- AI will now block and attack a little more sanely. The sim methods are not working right now, so they were commented out.

This commit is contained in:
jeff 2012-11-03 21:34:32 -05:00
parent fec750ef01
commit 1d7e9e55be

View file

@ -25,7 +25,6 @@
* authors and should not be interpreted as representing official policies, either expressed * authors and should not be interpreted as representing official policies, either expressed
* or implied, of BetaSteward_at_googlemail.com. * or implied, of BetaSteward_at_googlemail.com.
*/ */
package mage.player.ai; package mage.player.ai;
import mage.Constants.Outcome; import mage.Constants.Outcome;
@ -68,6 +67,7 @@ import mage.target.TargetCard;
import java.io.File; import java.io.File;
import java.util.*; import java.util.*;
import java.util.concurrent.*; import java.util.concurrent.*;
import mage.player.ai.utils.RateCard;
/** /**
* *
@ -77,7 +77,6 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
private static final transient org.apache.log4j.Logger logger = org.apache.log4j.Logger.getLogger(ComputerPlayer6.class); private static final transient org.apache.log4j.Logger logger = org.apache.log4j.Logger.getLogger(ComputerPlayer6.class);
private static final ExecutorService pool = Executors.newFixedThreadPool(1); private static final ExecutorService pool = Executors.newFixedThreadPool(1);
protected int maxDepth; protected int maxDepth;
protected int maxNodes; protected int maxNodes;
protected int maxThink; protected int maxThink;
@ -87,11 +86,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
protected Combat combat; protected Combat combat;
protected int currentScore; protected int currentScore;
protected SimulationNode2 root; protected SimulationNode2 root;
private static final String FILE_WITH_INSTRUCTIONS = "config/ai.please.cast.this.txt"; private static final String FILE_WITH_INSTRUCTIONS = "config/ai.please.cast.this.txt";
private List<String> suggested = new ArrayList<String>(); private List<String> suggested = new ArrayList<String>();
protected Set<String> actionCache; protected Set<String> actionCache;
private static final List<TreeOptimizer> optimizers = new ArrayList<TreeOptimizer>(); private static final List<TreeOptimizer> optimizers = new ArrayList<TreeOptimizer>();
static { static {
@ -113,8 +110,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
super(player); super(player);
this.maxDepth = player.maxDepth; this.maxDepth = player.maxDepth;
this.currentScore = player.currentScore; this.currentScore = player.currentScore;
if (player.combat != null) if (player.combat != null) {
this.combat = player.combat.copy(); this.combat = player.combat.copy();
}
this.actions.addAll(player.actions); this.actions.addAll(player.actions);
this.targets.addAll(player.targets); this.targets.addAll(player.targets);
this.choices.addAll(player.choices); this.choices.addAll(player.choices);
@ -213,9 +211,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
protected void act(Game game) { protected void act(Game game) {
if (actions == null || actions.size() == 0) if (actions == null || actions.size() == 0) {
pass(); pass();
else { } else {
boolean usedStack = false; boolean usedStack = false;
while (actions.peek() != null) { while (actions.peek() != null) {
Ability ability = actions.poll(); Ability ability = actions.poll();
@ -232,8 +230,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
} }
this.activateAbility((ActivatedAbility) ability, game); this.activateAbility((ActivatedAbility) ability, game);
if (ability.isUsesStack()) if (ability.isUsesStack()) {
usedStack = true; usedStack = true;
}
if (!suggested.isEmpty() && !(ability instanceof PassAbility)) { if (!suggested.isEmpty() && !(ability instanceof PassAbility)) {
Iterator<String> it = suggested.iterator(); Iterator<String> it = suggested.iterator();
while (it.hasNext()) { while (it.hasNext()) {
@ -247,10 +246,11 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
} }
} }
if (usedStack) if (usedStack) {
pass(); pass();
} }
} }
}
protected void calculateActions(Game game) { protected void calculateActions(Game game) {
if (!getNextAction(game)) { if (!getNextAction(game)) {
@ -309,8 +309,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
actions = new LinkedList<Ability>(root.abilities); actions = new LinkedList<Ability>(root.abilities);
combat = root.combat; combat = root.combat;
