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