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- Cleanup of AI classes.
This commit is contained in:
parent
8db20dbe8d
commit
9cd3c010fd
4 changed files with 162 additions and 1116 deletions
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@ -64,34 +64,13 @@ import mage.cards.Cards;
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import mage.choices.Choice;
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import mage.constants.AbilityType;
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import mage.constants.Outcome;
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import mage.constants.PhaseStep;
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import mage.constants.RangeOfInfluence;
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import mage.game.Game;
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import mage.game.combat.Combat;
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import mage.game.combat.CombatGroup;
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import mage.game.events.GameEvent;
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import mage.game.permanent.Permanent;
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import mage.game.stack.StackAbility;
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import mage.game.stack.StackObject;
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import mage.game.turn.BeginCombatStep;
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import mage.game.turn.BeginningPhase;
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import mage.game.turn.CleanupStep;
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import mage.game.turn.CombatDamageStep;
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import mage.game.turn.CombatPhase;
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import mage.game.turn.DeclareAttackersStep;
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import mage.game.turn.DeclareBlockersStep;
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import mage.game.turn.DrawStep;
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import mage.game.turn.EndOfCombatStep;
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import mage.game.turn.EndPhase;
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import mage.game.turn.EndStep;
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import mage.game.turn.FirstCombatDamageStep;
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import mage.game.turn.Phase;
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import mage.game.turn.PostCombatMainPhase;
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import mage.game.turn.PostCombatMainStep;
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import mage.game.turn.PreCombatMainPhase;
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import mage.game.turn.PreCombatMainStep;
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import mage.game.turn.UntapStep;
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import mage.game.turn.UpkeepStep;
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import mage.player.ai.ma.optimizers.TreeOptimizer;
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import mage.player.ai.ma.optimizers.impl.DiscardCardOptimizer;
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import mage.player.ai.ma.optimizers.impl.EquipOptimizer;
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@ -168,63 +147,6 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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return new ComputerPlayer6(this);
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}
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@Override
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public boolean priority(Game game) {
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logState(game);
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game.getState().setPriorityPlayerId(playerId);
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game.firePriorityEvent(playerId);
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switch (game.getTurn().getStepType()) {
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case UPKEEP:
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case DRAW:
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pass(game);
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return false;
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case PRECOMBAT_MAIN:
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case POSTCOMBAT_MAIN:
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if (game.getActivePlayerId().equals(playerId)) {
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if (logger.isInfoEnabled()) {
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printOutState(game);
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}
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if (actions.isEmpty()) {
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calculateActions(game);
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}
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act(game);
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return true;
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} else {
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pass(game);
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}
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return false;
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case BEGIN_COMBAT:
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case FIRST_COMBAT_DAMAGE:
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case COMBAT_DAMAGE:
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case END_COMBAT:
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pass(game);
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return false;
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case DECLARE_ATTACKERS:
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if (game.getActivePlayerId().equals(playerId)) {
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//declareAttackers(game, playerId);
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pass(game);
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} else {
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pass(game);
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}
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return false;
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case DECLARE_BLOCKERS:
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if (!game.getActivePlayerId().equals(playerId)) {
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declareBlockers(game, playerId);
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pass(game);
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} else {
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pass(game);
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}
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return false;
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case END_TURN:
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pass(game);
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return false;
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case CLEANUP:
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pass(game);
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return false;
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}
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return false;
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}
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protected void printOutState(Game game) {
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if (logger.isInfoEnabled()) {
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printOutState(game, playerId);
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@ -265,7 +187,8 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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}
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protected void act(Game game) {
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if (actions == null || actions.isEmpty()) {
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if (actions == null
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|| actions.isEmpty()) {
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pass(game);
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} else {
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boolean usedStack = false;
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@ -309,36 +232,105 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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}
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}
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protected void calculateActions(Game game) {
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if (!getNextAction(game)) {
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Game sim = createSimulation(game);
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SimulationNode2.resetCount();
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root = new SimulationNode2(null, sim, maxDepth, playerId);
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logger.info("simulating actions");
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//int bestScore = addActionsTimed(new FilterAbility());
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currentScore = GameStateEvaluator2.evaluate(playerId, game);
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addActionsTimed();
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if (!root.children.isEmpty()) {
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root = root.children.get(0);
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//GameStateEvaluator2.evaluate(playerId, root.getGame());
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int bestScore = root.getScore();
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//if (bestScore > currentScore) {
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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//} else {
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//System.out.println("[" + game.getPlayer(playerId).getName() + "] Action: not better score");
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//}
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protected int addActions(SimulationNode2 node, int depth, int alpha, int beta) {
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boolean stepFinished = false;
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int val;
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if (logger.isTraceEnabled()
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&& node != null
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&& node.getAbilities() != null
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&& !node.getAbilities().toString().equals("[Pass]")) {
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logger.trace("Add Action [" + depth + "] " + node.getAbilities().toString() + " a: " + alpha + " b: " + beta);
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}
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Game game = node.getGame();
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if (ALLOW_INTERRUPT
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&& Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug("interrupted");
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return GameStateEvaluator2.evaluate(playerId, game);
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}
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// Condition to stop deeper simulation
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if (depth <= 0
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|| SimulationNode2.nodeCount > maxNodes
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|| game.checkIfGameIsOver()) {
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val = GameStateEvaluator2.evaluate(playerId, game);
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if (logger.isTraceEnabled()) {
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StringBuilder sb = new StringBuilder("Add Actions -- reached end state <").append(val).append('>');
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SimulationNode2 logNode = node;
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do {
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sb.append(new StringBuilder(" <- [" + logNode.getDepth() + ']' + (logNode.getAbilities() != null ? logNode.getAbilities().toString() : "[empty]")));
