AI: purged whole targeting code and replaced with simple and shared logic (part of #13638) (#13766)

- refactor: removed outdated/unused code from AI, battlefield score, targeting, etc;
- ai: removed all targeting and filters related logic from ComputerPlayer;
- ai: improved targeting with shared and simple logic due effect's outcome and possible targets priority;
- ai: improved get amount selection (now AI will not choose big and useless values);
- ai: improved spell selection on free cast (now AI will try to cast spells with valid targets only);
- tests: improved result table with first bad dialog info for fast access (part of #13638);
This commit is contained in:
Oleg Agafonov 2025-06-18 20:03:58 +03:00 committed by GitHub
parent 1fe0d92c86
commit ffe902d25e
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27 changed files with 777 additions and 1615 deletions

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@ -23,6 +23,7 @@ import mage.game.stack.StackAbility;
import mage.game.stack.StackObject;
import mage.player.ai.ma.optimizers.TreeOptimizer;
import mage.player.ai.ma.optimizers.impl.*;
import mage.player.ai.score.GameStateEvaluator2;
import mage.player.ai.util.CombatInfo;
import mage.player.ai.util.CombatUtil;
import mage.players.Player;

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@ -3,6 +3,7 @@ package mage.player.ai;
import mage.abilities.Ability;
import mage.constants.RangeOfInfluence;
import mage.game.Game;
import mage.player.ai.score.GameStateEvaluator2;
import org.apache.log4j.Logger;
import java.util.Date;

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@ -13,7 +13,7 @@ import mage.game.permanent.Permanent;
import mage.game.turn.CombatDamageStep;
import mage.game.turn.EndOfCombatStep;
import mage.game.turn.Step;
import mage.player.ai.GameStateEvaluator2;
import mage.player.ai.score.GameStateEvaluator2;
import mage.players.Player;
import org.apache.log4j.Logger;

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@ -0,0 +1,156 @@
package mage.player.ai;
import mage.MageItem;
import mage.MageObject;
import mage.cards.Card;
import mage.constants.Zone;
import mage.counters.CounterType;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.player.ai.score.GameStateEvaluator2;
import mage.players.PlayableObjectsList;
import mage.players.Player;
import java.util.Comparator;
import java.util.UUID;
/**
* AI related code - compare and sort possible targets due target/effect type
*
* @author JayDi85
*/
public class PossibleTargetsComparator {
UUID abilityControllerId;
Game game;
PlayableObjectsList playableItems = new PlayableObjectsList();
public PossibleTargetsComparator(UUID abilityControllerId, Game game) {
this.abilityControllerId = abilityControllerId;
this.game = game;
}
public void findPlayableItems() {
this.playableItems = this.game.getPlayer(this.abilityControllerId).getPlayableObjects(this.game, Zone.ALL);
}
private int getScoreFromBattlefield(MageItem item) {
if (item instanceof Permanent) {
// use battlefield score instead simple life
return GameStateEvaluator2.evaluatePermanent((Permanent) item, game, false);
} else {
return getScoreFromLife(item);
}
}
private String getName(MageItem item) {
if (item instanceof Player) {
return ((Player) item).getName();
} else if (item instanceof MageObject) {
return ((MageObject) item).getName();
} else {
return "unknown";
}
}
private int getScoreFromLife(MageItem item) {
// TODO: replace permanent/card life by battlefield score?
int res = 0;
if (item instanceof Player) {
res = ((Player) item).getLife();
} else if (item instanceof Card) {
Card card = (Card) item;
if (card.isPlaneswalker(game)) {
res = card.getCounters(game).getCount(CounterType.LOYALTY);
} else if (card.isBattle(game)) {
res = card.getCounters(game).getCount(CounterType.DEFENSE);
} else {
int damage = 0;
if (card instanceof Permanent) {
damage = ((Permanent) card).getDamage();
}
res = Math.max(0, card.getToughness().getValue() - damage);
}
// instant
if (res == 0) {
res = card.getManaValue();
}
}
return res;
}
private boolean isMyItem(MageItem item) {
return PossibleTargetsSelector.isMyItem(this.abilityControllerId, item);
}
// sort by name-id at the end, so AI will use same choices in all simulations
private final Comparator<MageItem> BY_NAME = (o1, o2) -> getName(o2).compareTo(getName(o1));
private final Comparator<MageItem> BY_ID = Comparator.comparing(MageItem::getId);
private final Comparator<MageItem> BY_ME = (o1, o2) -> Boolean.compare(
isMyItem(o2),
isMyItem(o1)
);
private final Comparator<MageItem> BY_BIGGER_SCORE = (o1, o2) -> Integer.compare(
getScoreFromBattlefield(o2),
getScoreFromBattlefield(o1)
);
private final Comparator<MageItem> BY_PLAYABLE = (o1, o2) -> Boolean.compare(
this.playableItems.containsObject(o2.getId()),
this.playableItems.containsObject(o1.getId())
);
private final Comparator<MageItem> BY_LAND = (o1, o2) -> {
boolean isLand1 = o1 instanceof MageObject && ((MageObject) o1).isLand(game);
boolean isLand2 = o2 instanceof MageObject && ((MageObject) o2).isLand(game);
return Boolean.compare(isLand2, isLand1);
};
private final Comparator<MageItem> BY_TYPE_PLAYER = (o1, o2) -> Boolean.compare(
o2 instanceof Player,
o1 instanceof Player
);
private final Comparator<MageItem> BY_TYPE_PLANESWALKER = (o1, o2) -> {
boolean isPlaneswalker1 = o1 instanceof MageObject && ((MageObject) o1).isPlaneswalker(game);
boolean isPlaneswalker2 = o2 instanceof MageObject && ((MageObject) o2).isPlaneswalker(game);
return Boolean.compare(isPlaneswalker2, isPlaneswalker1);
};
private final Comparator<MageItem> BY_TYPE_BATTLE = (o1, o2) -> {
boolean isBattle1 = o1 instanceof MageObject && ((MageObject) o1).isBattle(game);
boolean isBattle2 = o2 instanceof MageObject && ((MageObject) o2).isBattle(game);
return Boolean.compare(isBattle2, isBattle1);
};
private final Comparator<MageItem> BY_TYPES = BY_TYPE_PLANESWALKER
.thenComparing(BY_TYPE_BATTLE)
.thenComparing(BY_TYPE_PLAYER);
/**
* Default sorting for good effects - put the biggest items to the top
*/
public final Comparator<MageItem> ANY_MOST_VALUABLE_FIRST = BY_TYPES
.thenComparing(BY_BIGGER_SCORE)
.thenComparing(BY_NAME)
.thenComparing(BY_ID);
public final Comparator<MageItem> ANY_MOST_VALUABLE_LAST = ANY_MOST_VALUABLE_FIRST.reversed();
/**
* Default sorting for good effects - put own and biggest items to the top
*/
public final Comparator<MageItem> MY_MOST_VALUABLE_FIRST = BY_ME
.thenComparing(ANY_MOST_VALUABLE_FIRST);
public final Comparator<MageItem> MY_MOST_VALUABLE_LAST = MY_MOST_VALUABLE_FIRST.reversed();
/**
* Sorting for discard effects - put the biggest unplayable at the top, lands at the end anyway
*/
public final Comparator<MageItem> ANY_UNPLAYABLE_AND_USELESS = BY_LAND.reversed()
.thenComparing(BY_PLAYABLE.reversed())
.thenComparing(ANY_MOST_VALUABLE_FIRST);
}

