Class PlayerInfo
- java.lang.Object
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- edu.wisc.game.sql.PlayerInfo
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@Entity public class PlayerInfo extends Object
A PlayerInfo object represent information about a player (what trial list he's in, what episodes he's done etc) stored in the SQL database. It is identiied by a playerId (a string). A humans playing the Rule Game may create just one PlayerInfo object (a single playerId), if he comes from the Mechanical Turk, or goes directly to the GUI Client URL; or he can create many such objects (each one with a particular experiment plan), if he starts many games from the Repeat User Launch page, or from the Android app. In the latter case, all such PlayerInfo objects are linked to a single User object.
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Nested Class Summary
Nested Classes Modifier and Type Class Description static class
PlayerInfo.Action
What type of action takes the player to a particular destination?static class
PlayerInfo.COMPLETION
Completion modesclass
PlayerInfo.Series
A Series is a list of all episodes played under a specific param set.static class
PlayerInfo.Transition
Where can we go from here?class
PlayerInfo.TransitionMap
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Field Summary
Fields Modifier and Type Field Description double
pseudoHalftime
This is used in pseudo-AI bots, to indicate how fast it pretends to learn
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Constructor Summary
Constructors Constructor Description PlayerInfo()
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description void
abandon()
This may be invoked by a maintenance thread in 2PG, when it detects that this player has been inactive for a while.void
activateBonus(javax.persistence.EntityManager em)
Switches this player from the main subseries to the bonus subseries, and saves the information about this fact in the SQL server.void
addEpisode(EpisodeInfo c)
boolean
alreadyFinished()
Returns true if the current series number is set beyond the possible range, which indicates that it has gone through the last possible increment (and, therefore, the completion code has been set as well).boolean
canActivateBonus()
int
countBonusEpisodes(int k)
How many bonus episodes (complete or not) are currently in series No.EpisodeInfo
episodeToDo()
Returns the currently unfinished last episode to be resumed, or a new episode (in the current series or the next series, as the case may be), or null if this player has finished with all series.boolean
gameAbandoned()
Vector<EpisodeInfo>
getAllEpisodes()
boolean
getAmBot()
String
getCompletionCode()
The completion code, a string that the player can report as a proof of his completion of the experiment plan.int
getCompletionMode()
int
getCurrentSeriesNo()
Date
getDate()
String
getExperimentPlan()
The experiment plan historically was just a directory name, e.g.ParaSet
getFirstPara()
Gives a link to the first ParaSet.long
getId()
Date
getLastActivityTime()
boolean
getNeedChat()
Do we need a between-player chat element in the GUI? (In 2PG only, based on para.chat of the first para set of this player.int
getPairState()
For a player in a two-player game, this is his current status with respect to pairing.ParaSet
getPara(EpisodeInfo epi)
Gives a link to the ParaSet associated with a given episodeString
getPartnerPlayerId()
The playerId value of the partner, if this is a two-player game, and this player has already been paired with a partner.PlayerInfo
getPlayerForRole(int mover)
The PlayerInfo of the player with the specified role.String
getPlayerId()
A human-readable string ID for this player.int
getRoleForPlayerIdPermissive(String pid)
This method recognizes that an older 1PG client may not pass a playerId; thus, it interprets null as Player 0 (the default player)PlayerInfo.Series
getSeries(int k)
int
getSuperseriesSize(int k)
How many episodes are in the current super-series?int
getTotalRewardEarned()
The total reward shown to this player.String
getTrialListId()
For traditional (static) and "P:"-type dynamic experiment plans, this is the name of the actual trial list file in the appropriate experiment plan directory (without the ".csv" extension).User
getUser()
void
giveUp(int seriesNo)
"Gives up" the current series, i.e.double
goodnessScore()
Compute the "goodness score" of this player, intended to measure how good this player has been, to be used during the postgame experience to decide if the demographics page should contain an invitation to participate in additional research (only offered to good players).boolean
hasBotAssist()
void
initPairing()
Sets certain pairing-related fields in the object for a newly created player.void
initSeries(TrialList trialList)
This is usesd when a player is first registered and a PlayerInfo object is first created.boolean
is2PG()
boolean
isAdveGame()
boolean
isBotGame()
boolean
isCoopGame()
void
linkToPartner(PlayerInfo _partner, int myRole)
Sets links in both directions, and saves both objectsEpisodeInfo
