Пример #1
0
  protected void calculatePostCombatActions(Game game) {
    if (!getNextAction(game)) {
      currentScore = GameStateEvaluator2.evaluate(playerId, game);
      Game sim = createSimulation(game);
      SimulationNode2.resetCount();
      root = new SimulationNode2(null, sim, maxDepth, playerId);
      logger.debug(
          "Sim Calculate post combat actions ----------------------------------------------------------------------------------------");

      addActionsTimed();
      if (root != null && root.children.size() > 0) {
        root = root.children.get(0);
        int bestScore = root.getScore();
        if (bestScore > currentScore || allowBadMoves) {
          actions = new LinkedList<>(root.abilities);
          combat = root.combat;
        } else {
          logger.debug(
              "["
                  + game.getPlayer(playerId).getName()
                  + "] no better score  current: "
                  + currentScore
                  + " bestScore: "
                  + bestScore);
        }
      } else {
        logger.debug("[" + game.getPlayer(playerId).getName() + "][post] Action: skip");
      }
    }
  }
Пример #2
0
  protected void calculatePreCombatActions(Game game) {
    if (!getNextAction(game)) {
      currentScore = GameStateEvaluator2.evaluate(playerId, game);
      Game sim = createSimulation(game);
      SimulationNode2.resetCount();
      root = new SimulationNode2(null, sim, maxDepth, playerId);

      addActionsTimed();
      logger.trace("After add actions timed: root.children.size = " + root.children.size());
      if (root.children.size() > 0) {
        root = root.children.get(0);
        // int bestScore = root.getScore();
        // if (bestScore > currentScore || allowBadMoves) {

        // prevent repeating always the same action with no cost
        boolean doThis = true;
        if (root.abilities.size() == 1) {
          for (Ability ability : root.abilities) {
            if (ability.getManaCosts().convertedManaCost() == 0 && ability.getCosts().isEmpty()) {
              if (actionCache.contains(ability.getRule() + "_" + ability.getSourceId())) {
                doThis = false; // don't do it again
              }
            }
          }
        }
        if (doThis) {
          actions = new LinkedList<>(root.abilities);
          combat = root.combat;
          for (Ability ability : actions) {
            actionCache.add(ability.getRule() + "_" + ability.getSourceId());
          }
        }
      } else {
        logger.info("[" + game.getPlayer(playerId).getName() + "][pre] Action: skip");
      }
    } else {
      logger.debug("Next Action exists!");
    }
  }
Пример #3
0
 protected int simulateBlockers(
     Game game,
     SimulationNode2 node,
     UUID defenderId,
     int depth,
     int alpha,
     int beta,
     boolean counter) {
   if (ALLOW_INTERRUPT && Thread.interrupted()) {
     Thread.currentThread().interrupt();
     logger.debug("interrupted");
     return GameStateEvaluator2.evaluate(playerId, game);
   }
   Integer val = null;
   SimulationNode2 bestNode = null;
   // check if defender is being attacked
   if (game.getCombat().isAttacked(defenderId, game)) {
     SimulatedPlayer2 defender = (SimulatedPlayer2) game.getPlayer(defenderId);
     if (logger.isDebugEnabled()) {
       logger.debug(
           defender.getName() + "'s possible blockers: " + defender.getAvailableBlockers(game));
     }
     List<Combat> combats = defender.addBlockers(game);
     for (Combat engagement : combats) {
       if (alpha >= beta) {
         logger.debug("Sim blockers -- pruning blockers");
         break;
       }
       Game sim = game.copy();
       for (CombatGroup group : engagement.getGroups()) {
         if (group.getAttackers().size() > 0) {
           UUID attackerId = group.getAttackers().get(0);
           for (UUID blockerId : group.getBlockers()) {
             sim.getPlayer(defenderId).declareBlocker(defenderId, blockerId, attackerId, sim);
           }
         }
       }
       sim.fireEvent(
           GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, defenderId, defenderId));
       SimulationNode2 newNode = new SimulationNode2(node, sim, depth, defenderId);
       if (logger.isDebugEnabled()) {
         logger.debug("Sim block for player:" + game.getPlayer(defenderId).getName());
       }
       sim.checkStateAndTriggered();
       while (!sim.getStack().isEmpty()) {
