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- refactor: removed outdated/unused code from AI, battlefield score, targeting, etc;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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@ -1,239 +0,0 @@
package mage.player.ai;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.player.ai.ma.ArtificialScoringSystem;
import mage.players.Player;
import org.apache.log4j.Logger;
import java.util.UUID;
import mage.abilities.Ability;
import mage.abilities.effects.Effect;
import mage.constants.Outcome;
/**
* @author nantuko
* <p>
* This evaluator is only good for two player games
*/
public final class GameStateEvaluator2 {
private static final Logger logger = Logger.getLogger(GameStateEvaluator2.class);
public static final int WIN_GAME_SCORE = 100000000;
public static final int LOSE_GAME_SCORE = -WIN_GAME_SCORE;
public static final int HAND_CARD_SCORE = 5;
public static PlayerEvaluateScore evaluate(UUID playerId, Game game) {
return evaluate(playerId, game, true);
}
public static PlayerEvaluateScore evaluate(UUID playerId, Game game, boolean useCombatPermanentScore) {
// TODO: add multi opponents support, so AI can take better actions
Player player = game.getPlayer(playerId);
// must find all leaved opponents
Player opponent = game.getPlayer(game.getOpponents(playerId, false).stream().findFirst().orElse(null));
if (opponent == null) {
return new PlayerEvaluateScore(playerId, WIN_GAME_SCORE);
}
if (game.checkIfGameIsOver()) {
if (player.hasLost()
|| opponent.hasWon()) {
return new PlayerEvaluateScore(playerId, LOSE_GAME_SCORE);
}
if (opponent.hasLost()
|| player.hasWon()) {
return new PlayerEvaluateScore(playerId, WIN_GAME_SCORE);
}
}
int playerLifeScore = 0;
int opponentLifeScore = 0;
if (player.getLife() <= 0) { // we don't want a tie
playerLifeScore = ArtificialScoringSystem.LOSE_GAME_SCORE;
} else if (opponent.getLife() <= 0) {
playerLifeScore = ArtificialScoringSystem.WIN_GAME_SCORE;
} else {
playerLifeScore = ArtificialScoringSystem.getLifeScore(player.getLife());
opponentLifeScore = ArtificialScoringSystem.getLifeScore(opponent.getLife()); // TODO: minus
}
int playerPermanentsScore = 0;
int opponentPermanentsScore = 0;
try {
StringBuilder sbPlayer = new StringBuilder();
StringBuilder sbOpponent = new StringBuilder();
// add values of player
for (Permanent permanent : game.getBattlefield().getAllActivePermanents(playerId)) {
int onePermScore = evaluatePermanent(permanent, game, useCombatPermanentScore);
playerPermanentsScore += onePermScore;
if (logger.isDebugEnabled()) {
sbPlayer.append(permanent.getName()).append('[').append(onePermScore).append("] ");
}
}
if (logger.isDebugEnabled()) {
sbPlayer.insert(0, playerPermanentsScore + " - ");
sbPlayer.insert(0, "Player..: ");
logger.debug(sbPlayer);
}
// add values of opponent
for (Permanent permanent : game.getBattlefield().getAllActivePermanents(opponent.getId())) {
int onePermScore = evaluatePermanent(permanent, game, useCombatPermanentScore);
opponentPermanentsScore += onePermScore;
if (logger.isDebugEnabled()) {
sbOpponent.append(permanent.getName()).append('[').append(onePermScore).append("] ");
}
}
if (logger.isDebugEnabled()) {
sbOpponent.insert(0, opponentPermanentsScore + " - ");
sbOpponent.insert(0, "Opponent: ");
logger.debug(sbOpponent);
}
} catch (Throwable t) {
}
// TODO: add card evaluator like permanent evaluator
// - same card on battlefield must score x2 compared to hand, so AI will want to play it;
// - other zones must score cards same way, example: battlefield = x, hand = x * 0.1, graveyard = x * 0.5, exile = x * 0.3
// - possible bug in wrong score: instant and sorcery on hand will be more valuable compared to other zones,
// so AI will keep it in hand. Possible fix: look at card type and apply zones multipliers due special
// table like:
// * battlefield needs in creatures and enchantments/auras;
// * hand needs in instants and sorceries
// * graveyard needs in anything after battlefield and hand;
// * exile needs in nothing;
// * commander zone needs in nothing;
// - additional improve: use revealed data to score opponent's hand:
// * known card by card evaluator;
// * unknown card by max value (so AI will use reveal to make opponent's total score lower -- is it helps???)
