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Author SHA1 Message Date
admin c8d7e03afe lock streaming text 2025-06-05 22:22:34 -07:00
662 changed files with 6035 additions and 35625 deletions
-1
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@@ -6,4 +6,3 @@
*.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
+6 -16
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@@ -3,23 +3,13 @@ name: Bazel Test
on:
push:
branches: [ "main" ]
paths:
- 'src/**'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'BUILD.bazel'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
- '!src/test/csharp/**'
paths-ignore:
- "src/main/csharp/**"
- "src/test/csharp/**"
pull_request:
paths:
- 'src/**'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'BUILD.bazel'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
- '!src/test/csharp/**'
paths-ignore:
- "src/main/csharp/**"
- "src/test/csharp/**"
permissions:
contents: read
+6 -8
View File
@@ -4,21 +4,19 @@ on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
- "src/main/go/**"
- "!src/main/go/net/eagle0/web_functions/name-generator/**"
pull_request:
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
- "src/main/go/**"
- "!src/main/go/net/eagle0/web_functions/name-generator/**"
permissions:
contents: read
jobs:
client-presigner:
runs-on: self-hosted
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
@@ -26,7 +24,7 @@ jobs:
lfs: false
clean: false
- name: Build Client Presigner
run: bazel build --platforms=@io_bazel_rules_go//go/toolchain:linux_amd64 //src/main/go/net/eagle0/client_download
run: bazel build //src/main/go/net/eagle0/client_download
- name: Archive presigner binary
if: success() || failure()
uses: actions/upload-artifact@v4
-82
View File
@@ -1,82 +0,0 @@
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
+14 -8
View File
@@ -3,15 +3,21 @@ name: Mac History Editor Build
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/mac_history_build.yml"
- "src/main/swift/net/eagle0/EagleGameHistoryViewer/**"
- "src/main/protobuf/net/eagle0/eagle/**"
paths-ignore:
- "src/main/cpp/**"
- "src/main/scala/**"
- "src/main/csharp/**"
- "src/test/cpp/**"
- "src/test/scala/**"
- "src/test/csharp/**"
pull_request:
paths:
- ".github/workflows/mac_history_build.yml"
- "src/main/swift/net/eagle0/EagleGameHistoryViewer/**"
- "src/main/protobuf/net/eagle0/eagle/**"
paths-ignore:
- "src/main/cpp/**"
- "src/main/scala/**"
- "src/main/csharp/**"
- "src/test/cpp/**"
- "src/test/scala/**"
- "src/test/csharp/**"
permissions:
contents: read
+6 -18
View File
@@ -3,25 +3,13 @@ name: Shardok Build
on:
push:
branches: [ "main" ]
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'
paths-ignore:
- "src/main/csharp/**"
- "src/test/csharp/**"
pull_request:
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'
paths-ignore:
- "src/main/csharp/**"
- "src/test/csharp/**"
permissions:
contents: read
+12 -36
View File
@@ -3,33 +3,17 @@ name: Unity Build
on:
push:
branches: [ "main" ]
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"
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/**"
permissions:
contents: read
@@ -52,18 +36,10 @@ 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" "/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
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "/tmp/eagle0/eagle0WIN"
- name: Archive build log
if: success() || failure()
uses: actions/upload-artifact@v4
-181
View File
@@ -1,181 +0,0 @@
# 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
```
### Code Formatting
```bash
# ALWAYS run clang-format after making any C++ or C# code changes
clang-format -i <modified_files>
# Format all C++ files in a directory:
find . -name "*.cpp" -o -name "*.hpp" | xargs clang-format -i
# Format all C# files in a directory:
find . -name "*.cs" | xargs clang-format -i
```
### Static Analysis
```bash
# Run clang-tidy static analysis on C++ files
# Note: This may show some header include errors but will still analyze the main file
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' <file_path> -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
# Example for AI files:
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' /Users/dancrosby/CodingProjects/github/eagle0/src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.cpp -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
```
## 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
## Performance Testing
When making performance-related changes to the AI or engine:
```bash
# 1. Commit your changes to a feature branch
git checkout -b performance-improvement-feature
git add . && git commit -m "Implement performance improvement"
# 2. Run performance tests multiple times on your branch to reduce noise
for i in 1 2 3; do
echo "=== Run $i ==="
./scripts/ai_perf_test.sh 2>&1 | grep -A 20 "AI Search Performance Summary"
done
# Save or note the results
# 3. Switch to main branch and run the same tests
git checkout main
for i in 1 2 3; do
echo "=== Run $i ==="
./scripts/ai_perf_test.sh 2>&1 | grep -A 20 "AI Search Performance Summary"
done
# 4. Compare the results between your branch and main
# Key metrics to compare:
# - Commands evaluated at each depth (e.g., "Depth 3: 169/523 commands")
# - Average search depth achieved
# - Completion rates at each depth
```
**Important notes:**
- Run tests multiple times (3-5) to account for performance variance
- Focus on commands evaluated at each depth rather than total commands
- Commands at different depths aren't directly comparable (depth 3 is more valuable than depth 2)
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or behavior changes.
## 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`
+15 -15
View File
@@ -4,14 +4,14 @@ bazel_dep(name = "apple_support", repo_name = "build_bazel_apple_support", versi
# bazel-toolchain
#
bazel_dep(name = "toolchains_llvm", version = "1.4.0")
bazel_dep(name = "toolchains_llvm", version = "1.2.0")
# Configure and register the toolchain.
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
llvm.toolchain(
name = "llvm_toolchain",
llvm_version = "20.1.2",
llvm_version = "19.1.0",
)
use_repo(llvm, "llvm_toolchain")
@@ -22,14 +22,14 @@ register_toolchains(
dev_dependency = True,
)
bazel_dep(name = "rules_pkg", version = "1.1.0")
bazel_dep(name = "bazel_skylib", version = "1.8.1")
bazel_dep(name = "rules_pkg", version = "1.0.1")
bazel_dep(name = "bazel_skylib", version = "1.7.1")
bazel_dep(name = "protobuf", repo_name = "com_google_protobuf", version = "29.2")
bazel_dep(name = "grpc", version = "1.71.0")
bazel_dep(name = "grpc-java", version = "1.71.0")
bazel_dep(name = "googletest", version = "1.17.0")
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.56.1")
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.45.0")
bazel_dep(name = "googletest", version = "1.15.2")
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.50.1")
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.40.0")
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
@@ -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")
#
# gtl (for parallel_hashmap)
# parallel-hashmap
#
gtl_version = "1.2.0"
parallel_hashmap_version = "1.4.1"
gtl_sha = "1969c45dd76eac0dd87e9e2b65cffe358617f4fe1bcd203f72f427742537913a"
parallel_hashmap_sha = "aac333eac3627698ca922102fd2a5921df8976906dff6b8e247a49e8cf363911"
http_archive(
name = "gtl",
build_file = "@//external:BUILD.gtl",
sha256 = gtl_sha,
strip_prefix = "gtl-%s" % gtl_version,
url = "https://github.com/greg7mdp/gtl/archive/refs/tags/v%s.zip" % gtl_version,
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,
)
#
+35 -61
View File
@@ -13,8 +13,7 @@
"https://bcr.bazel.build/modules/abseil-cpp/20240116.1/MODULE.bazel": "37bcdb4440fbb61df6a1c296ae01b327f19e9bb521f9b8e26ec854b6f97309ed",
"https://bcr.bazel.build/modules/abseil-cpp/20240116.2/MODULE.bazel": "73939767a4686cd9a520d16af5ab440071ed75cec1a876bf2fcfaf1f71987a16",
"https://bcr.bazel.build/modules/abseil-cpp/20240722.0/MODULE.bazel": "88668a07647adbdc14cb3a7cd116fb23c9dda37a90a1681590b6c9d8339a5b84",
"https://bcr.bazel.build/modules/abseil-cpp/20250127.1/MODULE.bazel": "c4a89e7ceb9bf1e25cf84a9f830ff6b817b72874088bf5141b314726e46a57c1",
"https://bcr.bazel.build/modules/abseil-cpp/20250127.1/source.json": "03c90ee57977264436d3231676dcddae116c4769a5d02b6fc16c2c9e019b583a",
"https://bcr.bazel.build/modules/abseil-cpp/20240722.0/source.json": "59af9f8a8a4817092624e21263fe1fb7d7951a3b06f0570c610c7e5a9caf5f29",
"https://bcr.bazel.build/modules/apple_support/1.11.1/MODULE.bazel": "1843d7cd8a58369a444fc6000e7304425fba600ff641592161d9f15b179fb896",
"https://bcr.bazel.build/modules/apple_support/1.15.1/MODULE.bazel": "a0556fefca0b1bb2de8567b8827518f94db6a6e7e7d632b4c48dc5f865bc7c85",
"https://bcr.bazel.build/modules/apple_support/1.17.1/MODULE.bazel": "655c922ab1209978a94ef6ca7d9d43e940cd97d9c172fb55f94d91ac53f8610b",
@@ -41,7 +40,6 @@
"https://bcr.bazel.build/modules/bazel_features/1.17.0/MODULE.bazel": "039de32d21b816b47bd42c778e0454217e9c9caac4a3cf8e15c7231ee3ddee4d",
"https://bcr.bazel.build/modules/bazel_features/1.18.0/MODULE.bazel": "1be0ae2557ab3a72a57aeb31b29be347bcdc5d2b1eb1e70f39e3851a7e97041a",
"https://bcr.bazel.build/modules/bazel_features/1.19.0/MODULE.bazel": "59adcdf28230d220f0067b1f435b8537dd033bfff8db21335ef9217919c7fb58",
"https://bcr.bazel.build/modules/bazel_features/1.21.0/MODULE.bazel": "675642261665d8eea09989aa3b8afb5c37627f1be178382c320d1b46afba5e3b",
"https://bcr.bazel.build/modules/bazel_features/1.27.0/MODULE.bazel": "621eeee06c4458a9121d1f104efb80f39d34deff4984e778359c60eaf1a8cb65",
"https://bcr.bazel.build/modules/bazel_features/1.27.0/source.json": "ed8cf0ef05c858dce3661689d0a2b110ff398e63994e178e4f1f7555a8067fed",
"https://bcr.bazel.build/modules/bazel_features/1.3.0/MODULE.bazel": "cdcafe83ec318cda34e02948e81d790aab8df7a929cec6f6969f13a489ccecd9",
@@ -59,8 +57,7 @@
"https://bcr.bazel.build/modules/bazel_skylib/1.6.1/MODULE.bazel": "8fdee2dbaace6c252131c00e1de4b165dc65af02ea278476187765e1a617b917",
"https://bcr.bazel.build/modules/bazel_skylib/1.7.0/MODULE.bazel": "0db596f4563de7938de764cc8deeabec291f55e8ec15299718b93c4423e9796d",
"https://bcr.bazel.build/modules/bazel_skylib/1.7.1/MODULE.bazel": "3120d80c5861aa616222ec015332e5f8d3171e062e3e804a2a0253e1be26e59b",
"https://bcr.bazel.build/modules/bazel_skylib/1.8.1/MODULE.bazel": "88ade7293becda963e0e3ea33e7d54d3425127e0a326e0d17da085a5f1f03ff6",
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@@ -174,9 +166,7 @@
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@@ -195,9 +185,8 @@
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@@ -231,9 +220,7 @@
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@@ -245,14 +232,12 @@
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@@ -274,8 +259,7 @@
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@@ -297,8 +281,7 @@
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@@ -314,12 +297,11 @@
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-177
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@@ -1,177 +0,0 @@
# Transposition Table Pruning Optimization
## Overview
This document describes an optimization to prune duplicate game states during AI search, preventing redundant exploration of positions we've already seen in the current search path.
## The Problem
Currently, when the AI encounters the same game state through different move sequences (a transposition), it may explore the same subtree multiple times. This wastes computational resources.
## The Solution
Implement **transposition pruning** - when we encounter a game state that's already in our current search path, we immediately return without further exploration.
## Implementation Plan
### 1. Add Path Tracking
We need to track which game states are currently being explored in the search tree:
```cpp
// Add to AIScoreCalculator.cpp
thread_local std::unordered_set<uint64_t> t_currentSearchPath;
// RAII helper to manage path tracking
class SearchPathGuard {
uint64_t hash;
bool added;
public:
SearchPathGuard(uint64_t h) : hash(h), added(false) {
auto [_, inserted] = t_currentSearchPath.insert(hash);
added = inserted;
}
~SearchPathGuard() {
if (added) {
t_currentSearchPath.erase(hash);
}
}
bool wasAlreadyInPath() const { return !added; }
};
```
### 2. Modify BasicLookaheadCalculator
Add duplicate detection at the start of the function:
```cpp
auto BasicLookaheadCalculator(...) {
// Get hash of current state
uint64_t stateHash = hashGameState(innerEngine->GetCurrentGameState());
// Check if we're already exploring this state
SearchPathGuard pathGuard(stateHash);
if (pathGuard.wasAlreadyInPath()) {
// State is already being explored - return neutral value
std::promise<ScoreValue> p;
p.set_value(0.0); // Or return current evaluation
return p.get_future();
}
// Continue with existing transposition table check...
auto cachedScore = g_transpositionTable.probe(...);
// ... rest of function
}
```
### 3. Modify CalcOne
Similar check when creating new engine states:
```cpp
auto CalcOne(...) {
auto innerEngine = std::make_shared<ShardokEngine>(guessedEngine, false);
innerEngine->PostCommand(pid, commandIndex, randomGenerator);
// Check for duplicate state after applying move
uint64_t stateHash = hashGameState(innerEngine->GetCurrentGameState());
if (t_currentSearchPath.count(stateHash) > 0) {
// This move leads to a state we're already exploring
std::promise<ScoreValue> p;
p.set_value(AIScoreCalculator::GuessedStateScore(...)); // Return static eval
returnValue.lookaheadScore = p.get_future();
return returnValue;
}
// Continue with normal evaluation...
}
```
### 4. Add Metrics
Track how often pruning occurs:
```cpp
struct PruningStats {
std::atomic<uint64_t> duplicatesDetected{0};
std::atomic<uint64_t> branchesPruned{0};
std::atomic<uint64_t> nodesExplored{0};
void print() const {
printf("Pruning Stats: %lu duplicates, %lu pruned, %.2f%% pruning rate\n",
duplicatesDetected.load(), branchesPruned.load(),
100.0 * branchesPruned.load() / nodesExplored.load());
}
};
static PruningStats g_pruningStats;
```
## Benefits
1. **Reduced Computation**: Avoid exploring identical positions multiple times
2. **Better Depth**: Can search deeper with the same time budget
3. **Cache Efficiency**: Better use of transposition table space
4. **Deterministic Results**: More consistent evaluations
## Potential Issues
1. **Hash Collisions**: Need robust hashing to avoid false positives
2. **Thread Safety**: Path tracking must be thread-local
3. **Memory Usage**: Set of visited states grows with search depth
4. **Evaluation Consistency**: Need to handle different depths appropriately
## Alternative Approaches
### Option 1: Store "In Progress" Flag in Transposition Table
Instead of a separate set, mark entries in the transposition table as "currently being explored":
```cpp
struct TTEntry {
// ... existing fields ...
std::atomic<bool> in_progress; // Flag for current exploration
std::atomic<std::thread::id> exploring_thread; // Which thread is exploring
};
```
### Option 2: Depth-Limited Path Tracking
Only track states from the last N moves to limit memory usage:
```cpp
thread_local std::deque<uint64_t> t_recentStates;
constexpr size_t MAX_PATH_HISTORY = 10;
```
### Option 3: Bloom Filter for Approximate Detection
Use a Bloom filter for memory-efficient approximate duplicate detection:
```cpp
class BloomFilter {
std::bitset<65536> filter;
// Multiple hash functions for low false positive rate
};
```
## Testing Strategy
1. **Correctness Tests**:
- Verify same evaluation with and without pruning
- Test with known transposition-heavy positions
- Check thread safety with concurrent searches
2. **Performance Tests**:
- Measure nodes explored with/without pruning
- Time to depth comparisons
- Memory usage monitoring
3. **Regression Tests**:
- Ensure no degradation in playing strength
- Verify deterministic behavior
## Implementation Priority
1. **Phase 1**: Basic path tracking with thread-local set
2. **Phase 2**: Add metrics and logging
3. **Phase 3**: Optimize memory usage if needed
4. **Phase 4**: Consider more sophisticated approaches if beneficial
## Expected Impact
Based on typical game tree structures, we expect:
- 10-30% reduction in nodes explored
- 15-25% increase in achievable search depth
- Minimal memory overhead (< 1MB per thread)
- More consistent move selection in transposition-heavy positions
-90
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@@ -1,90 +0,0 @@
# Testing the Transposition Pruning Optimization
## What We've Implemented
The transposition pruning optimization adds the following features to AIScoreCalculator:
1. **Thread-local path tracking** (`t_currentSearchPath`) - tracks game state hashes currently being explored
2. **SearchPathGuard** - RAII class to automatically manage path insertion/removal
3. **Duplicate detection** in both `BasicLookaheadCalculator` and `CalcOne`
4. **Pruning statistics** - tracks how often duplicates are detected and branches are pruned
5. **Public API functions**:
- `resetSearchPath()` - clear path at start of search
- `printPruningStats()` - display statistics
- `resetPruningStats()` - reset counters
## How It Works
### In BasicLookaheadCalculator:
```cpp
// Check if we're already exploring this state
SearchPathGuard pathGuard(stateHash);
if (pathGuard.wasAlreadyInPath()) {
// Return current utility, increment pruning stats
return future_with_current_utility;
}
// Continue with normal transposition table check and search...
```
### In CalcOne:
```cpp
// After applying a move, check if resulting state is already being explored
if (t_currentSearchPath.count(newStateHash) > 0) {
// Return static evaluation, don't search further
return static_evaluation;
}
// Continue with normal lookahead search...
```
## Benefits
1. **Prevents infinite loops** - cycles in the game tree are detected and cut short
2. **Reduces redundant computation** - same positions aren't explored multiple times
3. **Enables deeper search** - saved time can be used for exploring new positions
4. **Maintains correctness** - returns reasonable evaluations (current/static eval) for pruned branches
## Performance Monitoring
The optimization includes comprehensive statistics:
- `duplicatesDetected` - how many times we found a duplicate state
- `branchesPruned` - how many subtrees were cut short
- `nodesExplored` - total nodes considered (for pruning rate calculation)
## Thread Safety
- Uses `thread_local` storage for path tracking, so each thread has its own search path
- No synchronization needed between threads
- Statistics use atomic counters for safe concurrent updates
## Usage
To use the optimization:
```cpp
// At start of AI search
AIScoreCalculator::resetSearchPath();
AIScoreCalculator::resetPruningStats();
// Run normal AI calculations...
auto score = AIScoreCalculator::CommandScore(...);
// At end of search
AIScoreCalculator::printPruningStats();
```
## Expected Results
In game positions with transpositions (same position reachable via different move sequences), we should see:
- Non-zero `duplicatesDetected` count
- Significant pruning rate (5-20% in complex positions)
- No change in final move selection quality
- Potentially faster search times or deeper achievable search depths
## Testing Strategy
1. **Correctness**: Run existing tests to ensure no regressions
2. **Functionality**: Create positions known to have transpositions
3. **Performance**: Measure search time and depth with/without optimization
4. **Statistics**: Verify counters increment appropriately
The optimization is conservative - it only prunes when absolutely safe (duplicate state in current path) and returns reasonable fallback evaluations.
+1 -1
View File
@@ -1,2 +1,2 @@
UNITY_VERSION='6000.1.11f1'
UNITY_VERSION='6000.0.32f1'
-6
View File
@@ -1,6 +0,0 @@
cc_library(
name = "gtl",
hdrs = glob(["include/gtl/*.hpp"]),
includes = ["include"],
visibility = ["//visibility:public"],
)
+5
View File
@@ -0,0 +1,5 @@
cc_library(
name = "parallel_hashmap",
hdrs = glob(["parallel_hashmap/*.h"]),
visibility = ["//visibility:public"],
)
-206
View File
@@ -1,206 +0,0 @@
# Occupants Vector Optimization - Conversion Report
## Overview
This document details the implementation of an embedded occupants vector in the GameState flatbuffer to replace O(n)
unit iteration with O(1) position lookups. It also catalogs all Occupant() and KnownEnemyOccupant() calls that could not
be converted to use the new optimized methods.
## Completed Conversions
### Successfully Converted Occupant() Calls (16 total)
#### Commands Directory (11 conversions)
1. **HideCommand.cpp**:
- Line 43: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
- Line 59: `Occupant(currentState->units(), adjCoords)``currentState.GetOccupant(adjCoords)`
2. **ScoutCommand.cpp**:
- Line 63: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
- Line 73: `Occupant(currentState->units(), adjacentCoords)``currentState.GetOccupant(adjacentCoords)`
3. **ReduceCommand.cpp**:
- Line 66: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
4. **RaiseDeadCommand.cpp**:
- Line 53: `Occupant(currentState->units(), target)``currentState.GetOccupant(target)`
5. **HolyWaveCommand.cpp**:
- Line 233: `Occupant(runningState->units(), coords)``runningState.GetOccupant(coords)`
6. **MoveCommand.cpp**:
- Line 66: `Occupant(allUnits, destination)``currentState.GetOccupant(destination)`
- Line 98: `Occupant(allUnits, adj)``currentState.GetOccupant(adj)`
- Line 114: `Occupant(allUnits, adj)``currentState.GetOccupant(adj)`
#### Actions Directory (4 conversions)
1. **UpdateGameStatusAction.cpp**:
- Line 232: `Occupant(gameState->units(), criticalTile)``currentState.GetOccupant(criticalTile)`
2. **MeteorCastAction.cpp**:
- Line 186: `Occupant(runningGameState->units(), target)``runningGameState.GetOccupant(target)`
- Line 251: `Occupant(runningGameState->units(), splashCoords)``runningGameState.GetOccupant(splashCoords)`
- Line 304: `Occupant(runningGameState->units(), coords)``runningGameState.GetOccupant(coords)`
3. **UpdateOpponentKnowledgeAction.cpp**:
- Line 42: `Occupant(currentState->units(), adjCoords)``currentState.GetOccupant(adjCoords)`
#### Engine Directory (1 conversion)
1. **ShardokEngine.cpp**:
- Line 463: `Occupant(GetCurrentGameState()->units(), modifiedCoords)``gameState.GetOccupant(modifiedCoords)`
#### Factory Classes Directory (previously converted)
1. **PlayerSetupCommandFactory.cpp**:
- Line 31: `Occupant(gameState->units(), *possiblePosition)``gameState.GetOccupant(*possiblePosition)`
- Line 40: `Occupant(gameState->units(), possibleHidingPosition)``gameState.GetOccupant(possibleHidingPosition)`
2. **FallIntoWaterAction.cpp**:
- Line 154: `Occupant(currentState->units(), adjWithTerrain.adjacentCoords)`
`currentState.GetOccupant(adjWithTerrain.adjacentCoords)`
- Line 175: `Occupant(currentState->units(), bestCoords)``currentState.GetOccupant(bestCoords)`
### KnownEnemyOccupant() Conversions
**Result: 0 conversions possible**
All KnownEnemyOccupant() calls are in command factory methods that receive decomposed game state parameters (Units*,
vector<PlayerId>, etc.) rather than complete GameStateW objects.
## Remaining Unconverted Calls
### Occupant() Calls That Cannot Be Converted
#### 1. PerformUndeadCommandsAction.cpp (2 calls - No GameStateW access)
- **Line 69**: `Occupant(units, FromCoordsProto(possibleAttackCommandProto.target()))`
- **Line 99**: `Occupant(units, adjCoords)`
- **Reason**: These calls are in the `ChooseUndeadCommand()` function which only receives `const Units* units`
parameter, not a full GameStateW.
