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Browse files- ai/agents/search_prob_agent.py +407 -0
ai/agents/search_prob_agent.py
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| 1 |
+
from typing import List
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| 2 |
+
|
| 3 |
+
import numpy as np
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| 4 |
+
|
| 5 |
+
from ai.agents.agent_base import Agent
|
| 6 |
+
from engine.game.enums import Phase as PhaseEnum
|
| 7 |
+
from engine.game.game_state import GameState
|
| 8 |
+
|
| 9 |
+
try:
|
| 10 |
+
from numba import njit
|
| 11 |
+
|
| 12 |
+
HAS_NUMBA = True
|
| 13 |
+
except ImportError:
|
| 14 |
+
HAS_NUMBA = False
|
| 15 |
+
|
| 16 |
+
# Mock njit decorator if numba is missing
|
| 17 |
+
def njit(f):
|
| 18 |
+
return f
|
| 19 |
+
|
| 20 |
+
|
| 21 |
+
@njit
|
| 22 |
+
def _check_meet_jit(hearts, req):
|
| 23 |
+
"""Greedy heart requirement check matching engine logic - Optimized."""
|
| 24 |
+
# 1. Match specific colors (0-5)
|
| 25 |
+
needed_specific = req[:6]
|
| 26 |
+
have_specific = hearts[:6]
|
| 27 |
+
|
| 28 |
+
# Numba doesn't support np.minimum for arrays in all versions efficiently, doing manual element-wise
|
| 29 |
+
used_specific = np.zeros(6, dtype=np.int32)
|
| 30 |
+
for i in range(6):
|
| 31 |
+
if needed_specific[i] < have_specific[i]:
|
| 32 |
+
used_specific[i] = needed_specific[i]
|
| 33 |
+
else:
|
| 34 |
+
used_specific[i] = have_specific[i]
|
| 35 |
+
|
| 36 |
+
remaining_req_0 = req[0] - used_specific[0]
|
| 37 |
+
remaining_req_1 = req[1] - used_specific[1]
|
| 38 |
+
remaining_req_2 = req[2] - used_specific[2]
|
| 39 |
+
remaining_req_3 = req[3] - used_specific[3]
|
| 40 |
+
remaining_req_4 = req[4] - used_specific[4]
|
| 41 |
+
remaining_req_5 = req[5] - used_specific[5]
|
| 42 |
+
|
| 43 |
+
temp_hearts_0 = hearts[0] - used_specific[0]
|
| 44 |
+
temp_hearts_1 = hearts[1] - used_specific[1]
|
| 45 |
+
temp_hearts_2 = hearts[2] - used_specific[2]
|
| 46 |
+
temp_hearts_3 = hearts[3] - used_specific[3]
|
| 47 |
+
temp_hearts_4 = hearts[4] - used_specific[4]
|
| 48 |
+
temp_hearts_5 = hearts[5] - used_specific[5]
|
| 49 |
+
|
| 50 |
+
# 2. Match Any requirement (index 6) with remaining specific hearts
|
| 51 |
+
needed_any = req[6]
|
| 52 |
+
have_any_from_specific = (
|
| 53 |
+
temp_hearts_0 + temp_hearts_1 + temp_hearts_2 + temp_hearts_3 + temp_hearts_4 + temp_hearts_5
|
| 54 |
+
)
|
| 55 |
+
|
| 56 |
+
used_any_from_specific = needed_any
|
| 57 |
+
if have_any_from_specific < needed_any:
|
| 58 |
+
used_any_from_specific = have_any_from_specific
|
| 59 |
+
|
| 60 |
+
# 3. Match remaining Any with Any (Wildcard) hearts (index 6)
|
| 61 |
+
needed_any -= used_any_from_specific
|
| 62 |
+
have_wild = hearts[6]
|
| 63 |
+
|
| 64 |
+
used_wild = needed_any
|
| 65 |
+
if have_wild < needed_any:
|
| 66 |
+
used_wild = have_wild
