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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:
parent
b4fa6ace66
commit
f17cbbe72b
9 changed files with 349 additions and 50 deletions
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@ -346,7 +346,7 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
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logger.debug("simulating -- node #:" + SimulationNode2.getCount() + " triggered ability option");
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for (Target target : ability.getTargets()) {
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for (UUID targetId : target.getTargets()) {
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newNode.getTargets().add(targetId);
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newNode.getTargets().add(targetId); // save for info only (real targets in newNode.ability already)
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}
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}
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parent.children.add(newNode);
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@ -70,7 +70,7 @@ public class ComputerPlayer extends PlayerImpl {
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protected int PASSIVITY_PENALTY = 5; // Penalty value for doing nothing if some actions are available
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// debug only: set TRUE to debug simulation's code/games (on false sim thread will be stopped after few secs by timeout)
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protected boolean COMPUTER_DISABLE_TIMEOUT_IN_GAME_SIMULATIONS = false;
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protected boolean COMPUTER_DISABLE_TIMEOUT_IN_GAME_SIMULATIONS = DebugUtil.AI_ENABLE_DEBUG_MODE;
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// AI agents uses game simulation thread for all calcs and it's high CPU consumption
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// More AI threads - more parallel AI games can be calculate
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@ -82,7 +82,7 @@ public class ComputerPlayer extends PlayerImpl {
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// * use your's CPU cores for best performance
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// TODO: add server config to control max AI threads (with CPU cores by default)
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// TODO: rework AI implementation to use multiple sims calculation instead one by one
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final static int COMPUTER_MAX_THREADS_FOR_SIMULATIONS = 5;
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final static int COMPUTER_MAX_THREADS_FOR_SIMULATIONS = DebugUtil.AI_ENABLE_DEBUG_MODE ? 1 : 5;
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private final transient Map<Mana, Card> unplayable = new TreeMap<>();
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private final transient List<Card> playableNonInstant = new ArrayList<>();
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@ -1,7 +1,10 @@
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package org.mage.test.AI.basic;
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import mage.abilities.Ability;
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import mage.abilities.common.SimpleStaticAbility;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.game.permanent.Permanent;
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import org.junit.Assert;
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import org.junit.Ignore;
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import org.junit.Test;
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@ -11,6 +14,13 @@ import java.util.Arrays;
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import java.util.List;
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/**
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* Possible problems:
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* - big memory consumption on sims prepare (memory overflow)
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* - too many sims to calculate (AI fail on time out and do nothing)
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* <p>
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* TODO: add tests and implement best choice selection on timeout
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* (AI must make any good/bad choice on timeout with game log - not a skip)
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*
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* @author JayDi85
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*/
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public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
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@ -21,7 +31,7 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
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}
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@Test
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public void test_AIvsAI_Simple() {
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public void test_Simple_ShortGame() {
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// both must kill x2 bears by x2 bolts
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addCard(Zone.BATTLEFIELD, playerA, "Balduvian Bears", 2);
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 2);
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@ -39,7 +49,7 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
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}
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@Test
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public void test_AIvsAI_LongGame() {
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public void test_Simple_LongGame() {
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// many bears and bolts must help to end game fast
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int maxTurn = 50;
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removeAllCardsFromLibrary(playerA);
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@ -63,13 +73,27 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
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Assert.assertTrue("One of player must won a game before turn " + maxTurn + ", but it ends on " + currentGame, currentGame.hasEnded());
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}
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private void runManyTargetOptionsTest(String info, int totalCreatures, int needDiedCreatures, int needPlayerLife) {
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private void runManyTargetOptionsInTrigger(String info, int totalCreatures, int needDiedCreatures, boolean isDamageRandomCreature, int needPlayerLife) {
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// When Bogardan Hellkite enters, it deals 5 damage divided as you choose among any number of targets.
