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Example 1 with PoliticsDelegate

use of games.strategy.triplea.delegate.PoliticsDelegate in project triplea by triplea-game.

the class AbstractAi method politicalActions.

protected void politicalActions() {
    final IPoliticsDelegate remotePoliticsDelegate = (IPoliticsDelegate) getPlayerBridge().getRemoteDelegate();
    final GameData data = getGameData();
    final PlayerID id = getPlayerId();
    final float numPlayers = data.getPlayerList().getPlayers().size();
    final PoliticsDelegate politicsDelegate = DelegateFinder.politicsDelegate(data);
    // We want to test the conditions each time to make sure they are still valid
    if (Math.random() < .5) {
        final List<PoliticalActionAttachment> actionChoicesTowardsWar = AiPoliticalUtils.getPoliticalActionsTowardsWar(id, politicsDelegate.getTestedConditions(), data);
        if (actionChoicesTowardsWar != null && !actionChoicesTowardsWar.isEmpty()) {
            Collections.shuffle(actionChoicesTowardsWar);
            int i = 0;
            // should we use bridge's random source here?
            final double random = Math.random();
            int maxWarActionsPerTurn = (random < .5 ? 0 : (random < .9 ? 1 : (random < .99 ? 2 : (int) numPlayers / 2)));
            if ((maxWarActionsPerTurn > 0) && (CollectionUtils.countMatches(data.getRelationshipTracker().getRelationships(id), Matches.relationshipIsAtWar())) / numPlayers < 0.4) {
                if (Math.random() < .9) {
                    maxWarActionsPerTurn = 0;
                } else {
                    maxWarActionsPerTurn = 1;
                }
            }
            final Iterator<PoliticalActionAttachment> actionWarIter = actionChoicesTowardsWar.iterator();
            while (actionWarIter.hasNext() && maxWarActionsPerTurn > 0) {
                final PoliticalActionAttachment action = actionWarIter.next();
                if (!Matches.abstractUserActionAttachmentCanBeAttempted(politicsDelegate.getTestedConditions()).test(action)) {
                    continue;
                }
                i++;
                if (i > maxWarActionsPerTurn) {
                    break;
                }
                remotePoliticsDelegate.attemptAction(action);
            }
        }
    } else {
        final List<PoliticalActionAttachment> actionChoicesOther = AiPoliticalUtils.getPoliticalActionsOther(id, politicsDelegate.getTestedConditions(), data);
        if (actionChoicesOther != null && !actionChoicesOther.isEmpty()) {
            Collections.shuffle(actionChoicesOther);
            int i = 0;
            // should we use bridge's random source here?
            final double random = Math.random();
            final int maxOtherActionsPerTurn = (random < .3 ? 0 : (random < .6 ? 1 : (random < .9 ? 2 : (random < .99 ? 3 : (int) numPlayers))));
            final Iterator<PoliticalActionAttachment> actionOtherIter = actionChoicesOther.iterator();
            while (actionOtherIter.hasNext() && maxOtherActionsPerTurn > 0) {
                final PoliticalActionAttachment action = actionOtherIter.next();
                if (!Matches.abstractUserActionAttachmentCanBeAttempted(politicsDelegate.getTestedConditions()).test(action)) {
                    continue;
                }
                if (action.getCostPu() > 0 && action.getCostPu() > id.getResources().getQuantity(Constants.PUS)) {
                    continue;
                }
                i++;
                if (i > maxOtherActionsPerTurn) {
                    break;
                }
                remotePoliticsDelegate.attemptAction(action);
            }
        }
    }
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) PoliticalActionAttachment(games.strategy.triplea.attachments.PoliticalActionAttachment) GameData(games.strategy.engine.data.GameData) IPoliticsDelegate(games.strategy.triplea.delegate.remote.IPoliticsDelegate) IPoliticsDelegate(games.strategy.triplea.delegate.remote.IPoliticsDelegate) PoliticsDelegate(games.strategy.triplea.delegate.PoliticsDelegate)

Example 2 with PoliticsDelegate

use of games.strategy.triplea.delegate.PoliticsDelegate in project triplea by triplea-game.

the class ProAi method purchase.

