Improved AI with documentation
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1 changed files with 99 additions and 94 deletions
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@ -13,53 +13,68 @@ import game.AI;
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import game.Game;
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import game.Player;
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import game.map.Castle;
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import game.map.PathFinding;
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import gui.AttackThread;
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import gui.components.MapPanel.Action;
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public class StrongAI extends AI {
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private static boolean DEBUG = false;
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private static double UTILITY_F1 = 3.0;
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private static double UTILITY_F2 = 5.0;
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private static double UTILITY_F3 = 1.0;
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private static double UTILITY_F4 = -10.0;
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private static double UTILITY_F5 = 3.0;
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private static double UTILITY_F6 = 2.0;
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// These values were determined mostly by trial-and-error
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private static double REINFORCE_F1 = 1.0;
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private static double REINFORCE_F2 = -5.0;
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private static double REINFORCE_F3 = 0.5;
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private static double REINFORCE_F4 = -100.0;
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private static double REINFORCE_F5 = -2.0;
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private static double UTILITY_F1 = 4.0; // Number of adjacent friendly castles
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private static double UTILITY_F2 = 1.0; // Number of adjacent enemy castles
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private static double UTILITY_F3 = 3.0; // Number of connected edges
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private static double UTILITY_F4 = -10.0; // Is surrounded by opponents castles
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private static double UTILITY_F5 = 3.0; // Size of the castles batch
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private static double UTILITY_F6 = 4.0; // Castles missing to a full kingdom
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private static double ATTACK_F1 = 1.0;
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private static double REINFORCE_F1 = 1.0; // Number of adjacent enemy castles
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private static double REINFORCE_F2 = -5.0; // Is surrounded by opponents castles
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private static double REINFORCE_F3 = 0.5; // Castle utility
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private static double REINFORCE_F4 = -100.0; // Is border castle
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private static double REINFORCE_F5 = -2.0; // Number of troops
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private static double EVAL_CASTLES = 1.0;
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private static double ATTACK_F1 = 1.0; // Castle utility
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private static double EVAL_OWN = 3.0; // Weight of own utilities
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private static double EVAL_OPP = -10.0; // Weight of opponents utilities
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private boolean playedJoker1 = false;
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private boolean playedJoker2 = false;
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public StrongAI(String name, Color color) {
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super(name, color);
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}
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/**
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* Evaluates the current game state
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* @param game the current game
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* @param graph the graph to be evaluated
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* @param p the player
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* @param change the castle that should be considered to belong to p
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* @return the state value
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*/
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public static double evaluateState(Game game, Graph<Castle> g, Player p, Optional<Castle> change) {
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// Temporarily give castle "change" to p
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Player owner = null;
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if(change.isPresent()) {
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owner = change.get().getOwner();
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change.get().setOwner(p);
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}
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// Calculate total state utility
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double value = 0;
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for(Player player : game.getPlayers()) {
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List<Castle> castles = g.getAllValues().stream()
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.filter(x->x.getOwner() == player)
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.collect(Collectors.toList());
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double s = (p == player)? 3.0 : -10.0;
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double s = (p == player)? EVAL_OWN : EVAL_OPP;
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for(Castle c : castles) {
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value += s * utilityCastle(g, player, c) * EVAL_CASTLES;
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value += s * utilityCastle(g, player, c);
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}
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}
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// Hand "change" back to its previous owner
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if(change.isPresent()) {
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change.get().setOwner(owner);
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}
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@ -104,21 +119,7 @@ public class StrongAI extends AI {
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// Castles missing to a full kingdom
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double f6 = c.getKingdom().getCastles().stream()
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.filter(x->x.getOwner() == p).count() - c.getKingdom().getCastles().size() + 2;
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if(DEBUG) {
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System.out.println("-----");
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System.out.println("Castle: " + c.getName());
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System.out.println("F1: " + f1 * UTILITY_F1);
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System.out.println("F2: " + f2 * UTILITY_F2);
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System.out.println("F3: " + f3 * UTILITY_F3);
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System.out.println("F4: " + f4 * UTILITY_F4);
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System.out.println("F5: " + f5 * UTILITY_F5);
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System.out.println("F6: " + f6 * UTILITY_F6);
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System.out.println("Total: " + (UTILITY_F1 * f1 + UTILITY_F2 * f2
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+ UTILITY_F3 * f3 + UTILITY_F4 * f4 + f5 * UTILITY_F5
