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1 Commits
Author SHA1 Message Date
admin c1d134a073 use raw pointers instead of shared pointers 2025-07-29 07:16:31 -07:00
232 changed files with 2427 additions and 5224 deletions
-10
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@@ -84,16 +84,6 @@ find . -name "*.cpp" -o -name "*.hpp" | xargs clang-format -i
find . -name "*.cs" | xargs clang-format -i
```
### Static Analysis
```bash
# Run clang-tidy static analysis on C++ files
# Note: This may show some header include errors but will still analyze the main file
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' <file_path> -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
# Example for AI files:
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' /Users/dancrosby/CodingProjects/github/eagle0/src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.cpp -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++20
```
## Language-Specific Patterns
**Scala (Strategic Layer):**
+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",
"https://bcr.bazel.build/modules/platforms/0.0.6/MODULE.bazel": "ad6eeef431dc52aefd2d77ed20a4b353f8ebf0f4ecdd26a807d2da5aa8cd0615",
"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",
"https://bcr.bazel.build/modules/prometheus-cpp/1.3.0/source.json": "8cb66b4e535afc718e9d104a3db96ccb71a42ee816a100e50fd0d5ac843c0606",
@@ -174,9 +166,7 @@
"https://bcr.bazel.build/modules/protobuf/27.0-rc2/MODULE.bazel": "b2b0dbafd57b6bec0ca9b251da02e628c357dab53a097570aa7d79d020f107cf",
"https://bcr.bazel.build/modules/protobuf/27.0/MODULE.bazel": "7873b60be88844a0a1d8f80b9d5d20cfbd8495a689b8763e76c6372998d3f64c",
"https://bcr.bazel.build/modules/protobuf/27.1/MODULE.bazel": "703a7b614728bb06647f965264967a8ef1c39e09e8f167b3ca0bb1fd80449c0d",
"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 @@
"https://bcr.bazel.build/modules/rules_go/0.46.0/MODULE.bazel": "3477df8bdcc49e698b9d25f734c4f3a9f5931ff34ee48a2c662be168f5f2d3fd",
"https://bcr.bazel.build/modules/rules_go/0.48.0/MODULE.bazel": "d00ebcae0908ee3f5e6d53f68677a303d6d59a77beef879598700049c3980a03",
"https://bcr.bazel.build/modules/rules_go/0.50.1/MODULE.bazel": "b91a308dc5782bb0a8021ad4330c81fea5bda77f96b9e4c117b9b9c8f6665ee0",
"https://bcr.bazel.build/modules/rules_go/0.53.0/MODULE.bazel": "a4ed760d3ac0dbc0d7b967631a9a3fd9100d28f7d9fcf214b4df87d4bfff5f9a",
"https://bcr.bazel.build/modules/rules_go/0.56.1/MODULE.bazel": "d5b835c548ac917345f1780cd2da52edc1130a908fe091c92096895303ae78a0",
"https://bcr.bazel.build/modules/rules_go/0.56.1/source.json": "0c902f7272e8d4e47e459af97be472bc19dadbbe6023a0719d1adce8483ac75a",
"https://bcr.bazel.build/modules/rules_go/0.50.1/source.json": "205765fd30216c70321f84c9a967267684bdc74350af3f3c46c857d9f80a4fa2",
"https://bcr.bazel.build/modules/rules_java/4.0.0/MODULE.bazel": "5a78a7ae82cd1a33cef56dc578c7d2a46ed0dca12643ee45edbb8417899e6f74",
"https://bcr.bazel.build/modules/rules_java/5.1.0/MODULE.bazel": "324b6478b0343a3ce7a9add8586ad75d24076d6d43d2f622990b9c1cfd8a1b15",
"https://bcr.bazel.build/modules/rules_java/5.3.5/MODULE.bazel": "a4ec4f2db570171e3e5eb753276ee4b389bae16b96207e9d3230895c99644b86",
@@ -245,14 +232,12 @@
"https://bcr.bazel.build/modules/rules_java/7.1.0/MODULE.bazel": "30d9135a2b6561c761bd67bd4990da591e6bdc128790ce3e7afd6a3558b2fb64",
"https://bcr.bazel.build/modules/rules_java/7.10.0/MODULE.bazel": "530c3beb3067e870561739f1144329a21c851ff771cd752a49e06e3dc9c2e71a",
"https://bcr.bazel.build/modules/rules_java/7.12.2/MODULE.bazel": "579c505165ee757a4280ef83cda0150eea193eed3bef50b1004ba88b99da6de6",
"https://bcr.bazel.build/modules/rules_java/7.12.2/source.json": "b0890f9cda8ff1b8e691a3ac6037b5c14b7fd4134765a3946b89f31ea02e5884",
"https://bcr.bazel.build/modules/rules_java/7.2.0/MODULE.bazel": "06c0334c9be61e6cef2c8c84a7800cef502063269a5af25ceb100b192453d4ab",
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@@ -274,8 +259,7 @@
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@@ -297,8 +281,7 @@
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@@ -314,12 +297,11 @@
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@@ -681,6 +663,23 @@
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}
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"ruleClassName": "host_platform_repo",
"attributes": {}
}
},
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}
},
"@@rules_foreign_cc~//foreign_cc:extensions.bzl%tools": {
"general": {
"bzlTransitiveDigest": "a7qnESofmIRYId6wwGNPJ9kvExU80KrkxL281P3+lBE=",
@@ -1021,29 +1020,6 @@
]
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},
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}
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[
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]
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"general": {
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@@ -1413,8 +1389,8 @@
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@@ -1428,9 +1404,8 @@
"distribution": "auto",
"exec_arch": "",
"exec_os": "",
"libclang_rt": {},
"llvm_mirror": "",
"llvm_version": "20.1.2",
"llvm_version": "19.1.0",
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"sha256": {},
@@ -1445,7 +1420,6 @@
"absolute_paths": false,
"archive_flags": {},
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"conly_flags": {},
"coverage_compile_flags": {},
"coverage_link_flags": {},
"cxx_builtin_include_directories": {},
@@ -1459,7 +1433,7 @@
"link_flags": {},
"link_libs": {},
"llvm_versions": {
"": "20.1.2"
"": "19.1.0"
},
"opt_compile_flags": {},
"opt_link_flags": {},
-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
View File
@@ -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.
+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"],
+4 -15
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 uint64_t FNV_PRIME = 0x100000001b3;
constexpr uint64_t FNV_OFFSET_BASIS = 0xcbf29ce484222325;
// FNV-1a algorithm: XOR first, then multiply
static inline auto MixIn(uint64_t& hash, const uint8_t byte) {
hash ^= byte;
hash *= FNV_PRIME;
}
// Hash an entire buffer using FNV-1a
static inline auto HashBuffer(const uint8_t* data, size_t size) -> uint64_t {
uint64_t hash = FNV_OFFSET_BASIS;
if (data != nullptr) {
for (size_t i = 0; i < size; ++i) { MixIn(hash, data[i]); }
}
return hash;
hash = hash * FNV_PRIME;
hash = hash ^ byte;
}
#endif // EAGLE0_BYTEHASHER_HPP
@@ -0,0 +1,173 @@
//
// Created by Dan Crosby on 12/25/20.
//
#ifndef EAGLE0_CONTAINERUTILS_HPP
#define EAGLE0_CONTAINERUTILS_HPP
#include <algorithm>
#include <functional>
#include <optional>
namespace common {
using std::allocator;
using std::back_inserter;
using std::begin;
using std::copy_if;
using std::count_if;
using std::end;
using std::find;
using std::find_if;
using std::function;
using std::optional;
using std::remove_if;
using std::vector;
template<class T, class Container>
auto Contains(const Container& container, const T& elt) -> bool {
return find(begin(container), end(container), elt) != end(container);
}
template<class Container, class Func>
auto CountIf(const Container& container, Func fn) -> size_t {
Container result{};
return count_if(begin(container), end(container), fn);
}
template<class Container, class Func>
void FilterInPlace(Container& container, Func fn) {
container.erase(
remove_if(begin(container), end(container), [fn](const auto& elt) { return !fn(elt); }),
end(container));
}
template<class Container, class Func>
auto Filtered(const Container& container, Func fn) -> Container {
Container result{};
copy_if(begin(container), end(container), back_inserter(result), fn);
return result;
}
template<class Container, class Func>
auto FilteredToVector(const Container& container, Func fn) -> decltype(auto) {
typedef typename Container::value_type value_type;
vector<value_type> result{};
copy_if(begin(container), end(container), back_inserter(result), fn);
return result;
}
template<typename Container, typename Func>
auto FindIf(const Container& container, Func fn) -> optional<typename Container::value_type> {
const auto& t = find_if(begin(container), end(container), fn);
if (t == end(container)) {
return {};
} else {
return optional<typename Container::value_type>(*t);
}
}
template<typename Container, typename Func>
auto ContainsWhere(const Container& container, Func fn) -> bool {
return find_if(begin(container), end(container), fn) != end(container);
}
template<
template<typename, typename>
class TwoTypeContainer,
typename T,
typename Allocator = allocator<T>,
typename Func>
auto Map(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type result_type;
TwoTypeContainer<result_type, allocator<result_type>> result{};
result.reserve(input.size());
transform(begin(input), end(input), back_inserter(result), fn);
return result;
}
template<template<typename> class OneTypeContainer, typename T, typename Func>
auto Map(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type result_type;
OneTypeContainer<result_type> result{};
result.reserve(input.size());
transform(begin(input), end(input), back_inserter(result), fn);
return result;
}
template<typename Container, typename Func>
auto MapToVector(const Container& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type result_type;
vector<result_type> result{};
transform(begin(input), end(input), back_inserter(result), fn);
return result;
}
template<
template<typename, typename>
class TwoTypeContainer,
typename T,
typename Allocator = allocator<T>,
typename Func>
auto FlatMap(const TwoTypeContainer<T, Allocator>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
TwoTypeContainer<result_value_type, allocator<result_value_type>> result{};
for (const auto& elt : input) {
const auto& outContainer = fn(elt);
for (const auto& outElt : outContainer) { result.push_back(outElt); }
}
return result;
}
template<template<typename> class OneTypeContainer, typename T, typename Func>
auto FlatMap(const OneTypeContainer<T>& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type::value_type result_value_type;
OneTypeContainer<result_value_type> result{};
for (const auto& elt : input) {
const auto& outContainer = fn(elt);
for (const auto& outElt : outContainer) { result.push_back(outElt); }
}
return result;
}
template<typename Container, typename Func>
auto FlatMapToVector(const Container& input, Func fn) -> decltype(auto) {
typedef typename decltype(function(fn))::result_type::value_type value_type;
