/** * Given a set of nodes, run a bunch of metrics across them to find which one is best for building * a settlement. * * @param nodes a hashtable of nodes; the scores in the table will be modified. Key = coord * Integer; value = score Integer. * @param numberWeight the weight given to nodes on good numbers * @param miscPortWeight the weight given to nodes on 3:1 ports * @param portWeight the weight given to nodes on good 2:1 ports */ protected void scoreNodesForSettlements( Hashtable<Integer, Integer> nodes, final int numberWeight, final int miscPortWeight, final int portWeight) { /** favor spots with the most high numbers */ bestSpotForNumbers(nodes, ourPlayerData, numberWeight); /** Favor spots on good ports: */ /** check if this is on a 3:1 ports, only if we don't have one */ if (!ourPlayerData.getPortFlag(SOCBoard.MISC_PORT)) { Vector<Integer> miscPortNodes = game.getBoard().getPortCoordinates(SOCBoard.MISC_PORT); bestSpotInANodeSet(nodes, miscPortNodes, miscPortWeight); } /** check out good 2:1 ports that we don't have and calculate the resourceEstimates field */ final int[] resourceEstimates = estimateResourceRarity(); 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) && (!ourPlayerData.getPortFlag(portType))) { Vector<Integer> portNodes = game.getBoard().getPortCoordinates(portType); int estimatedPortWeight = (resourceEstimates[portType] * portWeight) / 56; bestSpotInANodeSet(nodes, portNodes, estimatedPortWeight); } } }
/** * this is a function more for convience given a set of nodes, run a bunch of metrics across them * to find which one is best for building a settlement * * @param nodes a hashtable of nodes, the scores in the table will be modified. * Hashtable<Integer,Integer>. * @param numberWeight the weight given to nodes on good numbers * @param miscPortWeight the weight given to nodes on 3:1 ports * @param portWeight the weight given to nodes on good 2:1 ports */ protected void scoreNodesForSettlements( Hashtable nodes, int numberWeight, int miscPortWeight, int portWeight, SOCGame game, SOCPlayer ourPlayerData) { /** favor spots with the most high numbers */ bestSpotForNumbers(nodes, ourPlayerData, numberWeight, game); /** favor spots on good ports */ /** check if this is on a 3:1 ports, only if we don't have one */ if (!ourPlayerData.getPortFlag(SOCBoard.MISC_PORT)) { Vector miscPortNodes = game.getBoard().getPortCoordinates(SOCBoard.MISC_PORT); bestSpotInANodeSet(nodes, miscPortNodes, miscPortWeight); } /** check out good 2:1 ports that we don't have */ // TODO: this is extremely dangerous as there already exists a variable called resourceEstimates int[] resourceEstimates = null; resourceEstimates = estimateResourceRarity(game); 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) && (!ourPlayerData.getPortFlag(portType))) { Vector portNodes = game.getBoard().getPortCoordinates(portType); int estimatedPortWeight = (resourceEstimates[portType] * portWeight) / 56; bestSpotInANodeSet(nodes, portNodes, estimatedPortWeight); } } }
/** * DOCUMENT ME! * * @param b DOCUMENT ME! */ public void setVisible(boolean b) { if (b) { /** set initial values */ SOCPlayer player = playerInterface.getGame().getPlayer(playerInterface.getClient().getNickname()); SOCResourceSet resources = player.getResources(); keep[0].setIntValue(resources.getAmount(SOCResourceConstants.CLAY)); keep[1].setIntValue(resources.getAmount(SOCResourceConstants.ORE)); keep[2].setIntValue(resources.getAmount(SOCResourceConstants.SHEEP)); keep[3].setIntValue(resources.getAmount(SOCResourceConstants.WHEAT)); keep[4].setIntValue(resources.getAmount(SOCResourceConstants.WOOD)); discardBut.requestFocus(); } super.setVisible(b); }
/** * Takes a table of nodes and adds a weighted score to each node score in the table. Nodes * touching hexes with better numbers get better scores. Also numbers that the player isn't * touching yet are better than ones that the player is already touching. * * @param nodes the table of nodes with scores: Hashtable<Integer,Integer> . Contents will * be modified by the scoring. * @param player the player that we are doing the rating for, or <tt>null</tt>; will give a bonus * to numbers the player isn't already touching * @param weight a number that is multiplied by the score */ protected void bestSpotForNumbers( Hashtable<Integer, Integer> nodes, SOCPlayer player, int weight) { final int[] numRating = SOCNumberProbabilities.INT_VALUES; final SOCPlayerNumbers playerNumbers = (player != null) ? player.getNumbers() : null; final SOCBoard board = game.getBoard(); // 80 is highest practical score (40 if player == null) final int maxScore = (player != null) ? 