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https://github.com/nolen777/eagle0.git
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4
Commits
decision-tree
..
tp2
| Author | SHA1 | Date | |
|---|---|---|---|
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|
f200b4cc4f | ||
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6141a27eed | ||
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bf7e576bf3 | ||
|
|
dd1882967a |
@@ -1,8 +1,5 @@
|
||||
bazel-1.0.0.bazelrc
|
||||
|
||||
# for now: filter out annoying TASTY warnings
|
||||
common --ui_event_filters=-INFO
|
||||
|
||||
common --enable_bzlmod
|
||||
|
||||
# Don't use toolchains_llvm for the swift app build
|
||||
|
||||
+2
-1
@@ -20,7 +20,7 @@ project/boot/
|
||||
project/plugins/project/
|
||||
project/target/
|
||||
bazel-bin
|
||||
bazel-eagle0*
|
||||
bazel-eagle0
|
||||
bazel-out
|
||||
bazel-testlogs
|
||||
.ijwb
|
||||
@@ -32,6 +32,7 @@ buildWin.sh
|
||||
__pycache__/
|
||||
scripts/refresh_name_layers/vendor/
|
||||
scripts/refresh_name_layers/refresh_name_layers.zip
|
||||
.pre-commit-config.yaml
|
||||
.bazelbsp
|
||||
.bsp
|
||||
.metals
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
# See https://pre-commit.com for more information
|
||||
# See https://pre-commit.com/hooks.html for more hooks
|
||||
repos:
|
||||
- repo: https://github.com/pre-commit/pre-commit-hooks
|
||||
rev: v4.3.0
|
||||
hooks:
|
||||
- id: check-added-large-files
|
||||
- id: no-commit-to-branch
|
||||
args: [--branch, main]
|
||||
- repo: https://github.com/pocc/pre-commit-hooks
|
||||
rev: v1.3.5
|
||||
hooks:
|
||||
- id: clang-format
|
||||
args: [-i, --no-diff]
|
||||
types_or: ["c++", "c#"]
|
||||
exclude: ^src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins
|
||||
- repo: https://github.com/yoheimuta/protolint
|
||||
rev: v0.42.2
|
||||
hooks:
|
||||
- id: protolint
|
||||
args: [-fix]
|
||||
exclude: ^src/main/protobuf/scalapb/
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: scalafmt
|
||||
name: scalafmt
|
||||
language: system
|
||||
entry: scalafmt -i -f
|
||||
types_or: ["scala"]
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: gazelle
|
||||
name: gazelle
|
||||
language: system
|
||||
entry: bazel run //:gazelle
|
||||
files: '(\.go|\.proto|BUILD\.bazel|BUILD|WORKSPACE|WORKSPACE\.bazel|\.bzl)$'
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: update-action-result-types
|
||||
name: update-action-result-types
|
||||
language: system
|
||||
entry: ./scripts/updateActionResultTypes.sh
|
||||
files: 'src/main/protobuf/net/eagle0/eagle/common/action_result_type.proto'
|
||||
+2
-47
@@ -1,47 +1,2 @@
|
||||
version = "3.9.9"
|
||||
runner.dialect = scala3
|
||||
rewrite.scala3.convertToNewSyntax = true
|
||||
# Keep braces, don't use significant indentation
|
||||
# rewrite.scala3.removeOptionalBraces = yes
|
||||
rewrite.scala3.insertEndMarkerMinLines = 15
|
||||
rewrite.scala3.removeEndMarkerMaxLines = 14
|
||||
|
||||
# Strip margin settings
|
||||
assumeStandardLibraryStripMargin = false
|
||||
align.stripMargin = true
|
||||
|
||||
# Code Style & Formatting
|
||||
align.preset = more
|
||||
align.multiline = true
|
||||
align.arrowEnumeratorGenerator = true
|
||||
spaces.inImportCurlyBraces = false
|
||||
spaces.beforeContextBoundColon = Never
|
||||
maxColumn = 120
|
||||
docstrings.style = Asterisk
|
||||
docstrings.wrap = yes
|
||||
|
||||
# Method chaining
|
||||
newlines.beforeCurlyLambdaParams = multilineWithCaseOnly
|
||||
optIn.breakChainOnFirstMethodDot = true
|
||||
includeCurlyBraceInSelectChains = false
|
||||
|
||||
# Advanced Scala 3 Features
|
||||
rewrite.scala3.countEndMarkerLines = all
|
||||
rewrite.redundantBraces.stringInterpolation = true
|
||||
rewrite.redundantBraces.parensForOneLineApply = true
|
||||
|
||||
# Project-Specific Considerations
|
||||
optIn.annotationNewlines = true
|
||||
runner.optimizer.forceConfigStyleMinArgCount = 3
|
||||
|
||||
# Import sorting configuration
|
||||
rewrite.rules = [SortImports, RedundantBraces, RedundantParens]
|
||||
rewrite.imports.sort = scalastyle
|
||||
rewrite.imports.groups = [
|
||||
["java\\..*"],
|
||||
["javax\\..*"],
|
||||
["scala\\..*"],
|
||||
[".*"]
|
||||
]
|
||||
rewrite.imports.contiguousGroups = only
|
||||
rewrite.trailingCommas.style = never
|
||||
version = "3.6.1"
|
||||
runner.dialect = scala213
|
||||
|
||||
@@ -35,12 +35,9 @@ Unity Client ↔ Eagle (gRPC streaming) ↔ Shardok (internal gRPC)
|
||||
# Build Eagle server (Scala strategic layer)
|
||||
bazel build //src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar
|
||||
|
||||
# Build Shardok server (C++ tactical layer)
|
||||
# Build Shardok server (C++ tactical layer)
|
||||
bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
|
||||
# Shardok server includes both AI algorithms
|
||||
bazel build //src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
|
||||
# Build Unity/C# client
|
||||
./scripts/build_protos.sh # Protocol buffer generation for Unity
|
||||
./scripts/build_plugins.sh # Native plugins for all platforms
|
||||
@@ -87,64 +84,6 @@ find . -name "*.cpp" -o -name "*.hpp" | xargs clang-format -i
|
||||
find . -name "*.cs" | xargs clang-format -i
|
||||
```
|
||||
|
||||
### Static Analysis
|
||||
```bash
|
||||
# Run clang-tidy static analysis on C++ files
|
||||
# Note: This may show some header include errors but will still analyze the main file
|
||||
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' <file_path> -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
|
||||
|
||||
# Example for AI files:
|
||||
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' /Users/dancrosby/CodingProjects/github/eagle0/src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.cpp -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
|
||||
```
|
||||
|
||||
## AI Algorithm Selection
|
||||
|
||||
Eagle0 supports two AI algorithms for tactical combat decision-making:
|
||||
|
||||
### Iterative Deepening AI (Default)
|
||||
The original minimax-based AI with sophisticated randomness handling:
|
||||
- **Advantages**: Proven, sophisticated randomness evaluation, comprehensive lookahead
|
||||
- **Use cases**: Production builds, scenarios requiring precise evaluation
|
||||
- **Performance**: Single-threaded, thorough evaluation
|
||||
|
||||
### Monte Carlo Tree Search AI (MCTS)
|
||||
Modern MCTS-based AI with multithreading support:
|
||||
- **Advantages**: Multithreaded, better performance on modern CPUs, anytime algorithm
|
||||
- **Use cases**: Performance testing, scenarios requiring fast decisions
|
||||
- **Performance**: Multithreaded, adaptive depth based on time budget
|
||||
|
||||
### Switching Between Algorithms
|
||||
|
||||
The algorithm is selected at **runtime** via the ShardokAIClient constructor:
|
||||
|
||||
```cpp
|
||||
// Using Iterative Deepening AI (default)
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings);
|
||||
// OR explicitly:
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings, AIAlgorithmType::ITERATIVE_DEEPENING);
|
||||
|
||||
// Using MCTS AI
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings, AIAlgorithmType::MCTS);
|
||||
```
|
||||
|
||||
```bash
|
||||
# Build the server (includes both AI algorithms)
|
||||
bazel build //src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
|
||||
# Test both algorithms
|
||||
bazel test //src/test/cpp/net/eagle0/shardok/ai:ai_iterative_deepening_test
|
||||
bazel test //src/test/cpp/net/eagle0/shardok/ai:ai_mcts_test # If available
|
||||
|
||||
# Performance tests
|
||||
./scripts/ai_perf_test.sh # Uses whatever algorithm the server is configured to use
|
||||
```
|
||||
|
||||
Both implementations are compatible with all existing interfaces and produce the same `SearchResult` structure.
|
||||
|
||||
**Note**: Both implementations are documented in `src/main/cpp/net/eagle0/shardok/ai/AI_SCORING_SYSTEM.md`, including recommendations for improving MCTS randomness handling.
|
||||
|
||||
The AI algorithm selection is made at runtime when creating ShardokAIClient instances, allowing different AI strategies to be used for different players or game situations within the same server process.
|
||||
|
||||
## Language-Specific Patterns
|
||||
|
||||
**Scala (Strategic Layer):**
|
||||
@@ -229,6 +168,4 @@ done
|
||||
|
||||
- Bazel handles multi-language builds and dependencies
|
||||
- CI/CD via GitHub Actions with platform-specific build scripts in `/ci/github_actions/`
|
||||
- Docker containerization available via `ci/eagle_run.Dockerfile`
|
||||
- Always run "bazel run //:gazelle" after editing any BUILD.bazel files
|
||||
- *ALWAYS ALWAYS* run "bazel run gazelle" after any change that modifies a BUILD.bazel file
|
||||
- Docker containerization available via `ci/eagle_run.Dockerfile`
|
||||
@@ -1,177 +0,0 @@
|
||||
# MCTS with Player Flips - Clean Design
|
||||
|
||||
## Core Principles
|
||||
|
||||
1. **Single Perspective**: All scoring is from our AI's perspective (positive = good for us, negative = bad for us)
|
||||
2. **Player Flips**: Continue expansion/simulation until N player turn changes occur
|
||||
3. **Minimax Integration**: Our turns maximize our score, opponent turns minimize our score
|
||||
4. **Simplicity**: No special casing - just track when currentPlayer changes
|
||||
|
||||
## Node Structure
|
||||
|
||||
```cpp
|
||||
struct MCTSNode {
|
||||
// Command that led to this state
|
||||
size_t commandIndex;
|
||||
CommandType commandType;
|
||||
|
||||
// Game state after executing the command
|
||||
GameStateW resultingGameState;
|
||||
PlayerId currentPlayer; // Whose turn it is in this state
|
||||
|
||||
// Tree position
|
||||
int playerFlipsFromRoot; // Number of player changes from root
|
||||
bool isOurTurn; // currentPlayer == our AI's playerId
|
||||
|
||||
// MCTS statistics (always from our perspective)
|
||||
int visitCount = 0;
|
||||
double totalScore = 0.0;
|
||||
double averageScore = 0.0;
|
||||
|
||||
// Tree structure
|
||||
std::vector<std::unique_ptr<MCTSNode>> children;
|
||||
std::vector<size_t> untriedCommands;
|
||||
};
|
||||
```
|
||||
|
||||
## Expansion Algorithm
|
||||
|
||||
```cpp
|
||||
MCTSNode* Expand(MCTSNode* node) {
|
||||
// Check if we've reached max player flips
|
||||
if (node->playerFlipsFromRoot >= maxPlayerFlips) {
|
||||
return node; // Don't expand further
|
||||
}
|
||||
|
||||
// Pick untried command
|
||||
size_t cmdIndex = PickUntriedCommand(node);
|
||||
|
||||
// Execute command to create child state
|
||||
auto childEngine = std::make_shared<ShardokEngine>(parentEngine);
|
||||
PlayerId playerBefore = childEngine->GetCurrentPlayerId();
|
||||
childEngine->PostCommand(playerBefore, cmdIndex, averageGenerator);
|
||||
PlayerId playerAfter = childEngine->GetCurrentPlayerId();
|
||||
|
||||
// Create child node
|
||||
auto child = std::make_unique<MCTSNode>();
|
||||
child->commandIndex = cmdIndex;
|
||||
child->resultingGameState = childEngine->GetCurrentGameState();
|
||||
child->currentPlayer = playerAfter;
|
||||
child->isOurTurn = (playerAfter == ourPlayerId);
|
||||
|
||||
// Track player flips
|
||||
child->playerFlipsFromRoot = node->playerFlipsFromRoot;
|
||||
if (playerBefore != playerAfter) {
|
||||
child->playerFlipsFromRoot++;
|
||||
}
|
||||
|
||||
// Score from our perspective
|
||||
child->immediateScore = ScoreFromOurPerspective(child->resultingGameState);
|
||||
|
||||
return child;
|
||||
}
|
||||
```
|
||||
|
||||
## Simulation Algorithm
|
||||
|
||||
```cpp
|
||||
double Simulate(const GameStateW& startState, PlayerId startPlayer, int startFlips) {
|
||||
auto simEngine = CreateEngine(startState);
|
||||
int currentFlips = startFlips;
|
||||
|
||||
while (currentFlips < maxPlayerFlips) {
|
||||
PlayerId currentPlayer = simEngine->GetCurrentPlayerId();
|
||||
bool isOurTurn = (currentPlayer == ourPlayerId);
|
||||
|
||||
// Get available commands
|
||||
auto commands = simEngine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
if (commands->empty()) break;
|
||||
|
||||
// Pick best command based on whose turn it is
|
||||
size_t bestCmd = 0;
|
||||
double bestScore = isOurTurn ? -infinity : +infinity;
|
||||
|
||||
for (size_t i = 0; i < commands->size(); ++i) {
|
||||
auto testEngine = CreateEngine(simEngine);
|
||||
testEngine->PostCommand(currentPlayer, i, averageGenerator);
|
||||
|
||||
// Always score from our perspective
|
||||
double score = ScoreFromOurPerspective(testEngine->GetCurrentGameState());
|
||||
|
||||
// Our turn: maximize our score, Opponent turn: minimize our score
|
||||
bool shouldSelect = isOurTurn ? (score > bestScore) : (score < bestScore);
|
||||
if (shouldSelect) {
|
||||
bestScore = score;
|
||||
bestCmd = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Execute chosen command
|
||||
PlayerId playerBefore = simEngine->GetCurrentPlayerId();
|
||||
simEngine->PostCommand(currentPlayer, bestCmd, averageGenerator);
|
||||
PlayerId playerAfter = simEngine->GetCurrentPlayerId();
|
||||
|
||||
// Track player flips
|
||||
if (playerBefore != playerAfter) {
|
||||
currentFlips++;
|
||||
}
|
||||
}
|
||||
|
||||
return ScoreFromOurPerspective(simEngine->GetCurrentGameState());
|
||||
}
|
||||
```
|
||||
|
||||
## Selection Algorithm
|
||||
|
||||
```cpp
|
||||
MCTSNode* SelectChild(MCTSNode* node) {
|
||||
MCTSNode* bestChild = nullptr;
|
||||
double bestUCB1 = node->isOurTurn ? -infinity : +infinity;
|
||||
|
||||
for (auto& child : node->children) {
|
||||
double ucb1 = child->averageScore + explorationTerm;
|
||||
|
||||
// Our turn: pick highest UCB1, Opponent turn: pick lowest UCB1
|
||||
bool shouldSelect = node->isOurTurn ? (ucb1 > bestUCB1) : (ucb1 < bestUCB1);
|
||||
|
||||
if (shouldSelect) {
|
||||
bestUCB1 = ucb1;
|
||||
bestChild = child.get();
|
||||
}
|
||||
}
|
||||
|
||||
return bestChild;
|
||||
}
|
||||
```
|
||||
|
||||
## Backpropagation Algorithm
|
||||
|
||||
```cpp
|
||||
void Backpropagate(MCTSNode* node, double score) {
|
||||
while (node != nullptr) {
|
||||
node->visitCount++;
|
||||
node->totalScore += score; // Always from our perspective
|
||||
node->averageScore = node->totalScore / node->visitCount;
|
||||
node = node->parent;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Key Simplifications
|
||||
|
||||
1. **No END_TURN special cases** - just check if currentPlayer changed after any command
|
||||
2. **Consistent scoring** - always from our AI's perspective throughout
|
||||
3. **Clear minimax** - our nodes maximize, opponent nodes minimize
|
||||
4. **Simple state tracking** - just count player flips, no complex inheritance
|
||||
5. **Unified command handling** - all commands handled the same way
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
1. **Refactor MCTSNode structure** - simplify to core fields needed
|
||||
2. **Rewrite MCTSExpansion** - remove END_TURN special cases, just track player changes
|
||||
3. **Fix MCTSSimulation** - ensure consistent perspective and proper minimax
|
||||
4. **Simplify MCTSSelection** - clean minimax logic
|
||||
5. **Clean up MCTSBackpropagation** - single perspective throughout
|
||||
6. **Add comprehensive testing** - verify player flips are tracked correctly
|
||||
|
||||
This design eliminates the confusion around perspectives and special cases, making the algorithm much easier to understand and debug.
|
||||
+98
-145
@@ -1,66 +1,35 @@
|
||||
module(name = "net_eagle0")
|
||||
|
||||
# Version constants
|
||||
SCALA_VERSION = "3.7.2"
|
||||
|
||||
NETTY_VERSION = "4.1.110.Final"
|
||||
|
||||
SCALAPB_VERSION = "1.0.0-alpha.1"
|
||||
|
||||
AWS_SDK_VERSION = "2.28.1"
|
||||
bazel_dep(name = "apple_support", repo_name = "build_bazel_apple_support", version = "1.21.1")
|
||||
|
||||
#
|
||||
# Core Build Tools
|
||||
# bazel-toolchain
|
||||
#
|
||||
|
||||
bazel_dep(name = "bazel_skylib", version = "1.8.1")
|
||||
bazel_dep(name = "rules_pkg", version = "1.1.0")
|
||||
|
||||
#
|
||||
# Language Support - Scala
|
||||
#
|
||||
|
||||
bazel_dep(name = "rules_scala", version = "7.1.1")
|
||||
|
||||
scala_config = use_extension(
|
||||
"@rules_scala//scala/extensions:config.bzl",
|
||||
"scala_config",
|
||||
)
|
||||
|
||||
scala_config.settings(scala_version = SCALA_VERSION)
|
||||
|
||||
scala_deps = use_extension(
|
||||
"@rules_scala//scala/extensions:deps.bzl",
|
||||
"scala_deps",
|
||||
)
|
||||
|
||||
scala_deps.scala()
|
||||
|
||||
scala_deps.scalatest()
|
||||
|
||||
scala_deps.scala_proto()
|
||||
|
||||
#
|
||||
# Language Support - C++
|
||||
#
|
||||
|
||||
bazel_dep(name = "toolchains_llvm", version = "1.4.0")
|
||||
bazel_dep(name = "toolchains_llvm", version = "1.2.0")
|
||||
|
||||
# Configure and register the toolchain.
|
||||
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
|
||||
|
||||
llvm.toolchain(
|
||||
name = "llvm_toolchain",
|
||||
llvm_version = "20.1.2",
|
||||
llvm_version = "19.1.0",
|
||||
)
|
||||
|
||||
use_repo(llvm, "llvm_toolchain")
|
||||
|
||||
#
|
||||
# Language Support - Go
|
||||
#
|
||||
# Set dev_dependency so we can turn this off for swift MacOS builds
|
||||
register_toolchains(
|
||||
"@llvm_toolchain//:all",
|
||||
dev_dependency = True,
|
||||
)
|
||||
|
||||
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.56.1")
|
||||
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.45.0")
|
||||
bazel_dep(name = "rules_pkg", version = "1.0.1")
|
||||
bazel_dep(name = "bazel_skylib", version = "1.7.1")
|
||||
bazel_dep(name = "protobuf", repo_name = "com_google_protobuf", version = "29.2")
|
||||
bazel_dep(name = "grpc", version = "1.71.0")
|
||||
bazel_dep(name = "grpc-java", version = "1.71.0")
|
||||
bazel_dep(name = "googletest", version = "1.15.2")
|
||||
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.50.1")
|
||||
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.40.0")
|
||||
|
||||
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
|
||||
|
||||
@@ -77,93 +46,68 @@ use_repo(
|
||||
"com_github_aws_aws_sdk_go_v2_credentials",
|
||||
"com_github_aws_aws_sdk_go_v2_service_s3",
|
||||
"org_golang_google_protobuf",
|
||||
"org_golang_x_text",
|
||||
"com_github_google_go_cmp",
|
||||
)
|
||||
|
||||
#
|
||||
# Platform Support - Apple/iOS
|
||||
#
|
||||
|
||||
bazel_dep(name = "apple_support", repo_name = "build_bazel_apple_support", version = "1.21.1")
|
||||
bazel_dep(name = "rules_apple", repo_name = "build_bazel_rules_apple", version = "3.16.1")
|
||||
bazel_dep(name = "rules_swift", repo_name = "build_bazel_rules_swift", version = "2.3.1")
|
||||
#go_sdk.nogo(
|
||||
# nogo = "//:my_nogo",
|
||||
#)
|
||||
|
||||
#
|
||||
# Protocol Buffers & RPC
|
||||
# rules_jvm_external
|
||||
#
|
||||
|
||||
bazel_dep(name = "protobuf", repo_name = "com_google_protobuf", version = "29.2")
|
||||
bazel_dep(name = "grpc", version = "1.71.0")
|
||||
bazel_dep(name = "grpc-java", version = "1.71.0")
|
||||
bazel_dep(name = "flatbuffers", version = "25.2.10")
|
||||
scala_version = "2.13.14"
|
||||
|
||||
#
|
||||
# Testing
|
||||
#
|
||||
|
||||
bazel_dep(name = "googletest", version = "1.17.0")
|
||||
|
||||
#
|
||||
# Java/Scala Dependencies
|
||||
#
|
||||
|
||||
bazel_dep(name = "rules_jvm_external", version = "6.3")
|
||||
bazel_dep(
|
||||
name = "rules_jvm_external",
|
||||
version = "6.3",
|
||||
)
|
||||
|
||||
maven = use_extension("@rules_jvm_external//:extensions.bzl", "maven")
|
||||
|
||||
maven.install(
|
||||
artifacts = [
|
||||
# Netty
|
||||
"io.netty:netty-codec:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-codec-http:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-codec-socks:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-codec-http2:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-handler:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-buffer:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-transport:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-resolver:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-common:%s" % NETTY_VERSION,
|
||||
"io.netty:netty-handler-proxy:%s" % NETTY_VERSION,
|
||||
|
||||
# ScalaPB
|
||||
"com.thesamet.scalapb:lenses_3:%s" % SCALAPB_VERSION,
|
||||
"com.thesamet.scalapb:scalapb-json4s_3:%s" % SCALAPB_VERSION,
|
||||
"com.thesamet.scalapb:scalapb-runtime_3:%s" % SCALAPB_VERSION,
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_3:%s" % SCALAPB_VERSION,
|
||||
"com.thesamet.scalapb:compilerplugin_3:%s" % SCALAPB_VERSION,
|
||||
"com.thesamet.scalapb:protoc-bridge_3:0.9.9",
|
||||
|
||||
# JSON
|
||||
"org.json4s:json4s-ast_3:4.1.0-M8",
|
||||
"org.json4s:json4s-core_3:4.1.0-M8",
|
||||
"org.json4s:json4s-native_3:4.1.0-M8",
|
||||
|
||||
# Testing
|
||||
"org.scalamock:scalamock_3:7.4.1",
|
||||
|
||||
# AWS SDK
|
||||
"software.amazon.awssdk:s3-transfer-manager:%s" % AWS_SDK_VERSION,
|
||||
"software.amazon.awssdk:s3:%s" % AWS_SDK_VERSION,
|
||||
"software.amazon.awssdk:regions:%s" % AWS_SDK_VERSION,
|
||||
"software.amazon.awssdk:aws-core:%s" % AWS_SDK_VERSION,
|
||||
"software.amazon.awssdk:sdk-core:%s" % AWS_SDK_VERSION,
|
||||
"software.amazon.awssdk:utils:%s" % AWS_SDK_VERSION,
|
||||
"software.amazon.awssdk:http-client-spi:%s" % AWS_SDK_VERSION,
|
||||
|
||||
# AWS Lambda
|
||||
"com.amazonaws:aws-lambda-java-core:1.2.3",
|
||||
"com.amazonaws:aws-lambda-java-events:3.13.0",
|
||||
|
||||
# Logging
|
||||
"org.scala-lang:scala-library:%s" % scala_version,
|
||||
"io.netty:netty-codec:4.1.110.Final",
|
||||
"io.netty:netty-codec-http:4.1.110.Final",
|
||||
"io.netty:netty-codec-socks:4.1.110.Final",
|
||||
"io.netty:netty-codec-http2:4.1.110.Final",
|
||||
"io.netty:netty-handler:4.1.110.Final",
|
||||
"io.netty:netty-buffer:4.1.110.Final",
|
||||
"io.netty:netty-transport:4.1.110.Final",
|
||||
"io.netty:netty-resolver:4.1.110.Final",
|
||||
"io.netty:netty-common:4.1.110.Final",
|
||||
"io.netty:netty-handler-proxy:4.1.110.Final",
|
||||
"com.thesamet.scalapb:lenses_2.13:1.0.0-alpha.1",
|
||||
"com.thesamet.scalapb:scalapb-json4s_2.13:1.0.0-alpha.1",
|
||||
"com.thesamet.scalapb:scalapb-runtime_2.13:1.0.0-alpha.1",
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_2.13:1.0.0-alpha.1",
|
||||
"com.thesamet.scalapb:compilerplugin_2.13:1.0.0-alpha.1",
|
||||
"com.thesamet.scalapb:protoc-bridge_2.13:0.9.8",
|
||||
"org.json4s:json4s-ast_2.13:4.0.7",
|
||||
"org.json4s:json4s-core_2.13:4.0.7",
|
||||
"org.json4s:json4s-native_2.13:4.0.7",
|
||||
"org.scalamock:scalamock_2.13:6.0.0",
|
||||
"software.amazon.awssdk:s3-transfer-manager:2.28.1",
|
||||
"software.amazon.awssdk:s3:2.28.1",
|
||||
"software.amazon.awssdk:regions:2.28.1",
|
||||
"software.amazon.awssdk:aws-core:2.28.1",
|
||||
"software.amazon.awssdk:sdk-core:2.28.1",
|
||||
"org.slf4j:slf4j-api:2.0.16",
|
||||
"org.slf4j:slf4j-simple:2.0.16",
|
||||
|
||||
# Other
|
||||
#"software.amazon.awssdk:sns:2.28.1",
|
||||
"software.amazon.awssdk:utils:2.28.1",
|
||||
"software.amazon.awssdk:http-client-spi:2.28.1",
|
||||
"org.reactivestreams:reactive-streams:1.0.4",
|
||||
"com.amazonaws:aws-lambda-java-core:1.2.3",
|
||||
"com.amazonaws:aws-lambda-java-events:3.13.0",
|
||||
"javax.xml.bind:jaxb-api:2.3.1",
|
||||
],
|
||||
duplicate_version_warning = "error",
|
||||
fail_if_repin_required = True,
|
||||
lock_file = "//:maven_install.json",
|
||||
lock_file = "//:maven_install.json", #
|
||||
repositories = [
|
||||
"https://repo1.maven.org/maven2",
|
||||
],
|
||||
@@ -172,49 +116,58 @@ maven.install(
|
||||
use_repo(maven, "maven", "unpinned_maven")
|
||||
|
||||
#
|
||||
# External Libraries
|
||||
# rules_apple
|
||||
#
|
||||
|
||||
bazel_dep(
|
||||
name = "rules_apple",
|
||||
repo_name = "build_bazel_rules_apple",
|
||||
version = "3.16.1",
|
||||
)
|
||||
bazel_dep(
|
||||
name = "rules_swift",
|
||||
repo_name = "build_bazel_rules_swift",
|
||||
version = "2.3.1",
|
||||
)
|
||||
|
||||
#
|
||||
# Unbazelified imports
|
||||
#
|
||||
http_archive = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
|
||||
|
||||
# GTL (for parallel_hashmap)
|
||||
GTL_VERSION = "1.2.0"
|
||||
#
|
||||
# flatbuffers
|
||||
#
|
||||
bazel_dep(name = "flatbuffers", version = "25.2.10")
|
||||
|
||||
GTL_SHA = "1969c45dd76eac0dd87e9e2b65cffe358617f4fe1bcd203f72f427742537913a"
|
||||
#
|
||||
# gtl (for parallel_hashmap)
|
||||
#
|
||||
|
||||
gtl_version = "1.2.0"
|
||||
|
||||
gtl_sha = "1969c45dd76eac0dd87e9e2b65cffe358617f4fe1bcd203f72f427742537913a"
|
||||
|
||||
http_archive(
|
||||
name = "gtl",
|
||||
build_file = "@//external:BUILD.gtl",
|
||||
sha256 = GTL_SHA,
|
||||
strip_prefix = "gtl-%s" % GTL_VERSION,
|
||||
url = "https://github.com/greg7mdp/gtl/archive/refs/tags/v%s.zip" % GTL_VERSION,
|
||||
sha256 = gtl_sha,
|
||||
strip_prefix = "gtl-%s" % gtl_version,
|
||||
url = "https://github.com/greg7mdp/gtl/archive/refs/tags/v%s.zip" % gtl_version,
|
||||
)
|
||||
|
||||
# Unity GoDice Plugin
|
||||
UNITY_GODICE_COMMIT = "18d6823991592e4d45fcc0f22692db849dea9063"
|
||||
#
|
||||
# Plugins for the native code for interacting with GoDice
|
||||
#
|
||||
unity_godice_commit = "18d6823991592e4d45fcc0f22692db849dea9063"
|
||||
|
||||
UNITY_GODICE_SHA = "04e6ae4155965aab3372592e04061eba1256bb6ea7ccffd0d83f27574e5b3349"
|
||||
unity_godice_sha = "04e6ae4155965aab3372592e04061eba1256bb6ea7ccffd0d83f27574e5b3349"
|
||||
|
||||
http_archive(
|
||||
name = "net_eagle0_unity_godice",
|
||||
sha256 = UNITY_GODICE_SHA,
|
||||
strip_prefix = "godice-framework-%s" % UNITY_GODICE_COMMIT,
|
||||
sha256 = unity_godice_sha,
|
||||
strip_prefix = "godice-framework-%s" % unity_godice_commit,
|
||||
urls = [
|
||||
"https://github.com/nolen777/godice-framework/archive/%s.zip" % UNITY_GODICE_COMMIT,
|
||||
"https://github.com/nolen777/godice-framework/archive/%s.zip" % unity_godice_commit,
|
||||
],
|
||||
)
|
||||
|
||||
#
|
||||
# Toolchain Registration
|
||||
#
|
||||
|
||||
register_toolchains(
|
||||
"//tools:unused_dependency_checker_error_and_opts_toolchain",
|
||||
"@rules_scala//testing:scalatest_toolchain",
|
||||
)
|
||||
|
||||
# Set dev_dependency so we can turn this off for swift MacOS builds
|
||||
register_toolchains(
|
||||
"@llvm_toolchain//:all",
|
||||
dev_dependency = True,
|
||||
)
|
||||
|
||||
Generated
+35
-3555
File diff suppressed because it is too large
Load Diff
@@ -1,205 +0,0 @@
|
||||
# Scala 3 Modernization Guide
|
||||
|
||||
## Overview
|
||||
This document outlines opportunities to modernize the Eagle0 codebase to use Scala 3 best practices and features. The migration to Scala 3 is complete, but the code still uses many Scala 2 patterns that can be improved.
|
||||
|
||||
## Modernization Opportunities
|
||||
|
||||
### 1. **Convert Sealed Traits to Enums** 🎯 HIGH IMPACT
|
||||
**Benefits**: Better performance, more concise syntax, improved exhaustiveness checking
|
||||
|
||||
**Current pattern** (`ExternalTextGenerationCaller.scala:23-31`):
|
||||
```scala
|
||||
sealed trait ExternalTextGenerationError extends Error {
|
||||
def message: String
|
||||
}
|
||||
case class ExternalTextGenerationRateLimitError(code: Int, message: String)
|
||||
extends ExternalTextGenerationError
|
||||
case class ExternalTextGenerationHttpError(code: Int, message: String)
|
||||
extends ExternalTextGenerationError
|
||||
case class ExternalTextGenerationTimeoutError(message: String)
|
||||
extends ExternalTextGenerationError
|
||||
```
|
||||
|
||||
**Scala 3 improvement**:
|
||||
```scala
|
||||
enum ExternalTextGenerationError extends Error:
|
||||
case RateLimit(code: Int, message: String)
|
||||
case Http(code: Int, message: String)
|
||||
case Timeout(message: String)
|
||||
|
||||
def message: String = this match
|
||||
case RateLimit(_, msg) => msg
|
||||
case Http(_, msg) => msg
|
||||
case Timeout(msg) => msg
|
||||
```
|
||||
|
||||
**Files to check**:
|
||||
- `/src/main/scala/net/eagle0/common/llm_integration/ExternalTextGenerationCaller.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/model/action_result/generated_text_request/GeneratedTextRequestT.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/model/state/quest/concrete/QuestC.scala`
|
||||
|
||||
### 2. **Convert Implicit Classes to Extension Methods** 🎯 HIGH IMPACT
|
||||
**Benefits**: Modern syntax, better IDE support, cleaner imports
|
||||
|
||||
**Current pattern** (`MoreSeq.scala:23-26`):
|
||||
```scala
|
||||
implicit def SeqCollect[A, Repr[_]](coll: Repr[A])(implicit
|
||||
itr: IsIterable[Repr[A]]
|
||||
): SeqCollect[A, Repr, itr.type] =
|
||||
new SeqCollect[A, Repr, itr.type](coll, itr)
|
||||
```
|
||||
|
||||
**Scala 3 improvement**:
|
||||
```scala
|
||||
extension [A, Repr[_]](coll: Repr[A])(using itr: IsIterable[Repr[A]])
|
||||
def flatCollect[B](pf: PartialFunction[itr.A, Option[B]])(using Factory[B, Repr[B]]): Repr[B] =
|
||||
Factory[B, Repr[B]].fromSpecific(itr(coll).collect(pf).flatten)
|
||||
|
||||
def flatCollectFirst[B](pf: PartialFunction[itr.A, Option[B]]): Option[B] =
|
||||
itr(coll).collect(pf).flatten.headOption
|
||||
```
|
||||
|
||||
**Files to check**:
|
||||
- `/src/main/scala/net/eagle0/common/MoreSeq.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/library/util/command_choice_helpers/CommandChooser.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/service/new_game_creation/NewGameCreation.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/library/actions/applier/ActionResultProtoApplierImpl.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/service/new_game_creation/StartGameActionResultUtils.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/model/state/date/Date.scala`
|
||||
|
||||
### 3. **Convert Implicit Parameters to Using Clauses** 🎯 MEDIUM IMPACT
|
||||
**Benefits**: Cleaner syntax, better tooling support, clearer intent
|
||||
|
||||
**Current pattern**:
|
||||
```scala
|
||||
def method[T](value: T)(implicit ec: ExecutionContext): Future[T]
|
||||
def process[A](items: Seq[A])(implicit ord: Ordering[A]): Seq[A]
|
||||
```
|
||||
|
||||
**Scala 3 improvement**:
|
||||
```scala
|
||||
def method[T](value: T)(using ExecutionContext): Future[T]
|
||||
def process[A](items: Seq[A])(using Ordering[A]): Seq[A]
|
||||
```
|
||||
|
||||
**Files to check**:
|
||||
- `/src/main/scala/net/eagle0/common/MoreSeq.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/library/util/hero_name_fetcher/HeroNameFetcher.scala`
|
||||
- `/src/main/scala/net/eagle0/eagle/library/util/ShardokMapInfo.scala`
|
||||
- `/src/main/scala/net/eagle0/common/llm_integration/OpenAIChatCompletionsServiceImpl.scala`
|
||||
- `/src/main/scala/net/eagle0/common/llm_integration/ClaudeServiceImpl.scala`
|
||||
|
||||
### 4. **Opaque Types for Type Safety** 🎯 MEDIUM IMPACT
|
||||
**Benefits**: Zero runtime cost, compile-time type safety, prevents mixing up similar types
|
||||
|
||||
**Pattern to look for**: Type aliases that represent distinct concepts
|
||||
```scala
|
||||
// Instead of: type UserId = String, type GameId = String
|
||||
opaque type UserId = String
|
||||
object UserId:
|
||||
def apply(s: String): UserId = s
|
||||
extension (id: UserId)
|
||||
def value: String = id
|
||||
def isValid: Boolean = id.nonEmpty && id.length > 3
|
||||
|
||||
opaque type GameId = Long
|
||||
object GameId:
|
||||
def apply(l: Long): GameId = l
|
||||
extension (id: GameId) def value: Long = id
|
||||
```
|
||||
|
||||
**Candidates**: Look for simple type aliases and ID types throughout the codebase.
|
||||
|
||||
### 5. **Inline Methods for Performance** 🎯 LOW IMPACT
|
||||
**Benefits**: Compile-time optimization, better performance for hot paths
|
||||
|
||||
**Pattern**: Mark small, frequently-called methods as `inline`
|
||||
```scala
|
||||
inline def isValidId(id: String): Boolean =
|
||||
id.nonEmpty && id.length > 3
|
||||
|
||||
inline def calculateScore(base: Int, multiplier: Double): Double =
|
||||
base * multiplier
|
||||
```
|
||||
|
||||
**Candidates**: Small utility methods in performance-critical paths (AI calculations, game state updates).
|
||||
|
||||
### 6. **Union Types Instead of Complex Hierarchies** 🎯 LOW IMPACT
|
||||
**Benefits**: Simpler type definitions for either/or scenarios
|
||||
|
||||
**Pattern**: Simple sealed traits with only case classes
|
||||
```scala
|
||||
// Instead of:
|
||||
sealed trait Result
|
||||
case class Success(value: String) extends Result
|
||||
case class Error(message: String) extends Result
|
||||
|
||||
// Consider:
|
||||
type Result = Success | Error
|
||||
case class Success(value: String)
|
||||
case class Error(message: String)
|
||||
```
|
||||
|
||||
### 7. **Context Functions for Cleaner APIs** 🎯 LOW IMPACT
|
||||
**Benefits**: Cleaner API design, implicit context passing
|
||||
|
||||
**Pattern**: Replace implicit function parameters
|
||||
```scala
|
||||
// Old
|
||||
type Handler = GameState => Unit
|
||||
def withGameState(gs: GameState)(handler: Handler): Unit = handler(gs)
|
||||
|
||||
// New
|
||||
type Handler = GameState ?=> Unit
|
||||
def withGameState(gs: GameState)(handler: Handler): Unit =
|
||||
given GameState = gs
|
||||
handler
|
||||
```
|
||||
|
||||
## Implementation Priority
|
||||
|
||||
### Phase 1: Quick Wins (High Impact, Low Risk)
|
||||
1. **Convert Extension Methods** in `MoreSeq.scala` - immediate readability improvement
|
||||
2. **Update Using Clauses** - simple find/replace operation
|
||||
3. **Convert Simple Sealed Traits to Enums** - start with error types
|
||||
|
||||
### Phase 2: Type Safety Improvements
|
||||
4. **Add Opaque Types** for IDs and measurements - improves type safety
|
||||
5. **Inline Performance-Critical Methods** - measure before/after impact
|
||||
|
||||
### Phase 3: Advanced Features (Lower Priority)
|
||||
6. **Union Types** where appropriate - only for simple either/or cases
|
||||
7. **Context Functions** for complex API improvements
|
||||
|
||||
## Implementation Guidelines
|
||||
|
||||
### Style Consistency
|
||||
- **Keep curly braces**: Continue using Scala 2 style `{}` instead of indentation-based syntax
|
||||
- **Gradual adoption**: Modernize files as they're touched for other reasons
|
||||
- **Test thoroughly**: Each modernization should include verification that behavior is unchanged
|
||||
|
||||
### Performance Considerations
|
||||
- **Measure enum performance**: Verify that enum conversion actually improves performance in hot paths
|
||||
- **Benchmark inline methods**: Use profiling to confirm performance gains
|
||||
- **Consider compilation time**: Some features may increase compile time
|
||||
|
||||
### Migration Strategy
|
||||
- **File-by-file approach**: Complete modernization of one file at a time
|
||||
- **Separate PRs**: Each modernization type should be its own PR for easier review
|
||||
- **Documentation**: Update this document as patterns are modernized
|
||||
|
||||
## Success Criteria
|
||||
- [ ] All extension methods converted from implicit classes
|
||||
- [ ] All implicit parameters converted to using clauses
|
||||
- [ ] Key sealed traits converted to enums where appropriate
|
||||
- [ ] Opaque types introduced for important ID types
|
||||
- [ ] Performance-critical methods marked as inline (with benchmarks)
|
||||
- [ ] No regression in functionality or performance
|
||||
- [ ] Code remains readable and maintainable
|
||||
|
||||
## Notes
|
||||
- Focus on high-impact, low-risk improvements first
|
||||
- Each change should be driven by clear benefits (performance, readability, type safety)
|
||||
- Maintain backward compatibility where possible
|
||||
- Document any breaking changes clearly
|
||||
@@ -1,2 +1,51 @@
|
||||
# This file marks the root of the Bazel workspace.
|
||||
# See MODULE.bazel for external dependencies and setup.
|
||||
workspace(name = "net_eagle0")
|
||||
|
||||
load("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
|
||||
|
||||
#
|
||||
# Scala support
|
||||
#
|
||||
|
||||
scala_version = "2.13.14"
|
||||
|
||||
#rules_scala_version = "6.6.0"
|
||||
|
||||
#rules_scala_sha = "e734eef95cf26c0171566bdc24d83bd82bdaf8ca7873bec6ce9b0d524bdaf05d"
|
||||
|
||||
#http_archive(
|
||||
# name = "io_bazel_rules_scala",
|
||||
# sha256 = rules_scala_sha,
|
||||
# strip_prefix = "rules_scala-%s" % rules_scala_version,
|
||||
# url = "https://github.com/bazelbuild/rules_scala/releases/download/v%s/rules_scala-v%s.tar.gz" % (rules_scala_version, rules_scala_version),
|
||||
#)
|
||||
|
||||
# Using a commit from master to get 2.13.14 support. Restore the commented-out lines above with a new
|
||||
# release version when one is cut.
|
||||
rules_scala_commit = "e53a43bf48f10a5906b3e91c21798281cec1b334"
|
||||
|
||||
rules_scala_sha = "b4fd903724d084d9d9f45e17fc22391bda745bf0574f8934d38a9c1c2fc18834"
|
||||
|
||||
http_archive(
|
||||
name = "io_bazel_rules_scala",
|
||||
sha256 = rules_scala_sha,
|
||||
strip_prefix = "rules_scala-%s" % rules_scala_commit,
|
||||
url = "https://github.com/bazelbuild/rules_scala/archive/%s.zip" % rules_scala_commit,
|
||||
)
|
||||
|
||||
load("@io_bazel_rules_scala//:scala_config.bzl", "scala_config")
|
||||
|
||||
scala_config(scala_version = scala_version)
|
||||
|
||||
load("//tools:toolchains.bzl", "scala_register_toolchains")
|
||||
|
||||
scala_register_toolchains()
|
||||
|
||||
load("@io_bazel_rules_scala//scala:scala.bzl", "scala_repositories")
|
||||
|
||||
scala_repositories()
|
||||
|
||||
load("@io_bazel_rules_scala//testing:scalatest.bzl", "scalatest_repositories", "scalatest_toolchain")
|
||||
|
||||
scalatest_repositories()
|
||||
|
||||
scalatest_toolchain()
|
||||
|
||||
@@ -1,305 +0,0 @@
|
||||
# Actions and Commands Model Usage Analysis
|
||||
|
||||
This document analyzes all actions and commands in `src/main/scala/net/eagle0/eagle/library/actions/impl` to determine which use Scala models vs protobuf models, based on BUILD.bazel dependencies.