mostRecentEpisode()
Retrieves the most recent episode, which may be completed or incomplete.void
postLoad()
Sets some (transient) properties of this object which depend on the name of the experiment plan.void
postLoadPart1()
Sets some (transient) properties of this object which depend on the name of the experiment plan.void
removeEpisode(EpisodeInfo c)
String
report()
Generates a concise report on this player's history, handy for debugging.void
restoreTransientFields()
This method should be called after restoring the object from the SQL database, in order to re-create some of the necessary non-persistent structures.void
saveMe()
Saves this object (and the associated Episode objects, via cascading) data in the SQL database.int
seriesAttemptCnt()
The total number of attempts in all episodes of this series.int
seriesSize(int k)
How many episodes are currently in series No.void
setAllEpisodes(Vector<EpisodeInfo> _allEpisodes)
void
setAmBot(boolean _amBot)
void
setCompletionCode(String _completionCode)
void
setCompletionMode(int _completionMode)
void
setDate(Date _date)
Sets the creation date (and the last activity date).void
setExperimentPlan(String _experimentPlan)
void
setLastActivityTime(Date _lastActivityTime)
void
setPairState(int _pairState)
void
setPartnerPlayerId(String _partnerPlayerId)
void
setPlayerId(String _playerId)
void
setTotalRewardEarned(int _totalRewardEarned)
void
setTrialListId(String _trialListId)
void
setUser(User _user)
String
toString()
PlayerInfo
xgetPartner()
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Method Detail
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getId
public long getId()
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getUser
public User getUser()
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setUser
public void setUser(User _user)
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getPlayerId
public String getPlayerId()
A human-readable string ID for this player. A mandatory non-null value, which we strive to keep unique (by the PlayerResponse code).
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setPlayerId
public void setPlayerId(String _playerId)
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getExperimentPlan
public String getExperimentPlan()
The experiment plan historically was just a directory name, e.g. "pilot06". Starting from ver. 3.004, dynamic experiment plans are also supported, in the form P:plan:modifer or R:ruleSet:modifier.
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setExperimentPlan
public void setExperimentPlan(String _experimentPlan)
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postLoadPart1
public void postLoadPart1()
Sets some (transient) properties of this object which depend on the name of the experiment plan. For new objects, this method is called (via postLoad()) from PlayerResponse, after an object has been created and some basic initialization (setExperimentPlan(), initSeries()) took place. For those restored from the database, it is called automatically due to the @PostLoad directive.This method looks for "coop." or "adve." prefix in the experiment plan directory name (for a static or dynamic plan) to decide if this is a 2PG of some kind.
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postLoad
public void postLoad()
Sets some (transient) properties of this object which depend on the name of the experiment plan. For new objects, this method is called from PlayerResponse, after an object has been created and some basic initialization (setExperimentPlan(), initSeries()) took place. For those restored from the database, it is called via restoreTransientFields().Note: this method can only be called after initSeries(), because otherwise getFirstPara() won't work.
FIXME: What if an object restored from the database, e.g. in a MW tools context, needs the needChat flag?
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isCoopGame
public boolean isCoopGame()
- Returns:
- true if the name of the experiment plan indicates that this is a cooperative two-player game
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isAdveGame
public boolean isAdveGame()
- Returns:
- true if the name of the experiment plan indicates that this is an adversarial two-player game
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is2PG
public boolean is2PG()
- Returns:
- true if the name of the experiment plan indicates that this is a two-player game (cooperative or adversary)
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isBotGame
public boolean isBotGame()
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hasBotAssist
public boolean hasBotAssist()
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getAmBot
public boolean getAmBot()
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setAmBot
public void setAmBot(boolean _amBot)
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getNeedChat
public boolean getNeedChat()
Do we need a between-player chat element in the GUI? (In 2PG only, based on para.chat of the first para set of this player.
