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mahjong's Issues

aval_next_states 为空 (player_id = 0)

问题

in  >> env.get_aval_next_states(0)

out >> (array([], shape=(0, 34, 58), dtype=float64),
        array([], shape=(0, 29), dtype=float64))

in  >> env.t.get_phase()

out >> 0

手牌及副露

player 0
BaseTile._1p
BaseTile._1p
player 1
BaseTile._9m
BaseTile._7p
BaseTile._8p
BaseTile._5s
BaseTile._9s
BaseTile.north
BaseTile.haku
BaseTile.haku
BaseTile.hatsu
BaseTile.chu
player 2
BaseTile._4m
BaseTile._6s
BaseTile._7s
BaseTile._7s
BaseTile._8s
BaseTile.east
BaseTile.south
BaseTile.haku
BaseTile.hatsu
BaseTile.chu
player 3
BaseTile._8m
BaseTile._7p
BaseTile._5s
BaseTile.north
BaseTile.hatsu
BaseTile.chu
BaseTile.chu
player 0
[3m]([4m])[5m]
[4m][5m*]([6m])
[6p][7p]([8p])
[2s][3s]([4s])
player 1
([4s])[5s][6s]
player 2
[9p]([9p])[9p]
player 3
[3s]([3s])[3s]
[3p][4p]([5p])

牌谱:

庄家: Player 0
场风: 东
0本场 0立直棒
点数:25000|25000|25000|25000
牌山:2m7m6s0m7p3z5m4s4m3p9p7m4m3s4z5s3m8m9p0p9s6z7s3p1m5z2z4s9p1m8s3z1s2p5z8p8p9s9p4z2s7m3s9m5m4s5s1p8p2p4m3s3m0s6m6p5z7p4p8p5s3m7s7z2z3z6m6s6z7z6s6z8m3p1z8s1z7z1m9s5m1s2z7z8m1s2s6m3p4p8s5p2s5z7p6z4z9m6p7s3s1p5p4s2m8m4m9m2p9s7p9m2z7m7s2s2m2p4p4z8s2m5p3z4p1z6p1m3m1z6s1p1s6m1p6p
p0摸牌[3m]
p0手切[西]
p1摸牌[5s*]
p1手切[3s]
p3碰[3s]with[3s][3s]
p3手切[4m]
p0吃[4m]with[3m][5m]
p0手切[9p]
p2碰[9p]with[9p][9p]
p2手切[1s]
p3摸牌[6m]
p3手切[5m]
p0摸牌[6p]
p0手切[2m]
p1摸牌[白]
p1手切[3m]
p2摸牌[7p]
p2手切[1m]
p3摸牌[4p]
p3手切[2p]
p0摸牌[8p]
p0摸切[8p]
p1摸牌[5s]
p1手切[1m]
p2摸牌[3m]
p2手切[2p]
p3摸牌[7s]
p3手切[6m]
p0吃[6m]with[4m][5m*]
p0手切[4m]
p1摸牌[中]
p1手切[8m]
p2摸牌[南]
p2手切[南]
p3摸牌[西]
p3摸切[西]
p0摸牌[6m]
p0手切[3p]
p1摸牌[6s]
p1手切[5s]
p2摸牌[发]
p2手切[8s]
p3摸牌[中]
p3手切[9m]
p0摸牌[6s]
p0手切[6m]
p1摸牌[发]
p1手切[白]
p2摸牌[8m]
p2手切[9s]
p3摸牌[3p]
p3摸切[3p]
p0摸牌[东]
p0摸切[东]
p1摸牌[8s]
p1手切[9s]
p2摸牌[东]
p2手切[8p]
p3摸牌[中]
p3手切[8p]
p0吃[8p]with[6p][7p]
p0手切[7m]
p1摸牌[1m]
p1摸切[1m]
p2摸牌[9s]
p2摸切[9s]
p3摸牌[5m]
p3手切[1p]
p0摸牌[1s]
p0手切[6s]
p1摸牌[南]
p1摸切[南]
p2摸牌[中]
p2手切[3m]
p3摸牌[8m]
p3手切[5m]
p0摸牌[1s]
p0手切[7m]
p1摸牌[2s]
p1摸切[2s]
p2摸牌[6m]
p2手切[8m]
p3摸牌[3p]
p3手切[7m]
p0摸牌[4p]
p0手切[4s]
p1吃[4s]with[5s][6s]
p1手切[5s*]
p2摸牌[8s]
p2摸切[8s]
p3摸牌[5p]
p3手切[2s]
p0摸牌[2s]
p0手切[6s]
p1摸牌[白]
p1手切[3p]
p2摸牌[7p]
p2手切[西]
p3摸牌[发]
p3手切[4s]
p0摸牌[北]
p0手切[4p]
p1摸牌[9m]
p1手切[发]
p2摸牌[6p]
p2手切[6m]
p3摸牌[7s]
p3手切[7s]
p0摸牌[3s]
p0手切[北]
p1摸牌[1p]
p1摸切[1p]
p2摸牌[5p]
p2手切[4s]
p3摸牌[4s]
p3手切[5s]
p0摸牌[2m]
p0摸切[2m]
p1摸牌[8m]
p1摸切[8m]
p2摸牌[4m]
p2手切[5p]
p3吃[5p]with[3p][4p]
p3手切[4s]
p0吃[4s]with[2s][3s]
结果:荣和终局
Score:
Player 0:0
Player 1:0
Player 2:0
Player 3:0

向听数计算的一些问题

在测试向听数计算的时候,我发现部分向听数计算可能不正确,例子是245568m245568p77s。normal_round_to_win算得的向和数为4,实际上为2向听。

查看代码后发现,在计算每个花色的搭子和面子时,由于万饼都是0面3搭或1面0搭,默认都选择了0面3搭最后搭子超载导致多算了一个向听。这里可能需要针对情况枚举或者搜索一下选择哪种。因为不清楚syanten.dat中这两组数字是怎么算出来的所以不太清楚应该怎么改。。

手役计算错误

/* 牌型对/刻/杠,全幺九,不包括字牌,例如999p 1111m */
bool 纯老头(const string &s) {
if (s[2] == 'K' || s[2] == ':' || s[2] == '|') return s[0] == '1' || s[0] == '9';
return false;
}
bool 纯绿牌(const string &s) {
const char* green_types[] = {"2sK", "3sK", "4sK", "2sS", "6sK", "8sK", "6zK",
"2s:", "3s:", "4s:", "6s:", "8s:", "6z:" };
return all_of(begin(green_types), end(green_types),
[&s](const char* green) {return tile_group_match(s, green); });
}

纯老头和纯绿牌两个函数判断不正确,导致混老头会被误认为清老头,以及无法识别绿一色。
混老头例:https://tenhou.net/5/?log=2019051522gm-00a9-0000-8c64c236 南三局0本场
绿一色例:https://tenhou.net/5/?log=2019061604gm-00a9-0000-55019a3a 南一局1本场

/* 牌型对/刻/杠,全幺九,不包括字牌,例如999p 1111m */
bool 纯老头(const string &s) {
	if (s[2] == 'K' || s[2] == ':' || s[2] == '|') return (s[0] == '1' || s[0] == '9') && s[1] != 'z';
	return false;
}

bool 纯绿牌(const string &s) {
	const char* green_types[] = {"2sK", "3sK", "4sK", "2sS", "6sK", "8sK", "6zK",
		"2s:", "3s:", "4s:", "6s:", "8s:", "6z:", "2s|", "3s|", "4s|", "6s|", "8s|", "6z|", };

	return any_of(begin(green_types), end(green_types), 
		[&s](const char* green) {return tile_group_match(s, green); });
}

pymahjong.test()问题

环境:ubuntu18.04,python3.10
代码:

import pymahjong
pymahjong.test()

报错:

python test.py
-------------- execption in game 1 -------------------------
'MahjongPyWrapper.Table' object has no attribute 'set_debug_mode'
/home/turk/miniconda3/envs/pymj/lib/python3.10/site-packages/pymahjong/env_pymahjong.py:286: UserWarning: This game has ended, get_curr_player_id return -1 !!
  warnings.warn("This game has ended, get_curr_player_id return -1 !!")
----------- current player: -1 -----------------
[Player 0]
点数:25000
自风东
手牌:
牌河:
No立|门清

[Player 1]
点数:25000
自风东
手牌:
牌河:
No立|门清

[Player 2]
点数:25000
自风东
手牌:
牌河:
No立|门清

[Player 3]
点数:25000
自风东
手牌:
牌河:
No立|门清

-------------- replayable log -------------------------------
Traceback (most recent call last):
  File "/home/turk/miniconda3/envs/pymj/lib/python3.10/site-packages/pymahjong/test.py", line 18, in test
    env.reset(oya=game % 4, game_wind="east", debug_mode=1)
  File "/home/turk/miniconda3/envs/pymj/lib/python3.10/site-packages/pymahjong/env_pymahjong.py", line 112, in reset
    self.t.set_debug_mode(debug_mode)
AttributeError: 'MahjongPyWrapper.Table' object has no attribute 'set_debug_mode'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "/home/turk/pymahjong_ai/test.py", line 3, in <module>
    pymahjong.test()
  File "/home/turk/miniconda3/envs/pymj/lib/python3.10/site-packages/pymahjong/test.py", line 56, in test
    env.t.print_debug_replay()
AttributeError: 'MahjongPyWrapper.Table' object has no attribute 'print_debug_replay'

