/
normalai_training.js
403 lines (390 loc) · 14.7 KB
/
normalai_training.js
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var Init =
{
// training setup data
trainingFolder = "maps/2_player/", // map folder used
trainingMap = "Where Giants Have Fallen.map", // map that will be used for training
playerCount = 2,
mutationChance = 0.1, // chance for a weight to mutate at random
mutationRate = 0.2, // how much the weight gets altered.
fogOfWar = GameEnums.Fog_Off, // fog of war rule for training
maxRuns = 4000, // maximum amount of iterations
turnLimit = 40,
logLevel = 1,
randomCos = true,
// ai's and names that will be used for training
topAis = 2,
trainingAis = [["normal.ini", 2],
["normal1.ini", 2],
["normal2.ini", 2],
["normal3.ini", 2],
["normal4.ini", 2],
["normal5.ini", 2],
["normal6.ini", 2],
["normal7.ini", 2],
// ["normal8.ini", 2],
// ["normal9.ini", 2],
// ["normal10.ini", 2],
// ["normal11.ini", 2],
// ["normal12.ini", 2],
// ["normal13.ini", 2],
// ["normal14.ini", 2],
// ["normal15.ini", 2],
],
cores = 30, // amount of games started at the same time
// internal data
startAi = 0,
rotationStartAi = 0,
rotationCount = 0,
matchData = [], // array with final score results
battleData = [], // matrix containing data about all matches
runCount = 0,
cos = ["CO_ANDY", "CO_JESS"],
start = false,
coreData = [],
map = null,
// enum states for remote game triggering
runNextBattle = 0,
sleep = 1,
nextRun = 2,
main = function(menu)
{
// disable animations
settings.setOverworldAnimations(false);
settings.setBattleAnimationMode(GameEnums.BattleAnimationMode_None);
settings.setDialogAnimation(false);
settings.setCaptureAnimation(false);
settings.setMovementAnimations(false);
settings.setDay2dayScreen(false);
settings.setAnimationSpeed(100);
settings.setBattleAnimationSpeed(100);
settings.setDialogAnimationSpeed(100);
settings.setCaptureAnimationSpeed(100);
settings.saveSettings();
// create random start values
menu.createRandomInis(2, "resources/aidata/normal/normal", 16);
menu.enterSingleplayer([".map"]);
},
mapsSelection = function(menu)
{
menu.selectMap(Init.trainingFolder, Init.trainingMap);
menu.buttonNext();
menu.buttonNext();
var selection = menu.getPlayerSelection();
for (var i = 0; i < Init.playerCount; ++i)
{
selection.selectPlayerAi(0, Init.trainingAis[0][1]);
}
menu.startGame();
},
gameMenu = function(menu)
{
menu.exitGame();
},
onVictory = function(menu)
{
Init.map = menu.getMap()
Init.startAllCores();
},
startAllCores = function()
{
if (Init.start === false)
{
Init.selectCos();
Init.start = true;
}
// reset all cores
Init.coreData = [];
// reload match data after reset or initial run
if (Init.matchData.length === 0)
{
for (var i = 0; i < Init.trainingAis.length; ++i)
{
Init.matchData.push(0);
}
}
if (Init.battleData.length === 0)
{
for (var ai = 0; ai < Init.trainingAis.length; ++ai)
{
Init.battleData.push([]);
for (var ai2 = 0; ai2 < Init.trainingAis.length; ++ai2)
{
Init.battleData[ai].push(0);
}
}
}
for (var i = 0; i < Init.cores; ++i)
{
Init.coreData.push(["Core" + i.toString(), false, []]);
Init.startRemoteGame(i);
}
},
startRemoteGame = function(coreIndex)
{
