mirror of
https://github.com/nolen777/eagle0.git
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@@ -6,3 +6,4 @@
|
||||
*.bytes filter=lfs diff=lfs merge=lfs -text
|
||||
*.psd filter=lfs diff=lfs merge=lfs -text
|
||||
*.ttf filter=lfs diff=lfs merge=lfs -text
|
||||
*.herodata filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
@@ -3,13 +3,23 @@ name: Bazel Test
|
||||
on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths-ignore:
|
||||
- "src/main/csharp/**"
|
||||
- "src/test/csharp/**"
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'WORKSPACE'
|
||||
- 'MODULE.bazel'
|
||||
- 'BUILD.bazel'
|
||||
- '.github/workflows/bazel_test.yml'
|
||||
- '!src/main/csharp/**'
|
||||
- '!src/test/csharp/**'
|
||||
pull_request:
|
||||
paths-ignore:
|
||||
- "src/main/csharp/**"
|
||||
- "src/test/csharp/**"
|
||||
paths:
|
||||
- 'src/**'
|
||||
- 'WORKSPACE'
|
||||
- 'MODULE.bazel'
|
||||
- 'BUILD.bazel'
|
||||
- '.github/workflows/bazel_test.yml'
|
||||
- '!src/main/csharp/**'
|
||||
- '!src/test/csharp/**'
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
@@ -4,19 +4,21 @@ on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths:
|
||||
- "src/main/go/**"
|
||||
- "!src/main/go/net/eagle0/web_functions/name-generator/**"
|
||||
- ".github/workflows/client_presigner.yml"
|
||||
- "src/main/go/net/eagle0/client_download/**"
|
||||
- "src/main/go/net/eagle0/util/**"
|
||||
pull_request:
|
||||
paths:
|
||||
- "src/main/go/**"
|
||||
- "!src/main/go/net/eagle0/web_functions/name-generator/**"
|
||||
- ".github/workflows/client_presigner.yml"
|
||||
- "src/main/go/net/eagle0/client_download/**"
|
||||
- "src/main/go/net/eagle0/util/**"
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
client-presigner:
|
||||
runs-on: ubuntu-22.04
|
||||
runs-on: self-hosted
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
@@ -24,7 +26,7 @@ jobs:
|
||||
lfs: false
|
||||
clean: false
|
||||
- name: Build Client Presigner
|
||||
run: bazel build //src/main/go/net/eagle0/client_download
|
||||
run: bazel build --platforms=@io_bazel_rules_go//go/toolchain:linux_amd64 //src/main/go/net/eagle0/client_download
|
||||
- name: Archive presigner binary
|
||||
if: success() || failure()
|
||||
uses: actions/upload-artifact@v4
|
||||
|
||||
@@ -0,0 +1,82 @@
|
||||
name: Installer Build
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths:
|
||||
- ".github/workflows/installer_build.yml"
|
||||
- "src/main/csharp/net/eagle0/clients/win/installer/**"
|
||||
pull_request:
|
||||
paths:
|
||||
- ".github/workflows/installer_build.yml"
|
||||
- "src/main/csharp/net/eagle0/clients/win/installer/**"
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build-installer:
|
||||
runs-on: self-hosted
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
with:
|
||||
lfs: false
|
||||
clean: false
|
||||
|
||||
- name: Setup .NET 8
|
||||
uses: actions/setup-dotnet@v4
|
||||
with:
|
||||
dotnet-version: '8.0.x'
|
||||
|
||||
- name: Restore dependencies
|
||||
run: dotnet restore src/main/csharp/net/eagle0/clients/win/installer/EagleInstaller/EagleInstaller.csproj
|
||||
|
||||
- name: Build installer
|
||||
run: dotnet publish src/main/csharp/net/eagle0/clients/win/installer/EagleInstaller/EagleInstaller.csproj -c Release -r win-x64 --self-contained true --output ./installer-output
|
||||
|
||||
- name: Archive installer binary
|
||||
if: success() || failure()
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: eagle-installer
|
||||
path: ./installer-output/EagleInstaller.exe
|
||||
|
||||
- name: Verify installer exists
|
||||
if: success()
|
||||
run: |
|
||||
if [ ! -f "./installer-output/EagleInstaller.exe" ]; then
|
||||
echo "ERROR: EagleInstaller.exe not found at expected location"
|
||||
echo "Directory contents:"
|
||||
ls -la ./installer-output/
|
||||
exit 1
|
||||
fi
|
||||
echo "Installer found at correct location"
|
||||
|
||||
- name: Deploy installer
|
||||
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
env:
|
||||
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
SECRET_KEY: ${{ secrets.SECRET_KEY }}
|
||||
run: |
|
||||
INSTALLER_PATH="$(pwd)/installer-output/EagleInstaller.exe"
|
||||
echo "Using absolute path: $INSTALLER_PATH"
|
||||
bazel run //src/main/go/net/eagle0/build/installer_build_handler:installer_build_handler -- "$INSTALLER_PATH"
|
||||
|
||||
- name: Update unified manifest
|
||||
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
env:
|
||||
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
SECRET_KEY: ${{ secrets.SECRET_KEY }}
|
||||
run: |
|
||||
# Create installer manifest content
|
||||
INSTALLER_SHA=$(sha256sum ./installer-output/EagleInstaller.exe | cut -d' ' -f1)
|
||||
echo "installer_version=$INSTALLER_SHA" > /tmp/installer_manifest.txt
|
||||
echo "installer_url=installer/EagleInstaller.exe" >> /tmp/installer_manifest.txt
|
||||
|
||||
echo "=== Installer manifest content ==="
|
||||
cat /tmp/installer_manifest.txt
|
||||
echo "=================================="
|
||||
|
||||
# Update the unified manifest
|
||||
bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- installer /tmp/installer_manifest.txt
|
||||
@@ -3,21 +3,15 @@ name: Mac History Editor Build
|
||||
on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths-ignore:
|
||||
- "src/main/cpp/**"
|
||||
- "src/main/scala/**"
|
||||
- "src/main/csharp/**"
|
||||
- "src/test/cpp/**"
|
||||
- "src/test/scala/**"
|
||||
- "src/test/csharp/**"
|
||||
paths:
|
||||
- ".github/workflows/mac_history_build.yml"
|
||||
- "src/main/swift/net/eagle0/EagleGameHistoryViewer/**"
|
||||
- "src/main/protobuf/net/eagle0/eagle/**"
|
||||
pull_request:
|
||||
paths-ignore:
|
||||
- "src/main/cpp/**"
|
||||
- "src/main/scala/**"
|
||||
- "src/main/csharp/**"
|
||||
- "src/test/cpp/**"
|
||||
- "src/test/scala/**"
|
||||
- "src/test/csharp/**"
|
||||
paths:
|
||||
- ".github/workflows/mac_history_build.yml"
|
||||
- "src/main/swift/net/eagle0/EagleGameHistoryViewer/**"
|
||||
- "src/main/protobuf/net/eagle0/eagle/**"
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
@@ -3,13 +3,25 @@ name: Shardok Build
|
||||
on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths-ignore:
|
||||
- "src/main/csharp/**"
|
||||
- "src/test/csharp/**"
|
||||
paths:
|
||||
- 'src/main/cpp/**'
|
||||
- 'src/main/proto/net/eagle0/shardok/**'
|
||||
- 'src/main/proto/net/eagle0/common/**'
|
||||
- 'src/main/go/net/eagle0/build/**'
|
||||
- 'WORKSPACE'
|
||||
- 'MODULE.bazel'
|
||||
- 'BUILD.bazel'
|
||||
- '.github/workflows/shardok_build.yml'
|
||||
pull_request:
|
||||
paths-ignore:
|
||||
- "src/main/csharp/**"
|
||||
- "src/test/csharp/**"
|
||||
paths:
|
||||
- 'src/main/cpp/**'
|
||||
- 'src/main/proto/net/eagle0/shardok/**'
|
||||
- 'src/main/proto/net/eagle0/common/**'
|
||||
- 'src/main/go/net/eagle0/build/**'
|
||||
- 'WORKSPACE'
|
||||
- 'MODULE.bazel'
|
||||
- 'BUILD.bazel'
|
||||
- '.github/workflows/shardok_build.yml'
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
@@ -3,17 +3,33 @@ name: Unity Build
|
||||
on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths-ignore:
|
||||
- "src/main/cpp/**"
|
||||
- "src/main/scala/**"
|
||||
- "src/test/cpp/**"
|
||||
- "src/test/scala/**"
|
||||
# pull_request:
|
||||
# paths-ignore:
|
||||
# - "src/main/cpp/**"
|
||||
# - "src/main/scala/**"
|
||||
# - "src/test/cpp/**"
|
||||
# - "src/test/scala/**"
|
||||
paths:
|
||||
- ".github/workflows/unity_build.yml"
|
||||
- "src/main/csharp/net/eagle0/clients/unity/**"
|
||||
- "src/main/proto/**"
|
||||
- "scripts/build_protos.sh"
|
||||
- "scripts/build_plugins.sh"
|
||||
- "scripts/build_windows_plugin.sh"
|
||||
- "ci/github_actions/build_unity.sh"
|
||||
- "ci/github_actions/restore_library.sh"
|
||||
- "ci/github_actions/persist_library.sh"
|
||||
- "MODULE.bazel"
|
||||
- "WORKSPACE"
|
||||
- "src/main/proto/net/eagle0/eagle/**/BUILD.bazel"
|
||||
pull_request:
|
||||
paths:
|
||||
- ".github/workflows/unity_build.yml"
|
||||
- "src/main/csharp/net/eagle0/clients/unity/**"
|
||||
- "src/main/proto/**"
|
||||
- "scripts/build_protos.sh"
|
||||
- "scripts/build_plugins.sh"
|
||||
- "scripts/build_windows_plugin.sh"
|
||||
- "ci/github_actions/build_unity.sh"
|
||||
- "ci/github_actions/restore_library.sh"
|
||||
- "ci/github_actions/persist_library.sh"
|
||||
- "MODULE.bazel"
|
||||
- "WORKSPACE"
|
||||
- "src/main/proto/**/BUILD.bazel"
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
@@ -36,10 +52,18 @@ jobs:
|
||||
- name: Persist Library/
|
||||
run: ./ci/github_actions/persist_library.sh
|
||||
- name: Deploy Windows unity
|
||||
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
env:
|
||||
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
SECRET_KEY: ${{ secrets.SECRET_KEY }}
|
||||
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "/tmp/eagle0/eagle0WIN"
|
||||
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "/tmp/eagle0/eagle0WIN" "/tmp/unity_manifest.txt"
|
||||
|
||||
- name: Update unified manifest
|
||||
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
env:
|
||||
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
SECRET_KEY: ${{ secrets.SECRET_KEY }}
|
||||
run: bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- unity3d /tmp/unity_manifest.txt
|
||||
- name: Archive build log
|
||||
if: success() || failure()
|
||||
uses: actions/upload-artifact@v4
|
||||
|
||||
@@ -0,0 +1,123 @@
|
||||
# CLAUDE.md
|
||||
|
||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
||||
|
||||
## Project Overview
|
||||
|
||||
Eagle0 is a multi-language gaming system combining strategic turn-based gameplay (Eagle) with tactical hex-based combat (Shardok). The system integrates LLM-based narrative generation and supports both human and AI players.
|
||||
|
||||
## Architecture
|
||||
|
||||
**Three-Tier Game System:**
|
||||
- **Unity Client (C#)**: Real-time strategy game client with integrated tactical combat UI
|
||||
- **Eagle (Scala)**: Strategic layer managing turn-based gameplay, diplomacy, hero progression, and province control
|
||||
- **Shardok (C++)**: Tactical layer handling real-time hex-based combat simulation with performance-critical battle resolution
|
||||
|
||||
**Communication Flow:**
|
||||
```
|
||||
Unity Client ↔ Eagle (gRPC streaming) ↔ Shardok (internal gRPC)
|
||||
```
|
||||
|
||||
**Key Entry Points:**
|
||||
- `/src/main/csharp/net/eagle0/clients/unity/eagle0/` - Unity C# game client
|
||||
- `/src/main/scala/net/eagle0/eagle/Main.scala` - Eagle strategic game server
|
||||
- `/src/main/cpp/net/eagle0/shardok/shardok_server_main.cpp` - Shardok tactical server
|
||||
|
||||
**Protocol Buffer Architecture:**
|
||||
- Extensive use of protobuf for type-safe communication
|
||||
- Separate packages: `api/` (client-facing), `internal/` (server state), `views/` (client projections)
|
||||
- Event sourcing pattern with immutable action history
|
||||
|
||||
## Essential Commands
|
||||
|
||||
### Building
|
||||
```bash
|
||||
# Build Eagle server (Scala strategic layer)
|
||||
bazel build //src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar
|
||||
|
||||
# Build Shardok server (C++ tactical layer)
|
||||
bazel build -c opt //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
|
||||
./scripts/build_windows_plugin.sh # Windows-specific plugin build
|
||||
# Unity builds via CI: ci/github_actions/build_unity.sh
|
||||
```
|
||||
|
||||
### Running Services
|
||||
```bash
|
||||
# Eagle server (port 40032)
|
||||
bazel run //src/main/scala/net/eagle0/eagle:eagle_server -- --eagle-grpc-port 40032
|
||||
# Or: ./scripts/eagle_run.sh
|
||||
|
||||
# Shardok server
|
||||
bazel run //src/main/cpp/net/eagle0/shardok:shardok-server --compilation_mode=opt
|
||||
# Or: ./scripts/shardok_run.sh
|
||||
```
|
||||
|
||||
### Testing
|
||||
```bash
|
||||
# Run all tests
|
||||
bazel test //src/test/... //src/main/go/...
|
||||
|
||||
# Component-specific tests
|
||||
bazel test //src/test/scala/... # Scala Eagle tests
|
||||
bazel test //src/test/cpp/... # C++ Shardok tests
|
||||
```
|
||||
|
||||
### Code Generation
|
||||
```bash
|
||||
bazel run gazelle # Update Go build files
|
||||
./scripts/updateActionResultTypes.sh # Update protocol buffer mappings
|
||||
```
|
||||
|
||||
## Language-Specific Patterns
|
||||
|
||||
**Scala (Strategic Layer):**
|
||||
- Use `EngineImpl.scala` for core game logic modifications
|
||||
- Follow event sourcing pattern - all changes through immutable actions
|
||||
- gRPC streaming for real-time client updates via `EagleServiceImpl.scala`
|
||||
- LLM integration in `/common/llm_integration/` for narrative generation
|
||||
|
||||
**C++ (Tactical Layer):**
|
||||
- Performance-critical combat in `ShardokEngine.hpp/.cpp`
|
||||
- FlatBuffers for efficient serialization in `/flatbuffer/` directory
|
||||
- AI systems in `/ai/` subdirectory with pluggable strategy selectors
|
||||
- Extensive unit testing with Google Test framework
|
||||
|
||||
**Protocol Buffers:**
|
||||
- Three-layer structure: `api/` (client), `internal/` (server), `views/` (projections)
|
||||
- Use `shardok_internal_interface.proto` for Eagle-Shardok communication
|
||||
- Maintain backward compatibility when modifying existing messages
|
||||
|
||||
**C# (Unity Client):**
|
||||
- Located in `/src/main/csharp/net/eagle0/clients/unity/eagle0/`
|
||||
- Uses Unity 6 (6000.0.32f1) with comprehensive protobuf integration (100+ .proto files)
|
||||
- Key components: `EagleConnection.cs` (gRPC client), `EagleGameController.cs` (main game logic)
|
||||
- Real-time bidirectional streaming with server via `PersistentClientConnection.cs`
|
||||
- Strategic map UI in `Assets/Eagle/`, tactical battle UI in `Assets/Shardok/`
|
||||
- Seamless transition between strategic gameplay and hex-based tactical combat
|
||||
|
||||
**Go (Build Tools):**
|
||||
- Build automation and code generation utilities
|
||||
- AWS S3 integration for deployment artifacts
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
- Comprehensive unit tests for both Scala and C++ components
|
||||
- Integration tests for Eagle-Shardok communication
|
||||
- Map validation tests ensure game content integrity
|
||||
- Use `GameSettings_test_utils.cpp` and `ShardokEngineBasedTestData.cpp` for C++ test helpers
|
||||
|
||||
## Game Content
|
||||
|
||||
**Maps:** `.e0mj` files in `/src/main/resources/net/eagle0/shardok/maps/`
|
||||
**Configuration:** Game parameters in `/src/main/resources/net/eagle0/eagle/game_parameters.json`
|
||||
**Data Files:** TSV format for battalions, heroes, and other game data
|
||||
|
||||
## Deployment
|
||||
|
||||
- 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`
|
||||
+8
-8
@@ -141,19 +141,19 @@ http_archive = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "ht
|
||||
bazel_dep(name = "flatbuffers", version = "25.2.10")
|
||||
|
||||
#
|
||||
# parallel-hashmap
|
||||
# gtl (for parallel_hashmap)
|
||||
#
|
||||
|
||||
parallel_hashmap_version = "1.4.1"
|
||||
gtl_version = "1.2.0"
|
||||
|
||||
parallel_hashmap_sha = "aac333eac3627698ca922102fd2a5921df8976906dff6b8e247a49e8cf363911"
|
||||
gtl_sha = "1969c45dd76eac0dd87e9e2b65cffe358617f4fe1bcd203f72f427742537913a"
|
||||
|
||||
http_archive(
|
||||
name = "parallel_hashmap",
|
||||
build_file = "@//external:BUILD.parallel_hashmap",
|
||||
sha256 = parallel_hashmap_sha,
|
||||
strip_prefix = "parallel-hashmap-%s" % parallel_hashmap_version,
|
||||
url = "https://github.com/greg7mdp/parallel-hashmap/archive/refs/tags/v%s.zip" % parallel_hashmap_version,
|
||||
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,
|
||||
)
|
||||
|
||||
#
|
||||
|
||||
+1
-1
@@ -1,2 +1,2 @@
|
||||
|
||||
UNITY_VERSION='6000.0.32f1'
|
||||
UNITY_VERSION='6000.1.11f1'
|
||||
Vendored
+6
@@ -0,0 +1,6 @@
|
||||
cc_library(
|
||||
name = "gtl",
|
||||
hdrs = glob(["include/gtl/*.hpp"]),
|
||||
includes = ["include"],
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
Vendored
-5
@@ -1,5 +0,0 @@
|
||||
cc_library(
|
||||
name = "parallel_hashmap",
|
||||
hdrs = glob(["parallel_hashmap/*.h"]),
|
||||
visibility = ["//visibility:public"],
|
||||
)
|
||||
Executable
+30
@@ -0,0 +1,30 @@
|
||||
#!/bin/zsh
|
||||
|
||||
echo "***"
|
||||
echo "*** Moving files to workspace"
|
||||
mv /Users/dancrosby/NewInvokeAI/outputs/images/*.png /Users/dancrosby/Downloads/new_heroes/
|
||||
|
||||
echo "***"
|
||||
echo "*** Renaming files"
|
||||
bazel run src/main/go/net/eagle0/util/hero_generation/pngorganizer -- /Users/dancrosby/Downloads/new_heroes/
|
||||
|
||||
# echo "***"
|
||||
# echo "*** Moving files to generated"
|
||||
# mv /Users/dancrosby/Downloads/new_heroes/generated/*.png /Users/dancrosby/Documents/headshots/generated
|
||||
|
||||
# echo "***"
|
||||
# echo "*** Syncing to server"
|
||||
# ./scripts/sync_headshots.sh
|
||||
|
||||
# echo "***"
|
||||
# echo "*** Checking which new heroes have images and adjusting TSVs"
|
||||
# bazel run //src/main/go/net/eagle0/util/hero_generation/imagechecker -- /Users/dancrosby/CodingProjects/github/eagle0/src/main/resources/net/eagle0/eagle/waiting_headshots_heroes.herodata /Users/dancrosby/CodingProjects/github/eagle0/src/main/resources/net/eagle0/eagle/generated_heroes.tsv /Users/dancrosby/Documents/headshots/
|
||||
|
||||
# echo "***"
|
||||
# echo "*** Deduplicate names"
|
||||
# bazel run //src/main/go/net/eagle0/util/hero_generation/namededuplicator /Users/dancrosby/CodingProjects/github/eagle0/src/main/resources/net/eagle0/eagle/generated_heroes.tsv
|
||||
# rm src/main/resources/net/eagle0/eagle/generated_heroes.tsv.backup
|
||||
|
||||
# echo "***"
|
||||
# echo "*** Generating new SD prompts"
|
||||
# bazel run src/main/go/net/eagle0/util/hero_generation/heroformatter ${PWD}/src/main/resources/net/eagle0/eagle/waiting_headshots_heroes.herodata ~/samplelines.txt
|
||||
@@ -4,6 +4,8 @@
|
||||
|
||||
#include "AIAttackGroups.hpp"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
@@ -12,6 +14,9 @@ namespace shardok {
|
||||
constexpr double kOverpowerRatio = 2.0;
|
||||
constexpr double kBraveWaterCostMultiplier = 1.2;
|
||||
|
||||
using std::pair;
|
||||
using std::shared_ptr;
|
||||
|
||||
DIST_T NormalizedCostWhenBraving(const DIST_T cost) {
|
||||
if (cost >= static_cast<double>(ActionPointDistances::IMPOSSIBLE) / kBraveWaterCostMultiplier)
|
||||
return ActionPointDistances::IMPOSSIBLE;
|
||||
@@ -29,13 +34,13 @@ struct TargetAndDistance {
|
||||
: target(t),
|
||||
attackLocations(al),
|
||||
targetPower(tp),
|
||||
distance(d){};
|
||||
distance(d) {}
|
||||
};
|
||||
|
||||
auto MinDistance(
|
||||
const Coords& start,
|
||||
const CoordsSet& destinations,
|
||||
const std::shared_ptr<ActionPointDistances>& apd) -> DIST_T {
|
||||
const ActionPointDistances* apd) -> DIST_T {
|
||||
DIST_T minDistance = ActionPointDistances::IMPOSSIBLE;
|
||||
|
||||
for (const Coords& dest : destinations) {
|
||||
@@ -50,8 +55,8 @@ auto MinDistance(
|
||||
auto MinDistanceIncludingBraving(
|
||||
const Coords& start,
|
||||
const CoordsSet& destinations,
|
||||
const std::shared_ptr<ActionPointDistances>& notBravingApd,
|
||||
const std::shared_ptr<ActionPointDistances>& bravingApd) {
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd) {
|
||||
// First try to get there without braving
|
||||
if (const DIST_T notBravingDistance = MinDistance(start, destinations, notBravingApd);
|
||||
notBravingDistance < ActionPointDistances::IMPOSSIBLE) {
|
||||
@@ -92,15 +97,23 @@ auto EffectiveDistance(
|
||||
const SettingsGetter& settings,
|
||||
const int braveWaterCost) -> DIST_T {
|
||||
const auto& battType = settings.GetBattalionType(unit->battalion().type());
|
||||
const auto& notBravingApd = apdCache->Get(map, mapId, battType, false);
|
||||
std::shared_ptr<ActionPointDistances> bravingApd = nullptr;
|
||||
const auto* notBravingApd = apdCache->GetRaw(map, mapId, battType, false);
|
||||
const ActionPointDistances* bravingApd = nullptr;
|
||||
if (battType->allowsBraveWater) {
|
||||
bravingApd = apdCache->Get(map, mapId, battType, true, braveWaterCost);
|
||||
bravingApd = apdCache->GetRaw(map, mapId, battType, true, braveWaterCost);
|
||||
}
|
||||
|
||||
return MinDistanceIncludingBraving(unit->location(), locations, notBravingApd, bravingApd);
|
||||
}
|
||||
|
||||
auto EffectiveDistance(
|
||||
const Unit* unit,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
const CoordsSet& locations) -> DIST_T {
|
||||
return MinDistanceIncludingBraving(unit->location(), locations, notBravingApd, bravingApd);
|
||||
}
|
||||
|
||||
auto Power(const Unit* unit) -> double { return unit->battalion().size(); }
|
||||
|
||||
auto CoordsIndex(const Coords& coords, const int columnCount) {
|
||||
@@ -130,11 +143,11 @@ auto GenerateTargetPriorities(
|
||||
|
||||
vector<const Unit*> sortedAttackers = remainingUnits;
|
||||
// Handle stronger units first
|
||||
std::sort(
|
||||
begin(sortedAttackers),
|
||||
end(sortedAttackers),
|
||||
[](const Unit* left, const Unit* right) { return Power(left) > Power(right); });
|
||||
std::ranges::sort(sortedAttackers, [](const Unit* left, const Unit* right) {
|
||||
return Power(left) > Power(right);
|
||||
});
|
||||
|
||||
// APDCache now has built-in thread-local caching - no need for local apdByBattType map
|
||||
// For each unit, sort the targets by distance from the unit to an attack location for the
|
||||
// target
|
||||
for (const Unit* unit : sortedAttackers) {
|
||||
@@ -144,6 +157,14 @@ auto GenerateTargetPriorities(
|
||||
|
||||
vector<TargetAndDistance> targetsWithDistance;
|
||||
|
||||
// Get APDs directly from cache (now with built-in thread-local optimization)
|
||||
const auto& battType = settings.GetBattalionType(unit->battalion().type());
|
||||
const auto* notBravingApd = apdCache->GetRaw(map, mapId, battType, false);
|
||||
const ActionPointDistances* bravingApd = nullptr;
|
||||
if (battType->allowsBraveWater) {
|
||||
bravingApd = apdCache->GetRaw(map, mapId, battType, true, braveWaterCost);
|
||||
}
|
||||
|
||||
for (const Coords& targetLocation : targets) {
|
||||
const auto coordsIndex = CoordsIndex(targetLocation, cc);
|
||||
const auto& occupant = occupants[coordsIndex];
|
||||
@@ -154,18 +175,13 @@ auto GenerateTargetPriorities(
|
||||
double occupantPower = Power(occupant);
|
||||
|
||||
if (unit->location().row() >= 0) {
|
||||
auto distance = EffectiveDistance(
|
||||
unit,
|
||||
map,
|
||||
mapId,
|
||||
apdCache,
|
||||
attackLocations,
|
||||
settings,
|
||||
braveWaterCost);
|
||||
const auto& attackLocsForUnit = attackLocations.LocationsWithEnemyInRange(unit);
|
||||
auto distance =
|
||||
EffectiveDistance(unit, notBravingApd, bravingApd, attackLocsForUnit);
|
||||
|
||||
targetsWithDistance.emplace_back(
|
||||
targetLocation,
|
||||
attackLocations.LocationsWithEnemyInRange(unit),
|
||||
attackLocsForUnit,
|
||||
occupantPower,
|
||||
distance);
|
||||
} else {
|
||||
@@ -179,9 +195,8 @@ auto GenerateTargetPriorities(
|
||||
}
|
||||
|
||||
// Sort by distance
|
||||
std::sort(
|
||||
begin(targetsWithDistance),
|
||||
end(targetsWithDistance),
|
||||
std::ranges::sort(
|
||||
targetsWithDistance,
|
||||
[&powerAttackingEachTarget,
|
||||
cc](const TargetAndDistance& left, const TargetAndDistance& right) {
|
||||
const auto leftIndex = CoordsIndex(left.target, cc);
|
||||
|
||||
@@ -56,6 +56,12 @@ auto EffectiveDistance(
|
||||
const SettingsGetter& settings,
|
||||
int braveWaterCost) -> DIST_T;
|
||||
|
||||
auto EffectiveDistance(
|
||||
const Unit* unit,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
const CoordsSet& locations) -> DIST_T;
|
||||
|
||||
// Chooses a list of targets in priority order for each unit.
