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Ludii
Ludii-master/Core/src/game/util/graph/Situation.java
package game.util.graph; import main.math.RCL; /** * Graph element positional situation, for coordinate labelling. * @author cambolbro */ public class Situation { private final RCL rcl = new RCL(); String label = ""; /** * @return an RCL coordinate. */ public RCL rcl() { return rcl; } /** * @return The corresponding label. */ public String label() { return label; } /** * To set the label. * * @param str The new label. */ public void setLabel(final String str) { label = new String(str); } }
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Ludii
Ludii-master/Core/src/game/util/graph/Step.java
package game.util.graph; import java.util.BitSet; import java.util.List; import game.util.directions.AbsoluteDirection; //----------------------------------------------------------------------------- /** * Steps from this particular graph element. * * @author cambolbro */ public class Step { protected final GraphElement from; protected final GraphElement to; /** Record of AbsoluteDirections that this step agrees with. */ protected final BitSet directions = new BitSet(); //------------------------------------------------------------------------- /** * Constructor. * * @param from The from graph element. * @param to The to graph element. */ public Step ( final GraphElement from, final GraphElement to ) { this.from = from; this.to = to; } //------------------------------------------------------------------------- /** * @return The from graph element. */ public GraphElement from() { return from; } /** * @return The to graph element. */ public GraphElement to() { return to; } /** * @return The bitset of the directions supported by the step. */ public BitSet directions() { return directions; } //------------------------------------------------------------------------- /** * @param list A list of steps. * @return true if the steps in entries are in the steps. */ public boolean in(final List<Step> list) { for (final Step step : list) if (from.matches(step.from()) && to.matches(step.to())) return true; return false; } //------------------------------------------------------------------------- /** * @param other The step. * @return True if the step match. */ public boolean matches(final Step other) { if (!from.matches(other.from)) return false; if (!to.matches(other.to)) return false; if (!directions.equals(other.directions)) return false; return true; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append(from.label() + " => " + to.label()); if (!directions.isEmpty()) { sb.append(" ("); for (int d = directions.nextSetBit(0); d >= 0; d = directions.nextSetBit(d + 1)) { if (d > 0) sb.append(", "); sb.append(AbsoluteDirection.values()[d]); } sb.append(")"); } return sb.toString(); } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/util/graph/Steps.java
package game.util.graph; import java.util.ArrayList; import java.util.BitSet; import java.util.Collections; import java.util.List; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import main.math.MathRoutines; //----------------------------------------------------------------------------- /** * Record of steps from a given element. * * @author cambolbro */ public class Steps { private final SiteType siteType; private final int id; private final List<Step> steps = new ArrayList<Step>(); private List<Step>[] inDirection; private List<Step>[] toSiteType; private List<Step>[][] toSiteTypeInDirection; /** Total directions for these Steps. */ private final BitSet totalDirections = new BitSet(); //------------------------------------------------------------------------- /** * Constructor. * * @param siteType The graph element type. * @param id The index of the step. */ public Steps(final SiteType siteType, final int id) { this.siteType = siteType; this.id = id; allocate(); } //------------------------------------------------------------------------- /** * @return The steps. */ public List<Step> steps() { return steps; } /** * @param toType The graph element. * @return The steps only for a graph element. */ public List<Step> toSiteType(final SiteType toType) { return toSiteType[toType.ordinal()]; } /** * @param dirn The direction. * @return The steps only in a direction. */ public List<Step> inDirection(final AbsoluteDirection dirn) { return inDirection[dirn.ordinal()]; } /** * @param toType The graph element. * @param dirn The direction. * @return The steps only in a direction and for a graph element type. */ public List<Step> toSiteTypeInDirection(final SiteType toType, final AbsoluteDirection dirn) { return toSiteTypeInDirection[toType.ordinal()][dirn.ordinal()]; } /** * @return The bitset with all the directions. */ public BitSet totalDirections() { return totalDirections; } //------------------------------------------------------------------------- /** * Clear the steps in a direction * * @param dirn The steps. */ public void clearInDirection(final AbsoluteDirection dirn) { inDirection[dirn.ordinal()].clear(); } /** * Add a step in a direction. * * @param dirn The direction. * @param step The step. */ public void addInDirection(final AbsoluteDirection dirn, final Step step) { inDirection[dirn.ordinal()].add(step); } /** * Add a step in a direction and for a graph element type. * * @param toType The graph element type. * @param dirn The direction. * @param step The step. */ public void addToSiteTypeInDirection(final SiteType toType, final AbsoluteDirection dirn, final Step step) { final List<Step> stepsList = toSiteTypeInDirection[toType.ordinal()][dirn.ordinal()]; for (final Step existing : stepsList) { if (step.matches(existing)) return; } stepsList.add(step); } //------------------------------------------------------------------------- /** * Allocate the steps. */ @SuppressWarnings("unchecked") public void allocate() { final int numSiteTypes = SiteType.values().length; final int numDirections = AbsoluteDirection.values().length; toSiteType = new ArrayList[numSiteTypes]; for (int st = 0; st < numSiteTypes; st++) toSiteType[st] = new ArrayList<Step>(); inDirection = new ArrayList[numDirections]; for (int dirn = 0; dirn < numDirections; dirn++) inDirection[dirn] = new ArrayList<Step>(); toSiteTypeInDirection = new ArrayList[numSiteTypes][numDirections]; for (int st = 0; st < numSiteTypes; st++) for (int dirn = 0; dirn < numDirections; dirn++) toSiteTypeInDirection[st][dirn] = new ArrayList<Step>(); } //------------------------------------------------------------------------- void add(final Step step) { for (final Step existing : steps) if (existing.from().matches(step.from()) && existing.to().matches(step.to())) { // Don't add duplicate steps //System.out.println("Steps.add(): Duplicate steps:\na) " + step + "\nb) " + existing); existing.directions().or(step.directions()); // keep any unknown directions return; } steps.add(step); final int toSiteTypeId = step.to().siteType().ordinal(); toSiteType[toSiteTypeId].add(step); for (int dirn = step.directions().nextSetBit(0); dirn >= 0; dirn = step.directions().nextSetBit(dirn + 1)) { inDirection[dirn].add(step); toSiteTypeInDirection[toSiteTypeId][dirn].add(step); //System.out.println("Adding step to site type " + step.to().siteType() + " in direction " + dirn + "..."); } totalDirections.or(step.directions()); } //------------------------------------------------------------------------- /** * Sort steps in all lists CW from N. */ public void sort() { final int numSiteTypes = SiteType.values().length; final int numDirections = AbsoluteDirection.values().length; sort(steps); for (int dirn = 0; dirn < numDirections; dirn++) sort(inDirection[dirn]); for (int st = 0; st < numSiteTypes; st++) sort(toSiteType[st]); for (int st = 0; st < numSiteTypes; st++) for (int dirn = 0; dirn < numDirections; dirn++) sort(toSiteTypeInDirection[st][dirn]); } /** * Sort steps in the specified list CW from N. * * @param list The list of the steps. */ public static void sort(final List<Step> list) { final List<ItemScore> rank = new ArrayList<ItemScore>(); for (int n = 0; n < list.size(); n++) { final Step step = list.get(n); final double theta = MathRoutines.angle(step.from().pt2D(), step.to().pt2D()); double score = Math.PI / 2 - theta + 0.0001; while (score < 0) score += 2 * Math.PI; rank.add(new ItemScore(n, score)); } Collections.sort(rank); // Append item references in new order for (int r = 0; r < rank.size(); r++) list.add(list.get(rank.get(r).id())); // Remove initial reference to items for (int r = 0; r < rank.size(); r++) list.remove(0); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("Steps from " + siteType + " " + id + ":\n"); for (final Step step : steps) sb.append("- " + step.toString() + "\n"); return sb.toString(); } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/game/util/graph/Trajectories.java
package game.util.graph; import java.util.ArrayList; import java.util.BitSet; import java.util.List; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import main.math.MathRoutines; import main.math.Point3D; import main.math.Vector; //----------------------------------------------------------------------------- /** * Record of relations between elements within a graph. * * @author cambolbro */ public class Trajectories { /** Collections of steps; first indexed by SiteType, second indexed by the from site's ID */ private Steps[][] steps; /** Collections of radials: first indexed by SiteType, second indexed by site ID */ private Radials[][] radials; /** Total directions for graph. */ private final BitSet totalDirections = new BitSet(); //------------------------------------------------------------------------- /** * Constructor. */ public Trajectories() { // Do not create relations here! // Only call create() from the Board class, once, on the final graph object. } //------------------------------------------------------------------------- /** * @param fromType The graph element type of the from site. * @param siteId The index of the graph element type. * @param toType The graph element type of the to site. * @return The steps according to graph element types for the origin and the * target. */ public List<Step> steps(final SiteType fromType, final int siteId, final SiteType toType) { return steps[fromType.ordinal()][siteId].toSiteType(toType); } /** * @param fromType The graph element type of the from site. * @param siteId The index of the graph element type. * @param dirn The direction. * @return The steps according to graph element types for the origin and an * absolute direction. */ public List<Step> steps(final SiteType fromType, final int siteId, final AbsoluteDirection dirn) { return steps[fromType.ordinal()][siteId].inDirection(dirn); } /** * @param fromType The graph element type of the from site. * @param siteId The index of the graph element type. * @param toType The graph element type of the to site. * @param dirn The direction. * @return The steps according to graph element types for the origin and the * target and for an absolute direction. */ public List<Step> steps(final SiteType fromType, final int siteId, final SiteType toType, final AbsoluteDirection dirn) { return steps[fromType.ordinal()][siteId].toSiteTypeInDirection(toType, dirn); } /** * @param fromType The graph element type of the from site. * @param siteId The index of the graph element type. * @return The radials according to a graph element type for the origin. */ public Radials radials(final SiteType fromType, final int siteId) { return radials[fromType.ordinal()][siteId]; } /** * @param fromType The graph element type of the from site. * @param siteId The index of the graph element type. * @param dirn The direction. * @return The radials according to a graph element type for the origin and for * an absolute direction. */ public List<Radial> radials(final SiteType fromType, final int siteId, final AbsoluteDirection dirn) { return radials[fromType.ordinal()][siteId].inDirection(dirn); } /** * @return The bitset of the directions. */ public BitSet totalDirections() { return totalDirections; } //------------------------------------------------------------------------- /** * Create the trajectories. * * @param graph The graph. */ public void create(final Graph graph) { // Prepare the arrays final int numSiteTypes = SiteType.values().length; steps = new Steps[numSiteTypes][]; radials = new Radials[numSiteTypes][]; for (final SiteType siteType : SiteType.values()) { final int st = siteType.ordinal(); steps[st] = new Steps[graph.elements(siteType).size()]; radials[st] = new Radials[graph.elements(siteType).size()]; } generateSteps(graph); generateRadials(graph); //System.out.println("===========================================================\n"); //System.out.println(graph); // report(graph); } //------------------------------------------------------------------------- void generateSteps(final Graph graph) { for (final SiteType siteType : SiteType.values()) { for (final GraphElement from : graph.elements(siteType)) { final int st = siteType.ordinal(); final int id = from.id(); final Steps stepsFrom = new Steps(siteType, id); from.stepsTo(stepsFrom); steps[st][id] = stepsFrom; } } setDirections(graph); for (int st = 0; st < SiteType.values().length; st++) for (final Steps stepList : steps[st]) { totalDirections.or(stepList.totalDirections()); stepList.sort(); } // // Reorder steps in clockwise order within each relation type // for (int st = 0; st < SiteType.values().length; st++) // for (int reln = 0; reln < RelationType.values().length; reln++) // Collections.sort(stepsTo.steps()[st][reln], new Comparator<StepTo>() // { // @Override // public int compare(final StepTo a, final StepTo b) // { // if (a.theta() == b.theta()) // return 0; // return (a.theta() > b.theta()) ? -1 : 1; // } // }); } //------------------------------------------------------------------------- /** * Sets the 'dirn' field of all Steps in the list with unique directions. */ void setDirections(final Graph graph) { setCompassDirections(graph); // includes pyramidal directions setCircularDirections(graph); // Set known directions in each step for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); final int st = siteType.ordinal(); for (int id = 0; id < elements.size(); id++) for (final AbsoluteDirection dirn : AbsoluteDirection.values()) { final int dirnIndex = dirn.ordinal(); for (final Step step : steps[st][id].inDirection(AbsoluteDirection.values()[dirnIndex])) { step.directions().set(dirnIndex, true); // steps[st].get(id).toSiteTypeInDirection(step.to.siteType(), dirn).add(step); steps[st][id].addToSiteTypeInDirection(step.to.siteType(), dirn, step); totalDirections.set(dirnIndex, true); } } } } /** * Sets the 'dirn' field of all Steps in the list with unique directions. */ void setCompassDirections(final Graph graph) { for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); for (final GraphElement element : elements) setCompassDirections(graph, element); } } /** * Sets the 'dirn' field of all Steps in the list with unique directions. */ void setCompassDirections(final Graph graph, final GraphElement element) { final int st = element.siteType().ordinal(); final List<Step> stepList = steps[st][element.id()].steps(); final double unit = graph.averageEdgeLength(); // Check if only need 8 compass directions final BitSet used = new BitSet(); boolean collision = false; for (final Step step : stepList) { final int dirn = mapAngleToAbsoluteDirection(step, unit, false).ordinal(); if (used.get(dirn)) { // More than one step in this direction; use 16 compass directions collision = true; break; } used.set(dirn, true); } // Add new directions for (final Step step : stepList) { final AbsoluteDirection dirn = mapAngleToAbsoluteDirection(step, unit, collision); // System.out.println("Settings step " + step + " to " + dirn + "."); // stepsInDirection[st][element.id()][dirn].add(step); // steps[st].get(element.id()).inDirection(AbsoluteDirection.values()[dirn]).add(step); steps[st][element.id()].addInDirection(AbsoluteDirection.values()[dirn.ordinal()], step); if ( dirn == AbsoluteDirection.N || dirn == AbsoluteDirection.E || dirn == AbsoluteDirection.S || dirn == AbsoluteDirection.W || dirn == AbsoluteDirection.NE || dirn == AbsoluteDirection.SE || dirn == AbsoluteDirection.SW || dirn == AbsoluteDirection.NW || dirn == AbsoluteDirection.NNE || dirn == AbsoluteDirection.ENE || dirn == AbsoluteDirection.ESE || dirn == AbsoluteDirection.SSE || dirn == AbsoluteDirection.SSW || dirn == AbsoluteDirection.WSW || dirn == AbsoluteDirection.WNW || dirn == AbsoluteDirection.NNW ) steps[st][element.id()].addInDirection(AbsoluteDirection.SameLayer, step); if ( dirn == AbsoluteDirection.U || dirn == AbsoluteDirection.UN || dirn == AbsoluteDirection.UE || dirn == AbsoluteDirection.US || dirn == AbsoluteDirection.UW || dirn == AbsoluteDirection.UNE || dirn == AbsoluteDirection.USE || dirn == AbsoluteDirection.USW || dirn == AbsoluteDirection.UNW ) steps[st][element.id()].addInDirection(AbsoluteDirection.Upward, step); if ( dirn == AbsoluteDirection.D || dirn == AbsoluteDirection.DN || dirn == AbsoluteDirection.DE || dirn == AbsoluteDirection.DS || dirn == AbsoluteDirection.DW || dirn == AbsoluteDirection.DNE || dirn == AbsoluteDirection.DSE || dirn == AbsoluteDirection.DSW || dirn == AbsoluteDirection.DNW ) steps[st][element.id()].addInDirection(AbsoluteDirection.Downward, step); } } //------------------------------------------------------------------------- /** * @param step The step. * @param unit The unit. * @param intercardinal True if the direction has to be intercardinal. * @return The absolute direction for an angle. */ public static AbsoluteDirection mapAngleToAbsoluteDirection ( final Step step, final double unit, final boolean intercardinal ) { final Point3D ptA = step.from().pt(); final Point3D ptB = step.to().pt(); int elevation = 0; if (ptB.z() - ptA.z() < -0.1 * unit) elevation = -1; // B is below A else if (ptB.z() - ptA.z() > 0.1 * unit) elevation = 1; // B is above A // Check 2D distance between points if (elevation != 0 && MathRoutines.distance(ptA.x(), ptA.y(), ptB.x(), ptB.y()) < 0.1 * unit) { // Step points are (approximately) on top of each other return (elevation < 0) ? AbsoluteDirection.D : AbsoluteDirection.U; } //double angle = step.theta(); // Get step angle double angle = Math.atan2(ptB.y() - ptA.y(), ptB.x() - ptA.x()); while (angle < 0) angle += 2 * Math.PI; while (angle > 2 * Math.PI) angle -= 2 * Math.PI; if (!intercardinal) { final double off = 2 * Math.PI / 16; if (elevation == 0) { // On the 2D plane if (angle < off) return AbsoluteDirection.E; if (angle < off + 2 * Math.PI / 8) return AbsoluteDirection.NE; if (angle < off + 4 * Math.PI / 8) return AbsoluteDirection.N; if (angle < off + 6 * Math.PI / 8) return AbsoluteDirection.NW; if (angle < off + 8 * Math.PI / 8) return AbsoluteDirection.W; if (angle < off + 10 * Math.PI / 8) return AbsoluteDirection.SW; if (angle < off + 12 * Math.PI / 8) return AbsoluteDirection.S; if (angle < off + 14 * Math.PI / 8) return AbsoluteDirection.SE; return AbsoluteDirection.E; } else if (elevation < 0) { // Downwards angle if (angle < off) return AbsoluteDirection.DE; if (angle < off + 2 * Math.PI / 8) return AbsoluteDirection.DNE; if (angle < off + 4 * Math.PI / 8) return AbsoluteDirection.DN; if (angle < off + 6 * Math.PI / 8) return AbsoluteDirection.DNW; if (angle < off + 8 * Math.PI / 8) return AbsoluteDirection.DW; if (angle < off + 10 * Math.PI / 8) return AbsoluteDirection.DSW; if (angle < off + 12 * Math.PI / 8) return AbsoluteDirection.DS; if (angle < off + 14 * Math.PI / 8) return AbsoluteDirection.DSE; return AbsoluteDirection.DE; } else { // Upwards angle if (angle < off) return AbsoluteDirection.UE; if (angle < off + 2 * Math.PI / 8) return AbsoluteDirection.UNE; if (angle < off + 4 * Math.PI / 8) return AbsoluteDirection.UN; if (angle < off + 6 * Math.PI / 8) return AbsoluteDirection.UNW; if (angle < off + 8 * Math.PI / 8) return AbsoluteDirection.UW; if (angle < off + 10 * Math.PI / 8) return AbsoluteDirection.USW; if (angle < off + 12 * Math.PI / 8) return AbsoluteDirection.US; if (angle < off + 14 * Math.PI / 8) return AbsoluteDirection.USE; return AbsoluteDirection.UE; } } else { final double off = 2 * Math.PI / 32; if (elevation == 0) { // On the 2D plane if (angle < off) return AbsoluteDirection.E; if (angle < off + 2 * Math.PI / 16) return AbsoluteDirection.ENE; if (angle < off + 4 * Math.PI / 16) return AbsoluteDirection.NE; if (angle < off + 6 * Math.PI / 16) return AbsoluteDirection.NNE; if (angle < off + 8 * Math.PI / 16) return AbsoluteDirection.N; if (angle < off + 10 * Math.PI / 16) return AbsoluteDirection.NNW; if (angle < off + 12 * Math.PI / 16) return AbsoluteDirection.NW; if (angle < off + 14 * Math.PI / 16) return AbsoluteDirection.WNW; if (angle < off + 16 * Math.PI / 16) return AbsoluteDirection.W; if (angle < off + 18 * Math.PI / 16) return AbsoluteDirection.WSW; if (angle < off + 20 * Math.PI / 16) return AbsoluteDirection.SW; if (angle < off + 22 * Math.PI / 16) return AbsoluteDirection.SSW; if (angle < off + 24 * Math.PI / 16) return AbsoluteDirection.S; if (angle < off + 26 * Math.PI / 16) return AbsoluteDirection.SSE; if (angle < off + 28 * Math.PI / 16) return AbsoluteDirection.SE; if (angle < off + 30 * Math.PI / 16) return AbsoluteDirection.ESE; return AbsoluteDirection.E; } else if (elevation < 0) { // Downwards if (angle < off) return AbsoluteDirection.DE; if (angle < off + 2 * Math.PI / 16) return AbsoluteDirection.DNE; if (angle < off + 4 * Math.PI / 16) return AbsoluteDirection.DNE; if (angle < off + 6 * Math.PI / 16) return AbsoluteDirection.DNE; if (angle < off + 8 * Math.PI / 16) return AbsoluteDirection.DN; if (angle < off + 10 * Math.PI / 16) return AbsoluteDirection.DNW; if (angle < off + 12 * Math.PI / 16) return AbsoluteDirection.DNW; if (angle < off + 14 * Math.PI / 16) return AbsoluteDirection.DNW; if (angle < off + 16 * Math.PI / 16) return AbsoluteDirection.DW; if (angle < off + 18 * Math.PI / 16) return AbsoluteDirection.DSW; if (angle < off + 20 * Math.PI / 16) return AbsoluteDirection.DSW; if (angle < off + 22 * Math.PI / 16) return AbsoluteDirection.DSW; if (angle < off + 24 * Math.PI / 16) return AbsoluteDirection.DS; if (angle < off + 26 * Math.PI / 16) return AbsoluteDirection.DSE; if (angle < off + 28 * Math.PI / 16) return AbsoluteDirection.DSE; if (angle < off + 30 * Math.PI / 16) return AbsoluteDirection.DSE; return AbsoluteDirection.DE; } else { // Upwards if (angle < off) return AbsoluteDirection.UE; if (angle < off + 2 * Math.PI / 16) return AbsoluteDirection.UNE; if (angle < off + 4 * Math.PI / 16) return AbsoluteDirection.UNE; if (angle < off + 6 * Math.PI / 16) return AbsoluteDirection.UNE; if (angle < off + 8 * Math.PI / 16) return AbsoluteDirection.UN; if (angle < off + 10 * Math.PI / 16) return AbsoluteDirection.UNW; if (angle < off + 12 * Math.PI / 16) return AbsoluteDirection.UNW; if (angle < off + 14 * Math.PI / 16) return AbsoluteDirection.UNW; if (angle < off + 16 * Math.PI / 16) return AbsoluteDirection.UW; if (angle < off + 18 * Math.PI / 16) return AbsoluteDirection.USW; if (angle < off + 20 * Math.PI / 16) return AbsoluteDirection.USW; if (angle < off + 22 * Math.PI / 16) return AbsoluteDirection.USW; if (angle < off + 24 * Math.PI / 16) return AbsoluteDirection.US; if (angle < off + 26 * Math.PI / 16) return AbsoluteDirection.USE; if (angle < off + 28 * Math.PI / 16) return AbsoluteDirection.USE; if (angle < off + 30 * Math.PI / 16) return AbsoluteDirection.USE; return AbsoluteDirection.UE; } } } //------------------------------------------------------------------------- void setCircularDirections(final Graph graph) { final int vertexTypeId = SiteType.Vertex.ordinal(); // Find all pivots final BitSet pivotIds = new BitSet(); for (final Vertex vertex : graph.vertices()) if (vertex.pivot() != null) pivotIds.set(vertex.pivot().id()); // Store all steps from pivot vertices in 'out' direction for (int id = pivotIds.nextSetBit(0); id >= 0; id = pivotIds.nextSetBit(id + 1)) for (final Step step : steps[vertexTypeId][id].steps()) { // steps[vertexTypeId].get(id).inDirection(AbsoluteDirection.Out).add(step); // steps[vertexTypeId].get(id).inDirection(AbsoluteDirection.Rotational).add(step); steps[vertexTypeId][id].addInDirection(AbsoluteDirection.Out, step); steps[vertexTypeId][id].addInDirection(AbsoluteDirection.Rotational, step); } // Set circular directions for all other elements for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); final int st = siteType.ordinal(); for (int id = 0; id < elements.size(); id++) { if (siteType == SiteType.Vertex && pivotIds.get(id)) continue; // pivot vertices already done final GraphElement from = elements.get(id); final Vertex pivot = from.pivot(); if (pivot == null) continue; // not a pivoted element for (final Step step : steps[st][id].steps()) { // Determine circular directions for this pivoted element final Vector vecAB = new Vector(from.pt(), step.to().pt()); final Vector vecAP = new Vector(from.pt(), pivot.pt()); vecAB.normalise(); vecAP.normalise(); if (step.directions().get(AbsoluteDirection.Diagonal.ordinal())) continue; final double dot = vecAB.dotProduct(vecAP); if (dot > 0.9) { // Facing in // steps[st].get(id).inDirection(AbsoluteDirection.In).add(step); // steps[st].get(id).inDirection(AbsoluteDirection.Rotational).add(step); steps[st][id].addInDirection(AbsoluteDirection.In, step); steps[st][id].addInDirection(AbsoluteDirection.Rotational, step); } else if (dot < -0.9) { // Facing out // steps[st].get(id).inDirection(AbsoluteDirection.Out).add(step); // steps[st].get(id).inDirection(AbsoluteDirection.Rotational).add(step); steps[st][id].addInDirection(AbsoluteDirection.Out, step); steps[st][id].addInDirection(AbsoluteDirection.Rotational, step); } else { final Edge curvedEdge = graph.findEdge(from.id(), step.to().id(), true); if (curvedEdge == null) continue; // Facing left or right if (MathRoutines.whichSide(from.pt2D(), pivot.pt2D(), step.to().pt2D()) > 0) { // steps[st].get(id).inDirection(AbsoluteDirection.CW).add(step); // steps[st].get(id).inDirection(AbsoluteDirection.Rotational).add(step); steps[st][id].addInDirection(AbsoluteDirection.CW, step); steps[st][id].addInDirection(AbsoluteDirection.Rotational, step); } else { // steps[st].get(id).inDirection(AbsoluteDirection.CCW).add(step); // steps[st].get(id).inDirection(AbsoluteDirection.Rotational).add(step); steps[st][id].addInDirection(AbsoluteDirection.CCW, step); steps[st][id].addInDirection(AbsoluteDirection.Rotational, step); } } } } } } //------------------------------------------------------------------------- void generateRadials(final Graph graph) { for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); final int st = siteType.ordinal(); for (int id = 0; id < elements.size(); id++) { //final GraphElement element = elements.get(id); radials[st][id] = new Radials(siteType, id); for (final AbsoluteDirection dirn : AbsoluteDirection.values()) { for (final Step step : steps[st][id].inDirection(dirn)) { if (step.to().siteType() != siteType) continue; // don't follow radial to other site types // Create new radial in this direction final RadialWIP radial = new RadialWIP(step.from(), dirn); followRadial(graph, radial, siteType, dirn, step.to()); radials[st][id].addSafe(radial.toRadial()); } } } } // Remove opposite subsets for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); final int st = siteType.ordinal(); for (int id = 0; id < elements.size(); id++) for (final Radial radial : radials[st][id].radials()) radial.removeOppositeSubsets(); } // Reassign Rotational radials for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); final int st = siteType.ordinal(); for (int id = 0; id < elements.size(); id++) { // steps[st].get(id).inDirection(AbsoluteDirection.Rotational).clear(); steps[st][id].clearInDirection(AbsoluteDirection.Rotational); for (final Radial radial : radials[st][id].inDirection(AbsoluteDirection.In)) // radials[st].get(id).inDirection(AbsoluteDirection.Rotational).add(radial); radials[st][id].addInDirection(AbsoluteDirection.Rotational, radial); for (final Radial radial : radials[st][id].inDirection(AbsoluteDirection.Out)) // radials[st].get(id).inDirection(AbsoluteDirection.Rotational).add(radial); radials[st][id].addInDirection(AbsoluteDirection.Rotational, radial); for (final Radial radial : radials[st][id].inDirection(AbsoluteDirection.CW)) // radials[st].get(id).inDirection(AbsoluteDirection.Rotational).add(radial); radials[st][id].addInDirection(AbsoluteDirection.Rotational, radial); for (final Radial radial : radials[st][id].inDirection(AbsoluteDirection.CCW)) // radials[st].get(id).inDirection(AbsoluteDirection.Rotational).add(radial); radials[st][id].addInDirection(AbsoluteDirection.Rotational, radial); radials[st][id].removeSubsetsInDirection(AbsoluteDirection.Rotational); } } // Determine distinct radials and sort them CW from N (for Dennis) for (int st = 0; st < SiteType.values().length; st++) for (final Radials radialSet : radials[st]) { radialSet.setDistinct(); radialSet.sort(); } } void followRadial ( final Graph graph, final RadialWIP radial, final SiteType siteType, final AbsoluteDirection dirn, final GraphElement current ) { final double threshold = 0.25; // allowable bend final double tanThreshold = Math.tan(threshold); final GraphElement previous = radial.lastStep(); radial.addStep(current); // Find next step with closest trajectory //final Vector trajectory = new Vector(previous.pt(), current.pt()); //trajectory.normalise(); if (current.id() >= steps[siteType.ordinal()].length) { // Should not happen System.out.println("** Trajectories.followRadial(): " + siteType + " " + current.id() + " not in steps[][][] array."); return; } final List<Step> nextSteps = steps[siteType.ordinal()][current.id()].inDirection(dirn); // double bestScore = -100000; double bestAbsTanDiff = tanThreshold; // initialising this to threshold allows us to always only compare to bestDiff GraphElement bestNextTo = null; final int dirnOrdinal = dirn.ordinal(); if ( dirn == AbsoluteDirection.CW || dirn == AbsoluteDirection.CCW || dirn == AbsoluteDirection.In || dirn == AbsoluteDirection.Out // || // dirn == AbsoluteDirection.Rotational ) { // Follow circular step for (final Step next : nextSteps) { final GraphElement nextTo = next.to(); if (nextTo.siteType() != siteType) continue; // only follow radials along same site type if (next.directions().get(dirnOrdinal)) { bestNextTo = nextTo; break; } } } else { // Non-circular steps for (final Step next : nextSteps) { final GraphElement nextTo = next.to(); if (nextTo.siteType() != siteType) continue; // only follow radials along same site type if (next.directions().get(dirnOrdinal)) { // Follow step with smallest deviation in heading // // The angle difference computation looks like atan2(y, x) for y and x // computed based on the three points. Whenever x is negative, we can // exit early because the angle difference will be either greater than 0.5pi, // or smaller than -0.5pi; absolute value always bigger than our threshold. // // In the case where x is positive, we can compute the same angle difference // as atan(y / x), instead of atan2(y, x). The absolute value of atan(y / x) // is a strictly increasing function of the absolute value of (y / x), with // a minimum of atan(y / x) = 0 if (y / x) = 0. // // So, instead of minimising the absolute value of this angle difference, we // can also just minimise the absolute value of (y / x). The only complication // now is that we have to adjust the threshold that we compare to; originally, // we wanted a threshold absolute angle difference of at most 0.25rad. Now, // we'll have to change that to a threshold of tan(0.25). final double absTanDiff = MathRoutines.absTanAngleDifferencePosX ( previous.pt2D(), current.pt2D(), nextTo.pt2D() ); if (absTanDiff < bestAbsTanDiff) // comparison to threshold is implicit due to init of bestAbsTanDiff { bestNextTo = nextTo; bestAbsTanDiff = absTanDiff; if (bestAbsTanDiff == 0.0) break; // We won't be able to improve this anymore } } } } if (bestNextTo != null) { // if (bestNext.from.siteType() != siteType || bestNext.to.siteType() != siteType) // System.out.println("** Bad site type in followRadial()."); if (!radial.steps().contains(bestNextTo)) followRadial(graph, radial, siteType, dirn, bestNextTo); } } //------------------------------------------------------------------------- /** * Print the trajectories. * * @param graph The graph. */ public void report(final Graph graph) { System.out.println(graph); System.out.println("\nRadials:"); for (final SiteType siteType : SiteType.values()) { final List<? extends GraphElement> elements = graph.elements(siteType); final int st = siteType.ordinal(); for (int id = 0; id < elements.size(); id++) { final GraphElement element = elements.get(id); System.out.println("\nSteps from " + element.label() + ":"); for (final Step step : steps[st][id].steps()) System.out.println(" " + step); //System.out.println("\nRadials from " + element.label() + ":"); System.out.println("\n" + radials[st][id]); } } System.out.println("\nDirections used:"); for (int d = totalDirections.nextSetBit(0); d >= 0; d = totalDirections.nextSetBit(d + 1)) System.out.println("- " + AbsoluteDirection.values()[d]); System.out.println(); } //------------------------------------------------------------------------- /** * A "work-in-progress" Radial, which we may still be busy building and adding steps to. * Can be transformed into a real Radial with fixed-length array of steps when it is finished. * * @author Dennis Soemers */ private final static class RadialWIP { /** The list of steps making up this radial. */ private final List<GraphElement> steps = new ArrayList<GraphElement>(); /** * Direction of the first step in this radial. * This is useful to store so that radials can be quickly sorted by direction in Trajectories. */ private final AbsoluteDirection direction; /** * Constructor. * * @param start The starting element of the radial. * @param direction The absolute direction of the radial. */ public RadialWIP(final GraphElement start, final AbsoluteDirection direction) { this.direction = direction; steps.add(start); } /** * @return The list of the graph elements in the steps. */ public List<GraphElement> steps() { return steps; } /** * Add a element to the steps. * * @param to The element. */ public void addStep(final GraphElement to) { steps.add(to); } /** * @return The last step. */ public GraphElement lastStep() { return steps.get(steps.size() - 1); } /** * @return A proper Radial, with fixed-length array of steps */ public Radial toRadial() { return new Radial(steps.toArray(new GraphElement[steps.size()]), direction); } } //------------------------------------------------------------------------- }
29,372
31.96633
121
java
Ludii
Ludii-master/Core/src/game/util/graph/Vertex.java
