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/*
File: BotPlayer.cpp
Description: AI player (Evaluation function)
Program: BlockOut
Author: Jean-Luc PONS, Lieven
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "BotPlayer.h"
#include <malloc.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define GET_DISTANCE(x,y,z) sqrtf((float)(((x)-W)*((x)-W)+(y)*(y)+(z)*(z)));
#define EDGE_MATRIX(x,y,z) edgeMatrix[(x) + (y)*width + (z)*area]
// --------------------------------------------------
inline int BotPlayer::GetDepthAt(int x,int y) {
int *lMatrix = matrix + (y*width + x);
int k;
for(k=0;k<depth && (*lMatrix == 0);k++)
lMatrix += area;
return k;
}
// ------------------------------------------------------------------------
float BotPlayer::CheckDeathZone() {
float note = 0.0f;
int W = width-1;
int H = height-1;
// First line
for(int j=0;j<height;j++) {
for(int i=0;i<width;i++) {
if(GET_VALUE(i,j,0)) note -= 2.5f;
}
}
// Death zone (L0)
if(GET_VALUE(W,0,0)) note -= 25.0f;
if(GET_VALUE(W,1,0)) note -= 25.0f;
if(GET_VALUE(W-1,0,0)) note -= 25.0f;
if(GET_VALUE(W-1,1,0)) note -= 25.0f;
if(GET_VALUE(W-2,0,0)) note -= 25.0f;
// Death zone (L1)
if(GET_VALUE(W,0,1)) note -= 5.0f;
if(GET_VALUE(W,1,1)) note -= 5.0f;
if(GET_VALUE(W-1,0,1)) note -= 5.0f;
if(GET_VALUE(W-1,1,1)) note -= 5.0f;
return note;
}
// ------------------------------------------------------------------------
float BotPlayer::GetPitNote() {
// Compute pit note for the played block
float note = 0.0f;
for(int i=0;i<nbCube;i++) {
int x = transCube[i].x;
int y = transCube[i].y;
int z = transCube[i].z;
note+=EDGE_MATRIX(x,y,z);
}
return note/(float)nbCube;
}
// ------------------------------------------------------------------------
void BotPlayer::CountEdge(int x,int y,int z,int *common,int *edge) {
//v=0 => Free cell
//v=1 => Occupied cell
//v=2 => Cell occupied by a cube of the currently played block
int v = GetValue(x,y,z);
if( v==0 ) {
*edge = *edge + 1;
} else if( v==1 ) {
*edge = *edge + 1;
*common = *common + 1;
}
}
float BotPlayer::GetCommonEdge() {
// Puzzle solver
// Count number of common edges (facets) between the played block, the pit surface and
// pit sides. This greatly increase the building efficiency (especialy in OOC)
int nbCommon = 0;
int nbEdge = 0;
for(int i=0;i<nbCube;i++) {
int x = transCube[i].x;
int y = transCube[i].y;
int z = transCube[i].z;
CountEdge(x-1,y,z,&nbCommon,&nbEdge);
CountEdge(x+1,y,z,&nbCommon,&nbEdge);
CountEdge(x,y-1,z,&nbCommon,&nbEdge);
CountEdge(x,y+1,z,&nbCommon,&nbEdge);
CountEdge(x,y,z-1,&nbCommon,&nbEdge);
CountEdge(x,y,z+1,&nbCommon,&nbEdge);
}
return (float)nbCommon/(float)nbEdge;
}
// --------------------------------------------------
inline float BotPlayer::Smoothness() {
int total=0;
int d;
for(int i=0;i<width;i++) {
for(int j=0;j<height;j++) {
dd[i][j]=GetDepthAt(i,j);
}
}
for(int i=0;i<width;i++) {
for(int j=0;j<height;j++) {
if (i-1>=0) {d=dd[i][j]-dd[i-1][j];total+=d*d;};
if (j-1>=0) {d=dd[i][j]-dd[i][j-1];total+=d*d;};
if (j+1<height){d=dd[i][j]-dd[i][j+1];total+=d*d;};
if (i+1<width) {d=dd[i][j]-dd[i+1][j];total+=d*d;};
}
}
// Bonus on flat pit
if(total==0) total = -10;
return (float)total/(float)area;
}
// --------------------------------------------------
inline float BotPlayer::Peakness(int bias) {
float note=0.0f;
int W = width-1;
int H = height-1;
int ddij;
// Detect "1 cube size pit"
// Note: Smothness() must be called before
for(int i=0;i<width;i++) {
for(int j=0;j<height;j++) {
ddij = dd[i][j];
if( i==0 && j==0 ) {
if( (dd[i+1][j] - ddij)<=bias &&
(dd[i][j+1] - ddij)<=bias ) note +=1.0f;
} else if (i==0 && j==H) {
if( (dd[i+1][j] - ddij)<=bias &&
(dd[i][j-1] - ddij)<=bias ) note +=1.0f;
} else if (i==W && j==0) {
if( (dd[i-1][j] - ddij)<=bias &&
