mirror of
https://github.com/correl/mage.git
synced 2024-11-25 03:00:11 +00:00
Migrated minimax hybrid AI to Mad AI. Reproduced AI not attacking, added 2 new test scenarios that reproduce it.
This commit is contained in:
parent
080e2c6238
commit
6e913cf24b
14 changed files with 657 additions and 23 deletions
|
@ -160,7 +160,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
}
|
||||
}
|
||||
|
||||
private void printOutState(Game game, UUID playerId) {
|
||||
protected void printOutState(Game game, UUID playerId) {
|
||||
Player player = game.getPlayer(playerId);
|
||||
System.out.println("Turn::"+game.getTurnNum());
|
||||
System.out.println("[" + game.getPlayer(playerId).getName() + "] " + game.getTurn().getStepType().name() +", life=" + player.getLife());
|
||||
|
@ -239,6 +239,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
logger.info("simlating -- game value:" + game.getState().getValue() + " test value:" + test.gameValue);
|
||||
if (root.playerId.equals(playerId) && root.abilities != null && game.getState().getValue() == test.gameValue) {
|
||||
|
||||
/*
|
||||
// Try to fix horizon effect
|
||||
if (root.combat == null || root.combat.getAttackers().size() == 0) {
|
||||
FilterCreatureForAttack attackFilter = new FilterCreatureForAttack();
|
||||
|
@ -250,6 +251,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
return false;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
logger.info("simulating -- continuing previous action chain");
|
||||
actions = new LinkedList<Ability>(root.abilities);
|
||||
|
@ -286,6 +288,11 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
bestChild.setCombat(_combat);
|
||||
}
|
||||
}
|
||||
// no need to check other actions
|
||||
if (val == GameStateEvaluator2.LOSE_GAME_SCORE) {
|
||||
logger.debug("lose - break");
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (val > alpha) {
|
||||
|
@ -296,6 +303,11 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
bestChild.setCombat(_combat);
|
||||
}
|
||||
}
|
||||
// no need to check other actions
|
||||
if (val == GameStateEvaluator2.WIN_GAME_SCORE) {
|
||||
logger.debug("win - break");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
node.children.clear();
|
||||
|
@ -467,6 +479,12 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
bestNode.setScore(val);
|
||||
node.setCombat(newNode.getCombat());
|
||||
}
|
||||
|
||||
// no need to check other actions
|
||||
if (val == GameStateEvaluator2.LOSE_GAME_SCORE) {
|
||||
logger.debug("lose - break");
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (val > alpha) {
|
||||
|
@ -478,7 +496,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
targets = node.getTargets();
|
||||
if (node.getChoices().size() > 0)
|
||||
choices = node.getChoices();
|
||||
if (depth == 20) {
|
||||
if (depth == Config2.maxDepth) {
|
||||
logger.info("saved");
|
||||
node.children.clear();
|
||||
node.children.add(bestNode);
|
||||
|
@ -488,7 +506,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
|
||||
// no need to check other actions
|
||||
if (val == GameStateEvaluator2.WIN_GAME_SCORE) {
|
||||
logger.info("win - break");
|
||||
logger.debug("win - break");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -710,10 +728,12 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
|
|||
logger.debug("selectAttackers");
|
||||
if (combat != null) {
|
||||
UUID opponentId = game.getCombat().getDefenders().iterator().next();
|
||||
String attackers = "";
|
||||
for (UUID attackerId: combat.getAttackers()) {
|
||||
logger.debug("declare attacker: " + game.getCard(attackerId).getName());
|
||||
attackers = "[" + game.getCard(attackerId).getName() + "]";
|
||||
this.declareAttacker(attackerId, opponentId, game);
|
||||
}
|
||||
logger.info("declare attackers: " + (attackers.isEmpty() ? "none" : attackers));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,545 @@
|
|||
/*
|
||||
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification, are
|
||||
* permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
* conditions and the following disclaimer.
|
||||
*
|
||||
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
* of conditions and the following disclaimer in the documentation and/or other materials
|
||||
* provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
|
||||
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
* The views and conclusions contained in the software and documentation are those of the
|
||||
* authors and should not be interpreted as representing official policies, either expressed
|
||||
* or implied, of BetaSteward_at_googlemail.com.
