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

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

View file

@ -346,7 +346,7 @@ public final class SimulatedPlayer2 extends ComputerPlayer {
logger.debug("simulating -- node #:" + SimulationNode2.getCount() + " triggered ability option");
for (Target target : ability.getTargets()) {
for (UUID targetId : target.getTargets()) {
newNode.getTargets().add(targetId);
newNode.getTargets().add(targetId); // save for info only (real targets in newNode.ability already)
}
}
parent.children.add(newNode);

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

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@ -1,7 +1,10 @@
package org.mage.test.AI.basic;
import mage.abilities.Ability;
import mage.abilities.common.SimpleStaticAbility;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.game.permanent.Permanent;
import org.junit.Assert;
import org.junit.Ignore;
import org.junit.Test;
@ -11,6 +14,13 @@ import java.util.Arrays;
import java.util.List;
/**
* Possible problems:
* - big memory consumption on sims prepare (memory overflow)
* - too many sims to calculate (AI fail on time out and do nothing)
* <p>
* TODO: add tests and implement best choice selection on timeout
* (AI must make any good/bad choice on timeout with game log - not a skip)
*
* @author JayDi85
*/
public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
@ -21,7 +31,7 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
}
@Test
public void test_AIvsAI_Simple() {
public void test_Simple_ShortGame() {
// both must kill x2 bears by x2 bolts
addCard(Zone.BATTLEFIELD, playerA, "Balduvian Bears", 2);
addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", 2);
@ -39,7 +49,7 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
}
@Test
public void test_AIvsAI_LongGame() {
public void test_Simple_LongGame() {
// many bears and bolts must help to end game fast
int maxTurn = 50;
removeAllCardsFromLibrary(playerA);
@ -63,13 +73,27 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
Assert.assertTrue("One of player must won a game before turn " + maxTurn + ", but it ends on " + currentGame, currentGame.hasEnded());
}
private void runManyTargetOptionsTest(String info, int totalCreatures, int needDiedCreatures, int needPlayerLife) {
private void runManyTargetOptionsInTrigger(String info, int totalCreatures, int needDiedCreatures, boolean isDamageRandomCreature, int needPlayerLife) {
// When Bogardan Hellkite enters, it deals 5 damage divided as you choose among any number of targets.
addCard(Zone.HAND, playerA, "Bogardan Hellkite", 1); // {6}{R}{R}
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 8);
//
addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", totalCreatures);
if (isDamageRandomCreature) {
runCode("damage creature", 1, PhaseStep.PRECOMBAT_MAIN, playerA, (s, player, game) -> {
Permanent creature = game.getBattlefield().getAllPermanents().stream()
.filter(p -> p.getName().equals("Balduvian Bears"))
.findAny()
.orElse(null);
Assert.assertNotNull(creature);
Ability fakeAbility = new SimpleStaticAbility(null);
fakeAbility.setControllerId(player.getId());
fakeAbility.setSourceId(creature.getId());
creature.damage(1, fakeAbility, game);
});
}
setStrictChooseMode(true);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
@ -80,34 +104,107 @@ public class SimulationPerformanceAITest extends CardTestPlayerBaseAI {
}
@Test
public void test_AIvsAI_ManyTargetOptions_Simple() {
public void test_ManyTargetOptions_Triggered_Single() {
// 2 damage to bear and 3 damage to player B
runManyTargetOptionsTest("1 target creature", 1, 1, 20 - 3);
runManyTargetOptionsInTrigger("1 target creature", 1, 1, false, 20 - 3);
}
@Test
public void test_AIvsAI_ManyTargetOptions_Few() {
public void test_ManyTargetOptions_Triggered_Few() {
// 4 damage to x2 bears and 1 damage to player B
runManyTargetOptionsTest("2 target creatures", 2, 2, 20 - 1);
runManyTargetOptionsInTrigger("2 target creatures", 2, 2, false, 20 - 1);
}
@Test
public void test_AIvsAI_ManyTargetOptions_Many() {
public void test_ManyTargetOptions_Triggered_Many() {
// 4 damage to x2 bears and 1 damage to player B
runManyTargetOptionsTest("5 target creatures", 2, 2, 20 - 1);
runManyTargetOptionsInTrigger("5 target creatures", 5, 2, false, 20 - 1);
}
@Test
@Ignore // AI code must be improved
// TODO: need memory optimization
// TODO: need sims/options amount optimization (example: target name + score as unique param to reduce possible options)
// TODO: need best choice selection on timeout (AI must make any good/bad choice on timeout with game log - not a skip)
public void test_AIvsAI_ManyTargetOptions_TooMuch() {
// possible problems:
// - big memory consumption on sims prepare (memory overflow)
// - too many sims to calculate (AI fail on time out and do nothing)
public void test_ManyTargetOptions_Triggered_TooMuch() {
// warning, can be slow
// make sure targets optimization works
// (must ignore same targets for faster calc)
// 4 damage to x2 bears and 1 damage to player B
runManyTargetOptionsTest("50 target creatures", 50, 2, 20 - 1);
runManyTargetOptionsInTrigger("50 target creatures", 50, 2, false, 20 - 1);
}
@Test
@Ignore // TODO: AI do not support game simulations for target options in triggers
public void test_ManyTargetOptions_Triggered_TargetGroups() {
// make sure targets optimization can find unique creatures, e.g. damaged
// 4 damage to x2 bears and 1 damage to damaged bear
runManyTargetOptionsInTrigger("5 target creatures with one damaged", 5, 3, true, 20);
}
private void runManyTargetOptionsInActivate(String info, int totalCreatures, int needDiedCreatures, boolean isDamageRandomCreature, int needPlayerLife) {
// Boulderfall deals 5 damage divided as you choose among any number of targets.
addCard(Zone.HAND, playerA, "Boulderfall", 1); // {6}{R}{R}
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 8);
//
addCard(Zone.BATTLEFIELD, playerB, "Balduvian Bears", totalCreatures);
if (isDamageRandomCreature) {
runCode("damage creature", 1, PhaseStep.PRECOMBAT_MAIN, playerA, (s, player, game) -> {
Permanent creature = game.getBattlefield().getAllPermanents().stream()
.filter(p -> p.getName().equals("Balduvian Bears"))
.findAny()
.orElse(null);
Assert.assertNotNull(creature);
Ability fakeAbility = new SimpleStaticAbility(null);
fakeAbility.setControllerId(player.getId());
fakeAbility.setSourceId(creature.getId());
creature.damage(1, fakeAbility, game);
});
}
setStrictChooseMode(true);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Boulderfall", 1); // if fail then AI stops before all sims ends
assertGraveyardCount(playerB, "Balduvian Bears", needDiedCreatures);
assertLife(playerB, needPlayerLife);
}
@Test
public void test_ManyTargetOptions_Activated_Single() {
// 2 damage to bear and 3 damage to player B
runManyTargetOptionsInActivate("1 target creature", 1, 1, false, 20 - 3);
}
@Test
public void test_ManyTargetOptions_Activated_Few() {
// 4 damage to x2 bears and 1 damage to player B
runManyTargetOptionsInActivate("2 target creatures", 2, 2, false, 20 - 1);
}
@Test
public void test_ManyTargetOptions_Activated_Many() {
// 4 damage to x2 bears and 1 damage to player B
runManyTargetOptionsInActivate("5 target creatures", 5, 2, false, 20 - 1);
}
@Test
public void test_ManyTargetOptions_Activated_TooMuch() {
// warning, can be slow
// make sure targets optimization works
// (must ignore same targets for faster calc)
// 4 damage to x2 bears and 1 damage to player B
runManyTargetOptionsInActivate("50 target creatures", 50, 2, false, 20 - 1);
}
@Test
public void test_ManyTargetOptions_Activated_TargetGroups() {
// make sure targets optimization can find unique creatures, e.g. damaged
// 4 damage to x2 bears and 1 damage to damaged bear
runManyTargetOptionsInActivate("5 target creatures with one damaged", 5, 3, true, 20);
}
}

