/*
* 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 java.util.LinkedList;
import java.util.List;
import java.util.UUID;
import mage.abilities.Ability;
import mage.constants.PhaseStep;
import static mage.constants.PhaseStep.BEGIN_COMBAT;
import static mage.constants.PhaseStep.CLEANUP;
import static mage.constants.PhaseStep.COMBAT_DAMAGE;
import static mage.constants.PhaseStep.DECLARE_ATTACKERS;
import static mage.constants.PhaseStep.DECLARE_BLOCKERS;
import static mage.constants.PhaseStep.DRAW;
import static mage.constants.PhaseStep.END_COMBAT;
import static mage.constants.PhaseStep.END_TURN;
import static mage.constants.PhaseStep.FIRST_COMBAT_DAMAGE;
import static mage.constants.PhaseStep.POSTCOMBAT_MAIN;
import static mage.constants.PhaseStep.PRECOMBAT_MAIN;
import static mage.constants.PhaseStep.UPKEEP;
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.BeginCombatStep;
import mage.game.turn.CleanupStep;
import mage.game.turn.CombatDamageStep;
import mage.game.turn.CombatPhase;
import mage.game.turn.DeclareAttackersStep;
import mage.game.turn.DeclareBlockersStep;
import mage.game.turn.EndOfCombatStep;
import mage.game.turn.EndPhase;
import mage.game.turn.EndStep;
import mage.game.turn.FirstCombatDamageStep;
import mage.game.turn.PostCombatMainPhase;
import mage.game.turn.PostCombatMainStep;
import mage.game.turn.Step;
import org.apache.log4j.Logger;
/**
*
* @author ayratn
*/
public class ComputerPlayer7 extends ComputerPlayer6 {
private static final transient Logger logger = Logger.getLogger(ComputerPlayer7.class);
private boolean allowBadMoves;
public ComputerPlayer7(String name, RangeOfInfluence range, int skill) {
super(name, range, skill);
}
public ComputerPlayer7(final ComputerPlayer7 player) {
super(player);
}
@Override
public ComputerPlayer7 copy() {
return new ComputerPlayer7(this);
}
@Override
public boolean priority(Game game) {
game.resumeTimer(playerId);
boolean result = priorityPlay(game);
game.pauseTimer(playerId);
return result;
}
private boolean priorityPlay(Game game) {
if (lastLoggedTurn != game.getTurnNum()) {
lastLoggedTurn = game.getTurnNum();
logger.info("======================= Turn: "+ game.getTurnNum() + " ["+ game.getPlayer(game.getActivePlayerId()).getName() +"] =========================================");
}
logState(game);
logger.debug("Priority -- Step: " + (game.getTurn().getStepType() + " ").substring(0,25) + " 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)) {
printOutState(game);
if (actions.size() == 0) {
logger.info("Sim Calculate pre combat actions ----------------------------------------------------- ");
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)) {
printOutState(game);
if (actions.size() == 0) {
logger.info("Sim Calculate declare attackers actions ----------------------------------------------------- ");
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)) {
printOutState(game);
if (actions.size() == 0) {
calculatePostCombatActions(game);
}
act(game);
return true;
// }
// else {
// pass(game);
// }
// return false;
case END_TURN:
case CLEANUP:
actionCache.clear();
pass(game);
return false;
}
return false;
}
protected void calculatePreCombatActions(Game game) {
if (!getNextAction(game)) {
currentScore = GameStateEvaluator2.evaluate(playerId, game);
Game sim = createSimulation(game);
SimulationNode2.resetCount();
root = new SimulationNode2(null, sim, maxDepth, playerId);
addActionsTimed();
logger.trace("After add actions timed: root.children.size = " + root.children.size());
if (root.children.size() > 0) {
root = root.children.get(0);
// int bestScore = root.getScore();
// if (bestScore > currentScore || allowBadMoves) {
// prevent repeating always the same action with no cost
boolean doThis = true;
if (root.abilities.size() == 1) {
for (Ability ability:root.abilities) {