         sim.getStack().resolve(sim);
         logger.debug("Sim blockers: resolving triggered abilities");
         sim.applyEffects();
       }
       sim.fireEvent(
           GameEvent.getEvent(
               GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST,
               sim.getActivePlayerId(),
               sim.getActivePlayerId()));
       Combat simCombat = sim.getCombat().copy();
       finishCombat(sim);
       if (sim.gameOver(null)) {
         val = GameStateEvaluator2.evaluate(playerId, sim);
       } else if (!counter) {
         val = simulatePostCombatMain(sim, newNode, depth - 1, alpha, beta);
       } else {
         val = GameStateEvaluator2.evaluate(playerId, sim);
       }
       if (!defenderId.equals(playerId)) {
         if (val < beta) {
           beta = val;
           bestNode = newNode;
           bestNode.setScore(val);
           bestNode.setCombat(simCombat);
         }
       } else {
         if (val > alpha) {
           alpha = val;
           bestNode = newNode;
           bestNode.setScore(val);
           bestNode.setCombat(simCombat);
         }
       }
     }
   }
   if (val == null) {
     val = GameStateEvaluator2.evaluate(playerId, game);
   }
   if (bestNode != null) {
     node.children.clear();
     node.children.add(bestNode);
     node.setScore(bestNode.getScore());
   }
   if (logger.isDebugEnabled()) {
     logger.debug(
         "Sim blockers: returning score: "
             + val
             + " depth:"
             + depth
             + " for player:"
             + game.getPlayer(node.getPlayerId()).getName());
   }
   return val;
 }
Пример #4
0
 protected int simulateAttackers(
     Game game,
     SimulationNode2 node,
     UUID attackerId,
     int depth,
     int alpha,
     int beta,
     boolean counter) {
   if (ALLOW_INTERRUPT && Thread.interrupted()) {
     Thread.currentThread().interrupt();
     logger.debug("interrupted");
     return GameStateEvaluator2.evaluate(playerId, game);
   }
   Integer val = null;
   SimulationNode2 bestNode = null;
   SimulatedPlayer2 attacker = (SimulatedPlayer2) game.getPlayer(attackerId);
   UUID defenderId = game.getOpponents(attackerId).iterator().next();
   if (logger.isDebugEnabled()) {
     logger.debug(
         attacker.getName()
             + "'s possible attackers: "
             + attacker.getAvailableAttackers(defenderId, game));
   }
   for (Combat engagement : attacker.addAttackers(game)) {
     if (logger.isDebugEnabled()) {
       logger.debug(
           "Sim Attackers: "
               + engagement.getAttackers()
               + ", blockers: "
               + engagement.getBlockers());
     }
     if (alpha >= beta) {
       logger.debug("Sim Attackers -- pruning attackers");
       break;
     }
     Game sim = game.copy();
     for (CombatGroup group : engagement.getGroups()) {
       for (UUID attackId : group.getAttackers()) {
         sim.getPlayer(attackerId).declareAttacker(attackId, defenderId, sim, false);
       }
     }
     sim.fireEvent(
         GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, attackerId, attackerId));
     SimulationNode2 newNode = new SimulationNode2(node, sim, depth, attackerId);
     if (logger.isDebugEnabled()) {
       logger.debug("Sim attack for player:" + game.getPlayer(attackerId).getName());
     }
     sim.checkStateAndTriggered();
     while (!sim.getStack().isEmpty()) {
       sim.getStack().resolve(sim);
       logger.debug("Sim attack: resolving triggered abilities");
       sim.applyEffects();
     }
     sim.fireEvent(
         GameEvent.getEvent(
             GameEvent.EventType.DECLARE_ATTACKERS_STEP_POST,
             sim.getActivePlayerId(),
             sim.getActivePlayerId()));
     Combat simCombat = sim.getCombat().copy();
     sim.getPhase().setStep(new DeclareBlockersStep());
     val = simulateCombat(sim, newNode, depth - 1, alpha, beta, counter);
     if (!attackerId.equals(playerId)) {
       if (val < beta) {
         beta = val;
         bestNode = newNode;
         bestNode.setScore(val);
         if (newNode.getChildren().size() > 0) {
           bestNode.setCombat(newNode.getChildren().get(0).getCombat());
         }
       }
     } else {
       if (val > alpha) {
         alpha = val;
         bestNode = newNode;
         bestNode.setScore(val);
         if (newNode.getChildren().size() > 0) {
           bestNode.setCombat(newNode.getChildren().get(0).getCombat());
