Package net.sf.colossus.ai
Class AbstractAI
java.lang.Object
net.sf.colossus.ai.AbstractAI
- All Implemented Interfaces:
AI
- Direct Known Subclasses:
SimpleAI
Abstract implementation of the Colossus AI interface.
This class should hold most of the helper functions.
Ideally, most (all) "data-gathering" functions from the AIs
should be here, mostly as "final protected". AIs should mostly
only use information gathered from here to make decisions.
There's still a LOT of work to do...
- Author:
- Romain Dolbeau Also contains extracted code from SimpleAI:, Bruce Sherrod, David Ripton, Romain Dolbeau Also contains extracted code from RationalAI:, Bruce Sherrod, David Ripton, Romain Dolbeau, Corwin Joy
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionprotected class
protected class
Various constants used by the AIs code for creature evaluation.protected class
little helper to store info about possible moves -
Field Summary
FieldsModifier and TypeFieldDescriptionfinal BattleEvalConstants
protected final Client
The Client we're working for.protected final AbstractAI.CreatureValueConstants
Set of hex name, to check for duplicates.protected List
<IVariantHint.AIStyle> For the Oracle Hint stuff, the play style we use.private static final Logger
protected final Random
Our random source.protected Variant
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Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionbuildEnemyAttackMap
(Player player) arrays and generics don't work well together -- TODO replace the array with a list or model some intermediate classesvoid
a Battle is finishedprotected final boolean
couldRecruitUp
(Legion legion, MasterHex hex, Legion enemy) Return true if the legion could recruit or acquire something better than its worst creature in hexLabel.final int
private final boolean
doesSetContainHexWithTerrain
(Set<MasterHex> set, String terrainTypeName) Return a map of target hex label to number of friendly creatures that can strike itprotected final Map
<BattleCritter, Double> Create a map containing each target and the number of hits it would likely take if all possible creatures attacked it.protected final Collection
<LegionMove> generateLegionMoves
(List<List<CritterMove>> allCritterMoves, boolean forceAll) allCritterMoves is a List of sorted MoveLists.protected int
Shortcut to ask for the acquirables basic value from the variantprotected BattleUnit
getBattleUnit
(BattleHex hex) protected final int
getHintedRecruitmentValue
(CreatureType creature, Legion legion, List<IVariantHint.AIStyle> styles) int
int
getHintedRecruitmentValueNonTitan
(CreatureType creature, List<IVariantHint.AIStyle> styles) protected final List
<CreatureType> Return which creature the variant suggest splitting at turn 1 when starting in a specific hex.int
getKillValue
(BattleCritter battleCritter, MasterBoardTerrain terrain) Get the 'kill value' of a creature on a specific terrain.protected int
getKillValue
(CreatureType creature) Get the 'kill value' of a creature on an unspecified terrain.private int
getKillValue
(CreatureType creature, MasterBoardTerrain terrain) Get the 'kill value' of a creature on a specific terrain.protected final int
getNumberOfWaysToTerrain
(Legion legion, MasterHex hex, String terrainTypeName) final CreatureType
getVariantRecruitHint
(LegionClientSide legion, MasterHex hex, List<CreatureType> recruits) protected final boolean
hasOpponentNativeCreature
(HazardTerrain terrain) void
a Battle startprotected final boolean
isHumanLegion
(Legion legion) Test whether a Legion belongs to a Human playerstatic final LegionMove
makeLegionMove
(int[] indexes, List<List<CritterMove>> critterMoves) critterMoves is a List of sorted MoveLists.private final void
nestForLoop
(int[] indexes, int level, List<List<CritterMove>> critterMoves, List<LegionMove> legionMoves, boolean forceAll) Private helper for generateLegionMoves If forceAll is true, generate all possible moves.protected final int
void
private final boolean
trimCritterMoves
(List<List<CritterMove>> allCritterMoves) Modify allCritterMoves in place, and return true if it changed.Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
Methods inherited from interface net.sf.colossus.ai.AI
acquireAngel, battleMove, concede, flee, handleCarries, masterMove, muster, pickColor, pickEngagement, pickEntrySide, pickMarker, pickStrikePenalty, reinforce, retryFailedBattleMoves, split, splitCallback, strike, summonAngel
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Field Details
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LOGGER
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bec
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cvc
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client
The Client we're working for. -
variant
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random
Our random source. -
hintSectionUsed
For the Oracle Hint stuff, the play style we use. This can be replaced by AI implementation. -
duplicateHexChecker
Set of hex name, to check for duplicates. I assume the reason it is a class variable and not a local variable inside the function is performance (avoiding creation/recreation).