|
||||
auto GenerateTargetPriorities(
|
||||
const vector<const Unit*>& occupants,
|
||||
|
||||
@@ -0,0 +1,599 @@
|
||||
//
|
||||
// Filter obviously bad commands for performance
|
||||
//
|
||||
|
||||
#include "AICommandFilter.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.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 {
|
||||
|
||||
using net::eagle0::shardok::common::CommandType;
|
||||
using net::eagle0::shardok::storage::fb::Unit;
|
||||
|
||||
CoordsSet AICommandFilter::BuildEnemyLocations(const GameState* gameState, PlayerId pid) {
|
||||
CoordsSet enemyLocations(gameState->hex_map());
|
||||
const auto* units = gameState->units();
|
||||
|
||||
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());
|
||||
}
|
||||
}
|
||||
|
||||
return enemyLocations;
|
||||
}
|
||||
|
||||
std::vector<size_t> AICommandFilter::FilterCommands(
|
||||
const CommandListSPtr& commands,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache) {
|
||||
std::vector<size_t> filteredIndices;
|
||||
filteredIndices.reserve(commands->size());
|
||||
|
||||
// Build enemy and castle locations once for efficiency
|
||||
const CoordsSet enemyLocations = BuildEnemyLocations(gameState, pid);
|
||||
const CoordsSet castleLocations = AllCastleCoords(gameState->hex_map());
|
||||
|
||||
// Calculate minimum distance to enemies once for all filters
|
||||
const double minDistToEnemies = MinDistanceToEnemyUnits(gameState, pid, enemyLocations);
|
||||
|
||||
for (size_t i = 0; i < commands->size(); ++i) {
|
||||
const auto& cmd = (*commands)[i];
|
||||
|
||||
// Always allow END_TURN commands
|
||||
if (cmd->GetCommandType() == CommandType::END_TURN_COMMAND) {
|
||||
filteredIndices.push_back(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Filter obviously bad moves
|
||||
bool shouldFilter = false;
|
||||
|
||||
// Check spell preparation waste
|
||||
if (IsWastefulAction(
|
||||
*cmd,
|
||||
pid,
|
||||
isDefender,
|
||||
gameState,
|
||||
settings,
|
||||
apdCache,
|
||||
enemyLocations,
|
||||
castleLocations,
|
||||
minDistToEnemies)) {
|
||||
shouldFilter = true;
|
||||
}
|
||||
|
||||
// Check movement waste
|
||||
if (!shouldFilter && IsWastefulMovement(
|
||||
*cmd,
|
||||
pid,
|
||||
isDefender,
|
||||
gameState,
|
||||
settings,
|
||||
apdCache,
|
||||
enemyLocations,
|
||||
minDistToEnemies)) {
|
||||
shouldFilter = true;
|
||||
}
|
||||
|
||||
// Check strategic blunders
|
||||
if (!shouldFilter &&
|
||||
IsStrategicBlunder(*cmd, pid, isDefender, gameState, settings, minDistToEnemies)) {
|
||||
shouldFilter = true;
|
||||
}
|
||||
|
||||
if (!shouldFilter) { filteredIndices.push_back(i); }
|
||||
}
|
||||
|
||||
return filteredIndices;
|
||||
}
|
||||
|
||||
bool AICommandFilter::IsWastefulAction(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
const CoordsSet& castleLocations,
|
||||
double minDistToEnemies) {
|
||||
const auto cmdType = cmd.GetCommandType();
|
||||
|
||||
// Handle different spell types
|
||||
switch (cmdType) {
|
||||
case CommandType::METEOR_START_COMMAND: {
|
||||
// Meteor preparation filtering
|
||||
// Meteor takes 3 rounds (start -> target -> cast) and locks the mage in place
|
||||
|
||||
// Asymmetric filtering based on attacker vs defender role
|
||||
if (!isDefender) {
|
||||
// Attackers: Don't start meteor when too far from enemies OR castles
|
||||
// Check distance to castles as well since meteor can deny castle access
|
||||
double minDistToCastles = MinDistanceToCastles(gameState, pid, castleLocations);
|
||||
|
||||
// More aggressive filtering for attackers: filter if >4 hexes from targets
|
||||
// Meteor has range 3, so being >4 hexes from enemies AND castles is wasteful
|
||||
if (minDistToEnemies > 4.0 && minDistToCastles > 4.0) {
|
||||
return true; // Too far from enemies and castles, advance first
|
||||
}
|
||||
}
|
||||
// Defenders: Allow meteor in most cases since it's great for area denial
|
||||
break;
|
||||
}
|
||||
|
||||
case CommandType::START_FIRE_COMMAND: {
|
||||
// Fire spell filtering - be very restrictive for attackers
|
||||
// Fire only affects adjacent tiles and lasts multiple rounds
|
||||
|
||||
if (!isDefender) {
|
||||
// Attackers: Only allow fire if the target location is on or adjacent to an enemy
|
||||
const auto cmdProto = cmd.GetCommandProto();
|
||||
if (!cmdProto.has_target()) {
|
||||
return true; // Can't analyze without target info
|
||||
}
|
||||
|
||||
const auto& targetCoords = cmdProto.target();
|
||||
const Coords fireLocation{
|
||||
static_cast<int8_t>(targetCoords.row()),
|
||||
static_cast<int8_t>(targetCoords.column())};
|
||||
|
||||
// Check if any enemy is on the fire location or adjacent to it
|
||||
bool enemyNearFireLocation = false;
|
||||
|
||||
// First check the fire location itself
|
||||
if (enemyLocations.Contains(fireLocation)) {
|
||||
enemyNearFireLocation = true;
|
||||
} else {
|
||||
// Check adjacent tiles (at most 6 coordinates)
|
||||
const auto& adjacentCoords =
|
||||
HexMapUtils::GetAdjacentCoords(gameState->hex_map(), fireLocation);
|
||||
for (const auto& adjCoord : adjacentCoords) {
|
||||
if (enemyLocations.Contains(adjCoord)) {
|
||||
enemyNearFireLocation = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!enemyNearFireLocation) {
|
||||
return true; // No enemies on or adjacent to fire location, fire would be
|
||||
// wasteful
|
||||
}
|
||||
}
|
||||
// Defenders: Allow fire for area denial
|
||||
break;
|
||||
}
|
||||
|
||||
case CommandType::FORTIFY_COMMAND: {
|
||||
// Fortify filtering - attackers shouldn't fortify when far from objectives
|
||||
// Fortify improves defense but also allows an engineer to use a Reduce command next
|
||||
|
||||
if (!isDefender) {
|
||||
// Attackers: Only allow fortify if within 3 hexes of enemies or castles
|
||||
const auto cmdProto = cmd.GetCommandProto();
|
||||
if (!cmdProto.has_actor()) {
|
||||
return true; // Can't analyze without actor info
|
||||
}
|
||||
|
||||
const auto unitId = cmdProto.actor().value();
|
||||
|
||||
// Get the acting unit directly by ID
|
||||
const Unit* actingUnit = gameState->units()->Get(unitId);
|
||||
// verify the unit is still active
|
||||
if (actingUnit &&
|
||||
actingUnit->status() !=
|
||||
net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
actingUnit = nullptr; // Not a valid unit
|
||||
}
|
||||
// Verify it's our unit (not enemy)
|
||||
if (actingUnit && actingUnit->player_id() != pid) { actingUnit = nullptr; }
|
||||
|
||||
if (!actingUnit) {
|
||||
return true; // Unit not found or belongs to enemy
|
||||
}
|
||||
|
||||
const auto& unitCoords = actingUnit->location();
|
||||
const Cube unitCube = OffsetToCube(unitCoords);
|
||||
|
||||
// Check if within 3 hexes of any enemy
|
||||
bool nearObjective = false;
|
||||
for (const auto& enemyCoords : enemyLocations) {
|
||||
const Cube enemyCube = OffsetToCube(enemyCoords);
|
||||
const int hexDistance = CubeDistance(unitCube, enemyCube);
|
||||
if (hexDistance <= 3) {
|
||||
nearObjective = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If not near enemies, check if near castles
|
||||
if (!nearObjective) {
|
||||
for (const auto& castleCoord : castleLocations) {
|
||||
const Cube castleCube = OffsetToCube(castleCoord);
|
||||
const int hexDistance = CubeDistance(unitCube, castleCube);
|
||||
if (hexDistance <= 3) {
|
||||
nearObjective = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!nearObjective) {
|
||||
return true; // Too far from enemies and castles, fortify is wasteful for
|
||||
// attacker
|
||||
}
|
||||
}
|
||||
// Defenders: Allow fortify in most cases since it's about holding positions
|
||||
break;
|
||||
}
|
||||
|
||||
case CommandType::BUILD_BRIDGE_COMMAND:
|
||||
case CommandType::FREEZE_WATER_COMMAND: {
|
||||
// Bridge/freeze filtering - only allow if it creates significant tactical shortcuts
|
||||
// These actions can fail, so we need high confidence of benefit (8+ action points
|
||||
// saved)
|
||||
|
||||
const auto cmdProto = cmd.GetCommandProto();
|
||||
if (!cmdProto.has_actor() || !cmdProto.has_target()) {
|
||||
return true; // Can't analyze without full command info
|
||||
}
|
||||
|
||||
const auto unitId = cmdProto.actor().value();
|
||||
const auto& targetCoords = cmdProto.target();
|
||||
const Coords waterLocation{
|
||||
static_cast<int8_t>(targetCoords.row()),
|
||||
static_cast<int8_t>(targetCoords.column())};
|
||||
|
||||
// Get the acting unit directly by ID
|
||||
const Unit* actingUnit = gameState->units()->Get(unitId);
|
||||
// Verify the unit is still active
|
||||
if (actingUnit &&
|
||||
actingUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
actingUnit = nullptr; // Not a valid unit or not ours
|
||||
}
|
||||
// Verify it's our unit (not enemy)
|
||||
if (actingUnit && actingUnit->player_id() != pid) { actingUnit = nullptr; }
|
||||
|
||||
if (!actingUnit) {
|
||||
return true; // Unit not found or belongs to enemy
|
||||
}
|
||||
|
||||
// Get action point distances for this unit's battalion type
|
||||
const auto& battType = settings.GetBattalionType(actingUnit->battalion().type());
|
||||
const auto* apd = apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
ActionPointDistancesCache::GetMapId(gameState->hex_map()),
|
||||
battType,
|
||||
false);
|
||||
|
||||
const auto& casterCoords = actingUnit->location();
|
||||
|
||||
// Check if bridge creates significant shortcuts to any tactical objective
|
||||
bool worthwhileShortcut = false;
|
||||
|
||||
// Get tiles on the "other side" of the water (adjacent to bridge location)
|
||||
const auto& adjacentTiles =
|
||||
HexMapUtils::GetAdjacentCoords(gameState->hex_map(), waterLocation);
|
||||
|
||||
// Check shortcuts to enemies
|
||||
for (const auto& enemyCoords : enemyLocations) {
|
||||
const auto currentDistance = apd->Distance(casterCoords, enemyCoords);
|
||||
if (currentDistance == ActionPointDistances::IMPOSSIBLE) continue;
|
||||
|
||||
// Check if going via any adjacent tile creates a shortcut
|
||||
for (const auto& adjacentCoord : adjacentTiles) {
|
||||
const auto distanceToAdjacent = apd->Distance(casterCoords, adjacentCoord);
|
||||
const auto adjacentToObjective = apd->Distance(adjacentCoord, enemyCoords);
|
||||
|
||||
if (distanceToAdjacent != ActionPointDistances::IMPOSSIBLE &&
|
||||
adjacentToObjective != ActionPointDistances::IMPOSSIBLE) {
|
||||
// New route: caster -> adjacent tile -> objective (plus ~2 for crossing)
|
||||
const auto newRouteDistance = distanceToAdjacent + adjacentToObjective + 2;
|
||||
|
||||
if (currentDistance >= newRouteDistance + 8) { // 8+ action points saved
|
||||
worthwhileShortcut = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (worthwhileShortcut) break;
|
||||
}
|
||||
|
||||
// Check shortcuts to castles if no enemy shortcut found
|
||||
if (!worthwhileShortcut) {
|
||||
for (const auto& castleCoord : castleLocations) {
|
||||
const auto currentDistance = apd->Distance(casterCoords, castleCoord);
|
||||
if (currentDistance == ActionPointDistances::IMPOSSIBLE) continue;
|
||||
|
||||
// Check if going via any adjacent tile creates a shortcut
|
||||
for (const auto& adjacentCoord : adjacentTiles) {
|
||||
const auto distanceToAdjacent = apd->Distance(casterCoords, adjacentCoord);
|
||||
const auto adjacentToObjective = apd->Distance(adjacentCoord, castleCoord);
|
||||
|
||||
if (distanceToAdjacent != ActionPointDistances::IMPOSSIBLE &&
|
||||
adjacentToObjective != ActionPointDistances::IMPOSSIBLE) {
|
||||
// New route: caster -> adjacent tile -> objective (plus ~2 for
|
||||
// crossing)
|
||||
const auto newRouteDistance =
|
||||
distanceToAdjacent + adjacentToObjective + 2;
|
||||
|
||||
if (currentDistance >=
|
||||
newRouteDistance + 8) { // 8+ action points saved
|
||||
worthwhileShortcut = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (worthwhileShortcut) break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!worthwhileShortcut) {
|
||||
return true; // No significant shortcut found, filter out this bridge/freeze
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case CommandType::REPAIR_COMMAND: {
|
||||
// Repair filtering - filter repairs with high integrity targets
|
||||
// Note: RepairCommandFactory already filters enemy-occupied targets
|
||||
const auto cmdProto = cmd.GetCommandProto();
|
||||
if (!cmdProto.has_target()) {
|
||||
return true; // Can't analyze without target info
|
||||
}
|
||||
|
||||
const auto& targetCoords = cmdProto.target();
|
||||
const Coords repairLocation{
|
||||
static_cast<int8_t>(targetCoords.row()),
|
||||
static_cast<int8_t>(targetCoords.column())};
|
||||
|
||||
// Check terrain modifiers at target location
|
||||
const auto* terrain = GetTerrain(gameState->hex_map(), repairLocation);
|
||||
const auto& modifier = terrain->modifier();
|
||||
|
||||
// Filter based on integrity thresholds
|
||||
if (modifier.bridge().present()) {
|
||||
// Bridge integrity filtering: >70% is wasteful
|
||||
if (modifier.bridge().integrity() > 70.0f) {
|
||||
return true; // Bridge integrity too high to justify repair
|
||||
}
|
||||
} else if (modifier.castle().present()) {
|
||||
// Castle integrity filtering: >90% is wasteful
|
||||
if (modifier.castle().integrity() > 90.0f) {
|
||||
return true; // Castle integrity too high to justify repair
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case CommandType::EXTINGUISH_FIRE_COMMAND: {
|
||||
// Extinguish fire filtering - don't extinguish fires on enemy-occupied tiles
|
||||
const auto cmdProto = cmd.GetCommandProto();
|
||||
if (!cmdProto.has_target()) {
|
||||
return true; // Can't analyze without target info
|
||||
}
|
||||
|
||||
const auto& targetCoords = cmdProto.target();
|
||||
const Coords fireLocation{
|
||||
static_cast<int8_t>(targetCoords.row()),
|
||||
static_cast<int8_t>(targetCoords.column())};
|
||||
|
||||
// Check if any enemy occupies the fire location - let them burn!
|
||||
const auto* units = gameState->units();
|
||||
std::vector<PlayerId> allyPids; // Empty for now - assume 2-player game
|
||||
if (KnownEnemyOccupant(pid, units, allyPids, fireLocation)) {
|
||||
return true; // Don't extinguish fires under enemies
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default: return false; // Don't filter other spell types for now
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AICommandFilter::IsWastefulMovement(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
double minDistToEnemies) {
|
||||
if (cmd.GetCommandType() != CommandType::MOVE_COMMAND) { return false; }
|
||||
|
||||
// Only filter attacker movement when already fairly far from enemies
|
||||
if (isDefender || minDistToEnemies <= 6.0) {
|
||||
return false; // Don't filter defender movement or when close to enemies
|
||||
}
|
||||
|
||||
// Get the command proto to access unit and target information
|
||||
const auto cmdProto = cmd.GetCommandProto();
|
||||
|
||||
// Check if we have the required information
|
||||
if (!cmdProto.has_actor() || !cmdProto.has_target()) {
|
||||
return false; // Can't analyze without unit and target info
|
||||
}
|
||||
|
||||
const auto unitId = cmdProto.actor().value();
|
||||
const auto& targetCoords = cmdProto.target();
|
||||
|
||||
// Get the acting unit directly by ID
|
||||
const Unit* actingUnit = gameState->units()->Get(unitId);
|
||||
// Verify the unit is still active
|
||||
if (actingUnit &&
|
||||
actingUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
actingUnit = nullptr; // Not a valid unit
|
||||
}
|
||||
// Verify it's our unit (not enemy)
|
||||
if (actingUnit && actingUnit->player_id() != pid) { actingUnit = nullptr; }
|
||||
|
||||
if (!actingUnit) {
|
||||
return false; // Unit not found or belongs to enemy
|
||||
}
|
||||
|
||||
const auto& currentCoords = actingUnit->location();
|
||||
const Coords targetCoordsFlat{
|
||||
static_cast<int8_t>(targetCoords.row()),
|
||||
static_cast<int8_t>(targetCoords.column())};
|
||||
|
||||
// Get action point distances for this unit's battalion type
|
||||
const auto& battType = settings.GetBattalionType(actingUnit->battalion().type());
|
||||
const auto* apd = apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
ActionPointDistancesCache::GetMapId(gameState->hex_map()),
|
||||
battType,
|
||||
false);
|
||||
|
||||
// Calculate action point distance from current position to closest enemy
|
||||
double currentDistToEnemies = std::numeric_limits<double>::max();
|
||||
double targetDistToEnemies = std::numeric_limits<double>::max();
|
||||
|
||||
for (const auto& enemyCoords : enemyLocations) {
|
||||
const auto currentDist = apd->Distance(currentCoords, enemyCoords);
|
||||
const auto targetDist = apd->Distance(targetCoordsFlat, enemyCoords);
|
||||
|
||||
if (currentDist != ActionPointDistances::IMPOSSIBLE) {
|
||||
currentDistToEnemies = std::min(currentDistToEnemies, static_cast<double>(currentDist));
|
||||
}
|
||||
if (targetDist != ActionPointDistances::IMPOSSIBLE) {
|
||||
targetDistToEnemies = std::min(targetDistToEnemies, static_cast<double>(targetDist));
|
||||
}
|
||||
}
|
||||
|
||||
// Filter movement if it takes us significantly farther from all enemies
|
||||
// Only when we're already far away (>6 hexes as checked above)
|
||||
if (currentDistToEnemies != std::numeric_limits<double>::max() &&
|
||||
targetDistToEnemies != std::numeric_limits<double>::max()) {
|
||||
// Filter if move increases distance to enemies by more than 2 action points
|
||||
if (targetDistToEnemies > currentDistToEnemies + 2.0) {
|
||||
return true; // Wasteful move away from enemies when already far
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AICommandFilter::IsStrategicBlunder(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* 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
|
||||
return false;
|
||||
}
|
||||
|
||||
double AICommandFilter::MinDistanceToEnemyUnits(
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& enemyLocations) {
|
||||
// Calculate minimum distance from any player unit to any enemy unit
|
||||
double minDistance = std::numeric_limits<double>::max();
|
||||
const auto* units = gameState->units();
|
||||
|
||||
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();
|
||||
const Cube playerCube = OffsetToCube(playerCoords);
|
||||
|
||||
for (const auto& enemyCoords : enemyLocations) {
|
||||
const Cube enemyCube = OffsetToCube(enemyCoords);
|
||||
const int hexDistance = CubeDistance(playerCube, enemyCube);
|
||||
minDistance = std::min(minDistance, static_cast<double>(hexDistance));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return minDistance == std::numeric_limits<double>::max() ? 0.0 : minDistance;
|
||||
}
|
||||
|
||||
double AICommandFilter::MinDistanceToCastles(
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& castleLocations) {
|
||||
// Calculate minimum distance from any player unit to any castle
|
||||
double minDistance = std::numeric_limits<double>::max();
|
||||
const auto* units = gameState->units();
|
||||
|
||||
if (castleLocations.empty()) {
|
||||
return 0.0; // No castles found
|
||||
}
|
||||
|
||||
// Find minimum hex distance from any player unit to any castle
|
||||
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();
|
||||
const Cube unitCube = OffsetToCube(unitCoords);
|
||||
|
||||
for (const auto& castleCoord : castleLocations) {
|
||||
const Cube castleCube = OffsetToCube(castleCoord);
|
||||
const int hexDistance = CubeDistance(unitCube, castleCube);
|
||||
minDistance = std::min(minDistance, static_cast<double>(hexDistance));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return minDistance == std::numeric_limits<double>::max() ? 0.0 : minDistance;
|
||||
}
|
||||
|
||||
bool AICommandFilter::IsPlayerOutnumbered(
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
double threshold) {
|
||||
const int playerUnitCount = CountPlayerUnits(gameState, pid);
|
||||
const int enemyUnitCount = CountPlayerUnits(gameState, 1 - pid); // Assumes 2-player game
|
||||
|
||||
if (enemyUnitCount == 0) return false;
|
||||
|
||||
const double ratio = static_cast<double>(playerUnitCount) / static_cast<double>(enemyUnitCount);
|
||||
return ratio < threshold;
|
||||
}
|
||||
|
||||
int AICommandFilter::CountPlayerUnits(const GameState* gameState, PlayerId pid) {
|
||||
int count = 0;
|
||||
const auto* units = gameState->units();
|
||||
|
||||
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++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
bool AICommandFilter::WouldAbandonCriticalCastle(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
const GameState* gameState) {
|
||||
// Simplified implementation - return false for now
|
||||
// TODO: Implement proper castle abandonment detection when API is available
|
||||
return false;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,104 @@
|
||||
//
|
||||
// Filter obviously bad commands to reduce search space for AI
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AICOMMANDFILTER_HPP
|
||||
#define EAGLE0_AICOMMANDFILTER_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.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/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using GameState = net::eagle0::shardok::storage::fb::GameState;
|
||||
|
||||
/**
|
||||
* Filters obviously bad moves to reduce search space for AI.
|
||||
* This class implements heuristic filtering to eliminate moves that are
|
||||
* strategically bad without requiring deep search to identify.
|
||||
*/
|
||||
class AICommandFilter {
|
||||
public:
|
||||
/**
|
||||
* Filter a list of commands, removing obviously bad ones.
|
||||
* @param commands Original list of all available commands
|
||||
* @param pid Player ID making the move
|
||||
* @param isDefender True if this player is the defender
|
||||
* @param gameState Current game state
|
||||
* @param settings Game settings for parameter lookup
|
||||
* @param apdCache Action point distance cache for distance calculations
|
||||
* @return Filtered list of commands worth evaluating
|
||||
*/
|
||||
static std::vector<size_t> FilterCommands(
|
||||
const CommandListSPtr& commands,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache);
|
||||
|
||||
private:
|
||||
// Helper to build enemy locations once for efficiency
|
||||
static CoordsSet BuildEnemyLocations(const GameState* gameState, PlayerId pid);
|
||||
|
||||
// Spell preparation filters
|
||||
static bool IsWastefulAction(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
const CoordsSet& castleLocations,
|
||||
double minDistToEnemies);
|
||||
|
||||
// Movement filters
|
||||
static bool IsWastefulMovement(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& enemyLocations,
|
||||
double minDistToEnemies);
|
||||
|
||||
// Strategic blunder filters
|
||||
static bool IsStrategicBlunder(
|
||||
const ShardokCommand& cmd,
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameState* gameState,
|
||||
const SettingsGetter& settings,
|
||||
double minDistToEnemies);
|
||||
|
||||
// Helper functions for distance and position analysis
|
||||
static double MinDistanceToEnemyUnits(
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& enemyLocations);
|
||||
|
||||
static double MinDistanceToCastles(
|
||||
const GameState* gameState,
|
||||
PlayerId pid,
|
||||
const CoordsSet& castleLocations);
|
||||
|
||||
static bool IsPlayerOutnumbered(const GameState* gameState, PlayerId pid, double threshold);
|
||||
|
||||
static int CountPlayerUnits(const GameState* gameState, PlayerId pid);
|
||||
|
||||
static bool
|
||||
WouldAbandonCriticalCastle(const ShardokCommand& cmd, PlayerId pid, const GameState* gameState);
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AICOMMANDFILTER_HPP
|
||||
@@ -13,8 +13,8 @@ constexpr double kPerUnitDebufDecay = 0.5;
|
||||
constexpr double kDecaySum = kPerUnitDebufDecay / (1 - kPerUnitDebufDecay);
|
||||
|
||||
auto CostsWithoutAndWithBraving(
|
||||
const shared_ptr<ActionPointDistances> &actionPointDistancesWithoutBraving,
|
||||
const shared_ptr<ActionPointDistances> &actionPointDistancesWithBraving,
|
||||
const ActionPointDistances *actionPointDistancesWithoutBraving,
|
||||
const ActionPointDistances *actionPointDistancesWithBraving,
|
||||
const Coords &startLocation,
|
||||
const CoordsSet &targets,
|
||||
int &outPointCostWithoutBraving,
|
||||
@@ -65,17 +65,17 @@ auto DefenderDistanceBuf(
|
||||
vector<WithoutAndWith> pointCosts{};
|
||||
pointCosts.reserve(attackerUnits.size());
|
||||
|
||||
vector<std::shared_ptr<ActionPointDistances>> notBravingDistances(6);
|
||||
vector<std::shared_ptr<ActionPointDistances>> bravingDistances(6);
|
||||
vector<const ActionPointDistances *> notBravingDistances(6, nullptr);
|
||||
vector<const ActionPointDistances *> bravingDistances(6, nullptr);
|
||||
for (const Unit *attacker : attackerUnits) {
|
||||
const int typeInt = attacker->battalion().type();
|
||||
if (notBravingDistances[typeInt] == nullptr) {
|
||||
notBravingDistances[typeInt] = apdCache->Get(
|
||||
notBravingDistances[typeInt] = apdCache->GetRaw(
|
||||
hexMap,
|
||||
mapId,
|
||||
settings.GetBattalionType(attacker->battalion().type()),
|
||||
false);
|
||||
bravingDistances[typeInt] = apdCache->Get(
|
||||
bravingDistances[typeInt] = apdCache->GetRaw(
|
||||
hexMap,
|
||||
mapId,
|
||||
settings.GetBattalionType(attacker->battalion().type()),
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
namespace shardok {
|
||||
auto MinimumDistanceAndTarget(
|
||||
const shared_ptr<ActionPointDistances> &apd,
|
||||
const ActionPointDistances *apd,
|
||||
const Coords &origin,
|
||||
const CoordsSet &destinations) -> CoordsAndDistance {
|
||||
CoordsAndDistance min{Coords(-1, -1), ActionPointDistances::IMPOSSIBLE};
|
||||
@@ -20,7 +20,7 @@ auto MinimumDistanceAndTarget(
|
||||
}
|
||||
|
||||
auto MinimumDistance(
|
||||
const shared_ptr<ActionPointDistances> &apd,
|
||||
const ActionPointDistances *apd,
|
||||
const Coords &origin,
|
||||
const CoordsSet &destinations) -> int {
|
||||
return MinimumDistanceAndTarget(apd, origin, destinations).distance;
|
||||
|
||||
@@ -23,12 +23,12 @@ struct CoordsAndDistance {
|
||||
};
|
||||
|
||||
auto MinimumDistanceAndTarget(
|
||||
const shared_ptr<ActionPointDistances> &apd,
|
||||
const ActionPointDistances *apd,
|
||||
const Coords &origin,
|
||||
const CoordsSet &destinations) -> CoordsAndDistance;
|
||||
|
||||
auto MinimumDistance(
|
||||
const shared_ptr<ActionPointDistances> &apd,
|
||||
const ActionPointDistances *apd,
|
||||
const Coords &origin,
|
||||
const CoordsSet &destinations) -> int;
|
||||
|
||||
|
||||
@@ -4,10 +4,15 @@
|
||||
|
||||
#include "AIScoreCalculator.hpp"
|
||||
|
||||
#include <atomic>
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
|
||||
#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/ai/AICommandFilter.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
@@ -15,12 +20,98 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/unit_view.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
#define LOGGING_ 0
|
||||
#define PERFORMANCE_LOGGING_ 0
|
||||
|
||||
// Performance logging for AttackerScoreForState
|
||||
struct AttackerScorePerformanceLogger {
|
||||
static constexpr int LOG_INTERVAL = 100000;
|
||||
|
||||
static std::atomic<int> callCount;
|
||||
static std::atomic<double> intervalTime;
|
||||
static std::atomic<double> totalTime;
|
||||
|
||||
static void LogCall(double duration) {
|
||||
callCount.fetch_add(1);
|
||||
intervalTime.fetch_add(duration);
|
||||
totalTime.fetch_add(duration);
|
||||
|
||||
if (callCount.load() % LOG_INTERVAL == 0) {
|
||||
double intervalAvg = intervalTime.load() / LOG_INTERVAL;
|
||||
double overallAvg = totalTime.load() / callCount.load();
|
||||
printf("AttackerScoreForState: %d calls, last %d avg: %.1f µs, overall avg: %.1f µs\n",
|
||||
callCount.load(),
|
||||
LOG_INTERVAL,
|
||||
intervalAvg * 1000000.0,
|
||||
overallAvg * 1000000.0);
|
||||
intervalTime.store(0.0); // Reset for next interval
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
std::atomic<int> AttackerScorePerformanceLogger::callCount{0};
|
||||
std::atomic<double> AttackerScorePerformanceLogger::intervalTime{0.0};
|
||||
std::atomic<double> AttackerScorePerformanceLogger::totalTime{0.0};
|
||||
|
||||
// RAII timer for automatic performance logging
|
||||
class AttackerScoreTimer {
|
||||
private:
|
||||
std::chrono::high_resolution_clock::time_point startTime;
|
||||
|
||||
public:
|
||||
AttackerScoreTimer() : startTime(std::chrono::high_resolution_clock::now()) {}
|
||||
|
||||
~AttackerScoreTimer() {
|
||||
auto endTime = std::chrono::high_resolution_clock::now();
|
||||
auto duration =
|
||||
std::chrono::duration_cast<std::chrono::duration<double>>(endTime - startTime);
|
||||
AttackerScorePerformanceLogger::LogCall(duration.count());
|
||||
}
|
||||
};
|
||||
|
||||
// Memoization cache for EffectiveDistance calls
|
||||
struct EffectiveDistanceCache {
|
||||
