Adding a system to compare two AI implementations (AIPlayerBaka and AIPlayerBakaB). This can be used to make sure a change to the AI is not making the AI weaker, for example.

This commit is contained in:
wagic.the.homebrew
2011-09-20 11:32:24 +00:00
parent 4c45e971c6
commit 44d9951246
14 changed files with 1921 additions and 19 deletions

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@@ -16,6 +16,7 @@
#define _IAPLAYER_H
#include "Player.h"
#include "config.h"
#include <queue>
using std::queue;
@@ -68,7 +69,9 @@ public:
class AIPlayer: public Player{
protected:
bool mFastTimerMode;
queue<AIAction *> clickstream;
int clickMultiTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets);
int clickSingleTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets, MTGCardInstance * Choosencard = NULL);
@@ -93,6 +96,8 @@ public:
int isAI(){return 1;};
void setFastTimerMode(bool mode = true) { mFastTimerMode = mode; };
};
@@ -100,6 +105,9 @@ public:
class AIPlayerFactory{
public:
AIPlayer * createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid = 0);
#ifdef AI_CHANGE_TESTING
AIPlayer * createAIPlayerTest(MTGAllCards * collection, Player * opponent, int deckid = 0);
#endif
};

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@@ -61,11 +61,6 @@ typedef std::map<OrderedAIAction, int, CmpAbilities> RankingContainer;
class AIPlayerBaka: public AIPlayer{
private:
MTGCardInstance * nextCardToPlay;
AIHints * hints;
AIStats * stats;
int orderBlockers();
int combatDamages();
int interruptIfICan();
@@ -91,6 +86,9 @@ private:
AIStats * getStats();
protected:
MTGCardInstance * nextCardToPlay;
AIHints * hints;
AIStats * stats;
int oldGamePhase;
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
@@ -122,7 +120,7 @@ private:
virtual ~AIPlayerBaka();
int affectCombatDamages(CombatStep step);
int canHandleCost(MTGAbility * ability);
int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget =NULL,MTGCardInstance * Choosencard = NULL,bool checkonly = false);
int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL,MTGCardInstance * Chosencard = NULL,bool checkonly = false);
//used by AIHInts, therefore public instead of private :/
int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);

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@@ -0,0 +1,68 @@
#include "config.h"
#ifdef AI_CHANGE_TESTING
#ifndef _AI_PLAYER_BAKA_B_H_
#define _AI_PLAYER_BAKA_B_H_
#include "AIPlayerBaka.h"
class AIStats;
class AIHints;
class AIPlayerBakaB: public AIPlayerBaka{
private:
int orderBlockers();
int combatDamages();
int interruptIfICan();
int chooseAttackers();
int chooseBlockers();
int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
int CanHandleCost(ManaCost * cost);
//Tries to play an ability recommended by the deck creator
int selectHintAbility();
vector<MTGAbility*> canPayMana(MTGCardInstance * card = NULL,ManaCost * mCost = NULL);
vector<MTGAbility*> canPaySunBurst(ManaCost * mCost = NULL);
MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
int selectMenuOption();
int useAbility();
AIStats * getStats();
protected:
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
//used by MomirPlayer, hence protected instead of private
virtual int getEfficiency(OrderedAIAction * action);
bool payTheManaCost(ManaCost * cost, MTGCardInstance * card = NULL,vector<MTGAbility*> gotPayment = vector<MTGAbility*>());
int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
int selectAbility();
public:
AIPlayerBakaB(string deckFile, string deckfileSmall, string avatarFile, MTGDeck * deck = NULL);
virtual int Act(float dt);
void initTimer();
virtual int computeActions();
virtual void Render();
virtual int receiveEvent(WEvent * event);
virtual ~AIPlayerBakaB();
int affectCombatDamages(CombatStep step);
int canHandleCost(MTGAbility * ability);
int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget =NULL,MTGCardInstance * Choosencard = NULL,bool checkonly = false);
//used by AIHInts, therefore public instead of private :/
int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
};
#endif
#endif

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@@ -30,10 +30,11 @@ class Rules;
enum
{
PLAYER_TYPE_CPU = 0,
PLAYER_TYPE_HUMAN=1,
PLAYER_TYPE_TESTSUITE=2,
PLAYER_TYPE_HUMAN = 1,
PLAYER_TYPE_TESTSUITE = 2,
PLAYER_TYPE_CPU_TEST = 3,
#ifdef NETWORK_SUPPORT
PLAYER_TYPE_REMOTE=3
PLAYER_TYPE_REMOTE = 4
#endif //NETWORK_SUPPORT
};

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@@ -53,6 +53,13 @@ public:
#ifdef TESTSUITE
void loadTestSuitePlayers();
#endif
#ifdef AI_CHANGE_TESTING
int totalTestGames;
int testPlayer2Victories;
int totalAIDecks;
#endif
virtual void ButtonPressed(int ControllerId, int ControlId);
virtual void Start();
virtual void End();

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@@ -40,6 +40,7 @@ enum
#endif //NETWORK_SUPPORT
SUBMENUITEM_DEMO,
SUBMENUITEM_TESTSUITE,
SUBMENUITEM_TESTAI,
SUBMENUITEM_END_OFFSET
};

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@@ -32,6 +32,9 @@
// Debug options - comment/uncomment as needed
//#define DEBUG_CACHE
#ifdef _DEBUG
#ifdef WIN32
#define AI_CHANGE_TESTING
#endif
//#define RENDER_AI_STATS
#endif