if (ability.getManaCosts().convertedManaCost() == 0 && ability.getCosts().isEmpty()) {
if (actionCache.contains(ability.getRule() + "_" + ability.getSourceId())) {
doThis = false; // don't do it again
}
}
}
}
if (doThis) {
actions = new LinkedList<>(root.abilities);
combat = root.combat;
for (Ability ability : actions) {
actionCache.add(ability.getRule() + "_" + ability.getSourceId());
}
}
} else {
logger.info("[" + game.getPlayer(playerId).getName() + "][pre] Action: skip");
}
} else {
logger.debug("Next Action exists!");
}
}
protected void calculatePostCombatActions(Game game) {
if (!getNextAction(game)) {
currentScore = GameStateEvaluator2.evaluate(playerId, game);
Game sim = createSimulation(game);
SimulationNode2.resetCount();
root = new SimulationNode2(null, sim, maxDepth, playerId);
logger.debug("Sim Calculate post combat actions ----------------------------------------------------------------------------------------");
addActionsTimed();
if (root.children.size() > 0) {
root = root.children.get(0);
int bestScore = root.getScore();
if (bestScore > currentScore || allowBadMoves) {
actions = new LinkedList<Ability>(root.abilities);
combat = root.combat;
} else {
logger.debug("[" + game.getPlayer(playerId).getName() + "] no better score current: " + currentScore + " bestScore: " + bestScore );
}
} else {
logger.debug("[" + game.getPlayer(playerId).getName() + "][post] Action: skip");
}
}
}
@Override
protected int addActions(SimulationNode2 node, int depth, int alpha, int beta) {
boolean stepFinished = false;
int val;
if (logger.isTraceEnabled() && node !=null && node.getAbilities() != null && !node.getAbilities().toString().equals("[Pass]")){
logger.trace("Add Action [" + depth + "] " + node.getAbilities().toString() + " a: " + alpha + " b: " + beta);
}
Game game = node.getGame();
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug("interrupted");
return GameStateEvaluator2.evaluate(playerId, game);
}
// Condition to stop deeper simulation
if (depth <= 0 || SimulationNode2.nodeCount > maxNodes || game.gameOver(null)) {
val = GameStateEvaluator2.evaluate(playerId, game);
if (logger.isTraceEnabled()) {
StringBuilder sb = new StringBuilder("Add Actions -- reached end state <").append(val).append(">");
SimulationNode2 logNode = node;
do {
sb.append(new StringBuilder(" <- ["+logNode.getDepth()+"]" + (logNode.getAbilities() != null ? logNode.getAbilities().toString():"[empty]")));
logNode = logNode.getParent();
} while((logNode.getParent() != null));
logger.trace(sb);
}
} else if (node.getChildren().size() > 0) {
if (logger.isDebugEnabled()) {
StringBuilder sb = new StringBuilder("Add Action [").append(depth)
.append("] -- something added children ")
.append(node.getAbilities() != null ? node.getAbilities().toString():"null")
.append(" added children: ").append(node.getChildren().size()).append(" (");
for (SimulationNode2 logNode: node.getChildren()) {
sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString():"null").append(", ");
}
sb.append(")");
logger.debug(sb);
}
val = minimaxAB(node, depth-1, alpha, beta);
}
else {
logger.trace("Add Action -- alpha: " + alpha + " beta: " + beta + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(game.getPlayerList().get()).getName());
if (allPassed(game)) {
if (!game.getStack().isEmpty()) {
resolve(node, depth, game);
}
else {
stepFinished = true;
}
}
if (game.gameOver(null)) {
val = GameStateEvaluator2.evaluate(playerId, game);
}
else if (stepFinished) {
logger.debug("Step finished");
int testScore = GameStateEvaluator2.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("Add Action -- abandoning check, no immediate benefit");
val = testScore;
}
else {
/*switch (game.getTurn().getStepType()) {
case PRECOMBAT_MAIN:
val = simulateCombat(game, node, depth-1, alpha, beta, false);
break;
case POSTCOMBAT_MAIN:
val = simulateCounterAttack(game, node, depth-1, alpha, beta);
break;
default:
val = GameStateEvaluator2.evaluate(playerId, game);
break;
}*/
val = GameStateEvaluator2.evaluate(playerId, game);
}
}
else {
val = GameStateEvaluator2.evaluate(playerId, game);
/*if (game.getTurn().getStepType() == PhaseStep.DECLARE_ATTACKERS)
val = simulateBlockers(game, node, playerId, depth-1, alpha, beta, true);
else
val = GameStateEvaluator2.evaluate(playerId, game);
*/
}
}
else if (node.getChildren().size() > 0) {
if (logger.isDebugEnabled()) {
StringBuilder sb = new StringBuilder("Add Action [").append(depth)
.append("] -- trigger ")
.append(node.getAbilities() != null ? node.getAbilities().toString():"null")
.append(" added children: ").append(node.getChildren().size()).append(" (");
for (SimulationNode2 logNode: node.getChildren()) {
sb.append(logNode.getAbilities() != null ? logNode.getAbilities().toString():"null").append(", ");
}
sb.append(")");
logger.debug(sb);
}
val = minimaxAB(node, depth, alpha, beta);
}
else {
val = simulatePriority(node, game, depth, alpha, beta);
}
}
node.setScore(val); // test
logger.trace("returning -- score: " + val + " depth:" + depth + " step:" + game.getTurn().getStepType() + " for player:" + game.getPlayer(node.getPlayerId()).getName());
return val;
}
protected int simulateCombat(Game game, SimulationNode2 node, int depth, int alpha, int beta, boolean counter) {
Integer val = null;
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug("interrupted");
return GameStateEvaluator2.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(), depth, alpha, beta, counter);
}
}
else if (!counter) {
simulateToEnd(game);
val = simulatePostCombatMain(game, node, depth, 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(), depth, alpha, beta, counter);
}
}
else if (!counter) {
finishCombat(game);
///val = simulateCounterAttack(game, node, depth, alpha, beta);
}
}
if (val == null) {
val = GameStateEvaluator2.evaluate(playerId, game);
}
if (logger.isDebugEnabled()) {
logger.debug("returning -- combat score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
}
return val;
}
protected int simulateAttackers(Game game, SimulationNode2 node, UUID attackerId, int depth, int alpha, int beta, boolean counter) {
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug("interrupted");
return GameStateEvaluator2.evaluate(playerId, game);
}
Integer val = null;
SimulationNode2 bestNode = null;
SimulatedPlayer2 attacker = (SimulatedPlayer2) game.getPlayer(attackerId);
UUID defenderId = game.getOpponents(attackerId).iterator().next();
if (logger.isDebugEnabled()) {
logger.debug(attacker.getName() + "'s possible attackers: " + attacker.getAvailableAttackers(defenderId, game));
}
for (Combat engagement: attacker.addAttackers(game)) {
if (logger.isDebugEnabled()) {
logger.debug("Sim Attackers: " + engagement.getAttackers() + ", blockers: " + engagement.getBlockers());
}
if (alpha >= beta) {
logger.debug("Sim Attackers -- 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));
SimulationNode2 newNode = new SimulationNode2(node, sim, depth, attackerId);
if (logger.isDebugEnabled()) {
logger.debug("Sim attack for player:" + game.getPlayer(attackerId).getName());
}
sim.checkStateAndTriggered();
while (!sim.getStack().isEmpty()) {
sim.getStack().resolve(sim);
logger.debug("Sim attack: 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, depth-1, alpha, beta, counter);
if (!attackerId.equals(playerId)) {
if (val < beta) {
beta = val;
bestNode = newNode;
bestNode.setScore(val);
if (newNode.getChildren().size() > 0) {
bestNode.setCombat(newNode.getChildren().get(0).getCombat());
}
}
}
else {
if (val > alpha) {
alpha = val;
bestNode = newNode;
bestNode.setScore(val);
if (newNode.getChildren().size() > 0) {
bestNode.setCombat(newNode.getChildren().get(0).getCombat());
}
}
}
}
if (val == null) {
