forked from External/mage
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;
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9 changed files with 349 additions and 50 deletions
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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);
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groupTargets.remove(targetId);
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}
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});
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// use random target until fill condition
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while (newPossibleTargets.size() < maxPossibleTargetsToSimulate) {
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String groupKey = RandomUtil.randomFromCollection(groups.keySet());
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if (groupKey == null) {
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break;
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}
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List<UUID> groupTargets = groups.getOrDefault(groupKey, null);
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if (groupTargets == null || groupTargets.isEmpty()) {
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groups.remove(groupKey);
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continue;
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}
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UUID targetId = RandomUtil.randomFromCollection(groupTargets);
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if (targetId != null) {
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newPossibleTargets.add(targetId);
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groupTargets.remove(targetId);
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}
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}
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// keep final result
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possibleTargets.clear();
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possibleTargets.addAll(newPossibleTargets);
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}
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private String getTargetGroupKeyAsPlayer(Player player) {
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// use all
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return String.join(";", Arrays.asList(
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player.getName(),
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String.valueOf(player.getId().hashCode())
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));
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}
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private String getTargetGroupKeyAsPermanent(Game game, Permanent permanent) {
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// split by name and stats
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// TODO: rework and combine with PermanentEvaluator (to use battlefield score)
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// try to use short text/hash for lesser data on debug
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return String.join(";", Arrays.asList(
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permanent.getName(),
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String.valueOf(permanent.getControllerId().hashCode()),
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String.valueOf(permanent.getOwnerId().hashCode()),
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String.valueOf(permanent.isTapped()),
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String.valueOf(permanent.getPower().getValue()),
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String.valueOf(permanent.getToughness().getValue()),
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String.valueOf(permanent.getDamage()),
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String.valueOf(permanent.getCardType(game).toString().hashCode()),
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String.valueOf(permanent.getSubtype(game).toString().hashCode()),
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String.valueOf(permanent.getCounters(game).getTotalCount()),
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String.valueOf(permanent.getAbilities(game).size()),
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String.valueOf(permanent.getRules(game).toString().hashCode())
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));
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}
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private String getTargetGroupKeyAsCard(Game game, Card card) {
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// split by name and stats
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return String.join(";", Arrays.asList(
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card.getName(),
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String.valueOf(card.getOwnerId().hashCode()),
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String.valueOf(card.getCardType(game).toString().hashCode()),
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String.valueOf(card.getSubtype(game).toString().hashCode()),
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String.valueOf(card.getCounters(game).getTotalCount()),
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String.valueOf(card.getAbilities(game).size()),
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String.valueOf(card.getRules(game).toString().hashCode())
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));
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}
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private String getTargetGroupKeyAsOther(Game game, MageObject item) {
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// use all
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return String.join(";", Arrays.asList(
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item.getName(),
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String.valueOf(item.getId().hashCode())
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));
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}
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/**
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* Debug only. Print targets table and variations.
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*/
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private void printTargetsTableAndVariations(String info, Game game, Set<UUID> possibleTargets, List<TargetAmount> options, boolean isPrintOptions) {
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if (!DebugUtil.AI_SHOW_TARGET_OPTIMIZATION_LOGS) return;
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// output example:
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//
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// Targets (after optimize): 5
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// 0. Balduvian Bears [ac8], C, BalduvianBears, DKM:22::0, 2/2
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// 1. PlayerA (SimulatedPlayer2)
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//
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// Target variations (info): 126
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// 0 -> 1; 1 -> 1; 2 -> 1; 3 -> 1; 4 -> 1
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// 0 -> 1; 1 -> 1; 2 -> 1; 3 -> 2
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// 0 -> 1; 1 -> 1; 2 -> 1; 4 -> 2
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// print table
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List<UUID> list = new ArrayList<>(possibleTargets);
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Collections.sort(list);
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HashMap<UUID, Integer> targetNumbers = new HashMap<>();
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System.out.println();
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System.out.println(String.format("Targets (%s): %d", info, list.size()));
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for (int i = 0; i < list.size(); i++) {
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targetNumbers.put(list.get(i), i);
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String targetName;
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Player player = game.getPlayer(list.get(i));
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if (player != null) {
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targetName = player.toString();
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} else {
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MageObject object = game.getObject(list.get(i));
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if (object != null) {
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targetName = object.toString();
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} else {
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targetName = "unknown";
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}
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}
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System.out.println(String.format("%d. %s", i, targetName));
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}
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System.out.println();
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if (!isPrintOptions) {
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return;
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}
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// print amount variations
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List<String> res = options
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.stream()
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.map(t -> t.getTargets()
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.stream()
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.map(id -> targetNumbers.get(id) + " -> " + t.getTargetAmount(id))
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.sorted()
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.collect(Collectors.joining("; ")))
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.collect(Collectors.toList());
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Collections.sort(res);
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.collect(Collectors.joining("; "))).sorted().collect(Collectors.toList());
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System.out.println();
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System.out.println(res.stream().collect(Collectors.joining("\n")));
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System.out.println(String.format("Target variations (info): %d", options.size()));
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System.out.println(String.join("\n", res));
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System.out.println();
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}
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protected void addTargets(TargetAmount target, Set<UUID> possibleTargets, List<TargetAmount> options, 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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final protected void addTargets(TargetAmount target, Set<UUID> possibleTargets, List<TargetAmount> options, Ability source, Game game) {
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Set<UUID> usedTargets = new HashSet<>();
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for (UUID targetId : possibleTargets) {
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usedTargets.add(targetId);
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@ -446,13 +446,6 @@ public abstract class TargetImpl implements Target {
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return !targets.isEmpty();
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}
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/**
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* Returns all possible different target combinations
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*
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* @param source
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* @param game
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* @return
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*/
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@Override
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public List<? extends TargetImpl> getTargetOptions(Ability source, Game game) {
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List<TargetImpl> options = new ArrayList<>();
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@ -11,6 +11,12 @@ public class DebugUtil {
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public static boolean NETWORK_SHOW_CLIENT_CALLBACK_MESSAGES_LOG = false; // show all callback messages (server commands)
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// AI
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// game simulations runs in multiple threads, if you stop code to debug then it will be terminated by timeout
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// so AI debug mode will make single simulation thread without any timeouts
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public static boolean AI_ENABLE_DEBUG_MODE = false;
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public static boolean AI_SHOW_TARGET_OPTIMIZATION_LOGS = false; // works with target amount
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// cards basic (card panels)
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public static boolean GUI_CARD_DRAW_OUTER_BORDER = false;
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public static boolean GUI_CARD_DRAW_INNER_BORDER = false;
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