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@ -0,0 +1,184 @@
package mage.player.ai;
import mage.MageItem;
import mage.abilities.Ability;
import mage.constants.Outcome;
import mage.constants.Zone;
import mage.game.ControllableOrOwnerable;
import mage.game.Game;
import mage.players.Player;
import mage.target.Target;
import mage.target.common.TargetCardInGraveyardBattlefieldOrStack;
import mage.target.common.TargetDiscard;
import java.util.*;
import java.util.stream.Collectors;
/**
* AI related code - find possible targets and sort it due priority
*
* @author JayDi85
*/
public class PossibleTargetsSelector {
Outcome outcome;
Target target;
UUID abilityControllerId;
Ability source;
Game game;
PossibleTargetsComparator comparators;
// possible targets lists
List<MageItem> me = new ArrayList<>();
List<MageItem> opponents = new ArrayList<>();
List<MageItem> any = new ArrayList<>(); // for outcomes with any target like copy
public PossibleTargetsSelector(Outcome outcome, Target target, UUID abilityControllerId, Ability source, Game game) {
this.outcome = outcome;
this.target = target;
this.abilityControllerId = abilityControllerId;
this.source = source;
this.game = game;
this.comparators = new PossibleTargetsComparator(abilityControllerId, game);
}
public void findNewTargets(Set<UUID> fromTargetsList) {
// collect new valid targets
List<MageItem> found = target.possibleTargets(abilityControllerId, source, game).stream()
.filter(id -> !target.contains(id))
.filter(id -> fromTargetsList == null || fromTargetsList.contains(id))
.filter(id -> target.canTarget(abilityControllerId, id, source, game))
.map(id -> {
Player player = game.getPlayer(id);
if (player != null) {
return player;
} else {
return game.getObject(id);
}
})
.filter(Objects::nonNull)
.collect(Collectors.toList());
// split targets between me and opponents
found.forEach(item -> {
if (isMyItem(abilityControllerId, item)) {
this.me.add(item);
} else {
this.opponents.add(item);
}
this.any.add(item);
});
if (target instanceof TargetDiscard) {
// sort due unplayable
sortByUnplayableAndUseless();
} else {
// sort due good/bad outcome
sortByMostValuableTargets();
}
}
/**
* Sorting for any good/bad effects
*/
private void sortByMostValuableTargets() {
if (isGoodEffect()) {
// for good effect must choose the biggest objects
this.me.sort(comparators.MY_MOST_VALUABLE_FIRST);
this.opponents.sort(comparators.MY_MOST_VALUABLE_LAST);
this.any.sort(comparators.ANY_MOST_VALUABLE_FIRST);
} else {
// for bad effect must choose the smallest objects
this.me.sort(comparators.MY_MOST_VALUABLE_LAST);
this.opponents.sort(comparators.MY_MOST_VALUABLE_FIRST);
this.any.sort(comparators.ANY_MOST_VALUABLE_LAST);
}
}
/**
* Sorting for discard
*/
private void sortByUnplayableAndUseless() {
// used
// no good or bad effect - you must choose
comparators.findPlayableItems();
this.me.sort(comparators.ANY_UNPLAYABLE_AND_USELESS);
this.opponents.sort(comparators.ANY_UNPLAYABLE_AND_USELESS);
this.any.sort(comparators.ANY_UNPLAYABLE_AND_USELESS);
}
/**
* Priority targets. Try to use as much as possible.
*/
public List<MageItem> getGoodTargets() {
if (isAnyEffect()) {
return this.any;
}
if (isGoodEffect()) {
return this.me;
} else {
return this.opponents;
}
}
/**
* Optional targets. Try to ignore bad targets (e.g. opponent's creatures for your good effect).
*/
public List<MageItem> getBadTargets() {
if (isAnyEffect()) {
return Collections.emptyList();
}
if (isGoodEffect()) {
return this.opponents;
} else {
return this.me;
}
}
public static boolean isMyItem(UUID abilityControllerId, MageItem item) {
if (item instanceof Player) {
return item.getId().equals(abilityControllerId);
} else if (item instanceof ControllableOrOwnerable) {
return ((ControllableOrOwnerable) item).getControllerOrOwnerId().equals(abilityControllerId);
}
return false;
}
private boolean isAnyEffect() {
boolean isAnyEffect = outcome.anyTargetHasSameValue();
if (hasGoodExile()) {
isAnyEffect = true;
}
return isAnyEffect;
}
private boolean isGoodEffect() {
boolean isGoodEffect = outcome.isGood();
if (hasGoodExile()) {
isGoodEffect = true;
}
return isGoodEffect;
}
private boolean hasGoodExile() {
// exile workaround: exile is bad, but exile from library or graveyard in most cases is good
// (more exiled -- more good things you get, e.g. delve's pay or search cards with same name)
if (outcome == Outcome.Exile) {
if (Zone.GRAVEYARD.match(target.getZone())
|| Zone.LIBRARY.match(target.getZone())) {
// TargetCardInGraveyardBattlefieldOrStack - used for additional payment like Craft, so do not allow big cards for it
if (!(target instanceof TargetCardInGraveyardBattlefieldOrStack)) {
return true;
}
}
}
return false;
}
}

