Pig the dice game/Player: Difference between revisions

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=={{header|Go}}==
=={{header|Go}}==


<lang go>
{{novice example|Go}}
package pig


import (
"fmt"
"math/rand"
"time"
)


type (
This version includes a couple of
PlayerID int
different strategies and can
MessageID int
pit one against the other to
StrategyID int
see which one comes out ahead
more often.


PigGameData struct {
I'm sorry it's so long, but there was no time to make it shorter.
player PlayerID
turnCount int
turnRollCount int
turnScore int
lastRoll int
scores [2]int
verbose bool
}
)


const (
<lang go>
// Status messages
package main
gameOver = iota

piggedOut
import (
rolls
"fmt"
pointSpending
"math/rand"
holds
"time"
turn
gameOverSummary
// Players
player1 = PlayerID(0)
player2 = PlayerID(1)
noPlayer = PlayerID(-1)
// Max score
maxScore = 100
// Strategies
scoreChaseStrat = iota
rollCountStrat
)
)


// Returns "s" if n != 1
// Set up random number generator.
func init() {
func pluralS(n int) string {
if n != 1 {
rand.Seed(time.Now().Unix())
return "s"
time.Sleep(time.Duration(rand.Intn(3)+1) * time.Second)
}
return ""
}
}


// Creates an intializes a new PigGameData structure, returns a *PigGameData
type PigGameData struct {
func New() *PigGameData {
Player int
return &PigGameData{0, 0, 0, 0, 0, [2]int{0, 0}, false}
TurnCount int
TurnRollCount int
TurnScore int
Scores [2]int
Printing bool
}
}


// Create a status message for a given message ID
// Run the simulation.
func (pg *PigGameData) statusMessage(id MessageID) string {
func main() {
var msg string
pg := new(PigGameData)
switch id {
pg.Printing = true
case gameOver:
strategies := [2](func(*PigGameData) bool){scoreChaseStrat, rollCountStrat}
msg = fmt.Sprintf("Game is over after %d turns", pg.turnCount)
for !pg.IsGameOver() {
case piggedOut:
pg.Play(strategies[pg.Player])
msg = fmt.Sprintf(" Pigged out after %d roll%s", pg.turnRollCount, pluralS(pg.turnRollCount))
}
case rolls:
fmt.Printf("game over after %d turns\n player 1 %d\n player 2 %d\n",
msg = fmt.Sprintf(" Rolls %d", pg.lastRoll)
pg.TurnCount, pg.GetPlayerScore(0), pg.GetPlayerScore(1))
case pointSpending:
msg = fmt.Sprintf(" %d point%s pending", pg.turnScore, pluralS(pg.turnScore))
case holds:
msg = fmt.Sprintf(" Holds after %d turns, adding %d points for a total of %d", pg.turnRollCount, pg.turnScore, pg.PlayerScore(noPlayer))
case turn:
msg = fmt.Sprintf("Player %d's turn:", pg.player+1)
case gameOverSummary:
msg = fmt.Sprintf("Game over after %d turns\n player 1 %d\n player 2 %d\n", pg.turnCount, pg.PlayerScore(player1), pg.PlayerScore(player2))
}
return msg
}
}


// Print a status message, if pg.Verbose is true
func (pg *PigGameData) Play(hs (func(*PigGameData) bool)) (keepPlaying bool) {
func (pg *PigGameData) PrintStatus(id MessageID) {
if pg.IsGameOver() {
if pg.verbose {
pg.Print(fmt.Sprintf("game is over after %d turns", pg.TurnCount))
fmt.Println(pg.statusMessage(id))
return false
}
}
}


// Play a given strategy
if pg.TurnCount == 0 {
func (pg *PigGameData) Play(id StrategyID) (keepPlaying bool) {
pg.Player = 1
pg.NextPlayer()
if pg.GameOver() {
pg.PrintStatus(gameOver)
}
return false
}


if pg.turnCount == 0 {
roll := rand.Intn(6) + 1
pg.player = player2
pg.Print(fmt.Sprintf(" rolls %d", roll))
pg.NextPlayer()
pg.TurnRollCount++
}
if roll == 1 {
pg.Print(fmt.Sprintf(" pigged out after %d roll%s",
pg.TurnRollCount, plural(pg.TurnRollCount)))
pg.NextPlayer()
} else {
pg.TurnScore += roll
pg.Print(fmt.Sprintf(" %d point%s pending", pg.TurnScore, plural(pg.TurnScore)))
if hs(pg) {
pg.Hold()
pg.NextPlayer()
}
}
return true
}