|
||||
*/
|
||||
|
||||
package mage.player.ai;
|
||||
|
||||
import mage.Constants.AbilityType;
|
||||
import mage.Constants.PhaseStep;
|
||||
import mage.Constants.RangeOfInfluence;
|
||||
import mage.Constants.Zone;
|
||||
import mage.abilities.Ability;
|
||||
import mage.filter.FilterAbility;
|
||||
import mage.game.Game;
|
||||
import mage.game.combat.Combat;
|
||||
import mage.game.combat.CombatGroup;
|
||||
import mage.game.events.GameEvent;
|
||||
import mage.game.turn.*;
|
||||
import mage.players.Player;
|
||||
import org.apache.log4j.Logger;
|
||||
|
||||
import java.util.LinkedList;
|
||||
import java.util.UUID;
|
||||
|
||||
/**
|
||||
*
|
||||
* @author ayratn
|
||||
*/
|
||||
public class ComputerPlayer7 extends ComputerPlayer6 implements Player {
|
||||
|
||||
private static final transient Logger logger = Logger.getLogger(ComputerPlayer7.class);
|
||||
|
||||
private static FilterAbility filterLand = new FilterAbility();
|
||||
private static FilterAbility filterNotLand = new FilterAbility();
|
||||
|
||||
static {
|
||||
filterLand.getTypes().add(AbilityType.PLAY_LAND);
|
||||
filterLand.setZone(Zone.HAND);
|
||||
|
||||
filterNotLand.getTypes().add(AbilityType.PLAY_LAND);
|
||||
filterNotLand.setZone(Zone.HAND);
|
||||
filterNotLand.setNotFilter(true);
|
||||
|
||||
}
|
||||
|
||||
public ComputerPlayer7(String name, RangeOfInfluence range) {
|
||||
super(name, range);
|
||||
maxDepth = Config2.maxDepth;
|
||||
maxNodes = Config2.maxNodes;
|
||||
}
|
||||
|
||||
public ComputerPlayer7(final ComputerPlayer7 player) {
|
||||
super(player);
|
||||
}
|
||||
|
||||
@Override
|
||||
public ComputerPlayer7 copy() {
|
||||
return new ComputerPlayer7(this);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void priority(Game game) {
|
||||
logState(game);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("Game State: Turn-" + game.getTurnNum() + " Step-" + game.getTurn().getStepType() + " ActivePlayer-" + game.getPlayer(game.getActivePlayerId()).getName() + " PriorityPlayer-" + name);
|
||||
game.firePriorityEvent(playerId);
|
||||
switch (game.getTurn().getStepType()) {
|
||||
case UPKEEP:
|
||||
case DRAW:
|
||||
pass();
|
||||
break;
|
||||
case PRECOMBAT_MAIN:
|
||||
if (game.getActivePlayerId().equals(playerId)) {
|
||||
System.out.println("Computer7:");
|
||||
printOutState(game, playerId);
|
||||
printOutState(game, game.getOpponents(playerId).iterator().next());
|
||||
if (actions.size() == 0) {
|
||||
calculatePreCombatActions(game);
|
||||
}
|
||||
act(game);
|
||||
}
|
||||
else
|
||||
pass();
|
||||
break;
|
||||
case BEGIN_COMBAT:
|
||||
pass();
|
||||
break;
|
||||
case DECLARE_ATTACKERS:
|
||||
if (!game.getActivePlayerId().equals(playerId)) {
|
||||
printOutState(game, playerId);
|
||||
printOutState(game, game.getOpponents(playerId).iterator().next());
|
||||
if (actions.size() == 0) {
|
||||
calculatePreCombatActions(game);
|
||||
}
|
||||
act(game);
|
||||
}
|
||||
else
|
||||
pass();
|
||||
break;
|
||||
case DECLARE_BLOCKERS:
|
||||
case COMBAT_DAMAGE:
|
||||
case END_COMBAT:
|
||||
pass();
|
||||
break;
|
||||
case POSTCOMBAT_MAIN:
|
||||
if (game.getActivePlayerId().equals(playerId)) {
|
||||
printOutState(game, playerId);
|
||||
printOutState(game, game.getOpponents(playerId).iterator().next());
|
||||
if (actions.size() == 0) {
|
||||
calculatePostCombatActions(game);
|
||||
}
|
||||
act(game);
|
||||
}
|
||||
else
|
||||
pass();
|
||||
break;
|
||||
case END_TURN:
|
||||
case CLEANUP:
|
||||
pass();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected void calculatePreCombatActions(Game game) {
|
||||
if (!getNextAction(game)) {
|
||||
currentScore = GameStateEvaluator2.evaluate(playerId, game);
|
||||
Game sim = createSimulation(game);