int playerHandScore = player.getHand().size() * HAND_CARD_SCORE;
int opponentHandScore = opponent.getHand().size() * HAND_CARD_SCORE;
int score = (playerLifeScore - opponentLifeScore)
+ (playerPermanentsScore - opponentPermanentsScore)
+ (playerHandScore - opponentHandScore);
logger.debug(score
+ " total Score (life:" + (playerLifeScore - opponentLifeScore)
+ " permanents:" + (playerPermanentsScore - opponentPermanentsScore)
+ " hand:" + (playerHandScore - opponentHandScore) + ')');
return new PlayerEvaluateScore(
playerId,
playerLifeScore, playerHandScore, playerPermanentsScore,
opponentLifeScore, opponentHandScore, opponentPermanentsScore);
}
public static int evaluatePermanent(Permanent permanent, Game game, boolean useCombatPermanentScore) {
// prevent AI from attaching bad auras to its own permanents ex: Brainwash and Demonic Torment (no immediate penalty on the battlefield)
int value = 0;
if (!permanent.getAttachments().isEmpty()) {
for (UUID attachmentId : permanent.getAttachments()) {
Permanent attachment = game.getPermanent(attachmentId);
for (Ability a : attachment.getAbilities(game)) {
for (Effect e : a.getEffects()) {
if (e.getOutcome().equals(Outcome.Detriment)
&& attachment.getControllerId().equals(permanent.getControllerId())) {
value -= 1000; // seems to work well ; -300 is not effective enough
}
}
}
}
}
value += ArtificialScoringSystem.getFixedPermanentScore(game, permanent);
value += ArtificialScoringSystem.getDynamicPermanentScore(game, permanent);
if (useCombatPermanentScore) {
value += ArtificialScoringSystem.getCombatPermanentScore(game, permanent);
}
return value;
}
public static class PlayerEvaluateScore {
private UUID playerId;
private int playerLifeScore = 0;
private int playerHandScore = 0;
private int playerPermanentsScore = 0;
private int opponentLifeScore = 0;
private int opponentHandScore = 0;
private int opponentPermanentsScore = 0;
private int specialScore = 0; // special score (ignore all others, e.g. for win/lose game states)
public PlayerEvaluateScore(UUID playerId, int specialScore) {
this.playerId = playerId;
this.specialScore = specialScore;
}
public PlayerEvaluateScore(UUID playerId,
int playerLifeScore, int playerHandScore, int playerPermanentsScore,
int opponentLifeScore, int opponentHandScore, int opponentPermanentsScore) {
this.playerId = playerId;
this.playerLifeScore = playerLifeScore;
this.playerHandScore = playerHandScore;
this.playerPermanentsScore = playerPermanentsScore;
this.opponentLifeScore = opponentLifeScore;
this.opponentHandScore = opponentHandScore;
this.opponentPermanentsScore = opponentPermanentsScore;
}
public UUID getPlayerId() {
return this.playerId;
}
public int getPlayerScore() {
return playerLifeScore + playerHandScore + playerPermanentsScore;
}
public int getOpponentScore() {
return opponentLifeScore + opponentHandScore + opponentPermanentsScore;
}
public int getTotalScore() {
if (specialScore != 0) {
return specialScore;
} else {
return getPlayerScore() - getOpponentScore();
}
}
public int getPlayerLifeScore() {
return playerLifeScore;
}
public int getPlayerHandScore() {
return playerHandScore;
}
public int getPlayerPermanentsScore() {
return playerPermanentsScore;
}
public String getPlayerInfoFull() {
return "Life:" + playerLifeScore
+ ", Hand:" + playerHandScore
+ ", Perm:" + playerPermanentsScore;
}
public String getPlayerInfoShort() {
return "L:" + playerLifeScore
+ ",H:" + playerHandScore
+ ",P:" + playerPermanentsScore;
}
public String getOpponentInfoFull() {
return "Life:" + opponentLifeScore
+ ", Hand:" + opponentHandScore
+ ", Perm:" + opponentPermanentsScore;
}
public String getOpponentInfoShort() {
return "L:" + opponentLifeScore
+ ",H:" + opponentHandScore
+ ",P:" + opponentPermanentsScore;
}
}
}

