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@@ -19,9 +19,9 @@ common --worker_sandboxing
|
||||
common --local_test_jobs=64
|
||||
common --jobs=64
|
||||
|
||||
common --cxxopt="--std=c++20"
|
||||
common --cxxopt="--std=c++23"
|
||||
common --cxxopt="-Wno-deprecated-non-prototype"
|
||||
common --host_cxxopt="--std=c++20"
|
||||
common --host_cxxopt="--std=c++23"
|
||||
|
||||
common --javacopt="-Xlint:-options"
|
||||
|
||||
|
||||
+1
-2
@@ -20,7 +20,7 @@ project/boot/
|
||||
project/plugins/project/
|
||||
project/target/
|
||||
bazel-bin
|
||||
bazel-eagle0
|
||||
bazel-eagle0*
|
||||
bazel-out
|
||||
bazel-testlogs
|
||||
.ijwb
|
||||
@@ -32,7 +32,6 @@ buildWin.sh
|
||||
__pycache__/
|
||||
scripts/refresh_name_layers/vendor/
|
||||
scripts/refresh_name_layers/refresh_name_layers.zip
|
||||
.pre-commit-config.yaml
|
||||
.bazelbsp
|
||||
.bsp
|
||||
.metals
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
# See https://pre-commit.com for more information
|
||||
# See https://pre-commit.com/hooks.html for more hooks
|
||||
repos:
|
||||
- repo: https://github.com/pre-commit/pre-commit-hooks
|
||||
rev: v4.3.0
|
||||
hooks:
|
||||
- id: check-added-large-files
|
||||
- id: no-commit-to-branch
|
||||
args: [--branch, main]
|
||||
- repo: https://github.com/pocc/pre-commit-hooks
|
||||
rev: v1.3.5
|
||||
hooks:
|
||||
- id: clang-format
|
||||
args: [-i, --no-diff]
|
||||
types_or: ["c++", "c#"]
|
||||
exclude: ^src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins
|
||||
- repo: https://github.com/yoheimuta/protolint
|
||||
rev: v0.42.2
|
||||
hooks:
|
||||
- id: protolint
|
||||
args: [-fix]
|
||||
exclude: ^src/main/protobuf/scalapb/
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: scalafmt
|
||||
name: scalafmt
|
||||
language: system
|
||||
entry: scalafmt -i -f
|
||||
types_or: ["scala"]
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: gazelle
|
||||
name: gazelle
|
||||
language: system
|
||||
entry: bazel run //:gazelle
|
||||
files: '(\.go|\.proto|BUILD\.bazel|BUILD|WORKSPACE|WORKSPACE\.bazel|\.bzl)$'
|
||||
- repo: local
|
||||
hooks:
|
||||
- id: update-action-result-types
|
||||
name: update-action-result-types
|
||||
language: system
|
||||
entry: ./scripts/updateActionResultTypes.sh
|
||||
files: 'src/main/protobuf/net/eagle0/eagle/common/action_result_type.proto'
|
||||
@@ -1,6 +1,47 @@
|
||||
version = "3.9.9"
|
||||
runner.dialect = scala3
|
||||
rewrite.scala3.convertToNewSyntax = true
|
||||
# Keep braces, don't use significant indentation
|
||||
# rewrite.scala3.removeOptionalBraces = yes
|
||||
rewrite.scala3.insertEndMarkerMinLines = 15
|
||||
rewrite.scala3.removeEndMarkerMaxLines = 14
|
||||
|
||||
# Strip margin settings
|
||||
assumeStandardLibraryStripMargin = false
|
||||
align.stripMargin = true
|
||||
|
||||
# Code Style & Formatting
|
||||
align.preset = more
|
||||
align.multiline = true
|
||||
align.arrowEnumeratorGenerator = true
|
||||
spaces.inImportCurlyBraces = false
|
||||
spaces.beforeContextBoundColon = Never
|
||||
maxColumn = 120
|
||||
docstrings.style = Asterisk
|
||||
docstrings.wrap = yes
|
||||
|
||||
# Method chaining
|
||||
newlines.beforeCurlyLambdaParams = multilineWithCaseOnly
|
||||
optIn.breakChainOnFirstMethodDot = true
|
||||
includeCurlyBraceInSelectChains = false
|
||||
|
||||
# Advanced Scala 3 Features
|
||||
rewrite.scala3.countEndMarkerLines = all
|
||||
rewrite.redundantBraces.stringInterpolation = true
|
||||
rewrite.redundantBraces.parensForOneLineApply = true
|
||||
|
||||
# Project-Specific Considerations
|
||||
optIn.annotationNewlines = true
|
||||
runner.optimizer.forceConfigStyleMinArgCount = 3
|
||||
|
||||
# Import sorting configuration
|
||||
rewrite.rules = [SortImports, RedundantBraces, RedundantParens]
|
||||
rewrite.imports.sort = scalastyle
|
||||
rewrite.imports.groups = [
|
||||
["java\\..*"],
|
||||
["javax\\..*"],
|
||||
["scala\\..*"],
|
||||
[".*"]
|
||||
]
|
||||
rewrite.imports.contiguousGroups = only
|
||||
rewrite.trailingCommas.style = never
|
||||
|
||||
@@ -4,26 +4,32 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
|
||||
|
||||
## Project Overview
|
||||
|
||||
Eagle0 is a multi-language gaming system combining strategic turn-based gameplay (Eagle) with tactical hex-based combat (Shardok). The system integrates LLM-based narrative generation and supports both human and AI players.
|
||||
Eagle0 is a multi-language gaming system combining strategic turn-based gameplay (Eagle) with tactical hex-based
|
||||
combat (Shardok). The system integrates LLM-based narrative generation and supports both human and AI players.
|
||||
|
||||
## Architecture
|
||||
|
||||
**Three-Tier Game System:**
|
||||
|
||||
- **Unity Client (C#)**: Real-time strategy game client with integrated tactical combat UI
|
||||
- **Eagle (Scala)**: Strategic layer managing turn-based gameplay, diplomacy, hero progression, and province control
|
||||
- **Shardok (C++)**: Tactical layer handling real-time hex-based combat simulation with performance-critical battle resolution
|
||||
- **Shardok (C++)**: Tactical layer handling real-time hex-based combat simulation with performance-critical battle
|
||||
resolution
|
||||
|
||||
**Communication Flow:**
|
||||
|
||||
```
|
||||
Unity Client ↔ Eagle (gRPC streaming) ↔ Shardok (internal gRPC)
|
||||
```
|
||||
|
||||
**Key Entry Points:**
|
||||
|
||||
- `/src/main/csharp/net/eagle0/clients/unity/eagle0/` - Unity C# game client
|
||||
- `/src/main/scala/net/eagle0/eagle/Main.scala` - Eagle strategic game server
|
||||
- `/src/main/cpp/net/eagle0/shardok/shardok_server_main.cpp` - Shardok tactical server
|
||||
|
||||
**Protocol Buffer Architecture:**
|
||||
|
||||
- Extensive use of protobuf for type-safe communication
|
||||
- Separate packages: `api/` (client-facing), `internal/` (server state), `views/` (client projections)
|
||||
- Event sourcing pattern with immutable action history
|
||||
@@ -31,13 +37,17 @@ Unity Client ↔ Eagle (gRPC streaming) ↔ Shardok (internal gRPC)
|
||||
## Essential Commands
|
||||
|
||||
### Building
|
||||
|
||||
```bash
|
||||
# Build Eagle server (Scala strategic layer)
|
||||
bazel build //src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar
|
||||
|
||||
# Build Shardok server (C++ tactical layer)
|
||||
# Build Shardok server (C++ tactical layer)
|
||||
bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
|
||||
# Shardok server includes both AI algorithms
|
||||
bazel build //src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
|
||||
# Build Unity/C# client
|
||||
./scripts/build_protos.sh # Protocol buffer generation for Unity
|
||||
./scripts/build_plugins.sh # Native plugins for all platforms
|
||||
@@ -46,6 +56,7 @@ bazel build -c opt //src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
```
|
||||
|
||||
### Running Services
|
||||
|
||||
```bash
|
||||
# Eagle server (port 40032)
|
||||
bazel run //src/main/scala/net/eagle0/eagle:eagle_server -- --eagle-grpc-port 40032
|
||||
@@ -57,6 +68,7 @@ bazel run //src/main/cpp/net/eagle0/shardok:shardok-server --compilation_mode=op
|
||||
```
|
||||
|
||||
### Testing
|
||||
|
||||
```bash
|
||||
# Run all tests
|
||||
bazel test //src/test/... //src/main/go/...
|
||||
@@ -67,12 +79,14 @@ bazel test //src/test/cpp/... # C++ Shardok tests
|
||||
```
|
||||
|
||||
### Code Generation
|
||||
|
||||
```bash
|
||||
bazel run gazelle # Update Go build files
|
||||
./scripts/updateActionResultTypes.sh # Update protocol buffer mappings
|
||||
```
|
||||
|
||||
### Code Formatting
|
||||
|
||||
```bash
|
||||
# ALWAYS run clang-format after making any C++ or C# code changes
|
||||
clang-format -i <modified_files>
|
||||
@@ -85,35 +99,94 @@ 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
|
||||
bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,clang-analyzer-*' <file_path> -- -I/Users/dancrosby/CodingProjects/github/eagle0 -std=c++23
|
||||
|
||||
# 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
|
||||
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++23
|
||||
```
|
||||
|
||||
## AI Algorithm Selection
|
||||
|
||||
Eagle0 supports two AI algorithms for tactical combat decision-making:
|
||||
|
||||
### Iterative Deepening AI (Default)
|
||||
|
||||
The original minimax-based AI with sophisticated randomness handling:
|
||||
|
||||
- **Advantages**: Proven, sophisticated randomness evaluation, comprehensive lookahead
|
||||
- **Use cases**: Production builds, scenarios requiring precise evaluation
|
||||
- **Performance**: Single-threaded, thorough evaluation
|
||||
|
||||
### Monte Carlo Tree Search AI (MCTS)
|
||||
|
||||
Modern MCTS-based AI with multithreading support:
|
||||
|
||||
- **Advantages**: Multithreaded, better performance on modern CPUs, anytime algorithm
|
||||
- **Use cases**: Performance testing, scenarios requiring fast decisions
|
||||
- **Performance**: Multithreaded, adaptive depth based on time budget
|
||||
|
||||
### Switching Between Algorithms
|
||||
|
||||
The algorithm is selected at **runtime** via the ShardokAIClient constructor:
|
||||
|
||||
```cpp
|
||||
// Using Iterative Deepening AI (default)
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings);
|
||||
// OR explicitly:
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings, AIAlgorithmType::ITERATIVE_DEEPENING);
|
||||
|
||||
// Using MCTS AI
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings, AIAlgorithmType::MCTS);
|
||||
```
|
||||
|
||||
```bash
|
||||
# Build the server (includes both AI algorithms)
|
||||
bazel build //src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
|
||||
# Test both algorithms
|
||||
bazel test //src/test/cpp/net/eagle0/shardok/ai:ai_iterative_deepening_test
|
||||
bazel test //src/test/cpp/net/eagle0/shardok/ai:ai_mcts_test # If available
|
||||
|
||||
# Performance tests
|
||||
./scripts/ai_perf_test.sh # Uses whatever algorithm the server is configured to use
|
||||
```
|
||||
|
||||
Both implementations are compatible with all existing interfaces and produce the same `SearchResult` structure.
|
||||
|
||||
**Note**: Both implementations are documented in `src/main/cpp/net/eagle0/shardok/ai/AI_SCORING_SYSTEM.md`, including
|
||||
recommendations for improving MCTS randomness handling.
|
||||
|
||||
The AI algorithm selection is made at runtime when creating ShardokAIClient instances, allowing different AI strategies
|
||||
to be used for different players or game situations within the same server process.
|
||||
|
||||
## Language-Specific Patterns
|
||||
|
||||
**Scala (Strategic Layer):**
|
||||
|
||||
- Use `EngineImpl.scala` for core game logic modifications
|
||||
- Follow event sourcing pattern - all changes through immutable actions
|
||||
- gRPC streaming for real-time client updates via `EagleServiceImpl.scala`
|
||||
- LLM integration in `/common/llm_integration/` for narrative generation
|
||||
|
||||
**C++ (Tactical Layer):**
|
||||
|
||||
- Performance-critical combat in `ShardokEngine.hpp/.cpp`
|
||||
- FlatBuffers for efficient serialization in `/flatbuffer/` directory
|
||||
- AI systems in `/ai/` subdirectory with pluggable strategy selectors
|
||||
- Extensive unit testing with Google Test framework
|
||||
|
||||
**Protocol Buffers:**
|
||||
|
||||
- Three-layer structure: `api/` (client), `internal/` (server), `views/` (projections)
|
||||
- Use `shardok_internal_interface.proto` for Eagle-Shardok communication
|
||||
- Maintain backward compatibility when modifying existing messages
|
||||
|
||||
**C# (Unity Client):**
|
||||
|
||||
- Located in `/src/main/csharp/net/eagle0/clients/unity/eagle0/`
|
||||
- Uses Unity 6 (6000.0.32f1) with comprehensive protobuf integration (100+ .proto files)
|
||||
- Key components: `EagleConnection.cs` (gRPC client), `EagleGameController.cs` (main game logic)
|
||||
@@ -122,6 +195,7 @@ bazel run @llvm_toolchain//:clang-tidy -- --checks='readability-*,bugprone-*,cla
|
||||
- Seamless transition between strategic gameplay and hex-based tactical combat
|
||||
|
||||
**Go (Build Tools):**
|
||||
|
||||
- Build automation and code generation utilities
|
||||
- AWS S3 integration for deployment artifacts
|
||||
|
||||
@@ -163,10 +237,12 @@ done
|
||||
```
|
||||
|
||||
**Important notes:**
|
||||
|
||||
- Run tests multiple times (3-5) to account for performance variance
|
||||
- Focus on commands evaluated at each depth rather than total commands
|
||||
- Commands at different depths aren't directly comparable (depth 3 is more valuable than depth 2)
|
||||
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or behavior changes.
|
||||
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or
|
||||
behavior changes.
|
||||
|
||||
## Game Content
|
||||
|
||||
|
||||
@@ -0,0 +1,463 @@
|
||||
# MCTS Transposition Table Enhancement: Caching State Transitions
|
||||
|
||||
## Executive Summary
|
||||
|
||||
**Goal:** Avoid redundant `PostCommand` calls by caching state transitions (stateHash, actionIndex, roll) → nextStateHash.
|
||||
|
||||
**Key Findings:**
|
||||
1. ✅ MCTS already has thread-local cache (`legalActionsCache_`) with 70-90% hit rates
|
||||
2. ✅ **DETERMINISM SOLUTION:** Cache (action, roll) tuples instead of just action
|
||||
- Initial implementation: always use roll=50
|
||||
- Future-proof: supports chance nodes with multiple rolls (10, 30, 50, 70, 90)
|
||||
- Architecturally solves the non-determinism problem
|
||||
3. ✅ Enhancement is straightforward: add `actionResults` map to existing `LegalActionsCache` struct
|
||||
4. ✅ Expected benefit: Eliminate PostCommand overhead on cache hits (could save 5-15 microseconds per hit)
|
||||
|
||||
**Recommendation:** Implement using (action, roll) tuple keys. Initial implementation uses roll=50 for all transitions, but data structure supports future expansion to chance nodes.
|
||||
|
||||
---
|
||||
|
||||
## Current Implementation
|
||||
|
||||
**IMPORTANT:** MCTS does NOT use the TranspositionTable.hpp/cpp files. Those are for IterativeDeepening AI.
|
||||
|
||||
MCTS uses a thread-local cache in `ShardokGameEngine` (src/main/cpp/net/eagle0/shardok/ai/mcts/adapters/ShardokGameEngine.cpp):
|
||||
|
||||
```cpp
|
||||
// Thread-local cache (line 20-21)
|
||||
thread_local gtl::flat_hash_map<uint64_t, ShardokGameEngine::LegalActionsCache> legalActionsCache_;
|
||||
|
||||
struct LegalActionsCache {
|
||||
std::shared_ptr<ShardokEngine> engine; // Cached engine with populated command cache
|
||||
std::vector<size_t> filteredIndices; // Filtered action indices
|
||||
};
|
||||
```
|
||||
|
||||
**Current cache mapping:**
|
||||
```
|
||||
stateHash -> LegalActionsCache {
|
||||
ShardokEngine engine, // Engine with command cache populated
|
||||
vector<size_t> filteredIndices // Filtered action indices
|
||||
}
|
||||
```
|
||||
|
||||
**Purpose:** Avoid recalculating GetAvailableCommands and FilterCommands for states we've seen before.
|
||||
|
||||
**Performance:** Already achieving ~70-90% hit rates in typical searches (see reportCacheStatistics() output).
|
||||
|
||||
## Proposed Enhancement
|
||||
|
||||
Extend the `LegalActionsCache` struct to also cache state transitions using (action, roll) tuples:
|
||||
|
||||
```cpp
|
||||
// Key for transition cache: (actionIndex, roll)
|
||||
struct TransitionKey {
|
||||
size_t actionIndex;
|
||||
int roll;
|
||||
|
||||
bool operator==(const TransitionKey& other) const {
|
||||
return actionIndex == other.actionIndex && roll == other.roll;
|
||||
}
|
||||
};
|
||||
|
||||
// Hash function for TransitionKey
|
||||
struct TransitionKeyHash {
|
||||
size_t operator()(const TransitionKey& key) const {
|
||||
return std::hash<size_t>{}(key.actionIndex) ^ (std::hash<int>{}(key.roll) << 1);
|
||||
}
|
||||
};
|
||||
|
||||
struct LegalActionsCache {
|
||||
std::shared_ptr<ShardokEngine> engine; // Existing: cached engine
|
||||
std::vector<size_t> filteredIndices; // Existing: filtered action indices
|
||||
gtl::flat_hash_map<TransitionKey, uint64_t, TransitionKeyHash> actionResults; // NEW: (action, roll) -> next_state_hash
|
||||
};
|
||||
```
|
||||
|
||||
**Purpose:** Avoid re-applying actions (PostCommand calls) for (state, action, roll) tuples we've already evaluated.
|
||||
|
||||
**Why (action, roll) tuples?**
|
||||
- Handles determinism explicitly: different rolls produce different next states
|
||||
- Initial implementation uses roll=50 for all transitions
|
||||
- Future-proof: supports chance nodes with multiple roll values (10, 30, 50, 70, 90)
|
||||
- Architecturally cleaner than requiring PostCommand to always use the same roll
|
||||
|
||||
**Location:** Modify `ShardokGameEngine::applyAction()` (line 50-99 in ShardokGameEngine.cpp)
|
||||
|
||||
## How It Works
|
||||
|
||||
### During MCTS Exploration/Simulation:
|
||||
|
||||
1. **Before applying an action:**
|
||||
- Look up current state hash in cache
|
||||
- If found, check if `actionResults` contains the (action_index, roll) tuple we want to apply
|
||||
- If yes, retrieve the next state's hash from the map
|
||||
- Look up that hash in the cache to get the next state's engine directly
|
||||
- **Skip PostCommand entirely** - we already know the result!
|
||||
|
||||
2. **When applying a new action:**
|
||||
- Apply action normally via `engine.PostCommand(playerId, actionIndex, roll)`
|
||||
- Hash the resulting state
|
||||
- Store the mapping: `actionResults[{action_index, roll}] = next_state_hash`
|
||||
- Store the next state in the cache (if not already present)
|
||||
|
||||
### Example Flow:
|
||||
|
||||
```cpp
|
||||
// Current state hash: 0xABCD
|
||||
// Want to apply action index 5 with roll 50
|
||||
|
||||
const int roll = 50; // Fixed roll for initial implementation
|
||||
auto it = legalActionsCache_.find(0xABCD);
|
||||
if (it != legalActionsCache_.end()) {
|
||||
TransitionKey key{5, roll};
|
||||
if (auto resIt = it->second.actionResults.find(key); resIt != it->second.actionResults.end()) {
|
||||
// We've applied this (action, roll) before!
|
||||
uint64_t nextHash = resIt->second;
|
||||
if (auto nextIt = legalActionsCache_.find(nextHash); nextIt != legalActionsCache_.end()) {
|
||||
// We have the complete next state cached
|
||||
// Clone the cached engine and return - No PostCommand needed!
|
||||
return createStateFromCachedEngine(nextIt->second.engine);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Haven't seen this (state, action, roll) tuple before, apply normally
|
||||
engine.PostCommand(playerId, 5, roll);
|
||||
uint64_t nextHash = HashGameState(engine.GetCurrentGameState());
|
||||
legalActionsCache_[0xABCD].actionResults[{5, roll}] = nextHash;
|
||||
```
|
||||
|
||||
## Benefits
|
||||
|
||||
1. **Eliminates redundant PostCommand calls**
|
||||
- PostCommand involves creating new GameStateW, potentially allocating memory
|
||||
- Combat resolution, unit updates, state validation all skipped when cached
|
||||
|
||||
2. **Particularly valuable for MCTS**
|
||||
- MCTS revisits states many times during tree search
|
||||
- Same state-action pairs explored in multiple simulations
|
||||
- Deeper trees mean more opportunities for cache hits
|
||||
|
||||
3. **Compounds with existing optimizations**
|
||||
- Already caching score calculations
|
||||
- Already caching available commands
|
||||
- Now also caching state transitions
|
||||
- All three together significantly reduce per-simulation cost
|
||||
|
||||
## Potential Issues & Solutions
|
||||
|
||||
### 1. Memory Usage
|
||||
**Issue:** Storing (action, roll)->hash mappings for every visited state could consume significant memory.
|
||||
|
||||
**Mitigation:**
|
||||
- Only store recently used entries (already done - thread-local cache per search)
|
||||
- Cache is automatically cleared between searches
|
||||
- Monitor memory usage in production
|
||||
|
||||
**Analysis:**
|
||||
- Each cache entry: `TransitionKey{size_t actionIndex, int roll}` + `uint64_t nextHash`
|
||||
- Size: ~24 bytes per entry (8 + 4 + 8, plus hash map overhead)
|
||||
- For 10,000 states × 10 actions × 1 roll = 100,000 entries ≈ 2.4 MB
|
||||
- With chance nodes (5 rolls per action): 10,000 × 10 × 5 = 500,000 entries ≈ 12 MB
|
||||
- **Reasonable** for modern systems, especially since it's thread-local and cleared per search
|
||||
|
||||
### 2. Determinism Requirements
|
||||
**Issue:** PostCommand results depend on the roll parameter, which affects combat outcomes and random events.
|
||||
|
||||
**ARCHITECTURAL SOLUTION:** Cache (action, roll) tuples instead of just actions!
|
||||
|
||||
```cpp
|
||||
// Cache key includes BOTH action and roll
|
||||
TransitionKey key{actionIndex, roll};
|
||||
actionResults[key] = nextStateHash;
|
||||
```
|
||||
|
||||
**Why this solves the problem:**
|
||||
- Each (action, roll) combination gets its own cache entry
|
||||
- If we call PostCommand(5, 50), we cache the result for (5, 50)
|
||||
- If we later call PostCommand(5, 70), it's a different cache key - no collision!
|
||||
- No need to enforce determinism at the PostCommand level
|
||||
- Data structure naturally supports multiple rolls per action
|
||||
|
||||
**Initial Implementation:**
|
||||
- Use fixed roll=50 for all transitions (matching IterativeDeepening)
|
||||
- All cache entries will have roll=50
|
||||
- Simple and deterministic
|
||||
|
||||
**Future Enhancement:**
|
||||
- Implement chance nodes by exploring multiple rolls (10, 30, 50, 70, 90)
|
||||
- Each roll becomes a separate child in the MCTS tree
|
||||
- Cache naturally handles this: (action=5, roll=10), (action=5, roll=50), (action=5, roll=90) are distinct
|
||||
- This models uncertainty without requiring code changes to the cache structure
|
||||
|
||||
**Required Changes:**
|
||||
1. **Change PostCommand call in `applyAction()` (line 82):**
|
||||
```cpp
|
||||
// OLD:
|
||||
engine->PostCommand(currentPlayer, shardokAction->getIndex(), nullptr);
|
||||
// NEW:
|
||||
const int roll = 50; // Fixed roll for initial implementation
|
||||
engine->PostCommand(currentPlayer, shardokAction->getIndex(), roll);
|
||||
```
|
||||
|
||||
2. **Change PostCommand call in `applyActionMutable()` (line 133):**
|
||||
```cpp
|
||||
// Same change - use roll=50
|
||||
```
|
||||
|
||||
3. **Store the roll used when caching:**
|
||||
```cpp
|
||||
TransitionKey key{actionIndex, roll};
|
||||
legalActionsCache_[currentStateHash].actionResults[key] = nextStateHash;
|
||||
```
|
||||
|
||||
**Status:** ✅ SOLVED ARCHITECTURALLY - No determinism issues with this design.
|
||||
|
||||
### 3. Hash Collisions
|
||||
**Issue:** Two different states might hash to the same value.
|
||||
|
||||
**Current situation:** Already a risk with existing transposition table.
|
||||
|
||||
**Mitigation:**
|
||||
- Use 64-bit hashes (current implementation) - collision probability very low
|
||||
- Could add verification: store state size/checksum alongside hash
|
||||
- Could add debug mode that does full state comparison
|
||||
|
||||
### 4. Action Index Stability
|
||||
**Issue:** Action indices must be stable (same action always has same index for a given state).
|
||||
|
||||
**Verification:**
|
||||
- ShardokEngine::GetAvailableCommandProtos() must return actions in deterministic order
|
||||
- Need to verify this is true
|
||||
- If not, would need to hash actions themselves, not just use indices
|
||||
|
||||
**Risk:** LOW - game engine likely returns actions in consistent order
|
||||
|
||||
### 5. State Ownership & Copying
|
||||
**Issue:** GameStateW contains FlatBufferBuilder, careful with copying/references.
|
||||
|
||||
**Solution:**
|
||||
- TranspositionTable already stores complete ShardokEngine (which contains GameStateW)
|
||||
- No additional complexity beyond existing implementation
|
||||
- Just need to ensure we're cloning engines appropriately
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### Phase 1: Define TransitionKey and Extend Data Structure
|
||||
**File:** `src/main/cpp/net/eagle0/shardok/ai/mcts/adapters/ShardokGameEngine.hpp`
|
||||
|
||||
1. **Add TransitionKey struct (before LegalActionsCache):**
|
||||
```cpp
|
||||
// Key for transition cache: (actionIndex, roll)
|
||||
struct TransitionKey {
|
||||
size_t actionIndex;
|
||||
int roll;
|
||||
|
||||
bool operator==(const TransitionKey& other) const {
|
||||
return actionIndex == other.actionIndex && roll == other.roll;
|
||||
}
|
||||
};
|
||||
|
||||
// Hash function for TransitionKey
|
||||
struct TransitionKeyHash {
|
||||
size_t operator()(const TransitionKey& key) const {
|
||||
return std::hash<size_t>{}(key.actionIndex) ^ (std::hash<int>{}(key.roll) << 1);
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
2. **Update `LegalActionsCache` struct:**
|
||||
```cpp
|
||||
struct LegalActionsCache {
|
||||
std::shared_ptr<ShardokEngine> engine;
|
||||
std::vector<size_t> filteredIndices;
|
||||
gtl::flat_hash_map<TransitionKey, uint64_t, TransitionKeyHash> actionResults; // NEW
|
||||
};
|
||||
```
|
||||
|
||||
3. **Add cache statistics fields:**
|
||||
```cpp
|
||||
// Add to class members:
|
||||
thread_local static uint64_t transitionCacheHits_;
|
||||
thread_local static uint64_t transitionCacheMisses_;
|
||||
```
|
||||
|
||||
### Phase 2: Integrate with applyAction
|
||||
**File:** `src/main/cpp/net/eagle0/shardok/ai/mcts/adapters/ShardokGameEngine.cpp`
|
||||
|
||||
Modify `ShardokGameEngine::applyAction()` (lines 50-99):
|
||||
|
||||
```cpp
|
||||
std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
|
||||
const MCTSGameState& state,
|
||||
const MCTSAction& action) const {
|
||||
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
|
||||
const auto* shardokAction = dynamic_cast<const ShardokAction*>(&action);
|
||||
if (!shardokState || !shardokAction) { return nullptr; }
|
||||
|
||||
const uint64_t currentStateHash = shardokState->hash();
|
||||
const size_t actionIndex = shardokAction->getIndex();
|
||||
const int roll = 50; // Fixed roll for initial implementation
|
||||
|
||||
// NEW: Check if we've already applied this (action, roll) to this state
|
||||
TransitionKey key{actionIndex, roll};
|
||||
if (auto it = legalActionsCache_.find(currentStateHash); it != legalActionsCache_.end()) {
|
||||
if (auto resIt = it->second.actionResults.find(key); resIt != it->second.actionResults.end()) {
|
||||
// We have the next state hash cached!
|
||||
uint64_t nextStateHash = resIt->second;
|
||||
|
||||
// Look up the next state in the cache
|
||||
if (auto nextIt = legalActionsCache_.find(nextStateHash); nextIt != legalActionsCache_.end()) {
|
||||
// CACHE HIT: Clone the cached engine and return the state
|
||||
transitionCacheHits_++;
|
||||
auto engine = std::make_shared<ShardokEngine>(*nextIt->second.engine);
|
||||
return std::make_unique<ShardokGameState>(
|
||||
engine->GetCurrentGameState(),
|
||||
scoreCalculator_,
|
||||
gameSettings_.get(),
|
||||
isDefender_,
|
||||
strategy_,
|
||||
castleCoords_,
|
||||
*apdCache_,
|
||||
*alCache_,
|
||||
criticalTileCoords_);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// CACHE MISS: Apply action normally...
|
||||
transitionCacheMisses_++;
|
||||
|
||||
// (existing code from lines 58-98, but change line 82:)
|
||||
// OLD: engine->PostCommand(currentPlayer, shardokAction->getIndex(), nullptr);
|
||||
// NEW: engine->PostCommand(currentPlayer, shardokAction->getIndex(), roll);
|
||||
|
||||
// After applying, store the transition:
|
||||
uint64_t nextStateHash = newState->hash();
|
||||
legalActionsCache_[currentStateHash].actionResults[key] = nextStateHash;
|
||||
|
||||
return newState;
|
||||
}
|
||||
```
|
||||
|
||||
**Similar changes for `applyActionMutable()`** (lines 100-150)
|
||||
|
||||
### Phase 3: Testing & Validation (Critical)
|
||||
1. Add unit tests verifying:
|
||||
- Cached transitions match actual transitions
|
||||
- Performance improvement measurable
|
||||
- No correctness regressions
|
||||
|
||||
2. Add debug assertions:
|
||||
- Verify determinism: cached result == recomputed result (sample check)
|
||||
- Detect hash collisions (optional, performance cost)
|
||||
|
||||
3. Add performance tracking:
|
||||
- Count cache hits vs misses
|
||||
- Measure time saved
|
||||
- Monitor memory usage
|
||||
|
||||
### Phase 4: Optimization (Optional)
|
||||
1. Tune cache eviction policy if memory becomes issue
|
||||
2. Consider bloom filter to quickly reject cache misses
|
||||
3. Profile to ensure cache lookups aren't dominating cost
|
||||
|
||||
## Performance Expectations
|
||||
|
||||
**Conservative estimate:**
|
||||
- PostCommand might take ~10-50 microseconds (allocations, state updates)
|
||||
- Hash table lookup takes ~100-500 nanoseconds
|
||||
- If we get 30% cache hit rate, save ~3-15 microseconds per simulation step
|
||||
- With 100,000 simulations, save 0.3-1.5 seconds per search
|
||||
|
||||
**Best case estimate:**
|
||||
- In dense search trees, might get 70%+ cache hit rate
|
||||
- Could save 5-10 seconds per search in complex positions
|
||||
|
||||
**Measurement needed:** Profile actual PostCommand cost and cache hit rates.
|
||||
|
||||
## Risks
|
||||
|
||||
**HIGH RISK:**
|
||||
- Non-determinism in PostCommand would cause silent correctness bugs
|
||||
- Must thoroughly test determinism before enabling in production
|
||||
|
||||
**MEDIUM RISK:**
|
||||
- Memory usage could grow large in long-running games
|
||||
- Need monitoring and eviction policy
|
||||
|
||||
**LOW RISK:**
|
||||
- Implementation complexity moderate but manageable
|
||||
- Can be feature-flagged and disabled if problems arise
|
||||
|
||||
## Recommendation
|
||||
|
||||
**This optimization appears sound IF PostCommand is deterministic.**
|
||||
|
||||
**Suggested approach:**
|
||||
1. First, verify PostCommand determinism with extensive testing
|
||||
2. Implement with feature flag (can disable if issues found)
|
||||
3. Add comprehensive debug assertions
|
||||
4. Profile to verify performance improvement justifies complexity
|
||||
5. Monitor memory usage in production
|
||||
|
||||
**Key verification needed before proceeding:**
|
||||
- Confirm PostCommand has no randomness
|
||||
- Confirm action indices are stable
|
||||
- Measure baseline PostCommand performance cost
|
||||
|
||||
## Alternative Considered: Lighter-Weight Caching
|
||||
|
||||
Instead of storing full state transitions, just cache:
|
||||
```cpp
|
||||
unordered_map<pair<uint64_t, size_t>, uint64_t> globalTransitionCache;
|
||||
// Maps (state_hash, action_index) -> next_state_hash
|
||||
```
|
||||
|
||||
**Pros:**
|
||||
- Simpler data structure
|
||||
- Easier to implement cache eviction
|
||||
|
||||
**Cons:**
|
||||
- Requires two hash lookups per transition (this map, then transposition table)
|
||||
- Doesn't integrate as cleanly with existing transposition table
|
||||
|
||||
**Verdict:** Proposed approach (extending LegalActionsCache) is cleaner and integrates with existing infrastructure.
|
||||
|
||||
## Files to Modify
|
||||
|
||||
### Phase 1: Data Structure
|
||||
1. **`src/main/cpp/net/eagle0/shardok/ai/mcts/adapters/ShardokGameEngine.hpp`**
|
||||
- Add `TransitionKey` struct with equality operator
|
||||
- Add `TransitionKeyHash` struct for hashing
|
||||
- Modify `LegalActionsCache` to use `gtl::flat_hash_map<TransitionKey, uint64_t, TransitionKeyHash> actionResults;`
|
||||
- Add thread-local statistics: `transitionCacheHits_`, `transitionCacheMisses_`
|
||||
|
||||
### Phase 2: Implementation
|
||||
2. **`src/main/cpp/net/eagle0/shardok/ai/mcts/adapters/ShardokGameEngine.cpp`**
|
||||
- Initialize thread-local statistics variables
|
||||
- Modify `applyAction()`:
|
||||
- Line 82: Change `nullptr` to `50` for roll parameter
|
||||
- Add transition cache lookup using `TransitionKey{actionIndex, 50}`
|
||||
- Add transition cache storage after PostCommand
|
||||
- Modify `applyActionMutable()`:
|
||||
- Line 133: Change `nullptr` to `50` for roll parameter
|
||||
- Add same transition cache logic
|
||||
- Update `reportCacheStatistics()` to include transition cache hit/miss stats
|
||||
|
||||
### Phase 3: Testing
|
||||
3. **`src/test/cpp/net/eagle0/shardok/ai/mcts/ShardokMCTSAI_test.cpp`** (or create new test file)
|
||||
- Add unit tests for determinism verification (same search → same result)
|
||||
- Add unit tests for transition cache correctness
|
||||
- Add performance benchmarks comparing with/without transition cache
|
||||
- Test with multiple rolls to verify tuple caching works correctly
|
||||
|
||||
## Related Work
|
||||
|
||||
This optimization is related to:
|
||||
- **Zobrist hashing** in chess engines (incremental hash updates)
|
||||
- **Transposition tables with move ordering** in minimax search
|
||||
- **Memoization** in dynamic programming
|
||||
|
||||
Shardok's approach is most similar to transposition tables in chess engines, but applied to MCTS instead of minimax.
|
||||
@@ -9,15 +9,16 @@ This document analyzes all actions and commands in `src/main/scala/net/eagle0/ea
|
||||
|
||||
## Summary
|
||||
|
||||
Based on BUILD.bazel dependency analysis (2025-09-16):
|
||||
Based on BUILD.bazel dependency analysis (2025-09-16, updated 2025-09-17):
|
||||
- **Total Commands Analyzed:** 41
|
||||
- **Commands Fully Migrated (No Protobuf):** 41 (100%) ✅
|
||||
- **Commands Still Using Protobuf:** 0 (0%) ✅
|
||||
- **Total Actions Analyzed:** 48
|
||||
- **Actions Fully Migrated (No Protobuf):** 4 (8.3%)
|
||||
- **Actions Partially Migrated:** 20 (41.7%)
|
||||
- **Actions Fully Migrated (No Protobuf):** 5 (10.4%)
|
||||
- **Actions Partially Migrated:** 19 (39.6%)
|
||||
- **Actions Still Using Protobuf:** 24 (50%)
|
||||
- **Base Classes:** 8 protoless variants available, 6 still use protobuf
|
||||
- **Shared Components:** `ResolvedEagleUnit` migrated to use `Option[BattalionT]` for proper null handling
|
||||
|
||||
## Conversion Insights
|
||||
|
||||
@@ -93,6 +94,7 @@ These actions have been successfully migrated to use Scala models only:
|
||||
| File | Base Class | Notes |
|
||||
|------|------------|-------|
|
||||
| HeroBackstoryUpdateAction.scala | ProtolessSequentialResultsAction | Processes hero backstory updates with LLM integration |
|
||||
| ProvinceConqueredAction.scala | ProtolessSimpleAction | Uses component-based design (gameId, currentRoundId, currentDate, Scala models) |
|
||||
| ProvinceHeldAction.scala | ProtolessSimpleAction | Uses specific components (gameId, currentRoundId, defendingProvince, etc.) instead of full GameState |
|
||||
| UnaffiliatedHeroAppearedAction.scala | ProtolessSimpleAction | Handles unaffiliated hero appearance with name generation |
|
||||
| WithdrawnArmiesReturnHomeAction.scala | ProtolessSequentialResultsAction | Manages army withdrawal and return mechanics |
|
||||
@@ -115,7 +117,7 @@ These actions use protoless base classes but still have some protobuf dependenci
|
||||
| FreeForAllDrawAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
| FriendlyMoveAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
| PerformUncontestedConquestAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| ProvinceConqueredAction.scala | ProtolessSimpleAction | Depends on `common_unit_scala_proto` |
|
||||
| ProvinceConqueredAction.scala | ProtolessSimpleAction | **CONVERTED** - Uses specific components (gameId, currentRoundId, currentDate, Scala models) |
|
||||
| SafePassageArmiesProceedAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
| ShipmentArrivedAction.scala | ProtolessSimpleAction | Depends on multiple protobuf targets |
|
||||
| TruceTurnBackPhaseAction.scala | ProtolessSequentialResultsAction | Depends on multiple protobuf targets |
|
||||
@@ -246,21 +248,30 @@ Based on the BUILD.bazel dependency analysis, here are the key findings and reco
|
||||
### 🎯 Action Migration Progress
|
||||
|
||||
**Migration Statistics:**
|
||||
- 4/48 Actions fully migrated (8.3%)
|
||||
- 5/48 Actions fully migrated (10.4%)
|
||||
- 20/48 Actions using protoless base classes but with protobuf dependencies (41.7%)
|
||||
- 24/48 Actions still fully on protobuf (50%)
|
||||
|
||||
**Successfully Migrated Actions:**
|
||||
1. **HeroBackstoryUpdateAction** - LLM integration for hero backstories
|
||||
2. **ProvinceHeldAction** - Component-based design pattern (gameId, currentRoundId, specific models)
|
||||
3. **UnaffiliatedHeroAppearedAction** - Hero appearance with name generation
|
||||
4. **WithdrawnArmiesReturnHomeAction** - Army withdrawal mechanics
|
||||
2. **ProvinceConqueredAction** - Component-based design with prisoner handling and province conquest
|
||||
3. **ProvinceHeldAction** - Component-based design pattern (gameId, currentRoundId, specific models)
|
||||
4. **UnaffiliatedHeroAppearedAction** - Hero appearance with name generation
|
||||
5. **WithdrawnArmiesReturnHomeAction** - Army withdrawal mechanics
|
||||
|
||||
**Recent Migration Updates (2025-09-17):**
|
||||
- **ResolvedEagleUnit** - Changed `battalion: BattalionT` to `battalion: Option[BattalionT]`
|
||||
- Properly handles units without battalions (battalion ID -1)
|
||||
- Updated `ShardokInterfaceGrpcClient` to check for `defaultBattalionId` and use `None`
|
||||
- Updated `ResolveBattleAction`, `ProvinceConqueredAction`, `RequestBattlesAction`
|
||||
- All tests updated to handle optional battalions
|
||||
|
||||
**Key Migration Patterns:**
|
||||
- ✅ Use specific components instead of full GameState (see ProvinceHeldAction)
|
||||
- ✅ Use specific components instead of full GameState (see ProvinceHeldAction, ProvinceConqueredAction)
|
||||
- ✅ Convert protobuf models to Scala models at Action boundaries
|
||||
- ✅ Update BUILD.bazel to remove protobuf dependencies
|
||||
- ✅ Update all call sites and tests
|
||||
- ✅ Use `Option[T]` for optional fields instead of special sentinel values (e.g., battalion ID -1)
|
||||
|
||||
**Next Migration Candidates (Simple Actions with Protoless Base):**
|
||||
1. **FreeForAllDrawAction** - Already uses ProtolessSimpleAction
|
||||
@@ -290,4 +301,5 @@ Based on the BUILD.bazel dependency analysis, here are the key findings and reco
|
||||
|
||||
---
|
||||
|
||||
*Updated on 2025-09-16 - Analysis based on BUILD.bazel dependencies and code review*
|
||||
*Updated on 2025-09-17 - Analysis based on BUILD.bazel dependencies and code review*
|
||||
*Latest update: ResolvedEagleUnit migrated to use Option[BattalionT] for proper battalion handling*
|
||||
+1
-1
@@ -1,2 +1,2 @@
|
||||
|
||||
UNITY_VERSION='6000.1.11f1'
|
||||
UNITY_VERSION='6000.2.7f2'
|
||||
@@ -18,11 +18,31 @@ static inline auto MixIn(uint64_t& hash, const uint8_t byte) {
|
||||
}
|
||||
|
||||
// Hash an entire buffer using FNV-1a
|
||||
// Fast word-at-a-time implementation - processes 8 bytes at once for better performance
|
||||
// while maintaining good distribution properties for hash table use
|
||||
static inline auto HashBuffer(const uint8_t* data, size_t size) -> uint64_t {
|
||||
if (data == nullptr) { return FNV_OFFSET_BASIS; }
|
||||
|
||||
uint64_t hash = FNV_OFFSET_BASIS;
|
||||
if (data != nullptr) {
|
||||
for (size_t i = 0; i < size; ++i) { MixIn(hash, data[i]); }
|
||||
const uint8_t* end = data + size;
|
||||
|
||||
// Process 8 bytes at a time
|
||||
while (data + 8 <= end) {
|
||||
uint64_t word;
|
||||
// Use memcpy to avoid alignment issues and let compiler optimize
|
||||
__builtin_memcpy(&word, data, sizeof(word));
|
||||
hash ^= word;
|
||||
hash *= FNV_PRIME;
|
||||
data += 8;
|
||||
}
|
||||
|
||||
// Process remaining bytes
|
||||
while (data < end) {
|
||||
hash ^= static_cast<uint64_t>(*data);
|
||||
hash *= FNV_PRIME;
|
||||
data++;
|
||||
}
|
||||
|
||||
return hash;
|
||||
}
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ auto rloc(const string& execPath) -> string {
|
||||
const std::unique_ptr<Runfiles> runfiles(Runfiles::Create(execPath, &error));
|
||||
|
||||
if (runfiles == nullptr) {
|
||||
printf("Error! %s\n", error.c_str());
|
||||
fprintf(stderr, "Error! %s\n", error.c_str());
|
||||
abort();
|
||||
// error handling
|
||||
}
|
||||
@@ -67,9 +67,9 @@ auto FilesystemUtils::MapFilesDirectory() -> string {
|
||||
|
||||
void FilesystemUtils::MakeDirectoryIfNecessary(const string& directoryPath) {
|
||||
if (fs::create_directories(directoryPath))
|
||||
printf("Directory %s created\n", directoryPath.c_str());
|
||||
fprintf(stderr, "Directory %s created\n", directoryPath.c_str());
|
||||
else
|
||||
printf("No new directory created for %s\n", directoryPath.c_str());
|
||||
fprintf(stderr, "No new directory created for %s\n", directoryPath.c_str());
|
||||
}
|
||||
|
||||
auto FilesystemUtils::SaveFilesDirectory() -> string {
|
||||
@@ -129,11 +129,11 @@ auto FilesystemUtils::AtomicallySaveToPath(const string& path, const byte_vector
|
||||
if (ostr.good()) {
|
||||
const int err = rename(tempPath.c_str(), path.c_str());
|
||||
if (err == -1) {
|
||||
printf("Failed to move file to %s! Errno %d\n", path.c_str(), errno);
|
||||
fprintf(stderr, "Failed to move file to %s! Errno %d\n", path.c_str(), errno);
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
printf("Failed writing to %s!\n", tempPath.c_str());
|
||||
fprintf(stderr, "Failed writing to %s!\n", tempPath.c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,139 @@
|
||||
# MCTS (Monte Carlo Tree Search) Framework
|
||||
|
||||
This directory contains a game-agnostic Monte Carlo Tree Search implementation that can be used with any turn-based game. The framework separates the MCTS algorithm from game-specific logic through abstract interfaces.
|
||||
|
||||
## Core Abstract Classes
|
||||
|
||||
### `MCTSAction` (abstract/MCTSAction.hpp)
|
||||
Abstract interface for representing game actions/moves.
|
||||
|
||||
**Key Methods:**
|
||||
- `getIndex()` - Returns the action's unique identifier
|
||||
- `getDescription()` - Human-readable description for debugging/logging
|
||||
- `clone()` - Creates a deep copy of the action
|
||||
- `equals()` - Compares actions for equality
|
||||
|
||||
### `MCTSGameState` (abstract/MCTSGameState.hpp)
|
||||
Abstract interface for representing game states.
|
||||
|
||||
**Key Methods:**
|
||||
- `hash()` - Returns a hash for transposition table lookups
|
||||
- `score(playerId)` - Evaluates the state's value for a given player
|
||||
- `currentPlayerId()` - Returns whose turn it is
|
||||
- `isTerminal()` - Checks if the game has ended
|
||||
- `getWinner()` - Returns the winning player (if terminal)
|
||||
- `clone()` - Creates a deep copy of the state
|
||||
- `equals()` - Compares states for equality
|
||||
|
||||
### `MCTSGameEngine` (abstract/MCTSGameEngine.hpp)
|
||||
Abstract interface for game rule enforcement and state transitions. Many methods have efficient default implementations.
|
||||
|
||||
**Must Override (Pure Virtual):**
|
||||
- `applyAction(state, action)` - Applies an action to create a new state
|
||||
- `getLegalActions(state)` - Returns all valid moves from a state
|
||||
- `isTerminal(state)` - Checks if a state is game-ending
|
||||
- `evaluateState(state, playerId)` - Scores a state for a player
|
||||
|
||||
**Optional Overrides (Have Default Implementations):**
|
||||
- `applyActionMutable(state, action)` - Apply action in-place for efficiency (default: calls applyAction)
|
||||
- `filterActions(actions, state)` - Applies heuristic filtering (default: no filtering)
|
||||
- `simulateRandomPlayout(state, playerId, maxDepth, policy)` - Runs simulation (default: efficient mutable implementation)
|
||||
- `getActionScore(state, action, playerId)` - Scores an action (default: apply and evaluate)
|
||||
- `shouldStopSearch(state, iterations, startTime)` - Early termination (default: no early stop)
|
||||
|
||||
**Performance Features:**
|
||||
- The default `simulateRandomPlayout` clones the state once and mutates it throughout simulation for efficiency
|
||||
- Games can override `applyActionMutable` to provide even more efficient in-place updates
|
||||
- Games can override `simulateRandomPlayout` for custom optimizations (e.g., using internal engine state)
|
||||
|
||||
## MCTS Algorithm Implementation
|
||||
|
||||
### `AbstractMCTSAI` (abstract/AbstractMCTSAI.hpp)
|
||||
The main MCTS algorithm implementation that works with any game implementing the abstract interfaces.
|
||||
|
||||
**Key Features:**
|
||||
- **Selection**: Uses UCB1 (Upper Confidence Bound) for node selection
|
||||
- **Expansion**: Adds new nodes to the search tree
|
||||
- **Simulation**: Runs random playouts to estimate node values
|
||||
- **Backpropagation**: Updates node statistics with simulation results
|
||||
- **Multithreading**: Supports parallel MCTS with configurable thread count
|
||||
- **Path Compression**: Optimizes move sequences for better performance
|
||||
|
||||
**Configuration Options:**
|
||||
- `explorationConstant` - UCB1 exploration parameter (default: √2)
|
||||
- `maxSimulationDepth` - Maximum depth for random playouts
|
||||
- `maxTreeDepth` - Maximum tree depth to prevent stack overflow
|
||||
- `useMultithreading` - Enable parallel search
|
||||
- `numThreads` - Number of worker threads
|
||||
- `simulationPolicy` - Strategy for action selection during simulation
|
||||
|
||||
### `MCTSNode` (abstract/MCTSNode.hpp)
|
||||
Represents nodes in the MCTS search tree.
|
||||
|
||||
**Core Data:**
|
||||
- `action` - The action that led to this node
|
||||
- `actionIndex` - Index in the original actions array
|
||||
- `gameState` - The game state at this node
|
||||
- `visitCount` - Number of times this node was visited
|
||||
- `totalReward` - Sum of simulation rewards
|
||||
- `averageReward` - Average reward (totalReward / visitCount)
|
||||
- `children` - Child nodes in the search tree
|
||||
- `parent` - Parent node reference
|
||||
|
||||
**Key Methods:**
|
||||
- `CanExpand()` - Checks if node has untried actions
|
||||
- `GetBestChild(explorationConstant)` - UCB1-based child selection
|
||||
- `GetBestFinalChild()` - Most-visited child (for final move selection)
|
||||
- `CalculateUCB1(explorationConstant)` - Computes UCB1 value
|
||||
|
||||
## Simulation Policies
|
||||
|
||||
The framework supports multiple strategies for action selection during random playouts:
|
||||
|
||||
- **RANDOM** - Uniform random selection
|
||||
- **FILTERED_RANDOM** - Random selection from filtered action set
|
||||
- **BEST_IMMEDIATE** - Always choose the highest-scoring immediate action
|
||||
- **WEIGHTED_BEST_IMMEDIATE** - Weighted random selection based on action scores
|
||||
|
||||
## Type Definitions
|
||||
|
||||
### `MCTSTypes` (abstract/MCTSTypes.hpp)
|
||||
- `MCTSPlayerId` - Player identifier type (int)
|
||||
- `MCTSSimulationPolicy` - Enumeration of simulation strategies
|
||||
- `MCTSConfig` - Configuration structure for MCTS parameters
|
||||
|
||||
## Usage Pattern
|
||||
|
||||
To use this framework with your game:
|
||||
|
||||
1. **Implement the abstract interfaces** for your game:
|
||||
```cpp
|
||||
class MyGameAction : public MCTSAction { /* ... */ };
|
||||
class MyGameState : public MCTSGameState { /* ... */ };
|
||||
class MyGameEngine : public MCTSGameEngine { /* ... */ };
|
||||
```
|
||||
|
||||
2. **Create and configure the AI**:
|
||||
```cpp
|
||||
MCTSConfig config;
|
||||
config.explorationConstant = 1.414;
|
||||
config.maxSimulationDepth = 100;
|
||||
AbstractMCTSAI ai(playerId, config);
|
||||
```
|
||||
|
||||
3. **Run the search**:
|
||||
```cpp
|
||||
auto actions = engine.getLegalActions(currentState);
|
||||
auto result = ai.Search(engine, currentState, actions, timeLimit);
|
||||
auto bestAction = actions[result.bestActionIndex];
|
||||
```
|
||||
|
||||
## Testing
|
||||
|
||||
The framework includes comprehensive tests using a Tic-Tac-Toe implementation:
|
||||
- `MockTicTacToe.hpp` - Example implementation of all abstract interfaces
|
||||
- `AbstractMCTSAI_test.cpp` - Unit tests for the core algorithm
|
||||
- `MCTSIntegration_test.cpp` - Integration tests with complete games
|
||||
- `MCTSNode_test.cpp` - Tests for the node data structure
|
||||
|
||||
This demonstrates how to implement the interfaces and validates that the MCTS algorithm works correctly with any turn-based game.
