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Example 1 with ProResourceTracker

use of games.strategy.triplea.ai.pro.data.ProResourceTracker in project triplea by triplea-game.

the class ProPurchaseAi method bid.

/**
 * Default settings for bidding:
 * 1) Limit one bid unit in a territory or sea zone (until set in all territories then 2, etc).
 * 2) The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone
 * prior to placing the bid.
 */
Map<Territory, ProPurchaseTerritory> bid(final int pus, final IPurchaseDelegate purchaseDelegate, final GameData startOfTurnData) {
    // Current data fields
    data = ProData.getData();
    this.startOfTurnData = startOfTurnData;
    player = ProData.getPlayer();
    resourceTracker = new ProResourceTracker(pus, data);
    territoryManager = new ProTerritoryManager(calc);
    isBid = true;
    final ProPurchaseOptionMap purchaseOptions = ProData.purchaseOptions;
    ProLogger.info("Starting bid phase with resources: " + resourceTracker);
    if (!player.getUnits().getUnits().isEmpty()) {
        ProLogger.info("Starting bid phase with unplaced units=" + player.getUnits().getUnits());
    }
    // Find all purchase/place territories
    final Map<Territory, ProPurchaseTerritory> purchaseTerritories = ProPurchaseUtils.findBidTerritories(player);
    int previousNumUnits = 0;
    while (true) {
        // Determine max enemy attack units and current allied defenders
        territoryManager.populateEnemyAttackOptions(new ArrayList<>(), new ArrayList<>(purchaseTerritories.keySet()));
        findDefendersInPlaceTerritories(purchaseTerritories);
        // Prioritize land territories that need defended and purchase additional defenders
        final List<ProPlaceTerritory> needToDefendLandTerritories = prioritizeTerritoriesToDefend(purchaseTerritories, true);
        purchaseDefenders(purchaseTerritories, needToDefendLandTerritories, purchaseOptions.getLandFodderOptions(), purchaseOptions.getAirOptions(), true);
        // Find strategic value for each territory
        ProLogger.info("Find strategic value for place territories");
        final Map<Territory, Double> territoryValueMap = ProTerritoryValueUtils.findTerritoryValues(player, new ArrayList<>(), new ArrayList<>());
        for (final ProPurchaseTerritory t : purchaseTerritories.values()) {
            for (final ProPlaceTerritory ppt : t.getCanPlaceTerritories()) {
                ppt.setStrategicValue(territoryValueMap.get(ppt.getTerritory()));
                ProLogger.debug(ppt.getTerritory() + ", strategicValue=" + territoryValueMap.get(ppt.getTerritory()));
            }
        }
        // Prioritize land place options purchase AA then land units
        final List<ProPlaceTerritory> prioritizedLandTerritories = prioritizeLandTerritories(purchaseTerritories);
        purchaseAaUnits(purchaseTerritories, prioritizedLandTerritories, purchaseOptions.getAaOptions());
        purchaseLandUnits(purchaseTerritories, prioritizedLandTerritories, purchaseOptions, territoryValueMap);
        // Prioritize sea territories that need defended and purchase additional defenders
        final List<ProPlaceTerritory> needToDefendSeaTerritories = prioritizeTerritoriesToDefend(purchaseTerritories, false);
        purchaseDefenders(purchaseTerritories, needToDefendSeaTerritories, purchaseOptions.getSeaDefenseOptions(), purchaseOptions.getAirOptions(), false);
        // Prioritize sea place options and purchase units
        final List<ProPlaceTerritory> prioritizedSeaTerritories = prioritizeSeaTerritories(purchaseTerritories);
        purchaseSeaAndAmphibUnits(purchaseTerritories, prioritizedSeaTerritories, territoryValueMap, purchaseOptions);
        // Try to use any remaining PUs on high value units
        purchaseUnitsWithRemainingProduction(purchaseTerritories, purchaseOptions.getLandOptions(), purchaseOptions.getAirOptions());
        upgradeUnitsWithRemainingPUs(purchaseTerritories, purchaseOptions);
