package game func chooseCommand(s State, teamID int) command { t := s.Teams[teamID] h := ActiveRacer(t) if collide(h.Position.Pos+1, h.Position.Lane, s) != nil { if h.Position.Lane <= t.Lane && h.Position.Lane < NumLanes-1 { return left } return right } var nextRacer *Racer for i, b := range t.Racers { if b.ID == h.ID+1 { nextRacer = &t.Racers[i] break } } if nextRacer != nil { if h.Position.Lane != nextRacer.Position.Lane { if abs(nextRacer.Position.Pos-h.Position.Pos) < h.v { return slowDown } } } return speedUp } func smartChooseCommand(s State, teamID int) command { return smartChooseHelper(s, teamID, 2) } func smartChooseHelper(s State, teamID int, depth int) command { bestCmd, bestN := speedUp, 0 for _, cmd := range validCommands { n := score(cmd, s, teamID, depth) if n > bestN { bestCmd, bestN = cmd, n } } return bestCmd } func score(cmd command, s State, teamID int, depth int) int { if !legalMove(s, teamID, cmd) { return -1 } s = doCommand(cmd, s, teamID) if depth == 0 { t := s.Teams[teamID] b := ActiveRacer(t) if b == nil { return 0 } return b.Position.Pos } depth-- cmd2 := smartChooseHelper(s, teamID, depth) return score(cmd2, s, teamID, depth) }