From 7ec48d0d454499177b63bc5bd512a3a2d6baa839 Mon Sep 17 00:00:00 2001 From: Justin Wernick Date: Tue, 19 Apr 2022 21:26:49 +0200 Subject: Refile for merging repos --- src/strategy/mod.rs | 3 - src/strategy/monte_carlo.rs | 505 --------------------------------------- src/strategy/monte_carlo_tree.rs | 243 ------------------- src/strategy/static_opening.rs | 21 -- 4 files changed, 772 deletions(-) delete mode 100644 src/strategy/mod.rs delete mode 100644 src/strategy/monte_carlo.rs delete mode 100644 src/strategy/monte_carlo_tree.rs delete mode 100644 src/strategy/static_opening.rs (limited to 'src/strategy') diff --git a/src/strategy/mod.rs b/src/strategy/mod.rs deleted file mode 100644 index 9ec41bb..0000000 --- a/src/strategy/mod.rs +++ /dev/null @@ -1,3 +0,0 @@ -pub mod monte_carlo; -pub mod monte_carlo_tree; -pub mod static_opening; diff --git a/src/strategy/monte_carlo.rs b/src/strategy/monte_carlo.rs deleted file mode 100644 index adbb911..0000000 --- a/src/strategy/monte_carlo.rs +++ /dev/null @@ -1,505 +0,0 @@ -use engine::command::*; -use engine::status::GameStatus; -use engine::bitwise_engine::{Player, BitwiseGameState}; -use engine::constants::*; - -use std::fmt; - -use rand::{Rng, XorShiftRng, SeedableRng}; - -use arrayvec::ArrayVec; - -use time::{Duration, PreciseTime}; - -#[cfg(not(feature = "single-threaded"))] -use rayon::prelude::*; - -#[cfg(feature = "energy-cutoff")] pub const ENERGY_PRODUCTION_CUTOFF: u16 = 50; -#[cfg(feature = "energy-cutoff")] pub const ENERGY_STORAGE_CUTOFF: u16 = 120; - -pub fn choose_move(state: &BitwiseGameState, start_time: PreciseTime, max_time: Duration) -> Command { - let mut command_scores = CommandScore::init_command_scores(state); - - let command = { - let best_command_score = simulate_options_to_timeout(&mut command_scores, state, start_time, max_time); - match best_command_score { - Some(best) if !best.starts_with_nothing => best.command, - _ => Command::Nothing - } - }; - - #[cfg(feature = "benchmarking")] - { - let total_iterations: u32 = command_scores.iter().map(|c| c.attempts).sum(); - println!("Iterations: {}", total_iterations); - } - #[cfg(feature = "debug-decisions")] - { - debug_print_choices("ENERGY", &command_scores, |score| match score.command { - Command::Build(p, BuildingType::Energy) => Some((p, score.win_ratio())), - _ => None - }); - debug_print_choices("ATTACK", &command_scores, |score| match score.command { - Command::Build(p, BuildingType::Attack) => Some((p, score.win_ratio())), - _ => None - }); - debug_print_choices("DEFENCE", &command_scores, |score| match score.command { - Command::Build(p, BuildingType::Defence) => Some((p, score.win_ratio())), - _ => None - }); - debug_print_choices("TESLA", &command_scores, |score| match score.command { - Command::Build(p, BuildingType::Tesla) => Some((p, score.win_ratio())), - _ => None - }); - - println!("NOTHING"); - println!("{}", command_scores.iter().find(|c| c.command == Command::Nothing).map(|s| s.win_ratio()).unwrap_or(0)); - println!(); - - println!("IRON CURTAIN"); - println!("{}", command_scores.iter().find(|c| c.command == Command::IronCurtain).map(|s| s.win_ratio()).unwrap_or(0)); - println!(); - } - - command -} - -#[cfg(feature = "debug-decisions")] -fn debug_print_choices Option<(Point, i32)>>(label: &str, command_scores: &[CommandScore], extractor: F) { - println!("#+NAME: {}", label); - println!("#+PLOT: type:3d with:pm3d"); - let relevant_moves: Vec<(Point, i32)> = command_scores.iter() - .filter_map(extractor) - .collect(); - for y in 0..MAP_HEIGHT { - for x in 0..SINGLE_MAP_WIDTH { - let point = Point::new(x, y); - let score = relevant_moves.iter().find(|(p, _)| *p == point); - print!(" | {}", score.map(|(_,s)| s).cloned().unwrap_or(0)); - } - println!(" |"); - } - println!(); -} - -#[cfg(not(feature = "discard-poor-performers"))] -fn simulate_options_to_timeout<'a>(command_scores: &'a mut Vec, state: &BitwiseGameState, start_time: PreciseTime, max_time: Duration) -> Option<&'a CommandScore> { - loop { - simulate_all_options_once(command_scores, state); - if start_time.to(PreciseTime::now()) > max_time { - break; - } - } - command_scores.iter().max_by_key(|&c| c.win_ratio()) -} - -#[cfg(feature = "discard-poor-performers")] -fn simulate_options_to_timeout<'a>(command_scores: &'a mut Vec, state: &BitwiseGameState, start_time: PreciseTime, max_time: Duration) -> Option<&'a CommandScore> { - use std::cmp; - let min_options = cmp::min(command_scores.len(), 5); - - let maxes = [max_time / 3, max_time * 2 / 3, max_time]; - for (i, &max) in maxes.iter().enumerate() { - let new_length = cmp::max(min_options, command_scores.len() / (2usize.pow(i as u32))); - let active_scores = &mut command_scores[0..new_length]; - loop { - simulate_all_options_once(active_scores, state); - if start_time.to(PreciseTime::now()) > max { - break; - } - } - active_scores.sort_unstable_by_key(|c| -c.win_ratio()); - } - command_scores.first() -} - -#[cfg(feature = "single-threaded")] -fn simulate_all_options_once(command_scores: &mut[CommandScore], state: &BitwiseGameState) { - command_scores.iter_mut() - .for_each(|score| { - let mut rng = XorShiftRng::from_seed(score.next_seed); - simulate_to_endstate(score, state, &mut rng); - }); -} - -#[cfg(not(feature = "single-threaded"))] -fn simulate_all_options_once(command_scores: &mut[CommandScore], state: &BitwiseGameState) { - command_scores.par_iter_mut() - .for_each(|score| { - let mut rng = XorShiftRng::from_seed(score.next_seed); - simulate_to_endstate(score, state, &mut rng); - }); -} - -fn simulate_to_endstate(command_score: &mut CommandScore, state: &BitwiseGameState, rng: &mut R) { - let mut state_mut = state.clone(); - - let mut status = GameStatus::Continue; //state_mut.simulate(command_score.command, opponent_first); - let mut first_move_made = false; - - for _ in 0..MAX_MOVES { - if status != GameStatus::Continue { - break; - } - - let player_command = if first_move_made { - random_move(&state_mut.player, &state_mut.opponent, rng) - } else { - let do_nothing = command_score.command.cant_build_yet(state_mut.player.energy); - first_move_made = !do_nothing; - if do_nothing { Command::Nothing } else { command_score.command } - }; - let opponent_command = random_move(&state_mut.opponent, &state_mut.player, rng); - status = state_mut.simulate(player_command, opponent_command); - } - - let mut next_seed: [u8;16] = [0; 16]; - rng.fill_bytes(&mut next_seed); - match status { - GameStatus::PlayerWon => command_score.add_victory(state_mut.player.count_towers() as i32 - state_mut.opponent.count_towers() as i32, next_seed), - GameStatus::OpponentWon => command_score.add_defeat(state_mut.opponent.count_towers() as i32 - state_mut.player.count_towers() as i32, next_seed), - GameStatus::Continue => command_score.add_stalemate(next_seed), - GameStatus::Draw => command_score.add_draw(next_seed) - } -} - -#[cfg(feature = "heuristic-random")] -pub fn random_move(player: &Player, opponent: &Player, rng: &mut R) -> Command { - lazy_static! { - static ref MOVES: [Command; NUMBER_OF_POSSIBLE_MOVES] = { - let mut m = [Command::Nothing; NUMBER_OF_POSSIBLE_MOVES]; - m[1] = Command::IronCurtain; - let mut i = 2; - for b in &[BuildingType::Energy, BuildingType::Defence, BuildingType::Attack, BuildingType::Tesla] { - for p in 0..NUMBER_OF_MAP_POSITIONS as u8 { - let point = Point::new_index(p); - m[i] = Command::Build(point, *b); - i += 1; - } - } - m - }; - } - - let mut cdf_other = [0; 2]; - let mut cdf_energy = [0; NUMBER_OF_MAP_POSITIONS]; - let mut cdf_defence = [0; NUMBER_OF_MAP_POSITIONS]; - let mut cdf_attack = [0; NUMBER_OF_MAP_POSITIONS]; - let mut cdf_tesla = [0; NUMBER_OF_MAP_POSITIONS]; - - let mut attack_metric_per_row = [0; MAP_HEIGHT as usize]; - let mut defence_metric_per_row = [0; MAP_HEIGHT as usize]; - for y in 0..MAP_HEIGHT { - let opponent_energy = opponent.count_energy_towers_in_row(y); - let opponent_attack = opponent.count_attack_towers_in_row(y); - let opponent_towers = opponent.count_towers_in_row(y); - - let player_energy = player.count_energy_towers_in_row(y); - let player_attack = player.count_attack_towers_in_row(y); - let player_towers = player.count_towers_in_row(y); - - defence_metric_per_row[y as usize] = if opponent_attack == 0 { 0 } else { opponent_attack + player_towers }; - attack_metric_per_row[y as usize] = 8 + opponent_energy + opponent_towers + player_energy - player_attack; - } - - - let mut other_end: u16 = 0; - // Nothing - { - let weight = if player.can_build_iron_curtain() && player.energy < IRON_CURTAIN_PRICE { - 5 - } else { - 0 - }; - other_end += weight; - cdf_other[0] = other_end; - } - - // Iron Curtain - { - let weight = if player.can_build_iron_curtain() && player.energy >= IRON_CURTAIN_PRICE { - 50 - } else { - 0 - }; - other_end += weight; - cdf_other[1] = other_end; - } - - // Energy - let mut energy_end: u16 = other_end; - let needs_energy = player.energy_generated() <= ENERGY_PRODUCTION_CUTOFF || - player.energy <= ENERGY_STORAGE_CUTOFF; - if needs_energy && player.energy >= ENERGY_PRICE { - for p in 0..NUMBER_OF_MAP_POSITIONS as u8 { - let point = Point::new_index(p); - let weight = if player.occupied & point.to_bitfield() != 0 { - 0 - } else { - 2 - }; - - energy_end += weight; - cdf_energy[p as usize] = energy_end; - } - } - - // Defence - let mut defence_end: u16 = energy_end; - if player.energy >= DEFENCE_PRICE { - for p in 0..NUMBER_OF_MAP_POSITIONS as u8 { - let point = Point::new_index(p); - let y = usize::from(point.y()); - - let weight = if player.occupied & point.to_bitfield() != 0 || point.x() < 4 { - 0 - } else { - defence_metric_per_row[y] - }; - - defence_end += weight; - cdf_defence[p as usize] = defence_end; - } - } - - // Attack - let mut attack_end: u16 = defence_end; - if player.energy >= MISSILE_PRICE { - for p in 0..NUMBER_OF_MAP_POSITIONS as u8 { - let point = Point::new_index(p); - let weight = if player.occupied & point.to_bitfield() != 0 { - 0 - } else { - let y = usize::from(point.y()); - attack_metric_per_row[y] - }; - - attack_end += weight; - cdf_attack[p as usize] = attack_end; - } - } - - // Tesla - let mut tesla_end: u16 = attack_end; - let cant_tesla = player.has_max_teslas() || player.energy < TESLA_PRICE; - if !cant_tesla { - for p in 0..NUMBER_OF_MAP_POSITIONS as u8 { - let point = Point::new_index(p); - let weight = if (player.occupied & point.to_bitfield() != 0) || point.y() < 7 { - 0 - } else { - 10 - }; - - tesla_end += weight; - cdf_tesla[p as usize] = tesla_end; - } - } - - let cumulative_distribution = tesla_end; - - if cumulative_distribution == 0 { - return Command::Nothing; - } - - let choice = rng.gen_range(0, cumulative_distribution); - - let index = match choice { - c if c < other_end => cdf_other.iter().position(|&c| c > choice).expect("Random number has exceeded cumulative distribution"), - c if c < energy_end => 2 + cdf_energy.iter().position(|&c| c > choice).expect("Random number has exceeded cumulative distribution"), - c if c < defence_end => 2 + NUMBER_OF_MAP_POSITIONS + cdf_defence.iter().position(|&c| c > choice).expect("Random number has exceeded cumulative distribution"), - c if c < attack_end => 2 + 2 * NUMBER_OF_MAP_POSITIONS + cdf_attack.iter().position(|&c| c > choice).expect("Random number has exceeded cumulative distribution"), - _ => 2 + 3 * NUMBER_OF_MAP_POSITIONS + cdf_tesla.iter().position(|&c| c > choice).expect("Random number has exceeded cumulative distribution"), - }; - - MOVES[index] -} - -#[cfg(not(feature = "heuristic-random"))] -pub fn random_move(player: &Player, _opponent: &Player, rng: &mut R) -> Command { - let free_positions_count = player.unoccupied_cell_count(); - - let open_building_spot = free_positions_count > 0; - - let all_buildings = sensible_buildings(player, open_building_spot); - - let iron_curtain_count = if player.can_build_iron_curtain() && player.energy >= IRON_CURTAIN_PRICE { 1 } else { 0 }; - let nothing_count = 1; - - let building_choice_index = rng.gen_range(0, all_buildings.len() + nothing_count + iron_curtain_count); - - if building_choice_index < all_buildings.len() { - let position_choice = rng.gen_range(0, free_positions_count); - Command::Build( - player.location_of_unoccupied_cell(position_choice), - all_buildings[building_choice_index] - ) - } - else if building_choice_index == all_buildings.len() { - Command::Nothing - } else { - Command::IronCurtain - } -} - -#[derive(Debug)] -struct CommandScore { - command: Command, - starts_with_nothing: bool, - victory_score: i32, - victories: u32, - defeat_score: i32, - defeats: u32, - draws: u32, - stalemates: u32, - attempts: u32, - next_seed: [u8; 16] -} - -impl CommandScore { - fn new(command: Command, starts_with_nothing: bool) -> CommandScore { - CommandScore { - command, starts_with_nothing, - victory_score: 0, - victories: 0, - defeat_score: 0, - defeats: 0, - draws: 0, - stalemates: 0, - attempts: 0, - next_seed: INIT_SEED - } - } - - fn add_victory(&mut self, weight: i32, next_seed: [u8; 16]) { - use std::cmp; - self.victory_score += cmp::max(weight, 1); - self.victories += 1; - self.attempts += 1; - self.next_seed = next_seed; - } - - fn add_defeat(&mut self, weight: i32, next_seed: [u8; 16]) { - use std::cmp; - self.defeat_score += cmp::max(weight, 1); - self.defeats += 1; - self.attempts += 1; - self.next_seed = next_seed; - } - - fn add_draw(&mut self, next_seed: [u8; 16]) { - self.draws += 1; - self.attempts += 1; - self.next_seed = next_seed; - } - - fn add_stalemate(&mut self, next_seed: [u8; 16]) { - self.stalemates += 1; - self.attempts += 1; - self.next_seed = next_seed; - } - - #[cfg(feature = "weighted-win-ratio")] - fn win_ratio(&self) -> i32 { - (self.victory_score - self.defeat_score) * 10000 / (self.attempts as i32) - } - - #[cfg(not(feature = "weighted-win-ratio"))] - fn win_ratio(&self) -> i32 { - (self.victories as i32 - self.defeats as i32) * 10000 / (self.attempts as i32) - } - - fn init_command_scores(state: &BitwiseGameState) -> Vec { - let unoccupied_cells_count = state.player.unoccupied_cell_count(); - let unoccupied_cells = (0..unoccupied_cells_count) - .map(|i| state.player.location_of_unoccupied_cell(i)); - let energy_generated = state.player.energy_generated(); - - let mut all_buildings: ArrayVec<[BuildingType; NUMBER_OF_BUILDING_TYPES]> = ArrayVec::new(); - if DEFENCE_PRICE <= state.player.energy { - all_buildings.push(BuildingType::Defence); - } - if MISSILE_PRICE <= state.player.energy { - all_buildings.push(BuildingType::Attack); - } - if ENERGY_PRICE <= state.player.energy { - all_buildings.push(BuildingType::Energy); - } - if !state.player.has_max_teslas() && (TESLA_PRICE.saturating_sub(state.player.energy) / energy_generated < 4) { - all_buildings.push(BuildingType::Tesla); - } - - let building_command_count = unoccupied_cells.len()*all_buildings.len(); - - let mut commands = Vec::with_capacity(building_command_count + 1); - let time_to_curtain_energy = (IRON_CURTAIN_PRICE.saturating_sub(state.player.energy) / energy_generated) as u8; - - if time_to_curtain_energy < 4 && state.player.can_build_iron_curtain_in(state.round, time_to_curtain_energy) { - commands.push(CommandScore::new(Command::IronCurtain, state.player.energy < IRON_CURTAIN_PRICE)); - } - - for position in unoccupied_cells { - for &building in &all_buildings { - commands.push(CommandScore::new(Command::Build(position, building), building.cant_build_yet(state.player.energy))); - } - } - - commands - } -} - -impl fmt::Display for CommandScore { - fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { - write!(f, "{},{}", self.command, self.win_ratio()) - } -} - -#[cfg(all(not(feature = "heuristic-random"), not(feature = "energy-cutoff")))] -fn sensible_buildings(player: &Player, open_building_spot: bool) -> ArrayVec<[BuildingType; NUMBER_OF_BUILDING_TYPES]> { - let mut result = ArrayVec::new(); - if !open_building_spot { - return result; - } - - if DEFENCE_PRICE <= player.energy { - result.push(BuildingType::Defence); - } - if MISSILE_PRICE <= player.energy { - result.push(BuildingType::Attack); - } - if ENERGY_PRICE <= player.energy { - result.push(BuildingType::Energy); - } - if TESLA_PRICE <= player.energy && !player.has_max_teslas() { - result.push(BuildingType::Tesla); - } - - result -} - -#[cfg(all(not(feature = "heuristic-random"), feature = "energy-cutoff"))] -fn sensible_buildings(player: &Player, open_building_spot: bool) -> ArrayVec<[BuildingType; NUMBER_OF_BUILDING_TYPES]> { - 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; - - if DEFENCE_PRICE <= player.energy { - result.push(BuildingType::Defence); - } - if MISSILE_PRICE <= player.energy { - result.push(BuildingType::Attack); - } - if ENERGY_PRICE <= player.energy && needs_energy { - result.push(BuildingType::Energy); - } - if TESLA_PRICE <= player.energy && !player.has_max_teslas() { - result.push(BuildingType::Tesla); - } - - result -} - diff --git a/src/strategy/monte_carlo_tree.rs b/src/strategy/monte_carlo_tree.rs deleted file mode 100644 index 24b2088..0000000 --- a/src/strategy/monte_carlo_tree.rs +++ /dev/null @@ -1,243 +0,0 @@ -use engine::command::*; -use engine::status::GameStatus; -use engine::bitwise_engine::{Player, BitwiseGameState}; -use engine::constants::*; - -use rand::{Rng, XorShiftRng, SeedableRng}; -use time::{Duration, PreciseTime}; - -use strategy::monte_carlo; - -use arrayvec::ArrayVec; - -#[derive(Debug)] -struct NodeStats { - wins: f32, - losses: f32, - attempts: f32, - average: f32, - confidence: f32, - explored: Vec<(Command, NodeStats)>, - unexplored: Vec, -} - -impl NodeStats { - fn create_node(player: &Player) -> NodeStats { - let unoccupied_cells_count = player.unoccupied_cell_count(); - let unoccupied_cells = (0..unoccupied_cells_count) - .map(|i| player.location_of_unoccupied_cell(i)); - - let mut all_buildings: ArrayVec<[BuildingType; NUMBER_OF_BUILDING_TYPES]> = ArrayVec::new(); - if DEFENCE_PRICE <= player.energy { - all_buildings.push(BuildingType::Defence); - } - if MISSILE_PRICE <= player.energy { - all_buildings.push(BuildingType::Attack); - } - if ENERGY_PRICE <= player.energy { - all_buildings.push(BuildingType::Energy); - } - if TESLA_PRICE <= player.energy && !player.has_max_teslas() { - all_buildings.push(BuildingType::Tesla); - } - - let building_command_count = unoccupied_cells.len()*all_buildings.len(); - - let mut commands = Vec::with_capacity(building_command_count + 2); - - commands.push(Command::Nothing); - if IRON_CURTAIN_PRICE <= player.energy && player.can_build_iron_curtain() { - commands.push(Command::IronCurtain); - } - - for position in unoccupied_cells { - for &building in &all_buildings { - commands.push(Command::Build(position, building)); - } - } - - NodeStats { - wins: 0., - losses: 0., - attempts: 0., - average: 0., - confidence: 0., - explored: Vec::with_capacity(commands.len()), - unexplored: commands - } - } - - fn node_with_highest_ucb<'a>(&'a mut self) -> &'a mut (Command, NodeStats) { - debug_assert!(self.unexplored.is_empty()); - debug_assert!(self.explored.len() > 0); - let sqrt_n = self.attempts.sqrt(); - - let mut max_position = 0; - let mut max_value = self.explored[0].1.ucb(sqrt_n); - for i in 1..self.explored.len() { - let value = self.explored[i].1.ucb(sqrt_n); - if value > max_value { - max_position = i; - max_value = value; - } - } - &mut self.explored[max_position] - } - - fn ucb(&self, sqrt_n: f32) -> f32 { - self.average + sqrt_n * self.confidence - } - - fn add_node<'a>(&'a mut self, player: &Player, command: Command) -> &'a mut (Command, NodeStats) { - let node = NodeStats::create_node(player); - self.explored.push((command, node)); - self.unexplored.retain(|c| *c != command); - self.explored.last_mut().unwrap() - } - - fn add_victory(&mut self) { - self.attempts += 1.; - self.wins += 1.; - self.update_confidence(); - } - fn add_defeat(&mut self) { - self.attempts += 1.; - self.losses += 1.; - self.update_confidence(); - } - fn add_draw(&mut self) { - self.attempts += 1.; - self.update_confidence(); - } - fn update_confidence(&mut self) { - self.average = self.wins / self.attempts; - self.confidence = (2.0 / self.attempts).sqrt(); - } - - #[cfg(feature = "benchmarking")] - fn count_explored(&self) -> usize { - 1 + self.explored.iter().map(|(_, n)| n.count_explored()).sum::() - } -} - -pub fn choose_move(state: &BitwiseGameState, start_time: PreciseTime, max_time: Duration) -> Command { - let mut rng = XorShiftRng::from_seed(INIT_SEED); - - let mut root = NodeStats::create_node(&state.player); - - while start_time.to(PreciseTime::now()) < max_time { - tree_search(&state, &mut root, &mut rng); - } - - #[cfg(feature = "benchmarking")] - { - println!("Explored nodes: {}", root.count_explored()); - } - - let (command, _) = root.node_with_highest_ucb(); - command.clone() -} - -fn tree_search(state: &BitwiseGameState, stats: &mut NodeStats, rng: &mut R) -> GameStatus { - // root is opponent move - // node being added is player move - - if state.round >= MAX_MOVES { - return GameStatus::Draw - } - - if stats.unexplored.is_empty() { - let result = { - let (next_command, next_tree) = stats.node_with_highest_ucb(); - tree_search_opponent(state, next_tree, next_command.clone(), rng) - }; - match result { - GameStatus::PlayerWon => {stats.add_defeat()}, - GameStatus::OpponentWon => {stats.add_victory()}, - _ => {stats.add_draw()} - }; - result - } else { - let next_command = rng.choose(&stats.unexplored).expect("Partially