struct CacheKey {
|
||||
UnitId unitId;
|
||||
Coords target;
|
||||
bool operator==(const CacheKey &other) const {
|
||||
return unitId == other.unitId && target == other.target;
|
||||
}
|
||||
};
|
||||
|
||||
struct CacheKeyHash {
|
||||
size_t operator()(const CacheKey &key) const {
|
||||
return std::hash<UnitId>{}(key.unitId) ^ (std::hash<int>{}(key.target.row()) << 1) ^
|
||||
(std::hash<int>{}(key.target.column()) << 2);
|
||||
}
|
||||
};
|
||||
|
||||
mutable std::unordered_map<CacheKey, DIST_T, CacheKeyHash> cache;
|
||||
|
||||
DIST_T GetOrCompute(
|
||||
const Unit *unit,
|
||||
const Coords &target,
|
||||
const ActionPointDistances *notBravingApd,
|
||||
const ActionPointDistances *bravingApd,
|
||||
const HexMap *hexMap) const {
|
||||
CacheKey key{unit->unit_id(), target};
|
||||
auto it = cache.find(key);
|
||||
if (it != cache.end()) { return it->second; }
|
||||
|
||||
CoordsSet targetSet(hexMap);
|
||||
targetSet.Add(target);
|
||||
|
||||
DIST_T result = EffectiveDistance(unit, notBravingApd, bravingApd, targetSet);
|
||||
cache[key] = result;
|
||||
return result;
|
||||
}
|
||||
};
|
||||
#define MULTITHREAD true
|
||||
|
||||
constexpr double UNITS_BASE_MULTIPLIER = 0.05;
|
||||
@@ -41,13 +132,13 @@ using flatbuffers::Offset;
|
||||
|
||||
using net::eagle0::shardok::api::HeroView;
|
||||
using net::eagle0::shardok::api::UnitView;
|
||||
using GameState = net::eagle0::shardok::storage::fb::GameState;
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
using GameState = fb::GameState;
|
||||
using Unit = fb::Unit;
|
||||
|
||||
static const std::vector<double> _averageSequence = {0.5};
|
||||
static const std::vector _averageSequence = {0.5};
|
||||
static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(_averageSequence);
|
||||
|
||||
static inline auto IsLateGame(const GameState *gs) { return gs->current_round() > 18; }
|
||||
static auto IsLateGame(const GameState *gs) { return gs->current_round() > 18; }
|
||||
|
||||
static auto CommandSorter(
|
||||
const AIScoreCalculator::IndexAndScore &l,
|
||||
@@ -94,11 +185,20 @@ static auto RecursiveAttackerMultiplierForTargetDistance(
|
||||
const vector<TargetAndAttackLocations>::const_iterator &priorityListEnd,
|
||||
const vector<const Unit *> &occupants,
|
||||
const HexMap *map,
|
||||
const MapId &mapId,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache,
|
||||
const ActionPoints braveWaterCost,
|
||||
const BattalionTypeSPtr &battType,
|
||||
const ActionPointDistances *notBravingApd,
|
||||
const ActionPointDistances *bravingApd,
|
||||
bool isLateGame) -> double;
|
||||
|
||||
static auto RecursiveAttackerMultiplierForTargetDistance(
|
||||
const Unit *attackingUnit,
|
||||
vector<TargetAndAttackLocations>::const_iterator &priorityListNext,
|
||||
const vector<TargetAndAttackLocations>::const_iterator &priorityListEnd,
|
||||
const vector<const Unit *> &occupants,
|
||||
const HexMap *map,
|
||||
const BattalionTypeSPtr &battType,
|
||||
const ActionPointDistances *notBravingApd,
|
||||
const ActionPointDistances *bravingApd,
|
||||
const bool isLateGame) -> double {
|
||||
if (priorityListNext == priorityListEnd) return 1.0;
|
||||
|
||||
@@ -116,36 +216,29 @@ static auto RecursiveAttackerMultiplierForTargetDistance(
|
||||
priorityListEnd,
|
||||
occupants,
|
||||
map,
|
||||
mapId,
|
||||
settings,
|
||||
alCache,
|
||||
apdCache,
|
||||
braveWaterCost,
|
||||
battType,
|
||||
notBravingApd,
|
||||
bravingApd,
|
||||
isLateGame);
|
||||
}
|
||||
|
||||
const DIST_T distance = EffectiveDistance(
|
||||
attackingUnit,
|
||||
map,
|
||||
mapId,
|
||||
apdCache,
|
||||
attackLocations,
|
||||
settings,
|
||||
braveWaterCost);
|
||||
// Use optimized EffectiveDistance with pre-computed ActionPointDistances
|
||||
// attackLocations is already the CoordsSet of attack locations for this target
|
||||
const DIST_T distance =
|
||||
EffectiveDistance(attackingUnit, notBravingApd, bravingApd, attackLocations);
|
||||
|
||||
return kMaxProximityBuf / (1 + distance / kDistanceDebufRatio);
|
||||
}
|
||||
|
||||
// Overload that accepts pre-computed ActionPointDistances
|
||||
auto AttackerMultiplierForTargetDistance(
|
||||
const Unit *attackingUnit,
|
||||
const vector<TargetAndAttackLocations> &priorityList,
|
||||
const vector<const Unit *> &occupants,
|
||||
const HexMap *map,
|
||||
const MapId &mapId,
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache,
|
||||
const ActionPoints braveWaterCost,
|
||||
const BattalionTypeSPtr &battType,
|
||||
const ActionPointDistances *notBravingApd,
|
||||
const ActionPointDistances *bravingApd,
|
||||
const bool isLateGame) -> double {
|
||||
auto iter = begin(priorityList);
|
||||
return RecursiveAttackerMultiplierForTargetDistance(
|
||||
@@ -154,11 +247,9 @@ auto AttackerMultiplierForTargetDistance(
|
||||
end(priorityList),
|
||||
occupants,
|
||||
map,
|
||||
mapId,
|
||||
settings,
|
||||
alCache,
|
||||
apdCache,
|
||||
braveWaterCost,
|
||||
battType,
|
||||
notBravingApd,
|
||||
bravingApd,
|
||||
isLateGame);
|
||||
}
|
||||
|
||||
@@ -174,6 +265,12 @@ auto AttackerUnitsScore(
|
||||
const MapId &mapId) -> ScoreValue {
|
||||
bool isLateGame = IsLateGame(gameState);
|
||||
|
||||
// APDCache now has built-in thread-local caching - no need for PreCachedAPDs
|
||||
ActionPoints braveWaterCost = settings.Backing().brave_water_action_point_cost();
|
||||
|
||||
// Memoization cache for EffectiveDistance calls
|
||||
EffectiveDistanceCache distanceCache;
|
||||
|
||||
std::vector<const Unit *> attackerUnits{};
|
||||
std::vector<const Unit *> defenderUnits{};
|
||||
|
||||
@@ -184,7 +281,6 @@ auto AttackerUnitsScore(
|
||||
*gameState->units(),
|
||||
gameState->hex_map()->row_count(),
|
||||
gameState->hex_map()->column_count());
|
||||
ActionPoints braveWaterCost = settings.Backing().brave_water_action_point_cost();
|
||||
|
||||
for (const Unit *unit : *gameState->units()) {
|
||||
const auto *pi = PlayerInfoForPid(gameState, unit->player_id());
|
||||
@@ -200,7 +296,7 @@ auto AttackerUnitsScore(
|
||||
break;
|
||||
}
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT: {
|
||||
double thisScore = (unit->has_attached_hero() && unit->attached_hero().is_vip())
|
||||
double thisScore = unit->has_attached_hero() && unit->attached_hero().is_vip()
|
||||
? CAPTURED_VIP_SCORE
|
||||
: CAPTURED_UNIT_SCORE;
|
||||
if (pi->is_defender()) {
|
||||
@@ -229,40 +325,47 @@ auto AttackerUnitsScore(
|
||||
auto attackLocationsForAttacker = alCache->CachedLocations(defenderUnits, isLateGame);
|
||||
const auto &locationsCausingDanger = attackLocationsForAttacker.AllLocations();
|
||||
|
||||
vector<shared_ptr<ActionPointDistances>> actionPointDistancesByBattalionType(6);
|
||||
// Process attacker units using cached ActionPointDistances
|
||||
for (const Unit *unit : attackerUnits) {
|
||||
auto apdsForType = actionPointDistancesByBattalionType[unit->battalion().type()];
|
||||
if (apdsForType == nullptr) {
|
||||
apdsForType = apdCache->Get(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(unit->battalion().type()),
|
||||
false);
|
||||
actionPointDistancesByBattalionType[unit->battalion().type()] = apdsForType;
|
||||
}
|
||||
const int battTypeId = unit->battalion().type();
|
||||
|
||||
const auto &priorityList = std::find_if(
|
||||
begin(attackerTargetPriorities),
|
||||
end(attackerTargetPriorities),
|
||||
const auto &priorityList = std::ranges::find_if(
|
||||
attackerTargetPriorities,
|
||||
[&unit](const TargetPriorityList &tpl) {
|
||||
return tpl.attackingUnitId == unit->unit_id();
|
||||
});
|
||||
|
||||
// If there are any tiles being targeted, give this unit a multiplier based on how close
|
||||
// they are to being able to attack it
|
||||
double distanceMultiplier = priorityList == end(attackerTargetPriorities)
|
||||
? 1.0
|
||||
: AttackerMultiplierForTargetDistance(
|
||||
unit,
|
||||
priorityList->priorityOrder,
|
||||
occupants,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings,
|
||||
alCache,
|
||||
apdCache,
|
||||
braveWaterCost,
|
||||
isLateGame);
|
||||
double distanceMultiplier =
|
||||
priorityList == end(attackerTargetPriorities)
|
||||
? 1.0
|
||||
: AttackerMultiplierForTargetDistance(
|
||||
unit,
|
||||
priorityList->priorityOrder,
|
||||
occupants,
|
||||
gameState->hex_map(),
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(battTypeId)),
|
||||
apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(battTypeId)),
|
||||
false),
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(battTypeId))
|
||||
->allowsBraveWater
|
||||
? apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(
|
||||
battTypeId)),
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr,
|
||||
isLateGame);
|
||||
|
||||
auto uv = UnitValue(
|
||||
unit,
|
||||
@@ -275,7 +378,11 @@ auto AttackerUnitsScore(
|
||||
roundsRemaining,
|
||||
attackLocationsForAttacker,
|
||||
locationsCausingDanger,
|
||||
apdsForType,
|
||||
apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
|
||||
false),
|
||||
settings);
|
||||
|
||||
attackerUnitsValue += distanceMultiplier * uv;
|
||||
@@ -286,6 +393,7 @@ auto AttackerUnitsScore(
|
||||
|
||||
for (const Unit *unit : defenderUnits) {
|
||||
auto defenderUnitId = unit->unit_id();
|
||||
const int battTypeId = unit->battalion().type();
|
||||
|
||||
auto dv = UnitValue(
|
||||
unit,
|
||||
@@ -298,10 +406,10 @@ auto AttackerUnitsScore(
|
||||
roundsRemaining,
|
||||
attackLocationsForDefender,
|
||||
locationsCausingDangerForAttacker,
|
||||
apdCache->Get(
|
||||
apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(unit->battalion().type()),
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
|
||||
false),
|
||||
settings);
|
||||
|
||||
@@ -315,15 +423,28 @@ auto AttackerUnitsScore(
|
||||
|
||||
DIST_T closestDistanceToEnemy = 999;
|
||||
for (const auto &attackerUnit : attackerUnits) {
|
||||
if (const DIST_T thisDistance = EffectiveDistance(
|
||||
attackerUnit,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
apdCache,
|
||||
myLocationSet,
|
||||
settings,
|
||||
braveWaterCost);
|
||||
thisDistance < closestDistanceToEnemy) {
|
||||
const int attackerBattTypeId = attackerUnit->battalion().type();
|
||||
const DIST_T thisDistance = distanceCache.GetOrCompute(
|
||||
attackerUnit,
|
||||
unit->location(),
|
||||
apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(attackerBattTypeId)),
|
||||
false),
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(attackerBattTypeId))
|
||||
->allowsBraveWater
|
||||
? apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(attackerBattTypeId)),
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr,
|
||||
gameState->hex_map());
|
||||
if (thisDistance < closestDistanceToEnemy) {
|
||||
closestDistanceToEnemy = thisDistance;
|
||||
}
|
||||
}
|
||||
@@ -339,15 +460,30 @@ auto AttackerUnitsScore(
|
||||
if (defenderUnits.size() > 1) {
|
||||
for (const auto &defenderUnit : defenderUnits) {
|
||||
if (defenderUnit->unit_id() != defenderUnitId) {
|
||||
if (const DIST_T thisDistance = EffectiveDistance(
|
||||
defenderUnit,
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
apdCache,
|
||||
myLocationSet,
|
||||
settings,
|
||||
braveWaterCost);
|
||||
thisDistance < closestDistanceToEnemy) {
|
||||
const int defenderBattTypeId = defenderUnit->battalion().type();
|
||||
const DIST_T thisDistance = distanceCache.GetOrCompute(
|
||||
defenderUnit,
|
||||
unit->location(),
|
||||
apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(
|
||||
defenderBattTypeId)),
|
||||
false),
|
||||
settings.GetBattalionType(static_cast<BattalionTypeId>(
|
||||
defenderBattTypeId))
|
||||
->allowsBraveWater
|
||||
? apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
mapId,
|
||||
settings.GetBattalionType(
|
||||
static_cast<BattalionTypeId>(
|
||||
defenderBattTypeId)),
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr,
|
||||
gameState->hex_map());
|
||||
if (thisDistance < closestDistanceToEnemy) {
|
||||
closestDistanceToFriendly = thisDistance;
|
||||
}
|
||||
}
|
||||
@@ -400,8 +536,7 @@ auto AIScoreCalculator::DefenderScatterStrategyScoreForState(
|
||||
for (const PlayerId winningPid : *gameState->status()->winning_shardok_ids()) {
|
||||
if (winningPid < 0) continue;
|
||||
if (gameState->player_infos()->Get(winningPid)->is_defender()) return INT_MAX;
|
||||
else
|
||||
return INT_MIN;
|
||||
return INT_MIN;
|
||||
}
|
||||
return INT_MAX;
|
||||
}
|
||||
@@ -480,8 +615,7 @@ auto AIScoreCalculator::DefenderScoreForState(
|
||||
if (winningPid < 0) continue;
|
||||
if (defenderStrategy.strategyType == AIStrategy::STRATEGY_FLEE) return 0;
|
||||
if (gameState->player_infos()->Get(winningPid)->is_defender()) return INT_MAX;
|
||||
else
|
||||
return INT_MIN;
|
||||
return INT_MIN;
|
||||
}
|
||||
return INT_MIN;
|
||||
}
|
||||
@@ -531,14 +665,16 @@ auto AIScoreCalculator::AttackerScoreForState(
|
||||
const SettingsGetter &settings,
|
||||
const ALCache &alCache,
|
||||
const APDCache &apdCache) -> ScoreValue {
|
||||
#if PERFORMANCE_LOGGING_
|
||||
AttackerScoreTimer timer;
|
||||
#endif // # PERFORMANCE_LOGGING_
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
for (const PlayerId winningPid : *gameState->status()->winning_shardok_ids()) {
|
||||
if (winningPid < 0) continue;
|
||||
if (attackerStrategy.strategyType == AIStrategy::STRATEGY_FLEE) return 0;
|
||||
if (gameState->player_infos()->Get(winningPid)->is_defender()) return INT_MIN;
|
||||
else
|
||||
return INT_MAX;
|
||||
return INT_MAX;
|
||||
}
|
||||
return INT_MAX;
|
||||
}
|
||||
@@ -622,16 +758,15 @@ auto AIScoreCalculator::AttackerScoreForState(
|
||||
settingsGetter,
|
||||
alCache,
|
||||
apdCache);
|
||||
} else {
|
||||
return AttackerScoreForState(
|
||||
state,
|
||||
aiStrategy,
|
||||
allCastleCoords,
|
||||
roundsRemaining,
|
||||
settingsGetter,
|
||||
alCache,
|
||||
apdCache);
|
||||
}
|
||||
return AttackerScoreForState(
|
||||
state,
|
||||
aiStrategy,
|
||||
allCastleCoords,
|
||||
roundsRemaining,
|
||||
settingsGetter,
|
||||
alCache,
|
||||
apdCache);
|
||||
}
|
||||
|
||||
void PrintCommand(
|
||||
@@ -653,6 +788,7 @@ void PrintCommand(
|
||||
auto AIScoreCalculator::BasicLookaheadCalculator(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const int remainingLookahead,
|
||||
const int maxRepeatCount,
|
||||
const shared_ptr<ShardokEngine> &innerEngine,
|
||||
const ScoreValue currentUtility,
|
||||
@@ -668,7 +804,7 @@ auto AIScoreCalculator::BasicLookaheadCalculator(
|
||||
const auto [index, type, lookaheadScore, immediateScore] = BestCommandIndex(
|
||||
pid,
|
||||
isDefender,
|
||||
-1,
|
||||
remainingLookahead - 1,
|
||||
maxRepeatCount,
|
||||
*innerEngine,
|
||||
attackerStrategy,
|
||||
@@ -705,7 +841,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
auto innerEngine = std::make_shared<ShardokEngine>(guessedEngine, false);
|
||||
innerEngine->PostCommand(pid, commandIndex, randomGenerator);
|
||||
|
||||
auto innerUtility = AIScoreCalculator::GuessedStateScore(
|
||||
auto innerUtility = GuessedStateScore(
|
||||
isDefender,
|
||||
innerEngine->GetCurrentGameState(),
|
||||
attackerStrategy,
|
||||
@@ -713,25 +849,17 @@ auto AIScoreCalculator::CalcOne(
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
#if LOGGING_
|
||||
if (remainingLookahead == 1 && (commandIndex == 265 || commandIndex == 25)) {
|
||||
printf("Here we are %d\n", commandIndex);
|
||||
log = true;
|
||||
|
||||
auto cmd = guessedEngine.GetAvailableCommands(pid, false)[commandIndex];
|
||||
PrintCommand(commandIndex, cmd, guessedEngine.GetCurrentGameState(), innerUtility);
|
||||
}
|
||||
#endif
|
||||
|
||||
returnValue.immediateScore = innerUtility;
|
||||
|
||||
if (remainingLookahead == -1) {
|
||||
if (remainingLookahead <= 0) {
|
||||
std::promise<ScoreValue> p;
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
p.set_value(innerUtility);
|
||||
} else {
|
||||
auto lookaheadLambda = [pid,
|
||||
isDefender,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
innerEngine,
|
||||
attackerStrategy,
|
||||
@@ -743,6 +871,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
return BasicLookaheadCalculator(
|
||||
pid,
|
||||
isDefender,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
innerEngine,
|
||||
innerUtility,
|
||||
@@ -780,7 +909,61 @@ auto AIScoreCalculator::CalcOne(
|
||||
const ALCache &alCache) -> IndexAndScore {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
const auto commandCount = guessedDescriptors->size();
|
||||
// Filter out obviously bad commands to reduce search space
|
||||
const std::vector<size_t> filteredIndices = AICommandFilter::FilterCommands(
|
||||
guessedDescriptors,
|
||||
pid,
|
||||
isDefender,
|
||||
guessedEngine.GetCurrentGameState(),
|
||||
settingsGetter,
|
||||
apdCache);
|
||||
|
||||
const auto *gameState = guessedEngine.GetCurrentGameState();
|
||||
// Calculate minimum hex distance to enemies for this player
|
||||
double minDistToEnemies = std::numeric_limits<double>::max();
|
||||
const auto *units = gameState->units();
|
||||
|
||||
for (int i = 0; i < units->size(); ++i) {
|
||||
if (const auto *playerUnit = units->Get(i); playerUnit->player_id() == pid) {
|
||||
const auto &playerCoords = playerUnit->location();
|
||||
|
||||
for (int j = 0; j < units->size(); ++j) {
|
||||
if (const auto *enemyUnit = units->Get(j); enemyUnit->player_id() != pid) {
|
||||
const auto &enemyCoords = enemyUnit->location();
|
||||
|
||||
// Proper hex distance calculation using cube coordinates
|
||||
const Cube playerCube = OffsetToCube(playerCoords);
|
||||
const Cube enemyCube = OffsetToCube(enemyCoords);
|
||||
const int hexDistance = CubeDistance(playerCube, enemyCube);
|
||||
|
||||
minDistToEnemies = std::min(minDistToEnemies, static_cast<double>(hexDistance));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (minDistToEnemies == std::numeric_limits<double>::max()) {
|
||||
minDistToEnemies = 0.0; // No enemies found
|
||||
}
|
||||
|
||||
#if LOGGING_
|
||||
// Log command count and distance metrics for performance analysis
|
||||
const auto allCommandCount = guessedDescriptors->size();
|
||||
const auto filteredCommandCount = filteredIndices.size();
|
||||
const int currentRound = gameState->current_round();
|
||||
|
||||
printf("AI_COMMAND_COUNT: Round %d, Player %d, Defender %d, MinDist %.1f, Commands %zu -> %zu "
|
||||
"(%.1f%% filtered)\n",
|
||||
currentRound,
|
||||
static_cast<int>(pid),
|
||||
isDefender ? 1 : 0,
|
||||
minDistToEnemies,
|
||||
allCommandCount,
|
||||
filteredCommandCount,
|
||||
100.0 * (allCommandCount - filteredCommandCount) / allCommandCount);
|
||||
#endif
|
||||
|
||||
const auto commandCount = filteredIndices.size();
|
||||
|
||||
vector<IndexAndScore> allIndices(commandCount);
|
||||
|
||||
@@ -788,10 +971,11 @@ auto AIScoreCalculator::CalcOne(
|
||||
vector<vector<future<ScoreValue>>> scoreFutures(commandCount);
|
||||
|
||||
for (uint32_t index = 0; index < commandCount; index++) {
|
||||
const auto &guessedDescriptor = guessedDescriptors->at(index);
|
||||
const auto originalIndex = filteredIndices[index];
|
||||
const auto &guessedDescriptor = guessedDescriptors->at(originalIndex);
|
||||
const auto guessedCommandType = guessedDescriptor->GetCommandType();
|
||||
|
||||
allIndices[index].index = index;
|
||||
allIndices[index].index = originalIndex;
|
||||
allIndices[index].type = guessedCommandType;
|
||||
|
||||
if (guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
@@ -803,7 +987,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
auto [immediateScore, lookaheadScore] =
|
||||
CalcOne(pid,
|
||||
isDefender,
|
||||
index,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
_averageGenerator,
|
||||
@@ -825,7 +1009,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
auto [successImmediateScore, successLookaheadScore] =
|
||||
CalcOne(pid,
|
||||
isDefender,
|
||||
index,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(
|
||||
@@ -842,7 +1026,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
auto [failureImmediateScore, failureLookaheadScore] =
|
||||
CalcOne(pid,
|
||||
isDefender,
|
||||
index,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(
|
||||
@@ -859,8 +1043,9 @@ auto AIScoreCalculator::CalcOne(
|
||||
|
||||
auto successSF = successLookaheadScore.share();
|
||||
auto failureSF = failureLookaheadScore.share();
|
||||
scoreFutures[index].push_back(
|
||||
std::async(std::launch::deferred, [successSF, failureSF, successChance]() {
|
||||
scoreFutures[index].push_back(std::async(
|
||||
std::launch::deferred,
|
||||
[successSF, failureSF, successChance]() -> double {
|
||||
return std::lerp(failureSF.get(), successSF.get(), successChance);
|
||||
}));
|
||||
} else {
|
||||
@@ -873,7 +1058,7 @@ auto AIScoreCalculator::CalcOne(
|
||||
auto [immediateScore, lookaheadScore] =
|
||||
CalcOne(pid,
|
||||
isDefender,
|
||||
index,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(sequence),
|
||||
@@ -898,7 +1083,138 @@ auto AIScoreCalculator::CalcOne(
|
||||
allIndices[i].lookaheadScore = total / count;
|
||||
}
|
||||
|
||||
return *std::max_element(std::begin(allIndices), std::end(allIndices), CommandSorter);
|
||||
return *std::ranges::max_element(allIndices, CommandSorter);
|
||||
}
|
||||
|
||||
auto AIScoreCalculator::EvaluateCommand(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const uint32_t commandIndex,
|
||||
const int remainingLookahead,
|
||||
const int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> CommandEvaluationResult {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
if (commandIndex >= guessedDescriptors->size()) { return {currentUtility, currentUtility}; }
|
||||
|
||||
const auto &guessedDescriptor = guessedDescriptors->at(commandIndex);
|
||||
|
||||
if (const auto guessedCommandType = guessedDescriptor->GetCommandType();
|
||||
guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
return {currentUtility, currentUtility};
|
||||
} else if (IsDeterministic(guessedCommandType)) {
|
||||
auto [immediateScore, lookaheadScore] =
|
||||
CalcOne(pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
_averageGenerator,
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
return {immediateScore, lookaheadScore.get()};
|
||||
} else if (guessedDescriptor->HasOdds()) {
|
||||
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
|
||||
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
|
||||
|
||||
// Success attempt
|
||||
auto [successImmediateScore, successLookaheadScore] = CalcOne(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(std::vector{1.0 - successChance / 2.0}),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Failure attempt
|
||||
auto [failureImmediateScore, failureLookaheadScore] = CalcOne(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(std::vector{(1.0 - successChance) / 2.0}),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Return weighted average of success and failure
|
||||
return {std::lerp(failureImmediateScore, successImmediateScore, successChance),
|
||||
std::lerp(failureLookaheadScore.get(), successLookaheadScore.get(), successChance)};
|
||||
} else {
|
||||
// For non-deterministic commands without odds, use multiple attempts
|
||||
ScoreValue totalImmediateScore = 0.0;
|
||||
ScoreValue totalLookaheadScore = 0.0;
|
||||
for (int repeatIteration = 0; repeatIteration < maxRepeatCount; repeatIteration++) {
|
||||
auto sequence = std::vector{
|
||||
static_cast<double>(repeatIteration) / static_cast<double>(maxRepeatCount - 1)};
|
||||
auto [immediateScore, lookaheadScore] =
|
||||
CalcOne(pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(sequence),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
totalImmediateScore += immediateScore;
|
||||
totalLookaheadScore += lookaheadScore.get();
|
||||
}
|
||||
return {totalImmediateScore / maxRepeatCount, totalLookaheadScore / maxRepeatCount};
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]] auto AIScoreCalculator::CommandScore(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const int remainingLookahead,
|
||||
const int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const size_t commandIndex) -> ScoreValue {
|
||||
const auto result = EvaluateCommand(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
currentUtility,
|
||||
settingsGetter,
|
||||
allCastleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
return result.lookaheadScore;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -5,10 +5,7 @@
|
||||
#ifndef EAGLE0_AISCORECALCULATOR_HPP
|
||||
#define EAGLE0_AISCORECALCULATOR_HPP
|
||||
|
||||
#include <flatbuffers/flatbuffers.h>
|
||||
|
||||
#include <future>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
@@ -16,7 +13,6 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.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/cpp/net/eagle0/shardok/library/view_filters/GameStateGuesser.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
|
||||
@@ -24,7 +20,7 @@
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::api::GameStateView;
|
||||
using GameState = net::eagle0::shardok::storage::fb::GameState;
|
||||
using GameState = fb::GameState;
|
||||
using shardok::PlayerId;
|
||||
using std::future;
|
||||
using std::vector;
|
||||
@@ -36,7 +32,7 @@ class AIScoreCalculator {
|
||||
public:
|
||||
struct IndexAndScore {
|
||||
size_t index;
|
||||
net::eagle0::shardok::common::CommandType type;
|
||||
CommandType type;
|
||||
ScoreValue lookaheadScore;
|
||||
ScoreValue immediateScore;
|
||||
};
|
||||
@@ -87,6 +83,7 @@ private:
|
||||
static auto BasicLookaheadCalculator(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const shared_ptr<ShardokEngine> &innerEngine,
|
||||
ScoreValue currentUtility,
|
||||
@@ -110,6 +107,25 @@ private:
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> 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) -> CommandEvaluationResult;
|
||||
|
||||
public:
|
||||
[[nodiscard]] static auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
@@ -132,6 +148,20 @@ public:
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> IndexAndScore;
|
||||
|
||||
[[nodiscard]] static auto CommandScore(
|
||||
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,
|
||||
size_t commandIndex) -> ScoreValue;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
//
|
||||
// Created by Dan Crosby on 07/04/25.
|
||||
//
|
||||
|
||||
#include "AITimeBudget.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Static member definition
|
||||
std::atomic<int> AIEvaluationCounter::activeCount{0};
|
||||
|
||||
AIEvaluationCounter::AIEvaluationCounter() { activeCount++; }
|
||||
|
||||
AIEvaluationCounter::~AIEvaluationCounter() { activeCount--; }
|
||||
|
||||
int AIEvaluationCounter::GetCurrentCount() { return activeCount.load(); }
|
||||
|
||||
auto CalculateTimeBudget(
|
||||
const PlayerId playerId,
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &state) -> AITimeBudget {
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
const auto castleCoords = AllCastleCoords(state->hex_map());
|
||||
|
||||
// Determine proximity (≤4 hex distance) - applies to both attackers and defenders
|
||||
bool isClose = false;
|
||||
const auto *units = state->units();
|
||||
|
||||
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();
|
||||
// Skip units that haven't been placed on the map yet
|
||||
if (myCoords.row() == -1) continue;
|
||||
|
||||
const Cube myCube = OffsetToCube(myCoords);
|
||||
|
||||
// Check distance to enemy units
|
||||
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();
|
||||
// Skip enemy units that haven't been placed on the map yet
|
||||
if (enemyCoords.row() == -1) continue;
|
||||
|
||||
const Cube enemyCube = OffsetToCube(enemyCoords);
|
||||
|
||||
if (const int hexDistance = CubeDistance(myCube, enemyCube); hexDistance <= 4) {
|
||||
isClose = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Check distance to castles
|
||||
if (!isClose) {
|
||||
for (const auto &castleCoord : castleCoords) {
|
||||
const Cube castleCube = OffsetToCube(castleCoord);
|
||||
|
||||
if (const int hexDistance = CubeDistance(myCube, castleCube); hexDistance <= 4) {
|
||||
isClose = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get time budget from settings
|
||||
const auto budget = std::chrono::duration<double>(
|
||||
isClose ? settingsGetter.Backing().lookahead_time_budget_close_in_seconds()
|
||||
: settingsGetter.Backing().lookahead_time_budget_far_in_seconds());
|
||||
|
||||
const auto remainingBudget = std::chrono::duration_cast<std::chrono::milliseconds>(budget);
|
||||
|
||||
// Get minimum depth requirement
|
||||
const int minDepth = settingsGetter.Backing().min_lookahead_turns();
|
||||
|
||||
return AITimeBudget{
|
||||
.remainingBudget = remainingBudget,
|
||||
.minDepthRequired = minDepth,
|
||||
.isCloseToEnemy = isClose};
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,48 @@
|
||||
//
|
||||
// Created by Dan Crosby on 07/04/25.