80 : 40; int oldScore; Enumeration<Integer> nodesEnum = nodes.keys(); while (nodesEnum.hasMoreElements()) { final Integer node = nodesEnum.nextElement(); // log.debug("BSN - looking at node "+Integer.toHexString(node.intValue())); oldScore = nodes.get(node).intValue(); int score = 0; Enumeration<Integer> hexesEnum = board.getAdjacentHexesToNode(node.intValue()).elements(); while (hexesEnum.hasMoreElements()) { final int hex = hexesEnum.nextElement().intValue(); final int number = board.getNumberOnHexFromCoord(hex); score += numRating[number]; if ((number != 0) && (playerNumbers != null) && !playerNumbers.hasNumber(number)) { /** add a bonus for numbers that the player doesn't already have */ // log.debug("ADDING BONUS FOR NOT HAVING "+number); score += numRating[number]; } // log.debug(" -- -- Adding "+numRating[board.getNumberOnHexFromCoord(hex)]); } /* * normalize score and multiply by weight * 80 is highest practical score (40 if player == null) * lowest score is 0 */ final int nScore = ((score * 100) / maxScore) * weight; final Integer finalScore = new Integer(nScore + oldScore); nodes.put(node, finalScore); // log.debug("BSN -- put node "+Integer.toHexString(node.intValue())+" with old score // "+oldScore+" + new score "+nScore); } }
/** * Estimate the rolls for this player to obtain each resource. Will construct a * <tt>SOCBuildingSpeedEstimate</tt> from {@link SOCPlayer#getNumbers() pl.getNumbers()}, and call * {@link #getRollsPerResource()}. * * @param pl Player to check numbers * @return Resource order, sorted by rolls per resource descending; a 5-element array containing * {@link SOCResourceConstants#CLAY}, {@link SOCResourceConstants#WHEAT}, etc, where the * resource in [0] has the highest rolls per resource. * @since 2.0.00 */ public static final int[] getRollsForResourcesSorted(final SOCPlayer pl) { SOCBuildingSpeedEstimate estimate = new SOCBuildingSpeedEstimate(pl.getNumbers()); final int[] rollsPerResource = estimate.getRollsPerResource(); int[] resourceOrder = { SOCResourceConstants.CLAY, SOCResourceConstants.ORE, SOCResourceConstants.SHEEP, SOCResourceConstants.WHEAT, SOCResourceConstants.WOOD }; // Sort descending; resourceOrder[0] will have the highest rollsPerResource. for (int j = 4; j >= 0; j--) { for (int i = 0; i < j; i++) { if (rollsPerResource[resourceOrder[i]] < rollsPerResource[resourceOrder[i + 1]]) { int tmp = resourceOrder[i]; resourceOrder[i] = resourceOrder[i + 1]; resourceOrder[i + 1] = tmp; } } } return resourceOrder; }
/** 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; }
/** 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 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; }
/** * Plan and place a road attached to our most recently placed initial settlement, in game states * {@link SOCGame#START1B START1B}, {@link SOCGame#START2B START2B}, {@link SOCGame#START3B * START3B}. Also sets {@link #getPlannedInitRoadDestinationNode()}. * * <p>Road choice is based on the best nearby potential settlements, and doesn't directly check * {@link SOCPlayer#isPotentialRoad(int) ourPlayerData.isPotentialRoad(edgeCoord)}. If the server * rejects our road choice, then {@link * SOCRobotBrain#cancelWrongPiecePlacementLocal(SOCPlayingPiece)} will need to know which * settlement node we were aiming for, and call {@link SOCPlayer#clearPotentialSettlement(int) * ourPlayerData.clearPotentialSettlement(nodeCoord)}. The {@link * SOCRobotBrain#lastStartingRoadTowardsNode} field holds this coordinate. * * @return road edge adjacent to initial settlement node */ public int planInitRoad() { // TODO handle ships here final int settlementNode = ourPlayerData.getLastSettlementCoord(); /** * Score the nearby nodes to build road towards: Key = coord Integer; value = Integer score * towards "best" node. */ Hashtable<Integer, Integer> 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 */ final 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.canPlaceSettlement(tmp)) twoAway.put(new Integer(tmp), new Integer(0)); } scoreNodesForSettlements(twoAway, 3, 5, 10); log.debug("Init Road for " + ourPlayerData.getName()); /** * 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) || (game.isGameOptionSet(SOCGameOption.K_SC_3IP) && (game.getGameState() == SOCGame.START2B))) { /** do a look ahead so we don't build toward a place where someone else will build first. */ final int numberOfBuilds = numberOfEnemyBuilds(); 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<Integer, Integer> allNodes = new Hashtable<Integer, Integer>(); { Iterator<Integer> psi = ourPlayerData.getPotentialSettlements().iterator(); while (psi.hasNext()) allNodes.put(psi.next(), Integer.valueOf(0)); // log.debug("-- potential settlement at " + Integer.toHexString(next)); } /** favor spots with the most high numbers */ bestSpotForNumbers(allNodes, null, 100); /** favor spots near good ports */ /** check 3:1 ports */ Vector<Integer> 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<Integer> portNodes = board.getPortCoordinates(portType); final 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<Integer> psList = new Vector<Integer>(); psList.addAll(ourPlayerData.getPotentialSettlements()); // log.debug("- potential settlement at " + Integer.toHexString(j)); dummy.setPotentialAndLegalSettlements(psList, false, null); for (int builds = 0; builds < numberOfBuilds; builds++) { BoardNodeScorePair bestNodePair = new BoardNodeScorePair(0, 0); Enumeration<Integer> nodesEnum = allNodes.keys(); while (nodesEnum.hasMoreElements()) { final Integer nodeCoord = nodesEnum.nextElement(); final int score = 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<Integer> cenum = twoAway.keys(); while (cenum.hasMoreElements()) { final Integer coordInt = cenum.nextElement(); final int coord = coordInt.intValue(); final int score = twoAway.get(coordInt).intValue(); log.debug("Considering " + Integer.toHexString(coord) + " with a score of " + score); if (dummy.canPlaceSettlement(coord)) { if (bestNodePair.getScore() < score) { bestNodePair.setScore(score); bestNodePair.setNode(coord); } } else { log.debug("Someone is bound to ruin that spot."); } } // Reminder: settlementNode == ourPlayerData.getLastSettlementCoord() plannedRoadDestinationNode = bestNodePair.getNode(); // coordinate of future settlement // 2 nodes away from settlementNode final int roadEdge // will be adjacent to settlementNode = board.getAdjacentEdgeToNode2Away(settlementNode, plannedRoadDestinationNode); dummy.destroyPlayer(); return roadEdge; }
/** * figure out where to place the second settlement * * @return {@link #secondSettlement}, or -1 if none */ public int planSecondSettlement() { log.debug("--- planSecondSettlement"); int bestSpeed = 4 * SOCBuildingSpeedEstimate.DEFAULT_ROLL_LIMIT; final SOCBoard board = game.getBoard(); SOCResourceSet emptySet = new SOCResourceSet(); SOCPlayerNumbers playerNumbers = new SOCPlayerNumbers(board); boolean[] ports = new boolean[SOCBoard.WOOD_PORT + 1]; SOCBuildingSpeedEstimate estimate = new SOCBuildingSpeedEstimate(); int probTotal; int bestProbTotal; final int[] prob = SOCNumberProbabilities.INT_VALUES; final int firstNode = firstSettlement; bestProbTotal = 0; secondSettlement = -1; final int[] ourPotentialSettlements = ourPlayerData.getPotentialSettlements_arr(); if (ourPotentialSettlements == null) return -1; // Should not occur for (int i = 0; i < ourPotentialSettlements.length; ++i) { final int secondNode = ourPotentialSettlements[i]; // assert: ourPlayerData.isPotentialSettlement(secondNode) if (board.isNodeAdjacentToNode(secondNode, firstNode)) continue; // <-- too close to firstNode to build -- /** get the numbers for these settlements */ StringBuffer sb = new StringBuffer(); sb.append("numbers: "); playerNumbers.clear(); probTotal = playerNumbers.updateNumbersAndProbability(firstNode, board, prob, sb); probTotal += playerNumbers.updateNumbersAndProbability(secondNode, board, prob, sb); /** see if the settlements are on any ports */ // sb.append("ports: "); Arrays.fill(ports, false); int portType = board.getPortTypeFromNodeCoord(firstNode); if (portType != -1) ports[portType] = true; portType = board.getPortTypeFromNodeCoord(secondNode); if (portType != -1) ports[portType] = true; // log.debug(sb.toString()); log.debug("probTotal = " + probTotal); /** estimate the building speed for this pair */ estimate.recalculateEstimates(playerNumbers); int speed = 0; try { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports) .getRolls(); } } } // because of addition, speed might be as much as (bestSpeed - 1) + bestSpeed } 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); } } } // for (i in ourPotentialSettlements[]) return secondSettlement; }
