/* * Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of BetaSteward_at_googlemail.com. */ package mage.player.ai; import mage.constants.PhaseStep; import mage.constants.RangeOfInfluence; import mage.game.Game; import mage.game.combat.Combat; import mage.game.combat.CombatGroup; import mage.game.events.GameEvent; import mage.game.turn.*; import mage.players.Player; import org.apache.log4j.Logger; import java.util.LinkedList; import java.util.List; import java.util.UUID; /** * * @author BetaSteward_at_googlemail.com */ public class ComputerPlayer3 extends ComputerPlayer2 implements Player { private static final Logger logger = Logger.getLogger(ComputerPlayer3.class); public ComputerPlayer3(String name, RangeOfInfluence range, int skill) { super(name, range, skill); } public ComputerPlayer3(final ComputerPlayer3 player) { super(player); } @Override public ComputerPlayer3 copy() { return new ComputerPlayer3(this); } @Override public boolean priority(Game game) { logState(game); if (logger.isDebugEnabled()) logger.debug("Game State: Turn-" + game.getTurnNum() + " Step-" + game.getTurn().getStepType() + " ActivePlayer-" + game.getPlayer(game.getActivePlayerId()).getName() + " PriorityPlayer-" + name); game.getState().setPriorityPlayerId(playerId); game.firePriorityEvent(playerId); switch (game.getTurn().getStepType()) { case UPKEEP: case DRAW: pass(game); return false; case PRECOMBAT_MAIN: if (game.getActivePlayerId().equals(playerId)) { if (actions.isEmpty()) { calculatePreCombatActions(game); } act(game); return true; } else pass(game); return false; case BEGIN_COMBAT: pass(game); return false; case DECLARE_ATTACKERS: if (!game.getActivePlayerId().equals(playerId)) { if (actions.isEmpty()) { calculatePreCombatActions(game); } act(game); return true; } else pass(game); return false; case DECLARE_BLOCKERS: case FIRST_COMBAT_DAMAGE: case COMBAT_DAMAGE: case END_COMBAT: pass(game); return false; case POSTCOMBAT_MAIN: if (game.getActivePlayerId().equals(playerId)) { if (actions.isEmpty()) { calculatePostCombatActions(game); } act(game); return true; } else pass(game); return false; case END_TURN: case CLEANUP: pass(game); return false; } return false; } protected void calculatePreCombatActions(Game game) { if (!getNextAction(game)) { currentScore = GameStateEvaluator.evaluate(playerId, game); Game sim = createSimulation(game); SimulationNode.resetCount(); root = new SimulationNode(null, sim, playerId); logger.debug("simulating pre combat actions -----------------------------------------------------------------------------------------"); if (!isTestMode) addActionsTimed(); else addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE); logger.info(name + " simulated " + nodeCount + " nodes in " + thinkTime/1000000000.0 + "s - average " + nodeCount/(thinkTime/1000000000.0) + " nodes/s"); if (!root.children.isEmpty()) { root = root.children.get(0); actions = new LinkedList<>(root.abilities); combat = root.combat; if (logger.isDebugEnabled()) logger.debug("adding pre-combat actions:" + actions); } else logger.debug("no pre-combat actions added"); } } protected void calculatePostCombatActions(Game game) { if (!getNextAction(game)) { currentScore = GameStateEvaluator.evaluate(playerId, game); Game sim = createSimulation(game); SimulationNode.resetCount(); root = new SimulationNode(null, sim, playerId); logger.debug("simulating post combat actions ----------------------------------------------------------------------------------------"); if (!isTestMode) addActionsTimed(); else addActions(root, Integer.MIN_VALUE, Integer.MAX_VALUE); logger.info(name + " simulated " + nodeCount + " nodes in " + thinkTime/1000000000.0 + "s - average " + nodeCount/(thinkTime/1000000000.0) + " nodes/s"); if (!root.children.isEmpty()) { root = root.children.get(0); actions = new LinkedList<>(root.abilities); combat = root.combat; if (logger.isDebugEnabled()) logger.debug("adding post-combat actions:" + actions); } else logger.debug("no post-combat actions added"); } } @Override