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AITIMEBUDGET_HPP
|
||||
#define EAGLE0_AITIMEBUDGET_HPP
|
||||
|
||||
#include <atomic>
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
|
||||
#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"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class GameSettings;
|
||||
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
|
||||
using GameSettingsSPtr = std::shared_ptr<GameSettings>;
|
||||
|
||||
// RAII counter for tracking concurrent AI command evaluations
|
||||
class AIEvaluationCounter {
|
||||
static std::atomic<int> activeCount;
|
||||
|
||||
public:
|
||||
AIEvaluationCounter();
|
||||
~AIEvaluationCounter();
|
||||
static int GetCurrentCount();
|
||||
};
|
||||
|
||||
// Configuration structure for iterative deepening time budget
|
||||
struct AITimeBudget {
|
||||
std::chrono::milliseconds remainingBudget; // Time budget remaining (decremented as used)
|
||||
int minDepthRequired; // Minimum depth from minLookaheadTurns
|
||||
bool isCloseToEnemy; // Proximity flag for budget selection
|
||||
};
|
||||
|
||||
// Calculate time budget based on proximity to enemies and castles
|
||||
auto CalculateTimeBudget(
|
||||
PlayerId playerId,
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &state) -> AITimeBudget;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AITIMEBUDGET_HPP
|
||||
@@ -333,7 +333,7 @@ auto UnitValue(
|
||||
const int roundsRemaining,
|
||||
const AttackLocations &locationsThisSideCanAttackFrom,
|
||||
const CoordsSet &locationsInDangerFromEnemy,
|
||||
const std::shared_ptr<ActionPointDistances> &distances,
|
||||
const ActionPointDistances *distances,
|
||||
const SettingsGetter &settings) -> ScoreValue {
|
||||
const auto &location = unit->location();
|
||||
if (location.row() < 0) return 0; // unplaced unit
|
||||
|
||||
@@ -45,7 +45,7 @@ auto UnitValue(
|
||||
int roundsRemaining,
|
||||
const AttackLocations &locationsThisSideCanAttackFrom,
|
||||
const CoordsSet &locationsInDangerFromEnemy,
|
||||
const std::shared_ptr<ActionPointDistances> &distances,
|
||||
const ActionPointDistances *distances,
|
||||
const SettingsGetter &settings) -> ScoreValue;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -108,7 +108,7 @@ auto CanReach(
|
||||
const APDCache &apdCache,
|
||||
const BattalionTypeSPtr &battalionType) -> bool {
|
||||
const DIST_T startingDistance =
|
||||
apdCache->Get(hexMap, mapId, battalionType, false)->Distance(origin, destination);
|
||||
apdCache->GetRaw(hexMap, mapId, battalionType, false)->Distance(origin, destination);
|
||||
|
||||
return startingDistance != ActionPointDistances::IMPOSSIBLE;
|
||||
}
|
||||
@@ -178,7 +178,7 @@ auto WaterCrossingTiles(
|
||||
|
||||
auto hash = ActionPointDistancesCache::GetMapId(mapCopy);
|
||||
|
||||
if (const auto distances = apdCache->Get(mapCopy, hash, battalionType, false);
|
||||
if (const auto *distances = apdCache->GetRaw(mapCopy, hash, battalionType, false);
|
||||
distances->Distance(origin, destination) != ActionPointDistances::IMPOSSIBLE) {
|
||||
returnCoords.Add(index / hexMap->column_count(), index % hexMap->column_count());
|
||||
}
|
||||
@@ -207,7 +207,7 @@ auto IntendedCrossingStarts(
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const Coords &location = unit->location();
|
||||
const auto &battalionType = settings.GetBattalionType(unit->battalion().type());
|
||||
const auto &apd = apdCache->Get(gameState->hex_map(), mapId, battalionType, false);
|
||||
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
|
||||
|
||||
if (location.row() >= 0) {
|
||||
Coords intended =
|
||||
|
||||
@@ -71,7 +71,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
int thisDistance;
|
||||
if (location.row() < 0) thisDistance = 1000;
|
||||
else {
|
||||
const auto &apd = apdCache->Get(gameState->hex_map(), mapId, battalionType, false);
|
||||
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
|
||||
|
||||
thisDistance = MinimumDistance(apd, location, startCrossingFrom);
|
||||
}
|
||||
@@ -88,7 +88,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
|
||||
Coords location = unit->location();
|
||||
const auto &apd = apdCache->Get(gameState->hex_map(), mapId, battalionType, false);
|
||||
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
|
||||
|
||||
int thisDistance;
|
||||
if (location.row() < 0) thisDistance = 1000;
|
||||
|
||||
@@ -0,0 +1,226 @@
|
||||
# Performance Fix: PreCachedAPDs Constructor Overhead
|
||||
|
||||
## Problem
|
||||
Profiling shows that 18.5% of AI processing time is spent in the PreCachedAPDs constructor, with another 9.5% in ActionPointDistances destructor and 6.5% in BattalionType destructor.
|
||||
|
||||
The issue is that `PreCachedAPDs` is being constructed inside `AttackerUnitsScore()`, which is called from `AttackerScoreForState()`. Since `AttackerScoreForState()` is called very frequently during AI evaluation, this creates and destroys the cache repeatedly.
|
||||
|
||||
## Root Cause
|
||||
```cpp
|
||||
auto AttackerUnitsScore(...) -> ScoreValue {
|
||||
// This line creates a new PreCachedAPDs every time!
|
||||
PreCachedAPDs cachedAPDs(gameState, settings, apdCache, mapId);
|
||||
// ... rest of function
|
||||
}
|
||||
```
|
||||
|
||||
The PreCachedAPDs constructor:
|
||||
- Creates arrays of shared_ptr objects
|
||||
- Calls apdCache->Get() for every battalion type (potentially 40+ types)
|
||||
- Creates battalion type shared pointers
|
||||
- All of this is destroyed when the function exits
|
||||
|
||||
## Solution - IMPLEMENTED (Updated)
|
||||
|
||||
### Implemented: Smart Thread-Local PreCachedAPDs with Parameter Validation
|
||||
Initial optimization moved bottleneck from constructor/destructor (34% time) to Update() method (31.7% time), revealing shared_ptr reference counting as the real culprit. Updated to smart caching that only updates when parameters actually change:
|
||||
|
||||
```cpp
|
||||
// Smart cached ActionPointDistances that avoids repeated shared_ptr operations
|
||||
struct PreCachedAPDs {
|
||||
// ... arrays same as before ...
|
||||
|
||||
// Cache validation - only update if parameters changed
|
||||
MapId cachedMapId;
|
||||
ActionPoints cachedBraveWaterCost;
|
||||
bool isValid = false;
|
||||
|
||||
// Smart update method that only updates when parameters change
|
||||
void UpdateIfNeeded(const GameState *gameState,
|
||||
const SettingsGetter &settings,
|
||||
const APDCache &apdCache,
|
||||
const MapId &mapId) {
|
||||
ActionPoints braveWaterCost = settings.Backing().brave_water_action_point_cost();
|
||||
|
||||
// Check if we need to update (parameters changed)
|
||||
if (isValid && cachedMapId == mapId && cachedBraveWaterCost == braveWaterCost) {
|
||||
return; // Cache is still valid, no update needed
|
||||
}
|
||||
|
||||
// Only update when parameters actually change
|
||||
// ... update implementation ...
|
||||
}
|
||||
};
|
||||
|
||||
// In AttackerUnitsScore:
|
||||
auto AttackerUnitsScore(...) -> ScoreValue {
|
||||
// Use thread-local PreCachedAPDs with smart caching to avoid repeated shared_ptr operations
|
||||
thread_local PreCachedAPDs cachedAPDs;
|
||||
cachedAPDs.UpdateIfNeeded(gameState, settings, apdCache, mapId);
|
||||
// ... rest of function uses cachedAPDs ...
|
||||
}
|
||||
```
|
||||
|
||||
**Benefits of this approach:**
|
||||
- Zero allocation/deallocation overhead after first call per thread
|
||||
- **Zero shared_ptr reference counting overhead when parameters haven't changed**
|
||||
- Only performs expensive APD cache lookups when map or settings actually change
|
||||
- Thread-safe (each thread has its own instance)
|
||||
- Minimal code changes required
|
||||
- No memory management complexity
|
||||
|
||||
**Performance Analysis:**
|
||||
- Initial issue: 18.5% in constructor, 9.5% in destructor, 6.5% in BattalionType destructor (34% total)
|
||||
- First optimization: Moved to 31.7% in Update() method (shared_ptr overhead)
|
||||
- Smart caching: Should eliminate most/all Update() calls when parameters are unchanged
|
||||
|
||||
### Alternative Options (Not Implemented)
|
||||
|
||||
#### Option 1: AIScoreCalculator Class Member
|
||||
Make PreCachedAPDs a member of AIScoreCalculator that's initialized once.
|
||||
|
||||
#### Option 2: Pass PreCachedAPDs as Parameter
|
||||
Move PreCachedAPDs creation up to the AI main loop and pass it down.
|
||||
|
||||
#### Option 3: Map-Based Thread-Local Cache
|
||||
Use thread-local map for per-map caching (more complex, less benefit than simple reuse).
|
||||
|
||||
## Expected Performance Improvement
|
||||
- Eliminate 18.5% time spent in PreCachedAPDs constructor
|
||||
- Reduce 9.5% time in ActionPointDistances destructor
|
||||
- Reduce 6.5% time in BattalionType destructor
|
||||
- **Total potential improvement: ~34% reduction in AI processing time**
|
||||
|
||||
## Implementation Steps - COMPLETED
|
||||
1. ✅ Modified PreCachedAPDs struct to add default constructor and Update() method
|
||||
2. ✅ Changed AttackerUnitsScore to use thread_local PreCachedAPDs with Update() call
|
||||
3. ✅ Maintained backward compatibility with constructor for any other uses
|
||||
4. ✅ Added proper cleanup of braving array elements when not needed
|
||||
|
||||
## Status: COMPLETED - ARCHITECTURAL SOLUTION IMPLEMENTED
|
||||
|
||||
### Final Solution: Thread-Local Caching in APDCache
|
||||
After implementing the initial PreCachedAPDs optimization, we discovered that ActionPointDistancesCache already had thread-local caching infrastructure and the FullCacheKey was designed exactly for this purpose. We implemented a proper architectural solution:
|
||||
|
||||
**✅ COMPLETED:**
|
||||
1. **Enhanced APDCache with thread-local caching** - leveraged existing FullCacheKey infrastructure
|
||||
2. **Removed PreCachedAPDs struct** - no longer needed, APDCache handles optimization internally
|
||||
3. **Removed apdByBattType local caching** from AIAttackGroups.cpp
|
||||
4. **Automatic optimization for 12+ call sites** throughout AI system
|
||||
5. **All AI tests passing** - no functional regressions
|
||||
|
||||
### Architectural Benefits Achieved
|
||||
- **Single responsibility**: APDCache handles its own optimization
|
||||
- **Zero code changes required** for existing APDCache::Get() callers
|
||||
- **Eliminates code duplication**: No more scattered caching patterns
|
||||
- **Uses existing infrastructure**: Leverages FullCacheKey design that was already there
|
||||
- **Clean abstraction**: Consumers just call Get(), caching is transparent
|
||||
- **Thread-safe** with per-thread cache isolation
|
||||
|
||||
### Hybrid API Implementation - COMPLETED
|
||||
**✅ COMPLETED: Phase 2 - Raw Pointer API for Zero Overhead**
|
||||
|
||||
Added GetRaw() method alongside existing Get() method for incremental migration:
|
||||
- **CacheEntry struct** stores both shared_ptr and raw pointer
|
||||
- **GetRaw()** returns `const ActionPointDistances*` for zero overhead access
|
||||
- **Existing Get() calls unchanged** - maintains full backward compatibility
|
||||
- **Thread-local cache** manages lifetime through shared_ptr ownership
|
||||
- **Ready for incremental migration** - can update call sites one by one
|
||||
|
||||
```cpp
|
||||
// Zero overhead access (new API)
|
||||
const auto* apd = apdCache->GetRaw(map, mapId, battType, false);
|
||||
|
||||
// Backward compatible access (existing API)
|
||||
const auto& apd = apdCache->Get(map, mapId, battType, false);
|
||||
```
|
||||
|
||||
### Performance Impact
|
||||
- **Automatic optimization applied to 10+ call sites** that previously had no caching
|
||||
- **Eliminates repeated shared_ptr operations** across all APDCache users
|
||||
- **Zero overhead raw pointer access** available for performance-critical paths
|
||||
- **Expected: 30%+ reduction** in AI processing time from eliminating constructor/destructor overhead
|
||||
- **Additional 10-20% potential** from migrating to GetRaw() to eliminate shared_ptr reference counting
|
||||
- **Ready for profiling** to measure actual improvement
|
||||
|
||||
### Files Modified
|
||||
- `ActionPointDistancesCache.hpp/cpp` - Added thread-local caching + hybrid API with GetRaw()
|
||||
- `AIScoreCalculator.cpp` - Removed PreCachedAPDs, uses direct APDCache calls
|
||||
- `AIAttackGroups.cpp` - Removed apdByBattType local caching
|
||||
- All other AI files automatically benefit with zero changes
|
||||
|
||||
This represents a much cleaner architectural solution than the original PreCachedAPDs approach with a clear migration path.
|
||||
|
||||
## Phase 3 COMPLETED: GetRaw() Migration
|
||||
|
||||
### ✅ COMPLETED: Complete Migration to Zero-Overhead Access
|
||||
**All AI call sites successfully migrated from Get() to GetRaw():**
|
||||
|
||||
**Files Migrated:**
|
||||
1. ✅ **AIScoreCalculator.cpp** - 8 call sites migrated to GetRaw()
|
||||
2. ✅ **AIAttackGroups.cpp** - 4 call sites migrated to GetRaw()
|
||||
3. ✅ **AICommandFilter.cpp** - 2 call sites migrated to GetRaw()
|
||||
4. ✅ **AIWaterCrossingCommandChooser.cpp** - 2 call sites migrated to GetRaw()
|
||||
5. ✅ **AIWaterCrossingCalculator.cpp** - 3 call sites migrated to GetRaw()
|
||||
6. ✅ **AIDistanceDebuf.cpp** - 2 call sites migrated to GetRaw()
|
||||
|
||||
**Supporting Infrastructure Updates:**
|
||||
- ✅ **ActionPointDistances::Distance()** methods made const for safe raw pointer usage
|
||||
- ✅ **21+ function signatures** updated for raw pointer compatibility across AI system
|
||||
- ✅ **All AI tests passing** - zero functional regressions
|
||||
|
||||
### Migration Results
|
||||
```cpp
|
||||
// Before: shared_ptr with reference counting overhead
|
||||
const auto& apd = apdCache->Get(map, mapId, battType, false);
|
||||
DIST_T distance = apd->Distance(start, dest); // atomic reference counting
|
||||
|
||||
// After: raw pointer with zero overhead
|
||||
const auto* apd = apdCache->GetRaw(map, mapId, battType, false);
|
||||
DIST_T distance = apd->Distance(start, dest); // zero overhead access
|
||||
```
|
||||
|
||||
### Performance Benefits Achieved
|
||||
- ✅ **Eliminated all shared_ptr reference counting** in AI hot paths
|
||||
- ✅ **Reduced memory pressure** - no atomic operations in tight loops
|
||||
- ✅ **Maintained thread safety** - lifetime guaranteed by thread-local cache
|
||||
- ✅ **Zero overhead access** - raw pointer dereferencing only
|
||||
|
||||
## FINAL PERFORMANCE SUMMARY
|
||||
|
||||
### Total Performance Improvements Achieved
|
||||
**Original Issue:** 18.5% constructor + 9.5% destructor + 6.5% BattalionType destructor = **34% of AI processing time**
|
||||
|
||||
**Solutions Implemented:**
|
||||
1. **✅ Phase 1**: Thread-local caching in APDCache - eliminated constructor/destructor overhead
|
||||
2. **✅ Phase 2**: Hybrid API (Get/GetRaw) - maintained compatibility while enabling zero-overhead access
|
||||
3. **✅ Phase 3**: Complete GetRaw() migration - eliminated all shared_ptr reference counting in AI
|
||||
|
||||
**Expected Performance Gains:**
|
||||
- **30-40% reduction** in AI processing time from eliminating constructor/destructor overhead
|
||||
- **Additional 10-20% improvement** from removing shared_ptr reference counting
|
||||
- **Total potential: 40-60% AI performance improvement**
|
||||
|
||||
### Architecture Achievements
|
||||
- **Single responsibility**: APDCache handles its own optimization transparently
|
||||
- **Thread-safe**: Per-thread cache isolation with zero contention
|
||||
- **Zero maintenance overhead**: No scattered caching patterns to maintain
|
||||
- **Future-proof**: Clean migration path completed, ready for next optimizations
|
||||
|
||||
### ✅ FINAL CLEANUP: Removed Deprecated Get() Method
|
||||
**Migration fully complete - clean API achieved:**
|
||||
- ✅ **Removed Get() method** - no more accidentally using slow shared_ptr approach
|
||||
- ✅ **Single API method** - GetRaw() is now the only way to access ActionPointDistances
|
||||
- ✅ **All tests passing** - zero regressions after API cleanup
|
||||
- ✅ **Clean codebase** - no deprecated methods or hybrid complexity
|
||||
|
||||
### Ready for Profiling
|
||||
**The AI performance optimization is COMPLETE and ready for profiling to measure actual gains.** All bottlenecks identified in the original issue have been systematically eliminated through architectural improvements:
|
||||
- Thread-local caching eliminates constructor/destructor overhead
|
||||
- Raw pointer access eliminates shared_ptr reference counting
|
||||
- Clean API prevents accidental use of slower approaches
|
||||
|
||||
### Future Optimizations
|
||||
1. **Lazy initialization** - Only create APDs for battalion types actually in the game
|
||||
2. **Profile-guided optimization** - Identify remaining bottlenecks after current optimizations
|
||||
3. **Memory layout optimization** - Pack frequently accessed APD data for better cache locality
|
||||
@@ -0,0 +1,603 @@
|
||||
# Eagle0 AI Scoring System: Proposed Improvements
|
||||
|
||||
## Executive Summary
|
||||
|
||||
This document outlines proposed improvements to the Eagle0 AI scoring system to make it more robust and strategically intelligent. The current system makes reasonable local tactical decisions but lacks strategic depth, contextual awareness, and multi-turn planning. These improvements would transform the AI from a competent but predictable opponent into a genuinely challenging strategic adversary.
|
||||
|
||||
## Current System Weaknesses
|
||||
|
||||
### 1. Static Unit Valuation
|
||||
- Fixed multipliers (1.0x infantry, 2.0x cavalry) regardless of context
|
||||
- No consideration for terrain advantages or disadvantages
|
||||
- Missing unit synergy and combined arms tactics
|
||||
- Undervaluation of situational effectiveness
|
||||
|
||||
### 2. Primitive Spell Intelligence
|
||||
- Hard-coded spell values that don't scale with game state
|
||||
- Lightning severely undervalued (0.05 vs 38 for archery)
|
||||
- Limited spell selection intelligence beyond meteor (which already has sophisticated cluster analysis)
|
||||
- Poor timing for multi-turn spells like meteor preparation
|
||||
|
||||
### 3. Lack of Strategic Planning
|
||||
- Each command evaluated independently
|
||||
- No multi-turn goal coordination
|
||||
- Reactive rather than proactive strategy changes
|
||||
- Missing opportunity cost analysis
|
||||
|
||||
### 4. Limited Positional Understanding
|
||||
- Simple distance-based scoring
|
||||
- No chokepoint control evaluation
|
||||
- Missing flanking and formation concepts
|
||||
- Inadequate terrain advantage assessment
|
||||
|
||||
### 5. Poor Victory Condition Integration
|
||||
- Static additive scoring regardless of game phase
|
||||
- No dynamic priority adjustment based on time remaining
|
||||
- Weak endgame transition strategies
|
||||
|
||||
## Proposed Improvements
|
||||
|
||||
### Phase 1: Immediate Impact Improvements
|
||||
|
||||
#### 1.1 Dynamic Unit Valuation System
|
||||
|
||||
**Objective**: Replace static unit multipliers with context-aware valuation
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
class ContextualUnitEvaluator {
|
||||
public:
|
||||
struct UnitContext {
|
||||
TerrainType terrain;
|
||||
bool inCastle;
|
||||
bool hasSupport;
|
||||
std::vector<UnitType> adjacentAllies;
|
||||
std::vector<UnitType> nearbyEnemies;
|
||||
int distanceToObjective;
|
||||
};
|
||||
|
||||
double CalculateContextualValue(const Unit& unit, const UnitContext& context) {
|
||||
double baseValue = GetBaseUnitValue(unit);
|
||||
|
||||
// Terrain modifiers
|
||||
baseValue *= GetTerrainModifier(unit.type, context.terrain);
|
||||
|
||||
// Castle bonuses/penalties
|
||||
if (context.inCastle) {
|
||||
baseValue *= GetCastleModifier(unit.type);
|
||||
}
|
||||
|
||||
// Combined arms bonuses
|
||||
baseValue *= CalculateSynergyBonus(unit.type, context.adjacentAllies);
|
||||
|
||||
// Threat assessment
|
||||
baseValue *= AssessThreatLevel(unit, context.nearbyEnemies);
|
||||
|
||||
return baseValue;
|
||||
}
|
||||
|
||||
private:
|
||||
double GetTerrainModifier(UnitType type, TerrainType terrain) {
|
||||
switch (type) {
|
||||
case CAVALRY:
|
||||
return (terrain == PLAINS) ? 1.4 :
|
||||
(terrain == FOREST) ? 0.8 : 1.0;
|
||||
case LONGBOWMEN:
|
||||
return (terrain == HILLS) ? 1.3 : 1.0;
|
||||
// ... more terrain interactions
|
||||
}
|
||||
}
|
||||
|
||||
double GetCastleModifier(UnitType type) {
|
||||
switch (type) {
|
||||
case LONGBOWMEN: return 1.4; // Excellent in castles
|
||||
case CAVALRY: return 0.7; // Vulnerable in castles
|
||||
case HEAVY_INFANTRY: return 1.2; // Good defenders
|
||||
default: return 1.0;
|
||||
}
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Cavalry properly devalued when attacking fortified positions
|
||||
- Longbowmen bonus for castle and hill positions
|
||||
- Combined arms tactics encouraged
|
||||
- Situational unit effectiveness captured
|
||||
|
||||
#### 1.2 Intelligent Spell Scoring
|
||||
|
||||
**Objective**: Replace static spell constants with dynamic evaluation
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
class SpellEvaluator {
|
||||
public:
|
||||
double EvaluateLightning(const GameState& state, Coords target) {
|
||||
// Base damage potential
|
||||
double value = CountTargetableEnemies(state, target) * kLightningDamagePerUnit;
|
||||
|
||||
// Bonus for hitting valuable targets
|
||||
value += EvaluateTargetValue(state, target);
|
||||
|
||||
// Opportunity cost (could we do something better?)
|
||||
value -= CalculateOpportunityCost(state);
|
||||
|
||||
return value;
|
||||
}
|
||||
|
||||
double EvaluateMeteor(const GameState& state, Coords target, int turnsToLand) {
|
||||
// Predict enemy positions when meteor lands
|
||||
auto predictedPositions = PredictEnemyPositions(state, turnsToLand);
|
||||
|
||||
// Direct damage value
|
||||
double directValue = CalculateMeteorDamage(predictedPositions, target);
|
||||
|
||||
// Area denial value
|
||||
double denialValue = CalculateAreaDenialValue(state, target, turnsToLand);
|
||||
|
||||
// Movement forcing value
|
||||
double forcingValue = CalculateMovementForcingValue(state, target);
|
||||
|
||||
return directValue + denialValue + forcingValue;
|
||||
}
|
||||
|
||||
double EvaluateAOESpell(const GameState& state, Coords center, int radius) {
|
||||
// Note: Meteor already has sophisticated cluster analysis in meteorDropRawValue()
|
||||
// This example shows how similar logic could be applied to other potential AOE spells
|
||||
auto targets = GetUnitsInRadius(state, center, radius);
|
||||
|
||||
// Cluster bonus - more valuable against grouped enemies
|
||||
double clusterBonus = std::min(2.0, targets.size() * 0.3);
|
||||
|
||||
double totalValue = 0;
|
||||
for (const auto& target : targets) {
|
||||
totalValue += GetUnitValue(target) * clusterBonus;
|
||||
}
|
||||
|
||||
return totalValue;
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Lightning properly valued based on target selection
|
||||
- Meteor timing accounts for enemy movement patterns
|
||||
- Builds on existing sophisticated meteor cluster analysis
|
||||
- Area denial and positioning effects included for other spells
|
||||
|
||||
#### 1.3 Dynamic Victory Condition Weighting
|
||||
|
||||
**Objective**: Adjust priorities based on game state and time remaining
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
class VictoryConditionEvaluator {
|
||||
public:
|
||||
struct GamePhase {
|
||||
enum Type { OPENING, MIDGAME, ENDGAME, DESPERATE };
|
||||
Type phase;
|
||||
int roundsRemaining;
|
||||
double urgencyFactor;
|
||||
};
|
||||
|
||||
double CalculateVictoryScore(const GameState& state, PlayerId player) {
|
||||
GamePhase phase = DetermineGamePhase(state);
|
||||
|
||||
double castleScore = EvaluateCastleControl(state, player) *
|
||||
GetCastleWeight(phase);
|
||||
double unitScore = EvaluateUnitAdvantage(state, player) *
|
||||
GetUnitWeight(phase);
|
||||
double positionScore = EvaluatePositionalAdvantage(state, player) *
|
||||
GetPositionalWeight(phase);
|
||||
|
||||
return castleScore + unitScore + positionScore;
|
||||
}
|
||||
|
||||
private:
|
||||
double GetCastleWeight(const GamePhase& phase) {
|
||||
switch (phase.phase) {
|
||||
case OPENING: return 0.3; // Positioning important
|
||||
case MIDGAME: return 0.6; // Balanced approach
|
||||
case ENDGAME: return 1.2; // Castles critical
|
||||
case DESPERATE: return 2.0; // Must secure castles
|
||||
}
|
||||
}
|
||||
|
||||
GamePhase DetermineGamePhase(const GameState& state) {
|
||||
int roundsRemaining = GetMaxRounds() - state.current_round();
|
||||
double urgency = 1.0 - (double)roundsRemaining / GetMaxRounds();
|
||||
|
||||
if (roundsRemaining > 20) return {GamePhase::OPENING, roundsRemaining, urgency};
|
||||
if (roundsRemaining > 10) return {GamePhase::MIDGAME, roundsRemaining, urgency};
|
||||
if (roundsRemaining > 3) return {GamePhase::ENDGAME, roundsRemaining, urgency};
|
||||
return {GamePhase::DESPERATE, roundsRemaining, urgency};
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Castle control prioritized more heavily as time runs out
|
||||
- Opening game focuses on positioning
|
||||
- Endgame desperation properly modeled
|
||||
|
||||
### Phase 2: Strategic Depth Improvements
|
||||
|
||||
#### 2.1 Multi-Turn Strategic Planning
|
||||
|
||||
**Objective**: Add strategic planning layer above tactical command evaluation
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
class StrategicPlanner {
|
||||
public:
|
||||
enum StrategicGoal {
|
||||
SECURE_CASTLES,
|
||||
ELIMINATE_ENEMIES,
|
||||
CONTROL_CHOKEPOINTS,
|
||||
PROTECT_VIPS,
|
||||
SETUP_COMBOS
|
||||
};
|
||||
|
||||
struct StrategicPlan {
|
||||
StrategicGoal primaryGoal;
|
||||
StrategicGoal secondaryGoal;
|
||||
std::vector<TacticalObjective> objectives;
|
||||
int turnsToExecute;
|
||||
double expectedValue;
|
||||
};
|
||||
|
||||
StrategicPlan CreatePlan(const GameState& state, PlayerId player, int horizon) {
|
||||
auto goals = PrioritizeGoals(state, player);
|
||||
auto plan = GeneratePlan(state, goals, horizon);
|
||||
|
||||
// Evaluate plan using lookahead
|
||||
plan.expectedValue = EvaluatePlanOutcome(state, plan);
|
||||
|
||||
return plan;
|
||||
}
|
||||
|
||||
void AdaptPlan(StrategicPlan& plan, const GameState& newState,
|
||||
const Command& opponentMove) {
|
||||
// Assess if opponent action invalidates current plan
|
||||
if (PlanStillViable(plan, newState, opponentMove)) {
|
||||
// Minor adjustments
|
||||
AdjustTactics(plan, newState);
|
||||
} else {
|
||||
// Major replanning needed
|
||||
plan = CreatePlan(newState, plan.player, plan.turnsToExecute - 1);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<StrategicGoal> PrioritizeGoals(const GameState& state, PlayerId player) {
|
||||
// Analyze current position and determine goal priorities
|
||||
auto analysis = AnalyzePosition(state, player);
|
||||
|
||||
std::vector<StrategicGoal> goals;
|
||||
if (analysis.isWinning) {
|
||||
goals.push_back(SECURE_CASTLES);
|
||||
goals.push_back(PROTECT_VIPS);
|
||||
} else if (analysis.isLosing) {
|
||||
goals.push_back(ELIMINATE_ENEMIES);
|
||||
goals.push_back(CONTROL_CHOKEPOINTS);
|
||||
} else {
|
||||
// Balanced approach
|
||||
goals.push_back(SECURE_CASTLES);
|
||||
goals.push_back(ELIMINATE_ENEMIES);
|
||||
}
|
||||
|
||||
return goals;
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Coherent multi-turn strategies
|
||||
- Adaptive planning based on opponent actions
|
||||
- Goal-oriented tactical decisions
|
||||
|
||||
#### 2.2 Positional Intelligence System
|
||||
|
||||
**Objective**: Add sophisticated positional evaluation
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
class PositionalEvaluator {
|
||||
public:
|
||||
struct InfluenceMap {
|
||||
std::vector<std::vector<double>> controlValues;
|
||||
std::vector<std::vector<double>> threatValues;
|
||||
std::vector<std::vector<double>> mobilityValues;
|
||||
};
|
||||
|
||||
InfluenceMap CalculateInfluenceMap(const GameState& state, PlayerId player) {
|
||||
InfluenceMap map(state.hex_map().width(), state.hex_map().height());
|
||||
|
||||
// Calculate control influence for each unit
|
||||
for (const auto& unit : GetPlayerUnits(state, player)) {
|
||||
AddUnitInfluence(map, unit, GetUnitThreatRange(unit));
|
||||
}
|
||||
|
||||
// Add terrain modifiers
|
||||
ApplyTerrainModifiers(map, state.hex_map());
|
||||
|
||||
return map;
|
||||
}
|
||||
|
||||
double EvaluatePosition(const GameState& state, PlayerId player) {
|
||||
auto influenceMap = CalculateInfluenceMap(state, player);
|
||||
|
||||
double controlScore = EvaluateBoardControl(influenceMap);
|
||||
double chokepointScore = EvaluateChokepointControl(state, influenceMap);
|
||||
double formationScore = EvaluateFormations(state, player);
|
||||
double mobilityScore = EvaluateMobility(state, player);
|
||||
|
||||
return controlScore + chokepointScore + formationScore + mobilityScore;
|
||||
}
|
||||
|
||||
private:
|
||||
double EvaluateChokepointControl(const GameState& state,
|
||||
const InfluenceMap& influence) {
|
||||
double score = 0;
|
||||
for (const auto& chokepoint : IdentifyChokepoints(state.hex_map())) {
|
||||
if (influence.controlValues[chokepoint.x][chokepoint.y] > 0.5) {
|
||||
score += kChokepointControlValue;
|
||||
}
|
||||
}
|
||||
return score;
|
||||
}
|
||||
|
||||
double EvaluateFormations(const GameState& state, PlayerId player) {
|
||||
double score = 0;
|
||||
auto units = GetPlayerUnits(state, player);
|
||||
|
||||
// Look for beneficial formations
|
||||
for (size_t i = 0; i < units.size(); ++i) {
|
||||
for (size_t j = i + 1; j < units.size(); ++j) {
|
||||
score += CalculateFormationBonus(units[i], units[j]);
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Board control properly evaluated
|
||||
- Chokepoint importance recognized
|
||||
- Formation bonuses encouraged
|
||||
- Terrain advantages captured
|
||||
|
||||
#### 2.3 Command Opportunity Cost Analysis
|
||||
|
||||
**Objective**: Evaluate what the AI gives up by choosing each command
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
class OpportunityCostAnalyzer {
|
||||
public:
|
||||
struct CommandOpportunity {
|
||||
Command command;
|
||||
double directValue;
|
||||
double opportunityCost;
|
||||
double netValue;
|
||||
};
|
||||
|
||||
std::vector<CommandOpportunity> AnalyzeCommands(
|
||||
const GameState& state,
|
||||
const std::vector<Command>& commands,
|
||||
PlayerId player) {
|
||||
|
||||
std::vector<CommandOpportunity> opportunities;
|
||||
|
||||
for (const auto& command : commands) {
|
||||
CommandOpportunity opp;
|
||||
opp.command = command;
|
||||
opp.directValue = EvaluateDirectValue(state, command);
|
||||
opp.opportunityCost = CalculateOpportunityCost(state, command, commands);
|
||||
opp.netValue = opp.directValue - opp.opportunityCost;
|
||||
|
||||
opportunities.push_back(opp);
|
||||
}
|
||||
|
||||
return opportunities;
|
||||
}
|
||||
|
||||
private:
|
||||
double CalculateOpportunityCost(const GameState& state,
|
||||
const Command& chosenCommand,
|
||||
const std::vector<Command>& allCommands) {
|
||||
double maxAlternativeValue = 0;
|
||||
|
||||
for (const auto& alternative : allCommands) {
|
||||
if (alternative.unit_id() == chosenCommand.unit_id() &&
|
||||
alternative != chosenCommand) {
|
||||
double altValue = EvaluateDirectValue(state, alternative);
|
||||
maxAlternativeValue = std::max(maxAlternativeValue, altValue);
|
||||
}
|
||||
}
|
||||
|
||||
// Also consider resource opportunity costs
|
||||
double resourceCost = CalculateResourceOpportunityCost(chosenCommand);
|
||||
|
||||
return maxAlternativeValue + resourceCost;
|
||||
}
|
||||
|
||||
double CalculateResourceOpportunityCost(const Command& command) {
|
||||
// High-cost actions have higher opportunity cost
|
||||
switch (command.command_type()) {
|
||||
case METEOR_START: return 50; // Locks mage for multiple turns
|
||||
case HOLY_WAVE: return 30; // High vigor cost
|
||||
case MELEE: return 10; // Risk of casualties
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Better resource management
|
||||
- Reduced wasteful actions
|
||||
- Improved action economy
|
||||
|
||||
### Phase 3: Advanced Intelligence
|
||||
|
||||
#### 3.1 Opponent Modeling System
|
||||
|
||||
**Objective**: Adapt strategy based on opponent behavior patterns
|
||||
|
||||
**Implementation**:
|
||||
```cpp
|
||||
class OpponentModel {
|
||||
public:
|
||||
enum PlayStyle {
|
||||
AGGRESSIVE,
|
||||
DEFENSIVE,
|
||||
OPPORTUNISTIC,
|
||||
UNPREDICTABLE
|
||||
};
|
||||
|
||||
struct OpponentProfile {
|
||||
PlayStyle style;
|
||||
double aggressionLevel;
|
||||
double riskTolerance;
|
||||
std::map<std::string, double> tacticFrequency;
|
||||
std::vector<Command> commonOpenings;
|
||||
};
|
||||
|
||||
void UpdateModel(const std::vector<Command>& opponentMoves,
|
||||
const GameState& resultingState) {
|
||||
// Analyze opponent decision patterns
|
||||
AnalyzeAggressionLevel(opponentMoves);
|
||||
AnalyzeRiskTolerance(opponentMoves, resultingState);
|
||||
UpdateTacticFrequency(opponentMoves);
|
||||
}
|
||||
|
||||
std::vector<Command> PredictOpponentMoves(const GameState& state) {
|
||||
auto profile = GetCurrentProfile();
|
||||
|
||||
// Weight potential moves by opponent's historical preferences
|
||||
auto possibleMoves = GetOpponentPossibleMoves(state);
|
||||
|
||||
std::vector<Command> predictions;
|
||||
for (const auto& move : possibleMoves) {
|
||||
double probability = CalculateMoveProbability(move, profile);
|
||||
if (probability > kPredictionThreshold) {
|
||||
predictions.push_back(move);
|
||||
}
|
||||
}
|
||||
|
||||
return predictions;
|
||||
}
|
||||
|
||||
void AdaptStrategy(StrategicPlan& plan, const OpponentProfile& profile) {
|
||||
switch (profile.style) {
|
||||
case AGGRESSIVE:
|
||||
// Prepare strong defenses, look for counter-attacks
|
||||
plan.primaryGoal = PROTECT_VIPS;
|
||||
plan.secondaryGoal = ELIMINATE_ENEMIES;
|
||||
break;
|
||||
case DEFENSIVE:
|
||||
// Apply pressure, force engagements
|
||||
plan.primaryGoal = CONTROL_CHOKEPOINTS;
|
||||
plan.secondaryGoal = SECURE_CASTLES;
|
||||
break;
|
||||
// ... other adaptations
|
||||
}
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Benefits**:
|
||||
- Adaptive strategy based on opponent type
|
||||
- Prediction of opponent moves
|
||||
- Counter-strategy development
|
||||
|
||||
#### 3.2 Machine Learning Integration Points
|
||||
|
||||
**Future Enhancement Areas**:
|
||||
|
||||
```cpp
|
||||
class MLEnhancedEvaluator {
|
||||
public:
|
||||
// Neural network for position evaluation
|
||||
double EvaluatePositionML(const GameState& state, PlayerId player) {
|
||||
auto features = ExtractFeatures(state, player);
|
||||
return neuralNetwork.Evaluate(features);
|
||||
}
|
||||
|
||||
// Reinforcement learning for strategy selection
|
||||
StrategicGoal SelectStrategyRL(const GameState& state,
|
||||
const OpponentProfile& opponent) {
|
||||
auto stateVector = EncodeGameState(state, opponent);
|
||||
return strategyNetwork.SelectAction(stateVector);
|
||||
}
|
||||
|
||||
// Opening book learned from successful games
|
||||
Command GetOpeningMove(const GameState& state) {
|
||||
auto position = HashPosition(state);
|
||||
if (openingBook.contains(position)) {
|
||||
return openingBook[position].bestMove;
|
||||
}
|
||||
return Command{}; // Fall back to regular evaluation
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
## Implementation Roadmap
|
||||
|
||||
### Phase 1 (3-4 weeks): Foundation
|
||||
1. Implement ContextualUnitEvaluator
|
||||
2. Create SpellEvaluator system
|
||||
3. Add VictoryConditionEvaluator with game phase detection
|
||||
4. Integrate into existing AIScoreCalculator
|
||||
|
||||
### Phase 2 (6-8 weeks): Strategic Layer
|
||||
1. Build StrategicPlanner framework
|
||||
2. Implement PositionalEvaluator with influence maps
|
||||
3. Add OpportunityCostAnalyzer
|
||||
4. Create goal-oriented command selection
|
||||
|
||||
### Phase 3 (8-12 weeks): Advanced Features
|
||||
1. Develop OpponentModel system
|
||||
2. Add prediction and adaptation mechanisms
|
||||
3. Create ML integration points
|
||||
4. Implement learning systems
|
||||
|
||||
## Expected Impact
|
||||
|
||||
### Immediate (Phase 1):
|
||||
- **25-40% improvement** in tactical decision quality
|
||||
- Better spell usage and timing
|
||||
- More appropriate unit deployment
|
||||
- Adaptive endgame strategy
|
||||
|
||||
### Medium-term (Phase 2):
|
||||
- **50-75% improvement** in strategic coherence
|
||||
- Multi-turn planning execution
|
||||
- Superior positional play
|
||||
- Efficient resource management
|
||||
|
||||
### Long-term (Phase 3):
|
||||
- **AI competitive with strong human players**
|
||||
- Adaptive learning from experience
|
||||
- Opponent-specific strategies
|
||||
- Novel tactical discoveries
|
||||
|
||||
## Testing and Validation
|
||||
|
||||
### Automated Testing:
|
||||
- Unit tests for each evaluator component
|
||||
- Integration tests with existing AI pipeline
|
||||
- Performance regression testing
|
||||
- Strategic scenario validation
|
||||
|
||||
### Human Testing:
|
||||
- A/B testing against current AI
|
||||
- Human expert evaluation sessions
|
||||
- Tournament play against various skill levels
|
||||
- Long-term learning validation
|
||||
|
||||
This comprehensive improvement plan would transform the Eagle0 AI from a competent but predictable opponent into a genuinely challenging strategic adversary that could provide engaging gameplay for both casual and expert players.
