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2 Commits
Author SHA1 Message Date
admin 715fe3b5f5 clear the cache 2025-07-13 17:32:43 -07:00
admin 08a8a52e41 unit location cache 2025-07-13 16:38:45 -07:00
291 changed files with 3132 additions and 7643 deletions
-58
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@@ -72,28 +72,6 @@ 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):**
@@ -132,42 +110,6 @@ bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,cla
- 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/`
+7 -7
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@@ -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")
+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",
"https://bcr.bazel.build/modules/bazel_skylib/1.8.1/source.json": "7ebaefba0b03efe59cac88ed5bbc67bcf59a3eff33af937345ede2a38b2d368a",
"https://bcr.bazel.build/modules/bazel_skylib/1.7.1/source.json": "f121b43eeefc7c29efbd51b83d08631e2347297c95aac9764a701f2a6a2bb953",
"https://bcr.bazel.build/modules/boringssl/0.0.0-20211025-d4f1ab9/MODULE.bazel": "6ee6353f8b1a701fe2178e1d925034294971350b6d3ac37e67e5a7d463267834",
"https://bcr.bazel.build/modules/boringssl/0.0.0-20230215-5c22014/MODULE.bazel": "4b03dc0d04375fa0271174badcd202ed249870c8e895b26664fd7298abea7282",
"https://bcr.bazel.build/modules/boringssl/0.0.0-20240530-2db0eb3/MODULE.bazel": "d0405b762c5e87cd445b7015f2b8da5400ef9a8dbca0bfefa6c1cea79d528a97",
@@ -94,8 +91,8 @@
"https://bcr.bazel.build/modules/gazelle/0.34.0/MODULE.bazel": "abdd8ce4d70978933209db92e436deb3a8b737859e9354fb5fd11fb5c2004c8a",
"https://bcr.bazel.build/modules/gazelle/0.36.0/MODULE.bazel": "e375d5d6e9a6ca59b0cb38b0540bc9a05b6aa926d322f2de268ad267a2ee74c0",
"https://bcr.bazel.build/modules/gazelle/0.37.0/MODULE.bazel": "d1327ba0907d0275ed5103bfbbb13518f6c04955b402213319d0d6c0ce9839d4",
"https://bcr.bazel.build/modules/gazelle/0.45.0/MODULE.bazel": "ecd19ebe9f8e024e1ccffb6d997cc893a974bcc581f1ae08f386bdd448b10687",
"https://bcr.bazel.build/modules/gazelle/0.45.0/source.json": "111d182facc5f5e80f0b823d5f077b74128f40c3fd2eccc89a06f34191bd3392",
"https://bcr.bazel.build/modules/gazelle/0.40.0/MODULE.bazel": "42ba5378ebe845fca43989a53186ab436d956db498acde790685fe0e8f9c6146",
"https://bcr.bazel.build/modules/gazelle/0.40.0/source.json": "1e5ef6e4d8b9b6836d93273c781e78ff829ea2e077afef7a57298040fa4f010a",
"https://bcr.bazel.build/modules/google_benchmark/1.8.2/MODULE.bazel": "a70cf1bba851000ba93b58ae2f6d76490a9feb74192e57ab8e8ff13c34ec50cb",
"https://bcr.bazel.build/modules/google_benchmark/1.8.4/MODULE.bazel": "c6d54a11dcf64ee63545f42561eda3fd94c1b5f5ebe1357011de63ae33739d5e",
"https://bcr.bazel.build/modules/google_benchmark/1.8.5/MODULE.bazel": "9ba9b31b984022828a950e3300410977eda2e35df35584c6b0b2d0c2e52766b7",
@@ -107,8 +104,7 @@
"https://bcr.bazel.build/modules/googletest/1.14.0.bcr.1/MODULE.bazel": "22c31a561553727960057361aa33bf20fb2e98584bc4fec007906e27053f80c6",
"https://bcr.bazel.build/modules/googletest/1.14.0/MODULE.bazel": "cfbcbf3e6eac06ef9d85900f64424708cc08687d1b527f0ef65aa7517af8118f",
"https://bcr.bazel.build/modules/googletest/1.15.2/MODULE.bazel": "6de1edc1d26cafb0ea1a6ab3f4d4192d91a312fd2d360b63adaa213cd00b2108",
"https://bcr.bazel.build/modules/googletest/1.17.0/MODULE.bazel": "dbec758171594a705933a29fcf69293d2468c49ec1f2ebca65c36f504d72df46",
"https://bcr.bazel.build/modules/googletest/1.17.0/source.json": "38e4454b25fc30f15439c0378e57909ab1fd0a443158aa35aec685da727cd713",
"https://bcr.bazel.build/modules/googletest/1.15.2/source.json": "dbdda654dcb3a0d7a8bc5d0ac5fc7e150b58c2a986025ae5bc634bb2cb61f470",
"https://bcr.bazel.build/modules/grpc-java/1.62.2/MODULE.bazel": "99b8771e8c7cacb130170fed2a10c9e8fed26334a93e73b42d2953250885a158",
"https://bcr.bazel.build/modules/grpc-java/1.66.0/MODULE.bazel": "86ff26209fac846adb89db11f3714b3dc0090fb2fb81575673cc74880cda4e7e",
"https://bcr.bazel.build/modules/grpc-java/1.69.0/MODULE.bazel": "53887af6a00b3b406d70175d3d07e84ea9362016ff55ea90b9185f0227bfaf98",
@@ -150,18 +146,14 @@
"https://bcr.bazel.build/modules/opentelemetry-proto/1.5.0/source.json": "046b721ce203e88cdaad44d7dd17a86b7200eab9388b663b234e72e13ff7b143",
"https://bcr.bazel.build/modules/opentracing-cpp/1.6.0/MODULE.bazel": "b3925269f63561b8b880ae7cf62ccf81f6ece55b62cd791eda9925147ae116ec",
"https://bcr.bazel.build/modules/opentracing-cpp/1.6.0/source.json": "da1cb1add160f5e5074b7272e9db6fd8f1b3336c15032cd0a653af9d2f484aed",
"https://bcr.bazel.build/modules/package_metadata/0.0.5/MODULE.bazel": "ef4f9439e3270fdd6b9fd4dbc3d2f29d13888e44c529a1b243f7a31dfbc2e8e4",
"https://bcr.bazel.build/modules/package_metadata/0.0.5/source.json": "2326db2f6592578177751c3e1f74786b79382cd6008834c9d01ec865b9126a85",
"https://bcr.bazel.build/modules/platforms/0.0.10/MODULE.bazel": "8cb8efaf200bdeb2150d93e162c40f388529a25852b332cec879373771e48ed5",
"https://bcr.bazel.build/modules/platforms/0.0.11/MODULE.bazel": "0daefc49732e227caa8bfa834d65dc52e8cc18a2faf80df25e8caea151a9413f",
"https://bcr.bazel.build/modules/platforms/0.0.10/source.json": "f22828ff4cf021a6b577f1bf6341cb9dcd7965092a439f64fc1bb3b7a5ae4bd5",
"https://bcr.bazel.build/modules/platforms/0.0.4/MODULE.bazel": "9b328e31ee156f53f3c416a64f8491f7eb731742655a47c9eec4703a71644aee",
"https://bcr.bazel.build/modules/platforms/0.0.5/MODULE.bazel": "5733b54ea419d5eaf7997054bb55f6a1d0b5ff8aedf0176fef9eea44f3acda37",
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"https://bcr.bazel.build/modules/platforms/0.0.7/MODULE.bazel": "72fd4a0ede9ee5c021f6a8dd92b503e089f46c227ba2813ff183b71616034814",
"https://bcr.bazel.build/modules/platforms/0.0.8/MODULE.bazel": "9f142c03e348f6d263719f5074b21ef3adf0b139ee4c5133e2aa35664da9eb2d",
"https://bcr.bazel.build/modules/platforms/0.0.9/MODULE.bazel": "4a87a60c927b56ddd67db50c89acaa62f4ce2a1d2149ccb63ffd871d5ce29ebc",
"https://bcr.bazel.build/modules/platforms/1.0.0/MODULE.bazel": "f05feb42b48f1b3c225e4ccf351f367be0371411a803198ec34a389fb22aa580",
"https://bcr.bazel.build/modules/platforms/1.0.0/source.json": "f4ff1fd412e0246fd38c82328eb209130ead81d62dcd5a9e40910f867f733d96",
"https://bcr.bazel.build/modules/prometheus-cpp/1.2.4/MODULE.bazel": "0fbe5dcff66311947a3f6b86ebc6a6d9328e31a28413ca864debc4a043f371e5",
"https://bcr.bazel.build/modules/prometheus-cpp/1.3.0/MODULE.bazel": "ce82e086bbc0b60267e970f6a54b2ca6d0f22d3eb6633e00e2cc2899c700f3d8",
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@@ -174,9 +166,7 @@
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"https://bcr.bazel.build/modules/protobuf/27.0/MODULE.bazel": "7873b60be88844a0a1d8f80b9d5d20cfbd8495a689b8763e76c6372998d3f64c",
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"https://bcr.bazel.build/modules/protobuf/29.0-rc2.bcr.1/MODULE.bazel": "52f4126f63a2f0bbf36b99c2a87648f08467a4eaf92ba726bc7d6a500bbf770c",
"https://bcr.bazel.build/modules/protobuf/29.0-rc2/MODULE.bazel": "6241d35983510143049943fc0d57937937122baf1b287862f9dc8590fc4c37df",
"https://bcr.bazel.build/modules/protobuf/29.0-rc3/MODULE.bazel": "33c2dfa286578573afc55a7acaea3cada4122b9631007c594bf0729f41c8de92",
"https://bcr.bazel.build/modules/protobuf/29.0/MODULE.bazel": "319dc8bf4c679ff87e71b1ccfb5a6e90a6dbc4693501d471f48662ac46d04e4e",
"https://bcr.bazel.build/modules/protobuf/29.2/MODULE.bazel": "5435497c190d86f79b0568698c45044df7c8d97692886cda9fe9cf9053aea712",
"https://bcr.bazel.build/modules/protobuf/29.2/source.json": "fe7090cc34072609b26d9beafb122916dabc1d47ba61b242c26c4b06c51384ab",
@@ -195,9 +185,8 @@
"https://bcr.bazel.build/modules/re2/2021-09-01/MODULE.bazel": "bcb6b96f3b071e6fe2d8bed9cc8ada137a105f9d2c5912e91d27528b3d123833",
"https://bcr.bazel.build/modules/re2/2023-09-01/MODULE.bazel": "cb3d511531b16cfc78a225a9e2136007a48cf8a677e4264baeab57fe78a80206",
"https://bcr.bazel.build/modules/re2/2024-05-01/MODULE.bazel": "55a3f059538f381107824e7d00df5df6d061ba1fb80e874e4909c0f0549e8f3e",
"https://bcr.bazel.build/modules/re2/2024-07-02.bcr.1/MODULE.bazel": "b4963dda9b31080be1905ef085ecd7dd6cd47c05c79b9cdf83ade83ab2ab271a",
"https://bcr.bazel.build/modules/re2/2024-07-02.bcr.1/source.json": "2ff292be6ef3340325ce8a045ecc326e92cbfab47c7cbab4bd85d28971b97ac4",
"https://bcr.bazel.build/modules/re2/2024-07-02/MODULE.bazel": "0eadc4395959969297cbcf31a249ff457f2f1d456228c67719480205aa306daa",
"https://bcr.bazel.build/modules/re2/2024-07-02/source.json": "547d0111a9d4f362db32196fef805abbf3676e8d6afbe44d395d87816c1130ca",
"https://bcr.bazel.build/modules/rules_android/0.1.1/MODULE.bazel": "48809ab0091b07ad0182defb787c4c5328bd3a278938415c00a7b69b50c4d3a8",
"https://bcr.bazel.build/modules/rules_android/0.1.1/source.json": "e6986b41626ee10bdc864937ffb6d6bf275bb5b9c65120e6137d56e6331f089e",
"https://bcr.bazel.build/modules/rules_apple/3.16.0/MODULE.bazel": "0d1caf0b8375942ce98ea944be754a18874041e4e0459401d925577624d3a54a",
@@ -231,9 +220,7 @@
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"https://bcr.bazel.build/modules/rules_go/0.50.1/MODULE.bazel": "b91a308dc5782bb0a8021ad4330c81fea5bda77f96b9e4c117b9b9c8f6665ee0",
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-177
View File
@@ -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.
-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
View File
@@ -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 "$@"
+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 << " }";
}
@@ -4,9 +4,6 @@
#include "AIAttackGroups.hpp"
#include <cstdlib>
#include <iterator>
#include <ranges>
#include <unordered_map>
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -224,15 +221,11 @@ auto GenerateTargetPriorities(
Power(unit);
}
tpl.priorityOrder.reserve(targetsWithDistance.size());
std::ranges::transform(
targetsWithDistance,
std::back_inserter(tpl.priorityOrder),
[](const TargetAndDistance& tad) {
return TargetAndAttackLocations{
.target = tad.target,
.attackLocations = tad.attackLocations};
});
tpl.priorityOrder = common::Map(targetsWithDistance, [](const TargetAndDistance& tad) {
return TargetAndAttackLocations{
.target = tad.target,
.attackLocations = tad.attackLocations};
});
}
return allTargetsUnitsAndDistances;
@@ -4,7 +4,6 @@
#include "AIAttackerStrategySelector.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIFleeDecisionCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -12,21 +11,21 @@ namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
// Combat success threshold below which we should consider fleeing
// This replaces the simple troop ratio check with sophisticated probability estimation
constexpr double FLEE_CONSIDERATION_THRESHOLD = 0.25;
constexpr double MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE = 0.50;
auto AIAttackerStrategySelector::BestAttackerStrategy(
const PlayerId attackerPid,
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const ALCache& alCache,
const SettingsGetter& settings,
const AIWaterCrossingCommandChooser& waterCrossingCommandChooser,
const vector<CommandProto>& /*availableCommands*/) -> AIStrategy {
const vector<CommandProto>& availableCommands) -> AIStrategy {
uint32_t attackerUnitCount = 0;
int defenderOccupiedCriticalTileCount = 0;
int attackerTroops = 0;
int defenderTroops = 0;
bool canFlee = false;
vector<const Unit*> attackerUnits{};
@@ -41,6 +40,8 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
if (pi != nullptr) {
if (pi->is_defender()) {
if (unit->location().row() >= 0) {
defenderTroops += unit->battalion().size();
if (criticalTileCoords.Contains(unit->location())) {
++defenderOccupiedCriticalTileCount;
}
@@ -49,6 +50,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
}
} else if (unit->player_id() == attackerPid) {
++attackerUnitCount;
attackerTroops += unit->battalion().size();
if (unit->can_flee()) canFlee = true;
attackerUnits.push_back(unit);
} else {
@@ -58,13 +60,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
}
AIStrategy chosenStrategy;
// Use sophisticated combat success estimation instead of simple troop ratio
if (canFlee && AIFleeDecisionCalculator::ShouldConsiderFleeing(
attackerPid,
gameState,
settings,
FLEE_CONSIDERATION_THRESHOLD)) {
if (canFlee && attackerTroops < MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE * defenderTroops) {
chosenStrategy = FleeStrategy;
} else if (const CoordsSet startCrossingLocations =
waterCrossingCommandChooser
@@ -8,16 +8,18 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameState = net::eagle0::shardok::storage::fb::GameState;
class AIAttackerStrategySelector {
public:
static auto BestAttackerStrategy(
PlayerId attackerPid,
const GameStateW& gameState,
const GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const ALCache& alCache,
@@ -5,6 +5,7 @@
#include "AICommandFilter.hpp"
#include <algorithm>
#include <cmath>
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
@@ -13,15 +14,15 @@
namespace shardok {
using fb::Unit;
using net::eagle0::shardok::common::CommandType;
using net::eagle0::shardok::storage::fb::Unit;
CoordsSet AICommandFilter::BuildEnemyLocations(const GameStateW& gameState, PlayerId pid) {
CoordsSet AICommandFilter::BuildEnemyLocations(const GameState* 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));
for (int i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(i);
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->player_id() != pid && !unit->hidden() && unit->location().column() != -1) {
enemyLocations.Add(unit->location());
@@ -35,7 +36,7 @@ std::vector<size_t> AICommandFilter::FilterCommands(
const CommandListSPtr& commands,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const GameState* gameState,
const SettingsGetter& settings,
const APDCache& apdCache) {
std::vector<size_t> filteredIndices;
@@ -103,14 +104,16 @@ bool AICommandFilter::IsWastefulAction(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const GameState* gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
const CoordsSet& castleLocations,
double minDistToEnemies) {
const auto cmdType = cmd.GetCommandType();
// Handle different spell types
switch (cmd.GetCommandType()) {
switch (cmdType) {
case CommandType::METEOR_START_COMMAND: {
// Meteor preparation filtering
// Meteor takes 3 rounds (start -> target -> cast) and locks the mage in place
@@ -209,8 +212,8 @@ bool AICommandFilter::IsWastefulAction(
bool nearObjective = false;
for (const auto& enemyCoords : enemyLocations) {
const Cube enemyCube = OffsetToCube(enemyCoords);
if (const int hexDistance = CubeDistance(unitCube, enemyCube);
hexDistance <= 3) {
const int hexDistance = CubeDistance(unitCube, enemyCube);
if (hexDistance <= 3) {
nearObjective = true;
break;
}
@@ -389,8 +392,9 @@ bool AICommandFilter::IsWastefulAction(
static_cast<int8_t>(targetCoords.column())};
// Check if any enemy occupies the fire location - let them burn!
