/** place a road attached to the last initial settlement */ public int planInitRoad(SOCGame game, SOCPlayer ourPlayerData, SOCRobotClient client) { int settlementNode = ourPlayerData.getLastSettlementCoord(); Hashtable twoAway = new Hashtable(); // <Integer,Integer> log.debug("--- placeInitRoad"); /** look at all of the nodes that are 2 away from the last settlement and pick the best one */ SOCBoard board = game.getBoard(); for (int facing = 1; facing <= 6; ++facing) { // each of 6 directions: NE, E, SE, SW, W, NW int tmp = board.getAdjacentNodeToNode2Away(settlementNode, facing); if ((tmp != -9) && ourPlayerData.isPotentialSettlement(tmp)) twoAway.put(new Integer(tmp), new Integer(0)); } scoreNodesForSettlements(twoAway, 3, 5, 10, game, ourPlayerData); log.debug("Init Road for " + client.getNickname()); /** * create a dummy player to calculate possible places to build taking into account where other * players will build before we can. */ SOCPlayer dummy = new SOCPlayer(ourPlayerData.getPlayerNumber(), game); if (game.getGameState() == SOCGame.START1B) { /** do a look ahead so we don't build toward a place where someone else will build first. */ int numberOfBuilds = numberOfEnemyBuilds(game); log.debug( "Other players will build " + numberOfBuilds + " settlements before I get to build again."); if (numberOfBuilds > 0) { /** rule out where other players are going to build */ Hashtable allNodes = new Hashtable(); // <Integer.Integer> final int minNode = board.getMinNode(); for (int i = minNode; i <= SOCBoard.MAXNODE; i++) { if (ourPlayerData.isPotentialSettlement(i)) { log.debug("-- potential settlement at " + Integer.toHexString(i)); allNodes.put(new Integer(i), new Integer(0)); } } /** favor spots with the most high numbers */ bestSpotForNumbers(allNodes, 100, game); /** favor spots near good ports */ /** check 3:1 ports */ Vector miscPortNodes = board.getPortCoordinates(SOCBoard.MISC_PORT); bestSpot2AwayFromANodeSet(board, allNodes, miscPortNodes, 5); /** check out good 2:1 ports */ for (int portType = SOCBoard.CLAY_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { /** * if the chances of rolling a number on the resource is better than 1/3, then it's worth * looking at the port */ if (resourceEstimates[portType] > 33) { Vector portNodes = board.getPortCoordinates(portType); int portWeight = (resourceEstimates[portType] * 10) / 56; bestSpot2AwayFromANodeSet(board, allNodes, portNodes, portWeight); } } /* * create a list of potential settlements that takes into account * where other players will build */ Vector psList = new Vector(); // <Integer> for (int j = minNode; j <= SOCBoard.MAXNODE; j++) { if (ourPlayerData.isPotentialSettlement(j)) { log.debug("- potential settlement at " + Integer.toHexString(j)); psList.addElement(new Integer(j)); } } dummy.setPotentialSettlements(psList); for (int builds = 0; builds < numberOfBuilds; builds++) { BoardNodeScorePair bestNodePair = new BoardNodeScorePair(0, 0); Enumeration nodesEnum = allNodes.keys(); // <Integer> while (nodesEnum.hasMoreElements()) { Integer nodeCoord = (Integer) nodesEnum.nextElement(); final int score = ((Integer) allNodes.get(nodeCoord)).intValue(); log.debug("NODE = " + Integer.toHexString(nodeCoord.intValue()) + " SCORE = " + score); if (bestNodePair.getScore() < score) { bestNodePair.setScore(score); bestNodePair.setNode(nodeCoord.intValue()); } } /** pretend that someone has built a settlement on the best spot */ dummy.updatePotentials(new SOCSettlement(ourPlayerData, bestNodePair.getNode(), null)); /** remove this spot from the list of best spots */ allNodes.remove(new Integer(bestNodePair.getNode())); } } } /** Find the best scoring node */ BoardNodeScorePair bestNodePair = new BoardNodeScorePair(0, 0); Enumeration cenum = twoAway.keys(); // <Integer> while (cenum.hasMoreElements()) { Integer coord = (Integer) cenum.nextElement(); final int score = ((Integer) twoAway.get(coord)).intValue(); log.debug( "Considering " + Integer.toHexString(coord.intValue()) + " with a score of " + score); if (dummy.isPotentialSettlement(coord.intValue())) { if (bestNodePair.getScore() < score) { bestNodePair.setScore(score); bestNodePair.setNode(coord.intValue()); } } else { log.debug("Someone is bound to ruin that spot."); } } // Reminder: settlementNode == ourPlayerData.getLastSettlementCoord() final int destination = bestNodePair.getNode(); // coordinate of future settlement // 2 nodes away from settlementNode final int roadEdge // will be adjacent to settlementNode = board.getAdjacentEdgeToNode2Away(settlementNode, destination); dummy.destroyPlayer(); return roadEdge; }
