Source code for axelrod.strategies.grumpy

from axelrod.action import Action
from axelrod.player import Player

C, D = Action.C, Action.D


[docs]class Grumpy(Player): """ A player that defects after a certain level of grumpiness. Grumpiness increases when the opponent defects and decreases when the opponent co-operates. Names: - Grumpy: Original name by Jason Young """ name = "Grumpy" classifier = { "memory_depth": float("inf"), # Long memory "stochastic": False, "long_run_time": False, "inspects_source": False, "manipulates_source": False, "manipulates_state": False, } def __init__( self, starting_state: str = "Nice", grumpy_threshold: int = 10, nice_threshold: int = -10, ) -> None: """ Parameters ---------- starting_state: str 'Nice' or 'Grumpy' grumpy_threshold: int The threshold of opponent defections - cooperations to become grumpy nice_threshold: int The threshold of opponent defections - cooperations to become nice """ super().__init__() self.state = starting_state self.grumpy_threshold = grumpy_threshold self.nice_threshold = nice_threshold
[docs] def strategy(self, opponent: Player) -> Action: """A player that gets grumpier the more the opposition defects, and nicer the more they cooperate. Starts off Nice, but becomes grumpy once the grumpiness threshold is hit. Won't become nice once that grumpy threshold is hit, but must reach a much lower threshold before it becomes nice again. """ grumpiness = opponent.defections - opponent.cooperations if self.state == "Nice": if grumpiness > self.grumpy_threshold: self.state = "Grumpy" return D return C if self.state == "Grumpy": if grumpiness < self.nice_threshold: self.state = "Nice" return C return D