package game.util.graph; import java.awt.geom.Point2D; import java.text.DecimalFormat; import java.util.ArrayList; import java.util.Collections; import java.util.Comparator; import java.util.List; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import main.math.MathRoutines; import main.math.Point3D; //----------------------------------------------------------------------------- /** * Defines a Graph vertex. * * @author cambolbro */ public class Vertex extends GraphElement { private final List<Edge> edges = new ArrayList<Edge>(); private final List<Face> faces = new ArrayList<Face>(); private Vertex pivot = null; //------------------------------------------------------------------------- /** * Constructor. * * @param id The index of the vertex. * @param x The x position of the vertex. * @param y The y position of the vertex. */ public Vertex ( final int id, final double x, final double y ) { this.id = id; this.pt = new Point3D(x, y); } /** * Constructor. * * @param id The index of the vertex. * @param x The x position of the vertex. * @param y The y position of the vertex. * @param z The z position of the vertex. */ public Vertex ( final int id, final double x, final double y, final double z ) { this.id = id; this.pt = new Point3D(x, y, z); } /** * Constructor. * * @param id The index of the vertex. * @param pt The Point3D of the vertex. */ public Vertex ( final int id, final Point3D pt ) { this.id = id; this.pt = new Point3D(pt); } /** * Constructor. * * @param id The index of the vertex. * @param pt The Point2D of the vertex. */ public Vertex ( final int id, final Point2D pt ) { this.id = id; this.pt = new Point3D(pt.getX(), pt.getY()); } //------------------------------------------------------------------------- /** * @return The edges of the vertex. */ public List<Edge> edges() { return Collections.unmodifiableList(edges); } /** * @return The faces of the vertex. */ public List<Face> faces() { return faces; } @Override public Vertex pivot() { return pivot; } /** * Set the pivot of the vertex. * * @param vertex The pivot vertex. */ public void setPivot(final Vertex vertex) { pivot = vertex; } //------------------------------------------------------------------------- /** * Clear the edges. */ public void clearEdges() { edges.clear(); } /** * Add an edge. * * @param edge The edge. */ public void addEdge(final Edge edge) { edges.add(edge); } /** * Remove an edge. * * @param n the index of the edge. */ public void removeEdge(final int n) { edges.remove(n); } /** * Clear the faces. */ public void clearFaces() { faces.clear(); } /** * Add a face. * * @param face The face. */ public void addFace(final Face face) { faces.add(face); } /** * Remove a face. * * @param n The index of the face. */ public void removeFace(final int n) { faces.remove(n); } //------------------------------------------------------------------------- @Override public SiteType siteType() { return SiteType.Vertex; } //------------------------------------------------------------------------- /** * @param edge The edge. * @return Edge's position in this vertex's list, else -1 if none. */ public int edgePosition(final Edge edge) { for (int n = 0; n < edges.size(); n++) if (edges.get(n).matches(edge)) return n; return -1; } /** * @param face The face. * @return Face's position in this vertex's list, else -1 if none. */ public int facePosition(final Face face) { for (int n = 0; n < faces.size(); n++) if (faces.get(n).id() == face.id()) return n; return -1; } /** * @param other The other vertex. * @return Known edge between this vertex and another vertex, else null if none. */ public Edge incidentEdge(final Vertex other) { for (final Edge edge : edges) if (edge.matches(this, other)) return edge; return null; } //------------------------------------------------------------------------- /** * @param other The other vertex. * @param tolerance The tolerance. * @return Vertex at same location within specified tolerance (e.g. 0.1). */ public boolean coincident(final Vertex other, final double tolerance) { return coincident(other.pt.x(), other.pt.y(), other.pt.z(), tolerance); } /** * @param x The x position. * @param y The y position. * @param z The z position. * @param tolerance The tolerance. * @return Vertex at same location within specified tolerance (e.g. 0.1). */ public boolean coincident(final double x, final double y, final double z, final double tolerance) { final double error = Math.abs(x - pt.x()) + Math.abs(y - pt.y()) + Math.abs(z - pt.z()); if (error < tolerance) return true; return false; } //------------------------------------------------------------------------- /** * @param face The face. * @return Vertex on the other end of the first edge coincident with this vertex * that is not also on the specified face. */ public Vertex edgeAwayFrom(final Face face) { for (final Edge edge : edges) { if (!face.contains(edge)) return edge.otherVertex(id); } return null; } //------------------------------------------------------------------------- /** * Sort edges by direction in clockwise order around vertex. */ public void sortEdges() { Collections.sort(edges, new Comparator<Edge>() { @Override public int compare(final Edge a, final Edge b) { final Vertex va = a.otherVertex(id()); final Vertex vb = b.otherVertex(id()); final double dirnA = Math.atan2(va.pt.y() - pt.y(), va.pt.x() - pt.x()); final double dirnB = Math.atan2(vb.pt.y() - pt.y(), vb.pt.x() - pt.x()); if (dirnA == dirnB) return 0; return (dirnA < dirnB) ? -1 : 1; } }); // System.out.print("Edge angles for vertex " + id() + ":"); // for (Edge edge : edges) // { // final Vertex v = edge.otherVertex(id()); // final double dirn = Math.atan2(v.y() - y(), v.x() - x()); // System.out.print(" " + dirn); // } // System.out.println(); } //------------------------------------------------------------------------- /** * Sort edges by direction in clockwise order around vertex. */ void sortFaces() { Collections.sort(faces, new Comparator<Face>() { @Override public int compare(final Face a, final Face b) { final double dirnA = Math.atan2(a.pt.y() - pt.y(), a.pt.x() - pt.x()); final double dirnB = Math.atan2(b.pt.y() - pt.y(), b.pt.x() - pt.x()); if (dirnA == dirnB) return 0; return (dirnA < dirnB) ? -1 : 1; } }); // System.out.print("Face angles for vertex " + id() + ":"); // for (final GraphElement ge : faces) // { // final double dirn = Math.atan2(ge.pt().y() - pt.y(), ge.pt().x() - pt.x()); // System.out.print(" " + dirn); // } // System.out.println(); } //------------------------------------------------------------------------- @Override public List<GraphElement> nbors() { final List<GraphElement> nbors = new ArrayList<GraphElement>(); for (final Edge edge : edges) nbors.add(edge.otherVertex(id)); return nbors; } //------------------------------------------------------------------------- @Override public void stepsTo(final Steps steps2) { //------------------------------------------------- // Steps to other vertices // Add orthogonal steps due to edges for (final Edge edge : edges) { final Vertex to = edge.otherVertex(id); final Step newStep = new Step(this, to); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps2.add(newStep); } //------------------------------------------------- // Diagonal steps across cell faces for (final Face face : faces) { if (face.vertices().size() < 4) continue; // no diagonal across a triangle // Find maximum distance across this diagonal double bestDist = 1000000; Vertex bestTo = null; for (final Vertex to : face.vertices()) { if (to.id() == id) continue; final double dist = MathRoutines.distanceToLine(face.pt2D(), pt2D(), to.pt2D()); if (dist < bestDist) { bestDist = dist; bestTo = to; } } // Create this diagonal 'to' step final Step newStep = new Step(this, bestTo); newStep.directions().set(AbsoluteDirection.Diagonal.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps2.add(newStep); } //------------------------------------------------- // Steps to edges for (final Edge edge : edges) { final Step newStep = new Step(this, edge); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps2.add(newStep); } //------------------------------------------------- // Steps to faces for (final Face face : faces) { final Step newStep = new Step(this, face); newStep.directions().set(AbsoluteDirection.Orthogonal.ordinal()); newStep.directions().set(AbsoluteDirection.Adjacent.ordinal()); newStep.directions().set(AbsoluteDirection.All.ordinal()); steps2.add(newStep); } } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); final DecimalFormat df = new DecimalFormat("#.###"); sb.append("Vertex[" + id + "]: ("); if (pt.x() == (int)pt.x() && pt.y() == (int)pt.y()) sb.append((int)pt.x() + "," + (int)pt.y()); else sb.append(df.format(pt.x()) + "," + df.format(pt.y())); if (pt.z() == (int)pt.z()) sb.append("," + (int)pt.z()); else sb.append("," + df.format(pt.z())); sb.append(")"); if (pivot != null) sb.append(" pivot=" + pivot.id()); // List edges sb.append(" ["); for (int e = 0; e < edges.size(); e++) { if (e > 0) sb.append(" "); sb.append(edges.get(e).id()); } sb.append("]"); sb.append(" " + properties); sb.append(" \"" + situation.label() + "\""); return sb.toString(); } //------------------------------------------------------------------------- }
10,673
21.145228
98
java
Ludii
Ludii-master/Core/src/game/util/graph/package-info.java
/** * Graph utilities are support classes for describing the graph that defines a * game board. */ package game.util.graph;
127
20.333333
78
java
Ludii
Ludii-master/Core/src/game/util/math/Count.java
package game.util.math; import game.functions.ints.IntFunction; import other.BaseLudeme; /** * Associates an item with a count. * * @author cambolbro * * @remarks This ludeme is used for lists of items with counts, such as (placeRandom ...). */ public class Count extends BaseLudeme { final String item; final IntFunction count; //------------------------------------------------------------------------- /** * @param item Item description. * @param count Number of items. * * @example (count "Pawn1" 8) */ public Count ( final String item, final IntFunction count ) { this.item = item; this.count = count; } //------------------------------------------------------------------------- /** * @return The item. */ public String item() { return item; } /** * @return The count. */ public IntFunction count() { return count; } //------------------------------------------------------------------------- }
1,022
16.947368
92
java
Ludii
Ludii-master/Core/src/game/util/math/Pair.java
package game.util.math; import java.util.BitSet; import game.Game; import game.functions.ints.IntConstant; import game.functions.ints.IntFunction; import game.types.board.LandmarkType; import game.types.play.RoleType; import main.Constants; import other.BaseLudeme; /** * Defines a pair of two integers, two strings or one integer and a string. * * @author Eric.Piette * @remarks This is used for the map ludeme. */ public class Pair extends BaseLudeme { /** The integer key of the pair. */ final IntFunction intKey; /** The string key of the pair. */ final String stringKey; /** The integer value of the pair. */ final IntFunction intValue; /** The string value of the pair. */ final String stringValue; /** The landmark of the value. */ final LandmarkType landmark; /** The key roleType to check in the warning. */ final RoleType roleTypeKey; /** The value roleType to check in the warning. */ final RoleType roleTypeValue; /** * For a pair of integers. * * @param key The key of the pair. * @param value The corresponding value. * * @example (pair 5 10) */ public Pair ( final IntFunction key, final IntFunction value ) { this.intKey = key; this.intValue = value; this.stringKey = null; this.stringValue = null; this.landmark = null; this.roleTypeKey = null; this.roleTypeValue = null; } /** * For a pair of a RoleType and an Integer. * * @param key The key of the pair. * @param value The corresponding value. * * @example (pair P1 10) */ public Pair ( final RoleType key, final IntFunction value ) { this.intKey = RoleType.toIntFunction(key); this.intValue = value; this.stringKey = null; this.stringValue = null; this.landmark = null; this.roleTypeKey = key; this.roleTypeValue = null; } /** * For a pair of tow RoleTypes. * * @param key The key of the pair. * @param value The corresponding value. * * @example (pair P1 P2) */ public Pair ( final RoleType key, final RoleType value ) { this.intKey = RoleType.toIntFunction(key); this.intValue = RoleType.toIntFunction(value); this.stringKey = null; this.stringValue = null; this.landmark = null; this.roleTypeKey = key; this.roleTypeValue = value; } /** * For a pair of two strings. * * @param key The key of the pair. * @param value The corresponding value. * * @example (pair "A1" "C3") */ public Pair ( final String key, final String value ) { this.intKey = null; this.intValue = null; this.stringKey = key; this.stringValue = value; this.landmark = null; this.roleTypeKey = null; this.roleTypeValue = null; } /** * For a pair of an integer and a string. * * @param key The key of the pair. * @param value The corresponding value. * * @example (pair 0 "A1") */ public Pair ( final IntFunction key, final String value ) { this.intKey = key; this.intValue = null; this.stringKey = null; this.stringValue = value; this.landmark = null; this.roleTypeKey = null; this.roleTypeValue = null; } /** * For a pair of a RoleType and a string. * * @param key The key of the pair. * @param value The corresponding value. * * @example (pair P1 "A1") */ public Pair ( final RoleType key, final String value ) { this.intKey = RoleType.toIntFunction(key); this.intValue = null; this.stringKey = null; this.stringValue = value; this.landmark = null; this.roleTypeKey = key; this.roleTypeValue = null; } /** * For a pair of a RoleType and an ordered graph element type. * * @param key The key of the pair. * @param landmark The landmark of the value. * * @example (pair P1 LeftSite) */ public Pair ( final RoleType key, final LandmarkType landmark ) { this.intKey = RoleType.toIntFunction(key); this.intValue = null; this.stringKey = null; this.stringValue = null; this.landmark = landmark; this.roleTypeKey = key; this.roleTypeValue = null; } /** * For a pair of a RoleType and a value. * * @param key The key of the pair. * @param value The corresponding value. * * @example (pair "A1" P1) */ public Pair ( final String key, final RoleType value ) { this.intKey = null; this.intValue = RoleType.toIntFunction(value); this.stringKey = key; this.stringValue = null; this.landmark = null; this.roleTypeKey = null; this.roleTypeValue = value; } /** * @return The integer value. */ public IntFunction intValue() { if (intValue != null) return intValue; return new IntConstant(Constants.UNDEFINED); } /** * @return The integer key. */ public IntFunction intKey() { if (intKey != null) return intKey; return new IntConstant(Constants.UNDEFINED); } /** * @return The string value. */ public String stringValue() { return stringValue; } /** * @return The landmark of the value. */ public LandmarkType landmarkType() { return landmark; } /** * @return The string key. */ public String stringKey() { return stringKey; } /** * @param game The game. * @return The corresponding gameFlags. */ public long gameFlags(final Game game) { long gameFlags = 0l; if (intKey != null) gameFlags |= intKey.gameFlags(game); if (intValue != null) gameFlags |= intValue.gameFlags(game); return gameFlags; } @Override public BitSet writesEvalContextRecursive() { final BitSet writeEvalContext = new BitSet(); if (intKey != null) writeEvalContext.or(intKey.writesEvalContextRecursive()); if (intValue != null) writeEvalContext.or(intValue.writesEvalContextRecursive()); return writeEvalContext; } @Override public BitSet readsEvalContextRecursive() { final BitSet readEvalContext = new BitSet(); if (intKey != null) readEvalContext.or(intKey.readsEvalContextRecursive()); if (intValue != null) readEvalContext.or(intValue.readsEvalContextRecursive()); return readEvalContext; } @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); if (intKey != null) concepts.or(intKey.concepts(game)); if (intValue != null) concepts.or(intValue.concepts(game)); return concepts; } @Override public boolean missingRequirement(final Game game) { boolean missingRequirement = false; if (intKey != null) missingRequirement |= intKey.missingRequirement(game); if (intValue != null) missingRequirement |= intValue.missingRequirement(game); // We check if the key roleType is correct. if (roleTypeKey != null) { final int indexOwnerPhase = roleTypeKey.owner(); if (((indexOwnerPhase < 1 && !roleTypeKey.equals(RoleType.Shared)) && !roleTypeKey.equals(RoleType.Neutral) && !roleTypeKey.equals(RoleType.All)) || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "The key of a pair in the map is using a wrong roletype which is " + roleTypeKey + "."); missingRequirement = true; } } // We check if the value roleType is correct. if (roleTypeValue != null) { final int indexOwnerPhase = roleTypeValue.owner(); if (((indexOwnerPhase < 1 && !roleTypeValue.equals(RoleType.Shared)) && !roleTypeValue.equals(RoleType.Neutral) && !roleTypeKey.equals(RoleType.All)) || indexOwnerPhase > game.players().count()) { game.addRequirementToReport( "The value of a pair in the map is using a wrong roletype which is " + roleTypeValue + "."); missingRequirement = true; } } return missingRequirement; } @Override public boolean willCrash(final Game game) { boolean willCrash = false; if (intKey != null) willCrash |= intKey.willCrash(game); if (intValue != null) willCrash |= intValue.willCrash(game); return willCrash; } }
7,829
19.390625
110
java
Ludii
Ludii-master/Core/src/game/util/math/package-info.java
/** * Math utilities are support classes for various numerical ludemes. */ package game.util.math;
101
19.4
68
java
Ludii
Ludii-master/Core/src/game/util/moves/Between.java
package game.util.moves; import annotations.Name; import annotations.Opt; import game.Game; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; import game.functions.range.RangeFunction; import game.rules.play.moves.nonDecision.effect.Apply; import other.BaseLudeme; /** * Gets all the conditions or effects related to the location between ``from'' and ``to''. * * @author Eric.Piette */ public class Between extends BaseLudeme { /** The piece to let between the from and to. */ private final IntFunction trail; /** The condition applied between the from and to. */ private final BooleanFunction cond; /** The distance before the range locations. */ private final IntFunction before; /** The range of the middle locations. */ private final RangeFunction range; /** The distance after the range locations. */ private final IntFunction after; /** The effect to apply on the locations. */ private final Apply effect; //------------------------------------------------------------------------- /** * @param before Lead distance up to ``between'' section. * @param range Range of the ``between'' section. * @param after Trailing distance after ``between'' section. * @param If The condition on the location. * @param trail The piece to let on the location. * @param effect Actions to apply. * * @example (between if:(is Enemy (who at:(between))) (apply (remove * (between))) ) */ public Between ( @Opt @Name final IntFunction before, @Opt final RangeFunction range, @Opt @Name final IntFunction after, @Opt @Name final BooleanFunction If, @Opt @Name final IntFunction trail, @Opt final Apply effect ) { this.trail = trail; cond = If; this.before = before; this.range = range; this.after = after; this.effect = effect; } //------------------------------------------------------------------------- /** * @return The piece to trail */ public IntFunction trail() { return trail; } /** * @return The effect to apply on the piece in between */ public Apply effect() { return effect; } /** * @return The distance before the range locations. */ public IntFunction before() { return before; } /** * @return The range of the middle locations. */ public RangeFunction range() { return range; } /** * @return The distance after the range locations. */ public IntFunction after() { return after; } /** * @return The region of the from location. */ public BooleanFunction condition() { return cond; } @Override public String toEnglish(final Game game) { return "for all the between sites where " + cond.toEnglish(game) + " is satisfied, apply " + effect.toEnglish(game); } }
2,802
21.604839
118
java
Ludii
Ludii-master/Core/src/game/util/moves/Flips.java
package game.util.moves; import game.Game; import other.BaseLudeme; /** * Sets the flips state of a piece. * * @author Eric.Piette */ public class Flips extends BaseLudeme { /** The first flip value. */ final private int flipA; /** The second flip value. */ final private int flipB; //------------------------------------------------------------------------- /** * @param flipA The first state of the flip. * @param flipB The second state of the flip. * @example (flips 1 2) */ public Flips ( final Integer flipA, final Integer flipB ) { this.flipA = flipA.intValue(); this.flipB = flipB.intValue(); } //------------------------------------------------------------------------- /** * @param currentState * * @return The other state. */ public int flipState(final int currentState) { if (currentState == flipA) return flipB; else if (currentState == flipB) return flipA; else return currentState; // no flip state, just return current state } //------------------------------------------------------------------------- /** * @return The flipA state. */ public int flipA() { return flipA; } /** * @return The flipB state. */ public int flipB() { return flipB; } //------------------------------------------------------------------------- @Override public String toEnglish(final Game game) { return "with a " + flipA + " on one side and a " + flipB + " on the other side"; } }
1,479
17.5
82
java
Ludii
Ludii-master/Core/src/game/util/moves/From.java
package game.util.moves; import annotations.Name; import annotations.Opt; import annotations.Or; import game.functions.booleans.BooleanFunction; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.types.board.SiteType; import other.BaseLudeme; /** * Specifies operations based on the ``from'' location. * * @author cambolbro & Eric.Piette */ public class From extends BaseLudeme { /** The from location */ private final IntFunction loc; /** The from region */ private final RegionFunction region; /** The level of the from location */ private final IntFunction level; /** The condition on the from location */ private final BooleanFunction cond; /** The graph element type of the location. */ private final SiteType type; //------------------------------------------------------------------------- /** * * @param type The graph element type. * @param region The region of the ``from'' location. * @param loc The ``from'' location. * @param level The level of the ``from'' location. * @param If The condition on the ``from'' location. * * @example (from (last To) level:(level)) */ public From ( @Opt final SiteType type, @Opt @Or final RegionFunction region, @Opt @Or final IntFunction loc, @Opt @Name final IntFunction level, @Opt @Name final BooleanFunction If ) { this.loc = (region != null) ? null : (loc == null) ? new game.functions.ints.iterator.From(null) : loc; this.region = region; this.level = level; this.cond = If; this.type = type; } //------------------------------------------------------------------------- /** * @return The from location. */ public IntFunction loc() { return loc; } /** * @return The region of the from location. */ public RegionFunction region() { return region; } /** * @return The level. */ public IntFunction level() { return level; } /** * @return The condition on the from. */ public BooleanFunction cond() { return cond; } /** * @return The graph element type of the location. */ public SiteType type() { return type; } }
2,198
20.144231
105
java
Ludii
Ludii-master/Core/src/game/util/moves/Piece.java
package game.util.moves; import annotations.Name; import annotations.Opt; import annotations.Or; import game.functions.ints.IntFunction; import game.functions.ints.board.Id; import other.BaseLudeme; /** * Specifies operations based on the ``what'' data. * * @author Eric.Piette */ public class Piece extends BaseLudeme { /** The index of the component. */ private final IntFunction component; /** The indices of the components. */ private final IntFunction[] components; /** The local state of the site of the component. */ private final IntFunction state; /** The name of the component. */ private final String name; /** The names of the components. */ private final String[] names; //------------------------------------------------------------------------- /** * @param nameComponent The name of the component. * @param component The index of the component [The component with the * index corresponding to the index of the mover, * (mover)]. * @param nameComponents The names of the components. * @param components The indices of the components. * @param state The local state value to put on the site where the * piece is placed. * * @example (piece (mover)) */ public Piece ( @Or final String nameComponent, @Or final IntFunction component, @Or final String[] nameComponents, @Or final IntFunction[] components, @Opt @Name final IntFunction state ) { int numNonNull = 0; if (component != null) numNonNull++; if (components != null) numNonNull++; if (nameComponent != null) numNonNull++; if (nameComponents != null) numNonNull++; if (numNonNull != 1) throw new IllegalArgumentException( "Piece(): One nameComponent, component, nameComponents or components parameter must be non-null."); this.name = nameComponent; this.names = nameComponents; this.component = (nameComponent != null) ? new Id(nameComponent,null) : component; if(nameComponents != null) { this.components = new IntFunction[nameComponents.length]; for(int i = 0; i < nameComponents.length;i++) { this.components[i] = new Id(nameComponents[i],null); } } else this.components = components; this.state = state; } //------------------------------------------------------------------------- /** * @return The state value. */ public IntFunction state() { return state; } /** * @return The component index. */ public IntFunction component() { return component; } /** * @return The indices of the components. */ public IntFunction[] components() { return components; } /** * @return The name of the component. */ public String nameComponent() { return name; } /** * @return The names of the components. */ public String[] nameComponents() { return names; } }
2,963
21.976744
104
java
Ludii
Ludii-master/Core/src/game/util/moves/Player.java
package game.util.moves; import game.functions.ints.IntFunction; import game.functions.ints.state.Mover; import other.BaseLudeme; /** * Specifies operations based on the ``who'' data. * * @author Eric.Piette */ public class Player extends BaseLudeme { /** The index of the player. */ private final IntFunction index; //------------------------------------------------------------------------- /** The index function returned by this class. */ private final IntFunction indexReturned; //------------------------------------------------------------------------- /** * @param index The index of the player [(mover)]. * * @example (player (mover)) * @example (player 2) */ public Player ( final IntFunction index ) { this.index = index; this.indexReturned = (index == null) ? new Mover() : index; } //------------------------------------------------------------------------- /** * @return The player index. */ public IntFunction originalIndex() { return index; } /** * @return The player index returned by the index and the role. */ public IntFunction index() { return indexReturned; } }
1,152
18.87931
76
java
Ludii
Ludii-master/Core/src/game/util/moves/To.java
package game.util.moves; import annotations.Name; import annotations.Opt; import annotations.Or; import game.functions.booleans.BooleanFunction; import game.functions.intArray.state.Rotations; import game.functions.ints.IntFunction; import game.functions.region.RegionFunction; import game.rules.play.moves.nonDecision.effect.Apply; import game.types.board.SiteType; import other.BaseLudeme; /** * Specifies operations based on the ``to'' location. * * @author cambolbro & Eric.Piette */ public class To extends BaseLudeme { /** The to location */ private final IntFunction loc; /** The to region */ private final RegionFunction region; /** The level of the from location */ private final IntFunction level; /** The condition on the from location */ private final BooleanFunction cond; /** The rotations of the to location. */ private final Rotations rotations; /** The graph element type of the location. */ private final SiteType type; /** The effect to apply on the locations. */ private final Apply effect; //------------------------------------------------------------------------- /** * * @param type The graph element type. * @param region The region of ``to'' the location. * @param loc The ``to'' location. * @param level The level of the ``to'' location. * @param rotations Rotations of the ``to'' location. * @param If The condition on the ``to'' location. * @param effect Effect to apply to the ``to'' location. * * @example (to (last To) level:(level)) */ public To ( @Opt final SiteType type, @Opt @Or final RegionFunction region, @Opt @Or final IntFunction loc, @Opt @Name final IntFunction level, @Opt final Rotations rotations, @Opt @Name final BooleanFunction If, @Opt final Apply effect ) { this.loc = (region != null) ? null : (loc == null) ? game.functions.ints.iterator.To.construct() : loc; this.region = region; this.level = level; this.cond = If; this.rotations = rotations; this.type = type; this.effect = effect; } //------------------------------------------------------------------------- /** * @return The to location. */ public IntFunction loc() { return loc; } /** * @return The region of the to location. */ public RegionFunction region() { return region; } /** * @return The level. */ public IntFunction level() { return level; } /** * @return The condition on the to.. */ public BooleanFunction cond() { return cond; } /** * @return The graph element type of the location. */ public SiteType type() { return type; } /** * @return The rotation of the to element. */ public Rotations rotations() { return rotations; } /** * @return The effect. */ public Apply effect() { return effect; } }
2,903
20.671642
105
java
Ludii
Ludii-master/Core/src/game/util/moves/package-info.java
/** * Moves utilities are support classes for defining and generating legal moves. */ package game.util.moves;
113
21.8
79
java
Ludii
Ludii-master/Core/src/game/util/optimiser/Optimiser.java
package game.util.optimiser; import java.lang.reflect.Array; import java.lang.reflect.Field; import java.lang.reflect.Modifier; import java.util.HashMap; import java.util.HashSet; import java.util.List; import java.util.Map; import java.util.Set; import game.Game; import game.functions.booleans.BaseBooleanFunction; import game.functions.booleans.BooleanConstant; import game.functions.ints.BaseIntFunction; import game.functions.ints.IntConstant; import game.functions.region.BaseRegionFunction; import game.functions.region.RegionConstant; import main.ReflectionUtils; import other.Ludeme; import other.context.Context; import other.trial.Trial; /** * Optimiser which can optimise a compiled game by injecting more efficient ludemes. * * @author Dennis Soemers */ public class Optimiser { //------------------------------------------------------------------------- /** * Optimises the given (compiled) game object. * @param game */ public static void optimiseGame(final Game game) { final Context dummyContext = new Context(game, new Trial(game)); optimiseLudeme(game, dummyContext, new HashMap<Object, Set<String>>()); } //------------------------------------------------------------------------- /** * Optimises the subtree rooted in the given ludeme * @param ludeme * @param dummyContext * @param visited Map of fields we've already visited, to avoid cycles */ private static void optimiseLudeme ( final Ludeme ludeme, final Context dummyContext, final Map<Object, Set<String>> visited ) { final Class<? extends Ludeme> clazz = ludeme.getClass(); final List<Field> fields = ReflectionUtils.getAllFields(clazz); try { for (final Field field : fields) { if (field.getName().contains("$")) continue; field.setAccessible(true); if ((field.getModifiers() & Modifier.STATIC) != 0) continue; if (visited.containsKey(ludeme) && visited.get(ludeme).contains(field.getName())) continue; // avoid stack overflow final Object value = field.get(ludeme); if (!visited.containsKey(ludeme)) visited.put(ludeme, new HashSet<String>()); visited.get(ludeme).add(field.getName()); if (value != null) { final Class<?> valueClass = value.getClass(); if (Enum.class.isAssignableFrom(valueClass)) continue; if (Ludeme.class.isAssignableFrom(valueClass)) { boolean recurse = true; if (BaseRegionFunction.class.isAssignableFrom(valueClass) && !RegionConstant.class.isAssignableFrom(valueClass)) { final BaseRegionFunction baseRegion = (BaseRegionFunction) value; if (baseRegion.isStatic()) { final RegionConstant constReg = new RegionConstant(baseRegion.eval(dummyContext)); injectLudeme(ludeme, constReg, baseRegion, new HashSet<Object>()); recurse = false; } } else if (BaseIntFunction.class.isAssignableFrom(valueClass) && !IntConstant.class.isAssignableFrom(valueClass)) { final BaseIntFunction baseInt = (BaseIntFunction) value; if (baseInt.isStatic()) { final IntConstant constInt = new IntConstant(baseInt.eval(dummyContext)); injectLudeme(ludeme, constInt, baseInt, new HashSet<Object>()); recurse = false; } } else if (BaseBooleanFunction.class.isAssignableFrom(valueClass) && !BaseBooleanFunction.class.isAssignableFrom(valueClass)) { final BaseBooleanFunction baseBool = (BaseBooleanFunction) value; if (baseBool.isStatic()) { final BooleanConstant constBool = new BooleanConstant(baseBool.eval(dummyContext)); injectLudeme(ludeme, constBool, baseBool, new HashSet<Object>()); recurse = false; } } if (recurse) optimiseLudeme((Ludeme) value, dummyContext, visited); } else if (valueClass.isArray()) { final Object[] array = ReflectionUtils.castArray(value); for (final Object element : array) { if (element != null) { final Class<?> elementClass = element.getClass(); if (Ludeme.class.isAssignableFrom(elementClass)) { boolean recurse = true; if (BaseRegionFunction.class.isAssignableFrom(elementClass) && !RegionConstant.class.isAssignableFrom(elementClass)) { final BaseRegionFunction baseRegion = (BaseRegionFunction) element; if (baseRegion.isStatic()) { final RegionConstant constReg = new RegionConstant(baseRegion.eval(dummyContext)); injectLudeme(ludeme, constReg, baseRegion, new HashSet<Object>()); recurse = false; } } else if (BaseIntFunction.class.isAssignableFrom(elementClass) && !IntConstant.class.isAssignableFrom(elementClass)) { final BaseIntFunction baseInt = (BaseIntFunction) element; if (baseInt.isStatic()) { final IntConstant constInt = new IntConstant(baseInt.eval(dummyContext)); injectLudeme(ludeme, constInt, baseInt, new HashSet<Object>()); recurse = false; } } else if (BaseBooleanFunction.class.isAssignableFrom(elementClass) && !BooleanConstant.class.isAssignableFrom(elementClass)) { final BaseBooleanFunction baseBool = (BaseBooleanFunction) element; if (baseBool.isStatic()) { final BooleanConstant constInt = new BooleanConstant(baseBool.eval(dummyContext)); injectLudeme(ludeme, constInt, baseBool, new HashSet<Object>()); recurse = false; } } if (recurse) optimiseLudeme((Ludeme) element, dummyContext, visited); } } } } else if (Iterable.class.isAssignableFrom(valueClass)) { final Iterable<?> iterable = (Iterable<?>) value; for (final Object element : iterable) { if (element != null) { final Class<?> elementClass = element.getClass(); if (Ludeme.class.isAssignableFrom(elementClass)) { boolean recurse = true; if (BaseRegionFunction.class.isAssignableFrom(elementClass) && !RegionConstant.class.isAssignableFrom(elementClass)) { final BaseRegionFunction baseRegion = (BaseRegionFunction) element; if (baseRegion.isStatic()) { final RegionConstant constReg = new RegionConstant(baseRegion.eval(dummyContext)); injectLudeme(ludeme, constReg, baseRegion, new HashSet<Object>()); recurse = false; } } else if (BaseIntFunction.class.isAssignableFrom(elementClass) && !IntConstant.class.isAssignableFrom(elementClass)) { final BaseIntFunction baseInt = (BaseIntFunction) element; if (baseInt.isStatic()) { final IntConstant constInt = new IntConstant(baseInt.eval(dummyContext)); injectLudeme(ludeme, constInt, baseInt, new HashSet<Object>()); recurse = false; } } else if (BaseBooleanFunction.class.isAssignableFrom(elementClass) && !BooleanConstant.class.isAssignableFrom(elementClass)) { final BaseBooleanFunction baseBool = (BaseBooleanFunction) element; if (baseBool.isStatic()) { final BooleanConstant constInt = new BooleanConstant(baseBool.eval(dummyContext)); injectLudeme(ludeme, constInt, baseBool, new HashSet<Object>()); recurse = false; } } if (recurse) optimiseLudeme((Ludeme) element, dummyContext, visited); } } } } } } } catch (final IllegalArgumentException | IllegalAccessException e) { e.printStackTrace(); } } //------------------------------------------------------------------------- /** * Injects the given new ludeme such that it replaces the original ludeme * if the original ludeme is a field of the given parent ludeme * * @param parentObject * @param newLudeme * @param origLudeme * @param inspectedParentObjects Set of parent objects we already looked at (avoid cycles) * @throws IllegalAccessException * @throws IllegalArgumentException */ private static void injectLudeme ( final Object parentObject, final Ludeme newLudeme, final Ludeme origLudeme, final Set<Object> inspectedParentObjects ) throws IllegalArgumentException, IllegalAccessException { if (inspectedParentObjects.contains(parentObject)) return; inspectedParentObjects.add(parentObject); //System.out.println("injecting " + newLudeme + " as replacement for " + origLudeme + " in " + parentObject); if (parentObject.getClass().isArray()) { final int arrLength = Array.getLength(parentObject); for (int i = 0; i < arrLength; ++i) { final Object obj = Array.get(parentObject, i); if (obj == null) continue; if (obj.getClass().isArray() || Iterable.class.isAssignableFrom(obj.getClass())) injectLudeme(obj, newLudeme, origLudeme, inspectedParentObjects); else if (obj == origLudeme) Array.set(parentObject, i, newLudeme); } } else { final List<Field> parentFields = ReflectionUtils.getAllFields(parentObject.getClass()); for (final Field field : parentFields) { if (field.getName().contains("$")) continue; field.setAccessible(true); if ((field.getModifiers() & Modifier.STATIC) != 0) continue; final Object fieldVal = field.get(parentObject); if (fieldVal == null) continue; if (fieldVal.getClass().isArray() || Iterable.class.isAssignableFrom(fieldVal.getClass())) injectLudeme(fieldVal, newLudeme, origLudeme, inspectedParentObjects); else if (fieldVal == origLudeme) field.set(parentObject, newLudeme); } } } //------------------------------------------------------------------------- }
10,082
31.737013
132
java
Ludii
Ludii-master/Core/src/metadata/Metadata.java
package metadata; import java.io.Serializable; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import metadata.ai.Ai; import metadata.graphics.Graphics; import metadata.info.Info; import metadata.recon.Recon; /** * The metadata of a game. * * @author cambolbro and Eric.Piette and Dennis Soemers and Matthew.Stephenson */ public class Metadata implements MetadataItem, Serializable { private static final long serialVersionUID = 1L; // ----------------------------------------------------------------------- /** The info metadata. */ private final Info info; /** Our graphics related metadata. */ private final Graphics graphics; /** Our AI-related metadata (heuristics, features, etc.). */ private final Ai ai; /** Our Recon-related metadata (heuristics, features, etc.). */ private final Recon recon; //----------------------------------------------------------------------- /** * @param info The info metadata. * @param graphics The graphics metadata. * @param ai Metadata for AIs playing this game. * @param recon The metadata related to reconstruction. * * @example (metadata (info { (description "Description of The game") (source * "Source of the game") (version "1.0.0") (classification * "board/space/territory") (origin "Origin of the game.") }) (graphics * { (board Style Go) (player Colour P1 (colour Black)) (player Colour * P2 (colour White)) }) (ai (bestAgent "UCT")) ) */ public Metadata ( @Opt final Info info, @Opt final Graphics graphics, @Opt final Ai ai, @Opt final Recon recon ) { // Set info metadata. if (info != null) { this.info = info; } else { // Initialise an empty info metadata object if non specified. this.info = new Info(null, null); } // Set graphics metadata. if (graphics != null) { this.graphics = graphics; } else { // Initialise an empty graphics metadata object if non specified. this.graphics = new Graphics(null, null); } // Set AI metadata. if (ai != null) this.ai = ai; else this.ai = new Ai(null, null, null, null, null, null); // Set Recon metadata. if (recon != null) this.recon = recon; else this.recon = new Recon(null, null); } /** * Default constructor for Compiler to call. */ @Hide public Metadata() { this.info = new Info(null, null); this.graphics = new Graphics(null, null); this.ai = new Ai(null, null, null, null, null, null); this.recon = new Recon(null, null); } //------------------------------------------------------------------------- /** * @return The info metadata. */ public Info info() { return info; } /** * @return The graphics metadata. */ public Graphics graphics() { return graphics; } /** * @return Our AI metadata */ public Ai ai() { return ai; } /** * @return Our Recon metadata */ public Recon recon() { return recon; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(metadata\n"); if (info != null) sb.append(info.toString()); if (graphics != null) sb.append(graphics.toString()); if (ai != null) sb.append(ai.toString()); if (recon != null) sb.append(recon.toString()); sb.append(")\n"); return sb.toString(); } //------------------------------------------------------------------------- /** * @param game The game. * @return Accumulated concepts. */ public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); concepts.or(graphics.concepts(game)); return concepts; } /** * @param game The game. * @return Accumulated game flags. */ public long gameFlags(final Game game) { long gameFlags = 0l; gameFlags |= graphics.gameFlags(game); return gameFlags; } }
3,983
20.191489
81
java
Ludii
Ludii-master/Core/src/metadata/MetadataItem.java
package metadata; //----------------------------------------------------------------------------- /** * Interface for generic metadata item. * Classes to be included as metadata should inherit form this. * @author cambolbro */ public interface MetadataItem { // Nothing to add, this interface is just for identifying metadata items. }
345
23.714286
79
java
Ludii
Ludii-master/Core/src/metadata/package-info.java
/** * @chapter Ludii {\it metadata} is additional information about each game that exists outside its core logic. * Relevant metadata includes general game information, rendering hints, and AI hints * to improve the playing experience. * * @section The {\tt metadata} ludeme is a catch-call for all metadata items. */ package metadata;
373
40.555556
112
java
Ludii
Ludii-master/Core/src/metadata/ai/AIItem.java
package metadata.ai; import metadata.MetadataItem; //----------------------------------------------------------------------------- /** * General function hint for this game.Metadata containing hints for AI agents for this game. * @author cambolbro */ public interface AIItem extends MetadataItem { // ... }
315
20.066667
93
java
Ludii
Ludii-master/Core/src/metadata/ai/Ai.java