|
||||
SimulationNode2.resetCount();
|
||||
root = new SimulationNode2(null, sim, maxDepth, playerId);
|
||||
logger.debug("simulating pre combat actions -----------------------------------------------------------------------------------------");
|
||||
|
||||
addActionsTimed(new FilterAbility());
|
||||
if (root.children.size() > 0) {
|
||||
root = root.children.get(0);
|
||||
int bestScore = root.getScore();
|
||||
if (bestScore > currentScore) {
|
||||
actions = new LinkedList<Ability>(root.abilities);
|
||||
combat = root.combat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void calculatePostCombatActions(Game game) {
|
||||
if (!getNextAction(game)) {
|
||||
currentScore = GameStateEvaluator2.evaluate(playerId, game);
|
||||
Game sim = createSimulation(game);
|
||||
SimulationNode2.resetCount();
|
||||
root = new SimulationNode2(null, sim, maxDepth, playerId);
|
||||
logger.debug("simulating post combat actions ----------------------------------------------------------------------------------------");
|
||||
|
||||
addActionsTimed(new FilterAbility());
|
||||
if (root.children.size() > 0) {
|
||||
root = root.children.get(0);
|
||||
int bestScore = root.getScore();
|
||||
if (bestScore > currentScore) {
|
||||
actions = new LinkedList<Ability>(root.abilities);
|
||||
combat = root.combat;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int addActions(SimulationNode2 node, FilterAbility filter, int depth, int alpha, int beta) {
|
||||
boolean stepFinished = false;
|
||||
int val;
|
||||
Game game = node.getGame();
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.isGameOver()) {
|
||||
logger.debug("simulating -- reached end state");
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
else if (node.getChildren().size() > 0) {
|
||||
logger.debug("simulating -- somthing added children:" + node.getChildren().size());
|
||||
val = minimaxAB(node, filter, depth-1, alpha, beta);
|
||||
}
|
||||
else {
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName());
|
||||
if (allPassed(game)) {
|
||||
if (!game.getStack().isEmpty()) {
|
||||
resolve(node, depth, game);
|
||||
}
|
||||
else {
|
||||
stepFinished = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (game.isGameOver()) {
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
else if (stepFinished) {
|
||||
logger.debug("step finished");
|
||||
int testScore = GameStateEvaluator2.evaluate(playerId, game);
|
||||
if (game.getActivePlayerId().equals(playerId)) {
|
||||
if (testScore < currentScore) {
|
||||
// if score at end of step is worse than original score don't check further
|
||||
logger.debug("simulating -- abandoning check, no immediate benefit");
|
||||
val = testScore;
|
||||
}
|
||||
else {
|
||||
switch (game.getTurn().getStepType()) {
|
||||
case PRECOMBAT_MAIN:
|
||||
val = simulateCombat(game, node, depth-1, alpha, beta, false);
|
||||
break;
|
||||
case POSTCOMBAT_MAIN:
|
||||
val = simulateCounterAttack(game, node, depth-1, alpha, beta);
|
||||
break;
|
||||
default:
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS)
|
||||
val = simulateBlockers(game, node, playerId, depth-1, alpha, beta, true);
|
||||
else
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
}
|
||||
else if (node.getChildren().size() > 0) {
|
||||
logger.debug("simulating -- trigger added children:" + node.getChildren().size());
|
||||
val = minimaxAB(node, filter, depth, alpha, beta);
|
||||
}
|
||||
else {
|
||||
val = simulatePriority(node, game, filter, depth, alpha, beta);
|
||||
}
|
||||
}
|
||||
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
|
||||
}
|
||||
|
||||
protected int simulateCombat(Game game, SimulationNode2 node, int depth, int alpha, int beta, boolean counter) {