return true; return true;
} } else {
else {
return false; return false;
} }
} }
@ -345,8 +344,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
logger.debug("lose - break"); logger.debug("lose - break");
break; break;
} }
} } else {
else {
if (val > alpha) { if (val > alpha) {
alpha = val; alpha = val;
bestChild = child; bestChild = child;
@ -363,13 +361,13 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
} }
node.children.clear(); node.children.clear();
if (bestChild != null) if (bestChild != null) {
node.children.add(bestChild); node.children.add(bestChild);
}
if (!currentPlayerId.equals(playerId)) { if (!currentPlayerId.equals(playerId)) {
//logger.info("returning minimax beta: " + beta); //logger.info("returning minimax beta: " + beta);
return beta; return beta;
} } else {
else {
//logger.info("returning minimax alpha: " + alpha); //logger.info("returning minimax alpha: " + alpha);
return alpha; return alpha;
} }
@ -416,8 +414,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
protected Integer addActionsTimed() { protected Integer addActionsTimed() {
FutureTask<Integer> task = new FutureTask<Integer>(new Callable<Integer>() { FutureTask<Integer> task = new FutureTask<Integer>(new Callable<Integer>() {
@Override @Override
public Integer call() throws Exception public Integer call() throws Exception {
{
return addActions(root, maxDepth, Integer.MIN_VALUE, Integer.MAX_VALUE); return addActions(root, maxDepth, Integer.MIN_VALUE, Integer.MAX_VALUE);
} }
}); });
@ -458,19 +455,16 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
UUID currentPlayerId = node.getGame().getPlayerList().get(); UUID currentPlayerId = node.getGame().getPlayerList().get();
//logger.info("reached - " + val + ", playerId=" + playerId + ", node.pid="+currentPlayerId); //logger.info("reached - " + val + ", playerId=" + playerId + ", node.pid="+currentPlayerId);
return val; return val;
} } else if (node.getChildren().size() > 0) {
else if (node.getChildren().size() > 0) {
logger.debug("simulating -- somthing added children:" + node.getChildren().size()); logger.debug("simulating -- somthing added children:" + node.getChildren().size());
val = minimaxAB(node, depth - 1, alpha, beta); val = minimaxAB(node, depth - 1, alpha, beta);
return val; return val;
} } else {
else {
logger.debug("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId) ? "yes" : "no")); logger.debug("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + (node.getPlayerId().equals(playerId) ? "yes" : "no"));
if (allPassed(game)) { if (allPassed(game)) {
if (!game.getStack().isEmpty()) { if (!game.getStack().isEmpty()) {
resolve(node, depth, game); resolve(node, depth, game);
} } else {
else {
game.getPlayers().resetPassed(); game.getPlayers().resetPassed();
playNext(game, game.getActivePlayerId(), node); playNext(game, game.getActivePlayerId(), node);
} }
@ -482,8 +476,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
//declared attackers or blockers or triggered abilities //declared attackers or blockers or triggered abilities
logger.debug("simulating -- attack/block/trigger added children:" + node.getChildren().size()); logger.debug("simulating -- attack/block/trigger added children:" + node.getChildren().size());
val = minimaxAB(node, depth - 1, alpha, beta); val = minimaxAB(node, depth - 1, alpha, beta);
} } else {
else {
val = simulatePriority(node, game, depth, alpha, beta); val = simulatePriority(node, game, depth, alpha, beta);
} }
} }
@ -515,8 +508,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
Game sim = game.copy(); Game sim = game.copy();
if (sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) { if (sim.getPlayer(currentPlayer.getId()).activateAbility((ActivatedAbility) action.copy(), sim)) {
sim.applyEffects(); sim.applyEffects();
if (checkForRepeatedAction(sim, node, action, currentPlayer.getId())) if (checkForRepeatedAction(sim, node, action, currentPlayer.getId())) {
continue; continue;
}
if (!sim.isGameOver() && action.isUsesStack()) { if (!sim.isGameOver() && action.isUsesStack()) {
// only pass if the last action uses the stack // only pass if the last action uses the stack
sim.getPlayer(currentPlayer.getId()).pass(); sim.getPlayer(currentPlayer.getId()).pass();
@ -543,8 +537,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
logger.debug("lose - break"); logger.debug("lose - break");
break; break;
