Fix ID timeout score pollution

This commit is contained in:
2026-06-04 06:17:09 -07:00
parent 1e936374b0
commit c380d167ca
8 changed files with 268 additions and 93 deletions
@@ -91,15 +91,15 @@ auto AICommandEvaluator::PerformLookahead(
const ScoreValue currentUtility,
const AIStrategy& attackerStrategy,
const CoordsSet& allCastleCoords,
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue> {
std::chrono::steady_clock::time_point deadline) const -> std::future<EvaluationResult> {
// Check transposition table before expensive computation
auto cachedScore =
g_transpositionTable.probe(innerEngine->GetCurrentGameState(), remainingLookahead, pid);
if (cachedScore.has_value()) {
// Return cached result immediately
std::promise<ScoreValue> p;
p.set_value(*cachedScore);
std::promise<EvaluationResult> p;
p.set_value(EvaluationResult{.score = *cachedScore, .completed = true});
return p.get_future();
}
const auto nextUtility = currentUtility;
@@ -111,8 +111,8 @@ auto AICommandEvaluator::PerformLookahead(
// table
g_transpositionTable.store(innerEngine->GetCurrentGameState(), 1, pid, nextUtility);
std::promise<ScoreValue> p;
p.set_value(nextUtility);
std::promise<EvaluationResult> p;
p.set_value(EvaluationResult{.score = nextUtility, .completed = true});
return p.get_future();
}
@@ -137,16 +137,18 @@ auto AICommandEvaluator::PerformLookahead(
innerEngine,
pid,
nextUtility,
remainingLookahead]() mutable -> ScoreValue {
const auto [index, type, lookaheadScore, immediateScore] =
bestCommandFuture.get();
remainingLookahead]() mutable -> EvaluationResult {
const auto bestCommand = bestCommandFuture.get();
if (!bestCommand.completed) {
return EvaluationResult{.score = nextUtility, .completed = false};
}
ScoreValue resultScore;
if (auto& nextCommand =
innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(index);
if (auto& nextCommand = innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(
bestCommand.index);
nextCommand->GetCommandType() !=
net::eagle0::shardok::common::END_TURN_COMMAND) {
resultScore = immediateScore;
resultScore = bestCommand.immediateScore;
} else {
resultScore = nextUtility;
}
@@ -158,7 +160,7 @@ auto AICommandEvaluator::PerformLookahead(
pid,
resultScore);
return resultScore;
return EvaluationResult{.score = resultScore, .completed = true};
});
}
@@ -166,8 +168,8 @@ auto AICommandEvaluator::PerformLookahead(
g_transpositionTable
.store(innerEngine->GetCurrentGameState(), remainingLookahead, pid, nextUtility);
std::promise<ScoreValue> p;
p.set_value(nextUtility);
std::promise<EvaluationResult> p;
p.set_value(EvaluationResult{.score = nextUtility, .completed = true});
return p.get_future();
}
@@ -186,10 +188,10 @@ auto AICommandEvaluator::EvaluateWithRandomness(
// Check if we've exceeded the deadline
if (std::chrono::steady_clock::now() > deadline) {
// Return with a default score and an empty future that resolves immediately
std::promise<ScoreValue> p;
p.set_value(0.0); // Default timeout score
std::promise<EvaluationResult> p;
p.set_value(EvaluationResult{.score = 0.0, .completed = false});
returnValue.immediateScore = 0.0;
returnValue.completed = false;
returnValue.lookaheadScore = p.get_future();
return returnValue;
}
@@ -204,11 +206,12 @@ auto AICommandEvaluator::EvaluateWithRandomness(
allCastleCoords);
returnValue.immediateScore = innerUtility;
returnValue.completed = true;
if (remainingLookahead <= 0) {
std::promise<ScoreValue> p;
std::promise<EvaluationResult> p;
returnValue.lookaheadScore = p.get_future();
p.set_value(innerUtility);
p.set_value(EvaluationResult{.score = innerUtility, .completed = true});