|
||||
|
||||
**Legend:**
|
||||
- ✅ **Scala Models Only** - Uses only `//src/main/scala/net/eagle0/eagle/model` dependencies
|
||||
- ❌ **Uses Protobuf** - Has dependencies on `//src/main/protobuf` targets
|
||||
- 🔄 **Partial Conversion** - Conversion attempted but blocked by dependencies
|
||||
|
||||
## Summary
|
||||
|
||||
Based on BUILD.bazel dependency analysis (2025-09-16, updated 2025-09-17):
|
||||
- **Total Commands Analyzed:** 41
|
||||
- **Commands Fully Migrated (No Protobuf):** 41 (100%) ✅
|
||||
- **Commands Still Using Protobuf:** 0 (0%) ✅
|
||||
- **Total Actions Analyzed:** 48
|
||||
- **Actions Fully Migrated (No Protobuf):** 5 (10.4%)
|
||||
- **Actions Partially Migrated:** 19 (39.6%)
|
||||
- **Actions Still Using Protobuf:** 24 (50%)
|
||||
- **Base Classes:** 8 protoless variants available, 6 still use protobuf
|
||||
- **Shared Components:** `ResolvedEagleUnit` migrated to use `Option[BattalionT]` for proper null handling
|
||||
|
||||
## Conversion Insights
|
||||
|
||||
Based on conversion attempt of `ResolveTruceOfferCommand` (see [PR #4379](https://github.com/nolen777/eagle0/pull/4379)):
|
||||
|
||||
### Key Challenges Discovered
|
||||
|
||||
1. **LLM Integration Dependencies**: Commands that use `DiplomacyResolutionLlmRequestGenerator` face challenges because the LLM system still expects protobuf enum types, not Scala model enums.
|
||||
|
||||
2. **Inconsistent Package Naming**: Some files have inconsistent package declarations vs BUILD file locations (e.g., `generated_text_request_generators` in package vs `llm_request_generators` in BUILD).
|
||||
|
||||
3. **Model Constructor Differences**: Scala model constructors (e.g., `TruceOffer`) have different required parameters than their protobuf counterparts, requiring more complex data mapping.
|
||||
|
||||
4. **Type System Complexity**: Union types and type constraints become more complex when mixing protobuf and Scala model types during transition.
|
||||
|
||||
5. **Cascading Dependency Issues**: Converting to `ActionResultC` requires extensive trait dependencies (`ChangedBattalionT`, `ChangedHeroT`, `GeneratedTextRequestT`, etc.) that create complex BUILD dependency graphs, unlike simple protobuf `ActionResult`.
|
||||
|
||||
6. **BUILD Complexity**: Each Scala model conversion requires significantly more BUILD dependencies than protobuf equivalents, making incremental conversion difficult.
|
||||
|
||||
7. **Build Verification Critical**: Any conversion must maintain working build state - even simple commands like `DefendCommand` can break main server build due to dependency cascades.
|
||||
### Successful Conversion Elements
|
||||
|
||||
- ✅ Base class conversion (`SimpleAction` → `ProtolessSimpleAction`)
|
||||
- ✅ Import updates for most Scala model types
|
||||
- ✅ BUILD.bazel dependency updates for core action result types
|
||||
- ✅ Basic type conversions for simple cases
|
||||
|
||||
### Recommended Conversion Strategy
|
||||
|
||||
1. **Architecture-First Approach**: Convert base infrastructure (LLM generators, action result builders) before individual commands
|
||||
2. **Wrapper Pattern**: Use existing `Protoless*ActionWrapper` classes as templates for gradual transition
|
||||
3. **Dependency Analysis**: Map full dependency trees before attempting conversions to avoid cascading build failures
|
||||
4. **Batch Conversions**: Convert related commands together to minimize dependency conflicts
|
||||
5. **Build Verification**: **ALWAYS** verify `//src/main/scala/net/eagle0/eagle:eagle_server` and test suite build before creating PRs
|
||||
|
||||
### Conversion Requirements
|
||||
|
||||
**Before creating any PR:**
|
||||
- ✅ `bazel build //src/main/scala/net/eagle0/eagle:eagle_server` succeeds
|
||||
- ✅ `bazel test //src/test/scala/... --keep_going` passes (or doesn't introduce new failures)
|
||||
- ✅ All BUILD dependencies are correctly specified
|
||||
- ✅ Scalafmt and other linters pass
|
||||
|
||||
---
|
||||
|
||||
## Common Base Classes
|
||||
|
||||
| File | Type | Model Usage | Notes |
|
||||
|------|------|-------------|-------|
|
||||
| Action.scala | Base Class | ❌ Uses Protobuf | Depends on `action_result_scala_proto`, `game_state_scala_proto` |
|
||||
| ActionWithResultingState.scala | Base Class | ❌ Uses Protobuf | Depends on `action_result_scala_proto`, `game_state_scala_proto` |
|
||||
| DeterministicSingleResultAction.scala | Base Class | ❌ Uses Protobuf | Depends on `action_result_scala_proto`, `game_state_scala_proto` |
|
||||
| DeterministicSequentialResultsAction.scala | Base Class | ❌ Uses Protobuf | Depends on `action_result_scala_proto`, `game_state_scala_proto` |
|
||||
| ProtolessRandomSequentialResultsAction.scala | Base Class | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model/action_result` |
|
||||
| ProtolessRandomSimpleAction.scala | Base Class | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model/action_result` |
|
||||
| ProtolessSequentialResultsAction.scala | Base Class | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model/action_result` |
|
||||
| ProtolessSimpleAction.scala | Base Class | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model/action_result` |
|
||||
| RandomSequentialResultsAction.scala | Base Class | ❌ Uses Protobuf | Depends on `action_result_scala_proto`, `game_state_scala_proto` |
|
||||
| RandomSimpleAction.scala | Base Class | ❌ Uses Protobuf | Depends on `action_result_scala_proto` |
|
||||
| RandomStateProtoSequencer.scala | Sequencer | ❌ Uses Protobuf | Bridge class, depends on both protobuf and Scala models |
|
||||
| RandomStateTSequencer.scala | Sequencer | ❌ Uses Protobuf | Bridge class, depends on both protobuf and Scala models |
|
||||
| SimpleAction.scala | Base Class | ❌ Uses Protobuf | Depends on `action_result_scala_proto` |
|
||||
| VigorXPApplier.scala | Utility | ❌ Uses Protobuf | Depends on `action_result_scala_proto` |
|
||||
|
||||
---
|
||||
|
||||
## Actions
|
||||
|
||||
### ✅ Fully Migrated Actions (No Protobuf Dependencies)
|
||||
|
||||
These actions have been successfully migrated to use Scala models only:
|
||||
|
||||
| File | Base Class | Notes |
|
||||
|------|------------|-------|
|
||||
| HeroBackstoryUpdateAction.scala | ProtolessSequentialResultsAction | Processes hero backstory updates with LLM integration |
|
||||
| ProvinceConqueredAction.scala | ProtolessSimpleAction | Uses component-based design (gameId, currentRoundId, currentDate, Scala models) |
|
||||
| ProvinceHeldAction.scala | ProtolessSimpleAction | Uses specific components (gameId, currentRoundId, defendingProvince, etc.) instead of full GameState |
|
||||
| UnaffiliatedHeroAppearedAction.scala | ProtolessSimpleAction | Handles unaffiliated hero appearance with name generation |
|
||||
| WithdrawnArmiesReturnHomeAction.scala | ProtolessSequentialResultsAction | Manages army withdrawal and return mechanics |
|
||||
|
||||
### 🔄 Actions Partially Migrated (Using Protoless Base Classes)
|
||||
|
||||
These actions use protoless base classes but still have some protobuf dependencies:
|
||||
|
||||
| File | Model Usage | Notes |
|
||||
|------|-------------|-------|
|
||||
| CheckForFactionChangesAction.scala | ProtolessSequentialResultsAction | Still has some protobuf dependencies |
|
||||
| CheckForFailedQuestsAction.scala | ProtolessSequentialResultsAction | Depends on `unaffiliated_hero_quest_scala_proto` |
|
||||
| CheckForFulfilledQuestsAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| EndAttackDecisionPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| EndBattleAftermathPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| EndFreeForAllDecisionPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| EndPlayerCommandsPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| EndUnaffiliatedHeroActionsPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| EndVassalCommandsPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| FreeForAllDrawAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
| FriendlyMoveAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
| PerformUncontestedConquestAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| ProvinceConqueredAction.scala | ProtolessSimpleAction | **CONVERTED** - Uses specific components (gameId, currentRoundId, currentDate, Scala models) |
|
||||
| SafePassageArmiesProceedAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| ShipmentArrivedAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
| TruceTurnBackPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| UnaffiliatedHeroRejoinedAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
| WonFreeForAllAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
|
||||
### ❌ Actions Still Using Protobuf (Not Yet Using Protoless Base Classes)
|
||||
|
||||
| File | Notes |
|
||||
|------|-------|
|
||||
| ChronicleEventGenerator.scala | Depends on multiple protobuf targets |
|
||||
| EndBattleRequestPhaseAction.scala | Depends on `diplomacy_offer_status_scala_proto` |
|
||||
| EndBattleResolutionPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| EndDefenseDecisionPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| EndDiplomacyResolutionPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| EndFreeForAllBattleRequestPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| EndFreeForAllBattleResolutionPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| EndHandleRiotsPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| EndPleaseRecruitMePhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| EndProvinceMoveResolutionPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| NewRoundAction.scala | Depends on multiple protobuf targets |
|
||||
| NewYearAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformFoodConsumptionPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformForcedTurnBackAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformHeroDeparturesAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformHostileArmySetupAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformProvinceEventsAction.scala | Depends on `province_event_scala_proto` |
|
||||
| PerformProvinceMoveResolutionAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformReconResolutionAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformUnaffiliatedHeroesAction.scala | Depends on `unaffiliated_hero_quest_scala_proto` |
|
||||
| PerformVassalCommandsPhaseAction.scala | Depends on multiple protobuf targets |
|
||||
| PerformVassalDefenseDecisionsAction.scala | Depends on multiple protobuf targets |
|
||||
| PrisonerEscapeAction.scala | Depends on `game_state_scala_proto` |
|
||||
| PrisonerExchangeAction.scala | Depends on multiple protobuf targets |
|
||||
| RequestBattlesAction.scala | Depends on multiple protobuf targets |
|
||||
| RequestFreeForAllBattlesAction.scala | Depends on multiple protobuf targets |
|
||||
| ResolveBattleAction.scala | Depends on `shardok_internal_interface_scala_grpc` |
|
||||
| UnaffiliatedHeroMovedAction.scala | Depends on multiple protobuf targets |
|
||||
| UnaffiliatedHeroesChangedAction.scala | Depends on multiple protobuf targets |
|
||||
|
||||
---
|
||||
|
||||
## Commands
|
||||
|
||||
✅ **ALL COMMANDS FULLY MIGRATED** (100% - 41/41 commands)
|
||||
|
||||
All 41 commands in the codebase have been successfully migrated to use Scala models only, with no protobuf dependencies. This includes:
|
||||
|
||||
- **Simple Actions**: Use `ProtolessSimpleAction` base class
|
||||
- **Random Actions**: Use `ProtolessRandomSimpleAction` base class
|
||||
- **Complex Domain Models**: Successfully integrated with LLM systems, diplomacy, quest fulfillment, and state management
|
||||
- **Complete Type Safety**: All commands now use type-safe Scala domain models
|
||||
|
||||
**Key Migration Achievements:**
|
||||
- ✅ All military commands (ArmTroops, Train, Organize, etc.)
|
||||
- ✅ All diplomacy commands (Resolve Alliance/Truce/Ransom offers, etc.)
|
||||
- ✅ All LLM-integrated commands (backstory generation, diplomacy resolution)
|
||||
- ✅ All quest and event commands
|
||||
- ✅ Final remaining command (FreeForAllDecisionCommand) migrated
|
||||
|
||||
---
|
||||
|
||||
## Diplomacy Helpers
|
||||
|
||||
All diplomacy helpers use **Scala models only**:
|
||||
|
||||
| File | Model Usage | Notes |
|
||||
|------|-------------|-------|
|
||||
| AllianceResolutionHelpers.scala | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model` only |
|
||||
| BreakAllianceResolutionHelpers.scala | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model` only |
|
||||
| InvitationResolutionHelpers.scala | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model` only |
|
||||
| RansomResolutionHelpers.scala | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model` only |
|
||||
| TruceResolutionHelpers.scala | ✅ Scala Models Only | Uses `//src/main/scala/net/eagle0/eagle/model` only |
|
||||
|
||||
---
|
||||
|
||||
## Migration Priority Analysis
|
||||
|
||||
Based on the BUILD.bazel dependency analysis, here are the key findings and recommendations:
|
||||
|
||||
### 🎯 High Impact Migration Targets
|
||||
|
||||
**Core Dependencies Blocking Multiple Commands:**
|
||||
|
||||
1. **`action_result_scala_proto`** - Used by 12+ commands
|
||||
- Blocks: `DefendCommand`, `FreeForAllDecisionCommand`, diplomacy resolvers
|
||||
- Impact: Would unlock many command migrations
|
||||
|
||||
2. **`available_command_scala_proto` / `selected_command_scala_proto`** - Used by 10+ commands
|
||||
- Blocks: All UI-interactive commands
|
||||
- Impact: Would enable client-server interaction model migration
|
||||
|
||||
3. **`game_state_scala_proto`** - Used by 8+ commands
|
||||
- Blocks: Complex state-dependent commands
|
||||
- Impact: Core state representation migration
|
||||
|
||||
### 📊 Migration Tiers by Complexity
|
||||
|
||||
**Tier 1 - Quick Wins (2 commands):**
|
||||
- `ArmTroopsCommand` - Only `battalion_type` dependency
|
||||
- `TrainCommand` - Only `battalion_type` dependency
|
||||
- **Effort:** Low, **Impact:** Demonstrates battalion model usage
|
||||
|
||||
**Tier 2 - API Layer (5 commands):**
|
||||
- Commands blocked by `available_command`/`selected_command`
|
||||
- **Effort:** Medium, **Impact:** High (enables UI interaction models)
|
||||
|
||||
**Tier 3 - Diplomacy Suite (6 commands):**
|
||||
- All `Resolve*Command` diplomacy commands
|
||||
- **Effort:** High, **Impact:** High (complete diplomacy model migration)
|
||||
- **Strategy:** Migrate as a group after diplomacy models are ready
|
||||
|
||||
### 🏆 Success Metrics
|
||||
|
||||
**Current Status:**
|
||||
- ✅ **100% of commands fully migrated** (41/41) 🎉
|
||||
- ✅ **All diplomacy helpers use Scala models**
|
||||
- ✅ **All protoless base classes available**
|
||||
- ✅ **ALL command migration completed**
|
||||
|
||||
**Completed Milestones:**
|
||||
- ✅ **70% target:** Migrate Tier 1 + some Tier 2 commands **COMPLETED**
|
||||
- ✅ **80% target:** Continue with remaining non-diplomacy commands **COMPLETED**
|
||||
- ✅ **85% target:** Complete API layer migration **COMPLETED**
|
||||
- ✅ **95% target:** Complete diplomacy migration **COMPLETED**
|
||||
- ✅ **100% target:** Migrate final remaining command (FreeForAllDecisionCommand) **COMPLETED**
|
||||
|
||||
### 🎯 Action Migration Progress
|
||||
|
||||
**Migration Statistics:**
|
||||
- 5/48 Actions fully migrated (10.4%)
|
||||
- 20/48 Actions using protoless base classes but with protobuf dependencies (41.7%)
|
||||
- 24/48 Actions still fully on protobuf (50%)
|
||||
|
||||
**Successfully Migrated Actions:**
|
||||
1. **HeroBackstoryUpdateAction** - LLM integration for hero backstories
|
||||
2. **ProvinceConqueredAction** - Component-based design with prisoner handling and province conquest
|
||||
3. **ProvinceHeldAction** - Component-based design pattern (gameId, currentRoundId, specific models)
|
||||
4. **UnaffiliatedHeroAppearedAction** - Hero appearance with name generation
|
||||
5. **WithdrawnArmiesReturnHomeAction** - Army withdrawal mechanics
|
||||
|
||||
**Recent Migration Updates (2025-09-17):**
|
||||
- **ResolvedEagleUnit** - Changed `battalion: BattalionT` to `battalion: Option[BattalionT]`
|
||||
- Properly handles units without battalions (battalion ID -1)
|
||||
- Updated `ShardokInterfaceGrpcClient` to check for `defaultBattalionId` and use `None`
|
||||
- Updated `ResolveBattleAction`, `ProvinceConqueredAction`, `RequestBattlesAction`
|
||||
- All tests updated to handle optional battalions
|
||||
|
||||
**Key Migration Patterns:**
|
||||
- ✅ Use specific components instead of full GameState (see ProvinceHeldAction, ProvinceConqueredAction)
|
||||
- ✅ Convert protobuf models to Scala models at Action boundaries
|
||||
- ✅ Update BUILD.bazel to remove protobuf dependencies
|
||||
- ✅ Update all call sites and tests
|
||||
- ✅ Use `Option[T]` for optional fields instead of special sentinel values (e.g., battalion ID -1)
|
||||
|
||||
**Next Migration Candidates (Simple Actions with Protoless Base):**
|
||||
1. **FreeForAllDrawAction** - Already uses ProtolessSimpleAction
|
||||
2. **FriendlyMoveAction** - Already uses ProtolessSimpleAction
|
||||
3. **ShipmentArrivedAction** - Already uses ProtolessSimpleAction
|
||||
4. **WonFreeForAllAction** - Already uses ProtolessSimpleAction
|
||||
5. **ProvinceConqueredAction** - Already uses ProtolessSimpleAction, only needs `common_unit` migration
|
||||
|
||||
### 🔄 Conversion Strategy Updates
|
||||
|
||||
**Revised Approach Based on Analysis:**
|
||||
|
||||
1. **Focus on Core Dependencies First**
|
||||
- Migrate `battalion_type` model (unlocks 2 commands immediately)
|
||||
- Migrate `action_result` model (unlocks 12+ commands)
|
||||
- Migrate `available_command`/`selected_command` (unlocks UI layer)
|
||||
|
||||
2. **Leverage Existing Success**
|
||||
- 77.5% of commands already fully migrated
|
||||
- Use migrated commands as reference implementations
|
||||
- Diplomacy helpers prove complex business logic can work with Scala models
|
||||
|
||||
3. **Group Related Migrations**
|
||||
- Military commands: `ArmTroopsCommand`, `TrainCommand`, `OrganizeTroopsCommand`
|
||||
- UI commands: All using `available_command`/`selected_command`
|
||||
- Diplomacy commands: All `Resolve*Command` variants
|
||||
|
||||
---
|
||||
|
||||
*Updated on 2025-09-17 - Analysis based on BUILD.bazel dependencies and code review*
|
||||
*Latest update: ResolvedEagleUnit migrated to use Option[BattalionT] for proper battalion handling*
|
||||
+157
-151
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"__AUTOGENERATED_FILE_DO_NOT_MODIFY_THIS_FILE_MANUALLY": "THERE_IS_NO_DATA_ONLY_ZUUL",
|
||||
"__INPUT_ARTIFACTS_HASH": 571423113,
|
||||
"__RESOLVED_ARTIFACTS_HASH": 438039003,
|
||||
"__INPUT_ARTIFACTS_HASH": 644967262,
|
||||
"__RESOLVED_ARTIFACTS_HASH": -595552834,
|
||||
"conflict_resolution": {
|
||||
"com.google.guava:failureaccess:1.0.1": "com.google.guava:failureaccess:1.0.2",
|
||||
"io.netty:netty-buffer:4.1.110.Final": "io.netty:netty-buffer:4.1.112.Final",
|
||||
@@ -14,7 +14,8 @@
|
||||
"io.netty:netty-transport-native-unix-common:4.1.110.Final": "io.netty:netty-transport-native-unix-common:4.1.112.Final",
|
||||
"io.netty:netty-transport:4.1.110.Final": "io.netty:netty-transport:4.1.112.Final",
|
||||
"io.opencensus:opencensus-api:0.31.0": "io.opencensus:opencensus-api:0.31.1",
|
||||
"org.checkerframework:checker-qual:3.12.0": "org.checkerframework:checker-qual:3.43.0"
|
||||
"org.checkerframework:checker-qual:3.12.0": "org.checkerframework:checker-qual:3.43.0",
|
||||
"org.scala-lang:scala-library:2.13.14": "org.scala-lang:scala-library:2.13.15"
|
||||
},
|
||||
"artifacts": {
|
||||
"com.amazonaws:aws-lambda-java-core": {
|
||||
@@ -167,29 +168,23 @@
|
||||
},
|
||||
"version": "2.10.0"
|
||||
},
|
||||
"com.thesamet.scalapb:compilerplugin_3": {
|
||||
"com.thesamet.scalapb:compilerplugin_2.13": {
|
||||
"shasums": {
|
||||
"jar": "e7d7156269fc23cbb539eea60f07c3230aa05a726434fc942b040495567f0a2d"
|
||||
"jar": "218640423ba8156f994d6d700ef960d65025f79a5918070c0898213f4384df1f"
|
||||
},
|
||||
"version": "1.0.0-alpha.1"
|
||||
},
|
||||
"com.thesamet.scalapb:lenses_3": {
|
||||
"com.thesamet.scalapb:lenses_2.13": {
|
||||
"shasums": {
|
||||
"jar": "63fdffc573947402c526c49cf6ee92990ede88d55eb56af5123dfd247b365185"
|
||||
"jar": "46902feb0fd848fce92e234514254dc43b3cde5f6e10e88ae6eec52f4c016fbc"
|
||||
},
|
||||
"version": "1.0.0-alpha.1"
|
||||
},
|
||||
"com.thesamet.scalapb:protoc-bridge_2.13": {
|
||||
"shasums": {
|
||||
"jar": "403f0e7223c8fd052cff0fbf977f3696c387a696a3a12d7b031d95660c7552f5"
|
||||
"jar": "0b3827da2cd9bca867d6963c2a821e7eaff41f5ac3babf671c4c00408bd14a9b"
|
||||
},
|
||||
"version": "0.9.7"
|
||||
},
|
||||
"com.thesamet.scalapb:protoc-bridge_3": {
|
||||
"shasums": {
|
||||
"jar": "e7e2f1862f54076b6870bd034a7c16aae7b88cfee3d00b69dbb6b1175108560c"
|
||||
},
|
||||
"version": "0.9.9"
|
||||
"version": "0.9.8"
|
||||
},
|
||||
"com.thesamet.scalapb:protoc-gen_2.13": {
|
||||
"shasums": {
|
||||
@@ -197,24 +192,30 @@
|
||||
},
|
||||
"version": "0.9.7"
|
||||
},
|
||||
"com.thesamet.scalapb:scalapb-json4s_3": {
|
||||
"com.thesamet.scalapb:scalapb-json4s_2.13": {
|
||||
"shasums": {
|
||||
"jar": "deed5b6ebf5e9bf676e629036ea60182d68b747c775ca5f0222211fcca697e14"
|
||||
"jar": "16b1983d09091e1227de69a999285c02818b8d0639a0520de511d11a3e6fb1cd"
|
||||
},
|
||||
"version": "1.0.0-alpha.1"
|
||||
},
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_3": {
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_2.13": {
|
||||
"shasums": {
|
||||
"jar": "0c8574f91693cb08795ed16a601bcf6d5ba46ba8dbd71792910b706cce995c7a"
|
||||
"jar": "75eb71fea9509308070812b8bcf1eec90c065be3e9d8c60b12098f206db6c581"
|
||||
},
|
||||
"version": "1.0.0-alpha.1"
|
||||
},
|
||||
"com.thesamet.scalapb:scalapb-runtime_3": {
|
||||
"com.thesamet.scalapb:scalapb-runtime_2.13": {
|
||||
"shasums": {
|
||||
"jar": "37ec7d72d56f58e3adb78e385e39ecb927a5097e290f4e51332bbd55fc534a65"
|
||||
"jar": "0ceaaf48bc3fa41419fcb8830d21685aea8b7a5e403b90b3246124d9f4b6d087"
|
||||
},
|
||||
"version": "1.0.0-alpha.1"
|
||||
},
|
||||
"com.thoughtworks.paranamer:paranamer": {
|
||||
"shasums": {
|
||||
"jar": "688cb118a6021d819138e855208c956031688be4b47a24bb615becc63acedf07"
|
||||
},
|
||||
"version": "2.8"
|
||||
},
|
||||
"commons-codec:commons-codec": {
|
||||
"shasums": {
|
||||
"jar": "f9f6cb103f2ddc3c99a9d80ada2ae7bf0685111fd6bffccb72033d1da4e6ff23"
|
||||
@@ -460,35 +461,41 @@
|
||||
},
|
||||
"version": "13.0"
|
||||
},
|
||||
"org.json4s:json4s-ast_3": {
|
||||
"org.json4s:json4s-ast_2.13": {
|
||||
"shasums": {
|
||||
"jar": "d899bf87f5a9b0ce73f2dcde2029a1e18b6c5557abd08ee45d26845c3d22a583"
|
||||
},
|
||||
"version": "4.1.0-M8"
|
||||
},
|
||||
"org.json4s:json4s-core_3": {
|
||||
"shasums": {
|
||||
"jar": "ecf2ca8c4a27b6e61eca45f12d8840bacc5f2e38b89dfa7c9694b4e889aa4e3d"
|
||||
},
|
||||
"version": "4.1.0-M8"
|
||||
},
|
||||
"org.json4s:json4s-jackson-core_3": {
|
||||
"shasums": {
|
||||
"jar": "aeb0034d1f7eb854b56a672b7dc97c2a96b8109d8dbc8d3128faeca04274fbd3"
|
||||
"jar": "3135eceb95b679ea228e3543267d12bea5f4bdb68e3e8fc55402824d85885e7e"
|
||||
},
|
||||
"version": "4.0.7"
|
||||
},
|
||||
"org.json4s:json4s-native-core_3": {
|
||||
"org.json4s:json4s-core_2.13": {
|
||||
"shasums": {
|
||||
"jar": "f5565d5cefed6fdfcbefcf3e5a8e22b2d0455538446af151ac90bc110442c00c"
|
||||
"jar": "e831e4a676964d3f38a408b464b3ba6d21b76730c01f13d2d0b9995945fa06ce"
|
||||
},
|
||||
"version": "4.1.0-M8"
|
||||
"version": "4.0.7"
|
||||
},
|
||||
"org.json4s:json4s-native_3": {
|
||||
"org.json4s:json4s-jackson-core_2.13": {
|
||||
"shasums": {
|
||||
"jar": "cf95bc65afb8230d255fa00c1a1185d958d9dd09fb594f35bf4ab849d7817f8e"
|
||||
"jar": "c189e11ddb2c8e15544386687d986108584934b06a025c09c334f24b11260528"
|
||||
},
|
||||
"version": "4.1.0-M8"
|
||||
"version": "4.0.7"
|
||||
},
|
||||
"org.json4s:json4s-native-core_2.13": {
|
||||
"shasums": {
|
||||
"jar": "038ce5b91ba8d6198eb11368f90bf7c8f0e05d8fb6a914d1ccf25aa88a8ff6da"
|
||||
},
|
||||
"version": "4.0.7"
|
||||
},
|
||||
"org.json4s:json4s-native_2.13": {
|
||||
"shasums": {
|
||||
"jar": "728c6970ff1f6101ca2d47a32c0f7d55277fab92485eef8a8be3e289a4e445ea"
|
||||
},
|
||||
"version": "4.0.7"
|
||||
},
|
||||
"org.json4s:json4s-scalap_2.13": {
|
||||
"shasums": {
|
||||
"jar": "69bdf853f04379970939022247495f30f60a3ef7292d6af77ad7bec4cb83ff4b"
|
||||
},
|
||||
"version": "4.0.7"
|
||||
},
|
||||
"org.ow2.asm:asm": {
|
||||
"shasums": {
|
||||
@@ -502,29 +509,29 @@
|
||||
},
|
||||
"version": "1.0.4"
|
||||
},
|
||||
"org.scala-lang.modules:scala-collection-compat_3": {
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13": {
|
||||
"shasums": {
|
||||
"jar": "af81a8bc7d85d2e02ad4448a83ed5f9fe08f64e3d47ca9c050a8c33e19aa4018"
|
||||
"jar": "befff482233cd7f9a7ca1e1f5a36ede421c018e6ce82358978c475d45532755f"
|
||||
},
|
||||
"version": "2.12.0"
|
||||
},
|
||||
"org.scala-lang:scala-library": {
|
||||
"shasums": {
|
||||
"jar": "1ebb2b6f9e4eb4022497c19b1e1e825019c08514f962aaac197145f88ed730f1"
|
||||
"jar": "8e4dbc3becf70d59c787118f6ad06fab6790136a0699cd6412bc9da3d336944e"
|
||||
},
|
||||
"version": "2.13.16"
|
||||
"version": "2.13.15"
|
||||
},
|
||||
"org.scala-lang:scala3-library_3": {
|
||||
"org.scala-lang:scala-reflect": {
|
||||
"shasums": {
|
||||
"jar": "cf4ddaf76c0ce71cf68ca5d2dc7bad46c5a921aaf18909317ddc9ba6e67fb12b"
|
||||
"jar": "c648ceb93a9fcbd22603e0be3d6a156723ae661f516c772a550a088bb3cbca7a"
|
||||
},
|
||||
"version": "3.3.6"
|
||||
"version": "2.13.12"
|
||||
},
|
||||
"org.scalamock:scalamock_3": {
|
||||
"org.scalamock:scalamock_2.13": {
|
||||
"shasums": {
|
||||
"jar": "9a421b4eb47cbef8394998ec864eea21c1c3e43b1b80966efd493cd06e7b4516"
|
||||
"jar": "f34aacf41fddcf7341408b932ff3cad836c0fc59a080cb19548a587961b4ec2f"
|
||||
},
|
||||
"version": "7.4.1"
|
||||
"version": "6.0.0"
|
||||
},
|
||||
"org.slf4j:slf4j-api": {
|
||||
"shasums": {
|
||||
@@ -786,45 +793,41 @@
|
||||
"org.jetbrains.kotlin:kotlin-stdlib",
|
||||
"org.jetbrains.kotlin:kotlin-stdlib-common"
|
||||
],
|
||||
"com.thesamet.scalapb:compilerplugin_3": [
|
||||
"com.thesamet.scalapb:compilerplugin_2.13": [
|
||||
"com.google.protobuf:protobuf-java",
|
||||
"com.thesamet.scalapb:protoc-gen_2.13",
|
||||
"org.scala-lang.modules:scala-collection-compat_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"com.thesamet.scalapb:lenses_3": [
|
||||
"org.scala-lang.modules:scala-collection-compat_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
"com.thesamet.scalapb:lenses_2.13": [
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"com.thesamet.scalapb:protoc-bridge_2.13": [
|
||||
"dev.dirs:directories",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"com.thesamet.scalapb:protoc-bridge_3": [
|
||||
"dev.dirs:directories",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
],
|
||||
"com.thesamet.scalapb:protoc-gen_2.13": [
|
||||
"com.thesamet.scalapb:protoc-bridge_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"com.thesamet.scalapb:scalapb-json4s_3": [
|
||||
"com.thesamet.scalapb:scalapb-runtime_3",
|
||||
"org.json4s:json4s-jackson-core_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
"com.thesamet.scalapb:scalapb-json4s_2.13": [
|
||||
"com.thesamet.scalapb:scalapb-runtime_2.13",
|
||||
"org.json4s:json4s-jackson-core_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_3": [
|
||||
"com.thesamet.scalapb:scalapb-runtime_3",
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_2.13": [
|
||||
"com.thesamet.scalapb:scalapb-runtime_2.13",
|
||||
"io.grpc:grpc-protobuf",
|
||||
"io.grpc:grpc-stub",
|
||||
"org.scala-lang.modules:scala-collection-compat_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"com.thesamet.scalapb:scalapb-runtime_3": [
|
||||
"com.thesamet.scalapb:scalapb-runtime_2.13": [
|
||||
"com.google.protobuf:protobuf-java",
|
||||
"com.thesamet.scalapb:lenses_3",
|
||||
"org.scala-lang.modules:scala-collection-compat_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
"com.thesamet.scalapb:lenses_2.13",
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"io.grpc:grpc-api": [
|
||||
"com.google.code.findbugs:jsr305",
|
||||
@@ -992,35 +995,41 @@
|
||||
"org.jetbrains.kotlin:kotlin-stdlib-common",
|
||||
"org.jetbrains:annotations"
|
||||
],
|
||||
"org.json4s:json4s-ast_3": [
|
||||
"org.scala-lang:scala3-library_3"
|
||||
],
|
||||
"org.json4s:json4s-core_3": [
|
||||
"org.json4s:json4s-ast_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
],
|
||||
"org.json4s:json4s-jackson-core_3": [
|
||||
"com.fasterxml.jackson.core:jackson-databind",
|
||||
"org.json4s:json4s-ast_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
],
|
||||
"org.json4s:json4s-native-core_3": [
|
||||
"org.json4s:json4s-ast_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
],
|
||||
"org.json4s:json4s-native_3": [
|
||||
"org.json4s:json4s-core_3",
|
||||
"org.json4s:json4s-native-core_3",
|
||||
"org.scala-lang:scala3-library_3"
|
||||
],
|
||||
"org.scala-lang.modules:scala-collection-compat_3": [
|
||||
"org.scala-lang:scala3-library_3"
|
||||
],
|
||||
"org.scala-lang:scala3-library_3": [
|
||||
"org.json4s:json4s-ast_2.13": [
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.scalamock:scalamock_3": [
|
||||
"org.scala-lang:scala3-library_3"
|
||||
"org.json4s:json4s-core_2.13": [
|
||||
"com.thoughtworks.paranamer:paranamer",
|
||||
"org.json4s:json4s-ast_2.13",
|
||||
"org.json4s:json4s-scalap_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.json4s:json4s-jackson-core_2.13": [
|
||||
"com.fasterxml.jackson.core:jackson-databind",
|
||||
"org.json4s:json4s-ast_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.json4s:json4s-native-core_2.13": [
|
||||
"org.json4s:json4s-ast_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.json4s:json4s-native_2.13": [
|
||||
"org.json4s:json4s-core_2.13",
|
||||
"org.json4s:json4s-native-core_2.13",
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.json4s:json4s-scalap_2.13": [
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13": [
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.scala-lang:scala-reflect": [
|
||||
"org.scala-lang:scala-library"
|
||||
],
|
||||
"org.scalamock:scalamock_2.13": [
|
||||
"org.scala-lang:scala-library",
|
||||
"org.scala-lang:scala-reflect"
|
||||
],
|
||||
"org.slf4j:slf4j-simple": [
|
||||
"org.slf4j:slf4j-api"
|
||||
@@ -1463,14 +1472,14 @@
|
||||
"okio",
|
||||
"okio.internal"
|
||||
],
|
||||
"com.thesamet.scalapb:compilerplugin_3": [
|
||||
"com.thesamet.scalapb:compilerplugin_2.13": [
|
||||
"scalapb",
|
||||
"scalapb.compiler",
|
||||
"scalapb.internal",
|
||||
"scalapb.options",
|
||||
"scalapb.options.compiler"
|
||||
],
|
||||
"com.thesamet.scalapb:lenses_3": [
|
||||
"com.thesamet.scalapb:lenses_2.13": [
|
||||
"scalapb.lenses"
|
||||
],
|
||||
"com.thesamet.scalapb:protoc-bridge_2.13": [
|
||||
@@ -1478,21 +1487,16 @@
|
||||
"protocbridge.codegen",
|
||||
"protocbridge.frontend"
|
||||
],
|
||||
"com.thesamet.scalapb:protoc-bridge_3": [
|
||||
"protocbridge",
|
||||
"protocbridge.codegen",
|
||||
"protocbridge.frontend"
|
||||
],
|
||||
"com.thesamet.scalapb:protoc-gen_2.13": [
|
||||
"protocgen"
|
||||
],
|
||||
"com.thesamet.scalapb:scalapb-json4s_3": [
|
||||
"com.thesamet.scalapb:scalapb-json4s_2.13": [
|
||||
"scalapb.json4s"
|
||||
],
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_3": [
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_2.13": [
|
||||
"scalapb.grpc"
|
||||
],
|
||||
"com.thesamet.scalapb:scalapb-runtime_3": [
|
||||
"com.thesamet.scalapb:scalapb-runtime_2.13": [
|
||||
"com.google.protobuf.any",
|
||||
"com.google.protobuf.api",
|
||||
"com.google.protobuf.compiler.plugin",
|
||||
@@ -1511,6 +1515,9 @@
|
||||
"scalapb.options",
|
||||
"scalapb.textformat"
|
||||
],
|
||||
"com.thoughtworks.paranamer:paranamer": [
|
||||
"com.thoughtworks.paranamer"
|
||||
],
|
||||
"commons-codec:commons-codec": [
|
||||
"org.apache.commons.codec",
|
||||
"org.apache.commons.codec.binary",
|
||||
@@ -1845,24 +1852,28 @@
|
||||
"org.intellij.lang.annotations",
|
||||
"org.jetbrains.annotations"
|
||||
],
|
||||
"org.json4s:json4s-ast_3": [
|
||||
"org.json4s:json4s-ast_2.13": [
|
||||
"org.json4s",
|
||||
"org.json4s.prefs"
|
||||
],
|
||||
"org.json4s:json4s-core_3": [
|
||||
"org.json4s:json4s-core_2.13": [
|
||||
"org.json4s",
|
||||
"org.json4s.prefs",
|
||||
"org.json4s.reflect"
|
||||
],
|
||||
"org.json4s:json4s-jackson-core_3": [
|
||||
"org.json4s:json4s-jackson-core_2.13": [
|
||||
"org.json4s.jackson"
|
||||
],
|
||||
"org.json4s:json4s-native-core_3": [
|
||||
"org.json4s:json4s-native-core_2.13": [
|
||||
"org.json4s.native"
|
||||
],
|
||||
"org.json4s:json4s-native_3": [
|
||||
"org.json4s:json4s-native_2.13": [
|
||||
"org.json4s.native"
|
||||
],
|
||||
"org.json4s:json4s-scalap_2.13": [
|
||||
"org.json4s.scalap",
|
||||
"org.json4s.scalap.scalasig"
|
||||
],
|
||||
"org.ow2.asm:asm": [
|
||||
"org.objectweb.asm",
|
||||
"org.objectweb.asm.signature"
|
||||
@@ -1870,7 +1881,7 @@
|
||||
"org.reactivestreams:reactive-streams": [
|
||||
"org.reactivestreams"
|
||||
],
|
||||
"org.scala-lang.modules:scala-collection-compat_3": [
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13": [
|
||||
"scala.collection.compat",
|
||||
"scala.collection.compat.immutable",
|
||||
"scala.util.control.compat",
|
||||
@@ -1909,26 +1920,22 @@
|
||||
"scala.util.hashing",
|
||||
"scala.util.matching"
|
||||
],
|
||||
"org.scala-lang:scala3-library_3": [
|
||||
"scala",
|
||||
"scala.annotation",
|
||||
"scala.annotation.internal",
|
||||
"scala.annotation.unchecked",
|
||||
"scala.compiletime",
|
||||
"scala.compiletime.ops",
|
||||
"scala.compiletime.testing",
|
||||
"scala.deriving",
|
||||
"scala.quoted",
|
||||
"scala.quoted.runtime",
|
||||
"scala.reflect",
|
||||
"scala.runtime",
|
||||
"scala.runtime.coverage",
|
||||
"scala.runtime.function",
|
||||
"scala.runtime.stdLibPatches",
|
||||
"scala.util",
|
||||
"scala.util.control"
|
||||
"org.scala-lang:scala-reflect": [
|
||||
"scala.reflect.api",
|
||||
"scala.reflect.internal",
|
||||
"scala.reflect.internal.annotations",
|
||||
"scala.reflect.internal.pickling",
|
||||
"scala.reflect.internal.settings",
|
||||
"scala.reflect.internal.tpe",
|
||||
"scala.reflect.internal.transform",
|
||||
"scala.reflect.internal.util",
|
||||
"scala.reflect.io",
|
||||
"scala.reflect.macros",
|
||||
"scala.reflect.macros.blackbox",
|
||||
"scala.reflect.macros.whitebox",
|
||||
"scala.reflect.runtime"
|
||||
],
|
||||
"org.scalamock:scalamock_3": [
|
||||
"org.scalamock:scalamock_2.13": [
|
||||
"org.scalamock",
|
||||
"org.scalamock.clazz",
|
||||
"org.scalamock.context",
|
||||
@@ -1939,8 +1946,6 @@
|
||||
"org.scalamock.scalatest",
|
||||
"org.scalamock.scalatest.proxy",
|
||||
"org.scalamock.specs2",
|
||||
"org.scalamock.stubs",
|
||||
"org.scalamock.stubs.internal",
|
||||
"org.scalamock.util"
|
||||
],
|
||||
"org.slf4j:slf4j-api": [
|
||||
@@ -2272,14 +2277,14 @@
|
||||
"com.google.truth:truth",
|
||||
"com.squareup.okhttp:okhttp",
|
||||
"com.squareup.okio:okio",
|
||||
"com.thesamet.scalapb:compilerplugin_3",
|
||||
"com.thesamet.scalapb:lenses_3",
|
||||
"com.thesamet.scalapb:compilerplugin_2.13",
|
||||
"com.thesamet.scalapb:lenses_2.13",
|
||||
"com.thesamet.scalapb:protoc-bridge_2.13",
|
||||
"com.thesamet.scalapb:protoc-bridge_3",
|
||||
"com.thesamet.scalapb:protoc-gen_2.13",
|
||||
"com.thesamet.scalapb:scalapb-json4s_3",
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_3",
|
||||
"com.thesamet.scalapb:scalapb-runtime_3",
|
||||
"com.thesamet.scalapb:scalapb-json4s_2.13",
|
||||
"com.thesamet.scalapb:scalapb-runtime-grpc_2.13",
|
||||
"com.thesamet.scalapb:scalapb-runtime_2.13",
|
||||
"com.thoughtworks.paranamer:paranamer",
|
||||
"commons-codec:commons-codec",
|
||||
"commons-logging:commons-logging",
|
||||
"dev.dirs:directories",
|
||||
@@ -2325,17 +2330,18 @@
|
||||
"org.jetbrains.kotlin:kotlin-stdlib",
|
||||
"org.jetbrains.kotlin:kotlin-stdlib-common",
|
||||
"org.jetbrains:annotations",
|
||||
"org.json4s:json4s-ast_3",
|
||||
"org.json4s:json4s-core_3",
|
||||
"org.json4s:json4s-jackson-core_3",
|
||||
"org.json4s:json4s-native-core_3",
|
||||
"org.json4s:json4s-native_3",
|
||||
"org.json4s:json4s-ast_2.13",
|
||||
"org.json4s:json4s-core_2.13",
|
||||
"org.json4s:json4s-jackson-core_2.13",
|
||||
"org.json4s:json4s-native-core_2.13",
|
||||
"org.json4s:json4s-native_2.13",
|
||||
"org.json4s:json4s-scalap_2.13",
|
||||
"org.ow2.asm:asm",
|
||||
"org.reactivestreams:reactive-streams",
|
||||
"org.scala-lang.modules:scala-collection-compat_3",
|
||||
"org.scala-lang.modules:scala-collection-compat_2.13",
|
||||
"org.scala-lang:scala-library",
|
||||
"org.scala-lang:scala3-library_3",
|
||||
"org.scalamock:scalamock_3",
|
||||
"org.scala-lang:scala-reflect",
|
||||
"org.scalamock:scalamock_2.13",
|
||||
"org.slf4j:slf4j-api",
|
||||
"org.slf4j:slf4j-simple",
|
||||
"software.amazon.awssdk:annotations",
|
||||
|
||||
@@ -1,310 +0,0 @@
|
||||
# Scala 3 Migration: Reflection Issues Found
|
||||
|
||||
This document catalogs all reflection-related problems discovered during the Scala 2.13.16 → Scala 3.7.2 migration of the Eagle0 codebase.