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logNode = logNode.getParent();
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} while ((logNode.getParent() != null));
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logger.trace(sb);
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}
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} else if (!node.getChildren().isEmpty()) {
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if (logger.isDebugEnabled()) {
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StringBuilder sb = new StringBuilder("Add Action [").append(depth)
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.append("] -- something added children ")
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.append(node.getAbilities() != null ? node.getAbilities().toString() : "null")
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.append(" added children: ").append(node.getChildren().size()).append(" (");
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for (SimulationNode2 logNode : node.getChildren()) {
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sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString() : "null").append(", ");
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}
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sb.append(')');
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logger.debug(sb);
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}
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val = minimaxAB(node, depth - 1, alpha, beta);
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} else {
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logger.trace("Add Action -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName());
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if (allPassed(game)) {
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if (!game.getStack().isEmpty()) {
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resolve(node, depth, game);
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} else {
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stepFinished = true;
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}
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}
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if (game.checkIfGameIsOver()) {
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val = GameStateEvaluator2.evaluate(playerId, game);
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} else if (stepFinished) {
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logger.debug("Step finished");
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int testScore = GameStateEvaluator2.evaluate(playerId, game);
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if (game.getActivePlayerId().equals(playerId)) {
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if (testScore < currentScore) {
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// if score at end of step is worse than original score don't check further
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//logger.debug("Add Action -- abandoning check, no immediate benefit");
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val = testScore;
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} else {
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val = GameStateEvaluator2.evaluate(playerId, game);
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}
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} else {
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val = GameStateEvaluator2.evaluate(playerId, game);
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}
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} else if (!node.getChildren().isEmpty()) {
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if (logger.isDebugEnabled()) {
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StringBuilder sb = new StringBuilder("Add Action [").append(depth)
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.append("] -- trigger ")
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.append(node.getAbilities() != null ? node.getAbilities().toString() : "null")
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.append(" added children: ").append(node.getChildren().size()).append(" (");
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for (SimulationNode2 logNode : node.getChildren()) {
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sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString() : "null").append(", ");
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}
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sb.append(')');
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logger.debug(sb);
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}
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val = minimaxAB(node, depth - 1, alpha, beta);
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} else {
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logger.info('[' + game.getPlayer(playerId).getName() + "] Action: skip Root.score = " + root.getScore() + " currentScore = " + currentScore);
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val = simulatePriority(node, game, depth, alpha, beta);
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}
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}
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node.setScore(val);
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logger.trace("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
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return val;
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}
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protected boolean getNextAction(Game game) {
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if (root != null && !root.children.isEmpty()) {
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if (root != null
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&& !root.children.isEmpty()) {
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SimulationNode2 test = root;
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root = root.children.get(0);
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while (!root.children.isEmpty() && !root.playerId.equals(playerId)) {
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while (!root.children.isEmpty()
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&& !root.playerId.equals(playerId)) {
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test = root;
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root = root.children.get(0);
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}
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@ -346,20 +338,9 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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if (!suggested.isEmpty()) {
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return false;
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}
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if (root.playerId.equals(playerId) && root.abilities != null && game.getState().getValue(true).hashCode() == test.gameValue) {
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/*
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* // Try to fix horizon effect if (root.combat == null ||
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* root.combat.getAttackers().isEmpty()) {
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* FilterCreatureForAttack attackFilter = new
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* FilterCreatureForAttack();
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* attackFilter.getControllerId().add(playerId); List<Permanent>
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* attackers =
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* game.getBattlefield().getAllActivePermanents(attackFilter);
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* if (attackers.size() > 0) { // we have attackers but don't
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* attack with any of them // let's try once again to avoid
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* possible horizon effect return false; } }
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*/
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if (root.playerId.equals(playerId)
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&& root.abilities != null
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&& game.getState().getValue(true).hashCode() == test.gameValue) {
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logger.info("simulating -- continuing previous action chain");
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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@ -378,11 +359,9 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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for (SimulationNode2 child : node.getChildren()) {
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Combat _combat = child.getCombat();
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if (alpha >= beta) {
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//logger.info("alpha beta pruning");
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break;
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}
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if (SimulationNode2.nodeCount > maxNodes) {
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//logger.info("simulating -- reached end-state, count=" + SimulationNode2.nodeCount);
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break;
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}
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int val = addActions(child, depth - 1, alpha, beta);
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@ -421,10 +400,8 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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node.children.add(bestChild);
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}
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if (!currentPlayerId.equals(playerId)) {
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//logger.info("returning minimax beta: " + beta);
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return beta;
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} else {
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//logger.info("returning minimax alpha: " + alpha);
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return alpha;
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}
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}
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@ -442,7 +419,8 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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StackObject stackObject = game.getStack().getFirst();
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if (stackObject instanceof StackAbility) {
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SearchEffect effect = getSearchEffect((StackAbility) stackObject);
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if (effect != null && stackObject.getControllerId().equals(playerId)) {
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if (effect != null
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&& stackObject.getControllerId().equals(playerId)) {
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Target target = effect.getTarget();
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if (!target.doneChosing()) {
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for (UUID targetId : target.possibleTargets(stackObject.getSourceId(), stackObject.getControllerId(), game)) {
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@ -460,7 +438,6 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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}
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}
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}
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//logger.info("simulating resolve ");
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stackObject.resolve(game);
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if (stackObject instanceof StackAbility) {
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game.getStack().remove(stackObject);
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@ -509,75 +486,29 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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return 0;
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}
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protected int addActions(SimulationNode2 node, int depth, int alpha, int beta) {