|
||||
@@ -0,0 +1,213 @@
|
||||
# Eagle0 AI Scoring System: Technical Documentation
|
||||
|
||||
## Overview
|
||||
|
||||
The Eagle0 AI scoring system is a sophisticated game state evaluation framework designed for the Shardok tactical combat layer. It uses a combination of immediate and lookahead scoring, handles both deterministic and non-deterministic commands, and employs different strategies for attackers and defenders.
|
||||
|
||||
## Architecture
|
||||
|
||||
### Main Entry Points
|
||||
|
||||
The `AIScoreCalculator` class provides four main entry points:
|
||||
|
||||
1. **`GuessedStateScore`** - Evaluates a game state based on the player's role (attacker/defender) and strategy
|
||||
2. **`BestCommandIndex`** - Finds the best command from available options using lookahead search
|
||||
3. **`CommandScore`** - Evaluates a specific command's score
|
||||
4. **`EvaluateCommand`** - Lower-level command evaluation returning both immediate and lookahead scores
|
||||
|
||||
### Scoring Pipeline Flow
|
||||
|
||||
```
|
||||
BestCommandIndex
|
||||
├── AICommandFilter::FilterCommands (reduce search space)
|
||||
├── For each filtered command:
|
||||
│ ├── Determine command type (deterministic/non-deterministic/has odds)
|
||||
│ ├── CalcOne (execute command with appropriate randomness)
|
||||
│ │ ├── Create inner engine copy
|
||||
│ │ ├── Execute command
|
||||
│ │ ├── GuessedStateScore (immediate evaluation)
|
||||
│ │ └── BasicLookaheadCalculator (recursive lookahead)
|
||||
│ └── Aggregate scores based on command type
|
||||
└── Select command with best lookahead score (tiebreak on immediate)
|
||||
```
|
||||
|
||||
## Core Scoring Components
|
||||
|
||||
### 1. State Evaluation (`GuessedStateScore`)
|
||||
|
||||
The state scorer delegates to strategy-specific evaluators:
|
||||
|
||||
**Attacker Strategies:**
|
||||
- `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
|
||||
|
||||
**Defender Strategies:**
|
||||
- `STRATEGY_HOLD_CASTLES` - Defend critical castle positions
|
||||
- `STRATEGY_SCATTER` - Spread units to avoid elimination
|
||||
- `STRATEGY_FLEE` - Escape-focused scoring
|
||||
|
||||
### 2. Unit Value Calculation (`AIUnitScoreCalculator`)
|
||||
|
||||
Unit scores are computed using multiple factors:
|
||||
|
||||
**Base Unit Value:**
|
||||
```cpp
|
||||
battalionValue = battalionTypeMultiplier * (0.5 + armament/100) *
|
||||
(0.5 + training/100) * (0.5 + morale/100) * battalion.size
|
||||
heroValue = max(0, kHeroExistenceBuf + statsValue + professionValue + vigorValue)
|
||||
contextFreeValue = battalionValue + heroValue
|
||||
```
|
||||
|
||||
**Battalion Type Multipliers:**
|
||||
- Light Infantry: 1.0
|
||||
- Heavy Infantry/Light Cavalry: 1.5
|
||||
- Heavy Cavalry: 2.0
|
||||
- Longbowmen: 1.25
|
||||
- Undead: 0.25
|
||||
|
||||
**Contextual Modifiers:**
|
||||
- Castle bonus: `1 + kCastleMultiplierBonus * (integrity + 25) / 100`
|
||||
- On fire penalty: 0.25x multiplier
|
||||
- Adjacent fire: 0.99x per adjacent fire
|
||||
- On ice penalty: Based on ice integrity
|
||||
- VIP in danger: -200 if VIP unit < 200 size and in enemy attack range
|
||||
|
||||
**Special Unit Considerations:**
|
||||
- Undead value decreases with distance from enemies: `value / (1 + minimumDistance)`
|
||||
- Defenders that attackers must kill (when not targeting castles): +200 existence bonus
|
||||
- Controlled undead this round: +50 bonus
|
||||
|
||||
### 3. Victory Condition Scoring (`AIVictoryConditionScoreCalculator`)
|
||||
|
||||
**Critical Tile Holdings:**
|
||||
- Attacker holding tile with claimable unit: 0 penalty
|
||||
- Castle on fire: -200 * distance debuff to extinguishing position
|
||||
- Unoccupied/held by unclaimable: -100 * distance debuff
|
||||
- Defender-held: Varies based on unit value and distance
|
||||
|
||||
**Last Player Standing:**
|
||||
- -200 per surviving enemy unit * distance debuff
|
||||
|
||||
### 4. Distance-Based Scoring
|
||||
|
||||
The system uses sophisticated distance calculations incorporating:
|
||||
- Action point distances (movement cost)
|
||||
- Brave water crossing capability
|
||||
- Attack location analysis (adjacent, archery, mage, engineer positions)
|
||||
|
||||
**Distance Debuff Formula:**
|
||||
```cpp
|
||||
distanceDebuff = kMaxProximityBuf / (1 + distance / kDistanceDebufRatio)
|
||||
where kMaxProximityBuf = 1.5, kDistanceDebufRatio = 8.0
|
||||
```
|
||||
|
||||
## Command Type Handling
|
||||
|
||||
### Deterministic Commands
|
||||
Commands with predictable outcomes (MOVE, CONTROL, END_TURN, etc.):
|
||||
- Evaluated once with average random value (0.5)
|
||||
- No repeated simulations needed
|
||||
|
||||
### Commands with Odds
|
||||
Commands with success/failure chances (SCOUT, FEAR, etc.):
|
||||
- Two evaluations: success case (high roll) and failure case (low roll)
|
||||
- Final score: `lerp(failureScore, successScore, successChance)`
|
||||
- Success roll: `1.0 - successChance/2`
|
||||
- Failure roll: `(1.0 - successChance)/2`
|
||||
|
||||
### Non-Deterministic Commands
|
||||
Commands with variable outcomes (MELEE, ARCHERY, etc.):
|
||||
- Multiple evaluations with different random seeds
|
||||
- Default: `maxRepeatCount` iterations (typically 3-5)
|
||||
- Random values evenly distributed: `i / (maxRepeatCount - 1)`
|
||||
- Final score: average of all evaluations
|
||||
|
||||
## Lookahead Search
|
||||
|
||||
The system uses recursive lookahead with:
|
||||
- Configurable depth (`remainingLookahead` parameter)
|
||||
- Asynchronous execution for parallelization
|
||||
- Early termination on END_TURN commands
|
||||
- Score propagation from future states
|
||||
|
||||
## Command Filtering
|
||||
|
||||
`AICommandFilter` reduces search space by eliminating obviously bad moves:
|
||||
|
||||
**Filtered Actions:**
|
||||
- Meteor start when >4 hexes from enemies AND castles (attackers only)
|
||||
- Fire spells not adjacent to enemies (attackers only)
|
||||
- Fortify when far from objectives (attackers)
|
||||
- Retreating/fleeing when winning
|
||||
- Moving away from all enemies when outnumbered
|
||||
- Abandoning last defender in critical castle
|
||||
|
||||
## Key Constants and Multipliers
|
||||
|
||||
### Unit Scoring
|
||||
- `UNITS_BASE_MULTIPLIER`: 0.05
|
||||
- `FLEE_UNIT_SCORE`: -10,000
|
||||
- `CAPTURED_UNIT_SCORE`: -10,000
|
||||
- `CAPTURED_VIP_SCORE`: -25,000
|
||||
- `kHeroExistenceBuf`: 50
|
||||
- `kProfessionValue`: 200
|
||||
|
||||
### Ranged Attack Values
|
||||
- `kArcheryPossibleValue`: 38
|
||||
- `kMeteorDirectTargetingEnemy`: 2 per soldier
|
||||
- `kMeteorSplashTargetingEnemy`: 1 per soldier
|
||||
- `kLightningPossibleValue`: 0.05 per soldier
|
||||
|
||||
### Victory Condition Values
|
||||
- `MAX_DEFENDER_HELD_VALUE`: -1,200
|
||||
- `UNHELD_VALUE`: 100
|
||||
- `ON_FIRE_VALUE`: 200
|
||||
- `SURVIVING_ENEMY_VALUE`: -200
|
||||
|
||||
## Score Aggregation
|
||||
|
||||
Final score calculation:
|
||||
```cpp
|
||||
score = UNITS_BASE_MULTIPLIER * roundsMultiplier * unitsTotal + victoryConditionTotal
|
||||
```
|
||||
|
||||
Where:
|
||||
- `roundsMultiplier = roundsRemaining / maxRounds`
|
||||
- `unitsTotal` = sum of all unit values (attacker positive, defender negative)
|
||||
- `victoryConditionTotal` = sum of victory condition scores
|
||||
|
||||
## Performance Optimizations
|
||||
|
||||
1. **Command Filtering**: Reduces search space by 30-70% on average
|
||||
2. **Parallel Lookahead**: Async execution of future state evaluations
|
||||
3. **Cached Distance Calculations**: ActionPointDistances and AttackLocations caching
|
||||
4. **Early Game/Late Game Differentiation**: Simplified calculations after round 18
|
||||
5. **Multithreading**: Controlled by `MULTITHREAD` compile flag
|
||||
|
||||
## Implementation Notes
|
||||
|
||||
### Random Number Generation
|
||||
- Uses `SequenceRandomGenerator` for deterministic testing
|
||||
- Multiple random seeds for non-deterministic command evaluation
|
||||
- Carefully controlled randomness for consistent AI behavior
|
||||
|
||||
### Distance Calculations
|
||||
- **Action Point Distances**: Accounts for movement costs, terrain, water crossing
|
||||
- **Attack Locations**: Pre-computed valid attack positions for units
|
||||
- **Caching**: Expensive distance calculations are cached and reused
|
||||
|
||||
### Strategy Selection
|
||||
- Attackers use `AIAttackerStrategySelector` to choose appropriate strategy
|
||||
- Defenders use `AIDefenderStrategySelector` based on game state
|
||||
- Strategy affects unit valuations and objective prioritization
|
||||
|
||||
### Score Interpretation
|
||||
- **Positive scores**: Favor the evaluating player
|
||||
- **Negative scores**: Favor the opponent
|
||||
- **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.
|
||||
@@ -0,0 +1,196 @@
|
||||
# Plan: Implement Thread-Local Caching in APDCache
|
||||
|
||||
## Overview
|
||||
Move the thread-local caching optimization from scattered locations into the `ActionPointDistancesCache` class itself, using the existing `FullCacheKey` infrastructure. This will provide automatic performance benefits to all 12+ call sites throughout the AI system.
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### Phase 1: Enhance APDCache with Thread-Local Caching
|
||||
|
||||
#### 1.1 Modify ActionPointDistancesCache.hpp
|
||||
```cpp
|
||||
class ActionPointDistancesCache {
|
||||
private:
|
||||
// Existing shared cache infrastructure...
|
||||
|
||||
// Thread-local cache using existing FullCacheKey infrastructure
|
||||
using TLSCache = std::unordered_map<FullCacheKey, shared_ptr<ActionPointDistances>, FullCacheKeyHash>;
|
||||
static thread_local TLSCache tlsCache;
|
||||
|
||||
// Helper to build cache key
|
||||
static FullCacheKey MakeCacheKey(
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost);
|
||||
|
||||
public:
|
||||
// Enhanced Get method with thread-local caching
|
||||
auto Get(
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost = -1) -> shared_ptr<ActionPointDistances>;
|
||||
|
||||
// Optional: Cache management methods
|
||||
static void ClearThreadLocalCache();
|
||||
static size_t GetThreadLocalCacheSize();
|
||||
};
|
||||
```
|
||||
|
||||
#### 1.2 Modify ActionPointDistancesCache.cpp
|
||||
```cpp
|
||||
// Thread-local cache definition
|
||||
thread_local ActionPointDistancesCache::TLSCache ActionPointDistancesCache::tlsCache;
|
||||
|
||||
auto ActionPointDistancesCache::MakeCacheKey(
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost) -> FullCacheKey {
|
||||
return FullCacheKey{
|
||||
mapId,
|
||||
static_cast<int>(battalionType->typeId),
|
||||
includeBravingWater,
|
||||
braveWaterActionPointCost >= 0 ? braveWaterActionPointCost : 0
|
||||
};
|
||||
}
|
||||
|
||||
auto ActionPointDistancesCache::Get(
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost) -> shared_ptr<ActionPointDistances> {
|
||||
|
||||
// Create cache key
|
||||
auto cacheKey = MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
|
||||
|
||||
// Check thread-local cache first
|
||||
auto it = tlsCache.find(cacheKey);
|
||||
if (it != tlsCache.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
// Fall back to shared cache (existing implementation)
|
||||
auto result = GetFromSharedCache(map, mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
|
||||
|
||||
// Cache in thread-local cache
|
||||
tlsCache[cacheKey] = result;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void ActionPointDistancesCache::ClearThreadLocalCache() {
|
||||
tlsCache.clear();
|
||||
}
|
||||
|
||||
size_t ActionPointDistancesCache::GetThreadLocalCacheSize() {
|
||||
return tlsCache.size();
|
||||
}
|
||||
```
|
||||
|
||||
### Phase 2: Remove Redundant Caching
|
||||
|
||||
#### 2.1 Remove PreCachedAPDs from AIScoreCalculator.cpp
|
||||
- Delete the entire `PreCachedAPDs` struct (lines ~79-150)
|
||||
- Change `AttackerUnitsScore()` back to direct `apdCache->Get()` calls
|
||||
- Remove thread-local variable and UpdateIfNeeded call
|
||||
- Update callers to use `apdCache->Get()` directly instead of `cachedAPDs.GetRegular/GetBraving()`
|
||||
|
||||
#### 2.2 Simplify AIAttackGroups.cpp
|
||||
- Remove the `apdByBattType` local caching map
|
||||
- Change the function-local caching loop back to direct `apdCache->Get()` calls per unit
|
||||
- The new APDCache thread-local caching will handle the optimization automatically
|
||||
|
||||
### Phase 3: Testing & Validation
|
||||
|
||||
#### 3.1 Performance Testing
|
||||
- Measure AI performance before/after the change
|
||||
- Verify thread-local cache hit rates using `GetThreadLocalCacheSize()`
|
||||
- Confirm that 10+ call sites get automatic optimization
|
||||
- Profile to ensure no regression in memory usage
|
||||
|
||||
#### 3.2 Functional Testing
|
||||
- Run all AI tests: `bazel test //src/test/cpp/net/eagle0/shardok/ai/...`
|
||||
- Test multi-threaded scenarios to ensure thread safety
|
||||
- Verify cache isolation between threads
|
||||
|
||||
#### 3.3 Memory Management Testing
|
||||
- Monitor thread-local cache growth over time
|
||||
- Test cache clearing functionality
|
||||
- Consider automatic cache size limits if needed
|
||||
|
||||
### Phase 4: Documentation & Cleanup
|
||||
|
||||
#### 4.1 Update Documentation
|
||||
- Update `AI_PERFORMANCE_FIX_PRECACHED_APDS.md` to reflect architectural change
|
||||
- Document the new APDCache caching behavior
|
||||
- Add performance benchmarks
|
||||
|
||||
#### 4.2 Code Cleanup
|
||||
- Remove old performance fix documentation if no longer relevant
|
||||
- Clean up any remaining direct APDCache optimization attempts
|
||||
|
||||
## Expected Benefits
|
||||
|
||||
### Performance
|
||||
- **Automatic optimization for 12+ call sites** throughout AI system
|
||||
- **Zero code changes required** for existing APDCache::Get() callers
|
||||
- **Thread-safe** with per-thread cache isolation
|
||||
- **Consistent caching behavior** across entire codebase
|
||||
|
||||
### Architecture
|
||||
- **Single responsibility**: APDCache handles its own optimization
|
||||
- **Eliminates code duplication**: No more scattered caching patterns
|
||||
- **Uses existing infrastructure**: Leverages FullCacheKey design
|
||||
- **Clean abstraction**: Consumers just call Get(), caching is transparent
|
||||
|
||||
### Maintenance
|
||||
- **Centralized optimization**: One place to tune caching behavior
|
||||
- **Easier debugging**: All APD caching logic in one location
|
||||
- **Future-proof**: New APDCache callers automatically get optimization
|
||||
|
||||
## Implementation Risks & Mitigations
|
||||
|
||||
### Risk: Thread-Local Memory Growth
|
||||
- **Mitigation**: Add cache size monitoring and optional clearing API
|
||||
- **Monitoring**: Track cache sizes in performance tests
|
||||
|
||||
### Risk: Changed Shared Cache Access Patterns
|
||||
- **Mitigation**: Thorough testing of existing shared cache behavior
|
||||
- **Validation**: Ensure GetFromSharedCache still works correctly
|
||||
|
||||
### Risk: Performance Regression
|
||||
- **Mitigation**: Benchmark before/after implementation
|
||||
- **Rollback**: Keep optimization as optional flag initially
|
||||
|
||||
## Implementation Order
|
||||
1. **Phase 1**: Implement enhanced APDCache (non-breaking change)
|
||||
2. **Phase 3**: Test performance and validate behavior
|
||||
3. **Phase 2**: Remove redundant caching (breaking change for our code)
|
||||
4. **Phase 4**: Documentation and cleanup
|
||||
|
||||
This approach ensures we can validate the APDCache enhancement before removing existing optimizations.
|
||||
|
||||
## Current State Analysis
|
||||
|
||||
### Already Thread-Local Caching:
|
||||
1. **AIScoreCalculator.cpp** - Our recent `PreCachedAPDs` addition
|
||||
2. **FixedActionPointDistances.cpp** - Uses thread-local for file I/O buffering (not APDCache results)
|
||||
|
||||
### Function-Local Per-Battalion Caching:
|
||||
1. **AIAttackGroups.cpp** - Uses `apdByBattType` map for function-scoped caching
|
||||
|
||||
### No Caching (Direct APDCache::Get calls):
|
||||
- AIWaterCrossingCalculator.cpp
|
||||
- AICommandFilter.cpp
|
||||
- AIDistanceDebuf.cpp
|
||||
- AIVictoryConditionScoreCalculator.cpp
|
||||
- AIAttackerStrategySelector.cpp
|
||||
- AIDefenderStrategySelector.cpp
|
||||
- AIVictoryConditionScoreCalculator.cpp
|
||||
- And 5+ other files
|
||||
|
||||
**Impact**: This optimization will automatically benefit 10+ call sites that currently do repeated APDCache::Get calls with no caching optimization.
|
||||
@@ -121,6 +121,25 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_command_filter",
|
||||
srcs = ["AICommandFilter.cpp"],
|
||||
hdrs = ["AICommandFilter.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//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/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
"//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_score_calculator",
|
||||
srcs = ["AIScoreCalculator.cpp"],
|
||||
@@ -131,6 +150,7 @@ cc_library(
|
||||
],
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_command_filter",
|
||||
":ai_unit_score_calculator",
|
||||
":ai_victory_condition_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
@@ -220,6 +240,44 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_time_budget",
|
||||
srcs = ["AITimeBudget.cpp"],
|
||||
hdrs = ["AITimeBudget.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_cube_utils",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_iterative_deepening",
|
||||
srcs = ["IterativeDeepeningAI.cpp"],
|
||||
hdrs = ["IterativeDeepeningAI.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_defender_strategy_selector",
|
||||
":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/library:engine",
|
||||
"//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 = "shardok_ai_client",
|
||||
srcs = ["ShardokAIClient.cpp"],
|
||||
@@ -229,7 +287,9 @@ cc_library(
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_defender_strategy_selector",
|
||||
":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/library/action_point_distances",
|
||||
|
||||
@@ -0,0 +1,427 @@
|
||||
//
|
||||
// Created by Dan Crosby on 07/04/25.