- **Location**: `src/main/cpp/net/eagle0/shardok/library/actions/PerformUndeadCommandsAction.cpp`
#### 2. AICommandFilter.cpp (1 call - Raw pointer access)
- **Line 399**: `KnownEnemyOccupant(pid, units, allyPids, fireLocation)` (in EXTINGUISH_FIRE_COMMAND case)
- **Reason**: Method receives `const GameState* gameState` parameter, not GameStateW. Has TODO comment noting this
limitation.
- **Location**: `src/main/cpp/net/eagle0/shardok/ai/AICommandFilter.cpp`
#### 3. UpdateGameStatusAction.cpp - Member Variable Usage
- **Various calls**: Uses `gameState` member variable of type `const GameState*`
- **Reason**: Class was designed to take raw GameState pointer in constructor, though InternalExecute method has
GameStateW access.
- **Location**: `src/main/cpp/net/eagle0/shardok/library/actions/UpdateGameStatusAction.cpp`
#### 4. IceAndSnowAdjustmentActionFactory.cpp (1 call - Factory pattern)
- **Line 42**: `Occupant(units, coords)`
- **Reason**: Factory method receives individual parameters, not GameStateW.
- **Location**: `src/main/cpp/net/eagle0/shardok/library/action_factories/IceAndSnowAdjustmentActionFactory.cpp`
### KnownEnemyOccupant() Calls That Cannot Be Converted
#### Command Factory Methods (8 calls - No GameStateW access)
1. **RepairCommandFactory.cpp** - Line 44
2. **FearCommandFactory.cpp** - Line 35
3. **LightningBoltCommandFactory.cpp** - Line 54
4. **ReduceCommandFactory.cpp** - Line 48
5. **ChallengeDuelCommandFactory.cpp** - Line 35
6. **HideCommandFactory.cpp** - Line 45
7. **MeleeCommandFactory.cpp** - Line 58
8. **ArcheryCommandFactory.cpp** - Line 89
**Common Reason**: All command factory methods follow a pattern where they receive individual game state components (
`Units* units`, `vector<PlayerId> allyPids`, etc.) rather than a complete GameStateW object.
#### Utility Functions (3 calls - Utility function parameters)
1. **HexMapUtils.cpp** - Lines 81, 670
2. **ZoneOfControlCalculator.cpp** - Line 143
**Reason**: These are utility functions that take decomposed parameters for reusability across different contexts.
## Performance Impact
### Achieved Improvements
- **16 Occupant() calls** converted from O(n) iteration to O(1) lookup
- Eliminated cache invalidation issues with thread-local approach
- Automatic copying of occupants vector with GameState copies
- **Estimated Performance Gain**: 2-5% reduction in AI search time for typical game states
### Trade-offs
- **Memory Overhead**: 168 bytes per GameState (14×12 map = 168 int16 values)
- **Incremental Updates**: ActionResultApplier now maintains occupants vector via UpdateOccupant() calls
- **Copy Cost**: Slightly higher GameState copy overhead offset by O(1) lookup benefits
## Architectural Patterns Identified
### Convertible Patterns
1. **Command InternalExecute methods**: Have access to `const GameStateW& currentState`
2. **Action InternalExecute methods**: Have access to `const GameStateW& currentState`
3. **Factory methods with GameStateW parameters**: Can access embedded occupants vector
### Non-Convertible Patterns
1. **Command Factory methods**: Receive decomposed parameters (`Units*`, `HexMap*`, etc.)
2. **Utility functions**: Take individual components for reusability
3. **Engine methods**: Often work with raw `GameState*` pointers
4. **Legacy member variables**: Classes storing `const GameState*` instead of `GameStateW`
## Recommendations for Future Work
### Potential Additional Conversions
1. **Refactor command factories** to accept GameStateW instead of decomposed parameters
2. **Update ShardokEngine** to use GameStateW internally where possible
3. **Create GameStateW constructors** from raw GameState* to enable more conversions
4. **Modernize legacy classes** to use GameStateW member variables
### Copy-on-Write Consideration
The user suggested implementing copy-on-write (COW) for GameStateW to reduce memory allocation overhead during AI
search. This could provide additional performance benefits by eliminating unnecessary copying of the occupants vector.
## Technical Implementation Details
### Core Changes Made
1. **game_state.fbs**: Added `occupants:[int16];` field
2. **GameStateW.cpp**: Implemented GetOccupant() and UpdateOccupant() methods
3. **GameStateCopier.cpp**: Populates occupants vector during GameState creation
4. **ActionResultApplier.cpp**: Maintains occupants vector during unit movement
### Key Method Signatures
```cpp
// O(1) occupant lookup
auto GameStateW::GetOccupant(const Coords& coords) const -> const Unit*;
// O(1) enemy occupant lookup
auto GameStateW::GetKnownEnemyOccupant(
PlayerId playerId,
const std::vector<PlayerId>& allyPids,
const Coords& coords) const -> const Unit*;
// Incremental occupants vector maintenance
void GameStateW::UpdateOccupant(
UnitId unitId,
const Coords& oldCoords,
const Coords& newCoords);
```
## Conclusion
The occupants vector optimization successfully converted 12 high-frequency Occupant() calls to O(1) lookups while
maintaining correctness through automatic copying and incremental updates. The remaining 15+ unconverted calls are
primarily in architectural layers (command factories, utilities) that would require broader refactoring to convert. The
performance improvement achieved represents a solid foundation that could be extended with future architectural
modernization.
-11
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@@ -1,11 +0,0 @@
#!/bin/bash
set -e
# AI Performance Test Runner Script
# Runs the AI performance test with optimized builds and 10 turns
echo "Running AI performance test with optimized build..."
echo "=============================================="
# Run with optimized compilation and 10 turns
bazel run -c opt //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --turns=10 "$@"
-30
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@@ -1,30 +0,0 @@
#!/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
+7 -7
View File
@@ -22,6 +22,13 @@ cc_library(
visibility = ["//visibility:public"],
)
cc_library(
name = "container_utils",
hdrs = ["ContainerUtils.hpp"],
copts = COPTS,
visibility = ["//visibility:public"],
)
cc_library(
name = "filesystem_utils",
srcs = ["FilesystemUtils.cpp"],
@@ -88,13 +95,6 @@ cc_library(
],
)
cc_library(
name = "thread_pool",
hdrs = ["ThreadPool.hpp"],
copts = COPTS,
visibility = ["//visibility:public"],
)
cc_library(
name = "time_utils",
hdrs = ["TimeUtils.hpp"],
+5 -16
View File
@@ -7,23 +7,12 @@
#include <cstdint>
// FNV-1a 64-bit constants
constexpr uint64_t FNV_PRIME = 0x00000100000001B3ULL;
constexpr uint64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325ULL;
constexpr int64_t FNV_PRIME = 0x100000001b3;
constexpr int64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325;
// FNV-1a algorithm: XOR first, then multiply
static inline auto MixIn(uint64_t& hash, const uint8_t byte) {
hash ^= byte;
hash *= FNV_PRIME;
}
// Hash an entire buffer using FNV-1a
static inline auto HashBuffer(const uint8_t* data, size_t size) -> uint64_t {
uint64_t hash = FNV_OFFSET_BASIS;
if (data != nullptr) {
for (size_t i = 0; i < size; ++i) { MixIn(hash, data[i]); }
}
return hash;
static inline auto MixIn(int64_t& hash, const uint8_t byte) {
hash = hash * FNV_PRIME;
hash = hash ^ byte;
}
#endif // EAGLE0_BYTEHASHER_HPP
@@ -0,0 +1,173 @@
//
// Created by Dan Crosby on 12/25/20.
//
#ifndef EAGLE0_CONTAINERUTILS_HPP
#define EAGLE0_CONTAINERUTILS_HPP
#include <algorithm>
#include <functional>
#include <optional>
namespace common {
using std::allocator;
using std::back_inserter;
using std::begin;
using std::copy_if;
using std::count_if;
using std::end;
using std::find;
using std::find_if;
using std::function;
using std::optional;
using std::remove_if;
using std::vector;
template<class T, class Container>
auto Contains(const Container& container, const T& elt) -> bool {
return find(begin(container), end(container), elt) != end(container);
}
template<class Container, class Func>
auto CountIf(const Container& container, Func fn) -> size_t {
Container result{};
return count_if(begin(container), end(container), fn);
}
template<class Container, class Func>
void FilterInPlace(Container& container, Func fn) {
container.erase(
remove_if(begin(container), end(container), [fn](const auto& elt) { return !fn(elt); }),
end(container));
}
template<class Container, class Func>
auto Filtered(const Container& container, Func fn) -> Container {
Container result{};
copy_if(begin(container), end(container), back_inserter(result), fn);
return result;
}
template<class Container, class Func>
auto FilteredToVector(const Container& container, Func fn) -> decltype(auto) {
typedef typename Container::value_type value_type;
vector<value_type> result{};
copy_if(begin(container), end(container), back_inserter(result), fn);
return result;
}
template<typename Container, typename Func>
auto FindIf(const Container& container, Func fn) -> optional<typename Container::value_type> {
const auto& t = find_if(begin(container), end(container), fn);
if (t == end(container)) {
return {};
} else {
return optional<typename Container::value_type>(*t);
}
}
template<typename Container, typename Func>
auto ContainsWhere(const Container& container, Func fn) -> bool {
return find_if(begin(container), end(container), fn) != end(container);
}
template<
template<typename, typename>
class TwoTypeContainer,
typename T,
typename Allocator = allocator<T>,
typename Func>
auto Map(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type result_type;
TwoTypeContainer<result_type, allocator<result_type>> result{};
result.reserve(input.size());
transform(begin(input), end(input), back_inserter(result), fn);
return result;
}
template<template<typename> class OneTypeContainer, typename T, typename Func>
auto Map(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type result_type;
OneTypeContainer<result_type> result{};
result.reserve(input.size());
transform(begin(input), end(input), back_inserter(result), fn);
return result;
}
template<typename Container, typename Func>
auto MapToVector(const Container& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type result_type;
vector<result_type> result{};
transform(begin(input), end(input), back_inserter(result), fn);
return result;
}
template<
template<typename, typename>
class TwoTypeContainer,
typename T,
typename Allocator = allocator<T>,
typename Func>
auto FlatMap(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
TwoTypeContainer<result_value_type, allocator<result_value_type>> result{};
for (const auto& elt : input) {
const auto& outContainer = fn(elt);
for (const auto& outElt : outContainer) { result.push_back(outElt); }
}
return result;
}
template<template<typename> class OneTypeContainer, typename T, typename Func>
auto FlatMap(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
OneTypeContainer<result_value_type> result{};
for (const auto& elt : input) {
const auto& outContainer = fn(elt);
for (const auto& outElt : outContainer) { result.push_back(outElt); }
}
return result;
}
template<typename Container, typename Func>
auto FlatMapToVector(const Container& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type::value_type value_type;
vector<value_type> result{};
for (const auto& elt : input) {
const auto& outContainer = fn(elt);
for (const auto& outElt : outContainer) { result.push_back(outElt); }
}
return result;
}
template<typename Container>
auto ToVector(const Container& input) -> decltype(auto) {
typedef typename Container::value_type value_type;
return vector<value_type>(begin(input), end(input));
}
template<typename C1, typename C2>
auto Append(C1& recipient, const C2& newItems) -> C1& {
recipient.insert(end(recipient), begin(newItems), end(newItems));
return recipient;
}
} // namespace common
#endif // EAGLE0_CONTAINERUTILS_HPP
@@ -145,7 +145,7 @@ auto FilesystemUtils::LoadFromPath(const string& path) -> byte_vector {
const std::streamsize size = inputFileStream.tellg();
inputFileStream.seekg(0, std::ios::beg);
auto bv = byte_vector(static_cast<size_t>(size));
auto bv = byte_vector(size);
inputFileStream.read((char*)bv.data(), size);
return bv;
@@ -84,9 +84,7 @@ auto RandomGenerator::ChanceOpenEndedPercentileAtOrAbove(const double value) ->
auto StdLibraryGenerator::DoubleZeroToOne() -> double { return unifDouble(engine); }
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() {
engine.seed(static_cast<std::mt19937_64::result_type>(std::time(nullptr)));
}
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() { engine.seed(std::time(nullptr)); }
auto StdLibraryGenerator::IntBetween(const int min, const int max) -> int {
std::uniform_int_distribution<int> unifInt(min, max - 1);
@@ -1,14 +0,0 @@
//
// ThreadPool.cpp - Implementation of priority-based thread pool
//
#include "ThreadPool.hpp"
namespace eagle0 {
namespace common {
// Implementation is header-only to support templates
// This file exists for potential future non-template implementations
} // namespace common
} // namespace eagle0
@@ -1,200 +0,0 @@
//
// ThreadPool.hpp - Priority-based thread pool with deadline support
//
#ifndef EAGLE0_THREADPOOL_HPP
#define EAGLE0_THREADPOOL_HPP
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <functional>
#include <future>
#include <memory>
#include <mutex>
#include <queue>
#include <thread>
#include <vector>
namespace eagle0::common {
enum class TaskStatus { SUCCESS = 0, DEADLINE_EXCEEDED = 1, CANCELLED = 2 };
template<typename T>
struct TaskResult {
T value;
TaskStatus status;
TaskResult() : value{}, status(TaskStatus::SUCCESS) {}
TaskResult(T val) : value(std::move(val)), status(TaskStatus::SUCCESS) {}
TaskResult(T val, TaskStatus stat) : value(std::move(val)), status(stat) {}
// NO implicit conversion - this was causing infinite recursion
// Use .value or .get() instead
T get() const { return value; }
bool succeeded() const { return status == TaskStatus::SUCCESS; }
bool deadlineExceeded() const { return status == TaskStatus::DEADLINE_EXCEEDED; }
};
class ThreadPool {
public:
using Clock = std::chrono::steady_clock;
using TimePoint = Clock::time_point;
private:
struct Task {
std::function<void()> function;
int priority;
TimePoint deadline;
bool has_deadline;
Task(std::function<void()> f, int p, TimePoint d, bool has_d)
: function(std::move(f)),
priority(p),
deadline(d),
has_deadline(has_d) {}
// Higher priority values and earlier deadlines have higher priority
bool operator<(const Task& other) const {
if (priority != other.priority) {
return priority < other.priority; // Lower priority values have lower priority in
// priority_queue
}
if (has_deadline && other.has_deadline) {
return deadline > other.deadline; // Later deadlines have lower priority
}
if (has_deadline && !other.has_deadline) {
return false; // Tasks with deadlines have higher priority
}
if (!has_deadline && other.has_deadline) {
return true; // Tasks without deadlines have lower priority
}
return false; // Equal priority, no preference
}
};
std::vector<std::thread> workers;
std::priority_queue<Task> tasks;
std::mutex queue_mutex;
std::condition_variable condition;
std::atomic<bool> stop{false};
public:
explicit ThreadPool(size_t num_threads = std::thread::hardware_concurrency()) {
for (size_t i = 0; i < num_threads; ++i) {
workers.emplace_back([this] {
while (true) {
Task task{nullptr, 0, TimePoint{}, false};
{
std::unique_lock<std::mutex> lock(queue_mutex);
condition.wait(lock, [this] { return stop.load() || !tasks.empty(); });
if (stop.load() && tasks.empty()) { return; }
if (!tasks.empty()) {
task = std::move(const_cast<Task&>(tasks.top()));
tasks.pop();
} else {
continue;
}
}
// Execute the task (deadline checking is now handled inside the task)
if (task.function) { task.function(); }
}
});
}
}
// Enqueue a task with priority only
template<class F, class... Args>
auto enqueue(F&& f, Args&&... args, int priority = 0)
-> std::future<TaskResult<std::invoke_result_t<F, Args...>>> {
using return_type = std::invoke_result_t<F, Args...>;
using result_type = TaskResult<return_type>;
auto actualTask = std::bind(std::forward<F>(f), std::forward<Args>(args)...);
auto task = std::make_shared<std::packaged_task<result_type()>>(
[actualTask = std::move(actualTask)]() mutable -> result_type {
return result_type(actualTask());
});
std::future<result_type> result = task->get_future();
{
std::unique_lock<std::mutex> lock(queue_mutex);
if (stop.load()) { throw std::runtime_error("enqueue on stopped ThreadPool"); }
tasks.emplace([task]() { (*task)(); }, priority, TimePoint{}, false);
}
condition.notify_one();
return result;
}
// Enqueue a task with priority and deadline
template<class F, class... Args>
auto enqueue_with_deadline(F&& f, Args&&... args, int priority, TimePoint deadline)
-> std::future<TaskResult<std::invoke_result_t<F, Args...>>> {
using return_type = std::invoke_result_t<F, Args...>;
using result_type = TaskResult<return_type>;
auto actualTask = std::bind(std::forward<F>(f), std::forward<Args>(args)...);
auto task = std::make_shared<std::packaged_task<result_type()>>(
[actualTask = std::move(actualTask), deadline]() mutable -> result_type {
if (Clock::now() > deadline) {
return result_type(return_type{}, TaskStatus::DEADLINE_EXCEEDED);
}
return result_type(actualTask());
});
std::future<result_type> result = task->get_future();
{
std::unique_lock<std::mutex> lock(queue_mutex);
if (stop.load()) { throw std::runtime_error("enqueue on stopped ThreadPool"); }
tasks.emplace([task]() { (*task)(); }, priority, deadline, true);
}
condition.notify_one();
return result;
}
// Get current queue size (approximate, for monitoring)
size_t queue_size() const {
std::unique_lock<std::mutex> lock(const_cast<std::mutex&>(queue_mutex));
return tasks.size();
}
// Get detailed queue information for debugging
void debug_queue_state() const {
std::unique_lock<std::mutex> lock(const_cast<std::mutex&>(queue_mutex));
printf("ThreadPool: Queue size: %zu\n", tasks.size());
if (!tasks.empty()) {
// Create a copy to inspect priorities without modifying queue
auto queue_copy = tasks;
std::vector<int> priorities;
while (!queue_copy.empty()) {
priorities.push_back(queue_copy.top().priority);
queue_copy.pop();
}
printf("ThreadPool: Priorities in queue: ");
for (int p : priorities) { printf("%d ", p); }
printf("\n");
}
}
~ThreadPool() {
stop.store(true);
condition.notify_all();
for (std::thread& worker : workers) {
if (worker.joinable()) { worker.join(); }
}
}
};
} // namespace eagle0::common
#endif // EAGLE0_THREADPOOL_HPP
@@ -8,8 +8,6 @@ namespace shardok {
using Coords = net::eagle0::shardok::storage::fb::Coords;
constexpr double kDefaultMorale = 50.0;
auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) -> Battalion {
Battalion shardokBattalion{};
@@ -17,9 +15,9 @@ auto ConvertBattalion(const net::eagle0::common::CommonBattalion &battalion) ->
shardokBattalion.mutate_size(battalion.size());
shardokBattalion.mutate_type(
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(battalion.type()));
shardokBattalion.mutate_morale(kDefaultMorale);
shardokBattalion.mutate_armament(static_cast<float>(battalion.armament()));
shardokBattalion.mutate_training(static_cast<float>(battalion.training()));
shardokBattalion.mutate_morale(battalion.morale());
shardokBattalion.mutate_armament(battalion.armament());
shardokBattalion.mutate_training(battalion.training());
return shardokBattalion;
}
@@ -39,28 +37,28 @@ auto ConvertHero(const net::eagle0::common::CommonHero &hero) -> Hero {
shardokHero.mutable_control_info().mutate_controlled_unit_id(-1);
shardokHero.mutable_control_info().mutate_controlled_this_round(false);
shardokHero.mutate_strength(static_cast<int8_t>(hero.strength()));
shardokHero.mutate_strength_xp(static_cast<int16_t>(hero.strength_xp()));
shardokHero.mutate_strength(hero.strength());
shardokHero.mutate_strength_xp(hero.strength_xp());
shardokHero.mutate_agility(static_cast<int8_t>(hero.agility()));
shardokHero.mutate_agility_xp(static_cast<int16_t>(hero.agility_xp()));
shardokHero.mutate_agility(hero.agility());
shardokHero.mutate_agility_xp(hero.agility_xp());
shardokHero.mutate_constitution(static_cast<int8_t>(hero.constitution()));
shardokHero.mutate_constitution_xp(static_cast<int16_t>(hero.constitution_xp()));
shardokHero.mutate_constitution(hero.constitution());
shardokHero.mutate_constitution_xp(hero.constitution_xp());
shardokHero.mutate_charisma(static_cast<int8_t>(hero.charisma()));
shardokHero.mutate_charisma_xp(static_cast<int16_t>(hero.charisma_xp()));
shardokHero.mutate_charisma(hero.charisma());
shardokHero.mutate_charisma_xp(hero.charisma_xp());
shardokHero.mutate_wisdom(static_cast<int8_t>(hero.wisdom()));
shardokHero.mutate_wisdom_xp(static_cast<int16_t>(hero.wisdom_xp()));
shardokHero.mutate_wisdom(hero.wisdom());
shardokHero.mutate_wisdom_xp(hero.wisdom_xp());
shardokHero.mutate_integrity(static_cast<int8_t>(hero.integrity()));
shardokHero.mutate_ambition(static_cast<int8_t>(hero.ambition()));
shardokHero.mutate_gregariousness(static_cast<int8_t>(hero.gregariousness()));
shardokHero.mutate_bravery(static_cast<int8_t>(hero.bravery()));
shardokHero.mutate_integrity(hero.integrity());
shardokHero.mutate_ambition(hero.ambition());
shardokHero.mutate_gregariousness(hero.gregariousness());
shardokHero.mutate_bravery(hero.bravery());
shardokHero.mutate_vigor(static_cast<float>(hero.vigor()));
shardokHero.mutate_starting_vigor(static_cast<float>(hero.vigor()));
shardokHero.mutate_vigor(hero.vigor());
shardokHero.mutate_starting_vigor(hero.vigor());
return shardokHero;
}
@@ -72,14 +70,7 @@ auto ConvertUnit(
Unit shardokUnit{};
shardokUnit.mutate_player_id(shardokPlayerId);
// Range check eagle_player_id for int8 conversion
int32_t eagle_id = unit.eagle_player_id();
if (eagle_id < -128 || eagle_id > 127) {
throw std::runtime_error(
"eagle_player_id " + std::to_string(eagle_id) + " out of int8 range");
}
shardokUnit.mutate_eagle_player_id(static_cast<int8_t>(eagle_id));
shardokUnit.mutate_eagle_player_id(unit.eagle_player_id());
shardokUnit.mutate_hidden(false);
shardokUnit.mutate_fortified(false);
if (unit.has_hero()) {
@@ -95,22 +86,19 @@ auto ConvertUnit(
shardokUnit.mutate_stun_rounds_remaining(0);
for (const PlayerId pid : allPlayerIds) {
shardokUnit.mutable_opponent_knowledge()->Mutate(
static_cast<flatbuffers::uoffset_t>(pid),
0);
shardokUnit.mutable_opponent_knowledge()->Mutate(pid, 0);
}
shardokUnit.mutate_has_moved_in_zoc(false);
shardokUnit.mutate_targeted_unit(-1);
shardokUnit.mutate_volleys_remaining(0);
shardokUnit.mutate_food_remaining(static_cast<float>(unit.food()));
shardokUnit.mutate_food_remaining(unit.food());
shardokUnit.mutate_can_flee(unit.can_flee());
shardokUnit.mutate_can_archery(unit.can_archery());
shardokUnit.mutate_can_start_fire(unit.can_start_fire());
if (unit.has_starting_position_index()) {
shardokUnit.mutate_starting_position_index(
static_cast<int8_t>(unit.starting_position_index().value()));
shardokUnit.mutate_starting_position_index(unit.starting_position_index().value());
} else {
shardokUnit.mutate_starting_position_index(-1);
}
@@ -9,10 +9,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/common/common_unit.pb.h"
#pragma GCC diagnostic pop
namespace shardok {
+2 -1
View File
@@ -51,7 +51,8 @@ cc_binary(
deps = [
"//src/main/cpp/net/eagle0/common:byte_vector",
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/protobuf/net/eagle0/common:shardok_internal_interface_cc_grpc",
],
)
@@ -3,10 +3,13 @@
//
#include "src/main/cpp/net/eagle0/common/byte_vector.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/protobuf/net/eagle0/common/shardok_internal_interface.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/storage/game.pb.h"
using GameStateW = shardok::Wrapper<net::eagle0::shardok::storage::fb::GameState>;
auto main(int argc, char** argv) -> int {
char* path = argv[1];
@@ -24,8 +27,8 @@ auto main(int argc, char** argv) -> int {
printf("There are %d results\n", arCount);
for (int arIndex = 0; arIndex < arCount; arIndex++) {
shardok::GameStateW gameState =
shardok::GameStateW::FromByteString(game.action_result(arIndex).state_after_fb());
GameStateW gameState =
GameStateW::FromByteString(game.action_result(arIndex).state_after_fb());
const auto* hexMap = gameState->hex_map();
for (int terrainIndex = 0; terrainIndex < hexMap->terrain()->size(); terrainIndex++) {
@@ -36,7 +36,7 @@ auto CalculateMap(
.name = mapName,
.positionsRequiringCrossing = {}};
for (unsigned int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
for (int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
const auto* positionList = hexMap->attacker_starting_positions()->Get(i);
if (positionList->positions()->size() < 1) continue;
if (positionList->positions()->size() != 10) {
@@ -5,9 +5,7 @@
#ifndef EAGLE0_MAPINFOCALCULATOR_HPP
#define EAGLE0_MAPINFOCALCULATOR_HPP
#include <cstdint>
#include <map>
#include <memory>
#include <string>
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
@@ -3,7 +3,6 @@
//
#include <iostream>
#include <memory>
#include "MapInfoCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -53,7 +52,7 @@ auto main(const int argc, char** argv) -> int {
outputStream << " \"positions\": {";
bool firstPosition = true;
for (const auto& [position, count] : mapInfo.positionsRequiringCrossing) {
for (const auto& kv : mapInfo.positionsRequiringCrossing) {
if (firstPosition) {
outputStream << endl;
firstPosition = false;
@@ -61,7 +60,7 @@ auto main(const int argc, char** argv) -> int {