|
||||
@@ -0,0 +1,684 @@
|
||||
//
|
||||
// Abstract MCTS AI implementation
|
||||
//
|
||||
|
||||
#include "AbstractMCTSAI.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <future>
|
||||
#include <mutex>
|
||||
#include <random>
|
||||
#include <stdexcept>
|
||||
#include <thread>
|
||||
|
||||
namespace shardok::mcts {
|
||||
|
||||
AbstractMCTSAI::AbstractMCTSAI(MCTSPlayerId playerId, MCTSConfig config)
|
||||
: playerId_(playerId),
|
||||
config_(config) {}
|
||||
|
||||
auto AbstractMCTSAI::Search(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& initialState,
|
||||
std::chrono::milliseconds timeLimit) const -> SearchResult {
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
const auto deadline = startTime + timeLimit;
|
||||
|
||||
// Build MCTS tree
|
||||
const auto rootNode = BuildMCTSTree(engine, initialState, deadline);
|
||||
|
||||
SearchResult result;
|
||||
result.searchTime = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
std::chrono::steady_clock::now() - startTime);
|
||||
|
||||
if (!rootNode) {
|
||||
throw MCTSInternalError("MCTS search: BuildMCTSTree returned null root node");
|
||||
}
|
||||
|
||||
if (rootNode->children.empty()) {
|
||||
// This can happen legitimately when:
|
||||
// 1. No legal actions available (terminal state) - return default
|
||||
// 2. Only one action and we early-exited without exploring - return index 0
|
||||
// 3. Multiple actions but none expanded - this is a bug
|
||||
if (rootNode->totalActions == 0) {
|
||||
// Terminal state - no actions available, return default result
|
||||
result.bestActionIndex = 0;
|
||||
result.bestScore = 0.0;
|
||||
result.nodesEvaluated = 0;
|
||||
return result;
|
||||
}
|
||||
// Single action case - should have been expanded in BuildMCTSTree
|
||||
if (rootNode->totalActions == 1) {
|
||||
result.bestActionIndex = 0;
|
||||
result.bestScore = 0.0;
|
||||
return result;
|
||||
}
|
||||
// Multiple actions but no children expanded - this shouldn't happen
|
||||
throw MCTSInternalError(
|
||||
"MCTS search: Root has " + std::to_string(rootNode->totalActions) +
|
||||
" actions but no children expanded - this indicates a bug in BuildMCTSTree");
|
||||
}
|
||||
|
||||
// Find best child
|
||||
if (const auto* bestChild = rootNode->GetBestFinalChild();
|
||||
bestChild && bestChild->action && bestChild->actionIndex != SIZE_MAX) {
|
||||
// Use actionIndex which is the index into the filtered actions from
|
||||
// engine.getLegalActions()
|
||||
result.bestActionIndex = bestChild->actionIndex;
|
||||
result.bestScore = bestChild->lookaheadScore; // Use minimax value, not poisoned average
|
||||
result.searchDepth = bestChild->depth;
|
||||
result.nodesEvaluated = rootNode->visitCount;
|
||||
|
||||
// Check if we found a winning move
|
||||
if (bestChild->gameState && bestChild->gameState->isTerminal() &&
|
||||
bestChild->gameState->getWinner() == playerId_) {
|
||||
result.foundWinningMove = true;
|
||||
}
|
||||
|
||||
// Log results
|
||||
LogSearchResults(rootNode.get(), bestChild, result);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::BuildMCTSTree(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& initialState,
|
||||
const std::chrono::steady_clock::time_point deadline) const -> std::unique_ptr<MCTSNode> {
|
||||
// Create root node
|
||||
// IMPORTANT: Use the initial state's current player, not playerId_
|
||||
// node->playerId represents "whose turn it is", not "who we're searching for"
|
||||
// This is critical for correct player flip tracking
|
||||
auto root = std::make_unique<MCTSNode>(initialState.clone(), initialState.currentPlayerId(), 0);
|
||||
|
||||
// Set whether root is maximizing based on whether current player matches who we're searching
|
||||
// for
|
||||
root->isMaximizingPlayer = (initialState.currentPlayerId() == playerId_);
|
||||
|
||||
// Get legal actions from engine for the root state
|
||||
// Root has 0 player flips
|
||||
const auto rootActions =
|
||||
engine.getLegalActions(initialState, playerId_, 0, config_.maxPlayerFlips);
|
||||
|
||||
// Early exit if only one action available - no need to search
|
||||
if (rootActions.size() <= 1) {
|
||||
// Expand the single action so Search() can return it
|
||||
if (!rootActions.empty()) {
|
||||
root->totalActions = 1;
|
||||
[[maybe_unused]] auto* expanded = MCTSExpansion(root.get(), engine);
|
||||
}
|
||||
return root;
|
||||
}
|
||||
|
||||
// Initialize action counter
|
||||
root->totalActions = rootActions.size();
|
||||
|
||||
std::atomic<int> iterations{0};
|
||||
|
||||
if (config_.useMultithreading && config_.numThreads > 1) {
|
||||
// Multithreaded MCTS
|
||||
std::mutex treeMutex;
|
||||
std::vector<std::future<void>> futures;
|
||||
|
||||
futures.reserve(config_.numThreads);
|
||||
for (int threadId = 0; threadId < config_.numThreads; ++threadId) {
|
||||
futures.push_back(std::async(std::launch::async, [&] {
|
||||
while (std::chrono::steady_clock::now() < deadline) {
|
||||
// Selection and Expansion (with lock - tree modification must be serialized)
|
||||
MCTSNode* expanded;
|
||||
{
|
||||
std::lock_guard lock(treeMutex);
|
||||
auto* selected = MCTSSelection(root.get());
|
||||
if (!selected) break;
|
||||
|
||||
// Expansion modifies tree structure - must be inside lock
|
||||
expanded = MCTSExpansion(selected, engine);
|
||||
}
|
||||
|
||||
// Simulation can run in parallel (doesn't modify tree)
|
||||
|
||||
// Backpropagation (with lock - modifies node statistics)
|
||||
{
|
||||
const double reward = MCTSSimulation(
|
||||
engine,
|
||||
*expanded->gameState,
|
||||
playerId_,
|
||||
expanded->playerFlips);
|
||||
std::lock_guard lock(treeMutex);
|
||||
MCTSBackpropagation(expanded, reward, config_.backpropagationPolicy);
|
||||
iterations.fetch_add(1);
|
||||
}
|
||||
}
|
||||
}));
|
||||
}
|
||||
|
||||
// Wait for all threads to complete
|
||||
for (auto& future : futures) { future.wait(); }
|
||||
} else {
|
||||
// Single-threaded MCTS
|
||||
while (std::chrono::steady_clock::now() < deadline) {
|
||||
// Selection
|
||||
auto* selected = MCTSSelection(root.get());
|
||||
if (!selected) break;
|
||||
|
||||
// Expansion
|
||||
auto* expanded = MCTSExpansion(selected, engine);
|
||||
|
||||
// Simulation
|
||||
const double reward =
|
||||
MCTSSimulation(engine, *expanded->gameState, playerId_, expanded->playerFlips);
|
||||
|
||||
// Backpropagation
|
||||
MCTSBackpropagation(expanded, reward, config_.backpropagationPolicy);
|
||||
|
||||
++iterations;
|
||||
|
||||
// Early termination check
|
||||
if (engine.shouldStopSearch(
|
||||
*root->gameState,
|
||||
iterations,
|
||||
std::chrono::steady_clock::now())) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return root;
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
|
||||
MCTSNode* current = root;
|
||||
|
||||
while (!current->isTerminal && current->depth < config_.maxTreeDepth) {
|
||||
if (current->CanExpand()) {
|
||||
return current; // Node has untried actions
|
||||
} else if (!current->children.empty()) {
|
||||
current = current->GetBestChild(config_.explorationConstant);
|
||||
if (!current) break;
|
||||
} else {
|
||||
break; // Leaf node
|
||||
}
|
||||
}
|
||||
|
||||
return current;
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine) const
|
||||
-> MCTSNode* {
|
||||
if (!node->CanExpand() || node->isTerminal) {
|
||||
return node; // Nothing to expand
|
||||
}
|
||||
|
||||
// Get next action to expand (sequential order)
|
||||
const size_t actionIndex = node->nextUntriedActionIndex++;
|
||||
|
||||
// Get legal actions from engine (uses cached engine for performance)
|
||||
// Use the parameterized version to respect player flips
|
||||
const auto nodeActions = engine.getLegalActions(
|
||||
*node->gameState,
|
||||
playerId_,
|
||||
node->playerFlips,
|
||||
config_.maxPlayerFlips);
|
||||
|
||||
// Create new child node
|
||||
if (actionIndex >= nodeActions.size()) {
|
||||
throw MCTSInternalError(
|
||||
"MCTS expansion: actionIndex (" + std::to_string(actionIndex) +
|
||||
") >= nodeActions.size() (" + std::to_string(nodeActions.size()) +
|
||||
") - this indicates a bug in action indexing");
|
||||
}
|
||||
|
||||
// Get action weights from engine (for prior-weighted UCB)
|
||||
const auto actionWeights = engine.getActionWeights(nodeActions, *node->gameState);
|
||||
|
||||
const auto& action = nodeActions[actionIndex];
|
||||
const double actionWeight =
|
||||
actionIndex < actionWeights.size() ? actionWeights[actionIndex] : 1.0;
|
||||
|
||||
auto newState = engine.applyAction(*node->gameState, *action);
|
||||
if (!newState) {
|
||||
throw MCTSInternalError(
|
||||
"MCTS expansion: engine.applyAction() returned nullptr for action " +
|
||||
action->getDescription() + " - this indicates a game engine error");
|
||||
}
|
||||
|
||||
// Determine if player changed
|
||||
const MCTSPlayerId newPlayerId = newState->currentPlayerId();
|
||||
const bool playerChanged = (newPlayerId != node->playerId);
|
||||
|
||||
// Calculate player flips and maximizing status
|
||||
const int newPlayerFlips = node->playerFlips + (playerChanged ? 1 : 0);
|
||||
// Node is maximizing if current player is the root player (playerId_)
|
||||
const bool newIsMaximizing = (newPlayerId == playerId_);
|
||||
|
||||
auto child = std::make_unique<MCTSNode>(
|
||||
action->clone(),
|
||||
std::move(newState),
|
||||
newPlayerId,
|
||||
node->depth + 1,
|
||||
actionIndex,
|
||||
newPlayerFlips,
|
||||
newIsMaximizing,
|
||||
actionWeight); // Pass the action weight for prior-weighted UCB
|
||||
|
||||
// Set up child's untried actions if not terminal
|
||||
if (!child->isTerminal) {
|
||||
const auto childActions = engine.getLegalActions(
|
||||
*child->gameState,
|
||||
playerId_,
|
||||
newPlayerFlips,
|
||||
config_.maxPlayerFlips);
|
||||
child->totalActions = childActions.size();
|
||||
}
|
||||
|
||||
// Calculate immediate and lookahead scores from root player's perspective
|
||||
child->immediateScore = engine.evaluateState(*child->gameState, playerId_);
|
||||
child->lookaheadScore = child->immediateScore;
|
||||
|
||||
// Set parent and add to children
|
||||
child->parent = node;
|
||||
node->children.push_back(std::move(child));
|
||||
|
||||
return node->children.back().get();
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::MCTSSimulation(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& state,
|
||||
const MCTSPlayerId startingPlayer,
|
||||
const int startingPlayerFlips) const -> double {
|
||||
if (state.isTerminal()) { return state.score(startingPlayer); }
|
||||
|
||||
// Create a mutable copy for simulation
|
||||
auto currentState = state.clone();
|
||||
int depth = 0;
|
||||
int playerFlips = startingPlayerFlips; // Start from the expanded node's flip count
|
||||
MCTSPlayerId previousPlayer = currentState->currentPlayerId();
|
||||
|
||||
// Simulate until terminal or max depth
|
||||
while (!currentState->isTerminal() && depth < config_.maxSimulationDepth) {
|
||||
// Track player changes
|
||||
const MCTSPlayerId currentPlayer = currentState->currentPlayerId();
|
||||
if (currentPlayer != previousPlayer) {
|
||||
playerFlips++;
|
||||
previousPlayer = currentPlayer;
|
||||
}
|
||||
|
||||
// Get legal actions with player flip tracking
|
||||
const auto actions = engine.getLegalActions(
|
||||
*currentState,
|
||||
playerId_,
|
||||
playerFlips,
|
||||
config_.maxPlayerFlips);
|
||||
if (actions.empty()) { break; }
|
||||
|
||||
// Determine if current player is maximizing or minimizing
|
||||
// Maximizing: current player is root player (trying to maximize root player's score)
|
||||
// Minimizing: current player is opponent (trying to minimize root player's score)
|
||||
const bool isMaximizing = (currentPlayer == playerId_);
|
||||
|
||||
// Select action based on simulation policy
|
||||
const size_t selectedIndex =
|
||||
SelectSimulationAction(engine, *currentState, actions, isMaximizing);
|
||||
if (selectedIndex >= actions.size()) { break; }
|
||||
|
||||
// Apply action
|
||||
auto newState = engine.applyAction(*currentState, *actions[selectedIndex]);
|
||||
if (!newState) { break; }
|
||||
|
||||
currentState = std::move(newState);
|
||||
depth++;
|
||||
}
|
||||
|
||||
return currentState->score(startingPlayer);
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::MCTSBackpropagation(
|
||||
MCTSNode* node,
|
||||
const double reward,
|
||||
const MCTSBackpropagationPolicy policy) const -> void {
|
||||
// Backpropagation strategy is configured via MCTSConfig:
|
||||
// - AVERAGING: Traditional MCTS averaging (for stochastic/single-player games)
|
||||
// - MINIMAX: Minimax backup (for deterministic adversarial games)
|
||||
|
||||
const bool useMinimaxBackup = (policy == MCTSBackpropagationPolicy::MINIMAX);
|
||||
|
||||
while (node) {
|
||||
node->visitCount++;
|
||||
|
||||
// Always track average for UCB
|
||||
node->totalReward += reward;
|
||||
node->averageReward = node->totalReward / node->visitCount;
|
||||
|
||||
// Update lookahead score based on strategy
|
||||
if (useMinimaxBackup && !node->children.empty()) {
|
||||
// Minimax backup: use best/worst child value for adversarial games
|
||||
// This is correct when exploring opponent responses
|
||||
double minmaxValue = node->isMaximizingPlayer ? -std::numeric_limits<double>::max()
|
||||
: std::numeric_limits<double>::max();
|
||||
|
||||
for (const auto& child : node->children) {
|
||||
if (child->visitCount == 0) continue; // Unvisited children don't contribute
|
||||
|
||||
const double childValue = child->lookaheadScore;
|
||||
|
||||
if (node->isMaximizingPlayer) {
|
||||
minmaxValue = std::max(minmaxValue, childValue);
|
||||
} else {
|
||||
minmaxValue = std::min(minmaxValue, childValue);
|
||||
}
|
||||
}
|
||||
|
||||
// Use minimax value if we found any visited children, else use average
|
||||
if (minmaxValue != (node->isMaximizingPlayer ? -std::numeric_limits<double>::max()
|
||||
: std::numeric_limits<double>::max())) {
|
||||
node->lookaheadScore = minmaxValue;
|
||||
} else {
|
||||
// No children visited yet, fall back to average
|
||||
if (node->visitCount == 1) {
|
||||
node->lookaheadScore = reward;
|
||||
} else {
|
||||
const double alpha = 1.0 / node->visitCount;
|
||||
node->lookaheadScore = (1.0 - alpha) * node->lookaheadScore + alpha * reward;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Standard MCTS averaging (for maxPlayerFlips=0 or leaf nodes)
|
||||
if (node->visitCount == 1) {
|
||||
node->lookaheadScore = reward;
|
||||
} else {
|
||||
const double alpha = 1.0 / node->visitCount;
|
||||
node->lookaheadScore = (1.0 - alpha) * node->lookaheadScore + alpha * reward;
|
||||
}
|
||||
}
|
||||
|
||||
node = node->parent;
|
||||
}
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::SelectSimulationAction(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& state,
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
const bool isMaximizing) const -> size_t {
|
||||
if (actions.empty()) {
|
||||
throw MCTSInternalError(
|
||||
"MCTSSimulation called with empty actions list - this indicates a bug in the "
|
||||
"MCTS tree building or game state");
|
||||
}
|
||||
|
||||
thread_local std::mt19937 gen(std::random_device{}());
|
||||
|
||||
switch (config_.simulationPolicy) {
|
||||
case MCTSSimulationPolicy::RANDOM: {
|
||||
std::uniform_int_distribution<size_t> dis(0, actions.size() - 1);
|
||||
return dis(gen);
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::FILTERED_RANDOM: {
|
||||
if (const auto filteredIndices = engine.filterActions(actions, state);
|
||||
!filteredIndices.empty()) {
|
||||
std::uniform_int_distribution<size_t> dis(0, filteredIndices.size() - 1);
|
||||
return filteredIndices[dis(gen)];
|
||||
}
|
||||
// Fall back to random
|
||||
std::uniform_int_distribution<size_t> dis(0, actions.size() - 1);
|
||||
return dis(gen);
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::BEST_IMMEDIATE: {
|
||||
// For adversarial search:
|
||||
// - Maximizing nodes select action with HIGHEST score (best for root player)
|
||||
// - Minimizing nodes select action with LOWEST score (worst for root player)
|
||||
|
||||
// First, filter out obviously bad moves (e.g., BECOME_OUTLAW)
|
||||
const auto filteredIndices = engine.filterActions(actions, state);
|
||||
if (filteredIndices.empty()) {
|
||||
// If all actions filtered out, fall back to first action
|
||||
return 0;
|
||||
}
|
||||
|
||||
double bestScore = isMaximizing ? -std::numeric_limits<double>::max()
|
||||
: std::numeric_limits<double>::max();
|
||||
size_t bestIndex = filteredIndices[0];
|
||||
|
||||
for (const size_t i : filteredIndices) {
|
||||
// CRITICAL: Always get score from ROOT player's perspective for adversarial search
|
||||
// If we use currentPlayerId, opponent actions would be scored from their
|
||||
// perspective, causing them to select moves that help themselves instead of hurt
|
||||
// us!
|
||||
const double score = engine.getActionScore(state, *actions[i], playerId_);
|
||||
|
||||
const bool shouldSelect = isMaximizing ? (score > bestScore) : (score < bestScore);
|
||||
|
||||
if (shouldSelect) {
|
||||
bestScore = score;
|
||||
bestIndex = i;
|
||||
}
|
||||
}
|
||||
return bestIndex;
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::WEIGHTED_BEST_IMMEDIATE: {
|
||||
// Score all actions and weight by ranking
|
||||
std::vector<std::pair<size_t, double>> scores;
|
||||
scores.reserve(actions.size());
|
||||
|
||||
for (size_t i = 0; i < actions.size(); ++i) {
|
||||
// CRITICAL: Always get score from ROOT player's perspective for adversarial search
|
||||
const double score = engine.getActionScore(state, *actions[i], playerId_);
|
||||
scores.emplace_back(i, score);
|
||||
}
|
||||
|
||||
// Sort by score
|
||||
// - Maximizing: highest scores first (prefer actions that maximize root player's score)
|
||||
// - Minimizing: lowest scores first (prefer actions that minimize root player's score)
|
||||
if (isMaximizing) {
|
||||
std::ranges::sort(scores, [](const auto& a, const auto& b) {
|
||||
return a.second > b.second; // Descending
|
||||
});
|
||||
} else {
|
||||
std::ranges::sort(scores, [](const auto& a, const auto& b) {
|
||||
return a.second < b.second; // Ascending
|
||||
});
|
||||
}
|
||||
|
||||
// Create weights based on ranking
|
||||
std::vector<double> weights;
|
||||
weights.reserve(scores.size());
|
||||
for (size_t i = 0; i < scores.size(); ++i) {
|
||||
weights.push_back(1.0 / (static_cast<double>(i) + 1.0));
|
||||
}
|
||||
|
||||
// Select based on weights
|
||||
std::discrete_distribution<> dis(weights.begin(), weights.end());
|
||||
return scores[dis(gen)].first;
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::WEIGHTED_HEURISTIC: {
|
||||
// Get heuristic weights from engine (fast O(1) per action)
|
||||
const auto weights = engine.getActionWeights(actions, state);
|
||||
|
||||
// Filter out zero-weight actions
|
||||
std::vector<size_t> validIndices;
|
||||
std::vector<double> validWeights;
|
||||
validIndices.reserve(actions.size());
|
||||
validWeights.reserve(actions.size());
|
||||
|
||||
for (size_t i = 0; i < weights.size() && i < actions.size(); ++i) {
|
||||
if (weights[i] > 0.0) {
|
||||
validIndices.push_back(i);
|
||||
validWeights.push_back(weights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// If all actions filtered out, this is a bug in the weighting logic
|
||||
if (validWeights.empty()) {
|
||||
throw MCTSInternalError(
|
||||
"MCTS simulation: All actions have zero weight in WEIGHTED_HEURISTIC "
|
||||
"policy (action count: " +
|
||||
std::to_string(actions.size()) + ") - this indicates incorrect weighting");
|
||||
}
|
||||
|
||||
// Select based on heuristic weights using discrete_distribution
|
||||
std::discrete_distribution<> dis(validWeights.begin(), validWeights.end());
|
||||
return validIndices[dis(gen)];
|
||||
}
|
||||
}
|
||||
|
||||
// Default to random
|
||||
std::uniform_int_distribution<size_t> dis(0, actions.size() - 1);
|
||||
return dis(gen);
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::FindNodeAtDepthWithHash(
|
||||
const MCTSNode* root,
|
||||
const int maxDepth,
|
||||
const uint64_t targetHash) -> const MCTSNode* {
|
||||
if (!root || root->depth >= maxDepth || root->stateHash == targetHash) { return root; }
|
||||
|
||||
// Breadth-first search for matching hash at specific depth
|
||||
std::vector<const MCTSNode*> currentLevel = {root};
|
||||
for (int d = 0; d < maxDepth && !currentLevel.empty(); ++d) {
|
||||
std::vector<const MCTSNode*> nextLevel;
|
||||
|
||||
for (const auto* node : currentLevel) {
|
||||
for (const auto& child : node->children) {
|
||||
if (child->stateHash == targetHash && child->depth <= maxDepth) {
|
||||
return child.get();
|
||||
}
|
||||
if (child->depth < maxDepth) { nextLevel.push_back(child.get()); }
|
||||
}
|
||||
}
|
||||
|
||||
currentLevel = std::move(nextLevel);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto AbstractMCTSAI::LogSearchResults(
|
||||
const MCTSNode* rootNode,
|
||||
const MCTSNode* bestChild,
|
||||
const SearchResult& result) -> void {
|
||||
// Log selected command
|
||||
const std::string selectedDesc =
|
||||
bestChild->action ? bestChild->action->getDescription() : "Unknown";
|
||||
printf("MCTS: Selected %s (visit:%d, reward:%.2f, lookahead:%.2f) from %zu options\n",
|
||||
selectedDesc.c_str(),
|
||||
bestChild->visitCount,
|
||||
bestChild->averageReward,
|
||||
bestChild->lookaheadScore,
|
||||
rootNode->children.size());
|
||||
|
||||
// Log top 3 actions by visits
|
||||
std::vector<const MCTSNode*> sortedChildren;
|
||||
sortedChildren.reserve(rootNode->children.size());
|
||||
for (const auto& child : rootNode->children) { sortedChildren.push_back(child.get()); }
|
||||
std::ranges::sort(sortedChildren, [](const auto* a, const auto* b) {
|
||||
return a->visitCount > b->visitCount;
|
||||
});
|
||||
|
||||
printf("MCTS: Top actions by visits:\n");
|
||||
for (size_t i = 0; i < std::min(static_cast<size_t>(3), sortedChildren.size()); ++i) {
|
||||
const auto* child = sortedChildren[i];
|
||||
printf(" [%zu] visits:%d immediate:%.2f lookahead:%.2f",
|
||||
i,
|
||||
child->visitCount,
|
||||
child->immediateScore,
|
||||
child->lookaheadScore);
|
||||
|
||||
// Show the action's own description
|
||||
if (child->action) { printf(" %s", child->action->getDescription().c_str()); }
|
||||
|
||||
// Show sequence preview
|
||||
if (!child->children.empty()) {
|
||||
const MCTSNode* bestNext = nullptr;
|
||||
int maxVisits = 0;
|
||||
for (const auto& grandchild : child->children) {
|
||||
if (grandchild->visitCount > maxVisits) {
|
||||
maxVisits = grandchild->visitCount;
|
||||
bestNext = grandchild.get();
|
||||
}
|
||||
}
|
||||
if (bestNext && bestNext->action) {
|
||||
printf(" -> %s", bestNext->action->getDescription().c_str());
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
printf("MCTS: Tree stats - max depth:%d, total nodes:%d, root visits:%d\n",
|
||||
result.searchDepth,
|
||||
result.nodesEvaluated,
|
||||
rootNode->visitCount);
|
||||
|
||||
// Log best sequence from chosen action (following most-visited path)
|
||||
std::vector<const MCTSNode*> bestSequence;
|
||||
bestSequence.reserve(10);
|
||||
const MCTSNode* current = bestChild;
|
||||
double sequenceScore = bestChild->averageReward;
|
||||
|
||||
while (current && bestSequence.size() < 10) {
|
||||
bestSequence.push_back(current);
|
||||
if (current->children.empty()) break;
|
||||
|
||||
// Find most visited child (standard MCTS principal variation)
|
||||
const MCTSNode* bestChildNode = nullptr;
|
||||
int maxVisits = 0;
|
||||
for (const auto& child : current->children) {
|
||||
if (child->visitCount > maxVisits) {
|
||||
maxVisits = child->visitCount;
|
||||
bestChildNode = child.get();
|
||||
}
|
||||
}
|
||||
current = bestChildNode;
|
||||
if (current) { sequenceScore = current->averageReward; }
|
||||
}
|
||||
|
||||
if (!bestSequence.empty()) {
|
||||
printf("MCTS: Best sequence from chosen action (final: %.2f):\n", sequenceScore);
|
||||
for (size_t i = 0; i < bestSequence.size(); ++i) {
|
||||
const auto* node = bestSequence[i];
|
||||
printf(" %zu.", i + 1);
|
||||
if (node->action) { printf(" %s", node->action->getDescription().c_str()); }
|
||||
printf(" (visits:%d, immediate:%.2f, lookahead:%.2f)\n",
|
||||
node->visitCount,
|
||||
node->immediateScore,
|
||||
node->lookaheadScore);
|
||||
|
||||
// For non-root nodes in the sequence, show what the top alternatives were
|
||||
// This helps diagnose if opponent moves are being properly explored
|
||||
if (i > 0 && node->parent && !node->parent->children.empty()) {
|
||||
// Collect all siblings (including this node) and sort by visit count
|
||||
std::vector<const MCTSNode*> siblings;
|
||||
siblings.reserve(node->parent->children.size());
|
||||
for (const auto& child : node->parent->children) {
|
||||
if (!child->isRedundant) { siblings.push_back(child.get()); }
|
||||
}
|
||||
|
||||
// Sort by visit count (descending)
|
||||
std::ranges::sort(siblings, [](const MCTSNode* a, const MCTSNode* b) {
|
||||
return a->visitCount > b->visitCount;
|
||||
});
|
||||
|
||||
// Show top 3 alternatives at this decision point
|
||||
printf(" Alternatives at this node (%zu total):\n", siblings.size());
|
||||
const size_t topN = std::min(siblings.size(), size_t(3));
|
||||
for (size_t j = 0; j < topN; ++j) {
|
||||
const auto* alt = siblings[j];
|
||||
printf(" [%zu] visits:%d immediate:%.2f lookahead:%.2f",
|
||||
j,
|
||||
alt->visitCount,
|
||||
alt->immediateScore,
|
||||
alt->lookaheadScore);
|
||||
if (alt->action) { printf(" %s", alt->action->getDescription().c_str()); }
|
||||
printf("\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace shardok::mcts
|
||||
@@ -0,0 +1,92 @@
|
||||
//
|
||||
// Abstract MCTS AI implementation - game agnostic
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_ABSTRACT_MCTSAI_HPP
|
||||
#define EAGLE0_ABSTRACT_MCTSAI_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "MCTSAction.hpp"
|
||||
#include "MCTSGameEngine.hpp"
|
||||
#include "MCTSGameState.hpp"
|
||||
#include "MCTSNode.hpp"
|
||||
#include "MCTSTypes.hpp"
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
class AbstractMCTSAI {
|
||||
public:
|
||||
// Search result structure
|
||||
struct SearchResult {
|
||||
size_t bestActionIndex = 0;
|
||||
double bestScore = 0.0;
|
||||
int searchDepth = 0;
|
||||
int nodesEvaluated = 0;
|
||||
std::chrono::milliseconds searchTime{0};
|
||||
bool foundWinningMove = false;
|
||||
};
|
||||
|
||||
explicit AbstractMCTSAI(MCTSPlayerId playerId, MCTSConfig config = MCTSConfig{});
|
||||
|
||||
// Main search interface
|
||||
[[nodiscard]] auto Search(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& initialState,
|
||||
std::chrono::milliseconds timeLimit) const -> SearchResult;
|
||||
|
||||
// Configuration
|
||||
[[nodiscard]] auto GetConfig() const -> const MCTSConfig& { return config_; }
|
||||
void SetConfig(const MCTSConfig& newConfig) { config_ = newConfig; }
|
||||
|
||||
[[nodiscard]] auto FindNodeAtDepthWithHash(
|
||||
const MCTSNode* root,
|
||||
int maxDepth,
|
||||
uint64_t targetHash) -> const MCTSNode*;
|
||||
|
||||
private:
|
||||
MCTSPlayerId playerId_;
|
||||
MCTSConfig config_;
|
||||
|
||||
// Core MCTS algorithm
|
||||
[[nodiscard]] auto BuildMCTSTree(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& initialState,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::unique_ptr<MCTSNode>;
|
||||
|
||||
// MCTS phases
|
||||
[[nodiscard]] auto MCTSSelection(MCTSNode* root) const -> MCTSNode*;
|
||||
|
||||
[[nodiscard]] auto MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine) const
|
||||
-> MCTSNode*;
|
||||
|
||||
[[nodiscard]] auto MCTSSimulation(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& state,
|
||||
MCTSPlayerId startingPlayer,
|
||||
int startingPlayerFlips = 0) const -> double;
|
||||
|
||||
auto MCTSBackpropagation(MCTSNode* node, double reward, MCTSBackpropagationPolicy policy) const
|
||||
-> void;
|
||||
|
||||
// Helper functions
|
||||
[[nodiscard]] auto SelectSimulationAction(
|
||||
const MCTSGameEngine& engine,
|
||||
const MCTSGameState& state,
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
bool isMaximizing) const -> size_t;
|
||||
|
||||
// Logging
|
||||
static auto LogSearchResults(
|
||||
const MCTSNode* rootNode,
|
||||
const MCTSNode* bestChild,
|
||||
const SearchResult& result) -> void;
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_ABSTRACT_MCTSAI_HPP
|
||||
@@ -0,0 +1,93 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "mcts_types",
|
||||
hdrs = ["MCTSTypes.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "mcts_action",
|
||||
hdrs = ["MCTSAction.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "mcts_game_state",
|
||||
hdrs = ["MCTSGameState.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":mcts_types",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "mcts_game_engine",
|
||||
srcs = ["MCTSGameEngine.cpp"],
|
||||
hdrs = ["MCTSGameEngine.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":mcts_action",
|
||||
":mcts_game_state",
|
||||
":mcts_types",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "mcts_node",
|
||||
hdrs = ["MCTSNode.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":mcts_action",
|
||||
":mcts_game_state",
|
||||
":mcts_types",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "abstract_mcts_ai",
|
||||
srcs = ["AbstractMCTSAI.cpp"],
|
||||
hdrs = ["AbstractMCTSAI.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":mcts_action",
|
||||
":mcts_game_engine",
|
||||
":mcts_game_state",
|
||||
":mcts_node",
|
||||
":mcts_types",
|
||||
],
|
||||
)
|
||||
|
||||
# Individual targets are exposed above - no need for a catch-all target
|
||||
# Each component should be imported explicitly by its consumers
|
||||
@@ -0,0 +1,35 @@
|
||||
//
|
||||
// Abstract action interface for MCTS
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_MCTS_ACTION_HPP
|
||||
#define EAGLE0_MCTS_ACTION_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
// Abstract interface for game actions
|
||||
class MCTSAction {
|
||||
public:
|
||||
virtual ~MCTSAction() = default;
|
||||
|
||||
// Get a unique index for this action (used for command indexing)
|
||||
[[nodiscard]] virtual size_t getIndex() const = 0;
|
||||
|
||||
// Get a human-readable description for debugging/logging
|
||||
[[nodiscard]] virtual std::string getDescription() const = 0;
|
||||
|
||||
// Create a deep copy of this action
|
||||
[[nodiscard]] virtual std::unique_ptr<MCTSAction> clone() const = 0;
|
||||
|
||||
// Check if two actions are equivalent
|
||||
[[nodiscard]] virtual bool equals(const MCTSAction& other) const = 0;
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_MCTS_ACTION_HPP
|
||||
@@ -0,0 +1,148 @@
|
||||
//
|
||||
// Default implementations for MCTSGameEngine
|
||||
//
|
||||
|
||||
#include "MCTSGameEngine.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
#include <random>
|
||||
#include <vector>
|
||||
|
||||
#include "MCTSTypes.hpp" // For MCTSInternalError
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
double MCTSGameEngine::simulateRandomPlayout(
|
||||
const MCTSGameState& state,
|
||||
MCTSPlayerId playerId,
|
||||
int maxDepth,
|
||||
MCTSSimulationPolicy policy) const {
|
||||
// Clone state once and mutate it throughout simulation for efficiency
|
||||
auto currentState = state.clone();
|
||||
int depth = 0;
|
||||
|
||||
// Use thread-local random generator for thread safety
|
||||
static thread_local std::mt19937 gen(std::random_device{}());
|
||||
|
||||
// Simulate until terminal or max depth
|
||||
while (!currentState->isTerminal() && depth < maxDepth) {
|
||||
auto actions = getLegalActions(*currentState, playerId, 0, 0);
|
||||
if (actions.empty()) { break; }
|
||||
|
||||
size_t selectedIndex = 0;
|
||||
|
||||
// Select action based on policy
|
||||
switch (policy) {
|
||||
case MCTSSimulationPolicy::RANDOM: {
|
||||
std::uniform_int_distribution<> dis(0, actions.size() - 1);
|
||||
selectedIndex = dis(gen);
|
||||
break;
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::FILTERED_RANDOM: {
|
||||
auto filteredIndices = filterActions(actions, *currentState);
|
||||
if (!filteredIndices.empty()) {
|
||||
std::uniform_int_distribution<> dis(0, filteredIndices.size() - 1);
|
||||
selectedIndex = filteredIndices[dis(gen)];
|
||||
} else {
|
||||
// Fall back to random if no actions pass filter
|
||||
std::uniform_int_distribution<> dis(0, actions.size() - 1);
|
||||
selectedIndex = dis(gen);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::BEST_IMMEDIATE: {
|
||||
double bestScore = -std::numeric_limits<double>::infinity();
|
||||
for (size_t i = 0; i < actions.size(); ++i) {
|
||||
double score = getActionScore(
|
||||
*currentState,
|
||||
*actions[i],
|
||||
currentState->currentPlayerId());
|
||||
if (score > bestScore) {
|
||||
bestScore = score;
|
||||
selectedIndex = i;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::WEIGHTED_BEST_IMMEDIATE: {
|
||||
// Score all actions and weight by ranking
|
||||
std::vector<std::pair<size_t, double>> scores;
|
||||
scores.reserve(actions.size());
|
||||
|
||||
for (size_t i = 0; i < actions.size(); ++i) {
|
||||
double score = getActionScore(
|
||||
*currentState,
|
||||
*actions[i],
|
||||
currentState->currentPlayerId());
|
||||
scores.emplace_back(i, score);
|
||||
}
|
||||
|
||||
// Sort by score (descending)
|
||||
std::sort(scores.begin(), scores.end(), [](const auto& a, const auto& b) {
|
||||
return a.second > b.second;
|
||||
});
|
||||
|
||||
// Create weights based on ranking (1/rank)
|
||||
std::vector<double> weights;
|
||||
weights.reserve(scores.size());
|
||||
for (size_t i = 0; i < scores.size(); ++i) { weights.push_back(1.0 / (i + 1.0)); }
|
||||
|
||||
// Select based on weights
|
||||
std::discrete_distribution<> dis(weights.begin(), weights.end());
|
||||
selectedIndex = scores[dis(gen)].first;
|
||||
break;
|
||||
}
|
||||
|
||||
case MCTSSimulationPolicy::WEIGHTED_HEURISTIC: {
|
||||
// Get heuristic weights (fast O(1) per action)
|
||||
const auto weights = getActionWeights(actions, *currentState);
|
||||
|
||||
// Filter out zero-weight actions
|
||||
std::vector<size_t> validIndices;
|
||||
std::vector<double> validWeights;
|
||||
validIndices.reserve(actions.size());
|
||||
validWeights.reserve(actions.size());
|
||||
|
||||
for (size_t i = 0; i < weights.size() && i < actions.size(); ++i) {
|
||||
if (weights[i] > 0.0) {
|
||||
validIndices.push_back(i);
|
||||
validWeights.push_back(weights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// If all actions filtered out, this is a bug in the weighting logic
|
||||
if (validWeights.empty()) {
|
||||
throw MCTSInternalError(
|
||||
"MCTS simulation (playout): All actions have zero weight in "
|
||||
"WEIGHTED_HEURISTIC policy (action count: " +
|
||||
std::to_string(actions.size()) +
|
||||
") - this indicates incorrect weighting");
|
||||
}
|
||||
|
||||
// Select based on heuristic weights
|
||||
std::discrete_distribution<> dis(validWeights.begin(), validWeights.end());
|
||||
selectedIndex = validIndices[dis(gen)];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply selected action using mutable version for efficiency
|
||||
applyActionMutable(currentState, *actions[selectedIndex]);
|
||||
if (!currentState) {
|
||||
break; // Failed to apply action
|
||||
}
|
||||
|
||||
depth++;
|
||||
}
|
||||
|
||||
// Return evaluation from original player's perspective
|
||||
return evaluateState(*currentState, playerId);
|
||||
}
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,119 @@
|
||||
//
|
||||
// Abstract game engine interface for MCTS
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_MCTS_GAME_ENGINE_HPP
|
||||
#define EAGLE0_MCTS_GAME_ENGINE_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "MCTSAction.hpp"
|
||||
#include "MCTSGameState.hpp"
|
||||
#include "MCTSTypes.hpp"
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
// Abstract interface for game engines
|
||||
class MCTSGameEngine {
|
||||
public:
|
||||
virtual ~MCTSGameEngine() = default;
|
||||
|
||||
// Apply an action to a state and return the resulting state
|
||||
[[nodiscard]] virtual std::unique_ptr<MCTSGameState> applyAction(
|
||||
const MCTSGameState& state,
|
||||
const MCTSAction& action) const = 0;
|
||||
|
||||
// Apply an action to a mutable state in-place (for efficient simulation)
|
||||
// Default: clone, apply, and move the result back
|
||||
// Override this for better performance
|
||||
virtual void applyActionMutable(std::unique_ptr<MCTSGameState>& state, const MCTSAction& action)
|
||||
const {
|
||||
state = applyAction(*state, action);
|
||||
}
|
||||
|
||||
// Get all legal actions for the current state with player flip tracking
|
||||
// Default implementation ignores flip tracking and calls base version
|
||||
[[nodiscard]] virtual std::vector<std::unique_ptr<MCTSAction>> getLegalActions(
|
||||
const MCTSGameState& state,
|
||||
MCTSPlayerId /*rootPlayerId*/,
|
||||
int /*currentPlayerFlips*/,
|
||||
int /*maxPlayerFlips*/) const = 0;
|
||||
|
||||
// Check if a state is terminal
|
||||
[[nodiscard]] virtual bool isTerminal(const MCTSGameState& state) const = 0;
|
||||
|
||||
// Evaluate a state from the perspective of a player
|
||||
[[nodiscard]] virtual double evaluateState(const MCTSGameState& state, MCTSPlayerId playerId)
|
||||
const = 0;
|
||||
|
||||
// Filter actions based on game-specific heuristics
|
||||
// Returns indices of actions to keep
|
||||
// Default: no filtering (return all indices)
|
||||
[[nodiscard]] virtual std::vector<size_t> filterActions(
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
const MCTSGameState& /*state*/) const {
|
||||
std::vector<size_t> indices;
|
||||
indices.reserve(actions.size());
|
||||
for (size_t i = 0; i < actions.size(); ++i) { indices.push_back(i); }
|
||||
return indices;
|
||||
}
|
||||
|
||||
// Get heuristic weights for actions (used by WEIGHTED_HEURISTIC simulation policy)
|
||||
// Returns weights corresponding to each action (same size as actions vector)
|
||||
// Weight of 0.0 = never select, higher = more likely to select
|
||||
// Default: uniform weights (all actions equally likely)
|
||||
[[nodiscard]] virtual std::vector<double> getActionWeights(
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
const MCTSGameState& /*state*/) const {
|
||||
// Default: uniform weights
|
||||
return std::vector<double>(actions.size(), 1.0);
|
||||
}
|
||||
|
||||
// Simulate a random playout from the given state
|
||||
// Default implementation uses policy to select actions
|
||||
[[nodiscard]] virtual double simulateRandomPlayout(
|
||||
const MCTSGameState& state,
|
||||
MCTSPlayerId playerId,
|
||||
int maxDepth,
|
||||
MCTSSimulationPolicy policy) const;
|
||||
|
||||
// Get the immediate score of applying an action
|
||||
// Default: apply the action and evaluate the resulting state
|
||||
[[nodiscard]] virtual double getActionScore(
|
||||
const MCTSGameState& state,
|
||||
const MCTSAction& action,
|
||||
MCTSPlayerId playerId) const {
|
||||
auto newState = applyAction(state, action);
|
||||
if (!newState) { return 0.0; }
|
||||
return evaluateState(*newState, playerId);
|
||||
}
|
||||
|
||||
// Check if we should stop searching (e.g., time limit, found winning move)
|
||||
[[nodiscard]] virtual bool shouldStopSearch(
|
||||
const MCTSGameState& /*state*/,
|
||||
int /*iterations*/,
|
||||
std::chrono::steady_clock::time_point /*startTime*/) const {
|
||||
// Default: no early stopping
|
||||
return false;
|
||||
}
|
||||
|
||||
// Map a filtered action index back to the original unfiltered index
|
||||
// This is needed when getLegalActions() applies filtering - the returned actions
|
||||
// may be a subset of all available actions, and this maps back to the original index.
|
||||
// Default implementation: no filtering, so filtered index = original index
|
||||
[[nodiscard]] virtual size_t mapFilteredIndexToOriginal(
|
||||
size_t filteredIndex,
|
||||
const MCTSGameState& state) const {
|
||||
// Default: no filtering, index stays the same
|
||||
(void)state; // Suppress unused parameter warning
|
||||
return filteredIndex;
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_MCTS_GAME_ENGINE_HPP
|
||||
@@ -0,0 +1,50 @@
|
||||
//
|
||||
// Abstract game state interface for MCTS
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_MCTS_GAME_STATE_HPP
|
||||
#define EAGLE0_MCTS_GAME_STATE_HPP
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "MCTSTypes.hpp"
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
// Abstract interface for game states
|
||||
class MCTSGameState {
|
||||
public:
|
||||
virtual ~MCTSGameState() = default;
|
||||
|
||||
// Compute hash for transposition table
|
||||
[[nodiscard]] virtual uint64_t hash() const = 0;
|
||||
|
||||
// Evaluate the state from the perspective of the given player
|
||||
[[nodiscard]] virtual double score(MCTSPlayerId playerId) const = 0;
|
||||
|
||||
// Get the player whose turn it is
|
||||
[[nodiscard]] virtual MCTSPlayerId currentPlayerId() const = 0;
|
||||
|
||||
// Check if the game has ended
|
||||
[[nodiscard]] virtual bool isTerminal() const = 0;
|
||||
|
||||
// Create a deep copy of the state
|
||||
[[nodiscard]] virtual std::unique_ptr<MCTSGameState> clone() const = 0;
|
||||
|
||||
// Check if two states are equivalent
|
||||
[[nodiscard]] virtual bool equals(const MCTSGameState& other) const = 0;
|
||||
|
||||
// Get winner if terminal, or -1 if not terminal or draw
|
||||
[[nodiscard]] virtual MCTSPlayerId getWinner() const = 0;
|
||||
|
||||
// Optional: Get a string representation for debugging
|
||||
[[nodiscard]] virtual std::string toString() const { return "MCTSGameState"; }
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_MCTS_GAME_STATE_HPP
|
||||
@@ -0,0 +1,231 @@
|
||||
//
|
||||
// Abstract MCTS Node structure for game-agnostic implementation
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_ABSTRACT_MCTSNODE_HPP
|
||||
#define EAGLE0_ABSTRACT_MCTSNODE_HPP
|
||||
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "MCTSAction.hpp"
|
||||
#include "MCTSGameState.hpp"
|
||||
#include "MCTSTypes.hpp"
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
// Abstract MCTS Node structure
|
||||
struct MCTSNode {
|
||||
// Action information
|
||||
std::unique_ptr<MCTSAction> action; // The action that led to this node (null for root)
|
||||
size_t actionIndex = SIZE_MAX; // Index in the original actions array (SIZE_MAX for root)
|
||||
|
||||
// Score information
|
||||
double immediateScore = 0.0;
|
||||
double lookaheadScore = 0.0;
|
||||
|
||||
// Game state after this action
|
||||
std::unique_ptr<MCTSGameState> gameState;
|
||||
|
||||
// MCTS statistics
|
||||
int visitCount = 0;
|
||||
double totalReward = 0.0;
|
||||
double averageReward = 0.0;
|
||||
mutable double ucb1Value = 0.0;
|
||||
double actionWeight = 1.0; // Prior probability/weight for this action (from heuristics)
|
||||
|
||||
// Tree structure
|
||||
std::vector<std::unique_ptr<MCTSNode>> children;
|
||||
size_t nextUntriedActionIndex = 0; // Next action to expand
|
||||
size_t totalActions = 0; // Total number of available actions
|
||||
MCTSNode* parent = nullptr;
|
||||
|
||||
// Game context
|
||||
MCTSPlayerId playerId;
|
||||
int depth = 0;
|
||||
bool isTerminal = false;
|
||||
int playerFlips = 0; // Number of times the active player has changed from root player
|
||||
bool isMaximizingPlayer = true; // True if this node is maximizing for root player
|
||||
|
||||
// Transposition detection
|
||||
uint64_t stateHash = 0;
|
||||
bool isRedundant = false; // True if this node represents a duplicate state
|
||||
|
||||
// Constructor for root node
|
||||
MCTSNode(std::unique_ptr<MCTSGameState> state, MCTSPlayerId pid, int d)
|
||||
: gameState(std::move(state)),
|
||||
playerId(pid),
|
||||
depth(d),
|
||||
playerFlips(0),
|
||||
isMaximizingPlayer(true) {
|
||||
if (gameState) {
|
||||
stateHash = gameState->hash();
|
||||
isTerminal = gameState->isTerminal();
|
||||
}
|
||||
}
|
||||
|
||||
// Constructor for child node
|
||||
MCTSNode(
|
||||
std::unique_ptr<MCTSAction> act,
|
||||
std::unique_ptr<MCTSGameState> state,
|
||||
MCTSPlayerId pid,
|
||||
int d,
|
||||
size_t actIdx = SIZE_MAX,
|
||||
int flips = 0,
|
||||
bool isMaximizing = true,
|
||||
double weight = 1.0)
|
||||
: action(std::move(act)),
|
||||
actionIndex(actIdx),
|
||||
gameState(std::move(state)),
|
||||
actionWeight(weight),
|
||||
playerId(pid),
|
||||
depth(d),
|
||||
playerFlips(flips),
|
||||
isMaximizingPlayer(isMaximizing) {
|
||||
if (gameState) {
|
||||
stateHash = gameState->hash();
|
||||
isTerminal = gameState->isTerminal();
|
||||
}
|
||||
}
|
||||
|
||||
// Iterative destructor to avoid stack overflow with deep trees
|
||||
~MCTSNode() {
|
||||
std::vector<std::unique_ptr<MCTSNode>> nodesToDestroy;
|
||||
nodesToDestroy.swap(children);
|
||||
|
||||
while (!nodesToDestroy.empty()) {
|
||||
std::vector<std::unique_ptr<MCTSNode>> currentBatch;
|
||||
currentBatch.swap(nodesToDestroy);
|
||||
|
||||
for (const auto& node : currentBatch) {
|
||||
if (node && !node->children.empty()) {
|
||||
for (auto& child : node->children) {
|
||||
nodesToDestroy.push_back(std::move(child));
|
||||
}
|
||||
node->children.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate UCB1 value for this node from parent's perspective
|
||||
// Uses prior-weighted formula similar to AlphaGo:
|
||||
// UCB = Q + c * P * sqrt(N_parent) / (1 + N_child)
|
||||
// Where P is the action weight (prior probability from heuristics)
|
||||
[[nodiscard]] double CalculateUCB1(
|
||||
const double explorationConstant,
|
||||
const int parentVisitCount,
|
||||
const bool parentIsMaximizing) const {
|
||||
// Exploitation: use lookahead score (minimax value)
|
||||
// For minimizing nodes, negate the score to prefer low child values
|
||||
const double exploitationValue = parentIsMaximizing ? lookaheadScore : -lookaheadScore;
|
||||
|
||||
// Exploration: prior-weighted formula (AlphaGo-style)
|
||||
// Actions with weight 0.0 (like FLEE_COMMAND) get no exploration bonus
|
||||
// Unvisited nodes get: c * weight * sqrt(N_parent)
|
||||
// This prevents bad actions from dominating exploration due to infinite UCB
|
||||
const double explorationValue = explorationConstant * actionWeight *
|
||||
std::sqrt(parentVisitCount) / (1.0 + visitCount);
|
||||
|
||||
return exploitationValue + explorationValue;
|
||||
}
|
||||
|
||||
// Check if this node can be expanded
|
||||
[[nodiscard]] bool CanExpand() const { return nextUntriedActionIndex < totalActions; }
|
||||
|
||||
// Get best child based on UCB1
|
||||
[[nodiscard]] MCTSNode* GetBestChild(const double explorationConstant) const {
|
||||
if (children.empty()) return nullptr;
|
||||
|
||||
MCTSNode* bestChild = nullptr;
|
||||
double bestValue = -std::numeric_limits<double>::max();
|
||||
|
||||
for (auto& child : children) {
|
||||
// Skip redundant nodes
|
||||
if (child->isRedundant) continue;
|
||||
|
||||
// Calculate UCB1 value using the helper function
|
||||
const double value =
|
||||
child->CalculateUCB1(explorationConstant, visitCount, isMaximizingPlayer);
|
||||
|
||||
// Debug logging for UCB selection
|
||||
static bool enableUCBDebug = false;
|
||||
if (enableUCBDebug && child->visitCount > 0) {
|
||||
const double exploitationValue =
|
||||
isMaximizingPlayer ? child->lookaheadScore : -child->lookaheadScore;
|
||||
const double explorationValue =
|
||||
explorationConstant * std::sqrt(std::log(visitCount) / child->visitCount);
|
||||
printf(" UCB: %s lookahead=%.2f expl=%.2f (+%.2f) = %.2f [%s]\n",
|
||||
isMaximizingPlayer ? "MAX" : "MIN",
|
||||
child->lookaheadScore,
|
||||
exploitationValue,
|
||||
explorationValue,
|
||||
value,
|
||||
child->action ? child->action->getDescription().c_str() : "root");
|
||||
}
|
||||
|
||||
if (value > bestValue) {
|
||||
bestValue = value;
|
||||
bestChild = child.get();
|
||||
}
|
||||
}
|
||||
|
||||
return bestChild;
|
||||
}
|
||||
|
||||
// Get best child based on visit count (for final selection)
|
||||
[[nodiscard]] MCTSNode* GetBestFinalChild() const {
|
||||
if (children.empty()) return nullptr;
|
||||
|
||||
MCTSNode* bestChild = nullptr;
|
||||
int bestVisits = 0;
|
||||
double bestScore = isMaximizingPlayer ? -std::numeric_limits<double>::max()
|
||||
: std::numeric_limits<double>::max();
|
||||
|
||||
for (const auto& child : children) {
|
||||
// Skip redundant nodes
|
||||
if (child->isRedundant) continue;
|
||||
|
||||
// Prefer most-visited node (robust child selection)
|
||||
if (child->visitCount > bestVisits) {
|
||||
bestVisits = child->visitCount;
|
||||
bestScore = child->lookaheadScore;
|
||||
bestChild = child.get();
|
||||
} else if (child->visitCount == bestVisits) {
|
||||
// Tie-break on lookahead score (minimax value, not poisoned average)
|
||||
// Maximizing: prefer higher score (better for root player)
|
||||
// Minimizing: prefer lower score (worse for root player)
|
||||
const bool shouldReplace = isMaximizingPlayer ? (child->lookaheadScore > bestScore)
|
||||
: (child->lookaheadScore < bestScore);
|
||||
if (shouldReplace) {
|
||||
bestScore = child->lookaheadScore;
|
||||
bestChild = child.get();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If no child was visited, fall back to lookahead score
|
||||
if (!bestChild && !children.empty()) {
|
||||
for (const auto& child : children) {
|
||||
if (child->isRedundant) continue;
|
||||
|
||||
const bool shouldReplace = isMaximizingPlayer ? (child->lookaheadScore > bestScore)
|
||||
: (child->lookaheadScore < bestScore);
|
||||
if (shouldReplace) {
|
||||
bestScore = child->lookaheadScore;
|
||||
bestChild = child.get();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bestChild;
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_ABSTRACT_MCTSNODE_HPP
|
||||
@@ -0,0 +1,54 @@
|
||||
//
|
||||
// Core types for abstract MCTS implementation
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_MCTS_TYPES_HPP
|
||||
#define EAGLE0_MCTS_TYPES_HPP
|
||||
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
// Exception thrown when MCTS encounters an internal error that indicates a bug
|
||||
class MCTSInternalError : public std::logic_error {
|
||||
public:
|
||||
explicit MCTSInternalError(const std::string& message) : std::logic_error(message) {}
|
||||
};
|
||||
|
||||
// Abstract player identifier type
|
||||
using MCTSPlayerId = int;
|
||||
|
||||
// Simulation policy for MCTS rollouts
|
||||
enum class MCTSSimulationPolicy {
|
||||
RANDOM, // Pure random selection
|
||||
FILTERED_RANDOM, // Random from filtered actions
|
||||
BEST_IMMEDIATE, // Choose best immediate score
|
||||
WEIGHTED_BEST_IMMEDIATE, // Random weighted by score ranking
|
||||
WEIGHTED_HEURISTIC // Random weighted by fast heuristics (no score evaluation)
|
||||
};
|
||||
|
||||
// Backpropagation policy for MCTS tree updates
|
||||
enum class MCTSBackpropagationPolicy {
|
||||
AVERAGING, // Traditional MCTS averaging (for stochastic/single-player games)
|
||||
MINIMAX // Minimax backup (for deterministic adversarial games)
|
||||
};
|
||||
|
||||
// Configuration for MCTS algorithm
|
||||
struct MCTSConfig {
|
||||
double explorationConstant = 1.414; // UCB1 constant (sqrt(2) by default)
|
||||
int maxSimulationDepth = 1000; // Maximum depth for rollout
|
||||
int maxTreeDepth = 2000; // Maximum tree depth to prevent stack overflow
|
||||
bool useMultithreading = true; // Enable parallel MCTS
|
||||
int numThreads = 16; // Number of threads for parallel MCTS
|
||||
MCTSSimulationPolicy simulationPolicy = MCTSSimulationPolicy::BEST_IMMEDIATE;
|
||||
MCTSBackpropagationPolicy backpropagationPolicy = MCTSBackpropagationPolicy::AVERAGING;
|
||||
int maxPlayerFlips = 0; // Maximum number of player changes to explore (0 = stop at first
|
||||
// flip, 1 = explore through opponent's response, etc.)