} }
} } else {
else {
if (val > alpha) { if (val > alpha) {
alpha = val; alpha = val;
bestNode = newNode; bestNode = newNode;
@ -594,8 +587,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
}*/ }*/
//logger.info("returning priority beta: " + beta); //logger.info("returning priority beta: " + beta);
return beta; return beta;
} } else {
else {
/*if (alpha == Integer.MIN_VALUE) { /*if (alpha == Integer.MIN_VALUE) {
int val = GameStateEvaluator2.evaluate(playerId, game); int val = GameStateEvaluator2.evaluate(playerId, game);
logger.info("returning priority beta: " + val); logger.info("returning priority beta: " + val);
@ -645,16 +637,18 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
protected boolean allPassed(Game game) { protected boolean allPassed(Game game) {
for (Player player : game.getPlayers().values()) { for (Player player : game.getPlayers().values()) {
if (!player.isPassed() && !player.hasLost() && !player.hasLeft()) if (!player.isPassed() && !player.hasLost() && !player.hasLeft()) {
return false; return false;
} }
}
return true; return true;
} }
@Override @Override
public boolean choose(Outcome outcome, Choice choice, Game game) { public boolean choose(Outcome outcome, Choice choice, Game game) {
if (choices.isEmpty()) if (choices.isEmpty()) {
return super.choose(outcome, choice, game); return super.choose(outcome, choice, game);
}
if (!choice.isChosen()) { if (!choice.isChosen()) {
for (String achoice : choices) { for (String achoice : choices) {
choice.setChoice(achoice); choice.setChoice(achoice);
@ -670,8 +664,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
@Override @Override
public boolean chooseTarget(Outcome outcome, Cards cards, TargetCard target, Ability source, Game game) { public boolean chooseTarget(Outcome outcome, Cards cards, TargetCard target, Ability source, Game game) {
if (targets.isEmpty()) if (targets.isEmpty()) {
return super.chooseTarget(outcome, cards, target, source, game); return super.chooseTarget(outcome, cards, target, source, game);
}
if (!target.doneChosing()) { if (!target.doneChosing()) {
for (UUID targetId : targets) { for (UUID targetId : targets) {
target.addTarget(targetId, source, game); target.addTarget(targetId, source, game);
@ -687,8 +682,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
@Override @Override
public boolean choose(Outcome outcome, Cards cards, TargetCard target, Game game) { public boolean choose(Outcome outcome, Cards cards, TargetCard target, Game game) {
if (targets.isEmpty()) if (targets.isEmpty()) {
return super.choose(outcome, cards, target, game); return super.choose(outcome, cards, target, game);
}
if (!target.doneChosing()) { if (!target.doneChosing()) {
for (UUID targetId : targets) { for (UUID targetId : targets) {
target.add(targetId, game); target.add(targetId, game);
@ -721,8 +717,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
boolean skip = false; boolean skip = false;
while (true) { while (true) {
Phase currentPhase = game.getPhase(); Phase currentPhase = game.getPhase();
if (!skip) if (!skip) {
currentPhase.getStep().endStep(game, activePlayerId); currentPhase.getStep().endStep(game, activePlayerId);
}
game.applyEffects(); game.applyEffects();
switch (currentPhase.getStep().getType()) { switch (currentPhase.getStep().getType()) {
case UNTAP: case UNTAP:
@ -781,10 +778,10 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} else { } else {
game.getStep().beginStep(game, activePlayerId); game.getStep().beginStep(game, activePlayerId);
} }
if (game.getStep().getHasPriority()) if (game.getStep().getHasPriority()) {
break; break;
} }
else { } else {
skip = true; skip = true;
} }
} }
@ -898,10 +895,11 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
/** /**
* Choose attackers based on static information. * Choose attackers based on static information. That means that AI won't
* That means that AI won't look to the future as it was before, but just choose attackers based on current state * look to the future as it was before, but just choose attackers based on
* of the game. This is worse, but at least it is easier to implement and won't lead to the case when AI doesn't * current state of the game. This is worse, but at least it is easier to
* do anything - neither attack nor block. * implement and won't lead to the case when AI doesn't do anything -
* neither attack nor block.