explored had no options").clone(); - let result = { - let (_, next_stats) = stats.add_node(&state.opponent, next_command); - - let opponent_random = monte_carlo::random_move(&state.opponent, &state.player, rng); - let mut next_state = state.clone(); - next_state.simulate(next_command, opponent_random); - - let result = simulate_to_endstate(next_state, rng); - match result { - GameStatus::PlayerWon => {next_stats.add_victory()}, - GameStatus::OpponentWon => {next_stats.add_defeat()}, - _ => {next_stats.add_draw()} - }; - - result - }; - - match result { - GameStatus::PlayerWon => {stats.add_defeat()}, - GameStatus::OpponentWon => {stats.add_victory()}, - _ => {stats.add_draw()} - }; - result - } -} - -fn tree_search_opponent(state: &BitwiseGameState, stats: &mut NodeStats, player_command: Command, rng: &mut R) -> GameStatus { - // root is player move - // node being added is opponent move - - if stats.unexplored.is_empty() { - let result = { - let (next_command, next_tree) = stats.node_with_highest_ucb(); - let mut next_state = state.clone(); - next_state.simulate(player_command, next_command.clone()); - tree_search(&next_state, next_tree, rng) - }; - match result { - GameStatus::PlayerWon => {stats.add_victory()}, - GameStatus::OpponentWon => {stats.add_defeat()}, - _ => {stats.add_draw()} - }; - result - } else { - let next_command = rng.choose(&stats.unexplored).expect("Partially explored had no options").clone(); - let mut next_state = state.clone(); - next_state.simulate(player_command, next_command); - - let result = { - let (_, next_stats) = stats.add_node(&next_state.player, next_command); - - let result = simulate_to_endstate(next_state, rng); - match result { - GameStatus::PlayerWon => {next_stats.add_defeat()}, - GameStatus::OpponentWon => {next_stats.add_victory()}, - _ => {next_stats.add_draw()} - }; - - result - }; - - match result { - GameStatus::PlayerWon => {stats.add_victory()}, - GameStatus::OpponentWon => {stats.add_defeat()}, - _ => {stats.add_draw()} - }; - result - } -} - - -fn simulate_to_endstate(mut state: BitwiseGameState, rng: &mut R) -> GameStatus { - let mut status = GameStatus::Continue; - - while status == GameStatus::Continue && state.round < MAX_MOVES { - let player_command = monte_carlo::random_move(&state.player, &state.opponent, rng); - let opponent_command = monte_carlo::random_move(&state.opponent, &state.player, rng); - status = state.simulate(player_command, opponent_command); - } - status -} - diff --git a/src/strategy/static_opening.rs b/src/strategy/static_opening.rs deleted file mode 100644 index f7e101c..0000000 --- a/src/strategy/static_opening.rs +++ /dev/null @@ -1,21 +0,0 @@ -use engine::geometry::*; -use engine::command::*; -use engine::bitwise_engine::*; - -pub const STATIC_OPENING_LENGTH: u16 = 12; - -pub fn choose_move(state: &BitwiseGameState) -> Command { - match state.round { - 0 => Command::Build(Point::new(0,0), BuildingType::Energy), - 3 => Command::Build(Point::new(0,1), BuildingType::Energy), - 5 => Command::Build(Point::new(0,2), BuildingType::Energy), - 7 => Command::Build(Point::new(0,3), BuildingType::Energy), - 9 => Command::Build(Point::new(0,4), BuildingType::Energy), - 10 => Command::Build(Point::new(0,5), BuildingType::Energy), - 11 => Command::Build(Point::new(0,6), BuildingType::Energy), - 12 => Command::Build(Point::new(0,7), BuildingType::Energy), - 13 => Command::Build(Point::new(1,0), BuildingType::Energy), - 14 => Command::Build(Point::new(1,7), BuildingType::Energy), - _ => Command::Nothing - } -} -- cgit v1.2.3