AI: improved stability and bug fixes (related to #13290):

- bug's reason: wrong usage of canTarget, add/addTarget, getOpponents, etc;
- fixed that it can target dead players in some use cases (close #13507);
- fixed that it wrongly choose targets in bad/good effects in some use cases;
- fixed that it can't find valid targets in some use cases;
- fixed game freezes and errors with some cards;
This commit is contained in:
Oleg Agafonov 2025-04-19 07:04:55 +04:00
parent b915c6590b
commit 3dc606501d
10 changed files with 219 additions and 204 deletions

View file

@ -17,7 +17,7 @@ public class SelectAttackersNextAction implements MCTSNodeNextAction{
attacks = player.getAttacks(game);
else
attacks = getAttacks(player, fullStateValue, game);
UUID defenderId = game.getOpponents(player.getId()).iterator().next();
UUID defenderId = game.getOpponents(player.getId(), true).iterator().next();
for (List<UUID> attack: attacks) {
Game sim = game.createSimulationForAI();
MCTSPlayer simPlayer = (MCTSPlayer) sim.getPlayer(player.getId());

View file

@ -141,7 +141,7 @@ public final class SimulatedPlayerMCTS extends MCTSPlayer {
@Override
public void selectAttackers(Game game, UUID attackingPlayerId) {
//useful only for two player games - will only attack first opponent
UUID defenderId = game.getOpponents(playerId).iterator().next();
UUID defenderId = game.getOpponents(playerId, true).iterator().next();
List<Permanent> attackersList = super.getAvailableAttackers(defenderId, game);
//use binary digits to calculate powerset of attackers
int powerElements = (int) Math.pow(2, attackersList.size());