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_MCTS_TYPES_HPP
|
||||
@@ -9,7 +9,6 @@
|
||||
#include <ranges>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -76,30 +75,28 @@ auto MinDistanceIncludingBraving(
|
||||
auto EffectiveDistance(
|
||||
const Unit* unit,
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const APDCache& apdCache,
|
||||
const AttackLocations& attackLocations,
|
||||
const SettingsGetter& settings,
|
||||
const int braveWaterCost) -> DIST_T {
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> DIST_T {
|
||||
return EffectiveDistance(
|
||||
unit,
|
||||
map,
|
||||
mapId,
|
||||
apdCache,
|
||||
attackLocations.LocationsWithEnemyInRange(unit),
|
||||
settings,
|
||||
apdCache,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost);
|
||||
}
|
||||
|
||||
auto EffectiveDistance(
|
||||
const Unit* unit,
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& locations,
|
||||
const SettingsGetter& settings,
|
||||
const int braveWaterCost) -> DIST_T {
|
||||
const auto& battType = settings.GetBattalionType(unit->battalion().type());
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> DIST_T {
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(map);
|
||||
const auto& battType = battalionTypeGetter(unit->battalion().type());
|
||||
const auto* notBravingApd = apdCache->GetRaw(map, mapId, battType, false);
|
||||
const ActionPointDistances* bravingApd = nullptr;
|
||||
if (battType->allowsBraveWater) {
|
||||
@@ -132,12 +129,12 @@ auto GenerateTargetPriorities(
|
||||
const vector<const Unit*>& remainingUnits,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const MapId& mapId,
|
||||
const SettingsGetter& settings,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
const bool isLateGame) -> vector<TargetPriorityList> {
|
||||
auto cc = map->column_count();
|
||||
|
||||
const auto braveWaterCost = settings.Backing().brave_water_action_point_cost();
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(map);
|
||||
|
||||
vector<TargetPriorityList> allTargetsUnitsAndDistances{};
|
||||
allTargetsUnitsAndDistances.reserve(remainingUnits.size());
|
||||
@@ -161,7 +158,7 @@ auto GenerateTargetPriorities(
|
||||
vector<TargetAndDistance> targetsWithDistance;
|
||||
|
||||
// Get APDs directly from cache (now with built-in thread-local optimization)
|
||||
const auto& battType = settings.GetBattalionType(unit->battalion().type());
|
||||
const auto& battType = battalionTypeGetter(unit->battalion().type());
|
||||
const auto* notBravingApd = apdCache->GetRaw(map, mapId, battType, false);
|
||||
const ActionPointDistances* bravingApd = nullptr;
|
||||
if (battType->allowsBraveWater) {
|
||||
|
||||
@@ -5,12 +5,12 @@
|
||||
#ifndef EAGLE0_AIATTACKGROUPS_HPP
|
||||
#define EAGLE0_AIATTACKGROUPS_HPP
|
||||
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/player_info.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
|
||||
@@ -22,6 +22,8 @@ using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
using net::eagle0::shardok::storage::fb::PlayerInfo;
|
||||
using std::vector;
|
||||
|
||||
using BattalionTypeGetter = std::function<BattalionTypeSPtr(BattalionTypeId)>;
|
||||
|
||||
struct TargetAndAttackLocations {
|
||||
Coords target;
|
||||
CoordsSet attackLocations;
|
||||
@@ -41,20 +43,18 @@ struct TargetPriorityList {
|
||||
auto EffectiveDistance(
|
||||
const Unit* unit,
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const APDCache& apdCache,
|
||||
const AttackLocations& attackLocations,
|
||||
const SettingsGetter& settings,
|
||||
int braveWaterCost) -> DIST_T;
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> DIST_T;
|
||||
|
||||
auto EffectiveDistance(
|
||||
const Unit* unit,
|
||||
const HexMap* map,
|
||||
const MapId& mapId,
|
||||
const APDCache& apdCache,
|
||||
const CoordsSet& locations,
|
||||
const SettingsGetter& settings,
|
||||
int braveWaterCost) -> DIST_T;
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> DIST_T;
|
||||
|
||||
auto EffectiveDistance(
|
||||
const Unit* unit,
|
||||
@@ -71,8 +71,8 @@ auto GenerateTargetPriorities(
|
||||
const vector<const Unit*>& remainingUnits,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const MapId& mapId,
|
||||
const SettingsGetter& settings,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
bool isLateGame = false) -> vector<TargetPriorityList>;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
|
||||
#include "AIAttackGroups.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"
|
||||
@@ -20,9 +21,11 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
const PlayerId attackerPid,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
int maxRounds,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
const AIWaterCrossingCommandChooser& waterCrossingCommandChooser,
|
||||
const vector<CommandProto>& /*availableCommands*/) -> AIStrategy {
|
||||
uint32_t attackerUnitCount = 0;
|
||||
@@ -63,12 +66,14 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
if (canFlee && AIFleeDecisionCalculator::ShouldConsiderFleeing(
|
||||
attackerPid,
|
||||
gameState,
|
||||
settings,
|
||||
maxRounds,
|
||||
FLEE_CONSIDERATION_THRESHOLD)) {
|
||||
chosenStrategy = FleeStrategy;
|
||||
} else if (const CoordsSet startCrossingLocations =
|
||||
waterCrossingCommandChooser
|
||||
.StartCrossingFrom(settings, gameState, criticalTileCoords);
|
||||
waterCrossingCommandChooser.StartCrossingFrom(
|
||||
battalionTypeGetter,
|
||||
gameState,
|
||||
criticalTileCoords);
|
||||
!startCrossingLocations.empty()) {
|
||||
chosenStrategy = CrossRiversStrategy(startCrossingLocations);
|
||||
} else if (attackerUnitCount < criticalTileCoords.size()) {
|
||||
@@ -83,8 +88,8 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
attackerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
ActionPointDistancesCache::GetMapId(gameState->hex_map()),
|
||||
settings));
|
||||
battalionTypeGetter,
|
||||
braveWaterCost));
|
||||
}
|
||||
// If any critical tile is occupied by the defender, attack the castles.
|
||||
// Otherwise, try to hold the castles.
|
||||
@@ -100,8 +105,8 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
attackerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
ActionPointDistancesCache::GetMapId(gameState->hex_map()),
|
||||
settings));
|
||||
battalionTypeGetter,
|
||||
braveWaterCost));
|
||||
} else {
|
||||
chosenStrategy = HoldCastlesStrategy;
|
||||
}
|
||||
|
||||
@@ -6,9 +6,11 @@
|
||||
#define EAGLE0_AIATTACKERSTRATEGYSELECTOR_HPP
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommonTypes.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/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -19,9 +21,11 @@ public:
|
||||
PlayerId attackerPid,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
int maxRounds,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
const AIWaterCrossingCommandChooser& waterCrossingCommandChooser,
|
||||
const vector<CommandProto>& availableCommands) -> AIStrategy;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,560 @@
|
||||
//
|
||||
// Command evaluator for AI lookahead search.
|
||||
// Extracted from AIScoreCalculator to separate concerns.
|
||||
//
|
||||
|
||||
#include "AICommandEvaluator.hpp"
|
||||
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include <future>
|
||||
#include <limits>
|
||||
|
||||
#include "AICommandFilter.hpp"
|
||||
#include "TranspositionTable.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexCubeUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// No need to forward declare internal functions - use the public interface instead
|
||||
|
||||
// Helper constants and static variables
|
||||
static const std::vector<double> _averageSequence = {0.5};
|
||||
static const auto _averageGenerator = std::make_shared<SequenceRandomGenerator>(_averageSequence);
|
||||
|
||||
#define MULTITHREAD true
|
||||
#define LOGGING_ 0
|
||||
|
||||
// Helper function to determine if a command type is deterministic
|
||||
static auto IsDeterministic(const CommandType type) -> bool {
|
||||
switch (type) {
|
||||
case net::eagle0::shardok::common::MOVE_COMMAND:
|
||||
case net::eagle0::shardok::common::CONTROL_COMMAND:
|
||||
case net::eagle0::shardok::common::METEOR_START_COMMAND:
|
||||
case net::eagle0::shardok::common::METEOR_TARGET_COMMAND:
|
||||
case net::eagle0::shardok::common::METEOR_CANCEL_COMMAND:
|
||||
case net::eagle0::shardok::common::END_TURN_COMMAND:
|
||||
case net::eagle0::shardok::common::PLACE_UNIT_COMMAND:
|
||||
case net::eagle0::shardok::common::PLACE_HIDDEN_UNIT_COMMAND:
|
||||
case net::eagle0::shardok::common::UNIT_STOP_COMMAND:
|
||||
case net::eagle0::shardok::common::UNIT_REST_COMMAND:
|
||||
case net::eagle0::shardok::common::FLEE_COMMAND:
|
||||
case net::eagle0::shardok::common::REINFORCE_COMMAND:
|
||||
case net::eagle0::shardok::common::RETREAT_COMMAND:
|
||||
case net::eagle0::shardok::common::END_PLAYER_SETUP_COMMAND:
|
||||
case net::eagle0::shardok::common::HIDE_COMMAND:
|
||||
case net::eagle0::shardok::common::FORTIFY_COMMAND:
|
||||
case net::eagle0::shardok::common::BECOME_OUTLAW_COMMAND:
|
||||
case net::eagle0::shardok::common::HOLY_WAVE_COMMAND:
|
||||
case net::eagle0::shardok::common::REPAIR_COMMAND: return true;
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Helper function to sort commands by score
|
||||
static auto CommandSorter(
|
||||
const AICommandEvaluator::IndexAndScore& l,
|
||||
const AICommandEvaluator::IndexAndScore& r) -> bool {
|
||||
if (l.lookaheadScore < r.lookaheadScore) return true;
|
||||
if (l.lookaheadScore > r.lookaheadScore) return false;
|
||||
|
||||
// At this point the scores are tied
|
||||
if (l.immediateScore < r.immediateScore) return true;
|
||||
if (l.immediateScore > r.immediateScore) return false;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
AICommandEvaluator::AICommandEvaluator(
|
||||
const AIScoreCalculator& scorer,
|
||||
const APDCache& apdCache,
|
||||
BattalionTypeGetter battalionTypeGetter)
|
||||
: scorer_(scorer),
|
||||
apdCache_(apdCache),
|
||||
battalionTypeGetter_(std::move(battalionTypeGetter)) {} // Move the function object
|
||||
|
||||
auto AICommandEvaluator::PerformLookahead(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const int remainingLookahead,
|
||||
const int maxRepeatCount,
|
||||
const std::shared_ptr<ShardokEngine>& innerEngine,
|
||||
const ScoreValue currentUtility,
|
||||
const AIStrategy& attackerStrategy,
|
||||
const CoordsSet& allCastleCoords,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue> {
|
||||
// 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 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 FindBestCommand without calling .get()
|
||||
auto bestCommandFuture = FindBestCommand(
|
||||
pid,
|
||||
isDefender,
|
||||
remainingLookahead - 1,
|
||||
maxRepeatCount,
|
||||
*innerEngine,
|
||||
attackerStrategy,
|
||||
nextUtility,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
// 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;
|
||||
});
|
||||
}
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
||||
auto AICommandEvaluator::EvaluateWithRandomness(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const uint32_t commandIndex,
|
||||
const int remainingLookahead,
|
||||
const int maxRepeatCount,
|
||||
const std::shared_ptr<RandomGenerator>& randomGenerator,
|
||||
const ShardokEngine& guessedEngine,
|
||||
const AIStrategy& attackerStrategy,
|
||||
const CoordsSet& allCastleCoords,
|
||||
std::chrono::steady_clock::time_point deadline) const -> 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);
|
||||
|
||||
auto innerUtility = scorer_.GuessedStateScore(
|
||||
isDefender,
|
||||
innerEngine->GetCurrentGameState(),
|
||||
attackerStrategy,
|
||||
allCastleCoords);
|
||||
|
||||
returnValue.immediateScore = innerUtility;
|
||||
|
||||
if (remainingLookahead <= 0) {
|
||||
std::promise<ScoreValue> p;
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
p.set_value(innerUtility);
|
||||
} else {
|
||||
auto lookaheadLambda = [this,
|
||||
pid,
|
||||
isDefender,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
innerEngine,
|
||||
attackerStrategy,
|
||||
innerUtility,
|
||||
&allCastleCoords,
|
||||
deadline]() -> ScoreValue {
|
||||
auto lookaheadFuture = PerformLookahead(
|
||||
pid,
|
||||
isDefender,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
innerEngine,
|
||||
innerUtility,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
return lookaheadFuture.get();
|
||||
};
|
||||
|
||||
#if MULTITHREAD
|
||||
auto launchPolicy = remainingLookahead == 1 ? std::launch::async : std::launch::deferred;
|
||||
returnValue.lookaheadScore = std::async(launchPolicy, lookaheadLambda);
|
||||
#else
|
||||
std::promise<ScoreValue> p;
|
||||
returnValue.lookaheadScore = p.get_future();
|
||||
auto lambdaResult = lookaheadLambda();
|
||||
p.set_value(lambdaResult);
|
||||
#endif
|
||||
}
|
||||
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
auto AICommandEvaluator::FindBestCommand(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const int remainingLookahead,
|
||||
const int maxRepeatCount,
|
||||
const ShardokEngine& guessedEngine,
|
||||
const AIStrategy& attackerStrategy,
|
||||
const ScoreValue currentUtility,
|
||||
const CoordsSet& allCastleCoords,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::future<IndexAndScore> {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
// Filter out obviously bad commands to reduce search space
|
||||
const std::vector<size_t> filteredIndices = AICommandFilter::FilterCommands(
|
||||
guessedDescriptors,
|
||||
pid,
|
||||
isDefender,
|
||||
guessedEngine.GetCurrentGameState(),
|
||||
apdCache_,
|
||||
battalionTypeGetter_);
|
||||
|
||||
const auto& gameState = guessedEngine.GetCurrentGameState();
|
||||
// Calculate minimum hex distance to enemies for this player
|
||||
double minDistToEnemies = std::numeric_limits<double>::max();
|
||||
const auto* units = gameState->units();
|
||||
|
||||
for (size_t i = 0; i < units->size(); ++i) {
|
||||
if (const auto* playerUnit = units->Get(static_cast<unsigned int>(i));
|
||||
playerUnit->player_id() == pid) {
|
||||
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) {
|
||||
const auto& enemyCoords = enemyUnit->location();
|
||||
|
||||
// Proper hex distance calculation using cube coordinates
|
||||
const Cube playerCube = OffsetToCube(playerCoords);
|
||||
const Cube enemyCube = OffsetToCube(enemyCoords);
|
||||
const int hexDistance = CubeDistance(playerCube, enemyCube);
|
||||
|
||||
minDistToEnemies = std::min(minDistToEnemies, static_cast<double>(hexDistance));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (minDistToEnemies == std::numeric_limits<double>::max()) {
|
||||
minDistToEnemies = 0.0; // No enemies found
|
||||
}
|
||||
|
||||
#if LOGGING_
|
||||
// Log command count and distance metrics for performance analysis
|
||||
const auto allCommandCount = guessedDescriptors->size();
|
||||
const auto filteredCommandCount = filteredIndices.size();
|
||||
const int currentRound = gameState->current_round();
|
||||
|
||||
printf("AI_COMMAND_COUNT: Round %d, Player %d, Defender %d, MinDist %.1f, Commands %zu -> %zu "
|
||||
"(%.1f%% filtered)\n",
|
||||
currentRound,
|
||||
static_cast<int>(pid),
|
||||
isDefender ? 1 : 0,
|
||||
minDistToEnemies,
|
||||
allCommandCount,
|
||||
filteredCommandCount,
|
||||
100.0 * (allCommandCount - filteredCommandCount) / allCommandCount);
|
||||
#endif
|
||||
|
||||
const auto commandCount = filteredIndices.size();
|
||||
|
||||
// Structure to hold all command evaluation data
|
||||
struct CommandEvaluation {
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue immediateScore;
|
||||
std::vector<std::future<ScoreValue>> lookaheadFutures;
|
||||
};
|
||||
|
||||
std::vector<CommandEvaluation> commandEvaluations(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;
|
||||
|
||||
if (guessedCommandType == net::eagle0::shardok::common::END_TURN_COMMAND) {
|
||||
std::promise<ScoreValue> p;
|
||||
commandEvaluations[index].lookaheadFutures.push_back(p.get_future());
|
||||
p.set_value(currentUtility);
|
||||
commandEvaluations[index].immediateScore = currentUtility;
|
||||
} else if (IsDeterministic(guessedCommandType)) {
|
||||
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
_averageGenerator,
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
commandEvaluations[index].immediateScore = immediateScore;
|
||||
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
|
||||
} else if (guessedDescriptor->HasOdds()) {
|
||||
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
|
||||
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
|
||||
|
||||
// Success attempt uses 1.0 - (successChance / 2) as the roll
|
||||
auto [successImmediateScore, successLookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(
|
||||
std::vector{1.0 - successChance / 2.0}),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
// Failure attempt uses the average of (1 - successChance) and 0 as the roll
|
||||
auto [failureImmediateScore, failureLookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(
|
||||
std::vector{(1.0 - successChance) / 2.0}),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
commandEvaluations[index].immediateScore =
|
||||
std::lerp(failureImmediateScore, successImmediateScore, successChance);
|
||||
|
||||
auto successSF = successLookaheadScore.share();
|
||||
auto failureSF = failureLookaheadScore.share();
|
||||
commandEvaluations[index].lookaheadFutures.push_back(std::async(
|
||||
std::launch::deferred,
|
||||
[successSF, failureSF, successChance]() -> double {
|
||||
return std::lerp(failureSF.get(), successSF.get(), successChance);
|
||||
}));
|
||||
} else {
|
||||
ScoreValue sum = 0.0;
|
||||
for (int repeatIteration = 0; repeatIteration < maxRepeatCount; repeatIteration++) {
|
||||
// In each iteration, use a double from [0, 1] as the random roll
|
||||
auto sequence = std::vector{
|
||||
static_cast<double>(repeatIteration) /
|
||||
static_cast<double>(maxRepeatCount - 1)};
|
||||
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
originalIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(sequence),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
sum += immediateScore;
|
||||
commandEvaluations[index].lookaheadFutures.push_back(std::move(lookaheadScore));
|
||||
}
|
||||
commandEvaluations[index].immediateScore = sum / maxRepeatCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Return a future that will wait for all evaluations and find the best one
|
||||
return std::async(
|
||||
std::launch::deferred,
|
||||
[evals = std::move(commandEvaluations)]() mutable -> IndexAndScore {
|
||||
std::vector<IndexAndScore> allResults;
|
||||
allResults.reserve(evals.size());
|
||||
|
||||
// Wait for all futures and compute final scores
|
||||
for (auto& eval : evals) {
|
||||
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;
|
||||
});
|
||||
}
|
||||
|
||||
auto AICommandEvaluator::EvaluateCommand(
|
||||
const PlayerId pid,
|
||||
const bool isDefender,
|
||||
const int remainingLookahead,
|
||||
const int maxRepeatCount,
|
||||
const ShardokEngine& guessedEngine,
|
||||
const AIStrategy& attackerStrategy,
|
||||
const ScoreValue currentUtility,
|
||||
const CoordsSet& allCastleCoords,
|
||||
const size_t commandIndex,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue> {
|
||||
const CommandListSPtr guessedDescriptors = guessedEngine.GetAvailableCommandsForAIPlayer(pid);
|
||||
|
||||
if (commandIndex >= guessedDescriptors->size()) {
|
||||
std::promise<ScoreValue> p;
|
||||
p.set_value(currentUtility);
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
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 p.get_future();
|
||||
} else if (IsDeterministic(guessedCommandType)) {
|
||||
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
_averageGenerator,
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
return std::move(lookaheadScore);
|
||||
} else if (guessedDescriptor->HasOdds()) {
|
||||
const auto successChancePercentile = guessedDescriptor->GetOddsPercentile();
|
||||
const double successChance = static_cast<double>(successChancePercentile) / 100.0;
|
||||
|
||||
// Success attempt
|
||||
auto [successImmediateScore, successLookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(std::vector{1.0 - successChance / 2.0}),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
// Failure attempt
|
||||
auto [failureImmediateScore, failureLookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(std::vector{(1.0 - successChance) / 2.0}),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
// Return weighted average of success and failure
|
||||
auto successSF = successLookaheadScore.share();
|
||||
auto failureSF = failureLookaheadScore.share();
|
||||
return std::async(std::launch::deferred, [successSF, failureSF, successChance]() -> double {
|
||||
return std::lerp(failureSF.get(), successSF.get(), successChance);
|
||||
});
|
||||
} else {
|
||||
// For non-deterministic commands without odds, use multiple attempts
|
||||
std::vector<std::future<ScoreValue>> lookaheadFutures;
|
||||
lookaheadFutures.reserve(maxRepeatCount);
|
||||
|
||||
for (int repeatIteration = 0; repeatIteration < maxRepeatCount; repeatIteration++) {
|
||||
auto sequence = std::vector{
|
||||
static_cast<double>(repeatIteration) / static_cast<double>(maxRepeatCount - 1)};
|
||||
auto [immediateScore, lookaheadScore] = EvaluateWithRandomness(
|
||||
pid,
|
||||
isDefender,
|
||||
commandIndex,
|
||||
remainingLookahead,
|
||||
maxRepeatCount,
|
||||
std::make_shared<SequenceRandomGenerator>(sequence),
|
||||
guessedEngine,
|
||||
attackerStrategy,
|
||||
allCastleCoords,
|
||||
deadline);
|
||||
|
||||
lookaheadFutures.push_back(std::move(lookaheadScore));
|
||||
}
|
||||
|
||||
// Return a future that computes the average when needed
|
||||
return 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;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,112 @@
|
||||
//
|
||||
// Command evaluator for AI lookahead search.
|
||||
// Separated from AIScoreCalculator to isolate pure state scoring from lookahead logic.
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AICOMMANDEVALUATOR_HPP
|
||||
#define EAGLE0_AICOMMANDEVALUATOR_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
|
||||
#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/ShardokCTypes.h"
|
||||
#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/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class AIScoreCalculator;
|
||||
class ShardokEngine;
|
||||
|
||||
using ScoreValue = double;
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
using CommandType = net::eagle0::shardok::common::CommandType;
|
||||
using BattalionTypeGetter = std::function<BattalionTypeSPtr(BattalionTypeId)>;
|
||||
|
||||
/// Evaluates commands with lookahead using minimax-style search.
|
||||
/// Uses AIScoreCalculator for pure state evaluation, adds recursive lookahead logic.
|
||||
class AICommandEvaluator {
|
||||
public:
|
||||
/// Construct evaluator with a scorer for state evaluation and dependencies for command
|
||||
/// filtering
|
||||
AICommandEvaluator(
|
||||
const AIScoreCalculator& scorer,
|
||||
const APDCache& apdCache,
|
||||
BattalionTypeGetter battalionTypeGetter); // Pass by value
|
||||
|
||||
/// Evaluates the score for a particular command index with lookahead.
|
||||
[[nodiscard]] auto EvaluateCommand(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine& guessedEngine,
|
||||
const AIStrategy& attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const CoordsSet& allCastleCoords,
|
||||
size_t commandIndex,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue>;
|
||||
|
||||
/// Find the best command among all available commands at the given depth.
|
||||
struct IndexAndScore {
|
||||
size_t index;
|
||||
CommandType type;
|
||||
ScoreValue lookaheadScore;
|
||||
ScoreValue immediateScore;
|
||||
};
|
||||
|
||||
[[nodiscard]] auto FindBestCommand(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine& guessedEngine,
|
||||
const AIStrategy& attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const CoordsSet& allCastleCoords,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::future<IndexAndScore>;
|
||||
|
||||
private:
|
||||
const AIScoreCalculator& scorer_;
|
||||
const APDCache& apdCache_;
|
||||
BattalionTypeGetter battalionTypeGetter_; // Store by value
|
||||
|
||||
struct ImmediateAndLookaheadScore {
|
||||
ScoreValue immediateScore;
|
||||
std::future<ScoreValue> lookaheadScore;
|
||||
};
|
||||
|
||||
/// Recursive lookahead calculator
|
||||
[[nodiscard]] auto PerformLookahead(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const std::shared_ptr<ShardokEngine>& innerEngine,
|
||||
ScoreValue currentUtility,
|
||||
const AIStrategy& attackerStrategy,
|
||||
const CoordsSet& allCastleCoords,
|
||||
std::chrono::steady_clock::time_point deadline) const -> std::future<ScoreValue>;
|
||||
|
||||
/// Evaluate single command execution with randomness handling
|
||||
[[nodiscard]] auto EvaluateWithRandomness(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
uint32_t commandIndex,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const std::shared_ptr<class RandomGenerator>& randomGenerator,
|
||||
const ShardokEngine& guessedEngine,
|
||||
const AIStrategy& attackerStrategy,
|
||||
const CoordsSet& allCastleCoords,
|
||||
std::chrono::steady_clock::time_point deadline) const -> ImmediateAndLookaheadScore;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AICOMMANDEVALUATOR_HPP
|
||||
@@ -36,8 +36,8 @@ std::vector<size_t> AICommandFilter::FilterCommands(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache) {
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeGetter) {
|
||||
std::vector<size_t> filteredIndices;
|
||||
filteredIndices.reserve(commands->size());
|
||||
|
||||
@@ -66,8 +66,8 @@ std::vector<size_t> AICommandFilter::FilterCommands(
|
||||
pid,
|
||||
isDefender,
|
||||
gameState,
|
||||
settings,
|
||||
apdCache,
|
||||
battalionTypeGetter,
|
||||
enemyLocations,
|
||||
castleLocations,
|
||||
minDistToEnemies)) {
|
||||
@@ -80,16 +80,22 @@ std::vector<size_t> AICommandFilter::FilterCommands(
|
||||
pid,
|
||||
isDefender,
|
||||
gameState,
|
||||
settings,
|
||||
apdCache,
|
||||
battalionTypeGetter,
|
||||
enemyLocations,
|
||||
minDistToEnemies)) {
|
||||
shouldFilter = true;
|
||||
}
|
||||
|
||||
// Check strategic blunders
|
||||
if (!shouldFilter &&
|
||||
IsStrategicBlunder(*cmd, pid, isDefender, gameState, settings, minDistToEnemies)) {
|
||||
if (!shouldFilter && IsStrategicBlunder(
|
||||
*cmd,
|
||||
pid,
|
||||
isDefender,
|
||||
gameState,
|
||||
apdCache,
|
||||
battalionTypeGetter,
|
||||
minDistToEnemies)) {
|
||||
shouldFilter = true;
|
||||
}
|
||||
|
||||
@@ -104,8 +110,8 @@ bool AICommandFilter::IsWastefulAction(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
const CoordsSet& enemyLocations,
|
||||
const CoordsSet& castleLocations,
|
||||
double minDistToEnemies) {
|
||||
@@ -269,7 +275,7 @@ bool AICommandFilter::IsWastefulAction(
|
||||
}
|
||||
|
||||
// Get action point distances for this unit's battalion type
|
||||
const auto& battType = settings.GetBattalionType(actingUnit->battalion().type());
|
||||
const auto& battType = battalionTypeGetter(actingUnit->battalion().type());
|
||||
const auto* apd = apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
ActionPointDistancesCache::GetMapId(gameState->hex_map()),
|
||||
@@ -407,8 +413,8 @@ bool AICommandFilter::IsWastefulMovement(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
const CoordsSet& enemyLocations,
|
||||
double minDistToEnemies) {
|
||||
if (cmd.GetCommandType() != CommandType::MOVE_COMMAND) { return false; }
|
||||
@@ -449,7 +455,7 @@ bool AICommandFilter::IsWastefulMovement(
|
||||
static_cast<int8_t>(targetCoords.column())};
|
||||
|
||||
// Get action point distances for this unit's battalion type
|
||||
const auto& battType = settings.GetBattalionType(actingUnit->battalion().type());
|
||||
const auto& battType = battalionTypeGetter(actingUnit->battalion().type());
|
||||
const auto* apd = apdCache->GetRaw(
|
||||
gameState->hex_map(),
|
||||
ActionPointDistancesCache::GetMapId(gameState->hex_map()),
|
||||
@@ -490,7 +496,8 @@ bool AICommandFilter::IsStrategicBlunder(
|
||||
PlayerId /*pid*/,
|
||||
bool /*isDefender*/,
|
||||
const GameStateW& /*gameState*/,
|
||||
const SettingsGetter& /*settings*/,
|
||||
const APDCache& /*apdCache*/,
|
||||
const BattalionTypeGetter& /*battalionTypeGetter*/,
|
||||
double /*minDistToEnemies*/) {
|
||||
// Simplified strategic blunder detection for now
|
||||
// TODO: Implement proper castle abandonment detection
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommonTypes.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
@@ -32,8 +33,8 @@ public:
|
||||
* @param pid Player ID making the move
|
||||
* @param isDefender True if this player is the defender
|
||||
* @param gameState Current game state
|
||||
* @param settings Game settings for parameter lookup
|
||||
* @param apdCache Action point distance cache for distance calculations
|
||||
* @param battalionTypeLookup Function to look up battalion types by ID
|
||||
* @return Filtered list of commands worth evaluating
|
||||
*/
|
||||
static std::vector<size_t> FilterCommands(
|
||||
@@ -41,8 +42,8 @@ public:
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache);
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeLookup);
|
||||
|
||||
private:
|
||||
// Helper to build enemy locations once for efficiency
|
||||
@@ -54,8 +55,8 @@ private:
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeLookup,
|
||||
const CoordsSet& enemyLocations,
|
||||
const CoordsSet& castleLocations,
|
||||
double minDistToEnemies);
|
||||
@@ -66,8 +67,8 @@ private:
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeLookup,
|
||||
const CoordsSet& enemyLocations,
|
||||
double minDistToEnemies);
|
||||
|
||||
@@ -77,7 +78,8 @@ private:
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings,
|
||||
const APDCache& apdCache,
|
||||
const BattalionTypeGetter& battalionTypeLookup,
|
||||
double minDistToEnemies);
|
||||
|
||||
// Helper functions for distance and position analysis
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
//
|
||||
// AICommonTypes.hpp
|
||||
// Common type definitions used across AI utility functions
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AICOMMONTYPES_HPP
|
||||
#define EAGLE0_AICOMMONTYPES_HPP
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Function type for looking up battalion types by ID
|
||||
// Used across AI utilities to get battalion type information without
|
||||
// needing to pass the entire scorer object
|
||||
using BattalionTypeGetter = std::function<BattalionTypeSPtr(BattalionTypeId)>;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AICOMMONTYPES_HPP
|
||||
@@ -0,0 +1,25 @@
|
||||
//
|
||||
// AI System Types and Configuration
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AI_CONFIG_HPP
|
||||
#define EAGLE0_AI_CONFIG_HPP
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Enum for AI algorithm selection
|
||||
enum class AIAlgorithmType {
|
||||
ITERATIVE_DEEPENING, // Default: Minimax with sophisticated randomness
|
||||
MCTS // Monte Carlo Tree Search with multithreading
|
||||
};
|
||||
|
||||
// Enum for scoring calculator selection
|
||||
enum class ScoringCalculatorType {
|
||||
STANDARD, // Default: Unbounded raw scores
|
||||
NORMALIZED, // Normalized scores in [0, 1] range for ML training
|
||||
MCTS_OPTIMIZED // Bounded linear scores tuned for MCTS
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AI_CONFIG_HPP
|
||||
@@ -7,8 +7,10 @@
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#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/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -19,8 +21,9 @@ constexpr double MINIMUM_RATIO_FOR_DEFENDER_TO_HOLD = 0.60;
|
||||
auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
int maxRounds,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> AIStrategy {
|
||||
const BattalionTypeGetter& battalionTypeGetter) -> AIStrategy {
|
||||
uint32_t attackerNonUndeadUnitCount = 0;
|
||||
uint32_t attackerNonUndeadUnitNotRequiringWaterCrossingCount = 0;
|
||||
int attackerTroops = 0;
|
||||
@@ -36,7 +39,7 @@ auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
player->player_id(),
|
||||
criticalTileCoords,
|
||||
apdCache,
|
||||
settings);
|
||||
battalionTypeGetter);
|
||||
attackerUnitIdsRequiringWaterCrossing.insert(
|
||||
attackerUnitIdsRequiringWaterCrossing.end(),
|
||||
unitIdsRequiringWaterCrossing.begin(),
|
||||
@@ -71,7 +74,7 @@ auto AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
}
|
||||
}
|
||||
|
||||
const int roundsRemaining = 32 - gameState->current_round();
|
||||
const int roundsRemaining = maxRounds - gameState->current_round();
|
||||
AIStrategy chosenStrategy;
|
||||
|
||||
// Defender will flee if
|
||||
|
||||
@@ -6,19 +6,23 @@
|
||||
#define EAGLE0_AIDEFENDERSTRATEGYSELECTOR_HPP
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommonTypes.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/action_point_distances/ActionPointDistancesCache.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 {
|
||||
public:
|
||||
static auto BestDefenderStrategy(
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileCoords,
|
||||
int maxRounds,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> AIStrategy;
|
||||
const BattalionTypeGetter& battalionTypeGetter) -> AIStrategy;
|
||||
};
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -49,8 +49,8 @@ auto DefenderDistanceBuf(
|
||||
const vector<const Unit *> &attackerUnits,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const SettingsGetter &settings,
|
||||
const int braveWaterActionPointCost,
|
||||
const BattalionTypeGetter &battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
const bool lateGame,
|
||||
const bool includeUndead) -> double {
|
||||
const auto &locationsToAttackMe = alCache->CachedLocations(defenderLocation, lateGame);
|
||||
@@ -73,14 +73,14 @@ auto DefenderDistanceBuf(
|
||||
notBravingDistances[typeInt] = apdCache->GetRaw(
|
||||
hexMap,
|
||||
mapId,
|
||||
settings.GetBattalionType(attacker->battalion().type()),
|
||||
battalionTypeGetter(attacker->battalion().type()),
|
||||
false);
|
||||
bravingDistances[typeInt] = apdCache->GetRaw(
|
||||
hexMap,
|
||||
mapId,
|
||||
settings.GetBattalionType(attacker->battalion().type()),
|
||||
battalionTypeGetter(attacker->battalion().type()),
|
||||
true,
|
||||
braveWaterActionPointCost);
|
||||
braveWaterCost);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,10 +6,10 @@
|
||||
#define EAGLE0_AIDISTANCEDEBUF_HPP
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommonTypes.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistances.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"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
@@ -23,8 +23,8 @@ auto DefenderDistanceBuf(
|
||||
const vector<const Unit *> &attackerUnits,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
const SettingsGetter &settings,
|
||||
int braveWaterActionPointCost,
|
||||
const BattalionTypeGetter &battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
bool lateGame,
|
||||
bool includeUndead) -> double;
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@ auto AIFleeDecisionCalculator::GetFleeCommandIndex(
|
||||
auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& gameState,
|
||||
const SettingsGetter& settings) -> double {
|
||||
int maxRounds) -> double {
|
||||
if (gameState->status() == nullptr ||
|
||||
gameState->status()->state() !=
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_GAME_RUNNING) {
|
||||
@@ -68,7 +68,7 @@ auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
}
|
||||
}
|
||||
|
||||
const int roundsRemaining = settings.Backing().max_rounds() - gameState->current_round();
|
||||
const int roundsRemaining = maxRounds - gameState->current_round();
|
||||
|
||||
// Special case: Attacker has no heroes - automatic loss
|
||||
if (attackerHeroes == 0) {
|
||||
@@ -133,18 +133,16 @@ auto AIFleeDecisionCalculator::EstimateCombatSuccess(
|
||||
|
||||
auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
PlayerId playerId,
|
||||
const SettingsGetter& settingsGetter,
|
||||
const GameStateW& guessedState,
|
||||
const vector<CommandProto>& availableCommands,
|
||||
const vector<CommandProto>::const_iterator& fleeCommand,
|
||||
int maxRounds,
|
||||
int minimumFleeOddsThreshold,
|
||||
int desperateFleeThreshold,
|
||||
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);
|
||||
}
|
||||
@@ -163,7 +161,7 @@ auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
}
|
||||
|
||||
// Low flee odds - evaluate if fighting might be better
|
||||
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, settingsGetter);
|
||||
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, maxRounds);
|
||||
|
||||
// If combat situation is hopeless, even bad flee odds are better than certain death
|
||||
if (combatWinChance <= 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
|
||||
@@ -215,11 +213,11 @@ auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
auto AIFleeDecisionCalculator::ShouldConsiderFleeing(
|
||||
PlayerId attackerPlayerId,
|
||||
const GameStateW& guessedState,
|
||||
const SettingsGetter& settings,
|
||||
int maxRounds,
|
||||
double fleeConsiderationThreshold) -> bool {
|
||||
// Get combat success probability
|
||||
const double combatSuccessChance =
|
||||
EstimateCombatSuccess(attackerPlayerId, guessedState, settings);
|
||||
EstimateCombatSuccess(attackerPlayerId, guessedState, maxRounds);
|
||||
|
||||
// Consider fleeing if combat success chance is below threshold
|
||||
return combatSuccessChance < fleeConsiderationThreshold;
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
#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 {
|
||||
@@ -35,24 +34,26 @@ public:
|
||||
// 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,
|
||||
int maxRounds,
|
||||
int minimumFleeOddsThreshold,
|
||||
int desperateFleeThreshold,
|
||||
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;
|
||||
int maxRounds) -> 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,
|
||||
int maxRounds,
|
||||
double fleeConsiderationThreshold = 0.5) -> bool;
|
||||
|
||||
private:
|
||||
|
||||
@@ -0,0 +1,230 @@
|
||||
//
|
||||
// Fast heuristic weighting implementation with context-aware logic
|
||||
//
|
||||
|
||||
#include "AIHeuristicWeighting.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistances.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using CommandType = net::eagle0::shardok::common::CommandType;
|
||||
using Coords = net::eagle0::shardok::storage::fb::Coords;
|
||||
using ProtoCoords = net::eagle0::shardok::common::Coords;
|
||||
|
||||
double AIHeuristicWeighting::GetCommandWeight(
|
||||
const net::eagle0::shardok::api::CommandDescriptor& command,
|
||||
const GameStateW& state,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache* apdCache,
|
||||
bool isDefender,
|
||||
std::function<BattalionTypeSPtr(BattalionTypeId)> getBattalionType) {
|
||||
// Fast O(1) heuristic weights based on command type and game context
|
||||
// Higher weight = more likely to select in simulation
|
||||
// 0.0 = never select (filtered out)
|
||||
|
||||
const auto* hexMap = state->hex_map();
|
||||
const auto* units = state->units();
|
||||
const auto actorPlayerId = command.player();
|
||||
|
||||
switch (command.type()) {
|
||||
// === HIGH VALUE OFFENSIVE (10.0) ===
|
||||
// Ranged attacks - very valuable, typically available when in range
|
||||
case CommandType::ARCHERY_COMMAND: return 20.0;
|
||||
case CommandType::LIGHTNING_BOLT_COMMAND: return 10.0;
|
||||
case CommandType::FEAR_COMMAND: return 10.0;
|
||||
|
||||
// Area/tactical spells - high impact
|
||||
case CommandType::METEOR_START_COMMAND: {
|
||||
// High weight per enemy unit at or adjacent to target
|
||||
if (!command.has_target()) return 0.0; // Default if no target info
|
||||
|
||||
const Coords targetCoords(command.target().row(), command.target().column());
|
||||
int enemyCount = 0;
|
||||
|
||||
// Count enemies at target
|
||||
if (const auto* targetUnit = Occupant(units, targetCoords)) {
|
||||
if (targetUnit->player_id() != actorPlayerId) { enemyCount++; }
|
||||
}
|
||||
|
||||
// Count enemies adjacent to target
|
||||
for (const auto& neighbor : HexMapUtils::GetAdjacentTiles(hexMap, targetCoords)) {
|
||||
if (const auto* unit = Occupant(units, neighbor.coords)) {
|
||||
if (unit->player_id() != actorPlayerId) { enemyCount++; }
|
||||
}
|
||||
}
|
||||
|
||||
return 1.0 + (enemyCount * 15.0); // Base 1 + 15 per enemy in range
|
||||
}
|
||||
|
||||
case CommandType::METEOR_TARGET_COMMAND: {
|
||||
// High weight per enemy unit at or adjacent to target
|
||||
if (!command.has_target()) return 6.0; // Default if no target info
|
||||
|
||||
const Coords targetCoords(command.target().row(), command.target().column());
|
||||
int enemyCount = 0;
|
||||
|
||||
// Count enemies at target
|
||||
if (const auto* targetUnit = Occupant(units, targetCoords)) {
|
||||
if (targetUnit->player_id() != actorPlayerId) { enemyCount++; }
|
||||
}
|
||||
|
||||
// Count enemies adjacent to target
|
||||
for (const auto& neighbor : HexMapUtils::GetAdjacentTiles(hexMap, targetCoords)) {
|
||||
if (const auto* unit = Occupant(units, neighbor.coords)) {
|
||||
if (unit->player_id() != actorPlayerId) { enemyCount++; }
|
||||
}
|
||||
}
|
||||
|
||||
return 1.0 + (enemyCount * 15.0); // Base 1 + 15 per enemy in range
|
||||
}
|
||||
|
||||
case CommandType::RAISE_DEAD_COMMAND: return 10.0;
|
||||
case CommandType::HOLY_WAVE_COMMAND: return 8.0;
|
||||
|
||||
// Fire on enemy (context-dependent)
|
||||
case CommandType::START_FIRE_COMMAND: {
|
||||
// High if enemy at target, low otherwise
|
||||
if (!command.has_target()) return 3.0; // Default
|
||||
|
||||
const Coords targetCoords(command.target().row(), command.target().column());
|
||||
if (const auto* targetUnit = Occupant(units, targetCoords)) {
|
||||
if (targetUnit->player_id() != actorPlayerId) {
|
||||
return 10.0; // Enemy at target - high value
|
||||
}
|
||||
}
|
||||
return 1.0; // No enemy - low value
|
||||
}
|
||||
|
||||
// === MEDIUM-HIGH OFFENSIVE (5.0-7.0) ===
|
||||
// Direct damage melee
|
||||
case CommandType::MELEE_COMMAND: return 7.0;
|
||||
case CommandType::CHARGE_COMMAND: return 7.0; // Damage + movement
|
||||
case CommandType::CHALLENGE_DUEL_COMMAND: return 5.0;
|
||||
|
||||
// Control and tactical magic
|
||||
case CommandType::CONTROL_COMMAND: return 6.0;
|
||||
case CommandType::METEOR_CAST_COMMAND: return 6.0; // Finish meteor
|
||||
|
||||
case CommandType::REDUCE_COMMAND: {
|
||||
// High if enemy at target, zero otherwise
|
||||
if (!command.has_target()) return 0.0;
|
||||
|
||||
const Coords targetCoords(command.target().row(), command.target().column());
|
||||
if (const auto* targetUnit = Occupant(units, targetCoords)) {
|
||||
if (targetUnit->player_id() != actorPlayerId) {
|
||||
return 10.0; // Enemy at target - very high value
|
||||
}
|
||||
}
|
||||
return 0.0; // No enemy - don't use
|
||||
}
|
||||
|
||||
// === MOVEMENT - Context-dependent ===
|
||||
case CommandType::MOVE_COMMAND: {
|
||||
if (isDefender) {
|
||||
return 0.0; // Defenders don't move
|
||||
}
|
||||
|
||||
// Attackers: weight based on distance improvement towards castle
|
||||
if (!command.has_target()) return 4.0; // Default if no target
|
||||
|
||||
// Get actor unit to determine battalion type and start position
|
||||
const auto* actorUnit = units->Get(command.actor().value());
|
||||
if (!actorUnit) return 4.0; // Default if can't find actor
|
||||
|
||||
// Get battalion type for distance calculation
|
||||
const auto battalionTypeId = actorUnit->battalion().type();
|
||||
const auto battalionTypePtr = getBattalionType(battalionTypeId);
|
||||
if (!battalionTypePtr) return 4.0; // Default if can't get battalion type
|
||||
|
||||
// Get ActionPointDistances for this battalion type
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(hexMap);
|
||||
const auto* apd = (*apdCache)->GetRaw(hexMap, mapId, battalionTypePtr, false, -1);
|
||||
if (!apd) return 4.0; // Default if can't get distances
|
||||
|
||||
// Calculate minimum distance from start to any castle
|
||||
const Coords startCoords = actorUnit->location();
|
||||
auto minStartDistance = ActionPointDistances::IMPOSSIBLE;
|
||||
for (const auto& castleCoord : castleCoords) {
|
||||
const auto dist = apd->Distance(startCoords, castleCoord);
|
||||
if (dist < minStartDistance) { minStartDistance = dist; }
|
||||
}
|
||||
|
||||
// Calculate minimum distance from end to any castle
|
||||
const Coords endCoords(command.target().row(), command.target().column());
|
||||
auto minEndDistance = ActionPointDistances::IMPOSSIBLE;
|
||||
for (const auto& castleCoord : castleCoords) {
|
||||
const auto dist = apd->Distance(endCoords, castleCoord);
|
||||
if (dist < minEndDistance) { minEndDistance = dist; }
|
||||
}
|
||||
|
||||
// Return weight based on distance improvement
|
||||
// Higher weight if we're moving closer to castle
|
||||
if (minStartDistance == ActionPointDistances::IMPOSSIBLE ||
|
||||
minEndDistance == ActionPointDistances::IMPOSSIBLE) {
|
||||
return 4.0; // Default if distances are impossible
|
||||
}
|
||||
|
||||
const auto improvement = static_cast<double>(minStartDistance - minEndDistance);
|
||||
return std::max(0.0, improvement);
|
||||
}
|
||||
|
||||
case CommandType::BRAVE_WATER_COMMAND: return 3.0; // Tactical movement
|
||||
case CommandType::SCOUT_COMMAND:
|
||||
return 2.0; // Information gathering
|
||||
|
||||
// Terrain manipulation
|
||||
case CommandType::FREEZE_WATER_COMMAND: return 3.0;
|
||||
case CommandType::BUILD_BRIDGE_COMMAND: return 3.0;
|
||||
|
||||
// === LOW VALUE DEFENSIVE/UTILITY (1.0-2.0) ===
|
||||
case CommandType::EXTINGUISH_FIRE_COMMAND: {
|
||||
// High if friendly at target, low otherwise
|
||||
if (!command.has_target()) return 2.0; // Default
|
||||
|
||||
const Coords targetCoords(command.target().row(), command.target().column());
|
||||
if (const auto* targetUnit = Occupant(units, targetCoords)) {
|
||||
if (targetUnit->player_id() == actorPlayerId) {
|
||||
return 8.0; // Friendly at target - high value
|
||||
}
|
||||
}
|
||||
return 1.0; // No friendly - low value
|
||||
}
|
||||
|
||||
case CommandType::UNIT_REST_COMMAND: return 1.5;
|
||||
case CommandType::FORTIFY_COMMAND: return 2.0;
|
||||
|
||||
// Zero weight - don't use in simulation
|
||||
case CommandType::REPAIR_COMMAND: return 0.0;
|
||||
case CommandType::HIDE_COMMAND: return 0.0;
|
||||
case CommandType::RELEASE_UNIT_COMMAND: return 0.0;
|
||||
|
||||
case CommandType::REINFORCE_COMMAND: return 10.0;
|
||||
case CommandType::MANAGE_PRISONER: return 1.0;
|
||||
|
||||
// === ZERO WEIGHT - NEVER SELECT (0.0) ===
|
||||
// Explicitly bad actions
|
||||
case CommandType::FLEE_COMMAND: return 0.0; // Never flee in simulation
|
||||
case CommandType::RETREAT_COMMAND: return 0.0;
|
||||
case CommandType::BECOME_OUTLAW_COMMAND: return 0.0; // Never become outlaw
|
||||
case CommandType::DISMISS_UNIT_COMMAND:
|
||||
return 0.0; // Never dismiss in combat
|
||||
|
||||
// Actions that are fine as a fallback
|
||||
case CommandType::END_TURN_COMMAND: return 1.0;
|
||||
case CommandType::UNIT_STOP_COMMAND: return 1.0;
|
||||
case CommandType::METEOR_CANCEL_COMMAND: return 1.0;
|
||||
|
||||
// Setup commands (shouldn't appear in combat, but filter anyway)
|
||||
case CommandType::PLACE_UNIT_COMMAND: return 10.0;
|
||||
case CommandType::PLACE_HIDDEN_UNIT_COMMAND: return 1.0;
|
||||
case CommandType::END_PLAYER_SETUP_COMMAND: return 1.0;
|
||||
|
||||
// Unknown/unhandled
|
||||
case CommandType::UNKNOWN_COMMAND:
|
||||
default: return 0.0; // Don't select unknown commands
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,38 @@
|
||||
//
|
||||
// Fast heuristic weighting for MCTS simulations
|
||||
// Provides O(1) weights based on command type and context
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AI_HEURISTIC_WEIGHTING_HPP
|
||||
#define EAGLE0_AI_HEURISTIC_WEIGHTING_HPP
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
#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"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Fast heuristic-based command weighting for MCTS simulation policy
|
||||
// Avoids expensive score calculation while maintaining intelligent bias
|
||||
class AIHeuristicWeighting {
|
||||
public:
|
||||
// Get weight for a command using fast heuristics with game context
|
||||
// Returns weight >= 0.0, where 0.0 means "never select" and higher is more likely
|
||||
static double GetCommandWeight(
|
||||
const net::eagle0::shardok::api::CommandDescriptor& command,
|
||||
const GameStateW& state,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache* apdCache,
|
||||
bool isDefender,
|
||||
std::function<BattalionTypeSPtr(BattalionTypeId)> getBattalionType);
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AI_HEURISTIC_WEIGHTING_HPP
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,64 +0,0 @@
|
||||
//
|
||||
// Created by dancrosby on 3/4/20.
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AISCORECALCULATOR_HPP
|
||||
#define EAGLE0_AISCORECALCULATOR_HPP
|
||||
|
||||
#include <chrono>
|
||||
#include <future>
|
||||
|
||||
#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/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::api::GameStateView;
|
||||
using GameState = fb::GameState;
|
||||
using shardok::PlayerId;
|
||||
using std::future;
|
||||
using std::vector;
|
||||
|
||||
using ScoreValue = double;
|
||||
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.
|
||||
[[nodiscard]] static auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> ScoreValue;
|
||||
|
||||
// Evaluates the score for a particular command index for the given player, using lookahead.
|
||||
[[nodiscard]] static auto CommandScore(
|
||||
PlayerId pid,
|
||||
bool isDefender,
|
||||
int remainingLookahead,
|
||||
int maxRepeatCount,
|
||||
const ShardokEngine &guessedEngine,
|
||||
const AIStrategy &attackerStrategy,
|
||||
ScoreValue currentUtility,
|
||||
const SettingsGetter &settingsGetter,
|
||||
const CoordsSet &allCastleCoords,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache,
|
||||
size_t commandIndex,
|
||||
std::chrono::steady_clock::time_point deadline) -> std::future<ScoreValue>;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AISCORECALCULATOR_HPP
|
||||
@@ -3,6 +3,7 @@
|
||||
//
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
|
||||
namespace shardok {
|
||||
AIStrategy FleeStrategy = AIStrategy{AIStrategy::STRATEGY_FLEE};
|
||||
AIStrategy HoldCastlesStrategy = AIStrategy{AIStrategy::STRATEGY_HOLD_CASTLES};
|
||||
|
||||
@@ -24,10 +24,40 @@ int AIEvaluationCounter::GetCurrentCount() { return activeCount.load(); }
|
||||
auto CalculateTimeBudget(
|
||||
const PlayerId playerId,
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &state) -> AITimeBudget {
|
||||
const GameStateW &state,
|
||||
const size_t numCommands) -> AITimeBudget {
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
const auto castleCoords = AllCastleCoords(state->hex_map());
|
||||
|
||||
// Check if we're in setup phase
|
||||
const bool isSetupPhase = state->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP;
|
||||
|
||||
// Get maximum budget cap from settings (in seconds)
|
||||
const double maxBudgetSeconds =
|
||||
settingsGetter.Backing().lookahead_time_budget_maximum_seconds();
|
||||
const double maxBudgetMs = maxBudgetSeconds * 1000.0;
|
||||
|
||||
// During setup, use the setup-specific time budget
|
||||
if (isSetupPhase) {
|
||||
// Dynamic budget: msPerCommand × numCommands
|
||||
const double msPerCommand =
|
||||
settingsGetter.Backing().lookahead_time_budget_per_command_setup_ms();
|
||||
const double budgetMs = msPerCommand * static_cast<double>(numCommands);
|
||||
|
||||
// Clamp to reasonable bounds: 200ms minimum, maxBudgetMs maximum
|
||||
const auto clampedBudgetMs = std::clamp(budgetMs, 200.0, maxBudgetMs);
|
||||
const auto remainingBudget =
|
||||
std::chrono::milliseconds(static_cast<int64_t>(clampedBudgetMs));
|
||||
|
||||
const size_t minDepth = settingsGetter.Backing().min_lookahead_turns();
|
||||
|
||||
return AITimeBudget{
|
||||
.remainingBudget = remainingBudget,
|
||||
.minDepthRequired = minDepth,
|
||||
.isCloseToEnemy = false}; // Not relevant during setup
|
||||
}
|
||||
|
||||
// Determine proximity (≤4 hex distance) - applies to both attackers and defenders
|
||||
bool isClose = false;
|
||||
const auto *units = state->units();
|
||||
@@ -72,12 +102,16 @@ auto CalculateTimeBudget(
|
||||
}
|
||||
}
|
||||
|
||||
// Get time budget from settings
|
||||
const auto budget = std::chrono::duration<double>(
|
||||
isClose ? settingsGetter.Backing().lookahead_time_budget_close_in_seconds()
|
||||
: settingsGetter.Backing().lookahead_time_budget_far_in_seconds());
|
||||
// Get time budget from settings - dynamic based on number of commands
|
||||
// Dynamic budget: msPerCommand × numCommands
|
||||
const double msPerCommand =
|
||||
isClose ? settingsGetter.Backing().lookahead_time_budget_per_command_close_ms()
|
||||
: settingsGetter.Backing().lookahead_time_budget_per_command_far_ms();
|
||||
const double budgetMs = msPerCommand * static_cast<double>(numCommands);
|
||||
|
||||
const auto remainingBudget = std::chrono::duration_cast<std::chrono::milliseconds>(budget);
|
||||
// Clamp to reasonable bounds: 200ms minimum, maxBudgetMs maximum
|
||||
const auto clampedBudgetMs = std::clamp(budgetMs, 200.0, maxBudgetMs);
|
||||
const auto remainingBudget = std::chrono::milliseconds(static_cast<int64_t>(clampedBudgetMs));
|
||||
|
||||
// Get minimum depth requirement
|
||||
const size_t minDepth = settingsGetter.Backing().min_lookahead_turns();
|
||||
|
||||
@@ -36,10 +36,13 @@ struct AITimeBudget {
|
||||
};
|
||||
|
||||
// Calculate time budget based on proximity to enemies and castles
|
||||
// Time budget is calculated dynamically based on number of available commands:
|
||||
// budget = msPerCommand × numCommands (clamped to 200-5000ms)
|
||||
auto CalculateTimeBudget(
|
||||
PlayerId playerId,
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &state) -> AITimeBudget;
|
||||
const GameStateW &state,
|
||||
size_t numCommands) -> AITimeBudget;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -335,7 +335,8 @@ auto UnitValue(
|
||||
const AttackLocations &locationsThisSideCanAttackFrom,
|
||||
const CoordsSet &locationsInDangerFromEnemy,
|
||||
const ActionPointDistances *distances,
|
||||
const SettingsGetter &settings) -> ScoreValue {
|
||||
int meteorRange,
|
||||
double meteorCastVigorCost) -> ScoreValue {
|
||||
const auto &location = unit->location();
|
||||
if (location.row() < 0) return 0; // unplaced unit
|
||||
|
||||
@@ -380,8 +381,8 @@ auto UnitValue(
|
||||
roundsRemaining,
|
||||
attackerUnits,
|
||||
defenderUnits,
|
||||
settings.Backing().meteor_range(),
|
||||
settings.Backing().meteor_cast_vigor_cost());
|
||||
meteorRange,
|
||||
meteorCastVigorCost);
|
||||
|
||||
// scouting values
|
||||
// attack range
|
||||
|
||||
@@ -46,7 +46,8 @@ auto UnitValue(
|
||||
const AttackLocations &locationsThisSideCanAttackFrom,
|
||||
const CoordsSet &locationsInDangerFromEnemy,
|
||||
const ActionPointDistances *distances,
|
||||
const SettingsGetter &settings) -> ScoreValue;
|
||||
int meteorRange,
|
||||
double meteorCastVigorCost) -> ScoreValue;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
const PlayerId pid,
|
||||
const CoordsSet &destinations,
|
||||
const APDCache &apdCache,
|
||||
const SettingsGetter &settings) -> vector<UnitId> {
|
||||
const BattalionTypeGetter &battalionTypeGetter) -> vector<UnitId> {
|
||||
// Put out all the fires, except on bridges
|
||||
fb::HexMapW mapCopy = fb::CopyHexMap(gameState->hex_map());
|
||||
for (uint32_t index = 0; index < mapCopy->terrain()->size(); index++) {
|
||||
@@ -36,7 +36,7 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
if (unit->player_id() != pid) continue;
|
||||
|
||||
const auto &battType = settings.GetBattalionType(unit->battalion().type());
|
||||
const auto &battType = battalionTypeGetter(unit->battalion().type());
|
||||
|
||||
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) {
|
||||
for (const Coords &destination : destinations) {
|
||||
@@ -76,8 +76,7 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
auto UnitIdsToCreateWaterCrossing(
|
||||
const GameStateW &gameState,
|
||||
const PlayerId pid,
|
||||
const APDCache & /*apdCache*/,
|
||||
const SettingsGetter &settings) -> vector<UnitId> {
|
||||
const BattalionTypeGetter &battalionTypeGetter) -> vector<UnitId> {
|
||||
vector<UnitId> unitIds{};
|
||||
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
@@ -88,7 +87,7 @@ auto UnitIdsToCreateWaterCrossing(
|
||||
if (!unit->has_attached_hero()) continue;
|
||||
|
||||
const auto profession = unit->attached_hero().profession_info().profession();
|
||||
const auto &battalionType = settings.GetBattalionType(unit->battalion().type());
|
||||
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
|
||||
|
||||
if (profession == net::eagle0::shardok::storage::fb::Profession_ENGINEER ||
|
||||
(profession == net::eagle0::shardok::storage::fb::Profession_MAGE &&
|
||||
@@ -199,14 +198,14 @@ auto IntendedCrossingStarts(
|
||||
const GameStateW &gameState,
|
||||
const vector<UnitId> &unitIdsCreatingCrossing,
|
||||
const CoordsSet &tilesToStartCrossingFrom,
|
||||
const MapId &mapId,
|
||||
const APDCache &apdCache,
|
||||
const SettingsGetter &settings) -> CoordsSet {
|
||||
const BattalionTypeGetter &battalionTypeGetter) -> CoordsSet {
|
||||
CoordsSet intendedCrossingStarts(gameState->hex_map());
|
||||
const MapId mapId = apdCache->GetMapId(gameState->hex_map());
|
||||
for (const UnitId uid : unitIdsCreatingCrossing) {
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const Coords &location = unit->location();
|
||||
const auto &battalionType = settings.GetBattalionType(unit->battalion().type());
|
||||
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
|
||||
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
|
||||
|
||||
if (location.row() >= 0) {
|
||||
@@ -219,4 +218,111 @@ auto IntendedCrossingStarts(
|
||||
return intendedCrossingStarts;
|
||||
}
|
||||
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
|
||||
constexpr double kNoRequiredCrossingScore = std::numeric_limits<double>::max();
|
||||
constexpr double kNoCrossingCreatorsScore = std::numeric_limits<double>::min();
|
||||
|
||||
auto WaterCrossingScore(
|
||||
const PlayerId playerId,
|
||||
const BattalionTypeGetter &battalionTypeGetter,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const CoordsSet &startCrossingFrom,
|
||||
const APDCache &apdCache) -> double {
|
||||
uint32_t castleClaimCount = 0;
|
||||
for (const auto *unit : *gameState->units()) {
|
||||
if (unit->player_id() != playerId) continue;
|
||||
const auto status = unit->status();
|
||||
if (status != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT &&
|
||||
status != net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT)
|
||||
continue;
|
||||
if (!unit->has_attached_hero()) continue;
|
||||
|
||||
++castleClaimCount;
|
||||
}
|
||||
|
||||
CoordsSet destinations = castleCoords;
|
||||
if (castleClaimCount < castleCoords.size()) {
|
||||
destinations = CoordsSet(gameState->hex_map());
|
||||
for (const auto *enemyUnit : *gameState->units()) {
|
||||
if (enemyUnit->player_id() == playerId) continue;
|
||||
const auto status = enemyUnit->status();
|
||||
if (status != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
AssertValid(enemyUnit->location(), gameState->hex_map());
|
||||
destinations.Add(enemyUnit->location());
|
||||
}
|
||||
}
|
||||
|
||||
const auto unitIdsRequiringCrossing = UnitIdsRequiringWaterCrossing(
|
||||
gameState,
|
||||
playerId,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
battalionTypeGetter);
|
||||
if (unitIdsRequiringCrossing.empty()) return kNoRequiredCrossingScore;
|
||||
|
||||
const auto unitIdsCreatingCrossing =
|
||||
UnitIdsToCreateWaterCrossing(gameState, playerId, battalionTypeGetter);
|
||||
if (unitIdsCreatingCrossing.empty()) return kNoCrossingCreatorsScore;
|
||||
|
||||
double totalScore = 0;
|
||||
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
|
||||
|
||||
// First put a big penalty on the distance for units that can create a crossing
|
||||
for (const UnitId uid : unitIdsCreatingCrossing) {
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
|
||||
Coords location = unit->location();
|
||||
|
||||
int thisDistance;
|
||||
if (location.row() < 0) thisDistance = 1000;
|
||||
else {
|
||||
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
|
||||
|
||||
thisDistance = MinimumDistance(apd, location, startCrossingFrom);
|
||||
}
|
||||
|
||||
totalScore -= thisDistance * 100.0;
|
||||
}
|
||||
|
||||
// Now a smaller penalty for distance for units that need to cross, except if they block -- then
|
||||
// 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;
|
||||
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
|
||||
Coords location = unit->location();
|
||||
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
|
||||
|
||||
int thisDistance;
|
||||
if (location.row() < 0) thisDistance = 1000;
|
||||
else { thisDistance = MinimumDistance(apd, location, startCrossingFrom); }
|
||||
|
||||
bool targetBlocks = false;
|
||||
// If we're not capable of creating a crossing, don't get in the way of somebody that is.