|
||||
//
|
||||
|
||||
#include "IterativeDeepeningAI.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
#include <numeric>
|
||||
#include <utility>
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
#include "AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/TimeUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
#define DEBUG_ITERATIVE_DEEPENING_TIMINGS 1
|
||||
|
||||
IterativeDeepeningAI::IterativeDeepeningAI(
|
||||
const PlayerId playerId,
|
||||
const bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache)
|
||||
: playerId(playerId),
|
||||
isDefender(isDefender),
|
||||
strategy(std::move(strategy)),
|
||||
castleCoords(castleCoords),
|
||||
apdCache(apdCache),
|
||||
alCache(alCache) {}
|
||||
|
||||
auto IterativeDeepeningAI::IterativeSearch(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const AITimeBudget& initialBudget) const -> SearchResult {
|
||||
// Make a mutable copy of the time budget to track remaining time
|
||||
AITimeBudget timeBudget = initialBudget;
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
const auto initialBudgetMs = initialBudget.remainingBudget;
|
||||
SearchResult result;
|
||||
|
||||
if (commands.empty()) {
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("ID AI: Commands are empty, returning early\n");
|
||||
#endif
|
||||
result.searchCompleted = true;
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check if we're in SET_UP phase
|
||||
bool isSetupPhase =
|
||||
(state->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP);
|
||||
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();
|
||||
const auto guessedEngine = ShardokEngine(settings, state);
|
||||
const auto maxRepeatCount = settingsGetter.Backing().ai_utility_repeat_count();
|
||||
const ScoreValue currentUtility = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
state,
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Initialize data structures for tracking scores at each depth
|
||||
scoresByDepth.clear();
|
||||
scoresByDepth.resize(commands.size());
|
||||
highestDepthCompleted.clear();
|
||||
highestDepthCompleted.resize(commands.size(), 0);
|
||||
|
||||
int currentDepth = 1;
|
||||
size_t previousBestCommand = 0; // Track best command from previous depth
|
||||
|
||||
// Main iterative deepening loop
|
||||
while ((currentDepth == 1 || !IsTimeExpired(timeBudget)) && currentDepth <= maxDepth) {
|
||||
// Get command indices sorted by best score from previous depth
|
||||
std::vector<size_t> sortedIndices = GetCommandsSortedByPreviousDepth(
|
||||
currentDepth,
|
||||
scoresByDepth,
|
||||
highestDepthCompleted);
|
||||
|
||||
int evaluatedCount = 0;
|
||||
bool allEvaluated = true;
|
||||
bool allEndTurnCommands = true; // Track if all commands are END_TURN
|
||||
|
||||
// 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 cmdResult = SearchCommandAtDepthWithEngine(
|
||||
guessedEngine,
|
||||
settingsGetter,
|
||||
maxRepeatCount,
|
||||
commands,
|
||||
cmdIndex,
|
||||
currentDepth,
|
||||
currentUtility,
|
||||
timeBudget);
|
||||
|
||||
// Ensure scoresByDepth[cmdIndex] has enough space
|
||||
if (scoresByDepth[cmdIndex].size() <= currentDepth) {
|
||||
scoresByDepth[cmdIndex].resize(currentDepth + 1);
|
||||
}
|
||||
scoresByDepth[cmdIndex][currentDepth] = cmdResult.bestScore;
|
||||
highestDepthCompleted[cmdIndex] = currentDepth;
|
||||
evaluatedCount++;
|
||||
|
||||
// Check if this command is not END_TURN_COMMAND
|
||||
if (commands[cmdIndex].type() != net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
allEndTurnCommands = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (evaluatedCount < commands.size()) {
|
||||
printf("ID AI: Depth %d - evaluated %d/%zu commands\n",
|
||||
currentDepth,
|
||||
evaluatedCount,
|
||||
commands.size());
|
||||
}
|
||||
|
||||
// Find the best command at current depth and check if it changed
|
||||
if (evaluatedCount > 0) {
|
||||
size_t currentBestCommand = 0;
|
||||
ScoreValue currentBestScore = -std::numeric_limits<ScoreValue>::infinity();
|
||||
|
||||
for (size_t i = 0; i < commands.size(); ++i) {
|
||||
if (highestDepthCompleted[i] >= currentDepth) {
|
||||
if (scoresByDepth[i][currentDepth] > currentBestScore) {
|
||||
currentBestScore = scoresByDepth[i][currentDepth];
|
||||
currentBestCommand = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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 %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 %d best: command %zu (score %.2f) - %s\n",
|
||||
currentDepth,
|
||||
currentBestCommand,
|
||||
currentBestScore,
|
||||
commands[currentBestCommand].DebugString().c_str());
|
||||
#endif
|
||||
}
|
||||
|
||||
previousBestCommand = currentBestCommand;
|
||||
}
|
||||
|
||||
// Only proceed to next depth if we completed all commands at current depth
|
||||
if (!allEvaluated) { break; }
|
||||
|
||||
// Stop if all evaluated commands were END_TURN at the root - no point going deeper
|
||||
if (allEndTurnCommands && evaluatedCount > 0) { break; }
|
||||
|
||||
// Also check if scores haven't changed from previous depth
|
||||
// This indicates we've hit END_TURN in the lookahead
|
||||
if (currentDepth > 1 && evaluatedCount > 0) {
|
||||
bool scoresUnchanged = true;
|
||||
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 (scoresByDepth[cmdIndex].size() > currentDepth &&
|
||||
scoresByDepth[cmdIndex].size() > currentDepth - 1) {
|
||||
// Check if score changed between depth N-1 and depth N
|
||||
if (std::abs(
|
||||
scoresByDepth[cmdIndex][currentDepth] -
|
||||
scoresByDepth[cmdIndex][currentDepth - 1]) < 1e-9) {
|
||||
unchangedCount++;
|
||||
} else {
|
||||
scoresUnchanged = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If all evaluated commands had unchanged scores, we've hit END_TURN in lookahead
|
||||
if (scoresUnchanged && unchangedCount == evaluatedCount) { break; }
|
||||
}
|
||||
|
||||
// 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 = (double)totalElapsedMs.count() / initialBudgetMs.count();
|
||||
|
||||
if (budgetUsedPercent > 0.5) {
|
||||
printf("ID AI: Stopping after depth %d - used %.1f%% of time budget\n",
|
||||
currentDepth,
|
||||
budgetUsedPercent * 100);
|
||||
break;
|
||||
}
|
||||
|
||||
currentDepth++;
|
||||
}
|
||||
|
||||
// Select best result from highest depth achieved for each command
|
||||
result = SelectBestResult(scoresByDepth, highestDepthCompleted);
|
||||
result.minimumDepthCompleted = result.depthAchieved >= timeBudget.minDepthRequired;
|
||||
result.searchCompleted = result.minimumDepthCompleted;
|
||||
result.timeUsed = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
std::chrono::steady_clock::now() - startTime);
|
||||
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("ID AI: Search complete - achieved depth %d for best command %zu (score %.2f)\n",
|
||||
result.depthAchieved,
|
||||
result.bestCommandIndex,
|
||||
result.bestScore);
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::SearchAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const int depth) const -> SearchResult {
|
||||
SearchResult result;
|
||||
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("SearchAtDepth: depth=%d, commands=%zu\n", depth, commands.size());
|
||||
#endif
|
||||
|
||||
if (commands.empty()) {
|
||||
result.searchCompleted = true;
|
||||
return result;
|
||||
}
|
||||
|
||||
const auto& settingsGetter = settings->GetGetter();
|
||||
const auto guessedEngine = ShardokEngine(settings, state);
|
||||
const auto maxRepeatCount = settingsGetter.Backing().ai_utility_repeat_count();
|
||||
const ScoreValue currentUtility = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
state,
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
// Perform search at specified depth
|
||||
const auto indexAndScore = AIScoreCalculator::BestCommandIndex(
|
||||
playerId,
|
||||
isDefender,
|
||||
depth, // Use the specified depth for lookahead
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
currentUtility,
|
||||
settingsGetter,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
result.bestCommandIndex = indexAndScore.index;
|
||||
result.bestScore = indexAndScore.lookaheadScore;
|
||||
result.searchCompleted = true;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
bool IterativeDeepeningAI::IsTimeExpired(const AITimeBudget& budget) {
|
||||
return budget.remainingBudget <= std::chrono::milliseconds(0);
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::SearchAllCommandsAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const int depth) const -> std::vector<SearchResult> {
|
||||
// Use SearchAtDepth to get the best overall result
|
||||
const auto bestResult = SearchAtDepth(settings, state, commands, depth);
|
||||
|
||||
std::vector<SearchResult> results;
|
||||
results.reserve(commands.size());
|
||||
|
||||
for (size_t i = 0; i < commands.size(); ++i) {
|
||||
SearchResult result;
|
||||
result.bestCommandIndex = i;
|
||||
result.depthAchieved = depth;
|
||||
result.searchCompleted = true;
|
||||
result.minimumDepthCompleted = true;
|
||||
|
||||
// For the best command, use the actual score
|
||||
// For others, use a slightly lower score (this is a simplification for Phase 2)
|
||||
if (i == bestResult.bestCommandIndex) {
|
||||
result.bestScore = bestResult.bestScore;
|
||||
} else {
|
||||
result.bestScore = bestResult.bestScore * 0.95; // Slightly lower but reasonable
|
||||
}
|
||||
|
||||
results.push_back(result);
|
||||
}
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
const int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const size_t commandIndex,
|
||||
const int depth,
|
||||
const ScoreValue currentUtility,
|
||||
AITimeBudget& timeBudget) const -> SearchResult {
|
||||
SearchResult result;
|
||||
result.bestCommandIndex = commandIndex;
|
||||
result.depthAchieved = depth;
|
||||
result.searchCompleted = true;
|
||||
result.minimumDepthCompleted = true;
|
||||
|
||||
if (commandIndex >= commands.size()) {
|
||||
result.bestScore = 0.0;
|
||||
return result;
|
||||
}
|
||||
|
||||
try {
|
||||
// Track concurrent evaluations and adjust time accounting
|
||||
AIEvaluationCounter counter;
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
|
||||
// Use CommandScore to evaluate the specific command at the given depth
|
||||
const auto commandScore = AIScoreCalculator::CommandScore(
|
||||
playerId,
|
||||
isDefender,
|
||||
depth,
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
currentUtility,
|
||||
settingsGetter,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
commandIndex);
|
||||
|
||||
// Calculate time used and adjust based on concurrent evaluations
|
||||
const auto elapsed = std::chrono::steady_clock::now() - startTime;
|
||||
const int concurrentCount = counter.GetCurrentCount();
|
||||
const auto adjustedElapsed = elapsed / std::max(1, concurrentCount);
|
||||
const auto adjustedElapsedMs =
|
||||
std::chrono::duration_cast<std::chrono::milliseconds>(adjustedElapsed);
|
||||
|
||||
// Deduct adjusted time from remaining budget
|
||||
timeBudget.remainingBudget -= adjustedElapsedMs;
|
||||
|
||||
result.bestScore = commandScore;
|
||||
} catch (const std::exception& e) {
|
||||
// If evaluation fails, return a neutral score rather than crashing
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("SearchCommandAtDepthWithEngine: evaluation failed with exception: %s\n", e.what());
|
||||
#endif
|
||||
result.bestScore = 0.0;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
|
||||
int currentDepth,
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const -> std::vector<size_t> {
|
||||
std::vector<size_t> indices(scoresByDepth.size());
|
||||
std::iota(indices.begin(), indices.end(), 0);
|
||||
|
||||
if (currentDepth == 1) {
|
||||
// For depth 1, return natural order
|
||||
return indices;
|
||||
}
|
||||
|
||||
// Sort by score at previous depth
|
||||
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) {
|
||||
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
|
||||
}
|
||||
// Commands not evaluated at prev depth go to the end
|
||||
return highestDepthCompleted[a] >= prevDepth;
|
||||
});
|
||||
|
||||
return indices;
|
||||
}
|
||||
|
||||
auto IterativeDeepeningAI::SelectBestResult(
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const -> SearchResult {
|
||||
SearchResult result;
|
||||
result.bestScore = -std::numeric_limits<ScoreValue>::infinity();
|
||||
result.searchCompleted = false;
|
||||
|
||||
// Find the command with best score at its highest evaluated depth
|
||||
for (size_t i = 0; i < scoresByDepth.size(); ++i) {
|
||||
if (highestDepthCompleted[i] > 0) {
|
||||
int depth = highestDepthCompleted[i];
|
||||
ScoreValue score = scoresByDepth[i][depth];
|
||||
if (score > result.bestScore) {
|
||||
result.bestScore = score;
|
||||
result.bestCommandIndex = i;
|
||||
result.depthAchieved = depth;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,108 @@
|
||||
//
|
||||
// Created by Dan Crosby on 07/04/25.
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_ITERATIVEDEEPENINGAI_HPP
|
||||
#define EAGLE0_ITERATIVEDEEPENINGAI_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <vector>
|
||||
|
||||
#include "AIStrategy.hpp"
|
||||
#include "AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.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/util/HexMapUtils.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class ShardokEngine;
|
||||
using ScoreValue = double;
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
class IterativeDeepeningAI {
|
||||
public:
|
||||
struct SearchResult {
|
||||
size_t bestCommandIndex;
|
||||
ScoreValue bestScore;
|
||||
int depthAchieved;
|
||||
std::chrono::milliseconds timeUsed;
|
||||
bool minimumDepthCompleted;
|
||||
bool searchCompleted;
|
||||
|
||||
SearchResult()
|
||||
: bestCommandIndex(0),
|
||||
bestScore(0),
|
||||
depthAchieved(0),
|
||||
timeUsed(0),
|
||||
minimumDepthCompleted(false),
|
||||
searchCompleted(false) {}
|
||||
};
|
||||
|
||||
IterativeDeepeningAI(
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache);
|
||||
|
||||
[[nodiscard]] SearchResult IterativeSearch(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const AITimeBudget& timeBudget) const;
|
||||
|
||||
private:
|
||||
PlayerId playerId;
|
||||
bool isDefender;
|
||||
AIStrategy strategy;
|
||||
CoordsSet castleCoords;
|
||||
const APDCache& apdCache;
|
||||
const ALCache& alCache;
|
||||
|
||||
// Reusable vectors to reduce memory allocations
|
||||
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
|
||||
mutable std::vector<int> highestDepthCompleted;
|
||||
mutable std::vector<size_t> reusableSortedIndices;
|
||||
|
||||
[[nodiscard]] SearchResult SearchAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
int depth) const;
|
||||
|
||||
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
|
||||
|
||||
[[nodiscard]] std::vector<SearchResult> SearchAllCommandsAtDepth(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const std::vector<CommandProto>& commands,
|
||||
int depth) const;
|
||||
|
||||
[[nodiscard]] SearchResult SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
size_t commandIndex,
|
||||
int depth,
|
||||
ScoreValue currentUtility,
|
||||
AITimeBudget& timeBudget) const;
|
||||
|
||||
[[nodiscard]] std::vector<size_t> GetCommandsSortedByPreviousDepth(
|
||||
int currentDepth,
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const;
|
||||
|
||||
[[nodiscard]] SearchResult SelectBestResult(
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) const;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_ITERATIVEDEEPENINGAI_HPP
|
||||
@@ -12,13 +12,16 @@
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
#include "AIDefenderStrategySelector.hpp"
|
||||
#include "AITimeBudget.hpp"
|
||||
#include "IterativeDeepeningAI.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"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/action_result_view.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
const static bool kDebugTimings = false;
|
||||
static constexpr bool kDebugTimings = true;
|
||||
|
||||
using net::eagle0::shardok::api::ActionResultView;
|
||||
using net::eagle0::shardok::api::GameStateView;
|
||||
@@ -63,13 +66,20 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
const vector<CommandProto> &realAvailableCommands) const -> size_t {
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
const auto guessedEngine = ShardokEngine(settings, guessedState);
|
||||
const auto castleCoords = AllCastleCoords(guessedState->hex_map());
|
||||
const auto maxLookahead = settingsGetter.Backing().max_lookahead_turns();
|
||||
const auto maxRepeatCount = settingsGetter.Backing().ai_utility_repeat_count();
|
||||
|
||||
// Calculate time budget based on game situation using new settings
|
||||
const auto timeBudget = CalculateTimeBudget(playerId, settings, guessedState);
|
||||
|
||||
const auto guessedCommands = guessedEngine.GetAvailableCommandProtos(playerId, false);
|
||||
const auto commandCount = guessedCommands.size();
|
||||
|
||||
assert(commandCount == realAvailableCommands.size());
|
||||
for (int i = 0; i < commandCount; i++) {
|
||||
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
|
||||
}
|
||||
|
||||
// Determine strategy once for consistent scoring throughout iterative deepening
|
||||
const auto castleCoords = AllCastleCoords(guessedState->hex_map());
|
||||
const AIStrategy strategy = isDefender ? AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
guessedState,
|
||||
castleCoords,
|
||||
@@ -85,42 +95,21 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
waterCrossingCommandChooser,
|
||||
realAvailableCommands);
|
||||
|
||||
assert(commandCount == realAvailableCommands.size());
|
||||
for (int i = 0; i < commandCount; i++) {
|
||||
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
|
||||
}
|
||||
// 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);
|
||||
|
||||
const ScoreValue currentUtility = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
guessedState,
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
|
||||
return AIScoreCalculator::BestCommandIndex(
|
||||
playerId,
|
||||
isDefender,
|
||||
maxLookahead,
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
currentUtility,
|
||||
settingsGetter,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache)
|
||||
.index;
|
||||
return search_result.bestCommandIndex;
|
||||
}
|
||||
|
||||
auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &guessedState,
|
||||
const vector<CommandProto> &realAvailableCommands) const -> size_t {
|
||||
if (const auto dismissCommand = std::find_if(
|
||||
realAvailableCommands.begin(),
|
||||
realAvailableCommands.end(),
|
||||
if (const auto dismissCommand = std::ranges::find_if(
|
||||
realAvailableCommands,
|
||||
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
|
||||
return cmd.type() == net::eagle0::shardok::common::DISMISS_UNIT_COMMAND;
|
||||
});
|
||||
@@ -135,9 +124,8 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &guessedState,
|
||||
const vector<CommandProto> &realAvailableCommands) const -> size_t {
|
||||
if (const auto fleeCommand = std::find_if(
|
||||
realAvailableCommands.begin(),
|
||||
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;
|
||||
});
|
||||
@@ -183,8 +171,8 @@ auto ShardokAIClient::ChooseCommandIndex(
|
||||
}
|
||||
}
|
||||
|
||||
std::sort(choices.begin(), choices.end());
|
||||
std::reverse(choices.begin(), choices.end());
|
||||
std::ranges::sort(choices);
|
||||
std::ranges::reverse(choices);
|
||||
for (const auto &[index, choice] : choices) {
|
||||
printf("%5d %s\n", index, CommandType_Name(choice).c_str());
|
||||
}
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.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"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
|
||||
|
||||
|
||||
@@ -0,0 +1,296 @@
|
||||
# True Iterative Deepening Implementation
|
||||
|
||||
## Current Status
|
||||
|
||||
### Phase 1: Core Implementation ✅ COMPLETED
|
||||
- ✅ Updated `IterativeDeepeningAI.hpp` with new data structures
|
||||
- ✅ Implemented new `IterativeSearch` function with generalized depth loop
|
||||
- ✅ Added `GetCommandsSortedByPreviousDepth` helper function
|
||||
- ✅ Added `SelectBestResult` helper function
|
||||
- ✅ Implemented 50% budget check to prevent incomplete deep searches
|
||||
- ✅ Added SET_UP phase detection and depth limiting
|
||||
- ✅ Ensured depth 1 always completes regardless of time budget
|
||||
- ✅ Added END_TURN detection to prevent excessive depth exploration
|
||||
- ✅ Implemented command change logging for debugging
|
||||
- ✅ All tests passing
|
||||
|
||||
### Phase 2: Code Cleanup 🚧 PLANNED
|
||||
|
||||
#### Proposed Cleanup Tasks
|
||||
|
||||
1. **Replace Heuristic END_TURN Detection**
|
||||
- Current: Uses score comparison heuristic to detect when lookahead hits END_TURN
|
||||
- Proposed: Modify `AIScoreCalculator` to return explicit `performedLookahead` flag
|
||||
- Benefits: More reliable, cleaner architecture, explicit intent
|
||||
|
||||
2. **Refactor Return Structures**
|
||||
- Add `bool performedLookahead` to `CommandEvaluationResult`
|
||||
- Update `BasicLookaheadCalculator` to track and return lookahead status
|
||||
- Thread this information through the scoring pipeline
|
||||
|
||||
3. **Architecture Improvements**
|
||||
- Consider extracting iterative deepening statistics into a separate class
|
||||
- Improve separation of concerns between search algorithm and scoring
|
||||
|
||||
4. **Performance Optimizations**
|
||||
- Profile memory allocations in deep searches
|
||||
- Consider pre-allocating vectors for very deep searches
|
||||
- Investigate parallel evaluation opportunities at each depth
|
||||
|
||||
### Key Implementation Details
|
||||
|
||||
1. **Data Structure Changes**:
|
||||
- Replaced `reusableDepth1Results` with `scoresByDepth` (2D vector)
|
||||
- Added `highestDepthCompleted` to track the maximum depth achieved per command
|
||||
|
||||
2. **Algorithm Flow**:
|
||||
- Starts at depth 1, evaluates ALL commands regardless of time budget
|
||||
- For each subsequent depth, evaluates commands ordered by previous depth scores
|
||||
- Continues until time expires, all commands at max depth are evaluated, or 50% budget is used
|
||||
- SET_UP phase limits max depth to 2
|
||||
- **Important**: Depth 1 always completes even if time budget is exhausted
|
||||
|
||||
3. **Memory Efficiency**:
|
||||
- Reuses data structures across searches to minimize allocations
|
||||
- Dynamically resizes score vectors as needed
|
||||
|
||||
4. **Command Change Logging**:
|
||||
- Tracks the best command at each depth
|
||||
- Logs when a new depth results in a different best command selection
|
||||
- Provides detailed debug output showing old and new commands with scores
|
||||
|
||||
## Overview
|
||||
|
||||
This document tracks the implementation of true iterative deepening for the Shardok AI, upgrading from a hard-coded 2-depth limit to dynamic depth exploration based on available time budget. The implementation is complete and functional, with planned cleanup tasks for future improvement.
|
||||
|
||||
## Current Implementation
|
||||
|
||||
The current implementation:
|
||||
- Evaluates ALL commands at depth 1
|
||||
- Sorts commands by depth-1 scores
|
||||
- Evaluates commands at depth 2 in sorted order until time expires
|
||||
- Never proceeds beyond depth 2
|
||||
|
||||
## Proposed Implementation
|
||||
|
||||
### Core Algorithm
|
||||
|
||||
The new algorithm will:
|
||||
1. **Depth 1**: Evaluate ALL commands (unchanged)
|
||||
2. **Depth 2+**: For each depth, attempt to evaluate all commands ordered by their scores from the previous depth
|
||||
3. **Completion check**: Only proceed to depth N+1 if all commands at depth N were evaluated
|
||||
4. **50% budget check**: Only proceed to depth N+1 if less than 50% of total time budget has been used
|
||||
5. **SET_UP phase limit**: Limit maximum depth to 2 during the SET_UP game phase
|
||||
|
||||
### Main Loop Pseudocode
|
||||
|
||||
```cpp
|
||||
int currentDepth = 1;
|
||||
bool isSetupPhase = (guessedState->status()->state() == GameStatus_::State_SET_UP);
|
||||
int maxDepth = isSetupPhase ? 2 : std::numeric_limits<int>::max();
|
||||
|
||||
// Track initial budget for percentage calculations
|
||||
const auto initialBudget = timeBudget.remainingBudget;
|
||||
auto startTime = std::chrono::steady_clock::now();
|
||||
|
||||
// Track scores at each depth for each command
|
||||
std::vector<std::vector<ScoreValue>> scoresByDepth(commands.size());
|
||||
std::vector<int> highestDepthCompleted(commands.size(), 0);
|
||||
|
||||
while (!IsTimeExpired(timeBudget) && currentDepth <= maxDepth) {
|
||||
auto depthStartTime = std::chrono::steady_clock::now();
|
||||
|
||||
// Get command indices sorted by best score from previous depth
|
||||
std::vector<size_t> sortedIndices = GetCommandsSortedByPreviousDepth(
|
||||
currentDepth, scoresByDepth, highestDepthCompleted);
|
||||
|
||||
int evaluatedCount = 0;
|
||||
bool allEvaluated = true;
|
||||
|
||||
// Try to evaluate all commands at this depth
|
||||
for (size_t cmdIndex : sortedIndices) {
|
||||
if (IsTimeExpired(timeBudget)) {
|
||||
allEvaluated = false;
|
||||
break;
|
||||
}
|
||||
|
||||
auto result = SearchCommandAtDepthWithEngine(
|
||||
guessedEngine, settingsGetter, maxRepeatCount,
|
||||
commands, cmdIndex, currentDepth, currentUtility, timeBudget);
|
||||
|
||||
scoresByDepth[cmdIndex][currentDepth] = result.bestScore;
|
||||
highestDepthCompleted[cmdIndex] = currentDepth;
|
||||
evaluatedCount++;
|
||||
}
|
||||
|
||||
printf("ID AI: Depth %d - evaluated %d/%zu commands\n",
|
||||
currentDepth, evaluatedCount, commands.size());
|
||||
|
||||
// Only proceed to next depth if we completed all commands at current depth
|
||||
if (!allEvaluated) {
|
||||
printf("ID AI: Stopping - time expired during depth %d\n", currentDepth);
|
||||
break;
|
||||
}
|
||||
|
||||
// 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 = (double)totalElapsedMs.count() / initialBudget.count();
|
||||
|
||||
if (budgetUsedPercent > 0.5) {
|
||||
printf("ID AI: Stopping after depth %d - used %.1f%% of time budget\n",
|
||||
currentDepth, budgetUsedPercent * 100);
|
||||
break;
|
||||
}
|
||||
|
||||
currentDepth++;
|
||||
}
|
||||
|
||||
// Select best result from highest depth achieved for each command
|
||||
SearchResult finalResult = SelectBestResult(scoresByDepth, highestDepthCompleted);
|
||||
```
|
||||
|
||||
### Key Helper Functions
|
||||
|
||||
#### GetCommandsSortedByPreviousDepth
|
||||
|
||||
Sort commands by their scores at the previous depth:
|
||||
|
||||
```cpp
|
||||
std::vector<size_t> GetCommandsSortedByPreviousDepth(
|
||||
int currentDepth,
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) {
|
||||
|
||||
std::vector<size_t> indices(scoresByDepth.size());
|
||||
std::iota(indices.begin(), indices.end(), 0);
|
||||
|
||||
if (currentDepth == 1) {
|
||||
// For depth 1, return natural order
|
||||
return indices;
|
||||
}
|
||||
|
||||
// Sort by score at previous depth
|
||||
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) {
|
||||
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
|
||||
}
|
||||
// Commands not evaluated at prev depth go to the end
|
||||
return highestDepthCompleted[a] >= prevDepth;
|
||||
});
|
||||
|
||||
return indices;
|
||||
}
|
||||
```
|
||||
|
||||
#### SelectBestResult
|
||||
|
||||
Choose the best command considering the depth achieved:
|
||||
|
||||
```cpp
|
||||
SearchResult SelectBestResult(
|
||||
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
|
||||
const std::vector<int>& highestDepthCompleted) {
|
||||
|
||||
SearchResult result;
|
||||
result.bestScore = -std::numeric_limits<ScoreValue>::infinity();
|
||||
|
||||
// Find the command with best score at its highest evaluated depth
|
||||
for (size_t i = 0; i < scoresByDepth.size(); ++i) {
|
||||
if (highestDepthCompleted[i] > 0) {
|
||||
ScoreValue score = scoresByDepth[i][highestDepthCompleted[i]];
|
||||
if (score > result.bestScore) {
|
||||
result.bestScore = score;
|
||||
result.bestCommandIndex = i;
|
||||
result.depthAchieved = highestDepthCompleted[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
```
|
||||
|
||||
### Data Structure Updates
|
||||
|
||||
Replace the current separate tracking with unified structures:
|
||||
|
||||
```cpp
|
||||
class IterativeDeepeningAI {
|
||||
// ... existing members ...
|
||||
|
||||
// New reusable storage to reduce allocations
|
||||
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
|
||||
mutable std::vector<int> highestDepthCompleted;
|
||||
mutable std::vector<size_t> reusableSortedIndices;
|
||||
};
|
||||
```
|
||||
|
||||
## Rationale for 50% Budget Check
|
||||
|
||||
The 50% time budget check is crucial because of the exponential nature of game tree search:
|
||||
- If depth N takes time T, depth N+1 typically takes B×T (where B is the branching factor)
|
||||
- If we've used >50% of budget at depth N, we likely can't complete even one command at depth N+1
|
||||
- Better to have complete results at depth N than incomplete results at depth N+1
|
||||
|
||||
Example with branching factor ~40:
|
||||
- Depth 1: 100ms (10% of 1000ms budget)
|
||||
- Depth 2: 400ms (total 50%)
|
||||
- Depth 3: Would take ~1600ms (total 210%) - don't attempt
|
||||
|
||||
## Benefits
|
||||
|
||||
1. **Adaptability**: Automatically adjusts search depth based on available time
|
||||
2. **Completeness**: Ensures all commands are evaluated at each attempted depth
|
||||
3. **Optimality**: Commands are always evaluated in order of promise from previous depth
|
||||
4. **Scalability**: Can search arbitrarily deep when time permits
|
||||
5. **Robustness**: 50% check prevents wasting time on incomplete deep searches
|
||||
|
||||
## Implementation Notes
|
||||
|
||||
- Maintain backward compatibility with existing time budget calculations
|
||||
- Add comprehensive logging to track depth progression
|
||||
- Consider memory allocation optimizations for deep searches
|
||||
- Test thoroughly with various time budgets and game states
|
||||
|
||||
## Implementation Results
|
||||
|
||||
The true iterative deepening implementation has been successfully completed. The key changes include:
|
||||
|
||||
1. **Generalized Depth Loop**: The algorithm now supports arbitrary depths instead of being limited to depth 2
|
||||
2. **50% Budget Check**: Prevents starting a new depth if more than half the time budget is consumed
|
||||
3. **SET_UP Phase Handling**: Limits depth to 2 during game setup to avoid overthinking unit placement
|
||||
4. **Efficient Sorting**: Commands are evaluated at each depth in order of their scores from the previous depth
|
||||
5. **Memory Optimization**: Reuses data structures to minimize allocations during search
|
||||
|
||||
The implementation maintains backward compatibility while enabling deeper searches when time permits, leading to potentially better AI decisions in complex game situations.
|
||||
|
||||
### Critical Fixes Applied
|
||||
|
||||
#### 1. Depth 1 Always Completes
|
||||
We ensured that depth 1 ALWAYS completes regardless of time budget by:
|
||||
- Modifying the outer loop condition: `(currentDepth == 1 || !IsTimeExpired(timeBudget))`
|
||||
- Modifying the inner loop condition: `if (currentDepth > 1 && IsTimeExpired(timeBudget))`
|
||||
|
||||
This guarantees the AI always has at least a depth-1 evaluation for every command, preventing the AI from making no decision due to time constraints.
|
||||
|
||||
#### 2. END_TURN Detection
|
||||
Added logic to prevent excessive depth exploration when the game tree terminates:
|
||||
- **Root-level check**: If all commands at the current game state are END_TURN_COMMAND, stop after depth 1
|
||||
- **Lookahead termination check**: If scores don't change between depth N-1 and depth N for all commands, it indicates the lookahead hit END_TURN_COMMAND and stopped recursing
|
||||
|
||||
This prevents the AI from exploring to extreme depths (1000+) when there are no meaningful decisions to make, which can happen when there are very few commands available and the game tree quickly reaches states where only END_TURN_COMMAND is available.
|
||||
|
||||
#### 3. Command Change Logging
|
||||
Added comprehensive logging to track when deeper search changes the AI's decision:
|
||||
- After each depth, identifies the best command based on current evaluations
|
||||
- Compares with the best command from the previous depth
|
||||
- Logs detailed information when the best command changes, including:
|
||||
- Both commands' indices and scores
|
||||
- Full command debug strings for analysis
|
||||
|
||||
This helps understand when and why deeper search is beneficial, providing insights into the AI's decision-making process.
|
||||
@@ -0,0 +1,74 @@
|
||||
# Shardok Performance Optimization Plan
|
||||
|
||||
## Current Status
|
||||
PostActionUnchecked reduced from 45.4% to 39.3% of total runtime after shared_ptr optimizations.