vector<value_type> result{};
for (const auto& elt : input) {
const auto& outContainer = fn(elt);
for (const auto& outElt : outContainer) { result.push_back(outElt); }
}
return result;
}
template<typename Container>
auto ToVector(const Container& input) -> decltype(auto) {
typedef typename Container::value_type value_type;
return vector<value_type>(begin(input), end(input));
}
template<typename C1, typename C2>
auto Append(C1& recipient, const C2& newItems) -> C1& {
recipient.insert(end(recipient), begin(newItems), end(newItems));
return recipient;
}
} // namespace common
#endif // EAGLE0_CONTAINERUTILS_HPP
@@ -145,7 +145,7 @@ auto FilesystemUtils::LoadFromPath(const string& path) -> byte_vector {
const std::streamsize size = inputFileStream.tellg();
inputFileStream.seekg(0, std::ios::beg);
auto bv = byte_vector(static_cast<size_t>(size));
auto bv = byte_vector(size);
inputFileStream.read((char*)bv.data(), size);
return bv;
@@ -84,9 +84,7 @@ auto RandomGenerator::ChanceOpenEndedPercentileAtOrAbove(const double value) ->
auto StdLibraryGenerator::DoubleZeroToOne() -> double { return unifDouble(engine); }
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() {
engine.seed(static_cast<std::mt19937_64::result_type>(std::time(nullptr)));
}
StdLibraryGenerator::StdLibraryGenerator() : RandomGenerator() { engine.seed(std::time(nullptr)); }
auto StdLibraryGenerator::IntBetween(const int min, const int max) -> int {
std::uniform_int_distribution<int> unifInt(min, max - 1);
@@ -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;
}
@@ -95,22 +93,19 @@ auto ConvertUnit(
shardokUnit.mutate_stun_rounds_remaining(0);
for (const PlayerId pid : allPlayerIds) {
shardokUnit.mutable_opponent_knowledge()->Mutate(
static_cast<flatbuffers::uoffset_t>(pid),
0);
shardokUnit.mutable_opponent_knowledge()->Mutate(pid, 0);
}
shardokUnit.mutate_has_moved_in_zoc(false);
shardokUnit.mutate_targeted_unit(-1);
shardokUnit.mutate_volleys_remaining(0);
shardokUnit.mutate_food_remaining(static_cast<float>(unit.food()));
shardokUnit.mutate_food_remaining(unit.food());
shardokUnit.mutate_can_flee(unit.can_flee());
shardokUnit.mutate_can_archery(unit.can_archery());
shardokUnit.mutate_can_start_fire(unit.can_start_fire());
if (unit.has_starting_position_index()) {
shardokUnit.mutate_starting_position_index(
static_cast<int8_t>(unit.starting_position_index().value()));
shardokUnit.mutate_starting_position_index(unit.starting_position_index().value());
} else {
shardokUnit.mutate_starting_position_index(-1);
}
@@ -9,10 +9,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/common/common_unit.pb.h"
#pragma GCC diagnostic pop
namespace shardok {
@@ -36,7 +36,7 @@ auto CalculateMap(
.name = mapName,
.positionsRequiringCrossing = {}};
for (unsigned int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
for (int i = 0; i < hexMap->attacker_starting_positions()->size(); i++) {
const auto* positionList = hexMap->attacker_starting_positions()->Get(i);
if (positionList->positions()->size() < 1) continue;
if (positionList->positions()->size() != 10) {
@@ -5,9 +5,7 @@
#ifndef EAGLE0_MAPINFOCALCULATOR_HPP
#define EAGLE0_MAPINFOCALCULATOR_HPP
#include <cstdint>
#include <map>
#include <memory>
#include <string>
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
@@ -3,7 +3,6 @@
//
#include <iostream>
#include <memory>
#include "MapInfoCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -53,7 +52,7 @@ auto main(const int argc, char** argv) -> int {
outputStream << " \"positions\": {";
bool firstPosition = true;
for (const auto& [position, count] : mapInfo.positionsRequiringCrossing) {
for (const auto& kv : mapInfo.positionsRequiringCrossing) {
if (firstPosition) {
outputStream << endl;
firstPosition = false;
@@ -61,7 +60,7 @@ auto main(const int argc, char** argv) -> int {
outputStream << "," << endl;
}
outputStream << " \"" << position << "\": " << count;
outputStream << " \"" << kv.first << "\": " << kv.second;
}
outputStream << endl << " }" << endl << " }";
}
@@ -4,9 +4,6 @@
#include "AIAttackGroups.hpp"
#include <cstdlib>
#include <iterator>
#include <ranges>
#include <unordered_map>
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -224,15 +221,11 @@ auto GenerateTargetPriorities(
Power(unit);
}
tpl.priorityOrder.reserve(targetsWithDistance.size());
std::ranges::transform(
targetsWithDistance,
std::back_inserter(tpl.priorityOrder),
[](const TargetAndDistance& tad) {
return TargetAndAttackLocations{
.target = tad.target,
.attackLocations = tad.attackLocations};
});
tpl.priorityOrder = common::Map(targetsWithDistance, [](const TargetAndDistance& tad) {
return TargetAndAttackLocations{
.target = tad.target,
.attackLocations = tad.attackLocations};
});
}
return allTargetsUnitsAndDistances;
@@ -4,7 +4,6 @@
#include "AIAttackerStrategySelector.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIFleeDecisionCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -12,21 +11,21 @@ namespace shardok {
using Unit = net::eagle0::shardok::storage::fb::Unit;
// Combat success threshold below which we should consider fleeing
// This replaces the simple troop ratio check with sophisticated probability estimation
constexpr double FLEE_CONSIDERATION_THRESHOLD = 0.25;
constexpr double MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE = 0.50;
auto AIAttackerStrategySelector::BestAttackerStrategy(
const PlayerId attackerPid,
const GameStateW& gameState,
const net::eagle0::shardok::storage::fb::GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const ALCache& alCache,
const SettingsGetter& settings,
const AIWaterCrossingCommandChooser& waterCrossingCommandChooser,
const vector<CommandProto>& /*availableCommands*/) -> AIStrategy {
const vector<CommandProto>& availableCommands) -> AIStrategy {
uint32_t attackerUnitCount = 0;
int defenderOccupiedCriticalTileCount = 0;
int attackerTroops = 0;
int defenderTroops = 0;
bool canFlee = false;
vector<const Unit*> attackerUnits{};
@@ -41,6 +40,8 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
if (pi != nullptr) {
if (pi->is_defender()) {
if (unit->location().row() >= 0) {
defenderTroops += unit->battalion().size();
if (criticalTileCoords.Contains(unit->location())) {
++defenderOccupiedCriticalTileCount;
}
@@ -49,6 +50,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
}
} else if (unit->player_id() == attackerPid) {
++attackerUnitCount;
attackerTroops += unit->battalion().size();
if (unit->can_flee()) canFlee = true;
attackerUnits.push_back(unit);
} else {
@@ -58,13 +60,7 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
}
AIStrategy chosenStrategy;
// Use sophisticated combat success estimation instead of simple troop ratio
if (canFlee && AIFleeDecisionCalculator::ShouldConsiderFleeing(
attackerPid,
gameState,
settings,
FLEE_CONSIDERATION_THRESHOLD)) {
if (canFlee && attackerTroops < MAXIMUM_RATIO_FOR_ATTACKER_TO_FLEE * defenderTroops) {
chosenStrategy = FleeStrategy;
} else if (const CoordsSet startCrossingLocations =
waterCrossingCommandChooser
@@ -8,16 +8,18 @@
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
namespace shardok {
using GameState = net::eagle0::shardok::storage::fb::GameState;
class AIAttackerStrategySelector {
public:
static auto BestAttackerStrategy(
PlayerId attackerPid,
const GameStateW& gameState,
const GameState* gameState,
const CoordsSet& criticalTileCoords,
const APDCache& apdCache,
const ALCache& alCache,
@@ -20,8 +20,8 @@ CoordsSet AICommandFilter::BuildEnemyLocations(const GameStateW& gameState, Play
CoordsSet enemyLocations(gameState->hex_map());
const auto* units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(i);
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->player_id() != pid && !unit->hidden() && unit->location().column() != -1) {
enemyLocations.Add(unit->location());
@@ -486,12 +486,12 @@ bool AICommandFilter::IsWastefulMovement(
}
bool AICommandFilter::IsStrategicBlunder(
const ShardokCommand& /*cmd*/,
PlayerId /*pid*/,
bool /*isDefender*/,
const GameStateW& /*gameState*/,
const SettingsGetter& /*settings*/,
double /*minDistToEnemies*/) {
const ShardokCommand& cmd,
PlayerId pid,
bool isDefender,
const GameStateW& gameState,
const SettingsGetter& settings,
double minDistToEnemies) {
// Simplified strategic blunder detection for now
// TODO: Implement proper castle abandonment detection
// TODO: Use minDistToEnemies for strategic blunder logic
@@ -506,8 +506,8 @@ double AICommandFilter::MinDistanceToEnemyUnits(
double minDistance = std::numeric_limits<double>::max();
const auto* units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
const auto* playerUnit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size(); ++i) {
const auto* playerUnit = units->Get(i);
if (playerUnit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
playerUnit->player_id() == pid) {
const auto& playerCoords = playerUnit->location();
@@ -537,8 +537,8 @@ double AICommandFilter::MinDistanceToCastles(
}
// Find minimum hex distance from any player unit to any castle
for (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(i);
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->player_id() == pid) {
const auto& unitCoords = unit->location();
@@ -572,8 +572,8 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
int count = 0;
const auto* units = gameState->units();
for (size_t i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(static_cast<unsigned int>(i));
for (int i = 0; i < units->size(); ++i) {
const auto* unit = units->Get(i);
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->player_id() == pid) {
count++;
@@ -584,9 +584,9 @@ int AICommandFilter::CountPlayerUnits(const GameStateW& gameState, PlayerId pid)
}
bool AICommandFilter::WouldAbandonCriticalCastle(
const ShardokCommand& /*cmd*/,
PlayerId /*pid*/,
const GameStateW& /*gameState*/) {
const ShardokCommand& cmd,
PlayerId pid,
const GameStateW& gameState) {
// Simplified implementation - return false for now
// TODO: Implement proper castle abandonment detection when API is available
return false;
@@ -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 +6,8 @@
#include <atomic>
#include <chrono>
#include <cmath>
#include <cstdlib>
#include <future>
#include <unordered_set>
#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 +25,6 @@
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
@@ -252,54 +137,9 @@ 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;
// 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;