@Override
protected void purchase(final boolean purchaseForBid, final int pusToSpend, final IPurchaseDelegate purchaseDelegate, final GameData data, final PlayerID player) {
    final long start = System.currentTimeMillis();
    BattleCalculator.clearOolCache();
    ProLogUi.notifyStartOfRound(data.getSequence().getRound(), player.getName());
    initializeData();
    if (pusToSpend <= 0) {
        return;
    }
    if (purchaseForBid) {
        calc.setData(data);
        storedPurchaseTerritories = purchaseAi.bid(pusToSpend, purchaseDelegate, data);
    } else {
        // Repair factories
        purchaseAi.repair(pusToSpend, purchaseDelegate, data, player);
        // Check if any place territories exist
        final Map<Territory, ProPurchaseTerritory> purchaseTerritories = ProPurchaseUtils.findPurchaseTerritories(player);
        final List<Territory> possibleFactoryTerritories = CollectionUtils.getMatches(data.getMap().getTerritories(), ProMatches.territoryHasNoInfraFactoryAndIsNotConqueredOwnedLand(player, data));
        if (purchaseTerritories.isEmpty() && possibleFactoryTerritories.isEmpty()) {
            ProLogger.info("No possible place or factory territories owned so exiting purchase logic");
            return;
        }
        ProLogger.info("Starting simulation for purchase phase");
        // Setup data copy and delegates
        GameData dataCopy;
        try {
            data.acquireReadLock();
            dataCopy = GameDataUtils.cloneGameData(data, true);
        } catch (final Throwable t) {
            ProLogger.log(Level.WARNING, "Error trying to clone game data for simulating phases", t);
            return;
        } finally {
            data.releaseReadLock();
        }
        calc.setData(dataCopy);
        final PlayerID playerCopy = dataCopy.getPlayerList().getPlayerId(player.getName());
        final IMoveDelegate moveDel = DelegateFinder.moveDelegate(dataCopy);
        final IDelegateBridge bridge = new ProDummyDelegateBridge(this, playerCopy, dataCopy);
        moveDel.setDelegateBridgeAndPlayer(bridge);
        // Determine turn sequence
        final List<GameStep> gameSteps = new ArrayList<>();
        for (final GameStep gameStep : dataCopy.getSequence()) {
            gameSteps.add(gameStep);
        }
        // Simulate the next phases until place/end of turn is reached then use simulated data for purchase
        final int nextStepIndex = dataCopy.getSequence().getStepIndex() + 1;
        for (int i = nextStepIndex; i < gameSteps.size(); i++) {
            final GameStep step = gameSteps.get(i);
            if (!playerCopy.equals(step.getPlayerId())) {
                continue;
            }
            dataCopy.getSequence().setRoundAndStep(dataCopy.getSequence().getRound(), step.getDisplayName(), step.getPlayerId());
            final String stepName = step.getName();
            ProLogger.info("Simulating phase: " + stepName);
            if (stepName.endsWith("NonCombatMove")) {
                ProData.initializeSimulation(this, dataCopy, playerCopy);
                final Map<Territory, ProTerritory> factoryMoveMap = nonCombatMoveAi.simulateNonCombatMove(moveDel);
                if (storedFactoryMoveMap == null) {
                    storedFactoryMoveMap = ProSimulateTurnUtils.transferMoveMap(factoryMoveMap, data, player);
                }
            } else if (stepName.endsWith("CombatMove") && !stepName.endsWith("AirborneCombatMove")) {
                ProData.initializeSimulation(this, dataCopy, playerCopy);
                final Map<Territory, ProTerritory> moveMap = combatMoveAi.doCombatMove(moveDel);
                if (storedCombatMoveMap == null) {
                    storedCombatMoveMap = ProSimulateTurnUtils.transferMoveMap(moveMap, data, player);
                }
            } else if (stepName.endsWith("Battle")) {
                ProData.initializeSimulation(this, dataCopy, playerCopy);
                ProSimulateTurnUtils.simulateBattles(dataCopy, playerCopy, bridge, calc);
            } else if (stepName.endsWith("Place") || stepName.endsWith("EndTurn")) {
                ProData.initializeSimulation(this, dataCopy, player);
                storedPurchaseTerritories = purchaseAi.purchase(purchaseDelegate, data);
                break;
            } else if (stepName.endsWith("Politics")) {
                ProData.initializeSimulation(this, dataCopy, player);
                final PoliticsDelegate politicsDelegate = DelegateFinder.politicsDelegate(dataCopy);
                politicsDelegate.setDelegateBridgeAndPlayer(bridge);
                final List<PoliticalActionAttachment> actions = politicsAi.politicalActions();
                if (storedPoliticalActions == null) {
                    storedPoliticalActions = actions;
                }
            }
        }
    }
    ProLogger.info(player.getName() + " time for purchase=" + (System.currentTimeMillis() - start));
}
Also used : IMoveDelegate(games.strategy.triplea.delegate.remote.IMoveDelegate) PlayerID(games.strategy.engine.data.PlayerID) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) ProTerritory(games.strategy.triplea.ai.pro.data.ProTerritory) Territory(games.strategy.engine.data.Territory) GameData(games.strategy.engine.data.GameData) ProTerritory(games.strategy.triplea.ai.pro.data.ProTerritory) ArrayList(java.util.ArrayList) ProPurchaseTerritory(games.strategy.triplea.ai.pro.data.ProPurchaseTerritory) PoliticsDelegate(games.strategy.triplea.delegate.PoliticsDelegate) PoliticalActionAttachment(games.strategy.triplea.attachments.PoliticalActionAttachment) ProDummyDelegateBridge(games.strategy.triplea.ai.pro.simulate.ProDummyDelegateBridge) GameStep(games.strategy.engine.data.GameStep) Map(java.util.Map) HashMap(java.util.HashMap) IDelegateBridge(games.strategy.engine.delegate.IDelegateBridge)

Example 3 with PoliticsDelegate

use of games.strategy.triplea.delegate.PoliticsDelegate in project triplea by triplea-game.

the class ProPoliticsAi method doActions.

void doActions(final List<PoliticalActionAttachment> actions) {
    final GameData data = ProData.getData();
    final PoliticsDelegate politicsDelegate = DelegateFinder.politicsDelegate(data);
    for (final PoliticalActionAttachment action : actions) {
        ProLogger.debug("Performing action: " + action);
        politicsDelegate.attemptAction(action);
    }
}
Also used : PoliticalActionAttachment(games.strategy.triplea.attachments.PoliticalActionAttachment) GameData(games.strategy.engine.data.GameData) PoliticsDelegate(games.strategy.triplea.delegate.PoliticsDelegate)

Example 4 with PoliticsDelegate

use of games.strategy.triplea.delegate.PoliticsDelegate in project triplea by triplea-game.

the class ProPoliticsAi method politicalActions.

List<PoliticalActionAttachment> politicalActions() {
    final GameData data = ProData.getData();
    final PlayerID player = ProData.getPlayer();
    final float numPlayers = data.getPlayerList().getPlayers().size();
    final double round = data.getSequence().getRound();
    final ProTerritoryManager territoryManager = new ProTerritoryManager(calc);
    final PoliticsDelegate politicsDelegate = DelegateFinder.politicsDelegate(data);
    ProLogger.info("Politics for " + player.getName());
    // Find valid war actions
    final List<PoliticalActionAttachment> actionChoicesTowardsWar = AiPoliticalUtils.getPoliticalActionsTowardsWar(player, politicsDelegate.getTestedConditions(), data);
    ProLogger.trace("War options: " + actionChoicesTowardsWar);
    final List<PoliticalActionAttachment> validWarActions = CollectionUtils.getMatches(actionChoicesTowardsWar, Matches.abstractUserActionAttachmentCanBeAttempted(politicsDelegate.getTestedConditions()));
    ProLogger.trace("Valid War options: " + validWarActions);
    // Divide war actions into enemy and neutral
    final Map<PoliticalActionAttachment, List<PlayerID>> enemyMap = new HashMap<>();
    final Map<PoliticalActionAttachment, List<PlayerID>> neutralMap = new HashMap<>();
    for (final PoliticalActionAttachment action : validWarActions) {
        final List<PlayerID> warPlayers = new ArrayList<>();
        for (final String relationshipChange : action.getRelationshipChange()) {
            final String[] s = relationshipChange.split(":");
            final PlayerID player1 = data.getPlayerList().getPlayerId(s[0]);
            final PlayerID player2 = data.getPlayerList().getPlayerId(s[1]);
            final RelationshipType oldRelation = data.getRelationshipTracker().getRelationshipType(player1, player2);
            final RelationshipType newRelation = data.getRelationshipTypeList().getRelationshipType(s[2]);
            if (!oldRelation.equals(newRelation) && Matches.relationshipTypeIsAtWar().test(newRelation) && (player1.equals(player) || player2.equals(player))) {
                PlayerID warPlayer = player2;
                if (warPlayer.equals(player)) {
                    warPlayer = player1;
                }
                warPlayers.add(warPlayer);
            }
        }
        if (!warPlayers.isEmpty()) {
            if (ProUtils.isNeutralPlayer(warPlayers.get(0))) {
                neutralMap.put(action, warPlayers);
            } else {
                enemyMap.put(action, warPlayers);
            }
        }
    }
    ProLogger.debug("Neutral options: " + neutralMap);
    ProLogger.debug("Enemy options: " + enemyMap);
    final List<PoliticalActionAttachment> results = new ArrayList<>();
    if (!enemyMap.isEmpty()) {
        // Find all attack options
        territoryManager.populatePotentialAttackOptions();
        final List<ProTerritory> attackOptions = territoryManager.removePotentialTerritoriesThatCantBeConquered();
        ProLogger.trace(player.getName() + ", numAttackOptions=" + attackOptions.size() + ", options=" + attackOptions);
        // Find attack options per war action
        final Map<PoliticalActionAttachment, Double> attackPercentageMap = new HashMap<>();