} else {
auto lookaheadLambda = [this,
pid,
@@ -219,7 +222,7 @@ auto AICommandEvaluator::EvaluateWithRandomness(
attackerStrategy,
innerUtility,
&allCastleCoords,
deadline]() -> ScoreValue {
deadline]() -> EvaluationResult {
auto lookaheadFuture = PerformLookahead(
pid,
isDefender,
@@ -237,7 +240,7 @@ auto AICommandEvaluator::EvaluateWithRandomness(
auto launchPolicy = remainingLookahead == 1 ? std::launch::async : std::launch::deferred;
returnValue.lookaheadScore = std::async(launchPolicy, lookaheadLambda);
#else
std::promise<ScoreValue> p;
std::promise<EvaluationResult> p;
returnValue.lookaheadScore = p.get_future();
auto lambdaResult = lookaheadLambda();
p.set_value(lambdaResult);
@@ -322,7 +325,8 @@ auto AICommandEvaluator::FindBestCommand(
size_t index;
CommandType type;
ScoreValue immediateScore;
std::vector<std::future<ScoreValue>> lookaheadFutures;
bool immediateCompleted = true;
std::vector<std::future<EvaluationResult>> lookaheadFutures;
};
std::vector<CommandEvaluation> commandEvaluations(commandCount);
@@ -336,12 +340,12 @@ auto AICommandEvaluator::FindBestCommand(
commandEvaluations[index].type = guessedCommandType;
if (guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
std::promise<ScoreValue> p;
std::promise<EvaluationResult> p;
commandEvaluations[index].lookaheadFutures.push_back(p.get_future());
p.set_value(currentUtility);
p.set_value(EvaluationResult{.score = currentUtility, .completed = true});
commandEvaluations[index].immediateScore = currentUtility;
} else if (IsDeterministic(guessedCommandType)) {
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
auto evaluation = EvaluateWithRandomness(
pid,
isDefender,
originalIndex,
@@ -353,14 +357,16 @@ auto AICommandEvaluator::FindBestCommand(
allCastleCoords,
deadline);
commandEvaluations[index].immediateScore = immediateScore;
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
commandEvaluations[index].immediateScore = evaluation.immediateScore;
commandEvaluations[index].immediateCompleted = evaluation.completed;
commandEvaluations[index].lookaheadFutures.push_back(
std::move(evaluation.lookaheadScore));
} else if (guessedDescriptor->HasOdds()) {
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
// Success attempt uses 1.0 - (successChance / 2) as the roll
auto [successImmediateScore, successLookaheadScore] = EvaluateWithRandomness(
auto successEvaluation = EvaluateWithRandomness(
pid,
isDefender,
originalIndex,
@@ -374,7 +380,7 @@ auto AICommandEvaluator::FindBestCommand(
deadline);
// Failure attempt uses the average of (1 - successChance) and 0 as the roll
auto [failureImmediateScore, failureLookaheadScore] = EvaluateWithRandomness(
auto failureEvaluation = EvaluateWithRandomness(
pid,
isDefender,
originalIndex,
@@ -387,15 +393,26 @@ auto AICommandEvaluator::FindBestCommand(
allCastleCoords,
deadline);
commandEvaluations[index].immediateScore =
std::lerp(failureImmediateScore, successImmediateScore, successChance);
commandEvaluations[index].immediateCompleted =
failureEvaluation.completed && successEvaluation.completed;
commandEvaluations[index].immediateScore = std::lerp(
failureEvaluation.immediateScore,
successEvaluation.immediateScore,
successChance);
auto successSF = successLookaheadScore.share();
auto failureSF = failureLookaheadScore.share();
auto successSF = successEvaluation.lookaheadScore.share();
auto failureSF = failureEvaluation.lookaheadScore.share();
commandEvaluations[index].lookaheadFutures.push_back(std::async(
std::launch::deferred,
[successSF, failureSF, successChance]() -> double {
return std::lerp(failureSF.get(), successSF.get(), successChance);
