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    Development Discussion: Speeding up battle calculator (and thus Hard AI)

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • redrumR Offline
      redrum Admin @Trevan
      last edited by

      @Trevan The speed is quite impressive. Do you think adding in additional unit properties like multi-hit units and AA rolls would be achievable? It might also be interesting to compare it to Fast AI as that uses a very simplistic formula but is very fast.

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

      T 1 Reply Last reply Reply Quote 0
      • T Offline
        Trevan @redrum
        last edited by

        @redrum here's the numbers rerun with FastAi's calculator included.

        1 infantry, 1 armour vs 2 infantry
        MiniMax: 93.5 ms, Win: 0.506233909545216, Lose: 0.38491296598075025
        Hard AI 200 runs: 1787.9 ms, Win: 0.47, Lose: 0.435
        Hard AI 2000 runs: 1471.6 ms, Win: 0.501953125, Lose: 0.388671875
        FastOdds: 6.8 ms, Win: 0.5

        1 armour, 1 tactical_bomber vs 2 infantry, 1 fighter
        MiniMax: 2.2 ms, Win: 0.1150459321571266, Lose: 0.7947330200775955
        Hard AI 200 runs: 1025.3 ms, Win: 0.085, Lose: 0.91
        Hard AI 2000 runs: 1194.6 ms, Win: 0.06640625, Lose: 0.9287109375
        FastOdds: 0.5 ms, Win: 0.34082222539412593

        1 infantry, 1 artillery vs 2 infantry
        MiniMax: 2.9 ms, Win: 0.4574200859119973, Lose: 0.45742008591199734
        Hard AI 200 runs: 1038.0 ms, Win: 0.465, Lose: 0.405
        Hard AI 2000 runs: 1385.9 ms, Win: 0.4521484375, Lose: 0.4619140625
        FastOdds: 0.4 ms, Win: 0.5

        1 cruiser, 1 destroyer vs 1 cruiser, 1 destroyer
        MiniMax: 1.6 ms, Win: 0.4250031963247701, Lose: 0.4250031963247701
        Hard AI 200 runs: 1047.1 ms, Win: 0.405, Lose: 0.46
        Hard AI 2000 runs: 1140.1 ms, Win: 0.412109375, Lose: 0.4345703125
        FastOdds: 0.7 ms, Win: 0.5

        1 cruiser, 1 destroyer, 1 battleship vs 2 cruiser, 1 destroyer
        MiniMax: 3.1 ms, Win: 0.5358330747385637, Lose: 0.34400771480746317
        Hard AI 200 runs: 1032.0 ms, Win: 0.775, Lose: 0.165
        Hard AI 2000 runs: 1141.3 ms, Win: 0.8125, Lose: 0.1328125
        FastOdds: 1.6 ms, Win: 0.6591777746058741

        1 infantry, 1 fighter vs 1 infantry, 1 aa gun
        MiniMax: 1.3 ms, Win: 0.6961033280443275, Lose: 0.2000276003717069
        Hard AI 200 runs: 1138.5 ms, Win: 0.38, Lose: 0.615
        Hard AI 2000 runs: 1248.8 ms, Win: 0.4130859375, Lose: 0.583984375
        FastOdds: 0.2 ms, Win: 0.7180577051181194

        Fast Ai is really fast. Not sure how to compare the win percentage.

        I have an idea on how to do multi-hit and AA. I'm going to attempt it. I also need to deal with units with multiple rolls. Is there a map in TestMapGameData that has units like that?

        C 1 Reply Last reply Reply Quote 0
        • C Offline
          Cernel Moderators @Trevan
          last edited by

          @Trevan said in Development Discussion: Speeding up battle calculator (and thus Hard AI):

          MiniMax: 93.5 ms, Win: 0.506233909545216, Lose: 0.38491296598075025
          Hard AI 200 runs: 1787.9 ms, Win: 0.47, Lose: 0.435
          Hard AI 2000 runs: 1471.6 ms, Win: 0.501953125, Lose: 0.388671875
          FastOdds: 6.8 ms, Win: 0.5

          How is 200 runs slower than 2000 runs?