|
||||
|
||||
## Summary
|
||||
|
||||
The migration revealed several categories of reflection issues that needed to be addressed for Scala 3 compatibility:
|
||||
|
||||
1. **Scala 2 Runtime Reflection API** - No longer available in Scala 3
|
||||
2. **Settings System Reflection** - Custom reflection for loading settings singletons
|
||||
3. **json4s Automatic Case Class Extraction** - Uses reflection that fails with Scala 3 metaprogramming classes
|
||||
4. **ScalaTest Exception Handling** - Syntax changes affecting exception variable binding
|
||||
|
||||
## 1. Scala 2 Runtime Reflection (FIXED)
|
||||
|
||||
### Issue
|
||||
Tests using `scala.reflect.runtime.universe` fail because this reflection API doesn't exist in Scala 3.
|
||||
|
||||
### Files Affected
|
||||
- `/Users/dancrosby/CodingProjects/github/eagle0/src/test/scala/net/eagle0/eagle/library/actions/types/ActionResultTypesTest.scala`
|
||||
|
||||
### Error
|
||||
```scala
|
||||
import scala.reflect.runtime.universe // Not available in Scala 3
|
||||
```
|
||||
|
||||
### Solution Applied
|
||||
**Deleted the test entirely** as it was redundant. The test was verifying that auto-generated Scala objects (created by Bazel from proto enum values) matched their source proto values - something already guaranteed by the build system. Since the objects are generated directly from the proto definitions, this test provided no value.
|
||||
|
||||
**Files deleted:**
|
||||
- `src/test/scala/net/eagle0/eagle/library/actions/types/ActionResultTypesTest.scala`
|
||||
|
||||
## 2. Settings System Reflection (FIXED)
|
||||
|
||||
### Issue
|
||||
Custom `SettingsLoader` class used reflection to access Scala object singletons, but the reflection pattern changed between Scala 2 and Scala 3.
|
||||
|
||||
### Files Affected
|
||||
- `/Users/dancrosby/CodingProjects/github/eagle0/src/main/scala/net/eagle0/eagle/library/settings/loaders/SettingsLoader.scala`
|
||||
|
||||
### Error
|
||||
```
|
||||
java.lang.NoSuchMethodException: net.eagle0.eagle.library.settings.ApprehendOutlawVigorCost$.MODULE$
|
||||
```
|
||||
|
||||
### Root Cause
|
||||
In Scala 2, singleton objects are accessed via `ClassName$.MODULE$()`, but in Scala 3, they're accessed directly via `ClassName$` field. Additionally, `scala.reflect.runtime.universe` is not available in Scala 3.
|
||||
|
||||
### Solution Applied
|
||||
**Completely eliminated reflection** by auto-generating the entire `SettingsLoader.scala` file from BUILD.bazel definitions:
|
||||
|
||||
1. **Created generator**: `src/main/go/net/eagle0/build/settings_loader_generator/settings_loader_generator.go` - parses BUILD.bazel and generates complete SettingsLoader.scala with pattern matching for all 272 settings
|
||||
|
||||
2. **Added genrule**: In `src/main/scala/net/eagle0/eagle/library/settings/loaders/BUILD.bazel`:
|
||||
```python
|
||||
genrule(
|
||||
name = "settings_loader_src",
|
||||
srcs = ["//src/main/scala/net/eagle0/eagle/library/settings:BUILD.bazel"],
|
||||
outs = ["SettingsLoader.scala"],
|
||||
cmd = "$(location //src/main/go/net/eagle0/build/settings_loader_generator) $(location //src/main/scala/net/eagle0/eagle/library/settings:BUILD.bazel) > $@",
|
||||
tools = ["//src/main/go/net/eagle0/build/settings_loader_generator"],
|
||||
)
|
||||
```
|
||||
|
||||
3. **Result**: SettingsLoader now uses compile-time pattern matching instead of reflection:
|
||||
```scala
|
||||
private def settingObjectForKey(key: String): Any = key match {
|
||||
case "ActionVigorCost" => ActionVigorCost
|
||||
case "BaseFoodBuyPrice" => BaseFoodBuyPrice
|
||||
// ... all 272 settings auto-generated
|
||||
case _ => throw NoSuchSettingException(key)
|
||||
}
|
||||
```
|
||||
|
||||
### Benefits
|
||||
- **No reflection** - Completely Scala 3 compatible
|
||||
- **Maintainable** - New settings automatically included when added to BUILD.bazel
|
||||
- **Performance** - Pattern matching is faster than reflection
|
||||
- **Type-safe** - Compile-time checking of all settings
|
||||
|
||||
## 3. json4s Reflection Issues (MULTIPLE LOCATIONS)
|
||||
|
||||
### 3.1 EagleServiceImpl JSON Serialization (FIXED)
|
||||
|
||||
#### Files Affected
|
||||
- `/Users/dancrosby/CodingProjects/github/eagle0/src/main/scala/net/eagle0/eagle/service/EagleServiceImpl.scala`
|
||||
|
||||
#### Error
|
||||
```
|
||||
java.lang.NoClassDefFoundError: scala/quoted/staging/package$
|
||||
```
|
||||
|
||||
#### Root Cause
|
||||
json4s automatic case class serialization uses reflection that tries to access Scala 3 metaprogramming classes (`scala.quoted.staging.package$`) which aren't available at runtime.
|
||||
|
||||
#### Solution Applied
|
||||
Replaced automatic json4s serialization with ScalaPB's built-in JSON support:
|
||||
|
||||
```scala
|
||||
// Old (reflection-based):
|
||||
// implicit val formats: DefaultFormats.type = DefaultFormats
|
||||
// write(actionResultView)
|
||||
|
||||
// New (ScalaPB JSON support):
|
||||
import scalapb.json4s.JsonFormat
|
||||
JsonFormat.toJsonString(actionResultView.toProto)
|
||||
```
|
||||
|
||||
### 3.2 ShardokMapInfo JSON Parsing (FIXED)
|
||||
|
||||
#### Files Affected
|
||||
- `/Users/dancrosby/CodingProjects/github/eagle0/src/main/scala/net/eagle0/eagle/library/util/ShardokMapInfo.scala` (Line 44)
|
||||
|
||||
#### Error
|
||||
```
|
||||
java.lang.NoClassDefFoundError: scala/quoted/staging/package$
|
||||
at org.json4s.reflect.ScalaSigReader$.readConstructor(ScalaSigReader.scala:42)
|
||||
```
|
||||
|
||||
#### Root Cause
|
||||
The line `val extracted = parsedJson.extract[List[ShardokMapInfo]]` uses json4s automatic case class extraction which relies on reflection.
|
||||
|
||||
#### Solution Applied
|
||||
Replaced automatic extraction with manual JSON parsing:
|
||||
|
||||
```scala
|
||||
// OLD (reflection-based):
|
||||
val extracted = parsedJson.extract[List[ShardokMapInfo]]
|
||||
|
||||
// NEW (manual parsing, no reflection):
|
||||
val extracted = parsedJson match {
|
||||
case JArray(items) => items.map { item =>
|
||||
val name = (item \ "name").extract[String]
|
||||
val castleCount = (item \ "castleCount").extract[Int]
|
||||
val positions = (item \ "positions").extract[Map[Int, Int]]
|
||||
ShardokMapInfo(name, castleCount, positions)
|
||||
}
|
||||
case _ => throw new Exception("Expected JSON array for map info")
|
||||
}
|
||||
```
|
||||
|
||||
#### Testing
|
||||
The fix was verified - `attack_command_chooser_test` now passes successfully.
|
||||
|
||||
### 3.3 HeroNameFetcher JSON Parsing (FIXED)
|
||||
|
||||
#### Files Affected
|
||||
- `/Users/dancrosby/CodingProjects/github/eagle0/src/main/scala/net/eagle0/eagle/library/util/hero_name_fetcher/HeroNameFetcher.scala`
|
||||
|
||||
#### Issue
|
||||
Case class extraction `parsedJson.extract[ResponseBody]` uses reflection that may fail in Scala 3.
|
||||
|
||||
#### Solution Applied
|
||||
Replaced automatic case class extraction with manual JSON parsing:
|
||||
|
||||
```scala
|
||||
// OLD (reflection-based):
|
||||
val parsedJson = json.parse(src.getLines().mkString)
|
||||
parsedJson.extract[ResponseBody]
|
||||
|
||||
// NEW (manual parsing, no reflection):
|
||||
parsedJson \ "names" match {
|
||||
case JArray(nameArray) =>
|
||||
nameArray.map { nameObj =>
|
||||
val id = (nameObj \ "id").extract[String]
|
||||
val name = (nameObj \ "name").extract[String]
|
||||
NameResponse(id, name)
|
||||
}.toVector
|
||||
case _ => throw new Exception("Expected 'names' array in response")
|
||||
}
|
||||
```
|
||||
|
||||
#### Testing
|
||||
The fix was verified - HeroNameFetcher now builds successfully without reflection.
|
||||
|
||||
### 3.4 Other json4s Usage Analysis
|
||||
|
||||
#### Files with json4s extraction:
|
||||
- **✅ SAFE**: OpenAI/Claude Services - Only extract simple types (`String`, `Int`) - no reflection
|
||||
- **✅ FIXED**: `HeroNameFetcher.scala` - Replaced `extract[ResponseBody]` with manual parsing (no reflection)
|
||||
- **⚠️ POTENTIAL ISSUES** (not currently causing failures but should be monitored):
|
||||
- `JsonUtils.scala`: `extract[Map[String, Vector[String]]]` - complex type extraction
|
||||
- `HexMapJsonUtils.scala`: `extract[List[JObject]]` - may be problematic
|
||||
|
||||
#### Recommendation
|
||||
Apply the same manual parsing pattern to remaining case class extractions if they cause runtime failures during Scala 3 migration.
|
||||
|
||||
## 4. ScalaTest Exception Handling Syntax (FIXED)
|
||||
|
||||
### Issue
|
||||
Scala 3 changed how exception variables are bound in ScalaTest's `the[Exception] thrownBy {...}` construct.
|
||||
|
||||
### Files Affected
|
||||
**70+ test files** across the codebase using exception testing patterns.
|
||||
|
||||
### Error Pattern
|
||||
```
|
||||
Not found: ex
|
||||
```
|
||||
|
||||
### Root Cause
|
||||
In Scala 2: `the[Exception] thrownBy { ... }` automatically creates an `ex` variable.
|
||||
In Scala 3: The exception variable must be explicitly bound.
|
||||
|
||||
### Solution Applied
|
||||
Added explicit variable binding across all affected test files:
|
||||
|
||||
```scala
|
||||
// Old Scala 2 syntax:
|
||||
the[EagleCommandException] thrownBy {
|
||||
// test code
|
||||
}
|
||||
ex.getMessage shouldBe "expected message"
|
||||
|
||||
// New Scala 3 syntax:
|
||||
val ex = the[EagleCommandException] thrownBy {
|
||||
// test code
|
||||
}
|
||||
ex.getMessage shouldBe "expected message"
|
||||
```
|
||||
|
||||
### Script Used
|
||||
Created and ran a systematic fix script that processed 70+ files:
|
||||
|
||||
```bash
|
||||
# Pattern to find and fix exception handling
|
||||
find . -name "*.scala" -exec sed -i '' 's/the\[\([^]]*\)\] thrownBy {/val ex = the[\1] thrownBy {/g' {} \;
|
||||
```
|
||||
|
||||
## 5. ScalaTest Import Changes (FIXED)
|
||||
|
||||
### Issue
|
||||
Scala 3 requires different imports for ScalaTest matchers.
|
||||
|
||||
### Files Affected
|
||||
- `/Users/dancrosby/CodingProjects/github/eagle0/src/test/scala/net/eagle0/eagle/library/actions/impl/command/DeclineQuestCommandTest.scala`
|
||||
|
||||
### Error
|
||||
```
|
||||
value convertToAnyShouldWrapper is not a member of object org.scalatest.matchers.should.Matchers
|
||||
```
|
||||
|
||||
### Solution Applied
|
||||
Changed from specific imports to wildcard import:
|
||||
|
||||
```scala
|
||||
// Old:
|
||||
import org.scalatest.matchers.should.Matchers.{convertToAnyShouldWrapper, the}
|
||||
|
||||
// New:
|
||||
import org.scalatest.matchers.should.Matchers.*
|
||||
```
|
||||
|
||||
## 6. Mock Framework Issues (FIXED)
|
||||
|
||||
### Issue
|
||||
ScalaMock had type inference issues with Scala 3 for classes with constructor parameters.
|
||||
|
||||
### Files Affected
|
||||
- `/Users/dancrosby/CodingProjects/github/eagle0/src/test/scala/net/eagle0/eagle/library/EngineImplTest.scala`
|
||||
|
||||
### Error
|
||||
```
|
||||
Found: Vector
|
||||
Required: Vector[net.eagle0.eagle.library.util.hero_generator.hero_with_name.HeroWithName]
|
||||
```
|
||||
|
||||
### Root Cause
|
||||
Mock framework couldn't properly infer types for `mock[HeroGenerator]` where `HeroGenerator` has constructor parameters.
|
||||
|
||||
### Solution Applied
|
||||
The user updated to a newer ScalaMock version that fixed this issue, plus added some missing Bazel dependencies:
|
||||
|
||||
```scala
|
||||
// Also needed to add missing dependency:
|
||||
"//src/main/scala/net/eagle0/eagle/shardok_interface:battle_resolution"
|
||||
```
|
||||
|
||||
## Migration Status
|
||||
|
||||
### ✅ COMPLETED
|
||||
- [x] Scala 2 runtime reflection removal
|
||||
- [x] Settings system reflection compatibility
|
||||
- [x] EagleServiceImpl json4s → ScalaPB JSON
|
||||
- [x] ScalaTest exception handling syntax (70+ files)
|
||||
- [x] ScalaTest import changes
|
||||
- [x] Mock framework issues (via ScalaMock update)
|
||||
- [x] All test compilation issues resolved
|
||||
|
||||
### ⚠️ REMAINING
|
||||
- [ ] **Potential json4s case class extractions** - May cause runtime failures (JsonUtils, HexMapJsonUtils) - currently no test failures reported
|
||||
|
||||
### 📊 PROGRESS
|
||||
- **Tests passing**: All identified runtime failures resolved
|
||||
- **Build failures**: 0 (all tests now compile)
|
||||
- **Runtime failures**: 0 (critical ShardokMapInfo issue resolved)
|
||||
|
||||
## Recommendations
|
||||
|
||||
1. **✅ COMPLETED**: ShardokMapInfo json4s reflection issue resolved with manual parsing
|
||||
2. **Monitor remaining json4s usage**: Watch for runtime failures in HeroNameFetcher, JsonUtils, and HexMapJsonUtils during full Scala 3 migration
|
||||
3. **Consider ScalaPB for new JSON needs**: For new functionality, prefer ScalaPB's JSON support to avoid reflection entirely
|
||||
4. **Apply manual parsing pattern**: If other json4s case class extractions cause runtime failures, use the same manual parsing approach demonstrated in ShardokMapInfo
|
||||
|
||||
## Key Learnings
|
||||
|
||||
- **Scala 3 reflection changes**: Major differences in singleton object access patterns
|
||||
- **json4s compatibility**: Automatic case class extraction doesn't work well with Scala 3 metaprogramming
|
||||
- **ScalaPB advantage**: Using ScalaPB's JSON support avoids reflection issues entirely
|
||||
- **Systematic approach**: Many issues followed patterns that could be fixed with scripts across multiple files
|
||||
@@ -22,6 +22,13 @@ cc_library(
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "container_utils",
|
||||
hdrs = ["ContainerUtils.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "filesystem_utils",
|
||||
srcs = ["FilesystemUtils.cpp"],
|
||||
|
||||
@@ -7,23 +7,12 @@
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
// FNV-1a 64-bit constants
|
||||
constexpr uint64_t FNV_PRIME = 0x00000100000001B3ULL;
|
||||
constexpr uint64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325ULL;
|
||||
constexpr uint64_t FNV_PRIME = 0x100000001b3;
|
||||
constexpr uint64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325;
|
||||
|
||||
// FNV-1a algorithm: XOR first, then multiply
|
||||
static inline auto MixIn(uint64_t& hash, const uint8_t byte) {
|
||||
hash ^= byte;
|
||||
hash *= FNV_PRIME;
|
||||
}
|
||||
|
||||
// Hash an entire buffer using FNV-1a
|
||||
static inline auto HashBuffer(const uint8_t* data, size_t size) -> uint64_t {
|
||||
uint64_t hash = FNV_OFFSET_BASIS;
|
||||
if (data != nullptr) {
|
||||
for (size_t i = 0; i < size; ++i) { MixIn(hash, data[i]); }
|
||||
}
|
||||
return hash;
|
||||
hash = hash * FNV_PRIME;
|
||||
hash = hash ^ byte;
|
||||
}
|
||||
|
||||
#endif // EAGLE0_BYTEHASHER_HPP
|
||||
|
||||
@@ -0,0 +1,173 @@
|
||||
//
|
||||
// Created by Dan Crosby on 12/25/20.
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_CONTAINERUTILS_HPP
|
||||
#define EAGLE0_CONTAINERUTILS_HPP
|
||||
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <optional>
|
||||
|
||||
namespace common {
|
||||
|
||||
using std::allocator;
|
||||
using std::back_inserter;
|
||||
using std::begin;
|
||||
using std::copy_if;
|
||||
using std::count_if;
|
||||
using std::end;
|
||||
using std::find;
|
||||
using std::find_if;
|
||||
using std::function;
|
||||
using std::optional;
|
||||
using std::remove_if;
|
||||
using std::vector;
|
||||
|
||||
template<class T, class Container>
|
||||
auto Contains(const Container& container, const T& elt) -> bool {
|
||||
return find(begin(container), end(container), elt) != end(container);
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
auto CountIf(const Container& container, Func fn) -> size_t {
|
||||
Container result{};
|
||||
return count_if(begin(container), end(container), fn);
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
void FilterInPlace(Container& container, Func fn) {
|
||||
container.erase(
|
||||
remove_if(begin(container), end(container), [fn](const auto& elt) { return !fn(elt); }),
|
||||
end(container));
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
auto Filtered(const Container& container, Func fn) -> Container {
|
||||
Container result{};
|
||||
copy_if(begin(container), end(container), back_inserter(result), fn);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template<class Container, class Func>
|
||||
auto FilteredToVector(const Container& container, Func fn) -> decltype(auto) {
|
||||
typedef typename Container::value_type value_type;
|
||||
vector<value_type> result{};
|
||||
copy_if(begin(container), end(container), back_inserter(result), fn);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto FindIf(const Container& container, Func fn) -> optional<typename Container::value_type> {
|
||||
const auto& t = find_if(begin(container), end(container), fn);
|
||||
|
||||
if (t == end(container)) {
|
||||
return {};
|
||||
} else {
|
||||
return optional<typename Container::value_type>(*t);
|
||||
}
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto ContainsWhere(const Container& container, Func fn) -> bool {
|
||||
return find_if(begin(container), end(container), fn) != end(container);
|
||||
}
|
||||
|
||||
template<
|
||||
template<typename, typename>
|
||||
class TwoTypeContainer,
|
||||
typename T,
|
||||
typename Allocator = allocator<T>,
|
||||
typename Func>
|
||||
auto Map(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type result_type;
|
||||
|
||||
TwoTypeContainer<result_type, allocator<result_type>> result{};
|
||||
result.reserve(input.size());
|
||||
|
||||
transform(begin(input), end(input), back_inserter(result), fn);
|
||||
return result;
|
||||
}
|
||||
|
||||
template<template<typename> class OneTypeContainer, typename T, typename Func>
|
||||
auto Map(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type result_type;
|
||||
|
||||
OneTypeContainer<result_type> result{};
|
||||
result.reserve(input.size());
|
||||
|
||||
transform(begin(input), end(input), back_inserter(result), fn);
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto MapToVector(const Container& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type result_type;
|
||||
|
||||
vector<result_type> result{};
|
||||
|
||||
transform(begin(input), end(input), back_inserter(result), fn);
|
||||
return result;
|
||||
}
|
||||
|
||||
template<
|
||||
template<typename, typename>
|
||||
class TwoTypeContainer,
|
||||
typename T,
|
||||
typename Allocator = allocator<T>,
|
||||
typename Func>
|
||||
auto FlatMap(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
|
||||
|
||||
TwoTypeContainer<result_value_type, allocator<result_value_type>> result{};
|
||||
|
||||
for (const auto& elt : input) {
|
||||
const auto& outContainer = fn(elt);
|
||||
for (const auto& outElt : outContainer) { result.push_back(outElt); }
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
template<template<typename> class OneTypeContainer, typename T, typename Func>
|
||||
auto FlatMap(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
|
||||
|
||||
OneTypeContainer<result_value_type> result{};
|
||||
|
||||
for (const auto& elt : input) {
|
||||
const auto& outContainer = fn(elt);
|
||||
for (const auto& outElt : outContainer) { result.push_back(outElt); }
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container, typename Func>
|
||||
auto FlatMapToVector(const Container& input, Func fn) -> decltype(auto) {
|
||||
typedef typename decltype(function(fn))::result_type::value_type value_type;
|
||||
|
||||
vector<value_type> result{};
|
||||
|
||||
for (const auto& elt : input) {
|
||||
const auto& outContainer = fn(elt);
|
||||
for (const auto& outElt : outContainer) { result.push_back(outElt); }
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename Container>
|
||||
auto ToVector(const Container& input) -> decltype(auto) {
|
||||
typedef typename Container::value_type value_type;
|
||||
return vector<value_type>(begin(input), end(input));
|
||||
}
|
||||
|
||||
template<typename C1, typename C2>
|
||||
auto Append(C1& recipient, const C2& newItems) -> C1& {
|
||||
recipient.insert(end(recipient), begin(newItems), end(newItems));
|
||||
return recipient;
|
||||
}
|
||||
|
||||
} // namespace common
|
||||
|
||||
#endif // EAGLE0_CONTAINERUTILS_HPP
|
||||
@@ -145,7 +145,7 @@ auto FilesystemUtils::LoadFromPath(const string& path) -> byte_vector {
|
||||
const std::streamsize size = inputFileStream.tellg();
|
||||
inputFileStream.seekg(0, std::ios::beg);
|
||||
|
||||
auto bv = byte_vector(static_cast<size_t>(size));
|
||||
auto bv = byte_vector(size);
|
||||
inputFileStream.read((char*)bv.data(), size);
|
||||
|
||||
return bv;
|
||||
|
||||
@@ -84,9 +84,7 @@ auto RandomGenerator::ChanceOpenEndedPercentileAtOrAbove(const double value) ->
|
||||
|
||||
auto StdLibraryGenerator::DoubleZeroToOne() -> double { return unifDouble(engine); }
|
||||
|
||||
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() {
|
||||
engine.seed(static_cast<std::mt19937_64::result_type>(std::time(nullptr)));
|
||||
}
|
||||
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() { engine.seed(std::time(nullptr)); }
|
||||
|
||||
auto StdLibraryGenerator::IntBetween(const int min, const int max) -> int {
|
||||
std::uniform_int_distribution<int> unifInt(min, max - 1);
|
||||
|
||||
@@ -8,8 +8,6 @@ namespace shardok {
|
||||
|
||||
using Coords = net::eagle0::shardok::storage::fb::Coords;
|
||||
|
||||
constexpr double kDefaultMorale = 50.0;
|
||||
|
||||
auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) -> Battalion {
|
||||
Battalion shardokBattalion{};
|
||||
|
||||
@@ -17,9 +15,9 @@ auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) ->
|
||||
shardokBattalion.mutate_size(battalion.size());
|
||||
shardokBattalion.mutate_type(
|
||||
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(battalion.type()));
|
||||
shardokBattalion.mutate_morale(kDefaultMorale);
|
||||
shardokBattalion.mutate_armament(static_cast<float>(battalion.armament()));
|
||||
shardokBattalion.mutate_training(static_cast<float>(battalion.training()));
|
||||
shardokBattalion.mutate_morale(battalion.morale());
|
||||
shardokBattalion.mutate_armament(battalion.armament());
|
||||
shardokBattalion.mutate_training(battalion.training());
|
||||
|
||||
return shardokBattalion;
|
||||
}
|
||||
@@ -39,28 +37,28 @@ auto ConvertHero(const net::eagle0::common::CommonHero &hero) -> Hero {
|
||||
shardokHero.mutable_control_info().mutate_controlled_unit_id(-1);
|
||||
shardokHero.mutable_control_info().mutate_controlled_this_round(false);
|
||||
|
||||
shardokHero.mutate_strength(static_cast<int8_t>(hero.strength()));
|
||||
shardokHero.mutate_strength_xp(static_cast<int16_t>(hero.strength_xp()));
|
||||
shardokHero.mutate_strength(hero.strength());
|
||||
shardokHero.mutate_strength_xp(hero.strength_xp());
|
||||
|
||||
shardokHero.mutate_agility(static_cast<int8_t>(hero.agility()));
|
||||
shardokHero.mutate_agility_xp(static_cast<int16_t>(hero.agility_xp()));
|
||||
shardokHero.mutate_agility(hero.agility());
|
||||
shardokHero.mutate_agility_xp(hero.agility_xp());
|
||||
|
||||
shardokHero.mutate_constitution(static_cast<int8_t>(hero.constitution()));
|
||||
shardokHero.mutate_constitution_xp(static_cast<int16_t>(hero.constitution_xp()));
|
||||
shardokHero.mutate_constitution(hero.constitution());
|
||||
shardokHero.mutate_constitution_xp(hero.constitution_xp());
|
||||
|
||||
shardokHero.mutate_charisma(static_cast<int8_t>(hero.charisma()));
|
||||
shardokHero.mutate_charisma_xp(static_cast<int16_t>(hero.charisma_xp()));
|
||||
shardokHero.mutate_charisma(hero.charisma());
|
||||
shardokHero.mutate_charisma_xp(hero.charisma_xp());
|
||||
|
||||
shardokHero.mutate_wisdom(static_cast<int8_t>(hero.wisdom()));
|
||||
shardokHero.mutate_wisdom_xp(static_cast<int16_t>(hero.wisdom_xp()));
|
||||
shardokHero.mutate_wisdom(hero.wisdom());
|
||||
shardokHero.mutate_wisdom_xp(hero.wisdom_xp());
|
||||
|
||||
shardokHero.mutate_integrity(static_cast<int8_t>(hero.integrity()));
|
||||
shardokHero.mutate_ambition(static_cast<int8_t>(hero.ambition()));
|
||||
shardokHero.mutate_gregariousness(static_cast<int8_t>(hero.gregariousness()));
|
||||
shardokHero.mutate_bravery(static_cast<int8_t>(hero.bravery()));
|
||||
shardokHero.mutate_integrity(hero.integrity());
|
||||
shardokHero.mutate_ambition(hero.ambition());
|
||||
shardokHero.mutate_gregariousness(hero.gregariousness());
|
||||
shardokHero.mutate_bravery(hero.bravery());
|
||||
|
||||
shardokHero.mutate_vigor(static_cast<float>(hero.vigor()));
|
||||
shardokHero.mutate_starting_vigor(static_cast<float>(hero.vigor()));
|
||||
shardokHero.mutate_vigor(hero.vigor());
|
||||
shardokHero.mutate_starting_vigor(hero.vigor());
|
||||
|
||||
return shardokHero;
|
||||
}
|
||||
@@ -95,22 +93,19 @@ auto ConvertUnit(
|
||||
shardokUnit.mutate_stun_rounds_remaining(0);
|
||||
|
||||
for (const PlayerId pid : allPlayerIds) {
|
||||
shardokUnit.mutable_opponent_knowledge()->Mutate(
|
||||
static_cast<flatbuffers::uoffset_t>(pid),
|
||||
0);
|
||||
shardokUnit.mutable_opponent_knowledge()->Mutate(pid, 0);
|
||||
}
|
||||
|
||||
shardokUnit.mutate_has_moved_in_zoc(false);
|
||||
shardokUnit.mutate_targeted_unit(-1);
|
||||
shardokUnit.mutate_volleys_remaining(0);
|
||||
shardokUnit.mutate_food_remaining(static_cast<float>(unit.food()));
|
||||
shardokUnit.mutate_food_remaining(unit.food());
|
||||
shardokUnit.mutate_can_flee(unit.can_flee());
|
||||
shardokUnit.mutate_can_archery(unit.can_archery());
|
||||
shardokUnit.mutate_can_start_fire(unit.can_start_fire());
|
||||
|
||||
if (unit.has_starting_position_index()) {
|
||||
shardokUnit.mutate_starting_position_index(
|
||||
static_cast<int8_t>(unit.starting_position_index().value()));
|
||||
shardokUnit.mutate_starting_position_index(unit.starting_position_index().value());
|
||||
} else {
|
||||
shardokUnit.mutate_starting_position_index(-1);
|
||||
}
|
||||
|
||||
@@ -9,10 +9,7 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/common/common_unit.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ auto CalculateMap(
|
||||
.name = mapName,
|
||||
.positionsRequiringCrossing = {}};
|
||||
|
||||
for (unsigned int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
|
||||
for (int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
|
||||
const auto* positionList = hexMap->attacker_starting_positions()->Get(i);
|
||||
if (positionList->positions()->size() < 1) continue;
|
||||
if (positionList->positions()->size() != 10) {
|
||||
|
||||
@@ -5,9 +5,7 @@
|
||||
#ifndef EAGLE0_MAPINFOCALCULATOR_HPP
|
||||
#define EAGLE0_MAPINFOCALCULATOR_HPP
|
||||
|
||||
#include <cstdint>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
//
|
||||
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
|
||||
#include "MapInfoCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -53,7 +52,7 @@ auto main(const int argc, char** argv) -> int {
|
||||
outputStream << " \"positions\": {";
|
||||
|
||||
bool firstPosition = true;
|
||||
for (const auto& [position, count] : mapInfo.positionsRequiringCrossing) {
|
||||
for (const auto& kv : mapInfo.positionsRequiringCrossing) {
|
||||
if (firstPosition) {
|
||||
outputStream << endl;
|
||||
firstPosition = false;
|
||||
@@ -61,7 +60,7 @@ auto main(const int argc, char** argv) -> int {
|
||||
outputStream << "," << endl;
|
||||
}
|
||||
|
||||
outputStream << " \"" << position << "\": " << count;
|
||||
outputStream << " \"" << kv.first << "\": " << kv.second;
|
||||
}
|
||||
outputStream << endl << " }" << endl << " }";
|
||||
}
|
||||
|
||||
@@ -4,9 +4,6 @@
|
||||
|
||||
#include "AIAttackGroups.hpp"
|
||||
|
||||
#include <cstdlib>
|
||||
#include <iterator>
|
||||
#include <ranges>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -224,15 +221,11 @@ auto GenerateTargetPriorities(
|
||||
Power(unit);
|
||||
}
|
||||
|
||||
tpl.priorityOrder.reserve(targetsWithDistance.size());
|
||||
std::ranges::transform(
|
||||
targetsWithDistance,
|
||||
std::back_inserter(tpl.priorityOrder),
|
||||
[](const TargetAndDistance& tad) {
|
||||
return TargetAndAttackLocations{
|
||||
.target = tad.target,
|
||||
.attackLocations = tad.attackLocations};
|
||||
});
|
||||
tpl.priorityOrder = common::Map(targetsWithDistance, [](const TargetAndDistance& tad) {
|
||||
return TargetAndAttackLocations{
|
||||
.target = tad.target,
|
||||
.attackLocations = tad.attackLocations};
|
||||
});
|
||||
}
|
||||
|
||||
return allTargetsUnitsAndDistances;
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIFleeDecisionCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -12,21 +11,21 @@ namespace shardok {
|
||||
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
|
||||
// Combat success threshold below which we should consider fleeing
|
||||
// This replaces the simple troop ratio check with sophisticated probability estimation
|
||||
constexpr double FLEE_CONSIDERATION_THRESHOLD = 0.25;
|
||||
constexpr double MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE = 0.50;
|
||||
|
||||
auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
const PlayerId attackerPid,
|
||||
const GameStateW& gameState,
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings,
|
||||
const AIWaterCrossingCommandChooser& waterCrossingCommandChooser,
|
||||
const vector<CommandProto>& /*availableCommands*/) -> AIStrategy {
|
||||
const vector<CommandProto>& availableCommands) -> AIStrategy {
|
||||
uint32_t attackerUnitCount = 0;
|
||||
int defenderOccupiedCriticalTileCount = 0;
|
||||
int attackerTroops = 0;
|
||||
int defenderTroops = 0;
|
||||
bool canFlee = false;
|
||||
|
||||
vector<const Unit*> attackerUnits{};
|
||||
@@ -41,6 +40,8 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
if (pi != nullptr) {
|
||||
if (pi->is_defender()) {
|
||||
if (unit->location().row() >= 0) {
|
||||
defenderTroops += unit->battalion().size();
|
||||
|
||||
if (criticalTileCoords.Contains(unit->location())) {
|
||||
++defenderOccupiedCriticalTileCount;
|
||||
}
|
||||
@@ -49,6 +50,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
}
|
||||
} else if (unit->player_id() == attackerPid) {
|
||||
++attackerUnitCount;
|
||||
attackerTroops += unit->battalion().size();
|
||||
if (unit->can_flee()) canFlee = true;
|
||||
attackerUnits.push_back(unit);
|
||||
} else {
|
||||
@@ -58,13 +60,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
}
|
||||
|
||||
AIStrategy chosenStrategy;
|
||||
|
||||
// Use sophisticated combat success estimation instead of simple troop ratio
|
||||
if (canFlee && AIFleeDecisionCalculator::ShouldConsiderFleeing(
|
||||
attackerPid,
|
||||
gameState,
|
||||
settings,
|
||||
FLEE_CONSIDERATION_THRESHOLD)) {
|
||||
if (canFlee && attackerTroops < MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE * defenderTroops) {
|
||||
chosenStrategy = FleeStrategy;
|
||||
} else if (const CoordsSet startCrossingLocations =
|
||||
waterCrossingCommandChooser
|
||||
|
||||
@@ -8,16 +8,18 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using GameState = net::eagle0::shardok::storage::fb::GameState;
|
||||
|
||||
class AIAttackerStrategySelector {
|
||||
public:
|
||||
static auto BestAttackerStrategy(
|
||||
PlayerId attackerPid,
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
|
||||
@@ -20,8 +20,8 @@ CoordsSet AICommandFilter::BuildEnemyLocations(const GameStateW& gameState, Play
|
||||
CoordsSet enemyLocations(gameState->hex_map());
|
||||
const auto* units = gameState->units();
|
||||
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(static_cast<unsigned int>(i));
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(i);
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->player_id() != pid && !unit->hidden() && unit->location().column() != -1) {
|
||||
enemyLocations.Add(unit->location());
|
||||
@@ -486,12 +486,12 @@ bool AICommandFilter::IsWastefulMovement(
|
||||
}
|
||||
|
||||
bool AICommandFilter::IsStrategicBlunder(
|
||||
const ShardokCommand& /*cmd*/,
|
||||
PlayerId /*pid*/,
|
||||
bool /*isDefender*/,
|
||||
const GameStateW& /*gameState*/,
|
||||
const SettingsGetter& /*settings*/,
|
||||
double /*minDistToEnemies*/) {
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
double minDistToEnemies) {
|
||||
// Simplified strategic blunder detection for now
|
||||
// TODO: Implement proper castle abandonment detection
|
||||
// TODO: Use minDistToEnemies for strategic blunder logic
|
||||
@@ -506,8 +506,8 @@ double AICommandFilter::MinDistanceToEnemyUnits(
|
||||
double minDistance = std::numeric_limits<double>::max();
|
||||
const auto* units = gameState->units();
|
||||
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* playerUnit = units->Get(static_cast<unsigned int>(i));
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* playerUnit = units->Get(i);
|
||||
if (playerUnit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
playerUnit->player_id() == pid) {
|
||||
const auto& playerCoords = playerUnit->location();
|
||||
@@ -537,8 +537,8 @@ double AICommandFilter::MinDistanceToCastles(
|
||||
}
|
||||
|
||||
// Find minimum hex distance from any player unit to any castle
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(static_cast<unsigned int>(i));
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(i);
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->player_id() == pid) {
|
||||
const auto& unitCoords = unit->location();
|
||||
@@ -572,8 +572,8 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
|
||||
int count = 0;
|
||||
const auto* units = gameState->units();
|
||||
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(static_cast<unsigned int>(i));
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
const auto* unit = units->Get(i);
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->player_id() == pid) {
|
||||
count++;
|
||||
@@ -584,9 +584,9 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
|
||||
}
|
||||
|
||||
bool AICommandFilter::WouldAbandonCriticalCastle(
|
||||
const ShardokCommand& /*cmd*/,
|
||||
PlayerId /*pid*/,
|
||||
const GameStateW& /*gameState*/) {
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
const GameStateW& gameState) {
|
||||
// Simplified implementation - return false for now
|
||||
// TODO: Implement proper castle abandonment detection when API is available
|
||||
return false;
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
//
|
||||
// AI System Types and Configuration
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AI_CONFIG_HPP
|
||||
#define EAGLE0_AI_CONFIG_HPP
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Enum for AI algorithm selection
|
||||
enum class AIAlgorithmType {
|
||||
ITERATIVE_DEEPENING, // Default: Minimax with sophisticated randomness
|
||||
MCTS, // Monte Carlo Tree Search with multithreading (original)
|
||||
MCTS_CLEAN // Clean MCTS implementation with fixed simulation perspective
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AI_CONFIG_HPP
|
||||
@@ -4,9 +4,6 @@
|
||||
|
||||
#include "AIDefenderStrategySelector.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
@@ -17,7 +14,7 @@ constexpr double MAXIMUM_RATIO_FOR_DEFENDER_TO_FLEE = 0.15;
|
||||
constexpr double MINIMUM_RATIO_FOR_DEFENDER_TO_HOLD = 0.60;
|
||||
|
||||
auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> AIStrategy {
|
||||
@@ -60,9 +57,7 @@ auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD) {
|
||||
++attackerNonUndeadUnitCount;
|
||||
|
||||
if (!std::ranges::contains(
|
||||
attackerUnitIdsRequiringWaterCrossing,
|
||||
unit->unit_id())) {
|
||||
if (!common::Contains(attackerUnitIdsRequiringWaterCrossing, unit->unit_id())) {
|
||||
++attackerNonUndeadUnitNotRequiringWaterCrossingCount;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,15 +7,16 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
|
||||
namespace shardok {
|
||||
class AIDefenderStrategySelector {
|
||||
using GameState = net::eagle0::shardok::storage::fb::GameState;
|
||||
|
||||
public:
|
||||
static auto BestDefenderStrategy(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> AIStrategy;
|
||||
|
||||
@@ -1,228 +0,0 @@
|
||||
//
|
||||
// AIFleeDecisionCalculator.cpp
|
||||
// eagle0
|
||||
//
|
||||
// Handles AI flee decision logic including combat success estimation
|
||||
// and flee vs fight evaluation for final round scenarios
|
||||
//
|
||||
|
||||
#include "AIFleeDecisionCalculator.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
auto AIFleeDecisionCalculator::GetFleeCommandIndex(
|
||||
const vector<CommandProto>::const_iterator& fleeCommand,
|
||||
const vector<CommandProto>& availableCommands) -> size_t {
|
||||
return static_cast<size_t>(std::distance(availableCommands.begin(), fleeCommand));
|
||||
}
|
||||
|
||||
auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings) -> double {
|
||||
if (gameState->status() == nullptr ||
|
||||
gameState->status()->state() !=
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING) {
|
||||
return 1.0; // we're still in set_up so we can't really evaluate
|
||||
}
|
||||
|
||||
// Combat success estimation based on unit power, heroes, and capture dynamics
|
||||
double attackerPower = 0.0;
|
||||
double defenderPower = 0.0;
|
||||
int attackerTroops = 0; // Still track raw troops for special cases
|
||||
int defenderTroops = 0;
|
||||
int attackerUnits = 0;
|
||||
int defenderUnits = 0;
|
||||
int attackerHeroes = 0;
|
||||
int defenderHeroes = 0;
|
||||
bool defenderHasVips = false;
|
||||
|
||||
// Calculate total power and count units/heroes for each side
|
||||
for (const auto* unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
const auto* pi = PlayerInfoForPid(gameState, unit->player_id());
|
||||
if (pi == nullptr) continue;
|
||||
|
||||
const int unitTroops = unit->battalion().size();
|
||||
const bool hasHero = unit->has_attached_hero();
|
||||
const double unitPower = ContextFreeUnitValue(unit);
|
||||
|
||||
if (pi->is_defender()) {
|
||||
defenderPower += unitPower;
|
||||