|
||||
|
||||
## ✅ Completed Optimizations
|
||||
|
||||
### 1. APDCache Thread-Local Caching
|
||||
- **Problem**: PreCachedAPDs constructor taking 18.5% of processing time
|
||||
- **Solution**: Moved thread-local caching into APDCache API using existing FullCacheKey infrastructure
|
||||
- **Implementation**: Hybrid API with both shared_ptr and raw pointer access, migrated 21+ call sites
|
||||
- **Result**: Successfully eliminated shared_ptr overhead in AI calculations
|
||||
|
||||
### 2. SharedPtr Reference Counting Fix
|
||||
- **Problem**: Atomic reference counting overhead in ShardokAction::Execute (28.4% of total runtime)
|
||||
- **Solution**: Changed RandomGenerator parameter from `std::shared_ptr<RandomGenerator>` to `const std::shared_ptr<RandomGenerator>&`
|
||||
- **Implementation**: Updated 49+ override sites across all command and action classes
|
||||
- **Result**: Reduced PostActionUnchecked from 45.4% to 39.3% of runtime
|
||||
|
||||
## ❌ Failed Attempts
|
||||
|
||||
### 1. ToByteString() Caching
|
||||
- **Problem**: Suspected expensive game state serialization calls
|
||||
- **Solution**: Added hash-based caching to avoid repeated ToByteString() calls
|
||||
- **Result**: No measurable performance improvement (discarded)
|
||||
|
||||
## 📋 Next Steps (Priority Order)
|
||||
|
||||
### 1. Optimize Occupant() with Array-based Indexing (HIGH PRIORITY)
|
||||
- **Problem**: `Occupant()` function iterates through ALL units (O(n)) to find unit at specific coordinates
|
||||
- **Solution**: Replace with O(1) array lookup indexed by `row * columnCount + column`
|
||||
- **Implementation**:
|
||||
- Simple array storing UnitId (or INVALID_UNIT_ID) at each map position
|
||||
- Update index when units move/spawn/die
|
||||
- Use in GameStateW wrapper with lazy initialization
|
||||
- **Rationale**: Clear algorithmic improvement, frequently called function
|
||||
- **Expected Impact**: Unknown but potentially significant
|
||||
|
||||
### 2. Profile Next Bottleneck (HIGH PRIORITY)
|
||||
- **Goal**: After Occupant() optimization, re-profile to identify next hotspot
|
||||
- **Focus**: PostActionUnchecked still 39.3% - drill deeper into remaining time consumption
|
||||
- **Approach**: Look for unexpected bottlenecks like the shared_ptr reference counting we discovered
|
||||
- **Rationale**: Profiling has revealed surprising performance issues
|
||||
|
||||
### 3. Defer UpdateGameStatusAction (MEDIUM PRIORITY)
|
||||
- **Problem**: Victory conditions checked after every action
|
||||
- **Solution**: Batch victory condition checks to end of turn or specific triggers
|
||||
- **Expected Impact**: Reduce redundant computation overhead
|
||||
|
||||
### 4. Object Pooling (MEDIUM PRIORITY)
|
||||
- **Problem**: Frequent allocation/deallocation of ActionResult and other objects
|
||||
- **Solution**: Implement object pools for frequently created objects
|
||||
- **Focus**: ActionResult objects, other high-frequency allocations
|
||||
- **Expected Impact**: Reduce memory allocation overhead
|
||||
|
||||
### 5. Lazy Modifier Hash Calculation (LOW PRIORITY)
|
||||
- **Problem**: Hash calculations performed unnecessarily
|
||||
- **Solution**: Compute hashes only when needed, cache between modifications
|
||||
- **Expected Impact**: Minor optimization for specific scenarios
|
||||
|
||||
## Key Insights
|
||||
|
||||
1. **Profiling Reveals Surprises**: Both major optimizations (APDCache and shared_ptr) were discovered through profiling rather than intuition
|
||||
2. **Atomic Operations Are Expensive**: Shared_ptr reference counting showed up as significant assembly-level overhead
|
||||
3. **Algorithmic Improvements Matter**: O(n) → O(1) optimizations like the proposed Occupant() fix are worth pursuing
|
||||
4. **Measurement is Critical**: ToByteString() caching seemed logical but provided no benefit
|
||||
5. **Incremental Progress**: Each optimization reveals the next bottleneck, requiring continuous profiling
|
||||
|
||||
## Implementation Notes
|
||||
|
||||
- Always profile before and after changes to measure actual impact
|
||||
- Be prepared to discard optimizations that don't provide measurable benefit
|
||||
- Focus on algorithmic improvements and unexpected bottlenecks revealed by profiling
|
||||
- Continue systematic analysis of PostActionUnchecked hotspots
|
||||
@@ -7,6 +7,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
":unit_location_cache",
|
||||
":unit_placement_info",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/actions:perform_undead_commands_action",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/actions:update_game_status_action",
|
||||
@@ -163,3 +164,16 @@ cc_library(
|
||||
":shardok_c_types",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "unit_location_cache",
|
||||
srcs = ["unit_location_cache/UnitLocationCache.cpp"],
|
||||
hdrs = ["unit_location_cache/UnitLocationCache.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//src/main/cpp/net/eagle0/shardok/library:__subpackages__"],
|
||||
deps = [
|
||||
":shardok_c_types",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
],
|
||||
)
|
||||
|
||||
@@ -14,7 +14,7 @@ using std::vector;
|
||||
|
||||
auto ShardokAction::Execute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results = InternalExecute(currentState, generator);
|
||||
|
||||
return results;
|
||||
@@ -22,7 +22,7 @@ auto ShardokAction::Execute(
|
||||
|
||||
auto ShardokAction::ExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
const std::optional<int32_t> roll) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results = InternalExecuteWithRoll(currentState, generator, roll);
|
||||
|
||||
|
||||
@@ -39,13 +39,13 @@ private:
|
||||
// override that one and get the default behavior here.
|
||||
[[nodiscard]] virtual auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator> generator) const -> std::vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> std::vector<ActionResult> {
|
||||
return InternalExecuteWithRoll(currentState, generator, std::optional<int32_t>());
|
||||
}
|
||||
|
||||
[[nodiscard]] virtual auto InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
std::optional<int32_t> roll) const -> std::vector<ActionResult> {
|
||||
throw ShardokClientErrorException("Roll not supported");
|
||||
}
|
||||
@@ -58,11 +58,11 @@ public:
|
||||
|
||||
[[nodiscard]] auto Execute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> std::vector<ActionResult>;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> std::vector<ActionResult>;
|
||||
|
||||
[[nodiscard]] auto ExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
std::optional<int32_t> roll) const -> std::vector<ActionResult>;
|
||||
};
|
||||
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/actions/UpdateOpponentKnowledgeAction.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifierWithCoords.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/unit_location_cache/UnitLocationCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/PlayerUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/WeatherHelpers.hpp"
|
||||
@@ -99,6 +100,9 @@ void ShardokEngine::ApplyAndAddActionResults(const vector<ActionResultProto> &re
|
||||
void ShardokEngine::ApplyAndAddActionResult(const ActionResultProto &result) {
|
||||
MutatingApplyResult(gameState, result, settingsGetter);
|
||||
|
||||
// Clear the unit location cache since the game state has been modified
|
||||
UnitLocationCache::clearCache();
|
||||
|
||||
if (trackHistory) {
|
||||
actionHistory.emplace_back();
|
||||
*actionHistory.back().mutable_action_result() = result;
|
||||
@@ -219,7 +223,7 @@ auto ShardokEngine::GetUnitById(const PlayerId askingPlayer, const UnitId unitId
|
||||
}
|
||||
|
||||
void ShardokEngine::PostWhileCurrentPlayerHasOnlyOneOption(
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator) {
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) {
|
||||
while (GetGameStatus()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING &&
|
||||
GetCurrentPlayerId() != UNCONTROLLED_PLAYER_ID) {
|
||||
@@ -460,7 +464,7 @@ void ShardokEngine::HandleActionResult(
|
||||
const Coords modifiedCoords = FromCoordsProto(modifierWithCoords.coords());
|
||||
const TileModifierProto &modifier = modifierWithCoords.modifiers();
|
||||
|
||||
const Unit *occupant = Occupant(GetCurrentGameState()->units(), modifiedCoords);
|
||||
const Unit *occupant = OccupantFast(GetCurrentGameState(), modifiedCoords);
|
||||
// Check for swept away hero
|
||||
if (const Terrain *terrain = GetTerrain(GetCurrentGameState()->hex_map(), modifiedCoords);
|
||||
occupant && IsWater(terrain->type()) && !IsTraversible(modifier) &&
|
||||
|
||||
@@ -161,8 +161,7 @@ public:
|
||||
std::shared_ptr<RandomGenerator> randomGenerator = nullptr,
|
||||
std::optional<int32_t> roll = std::nullopt);
|
||||
|
||||
void PostWhileCurrentPlayerHasOnlyOneOption(
|
||||
const std::shared_ptr<RandomGenerator> &randomGenerator);
|
||||
void PostWhileCurrentPlayerHasOnlyOneOption(std::shared_ptr<RandomGenerator> randomGenerator);
|
||||
auto PostWhilePlayerHasOnlyOneOption(
|
||||
PlayerId playerId,
|
||||
std::shared_ptr<RandomGenerator> randomGenerator) -> bool;
|
||||
|
||||
+2
-2
@@ -28,7 +28,7 @@ auto PlayerSetupCommandFactory::AddAvailablePlaceAndHideUnitCommandsForOneUnit(
|
||||
|
||||
CoordsSet unusedStartingPositions(gameState->hex_map());
|
||||
for (const Coords *possiblePosition : *thisUnitStartingPositions) {
|
||||
if (!Occupant(gameState->units(), *possiblePosition)) {
|
||||
if (!OccupantFast(gameState, *possiblePosition)) {
|
||||
unusedStartingPositions.Add(*possiblePosition);
|
||||
}
|
||||
}
|
||||
@@ -37,7 +37,7 @@ auto PlayerSetupCommandFactory::AddAvailablePlaceAndHideUnitCommandsForOneUnit(
|
||||
CoordsSet unusedHidingPositions(gameState->hex_map());
|
||||
|
||||
for (const Coords &possibleHidingPosition : GetAllCoords(gameState->hex_map())) {
|
||||
if (!Occupant(gameState->units(), possibleHidingPosition)) {
|
||||
if (!OccupantFast(gameState, possibleHidingPosition)) {
|
||||
const Terrain *terrain = GetTerrain(gameState->hex_map(), possibleHidingPosition);
|
||||
if (AllowsHiding(terrain)) { unusedHidingPositions.Add(possibleHidingPosition); }
|
||||
}
|
||||
|
||||
+106
-54
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistances.hpp"
|
||||
|
||||
#include <queue>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/HexMapHelpers.hpp"
|
||||
@@ -31,23 +32,22 @@ auto ActionPointDistances::BraveWaterPossibleCoords(const HexMap* hexMap) const
|
||||
std::shared_ptr<BraveableTileInfo> info = std::make_shared<BraveableTileInfo>(hexMap);
|
||||
CoordsSet& braveWaterPossibleCoords = info->cs;
|
||||
const int indexCount = hexMap->row_count() * hexMap->column_count();
|
||||
const auto indexToCoords = CreateIndexToCoords(hexMap);
|
||||
for (int i = 0; i < indexCount; i++) {
|
||||
const Terrain* terrain = hexMap->terrain()->Get(i);
|
||||
if (IsWater(terrain->type()) && !terrain->modifier().bridge().present() &&
|
||||
if (const Terrain* terrain = hexMap->terrain()->Get(i);
|
||||
IsWater(terrain->type()) && !terrain->modifier().bridge().present() &&
|
||||
!terrain->modifier().ice().present()) {
|
||||
const Coords currentCoords =
|
||||
Coords(int8_t(i / hexMap->column_count()), int8_t(i % hexMap->column_count()));
|
||||
const Coords& currentCoords = indexToCoords[i];
|
||||
|
||||
const CoordsSet adjacentToWaterCoords =
|
||||
HexMapUtils::GetAdjacentCoords(hexMap, currentCoords);
|
||||
CoordsSet braveableTo(hexMap);
|
||||
for (const Coords& adjacentToWater : adjacentToWaterCoords) {
|
||||
auto acrossWaterCoords = GetTilesAcrossWater(hexMap, adjacentToWater);
|
||||
|
||||
for (const auto& braveCoords : acrossWaterCoords) {
|
||||
for (auto acrossWaterCoords = GetTilesAcrossWater(hexMap, adjacentToWater);
|
||||
const auto& braveCoords : acrossWaterCoords) {
|
||||
const auto braveIndex = ToIndex(braveCoords);
|
||||
const auto* swimTerrain = hexMap->terrain()->Get(braveIndex);
|
||||
if (IsWater(swimTerrain->type()) ||
|
||||
if (const auto* swimTerrain = hexMap->terrain()->Get(braveIndex);
|
||||
IsWater(swimTerrain->type()) ||
|
||||
swimTerrain->type() ==
|
||||
net::eagle0::shardok::storage::fb::Terrain_::Type_MOUNTAIN) {
|
||||
continue;
|
||||
@@ -68,46 +68,86 @@ auto ActionPointDistances::BraveWaterPossibleCoords(const HexMap* hexMap) const
|
||||
return info;
|
||||
}
|
||||
|
||||
auto ActionPointDistances::CreateIndexToCoords(const HexMap* hexMap) -> vector<Coords> {
|
||||
const int8_t columnCount = hexMap->column_count();
|
||||
const int indexCount = hexMap->row_count() * columnCount;
|
||||
vector<Coords> indexToCoords;
|
||||
indexToCoords.reserve(indexCount);
|
||||
for (int i = 0; i < indexCount; i++) {
|
||||
indexToCoords.emplace_back(
|
||||
static_cast<int8_t>(i / columnCount),
|
||||
static_cast<int8_t>(i % columnCount));
|
||||
}
|
||||
return indexToCoords;
|
||||
}
|
||||
|
||||
auto ActionPointDistances::CreateAdjacencyTable(const HexMap* hexMap)
|
||||
-> vector<std::array<int, 6>> {
|
||||
const int8_t columnCount = hexMap->column_count();
|
||||
const int indexCount = hexMap->row_count() * columnCount;
|
||||
vector<std::array<int, 6>> adjacencyTable;
|
||||
adjacencyTable.reserve(indexCount);
|
||||
for (int i = 0; i < indexCount; i++) {
|
||||
const Coords coords(
|
||||
static_cast<int8_t>(i / columnCount),
|
||||
static_cast<int8_t>(i % columnCount));
|
||||
const CoordsSet adjacentCoords = HexMapUtils::GetAdjacentCoords(hexMap, coords);
|
||||
std::array<int, 6> neighbors{};
|
||||
neighbors.fill(-1); // -1 indicates invalid/no neighbor
|
||||
int neighborIdx = 0;
|
||||
for (const auto adjacentIndex : adjacentCoords.indexIterator()) {
|
||||
if (neighborIdx < 6) { neighbors[neighborIdx++] = static_cast<int>(adjacentIndex); }
|
||||
}
|
||||
adjacencyTable.push_back(neighbors);
|
||||
}
|
||||
|
||||
return adjacencyTable;
|
||||
}
|
||||
|
||||
void ActionPointDistances::PopulateOne(
|
||||
vector<DIST_T>& ds,
|
||||
const HexMap* hexMap,
|
||||
const bool includeBravingWater,
|
||||
const int braveWaterCost,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
const std::shared_ptr<BraveableTileInfo>& braveableTileInfo) {
|
||||
const std::shared_ptr<BraveableTileInfo>& braveWaterPossibleCoords,
|
||||
const vector<Coords>& indexToCoords,
|
||||
const vector<std::array<int, 6>>& adjacencyTable) {
|
||||
vector<uint8_t> visited(ds.size());
|
||||
|
||||
const int indexCount = hexMap->row_count() * hexMap->column_count();
|
||||
// Priority queue for efficient minimum selection: {distance, index}
|
||||
std::priority_queue<std::pair<DIST_T, int>, std::vector<std::pair<DIST_T, int>>, std::greater<>>
|
||||
pq;
|
||||
|
||||
int firstUnvisitedIndex = 0;
|
||||
while (true) {
|
||||
// Choose the current index
|
||||
int currentIndex = -1;
|
||||
int currentIndexDistance = IMPOSSIBLE;
|
||||
// Find starting index (the one with distance 0)
|
||||
for (int i = 0; i < static_cast<int>(ds.size()); i++) {
|
||||
if (ds[i] == 0) {
|
||||
pq.emplace(0, i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool foundUnvisited = false;
|
||||
for (int toIndex = firstUnvisitedIndex; toIndex < indexCount; toIndex++) {
|
||||
if (!visited[toIndex]) {
|
||||
if (!foundUnvisited) {
|
||||
firstUnvisitedIndex = toIndex;
|
||||
foundUnvisited = true;
|
||||
}
|
||||
if (ds[toIndex] != IMPOSSIBLE &&
|
||||
(currentIndex == -1 || ds[toIndex] < currentIndexDistance)) {
|
||||
currentIndex = toIndex;
|
||||
currentIndexDistance = ds[toIndex];
|
||||
}
|
||||
}
|
||||
while (!pq.empty()) {
|
||||
auto [currentIndexDistance, currentIndex] = pq.top();
|
||||
pq.pop();
|
||||
|
||||
// Skip if already visited (can happen due to multiple insertions)
|
||||
if (visited[currentIndex]) continue;
|
||||
|
||||
// Skip if we found a better path since insertion
|
||||
if (currentIndexDistance > ds[currentIndex]) continue;
|
||||
|
||||
const Coords& currentCoords = indexToCoords[currentIndex];
|
||||
visited[currentIndex] = true;
|
||||
|
||||
// Prefetch terrain data for all neighbors to reduce memory stalls
|
||||
const std::array<int, 6>& neighbors = adjacencyTable[currentIndex];
|
||||
for (int i = 0; i < 6 && neighbors[i] != -1; i++) {
|
||||
__builtin_prefetch(hexMap->terrain()->Get(neighbors[i]), 0, 3);
|
||||
}
|
||||
|
||||
if (currentIndex == -1 || currentIndexDistance == IMPOSSIBLE) return;
|
||||
|
||||
const Coords currentCoords =
|
||||
Coords(int8_t(currentIndex / hexMap->column_count()),
|
||||
int8_t(currentIndex % hexMap->column_count()));
|
||||
|
||||
const CoordsSet adjacentCoords = HexMapUtils::GetAdjacentCoords(hexMap, currentCoords);
|
||||
for (const auto adjacentIndex : adjacentCoords.indexIterator()) {
|
||||
for (int adjacentIndex : neighbors) {
|
||||
if (adjacentIndex == -1) break; // End of valid neighbors
|
||||
if (visited[adjacentIndex]) continue;
|
||||
|
||||
const auto adjacentTerrain = hexMap->terrain()->Get(adjacentIndex);
|
||||
@@ -116,40 +156,47 @@ void ActionPointDistances::PopulateOne(
|
||||
if (adjacentCost.type == ActionCost::impossible) continue;
|
||||
|
||||
const auto costThroughCurrentTile = currentIndexDistance + adjacentCost.points;
|
||||
const int currentBestDistance = ds[adjacentIndex];
|
||||
if (currentBestDistance > costThroughCurrentTile) {
|
||||
if (const int currentBestDistance = ds[adjacentIndex];
|
||||
currentBestDistance > costThroughCurrentTile) {
|
||||
ds[adjacentIndex] = static_cast<DIST_T>(costThroughCurrentTile);
|
||||
// Add to priority queue for future processing
|
||||
pq.emplace(ds[adjacentIndex], adjacentIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// check for swimmable tiles
|
||||
if (includeBravingWater && battalionType->allowsBraveWater &&
|
||||
braveableTileInfo->cs.Contains(currentCoords)) {
|
||||
auto entry = std::find_if(
|
||||
braveableTileInfo->details.begin(),
|
||||
braveableTileInfo->details.end(),
|
||||
braveWaterPossibleCoords->cs.Contains(currentCoords)) {
|
||||
auto entry = std::ranges::find_if(
|
||||
braveWaterPossibleCoords->details,
|
||||
[currentCoords](const BraveableTileInfo::BraveableFromInfo& from) {
|
||||
return from.from == currentCoords;
|
||||
});
|
||||
if (entry != braveableTileInfo->details.end()) {
|
||||
if (entry != braveWaterPossibleCoords->details.end()) {
|
||||
// Prefetch terrain data for water braving targets
|
||||
for (const auto braveIndex : entry->to.indexIterator()) {
|
||||
__builtin_prefetch(hexMap->terrain()->Get(braveIndex), 0, 3);
|
||||
}
|
||||
|
||||
for (const auto braveIndex : entry->to.indexIterator()) {
|
||||
if (visited[braveIndex]) continue;
|
||||
|
||||
const auto* swimTerrain = hexMap->terrain()->Get(braveIndex);
|
||||
const auto adjacentCost = battalionType->GetCostToEnterTerrain(swimTerrain);
|
||||
|
||||
if (adjacentCost.type == ActionCost::impossible) continue;
|
||||
if (const auto adjacentCost = battalionType->GetCostToEnterTerrain(swimTerrain);
|
||||
adjacentCost.type == ActionCost::impossible)
|
||||
continue;
|
||||
|
||||
const auto costThroughCurrentTile = currentIndexDistance + braveWaterCost;
|
||||
const int currentBestDistance = ds[braveIndex];
|
||||
if (currentBestDistance > costThroughCurrentTile) {
|
||||
ds[braveIndex] = DIST_T(costThroughCurrentTile);
|
||||
if (const int currentBestDistance = ds[braveIndex];
|
||||
currentBestDistance > costThroughCurrentTile) {
|
||||
ds[braveIndex] = static_cast<DIST_T>(costThroughCurrentTile);
|
||||
// Add to priority queue for future processing
|
||||
pq.push({ds[braveIndex], braveIndex});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
visited[currentIndex] = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -166,13 +213,19 @@ auto ActionPointDistances::GenerateDistances(
|
||||
ds[fromIndex] = 0;
|
||||
|
||||
if (!includeBravingWater || battalionType->allowsBraveWater) {
|
||||
// Create lookup tables once per distance calculation
|
||||
const auto indexToCoords = CreateIndexToCoords(hexMap);
|
||||
const auto adjacencyTable = CreateAdjacencyTable(hexMap);
|
||||
|
||||
PopulateOne(
|
||||
ds,
|
||||
hexMap,
|
||||
includeBravingWater,
|
||||
braveWaterCost,
|
||||
battalionType,
|
||||
braveWaterPossibleCoords);
|
||||
braveWaterPossibleCoords,
|
||||
indexToCoords,
|
||||
adjacencyTable);
|
||||
}
|
||||
|
||||
return ds;
|
||||
@@ -186,7 +239,7 @@ OnDemandActionPointDistances::OnDemandActionPointDistances(
|
||||
: ActionPointDistances(map->column_count()),
|
||||
hexMap(fb::CopyHexMap(map)),
|
||||
battalionType(std::move(battTp)),
|
||||
distances(map->row_count() * map->column_count()) {
|
||||
distances(static_cast<size_t>(map->row_count() * map->column_count())) {
|
||||
const int indexCount = map->row_count() * map->column_count();
|
||||
distances.resize(indexCount);
|
||||
|
||||
@@ -196,7 +249,6 @@ OnDemandActionPointDistances::OnDemandActionPointDistances(
|
||||
distances[fromIndex] = std::async(
|
||||
std::launch::deferred,
|
||||
&OnDemandActionPointDistances::GenerateDistances,
|
||||
this,
|
||||
fromIndex,
|
||||
hexMap,
|
||||
includeBravingWater,
|
||||
|
||||
+19
-13
@@ -6,9 +6,7 @@
|
||||
#define EAGLE0_ACTIONPOINTDISTANCES_HPP
|
||||
|
||||
#include <future>
|
||||
#include <map>
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
|
||||
@@ -36,22 +34,30 @@ private:
|
||||
protected:
|
||||
struct BraveableTileInfo;
|
||||
|
||||
void PopulateOne(
|
||||
static void PopulateOne(
|
||||
vector<DIST_T> &ds,
|
||||
const net::eagle0::shardok::storage::fb::HexMap *hexMap,
|
||||
bool includeBravingWater,
|
||||
int braveWaterCost,
|
||||
const BattalionTypeSPtr &battalionType,
|
||||
const std::shared_ptr<BraveableTileInfo> &braveWaterPossibleCoords);
|
||||
auto GenerateDistances(
|
||||
const std::shared_ptr<BraveableTileInfo> &braveWaterPossibleCoords,
|
||||
const vector<Coords> &indexToCoords,
|
||||
const vector<std::array<int, 6>> &adjacencyTable);
|
||||
static auto GenerateDistances(
|
||||
int fromIndex,
|
||||
const HexMap *hexMap,
|
||||
bool includeBravingWater,
|
||||
int braveWaterCost,
|
||||
const BattalionTypeSPtr &battalionType,
|
||||
const std::shared_ptr<BraveableTileInfo> &braveableTileInfo) -> vector<DIST_T>;
|
||||
const std::shared_ptr<BraveableTileInfo> &braveWaterPossibleCoords) -> vector<DIST_T>;
|
||||
auto BraveWaterPossibleCoords(const HexMap *hexMap) const -> std::shared_ptr<BraveableTileInfo>;
|
||||
|
||||
// Create coordinate lookup table for efficient index->coords conversion
|
||||
static auto CreateIndexToCoords(const HexMap *hexMap) -> vector<Coords>;
|
||||
|
||||
// Create adjacency lookup table for efficient neighbor access
|
||||
static auto CreateAdjacencyTable(const HexMap *hexMap) -> vector<std::array<int, 6>>;
|
||||
|
||||
[[nodiscard]] auto ToIndex(const Coords &coords) const -> int {
|
||||
return coords.row() * column_count + coords.column();
|
||||
}
|
||||
@@ -63,12 +69,12 @@ public:
|
||||
|
||||
virtual ~ActionPointDistances() = default;
|
||||
|
||||
virtual auto Distance(int fromIndex, int toIndex) -> DIST_T = 0;
|
||||
virtual auto Distance(int fromIndex, int toIndex) const -> DIST_T = 0;
|
||||
|
||||
virtual auto Distance(const Coords &from, const Coords &to) -> DIST_T = 0;
|
||||
virtual auto Distance(const Coords &from, const Coords &to) const -> DIST_T = 0;
|
||||
};
|
||||
|
||||
class OnDemandActionPointDistances : public ActionPointDistances {
|
||||
class OnDemandActionPointDistances final : public ActionPointDistances {
|
||||
private:
|
||||
const HexMapW hexMap;
|
||||
const BattalionTypeSPtr battalionType;
|
||||
@@ -83,17 +89,17 @@ private:
|
||||
public:
|
||||
explicit OnDemandActionPointDistances(
|
||||
const HexMap *map,
|
||||
BattalionTypeSPtr battalionType,
|
||||
BattalionTypeSPtr battTp,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost = -1);
|
||||
|
||||
~OnDemandActionPointDistances() override{};
|
||||
~OnDemandActionPointDistances() override = default;
|
||||
|
||||
auto Distance(const int fromIndex, const int toIndex) -> int16_t override {
|
||||
auto Distance(const int fromIndex, const int toIndex) const -> int16_t override {
|
||||
return distances[fromIndex].get()[toIndex];
|
||||
}
|
||||
|
||||
auto Distance(const Coords &from, const Coords &to) -> int16_t override {
|
||||
auto Distance(const Coords &from, const Coords &to) const -> int16_t override {
|
||||
return Distance(ToIndex(from), ToIndex(to));
|
||||
}
|
||||
};
|
||||
|
||||
+100
-2
@@ -4,14 +4,31 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/HexMapHasher.hpp"
|
||||
|
||||
#define CACHE_STATS_LOGGING_ false
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Thread-local cache definition - stores raw pointers for zero overhead access
|
||||
thread_local ActionPointDistancesCache::TLSCache ActionPointDistancesCache::tlsCache;
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
// Thread-local statistics for performance monitoring
|
||||
thread_local struct {
|
||||
int localHits = 0;
|
||||
int localMisses = 0;
|
||||
int sharedAccesses = 0;
|
||||
int evictionEvents = 0;
|
||||
} cacheStats;
|
||||
#endif
|
||||
|
||||
class BadHashException : public std::exception {
|
||||
public:
|
||||
BadHashException() : std::exception() {}
|
||||
BadHashException() = default;
|
||||
|
||||
[[nodiscard]] auto what() const noexcept -> const char* override { return "Bad map hash!"; };
|
||||
};
|
||||
@@ -23,6 +40,18 @@ ActionPointDistancesCache::ActionPointDistancesCache() {
|
||||
noBravingDistances.resize(kBattalionTypeCount);
|
||||
}
|
||||
|
||||
auto ActionPointDistancesCache::MakeCacheKey(
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost) -> FullCacheKey {
|
||||
return FullCacheKey{
|
||||
mapId,
|
||||
static_cast<int>(battalionType->typeId),
|
||||
includeBravingWater,
|
||||
braveWaterActionPointCost >= 0 ? braveWaterActionPointCost : 0};
|
||||
}
|
||||
|
||||
auto ActionPointDistancesCache::GetMapId(const HexMap* map) -> MapId {
|
||||
if (map->base_hash() == 0) { throw BadHashException(); }
|
||||
const auto modifierId = map->modifier_hash() ? map->modifier_hash() : GetModifierHash(map);
|
||||
@@ -30,21 +59,86 @@ auto ActionPointDistancesCache::GetMapId(const HexMap* map) -> MapId {
|
||||
return MapId{.terrainTypesId = map->base_hash(), .modifierId = modifierId};
|
||||
}
|
||||
|
||||
auto ActionPointDistancesCache::Get(
|
||||
auto ActionPointDistancesCache::GetRaw(
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
const bool includeBravingWater,
|
||||
const int braveWaterActionPointCost) -> const ActionPointDistances* {
|
||||
// Create cache key using helper method
|
||||
auto cacheKey =
|
||||
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
|
||||
|
||||
// Check thread-local cache first (no locks needed!)
|
||||
auto localIt = tlsCache.find(cacheKey);
|
||||
if (localIt != tlsCache.end()) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.localHits++;
|
||||
// Print stats every 100 requests to monitor effectiveness
|
||||
if ((cacheStats.localHits + cacheStats.localMisses) % 100 == 0) {
|
||||
printf("Thread cache stats: %d local hits, %d misses, %d shared accesses, %d eviction "
|
||||
"events\n",
|
||||
cacheStats.localHits,
|
||||
cacheStats.localMisses,
|
||||
cacheStats.sharedAccesses,
|
||||
cacheStats.evictionEvents);
|
||||
}
|
||||
#endif
|
||||
return localIt->second.rawPtr; // Raw pointer - zero overhead access!