@@ -421,13 +261,12 @@ auto AttackerUnitsScore(
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 auto *cachedGameState = gameState.Get();
const auto *cachedUnits = cachedGameState->units();
const auto *cachedHexMap = cachedGameState->hex_map();
const int16_t cachedRowCount = cachedHexMap->row_count();
const int16_t cachedColumnCount = cachedHexMap->column_count();
const int cachedCurrentRound = gameStateRawPtr->current_round();
const int cachedCurrentRound = cachedGameState->current_round();
bool isLateGame = cachedCurrentRound > 18; // Inline IsLateGame for efficiency
@@ -450,7 +289,7 @@ auto AttackerUnitsScore(
auto occupants = Occupants(*cachedUnits, cachedRowCount, cachedColumnCount);
for (const Unit *unit : *cachedUnits) {
const auto *pi = PlayerInfoForPid(gameState, unit->player_id());
const auto *pi = PlayerInfoForPid(cachedGameState, unit->player_id());
if (pi == nullptr) continue;
switch (unit->status()) {
@@ -619,7 +458,9 @@ 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;
@@ -669,13 +510,12 @@ auto AttackerUnitsScore(
return attackerUnitsValue - defenderUnitsValue;
}
auto FleeStrategyScoreForState(const GameStateW &gameState, const PlayerId playerId) -> ScoreValue {
auto AIScoreCalculator::FleeStrategyScoreForState(
const GameStateW &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 +532,27 @@ auto FleeStrategyScoreForState(const GameStateW &gameState, const PlayerId playe
return scoreValue;
}
auto DefenderScatterStrategyScoreForState(
auto AIScoreCalculator::DefenderScatterStrategyScoreForState(
const GameStateW &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,
@@ -732,7 +568,7 @@ auto DefenderScatterStrategyScoreForState(
return unitsTotal;
}
auto DefenderHoldCastlesStrategyScoreForState(
auto AIScoreCalculator::DefenderHoldCastlesStrategyScoreForState(
const GameStateW &gameState,
const CoordsSet &castleCoords,
const int roundsRemaining,
@@ -772,7 +608,7 @@ auto DefenderHoldCastlesStrategyScoreForState(
return UNITS_BASE_MULTIPLIER * unitsMultiplier * unitsTotal + victoryConditionTotal;
}
auto DefenderScoreForState(
auto AIScoreCalculator::DefenderScoreForState(
const GameStateW &gameState,
const AIStrategy &defenderStrategy,
const CoordsSet &castleCoords,
@@ -828,7 +664,7 @@ auto DefenderScoreForState(
throw ShardokInternalErrorException("Escaped AIStrategy switch");
}
auto AttackerScoreForState(
auto AIScoreCalculator::AttackerScoreForState(
const GameStateW &gameState,
const AIStrategy &attackerStrategy,
const CoordsSet &castleCoords,
@@ -956,7 +792,7 @@ void PrintCommand(
printf("u%f\n", utility);
}
auto BasicLookaheadCalculator(
auto AIScoreCalculator::BasicLookaheadCalculator(
const PlayerId pid,
const bool isDefender,
const int remainingLookahead,
@@ -967,54 +803,12 @@ 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 +819,18 @@ 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 +842,13 @@ 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 +874,8 @@ auto CalcOne(
&settingsGetter,
&allCastleCoords,
&apdCache,
&alCache,
deadline]() -> ScoreValue {
auto lookaheadFuture = BasicLookaheadCalculator(
&alCache]() -> ScoreValue {
return BasicLookaheadCalculator(
pid,
isDefender,
remainingLookahead,
@@ -1160,14 +886,11 @@ 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 +902,7 @@ auto CalcOne(
return returnValue;
}
[[nodiscard]] auto BestCommandIndex(
[[nodiscard]] auto AIScoreCalculator::BestCommandIndex(
const PlayerId pid,
const bool isDefender,
const int remainingLookahead,
@@ -1190,8 +913,7 @@ 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
@@ -1208,14 +930,12 @@ auto CalcOne(
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 +972,24 @@ 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 +1003,10 @@ 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 +1026,7 @@ 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 +1043,14 @@ 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 +1074,26 @@ 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 +1105,16 @@ 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 +1128,8 @@ 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 +1147,7 @@ auto EvaluateCommand(
settingsGetter,
allCastleCoords,
apdCache,
alCache,
deadline);
alCache);
// Failure attempt
auto [failureImmediateScore, failureLookaheadScore] = CalcOne(
@@ -1480,24 +1162,15 @@ 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 +1186,12 @@ 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 +1207,8 @@ 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 +1220,8 @@ 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"
@@ -31,8 +30,103 @@ 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 GameStateW &gameState,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto DefenderHoldCastlesStrategyScoreForState(
const GameStateW &gameState,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto FleeStrategyScoreForState(
const GameStateW &gameState,
PlayerId playerId) -> ScoreValue;
[[nodiscard]] static auto DefenderScoreForState(
const GameStateW &gameState,
const AIStrategy &defenderStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
[[nodiscard]] static auto AttackerScoreForState(
const GameStateW &gameState,
const AIStrategy &attackerStrategy,
const CoordsSet &castleCoords,
int roundsRemaining,
const SettingsGetter &settings,
const ALCache &alCache,
const APDCache &apdCache) -> ScoreValue;
struct ImmediateAndLookaheadScore {
ScoreValue immediateScore;
future<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,
@@ -42,7 +136,19 @@ public:
const APDCache &apdCache,
const ALCache &alCache) -> ScoreValue;
// Evaluates the score for a particular command index for the given player, using lookahead.
[[nodiscard]] static auto BestCommandIndex(
PlayerId pid,
bool isDefender,
int remainingLookahead,
int maxRepeatCount,
const ShardokEngine &guessedEngine,
const AIStrategy &attackerStrategy,
ScoreValue currentUtility,
const SettingsGetter &settingsGetter,
const CoordsSet &allCastleCoords,
const APDCache &apdCache,
const ALCache &alCache) -> 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,
@@ -31,7 +31,7 @@ public:
// Configuration structure for iterative deepening time budget
struct AITimeBudget {
std::chrono::milliseconds remainingBudget; // Time budget remaining (decremented as used)
size_t minDepthRequired; // Minimum depth from minLookaheadTurns
int minDepthRequired; // Minimum depth from minLookaheadTurns
bool isCloseToEnemy; // Proximity flag for budget selection
};
@@ -5,7 +5,6 @@
#include "AIUnitScoreCalculator.hpp"
#include <algorithm>
#include <cstdlib>
#include "AIAttackLocations.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -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;
};
@@ -11,7 +11,6 @@ cc_library(
],
deps = [
":ai_attack_locations",
":ai_flee_decision_calculator",
":ai_score_utilities",
":ai_strategy",
":ai_water_crossing_command_chooser",
@@ -71,7 +70,6 @@ cc_library(
":ai_score_utilities",
":ai_strategy",
":ai_water_crossing_calculator",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
@@ -122,32 +120,12 @@ cc_library(
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
],
)
cc_library(
name = "ai_flee_decision_calculator",
srcs = ["AIFleeDecisionCalculator.cpp"],
hdrs = ["AIFleeDecisionCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
":ai_score_utilities",
":ai_unit_score_calculator",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
],
)
cc_library(
name = "ai_command_filter",
srcs = ["AICommandFilter.cpp"],
@@ -168,20 +146,6 @@ 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"],
@@ -196,7 +160,6 @@ 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",
@@ -247,7 +210,6 @@ 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 +227,6 @@ 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 +244,6 @@ 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",
@@ -339,7 +299,6 @@ 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 +76,10 @@ auto IterativeDeepeningAI::IterativeSearch(
highestDepthCompleted.clear();
highestDepthCompleted.resize(commands.size(), 0);
size_t currentDepth = 1;
int currentDepth = 1;
size_t previousBestCommand = 0; // Track best command from previous depth
size_t evaluatedCountAtHighestDepth = 0;
auto completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
EvaluationCompletionReason completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
// Main iterative deepening loop
while ((currentDepth == 1 || !IsTimeExpired(timeBudget)) && currentDepth <= maxDepth) {
@@ -95,37 +89,27 @@ auto IterativeDeepeningAI::IterativeSearch(
scoresByDepth,
highestDepthCompleted);
size_t evaluatedCount = 0;
int evaluatedCount = 0;
bool allEvaluated = true;
bool allEndTurnCommands = true; // Track if all commands are END_TURN
// Start all command evaluations for this depth
std::vector<std::pair<size_t, std::future<SearchResult>>> futures;
futures.reserve(sortedIndices.size());
// Try to evaluate all commands at this depth, within budget constraints
for (size_t cmdIndex : sortedIndices) {
if (currentDepth > 1 && IsTimeExpired(timeBudget)) {
allEvaluated = false;
break;
}
auto future = SearchCommandAtDepthWithEngine(
auto cmdResult = SearchCommandAtDepthWithEngine(
guessedEngine,
settingsGetter,
maxRepeatCount,
commands,
cmdIndex,
currentDepth, // Pass current iteration depth as desired search depth
currentDepth,
currentUtility,
timeBudget);
futures.emplace_back(cmdIndex, std::move(future));
}
// Now wait for all futures and collect results
for (auto& [cmdIndex, future] : futures) {
auto cmdResult = future.get();
// Ensure scoresByDepth[cmdIndex] has enough space
if (scoresByDepth[cmdIndex].size() <= currentDepth) {
scoresByDepth[cmdIndex].resize(currentDepth + 1);
@@ -158,13 +142,13 @@ auto IterativeDeepeningAI::IterativeSearch(
// Log if best command changed from previous depth
if (currentDepth > 1 && currentBestCommand != previousBestCommand) {
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
printf("ID AI: Best command changed at depth %lu:\n", currentDepth);
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
printf("ID AI: Best command changed at depth %d:\n", currentDepth);
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
currentDepth - 1,
previousBestCommand,
scoresByDepth[previousBestCommand][currentDepth - 1],
commands[previousBestCommand].DebugString().c_str());
printf(" Depth %lu best: command %zu (score %.2f) - %s\n",
printf(" Depth %d best: command %zu (score %.2f) - %s\n",
currentDepth,
currentBestCommand,
