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https://github.com/nolen777/eagle0.git
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Return perf data from ShardokAIClient (#4274)
* capture the metrics in ShardokAIClient * clean up logging * Address PR review comments - Replace macro with constexpr bool for performance logging - Add documentation comments for CommandChoiceResults struct - Use if constexpr instead of preprocessor directives 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com>
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@@ -78,6 +78,7 @@ auto IterativeDeepeningAI::IterativeSearch(
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int currentDepth = 1;
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size_t previousBestCommand = 0; // Track best command from previous depth
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size_t evaluatedCountAtHighestDepth = 0;
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// Main iterative deepening loop
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while ((currentDepth == 1 || !IsTimeExpired(timeBudget)) && currentDepth <= maxDepth) {
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@@ -122,15 +123,9 @@ auto IterativeDeepeningAI::IterativeSearch(
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}
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}
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if (evaluatedCount < commands.size()) {
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printf("ID AI: Depth %d - evaluated %d/%zu commands\n",
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currentDepth,
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evaluatedCount,
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commands.size());
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}
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// Find the best command at current depth and check if it changed
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if (evaluatedCount > 0) {
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evaluatedCountAtHighestDepth = evaluatedCount;
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size_t currentBestCommand = 0;
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ScoreValue currentBestScore = -std::numeric_limits<ScoreValue>::infinity();
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@@ -217,13 +212,8 @@ auto IterativeDeepeningAI::IterativeSearch(
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result.searchCompleted = result.minimumDepthCompleted;
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result.timeUsed = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::steady_clock::now() - startTime);
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#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
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printf("ID AI: Search complete - achieved depth %d for best command %zu (score %.2f)\n",
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result.depthAchieved,
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result.bestCommandIndex,
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result.bestScore);
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#endif
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result.availableCommandCount = commands.size();
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result.commandCountEvaluated = evaluatedCountAtHighestDepth;
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return result;
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}
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@@ -298,6 +288,8 @@ auto IterativeDeepeningAI::SearchAllCommandsAtDepth(
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result.depthAchieved = depth;
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result.searchCompleted = true;
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result.minimumDepthCompleted = true;
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result.availableCommandCount = bestResult.availableCommandCount;
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result.commandCountEvaluated = bestResult.commandCountEvaluated;
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// For the best command, use the actual score
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// For others, use a slightly lower score (this is a simplification for Phase 2)
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@@ -327,6 +319,8 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
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result.depthAchieved = depth;
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result.searchCompleted = true;
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result.minimumDepthCompleted = true;
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result.availableCommandCount = commands.size();
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result.commandCountEvaluated = 1; // We're evaluating just this command
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if (commandIndex >= commands.size()) {
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result.bestScore = 0.0;
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@@ -32,6 +32,8 @@ public:
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std::chrono::milliseconds timeUsed;
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bool minimumDepthCompleted;
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bool searchCompleted;
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size_t availableCommandCount;
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size_t commandCountEvaluated;
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SearchResult()
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: bestCommandIndex(0),
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@@ -39,7 +41,9 @@ public:
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depthAchieved(0),
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timeUsed(0),
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minimumDepthCompleted(false),
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searchCompleted(false) {}
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searchCompleted(false),
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availableCommandCount(0),
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commandCountEvaluated(0) {}
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};
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IterativeDeepeningAI(
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@@ -21,11 +21,11 @@
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namespace shardok {
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static constexpr bool kDebugTimings = true;
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using net::eagle0::shardok::api::ActionResultView;
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using net::eagle0::shardok::api::GameStateView;
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static constexpr bool kPerformanceLogging = true;
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void ApplyUpdate(GameStateView ¤tView, const ActionResultView &update) {}
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auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv) -> int {
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@@ -63,7 +63,7 @@ void CheckCommand(const CommandProto &realDescriptor, const CommandProto &guesse
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auto ShardokAIClient::StandardChooseCommandIndex(
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const GameSettingsSPtr &settings,
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const GameStateW &guessedState,
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const vector<CommandProto> &realAvailableCommands) const -> size_t {
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const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
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const auto settingsGetter = settings->GetGetter();
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const auto guessedEngine = ShardokEngine(settings, guessedState);
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@@ -101,13 +101,33 @@ auto ShardokAIClient::StandardChooseCommandIndex(
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auto search_result =
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iterativeAI.IterativeSearch(settings, guessedState, realAvailableCommands, timeBudget);
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return search_result.bestCommandIndex;
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CommandChoiceResults result{};
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result.chosenIndex = search_result.bestCommandIndex;
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result.availableCommandCount = search_result.availableCommandCount;
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result.depthAchieved = search_result.depthAchieved;
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result.commandCountEvaluated = search_result.commandCountEvaluated;
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if constexpr (kPerformanceLogging) {
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if (result.commandCountEvaluated < result.availableCommandCount) {
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printf("ID AI: Depth %d - evaluated %lu/%zu commands\n",
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result.depthAchieved,
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result.commandCountEvaluated,
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result.availableCommandCount);
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}
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printf("ID AI: Search complete - achieved depth %d for best command %zu\n",
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result.depthAchieved,
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result.chosenIndex);
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fflush(stdout);
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}
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return result;
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}
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auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
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const GameSettingsSPtr &settings,
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const GameStateW &guessedState,
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const vector<CommandProto> &realAvailableCommands) const -> size_t {
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const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
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if (const auto dismissCommand = std::ranges::find_if(
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realAvailableCommands,
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[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
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@@ -116,14 +136,20 @@ auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
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dismissCommand == realAvailableCommands.end()) {
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return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
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} else {
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return static_cast<size_t>(std::distance(realAvailableCommands.begin(), dismissCommand));
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CommandChoiceResults results{};
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results.chosenIndex =
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static_cast<size_t>(std::distance(realAvailableCommands.begin(), dismissCommand));
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results.availableCommandCount = realAvailableCommands.size();
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results.depthAchieved = 1; // Simple heuristic choice
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results.commandCountEvaluated = 1; // Only evaluated one command type