pg.lastRoll = rand.Intn(6) + 1
func (pg *PigGameData) Init() {
pg.PrintStatus(rolls)
pg.Player = 0
pg.turnRollCount++
pg.TurnCount = 0
pg.TurnRollCount = 0
if pg.lastRoll == 1 {
pg.PrintStatus(piggedOut)
pg.TurnScore = 0
pg.NextPlayer()
pg.Scores = [2]int{0, 0}
} else {
pg.Printing = false
pg.turnScore += pg.lastRoll
pg.PrintStatus(pointSpending)
success := false
switch id {
case scoreChaseStrat:
success = pg.scoreChaseStrategy()
case rollCountStrat:
success = pg.rollCountStrategy()
}
if success {
pg.Hold()
pg.NextPlayer()
}
}
return true
}
}


// Get the score for a given player
func (pg *PigGameData) Print(msg string) {
func (pg *PigGameData) PlayerScore(id PlayerID) int {
if pg.Printing {
if id == noPlayer {
fmt.Println(msg)
return pg.scores[pg.player]
}
}
return pg.scores[id]
}
}


// Check if the game is over
func (pg *PigGameData) GetPlayerScore(player int) int {
func (pg *PigGameData) GameOver() bool {
if player == -1 {
return pg.scores[player1] >= maxScore || pg.scores[player2] >= maxScore
player = pg.Player
}
return pg.Scores[player]
}
}


// Returns the Player ID if there is a winner, or -1
func (pg *PigGameData) IsGameOver() bool {
func (pg *PigGameData) Winner() PlayerID {
return pg.Scores[0] >= 100 || pg.Scores[1] >= 100
for index, score := range pg.scores {
if score >= maxScore {
return PlayerID(index)
}
}
return noPlayer
}
}


// Get the ID of the other player
func (pg *PigGameData) Winner() int {
func (pg *PigGameData) otherPlayer() PlayerID {
for i, s := range pg.Scores {
// 0 becomes 1, 1 becomes 0
if s >= 100 {
return 1 - pg.player
return i
}
}
return -1
}
}


func (pg *PigGameData) Hold() {
func (pg *PigGameData) Hold() {
pg.Scores[pg.Player] += pg.TurnScore
pg.scores[pg.player] += pg.turnScore
pg.PrintStatus(holds)
pg.Print(fmt.Sprintf(" holds after %d turns, adding %d points for a total of %d",
pg.turnRollCount, pg.turnScore = 0, 0
pg.TurnRollCount, pg.TurnScore, pg.GetPlayerScore(-1)))
pg.TurnRollCount = 0
pg.TurnScore = 0
}
}


func (pg *PigGameData) NextPlayer() {
func (pg *PigGameData) NextPlayer() {
pg.TurnCount++
pg.turnCount++
pg.turnRollCount, pg.turnScore = 0, 0
pg.TurnRollCount = 0
pg.player = pg.otherPlayer()
pg.TurnScore = 0
pg.PrintStatus(turn)
pg.Player = (pg.Player + 1) % 2
pg.Print(fmt.Sprintf("player %d's turn:", pg.Player+1))
}
}


func rollCountStrat(pg *PigGameData) bool {
func (pg *PigGameData) rollCountStrategy() bool {
return pg.turnRollCount >= 3
//fmt.Printf(" roll %d of 3\n", pg.TurnRollCount)
return pg.TurnRollCount >= 3
}
}


func scoreChaseStrat(pg *PigGameData) bool {
func (pg *PigGameData) scoreChaseStrategy() bool {
myNumber, hisNumber := pg.Player, (pg.Player+1)%2
myScore := pg.PlayerScore(pg.player)
otherScore := pg.PlayerScore(pg.otherPlayer())
myScore, hisScore := pg.GetPlayerScore(myNumber), pg.GetPlayerScore(hisNumber)
myPendingScore := pg.TurnScore + myScore
myPendingScore := pg.turnScore + myScore
return myPendingScore >= maxScore || myPendingScore > otherScore || pg.turnRollCount >= 5
//fmt.Printf(" %d vs %d\n", myPendingScore, hisScore)
return myPendingScore >= 100 || myPendingScore > hisScore || pg.TurnRollCount >= 5
}
}