outputStream << "," << endl;
}
outputStream << " \"" << position << "\": " << count;
outputStream << " \"" << kv.first << "\": " << kv.second;
}
outputStream << endl << " }" << endl << " }";
}
@@ -4,11 +4,6 @@
#include "AIAttackGroups.hpp"
#include <cstdlib>
#include <iterator>
#include <ranges>
#include <unordered_map>
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -17,9 +12,6 @@ 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;
@@ -37,13 +29,13 @@ struct TargetAndDistance {
: target(t),
attackLocations(al),
targetPower(tp),
distance(d) {}
distance(d){};
};
auto MinDistance(
const Coords& start,
const CoordsSet& destinations,
const ActionPointDistances* apd) -> DIST_T {
const std::shared_ptr<ActionPointDistances>& apd) -> DIST_T {
DIST_T minDistance = ActionPointDistances::IMPOSSIBLE;
for (const Coords& dest : destinations) {
@@ -58,8 +50,8 @@ auto MinDistance(
auto MinDistanceIncludingBraving(
const Coords& start,
const CoordsSet& destinations,
const ActionPointDistances* notBravingApd,
const ActionPointDistances* bravingApd) {
const std::shared_ptr<ActionPointDistances>& notBravingApd,
const std::shared_ptr<ActionPointDistances>& bravingApd) {
// First try to get there without braving
if (const DIST_T notBravingDistance = MinDistance(start, destinations, notBravingApd);
notBravingDistance < ActionPointDistances::IMPOSSIBLE) {
@@ -100,23 +92,15 @@ auto EffectiveDistance(
const SettingsGetter& settings,
const int braveWaterCost) -> DIST_T {
const auto& battType = settings.GetBattalionType(unit->battalion().type());
const auto* notBravingApd = apdCache->GetRaw(map, mapId, battType, false);
const ActionPointDistances* bravingApd = nullptr;
const auto& notBravingApd = apdCache->Get(map, mapId, battType, false);
std::shared_ptr<ActionPointDistances> bravingApd = nullptr;
if (battType->allowsBraveWater) {
bravingApd = apdCache->GetRaw(map, mapId, battType, true, braveWaterCost);
bravingApd = apdCache->Get(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) {
@@ -146,11 +130,11 @@ auto GenerateTargetPriorities(
vector<const Unit*> sortedAttackers = remainingUnits;
// Handle stronger units first
std::ranges::sort(sortedAttackers, [](const Unit* left, const Unit* right) {
return Power(left) > Power(right);
});
std::sort(
begin(sortedAttackers),
end(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) {
@@ -160,14 +144,6 @@ 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];
@@ -178,13 +154,18 @@ auto GenerateTargetPriorities(
double occupantPower = Power(occupant);
if (unit->location().row() >= 0) {
const auto& attackLocsForUnit = attackLocations.LocationsWithEnemyInRange(unit);
auto distance =
EffectiveDistance(unit, notBravingApd, bravingApd, attackLocsForUnit);
auto distance = EffectiveDistance(
unit,
map,
mapId,
apdCache,
attackLocations,
settings,
braveWaterCost);
targetsWithDistance.emplace_back(
targetLocation,
attackLocsForUnit,
attackLocations.LocationsWithEnemyInRange(unit),
occupantPower,
distance);
} else {
@@ -198,8 +179,9 @@ auto GenerateTargetPriorities(
}
// Sort by distance
std::ranges::sort(
targetsWithDistance,
std::sort(
begin(targetsWithDistance),
end(targetsWithDistance),
[&powerAttackingEachTarget,
cc](const TargetAndDistance& left, const TargetAndDistance& right) {
const auto leftIndex = CoordsIndex(left.target, cc);
@@ -224,15 +206,11 @@ auto GenerateTargetPriorities(
Power(unit);
}
tpl.priorityOrder.reserve(targetsWithDistance.size());
std::ranges::transform(
targetsWithDistance,
std::back_inserter(tpl.priorityOrder),
[](const TargetAndDistance& tad) {
return TargetAndAttackLocations{
.target = tad.target,
.attackLocations = tad.attackLocations};
});
tpl.priorityOrder = common::Map(targetsWithDistance, [](const TargetAndDistance& tad) {
return TargetAndAttackLocations{
.target = tad.target,
.attackLocations = tad.attackLocations};
});
}
return allTargetsUnitsAndDistances;
@@ -56,12 +56,6 @@ 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,
@@ -4,7 +4,6 @@
#include "AIAttackerStrategySelector.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIFleeDecisionCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -12,21 +11,21 @@ namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
// Combat success threshold below which we should consider fleeing
// This replaces the simple troop ratio check with sophisticated probability estimation
constexpr double FLEE_CONSIDERATION_THRESHOLD = 0.25;
constexpr double MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE = 0.50;
auto AIAttackerStrategySelector::BestAttackerStrategy(
const PlayerId attackerPid,
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const ALCache& alCache,
const SettingsGetter& settings,
const AIWaterCrossingCommandChooser& waterCrossingCommandChooser,
const vector<CommandProto>& /*availableCommands*/) -> AIStrategy {
const vector<CommandProto>& availableCommands) -> AIStrategy {
uint32_t attackerUnitCount = 0;
int defenderOccupiedCriticalTileCount = 0;
int attackerTroops = 0;
int defenderTroops = 0;
bool canFlee = false;
vector<const Unit*> attackerUnits{};
@@ -41,6 +40,8 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
if (pi != nullptr) {
if (pi->is_defender()) {
if (unit->location().row() >= 0) {
defenderTroops += unit->battalion().size();
if (criticalTileCoords.Contains(unit->location())) {
++defenderOccupiedCriticalTileCount;
}
@@ -49,6 +50,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
}
} else if (unit->player_id() == attackerPid) {
++attackerUnitCount;
attackerTroops += unit->battalion().size();
if (unit->can_flee()) canFlee = true;
attackerUnits.push_back(unit);
} else {
@@ -58,13 +60,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
}
AIStrategy chosenStrategy;
// Use sophisticated combat success estimation instead of simple troop ratio
if (canFlee && AIFleeDecisionCalculator::ShouldConsiderFleeing(
attackerPid,
gameState,
settings,
FLEE_CONSIDERATION_THRESHOLD)) {
if (canFlee && attackerTroops < MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE * defenderTroops) {
chosenStrategy = FleeStrategy;
} else if (const CoordsSet startCrossingLocations =
waterCrossingCommandChooser
@@ -8,16 +8,18 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameState = net::eagle0::shardok::storage::fb::GameState;
class AIAttackerStrategySelector {
public:
static auto BestAttackerStrategy(
PlayerId attackerPid,
const GameStateW& gameState,
const GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const ALCache& alCache,
@@ -1,595 +0,0 @@
//
// Filter obviously bad commands for performance
//
#include "AICommandFilter.hpp"
#include <algorithm>
#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 fb::Unit;
using net::eagle0::shardok::common::CommandType;
CoordsSet AICommandFilter::BuildEnemyLocations(const GameStateW& gameState, PlayerId pid) {
CoordsSet enemyLocations(gameState->hex_map());
const auto* units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(i));
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 GameStateW& 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 GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
const CoordsSet& castleLocations,
double minDistToEnemies) {
// Handle different spell types
switch (cmd.GetCommandType()) {
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);
if (const int hexDistance = CubeDistance(unitCube, enemyCube);
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!
std::vector<PlayerId> allyPids; // Empty for now - assume 2-player game
if (gameState.GetKnownEnemyOccupant(pid, 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 GameStateW& 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 GameStateW& /*gameState*/,
const SettingsGetter& /*settings*/,
double /*minDistToEnemies*/) {
// Simplified strategic blunder detection for now
// TODO: Implement proper castle abandonment detection
// TODO: Use minDistToEnemies for strategic blunder logic
return false;
}
double AICommandFilter::MinDistanceToEnemyUnits(
const GameStateW& 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 (size_t i = 0; i < units->size(); ++i) {
const auto* playerUnit = units->Get(static_cast<unsigned int>(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 GameStateW& 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 (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(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 GameStateW& 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 GameStateW& gameState, PlayerId pid) {
int count = 0;
const auto* units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(i));
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 GameStateW& /*gameState*/) {
// Simplified implementation - return false for now
// TODO: Implement proper castle abandonment detection when API is available
return false;
}
} // namespace shardok
@@ -1,106 +0,0 @@
//
// 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 GameStateW& gameState,
const SettingsGetter& settings,
const APDCache& apdCache);
private:
// Helper to build enemy locations once for efficiency
static CoordsSet BuildEnemyLocations(const GameStateW& gameState, PlayerId pid);
// Spell preparation filters
static bool IsWastefulAction(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameStateW& 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 GameStateW& 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 GameStateW& gameState,
const SettingsGetter& settings,
double minDistToEnemies);
// Helper functions for distance and position analysis
static double MinDistanceToEnemyUnits(
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& enemyLocations);
static double MinDistanceToCastles(
const GameStateW& gameState,
PlayerId pid,
const CoordsSet& castleLocations);
static bool IsPlayerOutnumbered(const GameStateW& gameState, PlayerId pid, double threshold);
static int CountPlayerUnits(const GameStateW& gameState, PlayerId pid);
static bool WouldAbandonCriticalCastle(
const ShardokCommand& cmd,
PlayerId pid,
const GameStateW& gameState);
};
} // namespace shardok
#endif // EAGLE0_AICOMMANDFILTER_HPP
@@ -4,9 +4,6 @@
#include "AIDefenderStrategySelector.hpp"
#include <algorithm>
#include <ranges>
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -17,7 +14,7 @@ constexpr double MAXIMUM_RATIO_FOR_DEFENDER_TO_FLEE = 0.15;
constexpr double MINIMUM_RATIO_FOR_DEFENDER_TO_HOLD = 0.60;
auto AIDefenderStrategySelector::BestDefenderStrategy(
const GameStateW& gameState,
const GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const SettingsGetter& settings) -> AIStrategy {
@@ -60,9 +57,7 @@ auto AIDefenderStrategySelector::BestDefenderStrategy(
net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD) {
++attackerNonUndeadUnitCount;
if (!std::ranges::contains(
attackerUnitIdsRequiringWaterCrossing,
unit->unit_id())) {
if (!common::Contains(attackerUnitIdsRequiringWaterCrossing, unit->unit_id())) {
++attackerNonUndeadUnitNotRequiringWaterCrossingCount;
}
}
@@ -7,15 +7,16 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
class AIDefenderStrategySelector {
using GameState = net::eagle0::shardok::storage::fb::GameState;
public:
static auto BestDefenderStrategy(
const GameStateW& gameState,
const GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const SettingsGetter& settings) -> AIStrategy;
@@ -13,8 +13,8 @@ constexpr double kPerUnitDebufDecay = 0.5;
constexpr double kDecaySum = kPerUnitDebufDecay / (1 - kPerUnitDebufDecay);
auto CostsWithoutAndWithBraving(
const ActionPointDistances *actionPointDistancesWithoutBraving,
const ActionPointDistances *actionPointDistancesWithBraving,
const shared_ptr<ActionPointDistances> &actionPointDistancesWithoutBraving,
const shared_ptr<ActionPointDistances> &actionPointDistancesWithBraving,
const Coords &startLocation,
const CoordsSet &targets,
int &outPointCostWithoutBraving,
@@ -65,17 +65,17 @@ auto DefenderDistanceBuf(
vector<WithoutAndWith> pointCosts{};
pointCosts.reserve(attackerUnits.size());
vector<const ActionPointDistances *> notBravingDistances(6, nullptr);
vector<const ActionPointDistances *> bravingDistances(6, nullptr);
vector<std::shared_ptr<ActionPointDistances>> notBravingDistances(6);
vector<std::shared_ptr<ActionPointDistances>> bravingDistances(6);
for (const Unit *attacker : attackerUnits) {
const int typeInt = attacker->battalion().type();
if (notBravingDistances[typeInt] == nullptr) {
notBravingDistances[typeInt] = apdCache->GetRaw(
notBravingDistances[typeInt] = apdCache->Get(
hexMap,
mapId,
settings.GetBattalionType(attacker->battalion().type()),
false);
bravingDistances[typeInt] = apdCache->GetRaw(
bravingDistances[typeInt] = apdCache->Get(
hexMap,
mapId,
settings.GetBattalionType(attacker->battalion().type()),
@@ -1,228 +0,0 @@
//
// AIFleeDecisionCalculator.cpp
// eagle0
//
// Handles AI flee decision logic including combat success estimation
// and flee vs fight evaluation for final round scenarios
//
#include "AIFleeDecisionCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
namespace shardok {
auto AIFleeDecisionCalculator::GetFleeCommandIndex(
const vector<CommandProto>::const_iterator& fleeCommand,
const vector<CommandProto>& availableCommands) -> size_t {
return static_cast<size_t>(std::distance(availableCommands.begin(), fleeCommand));
}
auto AIFleeDecisionCalculator::EstimateCombatSuccess(
PlayerId attackerPlayerId,
const GameStateW& gameState,
const SettingsGetter& settings) -> double {
if (gameState->status() == nullptr ||
gameState->status()->state() !=
net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING) {
return 1.0; // we're still in set_up so we can't really evaluate
}
// Combat success estimation based on unit power, heroes, and capture dynamics
double attackerPower = 0.0;
double defenderPower = 0.0;
int attackerTroops = 0; // Still track raw troops for special cases
int defenderTroops = 0;
int attackerUnits = 0;
int defenderUnits = 0;
int attackerHeroes = 0;
int defenderHeroes = 0;
bool defenderHasVips = false;
// Calculate total power and count units/heroes for each side
for (const auto* unit : *gameState->units()) {
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
const auto* pi = PlayerInfoForPid(gameState, unit->player_id());
if (pi == nullptr) continue;
const int unitTroops = unit->battalion().size();
const bool hasHero = unit->has_attached_hero();
const double unitPower = ContextFreeUnitValue(unit);
if (pi->is_defender()) {
defenderPower += unitPower;
defenderTroops += unitTroops;
defenderUnits++;
if (hasHero) {
defenderHeroes++;
if (unit->attached_hero().is_vip()) { defenderHasVips = true; }
}
} else if (unit->player_id() == attackerPlayerId) {
attackerPower += unitPower;
attackerTroops += unitTroops;
attackerUnits++;
if (hasHero) { attackerHeroes++; }
}
}
const int roundsRemaining = settings.Backing().max_rounds() - gameState->current_round();
// Special case: Attacker has no heroes - automatic loss
if (attackerHeroes == 0) {
return 0.0; // Cannot win without heroes
}
// Special case: Defender has no heroes - automatic win for attacker
if (defenderHeroes == 0) {
return 1.0; // Guaranteed win
}
// Special case: Attacker has no troops (but has heroes)
if (attackerTroops == 0) {
// Very difficult to win with heroes alone
return 0.05; // Extremely low chance
}
// Special case: Defender has no troops but has heroes
if (defenderTroops == 0) {
// Defenders with only heroes are vulnerable to capture
// Only truly difficult if time is extremely limited
if (roundsRemaining <= 1) {
// Last round - very hard to capture all heroes
return 0.3; // Low but not impossible
} else if (roundsRemaining <= 2) {
return 0.6; // Still achievable
} else {
// With 3+ rounds, capturing defenseless heroes is quite feasible
return 0.85; // High probability of success
}
}
// Normal case: Both sides have troops
// Base probability from power ratio (accounts for unit quality, not just quantity)
const double powerRatio = attackerPower / std::max(1.0, defenderPower);
double baseProbability = std::min(0.95, std::max(0.05, powerRatio * 0.5));
// Adjust for time pressure - attackers need to win before time runs out
if (roundsRemaining <= 1) {
baseProbability *= 0.6; // Severe penalty for last round
} else if (roundsRemaining <= 3) {
baseProbability *= 0.8; // Moderate penalty
}
// Adjust for unit count (more units = better tactical flexibility)
const double unitRatio =
static_cast<double>(attackerUnits) / std::max(1.0, static_cast<double>(defenderUnits));
if (unitRatio < 0.5) {
baseProbability *= 0.8;
} else if (unitRatio > 1.5) {
baseProbability *= 1.15;
}
// Adjust for hero presence
if (defenderHeroes > attackerHeroes && defenderHasVips) {
// Defender has more heroes including VIPs - harder to capture
baseProbability *= 0.85;
}
return std::min(0.95, std::max(0.05, baseProbability));
}
auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
PlayerId playerId,
const SettingsGetter& settingsGetter,
const GameStateW& guessedState,
const vector<CommandProto>& availableCommands,
const vector<CommandProto>::const_iterator& fleeCommand,
bool enableDebugLogging) -> FleeDecision {
// Get flee success odds
const int fleeSuccessChance = fleeCommand->odds().success_chance();
// Get thresholds from settings
const int minimumFleeOddsThreshold = settingsGetter.Backing().ai_minimum_flee_odds_threshold();
const int desperateFleeThreshold = settingsGetter.Backing().ai_desperate_flee_threshold();
if (enableDebugLogging) {
printf("AI FinalRound: Evaluating flee (odds=%d%%)...\n", fleeSuccessChance);
}
// Check if flee odds are good enough to attempt
if (fleeSuccessChance >= minimumFleeOddsThreshold) {
if (enableDebugLogging) {
printf("AI FinalRound: Good flee odds (%d%% >= %d%%), choosing flee\n",
fleeSuccessChance,
minimumFleeOddsThreshold);
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Good flee odds"};
}
// Low flee odds - evaluate if fighting might be better
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, settingsGetter);
// If combat situation is hopeless, even bad flee odds are better than certain death
if (combatWinChance <= 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
if (enableDebugLogging) {
printf("AI FinalRound: Combat hopeless (%.1f%%), desperate flee attempt (%d%%)\n",
combatWinChance * 100,
fleeSuccessChance);
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Combat hopeless, desperate flee"};
}
// Detailed flee vs fight comparison
const double fleeChance = static_cast<double>(fleeSuccessChance) / 100.0;
// Compare expected outcomes:
// - Flee: fleeChance of survival (not victory, but avoiding loss)
// - Fight: combatWinChance of victory (better than survival)
constexpr double FLEE_VS_COMBAT_MARGIN =
0.8; // Require 80% of combat chance to prefer fighting
const double adjustedCombatThreshold = combatWinChance * FLEE_VS_COMBAT_MARGIN;
if (enableDebugLogging) {
printf("AI FinalRound: Flee=%d%%, Combat=%.1f%%, Threshold=%.1f%% -> ",
fleeSuccessChance,
combatWinChance * 100,
adjustedCombatThreshold * 100);
}
if (fleeChance > adjustedCombatThreshold) {
if (enableDebugLogging) { printf("FLEE (better odds)\n"); }
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Flee has better expected outcome"};
} else {
if (enableDebugLogging) { printf("FIGHT (better expected outcome)\n"); }
// Return 0 to indicate we should use standard command selection
return FleeDecision{
false,
0, // Will be replaced by StandardChooseCommandIndex
"Fighting has better expected outcome"};
}
}
auto AIFleeDecisionCalculator::ShouldConsiderFleeing(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const SettingsGetter& settings,
double fleeConsiderationThreshold) -> bool {
// Get combat success probability
const double combatSuccessChance =
EstimateCombatSuccess(attackerPlayerId, guessedState, settings);
// Consider fleeing if combat success chance is below threshold
return combatSuccessChance < fleeConsiderationThreshold;
}
} // namespace shardok
@@ -1,67 +0,0 @@
//
// AIFleeDecisionCalculator.hpp
// eagle0
//
// Handles AI flee decision logic including combat success estimation
// and flee vs fight evaluation for final round scenarios
//
#ifndef AIFleeDecisionCalculator_hpp
#define AIFleeDecisionCalculator_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
namespace shardok {
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
class AIFleeDecisionCalculator {
public:
// Configuration for flee decision thresholds
struct FleeThresholds {
int minimumFleeOddsThreshold; // Minimum flee success odds to consider fleeing
int desperateFleeThreshold; // Flee threshold when combat is hopeless
};
// Result of flee vs fight evaluation
struct FleeDecision {
bool shouldFlee;
size_t commandIndex; // Index of command to execute (flee or fight)
const char* reasoning; // Debug explanation of decision
};
// Evaluate whether to flee or fight in the final round
[[nodiscard]] static auto EvaluateFleeVsFight(
PlayerId playerId,
const SettingsGetter& settings,
const GameStateW& guessedState,
const vector<CommandProto>& availableCommands,
const vector<CommandProto>::const_iterator& fleeCommand,
bool enableDebugLogging = false) -> FleeDecision;
// Estimate probability of combat success for the attacker
[[nodiscard]] static auto EstimateCombatSuccess(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const SettingsGetter& settings) -> double;
// Determine if the attacker should consider fleeing based on combat odds
// Returns true if fleeing should be considered as an option
[[nodiscard]] static auto ShouldConsiderFleeing(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const SettingsGetter& settings,
double fleeConsiderationThreshold = 0.5) -> bool;
private:
// Helper to get flee command index
[[nodiscard]] static auto GetFleeCommandIndex(
const vector<CommandProto>::const_iterator& fleeCommand,
const vector<CommandProto>& availableCommands) -> size_t;
};
} // namespace shardok
#endif /* AIFleeDecisionCalculator_hpp */
@@ -6,7 +6,7 @@
namespace shardok {
auto MinimumDistanceAndTarget(
const ActionPointDistances *apd,
const shared_ptr<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 ActionPointDistances *apd,
const shared_ptr<ActionPointDistances> &apd,
const Coords &origin,
const CoordsSet &destinations) -> int {
return MinimumDistanceAndTarget(apd, origin, destinations).distance;
@@ -23,12 +23,12 @@ struct CoordsAndDistance {
};
auto MinimumDistanceAndTarget(
const ActionPointDistances *apd,
const shared_ptr<ActionPointDistances> &apd,
const Coords &origin,
const CoordsSet &destinations) -> CoordsAndDistance;
auto MinimumDistance(
const ActionPointDistances *apd,
const shared_ptr<ActionPointDistances> &apd,
const Coords &origin,
const CoordsSet &destinations) -> int;
File diff suppressed because it is too large Load Diff
@@ -5,8 +5,10 @@
#ifndef EAGLE0_AISCORECALCULATOR_HPP
#define EAGLE0_AISCORECALCULATOR_HPP
#include <chrono>
#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"
@@ -14,6 +16,7 @@
#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"
@@ -21,7 +24,7 @@
namespace shardok {
using net::eagle0::shardok::api::GameStateView;
using GameState = fb::GameState;
using GameState = net::eagle0::shardok::storage::fb::GameState;
using shardok::PlayerId;
using std::future;
using std::vector;
@@ -31,19 +34,93 @@ using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
class AIScoreCalculator {
public:
// Evaluate the score of a guessed game state based on the current AI strategy. DOES NOT perform
// or evaluate any commands.
struct IndexAndScore {
size_t index;
net::eagle0::shardok::common::CommandType type;
ScoreValue lookaheadScore;
ScoreValue immediateScore;
};
private:
[[nodiscard]] static auto DefenderScatterStrategyScoreForState(
const GameState *gameState,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto DefenderHoldCastlesStrategyScoreForState(
const GameState *gameState,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto FleeStrategyScoreForState(
const GameState *gameState,
PlayerId playerId) -> ScoreValue;
[[nodiscard]] static auto DefenderScoreForState(
const GameState *gameState,
const AIStrategy &defenderStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto AttackerScoreForState(
const GameState *gameState,
const AIStrategy &attackerStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
struct ImmediateAndLookaheadScore {
ScoreValue immediateScore;
future<ScoreValue> lookaheadScore;
};
static auto BasicLookaheadCalculator(
PlayerId pid,
bool isDefender,
int maxRepeatCount,
const shared_ptr<ShardokEngine> &innerEngine,
ScoreValue currentUtility,
const AIStrategy &attackerStrategy,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache) -> ScoreValue;
static auto CalcOne(
PlayerId pid,
bool isDefender,
uint32_t commandIndex,
int remainingLookahead,
int maxRepeatCount,
const std::shared_ptr<RandomGenerator> &randomGenerator,
const ShardokEngine &guessedEngine,
const AIStrategy &attackerStrategy,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache) -> ImmediateAndLookaheadScore;
public:
[[nodiscard]] static auto GuessedStateScore(
bool isDefender,
const GameStateW &state,
const GameState *state,
const AIStrategy &aiStrategy,
const CoordsSet &allCastleCoords,
const SettingsGetter &settingsGetter,
const APDCache &apdCache,
const ALCache &alCache) -> ScoreValue;
// Evaluates the score for a particular command index for the given player, using lookahead.