|
||||
Integer val = null;
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
if (game.getTurn().getStepType() != PhaseStep.DECLARE_BLOCKERS) {
|
||||
game.getTurn().setPhase(new CombatPhase());
|
||||
if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
|
||||
simulateStep(game, new BeginCombatStep());
|
||||
game.getPhase().setStep(new DeclareAttackersStep());
|
||||
if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, game.getActivePlayerId()));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, game.getActivePlayerId(), game.getActivePlayerId()))) {
|
||||
val = simulateAttackers(game, node, game.getActivePlayerId(), depth, alpha, beta, counter);
|
||||
}
|
||||
}
|
||||
else if (!counter) {
|
||||
simulateToEnd(game);
|
||||
val = simulatePostCombatMain(game, node, depth, alpha, beta);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, game.getActivePlayerId()));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, game.getActivePlayerId(), game.getActivePlayerId()))) {
|
||||
//only suitable for two player games - only simulates blocks for 1st defender
|
||||
val = simulateBlockers(game, node, game.getCombat().getDefenders().iterator().next(), depth, alpha, beta, counter);
|
||||
}
|
||||
}
|
||||
else if (!counter) {
|
||||
finishCombat(game);
|
||||
val = simulateCounterAttack(game, node, depth, alpha, beta);
|
||||
}
|
||||
}
|
||||
if (val == null)
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- combat score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
}
|
||||
|
||||
|
||||
protected int simulateAttackers(Game game, SimulationNode2 node, UUID attackerId, int depth, int alpha, int beta, boolean counter) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
Integer val = null;
|
||||
SimulationNode2 bestNode = null;
|
||||
SimulatedPlayer2 attacker = (SimulatedPlayer2) game.getPlayer(attackerId);
|
||||
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug(attacker.getName() + "'s possible attackers: " + attacker.getAvailableAttackers(game));
|
||||
for (Combat engagement: attacker.addAttackers(game)) {
|
||||
if (alpha >= beta) {
|
||||
logger.debug("simulating -- pruning attackers");
|
||||
break;
|
||||
}
|
||||
Game sim = game.copy();
|
||||
UUID defenderId = game.getOpponents(attackerId).iterator().next();
|
||||
for (CombatGroup group: engagement.getGroups()) {
|
||||
for (UUID attackId: group.getAttackers()) {
|
||||
sim.getPlayer(attackerId).declareAttacker(attackId, defenderId, sim);
|
||||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, attackerId, attackerId));
|
||||
SimulationNode2 newNode = new SimulationNode2(node, sim, depth, attackerId);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("simulating attack for player:" + game.getPlayer(attackerId).getName());
|
||||
sim.checkStateAndTriggered();
|
||||
while (!sim.getStack().isEmpty()) {
|
||||
sim.getStack().resolve(sim);
|
||||
logger.debug("resolving triggered abilities");
|
||||
sim.applyEffects();
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
|
||||
Combat simCombat = sim.getCombat().copy();
|
||||
sim.getPhase().setStep(new DeclareBlockersStep());
|
||||
val = simulateCombat(sim, newNode, depth-1, alpha, beta, counter);
|
||||
if (!attackerId.equals(playerId)) {
|
||||
if (val < beta) {
|
||||
beta = val;
|
||||
bestNode = newNode;
|
||||
bestNode.setScore(val);
|
||||
node.setCombat(simCombat);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (val > alpha) {
|
||||
alpha = val;
|
||||
bestNode = newNode;
|
||||
bestNode.setScore(val);
|
||||
node.setCombat(simCombat);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (val == null)
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
if (bestNode != null) {
|
||||
node.children.clear();