|
| 67 |
+
|
| 68 |
+
# Check if satisfied
|
| 69 |
+
if remaining_req_0 > 0:
|
| 70 |
+
return False
|
| 71 |
+
if remaining_req_1 > 0:
|
| 72 |
+
return False
|
| 73 |
+
if remaining_req_2 > 0:
|
| 74 |
+
return False
|
| 75 |
+
if remaining_req_3 > 0:
|
| 76 |
+
return False
|
| 77 |
+
if remaining_req_4 > 0:
|
| 78 |
+
return False
|
| 79 |
+
if remaining_req_5 > 0:
|
| 80 |
+
return False
|
| 81 |
+
|
| 82 |
+
if (needed_any - used_wild) > 0:
|
| 83 |
+
return False
|
| 84 |
+
|
| 85 |
+
return True
|
| 86 |
+
|
| 87 |
+
|
| 88 |
+
@njit
|
| 89 |
+
def _run_sampling_jit(stage_hearts, deck_ids, global_matrix, num_yells, total_req, samples):
|
| 90 |
+
# deck_ids: array of card Base IDs (ints)
|
| 91 |
+
# global_matrix: (MAX_ID+1, 7) array of hearts
|
| 92 |
+
|
| 93 |
+
success_count = 0
|
| 94 |
+
deck_size = len(deck_ids)
|
| 95 |
+
|
| 96 |
+
# Fix for empty deck case
|
| 97 |
+
if deck_size == 0:
|
| 98 |
+
if _check_meet_jit(stage_hearts, total_req):
|
| 99 |
+
return float(samples)
|
| 100 |
+
else:
|
| 101 |
+
return 0.0
|
| 102 |
+
|
| 103 |
+
sample_size = num_yells
|
| 104 |
+
if sample_size > deck_size:
|
| 105 |
+
sample_size = deck_size
|
| 106 |
+
|
| 107 |
+
# Create an index array for shuffling
|
| 108 |
+
indices = np.arange(deck_size)
|
| 109 |
+
|
| 110 |
+
for _ in range(samples):
|
| 111 |
+
# Fisher-Yates shuffle for first N elements
|
| 112 |
+
# Reuse existing indices array logic
|
| 113 |
+
for i in range(sample_size):
|
| 114 |
+
j = np.random.randint(i, deck_size)
|
| 115 |
+
# Swap
|
| 116 |
+
temp = indices[i]
|
| 117 |
+
indices[i] = indices[j]
|
| 118 |
+
indices[j] = temp
|
| 119 |
+
|
| 120 |
+
# Sum selected hearts using indirect lookup
|
| 121 |
+
simulated_hearts = stage_hearts.copy()
|
| 122 |
+
|
| 123 |
+
for k in range(sample_size):
|
| 124 |
+
idx = indices[k]
|
| 125 |
+
card_id = deck_ids[idx]
|
| 126 |
+
|
| 127 |
+
# Simple bounds check if needed, but assuming valid IDs
|
| 128 |
+
# Numba handles array access fast
|
| 129 |
+
# Unrolling 7 heart types
|
| 130 |
+
simulated_hearts[0] += global_matrix[card_id, 0]
|
| 131 |
+
simulated_hearts[1] += global_matrix[card_id, 1]
|
| 132 |
+
simulated_hearts[2] += global_matrix[card_id, 2]
|
| 133 |
+
simulated_hearts[3] += global_matrix[card_id, 3]
|
| 134 |
+
simulated_hearts[4] += global_matrix[card_id, 4]
|
| 135 |
+
simulated_hearts[5] += global_matrix[card_id, 5]
|
| 136 |
+
simulated_hearts[6] += global_matrix[card_id, 6]
|
| 137 |
+
|
| 138 |
+
if _check_meet_jit(simulated_hearts, total_req):
|
| 139 |
+
success_count += 1
|
| 140 |
+
|
| 141 |
+
return success_count / samples
|
| 142 |
+
|
| 143 |
+
|
| 144 |
+
class YellOddsCalculator:
|
| 145 |
+
"""
|
| 146 |
+
Calculates the probability of completing a set of lives given a known (but unordered) deck.
|
| 147 |
+
Optimized with Numba if available using Indirect Lookup.