// Run the simulation
func plural(n int) string {
func main() {
if n != 1 {
// Seed the random number generator
return "s"
rand.Seed(time.Now().UnixNano())
}

return ""
// Start a new game
pg := New()
pg.verbose = true
strategies := [2]StrategyID{scoreChaseStrat, rollCountStrat}

// Play until game over
for !pg.GameOver() {
pg.Play(strategies[pg.player])
}
pg.PrintStatus(gameOverSummary)
}
}
</lang>
</lang>
Line 175: Line 221:


<pre>
<pre>
player 1's turn:
Player 1's turn:
rolls 4
Rolls 4
4 points pending
4 points pending
holds after 1 turns, adding 4 points for a total of 4
Holds after 1 turns, adding 4 points for a total of 4
player 2's turn:
Player 2's turn:
rolls 4
Rolls 4
4 points pending
4 points pending
rolls 1
Rolls 1
pigged out after 2 rolls
Pigged out after 2 rolls
player 1's turn:
Player 1's turn:
rolls 5
Rolls 6
5 points pending
6 points pending
holds after 1 turns, adding 5 points for a total of 9
Holds after 1 turns, adding 6 points for a total of 10
player 2's turn:
Player 2's turn:
rolls 4
Rolls 6
6 points pending
Rolls 3
9 points pending
Rolls 4
13 points pending
Holds after 3 turns, adding 13 points for a total of 13
Player 1's turn:
Rolls 4
4 points pending
4 points pending
Holds after 1 turns, adding 4 points for a total of 14
rolls 1
Player 2's turn:
pigged out after 2 rolls
Rolls 4
player 1's turn:
rolls 3
4 points pending
Rolls 6
10 points pending
Rolls 1
Pigged out after 3 rolls
Player 1's turn:
Rolls 4
4 points pending
Holds after 1 turns, adding 4 points for a total of 18
Player 2's turn:
Rolls 3
3 points pending
3 points pending
Rolls 4
holds after 1 turns, adding 3 points for a total of 12
7 points pending
player 2's turn:
rolls 2
Rolls 2
9 points pending
Holds after 3 turns, adding 9 points for a total of 22
Player 1's turn:
Rolls 2
2 points pending
2 points pending
rolls 3
Rolls 1
Pigged out after 2 rolls
Player 2's turn:
Rolls 1
Pigged out after 1 roll
Player 1's turn:
Rolls 4
4 points pending
Rolls 1
Pigged out after 2 rolls
Player 2's turn:
Rolls 5
5 points pending
5 points pending
rolls 1
Rolls 1
pigged out after 3 rolls
Pigged out after 2 rolls
player 1's turn:
Player 1's turn:
rolls 5
Rolls 5
5 points pending
5 points pending
holds after 1 turns, adding 5 points for a total of 17
Holds after 1 turns, adding 5 points for a total of 23
Player 2's turn:
.
Rolls 5
.
5 points pending
.
Rolls 4
player 1's turn:
rolls 2
9 points pending
Rolls 4
13 points pending
Holds after 3 turns, adding 13 points for a total of 35
Player 1's turn:
Rolls 1
Pigged out after 1 roll
Player 2's turn:
Rolls 3
3 points pending
Rolls 3
6 points pending
Rolls 2
8 points pending
Holds after 3 turns, adding 8 points for a total of 43
Player 1's turn:
Rolls 1
Pigged out after 1 roll
Player 2's turn:
Rolls 6
6 points pending
Rolls 4
10 points pending
Rolls 1
Pigged out after 3 rolls
Player 1's turn:
Rolls 4
4 points pending
Rolls 1
Pigged out after 2 rolls
Player 2's turn:
Rolls 2
2 points pending
2 points pending
rolls 6
Rolls 4
6 points pending
Rolls 2
8 points pending
8 points pending
holds after 2 turns, adding 8 points for a total of 86
Holds after 3 turns, adding 8 points for a total of 51
player 2's turn:
Player 1's turn:
rolls 3
Rolls 1
Pigged out after 1 roll
3 points pending
Player 2's turn:
rolls 1
Rolls 4
pigged out after 2 rolls
4 points pending
player 1's turn:
rolls 2
Rolls 2
6 points pending
Rolls 3
9 points pending
Holds after 3 turns, adding 9 points for a total of 60
Player 1's turn:
Rolls 2
2 points pending
2 points pending
Rolls 6
holds after 1 turns, adding 2 points for a total of 88
8 points pending
player 2's turn:
rolls 2
Rolls 3
2 points pending
11 points pending
rolls 5
Rolls 6
7 points pending
17 points pending
rolls 2
Rolls 4
21 points pending
Holds after 5 turns, adding 21 points for a total of 44
Player 2's turn:
Rolls 4
4 points pending
Rolls 2
6 points pending
Rolls 3
9 points pending
9 points pending
holds after 3 turns, adding 9 points for a total of 94
Holds after 3 turns, adding 9 points for a total of 69
player 1's turn:
Player 1's turn:
rolls 3
Rolls 6
3 points pending
6 points pending
rolls 6
Rolls 5
11 points pending
Rolls 6
17 points pending
Rolls 5
22 points pending
Rolls 4
26 points pending
Holds after 5 turns, adding 26 points for a total of 70
Player 2's turn:
Rolls 5
5 points pending
Rolls 4
9 points pending
9 points pending
Rolls 2
holds after 2 turns, adding 9 points for a total of 97
11 points pending
player 2's turn:
Holds after 3 turns, adding 11 points for a total of 80
rolls 2
Player 1's turn:
Rolls 6
6 points pending
Rolls 6
12 points pending
Holds after 2 turns, adding 12 points for a total of 82
Player 2's turn:
Rolls 2
2 points pending
2 points pending
rolls 6
Rolls 3
5 points pending
Rolls 3
8 points pending
8 points pending
Holds after 3 turns, adding 8 points for a total of 88
rolls 6
Player 1's turn:
14 points pending
Rolls 5
holds after 3 turns, adding 14 points for a total of 108
5 points pending
player 1's turn:
Rolls 2
game over after 41 turns
7 points pending
player 1 97
Holds after 2 turns, adding 7 points for a total of 89
player 2 108
Player 2's turn:
Rolls 3
3 points pending
Rolls 2
5 points pending
Rolls 5
10 points pending
Holds after 3 turns, adding 10 points for a total of 98
Player 1's turn:
Rolls 6
6 points pending
Rolls 3
9 points pending
Rolls 6
15 points pending
Holds after 3 turns, adding 15 points for a total of 104
Player 2's turn:
Game over after 32 turns
player 1 104
player 2 98
</pre>
</pre>



