main-2 done
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4 changed files with 1947 additions and 2 deletions
287
agents-impl.txt
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287
agents-impl.txt
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AGENT ABILITIES -> ACTION IMPLEMENTATIONS (FILTERED)
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=====================================================
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This document maps each agent's abilities from agents.txt to how they can be
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implemented as subclasses of the Action class in main-2.py.
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SCOPE: Only agents affecting Steel, Electrum, Brass, or Capital production/consumption.
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The Action class framework provides:
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- declare_vars(model, i, t, ctx): Create decision variables for (city i, step t)
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- add_constraints(model, i, t, ctx): Add precondition/legality constraints
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- add_global_constraints(model, t, ctx): Add per-step global constraints
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- contributes_gains_costs(model, i, t, ctx): Modify resource gains/costs
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- transition_contrib(model, i, t, ctx): Handle state transitions
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- selector_var(i, t, ctx): The boolean variable indicating action is chosen
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- describe(solver, i, t, ctx): Return human-readable action description
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GOVERNOR CONSTRAINTS:
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- Each city can have at most 1 governor at a time: governor[i,t] ∈ {0,1}
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- Each governor can only apply their benefit to at most 1 city per turn
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(multiple unique governors can each apply benefits to different cities in the same turn)
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═══════════════════════════════════════════════════════════════════════════════
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INDUSTRIAL FOLLOWERS
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═══════════════════════════════════════════════════════════════════════════════
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CAPITALIST
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──────────
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Ability: Infinite Growth (As Governor, increases Capital Collection by +2)
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Implementation: GovernorModifierAction("infinite_growth")
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- add_constraints: Checks if appointed as Governor of city
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- contributes_gains_costs:
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- When Governor, append +2 to Capital gains for Collect actions
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- Use OnlyEnforceIf(governor[i,t]) logic
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METALLURGIST
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─────────────
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Ability: Metallurgy (As Governor of Foundry, grants Overflow Vats Upgrade effect)
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Implementation: GovernorSpecialAction("metallurgy")
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- add_constraints:
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- Must be Governor AND city must be Foundry
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- Precondition: isF[i,t] == 1 AND governor[i,t] == 1
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- transition_contrib:
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- When triggered, vat values increase as if Overflow Vats upgrade active
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- Grant vat[i,t+1] = vat[i,t] + 2 (instead of +1 from upgrade_d)
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FOREMAN
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───────
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Ability: Restructure (As Governor, Renovating does not prevent other Industry Actions)
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Implementation: RenovationModifierAction("restructure")
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- add_constraints: Governor check + city is being renovated
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- transition_contrib:
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- Normally, renovating blocks other actions
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- With Restructure, allow simultaneous industry action
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- Create is_restructuring boolean, allow other actions when true
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ARTIFICER
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──────────
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Ability: Wondrous Craft (As Governor, Collects extra Trade Good)
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Implementation: GovernorModifierAction("wondrous_craft")
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- add_constraints: Governor check
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- contributes_gains_costs:
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- When Governor does Collect, add +1 to trade goods count
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- Track trade_goods accumulator separately from base resources
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PLANNER
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───────
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Ability: Orchestrate Overwork (As Governor, allows the Overwork action on the city they govern)
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Implementation: GovernorModifierAction("planner")
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- add_constraints:
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- Governor check: must be Governor of city
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- Enables Overwork action when present
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- Modifies OverworkAction:
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- Remove global "at most 1 city overworks per step" constraint
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- Add constraint: city can only Overwork if Planner is Governor
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- Enables multiple cities to overwork simultaneously if they each have Planner
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═══════════════════════════════════════════════════════════════════════════════
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DIPLOMATIC FOLLOWERS (SPECIAL) - BIDDING/HIRING EFFECTS
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═══════════════════════════════════════════════════════════════════════════════
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FENCE
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─────
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Ability: Customs Acquisitions (When hired, bonus of 2 Trade Goods)
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Implementation: InitializerAction("customs_acquisitions")
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- declare_vars: Create hired_this_turn boolean for city
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- add_constraints: Triggers exactly once at hiring step