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addCard(Zone.HAND, playerA, "Bogardan Hellkite", 1); // {6}{R}{R}
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 8);
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//
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", totalCreatures);
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if (isDamageRandomCreature) {
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runCode("damage creature", 1, PhaseStep.PRECOMBAT_MAIN, playerA, (s, player, game) -> {
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Permanent creature = game.getBattlefield().getAllPermanents().stream()
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.filter(p -> p.getName().equals("Balduvian Bears"))
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.findAny()
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.orElse(null);
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Assert.assertNotNull(creature);
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Ability fakeAbility = new SimpleStaticAbility(null);
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fakeAbility.setControllerId(player.getId());
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fakeAbility.setSourceId(creature.getId());
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creature.damage(1, fakeAbility, game);
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});
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}
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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@ -80,34 +104,107 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
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}
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@Test
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public void test_AIvsAI_ManyTargetOptions_Simple() {
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public void test_ManyTargetOptions_Triggered_Single() {
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// 2 damage to bear and 3 damage to player B
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runManyTargetOptionsTest("1 target creature", 1, 1, 20 - 3);
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runManyTargetOptionsInTrigger("1 target creature", 1, 1, false, 20 - 3);
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}
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@Test
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public void test_AIvsAI_ManyTargetOptions_Few() {
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public void test_ManyTargetOptions_Triggered_Few() {
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// 4 damage to x2 bears and 1 damage to player B
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runManyTargetOptionsTest("2 target creatures", 2, 2, 20 - 1);
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runManyTargetOptionsInTrigger("2 target creatures", 2, 2, false, 20 - 1);
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}
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@Test
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public void test_AIvsAI_ManyTargetOptions_Many() {
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public void test_ManyTargetOptions_Triggered_Many() {
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// 4 damage to x2 bears and 1 damage to player B
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runManyTargetOptionsTest("5 target creatures", 2, 2, 20 - 1);
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runManyTargetOptionsInTrigger("5 target creatures", 5, 2, false, 20 - 1);
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}
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@Test
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@Ignore // AI code must be improved
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// TODO: need memory optimization
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// TODO: need sims/options amount optimization (example: target name + score as unique param to reduce possible options)
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// TODO: need best choice selection on timeout (AI must make any good/bad choice on timeout with game log - not a skip)
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public void test_AIvsAI_ManyTargetOptions_TooMuch() {
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// possible problems:
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// - big memory consumption on sims prepare (memory overflow)
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// - too many sims to calculate (AI fail on time out and do nothing)
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public void test_ManyTargetOptions_Triggered_TooMuch() {
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// warning, can be slow
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// make sure targets optimization works
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// (must ignore same targets for faster calc)
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// 4 damage to x2 bears and 1 damage to player B
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runManyTargetOptionsTest("50 target creatures", 50, 2, 20 - 1);
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runManyTargetOptionsInTrigger("50 target creatures", 50, 2, false, 20 - 1);
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}
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@Test
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@Ignore // TODO: AI do not support game simulations for target options in triggers
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public void test_ManyTargetOptions_Triggered_TargetGroups() {
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// make sure targets optimization can find unique creatures, e.g. damaged
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// 4 damage to x2 bears and 1 damage to damaged bear
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runManyTargetOptionsInTrigger("5 target creatures with one damaged", 5, 3, true, 20);
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}
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private void runManyTargetOptionsInActivate(String info, int totalCreatures, int needDiedCreatures, boolean isDamageRandomCreature, int needPlayerLife) {
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// Boulderfall deals 5 damage divided as you choose among any number of targets.