protected int addActions(SimulationNode node, int alpha, int beta) { boolean stepFinished = false; int val; Game game = node.getGame(); if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug(indent(node.depth) + "interrupted"); return GameStateEvaluator.evaluate(playerId, game); } if (node.depth > maxDepth || game.gameOver(null)) { logger.debug(indent(node.depth) + "simulating -- reached end state"); val = GameStateEvaluator.evaluate(playerId, game); } else if (!node.getChildren().isEmpty()) { logger.debug(indent(node.depth) + "simulating -- somthing added children:" + node.getChildren().size()); val = minimaxAB(node, alpha, beta); } else { if (logger.isDebugEnabled()) logger.debug(indent(node.depth) + "simulating -- alpha: " + alpha + " beta: " + beta + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName()); if (allPassed(game)) { if (!game.getStack().isEmpty()) { resolve(node, game); } else { stepFinished = true; } } if (game.gameOver(null)) { val = GameStateEvaluator.evaluate(playerId, game); } else if (stepFinished) { logger.debug(indent(node.depth) + "step finished"); int testScore = GameStateEvaluator.evaluate(playerId, game); if (game.getActivePlayerId().equals(playerId)) { if (testScore < currentScore) { // if score at end of step is worse than original score don't check further logger.debug(indent(node.depth) + "simulating -- abandoning check, no immediate benefit"); val = testScore; } else { switch (game.getTurn().getStepType()) { case PRECOMBAT_MAIN: val = simulateCombat(game, node, alpha, beta, false); break; case POSTCOMBAT_MAIN: val = simulateCounterAttack(game, node, alpha, beta); break; default: val = GameStateEvaluator.evaluate(playerId, game); break; } } } else { if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS) val = simulateBlockers(game, node, playerId, alpha, beta, true); else val = GameStateEvaluator.evaluate(playerId, game); } } else if (!node.getChildren().isEmpty()) { logger.debug(indent(node.depth) + "simulating -- trigger added children:" + node.getChildren().size()); val = minimaxAB(node, alpha, beta); } else { val = simulatePriority(node, game, alpha, beta); } } if (logger.isDebugEnabled()) logger.debug(indent(node.depth) + "returning -- score: " + val + " depth:" + node.depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName()); return val; } protected int simulateCombat(Game game, SimulationNode node, int alpha, int beta, boolean counter) { Integer val = null; if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug(indent(node.depth) + "interrupted"); return GameStateEvaluator.evaluate(playerId, game); } if (game.getTurn().getStepType() != PhaseStep.DECLARE_BLOCKERS) { game.getTurn().setPhase(new CombatPhase()); if (game.getPhase().beginPhase(game, game.getActivePlayerId())) { simulateStep(game, new BeginCombatStep()); game.getPhase().setStep(new DeclareAttackersStep()); if (!game.getStep().skipStep(game, game.getActivePlayerId())) { game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_PRE, null, null, game.getActivePlayerId())); if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_ATTACKERS, game.getActivePlayerId(), game.getActivePlayerId()))) { val = simulateAttackers(game, node, game.getActivePlayerId(), alpha, beta, counter); } } else if (!counter) { val = simulatePostCombatMain(game, node, alpha, beta); } } } else { if (!game.getStep().skipStep(game, game.getActivePlayerId())) { game.fireEvent(new GameEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_PRE, null, null, game.getActivePlayerId())); if (!game.replaceEvent(GameEvent.getEvent(GameEvent.EventType.DECLARING_BLOCKERS, game.getActivePlayerId(), game.getActivePlayerId()))) { //only suitable for two player games - only simulates blocks for 1st defender val = simulateBlockers(game, node, game.getCombat().getDefenders().iterator().next(), alpha, beta, counter); } } else if (!counter) { finishCombat(game); val = simulateCounterAttack(game, node, alpha, beta); } } if (val == null) val = GameStateEvaluator.evaluate(playerId, game); if (logger.isDebugEnabled()) logger.debug(indent(node.depth) + "returning -- combat score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); return val; } protected int simulateAttackers(Game game, SimulationNode node, UUID attackerId, int alpha, int beta, boolean counter) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug(indent(node.depth) + "interrupted"); return GameStateEvaluator.evaluate(playerId, game); } Integer val = null; SimulationNode bestNode = null; SimulatedPlayer attacker = (SimulatedPlayer) game.getPlayer(attackerId); UUID defenderId = game.getOpponents(attackerId).iterator().next(); if (logger.isDebugEnabled()) { logger.debug(indent(node.depth) + attacker.getName() + "'s possible attackers: " + attacker.getAvailableAttackers(defenderId, game)); } List<Combat> engagements = attacker.addAttackers(game); for (Combat engagement: engagements) { if (alpha >= beta) { logger.debug(indent(node.depth) + "simulating -- pruning attackers"); break; } Game sim = game.copy(); for (CombatGroup group: engagement.getGroups()) { for (UUID attackId: group.getAttackers()) { sim.getPlayer(attackerId).declareAttacker(attackId, defenderId, sim, false); } } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_ATTACKERS, attackerId, attackerId)); SimulationNode newNode = new SimulationNode(node, sim, attackerId); if (logger.isDebugEnabled()) { logger.debug(indent(node.depth) + "simulating attack for player:" + game.getPlayer(attackerId).getName()); } sim.checkStateAndTriggered(); while (!sim.getStack().isEmpty()) { sim.getStack().resolve(sim); logger.debug(indent(node.depth) + "resolving triggered abilities"); sim.applyEffects(); } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_ATTACKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId())); Combat simCombat = sim.getCombat().copy(); sim.getPhase().setStep(new DeclareBlockersStep()); val = simulateCombat(sim, newNode, alpha, beta, counter); if (!attackerId.equals(playerId)) { if (val < beta) { beta = val; bestNode = newNode; node.setCombat(simCombat); } } else { if (val > alpha) { alpha = val; bestNode = newNode; node.setCombat(simCombat); } } } if (val == null) { val = GameStateEvaluator.evaluate(playerId, game); } if (bestNode != null) { node.children.clear(); node.children.add(bestNode); } if (logger.isDebugEnabled()) { logger.debug(indent(node.depth) + "returning -- combat attacker score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); } return val; } protected int simulateBlockers(Game game, SimulationNode node, UUID defenderId, int alpha, int beta, boolean counter) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug(indent(node.depth) + "interrupted"); return GameStateEvaluator.evaluate(playerId, game); } Integer val = null; SimulationNode bestNode = null; //check if defender is being attacked if (game.getCombat().isAttacked(defenderId, game)) { SimulatedPlayer defender = (SimulatedPlayer) game.getPlayer(defenderId); if (logger.isDebugEnabled()) { logger.debug(indent(node.depth) + defender.getName() + "'s possible blockers: " + defender.getAvailableBlockers(game)); } for (Combat engagement: defender.addBlockers(game)) { if (alpha >= beta) { logger.debug(indent(node.depth) + "simulating -- pruning blockers"); break; } Game sim = game.copy(); for (CombatGroup group: engagement.getGroups()) { if (!group.getAttackers().isEmpty()) { UUID attackerId = group.getAttackers().get(0); for (UUID blockerId: group.getBlockers()) { sim.getPlayer(defenderId).declareBlocker(defenderId, blockerId, attackerId, sim); } } } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARED_BLOCKERS, defenderId, defenderId)); SimulationNode newNode = new SimulationNode(node, sim, defenderId); if (logger.isDebugEnabled()) { logger.debug(indent(node.depth) + "simulating block for player:" + game.getPlayer(defenderId).getName()); } sim.checkStateAndTriggered(); while (!sim.getStack().isEmpty()) { sim.getStack().resolve(sim); logger.debug(indent(node.depth) + "resolving triggered