currentBestScore,
@@ -191,12 +175,12 @@ auto IterativeDeepeningAI::IterativeSearch(
// This indicates we've hit END_TURN in the lookahead
if (currentDepth > 1 && evaluatedCount > 0) {
bool scoresUnchanged = true;
size_t unchangedCount = 0;
int unchangedCount = 0;
for (size_t i = 0; i < sortedIndices.size() && i < evaluatedCount; ++i) {
size_t cmdIndex = sortedIndices[i];
// This command was evaluated at both current and previous depth
if (size_t cmdIndex = sortedIndices[i];
scoresByDepth[cmdIndex].size() > currentDepth &&
if (scoresByDepth[cmdIndex].size() > currentDepth &&
scoresByDepth[cmdIndex].size() > currentDepth - 1) {
// Check if score changed between depth N-1 and depth N
if (std::abs(
@@ -220,11 +204,10 @@ auto IterativeDeepeningAI::IterativeSearch(
// Check if we've used more than 50% of total budget
auto totalElapsed = std::chrono::steady_clock::now() - startTime;
auto totalElapsedMs = std::chrono::duration_cast<std::chrono::milliseconds>(totalElapsed);
double budgetUsedPercent = static_cast<double>(totalElapsedMs.count()) /
static_cast<double>(initialBudgetMs.count());
double budgetUsedPercent = (double)totalElapsedMs.count() / initialBudgetMs.count();
if (budgetUsedPercent > 0.5) {
printf("ID AI: Stopping after depth %lu - used %.1f%% of time budget\n",
printf("ID AI: Stopping after depth %d - used %.1f%% of time budget\n",
currentDepth,
budgetUsedPercent * 100);
completionReason = EvaluationCompletionReason::NOT_ENOUGH_TIME_TO_CONTINUE;
@@ -259,8 +242,6 @@ auto IterativeDeepeningAI::IterativeSearch(
result.availableCommandCount);
}
// Print TranspositionTable statistics
g_transpositionTable.printStats();
return result;
}
@@ -274,12 +255,12 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
const int maxRepeatCount,
const std::vector<CommandProto>& commands,
const size_t commandIndex,
const int desiredDepth,
const int depth,
const ScoreValue currentUtility,
AITimeBudget& timeBudget) const -> std::future<SearchResult> {
AITimeBudget& timeBudget) const -> SearchResult {
SearchResult result;
result.bestCommandIndex = commandIndex;
result.depthAchieved = desiredDepth;
result.depthAchieved = depth;
result.searchCompleted = true;
result.minimumDepthCompleted = true;
result.availableCommandCount = commands.size();
@@ -287,9 +268,7 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
if (commandIndex >= commands.size()) {
result.bestScore = 0.0;
std::promise<SearchResult> p;
p.set_value(result);
return p.get_future();
return result;
}
try {
@@ -297,18 +276,11 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
AIEvaluationCounter counter;
const auto startTime = std::chrono::steady_clock::now();
// Calculate deadline from remaining time budget
const auto deadline = startTime + timeBudget.remainingBudget;
// Get the future from CommandScore - don't wait yet
// Note: CommandScore expects remainingLookahead, not desiredDepth
// desiredDepth 1 = evaluate immediate (remainingLookahead 0)
// desiredDepth 2 = look 1 move ahead (remainingLookahead 1)
// desiredDepth N = look N-1 moves ahead (remainingLookahead N-1)
auto commandScoreFuture = AIScoreCalculator::CommandScore(
// Use CommandScore to evaluate the specific command at the given depth
const auto commandScore = AIScoreCalculator::CommandScore(
playerId,
isDefender,
desiredDepth - 1, // Convert desiredDepth to remainingLookahead
depth,
maxRepeatCount,
guessedEngine,
strategy,
@@ -317,15 +289,11 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
castleCoords,
apdCache,
alCache,
commandIndex,
deadline);
// Calculate time and adjust budget before waiting
// This is needed because we need to update timeBudget synchronously
const auto commandScore = commandScoreFuture.get();
commandIndex);
// Calculate time used and adjust based on concurrent evaluations
const auto elapsed = std::chrono::steady_clock::now() - startTime;
const int concurrentCount = AIEvaluationCounter::GetCurrentCount();
const int concurrentCount = counter.GetCurrentCount();
const auto adjustedElapsed = elapsed / std::max(1, concurrentCount);
const auto adjustedElapsedMs =
std::chrono::duration_cast<std::chrono::milliseconds>(adjustedElapsed);
@@ -342,15 +310,13 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
result.bestScore = 0.0;
}
std::promise<SearchResult> p;
p.set_value(result);
return p.get_future();
return result;
}
auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
const size_t currentDepth,
int currentDepth,
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted) -> std::vector<size_t> {
const std::vector<int>& highestDepthCompleted) const -> std::vector<size_t> {
std::vector<size_t> indices(scoresByDepth.size());
std::iota(indices.begin(), indices.end(), 0);
@@ -360,21 +326,11 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
}
// Sort by score at previous depth
const size_t prevDepth = currentDepth - 1;
std::ranges::sort(indices, [&](const size_t a, const size_t b) {
// Bounds check - if indices are out of range, or inner vectors are too small, treat as not
// evaluated
if (a >= scoresByDepth.size() || b >= scoresByDepth.size() ||
a >= highestDepthCompleted.size() || b >= highestDepthCompleted.size()) {
return a < b; // Maintain stable order for out-of-bounds indices
}
// Check if the scores for previous depth exist
int prevDepth = currentDepth - 1;
std::sort(indices.begin(), indices.end(), [&](size_t a, size_t b) {
// Only consider commands that were evaluated at previous depth
if (highestDepthCompleted[a] >= prevDepth && highestDepthCompleted[b] >= prevDepth) {
// Additional safety check for inner vector size
if (scoresByDepth[a].size() > prevDepth && scoresByDepth[b].size() > prevDepth) {
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
}
return scoresByDepth[a][prevDepth] > scoresByDepth[b][prevDepth];
}
// Commands not evaluated at prev depth go to the end
return highestDepthCompleted[a] >= prevDepth;
@@ -385,7 +341,7 @@ auto IterativeDeepeningAI::GetCommandsSortedByPreviousDepth(
auto IterativeDeepeningAI::SelectBestResult(
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted) -> SearchResult {
const std::vector<int>& highestDepthCompleted) const -> SearchResult {
SearchResult result;
result.bestScore = -std::numeric_limits<ScoreValue>::infinity();
result.searchCompleted = false;
@@ -393,8 +349,9 @@ auto IterativeDeepeningAI::SelectBestResult(
// Find the command with best score at its highest evaluated depth
for (size_t i = 0; i < scoresByDepth.size(); ++i) {
if (highestDepthCompleted[i] > 0) {
const size_t depth = highestDepthCompleted[i];
if (ScoreValue score = scoresByDepth[i][depth]; score > result.bestScore) {
int depth = highestDepthCompleted[i];
ScoreValue score = scoresByDepth[i][depth];
if (score > result.bestScore) {
result.bestScore = score;
result.bestCommandIndex = i;
result.depthAchieved = depth;
@@ -6,7 +6,6 @@
#define EAGLE0_ITERATIVEDEEPENINGAI_HPP
#include <chrono>
#include <future>
#include <vector>
#include "AIStrategy.hpp"
@@ -36,7 +35,7 @@ public:
struct SearchResult {
size_t bestCommandIndex;
ScoreValue bestScore;
size_t depthAchieved;
int depthAchieved;
std::chrono::milliseconds timeUsed;
bool minimumDepthCompleted;
bool searchCompleted;
@@ -68,7 +67,7 @@ public:
const GameSettingsSPtr& settings,
const GameStateW& state,
const std::vector<CommandProto>& commands,
const AITimeBudget& initialBudget) const;
const AITimeBudget& timeBudget) const;
private:
PlayerId playerId;
@@ -80,29 +79,29 @@ private:
// Reusable vectors to reduce memory allocations
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
mutable std::vector<size_t> highestDepthCompleted;
mutable std::vector<int> highestDepthCompleted;
mutable std::vector<size_t> reusableSortedIndices;
[[nodiscard]] static bool IsTimeExpired(const AITimeBudget& budget);
[[nodiscard]] std::future<SearchResult> SearchCommandAtDepthWithEngine(
[[nodiscard]] SearchResult SearchCommandAtDepthWithEngine(
const ShardokEngine& guessedEngine,
const GameSettings::Getter& settingsGetter,
int maxRepeatCount,
const std::vector<CommandProto>& commands,
size_t commandIndex,
int desiredDepth,
int depth,
ScoreValue currentUtility,
AITimeBudget& timeBudget) const;
[[nodiscard]] static std::vector<size_t> GetCommandsSortedByPreviousDepth(
size_t currentDepth,
[[nodiscard]] std::vector<size_t> GetCommandsSortedByPreviousDepth(
int currentDepth,
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted);
const std::vector<int>& highestDepthCompleted) const;
[[nodiscard]] static SearchResult SelectBestResult(
[[nodiscard]] SearchResult SelectBestResult(
const std::vector<std::vector<ScoreValue>>& scoresByDepth,
const std::vector<size_t>& highestDepthCompleted);
const std::vector<int>& highestDepthCompleted) const;
};
} // namespace shardok
@@ -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"
@@ -30,7 +26,7 @@ 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();
@@ -100,7 +96,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
const auto commandCount = guessedCommands.size();
assert(commandCount == realAvailableCommands.size());
for (size_t i = 0; i < commandCount; i++) {
for (int i = 0; i < commandCount; i++) {
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
}
@@ -179,41 +175,23 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
const auto fleeCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
});
if (fleeCommand == realAvailableCommands.end()) {
if (const auto fleeCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
});
fleeCommand == realAvailableCommands.end()) {
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
}
// Use the flee decision calculator
const auto fleeDecision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
playerId,
settings->GetGetter(),
guessedState,
realAvailableCommands,
fleeCommand,
#ifdef DEBUG_FLEE_DECISIONS
true // Enable debug logging
#else
false
#endif
);
if (fleeDecision.shouldFlee) {
CommandChoiceResults results{};
results.chosenIndex = fleeDecision.commandIndex;
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
return results;
} else {
// Fight instead of flee
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
CommandChoiceResults results{};
results.chosenIndex =
static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Simple heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason =
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS; // Heuristic choice
return results;
}
}
@@ -56,7 +56,6 @@ private:
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
@@ -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
@@ -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() {
@@ -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));
@@ -8,6 +8,7 @@ cc_library(
visibility = ["//visibility:public"],
deps = [
":shardok_c_types",
"//src/main/cpp/net/eagle0/common:container_utils",
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:flatbuffer_wrapper",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
@@ -4,8 +4,7 @@
#include "GameStateW.hpp"
#include <algorithm>
#include <ranges>
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
namespace shardok {
@@ -25,17 +24,13 @@ auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& co
// Fast path: use bitfield cache if available
if (state->occupied_tiles() && !state->occupied_tiles()->empty()) {
const size_t tileIndex =
static_cast<size_t>(coords.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(coords.column());
const size_t expectedBitfieldSize =
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) /
8; // Ceiling division
const size_t tileIndex = coords.row() * columnCount + coords.column();
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8; // Ceiling division
if (state->occupied_tiles()->size() == expectedBitfieldSize) {
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
const uint8_t byte = state->occupied_tiles()->Get(static_cast<unsigned int>(byteIndex));
const uint8_t byte = state->occupied_tiles()->Get(byteIndex);
const bool isOccupied = (byte & (1 << bitOffset)) != 0;
if (!isOccupied) {
@@ -48,8 +43,8 @@ auto GameStateW::GetOccupant(const net::eagle0::shardok::storage::fb::Coords& co
// Used when bitfield not available OR when bitfield indicates occupation
if (!state->units()) { return nullptr; }
for (size_t i = 0; i < state->units()->size(); ++i) {
const auto* unit = state->units()->Get(static_cast<unsigned int>(i));
for (int i = 0; i < state->units()->size(); ++i) {
const auto* unit = state->units()->Get(i);
if (unit && unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
unit->location().row() == coords.row() &&
unit->location().column() == coords.column()) {
@@ -67,7 +62,7 @@ auto GameStateW::GetKnownEnemyOccupant(
const auto* occupant = GetOccupant(coords);
if (occupant) {
if (!occupant->hidden() && occupant->player_id() != playerId &&
!std::ranges::contains(allyPids, occupant->player_id())) {
!common::Contains(allyPids, occupant->player_id())) {
return occupant;
}
}
@@ -87,30 +82,26 @@ void GameStateW::UpdateOccupiedTile(
// Clear old position in bitfield
if (oldCoords.row() >= 0 && oldCoords.row() < rowCount && oldCoords.column() >= 0 &&
oldCoords.column() < columnCount) {
const size_t tileIndex =
static_cast<size_t>(oldCoords.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(oldCoords.column());
const size_t tileIndex = oldCoords.row() * columnCount + oldCoords.column();
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
if (byteIndex < mutableOccupiedTiles->size()) {
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
byte &= ~(1 << bitOffset); // Clear the bit
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
mutableOccupiedTiles->Mutate(byteIndex, byte);
}
}
// Set new position in bitfield
if (newCoords.row() >= 0 && newCoords.row() < rowCount && newCoords.column() >= 0 &&
newCoords.column() < columnCount) {
const size_t tileIndex =
static_cast<size_t>(newCoords.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(newCoords.column());
const size_t tileIndex = newCoords.row() * columnCount + newCoords.column();
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
if (byteIndex < mutableOccupiedTiles->size()) {
uint8_t byte = mutableOccupiedTiles->Get(static_cast<unsigned int>(byteIndex));
uint8_t byte = mutableOccupiedTiles->Get(byteIndex);
byte |= (1 << bitOffset); // Set the bit
mutableOccupiedTiles->Mutate(static_cast<unsigned int>(byteIndex), byte);
mutableOccupiedTiles->Mutate(byteIndex, byte);
}
}
}
@@ -124,8 +115,7 @@ auto GameStateW::GetOccupiedTilesBitfield() const -> const flatbuffers::Vector<u
// Verify the bitfield size matches expected map size
const int16_t rowCount = state->hex_map()->row_count();
const int16_t columnCount = state->hex_map()->column_count();
const size_t expectedBitfieldSize =
(static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount) + 7) / 8;
const size_t expectedBitfieldSize = (rowCount * columnCount + 7) / 8;
if (state->occupied_tiles()->size() != expectedBitfieldSize) { return nullptr; }
@@ -5,8 +5,6 @@
#ifndef EAGLE0_GAMESTATEW_HPP
#define EAGLE0_GAMESTATEW_HPP
#include <cstdint>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/FlatbufferWrapper.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
@@ -12,10 +12,7 @@
#include <string>
#include <vector>
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/storage/odds.pb.h"
#pragma GCC diagnostic pop
namespace shardok {
typedef net::eagle0::shardok::storage::Odds PercentileRollOdds;
@@ -14,10 +14,7 @@
#include "ShardokException.hpp"
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
#include "src/main/protobuf/net/eagle0/shardok/storage/action_result.pb.h"
#pragma GCC diagnostic pop
namespace shardok {
@@ -45,9 +42,9 @@ private:
}
[[nodiscard]] virtual auto InternalExecuteWithRoll(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/,
std::optional<int32_t> /*roll*/) const -> std::vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator,
std::optional<int32_t> roll) const -> std::vector<ActionResult> {
throw ShardokClientErrorException("Roll not supported");
}
@@ -46,7 +46,7 @@ public:
[[nodiscard]] virtual auto HasOdds() const -> bool { return false; }
[[nodiscard]] virtual auto GetOddsPercentile() const -> int32_t { return 0; }
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& /*newTypes*/) {
virtual void AddFollowUpCommandTypes(const std::unordered_set<CommandType>& newTypes) {
throw ShardokInternalErrorException("Can't add follow up commands to this type");
}
};
@@ -9,8 +9,6 @@
#include "ShardokEngine.hpp"
#include <algorithm>
#include <optional>
#include <ranges>
#include <utility>
#include <vector>
@@ -312,19 +310,21 @@ void ShardokEngine::PostPlacementCommands(
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
// first make sure they're all valid and there are no duplicates
for (size_t i = 0; i < placementInfos.size(); i++) {
for (int i = 0; i < placementInfos.size(); i++) {
const UnitPlacementInfo &pi = placementInfos[i];
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
return cmd->GetCommandProto().actor().value() == pi.unitId &&
cmd->GetCommandProto().target() == pi.location;
});
if (it == placementCommands->end()) {
if (auto command = common::FindIf(
*placementCommands,
[pi](const CommandSPtr &cmd) {
return cmd->GetCommandProto().actor().value() == pi.unitId &&
cmd->GetCommandProto().target() == pi.location;
});
!command.has_value()) {
throw ShardokClientErrorException("No such placement info found");
}
// check that we're not double-filling any location or double-placing any unit
for (size_t j = i + 1; j < placementInfos.size(); j++) {
for (int j = i + 1; j < placementInfos.size(); j++) {
const UnitPlacementInfo &other = placementInfos[j];
if (pi.unitId == other.unitId)
@@ -339,11 +339,12 @@ void ShardokEngine::PostPlacementCommands(
// now execute
for (const auto &pi : placementInfos) {
const auto it = std::ranges::find_if(*placementCommands, [pi](const CommandSPtr &cmd) {
auto command = common::FindIf(*placementCommands, [pi](const CommandSPtr &cmd) {
return cmd->GetCommandProto().actor().value() == pi.unitId &&
cmd->GetCommandProto().target() == pi.location;
});
for (vector<ActionResult> onePlacementResults = (*it)->Execute(gameState, randomGenerator);
for (vector<ActionResult> onePlacementResults =
(*command)->Execute(gameState, randomGenerator);
const ActionResultProto &oneResult : onePlacementResults) {
HandleActionResult(oneResult, randomGenerator);
}
@@ -375,17 +376,17 @@ void ShardokEngine::PostFinishedPlacementCommand(
const auto placementCommands =
availableCommandsFactory->GetPlayerSetupCommands(gameState, player);
const auto it = std::ranges::find_if(*placementCommands, [](const CommandSPtr &cmd) {
const auto command = common::FindIf(*placementCommands, [](const CommandSPtr &cmd) {
return cmd->GetCommandProto().type() ==
net::eagle0::shardok::common::END_PLAYER_SETUP_COMMAND;
});
if (it == placementCommands->end()) {
if (!command.has_value()) {
throw ShardokClientErrorException("No finish placement command found");
}
cachedAvailableCommands = nullptr;
PostActionUnchecked(*it, randomGenerator, std::nullopt);
PostActionUnchecked(command.value(), randomGenerator, std::nullopt);
}
void ShardokEngine::PostCommand(
@@ -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);
}
}
@@ -117,13 +117,21 @@ 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();
persistentCache.insert(std::begin(sharedCache), std::end(sharedCache));
sharedCache.clear();
// Clear the current thread's cache since persistent cache now has everything
tlsCache.clear();
}
ActionPointDistancesCache::~ActionPointDistancesCache() {
// We own the ActionPointDistances pointers in the persistent cache and in the shared cache.
for (const auto& [key, value] : persistentCache) { delete value; }
for (const auto& [key, value] : sharedCache) { delete value; }
}
auto ActionPointDistancesCache::GetRaw(
const HexMap* map,
const MapId& mapId,
@@ -135,14 +143,14 @@ auto ActionPointDistancesCache::GetRaw(
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
// Check the persistent map first
if (persistentCache.contains(cacheKey)) {
if (auto persistentIt = persistentCache.find(cacheKey); persistentIt != persistentCache.end()) {
#if CACHE_STATS_LOGGING_
cacheStats.persistentHits++;
MaybePrintCacheStats();
#endif
// Return directly from persistent cache without TLS insertion
// This avoids the overhead of thread-local storage operations on hot path
return persistentCache.at(cacheKey).rawPtr;
return persistentIt->second;
}
#if CACHE_STATS_LOGGING_
@@ -150,12 +158,12 @@ auto ActionPointDistancesCache::GetRaw(
#endif
// Check thread-local cache first (no locks needed!)
if (tlsCache.contains(cacheKey)) {
if (auto localIt = tlsCache.find(cacheKey); localIt != tlsCache.end()) {
#if CACHE_STATS_LOGGING_
cacheStats.localHits++;
MaybePrintCacheStats();
#endif
return tlsCache.at(cacheKey).rawPtr; // Raw pointer - zero overhead access!
return localIt->second; // Raw pointer - zero overhead access!