const auto* units = gameState->units();
std::vector<PlayerId> allyPids; // Empty for now - assume 2-player game
if (gameState.GetKnownEnemyOccupant(pid, allyPids, fireLocation)) {
if (KnownEnemyOccupant(pid, units, allyPids, fireLocation)) {
return true; // Don't extinguish fires under enemies
}
break;
@@ -406,7 +410,7 @@ bool AICommandFilter::IsWastefulMovement(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const GameState* gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
@@ -486,12 +490,12 @@ bool AICommandFilter::IsWastefulMovement(
}
bool AICommandFilter::IsStrategicBlunder(
const ShardokCommand& /*cmd*/,
PlayerId /*pid*/,
bool /*isDefender*/,
const GameStateW& /*gameState*/,
const SettingsGetter& /*settings*/,
double /*minDistToEnemies*/) {
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameState* gameState,
const SettingsGetter& settings,
double minDistToEnemies) {
// Simplified strategic blunder detection for now
// TODO: Implement proper castle abandonment detection
// TODO: Use minDistToEnemies for strategic blunder logic
@@ -499,15 +503,15 @@ bool AICommandFilter::IsStrategicBlunder(
}
double AICommandFilter::MinDistanceToEnemyUnits(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const CoordsSet& enemyLocations) {
// Calculate minimum distance from any player unit to any enemy unit
double minDistance = std::numeric_limits<double>::max();
const auto* units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
const auto* playerUnit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size(); ++i) {
const auto* playerUnit = units->Get(i);
if (playerUnit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
playerUnit->player_id() == pid) {
const auto& playerCoords = playerUnit->location();
@@ -525,7 +529,7 @@ double AICommandFilter::MinDistanceToEnemyUnits(
}
double AICommandFilter::MinDistanceToCastles(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const CoordsSet& castleLocations) {
// Calculate minimum distance from any player unit to any castle
@@ -537,8 +541,8 @@ double AICommandFilter::MinDistanceToCastles(
}
// Find minimum hex distance from any player unit to any castle
for (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(i);
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->player_id() == pid) {
const auto& unitCoords = unit->location();
@@ -556,7 +560,7 @@ double AICommandFilter::MinDistanceToCastles(
}
bool AICommandFilter::IsPlayerOutnumbered(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
double threshold) {
const int playerUnitCount = CountPlayerUnits(gameState, pid);
@@ -568,12 +572,12 @@ bool AICommandFilter::IsPlayerOutnumbered(
return ratio < threshold;
}
int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid) {
int AICommandFilter::CountPlayerUnits(const GameState* gameState, PlayerId pid) {
int count = 0;
const auto* units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(i);
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->player_id() == pid) {
count++;
@@ -584,9 +588,9 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
}
bool AICommandFilter::WouldAbandonCriticalCastle(
const ShardokCommand& /*cmd*/,
PlayerId /*pid*/,
const GameStateW& /*gameState*/) {
const ShardokCommand& cmd,
PlayerId pid,
const GameState* gameState) {
// Simplified implementation - return false for now
// TODO: Implement proper castle abandonment detection when API is available
return false;
@@ -40,20 +40,20 @@ public:
const CommandListSPtr& commands,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const GameState* gameState,
const SettingsGetter& settings,
const APDCache& apdCache);
private:
// Helper to build enemy locations once for efficiency
static CoordsSet BuildEnemyLocations(const GameStateW& gameState, PlayerId pid);
static CoordsSet BuildEnemyLocations(const GameState* gameState, PlayerId pid);
// Spell preparation filters
static bool IsWastefulAction(
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const GameState* gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
@@ -65,7 +65,7 @@ private:
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const GameState* gameState,
const SettingsGetter& settings,
const APDCache& apdCache,
const CoordsSet& enemyLocations,
@@ -76,29 +76,27 @@ private:
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const GameState* gameState,
const SettingsGetter& settings,
double minDistToEnemies);
// Helper functions for distance and position analysis
static double MinDistanceToEnemyUnits(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const CoordsSet& enemyLocations);
static double MinDistanceToCastles(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const CoordsSet& castleLocations);
static bool IsPlayerOutnumbered(const GameStateW& gameState, PlayerId pid, double threshold);
static bool IsPlayerOutnumbered(const GameState* gameState, PlayerId pid, double threshold);
static int CountPlayerUnits(const GameStateW& gameState, PlayerId pid);
static int CountPlayerUnits(const GameState* gameState, PlayerId pid);
static bool WouldAbandonCriticalCastle(
const ShardokCommand& cmd,
PlayerId pid,
const GameStateW& gameState);
static bool
WouldAbandonCriticalCastle(const ShardokCommand& cmd, PlayerId pid, const GameState* gameState);
};
} // namespace shardok
@@ -4,9 +4,6 @@
#include "AIDefenderStrategySelector.hpp"
#include <algorithm>
#include <ranges>
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -17,7 +14,7 @@ constexpr double MAXIMUM_RATIO_FOR_DEFENDER_TO_FLEE = 0.15;
constexpr double MINIMUM_RATIO_FOR_DEFENDER_TO_HOLD = 0.60;
auto AIDefenderStrategySelector::BestDefenderStrategy(
const GameStateW& gameState,
const GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const SettingsGetter& settings) -> AIStrategy {
@@ -60,9 +57,7 @@ auto AIDefenderStrategySelector::BestDefenderStrategy(
net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD) {
++attackerNonUndeadUnitCount;
if (!std::ranges::contains(
attackerUnitIdsRequiringWaterCrossing,
unit->unit_id())) {
if (!common::Contains(attackerUnitIdsRequiringWaterCrossing, unit->unit_id())) {
++attackerNonUndeadUnitNotRequiringWaterCrossingCount;
}
}
@@ -7,15 +7,16 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
class AIDefenderStrategySelector {
using GameState = net::eagle0::shardok::storage::fb::GameState;
public:
static auto BestDefenderStrategy(
const GameStateW& gameState,
const GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const SettingsGetter& settings) -> AIStrategy;
@@ -1,228 +0,0 @@
//
// AIFleeDecisionCalculator.cpp
// eagle0
//
// Handles AI flee decision logic including combat success estimation
// and flee vs fight evaluation for final round scenarios
//
#include "AIFleeDecisionCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
namespace shardok {
auto AIFleeDecisionCalculator::GetFleeCommandIndex(
const vector<CommandProto>::const_iterator& fleeCommand,
const vector<CommandProto>& availableCommands) -> size_t {
return static_cast<size_t>(std::distance(availableCommands.begin(), fleeCommand));
}
auto AIFleeDecisionCalculator::EstimateCombatSuccess(
PlayerId attackerPlayerId,
const GameStateW& gameState,
const SettingsGetter& settings) -> double {
if (gameState->status() == nullptr ||
gameState->status()->state() !=
net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING) {
return 1.0; // we're still in set_up so we can't really evaluate
}
// Combat success estimation based on unit power, heroes, and capture dynamics
double attackerPower = 0.0;
double defenderPower = 0.0;
int attackerTroops = 0; // Still track raw troops for special cases
int defenderTroops = 0;
int attackerUnits = 0;
int defenderUnits = 0;
int attackerHeroes = 0;
int defenderHeroes = 0;
bool defenderHasVips = false;
// Calculate total power and count units/heroes for each side
for (const auto* unit : *gameState->units()) {
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
const auto* pi = PlayerInfoForPid(gameState, unit->player_id());
if (pi == nullptr) continue;
const int unitTroops = unit->battalion().size();
const bool hasHero = unit->has_attached_hero();
const double unitPower = ContextFreeUnitValue(unit);
if (pi->is_defender()) {
defenderPower += unitPower;
defenderTroops += unitTroops;
defenderUnits++;
if (hasHero) {
defenderHeroes++;
if (unit->attached_hero().is_vip()) { defenderHasVips = true; }
}
} else if (unit->player_id() == attackerPlayerId) {
attackerPower += unitPower;
attackerTroops += unitTroops;
attackerUnits++;
if (hasHero) { attackerHeroes++; }
}
}
const int roundsRemaining = settings.Backing().max_rounds() - gameState->current_round();
// Special case: Attacker has no heroes - automatic loss
if (attackerHeroes == 0) {
return 0.0; // Cannot win without heroes
}
// Special case: Defender has no heroes - automatic win for attacker
if (defenderHeroes == 0) {
return 1.0; // Guaranteed win
}
// Special case: Attacker has no troops (but has heroes)
if (attackerTroops == 0) {
// Very difficult to win with heroes alone
return 0.05; // Extremely low chance
}
// Special case: Defender has no troops but has heroes
if (defenderTroops == 0) {
// Defenders with only heroes are vulnerable to capture
// Only truly difficult if time is extremely limited
if (roundsRemaining <= 1) {
// Last round - very hard to capture all heroes
return 0.3; // Low but not impossible
} else if (roundsRemaining <= 2) {
return 0.6; // Still achievable
} else {
// With 3+ rounds, capturing defenseless heroes is quite feasible
return 0.85; // High probability of success
}
}
// Normal case: Both sides have troops
// Base probability from power ratio (accounts for unit quality, not just quantity)
const double powerRatio = attackerPower / std::max(1.0, defenderPower);
double baseProbability = std::min(0.95, std::max(0.05, powerRatio * 0.5));
// Adjust for time pressure - attackers need to win before time runs out
if (roundsRemaining <= 1) {
baseProbability *= 0.6; // Severe penalty for last round
} else if (roundsRemaining <= 3) {
baseProbability *= 0.8; // Moderate penalty
}
// Adjust for unit count (more units = better tactical flexibility)
const double unitRatio =
static_cast<double>(attackerUnits) / std::max(1.0, static_cast<double>(defenderUnits));
if (unitRatio < 0.5) {
baseProbability *= 0.8;
} else if (unitRatio > 1.5) {
baseProbability *= 1.15;
}
// Adjust for hero presence
if (defenderHeroes > attackerHeroes && defenderHasVips) {
// Defender has more heroes including VIPs - harder to capture
baseProbability *= 0.85;
}
return std::min(0.95, std::max(0.05, baseProbability));
}
auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
PlayerId playerId,
const SettingsGetter& settingsGetter,
const GameStateW& guessedState,
const vector<CommandProto>& availableCommands,
const vector<CommandProto>::const_iterator& fleeCommand,
bool enableDebugLogging) -> FleeDecision {
// Get flee success odds
const int fleeSuccessChance = fleeCommand->odds().success_chance();
// Get thresholds from settings
const int minimumFleeOddsThreshold = settingsGetter.Backing().ai_minimum_flee_odds_threshold();
const int desperateFleeThreshold = settingsGetter.Backing().ai_desperate_flee_threshold();
if (enableDebugLogging) {
printf("AI FinalRound: Evaluating flee (odds=%d%%)...\n", fleeSuccessChance);
}
// Check if flee odds are good enough to attempt
if (fleeSuccessChance >= minimumFleeOddsThreshold) {
if (enableDebugLogging) {
printf("AI FinalRound: Good flee odds (%d%% >= %d%%), choosing flee\n",
fleeSuccessChance,
minimumFleeOddsThreshold);
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Good flee odds"};
}
// Low flee odds - evaluate if fighting might be better
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, settingsGetter);
// If combat situation is hopeless, even bad flee odds are better than certain death
if (combatWinChance <= 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
if (enableDebugLogging) {
printf("AI FinalRound: Combat hopeless (%.1f%%), desperate flee attempt (%d%%)\n",
combatWinChance * 100,
fleeSuccessChance);
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Combat hopeless, desperate flee"};
}
// Detailed flee vs fight comparison
const double fleeChance = static_cast<double>(fleeSuccessChance) / 100.0;
// Compare expected outcomes:
// - Flee: fleeChance of survival (not victory, but avoiding loss)
// - Fight: combatWinChance of victory (better than survival)
constexpr double FLEE_VS_COMBAT_MARGIN =
0.8; // Require 80% of combat chance to prefer fighting
const double adjustedCombatThreshold = combatWinChance * FLEE_VS_COMBAT_MARGIN;
if (enableDebugLogging) {
printf("AI FinalRound: Flee=%d%%, Combat=%.1f%%, Threshold=%.1f%% -> ",
fleeSuccessChance,
combatWinChance * 100,
adjustedCombatThreshold * 100);
}
if (fleeChance > adjustedCombatThreshold) {
if (enableDebugLogging) { printf("FLEE (better odds)\n"); }
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Flee has better expected outcome"};
} else {
if (enableDebugLogging) { printf("FIGHT (better expected outcome)\n"); }
// Return 0 to indicate we should use standard command selection
return FleeDecision{
false,
0, // Will be replaced by StandardChooseCommandIndex
"Fighting has better expected outcome"};
}
}
auto AIFleeDecisionCalculator::ShouldConsiderFleeing(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const SettingsGetter& settings,
double fleeConsiderationThreshold) -> bool {
// Get combat success probability
const double combatSuccessChance =
EstimateCombatSuccess(attackerPlayerId, guessedState, settings);
// Consider fleeing if combat success chance is below threshold
return combatSuccessChance < fleeConsiderationThreshold;
}
} // namespace shardok
@@ -1,67 +0,0 @@
//
// AIFleeDecisionCalculator.hpp
// eagle0
//
// Handles AI flee decision logic including combat success estimation
// and flee vs fight evaluation for final round scenarios
//
#ifndef AIFleeDecisionCalculator_hpp
#define AIFleeDecisionCalculator_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
namespace shardok {
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
class AIFleeDecisionCalculator {
public:
// Configuration for flee decision thresholds
struct FleeThresholds {
int minimumFleeOddsThreshold; // Minimum flee success odds to consider fleeing
int desperateFleeThreshold; // Flee threshold when combat is hopeless
};
// Result of flee vs fight evaluation
struct FleeDecision {
bool shouldFlee;
size_t commandIndex; // Index of command to execute (flee or fight)
const char* reasoning; // Debug explanation of decision
};
// Evaluate whether to flee or fight in the final round
[[nodiscard]] static auto EvaluateFleeVsFight(
PlayerId playerId,
const SettingsGetter& settings,
const GameStateW& guessedState,
const vector<CommandProto>& availableCommands,
const vector<CommandProto>::const_iterator& fleeCommand,
bool enableDebugLogging = false) -> FleeDecision;
// Estimate probability of combat success for the attacker
[[nodiscard]] static auto EstimateCombatSuccess(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const SettingsGetter& settings) -> double;
// Determine if the attacker should consider fleeing based on combat odds
// Returns true if fleeing should be considered as an option
[[nodiscard]] static auto ShouldConsiderFleeing(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const SettingsGetter& settings,
double fleeConsiderationThreshold = 0.5) -> bool;
private:
// Helper to get flee command index
[[nodiscard]] static auto GetFleeCommandIndex(
const vector<CommandProto>::const_iterator& fleeCommand,
const vector<CommandProto>& availableCommands) -> size_t;
};
} // namespace shardok
#endif /* AIFleeDecisionCalculator_hpp */
@@ -6,12 +6,9 @@
#include <atomic>
#include <chrono>
#include <cmath>
#include <cstdlib>
#include <future>
#include <unordered_set>
#include <unordered_map>
#include "TranspositionTable.hpp"
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
@@ -29,117 +26,6 @@
namespace shardok {
struct IndexAndScore {
size_t index;
CommandType type;
ScoreValue lookaheadScore;
ScoreValue immediateScore;
};
struct ImmediateAndLookaheadScore {
ScoreValue immediateScore;
future<ScoreValue> lookaheadScore;
};
[[nodiscard]] static auto BasicLookaheadCalculator(
PlayerId pid,
bool isDefender,
int remainingLookahead,
int maxRepeatCount,
const shared_ptr<ShardokEngine> &innerEngine,
ScoreValue currentUtility,
const AIStrategy &attackerStrategy,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue>;
[[nodiscard]] static auto BestCommandIndex(
PlayerId pid,
bool isDefender,
int remainingLookahead,
int maxRepeatCount,
const ShardokEngine &guessedEngine,
const AIStrategy &attackerStrategy,
ScoreValue currentUtility,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
std::chrono::steady_clock::time_point deadline) -> std::future<IndexAndScore>;
[[nodiscard]] 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,
std::chrono::steady_clock::time_point deadline) -> ImmediateAndLookaheadScore;
[[nodiscard]] static auto DefenderScatterStrategyScoreForState(
const GameStateW &gameState,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto DefenderHoldCastlesStrategyScoreForState(
const GameStateW &gameState,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto FleeStrategyScoreForState(const GameStateW &gameState, PlayerId playerId)
-> ScoreValue;
[[nodiscard]] static auto DefenderScoreForState(
const GameStateW &gameState,
const AIStrategy &defenderStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto AttackerScoreForState(
const GameStateW &gameState,
const AIStrategy &attackerStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
struct CommandEvaluationResult {
ScoreValue immediateScore;
future<ScoreValue> lookaheadScore;
};
[[nodiscard]] static auto EvaluateCommand(
PlayerId pid,
bool isDefender,
uint32_t commandIndex,
int remainingLookahead,
int maxRepeatCount,
const ShardokEngine &guessedEngine,
const AIStrategy &attackerStrategy,
ScoreValue currentUtility,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
std::chrono::steady_clock::time_point deadline) -> CommandEvaluationResult;
#define LOGGING_ 0
#define PERFORMANCE_LOGGING_ 0
@@ -206,7 +92,7 @@ struct EffectiveDistanceCache {
}
};
mutable gtl::flat_hash_map<CacheKey, DIST_T, CacheKeyHash> cache;
mutable std::unordered_map<CacheKey, DIST_T, CacheKeyHash> cache;
DIST_T GetOrCompute(
const Unit *unit,
@@ -252,54 +138,11 @@ using Unit = fb::Unit;
static const std::vector _averageSequence = {0.5};
static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(_averageSequence);
// Thread-local tracking of game states currently being explored in the search tree
// This prevents infinite loops and redundant exploration of transpositions
thread_local std::unordered_set<uint64_t> t_currentSearchPath;
static auto IsLateGame(const GameState *gs) { return gs->current_round() > 18; }
// RAII helper to manage search 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; }
};
// Statistics for transposition pruning optimization
struct PruningStats {
std::atomic<uint64_t> duplicatesDetected{0};
std::atomic<uint64_t> branchesPruned{0};
std::atomic<uint64_t> nodesExplored{0};
void print() const {
uint64_t explored = nodesExplored.load();
uint64_t pruned = branchesPruned.load();
if (explored > 0) {
printf("Transposition Pruning: %llu duplicates detected, %llu branches pruned (%.2f%% "
"pruning rate)\n",
(unsigned long long)duplicatesDetected.load(),
(unsigned long long)pruned,
100.0 * pruned / explored);
}
}
void reset() {
duplicatesDetected = 0;
branchesPruned = 0;
nodesExplored = 0;
}
};
static PruningStats g_pruningStats;
static auto CommandSorter(const IndexAndScore &l, const IndexAndScore &r) -> bool {
static auto CommandSorter(
const AIScoreCalculator::IndexAndScore &l,
const AIScoreCalculator::IndexAndScore &r) -> bool {
if (l.lookaheadScore < r.lookaheadScore) return true;
if (l.lookaheadScore > r.lookaheadScore) return false;
@@ -411,7 +254,7 @@ auto AttackerMultiplierForTargetDistance(
}
auto AttackerUnitsScore(
const GameStateW &gameState,
const GameState *gameState,
int roundsRemaining,
const SettingsGetter &settings,
bool attackerWantsCastles,
@@ -420,16 +263,7 @@ auto AttackerUnitsScore(
const ALCache &alCache,
const APDCache &apdCache,
const MapId &mapId) -> ScoreValue {
// Cache frequently accessed FlatBuffer fields to avoid repeated offset calculations
const auto *gameStateRawPtr = gameState.Get();
const auto *cachedUnits = gameStateRawPtr->units();
const auto *cachedHexMap = gameStateRawPtr->hex_map();
const int16_t cachedRowCount = cachedHexMap->row_count();
const int16_t cachedColumnCount = cachedHexMap->column_count();
const int cachedCurrentRound = gameStateRawPtr->current_round();
bool isLateGame = cachedCurrentRound > 18; // Inline IsLateGame for efficiency
bool isLateGame = IsLateGame(gameState);
// APDCache now has built-in thread-local caching - no need for PreCachedAPDs
ActionPoints braveWaterCost = settings.Backing().brave_water_action_point_cost();
@@ -439,17 +273,16 @@ auto AttackerUnitsScore(
std::vector<const Unit *> attackerUnits{};
std::vector<const Unit *> defenderUnits{};
// Pre-allocate vectors based on estimated unit ratios to avoid reallocations
const size_t estimatedUnitCount = cachedUnits->size();
attackerUnits.reserve(estimatedUnitCount - 1);
defenderUnits.reserve(estimatedUnitCount - 1);
double attackerUnitsValue = 0;
double defenderUnitsValue = 0;
auto occupants = Occupants(*cachedUnits, cachedRowCount, cachedColumnCount);
auto occupants = Occupants(
*gameState->units(),
gameState->hex_map()->row_count(),
gameState->hex_map()->column_count());
for (const Unit *unit : *cachedUnits) {
for (const Unit *unit : *gameState->units()) {
const auto *pi = PlayerInfoForPid(gameState, unit->player_id());
if (pi == nullptr) continue;
@@ -479,15 +312,14 @@ auto AttackerUnitsScore(
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT: break;
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT: break;
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT:
throw ShardokInternalErrorException("Unknown unit status");
}
}
double defenderAdvantage = 1.0 + static_cast<double>(cachedCurrentRound) / 31.0;
double defenderAdvantage = 1.0 + static_cast<double>(gameState->current_round()) / 31.0;
// Can we cache this somehow, it won't usually change within your turn
auto attackLocationsForAttacker = alCache->CachedLocations(defenderUnits, isLateGame);
@@ -512,11 +344,11 @@ auto AttackerUnitsScore(
unit,
priorityList->priorityOrder,
occupants,
cachedHexMap,
gameState->hex_map(),
settings.GetBattalionType(
static_cast<BattalionTypeId>(battTypeId)),
apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(battTypeId)),
@@ -525,7 +357,7 @@ auto AttackerUnitsScore(
static_cast<BattalionTypeId>(battTypeId))
->allowsBraveWater
? apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(
@@ -542,12 +374,12 @@ auto AttackerUnitsScore(
attackerWantsCastles,
/* includeCastleBonus=*/true,
defenderUnits,
cachedHexMap,
gameState->hex_map(),
roundsRemaining,
attackLocationsForAttacker,
locationsCausingDanger,
apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
false),
@@ -570,12 +402,12 @@ auto AttackerUnitsScore(
attackerWantsCastles,
/* includeCastleBonus=*/!defenderShouldScatter,
defenderUnits,
cachedHexMap,
gameState->hex_map(),
roundsRemaining,
attackLocationsForDefender,
locationsCausingDangerForAttacker,
apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(static_cast<BattalionTypeId>(battTypeId)),
false),
@@ -586,7 +418,7 @@ auto AttackerUnitsScore(
// If the defender is trying to scatter, than we want to be as far away from the nearest
// attacker as possible, AND as far away from the nearest friendly as possible
if (unit->location().row() > -1 && defenderShouldScatter) {
CoordsSet myLocationSet(cachedHexMap);
CoordsSet myLocationSet(gameState->hex_map());
myLocationSet.Add(unit->location());
DIST_T closestDistanceToEnemy = 999;
@@ -596,7 +428,7 @@ auto AttackerUnitsScore(
attackerUnit,
unit->location(),
apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(attackerBattTypeId)),
@@ -604,14 +436,14 @@ auto AttackerUnitsScore(
settings.GetBattalionType(static_cast<BattalionTypeId>(attackerBattTypeId))
->allowsBraveWater
? apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(attackerBattTypeId)),
true,
braveWaterCost)
: nullptr,
cachedHexMap);
gameState->hex_map());
if (thisDistance < closestDistanceToEnemy) {
closestDistanceToEnemy = thisDistance;
}
@@ -619,7 +451,9 @@ auto AttackerUnitsScore(
// If the best we can do puts us very close to the enemy, and the unit is almost
// destroyed, return a negative value; better to flee
if (unit->can_flee() && closestDistanceToEnemy < 5 && unit->battalion().size() < 10) {
if (unit->can_flee() && closestDistanceToEnemy < 5 &&
closestDistanceToEnemy != ActionPointDistances::IMPOSSIBLE &&
unit->battalion().size() < 10) {
distanceMultiplier = -1;
} else {
DIST_T closestDistanceToFriendly = 1;
@@ -631,7 +465,7 @@ auto AttackerUnitsScore(
defenderUnit,
unit->location(),
apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(static_cast<BattalionTypeId>(
defenderBattTypeId)),
@@ -640,7 +474,7 @@ auto AttackerUnitsScore(
defenderBattTypeId))
->allowsBraveWater
? apdCache->GetRaw(
cachedHexMap,
gameState->hex_map(),
mapId,
settings.GetBattalionType(
static_cast<BattalionTypeId>(
@@ -648,7 +482,7 @@ auto AttackerUnitsScore(
true,
braveWaterCost)
: nullptr,
cachedHexMap);
gameState->hex_map());
if (thisDistance < closestDistanceToEnemy) {
closestDistanceToFriendly = thisDistance;
}
@@ -669,13 +503,12 @@ auto AttackerUnitsScore(
return attackerUnitsValue - defenderUnitsValue;
}
auto FleeStrategyScoreForState(const GameStateW &gameState, const PlayerId playerId) -> ScoreValue {
auto AIScoreCalculator::FleeStrategyScoreForState(
const GameState *gameState,
const PlayerId playerId) -> ScoreValue {
ScoreValue scoreValue = 0.0;
const auto *gameStatePtr = gameState.Get();
const auto *units = gameStatePtr->units();
for (const auto *unit : *units) {
for (const auto *unit : *gameState->units()) {
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
if (unit->player_id() == playerId &&
@@ -692,31 +525,27 @@ auto FleeStrategyScoreForState(const GameStateW &gameState, const PlayerId playe
return scoreValue;
}
auto DefenderScatterStrategyScoreForState(
const GameStateW &gameState,
auto AIScoreCalculator::DefenderScatterStrategyScoreForState(
const GameState *gameState,
const int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue {
const auto *gameStatePtr = gameState.Get();
const auto *status = gameStatePtr->status();
if (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
const auto *winningIds = status->winning_shardok_ids();
const auto *playerInfos = gameStatePtr->player_infos();
for (const PlayerId winningPid : *winningIds) {
if (gameState->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
for (const PlayerId winningPid : *gameState->status()->winning_shardok_ids()) {
if (winningPid < 0) continue;
if (playerInfos->Get(winningPid)->is_defender()) return INT_MAX;
if (gameState->player_infos()->Get(winningPid)->is_defender()) return INT_MAX;
return INT_MIN;
}
return INT_MAX;
}
if (status->state() == net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) { return 0; }
if (gameState->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
return 0;
}
const auto *hexMap = gameStatePtr->hex_map();
const auto mapId = ActionPointDistancesCache::GetMapId(hexMap);
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
const auto unitsTotal = -AttackerUnitsScore(
gameState,
@@ -732,8 +561,8 @@ auto DefenderScatterStrategyScoreForState(
return unitsTotal;
}
auto DefenderHoldCastlesStrategyScoreForState(
const GameStateW &gameState,
auto AIScoreCalculator::DefenderHoldCastlesStrategyScoreForState(
const GameState *gameState,
const CoordsSet &castleCoords,
const int roundsRemaining,
const SettingsGetter &settings,
@@ -772,8 +601,8 @@ auto DefenderHoldCastlesStrategyScoreForState(
return UNITS_BASE_MULTIPLIER * unitsMultiplier * unitsTotal + victoryConditionTotal;
}
auto DefenderScoreForState(
const GameStateW &gameState,
auto AIScoreCalculator::DefenderScoreForState(
const GameState *gameState,
const AIStrategy &defenderStrategy,
const CoordsSet &castleCoords,
const int roundsRemaining,
@@ -828,8 +657,8 @@ auto DefenderScoreForState(
throw ShardokInternalErrorException("Escaped AIStrategy switch");
}
auto AttackerScoreForState(
const GameStateW &gameState,
auto AIScoreCalculator::AttackerScoreForState(
const GameState *gameState,
const AIStrategy &attackerStrategy,
const CoordsSet &castleCoords,
const int roundsRemaining,
@@ -912,7 +741,7 @@ auto AttackerScoreForState(
[[nodiscard]] auto AIScoreCalculator::GuessedStateScore(
const bool isDefender,
const GameStateW &state,
const GameState *state,
const AIStrategy &aiStrategy,
const CoordsSet &allCastleCoords,
const SettingsGetter &settingsGetter,
@@ -943,7 +772,7 @@ auto AttackerScoreForState(
void PrintCommand(
const uint32_t index,
const CommandProto &cmd,
const GameStateW &gs,
const GameState *gs,
const ScoreValue utility) {
printf("i%d %s\n ", index, net::eagle0::shardok::common::CommandType_Name(cmd.type()).c_str());
@@ -956,7 +785,7 @@ void PrintCommand(
printf("u%f\n", utility);
}
auto BasicLookaheadCalculator(
auto AIScoreCalculator::BasicLookaheadCalculator(
const PlayerId pid,
const bool isDefender,
const int remainingLookahead,
@@ -967,54 +796,12 @@ auto BasicLookaheadCalculator(
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue> {
g_pruningStats.nodesExplored++;
// Get hash of current state for duplicate detection
uint64_t stateHash = innerEngine->GetCurrentGameState().ComputeFNV1aHash();
// Check if we're already exploring this state in the current search path
SearchPathGuard pathGuard(stateHash);
if (pathGuard.wasAlreadyInPath()) {
// This state is already being explored higher up in the search tree
// Return the current utility to avoid infinite loops and redundant work
g_pruningStats.duplicatesDetected++;
g_pruningStats.branchesPruned++;
std::promise<ScoreValue> p;
p.set_value(currentUtility); // Return current evaluation
return p.get_future();
}
// Check transposition table before expensive computation
auto cachedScore =
g_transpositionTable.probe(innerEngine->GetCurrentGameState(), remainingLookahead, pid);
if (cachedScore.has_value()) {
// Return cached result immediately
std::promise<ScoreValue> p;
p.set_value(*cachedScore);
return p.get_future();
}
const ALCache &alCache) -> ScoreValue {
const auto nextUtility = currentUtility;
// Check if we've reached the depth limit before making recursive calls
if (remainingLookahead <= 0) {
// Store the current utility in the transposition table and return it
// Note: Store with depth 1 since depth 0 indicates an empty entry in the transposition