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return results;
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}
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}
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auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
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const GameSettingsSPtr &settings,
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const GameStateW &guessedState,
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const vector<CommandProto> &realAvailableCommands) const -> size_t {
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const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
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if (const auto fleeCommand = std::ranges::find_if(
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realAvailableCommands,
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[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
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@@ -132,33 +158,39 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
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fleeCommand == realAvailableCommands.end()) {
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return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
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} else {
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return static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
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CommandChoiceResults results{};
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results.chosenIndex =
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static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
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results.availableCommandCount = realAvailableCommands.size();
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results.depthAchieved = 1; // Simple heuristic choice
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results.commandCountEvaluated = 1; // Only evaluated one command type
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return results;
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}
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}
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auto ShardokAIClient::ChooseCommandIndex(
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const GameSettingsSPtr &settings,
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const GameStateView &gsv,
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const vector<CommandProto> &realAvailableCommands) const -> size_t {
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const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
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static int typeChosenCount[net::eagle0::shardok::common::CommandType_MAX + 1];
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static int totalChoices = 0;
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size_t chosenIndex;
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CommandChoiceResults results{};
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const auto guessedState = GameStateGuesser::GuessedState(playerId, settings->GetGetter(), gsv);
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if (const int roundsRemaining = RoundsRemaining(settings, gsv);
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!isDefender && roundsRemaining <= 1) {
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chosenIndex =
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results =
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FinalRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
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} else if (!isDefender && roundsRemaining <= 3) {
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chosenIndex =
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results =
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LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
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} else {
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chosenIndex = StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
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results = StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
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}
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const auto chosenType = realAvailableCommands[chosenIndex].type();
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const auto chosenType = realAvailableCommands[results.chosenIndex].type();
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typeChosenCount[static_cast<int>(chosenType)]++;
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totalChoices++;
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@@ -179,12 +211,11 @@ auto ShardokAIClient::ChooseCommandIndex(
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printf("\n\n");
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}
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return chosenIndex;
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return results;
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}
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auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const -> size_t {
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const auto startTimeMicros = CurrentTimeMicros();
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auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const
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-> CommandChoiceResults {
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if (const auto &availableCommands = engine.GetAvailableCommandProtos(playerId, false);
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availableCommands.empty()) {
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printf("no commands for player %d\n", playerId);
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@@ -194,15 +225,8 @@ auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const -> s
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const auto &settings = engine.GetGameSettings();
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const auto &gsv = engine.GetGameStateView(GetPlayerId());
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const size_t chosenIndex = ChooseCommandIndex(settings, gsv, availableCommands);
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const auto elapsedMicros = CurrentTimeMicros() - startTimeMicros;
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if (kDebugTimings) {
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std::cerr << "Milliseconds to choose command index: " << elapsedMicros / 1000
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<< std::endl;
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}
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return chosenIndex;
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const auto results = ChooseCommandIndex(settings, gsv, availableCommands);
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return results;
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}
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}
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@@ -21,6 +21,14 @@ namespace shardok {
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using VictoryCondition = net::eagle0::shardok::storage::fb::VictoryCondition;
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/// Results from AI command selection, including performance metrics.
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struct CommandChoiceResults {
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size_t chosenIndex; ///< Index of the chosen command in the available commands list
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size_t availableCommandCount; ///< Total number of commands that were available to choose from
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int depthAchieved; ///< Maximum search depth reached for the best command
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size_t commandCountEvaluated; ///< Number of commands evaluated at the highest achieved depth
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};
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//
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// A ShardokGameClient representing an AI player.
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//
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@@ -37,19 +45,19 @@ private:
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[[nodiscard]] auto StandardChooseCommandIndex(
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const GameSettingsSPtr& settings,
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const GameStateW& guessedState,
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const vector<CommandProto>& realAvailableCommands) const -> size_t;
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const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
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[[nodiscard]] auto LateRoundAttackerChooseCommandIndex(
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const GameSettingsSPtr& settings,
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const GameStateW& guessedState,
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const vector<CommandProto>& realAvailableCommands) const -> size_t;
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const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
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[[nodiscard]] auto FinalRoundAttackerChooseCommandIndex(
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const GameSettingsSPtr& settings,
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const GameStateW& guessedState,
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const vector<CommandProto>& realAvailableCommands) const -> size_t;
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const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
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[[nodiscard]] auto ChooseCommandIndex(
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const GameSettingsSPtr& settings,
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const net::eagle0::shardok::api::GameStateView& gsv,
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const vector<CommandProto>& realAvailableCommands) const -> size_t;
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const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
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public:
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explicit ShardokAIClient(
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@@ -61,7 +69,8 @@ public:
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[[nodiscard]] auto GetPlayerId() const -> PlayerId { return playerId; }
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[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const -> size_t;
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[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const
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-> CommandChoiceResults;
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};
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} // namespace shardok
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@@ -129,7 +129,7 @@ auto ShardokGameController::LockedCheckOneAICommand() -> bool {
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const PlayerId currentPid = engine->GetCurrentPlayerId();
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if (const shared_ptr<ShardokAIClient> currentPlayerClient = LockedAIClientForPid(currentPid)) {
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const int index = currentPlayerClient->ChooseCommandIndex(*engine);
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const int index = currentPlayerClient->ChooseCommandIndex(*engine).chosenIndex;
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engine->PostCommand(currentPid, index);
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LockedNotifyClients();
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