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path: root/src/strategy/minimax.rs
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use crate::command::{Action, Command};
use crate::constants::*;
use crate::game::{GameBoard, SimulationOutcome};

use fnv::FnvHashMap;
use std::cmp;
use std::ops::*;
use time::{Duration, PreciseTime};

#[derive(Debug, Clone)]
pub struct ScoreConfig {
    pub max_health_weight: f32,
    pub total_health_weight: f32,
    pub points_weight: f32,
    pub victory_weight: f32,
    pub snowball_weight: f32,
    pub bomb_weight: f32,
    pub explore_exploit_weight: f32,
}

impl Default for ScoreConfig {
    fn default() -> ScoreConfig {
        ScoreConfig {
            max_health_weight: 1.,
            total_health_weight: 1.,
            points_weight: 0.,
            victory_weight: 3000.,
            snowball_weight: 100.,
            bomb_weight: 100.,
            explore_exploit_weight: 10.,
        }
    }
}

pub fn choose_move(
    state: &GameBoard,
    config: &ScoreConfig,
    start_time: PreciseTime,
    max_time: Duration,
) -> Command {
    let mut root_node = Node {
        score_sum: ScoreSum::new(),
        player_score_sums: [FnvHashMap::default(), FnvHashMap::default()],
        unexplored: move_combos(state),
        children: FnvHashMap::default(),
    };

    #[cfg(feature = "logging")]
    {
        let mut max_expand_time = Duration::milliseconds(0);
        while start_time.to(PreciseTime::now()) < max_time {
            let expand_start_time = PreciseTime::now();
            let _ = expand_tree(&mut root_node, state.clone(), config);
            max_expand_time = max_expand_time.max(expand_start_time.to(PreciseTime::now()));
        }
        eprintln!(
            "Max expand time: {:?} ns",
            max_expand_time.num_nanoseconds()
        );
    }
    #[cfg(not(feature = "logging"))]
    {
        while start_time.to(PreciseTime::now()) < max_time {
            let _ = expand_tree(&mut root_node, state.clone(), config);
        }
    }

    #[cfg(feature = "logging")]
    {
        eprintln!("Number of simulations: {}", root_node.score_sum.visit_count);
        for (command, score_sum) in &root_node.player_score_sums[0] {
            eprintln!(
                "{} = {} ({} visits)",
                command,
                score_sum.avg().val,
                score_sum.visit_count
            );
        }
    }

    best_player_move(&root_node, 0)
}

pub fn choose_move_with_normalized_perf(
    state: &GameBoard,
    config: &ScoreConfig,
    player_index: usize,
    iterations: usize,
) -> Command {
    let mut root_node = Node {
        score_sum: ScoreSum::new(),
        player_score_sums: [FnvHashMap::default(), FnvHashMap::default()],
        unexplored: move_combos(state),
        children: FnvHashMap::default(),
    };

    for _ in 0..iterations {
        let _ = expand_tree(&mut root_node, state.clone(), config);
    }

    #[cfg(feature = "logging")]
    {
        eprintln!("Number of simulations: {}", root_node.score_sum.visit_count);
        for (command, score_sum) in &root_node.player_score_sums[player_index] {
            eprintln!(
                "{} = {} ({} visits)",
                command,
                score_sum.avg().val,
                score_sum.visit_count
            );
        }
    }

    best_player_move(&root_node, player_index)
}

pub struct Node {
    score_sum: ScoreSum,
    player_score_sums: [FnvHashMap<Command, ScoreSum>; 2],
    unexplored: Vec<[Command; 2]>,
    children: FnvHashMap<[Command; 2], Node>,
}

#[derive(Clone, Copy, Debug, PartialEq, PartialOrd)]
struct Score {
    val: f32,
}

impl AddAssign for Score {
    fn add_assign(&mut self, other: Self) {
        self.val = self.val + other.val;
    }
}

impl Div<u32> for Score {
    type Output = Self;
    fn div(self, other: u32) -> Self {
        Score {
            val: self.val / other as f32,
        }
    }
}

impl Mul<f32> for Score {
    type Output = Self;
    fn mul(self, other: f32) -> Self {
        Score {
            val: self.val * other,
        }
    }
}

impl cmp::Eq for Score {}
impl cmp::Ord for Score {
    fn cmp(&self, other: &Score) -> cmp::Ordering {
        self.val
            .partial_cmp(&other.val)
            .unwrap_or(cmp::Ordering::Equal)
    }
}

struct ScoreSum {
    sum: Score,
    visit_count: u32,
}

impl ScoreSum {
    fn new() -> ScoreSum {
        ScoreSum {
            sum: Score { val: 0. },
            visit_count: 0,
        }
    }
    fn with_initial(score: Score) -> ScoreSum {
        ScoreSum {
            sum: score,
            visit_count: 1,
        }
    }
    fn avg(&self) -> Score {
        self.sum / self.visit_count
    }
}

