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authorJustin Worthe <justin@worthe-it.co.za>2018-05-14 22:12:05 +0200
committerJustin Worthe <justin@worthe-it.co.za>2018-05-14 22:12:05 +0200
commitb0455769297964f0b82ef0df78dad8da74e9bca9 (patch)
tree65deb6f5ea7eeef59b733e435d53581a807f0b5f /src
parent6c7eac5e5fc166759dbbf22f0ca28fd1b636de52 (diff)
Reduced number of needless allocations to improve perf
Current iterations: 26486 in 10 seconds
Diffstat (limited to 'src')
-rw-r--r--src/engine/mod.rs28
-rw-r--r--src/strategy/monte_carlo.rs58
2 files changed, 52 insertions, 34 deletions
diff --git a/src/engine/mod.rs b/src/engine/mod.rs
index b80a53c..446d3bf 100644
--- a/src/engine/mod.rs
+++ b/src/engine/mod.rs
@@ -188,17 +188,29 @@ impl GameState {
}
pub fn unoccupied_player_cells(&self, settings: &GameSettings) -> Vec<Point> {
- (0..settings.size.y)
- .flat_map(|y| (0..settings.size.x/2).map(|x| Point::new(x, y)).collect::<Vec<_>>())
- .filter(|&p| !self.player_buildings.iter().any(|b| b.pos == p))
- .collect()
+ let mut result = Vec::with_capacity(settings.size.y as usize *settings.size.x as usize / 2);
+ for y in 0..settings.size.y {
+ for x in 0..settings.size.x/2 {
+ let pos = Point::new(x, y);
+ if !self.player_buildings.iter().any(|b| b.pos == pos) {
+ result.push(pos);
+ }
+ }
+ }
+ result
}
pub fn unoccupied_opponent_cells(&self, settings: &GameSettings) -> Vec<Point> {
- (0..settings.size.y)
- .flat_map(|y| (settings.size.x/2..settings.size.x).map(|x| Point::new(x, y)).collect::<Vec<_>>())
- .filter(|&p| !self.opponent_buildings.iter().any(|b| b.pos == p))
- .collect()
+ let mut result = Vec::with_capacity(settings.size.y as usize *settings.size.x as usize / 2);
+ for y in 0..settings.size.y {
+ for x in settings.size.x/2..settings.size.x {
+ let pos = Point::new(x, y);
+ if !self.opponent_buildings.iter().any(|b| b.pos == pos) {
+ result.push(pos);
+ }
+ }
+ }
+ result
}
pub fn player_affordable_buildings(&self, settings: &GameSettings) -> Vec<BuildingType> {
diff --git a/src/strategy/monte_carlo.rs b/src/strategy/monte_carlo.rs
index 7e62cae..83627b0 100644
--- a/src/strategy/monte_carlo.rs
+++ b/src/strategy/monte_carlo.rs
@@ -1,5 +1,6 @@
use engine::settings::GameSettings;
use engine::command::*;
+use engine::geometry::*;
use engine::{GameState, GameStatus};
use rand::{thread_rng, Rng};
@@ -64,12 +65,29 @@ fn simulate_to_endstate<R: Rng>(command_score: &mut CommandScore, settings: &Gam
}
fn random_player_move<R: Rng>(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command {
- let all_commands = enumerate_player_commands(settings, state);
- rng.choose(&all_commands).cloned().unwrap_or(Command::Nothing)
+ let all_positions = state.unoccupied_player_cells(settings);
+ let all_buildings = state.player_affordable_buildings(settings);
+ random_move(&all_positions, &all_buildings, rng)
}
+
fn random_opponent_move<R: Rng>(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command {
- let all_commands = enumerate_opponent_commands(settings, state);
- rng.choose(&all_commands).cloned().unwrap_or(Command::Nothing)
+ let all_positions = state.unoccupied_opponent_cells(settings);
+ let all_buildings = state.opponent_affordable_buildings(settings);
+ random_move(&all_positions, &all_buildings, rng)
+}
+
+fn random_move<R: Rng>(all_positions: &[Point], all_buildings: &[BuildingType], rng: &mut R) -> Command {
+ let number_of_commands = all_positions.len()*all_buildings.len()+1;
+ let choice_index = rng.gen_range(0, number_of_commands);
+
+ if choice_index == number_of_commands - 1 {
+ Command::Nothing
+ } else {
+ Command::Build(
+ all_positions[choice_index/all_buildings.len()],
+ all_buildings[choice_index%all_buildings.len()]
+ )
+ }
}
#[derive(Debug)]
@@ -128,27 +146,15 @@ impl CommandScore {
fn enumerate_player_commands(settings: &GameSettings, state: &GameState) -> Vec<Command> {
let all_positions = state.unoccupied_player_cells(settings);
let all_buildings = state.player_affordable_buildings(settings);
-
- let build_commands = all_positions.iter()
- .flat_map(|&pos| all_buildings.iter()
- .map(|&building| Command::Build(pos, building)).collect::<Vec<_>>()
- );
- let other_commands = vec!(Command::Nothing);
-
- build_commands.chain(other_commands)
- .collect()
-}
-fn enumerate_opponent_commands(settings: &GameSettings, state: &GameState) -> Vec<Command> {
- let all_positions = state.unoccupied_opponent_cells(settings);
- let all_buildings = state.opponent_affordable_buildings(settings);
-
- let build_commands = all_positions.iter()
- .flat_map(|&pos| all_buildings.iter()
- .map(|&building| Command::Build(pos, building)).collect::<Vec<_>>()
- );
- let other_commands = vec!(Command::Nothing);
-
- build_commands.chain(other_commands)
- .collect()
+ let mut commands = Vec::with_capacity(all_positions.len()*all_buildings.len()+1);
+ commands.push(Command::Nothing);
+
+ for position in all_positions {
+ for &building in &all_buildings {
+ commands.push(Command::Build(position, building));
+ }
+ }
+
+ commands
}