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if (logger.isInfoEnabled() && node != null && node.getAbilities() != null && !node.getAbilities().toString().equals("[Pass]")) {
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logger.info("Add actions [" + depth + "] " + (node.getAbilities().toString() + " -- a: " + alpha + " b: " + beta));
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}
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Game game = node.getGame();
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int val;
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if (ALLOW_INTERRUPT && Thread.interrupted()) {
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Thread.currentThread().interrupt();
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val = GameStateEvaluator2.evaluate(playerId, game);
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logger.trace("interrupted - " + val);
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return val;
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}
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if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.checkIfGameIsOver()) {
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logger.trace("Add actions -- reached end state, node count=" + SimulationNode2.nodeCount + ", depth=" + depth);
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val = GameStateEvaluator2.evaluate(playerId, game);
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UUID currentPlayerId = node.getGame().getPlayerList().get();
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//logger.info("reached - " + val + ", playerId=" + playerId + ", node.pid="+currentPlayerId);
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return val;
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} else if (!node.getChildren().isEmpty()) {
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logger.trace("Add actions -- something added children:" + node.getChildren().size());
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val = minimaxAB(node, depth - 1, alpha, beta);
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return val;
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} else {
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logger.trace("Add actions -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId) ? "yes" : "no"));
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if (allPassed(game)) {
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if (!game.getStack().isEmpty()) {
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resolve(node, depth, game);
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} else {
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game.getPlayers().resetPassed();
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playNext(game, game.getActivePlayerId(), node);
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}
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}
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if (game.checkIfGameIsOver()) {
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val = GameStateEvaluator2.evaluate(playerId, game);
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} else if (!node.getChildren().isEmpty()) {
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//declared attackers or blockers or triggered abilities
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logger.debug("Add actions -- attack/block/trigger added children:" + node.getChildren().size());
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val = minimaxAB(node, depth - 1, alpha, beta);
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} else {
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val = simulatePriority(node, game, depth, alpha, beta);
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}
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}
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logger.trace("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
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return val;
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}
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protected int simulatePriority(SimulationNode2 node, Game game, int depth, int alpha, int beta) {
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if (ALLOW_INTERRUPT && Thread.interrupted()) {
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if (ALLOW_INTERRUPT
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&& Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.info("interrupted");
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return GameStateEvaluator2.evaluate(playerId, game);
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}
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node.setGameValue(game.getState().getValue(true).hashCode());
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SimulatedPlayer2 currentPlayer = (SimulatedPlayer2) game.getPlayer(game.getPlayerList().get());
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//logger.info("Sim Prio -- player " + currentPlayer.getName());
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SimulationNode2 bestNode = null;
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List<Ability> allActions = currentPlayer.simulatePriority(game);
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optimize(game, allActions);
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if (logger.isInfoEnabled() && !allActions.isEmpty() && depth == maxDepth) {
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if (logger.isInfoEnabled()
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&& !allActions.isEmpty()
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&& depth == maxDepth) {
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logger.info("ADDED ACTIONS (" + allActions.size() + ") " + ' ' + allActions);
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}
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int counter = 0;
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int bestValSubNodes = Integer.MIN_VALUE;
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for (Ability action : allActions) {
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counter++;
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if (ALLOW_INTERRUPT && Thread.interrupted()) {
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if (ALLOW_INTERRUPT
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&& Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.info("Sim Prio [" + depth + "] -- interrupted");
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break;
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@ -590,7 +521,8 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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logger.debug("Sim Prio [" + depth + "] -- repeated action: " + action.toString());
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continue;
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}
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if (!sim.checkIfGameIsOver() && action.isUsesStack()) {
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if (!sim.checkIfGameIsOver()
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&& action.isUsesStack()) {
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// only pass if the last action uses the stack
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UUID nextPlayerId = sim.getPlayerList().get();
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do {
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@ -604,21 +536,23 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
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if (action instanceof PassAbility) {
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// Stop to simulate deeper if PassAbility
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val = GameStateEvaluator2.evaluate(this.getId(), sim);
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// logger.info("evaluate = " + val );
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} else {
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val = addActions(newNode, depth - 1, alpha, beta);
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}
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logger.debug("Sim Prio " + BLANKS.substring(0, 2 + (maxDepth - depth) * 3) + '[' + depth + "]#" + counter + " <" + val + "> - (" + action.toString() + ") ");
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if (logger.isInfoEnabled() && depth >= maxDepth) {
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if (logger.isInfoEnabled()
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&& depth >= maxDepth) {
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StringBuilder sb = new StringBuilder("Sim Prio [").append(depth).append("] #").append(counter)
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.append(" <").append(val).append("> (").append(action)
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.append(action.isModal() ? " Mode = " + action.getModes().getMode().toString() : "")
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.append(listTargets(game, action.getTargets())).append(')')
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.append(logger.isTraceEnabled() ? " #" + newNode.hashCode() : "");
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SimulationNode2 logNode = newNode;
|
||||
while (logNode.getChildren() != null && !logNode.getChildren().isEmpty()) {
|
||||
while (logNode.getChildren() != null
|
||||
&& !logNode.getChildren().isEmpty()) {
|
||||
logNode = logNode.getChildren().get(0);
|
||||
if (logNode.getAbilities() != null && !logNode.getAbilities().isEmpty()) {
|
||||
if (logNode.getAbilities() != null
|
||||
&& !logNode.getAbilities().isEmpty()) {
|
||||
sb.append(" -> [").append(logNode.getDepth()).append(']').append(logNode.getAbilities().toString()).append('<').append(logNode.getScore()).append('>');
|
||||
}
|
||||
}
|
||||
|
@ -629,21 +563,20 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
if (val > bestValSubNodes) {
|
||||
bestValSubNodes = val;
|
||||
}
|
||||
if (depth == maxDepth && action instanceof PassAbility) {
|
||||
if (depth == maxDepth
|
||||
&& action instanceof PassAbility) {
|
||||
val = val - PASSIVITY_PENALTY; // passivity penalty
|
||||
}
|
||||
if (val > alpha || (depth == maxDepth && val == alpha && RandomUtil.nextBoolean())) { // Adding random for equal value to get change sometimes
|
||||
if (val > alpha
|
||||
|| (depth == maxDepth
|
||||
&& val == alpha
|
||||
&& RandomUtil.nextBoolean())) { // Adding random for equal value to get change sometimes
|
||||
alpha = val;
|
||||
bestNode = newNode;
|
||||
bestNode.setScore(val);
|
||||
if (!newNode.getChildren().isEmpty()) {
|
||||
bestNode.setCombat(newNode.getChildren().get(0).getCombat());
|
||||
}
|
||||
/*
|
||||
* if (node.getTargets().size() > 0) targets =
|
||||
* node.getTargets(); if (node.getChoices().size() > 0)
|
||||
* choices = node.getChoices();
|
||||
*/
|
||||
if (depth == maxDepth) {
|
||||
logger.info("Sim Prio [" + depth + "] -- Saved best node yet <" + bestNode.getScore() + "> " + bestNode.getAbilities().toString());
|
||||
node.children.clear();
|
||||
|
@ -674,7 +607,6 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
}
|
||||
}
|
||||
if (alpha >= beta) {
|
||||
//logger.info("Sim Prio -- pruning");
|
||||
break;
|
||||
}
|
||||
if (SimulationNode2.nodeCount > maxNodes) {
|
||||
|
@ -683,6 +615,7 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
}
|
||||
}
|
||||
} // end of for (allActions)
|
||||
|
||||
if (depth == maxDepth) {
|
||||
logger.info(new StringBuilder("Sim Prio [").append(depth).append("] -- End for Max Depth -- Nodes calculated: ").append(SimulationNode2.nodeCount));
|
||||
}
|
||||
|
@ -690,26 +623,15 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
node.children.clear();
|
||||
node.children.add(bestNode);
|
||||
node.setScore(bestNode.getScore());
|
||||
if (logger.isTraceEnabled() && !bestNode.getAbilities().toString().equals("[Pass]")) {
|
||||
if (logger.isTraceEnabled()
|
||||
&& !bestNode.getAbilities().toString().equals("[Pass]")) {
|
||||
logger.trace(new StringBuilder("Sim Prio [").append(depth).append("] -- Set after (depth=").append(depth).append(") <").append(bestNode.getScore()).append("> ").append(bestNode.getAbilities().toString()).toString());
|
||||
}
|
||||
}
|
||||
|
||||
if (currentPlayer.getId().equals(playerId)) {
|
||||
/*
|
||||
* if (alpha == Integer.MIN_VALUE) { int val =
|
||||
* GameStateEvaluator2.evaluate(playerId, game);
|
||||
* logger.info("returning priority beta: " + val); return val;
|
||||
}
|
||||
*/
|
||||