}
#if CACHE_STATS_LOGGING_
@@ -163,19 +171,19 @@ auto ActionPointDistancesCache::GetRaw(
#endif
// Check shared cache before expensive ice-clearing operation
shared_ptr<ActionPointDistances> sharedResult;
if (sharedDistances.if_contains(cacheKey, [&sharedResult](const auto& kv) {
const ActionPointDistances* sharedResult;
if (sharedCache.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));
tlsCache.emplace(cacheKey, sharedResult);
#if CACHE_STATS_LOGGING_
MaybePrintCacheStats();
#endif
return sharedResult.get();
return sharedResult;
}
// Cache miss in both caches - need to create ice-cleared map for pathfinding computation
@@ -184,13 +192,10 @@ auto ActionPointDistancesCache::GetRaw(
// Declaring here to keep the copied map in scope
const HexMap* mapToUse = map;
// ReSharper disable once CppTooWideScope
// ReSharper disable once CppJoinDeclarationAndAssignment
fb::HexMapW iceClearedMap;
if (hasIce) {
// Create ice-cleared map for pathfinding
// This prevents AI from considering ice as a valid path toward enemies
iceClearedMap = CreateIceClearedMap(map);
fb::HexMapW iceClearedMap = CreateIceClearedMap(map);
mapToUse = iceClearedMap.Get();
}
@@ -215,14 +220,14 @@ auto ActionPointDistancesCache::GetRaw(
auto result = creationResult.apd;
// Store in shared cache
sharedDistances.lazy_emplace_l(
sharedCache.lazy_emplace_l(
cacheKey,
[](const auto& /*kv*/) { /* already checked above */ },
[](const auto& kv) { /* already checked above */ },
[=](const auto& ctor) { ctor(cacheKey, result); });
// Cache result locally for future lookups by this thread
// Store both shared_ptr and raw pointer for hybrid access
tlsCache.emplace(cacheKey, CacheEntry(result));
tlsCache.emplace(cacheKey, result);
// Prevent unbounded cache growth - limit to reasonable size
if (tlsCache.size() > 100) {
@@ -236,7 +241,7 @@ auto ActionPointDistancesCache::GetRaw(
tlsCache.erase(tlsCache.begin(), it);
}
return result.get();
return result;
}
void ActionPointDistancesCache::ClearThreadLocalCache() { tlsCache.clear(); }
@@ -57,36 +57,6 @@ struct FullCacheKeyHash {
class ActionPointDistancesCache {
private:
struct CacheEntry {
shared_ptr<ActionPointDistances> sharedPtr;
const ActionPointDistances* rawPtr;
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr)
: sharedPtr(std::move(ptr)),
rawPtr(sharedPtr.get()) {}
};
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening.
using PersistentMap = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
PersistentMap persistentCache;
using APDMap = gtl::parallel_flat_hash_map<
FullCacheKey,
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>;
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,
@@ -94,13 +64,41 @@ private:
bool includeBravingWater,
int braveWaterActionPointCost) -> FullCacheKey;
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening. Owns the
// ActionPointDistances pointers, so it must be cleared.
using PersistentMap =
gtl::flat_hash_map<FullCacheKey, const ActionPointDistances*, FullCacheKeyHash>;
PersistentMap persistentCache{};
// Tier 2: thread-local cache. This stores items that are not yet in the persistent cache.
// Does NOT own the ActionPointDistances objects; they are also present in the shared cache.
using TLSCache =
gtl::flat_hash_map<FullCacheKey, const ActionPointDistances*, FullCacheKeyHash>;
static thread_local TLSCache tlsCache;
// Tier 3: shared cache. This is thread-safe and can be accessed concurrently. Does own the
// ActionPointDistances objects, so it must be cleared. Can be consolidated into the persistent
// cache when no reads are happening.
using APDMap = gtl::parallel_flat_hash_map<
FullCacheKey,
const ActionPointDistances*,
FullCacheKeyHash,
std::equal_to<FullCacheKey>,
std::allocator<std::pair<const FullCacheKey, const ActionPointDistances*>>,
6,
std::mutex>;
APDMap sharedCache{};
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);
}
~ActionPointDistancesCache();
// Returns raw pointer for zero overhead access
// Lifetime guaranteed by shared cache ownership
auto GetRaw(
@@ -9,7 +9,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
// Dynamic thread count based on hardware capabilities
static const int ASYNC_COUNT = []() {
static const int ASYNC_COUNT = [] {
const int cores = static_cast<int>(std::thread::hardware_concurrency());
// Use cores-2 to leave room for OS and other processes, minimum 4 threads
const int threadCount = std::max(4, cores - 4);
@@ -26,7 +26,7 @@ void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
static thread_local byte_vector _scratch;
FixedActionPointDistances::FixedActionPointDistances(const HexMap* /*map*/, int columnCount)
FixedActionPointDistances::FixedActionPointDistances(const int8_t columnCount)
: ActionPointDistances(columnCount) {}
auto FixedActionPointDistances::Create(
@@ -37,12 +37,9 @@ auto FixedActionPointDistances::Create(
bool includeBravingWater,
int braveWaterActionPointCost) -> CreationResult {
// Create the object using private constructor
auto apd = std::shared_ptr<FixedActionPointDistances>(
new FixedActionPointDistances(map, map->column_count()));
auto apd = new FixedActionPointDistances(map->column_count());
CreationResult result;
result.apd = apd;
result.loadedFromFile = false;
CreationResult result{.apd = apd, .loadedFromFile = false};
string path = "";
@@ -73,8 +70,8 @@ auto FixedActionPointDistances::Create(
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
apd->distances[fromIndex].insert(
apd->distances[fromIndex].end(),
&(ptr[0]),
&(ptr[indexCount]));
&ptr[0],
&ptr[indexCount]);
ptr += indexCount;
}
result.loadedFromFile = true;
@@ -97,7 +94,7 @@ 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,
@@ -19,7 +19,7 @@ using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
class FixedActionPointDistances final : public ActionPointDistances {
public:
struct CreationResult {
std::shared_ptr<FixedActionPointDistances> apd;
const FixedActionPointDistances *apd;
bool loadedFromFile;
};
@@ -29,7 +29,7 @@ private:
inline static string cacheDirectory = "";
// Private constructor - use Create factory method instead
explicit FixedActionPointDistances(const HexMap *map, int columnCount);
explicit FixedActionPointDistances(int8_t columnCount);
public:
static void SetCacheDirectory(const string &newDir);
@@ -130,8 +130,8 @@ void ApplyResolvedUnit(
}
}
std::erase_if(inoutState.units, [unitId](const auto &unit) {
return unit.unit_id() == unitId;
common::FilterInPlace(inoutState.units, [unitId](const auto &unit) {
return unit.unit_id() != unitId;
});
inoutState.units[unitId] = *((Unit *)resolvedUnit.unit_bytes().data());
inoutState.units[unitId].mutate_status(
@@ -161,7 +161,7 @@ void MutatingAddUnits(GameStateW &mutatingState, const ActionResultProto &result
const auto *unit = (Unit *)unitBytes.data();
maxChangedUnitId = std::max(maxChangedUnitId, unit->unit_id());
if (static_cast<unsigned int>(unit->unit_id()) >= mutatingState->units()->size()) {
if (unit->unit_id() >= mutatingState->units()->size()) {
// Unit ID beyond vector size - must expand
needsVectorExpansion = true;
break; // No point checking further
@@ -48,7 +48,7 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
// Fallback: create new bitfield only if original doesn't have one
const int16_t rowCount = endGST.hex_map->row_count;
const int16_t columnCount = endGST.hex_map->column_count;
const size_t mapSize = static_cast<size_t>(rowCount) * static_cast<size_t>(columnCount);
const size_t mapSize = rowCount * columnCount;
const size_t bitfieldSize = (mapSize + 7) / 8; // Ceiling division
endGST.occupied_tiles.resize(bitfieldSize, 0); // Initialize all bits to 0 (empty)
@@ -58,9 +58,7 @@ auto CopyWithExtraUnits(const GameStateW& original, int additionalCount) -> Game
const auto& location = unit.location();
if (location.row() >= 0 && location.row() < rowCount && location.column() >= 0 &&
location.column() < columnCount) {
const size_t tileIndex =
static_cast<size_t>(location.row()) * static_cast<size_t>(columnCount) +
static_cast<size_t>(location.column());
const size_t tileIndex = location.row() * columnCount + location.column();
const size_t byteIndex = tileIndex / 8;
const size_t bitOffset = tileIndex % 8;
endGST.occupied_tiles[byteIndex] |= (1 << bitOffset); // Set the bit
@@ -11,7 +11,7 @@
namespace shardok {
auto DefensiveAmbushAction::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const auto results = CombatUtils::InternalPerformMelee(
ActionCost(ActionCost::standard, 0),
currentState->units()->Get(ambusherId),
@@ -23,7 +23,7 @@ FireOutAction::FireOutAction(
fireOutOdds(std::move(odds)) {}
auto FireOutAction::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const auto fireOutRoll = generator->Percentile();
@@ -23,7 +23,7 @@ FireSpreadAction::FireSpreadAction(
fireSpreadOdds(std::move(odds)) {}
auto FireSpreadAction::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const auto fireSpreadRoll = generator->Percentile();
@@ -71,8 +71,8 @@ public:
};
auto MeteorUnitDamageAction::InternalExecute(
const GameStateW & /*currentState*/,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
CombatDamage attackerDamage =
CombatDamage::Builder()
.SetFire(attackerIntelligence * baseDamage * damageMultiplier)
@@ -131,8 +131,8 @@ public:
};
auto MeteorTileDamageAction::InternalExecute(
const GameStateW & /*currentState*/,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResultProto> {
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
auto tm = fb::ToTileModifierProto(terrain->modifier());
MutatingAdjustBridgeIntegrity(&tm, integrityAdjustment);
@@ -154,7 +154,7 @@ auto MeteorTileDamageAction::InternalExecute(
}
auto MeteorCastAction::InternalExecute(
const GameStateW & /*currentState*/,
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
vector<ActionResultProto> allResults{};
auto runningGameState = startingGameState;
@@ -97,7 +97,7 @@ auto BurnStructuresResult(const GameStateW &gameState, const SettingsGetter &set
auto NewWeather(
const net::eagle0::shardok::storage::fb::MonthlyWeather &monthlyWeather,
const WeatherFb &oldWeather,
const SettingsGetter & /*settings*/,
const SettingsGetter &settings,
const std::shared_ptr<RandomGenerator> &randomGenerator) -> Weather {
const Weather::Conditions newConditions =