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Constructor Details
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AbstractAI
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Method Details
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setVariant
- Specified by:
setVariant
in interfaceAI
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getVariantRecruitHint
public final CreatureType getVariantRecruitHint(LegionClientSide legion, MasterHex hex, List<CreatureType> recruits) - Specified by:
getVariantRecruitHint
in interfaceAI
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buildEnemyAttackMap
arrays and generics don't work well together -- TODO replace the array with a list or model some intermediate classes -
getNumberOfWaysToTerrain
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doesSetContainHexWithTerrain
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findStrikeMap
Return a map of target hex label to number of friendly creatures that can strike it -
generateDamageMap
Create a map containing each target and the number of hits it would likely take if all possible creatures attacked it. -
getInitialSplitHint
Return which creature the variant suggest splitting at turn 1 when starting in a specific hex.- Parameters:
hex
- The masterboard hex where the split occurs.- Returns:
- The List of Creaturetype to split.
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getKillValue
Get the 'kill value' of a creature on a specific terrain.- Parameters:
battleCritter
- The BattleCritter whose value is requested.terrain
- The terrain on which the value is requested, or null.- Returns:
- The 'kill value' value of the critter, on terrain if non-null
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getKillValue
Get the 'kill value' of a creature on an unspecified terrain.- Parameters:
creature
- The CreatureType whose value is requested.- Returns:
- The 'kill value' value of creature.
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getKillValue
Get the 'kill value' of a creature on a specific terrain.- Parameters:
creature
- The CreatureType whose value is requested.terrain
- The terrain on which the value is requested, or null- Returns:
- The 'kill value' value of chit, on terrain if non-null
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getAcqStepValue
protected int getAcqStepValue()Shortcut to ask for the acquirables basic value from the variant -
couldRecruitUp
Return true if the legion could recruit or acquire something better than its worst creature in hexLabel. -
getHintedRecruitmentValueNonTitan
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getHintedRecruitmentValueNonTitan
public int getHintedRecruitmentValueNonTitan(CreatureType creature, List<IVariantHint.AIStyle> styles) -
getHintedRecruitmentValue
protected final int getHintedRecruitmentValue(CreatureType creature, Legion legion, List<IVariantHint.AIStyle> styles) -
isHumanLegion
Test whether a Legion belongs to a Human player -
hasOpponentNativeCreature
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rangeToClosestOpponent
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generateLegionMoves
protected final Collection<LegionMove> generateLegionMoves(List<List<CritterMove>> allCritterMoves, boolean forceAll) allCritterMoves is a List of sorted MoveLists. A MoveList is a sorted List of CritterMoves for one critter. Return a sorted List of LegionMoves. A LegionMove is a List of one CritterMove per mobile critter in the legion, where no two critters move to the same hex. This implementation try to build a near-exhaustive List of all possible moves. It will be fully exhaustive if forceAll is true. Otherwise, it will try to limit to a reasonable number (the exact algorithm is in nestForLoop) -
nestForLoop
private final void nestForLoop(int[] indexes, int level, List<List<CritterMove>> critterMoves, List<LegionMove> legionMoves, boolean forceAll) Private helper for generateLegionMoves If forceAll is true, generate all possible moves. Otherwise, this function tries to limit the number of moves. This function uses an intermediate array of indexes (called and this is not a surprise, 'indexes') using recursion. The minimum number of try should be the level (level one is the most important creature and should always get his own favorite spot, higher levels need to be able to fall back on a not-so-good choice). -
makeLegionMove
critterMoves is a List of sorted MoveLists. indexes is a list of indexes, one per MoveList. This return a LegionMove, made of one CritterMove per MoveList. The CritterMove is selected by the index. -
trimCritterMoves
Modify allCritterMoves in place, and return true if it changed. -
initBattle
public void initBattle()Description copied from interface:AI
a Battle start- Specified by:
initBattle
in interfaceAI
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cleanupBattle
public void cleanupBattle()Description copied from interface:AI
a Battle is finished- Specified by:
cleanupBattle
in interfaceAI
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getBattleUnit
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getBattleStrike
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countCreatureAccrossAllLegionFromPlayer
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getCaretaker
- Specified by:
getCaretaker
in interfaceAI
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