[[nodiscard]] static auto CommandScore(
[[nodiscard]] static auto BestCommandIndex(
PlayerId pid,
bool isDefender,
int remainingLookahead,
@@ -54,18 +131,7 @@ public:
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
size_t commandIndex,
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue>;
// Reset search path for a new search (call at start of each AI search)
static void resetSearchPath();
// Print transposition pruning statistics
static void printPruningStats();
// Reset pruning statistics
static void resetPruningStats();
const ALCache &alCache) -> IndexAndScore;
};
} // namespace shardok
@@ -16,7 +16,7 @@ auto HasAttachedHeroWithProfession(
unit->attached_hero().profession_info().profession() == profession;
}
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int {
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int {
int count = 0;
for (const auto *unit : *gameState->units()) {
@@ -32,7 +32,7 @@ auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int {
return count;
}
auto PlayerInfoForPid(const GameStateW &gs, const PlayerId pid) -> const PlayerInfo * {
auto PlayerInfoForPid(const GameState *gs, const PlayerId pid) -> const PlayerInfo * {
if (gs->player_infos()) {
for (const auto &pi : *gs->player_infos()) {
if (pi->player_id() == pid) return pi;
@@ -7,7 +7,6 @@
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
@@ -26,8 +25,8 @@ auto HasAttachedHeroWithProfession(
const Unit *unit,
net::eagle0::shardok::storage::fb::Profession profession) -> bool;
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
auto PlayerInfoForPid(const GameStateW &, PlayerId pid) -> const PlayerInfo *;
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int;
auto PlayerInfoForPid(const GameState *gs, PlayerId pid) -> const PlayerInfo *;
} // namespace shardok
@@ -1,91 +0,0 @@
//
// 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 (size_t i = 0; i < units->size() && !isClose; ++i) {
const auto *myUnit = units->Get(static_cast<unsigned int>(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 (size_t j = 0; j < units->size(); ++j) {
const auto *enemyUnit = units->Get(static_cast<unsigned int>(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 size_t minDepth = settingsGetter.Backing().min_lookahead_turns();
return AITimeBudget{
.remainingBudget = remainingBudget,
.minDepthRequired = minDepth,
.isCloseToEnemy = isClose};
}
} // namespace shardok
@@ -1,46 +0,0 @@
//
// 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/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
namespace shardok {
// Forward declarations
class GameSettings;
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)
size_t 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
@@ -5,7 +5,6 @@
#include "AIUnitScoreCalculator.hpp"
#include <algorithm>
#include <cstdlib>
#include "AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -99,7 +98,7 @@ auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue {
return battalionValue + heroValue;
}
auto archeryValue(const Unit * /*unit*/) -> double {
auto archeryValue(const Unit *unit) -> double {
// TODO: make this depend on the value of the targets
return kArcheryPossibleValue;
}
@@ -114,7 +113,7 @@ auto reduceValue(const Unit *unit, const Terrain *unitTerrain) -> double {
return 0.0;
}
auto fearValue(const Unit * /*unit*/) -> double {
auto fearValue(const Unit *unit) -> double {
// TODO: make this depend on the value of the targets
return kFearPossibleValue;
}
@@ -334,7 +333,7 @@ auto UnitValue(
const int roundsRemaining,
const AttackLocations &locationsThisSideCanAttackFrom,
const CoordsSet &locationsInDangerFromEnemy,
const ActionPointDistances *distances,
const std::shared_ptr<ActionPointDistances> &distances,
const SettingsGetter &settings) -> ScoreValue {
const auto &location = unit->location();
if (location.row() < 0) return 0; // unplaced unit
@@ -343,8 +342,7 @@ auto UnitValue(
unit->battalion().type() == net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD;
const int coordsIndex = location.row() * map->column_count() + location.column();
const auto *terrain = map->terrain()->Get(coordsIndex);
const auto &terrain = map->terrain()->Get(coordsIndex);
double castleMultiplier = 1.0;
// Only give a multiplier for being in a castle if the castle is useful, and the unit is not
// undead
@@ -360,8 +358,8 @@ auto UnitValue(
{
for (const auto adjacentCoords = HexMapUtils::GetAdjacentCoords(map, location);
const auto &c : adjacentCoords) {
if (const auto *adjTerrain = GetTerrain(map, c);
adjTerrain && adjTerrain->modifier().fire().present()) {
if (const auto &adjTerrain = GetTerrain(map, c);
adjTerrain->modifier().fire().present()) {
onFireMultiplier *= kAdjacentFireMultiplier;
}
}
@@ -416,7 +414,7 @@ auto UnitValue(
if (const auto commandingUnitId = unit->commanding_unit_id(); commandingUnitId != -1) {
const Unit *commandingUnit = nullptr;
for (const Unit *attackerUnit : attackerUnits) {
if (attackerUnit && attackerUnit->unit_id() == commandingUnitId) {
if (attackerUnit->unit_id() == commandingUnitId) {
commandingUnit = attackerUnit;
break;
}
@@ -424,7 +422,7 @@ auto UnitValue(
if (commandingUnit == nullptr) {
for (const Unit *defenderUnit : defenderUnits) {
if (defenderUnit && defenderUnit->unit_id() == commandingUnitId) {
if (defenderUnit->unit_id() == commandingUnitId) {
commandingUnit = defenderUnit;
break;
}
@@ -45,7 +45,7 @@ auto UnitValue(
int roundsRemaining,
const AttackLocations &locationsThisSideCanAttackFrom,
const CoordsSet &locationsInDangerFromEnemy,
const ActionPointDistances *distances,
const std::shared_ptr<ActionPointDistances> &distances,
const SettingsGetter &settings) -> ScoreValue;
} // namespace shardok
@@ -4,11 +4,9 @@
#include "AIVictoryConditionScoreCalculator.hpp"
#include <algorithm>
#include <ranges>
#include "AIAttackLocations.hpp"
#include "AIDistanceDebuf.hpp"
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/victory_condition.hpp"
@@ -124,12 +122,12 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
}
auto DefenderHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& /*apdCache*/,
const ALCache& /*alCache*/,
const SettingsGetter& /*settings*/) -> ScoreValue {
const APDCache& apdCache,
const ALCache& alCache,
const SettingsGetter& settings) -> ScoreValue {
ScoreValue total = 0.0;
const auto rc = gameState->hex_map()->row_count();
@@ -154,7 +152,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
}
auto AttackerHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -248,12 +246,12 @@ auto AttackerHoldsCriticalTilesVictoryScore(
}
auto LastPlayerStandingVictoryScore(
const GameStateW& gameState,
const GameState* gameState,
const PlayerInfo* player,
const APDCache& apdCache,
const ALCache& alCache,
const SettingsGetter& settings) -> ScoreValue {
if (!std::ranges::contains(
if (!common::Contains(
*player->victory_conditions(),
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_LAST_PLAYER_STANDING)) {
@@ -9,7 +9,6 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -24,7 +23,7 @@ using std::vector;
using ScoreValue = double;
auto AttackerHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -32,7 +31,7 @@ auto AttackerHoldsCriticalTilesVictoryScore(
const SettingsGetter& settings) -> ScoreValue;
auto DefenderHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -40,7 +39,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
const SettingsGetter& settings) -> ScoreValue;
auto LastPlayerStandingVictoryScore(
const GameStateW& gameState,
const GameState* gameState,
const PlayerInfo* player,
const APDCache& apdCache,
const ALCache& alCache,
@@ -11,7 +11,7 @@
namespace shardok {
auto UnitIdsRequiringWaterCrossing(
const GameStateW &gameState,
const GameState *gameState,
const PlayerId pid,
const CoordsSet &destinations,
const APDCache &apdCache,
@@ -74,9 +74,9 @@ auto UnitIdsRequiringWaterCrossing(
}
auto UnitIdsToCreateWaterCrossing(
const GameStateW &gameState,
const GameState *gameState,
const PlayerId pid,
const APDCache & /*apdCache*/,
const APDCache &apdCache,
const SettingsGetter &settings) -> vector<UnitId> {
vector<UnitId> unitIds{};
@@ -108,7 +108,7 @@ auto CanReach(
const APDCache &apdCache,
const BattalionTypeSPtr &battalionType) -> bool {
const DIST_T startingDistance =
apdCache->GetRaw(hexMap, mapId, battalionType, false)->Distance(origin, destination);
apdCache->Get(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->GetRaw(mapCopy, hash, battalionType, false);
if (const auto distances = apdCache->Get(mapCopy, hash, battalionType, false);
distances->Distance(origin, destination) != ActionPointDistances::IMPOSSIBLE) {
returnCoords.Add(index / hexMap->column_count(), index % hexMap->column_count());
}
@@ -196,7 +196,7 @@ auto WaterCrossingTiles(
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
auto IntendedCrossingStarts(
const GameStateW &gameState,
const GameState *gameState,
const vector<UnitId> &unitIdsCreatingCrossing,
const CoordsSet &tilesToStartCrossingFrom,
const MapId &mapId,
@@ -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->GetRaw(gameState->hex_map(), mapId, battalionType, false);
const auto &apd = apdCache->Get(gameState->hex_map(), mapId, battalionType, false);
if (location.row() >= 0) {
Coords intended =
@@ -5,7 +5,6 @@
#ifndef EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
#define EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -30,7 +29,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
// Units that need a water crossing to reach at least one of the destinations
auto UnitIdsRequiringWaterCrossing(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const CoordsSet& destinations,
const APDCache& apdCache,
@@ -38,7 +37,7 @@ auto UnitIdsRequiringWaterCrossing(
// Units belonging to the player that are capable of creating water crossings
auto UnitIdsToCreateWaterCrossing(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const APDCache& apdCache,
const SettingsGetter& settings) -> vector<UnitId>;
@@ -68,7 +67,7 @@ auto WaterCrossingTiles(
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
auto IntendedCrossingStarts(
const GameStateW& gameState,
const GameState* gameState,
const vector<UnitId>& unitIdsCreatingCrossing,
const CoordsSet& tilesToStartCrossingFrom,
const MapId& mapId,
@@ -4,10 +4,8 @@
#include "AIWaterCrossingCommandChooser.hpp"
#include <algorithm>
#include <ranges>
#include "AIMinimumDistanceAndTarget.hpp"
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
namespace shardok {
@@ -19,10 +17,10 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
[[nodiscard]] auto AIWaterCrossingCommandChooser::WaterCrossingScore(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords,
const CoordsSet &startCrossingFrom) const -> ScoreValue {
uint32_t castleClaimCount = 0;
int castleClaimCount = 0;
for (const auto *unit : *gameState->units()) {
if (unit->player_id() != playerId) continue;
const auto status = unit->status();
@@ -73,7 +71,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
int thisDistance;
if (location.row() < 0) thisDistance = 1000;
else {
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
const auto &apd = apdCache->Get(gameState->hex_map(), mapId, battalionType, false);
thisDistance = MinimumDistance(apd, location, startCrossingFrom);
}
@@ -85,12 +83,12 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
// a large penalty
for (const UnitId uid : unitIdsRequiringCrossing) {
// If this unit ID can also create a crossing, we already handled it
if (std::ranges::contains(unitIdsCreatingCrossing, uid)) continue;
if (common::Contains(unitIdsCreatingCrossing, uid)) continue;
const Unit *unit = gameState->units()->Get(uid);
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
Coords location = unit->location();
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
const auto &apd = apdCache->Get(gameState->hex_map(), mapId, battalionType, false);
int thisDistance;
if (location.row() < 0) thisDistance = 1000;
@@ -121,11 +119,11 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
auto AIWaterCrossingCommandChooser::StartCrossingFrom(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords) const -> CoordsSet {
CoordsSet startCrossingFrom(gameState->hex_map());
uint32_t castleClaimCount = 0;
int castleClaimCount = 0;
for (const auto *unit : *gameState->units()) {
if (unit->player_id() != playerId) continue;
const auto status = unit->status();
@@ -8,7 +8,6 @@
#include <utility>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
@@ -35,12 +34,12 @@ public:
auto StartCrossingFrom(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords) const -> CoordsSet;
[[nodiscard]] auto WaterCrossingScore(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords,
const CoordsSet &startCrossingFrom) const -> ScoreValue;
};
@@ -1,226 +0,0 @@
# 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
@@ -1,603 +0,0 @@
# 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.
@@ -1,213 +0,0 @@
# 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.
@@ -1,196 +0,0 @@
# 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.
@@ -6,12 +6,10 @@ cc_library(
hdrs = ["AIAttackerStrategySelector.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
":ai_attack_locations",
":ai_flee_decision_calculator",
":ai_score_utilities",
":ai_strategy",
":ai_water_crossing_command_chooser",
@@ -28,7 +26,6 @@ cc_library(
hdrs = ["AIAttackGroups.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -63,7 +60,6 @@ cc_library(
hdrs = ["AIDefenderStrategySelector.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -71,7 +67,6 @@ cc_library(
":ai_score_utilities",
":ai_strategy",
":ai_water_crossing_calculator",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
@@ -85,7 +80,6 @@ cc_library(
hdrs = ["AIDistanceDebuf.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -118,85 +112,27 @@ cc_library(
hdrs = ["AIScoreUtilities.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
cc_library(
name = "ai_flee_decision_calculator",
srcs = ["AIFleeDecisionCalculator.cpp"],
hdrs = ["AIFleeDecisionCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
":ai_score_utilities",
":ai_unit_score_calculator",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
],
)
cc_library(
name = "ai_command_filter",
srcs = ["AICommandFilter.cpp"],
hdrs = ["AICommandFilter.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//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 = "transposition_table",
srcs = ["TranspositionTable.cpp"],
hdrs = ["TranspositionTable.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
],
)
cc_library(
name = "ai_score_calculator",
srcs = ["AIScoreCalculator.cpp"],
hdrs = ["AIScoreCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
":ai_attacker_strategy_selector",
":ai_command_filter",
":ai_unit_score_calculator",
":ai_victory_condition_score_calculator",
":transposition_table",
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library/view_filters:game_state_guesser",
@@ -209,7 +145,6 @@ cc_library(
hdrs = ["AIStrategy.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -223,7 +158,6 @@ cc_library(
hdrs = ["AIUnitScoreCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -239,7 +173,6 @@ cc_library(
hdrs = ["AIVictoryConditionScoreCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
],
deps = [
@@ -247,7 +180,6 @@ cc_library(
":ai_attack_locations",
":ai_distance_debuf",
":ai_score_utilities",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
@@ -265,7 +197,6 @@ cc_library(
],
deps = [
":ai_minimum_distance_and_target",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:hex_map_helpers",
@@ -283,53 +214,12 @@ cc_library(
deps = [
":ai_minimum_distance_and_target",
":ai_water_crossing_calculator",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
],
)
cc_library(
name = "ai_time_budget",
srcs = ["AITimeBudget.cpp"],
hdrs = ["AITimeBudget.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//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/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//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"],
@@ -339,10 +229,7 @@ cc_library(
deps = [
":ai_attacker_strategy_selector",
":ai_defender_strategy_selector",
":ai_flee_decision_calculator",
":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",
@@ -1,408 +0,0 @@
//
// 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 "TranspositionTable.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;
// Increment TT age for replacement strategy (new search)
g_transpositionTable.incrementAge();
// DEBUG: Clear TT to see if that's causing the suspicious depth reaching
// g_transpositionTable.clear(); // Uncomment to test without cross-search caching
if (commands.empty()) {
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("ID AI: Commands are empty, returning early\n");
#endif
result.searchCompleted = true;
return result;
}
// Check if we're in SET_UP phase and enforce maximum depth limit
bool isSetupPhase =
(state->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP);
// Limit depth to prevent thread pool exhaustion and keep search reasonable
size_t maxDepth = isSetupPhase ? 2 : 8;
// 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);
size_t currentDepth = 1;
size_t previousBestCommand = 0; // Track best command from previous depth
size_t evaluatedCountAtHighestDepth = 0;
auto completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
// 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);
size_t evaluatedCount = 0;
bool allEvaluated = true;
bool allEndTurnCommands = true; // Track if all commands are END_TURN
// Start all command evaluations for this depth
std::vector<std::pair<size_t, std::future<SearchResult>>> futures;
futures.reserve(sortedIndices.size());
for (size_t cmdIndex : sortedIndices) {
if (currentDepth > 1 && IsTimeExpired(timeBudget)) {
allEvaluated = false;
break;
}
auto future = SearchCommandAtDepthWithEngine(
guessedEngine,
settingsGetter,
maxRepeatCount,
commands,
cmdIndex,
currentDepth, // Pass current iteration depth as desired search depth
currentUtility,
timeBudget);
futures.emplace_back(cmdIndex, std::move(future));
}
// Now wait for all futures and collect results
for (auto& [cmdIndex, future] : futures) {
auto cmdResult = future.get();
// Ensure scoresByDepth[cmdIndex] has enough space
if (scoresByDepth[cmdIndex].size() <= currentDepth) {
scoresByDepth[cmdIndex].resize(currentDepth + 1);
}
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;
}
}
// Find the best command at current depth and check if it changed
if (evaluatedCount > 0) {
evaluatedCountAtHighestDepth = evaluatedCount;
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 %lu:\n", currentDepth);
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
currentDepth - 1,
previousBestCommand,
scoresByDepth[previousBestCommand][currentDepth - 1],
commands[previousBestCommand].DebugString().c_str());
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
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) {
completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
break;
}
// Stop if all evaluated commands were END_TURN at the root - no point going deeper
if (allEndTurnCommands && evaluatedCount > 0) {
completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
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;
size_t unchangedCount = 0;
for (size_t i = 0; i < sortedIndices.size() && i < evaluatedCount; ++i) {
// This command was evaluated at both current and previous depth
if (size_t cmdIndex = sortedIndices[i];
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) {
completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
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 = static_cast<double>(totalElapsedMs.count()) /
static_cast<double>(initialBudgetMs.count());
if (budgetUsedPercent > 0.5) {
printf("ID AI: Stopping after depth %lu - used %.1f%% of time budget\n",
currentDepth,
budgetUsedPercent * 100);
completionReason = EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE;
break;
}
currentDepth++;
}
// If we completed the loop without any breaks, we successfully exhausted meaningful search
if (completionReason == EvaluationCompletionReason::RAN_OUT_OF_TIME &&
currentDepth > maxDepth) {
// We hit the depth limit rather than running out of time
completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
}
// 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);
result.availableCommandCount = commands.size();
result.commandCountEvaluated = evaluatedCountAtHighestDepth;
result.completionReason = completionReason;
// Validation: if completion reason is RAN_OUT_OF_COMMANDS, evaluation should be 100%
if (completionReason == EvaluationCompletionReason::RAN_OUT_OF_COMMANDS &&
result.commandCountEvaluated < result.availableCommandCount) {
printf("ERROR: Completion reason RAN_OUT_OF_COMMANDS but evaluation %lu/%zu < 100%%\n",
result.commandCountEvaluated,
result.availableCommandCount);
}
// Print TranspositionTable statistics
g_transpositionTable.printStats();
return result;
}
bool IterativeDeepeningAI::IsTimeExpired(const AITimeBudget& budget) {
return budget.remainingBudget <= std::chrono::milliseconds(0);
}
auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
const ShardokEngine& guessedEngine,
const GameSettings::Getter& settingsGetter,
const int maxRepeatCount,
const std::vector<CommandProto>& commands,
const size_t commandIndex,
const int desiredDepth,
const ScoreValue currentUtility,
AITimeBudget& timeBudget) const -> std::future<SearchResult> {
SearchResult result;
result.bestCommandIndex = commandIndex;
result.depthAchieved = desiredDepth;
result.searchCompleted = true;
result.minimumDepthCompleted = true;
result.availableCommandCount = commands.size();
result.commandCountEvaluated = 1; // We're evaluating just this command
if (commandIndex >= commands.size()) {
result.bestScore = 0.0;
std::promise<SearchResult> p;
p.set_value(result);
return p.get_future();
}
try {
// Track concurrent evaluations and adjust time accounting
AIEvaluationCounter counter;
const auto startTime = std::chrono::steady_clock::now();
// Calculate deadline from remaining time budget
const auto deadline = startTime + timeBudget.remainingBudget;
// Get the future from CommandScore - don't wait yet
// Note: CommandScore expects remainingLookahead, not desiredDepth
// desiredDepth 1 = evaluate immediate (remainingLookahead 0)
// desiredDepth 2 = look 1 move ahead (remainingLookahead 1)
// desiredDepth N = look N-1 moves ahead (remainingLookahead N-1)
auto commandScoreFuture = AIScoreCalculator::CommandScore(
playerId,
isDefender,
desiredDepth - 1, // Convert desiredDepth to remainingLookahead
maxRepeatCount,
guessedEngine,
strategy,
currentUtility,
settingsGetter,
castleCoords,
apdCache,
alCache,
commandIndex,
deadline);
// Calculate time and adjust budget before waiting
// This is needed because we need to update timeBudget synchronously
const auto commandScore = commandScoreFuture.get();
const auto elapsed = std::chrono::steady_clock::now() - startTime;
const int concurrentCount = AIEvaluationCounter::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;
}
std::promise<SearchResult> p;
p.set_value(result);
return p.get_future();
}
auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
const size_t currentDepth,
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted) -> 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
const size_t prevDepth = currentDepth - 1;
std::ranges::sort(indices, [&](const size_t a, const size_t b) {
// Bounds check - if indices are out of range, or inner vectors are too small, treat as not
// evaluated
if (a >= scoresByDepth.size() || b >= scoresByDepth.size() ||
a >= highestDepthCompleted.size() || b >= highestDepthCompleted.size()) {
return a < b; // Maintain stable order for out-of-bounds indices
}
// Check if the scores for previous depth exist
if (highestDepthCompleted[a] >= prevDepth && highestDepthCompleted[b] >= prevDepth) {
// Additional safety check for inner vector size
if (scoresByDepth[a].size() > prevDepth && scoresByDepth[b].size() > prevDepth) {
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
}
}
// 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<size_t>& highestDepthCompleted) -> 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) {
const size_t depth = highestDepthCompleted[i];
if (ScoreValue score = scoresByDepth[i][depth]; score > result.bestScore) {
result.bestScore = score;
result.bestCommandIndex = i;
result.depthAchieved = depth;
}
}
}
return result;
}
} // namespace shardok
@@ -1,110 +0,0 @@
//
// Created by Dan Crosby on 07/04/25.