if (Init.startAi <= Init.trainingAis.length - Init.playerCount)
{
GameConsole.print("Preparing next match on core " + Init.coreData[coreIndex][0], Init.logLevel);
Init.coreData[coreIndex][1] = false;
Init.coreData[coreIndex][2] = [];
var map = Init.trainingFolder + Init.trainingMap;
var script = "var Init =\n" +
"{\n" +
"main = function(menu)\n" +
"{\n" +
"menu.enterSingleplayer([\".map\"]);\n" +
"},\n" +
"mapsSelection = function(menu)\n" +
"{\n" +
"menu.selectMap(\"" + Init.trainingFolder + "\", \"" + Init.trainingMap + "\");\n" +
"menu.buttonNext();\n" +
"menu.buttonNext();\n" +
"var selection = menu.getPlayerSelection();\n" +
"var map = selection.getMap();\n" +
"var gameRules = map.getGameRules();\n" +
"gameRules.addVictoryRule(\"VICTORYRULE_TURNLIMIT\");\n" +
"var victoryRule = gameRules.getVictoryRule(\"VICTORYRULE_TURNLIMIT\");\n" +
"victoryRule.setRuleValue(" + Init.turnLimit + ", 0);\n" +
"gameRules.setFogMode(" + Init.fogOfWar.toString() + ");\n" +
"gameRules.setRandomWeather(false);\n";
for (var i = 0; i < Init.playerCount; ++i)
{
var playerIdx = Init.rotationCount + i;
if (playerIdx >= Init.playerCount)
{
playerIdx -= Init.playerCount;
}
var aiIdx = Init.rotationStartAi + i;
if (i == 0)
{
aiIdx = Init.startAi;
}
GameConsole.print("Using ai at index " + aiIdx + " for player " + playerIdx, Init.logLevel);
GameConsole.print("Using ai-setting " + Init.trainingAis[aiIdx][0] + " for player " + playerIdx, Init.logLevel);
script += "selection.forcePlayerAi(" + playerIdx.toString() + ", " + Init.trainingAis[aiIdx][1].toString() + ");\n";
Init.coreData[coreIndex][2].push(aiIdx);
if (Init.randomCos)
{
script += "selection.playerCO1Changed(\"" + Init.cos[0] + "\", " + i.toString() + ");\n";
script += "selection.playerCO2Changed(\"" + Init.cos[1] + "\", " + i.toString() + ");\n";
}
// overwrite existing default ini
script += "map.getPlayer(" + playerIdx.toString() + ").getBaseGameInput().loadIni(\"normal/" + Init.trainingAis[aiIdx][0] + "\");\n";
}
script += "menu.startGame();\n" +
"},\n" +
"}";
mainServer.startRemoteGame(script, Init.coreData[coreIndex][0]);
Init.rotationCount += 1;
if (Init.rotationCount === Init.playerCount)
{
Init.rotationCount = 0;
Init.rotationStartAi += 1;
if (Init.rotationStartAi > Init.trainingAis.length - Init.playerCount)
{
GameConsole.print("Going for next match up", Init.logLevel);
Init.startAi += 1;
Init.rotationStartAi = Init.startAi;
}
}
}
},
onRemoteGameFinished = function(winner, core)
{
var coreIndex = 0;
for (var i = 0; i < Init.cores; ++i)
{
if (Init.coreData[i][0] === core)
{
coreIndex = i;
break;
}
}
GameConsole.print("Core " + core + " finished", Init.logLevel);
Init.coreData[coreIndex][1] = true;
var state = Init.evaluateMatch(winner, coreIndex);
if (state === Init.nextRun)
{
Init.prepareNextRun();
Init.startAllCores();
}
else if (state === Init.runNextBattle)
{
Init.startRemoteGame(coreIndex);
}
},
evaluateMatch = function(team, coreIndex)
{
var playerCount = Init.playerCount;
var nextRound = Init.runNextBattle;
if (team >= 0)
{
var winnerAi = Init.coreData[coreIndex][2][team];
GameConsole.print("Winning Ai is " + Init.trainingAis[winnerAi][0], Init.logLevel);