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          • alkexrA Offline
            alkexr @Trevan
            last edited by

            @Trevan Unfortunately this sort of algorithm has to be exponentially slow as the number of units increases, by its nature. I'm saying this without even looking at the code. With some cleverness it might be possible to bring this down to exponential with the number of unit types (not units), but will never be able to handle if, say, a hypothetical map had dozens of unit types, many of them targeting each other unpredictably with all sorts of AA attacks, and battles between stacks of 50 happening regularly. But the speed increase is extremely impressive, and even if the AI only used this to simulate smaller battles while keeping the battle calculator for battles that are too large for this algorithm, that's already a massive breakthrough in improving performance.

            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

            T 1 Reply Last reply Reply Quote 1
            • T Offline
              Trevan @alkexr
              last edited by Trevan

              @alkexr here's some numbers of larger groups:

              10 infantry, 10 artillery vs same
              MiniMax: 219.3 ms, Win: 0.497401100632783, Lose: 0.4974011006327829
              Hard AI 200 runs: 2092.2 ms, Win: 0.475, Lose: 0.515
              Hard AI 2000 runs: 2086.4 ms, Win: 0.4658203125, Lose: 0.5283203125
              FastOdds: 8.9 ms, Win: 0.5, Lose: 0.0
              20 infantry, 20 artillery vs same
              MiniMax: 585.7 ms, Win: 0.49887594912628747, Lose: 0.49887594912628747
              Hard AI 200 runs: 2538.8 ms, Win: 0.54, Lose: 0.46
              Hard AI 2000 runs: 3255.3 ms, Win: 0.5029296875, Lose: 0.494140625
              FastOdds: 14.7 ms, Win: 0.5, Lose: 0.0
              30 infantry, 30 artillery vs same
              MiniMax: 1244.4 ms, Win: 0.49930484393068525, Lose: 0.49930484393068525
              Hard AI 200 runs: 2873.4 ms, Win: 0.5, Lose: 0.5
              Hard AI 2000 runs: 3627.7 ms, Win: 0.501953125, Lose: 0.49609375
              FastOdds: 15.5 ms, Win: 0.5, Lose: 0.0
              40 infantry, 40 artillery vs same
              MiniMax: 2032.1 ms, Win: 0.4995101769999315, Lose: 0.4995101769999315
              Hard AI 200 runs: 2904.5 ms, Win: 0.505, Lose: 0.49
              Hard AI 2000 runs: 4244.6 ms, Win: 0.51171875, Lose: 0.48828125
              FastOdds: 16.9 ms, Win: 0.5, Lose: 0.0
              50 infantry, 50 artillery vs same
              MiniMax: 3366.8 ms, Win: 0.4996227075274397, Lose: 0.4996227075274401
              Hard AI 200 runs: 3574.4 ms, Win: 0.49, Lose: 0.51
              Hard AI 2000 runs: 4614.9 ms, Win: 0.4853515625, Lose: 0.5146484375
              FastOdds: 16.8 ms, Win: 0.5, Lose: 0.0
              60 infantry, 60 artillery vs same
              MiniMax: 5306.7 ms, Win: 0.4996976675867421, Lose: 0.4996976675867422
              Hard AI 200 runs: 3264.8 ms, Win: 0.54, Lose: 0.46
              Hard AI 2000 runs: 5255.6 ms, Win: 0.4931640625, Lose: 0.5068359375
              FastOdds: 22.5 ms, Win: 0.5, Lose: 0.0
              10 infantry, 10 artillery, 10 armour, 10 fighter, 10 tactical_bomber, 10 bomber vs same
              MiniMax: 12470.0 ms, Win: 0.8637525783579469, Lose: 0.13152813492843518
              Hard AI 200 runs: 2565.5 ms, Win: 0.32, Lose: 0.68
              Hard AI 2000 runs: 2721.8 ms, Win: 0.3125, Lose: 0.6875
              FastOdds: 23.4 ms, Win: 0.6286565968532855, Lose: 0.0
              