//
#ifndef EAGLE0_ITERATIVEDEEPENINGAI_HPP
#define EAGLE0_ITERATIVEDEEPENINGAI_HPP
#include <chrono>
#include <future>
#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;
/// Reason why AI evaluation completed at the achieved depth.
enum class EvaluationCompletionReason {
RAN_OUT_OF_COMMANDS, ///< All remaining commands were trivial (e.g., END_TURN)
RAN_OUT_OF_TIME, ///< Time budget was exhausted with meaningful commands remaining
NOT_ENOUGH_TIME_TO_CONTINUE ///< Insufficient time budget to start next depth iteration
};
class IterativeDeepeningAI {
public:
struct SearchResult {
size_t bestCommandIndex;
ScoreValue bestScore;
size_t depthAchieved;
std::chrono::milliseconds timeUsed;
bool minimumDepthCompleted;
bool searchCompleted;
size_t availableCommandCount;
size_t commandCountEvaluated;
EvaluationCompletionReason completionReason;
SearchResult()
: bestCommandIndex(0),
bestScore(0),
depthAchieved(0),
timeUsed(0),
minimumDepthCompleted(false),
searchCompleted(false),
availableCommandCount(0),
commandCountEvaluated(0),
completionReason(EvaluationCompletionReason::RAN_OUT_OF_TIME) {}
};
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& initialBudget) 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<size_t> highestDepthCompleted;
mutable std::vector<size_t> reusableSortedIndices;
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
[[nodiscard]] std::future<SearchResult> SearchCommandAtDepthWithEngine(
const ShardokEngine& guessedEngine,
const GameSettings::Getter& settingsGetter,
int maxRepeatCount,
const std::vector<CommandProto>& commands,
size_t commandIndex,
int desiredDepth,
ScoreValue currentUtility,
AITimeBudget& timeBudget) const;
[[nodiscard]] static std::vector<size_t> GetCommandsSortedByPreviousDepth(
size_t currentDepth,
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted);
[[nodiscard]] static SearchResult SelectBestResult(
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted);
};
} // namespace shardok
#endif // EAGLE0_ITERATIVEDEEPENINGAI_HPP
@@ -8,29 +8,22 @@
#include "ShardokAIClient.hpp"
#define DEBUG_FLEE_DECISIONS
#include <google/protobuf/util/message_differencer.h>
#include "AIAttackerStrategySelector.hpp"
#include "AIDefenderStrategySelector.hpp"
#include "AIFleeDecisionCalculator.hpp"
#include "AIScoreUtilities.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;
using net::eagle0::shardok::api::ActionResultView;
using net::eagle0::shardok::api::GameStateView;
static constexpr bool kPerformanceLogging = true;
void ApplyUpdate(GameStateView & /*currentView*/, const ActionResultView & /*update*/) {}
void ApplyUpdate(GameStateView &currentView, const ActionResultView &update) {}
auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv) -> int {
const int maxRounds = settings->GetGetter().Backing().max_rounds();
@@ -46,29 +39,7 @@ ShardokAIClient::ShardokAIClient(
: playerId(playerId),
isDefender(isDefender),
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
waterCrossingCommandChooser(playerId, apdCache) {
// Pre-generate the most common cache entries for better performance
const auto mapId = ActionPointDistancesCache::GetMapId(hexMap);
// Pre-fetch for all battalion types, both with and without brave water
using BattalionTypeId = net::eagle0::shardok::storage::fb::BattalionTypeId;
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
typeId <= BattalionTypeId::BattalionTypeId_MAX;
typeId++) {
const auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
const auto battalionType = settings.GetBattalionType(battalionTypeId);
// Pre-fetch without brave water (braveWaterActionPointCost = -1)
apdCache->GetRaw(hexMap, mapId, battalionType, false, -1);
// Pre-fetch with brave water (includeBravingWater = true, braveWaterActionPointCost = 0)
apdCache->GetRaw(hexMap, mapId, battalionType, true, 0);
}
// Consolidate all the pre-fetched entries into the persistent cache
apdCache->ConsolidateThreadLocalCache_Racy();
}
waterCrossingCommandChooser(playerId, apdCache) {}
void CheckCommand(const CommandProto &realDescriptor, const CommandProto &guessedDescriptor) {
string diff;
@@ -89,23 +60,16 @@ void CheckCommand(const CommandProto &realDescriptor, const CommandProto &guesse
auto ShardokAIClient::StandardChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
const vector<CommandProto> &realAvailableCommands) const -> size_t {
const auto settingsGetter = settings->GetGetter();
const auto guessedEngine = ShardokEngine(settings, guessedState);
// Calculate time budget based on game situation using new settings
const auto timeBudget = CalculateTimeBudget(playerId, 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();
const auto guessedCommands = guessedEngine.GetAvailableCommandProtos(playerId, false);
const auto commandCount = guessedCommands.size();
assert(commandCount == realAvailableCommands.size());
for (size_t 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,
@@ -121,125 +85,92 @@ auto ShardokAIClient::StandardChooseCommandIndex(
waterCrossingCommandChooser,
realAvailableCommands);
// Use iterative deepening AI for Phase 2 implementation
IterativeDeepeningAI
iterativeAI(playerId, isDefender, strategy, castleCoords, apdCache, alCache);
auto search_result =
iterativeAI.IterativeSearch(settings, guessedState, realAvailableCommands, timeBudget);
CommandChoiceResults result{};
result.chosenIndex = search_result.bestCommandIndex;
result.availableCommandCount = search_result.availableCommandCount;
result.depthAchieved = search_result.depthAchieved;
result.commandCountEvaluated = search_result.commandCountEvaluated;
result.completionReason = search_result.completionReason;
if constexpr (kPerformanceLogging) {
if (result.commandCountEvaluated < result.availableCommandCount) {
printf("ID AI: Depth %d - evaluated %lu/%zu commands\n",
result.depthAchieved,
result.commandCountEvaluated,
result.availableCommandCount);
}
printf("ID AI: Search complete - achieved depth %d for best command %zu\n",
result.depthAchieved,
result.chosenIndex);
fflush(stdout);
assert(commandCount == realAvailableCommands.size());
for (int i = 0; i < commandCount; i++) {
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
}
return result;
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;
}
auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
if (const auto dismissCommand = std::ranges::find_if(
realAvailableCommands,
const vector<CommandProto> &realAvailableCommands) const -> size_t {
if (const auto dismissCommand = std::find_if(
realAvailableCommands.begin(),
realAvailableCommands.end(),
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::DISMISS_UNIT_COMMAND;
});
dismissCommand == realAvailableCommands.end()) {
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
} else {
CommandChoiceResults results{};
results.chosenIndex =
static_cast<size_t>(std::distance(realAvailableCommands.begin(), dismissCommand));
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Simple heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason =
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS; // Heuristic choice
return results;
return static_cast<size_t>(std::distance(realAvailableCommands.begin(), dismissCommand));
}
}
auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
const auto fleeCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
});
if (fleeCommand == realAvailableCommands.end()) {
const vector<CommandProto> &realAvailableCommands) const -> size_t {
if (const auto fleeCommand = std::find_if(
realAvailableCommands.begin(),
realAvailableCommands.end(),
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
});
fleeCommand == realAvailableCommands.end()) {
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
}
// Use the flee decision calculator
const auto fleeDecision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
playerId,
settings->GetGetter(),
guessedState,
realAvailableCommands,
fleeCommand,
#ifdef DEBUG_FLEE_DECISIONS
true // Enable debug logging
#else
false
#endif
);
if (fleeDecision.shouldFlee) {
CommandChoiceResults results{};
results.chosenIndex = fleeDecision.commandIndex;
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
return results;
} else {
// Fight instead of flee
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
return static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
}
}
auto ShardokAIClient::ChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateView &gsv,
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
const vector<CommandProto> &realAvailableCommands) const -> size_t {
static int typeChosenCount[net::eagle0::shardok::common::CommandType_MAX + 1];
static int totalChoices = 0;
CommandChoiceResults results{};
size_t chosenIndex;
const auto guessedState = GameStateGuesser::GuessedState(playerId, settings->GetGetter(), gsv);
if (const int roundsRemaining = RoundsRemaining(settings, gsv);
!isDefender && roundsRemaining <= 1) {
results =
chosenIndex =
FinalRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
} else if (!isDefender && roundsRemaining <= 3) {
results =
chosenIndex =
LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
} else {
results = StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
chosenIndex = StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
}
const auto chosenType = realAvailableCommands[results.chosenIndex].type();
const auto chosenType = realAvailableCommands[chosenIndex].type();
typeChosenCount[static_cast<int>(chosenType)]++;
totalChoices++;
@@ -252,19 +183,20 @@ auto ShardokAIClient::ChooseCommandIndex(
}
}
std::ranges::sort(choices);
std::ranges::reverse(choices);
std::sort(choices.begin(), choices.end());
std::reverse(choices.begin(), choices.end());
for (const auto &[index, choice] : choices) {
printf("%5d %s\n", index, CommandType_Name(choice).c_str());
}
printf("\n\n");
}
return results;
return chosenIndex;
}
auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const
-> CommandChoiceResults {
auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const -> size_t {
const auto startTimeMicros = CurrentTimeMicros();
if (const auto &availableCommands = engine.GetAvailableCommandProtos(playerId, false);
availableCommands.empty()) {
printf("no commands for player %d\n", playerId);
@@ -274,9 +206,15 @@ auto ShardokAIClient::ChooseCommandIndex(const ShardokEngine &engine) const
const auto &settings = engine.GetGameSettings();
const auto &gsv = engine.GetGameStateView(GetPlayerId());
const auto results = ChooseCommandIndex(settings, gsv, availableCommands);
apdCache->ConsolidateThreadLocalCache_Racy();
return results;
const size_t chosenIndex = ChooseCommandIndex(settings, gsv, availableCommands);
const auto elapsedMicros = CurrentTimeMicros() - startTimeMicros;
if (kDebugTimings) {
std::cerr << "Milliseconds to choose command index: " << elapsedMicros / 1000
<< std::endl;
}
return chosenIndex;
}
}
@@ -13,24 +13,13 @@
#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/cpp/net/eagle0/shardok/ai/IterativeDeepeningAI.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
namespace shardok {
using VictoryCondition = net::eagle0::shardok::storage::fb::VictoryCondition;
/// Results from AI command selection, including performance metrics.
struct CommandChoiceResults {
size_t chosenIndex; ///< Index of the chosen command in the available commands list
size_t availableCommandCount; ///< Total number of commands that were available to choose from
int depthAchieved; ///< Maximum search depth reached for the best command
size_t commandCountEvaluated; ///< Number of commands evaluated at the highest achieved depth
EvaluationCompletionReason completionReason; ///< Why evaluation stopped at this depth
};
//
// A ShardokGameClient representing an AI player.
//
@@ -47,20 +36,19 @@ private:
[[nodiscard]] auto StandardChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
const vector<CommandProto>& realAvailableCommands) const -> size_t;
[[nodiscard]] auto LateRoundAttackerChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
const vector<CommandProto>& realAvailableCommands) const -> size_t;
[[nodiscard]] auto FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
const vector<CommandProto>& realAvailableCommands) const -> size_t;
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
const vector<CommandProto>& realAvailableCommands) const -> size_t;
public:
explicit ShardokAIClient(
@@ -72,8 +60,7 @@ public:
[[nodiscard]] auto GetPlayerId() const -> PlayerId { return playerId; }
[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const
-> CommandChoiceResults;
[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const -> size_t;
};
} // namespace shardok
@@ -1,113 +0,0 @@
//
// TranspositionTable.cpp - Implementation of game state evaluation cache
//
#include "TranspositionTable.hpp"
#include <cstdio>
#include <cstring>
namespace shardok {
// Global instance
TranspositionTable g_transpositionTable;
TranspositionTable::TranspositionTable() : table(TABLE_SIZE) {
// Initialize all entries to zero
clear();
}
uint64_t TranspositionTable::hashGameState(const GameStateW& state) const {
// The FlatBuffer is contiguous in memory and units are sorted by ID,
// so we can just hash the raw bytes for order-independent hashing
// Use ComputeFNV1aHash to avoid creating a string copy
return state.ComputeFNV1aHash();
}
std::optional<ScoreValue>
TranspositionTable::probe(const GameStateW& state, int depth, PlayerId player) {
stats.probes++;
uint64_t hash = hashGameState(state);
size_t index = hash & INDEX_MASK;
const auto& entry = table[index];
// Check if this entry matches our position using FULL hash
uint64_t stored_hash = entry.hash_full.load(std::memory_order_relaxed);
uint8_t stored_depth = entry.depth.load(std::memory_order_relaxed);
uint8_t stored_player = entry.player_id.load(std::memory_order_relaxed);
if (stored_hash == hash && stored_depth >= depth && stored_player == player) {
stats.hits++;
float score = entry.score.load(std::memory_order_relaxed);
return static_cast<ScoreValue>(score);
}
// Track collisions (different position mapped to same index)
// Note: We use depth==0 to indicate empty entries, not hash==0
if (stored_depth != 0 && stored_hash != hash) { stats.collisions++; }
return std::nullopt;
}
void TranspositionTable::store(
const GameStateW& state,
int depth,
PlayerId player,
ScoreValue score) {
stats.stores++;
uint64_t hash = hashGameState(state);
size_t index = hash & INDEX_MASK;
auto& entry = table[index];
// Simple replacement strategy: always replace if:
// 1. Entry is from an older search (different age)
// 2. New search is deeper
// 3. Entry is empty (depth == 0)
uint16_t stored_age = entry.age.load(std::memory_order_relaxed);
uint8_t stored_depth = entry.depth.load(std::memory_order_relaxed);
bool should_replace = (stored_depth == 0) || // Empty entry (depth 0 means unused)
(stored_age != current_age) || // Old entry
(depth >= stored_depth); // Deeper or equal search
if (should_replace) {
// Store all fields with relaxed ordering (TT races are benign)
entry.hash_full.store(hash, std::memory_order_relaxed);
entry.score.store(static_cast<float>(score), std::memory_order_relaxed);
entry.depth.store(static_cast<uint8_t>(depth), std::memory_order_relaxed);
entry.player_id.store(static_cast<uint8_t>(player), std::memory_order_relaxed);
entry.age.store(current_age, std::memory_order_relaxed);
}
}
void TranspositionTable::clear() {
// Reset all entries
for (auto& entry : table) {
entry.hash_full.store(0, std::memory_order_relaxed);
entry.score.store(0.0f, std::memory_order_relaxed);
entry.depth.store(0, std::memory_order_relaxed);
entry.player_id.store(0, std::memory_order_relaxed);
entry.age.store(0, std::memory_order_relaxed);
}
stats.reset();
current_age = 0;
}
void TranspositionTable::printStats() const {
printf("TranspositionTable Stats:\n");
printf(" Probes: %llu\n", stats.probes.load());
printf(" Hits: %llu (%.1f%%)\n", stats.hits.load(), stats.hitRate());
printf(" Stores: %llu\n", stats.stores.load());
printf(" Collisions: %llu\n", stats.collisions.load());
printf(" Table size: %zu entries (%.1f MB)\n",
TABLE_SIZE,
(TABLE_SIZE * sizeof(TTEntry)) / (1024.0 * 1024.0));
}
} // namespace shardok
@@ -1,91 +0,0 @@
//
// TranspositionTable.hpp - Cache for game state evaluations to avoid redundant calculations
//
#ifndef EAGLE0_TRANSPOSITIONTABLE_HPP
#define EAGLE0_TRANSPOSITIONTABLE_HPP
#include <atomic>
#include <cstdint>
#include <optional>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
namespace shardok {
using ScoreValue = double;
// PlayerId already defined in ShardokCTypes.h
class TranspositionTable {
public:
// Statistics for monitoring effectiveness
struct Stats {
std::atomic<uint64_t> probes{0};
std::atomic<uint64_t> hits{0};
std::atomic<uint64_t> stores{0};
std::atomic<uint64_t> collisions{0};
double hitRate() const {
uint64_t p = probes.load();
return p > 0 ? (100.0 * hits.load() / p) : 0.0;
}
void reset() {
probes = 0;
hits = 0;
stores = 0;
collisions = 0;
}
};
private:
// Compact entry structure (actual size is greater than 16 bytes due to atomics and alignment)
struct TTEntry {
std::atomic<uint64_t> hash_full; // Full hash for validation
std::atomic<float> score; // Score as float to save space
std::atomic<uint8_t> depth; // Search depth (0-255)
std::atomic<uint8_t> player_id; // Player who is to move
std::atomic<uint16_t> age; // For replacement strategy
};
static constexpr size_t TABLE_SIZE_BITS = 22; // 2^22 entries
static constexpr size_t TABLE_SIZE = 1ULL << TABLE_SIZE_BITS; // 4M entries = 64MB
static constexpr size_t INDEX_MASK = TABLE_SIZE - 1;
std::vector<TTEntry> table;
Stats stats;
std::atomic<uint16_t> current_age{0};
// Hash function for FlatBuffer game state
uint64_t hashGameState(const GameStateW& state) const;
public:
TranspositionTable();
// Probe the table for a cached evaluation
std::optional<ScoreValue> probe(const GameStateW& state, int depth, PlayerId player);
// Store an evaluation in the table
void store(const GameStateW& state, int depth, PlayerId player, ScoreValue score);
// Clear the entire table
void clear();
// Increment age for replacement strategy (call at start of each search)
void incrementAge() { current_age++; }
// Get statistics
const Stats& getStats() const { return stats; }
// Print statistics to stdout
void printStats() const;
};
// Global instance for the AI to use
extern TranspositionTable g_transpositionTable;
} // namespace shardok
#endif // EAGLE0_TRANSPOSITIONTABLE_HPP
@@ -1,296 +0,0 @@
# 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.
@@ -1,74 +0,0 @@
# 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
@@ -1,306 +0,0 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#include "AIPerformanceRunner.hpp"
#include <cstdlib>
#include <iomanip>
#include <iostream>
#include <string>
#include "PerformanceTestGameStateBuilder.hpp"
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
using namespace shardok;
namespace {
/**
* Convert completion reason to human-readable string.
*/
auto CompletionReasonToString(EvaluationCompletionReason reason) -> std::string {
switch (reason) {
case EvaluationCompletionReason::RAN_OUT_OF_COMMANDS:
return "completed all meaningful commands";
case EvaluationCompletionReason::RAN_OUT_OF_TIME: return "time budget exhausted";
case EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE:
return "insufficient time for next depth";
default: return "unknown";
}
}
/**
* Parse command line arguments into a configuration struct.
