = opponentHistory.filter(move => move === DEFECT).length;
if (opponentHistory.slice(-defectionsCount).includes(DEFECT)) {
//there is at least a D in the last defectionsCount moves, we need to D
return DEFECT;
}
else {
return COOPERATE;
}
},
titForTatImperfect: (opponentHistory, myHistory) => {
const imitationProbability = 0.9; // Adjust the probability as needed (between 0 and 1)
if (!opponentHistory || opponentHistory.length === 0) {
return COOPERATE; // Start with cooperation if opponent's history is undefined or empty
}
let response;
// Determine the response based on TFT logic
if (opponentHistory[opponentHistory.length - 1] === DEFECT) {
response = DEFECT; // If opponent defected last time, respond with defection
} else {
response = COOPERATE; // Otherwise, cooperate
}
// Decide whether to imitate the opponent's move or not
if (Math.random() < imitationProbability) {
return response; // Imitate with the specified probability
} else {
return response === COOPERATE ? DEFECT : COOPERATE; // Opposite response with (1 - imitationProbability) chance
}
},
returnAvgLast5: (opponentHistory, myHistory) => {
// Returns the most common action of the opponent in the last 5 moves
if (myHistory.length < 5) {
return COOPERATE;
}
// Determine the most common behavior in the last 5 moves of the opponent
const last5Moves = opponentHistory.slice(-5);
const cooperateCount = last5Moves.filter(move => move === COOPERATE).length;
const defectCount = last5Moves.filter(move => move === DEFECT).length;
// Respond based on the most common behavior
return cooperateCount > defectCount ? COOPERATE : DEFECT;
},
returnAvgAllDef: (opponentHistory, myHistory) => {
// Returns the most common action of the opponent so far
// When equal, return DEFECT
if (myHistory.length < 1) {
return COOPERATE;
}
// Determine the most common behavior in the opponent moves
const cooperateCount = opponentHistory.filter(move => move === COOPERATE).length;
const defectCount = opponentHistory.filter(move => move === DEFECT).length;
// Respond based on the most common behavior
// When equal, return DEFECT
return cooperateCount > defectCount ? COOPERATE : DEFECT;
},
returnAvgAllCoop: (opponentHistory, myHistory) => {
// Returns the most common action of the opponent so far
// When equal, return COOPERATE
if (myHistory.length < 1) {
return COOPERATE;
}
// Determine the most common behavior in the opponent moves
const cooperateCount = opponentHistory.filter(move => move === COOPERATE).length;
const defectCount = opponentHistory.filter(move => move === DEFECT).length;
// Respond based on the most common behavior
// When equal, return COOPERATE
return cooperateCount >= defectCount ? COOPERATE : DEFECT;
},
winStayLoseShift: (opponentHistory, myHistory) => {
// In essence, the "pavlov" strategy tries to maintain its current strategy
// (cooperate or defect) when it's working well (either CC or DC)
// and switches its strategy when it's not (either CD or DD).
// This adaptive approach aims to maximize the strategy's success
// based on the recent game outcomes.
// Safeguard against undefined histories
if (!Array.isArray(myHistory) || myHistory.length === 0) {
return COOPERATE;
}
const lastOwnMove = myHistory[myHistory.length - 1];
const lastOpponentMove = opponentHistory[opponentHistory.length - 1];
if ((lastOwnMove === COOPERATE && lastOpponentMove === COOPERATE) ||
(lastOwnMove === DEFECT && lastOpponentMove === COOPERATE)) {
return lastOwnMove;
}
return lastOwnMove === COOPERATE ? DEFECT : COOPERATE;
},
random50Cooperation: () => {
return Math.random() > 0.5 ? COOPERATE : DEFECT; // 50% chance to cooperate
},
random70Cooperation: () => {
return Math.random() > 0.3 ? COOPERATE : DEFECT; // 70% chance to cooperate
},
random80Cooperation: () => {
return Math.random() > 0.2 ? COOPERATE : DEFECT; // 80% chance to cooperate
},
random90Cooperation: () => {
return Math.random() > 0.1 ? COOPERATE : DEFECT; // 90% chance to cooperate
},
alternate3and3: (opponentHistory, myHistory) => {
const moves = [COOPERATE, COOPERATE, COOPERATE, DEFECT, DEFECT, DEFECT];
return moves[myHistory.length % moves.length];
},
alternateCoop: (opponentHistory, myHistory) => {
//alternate CDCDCDC with no interest for the other player's play
const moves = [COOPERATE, DEFECT];
return moves[myHistory.length % moves.length];
},
alternateDef: (opponentHistory, myHistory) => {
//alternate CDCDCDC with no interest for the other player's play
const moves = [DEFECT, COOPERATE];
return moves[myHistory.length % moves.length];
}
};
module.exports = {
strategies
};