|
||||
node.children.add(bestNode);
|
||||
node.setScore(bestNode.getScore());
|
||||
}
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- combat attacker score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
}
|
||||
|
||||
protected int simulateBlockers(Game game, SimulationNode2 node, UUID defenderId, int depth, int alpha, int beta, boolean counter) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
Integer val = null;
|
||||
SimulationNode2 bestNode = null;
|
||||
//check if defender is being attacked
|
||||
if (game.getCombat().isAttacked(defenderId, game)) {
|
||||
SimulatedPlayer2 defender = (SimulatedPlayer2) game.getPlayer(defenderId);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug(defender.getName() + "'s possible blockers: " + defender.getAvailableBlockers(game));
|
||||
for (Combat engagement: defender.addBlockers(game)) {
|
||||
if (alpha >= beta) {
|
||||
logger.debug("simulating -- pruning blockers");
|
||||
break;
|
||||
}
|
||||
Game sim = game.copy();
|
||||
for (CombatGroup group: engagement.getGroups()) {
|
||||
if (group.getAttackers().size() > 0) {
|
||||
UUID attackerId = group.getAttackers().get(0);
|
||||
for (UUID blockerId: group.getBlockers()) {
|
||||
sim.getPlayer(defenderId).declareBlocker(blockerId, attackerId, sim);
|
||||
}
|
||||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, defenderId, defenderId));
|
||||
SimulationNode2 newNode = new SimulationNode2(node, sim, depth, defenderId);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("simulating block for player:" + game.getPlayer(defenderId).getName());
|
||||
sim.checkStateAndTriggered();
|
||||
while (!sim.getStack().isEmpty()) {
|
||||
sim.getStack().resolve(sim);
|
||||
logger.debug("resolving triggered abilities");
|
||||
sim.applyEffects();
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
|
||||
Combat simCombat = sim.getCombat().copy();
|
||||
finishCombat(sim);
|
||||
if (sim.isGameOver()) {
|
||||
val = GameStateEvaluator2.evaluate(playerId, sim);
|
||||
}
|
||||
else if (!counter) {
|
||||
val = simulatePostCombatMain(sim, newNode, depth-1, alpha, beta);
|
||||
}
|
||||
else
|
||||
val = GameStateEvaluator2.evaluate(playerId, sim);
|
||||
if (!defenderId.equals(playerId)) {
|
||||
if (val < beta) {
|
||||
beta = val;
|
||||
bestNode = newNode;
|
||||
bestNode.setScore(val);
|
||||
node.setCombat(simCombat);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (val > alpha) {
|
||||
alpha = val;
|
||||
bestNode = newNode;
|
||||
node.setCombat(simCombat);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (val == null)
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
if (bestNode != null) {
|
||||
node.children.clear();
|
||||
node.children.add(bestNode);
|
||||
node.setScore(bestNode.getScore());
|
||||
}
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- combat blocker score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
return val;
|
||||
}
|
||||
|
||||
protected int simulateCounterAttack(Game game, SimulationNode2 node, int depth, int alpha, int beta) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
Integer val = null;
|
||||
if (!game.isGameOver()) {
|
||||
simulateToEnd(game);
|
||||
game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
|
||||
logger.debug("simulating -- counter attack for player " + game.getPlayer(game.getActivePlayerId()).getName());
|
||||
game.getTurn().setPhase(new BeginningPhase());
|
||||
if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
|
||||
simulateStep(game, new UntapStep());
|
||||
simulateStep(game, new UpkeepStep());
|
||||
simulateStep(game, new DrawStep());
|
||||
game.getPhase().endPhase(game, game.getActivePlayerId());
|
||||
}
|
||||