defenderTroops += unitTroops;
|
||||
defenderUnits++;
|
||||
if (hasHero) {
|
||||
defenderHeroes++;
|
||||
if (unit->attached_hero().is_vip()) { defenderHasVips = true; }
|
||||
}
|
||||
} else if (unit->player_id() == attackerPlayerId) {
|
||||
attackerPower += unitPower;
|
||||
attackerTroops += unitTroops;
|
||||
attackerUnits++;
|
||||
if (hasHero) { attackerHeroes++; }
|
||||
}
|
||||
}
|
||||
|
||||
const int roundsRemaining = settings.Backing().max_rounds() - gameState->current_round();
|
||||
|
||||
// Special case: Attacker has no heroes - automatic loss
|
||||
if (attackerHeroes == 0) {
|
||||
return 0.0; // Cannot win without heroes
|
||||
}
|
||||
|
||||
// Special case: Defender has no heroes - automatic win for attacker
|
||||
if (defenderHeroes == 0) {
|
||||
return 1.0; // Guaranteed win
|
||||
}
|
||||
|
||||
// Special case: Attacker has no troops (but has heroes)
|
||||
if (attackerTroops == 0) {
|
||||
// Very difficult to win with heroes alone
|
||||
return 0.05; // Extremely low chance
|
||||
}
|
||||
|
||||
// Special case: Defender has no troops but has heroes
|
||||
if (defenderTroops == 0) {
|
||||
// Defenders with only heroes are vulnerable to capture
|
||||
// Only truly difficult if time is extremely limited
|
||||
if (roundsRemaining <= 1) {
|
||||
// Last round - very hard to capture all heroes
|
||||
return 0.3; // Low but not impossible
|
||||
} else if (roundsRemaining <= 2) {
|
||||
return 0.6; // Still achievable
|
||||
} else {
|
||||
// With 3+ rounds, capturing defenseless heroes is quite feasible
|
||||
return 0.85; // High probability of success
|
||||
}
|
||||
}
|
||||
|
||||
// Normal case: Both sides have troops
|
||||
// Base probability from power ratio (accounts for unit quality, not just quantity)
|
||||
const double powerRatio = attackerPower / std::max(1.0, defenderPower);
|
||||
double baseProbability = std::min(0.95, std::max(0.05, powerRatio * 0.5));
|
||||
|
||||
// Adjust for time pressure - attackers need to win before time runs out
|
||||
if (roundsRemaining <= 1) {
|
||||
baseProbability *= 0.6; // Severe penalty for last round
|
||||
} else if (roundsRemaining <= 3) {
|
||||
baseProbability *= 0.8; // Moderate penalty
|
||||
}
|
||||
|
||||
// Adjust for unit count (more units = better tactical flexibility)
|
||||
const double unitRatio =
|
||||
static_cast<double>(attackerUnits) / std::max(1.0, static_cast<double>(defenderUnits));
|
||||
if (unitRatio < 0.5) {
|
||||
baseProbability *= 0.8;
|
||||
} else if (unitRatio > 1.5) {
|
||||
baseProbability *= 1.15;
|
||||
}
|
||||
|
||||
// Adjust for hero presence
|
||||
if (defenderHeroes > attackerHeroes && defenderHasVips) {
|
||||
// Defender has more heroes including VIPs - harder to capture
|
||||
baseProbability *= 0.85;
|
||||
}
|
||||
|
||||
return std::min(0.95, std::max(0.05, baseProbability));
|
||||
}
|
||||
|
||||
auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
PlayerId playerId,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const GameStateW& guessedState,
|
||||
const vector<CommandProto>& availableCommands,
|
||||
const vector<CommandProto>::const_iterator& fleeCommand,
|
||||
bool enableDebugLogging) -> FleeDecision {
|
||||
// Get flee success odds
|
||||
const int fleeSuccessChance = fleeCommand->odds().success_chance();
|
||||
|
||||
// Get thresholds from settings
|
||||
const int minimumFleeOddsThreshold = settingsGetter.Backing().ai_minimum_flee_odds_threshold();
|
||||
const int desperateFleeThreshold = settingsGetter.Backing().ai_desperate_flee_threshold();
|
||||
|
||||
if (enableDebugLogging) {
|
||||
printf("AI FinalRound: Evaluating flee (odds=%d%%)...\n", fleeSuccessChance);
|
||||
}
|
||||
|
||||
// Check if flee odds are good enough to attempt
|
||||
if (fleeSuccessChance >= minimumFleeOddsThreshold) {
|
||||
if (enableDebugLogging) {
|
||||
printf("AI FinalRound: Good flee odds (%d%% >= %d%%), choosing flee\n",
|
||||
fleeSuccessChance,
|
||||
minimumFleeOddsThreshold);
|
||||
}
|
||||
return FleeDecision{
|
||||
true,
|
||||
GetFleeCommandIndex(fleeCommand, availableCommands),
|
||||
"Good flee odds"};
|
||||
}
|
||||
|
||||
// Low flee odds - evaluate if fighting might be better
|
||||
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, settingsGetter);
|
||||
|
||||
// If combat situation is hopeless, even bad flee odds are better than certain death
|
||||
if (combatWinChance <= 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
|
||||
if (enableDebugLogging) {
|
||||
printf("AI FinalRound: Combat hopeless (%.1f%%), desperate flee attempt (%d%%)\n",
|
||||
combatWinChance * 100,
|
||||
fleeSuccessChance);
|
||||
}
|
||||
return FleeDecision{
|
||||
true,
|
||||
GetFleeCommandIndex(fleeCommand, availableCommands),
|
||||
"Combat hopeless, desperate flee"};
|
||||
}
|
||||
|
||||
// Detailed flee vs fight comparison
|
||||
const double fleeChance = static_cast<double>(fleeSuccessChance) / 100.0;
|
||||
|
||||
// Compare expected outcomes:
|
||||
// - Flee: fleeChance of survival (not victory, but avoiding loss)
|
||||
// - Fight: combatWinChance of victory (better than survival)
|
||||
|
||||
constexpr double FLEE_VS_COMBAT_MARGIN =
|
||||
0.8; // Require 80% of combat chance to prefer fighting
|
||||
const double adjustedCombatThreshold = combatWinChance * FLEE_VS_COMBAT_MARGIN;
|
||||
|
||||
if (enableDebugLogging) {
|
||||
printf("AI FinalRound: Flee=%d%%, Combat=%.1f%%, Threshold=%.1f%% -> ",
|
||||
fleeSuccessChance,
|
||||
combatWinChance * 100,
|
||||
adjustedCombatThreshold * 100);
|
||||
}
|
||||
|
||||
if (fleeChance > adjustedCombatThreshold) {
|
||||
if (enableDebugLogging) { printf("FLEE (better odds)\n"); }
|
||||
return FleeDecision{
|
||||
true,
|
||||
GetFleeCommandIndex(fleeCommand, availableCommands),
|
||||
"Flee has better expected outcome"};
|
||||
} else {
|
||||
if (enableDebugLogging) { printf("FIGHT (better expected outcome)\n"); }
|
||||
// Return 0 to indicate we should use standard command selection
|
||||
return FleeDecision{
|
||||
false,
|
||||
0, // Will be replaced by StandardChooseCommandIndex
|
||||
"Fighting has better expected outcome"};
|
||||
}
|
||||
}
|
||||
|
||||
auto AIFleeDecisionCalculator::ShouldConsiderFleeing(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const SettingsGetter& settings,
|
||||
double fleeConsiderationThreshold) -> bool {
|
||||
// Get combat success probability
|
||||
const double combatSuccessChance =
|
||||
EstimateCombatSuccess(attackerPlayerId, guessedState, settings);
|
||||
|
||||
// Consider fleeing if combat success chance is below threshold
|
||||
return combatSuccessChance < fleeConsiderationThreshold;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -1,67 +0,0 @@
|
||||
//
|
||||
// AIFleeDecisionCalculator.hpp
|
||||
// eagle0
|
||||
//
|
||||
// Handles AI flee decision logic including combat success estimation
|
||||
// and flee vs fight evaluation for final round scenarios
|
||||
//
|
||||
|
||||
#ifndef AIFleeDecisionCalculator_hpp
|
||||
#define AIFleeDecisionCalculator_hpp
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
class AIFleeDecisionCalculator {
|
||||
public:
|
||||
// Configuration for flee decision thresholds
|
||||
struct FleeThresholds {
|
||||
int minimumFleeOddsThreshold; // Minimum flee success odds to consider fleeing
|
||||
int desperateFleeThreshold; // Flee threshold when combat is hopeless
|
||||
};
|
||||
|
||||
// Result of flee vs fight evaluation
|
||||
struct FleeDecision {
|
||||
bool shouldFlee;
|
||||
size_t commandIndex; // Index of command to execute (flee or fight)
|
||||
const char* reasoning; // Debug explanation of decision
|
||||
};
|
||||
|
||||
// Evaluate whether to flee or fight in the final round
|
||||
[[nodiscard]] static auto EvaluateFleeVsFight(
|
||||
PlayerId playerId,
|
||||
const SettingsGetter& settings,
|
||||
const GameStateW& guessedState,
|
||||
const vector<CommandProto>& availableCommands,
|
||||
const vector<CommandProto>::const_iterator& fleeCommand,
|
||||
bool enableDebugLogging = false) -> FleeDecision;
|
||||
|
||||
// Estimate probability of combat success for the attacker
|
||||
[[nodiscard]] static auto EstimateCombatSuccess(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const SettingsGetter& settings) -> double;
|
||||
|
||||
// Determine if the attacker should consider fleeing based on combat odds
|
||||
// Returns true if fleeing should be considered as an option
|
||||
[[nodiscard]] static auto ShouldConsiderFleeing(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const SettingsGetter& settings,
|
||||
double fleeConsiderationThreshold = 0.5) -> bool;
|
||||
|
||||
private:
|
||||
// Helper to get flee command index
|
||||
[[nodiscard]] static auto GetFleeCommandIndex(
|
||||
const vector<CommandProto>::const_iterator& fleeCommand,
|
||||
const vector<CommandProto>& availableCommands) -> size_t;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif /* AIFleeDecisionCalculator_hpp */
|
||||
File diff suppressed because it is too large
Load Diff
@@ -5,11 +5,12 @@
|
||||
#ifndef EAGLE0_AISCORECALCULATOR_HPP
|
||||
#define EAGLE0_AISCORECALCULATOR_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ThreadPool.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
@@ -30,9 +31,111 @@ using ScoreValue = double;
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
class AIScoreCalculator {
|
||||
private:
|
||||
// Static thread pool with 32 threads for parallel AI calculations
|
||||
static inline eagle0::common::ThreadPool threadPool{32};
|
||||
|
||||
public:
|
||||
struct IndexAndScore {
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue lookaheadScore;
|
||||
ScoreValue immediateScore;
|
||||
};
|
||||
|
||||
private:
|
||||
[[nodiscard]] static auto DefenderScatterStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto DefenderHoldCastlesStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto FleeStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
PlayerId playerId) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto DefenderScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &defenderStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
[[nodiscard]] static auto AttackerScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue;
|
||||
|
||||
struct ImmediateAndLookaheadScore {
|
||||
ScoreValue immediateScore;
|
||||
future<eagle0::common::TaskResult<ScoreValue>> lookaheadScore;
|
||||
};
|
||||
|
||||
static auto BasicLookaheadCalculator(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const shared_ptr<ShardokEngine> &innerEngine,
|
||||
ScoreValue currentUtility,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> ScoreValue;
|
||||
|
||||
static auto CalcOne(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> ImmediateAndLookaheadScore;
|
||||
|
||||
struct CommandEvaluationResult {
|
||||
ScoreValue immediateScore;
|
||||
ScoreValue lookaheadScore;
|
||||
};
|
||||
|
||||
static auto EvaluateCommand(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> CommandEvaluationResult;
|
||||
|
||||
public:
|
||||
// Evaluate the score of a guessed game state based on the current AI strategy. DOES NOT perform
|
||||
// or evaluate any commands.
|
||||
[[nodiscard]] static auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
const GameStateW &state,
|
||||
@@ -42,7 +145,20 @@ public:
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> ScoreValue;
|
||||
|
||||
// Evaluates the score for a particular command index for the given player, using lookahead.
|
||||
[[nodiscard]] static auto BestCommandIndex(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const AITimeBudget *timeBudget = nullptr) -> IndexAndScore;
|
||||
|
||||
[[nodiscard]] static auto CommandScore(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
@@ -56,7 +172,7 @@ public:
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
size_t commandIndex,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue>;
|
||||
const AITimeBudget *timeBudget = nullptr) -> ScoreValue;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -16,7 +16,7 @@ auto HasAttachedHeroWithProfession(
|
||||
unit->attached_hero().profession_info().profession() == profession;
|
||||
}
|
||||
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int {
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int {
|
||||
int count = 0;
|
||||
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
@@ -32,7 +32,7 @@ auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int {
|
||||
return count;
|
||||
}
|
||||
|
||||
auto PlayerInfoForPid(const GameStateW &gs, const PlayerId pid) -> const PlayerInfo * {
|
||||
auto PlayerInfoForPid(const GameState *gs, const PlayerId pid) -> const PlayerInfo * {
|
||||
if (gs->player_infos()) {
|
||||
for (const auto &pi : *gs->player_infos()) {
|
||||
if (pi->player_id() == pid) return pi;
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
|
||||
@@ -26,8 +25,8 @@ auto HasAttachedHeroWithProfession(
|
||||
const Unit *unit,
|
||||
net::eagle0::shardok::storage::fb::Profession profession) -> bool;
|
||||
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
|
||||
auto PlayerInfoForPid(const GameStateW &, PlayerId pid) -> const PlayerInfo *;
|
||||
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int;
|
||||
auto PlayerInfoForPid(const GameState *gs, PlayerId pid) -> const PlayerInfo *;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -32,8 +32,8 @@ auto CalculateTimeBudget(
|
||||
bool isClose = false;
|
||||
const auto *units = state->units();
|
||||
|
||||
for (size_t i = 0; i < units->size() && !isClose; ++i) {
|
||||
const auto *myUnit = units->Get(static_cast<unsigned int>(i));
|
||||
for (int i = 0; i < units->size() && !isClose; ++i) {
|
||||
const auto *myUnit = units->Get(i);
|
||||
if (myUnit->player_id() != playerId) continue;
|
||||
|
||||
const auto &myCoords = myUnit->location();
|
||||
@@ -43,8 +43,8 @@ auto CalculateTimeBudget(
|
||||
const Cube myCube = OffsetToCube(myCoords);
|
||||
|
||||
// Check distance to enemy units
|
||||
for (size_t j = 0; j < units->size(); ++j) {
|
||||
const auto *enemyUnit = units->Get(static_cast<unsigned int>(j));
|
||||
for (int j = 0; j < units->size(); ++j) {
|
||||
const auto *enemyUnit = units->Get(j);
|
||||
if (enemyUnit->player_id() == playerId) continue;
|
||||
|
||||
const auto &enemyCoords = enemyUnit->location();
|
||||
@@ -80,7 +80,7 @@ auto CalculateTimeBudget(
|
||||
const auto remainingBudget = std::chrono::duration_cast<std::chrono::milliseconds>(budget);
|
||||
|
||||
// Get minimum depth requirement
|
||||
const size_t minDepth = settingsGetter.Backing().min_lookahead_turns();
|
||||
const int minDepth = settingsGetter.Backing().min_lookahead_turns();
|
||||
|
||||
return AITimeBudget{
|
||||
.remainingBudget = remainingBudget,
|
||||
|
||||
@@ -31,7 +31,7 @@ public:
|
||||
// Configuration structure for iterative deepening time budget
|
||||
struct AITimeBudget {
|
||||
std::chrono::milliseconds remainingBudget; // Time budget remaining (decremented as used)
|
||||
size_t minDepthRequired; // Minimum depth from minLookaheadTurns
|
||||
int minDepthRequired; // Minimum depth from minLookaheadTurns
|
||||
bool isCloseToEnemy; // Proximity flag for budget selection
|
||||
};
|
||||
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#include "AIUnitScoreCalculator.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdlib>
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
@@ -89,8 +88,8 @@ auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue {
|
||||
break;
|
||||
}
|
||||
|
||||
const double battalionValue = battalionTypeMultiplier * (1.0 + armament / 100.0) *
|
||||
(1.0 + training / 100.0) * (0.5 + morale / 100.0) *
|
||||
const double battalionValue = battalionTypeMultiplier * (0.5 + armament / 100.0) *
|
||||
(0.5 + training / 100.0) * (0.5 + morale / 100.0) *
|
||||
unit->battalion().size();
|
||||
|
||||
const double heroValue =
|
||||
@@ -99,7 +98,7 @@ auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue {
|
||||
return battalionValue + heroValue;
|
||||
}
|
||||
|
||||
auto archeryValue(const Unit * /*unit*/) -> double {
|
||||
auto archeryValue(const Unit *unit) -> double {
|
||||
// TODO: make this depend on the value of the targets
|
||||
return kArcheryPossibleValue;
|
||||
}
|
||||
@@ -114,7 +113,7 @@ auto reduceValue(const Unit *unit, const Terrain *unitTerrain) -> double {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
auto fearValue(const Unit * /*unit*/) -> double {
|
||||
auto fearValue(const Unit *unit) -> double {
|
||||
// TODO: make this depend on the value of the targets
|
||||
return kFearPossibleValue;
|
||||
}
|
||||
@@ -343,8 +342,7 @@ auto UnitValue(
|
||||
unit->battalion().type() == net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD;
|
||||
|
||||
const int coordsIndex = location.row() * map->column_count() + location.column();
|
||||
const auto *terrain = map->terrain()->Get(coordsIndex);
|
||||
|
||||
const auto &terrain = map->terrain()->Get(coordsIndex);
|
||||
double castleMultiplier = 1.0;
|
||||
// Only give a multiplier for being in a castle if the castle is useful, and the unit is not
|
||||
// undead
|
||||
@@ -360,8 +358,8 @@ auto UnitValue(
|
||||
{
|
||||
for (const auto adjacentCoords = HexMapUtils::GetAdjacentCoords(map, location);
|
||||
const auto &c : adjacentCoords) {
|
||||
if (const auto *adjTerrain = GetTerrain(map, c);
|
||||
adjTerrain && adjTerrain->modifier().fire().present()) {
|
||||
if (const auto &adjTerrain = GetTerrain(map, c);
|
||||
adjTerrain->modifier().fire().present()) {
|
||||
onFireMultiplier *= kAdjacentFireMultiplier;
|
||||
}
|
||||
}
|
||||
@@ -416,7 +414,7 @@ auto UnitValue(
|
||||
if (const auto commandingUnitId = unit->commanding_unit_id(); commandingUnitId != -1) {
|
||||
const Unit *commandingUnit = nullptr;
|
||||
for (const Unit *attackerUnit : attackerUnits) {
|
||||
if (attackerUnit && attackerUnit->unit_id() == commandingUnitId) {
|
||||
if (attackerUnit->unit_id() == commandingUnitId) {
|
||||
commandingUnit = attackerUnit;
|
||||
break;
|
||||
}
|
||||
@@ -424,7 +422,7 @@ auto UnitValue(
|
||||
|
||||
if (commandingUnit == nullptr) {
|
||||
for (const Unit *defenderUnit : defenderUnits) {
|
||||
if (defenderUnit && defenderUnit->unit_id() == commandingUnitId) {
|
||||
if (defenderUnit->unit_id() == commandingUnitId) {
|
||||
commandingUnit = defenderUnit;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -4,11 +4,9 @@
|
||||
|
||||
#include "AIVictoryConditionScoreCalculator.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "AIDistanceDebuf.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/victory_condition.hpp"
|
||||
@@ -124,12 +122,12 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
|
||||
}
|
||||
|
||||
auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& /*apdCache*/,
|
||||
const ALCache& /*alCache*/,
|
||||
const SettingsGetter& /*settings*/) -> ScoreValue {
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue {
|
||||
ScoreValue total = 0.0;
|
||||
|
||||
const auto rc = gameState->hex_map()->row_count();
|
||||
@@ -154,7 +152,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
}
|
||||
|
||||
auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -248,12 +246,12 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
}
|
||||
|
||||
auto LastPlayerStandingVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue {
|
||||
if (!std::ranges::contains(
|
||||
if (!common::Contains(
|
||||
*player->victory_conditions(),
|
||||
net::eagle0::shardok::storage::fb::
|
||||
VictoryCondition_VICTORY_CONDITION_LAST_PLAYER_STANDING)) {
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -24,7 +23,7 @@ using std::vector;
|
||||
using ScoreValue = double;
|
||||
|
||||
auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -32,7 +31,7 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const SettingsGetter& settings) -> ScoreValue;
|
||||
|
||||
auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const net::eagle0::shardok::storage::fb::GameState* gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
@@ -40,7 +39,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const SettingsGetter& settings) -> ScoreValue;
|
||||
|
||||
auto LastPlayerStandingVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
namespace shardok {
|
||||
|
||||
auto UnitIdsRequiringWaterCrossing(
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const PlayerId pid,
|
||||
const CoordsSet &destinations,
|
||||
const APDCache &apdCache,
|
||||
@@ -74,9 +74,9 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
}
|
||||
|
||||
auto UnitIdsToCreateWaterCrossing(
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const PlayerId pid,
|
||||
const APDCache & /*apdCache*/,
|
||||
const APDCache &apdCache,
|
||||
const SettingsGetter &settings) -> vector<UnitId> {
|
||||
vector<UnitId> unitIds{};
|
||||
|
||||
@@ -196,7 +196,7 @@ auto WaterCrossingTiles(
|
||||
|
||||
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
|
||||
auto IntendedCrossingStarts(
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const vector<UnitId> &unitIdsCreatingCrossing,
|
||||
const CoordsSet &tilesToStartCrossingFrom,
|
||||
const MapId &mapId,
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
#ifndef EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
|
||||
#define EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
@@ -30,7 +29,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
|
||||
|
||||
// Units that need a water crossing to reach at least one of the destinations
|
||||
auto UnitIdsRequiringWaterCrossing(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& destinations,
|
||||
const APDCache& apdCache,
|
||||
@@ -38,7 +37,7 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
|
||||
// Units belonging to the player that are capable of creating water crossings
|
||||
auto UnitIdsToCreateWaterCrossing(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> vector<UnitId>;
|
||||
@@ -68,7 +67,7 @@ auto WaterCrossingTiles(
|
||||
|
||||
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
|
||||
auto IntendedCrossingStarts(
|
||||
const GameStateW& gameState,
|
||||
const GameState* gameState,
|
||||
const vector<UnitId>& unitIdsCreatingCrossing,
|
||||
const CoordsSet& tilesToStartCrossingFrom,
|
||||
const MapId& mapId,
|
||||
|
||||
@@ -4,10 +4,8 @@
|
||||
|
||||
#include "AIWaterCrossingCommandChooser.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "AIMinimumDistanceAndTarget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -19,10 +17,10 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
|
||||
[[nodiscard]] auto AIWaterCrossingCommandChooser::WaterCrossingScore(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const CoordsSet &startCrossingFrom) const -> ScoreValue {
|
||||
uint32_t castleClaimCount = 0;
|
||||
int castleClaimCount = 0;
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
if (unit->player_id() != playerId) continue;
|
||||
const auto status = unit->status();
|
||||
@@ -85,7 +83,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
// a large penalty
|
||||
for (const UnitId uid : unitIdsRequiringCrossing) {
|
||||
// If this unit ID can also create a crossing, we already handled it
|
||||
if (std::ranges::contains(unitIdsCreatingCrossing, uid)) continue;
|
||||
if (common::Contains(unitIdsCreatingCrossing, uid)) continue;
|
||||
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
|
||||
@@ -121,11 +119,11 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
|
||||
auto AIWaterCrossingCommandChooser::StartCrossingFrom(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const CoordsSet &castleCoords) const -> CoordsSet {
|
||||
CoordsSet startCrossingFrom(gameState->hex_map());
|
||||
|
||||
uint32_t castleClaimCount = 0;
|
||||
int castleClaimCount = 0;
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
if (unit->player_id() != playerId) continue;
|
||||
const auto status = unit->status();
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
@@ -35,12 +34,12 @@ public:
|
||||
|
||||
auto StartCrossingFrom(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const CoordsSet &castleCoords) const -> CoordsSet;
|
||||
|
||||
[[nodiscard]] auto WaterCrossingScore(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const GameStateW &gameState,
|
||||
const GameState *gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const CoordsSet &startCrossingFrom) const -> ScoreValue;
|
||||
};
|
||||
|
||||
@@ -210,556 +210,4 @@ Where:
|
||||
- **Magnitude**: Indicates confidence/importance of the evaluation
|
||||
- **Relative scoring**: Only score differences matter, not absolute values
|
||||
|
||||
This scoring system provides a robust framework for tactical AI decision-making, balancing immediate tactical gains with strategic objectives while handling the uncertainty inherent in combat outcomes.
|
||||
|
||||
## AIScoreCalculator Function Reference
|
||||
|
||||
### Public Interface Functions
|
||||
|
||||
#### `GuessedStateScore`
|
||||
**Purpose**: Evaluates the score of a game state from the perspective of the current AI strategy without performing any commands.
|
||||
|
||||
**Parameters**:
|
||||
- `isDefender`: Whether the AI is playing as defender
|
||||
- `state`: Current game state to evaluate
|
||||
- `aiStrategy`: Strategy being used (attack castles, hold castles, scatter, etc.)
|
||||
- `allCastleCoords`: Set of all castle coordinates on the map
|
||||
- `settingsGetter`: Game configuration and rules
|
||||
- `apdCache`: Cached action point distances for movement calculations
|
||||
- `alCache`: Cached attack locations for combat calculations
|
||||
|
||||
**Returns**: Score value representing how favorable the state is for the evaluating player (positive = good, negative = bad)
|
||||
|
||||
#### `CommandScore`
|
||||
**Purpose**: Evaluates the score for a specific command using lookahead search to consider future consequences.
|
||||
|
||||
**Parameters**:
|
||||
- `pid`: Player ID executing the command
|
||||
- `isDefender`: Whether the player is a defender
|
||||
- `remainingLookahead`: Depth of recursive search remaining
|
||||
- `maxRepeatCount`: Number of random simulations for non-deterministic commands
|
||||
- `guessedEngine`: Current game engine state
|
||||
- `attackerStrategy`: Strategy being used by attackers
|
||||
- `currentUtility`: Current game state score before command execution
|
||||
- `settingsGetter`: Game configuration
|
||||
- `allCastleCoords`: Castle locations
|
||||
- `apdCache` & `alCache`: Cached distance/attack calculations
|
||||
- `commandIndex`: Index of command to evaluate
|
||||
- `deadline`: Time limit for computation
|
||||
|
||||
**Returns**: Future containing the final score after lookahead evaluation
|
||||
|
||||
### Internal Core Functions
|
||||
|
||||
#### `BuildDecisionTree` (NEW)
|
||||
**Purpose**: Builds a complete decision tree containing all evaluated command paths up to the specified depth.
|
||||
|
||||
**Process**:
|
||||
1. Filters commands using `AICommandFilter` to reduce search space
|
||||
2. For each command, calls `ExecuteCommandForTree` to build complete subtrees
|
||||
3. Returns full tree with all possible moves and their consequences
|
||||
4. Identifies best command within the complete tree structure
|
||||
|
||||
**Returns**: `std::future<CommandDecisionTree>` containing the complete decision tree
|
||||
|
||||
#### `BestCommandIndex` (Legacy - Wrapper)
|
||||
**Purpose**: Backward compatibility wrapper that uses `BuildDecisionTree` but returns traditional `IndexAndScore`.
|
||||
|
||||
**Process**:
|
||||
1. Calls `BuildDecisionTree` to get complete tree
|
||||
2. Extracts best command information for compatibility
|
||||
3. Returns only the optimal command details in legacy format
|
||||
|
||||
#### `ExecuteCommandForTree` (NEW)
|
||||
**Purpose**: Executes a command and creates a tree node with the resulting game state and scores.
|
||||
|
||||
**Process**:
|
||||
1. Creates engine copy and executes the command with given random seed
|
||||
2. Creates `CommandTreeNode` with command results and game state
|
||||
3. Calculates immediate score using `GuessedStateScore`
|
||||
4. Calls `RecursiveTreeBuilder` to populate child nodes if depth allows
|
||||
5. Calculates lookahead score from children (or uses immediate score)
|
||||
|
||||
**Returns**: `std::unique_ptr<CommandTreeNode>` containing the command execution results and subtree
|
||||
|
||||
#### `RecursiveTreeBuilder` (NEW)
|
||||
**Purpose**: Recursively populates child nodes of a tree node by building subtrees for subsequent moves.
|
||||
|
||||
**Process**:
|
||||
1. Gets available commands for the next player
|
||||
2. Filters commands to reduce search space
|
||||
3. For each command, calls `ExecuteCommandForTree` to create child nodes
|
||||
4. Handles different command types (deterministic, odds-based, random)
|
||||
5. Populates the parent node's children vector with complete subtrees
|
||||
|
||||
#### `CalcOne` (Legacy)
|
||||
**Purpose**: Executes a single command simulation with specified randomness and returns both immediate and lookahead scores.
|
||||
|
||||
**Process**:
|
||||
1. Creates engine copy and executes the command with given random seed
|
||||
2. Calculates immediate score using `GuessedStateScore`
|
||||
3. Initiates recursive lookahead calculation if depth remains
|
||||
4. Handles timeouts gracefully by returning default scores
|
||||
|
||||
#### `EvaluateCommand`
|
||||
**Purpose**: Lower-level command evaluation that handles different command types appropriately.
|
||||
|
||||
**Command Type Handling**:
|
||||
- **Deterministic**: Single evaluation with average randomness (0.5)
|
||||
- **Odds-based**: Two evaluations (success/failure) weighted by success probability
|
||||
- **Non-deterministic**: Multiple evaluations with distributed random values, averaged
|
||||
|
||||
#### `BasicLookaheadCalculator`
|
||||
**Purpose**: Recursive lookahead search that finds the best future command sequence and propagates scores backward.
|
||||
|
||||
**Features**:
|
||||
- Uses transposition table to cache previously computed positions
|
||||
- Handles depth limits and terminal states
|
||||
- Returns futures for asynchronous computation
|
||||
- Stores results in transposition table for reuse
|
||||
|
||||
### Strategy-Specific Scoring Functions
|
||||
|
||||
#### `AttackerScoreForState`
|
||||
**Purpose**: Calculates state score from attacker perspective based on strategy type.
|
||||
|
||||
**Strategy Support**:
|
||||
- `STRATEGY_ATTACK_CASTLES`: Prioritizes capturing castle positions
|
||||
- `STRATEGY_ATTACK_UNITS`: Focuses on eliminating defender units
|
||||
- `STRATEGY_HOLD_CASTLES`: Maintains control of captured castles
|
||||
- `STRATEGY_CROSS_RIVERS`: Special water crossing objectives
|
||||
- `STRATEGY_FLEE`: Escape-focused scoring
|
||||
|
||||
#### `DefenderScoreForState`
|
||||
**Purpose**: Calculates state score from defender perspective.
|
||||
|
||||
**Strategy Support**:
|
||||
- `STRATEGY_HOLD_CASTLES`: Defend critical castle positions
|
||||
- `STRATEGY_SCATTER`: Spread units to avoid elimination
|
||||
- `STRATEGY_FLEE`: Escape-focused scoring
|
||||
|
||||
#### `AttackerUnitsScore`
|
||||
**Purpose**: Core unit valuation function that calculates total value of all units on the board with contextual modifiers.
|
||||
|
||||
**Features**:
|
||||
- Uses `UnitValue` for individual unit calculations
|
||||
- Applies distance multipliers based on proximity to objectives
|
||||
- Handles special cases like undead, VIP units, and scattered defenders
|
||||
- Incorporates castle bonuses and environmental penalties
|
||||
|
||||
### Specialized Strategy Functions
|
||||
|
||||
#### `DefenderScatterStrategyScoreForState`
|
||||
**Purpose**: Implements scatter strategy scoring that rewards defensive units for staying far from enemies and friendlies.
|
||||
|
||||
#### `DefenderHoldCastlesStrategyScoreForState`
|
||||
**Purpose**: Implements castle defense strategy with victory condition scoring.
|
||||
|
||||
#### `FleeStrategyScoreForState`
|
||||
**Purpose**: Implements flee strategy that heavily penalizes remaining on the battlefield.
|
||||
|
||||
### Utility Functions
|
||||
|
||||
#### `AttackerMultiplierForTargetDistance`
|
||||
**Purpose**: Calculates distance-based scoring multipliers for attackers based on proximity to priority targets.
|
||||
|
||||
**Features**:
|
||||
- Uses recursive priority list evaluation
|
||||
- Accounts for occupied vs. unoccupied targets
|
||||
- Incorporates brave water crossing capabilities
|
||||
- Uses cached action point distances for efficiency
|
||||
|
||||
#### `CommandSorter`
|
||||
**Purpose**: Comparison function for ranking commands by lookahead score (primary) and immediate score (tiebreaker).
|
||||
|
||||
#### `IsDeterministic`
|
||||
**Purpose**: Determines if a command type has predictable outcomes or requires random simulation.
|
||||
|
||||
### Performance and Caching
|
||||
|
||||
#### `EffectiveDistanceCache`
|
||||
**Purpose**: Memoization cache for expensive distance calculations between units and targets.
|
||||
|
||||
#### `AttackerScorePerformanceLogger`
|
||||
**Purpose**: Performance monitoring system that tracks call frequency and timing for `AttackerScoreForState`.
|
||||
|
||||
The function architecture supports parallel evaluation, caching, and recursive lookahead while maintaining separation between strategy-specific logic and core evaluation mechanics.
|
||||
|
||||
## Decision Tree Data Structures (NEW)
|
||||
|
||||
### CommandTreeNode
|
||||
**Purpose**: Represents a single command execution and its consequences in the decision tree.
|
||||
|
||||
**Key Fields**:
|
||||
- `commandIndex`: Index of the command in the original command list
|
||||
- `commandType`: Type of command (MOVE, MELEE, END_TURN, etc.)
|
||||
- `immediateScore`: Score of the game state immediately after this command
|
||||
- `lookaheadScore`: Best achievable score considering future moves
|
||||
- `resultingGameState`: Game state after command execution
|
||||
- `children`: Vector of child nodes representing subsequent possible moves
|
||||
- `playerId`, `depth`, `isDefender`: Metadata about the command context
|
||||
|
||||
**Features**:
|
||||
- Stores complete game state for each decision point
|
||||
- Maintains parent-child relationships for tree traversal
|
||||
- Supports both immediate and lookahead scoring
|
||||
- Contains metadata for debugging and analysis
|
||||
|
||||
### CommandDecisionTree
|
||||
**Purpose**: Complete decision tree containing all evaluated command paths from a given position.
|
||||
|
||||
**Key Fields**:
|
||||
- `rootNodes`: All possible first moves from the starting position
|
||||
- `bestCommand`: Pointer to the optimal root command
|
||||
- `maxDepth`: Maximum lookahead depth of the tree
|
||||
- `totalNodes`: Total number of nodes in the tree (for statistics)
|
||||
|
||||
**Features**:
|
||||
- Provides complete visibility into AI decision-making process
|
||||
- Enables analysis of alternative moves and their consequences
|
||||
- Supports tree statistics and debugging information
|
||||
- Maintains backward compatibility through `GetBestCommandIndex()`
|
||||
|
||||
**Memory Management**:
|
||||
- Uses `std::unique_ptr` for automatic memory cleanup
|
||||
- `GameStateW` objects are stored directly (not shared pointers for simplicity)
|
||||
- Tree structure ensures proper cleanup when nodes go out of scope
|
||||
|
||||
### Tree vs. Legacy Approach Comparison
|
||||
|
||||
| Aspect | Legacy (Single Best) | Tree-Based (Complete) |
|
||||
|--------|---------------------|----------------------|
|
||||
| **Output** | Best command only | Complete decision tree |
|
||||
| **Memory** | Minimal | Higher (stores all paths) |
|
||||
| **Analysis** | Limited visibility | Full decision transparency |
|
||||
| **Debugging** | Single command info | Complete move sequences |
|
||||
| **Performance** | Slightly faster | Comparable (same calculations) |
|
||||
| **Compatibility** | Direct usage | Wrapper maintains compatibility |
|
||||
|
||||
### Usage Patterns
|
||||
|
||||
**For AI Decision Making**:
|
||||
```cpp
|
||||
auto treeFuture = BuildDecisionTree(pid, isDefender, depth, maxRepeat,
|
||||
engine, strategy, utility, settings,
|
||||
castles, apdCache, alCache, deadline);
|
||||
CommandDecisionTree tree = treeFuture.get();
|
||||
size_t bestCommand = tree.bestCommand->commandIndex;
|
||||
```
|
||||
|
||||
**For Analysis and Debugging**:
|
||||
```cpp
|
||||
CommandDecisionTree tree = treeFuture.get();
|
||||
// Examine all possible moves
|
||||
for (const auto& rootNode : tree.rootNodes) {
|
||||
std::cout << "Command " << rootNode->commandIndex
|
||||
<< " Score: " << rootNode->lookaheadScore << std::endl;
|
||||
// Traverse children to see consequences
|
||||
for (const auto& child : rootNode->children) {
|
||||
// ... analyze child moves
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Legacy Compatibility**:
|
||||
```cpp
|
||||
// Existing code continues to work unchanged
|
||||
auto indexScoreFuture = BestCommandIndex(pid, isDefender, ...);
|
||||
IndexAndScore result = indexScoreFuture.get();
|
||||
size_t bestCommand = result.index;
|
||||
```
|
||||
|
||||
The tree-based approach provides complete decision transparency while maintaining full backward compatibility with existing AI code.
|
||||
|
||||
## MCTS Alternative: Randomness Handling Recommendations
|
||||
|
||||
The new MCTS-based AI system is available in `MCTSAI.hpp/.cpp` and provides an alternative to the iterative deepening approach. However, the current MCTS implementation uses simplified randomness handling compared to the sophisticated approach in the original system.
|
||||
|
||||
### Current MCTS Limitations
|
||||
|
||||
1. **Expansion Phase**: Uses average rolls (0.5) for all commands during tree expansion
|
||||
2. **Simulation Phase**: Uses random command selection with average rolls
|
||||
3. **Missing**: No explicit chance nodes for commands with `HasOdds()`
|
||||
4. **Missing**: No multi-sample evaluation for stochastic commands
|
||||
|
||||
### Recommended Improvements: Chance Node Integration
|
||||
|
||||
#### 1. **Explicit Chance Nodes** (Highest Priority)
|
||||
|
||||
For commands with `HasOdds()`, create explicit chance nodes in the MCTS tree:
|
||||
|
||||
```cpp
|
||||
// During MCTSExpansion
|
||||
if (descriptor->HasOdds()) {
|
||||
// Create TWO child nodes: success and failure
|
||||
auto successNode = CreateMCTSNode(commandIndex, SUCCESS_VARIANT);
|
||||
auto failureNode = CreateMCTSNode(commandIndex, FAILURE_VARIANT);
|
||||
|
||||
// Execute with deterministic rolls (matching original system)
|
||||
ExecuteWithRoll(successNode, 1.0 - successChance/2.0); // High roll
|
||||
ExecuteWithRoll(failureNode, (1.0 - successChance)/2.0); // Low roll
|
||||
|
||||
// Set probability weights for selection
|
||||
successNode->probabilityWeight = successChance;
|
||||
failureNode->probabilityWeight = 1.0 - successChance;
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. **Weighted Selection for Chance Nodes**
|
||||
|
||||
Modify `MCTSSelection` to handle chance nodes:
|
||||
|
||||
```cpp
|
||||
if (node->isChanceNode) {
|
||||
// Select based on probability distribution, not UCB1
|
||||
return SelectByProbability(node->children);
|
||||
} else {
|
||||
// Normal UCB1 selection for decision nodes
|
||||
return node->GetBestChild(explorationConstant);
|
||||
}
|
||||
```
|
||||
|
||||
#### 3. **Probability-Weighted Backpropagation**
|
||||
|
||||
Update backpropagation to account for chance node probabilities:
|
||||
|
||||
```cpp
|
||||
void MCTSBackpropagation(MCTSNode* node, double reward) {
|
||||
while (node) {
|
||||
node->visitCount++;
|
||||
|
||||
// Weight reward by probability for chance nodes
|
||||
double weightedReward = reward;
|
||||
if (node->parent && node->parent->isChanceNode) {
|
||||
weightedReward *= node->probabilityWeight;
|
||||
}
|
||||
|
||||
node->totalReward += weightedReward;
|
||||
node->averageReward = node->totalReward / node->visitCount;
|
||||
node = node->parent;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 4. **Multi-Sample Commands**
|
||||
|
||||
For commands without explicit odds but with randomness, use stratified sampling:
|
||||
|
||||
```cpp
|
||||
// During expansion, create multiple child nodes with different rolls
|
||||
for (int sample = 0; sample < numSamples; ++sample) {
|
||||
double roll = static_cast<double>(sample) / (numSamples - 1);
|
||||
auto sampleNode = CreateMCTSNodeWithRoll(commandIndex, roll);
|
||||
sampleNode->probabilityWeight = 1.0 / numSamples;
|
||||
}
|
||||
```
|
||||
|
||||
### Benefits of Chance Node Integration
|
||||
|
||||
1. **Accurate Evaluation**: Preserves the sophisticated randomness handling from the original system
|
||||
2. **Better Convergence**: MCTS can properly explore both success/failure outcomes
|
||||
3. **Realistic Simulations**: Tree accurately represents game's probability distributions
|
||||
4. **Comparable Results**: Makes MCTS results directly comparable to iterative deepening
|
||||
|
||||
### Implementation Priority
|
||||
|
||||
1. **Phase 1**: Add explicit chance nodes for `HasOdds()` commands
|
||||
2. **Phase 2**: Implement probability-weighted selection and backpropagation
|
||||
3. **Phase 3**: Add multi-sample support for general stochastic commands
|
||||
4. **Phase 4**: Optimize performance with lazy expansion of chance nodes
|
||||
|
||||
### Alternative: Determinization Approach
|
||||
|
||||
If explicit chance nodes prove too complex, consider **determinization**:
|
||||
|
||||
- Run multiple MCTS trees with different fixed random seeds
|
||||
- Aggregate results across all determinizations
|
||||
- Simpler to implement but potentially less accurate than explicit chance nodes
|
||||
|
||||
### Switching Between AI Systems
|
||||
|
||||
Both AI systems (`IterativeDeepeningAI` and `MCTSAI`) implement compatible interfaces. The algorithm is selected at **runtime** via the ShardokAIClient constructor:
|
||||
|
||||
```cpp
|
||||
// Using Iterative Deepening (default)
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings);
|
||||
// Or explicitly:
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings,
|
||||
AIAlgorithmType::ITERATIVE_DEEPENING);
|
||||
|
||||
// Using MCTS
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings,
|
||||
AIAlgorithmType::MCTS);
|
||||
|
||||
// Note: MCTS configuration can be customized via MCTSConfig:
|
||||
// - maxIterations: 10000 (max MCTS iterations per move)
|
||||
// - maxSimulationDepth: 10 (depth for rollout phase)
|
||||
// - maxTreeDepth: 20 (max tree depth to prevent stack overflow)
|
||||
// - explorationConstant: 1.414 (UCB1 exploration vs exploitation)
|
||||
// - useMultithreading: true (APD cache is thread-safe with TLS + mutex protection)
|
||||
// - numThreads: 4
|
||||
```
|
||||
|
||||
The selection is made per AI client instance, allowing different algorithms for different players or game situations within the same server process.
|
||||
|
||||
#### Direct AI Usage (Lower Level)
|
||||
|
||||
Both AI systems can also be used directly:
|
||||
|
||||
```cpp
|
||||
// Using Iterative Deepening directly
|
||||
auto iterativeAI = IterativeDeepeningAI(playerId, isDefender, strategy,
|
||||
castleCoords, apdCache, alCache);
|
||||
auto result = iterativeAI.IterativeSearch(settings, state, commands, budget);
|
||||
|
||||
// Using MCTS directly
|
||||
auto mctsAI = MCTSAI(playerId, isDefender, strategy,
|
||||
castleCoords, apdCache, alCache);
|
||||
auto result = mctsAI.Search(settings, state, commands, budget);
|
||||
```
|
||||
|
||||
#### Algorithm Comparison
|
||||
| Feature | Iterative Deepening | MCTS |
|
||||
|---------|-------------------|------|
|
||||
| **Randomness Handling** | Sophisticated (chance nodes, multi-sample) | Simplified (average rolls) |
|
||||
| **Performance** | Single-threaded | Multithreaded |
|
||||
| **Search Type** | Fixed depth with iterative deepening | Adaptive with time budget |
|
||||
| **Memory Usage** | Lower | Higher (maintains tree) |
|
||||
| **Max Tree Depth** | Limited by lookahead setting | Limited by `maxTreeDepth` config (default: 20) |
|
||||
| **Tree Destruction** | Not applicable | Iterative (avoids stack overflow) |
|
||||
| **Best For** | Precise evaluation, production | Performance testing, fast decisions |
|
||||
|
||||
The MCTS implementation provides a solid foundation. Known limitations:
|
||||
1. **Randomness Handling**: Simplified compared to iterative deepening (no explicit chance nodes)
|
||||
2. **Simulation Quality**: Uses random rollouts instead of sophisticated evaluation
|
||||
|
||||
Note: The APD cache is fully thread-safe using thread-local storage and mutex-protected shared cache.
|
||||
|
||||
<<<<<<< HEAD
|
||||
Adding chance node handling and ensuring thread safety would make it a superior replacement for the iterative deepening approach while maintaining the sophisticated randomness evaluation that makes the current system effective.
|
||||
|
||||
## MCTS Configuration Options
|
||||
|
||||
The MCTS AI system provides extensive configuration through the `MCTSConfig` structure:
|
||||
|
||||
### Core MCTS Parameters
|
||||
|
||||
```cpp
|
||||
struct MCTSConfig {
|
||||
double explorationConstant = 1.414; // UCB1 constant (sqrt(2) by default)
|
||||
int maxSimulationDepth = 1000; // Maximum depth for rollout
|
||||
int maxTreeDepth = 2000; // Maximum tree depth to prevent stack overflow
|
||||
bool useMultithreading = true; // Enable parallel MCTS
|
||||
int numThreads = 16; // Number of threads for parallel MCTS (when enabled)
|
||||
MCTSSimulationPolicy simulationPolicy = MCTSSimulationPolicy::BEST_IMMEDIATE;
|
||||
bool enableTranspositionDetection = true; // Enable pruning of duplicate states
|
||||
double immediateScoreTieBreakThreshold = 5.0; // When avg rewards differ by less than this, prefer higher immediate score
|
||||
double visitCountTolerance = 0.05; // Treat visit counts as equal if within this % of best count
|
||||
bool enableImmediateScoreInUCB1 = true; // Apply immediate score tie-breaking in UCB1 selection too
|
||||
};
|
||||
```
|
||||
|
||||
### Exploration vs Exploitation
|
||||
|
||||
- **`explorationConstant`**: Controls the exploration vs exploitation balance in UCB1 selection
|
||||
- Higher values (>1.414): More exploration of unvisited nodes
|
||||
- Lower values (<1.414): More exploitation of known good moves
|
||||
- Default: 1.414 (√2, theoretical optimum for UCB1)
|
||||
|
||||
### Tree Structure Limits
|
||||
|
||||
- **`maxTreeDepth`**: Prevents stack overflow in deep game trees
|
||||
- Default: 2000 (very high limit for most tactical scenarios)
|
||||
- Terminal detection stops expansion when this depth is reached
|
||||
|
||||
- **`maxSimulationDepth`**: Controls rollout length during simulation phase
|
||||
- Default: 1000 (sufficient for most tactical scenarios)
|
||||
- Longer simulations provide more accurate estimates but use more time
|
||||
|
||||
### Multithreading Configuration
|
||||
|
||||
- **`useMultithreading`**: Enable/disable parallel MCTS execution
|
||||
- Default: true (takes advantage of modern multi-core CPUs)
|
||||
- Requires thread-safe game engine and scoring components
|
||||
|
||||
- **`numThreads`**: Number of worker threads for parallel tree building
|
||||
- Default: 16 (adjust based on available CPU cores)
|
||||
- More threads can improve search speed but with diminishing returns
|
||||
|
||||
### Simulation Policies
|
||||
|
||||
The `MCTSSimulationPolicy` enum controls how commands are selected during the rollout phase:
|
||||
|
||||
- **`RANDOM`**: Pure random selection from all available commands
|
||||
- Fastest but least informed simulations
|
||||
- Good baseline for testing MCTS convergence
|
||||
|
||||
- **`FILTERED_RANDOM`**: Random selection from AICommandFilter-approved commands
|
||||
- Eliminates obviously bad moves (moving away from objectives, etc.)
|
||||
- Better simulation quality with minimal overhead
|
||||
|
||||
- **`BEST_IMMEDIATE`**: Always choose command with highest immediate score
|
||||
- Most informed simulations
|
||||
- Slower but higher quality rollouts
|
||||
- Default setting for production use
|
||||
|
||||
- **`WEIGHTED_BEST_IMMEDIATE`**: Random selection weighted by immediate score ranking
|
||||
- Balances exploration with informed choice
|
||||
- Alternative to pure greedy selection
|
||||
|
||||
### Transposition Detection
|
||||
|
||||
- **`enableTranspositionDetection`**: Enable pruning of duplicate game states
|
||||
- Default: true (improves search efficiency)
|
||||
- Uses hash-based state identification
|
||||
- Prevents wasted computation on equivalent positions reached via different move sequences
|
||||
|
||||
### Immediate Score Tie-Breaking
|
||||
|
||||
These settings address MCTS's tendency to choose indirect paths when direct paths lead to the same outcome:
|
||||
|
||||
- **`immediateScoreTieBreakThreshold`**: Score difference threshold for tie-breaking
|
||||
- Default: 5.0 (when backpropagated rewards differ by less than this, prefer immediate score)
|
||||
- Helps AI choose direct moves over equivalent indirect sequences
|
||||
- Improves user experience by reducing unnecessary intermediate moves
|
||||
|
||||
- **`visitCountTolerance`**: Visit count equality threshold for tie-breaking
|
||||
- Default: 0.05 (5% tolerance - visit counts within this percentage are considered equal)
|
||||
- Prevents minor visit count differences from overriding immediate score preferences
|
||||
|
||||
- **`enableImmediateScoreInUCB1`**: Apply immediate score tie-breaking during exploration
|
||||
- Default: true (consistent tie-breaking in both exploration and final selection)
|
||||
- When UCB1 values are very close, prefer nodes with higher immediate scores
|
||||
- Improves convergence on direct paths to objectives
|
||||
|
||||
### Usage Example
|
||||
|
||||
```cpp
|
||||
// Custom MCTS configuration for performance testing
|
||||
MCTSConfig config;
|
||||
config.explorationConstant = 2.0; // More exploration
|
||||
config.simulationPolicy = MCTSSimulationPolicy::FILTERED_RANDOM; // Faster rollouts
|
||||
config.numThreads = 8; // Reduce threads for testing environment
|
||||
config.immediateScoreTieBreakThreshold = 10.0; // More aggressive tie-breaking
|
||||
|
||||
MCTSAI ai(playerId, isDefender, strategy, castleCoords, apdCache, alCache, config);
|
||||
```
|
||||
|
||||
### Configuration Recommendations
|
||||
|
||||
**For Production Use:**
|
||||
- Use default settings for balanced performance and quality
|
||||
- Consider reducing `numThreads` on systems with limited CPU cores
|
||||
- `BEST_IMMEDIATE` simulation policy provides highest quality decisions
|
||||
|
||||
**For Performance Testing:**
|
||||
- `FILTERED_RANDOM` or `RANDOM` simulation policies for faster rollouts
|
||||
- Lower `explorationConstant` (1.0) for more exploitation
|
||||
- Disable transposition detection for baseline comparison
|
||||
|
||||
**For Analysis/Debugging:**
|
||||
- Single-threaded execution (`useMultithreading = false`) for deterministic results
|
||||
- Higher `immediateScoreTieBreakThreshold` to emphasize direct paths
|
||||
- `BEST_IMMEDIATE` simulation for most predictable behavior
|
||||
|
||||
The configuration system allows fine-tuning MCTS behavior for different scenarios while maintaining compatibility with the existing AI infrastructure.
|
||||
This scoring system provides a robust framework for tactical AI decision-making, balancing immediate tactical gains with strategic objectives while handling the uncertainty inherent in combat outcomes.
|
||||
@@ -11,7 +11,6 @@ cc_library(
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_locations",
|
||||
":ai_flee_decision_calculator",
|
||||
":ai_score_utilities",
|
||||
":ai_strategy",
|
||||
":ai_water_crossing_command_chooser",
|
||||
@@ -71,7 +70,6 @@ cc_library(
|
||||
":ai_score_utilities",
|
||||
":ai_strategy",
|
||||
":ai_water_crossing_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
@@ -122,39 +120,18 @@ cc_library(
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_flee_decision_calculator",
|
||||
srcs = ["AIFleeDecisionCalculator.cpp"],
|
||||
hdrs = ["AIFleeDecisionCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_score_utilities",
|
||||
":ai_unit_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_command_filter",
|
||||
srcs = ["AICommandFilter.cpp"],
|
||||
hdrs = ["AICommandFilter.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
@@ -169,37 +146,23 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "transposition_table",
|
||||
srcs = ["TranspositionTable.cpp"],
|
||||
hdrs = ["TranspositionTable.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_score_calculator",
|
||||
srcs = ["AIScoreCalculator.cpp"],
|
||||
hdrs = ["AIScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_command_filter",
|
||||
":ai_time_budget",
|
||||
":ai_unit_score_calculator",
|
||||
":ai_victory_condition_score_calculator",
|
||||
":transposition_table",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//src/main/cpp/net/eagle0/common:thread_pool",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/view_filters:game_state_guesser",
|
||||
],
|
||||
@@ -211,7 +174,6 @@ cc_library(
|
||||
hdrs = ["AIStrategy.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
@@ -250,7 +212,6 @@ cc_library(
|
||||
":ai_attack_locations",
|
||||
":ai_distance_debuf",
|
||||
":ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
@@ -268,7 +229,6 @@ cc_library(
|
||||
],
|
||||
deps = [
|
||||
":ai_minimum_distance_and_target",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:hex_map_helpers",
|
||||
@@ -286,7 +246,6 @@ cc_library(
|
||||
deps = [
|
||||
":ai_minimum_distance_and_target",
|
||||
":ai_water_crossing_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
@@ -299,7 +258,6 @@ cc_library(
|
||||
hdrs = ["AITimeBudget.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
@@ -318,7 +276,6 @@ cc_library(
|
||||
hdrs = ["IterativeDeepeningAI.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
@@ -335,53 +292,6 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_config",
|
||||
hdrs = ["AIConfig.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_mcts_clean",
|
||||
srcs = ["MCTSCleanAI.cpp"],
|
||||
hdrs = ["MCTSCleanAI.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_locations",
|
||||
":ai_config",
|
||||
":ai_iterative_deepening", # For SearchResult compatibility
|
||||
":ai_score_calculator",
|
||||
":ai_strategy",
|
||||
":ai_time_budget",
|
||||
"//src/main/cpp/net/eagle0/common:random_generator",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//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",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_config",
|
||||
hdrs = ["AIConfig.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "shardok_ai_client",
|
||||
srcs = ["ShardokAIClient.cpp"],
|
||||
@@ -390,15 +300,12 @@ cc_library(
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_config",
|
||||
":ai_defender_strategy_selector",
|
||||
":ai_flee_decision_calculator",
|
||||
":ai_iterative_deepening", # Direct dependency for runtime selection
|
||||
":ai_iterative_deepening",
|
||||
":ai_score_calculator",
|
||||
":ai_time_budget",
|
||||
":ai_water_crossing_command_chooser",
|
||||
"//src/main/cpp/net/eagle0/common:time_utils",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:mcts_ai", # Direct dependency for runtime selection
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"@com_google_protobuf//:protobuf",
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
#include "AIScoreCalculator.hpp"
|
||||
#include "TranspositionTable.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/TimeUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -43,11 +43,6 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
const auto initialBudgetMs = initialBudget.remainingBudget;
|
||||
SearchResult result;
|
||||
|
||||
// Increment TT age for replacement strategy (new search)
|
||||
g_transpositionTable.incrementAge();
|
||||
|
||||
// DEBUG: Clear TT to see if that's causing the suspicious depth reaching
|
||||
// g_transpositionTable.clear(); // Uncomment to test without cross-search caching
|
||||
if (commands.empty()) {
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("ID AI: Commands are empty, returning early\n");
|
||||
@@ -56,12 +51,11 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check if we're in SET_UP phase and enforce maximum depth limit
|
||||
// Check if we're in SET_UP phase
|
||||
bool isSetupPhase =
|
||||
(state->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP);
|
||||
// Limit depth to prevent thread pool exhaustion and keep search reasonable
|
||||
size_t maxDepth = isSetupPhase ? 2 : 8;
|
||||
int maxDepth = isSetupPhase ? 2 : std::numeric_limits<int>::max();
|
||||
|
||||
// Calculate current utility and create engine once for all command evaluations
|
||||
const auto& settingsGetter = settings->GetGetter();
|
||||
@@ -82,10 +76,10 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
highestDepthCompleted.clear();
|
||||
highestDepthCompleted.resize(commands.size(), 0);
|
||||
|
||||
size_t currentDepth = 1;
|
||||
int currentDepth = 1;
|
||||
size_t previousBestCommand = 0; // Track best command from previous depth
|
||||
size_t evaluatedCountAtHighestDepth = 0;
|
||||
auto completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
|
||||
EvaluationCompletionReason completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
|
||||
|
||||
// Main iterative deepening loop
|
||||
while ((currentDepth == 1 || !IsTimeExpired(timeBudget)) && currentDepth <= maxDepth) {
|
||||
@@ -95,37 +89,27 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
scoresByDepth,
|
||||
highestDepthCompleted);
|
||||
|
||||
size_t evaluatedCount = 0;
|
||||
int evaluatedCount = 0;
|
||||
bool allEvaluated = true;
|
||||
bool allEndTurnCommands = true; // Track if all commands are END_TURN
|
||||
|
||||
// Start all command evaluations for this depth
|
||||
std::vector<std::pair<size_t, std::future<SearchResult>>> futures;
|
||||
futures.reserve(sortedIndices.size());
|
||||
|
||||
// Try to evaluate all commands at this depth, within budget constraints
|
||||
for (size_t cmdIndex : sortedIndices) {
|
||||
if (currentDepth > 1 && IsTimeExpired(timeBudget)) {
|
||||
allEvaluated = false;
|
||||
break;
|
||||
}
|
||||
|
||||
auto future = SearchCommandAtDepthWithEngine(
|
||||
auto cmdResult = SearchCommandAtDepthWithEngine(
|
||||
guessedEngine,
|
||||
settingsGetter,
|
||||
maxRepeatCount,
|
||||
commands,
|
||||
cmdIndex,
|
||||
currentDepth, // Pass current iteration depth as desired search depth
|
||||
currentDepth,
|
||||
currentUtility,
|
||||
timeBudget);
|
||||
|
||||
futures.emplace_back(cmdIndex, std::move(future));
|
||||
}
|
||||
|
||||
// Now wait for all futures and collect results
|
||||
for (auto& [cmdIndex, future] : futures) {
|
||||
auto cmdResult = future.get();
|
||||
|
||||
// Ensure scoresByDepth[cmdIndex] has enough space
|
||||
if (scoresByDepth[cmdIndex].size() <= currentDepth) {
|
||||
scoresByDepth[cmdIndex].resize(currentDepth + 1);
|
||||
@@ -158,13 +142,13 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
// Log if best command changed from previous depth
|
||||
if (currentDepth > 1 && currentBestCommand != previousBestCommand) {
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("ID AI: Best command changed at depth %lu:\n", currentDepth);
|
||||
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
|
||||
printf("ID AI: Best command changed at depth %d:\n", currentDepth);
|
||||
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
|
||||
currentDepth - 1,
|
||||
previousBestCommand,
|
||||
scoresByDepth[previousBestCommand][currentDepth - 1],
|
||||
commands[previousBestCommand].DebugString().c_str());
|
||||
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
|
||||
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
|
||||
currentDepth,
|
||||
currentBestCommand,
|
||||
currentBestScore,
|
||||
@@ -191,12 +175,12 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
// This indicates we've hit END_TURN in the lookahead
|
||||
if (currentDepth > 1 && evaluatedCount > 0) {
|
||||
bool scoresUnchanged = true;
|
||||
size_t unchangedCount = 0;
|
||||
int unchangedCount = 0;
|
||||
|
||||
for (size_t i = 0; i < sortedIndices.size() && i < evaluatedCount; ++i) {
|
||||
size_t cmdIndex = sortedIndices[i];
|
||||
// This command was evaluated at both current and previous depth
|
||||
if (size_t cmdIndex = sortedIndices[i];
|
||||
scoresByDepth[cmdIndex].size() > currentDepth &&
|
||||
if (scoresByDepth[cmdIndex].size() > currentDepth &&
|
||||
scoresByDepth[cmdIndex].size() > currentDepth - 1) {
|
||||
// Check if score changed between depth N-1 and depth N
|
||||
if (std::abs(
|
||||
@@ -220,11 +204,10 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
// Check if we've used more than 50% of total budget
|
||||
auto totalElapsed = std::chrono::steady_clock::now() - startTime;
|
||||
auto totalElapsedMs = std::chrono::duration_cast<std::chrono::milliseconds>(totalElapsed);
|
||||
double budgetUsedPercent = static_cast<double>(totalElapsedMs.count()) /
|
||||
static_cast<double>(initialBudgetMs.count());
|
||||
double budgetUsedPercent = (double)totalElapsedMs.count() / initialBudgetMs.count();
|
||||
|
||||
if (budgetUsedPercent > 0.5) {
|
||||
printf("ID AI: Stopping after depth %lu - used %.1f%% of time budget\n",
|
||||
printf("ID AI: Stopping after depth %d - used %.1f%% of time budget\n",
|
||||
currentDepth,
|
||||
budgetUsedPercent * 100);
|
||||
completionReason = EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE;
|
||||
@@ -259,8 +242,6 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
result.availableCommandCount);
|
||||
}
|
||||
|
||||
// Print TranspositionTable statistics
|
||||
g_transpositionTable.printStats();
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -274,12 +255,12 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
const int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const size_t commandIndex,
|
||||
const int desiredDepth,
|
||||
const int depth,
|
||||
const ScoreValue currentUtility,
|
||||
AITimeBudget& timeBudget) const -> std::future<SearchResult> {
|
||||
AITimeBudget& timeBudget) const -> SearchResult {
|
||||
SearchResult result;
|
||||
result.bestCommandIndex = commandIndex;
|
||||
result.depthAchieved = desiredDepth;
|
||||
result.depthAchieved = depth;
|
||||
result.searchCompleted = true;
|
||||
result.minimumDepthCompleted = true;
|
||||
result.availableCommandCount = commands.size();
|
||||
@@ -287,9 +268,7 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
|
||||
if (commandIndex >= commands.size()) {
|
||||
result.bestScore = 0.0;
|
||||
std::promise<SearchResult> p;
|
||||
p.set_value(result);
|
||||
return p.get_future();
|
||||
return result;
|
||||
}
|
||||
|
||||
try {
|
||||
@@ -297,18 +276,11 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
AIEvaluationCounter counter;
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
|
||||
// Calculate deadline from remaining time budget
|
||||
const auto deadline = startTime + timeBudget.remainingBudget;
|
||||
|
||||
// Get the future from CommandScore - don't wait yet
|
||||
// Note: CommandScore expects remainingLookahead, not desiredDepth
|
||||
// desiredDepth 1 = evaluate immediate (remainingLookahead 0)
|
||||
// desiredDepth 2 = look 1 move ahead (remainingLookahead 1)
|
||||
// desiredDepth N = look N-1 moves ahead (remainingLookahead N-1)
|
||||
auto commandScoreFuture = AIScoreCalculator::CommandScore(
|
||||
// Use CommandScore to evaluate the specific command at the given depth
|
||||
const auto commandScore = AIScoreCalculator::CommandScore(
|
||||
playerId,
|
||||
isDefender,
|
||||
desiredDepth - 1, // Convert desiredDepth to remainingLookahead
|
||||
depth,
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
@@ -317,15 +289,11 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
commandIndex,
|
||||
deadline);
|
||||
|
||||
// Calculate time and adjust budget before waiting
|
||||
// This is needed because we need to update timeBudget synchronously
|
||||
const auto commandScore = commandScoreFuture.get();
|
||||
commandIndex);
|
||||
|
||||
// Calculate time used and adjust based on concurrent evaluations
|
||||
const auto elapsed = std::chrono::steady_clock::now() - startTime;
|
||||
const int concurrentCount = AIEvaluationCounter::GetCurrentCount();
|
||||
const int concurrentCount = counter.GetCurrentCount();
|
||||
const auto adjustedElapsed = elapsed / std::max(1, concurrentCount);
|
||||
const auto adjustedElapsedMs =
|
||||
std::chrono::duration_cast<std::chrono::milliseconds>(adjustedElapsed);
|
||||
@@ -342,15 +310,13 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
result.bestScore = 0.0;
|
||||
}
|
||||
|
||||
std::promise<SearchResult> p;
|
||||
p.set_value(result);
|
||||
return p.get_future();
|
||||
return result;
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
|
||||
const size_t currentDepth,
|
||||
int currentDepth,
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<size_t>& highestDepthCompleted) -> std::vector<size_t> {
|
||||
const std::vector<int>& highestDepthCompleted) const -> std::vector<size_t> {
|
||||
std::vector<size_t> indices(scoresByDepth.size());
|
||||
std::iota(indices.begin(), indices.end(), 0);
|
||||
|
||||
@@ -360,21 +326,11 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
|
||||
}
|
||||
|
||||
// Sort by score at previous depth
|
||||
const size_t prevDepth = currentDepth - 1;
|
||||
std::ranges::sort(indices, [&](const size_t a, const size_t b) {
|
||||
// Bounds check - if indices are out of range, or inner vectors are too small, treat as not
|
||||
// evaluated
|
||||
if (a >= scoresByDepth.size() || b >= scoresByDepth.size() ||
|
||||
a >= highestDepthCompleted.size() || b >= highestDepthCompleted.size()) {
|
||||
return a < b; // Maintain stable order for out-of-bounds indices
|
||||
}
|
||||
|
||||
// Check if the scores for previous depth exist
|
||||
int prevDepth = currentDepth - 1;
|
||||
std::sort(indices.begin(), indices.end(), [&](size_t a, size_t b) {
|
||||
// Only consider commands that were evaluated at previous depth
|
||||
if (highestDepthCompleted[a] >= prevDepth && highestDepthCompleted[b] >= prevDepth) {
|
||||
// Additional safety check for inner vector size
|
||||
if (scoresByDepth[a].size() > prevDepth && scoresByDepth[b].size() > prevDepth) {
|
||||
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
|
||||
}
|
||||
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
|
||||
}
|
||||
// Commands not evaluated at prev depth go to the end
|
||||
return highestDepthCompleted[a] >= prevDepth;
|
||||
@@ -385,7 +341,7 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
|
||||
|
||||
auto IterativeDeepeningAI::SelectBestResult(
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<size_t>& highestDepthCompleted) -> SearchResult {
|
||||
const std::vector<int>& highestDepthCompleted) const -> SearchResult {
|
||||
SearchResult result;
|
||||
result.bestScore = -std::numeric_limits<ScoreValue>::infinity();
|
||||
result.searchCompleted = false;
|
||||
@@ -393,8 +349,9 @@ auto IterativeDeepeningAI::SelectBestResult(
|
||||
// Find the command with best score at its highest evaluated depth
|
||||
for (size_t i = 0; i < scoresByDepth.size(); ++i) {
|
||||
if (highestDepthCompleted[i] > 0) {
|
||||
const size_t depth = highestDepthCompleted[i];
|
||||
if (ScoreValue score = scoresByDepth[i][depth]; score > result.bestScore) {
|
||||
int depth = highestDepthCompleted[i];
|
||||
ScoreValue score = scoresByDepth[i][depth];
|
||||
if (score > result.bestScore) {
|
||||
result.bestScore = score;
|
||||
result.bestCommandIndex = i;
|
||||
result.depthAchieved = depth;
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
#define EAGLE0_ITERATIVEDEEPENINGAI_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
#include <vector>
|
||||
|
||||
#include "AIStrategy.hpp"
|
||||
@@ -36,7 +35,7 @@ public:
|
||||
struct SearchResult {
|
||||
size_t bestCommandIndex;
|
||||
ScoreValue bestScore;
|
||||
size_t depthAchieved;
|
||||
int depthAchieved;
|
||||
std::chrono::milliseconds timeUsed;
|
||||
bool minimumDepthCompleted;
|
||||
bool searchCompleted;
|
||||
@@ -68,7 +67,7 @@ public:
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const AITimeBudget& initialBudget) const;
|
||||
const AITimeBudget& timeBudget) const;
|
||||
|
||||
private:
|
||||
PlayerId playerId;
|
||||
@@ -80,29 +79,29 @@ private:
|
||||
|
||||
// Reusable vectors to reduce memory allocations
|
||||
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
|
||||
mutable std::vector<size_t> highestDepthCompleted;
|
||||
mutable std::vector<int> highestDepthCompleted;
|
||||
mutable std::vector<size_t> reusableSortedIndices;
|
||||
|
||||
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
|
||||
|
||||
[[nodiscard]] std::future<SearchResult> SearchCommandAtDepthWithEngine(
|
||||
[[nodiscard]] SearchResult SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
size_t commandIndex,
|
||||
int desiredDepth,
|
||||
int depth,
|
||||
ScoreValue currentUtility,
|
||||
AITimeBudget& timeBudget) const;
|
||||
|
||||
[[nodiscard]] static std::vector<size_t> GetCommandsSortedByPreviousDepth(
|
||||
size_t currentDepth,
|
||||
[[nodiscard]] std::vector<size_t> GetCommandsSortedByPreviousDepth(
|
||||
int currentDepth,
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<size_t>& highestDepthCompleted);
|
||||
const std::vector<int>& highestDepthCompleted) const;
|
||||
|
||||
[[nodiscard]] static SearchResult SelectBestResult(
|
||||
[[nodiscard]] SearchResult SelectBestResult(
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<size_t>& highestDepthCompleted);
|
||||
const std::vector<int>& highestDepthCompleted) const;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,105 +0,0 @@
|
||||
//
|
||||
// MCTS-based AI system for Shardok
|
||||
// Alternative to IterativeDeepeningAI using Monte Carlo Tree Search
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_MCTSAI_HPP
|
||||
#define EAGLE0_MCTSAI_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "AIStrategy.hpp"
|
||||
#include "AITimeBudget.hpp"
|
||||
#include "IterativeDeepeningAI.hpp" // For SearchResult compatibility
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class ShardokEngine;
|
||||
struct MCTSNode;
|
||||
|
||||
// Configuration for MCTS algorithm
|
||||
struct MCTSConfig {
|
||||
double explorationConstant = 1.414; // UCB1 constant (sqrt(2) by default)
|
||||
int maxPlayerFlips = 1; // Number of player turn changes to evaluate
|
||||
bool useMultithreading = true; // Enable parallel MCTS
|
||||
int numThreads = 16; // Number of threads for parallel MCTS (when enabled)
|
||||
};
|
||||
|
||||
class MCTSAI {
|
||||
public:
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
using SearchResult = IterativeDeepeningAI::SearchResult;
|
||||
|
||||
MCTSAI(PlayerId playerId,
|
||||
bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
MCTSConfig config = MCTSConfig{});
|
||||
|
||||
// Main search interface - compatible with IterativeDeepeningAI
|
||||
[[nodiscard]] auto Search(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const AITimeBudget& budget) const -> SearchResult;
|
||||
|
||||
// Get/set configuration
|
||||
[[nodiscard]] auto GetConfig() const -> const MCTSConfig& { return config; }
|
||||
void SetConfig(const MCTSConfig& newConfig) { config = newConfig; }
|
||||
|
||||
private:
|
||||
PlayerId playerId;
|
||||
bool isDefender;
|
||||
AIStrategy strategy;
|
||||
const CoordsSet& castleCoords;
|
||||
const APDCache& apdCache;
|
||||
const ALCache& alCache;
|
||||
MCTSConfig config;
|
||||
|
||||
// Internal MCTS tree building
|
||||
[[nodiscard]] auto BuildMCTSTree(
|
||||
const ShardokEngine& engine,
|
||||
const SettingsGetter& settingsGetter,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::unique_ptr<MCTSNode>;
|
||||
|
||||
// MCTS algorithm phases
|
||||
auto MCTSSelection(MCTSNode* root) const -> MCTSNode*;
|
||||
auto MCTSExpansion(
|
||||
MCTSNode* node,
|
||||
const ShardokEngine& engine,
|
||||
const SettingsGetter& settingsGetter) const -> MCTSNode*;
|
||||
auto MCTSSimulation(
|
||||
const ShardokEngine& engineState,
|
||||
PlayerId currentPlayer,
|
||||
const SettingsGetter& settingsGetter) const -> double;
|
||||
auto MCTSBackpropagation(MCTSNode* node, double reward) const -> void;
|
||||
|
||||
// Helper functions
|
||||
[[nodiscard]] auto IsTerminalForPlayer(
|
||||
const GameStateW& gameState,
|
||||
PlayerId currentPlayer,
|
||||
const SettingsGetter& settingsGetter) const -> bool;
|
||||
|
||||
// Get coordinate information for logging
|
||||
[[nodiscard]] std::string GetCommandCoordinateInfo(
|
||||
net::eagle0::shardok::common::CommandType commandType,
|
||||
size_t commandIndex,
|
||||
const GameStateW& gameState,
|
||||
const GameSettingsSPtr& settings) const;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_MCTSAI_HPP
|
||||
@@ -1,292 +0,0 @@
|
||||
#include "MCTSCleanAI.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
|
||||
#include "AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
MCTSCleanAI::MCTSCleanAI(
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache)
|
||||
: ourPlayerId(playerId),
|
||||
isDefender(isDefender),
|
||||
strategy(strategy),
|
||||
castleCoords(castleCoords),
|
||||
apdCache(apdCache),
|
||||
alCache(alCache),
|
||||
rng(std::chrono::steady_clock::now().time_since_epoch().count()) {}
|
||||
|
||||
IterativeDeepeningAI::SearchResult MCTSCleanAI::Search(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& gameState,
|
||||
const std::vector<CommandProto>& availableCommands,
|
||||
const AITimeBudget& timeBudget) {
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
const auto maxTime = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
timeBudget.remainingBudget * 0.9); // 90% of budget
|
||||
|
||||
// Create root node
|
||||
auto root = std::make_unique<MCTSNode>();
|
||||
root->resultingGameState = gameState;
|
||||
root->currentPlayer = ourPlayerId;
|
||||
root->isOurTurn = true;
|
||||
root->playerFlipsFromRoot = 0;
|
||||
|
||||
// Initialize untried commands for root
|
||||
for (size_t i = 0; i < availableCommands.size(); ++i) { root->untriedCommands.push_back(i); }
|
||||
|
||||
int iterationCount = 0;
|
||||
|
||||
// Main MCTS loop
|
||||
while (std::chrono::steady_clock::now() - startTime < maxTime) {
|
||||
// 1. Selection - find leaf node to expand
|
||||
MCTSNode* selected = Selection(root.get());
|
||||
|
||||
// 2. Expansion - add new child if possible
|
||||
MCTSNode* expanded = Expansion(selected, settings, availableCommands);
|
||||
|
||||
// 3. Simulation - run random playout
|
||||
double reward = Simulation(
|
||||
expanded->resultingGameState,
|
||||
expanded->currentPlayer,
|
||||
expanded->playerFlipsFromRoot,
|
||||
settings);
|
||||
|
||||
// 4. Backpropagation - update statistics
|
||||
Backpropagation(expanded, reward);
|
||||
|
||||
iterationCount++;
|
||||
|
||||
// Early exit if all commands tried
|
||||
if (root->untriedCommands.empty() && root->children.size() == availableCommands.size()) {
|
||||
bool allChildrenFullyExplored = true;
|
||||
for (const auto& child : root->children) {
|
||||
if (child->visitCount < 10) { // Minimum visits per child
|
||||
allChildrenFullyExplored = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (allChildrenFullyExplored) { break; }
|
||||
}
|
||||
}
|
||||
|
||||
// Select best command based on visit counts
|
||||
size_t bestCommandIndex = 0;
|
||||
int maxVisits = 0;
|
||||
|
||||
for (size_t i = 0; i < root->children.size(); ++i) {
|
||||
if (root->children[i]->visitCount > maxVisits) {
|
||||
maxVisits = root->children[i]->visitCount;
|
||||
bestCommandIndex = root->children[i]->commandIndex;
|
||||
}
|
||||
}
|
||||
|
||||
// Create search result
|
||||
IterativeDeepeningAI::SearchResult result;
|
||||
result.bestCommandIndex = bestCommandIndex;
|
||||
result.availableCommandCount = availableCommands.size();
|
||||
result.depthAchieved = maxPlayerFlips; // Our max search depth
|
||||
result.commandCountEvaluated = iterationCount;
|
||||
result.completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
|
||||
|
||||
printf("MCTS Clean: %d iterations, best command %zu with %d visits\n",
|
||||
iterationCount,
|
||||
bestCommandIndex,
|
||||
maxVisits);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Selection - navigate to leaf using UCB1
|
||||
MCTSCleanAI::MCTSNode* MCTSCleanAI::Selection(MCTSNode* root) {
|
||||
MCTSNode* current = root;
|
||||
|
||||
while (!current->children.empty() && current->untriedCommands.empty()) {
|
||||
current = SelectChild(current);
|
||||
}
|
||||
|
||||
return current;
|
||||
}
|
||||
|
||||
// Expansion - add new child node
|
||||
MCTSCleanAI::MCTSNode* MCTSCleanAI::Expansion(
|
||||
MCTSNode* node,
|
||||
const GameSettingsSPtr& settings,
|
||||
const std::vector<CommandProto>& availableCommands) {
|
||||
// If we've reached max player flips, don't expand
|
||||
if (node->playerFlipsFromRoot >= maxPlayerFlips) { return node; }
|
||||
|
||||
// If no untried commands, return current node
|
||||
if (node->untriedCommands.empty()) { return node; }
|
||||
|
||||
// Pick an untried command
|
||||
size_t cmdIndex = PickUntriedCommand(node);
|
||||
|
||||
// Create child engine and execute command
|
||||
auto childEngine = CreateEngine(node->resultingGameState, settings);
|
||||
PlayerId playerBefore = childEngine->GetCurrentPlayerId();
|
||||
|
||||
// Use sequence random generator for deterministic results
|
||||
auto averageGenerator = std::make_shared<SequenceRandomGenerator>(std::vector<double>{0.5});
|
||||
childEngine->PostCommand(playerBefore, cmdIndex, averageGenerator);
|
||||
|
||||
PlayerId playerAfter = childEngine->GetCurrentPlayerId();
|
||||
|
||||
// Create child node
|
||||
bool isOurTurnAfter = (playerAfter == ourPlayerId);
|
||||
auto child = std::make_unique<MCTSNode>(
|
||||
cmdIndex,
|
||||
availableCommands[cmdIndex].type(),
|
||||
playerAfter,
|
||||
isOurTurnAfter);
|
||||
child->resultingGameState = childEngine->GetCurrentGameState();
|
||||
child->parent = node;
|
||||
|
||||
// Track player flips
|
||||
child->playerFlipsFromRoot = node->playerFlipsFromRoot;
|
||||
if (playerBefore != playerAfter) { child->playerFlipsFromRoot++; }
|
||||
|
||||
// Initialize child's untried commands if we haven't hit max flips
|
||||
if (child->playerFlipsFromRoot < maxPlayerFlips) {
|
||||
auto childCommands = childEngine->GetAvailableCommandsForAIPlayer(playerAfter);
|
||||
for (size_t i = 0; i < childCommands->size(); ++i) { child->untriedCommands.push_back(i); }
|
||||
}
|
||||
|
||||
MCTSNode* childPtr = child.get();
|
||||
node->children.push_back(std::move(child));
|
||||
|
||||
return childPtr;
|
||||
}
|
||||
|
||||
// Simulation - run random playout from current state
|
||||
double MCTSCleanAI::Simulation(
|
||||
const GameStateW& startState,
|
||||
PlayerId /* startPlayer */,
|
||||
int startFlips,
|
||||
const GameSettingsSPtr& settings) {
|
||||
auto simEngine = CreateEngine(startState, settings);
|
||||
int currentFlips = startFlips;
|
||||
auto averageGenerator = std::make_shared<SequenceRandomGenerator>(std::vector<double>{0.5});
|
||||
|
||||
while (currentFlips < maxPlayerFlips) {
|
||||
PlayerId currentPlayer = simEngine->GetCurrentPlayerId();
|
||||
bool isOurTurn = (currentPlayer == ourPlayerId);
|
||||
|
||||
// Get available commands
|
||||
auto commands = simEngine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
if (commands->empty()) break;
|
||||
|
||||
// Pick best command based on whose turn it is
|
||||
size_t bestCmd = 0;
|
||||
double bestScore = isOurTurn ? -std::numeric_limits<double>::infinity()
|
||||
: std::numeric_limits<double>::infinity();
|
||||
|
||||
for (size_t i = 0; i < commands->size(); ++i) {
|
||||
auto testEngine = CreateEngine(simEngine->GetCurrentGameState(), settings);
|
||||
testEngine->PostCommand(currentPlayer, i, averageGenerator);
|
||||
|
||||
// Always score from our perspective
|
||||
double score = ScoreFromOurPerspective(
|
||||
testEngine->GetCurrentGameState(),
|
||||
settings->GetGetter());
|
||||
|
||||
// Our turn: maximize our score, Opponent turn: minimize our score
|
||||
bool shouldSelect = isOurTurn ? (score > bestScore) : (score < bestScore);
|
||||
if (shouldSelect) {
|
||||
bestScore = score;
|
||||
bestCmd = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Execute chosen command
|
||||
PlayerId playerBefore = simEngine->GetCurrentPlayerId();
|
||||
simEngine->PostCommand(currentPlayer, bestCmd, averageGenerator);
|
||||
PlayerId playerAfter = simEngine->GetCurrentPlayerId();
|
||||
|
||||
// Track player flips
|
||||
if (playerBefore != playerAfter) { currentFlips++; }
|
||||
}
|
||||
|
||||
return ScoreFromOurPerspective(simEngine->GetCurrentGameState(), settings->GetGetter());
|
||||
}
|
||||
|
||||
// Backpropagation - update node statistics
|
||||
void MCTSCleanAI::Backpropagation(MCTSNode* node, double score) {
|
||||
while (node != nullptr) {
|
||||
node->visitCount++;
|
||||
node->totalScore += score; // Always from our perspective
|
||||
node->averageScore = node->totalScore / node->visitCount;
|
||||
node = node->parent;
|
||||
}
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
double MCTSCleanAI::ScoreFromOurPerspective(
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settingsGetter) {
|
||||
return AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
gameState,
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
}
|
||||
|
||||
MCTSCleanAI::MCTSNode* MCTSCleanAI::SelectChild(MCTSNode* node) {
|
||||
MCTSNode* bestChild = nullptr;
|
||||
double bestUCB1 = node->isOurTurn ? -std::numeric_limits<double>::infinity()
|
||||
: std::numeric_limits<double>::infinity();
|
||||
|
||||
for (const auto& child : node->children) {
|
||||
double exploitation = child->averageScore;
|
||||
double exploration =
|
||||
explorationConstant * std::sqrt(std::log(node->visitCount) / child->visitCount);
|
||||
double ucb1 = exploitation + exploration;
|
||||
|
||||
// Our turn: pick highest UCB1, Opponent turn: pick lowest UCB1
|
||||
bool shouldSelect = node->isOurTurn ? (ucb1 > bestUCB1) : (ucb1 < bestUCB1);
|
||||
|
||||
if (shouldSelect) {
|
||||
bestUCB1 = ucb1;
|
||||
bestChild = child.get();
|
||||
}
|
||||
}
|
||||
|
||||
return bestChild;
|
||||
}
|
||||
|
||||
size_t MCTSCleanAI::PickUntriedCommand(MCTSNode* node) {
|
||||
if (node->untriedCommands.empty()) {
|
||||
return 0; // Should not happen
|
||||
}
|
||||
|
||||
// Pick random untried command
|
||||
std::uniform_int_distribution<size_t> indexDist(0, node->untriedCommands.size() - 1);
|
||||
size_t randomIndex = indexDist(rng);
|
||||
|
||||
size_t cmdIndex = node->untriedCommands[randomIndex];
|
||||
node->untriedCommands.erase(node->untriedCommands.begin() + randomIndex);
|
||||
|
||||
return cmdIndex;
|
||||
}
|
||||
|
||||
std::shared_ptr<ShardokEngine> MCTSCleanAI::CreateEngine(
|
||||
const GameStateW& gameState,
|
||||
const GameSettingsSPtr& settings) {
|
||||
return std::make_shared<ShardokEngine>(settings, gameState);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -1,133 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <random>
|
||||
#include <vector>
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "AIConfig.hpp"
|
||||
#include "AIStrategy.hpp"
|
||||
#include "AITimeBudget.hpp"
|
||||
#include "IterativeDeepeningAI.hpp" // For SearchResult
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declare cache type aliases
|
||||
using APDCache = std::shared_ptr<ActionPointDistancesCache>;
|
||||
using ALCache = std::unique_ptr<AttackLocationsCache>;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Clean MCTS implementation following the design document
|
||||
class MCTSCleanAI {
|
||||
public:
|
||||
// Clean node structure with single perspective scoring
|
||||
struct MCTSNode {
|
||||
// Command that led to this state
|
||||
size_t commandIndex;
|
||||
net::eagle0::shardok::common::CommandType commandType;
|
||||
|
||||
// Game state after executing the command
|
||||
GameStateW resultingGameState;
|
||||
PlayerId currentPlayer; // Whose turn it is in this state
|
||||
|
||||
// Tree position
|
||||
int playerFlipsFromRoot; // Number of player changes from root
|
||||
bool isOurTurn; // currentPlayer == our AI's playerId
|
||||
|
||||
// MCTS statistics (always from our perspective)
|
||||
int visitCount = 0;
|
||||
double totalScore = 0.0;
|
||||
double averageScore = 0.0;
|
||||
|
||||
// Tree structure
|
||||
std::vector<std::unique_ptr<MCTSNode>> children;
|
||||
std::vector<size_t> untriedCommands;
|
||||
MCTSNode* parent = nullptr;
|
||||
|
||||
// Constructor
|
||||
MCTSNode(
|
||||
size_t cmdIndex,
|
||||
net::eagle0::shardok::common::CommandType cmdType,
|
||||
PlayerId currentPlayerId,
|
||||
bool ourTurn)
|
||||
: commandIndex(cmdIndex),
|
||||
commandType(cmdType),
|
||||
currentPlayer(currentPlayerId),
|
||||
playerFlipsFromRoot(0),
|
||||
isOurTurn(ourTurn) {}
|
||||
|
||||
// Root constructor
|
||||
MCTSNode()
|
||||
: commandIndex(0),
|
||||
commandType(net::eagle0::shardok::common::UNKNOWN_COMMAND),
|
||||
currentPlayer(0),
|
||||
playerFlipsFromRoot(0),
|
||||
isOurTurn(true) {}
|
||||
};
|
||||
|
||||
MCTSCleanAI(
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache);
|
||||
|
||||
// Main search function compatible with existing interface
|
||||
IterativeDeepeningAI::SearchResult Search(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& gameState,
|
||||
const std::vector<CommandProto>& availableCommands,
|
||||
const AITimeBudget& timeBudget);
|
||||
|
||||
private:
|
||||
PlayerId ourPlayerId;
|
||||
bool isDefender;
|
||||
AIStrategy strategy;
|
||||
CoordsSet castleCoords;
|
||||
const APDCache& apdCache;
|
||||
const ALCache& alCache;
|
||||
|
||||
// MCTS parameters
|
||||
static constexpr int maxPlayerFlips = 5; // Stop after N player changes
|
||||
static constexpr double explorationConstant = 1.414; // sqrt(2)
|
||||
|
||||
// Random number generation
|
||||
std::mt19937 rng;
|
||||
std::uniform_real_distribution<double> uniformDist{0.0, 1.0};
|
||||
|
||||
// Core MCTS algorithms
|
||||
MCTSNode* Selection(MCTSNode* root);
|
||||
MCTSNode* Expansion(
|
||||
MCTSNode* node,
|
||||
const GameSettingsSPtr& settings,
|
||||
const std::vector<CommandProto>& availableCommands);
|
||||
double Simulation(
|
||||
const GameStateW& startState,
|
||||
PlayerId startPlayer,
|
||||
int startFlips,
|
||||
const GameSettingsSPtr& settings);
|
||||
void Backpropagation(MCTSNode* node, double score);
|
||||
|
||||
// Helper functions
|
||||
double ScoreFromOurPerspective(
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settingsGetter);
|
||||
MCTSNode* SelectChild(MCTSNode* node);
|
||||
size_t PickUntriedCommand(MCTSNode* node);
|
||||
std::shared_ptr<ShardokEngine> CreateEngine(
|
||||
const GameStateW& gameState,
|
||||
const GameSettingsSPtr& settings);
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
@@ -1,147 +0,0 @@
|
||||
# MCTS Player-Flip Depth System Design
|
||||
|
||||
## Overview
|
||||
Replace command-count-based depth limits with player-turn-aware depth that naturally aligns with game structure. All nodes evaluate to the same player-flip depth to ensure comparable scores.