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@ -31,6 +31,8 @@ public class TargetAmountAITest extends CardTestPlayerBaseWithAIHelps {
@Test
public void test_AI_SimulateTargets() {
// warning, test depends on targets list optimization by AI
// Distribute four +1/+1 counters among any number of target creatures.
addCard(Zone.HAND, playerA, "Blessings of Nature", 1); // {4}{G}
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);

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@ -4457,11 +4457,7 @@ public abstract class PlayerImpl implements Player, Serializable {
}
/**
* Only used for AIs
*
* @param ability
* @param game
* @return
* AI related code
*/
@Override
public List<Ability> getPlayableOptions(Ability ability, Game game) {
@ -4482,6 +4478,9 @@ public abstract class PlayerImpl implements Player, Serializable {
return options;
}
/**
* AI related code
*/
private void addModeOptions(List<Ability> options, Ability option, Game game) {
// TODO: support modal spells with more than one selectable mode (also must use max modes filter)
for (Mode mode : option.getModes().values()) {
@ -4504,11 +4503,18 @@ public abstract class PlayerImpl implements Player, Serializable {
}
}
/**
* AI related code
*/
protected void addVariableXOptions(List<Ability> options, Ability option, int targetNum, Game game) {
addTargetOptions(options, option, targetNum, game);
}
/**
* AI related code
*/
protected void addTargetOptions(List<Ability> options, Ability option, int targetNum, Game game) {
// TODO: target options calculated for triggered ability too, but do not used in real game
for (Target target : option.getTargets().getUnchosen(game).get(targetNum).getTargetOptions(option, game)) {
Ability newOption = option.copy();
if (target instanceof TargetAmount) {
@ -4521,7 +4527,7 @@ public abstract class PlayerImpl implements Player, Serializable {
newOption.getTargets().get(targetNum).addTarget(targetId, newOption, game, true);
}
}
if (targetNum < option.getTargets().size() - 2) {
if (targetNum < option.getTargets().size() - 2) { // wtf
addTargetOptions(options, newOption, targetNum + 1, game);
} else if (!option.getCosts().getTargets().isEmpty()) {
addCostTargetOptions(options, newOption, 0, game);
@ -4531,6 +4537,9 @@ public abstract class PlayerImpl implements Player, Serializable {
}
}
/**
* AI related code
*/
private void addCostTargetOptions(List<Ability> options, Ability option, int targetNum, Game game) {
for (UUID targetId : option.getCosts().getTargets().get(targetNum).possibleTargets(playerId, option, game)) {
Ability newOption = option.copy();