val = simulateCombat(game, node, depth-1, alpha, beta, true);
|
||||
if (logger.isDebugEnabled())
|
||||
logger.debug("returning -- counter attack score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
||||
}
|
||||
if (val == null)
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
return val;
|
||||
}
|
||||
|
||||
protected void simulateStep(Game game, Step step) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return;
|
||||
}
|
||||
if (!game.isGameOver()) {
|
||||
game.getPhase().setStep(step);
|
||||
if (!step.skipStep(game, game.getActivePlayerId())) {
|
||||
step.beginStep(game, game.getActivePlayerId());
|
||||
game.checkStateAndTriggered();
|
||||
while (!game.getStack().isEmpty()) {
|
||||
game.getStack().resolve(game);
|
||||
game.applyEffects();
|
||||
}
|
||||
step.endStep(game, game.getActivePlayerId());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void finishCombat(Game game) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return;
|
||||
}
|
||||
simulateStep(game, new CombatDamageStep(true));
|
||||
simulateStep(game, new CombatDamageStep(false));
|
||||
simulateStep(game, new EndOfCombatStep());
|
||||
}
|
||||
|
||||
protected int simulatePostCombatMain(Game game, SimulationNode2 node, int depth, int alpha, int beta) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
logger.debug("simulating -- post combat main");
|
||||
game.getTurn().setPhase(new PostCombatMainPhase());
|
||||
if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
|
||||
game.getPhase().setStep(new PostCombatMainStep());
|
||||
game.getStep().beginStep(game, playerId);
|
||||
game.getPlayers().resetPassed();
|
||||
return addActions(node, new FilterAbility(), depth, alpha, beta);
|
||||
}
|
||||
return simulateCounterAttack(game, node, depth, alpha, beta);
|
||||
}
|
||||
|
||||
protected void simulateToEnd(Game game) {
|
||||
if (Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return;
|
||||
}
|
||||
if (!game.isGameOver()) {
|
||||
game.getTurn().getPhase().endPhase(game, game.getActivePlayerId());
|
||||
game.getTurn().setPhase(new EndPhase());
|
||||
if (game.getTurn().getPhase().beginPhase(game, game.getActivePlayerId())) {
|
||||
simulateStep(game, new EndStep());
|
||||
simulateStep(game, new CleanupStep());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -4,7 +4,7 @@
|
|||
<server serverAddress="localhost" serverName="mage-server" port="17171" maxGameThreads="10" maxSecondsIdle="600"/>
|
||||
<playerTypes>
|
||||
<playerType name="Computer - minimax hybrid" jar="mage-player-aiminimax.jar" className="mage.player.ai.ComputerPlayer3"/>
|
||||
<playerType name="Computer - mad" jar="mage-player-ai-ma.jar" className="mage.player.ai.ComputerPlayer6"/>
|
||||
<playerType name="Computer - mad" jar="mage-player-ai-ma.jar" className="mage.player.ai.ComputerPlayer7"/>
|
||||
</playerTypes>
|
||||
<gameTypes>
|
||||
<gameType name="Two Player Duel" jar="mage-game-twoplayerduel.jar" className="mage.game.TwoPlayerMatch" typeName="mage.game.TwoPlayerDuelType"/>
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -1,7 +1,9 @@
|
|||
# Test playing Lightning Bolts (there was a bug with targeting players)
|
||||
|
||||
### ComputerA ###
|
||||
# Battlefield
|
||||
battlefield:ComputerA:Mountain:1
|
||||
#battlefield:ComputerA:Goblin Guide:1
|
||||
|
||||
# Hand
|
||||
hand:ComputerA:Mountain:2
|
||||
hand:ComputerA:Lightning Bolt:5
|
||||
|
|
|
@ -1,22 +1,36 @@
|
|||
# Reproduces game where AI didn't attack though could win
|
||||
|
||||
### ComputerA ###
|
||||
# Battlefield
|
||||
battlefield:ComputerA:Island:2
|
||||
battlefield:ComputerA:Mountain:2
|
||||
battlefield:ComputerA:Mountain:3
|
||||
battlefield:ComputerA:Lavaclaw Reaches:2
|
||||
battlefield:ComputerA:Dragonskull Summit:1