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addCard(Zone.HAND, playerA, "Boulderfall", 1); // {6}{R}{R}
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 8);
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//
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addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", totalCreatures);
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if (isDamageRandomCreature) {
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runCode("damage creature", 1, PhaseStep.PRECOMBAT_MAIN, playerA, (s, player, game) -> {
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Permanent creature = game.getBattlefield().getAllPermanents().stream()
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.filter(p -> p.getName().equals("Balduvian Bears"))
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.findAny()
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.orElse(null);
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Assert.assertNotNull(creature);
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Ability fakeAbility = new SimpleStaticAbility(null);
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fakeAbility.setControllerId(player.getId());
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fakeAbility.setSourceId(creature.getId());
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creature.damage(1, fakeAbility, game);
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});
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}
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Boulderfall", 1); // if fail then AI stops before all sims ends
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assertGraveyardCount(playerB, "Balduvian Bears", needDiedCreatures);
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assertLife(playerB, needPlayerLife);
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}
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@Test
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public void test_ManyTargetOptions_Activated_Single() {
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// 2 damage to bear and 3 damage to player B
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runManyTargetOptionsInActivate("1 target creature", 1, 1, false, 20 - 3);
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}
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@Test
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public void test_ManyTargetOptions_Activated_Few() {
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// 4 damage to x2 bears and 1 damage to player B
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runManyTargetOptionsInActivate("2 target creatures", 2, 2, false, 20 - 1);
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}
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@Test
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public void test_ManyTargetOptions_Activated_Many() {
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// 4 damage to x2 bears and 1 damage to player B
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runManyTargetOptionsInActivate("5 target creatures", 5, 2, false, 20 - 1);
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}
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@Test
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public void test_ManyTargetOptions_Activated_TooMuch() {
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// warning, can be slow
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// make sure targets optimization works
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// (must ignore same targets for faster calc)
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// 4 damage to x2 bears and 1 damage to player B
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runManyTargetOptionsInActivate("50 target creatures", 50, 2, false, 20 - 1);
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}
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@Test
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public void test_ManyTargetOptions_Activated_TargetGroups() {
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// make sure targets optimization can find unique creatures, e.g. damaged
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// 4 damage to x2 bears and 1 damage to damaged bear
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runManyTargetOptionsInActivate("5 target creatures with one damaged", 5, 3, true, 20);
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}
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}
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@ -31,6 +31,8 @@ public class TargetAmountAITest extends CardTestPlayerBaseWithAIHelps {
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@Test
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public void test_AI_SimulateTargets() {
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// warning, test depends on targets list optimization by AI
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// Distribute four +1/+1 counters among any number of target creatures.
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addCard(Zone.HAND, playerA, "Blessings of Nature", 1); // {4}{G}
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
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@ -4457,11 +4457,7 @@ public abstract class PlayerImpl implements Player, Serializable {
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}
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/**
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* Only used for AIs
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*
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* @param ability
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* @param game
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* @return
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* AI related code
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*/
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@Override
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public List<Ability> getPlayableOptions(Ability ability, Game game) {
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@ -4482,6 +4478,9 @@ public abstract class PlayerImpl implements Player, Serializable {
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return options;
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}
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/**
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* AI related code
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*/
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private void addModeOptions(List<Ability> options, Ability option, Game game) {
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// TODO: support modal spells with more than one selectable mode (also must use max modes filter)
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for (Mode mode : option.getModes().values()) {
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@ -4504,11 +4503,18 @@ public abstract class PlayerImpl implements Player, Serializable {
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}
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}
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/**
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* AI related code
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*/
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protected void addVariableXOptions(List<Ability> options, Ability option, int targetNum, Game game) {