[successSF, failureSF, successChance]() -> EvaluationResult {
const auto failure = failureSF.get();
const auto success = successSF.get();
if (!failure.completed || !success.completed) {
return EvaluationResult{.score = 0.0, .completed = false};
}
return EvaluationResult{
.score = std::lerp(failure.score, success.score, successChance),
.completed = true};
}));
} else {
ScoreValue sum = 0.0;
@@ -404,7 +421,7 @@ auto AICommandEvaluator::FindBestCommand(
// In each iteration, use a double from [0, 1] as the random roll
auto sequence =
std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
auto evaluation = EvaluateWithRandomness(
pid,
isDefender,
originalIndex,
@@ -416,8 +433,10 @@ auto AICommandEvaluator::FindBestCommand(
allCastleCoords,
deadline);
sum += immediateScore;
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
if (!evaluation.completed) { commandEvaluations[index].immediateCompleted = false; }
sum += evaluation.immediateScore;
commandEvaluations[index].lookaheadFutures.push_back(
std::move(evaluation.lookaheadScore));
}
commandEvaluations[index].immediateScore = sum / sampleCount;
}
@@ -433,19 +452,33 @@ auto AICommandEvaluator::FindBestCommand(
// Wait for all futures and compute final scores
for (auto& eval : evals) {
ScoreValue totalLookaheadScore = 0.0;
bool completed = eval.immediateCompleted;
for (auto& future : eval.lookaheadFutures) {
totalLookaheadScore += future.get();
const auto lookahead = future.get();
if (!lookahead.completed) { completed = false; }
totalLookaheadScore += lookahead.score;
}
ScoreValue avgLookaheadScore =
eval.lookaheadFutures.empty()
? eval.immediateScore
: totalLookaheadScore / eval.lookaheadFutures.size();
if (!completed) { continue; }
allResults.push_back(IndexAndScore{
.index = eval.index,
.type = eval.type,
.lookaheadScore = avgLookaheadScore,
.immediateScore = eval.immediateScore});
.immediateScore = eval.immediateScore,
.completed = true});
}
if (allResults.empty()) {
return IndexAndScore{
.index = 0,
.type = net::eagle0::shardok::common::UNKNOWN_COMMAND,
.lookaheadScore = 0.0,
.immediateScore = 0.0,
.completed = false};
}
// Find the best command using the existing sorter
auto bestIt = std::ranges::max_element(allResults, CommandSorter);
@@ -463,12 +496,12 @@ auto AICommandEvaluator::EvaluateCommand(
const ScoreValue currentUtility,
const CoordsSet& allCastleCoords,
const size_t commandIndex,
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue> {
std::chrono::steady_clock::time_point deadline) const -> std::future<EvaluationResult> {
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
if (commandIndex >= guessedDescriptors->size()) {
std::promise<ScoreValue> p;
p.set_value(currentUtility);
std::promise<EvaluationResult> p;
p.set_value(EvaluationResult{.score = currentUtility, .completed = true});
return p.get_future();
}
@@ -476,11 +509,11 @@ auto AICommandEvaluator::EvaluateCommand(
if (const auto guessedCommandType = guessedDescriptor->GetCommandType();
guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
std::promise<ScoreValue> p;
p.set_value(currentUtility);
std::promise<EvaluationResult> p;
p.set_value(EvaluationResult{.score = currentUtility, .completed = true});
return p.get_future();
} else if (IsDeterministic(guessedCommandType)) {
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
auto evaluation = EvaluateWithRandomness(
pid,
isDefender,
commandIndex,
@@ -491,13 +524,13 @@ auto AICommandEvaluator::EvaluateCommand(
attackerStrategy,
allCastleCoords,
deadline);
return std::move(lookaheadScore);
return std::move(evaluation.lookaheadScore);