*/
auto ParseCommandLineArgs(int argc, char* argv[]) -> PerformanceTestConfig {
PerformanceTestConfig config;
for (int i = 1; i < argc; ++i) {
std::string arg(argv[i]);
if (arg == "--help" || arg == "-h") {
std::cout << "Shardok AI Performance Runner\n"
<< "Usage: " << argv[0] << " [options]\n"
<< "\n"
<< "Options:\n"
<< " --map=NAME Map name (default: Alah)\n"
<< " --turns=N Number of turns to test (default: 5)\n"
<< " --defender=BOOL AI is defender (default: false)\n"
<< " --verbose Enable verbose output\n"
<< " --help, -h Show this help message\n";
std::exit(0);
} else if (arg.starts_with("--map=")) {
config.mapName = arg.substr(6);
} else if (arg.starts_with("--turns=")) {
config.numTurns = std::stoi(arg.substr(8));
} else if (arg.starts_with("--defender=")) {
std::string value = arg.substr(11);
config.defenderToggle = (value == "true" || value == "1");
} else if (arg == "--verbose") {
config.verbose = true;
} else {
std::cerr << "Unknown argument: " << arg << "\n";
std::cerr << "Use --help for usage information.\n";
std::exit(1);
}
}
return config;
}
} // namespace
int main(int argc, char* argv[]) {
std::cout << "Starting AI Performance Runner..." << std::endl;
// Set exec path so FilesystemUtils can find resource files
FilesystemUtils::SetExecPath(argv[0]);
// Set cache directory for ActionPointDistances
FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
try {
std::cout << "Shardok AI Performance Runner\n";
std::cout << "==============================\n";
// Parse command line arguments
auto config = ParseCommandLineArgs(argc, argv);
if (config.verbose) {
std::cout << "Configuration:\n";
std::cout << " Map: " << config.mapName << "\n";
std::cout << " Turns: " << config.numTurns << "\n";
std::cout << " AI is defender: " << (config.defenderToggle ? "Yes" : "No") << "\n";
}
// Initialize game settings
auto settings = PerformanceTestGameStateBuilder::InitializeGameSettings();
// Create test game state
auto gameState = PerformanceTestGameStateBuilder::CreatePerfTestGameState(
settings,
config.defenderToggle);
// Create engine
ShardokEngine engine(settings, gameState);
// Test basic functionality
auto currentState = engine.GetCurrentGameState();
// Create AI client for testing
const PlayerId aiPlayerId = 0;
const bool isDefender = config.defenderToggle;
const auto* hexMap = currentState->hex_map();
const auto settingsGetter = settings->GetGetter();
ShardokAIClient aiClient(aiPlayerId, isDefender, hexMap, settingsGetter);
// Create a second AI client for the human player during setup
// This ensures consistent state handling during setup phase
const PlayerId humanPlayerId = 1;
ShardokAIClient humanSetupAI(humanPlayerId, !isDefender, hexMap, settingsGetter);
// Complete setup phase - AI makes intelligent placement decisions
if (currentState->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP) {
while (currentState->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP) {
PlayerId currentPlayer = currentState->current_player();
auto availableCommands = engine.GetAvailableCommandProtos(currentPlayer, false);
if (availableCommands.empty()) {
std::cout << "No commands available for player "
<< static_cast<int>(currentPlayer) << "\n";
break;
}
if (currentPlayer == aiPlayerId) {
// Let AI make intelligent placement decisions
auto choiceResults = aiClient.ChooseCommandIndex(engine);
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
} else {
// Human player: use AI for setup to ensure consistent state handling
auto choiceResults = humanSetupAI.ChooseCommandIndex(engine);
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
}
currentState = engine.GetCurrentGameState();
}
}
// Test AI performance for configured number of turns
std::cout << "Running AI performance test for " << config.numTurns << " turns...\n";
std::vector<AIPerformanceMetrics> metrics;
for (int turn = 0; turn < config.numTurns; ++turn) {
// Check if AI can make a move
const auto availableCommands = engine.GetAvailableCommandProtos(aiPlayerId, false);
if (availableCommands.empty()) {
std::cout << " No commands available for AI player. Ending test.\n";
break;
}
// Get AI decision with performance metrics
auto choiceResults = aiClient.ChooseCommandIndex(engine);
std::cout << " AI chose command index: " << choiceResults.chosenIndex << "\n";
std::cout << " Depth achieved: " << choiceResults.depthAchieved << "\n";
std::cout << " Commands evaluated: " << choiceResults.commandCountEvaluated << "/"
<< choiceResults.availableCommandCount << "\n";
// Create metrics for this turn
AIPerformanceMetrics turnMetrics;
turnMetrics.commandNumber = turn + 1;
turnMetrics.totalCommands = static_cast<int>(choiceResults.availableCommandCount);
turnMetrics.depthAchieved = choiceResults.depthAchieved;
turnMetrics.commandsEvaluated = static_cast<int>(choiceResults.commandCountEvaluated);
turnMetrics.selectedCommandType = net::eagle0::shardok::common::CommandType_Name(
availableCommands[choiceResults.chosenIndex].type());
turnMetrics.completionReason = choiceResults.completionReason;
metrics.push_back(turnMetrics);
if (config.verbose) {
std::cout << " Command: " << turnMetrics.selectedCommandType << "\n";
std::cout << " Search depth: " << turnMetrics.depthAchieved << "\n";
std::cout << " Commands evaluated: " << turnMetrics.commandsEvaluated << "\n";
std::cout << " Applying command...\n";
}
// Apply the chosen command
engine.PostCommand(aiPlayerId, choiceResults.chosenIndex);
// Check if game is over
if (engine.GameIsOver()) {
std::cout << " Game over after " << (turn + 1) << " turns.\n";
break;
}
}
// Print summary
std::cout << "\nAI Search Performance Summary:\n";
std::cout << "==============================\n";
std::cout << "Total turns: " << metrics.size() << "\n";
if (!metrics.empty()) {
// Calculate summary statistics
double avgDepth = 0.0;
int totalEvaluated = 0;
int totalAvailable = 0;
for (const auto& metric : metrics) {
avgDepth += metric.depthAchieved;
totalEvaluated += metric.commandsEvaluated;
totalAvailable += metric.totalCommands;
}
avgDepth /= metrics.size();
std::cout << "Average search depth: " << std::fixed << std::setprecision(1) << avgDepth
<< "\n";
std::cout << "Total commands evaluated: " << totalEvaluated << "/" << totalAvailable
<< "\n";
// Calculate evaluation rate by depth
// Find max depth achieved across all turns
int maxDepth = 0;
for (const auto& metric : metrics) {
maxDepth = std::max(maxDepth, metric.depthAchieved);
}
if (maxDepth >= 2) {
std::cout << "\nCommands evaluated by depth:\n";
for (int depth = 2; depth <= maxDepth; ++depth) {
int turnsAtThisDepth = 0;
int totalCommandsAtDepth = 0;
int totalCommandsAvailableAtDepth = 0;
for (const auto& metric : metrics) {
bool reachedThisDepth = metric.depthAchieved >= depth;
bool completedAtLowerDepth =
(metric.depthAchieved < depth &&
metric.completionReason ==
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS);
if (reachedThisDepth || completedAtLowerDepth) {
turnsAtThisDepth++;
totalCommandsAvailableAtDepth += metric.totalCommands;
if (metric.depthAchieved > depth || completedAtLowerDepth) {
// If achieved higher depth OR completed all commands at lower
// depth, we evaluated ALL commands at this depth
totalCommandsAtDepth += metric.totalCommands;
} else if (metric.depthAchieved == depth) {
// If stopped at this depth, we evaluated commandsEvaluated commands
if (metric.completionReason ==
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS) {
// If ran out of commands, we evaluated all of them
totalCommandsAtDepth += metric.totalCommands;
} else {
// Otherwise we evaluated the reported number
totalCommandsAtDepth += metric.commandsEvaluated;
}
}
}
// If didn't reach this depth, contributes 0 commands (implicit)
}
double evalRate =
totalCommandsAvailableAtDepth > 0
? (100.0 * totalCommandsAtDepth / totalCommandsAvailableAtDepth)
: 0.0;
std::cout << " Depth " << depth << ": " << totalCommandsAtDepth << "/"
<< totalCommandsAvailableAtDepth << " commands (" << std::fixed
<< std::setprecision(1) << evalRate << "%, " << turnsAtThisDepth
<< "/" << metrics.size() << " turns reached)\n";
}
}
std::cout << "\nTurn-by-turn details:\n";
for (const auto& metric : metrics) {
std::string depthStr = std::to_string(metric.depthAchieved);
if (metric.completionReason == EvaluationCompletionReason::RAN_OUT_OF_COMMANDS) {
depthStr += "*";
}
std::cout << "Turn " << metric.commandNumber << ": depth " << depthStr
<< ", evaluated " << metric.commandsEvaluated << "/"
<< metric.totalCommands << ", chose " << metric.selectedCommandType
<< " (" << CompletionReasonToString(metric.completionReason) << ")\n";
}
}
} catch (const std::exception& e) {
std::cerr << "Error: " << e.what() << "\n";
return 1;
}
return 0;
}
@@ -1,55 +0,0 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#ifndef EAGLE0_AIPERFORMANCERUNNER_HPP
#define EAGLE0_AIPERFORMANCERUNNER_HPP
#include <chrono>
#include <map>
#include <string>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/ai/IterativeDeepeningAI.hpp"
namespace shardok {
/**
* Metrics captured for each AI command evaluation during performance testing.
*/
struct AIPerformanceMetrics {
int commandNumber;
int depthAchieved;
int commandsEvaluated;
int totalCommands;
std::string selectedCommandType;
EvaluationCompletionReason completionReason;
};
/**
* Overall results from a performance test run.
*/
struct PerformanceTestResults {
std::string mapName;
int totalTurns;
std::vector<AIPerformanceMetrics> commandMetrics;
double averageDepth;
double completionRate;
std::chrono::milliseconds totalTime;
};
/**
* Configuration options for performance testing.
*/
struct PerformanceTestConfig {
std::string mapName = "Alah";
int numTurns = 5;
bool defenderToggle = false;
bool verbose = false;
int aiUnitCount = 6;
int humanUnitCount = 6;
};
} // namespace shardok
#endif // EAGLE0_AIPERFORMANCERUNNER_HPP
@@ -1,51 +0,0 @@
load("//tools:copts.bzl", "COPTS")
cc_binary(
name = "ai_performance_runner",
srcs = [
"AIPerformanceRunner.cpp",
"AIPerformanceRunner.hpp",
],
copts = COPTS,
data = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
"//src/main/resources/net/eagle0/shardok/maps",
],
deps = [
":performance_test_game_state_builder",
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/common:time_utils",
"//src/main/cpp/net/eagle0/shardok/ai:ai_attacker_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_defender_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening",
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator",
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_command_chooser",
"//src/main/cpp/net/eagle0/shardok/ai:shardok_ai_client",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
],
)
cc_library(
name = "performance_test_game_state_builder",
srcs = ["PerformanceTestGameStateBuilder.cpp"],
hdrs = [
"PerformanceTestGameStateBuilder.hpp",
],
copts = COPTS,
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:game_state_helpers",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/common:player_info_cc_proto",
],
)
@@ -1,205 +0,0 @@
# AI Performance Runner Implementation Plan
## Overview
This document outlines the implementation plan for an automated AI performance testing tool for Shardok. The tool will replicate the manual performance testing currently done through the Unity client's "Custom Battle" interface, providing reproducible and automated performance measurements.
## Goals
1. **Automate Performance Testing**: Eliminate the need for manual Unity client interaction
2. **Reproducible Results**: Ensure consistent test conditions across runs
3. **Detailed Metrics**: Capture the same metrics currently observed manually (commands evaluated at each depth)
4. **Clean Architecture**: Maintain proper dependency boundaries (no src/test dependencies in src/main)
## Directory Structure
```
src/main/cpp/net/eagle0/shardok/ai_performance_runner/
├── AIPerformanceRunner.cpp # Main binary entry point
├── AIPerformanceRunner.hpp # Performance metrics structs and helpers
├── PerformanceTestGameStateBuilder.cpp # Game state setup utilities
├── PerformanceTestGameStateBuilder.hpp # Game state builder interface
├── BUILD.bazel # Build configuration
└── README.md # Usage documentation
```
## Implementation Details
### 1. Performance Metrics Structure
```cpp
struct AIPerformanceMetrics {
int commandNumber;
int depthAchieved;
std::map<int, int> commandsEvaluatedAtDepth; // depth -> count
std::chrono::milliseconds timeUsed;
bool minimumDepthCompleted;
bool searchCompleted;
std::string selectedCommandType;
};
struct PerformanceTestResults {
std::string mapName;
int totalTurns;
std::vector<AIPerformanceMetrics> commandMetrics;
double averageDepth;
double completionRate;
std::chrono::milliseconds totalTime;
};
```
### 2. Test Configuration
The default configuration replicates the Unity client's "Perf" button:
- **Map**: "Alah"
- **AI Player**: 6 units with professions 1-6, all battalion type 4 (Heavy Infantry)
- **Human Player**: 6 units (no specific configuration needed since AI will control)
- **Defender Toggle**: Configurable (affects starting positions)
### 3. Key Components
#### AIPerformanceRunner.cpp
- Main entry point with command-line argument parsing
- Test execution loop
- Results formatting and output
- Integration with ShardokEngine and IterativeDeepeningAI
#### PerformanceTestGameStateBuilder.cpp
- Game state creation utilities (migrated from test code)
- Map loading helpers
- Unit placement logic
- Player setup functions
### 4. Build Configuration
```python
load("//tools:copts.bzl", "COPTS")
cc_binary(
name = "ai_performance_runner",
srcs = ["AIPerformanceRunner.cpp"],
copts = COPTS,
data = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
"//src/main/resources/net/eagle0/shardok/maps",
],
deps = [
":performance_test_game_state_builder",
"//src/main/cpp/net/eagle0/common:time_utils",
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening",
"//src/main/cpp/net/eagle0/shardok/ai:ai_attacker_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_defender_strategy_selector",
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator",
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_command_chooser",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
],
)
cc_library(
name = "performance_test_game_state_builder",
srcs = ["PerformanceTestGameStateBuilder.cpp"],
hdrs = [
"AIPerformanceRunner.hpp",
"PerformanceTestGameStateBuilder.hpp",
],
copts = COPTS,
deps = [
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"//src/main/cpp/net/eagle0/common:tsv_parser",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:player_info_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
```
### 5. Command-Line Interface
```bash
# Run default performance test (Alah map, 6v6 units)
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner
# Run with specific number of turns
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --turns=10
# Run with defender configuration
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --defender=true
# Run with verbose output
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --verbose
# Run with specific map
bazel run //src/main/cpp/net/eagle0/shardok/ai_performance_runner:ai_performance_runner -- --map=Chipingia
```
### 6. Expected Output Format
```
Shardok AI Performance Test
===========================
Map: Alah
Configuration: 6v6 units (AI as attacker)
Time Budget: Dynamic (proximity-based)
Turn 1:
Command 1: Depth 2, evaluated 140/280 commands, time: 1250ms [MoveCommand]
Command 2: Depth 2, evaluated ALL commands, time: 1180ms [MeleeCommand]
Command 3: Depth 3, evaluated 21/156 commands, time: 1300ms [ArcheryCommand]
Command 4: Depth 3, evaluated 78/312 commands, time: 1290ms [MoveCommand]
Turn Summary: Avg depth 2.5, Total time: 5020ms
Overall Results:
Total Turns: 5
Average Depth Achieved: 2.4
Commands Completed at Target Depth: 85%
Total Time: 25.1s
Average Time per Command: 1255ms
```
### 7. Implementation Phases
#### Phase 1: Basic Infrastructure
1. Create directory structure and BUILD.bazel
2. Implement PerformanceTestGameStateBuilder with minimal game state creation
3. Create basic AIPerformanceRunner that can load a map and create players
#### Phase 2: AI Integration
1. Integrate IterativeDeepeningAI
2. Implement performance metric collection
3. Add basic output formatting
#### Phase 3: Full Feature Set
1. Add command-line argument parsing
2. Implement multiple test configurations (Perf, Rivers, Custom)
3. Add detailed performance metrics and analysis
#### Phase 4: Polish and Documentation
1. Create comprehensive README.md
2. Add error handling and validation
3. Implement baseline comparison features
## Success Criteria
1. **Functional**: Tool successfully runs AI turns and captures performance metrics
2. **Accurate**: Results match manually observed performance within reasonable variance
3. **Reproducible**: Multiple runs produce consistent results
4. **Maintainable**: Clean code structure with no dependencies on src/test
5. **Usable**: Clear command-line interface and helpful output
## Future Enhancements
- JSON output format for automated analysis
- Performance regression detection
- Integration with CI/CD pipeline
- Configurable test scenarios beyond "Perf" and "Rivers"
- Multi-threaded performance testing
@@ -1,253 +0,0 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#include "PerformanceTestGameStateBuilder.hpp"
#include <filesystem>
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/common/TsvParser.hpp"
#include "src/main/cpp/net/eagle0/common/byte_vector.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/BattalionTypeRegistrar.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/MapLoader.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/player_info.pb.h"
namespace shardok {
namespace {
// Profession enum values
constexpr int NO_PROFESSION = 0;
// Player IDs
constexpr PlayerId AI_PLAYER_ID = 0;
constexpr PlayerId HUMAN_PLAYER_ID = 1;
} // namespace
auto PerformanceTestGameStateBuilder::InitializeGameSettings() -> GameSettingsSPtr {
auto settings = std::make_shared<GameSettings>();
auto setter = settings->GetSetter();
// Load battalion types
BattalionTypeRegistrar::RegisterBattalionTypes(setter);
// Load complete settings from settings.tsv file
TsvParser parser;
const string settingsPath = FilesystemUtils::StaticShardokFilesDirectory() + "settings.tsv";
const string settingsTsv = string(byte_vector::FromPath(settingsPath));
const auto valuesAndTypes = parser.ParseColumnEntryTsv(settingsTsv);
setter.SetFromTypesAndValues(valuesAndTypes[1], valuesAndTypes[0]);
return settings;
}
auto PerformanceTestGameStateBuilder::CreatePerfTestGameState(
const GameSettingsSPtr& settings,
bool defenderToggle) -> GameStateW {
return CreateCustomTestGameState(
settings,
"Alah",
6, // 6 AI units (full test configuration)
6, // 6 human units (full test configuration)
defenderToggle);
}
auto PerformanceTestGameStateBuilder::CreateCustomTestGameState(
const GameSettingsSPtr& settings,
const std::string& mapName,
int aiUnitCount,
int humanUnitCount,
bool defenderToggle) -> GameStateW {
// Load the map using existing utilities
auto hexMapProto = LoadMap(mapName);
// Create player info protos
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
// AI player
net::eagle0::shardok::common::PlayerInfo aiPlayerInfo;
aiPlayerInfo.set_player_id(AI_PLAYER_ID);
aiPlayerInfo.set_is_defender(defenderToggle);
aiPlayerInfo.set_starting_food(1000);
aiPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
if (defenderToggle) {
aiPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
} else {
aiPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
}
playerInfoProtos.push_back(aiPlayerInfo);
// Human player
net::eagle0::shardok::common::PlayerInfo humanPlayerInfo;
humanPlayerInfo.set_player_id(HUMAN_PLAYER_ID);
humanPlayerInfo.set_is_defender(!defenderToggle);
humanPlayerInfo.set_starting_food(1000);
humanPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
if (!defenderToggle) {
humanPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
} else {
humanPlayerInfo.add_victory_conditions(
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
}
playerInfoProtos.push_back(humanPlayerInfo);
// Create units
std::vector<net::eagle0::shardok::storage::fb::Unit> units;
// Create AI units in reserve (location -1, -1)
for (int i = 0; i < aiUnitCount && i < 6; ++i) {
units.push_back(AddGenericUnit(
AI_PLAYER_ID,
i, // Unit ID
net::eagle0::shardok::storage::fb::Coords(-1, -1), // Reserve location
i + 1, // Profession: 1-6 (Mage through Strategist)
HEAVY_INFANTRY_BATTALION_TYPE,
defenderToggle ? -1 : 0)); // Defender: -1, Attacker: 0
}
// Create human units in reserve (location -1, -1)
for (int i = 0; i < humanUnitCount && i < 6; ++i) {
units.push_back(AddGenericUnit(
HUMAN_PLAYER_ID,
aiUnitCount + i, // Unit ID starting aiUnitCount
net::eagle0::shardok::storage::fb::Coords(-1, -1), // Reserve location
NO_PROFESSION,
HEAVY_INFANTRY_BATTALION_TYPE,
defenderToggle ? 0 : -1)); // Defender: -1, Attacker: 0
}
// Use the proper SetupInitialGameState helper (setup phase will be handled by AI)
return shardok::fb::SetupInitialGameState(
"performance_test_game", // gameId
hexMapProto,
playerInfoProtos,
units,
4, // month
false, // isWinter
settings->GetGetter());
}
auto PerformanceTestGameStateBuilder::AddPlayerInfo(
flatbuffers::FlatBufferBuilder& fbb,
int playerId,
bool isDefender,
int food) -> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo> {
std::vector<int8_t> victoryConditions{
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_LAST_PLAYER_STANDING};
if (isDefender) {
victoryConditions.push_back(
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
} else {
victoryConditions.push_back(
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
}
auto victoryConditionsOffset = fbb.CreateVector(victoryConditions);
net::eagle0::shardok::storage::fb::PlayerInfoBuilder pib(fbb);
pib.add_player_id(playerId);
pib.add_starting_food(food);
pib.add_is_defender(isDefender);
pib.add_victory_conditions(victoryConditionsOffset);
return pib.Finish();
}
auto PerformanceTestGameStateBuilder::AddGenericUnit(
PlayerId playerId,
UnitId unitId,
const net::eagle0::shardok::storage::fb::Coords& location,
int profession,
int battalionType,
int startingPositionIndex) -> net::eagle0::shardok::storage::fb::Unit {
net::eagle0::shardok::storage::fb::Unit unit{}; // Initialize to zero
// Basic unit properties (following UnitConversions.cpp pattern)
unit.mutate_player_id(playerId);
unit.mutate_unit_id(unitId);
unit.mutate_eagle_player_id(playerId); // Set eagle player ID
unit.mutable_location() = location;
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
unit.mutate_remaining_action_points(12);
unit.mutate_hidden(false);
unit.mutate_fortified(false);
unit.mutate_can_flee(true);
unit.mutate_can_start_fire(false);
unit.mutate_can_archery(false);
unit.mutate_stun_rounds_remaining(0);
unit.mutate_commanding_unit_id(-1);
unit.mutate_targeted_unit(-1);
unit.mutate_starting_position_index(startingPositionIndex);
unit.mutate_has_moved_in_zoc(false);
unit.mutate_volleys_remaining(0);
unit.mutate_food_remaining(1000.0f); // Set food remaining
// Battalion
net::eagle0::shardok::storage::fb::Battalion battalion;
battalion.mutate_type(
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(battalionType));
battalion.mutate_size(1000.0);
battalion.mutate_armament(100.0f);
battalion.mutate_training(100.0f);
battalion.mutate_morale(50.0f);
unit.mutable_battalion() = battalion;
// Hero (if profession is specified)
if (profession != NO_PROFESSION) {
unit.mutate_has_attached_hero(true);
net::eagle0::shardok::storage::fb::Hero hero;
hero.mutate_strength(50);
hero.mutate_strength_xp(0);
hero.mutate_agility(50);
hero.mutate_agility_xp(0);
hero.mutate_wisdom(50);
hero.mutate_wisdom_xp(0);
hero.mutate_charisma(50);
hero.mutate_charisma_xp(0);
hero.mutate_constitution(80);
hero.mutate_constitution_xp(0);
hero.mutate_vigor(50);
hero.mutate_starting_vigor(50);
hero.mutate_spent_vigor(0);
hero.mutate_bravery(50);
hero.mutate_integrity(50);
hero.mutate_ambition(50);
hero.mutate_eagle_hero_id(unitId + 1);
hero.mutate_is_vip(false);
hero.mutable_profession_info().mutate_profession(
static_cast<net::eagle0::shardok::storage::fb::Profession>(profession));
hero.mutable_profession_info().mutate_meteor_cast_state(
net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE);
hero.mutable_control_info().mutate_controlled_unit_id(-1);
hero.mutable_control_info().mutate_controlled_this_round(false);
unit.mutable_attached_hero() = hero;
} else {
unit.mutate_has_attached_hero(false);
}
// Initialize opponent knowledge for both players (player IDs 0 and 1)
unit.mutable_opponent_knowledge()->Mutate(0, 0); // Player 0 knowledge
unit.mutable_opponent_knowledge()->Mutate(1, 0); // Player 1 knowledge
return unit;
}
} // namespace shardok
@@ -1,88 +0,0 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#ifndef EAGLE0_PERFORMANCETESTGAMESTATEBUILDER_HPP
#define EAGLE0_PERFORMANCETESTGAMESTATEBUILDER_HPP
#include <flatbuffers/flatbuffers.h>
#include <memory>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
namespace shardok {
// Forward declarations
class GameSettings;
using GameSettingsSPtr = std::shared_ptr<GameSettings>;
/**
* Builder class for creating game states used in performance testing.
* Provides utilities to set up specific test scenarios matching the Unity client's
* "Perf" button configuration.
*/
class PerformanceTestGameStateBuilder {
public:
/**
* Initialize game settings from the default configuration files.
* Must be called before creating game states.
*/
static auto InitializeGameSettings() -> GameSettingsSPtr;
/**
* Create the standard "Perf" test configuration:
* - Map: Alah
* - 6 AI units with professions 1-6, all Heavy Infantry
* - 6 Human units (minimal configuration)
*
* @param settings The game settings to use
* @param defenderToggle If true, AI is defender; if false, AI is attacker
* @return A GameStateW with the configured battle
*/
static auto CreatePerfTestGameState(
const GameSettingsSPtr& settings,
bool defenderToggle = false) -> GameStateW;
/**
* Create a custom test configuration with specified parameters.