//logger.info("returning priority alpha: " + alpha);
|
||||
return bestValSubNodes;
|
||||
} else {
|
||||
// if (beta == Integer.MAX_VALUE) {
|
||||
// int val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
// logger.info("returning priority beta: " + val);
|
||||
// return val;
|
||||
// }
|
||||
return beta;
|
||||
}
|
||||
}
|
||||
|
@ -754,7 +676,9 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
|
||||
protected boolean allPassed(Game game) {
|
||||
for (Player player : game.getPlayers().values()) {
|
||||
if (!player.isPassed() && !player.hasLost() && !player.hasLeft()) {
|
||||
if (!player.isPassed()
|
||||
&& !player.hasLost()
|
||||
&& !player.hasLeft()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -767,7 +691,7 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
return super.choose(outcome, choice, game);
|
||||
}
|
||||
if (!choice.isChosen()) {
|
||||
if(!choice.setChoiceByAnswers(choices, true)){
|
||||
if (!choice.setChoiceByAnswers(choices, true)) {
|
||||
choice.setRandomChoice();
|
||||
}
|
||||
}
|
||||
|
@ -810,81 +734,6 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
return true;
|
||||
}
|
||||
|
||||
public void playNext(Game game, UUID activePlayerId, SimulationNode2 node) {
|
||||
boolean skip = false;
|
||||
while (true) {
|
||||
Phase currentPhase = game.getPhase();
|
||||
if (!skip) {
|
||||
currentPhase.getStep().endStep(game, activePlayerId);
|
||||
}
|
||||
game.applyEffects();
|
||||
switch (currentPhase.getStep().getType()) {
|
||||
case UNTAP:
|
||||
game.getPhase().setStep(new UpkeepStep());
|
||||
break;
|
||||
case UPKEEP:
|
||||
game.getPhase().setStep(new DrawStep());
|
||||
break;
|
||||
case DRAW:
|
||||
game.getTurn().setPhase(new PreCombatMainPhase());
|
||||
game.getPhase().setStep(new PreCombatMainStep());
|
||||
break;
|
||||
case PRECOMBAT_MAIN:
|
||||
game.getTurn().setPhase(new CombatPhase());
|
||||
game.getPhase().setStep(new BeginCombatStep());
|
||||
break;
|
||||
case BEGIN_COMBAT:
|
||||
game.getPhase().setStep(new DeclareAttackersStep());
|
||||
break;
|
||||
case DECLARE_ATTACKERS:
|
||||
game.getPhase().setStep(new DeclareBlockersStep());
|
||||
break;
|
||||
case DECLARE_BLOCKERS:
|
||||
game.getPhase().setStep(new FirstCombatDamageStep());
|
||||
break;
|
||||
case FIRST_COMBAT_DAMAGE:
|
||||
game.getPhase().setStep(new CombatDamageStep());
|
||||
break;
|
||||
case COMBAT_DAMAGE:
|
||||
game.getPhase().setStep(new EndOfCombatStep());
|
||||
break;
|
||||
case END_COMBAT:
|
||||
game.getTurn().setPhase(new PostCombatMainPhase());
|
||||
game.getPhase().setStep(new PostCombatMainStep());
|
||||
break;
|
||||
case POSTCOMBAT_MAIN:
|
||||
game.getTurn().setPhase(new EndPhase());
|
||||
game.getPhase().setStep(new EndStep());
|
||||
break;
|
||||
case END_TURN:
|
||||
game.getPhase().setStep(new CleanupStep());
|
||||
break;
|
||||
case CLEANUP:
|
||||
game.getPhase().getStep().beginStep(game, activePlayerId);
|
||||
if (!game.checkStateAndTriggered() && !game.checkIfGameIsOver()) {
|
||||
game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
|
||||
game.getTurn().setPhase(new BeginningPhase());
|
||||
game.getPhase().setStep(new UntapStep());
|
||||
}
|
||||
}
|
||||
if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
|
||||
if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS) {
|
||||
declareAttackers(game, activePlayerId, node);
|
||||
} else if (game.getTurn().getStepType() == PhaseStep.DECLARE_BLOCKERS) {
|
||||
declareBlockers(game, activePlayerId, node);
|
||||
} else {
|
||||
game.getStep().beginStep(game, activePlayerId);
|
||||
}
|
||||
if (game.getStep().getHasPriority()) {
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
skip = true;
|
||||
}
|
||||
}
|
||||
game.checkStateAndTriggered();
|
||||
}
|
||||
|
||||
private void declareBlockers(Game game, UUID activePlayerId) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, activePlayerId));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, activePlayerId, activePlayerId))) {
|
||||
|
@ -906,9 +755,8 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
|
||||
CombatUtil.sortByPower(attackers, false);
|
||||
|
||||
//this is where my code goes
|
||||
CombatInfo combatInfo = CombatUtil.blockWithGoodTrade2(game, attackers, possibleBlockers);
|
||||
Player player = game.getPlayer(this.playerId);
|
||||
Player player = game.getPlayer(playerId);
|
||||
|
||||
boolean blocked = false;
|
||||
for (Map.Entry<Permanent, List<Permanent>> entry : combatInfo.getCombat().entrySet()) {
|
||||
|
@ -921,11 +769,9 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (blocked) {
|
||||
game.getPlayers().resetPassed();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -966,31 +812,6 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
return attackers;
|
||||
}
|
||||
|
||||
private void declareBlockers(Game game, UUID activePlayerId, SimulationNode2 node) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, activePlayerId));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, activePlayerId, activePlayerId))) {
|
||||
/*
|
||||
* for (UUID defenderId: game.getCombat().getDefenders()) { //check
|
||||
* if defender is being attacked if
|
||||
* (game.getCombat().isAttacked(defenderId, game)) { for (Combat
|
||||
* engagement:
|
||||
* ((SimulatedPlayer2)game.getPlayer(defenderId)).addBlockers(game))
|
||||
* { Game sim = game.copy(); for (CombatGroup group:
|
||||
* engagement.getGroups()) { List<UUID> blockers = new
|
||||
* ArrayList<UUID>(); blockers.addAll(group.getBlockers()); for
|
||||
* (UUID blockerId: blockers) { group.addBlocker(blockerId,
|
||||
* defenderId, sim); } blockers = null; }
|
||||
* sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS,
|
||||
* playerId, playerId)); SimulationNode2 newNode = new
|
||||
* SimulationNode2(node, sim, node.getDepth()-1, defenderId);
|
||||
* logger.debug("simulating -- node #:" + SimulationNode2.getCount()
|
||||
* + " declare blockers"); newNode.setCombat(sim.getCombat());
|
||||
* node.children.add(newNode); } }
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Choose attackers based on static information. That means that AI won't
|
||||
* look to the future as it was before, but just choose attackers based on
|
||||
|
@ -1015,22 +836,8 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
return;
|
||||
}
|
||||
|
||||
logger.debug("Declare Attackers: Number of potential attackers " + attackersList.size());
|
||||
for (Permanent attacker : attackersList) {
|
||||
logger.debug(" Potential attacker: " + attacker.getName());
|
||||
}
|
||||
|
||||
if (attackersList.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
List<Permanent> possibleBlockers = defender.getAvailableBlockers(game);
|
||||
|
||||
logger.debug("Possible Blockers: Number of blockers " + possibleBlockers.size());
|
||||
for (Permanent blocker : possibleBlockers) {
|
||||
logger.debug(" Blocker: " + blocker.getName());
|
||||
}
|
||||
|
||||
List<Permanent> killers = CombatUtil.canKillOpponent(game, attackersList, possibleBlockers, defender);
|
||||
if (!killers.isEmpty()) {
|
||||
for (Permanent attacker : killers) {
|
||||
|
@ -1039,118 +846,6 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
return;
|
||||
}
|
||||
|
||||
//CombatUtil.handleExalted();
|
||||
//TODO: refactor -- extract to method
|
||||
//List<Permanent> counterAttackList = new ArrayList<Permanent>();
|
||||
//int counterAttackDamage = 0;
|
||||
//int defenderForces = 0;
|
||||
//int defenderForcesForBlock = 0;
|
||||
/*
|
||||
* FilterCreatureForCombat filter = new FilterCreatureForCombat();
|
||||
* for (Permanent possibleAttacker :
|
||||
* game.getBattlefield().getAllActivePermanents(filter,
|
||||
* defender.getId(), game)) { //TODO: it can be improved with next
|
||||
* turn emulation if
|
||||
* (!possibleAttacker.getAbilities().contains(DefenderAbility.getInstance()))
|
||||
* { counterAttackList.add(possibleAttacker); if
|
||||
* (possibleAttacker.getPower().getValue() > 0) { // TODO: DB and
|
||||
* infect counterAttackDamage +=
|
||||
* possibleAttacker.getPower().getValue(); defenderForces++; } if
|
||||
* (CombatUtil.canBlock(game, possibleAttacker)) {
|
||||
* defenderForcesForBlock++; } } }
|
||||
*
|
||||
* double oppScore = 1000000; if (counterAttackDamage > 0) {
|
||||
* oppScore = (double) attackingPlayer.getLife() /
|
||||
* counterAttackDamage; }
|
||||
*
|
||||
* List<Permanent> possibleAttackersList = new
|
||||
* ArrayList<Permanent>(); int possibleAttackersDamage = 0; int
|
||||
* ourForces = 0;
|
||||
*
|
||||
* for (Permanent possibleAttacker :
|
||||
* game.getBattlefield().getAllActivePermanents(filter, playerId,
|
||||
* game)) { //TODO: it can be improved with next turn emulation if
|
||||
* (!possibleAttacker.getAbilities().contains(DefenderAbility.getInstance()))
|
||||
* { possibleAttackersList.add(possibleAttacker);
|
||||
*
|
||||
* if (possibleAttacker.getPower().getValue() > 0) { // TODO: DB and
|
||||
* infect possibleAttackersDamage +=
|
||||
* possibleAttacker.getPower().getValue(); ourForces++; } } }
|
||||
*
|
||||
* double ourScore = 1000000; if (possibleAttackersDamage > 0) {
|
||||
* ourScore = (double) defender.getLife() / possibleAttackersDamage;
|
||||
* }
|
||||
*
|
||||
* int outNumber = ourForces - defenderForces;
|
||||
*
|
||||
* double score = ourScore - oppScore;
|
||||
*
|
||||
* boolean doAttack = false;
|
||||
*
|
||||
* //attackersList CombatUtil.sortByPower(attackersList, false); int
|
||||
* opponentLife = defender.getLife();
|
||||
*
|
||||
* List<Permanent> notBlockedAttackers = new ArrayList<Permanent>();
|
||||
* for (int i = 0; i < (attackersList.size() - defenderForces); i++)
|
||||
* { notBlockedAttackers.add(attackersList.get(i)); }
|
||||
*
|
||||
* int attackRound = 1; while (notBlockedAttackers.size() > 0 &&
|
||||
* opponentLife > 0 && attackRound < 99) { int damageThisRound = 0;
|
||||
* for (Permanent attacker : notBlockedAttackers) { damageThisRound
|
||||
* += attacker.getPower().getValue(); } opponentLife -=
|
||||
* damageThisRound; for (int i = 0; i < defenderForcesForBlock &&
|
||||
* !notBlockedAttackers.isEmpty(); i++) {
|
||||
* notBlockedAttackers.remove(notBlockedAttackers.size() - 1); }
|
||||
* attackRound++; if (opponentLife <= 0) { doAttack = true; } }
|
||||
*
|
||||
* double unblockableDamage = 0; double turnsUntilDeathByUnblockable
|
||||
* = 0; boolean doUnblockableAttack = false; for (Permanent attacker
|
||||
* : attackersList) { boolean isUnblockableCreature = true; for
|
||||
* (Permanent blocker : possibleBlockers) { if
|
||||
* (blocker.canBlock(attacker.getId(), game)) {
|
||||
* isUnblockableCreature = false; } } if (isUnblockableCreature) {
|
||||
* unblockableDamage += attacker.getPower().getValue(); } } if
|
||||
* (unblockableDamage > 0) { turnsUntilDeathByUnblockable =
|
||||
* defender.getLife() / unblockableDamage; } if (unblockableDamage >
|
||||
* defender.getLife()) { doUnblockableAttack = true; }
|
||||
*
|
||||
* int aggressionRate = 5; //aggressionRate =
|
||||
* getAggressionRate(oppScore, ourScore, outNumber, score, doAttack,
|
||||
* turnsUntilDeathByUnblockable, doUnblockableAttack,
|
||||
* aggressionRate); System.out.println("AI aggression = " +
|
||||
* String.valueOf(aggressionRate));
|
||||
*
|
||||
*
|
||||
* System.out.println("AI attackers size: " + attackersList.size());
|
||||
*
|
||||
* List<Permanent> finalAttackers = new ArrayList<Permanent>(); for
|
||||
* (int i = 0; i < attackersList.size(); i++) { Permanent attacker =
|
||||
* attackersList.get(i); int totalFirstStrikeBlockPower = 0;
|
||||
*
|
||||
* if
|
||||
* (!attacker.getAbilities().contains(FirstStrikeAbility.getInstance())
|
||||
* &&
|
||||
* !attacker.getAbilities().contains(DoubleStrikeAbility.getInstance()))
|
||||
* { for (Permanent blockerWithFSorDB :
|
||||
* game.getBattlefield().getAllActivePermanents(filter, playerId,
|
||||
* game)) { if
|
||||
* (blockerWithFSorDB.getAbilities().contains(DoubleStrikeAbility.getInstance()))
|
||||
* { totalFirstStrikeBlockPower += 2 *
|
||||
* blockerWithFSorDB.getPower().getValue(); } else if
|
||||
* (blockerWithFSorDB.getAbilities().contains(FirstStrikeAbility.getInstance()))
|
||||
* { totalFirstStrikeBlockPower +=
|
||||
* blockerWithFSorDB.getPower().getValue(); } }
|
||||
*
|
||||
* }
|
||||
*
|
||||
* boolean shouldAttack = shouldAttack(game,
|
||||
* attackingPlayer.getId(), defenderId, attacker, possibleBlockers,
|
||||
* aggressionRate);
|
||||
*
|
||||
* if (aggressionRate == 5 || shouldAttack &&
|
||||
* (totalFirstStrikeBlockPower < attacker.getToughness().getValue())
|
||||
* ) { finalAttackers.add(attacker); } }
|
||||
*/
|
||||
// The AI will now attack more sanely. Simple, but good enough for now.
|
||||
// The sim minmax does not work at the moment.