        // Check if no remaining PUs or no unit built this iteration
        final int numUnits = purchaseTerritories.values().stream().map(ProPurchaseTerritory::getCanPlaceTerritories).map(t -> t.get(0)).map(ProPlaceTerritory::getPlaceUnits).mapToInt(List::size).sum();
        if (resourceTracker.isEmpty() || numUnits == previousNumUnits) {
            break;
        }
        previousNumUnits = numUnits;
        ProPurchaseUtils.incrementUnitProductionForBidTerritories(purchaseTerritories);
    }
    // Determine final count of each production rule
    final IntegerMap<ProductionRule> purchaseMap = populateProductionRuleMap(purchaseTerritories, purchaseOptions);
    // Purchase units
    ProMetricUtils.collectPurchaseStats(purchaseMap);
    final String error = purchaseDelegate.purchase(purchaseMap);
    if (error != null) {
        ProLogger.warn("Purchase error: " + error);
    }
    return purchaseTerritories;
}
Also used : ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProBattleResult(games.strategy.triplea.ai.pro.data.ProBattleResult) ProPurchaseOption(games.strategy.triplea.ai.pro.data.ProPurchaseOption) ProUtils(games.strategy.triplea.ai.pro.util.ProUtils) IPurchaseDelegate(games.strategy.triplea.delegate.remote.IPurchaseDelegate) UnitAttachment(games.strategy.triplea.attachments.UnitAttachment) HashMap(java.util.HashMap) ProResourceTracker(games.strategy.triplea.ai.pro.data.ProResourceTracker) ProBattleUtils(games.strategy.triplea.ai.pro.util.ProBattleUtils) Properties(games.strategy.triplea.Properties) ProTransportUtils(games.strategy.triplea.ai.pro.util.ProTransportUtils) TuvUtils(games.strategy.triplea.util.TuvUtils) ArrayList(java.util.ArrayList) ProLogger(games.strategy.triplea.ai.pro.logging.ProLogger) PlaceableUnits(games.strategy.triplea.delegate.dataObjects.PlaceableUnits) HashSet(java.util.HashSet) Route(games.strategy.engine.data.Route) TerritoryAttachment(games.strategy.triplea.attachments.TerritoryAttachment) ProTerritoryManager(games.strategy.triplea.ai.pro.data.ProTerritoryManager) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) MoveValidator(games.strategy.triplea.delegate.MoveValidator) Map(java.util.Map) TripleAUnit(games.strategy.triplea.TripleAUnit) ProOtherMoveOptions(games.strategy.triplea.ai.pro.data.ProOtherMoveOptions) RepairRule(games.strategy.engine.data.RepairRule) CollectionUtils(games.strategy.util.CollectionUtils) IntegerMap(games.strategy.util.IntegerMap) ProPurchaseOptionMap(games.strategy.triplea.ai.pro.data.ProPurchaseOptionMap) Unit(games.strategy.engine.data.Unit) Iterator(java.util.Iterator) Predicate(java.util.function.Predicate) Collection(java.util.Collection) Set(java.util.Set) Territory(games.strategy.engine.data.Territory) ProMetricUtils(games.strategy.triplea.ai.pro.logging.ProMetricUtils) ProTerritoryValueUtils(games.strategy.triplea.ai.pro.util.ProTerritoryValueUtils) ProPurchaseUtils(games.strategy.triplea.ai.pro.util.ProPurchaseUtils) GameData(games.strategy.engine.data.GameData) List(java.util.List) PlayerID(games.strategy.engine.data.PlayerID) ProMatches(games.strategy.triplea.ai.pro.util.ProMatches) Matches(games.strategy.triplea.delegate.Matches) IAbstractPlaceDelegate(games.strategy.triplea.delegate.remote.IAbstractPlaceDelegate) Optional(java.util.Optional) ProOddsCalculator(games.strategy.triplea.ai.pro.util.ProOddsCalculator) ProductionRule(games.strategy.engine.data.ProductionRule) Comparator(java.util.Comparator) Collections(java.util.Collections) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) Territory(games.strategy.engine.data.Territory) ProTerritoryManager(games.strategy.triplea.ai.pro.data.ProTerritoryManager) ProPurchaseOptionMap(games.strategy.triplea.ai.pro.data.ProPurchaseOptionMap) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) ProductionRule(games.strategy.engine.data.ProductionRule) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProResourceTracker(games.strategy.triplea.ai.pro.data.ProResourceTracker)