Revision as of 23:57, 28 November 2012

Pig the dice game/Player is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

The task is to create a dice simulator and scorer of Pig the dice game and add to it the ability to play the game to at least one strategy.

  • State here the play strategies involved.
  • Show play during a game here.

As a stretch goal:

  • Simulate playing the game a number of times with two players of given strategies and report here summary statistics such as, but not restricted to, the influence of going first or which strategy seems stronger.


Game Rules

The game of Pig is a multiplayer game played with a single six-sided die. The object of the game is to reach 100 points or more. Play is taken in turns. On each person's turn that person has the option of either

  1. Rolling the dice: where a roll of two to six is added to their score for that turn and the player's turn continues as the player is given the same choice again; or a roll of 1 loses the player's total points for that turn and their turn finishes with play passing to the next player.
  2. Holding: The player's score for that round is added to their total and becomes safe from the effects of throwing a one. The player's turn finishes with play passing to the next player.


Reference

Go

<lang go> package pig

import ( "fmt" "math/rand" "time" )

type ( PlayerID int MessageID int StrategyID int

PigGameData struct { player PlayerID turnCount int turnRollCount int turnScore int lastRoll int scores [2]int verbose bool } )

const ( // Status messages gameOver = iota piggedOut rolls pointSpending holds turn gameOverSummary // Players player1 = PlayerID(0) player2 = PlayerID(1) noPlayer = PlayerID(-1) // Max score maxScore = 100 // Strategies scoreChaseStrat = iota rollCountStrat )

// Returns "s" if n != 1 func pluralS(n int) string { if n != 1 { return "s" } return "" }

// Creates an intializes a new PigGameData structure, returns a *PigGameData func New() *PigGameData { return &PigGameData{0, 0, 0, 0, 0, [2]int{0, 0}, false} }