         }
       }
     }
   }
   if (val == null) {
     val = GameStateEvaluator2.evaluate(playerId, game);
   }
   if (bestNode != null) {
     node.children.clear();
     node.children.add(bestNode);
     node.setScore(bestNode.getScore());
   }
   if (logger.isDebugEnabled()) {
     logger.debug(
         "Sim attackers: returning score: "
             + val
             + " depth:"
             + depth
             + " for player:"
             + game.getPlayer(node.getPlayerId()).getName());
   }
   return val;
 }
Пример #5
0
 protected int simulateCombat(
     Game game, SimulationNode2 node, int depth, int alpha, int beta, boolean counter) {
   Integer val = null;
   if (ALLOW_INTERRUPT && Thread.interrupted()) {
     Thread.currentThread().interrupt();
     logger.debug("interrupted");
     return GameStateEvaluator2.evaluate(playerId, game);
   }
   if (game.getTurn().getStepType() != PhaseStep.DECLARE_BLOCKERS) {
     game.getTurn().setPhase(new CombatPhase());
     if (game.getPhase().beginPhase(game, game.getActivePlayerId())) {
       simulateStep(game, new BeginCombatStep());
       game.getPhase().setStep(new DeclareAttackersStep());
       if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
         game.fireEvent(
             new GameEvent(
                 GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE,
                 null,
                 null,
                 game.getActivePlayerId()));
         if (!game.replaceEvent(
             GameEvent.getEvent(
                 GameEvent.EventType.DECLARING_ATTACKERS,
                 game.getActivePlayerId(),
                 game.getActivePlayerId()))) {
           val =
               simulateAttackers(
                   game, node, game.getActivePlayerId(), depth, alpha, beta, counter);
         }
       } else if (!counter) {
         simulateToEnd(game);
         val = simulatePostCombatMain(game, node, depth, alpha, beta);
       }
     }
   } else {
     if (!game.getStep().skipStep(game, game.getActivePlayerId())) {
       game.fireEvent(
           new GameEvent(
               GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE,
               null,
               null,
               game.getActivePlayerId()));
       if (!game.replaceEvent(
           GameEvent.getEvent(
               GameEvent.EventType.DECLARING_BLOCKERS,
               game.getActivePlayerId(),
               game.getActivePlayerId()))) {
         // only suitable for two player games - only simulates blocks for 1st defender
         val =
             simulateBlockers(
                 game,
                 node,
                 game.getCombat().getDefenders().iterator().next(),
                 depth,
                 alpha,
                 beta,
                 counter);
       }
     } else if (!counter) {
       finishCombat(game);
       /// val = simulateCounterAttack(game, node, depth, alpha, beta);
     }
   }
   if (val == null) {
     val = GameStateEvaluator2.evaluate(playerId, game);
   }
   if (logger.isDebugEnabled()) {
     logger.debug(
         "returning -- combat score: "
             + val
             + " depth:"
             + depth
             + " for player:"
             + game.getPlayer(node.getPlayerId()).getName());
   }
   return val;
 }
Пример #6
0
  @Override
  protected int addActions(SimulationNode2 node, int depth, int alpha, int beta) {
    boolean stepFinished = false;
    int val;
    if (logger.isTraceEnabled()
        && node != null
        && node.getAbilities() != null
        && !node.getAbilities().toString().equals("[Pass]")) {
      logger.trace(
          "Add Action ["
              + depth
              + "] "
              + node.getAbilities().toString()
              + "  a: "
              + alpha
              + " b: "
              + beta);
    }
    Game game = node.getGame();
    if (ALLOW_INTERRUPT && Thread.interrupted()) {
      Thread.currentThread().interrupt();
      logger.debug("interrupted");
      return GameStateEvaluator2.evaluate(playerId, game);
    }
    // Condition to stop deeper simulation
    if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.gameOver(null)) {
      val = GameStateEvaluator2.evaluate(playerId, game);
      if (logger.isTraceEnabled()) {
        StringBuilder sb =
            new StringBuilder("Add Actions -- reached end state  <").append(val).append(">");