// table
g_transpositionTable.store(innerEngine->GetCurrentGameState(), 1, pid, nextUtility);
std::promise<ScoreValue> p;
p.set_value(nextUtility);
return p.get_future();
}
if (const CommandListSPtr nextCommands = innerEngine->GetAvailableCommandsForAIPlayer(pid);
nextCommands && !nextCommands->empty()) {
// Get the future from BestCommandIndex without calling .get()
auto bestCommandFuture = BestCommandIndex(
const auto [index, type, lookaheadScore, immediateScore] = BestCommandIndex(
pid,
isDefender,
remainingLookahead - 1,
@@ -1025,51 +812,18 @@ auto BasicLookaheadCalculator(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
// Return a future that chains the best command evaluation
return std::async(
std::launch::deferred,
[bestCommandFuture = std::move(bestCommandFuture),
innerEngine,
pid,
nextUtility,
remainingLookahead]() mutable -> ScoreValue {
const auto [index, type, lookaheadScore, immediateScore] =
bestCommandFuture.get();
ScoreValue resultScore;
if (auto &nextCommand =
innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(index);
nextCommand->GetCommandType() !=
net::eagle0::shardok::common::END_TURN_COMMAND) {
resultScore = immediateScore;
} else {
resultScore = nextUtility;
}
// Store in transposition table before returning
g_transpositionTable.store(
innerEngine->GetCurrentGameState(),
remainingLookahead,
pid,
resultScore);
return resultScore;
});
if (auto &nextCommand = innerEngine->GetAvailableCommandsForAIPlayer(pid)->at(index);
nextCommand->GetCommandType() != net::eagle0::shardok::common::END_TURN_COMMAND) {
return immediateScore;
}
}
// No commands available, store and return the current utility as a future
g_transpositionTable
.store(innerEngine->GetCurrentGameState(), remainingLookahead, pid, nextUtility);
std::promise<ScoreValue> p;
p.set_value(nextUtility);
return p.get_future();
return nextUtility;
}
auto CalcOne(
auto AIScoreCalculator::CalcOne(
PlayerId pid,
bool isDefender,
uint32_t commandIndex,
@@ -1081,47 +835,13 @@ auto CalcOne(
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
std::chrono::steady_clock::time_point deadline) -> ImmediateAndLookaheadScore {
const ALCache &alCache) -> ImmediateAndLookaheadScore {
ImmediateAndLookaheadScore returnValue{};
// Check if we've exceeded the deadline
if (std::chrono::steady_clock::now() > deadline) {
// Return with a default score and an empty future that resolves immediately
std::promise<ScoreValue> p;
p.set_value(0.0); // Default timeout score
returnValue.immediateScore = 0.0;
returnValue.lookaheadScore = p.get_future();
return returnValue;
}
auto innerEngine = std::make_shared<ShardokEngine>(guessedEngine, false);
innerEngine->PostCommand(pid, commandIndex, randomGenerator);
// Check if this move leads to a state we're already exploring
uint64_t newStateHash = innerEngine->GetCurrentGameState().ComputeFNV1aHash();
if (t_currentSearchPath.count(newStateHash) > 0) {
// This move creates a transposition to a state already in our search path
// Return the static evaluation to avoid redundant exploration
g_pruningStats.duplicatesDetected++;
auto staticEval = AIScoreCalculator::GuessedStateScore(
isDefender,
innerEngine->GetCurrentGameState(),
attackerStrategy,
allCastleCoords,
settingsGetter,
apdCache,
alCache);
returnValue.immediateScore = staticEval;
std::promise<ScoreValue> p;
p.set_value(staticEval);
returnValue.lookaheadScore = p.get_future();
return returnValue;
}
auto innerUtility = AIScoreCalculator::GuessedStateScore(
auto innerUtility = GuessedStateScore(
isDefender,
innerEngine->GetCurrentGameState(),
attackerStrategy,
@@ -1147,9 +867,8 @@ auto CalcOne(
&settingsGetter,
&allCastleCoords,
&apdCache,
&alCache,
deadline]() -> ScoreValue {
auto lookaheadFuture = BasicLookaheadCalculator(
&alCache]() -> ScoreValue {
return BasicLookaheadCalculator(
pid,
isDefender,
remainingLookahead,
@@ -1160,14 +879,11 @@ auto CalcOne(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
return lookaheadFuture.get();
alCache);
};
#if MULTITHREAD
auto launchPolicy = remainingLookahead == 1 ? std::launch::async : std::launch::deferred;
returnValue.lookaheadScore = std::async(launchPolicy, lookaheadLambda);
returnValue.lookaheadScore = std::async(std::launch::async, lookaheadLambda);
#else
std::promise<ScoreValue> p;
returnValue.lookaheadScore = p.get_future();
@@ -1179,7 +895,7 @@ auto CalcOne(
return returnValue;
}
[[nodiscard]] auto BestCommandIndex(
[[nodiscard]] auto AIScoreCalculator::BestCommandIndex(
const PlayerId pid,
const bool isDefender,
const int remainingLookahead,
@@ -1190,8 +906,7 @@ auto CalcOne(
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
std::chrono::steady_clock::time_point deadline) -> std::future<IndexAndScore> {
const ALCache &alCache) -> IndexAndScore {
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
// Filter out obviously bad commands to reduce search space
@@ -1203,19 +918,17 @@ auto CalcOne(
settingsGetter,
apdCache);
const auto &gameState = guessedEngine.GetCurrentGameState();
const auto *gameState = guessedEngine.GetCurrentGameState();
// Calculate minimum hex distance to enemies for this player
double minDistToEnemies = std::numeric_limits<double>::max();
const auto *units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
if (const auto *playerUnit = units->Get(static_cast<unsigned int>(i));
playerUnit->player_id() == pid) {
for (int i = 0; i < units->size(); ++i) {
if (const auto *playerUnit = units->Get(i); playerUnit->player_id() == pid) {
const auto &playerCoords = playerUnit->location();
for (size_t j = 0; j < units->size(); ++j) {
if (const auto *enemyUnit = units->Get(static_cast<unsigned int>(j));
enemyUnit->player_id() != pid) {
for (int j = 0; j < units->size(); ++j) {
if (const auto *enemyUnit = units->Get(j); enemyUnit->player_id() != pid) {
const auto &enemyCoords = enemyUnit->location();
// Proper hex distance calculation using cube coordinates
@@ -1252,29 +965,24 @@ auto CalcOne(
const auto commandCount = filteredIndices.size();
// Structure to hold all command evaluation data
struct CommandEvaluation {
size_t index;
CommandType type;
ScoreValue immediateScore;
std::vector<std::future<ScoreValue>> lookaheadFutures;
};
vector<IndexAndScore> allIndices(commandCount);
std::vector<CommandEvaluation> commandEvaluations(commandCount);
// Primary index is the command index; vector may contain repeated attempts
vector<vector<future<ScoreValue>>> scoreFutures(commandCount);
for (uint32_t index = 0; index < commandCount; index++) {
const auto originalIndex = filteredIndices[index];
const auto &guessedDescriptor = guessedDescriptors->at(originalIndex);
const auto guessedCommandType = guessedDescriptor->GetCommandType();
commandEvaluations[index].index = originalIndex;
commandEvaluations[index].type = guessedCommandType;
allIndices[index].index = originalIndex;
allIndices[index].type = guessedCommandType;
if (guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
std::promise<ScoreValue> p;
commandEvaluations[index].lookaheadFutures.push_back(p.get_future());
scoreFutures[index].push_back(p.get_future());
p.set_value(currentUtility);
commandEvaluations[index].immediateScore = currentUtility;
allIndices[index].immediateScore = currentUtility;
} else if (IsDeterministic(guessedCommandType)) {
auto [immediateScore, lookaheadScore] =
CalcOne(pid,
@@ -1288,11 +996,10 @@ auto CalcOne(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
commandEvaluations[index].immediateScore = immediateScore;
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
allIndices[index].immediateScore = immediateScore;
scoreFutures[index].push_back(std::move(lookaheadScore));
} else if (guessedDescriptor->HasOdds()) {
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
@@ -1312,8 +1019,7 @@ auto CalcOne(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
// second attempt uses the average of (1 - successChance) and 0 as the roll (so 30%
// chance -> rolling 15)
@@ -1330,15 +1036,14 @@ auto CalcOne(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
commandEvaluations[index].immediateScore =
allIndices[index].immediateScore =
std::lerp(failureImmediateScore, successImmediateScore, successChance);
auto successSF = successLookaheadScore.share();
auto failureSF = failureLookaheadScore.share();
commandEvaluations[index].lookaheadFutures.push_back(std::async(
scoreFutures[index].push_back(std::async(
std::launch::deferred,
[successSF, failureSF, successChance]() -> double {
return std::lerp(failureSF.get(), successSF.get(), successChance);
@@ -1362,47 +1067,26 @@ auto CalcOne(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
sum += immediateScore;
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
scoreFutures[index].push_back(std::move(lookaheadScore));
}
commandEvaluations[index].immediateScore = sum / maxRepeatCount;
allIndices[index].immediateScore = sum / maxRepeatCount;
}
}
// Return a future that will wait for all evaluations and find the best one
return std::async(
std::launch::deferred,
[commandEvaluations = std::move(commandEvaluations)]() mutable -> IndexAndScore {
std::vector<IndexAndScore> allResults;
allResults.reserve(commandEvaluations.size());
for (uint32_t i = 0; i < commandCount; i++) {
const auto count = static_cast<ScoreValue>(scoreFutures[i].size());
ScoreValue total = 0.0;
for (auto &oneFuture : scoreFutures[i]) { total += oneFuture.get(); }
allIndices[i].lookaheadScore = total / count;
}
// Wait for all futures and compute final scores
for (auto &eval : commandEvaluations) {
ScoreValue totalLookaheadScore = 0.0;
for (auto &future : eval.lookaheadFutures) {
totalLookaheadScore += future.get();
}
ScoreValue avgLookaheadScore =
eval.lookaheadFutures.empty()
? eval.immediateScore
: totalLookaheadScore / eval.lookaheadFutures.size();
allResults.push_back(IndexAndScore{
.index = eval.index,
.type = eval.type,
.lookaheadScore = avgLookaheadScore,
.immediateScore = eval.immediateScore});
}
// Find the best command using the existing sorter
auto bestIt = std::ranges::max_element(allResults, CommandSorter);
return *bestIt;
});
return *std::ranges::max_element(allIndices, CommandSorter);
}
auto EvaluateCommand(
auto AIScoreCalculator::EvaluateCommand(
const PlayerId pid,
const bool isDefender,
const uint32_t commandIndex,
@@ -1414,23 +1098,16 @@ auto EvaluateCommand(
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
std::chrono::steady_clock::time_point deadline) -> CommandEvaluationResult {
const ALCache &alCache) -> CommandEvaluationResult {
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
if (commandIndex >= guessedDescriptors->size()) {
std::promise<ScoreValue> p;
p.set_value(currentUtility);
return {currentUtility, p.get_future()};
}
if (commandIndex >= guessedDescriptors->size()) { return {currentUtility, currentUtility}; }
const auto &guessedDescriptor = guessedDescriptors->at(commandIndex);
if (const auto guessedCommandType = guessedDescriptor->GetCommandType();
guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
std::promise<ScoreValue> p;
p.set_value(currentUtility);
return {currentUtility, p.get_future()};
return {currentUtility, currentUtility};
} else if (IsDeterministic(guessedCommandType)) {
auto [immediateScore, lookaheadScore] =
CalcOne(pid,
@@ -1444,9 +1121,8 @@ auto EvaluateCommand(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
return {immediateScore, std::move(lookaheadScore)};
alCache);
return {immediateScore, lookaheadScore.get()};
} else if (guessedDescriptor->HasOdds()) {
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
@@ -1464,8 +1140,7 @@ auto EvaluateCommand(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
// Failure attempt
auto [failureImmediateScore, failureLookaheadScore] = CalcOne(
@@ -1480,24 +1155,15 @@ auto EvaluateCommand(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
// Return weighted average of success and failure
auto successSF = successLookaheadScore.share();
auto failureSF = failureLookaheadScore.share();
return {std::lerp(failureImmediateScore, successImmediateScore, successChance),
std::async(
std::launch::deferred,
[successSF, failureSF, successChance]() -> double {
return std::lerp(failureSF.get(), successSF.get(), successChance);
})};
std::lerp(failureLookaheadScore.get(), successLookaheadScore.get(), successChance)};
} else {
// For non-deterministic commands without odds, use multiple attempts
ScoreValue totalImmediateScore = 0.0;
std::vector<std::future<ScoreValue>> lookaheadFutures;
lookaheadFutures.reserve(maxRepeatCount);
ScoreValue totalLookaheadScore = 0.0;
for (int repeatIteration = 0; repeatIteration < maxRepeatCount; repeatIteration++) {
auto sequence = std::vector{
static_cast<double>(repeatIteration) / static_cast<double>(maxRepeatCount - 1)};
@@ -1513,23 +1179,12 @@ auto EvaluateCommand(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
totalImmediateScore += immediateScore;
lookaheadFutures.push_back(std::move(lookaheadScore));
totalLookaheadScore += lookaheadScore.get();
}
// Return a future that computes the average when needed
return {totalImmediateScore / maxRepeatCount,
std::async(
std::launch::deferred,
[lookaheadFutures = std::move(lookaheadFutures),
maxRepeatCount]() mutable -> double {
ScoreValue total = 0.0;
for (auto &future : lookaheadFutures) { total += future.get(); }
return total / maxRepeatCount;
})};
return {totalImmediateScore / maxRepeatCount, totalLookaheadScore / maxRepeatCount};
}
}
@@ -1545,9 +1200,8 @@ auto EvaluateCommand(
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache,
const size_t commandIndex,
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue> {
auto result = EvaluateCommand(
const size_t commandIndex) -> ScoreValue {
const auto result = EvaluateCommand(
pid,
isDefender,
commandIndex,
@@ -1559,15 +1213,8 @@ auto EvaluateCommand(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
return std::move(result.lookaheadScore);
alCache);
return result.lookaheadScore;
}
void AIScoreCalculator::resetSearchPath() { t_currentSearchPath.clear(); }
void AIScoreCalculator::printPruningStats() { g_pruningStats.print(); }
void AIScoreCalculator::resetPruningStats() { g_pruningStats.reset(); }
} // namespace shardok
@@ -5,7 +5,6 @@
#ifndef EAGLE0_AISCORECALCULATOR_HPP
#define EAGLE0_AISCORECALCULATOR_HPP
#include <chrono>
#include <future>
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
@@ -31,18 +30,125 @@ 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;
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 remainingLookahead,
int maxRepeatCount,
const shared_ptr<ShardokEngine> &innerEngine,
ScoreValue currentUtility,
const AIStrategy &attackerStrategy,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache) -> 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;
struct CommandEvaluationResult {
ScoreValue immediateScore;
ScoreValue lookaheadScore;
};
static auto EvaluateCommand(
PlayerId pid,
bool isDefender,
uint32_t commandIndex,
int remainingLookahead,
int maxRepeatCount,
const ShardokEngine &guessedEngine,
const AIStrategy &attackerStrategy,
ScoreValue currentUtility,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache) -> CommandEvaluationResult;
public:
[[nodiscard]] static auto GuessedStateScore(
bool isDefender,
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 BestCommandIndex(
PlayerId pid,
bool isDefender,
int remainingLookahead,
int maxRepeatCount,
const ShardokEngine &guessedEngine,
const AIStrategy &attackerStrategy,
