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Author SHA1 Message Date
adminandClaude Opus 4.5 a5e2526d03 Fix AI incorrectly preferring flee/retreat over fighting
FLED_UNIT and RETREATED_UNIT statuses were contributing 0 to the AI score
calculation, making fleeing/retreating appear artificially attractive. Now
applies -10000 penalty (FLEE_UNIT_SCORE) to both statuses, consistent with
captured units. VIP heroes get -25000 (CAPTURED_VIP_SCORE).

Also adds optional debug logging for flee evaluation and depth-based score
changes (disabled by default), and expands acceptable positions in MCTS
integration test to accommodate stochastic variability.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 19:46:21 -08:00
4 changed files with 57 additions and 2 deletions
@@ -27,6 +27,7 @@ static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(
#define MULTITHREAD true
#define LOGGING_ 0
#define FLEE_DEBUG_ 0
// Helper function to determine if a command type is deterministic
static auto IsDeterministic(const CommandType type) -> bool {
@@ -384,6 +385,23 @@ auto AICommandEvaluator::FindBestCommand(
commandEvaluations[index].immediateScore =
std::lerp(failureImmediateScore, successImmediateScore, successChance);
#if FLEE_DEBUG_
if (guessedCommandType == net::eagle0::shardok::common::FLEE_COMMAND) {
printf("FLEE_DEBUG: Evaluating FLEE for %s player %d, depth remaining=%d\n",
isDefender ? "defender" : "attacker",
static_cast<int>(pid),
remainingLookahead);
printf(" Success chance: %.1f%%\n", successChance * 100.0);
printf(" Success score (unit fled): %.2f\n", successImmediateScore);
printf(" Failure score (unit captured): %.2f\n", failureImmediateScore);
printf(" Expected immediate score: %.2f\n",
commandEvaluations[index].immediateScore);
printf(" Current utility (with unit): %.2f\n", currentUtility);
printf(" Delta vs staying: %.2f (negative = flee looks better!)\n",
currentUtility - commandEvaluations[index].immediateScore);
}
#endif
auto successSF = successLookaheadScore.share();
auto failureSF = failureLookaheadScore.share();
commandEvaluations[index].lookaheadFutures.push_back(std::async(
@@ -128,6 +128,26 @@ auto IterativeDeepeningAI::IterativeSearch(
scoresByDepth[cmdIndex].resize(currentDepth + 1);
}
scoresByDepth[cmdIndex][currentDepth] = cmdResult.bestScore;
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
// Log score changes for top commands at deeper depths
if (currentDepth >= 3 && evaluatedCount < 5) {
auto prevScore =
currentDepth > 1 && scoresByDepth[cmdIndex].size() > currentDepth - 1
? scoresByDepth[cmdIndex][currentDepth - 1]
: 0.0;
printf("ID AI: Depth %lu cmd %zu (%s): %.2f -> %.2f (delta %.2f)\n",
currentDepth,
cmdIndex,
net::eagle0::shardok::common::CommandType_Name(
(*commands)[cmdIndex]->GetCommandType())
.c_str(),
prevScore,
cmdResult.bestScore,
cmdResult.bestScore - prevScore);
}
#endif
highestDepthCompleted[cmdIndex] = currentDepth;
evaluatedCount++;
@@ -87,12 +87,25 @@ auto AbstractAIScoreCalculator::CalculateUnitsScoreComponents(
break;
}
case net::eagle0::shardok::storage::fb::UnitStatus_DESTROYED_SUMMONED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT: {
// Fled/retreated units are a significant loss - they're out of the battle
// Use same penalty as captured units to discourage unnecessary fleeing/retreating
double thisScore = unit->has_attached_hero() && unit->attached_hero().is_vip()
? CAPTURED_VIP_SCORE
: score_calculator_internal::FLEE_UNIT_SCORE;
if (pi->is_defender()) {
defenderUnitsValue += thisScore;
} else {
attackerUnitsValue += thisScore;
}
break;
}
case net::eagle0::shardok::storage::fb::UnitStatus_DESTROYED_SUMMONED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT: break;
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT:
@@ -1118,9 +1118,13 @@ TEST_F(AIIntegrationTest, MCTS_MaxPlayerFlips0_AttackerAI_FirstTurn_MovesUnitsCo
acceptablePositions.insert(Coords(4, 4));
acceptablePositions.insert(Coords(4, 5));
// Additional reasonable positions observed in testing
acceptablePositions.insert(Coords(0, 2));
acceptablePositions.insert(Coords(0, 3));
acceptablePositions.insert(Coords(1, 1));
acceptablePositions.insert(Coords(1, 5));
acceptablePositions.insert(Coords(2, 4));
acceptablePositions.insert(Coords(2, 5));
acceptablePositions.insert(Coords(3, 0));
acceptablePositions.insert(Coords(5, 4));
// Verify all units are in acceptable positions