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Refactor: Remove Unused ComputerPlayer3 (#9220)
This commit is contained in:
parent
01e7549104
commit
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4 changed files with 0 additions and 549 deletions
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package mage.player.ai;
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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.turn.*;
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import mage.players.Player;
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import org.apache.log4j.Logger;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.UUID;
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/**
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*
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* @author BetaSteward_at_googlemail.com
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*/
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public class ComputerPlayer3 extends ComputerPlayer2 implements Player {
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private static final Logger logger = Logger.getLogger(ComputerPlayer3.class);
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public ComputerPlayer3(String name, RangeOfInfluence range, int skill) {
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super(name, range, skill);
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}
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public ComputerPlayer3(final ComputerPlayer3 player) {
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super(player);
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}
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@Override
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public ComputerPlayer3 copy() {
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return new ComputerPlayer3(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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if (logger.isDebugEnabled())
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logger.debug("Game State: Turn-" + game.getTurnNum() + " Step-" + game.getTurn().getStepType() + " ActivePlayer-" + game.getPlayer(game.getActivePlayerId()).getName() + " PriorityPlayer-" + name);
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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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if (game.isActivePlayer(playerId)) {
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if (actions.isEmpty()) {
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calculatePreCombatActions(game);
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}
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act(game);
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return true;
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}
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else
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pass(game);
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return false;
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case BEGIN_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.isActivePlayer(playerId)) {
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if (actions.isEmpty()) {
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calculatePreCombatActions(game);
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}
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act(game);
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return true;
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}
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else
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pass(game);
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return false;
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case DECLARE_BLOCKERS:
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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 POSTCOMBAT_MAIN:
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if (game.isActivePlayer(playerId)) {
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if (actions.isEmpty()) {
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calculatePostCombatActions(game);
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}
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act(game);
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return true;
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}
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else
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pass(game);
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return false;
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case END_TURN:
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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 calculatePreCombatActions(Game game) {
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if (!getNextAction(game)) {
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currentScore = GameStateEvaluator.evaluate(playerId, game);
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Game sim = createSimulation(game);
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SimulationNode.resetCount();
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root = new SimulationNode(null, sim, playerId);
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logger.debug("simulating pre combat actions -----------------------------------------------------------------------------------------");
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if (!isTestMode)
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addActionsTimed();
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else
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addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE);
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logger.info(name + " simulated " + nodeCount + " nodes in " + thinkTime/1000000000.0 + "s - average " + nodeCount/(thinkTime/1000000000.0) + " nodes/s");
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if (!root.children.isEmpty()) {
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root = root.children.get(0);
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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if (logger.isDebugEnabled())
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logger.debug("adding pre-combat actions:" + actions);
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}
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else
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logger.debug("no pre-combat actions added");
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}
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}
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protected void calculatePostCombatActions(Game game) {
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if (!getNextAction(game)) {
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currentScore = GameStateEvaluator.evaluate(playerId, game);
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Game sim = createSimulation(game);
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SimulationNode.resetCount();
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root = new SimulationNode(null, sim, playerId);
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logger.debug("simulating post combat actions ----------------------------------------------------------------------------------------");
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if (!isTestMode)
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addActionsTimed();
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else
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addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE);
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logger.info(name + " simulated " + nodeCount + " nodes in " + thinkTime/1000000000.0 + "s - average " + nodeCount/(thinkTime/1000000000.0) + " nodes/s");
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if (!root.children.isEmpty()) {
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root = root.children.get(0);