Example 2 with ProResourceTracker

use of games.strategy.triplea.ai.pro.data.ProResourceTracker in project triplea by triplea-game.

the class ProPurchaseAi method purchase.

Map<Territory, ProPurchaseTerritory> purchase(final IPurchaseDelegate purchaseDelegate, final GameData startOfTurnData) {
    // Current data fields
    data = ProData.getData();
    this.startOfTurnData = startOfTurnData;
    player = ProData.getPlayer();
    resourceTracker = new ProResourceTracker(player);
    territoryManager = new ProTerritoryManager(calc);
    isBid = false;
    final ProPurchaseOptionMap purchaseOptions = ProData.purchaseOptions;
    ProLogger.info("Starting purchase phase with resources: " + resourceTracker);
    if (!player.getUnits().getUnits().isEmpty()) {
        ProLogger.info("Starting purchase phase with unplaced units=" + player.getUnits().getUnits());
    }
    // Find all purchase/place territories
    final Map<Territory, ProPurchaseTerritory> purchaseTerritories = ProPurchaseUtils.findPurchaseTerritories(player);
    final Set<Territory> placeTerritories = new HashSet<>(CollectionUtils.getMatches(data.getMap().getTerritoriesOwnedBy(player), Matches.territoryIsLand()));
    for (final Territory t : purchaseTerritories.keySet()) {
        for (final ProPlaceTerritory ppt : purchaseTerritories.get(t).getCanPlaceTerritories()) {
            placeTerritories.add(ppt.getTerritory());
        }
    }
    // Determine max enemy attack units and current allied defenders
    territoryManager.populateEnemyAttackOptions(new ArrayList<>(), new ArrayList<>(placeTerritories));
    findDefendersInPlaceTerritories(purchaseTerritories);
    // Prioritize land territories that need defended and purchase additional defenders
    final List<ProPlaceTerritory> needToDefendLandTerritories = prioritizeTerritoriesToDefend(purchaseTerritories, true);
    purchaseDefenders(purchaseTerritories, needToDefendLandTerritories, purchaseOptions.getLandFodderOptions(), purchaseOptions.getAirOptions(), true);
    // Find strategic value for each territory
    ProLogger.info("Find strategic value for place territories");
    final Map<Territory, Double> territoryValueMap = ProTerritoryValueUtils.findTerritoryValues(player, new ArrayList<>(), new ArrayList<>());
    for (final Territory t : purchaseTerritories.keySet()) {
        for (final ProPlaceTerritory ppt : purchaseTerritories.get(t).getCanPlaceTerritories()) {
            ppt.setStrategicValue(territoryValueMap.get(ppt.getTerritory()));
            ProLogger.debug(ppt.getTerritory() + ", strategicValue=" + territoryValueMap.get(ppt.getTerritory()));
        }
    }
    // Prioritize land place options purchase AA then land units
    final List<ProPlaceTerritory> prioritizedLandTerritories = prioritizeLandTerritories(purchaseTerritories);
    purchaseAaUnits(purchaseTerritories, prioritizedLandTerritories, purchaseOptions.getAaOptions());
    purchaseLandUnits(purchaseTerritories, prioritizedLandTerritories, purchaseOptions, territoryValueMap);
    // Prioritize sea territories that need defended and purchase additional defenders
    final List<ProPlaceTerritory> needToDefendSeaTerritories = prioritizeTerritoriesToDefend(purchaseTerritories, false);
    purchaseDefenders(purchaseTerritories, needToDefendSeaTerritories, purchaseOptions.getSeaDefenseOptions(), purchaseOptions.getAirOptions(), false);
    // Determine whether to purchase new land factory
    final Map<Territory, ProPurchaseTerritory> factoryPurchaseTerritories = new HashMap<>();
    purchaseFactory(factoryPurchaseTerritories, purchaseTerritories, prioritizedLandTerritories, purchaseOptions, false);
    // Prioritize sea place options and purchase units
    final List<ProPlaceTerritory> prioritizedSeaTerritories = prioritizeSeaTerritories(purchaseTerritories);
    purchaseSeaAndAmphibUnits(purchaseTerritories, prioritizedSeaTerritories, territoryValueMap, purchaseOptions);
    // Try to use any remaining PUs on high value units
    purchaseUnitsWithRemainingProduction(purchaseTerritories, purchaseOptions.getLandOptions(), purchaseOptions.getAirOptions());
    upgradeUnitsWithRemainingPUs(purchaseTerritories, purchaseOptions);
    // Try to purchase land/sea factory with extra PUs
    purchaseFactory(factoryPurchaseTerritories, purchaseTerritories, prioritizedLandTerritories, purchaseOptions, true);
    // Add factory purchase territory to list if not empty
    if (!factoryPurchaseTerritories.isEmpty()) {
        purchaseTerritories.putAll(factoryPurchaseTerritories);
    }
    // Determine final count of each production rule
    final IntegerMap<ProductionRule> purchaseMap = populateProductionRuleMap(purchaseTerritories, purchaseOptions);
    // Purchase units
    ProMetricUtils.collectPurchaseStats(purchaseMap);
    final String error = purchaseDelegate.purchase(purchaseMap);
    if (error != null) {
        ProLogger.warn("Purchase error: " + error);
    }
    return purchaseTerritories;
}
Also used : ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) Territory(games.strategy.engine.data.Territory) HashMap(java.util.HashMap) ProTerritoryManager(games.strategy.triplea.ai.pro.data.ProTerritoryManager) ProPurchaseOptionMap(games.strategy.triplea.ai.pro.data.ProPurchaseOptionMap) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) ProductionRule(games.strategy.engine.data.ProductionRule) ProPlaceTerritory(games.strategy.triplea.ai.pro.data.ProPlaceTerritory) ProResourceTracker(games.strategy.triplea.ai.pro.data.ProResourceTracker) HashSet(java.util.HashSet)