ConditionsByMonth(monthlyWeather, randomGenerator->Percentile());
@@ -21,7 +21,7 @@ auto ChooseUndeadCommand(
const std::shared_ptr<RandomGenerator> &randomGenerator) -> CommandSPtr;
auto PerformUndeadCommandsAction::InternalExecute(
const GameStateW & /*currentState*/,
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
GameStateW runningGameState = startingGameState;
vector<ActionResultProto> allResults{};
@@ -14,7 +14,7 @@ using net::eagle0::shardok::common::GameStatus;
[[nodiscard]] auto PlaceHiddenUnitCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
auto actorAfter = *currentState->units()->Get(actorId);
actorAfter.mutable_location() = target;
actorAfter.mutate_hidden(true);
@@ -12,8 +12,8 @@ using net::eagle0::shardok::common::ActionType;
using net::eagle0::shardok::common::GameStatus;
auto PlaceUnitCommand::InternalExecute(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
auto actorAfter = *actor;
actorAfter.mutable_location() = target;
@@ -78,7 +78,7 @@ auto effectiveSnow(const TerrainProto& terr) -> double {
}
auto SnowAdjustmentAction::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
vector<ActionResult> results{};
@@ -17,8 +17,8 @@ static auto RequiredDailyFood(const Unit& unit, const SettingsGetter& settingsGe
}
auto StartPlayerTurnAction::InternalExecute(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
ActionResult result{};
result.set_type(net::eagle0::shardok::common::ActionType::PLAYER_TURN_START);
result.mutable_next_player()->set_value(newFactionId);
@@ -12,7 +12,7 @@ namespace shardok {
auto UndeadChangeAction::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
if (undeadUnitIds.empty()) return {};
const int maxGrowthPer = (int)(reinforceRate * bodyCount / (double)undeadUnitIds.size());
@@ -9,8 +9,8 @@
namespace shardok {
auto UndeadFrozenAction::InternalExecute(
const GameStateW& /*currentState*/,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
if (occupant->battalion().type() != net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD)
return {};
@@ -4,9 +4,6 @@
#include "UpdateGameStatusAction.hpp"
#include <algorithm>
#include <ranges>
#include "src/main/cpp/net/eagle0/shardok/library/util/ActionResultFlatbufferHelpers.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_status.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
@@ -68,7 +65,7 @@ void UpdateGameStatusAction::ResolveHiddenLosers(ActionResult& actionResult) con
for (const auto* unit : *gameState->units()) {
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
if (!std::ranges::contains(winningIds, unit->player_id()) && unit->hidden() &&
if (!common::Contains(winningIds, unit->player_id()) && unit->hidden() &&
unit->can_flee() && unit->has_attached_hero() &&
unit->attached_hero().vigor() >= settingsGetter.Backing().minimum_vigor_to_act()) {
net::eagle0::shardok::storage::ResolvedUnit* fledRanger =
@@ -83,7 +80,7 @@ void UpdateGameStatusAction::ResolveHiddenLosers(ActionResult& actionResult) con
auto UpdateGameStatusAction::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
vector<ActionResult> results{};
// If the game has already ended, just return that state
@@ -151,7 +148,7 @@ auto UpdateGameStatusAction::InternalExecute(
for (const PlayerId pid2 : survivors) {
if (pid1 == pid2) continue;
if (!std::ranges::any_of(
if (!common::ContainsWhere(
*p1Info->allies(),
[pid2](const net::eagle0::shardok::storage::fb::AlliedPlayer*
alliedPlayer) {
@@ -12,7 +12,7 @@ namespace shardok {
auto UpdateOpponentKnowledgeAction::InternalExecute(
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
ActionResult result{};
result.set_type(net::eagle0::shardok::common::ActionType::KNOWLEDGE_UPDATED);
@@ -31,7 +31,7 @@ auto UpdateOpponentKnowledgeAction::InternalExecute(
for (PlayerId pid = 0; pid < 10; pid++) {
if (pid == unitPid) continue;
if (static_cast<unsigned int>(pid) >= playerCount) continue;
if (pid >= playerCount) continue;
int bump = PlayerIsDefender(currentState, pid) ? defenderKnowledgeGain
: attackerKnowledgeGain;
MutatingBumpOpponentKnowledge(&unitAfter, pid, bump);
@@ -8,9 +8,6 @@
#include "FleeCommandFactory.hpp"
#include <algorithm>
#include <ranges>
#include "src/main/cpp/net/eagle0/shardok/library/commands/BecomeOutlawCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/commands/FleeCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -44,7 +41,7 @@ void FleeCommandFactory::AddAvailableFleeCommands(
for (const auto &adjTile : HexMapUtils::GetAdjacentTiles(map, unit->location())) {
const auto *occupant = Occupant(allUnits, adjTile.coords);
if (occupant && !occupant->hidden()) {
if (std::ranges::contains(allyPids, occupant->player_id())) {
if (common::Contains(allyPids, occupant->player_id())) {
adjacentFriendliesMod += perAdjacentFriendly;
} else {
adjacentEnemiesMod += perAdjacentEnemy;
@@ -58,7 +55,7 @@ void FleeCommandFactory::AddAvailableFleeCommands(
for (const auto &twoAwayCoords : TilesWithExactDistance(map, unit->location(), 2)) {
const auto *occupant = Occupant(allUnits, twoAwayCoords);
if (occupant && !occupant->hidden()) {
if (std::ranges::contains(allyPids, occupant->player_id())) {
if (common::Contains(allyPids, occupant->player_id())) {
adjacentFriendliesMod += int32_t(perAdjacentFriendly * adjustmentForTwoAway);
} else {
adjacentEnemiesMod += int32_t(perAdjacentEnemy * adjustmentForTwoAway);
@@ -4,9 +4,6 @@
#include "HideCommandFactory.hpp"
#include <algorithm>
#include <ranges>
#include "src/main/cpp/net/eagle0/shardok/library/commands/HideCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/ZoneOfControlCalculator.hpp"
@@ -29,7 +26,7 @@ auto HideCommandFactory::MakeHideCommand(const Unit *actor, const Coords &target
auto HideCommandFactory::PositionIsHideable(
const Unit *actor,
CommandList & /*existingCommands*/,
CommandList &existingCommands,
const HexMap *hexMap,
const Coords &target,
const Units *units,
@@ -39,7 +36,7 @@ auto HideCommandFactory::PositionIsHideable(
const auto occupant = Occupant(units, target);
if (occupant) {
if (occupant->player_id() == actor->player_id()) return false;
if (std::ranges::contains(allyPids, occupant->player_id())) return false;
if (common::Contains(allyPids, occupant->player_id())) return false;
if (!occupant->hidden()) return false;
}
@@ -8,6 +8,7 @@
#include "HolyWaveCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/common/ContainerUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/commands/HolyWaveCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
@@ -45,7 +46,7 @@ void HolyWaveCommandFactory::AddAvailableCommands(
AddAvailableHolyWaveCommands(commands, params.unit, params.remainingActionPoints);
}
auto CanHolyWave(const SettingsGetter & /*settings*/, const Unit *unit) -> bool {
auto CanHolyWave(const SettingsGetter &settings, const Unit *unit) -> bool {
if (!unit->has_attached_hero()) return false;
return unit->attached_hero().profession_info().profession() ==
@@ -21,9 +21,9 @@ void ScoutCommandFactory::AddAvailableScoutCommands(
CommandList& commands,
const Unit* unit,
const ActionPoints remainingActionPoints,
const Coords& /*position*/,
const Coords& position,
const HexMap* hexMap,
const Units* /*units*/) const {
const Units* units) const {
if (CanScout(settings, unit)) {
const auto& hero = unit->attached_hero();
@@ -13,7 +13,7 @@ using net::eagle0::shardok::common::ActionType;
auto ControlCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const Unit* actor = currentState->units()->Get(actorId);
if (!actor->has_attached_hero() ||
actor->attached_hero().control_info().controlled_unit_id() == -1) {
@@ -38,7 +38,7 @@ auto ApplyAndAdd(
}
auto EndTurnCommand::InternalExecute(
const GameStateW & /*currentState*/,
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResultProto> {
if (GetPlayerId() != gameState->current_player()) {
throw ShardokInternalErrorException(
@@ -73,8 +73,8 @@ auto EndTurnCommand::InternalExecute(
// Any heroes in fire get burninated
// Decrement stun counters, increment cast state
const auto beforeFireUnitsCount = runningGameState->units()->size();
for (size_t i = 0; i < beforeFireUnitsCount; i++) {
const auto *beforeUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
for (int i = 0; i < beforeFireUnitsCount; i++) {
const auto *beforeUnit = runningGameState->units()->Get(i);
if (beforeUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT)
continue;
if (beforeUnit->player_id() != GetPlayerId()) continue;
@@ -112,10 +112,10 @@ auto EndTurnCommand::InternalExecute(
endTurnResult.mutable_next_player()->set_value(NextPlayerId(gameState, GetPlayerId()));
const auto unitsAtEndOfRoundCount = runningGameState->units()->size();
for (size_t i = 0; i < unitsAtEndOfRoundCount; i++) {
for (int i = 0; i < unitsAtEndOfRoundCount; i++) {
// Grab the unit fresh because it might have been modified by a previous iteration of the
// loop
const auto *eorUnit = runningGameState->units()->Get(static_cast<unsigned int>(i));
const auto *eorUnit = runningGameState->units()->Get(i);
if (eorUnit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT)
continue;
if (eorUnit->player_id() != GetPlayerId()) continue;
@@ -11,7 +11,7 @@ namespace shardok {
auto FortifyCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
ActionResult fortifyResult{};
fortifyResult.set_type(net::eagle0::shardok::common::FORTIFIED);
fortifyResult.mutable_player()->set_value(GetPlayerId());
@@ -4,8 +4,6 @@
#include "HideCommand.hpp"
#include <algorithm>
#include <ranges>
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/unit/Unit.hpp"
@@ -31,7 +29,7 @@ HideCommand::HideCommand(
auto HideCommand::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);
MutatingSpendActionPoints(&actorAfter, cost);
@@ -62,7 +60,7 @@ auto HideCommand::InternalExecute(
if (!oneOverOccupant) continue;
PlayerId occupantPid = oneOverOccupant->player_id();
if (occupantPid == GetPlayerId()) continue;
if (std::ranges::contains(alliedPids, occupantPid)) continue;
if (common::Contains(alliedPids, occupantPid)) continue;
if (!oneOverOccupant->has_attached_hero()) continue;
if (oneOverOccupant->attached_hero().profession_info().profession() ==
@@ -9,7 +9,6 @@
#include "HolyWaveCommand.hpp"
#include <algorithm>
#include <ranges>
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