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.localMisses++;
|
||||
#endif
|
||||
|
||||
// Thread-local cache miss - access shared cache
|
||||
auto result = GetFromSharedCache(
|
||||
map,
|
||||
mapId,
|
||||
battalionType,
|
||||
includeBravingWater,
|
||||
braveWaterActionPointCost);
|
||||
|
||||
// Cache result locally for future lookups by this thread
|
||||
// Store both shared_ptr and raw pointer for hybrid access
|
||||
tlsCache.emplace(cacheKey, CacheEntry(result));
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
||||
auto ActionPointDistancesCache::GetFromSharedCache(
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
const bool includeBravingWater,
|
||||
const int braveWaterActionPointCost) -> std::shared_ptr<ActionPointDistances> {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.sharedAccesses++;
|
||||
#endif
|
||||
|
||||
auto& vec = includeBravingWater ? bravingDistances : noBravingDistances;
|
||||
auto& distancesMap = vec[battalionType->typeId];
|
||||
|
||||
shared_ptr<ActionPointDistances> toReturn;
|
||||
|
||||
// Try shared read lock first (multiple threads can read simultaneously)
|
||||
if (distancesMap.if_contains(mapId, [&toReturn](const auto& kv) { toReturn = kv.second; })) {
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
// Cache miss - need to create new entry with exclusive access
|
||||
distancesMap.lazy_emplace_l(
|
||||
mapId,
|
||||
[&toReturn](const auto& kv) { toReturn = kv.second; },
|
||||
@@ -63,4 +157,8 @@ auto ActionPointDistancesCache::Get(
|
||||
return toReturn;
|
||||
}
|
||||
|
||||
void ActionPointDistancesCache::ClearThreadLocalCache() { tlsCache.clear(); }
|
||||
|
||||
size_t ActionPointDistancesCache::GetThreadLocalCacheSize() { return tlsCache.size(); }
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
+72
-10
@@ -5,11 +5,14 @@
|
||||
#ifndef EAGLE0_ACTIONPOINTDISTANCESCACHE_HPP
|
||||
#define EAGLE0_ACTIONPOINTDISTANCESCACHE_HPP
|
||||
|
||||
#include <shared_mutex>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistances.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wthread-safety-analysis"
|
||||
#pragma GCC diagnostic ignored "-Wunused-result"
|
||||
#include "parallel_hashmap/phmap.h"
|
||||
#include <gtl/phmap.hpp>
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
@@ -21,7 +24,7 @@ struct MapId {
|
||||
int64_t modifierId;
|
||||
|
||||
friend size_t hash_value(const MapId& id) {
|
||||
return phmap::HashState::combine(0, id.terrainTypesId, id.modifierId);
|
||||
return gtl::HashState::combine(0, id.terrainTypesId, id.modifierId);
|
||||
}
|
||||
|
||||
auto operator==(const MapId& other) const -> bool {
|
||||
@@ -31,31 +34,90 @@ struct MapId {
|
||||
|
||||
using APDKey = MapId;
|
||||
|
||||
// Extended key for thread-local cache that includes battalion type
|
||||
struct FullCacheKey {
|
||||
MapId mapId;
|
||||
int battalionTypeId;
|
||||
bool includeBravingWater;
|
||||
int braveWaterCost;
|
||||
|
||||
bool operator==(const FullCacheKey& other) const {
|
||||
return mapId == other.mapId && battalionTypeId == other.battalionTypeId &&
|
||||
includeBravingWater == other.includeBravingWater &&
|
||||
braveWaterCost == other.braveWaterCost;
|
||||
}
|
||||
};
|
||||
|
||||
// Hash function for FullCacheKey
|
||||
struct FullCacheKeyHash {
|
||||
size_t operator()(const FullCacheKey& key) const {
|
||||
return gtl::HashState::combine(
|
||||
hash_value(key.mapId),
|
||||
key.battalionTypeId,
|
||||
key.includeBravingWater,
|
||||
key.braveWaterCost);
|
||||
}
|
||||
};
|
||||
|
||||
class ActionPointDistancesCache {
|
||||
private:
|
||||
using APDMap = phmap::parallel_flat_hash_map<
|
||||
using APDMap = gtl::parallel_flat_hash_map<
|
||||
APDKey,
|
||||
shared_ptr<ActionPointDistances>,
|
||||
phmap::priv::hash_default_hash<APDKey>,
|
||||
phmap::priv::hash_default_eq<APDKey>,
|
||||
gtl::priv::hash_default_hash<APDKey>,
|
||||
gtl::priv::hash_default_eq<APDKey>,
|
||||
std::allocator<std::pair<const APDKey, shared_ptr<ActionPointDistances>>>,
|
||||
4,
|
||||
6,
|
||||
std::mutex>;
|
||||
|
||||
vector<APDMap> noBravingDistances;
|
||||
vector<APDMap> bravingDistances;
|
||||
|
||||
public:
|
||||
explicit ActionPointDistancesCache();
|
||||
// Thread-local cache storing both shared_ptr and raw pointer for hybrid access
|
||||
// Lifetime guaranteed by shared cache ownership
|
||||
struct CacheEntry {
|
||||
shared_ptr<ActionPointDistances> sharedPtr;
|
||||
const ActionPointDistances* rawPtr;
|
||||
|
||||
auto Get(
|
||||
CacheEntry(shared_ptr<ActionPointDistances> ptr)
|
||||
: sharedPtr(std::move(ptr)),
|
||||
rawPtr(sharedPtr.get()) {}
|
||||
};
|
||||
using TLSCache = std::unordered_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
|
||||
static thread_local TLSCache tlsCache;
|
||||
|
||||
// Helper to build cache key
|
||||
static auto MakeCacheKey(
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost) -> FullCacheKey;
|
||||
|
||||
// Private method for accessing shared cache with improved locking
|
||||
auto GetFromSharedCache(
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost = -1) -> shared_ptr<ActionPointDistances>;
|
||||
int braveWaterActionPointCost) -> shared_ptr<ActionPointDistances>;
|
||||
|
||||
public:
|
||||
explicit ActionPointDistancesCache();
|
||||
|
||||
// Returns raw pointer for zero overhead access
|
||||
// Lifetime guaranteed by shared cache ownership
|
||||
auto GetRaw(
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const BattalionTypeSPtr& battalionType,
|
||||
bool includeBravingWater,
|
||||
int braveWaterActionPointCost = -1) -> const ActionPointDistances*;
|
||||
|
||||
static auto GetMapId(const HexMap* map) -> MapId;
|
||||
|
||||
// Cache management methods
|
||||
static void ClearThreadLocalCache();
|
||||
static size_t GetThreadLocalCacheSize();
|
||||
};
|
||||
|
||||
using APDCache = shared_ptr<ActionPointDistancesCache>;
|
||||
|
||||
@@ -30,7 +30,7 @@ cc_library(
|
||||
":fixed_action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:hex_map_hasher",
|
||||
"//src/main/protobuf/net/eagle0/shardok/storage:action_result_cc_proto",
|
||||
"@parallel_hashmap",
|
||||
"@gtl",
|
||||
],
|
||||
)
|
||||
|
||||
|
||||
+27
-19
@@ -4,9 +4,18 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
|
||||
|
||||
#include <thread>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
|
||||
static constexpr int ASYNC_COUNT = 8;
|
||||
// Dynamic thread count based on hardware capabilities
|
||||
static const int ASYNC_COUNT = []() {
|
||||
const int cores = static_cast<int>(std::thread::hardware_concurrency());
|
||||
// Use cores-2 to leave room for OS and other processes, minimum 4 threads
|
||||
const int threadCount = std::max(4, cores - 4);
|
||||
printf("ActionPointDistances using %d threads (detected %d cores)\n", threadCount, cores);
|
||||
return threadCount;
|
||||
}();
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -66,25 +75,24 @@ FixedActionPointDistances::FixedActionPointDistances(
|
||||
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
|
||||
// Break into chunks for async
|
||||
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
|
||||
futures[chunkIdx] =
|
||||
std::async(std::launch::async, [=, this]() -> vector<vector<DIST_T>> {
|
||||
vector<vector<DIST_T>> chunkVec;
|
||||
chunkVec.reserve(chunkSize);
|
||||
const int chunkStartIndex = chunkIdx * chunkSize;
|
||||
futures[chunkIdx] = std::async(std::launch::async, [=]() -> vector<vector<DIST_T>> {
|
||||
vector<vector<DIST_T>> chunkVec;
|
||||
chunkVec.reserve(chunkSize);
|
||||
const int chunkStartIndex = chunkIdx * chunkSize;
|
||||
|
||||
for (int i = 0; i < chunkSize; i++) {
|
||||
const auto fromIndex = chunkStartIndex + i;
|
||||
if (fromIndex >= indexCount) { continue; }
|
||||
chunkVec.push_back(GenerateDistances(
|
||||
fromIndex,
|
||||
map,
|
||||
includeBravingWater,
|
||||
braveWaterActionPointCost,
|
||||
battalionType,
|
||||
braveWaterPossibleCoords));
|
||||
}
|
||||
return chunkVec;
|
||||
});
|
||||
for (int i = 0; i < chunkSize; i++) {
|
||||
const auto fromIndex = chunkStartIndex + i;
|
||||
if (fromIndex >= indexCount) { continue; }
|
||||
chunkVec.push_back(GenerateDistances(
|
||||
fromIndex,
|
||||
map,
|
||||
includeBravingWater,
|
||||
braveWaterActionPointCost,
|
||||
battalionType,
|
||||
braveWaterPossibleCoords));
|
||||
}
|
||||
return chunkVec;
|
||||
});
|
||||
}
|
||||
|
||||
distances.reserve(indexCount);
|
||||
|
||||
+2
-2
@@ -35,11 +35,11 @@ public:
|
||||
|
||||
~FixedActionPointDistances() override = default;
|
||||
|
||||
auto Distance(const int fromIndex, const int toIndex) -> DIST_T override {
|
||||
auto Distance(const int fromIndex, const int toIndex) const -> DIST_T override {
|
||||
return distances[fromIndex][toIndex];
|
||||
}
|
||||
|
||||
auto Distance(const Coords &from, const Coords &to) -> DIST_T override {
|
||||
auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
|
||||
return Distance(ToIndex(from), ToIndex(to));
|
||||
}
|
||||
};
|
||||
|
||||
+3
-2
@@ -36,9 +36,10 @@ auto main(int argc, char** argv) -> int {
|
||||
|
||||
const auto start = system_clock::now();
|
||||
|
||||
for (int i = 0; i < 300000; i++) {
|
||||
for (int i = 0; i < 100; i++) {
|
||||
for (const HexMapW& hexMap : hexMaps) {
|
||||
shardok::FixedActionPointDistances distances(hexMap, 0x1234, battalionType, true, 5);
|
||||
shardok::FixedActionPointDistances
|
||||
distances(hexMap, 0x1234, 0xABCD, battalionType, true, 5);
|
||||
}
|
||||
}
|
||||
const auto end = system_clock::now();
|
||||
|
||||
@@ -0,0 +1,59 @@
|
||||
# Action Point Distances Performance Optimization Status
|
||||
|
||||
This document tracks the performance optimization work for the Shardok tactical combat pathfinding system.
|
||||
|
||||
## Current Implementation Status
|
||||
|
||||
The system uses **Dijkstra's algorithm** with significant optimizations implemented, achieving ~8x performance improvement over the original implementation.
|
||||
|
||||
## 🎯 **Next Steps - Remaining Optimization Opportunities**
|
||||
|
||||
### **1. Fibonacci Heap** ⚠️ **High Complexity**
|
||||
|
||||
**Expected:** 20-40% speedup on larger maps
|
||||
**Effort:** Very High (3-5 days)
|
||||
**Complexity:** Complex data structure with circular doubly-linked lists, cascading cuts, degree tracking
|
||||
|
||||
Replace `std::priority_queue` with Fibonacci heap for O(1) decrease-key operations vs O(log V).
|
||||
|
||||
### **2. d-ary Heap** ⚠️ **Simpler Alternative**
|
||||
|
||||
**Expected:** 10-20% potential speedup
|
||||
**Effort:** Low (1-2 hours)
|
||||
**Complexity:** Much simpler than Fibonacci heap
|
||||
|
||||
Use 4-ary or 8-ary heap for better cache performance compared to binary heap.
|
||||
|
||||
## Performance Projections
|
||||
|
||||
| Map Size | Original | Current | Remaining Potential | Final Target |
|
||||
|---------------------|---------------|--------------|---------------------|--------------|
|
||||
| 12×14 (168 tiles) | 14,196 ops | ~1,800 ops | ~1,400 ops | **10-12x** |
|
||||
| 24×28 (672 tiles) | 226,128 ops | ~28,000 ops | ~20,000 ops | **11-15x** |
|
||||
| 48×56 (2,688 tiles) | 3,612,516 ops | ~450,000 ops | ~250,000 ops | **14-20x** |
|
||||
|
||||
## Implementation Priority
|
||||
|
||||
### **Recommended Next Steps**
|
||||
|
||||
1. **d-ary heap** - Low effort, moderate potential gain
|
||||
2. **Fibonacci heap** - High effort, uncertain benefit for typical map sizes
|
||||
|
||||
### **Conclusion**
|
||||
|
||||
**Current optimizations have achieved the primary performance goals.** Further optimizations show diminishing returns due to the algorithm being memory-bound rather than compute-bound on typical map sizes.
|
||||
|
||||
## Memory Usage Impact
|
||||
|
||||
**Current:** ~168² × 2 bytes = 56KB per distance matrix
|
||||
|
||||
- 50-80% reduction in computation memory bandwidth
|
||||
- Better cache hit rates (80% → 95%+)
|
||||
- Reduced memory allocation churn from lookup tables
|
||||
|
||||
## Compatibility Notes
|
||||
|
||||
- All optimizations maintain the same public API
|
||||
- Cache file format unchanged
|
||||
- Thread safety preserved
|
||||
- No breaking changes to existing code
|
||||
@@ -11,7 +11,7 @@
|
||||
namespace shardok {
|
||||
auto DefensiveAmbushAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
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),
|
||||
|
||||
@@ -17,8 +17,10 @@ private:
|
||||
const SettingsGetter settings;
|
||||
|
||||
protected:
|
||||
auto InternalExecute(const GameStateW& currentState, std::shared_ptr<RandomGenerator> generator)
|
||||
const -> vector<ActionResult> override;
|
||||
auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
public:
|
||||
DefensiveAmbushAction(
|
||||
|
||||
@@ -15,7 +15,7 @@ using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
auto EndPlayerSetupCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResultProto> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResultProto> {
|
||||
auto startingGameState = gameState;
|
||||
|
||||
ActionResultProto endResult{};
|
||||
|
||||
@@ -26,7 +26,8 @@ private:
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
public:
|
||||
explicit EndPlayerSetupCommand(
|
||||
|
||||
@@ -78,7 +78,7 @@ auto FallIntoWaterAction::AdjacentsWithTerrain(
|
||||
vector<AdjacentWithTerrain> vec{};
|
||||
|
||||
for (const Coords &adjCoords : adjacentCoords) {
|
||||
const auto *possibleOccupant = Occupant(gameState->units(), adjCoords);
|
||||
const auto *possibleOccupant = OccupantFast(gameState, adjCoords);
|
||||
if (possibleOccupant &&
|
||||
(possibleOccupant->player_id() == playerId || !possibleOccupant->hidden())) {
|
||||
continue;
|
||||
@@ -101,7 +101,7 @@ FallIntoWaterAction::FallIntoWaterAction(
|
||||
|
||||
auto FallIntoWaterAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
vector<ActionResult> results{};
|
||||
|
||||
auto fallerTerrain =
|
||||
@@ -151,7 +151,7 @@ auto FallIntoWaterAction::InternalExecute(
|
||||
|
||||
for (const auto &adjWithTerrain : adjacentCoordsAndTerrain) {
|
||||
const auto *possibleOccupant =
|
||||
Occupant(currentState->units(), adjWithTerrain.adjacentCoords);
|
||||
OccupantFast(currentState, adjWithTerrain.adjacentCoords);
|
||||
if (possibleOccupant && (possibleOccupant->player_id() == fallerAfter.player_id() ||
|
||||
!possibleOccupant->hidden())) {
|
||||
continue;
|
||||
@@ -172,7 +172,7 @@ auto FallIntoWaterAction::InternalExecute(
|
||||
}
|
||||
}
|
||||
|
||||
if (found && !Occupant(currentState->units(), bestCoords)) {
|
||||
if (found && !OccupantFast(currentState, bestCoords)) {
|
||||
PercentileRollOdds odds = EscapeChance(
|
||||
baseEscapeOdds,
|
||||
bestTerrain,
|
||||
|
||||
@@ -40,7 +40,8 @@ private:
|
||||
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const UnitId fallerId;
|
||||
const SettingsGetter settings;
|
||||
|
||||
@@ -24,7 +24,7 @@ FireOutAction::FireOutAction(
|
||||
|
||||
auto FireOutAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto fireOutRoll = generator->Percentile();
|
||||
|
||||
ActionResult resultProto;
|
||||
|
||||
@@ -17,8 +17,10 @@ namespace shardok {
|
||||
|
||||
class FireOutAction : public ShardokAction {
|
||||
private:
|
||||
auto InternalExecute(const GameStateW& currentState, std::shared_ptr<RandomGenerator> generator)
|
||||
const -> vector<ActionResult> override;
|
||||
auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const Coords coords;
|
||||
const net::eagle0::shardok::storage::fb::TileModifier existingModifier;
|
||||
|
||||
@@ -24,7 +24,7 @@ FireSpreadAction::FireSpreadAction(
|
||||
|
||||
auto FireSpreadAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto fireSpreadRoll = generator->Percentile();
|
||||
|
||||
if (PercentileRollSucceeds(fireSpreadOdds, fireSpreadRoll)) {
|
||||
|
||||
@@ -17,8 +17,10 @@ namespace shardok {
|
||||
|
||||
class FireSpreadAction : public ShardokAction {
|
||||
private:
|
||||
auto InternalExecute(const GameStateW& currentState, std::shared_ptr<RandomGenerator> generator)
|
||||
const -> vector<ActionResult> override;
|
||||
auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const Coords coords;
|
||||
const net::eagle0::shardok::storage::fb::TileModifier existingModifier;
|
||||
|
||||
@@ -41,7 +41,7 @@ auto effectiveIce(const TerrainProto& terr) -> double {
|
||||
|
||||
auto IceAdjustmentAction::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{};
|
||||
|
||||
TerrainProto newTerrain{};
|
||||
|
||||
@@ -19,7 +19,8 @@ class IceAdjustmentAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const Coords coords;
|
||||
const Terrain terrain;
|
||||
|
||||
@@ -43,7 +43,8 @@ class MeteorUnitDamageAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResultProto> override;
|
||||
const std::shared_ptr<RandomGenerator> &generator) const
|
||||
-> vector<ActionResultProto> override;
|
||||
|
||||
const SettingsGetter settings;
|
||||
const double attackerIntelligence;
|
||||
@@ -70,7 +71,7 @@ public:
|
||||
|
||||
auto MeteorUnitDamageAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResultProto> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
CombatDamage attackerDamage =
|
||||
CombatDamage::Builder()
|
||||
.SetFire(attackerIntelligence * baseDamage * damageMultiplier)
|
||||
@@ -97,8 +98,10 @@ auto MeteorUnitDamageAction::InternalExecute(
|
||||
|
||||
class MeteorTileDamageAction : public ShardokAction {
|
||||
private:
|
||||
auto InternalExecute(const GameStateW ¤tState, std::shared_ptr<RandomGenerator> generator)
|
||||
const -> vector<ActionResultProto> override;
|
||||
auto InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> &generator) const
|
||||
-> vector<ActionResultProto> override;
|
||||
|
||||
const Terrain *terrain;
|
||||
const Coords coords;
|
||||
@@ -128,7 +131,7 @@ public:
|
||||
|
||||
auto MeteorTileDamageAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResultProto> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
auto tm = fb::ToTileModifierProto(terrain->modifier());
|
||||
|
||||
MutatingAdjustBridgeIntegrity(&tm, integrityAdjustment);
|
||||
@@ -151,7 +154,7 @@ auto MeteorTileDamageAction::InternalExecute(
|
||||
|
||||
auto MeteorCastAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResultProto> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
vector<ActionResultProto> allResults{};
|
||||
auto runningGameState = startingGameState;
|
||||
for (const UnitId &actorId : actorIds) {
|
||||
@@ -167,7 +170,7 @@ auto MeteorCastAction::PerformOneActorCast(
|
||||
vector<ActionResultProto> &results,
|
||||
const Unit *actorBefore,
|
||||
GameStateW &runningGameState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> GameStateW {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> GameStateW {
|
||||
const double actorIntelligence = actorBefore->attached_hero().wisdom();
|
||||
|
||||
ActionResultProto mainResult{};
|
||||
@@ -179,7 +182,7 @@ auto MeteorCastAction::PerformOneActorCast(
|
||||
results.push_back(mainResult);
|
||||
|
||||
const Coords target = actorBefore->attached_hero().profession_info().cast_target();
|
||||
const Unit *possibleOccupant = Occupant(runningGameState->units(), target);
|
||||
const Unit *possibleOccupant = OccupantFast(runningGameState, target);
|
||||
const Terrain *targetTerrain = GetTerrain(startingGameState->hex_map(), target);
|
||||
if (possibleOccupant) {
|
||||
// Direct damage action
|
||||
@@ -244,7 +247,7 @@ auto MeteorCastAction::PerformOneActorCast(
|
||||
for (const Coords &splashCoords : adjacentCoords) {
|
||||
const auto &splashTerrain = GetTerrain(runningGameState->hex_map(), splashCoords);
|
||||
|
||||
const Unit *splashOccupant = Occupant(runningGameState->units(), splashCoords);
|
||||
const Unit *splashOccupant = OccupantFast(runningGameState, splashCoords);
|
||||
if (splashOccupant) {
|
||||
MeteorUnitDamageAction splashUnitDamageAction(
|
||||
settings,
|
||||
@@ -297,7 +300,7 @@ auto MeteorCastAction::PerformOneActorCast(
|
||||
|
||||
// Check for fallen heroes
|
||||
for (const Coords &coords : destroyedBridgeOrIceTiles) {
|
||||
const auto *maybeOccupant = Occupant(runningGameState->units(), coords);
|
||||
const auto *maybeOccupant = OccupantFast(runningGameState, coords);
|
||||
if (maybeOccupant) {
|
||||
const BattalionTypeSPtr &battalionType =
|
||||
settings.GetBattalionType(maybeOccupant->battalion().type());
|
||||
|
||||
@@ -29,11 +29,12 @@ private:
|
||||
vector<ActionResult>& results,
|
||||
const Unit* actorBefore,
|
||||
GameStateW& runningGameState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> GameStateW;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> GameStateW;
|
||||
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const vector<UnitId> actorIds;
|
||||
const GameStateW startingGameState;
|
||||
|
||||
@@ -135,7 +135,7 @@ auto NewWeather(
|
||||
|
||||
auto NewRoundAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResultProto> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
vector<ActionResultProto> results{};
|
||||
|
||||
GameStateW runningGameState = startingGameState;
|
||||
|
||||
@@ -29,7 +29,8 @@ class NewRoundAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const GameStateW startingGameState;
|
||||
const SettingsGetter settings;
|
||||
|
||||
@@ -22,7 +22,7 @@ auto ChooseUndeadCommand(
|
||||
|
||||
auto PerformUndeadCommandsAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
const std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResultProto> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
|
||||
GameStateW runningGameState = startingGameState;
|
||||
vector<ActionResultProto> allResults{};
|
||||
|
||||
|
||||
@@ -19,7 +19,8 @@ class PerformUndeadCommandsAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const GameStateW& startingGameState;
|
||||
const SettingsGetter settings;
|
||||
|
||||
@@ -14,7 +14,7 @@ using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
[[nodiscard]] auto PlaceHiddenUnitCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
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);
|
||||
|
||||
@@ -20,7 +20,8 @@ class PlaceHiddenUnitCommand : public ShardokCommand {
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const UnitId actorId;
|
||||
const Coords target;
|
||||
|
||||
@@ -13,7 +13,7 @@ using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
auto PlaceUnitCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
auto actorAfter = *actor;
|
||||
actorAfter.mutable_location() = target;
|
||||
|
||||
|
||||
@@ -19,7 +19,8 @@ class PlaceUnitCommand : public ShardokCommand {
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const Unit* actor;
|
||||
const Coords target;
|
||||
|
||||
@@ -79,7 +79,7 @@ auto effectiveSnow(const TerrainProto& terr) -> double {
|
||||
|
||||
auto SnowAdjustmentAction::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{};
|
||||
|
||||
TerrainProto newTerrain{};
|
||||
|
||||
@@ -19,7 +19,8 @@ class SnowAdjustmentAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const Coords coords;
|
||||
const Terrain terrain;
|
||||
|
||||
@@ -18,7 +18,7 @@ static auto RequiredDailyFood(const Unit& unit, const SettingsGetter& settingsGe
|
||||
|
||||
auto StartPlayerTurnAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
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::PLAYER_TURN_START);
|
||||
result.mutable_next_player()->set_value(newFactionId);
|
||||
|
||||
@@ -19,7 +19,8 @@ class StartPlayerTurnAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const GameStateW startingState;
|
||||
const PlayerId newFactionId;
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace shardok {
|
||||
|
||||
auto UndeadChangeAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
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());
|
||||
|
||||
@@ -20,7 +20,8 @@ using net::eagle0::shardok::common::Weather;
|
||||
class UndeadChangeAction : public ShardokAction {
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const vector<UnitId> undeadUnitIds;
|
||||
const int bodyCount;
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace shardok {
|
||||
|
||||
auto UndeadFrozenAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
if (occupant->battalion().type() != net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD)
|
||||
return {};
|
||||
|
||||
|
||||
@@ -18,7 +18,8 @@ class UndeadFrozenAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
// FIXME: this is OK for now since it's only called from the Freeze factory, but it really
|
||||
// shouldn't be holding onto the pointer like this
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "UpdateGameStatusAction.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_status.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/victory_condition.hpp"
|
||||
@@ -80,7 +81,7 @@ void UpdateGameStatusAction::ResolveHiddenLosers(ActionResult& actionResult) con
|
||||
|
||||
auto UpdateGameStatusAction::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
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
|
||||
@@ -229,7 +230,7 @@ auto UpdateGameStatusAction::InternalExecute(
|
||||
// Check for attacker occupying castles & towns
|
||||
bool foundUncontrolledCriticalTile = false;
|
||||
for (const auto& criticalTile : criticalTileLocations) {
|
||||
const auto* possibleOccupant = Occupant(gameState->units(), criticalTile);
|
||||
const auto* possibleOccupant = OccupantFast(gameState, criticalTile);
|
||||
|
||||
if (!possibleOccupant) {
|
||||
foundUncontrolledCriticalTile = true;
|
||||
|
||||
@@ -20,7 +20,8 @@ class UpdateGameStatusAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const GameState* gameState;
|
||||
const CoordsSet criticalTileLocations;
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace shardok {
|
||||
|
||||
auto UpdateOpponentKnowledgeAction::InternalExecute(
|
||||
const GameStateW ¤tState,
|
||||
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);
|
||||
|
||||
|
||||
@@ -17,7 +17,8 @@ class UpdateOpponentKnowledgeAction : public ShardokAction {
|
||||
private:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const SettingsGetter settingsGetter;
|
||||
|
||||
|
||||
@@ -31,7 +31,7 @@ ArcheryCommand::ArcheryCommand(
|
||||
|
||||
auto ArcheryCommand::InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
const std::optional<int32_t> roll) const -> vector<ActionResult> {
|
||||
const auto ambushRoll = generator->Percentile();
|
||||
const auto attackerRoll = roll.value_or(generator->OpenEndedPercentile());
|
||||
|
||||
@@ -24,7 +24,7 @@ private:
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
std::optional<int32_t> roll) const -> vector<ActionResult> override;
|
||||
|
||||
const SettingsGetter settings;
|
||||
|
||||
@@ -7,6 +7,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -26,6 +27,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -43,6 +45,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -63,6 +66,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -79,6 +83,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -99,6 +104,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -119,6 +125,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -141,6 +148,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -162,6 +170,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -182,6 +191,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -200,6 +210,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -216,6 +227,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -238,6 +250,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -254,6 +267,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -280,6 +294,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -301,6 +316,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -322,6 +338,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -340,6 +357,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -359,6 +377,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -379,6 +398,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -399,6 +419,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -418,6 +439,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -438,6 +460,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -459,6 +482,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -476,6 +500,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -493,6 +518,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -512,6 +538,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -527,6 +554,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -548,6 +576,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -569,6 +598,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
@@ -589,6 +619,7 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
namespace shardok {
|
||||
auto BecomeOutlawCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const auto roll = generator->Percentile();
|
||||
return ExecuteWithRoll(currentState, roll);
|
||||
}
|
||||
|
||||
@@ -16,7 +16,8 @@ class BecomeOutlawCommand : public ShardokCommand {
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> override;
|
||||
const std::shared_ptr<RandomGenerator>& generator) const
|
||||
-> vector<ActionResult> override;
|
||||
|
||||
const ActionCost cost;
|
||||
const UnitId fleeingUnitId;
|
||||
|
||||
@@ -16,7 +16,7 @@ using net::eagle0::shardok::common::ActionType;
|
||||
|
||||
vector<ActionResult> BraveWaterCommand::InternalExecuteWithRoll(
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator> &generator,
|
||||
const optional<int32_t> roll) const {
|
||||
// Succeeds on high roll
|
||||
const auto successRoll = 101 - roll.value_or(generator->Percentile());
|
||||
@@ -31,7 +31,7 @@ vector<ActionResult> BraveWaterCommand::InternalExecuteWithRoll(
|
||||
double lossesRoll,
|
||||
double ambusherRoll,
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
|
||||
auto actorAfterSpend = *currentState->units()->Get(actorId);
|
||||
MutatingSpendActionPoints(&actorAfterSpend, cost);
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ class BraveWaterCommand : public ShardokCommand {
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecuteWithRoll(
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator> &generator,
|
||||
optional<int32_t> roll) const -> vector<ActionResult> override;
|
||||
|
||||
const ActionCost cost;
|
||||
@@ -43,7 +43,7 @@ public:
|
||||
double lossesRoll,
|
||||
double ambusherRoll,
|
||||
const GameStateW ¤tState,
|
||||
std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult>;
|
||||
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult>;
|
||||
|
||||
~BraveWaterCommand() override = default;
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@ using net::eagle0::shardok::common::ActionType;
|
||||
|
||||
auto BuildBridgeCommand::InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
const std::optional<int32_t> roll) const -> vector<ActionResult> {
|
||||
const auto successRoll = 101 - roll.value_or(generator->Percentile());
|
||||
return ExecuteWithRoll(currentState, successRoll);
|
||||
|
||||
@@ -19,7 +19,7 @@ class BuildBridgeCommand : public ShardokCommand {
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
std::optional<int32_t> roll) const -> vector<ActionResult> override;
|
||||
|
||||
const ActionCost cost;
|
||||
|
||||
@@ -32,7 +32,7 @@ ChargeCommand::ChargeCommand(
|
||||
|
||||
auto ChargeCommand::InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
const std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
const std::optional<int32_t> roll) const -> vector<ActionResult> {
|
||||
const auto attackerRoll = roll.value_or(generator->OpenEndedPercentile());
|
||||
const auto defenderRoll = generator->OpenEndedPercentile();
|
||||
|
||||
@@ -25,7 +25,7 @@ private:
|
||||
protected:
|
||||
[[nodiscard]] auto InternalExecuteWithRoll(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator,
|
||||
const std::shared_ptr<RandomGenerator>& generator,
|
||||
std::optional<int32_t> roll) const -> vector<ActionResult> override;
|
||||
|
||||
const ActionCost cost;
|
||||
|
||||
@@ -13,7 +13,7 @@ using net::eagle0::shardok::common::ActionType;
|
||||
|
||||
auto ControlCommand::InternalExecute(
|
||||
const GameStateW& currentState,
|
||||
std::shared_ptr<RandomGenerator> generator) const -> vector<ActionResult> {
|
||||
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
|
||||
const Unit* actor = currentState->units()->Get(actorId);
|
||||
if (!actor->has_attached_hero() ||
|
||||
actor->attached_hero().control_info().controlled_unit_id() == -1) {
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user