package metadata.ai; import annotations.Name; import annotations.Opt; import metadata.MetadataItem; import metadata.ai.agents.Agent; import metadata.ai.features.Features; import metadata.ai.features.trees.FeatureTrees; import metadata.ai.heuristics.Heuristics; //----------------------------------------------------------------------------- /** * Defines metadata that can help AIs in the Ludii app to play this game at a * stronger level. * * @remarks Specifying AI metadata for games is not mandatory. * * @author Dennis Soemers and cambolbro */ public class Ai implements MetadataItem { // WARNING: The weird capitalisation of of the class name is INTENTIONAL! // This makes the type name in the grammar and documentation look better, // as just "<ai>" instead of the really silly "<aI>" that we would get // otherwise. //------------------------------------------------------------------------- /** The agent */ private final Agent agent; /** Heuristics */ private final Heuristics heuristics; /** Automatically trained (or at least generated through some sort of automated process) heuristics */ private final Heuristics trainedHeuristics; /** Features (could be handcrafted) */ private final Features features; /** Automatically trained features */ private Features trainedFeatures; /** Automatically trained feature trees */ private final FeatureTrees trainedFeatureTrees; //------------------------------------------------------------------------- /** * Constructor * @param agent Can be used to specify the agent that is expected to * perform best in this game. This algorithm will be used when the ``Ludii AI" * option is selected in the Ludii app. * @param heuristics Heuristics to be used by Alpha-Beta agents. These may be * handcrafted heuristics. * @param trainedHeuristics Heuristics trained or otherwise generated by some * sort of automated process. Alpha-Beta agents will only use these if the previous * parameter (for potentially handcrafted heuristics) is not used. * @param features Feature sets (possibly handcrafted) to be used for biasing MCTS-based agents. * If not specified, Biased MCTS will not be available as an AI for this game in Ludii. * @param trainedFeatures Automatically-trained feature sets. Will be used instead of the * regular ``features'' parameter if that one is left unspecified. * @param trainedFeatureTrees Automatically-trained decision trees of features. Will be used * instead of the regular ``features'' or ``trainedFeatures'' parameters if those are left * unspecified. * * @example (ai (bestAgent "UCT")) */ public Ai ( @Opt final Agent agent, @Opt final Heuristics heuristics, @Name @Opt final Heuristics trainedHeuristics, @Opt final Features features, @Name @Opt final Features trainedFeatures, @Name @Opt final FeatureTrees trainedFeatureTrees ) { this.agent = agent; this.heuristics = heuristics; this.trainedHeuristics = trainedHeuristics; this.features = features; this.trainedFeatures = trainedFeatures; this.trainedFeatureTrees = trainedFeatureTrees; } //------------------------------------------------------------------------- /** * @return Metadata item describing agent */ public Agent agent() { return agent; } /** * @return Heuristics for this game */ public Heuristics heuristics() { if (heuristics == null) return trainedHeuristics; return heuristics; } /** * @return Automatically trained / generated heuristics for this game */ public Heuristics trainedHeuristics() { return trainedHeuristics; } /** * @return Features for this game */ public Features features() { if (features == null) return trainedFeatures; return features; } /** * @return Trained features for this game */ public Features trainedFeatures() { return trainedFeatures; } /** * @return Trained feature trees for this game */ public FeatureTrees trainedFeatureTrees() { return trainedFeatureTrees; } /** * Set the trained features * @param trainedFeatures */ public void setTrainedFeatures(final Features trainedFeatures) { this.trainedFeatures = trainedFeatures; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append(" (ai\n"); if (agent != null) sb.append(" " + agent.toString() + "\n"); if (heuristics != null) sb.append(" " + heuristics.toString() + "\n"); if (trainedHeuristics != null) sb.append(" trainedHeuristics:" + trainedHeuristics.toString() + "\n"); if (features != null) sb.append(" " + features.toString() + "\n"); if (trainedFeatures != null) sb.append(" trainedFeatures:" + trainedFeatures.toString() + "\n"); if (trainedFeatureTrees != null) sb.append(" trainedFeatureTrees:" + trainedFeatureTrees.toString() + "\n"); sb.append(" )\n"); return sb.toString(); } //------------------------------------------------------------------------- }
5,168
26.641711
103
java
Ludii
Ludii-master/Core/src/metadata/ai/package-info.java
/** * @chapter Ludii's {\it artificial intelligence} (AI) agents use hints provided in the {\tt ai} metadata items * to help them play each game effectively. * These AI hints can apply to the game as a whole, or be targeted at particular variant rulesets or * combinations of options within each game. * Games benefit from the AI metadata but do not depend upon it; that is, Ludii's default AI agents will still * play each game if no AI metadata is provided, but probably not as well. * * @section The {\tt ai} metadata category collects relevant AI-related information. * This information includes which {\it search algorithm} to use for move planning, what its settings should be, * which {\it heuristics} are most useful, and which {\it features} (i.e. geometric piece patterns) are most important. */ package metadata.ai;
849
59.714286
121
java
Ludii
Ludii-master/Core/src/metadata/ai/agents/Agent.java
package metadata.ai.agents; import metadata.ai.AIItem; /** * Describes an agent (either by name of expected best agent, or as a * complete setup). * * @author Dennis Soemers */ public interface Agent extends AIItem { // Nothing here }
248
13.647059
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java
Ludii
Ludii-master/Core/src/metadata/ai/agents/BestAgent.java
package metadata.ai.agents; import main.StringRoutines; /** * Describes the name of an algorithm or agent that is typically expected to * be the best-performing algorithm available in Ludii for this game. * * @remarks Some examples of names that Ludii can currently recognise are * ``Random'', ``Flat MC'', ``Alpha-Beta'', ``UCT'', ``MC-GRAVE'', * and ``Biased MCTS''. * * @author Dennis Soemers */ public final class BestAgent implements Agent { //------------------------------------------------------------------------- /** Agent name */ private final String agent; //------------------------------------------------------------------------- /** * Constructor * @param agent The name of the (expected) best agent for this game. * * @example (bestAgent "UCT") */ public BestAgent(final String agent) { this.agent = agent; } //------------------------------------------------------------------------- /** * @return The agent string */ public String agent() { return agent; } //------------------------------------------------------------------------- @Override public String toString() { return "(bestAgent " + StringRoutines.quote(agent) + ")"; } //------------------------------------------------------------------------- }
1,298
21.789474
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java
Ludii
Ludii-master/Core/src/metadata/ai/agents/package-info.java
/** * The {\tt agents} package includes various ways of defining agents. */ package metadata.ai.agents;
106
20.4
69
java
Ludii
Ludii-master/Core/src/metadata/ai/agents/mcts/Mcts.java
package metadata.ai.agents.mcts; import annotations.Opt; import metadata.ai.agents.Agent; import metadata.ai.agents.mcts.selection.Selection; import metadata.ai.agents.mcts.selection.Ucb1; /** * Describes a Monte-Carlo tree search agent. * * @author Dennis Soemers */ public class Mcts implements Agent { // WARNING: The weird capitalisation of of the class name is INTENTIONAL! // This makes the type name in the grammar and documentation look better, // as just "<mcts>" instead of the really silly "<mCTS>" that we would get // otherwise. //------------------------------------------------------------------------- /** Our Selection strategy */ protected final Selection selection; //------------------------------------------------------------------------- /** * Constructor * * @param selection The Selection strategy to be used by this MCTS agent [UCB1]. * * @example (mcts) */ public Mcts ( @Opt final Selection selection ) { if (selection != null) this.selection = selection; else this.selection = new Ucb1(null); if (this.selection.requiresLearnedSelectionPolicy()) { // TODO check whether a learned selection policy was specified } } //------------------------------------------------------------------------- @Override public String toString() { return "(mcts " + selection + ")"; } //------------------------------------------------------------------------- }
1,457
22.516129
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java
Ludii
Ludii-master/Core/src/metadata/ai/agents/mcts/package-info.java
/** * The {\tt mcts} package includes agents based on Monte-Carlo tree search. */ package metadata.ai.agents.mcts;
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Ludii-master/Core/src/metadata/ai/agents/mcts/backpropagation/package-info.java
/** * The {\tt backpropagation} package includes several backpropagation strategies * for Monte-Carlo tree search. */ package metadata.ai.agents.mcts.backpropagation;
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Ludii-master/Core/src/metadata/ai/agents/mcts/playout/package-info.java
/** * The {\tt playout} package includes several play-out strategies * for Monte-Carlo tree search. */ package metadata.ai.agents.mcts.playout;
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Ludii-master/Core/src/metadata/ai/agents/mcts/selection/Ag0.java
package metadata.ai.agents.mcts.selection; import annotations.Opt; /** * Describes the selection strategy also used by AlphaGo Zero (and AlphaZero). * Requires that a learned selection policy (based on features) has been * described for the MCTS agent that uses this selection strategy. * * @author Dennis Soemers */ public class Ag0 extends Selection { //------------------------------------------------------------------------- /** The exploration constant */ protected final double explorationConstant; //------------------------------------------------------------------------- /** * Constructor * * @param explorationConstant The value to use for the exploration constant [2.5]. * * @example (ag0) */ public Ag0(@Opt final Float explorationConstant) { if (explorationConstant == null) this.explorationConstant = 2.5; else this.explorationConstant = explorationConstant.doubleValue(); } //------------------------------------------------------------------------- @Override public String toString() { return "(ag0 " + explorationConstant + ")"; } //------------------------------------------------------------------------- @Override public boolean requiresLearnedSelectionPolicy() { return true; } //------------------------------------------------------------------------- }
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Ludii-master/Core/src/metadata/ai/agents/mcts/selection/Selection.java
package metadata.ai.agents.mcts.selection; import metadata.ai.AIItem; /** * Abstract class for Selection strategies for MCTS in AI metadata * * @author Dennis Soemers */ public abstract class Selection implements AIItem { //------------------------------------------------------------------------- /** * @return Do we require a learned selection policy? */ @SuppressWarnings("static-method") public boolean requiresLearnedSelectionPolicy() { return false; } //------------------------------------------------------------------------- }
563
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Ludii-master/Core/src/metadata/ai/agents/mcts/selection/Ucb1.java
package metadata.ai.agents.mcts.selection; import annotations.Opt; /** * Describes the UCB1 selection strategy, which is one of the most straightforward * and simple Selection strategies, used by the standard UCT variant of MCTS. * * @author Dennis Soemers */ public class Ucb1 extends Selection { // WARNING: The weird capitalisation of of the class name is INTENTIONAL! // This makes the type name in the grammar and documentation look better, // as just "<ucb1>" instead of the really silly "<uCB1>" that we would get // otherwise. //------------------------------------------------------------------------- /** The exploration constant */ protected final double explorationConstant; //------------------------------------------------------------------------- /** * Constructor * * @param explorationConstant The value to use for the exploration constant [square root of 2]. * * @example (ucb1) * @example (ucb1 0.6) */ public Ucb1(@Opt final Float explorationConstant) { if (explorationConstant == null) this.explorationConstant = Math.sqrt(2.0); else this.explorationConstant = explorationConstant.doubleValue(); } //------------------------------------------------------------------------- @Override public String toString() { return "(ucb1 " + explorationConstant + ")"; } //------------------------------------------------------------------------- }
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Ludii-master/Core/src/metadata/ai/agents/mcts/selection/package-info.java
/** * The {\tt selection} package includes several selection strategies * for Monte-Carlo tree search. */ package metadata.ai.agents.mcts.selection;
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Ludii-master/Core/src/metadata/ai/agents/minimax/AlphaBeta.java
package metadata.ai.agents.minimax; import annotations.Opt; import metadata.ai.agents.Agent; import metadata.ai.heuristics.Heuristics; /** * Describes an Alpha-Beta search agent. * * @author Dennis Soemers */ public class AlphaBeta implements Agent { //------------------------------------------------------------------------- /** The heuristics we want to use. If null, will just use from game file's metadata */ protected final Heuristics heuristics; //------------------------------------------------------------------------- /** * Constructor * * @param heuristics The heuristics to be used by this agent. Will default * to heuristics from the game file's metadata if left unspecified [null]. * * @example (alphaBeta) */ public AlphaBeta ( @Opt final Heuristics heuristics ) { this.heuristics = heuristics; } //------------------------------------------------------------------------- /** * @return Our heuristics (can be null if we just want to use from game * file's metadata) */ public Heuristics heuristics() { return heuristics; } //------------------------------------------------------------------------- @Override public String toString() { if (heuristics == null) return "(alphaBeta)"; else return "(alphaBeta " + heuristics.toString() + ")"; } //------------------------------------------------------------------------- }
1,422
21.587302
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java
Ludii
Ludii-master/Core/src/metadata/ai/agents/minimax/package-info.java
/** * The {\tt minimax} package includes minimax-based agents, such as Alpha-Beta. */ package metadata.ai.agents.minimax;
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Ludii-master/Core/src/metadata/ai/features/FeatureSet.java
package metadata.ai.features; import annotations.Name; import annotations.Opt; import game.types.play.RoleType; import main.StringRoutines; import metadata.ai.AIItem; import metadata.ai.misc.Pair; /** * Defines a single feature set, which may be applicable to either a * single specific player in a game, or to all players in a game. * * @remarks Use \\texttt{All} for feature sets that are applicable to all players * in a game, or \\texttt{P1}, \\texttt{P2}, etc. for feature sets that are * applicable only to individual players. * * @author Dennis Soemers */ public class FeatureSet implements AIItem { //------------------------------------------------------------------------- /** Role (should either be All, or a specific Player) */ protected final RoleType role; /** Array of strings describing features */ protected final String[] featureStrings; /** Array of weights (one per feature) for Selection */ protected final float[] selectionWeights; /** Array of weights (one per feature) for Playouts */ protected final float[] playoutWeights; /** Array of weights (one per feature) for TSPG objective */ protected final float[] tspgWeights; //------------------------------------------------------------------------- /** * For a single collection of features and weights for one role. * * @param role The Player (P1, P2, etc.) for which the feature set should apply, * or All if it is applicable to all players in a game. * @param features Complete list of all features and weights for this feature * set. * * @example (featureSet All { (pair "rel:to=<{}>:pat=<els=[-{}]>" 1.0) }) * @example (featureSet P1 { (pair "rel:to=<{}>:pat=<els=[-{}]>" 1.0) }) */ public FeatureSet(final RoleType role, final Pair[] features) { this.role = role; featureStrings = new String[features.length]; selectionWeights = new float[features.length]; for (int i = 0; i < features.length; ++i) { featureStrings[i] = features[i].key(); selectionWeights[i] = features[i].floatVal(); } playoutWeights = null; tspgWeights = null; } /** * For distinct sets of features and weights for Selection, Playout, and * TSPG purposes, for a single role. * * @param role The Player (P1, P2, etc.) for which the feature set should apply, * or All if it is applicable to all players in a game. * @param selectionFeatures Complete list of all features and weights for this feature set, * for MCTS Selection phase. * @param playoutFeatures Complete list of all features and weights for this feature set, * for MCTS Playout phase. * @param tspgFeatures Complete list of all features and weights for this feature set, * trained with Tree Search Policy Gradients objective. * * @example (featureSet P1 selectionFeatures:{ (pair "rel:to=<{}>:pat=<els=[-{}]>" 1.0) } playoutFeatures:{ (pair "rel:to=<{}>:pat=<els=[-{}]>" 2.0) }) */ public FeatureSet ( final RoleType role, @Opt @Name final Pair[] selectionFeatures, @Opt @Name final Pair[] playoutFeatures, @Opt @Name final Pair[] tspgFeatures ) { this.role = role; if (selectionFeatures == null && playoutFeatures == null && tspgFeatures == null) throw new IllegalArgumentException("At least one of selectionFeatures, playoutFeatures and tspgFeatures must be specified!"); if (selectionFeatures != null && playoutFeatures != null && selectionFeatures.length != playoutFeatures.length) throw new UnsupportedOperationException("Different feature strings for Selection and Playout currently not supported!"); if (selectionFeatures != null && tspgFeatures != null && selectionFeatures.length != tspgFeatures.length) throw new UnsupportedOperationException("Different feature strings for Selection and TSPG currently not supported!"); if (playoutFeatures != null && tspgFeatures != null && playoutFeatures.length != tspgFeatures.length) throw new UnsupportedOperationException("Different feature strings for Playout and TSPG currently not supported!"); assert(selectionFeatures == null || playoutFeatures == null || featureStringsEqual(selectionFeatures, playoutFeatures)); assert(selectionFeatures == null || tspgFeatures == null || featureStringsEqual(selectionFeatures, tspgFeatures)); assert(playoutFeatures == null || tspgFeatures == null || featureStringsEqual(playoutFeatures, tspgFeatures)); // NOTE: we currently just assume that all arrays of pairs // have exactly the same strings for features if (selectionFeatures != null) { featureStrings = new String[selectionFeatures.length]; for (int i = 0; i < selectionFeatures.length; ++i) { featureStrings[i] = selectionFeatures[i].key(); } } else if (playoutFeatures != null) { featureStrings = new String[playoutFeatures.length]; for (int i = 0; i < playoutFeatures.length; ++i) { featureStrings[i] = playoutFeatures[i].key(); } } else { featureStrings = new String[tspgFeatures.length]; for (int i = 0; i < tspgFeatures.length; ++i) { featureStrings[i] = tspgFeatures[i].key(); } } if (selectionFeatures != null) { selectionWeights = new float[featureStrings.length]; for (int i = 0; i < selectionWeights.length; ++i) { selectionWeights[i] = selectionFeatures[i].floatVal(); } } else { selectionWeights = null; } if (playoutFeatures != null) { playoutWeights = new float[featureStrings.length]; for (int i = 0; i < playoutWeights.length; ++i) { playoutWeights[i] = playoutFeatures[i].floatVal(); } } else { playoutWeights = null; } if (tspgFeatures != null) { tspgWeights = new float[featureStrings.length]; for (int i = 0; i < tspgWeights.length; ++i) { tspgWeights[i] = tspgFeatures[i].floatVal(); } } else { tspgWeights = null; } } //------------------------------------------------------------------------- /** * @return Role for this feature set */ public RoleType role() { return role; } /** * @return Array of strings describing features */ public String[] featureStrings() { return featureStrings; } /** * @return Array of weights for Selection */ public float[] selectionWeights() { if (selectionWeights != null) return selectionWeights; // We'll use playout or TSPG weights as fallback if no selection weights if (playoutWeights != null) return playoutWeights; return tspgWeights; } /** * @return Array of weights for Playout */ public float[] playoutWeights() { if (playoutWeights != null) return playoutWeights; // We'll use selection or TSPG weights as fallback if no selection weights if (selectionWeights != null) return selectionWeights; return tspgWeights; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append(" (featureSet " + role + " "); if (selectionWeights != null) { sb.append("selectionFeatures:{\n"); for (int i = 0; i < featureStrings.length; ++i) { sb.append(" (pair "); sb.append(StringRoutines.quote(featureStrings[i].trim()) + " "); sb.append(selectionWeights[i]); sb.append(")\n"); } sb.append(" }\n"); } if (playoutWeights != null) { sb.append("playoutWeights:{\n"); for (int i = 0; i < featureStrings.length; ++i) { sb.append(" (pair "); sb.append(StringRoutines.quote(featureStrings[i].trim()) + " "); sb.append(playoutWeights[i]); sb.append(")\n"); } sb.append(" }\n"); } if (tspgWeights != null) { sb.append("tspgWeights:{\n"); for (int i = 0; i < featureStrings.length; ++i) { sb.append(" (pair "); sb.append(StringRoutines.quote(featureStrings[i].trim()) + " "); sb.append(tspgWeights[i]); sb.append(")\n"); } sb.append(" }\n"); } sb.append(" )\n"); return sb.toString(); } //------------------------------------------------------------------------- /** * @param threshold * @return A string representation of these features, retaining only those for * which the absolute weights exceed the given threshold. */ public String toStringThresholded(final float threshold) { final StringBuilder sb = new StringBuilder(); sb.append(" (featureSet " + role + " "); if (selectionWeights != null) { sb.append("selectionFeatures:{\n"); for (int i = 0; i < featureStrings.length; ++i) { if (Math.abs(selectionWeights[i]) >= threshold) { sb.append(" (pair "); sb.append(StringRoutines.quote(featureStrings[i].trim()) + " "); sb.append(selectionWeights[i]); sb.append(")\n"); } } sb.append(" }\n"); } if (playoutWeights != null) { sb.append("playoutWeights:{\n"); for (int i = 0; i < featureStrings.length; ++i) { if (Math.abs(playoutWeights[i]) >= threshold) { sb.append(" (pair "); sb.append(StringRoutines.quote(featureStrings[i].trim()) + " "); sb.append(playoutWeights[i]); sb.append(")\n"); } } sb.append(" }\n"); } if (tspgWeights != null) { sb.append("tspgWeights:{\n"); for (int i = 0; i < featureStrings.length; ++i) { if (Math.abs(tspgWeights[i]) >= threshold) { sb.append(" (pair "); sb.append(StringRoutines.quote(featureStrings[i].trim()) + " "); sb.append(tspgWeights[i]); sb.append(")\n"); } } sb.append(" }\n"); } sb.append(" )\n"); return sb.toString(); } //------------------------------------------------------------------------- /** * Helper method for asserts, check whether two arrays of Pairs have identical * feature strings (different weights are allowed). * * @param pairsA * @param pairsB * @return */ private static boolean featureStringsEqual(final Pair[] pairsA, final Pair[] pairsB) { if (pairsA.length != pairsB.length) return false; for (int i = 0; i < pairsA.length; ++i) { if (!pairsA[i].key().equals(pairsB[i].key())) return false; } return true; } //------------------------------------------------------------------------- }
10,300
26.69086
152
java
Ludii
Ludii-master/Core/src/metadata/ai/features/Features.java
package metadata.ai.features; import annotations.Opt; import metadata.ai.AIItem; /** * Describes one or more sets of features (local, geometric patterns) to be used by Biased MCTS agents. * * @remarks The basic format of these features is described in: Browne, C., Soemers, D. J. N. J., and Piette, E. (2019). * ``Strategic features for general games.'' In Proceedings of the 2nd Workshop on Knowledge Extraction from Games (KEG) * (pp. 70–75). * * @author Dennis Soemers */ public class Features implements AIItem { //------------------------------------------------------------------------- /** Our array of feature sets */ protected final FeatureSet[] featureSets; //------------------------------------------------------------------------- /** * For just a single feature set shared among players. * @param featureSet A single feature set. * * @example (features (featureSet All { * (pair "rel:to=<{}>:pat=<refl=true,rots=all,els=[-{}]>" 1.0) })) */ public Features(@Opt final FeatureSet featureSet) { if (featureSet == null) this.featureSets = new FeatureSet[]{}; else this.featureSets = new FeatureSet[]{featureSet}; } /** * For multiple feature sets (one per player). * @param featureSets A sequence of multiple feature sets (typically each * applying to a different player). * * @example (features { * (featureSet P1 { (pair "rel:to=<{}>:pat=<els=[-{}]>" 1.0) }) * (featureSet P2 { (pair "rel:to=<{}>:pat=<els=[-{}]>" -1.0) }) * }) */ public Features(@Opt final FeatureSet[] featureSets) { if (featureSets == null) this.featureSets = new FeatureSet[]{}; else this.featureSets = featureSets; } //------------------------------------------------------------------------- /** * @return Our array of feature sets */ public FeatureSet[] featureSets() { return featureSets; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(features {\n"); for (final FeatureSet featureSet : featureSets) { sb.append(featureSet.toString()); } sb.append("})\n"); return sb.toString(); } //------------------------------------------------------------------------- /** * @param threshold * @return A string representation of these features, retaining only those for * which the absolute weights exceed the given threshold. */ public String toStringThresholded(final float threshold) { final StringBuilder sb = new StringBuilder(); sb.append("(features {\n"); for (final FeatureSet featureSet : featureSets) { sb.append(featureSet.toStringThresholded(threshold)); } sb.append("})\n"); return sb.toString(); } //------------------------------------------------------------------------- }
2,881
24.504425
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Ludii
Ludii-master/Core/src/metadata/ai/features/package-info.java
/** * The {\tt features} package includes information about features used to bias Monte Carlo playouts. * Each feature describes a geometric pattern of pieces that is relevant to the game, and recommends * moves to make -- or to not make! -- based on the current game state. * Biasing random playouts to encourage good moves that intelligent humans would make, and discourage * moves that they would not make, leads to more realistic playouts and stronger AI play. * * For example, a game in which players aim to make line of 5 of their pieces might benefit from a * feature that encourages the formation of open-ended lines of 4. * Each feature represents a simple strategy relevant to the game. */ package metadata.ai.features;
749
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Ludii-master/Core/src/metadata/ai/features/trees/FeatureTrees.java
package metadata.ai.features.trees; import annotations.Name; import annotations.Opt; import metadata.ai.AIItem; import metadata.ai.features.trees.classifiers.DecisionTree; import metadata.ai.features.trees.logits.LogitTree; /** * Describes one or more sets of features (local, geometric patterns), * represented as decision / regression trees. * * @author Dennis Soemers */ public class FeatureTrees implements AIItem { //------------------------------------------------------------------------- /** Logit trees */ protected LogitTree[] logitTrees; /** Decision trees for predicting bottom 25% / IQR / top 25% */ protected DecisionTree[] decisionTrees; //------------------------------------------------------------------------- /** * For a variety of different types of trees, each for one or more roles. * * @param logitTrees One or more logit trees (each for the All * role or for a specific player). * @param decisionTrees One or more decision trees (each for the All * role or for a specific player). * * @example (featureTrees logitTrees:{ * (logitTree P1 (if "rel:to=<{}>:pat=<els=[f{0}]>" then:(leaf { (pair "Intercept" 1.0) }) else:(leaf { (pair "Intercept" -1.0) }))) * }) */ public FeatureTrees ( @Name @Opt final LogitTree[] logitTrees, @Name @Opt final DecisionTree[] decisionTrees ) { this.logitTrees = logitTrees; this.decisionTrees = decisionTrees; } //------------------------------------------------------------------------- /** * @return Array of logit trees. */ public LogitTree[] logitTrees() { return logitTrees; } /** * @return Array of decision trees. */ public DecisionTree[] decisionTrees() { return decisionTrees; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(featureTrees \n"); if (logitTrees != null) { sb.append("logitTrees:{\n"); for (final LogitTree tree : logitTrees) { sb.append(tree.toString() + "\n"); } sb.append("}\n"); } if (decisionTrees != null) { sb.append("decisionTrees:{\n"); for (final DecisionTree tree : decisionTrees) { sb.append(tree.toString() + "\n"); } sb.append("}\n"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- }
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22.32381
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Ludii-master/Core/src/metadata/ai/features/trees/classifiers/BinaryLeaf.java
package metadata.ai.features.trees.classifiers; import java.util.Set; /** * Describes a leaf node in a binary classification tree for features; it contains * only a predicted probability for "top move". * * @author Dennis Soemers */ public class BinaryLeaf extends DecisionTreeNode { //------------------------------------------------------------------------- /** Predicted probability of being the/a top move */ protected final float prob; //------------------------------------------------------------------------- /** * Defines the feature (condition) and the predicted probability of being a top move. * @param prob Predicted probability of being a top move. * * @example (binaryLeaf 0.6) */ public BinaryLeaf ( final Float prob ) { this.prob = prob.floatValue(); } //------------------------------------------------------------------------- @Override public void collectFeatureStrings(final Set<String> outFeatureStrings) { // Do nothing } //------------------------------------------------------------------------- /** * @return Move probability predicted by this leaf. */ public float prob() { return prob; } //------------------------------------------------------------------------- @Override public String toString() { return toString(0); } @Override public String toString(final int indent) { return "(binaryLeaf " + prob + ")"; } //------------------------------------------------------------------------- }
1,510
20.585714
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Ludii
Ludii-master/Core/src/metadata/ai/features/trees/classifiers/DecisionTree.java
package metadata.ai.features.trees.classifiers; import game.types.play.RoleType; import metadata.ai.AIItem; /** * Describes a Decision Tree for features (a decision tree representation of a feature set, * which outputs class predictions). * * @author Dennis Soemers */ public class DecisionTree implements AIItem { //------------------------------------------------------------------------- /** Role (should either be All, or a specific Player) */ protected final RoleType role; /** Root node of the tree */ protected final DecisionTreeNode root; //------------------------------------------------------------------------- /** * For a single decision tree for one role. * * @param role The Player (P1, P2, etc.) for which the logit tree should apply, * or All if it is applicable to all players in a game. * @param root The root node of the tree. * * @example (decisionTree P1 (if "rel:to=<{}>:pat=<els=[f{0}]>" then:(leaf bottom25:0.0 iqr:0.2 top25:0.8) else:(leaf bottom25:0.6 iqr:0.35 top25:0.05))) */ public DecisionTree(final RoleType role, final DecisionTreeNode root) { this.role = role; this.root = root; } //------------------------------------------------------------------------- /** * @return The role that this tree was built for. */ public RoleType role() { return role; } /** * @return The root node of this tree */ public DecisionTreeNode root() { return root; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(decisionTree " + role + "\n"); sb.append(root.toString(1) + "\n"); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- }
1,841
23.56
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Ludii-master/Core/src/metadata/ai/features/trees/classifiers/DecisionTreeNode.java
package metadata.ai.features.trees.classifiers; import java.util.Set; import metadata.ai.AIItem; /** * Describes a node in a decision tree for features. May either be a condition * node (internal node), or a node with class predictions (leaf node). * * @author Dennis Soemers */ public abstract class DecisionTreeNode implements AIItem { //------------------------------------------------------------------------- /** * Collect strings for all features under this node. * @param outFeatureStrings Set to put all the feature strings in. */ public abstract void collectFeatureStrings(final Set<String> outFeatureStrings); //------------------------------------------------------------------------- /** * @param indent Number of tabs (assuming four spaces) to indent * @return String representation of this node. */ public abstract String toString(final int indent); //------------------------------------------------------------------------- }
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Ludii-master/Core/src/metadata/ai/features/trees/classifiers/If.java
package metadata.ai.features.trees.classifiers; import java.util.Set; import annotations.Name; import main.StringRoutines; /** * Describes a decision node in a decision tree for features; it contains one * feature (the condition we check), and two branches; one for the case * where the condition is true, and one for the case where the condition is false. * * @author Dennis Soemers */ public class If extends DecisionTreeNode { //------------------------------------------------------------------------- /** String description of the feature we want to evaluate as condition */ protected final String feature; /** Node we navigate to when the condition is satisfied */ protected final DecisionTreeNode thenNode; /** Node we navigate to when condition is not satisfied */ protected final DecisionTreeNode elseNode; //------------------------------------------------------------------------- /** * Defines the feature (condition), and the two branches. * @param feature The feature to evaluate (the condition). * @param then The branch to take if the feature is active. * @param Else The branch to take if the feature is not active. * * @example (if "rel:to=<{}>:pat=<els=[f{0}]>" then:(leaf bottom25:0.0 iqr:0.2 top25:0.8) else:(leaf bottom25:0.6 iqr:0.35 top25:0.05)) */ public If ( final String feature, @Name final DecisionTreeNode then, @Name final DecisionTreeNode Else ) { this.feature = feature; this.thenNode = then; this.elseNode = Else; } //------------------------------------------------------------------------- @Override public void collectFeatureStrings(final Set<String> outFeatureStrings) { outFeatureStrings.add(feature); thenNode.collectFeatureStrings(outFeatureStrings); elseNode.collectFeatureStrings(outFeatureStrings); } //------------------------------------------------------------------------- /** * @return String of our feature */ public String featureString() { return feature; } /** * @return Node we traverse to if condition holds */ public DecisionTreeNode thenNode() { return thenNode; } /** * @return Node we traverse to if condition does not hold */ public DecisionTreeNode elseNode() { return elseNode; } //------------------------------------------------------------------------- @Override public String toString() { return toString(0); } @Override public String toString(final int indent) { final StringBuilder sb = new StringBuilder(); final String outerIndentStr = StringRoutines.indent(4, indent); final String innerIndentStr = StringRoutines.indent(4, indent + 1); sb.append("(if " + StringRoutines.quote(feature) + "\n"); sb.append(innerIndentStr + "then:" + thenNode.toString(indent + 1) + "\n"); sb.append(innerIndentStr + "else:" + elseNode.toString(indent + 1) + "\n"); sb.append(outerIndentStr + ")"); return sb.toString(); } //------------------------------------------------------------------------- }
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Ludii-master/Core/src/metadata/ai/features/trees/classifiers/Leaf.java
package metadata.ai.features.trees.classifiers; import java.util.Set; import annotations.Name; /** * Describes a leaf node in a binary classification tree for features; it contains * only a predicted probability for "best move". * * @author Dennis Soemers */ public class Leaf extends DecisionTreeNode { //------------------------------------------------------------------------- /** Predicted probability of being a bottom-25% move */ protected final float bottom25Prob; /** Predicted probability of being a move in the Interquartile Range */ protected final float iqrProb; /** Predicted probability of being a top-25% move */ protected final float top25Prob; //------------------------------------------------------------------------- /** * Defines the feature (condition) and the predicted probabilities for different classes. * @param bottom25 Predicted probability of being a bottom-25% move. * @param iqr Predicted probability of being a move in the Interquartile Range. * @param top25 Predicted probability of being a top-25% move. * * @example (leaf bottom25:0.0 iqr:0.2 top25:0.8) */ public Leaf ( @Name final Float bottom25, @Name final Float iqr, @Name final Float top25 ) { bottom25Prob = bottom25.floatValue(); iqrProb = iqr.floatValue(); top25Prob = top25.floatValue(); } //------------------------------------------------------------------------- @Override public void collectFeatureStrings(final Set<String> outFeatureStrings) { // Do nothing } //------------------------------------------------------------------------- /** * @return Predicted probability for the bottom-25% class */ public float bottom25Prob() { return bottom25Prob; } /** * @return Predicted probability for the IQR class */ public float iqrProb() { return iqrProb; } /** * @return Predicted probability for the top-25% class */ public float top25Prob() { return top25Prob; } //------------------------------------------------------------------------- @Override public String toString() { return toString(0); } @Override public String toString(final int indent) { return "(leaf bottom25:" + bottom25Prob + " iqr:" + iqrProb + " top25:" + top25Prob + ")"; } //------------------------------------------------------------------------- }