// Create a status message for a given message ID func (pg *PigGameData) statusMessage(id MessageID) string { var msg string switch id { case gameOver: msg = fmt.Sprintf("Game is over after %d turns", pg.turnCount) case piggedOut: msg = fmt.Sprintf(" Pigged out after %d roll%s", pg.turnRollCount, pluralS(pg.turnRollCount)) case rolls: msg = fmt.Sprintf(" Rolls %d", pg.lastRoll) case pointSpending: msg = fmt.Sprintf(" %d point%s pending", pg.turnScore, pluralS(pg.turnScore)) case holds: msg = fmt.Sprintf(" Holds after %d turns, adding %d points for a total of %d", pg.turnRollCount, pg.turnScore, pg.PlayerScore(noPlayer)) case turn: msg = fmt.Sprintf("Player %d's turn:", pg.player+1) case gameOverSummary: msg = fmt.Sprintf("Game over after %d turns\n player 1 %d\n player 2 %d\n", pg.turnCount, pg.PlayerScore(player1), pg.PlayerScore(player2)) } return msg }

// Print a status message, if pg.Verbose is true func (pg *PigGameData) PrintStatus(id MessageID) { if pg.verbose { fmt.Println(pg.statusMessage(id)) } }

// Play a given strategy func (pg *PigGameData) Play(id StrategyID) (keepPlaying bool) { if pg.GameOver() { pg.PrintStatus(gameOver) return false }

if pg.turnCount == 0 { pg.player = player2 pg.NextPlayer() }

pg.lastRoll = rand.Intn(6) + 1 pg.PrintStatus(rolls) pg.turnRollCount++ if pg.lastRoll == 1 { pg.PrintStatus(piggedOut) pg.NextPlayer() } else { pg.turnScore += pg.lastRoll pg.PrintStatus(pointSpending) success := false switch id { case scoreChaseStrat: success = pg.scoreChaseStrategy() case rollCountStrat: success = pg.rollCountStrategy() } if success { pg.Hold() pg.NextPlayer() } } return true }

// Get the score for a given player func (pg *PigGameData) PlayerScore(id PlayerID) int { if id == noPlayer { return pg.scores[pg.player] } return pg.scores[id] }

// Check if the game is over func (pg *PigGameData) GameOver() bool { return pg.scores[player1] >= maxScore || pg.scores[player2] >= maxScore }

// Returns the Player ID if there is a winner, or -1 func (pg *PigGameData) Winner() PlayerID { for index, score := range pg.scores { if score >= maxScore { return PlayerID(index) } } return noPlayer }

// Get the ID of the other player func (pg *PigGameData) otherPlayer() PlayerID { // 0 becomes 1, 1 becomes 0 return 1 - pg.player }

func (pg *PigGameData) Hold() { pg.scores[pg.player] += pg.turnScore pg.PrintStatus(holds) pg.turnRollCount, pg.turnScore = 0, 0 }

func (pg *PigGameData) NextPlayer() { pg.turnCount++ pg.turnRollCount, pg.turnScore = 0, 0 pg.player = pg.otherPlayer() pg.PrintStatus(turn) }

func (pg *PigGameData) rollCountStrategy() bool { return pg.turnRollCount >= 3 }

func (pg *PigGameData) scoreChaseStrategy() bool { myScore := pg.PlayerScore(pg.player) otherScore := pg.PlayerScore(pg.otherPlayer()) myPendingScore := pg.turnScore + myScore return myPendingScore >= maxScore || myPendingScore > otherScore || pg.turnRollCount >= 5 }

// Run the simulation func main() { // Seed the random number generator rand.Seed(time.Now().UnixNano())

// Start a new game pg := New() pg.verbose = true strategies := [2]StrategyID{scoreChaseStrat, rollCountStrat}

// Play until game over for !pg.GameOver() { pg.Play(strategies[pg.player]) } pg.PrintStatus(gameOverSummary) } </lang>

Sample run, player one just tries to keep ahead, while player two always tries to take three rolls, no more.