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addTargetOptions(options, option, targetNum, game);
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}
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/**
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* AI related code
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*/
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protected void addTargetOptions(List<Ability> options, Ability option, int targetNum, Game game) {
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// TODO: target options calculated for triggered ability too, but do not used in real game
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for (Target target : option.getTargets().getUnchosen(game).get(targetNum).getTargetOptions(option, game)) {
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Ability newOption = option.copy();
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if (target instanceof TargetAmount) {
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@ -4521,7 +4527,7 @@ public abstract class PlayerImpl implements Player, Serializable {
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newOption.getTargets().get(targetNum).addTarget(targetId, newOption, game, true);
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}
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}
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if (targetNum < option.getTargets().size() - 2) {
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if (targetNum < option.getTargets().size() - 2) { // wtf
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addTargetOptions(options, newOption, targetNum + 1, game);
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} else if (!option.getCosts().getTargets().isEmpty()) {
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addCostTargetOptions(options, newOption, 0, game);
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@ -4531,6 +4537,9 @@ public abstract class PlayerImpl implements Player, Serializable {
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}
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}
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/**
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* AI related code
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*/
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private void addCostTargetOptions(List<Ability> options, Ability option, int targetNum, Game game) {
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for (UUID targetId : option.getCosts().getTargets().get(targetNum).possibleTargets(playerId, option, game)) {
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Ability newOption = option.copy();
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@ -79,6 +79,9 @@ public interface Target extends Serializable {
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boolean isLegal(Ability source, Game game);
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/**
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* AI related code. Returns all possible different target combinations
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*/
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List<? extends Target> getTargetOptions(Ability source, Game game);
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boolean canChoose(UUID sourceControllerId, Game game);
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@ -1,11 +1,16 @@
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package mage.target;
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import mage.MageObject;
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import mage.abilities.Ability;
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import mage.abilities.dynamicvalue.DynamicValue;
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import mage.abilities.dynamicvalue.common.StaticValue;
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import mage.cards.Card;
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import mage.constants.Outcome;
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import mage.game.Game;
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import mage.game.permanent.Permanent;
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import mage.players.Player;
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import mage.util.DebugUtil;
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import mage.util.RandomUtil;
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import java.util.*;
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import java.util.stream.Collectors;
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@ -118,45 +123,229 @@ public abstract class TargetAmount extends TargetImpl {
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}
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@Override
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public List<? extends TargetAmount> getTargetOptions(Ability source, Game game) {
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final public List<? extends TargetAmount> getTargetOptions(Ability source, Game game) {
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if (!amountWasSet) {
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setAmount(source, game);
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}
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List<TargetAmount> options = new ArrayList<>();
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Set<UUID> possibleTargets = possibleTargets(source.getControllerId(), source, game);
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addTargets(this, possibleTargets, options, source, game);
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// optimizations for less memory/cpu consumptions
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printTargetsTableAndVariations("before optimize", game, possibleTargets, options, false);
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optimizePossibleTargets(source, game, possibleTargets);
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printTargetsTableAndVariations("after optimize", game, possibleTargets, options, false);
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// debug target variations
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//printTargetsVariations(possibleTargets, options);
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// calc possible amount variations
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addTargets(this, possibleTargets, options, source, game);
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printTargetsTableAndVariations("after calc", game, possibleTargets, options, true);
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return options;
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}
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private void printTargetsVariations(Set<UUID> possibleTargets, List<TargetAmount> options) {
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// debug target variations
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// permanent index + amount
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// example: 7 -> 2; 8 -> 3; 9 -> 1
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/**
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* AI related, trying to reduce targets for simulations
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*/
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private void optimizePossibleTargets(Ability source, Game game, Set<UUID> possibleTargets) {