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- contributes_gains_costs:
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- Add +2 Trade Goods to step of hiring
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═══════════════════════════════════════════════════════════════════════════════
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INDUSTRIAL FOLLOWERS (CONTINUED)
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═══════════════════════════════════════════════════════════════════════════════
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COURIER
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───────
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Ability: Supply Cache (When first appointed Governor, bonus of 3 Capital/Steel/Brass)
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Implementation: InitializerAction("supply_cache")
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- declare_vars:
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- Create governor_appointed[i,t] boolean (checks transition to governor)
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- Create supply_cache_triggered[i] boolean (one-time flag)
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- add_constraints:
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- Trigger only on first governorship
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- Mark supply_cache_triggered to prevent re-triggering
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- contributes_gains_costs:
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- Add +3 Capital, +3 Steel, +3 Brass to step of first appointment
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PROVISIONER
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────────────
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Ability: Credit Line (When appointed Governor of City with Base, gain 1.5 Electrum)
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Implementation: GovernorSpecialAction("credit_line")
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- declare_vars: Create governor[i,t] boolean
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- add_constraints:
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- Must be Governor AND city must have military Base
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- Check has_base[i,t] from military tracking
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- contributes_gains_costs:
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- Add +1.5 Electrum (represented as fractional or +1 with +0.5 flag)
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PRODIGY
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───────
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Ability: Steel Efficiency (As Governor, when Upgrading/Launching Airship, refund 2 Steel)
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Implementation: GovernorModifierAction("steel_efficiency")
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- add_constraints:
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- Governor check
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- Action must be upgrade or airship launch
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- contributes_gains_costs:
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- Find cost_S for upgrade actions
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- Append -2 (refund) when conditions met
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- Constraint: refund = max(0, cost_S - 2) or simply subtract 2
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INDUSTRIALIST
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──────────────
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Ability: Network (When appointed Governor, City + adjacent Cities gain Infrastructure)
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Implementation: GovernorSpecialAction("network")
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- declare_vars: Create infrastructure[i,t] boolean
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- add_constraints:
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- Triggers when city appointed as governor
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- Applies to all adjacent cities (within adjacency graph)
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- transition_contrib:
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- Mark target city and neighbors with infrastructure upgrade
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- Infrastructure persists through subsequent steps
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ECONOMIST
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──────────
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Ability: Velocity of Money (Gain 1 Renown per 10 Capital Collected and Spent on Collection)
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Implementation: TriggerAction("velocity_of_money")
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- declare_vars:
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- Create capital_spent[i,t] accumulator (tracks collection costs)
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- Create capital_collected[i,t] accumulator (tracks collection gains)
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- add_constraints:
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- Track capital flow through Collect actions on this city
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- contributes_gains_costs:
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- Calculate velocity_renown = (capital_spent + capital_collected) // 10
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- Append velocity_renown to Renown gains each step
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- transition_contrib: Reset accumulators each step
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═══════════════════════════════════════════════════════════════════════════════
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BROTHERHOOD STARTING FOLLOWERS
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═══════════════════════════════════════════════════════════════════════════════
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BARON
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─────
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Ability: Barter (As Governor, Collecting generates +1 Trade Good per Bastion)
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Implementation: GovernorModifierAction("barter")
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- add_constraints:
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- Governor check
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- Action must be Collect
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- contributes_gains_costs:
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- Count bastions on map via bastion[*,t]
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- Add +1 Trade Good per bastion to Collect action
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- Use: trade_good_bonus = count(bastion[i,t] for all i)
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BUILDER
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────────
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Ability: Build Better (When appointed Governor of City, give City its type-specific Upgrade)
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Implementation: GovernorSpecialAction("build_better")
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- declare_vars: Create governor[i,t] and auto_upgrade[i,t]
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- add_constraints:
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- Trigger when appointed Governor
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- City type determines which upgrade (Hub → special, Foundry → vat, etc.)