        for (final PoliticalActionAttachment action : enemyMap.keySet()) {
            int count = 0;
            final List<PlayerID> enemyPlayers = enemyMap.get(action);
            for (final ProTerritory patd : attackOptions) {
                if (Matches.isTerritoryOwnedBy(enemyPlayers).test(patd.getTerritory()) || Matches.territoryHasUnitsThatMatch(Matches.unitOwnedBy(enemyPlayers)).test(patd.getTerritory())) {
                    count++;
                }
            }
            final double attackPercentage = count / (attackOptions.size() + 1.0);
            attackPercentageMap.put(action, attackPercentage);
            ProLogger.trace(enemyPlayers + ", count=" + count + ", attackPercentage=" + attackPercentage);
        }
        // Decide whether to declare war on an enemy
        final List<PoliticalActionAttachment> options = new ArrayList<>(attackPercentageMap.keySet());
        Collections.shuffle(options);
        for (final PoliticalActionAttachment action : options) {
            // 0, .05, .1, .15, etc
            final double roundFactor = (round - 1) * .05;
            final double warChance = roundFactor + attackPercentageMap.get(action) * (1 + 10 * roundFactor);
            final double random = Math.random();
            ProLogger.trace(enemyMap.get(action) + ", warChance=" + warChance + ", random=" + random);
            if (random <= warChance) {
                results.add(action);
                ProLogger.debug("---Declared war on " + enemyMap.get(action));
                break;
            }
        }
    } else if (!neutralMap.isEmpty()) {
        // Decide whether to declare war on a neutral
        final List<PoliticalActionAttachment> options = new ArrayList<>(neutralMap.keySet());
        Collections.shuffle(options);
        final double random = Math.random();
        final double warChance = .01;
        ProLogger.debug("warChance=" + warChance + ", random=" + random);
        if (random <= warChance) {
            results.add(options.get(0));
            ProLogger.debug("Declared war on " + enemyMap.get(options.get(0)));
        }
    }
    // Old code used for non-war actions
    if (Math.random() < .5) {
        final List<PoliticalActionAttachment> actionChoicesOther = AiPoliticalUtils.getPoliticalActionsOther(player, politicsDelegate.getTestedConditions(), data);
        if (actionChoicesOther != null && !actionChoicesOther.isEmpty()) {
            Collections.shuffle(actionChoicesOther);
            int i = 0;
            final double random = Math.random();
            final int maxOtherActionsPerTurn = (random < .3 ? 0 : (random < .6 ? 1 : (random < .9 ? 2 : (random < .99 ? 3 : (int) numPlayers))));
            final Iterator<PoliticalActionAttachment> actionOtherIter = actionChoicesOther.iterator();
            while (actionOtherIter.hasNext() && maxOtherActionsPerTurn > 0) {
                final PoliticalActionAttachment action = actionOtherIter.next();
                if (!Matches.abstractUserActionAttachmentCanBeAttempted(politicsDelegate.getTestedConditions()).test(action)) {
                    continue;
                }
                if (action.getCostPu() > 0 && action.getCostPu() > player.getResources().getQuantity(Constants.PUS)) {
                    continue;
                }
                i++;
                if (i > maxOtherActionsPerTurn) {
                    break;
                }
                results.add(action);
            }
        }
    }
    doActions(results);
    return results;
}
Also used : PlayerID(games.strategy.engine.data.PlayerID) GameData(games.strategy.engine.data.GameData) HashMap(java.util.HashMap) ProTerritoryManager(games.strategy.triplea.ai.pro.data.ProTerritoryManager) ProTerritory(games.strategy.triplea.ai.pro.data.ProTerritory) ArrayList(java.util.ArrayList) RelationshipType(games.strategy.engine.data.RelationshipType) PoliticsDelegate(games.strategy.triplea.delegate.PoliticsDelegate) PoliticalActionAttachment(games.strategy.triplea.attachments.PoliticalActionAttachment) ArrayList(java.util.ArrayList) List(java.util.List)