(dd[i][j+1] - ddij)<=bias ) note +=1.0f;
} else if (i==W && j==H) {
if( (dd[i-1][j] - ddij)<=bias &&
(dd[i][j-1] - ddij)<=bias ) note +=1.0f;
} else {
if( (dd[i-1][j] - ddij)<=bias &&
(dd[i+1][j] - ddij)<=bias &&
(dd[i][j-1] - ddij)<=bias &&
(dd[i][j+1] - ddij)<=bias ) note +=1.0f;
}
}
}
return note;
}
// ------------------------------------------------------------------------
// Pit edges bonus
// ------------------------------------------------------------------------
void BotPlayer::InitPitCoef() {
// 1 bonus coeficiens per pit cell
// Reset all coeficients to zero
memset(edgeMatrix,0,mSize*sizeof(float));
int W = width-1;
int H = height-1;
// Fill up edge/corner bonus
for(int k=0;k<depth;k++) {
for(int i=0;i<width;i++) {
EDGE_MATRIX(i,0,k) = edgeCoef;
EDGE_MATRIX(i,H,k) = edgeCoef;
}
for(int j=1;j<H;j++) {
EDGE_MATRIX(0,j,k) = edgeCoef;
EDGE_MATRIX(W,j,k) = edgeCoef;
}
// Corner
EDGE_MATRIX(0,0,k) = cornerCoef;
EDGE_MATRIX(0,H,k) = cornerCoef;
EDGE_MATRIX(W,0,k) = cornerCoef;
EDGE_MATRIX(W,H,k) = cornerCoef;
}
// Fill up origin to edge distance (for asymetric edges)
// Prefere to place the block at the opposite corner
// in case of equlity. That's the reason of the low
// value of edgeDistCoef.
// However, it seems that in OOC, it is preferable to
// go to the opposite side (not corner).
switch(blockSet) {
case BLOCKSET_EXTENDED:
for(int k=0;k<depth;k++) {
for(int j=0;j<height;j++) {
for(int i=0;i<width;i++) {
EDGE_MATRIX(i,j,k) += distCoef * GET_DISTANCE(i,0,0);
}
}
}
break;
case BLOCKSET_BASIC:
case BLOCKSET_FLAT:
for(int k=0;k<depth;k++) {
for(int j=0;j<height;j++) {
for(int i=0;i<width;i++) {
EDGE_MATRIX(i,j,k) += distCoef * GET_DISTANCE(i,j,k);
}
}
}
break;
}
}
void BotPlayer::InitCoef() {
// Blockset independent coefficients
// Per block
puzzleCoef = 11.7f; // Puzzle solver (per block)
distCoef = 0.001f; // Distance to origin
// Per pit
linesCoef = 0.7f; // Line (layer)
smoothCoef = -0.28f; // Pit surface smoothness (sqr)
// Blockset dependent coefficients
// Ref are given in number of cubes.
switch(blockSet) {
case BLOCKSET_FLAT:
//Ref:3x3x6 FLAT Avg=29228.7 Min=109(410276037) Max=237501 nbGame=1000
cornerCoef = 0.0f; // Pit corner occupation (per block)
edgeCoef = 0.0f; // Pit side occupation (per block)
holeCoef = -1.9f; // Hole
peakCoef = -0.0f; // Pit surface "peakness" (peak detection)
break;
case BLOCKSET_EXTENDED:
//Ref:5x5x10 EXTENDED Avg=243031 Min=272(1896058267) Max=1924054 nbGame=1000
//Ref:3x3x18 EXTENDED Avg=488.657 Min=165(362445833) Max=1458 nbGame=1000
// Special peak/corner/edge handling for 3x3
if( width==3 && height==3 ) {
// Per block
cornerCoef = 2.8f; // Pit corner occupation
edgeCoef = 0.8f; // Pit side occupation
// Per pit
peakCoef = -0.8f; // Pit surface "peakness" (peak detection)
} else {
// Per block
cornerCoef = 0.0f; // Pit corner occupation
edgeCoef = 0.0f; // Pit side occupation
// Per pit
peakCoef = -0.0f; // Pit surface "peakness" (peak detection)
}
// Per pit
holeCoef = -1.9f; // Hole
break;
case BLOCKSET_BASIC:
//Ref:3x3x6 BASIC Avg=1834.73 Min=32(1592640469) Max=15939 nbGame=10000
// Per block
cornerCoef = 2.8f; // Pit corner occupation
edgeCoef = 0.8f; // Pit side occupation
// Per pit
holeCoef = -1.1f; // Hole
peakCoef = -0.81f; // Pit surface "peakness" (peak detection)
break;
}
InitPitCoef();
}
// --------------------------------------------------
// JL and Lieven's Evaluation function ;)
// --------------------------------------------------
#if 1
float BotPlayer::Evaluate() {
DropBlock(); // Drop the block
AddBlock(); // Add the block to the pit
float commonEdge = GetCommonEdge(); // Puzzle solver
float pitBonus = GetPitNote(); // Pit note
float nbLines = RemoveLines(); // Remove lines
float dNote = CheckDeathZone(); // Death zone
pitBonus += dNote;