} else if (guessedDescriptor->HasOdds()) {
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
// Success attempt
auto [successImmediateScore, successLookaheadScore] = EvaluateWithRandomness(
auto successEvaluation = EvaluateWithRandomness(
pid,
isDefender,
commandIndex,
@@ -510,7 +543,7 @@ auto AICommandEvaluator::EvaluateCommand(
deadline);
// Failure attempt
auto [failureImmediateScore, failureLookaheadScore] = EvaluateWithRandomness(
auto failureEvaluation = EvaluateWithRandomness(
pid,
isDefender,
commandIndex,
@@ -523,20 +556,29 @@ auto AICommandEvaluator::EvaluateCommand(
deadline);
// Return weighted average of success and failure
auto successSF = successLookaheadScore.share();
auto failureSF = failureLookaheadScore.share();
return std::async(std::launch::deferred, [successSF, failureSF, successChance]() -> double {
return std::lerp(failureSF.get(), successSF.get(), successChance);
});
auto successSF = successEvaluation.lookaheadScore.share();
auto failureSF = failureEvaluation.lookaheadScore.share();
return std::async(
std::launch::deferred,
[successSF, failureSF, successChance]() -> EvaluationResult {
const auto failure = failureSF.get();
const auto success = successSF.get();
if (!failure.completed || !success.completed) {
return EvaluationResult{.score = 0.0, .completed = false};
}
return EvaluationResult{
.score = std::lerp(failure.score, success.score, successChance),
.completed = true};
});
} else {
// For non-deterministic commands without odds, use multiple attempts
std::vector<std::future<ScoreValue>> lookaheadFutures;
std::vector<std::future<EvaluationResult>> lookaheadFutures;
const int sampleCount = std::max(1, maxRepeatCount);
lookaheadFutures.reserve(sampleCount);
for (int repeatIteration = 0; repeatIteration < sampleCount; repeatIteration++) {
auto sequence = std::vector{RandomnessSampleForRepeat(repeatIteration, sampleCount)};
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
auto evaluation = EvaluateWithRandomness(
pid,
isDefender,
commandIndex,
@@ -548,16 +590,25 @@ auto AICommandEvaluator::EvaluateCommand(
allCastleCoords,
deadline);
lookaheadFutures.push_back(std::move(lookaheadScore));
lookaheadFutures.push_back(std::move(evaluation.lookaheadScore));
}
// Return a future that computes the average when needed
return std::async(
std::launch::deferred,
[lookaheadFutures = std::move(lookaheadFutures), sampleCount]() mutable -> double {
[lookaheadFutures = std::move(lookaheadFutures),
sampleCount]() mutable -> EvaluationResult {
ScoreValue total = 0.0;
for (auto& future : lookaheadFutures) { total += future.get(); }
return total / sampleCount;
bool completed = true;
for (auto& future : lookaheadFutures) {
const auto result = future.get();
if (!result.completed) { completed = false; }
total += result.score;
}
if (!completed) { return EvaluationResult{.score = 0.0, .completed = false}; }
return EvaluationResult{
.score = total / static_cast<ScoreValue>(sampleCount),
.completed = true};
});
}
}
@@ -38,6 +38,11 @@ public:
BattalionTypeGetter battalionTypeGetter); // Pass by value
/// Evaluates the score for a particular command index with lookahead.
struct EvaluationResult {
ScoreValue score;
bool completed;
};
[[nodiscard]] auto EvaluateCommand(
PlayerId pid,
bool isDefender,
@@ -48,7 +53,7 @@ public:
ScoreValue currentUtility,
const CoordsSet& allCastleCoords,
size_t commandIndex,
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue>;
std::chrono::steady_clock::time_point deadline) const -> std::future<EvaluationResult>;
/// Find the best command among all available commands at the given depth.
