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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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    • 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

                      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.

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                                  • 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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