Unicode problem

Environment: Windows 10, Anaconda, Python 3.9

import pymahjong as pm
env = pm.SingleAgentMahjongEnv()
env.reset()
env.render()

Error message

Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "C:\Anaconda3\envs\py39\lib\site-packages\pymahjong\env_pymahjong.py", line 402, in render
    print(self.env.t.players[0].to_string())
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xb5 in position 0: invalid start byte

Seems need to fix the function "to_string", also for other objects, such as pm.Table.get_result().to_string()

Question about feature index 4 and 30

Hi, I'm interested in the difference between the feature index 4 and 30.
The definitions are

  • Index: 4: If player 0 has discarded t 1 in this game
  • Index 30: If player 0 has discarded >= 1 t

My questions are

  • Q1: Are those two features supposed to be the same? or not?
  • Q2: If not, what is the difference?

I supposed those two are the same but I found some situations where those two are different:

Example 1

index 4
[False  **True** False False False False False False False False False False
 False False False False False False  True False False False False False
 False False False False False False False False False False]

index 30
[False **False** False False False False False False False False False False
 False False False False False False  True False False False False False
 False False False False False False False False False False]
-----------------------------------
[Player 0 (this agent)]
点数:25000
自风东
手牌:1m 1m 2m 1p 2p 3p 4p 6p 7p 8p 0s 6s 7s 1p 
牌河:1s1h 
No立|门清

...

1 step later

index 4
[False  **True** False False False False False False False False False False
 False False False False False False  True False False False False False
 False False False False False False False False False False]

index 30
[False  **True** False False False False False False False False False False
 False False False False False False  True False False False False False
 False False False False False False False False False False]
-----------------------------------
[Player 0 (this agent)]
点数:25000
自风东
手牌:1m 1m 1p 1p 2p 3p 4p 6p 7p 8p 0s 6s 7s 
牌河:1s1h 2m7h 
No立|门清

...

Example 2

index 4
[False False False False False False False False False  True False False
 False False False False False False False False False False False False
 False False False False False False False  **True** False False]

index 30
[False False False False False False False False False  True False False
 False False False False False False False False False False False False
 False False False False False False False **False** False False]
-----------------------------------
[Player 0 (this agent)]
点数:25000
自风东
手牌:3m 4m 5m 7m 8m 2p 3p 4p 1s 2s 3s 8s 5z 9m 
牌河:1p1h 
No立|门清
...

1 step later

index 4
[False False False  True False  True False False False  True False False
 False False False False False False False False False False False False
 False False  True False False False False  **True** False False]

index 30
[False False False  True False  True False False False  True False False
 False False False False False False False False False False False False
 False False  True False False False False  **True** False False]
-----------------------------------
[Player 0 (this agent)]
点数:24000
自风东
手牌:3m 4m 5m 7m 8m 9m 2p 3p 4p 1s 2s 3s 8s 
牌河:1p1h 5z5hr 9s9r- 4m13r 6m17r 
立|门清
...

代码中很多函数存在拷贝vector的情况

作者您好!我在debug代码时,进入一个函数之前,老是进入std vector的alloc等库中。后来发现,函数在传参数的时候,大多数情况都是传的vector,例如Rule.cpp:get听牌() Table.cpp:game_init_for_replay()等函数中都出现了这种情况。如果函数只需要读取vector中的内容的话,建议您把参数改成const vector&,这样省去了拷贝,代码运行起来会更快。

地和判断问题

庄家: Player 0
场风: 东
0本场 0立直棒
点数:25000|25000|25000|25000
牌山:9p4p8m4s0p6m3p5m8m4m4m9s4s3z9s0m5p8s4z2s2s2m1m7p8p8p3m2m1z1m7s7z4z3m2p6s4p5z2p5p6s9p4s8p6m6p0s4m3m2m7p4p7p6p3z7s9s4z5z3z1s2p8p4m6s6p2p7z1z3s6z5s5s7z1z4p5s3s7s3s9m6m1p5m4z4s9p7s6m5z2z7z2m8s7m9m5m2s3z3p6z9m7m2z3s2z8s7m6z8m1p8s1m3p1z2z1s6z3p1p7p7m1s1s3m5p6s9s9p9m6p1m8m1p5z2s
p0摸牌[7p]
p0手切[6m]
结果:荣和终局
Score:
Player 0:-7000
Player 1:25000
Player 2:25000
Player 3:57000
Player3:|地和|赤宝牌|宝牌||13番30符

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