TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

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

    Scheduled Pinned Locked Moved Feature Requests & Ideas
    44 Posts 10 Posters 11.7k Views 10 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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.

          1 Reply Last reply Reply Quote 0
          • 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?

              1 Reply Last reply Reply Quote 0
              • 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?

                1 Reply Last reply Reply Quote 0
                • 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?

                  1 Reply Last reply Reply Quote 0
                  • LaFayetteL Online
                    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...)

                    1 Reply Last reply Reply Quote 0
                    • 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?

                      1 Reply Last reply Reply Quote 0
                      • LaFayetteL Online
                        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);
                                }
                              }
                            },
                          
                          1 Reply Last reply Reply Quote 0
                          • 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

                            T 1 Reply Last reply Reply Quote 0
                            • 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?

                              1 Reply Last reply Reply Quote 0
                              • 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

                                  1 Reply Last reply Reply Quote 0
                                  • RoiEXR Offline
                                    RoiEX Admin
                                    last edited by

                                    And yes, you can create a PR whenever you like, it will take us a while to review it though

                                    1 Reply Last reply Reply Quote 0
                                    • RoiEXR Offline
                                      RoiEX Admin
                                      last edited by

                                      @Trevan If you're using intelliJ then it should automatically download the assets.
                                      Try deleting the assets and .assets folder and it should force a re-download

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

                                        @RoiEX It looks like IntelliJ is running that command but I ran it manually as well. I'm still getting that error. There are other files in game-headed/assets/unit_scroller so things have been downloaded.

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

                                          @RoiEX deleting the assets and .assets fixed the issue.

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

                                            I've created a PR - https://github.com/triplea-game/triplea/pull/6501

                                            1 Reply Last reply Reply Quote 0

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 3
                                            • 2 / 3
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums