First implementation of a stronger AI
This commit is contained in:
parent
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commit
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3 changed files with 393 additions and 2 deletions
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@ -38,6 +38,7 @@ public class GameConstants {
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public static final Class<?> PLAYER_TYPES[] = {
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public static final Class<?> PLAYER_TYPES[] = {
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Human.class,
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Human.class,
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BasicAI.class,
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BasicAI.class,
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StrongAI.class
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// TODO: Add more Player types, like different AIs
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// TODO: Add more Player types, like different AIs
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};
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};
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}
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}
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@ -25,7 +25,6 @@ public class Kingdom {
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this.type = type;
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this.type = type;
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this.center = center;
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this.center = center;
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center.setKingdom(this);
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center.setKingdom(this);
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this.castles.add(center);
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}
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}
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/**
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/**
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@ -33,7 +32,8 @@ public class Kingdom {
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* @param castle die Burg, die hinzugefügt werden soll
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* @param castle die Burg, die hinzugefügt werden soll
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*/
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*/
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public void addCastle(Castle castle) {
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public void addCastle(Castle castle) {
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this.castles.add(castle);
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if(!this.castles.contains(castle))
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this.castles.add(castle);
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}
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}
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/**
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/**
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390
Projektgruppe_175/src/game/players/StrongAI.java
Normal file
390
Projektgruppe_175/src/game/players/StrongAI.java
Normal file
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@ -0,0 +1,390 @@
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package game.players;
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import java.awt.Color;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Optional;
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import java.util.Set;
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import java.util.stream.Collectors;
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import base.Graph;
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import base.Node;
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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 gui.AttackThread;
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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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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 ATTACK_F1 = 1.0;
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private static double EVAL_CASTLES = 1.0;
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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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* @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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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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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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for(Castle c : castles) {
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value += s * utilityCastle(g, player, c) * EVAL_CASTLES;
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}
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}
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if(change.isPresent()) {
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change.get().setOwner(owner);
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}
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return value;
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}
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/**
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/**
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* Analyzes the utility of a given castle to the player p
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* @param g the game graph
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* @param p the player
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* @param c the castle to be analyzed
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* @return the utility value
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*/
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public static double utilityCastle(Graph<Castle> g, Player p, Castle c) {
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Node<Castle> node = g.getNode(c);
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// Number of adjacent friendly castles
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double f1 = g.getEdges(node).stream()
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.filter(x->x.getOtherNode(node).getValue().getOwner() != null)
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.filter(x->x.getOtherNode(node).getValue().getOwner() == p)
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.count();
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// Number of adjacent enemy castles
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double f2 = g.getEdges(node).stream()
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.filter(x->x.getOtherNode(node).getValue().getOwner() != null)
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.filter(x->x.getOtherNode(node).getValue().getOwner() != p)
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.count();
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// Number of connected edges
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double f3 = g.getEdges(node).size() - 1;
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// Is surrounded by opponents castles
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double f4 = (g.getEdges(node).stream()
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.filter(x->x.getOtherNode(node).getValue().getOwner() != null)
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.filter(x->x.getOtherNode(node).getValue().getOwner() != p)
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.count() == g.getEdges(node).size() - 1)? 1.0 : 0;
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// Size of the castles batch
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double f5 = getBatch(g, p, c, new ArrayList<>()).size();
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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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}
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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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*/
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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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// Number of adjacent enemy castles
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double f1 = g.getEdges(node).stream()
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.filter(x->x.getOtherNode(node).getValue().getOwner() != null)
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.filter(x->x.getOtherNode(node).getValue().getOwner() != p)
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.count();
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// Is surrounded by opponents castles
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double f2 = (g.getEdges(node).stream()
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.filter(x->x.getOtherNode(node).getValue().getOwner() != null)
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.filter(x->x.getOtherNode(node).getValue().getOwner() != p)
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.count() == g.getEdges(node).size() - 1)? 1.0 : 0;
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// Castle utility
