/* * Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of BetaSteward_at_googlemail.com. */ package mage.player.ai; import java.util.LinkedList; import java.util.UUID; import java.util.logging.Level; import java.util.logging.Logger; import mage.Constants.AbilityType; import mage.Constants.PhaseStep; import mage.Constants.RangeOfInfluence; import mage.Constants.Zone; import mage.abilities.Ability; import mage.cards.decks.Deck; import mage.filter.FilterAbility; import mage.game.Game; import mage.game.combat.Combat; import mage.game.combat.CombatGroup; import mage.game.events.GameEvent; import mage.game.turn.BeginCombatStep; import mage.game.turn.BeginningPhase; import mage.game.turn.CleanupStep; import mage.game.turn.CombatDamageStep; import mage.game.turn.CombatPhase; import mage.game.turn.DeclareAttackersStep; import mage.game.turn.DeclareBlockersStep; import mage.game.turn.DrawStep; import mage.game.turn.EndOfCombatStep; import mage.game.turn.EndPhase; import mage.game.turn.EndStep; import mage.game.turn.PostCombatMainPhase; import mage.game.turn.PostCombatMainStep; import mage.game.turn.Step; import mage.game.turn.UntapStep; import mage.game.turn.UpkeepStep; import mage.players.Player; import mage.util.Logging; /** * * @author BetaSteward_at_googlemail.com */ public class ComputerPlayer3 extends ComputerPlayer2 implements Player { private static final transient Logger logger = Logging.getLogger(ComputerPlayer3.class.getName()); private static FilterAbility filterLand = new FilterAbility(); private static FilterAbility filterNotLand = new FilterAbility(); static { filterLand.getTypes().add(AbilityType.PLAY_LAND); filterLand.setZone(Zone.HAND); filterNotLand.getTypes().add(AbilityType.PLAY_LAND); filterNotLand.setZone(Zone.HAND); filterNotLand.setNotFilter(true); } public ComputerPlayer3(String name, RangeOfInfluence range) { super(name, range); maxDepth = Config.maxDepth; maxNodes = Config.maxNodes; } public ComputerPlayer3(final ComputerPlayer3 player) { super(player); } @Override public ComputerPlayer3 copy() { return new ComputerPlayer3(this); } @Override public void priority(Game game) { logState(game); game.firePriorityEvent(playerId); switch (game.getTurn().getStepType()) { case UPKEEP: case DRAW: pass(); break; case PRECOMBAT_MAIN: if (game.getActivePlayerId().equals(playerId)) { if (actions.size() == 0) { calculatePreCombatActions(game); } act(game); } else pass(); break; case BEGIN_COMBAT: pass(); break; case DECLARE_ATTACKERS: if (!game.getActivePlayerId().equals(playerId)) { if (actions.size() == 0) { calculatePreCombatActions(game); } act(game); } else pass(); break; case DECLARE_BLOCKERS: case COMBAT_DAMAGE: case END_COMBAT: pass(); break; case POSTCOMBAT_MAIN: if (game.getActivePlayerId().equals(playerId)) { if (actions.size() == 0) { calculatePostCombatActions(game); } act(game); } else pass(); break; case END_TURN: case CLEANUP: pass(); break; } } protected void calculatePreCombatActions(Game game) { if (!getNextAction(game)) { currentScore = GameStateEvaluator.evaluate(playerId, game); Game sim = createSimulation(game); SimulationNode.resetCount(); root = new SimulationNode(sim, maxDepth, playerId); logger.fine("simulating pre combat actions -----------------------------------------------------------------------------------------"); addActionsTimed(new FilterAbility()); if (root.children.size() > 0) { root = root.children.get(0); actions = new LinkedList(root.abilities); combat = root.combat; } } } protected void calculatePostCombatActions(Game game) { if (!getNextAction(game)) { currentScore = GameStateEvaluator.evaluate(playerId, game); Game sim = createSimulation(game); SimulationNode.resetCount(); root = new SimulationNode(sim, maxDepth, playerId); logger.fine("simulating post combat actions ----------------------------------------------------------------------------------------"); addActionsTimed(new FilterAbility()); if (root.children.size() > 0) { root = root.children.get(0); actions = new LinkedList(root.abilities); combat = root.combat; } } } @Override protected int addActions(SimulationNode node, FilterAbility filter, int depth, int alpha, int beta) { boolean stepFinished = false; int val; Game game = node.getGame(); if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return GameStateEvaluator.evaluate(playerId, game); } if (depth <= 0 || SimulationNode.nodeCount > maxNodes || game.isGameOver()) { logger.fine("simulating -- reached end state"); val = GameStateEvaluator.evaluate(playerId, game); } else if (node.getChildren().size() > 0) { logger.fine("simulating -- somthing added children:" + node.getChildren().size()); val = minimaxAB(node, filter, depth-1, alpha, beta); } else { if (logger.isLoggable(Level.FINE)) logger.fine("simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName()); if (allPassed(game)) { if (!game.getStack().isEmpty()) { resolve(node, depth, game); } else { stepFinished = true; } } if (game.isGameOver()) { val = GameStateEvaluator.evaluate(playerId, game); } else if (stepFinished) { logger.fine("step finished"); int testScore = GameStateEvaluator.evaluate(playerId, game); if (game.getActivePlayerId().equals(playerId)) { if (testScore < currentScore) { // if score at end of step is worse than original score don't check further logger.fine("simulating -- abandoning check, no immediate benefit"); val = testScore; } else { switch (game.getTurn().getStepType()) { case PRECOMBAT_MAIN: val = -simulateCombat(game, node, depth-1, alpha, beta, false); break; case POSTCOMBAT_MAIN: val = -simulateCounterAttack(game, node, depth-1, alpha, beta); break; default: val = -GameStateEvaluator.evaluate(playerId, game); break; } } } else { if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS) val = simulateBlockers(game, node, playerId, depth-1, alpha, beta, true); else val = GameStateEvaluator.evaluate(playerId, game); } } else if (node.getChildren().size() > 0) { logger.fine("simulating -- trigger added children:" + node.getChildren().size()); val = minimaxAB(node, filter, depth, alpha, beta); } else { val = simulatePriority(node, game, filter, depth, alpha, beta); } } if (logger.isLoggable(Level.FINE)) logger.fine("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName()); return val; } protected int simulateCombat(Game game, SimulationNode node, int depth, int alpha, int beta, boolean counter) { Integer val = null; if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return GameStateEvaluator.evaluate(playerId, game); } if (game.getTurn().getStepType() != PhaseStep.DECLARE_BLOCKERS) { game.getTurn().setPhase(new CombatPhase()); if (game.getPhase().beginPhase(game, game.getActivePlayerId())) { simulateStep(game, new BeginCombatStep()); game.getPhase().setStep(new DeclareAttackersStep()); if (!game.getStep().skipStep(game, game.getActivePlayerId())) { game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, game.getActivePlayerId())); if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, game.getActivePlayerId(), game.getActivePlayerId()))) { val = simulateAttackers(game, node, game.getActivePlayerId(), depth, alpha, beta, counter); } } else if (!counter) { simulateToEnd(game); val = simulatePostCombatMain(game, node, depth, alpha, beta); } } } else { if (!game.getStep().skipStep(game, game.getActivePlayerId())) { game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, game.getActivePlayerId())); if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, game.getActivePlayerId(), game.getActivePlayerId()))) { //only suitable for two player games - only simulates blocks for 1st defender val = simulateBlockers(game, node, game.getCombat().getDefenders().iterator().next(), depth, alpha, beta, counter); } } else if (!counter) { finishCombat(game); val = GameStateEvaluator.evaluate(playerId, game); // val = simulateCounterAttack(game, node, depth, alpha, beta); } } if (val == null) val = GameStateEvaluator.evaluate(playerId, game); if (logger.isLoggable(Level.FINE)) logger.fine("returning -- combat score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); return val; } protected int simulateAttackers(Game game, SimulationNode node, UUID attackerId, int depth, int alpha, int beta, boolean counter) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return GameStateEvaluator.evaluate(playerId, game); } Integer val = null; SimulationNode bestNode = null; SimulatedPlayer attacker = (SimulatedPlayer) game.getPlayer(attackerId); for (Combat engagement: attacker.addAttackers(game)) { if (alpha >= beta) { logger.fine("simulating -- pruning attackers"); break; } Game sim = game.copy(); UUID defenderId = game.getOpponents(playerId).iterator().next(); for (CombatGroup group: engagement.getGroups()) { for (UUID attackId: group.getAttackers()) { sim.getPlayer(attackerId).declareAttacker(attackId, defenderId, sim); } } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, playerId, playerId)); SimulationNode newNode = new SimulationNode(sim, depth, game.getActivePlayerId()); if (logger.isLoggable(Level.FINE)) logger.fine("simulating attack -- node#: " + SimulationNode.getCount()); sim.checkStateAndTriggered(); while (!sim.getStack().isEmpty()) { sim.getStack().resolve(sim); logger.fine("resolving triggered abilities"); sim.applyEffects(); } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId())); Combat simCombat = sim.getCombat().copy(); sim.getPhase().setStep(new DeclareBlockersStep()); val = simulateCombat(sim, newNode, depth-1, alpha, beta, counter); if (!attackerId.equals(playerId)) { if (val < beta) { beta = val; bestNode = newNode; node.setCombat(simCombat); } } else { if (val > alpha) { alpha = val; bestNode = newNode; node.setCombat(simCombat); } } } if (val == null) val = GameStateEvaluator.evaluate(playerId, game); if (bestNode != null) { node.children.clear(); node.children.add(bestNode); } if (logger.isLoggable(Level.FINE)) logger.fine("returning -- combat attacker score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); return val; } protected int simulateBlockers(Game game, SimulationNode node, UUID defenderId, int depth, int alpha, int beta, boolean counter) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return GameStateEvaluator.evaluate(playerId, game); } Integer val = null; SimulationNode bestNode = null; //check if defender is being attacked if (game.getCombat().isAttacked(defenderId, game)) { SimulatedPlayer defender = (SimulatedPlayer) game.getPlayer(defenderId); for (Combat engagement: defender.addBlockers(game)) { if (alpha >= beta) { logger.fine("simulating -- pruning blockers"); break; } Game sim = game.copy(); for (CombatGroup group: engagement.getGroups()) { UUID attackerId = group.getAttackers().get(0); for (UUID blockerId: group.getBlockers()) { sim.getPlayer(defenderId).declareBlocker(blockerId, attackerId, sim); } } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, playerId, playerId)); SimulationNode newNode = new SimulationNode(sim, depth, defenderId); if (logger.isLoggable(Level.FINE)) logger.fine("simulating block -- node#: " + SimulationNode.getCount()); sim.checkStateAndTriggered(); while (!sim.getStack().isEmpty()) { sim.getStack().resolve(sim); logger.fine("resolving triggered abilities"); sim.applyEffects(); } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId())); Combat simCombat = sim.getCombat().copy(); finishCombat(sim); if (sim.isGameOver()) { val = GameStateEvaluator.evaluate(playerId, sim); } else if (!counter) { val = simulatePostCombatMain(sim, newNode, depth-1, alpha, beta); } else val = GameStateEvaluator.evaluate(playerId, sim); if (!defenderId.equals(playerId)) { if (val < beta) { beta = val; bestNode = newNode; node.setCombat(simCombat); } } else { if (val > alpha) { alpha = val; bestNode = newNode; node.setCombat(simCombat); } } } } if (val == null) val = GameStateEvaluator.evaluate(playerId, game); if (bestNode != null) { node.children.clear(); node.children.add(bestNode); } if (logger.isLoggable(Level.FINE)) logger.fine("returning -- combat blocker score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); return val; } protected int simulateCounterAttack(Game game, SimulationNode node, int depth, int alpha, int beta) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return GameStateEvaluator.evaluate(playerId, game); } Integer val = null; if (!game.isGameOver()) { logger.fine("simulating -- counter attack"); simulateToEnd(game); game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext()); game.getTurn().setPhase(new BeginningPhase()); if (game.getPhase().beginPhase(game, game.getActivePlayerId())) { simulateStep(game, new UntapStep()); simulateStep(game, new UpkeepStep()); simulateStep(game, new DrawStep()); game.getPhase().endPhase(game, game.getActivePlayerId()); } val = simulateCombat(game, node, depth-1, alpha, beta, true); if (logger.isLoggable(Level.FINE)) logger.fine("returning -- counter attack score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); } if (val == null) val = GameStateEvaluator.evaluate(playerId, game); return val; } protected void simulateStep(Game game, Step step) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return; } if (!game.isGameOver()) { game.getPhase().setStep(step); if (!step.skipStep(game, game.getActivePlayerId())) { step.beginStep(game, game.getActivePlayerId()); game.checkStateAndTriggered(); while (!game.getStack().isEmpty()) { game.getStack().resolve(game); game.applyEffects(); } step.endStep(game, game.getActivePlayerId()); } } } protected void finishCombat(Game game) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return; } simulateStep(game, new CombatDamageStep(true)); simulateStep(game, new CombatDamageStep(false)); simulateStep(game, new EndOfCombatStep()); } protected int simulatePostCombatMain(Game game, SimulationNode node, int depth, int alpha, int beta) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return GameStateEvaluator.evaluate(playerId, game); } logger.fine("simulating -- post combat main"); game.getTurn().setPhase(new PostCombatMainPhase()); if (game.getPhase().beginPhase(game, game.getActivePlayerId())) { game.getPhase().setStep(new PostCombatMainStep()); game.getStep().beginStep(game, playerId); game.getPlayers().resetPassed(); return addActions(node, new FilterAbility(), depth, alpha, beta); } return simulateCounterAttack(game, node, depth, alpha, beta); } protected void simulateToEnd(Game game) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.fine("interrupted"); return; } if (!game.isGameOver()) { game.getTurn().getPhase().endPhase(game, game.getActivePlayerId()); game.getTurn().setPhase(new EndPhase()); if (game.getTurn().getPhase().beginPhase(game, game.getActivePlayerId())) { simulateStep(game, new EndStep()); simulateStep(game, new CleanupStep()); } } } }