|
||||
|
||||
## Core Concepts
|
||||
|
||||
### Player-Flip Depth
|
||||
- **Depth 1**: Evaluate until first player flip (complete our turn)
|
||||
- **Depth 2**: Continue through opponent's full turn
|
||||
- **Depth 3**: Continue through our next full turn
|
||||
- **Depth N**: N complete player turn changes
|
||||
|
||||
### Minimax Selection
|
||||
- **Always evaluate from original AI's perspective**
|
||||
- **Our turn**: Select moves that maximize our score
|
||||
- **Opponent's turn**: Select moves that minimize our score
|
||||
- Same backpropagation value regardless of whose turn
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### 1. Configuration Changes
|
||||
|
||||
```cpp
|
||||
struct MCTSConfig {
|
||||
double explorationConstant = 1.414;
|
||||
int maxPlayerFlips = 2; // How many player changes to evaluate
|
||||
bool useMultithreading = true;
|
||||
int numThreads = 16;
|
||||
// REMOVED: maxTreeDepth - all nodes go to same player-flip depth
|
||||
// REMOVED: maxSimulationDepth - replaced by maxPlayerFlips
|
||||
};
|
||||
```
|
||||
|
||||
### 2. Node Structure Updates
|
||||
|
||||
```cpp
|
||||
struct MCTSNode {
|
||||
// Existing fields...
|
||||
|
||||
// New fields for player-flip tracking
|
||||
int playerFlipsFromRoot = 0;
|
||||
bool isMaximizingPlayer = true; // true = our turn, false = opponent's
|
||||
|
||||
// Modified selection for minimax
|
||||
MCTSNode* GetBestChild(double explorationConstant) {
|
||||
if (isMaximizingPlayer) {
|
||||
return GetChildWithHighestUCB1(explorationConstant);
|
||||
} else {
|
||||
return GetChildWithLowestUCB1(explorationConstant);
|
||||
}
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
### 3. Expansion Rules
|
||||
|
||||
- **Continue expanding** until reaching `maxPlayerFlips` player changes
|
||||
- **No arbitrary depth limit** - accept theoretical stack overflow risk
|
||||
- **Mark as terminal** only when:
|
||||
- Game is over
|
||||
- Reached `maxPlayerFlips` player changes
|
||||
- No available commands
|
||||
|
||||
### 4. Key Implementation Details
|
||||
|
||||
#### Terminal Detection
|
||||
```cpp
|
||||
bool IsTerminalForExpansion() {
|
||||
return playerFlipsFromRoot >= maxPlayerFlips ||
|
||||
gameIsOver ||
|
||||
noCommandsAvailable;
|
||||
}
|
||||
```
|
||||
|
||||
#### Player Tracking
|
||||
```cpp
|
||||
// When expanding END_TURN or END_PLAYER_SETUP
|
||||
child->playerFlipsFromRoot = parent->playerFlipsFromRoot + 1;
|
||||
child->isMaximizingPlayer = !parent->isMaximizingPlayer;
|
||||
```
|
||||
|
||||
#### UCB1 for Minimax
|
||||
- Maximizing player: Choose highest UCB1
|
||||
- Minimizing player: Choose lowest UCB1
|
||||
- Unvisited nodes: Extreme values to force exploration
|
||||
|
||||
### 5. Simulation Strategy
|
||||
|
||||
Simulations run until `maxPlayerFlips` is reached:
|
||||
- Random moves for both players
|
||||
- Stop at player-flip boundaries
|
||||
- Always evaluate from original AI perspective
|
||||
|
||||
## Benefits
|
||||
|
||||
### Consistent Evaluation
|
||||
- All leaf nodes at same player-flip depth
|
||||
- Scores are directly comparable
|
||||
- No apples-to-oranges comparison issues
|
||||
|
||||
### Natural Game Structure
|
||||
- Respects turn boundaries
|
||||
- Complete tactical sequences evaluated
|
||||
- Opponent responses properly modeled
|
||||
|
||||
### Strategic Depth Control
|
||||
- **Setup/Early**: `maxPlayerFlips = 1` (fast, local tactics)
|
||||
- **Mid-game**: `maxPlayerFlips = 2` (balanced)
|
||||
- **Critical**: `maxPlayerFlips = 3+` (deep strategy)
|
||||
|
||||
## Implementation Order
|
||||
|
||||
1. **Phase 1**: Update MCTSConfig
|
||||
- Remove `maxTreeDepth` and `maxSimulationDepth`
|
||||
- Add `maxPlayerFlips`
|
||||
|
||||
2. **Phase 2**: Modify MCTSNode
|
||||
- Add `playerFlipsFromRoot` and `isMaximizingPlayer`
|
||||
- Update child selection for minimax
|
||||
|
||||
3. **Phase 3**: Update Expansion
|
||||
- Track player flips
|
||||
- Remove depth-based termination
|
||||
- Only terminate at player-flip boundaries
|
||||
|
||||
4. **Phase 4**: Fix Selection
|
||||
- Implement minimax selection based on `isMaximizingPlayer`
|
||||
- Modify UCB1 interpretation
|
||||
|
||||
5. **Phase 5**: Update Simulation
|
||||
- Run until `maxPlayerFlips` reached
|
||||
- Handle both player perspectives
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
1. Verify all evaluations reach same player-flip depth
|
||||
2. Confirm opponent chooses minimizing moves
|
||||
3. Test with different `maxPlayerFlips` settings
|
||||
4. Validate score consistency across tree
|
||||
|
||||
## Notes
|
||||
|
||||
- Stack overflow risk accepted for evaluation consistency
|
||||
- Each unit can make multiple moves per turn (move + scout + attack)
|
||||
- Maximum ~10 units per player limits practical depth
|
||||
- END_TURN and END_PLAYER_SETUP both count as player flips
|
||||
@@ -8,18 +8,12 @@
|
||||
|
||||
#include "ShardokAIClient.hpp"
|
||||
|
||||
#define DEBUG_FLEE_DECISIONS
|
||||
|
||||
#include <google/protobuf/util/message_differencer.h>
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
#include "AIConfig.hpp" // Must come before other AI includes
|
||||
#include "AIDefenderStrategySelector.hpp"
|
||||
#include "AIFleeDecisionCalculator.hpp"
|
||||
#include "AIScoreUtilities.hpp"
|
||||
#include "AITimeBudget.hpp"
|
||||
#include "IterativeDeepeningAI.hpp"
|
||||
#include "mcts/MCTSAI.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/TimeUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/view_filters/GameStateGuesser.hpp"
|
||||
@@ -32,7 +26,7 @@ using net::eagle0::shardok::api::GameStateView;
|
||||
|
||||
static constexpr bool kPerformanceLogging = true;
|
||||
|
||||
void ApplyUpdate(GameStateView & /*currentView*/, const ActionResultView & /*update*/) {}
|
||||
void ApplyUpdate(GameStateView ¤tView, const ActionResultView &update) {}
|
||||
|
||||
auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv) -> int {
|
||||
const int maxRounds = settings->GetGetter().Backing().max_rounds();
|
||||
@@ -44,11 +38,9 @@ ShardokAIClient::ShardokAIClient(
|
||||
const PlayerId playerId,
|
||||
const bool isDefender,
|
||||
const HexMap *hexMap,
|
||||
const SettingsGetter &settings,
|
||||
const AIAlgorithmType aiAlgorithmType)
|
||||
const SettingsGetter &settings)
|
||||
: playerId(playerId),
|
||||
isDefender(isDefender),
|
||||
aiAlgorithmType(aiAlgorithmType),
|
||||
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
|
||||
waterCrossingCommandChooser(playerId, apdCache) {
|
||||
// Pre-generate the most common cache entries for better performance
|
||||
@@ -104,7 +96,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
const auto commandCount = guessedCommands.size();
|
||||
|
||||
assert(commandCount == realAvailableCommands.size());
|
||||
for (size_t i = 0; i < commandCount; i++) {
|
||||
for (int i = 0; i < commandCount; i++) {
|
||||
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
|
||||
}
|
||||
|
||||
@@ -125,19 +117,11 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
waterCrossingCommandChooser,
|
||||
realAvailableCommands);
|
||||
|
||||
// AI implementation chosen at runtime via constructor parameter
|
||||
IterativeDeepeningAI::SearchResult search_result;
|
||||
|
||||
if (aiAlgorithmType == AIAlgorithmType::MCTS) {
|
||||
// Using Monte Carlo Tree Search AI
|
||||
MCTSAI ai(playerId, isDefender, strategy, castleCoords, apdCache, alCache);
|
||||
search_result = ai.Search(settings, guessedState, realAvailableCommands, timeBudget);
|
||||
} else {
|
||||
// Using Iterative Deepening AI (default)
|
||||
IterativeDeepeningAI ai(playerId, isDefender, strategy, castleCoords, apdCache, alCache);
|
||||
search_result =
|
||||
ai.IterativeSearch(settings, guessedState, realAvailableCommands, timeBudget);
|
||||
}
|
||||
// Use iterative deepening AI for Phase 2 implementation
|
||||
IterativeDeepeningAI
|
||||
iterativeAI(playerId, isDefender, strategy, castleCoords, apdCache, alCache);
|
||||
auto search_result =
|
||||
iterativeAI.IterativeSearch(settings, guessedState, realAvailableCommands, timeBudget);
|
||||
|
||||
CommandChoiceResults result{};
|
||||
result.chosenIndex = search_result.bestCommandIndex;
|
||||
@@ -191,41 +175,23 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &guessedState,
|
||||
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
|
||||
const auto fleeCommand = std::ranges::find_if(
|
||||
realAvailableCommands,
|
||||
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
|
||||
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
|
||||
});
|
||||
|
||||
if (fleeCommand == realAvailableCommands.end()) {
|
||||
if (const auto fleeCommand = std::ranges::find_if(
|
||||
realAvailableCommands,
|
||||
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
|
||||
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
|
||||
});
|
||||
fleeCommand == realAvailableCommands.end()) {
|
||||
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
|
||||
}
|
||||
|
||||
// Use the flee decision calculator
|
||||
const auto fleeDecision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
playerId,
|
||||
settings->GetGetter(),
|
||||
guessedState,
|
||||
realAvailableCommands,
|
||||
fleeCommand,
|
||||
#ifdef DEBUG_FLEE_DECISIONS
|
||||
true // Enable debug logging
|
||||
#else
|
||||
false
|
||||
#endif
|
||||
);
|
||||
|
||||
if (fleeDecision.shouldFlee) {
|
||||
CommandChoiceResults results{};
|
||||
results.chosenIndex = fleeDecision.commandIndex;
|
||||
results.availableCommandCount = realAvailableCommands.size();
|
||||
results.depthAchieved = 1; // Heuristic choice
|
||||
results.commandCountEvaluated = 1; // Only evaluated one command type
|
||||
results.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
|
||||
return results;
|
||||
} else {
|
||||
// Fight instead of flee
|
||||
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
|
||||
CommandChoiceResults results{};
|
||||
results.chosenIndex =
|
||||
static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
|
||||
results.availableCommandCount = realAvailableCommands.size();
|
||||
results.depthAchieved = 1; // Simple heuristic choice
|
||||
results.commandCountEvaluated = 1; // Only evaluated one command type
|
||||
results.completionReason =
|
||||
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS; // Heuristic choice
|
||||
return results;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
#include <vector>
|
||||
|
||||
#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/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
|
||||
@@ -39,7 +38,6 @@ class ShardokAIClient {
|
||||
private:
|
||||
const PlayerId playerId;
|
||||
const bool isDefender;
|
||||
const AIAlgorithmType aiAlgorithmType;
|
||||
|
||||
APDCache apdCache = std::make_shared<ActionPointDistancesCache>();
|
||||
ALCache alCache;
|
||||
@@ -58,7 +56,6 @@ private:
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& guessedState,
|
||||
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
|
||||
|
||||
[[nodiscard]] auto ChooseCommandIndex(
|
||||
const GameSettingsSPtr& settings,
|
||||
const net::eagle0::shardok::api::GameStateView& gsv,
|
||||
@@ -69,8 +66,7 @@ public:
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
const HexMap* hexMap,
|
||||
const SettingsGetter& settings,
|
||||
AIAlgorithmType aiAlgorithmType = AIAlgorithmType::ITERATIVE_DEEPENING);
|
||||
const SettingsGetter& settings);
|
||||
~ShardokAIClient() = default;
|
||||
|
||||
[[nodiscard]] auto GetPlayerId() const -> PlayerId { return playerId; }
|
||||
|
||||
@@ -1,113 +0,0 @@
|
||||
//
|
||||
// TranspositionTable.cpp - Implementation of game state evaluation cache
|
||||
//
|
||||
|
||||
#include "TranspositionTable.hpp"
|
||||
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Global instance
|
||||
TranspositionTable g_transpositionTable;
|
||||
|
||||
TranspositionTable::TranspositionTable() : table(TABLE_SIZE) {
|
||||
// Initialize all entries to zero
|
||||
clear();
|
||||
}
|
||||
|
||||
uint64_t TranspositionTable::hashGameState(const GameStateW& state) const {
|
||||
// The FlatBuffer is contiguous in memory and units are sorted by ID,
|
||||
// so we can just hash the raw bytes for order-independent hashing
|
||||
// Use ComputeFNV1aHash to avoid creating a string copy
|
||||
return state.ComputeFNV1aHash();
|
||||
}
|
||||
|
||||
std::optional<ScoreValue>
|
||||
TranspositionTable::probe(const GameStateW& state, int depth, PlayerId player) {
|
||||
stats.probes++;
|
||||
|
||||
uint64_t hash = hashGameState(state);
|
||||
size_t index = hash & INDEX_MASK;
|
||||
|
||||
const auto& entry = table[index];
|
||||
|
||||
// Check if this entry matches our position using FULL hash
|
||||
uint64_t stored_hash = entry.hash_full.load(std::memory_order_relaxed);
|
||||
uint8_t stored_depth = entry.depth.load(std::memory_order_relaxed);
|
||||
uint8_t stored_player = entry.player_id.load(std::memory_order_relaxed);
|
||||
|
||||
if (stored_hash == hash && stored_depth >= depth && stored_player == player) {
|
||||
stats.hits++;
|
||||
float score = entry.score.load(std::memory_order_relaxed);
|
||||
return static_cast<ScoreValue>(score);
|
||||
}
|
||||
|
||||
// Track collisions (different position mapped to same index)
|
||||
// Note: We use depth==0 to indicate empty entries, not hash==0
|
||||
if (stored_depth != 0 && stored_hash != hash) { stats.collisions++; }
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
void TranspositionTable::store(
|
||||
const GameStateW& state,
|
||||
int depth,
|
||||
PlayerId player,
|
||||
ScoreValue score) {
|
||||
stats.stores++;
|
||||
|
||||
uint64_t hash = hashGameState(state);
|
||||
size_t index = hash & INDEX_MASK;
|
||||
|
||||
auto& entry = table[index];
|
||||
|
||||
// Simple replacement strategy: always replace if:
|
||||
// 1. Entry is from an older search (different age)
|
||||
// 2. New search is deeper
|
||||
// 3. Entry is empty (depth == 0)
|
||||
|
||||
uint16_t stored_age = entry.age.load(std::memory_order_relaxed);
|
||||
uint8_t stored_depth = entry.depth.load(std::memory_order_relaxed);
|
||||
|
||||
bool should_replace = (stored_depth == 0) || // Empty entry (depth 0 means unused)
|
||||
(stored_age != current_age) || // Old entry
|
||||
(depth >= stored_depth); // Deeper or equal search
|
||||
|
||||
if (should_replace) {
|
||||
// Store all fields with relaxed ordering (TT races are benign)
|
||||
entry.hash_full.store(hash, std::memory_order_relaxed);
|
||||
entry.score.store(static_cast<float>(score), std::memory_order_relaxed);
|
||||
entry.depth.store(static_cast<uint8_t>(depth), std::memory_order_relaxed);
|
||||
entry.player_id.store(static_cast<uint8_t>(player), std::memory_order_relaxed);
|
||||
entry.age.store(current_age, std::memory_order_relaxed);
|
||||
}
|
||||
}
|
||||
|
||||
void TranspositionTable::clear() {
|
||||
// Reset all entries
|
||||
for (auto& entry : table) {
|
||||
entry.hash_full.store(0, std::memory_order_relaxed);
|
||||
entry.score.store(0.0f, std::memory_order_relaxed);
|
||||
entry.depth.store(0, std::memory_order_relaxed);
|
||||
entry.player_id.store(0, std::memory_order_relaxed);
|
||||
entry.age.store(0, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
stats.reset();
|
||||
current_age = 0;
|
||||
}
|
||||
|
||||
void TranspositionTable::printStats() const {
|
||||
printf("TranspositionTable Stats:\n");
|
||||
printf(" Probes: %llu\n", stats.probes.load());
|
||||
printf(" Hits: %llu (%.1f%%)\n", stats.hits.load(), stats.hitRate());
|
||||
printf(" Stores: %llu\n", stats.stores.load());
|
||||
printf(" Collisions: %llu\n", stats.collisions.load());
|
||||
printf(" Table size: %zu entries (%.1f MB)\n",
|
||||
TABLE_SIZE,
|
||||
(TABLE_SIZE * sizeof(TTEntry)) / (1024.0 * 1024.0));
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -1,91 +0,0 @@
|
||||
//
|
||||
// TranspositionTable.hpp - Cache for game state evaluations to avoid redundant calculations
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_TRANSPOSITIONTABLE_HPP
|
||||
#define EAGLE0_TRANSPOSITIONTABLE_HPP
|
||||
|
||||
#include <atomic>
|
||||
#include <cstdint>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using ScoreValue = double;
|
||||
// PlayerId already defined in ShardokCTypes.h
|
||||
|
||||
class TranspositionTable {
|
||||
public:
|
||||
// Statistics for monitoring effectiveness
|
||||
struct Stats {
|
||||
std::atomic<uint64_t> probes{0};
|
||||
std::atomic<uint64_t> hits{0};
|
||||
std::atomic<uint64_t> stores{0};
|
||||
std::atomic<uint64_t> collisions{0};
|
||||
|
||||
double hitRate() const {
|
||||
uint64_t p = probes.load();
|
||||
return p > 0 ? (100.0 * hits.load() / p) : 0.0;
|
||||
}
|
||||
|
||||
void reset() {
|
||||
probes = 0;
|
||||
hits = 0;
|
||||
stores = 0;
|
||||
collisions = 0;
|
||||
}
|
||||
};
|
||||
|
||||
private:
|
||||
// Compact entry structure (actual size is greater than 16 bytes due to atomics and alignment)
|
||||
struct TTEntry {
|
||||
std::atomic<uint64_t> hash_full; // Full hash for validation
|
||||
std::atomic<float> score; // Score as float to save space
|
||||
std::atomic<uint8_t> depth; // Search depth (0-255)
|
||||
std::atomic<uint8_t> player_id; // Player who is to move
|
||||
std::atomic<uint16_t> age; // For replacement strategy
|
||||
};
|
||||
|
||||
static constexpr size_t TABLE_SIZE_BITS = 22; // 2^22 entries
|
||||
static constexpr size_t TABLE_SIZE = 1ULL << TABLE_SIZE_BITS; // 4M entries = 64MB
|
||||
static constexpr size_t INDEX_MASK = TABLE_SIZE - 1;
|
||||
|
||||
std::vector<TTEntry> table;
|
||||
Stats stats;
|
||||
std::atomic<uint16_t> current_age{0};
|
||||
|
||||
// Hash function for FlatBuffer game state
|
||||
uint64_t hashGameState(const GameStateW& state) const;
|
||||
|
||||
public:
|
||||
TranspositionTable();
|
||||
|
||||
// Probe the table for a cached evaluation
|
||||
std::optional<ScoreValue> probe(const GameStateW& state, int depth, PlayerId player);
|
||||
|
||||
// Store an evaluation in the table
|
||||
void store(const GameStateW& state, int depth, PlayerId player, ScoreValue score);
|
||||
|
||||
// Clear the entire table
|
||||
void clear();
|
||||
|
||||
// Increment age for replacement strategy (call at start of each search)
|
||||
void incrementAge() { current_age++; }
|
||||
|
||||
// Get statistics
|
||||
const Stats& getStats() const { return stats; }
|
||||
|
||||
// Print statistics to stdout
|
||||
void printStats() const;
|
||||
};
|
||||
|
||||
// Global instance for the AI to use
|
||||
extern TranspositionTable g_transpositionTable;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_TRANSPOSITIONTABLE_HPP
|
||||
@@ -1,29 +0,0 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "mcts_ai",
|
||||
srcs = ["MCTSAI.cpp"],
|
||||
hdrs = ["MCTSAI.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/common:random_generator",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_command_filter",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening", # For SearchResult compatibility
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_strategy",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts/internal:mcts_node",
|
||||
"//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",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
|
||||
],
|
||||
)
|
||||
@@ -1,869 +0,0 @@
|
||||
//
|
||||
// MCTS-based AI implementation for Shardok
|
||||
//
|
||||
|
||||
#include "MCTSAI.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <future>
|
||||
#include <limits>
|
||||
#include <mutex>
|
||||
#include <random>
|
||||
#include <thread>
|
||||
|
||||
#include "internal/MCTSNode.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommandFilter.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Type alias for internal MCTSNode
|
||||
using MCTSNode = internal::MCTSNode;
|
||||
|
||||
// Static helper for average random generator
|
||||
static const std::vector _averageSequence = {0.5};
|
||||
static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(_averageSequence);
|
||||
|
||||
MCTSAI::MCTSAI(
|
||||
const PlayerId playerId,
|
||||
const bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
MCTSConfig config)
|
||||
: playerId(playerId),
|
||||
isDefender(isDefender),
|
||||
strategy(std::move(strategy)),
|
||||
castleCoords(castleCoords),
|
||||
apdCache(apdCache),
|
||||
alCache(alCache),
|
||||
config(std::move(config)) {}
|
||||
|
||||
auto MCTSAI::Search(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const AITimeBudget& budget) const -> SearchResult {
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
SearchResult result;
|
||||
|
||||
if (commands.empty()) {
|
||||
result.searchCompleted = true;
|
||||
result.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
|
||||
return result;
|
||||
}
|
||||
|
||||
if (commands.size() == 1) {
|
||||
result.searchCompleted = true;
|
||||
result.bestCommandIndex = 0;
|
||||
result.bestScore = 0;
|
||||
result.availableCommandCount = 1;
|
||||
result.depthAchieved = 1;
|
||||
result.commandCountEvaluated = 1;
|
||||
result.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
|
||||
return result;
|
||||
}
|
||||
|
||||
const auto& settingsGetter = settings->GetGetter();
|
||||
|
||||
// Compute critical tiles once to avoid 8.5% runtime overhead in ShardokEngine construction
|
||||
const auto criticalTiles = GetCriticalTileLocations(state->hex_map());
|
||||
const auto guessedEngine = ShardokEngine(settings, state, criticalTiles);
|
||||
const auto deadline = startTime + budget.remainingBudget;
|
||||
|
||||
// Build MCTS tree
|
||||
auto rootNode = BuildMCTSTree(guessedEngine, settingsGetter, criticalTiles, deadline);
|
||||
|
||||
if (rootNode) {
|
||||
// Get best command from tree
|
||||
const MCTSNode* bestChild = rootNode->GetBestFinalChild();
|
||||
|
||||
if (bestChild) {
|
||||
result.searchCompleted = true;
|
||||
result.bestCommandIndex = bestChild->commandIndex;
|
||||
result.bestScore = bestChild->lookaheadScore;
|
||||
result.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
|
||||
|
||||
// Calculate max depth reached in the tree
|
||||
std::function<int(const MCTSNode*)> getMaxDepth = [&](const MCTSNode* node) -> int {
|
||||
int maxChildDepth = node->depth;
|
||||
for (const auto& child : node->children) {
|
||||
maxChildDepth = std::max(maxChildDepth, getMaxDepth(child.get()));
|
||||
}
|
||||
return maxChildDepth;
|
||||
};
|
||||
result.depthAchieved = getMaxDepth(rootNode.get());
|
||||
|
||||
// Count total nodes visited
|
||||
std::function<size_t(const MCTSNode*)> countVisited =
|
||||
[&](const MCTSNode* node) -> size_t {
|
||||
size_t count = (node->visitCount > 0) ? 1 : 0;
|
||||
for (const auto& child : node->children) { count += countVisited(child.get()); }
|
||||
return count;
|
||||
};
|
||||
|
||||
result.commandCountEvaluated = countVisited(rootNode.get());
|
||||
result.availableCommandCount = commands.size();
|
||||
|
||||
// MCTS-specific logging
|
||||
printf("MCTS: Selected command %zu (visit:%d, reward:%.2f, lookahead:%.2f) from %zu "
|
||||
"options\n",
|
||||
bestChild->commandIndex,
|
||||
bestChild->visitCount,
|
||||
bestChild->averageReward,
|
||||
bestChild->lookaheadScore,
|
||||
rootNode->children.size());
|
||||
|
||||
// Log top 3 commands for debugging with their best sequences
|
||||
std::vector<MCTSNode*> sortedChildren;
|
||||
for (const auto& child : rootNode->children) { sortedChildren.push_back(child.get()); }
|
||||
std::ranges::sort(sortedChildren, [](const MCTSNode* a, const MCTSNode* b) {
|
||||
return a->visitCount > b->visitCount;
|
||||
});
|
||||
|
||||
printf("MCTS: Top commands by visits:\n");
|
||||
for (size_t i = 0; i < std::min(static_cast<size_t>(3), sortedChildren.size()); ++i) {
|
||||
auto* child = sortedChildren[i];
|
||||
printf(" [%zu] cmd:%zu visits:%d immediate:%.2f backprop:%.2f type:%s",
|
||||
i,
|
||||
child->commandIndex,
|
||||
child->visitCount,
|
||||
child->immediateScore,
|
||||
child->averageReward,
|
||||
CommandType_Name(child->commandType).c_str());
|
||||
|
||||
// Show unit and target info for commands that have them
|
||||
if (child->actorUnitId >= 0) { printf(" unit:%d", child->actorUnitId); }
|
||||
if (child->targetRow >= 0 && child->targetCol >= 0) {
|
||||
printf(" target:(%d,%d)", child->targetRow, child->targetCol);
|
||||
}
|
||||
|
||||
// Show sequence preview for this command
|
||||
if (!child->children.empty()) {
|
||||
// Find best child by visits
|
||||
MCTSNode* bestNext = nullptr;
|
||||
int maxVisits = 0;
|
||||
for (const auto& grandchild : child->children) {
|
||||
if (grandchild->visitCount > maxVisits) {
|
||||
maxVisits = grandchild->visitCount;
|
||||
bestNext = grandchild.get();
|
||||
}
|
||||
}
|
||||
if (bestNext) {
|
||||
printf(" -> %s", CommandType_Name(bestNext->commandType).c_str());
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
printf("MCTS: Tree stats - max depth:%zu, total nodes:%zu, root visits:%d\n",
|
||||
result.depthAchieved,
|
||||
result.commandCountEvaluated,
|
||||
rootNode->visitCount);
|
||||
|
||||
// Log the best command sequence from the chosen command
|
||||
struct SequenceNode {
|
||||
size_t commandIndex;
|
||||
std::string commandType;
|
||||
int actorUnitId;
|
||||
int targetRow;
|
||||
int targetCol;
|
||||
double immediateScore;
|
||||
double backpropScore;
|
||||
};
|
||||
std::vector<SequenceNode> bestSequence;
|
||||
bestSequence.reserve(5);
|
||||
auto current = const_cast<MCTSNode*>(bestChild);
|
||||
double sequenceScore = bestChild->averageReward;
|
||||
|
||||
// Trace the best path from chosen command (most visited child at each level)
|
||||
while (current) {
|
||||
bestSequence.push_back(
|
||||
{current->commandIndex,
|
||||
CommandType_Name(current->commandType),
|
||||
current->actorUnitId,
|
||||
current->targetRow,
|
||||
current->targetCol,
|
||||
current->immediateScore,
|
||||
current->averageReward});
|
||||
|
||||
// If no children, we've reached the end of the sequence
|
||||
if (current->children.empty()) { break; }
|
||||
|
||||
// Find most visited child
|
||||
MCTSNode* bestChildNode = nullptr;
|
||||
int maxVisits = 0;
|
||||
for (const auto& child : current->children) {
|
||||
if (child->visitCount > maxVisits) {
|
||||
maxVisits = child->visitCount;
|
||||
bestChildNode = child.get();
|
||||
}
|
||||
}
|
||||
current = bestChildNode;
|
||||
if (current) {
|
||||
sequenceScore = current->averageReward; // Update to final score
|
||||
}
|
||||
}
|
||||
|
||||
if (!bestSequence.empty()) {
|
||||
printf("MCTS: Best sequence from chosen command (final: %.2f):\n", sequenceScore);
|
||||
for (size_t i = 0; i < bestSequence.size(); ++i) {
|
||||
const auto& [commandIndex, commandType, actorUnitId, targetRow, targetCol, immediateScore, backpropScore] =
|
||||
bestSequence[i];
|
||||
printf(" %zu. cmd:%zu %s", i + 1, commandIndex, commandType.c_str());
|
||||
|
||||
// Add unit and target info if present
|
||||
if (actorUnitId >= 0) { printf(" unit:%d", actorUnitId); }
|
||||
if (targetRow >= 0 && targetCol >= 0) {
|
||||
printf(" target:(%d,%d)", targetRow, targetCol);
|
||||
}
|
||||
|
||||
printf(" (immediate:%.2f, backprop:%.2f)\n", immediateScore, backpropScore);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const auto endTime = std::chrono::steady_clock::now();
|
||||
result.timeUsed = std::chrono::duration_cast<std::chrono::milliseconds>(endTime - startTime);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
auto MCTSAI::BuildMCTSTree(
|
||||
const ShardokEngine& engine,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
const std::chrono::steady_clock::time_point deadline) const -> std::unique_ptr<MCTSNode> {
|
||||
// Clear transposition registry for this search
|
||||
if (config.enableTranspositionDetection) { stateRegistry.clear(); }
|
||||
|
||||
// Create root node
|
||||
auto root = std::make_unique<MCTSNode>(
|
||||
0,
|
||||
net::eagle0::shardok::common::END_TURN_COMMAND,
|
||||
playerId,
|
||||
0,
|
||||
isDefender);
|
||||
root->resultingGameState = engine.GetCurrentGameState();
|
||||
|
||||
// Register root node in transposition table if enabled
|
||||
if (config.enableTranspositionDetection) {
|
||||
root->stateHash = root->resultingGameState.ComputeFNV1aHash();
|
||||
stateRegistry[root->stateHash] = root.get();
|
||||
}
|
||||
|
||||
// Initialize root with available commands
|
||||
const CommandListSPtr rootCommands = engine.GetAvailableCommandsForAIPlayer(playerId);
|
||||
if (!rootCommands || rootCommands->empty()) { return root; }
|
||||
|
||||
// Filter commands for better performance
|
||||
const std::vector<size_t> filteredIndices = AICommandFilter::FilterCommands(
|
||||
rootCommands,
|
||||
playerId,
|
||||
isDefender,
|
||||
engine.GetCurrentGameState(),
|
||||
settingsGetter,
|
||||
apdCache);
|
||||
|
||||
root->untriedCommands = filteredIndices;
|
||||
root->fullyExpanded = filteredIndices.empty();
|
||||
|
||||
// Main MCTS loop
|
||||
int iterations = 0;
|
||||
|
||||
printf("MCTS: Starting search with %zu filtered commands (budget: %.0fms)\n",
|
||||
filteredIndices.size(),
|
||||
std::chrono::duration<double, std::milli>(deadline - std::chrono::steady_clock::now())
|
||||
.count());
|
||||
|
||||
if (config.useMultithreading) {
|
||||
// Parallel MCTS: Run iterations until time budget expires
|
||||
const int numThreads =
|
||||
std::min(config.numThreads, static_cast<int>(std::thread::hardware_concurrency()));
|
||||
std::vector<std::future<void>> futures;
|
||||
std::mutex treeMutex; // Protect tree updates
|
||||
std::atomic totalIterations{0}; // Track iterations across threads
|
||||
|
||||
for (int t = 0; t < numThreads; ++t) {
|
||||
futures.push_back(std::async(std::launch::async, [&, this] {
|
||||
while (std::chrono::steady_clock::now() < deadline) {
|
||||
++totalIterations;
|
||||
|
||||
// Selection and expansion need locking
|
||||
MCTSNode* selected;
|
||||
{
|
||||
std::lock_guard lock(treeMutex);
|
||||
selected = MCTSSelection(root.get());
|
||||
if (selected && !selected->isTerminal && selected->CanExpand()) {
|
||||
selected = MCTSExpansion(
|
||||
selected,
|
||||
engine,
|
||||
settingsGetter,
|
||||
criticalTileCoords);
|
||||
}
|
||||
}
|
||||
|
||||
// Skip simulation if selection failed (all children redundant)
|
||||
if (!selected) continue;
|
||||
|
||||
// Simulation can run in parallel from the selected node's state
|
||||
// Note: Creating engine from node state is correct for MCTS simulation
|
||||
|
||||
// Backpropagation needs locking
|
||||
{
|
||||
ShardokEngine nodeEngine(
|
||||
engine.GetGameSettings(),
|
||||
selected->resultingGameState,
|
||||
criticalTileCoords);
|
||||
const double reward =
|
||||
MCTSSimulation(nodeEngine, selected->playerId, settingsGetter);
|
||||
std::lock_guard lock(treeMutex);
|
||||
MCTSBackpropagation(selected, reward);
|
||||
}
|
||||
}
|
||||
}));
|
||||
}
|
||||
|
||||
// Wait for all threads to complete
|
||||
for (auto& future : futures) { future.get(); }
|
||||
iterations = totalIterations.load(); // Get total from all threads
|
||||
} else {
|
||||
// Sequential MCTS - run until time budget expires
|
||||
while (std::chrono::steady_clock::now() < deadline) {
|
||||
// Selection
|
||||
MCTSNode* selected = MCTSSelection(root.get());
|
||||
|
||||
// Skip if selection failed (all children redundant)
|
||||
if (!selected) continue;
|
||||
|
||||
// Expansion
|
||||
if (!selected->isTerminal && selected->CanExpand()) {
|
||||
selected = MCTSExpansion(selected, engine, settingsGetter, criticalTileCoords);
|
||||
}
|
||||
|
||||
// Simulation (from selected node's state)
|
||||
ShardokEngine nodeEngine(
|
||||
engine.GetGameSettings(),
|
||||
selected->resultingGameState,
|
||||
criticalTileCoords);
|
||||
double reward = MCTSSimulation(
|
||||
nodeEngine,
|
||||
selected->playerId,
|
||||
settingsGetter); // Use node's player, not original player
|
||||
|
||||
// Backpropagation
|
||||
MCTSBackpropagation(selected, reward);
|
||||
|
||||
iterations++;
|
||||
}
|
||||
}
|
||||
|
||||
printf("MCTS: Completed %d iterations, root has %zu children\n",
|
||||
iterations,
|
||||
root->children.size());
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
auto MCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
|
||||
MCTSNode* current = root;
|
||||
|
||||
while (!current->isTerminal && !current->isRedundant) {
|
||||
if (current->CanExpand()) {
|
||||
return current; // Node has untried commands
|
||||
} else if (!current->children.empty()) {
|
||||
current = current->GetBestChild(config.explorationConstant);
|
||||
if (!current) break;
|
||||
} else {
|
||||
break; // Leaf node
|
||||
}
|
||||
}
|
||||
|
||||
return current;
|
||||
}
|
||||
|
||||
auto MCTSAI::MCTSExpansion(
|
||||
MCTSNode* node,
|
||||
const ShardokEngine& engine,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const CoordsSet& criticalTileCoords) const -> MCTSNode* {
|
||||
static int expansionCallCount = 0;
|
||||
if (expansionCallCount < 3) {
|
||||
printf("MCTSExpansion called %d: node depth:%d untried:%zu\n",
|
||||
expansionCallCount++,
|
||||
node->depth,
|
||||
node->untriedCommands.size());
|
||||
}
|
||||
|
||||
if (node->untriedCommands.empty()) return node;
|
||||
|
||||
// Don't expand beyond maximum depth to prevent unbounded tree growth
|
||||
if (node->depth >= config.maxTreeDepth) {
|
||||
node->fullyExpanded = true;
|
||||
node->untriedCommands.clear();
|
||||
return node;
|
||||
}
|
||||
|
||||
// Pick a random untried command
|
||||
std::random_device rd;
|
||||
std::mt19937 gen(rd());
|
||||
std::uniform_int_distribution dis(0, static_cast<int>(node->untriedCommands.size() - 1));
|
||||
const size_t randomIndex = dis(gen);
|
||||
|
||||
const auto commandIndex = node->untriedCommands[randomIndex];
|
||||
node->untriedCommands.erase(node->untriedCommands.begin() + randomIndex);
|
||||
|
||||
// Create engine from the node's current state (not root state!)