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// remove duplicated/same creatures (example: distribute 3 damage between 10+ same tokens)
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// it must have additional threshold to keep more variations for analyse
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//
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// bad example:
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// - Blessings of Nature
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// - Distribute four +1/+1 counters among any number of target creatures.
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// on low targets threshold AI can put 1/1 to opponent's creature instead own, see TargetAmountAITest.test_AI_SimulateTargets
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int maxPossibleTargetsToSimulate = this.remainingAmount * 2;
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if (possibleTargets.size() < maxPossibleTargetsToSimulate) {
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return;
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}
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// split targets by groups
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Map<UUID, String> targetGroups = new HashMap<>();
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possibleTargets.forEach(id -> {
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String groupKey = "";
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// player
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Player player = game.getPlayer(id);
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if (player != null) {
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groupKey = getTargetGroupKeyAsPlayer(player);
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}
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// game object
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MageObject object = game.getObject(id);
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if (object != null) {
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groupKey = object.getName();
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if (object instanceof Permanent) {
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groupKey += getTargetGroupKeyAsPermanent(game, (Permanent) object);
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} else if (object instanceof Card) {
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groupKey += getTargetGroupKeyAsCard(game, (Card) object);
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} else {
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groupKey += getTargetGroupKeyAsOther(game, object);
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}
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}
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// unknown - use all
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if (groupKey.isEmpty()) {
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groupKey = id.toString();
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}
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targetGroups.put(id, groupKey);
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});
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Map<String, List<UUID>> groups = new HashMap<>();
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targetGroups.forEach((id, groupKey) -> {
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groups.computeIfAbsent(groupKey, k -> new ArrayList<>());
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groups.get(groupKey).add(id);
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});
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// optimize logic:
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// - use one target from each target group all the time
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// - add random target from random group until fill all remainingAmount condition
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// use one target per group
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Set<UUID> newPossibleTargets = new HashSet<>();
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groups.forEach((groupKey, groupTargets) -> {
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UUID targetId = RandomUtil.randomFromCollection(groupTargets);
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if (targetId != null) {
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newPossibleTargets.add(targetId);
|
||||
groupTargets.remove(targetId);
|
||||
}
|
||||
});
|
||||
|
||||
// use random target until fill condition
|
||||
while (newPossibleTargets.size() < maxPossibleTargetsToSimulate) {
|
||||
String groupKey = RandomUtil.randomFromCollection(groups.keySet());
|
||||
if (groupKey == null) {
|
||||
break;
|
||||
}
|
||||
List<UUID> groupTargets = groups.getOrDefault(groupKey, null);
|
||||
if (groupTargets == null || groupTargets.isEmpty()) {
|
||||
groups.remove(groupKey);
|
||||
continue;
|
||||
}
|
||||
UUID targetId = RandomUtil.randomFromCollection(groupTargets);
|
||||
if (targetId != null) {
|
||||
newPossibleTargets.add(targetId);
|
||||
groupTargets.remove(targetId);
|
||||
}
|
||||
}
|
||||
|
||||
// keep final result
|
||||
possibleTargets.clear();
|
||||
possibleTargets.addAll(newPossibleTargets);
|
||||
}
|
||||
|
||||
private String getTargetGroupKeyAsPlayer(Player player) {
|
||||
// use all
|
||||
return String.join(";", Arrays.asList(
|
||||
player.getName(),
|
||||
String.valueOf(player.getId().hashCode())
|
||||
));
|
||||
}
|
||||
|
||||
private String getTargetGroupKeyAsPermanent(Game game, Permanent permanent) {
|
||||
// split by name and stats
|
||||
// TODO: rework and combine with PermanentEvaluator (to use battlefield score)
|
||||
|
||||
// try to use short text/hash for lesser data on debug
|
||||
return String.join(";", Arrays.asList(
|
||||
permanent.getName(),
|
||||
String.valueOf(permanent.getControllerId().hashCode()),
|
||||
String.valueOf(permanent.getOwnerId().hashCode()),
|
||||
String.valueOf(permanent.isTapped()),
|
||||
String.valueOf(permanent.getPower().getValue()),
|
||||
String.valueOf(permanent.getToughness().getValue()),
|
||||
String.valueOf(permanent.getDamage()),
|
||||
String.valueOf(permanent.getCardType(game).toString().hashCode()),
|
||||
String.valueOf(permanent.getSubtype(game).toString().hashCode()),
|
||||
String.valueOf(permanent.getCounters(game).getTotalCount()),
|
||||
String.valueOf(permanent.getAbilities(game).size()),
|
||||
String.valueOf(permanent.getRules(game).toString().hashCode())
|
||||
));
|
||||
}
|
||||
|
||||
private String getTargetGroupKeyAsCard(Game game, Card card) {
|
||||
// split by name and stats
|
||||
return String.join(";", Arrays.asList(
|
||||
card.getName(),
|
||||
String.valueOf(card.getOwnerId().hashCode()),
|
||||
String.valueOf(card.getCardType(game).toString().hashCode()),
|
||||
String.valueOf(card.getSubtype(game).toString().hashCode()),
|
||||
String.valueOf(card.getCounters(game).getTotalCount()),
|
||||
String.valueOf(card.getAbilities(game).size()),
|
||||
String.valueOf(card.getRules(game).toString().hashCode())
|
||||
));
|
||||
}
|
||||
|
||||
private String getTargetGroupKeyAsOther(Game game, MageObject item) {
|
||||
// use all
|
||||
return String.join(";", Arrays.asList(
|
||||
item.getName(),
|
||||
String.valueOf(item.getId().hashCode())
|
||||
));
|
||||
}
|
||||
|
||||
/**
|
||||
* Debug only. Print targets table and variations.