              Interesting that the battle with 30 infantry and artillery was a lot faster than the one with 10 of each land type. Both battle has a total of 60 units on both sides but the addition of multiple unit types slowed it down.

              alkexrA 1 Reply Last reply Reply Quote 2
              • alkexrA Offline
                alkexr @Trevan
                last edited by

                @Trevan Hmm, right, you can actually do this in cubic (?) time, so long as the order of losses is linear, because the number of casualties already sustained uniquely determines the composition of the remaining army. But I still don't see how you do it in less than (number of units)^(number of target lists * constant) time, where target lists include normal attacks, AA attack types, canNotBeTargetedBy and related mechanics, etc. Because, without assuming something about the order in which units die, technically there are a million different army compositions strictly smaller than "10 of each land type", as opposed to 60 if you assume a linear order of losses.

                "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                T 1 Reply Last reply Reply Quote 0
                • T Offline
                  Trevan @alkexr
                  last edited by

                  @alkexr yes, my algorithm is assuming the order of losses is linear. I believe the time is roughly what you said. Each target group will have its own order of loss.

                  1 Reply Last reply Reply Quote 0
                  • T Offline
                    Trevan
                    last edited by

                    AA guns were a lot harder than I expected but I think I got the majority of it working. I did a comparison on the TestMapGameData.TWW data because it had units that could do aa firing with different target groups. I ran a battle between an infantry, tank, and fighter vs an anti-tank gun, mobile artillery, and anti-air gun.

                    MiniMax: 197.7 ms, Win: 0.5520100874509435, Lose: 0.40334641519178716
                    Hard AI 200 runs: 2025.6 ms, Win: 0.57, Lose: 0.42
                    Hard AI 2000 runs: 3222.8 ms, Win: 0.5517578125, Lose: 0.412109375
                    FastOdds: 7.9 ms, Win: 0.7703534497836491, Lose: 0.0

                    Now I'll work on multi-hit units.

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                    • S Offline
                      Swampy
                      last edited by

                      Since I play against the AI quite a bit.. would love this project to succeed as Hard AI is ridiculously slow on large maps/lots of units. Would like to contribute.. but have very little coding skill unfortunately. If you need testers or other basic help... let me know.

                      1 Reply Last reply Reply Quote 0
                      • T Offline
                        Trevan
                        last edited by

                        @redrum @RoiEX
                        I think I have a good majority of the battle logic done. I know I'm missing bombardment, some details in sub first strike (order of strikes and destroyers presence), transport handling, amphibious battles, and paratroopers. There's probably other complexities that I missed as well. I've also worked on speeding it up. Here's a bunch of comparisons:

                        30 infantry, 30 artillery, 30 armour, 30 fighter, 30 tactical_bomber, 30 bomber vs same
                        MiniMax: 21218.5 ms, Win: 0.9779225005914358, Lose: 0.021637464729431084
                        BattleCalculator: 1841.4 ms, Win: 0.95, Lose: 0.045
                        Hard AI 200 runs: 2893.2 ms, Win: 0.955, Lose: 0.045
                        Hard AI 2000 runs: 7900.4 ms, Win: 0.970703125, Lose: 0.029296875
                        FastOdds: 29.4 ms, Win: 0.6517051232809282, Lose: 0.0
                        
                        10 infantry, 10 artillery, 10 armour, 10 fighter, 10 tactical_bomber, 10 bomber vs same
                        MiniMax: 1342.4 ms, Win: 0.8637259513264075, Lose: 0.131552773090954
                        BattleCalculator: 459.2 ms, Win: 0.895, Lose: 0.105
                        Hard AI 200 runs: 1280.3 ms, Win: 0.87, Lose: 0.12
                        Hard AI 2000 runs: 2414.4 ms, Win: 0.8486328125, Lose: 0.1455078125
                        FastOdds: 7.4 ms, Win: 0.6286565968532855, Lose: 0.0
                        