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getTrialListId
public String getTrialListId()
For traditional (static) and "P:"-type dynamic experiment plans, this is the name of the actual trial list file in the appropriate experiment plan directory (without the ".csv" extension). For "R:"-type dynamic experiment plans (which do not involve any trial list files) this field, rather tautologically, contains the rule set name.
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setTrialListId
public void setTrialListId(String _trialListId)
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getDate
public Date getDate()
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setDate
public void setDate(Date _date)
Sets the creation date (and the last activity date). This is used on initialization
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getLastActivityTime
public Date getLastActivityTime()
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setLastActivityTime
public void setLastActivityTime(Date _lastActivityTime)
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getPartnerPlayerId
public String getPartnerPlayerId()
The playerId value of the partner, if this is a two-player game, and this player has already been paired with a partner. Null otherwise.
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setPartnerPlayerId
public void setPartnerPlayerId(String _partnerPlayerId)
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getPlayerForRole
public PlayerInfo getPlayerForRole(int mover)
The PlayerInfo of the player with the specified role. This should only be called on a paired player in 2PG.- Parameters:
mover
- Whose PlayerInfo do you want?
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getRoleForPlayerIdPermissive
public int getRoleForPlayerIdPermissive(String pid)
This method recognizes that an older 1PG client may not pass a playerId; thus, it interprets null as Player 0 (the default player)
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xgetPartner
public PlayerInfo xgetPartner()
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linkToPartner
public void linkToPartner(PlayerInfo _partner, int myRole)
Sets links in both directions, and saves both objects
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getPairState
public int getPairState()
For a player in a two-player game, this is his current status with respect to pairing. The value is from Pairing.Mode.
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setPairState
public void setPairState(int _pairState)
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initPairing
public void initPairing()
Sets certain pairing-related fields in the object for a newly created player. The settings are to the initial "not paired yet" state.
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addEpisode
public void addEpisode(EpisodeInfo c)
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removeEpisode
public void removeEpisode(EpisodeInfo c)
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getAllEpisodes
public Vector<EpisodeInfo> getAllEpisodes()
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setAllEpisodes
public void setAllEpisodes(Vector<EpisodeInfo> _allEpisodes)
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getSeries
public PlayerInfo.Series getSeries(int k)
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alreadyFinished
public boolean alreadyFinished()
Returns true if the current series number is set beyond the possible range, which indicates that it has gone through the last possible increment (and, therefore, the completion code has been set as well). Since ver 8.012, also returns true if the game has been abandoned.
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getSuperseriesSize
public int getSuperseriesSize(int k)
How many episodes are in the current super-series?- Parameters:
k
- (internal) series number. It is assumed that this is the last (internal) series in its super-series.
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seriesAttemptCnt
public int seriesAttemptCnt()
The total number of attempts in all episodes of this series. This is used in pseudo-learning.
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canActivateBonus
public boolean canActivateBonus()
- Returns:
- true if an "Activate Bonus" button can be displayed, i.e. the player is eligible to start bonus episodes, but has not done that yet
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activateBonus
public void activateBonus(javax.persistence.EntityManager em)
Switches this player from the main subseries to the bonus subseries, and saves the information about this fact in the SQL server.- Parameters:
em
- The active EM to use. (We have this because this method is called from a method that has an EM anyway, and this object is NOT detached.)
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giveUp
public void giveUp(int seriesNo) throws IOException
"Gives up" the current series, i.e. immediately switches the player to the next series (if there is one).- Throws:
IOException
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abandon
public void abandon() throws IOException
This may be invoked by a maintenance thread in 2PG, when it detects that this player has been inactive for a while. (The method should be usable in 1PG too, but it's not a major concern).If this is 2PG (i.e. players are listening to web sockets), we send a Ready.DIS message to both players, so that their clients will update their screens
Note that, inside this method, we "abandon" the episode before marking the player as "abandoner", because otherwise getCurrenSeries() won't retrieve the episode.