|
||||
*/
|
||||
private void printTargetsTableAndVariations(String info, Game game, Set<UUID> possibleTargets, List<TargetAmount> options, boolean isPrintOptions) {
|
||||
if (!DebugUtil.AI_SHOW_TARGET_OPTIMIZATION_LOGS) return;
|
||||
|
||||
// output example:
|
||||
//
|
||||
// Targets (after optimize): 5
|
||||
// 0. Balduvian Bears [ac8], C, BalduvianBears, DKM:22::0, 2/2
|
||||
// 1. PlayerA (SimulatedPlayer2)
|
||||
//
|
||||
// Target variations (info): 126
|
||||
// 0 -> 1; 1 -> 1; 2 -> 1; 3 -> 1; 4 -> 1
|
||||
// 0 -> 1; 1 -> 1; 2 -> 1; 3 -> 2
|
||||
// 0 -> 1; 1 -> 1; 2 -> 1; 4 -> 2
|
||||
|
||||
// print table
|
||||
List<UUID> list = new ArrayList<>(possibleTargets);
|
||||
Collections.sort(list);
|
||||
HashMap<UUID, Integer> targetNumbers = new HashMap<>();
|
||||
System.out.println();
|
||||
System.out.println(String.format("Targets (%s): %d", info, list.size()));
|
||||
for (int i = 0; i < list.size(); i++) {
|
||||
targetNumbers.put(list.get(i), i);
|
||||
String targetName;
|
||||
Player player = game.getPlayer(list.get(i));
|
||||
if (player != null) {
|
||||
targetName = player.toString();
|
||||
} else {
|
||||
MageObject object = game.getObject(list.get(i));
|
||||
if (object != null) {
|
||||
targetName = object.toString();
|
||||
} else {
|
||||
targetName = "unknown";
|
||||
}
|
||||
}
|
||||
System.out.println(String.format("%d. %s", i, targetName));
|
||||
}
|
||||
System.out.println();
|
||||
|
||||
if (!isPrintOptions) {
|
||||
return;
|
||||
}
|
||||
|
||||
// print amount variations
|
||||
List<String> res = options
|
||||
.stream()
|
||||
.map(t -> t.getTargets()
|
||||
.stream()
|
||||
.map(id -> targetNumbers.get(id) + " -> " + t.getTargetAmount(id))
|
||||
.sorted()
|
||||
.collect(Collectors.joining("; ")))
|
||||
.collect(Collectors.toList());
|
||||
Collections.sort(res);
|
||||
.collect(Collectors.joining("; "))).sorted().collect(Collectors.toList());
|
||||
System.out.println();
|
||||
System.out.println(res.stream().collect(Collectors.joining("\n")));
|
||||
System.out.println(String.format("Target variations (info): %d", options.size()));
|
||||
System.out.println(String.join("\n", res));
|
||||
System.out.println();
|
||||
}
|
||||
|
||||
protected void addTargets(TargetAmount target, Set<UUID> possibleTargets, List<TargetAmount> options, Ability source, Game game) {
|
||||
if (!amountWasSet) {
|
||||
setAmount(source, game);
|
||||
}
|
||||
final protected void addTargets(TargetAmount target, Set<UUID> possibleTargets, List<TargetAmount> options, Ability source, Game game) {
|
||||
Set<UUID> usedTargets = new HashSet<>();
|
||||
for (UUID targetId : possibleTargets) {
|
||||
usedTargets.add(targetId);
|
||||
|
|
|
|||
|
|
@ -446,13 +446,6 @@ public abstract class TargetImpl implements Target {
|
|||
return !targets.isEmpty();
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns all possible different target combinations
|
||||
*
|
||||
* @param source
|
||||
* @param game
|
||||
* @return
|
||||
*/
|
||||
@Override
|
||||
public List<? extends TargetImpl> getTargetOptions(Ability source, Game game) {
|
||||
List<TargetImpl> options = new ArrayList<>();
|
||||
|
|
|
|||
|
|
@ -11,6 +11,12 @@ public class DebugUtil {
|
|||
|
||||
public static boolean NETWORK_SHOW_CLIENT_CALLBACK_MESSAGES_LOG = false; // show all callback messages (server commands)
|
||||
|
||||
// AI
|
||||
// game simulations runs in multiple threads, if you stop code to debug then it will be terminated by timeout
|
||||
// so AI debug mode will make single simulation thread without any timeouts
|
||||
public static boolean AI_ENABLE_DEBUG_MODE = false;
|
||||
public static boolean AI_SHOW_TARGET_OPTIMIZATION_LOGS = false; // works with target amount
|
||||
|
||||
// cards basic (card panels)
|
||||
public static boolean GUI_CARD_DRAW_OUTER_BORDER = false;
|
||||
public static boolean GUI_CARD_DRAW_INNER_BORDER = false;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue