public static double findTerritoryAttackValue(final PlayerID player, final Territory t) { final GameData data = ProData.getData(); final int isEnemyFactory = ProMatches.territoryHasInfraFactoryAndIsEnemyLand(player, data).match(t) ? 1 : 0; double value = 3 * TerritoryAttachment.getProduction(t) * (isEnemyFactory + 1); if (!t.isWater() && t.getOwner().isNull()) { final double strength = ProBattleUtils.estimateStrength( t.getOwner(), t, new ArrayList<Unit>(t.getUnits().getUnits()), new ArrayList<Unit>(), false); // Estimate TUV swing as number of casualties * cost final double TUVSwing = -(strength / 8) * ProData.minCostPerHitPoint; value += TUVSwing; } return value; }
public static Map<Territory, Double> findTerritoryValues( final PlayerID player, final List<Territory> territoriesThatCantBeHeld, final List<Territory> territoriesToAttack) { final GameData data = ProData.getData(); final List<Territory> allTerritories = data.getMap().getTerritories(); // Get all enemy factories and capitals (check if most territories have factories and if so // remove them) final Set<Territory> enemyCapitalsAndFactories = new HashSet<Territory>(); enemyCapitalsAndFactories.addAll( Match.getMatches( allTerritories, ProMatches.territoryHasInfraFactoryAndIsOwnedByPlayersOrCantBeHeld( player, data, ProUtils.getPotentialEnemyPlayers(player), territoriesThatCantBeHeld))); final int numPotentialEnemyTerritories = Match.countMatches( allTerritories, Matches.isTerritoryOwnedBy(ProUtils.getPotentialEnemyPlayers(player))); if (enemyCapitalsAndFactories.size() * 2 >= numPotentialEnemyTerritories) { enemyCapitalsAndFactories.clear(); } enemyCapitalsAndFactories.addAll(ProUtils.getLiveEnemyCapitals(data, player)); enemyCapitalsAndFactories.removeAll(territoriesToAttack); // Find max land mass size int maxLandMassSize = 1; for (final Territory t : allTerritories) { if (!t.isWater()) { final int landMassSize = 1 + data.getMap() .getNeighbors( t, 6, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data, true)) .size(); if (landMassSize > maxLandMassSize) { maxLandMassSize = landMassSize; } } } // Loop through factories/capitals and find value final Map<Territory, Double> enemyCapitalsAndFactoriesMap = new HashMap<Territory, Double>(); for (final Territory t : enemyCapitalsAndFactories) { // Get factory production if factory int factoryProduction = 0; if (ProMatches.territoryHasInfraFactoryAndIsLand(player).match(t)) { factoryProduction = TerritoryAttachment.getProduction(t); } // Get player production if capital double playerProduction = 0; final TerritoryAttachment ta = TerritoryAttachment.get(t); if (ta != null && ta.isCapital()) { playerProduction = ProUtils.getPlayerProduction(t.getOwner(), data); } // Check if neutral final int isNeutral = t.getOwner().isNull() ? 1 : 0; // Calculate value final int landMassSize = 1 + data.getMap() .getNeighbors( t, 6, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data, true)) .size(); final double value = Math.sqrt(factoryProduction + Math.sqrt(playerProduction)) * 32 / (1 + 3 * isNeutral) * landMassSize / maxLandMassSize; enemyCapitalsAndFactoriesMap.put(t, value); } // Determine value for land territories final Map<Territory, Double> territoryValueMap = new HashMap<Territory, Double>(); for (final Territory t : allTerritories) { if (!t.isWater() && !territoriesThatCantBeHeld.contains(t)) { // Determine value based on enemy factory land distance final List<Double> values = new ArrayList<Double>(); for (final Territory enemyCapitalOrFactory : enemyCapitalsAndFactoriesMap.keySet()) { final int distance = data.getMap() .getDistance( t, enemyCapitalOrFactory, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data, true)); if (distance > 0) { values.add( enemyCapitalsAndFactoriesMap.get(enemyCapitalOrFactory) / Math.pow(2, distance)); } } Collections.sort(values, Collections.reverseOrder()); double capitalOrFactoryValue = 0; for (int i = 0; i < values.size(); i++) { capitalOrFactoryValue += values.get(i) / Math.pow(2, i); // Decrease each additional factory value by half } // Determine value based on nearby territory production double nearbyEnemyValue = 0; final Set<Territory> nearbyTerritories = data.getMap() .getNeighbors( t, 2, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data, true)); final List<Territory> nearbyEnemyTerritories = Match.getMatches( nearbyTerritories, ProMatches.territoryIsEnemyOrCantBeHeld(player, data, territoriesThatCantBeHeld)); nearbyEnemyTerritories.removeAll(territoriesToAttack); for (final Territory nearbyEnemyTerritory : nearbyEnemyTerritories) { final int distance = data.getMap() .getDistance( t, nearbyEnemyTerritory, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data, true)); if (distance > 0) { double value = TerritoryAttachment.getProduction(nearbyEnemyTerritory); if (nearbyEnemyTerritory.getOwner().isNull()) { value = findTerritoryAttackValue(player, nearbyEnemyTerritory) / 3; // find neutral value } else if (ProMatches.territoryIsAlliedLandAndHasNoEnemyNeighbors(player, data) .match(nearbyEnemyTerritory)) { value *= 0.1; // reduce value for can't hold amphib allied territories } if (value > 0) { nearbyEnemyValue += (value / Math.pow(2, distance)); } } } final int landMassSize = 1 + data.getMap() .getNeighbors( t, 6, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data, true)) .size(); double value = nearbyEnemyValue * landMassSize / maxLandMassSize + capitalOrFactoryValue; if (ProMatches.territoryHasInfraFactoryAndIsLand(player).match(t)) { value *= 1.1; // prefer territories with factories } territoryValueMap.put(t, value); } else if (!t.isWater()) { territoryValueMap.put(t, 0.0); } } // Determine value for water territories for (final Territory t : allTerritories) { if (!territoriesThatCantBeHeld.contains(t) && t.isWater() && !data.getMap().getNeighbors(t, Matches.TerritoryIsWater).isEmpty()) { // Determine value based on enemy factory distance final List<Double> values = new ArrayList<Double>(); for (final Territory enemyCapitalOrFactory : enemyCapitalsAndFactoriesMap.keySet()) { final Route route = data.getMap() .getRoute_IgnoreEnd( t, enemyCapitalOrFactory, ProMatches.territoryCanMoveSeaUnits(player, data, true)); if (route == null || MoveValidator.validateCanal(route, null, player, data) != null) { continue; } final int distance = route.numberOfSteps(); if (distance > 0) { values.add( enemyCapitalsAndFactoriesMap.get(enemyCapitalOrFactory) / Math.pow(2, distance)); } } Collections.sort(values, Collections.reverseOrder()); double capitalOrFactoryValue = 0; for (int i = 0; i < values.size(); i++) { capitalOrFactoryValue += values.get(i) / Math.pow(2, i); // Decrease each additional factory value by half } // Determine value based on nearby territory production double nearbyLandValue = 0; final Set<Territory> nearbyTerritories = data.getMap().getNeighbors(t, 3); final List<Territory> nearbyLandTerritories = Match.getMatches( nearbyTerritories, ProMatches.territoryCanPotentiallyMoveLandUnits(player, data, false)); nearbyLandTerritories.removeAll(territoriesToAttack); for (final Territory nearbyLandTerritory : nearbyLandTerritories) { final Route route = data.getMap() .getRoute_IgnoreEnd( t, nearbyLandTerritory, ProMatches.territoryCanMoveSeaUnits(player, data, true)); if (route == null || MoveValidator.validateCanal(route, null, player, data) != null) { continue; } final int distance = route.numberOfSteps(); if (distance > 0 && distance <= 3) { if (ProMatches.territoryIsEnemyOrCantBeHeld(player, data, territoriesThatCantBeHeld) .match(nearbyLandTerritory)) { double value = TerritoryAttachment.getProduction(nearbyLandTerritory); if (nearbyLandTerritory.getOwner().isNull()) { value = findTerritoryAttackValue(player, nearbyLandTerritory); } nearbyLandValue += value; } nearbyLandValue += territoryValueMap.get(nearbyLandTerritory); } } final double value = capitalOrFactoryValue / 100 + nearbyLandValue / 10; territoryValueMap.put(t, value); } else if (t.isWater()) { territoryValueMap.put(t, 0.0); } } return territoryValueMap; }
public static Map<Territory, Double> findSeaTerritoryValues( final PlayerID player, final List<Territory> territoriesThatCantBeHeld) { final GameData data = ProData.getData(); final List<Territory> allTerritories = data.getMap().getTerritories(); // Determine value for water territories final Map<Territory, Double> territoryValueMap = new HashMap<Territory, Double>(); for (final Territory t : allTerritories) { if (!territoriesThatCantBeHeld.contains(t) && t.isWater() && !data.getMap().getNeighbors(t, Matches.TerritoryIsWater).isEmpty()) { // Determine sea value based on nearby convoy production double nearbySeaProductionValue = 0; final Set<Territory> nearbySeaTerritories = data.getMap() .getNeighbors(t, 4, ProMatches.territoryCanMoveSeaUnits(player, data, true)); final List<Territory> nearbyEnemySeaTerritories = Match.getMatches( nearbySeaTerritories, ProMatches.territoryIsEnemyOrCantBeHeld(player, data, territoriesThatCantBeHeld)); for (final Territory nearbyEnemySeaTerritory : nearbyEnemySeaTerritories) { final Route route = data.getMap() .getRoute_IgnoreEnd( t, nearbyEnemySeaTerritory, ProMatches.territoryCanMoveSeaUnits(player, data, true)); if (route == null || MoveValidator.validateCanal(route, null, player, data) != null) { continue; } final int distance = route.numberOfSteps(); if (distance > 0) { nearbySeaProductionValue += TerritoryAttachment.getProduction(nearbyEnemySeaTerritory) / Math.pow(2, distance); } } // Determine sea value based on nearby enemy sea units double nearbyEnemySeaUnitValue = 0; final List<Territory> nearbyEnemySeaUnitTerritories = Match.getMatches(nearbySeaTerritories, Matches.territoryHasEnemyUnits(player, data)); for (final Territory nearbyEnemySeaTerritory : nearbyEnemySeaUnitTerritories) { final Route route = data.getMap() .getRoute_IgnoreEnd( t, nearbyEnemySeaTerritory, ProMatches.territoryCanMoveSeaUnits(player, data, true)); if (route == null || MoveValidator.validateCanal(route, null, player, data) != null) { continue; } final int distance = route.numberOfSteps(); if (distance > 0) { nearbyEnemySeaUnitValue += nearbyEnemySeaTerritory.getUnits().countMatches(Matches.unitIsEnemyOf(data, player)) / Math.pow(2, distance); } } // Set final values final double value = 100 * nearbySeaProductionValue + nearbyEnemySeaUnitValue; territoryValueMap.put(t, value); } else if (t.isWater()) { territoryValueMap.put(t, 0.0); } } return territoryValueMap; }