* *
* @param game * @param game
* @param activePlayerId * @param activePlayerId
@ -919,8 +917,22 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
return; return;
} }
for (Permanent attacker : attackersList) {
System.out.println("Number of potential attackers " + attackersList.size());
System.out.println("Potential attacker is " + attacker.getName());
}
if (attackersList.isEmpty()) {
return;
}
List<Permanent> possibleBlockers = defender.getAvailableBlockers(game); List<Permanent> possibleBlockers = defender.getAvailableBlockers(game);
for (Permanent blocker : possibleBlockers) {
System.out.println("Number of blockers " + possibleBlockers.size());
System.out.println("Blocker is " + blocker.getName());
}
List<Permanent> killers = CombatUtil.canKillOpponent(game, attackersList, possibleBlockers, defender); List<Permanent> killers = CombatUtil.canKillOpponent(game, attackersList, possibleBlockers, defender);
if (!killers.isEmpty()) { if (!killers.isEmpty()) {
for (Permanent attacker : killers) { for (Permanent attacker : killers) {
@ -929,14 +941,14 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
return; return;
} }
CombatUtil.handleExalted(); //CombatUtil.handleExalted();
//TODO: refactor -- extract to method //TODO: refactor -- extract to method
List<Permanent> counterAttackList = new ArrayList<Permanent>(); //List<Permanent> counterAttackList = new ArrayList<Permanent>();
int counterAttackDamage = 0; //int counterAttackDamage = 0;
int defenderForces = 0; //int defenderForces = 0;
int defenderForcesForBlock = 0; //int defenderForcesForBlock = 0;
/*
FilterCreatureForCombat filter = new FilterCreatureForCombat(); FilterCreatureForCombat filter = new FilterCreatureForCombat();
for (Permanent possibleAttacker : game.getBattlefield().getAllActivePermanents(filter, defender.getId(), game)) { for (Permanent possibleAttacker : game.getBattlefield().getAllActivePermanents(filter, defender.getId(), game)) {
//TODO: it can be improved with next turn emulation //TODO: it can be improved with next turn emulation
@ -1062,15 +1074,43 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
finalAttackers.add(attacker); finalAttackers.add(attacker);
} }
} }
*/
System.out.println("AI final attackers size: " + attackersList.size()); // The AI will now attack more sanely. Simple, but good enough for now.
// The sim minmax does not work at the moment.
for (Permanent attacker : finalAttackers) { boolean safeToAttack;
CombatEvaluator eval = new CombatEvaluator();
for (Permanent attacker : attackersList) {
safeToAttack = true;
int attackerValue = eval.evaluate(attacker, game);
for (Permanent blocker : possibleBlockers) {
int blockerValue = eval.evaluate(blocker, game);
if (attacker.getPower().getValue() <= blocker.getToughness().getValue()
&& attacker.getToughness().getValue() <= blocker.getPower().getValue()) {
safeToAttack = false;
}
if (attacker.getToughness().getValue() == blocker.getPower().getValue()
&& attacker.getPower().getValue() == blocker.getToughness().getValue()) {
if (attackerValue < blockerValue
|| blocker.getAbilities().containsKey(FirstStrikeAbility.getInstance().getId())
|| blocker.getAbilities().containsKey(DoubleStrikeAbility.getInstance().getId())) {
safeToAttack = false;
}
}
}
if (attacker.getAbilities().containsKey(DeathtouchAbility.getInstance().getId())) {
safeToAttack = true;
}
if (safeToAttack) {
attackingPlayer.declareAttacker(attacker.getId(), defenderId, game); attackingPlayer.declareAttacker(attacker.getId(), defenderId, game);
} }
} }
} }
}
/*
private boolean shouldAttack(Game game, UUID attackingPlayerId, UUID defenderId, Permanent attacker, List<Permanent> blockers, int aggressionRate) { private boolean shouldAttack(Game game, UUID attackingPlayerId, UUID defenderId, Permanent attacker, List<Permanent> blockers, int aggressionRate) {
boolean canBeKilledByOne = false; boolean canBeKilledByOne = false;
boolean canKillAll = true; boolean canKillAll = true;
@ -1080,17 +1120,22 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
boolean canBeBlocked = false; boolean canBeBlocked = false;
int numberOfPossibleBlockers = 0; int numberOfPossibleBlockers = 0;
int life = game.getPlayer(defenderId).getLife(); //int life = game.getPlayer(defenderId).getLife();
int poison = game.getPlayer(defenderId).getCounters().getCount(CounterType.POISON); //int poison = game.getPlayer(defenderId).getCounters().getCount(CounterType.POISON);
