389 lines
13 KiB
Java
389 lines
13 KiB
Java
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 game.map.PathFinding;
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import gui.AttackThread;
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import gui.components.JokerPanel.JokerTypes;
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import gui.components.MapPanel.Action;
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public class StrongAI extends AI {
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// These values were determined mostly by trial-and-error
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private static double UTILITY_F1 = 5.0; // 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 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 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 static int scare_threshold = 5; // Number of troops to use scare joker
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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)? EVAL_OWN : EVAL_OPP;
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for(Castle c : 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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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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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 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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// 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
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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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/**
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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 ATTACK_F1 * f1 * ratio;
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}
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/**
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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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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(1000);
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// Find best castle
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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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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(500);
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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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// The castles that can send troops
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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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// The castles that can receive troops
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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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// 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 && 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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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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// Castles that can attack
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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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// Find best target to attack
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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) {
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bestScore = score;
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best = t;
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}
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}
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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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if(best.getTroopCount() > scare_threshold || getBatch(g, best.getOwner(), best, new ArrayList<>()).size() == 1) {
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if(getJokers()[1] == JokerTypes.SCARE_TROOPS) {
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playScareJoker(best, game);
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}
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}
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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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attackThread.join();
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return true;
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}else {
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return false;
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}
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}
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return false;
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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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if(getJokers()[0] == JokerTypes.ADD_TROOPS) {
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playTroopsJoker();
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}
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distributeTroops(game);
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boolean shouldAttack = false;
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do {
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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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* @param castle the castle to be checked
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* @return true, if castle is on border
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*/
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private static boolean isBorder(Graph<Castle> g, Castle castle) {
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Node<Castle> n = g.getNode(castle);
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int a = (int) g.getEdges(n).stream()
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.filter(x->x.getOtherNode(n).getValue().getOwner() != null)
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.filter(x->x.getOtherNode(n).getValue().getOwner() != castle.getOwner())
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.count();
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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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