/** figure out where to place the two settlements */ public int planInitialSettlements(SOCGame game, SOCPlayer ourPlayerData) { log.debug("--- planInitialSettlements"); int[] rolls; Enumeration hexes; // Integers int speed; boolean allTheWay; firstSettlement = 0; secondSettlement = 0; int bestSpeed = 4 * SOCBuildingSpeedEstimate.DEFAULT_ROLL_LIMIT; SOCBoard board = game.getBoard(); SOCResourceSet emptySet = new SOCResourceSet(); SOCPlayerNumbers playerNumbers = new SOCPlayerNumbers(board.getBoardEncodingFormat()); int probTotal; int bestProbTotal; boolean[] ports = new boolean[SOCBoard.WOOD_PORT + 1]; SOCBuildingSpeedEstimate estimate = new SOCBuildingSpeedEstimate(); int[] prob = SOCNumberProbabilities.INT_VALUES; bestProbTotal = 0; for (int firstNode = board.getMinNode(); firstNode <= SOCBoard.MAXNODE; firstNode++) { if (ourPlayerData.isPotentialSettlement(firstNode)) { Integer firstNodeInt = new Integer(firstNode); // // this is just for testing purposes // log.debug("FIRST NODE -----------"); log.debug("firstNode = " + board.nodeCoordToString(firstNode)); StringBuffer sb = new StringBuffer(); sb.append("numbers:["); playerNumbers.clear(); probTotal = 0; hexes = SOCBoard.getAdjacentHexesToNode(firstNode).elements(); while (hexes.hasMoreElements()) { Integer hex = (Integer) hexes.nextElement(); int number = board.getNumberOnHexFromCoord(hex.intValue()); int resource = board.getHexTypeFromCoord(hex.intValue()); playerNumbers.addNumberForResource(number, resource, hex.intValue()); probTotal += prob[number]; sb.append(number + " "); } sb.append("]"); log.debug(sb.toString()); sb = new StringBuffer(); sb.append("ports: "); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { if (board.getPortCoordinates(portType).contains(firstNodeInt)) { ports[portType] = true; } else { ports[portType] = false; } sb.append(ports[portType] + " "); } log.debug(sb.toString()); log.debug("probTotal = " + probTotal); estimate.recalculateEstimates(playerNumbers); speed = 0; allTheWay = false; try { speed += estimate.calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, 300, ports).getRolls(); speed += estimate.calculateRollsFast(emptySet, SOCGame.CITY_SET, 300, ports).getRolls(); speed += estimate.calculateRollsFast(emptySet, SOCGame.CARD_SET, 300, ports).getRolls(); speed += estimate.calculateRollsFast(emptySet, SOCGame.ROAD_SET, 300, ports).getRolls(); } catch (CutoffExceededException e) { } rolls = estimate.getEstimatesFromNothingFast(ports, 300); sb = new StringBuffer(); sb.append(" road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("speed = " + speed); // // end test // for (int secondNode = firstNode + 1; secondNode <= SOCBoard.MAXNODE; secondNode++) { if ((ourPlayerData.isPotentialSettlement(secondNode)) && (!board.getAdjacentNodesToNode(secondNode).contains(firstNodeInt))) { log.debug("firstNode = " + board.nodeCoordToString(firstNode)); log.debug("secondNode = " + board.nodeCoordToString(secondNode)); Integer secondNodeInt = new Integer(secondNode); /** get the numbers for these settlements */ sb = new StringBuffer(); sb.append("numbers:["); playerNumbers.clear(); probTotal = 0; hexes = SOCBoard.getAdjacentHexesToNode(firstNode).elements(); while (hexes.hasMoreElements()) { Integer hex = (Integer) hexes.nextElement(); int number = board.getNumberOnHexFromCoord(hex.intValue()); int resource = board.getHexTypeFromCoord(hex.intValue()); playerNumbers.addNumberForResource(number, resource, hex.intValue()); probTotal += prob[number]; sb.append(number + " "); } sb.append("] ["); hexes = SOCBoard.getAdjacentHexesToNode(secondNode).elements(); while (hexes.hasMoreElements()) { Integer hex = (Integer) hexes.nextElement(); int number = board.getNumberOnHexFromCoord(hex.intValue()); int resource = board.getHexTypeFromCoord(hex.intValue()); playerNumbers.addNumberForResource(number, resource, hex.intValue()); probTotal += prob[number]; sb.append(number + " "); } sb.append("]"); log.debug(sb.toString()); /** see if the settlements are on any ports */ sb = new StringBuffer(); sb.append("ports: "); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { if ((board.getPortCoordinates(portType).contains(firstNodeInt)) || (board.getPortCoordinates(portType).contains(secondNodeInt))) { ports[portType] = true; } else { ports[portType] = false; } sb.append(ports[portType] + " "); } log.debug(sb.toString()); log.debug("probTotal = " + probTotal); /** estimate the building speed for this pair */ estimate.recalculateEstimates(playerNumbers); speed = 0; allTheWay = false; try { speed += estimate .calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports) .getRolls(); allTheWay = true; } } } } catch (CutoffExceededException e) { speed = bestSpeed; } rolls = estimate.getEstimatesFromNothingFast(ports, bestSpeed); sb = new StringBuffer(); sb.append(" road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("allTheWay = " + allTheWay); log.debug("speed = " + speed); /** keep the settlements with the best speed */ if (speed < bestSpeed) { firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("bestSpeed = " + bestSpeed); log.debug("bestProbTotal = " + bestProbTotal); } else if ((speed == bestSpeed) && allTheWay) { if (probTotal > bestProbTotal) { log.debug("Equal speed, better prob"); firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("firstSettlement = " + Integer.toHexString(firstSettlement)); log.debug("secondSettlement = " + Integer.toHexString(secondSettlement)); log.debug("bestSpeed = " + bestSpeed); log.debug("bestProbTotal = " + bestProbTotal); } } } } } } /** choose which settlement to place first */ playerNumbers.clear(); hexes = SOCBoard.getAdjacentHexesToNode(firstSettlement).elements(); while (hexes.hasMoreElements()) { int hex = ((Integer) hexes.nextElement()).intValue(); int number = board.getNumberOnHexFromCoord(hex); int resource = board.getHexTypeFromCoord(hex); playerNumbers.addNumberForResource(number, resource, hex); } Integer firstSettlementInt = new Integer(firstSettlement); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { if (board.getPortCoordinates(portType).contains(firstSettlementInt)) { ports[portType] = true; } else { ports[portType] = false; } } estimate.recalculateEstimates(playerNumbers); int firstSpeed = 0; int cutoff = 100; try { firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, cutoff, ports).getRolls(); } catch (CutoffExceededException e) { firstSpeed += cutoff; } try { firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CITY_SET, cutoff, ports).getRolls(); } catch (CutoffExceededException e) { firstSpeed += cutoff; } try { firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CARD_SET, cutoff, ports).getRolls(); } catch (CutoffExceededException e) { firstSpeed += cutoff; } try { firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.ROAD_SET, cutoff, ports).getRolls(); } catch (CutoffExceededException e) { firstSpeed += cutoff; } playerNumbers.clear(); hexes = SOCBoard.getAdjacentHexesToNode(secondSettlement).elements(); while (hexes.hasMoreElements()) { int hex = ((Integer) hexes.nextElement()).intValue(); int number = board.getNumberOnHexFromCoord(hex); int resource = board.getHexTypeFromCoord(hex); playerNumbers.addNumberForResource(number, resource, hex); } Integer secondSettlementInt = new Integer(secondSettlement); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { if (board.getPortCoordinates(portType).contains(secondSettlementInt)) { ports[portType] = true; } else { ports[portType] = false; } } estimate.recalculateEstimates(playerNumbers); int secondSpeed = 0; try { secondSpeed += estimate .calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports) .getRolls(); } catch (CutoffExceededException e) { secondSpeed += cutoff; } try { secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports).getRolls(); } catch (CutoffExceededException e) { secondSpeed += cutoff; } try { secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports).getRolls(); } catch (CutoffExceededException e) { secondSpeed += cutoff; } try { secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports).getRolls(); } catch (CutoffExceededException e) { secondSpeed += cutoff; } if (firstSpeed > secondSpeed) { int tmp = firstSettlement; firstSettlement = secondSettlement; secondSettlement = tmp; } log.debug( board.nodeCoordToString(firstSettlement) + ":" + firstSpeed + ", " + board.nodeCoordToString(secondSettlement) + ":" + secondSpeed); return firstSettlement; }