2,358
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Ludii-master/Core/src/metadata/ai/features/trees/classifiers/package-info.java
/** * This package contains various types of classifier trees, which produce various * types of classifications for moves, based on features. */ package metadata.ai.features.trees.classifiers;
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Ludii
Ludii-master/Core/src/metadata/ai/features/trees/logits/If.java
package metadata.ai.features.trees.logits; import java.util.Set; import annotations.Name; import main.StringRoutines; /** * Describes a decision node in a logit tree for features; it contains one * feature (the condition we check), and two branches; one for the case * where the condition is true, and one for the case where the condition is false. * * @author Dennis Soemers */ public class If extends LogitNode { //------------------------------------------------------------------------- /** String description of the feature we want to evaluate as condition */ protected final String feature; /** Node we navigate to when the condition is satisfied */ protected final LogitNode thenNode; /** Node we navigate to when condition is not satisfied */ protected final LogitNode elseNode; //------------------------------------------------------------------------- /** * Defines the feature (condition), and the two branches. * @param feature The feature to evaluate (the condition). * @param then The branch to take if the feature is active. * @param Else The branch to take if the feature is not active. * * @example (if "rel:to=<{}>:pat=<els=[f{0}]>" then:(leaf { (pair "Intercept" 1.0) }) else:(leaf { (pair "Intercept" -1.0) })) */ public If ( final String feature, @Name final LogitNode then, @Name final LogitNode Else ) { this.feature = feature; this.thenNode = then; this.elseNode = Else; } //------------------------------------------------------------------------- @Override public void collectFeatureStrings(final Set<String> outFeatureStrings) { outFeatureStrings.add(feature); thenNode.collectFeatureStrings(outFeatureStrings); elseNode.collectFeatureStrings(outFeatureStrings); } //------------------------------------------------------------------------- /** * @return The feature string */ public String featureString() { return feature; } /** * @return The then node */ public LogitNode thenNode() { return thenNode; } /** * @return The else node */ public LogitNode elseNode() { return elseNode; } //------------------------------------------------------------------------- @Override public String toString() { return toString(0); } @Override public String toString(final int indent) { final StringBuilder sb = new StringBuilder(); final String outerIndentStr = StringRoutines.indent(4, indent); final String innerIndentStr = StringRoutines.indent(4, indent + 1); sb.append("(if " + StringRoutines.quote(feature) + "\n"); sb.append(innerIndentStr + "then:" + thenNode.toString(indent + 1) + "\n"); sb.append(innerIndentStr + "else:" + elseNode.toString(indent + 1) + "\n"); sb.append(outerIndentStr + ")"); return sb.toString(); } //------------------------------------------------------------------------- }
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Ludii
Ludii-master/Core/src/metadata/ai/features/trees/logits/Leaf.java
package metadata.ai.features.trees.logits; import java.util.Set; import main.StringRoutines; import metadata.ai.misc.Pair; /** * Describes a leaf node in a logit tree for features; it contains an array * of features and weights, describing a linear function to use to compute the * logit in this node. An intercept feature should collect all the weights * inferred from features evaluated in decision nodes leading up to this leaf. * * @author Dennis Soemers */ public class Leaf extends LogitNode { //------------------------------------------------------------------------- /** Remaining features to evaluate in our model */ protected final String[] featureStrings; /** Array of weights for our remaining features */ protected final float[] weights; //------------------------------------------------------------------------- /** * Defines the remaining features (used in linear model) and their weights. * @param features List of remaining features to evaluate and their weights. * * @example (leaf { (pair "Intercept" 1.0) }) */ public Leaf(final Pair[] features) { featureStrings = new String[features.length]; weights = new float[features.length]; for (int i = 0; i < features.length; ++i) { featureStrings[i] = features[i].key(); weights[i] = features[i].floatVal(); } } //------------------------------------------------------------------------- @Override public void collectFeatureStrings(final Set<String> outFeatureStrings) { for (final String s : featureStrings) { outFeatureStrings.add(s); } } //------------------------------------------------------------------------- /** * @return Array of strings of features used in model */ public String[] featureStrings() { return featureStrings; } /** * @return Array of weights used in model */ public float[] weights() { return weights; } //------------------------------------------------------------------------- @Override public String toString() { return toString(0); } @Override public String toString(final int indent) { final StringBuilder sb = new StringBuilder(); sb.append("(leaf { "); for (int i = 0; i < featureStrings.length; ++i) { sb.append("(pair " + StringRoutines.quote(featureStrings[i]) + " " + weights[i] + ") "); } sb.append( "})"); return sb.toString(); } //------------------------------------------------------------------------- }
2,463
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Ludii
Ludii-master/Core/src/metadata/ai/features/trees/logits/LogitNode.java
package metadata.ai.features.trees.logits; import java.util.Set; import metadata.ai.AIItem; /** * Describes a node in a logit tree for features. May either be a condition * node (internal node), or a node with a linear model (a leaf node). * * @author Dennis Soemers */ public abstract class LogitNode implements AIItem { //------------------------------------------------------------------------- /** * Collect strings for all features under this node. * @param outFeatureStrings Set to put all the feature strings in. */ public abstract void collectFeatureStrings(final Set<String> outFeatureStrings); //------------------------------------------------------------------------- /** * @param indent Number of tabs (assuming four spaces) to indent * @return String representation of this node. */ public abstract String toString(final int indent); //------------------------------------------------------------------------- }
965
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Ludii
Ludii-master/Core/src/metadata/ai/features/trees/logits/LogitTree.java
package metadata.ai.features.trees.logits; import game.types.play.RoleType; import metadata.ai.AIItem; /** * Describes a Logit Tree for features (a regression tree representation of a feature set, * which outputs logits). * * @author Dennis Soemers */ public class LogitTree implements AIItem { //------------------------------------------------------------------------- /** Role (should either be All, or a specific Player) */ protected final RoleType role; /** Root node of the tree */ protected final LogitNode root; //------------------------------------------------------------------------- /** * For a single logit tree for one role. * * @param role The Player (P1, P2, etc.) for which the logit tree should apply, * or All if it is applicable to all players in a game. * @param root The root node of the tree. * * @example (logitTree P1 (if "rel:to=<{}>:pat=<els=[f{0}]>" then:(leaf { (pair "Intercept" 1.0) }) else:(leaf { (pair "Intercept" -1.0) }))) */ public LogitTree(final RoleType role, final LogitNode root) { this.role = role; this.root = root; } //------------------------------------------------------------------------- /** * @return Root node of this logit tree */ public LogitNode root() { return root; } /** * @return The role that this tree belongs to */ public RoleType role() { return role; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(logitTree " + role + "\n"); sb.append(root.toString(1) + "\n"); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- }
1,777
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Ludii
Ludii-master/Core/src/metadata/ai/features/trees/logits/package-info.java
/** * This package contains logit regression trees, which produce * logit predictions for moves, based on features. */ package metadata.ai.features.trees.logits;
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Ludii-master/Core/src/metadata/ai/heuristics/HeuristicUtil.java
package metadata.ai.heuristics; import annotations.Hide; import metadata.ai.heuristics.terms.HeuristicTerm; /** * Utility functions for heuristic manipulation. * * @author Matthew.Stephenson */ @Hide public class HeuristicUtil { //------------------------------------------------------------------------- /** * @param heuristic * @return Normalises all weights on heuristic between -1 and 1. */ public static Heuristics normaliseHeuristic(final Heuristics heuristic) { double maxWeight = 0.0; for (final HeuristicTerm term : heuristic.heuristicTerms()) maxWeight = Math.max(maxWeight, term.maxAbsWeight()); return new Heuristics(multiplyHeuristicTerms(heuristic.heuristicTerms(), 1.0/maxWeight)); } //------------------------------------------------------------------------- /** * @param heuristicTerms * @param multiplier * @return Multiplies the weights for an array of heuristicTerms by the specified multiplier. */ public static HeuristicTerm[] multiplyHeuristicTerms(final HeuristicTerm[] heuristicTerms, final double multiplier) { final HeuristicTerm[] heuristicTermsMultiplied = new HeuristicTerm[heuristicTerms.length]; for (int i = 0; i < heuristicTermsMultiplied.length; i++) { final HeuristicTerm halvedHeuristicTerm = heuristicTerms[i].copy(); halvedHeuristicTerm.setWeight((float) (heuristicTerms[i].weight()*multiplier)); heuristicTermsMultiplied[i] = halvedHeuristicTerm; } return heuristicTermsMultiplied; } //------------------------------------------------------------------------- /** * @param weight * @return Converts a (normalised) weight to a string by binning it. */ public static String convertWeightToString(final double weight) { if (weight < 0.2) return "very low importance"; else if (weight < 0.4) return "low importance"; else if (weight < 0.6) return "moderate importance"; else if (weight < 0.8) return "high importance"; else return "very high importance"; } //------------------------------------------------------------------------- }
2,087
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Ludii
Ludii-master/Core/src/metadata/ai/heuristics/Heuristics.java
package metadata.ai.heuristics; import java.io.File; import java.io.FileNotFoundException; import java.io.IOException; import java.io.PrintWriter; import java.io.UnsupportedEncodingException; import annotations.Opt; import game.Game; import main.FileHandling; import main.StringRoutines; import main.collections.FVector; import main.grammar.Report; import metadata.ai.AIItem; import metadata.ai.heuristics.terms.HeuristicTerm; import other.context.Context; /** * Defines a collection of heuristics, which can be used by Alpha-Beta agent in * Ludii for their heuristics state evaluations. * * @author Dennis Soemers */ public class Heuristics implements AIItem { //------------------------------------------------------------------------- /** Our array of heuristic terms */ protected final HeuristicTerm[] heuristicTerms; //------------------------------------------------------------------------- /** * For a single heuristic term. * * @param term A single heuristic term. * * @example (heuristics (score)) */ public Heuristics(@Opt final HeuristicTerm term) { if (term == null) heuristicTerms = new HeuristicTerm[]{}; else heuristicTerms = new HeuristicTerm[]{term}; } /** * For a collection of multiple heuristic terms. * * @param terms A sequence of multiple heuristic terms, which will all * be linearly combined based on their weights. * * @example (heuristics { (material) (mobilitySimple weight:0.01) }) */ public Heuristics(@Opt final HeuristicTerm[] terms) { if (terms == null) heuristicTerms = new HeuristicTerm[]{}; else heuristicTerms = terms; } /** * Copy constructor (written as static method so it's not picked up by grammar) * @param other * @return Copy of heuristics */ public static Heuristics copy(final Heuristics other) { if (other == null) return null; return new Heuristics(other); } /** * Copy constructor (private, not visible to grammar) * @param other */ private Heuristics(final Heuristics other) { heuristicTerms = new HeuristicTerm[other.heuristicTerms.length]; for (int i = 0; i < heuristicTerms.length; ++i) { heuristicTerms[i] = other.heuristicTerms[i].copy(); } } //------------------------------------------------------------------------- /** * Computes heuristic value estimate for the given state * from the perspective of the given player. * * @param context * @param player * @param absWeightThreshold We skip terms with an absolute weight below this value * (negative for no skipping) * @return Heuristic value estimate */ public float computeValue(final Context context, final int player, final float absWeightThreshold) { float value = 0.f; for (final HeuristicTerm term : heuristicTerms) { final float weight = term.weight(); final float absWeight = Math.abs(weight); if (absWeight >= absWeightThreshold) { float termOutput = term.computeValue(context, player, absWeightThreshold / absWeight); if (term.transformation() != null) termOutput = term.transformation().transform(context, termOutput); value += weight * termOutput; } } return value; } /** * Initialises all terms for given game * @param game */ public void init(final Game game) { for (final HeuristicTerm term : heuristicTerms) { term.init(game); } } //------------------------------------------------------------------------- /** * @param context * @param player * @return Heuristics feature vector in given state, from perspective of given player */ public FVector computeStateFeatureVector(final Context context, final int player) { final Game game = context.game(); final int numPlayers = game.players().count(); FVector featureVector = new FVector(0); for (final HeuristicTerm term : heuristicTerms) { final FVector vec = term.computeStateFeatureVector(context, player); for (int p = 1; p <= numPlayers; ++p) { if (p != player) { final FVector oppVector = term.computeStateFeatureVector(context, p); vec.subtract(oppVector); } } for (int j = 0; j < vec.dim(); ++j) { if (term.transformation() != null) vec.set(j, term.transformation().transform(context, vec.get(j))); } featureVector = FVector.concat(featureVector, vec); } return featureVector; } /** * @return Vector of parameters (weights including "internal" weights of nested heuristics) */ public FVector paramsVector() { // TODO our math here is only going to be correct for now because // we don't use non-linear transformations with any heuristics // that have internal pieceWeights vectors... FVector paramsVector = new FVector(0); for (final HeuristicTerm term : heuristicTerms) { final float weight = term.weight(); final FVector vec = term.paramsVector(); if (vec == null) { paramsVector = paramsVector.append(weight); } else { final FVector weightedVec = new FVector(vec); weightedVec.mult(weight); paramsVector = FVector.concat(paramsVector, weightedVec); } } return paramsVector; } /** * Updates weights in heuristics based on given vector of params * @param game * @param newParams * @param startIdx Index at which to start reading params */ public void updateParams(final Game game, final FVector newParams, final int startIdx) { int currentIdx = startIdx; for (final HeuristicTerm term : heuristicTerms) { currentIdx = term.updateParams(game, newParams, currentIdx); } } //------------------------------------------------------------------------- /** * @return Our array of Heuristic Terms */ public HeuristicTerm[] heuristicTerms() { return heuristicTerms; } /** * Writes these heuristics to a text file * @param game * @param filepath */ public void toFile(final Game game, final String filepath) { try (final PrintWriter writer = new PrintWriter(filepath, "UTF-8")) { writer.println("(heuristics { \n"); for (final HeuristicTerm term : heuristicTerms) { writer.println(" " + term.toString()); } writer.println("} )"); } catch (final FileNotFoundException | UnsupportedEncodingException e) { e.printStackTrace(); } } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(heuristics {\n"); for (final HeuristicTerm term : heuristicTerms) sb.append(" " + term.toString() + "\n"); sb.append("})\n"); return sb.toString(); } //------------------------------------------------------------------------- /** * @param thresholdWeight * @return A string representation of these heuristics, with any terms * for which the absolute weight does not exceed the given threshold removed. */ public String toStringThresholded(final float thresholdWeight) { final StringBuilder sb = new StringBuilder(); sb.append("(heuristics {\n"); for (final HeuristicTerm term : heuristicTerms) { final String termStr = term.toStringThresholded(thresholdWeight); if (termStr != null) sb.append(" " + termStr + "\n"); } sb.append("})\n"); return sb.toString(); } @Override public boolean equals(final Object o) { return o.toString().equals(toString()); } @Override public int hashCode() { return toString().hashCode(); } //------------------------------------------------------------------------- /** * Builds heuristics as described by a given array of lines. * @param lines * @return Built heuristics */ public static Heuristics fromLines(final String[] lines) { if (!lines[0].startsWith("heuristics=")) { System.err.println("Error: Heuristics::fromLines() expects first line to start with heuristics="); } else { final String str = lines[0].substring("heuristics=".length()); if (str.startsWith("value-func-dir-")) { final File valueFuncDir = new File(str.substring("value-func-dir-".length())); if (valueFuncDir.exists() && valueFuncDir.isDirectory()) { final File[] files = valueFuncDir.listFiles(); int latestCheckpoint = -1; File latestCheckpointFile = null; for (final File file : files) { final String filename = file.getName(); if (filename.startsWith("ValueFunction_") && filename.endsWith(".txt")) { final int checkpoint = Integer.parseInt ( filename.split ( java.util.regex.Pattern.quote("_") )[1].replaceAll(java.util.regex.Pattern.quote(".txt"), "") ); if (checkpoint > latestCheckpoint) { latestCheckpoint = checkpoint; latestCheckpointFile = file; } } } if (latestCheckpointFile != null) { try { final String contents = FileHandling.loadTextContentsFromFile(latestCheckpointFile.getAbsolutePath()); // Compile heuristic final Heuristics heuristic = (Heuristics)compiler.Compiler.compileObject ( StringRoutines.join("\n", contents), "metadata.ai.heuristics.Heuristics", new Report() ); return heuristic; } catch (final IOException e) { e.printStackTrace(); } } } } else if (new File(str).exists()) { try { final String contents = FileHandling.loadTextContentsFromFile(str); // Compile heuristic final Heuristics heuristic = (Heuristics)compiler.Compiler.compileObject ( StringRoutines.join("\n", contents), "metadata.ai.heuristics.Heuristics", new Report() ); return heuristic; } catch (final IOException e) { e.printStackTrace(); } } else { System.err.println("Heuristics::fromLines() does not know how to interpret: " + str); } } return null; } //------------------------------------------------------------------------- }
10,170
23.567633
109
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/package-info.java
/** * The {\tt heuristics} package includes information about which heuristics are relevant to the current game, * and their optimal settings and weights. * Heuristics are simple rules of thumb for estimating the positional strength of players in a given game state. * Each heuristic focusses on a particular aspect of the game, e.g. material piece count, piece mobility, etc. */ package metadata.ai.heuristics;
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Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/CentreProximity.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; import other.location.Location; import other.state.owned.Owned; /** * Defines a heuristic term based on the proximity of pieces to the centre of * a game's board. * * @author Dennis Soemers */ public class CentreProximity extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** Vector with weights for every piece type */ private FVector pieceWeights = null; /** The maximum distance that exists in our Centres distance table */ private int maxDistance = -1; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. * * @example (centreProximity pieceWeights:{ (pair "Queen" 1.0) (pair "King" -1.0) }) */ public CentreProximity ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name @Opt final Pair[] pieceWeights ) { super(transformation, weight); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } } @Override public HeuristicTerm copy() { return new CentreProximity(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private CentreProximity(final CentreProximity other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (maxDistance == 0) return 0.f; final int[] distances = context.game().distancesToCentre(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); value += pieceWeight * proximity; } } } return value; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); if (maxDistance != 0.f) { final int[] distances = context.game().distancesToCentre(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final int compIdx = owned.reverseMap(player, i); for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); featureVector.addToEntry(compIdx, proximity); } } } return featureVector; } @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); // Precompute maximum distance for this game computeMaxDist(game); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * Helper method for constructors * @param game */ private final void computeMaxDist(final Game game) { final int[] distances = game.distancesToCentre(); if (distances != null) { int max = 0; for (int i = 0; i < distances.length; ++i) { if (distances[i] > max) max = distances[i]; } maxDistance = max; } else { maxDistance = 0; } } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { final Component[] components = game.equipment().components(); if (components.length <= 1) return false; if (game.distancesToCentre() == null) return false; return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(centreProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(centreProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public void merge(final HeuristicTerm term) { final CentreProximity castTerm = (CentreProximity) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Sum of owned pieces, weighted by proximity to centre."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (weight > 0) sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) towards the center of the board"); else sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) away from the center of the board"); sb.append(" (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to move your piece(s) towards the center of the board"); else sb.append("You should try to move your piece(s) away from the center of the board"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
12,338
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Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/ComponentValues.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.equipment.container.Container; import game.types.board.SiteType; import game.types.state.GameType; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; import other.location.Location; import other.state.container.ContainerState; import other.state.owned.Owned; /** * Defines a heuristic term based on the values of sites that contain * components owned by a player. * * @author Dennis Soemers */ public class ComponentValues extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** If true, only count pieces on the main board (i.e., container 0) */ private final boolean boardOnly; /** Vector with weights for every piece type */ private FVector pieceWeights = null; /** Indices of hand containers per player */ private int[] handIndices = null; /** Does our current game have more than 1 container? */ private boolean gameHasMultipleContainers = false; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. These weights are multiplied with the values on sites where these * pieces are present. * @param boardOnly If true, only pieces that are on the game's main board are counted, * and pieces that are, for instance, in players' hands are excluded. False by default. * * @example (componentValues boardOnly:True) */ public ComponentValues ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name @Opt final Pair[] pieceWeights, @Name @Opt final Boolean boardOnly ) { super(transformation, weight); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } this.boardOnly = (boardOnly == null) ? false : boardOnly.booleanValue(); } @Override public HeuristicTerm copy() { return new ComponentValues(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private ComponentValues(final ComponentValues other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); boardOnly = other.boardOnly; } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; if (!boardOnly || !gameHasMultipleContainers) { for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location loc : pieces[i]) { final int cid = loc.siteType() != SiteType.Cell ? 0 : context.containerId()[loc.site()]; value += pieceWeight * context.containerState(cid).value(loc.site(), loc.level(), loc.siteType()); } } } } else { for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location loc : pieces[i]) { if (loc.siteType() != SiteType.Cell || context.containerId()[loc.site()] == 0) value += pieceWeight * context.containerState(0).value(loc.site(), loc.level(), loc.siteType()); } } } } if (!boardOnly && handIndices != null) { final List<? extends Location>[] neutralPieces = owned.positions(0); for (int i = 0; i < neutralPieces.length; ++i) { if (neutralPieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(0, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location pos : neutralPieces[i]) { final int site = pos.site(); final int cid = handIndices[player]; if (pos.siteType() == SiteType.Cell && context.containerId()[site] == cid) { final ContainerState cs = context.containerState(cid); value += pieceWeight * cs.countCell(site) * cs.valueCell(site); } } } } } return value; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); if (!boardOnly || !gameHasMultipleContainers) { for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final int compIdx = owned.reverseMap(player, i); for (final Location loc : pieces[i]) { final int cid = loc.siteType() != SiteType.Cell ? 0 : context.containerId()[loc.site()]; featureVector.addToEntry(compIdx, context.containerState(cid).value(loc.site(), loc.level(), loc.siteType())); } } if (handIndices != null) { final List<? extends Location>[] neutralPieces = owned.positions(0); for (int i = 0; i < neutralPieces.length; ++i) { if (neutralPieces[i].isEmpty()) continue; final int compIdx = owned.reverseMap(player, i); for (final Location pos : neutralPieces[i]) { final int site = pos.site(); final int cid = handIndices[player]; if (pos.siteType() == SiteType.Cell && context.containerId()[site] == cid) { final ContainerState cs = context.containerState(cid); featureVector.addToEntry(compIdx, cs.countCell(site) * cs.valueCell(site)); } } } } } else { for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final int compIdx = owned.reverseMap(player, i); for (final Location loc : pieces[i]) { if (loc.siteType() != SiteType.Cell || context.containerId()[loc.site()] == 0) featureVector.addToEntry(compIdx, context.containerState(0).value(loc.site(), loc.level(), loc.siteType())); } } } return featureVector; } @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); // Precompute hand indices for this game computeHandIndices(game); gameHasMultipleContainers = (game.equipment().containers().length > 1); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * @param game */ private void computeHandIndices(final Game game) { boolean foundHands = false; final int[] handContainerIndices = new int[game.players().count() + 1]; for (final Container c : game.equipment().containers()) { if (c instanceof game.equipment.container.other.Hand) { final int owner = ((game.equipment.container.other.Hand)c).owner(); if (owner > 0 && owner < handContainerIndices.length && handContainerIndices[owner] == 0) { foundHands = true; handContainerIndices[owner] = c.index(); } } } if (!foundHands) handIndices = null; else handIndices = handContainerIndices; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { if ((game.gameFlags() & GameType.Value) == 0L) return false; final Component[] components = game.equipment().components(); if (components.length <= 1) return false; return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(componentValues"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); if (boardOnly) sb.append("\n boardOnly:True\n"); } else if (boardOnly) { sb.append(" boardOnly:True"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(componentValues"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); if (boardOnly) sb.append("\n boardOnly:True\n"); } else if (boardOnly) { sb.append(" boardOnly:True"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public void merge(final HeuristicTerm term) { final ComponentValues castTerm = (ComponentValues) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Sum of values of sites occupied by owned pieces."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); final String extraString = boardOnly ? " on the board" : ""; if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (weight > 0) sb.append("You should try to maximise the value of your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s)"); else sb.append("You should try to minimise the value of your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s)"); sb.append(extraString + " (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to maximise the value of your piece(s)"); else sb.append("You should try to minimise the value of your piece(s)"); sb.append(extraString + " (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
15,821
27.354839
134
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/CornerProximity.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; import other.location.Location; import other.state.owned.Owned; /** * Defines a heuristic term based on the proximity of pieces to the corners of * a game's board. * * @author Dennis Soemers */ public class CornerProximity extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** Vector with weights for every piece type */ private FVector pieceWeights = null; /** The maximum distance that exists in our Corners distance table */ private int maxDistance = -1; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. * * @example (cornerProximity pieceWeights:{ (pair "Queen" -1.0) (pair "King" 1.0) }) */ public CornerProximity ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name @Opt final Pair[] pieceWeights ) { super(transformation, weight); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } } @Override public HeuristicTerm copy() { return new CornerProximity(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private CornerProximity(final CornerProximity other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { // if (maxDistance == 0) // return 0.f; final int[] distances = context.game().distancesToCorners(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); value += pieceWeight * proximity; } } } return value; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); if (maxDistance != 0.f) { final int[] distances = context.game().distancesToCorners(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final int compIdx = owned.reverseMap(player, i); for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); featureVector.addToEntry(compIdx, proximity); } } } return featureVector; } @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); // Precompute maximum distance for this game computeMaxDist(game); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * Helper method for constructors * @param game */ private final void computeMaxDist(final Game game) { final int[] distances = game.distancesToCorners(); if (distances != null) { int max = 0; for (int i = 0; i < distances.length; ++i) { if (distances[i] > max) max = distances[i]; } maxDistance = max; } else { maxDistance = 0; } } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { final Component[] components = game.equipment().components(); if (components.length <= 1) return false; if (game.distancesToCorners() == null) return false; return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(cornerProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(cornerProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public void merge(final HeuristicTerm term) { final CornerProximity castTerm = (CornerProximity) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Sum of owned pieces, weighted by proximity to nearest corner."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (weight > 0) sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) towards the corners of the board"); else sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) away from the corners of the board"); sb.append(" (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to move your piece(s) towards the corners of the board"); else sb.append("You should try to move your piece(s) away from the corners of the board"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
12,360
26.347345
152
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/CurrentMoverHeuristic.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import main.collections.FVector; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; /** * Defines a heuristic term that adds its weight only for the player * whose turn it is in any given game state. * * @author Dennis Soemers */ public class CurrentMoverHeuristic extends HeuristicTerm { //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (currentMoverHeuristic weight:1.0) */ public CurrentMoverHeuristic ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public HeuristicTerm copy() { return new CurrentMoverHeuristic(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private CurrentMoverHeuristic(final CurrentMoverHeuristic other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (context.state().mover() == player) return 1.f; else return 0.f; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { if (context.state().mover() == player) return FVector.ones(1); else return FVector.zeros(1); } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { return game.isAlternatingMoveGame(); } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(currentMoverHeuristic"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(currentMoverHeuristic"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public String description() { return "TODO."; } @Override public String toEnglishString(final Context context, final int playerIndex) { return "TODO."; } //------------------------------------------------------------------------- }
4,067
22.113636
99
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/HeuristicTerm.java