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- transition_contrib:
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- Determine city type isH/isF/isM/isMon
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- Auto-apply corresponding type-specific upgrade (hasA/hasB/hasD based on type)
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- For Foundry: initialize vats or enhance them
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═══════════════════════════════════════════════════════════════════════════════
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SPECIALIZED ACTION CLASSES TO CREATE
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═══════════════════════════════════════════════════════════════════════════════
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To implement the above, create these base action classes:
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1. ModifierAction(name)
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- Base for abilities that modify existing actions
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- Override contributes_gains_costs to append bonuses
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2. GovernorModifierAction(name)
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- Base for abilities tied to Governor position
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- add_constraints checks governor status
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- Child classes override contributes_gains_costs
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- Used by: CAPITALIST, PRODIGY, BARON
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3. GovernorSpecialAction(name)
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- Base for complex governor-tied effects
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- Combines modifier + transition logic
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- Used by: PROVISIONER, INDUSTRIALIST, BUILDER
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4. InitializerAction(name)
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- One-time bonuses when agent hired/appointed
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- declare_vars creates hired_flag
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- contributes_gains_costs fires once
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- Used by: COURIER, PROVISIONER, FENCE
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5. TriggerAction(name)
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- Abilities that fire when conditions met
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- add_constraints checks trigger condition
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- transition_contrib handles cooldown/flags
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- Used by: ECONOMIST
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6. RenovationModifierAction(name)
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- Base for abilities modifying renovation mechanics
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- Used by: FOREMAN
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═══════════════════════════════════════════════════════════════════════════════
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PLANNER INTEGRATION WITH OVERWORKACTION
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═══════════════════════════════════════════════════════════════════════════════
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Current OverworkAction (main-2.py lines 327-493):
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- add_global_constraints (line 389-394): Enforces "at most 1 city overworks per step" globally
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With Planner Governor:
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1. Remove the global "at most 1 city per step" constraint from add_global_constraints
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2. Add to add_constraints:
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- Can only overwork if governor[i,t] is the Planner
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- Constraint: ow[i,t] <= governor[i,t] (where governor tracks Planner specifically)
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- This allows multiple cities to overwork simultaneously if each has Planner
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3. If multiple Planners can exist across cities, each city's Planner can independently enable overwork
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Implication: Without Planner governor, city cannot overwork at all. OverworkAction becomes
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conditional on Planner presence rather than globally limited.
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═══════════════════════════════════════════════════════════════════════════════
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IMPLEMENTATION NOTES
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═══════════════════════════════════════════════════════════════════════════════
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Resource Tracking:
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- Core tracked resources: Capital, Steel, Brass, Electrum (these are actual resource accumulators)
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- Trade Goods are convertible: Each unit of Trade Good can be independently converted to 1 unit
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of any core resource (Capital, Steel, Brass, or Electrum) at decision time
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- When agents produce trade goods, they are accumulated as trade_good[i,t], then converted
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per-unit to core resources during optimization
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Boolean Context Variables:
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- Governor position: governor[i,t] - tracks who governs each city
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- Renown tracking: renown[i,t] - accumulate from various sources
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- Bastion tracking: bastion[i,t] - military structures
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- Alliance tracking: alliance[faction_a, faction_b, t] - faction pairings
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Shared State:
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- Some abilities affect global/faction state
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- Use ctx for faction-level data sharing
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- Example: ctx["faction_renown"][faction_id, t] for faction-wide renown
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Cooldown Mechanics:
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- Counter variables for cooldowns: cooldown[i,t] = cooldown[i,t-1] - 1
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- Constraint: Can trigger if cooldown[i,t] <= 0
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- On trigger: Set cooldown[i,t+1] = COOLDOWN_LENGTH
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Global Constraints:
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- Some abilities have "at most 1 per step" limits
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- Use add_global_constraints to enforce across all cities
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- Example: sum(action_var[i,t] for i in range(N)) <= 1
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1
main.py
1
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@ -63,7 +63,6 @@ def solve(
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for typ in arrivals.get(s, []):
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for typ in arrivals.get(s, []):
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cities.append((s, typ))
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cities.append((s, typ))
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N = len(cities)
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N = len(cities)
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# assert N <= 7, f"At most 7 cities allowed, got {N}"
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m = cp_model.CpModel()
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m = cp_model.CpModel()
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@ -4,7 +4,7 @@ from ortools.sat.python import cp_model
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class IntermediateSolutionPrinter(cp_model.CpSolverSolutionCallback):
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class IntermediateSolutionPrinter(cp_model.CpSolverSolutionCallback):
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"""Callback that prints intermediate solutions."""
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"""Callback that prints intermediate solutions."""
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def __init__(self, variables):
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def __init__(self, variables, *, scale=1.0):
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cp_model.CpSolverSolutionCallback.__init__(self)
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cp_model.CpSolverSolutionCallback.__init__(self)
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self._variables = variables
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self._variables = variables
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self._solution_count = 0
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self._solution_count = 0
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