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actions = new LinkedList<>(root.abilities);
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combat = root.combat;
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if (logger.isDebugEnabled())
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logger.debug("adding post-combat actions:" + actions);
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}
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else
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logger.debug("no post-combat actions added");
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}
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}
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@Override
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protected int addActions(SimulationNode node, int alpha, int beta) {
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boolean stepFinished = false;
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int val;
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Game game = node.getGame();
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug(indent(node.depth) + "interrupted");
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return GameStateEvaluator.evaluate(playerId, game);
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}
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if (node.depth > maxDepth || game.checkIfGameIsOver()) {
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logger.debug(indent(node.depth) + "simulating -- reached end state");
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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else if (!node.getChildren().isEmpty()) {
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logger.debug(indent(node.depth) + "simulating -- somthing added children:" + node.getChildren().size());
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val = minimaxAB(node, alpha, beta);
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}
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else {
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if (logger.isDebugEnabled())
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logger.debug(indent(node.depth) + "simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + node.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, game);
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}
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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 = GameStateEvaluator.evaluate(playerId, game);
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}
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else if (stepFinished) {
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logger.debug(indent(node.depth) + "step finished");
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int testScore = GameStateEvaluator.evaluate(playerId, game);
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if (game.isActivePlayer(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(indent(node.depth) + "simulating -- abandoning check, no immediate benefit");
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val = testScore;
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}
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else {
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switch (game.getTurn().getStepType()) {
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case PRECOMBAT_MAIN:
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val = simulateCombat(game, node, alpha, beta, false);
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break;
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case POSTCOMBAT_MAIN:
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val = simulateCounterAttack(game, node, alpha, beta);
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break;
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default:
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val = GameStateEvaluator.evaluate(playerId, game);
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break;
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}
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}
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}
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else {
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if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS)
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val = simulateBlockers(game, node, playerId, alpha, beta, true);
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else
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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}
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else if (!node.getChildren().isEmpty()) {
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logger.debug(indent(node.depth) + "simulating -- trigger added children:" + node.getChildren().size());
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val = minimaxAB(node, alpha, beta);
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}
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else {
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val = simulatePriority(node, game, alpha, beta);
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}
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}
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if (logger.isDebugEnabled())
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logger.debug(indent(node.depth) + "returning -- score: " + val + " depth:" + node.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 simulateCombat(Game game, SimulationNode node, int alpha, int beta, boolean counter) {
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Integer val = null;
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug(indent(node.depth) + "interrupted");
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return GameStateEvaluator.evaluate(playerId, game);
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}
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if (game.getTurn().getStepType() != PhaseStep.DECLARE_BLOCKERS) {
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game.getTurn().setPhase(new CombatPhase());
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if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
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simulateStep(game, new BeginCombatStep());
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game.getPhase().setStep(new DeclareAttackersStep());
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if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
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game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, game.getActivePlayerId()));
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if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, game.getActivePlayerId(), game.getActivePlayerId()))) {
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val = simulateAttackers(game, node, game.getActivePlayerId(), alpha, beta, counter);
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}
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}
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else if (!counter) {
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val = simulatePostCombatMain(game, node, alpha, beta);
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}
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}
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}
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else {
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if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
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game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, game.getActivePlayerId()));
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if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, game.getActivePlayerId(), game.getActivePlayerId()))) {
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//only suitable for two player games - only simulates blocks for 1st defender