impl AddAssign<Score> for ScoreSum {
    fn add_assign(&mut self, other: Score) {
        self.sum += other;
        self.visit_count = self.visit_count.saturating_add(1);
    }
}

fn expand_tree(node: &mut Node, mut state: GameBoard, config: &ScoreConfig) -> Score {
    if state.outcome != SimulationOutcome::Continue {
        score(&state, config)
    } else if let Some(commands) = node.unexplored.pop() {
        state.simulate(commands);
        let score = score(&state, config);
        let unexplored = if state.outcome == SimulationOutcome::Continue {
            move_combos(&state)
        } else {
            Vec::new()
        };

        let new_node = Node {
            score_sum: ScoreSum::with_initial(score),
            player_score_sums: [FnvHashMap::default(), FnvHashMap::default()],
            unexplored,
            children: FnvHashMap::default(),
        };
        node.children.insert(commands, new_node);
        update(node, commands, score);

        score
    } else {
        let commands = choose_existing(node, config);
        state.simulate(commands);
        let score = expand_tree(
            node.children
                .get_mut(&commands)
                .expect("The existing node hasn't been tried yet"),
            state,
            config,
        );
        update(node, commands, score);
        score
    }
}

fn move_combos(state: &GameBoard) -> Vec<[Command; 2]> {
    let player_moves = state.pruned_valid_moves(0);
    let opponent_moves = state.pruned_valid_moves(1);
    debug_assert!(!player_moves.is_empty(), "No player moves");
    debug_assert!(!opponent_moves.is_empty(), "No opponent moves");

    let mut result = Vec::with_capacity(player_moves.len() * opponent_moves.len());
    for p in &player_moves {
        for o in &opponent_moves {
            result.push([*p, *o]);
        }
    }

    result
}

fn best_player_move(node: &Node, player_index: usize) -> Command {
    let multiplier = if player_index == 0 { 1. } else { -1. };
    node.player_score_sums[player_index]
        .iter()
        .max_by_key(|(_command, score_sum)| score_sum.avg() * multiplier)
        .map(|(command, _score_sum)| *command)
        .unwrap_or_else(|| Command::new(Action::DoNothing))
}

fn score(state: &GameBoard, config: &ScoreConfig) -> Score {
    let max_health =
        (state.players[0].max_worm_health() - state.players[1].max_worm_health()) as f32;
    let total_health = (state.players[0].health() - state.players[1].health()) as f32;
    let points = (state.players[0].score() - state.players[1].score()) as f32;
    let victory = match state.outcome {
        SimulationOutcome::PlayerWon(0) => 1.,
        SimulationOutcome::PlayerWon(1) => -1.,
        _ => 0.,
    };

    let time_to_end = MAX_ROUNDS as f32 - state.round as f32 + 1.;

    let snowballs = state.players[0].snowballs() as f32 - state.players[1].snowballs() as f32;
    let bombs = state.players[0].bombs() as f32 - state.players[1].bombs() as f32;

    Score {
        val: max_health * config.max_health_weight
            + total_health * config.total_health_weight
            + points * config.points_weight
            + victory * config.victory_weight
            + snowballs * config.snowball_weight / time_to_end
            + bombs * config.bomb_weight / time_to_end,
    }
}

fn choose_existing(node: &Node, config: &ScoreConfig) -> [Command; 2] {
    [
        choose_one_existing(node, 0, config),
        choose_one_existing(node, 1, config),
    ]
}

fn choose_one_existing(node: &Node, player_index: usize, config: &ScoreConfig) -> Command {
    let ln_n = (node.score_sum.visit_count as f32).ln();
    let multiplier = if player_index == 0 { 1. } else { -1. };
    let mut command_confidences =
        node.player_score_sums[player_index]
            .iter()
            .map(|(command, score_sum)| {
                (
                    command,
                    (score_sum.avg() * multiplier).val
                        + config.explore_exploit_weight
                            * (ln_n / score_sum.visit_count as f32).sqrt(),
                )
            });

    command_confidences
        .next()
        .map(|first| {
            command_confidences
                .fold(
                    first,
                    |(acc_command, acc_confidence), (next_command, next_confidence)| {
                        if acc_confidence > next_confidence {
                            (acc_command, acc_confidence)
                        } else {
                            (next_command, next_confidence)
                        }
                    },
                )
                .0
                .clone()
        })
        .unwrap_or_else(|| Command::new(Action::DoNothing))
}

fn update(node: &mut Node, commands: [Command; 2], score: Score) {
    *node.player_score_sums[0]
        .entry(commands[0])
        .or_insert_with(ScoreSum::new) += score;
    *node.player_score_sums[1]
        .entry(commands[1])
        .or_insert_with(ScoreSum::new) += score;
    node.score_sum += score;
}