From 32e3f839c4d8ec0cdee18bff8143eb649fd70ff9 Mon Sep 17 00:00:00 2001 From: Justin Worthe Date: Sun, 19 Aug 2018 14:57:06 +0200 Subject: Tweaked performance for enegy tower limiting --- src/strategy/monte_carlo.rs | 51 +++++++++++++++++++++++++++++++-------------- 1 file changed, 35 insertions(+), 16 deletions(-) (limited to 'src/strategy') diff --git a/src/strategy/monte_carlo.rs b/src/strategy/monte_carlo.rs index 6599212..75ca055 100644 --- a/src/strategy/monte_carlo.rs +++ b/src/strategy/monte_carlo.rs @@ -7,6 +7,8 @@ use std::fmt; use rand::{Rng, XorShiftRng, SeedableRng}; +use arrayvec::ArrayVec; + const MAX_MOVES: u16 = 400; const INIT_SEED: [u8;16] = [0x7b, 0x6a, 0xe1, 0xf4, 0x41, 0x3c, 0xe9, 0x0f, 0x67, 0x81, 0x67, 0x99, 0x77, 0x0a, 0x6b, 0xda]; @@ -159,18 +161,24 @@ fn simulate_to_endstate(command_score: &mut CommandScore, state: &Bitwis } fn random_move(player: &Player, rng: &mut R) -> Command { - let all_buildings = sensible_buildings(player); let free_positions_count = player.unoccupied_cell_count(); let unoccupied_energy_cell_count = player.unoccupied_energy_cell_count(); - - let nothing_count = if all_buildings.len() > 2 && free_positions_count > 0 { 0 } else { 1 }; + + let open_energy_spot = unoccupied_energy_cell_count > 0; + let open_building_spot = free_positions_count > 0; + + let all_buildings = sensible_buildings(player, open_building_spot, open_energy_spot); + let iron_curtain_count = if player.can_build_iron_curtain() { 1 } else { 0 }; - + //TODO: This appears to make things much slower. Or maybe games last longer? + let nothing_count = 1;//if all_buildings.len() + iron_curtain_count > 0 { 0 } else { 1 }; + let building_choice_index = rng.gen_range(0, all_buildings.len() + nothing_count + iron_curtain_count); - if building_choice_index < all_buildings.len() - && all_buildings[building_choice_index] == BuildingType::Energy - && unoccupied_energy_cell_count > 0 { + let choice_is_building = building_choice_index < all_buildings.len(); + let choice_is_energy = choice_is_building && all_buildings[building_choice_index] == BuildingType::Energy; + + if choice_is_energy { let position_choice = rng.gen_range(0, unoccupied_energy_cell_count); Command::Build( player.location_of_unoccupied_energy_cell(position_choice), @@ -178,7 +186,7 @@ fn random_move(player: &Player, rng: &mut R) -> Command { ) } - else if building_choice_index < all_buildings.len() && free_positions_count > 0 { + else if choice_is_building { let position_choice = rng.gen_range(0, free_positions_count); Command::Build( player.location_of_unoccupied_cell(position_choice), @@ -257,11 +265,15 @@ impl CommandScore { } fn init_command_scores(state: &BitwiseGameState) -> Vec { - let all_buildings = sensible_buildings(&state.player); - let unoccupied_cells = (0..state.player.unoccupied_cell_count()).map(|i| state.player.location_of_unoccupied_cell(i)).collect::>(); let unoccupied_energy_cells = (0..state.player.unoccupied_energy_cell_count()).map(|i| state.player.location_of_unoccupied_energy_cell(i)).collect::>(); + let open_building_spot = unoccupied_cells.len() > 0; + let open_energy_spot = unoccupied_energy_cells.len() > 0; + + + let all_buildings = sensible_buildings(&state.player, open_building_spot, open_energy_spot); + let building_command_count = unoccupied_cells.len()*all_buildings.len(); let mut commands = Vec::with_capacity(building_command_count + 2); @@ -290,8 +302,11 @@ impl fmt::Display for CommandScore { #[cfg(not(feature = "energy-cutoff"))] -fn sensible_buildings(player: &Player) -> Vec { - let mut result = Vec::with_capacity(4); +fn sensible_buildings(player: &Player, open_building_spot: bool, open_energy_spot: bool) -> ArrayVec<[BuildingType;4]> { + let mut result = ArrayVec::new(); + if !open_building_spot { + return result; + } if DEFENCE_PRICE <= player.energy { result.push(BuildingType::Defence); @@ -299,7 +314,7 @@ fn sensible_buildings(player: &Player) -> Vec { if MISSILE_PRICE <= player.energy { result.push(BuildingType::Attack); } - if ENERGY_PRICE <= player.energy { + if ENERGY_PRICE <= player.energy && open_energy_spot { result.push(BuildingType::Energy); } if TESLA_PRICE <= player.energy && !player.has_max_teslas() { @@ -310,8 +325,12 @@ fn sensible_buildings(player: &Player) -> Vec { } #[cfg(feature = "energy-cutoff")] -fn sensible_buildings(player: &Player) -> Vec { - let mut result = Vec::with_capacity(4); +fn sensible_buildings(player: &Player, open_building_spot: bool, open_energy_spot: bool) -> ArrayVec<[BuildingType;4]> { + let mut result = ArrayVec::new(); + if !open_building_spot { + return result; + } + let needs_energy = player.energy_generated() <= ENERGY_PRODUCTION_CUTOFF || player.energy <= ENERGY_STORAGE_CUTOFF; @@ -321,7 +340,7 @@ fn sensible_buildings(player: &Player) -> Vec { if MISSILE_PRICE <= player.energy { result.push(BuildingType::Attack); } - if ENERGY_PRICE <= player.energy && needs_energy { + if ENERGY_PRICE <= player.energy && open_energy_spot && needs_energy { result.push(BuildingType::Energy); } if TESLA_PRICE <= player.energy && !player.has_max_teslas() { -- cgit v1.2.3