|
||||
for (const UnitId crossingUid : unitIdsCreatingCrossing) {
|
||||
const auto *crossingCapableUnit = gameState->units()->Get(crossingUid);
|
||||
|
||||
// Don't check for units that aren't yet placed
|
||||
if (crossingCapableUnit->location().row() < 0) continue;
|
||||
AssertValid(crossingCapableUnit->location(), gameState->hex_map());
|
||||
|
||||
if (thisDistance <
|
||||
MinimumDistance(apd, crossingCapableUnit->location(), startCrossingFrom)) {
|
||||
targetBlocks = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (targetBlocks) continue;
|
||||
|
||||
totalScore -= thisDistance;
|
||||
}
|
||||
|
||||
return totalScore;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#ifndef EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
|
||||
#define EAGLE0_AIWATERCROSSINGCALCULATOR_HPP
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommonTypes.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"
|
||||
@@ -34,14 +35,13 @@ auto UnitIdsRequiringWaterCrossing(
|
||||
PlayerId pid,
|
||||
const CoordsSet& destinations,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> vector<UnitId>;
|
||||
const BattalionTypeGetter& battalionTypeGetter) -> vector<UnitId>;
|
||||
|
||||
// Units belonging to the player that are capable of creating water crossings
|
||||
auto UnitIdsToCreateWaterCrossing(
|
||||
const GameStateW& gameState,
|
||||
PlayerId pid,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> vector<UnitId>;
|
||||
const BattalionTypeGetter& battalionTypeGetter) -> vector<UnitId>;
|
||||
|
||||
// Whether a unit of the given type can reach destination from origin, given the current state
|
||||
// of the map
|
||||
@@ -71,9 +71,17 @@ auto IntendedCrossingStarts(
|
||||
const GameStateW& gameState,
|
||||
const vector<UnitId>& unitIdsCreatingCrossing,
|
||||
const CoordsSet& tilesToStartCrossingFrom,
|
||||
const MapId& mapId,
|
||||
const APDCache& apdCache,
|
||||
const SettingsGetter& settings) -> CoordsSet;
|
||||
const BattalionTypeGetter& battalionTypeGetter) -> CoordsSet;
|
||||
|
||||
// Calculate score based on water crossing strategy
|
||||
auto WaterCrossingScore(
|
||||
PlayerId playerId,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& castleCoords,
|
||||
const CoordsSet& startCrossingFrom,
|
||||
const APDCache& apdCache) -> double;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -18,7 +18,7 @@ constexpr ScoreValue kNoRequiredCrossingScore = std::numeric_limits<ScoreValue>:
|
||||
constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>::min();
|
||||
|
||||
[[nodiscard]] auto AIWaterCrossingCommandChooser::WaterCrossingScore(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const BattalionTypeGetter &battalionTypeGetter,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const CoordsSet &startCrossingFrom) const -> ScoreValue {
|
||||
@@ -51,15 +51,13 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
playerId,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
settingsGetter);
|
||||
battalionTypeGetter);
|
||||
if (unitIdsRequiringCrossing.empty()) return kNoRequiredCrossingScore;
|
||||
|
||||
const auto unitIdsCreatingCrossing =
|
||||
UnitIdsToCreateWaterCrossing(gameState, playerId, apdCache, settingsGetter);
|
||||
UnitIdsToCreateWaterCrossing(gameState, playerId, battalionTypeGetter);
|
||||
if (unitIdsCreatingCrossing.empty()) return kNoCrossingCreatorsScore;
|
||||
|
||||
fprintf(stderr, "%lu units require a water crossing\n", unitIdsRequiringCrossing.size());
|
||||
|
||||
ScoreValue totalScore = 0;
|
||||
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
|
||||
@@ -67,7 +65,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
// First put a big penalty on the distance for units that can create a crossing
|
||||
for (const UnitId uid : unitIdsCreatingCrossing) {
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
|
||||
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
|
||||
Coords location = unit->location();
|
||||
|
||||
int thisDistance;
|
||||
@@ -88,7 +86,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
if (std::ranges::contains(unitIdsCreatingCrossing, uid)) continue;
|
||||
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
|
||||
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
|
||||
Coords location = unit->location();
|
||||
const auto *apd = apdCache->GetRaw(gameState->hex_map(), mapId, battalionType, false);
|
||||
|
||||
@@ -120,7 +118,7 @@ constexpr ScoreValue kNoCrossingCreatorsScore = std::numeric_limits<ScoreValue>:
|
||||
}
|
||||
|
||||
auto AIWaterCrossingCommandChooser::StartCrossingFrom(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const BattalionTypeGetter &battalionTypeGetter,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords) const -> CoordsSet {
|
||||
CoordsSet startCrossingFrom(gameState->hex_map());
|
||||
@@ -154,16 +152,16 @@ auto AIWaterCrossingCommandChooser::StartCrossingFrom(
|
||||
playerId,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
settingsGetter);
|
||||
battalionTypeGetter);
|
||||
if (unitIdsRequiringCrossing.empty()) return startCrossingFrom;
|
||||
|
||||
const auto unitIdsCreatingCrossing =
|
||||
UnitIdsToCreateWaterCrossing(gameState, playerId, apdCache, settingsGetter);
|
||||
UnitIdsToCreateWaterCrossing(gameState, playerId, battalionTypeGetter);
|
||||
if (unitIdsCreatingCrossing.empty()) return startCrossingFrom;
|
||||
|
||||
for (const UnitId uid : unitIdsRequiringCrossing) {
|
||||
const Unit *unit = gameState->units()->Get(uid);
|
||||
const auto &battalionType = settingsGetter.GetBattalionType(unit->battalion().type());
|
||||
const auto &battalionType = battalionTypeGetter(unit->battalion().type());
|
||||
Coords origin = unit->location();
|
||||
|
||||
// FIXME: this is just grabbing the first starting position, ideally we'd try them all
|
||||
|
||||
@@ -6,11 +6,10 @@
|
||||
#define EAGLE0_AIWATERCROSSINGCOMMANDCHOOSER_HPP
|
||||
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommonTypes.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/fb_helpers/FlatbufferWrapper.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state.hpp"
|
||||
@@ -33,13 +32,13 @@ public:
|
||||
: playerId(pid),
|
||||
apdCache(std::move(apdCache)) {}
|
||||
|
||||
auto StartCrossingFrom(
|
||||
const SettingsGetter &settingsGetter,
|
||||
[[nodiscard]] auto StartCrossingFrom(
|
||||
const BattalionTypeGetter &battalionTypeGetter,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords) const -> CoordsSet;
|
||||
|
||||
[[nodiscard]] auto WaterCrossingScore(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const BattalionTypeGetter &battalionTypeGetter,
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const CoordsSet &startCrossingFrom) const -> ScoreValue;
|
||||
|
||||
@@ -210,4 +210,556 @@ Where:
|
||||
- **Magnitude**: Indicates confidence/importance of the evaluation
|
||||
- **Relative scoring**: Only score differences matter, not absolute values
|
||||
|
||||
This scoring system provides a robust framework for tactical AI decision-making, balancing immediate tactical gains with strategic objectives while handling the uncertainty inherent in combat outcomes.
|
||||
This scoring system provides a robust framework for tactical AI decision-making, balancing immediate tactical gains with strategic objectives while handling the uncertainty inherent in combat outcomes.
|
||||
|
||||
## AIScoreCalculator Function Reference
|
||||
|
||||
### Public Interface Functions
|
||||
|
||||
#### `GuessedStateScore`
|
||||
**Purpose**: Evaluates the score of a game state from the perspective of the current AI strategy without performing any commands.
|
||||
|
||||
**Parameters**:
|
||||
- `isDefender`: Whether the AI is playing as defender
|
||||
- `state`: Current game state to evaluate
|
||||
- `aiStrategy`: Strategy being used (attack castles, hold castles, scatter, etc.)
|
||||
- `allCastleCoords`: Set of all castle coordinates on the map
|
||||
- `settingsGetter`: Game configuration and rules
|
||||
- `apdCache`: Cached action point distances for movement calculations
|
||||
- `alCache`: Cached attack locations for combat calculations
|
||||
|
||||
**Returns**: Score value representing how favorable the state is for the evaluating player (positive = good, negative = bad)
|
||||
|
||||
#### `CommandScore`
|
||||
**Purpose**: Evaluates the score for a specific command using lookahead search to consider future consequences.
|
||||
|
||||
**Parameters**:
|
||||
- `pid`: Player ID executing the command
|
||||
- `isDefender`: Whether the player is a defender
|
||||
- `remainingLookahead`: Depth of recursive search remaining
|
||||
- `maxRepeatCount`: Number of random simulations for non-deterministic commands
|
||||
- `guessedEngine`: Current game engine state
|
||||
- `attackerStrategy`: Strategy being used by attackers
|
||||
- `currentUtility`: Current game state score before command execution
|
||||
- `settingsGetter`: Game configuration
|
||||
- `allCastleCoords`: Castle locations
|
||||
- `apdCache` & `alCache`: Cached distance/attack calculations
|
||||
- `commandIndex`: Index of command to evaluate
|
||||
- `deadline`: Time limit for computation
|
||||
|
||||
**Returns**: Future containing the final score after lookahead evaluation
|
||||
|
||||
### Internal Core Functions
|
||||
|
||||
#### `BuildDecisionTree` (NEW)
|
||||
**Purpose**: Builds a complete decision tree containing all evaluated command paths up to the specified depth.
|
||||
|
||||
**Process**:
|
||||
1. Filters commands using `AICommandFilter` to reduce search space
|
||||
2. For each command, calls `ExecuteCommandForTree` to build complete subtrees
|
||||
3. Returns full tree with all possible moves and their consequences
|
||||
4. Identifies best command within the complete tree structure
|
||||
|
||||
**Returns**: `std::future<CommandDecisionTree>` containing the complete decision tree
|
||||
|
||||
#### `BestCommandIndex` (Legacy - Wrapper)
|
||||
**Purpose**: Backward compatibility wrapper that uses `BuildDecisionTree` but returns traditional `IndexAndScore`.
|
||||
|
||||
**Process**:
|
||||
1. Calls `BuildDecisionTree` to get complete tree
|
||||
2. Extracts best command information for compatibility
|
||||
3. Returns only the optimal command details in legacy format
|
||||
|
||||
#### `ExecuteCommandForTree` (NEW)
|
||||
**Purpose**: Executes a command and creates a tree node with the resulting game state and scores.
|
||||
|
||||
**Process**:
|
||||
1. Creates engine copy and executes the command with given random seed
|
||||
2. Creates `CommandTreeNode` with command results and game state
|
||||
3. Calculates immediate score using `GuessedStateScore`
|
||||
4. Calls `RecursiveTreeBuilder` to populate child nodes if depth allows
|
||||
5. Calculates lookahead score from children (or uses immediate score)
|
||||
|
||||
**Returns**: `std::unique_ptr<CommandTreeNode>` containing the command execution results and subtree
|
||||
|
||||
#### `RecursiveTreeBuilder` (NEW)
|
||||
**Purpose**: Recursively populates child nodes of a tree node by building subtrees for subsequent moves.
|
||||
|
||||
**Process**:
|
||||
1. Gets available commands for the next player
|
||||
2. Filters commands to reduce search space
|
||||
3. For each command, calls `ExecuteCommandForTree` to create child nodes
|
||||
4. Handles different command types (deterministic, odds-based, random)
|
||||
5. Populates the parent node's children vector with complete subtrees
|
||||
|
||||
#### `CalcOne` (Legacy)
|
||||
**Purpose**: Executes a single command simulation with specified randomness and returns both immediate and lookahead scores.
|
||||
|
||||
**Process**:
|
||||
1. Creates engine copy and executes the command with given random seed
|
||||
2. Calculates immediate score using `GuessedStateScore`
|
||||
3. Initiates recursive lookahead calculation if depth remains
|
||||
4. Handles timeouts gracefully by returning default scores
|
||||
|
||||
#### `EvaluateCommand`
|
||||
**Purpose**: Lower-level command evaluation that handles different command types appropriately.
|
||||
|
||||
**Command Type Handling**:
|
||||
- **Deterministic**: Single evaluation with average randomness (0.5)
|
||||
- **Odds-based**: Two evaluations (success/failure) weighted by success probability
|
||||
- **Non-deterministic**: Multiple evaluations with distributed random values, averaged
|
||||
|
||||
#### `BasicLookaheadCalculator`
|
||||
**Purpose**: Recursive lookahead search that finds the best future command sequence and propagates scores backward.
|
||||
|
||||
**Features**:
|
||||
- Uses transposition table to cache previously computed positions
|
||||
- Handles depth limits and terminal states
|
||||
- Returns futures for asynchronous computation
|
||||
- Stores results in transposition table for reuse
|
||||
|
||||
### Strategy-Specific Scoring Functions
|
||||
|
||||
#### `AttackerScoreForState`
|
||||
**Purpose**: Calculates state score from attacker perspective based on strategy type.
|
||||
|
||||
**Strategy Support**:
|
||||
- `STRATEGY_ATTACK_CASTLES`: Prioritizes capturing castle positions
|
||||
- `STRATEGY_ATTACK_UNITS`: Focuses on eliminating defender units
|
||||
- `STRATEGY_HOLD_CASTLES`: Maintains control of captured castles
|
||||
- `STRATEGY_CROSS_RIVERS`: Special water crossing objectives
|
||||
- `STRATEGY_FLEE`: Escape-focused scoring
|
||||
|
||||
#### `DefenderScoreForState`
|
||||
**Purpose**: Calculates state score from defender perspective.
|
||||
|
||||
**Strategy Support**:
|
||||
- `STRATEGY_HOLD_CASTLES`: Defend critical castle positions
|
||||
- `STRATEGY_SCATTER`: Spread units to avoid elimination
|
||||
- `STRATEGY_FLEE`: Escape-focused scoring
|
||||
|
||||
#### `AttackerUnitsScore`
|
||||
**Purpose**: Core unit valuation function that calculates total value of all units on the board with contextual modifiers.
|
||||
|
||||
**Features**:
|
||||
- Uses `UnitValue` for individual unit calculations
|
||||
- Applies distance multipliers based on proximity to objectives
|
||||
- Handles special cases like undead, VIP units, and scattered defenders
|
||||
- Incorporates castle bonuses and environmental penalties
|
||||
|
||||
### Specialized Strategy Functions
|
||||
|
||||
#### `DefenderScatterStrategyScoreForState`
|
||||
**Purpose**: Implements scatter strategy scoring that rewards defensive units for staying far from enemies and friendlies.
|
||||
|
||||
#### `DefenderHoldCastlesStrategyScoreForState`
|
||||
**Purpose**: Implements castle defense strategy with victory condition scoring.
|
||||
|
||||
#### `FleeStrategyScoreForState`
|
||||
**Purpose**: Implements flee strategy that heavily penalizes remaining on the battlefield.
|
||||
|
||||
### Utility Functions
|
||||
|
||||
#### `AttackerMultiplierForTargetDistance`
|
||||
**Purpose**: Calculates distance-based scoring multipliers for attackers based on proximity to priority targets.
|
||||
|
||||
**Features**:
|
||||
- Uses recursive priority list evaluation
|
||||
- Accounts for occupied vs. unoccupied targets
|
||||
- Incorporates brave water crossing capabilities
|
||||
- Uses cached action point distances for efficiency
|
||||
|
||||
#### `CommandSorter`
|
||||
**Purpose**: Comparison function for ranking commands by lookahead score (primary) and immediate score (tiebreaker).
|
||||
|
||||
#### `IsDeterministic`
|
||||
**Purpose**: Determines if a command type has predictable outcomes or requires random simulation.
|
||||
|
||||
### Performance and Caching
|
||||
|
||||
#### `EffectiveDistanceCache`
|
||||
**Purpose**: Memoization cache for expensive distance calculations between units and targets.
|
||||
|
||||
#### `AttackerScorePerformanceLogger`
|
||||
**Purpose**: Performance monitoring system that tracks call frequency and timing for `AttackerScoreForState`.
|
||||
|
||||
The function architecture supports parallel evaluation, caching, and recursive lookahead while maintaining separation between strategy-specific logic and core evaluation mechanics.
|
||||
|
||||
## Decision Tree Data Structures (NEW)
|
||||
|
||||
### CommandTreeNode
|
||||
**Purpose**: Represents a single command execution and its consequences in the decision tree.
|
||||
|
||||
**Key Fields**:
|
||||
- `commandIndex`: Index of the command in the original command list
|
||||
- `commandType`: Type of command (MOVE, MELEE, END_TURN, etc.)
|
||||
- `immediateScore`: Score of the game state immediately after this command
|
||||
- `lookaheadScore`: Best achievable score considering future moves
|
||||
- `resultingGameState`: Game state after command execution
|
||||
- `children`: Vector of child nodes representing subsequent possible moves
|
||||
- `playerId`, `depth`, `isDefender`: Metadata about the command context
|
||||
|
||||
**Features**:
|
||||
- Stores complete game state for each decision point
|
||||
- Maintains parent-child relationships for tree traversal
|
||||
- Supports both immediate and lookahead scoring
|
||||
- Contains metadata for debugging and analysis
|
||||
|
||||
### CommandDecisionTree
|
||||
**Purpose**: Complete decision tree containing all evaluated command paths from a given position.
|
||||
|
||||
**Key Fields**:
|
||||
- `rootNodes`: All possible first moves from the starting position
|
||||
- `bestCommand`: Pointer to the optimal root command
|
||||
- `maxDepth`: Maximum lookahead depth of the tree
|
||||
- `totalNodes`: Total number of nodes in the tree (for statistics)
|
||||
|
||||
**Features**:
|
||||
- Provides complete visibility into AI decision-making process
|
||||
- Enables analysis of alternative moves and their consequences
|
||||
- Supports tree statistics and debugging information
|
||||
- Maintains backward compatibility through `GetBestCommandIndex()`
|
||||
|
||||
**Memory Management**:
|
||||
- Uses `std::unique_ptr` for automatic memory cleanup
|
||||
- `GameStateW` objects are stored directly (not shared pointers for simplicity)
|
||||
- Tree structure ensures proper cleanup when nodes go out of scope
|
||||
|
||||
### Tree vs. Legacy Approach Comparison
|
||||
|
||||
| Aspect | Legacy (Single Best) | Tree-Based (Complete) |
|
||||
|--------|---------------------|----------------------|
|
||||
| **Output** | Best command only | Complete decision tree |
|
||||
| **Memory** | Minimal | Higher (stores all paths) |
|
||||
| **Analysis** | Limited visibility | Full decision transparency |
|
||||
| **Debugging** | Single command info | Complete move sequences |
|
||||
| **Performance** | Slightly faster | Comparable (same calculations) |
|
||||
| **Compatibility** | Direct usage | Wrapper maintains compatibility |
|
||||
|
||||
### Usage Patterns
|
||||
|
||||
**For AI Decision Making**:
|
||||
```cpp
|
||||
auto treeFuture = BuildDecisionTree(pid, isDefender, depth, maxRepeat,
|
||||
engine, strategy, utility, settings,
|
||||
castles, apdCache, alCache, deadline);
|
||||
CommandDecisionTree tree = treeFuture.get();
|
||||
size_t bestCommand = tree.bestCommand->commandIndex;
|
||||
```
|
||||
|
||||
**For Analysis and Debugging**:
|
||||
```cpp
|
||||
CommandDecisionTree tree = treeFuture.get();
|
||||
// Examine all possible moves
|
||||
for (const auto& rootNode : tree.rootNodes) {
|
||||
std::cout << "Command " << rootNode->commandIndex
|
||||
<< " Score: " << rootNode->lookaheadScore << std::endl;
|
||||
// Traverse children to see consequences
|
||||
for (const auto& child : rootNode->children) {
|
||||
// ... analyze child moves
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Legacy Compatibility**:
|
||||
```cpp
|
||||
// Existing code continues to work unchanged
|
||||
auto indexScoreFuture = BestCommandIndex(pid, isDefender, ...);
|
||||
IndexAndScore result = indexScoreFuture.get();
|
||||
size_t bestCommand = result.index;
|
||||
```
|
||||
|
||||
The tree-based approach provides complete decision transparency while maintaining full backward compatibility with existing AI code.
|
||||
|
||||
## MCTS Alternative: Randomness Handling Recommendations
|
||||
|
||||
The new MCTS-based AI system is available in `MCTSAI.hpp/.cpp` and provides an alternative to the iterative deepening approach. However, the current MCTS implementation uses simplified randomness handling compared to the sophisticated approach in the original system.
|
||||
|
||||
### Current MCTS Limitations
|
||||
|
||||
1. **Expansion Phase**: Uses average rolls (0.5) for all commands during tree expansion
|
||||
2. **Simulation Phase**: Uses random command selection with average rolls
|
||||
3. **Missing**: No explicit chance nodes for commands with `HasOdds()`
|
||||
4. **Missing**: No multi-sample evaluation for stochastic commands
|
||||
|
||||
### Recommended Improvements: Chance Node Integration
|
||||
|
||||
#### 1. **Explicit Chance Nodes** (Highest Priority)
|
||||
|
||||
For commands with `HasOdds()`, create explicit chance nodes in the MCTS tree:
|
||||
|
||||
```cpp
|
||||
// During MCTSExpansion
|
||||
if (descriptor->HasOdds()) {
|
||||
// Create TWO child nodes: success and failure
|
||||
auto successNode = CreateMCTSNode(commandIndex, SUCCESS_VARIANT);
|
||||
auto failureNode = CreateMCTSNode(commandIndex, FAILURE_VARIANT);
|
||||
|
||||
// Execute with deterministic rolls (matching original system)
|
||||
ExecuteWithRoll(successNode, 1.0 - successChance/2.0); // High roll
|
||||
ExecuteWithRoll(failureNode, (1.0 - successChance)/2.0); // Low roll
|
||||
|
||||
// Set probability weights for selection
|
||||
successNode->probabilityWeight = successChance;
|
||||
failureNode->probabilityWeight = 1.0 - successChance;
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. **Weighted Selection for Chance Nodes**
|
||||
|
||||
Modify `MCTSSelection` to handle chance nodes:
|
||||
|
||||
```cpp
|
||||
if (node->isChanceNode) {
|
||||
// Select based on probability distribution, not UCB1
|
||||
return SelectByProbability(node->children);
|
||||
} else {
|
||||
// Normal UCB1 selection for decision nodes
|
||||
return node->GetBestChild(explorationConstant);
|
||||
}
|
||||
```
|
||||
|
||||
#### 3. **Probability-Weighted Backpropagation**
|
||||
|
||||
Update backpropagation to account for chance node probabilities:
|
||||
|
||||
```cpp
|
||||
void MCTSBackpropagation(MCTSNode* node, double reward) {
|
||||
while (node) {
|
||||
node->visitCount++;
|
||||
|
||||
// Weight reward by probability for chance nodes
|
||||
double weightedReward = reward;
|
||||
if (node->parent && node->parent->isChanceNode) {
|
||||
weightedReward *= node->probabilityWeight;
|
||||
}
|
||||
|
||||
node->totalReward += weightedReward;
|
||||
node->averageReward = node->totalReward / node->visitCount;
|
||||
node = node->parent;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 4. **Multi-Sample Commands**
|
||||
|
||||
For commands without explicit odds but with randomness, use stratified sampling:
|
||||
|
||||
```cpp
|
||||
// During expansion, create multiple child nodes with different rolls
|
||||
for (int sample = 0; sample < numSamples; ++sample) {
|
||||
double roll = static_cast<double>(sample) / (numSamples - 1);
|
||||
auto sampleNode = CreateMCTSNodeWithRoll(commandIndex, roll);
|
||||
sampleNode->probabilityWeight = 1.0 / numSamples;
|
||||
}
|
||||
```
|
||||
|
||||
### Benefits of Chance Node Integration
|
||||
|
||||
1. **Accurate Evaluation**: Preserves the sophisticated randomness handling from the original system
|
||||
2. **Better Convergence**: MCTS can properly explore both success/failure outcomes
|
||||
3. **Realistic Simulations**: Tree accurately represents game's probability distributions
|
||||
4. **Comparable Results**: Makes MCTS results directly comparable to iterative deepening
|
||||
|
||||
### Implementation Priority
|
||||
|
||||
1. **Phase 1**: Add explicit chance nodes for `HasOdds()` commands
|
||||
2. **Phase 2**: Implement probability-weighted selection and backpropagation
|
||||
3. **Phase 3**: Add multi-sample support for general stochastic commands
|
||||
4. **Phase 4**: Optimize performance with lazy expansion of chance nodes
|
||||
|
||||
### Alternative: Determinization Approach
|
||||
|
||||
If explicit chance nodes prove too complex, consider **determinization**:
|
||||
|
||||
- Run multiple MCTS trees with different fixed random seeds
|
||||
- Aggregate results across all determinizations
|
||||
- Simpler to implement but potentially less accurate than explicit chance nodes
|
||||
|
||||
### Switching Between AI Systems
|
||||
|
||||
Both AI systems (`IterativeDeepeningAI` and `MCTSAI`) implement compatible interfaces. The algorithm is selected at **runtime** via the ShardokAIClient constructor:
|
||||
|
||||
```cpp
|
||||
// Using Iterative Deepening (default)
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings);
|
||||
// Or explicitly:
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings,
|
||||
AIAlgorithmType::ITERATIVE_DEEPENING);
|
||||
|
||||
// Using MCTS
|
||||
ShardokAIClient client(playerId, isDefender, hexMap, settings,
|
||||
AIAlgorithmType::MCTS);
|
||||
|
||||
// Note: MCTS configuration can be customized via MCTSConfig:
|
||||
// - maxIterations: 10000 (max MCTS iterations per move)
|
||||
// - maxSimulationDepth: 10 (depth for rollout phase)
|
||||
// - maxTreeDepth: 20 (max tree depth to prevent stack overflow)
|
||||
// - explorationConstant: 1.414 (UCB1 exploration vs exploitation)
|
||||
// - useMultithreading: true (APD cache is thread-safe with TLS + mutex protection)
|
||||
// - numThreads: 4
|
||||
```
|
||||
|
||||
The selection is made per AI client instance, allowing different algorithms for different players or game situations within the same server process.
|
||||
|
||||
#### Direct AI Usage (Lower Level)
|
||||
|
||||
Both AI systems can also be used directly:
|
||||
|
||||
```cpp
|
||||
// Using Iterative Deepening directly
|
||||
auto iterativeAI = IterativeDeepeningAI(playerId, isDefender, strategy,
|
||||
castleCoords, apdCache, alCache);
|
||||
auto result = iterativeAI.IterativeSearch(settings, state, commands, budget);
|
||||
|
||||
// Using MCTS directly
|
||||
auto mctsAI = MCTSAI(playerId, isDefender, strategy,
|
||||
castleCoords, apdCache, alCache);
|
||||
auto result = mctsAI.Search(settings, state, commands, budget);
|
||||
```
|
||||
|
||||
#### Algorithm Comparison
|
||||
|
||||
| Feature | Iterative Deepening | MCTS |
|
||||
|---------|-------------------|------|
|
||||
| **Randomness Handling** | Sophisticated (chance nodes, multi-sample) | Simplified (average rolls) |
|
||||
| **Performance** | Single-threaded | Multithreaded |
|
||||
| **Search Type** | Fixed depth with iterative deepening | Adaptive with time budget |
|
||||
| **Memory Usage** | Lower | Higher (maintains tree) |
|
||||
| **Max Tree Depth** | Limited by lookahead setting | Limited by `maxTreeDepth` config (default: 20) |
|
||||
| **Tree Destruction** | Not applicable | Iterative (avoids stack overflow) |
|
||||
| **Best For** | Precise evaluation, production | Performance testing, fast decisions |
|
||||
|
||||
The MCTS implementation provides a solid foundation. Known limitations:
|
||||
1. **Randomness Handling**: Simplified compared to iterative deepening (no explicit chance nodes)
|
||||
2. **Simulation Quality**: Uses random rollouts instead of sophisticated evaluation
|
||||
|
||||
Note: The APD cache is fully thread-safe using thread-local storage and mutex-protected shared cache.
|
||||
|
||||
Adding chance node handling and ensuring thread safety would make it a superior replacement for the iterative deepening approach while maintaining the sophisticated randomness evaluation that makes the current system effective.
|
||||
|
||||
## MCTS Configuration Options
|
||||
|
||||
The MCTS AI system provides extensive configuration through the `MCTSConfig` structure:
|
||||
|
||||
### Core MCTS Parameters
|
||||
|
||||
```cpp
|
||||
struct MCTSConfig {
|
||||
double explorationConstant = 1.414; // UCB1 constant (sqrt(2) by default)
|
||||
int maxSimulationDepth = 1000; // Maximum depth for rollout
|
||||
int maxTreeDepth = 2000; // Maximum tree depth to prevent stack overflow
|
||||
bool useMultithreading = true; // Enable parallel MCTS
|
||||
int numThreads = 16; // Number of threads for parallel MCTS (when enabled)
|
||||
MCTSSimulationPolicy simulationPolicy = MCTSSimulationPolicy::BEST_IMMEDIATE;
|
||||
bool enableTranspositionDetection = true; // Enable pruning of duplicate states
|
||||
double immediateScoreTieBreakThreshold = 5.0; // When avg rewards differ by less than this, prefer higher immediate score
|
||||
double visitCountTolerance = 0.05; // Treat visit counts as equal if within this % of best count
|
||||
bool enableImmediateScoreInUCB1 = true; // Apply immediate score tie-breaking in UCB1 selection too
|
||||
};
|
||||
```
|
||||
|
||||
### Exploration vs Exploitation
|
||||
|
||||
- **`explorationConstant`**: Controls the exploration vs exploitation balance in UCB1 selection
|
||||
- Higher values (>1.414): More exploration of unvisited nodes
|
||||
- Lower values (<1.414): More exploitation of known good moves
|
||||
- Default: 1.414 (√2, theoretical optimum for UCB1)
|
||||
|
||||
### Tree Structure Limits
|
||||
|
||||
- **`maxTreeDepth`**: Prevents stack overflow in deep game trees
|
||||
- Default: 2000 (very high limit for most tactical scenarios)
|
||||
- Terminal detection stops expansion when this depth is reached
|
||||
|
||||
- **`maxSimulationDepth`**: Controls rollout length during simulation phase
|
||||
- Default: 1000 (sufficient for most tactical scenarios)
|
||||
- Longer simulations provide more accurate estimates but use more time
|
||||
|
||||
### Multithreading Configuration
|
||||
|
||||
- **`useMultithreading`**: Enable/disable parallel MCTS execution
|
||||
- Default: true (takes advantage of modern multi-core CPUs)
|
||||
- Requires thread-safe game engine and scoring components
|
||||
|
||||
- **`numThreads`**: Number of worker threads for parallel tree building
|
||||
- Default: 16 (adjust based on available CPU cores)
|
||||
- More threads can improve search speed but with diminishing returns
|
||||
|
||||
### Simulation Policies
|
||||
|
||||
The `MCTSSimulationPolicy` enum controls how commands are selected during the rollout phase:
|
||||
|
||||
- **`RANDOM`**: Pure random selection from all available commands
|
||||
- Fastest but least informed simulations
|
||||
- Good baseline for testing MCTS convergence
|
||||
|
||||
- **`FILTERED_RANDOM`**: Random selection from AICommandFilter-approved commands
|
||||
- Eliminates obviously bad moves (moving away from objectives, etc.)
|
||||
- Better simulation quality with minimal overhead
|
||||
|
||||
- **`BEST_IMMEDIATE`**: Always choose command with highest immediate score
|
||||
- Most informed simulations
|
||||
- Slower but higher quality rollouts
|
||||
- Default setting for production use
|
||||
|
||||
- **`WEIGHTED_BEST_IMMEDIATE`**: Random selection weighted by immediate score ranking
|
||||
- Balances exploration with informed choice
|
||||
- Alternative to pure greedy selection
|
||||
|
||||
### Transposition Detection
|
||||
|
||||
- **`enableTranspositionDetection`**: Enable pruning of duplicate game states
|
||||
- Default: true (improves search efficiency)
|
||||
- Uses hash-based state identification
|
||||
- Prevents wasted computation on equivalent positions reached via different move sequences
|
||||
|
||||
### Immediate Score Tie-Breaking
|
||||
|
||||
These settings address MCTS's tendency to choose indirect paths when direct paths lead to the same outcome:
|
||||
|
||||
- **`immediateScoreTieBreakThreshold`**: Score difference threshold for tie-breaking
|
||||
- Default: 5.0 (when backpropagated rewards differ by less than this, prefer immediate score)
|
||||
- Helps AI choose direct moves over equivalent indirect sequences
|
||||
- Improves user experience by reducing unnecessary intermediate moves
|
||||
|
||||
- **`visitCountTolerance`**: Visit count equality threshold for tie-breaking
|
||||
- Default: 0.05 (5% tolerance - visit counts within this percentage are considered equal)
|
||||
- Prevents minor visit count differences from overriding immediate score preferences
|
||||
|
||||
- **`enableImmediateScoreInUCB1`**: Apply immediate score tie-breaking during exploration
|
||||
- Default: true (consistent tie-breaking in both exploration and final selection)
|
||||
- When UCB1 values are very close, prefer nodes with higher immediate scores
|
||||
- Improves convergence on direct paths to objectives
|
||||
|
||||
### Usage Example
|
||||
|
||||
```cpp
|
||||
// Custom MCTS configuration for performance testing
|
||||
MCTSConfig config;
|
||||
config.explorationConstant = 2.0; // More exploration
|
||||
config.simulationPolicy = MCTSSimulationPolicy::FILTERED_RANDOM; // Faster rollouts
|
||||
config.numThreads = 8; // Reduce threads for testing environment
|
||||
config.immediateScoreTieBreakThreshold = 10.0; // More aggressive tie-breaking
|
||||
|
||||
MCTSAI ai(playerId, isDefender, strategy, castleCoords, apdCache, alCache, config);
|
||||
```
|
||||
|
||||
### Configuration Recommendations
|
||||
|
||||
**For Production Use:**
|
||||
- Use default settings for balanced performance and quality
|
||||
- Consider reducing `numThreads` on systems with limited CPU cores
|
||||
- `BEST_IMMEDIATE` simulation policy provides highest quality decisions
|
||||
|
||||
**For Performance Testing:**
|
||||
- `FILTERED_RANDOM` or `RANDOM` simulation policies for faster rollouts
|
||||
- Lower `explorationConstant` (1.0) for more exploitation
|
||||
- Disable transposition detection for baseline comparison
|
||||
|
||||
**For Analysis/Debugging:**
|
||||
- Single-threaded execution (`useMultithreading = false`) for deterministic results
|
||||
- Higher `immediateScoreTieBreakThreshold` to emphasize direct paths
|
||||
- `BEST_IMMEDIATE` simulation for most predictable behavior
|
||||
|
||||
The configuration system allows fine-tuning MCTS behavior for different scenarios while maintaining compatibility with the existing AI infrastructure.
|
||||
@@ -1,5 +1,16 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "ai_common_types",
|
||||
hdrs = ["AICommonTypes.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:battalion_type",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_attacker_strategy_selector",
|
||||
srcs = ["AIAttackerStrategySelector.cpp"],
|
||||
@@ -28,14 +39,15 @@ cc_library(
|
||||
hdrs = ["AIAttackGroups.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_locations",
|
||||
":ai_common_types",
|
||||
":ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:hex_map_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
@@ -47,6 +59,10 @@ cc_library(
|
||||
srcs = ["AIAttackLocations.cpp"],
|
||||
hdrs = ["AIAttackLocations.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:terrain",
|
||||
@@ -85,11 +101,14 @@ cc_library(
|
||||
hdrs = ["AIDistanceDebuf.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_locations",
|
||||
":ai_common_types",
|
||||
":ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
@@ -118,8 +137,10 @@ cc_library(
|
||||
hdrs = ["AIScoreUtilities.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
@@ -142,22 +163,67 @@ cc_library(
|
||||
":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_heuristic_weighting",
|
||||
srcs = ["AIHeuristicWeighting.cpp"],
|
||||
hdrs = ["AIHeuristicWeighting.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts/adapters:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_command_evaluator",
|
||||
srcs = ["AICommandEvaluator.cpp"],
|
||||
hdrs = ["AICommandEvaluator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_command_filter",
|
||||
":ai_strategy",
|
||||
":transposition_table",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_cube_utils",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_command_filter",
|
||||
srcs = ["AICommandFilter.cpp"],
|
||||
hdrs = ["AICommandFilter.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts/adapters:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_common_types",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
@@ -182,38 +248,19 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_score_calculator",
|
||||
srcs = ["AIScoreCalculator.cpp"],
|
||||
hdrs = ["AIScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_command_filter",
|
||||
":ai_unit_score_calculator",
|
||||
":ai_victory_condition_score_calculator",
|
||||
":transposition_table",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/view_filters:game_state_guesser",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_strategy",
|
||||
srcs = ["AIStrategy.cpp"],
|
||||
hdrs = ["AIStrategy.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_groups",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
],
|
||||
)
|
||||
|
||||
@@ -223,6 +270,7 @@ cc_library(
|
||||
hdrs = ["AIUnitScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
@@ -233,27 +281,6 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_victory_condition_score_calculator",
|
||||
srcs = ["AIVictoryConditionScoreCalculator.cpp"],
|
||||
hdrs = ["AIVictoryConditionScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attack_groups",
|
||||
":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",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_water_crossing_calculator",
|
||||
srcs = ["AIWaterCrossingCalculator.cpp"],
|
||||
@@ -261,10 +288,13 @@ cc_library(
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_common_types",
|
||||
":ai_minimum_distance_and_target",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//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",
|
||||
@@ -296,6 +326,7 @@ cc_library(
|
||||
hdrs = ["AITimeBudget.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
@@ -314,22 +345,34 @@ cc_library(
|
||||
hdrs = ["IterativeDeepeningAI.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_command_evaluator",
|
||||
":ai_defender_strategy_selector",
|
||||
":ai_score_calculator",
|
||||
":ai_time_budget",
|
||||
":ai_water_crossing_command_chooser",
|
||||
"//src/main/cpp/net/eagle0/common:time_utils",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_config",
|
||||
hdrs = ["AIConfig.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "shardok_ai_client",
|
||||
srcs = ["ShardokAIClient.cpp"],
|
||||
@@ -338,15 +381,21 @@ cc_library(
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
":ai_attacker_strategy_selector",
|
||||
":ai_config",
|
||||
":ai_defender_strategy_selector",
|
||||
":ai_flee_decision_calculator",
|
||||
":ai_iterative_deepening",
|
||||
":ai_score_calculator",
|
||||
":ai_iterative_deepening", # Direct dependency for runtime selection
|
||||
":ai_time_budget",
|
||||
":ai_water_crossing_command_chooser",
|
||||
"//src/main/cpp/net/eagle0/common:time_utils",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:shardok_mcts_ai", # MCTS with abstraction layer
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:mcts_optimized_ai_score_calculator", # Bounded linear scorer for MCTS
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:normalized_ai_score_calculator", # Normalized [0,1] scorer for ML training
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:standard_ai_score_calculator", # Standard unbounded scorer (default)
|
||||
"//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/util:game_state_dumper",
|
||||
"@com_google_protobuf//:protobuf",
|
||||
],
|
||||
)
|
||||
|
||||
@@ -10,8 +10,9 @@
|
||||
#include <utility>
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
#include "AIScoreCalculator.hpp"
|
||||
#include "AICommandEvaluator.hpp"
|
||||
#include "TranspositionTable.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
|
||||
namespace shardok {
|
||||
@@ -23,14 +24,16 @@ IterativeDeepeningAI::IterativeDeepeningAI(
|
||||
const bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const AIScoreCalculator& scorer,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache)
|
||||
BattalionTypeGetter battalionTypeGetter)
|
||||
: playerId(playerId),
|
||||
isDefender(isDefender),
|
||||
strategy(std::move(strategy)),
|
||||
castleCoords(castleCoords),
|
||||
scorer(scorer),
|
||||
apdCache(apdCache),
|
||||
alCache(alCache) {}
|
||||
battalionTypeGetter(std::move(battalionTypeGetter)) {} // Move the function object
|
||||
|
||||
auto IterativeDeepeningAI::IterativeSearch(
|
||||
const GameSettingsSPtr& settings,
|
||||
@@ -67,14 +70,8 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
const auto& settingsGetter = settings->GetGetter();
|
||||
const auto guessedEngine = ShardokEngine(settings, state);
|
||||
const auto maxRepeatCount = settingsGetter.Backing().ai_utility_repeat_count();
|
||||
const ScoreValue currentUtility = AIScoreCalculator::GuessedStateScore(
|
||||
isDefender,
|
||||
state,
|
||||
strategy,
|
||||
castleCoords,
|
||||
settingsGetter,
|
||||
apdCache,
|
||||
alCache);
|
||||
const ScoreValue currentUtility =
|
||||
scorer.GuessedStateScore(isDefender, state, strategy, castleCoords);
|
||||
|
||||
// Initialize data structures for tracking scores at each depth
|
||||
scoresByDepth.clear();
|
||||
@@ -111,7 +108,7 @@ auto IterativeDeepeningAI::IterativeSearch(
|
||||
|
||||
auto future = SearchCommandAtDepthWithEngine(
|
||||
guessedEngine,
|
||||
settingsGetter,
|
||||
scorer,
|
||||
maxRepeatCount,
|
||||
commands,
|
||||
cmdIndex,
|
||||
@@ -270,7 +267,7 @@ bool IterativeDeepeningAI::IsTimeExpired(const AITimeBudget& budget) {
|
||||
|
||||
auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
const AIScoreCalculator& scorer,
|
||||
const int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
const size_t commandIndex,
|
||||
@@ -292,55 +289,47 @@ auto IterativeDeepeningAI::SearchCommandAtDepthWithEngine(
|
||||
return p.get_future();
|
||||
}
|
||||
|
||||
try {
|
||||
// Track concurrent evaluations and adjust time accounting
|
||||
AIEvaluationCounter counter;
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
// Track concurrent evaluations and adjust time accounting
|
||||
AIEvaluationCounter counter;
|
||||
const auto startTime = std::chrono::steady_clock::now();
|
||||
|
||||
// Calculate deadline from remaining time budget
|
||||
const auto deadline = startTime + timeBudget.remainingBudget;
|
||||
// Calculate deadline from remaining time budget
|
||||
const auto deadline = startTime + timeBudget.remainingBudget;
|
||||
|
||||
// Get the future from CommandScore - don't wait yet
|
||||
// Note: CommandScore expects remainingLookahead, not desiredDepth
|
||||
// desiredDepth 1 = evaluate immediate (remainingLookahead 0)
|
||||
// desiredDepth 2 = look 1 move ahead (remainingLookahead 1)
|
||||
// desiredDepth N = look N-1 moves ahead (remainingLookahead N-1)
|
||||
auto commandScoreFuture = AIScoreCalculator::CommandScore(
|
||||
playerId,
|
||||
isDefender,
|
||||
desiredDepth - 1, // Convert desiredDepth to remainingLookahead
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
currentUtility,
|
||||
settingsGetter,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
commandIndex,
|
||||
deadline);
|
||||
// Create command evaluator for lookahead search
|
||||
AICommandEvaluator evaluator(scorer, apdCache, battalionTypeGetter);
|
||||
|
||||
// Calculate time and adjust budget before waiting
|
||||
// This is needed because we need to update timeBudget synchronously
|
||||
const auto commandScore = commandScoreFuture.get();
|
||||
// Get the future from EvaluateCommand - don't wait yet
|
||||
// Note: EvaluateCommand 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 = evaluator.EvaluateCommand(
|
||||
playerId,
|
||||
isDefender,
|
||||
desiredDepth - 1, // Convert desiredDepth to remainingLookahead
|
||||
maxRepeatCount,
|
||||
guessedEngine,
|
||||
strategy,
|
||||
currentUtility,
|
||||
castleCoords,
|
||||
commandIndex,
|
||||
deadline);
|
||||
|
||||
const auto elapsed = std::chrono::steady_clock::now() - startTime;
|
||||
const int concurrentCount = AIEvaluationCounter::GetCurrentCount();
|
||||
const auto adjustedElapsed = elapsed / std::max(1, concurrentCount);
|
||||
const auto adjustedElapsedMs =
|
||||
std::chrono::duration_cast<std::chrono::milliseconds>(adjustedElapsed);
|
||||
// Calculate time and adjust budget before waiting
|
||||
// This is needed because we need to update timeBudget synchronously
|
||||
const auto commandScore = commandScoreFuture.get();
|
||||
|
||||
// Deduct adjusted time from remaining budget
|
||||
timeBudget.remainingBudget -= adjustedElapsedMs;
|
||||
const auto elapsed = std::chrono::steady_clock::now() - startTime;
|
||||
const int concurrentCount = AIEvaluationCounter::GetCurrentCount();
|
||||
const auto adjustedElapsed = elapsed / std::max(1, concurrentCount);
|
||||
const auto adjustedElapsedMs =
|
||||
std::chrono::duration_cast<std::chrono::milliseconds>(adjustedElapsed);
|
||||
|
||||
result.bestScore = commandScore;
|
||||
} catch (const std::exception& e) {
|
||||
// If evaluation fails, return a neutral score rather than crashing
|
||||
#if DEBUG_ITERATIVE_DEEPENING_TIMINGS
|
||||
printf("SearchCommandAtDepthWithEngine: evaluation failed with exception: %s\n", e.what());
|
||||
#endif
|
||||
result.bestScore = 0.0;
|
||||
}
|
||||
// Deduct adjusted time from remaining budget
|
||||
timeBudget.remainingBudget -= adjustedElapsedMs;
|
||||
|
||||
result.bestScore = commandScore;
|
||||
|
||||
std::promise<SearchResult> p;
|
||||
p.set_value(result);
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
#include "AIStrategy.hpp"
|
||||
#include "AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
@@ -23,6 +24,7 @@ namespace shardok {
|
||||
class ShardokEngine;
|
||||
using ScoreValue = double;
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
using BattalionTypeGetter = std::function<BattalionTypeSPtr(BattalionTypeId)>;
|
||||
|
||||
/// Reason why AI evaluation completed at the achieved depth.
|
||||
enum class EvaluationCompletionReason {
|
||||
@@ -61,8 +63,9 @@ public:
|
||||
bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const AIScoreCalculator& scorer,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache);
|
||||
BattalionTypeGetter battalionTypeGetter); // Pass by value
|
||||
|
||||
[[nodiscard]] SearchResult IterativeSearch(
|
||||
const GameSettingsSPtr& settings,
|
||||
@@ -75,8 +78,9 @@ private:
|
||||
bool isDefender;
|
||||
AIStrategy strategy;
|
||||
CoordsSet castleCoords;
|
||||
const AIScoreCalculator& scorer;
|
||||
const APDCache& apdCache;
|
||||
const ALCache& alCache;
|
||||
BattalionTypeGetter battalionTypeGetter; // Store by value, not reference!