struct IndexAndScore {
@@ -56,6 +61,7 @@ public:
CommandType type;
ScoreValue lookaheadScore;
ScoreValue immediateScore;
bool completed;
};
[[nodiscard]] auto FindBestCommand(
@@ -76,7 +82,8 @@ private:
struct ImmediateAndLookaheadScore {
ScoreValue immediateScore;
std::future<ScoreValue> lookaheadScore;
bool completed;
std::future<EvaluationResult> lookaheadScore;
};
/// Recursive lookahead calculator
@@ -89,7 +96,7 @@ private:
ScoreValue currentUtility,
const AIStrategy& attackerStrategy,
const CoordsSet& allCastleCoords,
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue>;
std::chrono::steady_clock::time_point deadline) const -> std::future<EvaluationResult>;
/// Evaluate single command execution with randomness handling
[[nodiscard]] auto EvaluateWithRandomness(
@@ -131,6 +131,10 @@ auto IterativeDeepeningAI::IterativeSearch(
// Now wait for all futures and collect results
for (auto& [cmdIndex, future] : futures) {
auto cmdResult = future.get();
if (!cmdResult.searchCompleted) {
allEvaluated = false;
continue;
}
// Ensure scoresByDepth[cmdIndex] has enough space
if (scoresByDepth[cmdIndex].size() <= currentDepth) {
@@ -252,7 +256,9 @@ auto IterativeDeepeningAI::IterativeSearch(
completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
}
// Select best result from highest depth achieved for each command
// Select best result from the highest completed depth achieved for each command. Commands that
// timed out at a depth are not recorded for that depth, so partial deeper work can help without
// letting timeout fallback scores compete.
result = SelectBestResult(scoresByDepth, highestDepthCompleted);
result.minimumDepthCompleted = result.depthAchieved >= timeBudget.minDepthRequired;
result.searchCompleted = result.minimumDepthCompleted;
@@ -343,7 +349,9 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
// Deduct adjusted time from remaining budget
timeBudget.remainingBudget -= adjustedElapsedMs;
result.bestScore = commandScore;
result.bestScore = commandScore.score;
result.searchCompleted = commandScore.completed;
result.minimumDepthCompleted = commandScore.completed;
std::promise<SearchResult> p;
p.set_value(result);
@@ -356,7 +364,7 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
const std::vector<size_t>& highestDepthCompleted,
const std::vector<size_t>& filteredIndices) -> std::vector<size_t> {
if (currentDepth == 1) {
// For depth 1, return filtered indices in natural order
// For depth 1, preserve the upstream command-factory priority order.
return filteredIndices;
}
@@ -111,4 +111,4 @@ private:
} // namespace shardok
#endif // EAGLE0_ITERATIVEDEEPENINGAI_HPP
#endif // EAGLE0_ITERATIVEDEEPENINGAI_HPP
@@ -1143,32 +1143,36 @@ TEST_F(AIIntegrationTest, StandardScorer_ArcheryEvaluationBeatsEndTurnWithSingle
const double currentScore = scorer->GuessedStateScore(false, gameState, strategy, castleCoords);
AICommandEvaluator evaluator(*scorer, apdCache, battalionTypeGetter);
const auto deadline = std::chrono::steady_clock::now() + std::chrono::seconds(10);
const double archeryScore = evaluator
.EvaluateCommand(
0,
false,
0,
0,
engine,
strategy,
currentScore,
castleCoords,
std::distance(commands->begin(), archeryCommand),
deadline)
.get();
const double endTurnScore = evaluator
.EvaluateCommand(
0,
false,
0,
0,
engine,
strategy,
currentScore,
castleCoords,
std::distance(commands->begin(), endTurnCommand),
deadline)
.get();
const auto archeryResult = evaluator
.EvaluateCommand(
0,
false,
0,
0,
engine,
strategy,
currentScore,
castleCoords,
std::distance(commands->begin(), archeryCommand),
deadline)
.get();
const auto endTurnResult = evaluator
.EvaluateCommand(
0,
false,
0,
0,
engine,