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double f3 = utilityCastle(g, p, c);
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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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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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/**
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* Analyzes the utility to attack a certain castle
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* @param g the graph
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* @param p the attacking player
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* @param a the attacking castle
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* @param t the target castle
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* @return
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*/
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public static double utilityAttack(Game game, Graph<Castle> g, Player p, Castle a, Castle t) {
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double f1 = evaluateState(game, g, p, Optional.of(t));
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double ratio = ((double)a.getTroopCount())/t.getTroopCount();
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return ratio * (ATTACK_F1 * f1);
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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 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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* @param game the game
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* @throws InterruptedException
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*/
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private void chooseInitialCastles(Game game) throws InterruptedException {
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List<Castle> availableCastles = game.getMap().getCastles().stream()
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.filter(c -> c.getOwner() == null)
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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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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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}
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}
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availableCastles.remove(best);
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game.chooseCastle(best, this);
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}
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}
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/**
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* Distribute new troops to castles
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* @param game the game
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* @throws InterruptedException
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*/
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private void distributeTroops(Game game) throws InterruptedException {
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Graph<Castle> g = game.getMap().getGraph();
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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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for(Castle c : castles) {
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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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}
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}
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sleep(5);
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game.addTroops(this, best, 1);
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}
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}
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/**
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* Reinforces the castles with troops
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* @param game the game
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*/
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private void reinforceCastles(Game game) {
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Graph<Castle> g = game.getMap().getGraph();
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List<Castle> distributors = game.getMap().getCastles().stream()
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.filter(x->x.getOwner() == this)
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.filter(x->x.getTroopCount() > 1)
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.filter(x->isBorder(g, x) == false)
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.collect(Collectors.toList());
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List<Castle> receivers = game.getMap().getCastles().stream()
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.filter(x->x.getOwner() == this)
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.filter(x->isBorder(g, x) == true)
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.collect(Collectors.toList());
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if(receivers.size() == 0 || distributors.size() == 0) return;
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for(Castle d : distributors) {
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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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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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}
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}
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if(best == d) break;
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game.moveTroops(d, best, 1);
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}
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}
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}
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/**
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* Attacks opponents castles
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* @param game the game
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* @throws InterruptedException
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*/
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private boolean attackCastles(Game game) throws InterruptedException {
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Graph<Castle> g = game.getMap().getGraph();
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List<Castle> attackers = g.getAllValues().stream()
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.filter(x->x.getOwner() == this)
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.filter(x->isBorder(g, x))
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.filter(x->x.getTroopCount() > 1)
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.collect(Collectors.toList());
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for(Castle a : attackers) {
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Node<Castle> na = g.getNode(a);
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List<Castle> targets = g.getEdges(na).stream()
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.map(x->x.getOtherNode(na).getValue())
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.filter(x->x.getOwner() != this)
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.collect(Collectors.toList());
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if(targets.isEmpty())
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continue;
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Castle best = targets.get(0);
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double bestScore = 0;
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for(Castle t : targets) {
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double score = utilityAttack(game, g, this, a, t);
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if(score > bestScore) {
|
||||||
|
bestScore = score;
|
||||||
|
best = t;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(bestScore > evaluateState(game, g, this, Optional.empty())) {
|
||||||
|
AttackThread attackThread = game.startAttack(a, best, a.getTroopCount());
|
||||||
|
if(fastForward)
|
||||||
|
attackThread.fastForward();
|
||||||
|
|
||||||
|
attackThread.join();
|
||||||
|
return true;
|
||||||
|
}else {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
protected void actions(Game game) throws InterruptedException {
|
||||||
|
if(game.getRound() == 1) {
|
||||||
|
chooseInitialCastles(game);
|
||||||
|
}else {
|
||||||
|
distributeTroops(game);
|
||||||
|
boolean shouldAttack = false;
|
||||||
|
do {
|
||||||
|
//fastForward();
|
||||||
|
shouldAttack = attackCastles(game);
|
||||||
|
reinforceCastles(game);
|
||||||
|
}while(shouldAttack);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* Checks, whether a given castle has adjacent opponent castles
|
||||||
|
* @param g the graph
|
||||||
|
* @param castle the castle to be checked
|
||||||
|
* @return true, if castle is on border
|
||||||
|
*/
|
||||||
|
private static boolean isBorder(Graph<Castle> g, Castle castle) {
|
||||||
|
Node<Castle> n = g.getNode(castle);
|
||||||
|
int a = (int) g.getEdges(n).stream()
|
||||||
|
.filter(x->x.getOtherNode(n).getValue().getOwner() != null)
|
||||||
|
.filter(x->x.getOtherNode(n).getValue().getOwner() != castle.getOwner())
|
||||||
|
.count();
|
||||||
|
|
||||||
|
return (a > 0)? true : false;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue