use engine::command::*; use engine::geometry::*; use engine::status::GameStatus; use engine::bitwise_engine::{Player, PlayerBuildings, BitwiseGameState}; use engine::constants::*; use rand::{Rng, XorShiftRng, SeedableRng}; const MAX_MOVES: u16 = 400; use time::{Duration, PreciseTime}; #[cfg(not(feature = "single-threaded"))] use rayon::prelude::*; #[cfg(feature = "energy-cutoff")] pub const ENERGY_PRODUCTION_CUTOFF: u16 = 30; #[cfg(feature = "energy-cutoff")] pub const ENERGY_STORAGE_CUTOFF: u16 = 45; pub fn choose_move(state: &BitwiseGameState, start_time: PreciseTime, max_time: Duration) -> Command { let mut command_scores = CommandScore::init_command_scores(state); let command = simulate_options_to_timeout(&mut command_scores, state, start_time, max_time); match command { Some(command) => command.command, _ => Command::Nothing } } #[cfg(not(feature = "discard-poor-performers"))] fn simulate_options_to_timeout(command_scores: &'a mut Vec, settings: &GameSettings, state: &BitwiseGameState, start_time: PreciseTime, max_time: Duration) -> Option<&'a CommandScore> { loop { simulate_all_options_once(command_scores, settings, state); if start_time.to(PreciseTime::now()) > max_time { break; } } #[cfg(feature = "benchmarking")] { let total_iterations: u32 = command_scores.iter().map(|c| c.attempts).sum(); println!("Iterations: {}", total_iterations); } 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 / 4, max_time / 2, max_time * 3 / 4, 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()); } #[cfg(feature = "benchmarking")] { let total_iterations: u32 = command_scores.iter().map(|c| c.attempts).sum(); println!("Iterations: {}", total_iterations); } 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 opponent_first = random_opponent_move(&state_mut, rng); let mut status = state_mut.simulate(command_score.command, opponent_first); for _ in 0..MAX_MOVES { if status != GameStatus::Continue { break; } let player_command = random_player_move(&state_mut, rng); let opponent_command = random_opponent_move(&state_mut, rng); status = state_mut.simulate(player_command, opponent_command); } let next_seed = [rng.next_u32(), rng.next_u32(), rng.next_u32(), rng.next_u32()]; match status { GameStatus::PlayerWon => command_score.add_victory(next_seed), GameStatus::OpponentWon => command_score.add_defeat(next_seed), GameStatus::Continue => command_score.add_stalemate(next_seed), GameStatus::Draw => command_score.add_draw(next_seed) } } fn random_player_move(state: &BitwiseGameState, rng: &mut R) -> Command { let all_buildings = sensible_buildings(&state.player, &state.player_buildings, state.player_has_max_teslas()); random_move(&all_buildings, rng, state.unoccupied_player_cell_count(), |i| state.location_of_unoccupied_player_cell(i)) } fn random_opponent_move(state: &BitwiseGameState, rng: &mut R) -> Command { let all_buildings = sensible_buildings(&state.opponent, &state.opponent_buildings, state.opponent_has_max_teslas()); random_move(&all_buildings, rng, state.unoccupied_opponent_cell_count(), |i| state.location_of_unoccupied_opponent_cell(i)) } // TODO: Given enough energy, most opponents won't do nothing fn random_movePoint>(all_buildings: &[BuildingType], rng: &mut R, free_positions_count: usize, get_point: F) -> Command { let nothing_count = 1; let building_choice_index = rng.gen_range(0, nothing_count + all_buildings.len()); if building_choice_index == all_buildings.len() { Command::Nothing } else { let position_choice = rng.gen_range(0, free_positions_count); Command::Build( get_point(position_choice), all_buildings[building_choice_index] ) } } #[derive(Debug)] struct CommandScore { command: Command, victories: u32, defeats: u32, draws: u32, stalemates: u32, attempts: u32, next_seed: [u32; 4] } impl CommandScore { fn new(command: Command) -> CommandScore { CommandScore { command, victories: 0, defeats: 0, draws: 0, stalemates: 0, attempts: 0, next_seed: [0x7b6a_e1f4, 0x413c_e90f, 0x6781_6799, 0x770a_6bda] } } fn add_victory(&mut self, next_seed: [u32; 4]) { self.victories += 1; self.attempts += 1; self.next_seed = next_seed; } fn add_defeat(&mut self, next_seed: [u32; 4]) { self.defeats += 1; self.attempts += 1; self.next_seed = next_seed; } fn add_draw(&mut self, next_seed: [u32; 4]) { self.draws += 1; self.attempts += 1; self.next_seed = next_seed; } fn add_stalemate(&mut self, next_seed: [u32; 4]) { self.stalemates += 1; self.attempts += 1; self.next_seed = next_seed; } fn win_ratio(&self) -> i32 { (self.victories as i32 - self.defeats as i32) * 10000 / (self.attempts as i32) } //TODO: Devalue nothing so that it doesn't stand and do nothing when it can do things fn init_command_scores(state: &BitwiseGameState) -> Vec { let all_buildings = sensible_buildings(&state.player, &state.player_buildings, state.player_has_max_teslas()); let unoccupied_cells = (0..state.unoccupied_player_cell_count()).map(|i| state.location_of_unoccupied_player_cell(i)); let building_command_count = unoccupied_cells.len()*all_buildings.len(); let nothing_count = 1; let mut commands = Vec::with_capacity(building_command_count + nothing_count); commands.push(CommandScore::new(Command::Nothing)); for position in unoccupied_cells { for &building in &all_buildings { commands.push(CommandScore::new(Command::Build(position, building))); } } commands } } #[cfg(not(feature = "energy-cutoff"))] fn sensible_buildings(player: &Player, _player_buildings: &PlayerBuildings, has_max_teslas: bool) -> Vec { let mut result = Vec::with_capacity(4); 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 && !has_max_teslas { result.push(BuildingType::Tesla); } result } //TODO: Heuristic that avoids building the initial energy towers all in the same row? //TODO: Update cutoff to maybe build iron curtains #[cfg(feature = "energy-cutoff")] fn sensible_buildings(player: &Player, player_buildings: &PlayerBuildings, has_max_teslas: bool) -> Vec { let mut result = Vec::with_capacity(4); let needs_energy = player_buildings.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 && !has_max_teslas { result.push(BuildingType::Tesla); } result }