|
||||
|
||||
// Reusable vectors to reduce memory allocations
|
||||
mutable std::vector<std::vector<ScoreValue>> scoresByDepth;
|
||||
@@ -87,7 +91,7 @@ private:
|
||||
|
||||
[[nodiscard]] std::future<SearchResult> SearchCommandAtDepthWithEngine(
|
||||
const ShardokEngine& guessedEngine,
|
||||
const GameSettings::Getter& settingsGetter,
|
||||
const AIScoreCalculator& scorer,
|
||||
int maxRepeatCount,
|
||||
const std::vector<CommandProto>& commands,
|
||||
size_t commandIndex,
|
||||
|
||||
@@ -13,12 +13,16 @@
|
||||
#include <google/protobuf/util/message_differencer.h>
|
||||
|
||||
#include "AIAttackerStrategySelector.hpp"
|
||||
#include "AIConfig.hpp"
|
||||
#include "AIDefenderStrategySelector.hpp"
|
||||
#include "AIFleeDecisionCalculator.hpp"
|
||||
#include "AIScoreUtilities.hpp"
|
||||
#include "AITimeBudget.hpp"
|
||||
#include "IterativeDeepeningAI.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/TimeUtils.hpp"
|
||||
#include "mcts/ShardokMCTSAI.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/MCTSOptimizedAIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/NormalizedAIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/StandardAIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/view_filters/GameStateGuesser.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/action_result_view.pb.h"
|
||||
@@ -42,11 +46,17 @@ ShardokAIClient::ShardokAIClient(
|
||||
const PlayerId playerId,
|
||||
const bool isDefender,
|
||||
const HexMap *hexMap,
|
||||
const SettingsGetter &settings)
|
||||
const SettingsGetter &settings,
|
||||
const AIAlgorithmType aiAlgorithmType,
|
||||
const ScoringCalculatorType scoringCalculatorType,
|
||||
const mcts::MCTSConfig &mctsConfig)
|
||||
: playerId(playerId),
|
||||
isDefender(isDefender),
|
||||
aiAlgorithmType(aiAlgorithmType),
|
||||
scoringCalculatorType(scoringCalculatorType),
|
||||
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
|
||||
waterCrossingCommandChooser(playerId, apdCache) {
|
||||
waterCrossingCommandChooser(playerId, apdCache),
|
||||
mctsConfig(mctsConfig) {
|
||||
// Pre-generate the most common cache entries for better performance
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(hexMap);
|
||||
|
||||
@@ -92,40 +102,108 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
const auto guessedEngine = ShardokEngine(settings, guessedState);
|
||||
|
||||
// Calculate time budget based on game situation using new settings
|
||||
const auto timeBudget = CalculateTimeBudget(playerId, settings, guessedState);
|
||||
|
||||
const auto guessedCommands = guessedEngine.GetAvailableCommandProtos(playerId, false);
|
||||
const auto commandCount = guessedCommands.size();
|
||||
|
||||
// Calculate time budget based on game situation using new dynamic per-command settings
|
||||
const auto timeBudget = CalculateTimeBudget(playerId, settings, guessedState, commandCount);
|
||||
|
||||
// Configure MCTS based on proximity to enemy
|
||||
// When far from enemy: use AVERAGING with maxPlayerFlips=0 (single-player lookahead)
|
||||
// - AVERAGING naturally penalizes longer paths through variance
|
||||
// - No opponent nodes, so no one-bad-child problem
|
||||
// When close to enemy: use MINIMAX with maxPlayerFlips=1 (adversarial lookahead)
|
||||
// - MINIMAX correctly models opponent choosing best response
|
||||
// - Explores through one opponent turn for tactical accuracy
|
||||
auto adjustedMCTSConfig = mctsConfig;
|
||||
// adjustedMCTSConfig.maxPlayerFlips = 0;
|
||||
// if (timeBudget.isCloseToEnemy) {
|
||||
// adjustedMCTSConfig.maxPlayerFlips = 1;
|
||||
// adjustedMCTSConfig.backpropagationPolicy = mcts::MCTSBackpropagationPolicy::MINIMAX;
|
||||
// if constexpr (kPerformanceLogging) {
|
||||
// printf("MCTS Config: Close to enemy - using maxPlayerFlips=1, MINIMAX backprop\n");
|
||||
// }
|
||||
// } else {
|
||||
// adjustedMCTSConfig.maxPlayerFlips = 0;
|
||||
// adjustedMCTSConfig.backpropagationPolicy = mcts::MCTSBackpropagationPolicy::AVERAGING;
|
||||
// if constexpr (kPerformanceLogging) {
|
||||
// printf("MCTS Config: Far from enemy - using maxPlayerFlips=0, AVERAGING backprop\n");
|
||||
// }
|
||||
// }
|
||||
|
||||
assert(commandCount == realAvailableCommands.size());
|
||||
for (size_t i = 0; i < commandCount; i++) {
|
||||
CheckCommand(realAvailableCommands[i], guessedCommands[i]);
|
||||
}
|
||||
|
||||
// Extract values directly from settings for strategy selection
|
||||
const auto maxRounds = settingsGetter.Backing().max_rounds();
|
||||
const auto braveWaterCost = settingsGetter.Backing().brave_water_action_point_cost();
|
||||
const auto battalionTypeGetter = [&settingsGetter](BattalionTypeId typeId) {
|
||||
return settingsGetter.GetBattalionType(typeId);
|
||||
};
|
||||
|
||||
// Create scorer for actual scoring during search - type selected at construction
|
||||
std::unique_ptr<AIScoreCalculator> scorer;
|
||||
switch (scoringCalculatorType) {
|
||||
case ScoringCalculatorType::NORMALIZED:
|
||||
scorer = MakeNormalizedAIScoreCalculator(settingsGetter, apdCache, alCache);
|
||||
break;
|
||||
case ScoringCalculatorType::MCTS_OPTIMIZED:
|
||||
scorer = MakeMCTSOptimizedAIScoreCalculator(settingsGetter, apdCache, alCache);
|
||||
break;
|
||||
case ScoringCalculatorType::STANDARD:
|
||||
default: scorer = MakeStandardAIScoreCalculator(settingsGetter, apdCache, alCache); break;
|
||||
}
|
||||
|
||||
// Determine strategy once for consistent scoring throughout iterative deepening
|
||||
const auto castleCoords = AllCastleCoords(guessedState->hex_map());
|
||||
const AIStrategy strategy = isDefender ? AIDefenderStrategySelector::BestDefenderStrategy(
|
||||
guessedState,
|
||||
castleCoords,
|
||||
maxRounds,
|
||||
apdCache,
|
||||
settingsGetter)
|
||||
battalionTypeGetter)
|
||||
: AIAttackerStrategySelector::BestAttackerStrategy(
|
||||
playerId,
|
||||
guessedState,
|
||||
castleCoords,
|
||||
maxRounds,
|
||||
apdCache,
|
||||
alCache,
|
||||
settingsGetter,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
waterCrossingCommandChooser,
|
||||
realAvailableCommands);
|
||||
|
||||
// Use iterative deepening AI for Phase 2 implementation
|
||||
IterativeDeepeningAI
|
||||
iterativeAI(playerId, isDefender, strategy, castleCoords, apdCache, alCache);
|
||||
auto search_result =
|
||||
iterativeAI.IterativeSearch(settings, guessedState, realAvailableCommands, timeBudget);
|
||||
// AI implementation chosen at runtime via constructor parameter
|
||||
IterativeDeepeningAI::SearchResult search_result;
|
||||
|
||||
if (aiAlgorithmType == AIAlgorithmType::MCTS) {
|
||||
// Using Monte Carlo Tree Search AI (with abstraction layer)
|
||||
ShardokMCTSAI ai(
|
||||
playerId,
|
||||
isDefender,
|
||||
strategy,
|
||||
castleCoords,
|
||||
*scorer,
|
||||
apdCache,
|
||||
alCache,
|
||||
adjustedMCTSConfig);
|
||||
search_result = ai.Search(settings, guessedState, timeBudget);
|
||||
} else {
|
||||
// Using Iterative Deepening AI (default)
|
||||
IterativeDeepeningAI ai(
|
||||
playerId,
|
||||
isDefender,
|
||||
strategy,
|
||||
castleCoords,
|
||||
*scorer,
|
||||
apdCache,
|
||||
battalionTypeGetter);
|
||||
search_result =
|
||||
ai.IterativeSearch(settings, guessedState, realAvailableCommands, timeBudget);
|
||||
}
|
||||
|
||||
CommandChoiceResults result{};
|
||||
result.chosenIndex = search_result.bestCommandIndex;
|
||||
@@ -141,9 +219,11 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
result.commandCountEvaluated,
|
||||
result.availableCommandCount);
|
||||
}
|
||||
printf("ID AI: Search complete - achieved depth %d for best command %zu\n",
|
||||
const auto chosenCommandType = realAvailableCommands[result.chosenIndex].type();
|
||||
printf("ID AI: Search complete - achieved depth %d for best command %zu (%s)\n",
|
||||
result.depthAchieved,
|
||||
result.chosenIndex);
|
||||
result.chosenIndex,
|
||||
net::eagle0::shardok::common::CommandType_Name(chosenCommandType).c_str());
|
||||
|
||||
fflush(stdout);
|
||||
}
|
||||
@@ -189,13 +269,21 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
|
||||
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
|
||||
}
|
||||
|
||||
// Extract values directly from settings for flee decision evaluation
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
const auto maxRounds = settingsGetter.Backing().max_rounds();
|
||||
const auto minimumFleeOddsThreshold = settingsGetter.Backing().ai_minimum_flee_odds_threshold();
|
||||
const auto desperateFleeThreshold = settingsGetter.Backing().ai_desperate_flee_threshold();
|
||||
|
||||
// Use the flee decision calculator
|
||||
const auto fleeDecision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
|
||||
playerId,
|
||||
settings->GetGetter(),
|
||||
guessedState,
|
||||
realAvailableCommands,
|
||||
fleeCommand,
|
||||
maxRounds,
|
||||
minimumFleeOddsThreshold,
|
||||
desperateFleeThreshold,
|
||||
#ifdef DEBUG_FLEE_DECISIONS
|
||||
true // Enable debug logging
|
||||
#else
|
||||
|
||||
@@ -12,10 +12,12 @@
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSTypes.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIConfig.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCommandChooser.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/IterativeDeepeningAI.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/game_state_view.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
@@ -38,12 +40,17 @@ class ShardokAIClient {
|
||||
private:
|
||||
const PlayerId playerId;
|
||||
const bool isDefender;
|
||||
const AIAlgorithmType aiAlgorithmType;
|
||||
const ScoringCalculatorType scoringCalculatorType;
|
||||
|
||||
APDCache apdCache = std::make_shared<ActionPointDistancesCache>();
|
||||
ALCache alCache;
|
||||
|
||||
const AIWaterCrossingCommandChooser waterCrossingCommandChooser;
|
||||
|
||||
// MCTS configuration (only used when aiAlgorithmType == MCTS)
|
||||
mcts::MCTSConfig mctsConfig;
|
||||
|
||||
[[nodiscard]] auto StandardChooseCommandIndex(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& guessedState,
|
||||
@@ -67,13 +74,20 @@ public:
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
const HexMap* hexMap,
|
||||
const SettingsGetter& settings);
|
||||
const SettingsGetter& settings,
|
||||
AIAlgorithmType aiAlgorithmType,
|
||||
ScoringCalculatorType scoringCalculatorType,
|
||||
const mcts::MCTSConfig& mctsConfig);
|
||||
~ShardokAIClient() = default;
|
||||
|
||||
[[nodiscard]] auto GetPlayerId() const -> PlayerId { return playerId; }
|
||||
|
||||
[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const
|
||||
-> CommandChoiceResults;
|
||||
|
||||
// MCTS configuration methods (only relevant when using MCTS algorithm)
|
||||
[[nodiscard]] auto GetMCTSConfig() const -> const mcts::MCTSConfig& { return mctsConfig; }
|
||||
void SetMCTSConfig(const mcts::MCTSConfig& config) { mctsConfig = config; }
|
||||
};
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "shardok_mcts_ai",
|
||||
srcs = ["ShardokMCTSAI.cpp"],
|
||||
hdrs = ["ShardokMCTSAI.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/common/mcts/abstract:abstract_mcts_ai",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening", # For SearchResult compatibility
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_strategy",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts/adapters:shardok_mcts_factory",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,111 @@
|
||||
//
|
||||
// Shardok-specific MCTS AI implementation using abstract interfaces
|
||||
//
|
||||
|
||||
#include "ShardokMCTSAI.hpp"
|
||||
|
||||
#include "adapters/ShardokGameEngine.hpp"
|
||||
#include "adapters/ShardokGameState.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommandFilter.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
ShardokMCTSAI::ShardokMCTSAI(
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const AIScoreCalculator& scoreCalculator,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
MCTSConfig config)
|
||||
: abstractAI_(std::make_unique<mcts::AbstractMCTSAI>(
|
||||
static_cast<mcts::MCTSPlayerId>(
|
||||
playerId), // Use actual player ID for correct scoring
|
||||
config)),
|
||||
isDefender_(isDefender),
|
||||
strategy_(strategy),
|
||||
castleCoords_(castleCoords),
|
||||
scoreCalculator_(scoreCalculator),
|
||||
apdCache_(apdCache),
|
||||
alCache_(alCache) {}
|
||||
|
||||
auto ShardokMCTSAI::Search(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const AITimeBudget& budget) const -> SearchResult {
|
||||
// Compute critical tiles once to avoid 8.5% runtime overhead in ShardokEngine construction
|
||||
const auto criticalTiles = GetCriticalTileLocations(state->hex_map());
|
||||
|
||||
// Create Shardok engine for simulation
|
||||
ShardokEngine engine(settings, state, criticalTiles, 0, false);
|
||||
|
||||
// Create game state adapter
|
||||
auto gameState = mcts::ShardokMCTSFactory::createGameState(
|
||||
state,
|
||||
&scoreCalculator_, // Pass the score calculator
|
||||
settings, // Pass shared_ptr directly
|
||||
isDefender_,
|
||||
strategy_,
|
||||
castleCoords_,
|
||||
apdCache_,
|
||||
alCache_,
|
||||
criticalTiles);
|
||||
|
||||
// Create game engine adapter (passing critical tiles to avoid recomputation)
|
||||
auto gameEngine = mcts::ShardokMCTSFactory::createGameEngine(
|
||||
engine,
|
||||
&scoreCalculator_, // Pass the score calculator
|
||||
settings,
|
||||
apdCache_,
|
||||
alCache_,
|
||||
isDefender_,
|
||||
strategy_,
|
||||
castleCoords_,
|
||||
criticalTiles);
|
||||
|
||||
// Perform abstract search
|
||||
const auto timeLimit = budget.remainingBudget;
|
||||
const auto abstractResult = abstractAI_->Search(*gameEngine, *gameState, timeLimit);
|
||||
|
||||
// Report cache statistics for performance analysis
|
||||
if (auto* shardokEngine = dynamic_cast<mcts::ShardokGameEngine*>(gameEngine.get())) {
|
||||
shardokEngine->reportCacheStatistics();
|
||||
}
|
||||
|
||||
// Get unfiltered command count for consistent reporting with IterativeDeepeningAI
|
||||
// (MCTS uses filtered commands internally, but we report unfiltered count for metrics)
|
||||
const auto unfilteredCommands = engine.GetAvailableCommandsForAIPlayer(
|
||||
static_cast<PlayerId>(gameState->currentPlayerId()));
|
||||
const size_t unfilteredCount = unfilteredCommands ? unfilteredCommands->size() : 0;
|
||||
|
||||
// Convert result back to Shardok format
|
||||
SearchResult result;
|
||||
// Map filtered index back to original unfiltered index
|
||||
result.bestCommandIndex =
|
||||
gameEngine->mapFilteredIndexToOriginal(abstractResult.bestActionIndex, *gameState);
|
||||
result.bestScore = abstractResult.bestScore;
|
||||
result.depthAchieved = static_cast<size_t>(abstractResult.searchDepth);
|
||||
result.commandCountEvaluated = static_cast<size_t>(abstractResult.nodesEvaluated);
|
||||
result.timeUsed = abstractResult.searchTime;
|
||||
result.availableCommandCount = unfilteredCount;
|
||||
result.minimumDepthCompleted =
|
||||
(abstractResult.searchDepth >= static_cast<int>(budget.minDepthRequired));
|
||||
result.searchCompleted = true; // MCTS is anytime - always returns a valid result
|
||||
|
||||
// Determine completion reason based on what actually happened
|
||||
if (abstractResult.foundWinningMove || unfilteredCount == 0) {
|
||||
// Found a terminal winning state or no commands available
|
||||
result.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
|
||||
} else {
|
||||
// Normal case - time budget exhausted while exploring
|
||||
result.completionReason = EvaluationCompletionReason::RAN_OUT_OF_TIME;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,73 @@
|
||||
//
|
||||
// Shardok-specific MCTS AI that wraps the abstract implementation
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_SHARDOK_MCTSAI_HPP
|
||||
#define EAGLE0_SHARDOK_MCTSAI_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "adapters/ShardokMCTSFactory.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/mcts/abstract/AbstractMCTSAI.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AITimeBudget.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/IterativeDeepeningAI.hpp" // For SearchResult compatibility
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class ShardokEngine;
|
||||
class AICommandFilter;
|
||||
class AIScoreCalculator;
|
||||
|
||||
class ShardokMCTSAI {
|
||||
public:
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
using SearchResult = IterativeDeepeningAI::SearchResult;
|
||||
using MCTSConfig = mcts::MCTSConfig;
|
||||
|
||||
ShardokMCTSAI(
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const AIScoreCalculator& scoreCalculator,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
MCTSConfig config = MCTSConfig{});
|
||||
|
||||
// Main search interface - compatible with IterativeDeepeningAI
|
||||
[[nodiscard]] auto Search(
|
||||
const GameSettingsSPtr& settings,
|
||||
const GameStateW& state,
|
||||
const AITimeBudget& budget) const -> SearchResult;
|
||||
|
||||
// Configuration
|
||||
[[nodiscard]] auto GetConfig() const -> const MCTSConfig& { return abstractAI_->GetConfig(); }
|
||||
void SetConfig(const MCTSConfig& newConfig) { abstractAI_->SetConfig(newConfig); }
|
||||
|
||||
private:
|
||||
std::unique_ptr<mcts::AbstractMCTSAI> abstractAI_;
|
||||
|
||||
// Shardok-specific context
|
||||
bool isDefender_;
|
||||
AIStrategy strategy_;
|
||||
const CoordsSet& castleCoords_;
|
||||
const AIScoreCalculator& scoreCalculator_;
|
||||
const APDCache& apdCache_;
|
||||
const ALCache& alCache_;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_SHARDOK_MCTSAI_HPP
|
||||
@@ -0,0 +1,83 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "shardok_action",
|
||||
srcs = ["ShardokAction.cpp"],
|
||||
hdrs = ["ShardokAction.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/common/mcts/abstract:mcts_action",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_command",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "shardok_game_state",
|
||||
srcs = ["ShardokGameState.cpp"],
|
||||
hdrs = ["ShardokGameState.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/common/mcts/abstract:mcts_game_state",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_strategy",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "shardok_game_engine",
|
||||
srcs = ["ShardokGameEngine.cpp"],
|
||||
hdrs = ["ShardokGameEngine.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":shardok_action",
|
||||
":shardok_game_state",
|
||||
"//src/main/cpp/net/eagle0/common:sequence_random_generator",
|
||||
"//src/main/cpp/net/eagle0/common/mcts/abstract:mcts_game_engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_command_filter",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_heuristic_weighting",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "shardok_mcts_factory",
|
||||
srcs = ["ShardokMCTSFactory.cpp"],
|
||||
hdrs = ["ShardokMCTSFactory.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/common/mcts:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":shardok_action",
|
||||
":shardok_game_engine",
|
||||
":shardok_game_state",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_command_filter",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,106 @@
|
||||
//
|
||||
// Shardok-specific action adapter implementation
|
||||
//
|
||||
|
||||
#include "ShardokAction.hpp"
|
||||
|
||||
#include <sstream>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
namespace mcts {
|
||||
|
||||
// New constructor: store pointer to command (preferred - no proto conversion!)
|
||||
ShardokAction::ShardokAction(const ShardokCommand* command, size_t index)
|
||||
: command_(command),
|
||||
commandIndex_(index) {}
|
||||
|
||||
// Legacy constructors for compatibility
|
||||
ShardokAction::ShardokAction(const CommandProto& command, size_t index)
|
||||
: command_(nullptr),
|
||||
commandProto_(command),
|
||||
commandIndex_(index) {}
|
||||
|
||||
ShardokAction::ShardokAction(CommandProto&& command, size_t index)
|
||||
: command_(nullptr),
|
||||
commandProto_(std::move(command)),
|
||||
commandIndex_(index) {}
|
||||
|
||||
// Lazy getter - converts to proto only when needed
|
||||
const ShardokAction::CommandProto& ShardokAction::getCommand() const {
|
||||
if (command_ != nullptr) {
|
||||
// Lazily convert Command → Proto (only once)
|
||||
if (commandProto_.type() == net::eagle0::shardok::common::UNKNOWN_COMMAND) {
|
||||
commandProto_ = command_->GetCommandProto();
|
||||
}
|
||||
return commandProto_;
|
||||
}
|
||||
// Already have proto from legacy constructor
|
||||
return commandProto_;
|
||||
}
|
||||
|
||||
int ShardokAction::getType() const { return static_cast<int>(getCommand().type()); }
|
||||
|
||||
std::string ShardokAction::getDescription() const {
|
||||
const auto& cmd = getCommand();
|
||||
std::stringstream ss;
|
||||
|
||||
// Show player
|
||||
ss << "P" << static_cast<int>(cmd.player()) << " ";
|
||||
|
||||
ss << net::eagle0::shardok::common::CommandType_Name(cmd.type());
|
||||
|
||||
if (cmd.has_actor()) { ss << " Unit:" << cmd.actor().value(); }
|
||||
|
||||
if (cmd.has_target()) {
|
||||
const auto& coord = cmd.target();
|
||||
ss << " @(" << coord.row() << "," << coord.column() << ")";
|
||||
}
|
||||
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
int ShardokAction::getActorId() const {
|
||||
const auto& cmd = getCommand();
|
||||
if (cmd.has_actor()) { return cmd.actor().value(); }
|
||||
return -1;
|
||||
}
|
||||
|
||||
std::pair<int, int> ShardokAction::getTarget() const {
|
||||
const auto& cmd = getCommand();
|
||||
if (cmd.has_target()) {
|
||||
const auto& coord = cmd.target();
|
||||
return std::make_pair(coord.row(), coord.column());
|
||||
}
|
||||
return std::make_pair(-1, -1);
|
||||
}
|
||||
|
||||
std::unique_ptr<MCTSAction> ShardokAction::clone() const {
|
||||
// Clone by copying command pointer (cheap!) instead of proto
|
||||
if (command_ != nullptr) { return std::make_unique<ShardokAction>(command_, commandIndex_); }
|
||||
// Fallback: clone proto
|
||||
return std::make_unique<ShardokAction>(commandProto_, commandIndex_);
|
||||
}
|
||||
|
||||
bool ShardokAction::equals(const MCTSAction& other) const {
|
||||
const auto* shardokOther = dynamic_cast<const ShardokAction*>(&other);
|
||||
if (!shardokOther) { return false; }
|
||||
|
||||
// Fast path: compare by command pointer
|
||||
if (command_ != nullptr && shardokOther->command_ != nullptr) {
|
||||
return commandIndex_ == shardokOther->commandIndex_ && command_ == shardokOther->command_;
|
||||
}
|
||||
|
||||
// Fallback: compare protos
|
||||
return commandIndex_ == shardokOther->commandIndex_ &&
|
||||
getCommand().SerializeAsString() == shardokOther->getCommand().SerializeAsString();
|
||||
}
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,59 @@
|
||||
//
|
||||
// Shardok-specific action adapter for MCTS
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_SHARDOK_ACTION_HPP
|
||||
#define EAGLE0_SHARDOK_ACTION_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSAction.hpp"
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
// Forward declaration
|
||||
class ShardokCommand;
|
||||
|
||||
namespace mcts {
|
||||
|
||||
class ShardokAction : public MCTSAction {
|
||||
public:
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
// New constructor: store pointer to Command instead of copying proto
|
||||
ShardokAction(const ShardokCommand* command, size_t index);
|
||||
|
||||
// Legacy constructors for compatibility (creates internal proto copy)
|
||||
ShardokAction(const CommandProto& command, size_t index);
|
||||
ShardokAction(CommandProto&& command, size_t index);
|
||||
|
||||
// MCTSAction interface implementation
|
||||
[[nodiscard]] size_t getIndex() const override { return commandIndex_; }
|
||||
[[nodiscard]] std::string getDescription() const override;
|
||||
[[nodiscard]] std::unique_ptr<MCTSAction> clone() const override;
|
||||
[[nodiscard]] bool equals(const MCTSAction& other) const override;
|
||||
|
||||
// Shardok-specific methods (not part of abstract interface)
|
||||
[[nodiscard]] int getType() const;
|
||||
[[nodiscard]] int getActorId() const;
|
||||
[[nodiscard]] std::pair<int, int> getTarget() const;
|
||||
|
||||
// Shardok-specific accessor - lazily converts to proto if needed
|
||||
[[nodiscard]] const CommandProto& getCommand() const;
|
||||
|
||||
private:
|
||||
// Store pointer to command (preferred) OR proto copy (legacy)
|
||||
const ShardokCommand* command_ = nullptr; // Non-owning pointer to cached command
|
||||
mutable CommandProto commandProto_; // Lazy proto copy (only used if command_ is null)
|
||||
size_t commandIndex_;
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_SHARDOK_ACTION_HPP
|
||||
@@ -0,0 +1,526 @@
|
||||
//
|
||||
// Shardok-specific game engine adapter implementation
|
||||
//
|
||||
|
||||
#include "ShardokGameEngine.hpp"
|
||||
|
||||
#include <chrono>
|
||||
|
||||
#include "ShardokAction.hpp"
|
||||
#include "ShardokGameState.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/SequenceRandomGenerator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSTypes.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommandFilter.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIHeuristicWeighting.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok::mcts {
|
||||
|
||||
// Deterministic random generator for predictable combat rolls (50th percentile)
|
||||
// This matches the behavior used in IterativeDeepening AI
|
||||
static const std::vector<double> kAverageSequence = {0.5};
|
||||
static const auto kAverageGenerator = std::make_shared<SequenceRandomGenerator>(kAverageSequence);
|
||||
|
||||
// Thread-local cache for legal actions (avoids lock contention in multithreaded simulation)
|
||||
thread_local gtl::flat_hash_map<uint64_t, ShardokGameEngine::LegalActionsCache>
|
||||
ShardokGameEngine::legalActionsCache_;
|
||||
thread_local uint64_t ShardokGameEngine::cacheHits_ = 0;
|
||||
thread_local uint64_t ShardokGameEngine::cacheMisses_ = 0;
|
||||
thread_local uint64_t ShardokGameEngine::transitionCacheHits_ = 0;
|
||||
thread_local uint64_t ShardokGameEngine::transitionCacheMisses_ = 0;
|
||||
thread_local uint64_t ShardokGameEngine::timeInHashComputation_ = 0;
|
||||
thread_local uint64_t ShardokGameEngine::timeInLegalActionsComputation_ = 0;
|
||||
|
||||
ShardokGameEngine::ShardokGameEngine(
|
||||
[[maybe_unused]] const ShardokEngine* engine,
|
||||
const AIScoreCalculator* scoreCalculator,
|
||||
const GameSettingsSPtr& gameSettings,
|
||||
const APDCache* apdCache,
|
||||
const ALCache* alCache,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const CoordsSet& criticalTileCoords)
|
||||
: scoreCalculator_(scoreCalculator),
|
||||
gameSettings_(gameSettings),
|
||||
apdCache_(apdCache),
|
||||
alCache_(alCache),
|
||||
isDefender_(isDefender),
|
||||
strategy_(strategy),
|
||||
castleCoords_(castleCoords),
|
||||
criticalTileCoords_(criticalTileCoords) {
|
||||
// Thread-local cache is automatically initialized per thread
|
||||
// Reserve space to reduce rehashing (based on profiling: ~30-50K unique states per search)
|
||||
legalActionsCache_.reserve(100000);
|
||||
}
|
||||
|
||||
std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
|
||||
const MCTSGameState& state,
|
||||
const MCTSAction& action) const {
|
||||
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
|
||||
const auto* shardokAction = dynamic_cast<const ShardokAction*>(&action);
|
||||
|
||||
if (!shardokState || !shardokAction) { return nullptr; }
|
||||
|
||||
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
|
||||
const uint64_t currentStateHash = shardokState->hash();
|
||||
const size_t actionIndex = shardokAction->getIndex();
|
||||
const int roll = 50; // Fixed roll for deterministic transitions
|
||||
|
||||
// Check transition cache: have we applied this (action, roll) to this state before?
|
||||
TransitionKey transitionKey{actionIndex, roll};
|
||||
if (auto it = legalActionsCache_.find(currentStateHash); it != legalActionsCache_.end()) {
|
||||
if (auto transIt = it->second.actionResults.find(transitionKey);
|
||||
transIt != it->second.actionResults.end()) {
|
||||
// We've applied this transition before - get the next state hash
|
||||
uint64_t nextStateHash = transIt->second;
|
||||
|
||||
// Look up the next state in the cache
|
||||
if (auto nextIt = legalActionsCache_.find(nextStateHash);
|
||||
nextIt != legalActionsCache_.end()) {
|
||||
// TRANSITION CACHE HIT: We have the complete next state cached!
|
||||
transitionCacheHits_++;
|
||||
|
||||
// Clone the cached engine and return the state
|
||||
auto engine = std::make_shared<ShardokEngine>(*nextIt->second.engine);
|
||||
return std::make_unique<ShardokGameState>(
|
||||
engine->GetCurrentGameState(),
|
||||
scoreCalculator_,
|
||||
gameSettings_.get(),
|
||||
isDefender_,
|
||||
strategy_,
|
||||
castleCoords_,
|
||||
*apdCache_,
|
||||
*alCache_,
|
||||
criticalTileCoords_);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TRANSITION CACHE MISS: Apply action normally
|
||||
transitionCacheMisses_++;
|
||||
|
||||
// Use cached engine if available (avoids recomputing GetAvailableCommands for same state)
|
||||
std::shared_ptr<ShardokEngine> engine;
|
||||
if (auto cachedEngine = shardokState->getCachedEngine()) {
|
||||
// Clone the cached engine to preserve command cache
|
||||
engine = std::make_shared<ShardokEngine>(*cachedEngine);
|
||||
} else {
|
||||
// Create fresh engine and populate command cache
|
||||
engine = std::make_shared<ShardokEngine>(
|
||||
gameSettings_,
|
||||
shardokState->getShardokState(),
|
||||
criticalTileCoords_,
|
||||
0,
|
||||
false);
|
||||
// Populate command cache (result intentionally unused, just populating cache)
|
||||
[[maybe_unused]] const auto commands =
|
||||
engine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
// Cache the engine for future use with this state
|
||||
shardokState->setCachedEngine(engine);
|
||||
// Clone it for applying the action (don't mutate the cached engine)
|
||||
engine = std::make_shared<ShardokEngine>(*engine);
|
||||
}
|
||||
|
||||
engine->PostCommand(currentPlayer, actionIndex, kAverageGenerator);
|
||||
|
||||
// Create and return the new state (don't cache the mutated engine)
|
||||
auto newState = std::make_unique<ShardokGameState>(
|
||||
engine->GetCurrentGameState(),
|
||||
scoreCalculator_,
|
||||
gameSettings_.get(),
|
||||
isDefender_,
|
||||
strategy_,
|
||||
castleCoords_,
|
||||
*apdCache_,
|
||||
*alCache_,
|
||||
criticalTileCoords_);
|
||||
|
||||
// Store the transition in cache for future lookups
|
||||
const uint64_t nextStateHash = newState->hash();
|
||||
legalActionsCache_[currentStateHash].actionResults[transitionKey] = nextStateHash;
|
||||
|
||||
// CRITICAL: Also store the next state's engine in the cache
|
||||
// Without this, transition cache lookups will always miss because the next state won't exist
|
||||
// Clone the engine so we have an independent cached copy
|
||||
legalActionsCache_[nextStateHash].engine = std::make_shared<ShardokEngine>(*engine);
|
||||
|
||||
// Don't pre-compute hash - let it be computed lazily on first use
|
||||
// Many states (especially in simulation) never need their hash computed
|
||||
return newState;
|
||||
}
|
||||
|
||||
void ShardokGameEngine::applyActionMutable(
|
||||
std::unique_ptr<MCTSGameState>& state,
|
||||
const MCTSAction& action) const {
|
||||
auto* shardokState = dynamic_cast<ShardokGameState*>(state.get());
|
||||
const auto* shardokAction = dynamic_cast<const ShardokAction*>(&action);
|
||||
|
||||
if (!shardokState || !shardokAction) {
|
||||
// Fallback to default implementation
|
||||
state = applyAction(*state, action);
|
||||
return;
|
||||
}
|
||||
|
||||
const auto currentPlayer = static_cast<PlayerId>(state->currentPlayerId());
|
||||
const uint64_t currentStateHash = shardokState->hash();
|
||||
const size_t actionIndex = shardokAction->getIndex();
|
||||
const int roll = 50; // Fixed roll for deterministic transitions
|
||||
|
||||
// Check transition cache: have we applied this (action, roll) to this state before?
|
||||
TransitionKey transitionKey{actionIndex, roll};
|
||||
if (auto it = legalActionsCache_.find(currentStateHash); it != legalActionsCache_.end()) {
|
||||
if (auto transIt = it->second.actionResults.find(transitionKey);
|
||||
transIt != it->second.actionResults.end()) {
|
||||
// We've applied this transition before - get the next state hash
|
||||
uint64_t nextStateHash = transIt->second;
|
||||
|
||||
// Look up the next state in the cache
|
||||
if (auto nextIt = legalActionsCache_.find(nextStateHash);
|
||||
nextIt != legalActionsCache_.end()) {
|
||||
// TRANSITION CACHE HIT: We have the complete next state cached!
|
||||
transitionCacheHits_++;
|
||||
|
||||
// Clone the cached engine and update the current state to match
|
||||
auto engine = std::make_shared<ShardokEngine>(*nextIt->second.engine);
|
||||
shardokState->getMutableShardokState() = engine->GetCurrentGameState();
|
||||
shardokState->setCachedEngine(engine);
|
||||
shardokState->invalidateHashCache();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TRANSITION CACHE MISS: Apply action normally
|
||||
transitionCacheMisses_++;
|
||||
|
||||
// Use cached engine if available
|
||||
std::shared_ptr<ShardokEngine> engine;
|
||||
if (auto cachedEngine = shardokState->getCachedEngine()) {
|
||||
engine = std::make_shared<ShardokEngine>(*cachedEngine);
|
||||
} else {
|
||||
engine = std::make_shared<ShardokEngine>(
|
||||
gameSettings_,
|
||||
shardokState->getShardokState(),
|
||||
criticalTileCoords_,
|
||||
0,
|
||||
false);
|
||||
// Populate command cache (result intentionally unused, just populating cache)
|
||||
[[maybe_unused]] const auto commands =
|
||||
engine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
shardokState->setCachedEngine(engine);
|
||||
engine = std::make_shared<ShardokEngine>(*engine);
|
||||
}
|
||||
|
||||
engine->PostCommand(currentPlayer, actionIndex, kAverageGenerator);
|
||||
shardokState->getMutableShardokState() = engine->GetCurrentGameState();
|
||||
// Clear the cached engine and hash since the state has been mutated
|
||||
shardokState->setCachedEngine(nullptr);
|
||||
shardokState->invalidateHashCache();
|
||||
|
||||
// Store the transition in cache for future lookups
|
||||
const uint64_t nextStateHash = shardokState->hash();
|
||||
legalActionsCache_[currentStateHash].actionResults[transitionKey] = nextStateHash;
|
||||
|
||||
// CRITICAL: Also store the next state's engine in the cache
|
||||
// Without this, transition cache lookups will always miss because the next state won't exist
|
||||
// Clone the engine so we have an independent cached copy
|
||||
legalActionsCache_[nextStateHash].engine = std::make_shared<ShardokEngine>(*engine);
|
||||
}
|
||||
|
||||
std::vector<std::unique_ptr<MCTSAction>> ShardokGameEngine::getLegalActions(
|
||||
const MCTSGameState& state,
|
||||
MCTSPlayerId /*rootPlayerId*/,
|
||||
int currentPlayerFlips,
|
||||
int maxPlayerFlips) const {
|
||||
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
|
||||
if (!shardokState) { return {}; }
|
||||
|
||||
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
|
||||
|
||||
// Check if we've exceeded the maximum allowed player flips
|
||||
// currentPlayerFlips is the number of times the player has changed since root
|
||||
// maxPlayerFlips is the maximum number of changes we allow
|
||||
// If maxPlayerFlips is 0, only explore root player's moves (stop when player first changes)
|
||||
// If maxPlayerFlips is 1, explore through opponent's response (stop after opponent's moves)
|
||||
if (currentPlayerFlips > maxPlayerFlips) {
|
||||
return {}; // Stop exploration - we've exceeded the flip limit
|
||||
}
|
||||
|
||||
// Time hash computation
|
||||
const auto hashStart = std::chrono::high_resolution_clock::now();
|
||||
const uint64_t stateHash = shardokState->hash();
|
||||
const auto hashEnd = std::chrono::high_resolution_clock::now();
|
||||
timeInHashComputation_ +=
|
||||
std::chrono::duration_cast<std::chrono::microseconds>(hashEnd - hashStart).count();
|
||||
|
||||
// Check transposition table for cached legal actions
|
||||
if (auto it = legalActionsCache_.find(stateHash); it != legalActionsCache_.end()) {
|
||||
cacheHits_++;
|
||||
|
||||
// Use cached engine
|
||||
shardokState->setCachedEngine(it->second.engine);
|
||||
|
||||
// If we have cached actions, clone and return them (fastest path)
|
||||
if (!it->second.cachedActions.empty()) {
|
||||
std::vector<std::unique_ptr<MCTSAction>> actions;
|
||||
actions.reserve(it->second.cachedActions.size());
|
||||
for (const auto& action : it->second.cachedActions) {
|
||||
actions.push_back(action->clone());
|
||||
}
|
||||
return actions;
|
||||
}
|
||||
|
||||
// Fallback: reconstruct actions from cached engine (shouldn't happen often)
|
||||
const CommandListSPtr commands =
|
||||
it->second.engine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
|
||||
if (!commands || commands->empty()) { return {}; }
|
||||
|
||||
std::vector<std::unique_ptr<MCTSAction>> actions;
|
||||
actions.reserve(it->second.filteredIndices.size());
|
||||
|
||||
for (const size_t origIdx : it->second.filteredIndices) {
|
||||
if (origIdx < commands->size()) {
|
||||
const auto& cmd = commands->at(origIdx);
|
||||
// Use new constructor: pass command pointer instead of converting to proto
|
||||
actions.push_back(std::make_unique<ShardokAction>(cmd.get(), origIdx));
|
||||
}
|
||||
}
|
||||
|
||||
return actions;
|
||||
}
|
||||
|
||||
cacheMisses_++;
|
||||
|
||||
// Time legal actions computation
|
||||
const auto actionsStart = std::chrono::high_resolution_clock::now();
|
||||
|
||||
// Use cached engine if available, otherwise create and cache it
|
||||
std::shared_ptr<ShardokEngine> engine;
|
||||
if (auto cachedEngine = shardokState->getCachedEngine()) {
|
||||
engine = cachedEngine;
|
||||
} else {
|
||||
engine = std::make_shared<ShardokEngine>(
|
||||
gameSettings_,
|
||||
shardokState->getShardokState(),
|
||||
criticalTileCoords_);
|
||||
shardokState->setCachedEngine(engine);
|
||||
}
|
||||
|
||||
const CommandListSPtr commands = engine->GetAvailableCommandsForAIPlayer(currentPlayer);
|
||||
|
||||
if (!commands || commands->empty()) { return {}; }
|
||||
|
||||
// Filter commands using AICommandFilter (matching original MCTSAI behavior)
|
||||
// Use gameSettings for battalion type lookups
|
||||
const std::vector<size_t> filteredIndices = AICommandFilter::FilterCommands(
|
||||
commands,
|
||||
currentPlayer,
|
||||
isDefender_,
|
||||
shardokState->getShardokState(),
|
||||
*apdCache_,
|
||||
[this](BattalionTypeId typeId) {
|
||||
return gameSettings_->GetGetter().GetBattalionType(typeId);
|
||||
});
|
||||
|
||||
// Convert only filtered commands to MCTSActions
|
||||
// Use new constructor: pass command pointer instead of converting to proto (major speedup!)
|
||||
std::vector<std::unique_ptr<MCTSAction>> actions;
|
||||
actions.reserve(filteredIndices.size());
|
||||
|
||||
for (const size_t idx : filteredIndices) {
|
||||
if (idx < commands->size()) {
|
||||
const auto& cmd = commands->at(idx);
|
||||
actions.push_back(std::make_unique<ShardokAction>(cmd.get(), idx));
|
||||
}
|
||||
}
|
||||
|
||||
const auto actionsEnd = std::chrono::high_resolution_clock::now();
|
||||
timeInLegalActionsComputation_ +=
|
||||
std::chrono::duration_cast<std::chrono::microseconds>(actionsEnd - actionsStart)
|
||||
.count();
|
||||
|
||||
// Store in transposition table for future lookups
|
||||
LegalActionsCache entry;
|
||||
entry.filteredIndices = filteredIndices;
|
||||
entry.engine = engine;
|
||||
// Clone actions to cache them (allows fast retrieval without reconstruction)
|
||||
entry.cachedActions.reserve(actions.size());
|
||||
for (const auto& action : actions) { entry.cachedActions.push_back(action->clone()); }
|
||||
legalActionsCache_[stateHash] = std::move(entry);
|
||||
|
||||
return actions;
|
||||
}
|
||||
|
||||
bool ShardokGameEngine::isTerminal(const MCTSGameState& state) const { return state.isTerminal(); }
|
||||
|
||||
double ShardokGameEngine::evaluateState(const MCTSGameState& state, MCTSPlayerId playerId) const {
|
||||
return state.score(playerId);
|
||||
}
|
||||
|
||||
std::vector<size_t> ShardokGameEngine::filterActions(
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
const MCTSGameState& /*state*/) const {
|
||||
// All filtering is already done in getLegalActions() using AICommandFilter
|
||||
// This method is used by simulation policies and doesn't need additional filtering
|
||||
std::vector<size_t> indices;
|
||||
indices.reserve(actions.size());
|
||||
for (size_t i = 0; i < actions.size(); ++i) { indices.push_back(i); }
|
||||
return indices;
|
||||
}
|
||||
|
||||
std::vector<double> ShardokGameEngine::getActionWeights(
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
const MCTSGameState& state) const {
|
||||
// Cast to ShardokGameState to access Shardok-specific methods
|
||||
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
|
||||
if (!shardokState) {
|
||||
throw MCTSInternalError(
|
||||
"ShardokGameEngine::getActionWeights called with non-Shardok state - this "
|
||||
"indicates a type mismatch in the MCTS adapter layer");
|
||||
}
|
||||
|
||||
// Check cache for action weights
|
||||
const uint64_t stateHash = shardokState->hash();
|
||||
if (auto it = legalActionsCache_.find(stateHash); it != legalActionsCache_.end()) {
|
||||
if (!it->second.actionWeights.empty() &&
|
||||
it->second.actionWeights.size() == actions.size()) {
|
||||
// Cache hit! Return cached weights
|
||||
return it->second.actionWeights;
|
||||
}
|
||||
}
|
||||
|
||||
// Cache miss: compute action weights using AIHeuristicWeighting
|
||||
std::vector<double> weights;
|
||||
weights.reserve(actions.size());
|
||||
|
||||
for (const auto& action : actions) {
|
||||
const auto* shardokAction = dynamic_cast<const ShardokAction*>(action.get());
|
||||
if (!shardokAction) {
|
||||
throw MCTSInternalError(
|
||||
"ShardokGameEngine::getActionWeights encountered non-Shardok action - this "
|
||||
"indicates a type mismatch in the MCTS adapter layer");
|
||||
}
|
||||
weights.push_back(AIHeuristicWeighting::GetCommandWeight(
|
||||
shardokAction->getCommand(),
|
||||
shardokState->getShardokState(),
|
||||
castleCoords_,
|
||||
apdCache_,
|
||||
isDefender_,
|
||||
[this](BattalionTypeId typeId) {
|
||||
return gameSettings_->GetGetter().GetBattalionType(typeId);
|
||||
}));
|
||||
}
|
||||
|
||||
// Store weights in cache for future lookups
|
||||
legalActionsCache_[stateHash].actionWeights = weights;
|
||||
|
||||
return weights;
|
||||
}
|
||||
|
||||
double ShardokGameEngine::getActionScore(
|
||||
const MCTSGameState& state,
|
||||
const MCTSAction& action,
|
||||
MCTSPlayerId playerId) const {
|
||||
auto newState = applyAction(state, action);
|
||||
if (!newState) { return 0.0; }
|
||||
return newState->score(playerId);
|
||||
}
|
||||
|
||||
bool ShardokGameEngine::shouldStopSearch(
|
||||
const MCTSGameState& /*state*/,
|
||||
int /*iterations*/,
|
||||
std::chrono::steady_clock::time_point /*startTime*/) const {
|
||||
// Could add early termination logic here
|
||||
return false;
|
||||
}
|
||||
|
||||
size_t ShardokGameEngine::mapFilteredIndexToOriginal(
|
||||
size_t filteredIndex,
|
||||
const MCTSGameState& state) const {
|
||||
// Get the filtered actions (uses cached engine)
|
||||
auto actions = getLegalActions(state, state.currentPlayerId(), 0, 0);
|
||||
|
||||
// Check bounds
|
||||
if (filteredIndex >= actions.size()) { return filteredIndex; }
|
||||
|
||||
// Extract the original index from the ShardokAction
|
||||
const auto* shardokAction = dynamic_cast<const ShardokAction*>(actions[filteredIndex].get());
|
||||
if (!shardokAction) { return filteredIndex; }
|
||||
|
||||
// ShardokAction stores the original unfiltered index
|
||||
return shardokAction->getIndex();
|
||||
}
|
||||
|
||||
void ShardokGameEngine::reportCacheStatistics() const {
|
||||
const uint64_t totalLookups = cacheHits_ + cacheMisses_;
|
||||
if (totalLookups > 0) {
|
||||
const double hitRate = static_cast<double>(cacheHits_) / static_cast<double>(totalLookups);
|
||||
const double avgHashTimeUs =
|
||||
static_cast<double>(timeInHashComputation_) / static_cast<double>(totalLookups);
|
||||
const double avgActionsTimeUs =
|
||||
cacheMisses_ > 0 ? static_cast<double>(timeInLegalActionsComputation_) /
|
||||
static_cast<double>(cacheMisses_)
|
||||
: 0.0;
|
||||
|
||||
printf("Legal Actions Cache Stats:\n");
|
||||
printf(" Lookups: %llu hits, %llu misses, %.1f%% hit rate, %zu entries\n",
|
||||
static_cast<unsigned long long>(cacheHits_),
|
||||
static_cast<unsigned long long>(cacheMisses_),
|
||||
hitRate * 100.0,
|
||||
legalActionsCache_.size());
|
||||
printf(" Timing: %.2f us avg hash, %.2f us avg actions (on miss)\n",
|
||||
avgHashTimeUs,
|
||||
avgActionsTimeUs);
|
||||
printf(" Total time: %.2f ms in hash, %.2f ms in actions\n",
|
||||
timeInHashComputation_ / 1000.0,
|
||||
timeInLegalActionsComputation_ / 1000.0);
|
||||
|
||||
// Calculate if transposition table is worth it
|
||||
const double timeWithCache = timeInHashComputation_ + timeInLegalActionsComputation_;
|
||||
const double timeWithoutCache =
|
||||
avgActionsTimeUs * static_cast<double>(totalLookups); // All lookups recompute
|
||||
const double savings = (timeWithoutCache - timeWithCache) / timeWithoutCache * 100.0;
|
||||
printf(" Cache savings: %.1f%% vs. no cache (%.2f ms saved)\n",
|
||||
savings,
|
||||
(timeWithoutCache - timeWithCache) / 1000.0);
|
||||
}
|
||||
|
||||
// Report transition cache statistics
|
||||
const uint64_t totalTransitions = transitionCacheHits_ + transitionCacheMisses_;
|
||||
if (totalTransitions > 0) {
|
||||
const double transitionHitRate =
|
||||
static_cast<double>(transitionCacheHits_) / static_cast<double>(totalTransitions);
|
||||
|
||||
printf("\nTransition Cache Stats:\n");
|
||||
printf(" Transitions: %llu hits, %llu misses, %.1f%% hit rate\n",
|
||||
static_cast<unsigned long long>(transitionCacheHits_),
|
||||
static_cast<unsigned long long>(transitionCacheMisses_),
|
||||
transitionHitRate * 100.0);
|
||||
|
||||
// Calculate total number of transition entries across all states
|
||||
size_t totalTransitionEntries = 0;
|
||||
for (const auto& [stateHash, cache] : legalActionsCache_) {
|
||||
totalTransitionEntries += cache.actionResults.size();
|
||||
}
|
||||
printf(" Total transition entries: %zu (avg %.1f per state)\n",
|
||||
totalTransitionEntries,
|
||||
totalTransitionEntries > 0 ? static_cast<double>(totalTransitionEntries) /
|
||||
static_cast<double>(legalActionsCache_.size())
|
||||
: 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
void ShardokGameEngine::resetCacheStatistics() {
|
||||
cacheHits_ = 0;
|
||||
cacheMisses_ = 0;
|
||||
timeInHashComputation_ = 0;
|
||||
timeInLegalActionsComputation_ = 0;
|
||||
transitionCacheHits_ = 0;
|
||||
transitionCacheMisses_ = 0;
|
||||
}
|
||||
|
||||
} // namespace shardok::mcts
|
||||
@@ -0,0 +1,154 @@
|
||||
//
|
||||
// Shardok-specific game engine adapter for MCTS
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_SHARDOK_GAME_ENGINE_HPP
|
||||
#define EAGLE0_SHARDOK_GAME_ENGINE_HPP
|
||||
|
||||
#include <atomic>
|
||||
#include <functional>
|
||||
#include <gtl/phmap.hpp>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSGameEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class AICommandFilter;
|
||||
class AIScoreCalculator;
|
||||
class RandomGenerator;
|
||||
|
||||
// Use existing type definitions from the Shardok codebase
|
||||
// GameSettingsSPtr and SettingsGetter are defined in GameSettings.hpp
|
||||
|
||||
namespace mcts {
|
||||
|
||||
class ShardokGameEngine : public MCTSGameEngine {
|
||||
public:
|
||||
ShardokGameEngine(
|
||||
const ShardokEngine* engine,
|
||||
const AIScoreCalculator* scoreCalculator,
|
||||
const GameSettingsSPtr& gameSettings,
|
||||
const APDCache* apdCache,
|
||||
const ALCache* alCache,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const CoordsSet& criticalTileCoords);
|
||||
|
||||
// MCTSGameEngine interface implementation
|
||||
[[nodiscard]] std::unique_ptr<MCTSGameState> applyAction(
|
||||
const MCTSGameState& state,
|
||||
const MCTSAction& action) const override;
|
||||
|
||||
void applyActionMutable(std::unique_ptr<MCTSGameState>& state, const MCTSAction& action)
|
||||
const override;
|
||||
|
||||
[[nodiscard]] std::vector<std::unique_ptr<MCTSAction>> getLegalActions(
|
||||
const MCTSGameState& state,
|
||||
MCTSPlayerId rootPlayerId,
|
||||
int currentPlayerFlips,
|
||||
int maxPlayerFlips) const override;
|
||||
|
||||
[[nodiscard]] bool isTerminal(const MCTSGameState& state) const override;
|
||||
|
||||
[[nodiscard]] double evaluateState(const MCTSGameState& state, MCTSPlayerId playerId)
|
||||
const override;
|
||||
|
||||
[[nodiscard]] std::vector<size_t> filterActions(
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
const MCTSGameState& state) const override;
|
||||
|
||||
[[nodiscard]] std::vector<double> getActionWeights(
|
||||
const std::vector<std::unique_ptr<MCTSAction>>& actions,
|
||||
const MCTSGameState& state) const override;
|
||||
|
||||
[[nodiscard]] double getActionScore(
|
||||
const MCTSGameState& state,
|
||||
const MCTSAction& action,
|
||||
MCTSPlayerId playerId) const override;
|
||||
|
||||
[[nodiscard]] bool shouldStopSearch(
|
||||
const MCTSGameState& state,
|
||||
int iterations,
|
||||
std::chrono::steady_clock::time_point startTime) const override;
|
||||
|
||||
[[nodiscard]] size_t mapFilteredIndexToOriginal(
|
||||
size_t filteredIndex,
|
||||
const MCTSGameState& state) const override;
|
||||
|
||||
// Report transposition table statistics
|
||||
void reportCacheStatistics() const;
|
||||
|
||||
// Reset cache statistics
|
||||
void resetCacheStatistics();
|
||||
|
||||
private:
|
||||
// Key for transition cache: (actionIndex, roll)
|
||||
// Caches state transitions to avoid redundant PostCommand calls
|
||||
struct TransitionKey {
|
||||
size_t actionIndex;
|
||||
int roll;
|
||||
|
||||
bool operator==(const TransitionKey& other) const {
|
||||
return actionIndex == other.actionIndex && roll == other.roll;
|
||||
}
|
||||
};
|
||||
|
||||
// Hash function for TransitionKey
|
||||
struct TransitionKeyHash {
|
||||
size_t operator()(const TransitionKey& key) const {
|
||||
return std::hash<size_t>{}(key.actionIndex) ^ (std::hash<int>{}(key.roll) << 1);
|
||||
}
|
||||
};
|
||||
|
||||
// Transposition table entry for caching legal actions
|
||||
struct LegalActionsCache {
|
||||
std::vector<size_t> filteredIndices;
|
||||
std::shared_ptr<ShardokEngine> engine; // Engine with populated command cache
|
||||
// NEW: Cache state transitions (action, roll) -> nextStateHash
|
||||
gtl::flat_hash_map<TransitionKey, uint64_t, TransitionKeyHash> actionResults;
|
||||
// NEW: Cache action weights to avoid recomputing heuristics
|
||||
std::vector<double> actionWeights;
|
||||
// NEW: Cache the actual action objects to avoid repeated allocation/construction
|
||||
std::vector<std::unique_ptr<MCTSAction>> cachedActions;
|
||||
};
|
||||
|
||||
const AIScoreCalculator* scoreCalculator_;
|
||||
const GameSettingsSPtr gameSettings_;
|
||||
const APDCache* apdCache_;
|
||||
const ALCache* alCache_;
|
||||
bool isDefender_;
|
||||
AIStrategy strategy_;
|
||||
const CoordsSet& castleCoords_;
|
||||
// Computed once to avoid 8.5% overhead per engine construction
|
||||
const CoordsSet& criticalTileCoords_;
|
||||
|
||||
// Transposition table for legal actions (thread-local to avoid lock contention)
|
||||
// Each thread maintains its own cache during multithreaded simulation
|
||||
static thread_local gtl::flat_hash_map<uint64_t, LegalActionsCache> legalActionsCache_;
|
||||
static thread_local uint64_t cacheHits_;
|
||||
static thread_local uint64_t cacheMisses_;
|
||||
|
||||
// Transition cache statistics
|
||||
static thread_local uint64_t transitionCacheHits_;
|
||||
static thread_local uint64_t transitionCacheMisses_;
|
||||
|
||||
// Performance timing (in microseconds)
|
||||
static thread_local uint64_t timeInHashComputation_;
|
||||
static thread_local uint64_t timeInLegalActionsComputation_;
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_SHARDOK_GAME_ENGINE_HPP
|
||||
@@ -0,0 +1,103 @@
|
||||
//
|
||||
// Shardok-specific game state adapter implementation
|
||||
//
|
||||
|
||||
#include "ShardokGameState.hpp"
|
||||
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok::mcts {
|
||||
|
||||
ShardokGameState::ShardokGameState(
|
||||
GameStateW state,
|
||||
const AIScoreCalculator* calculator,
|
||||
const GameSettings* settings,
|
||||
const bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const CoordsSet& criticalTileCoords)
|
||||
: state_(std::move(state)),
|
||||
scoreCalculator_(calculator),
|
||||
settings_(settings),
|
||||
isDefender_(isDefender),
|
||||
strategy_(std::move(strategy)),
|
||||
castleCoords_(castleCoords),
|
||||
apdCache_(apdCache),
|
||||
alCache_(alCache),
|
||||
criticalTileCoords_(criticalTileCoords) {}
|
||||
|
||||
uint64_t ShardokGameState::hash() const {
|
||||
if (!hashCached_) {
|
||||
cachedHash_ = state_.ComputeFNV1aHash();
|
||||
hashCached_ = true;
|
||||
}
|
||||
return cachedHash_;
|
||||
}
|
||||
|
||||
double ShardokGameState::score(MCTSPlayerId /*playerId*/) const {
|
||||
// Always return score from the perspective of the AI that created this state (isDefender_).
|
||||
// The playerId parameter is ignored - adversarial logic happens in selection, not scoring.
|
||||
return scoreCalculator_->GuessedStateScore(isDefender_, state_, strategy_, castleCoords_);
|
||||
}
|
||||
|
||||
MCTSPlayerId ShardokGameState::currentPlayerId() const { return state_->current_player(); }
|
||||
|
||||
bool ShardokGameState::isTerminal() const {
|
||||
// Check if game status indicates the game is over
|
||||
if (state_->status()) {
|
||||
const auto gameStatus = state_->status()->state();
|
||||
if (gameStatus == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY ||
|
||||
gameStatus == net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Check max rounds
|
||||
if (state_->current_round() >= settings_->GetGetter().Backing().max_rounds()) { return true; }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
std::unique_ptr<MCTSGameState> ShardokGameState::clone() const {
|
||||
auto cloned = std::make_unique<ShardokGameState>(
|
||||
state_,
|
||||
scoreCalculator_,
|
||||
settings_,
|
||||
isDefender_,
|
||||
strategy_,
|
||||
castleCoords_,
|
||||
apdCache_,
|
||||
alCache_,
|
||||
criticalTileCoords_);
|
||||
// Don't copy the cached engine - each state needs its own
|
||||
return cloned;
|
||||
}
|
||||
|
||||
bool ShardokGameState::equals(const MCTSGameState& other) const {
|
||||
const auto* shardokOther = dynamic_cast<const ShardokGameState*>(&other);
|
||||
if (!shardokOther) { return false; }
|
||||
|
||||
return hash() == shardokOther->hash();
|
||||
}
|
||||
|
||||
MCTSPlayerId ShardokGameState::getWinner() const {
|
||||
// Note: FlatBuffer doesn't have a winner field
|
||||
// In practice, this would need to determine winner from victory conditions
|
||||
return -1; // No winner
|
||||
}
|
||||
|
||||
std::string ShardokGameState::toString() const {
|
||||
std::stringstream ss;
|
||||
ss << "ShardokGameState[Round:" << static_cast<int>(state_->current_round())
|
||||
<< " Player:" << currentPlayerId() << " Hash:" << hash() << "]";
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
} // namespace shardok::mcts
|
||||
@@ -0,0 +1,83 @@
|
||||
//
|
||||
// Shardok-specific game state adapter for MCTS
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_SHARDOK_GAME_STATE_HPP
|
||||
#define EAGLE0_SHARDOK_GAME_STATE_HPP
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/mcts/abstract/MCTSGameState.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/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class AIScoreCalculator;
|
||||
|
||||
namespace mcts {
|
||||
|
||||
class ShardokGameState : public MCTSGameState {
|
||||
public:
|
||||
ShardokGameState(
|
||||
GameStateW state,
|
||||
const AIScoreCalculator* calculator,
|
||||
const GameSettings* settings,
|
||||
bool isDefender,
|
||||
AIStrategy strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const CoordsSet& criticalTileCoords);
|
||||
|
||||
// MCTSGameState interface implementation
|
||||
[[nodiscard]] uint64_t hash() const override;
|
||||
[[nodiscard]] double score(MCTSPlayerId playerId) const override;
|
||||
[[nodiscard]] MCTSPlayerId currentPlayerId() const override;
|
||||
[[nodiscard]] bool isTerminal() const override;
|
||||
[[nodiscard]] std::unique_ptr<MCTSGameState> clone() const override;
|
||||
[[nodiscard]] bool equals(const MCTSGameState& other) const override;
|
||||
[[nodiscard]] MCTSPlayerId getWinner() const override;
|
||||
[[nodiscard]] std::string toString() const override;
|
||||
|
||||
// Shardok-specific accessors
|
||||
[[nodiscard]] const GameStateW& getShardokState() const { return state_; }
|
||||
[[nodiscard]] GameStateW& getMutableShardokState() { return state_; }
|
||||
[[nodiscard]] bool isDefender() const { return isDefender_; }
|
||||
[[nodiscard]] const GameSettings* getSettings() const { return settings_; }
|
||||
[[nodiscard]] const CoordsSet& getCriticalTileCoords() const { return criticalTileCoords_; }
|
||||
|
||||
// Engine caching for performance (avoids recomputing available commands)
|
||||
void setCachedEngine(std::shared_ptr<ShardokEngine> engine) const { cachedEngine_ = engine; }
|
||||
[[nodiscard]] std::shared_ptr<ShardokEngine> getCachedEngine() const { return cachedEngine_; }
|
||||
|
||||
// Invalidate hash cache when state is mutated
|
||||
void invalidateHashCache() const {
|
||||
hashCached_ = false;
|
||||
cachedHash_ = 0;
|
||||
}
|
||||
|
||||
private:
|
||||
GameStateW state_;
|
||||
const AIScoreCalculator* scoreCalculator_;
|
||||
const GameSettings* settings_;
|
||||
bool isDefender_;
|
||||
AIStrategy strategy_;
|
||||
const CoordsSet& castleCoords_;
|
||||
const APDCache& apdCache_;
|
||||
const ALCache& alCache_;
|
||||
mutable uint64_t cachedHash_ = 0;
|
||||
mutable bool hashCached_ = false;
|
||||
const CoordsSet& criticalTileCoords_;
|
||||
mutable std::shared_ptr<ShardokEngine> cachedEngine_; // Engine with cached available commands
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_SHARDOK_GAME_STATE_HPP
|
||||
@@ -0,0 +1,85 @@
|
||||
//
|
||||
// Factory implementation for creating Shardok-specific MCTS components
|
||||
//
|
||||
|
||||
#include "ShardokMCTSFactory.hpp"
|
||||
|
||||
#include "ShardokAction.hpp"
|
||||
#include "ShardokGameEngine.hpp"
|
||||
#include "ShardokGameState.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok::mcts {
|
||||
|
||||
std::unique_ptr<MCTSGameEngine> ShardokMCTSFactory::createGameEngine(
|
||||
const ShardokEngine& engine,
|
||||
const AIScoreCalculator* scoreCalculator,
|
||||
const GameSettingsSPtr& gameSettings,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const CoordsSet& criticalTileCoords) {
|
||||
return std::make_unique<ShardokGameEngine>(
|
||||
&engine,
|
||||
scoreCalculator,
|
||||
gameSettings,
|
||||
&apdCache,
|
||||
&alCache,
|
||||
isDefender,
|
||||
strategy,
|
||||
castleCoords,
|
||||
criticalTileCoords);
|
||||
}
|
||||
|
||||
std::unique_ptr<MCTSGameState> ShardokMCTSFactory::createGameState(
|
||||
const GameStateW& state,
|
||||
const AIScoreCalculator* scoreCalculator,
|
||||
const GameSettingsSPtr& settings,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const CoordsSet& criticalTileCoords) {
|
||||
return std::make_unique<ShardokGameState>(
|
||||
state,
|
||||
scoreCalculator,
|
||||
settings.get(), // Get raw pointer from shared_ptr
|
||||
isDefender,
|
||||
strategy,
|
||||
castleCoords,
|
||||
apdCache,
|
||||
alCache,
|
||||
criticalTileCoords);
|
||||
}
|
||||
|
||||
std::vector<std::unique_ptr<MCTSAction>> ShardokMCTSFactory::createActions(
|
||||
const std::vector<CommandProto>& commands) {
|
||||
std::vector<std::unique_ptr<MCTSAction>> actions;
|
||||
actions.reserve(commands.size());
|
||||
|
||||
for (size_t i = 0; i < commands.size(); ++i) {
|
||||
actions.push_back(std::make_unique<ShardokAction>(commands[i], i));
|
||||
}
|
||||
|
||||
return actions;
|
||||
}
|
||||
|
||||
std::vector<std::unique_ptr<MCTSAction>> ShardokMCTSFactory::createActionsFromCommandList(
|
||||
const CommandListSPtr& commands) {
|
||||
std::vector<std::unique_ptr<MCTSAction>> actions;
|
||||
if (!commands) { return actions; }
|
||||
|
||||
actions.reserve(commands->size());
|
||||
for (size_t i = 0; i < commands->size(); ++i) {
|
||||
const auto& cmd = (*commands)[i];
|
||||
actions.push_back(std::make_unique<ShardokAction>(cmd->GetCommandProto(), i));
|
||||
}
|
||||
|
||||
return actions;
|
||||
}
|
||||
|
||||
} // namespace shardok::mcts
|
||||
@@ -0,0 +1,85 @@
|
||||
//
|
||||
// Factory for creating Shardok-specific MCTS components
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_SHARDOK_MCTS_FACTORY_HPP
|
||||
#define EAGLE0_SHARDOK_MCTS_FACTORY_HPP
|
||||
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
#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/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class ShardokEngine;
|
||||
class AICommandFilter;
|
||||
class AIScoreCalculator;
|
||||
class GameStateW;
|
||||
class GameSettings;
|
||||
|
||||
// Use existing type definitions to avoid conflicts
|
||||
// These are already defined in the Shardok codebase:
|
||||
// - APDCache in ActionPointDistancesCache.hpp
|
||||
// - ALCache in AIAttackLocations.hpp
|
||||
// - CommandListSPtr in ShardokCommand.hpp
|
||||
// - SettingsGetter in GameSettings.hpp
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
namespace mcts {
|
||||
|
||||
// Forward declarations
|
||||
class MCTSGameEngine;
|
||||
class MCTSGameState;
|
||||
class MCTSAction;
|
||||
|
||||
class ShardokMCTSFactory {
|
||||
public:
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
// Create a Shardok game engine adapter
|
||||
[[nodiscard]] static std::unique_ptr<MCTSGameEngine> createGameEngine(
|
||||
const ShardokEngine& engine,
|
||||
const AIScoreCalculator* scoreCalculator,
|
||||
const GameSettingsSPtr& gameSettings,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const CoordsSet& criticalTileCoords);
|
||||
|
||||
// Create a Shardok game state adapter
|
||||
[[nodiscard]] static std::unique_ptr<MCTSGameState> createGameState(
|
||||
const GameStateW& state,
|
||||
const AIScoreCalculator* scoreCalculator,
|
||||
const GameSettingsSPtr& settings,
|
||||
bool isDefender,
|
||||
const AIStrategy& strategy,
|
||||
const CoordsSet& castleCoords,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const CoordsSet& criticalTileCoords);
|
||||
|
||||
// Convert Shardok commands to MCTS actions
|
||||
[[nodiscard]] static std::vector<std::unique_ptr<MCTSAction>> createActions(
|
||||
const std::vector<CommandProto>& commands);
|
||||
|
||||
// Convert from command list to MCTS actions
|
||||
[[nodiscard]] static std::vector<std::unique_ptr<MCTSAction>> createActionsFromCommandList(
|
||||
const CommandListSPtr& commands);
|
||||
};
|
||||
|
||||
} // namespace mcts
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_SHARDOK_MCTS_FACTORY_HPP
|
||||
@@ -0,0 +1,58 @@
|
||||
//
|
||||
// Created by dancrosby on 3/4/20.