                        1 infantry, 1 armour vs 2 infantry
                        MiniMax: 1.4 ms, Win: 0.506233909545216, Lose: 0.38491296598075025
                        BattleCalculator: 74.3 ms, Win: 0.505, Lose: 0.365
                        Hard AI 200 runs: 987.0 ms, Win: 0.495, Lose: 0.39
                        Hard AI 2000 runs: 1000.7 ms, Win: 0.501953125, Lose: 0.3974609375
                        FastOdds: 0.5 ms, Win: 0.5, Lose: 0.0
                        
                        1 armour, 1 tactical_bomber vs 2 infantry, 1 fighter
                        MiniMax: 1.2 ms, Win: 0.11504593215712659, Lose: 0.7947330200775955
                        BattleCalculator: 99.8 ms, Win: 0.115, Lose: 0.775
                        Hard AI 200 runs: 1156.5 ms, Win: 0.175, Lose: 0.75
                        Hard AI 2000 runs: 1244.3 ms, Win: 0.1201171875, Lose: 0.7958984375
                        FastOdds: 0.2 ms, Win: 0.34082222539412593, Lose: 0.0
                        
                        1 infantry, 1 artillery vs 2 infantry
                        MiniMax: 1.0 ms, Win: 0.4574200859119973, Lose: 0.45742008591199734
                        BattleCalculator: 84.5 ms, Win: 0.49, Lose: 0.44
                        Hard AI 200 runs: 1095.0 ms, Win: 0.51, Lose: 0.41
                        Hard AI 2000 runs: 1231.1 ms, Win: 0.4619140625, Lose: 0.443359375
                        FastOdds: 0.2 ms, Win: 0.5, Lose: 0.0
                        
                        1 cruiser, 1 destroyer vs 1 cruiser, 1 destroyer
                        MiniMax: 2.2 ms, Win: 0.4250031963247701, Lose: 0.4250031963247701
                        BattleCalculator: 86.0 ms, Win: 0.395, Lose: 0.44
                        Hard AI 200 runs: 1076.7 ms, Win: 0.405, Lose: 0.465
                        Hard AI 2000 runs: 1213.1 ms, Win: 0.4306640625, Lose: 0.4189453125
                        FastOdds: 0.4 ms, Win: 0.5, Lose: 0.0
                        
                        1 cruiser, 1 destroyer, 1 battleship vs 2 cruiser, 1 destroyer
                        MiniMax: 3.9 ms, Win: 0.7898869382202083, Lose: 0.14239504638191994
                        BattleCalculator: 122.6 ms, Win: 0.76, Lose: 0.125
                        Hard AI 200 runs: 1076.1 ms, Win: 0.79, Lose: 0.15
                        Hard AI 2000 runs: 1188.0 ms, Win: 0.79296875, Lose: 0.1474609375
                        FastOdds: 0.7 ms, Win: 0.6591777746058741, Lose: 0.0
                        
                        1 infantry, 1 fighter vs 1 infantry, 1 aa gun
                        MiniMax: 11.1 ms, Win: 0.5600126123377998, Lose: 0.35180777879589964
                        BattleCalculator: 189.6 ms, Win: 0.585, Lose: 0.315
                        Hard AI 200 runs: 1127.4 ms, Win: 0.595, Lose: 0.335
                        Hard AI 2000 runs: 1410.4 ms, Win: 0.5869140625, Lose: 0.3203125
                        FastOdds: 0.3 ms, Win: 0.7180577051181194, Lose: 0.0
                        

                        All of the win percentages are pretty darn close. The 30 of each unit type battle was slower than the original calculator (21 seconds vs 3 seconds) but the 10 of each unit type battle was about the same (1.34 seconds vs 1.28 seconds). The rest of the battles I did were small so it was a lot faster.

                        What would you like me to do now? Can I make this available to others (such @Swampy) so they can test it out?

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                        • RoiEXR Offline
                          RoiEX Admin
                          last edited by

                          I'm not 100% sure what @redrum's opinion on this is, but I'd really like to see this as an experimental Ai in the game.
                          But for now hide it behind the test flag?