if (!isEffectiveAttacker(game, attackingPlayerId, defenderId, attacker, life, poison)) { if (!isEffectiveAttacker(game, attackingPlayerId, defenderId, attacker, life, poison)) {
System.out.println("Ahh, this is why it is not attacking");
return false; return false;
} }
for (Permanent defender : blockers) { for (Permanent defender : blockers) {
System.out.println("The blocker is " + defender.getName());
if (defender.canBlock(attacker.getId(), game)) { if (defender.canBlock(attacker.getId(), game)) {
System.out.println("The blocker can block the attacker" + defender.getName() + attacker.getName());
numberOfPossibleBlockers += 1; numberOfPossibleBlockers += 1;
System.out.println("The number of possible blockers is " + numberOfPossibleBlockers);
SurviveInfo info = CombatUtil.willItSurvive(game, attackingPlayerId, defenderId, attacker, defender); SurviveInfo info = CombatUtil.willItSurvive(game, attackingPlayerId, defenderId, attacker, defender);
System.out.println("Did the attacker die? " + info.isAttackerDied());
if (info.isAttackerDied()) { if (info.isAttackerDied()) {
boolean canBeReallyKilled = true; boolean canBeReallyKilled = true;
for (Ability ability : attacker.getAbilities()) { for (Ability ability : attacker.getAbilities()) {
@ -1129,6 +1174,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
canBeBlocked = true; canBeBlocked = true;
} }
// This is how I know this does quite work. Something is wrong with the sim part.
System.out.println("canKillAll, canKillAllDangerous, canbeKilledByOne, canBeBlocked " + canKillAll + canKillAllDangerous + canBeKilledByOne + canBeBlocked);
switch (aggressionRate) { switch (aggressionRate) {
case 4: case 4:
if (canKillAll || (canKillAllDangerous && !canBeKilledByOne) || !canBeBlocked) { if (canKillAll || (canKillAllDangerous && !canBeKilledByOne) || !canBeBlocked) {
@ -1185,7 +1233,6 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
return false; return false;
} }
private int getAggressionRate(double oppScore, double ourScore, int outNumber, double score, boolean doAttack, double turnsUntilDeathByUnblockable, boolean doUnblockableAttack, int aggressionRate) { private int getAggressionRate(double oppScore, double ourScore, int outNumber, double score, boolean doAttack, double turnsUntilDeathByUnblockable, boolean doUnblockableAttack, int aggressionRate) {
if (score > 0 && doAttack) { if (score > 0 && doAttack) {
aggressionRate = 5; aggressionRate = 5;
@ -1203,7 +1250,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
return aggressionRate; return aggressionRate;
} }
*/
private void declareAttackers(Game game, UUID activePlayerId, SimulationNode2 node) { private void declareAttackers(Game game, UUID activePlayerId, SimulationNode2 node) {
game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, activePlayerId)); game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, activePlayerId));
if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, activePlayerId, activePlayerId))) { if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, activePlayerId, activePlayerId))) {
@ -1246,7 +1293,8 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
@Override @Override
public void selectBlockers(Game game, UUID defendingPlayerId) { public void selectBlockers(Game game, UUID defendingPlayerId) {
logger.debug("selectBlockers"); logger.debug("selectBlockers");
if (combat != null && combat.getGroups().size() > 0) { declareBlockers(game, playerId);
/*if (combat != null && combat.getGroups().size() > 0) {
List<CombatGroup> groups = game.getCombat().getGroups(); List<CombatGroup> groups = game.getCombat().getGroups();
for (int i = 0; i < groups.size(); i++) { for (int i = 0; i < groups.size(); i++) {
if (i < combat.getGroups().size()) { if (i < combat.getGroups().size()) {
@ -1257,6 +1305,7 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
} }
} }
*/
} }
/** /**
@ -1279,8 +1328,9 @@ public class ComputerPlayer6 extends ComputerPlayer<ComputerPlayer6> implements
} }
private boolean checkForRepeatedAction(Game sim, SimulationNode2 node, Ability action, UUID playerId) { private boolean checkForRepeatedAction(Game sim, SimulationNode2 node, Ability action, UUID playerId) {
if (action instanceof PassAbility) if (action instanceof PassAbility) {
return false; return false;
}
int newVal = GameStateEvaluator2.evaluate(playerId, sim); int newVal = GameStateEvaluator2.evaluate(playerId, sim);
SimulationNode2 test = node.getParent(); SimulationNode2 test = node.getParent();
while (test != null) { while (test != null) {