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 }