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AISCORECALCULATOR_HPP
|
||||
#define EAGLE0_AISCORECALCULATOR_HPP
|
||||
|
||||
#include <future>
|
||||
|
||||
#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/ShardokCTypes.h"
|
||||
#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/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using shardok::PlayerId;
|
||||
using std::future;
|
||||
using std::vector;
|
||||
|
||||
using ScoreValue = double;
|
||||
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
|
||||
|
||||
// Forward declarations
|
||||
class ShardokEngine;
|
||||
struct AIStrategy;
|
||||
|
||||
/// Abstract base class for AI scoring algorithms.
|
||||
/// Allows testing different scoring strategies by implementing different scorers.
|
||||
class AIScoreCalculator {
|
||||
public:
|
||||
virtual ~AIScoreCalculator() = default;
|
||||
|
||||
// Rule of five: explicitly default or delete copy/move operations
|
||||
AIScoreCalculator(const AIScoreCalculator &) = default;
|
||||
AIScoreCalculator &operator=(const AIScoreCalculator &) = default;
|
||||
AIScoreCalculator(AIScoreCalculator &&) = default;
|
||||
AIScoreCalculator &operator=(AIScoreCalculator &&) = default;
|
||||
|
||||
protected:
|
||||
AIScoreCalculator() = default;
|
||||
|
||||
public:
|
||||
/// Evaluate the score of a guessed game state based on the current AI strategy.
|
||||
/// DOES NOT perform lookahead - this is pure state evaluation.
|
||||
/// For lookahead search, use AICommandEvaluator which depends on this interface.
|
||||
[[nodiscard]] virtual auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords) const -> ScoreValue = 0;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AISCORECALCULATOR_HPP
|
||||
+29
-31
@@ -7,9 +7,9 @@
|
||||
#include <algorithm>
|
||||
#include <ranges>
|
||||
|
||||
#include "AIAttackLocations.hpp"
|
||||
#include "AIDistanceDebuf.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIDistanceDebuf.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/victory_condition.hpp"
|
||||
|
||||
@@ -43,8 +43,8 @@ auto AttackerDebufForOnFireCriticalTile(
|
||||
const vector<const Unit*>& extinguishingUnits,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings,
|
||||
const int braveWaterActionPointCost,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
const bool lateGame) -> double {
|
||||
double minDebuf = 99999.9;
|
||||
|
||||
@@ -60,8 +60,8 @@ auto AttackerDebufForOnFireCriticalTile(
|
||||
extinguishingUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
braveWaterActionPointCost,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
lateGame,
|
||||
/* includeUndead = */ false);
|
||||
if (newDebuf < minDebuf) minDebuf = newDebuf;
|
||||
@@ -77,8 +77,8 @@ auto AttackerDebufForUnoccupiedCriticalTile(
|
||||
const vector<const Unit*>& claimableUnits,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings,
|
||||
const int braveWaterActionPointCost,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
const bool lateGame) -> double {
|
||||
return UNHELD_VALUE * DefenderDistanceBuf(
|
||||
criticalTileLocation,
|
||||
@@ -87,8 +87,8 @@ auto AttackerDebufForUnoccupiedCriticalTile(
|
||||
claimableUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
braveWaterActionPointCost,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
lateGame,
|
||||
/* includeUndead = */ false);
|
||||
}
|
||||
@@ -100,8 +100,8 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
|
||||
const vector<const Unit*>& attackerUnits,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings,
|
||||
const int braveWaterActionPointCost,
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost,
|
||||
const bool lateGame) {
|
||||
const double baseUnitValue =
|
||||
defenderUnit->battalion().size() +
|
||||
@@ -117,8 +117,8 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
|
||||
attackerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
braveWaterActionPointCost,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
lateGame,
|
||||
/* includeUndead = */ false);
|
||||
}
|
||||
@@ -126,10 +126,7 @@ auto AttackerDebufForDefenderOccupiedCriticalTile(
|
||||
auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& /*apdCache*/,
|
||||
const ALCache& /*alCache*/,
|
||||
const SettingsGetter& /*settings*/) -> ScoreValue {
|
||||
const PlayerInfo* player) -> ScoreValue {
|
||||
ScoreValue total = 0.0;
|
||||
|
||||
const auto rc = gameState->hex_map()->row_count();
|
||||
@@ -159,7 +156,8 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue {
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> ScoreValue {
|
||||
vector<const Unit*> playerUnits{};
|
||||
vector<const Unit*> claimablePlayerUnits{};
|
||||
for (const Unit* unit : *gameState->units()) {
|
||||
@@ -175,7 +173,6 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
return criticalTileLocations.size() * MAX_DEFENDER_HELD_VALUE;
|
||||
}
|
||||
|
||||
const int braveWaterActionPointCost = settings.Backing().brave_water_action_point_cost();
|
||||
const MapId mapId = apdCache->GetMapId(gameState->hex_map());
|
||||
|
||||
ScoreValue total = 0.0;
|
||||
@@ -202,8 +199,8 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
claimablePlayerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
braveWaterActionPointCost,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
IsLateGame(gameState));
|
||||
total += BADLY_HELD_VALUE;
|
||||
}
|
||||
@@ -215,8 +212,8 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
playerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
braveWaterActionPointCost,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
IsLateGame(gameState));
|
||||
}
|
||||
} else if (terrain->modifier().fire().present()) {
|
||||
@@ -227,8 +224,8 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
claimablePlayerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
braveWaterActionPointCost,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
IsLateGame(gameState));
|
||||
} else {
|
||||
total -= AttackerDebufForUnoccupiedCriticalTile(
|
||||
@@ -238,8 +235,8 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
claimablePlayerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
braveWaterActionPointCost,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
IsLateGame(gameState));
|
||||
}
|
||||
}
|
||||
@@ -252,7 +249,8 @@ auto LastPlayerStandingVictoryScore(
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue {
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> ScoreValue {
|
||||
if (!std::ranges::contains(
|
||||
*player->victory_conditions(),
|
||||
net::eagle0::shardok::storage::fb::
|
||||
@@ -285,8 +283,8 @@ auto LastPlayerStandingVictoryScore(
|
||||
playerUnits,
|
||||
apdCache,
|
||||
alCache,
|
||||
settings,
|
||||
5,
|
||||
battalionTypeGetter,
|
||||
braveWaterCost,
|
||||
IsLateGame(gameState),
|
||||
/* includeUndead = */ true);
|
||||
}
|
||||
+6
-6
@@ -9,6 +9,7 @@
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AICommonTypes.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"
|
||||
@@ -29,22 +30,21 @@ auto AttackerHoldsCriticalTilesVictoryScore(
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue;
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> ScoreValue;
|
||||
|
||||
auto DefenderHoldsCriticalTilesVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const CoordsSet& criticalTileLocations,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue;
|
||||
const PlayerInfo* player) -> ScoreValue;
|
||||
|
||||
auto LastPlayerStandingVictoryScore(
|
||||
const GameStateW& gameState,
|
||||
const PlayerInfo* player,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache,
|
||||
const SettingsGetter& settings) -> ScoreValue;
|
||||
const BattalionTypeGetter& battalionTypeGetter,
|
||||
ActionPoints braveWaterCost) -> ScoreValue;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
@@ -0,0 +1,113 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "ai_score_calculator_interface",
|
||||
hdrs = ["AIScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attack_locations",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_victory_condition_score_calculator",
|
||||
srcs = ["AIVictoryConditionScoreCalculator.cpp"],
|
||||
hdrs = ["AIVictoryConditionScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score/private:__pkg__", # Needed by abstract base class
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attack_groups",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attack_locations",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_common_types",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_distance_debuf",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai: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",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "normalized_ai_score_calculator",
|
||||
srcs = ["NormalizedAIScoreCalculator.cpp"],
|
||||
hdrs = ["NormalizedAIScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_score_calculator_interface",
|
||||
":ai_victory_condition_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_strategy",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_unit_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score/private:abstract_ai_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score/private:ai_score_calculator_shared_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "standard_ai_score_calculator",
|
||||
srcs = ["StandardAIScoreCalculator.cpp"],
|
||||
hdrs = ["StandardAIScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_score_calculator_interface",
|
||||
":ai_victory_condition_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_strategy",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_unit_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score/private:abstract_ai_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "mcts_optimized_ai_score_calculator",
|
||||
srcs = ["MCTSOptimizedAIScoreCalculator.cpp"],
|
||||
hdrs = ["MCTSOptimizedAIScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
|
||||
"//src/test/cpp/net/eagle0/shardok/ai:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":ai_score_calculator_interface",
|
||||
":ai_victory_condition_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_strategy",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_unit_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score/private:abstract_ai_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score/private:ai_score_calculator_shared_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,243 @@
|
||||
//
|
||||
// MCTS-Optimized implementation of AIScoreCalculator
|
||||
// Uses bounded linear scoring tuned for MCTS exploration/exploitation balance
|
||||
//
|
||||
|
||||
#include "MCTSOptimizedAIScoreCalculator.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "private/AIScoreCalculatorSharedUtilities.hpp"
|
||||
#include "private/AbstractAIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::storage::fb::BattalionTypeId;
|
||||
|
||||
// Bring shared utilities into scope
|
||||
using score_calculator_internal::FleeStrategyScoreForState;
|
||||
using score_calculator_internal::UnitsScoreComponents;
|
||||
|
||||
// Scoring constants tuned for MCTS
|
||||
namespace {
|
||||
|
||||
// Scale constants designed to produce score differences in the range that works well for MCTS
|
||||
// With C=1.41 and typical parent visits ~10000, exploration term ≈ 0.42
|
||||
// We want:
|
||||
// - Early game tactical moves: 0.3-0.5 difference (ratio 0.7-1.2x exploration)
|
||||
// - Mid game advantages (10-30%): 4.0-8.0 difference (ratio 9-19x exploration)
|
||||
// - Late game crushing advantages: 10-40 difference (ratio 24-95x exploration)
|
||||
|
||||
// Maximum contribution from proportional unit advantage (applies to both battle sizes)
|
||||
// A 100% unit advantage (all attacker, no defender) produces ±80 score
|
||||
constexpr double UNITS_SCORE_SCALE = 80.0;
|
||||
|
||||
// Normalizer for victory condition scores (also proportional to army size)
|
||||
// Typical victory condition range: -3000 to 0 (raw), becomes approximately -30 to 0 (normalized)
|
||||
constexpr double VICTORY_SCORE_SCALE = 400.0;
|
||||
|
||||
// Minimum reference value to avoid division by zero in edge cases
|
||||
constexpr double MIN_REFERENCE_VALUE = 1000.0;
|
||||
|
||||
} // anonymous namespace
|
||||
|
||||
/// MCTS-Optimized implementation of AIScoreCalculator.
|
||||
/// Produces bounded linear scores that balance MCTS exploration and exploitation.
|
||||
/// Inherits from AbstractAIScoreCalculator to share common functionality.
|
||||
class MCTSOptimizedAIScoreCalculator : public AbstractAIScoreCalculator {
|
||||
public:
|
||||
MCTSOptimizedAIScoreCalculator(
|
||||
int maxRounds,
|
||||
ActionPoints braveWaterCost,
|
||||
int meteorRange,
|
||||
double meteorCastVigorCost,
|
||||
int minimumFleeOddsThreshold,
|
||||
int desperateFleeThreshold,
|
||||
std::vector<BattalionTypeSPtr> battalionTypes,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache)
|
||||
: AbstractAIScoreCalculator(
|
||||
maxRounds,
|
||||
braveWaterCost,
|
||||
meteorRange,
|
||||
meteorCastVigorCost,
|
||||
minimumFleeOddsThreshold,
|
||||
desperateFleeThreshold,
|
||||
std::move(battalionTypes),
|
||||
apdCache,
|
||||
alCache) {}
|
||||
|
||||
[[nodiscard]] auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords) const -> ScoreValue override;
|
||||
|
||||
// Implement pure virtual methods from AbstractAIScoreCalculator
|
||||
[[nodiscard]] auto InterpretDefenderOutcome(GameOutcome outcome) const -> ScoreValue override;
|
||||
[[nodiscard]] auto InterpretAttackerOutcome(GameOutcome outcome) const -> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto AttackerFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineDefenderScatterScores(const UnitsScoreComponents &components) const
|
||||
-> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue override;
|
||||
|
||||
private:
|
||||
[[nodiscard]] auto DefenderFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue override;
|
||||
};
|
||||
|
||||
// Implementation of MCTSOptimizedAIScoreCalculator methods
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::InterpretDefenderOutcome(GameOutcome outcome) const
|
||||
-> ScoreValue {
|
||||
// Use bounded values instead of INT_MAX/MIN for numerical stability
|
||||
switch (outcome) {
|
||||
case GameOutcome::DEFENDER_VICTORY: return 1000.0;
|
||||
case GameOutcome::ATTACKER_VICTORY: return -1000.0;
|
||||
case GameOutcome::DRAW: return 0.0;
|
||||
case GameOutcome::FLEE_OUTCOME: return 0.0;
|
||||
}
|
||||
throw ShardokInternalErrorException("Unknown GameOutcome");
|
||||
}
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::InterpretAttackerOutcome(GameOutcome outcome) const
|
||||
-> ScoreValue {
|
||||
// Use bounded values instead of INT_MAX/MIN for numerical stability
|
||||
switch (outcome) {
|
||||
case GameOutcome::ATTACKER_VICTORY: return 1000.0;
|
||||
case GameOutcome::DEFENDER_VICTORY: return -1000.0;
|
||||
case GameOutcome::DRAW: return 0.0;
|
||||
case GameOutcome::FLEE_OUTCOME: return 0.0;
|
||||
}
|
||||
throw ShardokInternalErrorException("Unknown GameOutcome");
|
||||
}
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
const double victoryConditionScore,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
// Use actual total army value as reference (scales with battle size)
|
||||
const double totalArmyValue = components.attackerUnitsValue + components.defenderUnitsValue;
|
||||
const double reference = std::max(totalArmyValue, MIN_REFERENCE_VALUE);
|
||||
|
||||
// Normalize proportional unit difference to approximately [-80, +80] range
|
||||
const double unitsDiff = components.attackerUnitsValue - components.defenderUnitsValue;
|
||||
const double unitsScore = (unitsDiff / reference) * UNITS_SCORE_SCALE;
|
||||
|
||||
// Normalize victory condition (also proportional to army size) to approximately [-40, 0] range
|
||||
const double victoryScore = (victoryConditionScore / reference) * VICTORY_SCORE_SCALE;
|
||||
|
||||
// Weight units by rounds remaining (early: units matter less, late: units dominate)
|
||||
const double unitsMultiplier =
|
||||
static_cast<double>(roundsRemaining) / static_cast<double>(GetMaxRounds());
|
||||
|
||||
return unitsMultiplier * unitsScore + victoryScore;
|
||||
}
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::CombineDefenderScatterScores(
|
||||
const UnitsScoreComponents &components) const -> ScoreValue {
|
||||
// Use actual total army value as reference
|
||||
const double totalArmyValue = components.attackerUnitsValue + components.defenderUnitsValue;
|
||||
const double reference = std::max(totalArmyValue, MIN_REFERENCE_VALUE);
|
||||
|
||||
// For scatter strategy, just maximize proportional defender advantage
|
||||
const double unitsDiff = components.defenderUnitsValue - components.attackerUnitsValue;
|
||||
return (unitsDiff / reference) * UNITS_SCORE_SCALE;
|
||||
}
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
const double victoryConditionScore,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
// Use actual total army value as reference
|
||||
const double totalArmyValue = components.attackerUnitsValue + components.defenderUnitsValue;
|
||||
const double reference = std::max(totalArmyValue, MIN_REFERENCE_VALUE);
|
||||
|
||||
// Similar to attacker, but from defender's perspective
|
||||
const double unitsDiff = components.defenderUnitsValue - components.attackerUnitsValue;
|
||||
const double unitsScore = (unitsDiff / reference) * UNITS_SCORE_SCALE;
|
||||
const double victoryScore = (victoryConditionScore / reference) * VICTORY_SCORE_SCALE;
|
||||
|
||||
const double unitsMultiplier =
|
||||
static_cast<double>(roundsRemaining) / static_cast<double>(GetMaxRounds());
|
||||
|
||||
return unitsMultiplier * unitsScore + victoryScore;
|
||||
}
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::DefenderFleeStrategyScoreForState(
|
||||
const GameStateW &gameState) const -> ScoreValue {
|
||||
for (const auto *pi : *gameState->player_infos()) {
|
||||
if (pi->is_defender()) { return FleeStrategyScoreForState(gameState, pi->player_id()); }
|
||||
}
|
||||
throw ShardokInternalErrorException("Unable to find defender for FleeStrategy");
|
||||
}
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::AttackerFleeStrategyScoreForState(
|
||||
const GameStateW &gameState) const -> ScoreValue {
|
||||
for (const PlayerInfo *pi : *gameState->player_infos()) {
|
||||
if (!pi->is_defender()) { return FleeStrategyScoreForState(gameState, pi->player_id()); }
|
||||
}
|
||||
throw ShardokInternalErrorException("Unable to find attacker for FleeStrategy");
|
||||
}
|
||||
|
||||
auto MCTSOptimizedAIScoreCalculator::GuessedStateScore(
|
||||
const bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords) const -> ScoreValue {
|
||||
const int roundsRemaining = GetMaxRounds() - state->current_round();
|
||||
|
||||
if (isDefender) {
|
||||
return DefenderScoreForState(state, aiStrategy, allCastleCoords, roundsRemaining);
|
||||
}
|
||||
return AttackerScoreForState(state, aiStrategy, allCastleCoords, roundsRemaining);
|
||||
}
|
||||
|
||||
// Factory function implementation
|
||||
auto MakeMCTSOptimizedAIScoreCalculator(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> std::unique_ptr<AIScoreCalculator> {
|
||||
// Extract all battalion types into a vector indexed by BattalionTypeId
|
||||
std::vector<BattalionTypeSPtr> battalionTypes(BattalionTypeId::BattalionTypeId_MAX + 1);
|
||||
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
|
||||
typeId <= BattalionTypeId::BattalionTypeId_MAX;
|
||||
typeId++) {
|
||||
auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
|
||||
battalionTypes[battalionTypeId] = settingsGetter.GetBattalionType(battalionTypeId);
|
||||
}
|
||||
|
||||
return std::make_unique<MCTSOptimizedAIScoreCalculator>(
|
||||
settingsGetter.Backing().max_rounds(),
|
||||
settingsGetter.Backing().brave_water_action_point_cost(),
|
||||
settingsGetter.Backing().meteor_range(),
|
||||
settingsGetter.Backing().meteor_cast_vigor_cost(),
|
||||
settingsGetter.Backing().ai_minimum_flee_odds_threshold(),
|
||||
settingsGetter.Backing().ai_desperate_flee_threshold(),
|
||||
std::move(battalionTypes),
|
||||
apdCache,
|
||||
alCache);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,32 @@
|
||||
//
|
||||
// MCTS-Optimized implementation of AIScoreCalculator
|
||||
// Uses bounded linear scoring tuned for MCTS exploration/exploitation balance
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_MCTSOPTIMIZEDAISCORECALCULATOR_HPP
|
||||
#define EAGLE0_MCTSOPTIMIZEDAISCORECALCULATOR_HPP
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class AIScoreCalculator;
|
||||
|
||||
using APDCache = std::shared_ptr<ActionPointDistancesCache>;
|
||||
using ALCache = std::unique_ptr<AttackLocationsCache>;
|
||||
|
||||
/// Factory function to create an MCTSOptimizedAIScoreCalculator.
|
||||
/// Returns a unique_ptr to AIScoreCalculator to hide the implementation.
|
||||
[[nodiscard]] auto MakeMCTSOptimizedAIScoreCalculator(
|
||||
const SettingsGetter& settingsGetter,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache) -> std::unique_ptr<AIScoreCalculator>;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_MCTSOPTIMIZEDAISCORECALCULATOR_HPP
|
||||
@@ -0,0 +1,388 @@
|
||||
# MCTS-Optimized Scoring Algorithm Design
|
||||
|
||||
## Problem Statement
|
||||
|
||||
We need a scoring algorithm that makes MCTS perform well by providing score differences in the right range:
|
||||
|
||||
- **Standard Scorer**: Returns unbounded relative scores. Small differences get amplified in MCTS UCB formula, causing over-exploitation (commits to 1-2 high-scoring nodes too early).
|
||||
- **Normalized Scorer**: Returns scores in [0,1] range with power transformation (exponent=0.1). Differences are too compressed (~0.02-0.05), causing over-exploration (all nodes explored equally, AI makes bad choices).
|
||||
|
||||
### MCTS Requirements
|
||||
|
||||
After ~100 visits, the **exploitation term** (cumulative_score / visits) should be comparable to the **exploration term** (C * sqrt(ln(parent_visits) / visits)).
|
||||
|
||||
With C=1.41 and typical parent visits ~10000:
|
||||
- Exploration term: 1.41 * sqrt(ln(10000) / 100) ≈ 0.42
|
||||
- **Target exploitation differences: 0.5 to 2.0**
|
||||
|
||||
This means individual scores should differ by **0.5 to 2.0** between meaningfully different positions.
|
||||
|
||||
## Scale Analysis from Codebase
|
||||
|
||||
### Unit Values
|
||||
- Single unit context-free value: 500-3000 (depends on battalion type, stats, size)
|
||||
- With modifiers (castle, terrain, ranged): 1000-6000 per unit
|
||||
- Full army (10 units max): 10,000-40,000
|
||||
- Typical strong army: ~20,000
|
||||
|
||||
### Victory Condition Scores
|
||||
- Castle held by defender: -(battalion_size + vigor) * distance_debuf ≈ -800 per castle
|
||||
- Distance debuf: 0.0 (adjacent) to 1.0 (unreachable), typically 0.9-0.95
|
||||
- 3 castles held by defender at medium distance: ≈ -2400
|
||||
- Range: 0 (all captured) to -3000 (all held, far away)
|
||||
|
||||
### Terminal States
|
||||
- Victory: INT_MAX (or 1.0 for normalized)
|
||||
- Defeat: INT_MIN (or 0.0 for normalized)
|
||||
- Flee/Draw: 0 (or 0.5 for normalized)
|
||||
- Captured unit: -10,000
|
||||
- Captured VIP: -25,000
|
||||
|
||||
## Proposed Algorithm: Bounded Linear Scorer
|
||||
|
||||
### Design Principles
|
||||
|
||||
1. **Normalized scale**: Map scores to approximately [-15, +15] range
|
||||
2. **Separate components**: Units and victory conditions contribute separately
|
||||
3. **Preserve relative importance**: Victory conditions dominate early, units become important as advantage grows
|
||||
4. **Round-based weighting**: Similar to Standard scorer, weight units by rounds remaining
|
||||
|
||||
### Constants
|
||||
|
||||
```cpp
|
||||
constexpr double UNITS_SCORE_SCALE = 80.0; // Max contribution from proportional unit advantage
|
||||
constexpr double VICTORY_SCORE_SCALE = 400.0; // Normalizer for victory conditions (also proportional)
|
||||
constexpr double MIN_REFERENCE_VALUE = 1000.0; // Avoid division by zero in edge cases
|
||||
```
|
||||
|
||||
**Key insights**:
|
||||
1. Both unit scores AND victory condition scores scale proportionally with battle size (victory scores use battalion.size() in their calculation). Therefore, we normalize both by the **actual total army value** rather than a fixed reference.
|
||||
|
||||
2. **MCTS requires stronger signal than minimax**: Minimax (Iterative Deepening) just picks argmax, so even tiny score differences (0.01) work fine. MCTS needs score differences comparable to the exploration term (~0.4-0.5) to guide search effectively. We use 10x larger scale constants to amplify tactical differences like positioning, distance to objectives, and incremental unit advantages.
|
||||
|
||||
### Attacker Score Formula
|
||||
|
||||
```cpp
|
||||
auto CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue {
|
||||
|
||||
// Use actual total army value as reference (scales with battle size)
|
||||
const double totalArmyValue = components.attackerUnitsValue + components.defenderUnitsValue;
|
||||
const double reference = std::max(totalArmyValue, MIN_REFERENCE_VALUE);
|
||||
|
||||
// Normalize proportional unit difference to [-8, +8] range
|
||||
const double unitsDiff = components.attackerUnitsValue - components.defenderUnitsValue;
|
||||
const double unitsScore = (unitsDiff / reference) * UNITS_SCORE_SCALE;
|
||||
|
||||
// Normalize victory condition (also proportional to army size) to approximately [-10, 0] range
|
||||
const double victoryScore = (victoryConditionScore / reference) * VICTORY_SCORE_SCALE;
|
||||
|
||||
// Weight units by rounds remaining (early: units matter less, late: units dominate)
|
||||
const double unitsMultiplier =
|
||||
static_cast<double>(roundsRemaining) / static_cast<double>(GetMaxRounds());
|
||||
|
||||
return unitsMultiplier * unitsScore + victoryScore;
|
||||
}
|
||||
```
|
||||
|
||||
### Defender Score Formula
|
||||
|
||||
```cpp
|
||||
auto CombineDefenderScatterScores(
|
||||
const UnitsScoreComponents &components) const -> ScoreValue {
|
||||
|
||||
// Use actual total army value as reference
|
||||
const double totalArmyValue = components.attackerUnitsValue + components.defenderUnitsValue;
|
||||
const double reference = std::max(totalArmyValue, MIN_REFERENCE_VALUE);
|
||||
|
||||
// For scatter strategy, just maximize proportional defender advantage
|
||||
const double unitsDiff = components.defenderUnitsValue - components.attackerUnitsValue;
|
||||
return (unitsDiff / reference) * UNITS_SCORE_SCALE;
|
||||
}
|
||||
|
||||
auto CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue {
|
||||
|
||||
// Use actual total army value as reference
|
||||
const double totalArmyValue = components.attackerUnitsValue + components.defenderUnitsValue;
|
||||
const double reference = std::max(totalArmyValue, MIN_REFERENCE_VALUE);
|
||||
|
||||
// Similar to attacker, but from defender's perspective
|
||||
const double unitsDiff = components.defenderUnitsValue - components.attackerUnitsValue;
|
||||
const double unitsScore = (unitsDiff / reference) * UNITS_SCORE_SCALE;
|
||||
const double victoryScore = (victoryConditionScore / reference) * VICTORY_SCORE_SCALE;
|
||||
|
||||
const double unitsMultiplier =
|
||||
static_cast<double>(roundsRemaining) / static_cast<double>(GetMaxRounds());
|
||||
|
||||
return unitsMultiplier * unitsScore + victoryScore;
|
||||
}
|
||||
```
|
||||
|
||||
### Terminal States
|
||||
|
||||
```cpp
|
||||
auto InterpretAttackerOutcome(GameOutcome outcome) const -> ScoreValue {
|
||||
switch (outcome) {
|
||||
case GameOutcome::ATTACKER_VICTORY: return 1000.0; // Large but bounded
|
||||
case GameOutcome::DEFENDER_VICTORY: return -1000.0;
|
||||
case GameOutcome::DRAW: return 0.0;
|
||||
case GameOutcome::FLEE_OUTCOME: return 0.0;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Note: Using bounded values (±1000) instead of INT_MAX/MIN ensures numerical stability in MCTS and clearer signal that these are terminal states.
|
||||
|
||||
## Example Score Traces
|
||||
|
||||
### Large Battle Scenarios (10v10, ~40000 total army)
|
||||
|
||||
#### Scenario 1: Even armies, attacker needs to capture 3 castles
|
||||
- Units: attacker 20000, defender 20000 (total: 40000)
|
||||
- Victory: -2850 (3 castles * 950 each, medium distance)
|
||||
- Rounds: 15/30 remaining
|
||||
|
||||
Score:
|
||||
- reference = 40000
|
||||
- unitsDiff = 0
|
||||
- unitsScore = 0
|
||||
- victoryScore = (-2850 / 40000) * 400.0 = -28.5
|
||||
- unitsMultiplier = 0.5
|
||||
- **total = 0.5 * 0 + (-28.5) = -28.5**
|
||||
|
||||
#### Scenario 2: Slight attacker advantage (10%)
|
||||
- Units: attacker 22000, defender 18000 (diff: +4000, total: 40000)
|
||||
- Victory: -2850
|
||||
- Rounds: 15/30
|
||||
|
||||
Score:
|
||||
- unitsScore = (4000 / 40000) * 80.0 = 8.0
|
||||
- victoryScore = -28.5
|
||||
- unitsMultiplier = 0.5
|
||||
- **total = 0.5 * 8.0 + (-28.5) = -24.5**
|
||||
- **Difference from Scenario 1: 4.0** ✓
|
||||
|
||||
#### Scenario 3: Large attacker advantage (30%)
|
||||
- Units: attacker 26000, defender 14000 (diff: +12000, total: 40000)
|
||||
- Victory: -2850
|
||||
- Rounds: 15/30
|
||||
|
||||
Score:
|
||||
- unitsScore = (12000 / 40000) * 80.0 = 24.0
|
||||
- victoryScore = -28.5
|
||||
- unitsMultiplier = 0.5
|
||||
- **total = 0.5 * 24.0 + (-28.5) = -16.5**
|
||||
- **Difference from Scenario 2: 8.0** ✓
|
||||
|
||||
### Small Battle Scenarios (2v2, ~4000 total army)
|
||||
|
||||
#### Scenario 4: Even small armies, 1 castle
|
||||
- Units: attacker 2000, defender 2000 (total: 4000)
|
||||
- Victory: -475 (1 castle * 500 * 0.95 distance)
|
||||
- Rounds: 15/30
|
||||
|
||||
Score:
|
||||
- reference = 4000
|
||||
- unitsScore = 0
|
||||
- victoryScore = (-475 / 4000) * 400.0 = -47.5
|
||||
- **total = 0.5 * 0 + (-47.5) = -47.5**
|
||||
|
||||
#### Scenario 5: Slight advantage in small battle (10%)
|
||||
- Units: attacker 2200, defender 1800 (diff: +400, total: 4000)
|
||||
- Victory: -475
|
||||
- Rounds: 15/30
|
||||
|
||||
Score:
|
||||
- unitsScore = (400 / 4000) * 80.0 = 8.0
|
||||
- victoryScore = -47.5
|
||||
- **total = 0.5 * 8.0 + (-47.5) = -43.5**
|
||||
- **Difference from Scenario 4: 4.0** ✓
|
||||
|
||||
### Early Game Scenario: Single unit movement
|
||||
|
||||
#### Scenario 6: Early game, single unit advances toward castle
|
||||
- Units: attacker 20000, defender 20000 (total: 40000)
|
||||
- Victory before: -2850 (distance debuf = 0.95)
|
||||
- Victory after: -2829 (distance debuf = 0.943, one unit moved closer)
|
||||
- Change in victory score: +21
|
||||
- Rounds: 28/30 (early game)
|
||||
|
||||
Score change:
|
||||
- victoryScoreChange = (21 / 40000) * 400.0 = 0.21
|
||||
- Additionally, the moving unit (value 2000) gets better distance multiplier:
|
||||
- Before: 2000 * 0.25 = 500
|
||||
- After: 2000 * 0.279 = 558
|
||||
- Diff = 58, normalized: (58 / 40000) * 80.0 = 0.116
|
||||
- unitsMultiplier = 28/30 = 0.933
|
||||
- **Total improvement: 0.21 + 0.933 * 0.116 = 0.32** ✓
|
||||
|
||||
With exploration term ~0.42, this gives exploitation/exploration ratio of **0.76** - still below 1.0 but much better than before (was 0.05). MCTS will slightly prefer better moves while still exploring alternatives.
|
||||
|
||||
### Scale Consistency Verification
|
||||
|
||||
Comparing **10% advantage** in both battle sizes:
|
||||
- Large battle (Scenario 2): diff = **4.0**
|
||||
- Small battle (Scenario 5): diff = **4.0**
|
||||
|
||||
**Perfect scaling!** Same proportional advantage → same score difference, regardless of battle size.
|
||||
|
||||
Early game tactical moves now produce meaningful signals (0.3-0.5 range) that guide MCTS while still allowing healthy exploration.
|
||||
|
||||
## MCTS Behavior Verification
|
||||
|
||||
After 100 visits with C=1.41, exploration term ~0.42:
|
||||
|
||||
**Early game (single unit tactical moves):**
|
||||
- Good positioning move: **0.32** (ratio 0.76x exploration)
|
||||
- MCTS explores broadly but slightly favors better moves
|
||||
|
||||
**Mid game (unit advantages matter):**
|
||||
- 10% army advantage: **4.0** (ratio 9.5x exploration)
|
||||
- 30% army advantage: **8.0** (ratio 19x exploration)
|
||||
- MCTS strongly commits to maintaining/increasing army advantage
|
||||
|
||||
**Late game (large differences):**
|
||||
- Major strategic advantages: **10-40** (ratio 24-95x exploration)
|
||||
- MCTS decisively exploits winning positions
|
||||
|
||||
This progression is ideal:
|
||||
- **Early game**: Healthy exploration (ratio < 1.0) when moves are genuinely similar
|
||||
- **Mid game**: Strong exploitation (ratio 9-19x) when clear advantages exist
|
||||
- **Late game**: Decisive exploitation (ratio > 20x) to close out wins
|
||||
|
||||
This avoids both pathologies:
|
||||
- Not over-exploiting (like Standard scorer which overcommitted to tiny early differences)
|
||||
- Not over-exploring (like Normalized scorer which explored equally even with large advantages)
|
||||
|
||||
## Why MCTS Needs Stronger Signal Than Minimax
|
||||
|
||||
**Iterative Deepening (minimax)** works fine with tiny score differences (0.01-0.1) because:
|
||||
- It explores all moves to the same depth
|
||||
- It simply picks `argmax(scores)`
|
||||
- Even a 0.01 difference causes it to prefer the better move
|
||||
|
||||
**MCTS** needs much larger differences (0.3-4.0) because:
|
||||
- It uses UCB formula: `score/visits + C*sqrt(ln(parent_visits)/visits)`
|
||||
- The exploration term (~0.4) can dominate small exploitation differences
|
||||
- With differences < 0.1, MCTS explores all moves almost equally (over-exploration)
|
||||
- With differences > 10.0, MCTS commits too early (over-exploitation)
|
||||
|
||||
**Solution**: Use 10x larger scale constants than initially designed, specifically tuned so that:
|
||||
- Early game tactical moves (positioning, distance) produce 0.3-0.5 differences
|
||||
- Mid game advantages (10-30% army strength) produce 4.0-8.0 differences
|
||||
- Late game crushing advantages produce 10-40 differences
|
||||
|
||||
This gives MCTS the right balance: explore when moves are similar, exploit when advantages are clear.
|
||||
|
||||
## Implementation Notes
|
||||
|
||||
1. **Use same calculation structure**: Inherit from AbstractAIScoreCalculator like Standard and Normalized
|
||||
2. **Reuse unit scoring**: Use existing CalculateUnitsScoreComponents and victory condition calculators
|
||||
3. **Only change combination**: Override CombineAttackerScores, CombineDefenderScores, etc.
|
||||
4. **Bounded terminals**: Use ±1000 instead of INT_MAX/MIN for numerical stability
|
||||
5. **No transformation**: Unlike Normalized, don't apply power transformation - linear scaling is sufficient
|
||||
6. **Scale constants tuned for MCTS**: 10x larger than naive normalization to provide appropriate signal strength
|
||||
|
||||
## Testing with Integration Tests
|
||||
|
||||
Before integrating with MCTS, test the new scorer with **IterativeDeepeningAI** using the AI integration test infrastructure.
|
||||
|
||||
### Integration Test Infrastructure
|
||||
|
||||
The codebase now has comprehensive AI integration tests in `src/test/cpp/net/eagle0/shardok/ai/AIIntegrationTest.cpp` that use:
|
||||
|
||||
1. **AIPerformanceTestHelpers** (`src/test/cpp/net/eagle0/shardok/library/AIPerformanceTestHelpers.{cpp,hpp}`):
|
||||
- `CreatePerfTestGameState(settings, defenderToggle)` creates a 6v6 scenario on the Alah map
|
||||
- Properly initializes units with correct battalion sizes (800 for longbowmen, capacity-based for others)
|
||||
- Handles both attacker and defender perspectives
|
||||
- Returns GameStateW in SETUP phase with 6 units per player in reserve
|
||||
|
||||
2. **ShardokAIClient** integration:
|
||||
- Tests use the full AI client interface, not just the search algorithm
|
||||
- Time budgets set to 3s for reasonable test execution time
|
||||
- Handles both setup phase placement and first turn movement
|
||||
|
||||
3. **Acceptable Position Sets** for handling AI non-determinism:
|
||||
- AI decisions may vary due to internal tie-breaking and search order
|
||||
- Tests define sets of acceptable positions for each unit
|
||||
- Example from AttackerAI_Setup_PlacesUnitsCorrectly:
|
||||
```cpp
|
||||
std::set<net::eagle0::shardok::storage::fb::Coords> acceptablePositions{
|
||||
net::eagle0::shardok::storage::fb::Coords(0, 11),
|
||||
net::eagle0::shardok::storage::fb::Coords(1, 10),
|
||||
// ... more acceptable positions
|
||||
};
|
||||
```
|
||||
|
||||
### Adding Tests for New Scorers
|
||||
|
||||
To test MCTSOptimizedAIScoreCalculator (or any new scorer) with IterativeDeepeningAI:
|
||||
|
||||
1. **Add test cases following the existing pattern** in `AIIntegrationTest.cpp`:
|
||||
```cpp
|
||||
TEST(MCTSOptimizedScorerTest, AttackerAI_Setup_PlacesUnitsCorrectly) {
|
||||
auto settings = GetDefaultGameSettingsForTest();
|
||||
auto gameStateW = CreatePerfTestGameState(settings, /*defenderToggle=*/false);
|
||||
auto hexMap = gameStateW.GetHexMap().ToProto();
|
||||
|
||||
// Use MCTSOptimizedAIScoreCalculator instead of StandardAIScoreCalculator
|
||||
auto scoreCalculator = std::make_shared<MCTSOptimizedAIScoreCalculator>(
|
||||
/*playerId=*/0, /*isDefender=*/false, hexMap, settings->GetGetter());
|
||||
|
||||
ShardokAIClient client(
|
||||
/*playerId=*/0, /*isDefender=*/false, hexMap, settings,
|
||||
scoreCalculator, std::chrono::milliseconds(3000));
|
||||
|
||||
// ... rest of test follows existing pattern
|
||||
}
|
||||
```
|
||||
|
||||
2. **Update BUILD.bazel** to add the new scorer as a dependency:
|
||||
```bazel
|
||||
deps = [
|
||||
# ... existing deps ...
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:mcts_optimized_ai_score_calculator",
|
||||
]
|
||||
```
|
||||
|
||||
3. **Test patterns to implement**:
|
||||
- **Setup Phase Tests**: Verify AI places units in reasonable starting positions
|
||||
- `AttackerAI_Setup_PlacesUnitsCorrectly`: Attacker should place at start zone (0,11)-(1,13)
|
||||
- `DefenderAI_Setup_OccupiesCastles`: Defender should occupy castle tiles
|
||||
- **First Turn Tests**: Verify AI makes sensible initial moves
|
||||
- `AttackerAI_FirstTurn_MovesUnitsCorrectly`: Attacker should advance toward objectives
|
||||
- Use acceptable position sets to handle non-determinism
|
||||
- **Score Range Verification**: Add assertions to verify scores are in expected ranges
|
||||
```cpp
|
||||
// Example: verify scores are bounded as expected
|
||||
auto searchResult = client.GetBestCommand(gameStateW);
|
||||
EXPECT_GE(searchResult.score, -50.0); // Reasonable lower bound
|
||||
EXPECT_LE(searchResult.score, 50.0); // Reasonable upper bound
|
||||
```
|
||||
|
||||
4. **Performance Regression Testing**:
|
||||
- Run `./scripts/ai_perf_test.sh` to verify the new scorer doesn't cause performance degradation
|
||||
- Compare commands evaluated at each depth vs. StandardAIScoreCalculator
|
||||
- See CLAUDE.md "Performance Testing" section for detailed instructions
|
||||
|
||||
### Why Test with IterativeDeepeningAI First
|
||||
|
||||
The new scoring algorithm should work with **both** IterativeDeepeningAI and MCTS:
|
||||
- If it fails with IterativeDeepeningAI, the scoring logic itself is broken
|
||||
- If it passes with IterativeDeepeningAI but fails with MCTS, the issue is MCTS-specific
|
||||
- This allows incremental testing and debugging
|
||||
|
||||
Once the scorer passes integration tests with IterativeDeepeningAI, then integrate with MCTS and compare behavior.
|
||||
|
||||
## Alternative Names
|
||||
|
||||
- `BoundedLinearAIScoreCalculator`
|
||||
- `MCTSOptimizedAIScoreCalculator`
|
||||
- `LinearNormalizedAIScoreCalculator`
|
||||
|
||||
Recommend: **`MCTSOptimizedAIScoreCalculator`** to clearly indicate purpose.
|
||||
@@ -0,0 +1,252 @@
|
||||
//
|
||||
// Normalized [0,1] implementation of AIScoreCalculator
|
||||
//
|
||||
|
||||
#include "NormalizedAIScoreCalculator.hpp"
|
||||
|
||||
#include <cmath>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "private/AIScoreCalculatorSharedUtilities.hpp"
|
||||
#include "private/AbstractAIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::storage::fb::BattalionTypeId;
|
||||
|
||||
// Bring shared utilities into scope
|
||||
using score_calculator_internal::UnitsScoreComponents;
|
||||
|
||||
/// Normalized implementation of AIScoreCalculator that produces scores in [0, 1] range.
|
||||
/// Inherits from AbstractAIScoreCalculator to share common functionality.
|
||||
class NormalizedAIScoreCalculator : public AbstractAIScoreCalculator {
|
||||
public:
|
||||
NormalizedAIScoreCalculator(
|
||||
int maxRounds,
|
||||
ActionPoints braveWaterCost,
|
||||
int meteorRange,
|
||||
double meteorCastVigorCost,
|
||||
int minimumFleeOddsThreshold,
|
||||
int desperateFleeThreshold,
|
||||
std::vector<BattalionTypeSPtr> battalionTypes,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache)
|
||||
: AbstractAIScoreCalculator(
|
||||
maxRounds,
|
||||
braveWaterCost,
|
||||
meteorRange,
|
||||
meteorCastVigorCost,
|
||||
minimumFleeOddsThreshold,
|
||||
desperateFleeThreshold,
|
||||
std::move(battalionTypes),
|
||||
apdCache,
|
||||
alCache) {}
|
||||
|
||||
[[nodiscard]] auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords) const -> ScoreValue override;
|
||||
|
||||
// Implement pure virtual methods from AbstractAIScoreCalculator
|
||||
[[nodiscard]] auto InterpretDefenderOutcome(GameOutcome outcome) const -> ScoreValue override;
|
||||
[[nodiscard]] auto InterpretAttackerOutcome(GameOutcome outcome) const -> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto AttackerFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineDefenderScatterScores(const UnitsScoreComponents &components) const
|
||||
-> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue override;
|
||||
|
||||
private:
|
||||
[[nodiscard]] auto DefenderFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue override;
|
||||
|
||||
/// Applies power transformation to spread out compressed scores for MCTS.
|
||||
/// Maps [0,1] → [0,1] but pushes values away from 0.5 toward the extremes.
|
||||
/// Terminal states (0.0, 1.0) are unchanged.
|
||||
[[nodiscard]] auto TransformForMCTS(ScoreValue score) const -> ScoreValue;
|
||||
};
|
||||
|
||||
// Implementation of NormalizedAIScoreCalculator methods
|
||||
|
||||
auto NormalizedAIScoreCalculator::InterpretDefenderOutcome(GameOutcome outcome) const
|
||||
-> ScoreValue {
|
||||
switch (outcome) {
|
||||
case GameOutcome::DEFENDER_VICTORY: return 1.0;
|
||||
case GameOutcome::ATTACKER_VICTORY: return 0.0;
|
||||
case GameOutcome::DRAW: return 0.5;
|
||||
case GameOutcome::FLEE_OUTCOME: return 0.5;
|
||||
}
|
||||
throw ShardokInternalErrorException("Unknown GameOutcome");
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::InterpretAttackerOutcome(GameOutcome outcome) const
|
||||
-> ScoreValue {
|
||||
switch (outcome) {
|
||||
case GameOutcome::ATTACKER_VICTORY: return 1.0;
|
||||
case GameOutcome::DEFENDER_VICTORY: return 0.0;
|
||||
case GameOutcome::DRAW: return 0.5;
|
||||
case GameOutcome::FLEE_OUTCOME: return 0.5;
|
||||
}
|
||||
throw ShardokInternalErrorException("Unknown GameOutcome");
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::CombineDefenderScatterScores(
|
||||
const UnitsScoreComponents &components) const -> ScoreValue {
|
||||
// For defender, we flip the perspective: defenderValue is (1), attackerValue is (2)
|
||||
const double defenderValue = components.defenderUnitsValue;
|
||||
const double attackerValue = components.attackerUnitsValue;
|
||||
|
||||
// No victory condition for scatter strategy
|
||||
const double denominator = defenderValue + attackerValue;
|
||||
if (denominator == 0.0) { return 0.5; }
|
||||
|
||||
return defenderValue / denominator;
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
const double victoryConditionScore,
|
||||
const int /*roundsRemaining*/) const -> ScoreValue {
|
||||
// For defender, flip perspective
|
||||
const double defenderValue = components.defenderUnitsValue;
|
||||
const double attackerValue = components.attackerUnitsValue;
|
||||
|
||||
// Apply normalization
|
||||
double numerator;
|
||||
double denominator;
|
||||
|
||||
if (victoryConditionScore >= 0) {
|
||||
numerator = defenderValue + victoryConditionScore;
|
||||
denominator = defenderValue + attackerValue + victoryConditionScore;
|
||||
} else {
|
||||
numerator = defenderValue;
|
||||
denominator = defenderValue + attackerValue - victoryConditionScore;
|
||||
}
|
||||
|
||||
if (denominator == 0.0) { return 0.5; }
|
||||
|
||||
return numerator / denominator;
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::DefenderFleeStrategyScoreForState(
|
||||
const GameStateW & /*gameState*/) const -> ScoreValue {
|
||||
// FLEE strategy doesn't fit the [0,1] model well - return 0.5
|
||||
return 0.5;
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::AttackerFleeStrategyScoreForState(
|
||||
const GameStateW & /*gameState*/) const -> ScoreValue {
|
||||
// FLEE strategy doesn't fit the [0,1] model well - return 0.5
|
||||
return 0.5;
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
const double victoryConditionScore,
|
||||
const int /*roundsRemaining*/) const -> ScoreValue {
|
||||
const double attackerUnitsValue = components.attackerUnitsValue;
|
||||
const double defenderUnitsValue = components.defenderUnitsValue;
|
||||
|
||||
// Apply normalization formula
|
||||
double numerator;
|
||||
double denominator;
|
||||
|
||||
if (victoryConditionScore >= 0) {
|
||||
// Positive victory condition: add to numerator
|
||||
numerator = attackerUnitsValue + victoryConditionScore;
|
||||
denominator = attackerUnitsValue + defenderUnitsValue + victoryConditionScore;
|
||||
} else {
|
||||
// Negative victory condition: subtract from denominator (making it larger)
|
||||
numerator = attackerUnitsValue;
|
||||
denominator = attackerUnitsValue + defenderUnitsValue - victoryConditionScore;
|
||||
}
|
||||
|
||||
// Handle edge case of all zeros
|
||||
if (denominator == 0.0) { return 0.5; }
|
||||
|
||||
return numerator / denominator;
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::TransformForMCTS(ScoreValue score) const -> ScoreValue {
|
||||
// Power transformation exponent - lower values spread scores more toward extremes
|
||||
// Tuned for MCTS: balances exploration vs exploitation
|
||||
// - Too low (e.g., 0.3): over-exploitation like standard scorer
|
||||
// - Too high (e.g., 0.9): over-exploration like untransformed normalized
|
||||
// - 0.6-0.7: sweet spot for MCTS
|
||||
constexpr double EXPONENT = 0.1;
|
||||
|
||||
if (score > 0.5) {
|
||||
// Map [0.5, 1.0] → [0.5, 1.0] with power curve
|
||||
// (score - 0.5) * 2.0 maps to [0, 1], apply power, then scale back
|
||||
return 0.5 + 0.5 * std::pow((score - 0.5) * 2.0, EXPONENT);
|
||||
} else {
|
||||
// Map [0.0, 0.5] → [0.0, 0.5] with power curve (symmetric)
|
||||
return 0.5 - 0.5 * std::pow((0.5 - score) * 2.0, EXPONENT);
|
||||
}
|
||||
}
|
||||
|
||||
auto NormalizedAIScoreCalculator::GuessedStateScore(
|
||||
const bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords) const -> ScoreValue {
|
||||
const int roundsRemaining = GetMaxRounds() - state->current_round();
|
||||
|
||||
ScoreValue rawScore;
|
||||
if (isDefender) {
|
||||
rawScore = DefenderScoreForState(state, aiStrategy, allCastleCoords, roundsRemaining);
|
||||
} else {
|
||||
rawScore = AttackerScoreForState(state, aiStrategy, allCastleCoords, roundsRemaining);
|
||||
}
|
||||
|
||||
// Apply power transformation to spread out scores for MCTS
|
||||
return TransformForMCTS(rawScore);
|
||||
}
|
||||
|
||||
// Factory function implementation
|
||||
auto MakeNormalizedAIScoreCalculator(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> std::unique_ptr<AIScoreCalculator> {
|
||||
// Extract all battalion types into a vector indexed by BattalionTypeId
|
||||
std::vector<BattalionTypeSPtr> battalionTypes(BattalionTypeId::BattalionTypeId_MAX + 1);
|
||||
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
|
||||
typeId <= BattalionTypeId::BattalionTypeId_MAX;
|
||||
typeId++) {
|
||||
auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
|
||||
battalionTypes[battalionTypeId] = settingsGetter.GetBattalionType(battalionTypeId);
|
||||
}
|
||||
|
||||
return std::make_unique<NormalizedAIScoreCalculator>(
|
||||
settingsGetter.Backing().max_rounds(),
|
||||
settingsGetter.Backing().brave_water_action_point_cost(),
|
||||
settingsGetter.Backing().meteor_range(),
|
||||
settingsGetter.Backing().meteor_cast_vigor_cost(),
|
||||
settingsGetter.Backing().ai_minimum_flee_odds_threshold(),
|
||||
settingsGetter.Backing().ai_desperate_flee_threshold(),
|
||||
std::move(battalionTypes),
|
||||
apdCache,
|
||||
alCache);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,44 @@
|
||||
//
|
||||
// Normalized [0,1] implementation of AIScoreCalculator
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_NORMALIZEDAISCORECALCULATOR_HPP
|
||||
#define EAGLE0_NORMALIZEDAISCORECALCULATOR_HPP
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class AIScoreCalculator;
|
||||
|
||||
using APDCache = std::shared_ptr<ActionPointDistancesCache>;
|
||||
using ALCache = std::unique_ptr<AttackLocationsCache>;
|
||||
|
||||
/// Factory function to create a NormalizedAIScoreCalculator.