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+ f6 * UTILITY_F6));
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System.out.println("-----");
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}
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return UTILITY_F1 * f1 + UTILITY_F2 * f2
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+ UTILITY_F3 * f3 + UTILITY_F4 * f4 + f5 * UTILITY_F5
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+ f6 * UTILITY_F6;
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@ -126,10 +127,10 @@ public class StrongAI extends AI {
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/**
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* Analyzes the utility to attack a certain castle
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* @param g
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* @param p
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* @param c
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* @return
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* @param g the graph
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* @param p the current player
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* @param c the castle
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* @return the reinforcement utility
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*/
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public static double utilityReinforce(Graph<Castle> g, Player p, Castle c) {
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Node<Castle> node = g.getNode(c);
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@ -152,21 +153,9 @@ public class StrongAI extends AI {
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// Is border castle
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double f4 = isBorder(g, c)? 0.0 : 1.0;
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// Number of troops exceeding 4
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double f5 = c.getTroopCount()-4;
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if(DEBUG) {
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System.out.println("-----");
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System.out.println("Castle: " + c.getName());
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System.out.println("F1: " + f1 * REINFORCE_F1);
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System.out.println("F2: " + f2 * REINFORCE_F2);
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System.out.println("F3: " + f3 * REINFORCE_F3);
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System.out.println("F4: " + f4 * REINFORCE_F4);
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System.out.println("F5: " + f5 * REINFORCE_F5);
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System.out.println("Total: " + (REINFORCE_F1 * f1 + REINFORCE_F2 * f2 + f3 * REINFORCE_F3
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+ f4 * REINFORCE_F4 + f5 * REINFORCE_F5));
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System.out.println("-----");
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}
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// Number of troops exceeding
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double f5 = c.getTroopCount();
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return REINFORCE_F1 * f1 + REINFORCE_F2 * f2 + f3 * REINFORCE_F3
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+ f4 * REINFORCE_F4 + f5 * REINFORCE_F5;
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}
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@ -184,40 +173,11 @@ public class StrongAI extends AI {
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double ratio = ((double)a.getTroopCount())/t.getTroopCount();
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return ratio * (ATTACK_F1 * f1);
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return ATTACK_F1 * f1 * ratio;
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}
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/**
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* Returns a batch of connected castles around some start castle that belong to the player p
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* @param g the graph
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* @param p the owner of the castles
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* @param castle the start castle
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* @param checked a list of checked castles, initialize as new ArrayList
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* @return a list of castles
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*/
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public static List<Castle> getBatch(Graph<Castle> g, Player p, Castle castle, List<Castle> checked) {
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Node<Castle> n = g.getNode(castle);
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Set<Castle> adjacent = g.getEdges(n).stream()
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.map(x->x.getOtherNode(n).getValue())
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.filter(x->x.getOwner() == p)
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.filter(x->checked.contains(x) == false)
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.collect(Collectors.toSet());
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if(!checked.contains(castle))
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checked.add(castle);
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for(Castle c : adjacent) {
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checked.addAll(getBatch(g, p, c, checked).stream()
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.filter(x->checked.contains(x) == false)
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.collect(Collectors.toSet()));
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}
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return checked;
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}
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public StrongAI(String name, Color color) {
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super(name, color);
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}
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/**
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* Chooses the initial castles in round 1
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* Chooses the initial castles in round one
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* @param game the game
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* @throws InterruptedException
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*/
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@ -227,15 +187,12 @@ public class StrongAI extends AI {
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.collect(Collectors.toList());
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while(availableCastles.size() > 0 && getRemainingTroops() > 0) {
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sleep(3);
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sleep(1000);
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Castle best = availableCastles.get(0);
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double bestScore = 0;
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double score = 0;
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for(Castle c : availableCastles) {
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score = evaluateState(game, game.getMap().getGraph(), this, Optional.of(c));
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//score = evaluateLookahead(game, game.getMap().getGraph(), this, 10);
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if(score > bestScore) {
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bestScore = score;
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best = c;
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@ -256,6 +213,7 @@ public class StrongAI extends AI {
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List<Castle> castles = game.getMap().getCastles().stream()
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.filter(x->x.getOwner() == this)
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.collect(Collectors.toList());
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while(this.getRemainingTroops() > 0) {