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val = simulateBlockers(game, node, game.getCombat().getDefenders().iterator().next(), alpha, beta, counter);
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}
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}
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else if (!counter) {
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finishCombat(game);
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val = simulateCounterAttack(game, node, alpha, beta);
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}
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}
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if (val == null)
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val = GameStateEvaluator.evaluate(playerId, game);
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if (logger.isDebugEnabled())
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logger.debug(indent(node.depth) + "returning -- combat score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
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return val;
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}
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protected int simulateAttackers(Game game, SimulationNode node, UUID attackerId, int alpha, int beta, boolean counter) {
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug(indent(node.depth) + "interrupted");
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return GameStateEvaluator.evaluate(playerId, game);
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}
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Integer val = null;
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SimulationNode bestNode = null;
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SimulatedPlayer attacker = (SimulatedPlayer) game.getPlayer(attackerId);
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UUID defenderId = game.getOpponents(attackerId).iterator().next();
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if (logger.isDebugEnabled()) {
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logger.debug(indent(node.depth) + attacker.getName() + "'s possible attackers: " + attacker.getAvailableAttackers(defenderId, game));
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}
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List<Combat> engagements = attacker.addAttackers(game);
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for (Combat engagement: engagements) {
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if (alpha >= beta) {
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logger.debug(indent(node.depth) + "simulating -- pruning attackers");
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break;
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}
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Game sim = game.copy();
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for (CombatGroup group: engagement.getGroups()) {
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for (UUID attackId: group.getAttackers()) {
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sim.getPlayer(attackerId).declareAttacker(attackId, defenderId, sim, false);
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}
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}
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sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, attackerId, attackerId));
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SimulationNode newNode = new SimulationNode(node, sim, attackerId);
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if (logger.isDebugEnabled()) {
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logger.debug(indent(node.depth) + "simulating attack for player:" + game.getPlayer(attackerId).getName());
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}
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sim.checkStateAndTriggered();
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while (!sim.getStack().isEmpty()) {
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sim.getStack().resolve(sim);
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logger.debug(indent(node.depth) + "resolving triggered abilities");
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sim.applyEffects();
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}
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sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId()));
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Combat simCombat = sim.getCombat().copy();
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sim.getPhase().setStep(new DeclareBlockersStep());
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val = simulateCombat(sim, newNode, alpha, beta, counter);
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if (!attackerId.equals(playerId)) {
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if (val < beta) {
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beta = val;
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bestNode = newNode;
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node.setCombat(simCombat);
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}
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}
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else {
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if (val > alpha) {
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alpha = val;
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bestNode = newNode;
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node.setCombat(simCombat);
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}
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}
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}
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if (val == null) {
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val = GameStateEvaluator.evaluate(playerId, game);
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}
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if (bestNode != null) {
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node.children.clear();
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node.children.add(bestNode);
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}
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if (logger.isDebugEnabled()) {
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logger.debug(indent(node.depth) + "returning -- combat attacker score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
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}
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return val;
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}
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protected int simulateBlockers(Game game, SimulationNode node, UUID defenderId, int alpha, int beta, boolean counter) {
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if (Thread.interrupted()) {
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Thread.currentThread().interrupt();
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logger.debug(indent(node.depth) + "interrupted");
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return GameStateEvaluator.evaluate(playerId, game);
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}
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Integer val = null;
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SimulationNode bestNode = null;
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//check if defender is being attacked
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if (game.getCombat().isAttacked(defenderId, game)) {
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SimulatedPlayer defender = (SimulatedPlayer) game.getPlayer(defenderId);
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if (logger.isDebugEnabled()) {
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logger.debug(indent(node.depth) + defender.getName() + "'s possible blockers: " + defender.getAvailableBlockers(game));
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}