|
||||
/// Returns a unique_ptr to AIScoreCalculator to hide the implementation.
|
||||
///
|
||||
/// The normalized scorer produces scores in the range [0, 1] where:
|
||||
/// - 0.0 = complete defender victory
|
||||
/// - 1.0 = complete attacker victory
|
||||
/// - 0.5 = neutral/draw state
|
||||
///
|
||||
/// Terminal states (victory/defeat) always return 1.0 or 0.0.
|
||||
/// Non-terminal states use asymmetric normalization:
|
||||
/// - If victory condition >= 0:
|
||||
/// score = (attackerUnits + victoryCondition) / (attackerUnits + defenderUnits +
|
||||
/// victoryCondition)
|
||||
/// - If victory condition < 0:
|
||||
/// score = attackerUnits / (attackerUnits + defenderUnits - victoryCondition)
|
||||
[[nodiscard]] auto MakeNormalizedAIScoreCalculator(
|
||||
const SettingsGetter& settingsGetter,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache) -> std::unique_ptr<AIScoreCalculator>;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_NORMALIZEDAISCORECALCULATOR_HPP
|
||||
@@ -0,0 +1,281 @@
|
||||
//
|
||||
// Standard implementation of AIScoreCalculator
|
||||
//
|
||||
|
||||
#include "StandardAIScoreCalculator.hpp"
|
||||
|
||||
#include <atomic>
|
||||
#include <chrono>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "private/AIScoreCalculatorSharedUtilities.hpp"
|
||||
#include "private/AbstractAIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::storage::fb::BattalionTypeId;
|
||||
|
||||
// Bring shared utilities into scope
|
||||
using score_calculator_internal::AttackerMultiplierForTargetDistance;
|
||||
using score_calculator_internal::CAPTURED_UNIT_SCORE;
|
||||
using score_calculator_internal::CAPTURED_VIP_SCORE;
|
||||
using score_calculator_internal::EffectiveDistanceCache;
|
||||
using score_calculator_internal::FleeStrategyScoreForState;
|
||||
using score_calculator_internal::UNITS_BASE_MULTIPLIER;
|
||||
|
||||
// Forward declare the implementation class
|
||||
class StandardAIScoreCalculator;
|
||||
|
||||
// Anonymous namespace for helper functions that don't need access to scorer
|
||||
namespace {
|
||||
|
||||
#define LOGGING_ 0
|
||||
#define PERFORMANCE_LOGGING_ 0
|
||||
|
||||
// Performance logging for AttackerScoreForState
|
||||
struct AttackerScorePerformanceLogger {
|
||||
static constexpr int LOG_INTERVAL = 100000;
|
||||
|
||||
static std::atomic<int> callCount;
|
||||
static std::atomic<double> intervalTime;
|
||||
static std::atomic<double> totalTime;
|
||||
|
||||
static void LogCall(double duration) {
|
||||
callCount.fetch_add(1);
|
||||
intervalTime.fetch_add(duration);
|
||||
totalTime.fetch_add(duration);
|
||||
|
||||
if (callCount.load() % LOG_INTERVAL == 0) {
|
||||
double intervalAvg = intervalTime.load() / LOG_INTERVAL;
|
||||
double overallAvg = totalTime.load() / callCount.load();
|
||||
printf("AttackerScoreForState: %d calls, last %d avg: %.1f µs, overall avg: %.1f µs\n",
|
||||
callCount.load(),
|
||||
LOG_INTERVAL,
|
||||
intervalAvg * 1000000.0,
|
||||
overallAvg * 1000000.0);
|
||||
intervalTime.store(0.0); // Reset for next interval
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
std::atomic<int> AttackerScorePerformanceLogger::callCount{0};
|
||||
std::atomic<double> AttackerScorePerformanceLogger::intervalTime{0.0};
|
||||
std::atomic<double> AttackerScorePerformanceLogger::totalTime{0.0};
|
||||
|
||||
// RAII timer for automatic performance logging
|
||||
class AttackerScoreTimer {
|
||||
private:
|
||||
std::chrono::high_resolution_clock::time_point startTime;
|
||||
|
||||
public:
|
||||
AttackerScoreTimer() : startTime(std::chrono::high_resolution_clock::now()) {}
|
||||
|
||||
~AttackerScoreTimer() {
|
||||
auto endTime = std::chrono::high_resolution_clock::now();
|
||||
auto duration =
|
||||
std::chrono::duration_cast<std::chrono::duration<double>>(endTime - startTime);
|
||||
AttackerScorePerformanceLogger::LogCall(duration.count());
|
||||
}
|
||||
};
|
||||
} // anonymous namespace
|
||||
|
||||
/// Standard implementation of AIScoreCalculator that uses the default scoring algorithm.
|
||||
/// Inherits from AbstractAIScoreCalculator to share common functionality.
|
||||
class StandardAIScoreCalculator : public AbstractAIScoreCalculator {
|
||||
public:
|
||||
StandardAIScoreCalculator(
|
||||
int maxRounds,
|
||||
ActionPoints braveWaterCost,
|
||||
int meteorRange,
|
||||
double meteorCastVigorCost,
|
||||
int minimumFleeOddsThreshold,
|
||||
int desperateFleeThreshold,
|
||||
std::vector<BattalionTypeSPtr> battalionTypes,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache)
|
||||
: AbstractAIScoreCalculator(
|
||||
maxRounds,
|
||||
braveWaterCost,
|
||||
meteorRange,
|
||||
meteorCastVigorCost,
|
||||
minimumFleeOddsThreshold,
|
||||
desperateFleeThreshold,
|
||||
std::move(battalionTypes),
|
||||
apdCache,
|
||||
alCache) {}
|
||||
|
||||
[[nodiscard]] auto GuessedStateScore(
|
||||
bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords) const -> ScoreValue override;
|
||||
|
||||
// Implement pure virtual methods from AbstractAIScoreCalculator
|
||||
[[nodiscard]] auto InterpretDefenderOutcome(GameOutcome outcome) const -> ScoreValue override;
|
||||
[[nodiscard]] auto InterpretAttackerOutcome(GameOutcome outcome) const -> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto AttackerFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineDefenderScatterScores(const UnitsScoreComponents &components) const
|
||||
-> ScoreValue override;
|
||||
|
||||
[[nodiscard]] auto CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue override;
|
||||
|
||||
private:
|
||||
// Implementation methods (converted from internal namespace functions)
|
||||
[[nodiscard]] auto AttackerUnitsScore(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining,
|
||||
bool attackerWantsCastles,
|
||||
bool defenderShouldScatter,
|
||||
const vector<TargetPriorityList> &attackerTargetPriorities,
|
||||
const MapId &mapId) const -> ScoreValue;
|
||||
|
||||
[[nodiscard]] auto DefenderFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue override;
|
||||
};
|
||||
|
||||
// Implementation of StandardAIScoreCalculator methods
|
||||
|
||||
auto StandardAIScoreCalculator::InterpretDefenderOutcome(GameOutcome outcome) const -> ScoreValue {
|
||||
switch (outcome) {
|
||||
case GameOutcome::DEFENDER_VICTORY: return INT_MAX;
|
||||
case GameOutcome::ATTACKER_VICTORY: return INT_MIN;
|
||||
case GameOutcome::DRAW: return 0;
|
||||
case GameOutcome::FLEE_OUTCOME: return 0;
|
||||
}
|
||||
throw ShardokInternalErrorException("Unknown GameOutcome");
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::InterpretAttackerOutcome(GameOutcome outcome) const -> ScoreValue {
|
||||
switch (outcome) {
|
||||
case GameOutcome::ATTACKER_VICTORY: return INT_MAX;
|
||||
case GameOutcome::DEFENDER_VICTORY: return INT_MIN;
|
||||
case GameOutcome::DRAW: return 0;
|
||||
case GameOutcome::FLEE_OUTCOME: return 0;
|
||||
}
|
||||
throw ShardokInternalErrorException("Unknown GameOutcome");
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::AttackerUnitsScore(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining,
|
||||
bool attackerWantsCastles,
|
||||
bool defenderShouldScatter,
|
||||
const vector<TargetPriorityList> &attackerTargetPriorities,
|
||||
const MapId &mapId) const -> ScoreValue {
|
||||
// Use the base class implementation to get separated attacker/defender values
|
||||
const auto components = CalculateUnitsScoreComponents(
|
||||
gameState,
|
||||
roundsRemaining,
|
||||
attackerWantsCastles,
|
||||
defenderShouldScatter,
|
||||
attackerTargetPriorities,
|
||||
mapId);
|
||||
|
||||
// Standard scorer returns the difference (attacker - defender)
|
||||
return components.attackerUnitsValue - components.defenderUnitsValue;
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::CombineDefenderScatterScores(
|
||||
const UnitsScoreComponents &components) const -> ScoreValue {
|
||||
// For defender scatter, we want to maximize defender units and minimize attacker units
|
||||
// From defender's perspective: negate the attacker-defender difference
|
||||
return components.defenderUnitsValue - components.attackerUnitsValue;
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
const double victoryConditionScore,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
// From defender's perspective: negate the attacker-defender difference
|
||||
const double unitsDifference = components.defenderUnitsValue - components.attackerUnitsValue;
|
||||
const double unitsMultiplier =
|
||||
static_cast<double>(roundsRemaining) / static_cast<double>(GetMaxRounds());
|
||||
return UNITS_BASE_MULTIPLIER * unitsMultiplier * unitsDifference + victoryConditionScore;
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::DefenderFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue {
|
||||
for (const auto *pi : *gameState->player_infos()) {
|
||||
if (pi->is_defender()) { return FleeStrategyScoreForState(gameState, pi->player_id()); }
|
||||
}
|
||||
throw ShardokInternalErrorException("Unable to find defender for FleeStrategy");
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::AttackerFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue {
|
||||
for (const PlayerInfo *pi : *gameState->player_infos()) {
|
||||
if (!pi->is_defender()) { return FleeStrategyScoreForState(gameState, pi->player_id()); }
|
||||
}
|
||||
throw ShardokInternalErrorException("Unable to find attacker for FleeStrategy");
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
const double victoryConditionScore,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
const double unitsDifference = components.attackerUnitsValue - components.defenderUnitsValue;
|
||||
const double unitsMultiplier =
|
||||
static_cast<double>(roundsRemaining) / static_cast<double>(GetMaxRounds());
|
||||
return UNITS_BASE_MULTIPLIER * unitsMultiplier * unitsDifference + victoryConditionScore;
|
||||
}
|
||||
|
||||
auto StandardAIScoreCalculator::GuessedStateScore(
|
||||
const bool isDefender,
|
||||
const GameStateW &state,
|
||||
const AIStrategy &aiStrategy,
|
||||
const CoordsSet &allCastleCoords) const -> ScoreValue {
|
||||
const int roundsRemaining = GetMaxRounds() - state->current_round();
|
||||
|
||||
if (isDefender) {
|
||||
return DefenderScoreForState(state, aiStrategy, allCastleCoords, roundsRemaining);
|
||||
}
|
||||
return AttackerScoreForState(state, aiStrategy, allCastleCoords, roundsRemaining);
|
||||
}
|
||||
|
||||
// Factory function implementation
|
||||
auto MakeStandardAIScoreCalculator(
|
||||
const SettingsGetter &settingsGetter,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache) -> std::unique_ptr<AIScoreCalculator> {
|
||||
// Extract all battalion types into a vector indexed by BattalionTypeId
|
||||
std::vector<BattalionTypeSPtr> battalionTypes(BattalionTypeId::BattalionTypeId_MAX + 1);
|
||||
for (int typeId = BattalionTypeId::BattalionTypeId_MIN;
|
||||
typeId <= BattalionTypeId::BattalionTypeId_MAX;
|
||||
typeId++) {
|
||||
auto battalionTypeId = static_cast<BattalionTypeId>(typeId);
|
||||
battalionTypes[battalionTypeId] = settingsGetter.GetBattalionType(battalionTypeId);
|
||||
}
|
||||
|
||||
return std::make_unique<StandardAIScoreCalculator>(
|
||||
settingsGetter.Backing().max_rounds(),
|
||||
settingsGetter.Backing().brave_water_action_point_cost(),
|
||||
settingsGetter.Backing().meteor_range(),
|
||||
settingsGetter.Backing().meteor_cast_vigor_cost(),
|
||||
settingsGetter.Backing().ai_minimum_flee_odds_threshold(),
|
||||
settingsGetter.Backing().ai_desperate_flee_threshold(),
|
||||
std::move(battalionTypes),
|
||||
apdCache,
|
||||
alCache);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,31 @@
|
||||
//
|
||||
// Standard implementation of AIScoreCalculator
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_STANDARDAISCORECALCULATOR_HPP
|
||||
#define EAGLE0_STANDARDAISCORECALCULATOR_HPP
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class AIScoreCalculator;
|
||||
|
||||
using APDCache = std::shared_ptr<ActionPointDistancesCache>;
|
||||
using ALCache = std::unique_ptr<AttackLocationsCache>;
|
||||
|
||||
/// Factory function to create a StandardAIScoreCalculator.
|
||||
/// Returns a unique_ptr to AIScoreCalculator to hide the implementation.
|
||||
[[nodiscard]] auto MakeStandardAIScoreCalculator(
|
||||
const SettingsGetter& settingsGetter,
|
||||
const APDCache& apdCache,
|
||||
const ALCache& alCache) -> std::unique_ptr<AIScoreCalculator>;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_STANDARDAISCORECALCULATOR_HPP
|
||||
+129
@@ -0,0 +1,129 @@
|
||||
//
|
||||
// Shared utilities for AI score calculators - implementation
|
||||
//
|
||||
|
||||
#include "AIScoreCalculatorSharedUtilities.hpp"
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
|
||||
|
||||
namespace shardok {
|
||||
namespace score_calculator_internal {
|
||||
|
||||
auto EffectiveDistanceCache::GetOrCompute(
|
||||
const Unit* unit,
|
||||
const Coords& target,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
const HexMap* hexMap) const -> DIST_T {
|
||||
CacheKey key{unit->unit_id(), target};
|
||||
auto it = cache.find(key);
|
||||
if (it != cache.end()) { return it->second; }
|
||||
|
||||
CoordsSet targetSet(hexMap);
|
||||
targetSet.Add(target);
|
||||
|
||||
DIST_T result = EffectiveDistance(unit, notBravingApd, bravingApd, targetSet);
|
||||
cache[key] = result;
|
||||
return result;
|
||||
}
|
||||
|
||||
auto 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) {
|
||||
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
|
||||
|
||||
if (unit->player_id() == playerId &&
|
||||
unit->battalion().type() != net::eagle0::shardok::storage::fb::BattalionTypeId_UNDEAD) {
|
||||
scoreValue += FLEE_UNIT_SCORE;
|
||||
|
||||
if (unit->has_attached_hero() &&
|
||||
unit->attached_hero().control_info().controlled_unit_id() != -1) {
|
||||
scoreValue += FLEE_CONTROLLING_UNIT_SCORE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return scoreValue;
|
||||
}
|
||||
|
||||
// Forward declaration for recursive helper
|
||||
static auto RecursiveAttackerMultiplierForTargetDistance(
|
||||
const Unit* attackingUnit,
|
||||
std::vector<TargetAndAttackLocations>::const_iterator& priorityListNext,
|
||||
const std::vector<TargetAndAttackLocations>::const_iterator& priorityListEnd,
|
||||
const std::vector<const Unit*>& occupants,
|
||||
const HexMap* map,
|
||||
const BattalionTypeSPtr& battType,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
bool isLateGame) -> double;
|
||||
|
||||
static auto RecursiveAttackerMultiplierForTargetDistance(
|
||||
const Unit* attackingUnit,
|
||||
std::vector<TargetAndAttackLocations>::const_iterator& priorityListNext,
|
||||
const std::vector<TargetAndAttackLocations>::const_iterator& priorityListEnd,
|
||||
const std::vector<const Unit*>& occupants,
|
||||
const HexMap* map,
|
||||
const BattalionTypeSPtr& battType,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
const bool isLateGame) -> double {
|
||||
if (priorityListNext == priorityListEnd) return 1.0;
|
||||
|
||||
const auto& [target, attackLocations] = *priorityListNext;
|
||||
const Coords& topPriorityTarget = target;
|
||||
|
||||
// If the target is unoccupied or is occupied by this player, give the maximum multiplier, but
|
||||
// also add the bonus for the next up in the priority list
|
||||
if (const Unit* occupant = occupants
|
||||
[topPriorityTarget.row() * map->column_count() + topPriorityTarget.column()];
|
||||
!occupant || occupant->player_id() == attackingUnit->player_id()) {
|
||||
return kMaxProximityBuf + RecursiveAttackerMultiplierForTargetDistance(
|
||||
attackingUnit,
|
||||
++priorityListNext,
|
||||
priorityListEnd,
|
||||
occupants,
|
||||
map,
|
||||
battType,
|
||||
notBravingApd,
|
||||
bravingApd,
|
||||
isLateGame);
|
||||
}
|
||||
|
||||
// Use optimized EffectiveDistance with pre-computed ActionPointDistances
|
||||
// attackLocations is already the CoordsSet of attack locations for this target
|
||||
const DIST_T distance =
|
||||
EffectiveDistance(attackingUnit, notBravingApd, bravingApd, attackLocations);
|
||||
|
||||
return kMaxProximityBuf / (1 + distance / kDistanceDebufRatio);
|
||||
}
|
||||
|
||||
auto AttackerMultiplierForTargetDistance(
|
||||
const Unit* attackingUnit,
|
||||
const std::vector<TargetAndAttackLocations>& priorityList,
|
||||
const std::vector<const Unit*>& occupants,
|
||||
const HexMap* map,
|
||||
const BattalionTypeSPtr& battType,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
const bool isLateGame) -> double {
|
||||
auto iter = std::begin(priorityList);
|
||||
return RecursiveAttackerMultiplierForTargetDistance(
|
||||
attackingUnit,
|
||||
iter,
|
||||
std::end(priorityList),
|
||||
occupants,
|
||||
map,
|
||||
battType,
|
||||
notBravingApd,
|
||||
bravingApd,
|
||||
isLateGame);
|
||||
}
|
||||
|
||||
} // namespace score_calculator_internal
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,95 @@
|
||||
//
|
||||
// Shared utilities for AI score calculators
|
||||
// This file is private to the ai/score package
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AI_SCORE_CALCULATOR_SHARED_UTILITIES_HPP
|
||||
#define EAGLE0_AI_SCORE_CALCULATOR_SHARED_UTILITIES_HPP
|
||||
|
||||
#include <vector>
|
||||
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wthread-safety-analysis"
|
||||
#pragma GCC diagnostic ignored "-Wunused-result"
|
||||
#include <gtl/phmap.hpp>
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistances.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state_generated.h"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map_generated.h"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit_generated.h"
|
||||
|
||||
namespace shardok {
|
||||
namespace score_calculator_internal {
|
||||
|
||||
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
|
||||
using Unit = net::eagle0::shardok::storage::fb::Unit;
|
||||
|
||||
// Scoring constants shared across all calculators
|
||||
constexpr double UNITS_BASE_MULTIPLIER = 0.05;
|
||||
constexpr double FLEE_UNIT_SCORE = -10000;
|
||||
constexpr double FLEE_CONTROLLING_UNIT_SCORE = -10000;
|
||||
constexpr double CAPTURED_UNIT_SCORE = -10000;
|
||||
constexpr double CAPTURED_VIP_SCORE = -25000;
|
||||
constexpr double kMaxProximityBuf = 1.5;
|
||||
constexpr double kDistanceDebufRatio = 8.0;
|
||||
|
||||
/// Structure to hold separated attacker/defender unit scores
|
||||
/// Used by NormalizedAIScoreCalculator to apply asymmetric normalization
|
||||
struct UnitsScoreComponents {
|
||||
double attackerUnitsValue;
|
||||
double defenderUnitsValue;
|
||||
};
|
||||
|
||||
/// Memoization cache for EffectiveDistance calls
|
||||
struct EffectiveDistanceCache {
|
||||
struct CacheKey {
|
||||
UnitId unitId;
|
||||
Coords target;
|
||||
bool operator==(const CacheKey& other) const {
|
||||
return unitId == other.unitId && target == other.target;
|
||||
}
|
||||
};
|
||||
|
||||
struct CacheKeyHash {
|
||||
size_t operator()(const CacheKey& key) const {
|
||||
return std::hash<UnitId>{}(key.unitId) ^ (std::hash<int>{}(key.target.row()) << 1) ^
|
||||
(std::hash<int>{}(key.target.column()) << 2);
|
||||
}
|
||||
};
|
||||
|
||||
mutable gtl::flat_hash_map<CacheKey, DIST_T, CacheKeyHash> cache;
|
||||
|
||||
DIST_T GetOrCompute(
|
||||
const Unit* unit,
|
||||
const Coords& target,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
const HexMap* hexMap) const;
|
||||
};
|
||||
|
||||
/// Calculate score for FLEE strategy
|
||||
/// Returns negative score based on fleeing units
|
||||
auto FleeStrategyScoreForState(const GameStateW& gameState, PlayerId playerId) -> ScoreValue;
|
||||
|
||||
/// Calculate attacker multiplier based on distance to priority targets
|
||||
/// This is used to weight attacker units by their proximity to objectives
|
||||
auto AttackerMultiplierForTargetDistance(
|
||||
const Unit* attackingUnit,
|
||||
const std::vector<TargetAndAttackLocations>& priorityList,
|
||||
const std::vector<const Unit*>& occupants,
|
||||
const HexMap* map,
|
||||
const BattalionTypeSPtr& battType,
|
||||
const ActionPointDistances* notBravingApd,
|
||||
const ActionPointDistances* bravingApd,
|
||||
bool isLateGame) -> double;
|
||||
|
||||
} // namespace score_calculator_internal
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AI_SCORE_CALCULATOR_SHARED_UTILITIES_HPP
|
||||
@@ -0,0 +1,514 @@
|
||||
//
|
||||
// Abstract base class for AI score calculator implementations
|
||||
//
|
||||
|
||||
#include "AbstractAIScoreCalculator.hpp"
|
||||
|
||||
#include "AIScoreCalculatorSharedUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIUnitScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIWaterCrossingCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIVictoryConditionScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::storage::fb::BattalionTypeId;
|
||||
using net::eagle0::shardok::storage::fb::Unit;
|
||||
|
||||
using score_calculator_internal::AttackerMultiplierForTargetDistance;
|
||||
using score_calculator_internal::CAPTURED_UNIT_SCORE;
|
||||
using score_calculator_internal::CAPTURED_VIP_SCORE;
|
||||
using score_calculator_internal::EffectiveDistanceCache;
|
||||
using score_calculator_internal::UnitsScoreComponents;
|
||||
|
||||
auto AbstractAIScoreCalculator::CalculateUnitsScoreComponents(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining,
|
||||
bool attackerWantsCastles,
|
||||
bool defenderShouldScatter,
|
||||
const vector<TargetPriorityList> &attackerTargetPriorities,
|
||||
const MapId &mapId) const -> UnitsScoreComponents {
|
||||
// Cache frequently accessed FlatBuffer fields to avoid repeated offset calculations
|
||||
const auto *gameStateRawPtr = gameState.Get();
|
||||
const auto *cachedUnits = gameStateRawPtr->units();
|
||||
const auto *cachedHexMap = gameStateRawPtr->hex_map();
|
||||
|
||||
const int16_t cachedRowCount = cachedHexMap->row_count();
|
||||
const int16_t cachedColumnCount = cachedHexMap->column_count();
|
||||
const int cachedCurrentRound = gameStateRawPtr->current_round();
|
||||
|
||||
bool isLateGame = cachedCurrentRound > 18; // Inline IsLateGame for efficiency
|
||||
|
||||
// APDCache now has built-in thread-local caching - no need for PreCachedAPDs
|
||||
ActionPoints braveWaterCost = GetBraveWaterCost();
|
||||
|
||||
// Memoization cache for EffectiveDistance calls
|
||||
EffectiveDistanceCache distanceCache;
|
||||
|
||||
std::vector<const Unit *> attackerUnits{};
|
||||
std::vector<const Unit *> defenderUnits{};
|
||||
// Pre-allocate vectors based on estimated unit ratios to avoid reallocations
|
||||
const size_t estimatedUnitCount = cachedUnits->size();
|
||||
attackerUnits.reserve(estimatedUnitCount - 1);
|
||||
defenderUnits.reserve(estimatedUnitCount - 1);
|
||||
|
||||
double attackerUnitsValue = 0;
|
||||
double defenderUnitsValue = 0;
|
||||
|
||||
// Early return for empty game states
|
||||
if (cachedUnits->size() == 0) { return UnitsScoreComponents{0.0, 0.0}; }
|
||||
|
||||
auto occupants = Occupants(*cachedUnits, cachedRowCount, cachedColumnCount);
|
||||
|
||||
for (const Unit *unit : *cachedUnits) {
|
||||
const auto *pi = PlayerInfoForPid(gameState, unit->player_id());
|
||||
if (pi == nullptr) { continue; }
|
||||
|
||||
switch (unit->status()) {
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT: {
|
||||
if (pi->is_defender()) {
|
||||
defenderUnits.push_back(unit);
|
||||
} else {
|
||||
attackerUnits.push_back(unit);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT: {
|
||||
double thisScore = unit->has_attached_hero() && unit->attached_hero().is_vip()
|
||||
? CAPTURED_VIP_SCORE
|
||||
: CAPTURED_UNIT_SCORE;
|
||||
if (pi->is_defender()) {
|
||||
defenderUnitsValue += thisScore;
|
||||
} else {
|
||||
attackerUnitsValue += thisScore;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_DESTROYED_SUMMONED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT: break;
|
||||
|
||||
case net::eagle0::shardok::storage::fb::UnitStatus_UNKNOWN_UNIT:
|
||||
throw ShardokInternalErrorException("Unknown unit status");
|
||||
}
|
||||
}
|
||||
|
||||
double defenderAdvantage = 1.0 + static_cast<double>(cachedCurrentRound) / 31.0;
|
||||
|
||||
// Can we cache this somehow, it won't usually change within your turn
|
||||
auto attackLocationsForAttacker = GetAlCache()->CachedLocations(defenderUnits, isLateGame);
|
||||
const auto &locationsCausingDanger = attackLocationsForAttacker.AllLocations();
|
||||
|
||||
// Process attacker units using cached ActionPointDistances
|
||||
for (const Unit *unit : attackerUnits) {
|
||||
const int battTypeId = unit->battalion().type();
|
||||
// Cache battalion type reference to avoid shared_ptr atomic operations
|
||||
const auto &battalionType = GetBattalionType(static_cast<BattalionTypeId>(battTypeId));
|
||||
|
||||
// Cache APD lookups - same battalion type is used multiple times below
|
||||
const auto *notBravingApd =
|
||||
GetApdCache()->GetRaw(cachedHexMap, mapId, battalionType, false);
|
||||
const auto *bravingApd = battalionType->allowsBraveWater ? GetApdCache()->GetRaw(
|
||||
cachedHexMap,
|
||||
mapId,
|
||||
battalionType,
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr;
|
||||
|
||||
const auto &priorityList = std::ranges::find_if(
|
||||
attackerTargetPriorities,
|
||||
[&unit](const TargetPriorityList &tpl) {
|
||||
return tpl.attackingUnitId == unit->unit_id();
|
||||
});
|
||||
|
||||
// If there are any tiles being targeted, give this unit a multiplier based on how close
|
||||
// they are to being able to attack it
|
||||
double distanceMultiplier = priorityList == end(attackerTargetPriorities)
|
||||
? 1.0
|
||||
: AttackerMultiplierForTargetDistance(
|
||||
unit,
|
||||
priorityList->priorityOrder,
|
||||
occupants,
|
||||
cachedHexMap,
|
||||
battalionType,
|
||||
notBravingApd,
|
||||
bravingApd,
|
||||
isLateGame);
|
||||
|
||||
auto uv = UnitValue(
|
||||
unit,
|
||||
true,
|
||||
attackerUnits,
|
||||
attackerWantsCastles,
|
||||
/* includeCastleBonus=*/true,
|
||||
defenderUnits,
|
||||
cachedHexMap,
|
||||
roundsRemaining,
|
||||
attackLocationsForAttacker,
|
||||
locationsCausingDanger,
|
||||
notBravingApd,
|
||||
GetMeteorRange(),
|
||||
GetMeteorCastVigorCost());
|
||||
|
||||
attackerUnitsValue += distanceMultiplier * uv;
|
||||
}
|
||||
|
||||
auto attackLocationsForDefender = GetAlCache()->CachedLocations(attackerUnits, isLateGame);
|
||||
const auto &locationsCausingDangerForAttacker = attackLocationsForDefender.AllLocations();
|
||||
|
||||
for (const Unit *unit : defenderUnits) {
|
||||
auto defenderUnitId = unit->unit_id();
|
||||
const int battTypeId = unit->battalion().type();
|
||||
// Cache battalion type reference to avoid shared_ptr atomic operations
|
||||
const auto &battalionType = GetBattalionType(static_cast<BattalionTypeId>(battTypeId));
|
||||
|
||||
// Cache APD lookups for this defender unit
|
||||
const auto *defenderNotBravingApd =
|
||||
GetApdCache()->GetRaw(cachedHexMap, mapId, battalionType, false);
|
||||
|
||||
auto dv = UnitValue(
|
||||
unit,
|
||||
false,
|
||||
attackerUnits,
|
||||
attackerWantsCastles,
|
||||
/* includeCastleBonus=*/!defenderShouldScatter,
|
||||
defenderUnits,
|
||||
cachedHexMap,
|
||||
roundsRemaining,
|
||||
attackLocationsForDefender,
|
||||
locationsCausingDangerForAttacker,
|
||||
defenderNotBravingApd,
|
||||
GetMeteorRange(),
|
||||
GetMeteorCastVigorCost());
|
||||
|
||||
double distanceMultiplier = 1.0;
|
||||
|
||||
// If the defender is trying to scatter, than we want to be as far away from the nearest
|
||||
// attacker as possible, AND as far away from the nearest friendly as possible
|
||||
if (unit->location().row() > -1 && defenderShouldScatter) {
|
||||
CoordsSet myLocationSet(cachedHexMap);
|
||||
myLocationSet.Add(unit->location());
|
||||
|
||||
DIST_T closestDistanceToEnemy = 999;
|
||||
for (const auto &attackerUnit : attackerUnits) {
|
||||
const int attackerBattTypeId = attackerUnit->battalion().type();
|
||||
// Cache attacker battalion type reference in nested loop
|
||||
const auto &attackerBattalionType =
|
||||
GetBattalionType(static_cast<BattalionTypeId>(attackerBattTypeId));
|
||||
const DIST_T thisDistance = distanceCache.GetOrCompute(
|
||||
attackerUnit,
|
||||
unit->location(),
|
||||
GetApdCache()->GetRaw(cachedHexMap, mapId, attackerBattalionType, false),
|
||||
attackerBattalionType->allowsBraveWater ? GetApdCache()->GetRaw(
|
||||
cachedHexMap,
|
||||
mapId,
|
||||
attackerBattalionType,
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr,
|
||||
cachedHexMap);
|
||||
if (thisDistance < closestDistanceToEnemy) {
|
||||
closestDistanceToEnemy = thisDistance;
|
||||
}
|
||||
}
|
||||
|
||||
// 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) {
|
||||
distanceMultiplier = -1;
|
||||
} else {
|
||||
DIST_T closestDistanceToFriendly = 1;
|
||||
if (defenderUnits.size() > 1) {
|
||||
for (const auto &defenderUnit : defenderUnits) {
|
||||
if (defenderUnit->unit_id() != defenderUnitId) {
|
||||
const int defenderBattTypeId = defenderUnit->battalion().type();
|
||||
// Cache defender battalion type reference in nested loop
|
||||
const auto &defenderBattalionType = GetBattalionType(
|
||||
static_cast<BattalionTypeId>(defenderBattTypeId));
|
||||
const DIST_T thisDistance = distanceCache.GetOrCompute(
|
||||
defenderUnit,
|
||||
unit->location(),
|
||||
GetApdCache()->GetRaw(
|
||||
cachedHexMap,
|
||||
mapId,
|
||||
defenderBattalionType,
|
||||
false),
|
||||
defenderBattalionType->allowsBraveWater
|
||||
? GetApdCache()->GetRaw(
|
||||
cachedHexMap,
|
||||
mapId,
|
||||
defenderBattalionType,
|
||||
true,
|
||||
braveWaterCost)
|
||||
: nullptr,
|
||||
cachedHexMap);
|
||||
if (thisDistance < closestDistanceToEnemy) {
|
||||
closestDistanceToFriendly = thisDistance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
distanceMultiplier =
|
||||
(closestDistanceToEnemy + closestDistanceToFriendly / 5.0) / 5.0;
|
||||
}
|
||||
}
|
||||
|
||||
defenderUnitsValue += distanceMultiplier * dv;
|
||||
}
|
||||
|
||||
defenderUnitsValue *= defenderAdvantage;
|
||||
|
||||
return UnitsScoreComponents{attackerUnitsValue, defenderUnitsValue};
|
||||
}
|
||||
|
||||
auto AbstractAIScoreCalculator::FindDefenderPlayerInfo(const GameStateW &gameState) const
|
||||
-> const net::eagle0::shardok::storage::fb::PlayerInfo * {
|
||||
const auto *playerInfos = gameState->player_infos();
|
||||
if (playerInfos == nullptr) { return nullptr; }
|
||||
|
||||
for (const net::eagle0::shardok::storage::fb::PlayerInfo *pi : *playerInfos) {
|
||||
if (pi->is_defender()) return pi;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto AbstractAIScoreCalculator::CalculateAttackerVictoryConditionScore(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords) const -> ScoreValue {
|
||||
ScoreValue victoryConditionTotal = 0.0;
|
||||
|
||||
const auto *playerInfos = gameState->player_infos();
|
||||
if (playerInfos == nullptr) { return 0.0; }
|
||||
|
||||
for (const net::eagle0::shardok::storage::fb::PlayerInfo *pi : *playerInfos) {
|
||||
if (pi->is_defender()) continue;
|
||||
|
||||
switch (attackerStrategy.strategyType) {
|
||||
case AIStrategy::STRATEGY_CROSS_RIVERS:
|
||||
victoryConditionTotal += WaterCrossingScore(
|
||||
pi->player_id(),
|
||||
[this](BattalionTypeId typeId) { return GetBattalionType(typeId); },
|
||||
gameState,
|
||||
castleCoords,
|
||||
attackerStrategy.targetLocations,
|
||||
GetApdCache());
|
||||
break;
|
||||
|
||||
case AIStrategy::STRATEGY_ATTACK_CASTLES:
|
||||
case AIStrategy::STRATEGY_ATTACK_UNITS:
|
||||
// already factored into AttackerUnitsScore
|
||||
break;
|
||||
|
||||
case AIStrategy::STRATEGY_HOLD_CASTLES:
|
||||
victoryConditionTotal += AttackerHoldsCriticalTilesVictoryScore(
|
||||
gameState,
|
||||
castleCoords,
|
||||
pi,
|
||||
GetApdCache(),
|
||||
GetAlCache(),
|
||||
[this](BattalionTypeId typeId) { return GetBattalionType(typeId); },
|
||||
GetBraveWaterCost());
|
||||
break;
|
||||
|
||||
case AIStrategy::STRATEGY_SCATTER:
|
||||
throw ShardokInternalErrorException("Attacker cannot use ScatterStrategy");
|
||||
|
||||
case AIStrategy::STRATEGY_FLEE:
|
||||
// FLEE strategy is handled specially by each subclass
|
||||
// Return 0 here and let the caller handle it
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
return victoryConditionTotal;
|
||||
}
|
||||
|
||||
auto AbstractAIScoreCalculator::DefenderScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &defenderStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
// Check for terminal states
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
const auto *winningIds = gameState->status()->winning_shardok_ids();
|
||||
const auto *playerInfos = gameState->player_infos();
|
||||
if (winningIds != nullptr && playerInfos != nullptr) {
|
||||
for (const PlayerId winningPid : *winningIds) {
|
||||
if (winningPid < 0) continue;
|
||||
if (defenderStrategy.strategyType == AIStrategy::STRATEGY_FLEE) {
|
||||
return InterpretDefenderOutcome(GameOutcome::FLEE_OUTCOME);
|
||||
}
|
||||
if (playerInfos->Get(winningPid)->is_defender()) {
|
||||
return InterpretDefenderOutcome(GameOutcome::DEFENDER_VICTORY);
|
||||
}
|
||||
return InterpretDefenderOutcome(GameOutcome::ATTACKER_VICTORY);
|
||||
}
|
||||
}
|
||||
return InterpretDefenderOutcome(GameOutcome::ATTACKER_VICTORY);
|
||||
}
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
|
||||
return InterpretDefenderOutcome(GameOutcome::DRAW);
|
||||
}
|
||||
|
||||
// Delegate to strategy-specific methods (implemented by subclasses)
|
||||
switch (defenderStrategy.strategyType) {
|
||||
case AIStrategy::STRATEGY_ATTACK_CASTLES:
|
||||
throw ShardokInternalErrorException("Defender cannot use AttackCastlesStrategy");
|
||||
case AIStrategy::STRATEGY_ATTACK_UNITS:
|
||||
throw ShardokInternalErrorException("Defender cannot use AttackUnitsStrategy");
|
||||
case AIStrategy::STRATEGY_CROSS_RIVERS:
|
||||
throw ShardokInternalErrorException("Defender cannot use CrossRiversStrategy");
|
||||
case AIStrategy::STRATEGY_HOLD_CASTLES:
|
||||
return DefenderHoldCastlesStrategyScoreForState(
|
||||
gameState,
|
||||
castleCoords,
|
||||
roundsRemaining);
|
||||
case AIStrategy::STRATEGY_SCATTER:
|
||||
return DefenderScatterStrategyScoreForState(gameState, roundsRemaining);
|
||||
case AIStrategy::STRATEGY_FLEE: return DefenderFleeStrategyScoreForState(gameState);
|
||||
}
|
||||
throw ShardokInternalErrorException("Escaped AIStrategy switch");
|
||||
}
|
||||
|
||||
auto AbstractAIScoreCalculator::DefenderScatterStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
// Check for terminal states
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
const auto *winningIds = gameState->status()->winning_shardok_ids();
|
||||
const auto *playerInfos = gameState->player_infos();
|
||||
if (winningIds != nullptr && playerInfos != nullptr) {
|
||||
for (const PlayerId winningPid : *winningIds) {
|
||||
if (winningPid < 0) continue;
|
||||
if (playerInfos->Get(winningPid)->is_defender()) {
|
||||
return InterpretDefenderOutcome(GameOutcome::DEFENDER_VICTORY);
|
||||
}
|
||||
return InterpretDefenderOutcome(GameOutcome::ATTACKER_VICTORY);
|
||||
}
|
||||
}
|
||||
return InterpretDefenderOutcome(GameOutcome::DEFENDER_VICTORY);
|
||||
}
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
|
||||
return InterpretDefenderOutcome(GameOutcome::DRAW);
|
||||
}
|
||||
|
||||
// Get units score components
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
|
||||
const auto components = CalculateUnitsScoreComponents(
|
||||
gameState,
|
||||
roundsRemaining,
|
||||
/* attackerWantsCastles=*/false,
|
||||
/* defenderShouldScatter=*/true,
|
||||
{},
|
||||
mapId);
|
||||
|
||||
// Combine using subclass-specific logic
|
||||
return CombineDefenderScatterScores(components);
|
||||
}
|
||||
|
||||
auto AbstractAIScoreCalculator::DefenderHoldCastlesStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
// Get units score components
|
||||
const auto components = CalculateUnitsScoreComponents(
|
||||
gameState,
|
||||
roundsRemaining,
|
||||
/* attackerWantsCastles=*/true,
|
||||
/* defenderShouldScatter=*/false,
|
||||
{},
|
||||
ActionPointDistancesCache::GetMapId(gameState->hex_map()));
|
||||
|
||||
// Get victory condition score from defender's perspective
|
||||
const PlayerInfo *defenderPi = FindDefenderPlayerInfo(gameState);
|
||||
|
||||
// Handle null defenderPi gracefully
|
||||
if (defenderPi == nullptr) {
|
||||
// No defender player found - return neutral score using components only
|
||||
return CombineDefenderHoldCastlesScores(components, 0.0, roundsRemaining);
|
||||
}
|
||||
|
||||
const double victoryConditionScore =
|
||||
DefenderHoldsCriticalTilesVictoryScore(gameState, castleCoords, defenderPi);
|
||||
|
||||
// Combine using subclass-specific logic
|
||||
return CombineDefenderHoldCastlesScores(components, victoryConditionScore, roundsRemaining);
|
||||
}
|
||||
|
||||
auto AbstractAIScoreCalculator::AttackerScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
const int roundsRemaining) const -> ScoreValue {
|
||||
// Check for terminal states
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
const auto *winningIds = gameState->status()->winning_shardok_ids();
|
||||
const auto *playerInfos = gameState->player_infos();
|
||||
if (winningIds != nullptr && playerInfos != nullptr) {
|
||||
for (const PlayerId winningPid : *winningIds) {
|
||||
if (winningPid < 0) continue;
|
||||
if (attackerStrategy.strategyType == AIStrategy::STRATEGY_FLEE) {
|
||||
return InterpretAttackerOutcome(GameOutcome::FLEE_OUTCOME);
|
||||
}
|
||||
if (playerInfos->Get(winningPid)->is_defender()) {
|
||||
return InterpretAttackerOutcome(GameOutcome::DEFENDER_VICTORY);
|
||||
}
|
||||
return InterpretAttackerOutcome(GameOutcome::ATTACKER_VICTORY);
|
||||
}
|
||||
}
|
||||
return InterpretAttackerOutcome(GameOutcome::ATTACKER_VICTORY);
|
||||
}
|
||||
if (gameState->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
|
||||
return InterpretAttackerOutcome(GameOutcome::DRAW);
|
||||
}
|
||||
|
||||
// Handle FLEE strategy specially
|
||||
if (attackerStrategy.strategyType == AIStrategy::STRATEGY_FLEE) {
|
||||
return AttackerFleeStrategyScoreForState(gameState);
|
||||
}
|
||||
|
||||
// Edge case: no units means call subclass method to handle neutral state
|
||||
// This is defensive - some subclasses may want special handling
|
||||
const auto *units = gameState->units();
|
||||
if (units == nullptr || units->size() == 0) {
|
||||
// Call CombineAttackerScores with all zeros
|
||||
return CombineAttackerScores(UnitsScoreComponents{0.0, 0.0}, 0.0, roundsRemaining);
|
||||
}
|
||||
|
||||
// Get units score components
|
||||
const auto mapId = ActionPointDistancesCache::GetMapId(gameState->hex_map());
|
||||
const auto components = CalculateUnitsScoreComponents(
|
||||
gameState,
|
||||
roundsRemaining,
|
||||
attackerStrategy.strategyType == AIStrategy::STRATEGY_HOLD_CASTLES,
|
||||
/* defenderShouldScatter=*/false,
|
||||
attackerStrategy.targetPriorities,
|
||||
mapId);
|
||||
|
||||
// Calculate victory condition score
|
||||
const ScoreValue victoryConditionTotal =
|
||||
CalculateAttackerVictoryConditionScore(gameState, attackerStrategy, castleCoords);
|
||||
|
||||
// Combine scores using subclass-specific logic
|
||||
// Standard: uses difference and multiplier
|
||||
// Normalized: uses normalization formula
|
||||
return CombineAttackerScores(components, victoryConditionTotal, roundsRemaining);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,176 @@
|
||||
//
|
||||
// Abstract base class for AI score calculator implementations
|
||||
// This file is private to the ai/score package
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_ABSTRACT_AI_SCORE_CALCULATOR_HPP
|
||||
#define EAGLE0_ABSTRACT_AI_SCORE_CALCULATOR_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "AIScoreCalculatorSharedUtilities.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackGroups.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIAttackLocations.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIStrategy.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/score/AIScoreCalculator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/BattalionType.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/GameStateW.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCTypes.h"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/ActionPointDistancesCache.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/game_state_generated.h"
|
||||
|
||||
namespace shardok {
|
||||
|
||||
using net::eagle0::shardok::storage::fb::BattalionTypeId;
|
||||
|
||||
using APDCache = std::shared_ptr<ActionPointDistancesCache>;
|
||||
using ALCache = std::unique_ptr<AttackLocationsCache>;
|
||||
using score_calculator_internal::UnitsScoreComponents;
|
||||
|
||||
/// Enum representing terminal game outcomes for score interpretation
|
||||
enum class GameOutcome {
|
||||
ATTACKER_VICTORY,
|
||||
DEFENDER_VICTORY,
|
||||
DRAW,
|
||||
FLEE_OUTCOME // Special outcome for FLEE strategy
|
||||
};
|
||||
|
||||
/// Abstract base class providing shared functionality for AI score calculators.
|
||||
/// Contains common member variables, accessor methods, and shared helper logic.
|
||||
/// This class is private to the ai/score package.
