use engine::settings::GameSettings; use engine::command::*; use engine::geometry::*; use engine::{GameState, GameStatus}; use rand::{Rng, XorShiftRng, SeedableRng}; const MAX_MOVES: u16 = 400; use time::{Duration, PreciseTime}; #[cfg(not(feature = "single-threaded"))] use rayon::prelude::*; pub fn choose_move(settings: &GameSettings, state: &GameState, start_time: &PreciseTime, max_time: Duration) -> Command { let mut command_scores = CommandScore::init_command_scores(settings, state); loop { #[cfg(feature = "single-threaded")] { command_scores.iter_mut() .for_each(|score| { let mut rng = XorShiftRng::from_seed(score.next_seed); simulate_to_endstate(score, settings, state, &mut rng); }); } #[cfg(not(feature = "single-threaded"))] { command_scores.par_iter_mut() .for_each(|score| { let mut rng = XorShiftRng::from_seed(score.next_seed); simulate_to_endstate(score, settings, state, &mut rng); }); } if start_time.to(PreciseTime::now()) > max_time { break; } } let command = command_scores.iter().max_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); } match command { Some(command) => command.command, _ => Command::Nothing } } fn simulate_to_endstate(command_score: &mut CommandScore, settings: &GameSettings, state: &GameState, rng: &mut R) { let opponent_first = random_opponent_move(settings, state, rng); let mut state_mut = state.simulate(settings, command_score.command, opponent_first); for _ in 0..MAX_MOVES { if state_mut.status != GameStatus::Continue { break; } let player_command = random_player_move(settings, &state_mut, rng); let opponent_command = random_opponent_move(settings, &state_mut, rng); state_mut.simulate_mut(settings, player_command, opponent_command); } let next_seed = [rng.next_u32(), rng.next_u32(), rng.next_u32(), rng.next_u32()]; match state_mut.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(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command { let all_buildings = state.player_affordable_buildings(settings); random_move(&state.unoccupied_player_cells, &all_buildings, rng) } fn random_opponent_move(settings: &GameSettings, state: &GameState, rng: &mut R) -> Command { let all_buildings = state.opponent_affordable_buildings(settings); random_move(&state.unoccupied_opponent_cells, &all_buildings, rng) } fn random_move(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)] 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) } fn init_command_scores(settings: &GameSettings, state: &GameState) -> Vec { let all_buildings = state.player_affordable_buildings(settings); let mut commands = Vec::with_capacity(state.unoccupied_player_cells.len()*all_buildings.len()+1); commands.push(CommandScore::new(Command::Nothing)); for &position in &state.unoccupied_player_cells { for &building in &all_buildings { commands.push(CommandScore::new(Command::Build(position, building))); } } commands } }