float linesNote = linesCoef * nbLines; // Line (layer)
float pitNote = pitBonus; // Edge,corner,distance,death zone
float smooth2Note = smoothCoef * Smoothness(); // Pit surface smoothness
float commonNote = puzzleCoef * commonEdge; // Puzzle solver
float nbHoleNote = holeCoef * GetNbHole(); // Hole
float peakNote = peakCoef * Peakness(-2); // Pit surface "peakness" (peak detection)
float coveredNote = 0.0f; //-0.02f * GetNbCoveredHole(); // Covered hole
float totalNote=pitNote+smooth2Note+peakNote+commonNote+linesNote+nbHoleNote+coveredNote;
#ifdef _DEBUG
// sprintf(infoStr,
// "Pt=%.3f Cm=%.2f Pk=%.2f Hl=%.2f Ln=%.2f Cv=%.2f Sh=%.2f N=%.3f",
// pitNote,commonNote,peakNote,nbHoleNote,linesNote,coveredNote,smooth2Note,totalNote);
sprintf(infoStr,
"Pt=%.3f Cm=%.2f Pk=%.2f Hl=%.2f Ln=%.2f Sh=%.2f N=%.3f",
pitNote,commonNote,peakNote,nbHoleNote,linesNote,smooth2Note,totalNote);
#endif
return totalNote;
}
#endif
// ----------------------------------------------------------------------
// Lieven's original evaluation function (already quite good in 3DMania)
// ----------------------------------------------------------------------
#if 0
float BotPlayer::Evaluate() {
DropBlock(); // Drop the block
AddBlock(); // Add the block to the pit
float nbLines = RemoveLines(); // Remove lines
float thick=(float)nbCubeInPit-nbLines*(float)area; //Number of blocks
float nbHole1 = GetNbHole(); // Number of holes
float smooth2 = Smoothness2(); // How smooth is the pitch (sqr)
//float smooth = Smoothness1(); // How smooth is the pitch (abs)
float edgel = Edges(); //if you have to go high, go high on the edge
//float note = -27*thick-75.0f*nbHole1-3.0f*smooth2+2*edgel; //FLAT FUN
float note = -27.0f*thick-75.0f*nbHole1-3.0f*smooth2+17.0f*edgel; //3DMANIA
//return -17.0f*thick-500.0f*nbHole1-40.0f*smooth+11.0f*edgel; //OUT OF CONTROL
#ifdef _DEBUG
sprintf(infoStr,
"thick=%.3f, edge1=%.3f, smooth=%.3f, hole=%.0f\nnote=%f",
thick,edgel,smooth2,nbHole1,note);
#endif
return note;
}
// --------------------------------------------------
inline float BotPlayer::Smoothness2() {
int hh[7][7];
int total=0,d;
for(int i=0;i<width;i++) {
for(int j=0;j<height;j++) {
hh[i][j]=GetDepthAt(i,j);
}
}
for(int i=0;i<width;i++) {
for(int j=0;j<height;j++) {
if (i-1>=0) {d=hh[i][j]-hh[i-1][j];total+=d*d;}
if (j-1>=0) {d=hh[i][j]-hh[i][j-1];total+=d*d;}
if (j+1<height){d=hh[i][j]-hh[i][j+1];total+=d*d;}
if (i+1<width) {d=hh[i][j]-hh[i+1][j];total+=d*d;}
}
}
// Bonus if empty pit (flush)
int good=50;
for(int i=0;i<width;i++)
for(int j=0;j<height;j++)
if (hh[i][j]) good=0;
return (float)(total-good);
}
// --------------------------------------------------
inline float BotPlayer::Edges() {
// Count cubes near the edges
// Count 2 times cubes in corner
int *lMatrix = matrix;
int total = 0;
int W = width-1;
int H = height-1;
for(int k=0;k<depth;k++) {
for(int i=0;i<width;i++) {
if( lMatrix[i+0*width] ) total++;
if( lMatrix[i+H*width] ) total++;
}
for(int j=0;j<height;j++) {
if( lMatrix[0+j*width] ) total++;
if( lMatrix[W+j*width] ) total++;
}
lMatrix += area;
}
return (float)total;
}
// --------------------------------------------------
inline float BotPlayer::Smoothness1() {
int total=0,d;
for(int i=0;i<width;i++) {
for(int j=0;j<height;j++) {
dd[i][j]=GetDepthAt(i,j);
}
}
for(int i=0;i<width;i++) {
for(int j=0;j<height;j++) {
if (i-1>=0) {d=dd[i][j]-dd[i-1][j];total+=abs(d);}
if (j-1>=0) {d=dd[i][j]-dd[i][j-1];total+=abs(d);}
if (j+1<height){d=dd[i][j]-dd[i][j+1];total+=abs(d);}
if (i+1<width) {d=dd[i][j]-dd[i+1][j];total+=abs(d);}
}
}
// Bonus if empty pit (flush)
int good=50;
for(int i=0;i<width;i++)
for(int j=0;j<height;j++)
if (dd[i][j]) good=0;
return (float)(total-good);
}
#endif
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