package metadata.ai.heuristics.terms; import java.util.ArrayList; import java.util.List; import game.Game; import game.equipment.component.Component; import gnu.trove.list.array.TFloatArrayList; import main.collections.FVector; import metadata.ai.AIItem; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; /** * Abstract class for heuristic terms. Every heuristic term is expected to implement * a function that outputs a score for a given game state and player, and every term * has a weight that is used for computing linear combinations of multiple terms. * * @author Dennis Soemers and matthew.stephenson */ public abstract class HeuristicTerm implements AIItem { //------------------------------------------------------------------------- /** The weight of this term in linear combinations */ protected float weight; /** Transformation to apply to heuristic score (before multiplying with weight!) */ protected final HeuristicTransformation transformation; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any raw heuristic * score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of 1.0 is used. */ public HeuristicTerm(final HeuristicTransformation transformation, final Float weight) { if (weight == null) this.weight = 1.f; else this.weight = weight.floatValue(); this.transformation = transformation; } /** * Copy method (not copy constructor, so not visible to grammar) * @return Copy of the heuristic term */ public abstract HeuristicTerm copy(); //------------------------------------------------------------------------- /** * @return English description of this heuristic. */ public abstract String description(); /** * @param context * @param playerIndex * @return toString of this Heuristic in an English language format. */ public abstract String toEnglishString(final Context context, final int playerIndex); //------------------------------------------------------------------------- /** * @param term * @return if this HeuristicTerm can be merged with the parameter term. */ public boolean canBeMerged(final HeuristicTerm term) { return this.getClass().getName().equals(term.getClass().getName()); } /** * Merges this HeuristicTerm with the parameter term. Make sure that all pieceWeightNames are the same. * @param term */ public void merge(final HeuristicTerm term) { setWeight(weight() + term.weight()); } /** * Simplifies this heuristic, usually by combining weights. */ public void simplify() { // do nothing } /** * @return the maximum weight value for any aspect of this heuristic. */ public float maxAbsWeight() { return Math.abs(weight()); } //------------------------------------------------------------------------- /** * Computes heuristic value estimate for the given state * from the perspective of the given player. This should NOT * apply any transformations. * * @param context * @param player * @param absWeightThreshold We skip terms with an absolute weight below this value * (negative for no skipping) * @return Heuristic value estimate */ public abstract float computeValue(final Context context, final int player, final float absWeightThreshold); /** * Allows for initialisation / precomputation of data for a given game. * Default implementation does nothing. * * @param game */ public void init(final Game game) { // Do nothing } //------------------------------------------------------------------------- /** * @param context * @param player * @return Heuristic's feature vector in given state, from perspective of given player */ public abstract FVector computeStateFeatureVector(final Context context, final int player); /** * @return Vector of parameters (weights including "internal" weights of nested heuristics). * Should return null if this term does not have any internal weights (other than the single * weight for use in the linear combination of multiple terms). */ public abstract FVector paramsVector(); /** * Updates weights in heuristic based on given vector of params. * * @param game * @param newParams * @param startIdx Index at which to start reading params * @return Index in vector at which the next heuristic term is allowed to start reading */ public int updateParams(final Game game, final FVector newParams, final int startIdx) { final FVector internalParams = paramsVector(); if (internalParams == null) { weight = newParams.get(startIdx); return startIdx + 1; } else { internalParams.copyFrom(newParams, startIdx, 0, internalParams.dim()); // We let our inner heuristic terms completely absorb the weights, // so must ensure to only have a weight of exactly 1.f ourselves weight = 1.f; return startIdx + internalParams.dim(); } } //------------------------------------------------------------------------- /** * @return A transformation to be applied to output values (null for no transformation) */ public HeuristicTransformation transformation() { return transformation; } /** * @return Weight for this term in linear combination of multiple heuristic terms */ public float weight() { return weight; } //------------------------------------------------------------------------- /** * A helper method that a variety of heuristic term classes can use to convert * input they were given in a constructor into a game-specific vector of piece * weights. * * @param game * @param pieceWeightNames * @param gameAgnosticWeightsArray * @return Vector of piece weights for given game */ protected static FVector pieceWeightsVector ( final Game game, final String[] pieceWeightNames, final float[] gameAgnosticWeightsArray ) { final Component[] components = game.equipment().components(); final FVector pieceWeights = new FVector(components.length); for (int nameIdx = 0; nameIdx < pieceWeightNames.length; ++nameIdx) { final String s = pieceWeightNames[nameIdx].trim(); for (int i = 1; i < components.length; ++i) { final String compName = components[i].name(); if (compName.startsWith(s)) { boolean match = true; if (s.length() > 0) { if (Character.isDigit(s.charAt(s.length() - 1))) { if (!s.equals(compName)) match = false; } else { for (int j = s.length(); j < compName.length(); ++j) { if (!Character.isDigit(compName.charAt(j))) { match = false; break; } } } } if (match) { pieceWeights.set(i, gameAgnosticWeightsArray[nameIdx]); } } } } return pieceWeights; } /** * Helper method to update our array of game-agnostic weights * based on our current vector of piece weights for a current * game (which may have been modified due to training) * * @param game * @param pieceWeights * @param pieceWeightNames * @param gameAgnosticWeightsArray * @return Array of two elements: first is a new array of piece names, second a new array of weights */ protected static Object[] updateGameAgnosticWeights ( final Game game, final FVector pieceWeights, final String[] pieceWeightNames, final float[] gameAgnosticWeightsArray ) { final List<String> newPieceWeightNames = new ArrayList<String>(); final TFloatArrayList newPieceWeights = new TFloatArrayList(); final Component[] components = game.equipment().components(); for (int i = 1; i < pieceWeights.dim(); ++i) { newPieceWeightNames.add(components[i].name()); newPieceWeights.add(pieceWeights.get(i)); } return new Object[]{newPieceWeightNames.toArray(new String[0]), newPieceWeights.toArray()}; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public abstract boolean isApplicable(final Game game); //------------------------------------------------------------------------- /** * @param threshold * @return A string representation of this heuristic term, with any components * for which the absolute weight does not exceed the given threshold removed. * Should return null if there are no components remaining after thresholding. */ public abstract String toStringThresholded(final float threshold); //------------------------------------------------------------------------- /** * @param weight */ public void setWeight(final float weight) { this.weight = weight; } /** * Used for term reconstruction using a genetic code * @return The array of game-agnostic weights */ @SuppressWarnings("static-method") public float[] gameAgnosticWeightsArray() { return null; } /** * Used for term reconstruction using a genetic code * @return The vector of piece weights */ @SuppressWarnings("static-method") public FVector pieceWeights() { return null; } //------------------------------------------------------------------------- }
9,446
26.382609
109
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/Influence.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import game.types.state.GameType; import gnu.trove.set.hash.TIntHashSet; import main.collections.FVector; import main.collections.FastArrayList; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; import other.move.Move; /** * Defines a heuristic term that multiplies its weight by the number * of moves with distinct "to" positions that a player has in a current game state, * divided by the number of playable positions that exist in the game. * * @remarks Always produces a score of $0$ for players who are not the current mover. * * @author Dennis Soemers */ public class Influence extends HeuristicTerm { //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (influence weight:0.5) */ public Influence ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public HeuristicTerm copy() { return new Influence(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private Influence(final Influence other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (context.state().mover() == player) { final FastArrayList<Move> moves = context.game().moves(context).moves(); final TIntHashSet toPositions = new TIntHashSet(); for (final Move move : moves) { final int to = move.to(); if (to >= 0) toPositions.add(to); } return ((float) toPositions.size()) / context.game().equipment().totalDefaultSites(); } else { return 0.f; } } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { // Note: we only allow this heuristic in games that also use from-positions, because // otherwise the number of moves with distinct to-positions is almost always meaningless // (with some exceptions, like if moves have same to-position but different consequents) return game.isAlternatingMoveGame() && ((game.gameFlags() & GameType.UsesFromPositions) != 0L); } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(influence"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(influence"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public String description() { return "Number of legal moves with distinct destination positions."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to maximise the number of spaces you can move to"); else sb.append("You should try to minimise the number of spaces you can move to"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
5,421
25.193237
99
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/InfluenceAdvanced.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import game.types.state.GameType; import gnu.trove.set.hash.TIntHashSet; import main.collections.FVector; import main.collections.FastArrayList; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; import other.context.TempContext; import other.move.Move; /** * Defines a heuristic term that multiplies its weight by the number * of moves with distinct "to" positions that a player has in a current game state, * divided by the number of playable positions that exist in the game. * In comparison to Influence, this is a more advanced version that will also attempt * to gain non-zero estimates of the influence of players other than the current * player to move. * * @author Dennis Soemers */ public class InfluenceAdvanced extends HeuristicTerm { //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (influenceAdvanced weight:0.5) */ public InfluenceAdvanced ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public HeuristicTerm copy() { return new InfluenceAdvanced(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private InfluenceAdvanced(final InfluenceAdvanced other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { final Context computeContext; if (context.state().mover() == player) { computeContext = context; } else { computeContext = new TempContext(context); computeContext.state().setPrev(context.state().mover()); computeContext.state().setMover(player); computeContext.trial().clearLegalMoves(); } final FastArrayList<Move> legalMoves = computeContext.game().moves(computeContext).moves(); final TIntHashSet toPositions = new TIntHashSet(); for (final Move move : legalMoves) { final int to = move.to(); if (to >= 0) toPositions.add(to); } return ((float) toPositions.size()) / computeContext.game().equipment().totalDefaultSites(); } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { // Note: we only allow this heuristic in games that also use from-positions, because // otherwise the number of moves with distinct to-positions is almost always meaningless // (with some exceptions, like if moves have same to-position but different consequents) return game.isAlternatingMoveGame() && ((game.gameFlags() & GameType.UsesFromPositions) != 0L); } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(influenceAdvanced"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(influenceAdvanced"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public String description() { return "Number of legal moves with distinct destination positions."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to maximise the number of spaces you can move to"); else sb.append("You should try to minimise the number of spaces you can move to"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
5,887
26.133641
99
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/Intercept.java
package metadata.ai.heuristics.terms; import java.util.ArrayList; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.types.play.RoleType; import gnu.trove.list.array.TFloatArrayList; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; /** * Defines an intercept term for heuristic-based value functions, with one * weight per player. * * @author Dennis Soemers */ public class Intercept extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private RoleType[] players; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** Vector with weights for every player */ private FVector playerWeightsVector = null; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param playerWeights Weights for different players. Players for which no * weights are specified are given a weight of 0.0. Player names must be * one of the following: "P1", "P2", ..., "P16". * * @example (intercept playerWeights:{ (pair "P1" 1.0) (pair "P2" 0.5) }) */ public Intercept ( @Name @Opt final HeuristicTransformation transformation, @Name final Pair[] playerWeights ) { super(transformation, Float.valueOf(1.f)); players = new RoleType[playerWeights.length]; gameAgnosticWeightsArray = new float[playerWeights.length]; for (int i = 0; i < playerWeights.length; ++i) { players[i] = RoleType.valueOf(playerWeights[i].key()); gameAgnosticWeightsArray[i] = playerWeights[i].floatVal(); } } @Override public HeuristicTerm copy() { return new Intercept(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private Intercept(final Intercept other) { super(other.transformation, Float.valueOf(other.weight)); players = Arrays.copyOf(other.players, other.players.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { return playerWeightsVector.get(player); } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(playerWeightsVector.dim()); featureVector.set(player, 1.f); return featureVector; } @Override public FVector paramsVector() { return playerWeightsVector; } @Override public void init(final Game game) { // Compute vector of player weights playerWeightsVector = new FVector(game.players().count() + 1); for (int i = 0; i < players.length; ++i) { playerWeightsVector.set(players[i].owner(), gameAgnosticWeightsArray[i]); } } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final List<RoleType> roleTypes = new ArrayList<RoleType>(); final TFloatArrayList nonZeroWeights = new TFloatArrayList(); for (int i = 1; i < newParams.dim(); ++i) { if (newParams.get(i) != 0.f) { roleTypes.add(RoleType.roleForPlayerId(i)); nonZeroWeights.add(newParams.get(i)); } } players = roleTypes.toArray(new RoleType[roleTypes.size()]); gameAgnosticWeightsArray = nonZeroWeights.toArray(); return retVal; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(intercept"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) System.err.println("Intercept heuristic does not support weight other than 1.f!"); if (players.length >= 1) { sb.append(" playerWeights:{\n"); for (int i = 0; i < players.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(players[i].name()) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPlayers = false; final StringBuilder playerWeightsSb = new StringBuilder(); if (players.length >= 1) { for (int i = 0; i < players.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { playerWeightsSb.append(" (pair " + StringRoutines.quote(players[i].name()) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPlayers = true; shouldPrint = true; } } } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(intercept"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) System.err.println("Intercept heuristic does not support weight other than 1.f!"); if (haveRelevantPlayers) { sb.append(" pieceWeights:{\n"); sb.append(playerWeightsSb); sb.append(" }"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public void merge(final HeuristicTerm term) { final Intercept castTerm = (Intercept) term; for (int i = 0; i < players.length; i++) for (int j = 0; j < castTerm.players.length; j++) if (players[i].equals(castTerm.players[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Intercept terms per player, for heuristic-based value functions."; } @Override public String toEnglishString(final Context context, final int playerIndex) { return ""; } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } }
8,138
25.170418
133
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/LineCompletionHeuristic.java
package metadata.ai.heuristics.terms; import java.lang.reflect.Field; import java.lang.reflect.Modifier; import java.util.ArrayList; import java.util.Arrays; import java.util.HashMap; import java.util.HashSet; import java.util.List; import java.util.Map; import java.util.Set; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.functions.booleans.is.line.IsLine; import game.functions.ints.IntFunction; import game.rules.phase.Phase; import game.types.board.SiteType; import game.util.directions.AbsoluteDirection; import game.util.graph.GraphElement; import game.util.graph.Radial; import gnu.trove.list.array.TFloatArrayList; import main.Constants; import main.ReflectionUtils; import main.collections.FVector; import main.collections.ListUtils; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.Ludeme; import other.context.Context; import other.location.Location; import other.state.container.ContainerState; import other.state.owned.Owned; import other.topology.TopologyElement; import other.trial.Trial; /** * Defines a heuristic state value based on a player's potential to * complete lines up to a given target length. * This mostly follows the description of the N-in-a-Row advisor as * described on pages 82-84 of: * ``Browne, C.B. (2009) Automatic generation and evaluation of recombination games. * PhD thesis, Queensland University of Technology''. * * @author Dennis Soemers */ public class LineCompletionHeuristic extends HeuristicTerm { //------------------------------------------------------------------------- /** If true, we want to automatically determine a default target length per game board */ private final boolean autoComputeTargetLength; /** Our target length */ private int targetLength; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param targetLength The target length for line completions. If not specified, * we automatically determine a target length based on properties of the game * rules or board. * * @example (lineCompletionHeuristic targetLength:3) */ public LineCompletionHeuristic ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name @Opt final Integer targetLength ) { super(transformation, weight); if (targetLength == null) { autoComputeTargetLength = true; } else { autoComputeTargetLength = false; this.targetLength = targetLength.intValue(); } } @Override public HeuristicTerm copy() { return new LineCompletionHeuristic(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private LineCompletionHeuristic(final LineCompletionHeuristic other) { super(other.transformation, Float.valueOf(other.weight)); autoComputeTargetLength = other.autoComputeTargetLength; targetLength = other.targetLength; } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { final Game game = context.game(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); final List<? extends TopologyElement> sites = game.graphPlayElements(); final boolean[] ignore = new boolean[sites.size()]; final SiteType siteType = game.board().defaultSite(); final TFloatArrayList lineValues = new TFloatArrayList(); for (final List<? extends Location> piecesList : pieces) { for (final Location piecePos : piecesList) { final int pieceSite = piecePos.site(); if (context.containerId()[pieceSite] > 0) continue; // we only support the main board final ContainerState state = context.state().containerStates()[0]; final List<Radial> radials = game.board().graph().trajectories().radials(piecePos.siteType(), pieceSite).distinctInDirection(AbsoluteDirection.Adjacent); for (final Radial radial : radials) { final GraphElement[] path = radial.steps(); final List<Radial> opposites = radial.opposites(); final GraphElement[][] oppositePaths; if (opposites != null) { oppositePaths = new GraphElement[opposites.size()][]; for (int i = 0; i < opposites.size(); ++i) { oppositePaths[i] = opposites.get(i).steps(); } } else { oppositePaths = new GraphElement[1][0]; } // Index 0 is the "current" location; we already know // we have a piece there, so can skip checking that // and directly add it to our counts final int indexBound = Math.min(path.length, targetLength + 1); final boolean[] endPathsBlocked = new boolean[targetLength]; final int[] potentialLineLengths = new int[targetLength]; final int[] realPieces = new int[targetLength]; // Fill all the counts up starting with 1, since we know // there's at least 1 piece (the one we're starting from) Arrays.fill(potentialLineLengths, 1); Arrays.fill(realPieces, 1); for (int indexPath = 1; indexPath < indexBound; ++indexPath) { final int site = path[indexPath].id(); final int who = state.who(site, siteType); if (ignore[site]) { // We've already been here, skip this break; } else if (who != Constants.NOBODY && who != player) { // An enemy piece assert (endPathsBlocked[targetLength - indexPath] == false); endPathsBlocked[targetLength - indexPath] = true; break; } else { for (int j = 0; j < targetLength - indexPath; ++j) { potentialLineLengths[j] += 1; if (who == player) realPieces[j] += 1; } } } for (final GraphElement[] oppositePath : oppositePaths) { // At best there can be targetLength lines for this radial + opposite combo; // There's: // - one line starting in piece pos and following direction // - one line with one piece in opposite direction, and rest in direction // - one line with two pieces in opposite direction, and rest in direction // - etc. final boolean[] endOppositePathsBlocked = new boolean[targetLength]; final boolean[] endPathsBlockedInner = Arrays.copyOf(endPathsBlocked, targetLength); final int[] potentialLineLengthsInner = Arrays.copyOf(potentialLineLengths, targetLength); final int[] realPiecesInner = Arrays.copyOf(realPieces, targetLength); // Now the same thing, but in opposite radial final int oppositeIndexBound = Math.min(oppositePath.length, targetLength + 1); for (int indexPath = 1; indexPath < oppositeIndexBound; ++indexPath) { final int site = oppositePath[indexPath].id(); final int who = state.who(site, siteType); if (ignore[site]) { // We've already been here, skip this break; } else if (who != Constants.NOBODY && who != player) { // An enemy piece assert (endOppositePathsBlocked[indexPath - 1] == false); endOppositePathsBlocked[indexPath - 1] = true; break; } else { for (int j = indexPath; j < targetLength; ++j) { potentialLineLengthsInner[j] += 1; if (who == player) realPiecesInner[j] += 1; } } } // Compute values for all potential lines along this radial for (int j = 0; j < potentialLineLengthsInner.length; ++j) { if (potentialLineLengthsInner[j] == targetLength) { // This is a potential line float value = (float) realPiecesInner[j] / (float) potentialLineLengthsInner[j]; if (endPathsBlockedInner[j]) value *= 0.5f; if (endOppositePathsBlocked[j]) value *= 0.5f; lineValues.add(value); } } } } // From now on we should ignore any lines including this piece; // we've already counted all of them! ignore[pieceSite] = true; } } // Union of probabilities takes way too long to compute, so we just // take average of the top 2 line values final int argMax = ListUtils.argMax(lineValues); final float maxVal = lineValues.getQuick(argMax); lineValues.setQuick(argMax, -1.f); final int secondArgMax = ListUtils.argMax(lineValues); final float secondMaxVal = lineValues.getQuick(secondArgMax); return maxVal + secondMaxVal / 2.f; // compute "union of probabilities" from all line values //return MathRoutines.unionOfProbabilities(lineValues); } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } @Override public void init(final Game game) { if (autoComputeTargetLength) { // We need to compute target length for this game automatically final List<IsLine> lineLudemes = new ArrayList<IsLine>(); if (game.rules().end() != null) collectLineLudemes(lineLudemes, game.rules().end(), new HashMap<Object, Set<String>>()); for (final Phase phase : game.rules().phases()) { if (phase != null && phase.end() != null) collectLineLudemes(lineLudemes, phase.end(), new HashMap<Object, Set<String>>()); } int maxTargetLength = 2; // anything less than 2 makes no sense if (lineLudemes.isEmpty()) { // // we'll take the longest distance of any single site to the // // centre region (or 2 if that's bigger) // final Topology graph = game.board().topology(); // final SiteType siteType = game.board().defaultSite(); // final int[] distancesToCentre = graph.distancesToCentre(siteType); // // if (distancesToCentre != null) // { // for (final int dist : distancesToCentre) // { // maxTargetLength = Math.max(maxTargetLength, dist); // } // } // else // { // // Centres don't exist, instead we'll just pick a large number // maxTargetLength = 15; // } // We'll just pick 3 (nice number, but also low, so relatively cheap) maxTargetLength = 3; } else { final Context dummyContext = new Context(game, new Trial(game)); for (final IsLine line : lineLudemes) { maxTargetLength = Math.max(maxTargetLength, line.length().eval(dummyContext)); } } targetLength = maxTargetLength; } } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { if (game.isEdgeGame()) return false; final Component[] components = game.equipment().components(); if (components.length <= 1) return false; return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- /** * Helper method to recursively collect all (line x) ludemes in the subtree * rooted in a given ludeme. * * @param outList * @param ludeme * @param visited */ private static void collectLineLudemes ( final List<IsLine> outList, final Ludeme ludeme, final Map<Object, Set<String>> visited ) { final Class<? extends Ludeme> clazz = ludeme.getClass(); final List<Field> fields = ReflectionUtils.getAllFields(clazz); try { for (final Field field : fields) { if (field.getName().contains("$")) continue; field.setAccessible(true); if ((field.getModifiers() & Modifier.STATIC) != 0) continue; if (visited.containsKey(ludeme) && visited.get(ludeme).contains(field.getName())) continue; // avoid stack overflow final Object value = field.get(ludeme); if (!visited.containsKey(ludeme)) visited.put(ludeme, new HashSet<String>()); visited.get(ludeme).add(field.getName()); if (value != null) { final Class<?> valueClass = value.getClass(); if (Enum.class.isAssignableFrom(valueClass)) continue; if (Ludeme.class.isAssignableFrom(valueClass)) { if (IsLine.class.isAssignableFrom(valueClass)) { final IsLine line = (IsLine) value; final IntFunction length = line.length(); if (length.isStatic()) outList.add(line); } collectLineLudemes(outList, (Ludeme) value, visited); } else if (valueClass.isArray()) { final Object[] array = ReflectionUtils.castArray(value); for (final Object element : array) { if (element != null) { final Class<?> elementClass = element.getClass(); if (Ludeme.class.isAssignableFrom(elementClass)) { if (IsLine.class.isAssignableFrom(elementClass)) { final IsLine line = (IsLine) element; final IntFunction length = line.length(); if (length.isStatic()) outList.add(line); } collectLineLudemes(outList, (Ludeme) element, visited); } } } } else if (Iterable.class.isAssignableFrom(valueClass)) { final Iterable<?> iterable = (Iterable<?>) value; for (final Object element : iterable) { if (element != null) { final Class<?> elementClass = element.getClass(); if (Ludeme.class.isAssignableFrom(elementClass)) { if (IsLine.class.isAssignableFrom(elementClass)) { final IsLine line = (IsLine) element; final IntFunction length = line.length(); if (length.isStatic()) outList.add(line); } collectLineLudemes(outList, (Ludeme) element, visited); } } } } } } } catch (final IllegalArgumentException | IllegalAccessException e) { e.printStackTrace(); } } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(lineCompletionHeuristic"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (!autoComputeTargetLength) sb.append(" targetLength:" + targetLength); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(lineCompletionHeuristic"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (!autoComputeTargetLength) sb.append(" targetLength:" + targetLength); sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public String description() { return "Measure of potential to complete line(s) of owned pieces."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to make piece line(s) of length " + targetLength); else sb.append("You should try to avoid making piece line(s) of length " + targetLength); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
17,024
27.613445
157
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/Material.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.equipment.container.Container; import game.types.board.SiteType; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; import other.location.Location; import other.state.owned.Owned; /** * Defines a heuristic term based on the material that a player has on * the board and in their hand. * * @author Dennis Soemers */ public class Material extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** If true, only count pieces on the main board (i.e., container 0) */ private final boolean boardOnly; /** Vector with weights for every piece type */ private FVector pieceWeights = null; /** Indices of hand containers per player */ private int[] handIndices = null; /** Does our current game have more than 1 container? */ private boolean gameHasMultipleContainers = false; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. * @param boardOnly If true, only pieces that are on the game's main board are counted, * and pieces that are, for instance, in players' hands are excluded. False by default. * * @example (material pieceWeights:{ (pair "Pawn" 1.0) (pair "Bishop" 3.0) }) */ public Material ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name @Opt final Pair[] pieceWeights, @Name @Opt final Boolean boardOnly ) { super(transformation, weight); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } this.boardOnly = (boardOnly == null) ? false : boardOnly.booleanValue(); } @Override public HeuristicTerm copy() { return new Material(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private Material(final Material other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); boardOnly = other.boardOnly; } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; if (!boardOnly || !gameHasMultipleContainers) { for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) value += pieceWeight * pieces[i].size(); } if (handIndices != null) { final List<? extends Location>[] neutralPieces = owned.positions(0); for (int i = 0; i < neutralPieces.length; ++i) { if (neutralPieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(0, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location pos : neutralPieces[i]) { final int site = pos.site(); if (pos.siteType() == SiteType.Cell && context.containerId()[site] == handIndices[player]) value += pieceWeight * context.state().containerStates()[handIndices[player]].countCell(site); } } } } } else { for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location loc : pieces[i]) { if (loc.siteType() != SiteType.Cell || context.containerId()[loc.site()] == 0) value += pieceWeight; } } } } return value; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); if (!boardOnly || !gameHasMultipleContainers) { for (int i = 0; i < pieces.length; ++i) { final int compIdx = owned.reverseMap(player, i); featureVector.addToEntry(compIdx, pieces[i].size()); } if (handIndices != null) { final List<? extends Location>[] neutralPieces = owned.positions(0); for (int i = 0; i < neutralPieces.length; ++i) { final int compIdx = owned.reverseMap(player, i); for (final Location pos : neutralPieces[i]) { final int site = pos.site(); if (pos.siteType() == SiteType.Cell && context.containerId()[site] == handIndices[player]) featureVector.addToEntry(compIdx, context.state().containerStates()[handIndices[player]].countCell(site)); } } } } else { for (int i = 0; i < pieces.length; ++i) { final int compIdx = owned.reverseMap(player, i); for (final Location loc : pieces[i]) { if (loc.siteType() != SiteType.Cell || context.containerId()[loc.site()] == 0) featureVector.addToEntry(compIdx, 1.f); } } } return featureVector; } @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); // Precompute hand indices for this game computeHandIndices(game); gameHasMultipleContainers = (game.equipment().containers().length > 1); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * @param game */ private void computeHandIndices(final Game game) { boolean foundHands = false; final int[] handContainerIndices = new int[game.players().count() + 1]; for (final Container c : game.equipment().containers()) { if (c instanceof game.equipment.container.other.Hand) { final int owner = ((game.equipment.container.other.Hand)c).owner(); if (owner > 0 && owner < handContainerIndices.length && handContainerIndices[owner] == 0) { foundHands = true; handContainerIndices[owner] = c.index(); } } } if (!foundHands) handIndices = null; else handIndices = handContainerIndices; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { final Component[] components = game.equipment().components(); if (components.length <= 1) return false; return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(material"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); boolean allZeros = true; for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { break; } } for (int i = 0; i < pieceWeightNames.length; ++i) { if (allZeros || (gameAgnosticWeightsArray[i] != 0.f)) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); if (boardOnly) sb.append("\n boardOnly:True\n"); } else if (boardOnly) { sb.append(" boardOnly:True"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(material"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); if (boardOnly) sb.append("\n boardOnly:True\n"); } else if (boardOnly) { sb.append(" boardOnly:True"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public void merge(final HeuristicTerm term) { final Material castTerm = (Material) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Sum of owned pieces."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); final String extraString = boardOnly ? " on the board" : ""; if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (gameAgnosticWeightsArray[i] > 0) sb.append("You should try to maximise the number of " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) you control"); else sb.append("You should try to minimise the number of " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) you control"); sb.append(extraString + " (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to maximise the number of piece(s) you control"); else sb.append("You should try to maximise the number of piece(s) you control"); sb.append(extraString + " (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
14,902
26.9606
142
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/MobilityAdvanced.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; import other.context.TempContext; /** * Defines a more advanced Mobility heuristic that attempts to also compute * non-zero mobility values for players other than the current mover (by * modifying the game state temporarily such that it thinks the current mover * is any other player). * * @author Dennis Soemers */ public class MobilityAdvanced extends HeuristicTerm { //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (mobilityAdvanced weight:0.5) */ public MobilityAdvanced ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public MobilityAdvanced copy() { return new MobilityAdvanced(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private MobilityAdvanced(final MobilityAdvanced other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (context.state().mover() == player) { return context.game().moves(context).count(); } else { final TempContext copy = new TempContext(context); copy.state().setPrev(context.state().mover()); copy.state().setMover(player); copy.trial().clearLegalMoves(); return copy.game().moves(copy).count(); } } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { return game.isAlternatingMoveGame(); } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(mobilityAdvanced"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(mobilityAdvanced"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } @Override public String description() { return "Number of legal moves."; } //------------------------------------------------------------------------- @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to maximise the number of moves you can make"); else sb.append("You should try to minimise the number of moves you can make"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
4,859
23.795918
99
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/MobilitySimple.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; /** * Defines a simple heuristic term that multiplies its weight by the number * of moves that a player has in a current game state. * * @remarks Always produces a score of $0$ for players who are not the current mover. * * @author Dennis Soemers */ public class MobilitySimple extends HeuristicTerm { //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (mobilitySimple weight:0.5) */ public MobilitySimple ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public MobilitySimple copy() { return new MobilitySimple(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private MobilitySimple(final MobilitySimple other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (context.state().mover() == player) return context.game().moves(context).count(); else return 0.f; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { return game.isAlternatingMoveGame(); } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(mobilitySimple"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(mobilitySimple"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } @Override public String description() { return "Number of legal moves."; } //------------------------------------------------------------------------- @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to maximise the number of moves you can make"); else sb.append("You should try to minimise the number of moves you can make"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
4,560
23.390374
99
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/NullHeuristic.java
package metadata.ai.heuristics.terms; import game.Game; import main.collections.FVector; import other.context.Context; /** * Defines a null heuristic term that always returns a value of 0. * * @author Dennis Soemers */ public class NullHeuristic extends HeuristicTerm { //------------------------------------------------------------------------- /** * Constructor * * @example (nullHeuristic) */ public NullHeuristic() { super(null, null); } @Override public NullHeuristic copy() { return new NullHeuristic(); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { return 0.f; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { return "(nullHeuristic)"; } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { return null; } //------------------------------------------------------------------------- @Override public String description() { return "Null."; } @Override public String toEnglishString(final Context context, final int playerIndex) { return "Null."; } //------------------------------------------------------------------------- }
2,400
19.698276
99
