示例#1
0
	void calculateDependencyGraph()
	{
		// zero out the graph
		DG = DependencyGraph<bool>(size());
		
		// for each action we have
		for (size_t a=0; a<actions.size(); ++a)
		{
			// get the prerequisites for this action
			ActionSet pre = actions[a].getPrerequisites();
			
			// subtract the worker from resource depot, prevent cyclic dependency
			if (a == DATA.getResourceDepot())
			{
				pre.subtract(DATA.getWorker());
			}
			
			// loop through prerequisites
			while (!pre.isEmpty())
			{
				// get the next action
				Action p = pre.popAction();
				
				// add it to the dependency graph
				DG.set(a, p, true); 
			}
		}
		
		// do transitive reduction to obtain the tree
		DG.transitiveReduction();
	}
示例#2
0
	void printActionNames(ActionSet s)
	{	
		while (!s.isEmpty())
		{
			Action a = s.popAction();
			
			printf("%s\n", getStarcraftAction(a).getName().c_str());
		}
	}
示例#3
0
	FrameCountType whenActionsFinished(ActionSet actions) const
	{
		assert(!actions.isEmpty());
	
		// the maximum of the (minimums for each action)
		int totalMax = 0;
	
		// if there are actions still left
		while (!actions.isEmpty()) 
		{	
			// pop an action off the set
			Action a = actions.popAction();
			
			// define a new minimum
			int actionMin = INT_MAX;
		
			// for each unit in our progress vector
			for (int i(0); i<inProgressSize; ++i) 
			{
				// if the action matches
				if (inProgress[i].action == a) 
				{
					// check to see if we have a new minimum
					actionMin = (inProgress[i].time < actionMin) ? inProgress[i].time : actionMin;
				}
			}
			
			// if we found a new minimum
			if (actionMin < INT_MAX)
			{
				// check to see if we have a new maximum
				totalMax = (actionMin > totalMax) ? actionMin : totalMax;
			}
		}
		
		// return the new maximum
		return totalMax;
	}
示例#4
0
	// recursive function which does all search logic
	void DFBB(StarcraftStateType & s, int depth)
	{		
		// increase the node expansion count
		nodesExpanded++;
		
		//graphVizOutput(s, false);
		
		// the time at which the last thing in the queue will finish
		int finishTime = s.getLastFinishTime();
		
		if (finishTime >= upperBound)
		{
		    return;
		}
		
		int lookupVal = TT.lookup(s.hashAllUnits(1), s.hashAllUnits(2));
		if (lookupVal != -1 && lookupVal < finishTime)
		{
		    ttcuts++;
		    return;
		}

		TT.save(s.hashAllUnits(1), s.hashAllUnits(2), finishTime);
		
		int bucket = getBucket(finishTime);
		int armyValue = s.getArmyValue();
		
		if (armyValue > armyValues[bucket])
		{
		    armyValues[bucket] = armyValue;
		    buildOrders[bucket] = getBuildOrder(s);
		}
		
		// if we are using search timeout and we are over the limit
		if (params.searchTimeLimit && (nodesExpanded % 1000 == 0) && (searchTimer.getElapsedTimeInMilliSec() > params.searchTimeLimit))
		{
			// throw an exception to unroll the recursion
			throw 1;
		}
		
		// get the legal action set
		ActionSet legalActions = s.getLegalActionsMonteCarlo(params.goal); 

		// if we have children, update the counter
		if (!legalActions.isEmpty())
		{
			numGenerations += 1;
			numChildren += legalActions.numActions();
		}
	
		// while there are still legal actions to perform
		while (!legalActions.isEmpty()) 
		{				
			// get the next action
			Action nextAction = legalActions.popAction();

			bool stillLegal = true;
			StarcraftStateType child(s);
			
			// set the repetitions if we are using repetitions, otherwise set to 1
			int repeat = params.useRepetitions ? params.getRepetitions(nextAction) : 1;

			// for each repetition of this action
			for (int r = 0; r < repeat; ++r)
			{
				// if the action is still legal
				if (child.isLegalMonteCarlo(nextAction, params.goal))
				{						
					int readyTime = child.resourcesReady(nextAction); 
					child.doAction(nextAction, readyTime);
				}
				// if it's not legal, break the chain
				else
				{
					stillLegal = false;
					break;
				}
			}
			