Aggregations

GameData (games.strategy.engine.data.GameData)4 PoliticalActionAttachment (games.strategy.triplea.attachments.PoliticalActionAttachment)4 PoliticsDelegate (games.strategy.triplea.delegate.PoliticsDelegate)4 PlayerID (games.strategy.engine.data.PlayerID)3 ProTerritory (games.strategy.triplea.ai.pro.data.ProTerritory)2 ArrayList (java.util.ArrayList)2 HashMap (java.util.HashMap)2 GameStep (games.strategy.engine.data.GameStep)1 RelationshipType (games.strategy.engine.data.RelationshipType)1 Territory (games.strategy.engine.data.Territory)1 IDelegateBridge (games.strategy.engine.delegate.IDelegateBridge)1 ProPurchaseTerritory (games.strategy.triplea.ai.pro.data.ProPurchaseTerritory)1 ProTerritoryManager (games.strategy.triplea.ai.pro.data.ProTerritoryManager)1 ProDummyDelegateBridge (games.strategy.triplea.ai.pro.simulate.ProDummyDelegateBridge)1 IMoveDelegate (games.strategy.triplea.delegate.remote.IMoveDelegate)1 IPoliticsDelegate (games.strategy.triplea.delegate.remote.IPoliticsDelegate)1 List (java.util.List)1 Map (java.util.Map)1