*
* @param settings The game settings to use
* @param mapName Name of the map to load
* @param aiUnitCount Number of AI units to create
* @param humanUnitCount Number of human units to create
* @param defenderToggle If true, AI is defender; if false, AI is attacker
* @return A GameStateW with the configured battle
*/
static auto CreateCustomTestGameState(
const GameSettingsSPtr& settings,
const std::string& mapName,
int aiUnitCount,
int humanUnitCount,
bool defenderToggle) -> GameStateW;
private:
// Helper functions for building game state components
static auto
AddPlayerInfo(flatbuffers::FlatBufferBuilder& fbb, int playerId, bool isDefender, int food)
-> flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo>;
static auto AddGenericUnit(
PlayerId playerId,
UnitId unitId,
const net::eagle0::shardok::storage::fb::Coords& location,
int profession,
int battalionType,
int startingPositionIndex = -1) -> net::eagle0::shardok::storage::fb::Unit;
// Battalion type constants (matching Unity client)
static constexpr int HEAVY_INFANTRY_BATTALION_TYPE = 4;
};
} // namespace shardok
#endif // EAGLE0_PERFORMANCETESTGAMESTATEBUILDER_HPP
@@ -5,10 +5,7 @@
#ifndef EAGLE0_GAMEUPDATERECEIVER_HPP
#define EAGLE0_GAMEUPDATERECEIVER_HPP
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/api/action_result_view.pb.h"
#pragma GCC diagnostic pop
namespace shardok {
using std::vector;
@@ -8,11 +8,9 @@
#include "ShardokGameController.hpp"
#include <algorithm>
#include <iterator>
#include <ranges>
#include <thread>
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
@@ -87,10 +85,10 @@ void ShardokGameController::LockedNotifyClients() const { updateCondition.notify
auto ShardokGameController::LockedAIClientForPid(PlayerId pid) const
-> shared_ptr<ShardokAIClient> {
const auto it = std::ranges::find_if(aiClients, [pid](const auto &client) {
return client->GetPlayerId() == pid;
});
return (it != aiClients.end()) ? *it : nullptr;
return common::FindIf(
aiClients,
[pid](const auto &client) { return client->GetPlayerId() == pid; })
.value_or(nullptr);
}
void ShardokGameController::DoAIThread() {
@@ -131,7 +129,7 @@ auto ShardokGameController::LockedCheckOneAICommand() -> bool {
const PlayerId currentPid = engine->GetCurrentPlayerId();
if (const shared_ptr<ShardokAIClient> currentPlayerClient = LockedAIClientForPid(currentPid)) {
const int index = currentPlayerClient->ChooseCommandIndex(*engine).chosenIndex;
const int index = currentPlayerClient->ChooseCommandIndex(*engine);
engine->PostCommand(currentPid, index);
LockedNotifyClients();
@@ -167,7 +165,7 @@ void ShardokGameController::PostCommand(
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
const auto expectedToken = static_cast<int64_t>(engine->GetUnfilteredHistoryCount());
const auto expectedToken = engine->GetUnfilteredHistoryCount();
if (token < expectedToken) {
printf("Double token in postCommand\n");
// The client is missing some updates; probably it's a double-submit
@@ -195,7 +193,7 @@ void ShardokGameController::PostPlacementCommands(
CheckFactionId(engine, shardokPlayerId, eagleFactionId);
const auto expectedToken = static_cast<int64_t>(engine->GetUnfilteredHistoryCount());
const auto expectedToken = engine->GetUnfilteredHistoryCount();
if (token < expectedToken) {
printf("Double token in postPlacementCommands\n");
// The client is missing some updates; probably it's a double-submit
@@ -242,11 +240,9 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
incomingRegistrations--;
}
updates.mainResults.reserve(awrs.size());
std::ranges::transform(
awrs,
std::back_inserter(updates.mainResults),
[](const ShardokActionWithResultingState &a) { return a.action_result(); });
updates.mainResults = common::Map(awrs, [](const ShardokActionWithResultingState &a) {
return a.action_result();
});
const auto playerInfos = engine->GetPlayerInfos();
updates.filteredResults.reserve(playerInfos.size() + 1);
@@ -8,9 +8,6 @@
#include "AvailableCommandsFactory.hpp"
#include <algorithm>
#include <ranges>
#include "src/main/cpp/net/eagle0/shardok/library/FireUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/PlayerSetupCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
@@ -135,30 +132,30 @@ void AvailableCommandsFactoryImpl::AddAvailableCommandsForOneUnit(
}
if (battType->adjustsMorale &&
unit->battalion().morale() < settings.Backing().minimum_morale_to_act()) {
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
return !cmd->CanDoWithLowMorale();
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
return cmd->CanDoWithLowMorale();
});
}
if (unit->stun_rounds_remaining() > 0) {
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
return !cmd->CanDoWhileStunned();
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
return cmd->CanDoWhileStunned();
});
}
if (hasHero && unit->attached_hero().vigor() < settings.Backing().minimum_vigor_to_act()) {
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
return !cmd->CanDoWithLowVigor();
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
return cmd->CanDoWithLowVigor();
});
}
if (unitMovedIntoZoc) {
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
return !cmd->CanDoAfterMovingIntoZoc();
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
return cmd->CanDoAfterMovingIntoZoc();
});
}
if (std::ranges::any_of(oneUnitCommands, [](const CommandSPtr &cmd) {
if (common::ContainsWhere(oneUnitCommands, [](const CommandSPtr &cmd) {
return cmd->IsRequiredToEndTurn();
})) {
std::erase_if(oneUnitCommands, [](const CommandSPtr &cmd) {
return !cmd->IsRequiredToEndTurn();
common::FilterInPlace(oneUnitCommands, [](const CommandSPtr &cmd) {
return cmd->IsRequiredToEndTurn();
});
}
@@ -186,7 +183,7 @@ auto AvailableCommandsFactoryImpl::GetAvailableCommands(
/* onlyFollowUps=*/false);
}
if (!std::ranges::any_of(commands, [](const CommandSPtr &command) {
if (!common::ContainsWhere(commands, [](const CommandSPtr &command) {
return command->IsRequiredToEndTurn();
})) {
commands.push_back(std::make_shared<EndTurnCommand>(playerId, gameState, settings));
@@ -9,15 +9,17 @@
#ifndef AvailableCommandsFactory_hpp
#define AvailableCommandsFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.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/unit/Unit.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using std::optional;
using std::unique_ptr;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using UnitIdOptional = optional<UnitId>;
class AvailableCommandsFactory {
@@ -1,19 +1,5 @@
load("//tools:copts.bzl", "COPTS")
cc_library(
name = "game_state_w",
srcs = ["GameStateW.cpp"],
hdrs = ["GameStateW.hpp"],
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
":shardok_c_types",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
cc_library(
name = "engine",
srcs = ["ShardokEngine.cpp"],
@@ -21,7 +7,6 @@ cc_library(
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
":game_state_w",
":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",
@@ -30,6 +15,7 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library/util:game_state_validator",
"//src/main/cpp/net/eagle0/shardok/library/view_filters:action_result_filter",
"//src/main/cpp/net/eagle0/shardok/library/view_filters:game_state_filter",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/storage:action_with_resulting_state_cc_proto",
],
)
@@ -131,9 +117,10 @@ cc_library(
copts = COPTS,
visibility = ["//src/main/cpp/net/eagle0/shardok/library:__subpackages__"],
deps = [
":game_state_w",
":shardok_exception",
"//src/main/cpp/net/eagle0/common:random_generator",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/protobuf/net/eagle0/shardok/storage:action_result_cc_proto",
],
)
@@ -1,135 +0,0 @@
//
// Created by Dan Crosby on 2025-01-21.
//
#include "GameStateW.hpp"
#include <algorithm>
#include <ranges>
namespace shardok {
auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
-> const Unit* {
const auto* state = Get();
if (!state || !state->hex_map()) { return nullptr; }
const int16_t rowCount = state->hex_map()->row_count();
const int16_t columnCount = state->hex_map()->column_count();
// Check bounds
if (coords.row() < 0 || coords.row() >= rowCount || coords.column() < 0 ||
coords.column() >= columnCount) {
return nullptr;
}
// Fast path: use bitfield cache if available
if (state->occupied_tiles() && !state->occupied_tiles()->empty()) {
const size_t tileIndex =
static_cast<size_t>(coords.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(coords.column());
const size_t expectedBitfieldSize =
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) /
8; // Ceiling division
if (state->occupied_tiles()->size() == expectedBitfieldSize) {
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
const uint8_t byte = state->occupied_tiles()->Get(static_cast<unsigned int>(byteIndex));
const bool isOccupied = (byte & (1 << bitOffset)) != 0;
if (!isOccupied) {
return nullptr; // Fast path: definitely no unit here (90% of cases)
}
}
}
// Slow path: O(n) search through units
// Used when bitfield not available OR when bitfield indicates occupation
if (!state->units()) { return nullptr; }
for (size_t i = 0; i < state->units()->size(); ++i) {
const auto* unit = state->units()->Get(static_cast<unsigned int>(i));
if (unit && unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->location().row() == coords.row() &&
unit->location().column() == coords.column()) {
return unit;
}
}
return nullptr;
}
auto GameStateW::GetKnownEnemyOccupant(
PlayerId playerId,
const std::vector<PlayerId>& allyPids,
const net::eagle0::shardok::storage::fb::Coords& coords) const -> const Unit* {
const auto* occupant = GetOccupant(coords);
if (occupant) {
if (!occupant->hidden() && occupant->player_id() != playerId &&
!std::ranges::contains(allyPids, occupant->player_id())) {
return occupant;
}
}
return nullptr;
}
void GameStateW::UpdateOccupiedTile(
const net::eagle0::shardok::storage::fb::Coords& oldCoords,
const net::eagle0::shardok::storage::fb::Coords& newCoords) {
const auto* state = Get();
auto* mutableOccupiedTiles = (*this)->mutable_occupied_tiles();
if (!state || !state->hex_map() || !mutableOccupiedTiles) { return; }
const int16_t rowCount = state->hex_map()->row_count();
const int16_t columnCount = state->hex_map()->column_count();
// Clear old position in bitfield
if (oldCoords.row() >= 0 && oldCoords.row() < rowCount && oldCoords.column() >= 0 &&
oldCoords.column() < columnCount) {
const size_t tileIndex =
static_cast<size_t>(oldCoords.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(oldCoords.column());
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
if (byteIndex < mutableOccupiedTiles->size()) {
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
byte &= ~(1 << bitOffset); // Clear the bit
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
}
}
// Set new position in bitfield
if (newCoords.row() >= 0 && newCoords.row() < rowCount && newCoords.column() >= 0 &&
newCoords.column() < columnCount) {
const size_t tileIndex =
static_cast<size_t>(newCoords.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(newCoords.column());
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
if (byteIndex < mutableOccupiedTiles->size()) {
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
byte |= (1 << bitOffset); // Set the bit
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
}
}
}
auto GameStateW::GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<uint8_t>* {
const auto* state = Get();
if (!state || !state->hex_map()) { return nullptr; }
if (!state->occupied_tiles() || state->occupied_tiles()->empty()) { return nullptr; }
// Verify the bitfield size matches expected map size
const int16_t rowCount = state->hex_map()->row_count();
const int16_t columnCount = state->hex_map()->column_count();
const size_t expectedBitfieldSize =
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) / 8;
if (state->occupied_tiles()->size() != expectedBitfieldSize) { return nullptr; }
return state->occupied_tiles();
}
} // namespace shardok
@@ -1,111 +0,0 @@
//
// Created by Dan Crosby on 2025-01-15.
//
#ifndef EAGLE0_GAMESTATEW_HPP
#define EAGLE0_GAMESTATEW_HPP
#include <cstdint>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
namespace shardok {
/**
* @class GameStateW
* @brief A wrapper class for the FlatBuffer-generated GameState type.
*
* GameStateW extends the Wrapper class to provide additional functionality
* for working with the net::eagle0::shardok::storage::fb::GameState type.
* It inherits all constructors and assignment operators from the base Wrapper
* class, enabling seamless integration with the underlying FlatBuffer type.
*
* This class is part of the shardok namespace and is designed to simplify
* interactions with the GameState FlatBuffer type while maintaining the
* flexibility and functionality of the Wrapper base class.
*/
class GameStateW : public Wrapper<net::eagle0::shardok::storage::fb::GameState> {
public:
using BaseType = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using Unit = net::eagle0::shardok::storage::fb::Unit;
// Inherit all constructors from Wrapper
using BaseType::BaseType;
// Default constructor
GameStateW() : BaseType() {}
// Copy constructor
GameStateW(const GameStateW& other) : BaseType(other) {}
// Move constructor
GameStateW(GameStateW&& other) noexcept : BaseType(std::move(other)) {}
// Copy assignment
GameStateW& operator=(const GameStateW& other) {
BaseType::operator=(other);
return *this;
}
// Move assignment
GameStateW& operator=(GameStateW&& other) noexcept {
BaseType::operator=(std::move(other));
return *this;
}
// Constructor from base type
GameStateW(const BaseType& base) : BaseType(base) {}
GameStateW(BaseType&& base) : BaseType(std::move(base)) {}
/**
* @brief Get the unit occupying the specified coordinates using occupied tiles bitfield.
* @param coords The coordinates to check.
* @return Pointer to the unit at the coordinates, or nullptr if none.
*
* Fast path: O(1) bitfield check for empty tiles (~90% of cases).
* Slow path: O(n) unit search only when bitfield indicates occupation (~10% of cases).
*/
[[nodiscard]] auto GetOccupant(const net::eagle0::shardok::storage::fb::Coords& coords) const
-> const Unit*;
/**
* @brief Get the known enemy unit occupying the specified coordinates using occupied tiles
* bitfield.
* @param playerId The player ID to check enemies for.
* @param allyPids Vector of allied player IDs.
* @param coords The coordinates to check.
* @return Pointer to the enemy unit at the coordinates, or nullptr if none.
*
* Uses the bitfield-optimized GetOccupant() internally.
*/
[[nodiscard]] auto GetKnownEnemyOccupant(
PlayerId playerId,
const std::vector<PlayerId>& allyPids,
const net::eagle0::shardok::storage::fb::Coords& coords) const -> const Unit*;
/**
* @brief Update the occupied tiles bitfield when a unit changes position.
* @param oldCoords The previous coordinates (use {-1, -1} if unit was off-map).
* @param newCoords The new coordinates (use {-1, -1} if unit is now off-map).
*/
void UpdateOccupiedTile(
const net::eagle0::shardok::storage::fb::Coords& oldCoords,
const net::eagle0::shardok::storage::fb::Coords& newCoords);
/**
* @brief Get the occupied tiles bitfield for efficient tile occupancy checking.
* @return Pointer to the bitfield data, or nullptr if not available.
*
* Returns the raw bitfield where bit at index (row*column_count + col) indicates
* if that tile is occupied. Useful for caching the bitfield to avoid repeated
* GameStateW lookups in performance-critical code like MoveCommand.
*/
[[nodiscard]] auto GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<uint8_t>*;
};
} // namespace shardok
#endif // EAGLE0_GAMESTATEW_HPP
@@ -12,10 +12,7 @@
#include <string>
#include <vector>
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/storage/odds.pb.h"
#pragma GCC diagnostic pop
namespace shardok {
typedef net::eagle0::shardok::storage::Odds PercentileRollOdds;
@@ -14,7 +14,7 @@ using std::vector;
auto ShardokAction::Execute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
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,
const std::shared_ptr<RandomGenerator>& generator,
std::shared_ptr<RandomGenerator> generator,
const std::optional<int32_t> roll) const -> vector<ActionResult> {
vector<ActionResult> results = InternalExecuteWithRoll(currentState, generator, roll);
@@ -13,15 +13,14 @@
#include "ShardokException.hpp"
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/protobuf/net/eagle0/shardok/storage/action_result.pb.h"
#pragma GCC diagnostic pop
namespace shardok {
using net::eagle0::shardok::storage::ActionResult;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using std::shared_ptr;
using std::vector;
using PercentileRollOdds = net::eagle0::shardok::storage::Odds;
@@ -40,14 +39,14 @@ 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*/,
const std::shared_ptr<RandomGenerator>& /*generator*/,
std::optional<int32_t> /*roll*/) const -> std::vector<ActionResult> {
const GameStateW& currentState,
std::shared_ptr<RandomGenerator> generator,
std::optional<int32_t> roll) const -> std::vector<ActionResult> {
throw ShardokClientErrorException("Roll not supported");
}
@@ -59,11 +58,11 @@ public:
[[nodiscard]] auto Execute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> std::vector<ActionResult>;
std::shared_ptr<RandomGenerator> generator) const -> std::vector<ActionResult>;
[[nodiscard]] auto ExecuteWithRoll(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator,
std::shared_ptr<RandomGenerator> generator,
std::optional<int32_t> roll) const -> std::vector<ActionResult>;
};
@@ -46,7 +46,7 @@ public:
[[nodiscard]] virtual auto HasOdds() const -> bool { return false; }
[[nodiscard]] virtual auto GetOddsPercentile() const -> int32_t { return 0; }
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& /*newTypes*/) {
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& newTypes) {
throw ShardokInternalErrorException("Can't add follow up commands to this type");
}
};
@@ -9,8 +9,6 @@
#include "ShardokEngine.hpp"
#include <algorithm>
#include <optional>
#include <ranges>
#include <utility>
#include <vector>
@@ -39,6 +37,11 @@ using net::eagle0::shardok::storage::ShardokActionWithResultingState;
using GameStatusProto = net::eagle0::shardok::common::GameStatus;
using TileModifierProto = net::eagle0::shardok::common::TileModifier;
[[nodiscard]] auto ShardokEngine::GetCurrentGameState() const
-> net::eagle0::shardok::storage::fb::GameState const * {
return gameState.Get();
}
[[nodiscard]] auto ShardokEngine::GetCurrentGameStateBytes() const -> byte_vector {
return gameState.ToByteVector();
}
@@ -94,7 +97,7 @@ void ShardokEngine::ApplyAndAddActionResults(const vector<ActionResultProto> &re
}
void ShardokEngine::ApplyAndAddActionResult(const ActionResultProto &result) {
gameState = ApplyResult(std::move(gameState), result, settingsGetter);
MutatingApplyResult(gameState, result, settingsGetter);
if (trackHistory) {
actionHistory.emplace_back();
@@ -111,7 +114,7 @@ ShardokEngine::ShardokEngine(
settingsGetter(settings->GetGetter()),
availableCommandsFactory(
AvailableCommandsFactory::MakeAvailableCommandsFactory(settingsGetter)),
gameState(GameStateW::FromByteString(history.back().state_after_fb())),
gameState(fb::GameStateW::FromByteString(history.back().state_after_fb())),
trackHistory(trackHistory),
actionHistory(history),
criticalTileCoords(gameState->hex_map()) {}
@@ -181,7 +184,7 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
const ShardokActionWithResultingState &awrs : newHistory) {
GameStateView viewAfter = GameStateFilteredForPlayer(
settingsGetter,
GameStateW::FromByteString(awrs.state_after_fb()),
fb::GameStateW::FromByteString(awrs.state_after_fb()),
askingPlayer);
if (auto filteredResult = ActionResultFilteredForPlayer(
@@ -194,7 +197,7 @@ auto ShardokEngine::GetGameStateView(const PlayerId askingPlayer) const
filteredResult.has_value()) {
filteredHistory.push_back(*filteredResult);
}
previousState = GameStateW::FromByteString(awrs.state_after_fb());
previousState = fb::GameStateW::FromByteString(awrs.state_after_fb());
previousStatePtr = previousState.Get();
previousView = viewAfter;
}
@@ -216,7 +219,7 @@ auto ShardokEngine::GetUnitById(const PlayerId askingPlayer, const UnitId unitId
}
void ShardokEngine::PostWhileCurrentPlayerHasOnlyOneOption(
std::shared_ptr<RandomGenerator> randomGenerator) {
const std::shared_ptr<RandomGenerator> &randomGenerator) {
while (GetGameStatus()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING &&
GetCurrentPlayerId() != UNCONTROLLED_PLAYER_ID) {
@@ -312,19 +315,21 @@ void ShardokEngine::PostPlacementCommands(
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
// first make sure they're all valid and there are no duplicates
for (size_t i = 0; i < placementInfos.size(); i++) {
for (int i = 0; i < placementInfos.size(); i++) {
const UnitPlacementInfo &pi = placementInfos[i];
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
return cmd->GetCommandProto().actor().value() == pi.unitId &&
cmd->GetCommandProto().target() == pi.location;
});
if (it == placementCommands->end()) {
if (auto command = common::FindIf(
*placementCommands,
[pi](const CommandSPtr &cmd) {
return cmd->GetCommandProto().actor().value() == pi.unitId &&
cmd->GetCommandProto().target() == pi.location;
});
!command.has_value()) {
throw ShardokClientErrorException("No such placement info found");
}
// check that we're not double-filling any location or double-placing any unit
for (size_t j = i + 1; j < placementInfos.size(); j++) {
for (int j = i + 1; j < placementInfos.size(); j++) {
const UnitPlacementInfo &other = placementInfos[j];
if (pi.unitId == other.unitId)
@@ -339,11 +344,12 @@ void ShardokEngine::PostPlacementCommands(
// now execute
for (const auto &pi : placementInfos) {
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
auto command = common::FindIf(*placementCommands, [pi](const CommandSPtr &cmd) {
return cmd->GetCommandProto().actor().value() == pi.unitId &&
cmd->GetCommandProto().target() == pi.location;
});
for (vector<ActionResult> onePlacementResults = (*it)->Execute(gameState, randomGenerator);
for (vector<ActionResult> onePlacementResults =
(*command)->Execute(gameState, randomGenerator);
const ActionResultProto &oneResult : onePlacementResults) {
HandleActionResult(oneResult, randomGenerator);
}
@@ -375,17 +381,17 @@ void ShardokEngine::PostFinishedPlacementCommand(
const auto placementCommands =
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
const auto it = std::ranges::find_if(*placementCommands, [](const CommandSPtr &cmd) {
const auto command = common::FindIf(*placementCommands, [](const CommandSPtr &cmd) {
return cmd->GetCommandProto().type() ==
net::eagle0::shardok::common::END_PLAYER_SETUP_COMMAND;
});
if (it == placementCommands->end()) {
if (!command.has_value()) {
throw ShardokClientErrorException("No finish placement command found");
}
cachedAvailableCommands = nullptr;
PostActionUnchecked(*it, randomGenerator, std::nullopt);
PostActionUnchecked(command.value(), randomGenerator, std::nullopt);
}
void ShardokEngine::PostCommand(
@@ -454,7 +460,7 @@ void ShardokEngine::HandleActionResult(
const Coords modifiedCoords = FromCoordsProto(modifierWithCoords.coords());
const TileModifierProto &modifier = modifierWithCoords.modifiers();
const Unit *occupant = gameState.GetOccupant(modifiedCoords);
const Unit *occupant = Occupant(GetCurrentGameState()->units(), modifiedCoords);
// Check for swept away hero
if (const Terrain *terrain = GetTerrain(GetCurrentGameState()->hex_map(), modifiedCoords);
occupant && IsWater(terrain->type()) && !IsTraversible(modifier) &&
@@ -581,7 +587,6 @@ void AddUnits(vector<net::eagle0::shardok::storage::ResolvedUnit> &to, const Uni
break;
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT:
ru.set_status(
net::eagle0::shardok::storage::ResolvedUnit_UnitStatus_NEVER_ENTERED_UNIT);
break;
@@ -599,7 +604,7 @@ auto ShardokEngine::EndGameUnits() const -> vector<net::eagle0::shardok::storage
"Trying to get the end game units before the game is over");
}
const auto &gs = GetCurrentGameState();
const auto *gs = GetCurrentGameState();
vector<net::eagle0::shardok::storage::ResolvedUnit> endgameUnits;
AddUnits(endgameUnits, *gs->units());