abilities"); sim.applyEffects(); } sim.fireEvent(GameEvent.getEvent(GameEvent.EventType.DECLARE_BLOCKERS_STEP_POST, sim.getActivePlayerId(), sim.getActivePlayerId())); Combat simCombat = sim.getCombat().copy(); finishCombat(sim); if (sim.gameOver(null)) { val = GameStateEvaluator.evaluate(playerId, sim); } else if (!counter) { val = simulatePostCombatMain(sim, newNode, alpha, beta); } else val = GameStateEvaluator.evaluate(playerId, sim); if (!defenderId.equals(playerId)) { if (val < beta) { beta = val; bestNode = newNode; node.setCombat(simCombat); } } else { if (val > alpha) { alpha = val; bestNode = newNode; node.setCombat(simCombat); } } } } if (val == null) val = GameStateEvaluator.evaluate(playerId, game); if (bestNode != null) { node.children.clear(); node.children.add(bestNode); } if (logger.isDebugEnabled()) logger.debug(indent(node.depth) + "returning -- combat blocker score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); return val; } protected int simulateCounterAttack(Game game, SimulationNode node, int alpha, int beta) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug(indent(node.depth) + "interrupted"); return GameStateEvaluator.evaluate(playerId, game); } Integer val = null; if (!game.gameOver(null)) { logger.debug(indent(node.depth) + "simulating -- ending turn"); simulateToEnd(game); game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext()); logger.debug(indent(node.depth) + "simulating -- counter attack for player " + game.getPlayer(game.getActivePlayerId()).getName()); game.getTurn().setPhase(new BeginningPhase()); if (game.getPhase().beginPhase(game, game.getActivePlayerId())) { simulateStep(game, new UntapStep()); simulateStep(game, new UpkeepStep()); simulateStep(game, new DrawStep()); game.getPhase().endPhase(game, game.getActivePlayerId()); } //TODO: calculate opponent actions before combat val = simulateCombat(game, node, alpha, beta, true); if (logger.isDebugEnabled()) logger.debug(indent(node.depth) + "returning -- counter attack score: " + val + " depth:" + node.depth + " for player:" + game.getPlayer(node.getPlayerId()).getName()); } if (val == null) val = GameStateEvaluator.evaluate(playerId, game); return val; } protected void simulateStep(Game game, Step step) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug("interrupted"); return; } if (!game.gameOver(null)) { game.getPhase().setStep(step); if (!step.skipStep(game, game.getActivePlayerId())) { step.beginStep(game, game.getActivePlayerId()); game.checkStateAndTriggered(); while (!game.getStack().isEmpty()) { game.getStack().resolve(game); game.applyEffects(); } step.endStep(game, game.getActivePlayerId()); } } } protected void finishCombat(Game game) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug("interrupted"); return; } simulateStep(game, new FirstCombatDamageStep()); simulateStep(game, new CombatDamageStep()); simulateStep(game, new EndOfCombatStep()); } protected int simulatePostCombatMain(Game game, SimulationNode node, int alpha, int beta) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug(indent(node.depth) + "interrupted"); return GameStateEvaluator.evaluate(playerId, game); } logger.debug(indent(node.depth) + "simulating -- post combat main"); game.getTurn().setPhase(new PostCombatMainPhase()); if (game.getPhase().beginPhase(game, game.getActivePlayerId())) { game.getPhase().setStep(new PostCombatMainStep()); game.getStep().beginStep(game, playerId); game.getPlayers().resetPassed(); return addActions(node, alpha, beta); } return simulateCounterAttack(game, node, alpha, beta); } protected void simulateToEnd(Game game) { if (Thread.interrupted()) { Thread.currentThread().interrupt(); logger.debug("interrupted"); return; } if (!game.gameOver(null)) { game.getTurn().getPhase().endPhase(game, game.getActivePlayerId()); game.getTurn().setPhase(new EndPhase()); if (game.getTurn().getPhase().beginPhase(game, game.getActivePlayerId())) { simulateStep(game, new EndStep()); simulateStep(game, new CleanupStep()); } } } }