/** * figure out where to place the two settlements * * @return {@link #firstSettlement}, or 0 if no potential settlements for our player */ public int planInitialSettlements() { log.debug("--- planInitialSettlements"); 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); int probTotal; int bestProbTotal; boolean[] ports = new boolean[SOCBoard.WOOD_PORT + 1]; SOCBuildingSpeedEstimate estimate = new SOCBuildingSpeedEstimate(); final int[] prob = SOCNumberProbabilities.INT_VALUES; bestProbTotal = 0; final int[] ourPotentialSettlements = ourPlayerData.getPotentialSettlements_arr(); if (ourPotentialSettlements == null) return 0; // Should not occur for (int i = 0; i < ourPotentialSettlements.length; ++i) { final int firstNode = ourPotentialSettlements[i]; // assert: ourPlayerData.isPotentialSettlement(firstNode) final 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 = playerNumbers.updateNumbersAndProbability(firstNode, board, prob, sb); sb.append("]"); log.debug(sb.toString()); sb = new StringBuffer(); sb.append("ports: "); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { ports[portType] = (board.getPortCoordinates(portType).contains(firstNodeInt)); sb.append(ports[portType] + " "); } log.debug(sb.toString()); log.debug("probTotal = " + probTotal); estimate.recalculateEstimates(playerNumbers); speed = 0; allTheWay = false; try { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.SETTLEMENT_SET, 300, ports) .getRolls(); speed += estimate.calculateRollsAndRsrcFast(emptySet, SOCGame.CITY_SET, 300, ports).getRolls(); speed += estimate.calculateRollsAndRsrcFast(emptySet, SOCGame.CARD_SET, 300, ports).getRolls(); speed += estimate.calculateRollsAndRsrcFast(emptySet, SOCGame.ROAD_SET, 300, ports).getRolls(); } catch (CutoffExceededException e) { } if (D.ebugOn) { final int[] 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 // // // calculate pairs of first and second settlement together // for (int j = 1 + i; j < ourPotentialSettlements.length; ++j) { final int secondNode = ourPotentialSettlements[j]; // assert: ourPlayerData.isPotentialSettlement(secondNode) if (board.isNodeAdjacentToNode(secondNode, firstNode)) continue; // <-- too close to firstNode to build -- log.debug("firstNode = " + board.nodeCoordToString(firstNode)); log.debug("secondNode = " + board.nodeCoordToString(secondNode)); /** get the numbers for these settlements */ sb = new StringBuffer(); sb.append("numbers:["); playerNumbers.clear(); probTotal = playerNumbers.updateNumbersAndProbability(firstNode, board, prob, sb); sb.append("] ["); probTotal += playerNumbers.updateNumbersAndProbability(secondNode, board, prob, sb); sb.append("]"); log.debug(sb.toString()); /** see if the settlements are on any ports */ // sb = new StringBuffer(); // sb.append("ports: "); Arrays.fill(ports, false); int portType = board.getPortTypeFromNodeCoord(firstNode); if (portType != -1) ports[portType] = true; portType = board.getPortTypeFromNodeCoord(secondNode); if (portType != -1) ports[portType] = true; // 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 .calculateRollsAndRsrcFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports) .getRolls(); allTheWay = true; } } } // because of addition, speed might be as much as (bestSpeed - 1) + bestSpeed } catch (CutoffExceededException e) { speed = bestSpeed; } if (D.ebugOn) { final int[] 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); } } } // for (j past i in ourPotentialSettlements[]) } // for (i in ourPotentialSettlements[]) /** choose which settlement to place first */ playerNumbers.clear(); playerNumbers.updateNumbers(firstSettlement, board); final Integer firstSettlementInt = new Integer(firstSettlement); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { ports[portType] = (board.getPortCoordinates(portType).contains(firstSettlementInt)); } estimate.recalculateEstimates(playerNumbers); int firstSpeed = 0; final int cutoff = 100; firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, cutoff, ports); firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CITY_SET, cutoff, ports); firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CARD_SET, cutoff, ports); firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.ROAD_SET, cutoff, ports); playerNumbers.clear(); playerNumbers.updateNumbers(secondSettlement, board); final Integer secondSettlementInt = new Integer(secondSettlement); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { ports[portType] = (board.getPortCoordinates(portType).contains(secondSettlementInt)); } estimate.recalculateEstimates(playerNumbers); int secondSpeed = 0; secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports); secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports); secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports); secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports); if (firstSpeed > secondSpeed) { int tmp = firstSettlement; firstSettlement = secondSettlement; secondSettlement = tmp; } log.debug( board.nodeCoordToString(firstSettlement) + ":" + firstSpeed + ", " + board.nodeCoordToString(secondSettlement) + ":" + secondSpeed); return firstSettlement; }