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463f868 9bd4ce5 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 | use std::fs;
use std::time::Instant;
use engine_rust::core::enums::Phase;
use engine_rust::core::logic::{GameState, CardDatabase, ACTION_BASE_PASS};
use rand::seq::IndexedRandom;
use rand::SeedableRng;
use rand::prelude::StdRng;
use smallvec::SmallVec;
fn count_exact_main_sequences(state: &GameState, db: &CardDatabase, max_depth: usize) -> usize {
fn recurse(state: &GameState, db: &CardDatabase, depth: usize, max_depth: usize) -> usize {
if state.phase != Phase::Main {
return 1;
}
if depth >= max_depth {
return 1;
}
let mut actions = SmallVec::<[i32; 64]>::new();
state.generate_legal_actions(db, state.current_player as usize, &mut actions);
let mut total = 0usize;
let mut saw_non_pass = false;
for action in actions.into_iter().filter(|&action| action != ACTION_BASE_PASS) {
saw_non_pass = true;
let mut next_state = state.clone();
if next_state.step(db, action).is_ok() {
total += recurse(&next_state, db, depth + 1, max_depth);
}
}
let mut pass_state = state.clone();
if pass_state.step(db, ACTION_BASE_PASS).is_ok() {
total += 1;
} else if !saw_non_pass {
total += 1;
}
total
}
recurse(state, db, 0, max_depth)
}
fn load_vanilla_db() -> CardDatabase {
let candidates = [
"data/cards_vanilla.json",
"../data/cards_vanilla.json",
"../../data/cards_vanilla.json",
];
for path in &candidates {
if !std::path::Path::new(path).exists() {
continue;
}
let json = fs::read_to_string(path).expect("Failed to read DB");
let mut db = CardDatabase::from_json(&json).expect("Failed to parse DB");
db.is_vanilla = true;
return db;
}
panic!("cards_vanilla.json not found");
}
fn load_deck(path: &str, db: &CardDatabase) -> (Vec<i32>, Vec<i32>) {
let candidates = [path, &format!("../{}", path), &format!("../../{}", path)];
for candidate in &candidates {
if let Ok(content) = fs::read_to_string(candidate) {
let mut members = Vec::new();
let mut lives = Vec::new();
for line in content.lines() {
let line = line.trim();
if line.is_empty() || line.starts_with('#') {
continue;
}
let parts: Vec<&str> = line.split_whitespace().collect();
if parts.is_empty() {
continue;
}
let card_no = parts[0];
let count: usize = if parts.len() >= 3 && parts[1] == "x" {
parts[2].parse().unwrap_or(1)
} else {
1
};
if let Some(id) = db.id_by_no(card_no) {
for _ in 0..count {
if db.lives.contains_key(&id) {
lives.push(id);
} else {
members.push(id);
}
}
}
}
while members.len() < 48 {
if let Some(&id) = db.members.keys().next() {
members.push(id);
} else {
break;
}
}
while lives.len() < 12 {
if let Some(&id) = db.lives.keys().next() {
lives.push(id);
} else {
break;
}
}
members.truncate(48);
lives.truncate(12);
return (members, lives);
}
}
panic!("Could not load deck");
}
fn main() {
let db = load_vanilla_db();
let (p0_members, p0_lives) = load_deck("../ai/decks/muse_cup.txt", &db);
let (p1_members, p1_lives) = load_deck("../ai/decks/muse_cup.txt", &db);
let energy: Vec<i32> = db.energy_db.keys().take(12).cloned().collect();
let mut state = GameState::default();
state.initialize_game(
p0_members,
p1_members,
energy.clone(),
energy,
p0_lives,
p1_lives,
);
let mut rng = StdRng::seed_from_u64(42u64);
println!("\n[QUICK DIAGNOSTIC] Advance to first Main phase...");
let setup_start = Instant::now();
while state.phase != Phase::Main && !state.is_terminal() {
match state.phase {
Phase::Rps | Phase::MulliganP1 | Phase::MulliganP2 | Phase::TurnChoice | Phase::Response => {
let legal = state.get_legal_action_ids(&db);
if !legal.is_empty() {
let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS);
let _ = state.step(&db, action);
} else {
let _ = state.step(&db, ACTION_BASE_PASS);
}
}
_ => {
state.auto_step(&db);
}
}
}
println!("[SETUP] took {:.3}s\n", setup_start.elapsed().as_secs_f64());
// Now analyze the first Main turn
let search_depth = engine_rust::core::logic::turn_sequencer::get_config().read().unwrap().search.max_dfs_depth;
println!("[TURN 1 ANALYSIS]");
println!(" Player: P{}", state.current_player);
println!(" Phase: {:?}", state.phase);
// STEP 1: Count sequences
let count_start = Instant::now();
let exact_sequences = count_exact_main_sequences(&state, &db, search_depth);
let count_time = count_start.elapsed();
println!(" 1. COUNT SEQUENCES: {} sequences in {:.3}s", exact_sequences, count_time.as_secs_f64());
// Save state for next step
// STEP 2: Execute one random move
println!("\n 2. EXECUTE RANDOM MOVE:");
let main_start = Instant::now();
let mut move_num = 0usize;
while state.phase == Phase::Main {
let legal = state.get_legal_action_ids(&db);
if legal.is_empty() {
let _ = state.step(&db, ACTION_BASE_PASS);
move_num += 1;
println!(" Move {}: [PASS]", move_num);
break;
}
let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS);
let move_start = Instant::now();
if state.step(&db, action).is_err() {
break;
}
let move_time = move_start.elapsed();
move_num += 1;
let action_str = if action == ACTION_BASE_PASS {
"[PASS]".to_string()
} else {
format!("[ACTION {}]", action)
};
println!(" Move {}: {} in {:.3}s", move_num, action_str, move_time.as_secs_f64());
if action == ACTION_BASE_PASS {
break;
}
}
let main_time = main_start.elapsed();
println!(" Main phase total: {:.3}s ({} moves)", main_time.as_secs_f64(), move_num);
// STEP 3: Rest of turn (LiveSet, auto_step, etc.)
println!("\n 3. LIVESETS & AUTO-STEP:");
let rest_start = Instant::now();
while !state.is_terminal() {
if state.phase == Phase::Main {
break; // Next turn
}
let phase = state.phase.clone();
let phase_start = Instant::now();
let legal = state.get_legal_action_ids(&db);
if state.phase == Phase::LiveSet && !legal.is_empty() {
let &action = legal.choose(&mut rng).unwrap_or(&ACTION_BASE_PASS);
let _ = state.step(&db, action);
} else {
state.auto_step(&db);
}
let phase_time = phase_start.elapsed();
if phase_time.as_millis() > 0 {
println!(" Phase {:?}: {:.3}s", phase, phase_time.as_secs_f64());
}
}
let rest_time = rest_start.elapsed();
println!(" Total non-Main phases: {:.3}s", rest_time.as_secs_f64());
let turn_total = count_time + main_time + rest_time;
println!("\n[BREAKDOWN]");
println!(" Sequence count: {:.3}s ({:.1}%)", count_time.as_secs_f64(),
count_time.as_secs_f64() / turn_total.as_secs_f64() * 100.0);
println!(" Main phase moves: {:.3}s ({:.1}%)", main_time.as_secs_f64(),
main_time.as_secs_f64() / turn_total.as_secs_f64() * 100.0);
println!(" LiveSet/auto-step: {:.3}s ({:.1}%)", rest_time.as_secs_f64(),
rest_time.as_secs_f64() / turn_total.as_secs_f64() * 100.0);
println!(" TOTAL TURN: {:.3}s", turn_total.as_secs_f64());
println!("\n[CONCLUSION]");
if count_time.as_secs_f64() > 0.1 {
println!(" ⚠ Sequence counting is slow ({:.3}s)", count_time.as_secs_f64());
} else {
println!(" ✓ Sequence counting is fast ({:.3}s)", count_time.as_secs_f64());
}
if main_time.as_secs_f64() > 0.1 {
println!(" ⚠ Main phase execution is slow ({:.3}s)", main_time.as_secs_f64());
} else {
println!(" ✓ Main phase execution is fast ({:.3}s)", main_time.as_secs_f64());
}
if rest_time.as_secs_f64() > 0.1 {
println!(" ⚠ LiveSet/auto-step is slow ({:.3}s)", rest_time.as_secs_f64());
} else {
println!(" ✓ LiveSet/auto-step is fast ({:.3}s)", rest_time.as_secs_f64());
}
} |