- Throws:
IOException
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seriesSize
public int seriesSize(int k)
How many episodes are currently in series No. k?
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countBonusEpisodes
public int countBonusEpisodes(int k)
How many bonus episodes (complete or not) are currently in series No. k?
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getCurrentSeriesNo
public int getCurrentSeriesNo()
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initSeries
public void initSeries(TrialList trialList) throws IOException, IllegalInputException, ReflectiveOperationException, RuleParseException
This is usesd when a player is first registered and a PlayerInfo object is first created.
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restoreTransientFields
public void restoreTransientFields() throws IOException, IllegalInputException, ReflectiveOperationException, RuleParseException
This method should be called after restoring the object from the SQL database, in order to re-create some of the necessary non-persistent structures. Typically, this may be needed if player resumes his activity after the Game Server has been restarted. In particular, we restore the "series" structure, reloading paramter sets from the disk files and and putting episodes in their series arrays.We also review the episodes, and "give up" all incomplete ones, because they don't have their transcripts and rules loaded, and cannot be continued. This may happen only rarely, when an episode had been persisted before beeing completed (thru cascading from the player being persisted), and then the server was restarted.
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mostRecentEpisode
public EpisodeInfo mostRecentEpisode()
Retrieves the most recent episode, which may be completed or incomplete.
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episodeToDo
public EpisodeInfo episodeToDo() throws IOException, RuleParseException
Returns the currently unfinished last episode to be resumed, or a new episode (in the current series or the next series, as the case may be), or null if this player has finished with all series. This is used by the /GameService2/newEpisode web API call.- Throws:
IOException
RuleParseException
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getPara
public ParaSet getPara(EpisodeInfo epi)
Gives a link to the ParaSet associated with a given episode
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getFirstPara
public ParaSet getFirstPara()
Gives a link to the first ParaSet. This is used for things that are determined by the first ParaSet, e.g. the pregame experience.- Returns:
- the ParaSet for the first series, or null if none exists.
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getCompletionCode
public String getCompletionCode()
The completion code, a string that the player can report as a proof of his completion of the experiment plan. It is set when the current series number is incremented beyond the last parameter set number.
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setCompletionCode
public void setCompletionCode(String _completionCode)
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getCompletionMode
public int getCompletionMode()
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setCompletionMode
public void setCompletionMode(int _completionMode)
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gameAbandoned
public boolean gameAbandoned()
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getTotalRewardEarned
public int getTotalRewardEarned()
The total reward shown to this player. In 2PG, each PlayerInfo has a value stored; the two partners' value are the same in a coop game, but different in an adversarial game
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setTotalRewardEarned
public void setTotalRewardEarned(int _totalRewardEarned)
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report
public String report()
Generates a concise report on this player's history, handy for debugging. It gives summaries of all episodes done (or in progress) by this player, broken down by series.
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saveMe
public void saveMe()
Saves this object (and the associated Episode objects, via cascading) data in the SQL database. The assumption is that this object is detached, so we call a method which will create a new EM and merge this object to the new persistence context.
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goodnessScore
public double goodnessScore()
Compute the "goodness score" of this player, intended to measure how good this player has been, to be used during the postgame experience to decide if the demographics page should contain an invitation to participate in additional research (only offered to good players). At present (ver 6.029), this score is only computed in a non-trivial way in games with the incentive plan Incentive.DOUBLING.In 2PG, the record is stored in Player 0' PlayerInfo object, so we refer to it. In oop games, goodness is "joint" for the pair of players, since that's how xfactor etc are computed and stored.
- Returns:
- For players in games with the incentive plan Incentive.DOUBLING (or LIKELIHOOD), the value of the score, in the range [0..1], is simply the fraction of all rule sets so far that the player has fully mastered (received X4), plus 1/2 of those that were partially mastered (received X2). For players in other incentive plans, 0 is returned.
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