ScoreValue currentUtility,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache) -> IndexAndScore;
[[nodiscard]] static auto CommandScore(
PlayerId pid,
bool isDefender,
@@ -55,17 +161,7 @@ public:
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();
size_t commandIndex) -> ScoreValue;
};
} // namespace shardok
@@ -16,7 +16,7 @@ auto HasAttachedHeroWithProfession(
unit->attached_hero().profession_info().profession() == profession;
}
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int {
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int {
int count = 0;
for (const auto *unit : *gameState->units()) {
@@ -32,7 +32,7 @@ auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int {
return count;
}
auto PlayerInfoForPid(const GameStateW &gs, const PlayerId pid) -> const PlayerInfo * {
auto PlayerInfoForPid(const GameState *gs, const PlayerId pid) -> const PlayerInfo * {
if (gs->player_infos()) {
for (const auto &pi : *gs->player_infos()) {
if (pi->player_id() == pid) return pi;
@@ -7,7 +7,6 @@
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
@@ -26,8 +25,8 @@ auto HasAttachedHeroWithProfession(
const Unit *unit,
net::eagle0::shardok::storage::fb::Profession profession) -> bool;
auto CastleClaimCapableAttackerUnitCount(const GameStateW &gameState) -> int;
auto PlayerInfoForPid(const GameStateW &, PlayerId pid) -> const PlayerInfo *;
auto CastleClaimCapableAttackerUnitCount(const GameState *gameState) -> int;
auto PlayerInfoForPid(const GameState *gs, PlayerId pid) -> const PlayerInfo *;
} // namespace shardok
@@ -32,8 +32,8 @@ auto CalculateTimeBudget(
bool isClose = false;
const auto *units = state->units();
for (size_t i = 0; i < units->size() && !isClose; ++i) {
const auto *myUnit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size() && !isClose; ++i) {
const auto *myUnit = units->Get(i);
if (myUnit->player_id() != playerId) continue;
const auto &myCoords = myUnit->location();
@@ -43,8 +43,8 @@ auto CalculateTimeBudget(
const Cube myCube = OffsetToCube(myCoords);
// Check distance to enemy units
for (size_t j = 0; j < units->size(); ++j) {
const auto *enemyUnit = units->Get(static_cast<unsigned int>(j));
for (int j = 0; j < units->size(); ++j) {
const auto *enemyUnit = units->Get(j);
if (enemyUnit->player_id() == playerId) continue;
const auto &enemyCoords = enemyUnit->location();
@@ -80,7 +80,7 @@ auto CalculateTimeBudget(
const auto remainingBudget = std::chrono::duration_cast<std::chrono::milliseconds>(budget);
// Get minimum depth requirement
const size_t minDepth = settingsGetter.Backing().min_lookahead_turns();
const int minDepth = settingsGetter.Backing().min_lookahead_turns();
return AITimeBudget{
.remainingBudget = remainingBudget,
@@ -9,13 +9,15 @@
#include <chrono>
#include <memory>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
// Forward declarations
class GameSettings;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using GameSettingsSPtr = std::shared_ptr<GameSettings>;
// RAII counter for tracking concurrent AI command evaluations
@@ -31,7 +33,7 @@ public:
// Configuration structure for iterative deepening time budget
struct AITimeBudget {
std::chrono::milliseconds remainingBudget; // Time budget remaining (decremented as used)
size_t minDepthRequired; // Minimum depth from minLookaheadTurns
int minDepthRequired; // Minimum depth from minLookaheadTurns
bool isCloseToEnemy; // Proximity flag for budget selection
};
@@ -5,7 +5,6 @@
#include "AIUnitScoreCalculator.hpp"
#include <algorithm>
#include <cstdlib>
#include "AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -99,7 +98,7 @@ auto ContextFreeUnitValue(const Unit *unit) -> ScoreValue {
return battalionValue + heroValue;
}
auto archeryValue(const Unit * /*unit*/) -> double {
auto archeryValue(const Unit *unit) -> double {
// TODO: make this depend on the value of the targets
return kArcheryPossibleValue;
}
@@ -114,7 +113,7 @@ auto reduceValue(const Unit *unit, const Terrain *unitTerrain) -> double {
return 0.0;
}
auto fearValue(const Unit * /*unit*/) -> double {
auto fearValue(const Unit *unit) -> double {
// TODO: make this depend on the value of the targets
return kFearPossibleValue;
}
@@ -343,8 +342,7 @@ auto UnitValue(
unit->battalion().type() == net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD;
const int coordsIndex = location.row() * map->column_count() + location.column();
const auto *terrain = map->terrain()->Get(coordsIndex);
const auto &terrain = map->terrain()->Get(coordsIndex);
double castleMultiplier = 1.0;
// Only give a multiplier for being in a castle if the castle is useful, and the unit is not
// undead
@@ -360,8 +358,8 @@ auto UnitValue(
{
for (const auto adjacentCoords = HexMapUtils::GetAdjacentCoords(map, location);
const auto &c : adjacentCoords) {
if (const auto *adjTerrain = GetTerrain(map, c);
adjTerrain && adjTerrain->modifier().fire().present()) {
if (const auto &adjTerrain = GetTerrain(map, c);
adjTerrain->modifier().fire().present()) {
onFireMultiplier *= kAdjacentFireMultiplier;
}
}
@@ -416,7 +414,7 @@ auto UnitValue(
if (const auto commandingUnitId = unit->commanding_unit_id(); commandingUnitId != -1) {
const Unit *commandingUnit = nullptr;
for (const Unit *attackerUnit : attackerUnits) {
if (attackerUnit && attackerUnit->unit_id() == commandingUnitId) {
if (attackerUnit->unit_id() == commandingUnitId) {
commandingUnit = attackerUnit;
break;
}
@@ -424,7 +422,7 @@ auto UnitValue(
if (commandingUnit == nullptr) {
for (const Unit *defenderUnit : defenderUnits) {
if (defenderUnit && defenderUnit->unit_id() == commandingUnitId) {
if (defenderUnit->unit_id() == commandingUnitId) {
commandingUnit = defenderUnit;
break;
}
@@ -4,11 +4,9 @@
#include "AIVictoryConditionScoreCalculator.hpp"
#include <algorithm>
#include <ranges>
#include "AIAttackLocations.hpp"
#include "AIDistanceDebuf.hpp"
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/victory_condition.hpp"
@@ -124,12 +122,12 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
}
auto DefenderHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& /*apdCache*/,
const ALCache& /*alCache*/,
const SettingsGetter& /*settings*/) -> ScoreValue {
const APDCache& apdCache,
const ALCache& alCache,
const SettingsGetter& settings) -> ScoreValue {
ScoreValue total = 0.0;
const auto rc = gameState->hex_map()->row_count();
@@ -154,7 +152,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
}
auto AttackerHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -248,12 +246,12 @@ auto AttackerHoldsCriticalTilesVictoryScore(
}
auto LastPlayerStandingVictoryScore(
const GameStateW& gameState,
const GameState* gameState,
const PlayerInfo* player,
const APDCache& apdCache,
const ALCache& alCache,
const SettingsGetter& settings) -> ScoreValue {
if (!std::ranges::contains(
if (!common::Contains(
*player->victory_conditions(),
net::eagle0::shardok::storage::fb::
VictoryCondition_VICTORY_CONDITION_LAST_PLAYER_STANDING)) {
@@ -9,7 +9,6 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -24,7 +23,7 @@ using std::vector;
using ScoreValue = double;
auto AttackerHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -32,7 +31,7 @@ auto AttackerHoldsCriticalTilesVictoryScore(
const SettingsGetter& settings) -> ScoreValue;
auto DefenderHoldsCriticalTilesVictoryScore(
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileLocations,
const PlayerInfo* player,
const APDCache& apdCache,
@@ -40,7 +39,7 @@ auto DefenderHoldsCriticalTilesVictoryScore(
const SettingsGetter& settings) -> ScoreValue;
auto LastPlayerStandingVictoryScore(
const GameStateW& gameState,
const GameState* gameState,
const PlayerInfo* player,
const APDCache& apdCache,
const ALCache& alCache,
@@ -11,7 +11,7 @@
namespace shardok {
auto UnitIdsRequiringWaterCrossing(
const GameStateW &gameState,
const GameState *gameState,
const PlayerId pid,
const CoordsSet &destinations,
const APDCache &apdCache,
@@ -74,9 +74,9 @@ auto UnitIdsRequiringWaterCrossing(
}
auto UnitIdsToCreateWaterCrossing(
const GameStateW &gameState,
const GameState *gameState,
const PlayerId pid,
const APDCache & /*apdCache*/,
const APDCache &apdCache,
const SettingsGetter &settings) -> vector<UnitId> {
vector<UnitId> unitIds{};
@@ -196,7 +196,7 @@ auto WaterCrossingTiles(
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
auto IntendedCrossingStarts(
const GameStateW &gameState,
const GameState *gameState,
const vector<UnitId> &unitIdsCreatingCrossing,
const CoordsSet &tilesToStartCrossingFrom,
const MapId &mapId,
@@ -5,7 +5,6 @@
#ifndef EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
#define EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -30,7 +29,7 @@ static inline void AssertValid(const Coords& c, const HexMap* hexMap) {
// Units that need a water crossing to reach at least one of the destinations
auto UnitIdsRequiringWaterCrossing(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const CoordsSet& destinations,
const APDCache& apdCache,
@@ -38,7 +37,7 @@ auto UnitIdsRequiringWaterCrossing(
// Units belonging to the player that are capable of creating water crossings
auto UnitIdsToCreateWaterCrossing(
const GameStateW& gameState,
const GameState* gameState,
PlayerId pid,
const APDCache& apdCache,
const SettingsGetter& settings) -> vector<UnitId>;
@@ -68,7 +67,7 @@ auto WaterCrossingTiles(
// Returns the set of tiles that the attacker should try to approach in order to bridge/freeze
auto IntendedCrossingStarts(
const GameStateW& gameState,
const GameState* gameState,
const vector<UnitId>& unitIdsCreatingCrossing,
const CoordsSet& tilesToStartCrossingFrom,
const MapId& mapId,
@@ -4,10 +4,8 @@
#include "AIWaterCrossingCommandChooser.hpp"
#include <algorithm>
#include <ranges>
#include "AIMinimumDistanceAndTarget.hpp"
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
namespace shardok {
@@ -19,10 +17,10 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
[[nodiscard]] auto AIWaterCrossingCommandChooser::WaterCrossingScore(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords,
const CoordsSet &startCrossingFrom) const -> ScoreValue {
uint32_t castleClaimCount = 0;
int castleClaimCount = 0;
for (const auto *unit : *gameState->units()) {
if (unit->player_id() != playerId) continue;
const auto status = unit->status();
@@ -85,7 +83,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
// a large penalty
for (const UnitId uid : unitIdsRequiringCrossing) {
// If this unit ID can also create a crossing, we already handled it
if (std::ranges::contains(unitIdsCreatingCrossing, uid)) continue;
if (common::Contains(unitIdsCreatingCrossing, uid)) continue;
const Unit *unit = gameState->units()->Get(uid);
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
@@ -121,11 +119,11 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
auto AIWaterCrossingCommandChooser::StartCrossingFrom(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords) const -> CoordsSet {
CoordsSet startCrossingFrom(gameState->hex_map());
uint32_t castleClaimCount = 0;
int castleClaimCount = 0;
for (const auto *unit : *gameState->units()) {
if (unit->player_id() != playerId) continue;
const auto status = unit->status();
@@ -8,7 +8,6 @@
#include <utility>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
@@ -35,12 +34,12 @@ public:
auto StartCrossingFrom(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords) const -> CoordsSet;
[[nodiscard]] auto WaterCrossingScore(
const SettingsGetter &settingsGetter,
const GameStateW &gameState,
const GameState *gameState,
const CoordsSet &castleCoords,
const CoordsSet &startCrossingFrom) const -> ScoreValue;
};
+1 -54
View File
@@ -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 = [
@@ -118,43 +112,21 @@ 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 = [
@@ -168,27 +140,12 @@ cc_library(
],
)
cc_library(
name = "transposition_table",
srcs = ["TranspositionTable.cpp"],
hdrs = ["TranspositionTable.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
],
)
cc_library(
name = "ai_score_calculator",
srcs = ["AIScoreCalculator.cpp"],
hdrs = ["AIScoreCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
@@ -196,7 +153,6 @@ cc_library(
":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 +165,6 @@ 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 +178,6 @@ 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 +193,6 @@ 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 +200,6 @@ 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 +217,6 @@ 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",
@@ -283,7 +234,6 @@ cc_library(
deps = [
":ai_minimum_distance_and_target",
":ai_water_crossing_calculator",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
@@ -296,11 +246,10 @@ cc_library(
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/fb_helpers:flatbuffer_wrapper",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_cube_utils",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
@@ -314,7 +263,6 @@ cc_library(
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 = [
@@ -339,7 +287,6 @@ cc_library(
deps = [
":ai_attacker_strategy_selector",
":ai_defender_strategy_selector",
":ai_flee_decision_calculator",
":ai_iterative_deepening",
":ai_score_calculator",
":ai_time_budget",
@@ -11,7 +11,7 @@
#include "AIAttackerStrategySelector.hpp"
#include "AIScoreCalculator.hpp"
#include "TranspositionTable.hpp"
#include "src/main/cpp/net/eagle0/common/TimeUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
namespace shardok {
@@ -43,11 +43,6 @@ auto IterativeDeepeningAI::IterativeSearch(
const auto initialBudgetMs = initialBudget.remainingBudget;
SearchResult result;
// Increment TT age for replacement strategy (new search)
g_transpositionTable.incrementAge();
// DEBUG: Clear TT to see if that's causing the suspicious depth reaching
// g_transpositionTable.clear(); // Uncomment to test without cross-search caching
if (commands.empty()) {
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("ID AI: Commands are empty, returning early\n");
@@ -56,12 +51,11 @@ auto IterativeDeepeningAI::IterativeSearch(
return result;
}
// Check if we're in SET_UP phase and enforce maximum depth limit
// Check if we're in SET_UP phase
bool isSetupPhase =
(state->status()->state() ==
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP);
// Limit depth to prevent thread pool exhaustion and keep search reasonable
size_t maxDepth = isSetupPhase ? 2 : 8;
int maxDepth = isSetupPhase ? 2 : std::numeric_limits<int>::max();
// Calculate current utility and create engine once for all command evaluations
const auto& settingsGetter = settings->GetGetter();
@@ -82,10 +76,8 @@ auto IterativeDeepeningAI::IterativeSearch(
highestDepthCompleted.clear();
highestDepthCompleted.resize(commands.size(), 0);
size_t currentDepth = 1;
int currentDepth = 1;
size_t previousBestCommand = 0; // Track best command from previous depth
size_t evaluatedCountAtHighestDepth = 0;
auto completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
// Main iterative deepening loop
while ((currentDepth == 1 || !IsTimeExpired(timeBudget)) && currentDepth <= maxDepth) {
@@ -95,37 +87,27 @@ auto IterativeDeepeningAI::IterativeSearch(
scoresByDepth,
highestDepthCompleted);
size_t evaluatedCount = 0;
int evaluatedCount = 0;
bool allEvaluated = true;
bool allEndTurnCommands = true; // Track if all commands are END_TURN
// Start all command evaluations for this depth
std::vector<std::pair<size_t, std::future<SearchResult>>> futures;
futures.reserve(sortedIndices.size());
// Try to evaluate all commands at this depth, within budget constraints
for (size_t cmdIndex : sortedIndices) {
if (currentDepth > 1 && IsTimeExpired(timeBudget)) {
allEvaluated = false;
break;
}
auto future = SearchCommandAtDepthWithEngine(
auto cmdResult = SearchCommandAtDepthWithEngine(
guessedEngine,
settingsGetter,
maxRepeatCount,
commands,
cmdIndex,
currentDepth, // Pass current iteration depth as desired search depth
currentDepth,
currentUtility,
timeBudget);
futures.emplace_back(cmdIndex, std::move(future));
}
// Now wait for all futures and collect results
for (auto& [cmdIndex, future] : futures) {
auto cmdResult = future.get();
// Ensure scoresByDepth[cmdIndex] has enough space
if (scoresByDepth[cmdIndex].size() <= currentDepth) {
scoresByDepth[cmdIndex].resize(currentDepth + 1);
@@ -140,9 +122,15 @@ auto IterativeDeepeningAI::IterativeSearch(
}
}
if (evaluatedCount < commands.size()) {
printf("ID AI: Depth %d - evaluated %d/%zu commands\n",
currentDepth,
evaluatedCount,
commands.size());
}
// Find the best command at current depth and check if it changed
if (evaluatedCount > 0) {
evaluatedCountAtHighestDepth = evaluatedCount;
size_t currentBestCommand = 0;
ScoreValue currentBestScore = -std::numeric_limits<ScoreValue>::infinity();
@@ -158,13 +146,13 @@ auto IterativeDeepeningAI::IterativeSearch(
// Log if best command changed from previous depth
if (currentDepth > 1 && currentBestCommand != previousBestCommand) {
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("ID AI: Best command changed at depth %lu:\n", currentDepth);
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
printf("ID AI: Best command changed at depth %d:\n", currentDepth);
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
currentDepth - 1,
previousBestCommand,
scoresByDepth[previousBestCommand][currentDepth - 1],
commands[previousBestCommand].DebugString().c_str());
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
currentDepth,
currentBestCommand,
currentBestScore,
@@ -176,27 +164,21 @@ auto IterativeDeepeningAI::IterativeSearch(
}
// Only proceed to next depth if we completed all commands at current depth
if (!allEvaluated) {
completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
break;
}
if (!allEvaluated) { 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;
}
if (allEndTurnCommands && evaluatedCount > 0) { break; }
// Also check if scores haven't changed from previous depth
// This indicates we've hit END_TURN in the lookahead
if (currentDepth > 1 && evaluatedCount > 0) {
bool scoresUnchanged = true;
size_t unchangedCount = 0;
int unchangedCount = 0;
for (size_t i = 0; i < sortedIndices.size() && i < evaluatedCount; ++i) {
size_t cmdIndex = sortedIndices[i];
// This command was evaluated at both current and previous depth
if (size_t cmdIndex = sortedIndices[i];
scoresByDepth[cmdIndex].size() > currentDepth &&
if (scoresByDepth[cmdIndex].size() > currentDepth &&
scoresByDepth[cmdIndex].size() > currentDepth - 1) {
// Check if score changed between depth N-1 and depth N
if (std::abs(
@@ -211,56 +193,87 @@ auto IterativeDeepeningAI::IterativeSearch(
}
// 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;
}
if (scoresUnchanged && unchangedCount == evaluatedCount) { break; }
}
// Check if we've used more than 50% of total budget
auto totalElapsed = std::chrono::steady_clock::now() - startTime;
auto totalElapsedMs = std::chrono::duration_cast<std::chrono::milliseconds>(totalElapsed);
double budgetUsedPercent = static_cast<double>(totalElapsedMs.count()) /
static_cast<double>(initialBudgetMs.count());
double budgetUsedPercent = (double)totalElapsedMs.count() / initialBudgetMs.count();
if (budgetUsedPercent > 0.5) {
printf("ID AI: Stopping after depth %lu - used %.1f%% of time budget\n",
printf("ID AI: Stopping after depth %d - used %.1f%% of time budget\n",
currentDepth,
budgetUsedPercent * 100);
completionReason = EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE;
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);
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("ID AI: Search complete - achieved depth %d for best command %zu (score %.2f)\n",
result.depthAchieved,
result.bestCommandIndex,
result.bestScore);
#endif
return result;
}
auto IterativeDeepeningAI::SearchAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
const int depth) const -> SearchResult {
SearchResult result;
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("SearchAtDepth: depth=%d, commands=%zu\n", depth, commands.size());
#endif
if (commands.empty()) {
result.searchCompleted = true;
return result;
}
// Print TranspositionTable statistics
g_transpositionTable.printStats();
const auto& settingsGetter = settings->GetGetter();
const auto guessedEngine = ShardokEngine(settings, state);
const auto maxRepeatCount = settingsGetter.Backing().ai_utility_repeat_count();
const ScoreValue currentUtility = AIScoreCalculator::GuessedStateScore(
isDefender,
state,
strategy,
castleCoords,
settingsGetter,
apdCache,
alCache);
// Perform search at specified depth
const auto indexAndScore = AIScoreCalculator::BestCommandIndex(
playerId,
isDefender,
depth, // Use the specified depth for lookahead
maxRepeatCount,
guessedEngine,
strategy,
currentUtility,
settingsGetter,
castleCoords,
apdCache,
alCache);
result.bestCommandIndex = indexAndScore.index;
result.bestScore = indexAndScore.lookaheadScore;
result.searchCompleted = true;
return result;
}
@@ -268,28 +281,56 @@ bool IterativeDeepeningAI::IsTimeExpired(const AITimeBudget& budget) {
return budget.remainingBudget <= std::chrono::milliseconds(0);
}
auto IterativeDeepeningAI::SearchAllCommandsAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
const int depth) const -> std::vector<SearchResult> {
// Use SearchAtDepth to get the best overall result
const auto bestResult = SearchAtDepth(settings, state, commands, depth);
std::vector<SearchResult> results;
results.reserve(commands.size());
for (size_t i = 0; i < commands.size(); ++i) {
SearchResult result;
result.bestCommandIndex = i;
result.depthAchieved = depth;
result.searchCompleted = true;
result.minimumDepthCompleted = true;
// For the best command, use the actual score
// For others, use a slightly lower score (this is a simplification for Phase 2)
if (i == bestResult.bestCommandIndex) {
result.bestScore = bestResult.bestScore;
} else {
result.bestScore = bestResult.bestScore * 0.95; // Slightly lower but reasonable
}
results.push_back(result);
}
return results;
}
auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
const ShardokEngine& guessedEngine,
const GameSettings::Getter& settingsGetter,
const int maxRepeatCount,
const std::vector<CommandProto>& commands,
const size_t commandIndex,
const int desiredDepth,
const int depth,
const ScoreValue currentUtility,
AITimeBudget& timeBudget) const -> std::future<SearchResult> {
AITimeBudget& timeBudget) const -> SearchResult {
SearchResult result;
result.bestCommandIndex = commandIndex;
result.depthAchieved = desiredDepth;
result.depthAchieved = depth;
result.searchCompleted = true;
result.minimumDepthCompleted = true;
result.availableCommandCount = commands.size();
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();
return result;
}
try {
@@ -297,18 +338,11 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
AIEvaluationCounter counter;
const auto startTime = std::chrono::steady_clock::now();
// Calculate deadline from remaining time budget
const auto deadline = startTime + timeBudget.remainingBudget;
// Get the future from CommandScore - don't wait yet
// Note: CommandScore expects remainingLookahead, not desiredDepth
// desiredDepth 1 = evaluate immediate (remainingLookahead 0)
// desiredDepth 2 = look 1 move ahead (remainingLookahead 1)
// desiredDepth N = look N-1 moves ahead (remainingLookahead N-1)
auto commandScoreFuture = AIScoreCalculator::CommandScore(
// Use CommandScore to evaluate the specific command at the given depth
const auto commandScore = AIScoreCalculator::CommandScore(
playerId,
isDefender,
desiredDepth - 1, // Convert desiredDepth to remainingLookahead
depth,
maxRepeatCount,
guessedEngine,
strategy,
@@ -317,15 +351,11 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
castleCoords,
apdCache,
alCache,
commandIndex,
deadline);
// Calculate time and adjust budget before waiting
// This is needed because we need to update timeBudget synchronously
const auto commandScore = commandScoreFuture.get();
commandIndex);
// Calculate time used and adjust based on concurrent evaluations
const auto elapsed = std::chrono::steady_clock::now() - startTime;
const int concurrentCount = AIEvaluationCounter::GetCurrentCount();
const int concurrentCount = counter.GetCurrentCount();
const auto adjustedElapsed = elapsed / std::max(1, concurrentCount);
const auto adjustedElapsedMs =
std::chrono::duration_cast<std::chrono::milliseconds>(adjustedElapsed);
@@ -342,15 +372,13 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
result.bestScore = 0.0;
}
std::promise<SearchResult> p;
p.set_value(result);
return p.get_future();
return result;
}
auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
const size_t currentDepth,
int currentDepth,
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted) -> std::vector<size_t> {
const std::vector<int>& highestDepthCompleted) const -> std::vector<size_t> {
std::vector<size_t> indices(scoresByDepth.size());
std::iota(indices.begin(), indices.end(), 0);
@@ -360,21 +388,11 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
}
// Sort by score at previous depth
const size_t prevDepth = currentDepth - 1;
std::ranges::sort(indices, [&](const size_t a, const size_t b) {
// Bounds check - if indices are out of range, or inner vectors are too small, treat as not
// evaluated
if (a >= scoresByDepth.size() || b >= scoresByDepth.size() ||
a >= highestDepthCompleted.size() || b >= highestDepthCompleted.size()) {
return a < b; // Maintain stable order for out-of-bounds indices
}
// Check if the scores for previous depth exist
int prevDepth = currentDepth - 1;
std::sort(indices.begin(), indices.end(), [&](size_t a, size_t b) {
// Only consider commands that were evaluated at previous depth
if (highestDepthCompleted[a] >= prevDepth && highestDepthCompleted[b] >= prevDepth) {
// Additional safety check for inner vector size
if (scoresByDepth[a].size() > prevDepth && scoresByDepth[b].size() > prevDepth) {
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
}
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
}
// Commands not evaluated at prev depth go to the end
return highestDepthCompleted[a] >= prevDepth;
@@ -385,7 +403,7 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
auto IterativeDeepeningAI::SelectBestResult(
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted) -> SearchResult {
const std::vector<int>& highestDepthCompleted) const -> SearchResult {
SearchResult result;
result.bestScore = -std::numeric_limits<ScoreValue>::infinity();
result.searchCompleted = false;
@@ -393,8 +411,9 @@ auto IterativeDeepeningAI::SelectBestResult(
// Find the command with best score at its highest evaluated depth
for (size_t i = 0; i < scoresByDepth.size(); ++i) {
if (highestDepthCompleted[i] > 0) {
const size_t depth = highestDepthCompleted[i];
if (ScoreValue score = scoresByDepth[i][depth]; score > result.bestScore) {
int depth = highestDepthCompleted[i];
ScoreValue score = scoresByDepth[i][depth];
if (score > result.bestScore) {
result.bestScore = score;
result.bestCommandIndex = i;
result.depthAchieved = depth;
@@ -6,7 +6,6 @@
#define EAGLE0_ITERATIVEDEEPENINGAI_HPP
#include <chrono>
#include <future>
#include <vector>
#include "AIStrategy.hpp"
@@ -24,25 +23,15 @@ 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;
int depthAchieved;
std::chrono::milliseconds timeUsed;
bool minimumDepthCompleted;
bool searchCompleted;
size_t availableCommandCount;
size_t commandCountEvaluated;
EvaluationCompletionReason completionReason;
SearchResult()
: bestCommandIndex(0),
@@ -50,10 +39,7 @@ public:
depthAchieved(0),
timeUsed(0),
minimumDepthCompleted(false),
searchCompleted(false),
availableCommandCount(0),
commandCountEvaluated(0),
completionReason(EvaluationCompletionReason::RAN_OUT_OF_TIME) {}
searchCompleted(false) {}
};
IterativeDeepeningAI(
@@ -68,7 +54,7 @@ public:
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
const AITimeBudget& initialBudget) const;
const AITimeBudget& timeBudget) const;
private:
PlayerId playerId;
@@ -80,29 +66,41 @@ private:
// Reusable vectors to reduce memory allocations
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
mutable std::vector<size_t> highestDepthCompleted;
mutable std::vector<int> highestDepthCompleted;
mutable std::vector<size_t> reusableSortedIndices;
[[nodiscard]] SearchResult SearchAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
int depth) const;
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
[[nodiscard]] std::future<SearchResult> SearchCommandAtDepthWithEngine(
[[nodiscard]] std::vector<SearchResult> SearchAllCommandsAtDepth(
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
int depth) const;
[[nodiscard]] SearchResult SearchCommandAtDepthWithEngine(
const ShardokEngine& guessedEngine,
const GameSettings::Getter& settingsGetter,
int maxRepeatCount,
const std::vector<CommandProto>& commands,
size_t commandIndex,
int desiredDepth,
int depth,
ScoreValue currentUtility,
AITimeBudget& timeBudget) const;
[[nodiscard]] static std::vector<size_t> GetCommandsSortedByPreviousDepth(
size_t currentDepth,
[[nodiscard]] std::vector<size_t> GetCommandsSortedByPreviousDepth(
int currentDepth,
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted);
const std::vector<int>& highestDepthCompleted) const;
[[nodiscard]] static SearchResult SelectBestResult(
[[nodiscard]] SearchResult SelectBestResult(
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted);
const std::vector<int>& highestDepthCompleted) const;
};
} // namespace shardok
@@ -8,14 +8,10 @@
#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"
@@ -25,12 +21,12 @@
namespace shardok {
static constexpr bool kDebugTimings = true;
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 +42,7 @@ 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;
@@ -89,7 +63,7 @@ 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);
@@ -100,7 +74,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
const auto commandCount = guessedCommands.size();
assert(commandCount == realAvailableCommands.size());
for (size_t i = 0; i < commandCount; i++) {
for (int i = 0; i < commandCount; i++) {
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
}
@@ -127,34 +101,13 @@ auto ShardokAIClient::StandardChooseCommandIndex(
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);
}
return result;
return search_result.bestCommandIndex;
}
auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
const vector<CommandProto> &realAvailableCommands) const -> size_t {
if (const auto dismissCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
@@ -163,83 +116,49 @@ auto ShardokAIClient::LateRoundAttackerChooseCommandIndex(
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::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
});
fleeCommand == realAvailableCommands.end()) {
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
}
// Use the flee decision calculator