@@ -51,7 +50,7 @@ public:
auto HolyWaveDamageAction::InternalExecute(
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
ActionResult resultProto;
resultProto.mutable_player()->set_value(playerId);
resultProto.mutable_actor()->set_value(actingUnitId);
@@ -132,7 +131,7 @@ public:
auto HolyWaveInspireAction::InternalExecute(
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
ActionResult resultProto;
resultProto.mutable_player()->set_value(playerId);
resultProto.mutable_actor()->set_value(actingUnitId);
@@ -198,7 +197,7 @@ HolyWaveCommand::HolyWaveCommand(
auto HolyWaveCommand::InternalExecute(
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
vector<ActionResult> results;
const Unit *actorBefore = currentState->units()->Get(actorId);
@@ -238,7 +237,7 @@ auto HolyWaveCommand::InternalExecute(
undeadIds.push_back(occupant->unit_id());
} else if (
occupant->player_id() == GetPlayerId() ||
std::ranges::contains(allyPids, GetPlayerId())) {
common::Contains(allyPids, GetPlayerId())) {
allFriendlyUnitIds.push_back(occupant->unit_id());
}
}
@@ -34,7 +34,7 @@ auto LightningBoltCommand::InternalExecute(
return ExecuteWithRoll(currentState, attackerRoll);
}
auto LightningBoltCommand::ExecuteWithRoll(const GameStateW& currentState, double /*attackerRoll*/)
auto LightningBoltCommand::ExecuteWithRoll(const GameStateW& currentState, double attackerRoll)
const -> vector<ActionResult> {
const Unit* attackerBefore = currentState->units()->Get(attackerId);
if (!attackerBefore->has_attached_hero()) {
@@ -24,7 +24,7 @@ MeteorCancelCommand::MeteorCancelCommand(
auto MeteorCancelCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const Unit* caster = currentState->units()->Get(casterId);
auto casterAfter = *caster;
@@ -39,7 +39,7 @@ auto MeteorStartCommand::GetCommandProto() const -> CommandProto {
auto MeteorStartCommand::InternalExecute(
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
const auto *caster = currentState->units()->Get(casterId);
auto casterAfter = *caster;
@@ -14,7 +14,7 @@ namespace shardok {
auto shardok::MeteorTargetCommand::InternalExecute(
const GameStateW &currentState,
const std::shared_ptr<RandomGenerator> & /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator> &generator) const -> vector<ActionResult> {
const Unit *caster = currentState->units()->Get(casterId);
auto casterAfter = *caster;
@@ -4,8 +4,6 @@
#include "MoveCommand.hpp"
#include <algorithm>
#include <ranges>
#include <utility>
#include "src/main/cpp/net/eagle0/shardok/library/action_result_applier/ActionResultApplier.hpp"
@@ -99,7 +97,7 @@ auto shardok::MoveCommand::InternalExecute(
const auto* occupant = currentState.GetOccupant(adj);
if (!occupant) continue;
if (occupant->player_id() == mover.player_id()) continue;
if (std::ranges::contains(allyPids, occupant->player_id())) continue;
if (common::Contains(allyPids, occupant->player_id())) continue;
if (!occupant->has_attached_hero()) continue;
if (occupant->attached_hero().profession_info().profession() ==
net::eagle0::shardok::storage::fb::Profession_RANGER) {
@@ -115,7 +113,7 @@ auto shardok::MoveCommand::InternalExecute(
auto occupant = currentState.GetOccupant(adj);
if (!occupant) continue;
if (occupant->player_id() == mover.player_id()) continue;
if (std::ranges::contains(allyPids, occupant->player_id())) continue;
if (common::Contains(allyPids, occupant->player_id())) continue;
if (occupant->hidden()) {
auto occupantAfter = *occupant;
occupantAfter.mutate_hidden(false);
@@ -17,7 +17,7 @@ using net::eagle0::shardok::common::ActionType;
auto ReinforceCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const Unit* actingUnit = currentState->units()->Get(actingUnitId);
auto actorAfter = *actingUnit;
MutatingSpendActionPoints(&actorAfter, cost);
@@ -21,7 +21,7 @@ auto ReleaseUnitCommand::GetCommandProto() const -> CommandProto {
auto ReleaseUnitCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
auto controllingUnitAfter = *currentState->units()->Get(actingUnitId);
controllingUnitAfter.mutate_remaining_action_points(0);
controllingUnitAfter.mutable_attached_hero().mutable_control_info().mutate_controlled_unit_id(
@@ -18,7 +18,7 @@ using net::eagle0::shardok::common::ActionType::REPAIR_FAILED;
auto RepairCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
const auto* actor = currentState->units()->Get(actorId);
if (!actor->has_attached_hero()) { throw ActionRequiresHeroException("repair"); }
@@ -13,7 +13,7 @@
namespace shardok {
auto RetreatCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
ActionResult result{};
result.set_type(net::eagle0::shardok::common::ActionType::RETREATED);
result.mutable_player()->set_value(GetPlayerId());
@@ -26,7 +26,7 @@ StartFireCommand::StartFireCommand(
odds(std::move(odds)){};
auto StartFireCommand::InternalExecute(
const GameStateW& /*currentState*/,
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
return ExecuteWithRoll(generator->Percentile());
}
@@ -11,7 +11,7 @@ namespace shardok {
auto UnitRestCommand::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);
if (actorAfter.has_attached_hero()) {
@@ -10,7 +10,7 @@ namespace shardok {
auto UnitStopCommand::InternalExecute(
const GameStateW& currentState,
const std::shared_ptr<RandomGenerator>& /*generator*/) const -> vector<ActionResult> {
const std::shared_ptr<RandomGenerator>& generator) const -> vector<ActionResult> {
ActionResult result{};
result.set_type(net::eagle0::shardok::common::ActionType::UNIT_STOP);
result.mutable_player()->set_value(GetPlayerId());
@@ -10,7 +10,6 @@ cc_library(
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
],
deps = [
"//src/main/cpp/net/eagle0/common:byte_hasher",
"//src/main/cpp/net/eagle0/common:filesystem_utils",
"@flatbuffers",
],
@@ -7,12 +7,6 @@
#include <sys/mman.h>
#include <unistd.h>
#include <cerrno>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <mutex>
namespace shardok {
// Uses mmap and munmap to directly allocate pages
@@ -50,7 +44,7 @@ public:
}
return b;
}
auto deallocate(uint8_t* buf, const size_t /*size*/) -> void override { free(buf); }
auto deallocate(uint8_t* buf, const size_t size) -> void override { free(buf); }
~MallocAllocator() override = default;
};
@@ -60,9 +54,9 @@ class ReusingAllocator final : public WrapperAllocator {
private:
std::unique_ptr<WrapperAllocator> fallbackAllocator;
const size_t pageSize = static_cast<size_t>(getpagesize());
const size_t pageSize = getpagesize();
[[nodiscard]] auto RoundUpToPage(const size_t size) const -> size_t {
auto RoundUpToPage(const size_t size) const -> size_t {
return (size + pageSize - 1) & ~(pageSize - 1);
}
@@ -144,7 +138,7 @@ public:
auto WrapperAllocator::GetDefaultAllocator() -> WrapperAllocator* {
static pthread_once_t once = PTHREAD_ONCE_INIT;
static WrapperAllocator* allocator = nullptr;
pthread_once(&once, [] {
pthread_once(&once, []() {
// Change this to use one of the other allocators
allocator = new MallocAllocator();
});
@@ -152,4 +146,4 @@ auto WrapperAllocator::GetDefaultAllocator() -> WrapperAllocator* {
return allocator;
}
} // namespace shardok
} // namespace shardok
@@ -7,10 +7,8 @@
#include <flatbuffers/flatbuffers.h>
#include <cstdlib>
#include <utility>
#include "src/main/cpp/net/eagle0/common/ByteHasher.hpp"
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
namespace shardok {
@@ -71,7 +69,7 @@ public:
Wrapper(const Wrapper& copiedFrom)
: size(copiedFrom.size),
offset(copiedFrom.offset),
buffer(CopyBuffer(copiedFrom)) {}
buffer(CopyBuffer(copiedFrom)){};
auto operator=(const Wrapper& other) -> Wrapper& {
if (&other != this) {
@@ -80,9 +78,10 @@ public:
WrapperAllocator::GetDefaultAllocator()->deallocate(buffer, size);
}
buffer = CopyBuffer(other.buffer, other.size);
} else if (buffer != nullptr && other.buffer != nullptr) {
} else {
memcpy(buffer, other.buffer, other.size);
}
memcpy(buffer, other.buffer, other.size);
size = other.size;
offset = other.offset;
@@ -104,9 +103,7 @@ public:
}
}
// ReSharper disable once CppNonExplicitConversionOperator
operator FB*() { return Get(); } // NOLINT(*-explicit-constructor)
// ReSharper disable once CppNonExplicitConversionOperator
operator FB*() { return Get(); } // NOLINT(*-explicit-constructor)
operator const FB*() const { return Get(); } // NOLINT(*-explicit-constructor)
auto Get() const -> const FB* { return flatbuffers::GetRoot<FB>(buffer + offset); }
@@ -122,47 +119,27 @@ public:
}
[[nodiscard]] auto ToByteString() const -> string {
string result;
result.reserve(sizeof(size_t) + size);
result.append(reinterpret_cast<const char*>(&offset), sizeof(size_t));
result.append(reinterpret_cast<const char*>(buffer), size);
return result;
}
// Compute FNV-1a hash directly on the buffer content without copying
// Note: Offset is not included in hash as it's just an implementation detail
[[nodiscard]] auto ComputeFNV1aHash() const -> uint64_t {
// Hash only the actual FlatBuffer content, not the offset
return HashBuffer(buffer, size);
char* str = (char*)malloc(sizeof(size_t) + size);
memcpy(str, &offset, sizeof(size_t));
memcpy(str + sizeof(size_t), reinterpret_cast<char const*>(buffer), size);
return string(str, sizeof(size_t) + size);
}
static auto FromByteString(const string& str) -> Wrapper {
if (str.size() < sizeof(size_t)) {
return Wrapper(); // Return empty wrapper for invalid data
}
size_t offset;
memcpy(&offset, str.data(), sizeof(size_t));
size_t size = str.size() - sizeof(size_t);
auto toReturn = Wrapper(
const_cast<uint8_t*>(reinterpret_cast<const uint8_t*>(str.data())) + sizeof(size_t),
offset,
size);
auto toReturn = Wrapper((uint8_t*)str.data() + sizeof(size_t), offset, size);
return toReturn;
}
[[nodiscard]] auto ToByteVector() const -> byte_vector { return byte_vector(ToByteString()); }
static auto FromByteVector(const byte_vector& bv) -> Wrapper {
if (bv.size() < sizeof(size_t)) {
return Wrapper(); // Return empty wrapper for invalid data
}
size_t offset;
memcpy(&offset, bv.data(), sizeof(size_t));
size_t size = bv.size() - sizeof(size_t);
// Note: CopyBuffer will handle const_cast safely by making a copy
auto toReturn = Wrapper(const_cast<uint8_t*>(bv.data()) + sizeof(size_t), offset, size);
return toReturn;

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