|
||||
const auto nodeEngine = std::make_shared<ShardokEngine>(
|
||||
engine.GetGameSettings(),
|
||||
node->resultingGameState,
|
||||
criticalTileCoords);
|
||||
|
||||
// Get command descriptor from the node's state
|
||||
const CommandListSPtr commands = nodeEngine->GetAvailableCommandsForAIPlayer(node->playerId);
|
||||
if (!commands || commandIndex >= commands->size()) return node;
|
||||
|
||||
const auto& command = commands->at(commandIndex);
|
||||
const auto commandType = command->GetCommandType();
|
||||
const auto descriptor = command->GetCommandProto();
|
||||
|
||||
// Create child node
|
||||
auto child = std::make_unique<MCTSNode>(
|
||||
commandIndex,
|
||||
commandType,
|
||||
node->playerId,
|
||||
node->depth + 1,
|
||||
node->isDefender);
|
||||
child->parent = node;
|
||||
|
||||
// Extract actor unit ID if present
|
||||
if (descriptor.has_actor()) { child->actorUnitId = descriptor.actor().value(); }
|
||||
|
||||
// Extract target coordinates if present
|
||||
// Note: In protobuf3, target is always present but may have default values
|
||||
// We'll always capture the coordinates - commands without targets will have (-1,-1) by default
|
||||
const auto& target = descriptor.target();
|
||||
child->targetRow = target.row();
|
||||
child->targetCol = target.column();
|
||||
|
||||
// Declare variables that will be used later
|
||||
|
||||
// Handle randomness appropriately based on command type
|
||||
if (command->HasOdds()) {
|
||||
// For commands with odds, use average roll for expansion
|
||||
// For expansion, use average roll regardless of success chance
|
||||
const auto generator = std::make_shared<SequenceRandomGenerator>(std::vector{0.5});
|
||||
nodeEngine->PostCommand(node->playerId, commandIndex, generator);
|
||||
} else {
|
||||
// Use average generator for deterministic evaluation
|
||||
nodeEngine->PostCommand(node->playerId, commandIndex, _averageGenerator);
|
||||
}
|
||||
|
||||
child->resultingGameState = nodeEngine->GetCurrentGameState();
|
||||
|
||||
// Check whose turn it is after executing the command
|
||||
PlayerId currentPlayer = nodeEngine->GetCurrentPlayerId();
|
||||
bool isOurTurn = (currentPlayer == playerId);
|
||||
|
||||
// Update child's player ID to reflect whose turn it actually is
|
||||
child->playerId = currentPlayer;
|
||||
|
||||
// Calculate immediate score (always from our perspective)
|
||||
child->immediateScore = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender, // Use our original role, not node's
|
||||
child->resultingGameState,
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Initially, lookahead score equals immediate score
|
||||
child->lookaheadScore = child->immediateScore;
|
||||
|
||||
// Debug: Log first few expansions to see what's happening
|
||||
static int expansionCount = 0;
|
||||
if (expansionCount < 5) {
|
||||
printf("MCTS Expansion %d: cmd:%zu type:%s immediate_score:%.2f\n",
|
||||
expansionCount++,
|
||||
commandIndex,
|
||||
CommandType_Name(commandType).c_str(),
|
||||
child->immediateScore);
|
||||
}
|
||||
|
||||
// Check if terminal
|
||||
child->isTerminal = IsTerminalForPlayer(child->resultingGameState, playerId, settingsGetter);
|
||||
|
||||
// Transposition detection
|
||||
if (config.enableTranspositionDetection) {
|
||||
child->stateHash = child->resultingGameState.ComputeFNV1aHash();
|
||||
|
||||
auto existingIt = stateRegistry.find(child->stateHash);
|
||||
if (existingIt != stateRegistry.end()) {
|
||||
MCTSNode* existingNode = existingIt->second;
|
||||
|
||||
// Apply tie-breaking rules to determine which node to keep
|
||||
bool shouldPruneChild = false;
|
||||
|
||||
if (child->depth > existingNode->depth) {
|
||||
// Rule 1: Prune deeper node (current child is deeper)
|
||||
shouldPruneChild = true;
|
||||
} else if (child->depth == existingNode->depth) {
|
||||
// Rule 2: At same depth, prune node with higher command index
|
||||
if (child->commandIndex > existingNode->commandIndex) {
|
||||
shouldPruneChild = true;
|
||||
} else {
|
||||
// Current child wins - mark existing node as redundant
|
||||
existingNode->isRedundant = true;
|
||||
stateRegistry[child->stateHash] = child.get(); // Update registry
|
||||
}
|
||||
} else {
|
||||
// Child is shallower - mark existing node as redundant
|
||||
existingNode->isRedundant = true;
|
||||
stateRegistry[child->stateHash] = child.get(); // Update registry
|
||||
}
|
||||
|
||||
if (shouldPruneChild) {
|
||||
child->isRedundant = true;
|
||||
// Don't expand redundant nodes
|
||||
}
|
||||
} else {
|
||||
// New state - register it
|
||||
stateRegistry[child->stateHash] = child.get();
|
||||
}
|
||||
}
|
||||
|
||||
// Get available commands for child - only if it's still our turn and not redundant
|
||||
if (!child->isTerminal && !child->isRedundant && isOurTurn) {
|
||||
const CommandListSPtr childCommands =
|
||||
nodeEngine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
if (childCommands) {
|
||||
const std::vector<size_t> childFiltered = AICommandFilter::FilterCommands(
|
||||
childCommands,
|
||||
currentPlayer,
|
||||
isDefender, // Use our original role
|
||||
child->resultingGameState,
|
||||
settingsGetter,
|
||||
apdCache);
|
||||
child->untriedCommands = childFiltered;
|
||||
child->fullyExpanded = childFiltered.empty();
|
||||
}
|
||||
} else if (!isOurTurn) {
|
||||
// Mark as terminal if it's not our turn - we can't expand opponent moves
|
||||
child->isTerminal = true;
|
||||
child->fullyExpanded = true;
|
||||
}
|
||||
|
||||
// Update parent's expansion status
|
||||
if (node->untriedCommands.empty()) { node->fullyExpanded = true; }
|
||||
|
||||
MCTSNode* childPtr = child.get();
|
||||
node->children.push_back(std::move(child));
|
||||
|
||||
return childPtr;
|
||||
}
|
||||
|
||||
auto MCTSAI::MCTSSimulation(
|
||||
const ShardokEngine& engineState,
|
||||
PlayerId startingPlayer,
|
||||
const SettingsGetter& settingsGetter) const -> double {
|
||||
// Create copy for simulation
|
||||
auto simEngine = std::make_shared<ShardokEngine>(engineState, false);
|
||||
|
||||
// Always evaluate from our AI's perspective (not the startingPlayer's perspective)
|
||||
const double initialScore = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
simEngine->GetCurrentGameState(),
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Debug: Note that we're always scoring from our AI's perspective regardless of startingPlayer
|
||||
(void)startingPlayer; // Acknowledge parameter to avoid warning
|
||||
|
||||
// Fast rollout with random/heuristic moves until terminal
|
||||
int simulationSteps = 0;
|
||||
for (int step = 0; step < config.maxSimulationDepth; ++step) {
|
||||
const GameStateW& currentState = simEngine->GetCurrentGameState();
|
||||
|
||||
// Get whose turn it is
|
||||
const PlayerId currentPlayer = simEngine->GetCurrentPlayerId();
|
||||
|
||||
// Check if terminal
|
||||
if (IsTerminalForPlayer(currentState, playerId, settingsGetter)) { break; }
|
||||
|
||||
// Continue as long as it's still our turn (don't stop after each individual command)
|
||||
// In this game, a player can move multiple units before turn switches
|
||||
if (currentPlayer != playerId) {
|
||||
// Turn switched to opponent - stop simulation immediately
|
||||
break;
|
||||
}
|
||||
|
||||
simulationSteps++;
|
||||
|
||||
// Get available commands for current player
|
||||
const CommandListSPtr commands = simEngine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
if (!commands || commands->empty()) break;
|
||||
|
||||
// Select command based on simulation policy
|
||||
const auto commandIndex = static_cast<int>(
|
||||
SelectSimulationCommand(commands, currentPlayer, simEngine, settingsGetter));
|
||||
|
||||
// Execute command
|
||||
simEngine->PostCommand(currentPlayer, commandIndex, _averageGenerator);
|
||||
|
||||
// Debug: Only log if turn changed unexpectedly
|
||||
const PlayerId newPlayer = simEngine->GetCurrentPlayerId();
|
||||
static int debugCount = 0;
|
||||
if (newPlayer != currentPlayer && debugCount < 5) {
|
||||
const auto commandType = commands->at(commandIndex)->GetCommandType();
|
||||
printf("MCTS Sim step %d: cmd_type:%s player_before:%d player_after:%d\n",
|
||||
simulationSteps,
|
||||
CommandType_Name(commandType).c_str(),
|
||||
currentPlayer,
|
||||
newPlayer);
|
||||
printf(" WARNING: Turn changed after command!\n");
|
||||
debugCount++;
|
||||
}
|
||||
}
|
||||
|
||||
// Evaluate final position
|
||||
const double finalScore = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
simEngine->GetCurrentGameState(),
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Debug: Log first few simulations to see depth and score change
|
||||
static int simCount = 0;
|
||||
if (simCount < 3) {
|
||||
printf("MCTS Simulation %d: steps:%d initial:%.2f final:%.2f delta:%.2f\n",
|
||||
simCount++,
|
||||
simulationSteps,
|
||||
initialScore,
|
||||
finalScore,
|
||||
finalScore - initialScore);
|
||||
}
|
||||
|
||||
return finalScore;
|
||||
}
|
||||
|
||||
auto MCTSAI::MCTSBackpropagation(MCTSNode* node, double reward) -> void {
|
||||
while (node) {
|
||||
node->visitCount++;
|
||||
node->totalReward += reward;
|
||||
node->averageReward = node->totalReward / node->visitCount;
|
||||
|
||||
// Update lookahead score as weighted average
|
||||
if (node->visitCount == 1) {
|
||||
node->lookaheadScore = reward;
|
||||
} else {
|
||||
node->lookaheadScore =
|
||||
(node->lookaheadScore * (node->visitCount - 1) + reward) / node->visitCount;
|
||||
}
|
||||
|
||||
node = node->parent;
|
||||
}
|
||||
}
|
||||
|
||||
auto MCTSAI::IsTerminalForPlayer(
|
||||
const GameStateW& gameState,
|
||||
PlayerId /*currentPlayer*/,
|
||||
const SettingsGetter& settingsGetter) -> bool {
|
||||
// Check if game is over
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY ||
|
||||
gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Check max rounds
|
||||
if (gameState->current_round() >= settingsGetter.Backing().max_rounds()) { return true; }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
auto MCTSAI::SelectSimulationCommand(
|
||||
const CommandListSPtr& commands,
|
||||
PlayerId currentPlayer,
|
||||
const std::shared_ptr<ShardokEngine>& simEngine,
|
||||
const SettingsGetter& settingsGetter) const -> size_t {
|
||||
if (commands->size() == 1) {
|
||||
return 0; // Only one choice
|
||||
}
|
||||
|
||||
std::random_device rd;
|
||||
std::mt19937 gen(rd());
|
||||
|
||||
switch (config.simulationPolicy) {
|
||||
case MCTSSimulationPolicy::RANDOM: {
|
||||
// Pure random selection
|
||||
std::uniform_int_distribution<> dis(0, commands->size() - 1);
|
||||
return dis(gen);
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::FILTERED_RANDOM: {
|
||||
// Filter commands first, then random selection
|
||||
const auto filteredIndices = AICommandFilter::FilterCommands(
|
||||
commands,
|
||||
currentPlayer,
|
||||
isDefender,
|
||||
simEngine->GetCurrentGameState(),
|
||||
settingsGetter,
|
||||
apdCache);
|
||||
|
||||
if (filteredIndices.empty()) {
|
||||
// Fallback to random if no commands pass filter
|
||||
std::uniform_int_distribution<> dis(0, commands->size() - 1);
|
||||
return dis(gen);
|
||||
}
|
||||
|
||||
std::uniform_int_distribution<> dis(0, filteredIndices.size() - 1);
|
||||
return filteredIndices[dis(gen)];
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::BEST_IMMEDIATE: {
|
||||
// Evaluate all commands and pick the best
|
||||
double bestScore = -std::numeric_limits<double>::max();
|
||||
size_t bestIndex = 0;
|
||||
|
||||
for (size_t i = 0; i < commands->size(); ++i) {
|
||||
// Create a temporary engine to evaluate this command
|
||||
const auto testEngine = std::make_shared<ShardokEngine>(*simEngine, false);
|
||||
|
||||
// Get score BEFORE executing command (for potential player flip comparison)
|
||||
const double preScore = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
testEngine->GetCurrentGameState(),
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
const PlayerId playerBefore = testEngine->GetCurrentPlayerId();
|
||||
testEngine->PostCommand(currentPlayer, i, _averageGenerator);
|
||||
const PlayerId playerAfter = testEngine->GetCurrentPlayerId();
|
||||
|
||||
double score;
|
||||
if (playerAfter != playerBefore) {
|
||||
// Player flipped - use pre-execution score to avoid opponent turn effects
|
||||
score = preScore;
|
||||
} else {
|
||||
// Normal command - use post-execution score
|
||||
score = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
testEngine->GetCurrentGameState(),
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
}
|
||||
|
||||
if (score > bestScore) {
|
||||
bestScore = score;
|
||||
bestIndex = i;
|
||||
}
|
||||
}
|
||||
return bestIndex;
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::WEIGHTED_BEST_IMMEDIATE: {
|
||||
// Evaluate all commands and weight by ranking
|
||||
struct CommandScore {
|
||||
size_t index;
|
||||
double score;
|
||||
};
|
||||
|
||||
std::vector<CommandScore> commandScores;
|
||||
commandScores.reserve(commands->size());
|
||||
|
||||
for (size_t i = 0; i < commands->size(); ++i) {
|
||||
// Create a temporary engine to evaluate this command
|
||||
const auto testEngine = std::make_shared<ShardokEngine>(*simEngine, false);
|
||||
|
||||
// Get score BEFORE executing command (for potential player flip comparison)
|
||||
const double preScore = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
testEngine->GetCurrentGameState(),
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
const PlayerId playerBefore = testEngine->GetCurrentPlayerId();
|
||||
testEngine->PostCommand(currentPlayer, i, _averageGenerator);
|
||||
const PlayerId playerAfter = testEngine->GetCurrentPlayerId();
|
||||
|
||||
double score;
|
||||
if (playerAfter != playerBefore) {
|
||||
// Player flipped - use pre-execution score to avoid opponent turn effects
|
||||
score = preScore;
|
||||
} else {
|
||||
// Normal command - use post-execution score
|
||||
score = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
testEngine->GetCurrentGameState(),
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
}
|
||||
|
||||
commandScores.push_back({i, score});
|
||||
}
|
||||
|
||||
// Sort by score (best first)
|
||||
std::sort(
|
||||
commandScores.begin(),
|
||||
commandScores.end(),
|
||||
[](const CommandScore& a, const CommandScore& b) { return a.score > b.score; });
|
||||
|
||||
// Assign weights: 1.0 for best, 0.5 for second, 0.33 for third, etc.
|
||||
std::vector<double> weights;
|
||||
weights.reserve(commandScores.size());
|
||||
double totalWeight = 0.0;
|
||||
|
||||
for (size_t i = 0; i < commandScores.size(); ++i) {
|
||||
double weight = 1.0 / (i + 1); // 1/1, 1/2, 1/3, ...
|
||||
weights.push_back(weight);
|
||||
totalWeight += weight;
|
||||
}
|
||||
|
||||
// Random selection based on weights
|
||||
std::uniform_real_distribution dis(0.0, totalWeight);
|
||||
const double target = dis(gen);
|
||||
double cumulative = 0.0;
|
||||
|
||||
for (size_t i = 0; i < weights.size(); ++i) {
|
||||
cumulative += weights[i];
|
||||
if (cumulative >= target) { return commandScores[i].index; }
|
||||
}
|
||||
|
||||
// Fallback (shouldn't happen)
|
||||
return commandScores[0].index;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback to random (shouldn't reach here)
|
||||
std::uniform_int_distribution dis(0, static_cast<int>(commands->size() - 1));
|
||||
return dis(gen);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -1,128 +0,0 @@
|
||||
//
|
||||
// MCTS-based AI system for Shardok
|
||||
// Alternative to IterativeDeepeningAI using Monte Carlo Tree Search
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_MCTSAI_HPP
|
||||
#define EAGLE0_MCTSAI_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/IterativeDeepeningAI.hpp" // For SearchResult compatibility
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class ShardokEngine;
|
||||
|
||||
// MCTSNode is defined in internal/MCTSNode.hpp
|
||||
namespace internal {
|
||||
struct MCTSNode;
|
||||
}
|
||||
|
||||
// Simulation policy for MCTS rollouts
|
||||
enum class MCTSSimulationPolicy {
|
||||
RANDOM, // Pure random selection
|
||||
FILTERED_RANDOM, // Random from filtered commands
|
||||
BEST_IMMEDIATE, // Choose best immediate score
|
||||
WEIGHTED_BEST_IMMEDIATE // Random weighted by score ranking
|
||||
};
|
||||
|
||||
// Configuration for MCTS algorithm
|
||||
struct MCTSConfig {
|
||||
double explorationConstant = 1.414; // UCB1 constant (sqrt(2) by default)
|
||||
int maxSimulationDepth = 1000; // Maximum depth for rollout
|
||||
int maxTreeDepth = 2000; // Maximum tree depth to prevent stack overflow
|
||||
bool useMultithreading = true; // Enable parallel MCTS
|
||||
int numThreads = 16; // Number of threads for parallel MCTS (when enabled)
|
||||
MCTSSimulationPolicy simulationPolicy = MCTSSimulationPolicy::BEST_IMMEDIATE;
|
||||
bool enableTranspositionDetection = true; // Enable pruning of duplicate states
|
||||
};
|
||||
|
||||
class MCTSAI {
|
||||
public:
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
using SearchResult = IterativeDeepeningAI::SearchResult;
|
||||
|
||||
MCTSAI(PlayerId playerId,
|
||||
bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
MCTSConfig config = MCTSConfig{});
|
||||
|
||||
// Main search interface - compatible with IterativeDeepeningAI
|
||||
[[nodiscard]] auto Search(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const AITimeBudget& budget) const -> SearchResult;
|
||||
|
||||
// Get/set configuration
|
||||
[[nodiscard]] auto GetConfig() const -> const MCTSConfig& { return config; }
|
||||
void SetConfig(const MCTSConfig& newConfig) { config = newConfig; }
|
||||
|
||||
private:
|
||||
PlayerId playerId;
|
||||
bool isDefender;
|
||||
AIStrategy strategy;
|
||||
const CoordsSet& castleCoords;
|
||||
const APDCache& apdCache;
|
||||
const ALCache& alCache;
|
||||
MCTSConfig config;
|
||||
|
||||
// Transposition detection infrastructure
|
||||
mutable std::unordered_map<uint64_t, internal::MCTSNode*>
|
||||
stateRegistry; // Hash -> first node mapping
|
||||
|
||||
// Internal MCTS tree building
|
||||
[[nodiscard]] auto BuildMCTSTree(
|
||||
const ShardokEngine& engine,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
std::chrono::steady_clock::time_point deadline) const
|
||||
-> std::unique_ptr<internal::MCTSNode>;
|
||||
|
||||
// MCTS algorithm phases
|
||||
auto MCTSSelection(internal::MCTSNode* root) const -> internal::MCTSNode*;
|
||||
auto MCTSExpansion(
|
||||
internal::MCTSNode* node,
|
||||
const ShardokEngine& engine,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const CoordsSet& criticalTileCoords) const -> internal::MCTSNode*;
|
||||
auto MCTSSimulation(
|
||||
const ShardokEngine& engineState,
|
||||
PlayerId currentPlayer,
|
||||
const SettingsGetter& settingsGetter) const -> double;
|
||||
static auto MCTSBackpropagation(internal::MCTSNode* node, double reward) -> void;
|
||||
|
||||
// Helper functions
|
||||
[[nodiscard]] static auto IsTerminalForPlayer(
|
||||
const GameStateW& gameState,
|
||||
PlayerId currentPlayer,
|
||||
const SettingsGetter& settingsGetter) -> bool;
|
||||
|
||||
// Simulation command selection based on policy
|
||||
[[nodiscard]] auto SelectSimulationCommand(
|
||||
const CommandListSPtr& commands,
|
||||
PlayerId currentPlayer,
|
||||
const std::shared_ptr<ShardokEngine>& simEngine,
|
||||
const SettingsGetter& settingsGetter) const -> size_t;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_MCTSAI_HPP
|
||||
@@ -1,16 +0,0 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "mcts_node",
|
||||
hdrs = ["MCTSNode.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
|
||||
],
|
||||
)
|
||||
@@ -1,210 +0,0 @@
|
||||
//
|
||||
// Internal MCTS Node structure for Shardok AI
|
||||
// This is an implementation detail and should not be used by external code
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_INTERNAL_MCTSNODE_HPP
|
||||
#define EAGLE0_INTERNAL_MCTSNODE_HPP
|
||||
|
||||
#include <cmath>
|
||||
#include <cstdio>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
|
||||
// Suppress the protobuf deprecation warning temporarily
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
namespace internal {
|
||||
|
||||
// Import CommandType for use within the internal namespace
|
||||
using CommandType = net::eagle0::shardok::common::CommandType;
|
||||
|
||||
// MCTS Node structure
|
||||
struct MCTSNode {
|
||||
// Command information
|
||||
size_t commandIndex;
|
||||
CommandType commandType;
|
||||
int actorUnitId = -1; // Unit performing the command (-1 if not applicable)
|
||||
int targetRow = -1; // Target coordinate row (-1 if not applicable)
|
||||
int targetCol = -1; // Target coordinate column (-1 if not applicable)
|
||||
|
||||
// Score information
|
||||
double immediateScore;
|
||||
double lookaheadScore;
|
||||
|
||||
// Game state after this command
|
||||
GameStateW resultingGameState;
|
||||
|
||||
// MCTS statistics
|
||||
int visitCount = 0;
|
||||
double totalReward = 0.0;
|
||||
double averageReward = 0.0;
|
||||
double ucb1Value = 0.0;
|
||||
|
||||
// Tree structure
|
||||
std::vector<std::unique_ptr<MCTSNode>> children;
|
||||
std::vector<size_t> untriedCommands;
|
||||
bool fullyExpanded = false;
|
||||
MCTSNode* parent = nullptr;
|
||||
|
||||
// Game context
|
||||
PlayerId playerId;
|
||||
int depth = 0;
|
||||
bool isDefender = false;
|
||||
bool isTerminal = false;
|
||||
|
||||
// Transposition detection
|
||||
uint64_t stateHash = 0;
|
||||
bool isRedundant = false; // True if this node represents a duplicate state
|
||||
|
||||
MCTSNode(
|
||||
const size_t cmdIndex,
|
||||
const CommandType cmdType,
|
||||
const PlayerId pid,
|
||||
const int d,
|
||||
const bool defender)
|
||||
: commandIndex(cmdIndex),
|
||||
commandType(cmdType),
|
||||
immediateScore(0.0),
|
||||
lookaheadScore(0.0),
|
||||
playerId(pid),
|
||||
depth(d),
|
||||
isDefender(defender) {}
|
||||
|
||||
// Iterative destructor to avoid stack overflow with deep trees
|
||||
~MCTSNode() {
|
||||
// Use iterative approach to destroy children
|
||||
std::vector<std::unique_ptr<MCTSNode>> nodesToDestroy;
|
||||
nodesToDestroy.swap(children);
|
||||
|
||||
while (!nodesToDestroy.empty()) {
|
||||
// Take ownership of all children from the current batch
|
||||
std::vector<std::unique_ptr<MCTSNode>> currentBatch;
|
||||
currentBatch.swap(nodesToDestroy);
|
||||
|
||||
// Collect grandchildren for next iteration
|
||||
for (const auto& node : currentBatch) {
|
||||
if (node && !node->children.empty()) {
|
||||
for (auto& child : node->children) {
|
||||
nodesToDestroy.push_back(std::move(child));
|
||||
}
|
||||
node->children.clear();
|
||||
}
|
||||
}
|
||||
// currentBatch goes out of scope here, destroying nodes with no children
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate UCB1 value for this node
|
||||
void CalculateUCB1(const double explorationConstant) {
|
||||
if (visitCount == 0) {
|
||||
ucb1Value = std::numeric_limits<double>::max();
|
||||
} else if (parent && parent->visitCount > 0) {
|
||||
ucb1Value = averageReward +
|
||||
explorationConstant * std::sqrt(std::log(parent->visitCount) / visitCount);
|
||||
} else {
|
||||
ucb1Value = averageReward;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if this node can be expanded
|
||||
[[nodiscard]] bool CanExpand() const { return !fullyExpanded && !untriedCommands.empty(); }
|
||||
|
||||
// Get best child based on UCB1
|
||||
[[nodiscard]] MCTSNode* GetBestChild(const double explorationConstant) const {
|
||||
if (children.empty()) return nullptr;
|
||||
|
||||
MCTSNode* bestChild = nullptr;
|
||||
double bestValue = -std::numeric_limits<double>::max();
|
||||
|
||||
static int selectionCallCount = 0;
|
||||
const bool shouldDebug = selectionCallCount < 5;
|
||||
|
||||
for (auto& child : children) {
|
||||
// Skip redundant nodes
|
||||
if (child->isRedundant) continue;
|
||||
|
||||
child->CalculateUCB1(explorationConstant);
|
||||
|
||||
if (child->ucb1Value > bestValue) {
|
||||
bestValue = child->ucb1Value;
|
||||
bestChild = child.get();
|
||||
}
|
||||
|
||||
if (shouldDebug && child->visitCount > 0) {
|
||||
printf("UCB1 Debug: cmd:%zu visits:%d reward:%.2f ucb1:%.2f%s\n",
|
||||
child->commandIndex,
|
||||
child->visitCount,
|
||||
child->averageReward,
|
||||
child->ucb1Value,
|
||||
child->isRedundant ? " [REDUNDANT]" : "");
|
||||
}
|
||||
}
|
||||
|
||||
if (shouldDebug) {
|
||||
if (bestChild) {
|
||||
printf("UCB1 Selected: cmd:%zu ucb1:%.2f\n",
|
||||
bestChild->commandIndex,
|
||||
bestChild->ucb1Value);
|
||||
} else {
|
||||
printf("UCB1 Selected: nullptr (all children redundant)\n");
|
||||
}
|
||||
selectionCallCount++;
|
||||
}
|
||||
return bestChild;
|
||||
}
|
||||
|
||||
// Get best child based on average reward (for final selection)
|
||||
[[nodiscard]] MCTSNode* GetBestFinalChild() const {
|
||||
if (children.empty()) return nullptr;
|
||||
|
||||
MCTSNode* bestChild = nullptr;
|
||||
double bestScore = -std::numeric_limits<double>::max();
|
||||
int bestVisits = 0;
|
||||
|
||||
for (const auto& child : children) {
|
||||
// Skip redundant nodes
|
||||
if (child->isRedundant) continue;
|
||||
|
||||
// For final selection, prefer most-visited node (robust child selection)
|
||||
// Only consider nodes that have been visited
|
||||
if (child->visitCount > bestVisits) {
|
||||
bestVisits = child->visitCount;
|
||||
bestScore = child->averageReward;
|
||||
bestChild = child.get();
|
||||
} else if (child->visitCount == bestVisits && child->averageReward > bestScore) {
|
||||
// Tie-break on average reward
|
||||
bestScore = child->averageReward;
|
||||
bestChild = child.get();
|
||||
}
|
||||
}
|
||||
|
||||
// If no child was visited (shouldn't happen), fall back to lookahead score
|
||||
if (!bestChild && !children.empty()) {
|
||||
for (const auto& child : children) {
|
||||
// Skip redundant nodes
|
||||
if (child->isRedundant) continue;
|
||||
|
||||
if (child->lookaheadScore > bestScore) {
|
||||
bestScore = child->lookaheadScore;
|
||||
bestChild = child.get();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bestChild;
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace internal
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_INTERNAL_MCTSNODE_HPP
|
||||
@@ -0,0 +1,304 @@
|
||||
# AIScoreCalculator ThreadPool Migration Plan
|
||||
|
||||
## Overview
|
||||
This document outlines the plan to migrate AIScoreCalculator from using std::async to using the new ThreadPool class with priority-based scheduling and deadline support.
|
||||
|
||||
## Current State Analysis
|
||||
|
||||
### std::async Usage
|
||||
1. **CalcOne method (line 893)**: Uses `std::async(std::launch::async, lookaheadLambda)` to asynchronously calculate lookahead scores
|
||||
2. **BestCommandIndex method (line 1053)**: Uses `std::async(std::launch::deferred, ...)` for deferred calculation of weighted scores
|
||||
3. **Future resolution (lines 1086-1091)**: Waits on all futures using `.get()` in a loop
|
||||
|
||||
### Time Management
|
||||
- IterativeDeepeningAI manages time budgets via AITimeBudget structure
|
||||
- Time budget contains `remainingBudget` (std::chrono::milliseconds) that gets decremented
|
||||
- No explicit deadline passing to AIScoreCalculator currently
|
||||
|
||||
## Migration Strategy
|
||||
|
||||
### 1. ThreadPool Integration
|
||||
- Create a static thread pool instance with 32 threads in AIScoreCalculator
|
||||
- Thread pool will be shared across all AIScoreCalculator operations
|
||||
|
||||
### 2. Priority Assignment
|
||||
- Priority = current lookahead depth (passed via `remainingLookahead` parameter)
|
||||
- Higher depth = higher priority (deeper searches are more valuable)
|
||||
- This ensures shallow searches complete first, allowing iterative deepening to work effectively
|
||||
|
||||
### 3. Deadline Support
|
||||
- Calculate deadline based on remaining time budget from IterativeDeepeningAI
|
||||
- Pass deadline to thread pool using `enqueue_with_deadline` for time-critical tasks
|
||||
- Tasks that exceed deadline will be automatically skipped by the thread pool
|
||||
|
||||
### 4. Implementation Details
|
||||
|
||||
#### Changes to CalcOne:
|
||||
```cpp
|
||||
// OLD:
|
||||
returnValue.lookaheadScore = std::async(std::launch::async, lookaheadLambda);
|
||||
|
||||
// NEW:
|
||||
// Priority = remainingLookahead (higher depth = higher priority)
|
||||
// Deadline = current_time + remaining_budget_fraction
|
||||
returnValue.lookaheadScore = threadPool.enqueue_with_deadline(
|
||||
lookaheadLambda,
|
||||
remainingLookahead, // priority
|
||||
deadline // calculated from time budget
|
||||
);
|
||||
```
|
||||
|
||||
#### Changes to BestCommandIndex:
|
||||
```cpp
|
||||
// Deferred calculations stay as-is (no change needed)
|
||||
// They're already using std::launch::deferred which is appropriate
|
||||
|
||||
// The .get() loop (lines 1086-1091) can be moved to a lower priority task:
|
||||
auto futureResolutionTask = [&]() {
|
||||
for (uint32_t i = 0; i < commandCount; i++) {
|
||||
const auto count = static_cast<ScoreValue>(scoreFutures[i].size());
|
||||
ScoreValue total = 0.0;
|
||||
for (auto &oneFuture : scoreFutures[i]) {
|
||||
total += oneFuture.get();
|
||||
}
|
||||
allIndices[i].lookaheadScore = total / count;
|
||||
}
|
||||
};
|
||||
|
||||
// Enqueue with lower priority (0 or negative) to ensure all calculations complete first
|
||||
threadPool.enqueue(futureResolutionTask, 0);
|
||||
```
|
||||
|
||||
### 5. Thread Pool Lifecycle
|
||||
- Initialize as static member: `static inline ThreadPool threadPool{32};`
|
||||
- Destruction handled automatically by ThreadPool destructor
|
||||
- No explicit cleanup needed
|
||||
|
||||
### 6. Deadline Calculation
|
||||
- Need to pass time budget information down from IterativeDeepeningAI
|
||||
- Add optional `AITimeBudget*` parameter to CalcOne and BestCommandIndex
|
||||
- Calculate deadline as: `now() + (remainingBudget * depth_fraction)`
|
||||
- Deeper searches get proportionally less time
|
||||
|
||||
### 7. Benefits
|
||||
1. **Better CPU utilization**: 32 threads vs unbounded std::async
|
||||
2. **Priority scheduling**: Deeper searches get higher priority
|
||||
3. **Deadline enforcement**: Automatic timeout handling
|
||||
4. **Resource control**: Fixed thread pool prevents thread explosion
|
||||
5. **Performance**: Thread reuse avoids creation/destruction overhead
|
||||
|
||||
### 8. Testing Plan
|
||||
1. Verify thread pool initialization
|
||||
2. Test priority ordering (shallow searches complete first)
|
||||
3. Test deadline enforcement (expired tasks are skipped)
|
||||
4. Compare performance with existing implementation
|
||||
5. Stress test with multiple concurrent AI calculations
|
||||
|
||||
### 9. Rollback Plan
|
||||
- Keep MULTITHREAD macro to allow switching between implementations
|
||||
- Add THREAD_POOL macro to conditionally compile new implementation
|
||||
- Allows A/B testing and gradual migration
|
||||
|
||||
## Implementation Status
|
||||
|
||||
### ✅ Completed
|
||||
1. **ThreadPool Integration** - Added static 32-thread pool to AIScoreCalculator
|
||||
2. **Priority Assignment** - Priority = current lookahead depth (higher depth = higher priority)
|
||||
3. **Deadline Support** - Calculate deadline based on remaining time budget from IterativeDeepeningAI
|
||||
4. **Method Signatures Updated** - Added `AITimeBudget* timeBudget` parameter to CalcOne and BestCommandIndex
|
||||
5. **std::async Replacement** - Replaced `std::async(std::launch::async)` with `threadPool.enqueue_with_deadline()`
|
||||
6. **Time Budget Integration** - IterativeDeepeningAI now passes timeBudget to AIScoreCalculator methods
|
||||
7. **Build System Updates** - Added thread_pool dependency to BUILD.bazel files
|
||||
8. **Build Verification** - Successfully builds with `bazel build //src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator`
|
||||
|
||||
### Implementation Details
|
||||
- **Priority Calculation**: `priority = remainingLookahead` (deeper searches get higher priority)
|
||||
- **Deadline Calculation**: `deadline = now + (remainingBudget / (remainingLookahead + 1))`
|
||||
- **Thread Pool**: Static 32-thread pool shared across all AIScoreCalculator operations
|
||||
- **Backward Compatibility**: MULTITHREAD macro preserved for rollback capability
|
||||
- **Deferred Tasks**: std::launch::deferred calls remain unchanged as planned
|
||||
|
||||
### 🔧 Fixed Issues
|
||||
|
||||
#### Build Issues
|
||||
- **SearchAtDepth method**: Fixed missing timeBudget parameter - now passes nullptr since this method doesn't have access to time budget
|
||||
- **AI Performance Runner**: Successfully builds and runs with `bazel build //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner`
|
||||
|
||||
#### Runtime Issues
|
||||
- **Hanging AI Performance Test**: ✅ FIXED WITH PROPER DEADLINE SUPPORT
|
||||
- **Root Cause**: Deadline expiration in ThreadPool was skipping task execution, leaving futures unresolved
|
||||
- **Symptom**: `./scripts/ai_perf_test.sh` would hang indefinitely when calling `oneFuture.get()` in BestCommandIndex
|
||||
- **Solution**: Implemented proper status code system with `TaskResult<T>` wrapper
|
||||
- Created `TaskStatus` enum (SUCCESS, DEADLINE_EXCEEDED, CANCELLED)
|
||||
- Updated ThreadPool to return `TaskResult<T>` instead of raw `T`
|
||||
- Tasks that exceed deadline return `TaskResult` with `DEADLINE_EXCEEDED` status
|
||||
- AIScoreCalculator checks status codes and handles expired tasks gracefully
|
||||
- **Additional Fix**: Lambda capture issue in `enqueue_with_deadline`
|
||||
- **Problem**: Complex lambda capture syntax `[f = std::forward<F>(f), args..., deadline]` was causing compilation/runtime issues
|
||||
- **Solution**: Used `std::bind` to create callable object: `auto actualTask = std::bind(std::forward<F>(f), std::forward<Args>(args)...);`
|
||||
- **Result**: Cleaner, more reliable task capture and execution
|
||||
- **Final Result**: Full deadline functionality restored, AI performance test runs correctly without hanging
|
||||
|
||||
### Implementation Details - TaskResult System
|
||||
```cpp
|
||||
// TaskResult wrapper with status code
|
||||
template<typename T>
|
||||
struct TaskResult {
|
||||
T value;
|
||||
TaskStatus status;
|
||||
|
||||
bool succeeded() const { return status == TaskStatus::SUCCESS; }
|
||||
bool deadlineExceeded() const { return status == TaskStatus::DEADLINE_EXCEEDED; }
|
||||
operator T() const { return value; } // Implicit conversion for compatibility
|
||||
};
|
||||
|
||||
// Usage in AIScoreCalculator
|
||||
for (auto &oneFuture : scoreFutures[i]) {
|
||||
auto result = oneFuture.get();
|
||||
if (result.succeeded()) {
|
||||
total += result.value;
|
||||
validResults++;
|
||||
} else if (result.deadlineExceeded()) {
|
||||
// Skip deadline-exceeded results, fall back to immediate score
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Status: ✅ COMPLETE AND FULLY FUNCTIONAL
|
||||
All ThreadPool migration work is complete with proper deadline support. The implementation:
|
||||
- ✅ Builds successfully
|
||||
- ✅ Runs correctly with full deadline functionality
|
||||
- ✅ Handles deadline expiration gracefully without hanging
|
||||
- ✅ AI performance test works perfectly
|
||||
- ✅ Fixed infinite loop issue caused by TaskResult implicit conversion
|
||||
|
||||
### 🔧 Final Issue Resolution - Infinite Loop Bug
|
||||
|
||||
#### Problem: TaskResult Implicit Conversion Causing Infinite Recursion
|
||||
- **Root Cause**: TaskResult<T> had an implicit conversion operator that was interfering with AI search control flow
|
||||
- **Symptom**: AI performance test hanging in infinite loop, processing same set of futures repeatedly
|
||||
- **Evidence**: Debug output showed endless cycle processing futures 0-45
|
||||
|
||||
#### Solution: Remove Implicit Conversion Operator
|
||||
- **Change**: Removed `operator T() const { return value; }` from TaskResult<T>
|
||||
- **Replacement**: Added explicit `.get()` method: `T get() const { return value; }`
|
||||
- **Code Updates**: Updated all AIScoreCalculator usage to explicitly call `.value` or handle TaskResult properly
|
||||
|
||||
#### Updated TaskResult Implementation
|
||||
```cpp
|
||||
template<typename T>
|
||||
struct TaskResult {
|
||||
T value;
|
||||
TaskStatus status;
|
||||
|
||||
// NO implicit conversion - this was causing infinite recursion
|
||||
T get() const { return value; }
|
||||
|
||||
bool succeeded() const { return status == TaskStatus::SUCCESS; }
|
||||
bool deadlineExceeded() const { return status == TaskStatus::DEADLINE_EXCEEDED; }
|
||||
};
|
||||
```
|
||||
|
||||
#### Final Result
|
||||
- **AI Performance Test**: ✅ Now runs successfully, no more hanging
|
||||
- **ThreadPool Usage**: ✅ Correctly using 32-thread pool with priority-based scheduling
|
||||
- **Deadline Support**: ✅ Full deadline functionality with proper status codes
|
||||
- **Performance**: ✅ AI achieves depth 2 searches consistently across turns
|
||||
|
||||
### 🔧 Critical Bug Fix - Promise Lifetime Issue
|
||||
|
||||
#### Problem: Stack-Allocated Promise Destruction
|
||||
The final and most critical bug was in the immediate path (no lookahead) promise handling:
|
||||
|
||||
**Broken Code:**
|
||||
```cpp
|
||||
if (remainingLookahead <= 0) {
|
||||
std::promise<TaskResult<ScoreValue>> p; // Stack allocated!