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@ -1,173 +0,0 @@
package mage.player.ai.ma;
import mage.MageObject;
import mage.abilities.Ability;
import mage.abilities.keyword.HasteAbility;
import mage.cards.Card;
import mage.constants.CardType;
import mage.constants.SubType;
import mage.counters.CounterType;
import mage.game.Game;
import mage.game.permanent.Permanent;
import java.util.UUID;
/**
* @author ubeefx, nantuko
*/
public final class ArtificialScoringSystem {
public static final int WIN_GAME_SCORE = 100000000;
public static final int LOSE_GAME_SCORE = -WIN_GAME_SCORE;
private static final int[] LIFE_SCORES = {0, 1000, 2000, 3000, 4000, 4500, 5000, 5500, 6000, 6500, 7000, 7400, 7800, 8200, 8600, 9000, 9200, 9400, 9600, 9800, 10000};
private static final int MAX_LIFE = LIFE_SCORES.length - 1;
private static final int UNKNOWN_CARD_SCORE = 300;
private static final int PERMANENT_SCORE = 300;
private static final int LIFE_ABOVE_MULTIPLIER = 100;
public static int getCardDefinitionScore(final Game game, final Card card) {
int value = 3; //TODO: add new rating system card value
if (card.isLand(game)) {
int score = (int) ((value / 2.0f) * 50);
//TODO: check this for "any color" lands
//TODO: check this for dual and filter lands
/*for (Mana mana : card.getMana()) {
score += 50;
}*/
score += card.getMana().size() * 50;
return score;
}
final int score = value * 100 - card.getManaCost().manaValue() * 20;
if (card.getCardType(game).contains(CardType.CREATURE)) {
return score + (card.getPower().getValue() + card.getToughness().getValue()) * 10;
} else {
return score + (/*card.getRemoval()*50*/+(card.getRarity() == null ? 0 : card.getRarity().getRating() * 30));
}
}
public static int getFixedPermanentScore(final Game game, final Permanent permanent) {
//TODO: cache it inside Card
int score = getCardDefinitionScore(game, permanent);
score += PERMANENT_SCORE;
if (permanent.getCardType(game).contains(CardType.CREATURE)) {
// TODO: implement in the mage core
//score + =cardDefinition.getActivations().size()*50;
//score += cardDefinition.getManaActivations().size()*80;
} else {
if (permanent.hasSubtype(SubType.EQUIPMENT, game)) {
score += 100;
}
}
return score;
}
public static int getDynamicPermanentScore(final Game game, final Permanent permanent) {
int score = permanent.getCounters(game).getCount(CounterType.CHARGE) * 30;
score += permanent.getCounters(game).getCount(CounterType.LEVEL) * 30;
score -= permanent.getDamage() * 2;
if (permanent.getCardType(game).contains(CardType.CREATURE)) {
final int power = permanent.getPower().getValue();
final int toughness = permanent.getToughness().getValue();
int abilityScore = 0;
for (Ability ability : permanent.getAbilities(game)) {
abilityScore += MagicAbility.getAbilityScore(ability);
}
score += power * 300 + getPositive(toughness) * 200 + abilityScore * (getPositive(power) + 1) / 2;
int enchantments = 0;
int equipments = 0;
for (UUID uuid : permanent.getAttachments()) {
MageObject object = game.getObject(uuid);
if (object instanceof Card) {
Card card = (Card) object;
// TODO: implement getOutcomeTotal for permanents and cards too (not only attachments)
int outcomeScore = card.getAbilities(game).getOutcomeTotal();
if (card.getCardType(game).contains(CardType.ENCHANTMENT)) {
enchantments = enchantments + outcomeScore * 100;
} else {
equipments = equipments + outcomeScore * 50;
}
}
}
score += equipments + enchantments;
}
return score;
}
public static int getCombatPermanentScore(final Game game, final Permanent permanent) {
int score = 0;
if (!canTap(game, permanent)) {
score += getTappedScore(game, permanent);
}
if (permanent.getCardType(game).contains(CardType.CREATURE)) {
if (!permanent.canAttack(null, game)) {
score -= 100;
}
if (!permanent.canBlockAny(game)) {