Aggregations

ProductionRule (games.strategy.engine.data.ProductionRule)2 Territory (games.strategy.engine.data.Territory)2 ProPlaceTerritory (games.strategy.triplea.ai.pro.data.ProPlaceTerritory)2 ProPurchaseOptionMap (games.strategy.triplea.ai.pro.data.ProPurchaseOptionMap)2 ProPurchaseTerritory (games.strategy.triplea.ai.pro.data.ProPurchaseTerritory)2 ProResourceTracker (games.strategy.triplea.ai.pro.data.ProResourceTracker)2 ProTerritoryManager (games.strategy.triplea.ai.pro.data.ProTerritoryManager)2 GameData (games.strategy.engine.data.GameData)1 PlayerID (games.strategy.engine.data.PlayerID)1 RepairRule (games.strategy.engine.data.RepairRule)1 Route (games.strategy.engine.data.Route)1 Unit (games.strategy.engine.data.Unit)1 Properties (games.strategy.triplea.Properties)1 TripleAUnit (games.strategy.triplea.TripleAUnit)1 ProBattleResult (games.strategy.triplea.ai.pro.data.ProBattleResult)1 ProOtherMoveOptions (games.strategy.triplea.ai.pro.data.ProOtherMoveOptions)1 ProPurchaseOption (games.strategy.triplea.ai.pro.data.ProPurchaseOption)1 ProLogger (games.strategy.triplea.ai.pro.logging.ProLogger)1 ProMetricUtils (games.strategy.triplea.ai.pro.logging.ProMetricUtils)1 ProBattleUtils (games.strategy.triplea.ai.pro.util.ProBattleUtils)1