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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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    • 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.

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        • 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

                        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?

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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

                              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

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