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for (Combat engagement: defender.addBlockers(game)) {
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if (alpha >= beta) {
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logger.debug(indent(node.depth) + "simulating -- pruning blockers");
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break;
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}
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Game sim = game.copy();
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for (CombatGroup group: engagement.getGroups()) {
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if (!group.getAttackers().isEmpty()) {
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UUID attackerId = group.getAttackers().get(0);
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for (UUID blockerId: group.getBlockers()) {
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|
||||||
sim.getPlayer(defenderId).declareBlocker(defenderId, blockerId, attackerId, sim);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, defenderId, defenderId));
|
|
||||||
SimulationNode newNode = new SimulationNode(node, sim, defenderId);
|
|
||||||
if (logger.isDebugEnabled()) {
|
|
||||||
logger.debug(indent(node.depth) + "simulating block for player:" + game.getPlayer(defenderId).getName());
|
|
||||||
}
|
|
||||||
sim.checkStateAndTriggered();
|
|
||||||
while (!sim.getStack().isEmpty()) {
|
|
||||||
sim.getStack().resolve(sim);
|
|
||||||
logger.debug(indent(node.depth) + "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 = GameStateEvaluator.evaluate(playerId, sim);
|
|
||||||
}
|
|
||||||
else if (!counter) {
|
|
||||||
val = simulatePostCombatMain(sim, newNode, alpha, beta);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
val = GameStateEvaluator.evaluate(playerId, sim);
|
|
||||||
if (!defenderId.equals(playerId)) {
|
|
||||||
if (val < beta) {
|
|
||||||
beta = val;
|
|
||||||
bestNode = newNode;
|
|
||||||
node.setCombat(simCombat);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
if (val > alpha) {
|
|
||||||
alpha = val;
|
|
||||||
bestNode = newNode;
|
|
||||||
node.setCombat(simCombat);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (val == null)
|
|
||||||
val = GameStateEvaluator.evaluate(playerId, game);
|
|
||||||
if (bestNode != null) {
|
|
||||||
node.children.clear();
|
|
||||||
node.children.add(bestNode);
|
|
||||||
}
|
|
||||||
if (logger.isDebugEnabled())
|
|
||||||
logger.debug(indent(node.depth) + "returning -- combat blocker score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
|
||||||
return val;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected int simulateCounterAttack(Game game, SimulationNode node, int alpha, int beta) {
|
|
||||||
if (Thread.interrupted()) {
|
|
||||||
Thread.currentThread().interrupt();
|
|
||||||
logger.debug(indent(node.depth) + "interrupted");
|
|
||||||
return GameStateEvaluator.evaluate(playerId, game);
|
|
||||||
}
|
|
||||||
Integer val = null;
|
|
||||||
if (!game.checkIfGameIsOver()) {
|
|
||||||
logger.debug(indent(node.depth) + "simulating -- ending turn");
|
|
||||||
simulateToEnd(game);
|
|
||||||
game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
|
|
||||||
logger.debug(indent(node.depth) + "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());
|
|
||||||
}
|
|
||||||
//TODO: calculate opponent actions before combat
|
|
||||||
val = simulateCombat(game, node, alpha, beta, true);
|
|
||||||
if (logger.isDebugEnabled())
|
|
||||||
logger.debug(indent(node.depth) + "returning -- counter attack score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
|
|
||||||
}
|
|
||||||
if (val == null)
|
|
||||||
val = GameStateEvaluator.evaluate(playerId, game);
|
|
||||||
return val;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void simulateStep(Game game, Step step) {
|
|
||||||
if (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 (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, SimulationNode node, int alpha, int beta) {
|
|
||||||
if (Thread.interrupted()) {
|
|
||||||
Thread.currentThread().interrupt();
|
|
||||||
logger.debug(indent(node.depth) + "interrupted");
|
|
||||||
return GameStateEvaluator.evaluate(playerId, game);
|
|
||||||
}
|
|
||||||
logger.debug(indent(node.depth) + "simulating -- post combat main");
|
|
||||||
game.getTurn().setPhase(new PostCombatMainPhase());
|
|
||||||
if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
|
|
||||||
game.getPhase().setStep(new PostCombatMainStep());
|
|
||||||
game.getStep().beginStep(game, playerId);
|
|
||||||
game.getPlayers().resetPassed();
|
|
||||||
return addActions(node, alpha, beta);
|
|
||||||
}
|
|
||||||
return simulateCounterAttack(game, node, alpha, beta);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void simulateToEnd(Game game) {
|
|
||||||
if (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());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
|
@ -1,34 +0,0 @@
|
||||||
|
|
||||||
|
|
||||||
package mage.player.ai;
|
|
||||||
|
|
||||||
import org.apache.log4j.Logger;
|
|
||||||
|
|
||||||
import java.util.concurrent.Callable;
|
|
||||||
|
|
||||||
/**
|
|
||||||
*
|
|
||||||
* @author BetaSteward_at_googlemail.com
|
|
||||||
*/
|
|
||||||
public class SimulateBlockWorker implements Callable {
|
|
||||||
|
|
||||||
private static final Logger logger = Logger.getLogger(SimulationWorker.class);
|
|
||||||
|
|
||||||
private SimulationNode node;
|
|
||||||
private ComputerPlayer3 player;
|
|
||||||
|
|
||||||
public SimulateBlockWorker(ComputerPlayer3 player, SimulationNode node) {
|
|
||||||
this.player = player;
|
|
||||||
this.node = node;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public Object call() {
|
|
||||||
try {
|
|
||||||
// player.simulateBlock(node);
|
|
||||||
} catch (Exception ex) {
|
|
||||||
logger.error(null, ex);
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -32,7 +32,6 @@
|
||||||
/>
|
/>
|
||||||
<playerTypes>
|
<playerTypes>
|
||||||
<playerType name="Human" jar="mage-player-human.jar" className="mage.player.human.HumanPlayer"/>
|
<playerType name="Human" jar="mage-player-human.jar" className="mage.player.human.HumanPlayer"/>
|
||||||
<!--<playerType name="Computer - minimax" jar="mage-player-aiminimax.jar" className="mage.player.ai.ComputerPlayer3"/>-->
|
|
||||||
<playerType name="Computer - mad" jar="mage-player-ai-ma.jar" className="mage.player.ai.ComputerPlayer7"/>
|
<playerType name="Computer - mad" jar="mage-player-ai-ma.jar" className="mage.player.ai.ComputerPlayer7"/>
|
||||||
<playerType name="Computer - monte carlo" jar="mage-player-aimcts.jar" className="mage.player.ai.ComputerPlayerMCTS"/>
|
<playerType name="Computer - monte carlo" jar="mage-player-aimcts.jar" className="mage.player.ai.ComputerPlayerMCTS"/>
|
||||||
<playerType name="Computer - draftbot" jar="mage-player-ai-draft-bot.jar" className="mage.player.ai.ComputerDraftPlayer"/>
|
<playerType name="Computer - draftbot" jar="mage-player-ai-draft-bot.jar" className="mage.player.ai.ComputerDraftPlayer"/>
|
||||||
|
|
|
@ -3,7 +3,6 @@
|
||||||
<config xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Config.xsd">
|
<config xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Config.xsd">
|
||||||
<server serverAddress="0.0.0.0" serverName="mage-server" port="17171" maxGameThreads="10" maxSecondsIdle="600"/>
|
<server serverAddress="0.0.0.0" serverName="mage-server" port="17171" maxGameThreads="10" maxSecondsIdle="600"/>
|
||||||
<playerTypes>
|
<playerTypes>
|
||||||
<playerType name="Computer - minimax hybrid" jar="mage-player-aiminimax.jar" className="mage.player.ai.ComputerPlayer3"/>
|
|
||||||
<playerType name="Computer - mad" jar="mage-player-ai-ma.jar" className="mage.player.ai.ComputerPlayer7"/>
|
<playerType name="Computer - mad" jar="mage-player-ai-ma.jar" className="mage.player.ai.ComputerPlayer7"/>
|
||||||
<playerType name="Computer - monte carlo" jar="mage-player-aimcts.jar" className="mage.player.ai.ComputerPlayerMCTS"/>
|
<playerType name="Computer - monte carlo" jar="mage-player-aimcts.jar" className="mage.player.ai.ComputerPlayerMCTS"/>
|
||||||
</playerTypes>
|
</playerTypes>
|
||||||
|
|
Loading…
Reference in a new issue