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@ -79,6 +79,9 @@ public interface Target extends Serializable {
boolean isLegal(Ability source, Game game);
/**
* AI related code. Returns all possible different target combinations
*/
List<? extends Target> getTargetOptions(Ability source, Game game);
boolean canChoose(UUID sourceControllerId, Game game);

View file

@ -1,11 +1,16 @@
package mage.target;
import mage.MageObject;
import mage.abilities.Ability;
import mage.abilities.dynamicvalue.DynamicValue;
import mage.abilities.dynamicvalue.common.StaticValue;
import mage.cards.Card;
import mage.constants.Outcome;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.players.Player;
import mage.util.DebugUtil;
import mage.util.RandomUtil;
import java.util.*;
import java.util.stream.Collectors;
@ -118,45 +123,229 @@ public abstract class TargetAmount extends TargetImpl {
}
@Override
public List<? extends TargetAmount> getTargetOptions(Ability source, Game game) {
final public List<? extends TargetAmount> getTargetOptions(Ability source, Game game) {
if (!amountWasSet) {
setAmount(source, game);
}
List<TargetAmount> options = new ArrayList<>();
Set<UUID> possibleTargets = possibleTargets(source.getControllerId(), source, game);
addTargets(this, possibleTargets, options, source, game);
// optimizations for less memory/cpu consumptions
printTargetsTableAndVariations("before optimize", game, possibleTargets, options, false);
optimizePossibleTargets(source, game, possibleTargets);
printTargetsTableAndVariations("after optimize", game, possibleTargets, options, false);
// debug target variations
//printTargetsVariations(possibleTargets, options);
// calc possible amount variations
addTargets(this, possibleTargets, options, source, game);
printTargetsTableAndVariations("after calc", game, possibleTargets, options, true);
return options;
}
private void printTargetsVariations(Set<UUID> possibleTargets, List<TargetAmount> options) {
// debug target variations
// permanent index + amount
// example: 7 -> 2; 8 -> 3; 9 -> 1
/**
* AI related, trying to reduce targets for simulations
*/
private void optimizePossibleTargets(Ability source, Game game, Set<UUID> possibleTargets) {
// remove duplicated/same creatures (example: distribute 3 damage between 10+ same tokens)
// it must have additional threshold to keep more variations for analyse
//
// bad example:
// - Blessings of Nature
// - Distribute four +1/+1 counters among any number of target creatures.
// on low targets threshold AI can put 1/1 to opponent's creature instead own, see TargetAmountAITest.test_AI_SimulateTargets
int maxPossibleTargetsToSimulate = this.remainingAmount * 2;
if (possibleTargets.size() < maxPossibleTargetsToSimulate) {
return;
}
// split targets by groups
Map<UUID, String> targetGroups = new HashMap<>();
possibleTargets.forEach(id -> {
String groupKey = "";
// player
Player player = game.getPlayer(id);
if (player != null) {
groupKey = getTargetGroupKeyAsPlayer(player);
}
// game object
MageObject object = game.getObject(id);
if (object != null) {
groupKey = object.getName();
if (object instanceof Permanent) {
groupKey += getTargetGroupKeyAsPermanent(game, (Permanent) object);
} else if (object instanceof Card) {
groupKey += getTargetGroupKeyAsCard(game, (Card) object);
} else {
groupKey += getTargetGroupKeyAsOther(game, object);
}
}
// unknown - use all
if (groupKey.isEmpty()) {
groupKey = id.toString();
}
targetGroups.put(id, groupKey);
});
Map<String, List<UUID>> groups = new HashMap<>();
targetGroups.forEach((id, groupKey) -> {
groups.computeIfAbsent(groupKey, k -> new ArrayList<>());
groups.get(groupKey).add(id);
});
// optimize logic:
// - use one target from each target group all the time
// - add random target from random group until fill all remainingAmount condition
// use one target per group
Set<UUID> newPossibleTargets = new HashSet<>();
groups.forEach((groupKey, groupTargets) -> {
UUID targetId = RandomUtil.randomFromCollection(groupTargets);
if (targetId != null) {
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);

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@ -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<>();

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@ -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;