@@ -20,6 +20,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.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/action_result_view.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
#include "src/main/protobuf/net/eagle0/shardok/api/unit_view.pb.h"
@@ -34,6 +35,7 @@ using std::vector;
using net::eagle0::shardok::api::UnitView;
using PlayerInfoProto = net::eagle0::shardok::common::PlayerInfo;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using net::eagle0::shardok::storage::ShardokActionWithResultingState;
using HexMapProto = net::eagle0::shardok::common::HexMap;
@@ -60,14 +62,15 @@ private:
[[nodiscard]] auto HandleUnitFallingIntoWater(
const Terrain *terrain,
const fb::Unit *unit,
const net::eagle0::shardok::storage::fb::Unit *unit,
std::shared_ptr<RandomGenerator> randomGenerator) const -> vector<ActionResult>;
void HandleActionResult(
const ActionResult &actionResult,
const std::shared_ptr<RandomGenerator> &randomGenerator);
[[nodiscard]] auto GetUnit(const UnitId uid) const -> const fb::Unit * {
[[nodiscard]] auto GetUnit(const UnitId uid) const
-> const net::eagle0::shardok::storage::fb::Unit * {
return GetCurrentGameState()->units()->Get(uid);
}
@@ -111,7 +114,8 @@ public:
[[nodiscard]] auto GetGameStateAtStartOfAction(ActionId startingActionId) const -> GameStateW;
[[nodiscard]] auto GetCurrentGameState() const -> const GameStateW & { return gameState; }
[[nodiscard]] auto GetCurrentGameState() const
-> net::eagle0::shardok::storage::fb::GameState const *;
[[nodiscard]] auto GetCurrentGameStateBytes() const -> byte_vector;
@@ -125,7 +129,7 @@ public:
// Controller API
[[nodiscard]] auto GetGameHistory(ActionId lastUpdatedActionId) const
-> vector<ShardokActionWithResultingState>;
-> vector<net::eagle0::shardok::storage::ShardokActionWithResultingState>;
[[nodiscard]] auto GetUnfilteredHistoryCount() const -> size_t {
return actionHistory.size() + startingHistoryCount;
@@ -141,7 +145,8 @@ public:
[[nodiscard]] auto GetFilteredGameHistory(PlayerId askingPlayer) const
-> vector<net::eagle0::shardok::api::ActionResultView>;
[[nodiscard]] auto GetUnitById(PlayerId askingPlayer, UnitId unitId) const -> UnitView;
[[nodiscard]] auto GetUnitById(PlayerId askingPlayer, UnitId unitId) const
-> net::eagle0::shardok::api::UnitView;
void PostPlacementCommands(
PlayerId player,
@@ -156,7 +161,8 @@ public:
std::shared_ptr<RandomGenerator> randomGenerator = nullptr,
std::optional<int32_t> roll = std::nullopt);
void PostWhileCurrentPlayerHasOnlyOneOption(std::shared_ptr<RandomGenerator> randomGenerator);
void PostWhileCurrentPlayerHasOnlyOneOption(
const std::shared_ptr<RandomGenerator> &randomGenerator);
auto PostWhilePlayerHasOnlyOneOption(
PlayerId playerId,
std::shared_ptr<RandomGenerator> randomGenerator) -> bool;
@@ -174,7 +180,7 @@ public:
[[nodiscard]] auto GetMonth() const -> int { return GetCurrentGameState()->month(); }
[[nodiscard]] auto GetPlayerInfos() const -> vector<PlayerInfoProto> {
const auto &currentGameState = GetCurrentGameState();
const auto *currentGameState = GetCurrentGameState();
vector<PlayerInfoProto> protos{};
for (const auto *const piFB : *currentGameState->player_infos()) {
protos.push_back(fb::ToPlayerInfoProto(piFB));
@@ -182,18 +188,18 @@ public:
return protos;
}
[[nodiscard]] auto GetGameStatus() const
-> const net::eagle0::shardok::storage::fb::GameStatus * {
auto GetGameStatus() const -> const net::eagle0::shardok::storage::fb::GameStatus * {
return GetCurrentGameState()->status();
}
[[nodiscard]] auto GetGameSettings() const -> GameSettingsSPtr { return gameSettings; }
auto GetGameSettings() const -> GameSettingsSPtr { return gameSettings; }
static inline auto GameIsOver(const fb::GameStatus *status) -> bool {
static inline auto GameIsOver(const net::eagle0::shardok::storage::fb::GameStatus *status)
-> bool {
return (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY);
}
[[nodiscard]] inline auto GameIsOver() const -> bool { return GameIsOver(GetGameStatus()); }
inline auto GameIsOver() const -> bool { return GameIsOver(GetGameStatus()); }
};
} // namespace shardok
@@ -10,10 +10,14 @@
#define MeteorCastActionFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.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/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class MeteorCastActionFactory {
private:
const SettingsGetter settings;
@@ -28,7 +28,7 @@ auto PlayerSetupCommandFactory::AddAvailablePlaceAndHideUnitCommandsForOneUnit(
CoordsSet unusedStartingPositions(gameState->hex_map());
for (const Coords *possiblePosition : *thisUnitStartingPositions) {
if (!gameState.GetOccupant(*possiblePosition)) {
if (!Occupant(gameState->units(), *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 (!gameState.GetOccupant(possibleHidingPosition)) {
if (!Occupant(gameState->units(), possibleHidingPosition)) {
const Terrain *terrain = GetTerrain(gameState->hex_map(), possibleHidingPosition);
if (AllowsHiding(terrain)) { unusedHidingPositions.Add(possibleHidingPosition); }
}
@@ -87,11 +87,11 @@ auto PlayerSetupCommandFactory::AddAvailablePlayerSetupCommands(
if (placedUnits.size() >= 10) return;
if (unplacedUnits.empty()) return;
for (const auto &[unitId, unit] : unplacedUnits) {
for (const auto &kv : unplacedUnits) {
AddAvailablePlaceAndHideUnitCommandsForOneUnit(
existingCommands,
isDefender,
unit,
kv.second,
gameState);
}
}
@@ -5,12 +5,14 @@
#ifndef EAGLE0_PLAYERSETUPCOMMANDFACTORY_HPP
#define EAGLE0_PLAYERSETUPCOMMANDFACTORY_HPP
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.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/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using Unit = net::eagle0::shardok::storage::fb::Unit;
class PlayerSetupCommandFactory {
@@ -5,11 +5,13 @@
#ifndef EAGLE0_UNDEADCHANGEACTIONFACTORY_HPP
#define EAGLE0_UNDEADCHANGEACTIONFACTORY_HPP
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.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/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class UndeadChangeActionFactory {
private:
@@ -4,7 +4,6 @@
#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"
@@ -32,22 +31,23 @@ 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++) {
if (const Terrain* terrain = hexMap->terrain()->Get(i);
IsWater(terrain->type()) && !terrain->modifier().bridge().present() &&
const Terrain* terrain = hexMap->terrain()->Get(i);
if (IsWater(terrain->type()) && !terrain->modifier().bridge().present() &&
!terrain->modifier().ice().present()) {
const Coords& currentCoords = indexToCoords[i];
const Coords currentCoords =
Coords(int8_t(i / hexMap->column_count()), int8_t(i % hexMap->column_count()));
const CoordsSet adjacentToWaterCoords =
HexMapUtils::GetAdjacentCoords(hexMap, currentCoords);
CoordsSet braveableTo(hexMap);
for (const Coords& adjacentToWater : adjacentToWaterCoords) {
for (auto acrossWaterCoords = GetTilesAcrossWater(hexMap, adjacentToWater);
const auto& braveCoords : acrossWaterCoords) {
auto acrossWaterCoords = GetTilesAcrossWater(hexMap, adjacentToWater);
for (const auto& braveCoords : acrossWaterCoords) {
const auto braveIndex = ToIndex(braveCoords);
if (const auto* swimTerrain = hexMap->terrain()->Get(braveIndex);
IsWater(swimTerrain->type()) ||
const auto* swimTerrain = hexMap->terrain()->Get(braveIndex);
if (IsWater(swimTerrain->type()) ||
swimTerrain->type() ==
net::eagle0::shardok::storage::fb::Terrain_::Type_MOUNTAIN) {
continue;
@@ -68,86 +68,46 @@ 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>& braveWaterPossibleCoords,
const vector<Coords>& indexToCoords,
const vector<std::array<int, 6>>& adjacencyTable) {
const std::shared_ptr<BraveableTileInfo>& braveableTileInfo) {
vector<uint8_t> visited(ds.size());
// 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;
const int indexCount = hexMap->row_count() * hexMap->column_count();
// 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;
}
}
int firstUnvisitedIndex = 0;
while (true) {
// Choose the current index
int currentIndex = -1;
int currentIndexDistance = IMPOSSIBLE;
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);
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];
}
}
}
for (int adjacentIndex : neighbors) {
if (adjacentIndex == -1) break; // End of valid neighbors
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()) {
if (visited[adjacentIndex]) continue;
const auto adjacentTerrain = hexMap->terrain()->Get(adjacentIndex);
@@ -156,47 +116,40 @@ void ActionPointDistances::PopulateOne(
if (adjacentCost.type == ActionCost::impossible) continue;
const auto costThroughCurrentTile = currentIndexDistance + adjacentCost.points;
if (const int currentBestDistance = ds[adjacentIndex];
currentBestDistance > costThroughCurrentTile) {
const int currentBestDistance = ds[adjacentIndex];
if (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 &&
braveWaterPossibleCoords->cs.Contains(currentCoords)) {
auto entry = std::ranges::find_if(
braveWaterPossibleCoords->details,
braveableTileInfo->cs.Contains(currentCoords)) {
auto entry = std::find_if(
braveableTileInfo->details.begin(),
braveableTileInfo->details.end(),
[currentCoords](const BraveableTileInfo::BraveableFromInfo& from) {
return from.from == currentCoords;
});
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);
}
if (entry != braveableTileInfo->details.end()) {
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 (const auto adjacentCost = battalionType->GetCostToEnterTerrain(swimTerrain);
adjacentCost.type == ActionCost::impossible)
continue;
if (adjacentCost.type == ActionCost::impossible) continue;
const auto costThroughCurrentTile = currentIndexDistance + braveWaterCost;
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});
const int currentBestDistance = ds[braveIndex];
if (currentBestDistance > costThroughCurrentTile) {
ds[braveIndex] = DIST_T(costThroughCurrentTile);
}
}
}
}
visited[currentIndex] = true;
}
}
@@ -213,19 +166,13 @@ 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,
indexToCoords,
adjacencyTable);
braveWaterPossibleCoords);
}
return ds;
@@ -239,7 +186,7 @@ OnDemandActionPointDistances::OnDemandActionPointDistances(
: ActionPointDistances(map->column_count()),
hexMap(fb::CopyHexMap(map)),
battalionType(std::move(battTp)),
distances(static_cast<size_t>(map->row_count() * map->column_count())) {
distances(map->row_count() * map->column_count()) {
const int indexCount = map->row_count() * map->column_count();
distances.resize(indexCount);
@@ -249,6 +196,7 @@ OnDemandActionPointDistances::OnDemandActionPointDistances(
distances[fromIndex] = std::async(
std::launch::deferred,
&OnDemandActionPointDistances::GenerateDistances,
this,
fromIndex,
hexMap,
includeBravingWater,
@@ -6,7 +6,9 @@
#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"
@@ -34,30 +36,22 @@ private:
protected:
struct BraveableTileInfo;
static void PopulateOne(
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,
const vector<Coords> &indexToCoords,
const vector<std::array<int, 6>> &adjacencyTable);
static auto GenerateDistances(
const std::shared_ptr<BraveableTileInfo> &braveWaterPossibleCoords);
auto GenerateDistances(
int fromIndex,
const HexMap *hexMap,
bool includeBravingWater,
int braveWaterCost,
const BattalionTypeSPtr &battalionType,
const std::shared_ptr<BraveableTileInfo> &braveWaterPossibleCoords) -> vector<DIST_T>;
const std::shared_ptr<BraveableTileInfo> &braveableTileInfo) -> 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();
}
@@ -69,32 +63,37 @@ public:
virtual ~ActionPointDistances() = default;
virtual auto Distance(int fromIndex, int toIndex) const -> DIST_T = 0;
virtual auto Distance(int fromIndex, int toIndex) -> DIST_T = 0;
virtual auto Distance(const Coords &from, const Coords &to) const -> DIST_T = 0;
virtual auto Distance(const Coords &from, const Coords &to) -> DIST_T = 0;
};
class OnDemandActionPointDistances final : public ActionPointDistances {
class OnDemandActionPointDistances : public ActionPointDistances {
private:
const HexMapW hexMap;
const BattalionTypeSPtr battalionType;
vector<shared_future<vector<int16_t>>> distances;
static void fill(
vector<std::unordered_map<size_t, std::shared_ptr<ActionPointDistances>>> &vec) {
for (int i = 0; i < 6; i++) { vec.emplace_back(); }
}
public:
explicit OnDemandActionPointDistances(
const HexMap *map,
BattalionTypeSPtr battTp,
BattalionTypeSPtr battalionType,
bool includeBravingWater,
int braveWaterActionPointCost = -1);
~OnDemandActionPointDistances() override = default;
~OnDemandActionPointDistances() override{};
auto Distance(const int fromIndex, const int toIndex) const -> int16_t override {
auto Distance(const int fromIndex, const int toIndex) -> int16_t override {
return distances[fromIndex].get()[toIndex];
}
auto Distance(const Coords &from, const Coords &to) const -> int16_t override {
auto Distance(const Coords &from, const Coords &to) -> int16_t override {
return Distance(ToIndex(from), ToIndex(to));
}
};
@@ -4,110 +4,23 @@
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include <algorithm>
#include <chrono>
#include <unordered_map>
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/HexMapHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/HexMapHasher.hpp"
#define CACHE_STATS_LOGGING_ false
#define CACHE_STATS_FREQUENCY_SECONDS_ 1
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 persistentHits = 0;
int persistentMisses = 0;
int localHits = 0;
int localMisses = 0;
int sharedAccesses = 0;
int evictionEvents = 0;
int apdLoadedFromFile = 0;
int apdGeneratedFresh = 0;
std::chrono::steady_clock::time_point lastReportTime = std::chrono::steady_clock::now();
} cacheStats;
// Helper function to print stats periodically
static void MaybePrintCacheStats() {
auto now = std::chrono::steady_clock::now();
if (std::chrono::duration_cast<std::chrono::seconds>(now - cacheStats.lastReportTime).count() >=
CACHE_STATS_FREQUENCY_SECONDS_) {
printf("Thread cache stats: %d persistent hits, %d persistent misses, %d local hits, "
"%d local misses, %d shared accesses, %d eviction events, "
"%d APD loaded from file, %d APD generated fresh\n",
cacheStats.persistentHits,
cacheStats.persistentMisses,
cacheStats.localHits,
cacheStats.localMisses,
cacheStats.sharedAccesses,
cacheStats.evictionEvents,
cacheStats.apdLoadedFromFile,
cacheStats.apdGeneratedFresh);
cacheStats.lastReportTime = now;
}
}
#endif
class BadHashException final : public std::exception {
class BadHashException : public std::exception {
public:
BadHashException() = default;
BadHashException() : std::exception() {}
[[nodiscard]] auto what() const noexcept -> const char* override { return "Bad map hash!"; };
};
// Helper function to check if any ice is present on the map
static auto HasIceOnMap(const HexMap* map) -> bool {
return std::ranges::any_of(*map->terrain(), [](const auto* terrain) {
return terrain->modifier().ice().present();
});
}
constexpr int kBattalionTypeCount = 6;
// Helper function to create a copy of the map with all ice removed
// This ensures AI pathfinding treats ice as impassable water
// This should only be called if ice is present on the map
static auto CreateIceClearedMap(const HexMap* map) -> fb::HexMapW {
using namespace flatbuffers;
using namespace net::eagle0::shardok::storage::fb;
// First, create a full copy using the efficient memcpy approach
auto mapCopy = fb::CopyHexMap(map);
// Now modify the ice on the mutable copy
auto* mutableMap = mapCopy.Get();
const auto* terrainVec = mutableMap->mutable_terrain();
for (size_t i = 0; i < terrainVec->size(); i++) {
// Only process tiles with ice
if (auto* terrain = terrainVec->GetMutableObject(i); terrain->modifier().ice().present()) {
terrain->mutable_modifier().mutable_ice().mutate_present(false);
terrain->mutable_modifier().mutable_ice().mutate_integrity(0.0f);
}
}
// Recompute the modifier hash using the canonical function
// This ensures consistency with the standard hash computation
mutableMap->mutate_modifier_hash(GetModifierHash(mutableMap));
return mapCopy;
}
auto ActionPointDistancesCache::MakeCacheKey(
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
const bool includeBravingWater,
const int braveWaterActionPointCost) -> FullCacheKey {
return FullCacheKey{
mapId,
static_cast<int>(battalionType->typeId),
includeBravingWater,
braveWaterActionPointCost >= 0 ? braveWaterActionPointCost : 0};
ActionPointDistancesCache::ActionPointDistancesCache() {
bravingDistances.resize(kBattalionTypeCount);
noBravingDistances.resize(kBattalionTypeCount);
}
auto ActionPointDistancesCache::GetMapId(const HexMap* map) -> MapId {
@@ -116,131 +29,38 @@ auto ActionPointDistancesCache::GetMapId(const HexMap* map) -> MapId {
return MapId{.terrainTypesId = map->base_hash(), .modifierId = modifierId};
}
void ActionPointDistancesCache::ConsolidateThreadLocalCache_Racy() {
persistentCache.insert(std::begin(sharedDistances), std::end(sharedDistances));
sharedDistances.clear();
// Clear the current thread's cache since persistent cache now has everything
tlsCache.clear();
}
auto ActionPointDistancesCache::GetRaw(
auto ActionPointDistancesCache::Get(
const HexMap* map,
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
const bool includeBravingWater,
const int braveWaterActionPointCost) -> const ActionPointDistances* {
// Create cache key first - check cache before expensive ice-clearing operation
auto cacheKey =
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
const int braveWaterActionPointCost) -> std::shared_ptr<ActionPointDistances> {
auto& vec = includeBravingWater ? bravingDistances : noBravingDistances;
auto& distancesMap = vec[battalionType->typeId];
// Check the persistent map first
if (persistentCache.contains(cacheKey)) {
#if CACHE_STATS_LOGGING_
cacheStats.persistentHits++;
MaybePrintCacheStats();
#endif
// Return directly from persistent cache without TLS insertion
// This avoids the overhead of thread-local storage operations on hot path
return persistentCache.at(cacheKey).rawPtr;
shared_ptr<ActionPointDistances> toReturn;
if (distancesMap.if_contains(mapId, [&toReturn](const auto& kv) { toReturn = kv.second; })) {
return toReturn;
}
#if CACHE_STATS_LOGGING_
cacheStats.persistentMisses++;
#endif
distancesMap.lazy_emplace_l(
mapId,
[&toReturn](const auto& kv) { toReturn = kv.second; },
[=, &toReturn](const auto& ctor) {
auto newDistances = std::make_shared<FixedActionPointDistances>(
map,
mapId.terrainTypesId,
mapId.modifierId,
battalionType,
includeBravingWater,
braveWaterActionPointCost);
ctor(mapId, newDistances);
toReturn = newDistances;
});
// Check thread-local cache first (no locks needed!)
if (tlsCache.contains(cacheKey)) {
#if CACHE_STATS_LOGGING_
cacheStats.localHits++;
MaybePrintCacheStats();
#endif
return tlsCache.at(cacheKey).rawPtr; // Raw pointer - zero overhead access!
}
#if CACHE_STATS_LOGGING_
cacheStats.localMisses++;
#endif
// Check shared cache before expensive ice-clearing operation
shared_ptr<ActionPointDistances> sharedResult;
if (sharedDistances.if_contains(cacheKey, [&sharedResult](const auto& kv) {
sharedResult = kv.second;
})) {
#if CACHE_STATS_LOGGING_
cacheStats.sharedAccesses++;
#endif
// Cache hit in shared cache - store in thread-local cache and return
tlsCache.emplace(cacheKey, CacheEntry(sharedResult));
#if CACHE_STATS_LOGGING_
MaybePrintCacheStats();
#endif
return sharedResult.get();
}
// Cache miss in both caches - need to create ice-cleared map for pathfinding computation
const bool hasIce = HasIceOnMap(map);
// Declaring here to keep the copied map in scope
const HexMap* mapToUse = map;
// ReSharper disable once CppTooWideScope
// ReSharper disable once CppJoinDeclarationAndAssignment
fb::HexMapW iceClearedMap;
if (hasIce) {
// Create ice-cleared map for pathfinding
// This prevents AI from considering ice as a valid path toward enemies
iceClearedMap = CreateIceClearedMap(map);
mapToUse = iceClearedMap.Get();
}
// Create new pathfinding result using factory method
auto creationResult = FixedActionPointDistances::Create(
mapToUse,
mapId.terrainTypesId,
mapId.modifierId,
battalionType,
includeBravingWater,
braveWaterActionPointCost);
#if CACHE_STATS_LOGGING_
// Track whether this was loaded from file or generated fresh
if (creationResult.loadedFromFile) {
cacheStats.apdLoadedFromFile++;
} else {
cacheStats.apdGeneratedFresh++;
}
#endif
auto result = creationResult.apd;
// Store in shared cache
sharedDistances.lazy_emplace_l(
cacheKey,
[](const auto& /*kv*/) { /* already checked above */ },
[=](const auto& ctor) { ctor(cacheKey, result); });
// Cache result locally for future lookups by this thread
// Store both shared_ptr and raw pointer for hybrid access
tlsCache.emplace(cacheKey, CacheEntry(result));
// 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();
return toReturn;
}
void ActionPointDistancesCache::ClearThreadLocalCache() { tlsCache.clear(); }
size_t ActionPointDistancesCache::GetThreadLocalCacheSize() { return tlsCache.size(); }
} // namespace shardok
@@ -5,14 +5,11 @@
#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 <gtl/phmap.hpp>
#include "parallel_hashmap/phmap.h"
#pragma GCC diagnostic pop
namespace shardok {
@@ -20,106 +17,45 @@ namespace shardok {
using std::shared_ptr;
struct MapId {
uint64_t terrainTypesId;
uint64_t modifierId;
int64_t terrainTypesId;
int64_t modifierId;
friend size_t hash_value(const MapId& id) {
return phmap::HashState::combine(0, id.terrainTypesId, id.modifierId);
}
auto operator==(const MapId& other) const -> bool {
return terrainTypesId == other.terrainTypesId && modifierId == other.modifierId;
}
};
// Unified cache key for both thread-safe and thread-local caches
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 {
// Pack small fields into a single 64-bit value
uint64_t packed = (static_cast<uint64_t>(key.battalionTypeId) << 32) |
(static_cast<uint64_t>(key.braveWaterCost) << 1) |
(key.includeBravingWater ? 1 : 0);
// Hash MapId fields directly instead of going through hash_value(MapId)
return gtl::HashState::combine(0, key.mapId.terrainTypesId, key.mapId.modifierId, packed);
}
};
using APDKey = MapId;
class ActionPointDistancesCache {
private:
struct CacheEntry {
shared_ptr<ActionPointDistances> sharedPtr;
const ActionPointDistances* rawPtr;
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr)
: sharedPtr(std::move(ptr)),
rawPtr(sharedPtr.get()) {}
};
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening.
using PersistentMap = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
PersistentMap persistentCache;
using APDMap = gtl::parallel_flat_hash_map<
FullCacheKey,
using APDMap = phmap::parallel_flat_hash_map<
APDKey,
shared_ptr<ActionPointDistances>,
FullCacheKeyHash,
std::equal_to<FullCacheKey>,
std::allocator<std::pair<const FullCacheKey, shared_ptr<ActionPointDistances>>>,
6,
phmap::priv::hash_default_hash<APDKey>,
phmap::priv::hash_default_eq<APDKey>,
std::allocator<std::pair<const APDKey, shared_ptr<ActionPointDistances>>>,
4,
std::mutex>;
APDMap sharedDistances;
using TLSCache = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
static thread_local TLSCache tlsCache;
// Epoch system removed - TLS cache uses size-based eviction instead
// Helper to build cache key
static auto MakeCacheKey(
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost) -> FullCacheKey;
vector<APDMap> noBravingDistances;
vector<APDMap> bravingDistances;
public:
explicit ActionPointDistancesCache() {
// Pre-size persistent cache to reduce hash collisions
// Estimate: ~12 entries from pre-fetching + ~50-100 entries during gameplay
persistentCache.reserve(128);
}
explicit ActionPointDistancesCache();
// Returns raw pointer for zero overhead access
// Lifetime guaranteed by shared cache ownership
auto GetRaw(
auto Get(
const HexMap* map,
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost = -1) -> const ActionPointDistances*;
int braveWaterActionPointCost = -1) -> shared_ptr<ActionPointDistances>;
static auto GetMapId(const HexMap* map) -> MapId;
// Consolidate the thread-safe cache into the persistent cache and clear
// the current thread's local cache. This is only safe if we know reads
// are not happening from other threads.
void ConsolidateThreadLocalCache_Racy();
// 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",
"@gtl",
"@parallel_hashmap",
],
)

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