|
||||
|
||||
# Hand
|
||||
hand:ComputerA:Mountain:0
|
||||
hand:ComputerA:Hellspark Elemental:5
|
||||
hand:ComputerA:Searing Blaze:1
|
||||
hand:ComputerA:Lavaclaw Reaches:1
|
||||
|
||||
# Library
|
||||
# from down to top
|
||||
library:ComputerA:clear:0
|
||||
library:ComputerA:Hellspark Elemental:10
|
||||
library:ComputerA:Mountain:10
|
||||
|
||||
# Life
|
||||
player:ComputerA:life:3
|
||||
|
||||
### ComputerB ###
|
||||
# Battlefield
|
||||
battlefield:ComputerB:Plains:1
|
||||
battlefield:ComputerB:Mountain:4:{tapped}
|
||||
battlefield:ComputerB:Dragonskull Summit:1:{tapped}
|
||||
battlefield:ComputerB:Arid Mesa:1:{tapped}
|
||||
battlefield:ComputerB:Lavaclaw Reaches:1:{tapped}
|
||||
# Hand
|
||||
hand:ComputerB:Plains:2
|
||||
hand:ComputerB:Ball Lightning:2
|
||||
# Library
|
||||
# from down to top
|
||||
library:ComputerB:clear:0
|
||||
library:ComputerB:Plains:10
|
||||
library:ComputerB:Lightning Bolt:10
|
||||
library:ComputerB:Mountain:1
|
||||
|
||||
# Life
|
||||
player:ComputerB:life:1
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
# Test attacking with Hellspark Elemental
|
||||
|
||||
### ComputerA ###
|
||||
# Battlefield
|
||||
battlefield:ComputerA:Island:2
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
# Test playing Blightning
|
||||
|
||||
### ComputerA ###
|
||||
# Battlefield
|
||||
battlefield:ComputerA:Swamp:1
|
||||
|
|
36
Mage.Tests/scenario8.txt
Normal file
36
Mage.Tests/scenario8.txt
Normal file
|
@ -0,0 +1,36 @@
|
|||
# This scenario makes AI frozen
|
||||
|
||||
### ComputerA ###
|
||||
# Battlefield
|
||||
battlefield:ComputerA:Mountain:3
|
||||
battlefield:ComputerA:Lavaclaw Reaches:2
|
||||
battlefield:ComputerA:Dragonskull Summit:1
|
||||
|
||||
# Hand
|
||||
hand:ComputerA:Searing Blaze:1
|
||||
hand:ComputerA:Lavaclaw Reaches:1
|
||||
|
||||
# Library
|
||||
# from down to top
|
||||
library:ComputerA:clear:0
|
||||
library:ComputerA:Mountain:10
|
||||
|
||||
# Life
|
||||
player:ComputerA:life:3
|
||||
|
||||
### ComputerB ###
|
||||
# Battlefield
|
||||
battlefield:ComputerB:Mountain:4
|
||||
battlefield:ComputerB:Dragonskull Summit:1
|
||||
battlefield:ComputerB:Arid Mesa:1
|
||||
battlefield:ComputerB:Lavaclaw Reaches:1
|
||||
# Hand
|
||||
hand:ComputerB:Ball Lightning:2
|
||||
# Library
|
||||
# from down to top
|
||||
library:ComputerB:clear:0
|
||||
library:ComputerB:Lightning Bolt:10
|
||||
library:ComputerB:Mountain:1
|
||||
|
||||
# Life
|
||||
player:ComputerB:life:1
|
|
@ -7,6 +7,9 @@ import mage.cards.decks.Deck;
|
|||
import mage.game.Game;
|
||||
import mage.game.GameException;
|
||||
import mage.game.TwoPlayerDuel;
|
||||
import mage.game.permanent.Permanent;
|
||||
import mage.game.permanent.PermanentCard;
|
||||
import mage.game.permanent.PermanentImpl;
|
||||
import mage.players.Player;
|
||||
import mage.server.game.PlayerFactory;
|
||||
import mage.sets.Sets;
|
||||
|
@ -39,6 +42,7 @@ public class PlayGameTest extends MageTestBase {
|
|||
public void playOneGame() throws GameException, FileNotFoundException, IllegalArgumentException {
|
||||
Game game = new TwoPlayerDuel(Constants.MultiplayerAttackOption.LEFT, Constants.RangeOfInfluence.ALL);
|
||||
|
||||
//Player computerA = createPlayer("ComputerA", "Computer - minimax hybrid");
|
||||
Player computerA = createPlayer("ComputerA", "Computer - mad");
|
||||
Deck deck = Deck.load(Sets.loadDeck("RB Aggro.dck"));
|
||||
|
||||
|
@ -48,7 +52,8 @@ public class PlayGameTest extends MageTestBase {
|
|||
game.addPlayer(computerA, deck);
|
||||
game.loadCards(deck.getCards(), computerA.getId());
|
||||
|
||||
Player computerB = createPlayer("ComputerB", "Computer - minimax hybrid");
|
||||
//Player computerB = createPlayer("ComputerB", "Computer - minimax hybrid");