|
||||
boolean safeToAttack;
|
||||
|
@ -1200,150 +895,16 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* private boolean shouldAttack(Game game, UUID attackingPlayerId, UUID
|
||||
* defenderId, Permanent attacker, List<Permanent> blockers, int
|
||||
* aggressionRate) { boolean canBeKilledByOne = false; boolean canKillAll =
|
||||
* true; boolean canKillAllDangerous = true;
|
||||
*
|
||||
* boolean isWorthLessThanAllKillers = true; boolean canBeBlocked = false;
|
||||
* int numberOfPossibleBlockers = 0;
|
||||
*
|
||||
* //int life = game.getPlayer(defenderId).getLife(); //int poison =
|
||||
* game.getPlayer(defenderId).getCounters().getCount(CounterType.POISON);
|
||||
*
|
||||
* if (!isEffectiveAttacker(game, attackingPlayerId, defenderId, attacker,
|
||||
* life, poison)) { System.out.println("Ahh, this is why it is not
|
||||
* attacking"); return false; }
|
||||
*
|
||||
* for (Permanent defender : blockers) { System.out.println("The blocker is
|
||||
* " + defender.getName()); if (defender.canBlock(attacker.getId(), game)) {
|
||||
* System.out.println("The blocker can block the attacker" +
|
||||
* defender.getName() + attacker.getName()); numberOfPossibleBlockers += 1;
|
||||
* System.out.println("The number of possible blockers is " +
|
||||
* numberOfPossibleBlockers); SurviveInfo info =
|
||||
* CombatUtil.willItSurvive(game, attackingPlayerId, defenderId, attacker,
|
||||
* defender); System.out.println("Did the attacker die? " +
|
||||
* info.isAttackerDied()); if (info.isAttackerDied()) { boolean
|
||||
* canBeReallyKilled = true; for (Ability ability : attacker.getAbilities())
|
||||
* { if (ability instanceof UndyingAbility) { if
|
||||
* (attacker.getCounters().getCount(CounterType.P1P1) == 0) {
|
||||
* canBeReallyKilled = false; } } }
|
||||
*
|
||||
* if (canBeReallyKilled) { canBeKilledByOne = true; if
|
||||
* (GameStateEvaluator2.evaluateCreature(defender, game) <=
|
||||
* GameStateEvaluator2.evaluateCreature(attacker, game)) {
|
||||
* isWorthLessThanAllKillers = false; } } } // see if this attacking
|
||||
* creature can destroy this defender, if // not record that it can't kill
|
||||
* everything if (info.isBlockerDied()) { canKillAll = false; if
|
||||
* (defender.getAbilities().contains(WitherAbility.getInstance()) ||
|
||||
* defender.getAbilities().contains(InfectAbility.getInstance())) {
|
||||
* canKillAllDangerous = false; } } } }
|
||||
*
|
||||
* if (canKillAll && !CombatUtil.canBlock(game, attacker) &&
|
||||
* isWorthLessThanAllKillers) { System.out.println(attacker.getName() + " =
|
||||
* attacking because they can't block, expecting to kill or damage player");
|
||||
* return true; }
|
||||
*
|
||||
* if (numberOfPossibleBlockers >= 1) { canBeBlocked = true; }
|
||||
*
|
||||
* // This is how I know this does quite work. Something is wrong with the
|
||||
* sim part. System.out.println("canKillAll, canKillAllDangerous,
|
||||
* canbeKilledByOne, canBeBlocked " + canKillAll + canKillAllDangerous +
|
||||
* canBeKilledByOne + canBeBlocked);
|
||||
*
|
||||
* switch (aggressionRate) { case 4: if (canKillAll || (canKillAllDangerous
|
||||
* && !canBeKilledByOne) || !canBeBlocked) {
|
||||
* System.out.println(attacker.getName() + " = attacking expecting to at
|
||||
* least trade with something"); return true; } case 3: if ((canKillAll &&
|
||||
* isWorthLessThanAllKillers) || (canKillAllDangerous && !canBeKilledByOne)
|
||||
* || !canBeBlocked) { System.out.println(attacker.getName() + " = attacking
|
||||
* expecting to kill creature or cause damage, or is unblockable"); return
|
||||
* true; } case 2: if ((canKillAll && !canBeKilledByOne) || !canBeBlocked) {
|
||||
* System.out.println(attacker.getName() + " = attacking expecting to
|
||||
* survive or attract group block"); return true; } case 1: if
|
||||
* (!canBeBlocked) { System.out.println(attacker.getName() + " = attacking
|
||||
* expecting not to be blocked"); return true; } default: break; }
|
||||
*
|
||||
* return false; }
|
||||
*
|
||||
* private boolean isEffectiveAttacker(Game game, UUID attackingPlayerId,
|
||||
* UUID defenderId, Permanent attacker, int life, int poison) { try {
|
||||
* SurviveInfo info = CombatUtil.getCombatInfo(game, attackingPlayerId,
|
||||
* defenderId, attacker); if (info.isAttackerDied()) { return false; }
|
||||
*
|
||||
* if (info.getDefender().getLife() < life) { return true; }
|
||||
*
|
||||
* if (info.getDefender().getCounters().getCount(CounterType.POISON) >
|
||||
* poison && poison < 10) { return true; }
|
||||
*
|
||||
* if (info.isTriggered()) { return true; } } catch (Exception e) { //
|
||||
* swallow exception and return false logger.error(e); return false; }
|
||||
*
|
||||
* return false; }
|
||||
*
|
||||
* private int getAggressionRate(double oppScore, double ourScore, int
|
||||
* outNumber, double score, boolean doAttack, double
|
||||
* turnsUntilDeathByUnblockable, boolean doUnblockableAttack, int
|
||||
* aggressionRate) { if (score > 0 && doAttack) { aggressionRate = 5; } else
|
||||
* if (((ourScore < 2) && score >= 0) || (score > 3) || (score > 0 &&
|
||||
* outNumber > 0)) { aggressionRate = 3; } else if (score >= 0 || (score +
|
||||
* outNumber >= -1)) { aggressionRate = 2; } else if (score < 0 && oppScore
|
||||
* > 1) { aggressionRate = 2; } else if (doUnblockableAttack || score * -1 <
|
||||
* turnsUntilDeathByUnblockable) { aggressionRate = 2; } else if (score < 0)
|
||||
* { aggressionRate = 1; } return aggressionRate; }
|
||||
*/
|
||||
|
||||
private void declareAttackers(Game game, UUID activePlayerId, SimulationNode2 node) {
|
||||
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, activePlayerId));
|
||||
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, activePlayerId, activePlayerId))) {
|
||||
for (Combat engagement : ((SimulatedPlayer2) game.getPlayer(activePlayerId)).addAttackers(game)) {
|
||||
Game sim = game.copy();
|
||||
UUID defenderId = game.getOpponents(playerId).iterator().next();
|
||||
for (CombatGroup group : engagement.getGroups()) {
|
||||
for (UUID attackerId : group.getAttackers()) {
|
||||
sim.getPlayer(activePlayerId).declareAttacker(attackerId, defenderId, sim, false);
|
||||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, playerId, playerId));
|
||||
SimulationNode2 newNode = new SimulationNode2(node, sim, node.getDepth() - 1, activePlayerId);
|
||||
logger.debug("simulating -- node #:" + SimulationNode2.getCount() + " declare attakers");
|
||||
newNode.setCombat(sim.getCombat());
|
||||
node.children.add(newNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void selectAttackers(Game game, UUID attackingPlayerId) {
|
||||
logger.debug("selectAttackers");
|
||||
declareAttackers(game, playerId);
|
||||
/*
|
||||
* if (combat != null) { UUID opponentId =
|
||||
* game.getCombat().getDefenders().iterator().next(); String attackers =
|
||||
* ""; for (UUID attackerId: combat.getAttackers()) { Permanent attacker
|
||||
* = game.getPermanent(attackerId); if (attacker != null) { attackers =
|
||||
* "[" + attacker.getName() + "]"; this.declareAttacker(attackerId,
|
||||
* opponentId, game); } } logger.info("declare attackers: " +
|
||||
* (attackers.isEmpty() ? "none" : attackers));
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void selectBlockers(Game game, UUID defendingPlayerId) {
|
||||
logger.debug("selectBlockers");
|
||||
declareBlockers(game, playerId);
|
||||
/*
|
||||
* if (combat != null && combat.getGroups().size() > 0) {
|
||||
* List<CombatGroup> groups = game.getCombat().getGroups(); for (int i =
|
||||
* 0; i < groups.size(); i++) { if (i < combat.getGroups().size()) { for
|
||||
* (UUID blockerId: combat.getGroups().get(i).getBlockers()) {
|
||||
* logger.info("select blocker: " + blockerId + " vs " +
|
||||
* groups.get(i).getAttackers().get(0)); this.declareBlocker(blockerId,
|
||||
* groups.get(i).getAttackers().get(0), game); } } } }
|
||||
*/
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -1402,7 +963,8 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
Scanner scanner = new Scanner(file);
|
||||
while (scanner.hasNextLine()) {
|
||||
String line = scanner.nextLine();
|
||||
if (line.startsWith("cast:") || line.startsWith("play:")) {