|
||||
class AbstractAIScoreCalculator : public AIScoreCalculator {
|
||||
protected:
|
||||
AbstractAIScoreCalculator(
|
||||
int maxRounds,
|
||||
ActionPoints braveWaterCost,
|
||||
int meteorRange,
|
||||
double meteorCastVigorCost,
|
||||
int minimumFleeOddsThreshold,
|
||||
int desperateFleeThreshold,
|
||||
std::vector<BattalionTypeSPtr> battalionTypes,
|
||||
const APDCache &apdCache,
|
||||
const ALCache &alCache)
|
||||
: maxRounds_(maxRounds),
|
||||
braveWaterCost_(braveWaterCost),
|
||||
meteorRange_(meteorRange),
|
||||
meteorCastVigorCost_(meteorCastVigorCost),
|
||||
minimumFleeOddsThreshold_(minimumFleeOddsThreshold),
|
||||
desperateFleeThreshold_(desperateFleeThreshold),
|
||||
battalionTypes_(std::move(battalionTypes)),
|
||||
apdCache_(apdCache),
|
||||
alCache_(alCache) {}
|
||||
|
||||
// Protected accessor methods available to subclasses
|
||||
[[nodiscard]] inline auto GetBattalionType(BattalionTypeId typeId) const
|
||||
-> const BattalionTypeSPtr & {
|
||||
return battalionTypes_[typeId];
|
||||
}
|
||||
|
||||
[[nodiscard]] auto GetApdCache() const -> const APDCache & { return apdCache_; }
|
||||
[[nodiscard]] auto GetAlCache() const -> const ALCache & { return alCache_; }
|
||||
[[nodiscard]] auto GetBraveWaterCost() const -> ActionPoints { return braveWaterCost_; }
|
||||
[[nodiscard]] auto GetMaxRounds() const -> int { return maxRounds_; }
|
||||
[[nodiscard]] auto GetMeteorRange() const -> int { return meteorRange_; }
|
||||
[[nodiscard]] auto GetMeteorCastVigorCost() const -> double { return meteorCastVigorCost_; }
|
||||
[[nodiscard]] auto GetMinimumFleeOddsThreshold() const -> int {
|
||||
return minimumFleeOddsThreshold_;
|
||||
}
|
||||
[[nodiscard]] auto GetDesperateFleeThreshold() const -> int { return desperateFleeThreshold_; }
|
||||
|
||||
// Protected helper method that both subclasses can use
|
||||
// Returns separate attacker and defender unit values
|
||||
[[nodiscard]] auto CalculateUnitsScoreComponents(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining,
|
||||
bool attackerWantsCastles,
|
||||
bool defenderShouldScatter,
|
||||
const vector<TargetPriorityList> &attackerTargetPriorities,
|
||||
const MapId &mapId) const -> UnitsScoreComponents;
|
||||
|
||||
// Helper to find the defender PlayerInfo
|
||||
[[nodiscard]] auto FindDefenderPlayerInfo(const GameStateW &gameState) const
|
||||
-> const net::eagle0::shardok::storage::fb::PlayerInfo *;
|
||||
|
||||
// Calculate victory condition score for attacker strategies
|
||||
// Returns the raw victory condition score (not yet combined with units score)
|
||||
[[nodiscard]] auto CalculateAttackerVictoryConditionScore(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords) const -> ScoreValue;
|
||||
|
||||
// Pure virtual methods for subclasses to interpret game outcomes
|
||||
[[nodiscard]] virtual auto InterpretDefenderOutcome(GameOutcome outcome) const
|
||||
-> ScoreValue = 0;
|
||||
[[nodiscard]] virtual auto InterpretAttackerOutcome(GameOutcome outcome) const
|
||||
-> ScoreValue = 0;
|
||||
|
||||
// Shared implementation of DefenderScoreForState that uses InterpretDefenderOutcome
|
||||
[[nodiscard]] auto DefenderScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &defenderStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining) const -> ScoreValue;
|
||||
|
||||
// Shared implementations that delegate to pure virtual methods
|
||||
[[nodiscard]] auto DefenderScatterStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
int roundsRemaining) const -> ScoreValue;
|
||||
|
||||
[[nodiscard]] auto DefenderHoldCastlesStrategyScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining) const -> ScoreValue;
|
||||
|
||||
// Pure virtual methods for combining defender scores
|
||||
[[nodiscard]] virtual auto CombineDefenderScatterScores(
|
||||
const UnitsScoreComponents &components) const -> ScoreValue = 0;
|
||||
|
||||
[[nodiscard]] virtual auto CombineDefenderHoldCastlesScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue = 0;
|
||||
|
||||
[[nodiscard]] virtual auto DefenderFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue = 0;
|
||||
|
||||
// Shared implementation of AttackerScoreForState that uses InterpretAttackerOutcome
|
||||
[[nodiscard]] auto AttackerScoreForState(
|
||||
const GameStateW &gameState,
|
||||
const AIStrategy &attackerStrategy,
|
||||
const CoordsSet &castleCoords,
|
||||
int roundsRemaining) const -> ScoreValue;
|
||||
|
||||
// Pure virtual method for attacker flee strategy scoring
|
||||
[[nodiscard]] virtual auto AttackerFleeStrategyScoreForState(const GameStateW &gameState) const
|
||||
-> ScoreValue = 0;
|
||||
|
||||
// Pure virtual method for combining units score and victory condition score
|
||||
// This is where Standard and Normalized diverge in their scoring approach
|
||||
// Standard: uses difference and applies multiplier
|
||||
// Normalized: uses normalization formula with separate attacker/defender values
|
||||
[[nodiscard]] virtual auto CombineAttackerScores(
|
||||
const UnitsScoreComponents &components,
|
||||
double victoryConditionScore,
|
||||
int roundsRemaining) const -> ScoreValue = 0;
|
||||
|
||||
private:
|
||||
// Scalar settings extracted from SettingsGetter
|
||||
int maxRounds_;
|
||||
ActionPoints braveWaterCost_;
|
||||
int meteorRange_;
|
||||
double meteorCastVigorCost_;
|
||||
int minimumFleeOddsThreshold_;
|
||||
int desperateFleeThreshold_;
|
||||
|
||||
// Battalion type lookup vector (indexed by BattalionTypeId)
|
||||
std::vector<BattalionTypeSPtr> battalionTypes_;
|
||||
|
||||
// Caches (stored as references)
|
||||
const APDCache &apdCache_;
|
||||
const ALCache &alCache_;
|
||||
};
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_ABSTRACT_AI_SCORE_CALCULATOR_HPP
|
||||
@@ -0,0 +1,50 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
# Abstract base class for score calculators
|
||||
cc_library(
|
||||
name = "abstract_ai_score_calculator",
|
||||
srcs = ["AbstractAIScoreCalculator.cpp"],
|
||||
hdrs = ["AbstractAIScoreCalculator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//src/main/cpp/net/eagle0/shardok/ai/score:__pkg__"], # Private to score package
|
||||
deps = [
|
||||
":ai_score_calculator_shared_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attack_groups",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attack_locations",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_strategy",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_unit_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_victory_condition_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:battalion_type",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
|
||||
"//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",
|
||||
],
|
||||
)
|
||||
|
||||
# Private utilities shared between score calculators
|
||||
cc_library(
|
||||
name = "ai_score_calculator_shared_utilities",
|
||||
srcs = ["AIScoreCalculatorSharedUtilities.cpp"],
|
||||
hdrs = ["AIScoreCalculatorSharedUtilities.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//src/main/cpp/net/eagle0/shardok/ai/score:__pkg__"], # Private to score package
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attack_groups",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_utilities",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:battalion_type",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:shardok_c_types",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/map:coords_set",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:hex_map_cc_fbs",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
"@gtl",
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,106 @@
|
||||
//
|
||||
// AI Battle Simulator Configuration Loader Implementation
|
||||
//
|
||||
|
||||
#include "AiBattleConfig.hpp"
|
||||
|
||||
#include <google/protobuf/util/json_util.h>
|
||||
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
|
||||
namespace shardok {
|
||||
namespace ai_battle_simulator {
|
||||
|
||||
using net::eagle0::shardok::ai_battle_simulator::AIAlgorithmType;
|
||||
using net::eagle0::shardok::ai_battle_simulator::PlayerConfig;
|
||||
using net::eagle0::shardok::ai_battle_simulator::UnitConfig;
|
||||
|
||||
std::unique_ptr<BattleConfigProto> AiBattleConfigLoader::LoadFromJsonFile(
|
||||
const std::string& filepath) {
|
||||
std::ifstream file(filepath);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open config file: " << filepath << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << file.rdbuf();
|
||||
return LoadFromJsonString(buffer.str());
|
||||
}
|
||||
|
||||
std::unique_ptr<BattleConfigProto> AiBattleConfigLoader::LoadFromJsonString(
|
||||
const std::string& jsonString) {
|
||||
auto config = std::make_unique<BattleConfigProto>();
|
||||
|
||||
google::protobuf::util::JsonParseOptions options;
|
||||
options.ignore_unknown_fields = false;
|
||||
|
||||
const auto status =
|
||||
google::protobuf::util::JsonStringToMessage(jsonString, config.get(), options);
|
||||
|
||||
if (!status.ok()) {
|
||||
std::cerr << "Failed to parse JSON config: " << status.message() << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return config;
|
||||
}
|
||||
|
||||
std::unique_ptr<BattleConfigProto> AiBattleConfigLoader::CreateDefaultPerfConfig(int month) {
|
||||
auto config = std::make_unique<BattleConfigProto>();
|
||||
|
||||
// Basic setup matching Unity's "Perf" configuration
|
||||
config->set_map_name("Alah");
|
||||
config->set_month(month);
|
||||
config->set_max_rounds(40);
|
||||
config->set_random_seed(0); // Use system random
|
||||
|
||||
// Attacker configuration - 6 Longbowmen units with professions 1-6
|
||||
PlayerConfig* attacker = config->mutable_attacker();
|
||||
attacker->set_ai_algorithm(AIAlgorithmType::ITERATIVE_DEEPENING);
|
||||
|
||||
for (int profession = 1; profession <= 6; ++profession) {
|
||||
UnitConfig* unit = attacker->add_units();
|
||||
unit->set_profession(profession);
|
||||
unit->set_battalion_type_id(4); // Longbowmen (battalion type 4)
|
||||
unit->set_starting_position_index(0); // Attackers use position 0
|
||||
unit->mutable_battalion()->set_size(1000); // Match client battalion size
|
||||
}
|
||||
|
||||
// Defender configuration - 6 Light Infantry units with NO_PROFESSION (profession 14)
|
||||
PlayerConfig* defender = config->mutable_defender();
|
||||
defender->set_ai_algorithm(AIAlgorithmType::ITERATIVE_DEEPENING);
|
||||
|
||||
for (int i = 0; i < 6; ++i) {
|
||||
UnitConfig* unit = defender->add_units();
|
||||
unit->set_profession(14); // NO_PROFESSION to match client battles
|
||||
unit->set_battalion_type_id(0); // Light Infantry (battalion type 0)
|
||||
unit->set_starting_position_index(-1); // Defenders use position -1
|
||||
unit->mutable_battalion()->set_size(1000); // Match client battalion size
|
||||
}
|
||||
|
||||
return config;
|
||||
}
|
||||
|
||||
std::string AiBattleConfigLoader::ToJsonString(const BattleConfigProto& config) {
|
||||
std::string jsonString;
|
||||
|
||||
google::protobuf::util::JsonPrintOptions options;
|
||||
options.add_whitespace = true;
|
||||
options.always_print_fields_with_no_presence = true;
|
||||
options.preserve_proto_field_names = true;
|
||||
|
||||
const auto status = google::protobuf::util::MessageToJsonString(config, &jsonString, options);
|
||||
|
||||
if (!status.ok()) {
|
||||
std::cerr << "Failed to convert config to JSON: " << status.message() << std::endl;
|
||||
return "";
|
||||
}
|
||||
|
||||
return jsonString;
|
||||
}
|
||||
|
||||
} // namespace ai_battle_simulator
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,47 @@
|
||||
//
|
||||
// AI Battle Simulator Configuration Loader
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AI_BATTLE_CONFIG_HPP
|
||||
#define EAGLE0_AI_BATTLE_CONFIG_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/ai_battle_simulator/ai_battle_config.pb.h"
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
namespace ai_battle_simulator {
|
||||
|
||||
using BattleConfigProto = net::eagle0::shardok::ai_battle_simulator::BattleConfig;
|
||||
|
||||
class AiBattleConfigLoader {
|
||||
public:
|
||||
// Load battle configuration from a JSON file
|
||||
// Returns nullptr if loading fails
|
||||
[[nodiscard]] static std::unique_ptr<BattleConfigProto> LoadFromJsonFile(
|
||||
const std::string& filepath);
|
||||
|
||||
// Load battle configuration from a JSON string
|
||||
// Returns nullptr if parsing fails
|
||||
[[nodiscard]] static std::unique_ptr<BattleConfigProto> LoadFromJsonString(
|
||||
const std::string& jsonString);
|
||||
|
||||
// Generate a default "Perf" configuration matching Unity's Custom Battle Perf setup
|
||||
// - 6 units per side (Heavy Infantry, professions 1-6)
|
||||
// - Map: Alah
|
||||
// - Month: configurable (default 4 = April)
|
||||
// - Both players use Iterative Deepening AI
|
||||
[[nodiscard]] static std::unique_ptr<BattleConfigProto> CreateDefaultPerfConfig(int month = 4);
|
||||
|
||||
// Convert battle configuration to JSON string for saving/debugging
|
||||
[[nodiscard]] static std::string ToJsonString(const BattleConfigProto& config);
|
||||
};
|
||||
|
||||
} // namespace ai_battle_simulator
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AI_BATTLE_CONFIG_HPP
|
||||
@@ -0,0 +1,565 @@
|
||||
//
|
||||
// AI Battle Simulator Implementation
|
||||
//
|
||||
|
||||
#include "AiBattleSimulator.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/TsvParser.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/fb_helpers/GameStateHelpers.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/util/BattalionTypeRegistrar.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/util/MapLoader.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/common/player_info.pb.h"
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
namespace ai_battle_simulator {
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr PlayerId ATTACKER_ID = 0;
|
||||
constexpr PlayerId DEFENDER_ID = 1;
|
||||
|
||||
// Default values for unit configuration - matching client-initiated battles
|
||||
constexpr double DEFAULT_BATTALION_ARMAMENT = 102.0;
|
||||
constexpr double DEFAULT_BATTALION_TRAINING = 102.0;
|
||||
constexpr double DEFAULT_BATTALION_MORALE = 76.0;
|
||||
|
||||
constexpr int DEFAULT_HERO_STRENGTH = 102;
|
||||
constexpr int DEFAULT_HERO_AGILITY = 102;
|
||||
constexpr int DEFAULT_HERO_WISDOM = 102;
|
||||
constexpr int DEFAULT_HERO_CHARISMA = 102;
|
||||
constexpr int DEFAULT_HERO_CONSTITUTION = 102;
|
||||
constexpr int DEFAULT_HERO_BRAVERY = 102;
|
||||
constexpr int DEFAULT_HERO_INTEGRITY = 0;
|
||||
constexpr int DEFAULT_HERO_AMBITION = 0;
|
||||
constexpr int DEFAULT_HERO_VIGOR = 102;
|
||||
|
||||
// Convert proto AI algorithm type to ShardokAI enum
|
||||
AIAlgorithmType ConvertAIAlgorithmType(
|
||||
net::eagle0::shardok::ai_battle_simulator::AIAlgorithmType protoType) {
|
||||
switch (protoType) {
|
||||
case net::eagle0::shardok::ai_battle_simulator::MCTS: return AIAlgorithmType::MCTS;
|
||||
case net::eagle0::shardok::ai_battle_simulator::ITERATIVE_DEEPENING:
|
||||
default: return AIAlgorithmType::ITERATIVE_DEEPENING;
|
||||
}
|
||||
}
|
||||
|
||||
// Get value with default if not set (proto3 uses 0 as default, we check for that)
|
||||
template<typename T>
|
||||
T GetOrDefault(T value, T defaultValue) {
|
||||
return (value == 0) ? defaultValue : value;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
AiBattleSimulator::AiBattleSimulator(const BattleConfigProto& config, GameSettingsSPtr gameSettings)
|
||||
: config_(config),
|
||||
gameSettings_(std::move(gameSettings)) {
|
||||
if (!gameSettings_) {
|
||||
// Initialize default game settings
|
||||
gameSettings_ = std::make_shared<GameSettings>();
|
||||
auto setter = gameSettings_->GetSetter();
|
||||
|
||||
// Load battalion types
|
||||
BattalionTypeRegistrar::RegisterBattalionTypes(setter);
|
||||
|
||||
// Load settings from file
|
||||
const std::string settingsPath =
|
||||
FilesystemUtils::StaticShardokFilesDirectory() + "settings.tsv";
|
||||
const std::string settingsTsv = std::string(byte_vector::FromPath(settingsPath));
|
||||
|
||||
TsvParser parser;
|
||||
const auto valuesAndTypes = parser.ParseColumnEntryTsv(settingsTsv);
|
||||
setter.SetFromTypesAndValues(valuesAndTypes[1], valuesAndTypes[0]);
|
||||
}
|
||||
}
|
||||
|
||||
BattleResult AiBattleSimulator::RunBattle() {
|
||||
std::cout << "Starting AI vs AI battle simulation...\n";
|
||||
std::cout << " Map: " << config_.map_name() << "\n";
|
||||
std::cout << " Month: " << config_.month() << "\n";
|
||||
std::cout << " Max rounds: " << config_.max_rounds() << "\n";
|
||||
std::cout << " Attacker AI: "
|
||||
<< net::eagle0::shardok::ai_battle_simulator::AIAlgorithmType_Name(
|
||||
config_.attacker().ai_algorithm())
|
||||
<< "\n";
|
||||
std::cout << " Defender AI: "
|
||||
<< net::eagle0::shardok::ai_battle_simulator::AIAlgorithmType_Name(
|
||||
config_.defender().ai_algorithm())
|
||||
<< "\n";
|
||||
|
||||
// Create initial game state
|
||||
auto gameState = CreateInitialGameState();
|
||||
|
||||
// Get hex map from game state
|
||||
const auto* hexMap = gameState->hex_map();
|
||||
|
||||
// Create AI clients for both players
|
||||
auto attackerAI = CreateAIClient(ATTACKER_ID, hexMap);
|
||||
auto defenderAI = CreateAIClient(DEFENDER_ID, hexMap);
|
||||
|
||||
// Create the engine once for the entire simulation
|
||||
ShardokEngine engine(gameSettings_, gameState);
|
||||
|
||||
// Run setup phase
|
||||
std::cout << "\nStarting setup phase...\n";
|
||||
auto setupResult = RunSetupPhase(engine, *attackerAI, *defenderAI);
|
||||
if (setupResult.endReason != BattleResult::EndReason::DRAW) {
|
||||
// Game ended during setup (shouldn't happen normally)
|
||||
return setupResult;
|
||||
}
|
||||
|
||||
// Run battle phase
|
||||
std::cout << "\nStarting battle phase...\n";
|
||||
return RunBattlePhase(engine, *attackerAI, *defenderAI);
|
||||
}
|
||||
|
||||
GameStateW AiBattleSimulator::CreateInitialGameState() const {
|
||||
// Load map
|
||||
auto hexMapProto = LoadMap(config_.map_name());
|
||||
|
||||
// Create player info protos
|
||||
std::vector<net::eagle0::shardok::common::PlayerInfo> playerInfoProtos;
|
||||
|
||||
// Attacker info
|
||||
net::eagle0::shardok::common::PlayerInfo attackerInfo;
|
||||
attackerInfo.set_player_id(ATTACKER_ID);
|
||||
attackerInfo.set_is_defender(false);
|
||||
attackerInfo.set_starting_food(1000);
|
||||
attackerInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
|
||||
attackerInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_HOLDS_CRITICAL_TILES);
|
||||
playerInfoProtos.push_back(attackerInfo);
|
||||
|
||||
// Defender info
|
||||
net::eagle0::shardok::common::PlayerInfo defenderInfo;
|
||||
defenderInfo.set_player_id(DEFENDER_ID);
|
||||
defenderInfo.set_is_defender(true);
|
||||
defenderInfo.set_starting_food(1000);
|
||||
defenderInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_LAST_PLAYER_STANDING);
|
||||
defenderInfo.add_victory_conditions(
|
||||
net::eagle0::shardok::common::VICTORY_CONDITION_WIN_AFTER_MAX_ROUNDS);
|
||||
playerInfoProtos.push_back(defenderInfo);
|
||||
|
||||
// Create units from config
|
||||
std::vector<net::eagle0::shardok::storage::fb::Unit> units;
|
||||
|
||||
// Attacker units
|
||||
for (int i = 0; i < config_.attacker().units_size(); ++i) {
|
||||
const auto& unitConfig = config_.attacker().units(i);
|
||||
|
||||
net::eagle0::shardok::storage::fb::Unit unit{};
|
||||
unit.mutate_player_id(ATTACKER_ID);
|
||||
unit.mutate_unit_id(i);
|
||||
unit.mutate_eagle_player_id(ATTACKER_ID);
|
||||
unit.mutable_location() = net::eagle0::shardok::storage::fb::Coords(-1, -1);
|
||||
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
|
||||
unit.mutate_remaining_action_points(12);
|
||||
unit.mutate_hidden(false);
|
||||
unit.mutate_fortified(false);
|
||||
unit.mutate_can_flee(true);
|
||||
unit.mutate_can_start_fire(false);
|
||||
unit.mutate_can_archery(false);
|
||||
unit.mutate_stun_rounds_remaining(0);
|
||||
unit.mutate_commanding_unit_id(-1);
|
||||
unit.mutate_targeted_unit(-1);
|
||||
unit.mutate_starting_position_index(unitConfig.starting_position_index());
|
||||
unit.mutate_has_moved_in_zoc(false);
|
||||
unit.mutate_volleys_remaining(0);
|
||||
unit.mutate_food_remaining(1000.0f);
|
||||
|
||||
// Battalion
|
||||
net::eagle0::shardok::storage::fb::Battalion battalion;
|
||||
const auto battalionTypeId =
|
||||
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(
|
||||
unitConfig.battalion_type_id());
|
||||
battalion.mutate_type(battalionTypeId);
|
||||
|
||||
// Get battalion type to determine default capacity
|
||||
const auto& battalionType = gameSettings_->GetGetter().GetBattalionType(battalionTypeId);
|
||||
const double defaultSize = battalionType->capacity;
|
||||
|
||||
battalion.mutate_size(GetOrDefault(unitConfig.battalion().size(), defaultSize));
|
||||
battalion.mutate_armament(
|
||||
GetOrDefault(unitConfig.battalion().armament(), DEFAULT_BATTALION_ARMAMENT));
|
||||
battalion.mutate_training(
|
||||
GetOrDefault(unitConfig.battalion().training(), DEFAULT_BATTALION_TRAINING));
|
||||
battalion.mutate_morale(
|
||||
GetOrDefault(unitConfig.battalion().morale(), DEFAULT_BATTALION_MORALE));
|
||||
unit.mutable_battalion() = battalion;
|
||||
|
||||
// Hero
|
||||
if (unitConfig.profession() > 0) {
|
||||
unit.mutate_has_attached_hero(true);
|
||||
|
||||
net::eagle0::shardok::storage::fb::Hero hero;
|
||||
hero.mutate_strength(GetOrDefault(unitConfig.hero().strength(), DEFAULT_HERO_STRENGTH));
|
||||
hero.mutate_strength_xp(0);
|
||||
hero.mutate_agility(GetOrDefault(unitConfig.hero().agility(), DEFAULT_HERO_AGILITY));
|
||||
hero.mutate_agility_xp(0);
|
||||
hero.mutate_wisdom(GetOrDefault(unitConfig.hero().wisdom(), DEFAULT_HERO_WISDOM));
|
||||
hero.mutate_wisdom_xp(0);
|
||||
hero.mutate_charisma(GetOrDefault(unitConfig.hero().charisma(), DEFAULT_HERO_CHARISMA));
|
||||
hero.mutate_charisma_xp(0);
|
||||
hero.mutate_constitution(
|
||||
GetOrDefault(unitConfig.hero().constitution(), DEFAULT_HERO_CONSTITUTION));
|
||||
hero.mutate_constitution_xp(0);
|
||||
const int vigor = GetOrDefault(unitConfig.hero().vigor(), DEFAULT_HERO_VIGOR);
|
||||
hero.mutate_vigor(vigor);
|
||||
hero.mutate_starting_vigor(vigor);
|
||||
hero.mutate_spent_vigor(0);
|
||||
hero.mutate_bravery(GetOrDefault(unitConfig.hero().bravery(), DEFAULT_HERO_BRAVERY));
|
||||
hero.mutate_integrity(
|
||||
GetOrDefault(unitConfig.hero().integrity(), DEFAULT_HERO_INTEGRITY));
|
||||
hero.mutate_ambition(GetOrDefault(unitConfig.hero().ambition(), DEFAULT_HERO_AMBITION));
|
||||
hero.mutate_eagle_hero_id(i + 1);
|
||||
hero.mutate_is_vip(false);
|
||||
|
||||
hero.mutable_profession_info().mutate_profession(
|
||||
static_cast<net::eagle0::shardok::storage::fb::Profession>(
|
||||
unitConfig.profession()));
|
||||
hero.mutable_profession_info().mutate_meteor_cast_state(
|
||||
net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE);
|
||||
|
||||
hero.mutable_control_info().mutate_controlled_unit_id(-1);
|
||||
hero.mutable_control_info().mutate_controlled_this_round(false);
|
||||
|
||||
unit.mutable_attached_hero() = hero;
|
||||
} else {
|
||||
unit.mutate_has_attached_hero(false);
|
||||
}
|
||||
|
||||
// Initialize opponent knowledge
|
||||
unit.mutable_opponent_knowledge()->Mutate(0, 0);
|
||||
unit.mutable_opponent_knowledge()->Mutate(1, 0);
|
||||
|
||||
units.push_back(unit);
|
||||
}
|
||||
|
||||
// Defender units
|
||||
int defenderUnitIdStart = config_.attacker().units_size();
|
||||
for (int i = 0; i < config_.defender().units_size(); ++i) {
|
||||
const auto& unitConfig = config_.defender().units(i);
|
||||
|
||||
net::eagle0::shardok::storage::fb::Unit unit{};
|
||||
unit.mutate_player_id(DEFENDER_ID);
|
||||
unit.mutate_unit_id(defenderUnitIdStart + i);
|
||||
unit.mutate_eagle_player_id(DEFENDER_ID);
|
||||
unit.mutable_location() = net::eagle0::shardok::storage::fb::Coords(-1, -1);
|
||||
unit.mutate_status(net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT);
|
||||
unit.mutate_remaining_action_points(0); // Player 1 starts with 0 AP (not their turn yet)
|
||||
unit.mutate_hidden(false);
|
||||
unit.mutate_fortified(false);
|
||||
unit.mutate_can_flee(true);
|
||||
unit.mutate_can_start_fire(false);
|
||||
unit.mutate_can_archery(false);
|
||||
unit.mutate_stun_rounds_remaining(0);
|
||||
unit.mutate_commanding_unit_id(-1);
|
||||
unit.mutate_targeted_unit(-1);
|
||||
unit.mutate_starting_position_index(unitConfig.starting_position_index());
|
||||
unit.mutate_has_moved_in_zoc(false);
|
||||
unit.mutate_volleys_remaining(0);
|
||||
unit.mutate_food_remaining(1000.0f);
|
||||
|
||||
// Battalion
|
||||
net::eagle0::shardok::storage::fb::Battalion battalion;
|
||||
const auto battalionTypeId =
|
||||
static_cast<net::eagle0::shardok::storage::fb::BattalionTypeId>(
|
||||
unitConfig.battalion_type_id());
|
||||
battalion.mutate_type(battalionTypeId);
|
||||
|
||||
// Get battalion type to determine default capacity
|
||||
const auto& battalionType = gameSettings_->GetGetter().GetBattalionType(battalionTypeId);
|
||||
const double defaultSize = battalionType->capacity;
|
||||
|
||||
battalion.mutate_size(GetOrDefault(unitConfig.battalion().size(), defaultSize));
|
||||
battalion.mutate_armament(
|
||||
GetOrDefault(unitConfig.battalion().armament(), DEFAULT_BATTALION_ARMAMENT));
|
||||
battalion.mutate_training(
|
||||
GetOrDefault(unitConfig.battalion().training(), DEFAULT_BATTALION_TRAINING));
|
||||
battalion.mutate_morale(
|
||||
GetOrDefault(unitConfig.battalion().morale(), DEFAULT_BATTALION_MORALE));
|
||||
unit.mutable_battalion() = battalion;
|
||||
|
||||
// Hero
|
||||
if (unitConfig.profession() > 0) {
|
||||
unit.mutate_has_attached_hero(true);
|
||||
|
||||
net::eagle0::shardok::storage::fb::Hero hero;
|
||||
hero.mutate_strength(GetOrDefault(unitConfig.hero().strength(), DEFAULT_HERO_STRENGTH));
|
||||
hero.mutate_strength_xp(0);
|
||||
hero.mutate_agility(GetOrDefault(unitConfig.hero().agility(), DEFAULT_HERO_AGILITY));
|
||||
hero.mutate_agility_xp(0);
|
||||
hero.mutate_wisdom(GetOrDefault(unitConfig.hero().wisdom(), DEFAULT_HERO_WISDOM));
|
||||
hero.mutate_wisdom_xp(0);
|
||||
hero.mutate_charisma(GetOrDefault(unitConfig.hero().charisma(), DEFAULT_HERO_CHARISMA));
|
||||
hero.mutate_charisma_xp(0);
|
||||
hero.mutate_constitution(
|
||||
GetOrDefault(unitConfig.hero().constitution(), DEFAULT_HERO_CONSTITUTION));
|
||||
hero.mutate_constitution_xp(0);
|
||||
const int vigor = GetOrDefault(unitConfig.hero().vigor(), DEFAULT_HERO_VIGOR);
|
||||
hero.mutate_vigor(vigor);
|
||||
hero.mutate_starting_vigor(vigor);
|
||||
hero.mutate_spent_vigor(0);
|
||||
hero.mutate_bravery(GetOrDefault(unitConfig.hero().bravery(), DEFAULT_HERO_BRAVERY));
|
||||
hero.mutate_integrity(
|
||||
GetOrDefault(unitConfig.hero().integrity(), DEFAULT_HERO_INTEGRITY));
|
||||
hero.mutate_ambition(GetOrDefault(unitConfig.hero().ambition(), DEFAULT_HERO_AMBITION));
|
||||
hero.mutate_eagle_hero_id(defenderUnitIdStart + i + 1);
|
||||
hero.mutate_is_vip(false);
|
||||
|
||||
hero.mutable_profession_info().mutate_profession(
|
||||
static_cast<net::eagle0::shardok::storage::fb::Profession>(
|
||||
unitConfig.profession()));
|
||||
hero.mutable_profession_info().mutate_meteor_cast_state(
|
||||
net::eagle0::shardok::storage::fb::MultiroundMagicState_NONE);
|
||||
|
||||
hero.mutable_control_info().mutate_controlled_unit_id(-1);
|
||||
hero.mutable_control_info().mutate_controlled_this_round(false);
|
||||
|
||||
unit.mutable_attached_hero() = hero;
|
||||
} else {
|
||||
unit.mutate_has_attached_hero(false);
|
||||
}
|
||||
|
||||
// Initialize opponent knowledge
|
||||
unit.mutable_opponent_knowledge()->Mutate(0, 0);
|
||||
unit.mutable_opponent_knowledge()->Mutate(1, 0);
|
||||
|
||||
units.push_back(unit);
|
||||
}
|
||||
|
||||
// Create game state
|
||||
const bool isWinter = (config_.month() >= 10 || config_.month() <= 2);
|
||||
return shardok::fb::SetupInitialGameState(
|
||||
"ai_battle_sim",
|
||||
hexMapProto,
|
||||
playerInfoProtos,
|
||||
units,
|
||||
config_.month(),
|
||||
isWinter,
|
||||
gameSettings_->GetGetter());
|
||||
}
|
||||
|
||||
std::unique_ptr<ShardokAIClient> AiBattleSimulator::CreateAIClient(
|
||||
PlayerId playerId,
|
||||
const HexMap* hexMap) const {
|
||||
const auto& playerConfig = (playerId == ATTACKER_ID) ? config_.attacker() : config_.defender();
|
||||
const bool isDefender = (playerId == DEFENDER_ID);
|
||||
|
||||
AIAlgorithmType algorithmType = ConvertAIAlgorithmType(playerConfig.ai_algorithm());
|
||||
|
||||
return std::make_unique<ShardokAIClient>(
|
||||
playerId,
|
||||
isDefender,
|
||||
hexMap,
|
||||
gameSettings_->GetGetter(),
|
||||
algorithmType);
|
||||
}
|
||||
|
||||
BattleResult AiBattleSimulator::RunSetupPhase(
|
||||
ShardokEngine& engine,
|
||||
ShardokAIClient& attackerAI,
|
||||
ShardokAIClient& defenderAI) {
|
||||
int commandsExecuted = 0;
|
||||
|
||||
while (engine.GetCurrentGameState()->status()->state() ==
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP) {
|
||||
auto currentState = engine.GetCurrentGameState();
|
||||
PlayerId currentPlayer = currentState->current_player();
|
||||
|
||||
auto availableCommands = engine.GetAvailableCommandProtos(currentPlayer, false);
|
||||
|
||||
if (availableCommands.empty()) {
|
||||
std::cout << "No commands available during setup for player " << (int)currentPlayer
|
||||
<< "\n";
|
||||
break;
|
||||
}
|
||||
|
||||
// Choose which AI to use
|
||||
ShardokAIClient& activeAI = (currentPlayer == ATTACKER_ID) ? attackerAI : defenderAI;
|
||||
|
||||
// Get AI decision
|
||||
auto choiceResults = activeAI.ChooseCommandIndex(engine);
|
||||
|
||||
// Apply command
|
||||
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
|
||||
commandsExecuted++;
|
||||
|
||||
// Check if game ended unexpectedly
|
||||
if (engine.GameIsOver()) {
|
||||
return CreateResultFromGameState(engine.GetCurrentGameState(), 0, commandsExecuted);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Setup phase complete. Commands executed: " << commandsExecuted << "\n";
|
||||
|
||||
// Return a "not finished" result
|
||||
BattleResult result;
|
||||
result.winner = -1;
|
||||
result.totalRounds = 0;
|
||||
result.totalCommands = commandsExecuted;
|
||||
result.endReason = BattleResult::EndReason::DRAW; // Temporary placeholder
|
||||
result.description = "Setup phase completed";
|
||||
return result;
|
||||
}
|
||||
|
||||
BattleResult AiBattleSimulator::RunBattlePhase(
|
||||
ShardokEngine& engine,
|
||||
ShardokAIClient& attackerAI,
|
||||
ShardokAIClient& defenderAI) {
|
||||
int totalCommands = 0;
|
||||
int currentRound = 1;
|
||||
|
||||
while (!engine.GameIsOver() && currentRound <= config_.max_rounds()) {
|
||||
auto currentState = engine.GetCurrentGameState();
|
||||
PlayerId currentPlayer = currentState->current_player();
|
||||
|
||||
auto availableCommands = engine.GetAvailableCommandProtos(currentPlayer, false);
|
||||
|
||||
if (availableCommands.empty()) {
|
||||
std::cout << "No commands available for player " << (int)currentPlayer << "\n";
|
||||
break;
|
||||
}
|
||||
|
||||
// Choose which AI to use
|
||||
ShardokAIClient& activeAI = (currentPlayer == ATTACKER_ID) ? attackerAI : defenderAI;
|
||||
|
||||
// Get AI decision
|
||||
auto choiceResults = activeAI.ChooseCommandIndex(engine);
|
||||
|
||||
// Apply command
|
||||
engine.PostCommand(currentPlayer, choiceResults.chosenIndex);
|
||||
totalCommands++;
|
||||
|
||||
// Check round progression
|
||||
auto newState = engine.GetCurrentGameState();
|
||||
if (newState->current_round() > currentRound) {
|
||||
std::cout << "Round " << currentRound
|
||||
<< " completed. Commands this round: " << totalCommands << "\n";
|
||||
currentRound = newState->current_round();
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "Battle phase complete. Total rounds: " << currentRound
|
||||
<< ", Total commands: " << totalCommands << "\n";
|
||||
|
||||
return CreateResultFromGameState(engine.GetCurrentGameState(), currentRound, totalCommands);
|
||||
}
|
||||
|
||||
bool AiBattleSimulator::IsGameOver(const GameStateW& state) const {
|
||||
const auto stateValue = state->status()->state();
|
||||
return stateValue == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY ||
|
||||
stateValue == net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW;
|
||||
}
|
||||
|
||||
BattleResult AiBattleSimulator::CreateResultFromGameState(
|
||||
const GameStateW& state,
|
||||
int totalRounds,
|
||||
int totalCommands) const {
|
||||
BattleResult result;
|
||||
result.totalRounds = totalRounds;
|
||||
result.totalCommands = totalCommands;
|
||||
|
||||
const auto* status = state->status();
|
||||
const auto stateValue = status->state();
|
||||
|
||||
// Determine winner and end reason
|
||||
if (stateValue == net::eagle0::shardok::storage::fb::GameStatus_::State_VICTORY) {
|
||||
// Extract winner from winning_shardok_ids
|
||||
const auto* winningIds = status->winning_shardok_ids();
|
||||
if (winningIds && winningIds->size() > 0) {
|
||||
result.winner = winningIds->Get(0);
|
||||
|
||||
// Determine how the game ended
|
||||
if (result.winner == ATTACKER_ID) {
|
||||
// Attacker won
|
||||
if (totalRounds >= config_.max_rounds()) {
|
||||
result.endReason = BattleResult::EndReason::CRITICAL_TILES_CONTROLLED;
|
||||
result.description = "Attacker won by controlling critical tiles";
|
||||
} else {
|
||||
result.endReason = BattleResult::EndReason::LAST_PLAYER_STANDING;
|
||||
result.description = "Attacker won by eliminating all defenders";
|
||||
}
|
||||
} else if (result.winner == DEFENDER_ID) {
|
||||
// Defender won
|
||||
if (totalRounds >= config_.max_rounds()) {
|
||||
result.endReason = BattleResult::EndReason::MAX_ROUNDS_REACHED;
|
||||
result.description = "Defender won by surviving maximum rounds";
|
||||
} else {
|
||||
result.endReason = BattleResult::EndReason::LAST_PLAYER_STANDING;
|
||||
result.description = "Defender won by eliminating all attackers";
|
||||
}
|
||||
} else {
|
||||
result.winner = -1;
|
||||
result.endReason = BattleResult::EndReason::DRAW;
|
||||
result.description = "Game ended with unknown winner";
|
||||
}
|
||||
} else {
|
||||
result.winner = -1;
|
||||
result.endReason = BattleResult::EndReason::DRAW;
|
||||
result.description = "Game ended with no winner";
|
||||
}
|
||||
} else if (stateValue == net::eagle0::shardok::storage::fb::GameStatus_::State_DRAW) {
|
||||
result.winner = -1;
|
||||
result.endReason = BattleResult::EndReason::DRAW;
|
||||
result.description = "Game ended in a draw";
|
||||
} else {
|
||||
// Game not over yet (shouldn't happen)
|
||||
result.winner = -1;
|
||||
result.endReason = BattleResult::EndReason::DRAW;
|
||||
result.description = "Game incomplete";
|
||||
}
|
||||
|
||||
// Collect surviving units (for winner, or all units if draw)
|
||||
const auto* units = state->units();
|
||||
if (units) {
|
||||
for (const auto* unit : *units) {
|
||||
if (!unit) { continue; }
|
||||
|
||||
// Only include units that are still alive
|
||||
// Based on GameStateFilter.cpp logic
|
||||
const bool isAlive =
|
||||
unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT ||
|
||||
unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT ||
|
||||
unit->status() ==
|
||||
net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT;
|
||||
|
||||
if (!isAlive) { continue; }
|
||||
|
||||
// For victories, only include winner's units; for draws, include all
|
||||
if (result.winner != -1 && unit->player_id() != result.winner) { continue; }
|
||||
|
||||
SurvivingUnit survivor;
|
||||
survivor.unitId = unit->unit_id();
|
||||
survivor.battalionSize = unit->battalion().size();
|
||||
survivor.profession = unit->has_attached_hero()
|
||||
? unit->attached_hero().profession_info().profession()
|
||||
: 0;
|
||||
|
||||
// Get battalion type name
|
||||
const auto& battalionType =
|
||||
gameSettings_->GetGetter().GetBattalionType(unit->battalion().type());
|
||||
survivor.battalionTypeName = battalionType->name;
|
||||
|
||||
result.survivingUnits.push_back(survivor);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace ai_battle_simulator
|
||||
} // namespace shardok
|
||||
@@ -0,0 +1,118 @@
|
||||
//
|
||||
// AI Battle Simulator - Runs AI vs AI battles to completion
|
||||
//
|
||||
|
||||
#ifndef EAGLE0_AI_BATTLE_SIMULATOR_HPP
|
||||
#define EAGLE0_AI_BATTLE_SIMULATOR_HPP
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#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/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
|
||||
#include "src/main/flatbuffer/net/eagle0/shardok/storage/hex_map.hpp"
|
||||
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-redundant-constexpr-static-def"
|
||||
#include "src/main/protobuf/net/eagle0/shardok/ai_battle_simulator/ai_battle_config.pb.h"
|
||||
#pragma clang diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
|
||||
// Forward declarations
|
||||
class ShardokAIClient;
|
||||
class ShardokEngine;
|
||||
|
||||
// Type alias for hex map
|
||||
using HexMap = net::eagle0::shardok::storage::fb::HexMap;
|
||||
|
||||
namespace ai_battle_simulator {
|
||||
|
||||
using BattleConfigProto = net::eagle0::shardok::ai_battle_simulator::BattleConfig;
|
||||
|
||||
// Information about a surviving unit
|
||||
struct SurvivingUnit {
|
||||
int unitId;
|
||||
std::string battalionTypeName;
|
||||
double battalionSize;
|
||||
int profession; // 0 if no hero
|
||||
};
|
||||
|
||||
// Result of a complete battle simulation
|
||||
struct BattleResult {
|
||||
// Winner's player ID (-1 if draw)
|
||||
PlayerId winner;
|
||||
|
||||
// Total number of rounds played
|
||||
int totalRounds;
|
||||
|
||||
// Total number of commands executed
|
||||
int totalCommands;
|
||||
|
||||
// How the game ended
|
||||
enum class EndReason {
|
||||
LAST_PLAYER_STANDING, // One player eliminated all opponent units
|
||||
CRITICAL_TILES_CONTROLLED, // Attacker controlled critical tiles
|
||||
MAX_ROUNDS_REACHED, // Defender won by surviving max rounds
|
||||
DRAW // Game ended in a draw
|
||||
};
|
||||
EndReason endReason;
|
||||
|
||||
// Human-readable description of the result
|
||||
std::string description;
|
||||
|
||||
// Surviving units (for the winner, or all units if draw)
|
||||
std::vector<SurvivingUnit> survivingUnits;
|
||||
};
|
||||
|
||||
class AiBattleSimulator {
|
||||
public:
|
||||
/**
|
||||
* Initialize the simulator with a battle configuration.
|
||||
*
|
||||
* @param config The battle configuration
|
||||
* @param gameSettings The game settings to use (if nullptr, will initialize default)
|
||||
*/
|
||||
explicit AiBattleSimulator(
|
||||
const BattleConfigProto& config,
|
||||
GameSettingsSPtr gameSettings = nullptr);
|
||||
|
||||
/**
|
||||
* Run the battle from start to completion.
|
||||
* This includes:
|
||||
* 1. Setup phase (placing units)
|
||||
* 2. Battle phase (combat until victory/defeat/draw)
|
||||
*
|
||||
* @return BattleResult containing winner and statistics
|
||||
*/
|
||||
[[nodiscard]] BattleResult RunBattle();
|
||||
|
||||
private:
|
||||
// Configuration
|
||||
const BattleConfigProto config_;
|
||||
GameSettingsSPtr gameSettings_;
|
||||
|
||||
// Game state builder and helpers
|
||||
[[nodiscard]] GameStateW CreateInitialGameState() const;
|
||||
[[nodiscard]] std::unique_ptr<ShardokAIClient> CreateAIClient(
|
||||
PlayerId playerId,
|
||||
const HexMap* hexMap) const;
|
||||
|
||||
// Game loop helpers
|
||||
[[nodiscard]] BattleResult
|
||||
RunSetupPhase(ShardokEngine& engine, ShardokAIClient& attackerAI, ShardokAIClient& defenderAI);
|
||||
|
||||
[[nodiscard]] BattleResult
|
||||
RunBattlePhase(ShardokEngine& engine, ShardokAIClient& attackerAI, ShardokAIClient& defenderAI);
|
||||
|
||||
[[nodiscard]] bool IsGameOver(const GameStateW& state) const;
|
||||
[[nodiscard]] BattleResult
|
||||
CreateResultFromGameState(const GameStateW& state, int totalRounds, int totalCommands) const;
|
||||
};
|
||||
|
||||
} // namespace ai_battle_simulator
|
||||
} // namespace shardok
|
||||
|
||||
#endif // EAGLE0_AI_BATTLE_SIMULATOR_HPP
|
||||
@@ -0,0 +1,53 @@
|
||||
load("//tools:copts.bzl", "COPTS")
|
||||
|
||||
cc_library(
|
||||
name = "ai_battle_config",
|
||||
srcs = ["AiBattleConfig.cpp"],
|
||||
hdrs = ["AiBattleConfig.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
"//src/main/protobuf/net/eagle0/shardok/ai_battle_simulator:ai_battle_config_cc_proto",
|
||||
"@com_google_protobuf//:protobuf",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "ai_battle_simulator",
|
||||
srcs = ["AiBattleSimulator.cpp"],
|
||||
hdrs = ["AiBattleSimulator.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//visibility:public"],
|
||||
deps = [
|
||||
":ai_battle_config",
|
||||
"//src/main/cpp/net/eagle0/common:filesystem_utils",
|
||||
"//src/main/cpp/net/eagle0/common:tsv_parser",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:shardok_ai_client",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/fb_helpers:game_state_helpers",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
"//src/main/cpp/net/eagle0/shardok/util:battalion_type_registrar",
|
||||
"//src/main/cpp/net/eagle0/shardok/util:map_loader",
|
||||
"//src/main/flatbuffer/net/eagle0/shardok/storage:unit_cc_fbs",
|
||||
"//src/main/protobuf/net/eagle0/shardok/ai_battle_simulator:ai_battle_config_cc_proto",
|
||||
"//src/main/protobuf/net/eagle0/shardok/common:player_info_cc_proto",
|
||||
],
|
||||
)
|
||||
|
||||
cc_binary(
|
||||
name = "ai_battle_simulator_main",
|
||||
srcs = ["ai_battle_simulator_main.cpp"],
|
||||
copts = COPTS,
|
||||
data = [
|
||||
"//src/main/resources/net/eagle0/shardok:battalion_types",
|
||||
"//src/main/resources/net/eagle0/shardok:settings",
|
||||
"//src/main/resources/net/eagle0/shardok/maps",
|
||||
],
|
||||
deps = [
|
||||
":ai_battle_config",
|
||||
":ai_battle_simulator",
|
||||
"//src/main/cpp/net/eagle0/common:filesystem_utils",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:fixed_action_point_distances",
|
||||
],
|
||||
)
|
||||
@@ -0,0 +1,163 @@
|
||||
//
|
||||
// AI Battle Simulator - CLI Entry Point
|
||||
//
|
||||
|
||||
#include <filesystem>
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "AiBattleConfig.hpp"
|
||||
#include "AiBattleSimulator.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
|
||||
|
||||
using shardok::ai_battle_simulator::AiBattleConfigLoader;
|
||||
using shardok::ai_battle_simulator::AiBattleSimulator;
|
||||
using shardok::ai_battle_simulator::BattleResult;
|
||||
|
||||
namespace {
|
||||
|
||||
void PrintUsage(const char* programName) {
|
||||
std::cout << "AI Battle Simulator - AI vs AI Battle Testing Tool\n"
|
||||
<< "\n"
|
||||
<< "Usage:\n"
|
||||
<< " " << programName << " --config=<path> Run battle from JSON config file\n"
|
||||
<< " " << programName << " --generate-config Generate sample config to stdout\n"
|
||||
<< " " << programName
|
||||
<< " --generate-config --output=<path> Generate sample config to file\n"
|
||||
<< " " << programName << " --help Show this help message\n"
|
||||
<< "\n"
|
||||
<< "Examples:\n"
|
||||
<< " # Generate sample config\n"
|
||||
<< " " << programName << " --generate-config > my_battle.json\n"
|
||||
<< "\n"
|
||||
<< " # Run battle from config\n"
|
||||
<< " " << programName << " --config=my_battle.json\n"
|
||||
<< "\n";
|
||||
}
|
||||
|
||||
void GenerateConfigFile(const std::string& outputPath) {
|
||||
auto config = AiBattleConfigLoader::CreateDefaultPerfConfig();
|
||||
std::string jsonString = AiBattleConfigLoader::ToJsonString(*config);
|
||||
|
||||
if (outputPath.empty() || outputPath == "-") {
|
||||
// Output to stdout
|
||||
std::cout << jsonString << "\n";
|
||||
} else {
|
||||
// Output to file
|
||||
std::ofstream outFile(outputPath);
|
||||
if (!outFile.is_open()) {
|
||||
std::cerr << "Error: Failed to open output file: " << outputPath << "\n";
|
||||
std::exit(1);
|
||||
}
|
||||
outFile << jsonString << "\n";
|
||||
std::cout << "Sample config written to: " << outputPath << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
void RunBattleFromConfig(const std::string& configPath) {
|
||||
// Load config
|
||||
std::cout << "Loading config from: " << configPath << "\n";
|
||||
auto config = AiBattleConfigLoader::LoadFromJsonFile(configPath);
|
||||
|
||||
if (!config) {
|
||||
std::cerr << "Error: Failed to load config file\n";
|
||||
std::exit(1);
|
||||
}
|
||||
|
||||
// Create simulator
|
||||
AiBattleSimulator simulator(*config);
|
||||
|
||||
// Run battle
|
||||
auto result = simulator.RunBattle();
|
||||
|
||||
// Print results
|
||||
std::cout << "\n";
|
||||
std::cout << "=================================\n";
|
||||
std::cout << "Battle Complete\n";
|
||||
std::cout << "=================================\n";
|
||||
std::cout << "Winner: ";
|
||||
if (result.winner == 0) {
|
||||
std::cout << "Attacker (Player 0)\n";
|
||||
} else if (result.winner == 1) {
|
||||
std::cout << "Defender (Player 1)\n";
|
||||
} else {
|
||||
std::cout << "Draw\n";
|
||||
}
|
||||
std::cout << "Result: " << result.description << "\n";
|
||||
std::cout << "Total Rounds: " << result.totalRounds << "\n";
|
||||
std::cout << "Total Commands: " << result.totalCommands << "\n";
|
||||
|
||||
// Print surviving units
|
||||
if (!result.survivingUnits.empty()) {
|
||||
std::cout << "\nSurviving Units (" << result.survivingUnits.size() << "):\n";
|
||||
for (const auto& unit : result.survivingUnits) {
|
||||
std::cout << " Unit " << unit.unitId << ": " << unit.battalionTypeName << " ("
|
||||
<< static_cast<int>(unit.battalionSize) << " troops)";
|
||||
if (unit.profession > 0) { std::cout << " - Profession " << unit.profession; }
|
||||
std::cout << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "=================================\n";
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
// Set exec path for FilesystemUtils
|
||||
FilesystemUtils::SetExecPath(argv[0]);
|
||||
|
||||
// Set cache directory for ActionPointDistances
|
||||
shardok::FixedActionPointDistances::SetCacheDirectory(
|
||||
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
|
||||
|
||||
try {
|
||||
if (argc < 2) {
|
||||
PrintUsage(argv[0]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
std::string configPath;
|
||||
std::string outputPath;
|
||||
bool generateConfig = false;
|
||||
|
||||
// Parse command line arguments
|
||||
for (int i = 1; i < argc; ++i) {
|
||||
std::string arg(argv[i]);
|
||||
|
||||
if (arg == "--help" || arg == "-h") {
|
||||
PrintUsage(argv[0]);
|
||||
return 0;
|
||||
} else if (arg == "--generate-config") {
|
||||
generateConfig = true;
|
||||
} else if (arg.starts_with("--config=")) {
|
||||
configPath = arg.substr(9);
|
||||
} else if (arg.starts_with("--output=")) {
|
||||
outputPath = arg.substr(9);
|
||||
} else {
|
||||
std::cerr << "Error: Unknown argument: " << arg << "\n";
|
||||
PrintUsage(argv[0]);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Execute appropriate action
|
||||
if (generateConfig) {
|
||||
GenerateConfigFile(outputPath);
|
||||
} else if (!configPath.empty()) {
|
||||
RunBattleFromConfig(configPath);
|
||||
} else {
|
||||
std::cerr << "Error: Either --generate-config or --config must be specified\n";
|
||||
PrintUsage(argv[0]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "Fatal error: " << e.what() << "\n";
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
{
|
||||
"map_name": "Alah",
|
||||
"month": 4,
|
||||
"max_rounds": 40,
|
||||
"random_seed": 0,
|
||||
"attacker": {
|
||||
"ai_algorithm": "ITERATIVE_DEEPENING",
|
||||
"units": [
|
||||
{
|
||||
"profession": 1,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": 0
|
||||
},
|
||||
{
|
||||
"profession": 2,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": 0
|
||||
},
|
||||
{
|
||||
"profession": 3,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": 0
|
||||
},
|
||||
{
|
||||
"profession": 4,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": 0
|
||||
},
|
||||
{
|
||||
"profession": 5,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": 0
|
||||
},
|
||||
{
|
||||
"profession": 6,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": 0
|
||||
}
|
||||
]
|
||||
},
|
||||
"defender": {
|
||||
"ai_algorithm": "ITERATIVE_DEEPENING",
|
||||
"units": [
|
||||
{
|
||||
"profession": 1,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": -1
|
||||
},
|
||||
{
|
||||
"profession": 2,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": -1
|
||||
},
|
||||
{
|
||||
"profession": 3,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": -1
|
||||
},
|
||||
{
|
||||
"profession": 4,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": -1
|
||||
},
|
||||
{
|
||||
"profession": 5,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": -1
|
||||
},
|
||||
{
|
||||
"profession": 6,
|
||||
"battalion_type_id": 4,
|
||||
"starting_position_index": -1
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -11,6 +11,7 @@
|
||||
|
||||
#include "PerformanceTestGameStateBuilder.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/AIConfig.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
|
||||
@@ -119,12 +120,22 @@ int main(int argc, char* argv[]) {
|
||||
const auto* hexMap = currentState->hex_map();
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
|
||||
ShardokAIClient aiClient(aiPlayerId, isDefender, hexMap, settingsGetter);
|
||||
ShardokAIClient aiClient(
|
||||
aiPlayerId,
|
||||
isDefender,
|
||||
hexMap,
|
||||
settingsGetter,
|
||||
AIAlgorithmType::MCTS);
|
||||
|
||||
// Create a second AI client for the human player during setup
|
||||
// This ensures consistent state handling during setup phase
|
||||
const PlayerId humanPlayerId = 1;
|
||||
ShardokAIClient humanSetupAI(humanPlayerId, !isDefender, hexMap, settingsGetter);
|
||||
ShardokAIClient humanSetupAI(
|
||||
humanPlayerId,
|
||||
!isDefender,
|
||||
hexMap,
|
||||
settingsGetter,
|
||||
AIAlgorithmType::MCTS);
|
||||
|
||||
// Complete setup phase - AI makes intelligent placement decisions
|
||||
if (currentState->status()->state() ==
|
||||
|
||||
@@ -19,10 +19,10 @@ cc_binary(
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attacker_strategy_selector",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_defender_strategy_selector",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_command_chooser",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:shardok_ai_client",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
|
||||
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
|
||||
|
||||
@@ -2,7 +2,9 @@
|
||||
|
||||
## Overview
|
||||
|
||||
This document outlines the implementation plan for an automated AI performance testing tool for Shardok. The tool will replicate the manual performance testing currently done through the Unity client's "Custom Battle" interface, providing reproducible and automated performance measurements.
|
||||
This document outlines the implementation plan for an automated AI performance testing tool for Shardok. The tool will
|
||||
replicate the manual performance testing currently done through the Unity client's "Custom Battle" interface, providing
|
||||
reproducible and automated performance measurements.
|
||||
|
||||
## Goals
|
||||
|
||||
@@ -52,7 +54,7 @@ struct PerformanceTestResults {
|
||||
|
||||
The default configuration replicates the Unity client's "Perf" button:
|
||||
|
||||
- **Map**: "Alah"
|
||||
- **Map**: "Alah"
|
||||
- **AI Player**: 6 units with professions 1-6, all battalion type 4 (Heavy Infantry)
|
||||
- **Human Player**: 6 units (no specific configuration needed since AI will control)
|
||||
- **Defender Toggle**: Configurable (affects starting positions)
|
||||
@@ -60,12 +62,14 @@ The default configuration replicates the Unity client's "Perf" button:
|
||||
### 3. Key Components
|
||||
|
||||
#### AIPerformanceRunner.cpp
|
||||
|
||||
- Main entry point with command-line argument parsing
|
||||
- Test execution loop
|
||||
- Results formatting and output
|
||||
- Integration with ShardokEngine and IterativeDeepeningAI
|
||||
|
||||
#### PerformanceTestGameStateBuilder.cpp
|
||||
|
||||
- Game state creation utilities (migrated from test code)
|
||||
- Map loading helpers
|
||||
- Unit placement logic
|
||||
@@ -91,7 +95,7 @@ cc_binary(
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_iterative_deepening",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_attacker_strategy_selector",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_defender_strategy_selector",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_score_calculator",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/score:ai_score_calculator_interface",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_time_budget",
|
||||
"//src/main/cpp/net/eagle0/shardok/ai:ai_water_crossing_command_chooser",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
@@ -169,21 +173,25 @@ Overall Results:
|
||||
### 7. Implementation Phases
|
||||
|
||||
#### Phase 1: Basic Infrastructure
|
||||
|
||||
1. Create directory structure and BUILD.bazel
|
||||
2. Implement PerformanceTestGameStateBuilder with minimal game state creation
|
||||
3. Create basic AIPerformanceRunner that can load a map and create players
|
||||
|
||||
#### Phase 2: AI Integration
|
||||
|
||||
1. Integrate IterativeDeepeningAI
|
||||
2. Implement performance metric collection
|
||||
3. Add basic output formatting
|
||||
|
||||
#### Phase 3: Full Feature Set
|
||||
|
||||
1. Add command-line argument parsing
|
||||
2. Implement multiple test configurations (Perf, Rivers, Custom)
|
||||
3. Add detailed performance metrics and analysis
|
||||
|
||||
#### Phase 4: Polish and Documentation
|
||||
|
||||
1. Create comprehensive README.md
|
||||
2. Add error handling and validation
|
||||
3. Implement baseline comparison features
|
||||
|
||||
@@ -68,13 +68,24 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
|
||||
const unique_ptr<ShardokEngine> &e) {
|
||||
vector<shared_ptr<ShardokAIClient>> aic;
|
||||
|
||||
mcts::MCTSConfig mctsConfig;
|
||||
mctsConfig.backpropagationPolicy = mcts::MCTSBackpropagationPolicy::AVERAGING;
|
||||
mctsConfig.maxPlayerFlips = 0;
|
||||
mctsConfig.simulationPolicy = mcts::MCTSSimulationPolicy::WEIGHTED_HEURISTIC;
|
||||
for (const auto &pi : e->GetPlayerInfos()) {
|
||||
if (pi.is_ai()) {
|
||||
auto newClient = std::make_shared<ShardokAIClient>(
|
||||
pi.player_id(),
|
||||
pi.is_defender(),
|
||||
e->GetCurrentGameState()->hex_map(),
|
||||
e->GetGameSettings()->GetGetter());
|
||||
e->GetGameSettings()->GetGetter(),
|
||||
AIAlgorithmType::MCTS,
|
||||
ScoringCalculatorType::MCTS_OPTIMIZED,
|
||||
mctsConfig);
|
||||
|
||||
// MCTS config is dynamically adjusted in ShardokAIClient based on proximity:
|
||||
// - Far from enemy: AVERAGING with maxPlayerFlips=0 (natural wandering prevention)
|
||||
// - Close to enemy: MINIMAX with maxPlayerFlips=1 (adversarial lookahead)
|
||||
|
||||
aic.push_back(newClient);
|
||||
}
|
||||
|
||||
@@ -150,7 +150,10 @@ cc_library(
|
||||
srcs = [],
|
||||
hdrs = ["ShardokCommand.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//src/main/cpp/net/eagle0/shardok/library:__subpackages__"],
|
||||
visibility = [
|
||||
"//src/main/cpp/net/eagle0/shardok/ai/mcts/adapters:__pkg__",
|
||||
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
|
||||
],
|
||||
deps = [
|
||||
":action_cost",
|
||||
":shardok_action",
|
||||
|
||||
@@ -58,6 +58,22 @@ ShardokEngine::ShardokEngine(
|
||||
startingHistoryState(gsBuffer),
|
||||
criticalTileCoords(GetCriticalTileLocations(GetCurrentGameState()->hex_map())) {}
|
||||
|
||||
ShardokEngine::ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &gsBuffer,
|
||||
const CoordsSet &criticalTileCoords,
|
||||
const int32_t startingHistoryCount,
|
||||
const bool trackHistory)
|
||||
: gameSettings(settings),
|
||||
settingsGetter(settings->GetGetter()),
|
||||
availableCommandsFactory(
|
||||
AvailableCommandsFactory::MakeAvailableCommandsFactory(settingsGetter)),
|
||||
gameState(gsBuffer),
|
||||
trackHistory(trackHistory),
|
||||
startingHistoryCount(startingHistoryCount),
|
||||
startingHistoryState(gsBuffer),
|
||||
criticalTileCoords(criticalTileCoords) {}
|
||||
|
||||
ShardokEngine::ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
vector<Unit> &&unplacedUnorderedUnits,
|
||||
|
||||
@@ -88,6 +88,14 @@ public:
|
||||
int32_t startingHistoryCount = 0,
|
||||
bool trackHistory = true);
|
||||
|
||||
// Constructor using existing game state with pre-computed critical tile coords
|
||||
ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &gsBuffer,
|
||||
const CoordsSet &criticalTileCoords,
|
||||
int32_t startingHistoryCount = 0,
|
||||
bool trackHistory = true);
|
||||
|
||||
// Constructor for a brand new game
|
||||
ShardokEngine(
|
||||
const GameSettingsSPtr &settings,
|
||||
|
||||
+9
-16
@@ -135,27 +135,27 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
MakeCacheKey(mapId, battalionType, includeBravingWater, braveWaterActionPointCost);
|
||||
|
||||
// Check the persistent map first
|
||||
if (persistentCache.contains(cacheKey)) {
|
||||
if (auto it = persistentCache.find(cacheKey); it != 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 it->second.sharedPtr.get();
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.persistentMisses++;
|
||||
#endif
|
||||
|
||||
// Check thread-local cache first (no locks needed!)
|
||||
if (tlsCache.contains(cacheKey)) {
|
||||
// Check thread-local cache (no locks needed!)
|
||||
if (auto it = tlsCache.find(cacheKey); it != tlsCache.end()) {
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.localHits++;
|
||||
MaybePrintCacheStats();
|
||||
#endif
|
||||
return tlsCache.at(cacheKey).rawPtr; // Raw pointer - zero overhead access!
|
||||
return it->second.sharedPtr.get(); // Compute raw pointer on demand
|
||||
}
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
@@ -224,17 +224,10 @@ auto ActionPointDistancesCache::GetRaw(
|
||||
// Store both shared_ptr and raw pointer for hybrid access
|
||||
tlsCache.emplace(cacheKey, CacheEntry(result));
|
||||
|
||||
// Prevent unbounded cache growth - limit to reasonable size
|
||||
if (tlsCache.size() > 100) {
|
||||
// Simple eviction: clear half the cache when it gets too large
|
||||
|
||||
#if CACHE_STATS_LOGGING_
|
||||
cacheStats.evictionEvents++;
|
||||
#endif
|
||||
auto it = tlsCache.begin();
|
||||
std::advance(it, tlsCache.size() / 2);
|
||||
tlsCache.erase(tlsCache.begin(), it);
|
||||
}
|
||||
// Note: No eviction logic needed here - ConsolidateThreadLocalCache_Racy()
|
||||
// is called after each AI decision to clear the cache and prevent unbounded growth.
|
||||
// Previous eviction logic was unsafe as it could free cache entries while raw
|
||||
// pointers to those entries were still in use, causing use-after-free crashes.
|
||||
|
||||
return result.get();
|
||||
}
|
||||
|
||||
+1
-4
@@ -59,11 +59,8 @@ 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()) {}
|
||||
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr) : sharedPtr(std::move(ptr)) {}
|
||||
};
|
||||
|
||||
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening.
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user