Commit Graph

8073 Commits (f395c2ffa14dfb0d809c38f2fde10ebf9d8ee6f8)

Author SHA1 Message Date
melvin 59553acdd9 added Planeswalker to card type filter in card explorer 2013-04-01 09:41:53 +08:00
melvin bf973f650f return SKIP instead of PASS if there are no valid options in AI to mimic behavior of human player, this should reduce the number of cache misses for MCTS vs Human games 2013-03-31 23:15:13 +08:00
melvin f23563c425 test MMABC vs MCTS for hourly build 2013-03-31 19:25:52 +08:00
melvin 3edce8f864 remove choice from MagicEvent getStateId, action is sufficiently unique 2013-03-31 19:25:36 +08:00
melvin f495181093 remove targetPicker from getStateId, use better method to get state of ref 2013-03-31 14:28:57 +08:00
melvin a225459143 use stateId for source instead of id 2013-03-31 13:38:16 +08:00
melvin 3bf8540f6e remove duplicate code, change it so that MagicEvent.getStateId ignores source if source is a MagicItemOnStack, as the item on stack owns the MagicEvent 2013-03-31 10:40:46 +08:00
melvin 1af694a17e simplify toImg methods 2013-03-31 09:38:18 +08:00
melvin 18679fad70 improve handling of corrupted image files 2013-03-31 09:26:48 +08:00
melvin 299d98b49b pause of stack is not empty 2013-03-30 22:59:05 +08:00
melvin f807049a81 MagicItemOnStack gets hash of MagicEvent without source to prevent infinite loop as MagicCardOnStack could be source for MagicEvent 2013-03-30 22:13:50 +08:00
melvin 7293978c63 prefer getStateId to getId 2013-03-30 20:43:37 +08:00
melvin e7bc16258a added getStateId to MagicObject 2013-03-30 20:38:02 +08:00
melvin 6ab245c05f use more appropriate method 2013-03-30 20:27:29 +08:00
melvin a4c6c37e28 refer to card from library instead of graveyard 2013-03-30 20:23:46 +08:00
melvin f03d93e01b Sort cards by index first, then by id. Use sorted order to generate AI choices as hand is considered unordered for game state 2013-03-30 20:05:06 +08:00
melvin 78a54d677a rename groovyCode to requiresGroovy, cardCode to requiresJava 2013-03-30 18:15:20 +08:00
melvin c8df9144cb fix bug where player always discards down to 7 2013-03-30 18:13:31 +08:00
melvin 6f84a5c8ea load card/groovy code when constructing MagicCard 2013-03-30 14:52:54 +08:00
melvin 6d7eb95889 enhanced test by adding cards for AI 2013-03-30 14:50:00 +08:00
melvin 71e7bbdf3b use workqueue to load card specific code and card text 2013-03-30 12:48:01 +08:00
melvin bba3b3d3ad completed Garruk's Packleader by adding groovy code 2013-03-30 11:33:24 +08:00
melvin 785dee0965 Added tag 1.36 for changeset 287d75844166 2013-03-29 22:23:25 +08:00
melvin 75f5d70acc updated cubes 2013-03-29 18:23:13 +08:00
melvin 7a96aa4cbd when using outer object must compare by id 2013-03-29 14:33:45 +08:00
melvin 17b7c53ffd updated README 2013-03-29 14:23:37 +08:00
melvin ee8fe0324f initial draft for 1.36 2013-03-29 11:35:55 +08:00
melvin 13024db2e8 remove triggers, statics and payedCost target from getStateId 2013-03-29 11:35:34 +08:00
melvin 107b280803 should not call destory in a loop using the original list as it modifies the list causing concurrent modification exception 2013-03-29 11:35:04 +08:00
melvin f86c0b9e8e replace conditions with function 2013-03-28 22:14:57 +08:00
melvin eedc0d0301 convert MagicStatic object to a constant 2013-03-28 21:36:40 +08:00
melvin 2053ecf683 include score in MagicCombatCreature's toString 2013-03-28 21:36:01 +08:00
melvin e5d6257329 score not copied causes order of attackers and blockers to be out of sync in cached MCTS node 2013-03-28 21:35:43 +08:00
melvin 8c8bae6b40 show stateId in toString 2013-03-28 14:50:00 +08:00
sponeta fcf4d38b12 added more custom decks 2013-03-28 10:43:38 +08:00
melvin f7eeb94637 use getStateId instead of getId for MagicPermanent 2013-03-27 22:14:20 +08:00
melvin 6f69e6f0e3 move computation of fixedScore to updateScore as it depends on permanent's type 2013-03-26 22:32:58 +08:00
melvin 72a4e6da95 changed hash to handle zero length array like array of single 0 2013-03-26 21:47:00 +08:00
melvin 27244c5918 add all counters to state 2013-03-26 16:58:15 +08:00
melvin 4e8e20e763 always use stateId to initalize rng for random selection 2013-03-26 15:47:13 +08:00
melvin d192ba1afb use shuffle instead of creating rng 2013-03-26 15:38:11 +08:00
melvin 42f4191500 reduce whitespace 2013-03-26 15:37:54 +08:00
melvin 5eef8d992b added more elements to game state id computation 2013-03-26 14:19:28 +08:00
melvin 9369d28b4d remove private clear method, move implementation into constructor 2013-03-26 14:18:59 +08:00
melvin b2ecdf24b0 corrected whitespace 2013-03-25 16:50:08 +08:00
melvin 50b5b4e6be fixed whitespace 2013-03-24 22:25:58 +08:00
melvin acca7a3e89 unify names to getStateId for hash based id, add more items to state id computation 2013-03-24 21:10:00 +08:00
melvin dfc2ea84d2 make ai2 configurable 2013-03-24 20:12:22 +08:00
melvin 0030b436d3 change hard limit to level + 1 seconds 2013-03-24 20:12:07 +08:00
melvin 54f57d642f added MMAB2 for testing how AI changes affects AI performance 2013-03-24 09:59:36 +08:00