/** figure out where to place the second settlement */ public int planSecondSettlement(SOCGame game, SOCPlayer ourPlayerData) { log.debug("--- planSecondSettlement"); int bestSpeed = 4 * SOCBuildingSpeedEstimate.DEFAULT_ROLL_LIMIT; SOCBoard board = game.getBoard(); SOCResourceSet emptySet = new SOCResourceSet(); SOCPlayerNumbers playerNumbers = new SOCPlayerNumbers(board.getBoardEncodingFormat()); boolean[] ports = new boolean[SOCBoard.WOOD_PORT + 1]; SOCBuildingSpeedEstimate estimate = new SOCBuildingSpeedEstimate(); int probTotal; int bestProbTotal; int[] prob = SOCNumberProbabilities.INT_VALUES; int firstNode = firstSettlement; Integer firstNodeInt = new Integer(firstNode); bestProbTotal = 0; secondSettlement = -1; for (int secondNode = board.getMinNode(); secondNode <= SOCBoard.MAXNODE; secondNode++) { if ((ourPlayerData.isPotentialSettlement(secondNode)) && (!board.getAdjacentNodesToNode(secondNode).contains(firstNodeInt))) { Integer secondNodeInt = new Integer(secondNode); /** get the numbers for these settlements */ StringBuffer sb = new StringBuffer(); sb.append("numbers: "); playerNumbers.clear(); probTotal = 0; Enumeration hexes = SOCBoard.getAdjacentHexesToNode(firstNode).elements(); // Integers while (hexes.hasMoreElements()) { final int hex = ((Integer) hexes.nextElement()).intValue(); int number = board.getNumberOnHexFromCoord(hex); int resource = board.getHexTypeFromCoord(hex); playerNumbers.addNumberForResource(number, resource, hex); probTotal += prob[number]; sb.append(number + " "); } hexes = SOCBoard.getAdjacentHexesToNode(secondNode).elements(); while (hexes.hasMoreElements()) { final int hex = ((Integer) hexes.nextElement()).intValue(); int number = board.getNumberOnHexFromCoord(hex); int resource = board.getHexTypeFromCoord(hex); playerNumbers.addNumberForResource(number, resource, hex); probTotal += prob[number]; sb.append(number + " "); } /** see if the settlements are on any ports */ sb.append("ports: "); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { if ((board.getPortCoordinates(portType).contains(firstNodeInt)) || (board.getPortCoordinates(portType).contains(secondNodeInt))) { ports[portType] = true; } else { ports[portType] = false; } sb.append(ports[portType] + " "); } log.debug(sb.toString()); log.debug("probTotal = " + probTotal); /** estimate the building speed for this pair */ estimate.recalculateEstimates(playerNumbers); int speed = 0; try { speed += estimate .calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports) .getRolls(); } } } } catch (CutoffExceededException e) { speed = bestSpeed; } log.debug( Integer.toHexString(firstNode) + ", " + Integer.toHexString(secondNode) + ":" + speed); /** keep the settlements with the best speed */ if ((speed < bestSpeed) || (secondSettlement < 0)) { firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("firstSettlement = " + Integer.toHexString(firstSettlement)); log.debug("secondSettlement = " + Integer.toHexString(secondSettlement)); int[] rolls = estimate.getEstimatesFromNothingFast(ports); sb = new StringBuffer(); sb.append("road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("bestSpeed = " + bestSpeed); } else if (speed == bestSpeed) { if (probTotal > bestProbTotal) { firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("firstSettlement = " + Integer.toHexString(firstSettlement)); log.debug("secondSettlement = " + Integer.toHexString(secondSettlement)); int[] rolls = estimate.getEstimatesFromNothingFast(ports); sb = new StringBuffer(); sb.append("road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("bestSpeed = " + bestSpeed); } } } } return secondSettlement; }