val = GameStateEvaluator2.evaluate(playerId, game);
}
if (bestNode != null) {
node.children.clear();
node.children.add(bestNode);
node.setScore(bestNode.getScore());
}
if (logger.isDebugEnabled()) {
logger.debug("Sim attackers: returning score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
}
return val;
}
protected int simulateBlockers(Game game, SimulationNode2 node, UUID defenderId, int depth, int alpha, int beta, boolean counter) {
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug("interrupted");
return GameStateEvaluator2.evaluate(playerId, game);
}
Integer val = null;
SimulationNode2 bestNode = null;
//check if defender is being attacked
if (game.getCombat().isAttacked(defenderId, game)) {
SimulatedPlayer2 defender = (SimulatedPlayer2) game.getPlayer(defenderId);
if (logger.isDebugEnabled()) {
logger.debug(defender.getName() + "'s possible blockers: " + defender.getAvailableBlockers(game));
}
List<Combat> combats = defender.addBlockers(game);
for (Combat engagement: combats) {
if (alpha >= beta) {
logger.debug("Sim blockers -- pruning blockers");
break;
}
Game sim = game.copy();
for (CombatGroup group: engagement.getGroups()) {
if (group.getAttackers().size() > 0) {
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));
SimulationNode2 newNode = new SimulationNode2(node, sim, depth, defenderId);
if (logger.isDebugEnabled()) {
logger.debug("Sim block for player:" + game.getPlayer(defenderId).getName());
}
sim.checkStateAndTriggered();
while (!sim.getStack().isEmpty()) {
sim.getStack().resolve(sim);
logger.debug("Sim blockers: 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 = GameStateEvaluator2.evaluate(playerId, sim);
}
else if (!counter) {
val = simulatePostCombatMain(sim, newNode, depth-1, alpha, beta);
}
else {
val = GameStateEvaluator2.evaluate(playerId, sim);
}
if (!defenderId.equals(playerId)) {
if (val < beta) {
beta = val;
bestNode = newNode;
bestNode.setScore(val);
bestNode.setCombat(simCombat);
}
}
else {
if (val > alpha) {
alpha = val;
bestNode = newNode;
bestNode.setScore(val);
bestNode.setCombat(simCombat);
}
}
}
}
if (val == null) {
val = GameStateEvaluator2.evaluate(playerId, game);
}
if (bestNode != null) {
node.children.clear();
node.children.add(bestNode);
node.setScore(bestNode.getScore());
}
if (logger.isDebugEnabled()) {
logger.debug("Sim blockers: returning score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
}
return val;
}
/*protected int simulateCounterAttack(Game game, SimulationNode2 node, int depth, int alpha, int beta) {
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug("interrupted");
return GameStateEvaluator2.evaluate(playerId, game);
}
Integer val = null;
if (!game.isGameOver()) {
simulateToEnd(game);
game.getState().setActivePlayerId(game.getState().getPlayerList(game.getActivePlayerId()).getNext());
logger.debug("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());
}
val = simulateCombat(game, node, depth-1, alpha, beta, true);
if (logger.isDebugEnabled())
logger.debug("returning -- counter attack score: " + val + " depth:" + depth + " for player:" + game.getPlayer(node.getPlayerId()).getName());
}
if (val == null)
val = GameStateEvaluator2.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, SimulationNode2 node, int depth, int alpha, int beta) {
if (Thread.interrupted()) {
Thread.currentThread().interrupt();
logger.debug("interrupted");
return GameStateEvaluator2.evaluate(playerId, game);
}
logger.debug("Sim [" + depth + "] -- 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, depth, alpha, beta);
}
//return simulateCounterAttack(game, node, depth, alpha, beta);
return GameStateEvaluator2.evaluate(playerId, game);
}
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());
}
}
}
@Override
public void setAllowBadMoves(boolean allowBadMoves) {
this.allowBadMoves = allowBadMoves;
}
}