strategy,
currentScore,
castleCoords,
std::distance(commands->begin(), endTurnCommand),
deadline)
.get();
ASSERT_TRUE(archeryResult.completed);
ASSERT_TRUE(endTurnResult.completed);
const double archeryScore = archeryResult.score;
const double endTurnScore = endTurnResult.score;
EXPECT_TRUE(std::isfinite(archeryScore));
EXPECT_GT(archeryScore, endTurnScore)
@@ -215,3 +215,30 @@ cc_test(
"@googletest//:gtest_main",
],
)
cc_test(
name = "real_battle_decision_regression_test",
size = "large",
srcs = ["RealBattleDecisionRegressionTest.cpp"],
copts = TEST_COPTS,
data = [
"testdata/kings_loyalists_before_mage_fire.fb",
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
],
linkstatic = True,
tags = ["exclusive"],
deps = [
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/common:random_generator",
"//src/main/cpp/net/eagle0/shardok/ai:shardok_ai_client",
"//src/main/cpp/net/eagle0/shardok/ai:transposition_table",
"//src/main/cpp/net/eagle0/shardok/ai_testing_common:ai_client_factory",
"//src/main/cpp/net/eagle0/shardok/ai_testing_common:game_settings_factory",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
"@googletest//:gtest",
"@googletest//:gtest_main",
],
)
@@ -0,0 +1,78 @@
#include <gtest/gtest.h>
#include <filesystem>
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIConfig.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/TranspositionTable.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai_testing_common/AIClientFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai_testing_common/GameSettingsFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
namespace shardok {
extern TranspositionTable g_transpositionTable;
namespace {
using net::eagle0::shardok::common::START_FIRE_COMMAND;
constexpr PlayerId kAttackerPlayerId = 0;
class RealBattleDecisionRegressionTest : public testing::Test {
protected:
void SetUp() override {
auto path = std::filesystem::current_path();
path.append(
"bazel-bin/src/test/cpp/net/eagle0/shardok/ai/"
"real_battle_decision_regression_test");
FilesystemUtils::SetExecPath(path);
g_transpositionTable.clear();
ActionPointDistancesCache::ClearThreadLocalCache();
settings = ai_testing_common::GameSettingsFactory::CreateDefault();
auto setter = settings->GetSetter();
setter.SetInt("maxRounds", 31);
setter.SetInt("minLookaheadTurns", 1);
setter.SetDouble("allAiBattleTimeBudgetMaximum", 0.2);
setter.SetRandomGenerator(std::make_shared<StdLibraryGenerator>(1));
}
GameSettingsSPtr settings;
};
TEST_F(RealBattleDecisionRegressionTest, DoesNotChooseKingsLoyalistsMageDistantFire) {
// Real battle 68f300179888acd7_52_2add2586 immediately before recorded action 70.
// The live stream chose START_FIRE with this mage at (5, 0); the current deterministic
// test budget reproduces the same bad class of choice at a nearby distant tile.
const auto fixturePath =
std::filesystem::current_path() /
"src/test/cpp/net/eagle0/shardok/ai/testdata/kings_loyalists_before_mage_fire.fb";
const auto state = GameStateW::LoadFrom(fixturePath.string());
const ShardokEngine engine(settings, state);
const auto commands = engine.GetAvailableCommandsForAIPlayer(kAttackerPlayerId);
const auto ai = ai_testing_common::AIClientFactory::Create(
kAttackerPlayerId,
false,
state->hex_map(),
settings->GetGetter(),
AIAlgorithmType::ITERATIVE_DEEPENING,
ScoringCalculatorType::STANDARD,
true);
const auto choice = ai->ChooseCommandIndex(engine);
ASSERT_LT(choice.chosenIndex, commands->size());
const auto& chosenCommand = commands->at(choice.chosenIndex);
EXPECT_FALSE(
chosenCommand->GetCommandType() == START_FIRE_COMMAND &&
chosenCommand->GetActorUnitId() == 3);
}
} // namespace
} // namespace shardok