Player 1's turn:
    Rolls 4
    4 points pending
    Holds after 1 turns, adding 4 points for a total of 4
Player 2's turn:
    Rolls 4
    4 points pending
    Rolls 1
    Pigged out after 2 rolls
Player 1's turn:
    Rolls 6
    6 points pending
    Holds after 1 turns, adding 6 points for a total of 10
Player 2's turn:
    Rolls 6
    6 points pending
    Rolls 3
    9 points pending
    Rolls 4
    13 points pending
    Holds after 3 turns, adding 13 points for a total of 13
Player 1's turn:
    Rolls 4
    4 points pending
    Holds after 1 turns, adding 4 points for a total of 14
Player 2's turn:
    Rolls 4
    4 points pending
    Rolls 6
    10 points pending
    Rolls 1
    Pigged out after 3 rolls
Player 1's turn:
    Rolls 4
    4 points pending
    Holds after 1 turns, adding 4 points for a total of 18
Player 2's turn:
    Rolls 3
    3 points pending
    Rolls 4
    7 points pending
    Rolls 2
    9 points pending
    Holds after 3 turns, adding 9 points for a total of 22
Player 1's turn:
    Rolls 2
    2 points pending
    Rolls 1
    Pigged out after 2 rolls
Player 2's turn:
    Rolls 1
    Pigged out after 1 roll
Player 1's turn:
    Rolls 4
    4 points pending
    Rolls 1
    Pigged out after 2 rolls
Player 2's turn:
    Rolls 5
    5 points pending
    Rolls 1
    Pigged out after 2 rolls
Player 1's turn:
    Rolls 5
    5 points pending
    Holds after 1 turns, adding 5 points for a total of 23
Player 2's turn:
    Rolls 5
    5 points pending
    Rolls 4
    9 points pending
    Rolls 4
    13 points pending
    Holds after 3 turns, adding 13 points for a total of 35
Player 1's turn:
    Rolls 1
    Pigged out after 1 roll
Player 2's turn:
    Rolls 3
    3 points pending
    Rolls 3
    6 points pending
    Rolls 2
    8 points pending
    Holds after 3 turns, adding 8 points for a total of 43
Player 1's turn:
    Rolls 1
    Pigged out after 1 roll
Player 2's turn:
    Rolls 6
    6 points pending
    Rolls 4
    10 points pending
    Rolls 1
    Pigged out after 3 rolls
Player 1's turn:
    Rolls 4
    4 points pending
    Rolls 1
    Pigged out after 2 rolls
Player 2's turn:
    Rolls 2
    2 points pending
    Rolls 4
    6 points pending
    Rolls 2
    8 points pending
    Holds after 3 turns, adding 8 points for a total of 51
Player 1's turn:
    Rolls 1
    Pigged out after 1 roll
Player 2's turn:
    Rolls 4
    4 points pending
    Rolls 2
    6 points pending
    Rolls 3
    9 points pending
    Holds after 3 turns, adding 9 points for a total of 60
Player 1's turn:
    Rolls 2
    2 points pending
    Rolls 6
    8 points pending
    Rolls 3
    11 points pending
    Rolls 6
    17 points pending
    Rolls 4
    21 points pending
    Holds after 5 turns, adding 21 points for a total of 44
Player 2's turn:
    Rolls 4
    4 points pending
    Rolls 2
    6 points pending
    Rolls 3
    9 points pending
    Holds after 3 turns, adding 9 points for a total of 69
Player 1's turn:
    Rolls 6
    6 points pending
    Rolls 5
    11 points pending
    Rolls 6
    17 points pending
    Rolls 5
    22 points pending
    Rolls 4
    26 points pending
    Holds after 5 turns, adding 26 points for a total of 70
Player 2's turn:
    Rolls 5
    5 points pending
    Rolls 4
    9 points pending
    Rolls 2
    11 points pending
    Holds after 3 turns, adding 11 points for a total of 80
Player 1's turn:
    Rolls 6
    6 points pending
    Rolls 6
    12 points pending
    Holds after 2 turns, adding 12 points for a total of 82
Player 2's turn:
    Rolls 2
    2 points pending
    Rolls 3
    5 points pending
    Rolls 3
    8 points pending
    Holds after 3 turns, adding 8 points for a total of 88
Player 1's turn:
    Rolls 5
    5 points pending
    Rolls 2
    7 points pending
    Holds after 2 turns, adding 7 points for a total of 89
Player 2's turn:
    Rolls 3
    3 points pending
    Rolls 2
    5 points pending
    Rolls 5
    10 points pending
    Holds after 3 turns, adding 10 points for a total of 98
Player 1's turn:
    Rolls 6
    6 points pending
    Rolls 3
    9 points pending
    Rolls 6
    15 points pending
    Holds after 3 turns, adding 15 points for a total of 104
Player 2's turn:
Game over after 32 turns
 player 1 104
 player 2 98

J

This is a partial implementation of the current task.

This is a routine to estimate the value of rolling, given the current total of rolls which the player is building (left argument) and the current total of rolls which are a permanent part of the player's score (right argument).

If the expected value is positive, it's probably in the best interest of the player to take the roll. That said, a more sophisticated strategy might play cautiously when a player is sufficiently ahead of the other player(s).