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@ -1,4 +1,4 @@
package mage.player.ai.ma;
package mage.player.ai.score;
import mage.MageObject;
import mage.abilities.Ability;

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@ -1,8 +1,7 @@
package mage.player.ai;
package mage.player.ai.score;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.player.ai.ma.ArtificialScoringSystem;
import mage.players.Player;
import org.apache.log4j.Logger;

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@ -1,4 +1,4 @@
package mage.player.ai.ma;
package mage.player.ai.score;
import mage.abilities.Ability;
import mage.abilities.keyword.*;
@ -7,6 +7,7 @@ import java.util.HashMap;
import java.util.Map;
/**
* TODO: outdated, replace by edh or commander brackets ability score
* @author nantuko
*/
public final class MagicAbility {

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@ -1,65 +0,0 @@
package mage.player.ai.simulators;
import mage.abilities.ActivatedAbility;
import mage.cards.Card;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.player.ai.ComputerPlayer;
import mage.player.ai.PermanentEvaluator;
import mage.players.Player;
import java.util.ArrayList;
import java.util.List;
/**
*
* @author BetaSteward_at_googlemail.com
*/
public class ActionSimulator {
private ComputerPlayer player;
private List<Card> playableInstants = new ArrayList<>();
private List<ActivatedAbility> playableAbilities = new ArrayList<>();
private Game game;
public ActionSimulator(ComputerPlayer player) {
this.player = player;
}
public void simulate(Game game) {
}
public int evaluateState() {
// must find all leaved opponents
Player opponent = game.getPlayer(game.getOpponents(player.getId(), false).stream().findFirst().orElse(null));
if (opponent == null) {
return Integer.MAX_VALUE;
}
if (game.checkIfGameIsOver()) {
if (player.hasLost() || opponent.hasWon()) {
return Integer.MIN_VALUE;
}
if (opponent.hasLost() || player.hasWon()) {
return Integer.MAX_VALUE;
}
}
int value = player.getLife();
value -= opponent.getLife();
PermanentEvaluator evaluator = new PermanentEvaluator();
for (Permanent permanent: game.getBattlefield().getAllActivePermanents(player.getId())) {
value += evaluator.evaluate(permanent, game);
}
for (Permanent permanent: game.getBattlefield().getAllActivePermanents(player.getId())) {
value -= evaluator.evaluate(permanent, game);
}
value += player.getHand().size();
value -= opponent.getHand().size();
return value;
}
}