|
| 148 |
+
"""
|
| 149 |
+
|
| 150 |
+
def __init__(self, member_db, live_db):
|
| 151 |
+
self.member_db = member_db
|
| 152 |
+
self.live_db = live_db
|
| 153 |
+
|
| 154 |
+
# Pre-compute global heart matrix for fast lookup
|
| 155 |
+
if self.member_db:
|
| 156 |
+
max_id = max(self.member_db.keys())
|
| 157 |
+
else:
|
| 158 |
+
max_id = 0
|
| 159 |
+
|
| 160 |
+
# Shape: (MaxID + 1, 7)
|
| 161 |
+
# We need to ensure it's contiguous and int32
|
| 162 |
+
self.global_heart_matrix = np.zeros((max_id + 1, 7), dtype=np.int32)
|
| 163 |
+
|
| 164 |
+
for mid, member in self.member_db.items():
|
| 165 |
+
self.global_heart_matrix[mid] = member.blade_hearts.astype(np.int32)
|
| 166 |
+
|
| 167 |
+
# Ensure it's ready for Numba
|
| 168 |
+
if HAS_NUMBA:
|
| 169 |
+
self.global_heart_matrix = np.ascontiguousarray(self.global_heart_matrix)
|
| 170 |
+
|
| 171 |
+
def calculate_odds(
|
| 172 |
+
self, deck_cards: List[int], stage_hearts: np.ndarray, live_ids: List[int], num_yells: int, samples: int = 150
|
| 173 |
+
) -> float:
|
| 174 |
+
if not live_ids:
|
| 175 |
+
return 1.0
|
| 176 |
+
|
| 177 |
+
# Pre-calculate requirements
|
| 178 |
+
total_req = np.zeros(7, dtype=np.int32)
|
| 179 |
+
for live_id in live_ids:
|
| 180 |
+
base_id = live_id & 0xFFFFF
|
| 181 |
+
if base_id in self.live_db:
|
| 182 |
+
total_req += self.live_db[base_id].required_hearts
|
| 183 |
+
|
| 184 |
+
# Optimization: Just convert deck to IDs. No object lookups.
|
| 185 |
+
# Mask out extra bits to get Base ID
|
| 186 |
+
# Vectorized operation if deck_cards was numpy, but it's list.
|
| 187 |
+
# List comprehension is reasonably fast for small N (~50).
|
| 188 |
+
deck_ids_list = [c & 0xFFFFF for c in deck_cards]
|
| 189 |
+
deck_ids = np.array(deck_ids_list, dtype=np.int32)
|
| 190 |
+
|
| 191 |
+
# Use JITted function
|
| 192 |
+
if HAS_NUMBA:
|
| 193 |
+
# Ensure contiguous arrays
|
| 194 |
+
stage_hearts_c = np.ascontiguousarray(stage_hearts, dtype=np.int32)
|
| 195 |
+
return _run_sampling_jit(stage_hearts_c, deck_ids, self.global_heart_matrix, num_yells, total_req, samples)
|
| 196 |
+
else:
|
| 197 |
+
return _run_sampling_jit(stage_hearts, deck_ids, self.global_heart_matrix, num_yells, total_req, samples)
|
| 198 |
+
|
| 199 |
+
def check_meet(self, hearts: np.ndarray, req: np.ndarray) -> bool:
|
| 200 |
+
"""Legacy wrapper for tests."""
|
| 201 |
+
return _check_meet_jit(hearts, req)
|
| 202 |
+
|
| 203 |
+
|
| 204 |
+
class SearchProbAgent(Agent):
|
| 205 |
+
"""
|
| 206 |
+
AI that uses Alpha-Beta search for decisions and sampling for probability.
|
| 207 |
+
Optimizes for Expected Value (EV) = P(Success) * Score.
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| 208 |
+
"""
|
| 209 |
+
|
| 210 |
+
def __init__(self, depth=2, beam_width=5):
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| 211 |
+
self.depth = depth
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| 212 |
+
self.beam_width = beam_width
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| 213 |
+
self.calculator = None
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| 214 |
+
self._last_state_id = None
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| 215 |
+
self._action_cache = {}
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| 216 |
+
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| 217 |
+
def get_calculator(self, state: GameState):
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| 218 |
+
if self.calculator is None:
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| 219 |
+
self.calculator = YellOddsCalculator(state.member_db, state.live_db)
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| 220 |
+
return self.calculator
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| 221 |
+
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| 222 |
+
def evaluate_state(self, state: GameState, player_id: int) -> float:
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| 223 |
+
if state.game_over:
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| 224 |
+
if state.winner == player_id:
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| 225 |
+
return 10000.0
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| 226 |
+
if state.winner >= 0:
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| 227 |
+
return -10000.0
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| 228 |
+
return 0.0
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| 229 |
+
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| 230 |
+
p = state.players[player_id]
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| 231 |
+
opp = state.players[1 - player_id]
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| 232 |
+
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| 233 |
+
score = 0.0
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| 234 |
+
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| 235 |
+
# 1. Guaranteed Score (Successful Lives)
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+
score += len(p.success_lives) * 1000.0
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| 237 |
+
score -= len(opp.success_lives) * 800.0
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| 238 |
+
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| 239 |
+
# 2. Board Presence (Members on Stage) - HIGH PRIORITY
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+
stage_member_count = sum(1 for cid in p.stage if cid >= 0)
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| 241 |
+
score += stage_member_count * 150.0 # Big bonus for having members on stage
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| 242 |
+
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| 243 |
+
# 3. Board Value (Hearts and Blades from members on stage)
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| 244 |
+
total_blades = 0
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| 245 |
+
total_hearts = np.zeros(7, dtype=np.int32)
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| 246 |
+
for i, cid in enumerate(p.stage):
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| 247 |
+
if cid >= 0:
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| 248 |
+
base_id = cid & 0xFFFFF
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| 249 |
+
if base_id in state.member_db:
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| 250 |
+
member = state.member_db[base_id]
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| 251 |
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total_blades += member.blades
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+
total_hearts += member.hearts
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| 253 |
+
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| 254 |
+
score += total_blades * 80.0
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| 255 |
+
score += np.sum(total_hearts) * 40.0
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| 256 |
+
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| 257 |
+
# 4. Expected Score from Pending Lives
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| 258 |
+
target_lives = list(p.live_zone)
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| 259 |
+
if target_lives and total_blades > 0:
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| 260 |
+
calc = self.get_calculator(state)
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| 261 |
+
prob = calc.calculate_odds(p.main_deck, total_hearts, target_lives, total_blades)
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| 262 |
+
potential_score = sum(
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| 263 |
+
state.live_db[lid & 0xFFFFF].score for lid in target_lives if (lid & 0xFFFFF) in state.live_db
|
| 264 |
+
)
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| 265 |
+
score += prob * potential_score * 500.0
|
| 266 |
+
if prob > 0.9:
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| 267 |
+
score += 500.0
|
| 268 |
+
|
| 269 |
+
# 5. Resources
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| 270 |
+
# Diminishing returns for hand size to prevent hoarding
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| 271 |
+
hand_val = len(p.hand)
|
| 272 |
+
if hand_val > 8:
|
| 273 |
+
score += 80.0 + (hand_val - 8) * 1.0 # Very small bonus for cards beyond 8
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| 274 |
+
else:
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| 275 |
+
score += hand_val * 10.0
|
| 276 |
+
|
| 277 |
+
score += p.count_untapped_energy() * 10.0
|
| 278 |
+
score -= len(opp.hand) * 5.0
|
| 279 |
+
|
| 280 |
+
return score
|
| 281 |
+
|
| 282 |
+
def choose_action(self, state: GameState, player_id: int) -> int:
|
| 283 |
+
legal_mask = state.get_legal_actions()
|
| 284 |
+
legal_indices = np.where(legal_mask)[0]
|
| 285 |
+
|
| 286 |
+
if len(legal_indices) == 1:
|
| 287 |
+
return int(legal_indices[0])
|
| 288 |
+
|
| 289 |
+
# Skip search for simple phases
|
| 290 |
+
if state.phase not in (PhaseEnum.MAIN, PhaseEnum.LIVE_SET):
|
| 291 |
+
return int(np.random.choice(legal_indices))
|
| 292 |
+
|
| 293 |
+
# Alpha-Beta Search for Main Phase
|
| 294 |
+
best_action = legal_indices[0]
|
| 295 |
+
best_val = -float("inf")
|
| 296 |
+
alpha = -float("inf")
|
| 297 |
+
beta = float("inf")
|
| 298 |
+
|
| 299 |
+
# Limit branching factor for performance
|
| 300 |
+
candidates = list(legal_indices)
|
| 301 |
+
if len(candidates) > 15:
|
| 302 |
+
# Better heuristic: prioritize Play/Live/Activate over others
|
| 303 |
+
def action_priority(idx):
|
| 304 |
+
if 1 <= idx <= 180:
|
| 305 |
+
return 0 # Play Card
|
| 306 |
+
if 400 <= idx <= 459:
|
| 307 |
+
return 1 # Live Set
|
| 308 |
+
if 200 <= idx <= 202:
|
| 309 |
+
return 2 # Activate Ability
|
| 310 |
+
if idx == 0:
|
| 311 |
+
return 5 # Pass (End Phase)
|
| 312 |
+
if 900 <= idx <= 902:
|
| 313 |
+
return -1 # Performance (High Priority)
|
| 314 |
+
return 10 # Everything else (choices, target selection etc)
|
| 315 |
+
|
| 316 |
+
candidates.sort(key=action_priority)
|
| 317 |
+
candidates = candidates[:15]
|
| 318 |
+
if 0 not in candidates and 0 in legal_indices:
|
| 319 |
+
candidates.append(0)
|
| 320 |
+
|
| 321 |
+
for action in candidates:
|
| 322 |
+
try:
|
| 323 |
+
ns = state.copy()
|
| 324 |
+
ns = ns.step(action)
|
| 325 |
+
|
| 326 |
+
while ns.pending_choices and ns.current_player == player_id:
|
| 327 |
+
ns = ns.step(self._greedy_choice(ns))
|
| 328 |
+
|
| 329 |
+
val = self._minimax(ns, self.depth - 1, alpha, beta, False, player_id)
|
| 330 |
+
|
| 331 |
+
if val > best_val:
|
| 332 |
+
best_val = val
|
| 333 |
+
best_action = action
|
| 334 |
+
|
| 335 |
+
alpha = max(alpha, val)
|
| 336 |
+
except Exception:
|
| 337 |
+
continue
|
| 338 |
+
|
| 339 |
+
return int(best_action)
|
| 340 |
+
|
| 341 |
+
def _minimax(
|
| 342 |
+
self, state: GameState, depth: int, alpha: float, beta: float, is_max: bool, original_player: int
|
| 343 |
+
) -> float:
|
| 344 |
+
if depth == 0 or state.game_over:
|
| 345 |
+
return self.evaluate_state(state, original_player)
|
| 346 |
+
|
| 347 |
+
legal_mask = state.get_legal_actions()
|
| 348 |
+
legal_indices = np.where(legal_mask)[0]
|
| 349 |
+
if not legal_indices.any():
|
| 350 |
+
return self.evaluate_state(state, original_player)
|
| 351 |
+
|
| 352 |
+
# Optimization: Only search if it's still original player's turn or transition
|
| 353 |
+
# If it's opponent's turn, we can either do a full minimax or just use a fixed heuristic
|
| 354 |
+
# for their move. Let's do simple minimax.
|
| 355 |
+
|
| 356 |
+
current_is_max = state.current_player == original_player
|
| 357 |
+
|
| 358 |
+
candidates = list(legal_indices)
|
| 359 |
+
if len(candidates) > 8:
|
| 360 |
+
indices = np.random.choice(legal_indices, 8, replace=False)
|
| 361 |
+
candidates = list(indices)
|
| 362 |
+
if 0 in legal_indices and 0 not in candidates:
|
| 363 |
+
candidates.append(0)
|
| 364 |
+
|
| 365 |
+
if current_is_max:
|
| 366 |
+
max_eval = -float("inf")
|
| 367 |
+
for action in candidates:
|
| 368 |
+
try:
|
| 369 |
+
ns = state.copy().step(action)
|
| 370 |
+
while ns.pending_choices and ns.current_player == state.current_player:
|
| 371 |
+
ns = ns.step(self._greedy_choice(ns))
|
| 372 |
+
eval = self._minimax(ns, depth - 1, alpha, beta, False, original_player)
|
| 373 |
+
max_eval = max(max_eval, eval)
|
| 374 |
+
alpha = max(alpha, eval)
|
| 375 |
+
if beta <= alpha:
|
| 376 |
+
break
|
| 377 |
+
except:
|
| 378 |
+
continue
|
| 379 |
+
return max_eval
|
| 380 |
+
else:
|
| 381 |
+
min_eval = float("inf")
|
| 382 |
+
# For simplicity, if it's opponent's turn, maybe just assume they pass if we are deep enough
|
| 383 |
+
# or use a very shallow search.
|
| 384 |
+
for action in candidates:
|
| 385 |
+
try:
|
| 386 |
+
ns = state.copy().step(action)
|
| 387 |
+
while ns.pending_choices and ns.current_player == state.current_player:
|
| 388 |
+
ns = ns.step(self._greedy_choice(ns))
|
| 389 |
+
eval = self._minimax(ns, depth - 1, alpha, beta, True, original_player)
|
| 390 |
+
min_eval = min(min_eval, eval)
|
| 391 |
+
beta = min(beta, eval)
|
| 392 |
+
if beta <= alpha:
|
| 393 |
+
break
|
| 394 |
+
except:
|
| 395 |
+
continue
|
| 396 |
+
return min_eval
|
| 397 |
+
|
| 398 |
+
def _greedy_choice(self, state: GameState) -> int:
|
| 399 |
+
"""Fast greedy resolution for pending choices during search."""
|
| 400 |
+
mask = state.get_legal_actions()
|
| 401 |
+
indices = np.where(mask)[0]
|
| 402 |
+
if not indices.any():
|
| 403 |
+
return 0
|
| 404 |
+
|
| 405 |
+
# Simple priority: 1. Keep high cost (if mulligan), 2. Target slot 1, etc.
|
| 406 |
+
# For now, just pick the first valid action
|
| 407 |
+
return int(indices[0])
|