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/OwnRegionsCount.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.other.Regions; import gnu.trove.list.array.TIntArrayList; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; /** * Defines a heuristic term based on the sum of all counts of sites * in a player's owned regions. * * @author Dennis Soemers */ public class OwnRegionsCount extends HeuristicTerm { //------------------------------------------------------------------------- /** Regions over which to sum up counts (per player) */ private int[][] regionIndices = null; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (ownRegionsCount weight:1.0) */ public OwnRegionsCount ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public HeuristicTerm copy() { return new OwnRegionsCount(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private OwnRegionsCount(final OwnRegionsCount other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (regionIndices[player].length == 0) return 0.f; final Regions[] regions = context.game().equipment().regions(); int sumCounts = 0; for (int i = 0; i < regionIndices[player].length; ++i) { final int regionIdx = regionIndices[player][i]; final Regions region = regions[regionIdx]; final int[] sites = region.eval(context); for (final int site : sites) { sumCounts += context.containerState(0).count(site, context.game().equipment().containers()[0].defaultSite()); } } return sumCounts; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } @Override public void init(final Game game) { regionIndices = new int[game.players().count() + 1][]; for (int p = 1; p <= game.players().count(); ++p) { final TIntArrayList relevantIndices = new TIntArrayList(); for (int i = 0; i < game.equipment().regions().length; ++i) { final Regions region = game.equipment().regions()[i]; if (region.owner() == p) { final int[] distances = game.distancesToRegions()[i]; if (distances != null) // This means it's a static region { relevantIndices.add(i); } } } regionIndices[p] = relevantIndices.toArray(); } } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { if (game.distancesToRegions() == null) return false; final Regions[] regions = game.equipment().regions(); if (regions.length == 1) return false; boolean foundOwnedRegion = false; for (final Regions region : regions) { if (region.owner() > 0 && region.owner() <= game.players().count()) { foundOwnedRegion = true; break; } } return foundOwnedRegion; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(ownRegionsCount"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(ownRegionsCount"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public String description() { return "Sum of (piece) counts in owned regions."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to maximise the number of pieces in the regions you own"); else sb.append("You should try to minimise the number of pieces in the regions you own"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
6,177
23.322835
113
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/PlayerRegionsProximity.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.other.Regions; import gnu.trove.list.array.TIntArrayList; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; import other.location.Location; import other.state.owned.Owned; /** * Defines a heuristic term based on the proximity of pieces to the regions * owned by a particular player. * * @author Dennis Soemers */ public class PlayerRegionsProximity extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types. */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** Vector with weights for every piece type */ private FVector pieceWeights = null; /** The maximum distance that exists in our Centres distance table */ private int maxDistance = -1; /** Player for which we use the regions */ private final int regionPlayer; /** Regions across which to compute best proximity */ private int[] regionIndices = null; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param player The player whose owned regions we compute proximity to. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. * * @example (playerRegionsProximity player:2) */ public PlayerRegionsProximity ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name final Integer player, @Name @Opt final Pair[] pieceWeights ) { super(transformation, weight); regionPlayer = player.intValue(); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } } @Override public HeuristicTerm copy() { return new PlayerRegionsProximity(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private PlayerRegionsProximity(final PlayerRegionsProximity other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); regionPlayer = other.regionPlayer; } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (maxDistance == 0) return 0.f; final int[][] distances = context.game().distancesToRegions(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location position : pieces[i]) { final int site = position.site(); int minDist = Integer.MAX_VALUE; for (final int regionIdx : regionIndices) { if (site >= distances[regionIdx].length) // Different container, skip it continue; final int dist = distances[regionIdx][site]; if (dist < minDist) minDist = dist; } final float proximity = 1.f - ((float) minDist / maxDistance); value += pieceWeight * proximity; } } } return value; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); if (maxDistance != 0) { final int[][] distances = context.game().distancesToRegions(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final int compIdx = owned.reverseMap(player, i); for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; int minDist = Integer.MAX_VALUE; for (final int regionIdx : regionIndices) { final int dist = distances[regionIdx][site]; if (dist < minDist) minDist = dist; } final float proximity = 1.f - ((float) minDist / maxDistance); featureVector.addToEntry(compIdx, proximity); } } } return featureVector; } @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); final TIntArrayList relevantIndices = new TIntArrayList(); int max = 0; for (int i = 0; i < game.equipment().regions().length; ++i) { final Regions region = game.equipment().regions()[i]; if (region.owner() == regionPlayer) { final int[] distances = game.distancesToRegions()[i]; if (distances != null) { relevantIndices.add(i); for (int j = 0; j < distances.length; ++j) { if (distances[j] > max) max = distances[j]; } } } } maxDistance = max; regionIndices = relevantIndices.toArray(); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { if (game.distancesToRegions() == null) return false; if (game.equipment().components().length <= 1) return false; final Regions[] regions = game.equipment().regions(); if (regions.length == 0) return false; boolean foundOwnedRegion = false; for (final Regions region : regions) { if (region.owner() > 0 && region.owner() <= game.players().count()) { foundOwnedRegion = true; break; } } return foundOwnedRegion; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- /** * @return Player whose owned regions we compute proximity to */ public int regionPlayer() { return regionPlayer; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(playerRegionsProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(" player:" + regionPlayer); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(playerRegionsProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(" player:" + regionPlayer); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public boolean canBeMerged(final HeuristicTerm term) { return (this.getClass().getName().equals(term.getClass().getName()) && regionPlayer() == ((PlayerRegionsProximity) term).regionPlayer()); } @Override public void merge(final HeuristicTerm term) { final PlayerRegionsProximity castTerm = (PlayerRegionsProximity) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Sum of owned pieces, weighted by proximity to owned region(s)."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (gameAgnosticWeightsArray[i] > 0) sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) towards the regions owned by Player " + regionPlayer); else sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) away from the regions owned by Player " + regionPlayer); sb.append(" (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to move your piece(s) towards the regions owned by Player " + regionPlayer); else sb.append("You should try to move your piece(s) away from the regions owned by Player " + regionPlayer); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
14,040
26.69428
171
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/PlayerSiteMapCount.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.other.Map; import main.Constants; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; /** * Defines a heuristic term that adds up the counts in sites * corresponding to values in Maps where Player IDs (e.g. $1$, $2$, etc.) * may be used as keys. * * @author Dennis Soemers */ public class PlayerSiteMapCount extends HeuristicTerm { //------------------------------------------------------------------------- /** Num sites in the main container in the game for which we initialise */ private int numSites = Constants.UNDEFINED; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (playerSiteMapCount weight:1.0) */ public PlayerSiteMapCount ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public PlayerSiteMapCount copy() { return new PlayerSiteMapCount(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private PlayerSiteMapCount(final PlayerSiteMapCount other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { int sumCounts = 0; final Map[] maps = context.game().equipment().maps(); for (final Map map : maps) { final int playerVal = map.to(player); if (playerVal != Constants.OFF && playerVal != map.noEntryValue() && playerVal < numSites && playerVal >= 0) { sumCounts += context.containerState(0).count(playerVal, context.game().equipment().containers()[0].defaultSite()); } } return sumCounts; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- @Override public void init(final Game game) { numSites = game.equipment().containers()[0].numSites(); } /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { final Map[] maps = game.equipment().maps(); if (maps.length == 0) return false; final int numPlayers = game.players().count(); boolean foundPlayerMapping = false; final int numSites = game.equipment().containers()[0].numSites(); for (final Map map : maps) { for (int p = 1; p <= numPlayers; ++p) { final int val = map.to(p); if (val != Constants.OFF && val != map.noEntryValue() && val < numSites) { foundPlayerMapping = true; break; } } if (foundPlayerMapping) break; } return foundPlayerMapping; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(playerSiteMapCount"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(playerSiteMapCount"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public String description() { return "Sum of (piece) counts in sites mapped to by player ID."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to maximise the number of pieces in sites mapped to your player ID."); else sb.append("You should try to minimise the number of pieces in sites mapped to your player ID."); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
5,836
23.838298
118
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/RegionProximity.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.other.Regions; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; import other.location.Location; import other.state.owned.Owned; /** * Defines a heuristic term based on the proximity of pieces to a particular region. * * @author Dennis Soemers */ public class RegionProximity extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** Vector with weights for every piece type */ private FVector pieceWeights = null; /** The maximum distance that exists in our Centres distance table */ private int maxDistance = -1; /** Region for which to compute proximity */ private final int region; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param region Index of the region to which we wish to compute proximity. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. * * @example (regionProximity weight:-1.0 region:0) */ public RegionProximity ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name final Integer region, @Name @Opt final Pair[] pieceWeights ) { super(transformation, weight); this.region = region.intValue(); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } } @Override public HeuristicTerm copy() { return new RegionProximity(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private RegionProximity(final RegionProximity other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); region = other.region; } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (maxDistance == 0) return 0.f; final int[] distances = context.game().distancesToRegions()[region]; final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); value += pieceWeight * proximity; } } } return value; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); if (maxDistance != 0) { final int[] distances = context.game().distancesToRegions()[region]; final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); for (int i = 0; i < pieces.length; ++i) { final int compIdx = owned.reverseMap(player, i); for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); featureVector.addToEntry(compIdx, proximity); } } } return featureVector; } @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); // Precompute maximum distance for this game computeMaxDist(game); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * Helper method for constructors * @param game */ private final void computeMaxDist(final Game game) { final int[] distances = game.distancesToRegions()[region]; if (distances != null) { int max = 0; for (int i = 0; i < distances.length; ++i) { if (distances[i] > max) max = distances[i]; } maxDistance = max; } else { maxDistance = 0; } } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { if (game.distancesToRegions() == null) return false; if (game.equipment().components().length <= 1) return false; final Regions[] regions = game.equipment().regions(); if (regions.length == 0) return false; for (int i = 0; i < regions.length; ++i) { if (game.distancesToRegions()[i] != null) return true; } return false; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- /** * @return The index of the region for which we compute proximity */ public int region() { return region; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(regionProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(" region:" + region); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(regionProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(" region:" + region); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public boolean canBeMerged(final HeuristicTerm term) { return (this.getClass().getName().equals(term.getClass().getName()) && region() == ((RegionProximity) term).region()); } @Override public void merge(final HeuristicTerm term) { final RegionProximity castTerm = (RegionProximity) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Sum of owned pieces, weighted by proximity to a predefined region."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (gameAgnosticWeightsArray[i] > 0) sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) towards the region " + context.game().equipment().regions()[region].name()); else sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) away from the region " + context.game().equipment().regions()[region].name()); sb.append(" (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to move your piece(s) towards the region " + context.game().equipment().regions()[region].name()); else sb.append("You should try to move your piece(s) away from the region " + context.game().equipment().regions()[region].name()); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
13,349
26.582645
193
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/Score.java
package metadata.ai.heuristics.terms; import annotations.Name; import annotations.Opt; import game.Game; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import other.context.Context; /** * Defines a heuristic term based on a Player's score in a game. * * @author Dennis Soemers */ public class Score extends HeuristicTerm { //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * * @example (score) */ public Score ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight ) { super(transformation, weight); } @Override public Score copy() { return new Score(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private Score(final Score other) { super(other.transformation, Float.valueOf(other.weight)); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (context.game().requiresScore()) return context.score(player); return 0.f; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(1); featureVector.set(0, computeValue(context, player, -1.f)); return featureVector; } @Override public FVector paramsVector() { return null; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { return game.requiresScore(); } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(score"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(score"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public String description() { return "Score variable of game state corresponding to player."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (weight > 0) sb.append("You should try to maximise your score"); else sb.append("You should try to minimise your score"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- }
4,271
21.967742
99
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/SidesProximity.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import main.Constants; import main.StringRoutines; import main.collections.FVector; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.context.Context; import other.location.Location; import other.state.owned.Owned; /** * Defines a heuristic term based on the proximity of pieces to the sides of * a game's board. * * @author Dennis Soemers */ public class SidesProximity extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** Vector with weights for every piece type */ private FVector pieceWeights = null; /** The maximum distance that exists in our Sides distance table */ private int maxDistance = -1; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. * * @example (sidesProximity weight:-1.0) */ public SidesProximity ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name @Opt final Pair[] pieceWeights ) { super(transformation, weight); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } } @Override public HeuristicTerm copy() { return new SidesProximity(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private SidesProximity(final SidesProximity other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { if (maxDistance == 0) return 0.f; final int[] distances = context.game().distancesToSides(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); value += pieceWeight * proximity; } } } return value; } //------------------------------------------------------------------------- @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); if (maxDistance != 0.f) { final int[] distances = context.game().distancesToSides(); final Owned owned = context.state().owned(); final List<? extends Location>[] pieces = owned.positions(player); for (int i = 0; i < pieces.length; ++i) { final int compIdx = owned.reverseMap(player, i); for (final Location position : pieces[i]) { final int site = position.site(); if (site >= distances.length) // Different container, skip it continue; final int dist = distances[site]; final float proximity = 1.f - ((float) dist / maxDistance); featureVector.addToEntry(compIdx, proximity); } } } return featureVector; } //------------------------------------------------------------------------- @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); // Precompute maximum distance for this game computeMaxDist(game); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * Helper method for constructors * @param game */ private final void computeMaxDist(final Game game) { final int[] distances = game.distancesToSides(); if (distances != null) { int max = 0; for (int i = 0; i < distances.length; ++i) { if (distances[i] > max) max = distances[i]; } maxDistance = max; } else { maxDistance = 0; } } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { final Component[] components = game.equipment().components(); if (components.length <= 1) return false; if (game.distancesToSides() == null) return false; return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(sidesProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(sidesProximity"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public void merge(final HeuristicTerm term) { final SidesProximity castTerm = (SidesProximity) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } @Override public String description() { return "Sum of owned pieces, weighted by proximity to nearest side."; } //------------------------------------------------------------------------- @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (gameAgnosticWeightsArray[i] > 0) sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) towards the sides of the board"); else sb.append("You should try to move your " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) away from the sides of the board"); sb.append(" (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to move your piece(s) towards the sides of the board"); else sb.append("You should try to move your piece(s) away from the sides of the board"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
12,405
26.446903
150
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/UnthreatenedMaterial.java
package metadata.ai.heuristics.terms; import java.util.Arrays; import java.util.List; import annotations.Name; import annotations.Opt; import game.Game; import game.equipment.component.Component; import game.types.board.SiteType; import gnu.trove.set.hash.TIntHashSet; import main.Constants; import main.StringRoutines; import main.collections.FVector; import main.collections.FastArrayList; import metadata.ai.heuristics.HeuristicUtil; import metadata.ai.heuristics.transformations.HeuristicTransformation; import metadata.ai.misc.Pair; import other.action.Action; import other.action.ActionType; import other.action.move.remove.ActionRemove; import other.action.move.remove.ActionRemoveTopPiece; import other.concept.Concept; import other.context.Context; import other.context.TempContext; import other.location.Location; import other.move.Move; import other.state.owned.Owned; /** * Defines a heuristic term based on the unthreatened material (which * opponents cannot threaten with their legal moves). * * @author Dennis Soemers */ public class UnthreatenedMaterial extends HeuristicTerm { //------------------------------------------------------------------------- /** Array of names specified for piece types */ private String[] pieceWeightNames; /** * Array of weights as specified in metadata. Will be used to initialise * a weight vector for a specific game when init() is called. */ private float[] gameAgnosticWeightsArray; /** Vector with weights for every piece type */ private FVector pieceWeights = null; //------------------------------------------------------------------------- /** * Constructor * * @param transformation An optional transformation to be applied to any * raw heuristic score outputs. * @param weight The weight for this term in a linear combination of multiple terms. * If not specified, a default weight of $1.0$ is used. * @param pieceWeights Weights for different piece types. If no piece weights are * specified at all, all piece types are given an equal weight of $1.0$. If piece * weights are only specified for some piece types, all other piece types get a * weight of $0$. * * @example (unthreatenedMaterial pieceWeights:{ (pair "Pawn" 1.0) (pair "Bishop" 3.0) }) */ public UnthreatenedMaterial ( @Name @Opt final HeuristicTransformation transformation, @Name @Opt final Float weight, @Name @Opt final Pair[] pieceWeights ) { super(transformation, weight); if (pieceWeights == null) { // We want a weight of 1.0 for everything pieceWeightNames = new String[]{""}; gameAgnosticWeightsArray = new float[]{1.f}; } else { pieceWeightNames = new String[pieceWeights.length]; gameAgnosticWeightsArray = new float[pieceWeights.length]; for (int i = 0; i < pieceWeights.length; ++i) { pieceWeightNames[i] = pieceWeights[i].key(); gameAgnosticWeightsArray[i] = pieceWeights[i].floatVal(); } } } @Override public HeuristicTerm copy() { return new UnthreatenedMaterial(this); } /** * Copy constructor (private, so not visible to grammar) * @param other */ private UnthreatenedMaterial(final UnthreatenedMaterial other) { super(other.transformation, Float.valueOf(other.weight)); pieceWeightNames = Arrays.copyOf(other.pieceWeightNames, other.pieceWeightNames.length); gameAgnosticWeightsArray = Arrays.copyOf(other.gameAgnosticWeightsArray, other.gameAgnosticWeightsArray.length); } //------------------------------------------------------------------------- @Override public float computeValue(final Context context, final int player, final float absWeightThreshold) { final Game game = context.game(); final Owned owned = context.state().owned(); // First find all threatened positions by any opposing players final TIntHashSet threatenedSites = new TIntHashSet(); for (int p = 1; p <= game.players().count(); ++p) { if (p == player) continue; final FastArrayList<Move> oppLegalMoves; if (context.state().mover() == p) { oppLegalMoves = game.moves(context).moves(); } else { final TempContext temp = new TempContext(context); temp.state().setPrev(context.state().mover()); temp.state().setMover(p); temp.trial().clearLegalMoves(); oppLegalMoves = game.moves(temp).moves(); for (final Move move : oppLegalMoves) { for (final Action action : move.actions()) { if (action != null && action.actionType() != null && action.actionType().equals(ActionType.Remove)) { if (action instanceof ActionRemove) { final ActionRemove removeAction = (ActionRemove) action; final int removeSite = removeAction.to(); final int contID = removeSite >= context.containerId().length ? -1 : context.containerId()[removeSite]; if (contID == 0) { threatenedSites.add(removeSite); } } else if (action instanceof ActionRemoveTopPiece) { final ActionRemoveTopPiece removeAction = (ActionRemoveTopPiece) action; final int removeSite = removeAction.to(); final int contID = removeSite >= context.containerId().length ? -1 : context.containerId()[removeSite]; if (contID == 0) { threatenedSites.add(removeSite); } } else { System.err.println("ERROR: UnthreatenedMaterial does not recognise Remove action: " + action.getClass()); } } } // Also assume we threaten the site we move to, regardless of whether or not there are Remove actions if (move.to() >= 0) threatenedSites.add(move.to()); } } } // Now count material value, but only for unthreatened sites final List<? extends Location>[] pieces = owned.positions(player); float value = 0.f; for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final float pieceWeight = pieceWeights.get(owned.reverseMap(player, i)); if (Math.abs(pieceWeight) >= absWeightThreshold) { for (final Location loc : pieces[i]) { if (loc.siteType() != SiteType.Cell || context.containerId()[loc.site()] == 0) { if (!threatenedSites.contains(loc.site())) value += pieceWeight; } } } } return value; } @Override public FVector computeStateFeatureVector(final Context context, final int player) { final FVector featureVector = new FVector(pieceWeights.dim()); final Game game = context.game(); final Owned owned = context.state().owned(); // First find all threatened positions by any opposing players final TIntHashSet threatenedSites = new TIntHashSet(); for (int p = 1; p <= game.players().count(); ++p) { if (p == player) continue; final FastArrayList<Move> oppLegalMoves; if (context.state().mover() == p) { oppLegalMoves = game.moves(context).moves(); } else { final TempContext temp = new TempContext(context); temp.state().setMover(player); temp.trial().clearLegalMoves(); oppLegalMoves = game.moves(temp).moves(); for (final Move move : oppLegalMoves) { for (final Action action : move.actions()) { if (action != null && action.actionType().equals(ActionType.Remove)) { final ActionRemove removeAction = (ActionRemove) action; final int removeSite = removeAction.to(); final int contID = removeSite >= context.containerId().length ? -1 : context.containerId()[removeSite]; if (contID == 0) { threatenedSites.add(removeSite); } } } // Also assume we threaten the site we move to, regardless of whether or not there are Remove actions if (move.to() >= 0) threatenedSites.add(move.to()); } } } final List<? extends Location>[] pieces = owned.positions(player); for (int i = 0; i < pieces.length; ++i) { if (pieces[i].isEmpty()) continue; final int compIdx = owned.reverseMap(player, i); for (final Location loc : pieces[i]) { if (loc.siteType() != SiteType.Cell || context.containerId()[loc.site()] == 0) { if (!threatenedSites.contains(loc.site())) featureVector.addToEntry(compIdx, 1.f); } } } return featureVector; } @Override public FVector paramsVector() { return pieceWeights; } @Override public void init(final Game game) { // Compute vector of piece weights pieceWeights = HeuristicTerm.pieceWeightsVector(game, pieceWeightNames, gameAgnosticWeightsArray); } @Override public int updateParams(final Game game, final FVector newParams, final int startIdx) { final int retVal = super.updateParams(game, newParams, startIdx); // Need to update the array of weights we were passed in constructor // in case we decide to write ourselves to a file final Object[] returnArrays = updateGameAgnosticWeights(game, pieceWeights, pieceWeightNames, gameAgnosticWeightsArray); pieceWeightNames = (String[]) returnArrays[0]; gameAgnosticWeightsArray = (float[]) returnArrays[1]; return retVal; } //------------------------------------------------------------------------- /** * @param game * @return True if heuristic of this type could be applicable to given game */ public static boolean isApplicableToGame(final Game game) { final Component[] components = game.equipment().components(); if (components.length <= 1) return false; return true; } /** * @param game * @return True if the heuristic of this type is sensible for the given game * (must be applicable, but even some applicable heuristics may be considered * to be not sensible). */ public static boolean isSensibleForGame(final Game game) { return isApplicableToGame(game) && game.booleanConcepts().get(Concept.Capture.id()); } @Override public boolean isApplicable(final Game game) { return isApplicableToGame(game); } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); sb.append("(unthreatenedMaterial"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { sb.append(" pieceWeights:{\n"); for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) sb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); } sb.append(" }"); } sb.append(")"); return sb.toString(); } //------------------------------------------------------------------------- @Override public String toStringThresholded(final float threshold) { boolean shouldPrint = false; boolean haveRelevantPieces = false; final StringBuilder pieceWeightsSb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (Math.abs(weight * gameAgnosticWeightsArray[i]) >= threshold) { pieceWeightsSb.append(" (pair " + StringRoutines.quote(pieceWeightNames[i]) + " " + gameAgnosticWeightsArray[i] + ")\n"); haveRelevantPieces = true; shouldPrint = true; } } } else if (Math.abs(weight) >= threshold) { // No manually specified weights, so they will all default to 1.0, // and we have a large enough term-wide weight shouldPrint = true; } if (shouldPrint) { final StringBuilder sb = new StringBuilder(); sb.append("(unthreatenedMaterial"); if (transformation != null) sb.append(" transformation:" + transformation.toString()); if (weight != 1.f) sb.append(" weight:" + weight); if (haveRelevantPieces) { sb.append(" pieceWeights:{\n"); sb.append(pieceWeightsSb); sb.append(" }"); } sb.append(")"); return sb.toString(); } else { return null; } } //------------------------------------------------------------------------- @Override public void merge(final HeuristicTerm term) { final UnthreatenedMaterial castTerm = (UnthreatenedMaterial) term; for (int i = 0; i < pieceWeightNames.length; i++) for (int j = 0; j < castTerm.pieceWeightNames.length; j++) if (pieceWeightNames[i].equals(castTerm.pieceWeightNames[j])) gameAgnosticWeightsArray[i] = gameAgnosticWeightsArray[i] + castTerm.gameAgnosticWeightsArray[j] * (castTerm.weight()/weight()); } @Override public void simplify() { if (Math.abs(weight() - 1.f) > Constants.EPSILON) { for (int i = 0; i < gameAgnosticWeightsArray.length; i++) gameAgnosticWeightsArray[i] *= weight(); setWeight(1.f); } } @Override public float maxAbsWeight() { float maxWeight = Math.abs(weight()); for (final float f : gameAgnosticWeightsArray) maxWeight = Math.max(maxWeight, Math.abs(f)); return maxWeight; } //------------------------------------------------------------------------- @Override public String description() { return "Sum of unthreatened owned pieces."; } @Override public String toEnglishString(final Context context, final int playerIndex) { final StringBuilder sb = new StringBuilder(); if (pieceWeightNames.length > 1 || (pieceWeightNames.length == 1 && pieceWeightNames[0].length() > 0)) { for (int i = 0; i < pieceWeightNames.length; ++i) { if (gameAgnosticWeightsArray[i] != 0.f) { final String pieceTrailingNumbers = StringRoutines.getTrailingNumbers(pieceWeightNames[i]); if (pieceTrailingNumbers.length() == 0 || playerIndex < 0 || Integer.valueOf(pieceTrailingNumbers).intValue() == playerIndex) { if (gameAgnosticWeightsArray[i] > 0) sb.append("You should try to maximise the number of unthreatened " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) you control"); else sb.append("You should try to minimise the number of unthreatened " + StringRoutines.removeTrailingNumbers(pieceWeightNames[i]) + "(s) you control"); sb.append(" (" + HeuristicUtil.convertWeightToString(gameAgnosticWeightsArray[i]) + ")\n"); } } } } else { if (weight > 0) sb.append("You should try to maximise the number of unthreatened piece(s) you control"); else sb.append("You should try to maximise the number of unthreatened piece(s) you control"); sb.append(" (" + HeuristicUtil.convertWeightToString(weight) + ")\n"); } return sb.toString(); } //------------------------------------------------------------------------- @Override public float[] gameAgnosticWeightsArray() { return gameAgnosticWeightsArray; } @Override public FVector pieceWeights() { return pieceWeights; } }
15,048
28.052124
155
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/terms/package-info.java
/** * The {\tt terms} package includes the actual heuristic metrics that can be applied and their settings. */ package metadata.ai.heuristics.terms;
151
29.4
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Ludii
Ludii-master/Core/src/metadata/ai/heuristics/transformations/DivNumBoardSites.java
package metadata.ai.heuristics.transformations; import other.context.Context; /** * Transforms heuristic scores by dividing them by the number of sites * in a game's board. * * @remarks Can be used to approximately standardise heuristic values across * games with different board sizes. * * @author Dennis Soemers */ public class DivNumBoardSites implements HeuristicTransformation { //------------------------------------------------------------------------- /** * @example (divNumBoardSites) */ public DivNumBoardSites() { // Do nothing } //------------------------------------------------------------------------- @Override public float transform(final Context context, final float heuristicScore) { return heuristicScore / context.game().board().numSites(); } //------------------------------------------------------------------------- @Override public String toString() { return "(divNumBoardSites)"; } //------------------------------------------------------------------------- }
1,039
21.608696
76
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/transformations/DivNumInitPlacement.java
package metadata.ai.heuristics.transformations; import other.context.Context; /** * Transforms heuristic scores by dividing them by the number of pieces * placed in a game's initial game state. * * @remarks Can be used to approximately standardise heuristic values across * games with different initial numbers of pieces. * * @author Dennis Soemers */ public class DivNumInitPlacement implements HeuristicTransformation { //------------------------------------------------------------------------- /** * @example (divNumInitPlacement) */ public DivNumInitPlacement() { // Do nothing } //------------------------------------------------------------------------- @Override public float transform(final Context context, final float heuristicScore) { final int numInitPlacement = Math.max(1, context.trial().numInitPlacement()); return heuristicScore / numInitPlacement; } //------------------------------------------------------------------------- @Override public String toString() { return "(divNumInitPlacement)"; } //------------------------------------------------------------------------- }
1,148
23.446809
79
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/transformations/HeuristicTransformation.java
package metadata.ai.heuristics.transformations; import metadata.ai.AIItem; import other.context.Context; /** * Interface for transformations of heuristics (generally functions * intended to map the scores of a heuristic to some different range). * * @author Dennis Soemers */ public interface HeuristicTransformation extends AIItem { //------------------------------------------------------------------------- /** * @param context * @param heuristicScore * @return Transformed version of given score */ public float transform(final Context context, final float heuristicScore); //------------------------------------------------------------------------- }
682
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java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/transformations/LogisticFunction.java
package metadata.ai.heuristics.transformations; import other.context.Context; /** * Transforms heuristic scores by applying the logistic function to them: * $f(x) = \\frac{1}{1 + \\exp(x)}$. * * @remarks This guarantees that all transformed heuristic scores will lie * in $[0, 1]$. May map too many different values only to the limits of this * interval in practice. * * @author Dennis Soemers */ public class LogisticFunction implements HeuristicTransformation { //------------------------------------------------------------------------- /** * @example (logisticFunction) */ public LogisticFunction() { // Do nothing } //------------------------------------------------------------------------- @Override public float transform(final Context context, final float heuristicScore) { return (float) (1.0 / (1.0 + Math.exp(heuristicScore))); } //------------------------------------------------------------------------- @Override public String toString() { return "(logisticFunction)"; } //------------------------------------------------------------------------- }
1,118
22.808511
76
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/transformations/Tanh.java
package metadata.ai.heuristics.transformations; import other.context.Context; /** * Transforms heuristic scores by applying the $\\tanh$ to them: * $f(x) = \\tanh(x)$. * * @remarks This guarantees that all transformed heuristic scores will lie * in $[-1, 1]$. May map too many different values only to the limits of this * interval in practice. * * @author Dennis Soemers */ public class Tanh implements HeuristicTransformation { //------------------------------------------------------------------------- /** * @example (tanh) */ public Tanh() { // Do nothing } //------------------------------------------------------------------------- @Override public float transform(final Context context, final float heuristicScore) { return (float) Math.tanh(heuristicScore); } //------------------------------------------------------------------------- @Override public String toString() { return "(tanh)"; } //------------------------------------------------------------------------- }
1,033
21
77
java
Ludii
Ludii-master/Core/src/metadata/ai/heuristics/transformations/package-info.java
/** * The {\it transformations} metadata items specify how to normalise the heuristics results into a useful range. */ package metadata.ai.heuristics.transformations;