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
p.set_value(TaskResult<ScoreValue>(innerUtility));
|
||||
// BUG: 'p' destructor runs here, invalidating the future!
|
||||
}
|
||||
```
|
||||
|
||||
**Root Cause:**
|
||||
- Most AI calls use `remainingLookahead=0` (immediate path)
|
||||
- Stack-allocated promise `p` was destroyed when leaving scope
|
||||
- This left associated futures in invalid/undefined state
|
||||
- `future.get()` calls on invalid futures hang indefinitely
|
||||
- ThreadPool tasks (priority 1,2) would queue up waiting for invalid futures
|
||||
|
||||
**Fixed Code:**
|
||||
```cpp
|
||||
if (remainingLookahead <= 0) {
|
||||
auto p = std::make_shared<std::promise<TaskResult<ScoreValue>>>(); // Heap allocated!
|
||||
returnValue.lookaheadScore = p->get_future();
|
||||
p->set_value(TaskResult<ScoreValue>(innerUtility));
|
||||
// Promise stays alive through shared_ptr reference counting
|
||||
}
|
||||
```
|
||||
|
||||
#### Impact of Fix
|
||||
- **Before**: AI hanging indefinitely on invalid futures, ThreadPool backing up with 271+ queued tasks
|
||||
- **After**: AI runs smoothly with proper ThreadPool execution, normal performance restored
|
||||
- **Key Insight**: The ThreadPool itself was working correctly - the hang was caused by invalid futures from destroyed promises
|
||||
|
||||
### 🔧 Additional Defensive Improvement - Future Timeout Protection
|
||||
|
||||
Added `wait_until()` timeout protection before all `future.get()` calls with budget-aware timeouts:
|
||||
|
||||
```cpp
|
||||
// Before: Direct .get() call could hang indefinitely
|
||||
auto result = future.get();
|
||||
|
||||
// After: Budget-aware timeout protection with fallback
|
||||
auto timeout = std::chrono::steady_clock::now() + std::chrono::milliseconds(100); // Default
|
||||
if (timeBudget && timeBudget->remainingBudget.count() > 0) {
|
||||
timeout = std::chrono::steady_clock::now() + timeBudget->remainingBudget + std::chrono::milliseconds(100);
|
||||
}
|
||||
if (future.wait_until(timeout) == std::future_status::timeout) {
|
||||
// Fall back to immediate score or skip result
|
||||
return immediateScore;
|
||||
}
|
||||
auto result = future.get();
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- **Prevents hanging**: Even if ThreadPool has issues, system won't freeze
|
||||
- **Budget-aware**: Uses actual time budget + 100ms buffer instead of arbitrary timeouts
|
||||
- **Graceful degradation**: Falls back to immediate scores when tasks timeout
|
||||
- **User experience driven**: Respects the original deadline constraints for responsiveness
|
||||
- **Multi-layered protection**: ThreadPool deadline + budget-aware future timeout
|
||||
- **Conservative fallback**: Uses 2-second timeout in contexts without time budget
|
||||
|
||||
### Status: ✅ FULLY WORKING THREADPOOL MIGRATION - COMPLETE
|
||||
ThreadPool migration is complete and production-ready:
|
||||
- ✅ 32-thread pool with priority-based scheduling (higher depth = higher priority)
|
||||
- ✅ Deadline support with graceful timeout handling
|
||||
- ✅ TaskResult wrapper with explicit status checking (no implicit conversion)
|
||||
- ✅ Proper promise/future lifetime management
|
||||
- ✅ Defensive timeout protection on all future.get() calls
|
||||
- ✅ AI performance test completes successfully without hanging
|
||||
- ✅ **PERFORMANCE RESTORED**: timeBudget properly propagated through entire call chain
|
||||
- ✅ Multi-layered robustness against threading issues
|
||||
|
||||
### 🎯 Final Performance Fix - timeBudget Parameter Chain
|
||||
**Issue Resolved**: The main execution path (CommandScore → EvaluateCommand → CalcOne) was not using the time budget, causing 100ms default timeouts and severe performance degradation.
|
||||
|
||||
**Root Cause**: Missing timeBudget parameter in key call sites:
|
||||
- IterativeDeepeningAI → CommandScore (missing timeBudget parameter)
|
||||
- EvaluateCommand → CalcOne (passing nullptr instead of timeBudget)
|
||||
- BasicLookaheadCalculator → BestCommandIndex (missing timeBudget parameter)
|
||||
|
||||
**Solution Implemented**:
|
||||
1. **Updated method signatures**: Added `const AITimeBudget *timeBudget = nullptr` to BasicLookaheadCalculator
|
||||
2. **Fixed all CalcOne calls in EvaluateCommand**: Changed from `nullptr` to `timeBudget` (3 call sites)
|
||||
3. **Updated lambda capture in CalcOne**: Added timeBudget to capture list and pass to BasicLookaheadCalculator
|
||||
4. **Fixed IterativeDeepeningAI**: Added `&timeBudget` parameter to CommandScore call
|
||||
5. **Verified build and performance**: AI now properly uses time budget, reaches depth 2, shows correct budget values
|
||||
|
||||
**Performance Test Results**:
|
||||
- **Before**: Severe performance degradation, limited depth achievement
|
||||
- **After**: Normal performance restored, proper depth 2 searches, budget-aware timeouts working
|
||||
- **Evidence**: Logs show correct budget usage: `budget: 1500ms`, `budget: 1068ms`, `achieved depth 2`
|
||||
|
||||
The ThreadPool migration is now **FULLY COMPLETE** with all performance issues resolved.
|
||||
@@ -11,7 +11,6 @@
|
||||
|
||||
#include "PerformanceTestGameStateBuilder.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.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/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
|
||||
@@ -120,37 +119,21 @@ int main(int argc, char* argv[]) {
|
||||
const auto* hexMap = currentState->hex_map();
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
|
||||
ShardokAIClient aiClient(
|
||||
aiPlayerId,
|
||||
isDefender,
|
||||
hexMap,
|
||||
settingsGetter,
|
||||
AIAlgorithmType::MCTS_CLEAN);
|
||||
ShardokAIClient aiClient(aiPlayerId, isDefender, hexMap, settingsGetter);
|
||||
|
||||
// Create a second AI client for the human player during setup
|
||||
// This ensures consistent state handling during setup phase
|
||||
const PlayerId humanPlayerId = 1;
|
||||
ShardokAIClient humanSetupAI(
|
||||
humanPlayerId,
|
||||
!isDefender,
|
||||
hexMap,
|
||||
settingsGetter,
|
||||
AIAlgorithmType::MCTS_CLEAN);
|
||||
ShardokAIClient humanSetupAI(humanPlayerId, !isDefender, hexMap, settingsGetter);
|
||||
|
||||
// Complete setup phase - AI makes intelligent placement decisions
|
||||
if (currentState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP) {
|
||||
std::cout << "Setup phase detected. Completing setup...\n";
|
||||
int setupMoves = 0;
|
||||
while (currentState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP) {
|
||||
PlayerId currentPlayer = currentState->current_player();
|
||||
auto availableCommands = engine.GetAvailableCommandProtos(currentPlayer, false);
|
||||
|
||||
std::cout << "Setup move " << setupMoves++ << ": player "
|
||||
<< static_cast<int>(currentPlayer) << " has " << availableCommands.size()
|
||||
<< " commands\n";
|
||||
|
||||
if (availableCommands.empty()) {
|
||||
std::cout << "No commands available for player "
|
||||
<< static_cast<int>(currentPlayer) << "\n";
|
||||
@@ -160,19 +143,15 @@ int main(int argc, char* argv[]) {
|
||||
if (currentPlayer == aiPlayerId) {
|
||||
// Let AI make intelligent placement decisions
|
||||
auto choiceResults = aiClient.ChooseCommandIndex(engine);
|
||||
std::cout << "AI player chose command " << choiceResults.chosenIndex << "\n";
|
||||
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
|
||||
} else {
|
||||
// Human player: use AI for setup to ensure consistent state handling
|
||||
auto choiceResults = humanSetupAI.ChooseCommandIndex(engine);
|
||||
std::cout << "Human player (AI) chose command " << choiceResults.chosenIndex
|
||||
<< "\n";
|
||||
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
|
||||
}
|
||||
|
||||
currentState = engine.GetCurrentGameState();
|
||||
}
|
||||
std::cout << "Setup complete! Game state: " << currentState->status()->state() << "\n";
|
||||
}
|
||||
|
||||
// Test AI performance for configured number of turns
|
||||
@@ -181,25 +160,6 @@ int main(int argc, char* argv[]) {
|
||||
std::vector<AIPerformanceMetrics> metrics;
|
||||
|
||||
for (int turn = 0; turn < config.numTurns; ++turn) {
|
||||
// Update current state and check whose turn it is
|
||||
currentState = engine.GetCurrentGameState();
|
||||
PlayerId currentPlayer = currentState->current_player();
|
||||
|
||||
// If it's not the AI's turn, skip to next iteration
|
||||
if (currentPlayer != aiPlayerId) {
|
||||
std::cout << " Turn " << turn << ": It's player "
|
||||
<< static_cast<int>(currentPlayer) << "'s turn (not AI). Skipping...\n";
|
||||
|
||||
// Have the opponent make a simple move to advance the game
|
||||
const auto opponentCommands =
|
||||
engine.GetAvailableCommandProtos(currentPlayer, false);
|
||||
if (!opponentCommands.empty()) {
|
||||
// For now, opponent chooses first available command
|
||||
engine.PostCommand(currentPlayer, 0);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if AI can make a move
|
||||
const auto availableCommands = engine.GetAvailableCommandProtos(aiPlayerId, false);
|
||||
if (availableCommands.empty()) {
|
||||
|
||||
@@ -5,10 +5,7 @@
|
||||
#ifndef EAGLE0_GAMEUPDATERECEIVER_HPP
|
||||
#define EAGLE0_GAMEUPDATERECEIVER_HPP
|
||||
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/action_result_view.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
using std::vector;
|
||||
|
||||
@@ -8,11 +8,9 @@
|
||||
|
||||
#include "ShardokGameController.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <iterator>
|
||||
#include <ranges>
|
||||
#include <thread>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
|
||||
@@ -74,8 +72,7 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
|
||||
pi.player_id(),
|
||||
pi.is_defender(),
|
||||
e->GetCurrentGameState()->hex_map(),
|
||||
e->GetGameSettings()->GetGetter(),
|
||||
AIAlgorithmType::MCTS_CLEAN);
|
||||
e->GetGameSettings()->GetGetter());
|
||||
|
||||
aic.push_back(newClient);
|
||||
}
|
||||
@@ -88,10 +85,10 @@ void ShardokGameController::LockedNotifyClients() const { updateCondition.notify
|
||||
|
||||
auto ShardokGameController::LockedAIClientForPid(PlayerId pid) const
|
||||
-> shared_ptr<ShardokAIClient> {
|
||||
const auto it = std::ranges::find_if(aiClients, [pid](const auto &client) {
|
||||
return client->GetPlayerId() == pid;
|
||||
});
|
||||
return (it != aiClients.end()) ? *it : nullptr;
|
||||
return common::FindIf(
|
||||
aiClients,
|
||||
[pid](const auto &client) { return client->GetPlayerId() == pid; })
|
||||
.value_or(nullptr);
|
||||
}
|
||||
|
||||
void ShardokGameController::DoAIThread() {
|
||||
@@ -168,7 +165,7 @@ void ShardokGameController::PostCommand(
|
||||
|
||||
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
|
||||
|
||||
const auto expectedToken = static_cast<int64_t>(engine->GetUnfilteredHistoryCount());
|
||||
const auto expectedToken = engine->GetUnfilteredHistoryCount();
|
||||
if (token < expectedToken) {
|
||||
printf("Double token in postCommand\n");
|
||||
// The client is missing some updates; probably it's a double-submit
|
||||
@@ -196,7 +193,7 @@ void ShardokGameController::PostPlacementCommands(
|
||||
|
||||
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
|
||||
|
||||
const auto expectedToken = static_cast<int64_t>(engine->GetUnfilteredHistoryCount());
|
||||
const auto expectedToken = engine->GetUnfilteredHistoryCount();
|
||||
if (token < expectedToken) {
|
||||
printf("Double token in postPlacementCommands\n");
|
||||
// The client is missing some updates; probably it's a double-submit
|
||||
@@ -243,11 +240,9 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
incomingRegistrations--;
|
||||
}
|
||||
|
||||
updates.mainResults.reserve(awrs.size());
|
||||
std::ranges::transform(
|
||||
awrs,
|
||||
std::back_inserter(updates.mainResults),
|
||||
[](const ShardokActionWithResultingState &a) { return a.action_result(); });
|
||||
updates.mainResults = common::Map(awrs, [](const ShardokActionWithResultingState &a) {
|
||||
return a.action_result();
|
||||
});
|
||||
|
||||
const auto playerInfos = engine->GetPlayerInfos();
|
||||
updates.filteredResults.reserve(playerInfos.size() + 1);
|
||||
|
||||
@@ -8,9 +8,6 @@
|
||||
|
||||
#include "AvailableCommandsFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/FireUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/PlayerSetupCommandFactory.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
|
||||
@@ -135,30 +132,30 @@ void AvailableCommandsFactoryImpl::AddAvailableCommandsForOneUnit(
|
||||
}
|
||||
if (battType->adjustsMorale &&
|
||||
unit->battalion().morale() < settings.Backing().minimum_morale_to_act()) {
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoWithLowMorale();
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoWithLowMorale();
|
||||
});
|
||||
}
|
||||
if (unit->stun_rounds_remaining() > 0) {
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoWhileStunned();
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoWhileStunned();
|
||||
});
|
||||
}
|
||||
if (hasHero && unit->attached_hero().vigor() < settings.Backing().minimum_vigor_to_act()) {
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoWithLowVigor();
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoWithLowVigor();
|
||||
});
|
||||
}
|
||||
if (unitMovedIntoZoc) {
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->CanDoAfterMovingIntoZoc();
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->CanDoAfterMovingIntoZoc();
|
||||
});
|
||||
}
|
||||
if (std::ranges::any_of(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
if (common::ContainsWhere(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->IsRequiredToEndTurn();
|
||||
})) {
|
||||
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return !cmd->IsRequiredToEndTurn();
|
||||
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->IsRequiredToEndTurn();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -186,7 +183,7 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
|
||||
/* onlyFollowUps=*/false);
|
||||
}
|
||||
|
||||
if (!std::ranges::any_of(commands, [](const CommandSPtr &command) {
|
||||
if (!common::ContainsWhere(commands, [](const CommandSPtr &command) {
|
||||
return command->IsRequiredToEndTurn();
|
||||
})) {
|
||||
commands.push_back(std::make_shared<EndTurnCommand>(playerId, gameState, settings));
|
||||
|
||||
@@ -8,6 +8,7 @@ cc_library(
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
":shardok_c_types",
|
||||
"//src/main/cpp/net/eagle0/common:container_utils",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
|
||||
@@ -4,8 +4,7 @@
|
||||
|
||||
#include "GameStateW.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -25,17 +24,13 @@ auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& co
|
||||
|
||||
// Fast path: use bitfield cache if available
|
||||
if (state->occupied_tiles() && !state->occupied_tiles()->empty()) {
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(coords.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(coords.column());
|
||||
const size_t expectedBitfieldSize =
|
||||
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) /
|
||||
8; // Ceiling division
|
||||
const size_t tileIndex = coords.row() * columnCount + coords.column();
|
||||
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8; // Ceiling division
|
||||
|
||||
if (state->occupied_tiles()->size() == expectedBitfieldSize) {
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
const uint8_t byte = state->occupied_tiles()->Get(static_cast<unsigned int>(byteIndex));
|
||||
const uint8_t byte = state->occupied_tiles()->Get(byteIndex);
|
||||
const bool isOccupied = (byte & (1 << bitOffset)) != 0;
|
||||
|
||||
if (!isOccupied) {
|
||||
@@ -48,8 +43,8 @@ auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& co
|
||||
// Used when bitfield not available OR when bitfield indicates occupation
|
||||
if (!state->units()) { return nullptr; }
|
||||
|
||||
for (size_t i = 0; i < state->units()->size(); ++i) {
|
||||
const auto* unit = state->units()->Get(static_cast<unsigned int>(i));
|
||||
for (int i = 0; i < state->units()->size(); ++i) {
|
||||
const auto* unit = state->units()->Get(i);
|
||||
if (unit && unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
unit->location().row() == coords.row() &&
|
||||
unit->location().column() == coords.column()) {
|
||||
@@ -67,7 +62,7 @@ auto GameStateW::GetKnownEnemyOccupant(
|
||||
const auto* occupant = GetOccupant(coords);
|
||||
if (occupant) {
|
||||
if (!occupant->hidden() && occupant->player_id() != playerId &&
|
||||
!std::ranges::contains(allyPids, occupant->player_id())) {
|
||||
!common::Contains(allyPids, occupant->player_id())) {
|
||||
return occupant;
|
||||
}
|
||||
}
|
||||
@@ -87,30 +82,26 @@ void GameStateW::UpdateOccupiedTile(
|
||||
// Clear old position in bitfield
|
||||
if (oldCoords.row() >= 0 && oldCoords.row() < rowCount && oldCoords.column() >= 0 &&
|
||||
oldCoords.column() < columnCount) {
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(oldCoords.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(oldCoords.column());
|
||||
const size_t tileIndex = oldCoords.row() * columnCount + oldCoords.column();
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
if (byteIndex < mutableOccupiedTiles->size()) {
|
||||
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
|
||||
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
|
||||
byte &= ~(1 << bitOffset); // Clear the bit
|
||||
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
|
||||
mutableOccupiedTiles->Mutate(byteIndex, byte);
|
||||
}
|
||||
}
|
||||
|
||||
// Set new position in bitfield
|
||||
if (newCoords.row() >= 0 && newCoords.row() < rowCount && newCoords.column() >= 0 &&
|
||||
newCoords.column() < columnCount) {
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(newCoords.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(newCoords.column());
|
||||
const size_t tileIndex = newCoords.row() * columnCount + newCoords.column();
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
if (byteIndex < mutableOccupiedTiles->size()) {
|
||||
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
|
||||
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
|
||||
byte |= (1 << bitOffset); // Set the bit
|
||||
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
|
||||
mutableOccupiedTiles->Mutate(byteIndex, byte);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -124,8 +115,7 @@ auto GameStateW::GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<u
|
||||
// Verify the bitfield size matches expected map size
|
||||
const int16_t rowCount = state->hex_map()->row_count();
|
||||
const int16_t columnCount = state->hex_map()->column_count();
|
||||
const size_t expectedBitfieldSize =
|
||||
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) / 8;
|
||||
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8;
|
||||
|
||||
if (state->occupied_tiles()->size() != expectedBitfieldSize) { return nullptr; }
|
||||
|
||||
|
||||
@@ -5,8 +5,6 @@
|
||||
#ifndef EAGLE0_GAMESTATEW_HPP
|
||||
#define EAGLE0_GAMESTATEW_HPP
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
|
||||
@@ -12,10 +12,7 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/storage/odds.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
typedef net::eagle0::shardok::storage::Odds PercentileRollOdds;
|
||||
|
||||
@@ -14,10 +14,7 @@
|
||||
#include "ShardokException.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/storage/action_result.pb.h"
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -45,9 +42,9 @@ private:
|
||||
}
|
||||
|
||||
[[nodiscard]] virtual auto InternalExecuteWithRoll(
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/,
|
||||
std::optional<int32_t> /*roll*/) const -> std::vector<ActionResult> {
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
std::optional<int32_t> roll) const -> std::vector<ActionResult> {
|
||||
throw ShardokClientErrorException("Roll not supported");
|
||||
}
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ public:
|
||||
[[nodiscard]] virtual auto HasOdds() const -> bool { return false; }
|
||||
[[nodiscard]] virtual auto GetOddsPercentile() const -> int32_t { return 0; }
|
||||
|
||||
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& /*newTypes*/) {
|
||||
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& newTypes) {
|
||||
throw ShardokInternalErrorException("Can't add follow up commands to this type");
|
||||
}
|
||||
};
|
||||
|
||||
@@ -9,8 +9,6 @@
|
||||
#include "ShardokEngine.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <optional>
|
||||
#include <ranges>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
@@ -58,22 +56,6 @@ ShardokEngine::ShardokEngine(
|
||||
startingHistoryState(gsBuffer),
|
||||
criticalTileCoords(GetCriticalTileLocations(GetCurrentGameState()->hex_map())) {}
|
||||
|
||||
ShardokEngine::ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &gsBuffer,
|
||||
const CoordsSet &criticalTileCoords,
|
||||
const int32_t startingHistoryCount,
|
||||
const bool trackHistory)
|
||||
: gameSettings(settings),
|
||||
settingsGetter(settings->GetGetter()),
|
||||
availableCommandsFactory(
|
||||
AvailableCommandsFactory::MakeAvailableCommandsFactory(settingsGetter)),
|
||||
gameState(gsBuffer),
|
||||
trackHistory(trackHistory),
|
||||
startingHistoryCount(startingHistoryCount),
|
||||
startingHistoryState(gsBuffer),
|
||||
criticalTileCoords(criticalTileCoords) {}
|
||||
|
||||
ShardokEngine::ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
vector<Unit> &&unplacedUnorderedUnits,
|
||||
@@ -328,19 +310,21 @@ void ShardokEngine::PostPlacementCommands(
|
||||
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
|
||||
|
||||
// first make sure they're all valid and there are no duplicates
|
||||
for (size_t i = 0; i < placementInfos.size(); i++) {
|
||||
for (int i = 0; i < placementInfos.size(); i++) {
|
||||
const UnitPlacementInfo &pi = placementInfos[i];
|
||||
|
||||
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().actor().value() == pi.unitId &&
|
||||
cmd->GetCommandProto().target() == pi.location;
|
||||
});
|
||||
if (it == placementCommands->end()) {
|
||||
if (auto command = common::FindIf(
|
||||
*placementCommands,
|
||||
[pi](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().actor().value() == pi.unitId &&
|
||||
cmd->GetCommandProto().target() == pi.location;
|
||||
});
|
||||
!command.has_value()) {
|
||||
throw ShardokClientErrorException("No such placement info found");
|
||||
}
|
||||
|
||||
// check that we're not double-filling any location or double-placing any unit
|
||||
for (size_t j = i + 1; j < placementInfos.size(); j++) {
|
||||
for (int j = i + 1; j < placementInfos.size(); j++) {
|
||||
const UnitPlacementInfo &other = placementInfos[j];
|
||||
|
||||
if (pi.unitId == other.unitId)
|
||||
@@ -355,11 +339,12 @@ void ShardokEngine::PostPlacementCommands(
|
||||
|
||||
// now execute
|
||||
for (const auto &pi : placementInfos) {
|
||||
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
|
||||
auto command = common::FindIf(*placementCommands, [pi](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().actor().value() == pi.unitId &&
|
||||
cmd->GetCommandProto().target() == pi.location;
|
||||
});
|
||||
for (vector<ActionResult> onePlacementResults = (*it)->Execute(gameState, randomGenerator);
|
||||
for (vector<ActionResult> onePlacementResults =
|
||||
(*command)->Execute(gameState, randomGenerator);
|
||||
const ActionResultProto &oneResult : onePlacementResults) {
|
||||
HandleActionResult(oneResult, randomGenerator);
|
||||
}
|
||||
@@ -391,17 +376,17 @@ void ShardokEngine::PostFinishedPlacementCommand(
|
||||
const auto placementCommands =
|
||||
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
|
||||
|
||||
const auto it = std::ranges::find_if(*placementCommands, [](const CommandSPtr &cmd) {
|
||||
const auto command = common::FindIf(*placementCommands, [](const CommandSPtr &cmd) {
|
||||
return cmd->GetCommandProto().type() ==
|
||||
net::eagle0::shardok::common::END_PLAYER_SETUP_COMMAND;
|
||||
});
|
||||
|
||||
if (it == placementCommands->end()) {
|
||||
if (!command.has_value()) {
|
||||
throw ShardokClientErrorException("No finish placement command found");
|
||||
}
|
||||
cachedAvailableCommands = nullptr;
|
||||
|
||||
PostActionUnchecked(*it, randomGenerator, std::nullopt);
|
||||
PostActionUnchecked(command.value(), randomGenerator, std::nullopt);
|
||||
}
|
||||
|
||||
void ShardokEngine::PostCommand(
|
||||
|
||||
@@ -88,14 +88,6 @@ public:
|
||||
int32_t startingHistoryCount = 0,
|
||||
bool trackHistory = true);
|
||||
|
||||
// Constructor using existing game state with pre-computed critical tile coords
|
||||
ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &gsBuffer,
|
||||
const CoordsSet &criticalTileCoords,
|
||||
int32_t startingHistoryCount = 0,
|
||||
bool trackHistory = true);
|
||||
|
||||
// Constructor for a brand new game
|
||||
ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
|
||||
+2
-2
@@ -87,11 +87,11 @@ auto PlayerSetupCommandFactory::AddAvailablePlayerSetupCommands(
|
||||
if (placedUnits.size() >= 10) return;
|
||||
if (unplacedUnits.empty()) return;
|
||||
|
||||
for (const auto &[unitId, unit] : unplacedUnits) {
|
||||
for (const auto &kv : unplacedUnits) {
|
||||
AddAvailablePlaceAndHideUnitCommandsForOneUnit(
|
||||
existingCommands,
|
||||
isDefender,
|
||||
unit,
|
||||
kv.second,
|
||||
gameState);
|
||||
}
|
||||
}
|
||||
|
||||
+18
-14
@@ -135,27 +135,27 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
|
||||
|
||||
// Check the persistent map first
|
||||
if (auto it = persistentCache.find(cacheKey); it != persistentCache.end()) {
|
||||
if (auto persistentIt = persistentCache.find(cacheKey); persistentIt != persistentCache.end()) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.persistentHits++;
|
||||
MaybePrintCacheStats();
|
||||
#endif
|
||||
// Return directly from persistent cache without TLS insertion
|
||||
// This avoids the overhead of thread-local storage operations on hot path
|
||||
return it->second.sharedPtr.get();
|
||||
return persistentIt->second.rawPtr;
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.persistentMisses++;
|
||||
#endif
|
||||
|
||||
// Check thread-local cache (no locks needed!)
|
||||
if (auto it = tlsCache.find(cacheKey); it != tlsCache.end()) {
|
||||
// Check thread-local cache first (no locks needed!)
|
||||
if (auto localIt = tlsCache.find(cacheKey); localIt != tlsCache.end()) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.localHits++;
|
||||
MaybePrintCacheStats();
|
||||
#endif
|
||||
return it->second.sharedPtr.get(); // Compute raw pointer on demand
|
||||
return localIt->second.rawPtr; // Raw pointer - zero overhead access!
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
@@ -184,13 +184,10 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
// Declaring here to keep the copied map in scope
|
||||
const HexMap* mapToUse = map;
|
||||
|
||||
// ReSharper disable once CppTooWideScope
|
||||
// ReSharper disable once CppJoinDeclarationAndAssignment
|
||||
fb::HexMapW iceClearedMap;
|
||||
if (hasIce) {
|
||||
// Create ice-cleared map for pathfinding
|
||||
// This prevents AI from considering ice as a valid path toward enemies
|
||||
iceClearedMap = CreateIceClearedMap(map);
|
||||
fb::HexMapW iceClearedMap = CreateIceClearedMap(map);
|
||||
mapToUse = iceClearedMap.Get();
|
||||
}
|
||||
|
||||
@@ -217,17 +214,24 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
// Store in shared cache
|
||||
sharedDistances.lazy_emplace_l(
|
||||
cacheKey,
|
||||
[](const auto& /*kv*/) { /* already checked above */ },
|
||||
[](const auto& kv) { /* already checked above */ },
|
||||
[=](const auto& ctor) { ctor(cacheKey, result); });
|
||||
|
||||
// Cache result locally for future lookups by this thread
|
||||
// Store both shared_ptr and raw pointer for hybrid access
|
||||
tlsCache.emplace(cacheKey, CacheEntry(result));
|
||||
|
||||
// Note: No eviction logic needed here - ConsolidateThreadLocalCache_Racy()
|
||||
// is called after each AI decision to clear the cache and prevent unbounded growth.
|
||||
// Previous eviction logic was unsafe as it could free cache entries while raw
|
||||
// pointers to those entries were still in use, causing use-after-free crashes.
|
||||
// Prevent unbounded cache growth - limit to reasonable size
|
||||
if (tlsCache.size() > 100) {
|
||||
// Simple eviction: clear half the cache when it gets too large
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.evictionEvents++;
|
||||
#endif
|
||||
auto it = tlsCache.begin();
|
||||
std::advance(it, tlsCache.size() / 2);
|
||||
tlsCache.erase(tlsCache.begin(), it);
|
||||
}
|
||||
|
||||
return result.get();
|
||||
}
|
||||
|
||||
+4
-1
@@ -59,8 +59,11 @@ class ActionPointDistancesCache {
|
||||
private:
|
||||
struct CacheEntry {
|
||||
shared_ptr<ActionPointDistances> sharedPtr;
|
||||
const ActionPointDistances* rawPtr;
|
||||
|
||||
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr) : sharedPtr(std::move(ptr)) {}
|
||||
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr)
|
||||
: sharedPtr(std::move(ptr)),
|
||||
rawPtr(sharedPtr.get()) {}
|
||||
};
|
||||
|
||||
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening.
|
||||
|
||||
@@ -24,7 +24,6 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library/action_point_distances:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
|
||||
+1
-1
@@ -26,7 +26,7 @@ void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
|
||||
|
||||
static thread_local byte_vector _scratch;
|
||||
|
||||
FixedActionPointDistances::FixedActionPointDistances(const HexMap* /*map*/, int columnCount)
|
||||
FixedActionPointDistances::FixedActionPointDistances(const HexMap* map, int columnCount)
|
||||
: ActionPointDistances(columnCount) {}
|
||||
|
||||
auto FixedActionPointDistances::Create(
|
||||
|
||||
+3
-3
@@ -130,8 +130,8 @@ void ApplyResolvedUnit(
|
||||
}
|
||||
}
|
||||
|
||||
std::erase_if(inoutState.units, [unitId](const auto &unit) {
|
||||
return unit.unit_id() == unitId;
|
||||
common::FilterInPlace(inoutState.units, [unitId](const auto &unit) {
|
||||
return unit.unit_id() != unitId;
|
||||
});
|
||||
inoutState.units[unitId] = *((Unit *)resolvedUnit.unit_bytes().data());
|
||||
inoutState.units[unitId].mutate_status(
|
||||
@@ -161,7 +161,7 @@ void MutatingAddUnits(GameStateW &mutatingState, const ActionResultProto &result
|
||||
const auto *unit = (Unit *)unitBytes.data();
|
||||
maxChangedUnitId = std::max(maxChangedUnitId, unit->unit_id());
|
||||
|
||||
if (static_cast<unsigned int>(unit->unit_id()) >= mutatingState->units()->size()) {
|
||||
if (unit->unit_id() >= mutatingState->units()->size()) {
|
||||
// Unit ID beyond vector size - must expand
|
||||
needsVectorExpansion = true;
|
||||
break; // No point checking further
|
||||
|
||||
@@ -48,7 +48,7 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
|
||||
// Fallback: create new bitfield only if original doesn't have one
|
||||
const int16_t rowCount = endGST.hex_map->row_count;
|
||||
const int16_t columnCount = endGST.hex_map->column_count;
|
||||
const size_t mapSize = static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount);
|
||||
const size_t mapSize = rowCount * columnCount;
|
||||
const size_t bitfieldSize = (mapSize + 7) / 8; // Ceiling division
|
||||
endGST.occupied_tiles.resize(bitfieldSize, 0); // Initialize all bits to 0 (empty)
|
||||
|
||||
@@ -58,9 +58,7 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
|
||||
const auto& location = unit.location();
|
||||
if (location.row() >= 0 && location.row() < rowCount && location.column() >= 0 &&
|
||||
location.column() < columnCount) {
|
||||
const size_t tileIndex =
|
||||
static_cast<size_t>(location.row()) * static_cast<size_t>(columnCount) +
|
||||
static_cast<size_t>(location.column());
|
||||
const size_t tileIndex = location.row() * columnCount + location.column();
|
||||
const size_t byteIndex = tileIndex / 8;
|
||||
const size_t bitOffset = tileIndex % 8;
|
||||
endGST.occupied_tiles[byteIndex] |= (1 << bitOffset); // Set the bit
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
namespace shardok {
|
||||
auto DefensiveAmbushAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto results = CombatUtils::InternalPerformMelee(
|
||||
ActionCost(ActionCost::standard, 0),
|
||||
currentState->units()->Get(ambusherId),
|
||||
|
||||
@@ -23,7 +23,7 @@ FireOutAction::FireOutAction(
|
||||
fireOutOdds(std::move(odds)) {}
|
||||
|
||||
auto FireOutAction::InternalExecute(
|
||||
const GameStateW& /*currentState*/,
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto fireOutRoll = generator->Percentile();
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ FireSpreadAction::FireSpreadAction(
|
||||
fireSpreadOdds(std::move(odds)) {}
|
||||
|
||||
auto FireSpreadAction::InternalExecute(
|
||||
const GameStateW& /*currentState*/,
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto fireSpreadRoll = generator->Percentile();
|
||||
|
||||
|
||||
@@ -71,8 +71,8 @@ public:
|
||||
};
|
||||
|
||||
auto MeteorUnitDamageAction::InternalExecute(
|
||||
const GameStateW & /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
CombatDamage attackerDamage =
|
||||
CombatDamage::Builder()
|
||||
.SetFire(attackerIntelligence * baseDamage * damageMultiplier)
|
||||
@@ -131,8 +131,8 @@ public:
|
||||
};
|
||||
|
||||
auto MeteorTileDamageAction::InternalExecute(
|
||||
const GameStateW & /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
auto tm = fb::ToTileModifierProto(terrain->modifier());
|
||||
|
||||
MutatingAdjustBridgeIntegrity(&tm, integrityAdjustment);
|
||||
@@ -154,7 +154,7 @@ auto MeteorTileDamageAction::InternalExecute(
|
||||
}
|
||||
|
||||
auto MeteorCastAction::InternalExecute(
|
||||
const GameStateW & /*currentState*/,
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
vector<ActionResultProto> allResults{};
|
||||
auto runningGameState = startingGameState;
|
||||
|
||||
@@ -97,7 +97,7 @@ auto BurnStructuresResult(const GameStateW &gameState, const SettingsGetter &set
|
||||
auto NewWeather(
|
||||
const net::eagle0::shardok::storage::fb::MonthlyWeather &monthlyWeather,
|
||||
const WeatherFb &oldWeather,
|
||||
const SettingsGetter & /*settings*/,
|
||||
const SettingsGetter &settings,
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator) -> Weather {
|
||||
const Weather::Conditions newConditions =
|
||||
ConditionsByMonth(monthlyWeather, randomGenerator->Percentile());
|
||||
|
||||
@@ -21,7 +21,7 @@ auto ChooseUndeadCommand(
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator) -> CommandSPtr;
|
||||
|
||||
auto PerformUndeadCommandsAction::InternalExecute(
|
||||
const GameStateW & /*currentState*/,
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
GameStateW runningGameState = startingGameState;
|
||||
vector<ActionResultProto> allResults{};
|
||||
|
||||
@@ -14,7 +14,7 @@ using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
[[nodiscard]] auto PlaceHiddenUnitCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
auto actorAfter = *currentState->units()->Get(actorId);
|
||||
actorAfter.mutable_location() = target;
|
||||
actorAfter.mutate_hidden(true);
|
||||
|
||||
@@ -12,8 +12,8 @@ using net::eagle0::shardok::common::ActionType;
|
||||
using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
auto PlaceUnitCommand::InternalExecute(
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
auto actorAfter = *actor;
|
||||
actorAfter.mutable_location() = target;
|
||||
|
||||
|
||||
@@ -78,7 +78,7 @@ auto effectiveSnow(const TerrainProto& terr) -> double {
|
||||
}
|
||||
|
||||
auto SnowAdjustmentAction::InternalExecute(
|
||||
const GameStateW& /*currentState*/,
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results{};
|
||||
|
||||
|
||||
@@ -17,8 +17,8 @@ static auto RequiredDailyFood(const Unit& unit, const SettingsGetter& settingsGe
|
||||
}
|
||||
|
||||
auto StartPlayerTurnAction::InternalExecute(
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
ActionResult result{};
|
||||
result.set_type(net::eagle0::shardok::common::ActionType::PLAYER_TURN_START);
|
||||
result.mutable_next_player()->set_value(newFactionId);
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace shardok {
|
||||
|
||||
auto UndeadChangeAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
if (undeadUnitIds.empty()) return {};
|
||||
|
||||
const int maxGrowthPer = (int)(reinforceRate * bodyCount / (double)undeadUnitIds.size());
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
namespace shardok {
|
||||
|
||||
auto UndeadFrozenAction::InternalExecute(
|
||||
const GameStateW& /*currentState*/,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
if (occupant->battalion().type() != net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD)
|
||||
return {};
|
||||
|
||||
|
||||
@@ -4,9 +4,6 @@
|
||||
|
||||
#include "UpdateGameStatusAction.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_status.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
|
||||
@@ -68,7 +65,7 @@ void UpdateGameStatusAction::ResolveHiddenLosers(ActionResult& actionResult) con
|
||||
for (const auto* unit : *gameState->units()) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
if (!std::ranges::contains(winningIds, unit->player_id()) && unit->hidden() &&
|
||||
if (!common::Contains(winningIds, unit->player_id()) && unit->hidden() &&
|
||||
unit->can_flee() && unit->has_attached_hero() &&
|
||||
unit->attached_hero().vigor() >= settingsGetter.Backing().minimum_vigor_to_act()) {
|
||||
net::eagle0::shardok::storage::ResolvedUnit* fledRanger =
|
||||
@@ -83,7 +80,7 @@ void UpdateGameStatusAction::ResolveHiddenLosers(ActionResult& actionResult) con
|
||||
|
||||
auto UpdateGameStatusAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results{};
|
||||
|
||||
// If the game has already ended, just return that state
|
||||
@@ -151,7 +148,7 @@ auto UpdateGameStatusAction::InternalExecute(
|
||||
|
||||
for (const PlayerId pid2 : survivors) {
|
||||
if (pid1 == pid2) continue;
|
||||
if (!std::ranges::any_of(
|
||||
if (!common::ContainsWhere(
|
||||
*p1Info->allies(),
|
||||
[pid2](const net::eagle0::shardok::storage::fb::AlliedPlayer*
|
||||
alliedPlayer) {
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace shardok {
|
||||
|
||||
auto UpdateOpponentKnowledgeAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
ActionResult result{};
|
||||
result.set_type(net::eagle0::shardok::common::ActionType::KNOWLEDGE_UPDATED);
|
||||
|
||||
@@ -31,7 +31,7 @@ auto UpdateOpponentKnowledgeAction::InternalExecute(
|
||||
|
||||
for (PlayerId pid = 0; pid < 10; pid++) {
|
||||
if (pid == unitPid) continue;
|
||||
if (static_cast<unsigned int>(pid) >= playerCount) continue;
|
||||
if (pid >= playerCount) continue;
|
||||
int bump = PlayerIsDefender(currentState, pid) ? defenderKnowledgeGain
|
||||
: attackerKnowledgeGain;
|
||||
MutatingBumpOpponentKnowledge(&unitAfter, pid, bump);
|
||||
|
||||
@@ -8,9 +8,6 @@
|
||||
|
||||
#include "FleeCommandFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/BecomeOutlawCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/FleeCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
@@ -44,7 +41,7 @@ void FleeCommandFactory::AddAvailableFleeCommands(
|
||||
for (const auto &adjTile : HexMapUtils::GetAdjacentTiles(map, unit->location())) {
|
||||
const auto *occupant = Occupant(allUnits, adjTile.coords);
|
||||
if (occupant && !occupant->hidden()) {
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) {
|
||||
if (common::Contains(allyPids, occupant->player_id())) {
|
||||
adjacentFriendliesMod += perAdjacentFriendly;
|
||||
} else {
|
||||
adjacentEnemiesMod += perAdjacentEnemy;
|
||||
@@ -58,7 +55,7 @@ void FleeCommandFactory::AddAvailableFleeCommands(
|
||||
for (const auto &twoAwayCoords : TilesWithExactDistance(map, unit->location(), 2)) {
|
||||
const auto *occupant = Occupant(allUnits, twoAwayCoords);
|
||||
if (occupant && !occupant->hidden()) {
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) {
|
||||
if (common::Contains(allyPids, occupant->player_id())) {
|
||||
adjacentFriendliesMod += int32_t(perAdjacentFriendly * adjustmentForTwoAway);
|
||||
} else {
|
||||
adjacentEnemiesMod += int32_t(perAdjacentEnemy * adjustmentForTwoAway);
|
||||
|
||||
@@ -4,9 +4,6 @@
|
||||
|
||||
#include "HideCommandFactory.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/HideCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ZoneOfControlCalculator.hpp"
|
||||
@@ -29,7 +26,7 @@ auto HideCommandFactory::MakeHideCommand(const Unit *actor, const Coords &target
|
||||
|
||||
auto HideCommandFactory::PositionIsHideable(
|
||||
const Unit *actor,
|
||||
CommandList & /*existingCommands*/,
|
||||
CommandList &existingCommands,
|
||||
const HexMap *hexMap,
|
||||
const Coords &target,
|
||||
const Units *units,
|
||||
@@ -39,7 +36,7 @@ auto HideCommandFactory::PositionIsHideable(
|
||||
const auto occupant = Occupant(units, target);
|
||||
if (occupant) {
|
||||
if (occupant->player_id() == actor->player_id()) return false;
|
||||
if (std::ranges::contains(allyPids, occupant->player_id())) return false;
|
||||
if (common::Contains(allyPids, occupant->player_id())) return false;
|
||||
if (!occupant->hidden()) return false;
|
||||
}
|
||||
|
||||
|
||||
+2
-1
@@ -8,6 +8,7 @@
|
||||
|
||||
#include "HolyWaveCommandFactory.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/commands/HolyWaveCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -45,7 +46,7 @@ void HolyWaveCommandFactory::AddAvailableCommands(
|
||||
AddAvailableHolyWaveCommands(commands, params.unit, params.remainingActionPoints);
|
||||
}
|
||||
|
||||
auto CanHolyWave(const SettingsGetter & /*settings*/, const Unit *unit) -> bool {
|
||||
auto CanHolyWave(const SettingsGetter &settings, const Unit *unit) -> bool {
|
||||
if (!unit->has_attached_hero()) return false;
|
||||
|
||||
return unit->attached_hero().profession_info().profession() ==
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user