			//if (stillLegal)
			//{
			    child.setParent(&s);
			    child.setActionPerformedK((UnitCountType)repeat);
			    DFBB(child, depth+1);
			//}
		}	
	}
	// recursive function which does all search logic
	void DFBB(StarcraftState & s, int depth)
	{		
		// increase the node expansion count
		nodesExpanded++;
		
		// if we have constraints and they are not met
		if (params.useConstraints && !s.meetsConstraints(params.ssc))
		{
			// this state is not legal
			return;
		}
	
		// the time at which the last thing in the queue will finish
		int finishTime = s.getLastFinishTime();
		
		/*int lookupVal = TT.lookup(s.hashAllUnits(1), s.hashAllUnits(2));
		if (lookupVal != -1 && lookupVal < finishTime)
		{
		    ttcuts++;
		    //return;
		}

		TT.save(s.hashAllUnits(1), s.hashAllUnits(2), finishTime);*/

		// if we already have completed the units for the goal, don't worry about last finish time
		if (s.meetsGoalCompleted(params.goal))
		{
			finishTime = s.getCurrentFrame();
		}

		// if we have met the goal, we're good
		if (s.meetsGoal(params.goal)) 
		{
			// if it's better than the current best solution, set the new best
			if (finishTime < upperBound)//  || ((finishTime == upperBound) && (s.getWorkerCount() > winnerWorkerCount))) 
			{
				// set the winning info
				upperBound = finishTime;
				winner = s;
				winnerFound = true;
				winnerWorkerCount = s.getWorkerCount();

				results = SearchResults(true, upperBound, nodesExpanded, searchTimer.getElapsedTimeInMilliSec(), s.getBuildOrder());
				results.upperBound = s.calculateUpperBoundHeuristic(params.goal);
				results.lowerBound = s.eval(params.goal);
				results.avgBranch = numChildren / (double)numGenerations;
				results.minerals = s.getFinishTimeMinerals();
				results.gas = s.getFinishTimeGas();
				
				results.saveState = SearchSaveState(getBuildOrder(s), upperBound);
				
				//graphVizOutput(s, true);
				results.printResults(true);
				
				s.printData();

				return;
			}
		}
		
		// if we are using search timeout and we are over the limit
		// (nodesExpanded % 1000 == 0) only checks the time every 1000 expansions, since it is slow
		if (params.searchTimeLimit && (nodesExpanded % 200 == 0) && (searchTimer.getElapsedTimeInMilliSec() > params.searchTimeLimit))
		{
			results.saveState = SearchSaveState(getBuildOrder(s), upperBound);
			//results.saveState.print();
		
			// throw an exception to unroll the recursion
			throw 1;
		}
		
		// get the legal action set
		ActionSet legalActions = s.getLegalActions(params.goal); 

		// only use relevant actions
		legalActions = legalActions & relevantActions;
		
		// if we enabled the supply bounding flag
		if (params.useSupplyBounding)
		{
			// if we are more than 2 supply providers in the lead 
			if ((s.getMaxSupply() - s.getCurrentSupply()) >= params.supplyBoundingThreshold*DATA[DATA.getSupplyProvider()].supplyProvided())
			{
				// make supply providers illegal
				legalActions.subtract(DATA.getSupplyProvider());
			}
		}
		
		// if we enabled the always make workers flag, and workers are legal
		if (params.useAlwaysMakeWorkers && !params.goal[DATA.getWorker()] && legalActions[DATA.getWorker()])
		{
			ActionSet tempLegal(legalActions);
			ActionSet legalBeforeWorker;
			
			// compute when the next worker will be trainable
			int workerReady = s.resourcesReady(DATA.getWorker());
			
			// for each other legal action
			while (!tempLegal.isEmpty())
			{
				Action nextAction = tempLegal.popAction();
				
				// if the action will be ready before the next worker
				if (s.resourcesReady(nextAction) <= workerReady)
				{
					// it's legal
					legalBeforeWorker.add(nextAction);
				}
			}
			