const auto fleeDecision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
playerId,
settings->GetGetter(),
guessedState,
realAvailableCommands,
fleeCommand,
#ifdef DEBUG_FLEE_DECISIONS
true // Enable debug logging
#else
false
#endif
);
if (fleeDecision.shouldFlee) {
CommandChoiceResults results{};
results.chosenIndex = fleeDecision.commandIndex;
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
return results;
} else {
// Fight instead of flee
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
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++;
@@ -260,11 +179,12 @@ auto ShardokAIClient::ChooseCommandIndex(
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 +194,15 @@ 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;
}
}
@@ -15,22 +15,12 @@
#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 +37,19 @@ 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 +61,7 @@ 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
@@ -1,306 +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 +7,7 @@ cc_library(
copts = COPTS,
visibility = ["//visibility:public"],
deps = [
":game_state_w",
":unit_location_cache",
":unit_placement_info",
"//src/main/cpp/net/eagle0/shardok/library/actions:perform_undead_commands_action",
"//src/main/cpp/net/eagle0/shardok/library/actions:update_game_status_action",
@@ -30,6 +16,7 @@ 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 +118,10 @@ 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",
],
)
@@ -176,3 +164,16 @@ cc_library(
":shardok_c_types",
],
)
cc_library(
name = "unit_location_cache",
srcs = ["unit_location_cache/UnitLocationCache.cpp"],
hdrs = ["unit_location_cache/UnitLocationCache.hpp"],
copts = COPTS,
visibility = ["//src/main/cpp/net/eagle0/shardok/library:__subpackages__"],
deps = [
":shardok_c_types",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
@@ -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;
@@ -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;
@@ -45,9 +44,9 @@ private:
}
[[nodiscard]] virtual auto InternalExecuteWithRoll(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/,
std::optional<int32_t> /*roll*/) const -> std::vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator,
std::optional<int32_t> roll) const -> std::vector<ActionResult> {
throw ShardokClientErrorException("Roll not supported");
}
@@ -46,7 +46,7 @@ public:
[[nodiscard]] virtual auto HasOdds() const -> bool { return false; }
[[nodiscard]] virtual auto GetOddsPercentile() const -> int32_t { return 0; }
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& /*newTypes*/) {
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& newTypes) {
throw ShardokInternalErrorException("Can't add follow up commands to this type");
}
};
@@ -9,8 +9,6 @@
#include "ShardokEngine.hpp"
#include <algorithm>
#include <optional>
#include <ranges>
#include <utility>
#include <vector>
@@ -23,6 +21,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/actions/UpdateOpponentKnowledgeAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifierWithCoords.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/unit_location_cache/UnitLocationCache.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/PlayerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/WeatherHelpers.hpp"
@@ -39,6 +38,11 @@ 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 +98,10 @@ void ShardokEngine::ApplyAndAddActionResults(const vector<ActionResultProto> &re
}
void ShardokEngine::ApplyAndAddActionResult(const ActionResultProto &result) {
gameState = ApplyResult(std::move(gameState), result, settingsGetter);
MutatingApplyResult(gameState, result, settingsGetter);
// Clear the unit location cache since the game state has been modified
UnitLocationCache::clearCache();
if (trackHistory) {
actionHistory.emplace_back();
@@ -111,7 +118,7 @@ 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 +188,7 @@ 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 +201,7 @@ 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;
}
@@ -312,19 +319,21 @@ 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 +348,12 @@ 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 +385,17 @@ 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 +464,7 @@ void ShardokEngine::HandleActionResult(
const Coords modifiedCoords = FromCoordsProto(modifierWithCoords.coords());
const TileModifierProto &modifier = modifierWithCoords.modifiers();
const Unit *occupant = gameState.GetOccupant(modifiedCoords);
const Unit *occupant = OccupantFast(GetCurrentGameState(), modifiedCoords);
// Check for swept away hero
if (const Terrain *terrain = GetTerrain(GetCurrentGameState()->hex_map(), modifiedCoords);
occupant && IsWater(terrain->type()) && !IsTraversible(modifier) &&
@@ -581,7 +591,6 @@ 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 +608,7 @@ 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,
@@ -174,7 +179,7 @@ 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 +187,18 @@ 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 (!OccupantFast(gameState, *possiblePosition)) {
unusedStartingPositions.Add(*possiblePosition);
}
}
@@ -37,7 +37,7 @@ auto PlayerSetupCommandFactory::AddAvailablePlaceAndHideUnitCommandsForOneUnit(
CoordsSet unusedHidingPositions(gameState->hex_map());
for (const Coords &possibleHidingPosition : GetAllCoords(gameState->hex_map())) {
if (!gameState.GetOccupant(possibleHidingPosition)) {
if (!OccupantFast(gameState, 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:
@@ -81,6 +81,11 @@ private:
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,
@@ -4,16 +4,12 @@
#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 {
@@ -23,86 +19,32 @@ thread_local ActionPointDistancesCache::TLSCache ActionPointDistancesCache::tlsC
#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;
[[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;
ActionPointDistancesCache::ActionPointDistancesCache() {
bravingDistances.resize(kBattalionTypeCount);
noBravingDistances.resize(kBattalionTypeCount);
}
auto ActionPointDistancesCache::MakeCacheKey(
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
const bool includeBravingWater,
const int braveWaterActionPointCost) -> FullCacheKey {
bool includeBravingWater,
int braveWaterActionPointCost) -> FullCacheKey {
return FullCacheKey{
mapId,
static_cast<int>(battalionType->typeId),
@@ -116,13 +58,6 @@ 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(
const HexMap* map,
@@ -130,96 +65,40 @@ auto ActionPointDistancesCache::GetRaw(
const BattalionTypeSPtr& battalionType,
const bool includeBravingWater,
const int braveWaterActionPointCost) -> const ActionPointDistances* {
// Create cache key first - check cache before expensive ice-clearing operation
// Create cache key using helper method
auto cacheKey =
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
// 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;
}
#if CACHE_STATS_LOGGING_
cacheStats.persistentMisses++;
#endif
// Check thread-local cache first (no locks needed!)
if (tlsCache.contains(cacheKey)) {
auto localIt = tlsCache.find(cacheKey);
if (localIt != tlsCache.end()) {
#if CACHE_STATS_LOGGING_
cacheStats.localHits++;
MaybePrintCacheStats();
// Print stats every 100 requests to monitor effectiveness
if ((cacheStats.localHits + cacheStats.localMisses) % 100 == 0) {
printf("Thread cache stats: %d local hits, %d misses, %d shared accesses, %d eviction "
"events\n",
cacheStats.localHits,
cacheStats.localMisses,
cacheStats.sharedAccesses,
cacheStats.evictionEvents);
}
#endif
return tlsCache.at(cacheKey).rawPtr; // Raw pointer - zero overhead access!
return localIt->second.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,
// Thread-local cache miss - access shared cache
auto result = GetFromSharedCache(
map,
mapId,
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));
@@ -239,6 +118,45 @@ auto ActionPointDistancesCache::GetRaw(
return result.get();
}
auto ActionPointDistancesCache::GetFromSharedCache(
const HexMap* map,
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
const bool includeBravingWater,
const int braveWaterActionPointCost) -> std::shared_ptr<ActionPointDistances> {
#if CACHE_STATS_LOGGING_
cacheStats.sharedAccesses++;
#endif
auto& vec = includeBravingWater ? bravingDistances : noBravingDistances;
auto& distancesMap = vec[battalionType->typeId];
shared_ptr<ActionPointDistances> toReturn;
// Try shared read lock first (multiple threads can read simultaneously)
if (distancesMap.if_contains(mapId, [&toReturn](const auto& kv) { toReturn = kv.second; })) {
return toReturn;
}
// Cache miss - need to create new entry with exclusive access
distancesMap.lazy_emplace_l(
mapId,
[&toReturn](const auto& kv) { toReturn = kv.second; },
[=, &toReturn](const auto& ctor) {
auto newDistances = std::make_shared<FixedActionPointDistances>(
map,
mapId.terrainTypesId,
mapId.modifierId,
battalionType,
includeBravingWater,
braveWaterActionPointCost);
ctor(mapId, newDistances);
toReturn = newDistances;
});
return toReturn;
}
void ActionPointDistancesCache::ClearThreadLocalCache() { tlsCache.clear(); }
size_t ActionPointDistancesCache::GetThreadLocalCacheSize() { return tlsCache.size(); }
@@ -20,15 +20,21 @@ 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 gtl::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
using APDKey = MapId;
// Extended key for thread-local cache that includes battalion type
struct FullCacheKey {
MapId mapId;
int battalionTypeId;
@@ -45,48 +51,41 @@ struct FullCacheKey {
// 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);
return gtl::HashState::combine(
hash_value(key.mapId),
key.battalionTypeId,
key.includeBravingWater,
key.braveWaterCost);
}
};
class ActionPointDistancesCache {
private:
using APDMap = gtl::parallel_flat_hash_map<
APDKey,
shared_ptr<ActionPointDistances>,
gtl::priv::hash_default_hash<APDKey>,
gtl::priv::hash_default_eq<APDKey>,
std::allocator<std::pair<const APDKey, shared_ptr<ActionPointDistances>>>,
6,
std::mutex>;
vector<APDMap> noBravingDistances;
vector<APDMap> bravingDistances;
// Thread-local cache storing both shared_ptr and raw pointer for hybrid access
// Lifetime guaranteed by shared cache ownership
struct CacheEntry {
shared_ptr<ActionPointDistances> sharedPtr;
const ActionPointDistances* rawPtr;
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr)
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,
shared_ptr<ActionPointDistances>,
FullCacheKeyHash,
std::equal_to<FullCacheKey>,
std::allocator<std::pair<const FullCacheKey, shared_ptr<ActionPointDistances>>>,
6,
std::mutex>;
APDMap sharedDistances;
using TLSCache = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
using TLSCache = std::unordered_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,
@@ -94,12 +93,16 @@ private:
bool includeBravingWater,
int braveWaterActionPointCost) -> FullCacheKey;
// Private method for accessing shared cache with improved locking
auto GetFromSharedCache(
const HexMap* map,
const MapId& mapId,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost) -> shared_ptr<ActionPointDistances>;
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
@@ -112,11 +115,6 @@ public:
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();
@@ -26,24 +26,14 @@ void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
static thread_local byte_vector _scratch;
FixedActionPointDistances::FixedActionPointDistances(const HexMap* /*map*/, int columnCount)
: ActionPointDistances(columnCount) {}
auto FixedActionPointDistances::Create(
FixedActionPointDistances::FixedActionPointDistances(
const HexMap* map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost) -> CreationResult {
// Create the object using private constructor
auto apd = std::shared_ptr<FixedActionPointDistances>(
new FixedActionPointDistances(map, map->column_count()));
CreationResult result;
result.apd = apd;
result.loadedFromFile = false;
int braveWaterActionPointCost)
: ActionPointDistances(map->column_count()) {
string path = "";
if (!cacheDirectory.empty()) {
@@ -65,26 +55,22 @@ auto FixedActionPointDistances::Create(
const int indexCount = map->row_count() * map->column_count();
if (!path.empty() && FilesystemUtils::FileExistsAtPath(path)) {
apd->distances.resize(indexCount);
distances.resize(indexCount);
// load from file
const auto& bytes = _scratch.ReplaceWithPath(path);
const auto* ptr = reinterpret_cast<const DIST_T*>(bytes.data());
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
apd->distances[fromIndex].insert(
apd->distances[fromIndex].end(),
&(ptr[0]),
&(ptr[indexCount]));
distances[fromIndex].insert(distances[fromIndex].end(), &(ptr[0]), &(ptr[indexCount]));
ptr += indexCount;
}
result.loadedFromFile = true;
} else {
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
auto braveWaterPossibleCoords =
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
includeBravingWater ? BraveWaterPossibleCoords(map) : nullptr;
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
// Break into chunks for async
@@ -97,7 +83,7 @@ auto FixedActionPointDistances::Create(
for (int i = 0; i < chunkSize; i++) {
const auto fromIndex = chunkStartIndex + i;
if (fromIndex >= indexCount) { continue; }
chunkVec.push_back(ActionPointDistances::GenerateDistances(
chunkVec.push_back(GenerateDistances(
fromIndex,
map,
includeBravingWater,
@@ -109,20 +95,18 @@ auto FixedActionPointDistances::Create(
});
}
apd->distances.reserve(indexCount);
distances.reserve(indexCount);
_scratch.clear();
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
auto resultsVec = futures[chunkIdx].get();
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
distances.insert(distances.end(), resultsVec.begin(), resultsVec.end());
for (const auto& r : resultsVec) { _scratch.append(r); }
}
if (!path.empty()) { FilesystemUtils::AtomicallySaveToPath(path, _scratch); }
}
return result;
}
} // namespace shardok
} // namespace shardok
@@ -17,43 +17,31 @@ using std::vector;
using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
class FixedActionPointDistances final : public ActionPointDistances {
public:
struct CreationResult {
std::shared_ptr<FixedActionPointDistances> apd;
bool loadedFromFile;
};
private:
vector<vector<DIST_T>> distances;
inline static string cacheDirectory = "";
// Private constructor - use Create factory method instead
explicit FixedActionPointDistances(const HexMap *map, int columnCount);
public:
static void SetCacheDirectory(const string &newDir);
// Factory method to create FixedActionPointDistances with metadata
static auto Create(
explicit FixedActionPointDistances(
const HexMap *map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr &battalionType,
bool includeBravingWater,
int braveWaterActionPointCost = -1) -> CreationResult;
int braveWaterActionPointCost = -1);
~FixedActionPointDistances() override = default;
[[nodiscard]] auto Distance(const int fromIndex, const int toIndex) const -> DIST_T override {
auto Distance(const int fromIndex, const int toIndex) const -> DIST_T override {
return distances[fromIndex][toIndex];
}
[[nodiscard]] auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
return Distance(ToIndex(from), ToIndex(to));
}
friend struct CreationResult;
};
} // namespace shardok
@@ -130,8 +130,8 @@ void ApplyResolvedUnit(
}
}
std::erase_if(inoutState.units, [unitId](const auto &unit) {
return unit.unit_id() == unitId;
common::FilterInPlace(inoutState.units, [unitId](const auto &unit) {