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Castle best = castles.get(0);
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double bestScore = 0;
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@ -266,7 +224,7 @@ public class StrongAI extends AI {
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best = c;
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}
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}
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sleep(5);
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sleep(500);
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game.addTroops(this, best, 1);
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}
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@ -295,12 +253,16 @@ public class StrongAI extends AI {
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while(d.getTroopCount() > 1) {
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double bestScore = 0;
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Castle best = receivers.get(0);
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// Do not cheat like evil BasicAI,
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// only move troops if there is a path
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PathFinding path = new PathFinding(g, d, Action.MOVING, this);
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for(Castle c : receivers) {
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double score = utilityReinforce(g, this, c);
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if(score > bestScore) {
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bestScore = score;
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best = c;
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if(score > bestScore && path.getPath(c) != null) {
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if(path.getPath(c).size() > 0) {
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bestScore = score;
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best = c;
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}
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}
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}
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if(best == d) break;
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@ -342,7 +304,8 @@ public class StrongAI extends AI {
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best = t;
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}
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}
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if(bestScore > evaluateState(game, g, this, Optional.empty())) {
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// Attack, if the chance of taking the castle is more useful than not attacking
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if(bestScore > evaluateState(game, g, this, Optional.empty()) && a.getTroopCount() > best.getTroopCount()) {
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AttackThread attackThread = game.startAttack(a, best, a.getTroopCount());
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if(fastForward)
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attackThread.fastForward();
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@ -357,20 +320,38 @@ public class StrongAI extends AI {
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return false;
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}
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/**
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* Play some jokers
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* @param game the current game
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*/
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private void playJokers(Game game) {
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if(!playedJoker1) {
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if(this.getCastles(game).size() <= game.getMap().getCastles().size()/2) {
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playedJoker1 = true;
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System.out.println("StrongAI played joker 1.");
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this.addTroops(5);
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}
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}
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if(!playedJoker2) {
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// TODO: Play joker 2
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}
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}
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@Override
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protected void actions(Game game) throws InterruptedException {
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if(game.getRound() == 1) {
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chooseInitialCastles(game);
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}else {
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playJokers(game);
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distributeTroops(game);
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boolean shouldAttack = false;
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do {
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//fastForward();
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shouldAttack = attackCastles(game);
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reinforceCastles(game);
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}while(shouldAttack);
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}
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}
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/**
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* Checks, whether a given castle has adjacent opponent castles
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* @param g the graph
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@ -386,5 +367,29 @@ public class StrongAI extends AI {
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return (a > 0)? true : false;
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}
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/**
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* Returns a batch of connected castles around some start castle that belong to the player p
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* @param g the graph
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* @param p the owner of the castles
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* @param castle the start castle
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* @param checked a list of checked castles, initialize as new ArrayList
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* @return a list of castles
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*/
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public static List<Castle> getBatch(Graph<Castle> g, Player p, Castle castle, List<Castle> checked) {
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Node<Castle> n = g.getNode(castle);
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Set<Castle> adjacent = g.getEdges(n).stream()
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.map(x->x.getOtherNode(n).getValue())
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.filter(x->x.getOwner() == p)
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.filter(x->checked.contains(x) == false)
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.collect(Collectors.toSet());
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if(!checked.contains(castle))
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checked.add(castle);
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for(Castle c : adjacent) {
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checked.addAll(getBatch(g, p, c, checked).stream()
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.filter(x->checked.contains(x) == false)
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.collect(Collectors.toSet()));
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}
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return checked;
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}
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}
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