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                          • Alexei SvitkineA Offline
                            Alexei Svitkine
                            last edited by

                            Perhaps it could be added as a checkbox in the battle calculator for now as well?

                            Otherwise, I think the two things it needs is a heuristic for when it should be used (e.g. if too many units or when there are unsupported cases, it should do the usual battle calculator instead) and some kind of way to find cases where it disagrees with battle calculator. For example, maybe run some percentage of simulations using both and send error reports when the results disagree too much? Or perhaps we can have an experimental AI that always runs both so we can use it to validate it and find cases where it's incorrect?

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                            • LaFayetteL Offline
                              LaFayette Admin
                              last edited by

                              An AI variant IMO would be an excellent step. The idea of computing the actual odds vs the current monte carlo approximation is a very good one.

                              The combat/battles code suffers from complexity and is already somewhat time-optimized. It would be very easy to underestimate the level of effort to replace the battle calc (simply having something that mostly works is just not quite enough, it would need to be cleanly coded, not be duplicative, well tested, complete, etc...)

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                              • T Offline
                                Trevan
                                last edited by Trevan

                                @RoiEX I'm not aware of the test flag. How do I use it?

                                I can make a sibling of FastAI that uses this calculator. I also like the idea of having it automatically compare the actual odds vs the new odds. @Alexei-Svitkine when you say "send error reports", how would I do that? Is there existing classes in the code that I can just use to send the reports?

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                                • LaFayetteL Offline
                                  LaFayette Admin
                                  last edited by

                                      if(ClientSetting.showBetaFeatures.isSet()) {
                                          // add experimental feature
                                      }
                                  
                                  T 1 Reply Last reply Reply Quote 2
                                  • T Offline
                                    Trevan @LaFayette
                                    last edited by

                                    @LaFayette I tried using that in the PlayerType enum

                                      BATTLE_TREE_AI("BattleTree (AI)", ClientSetting.showBetaFeatures.isSet()) {
                                        @Override
                                        public Player newPlayerWithName(final String name) {
                                          return new BattleTreeAi(name);
                                        }
                                      },
                                    

                                    But the player is still showing up in the list.

                                    I also tried:

                                      BATTLE_TREE_AI("BattleTree (AI)") {
                                        @Override
                                        public Player newPlayerWithName(final String name) {
                                          if (ClientSetting.showBetaFeatures.isSet()) {
                                            return new BattleTreeAi(name);
                                          }
                                        }
                                      },
                                    
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                                    • RoiEXR Offline
                                      RoiEX Admin
                                      last edited by

                                      @Trevan
                                      Looks like @LaFayette trolled you a little bit there.
                                      Try

                                      BATTLE_TREE_AI("BattleTree (AI)", ClientSetting.showBetaFeatures.getValue().orElse(false)) {
                                        @Override
                                        public Player newPlayerWithName(final String name) {
                                          return new BattleTreeAi(name);
                                        }
                                      },
                                      

                                      instead

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                                      • T Offline
                                        Trevan @RoiEX
                                        last edited by

                                        @RoiEX That worked. I have to restart triplea for it to affect.

                                        I tried to play a game in the UI since everything I've done has been through the test framework. But when I try to start a game, I get the error

                                        Failed to start game
                                        IllegalArgumentExeption: File must exist at path: /.../game-headed/assets/unit_scroller/unit_sleep.png
                                        

                                        I've checked and that file definitely doesn't exist. I've also checked out master and tried to run it in case my changes broke it but master also throws that same error.

                                        Is there something I'm missing?

                                        And should I create a PR now?

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                                        • RoiEXR Offline
                                          RoiEX Admin
                                          last edited by

                                          @Trevan are you using a specific IDE?
                                          I think you have to run
                                          ./gradlew downloadAssets before running the game in order to download all the default assets

                                          T 2 Replies Last reply Reply Quote 0
                                          • T Offline
                                            Trevan @RoiEX
                                            last edited by

                                            @RoiEX I'm using IntelliJ

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