169
33
112
java
Ludii
Ludii-master/Core/src/metadata/ai/misc/Pair.java
package metadata.ai.misc; import main.StringRoutines; import metadata.MetadataItem; /** * Defines a pair of a String and a floating point value. Typically used * in AI metadata to assign a numeric value (such as a heuristic score, or * some other weight) to a specific piece name. * * @author Dennis Soemers */ public class Pair implements MetadataItem { //------------------------------------------------------------------------- /** Our key */ protected final String key; /** Our float value */ protected final float floatVal; //------------------------------------------------------------------------- /** * @param key The String value. * @param floatVal The floating point value. * * @example (pair "Pawn" 1.0) */ public Pair ( final String key, final Float floatVal ) { this.key = key; this.floatVal = floatVal.floatValue(); } //------------------------------------------------------------------------- /** * @return Our key */ public final String key() { return key; } /** * @return Our float value */ public final float floatVal() { return floatVal; } //------------------------------------------------------------------------- @Override public String toString() { return "(pair " + StringRoutines.quote(key) + " " + floatVal + ")"; } //------------------------------------------------------------------------- @Override public int hashCode() { final int prime = 31; int result = 1; result = prime * result + Float.floatToIntBits(floatVal); result = prime * result + ((key == null) ? 0 : key.hashCode()); return result; } @Override public boolean equals(final Object obj) { if (this == obj) return true; if (!(obj instanceof Pair)) return false; final Pair other = (Pair) obj; if (floatVal != other.floatVal) return false; if (key == null) { if (other.key != null) return false; } else if (!key.equals(other.key)) { return false; } return true; } //------------------------------------------------------------------------- }
2,098
18.256881
76
java
Ludii
Ludii-master/Core/src/metadata/ai/misc/package-info.java
/** * The {\tt misc} package includes miscellaneous items relevant to the AI settings. */ package metadata.ai.misc;
118
22.8
83
java
Ludii
Ludii-master/Core/src/metadata/graphics/Graphics.java
package metadata.graphics; import java.awt.Color; import java.awt.geom.Point2D; import java.awt.geom.Rectangle2D; import java.io.Serializable; import java.util.ArrayList; import java.util.Arrays; import java.util.BitSet; import java.util.List; import annotations.Or; import game.Game; import game.equipment.container.Container; import game.equipment.other.Regions; import game.functions.ints.board.Id; import game.functions.region.RegionFunction; import game.types.board.RelationType; import game.types.board.ShapeType; import game.types.board.SiteType; import game.types.component.SuitType; import game.types.play.RoleType; import main.Constants; import main.StringRoutines; import metadata.graphics.board.Boolean.BoardCheckered; import metadata.graphics.board.colour.BoardColour; import metadata.graphics.board.curvature.BoardCurvature; import metadata.graphics.board.ground.BoardBackground; import metadata.graphics.board.ground.BoardForeground; import metadata.graphics.board.placement.BoardPlacement; import metadata.graphics.board.shape.BoardShape; import metadata.graphics.board.style.BoardStyle; import metadata.graphics.board.styleThickness.BoardStyleThickness; import metadata.graphics.hand.placement.HandPlacement; import metadata.graphics.no.Boolean.NoAnimation; import metadata.graphics.no.Boolean.NoBoard; import metadata.graphics.no.Boolean.NoCurves; import metadata.graphics.no.Boolean.NoDicePips; import metadata.graphics.no.Boolean.NoSunken; import metadata.graphics.others.HiddenImage; import metadata.graphics.others.StackType; import metadata.graphics.others.SuitRanking; import metadata.graphics.piece.colour.PieceColour; import metadata.graphics.piece.families.PieceFamilies; import metadata.graphics.piece.ground.PieceBackground; import metadata.graphics.piece.ground.PieceForeground; import metadata.graphics.piece.name.PieceAddStateToName; import metadata.graphics.piece.name.PieceExtendName; import metadata.graphics.piece.name.PieceRename; import metadata.graphics.piece.rotate.PieceRotate; import metadata.graphics.piece.scale.PieceScale; import metadata.graphics.piece.style.PieceStyle; import metadata.graphics.player.colour.PlayerColour; import metadata.graphics.player.name.PlayerName; import metadata.graphics.puzzle.AdversarialPuzzle; import metadata.graphics.puzzle.DrawHint; import metadata.graphics.puzzle.HintLocation; import metadata.graphics.region.colour.RegionColour; import metadata.graphics.show.Boolean.ShowCost; import metadata.graphics.show.Boolean.ShowCurvedEdges; import metadata.graphics.show.Boolean.ShowEdgeDirections; import metadata.graphics.show.Boolean.ShowLocalStateHoles; import metadata.graphics.show.Boolean.ShowPits; import metadata.graphics.show.Boolean.ShowPlayerHoles; import metadata.graphics.show.Boolean.ShowPossibleMoves; import metadata.graphics.show.Boolean.ShowRegionOwner; import metadata.graphics.show.Boolean.ShowStraightEdges; import metadata.graphics.show.check.ShowCheck; import metadata.graphics.show.component.ShowPieceState; import metadata.graphics.show.component.ShowPieceValue; import metadata.graphics.show.edges.ShowEdges; import metadata.graphics.show.line.ShowLine; import metadata.graphics.show.score.ShowScore; import metadata.graphics.show.sites.ShowSitesAsHoles; import metadata.graphics.show.sites.ShowSitesIndex; import metadata.graphics.show.sites.ShowSitesShape; import metadata.graphics.show.symbol.ShowSymbol; import metadata.graphics.util.BoardGraphicsType; import metadata.graphics.util.ComponentStyleType; import metadata.graphics.util.ContainerStyleType; import metadata.graphics.util.CurveType; import metadata.graphics.util.EdgeInfoGUI; import metadata.graphics.util.EdgeType; import metadata.graphics.util.HoleType; import metadata.graphics.util.LineStyle; import metadata.graphics.util.MetadataFunctions; import metadata.graphics.util.MetadataImageInfo; import metadata.graphics.util.PieceColourType; import metadata.graphics.util.PieceStackType; import metadata.graphics.util.PuzzleDrawHintType; import metadata.graphics.util.PuzzleHintLocationType; import metadata.graphics.util.ScoreDisplayInfo; import metadata.graphics.util.StackPropertyType; import metadata.graphics.util.ValueDisplayInfo; import metadata.graphics.util.colour.Colour; import other.context.Context; import other.topology.TopologyElement; /** * Graphics hints for rendering the game. * * @author matthew.stephenson and cambolbro */ public class Graphics implements Serializable { private static final long serialVersionUID = 1L; //------------------------------------------------------------------------- /** All metadata graphics items. */ final List<GraphicsItem> items = new ArrayList<GraphicsItem>(); /** Report detailing any errors when attempting to process metadata. */ String errorReport = ""; /** If the graphics need to be redrawn after each move. */ private boolean needRedraw = false; //------------------------------------------------------------------------- /** * Graphics hints for rendering the game. * * @param item The graphic item of the game. * @param items The graphic items of the game. */ public Graphics ( @Or final GraphicsItem item, @Or final GraphicsItem[] items ) { int numNonNull = 0; if (item != null) numNonNull++; if (items != null) numNonNull++; if (numNonNull > 1) throw new IllegalArgumentException("Only one of @Or should be different to null"); if(items != null) for (final GraphicsItem i : items) this.items.add(i); else this.items.add(item); } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The value. * @return If the piece's state should be added to its name. */ public boolean addStateToName(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceAddStateToName) { final PieceAddStateToName pieceAddStateToName = (PieceAddStateToName) graphicsItem; final RoleType roleType = pieceAddStateToName.roleType(); final String pieceName = pieceAddStateToName.pieceName(); final Integer containerIndex = pieceAddStateToName.container(); final Integer state = pieceAddStateToName.state(); final Integer value = pieceAddStateToName.value(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) return true; } return false; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @return The component style type. */ public ComponentStyleType componentStyle(final Context context, final int playerIndexCond, final String pieceNameCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceStyle) { final PieceStyle pieceStyle = (PieceStyle) graphicsItem; final RoleType roleType = pieceStyle.roleType(); final String pieceName = pieceStyle.pieceName(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) return pieceStyle.componentStyleType(); } return null; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @return The ValueDisplayInfo for the local state. */ public ValueDisplayInfo displayPieceState(final Context context, final int playerIndexCond, final String pieceNameCond) { final float MAX_SCALE = 100f; // multiplication factor on original size final float MIN_OFFSET = -1f; // decimal percentage of board size final float MAX_OFFSET = 1f; // decimal percentage of board size for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowPieceState) { final ShowPieceState showPieceState = (ShowPieceState) graphicsItem; final RoleType roleType = showPieceState.roleType(); final String pieceName = showPieceState.pieceName(); final float offsetX = showPieceState.offsetX(); final float offsetY = showPieceState.offsetY(); final float scale = showPieceState.scale(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) if (scale >= 0 && scale <= MAX_SCALE) if (offsetX >= MIN_OFFSET && offsetX <= MAX_OFFSET) if (offsetY >= MIN_OFFSET && offsetY <= MAX_OFFSET) return new ValueDisplayInfo ( showPieceState.location(), showPieceState.offsetImage(), showPieceState.valueOutline(), scale, offsetX, offsetY ); else addError("Offset Y for piece state was equal to " + offsetY + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Offset X for piece state was equal to " + offsetX + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Scale for piece state was equal to " + scale + ", scale must be between 0 and " + MAX_SCALE); } return new ValueDisplayInfo(); } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @return The ValueDisplayInfo for the value. */ public ValueDisplayInfo displayPieceValue(final Context context, final int playerIndexCond, final String pieceNameCond) { final float MAX_SCALE = 100f; // multiplication factor on original size final float MIN_OFFSET = -1f; // decimal percentage of board size final float MAX_OFFSET = 1f; // decimal percentage of board size for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowPieceValue) { final ShowPieceValue showPieceValue = (ShowPieceValue) graphicsItem; final RoleType roleType = showPieceValue.roleType(); final String pieceName = showPieceValue.pieceName(); final float offsetX = showPieceValue.offsetX(); final float offsetY = showPieceValue.offsetY(); final float scale = showPieceValue.scale(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) if (scale >= 0 && scale <= MAX_SCALE) if (offsetX >= MIN_OFFSET && offsetX <= MAX_OFFSET) if (offsetY >= MIN_OFFSET && offsetY <= MAX_OFFSET) return new ValueDisplayInfo ( showPieceValue.location(), showPieceValue.offsetImage(), showPieceValue.valueOutline(), scale, offsetX, offsetY ); else addError("Offset Y for piece value was equal to " + offsetY + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Offset X for piece value was equal to " + offsetX + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Scale for piece value was equal to " + scale + ", scale must be between 0 and " + MAX_SCALE); } return new ValueDisplayInfo(); } //------------------------------------------------------------------------- /** * @param context The context. * @return The metadataImageInfo. */ public ArrayList<MetadataImageInfo> boardBackground(final Context context) { final float MAX_SCALE = 100f; // multiplication factor on original size final int MAX_ROTATION = 360; // degrees final float MIN_OFFSET = -1f; // decimal percentage of board size final float MAX_OFFSET = 1f; // decimal percentage of board size final ArrayList<MetadataImageInfo> allBackgrounds = new ArrayList<>(); for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardBackground) { final BoardBackground boardBackground = (BoardBackground)graphicsItem; final int rotation = boardBackground.rotation(); final float offsetX = boardBackground.offsetX(); final float offsetY = boardBackground.offsetY(); final Colour fillColourMeta = boardBackground.fillColour(); final Colour edgeColourMeta = boardBackground.edgeColour(); final Color fillColour = (fillColourMeta == null) ? null : fillColourMeta.colour(); final Color edgeColour = (edgeColourMeta == null) ? null : edgeColourMeta.colour(); final float scale = boardBackground.scale(); float scaleX, scaleY; if (Math.abs(scale - 1.0) > Constants.EPSILON) { scaleX = scale; scaleY = scale; } else { scaleX = boardBackground.scaleX(); scaleY = boardBackground.scaleY(); } if (scaleX >= 0 && scaleX <= MAX_SCALE && scaleY >= 0 && scaleY <= MAX_SCALE) if (rotation >= 0 && rotation <= MAX_ROTATION) if (offsetX >= MIN_OFFSET && offsetX <= MAX_OFFSET) if (offsetY >= MIN_OFFSET && offsetY <= MAX_OFFSET) allBackgrounds.add ( new MetadataImageInfo ( -1, null, boardBackground.image(), scaleX, scaleY, fillColour, edgeColour, rotation, offsetX, offsetY ) ); else addError("Offset Y for board background was equal to " + offsetY + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Offset X for board background was equal to " + offsetX + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Rotation for board background was equal to " + rotation + ", rotation must be between 0 and " + MAX_ROTATION); else addError("Scale for board background was equal to " + scale + ", scale must be between 0 and " + MAX_SCALE); } return allBackgrounds; } //------------------------------------------------------------------------- /** * @param context The context. * @return The metadataImageInfo. */ public ArrayList<MetadataImageInfo> boardForeground(final Context context) { final float MAX_SCALE = 100f; // multiplication factor on original size final int MAX_ROTATION = 360; // degrees final float MIN_OFFSET = -1f; // decimal percentage of board size final float MAX_OFFSET = 1f; // decimal percentage of board size final ArrayList<MetadataImageInfo> allForegrounds = new ArrayList<>(); for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardForeground) { final BoardForeground boardForeground = (BoardForeground)graphicsItem; final int rotation = boardForeground.rotation(); final float offsetX = boardForeground.offsetX(); final float offsetY = boardForeground.offsetY(); final Colour fillColourMeta = boardForeground.fillColour(); final Color fillColour = (fillColourMeta == null) ? null : fillColourMeta.colour(); final Colour edgeColourMeta = boardForeground.edgeColour(); final Color edgeColour = (edgeColourMeta == null) ? null : edgeColourMeta.colour(); final float scale = boardForeground.scale(); float scaleX, scaleY; if (Math.abs(scale - 1.0) > Constants.EPSILON) { scaleX = scale; scaleY = scale; } else { scaleX = boardForeground.scaleX(); scaleY = boardForeground.scaleY(); } if (scaleX >= 0 && scaleX <= MAX_SCALE && scaleY >= 0 && scaleY <= MAX_SCALE) if (rotation >= 0 && rotation <= MAX_ROTATION) if (offsetX >= MIN_OFFSET && offsetX <= MAX_OFFSET) if (offsetY >= MIN_OFFSET && offsetY <= MAX_OFFSET) allForegrounds.add ( new MetadataImageInfo ( -1, null, boardForeground.image(), scaleX, scaleY, fillColour, edgeColour, boardForeground.rotation(), boardForeground.offsetX(), boardForeground.offsetY() ) ); else addError("Offset Y for board foreground was equal to " + offsetY + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Offset X for board foreground was equal to " + offsetX + ", offset must be between " + MIN_OFFSET + " and " + MAX_OFFSET); else addError("Rotation for board foreground was equal to " + rotation + ", rotation must be between 0 and " + MAX_ROTATION); else addError("Scale for board foreground was equal to " + scale + ", scale must be between 0 and " + MAX_SCALE); } return allForegrounds; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The value. * @return The metadataImageInfo. */ public ArrayList<MetadataImageInfo> pieceBackground(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond) { final float MAX_SCALE = 100f; // multiplication factor on original size final int MAX_ROTATION = 360; // degrees final ArrayList<MetadataImageInfo> allBackground = new ArrayList<>(); for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceBackground) { final PieceBackground pieceBackground = (PieceBackground)graphicsItem; final RoleType roleType = pieceBackground.roleType(); final String pieceName = pieceBackground.pieceName(); final Integer containerIndex = pieceBackground.container(); final Integer value = pieceBackground.value(); final Integer state = pieceBackground.state(); final int rotation = pieceBackground.rotation(); final Colour fillColourMeta = pieceBackground.fillColour(); final Color fillColour = (fillColourMeta == null) ? null : fillColourMeta.colour(); final Colour edgeColourMeta = pieceBackground.edgeColour(); final Color edgeColour = (edgeColourMeta == null) ? null : edgeColourMeta.colour(); final float scale = pieceBackground.scale(); float scaleX, scaleY; if (Math.abs(scale - 1.0) > Constants.EPSILON) { scaleX = scale; scaleY = scale; } else { scaleX = pieceBackground.scaleX(); scaleY = pieceBackground.scaleY(); } if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) if (scaleX >= 0 && scaleX <= MAX_SCALE && scaleY >= 0 && scaleY <= MAX_SCALE) if (rotation >= 0 && rotation <= MAX_ROTATION) allBackground.add ( new MetadataImageInfo ( -1, null, pieceBackground.image(), pieceBackground.text(), scaleX, scaleY, fillColour, edgeColour, pieceBackground.rotation(), pieceBackground.offsetX(), pieceBackground.offsetY() ) ); else addError("Rotation for background of piece " + pieceName + " was equal to " + rotation + ", rotation must be between 0 and " + MAX_ROTATION); else addError("Scale for background of piece " + pieceName + " was equal to " + scale + ", scale must be between 0 and " + MAX_SCALE); } return allBackground; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The value. * @return The MetadataImageInfo */ public ArrayList<MetadataImageInfo> pieceForeground(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond) { final float MAX_SCALE = 100f; // multiplication factor on original size final int MAX_ROTATION = 360; // degrees final ArrayList<MetadataImageInfo> allForeground = new ArrayList<>(); for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceForeground) { final PieceForeground pieceForeground = (PieceForeground)graphicsItem; final RoleType roleType = pieceForeground.roleType(); final String pieceName = pieceForeground.pieceName(); final Integer containerIndex = pieceForeground.container(); final Integer value = pieceForeground.value(); final Integer state = pieceForeground.state(); final int rotation = pieceForeground.rotation(); final Colour fillColourMeta = pieceForeground.fillColour(); final Color fillColour = (fillColourMeta == null) ? null : fillColourMeta.colour(); final Colour edgeColourMeta = pieceForeground.edgeColour(); final Color edgeColour = (edgeColourMeta == null) ? null : edgeColourMeta.colour(); final float scale = pieceForeground.scale(); float scaleX, scaleY; if (Math.abs(scale - 1.0) > Constants.EPSILON) { scaleX = scale; scaleY = scale; } else { scaleX = pieceForeground.scaleX(); scaleY = pieceForeground.scaleY(); } if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) if (scaleX >= 0 && scaleX <= MAX_SCALE && scaleY >= 0 && scaleY <= MAX_SCALE) if (rotation >= 0 && rotation <= MAX_ROTATION) allForeground.add ( new MetadataImageInfo ( -1, null, pieceForeground.image(), pieceForeground.text(), scaleX, scaleY, fillColour, edgeColour, pieceForeground.rotation(), pieceForeground.offsetX(), pieceForeground.offsetY() ) ); else addError("Rotation for foreground of piece " + pieceName + " was equal to " + rotation + ", rotation must be between 0 and " + MAX_ROTATION); else addError("Scale for foreground of piece " + pieceName + " was equal to " + scale + ", scale must be between 0 and " + MAX_SCALE); } return allForeground; } //------------------------------------------------------------------------- /** * @return The hidden image name. */ public String pieceHiddenImage() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof HiddenImage) return ((HiddenImage) graphicsItem).hiddenImage(); return null; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The value. * @param pieceColourType The aspect of the piece that is being coloured. * @return The colour. */ public Color pieceColour(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond, final PieceColourType pieceColourType) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceColour) { final PieceColour pieceColour = (PieceColour) graphicsItem; final RoleType roleType = pieceColour.roleType(); final String pieceName = pieceColour.pieceName(); final Integer containerIndex = pieceColour.container(); final Integer state = pieceColour.state(); final Integer value = pieceColour.value(); final Colour fillColour = pieceColour.fillColour(); final Colour strokeColour = pieceColour.strokeColour(); final Colour secondaryColour = pieceColour.secondaryColour(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) { if (pieceColourType.equals(PieceColourType.Fill)) return (fillColour == null) ? null : fillColour.colour(); else if (pieceColourType.equals(PieceColourType.Edge)) return (strokeColour == null) ? null : strokeColour.colour(); else if (pieceColourType.equals(PieceColourType.Secondary)) return (secondaryColour == null) ? null : secondaryColour.colour(); } } return null; } //------------------------------------------------------------------------- /** * @return The list of the families pieces. */ public String[] pieceFamilies() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceFamilies) return ((PieceFamilies) graphicsItem).pieceFamilies(); return null; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The value. * @return The degrees to rotate the piece image (clockwise). */ public int pieceRotate(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond) { final int MAX_ROTATION = 360; // degrees for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceRotate) { final PieceRotate pieceRotate = (PieceRotate)graphicsItem; final RoleType roleType = pieceRotate.roleType(); final String pieceName = pieceRotate.pieceName(); final Integer containerIndex = pieceRotate.container(); final Integer value = pieceRotate.value(); final Integer state = pieceRotate.state(); final int rotation = pieceRotate.rotation(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) if (rotation >= 0 && rotation <= MAX_ROTATION) return rotation; else addError("Rotation for piece" + pieceNameCond + "was equal to " + rotation + ", rotation must be between 0 and " + MAX_ROTATION); } return 0; } //------------------------------------------------------------------------- /** * @param context The context * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The state. * @return The piece name extended. */ public String pieceNameExtension(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceExtendName) { final PieceExtendName pieceExtendName = (PieceExtendName)graphicsItem; final RoleType roleType = pieceExtendName.roleType(); final String pieceName = pieceExtendName.pieceName(); final Integer containerIndex = pieceExtendName.container(); final Integer value = pieceExtendName.value(); final Integer state = pieceExtendName.state(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) return pieceExtendName.nameExtension(); } return ""; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The value. * @return The new name. */ public String pieceNameReplacement(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceRename) { final PieceRename pieceRename = (PieceRename)graphicsItem; final RoleType roleType = pieceRename.roleType(); final String pieceName = pieceRename.pieceName(); final Integer containerIndex = pieceRename.container(); final Integer value = pieceRename.value(); final Integer state = pieceRename.state(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) return pieceRename.nameReplacement(); } return null; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @param containerIndexCond The index of the container. * @param stateCond The state. * @param valueCond The value. * @return The new scale. */ public Point2D.Float pieceScale(final Context context, final int playerIndexCond, final String pieceNameCond, final int containerIndexCond, final int stateCond, final int valueCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PieceScale) { final PieceScale pieceScale = (PieceScale)graphicsItem; final RoleType roleType = pieceScale.roleType(); final String pieceName = pieceScale.pieceName(); final Integer containerIndex = pieceScale.container(); final Integer value = pieceScale.value(); final Integer state = pieceScale.state(); final float scale = pieceScale.scale(); float scaleX, scaleY; if (Math.abs(scale - 1.0) > Constants.EPSILON) { scaleX = scale; scaleY = scale; } else { scaleX = pieceScale.scaleX(); scaleY = pieceScale.scaleY(); } if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (state == null || state.intValue() == stateCond) if (value == null || value.intValue() == valueCond) if (containerIndex == null || containerIndex.intValue() == containerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) return new Point2D.Float(scaleX, scaleY); } return new Point2D.Float((float)0.9, (float)0.9); } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndexCond The index of the player. * @param pieceNameCond The name of the piece. * @return True if check is used. */ public boolean checkUsed(final Context context, final int playerIndexCond, final String pieceNameCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowCheck) { final ShowCheck showCheck = (ShowCheck)graphicsItem; final RoleType roleType = showCheck.roleType(); final String pieceName = showCheck.pieceName(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == playerIndexCond) if (pieceName == null || pieceName.equals(pieceNameCond) || pieceName.equals(StringRoutines.removeTrailingNumbers(pieceNameCond))) return true; } return false; } //------------------------------------------------------------------------- /** * @param context The context. * @return The list of the MetadataImageInfo. */ public ArrayList<MetadataImageInfo> drawSymbol(final Context context) { final int MAX_ROTATION = 360; // degrees final ArrayList<MetadataImageInfo> allSymbols = new ArrayList<>(); for (final GraphicsItem graphicsItem : items) { if (graphicsItem instanceof ShowSymbol) { final ShowSymbol showSymbol = (ShowSymbol)graphicsItem; final RoleType roleType = showSymbol.roleType(); final String imageName = showSymbol.imageName(); final String text = showSymbol.text(); final int rotation = showSymbol.rotation(); final float offsetX = showSymbol.getOffsetX(); final float offsetY = showSymbol.getOffsetY(); final String region = showSymbol.region(); final RegionFunction regionFunction = showSymbol.regionFunction(); final Integer[] sites = showSymbol.sites(); final SiteType graphElementType = showSymbol.graphElementType(context); final Colour fillColourMeta = showSymbol.fillColour(); final Color fillColour = (fillColourMeta == null) ? null : fillColourMeta.colour(); final Colour edgeColourMeta = showSymbol.edgeColour(); final Color edgeColour = (edgeColourMeta == null) ? null : edgeColourMeta.colour(); final float scale = showSymbol.scale(); float scaleX, scaleY; if (Math.abs(scale - 1.0) > Constants.EPSILON) { scaleX = scale; scaleY = scale; } else { scaleX = showSymbol.scaleX(); scaleY = showSymbol.scaleY(); } if (rotation < 0 || rotation > MAX_ROTATION) { addError("Rotation for symbol" + imageName + "was equal to " + rotation + ", rotation must be between 0 and " + MAX_ROTATION); continue; } if (sites != null) { for (final Integer site : sites) { if (context.game().board().topology().getGraphElements(graphElementType).size() > site.intValue()) allSymbols.add(new MetadataImageInfo(site.intValue(), graphElementType, imageName, text, scaleX, scaleY, fillColour, edgeColour, rotation, offsetX, offsetY)); else addError("Failed to add symbol " + imageName + " at site " + site.intValue() + " with graphElementType " + graphElementType); } } else if (region != null) { for (final ArrayList<Integer> regionSites : MetadataFunctions.convertRegionToSiteArray(context, region, roleType)) { for (final Integer site : regionSites) { if (context.game().board().topology().getGraphElements(graphElementType).size() > site.intValue()) allSymbols.add(new MetadataImageInfo(site.intValue(),graphElementType, imageName, text, scaleX, scaleY, fillColour, edgeColour, rotation, offsetX, offsetY)); else addError("Failed to add symbol " + imageName + " at region site " + site.intValue() + " with graphElementType " + graphElementType); } } } else if (regionFunction != null) { regionFunction.preprocess(context.game()); for(final int site : regionFunction.eval(context).sites()) { if (context.game().board().topology().getGraphElements(graphElementType).size() > site) allSymbols.add(new MetadataImageInfo(site, graphElementType, imageName, text, scaleX, scaleY, fillColour, edgeColour, rotation, offsetX, offsetY)); else addError("Failed to add symbol " + imageName + " at region site " + site + " with graphElementType " + graphElementType); } } } } return allSymbols; } //------------------------------------------------------------------------- /** * @param context The context. * @return The list of the MetadataImageInfo. */ public ArrayList<MetadataImageInfo> drawLines(final Context context) { final ArrayList<MetadataImageInfo> allLines = new ArrayList<>(); for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowLine) { final ShowLine showLine = (ShowLine)graphicsItem; final Integer[][] lines = showLine.lines(); final Float[] curve = showLine.curve(); final float scale = showLine.scale(); final SiteType siteType = showLine.siteType(); final CurveType curveType = showLine.curveType(); final LineStyle lineStyle = showLine.style(); final Colour colourMeta = showLine.colour(); final Color colour = (colourMeta == null) ? null : colourMeta.colour(); if (lines != null) { for (final Integer[] line : lines) { if (context.game().board().topology().vertices().size() > Math.max(line[0].intValue(), line[1].intValue())) if (curve == null || curve.length == 4) allLines.add(new MetadataImageInfo(line, colour, scale, curve, siteType, curveType, lineStyle)); else addError("Exactly 4 values must be specified for the curve between " + line[0] + " and " + line[1]); else addError("Failed to draw line between vertices " + line[0] + " and " + line[1]); } } } return allLines; } //------------------------------------------------------------------------- /** * @param boardGraphicsTypeCond The BoardGraphicsType. * @return The colour of the board. */ public Color boardColour(final BoardGraphicsType boardGraphicsTypeCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardColour) { final BoardColour boardColour = (BoardColour)graphicsItem; final BoardGraphicsType boardGraphicsType = boardColour.boardGraphicsType(); final Colour colourMeta = boardColour.colour(); if (boardGraphicsType == boardGraphicsTypeCond) return (colourMeta == null) ? null : colourMeta.colour(); } return null; } //------------------------------------------------------------------------- /** * @return True if the board is hidden. */ public boolean boardHidden() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof NoBoard) return ((NoBoard) graphicsItem).boardHidden(); return false; } //------------------------------------------------------------------------- /** * @return True if the region owned has to be showed. */ public boolean showRegionOwner() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowRegionOwner) return ((ShowRegionOwner) graphicsItem).show(); return false; } //------------------------------------------------------------------------- /** * @return The ContainerStyleType. */ public ContainerStyleType boardStyle() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardStyle) return ((BoardStyle) graphicsItem).containerStyleType(); return null; } //------------------------------------------------------------------------- /** * @return If the container is supposed to only render Edges in a special way (pen and paper style). */ public boolean replaceComponentsWithFilledCells() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardStyle) return ((BoardStyle) graphicsItem).replaceComponentsWithFilledCells(); return false; } //------------------------------------------------------------------------- /** * @return True if the board is checkered. */ public boolean checkeredBoard() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardCheckered) return ((BoardCheckered) graphicsItem).checkeredBoard(); return false; } //------------------------------------------------------------------------- /** * @param context The context. * @return True if the regions have to be filled. */ public ArrayList<ArrayList<MetadataImageInfo>> regionsToFill(final Context context) { final ArrayList<ArrayList<MetadataImageInfo>> allRegions = new ArrayList<>(); for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof RegionColour) { final RegionColour regionColour = (RegionColour)graphicsItem; final RoleType roleType = regionColour.roleType(); final String region = regionColour.region(); final RegionFunction regionFunction = regionColour.regionFunction(); final Integer[] sites = regionColour.sites(); final SiteType graphElementType = regionColour.graphElementType(context); final SiteType regionSiteType = regionColour.regionSiteType(context); final Colour colourMeta = regionColour.colour(); final Color colour = (colourMeta == null) ? null : colourMeta.colour(); final float scale = regionColour.getScale(); if (sites != null) { allRegions.add(new ArrayList<>()); for (final Integer site : sites) { if (context.game().board().topology().getGraphElements(graphElementType).size() > site.intValue()) { allRegions.get(allRegions.size()-1).add(new MetadataImageInfo(site.intValue(), graphElementType, regionSiteType, colour, scale)); } else addError("Failed to fill site " + site.intValue() + " with graphElementType " + graphElementType); } } else if (region != null) { for (final ArrayList<Integer> regionSiteList : MetadataFunctions.convertRegionToSiteArray(context, region, roleType)) { allRegions.add(new ArrayList<>()); for (final int site : regionSiteList) { if (context.game().board().topology().getGraphElements(graphElementType).size() > site) allRegions.get(allRegions.size()-1).add(new MetadataImageInfo(site, graphElementType, regionSiteType, colour, scale)); else addError("Failed to fill region " + region + "at site " + site + " with graphElementType " + graphElementType); } } } else if (regionFunction != null) { allRegions.add(new ArrayList<>()); regionFunction.preprocess(context.game()); for (final int site : regionFunction.eval(context).sites()) { if (context.game().board().topology().getGraphElements(graphElementType).size() > site) allRegions.get(allRegions.size()-1).add(new MetadataImageInfo(site, graphElementType, regionSiteType, colour, scale)); else addError("Failed to fill region " + region + "at site " + site + " with graphElementType " + graphElementType); } } } return allRegions; } //------------------------------------------------------------------------- /** * @param boardGraphicsTypeCond The BoardGraphicsType. * @return The new thickness. */ public float boardThickness(final BoardGraphicsType boardGraphicsTypeCond) { final float MAX_THICKNESS = 100f; // multiplication factor on original size for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardStyleThickness) { final BoardStyleThickness boardStyleThickness = (BoardStyleThickness)graphicsItem; final BoardGraphicsType boardGraphicsType = boardStyleThickness.boardGraphicsType(); final float thickness = boardStyleThickness.thickness(); if (boardGraphicsType.equals(boardGraphicsTypeCond)) if (thickness >= 0 && thickness <= MAX_THICKNESS) return thickness; else addError("Scale for board thickness " + boardGraphicsTypeCond.name() + " was equal to " + thickness + ", scale must be between 0 and " + MAX_THICKNESS); } return (float) 1.0; } //------------------------------------------------------------------------- /** * @return The new thickness. */ public float boardCurvature() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardCurvature) return ((BoardCurvature) graphicsItem).curveOffset(); return (float) 0.333; } //------------------------------------------------------------------------- /** * @return True if the puzzle is adversarial. */ public boolean adversarialPuzzle() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof AdversarialPuzzle) return ((AdversarialPuzzle) graphicsItem).adversarialPuzzle(); return false; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerId The player Id * @return When to show the score. */ public ScoreDisplayInfo scoreDisplayInfo(final Context context, final int playerId) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowScore) { final ShowScore showScore = (ShowScore)graphicsItem; final RoleType roleType = showScore.roleType(); if (roleType == RoleType.All || MetadataFunctions.getRealOwner(context, roleType) == playerId) return new ScoreDisplayInfo(showScore.showScore(), roleType, showScore.scoreReplacement(), showScore.scoreSuffix()); } return new ScoreDisplayInfo(); } //------------------------------------------------------------------------- /** * @return True if no animation. */ public boolean noAnimation() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof NoAnimation) return ((NoAnimation) graphicsItem).noAnimation(); return false; } //------------------------------------------------------------------------- /** * @return True if no sunken visuals. */ public boolean noSunken() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof NoSunken) return ((NoSunken) graphicsItem).noSunken(); return false; } //------------------------------------------------------------------------- /** * @return True if pips on the dice should be always drawn as a single number. */ public boolean noDicePips() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof NoDicePips) return ((NoDicePips) graphicsItem).noDicePips(); return false; } //------------------------------------------------------------------------- /** * @return The list of the suit ranking. */ public SuitType[] suitRanking() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof SuitRanking) return ((SuitRanking) graphicsItem).suitRanking(); return null; } //------------------------------------------------------------------------- /** * @param context The context. * @param containerCond The container. * @param siteCond The site. * @param siteTypeCond The graph element type. * @param stateCond The state site. * @param valueCond