|
||||
if (line.startsWith("cast:")
|
||||
|| line.startsWith("play:")) {
|
||||
suggested.add(line.substring(5, line.length()));
|
||||
}
|
||||
}
|
||||
|
@ -1419,8 +981,9 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
|
||||
@Override
|
||||
public void addAction(String action) {
|
||||
System.out.println("adding to suggested actions: " + action);
|
||||
if (action != null && (action.startsWith("cast:") || action.startsWith("play:"))) {
|
||||
if (action != null
|
||||
&& (action.startsWith("cast:")
|
||||
|| action.startsWith("play:"))) {
|
||||
suggested.add(action.substring(5, action.length()));
|
||||
}
|
||||
}
|
||||
|
@ -1449,54 +1012,4 @@ public class ComputerPlayer6 extends ComputerPlayer /*implements Player*/ {
|
|||
super.cleanUpOnMatchEnd();
|
||||
}
|
||||
|
||||
@Override
|
||||
public UUID chooseBlockerOrder(List<Permanent> blockers, CombatGroup combatGroup, List<UUID> blockerOrder, Game game) {
|
||||
if (combatGroup.getAttackers().size() == 1) {
|
||||
Permanent attacker = game.getPermanent(combatGroup.getAttackers().get(0));
|
||||
boolean attackerDeathtouch = attacker.getAbilities().containsKey(DeathtouchAbility.getInstance().getId());
|
||||
// boolean attackerFirstStrike = attacker.getAbilities().containsKey(FirstStrikeAbility.getInstance().getId());
|
||||
List<Permanent> blockerAlreadySet = getAlreadyBlockingPermanents(blockerOrder, game);
|
||||
int powerAlreadyNeeded = getPowerAlreadyNeeded(blockerAlreadySet, attackerDeathtouch);
|
||||
int powerLeftToKill = attacker.getPower().getValue() - powerAlreadyNeeded;
|
||||
// no possible damage left, order doesn't matter
|
||||
if (powerLeftToKill <= 0) {
|
||||
return blockers.iterator().next().getId();
|
||||
}
|
||||
for (Permanent blocker : blockers) {
|
||||
if (attackerDeathtouch || powerLeftToKill >= blocker.getToughness().getValue()) {
|
||||
if (!blocker.getAbilities().containsKey(IndestructibleAbility.getInstance().getId())) {
|
||||
return blocker.getId();
|
||||
}
|
||||
}
|
||||
}
|
||||
// Can't kill a blocker so it doesn't matter
|
||||
return blockers.iterator().next().getId();
|
||||
} else { // multiple attackers (like banding)
|
||||
//TODO: improve this
|
||||
return blockers.iterator().next().getId();
|
||||
}
|
||||
}
|
||||
|
||||
private List<Permanent> getAlreadyBlockingPermanents(List<UUID> blockerOrder, Game game) {
|
||||
List<Permanent> blockerAlreadySet = new ArrayList<>();
|
||||
for (UUID uuid : blockerOrder) {
|
||||
Permanent permanent = game.getPermanent(uuid);
|
||||
if (permanent != null) {
|
||||
blockerAlreadySet.add(permanent);
|
||||
}
|
||||
}
|
||||
return blockerAlreadySet;
|
||||
}
|
||||
|
||||
private int getPowerAlreadyNeeded(List<Permanent> blockerAlreadySet, boolean attackerDeathtouch) {
|
||||
int toughnessAlreadyNeeded = 0;
|
||||
if (attackerDeathtouch) {
|
||||
return blockerAlreadySet.size();
|
||||
}
|
||||
for (Permanent creature : blockerAlreadySet) {
|
||||
toughnessAlreadyNeeded += creature.getToughness().getValue();
|
||||
}
|
||||
return toughnessAlreadyNeeded;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -28,28 +28,9 @@
|
|||
package mage.player.ai;
|
||||
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.UUID;
|
||||
import mage.abilities.Ability;
|
||||
import mage.constants.PhaseStep;
|
||||
import mage.constants.RangeOfInfluence;
|
||||
import mage.game.Game;
|
||||
import mage.game.combat.Combat;
|
||||
import mage.game.combat.CombatGroup;
|
||||
import mage.game.events.GameEvent;
|
||||
import mage.game.turn.BeginCombatStep;
|
||||
import mage.game.turn.CleanupStep;
|
||||
import mage.game.turn.CombatDamageStep;
|
||||
import mage.game.turn.CombatPhase;
|
||||
import mage.game.turn.DeclareAttackersStep;
|
||||
import mage.game.turn.DeclareBlockersStep;
|
||||
import mage.game.turn.EndOfCombatStep;
|
||||
import mage.game.turn.EndPhase;
|
||||
import mage.game.turn.EndStep;
|
||||
import mage.game.turn.FirstCombatDamageStep;
|
||||
import mage.game.turn.PostCombatMainPhase;
|
||||
import mage.game.turn.PostCombatMainStep;
|
||||
import mage.game.turn.Step;
|
||||
import org.apache.log4j.Logger;
|
||||
|
||||
/**
|
||||
|
@ -103,7 +84,7 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
|
|||
printOutState(game);
|
||||
if (actions.isEmpty()) {
|
||||
logger.info("Sim Calculate pre combat actions ----------------------------------------------------- ");
|
||||
calculatePreCombatActions(game);
|
||||
calculateActions(game);
|
||||
}
|
||||
act(game);
|
||||
return true;
|
||||
|
@ -119,7 +100,7 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
|
|||
printOutState(game);
|
||||
if (actions.isEmpty()) {
|
||||
logger.info("Sim Calculate declare attackers actions ----------------------------------------------------- ");
|
||||
calculatePreCombatActions(game);
|
||||
calculateActions(game);
|
||||
}
|
||||
act(game);
|
||||
return true;
|
||||
|
@ -134,18 +115,12 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
|
|||
pass(game);
|
||||
return false;
|
||||
case POSTCOMBAT_MAIN:
|
||||
// if (game.getActivePlayerId().equals(playerId)) {
|
||||
printOutState(game);
|
||||
if (actions.isEmpty()) {
|
||||
calculatePostCombatActions(game);
|
||||
calculateActions(game);
|
||||
}
|
||||
act(game);
|
||||
return true;
|
||||
// }
|
||||
// else {
|
||||
// pass(game);
|
||||
// }
|
||||
// return false;
|
||||
case END_TURN:
|
||||
case CLEANUP:
|
||||
actionCache.clear();
|
||||
|
@ -155,24 +130,23 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
|
|||
return false;
|
||||
}
|
||||
|
||||
protected void calculatePreCombatActions(Game game) {
|
||||
protected void calculateActions(Game game) {
|
||||
if (!getNextAction(game)) {
|
||||
currentScore = GameStateEvaluator2.evaluate(playerId, game);
|
||||
Game sim = createSimulation(game);
|
||||
SimulationNode2.resetCount();
|
||||
root = new SimulationNode2(null, sim, maxDepth, playerId);
|
||||
addActionsTimed();
|
||||
if (root.children != null && !root.children.isEmpty()) {
|
||||
if (root.children != null
|
||||
&& !root.children.isEmpty()) {
|
||||
logger.trace("After add actions timed: root.children.size = " + root.children.size());
|
||||
root = root.children.get(0);
|
||||
// int bestScore = root.getScore();
|
||||
// if (bestScore > currentScore || allowBadMoves) {
|
||||
|
||||
// prevent repeating always the same action with no cost
|
||||
boolean doThis = true;
|
||||
if (root.abilities.size() == 1) {
|
||||
for (Ability ability : root.abilities) {
|
||||
if (ability.getManaCosts().convertedManaCost() == 0 && ability.getCosts().isEmpty()) {
|
||||
if (ability.getManaCosts().convertedManaCost() == 0
|
||||
&& ability.getCosts().isEmpty()) {
|
||||
if (actionCache.contains(ability.getRule() + '_' + ability.getSourceId())) {
|
||||
doThis = false; // don't do it again
|
||||
}
|
||||
|
@ -194,419 +168,6 @@ public class ComputerPlayer7 extends ComputerPlayer6 {
|
|||
}
|
||||
}
|
||||
|
||||
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("Sim Calculate post combat actions ----------------------------------------------------------------------------------------");
|
||||
|
||||
addActionsTimed();
|
||||
if (root != null && !root.children.isEmpty()) {
|
||||
root = root.children.get(0);
|
||||
int bestScore = root.getScore();
|
||||
if (bestScore > currentScore || allowBadMoves) {
|
||||
actions = new LinkedList<>(root.abilities);
|
||||
combat = root.combat;
|
||||
} else {
|
||||
logger.debug('[' + game.getPlayer(playerId).getName() + "] no better score current: " + currentScore + " bestScore: " + bestScore);
|
||||
}
|
||||
} else {
|
||||
logger.debug('[' + game.getPlayer(playerId).getName() + "][post] Action: skip");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int addActions(SimulationNode2 node, int depth, int alpha, int beta) {
|
||||
boolean stepFinished = false;
|
||||
int val;
|
||||
if (logger.isTraceEnabled() && node != null && node.getAbilities() != null && !node.getAbilities().toString().equals("[Pass]")) {
|
||||
logger.trace("Add Action [" + depth + "] " + node.getAbilities().toString() + " a: " + alpha + " b: " + beta);
|
||||
}
|
||||
Game game = node.getGame();
|
||||
if (ALLOW_INTERRUPT && Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