|
||||
Player computerB = createPlayer("ComputerB", "Computer - mad");
|
||||
Deck deck2 = Deck.load(Sets.loadDeck("RB Aggro.dck"));
|
||||
if (deck2.getCards().size() < 40) {
|
||||
throw new IllegalArgumentException("Couldn't load deck, deck size=" + deck2.getCards().size());
|
||||
|
@ -56,15 +61,17 @@ public class PlayGameTest extends MageTestBase {
|
|||
game.addPlayer(computerB, deck2);
|
||||
game.loadCards(deck2.getCards(), computerB.getId());
|
||||
|
||||
/*parseScenario("scenario7.txt");
|
||||
parseScenario("scenario2.txt");
|
||||
game.cheat(computerA.getId(), commandsA);
|
||||
game.cheat(computerA.getId(), libraryCardsA, handCardsA, battlefieldCardsA, graveyardCardsA);
|
||||
game.cheat(computerB.getId(), commandsB);
|
||||
game.cheat(computerB.getId(), libraryCardsB, handCardsB, battlefieldCardsB, graveyardCardsB);
|
||||
*/
|
||||
|
||||
//boolean testMode = false;
|
||||
boolean testMode = true;
|
||||
|
||||
long t1 = System.nanoTime();
|
||||
game.start(computerA.getId(), false);
|
||||
game.start(computerA.getId(), testMode);
|
||||
long t2 = System.nanoTime();
|
||||
|
||||
logger.info("Winner: " + game.getWinner());
|
||||
|
@ -90,7 +97,7 @@ public class PlayGameTest extends MageTestBase {
|
|||
try {
|
||||
while (scanner.hasNextLine()) {
|
||||
String line = scanner.nextLine().trim();
|
||||
if (line.startsWith("#")) continue;
|
||||
if (line == null || line.isEmpty() || line.startsWith("#")) continue;
|
||||
Matcher m = pattern.matcher(line);
|
||||
if (m.matches()) {
|
||||
|
||||
|
@ -128,6 +135,7 @@ public class PlayGameTest extends MageTestBase {
|
|||
|
||||
String cardName = m.group(3);
|
||||
Integer amount = Integer.parseInt(m.group(4));
|
||||
boolean tapped = m.group(5) != null && m.group(5).equals(":{tapped}");
|
||||
|
||||
if (cardName.equals("clear")) {
|
||||
if (nickname.equals("ComputerA")) {
|
||||
|
@ -139,7 +147,13 @@ public class PlayGameTest extends MageTestBase {
|
|||
for (int i = 0; i < amount; i++) {
|
||||
Card card = Sets.findCard(cardName, true);
|
||||
if (card != null) {
|
||||
if (gameZone.equals(Constants.Zone.BATTLEFIELD)) {
|
||||
PermanentCard p = new PermanentCard(card, null);
|
||||
p.setTapped(tapped);
|
||||
cards.add(p);
|
||||
} else {
|
||||
cards.add(card);
|
||||
}
|
||||
} else {
|
||||
logger.fatal("Couldn't find a card: " + cardName);
|
||||
logger.fatal("line: " + line);
|
||||
|
|
|
@ -29,7 +29,7 @@ public class MageTestBase {
|
|||
|
||||
private final static String pluginFolder = "plugins";
|
||||
|
||||
protected Pattern pattern = Pattern.compile("([a-zA-Z]*):([\\w]*):([a-zA-Z ,\\-.!'\\d]*):([\\d]*)");
|
||||
protected Pattern pattern = Pattern.compile("([a-zA-Z]*):([\\w]*):([a-zA-Z ,\\-.!'\\d]*):([\\d]*)(:\\{tapped\\})?");
|
||||
|
||||
@BeforeClass
|
||||
public static void init() {
|
||||
|
|
|
@ -9,7 +9,7 @@ log4j.appender.console.Threshold=INFO
|
|||
|
||||
#file log
|
||||
log4j.appender.file=org.apache.log4j.FileAppender
|
||||
log4j.appender.file.file=MagicWars.log
|
||||
log4j.appender.file.file=Mage.log
|
||||
log4j.appender.file.layout=org.apache.log4j.PatternLayout
|
||||
log4j.appender.file.layout.ConversionPattern=%-5p [%d{yyyy-MM-dd HH:mm [ss:SSS]}] %C{1}[%t]: %m%n
|
||||
log4j.appender.file.Threshold=INFO
|
||||
|
|
|
@ -1002,7 +1002,6 @@ public abstract class GameImpl<T extends GameImpl<T>> implements Game, Serializa
|
|||
setZone(card.getId(), Zone.GRAVEYARD);
|
||||
player.getGraveyard().add(card);
|
||||
}
|
||||
List<Card> permanents = new ArrayList<Card>();
|
||||
for (Card card : battlefield) {
|
||||
card.setOwnerId(ownerId);
|
||||
PermanentCard permanent = new PermanentCard(card, ownerId);
|
||||
|
|
Loading…
Reference in a new issue