The value site. * @param stackPropertyType The property of the stack being checked. * @return The piece stack scale. */ public double stackMetadata(final Context context, final Container containerCond, final int siteCond, final SiteType siteTypeCond, final int stateCond, final int valueCond, final StackPropertyType stackPropertyType) { final float MAX_SCALE = 100f; // multiplication factor on original size. final int MAX_LIMIT = 10; // max height of stack. for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof StackType) { final StackType stackType = (StackType)graphicsItem; final RoleType roleType = stackType.roleType(); final String containerName = stackType.name(); final Integer containerIndex = stackType.index(); final Integer[] sites = stackType.sites(); final SiteType graphElementType = stackType.graphElementType(); final Integer state = stackType.state(); final Integer value = stackType.value(); final float scale = stackType.scale(); final float limit = stackType.limit(); final PieceStackType pieceStackType = stackType.stackType(); if (roleType == null || MetadataFunctions.getRealOwner(context, roleType) == containerCond.owner()) if (containerName == null || containerName.equals(containerCond.name()) || containerName.equals(StringRoutines.removeTrailingNumbers(containerCond.name()))) if (containerIndex == null || containerIndex.equals(Integer.valueOf(containerCond.index()))) if (sites == null || Arrays.asList(sites).contains(Integer.valueOf(siteCond)) ) if (graphElementType == null || graphElementType.equals(siteTypeCond)) if (state == null || state.equals(Integer.valueOf(stateCond))) if (value == null || value.equals(Integer.valueOf(valueCond))) { if (stackPropertyType.equals(StackPropertyType.Scale)) if (scale >= 0 && scale <= MAX_SCALE) return scale; else addError("Stack scale for role " + roleType + " name " + containerName + " was equal to " + scale + ", scale must be between 0 and " + MAX_SCALE); else if (stackPropertyType.equals(StackPropertyType.Limit)) if (limit >= 1 && limit <= MAX_LIMIT) return limit; else addError("Stack scale for role " + roleType + " name " + containerName + " was equal to " + limit + ", limit must be between 1 and " + MAX_LIMIT); else if (stackPropertyType.equals(StackPropertyType.Type)) return pieceStackType.ordinal(); } } if (stackPropertyType.equals(StackPropertyType.Scale)) return 1.0; else if (stackPropertyType.equals(StackPropertyType.Limit)) return 5; else if (stackPropertyType.equals(StackPropertyType.Type)) return PieceStackType.Default.ordinal(); return 0; } //------------------------------------------------------------------------- /** * @param context The context. * @param playerIndex The index of the player. * @return The colour of a given player index. */ public Color playerColour(final Context context, final int playerIndex) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PlayerColour) { final PlayerColour playerColour = ((PlayerColour) graphicsItem); final RoleType roleType = playerColour.roleType(); final Colour colourMeta = playerColour.colour(); if (MetadataFunctions.getRealOwner(context, roleType) == playerIndex) return (colourMeta == null) ? null : colourMeta.colour(); } return null; } //------------------------------------------------------------------------- /** * * @param context The context. * @param playerIndex The index of the player. * @return The name of a given player index. */ public String playerName(final Context context, final int playerIndex) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof PlayerName) { final PlayerName playerName = ((PlayerName) graphicsItem); final RoleType roleType = playerName.roleType(); if (MetadataFunctions.getRealOwner(context, roleType) == playerIndex) return playerName.name(); } return null; } //------------------------------------------------------------------------- /** * @return True if the sites has to be drawn like a hole. */ public int[] sitesAsSpecialHoles() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowSitesAsHoles) return ((ShowSitesAsHoles) graphicsItem).indices(); return new int[0]; } /** * @return The shape of the holes. */ public HoleType shapeSpecialHole() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowSitesAsHoles) return ((ShowSitesAsHoles) graphicsItem).type(); return null; } //------------------------------------------------------------------------- /** * @param game The game. * @param element The topology element. * @return Returns the additional value to add to this sites index when displayed, Null if no value to be shown. */ public Integer showSiteIndex(final Game game, final TopologyElement element) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowSitesIndex) if (((ShowSitesIndex) graphicsItem).type().equals(element.elementType())) return ((ShowSitesIndex) graphicsItem).additionalValue(); return null; } //------------------------------------------------------------------------- /** * @return True If the player holes have to be showed. */ public boolean showPlayerHoles() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowPlayerHoles) return ((ShowPlayerHoles) graphicsItem).showPlayerHoles(); return false; } //------------------------------------------------------------------------- /** * @return True If the holes with a local state of zero should be marked. */ public boolean holesUseLocalState() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowLocalStateHoles) return ((ShowLocalStateHoles) graphicsItem).useLocalState(); return false; } //------------------------------------------------------------------------- /** * @param edgeTypeCond The edge type. * @param relationTypeCond The relation type. * @param connectionCond True if this is a connection. * @return The EdgeInfoGUI. */ public EdgeInfoGUI drawEdge(final EdgeType edgeTypeCond, final RelationType relationTypeCond, final boolean connectionCond) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowEdges) { final ShowEdges showEdges = ((ShowEdges) graphicsItem); final EdgeType edgeType = showEdges.edgeType(); final RelationType relationType = showEdges.relationType(); final Boolean connection = showEdges.connection(); if (edgeType.supersetOf(edgeTypeCond)) if (relationType.supersetOf(relationTypeCond)) if (connection.booleanValue() == connectionCond) return new EdgeInfoGUI(showEdges.style(), showEdges.colour().colour()); } return null; } //------------------------------------------------------------------------- /** * @return true to show the pits. */ public boolean showPits() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowPits) return ((ShowPits) graphicsItem).showPits(); return false; } //------------------------------------------------------------------------- /** * @return True to show the costs. */ public boolean showCost() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowCost) return ((ShowCost) graphicsItem).showCost(); return false; } //------------------------------------------------------------------------- /** * @return True to show the hints. */ public PuzzleHintLocationType hintLocationType() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof HintLocation) return ((HintLocation) graphicsItem).hintLocation(); return null; } //------------------------------------------------------------------------- /** * @return True to show the hints. */ public PuzzleDrawHintType drawHintType() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof DrawHint) return ((DrawHint) graphicsItem).drawHint(); return null; } //------------------------------------------------------------------------- /** * @return True to show the costs. */ public boolean showEdgeDirections() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowEdgeDirections) return ((ShowEdgeDirections) graphicsItem).showEdgeDirections(); return false; } //------------------------------------------------------------------------- /** * @return True to show curved edges. */ public boolean showCurvedEdges() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowCurvedEdges) return ((ShowCurvedEdges) graphicsItem).showCurvedEdges(); return true; } //------------------------------------------------------------------------- /** * @return True to show straight edges. */ public boolean showStraightEdges() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowStraightEdges) return ((ShowStraightEdges) graphicsItem).showStraightEdges(); return true; } //------------------------------------------------------------------------- /** * @return True to show the costs. */ public boolean showPossibleMoves() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowPossibleMoves) return ((ShowPossibleMoves) graphicsItem).showPossibleMoves(); return false; } //------------------------------------------------------------------------- /** * @return True to draw the lines of the ring with straight lines. */ public boolean straightRingLines() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof NoCurves) return ((NoCurves) graphicsItem).straightRingLines(); return false; } //------------------------------------------------------------------------- /** * @return The shape of the cell. */ public ShapeType cellShape() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof ShowSitesShape) return ((ShowSitesShape) graphicsItem).shape(); return null; } //------------------------------------------------------------------------- /** * @return The shape of the board. */ public ShapeType boardShape() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardShape) return ((BoardShape) graphicsItem).shape(); return null; } //------------------------------------------------------------------------- /** * @return The placement of the board. */ public Rectangle2D boardPlacement() { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof BoardPlacement) { final BoardPlacement boardPlacement = ((BoardPlacement) graphicsItem); return (new Rectangle2D.Double(boardPlacement.offsetX(), boardPlacement.offsetY(), boardPlacement.scale(), boardPlacement.scale())); } return null; } //------------------------------------------------------------------------- /** * @param context * @param playerId * @return The placement of the hand. */ public Rectangle2D handPlacement(final Context context, final int playerId) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof HandPlacement) { final HandPlacement handPlacement = ((HandPlacement) graphicsItem); if (new Id(null,handPlacement.getPlayer()).eval(context) == playerId) return (new Rectangle2D.Double(handPlacement.offsetX(), handPlacement.offsetY(), handPlacement.scale(), handPlacement.scale())); } return null; } //------------------------------------------------------------------------- /** * @param context * @param playerId * @return If orientation of a hand is vertical. */ public boolean handVertical(final Context context, final int playerId) { for (final GraphicsItem graphicsItem : items) if (graphicsItem instanceof HandPlacement) { final HandPlacement handPlacement = ((HandPlacement) graphicsItem); if (new Id(null,handPlacement.getPlayer()).eval(context) == playerId) return handPlacement.isVertical(); } return false; } //------------------------------------------------------------------------- @Override public String toString() { final StringBuilder sb = new StringBuilder(); final String open = (items.size() <= 1) ? "" : "{"; final String close = (items.size() <= 1) ? "" : "}"; sb.append(" (graphics " + open + "\n"); for (final GraphicsItem item : items) if (item != null) sb.append(" " + item.toString()); sb.append(" " + close + ")\n"); return sb.toString(); } //------------------------------------------------------------------------- /** * Add error to errorReport. */ private void addError(final String string) { errorReport += "Error: " + string + "\n"; } /** * @return errorReport. */ public String getErrorReport() { return errorReport; } /** * Set errorReport. * * @param s The report. */ public void setErrorReport(final String s) { errorReport = s; } //------------------------------------------------------------------------- /** * @param game The game. * @return Accumulated concepts. */ public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); for (final GraphicsItem item : items) if (item != null) concepts.or(item.concepts(game)); return concepts; } /** * @param game The game. * @return Accumulated concepts. */ public long gameFlags(final Game game) { long gameFlags = 0l; for (final GraphicsItem item : items) if (item != null) gameFlags |= item.gameFlags(game); return gameFlags; } /** * Compute if the game needs to be redrawn. * @param game The game. */ public void computeNeedRedraw(final Game game) { for (final Regions region : game.equipment().regions()) if (!region.isStatic()) needRedraw = true; for (final GraphicsItem item : items) if (item != null && item.needRedraw()) needRedraw = true; } /** * @return True if the graphics need to be redrawn after each move. */ public boolean needRedrawn() { return needRedraw; } }
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java
Ludii
Ludii-master/Core/src/metadata/graphics/GraphicsItem.java
package metadata.graphics; import java.util.BitSet; import game.Game; import metadata.MetadataItem; /** * Metadata containing graphics hints. * @author cambolbro */ public interface GraphicsItem extends MetadataItem { /** * @param game The game. * @return Accumulated concepts. */ public BitSet concepts(final Game game); /** * @param game The game. * @return Accumulated game flags. */ public long gameFlags(final Game game); /** * @return True if this ludeme needs to be redrawn after each move. */ public boolean needRedraw(); }
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Ludii
Ludii-master/Core/src/metadata/graphics/package-info.java
/** * @chapter The {\tt graphics} metadata items give hints for rendering the board and components, as well as custom UI behaviour, * to customise the interface for specific games and improve the playing experience. */ package metadata.graphics;
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Ludii-master/Core/src/metadata/graphics/board/Board.java
package metadata.graphics.board; import java.util.BitSet; import annotations.Name; import annotations.Opt; import game.Game; import metadata.graphics.GraphicsItem; import metadata.graphics.board.Boolean.BoardCheckered; import metadata.graphics.board.colour.BoardColour; import metadata.graphics.board.curvature.BoardCurvature; import metadata.graphics.board.ground.BoardBackground; import metadata.graphics.board.ground.BoardForeground; import metadata.graphics.board.placement.BoardPlacement; import metadata.graphics.board.style.BoardStyle; import metadata.graphics.board.styleThickness.BoardStyleThickness; import metadata.graphics.piece.PieceGroundType; import metadata.graphics.util.BoardGraphicsType; import metadata.graphics.util.ContainerStyleType; import metadata.graphics.util.colour.Colour; /** * Sets a graphic data to the board. * * @author Eric.Piette */ public class Board implements GraphicsItem { /** * For setting the style of a board. * * @param boardType The type of data. * @param containerStyleType Container style wanted for the board. * @param replaceComponentsWithFilledCells True if cells should be filled instead of component drawn [False]. * * @example (board Style Chess) */ @SuppressWarnings("javadoc") public static GraphicsItem construct ( final BoardStyleType boardType, final ContainerStyleType containerStyleType, @Opt @Name final Boolean replaceComponentsWithFilledCells ) { switch (boardType) { case Style: return new BoardStyle(containerStyleType, replaceComponentsWithFilledCells); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Board(): A BoardStyleType is not implemented."); } //------------------------------------------------------------------------------- /** * For setting the thickness style. * * @param boardType The type of data. * @param boardGraphicsType The board graphics type to which the colour is to be * applied (must be InnerEdge or OuterEdge). * @param thickness The assigned thickness scale for the specified * boardGraphicsType. * * @example (board StyleThickness OuterEdges 2.0) */ @SuppressWarnings("javadoc") public static GraphicsItem construct ( final BoardStyleThicknessType boardType, final BoardGraphicsType boardGraphicsType, final Float thickness ) { switch (boardType) { case StyleThickness: return new BoardStyleThickness(boardGraphicsType, thickness); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Board(): A BoardStyleThicknessType is not implemented."); } //------------------------------------------------------------------------------- /** * For setting the board to be checkered. * * @param boardType The type of data. * @param value Whether the graphic data should be applied or not [True]. * * @example (board Checkered) */ @SuppressWarnings("javadoc") public static GraphicsItem construct ( final BoardBooleanType boardType, @Opt final Boolean value ) { switch (boardType) { case Checkered: return new BoardCheckered(value); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Board(): A BoardBooleanType is not implemented."); } //------------------------------------------------------------------------------- /** * For setting the background or the foreground of a board. * * @param boardType The type of data to apply to the board. * @param image Name of the image to draw. Default value is an outline around the board. * @param fillColour Colour for the inner sections of the image. Default value * is the phase 0 colour of the board. * @param edgeColour Colour for the edges of the image. Default value is the * outer edge colour of the board. * @param scale Scale for the drawn image relative to the size of the * board [1.0]. * @param scaleX Scale for the drawn image, relative to the cell size of the container, along x-axis [1.0]. * @param scaleY Scale for the drawn image, relative to the cell size of the container, along y-axis [1.0]. * @param rotation Rotation of the drawn image (clockwise). * @param offsetX Offset distance as percentage of board size to push the image to the right [0]. * @param offsetY Offset distance as percentage of board size to push the image to the down [0]. * * @example (board Background image:"octagon" fillColour:(colour White) * edgeColour:(colour White) scale:1.2) */ @SuppressWarnings("javadoc") public static GraphicsItem construct ( final PieceGroundType boardType, @Opt @Name final String image, @Opt @Name final Colour fillColour, @Opt @Name final Colour edgeColour, @Opt @Name final Float scale, @Opt @Name final Float scaleX, @Opt @Name final Float scaleY, @Opt @Name final Integer rotation, @Opt @Name final Float offsetX, @Opt @Name final Float offsetY ) { switch (boardType) { case Background: return new BoardBackground(image, fillColour, edgeColour, scale, scaleX, scaleY, rotation, offsetX, offsetY); case Foreground: return new BoardForeground(image, fillColour, edgeColour, scale, scaleX, scaleY, rotation, offsetX, offsetY); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Piece(): A PieceGroundType is not implemented."); } //------------------------------------------------------------------------------- /** * For setting the colour of the board. * * @param boardType The type of data. * @param boardGraphicsType The board graphics type to which the colour is to be * applied. * @param colour The assigned colour for the specified * boardGraphicsType. * * @example (board Colour Phase2 (colour Cyan)) */ @SuppressWarnings("javadoc") public static GraphicsItem construct ( final BoardColourType boardType, final BoardGraphicsType boardGraphicsType, final Colour colour ) { switch (boardType) { case Colour: return new BoardColour(boardGraphicsType,colour); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Board(): A BoardColourType is not implemented."); } //------------------------------------------------------------------------------- /** * For setting the placement of the board. * * @param BoardPlacementType The type of data. * @param scale scale for the board. * @param offsetX X offset for board center. * @param offsetY Y offset for board center. * * @example (board Placement scale:0.8) */ @SuppressWarnings("javadoc") public static GraphicsItem construct ( final BoardPlacementType boardType, @Opt @Name final Float scale, @Opt @Name final Float offsetX, @Opt @Name final Float offsetY ) { switch (boardType) { case Placement: return new BoardPlacement(scale, offsetX, offsetY); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Board(): A BoardShapeType is not implemented."); } //------------------------------------------------------------------------------- /** * For setting the curvature of the board. * * @param boardType The type of data. * @param curveOffset The curve offset. * * @example (board Curvature 0.45) */ @SuppressWarnings("javadoc") public static GraphicsItem construct ( final BoardCurvatureType boardType, final Float curveOffset ) { switch (boardType) { case Curvature: return new BoardCurvature(curveOffset); default: break; } // We should never reach that except if we forget some codes. throw new IllegalArgumentException("Board(): A BoardCurvatureType is not implemented."); } //------------------------------------------------------------------------------- private Board() { // Ensure that compiler does not pick up default constructor } //------------------------------------------------------------------------- @Override public BitSet concepts(final Game game) { throw new UnsupportedOperationException("Board.concepts(...): Should never be called directly."); } @Override public long gameFlags(final Game game) { throw new UnsupportedOperationException("Board.gameFlags(...): Should never be called directly."); } @Override public boolean needRedraw() { throw new UnsupportedOperationException("Board.gameFlags(...): Should never be called directly."); } }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/BoardBooleanType.java
package metadata.graphics.board; /** * Defines the types of Board metadata depending only of a boolean. * * @author Eric.Piette */ public enum BoardBooleanType { /** To indicate whether the board should be drawn in a checkered pattern. */ Checkered, }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/BoardColourType.java
package metadata.graphics.board; /** * Defines the types of Board metadata related to the colour. * * @author Eric.Piette */ public enum BoardColourType { /** To set the colour of a specific aspect of the board. */ Colour, }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/BoardCurvatureType.java
package metadata.graphics.board; /** * Defines the types of Board metadata related to the curvature style. * * @author Matthew.Stephenson */ public enum BoardCurvatureType { /** To set the curve offset when drawing curves. */ Curvature, }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/BoardPlacementType.java
package metadata.graphics.board; /** * Defines the types of Board metadata related to the placement. * * @author Eric.Piette */ public enum BoardPlacementType { /** To set the placement of the board. */ Placement, }
223
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Ludii
Ludii-master/Core/src/metadata/graphics/board/BoardStyleThicknessType.java
package metadata.graphics.board; /** * Defines the types of Board metadata related to the thickness style. * * @author Eric.Piette */ public enum BoardStyleThicknessType { /** To set the preferred scale for the thickness of a specific aspect of the board. */ StyleThickness, }
284
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Ludii
Ludii-master/Core/src/metadata/graphics/board/BoardStyleType.java
package metadata.graphics.board; /** * Defines the types of Board metadata related to the style. * * @author Eric.Piette */ public enum BoardStyleType { /** To set the style of the board. */ Style, }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/package-info.java
/** * The {\tt (board ...)} `super' metadata ludeme is used modify a graphic * property of a board. */ package metadata.graphics.board;
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Ludii
Ludii-master/Core/src/metadata/graphics/board/Boolean/BoardCheckered.java
package metadata.graphics.board.Boolean; import java.util.BitSet; import annotations.Hide; import annotations.Opt; import game.Game; import metadata.graphics.GraphicsItem; /** * Indicates whether the board should be drawn in a checkered pattern. * * @author Matthew.Stephenson * * @remarks Colouring is done based on the board's phases. */ @Hide public class BoardCheckered implements GraphicsItem { /** If the board should be checkered. */ private final boolean checkeredBoard; //------------------------------------------------------------------------- /** * @param checkeredBoard Whether the board should be checkered or not [True]. */ public BoardCheckered ( @Opt final Boolean checkeredBoard ) { this.checkeredBoard = (checkeredBoard == null) ? true : checkeredBoard.booleanValue(); } //------------------------------------------------------------------------- /** * @return If the board should be checkered. */ public boolean checkeredBoard() { return checkeredBoard; } //------------------------------------------------------------------------- @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public long gameFlags(final Game game) { final long gameFlags = 0l; return gameFlags; } @Override public boolean needRedraw() { return false; } }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/colour/BoardColour.java
package metadata.graphics.board.colour; import java.util.BitSet; import annotations.Hide; import game.Game; import metadata.graphics.GraphicsItem; import metadata.graphics.util.BoardGraphicsType; import metadata.graphics.util.colour.Colour; /** * Sets the colour of a specific aspect of the board. * * @author Matthew.Stephenson * * @remarks Different aspects of the board that can be specified are defined in BoardGraphicsType. */ @Hide public class BoardColour implements GraphicsItem { /** boardGraphicsType to colour. */ private final BoardGraphicsType boardGraphicsType; /** Colour to apply. */ private final Colour colour; //------------------------------------------------------------------------- /** * @param boardGraphicsType The board graphics type to which the colour is to be * applied. * @param colour The assigned colour for the specified * boardGraphicsType. */ public BoardColour ( final BoardGraphicsType boardGraphicsType, final Colour colour ) { this.boardGraphicsType = boardGraphicsType; this.colour = colour; } //------------------------------------------------------------------------- /** * @return BoardGraphicsType that the colour is applied to. */ public BoardGraphicsType boardGraphicsType() { return boardGraphicsType; } //------------------------------------------------------------------------- /** * @return Colour to apply onto the specified boardGraphicsType. */ public Colour colour() { return colour; } //------------------------------------------------------------------------- @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public long gameFlags(final Game game) { final long gameFlags = 0l; return gameFlags; } @Override public boolean needRedraw() { return false; } }
1,945
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Ludii
Ludii-master/Core/src/metadata/graphics/board/curvature/BoardCurvature.java
package metadata.graphics.board.curvature; import java.util.BitSet; import annotations.Hide; import game.Game; import metadata.graphics.GraphicsItem; /** * Sets the preferred curve offset for the board. * * @author Matthew.Stephenson */ @Hide public class BoardCurvature implements GraphicsItem { /** curve offset (used by BoardDesign.curvePath). */ private final float curveOffset; //------------------------------------------------------------------------- /** * @param curveOffset curve offset when drawing curves. * * @example (board Curvature 0.45) */ public BoardCurvature ( final Float curveOffset ) { this.curveOffset = curveOffset.floatValue(); } //------------------------------------------------------------------------- /** * @return curve offset when drawing curves. */ public float curveOffset() { return curveOffset; } //------------------------------------------------------------------------- @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public long gameFlags(final Game game) { final long gameFlags = 0l; return gameFlags; } @Override public boolean needRedraw() { return false; } }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/ground/BoardBackground.java
package metadata.graphics.board.ground; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import metadata.graphics.GraphicsItem; import metadata.graphics.util.colour.Colour; /** * Draws a specified image behind the game board. * * @author Matthew.Stephenson */ @Hide public class BoardBackground implements GraphicsItem { /** Background image to draw. */ private final String image; /** Fill colour of drawn image. */ private final Colour fillColour; /** Edge colour of drawn image. */ private final Colour edgeColour; /** Scale of drawn image. */ private final float scale; /** Scale of drawn image along x-axis. */ private final float scaleX; /** Scale of drawn image along y-axis. */ private final float scaleY; /** Rotation of drawn image. */ private final int rotation; /** Offset right for drawn image. */ private final float offsetX; /** Offset down for drawn image. */ private final float offsetY; //------------------------------------------------------------------------- /** * @param image Name of the background image to draw. Default value is an outline around the board. * @param fillColour Colour for the inner sections of the image. Default value is the fill colour of the component. * @param edgeColour Colour for the edges of the image. Default value is the edge colour of the component. * @param scale Scale for the drawn image, relative to the cell size of the container [1.0]. * @param scaleX Scale for the drawn image, relative to the cell size of the container, along x-axis [1.0]. * @param scaleY Scale for the drawn image, relative to the cell size of the container, along y-axis [1.0]. * @param rotation Rotation for the drawn image [0]. * @param offsetX Offset distance percentage to push the image to the right [0]. * @param offsetY Offset distance percentage to push the image down [0]. */ public BoardBackground ( @Opt @Name final String image, @Opt @Name final Colour fillColour, @Opt @Name final Colour edgeColour, @Opt @Name final Float scale, @Opt @Name final Float scaleX, @Opt @Name final Float scaleY, @Opt @Name final Integer rotation, @Opt @Name final Float offsetX, @Opt @Name final Float offsetY ) { this.image = image; this.fillColour = fillColour; this.edgeColour = edgeColour; this.scale = (scale == null) ? (float)1.0 : scale.floatValue(); this.scaleX = (scaleX == null) ? (float)1.0 : scaleX.floatValue(); this.scaleY = (scaleY == null) ? (float)1.0 : scaleY.floatValue(); this.rotation = (rotation == null) ? 0 : rotation.intValue(); this.offsetX = (offsetX == null) ? 0 : offsetX.floatValue(); this.offsetY = (offsetY == null) ? 0 : offsetY.floatValue(); } //------------------------------------------------------------------------- /** * @return Background image to draw. */ public String image() { return image; } //------------------------------------------------------------------------- /** * @return Fill colour of drawn image. */ public Colour fillColour() { return fillColour; } //------------------------------------------------------------------------- /** * @return Edge colour of drawn image. */ public Colour edgeColour() { return edgeColour; } //------------------------------------------------------------------------- /** * @return Scale of drawn image. */ public float scale() { return scale; } //------------------------------------------------------------------------- /** * @return Scale of drawn image along x-axis. */ public float scaleX() { return scaleX; } //------------------------------------------------------------------------- /** * @return Scale of drawn image along y-axis. */ public float scaleY() { return scaleY; } //------------------------------------------------------------------------- /** * @return Rotation of drawn image. */ public int rotation() { return rotation; } //------------------------------------------------------------------------- /** * @return Offset right for drawn image. */ public float offsetX() { return offsetX; } //------------------------------------------------------------------------- /** * @return Offset down for drawn image. */ public float offsetY() { return offsetY; } //------------------------------------------------------------------------- @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public long gameFlags(final Game game) { final long gameFlags = 0l; return gameFlags; } @Override public boolean needRedraw() { return false; } }
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Ludii
Ludii-master/Core/src/metadata/graphics/board/ground/BoardForeground.java
package metadata.graphics.board.ground; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import metadata.graphics.GraphicsItem; import metadata.graphics.util.colour.Colour; /** * Draws a specified image in front of the game board. * * @author Matthew.Stephenson */ @Hide public class BoardForeground implements GraphicsItem { /** Background image to draw. */ private final String image; /** Fill colour of drawn image. */ private final Colour fillColour; /** Edge colour of drawn image. */ private final Colour edgeColour; /** Scale of drawn image. */ private final float scale; /** Scale of drawn image along x-axis. */ private final float scaleX; /** Scale of drawn image along y-axis. */ private final float scaleY; /** Rotation of drawn image. */ private final int rotation; /** Offset right for drawn image. */ private final float offsetX; /** Offset down for drawn image. */ private final float offsetY; //------------------------------------------------------------------------- /** * @param image Name of the foreground image to draw. Default value is an outline around the board. * @param fillColour Colour for the inner sections of the image. Default value is the fill colour of the component. * @param edgeColour Colour for the edges of the image. Default value is the edge colour of the component. * @param scale Scale for the drawn image relative to the cell size of the container [1.0]. * @param rotation Rotation for the drawn image [0]. * @param scaleX Scale for the drawn image, relative to the cell size of the container, along x-axis [1.0]. * @param scaleY Scale for the drawn image, relative to the cell size of the container, along y-axis [1.0]. * @param offsetX Offset percentage distance to push the image to the right [0]. * @param offsetY Offset percentage distance to push the image down [0]. */ public BoardForeground ( @Opt @Name final String image, @Opt @Name final Colour fillColour, @Opt @Name final Colour edgeColour, @Opt @Name final Float scale, @Opt @Name final Float scaleX, @Opt @Name final Float scaleY, @Opt @Name final Integer rotation, @Opt @Name final Float offsetX, @Opt @Name final Float offsetY ) { this.image = image; this.fillColour = fillColour; this.edgeColour = edgeColour; this.scale = (scale == null) ? (float)1.0 : scale.floatValue(); this.scaleX = (scaleX == null) ? (float)1.0 : scaleX.floatValue(); this.scaleY = (scaleY == null) ? (float)1.0 : scaleY.floatValue(); this.rotation = (rotation == null) ? 0 : rotation.intValue(); this.offsetX = (offsetX == null) ? 0 : offsetX.floatValue(); this.offsetY = (offsetY == null) ? 0 : offsetY.floatValue(); } //------------------------------------------------------------------------- /** * @return Foreground image to draw. */ public String image() { return image; } //------------------------------------------------------------------------- /** * @return Fill colour of drawn image. */ public Colour fillColour() { return fillColour; } //------------------------------------------------------------------------- /** * @return Edge colour of drawn image. */ public Colour edgeColour() { return edgeColour; } //------------------------------------------------------------------------- /** * @return Scale of drawn image. */ public float scale() { return scale; } //------------------------------------------------------------------------- /** * @return Scale of drawn image along x-axis. */ public float scaleX() { return scaleX; } //------------------------------------------------------------------------- /** * @return Scale of drawn image along y-axis. */ public float scaleY() { return scaleY; } //------------------------------------------------------------------------- /** * @return Rotation of drawn image. */ public int rotation() { return rotation; } //------------------------------------------------------------------------- /** * @return Offset right for drawn image. */ public float offsetX() { return offsetX; } //------------------------------------------------------------------------- /** * @return Offset down for drawn image. */ public float offsetY() { return offsetY; } //------------------------------------------------------------------------- @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public long gameFlags(final Game game) { final long gameFlags = 0l; return gameFlags; } @Override public boolean needRedraw() { return false; } }
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116
java
Ludii
Ludii-master/Core/src/metadata/graphics/board/placement/BoardPlacement.java
package metadata.graphics.board.placement; import java.util.BitSet; import annotations.Hide; import annotations.Name; import annotations.Opt; import game.Game; import metadata.graphics.GraphicsItem; /** * Modifies the central placement of the game board. * * @author Matthew.Stephenson */ @Hide public class BoardPlacement implements GraphicsItem { /** Scale of board. */ private final float scale; /** Offset right for board. */ private final float offsetX; /** Offset down for board. */ private final float offsetY; //------------------------------------------------------------------------- /** * @param scale Scale for the board [1.0]. * @param offsetX Offset distance percentage to push the board to the right [0]. * @param offsetY Offset distance percentage to push the board down [0]. */ public BoardPlacement ( @Opt @Name final Float scale, @Opt @Name final Float offsetX, @Opt @Name final Float offsetY ) { this.scale = (scale == null) ? (float)1.0 : scale.floatValue(); this.offsetX = (offsetX == null) ? 0 : offsetX.floatValue(); this.offsetY = (offsetY == null) ? 0 : offsetY.floatValue(); } //------------------------------------------------------------------------- /** * @return Scale of board. */ public float scale() { return scale; } //------------------------------------------------------------------------- /** * @return Offset right for board. */ public float offsetX() { return offsetX; } //------------------------------------------------------------------------- /** * @return Offset down for board. */ public float offsetY() { return offsetY; } //------------------------------------------------------------------------- @Override public BitSet concepts(final Game game) { final BitSet concepts = new BitSet(); return concepts; } @Override public long gameFlags(final Game game) { final long gameFlags = 0l; return gameFlags; } @Override public boolean needRedraw() { return false; } }
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java