AI: improved performance and fixed crashes on use cases with too much target options like "deals 5 damage divided as you choose" (related to #11285):

* added DebugUtil.AI_ENABLE_DEBUG_MODE for better IDE's debugging AI code;
 * it's a target amount optimizations;
 * it's use a grouping of possible targets due same static and dynamic stats (name, abilities, rules, damage, etc);
 * instead of going through all possible combinations, AI uses only meaningful targets from particular groups;
This commit is contained in:
Oleg Agafonov 2025-02-06 17:38:09 +04:00
parent b4fa6ace66
commit f17cbbe72b
9 changed files with 349 additions and 50 deletions

View file

@ -70,7 +70,7 @@ public class ComputerPlayer extends PlayerImpl {
protected int PASSIVITY_PENALTY = 5; // Penalty value for doing nothing if some actions are available
// debug only: set TRUE to debug simulation's code/games (on false sim thread will be stopped after few secs by timeout)
protected boolean COMPUTER_DISABLE_TIMEOUT_IN_GAME_SIMULATIONS = false;
protected boolean COMPUTER_DISABLE_TIMEOUT_IN_GAME_SIMULATIONS = DebugUtil.AI_ENABLE_DEBUG_MODE;
// AI agents uses game simulation thread for all calcs and it's high CPU consumption
// More AI threads - more parallel AI games can be calculate
@ -82,7 +82,7 @@ public class ComputerPlayer extends PlayerImpl {
// * use your's CPU cores for best performance
// TODO: add server config to control max AI threads (with CPU cores by default)
// TODO: rework AI implementation to use multiple sims calculation instead one by one
final static int COMPUTER_MAX_THREADS_FOR_SIMULATIONS = 5;
final static int COMPUTER_MAX_THREADS_FOR_SIMULATIONS = DebugUtil.AI_ENABLE_DEBUG_MODE ? 1 : 5;
private final transient Map<Mana, Card> unplayable = new TreeMap<>();
private final transient List<Card> playableNonInstant = new ArrayList<>();