<lang j>pigval=:4 :0

 (+/%#)(-x),}.(1+i.6)<.100-y+x

)</lang>

Examples:

<lang j> 10 pigval 90 _1.66667</lang>

If we have 10 points from our current rolls and have 90 permanent points, rolling again is a bad idea.

<lang j> 0 5 10 15 20 pigval"0/60 65 70 75 80 85 90 95 100

3.33333  3.33333  3.33333   3.33333  3.33333 3.33333  3.33333   3.16667   0
    2.5      2.5      2.5       2.5      2.5     2.5  2.33333 _0.833333  _5
1.66667  1.66667  1.66667   1.66667  1.66667     1.5 _1.66667  _5.83333 _10

0.833333 0.833333 0.833333 0.833333 0.666667 _2.5 _6.66667 _10.8333 _15

      0        0        0 _0.166667 _3.33333    _7.5 _11.6667  _15.8333 _20</lang>

If we have 70 permanent points (or less) we should probably re-roll when our uncommitted rolls total to less than 20.

<lang j> (1+i.19) ([,:1+i:~) +/ 0 < pigval"0/~ 1+i.100

1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19

98 97 96 95 93 92 91 90 89 87 86 85 84 82 81 80 78 77 75</lang>

This is a table of decision points. First row represents sum of our current uncommitted rolls. Second row represents the maximum permanent score where you should roll again with that number of uncommitted points, if we are using this estimation mechanism to choose our actions. Note that the first four columns here should have some obvious validity -- for example, if we have 96 permanent points and we have rolled 4 uncommitted points, we have won the game and we gain nothing from rerolling... Note also that this decision mechanism says we should never reroll if we have at least 20 uncommitted points.

Python

There are now three player strategies:

  1. A random player RandPlay that rolls randomly.
  2. The RollTo20 player that rolls if that rounds score is less than 20.
  3. The Desparat player that plays like RollTo20 until any player gets within 20 of winning whereupon it desperately keeps rolling.

Details of the RollTo20 and Desparat strategy came from a paper referenced from here.

Player instances are passed full (single) game statistics and so can be more complex in their behaviour.

Notice how Pythons Counter class from the standard library is used to collate the winning statistics near the end of the program without much additional code.

<lang python>#!/usr/bin/python3

See: http://en.wikipedia.org/wiki/Pig_(dice)

This program scores, throws the dice, and plays for an N player game of Pig.

from random import randint from collections import namedtuple import random from pprint import pprint as pp from collections import Counter


playercount = 2 maxscore = 100 maxgames = 100000


Game = namedtuple('Game', 'players, maxscore, rounds') Round = namedtuple('Round', 'who, start, scores, safe')


class Player():

   def __init__(self, player_index):
       self.player_index = player_index
   def __repr__(self):
       return '%s(%i)' % (self.__class__.__name__, self.player_index)
   def __call__(self, safescore, scores, game):
       'Returns boolean True to roll again'
       pass

class RandPlay(Player):

   def __call__(self, safe, scores, game):
       'Returns random boolean choice of whether to roll again'
       return bool(random.randint(0, 1))

class RollTo20(Player):

   def __call__(self, safe, scores, game):
       'Roll again if this rounds score < 20'
       return (((sum(scores) + safe[self.player_index]) < maxscore)    # Haven't won yet
               and(sum(scores) < 20))                                  # Not at 20 this round

class Desparat(Player):

   def __call__(self, safe, scores, game):
       'Roll again if this rounds score < 20 or someone is within 20 of winning'
       return (((sum(scores) + safe[self.player_index]) < maxscore)    # Haven't won yet
               and( (sum(scores) < 20)                                 # Not at 20 this round
                    or max(safe) >= (maxscore - 20)))                  # Someone's close


def game__str__(self):

   'Pretty printer for Game class'
   return ("Game(players=%r, maxscore=%i,\n  rounds=[\n    %s\n  ])"
           % (self.players, self.maxscore,
              ',\n    '.join(repr(round) for round in self.rounds)))

Game.__str__ = game__str__


def winningorder(players, safescores):

   'Return (players in winning order, their scores)'
   return tuple(zip(*sorted(zip(players, safescores),
                           key=lambda x: x[1], reverse=True)))

def playpig(game):

   
   Plays the game of pig returning the players in winning order
   and their scores whilst updating argument game with the details of play.
   