        SimulationNode2 logNode = node;
        do {
          sb.append(
              new StringBuilder(
                  " <- ["
                      + logNode.getDepth()
                      + "]"
                      + (logNode.getAbilities() != null
                          ? logNode.getAbilities().toString()
                          : "[empty]")));
          logNode = logNode.getParent();
        } while ((logNode.getParent() != null));
        logger.trace(sb);
      }
    } else if (node.getChildren().size() > 0) {
      if (logger.isDebugEnabled()) {
        StringBuilder sb =
            new StringBuilder("Add Action [")
                .append(depth)
                .append("] -- something added children ")
                .append(node.getAbilities() != null ? node.getAbilities().toString() : "null")
                .append(" added children: ")
                .append(node.getChildren().size())
                .append(" (");
        for (SimulationNode2 logNode : node.getChildren()) {
          sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString() : "null")
              .append(", ");
        }
        sb.append(")");
        logger.debug(sb);
      }
      val = minimaxAB(node, depth - 1, alpha, beta);
    } else {
      logger.trace(
          "Add Action -- alpha: "
              + alpha
              + " beta: "
              + beta
              + " depth:"
              + depth
              + " step:"
              + game.getTurn().getStepType()
              + " for player:"
              + game.getPlayer(game.getPlayerList().get()).getName());
      if (allPassed(game)) {
        if (!game.getStack().isEmpty()) {
          resolve(node, depth, game);
        } else {
          stepFinished = true;
        }
      }

      if (game.gameOver(null)) {
        val = GameStateEvaluator2.evaluate(playerId, game);
      } else if (stepFinished) {
        logger.debug("Step finished");
        int testScore = GameStateEvaluator2.evaluate(playerId, game);
        if (game.getActivePlayerId().equals(playerId)) {
          if (testScore < currentScore) {
            // if score at end of step is worse than original score don't check further
            // logger.debug("Add Action -- abandoning check, no immediate benefit");
            val = testScore;
          } else {
            /*switch (game.getTurn().getStepType()) {
                case PRECOMBAT_MAIN:
                    val = simulateCombat(game, node, depth-1, alpha, beta, false);
                    break;
                case POSTCOMBAT_MAIN:
                    val = simulateCounterAttack(game, node, depth-1, alpha, beta);
                    break;
                default:
                    val = GameStateEvaluator2.evaluate(playerId, game);
                    break;
            }*/
            val = GameStateEvaluator2.evaluate(playerId, game);
          }
        } else {
          val = GameStateEvaluator2.evaluate(playerId, game);
          /*if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS)
              val = simulateBlockers(game, node, playerId, depth-1, alpha, beta, true);
          else
              val = GameStateEvaluator2.evaluate(playerId, game);
              */
        }
      } else if (node.getChildren().size() > 0) {
        if (logger.isDebugEnabled()) {
          StringBuilder sb =
              new StringBuilder("Add Action [")
                  .append(depth)
                  .append("] -- trigger ")
                  .append(node.getAbilities() != null ? node.getAbilities().toString() : "null")
                  .append(" added children: ")
                  .append(node.getChildren().size())
                  .append(" (");
          for (SimulationNode2 logNode : node.getChildren()) {
            sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString() : "null")
                .append(", ");
          }
          sb.append(")");
          logger.debug(sb);
        }

        val = minimaxAB(node, depth, alpha, beta);
      } else {
        val = simulatePriority(node, game, depth, alpha, beta);
      }
    }
    node.setScore(val); // test
    logger.trace(
        "returning -- score: "
            + val
            + " depth:"
            + depth
            + " step:"
            + game.getTurn().getStepType()
            + " for player:"
            + game.getPlayer(node.getPlayerId()).getName());
    return val;
  }