			// update the legal actions
			legalActions = legalBeforeWorker;
		}
		
		// if we enabled the use worker cutoff flag and we're above the cutoff
		if (params.useWorkerCutoff && s.getCurrentFrame() > (params.workerCutoff * upperBound))
		{
			// workers are no longer legal
			legalActions.subtract(DATA.getWorker());

			// if we have enough supply for the remaining goal
			if (s.hasEnoughSupplyForGoal(params.goal))
			{
				// make supply providers illegal
				legalActions.subtract(DATA.getSupplyProvider());
			}
		}	

		// if we have children, update the counter
		if (!legalActions.isEmpty())
		{
			numGenerations += 1;
			numChildren += legalActions.numActions();
		}
		
		// load the save state if we are using it
		if (params.useSaveState && !finishedLoadingSaveState)
		{
			// if we are under the saved depth, load accordingly
			if (depth < params.saveState.getDepth())
			{
				// pop actions until the NEXT action is the one we want to start on
				while (!legalActions.isEmpty() && legalActions.nextAction() != params.saveState[depth])
				{
					legalActions.popAction();
				}
			}
			// if we are over the depth, we are finished loading
			else
			{
				finishedLoadingSaveState = true;
			}
		}
		
		// children of this state in the search
		std::vector<StarcraftState> childStates;

		// while there are still legal actions to perform
		while (!legalActions.isEmpty()) 
		{				
			// get the next action
			Action nextAction = legalActions.popAction();
			
			// when this action would finish
			int actionFinishTime = s.resourcesReady(nextAction) + DATA[nextAction].buildTime();
			
			// heuristic value of the goal state
			int heuristicTime = s.getCurrentFrame() + s.eval(params.goal, params.useLandmarkLowerBoundHeuristic);
			
			// the h value for this node
			int h = (actionFinishTime > heuristicTime) ? actionFinishTime : heuristicTime;
			
			// primary cut-off, very quick heuristic
			if (h <= upperBound)
			{
				bool stillLegal = true;
				StarcraftState child(s);
				
				// set the repetitions if we are using repetitions, otherwise set to 1
				int repeat = params.useRepetitions ? params.getRepetitions(nextAction) : 1;
				
				// if we are using increasing repetitions
				if (params.useIncreasingRepetitions)
				{
					// if we don't have the threshold amount of units, use a repetition value of 1
					repeat = child.getNumUnits(nextAction) >= params.getRepetitionThreshold(nextAction) ? repeat : 1;
				}
				
				// make sure we don't repeat to more than we need for this unit type
				if (params.goal.get(nextAction))
				{
					repeat = (std::min)(repeat, params.goal.get(nextAction) - child.getNumUnits(nextAction));
				}
				else if (params.goal.getMax(nextAction))
				{
					repeat = (std::min)(repeat, params.goal.getMax(nextAction) - child.getNumUnits(nextAction));
				}

				// limit repetitions to how many we can make based on current used supply
				if (DATA[nextAction].supplyRequired() > 0)
				{
					int haveSupplyFor = (s.getMaxSupply() + s.getSupplyInProgress() - s.getCurrentSupply()) / DATA[nextAction].supplyRequired();

					repeat = (std::min)(repeat, haveSupplyFor);
				}
				
				// if we're not finished loading the state, repeat value is 1
				if (params.useSaveState && !finishedLoadingSaveState)
				{
					repeat = 1;
				}

				// for each repetition of this action
				for (int r = 0; r < repeat; ++r)
				{
					// if the action is still legal
					if (child.isLegal(nextAction, params.goal))
					{						
						int readyTime = child.resourcesReady(nextAction); 
						child.doAction(nextAction, readyTime);
					}
					// if it's not legal, break the chain
					else
					{
						stillLegal = false;
						break;
					}
				}
				
				// if all actions in a row are legal, recurse on the child
				if (stillLegal)
				{
					child.setParent(&s);
					child.setActionPerformedK((UnitCountType)repeat);
					//DFBB(child, depth+1);
					childStates.push_back(child);
				}
			}
		}	
		
		//std::sort(childStates.begin(), childStates.end(), StarcraftStateCompare<StarcraftStateType>(params));
		//std::random_shuffle(childStates.begin(), childStates.end());
		for (size_t i(0); i<childStates.size(); ++i)
		{
		    DFBB(childStates[i], depth+1);
		}
	}