return unit.unit_id() != unitId;
});
inoutState.units[unitId] = *((Unit *)resolvedUnit.unit_bytes().data());
inoutState.units[unitId].mutate_status(
@@ -153,60 +153,28 @@ auto ApplyResults(
void MutatingAddUnits(GameStateW &mutatingState, const ActionResultProto &result) {
UnitId maxChangedUnitId = 0;
bool needsVectorExpansion = false;
bool needsReservedSlotConversion = false;
// First pass: check what kind of modifications we need
for (const auto &unitBytes : result.changed_units_fb()) {
const auto *unit = (Unit *)unitBytes.data();
maxChangedUnitId = std::max(maxChangedUnitId, unit->unit_id());
if (static_cast<unsigned int>(unit->unit_id()) >= mutatingState->units()->size()) {
// Unit ID beyond vector size - must expand
needsVectorExpansion = true;
break; // No point checking further
} else if (
mutatingState->units()->Get(unit->unit_id())->status() ==
net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT) {
// Unit wants to use a reserved slot
needsReservedSlotConversion = true;
}
}
// Early return if no modifications needed
if (!needsVectorExpansion && !needsReservedSlotConversion) { return; }
// If we need to expand the vector, go straight to slow path
if (needsVectorExpansion) {
int unitsNeeded = 1 + maxChangedUnitId - mutatingState->units()->size();
mutatingState = CopyWithExtraUnits(mutatingState, unitsNeeded);
if (maxChangedUnitId < mutatingState->units()->size()) {
return;
}
// Otherwise, we just need to convert reserved slots (fast path)
if (needsReservedSlotConversion) {
// Convert reserved slots to real units in place
// We only need to process the units that are being changed
for (const auto &unitBytes : result.changed_units_fb()) {
const auto *unit = (Unit *)unitBytes.data();
auto *mutableUnit = mutatingState->mutable_units()->GetMutableObject(unit->unit_id());
if (mutableUnit->status() ==
net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT) {
// Convert this reserved slot to a real unit
mutableUnit->mutate_status(
net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
// The calling code will set the specific values it needs
}
}
} else {
mutatingState = CopyWithExtraUnits(
mutatingState,
1 + maxChangedUnitId - mutatingState->units()->size());
}
}
auto ApplyResult(
GameStateW startingState,
const GameStateW &startingState,
const ActionResultProto &result,
const SettingsGetter &settings) -> GameStateW {
MutatingApplyResult(startingState, result, settings);
return startingState;
auto endGS = startingState;
MutatingApplyResult(endGS, result, settings);
return endGS;
}
void MutatingApplyResult(
@@ -338,18 +306,10 @@ void MutatingApplyResult(
settings);
}
// Capture old position before applying changes
auto *mutableUnit = mutatingGameState->units()->GetMutableObject(changedUnit->unit_id());
const auto oldLocation = mutableUnit->location();
fb::ApplyUnit(mutableUnit, changedUnit, status);
// Update occupied tiles bitfield if position changed
const auto &newLocation = changedUnit->location();
if (oldLocation.row() != newLocation.row() ||
oldLocation.column() != newLocation.column()) {
mutatingGameState.UpdateOccupiedTile(oldLocation, newLocation);
}
fb::ApplyUnit(
mutatingGameState->units()->GetMutableObject(changedUnit->unit_id()),
changedUnit,
status);
if (battalionSizeBefore != battalionSizeAfter) {
if (changedUnit->battalion().type() ==
@@ -11,11 +11,13 @@
#include <flatbuffers/flatbuffers.h>
#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/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/storage/action_result.pb.h"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using ActionResultProto = net::eagle0::shardok::storage::ActionResult;
// flatbuffers
@@ -24,7 +26,7 @@ void MutatingApplyResult(
const ActionResultProto& actionResult,
const SettingsGetter& settings);
auto ApplyResult(
GameStateW startingState,
const GameStateW& startingState,
const ActionResultProto& actionResult,
const SettingsGetter& settings) -> GameStateW;
auto ApplyResults(
@@ -12,10 +12,11 @@ cc_library(
deps = [
":game_state_copier",
":unit_helpers",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/cpp/net/eagle0/shardok/library/map:hex_map_hasher",
"//src/main/cpp/net/eagle0/shardok/library/unit",
"//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/storage:action_result_cc_proto",
],
)
@@ -26,7 +27,8 @@ cc_library(
hdrs = ["GameStateCopier.hpp"],
copts = COPTS,
deps = [
"//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",
],
)
@@ -4,8 +4,6 @@
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/GameStateCopier.hpp"
#include <cstring>
namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
@@ -16,59 +14,12 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
net::eagle0::shardok::storage::fb::GameStateT endGST;
startGS->UnPackTo(&endGST);
// Add the requested units plus some extra slack for future use
int extraSlack = std::max(5, additionalCount * 2);
for (int i = 0; i < additionalCount + extraSlack; i++) {
for (int i = 0; i < additionalCount; i++) {
Unit unit;
unit.mutate_unit_id(static_cast<int16_t>(endGST.units.size()));
if (i < additionalCount) {
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
} else {
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT);
// Set safe defaults for reserved slots
unit.mutate_player_id(-1);
unit.mutate_eagle_player_id(-1);
unit.mutable_location().mutate_row(-1);
unit.mutable_location().mutate_column(-1);
}
unit.mutate_unit_id(endGST.units.size());
endGST.units.push_back(unit);
}
// Copy occupied tiles bitfield from original GameState (much faster than O(n) rebuild)
if (startGS->occupied_tiles() && startGS->hex_map()) {
const size_t originalBitfieldSize = startGS->occupied_tiles()->size();
endGST.occupied_tiles.resize(originalBitfieldSize);
// Fast O(bitfield_bytes) copy instead of O(units) rebuild
std::memcpy(
endGST.occupied_tiles.data(),
startGS->occupied_tiles()->data(),
originalBitfieldSize);
} else if (endGST.hex_map) {
// Fallback: create new bitfield only if original doesn't have one
const int16_t rowCount = endGST.hex_map->row_count;
const int16_t columnCount = endGST.hex_map->column_count;
const size_t mapSize = static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount);
const size_t bitfieldSize = (mapSize + 7) / 8; // Ceiling division
endGST.occupied_tiles.resize(bitfieldSize, 0); // Initialize all bits to 0 (empty)
// Populate bitfield based on unit positions (O(n) fallback)
for (const auto& unit : endGST.units) {
if (unit.status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
const auto& location = unit.location();
if (location.row() >= 0 && location.row() < rowCount && location.column() >= 0 &&
location.column() < columnCount) {
const size_t tileIndex =
static_cast<size_t>(location.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(location.column());
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
endGST.occupied_tiles[byteIndex] |= (1 << bitOffset); // Set the bit
}
}
}
}
flatbuffers::FlatBufferBuilder newFbb;
newFbb.ForceDefaults(true);
newFbb.Finish(net::eagle0::shardok::storage::fb::GameState::Pack(newFbb, &endGST));
@@ -5,10 +5,13 @@
#ifndef EAGLE0_GAMESTATECOPIER_HPP
#define EAGLE0_GAMESTATECOPIER_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"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> GameStateW;
} // namespace shardok
@@ -11,7 +11,7 @@
namespace shardok {
auto DefensiveAmbushAction::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const auto results = CombatUtils::InternalPerformMelee(
ActionCost(ActionCost::standard, 0),
currentState->units()->Get(ambusherId),
@@ -8,12 +8,15 @@
#include <optional>
#include <utility>
#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>;
class EndPlayerSetupCommand : public ShardokCommand {
private:
const PlayerId nextPid;
@@ -78,7 +78,7 @@ auto FallIntoWaterAction::AdjacentsWithTerrain(
vector<AdjacentWithTerrain> vec{};
for (const Coords &adjCoords : adjacentCoords) {
const auto *possibleOccupant = Occupant(gameState->units(), adjCoords);
const auto *possibleOccupant = OccupantFast(gameState, adjCoords);
if (possibleOccupant &&
(possibleOccupant->player_id() == playerId || !possibleOccupant->hidden())) {
continue;
@@ -150,7 +150,8 @@ auto FallIntoWaterAction::InternalExecute(
Terrain bestTerrain{};
for (const auto &adjWithTerrain : adjacentCoordsAndTerrain) {
const auto *possibleOccupant = currentState.GetOccupant(adjWithTerrain.adjacentCoords);
const auto *possibleOccupant =
OccupantFast(currentState, adjWithTerrain.adjacentCoords);
if (possibleOccupant && (possibleOccupant->player_id() == fallerAfter.player_id() ||
!possibleOccupant->hidden())) {
continue;
@@ -171,7 +172,7 @@ auto FallIntoWaterAction::InternalExecute(
}
}
if (found && !currentState.GetOccupant(bestCoords)) {
if (found && !OccupantFast(currentState, bestCoords)) {
PercentileRollOdds odds = EscapeChance(
baseEscapeOdds,
bestTerrain,
@@ -23,7 +23,7 @@ FireOutAction::FireOutAction(
fireOutOdds(std::move(odds)) {}
auto FireOutAction::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const auto fireOutRoll = generator->Percentile();
@@ -23,7 +23,7 @@ FireSpreadAction::FireSpreadAction(
fireSpreadOdds(std::move(odds)) {}
auto FireSpreadAction::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const auto fireSpreadRoll = generator->Percentile();
@@ -33,7 +33,6 @@ auto IsResolved(const net::eagle0::shardok::storage::fb::UnitStatus status) -> b
case net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT:
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:
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT: return false;
}
@@ -71,8 +70,8 @@ public:
};
auto MeteorUnitDamageAction::InternalExecute(
const GameStateW & /*currentState*/,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
CombatDamage attackerDamage =
CombatDamage::Builder()
.SetFire(attackerIntelligence * baseDamage * damageMultiplier)
@@ -131,8 +130,8 @@ public:
};
auto MeteorTileDamageAction::InternalExecute(
const GameStateW & /*currentState*/,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
auto tm = fb::ToTileModifierProto(terrain->modifier());
MutatingAdjustBridgeIntegrity(&tm, integrityAdjustment);
@@ -154,7 +153,7 @@ auto MeteorTileDamageAction::InternalExecute(
}
auto MeteorCastAction::InternalExecute(
const GameStateW & /*currentState*/,
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
vector<ActionResultProto> allResults{};
auto runningGameState = startingGameState;
@@ -183,7 +182,7 @@ auto MeteorCastAction::PerformOneActorCast(
results.push_back(mainResult);
const Coords target = actorBefore->attached_hero().profession_info().cast_target();
const Unit *possibleOccupant = runningGameState.GetOccupant(target);
const Unit *possibleOccupant = OccupantFast(runningGameState, target);
const Terrain *targetTerrain = GetTerrain(startingGameState->hex_map(), target);
if (possibleOccupant) {
// Direct damage action
@@ -248,7 +247,7 @@ auto MeteorCastAction::PerformOneActorCast(
for (const Coords &splashCoords : adjacentCoords) {
const auto &splashTerrain = GetTerrain(runningGameState->hex_map(), splashCoords);
const Unit *splashOccupant = runningGameState.GetOccupant(splashCoords);
const Unit *splashOccupant = OccupantFast(runningGameState, splashCoords);
if (splashOccupant) {
MeteorUnitDamageAction splashUnitDamageAction(
settings,
@@ -301,7 +300,7 @@ auto MeteorCastAction::PerformOneActorCast(
// Check for fallen heroes
for (const Coords &coords : destroyedBridgeOrIceTiles) {
const auto *maybeOccupant = runningGameState.GetOccupant(coords);
const auto *maybeOccupant = OccupantFast(runningGameState, coords);
if (maybeOccupant) {
const BattalionTypeSPtr &battalionType =
settings.GetBattalionType(maybeOccupant->battalion().type());
@@ -12,12 +12,15 @@
#include <utility>
#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 HexMap = net::eagle0::shardok::storage::fb::HexMap;
using Unit = net::eagle0::shardok::storage::fb::Unit;
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class MeteorCastAction : public ShardokAction {
private:
@@ -97,7 +97,7 @@ auto BurnStructuresResult(const GameStateW &gameState, const SettingsGetter &set
auto NewWeather(
const net::eagle0::shardok::storage::fb::MonthlyWeather &monthlyWeather,
const WeatherFb &oldWeather,
const SettingsGetter & /*settings*/,
const SettingsGetter &settings,
const std::shared_ptr<RandomGenerator> &randomGenerator) -> Weather {
const Weather::Conditions newConditions =
ConditionsByMonth(monthlyWeather, randomGenerator->Percentile());
@@ -11,16 +11,18 @@
#include <utility>
#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/action_factories/FireOutActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/FireSpreadActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/IceAndSnowAdjustmentActionFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_factories/UndeadChangeActionFactory.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/flatbuffer/net/eagle0/shardok/storage/hex_map.hpp"
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
class NewRoundAction : public ShardokAction {
@@ -21,7 +21,7 @@ auto ChooseUndeadCommand(
const std::shared_ptr<RandomGenerator> &randomGenerator) -> CommandSPtr;
auto PerformUndeadCommandsAction::InternalExecute(
const GameStateW & /*currentState*/,
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
GameStateW runningGameState = startingGameState;
vector<ActionResultProto> allResults{};
@@ -13,6 +13,8 @@
namespace shardok {
using GameStateW = Wrapper<net::eagle0::shardok::storage::fb::GameState>;
class PerformUndeadCommandsAction : public ShardokAction {
private:
[[nodiscard]] auto InternalExecute(
@@ -14,7 +14,7 @@ using net::eagle0::shardok::common::GameStatus;
[[nodiscard]] auto PlaceHiddenUnitCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
auto actorAfter = *currentState->units()->Get(actorId);
actorAfter.mutable_location() = target;
actorAfter.mutate_hidden(true);
@@ -12,8 +12,8 @@ using net::eagle0::shardok::common::ActionType;
using net::eagle0::shardok::common::GameStatus;
auto PlaceUnitCommand::InternalExecute(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
auto actorAfter = *actor;
actorAfter.mutable_location() = target;
@@ -78,7 +78,7 @@ auto effectiveSnow(const TerrainProto& terr) -> double {
}
auto SnowAdjustmentAction::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
vector<ActionResult> results{};
@@ -17,8 +17,8 @@ static auto RequiredDailyFood(const Unit& unit, const SettingsGetter& settingsGe
}
auto StartPlayerTurnAction::InternalExecute(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
ActionResult result{};
result.set_type(net::eagle0::shardok::common::ActionType::PLAYER_TURN_START);
result.mutable_next_player()->set_value(newFactionId);
@@ -7,11 +7,13 @@
#include <utility>
#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 StartPlayerTurnAction : public ShardokAction {
private:
@@ -12,7 +12,7 @@ namespace shardok {
auto UndeadChangeAction::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
if (undeadUnitIds.empty()) return {};
const int maxGrowthPer = (int)(reinforceRate * bodyCount / (double)undeadUnitIds.size());
@@ -9,8 +9,8 @@
namespace shardok {
auto UndeadFrozenAction::InternalExecute(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
if (occupant->battalion().type() != net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD)
return {};

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