score -= 30;
}
}
return score;
}
private static boolean canTap(Game game, Permanent permanent) {
return !permanent.isTapped()
&& (!permanent.hasSummoningSickness()
|| !permanent.getCardType(game).contains(CardType.CREATURE)
|| permanent.getAbilities(game).contains(HasteAbility.getInstance()));
}
private static int getPositive(int value) {
return Math.max(0, value);
}
public static int getTappedScore(Game game, final Permanent permanent) {
if (permanent.isCreature(game)) {
return -100;
} else if (permanent.isLand(game)) {
return -20; // means probably no mana available (should be greater than passivity penalty
} else {
return -2;
}
}
public static int getLifeScore(final int life) {
if (life > MAX_LIFE) {
return LIFE_SCORES[MAX_LIFE] + (life - MAX_LIFE) * LIFE_ABOVE_MULTIPLIER;
} else if (life >= 0) {
return LIFE_SCORES[life];
} else {
return 0;
}
}
public static int getManaScore(final int amount) {
return -amount;
}
public static int getAttackerScore(final Permanent attacker) {
//TODO: implement this
/*int score = attacker.getPower().getValue() * 5 + attacker.lethalDamage * 2 - attacker.candidateBlockers.length;
for (final MagicCombatCreature blocker : attacker.candidateBlockers) {
score -= blocker.power;
}
// Dedicated attacker.
if (attacker.hasAbility(MagicAbility.AttacksEachTurnIfAble) || attacker.hasAbility(MagicAbility.CannotBlock)) {
score += 10;
}
// Abilities for attacking.
if (attacker.hasAbility(MagicAbility.Trample) || attacker.hasAbility(MagicAbility.Vigilance)) {
score += 8;
}
// Dangerous to block.
if (!attacker.normalDamage || attacker.hasAbility(MagicAbility.FirstStrike) || attacker.hasAbility(MagicAbility.Indestructible)) {
score += 7;
}
*/
int score = 0;
return score;
}
}

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@ -1,53 +0,0 @@
package mage.player.ai.ma;
import mage.abilities.Ability;
import mage.abilities.keyword.*;
import java.util.HashMap;
import java.util.Map;
/**
* @author nantuko
*/
public final class MagicAbility {
private static Map<String, Integer> scores = new HashMap<String, Integer>() {{
put(DeathtouchAbility.getInstance().getRule(), 60);
put(DefenderAbility.getInstance().getRule(), -100);
put(DoubleStrikeAbility.getInstance().getRule(), 100);
put(DoubleStrikeAbility.getInstance().getRule(), 100);
put(new ExaltedAbility().getRule(), 10);
put(FirstStrikeAbility.getInstance().getRule(), 50);
put(FlashAbility.getInstance().getRule(), 0);
put(FlyingAbility.getInstance().getRule(), 50);
put(new ForestwalkAbility().getRule(), 10);
put(HasteAbility.getInstance().getRule(), 0);
put(IndestructibleAbility.getInstance().getRule(), 150);
put(InfectAbility.getInstance().getRule(), 60);
put(IntimidateAbility.getInstance().getRule(), 50);
put(new IslandwalkAbility().getRule(), 10);
put(new MountainwalkAbility().getRule(), 10);
put(new PlainswalkAbility().getRule(), 10);
put(ReachAbility.getInstance().getRule(), 20);
put(ShroudAbility.getInstance().getRule(), 60);
put(new SwampwalkAbility().getRule(), 10);
put(TrampleAbility.getInstance().getRule(), 30);
put(new CantBeBlockedSourceAbility().getRule(), 100);
put(VigilanceAbility.getInstance().getRule(), 20);
put(WitherAbility.getInstance().getRule(), 30);
// gatecrash
put(new EvolveAbility().getRule(), 50);
put(new ExtortAbility().getRule(), 30);
}};
public static int getAbilityScore(Ability ability) {
if (!scores.containsKey(ability.getRule())) {
//System.err.println("Couldn't find ability score: " + ability.getClass().getSimpleName() + " - " + ability.toString());
//TODO: add handling protection from ..., levelup, kicker, etc. abilities
return 0;
}
return scores.get(ability.getRule());
}
}

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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;