// Condition to stop deeper simulation
|
||||
if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.checkIfGameIsOver()) {
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
if (logger.isTraceEnabled()) {
|
||||
StringBuilder sb = new StringBuilder("Add Actions -- reached end state <").append(val).append('>');
|
||||
SimulationNode2 logNode = node;
|
||||
do {
|
||||
sb.append(new StringBuilder(" <- [" + logNode.getDepth() + ']' + (logNode.getAbilities() != null ? logNode.getAbilities().toString() : "[empty]")));
|
||||
logNode = logNode.getParent();
|
||||
} while ((logNode.getParent() != null));
|
||||
logger.trace(sb);
|
||||
}
|
||||
} else if (!node.getChildren().isEmpty()) {
|
||||
if (logger.isDebugEnabled()) {
|
||||
StringBuilder sb = new StringBuilder("Add Action [").append(depth)
|
||||
.append("] -- something added children ")
|
||||
.append(node.getAbilities() != null ? node.getAbilities().toString() : "null")
|
||||
.append(" added children: ").append(node.getChildren().size()).append(" (");
|
||||
for (SimulationNode2 logNode : node.getChildren()) {
|
||||
sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString() : "null").append(", ");
|
||||
}
|
||||
sb.append(')');
|
||||
logger.debug(sb);
|
||||
}
|
||||
val = minimaxAB(node, depth - 1, alpha, beta);
|
||||
} else {
|
||||
logger.trace("Add Action -- 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.checkIfGameIsOver()) {
|
||||
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("Add Action -- 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;
|
||||
}*/
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
} else {
|
||||
val = GameStateEvaluator2.evaluate(playerId, game);
|
||||
/*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().isEmpty()) {
|
||||
if (logger.isDebugEnabled()) {
|
||||
StringBuilder sb = new StringBuilder("Add Action [").append(depth)
|
||||
.append("] -- trigger ")
|
||||
.append(node.getAbilities() != null ? node.getAbilities().toString() : "null")
|
||||
.append(" added children: ").append(node.getChildren().size()).append(" (");
|
||||
for (SimulationNode2 logNode : node.getChildren()) {
|
||||
sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString() : "null").append(", ");
|
||||
}
|
||||
sb.append(')');
|
||||
logger.debug(sb);
|
||||
}
|
||||
|
||||
val = minimaxAB(node, depth, alpha, beta);
|
||||
} else {
|
||||
val = simulatePriority(node, game, depth, alpha, beta);
|
||||
}
|
||||
}
|
||||
node.setScore(val); // test
|
||||
logger.trace("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 (ALLOW_INTERRUPT && 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 (ALLOW_INTERRUPT && 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);
|
||||
UUID defenderId = game.getOpponents(attackerId).iterator().next();
|
||||
if (logger.isDebugEnabled()) {
|
||||
logger.debug(attacker.getName() + "'s possible attackers: " + attacker.getAvailableAttackers(defenderId, game));
|
||||
}
|
||||
for (Combat engagement : attacker.addAttackers(game)) {
|
||||
if (logger.isDebugEnabled()) {
|
||||
logger.debug("Sim Attackers: " + engagement.getAttackers() + ", blockers: " + engagement.getBlockers());
|
||||
}
|
||||
if (alpha >= beta) {
|
||||
logger.debug("Sim Attackers -- pruning attackers");
|
||||
break;
|
||||
}
|
||||
Game sim = game.copy();
|
||||
for (CombatGroup group : engagement.getGroups()) {
|
||||
for (UUID attackId : group.getAttackers()) {
|
||||
sim.getPlayer(attackerId).declareAttacker(attackId, defenderId, sim, false);
|
||||
}
|
||||
}
|
||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, attackerId, attackerId));
|
||||
SimulationNode2 newNode = new SimulationNode2(node, sim, depth, attackerId);
|
||||
if (logger.isDebugEnabled()) {
|
||||
logger.debug("Sim attack for player:" + game.getPlayer(attackerId).getName());
|
||||
}
|
||||
sim.checkStateAndTriggered();
|
||||
while (!sim.getStack().isEmpty()) {
|
||||
sim.getStack().resolve(sim);
|
||||
logger.debug("Sim attack: 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);
|
||||
if (!newNode.getChildren().isEmpty()) {
|
||||
bestNode.setCombat(newNode.getChildren().get(0).getCombat());
|
||||
}
|
||||
}
|
||||
} else if (val > alpha) {
|
||||
alpha = val;
|
||||
bestNode = newNode;
|
||||
bestNode.setScore(val);
|
||||
if (!newNode.getChildren().isEmpty()) {
|
||||
bestNode.setCombat(newNode.getChildren().get(0).getCombat());
|
||||
}
|
||||
}
|
||||
}
|
||||
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("Sim attackers: returning 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 (ALLOW_INTERRUPT && 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));
|
||||
}
|
||||
List<Combat> combats = defender.addBlockers(game);
|
||||
for (Combat engagement : combats) {
|
||||
if (alpha >= beta) {
|
||||
logger.debug("Sim blockers -- pruning blockers");
|
||||
break;
|
||||
}
|
||||
Game sim = game.copy();
|
||||
for (CombatGroup group : engagement.getGroups()) {
|
||||
if (!group.getAttackers().isEmpty()) {
|
||||
UUID attackerId = group.getAttackers().get(0);
|
||||
for (UUID blockerId : group.getBlockers()) {
|
||||
sim.getPlayer(defenderId).declareBlocker(defenderId, 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("Sim block for player:" + game.getPlayer(defenderId).getName());
|
||||
}
|
||||
sim.checkStateAndTriggered();
|
||||
while (!sim.getStack().isEmpty()) {
|
||||
sim.getStack().resolve(sim);
|
||||
logger.debug("Sim blockers: 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.checkIfGameIsOver()) {
|
||||
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);
|
||||
bestNode.setCombat(simCombat);
|
||||
}
|
||||
} else if (val > alpha) {
|
||||
alpha = val;
|
||||
bestNode = newNode;
|
||||
bestNode.setScore(val);
|
||||
bestNode.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("Sim blockers: returning 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 (ALLOW_INTERRUP && 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 (ALLOW_INTERRUPT && Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return;
|
||||
}
|
||||
if (!game.checkIfGameIsOver()) {
|
||||
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 (ALLOW_INTERRUPT && Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return;
|
||||
}
|
||||
simulateStep(game, new FirstCombatDamageStep());
|
||||
simulateStep(game, new CombatDamageStep());
|
||||
simulateStep(game, new EndOfCombatStep());
|
||||
}
|
||||
|
||||
protected int simulatePostCombatMain(Game game, SimulationNode2 node, int depth, int alpha, int beta) {
|
||||
if (ALLOW_INTERRUPT && Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
logger.debug("Sim [" + depth + "] -- 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, depth, alpha, beta);
|
||||
}
|
||||
//return simulateCounterAttack(game, node, depth, alpha, beta);
|
||||
return GameStateEvaluator2.evaluate(playerId, game);
|
||||
}
|
||||
|
||||
protected void simulateToEnd(Game game) {
|
||||
if (ALLOW_INTERRUPT && Thread.interrupted()) {
|
||||
Thread.currentThread().interrupt();
|
||||
logger.debug("interrupted");
|
||||
return;
|
||||
}
|
||||
if (!game.checkIfGameIsOver()) {
|
||||
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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setAllowBadMoves(boolean allowBadMoves) {
|
||||
this.allowBadMoves = allowBadMoves;
|
||||
|
|
|
@ -15,7 +15,7 @@ import org.apache.log4j.Logger;
|
|||
*
|
||||
* @author nantuko
|
||||
*
|
||||
* this evaluator is only good for two player games
|
||||
* This evaluator is only good for two player games
|
||||
*
|
||||
*/
|
||||
public final class GameStateEvaluator2 {
|
||||
|
@ -25,25 +25,19 @@ public final class GameStateEvaluator2 {
|
|||
public static final int WIN_GAME_SCORE = 100000000;
|
||||
public static final int LOSE_GAME_SCORE = -WIN_GAME_SCORE;
|
||||
|
||||
private static final int LIFE_FACTOR = Config2.evaluatorLifeFactor;
|
||||
private static final int PERMANENT_FACTOR = Config2.evaluatorPermanentFactor;
|
||||
private static final int CREATURE_FACTOR = Config2.evaluatorCreatureFactor;
|
||||
private static final int HAND_FACTOR = Config2.evaluatorHandFactor;
|
||||
|
||||
public static int evaluate(UUID playerId, Game game) {
|
||||
Player player = game.getPlayer(playerId);
|
||||
Player opponent = game.getPlayer(game.getOpponents(playerId).iterator().next());
|
||||
if (game.checkIfGameIsOver()) {
|
||||
if (player.hasLost() || opponent.hasWon()) {
|
||||
if (player.hasLost()
|
||||
|| opponent.hasWon()) {
|
||||
return LOSE_GAME_SCORE;
|
||||
}
|
||||
if (opponent.hasLost() || player.hasWon()) {
|
||||
if (opponent.hasLost()
|
||||
|| player.hasWon()) {
|
||||
return WIN_GAME_SCORE;
|
||||
}
|
||||
}
|
||||
//int lifeScore = (player.getLife() - opponent.getLife()) * LIFE_FACTOR;
|
||||
|
||||
//int lifeScore = (ArtificialScoringSystem.getLifeScore(player.getLife()) - opponent.getLife()) * LIFE_FACTOR;
|
||||
int lifeScore = 0;
|
||||
if (player.getLife() <= 0) { // we don't want a tie
|
||||
lifeScore = ArtificialScoringSystem.LOSE_GAME_SCORE;
|
||||
|
@ -52,7 +46,6 @@ public final class GameStateEvaluator2 {
|
|||
} else {
|
||||
lifeScore = ArtificialScoringSystem.getLifeScore(player.getLife()) - ArtificialScoringSystem.getLifeScore(opponent.getLife());
|
||||
}
|
||||
|
||||
int permanentScore = 0;
|
||||
int playerScore = 0;
|
||||
int opponentScore = 0;
|
||||
|
@ -90,56 +83,24 @@ public final class GameStateEvaluator2 {
|
|||
permanentScore = playerScore - opponentScore;
|
||||
} catch (Throwable t) {
|
||||
}
|
||||
//permanentScore *= PERMANENT_FACTOR;
|
||||
|
||||
int handScore;
|
||||
handScore = player.getHand().size() - opponent.getHand().size();
|
||||
handScore *= 5;
|
||||
|
||||
int score = lifeScore + permanentScore + handScore;
|
||||
logger.debug(score + " total Score (life:" + lifeScore + " permanents:" + permanentScore + " hand:" + handScore + ')');
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
public static int evaluatePermanent(Permanent permanent, Game game) {
|
||||
/*int value = permanent.isTapped()?4:5;
|
||||
if (permanent.getCardType().contains(CardType.CREATURE)) {
|
||||
value += evaluateCreature(permanent, game) * CREATURE_FACTOR;
|
||||
}
|
||||
value += permanent.getAbilities().getManaAbilities(Zone.BATTLEFIELD).size();
|
||||
for (ActivatedAbility ability: permanent.getAbilities().getActivatedAbilities(Zone.BATTLEFIELD)) {
|
||||
if (!(ability instanceof ManaAbility) && ability.canActivate(ability.getControllerId(), game))
|
||||
value += ability.getEffects().size();
|
||||
}
|
||||
value += permanent.getAbilities().getStaticAbilities(Zone.BATTLEFIELD).size();
|
||||
value += permanent.getAbilities().getTriggeredAbilities(Zone.BATTLEFIELD).size();
|
||||
value += permanent.getManaCost().convertedManaCost();
|
||||
*/
|
||||
|
||||
int value = ArtificialScoringSystem.getFixedPermanentScore(game, permanent)
|
||||
+ ArtificialScoringSystem.getVariablePermanentScore(game, permanent);
|
||||
|
||||
//TODO: add a difficulty to calculation to ManaCost - sort permanents by difficulty for casting when evaluating game states
|
||||
return value;
|
||||
}
|
||||
|
||||
public static int evaluateCreature(Permanent creature, Game game) {
|
||||
int value = ArtificialScoringSystem.getFixedPermanentScore(game, creature)
|
||||
+ ArtificialScoringSystem.getVariablePermanentScore(game, creature);
|
||||
|
||||
/*int value = 0;
|
||||
value += creature.getPower().getValue();
|
||||
value += creature.getToughness().getValue();
|
||||
// if (creature.canAttack(game))
|
||||
// value += creature.getPower().getValue();
|
||||
// if (!creature.isTapped())
|
||||
// value += 2;
|
||||
value += creature.getAbilities().getEvasionAbilities().size();
|
||||
value += creature.getAbilities().getProtectionAbilities().size();
|
||||
value += creature.getAbilities().containsKey(FirstStrikeAbility.getInstance().getId())?1:0;
|
||||
value += creature.getAbilities().containsKey(DoubleStrikeAbility.getInstance().getId())?2:0;
|
||||
value += creature.getAbilities().containsKey(TrampleAbility.getInstance().getId())?1:0;*/
|
||||
return value;
|
||||
}
|
||||
|
||||
|
|
|
@ -126,11 +126,14 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
@Override
|
||||
public boolean chooseMulligan(Game game) {
|
||||
log.debug("chooseMulligan");
|
||||
if (hand.size() < 6 || isTestMode() || game.getClass().getName().contains("Momir")) {
|
||||
if (hand.size() < 6
|
||||
|| isTestMode()
|
||||
|| game.getClass().getName().contains("Momir")) {
|
||||
return false;
|
||||
}
|
||||
Set<Card> lands = hand.getCards(new FilterLandCard(), game);
|
||||
return lands.size() < 2 || lands.size() > hand.size() - 2;
|
||||
return lands.size() < 2
|
||||
|| lands.size() > hand.size() - 2;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -140,12 +143,14 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
|
||||
@Override
|
||||
public boolean choose(Outcome outcome, Target target, UUID sourceId, Game game, Map<String, Serializable> options) {
|
||||
System.out.println("choose in ComputerPlayer");
|
||||
if (log.isDebugEnabled()) {
|
||||
log.debug("chooseTarget: " + outcome.toString() + ':' + target.toString());
|
||||
}
|
||||
// sometimes a target selection can be made from a player that does not control the ability
|
||||
UUID abilityControllerId = playerId;
|
||||
if (target.getTargetController() != null && target.getAbilityController() != null) {
|
||||
if (target.getTargetController() != null
|
||||
&& target.getAbilityController() != null) {
|
||||
abilityControllerId = target.getAbilityController();
|
||||
}
|
||||
UUID randomOpponentId = getRandomOpponent(abilityControllerId, game);
|
||||
|
@ -388,10 +393,11 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
}
|
||||
|
||||
throw new IllegalStateException("Target wasn't handled. class:" + target.getClass().toString());
|
||||
}
|
||||
} //end of choose method
|
||||
|
||||
@Override
|
||||
public boolean chooseTarget(Outcome outcome, Target target, Ability source, Game game) {
|
||||
System.out.println("chooseTarget in ComputerPlayer");
|
||||
if (log.isDebugEnabled()) {
|
||||
log.debug("chooseTarget: " + outcome.toString() + ':' + target.toString());
|
||||
}
|
||||
|
@ -747,9 +753,10 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
return target.isChosen();
|
||||
}
|
||||
throw new IllegalStateException("Target wasn't handled. class:" + target.getClass().toString());
|
||||
}
|
||||
} //end of chooseTarget method
|
||||
|
||||
protected Card pickTarget(List<Card> cards, Outcome outcome, Target target, Ability source, Game game) {
|
||||
System.out.println("pickTarget in ComputerPlayer");
|
||||
Card card;
|
||||
while (!cards.isEmpty()) {
|
||||
if (outcome.isGood()) {
|
||||
|
@ -771,6 +778,7 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
|
||||
@Override
|
||||
public boolean chooseTargetAmount(Outcome outcome, TargetAmount target, Ability source, Game game) {
|
||||
System.out.println("chooseTargetAmount in ComputerPlayer");
|
||||
if (log.isDebugEnabled()) {
|
||||
log.debug("chooseTarget: " + outcome.toString() + ':' + target.toString());
|
||||
}
|
||||
|
@ -811,6 +819,7 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
|
||||
@Override
|
||||
public boolean priority(Game game) {
|
||||
System.out.println("priority in ComputerPlayer");
|
||||
game.resumeTimer(getTurnControlledBy());
|
||||
log.debug("priority");
|
||||
boolean result = priorityPlay(game);
|
||||
|
@ -819,6 +828,7 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
}
|
||||
|
||||
private boolean priorityPlay(Game game) {
|
||||
System.out.println("priorityPlay in ComputerPlayer");
|
||||
UUID opponentId = game.getOpponents(playerId).iterator().next();
|
||||
if (game.getActivePlayerId().equals(playerId)) {
|
||||
if (game.isMainPhase() && game.getStack().isEmpty()) {
|
||||
|
@ -906,7 +916,7 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
}
|
||||
pass(game);
|
||||
return true;
|
||||
}
|
||||
} // end priorityPlay method
|
||||
|
||||
@Override
|
||||
public boolean activateAbility(ActivatedAbility ability, Game game) {
|
||||
|
@ -975,6 +985,7 @@ public class ComputerPlayer extends PlayerImpl implements Player {
|
|||
}
|
||||
|
||||
protected void findPlayables(Game game) {
|
||||
System.out.println("Here in findPlayables");
|
||||
playableInstant.clear();
|
||||
playableNonInstant.clear();
|
||||
unplayable.clear();
|
||||
|
|
Loading…
Reference in a new issue