   players, maxscore, rounds = game
   playercount = len(players)
   safescore = [0] * playercount   # Safe scores for each player
   player = 0                      # Who plays this round
   scores=[]                       # Individual scores this round
   while max(safescore) < maxscore:
       startscore = safescore[player]
       rolling = players[player](safescore, scores, game)
       if rolling:
           rolled = randint(1, 6)
           scores.append(rolled)
           if rolled == 1:
               # Bust! 
               round = Round(who=players[player],
                             start=startscore,
                             scores=scores,
                             safe=safescore[player])
               rounds.append(round)
               scores, player = [], (player + 1) % playercount
       else:
           # Stick
           safescore[player] += sum(scores)
           round = Round(who=players[player],
                         start=startscore,
                         scores=scores,
                         safe=safescore[player])
           rounds.append(round)
           if safescore[player] >= maxscore:
               break
           scores, player = [], (player + 1) % playercount
   # return players in winning order and all scores
   return winningorder(players, safescore)

if __name__ == '__main__':

   game = Game(players=tuple(RandPlay(i) for i in range(playercount)),
               maxscore=20,
               rounds=[])
   print('ONE GAME')
   print('Winning order: %r; Respective scores: %r\n' % playpig(game))
   print(game)
   game = Game(players=tuple(RandPlay(i) for i in range(playercount)),
               maxscore=maxscore,
               rounds=[])
   algos = (RollTo20, RandPlay, Desparat)
   print('\n\nMULTIPLE STATISTICS using %r\n  for %i GAMES'
         % (', '.join(p.__name__ for p in algos), maxgames,))
   winners = Counter(repr(playpig(game._replace(players=tuple(random.choice(algos)(i)
                                                              for i in range(playercount)),
                                                rounds=[]))[0])
                     for i in range(maxgames))
   print('  Players(position) winning on left; occurrences on right:\n    %s'
         % ',\n    '.join(str(w) for w in winners.most_common()))</lang>
Output:

First is shown the game data for a single game with reduced maxscore then statistics on multiple games.

Desparat beats RollTo20 beats RandPlay on average. It doesn't matter if they play first or not when playing against another strategies. When both players use the same strategies there may be an advantage in going first.

ONE GAME
Winner: RandPlay(0); Scores: [24, 12]

Game(players=(RandPlay(0), RandPlay(1)), maxscore=20,
  rounds=[
    Round(who=RandPlay(0), start=0, scores=[], safe=0),
    Round(who=RandPlay(1), start=0, scores=[6, 2], safe=8),
    Round(who=RandPlay(0), start=0, scores=[], safe=0),
    Round(who=RandPlay(1), start=8, scores=[], safe=8),
    Round(who=RandPlay(0), start=0, scores=[], safe=0),
    Round(who=RandPlay(1), start=8, scores=[4], safe=12),
    Round(who=RandPlay(0), start=0, scores=[4, 5, 6, 4, 5], safe=24)
  ])


MULTIPLE STATISTICS using 'RollTo20, RandPlay, Desparat'
  for 100000 GAMES
  Players(position) winning on left; occurrences on right:
    ('(Desparat(1), RandPlay(0))', 11152),
    ('(RollTo20(1), RandPlay(0))', 11114),
    ('(Desparat(0), RandPlay(1))', 11072),
    ('(RollTo20(0), RandPlay(1))', 11007),
    ('(Desparat(0), RollTo20(1))', 6405),
    ('(RollTo20(0), RollTo20(1))', 6013),
    ('(Desparat(0), Desparat(1))', 5820),
    ('(Desparat(1), RollTo20(0))', 5772),
    ('(RandPlay(0), RandPlay(1))', 5667),
    ('(RandPlay(1), RandPlay(0))', 5481),
    ('(RollTo20(0), Desparat(1))', 5385),
    ('(Desparat(1), Desparat(0))', 5235),
    ('(RollTo20(1), RollTo20(0))', 5090),
    ('(RollTo20(1), Desparat(0))', 4625),
    ('(RandPlay(0), Desparat(1))', 59),
    ('(RandPlay(1), RollTo20(0))', 37),
    ('(RandPlay(1), Desparat(0))', 35),
    ('(RandPlay(0), RollTo20(1))', 31)

Note: ('(RollTo20(1), RandPlay(0))', 25063) means that the algorithm RollTo20 playing as the second player, (1) wins against algorithm RandPlay of the first player, (0) and wins 25063 times. (Zero based indexing so the first player is player(0)).