for (var i = 0; i < Init.coreData[coreIndex][2].length; ++i)
{
var ai = Init.coreData[coreIndex][2][i];
if (ai !== winnerAi)
{
Init.battleData[winnerAi][ai] += 3;
}
else if (winnerAi < 0)
{
Init.battleData[winnerAi][ai] += 1;
}
}
}
else
{
GameConsole.print("No player won the match", Init.logLevel);
}
if (Init.startAi > Init.trainingAis.length - playerCount)
{
nextRound = Init.nextRun;
for (var i = 0; i < Init.cores; ++i)
{
if (Init.coreData[i][1] === false)
{
// not all cores are idle waiting for all games to be finished
nextRound = Init.sleep;
break;
}
}
}
if (nextRound === Init.nextRun)
{
for (var ai = 0; ai < Init.trainingAis.length; ++ai)
{
for (var ai2 = 0; ai2 < Init.trainingAis.length; ++ai2)
{
if (ai !== ai2)
{
var wonBattles = Init.battleData[ai][ai2];
if (wonBattles > 0)
{
var possibleBattles = Init.playerCount;
var score = 0;
if (wonBattles === 1)
{
score = 1;
}
else if (wonBattles > wonBattles / 2)
{
score = (wonBattles - 1) * 3;
}
else
{
score = (wonBattles - 1) * 2;
}
Init.matchData[ai] += score;
}
}
}
}
}
GameConsole.print("Going for next match up Rotation count: " + Init.rotationCount, Init.logLevel);
GameConsole.print("Going for next match up start ai: " + Init.startAi, Init.logLevel);
GameConsole.print("Going for next match up Rotation start ai: " + Init.rotationStartAi, Init.logLevel);
return nextRound;
},
prepareNextRun = function()
{
GameConsole.print("Preparing next run", Init.logLevel);
var bestAis = [];
for (var i = 0; i < Init.matchData.length; ++i)
{
GameConsole.print("AI " + i + " got a score of " + Init.matchData[i] + " points", Init.logLevel);
var aiScore = Init.matchData[i];
if (aiScore > 0 && i > 0 && aiScore > Init.matchData[0])
{
if (bestAis.length < Init.topAis)
{
bestAis.push([Init.trainingAis[i], aiScore]);
}
else
{
var lowestScore = aiScore;
var lowestIndex = -1;
for (var i2 = 0; i2 < bestAis.length; ++i2)
{
if (bestAis[i2][1] < lowestScore)
{
lowestScore = bestAis[i2][1];
lowestIndex = i2;
}
}
if (lowestIndex >= 0)
{
bestAis[lowestIndex] = [Init.trainingAis[i], aiScore];
}
}
}
}
var aiNames = [];
GameConsole.print("Best selected ai's are: ", Init.logLevel);
for (i = 0; i < bestAis.length; ++i)
{
aiNames.push(bestAis[i][0][0]);
GameConsole.print(aiNames[i] + " with a score of " + bestAis[i][1] + " points", Init.logLevel);
}
var mutateCount = 0;
for (i = 1; i < Init.trainingAis.length; ++i)
{
var mutate = true;
for (var i2 = 0; i2 < aiNames.length; ++i2)
{
if (aiNames[i2] === Init.trainingAis[i][0])
{
mutate = false;
break;
}
}
if (mutate)
{
mutateCount = Init.mutate(mutateCount, i, aiNames);
}
}
Init.runCount = Init.runCount + 1;
GameConsole.print("Starting run: " + Init.runCount, Init.logLevel);
// reset data
if (Init.runCount < Init.maxRuns)
{
Init.startAi = 0;
Init.rotationStartAi = 0;
Init.rotationCount = 0;
Init.matchData = [];
Init.battleData = [];
Init.selectCos();
}
},
selectCos = function()
{
if (Init.randomCos)
{
GameConsole.print("Selecting new co's at random", Init.logLevel);
var cos = coSpriteManager.getCoIds();
var index = globals.randInt(0, cos.length - 1);
while (cos[index] === "CO_RANDOM")
{
index = globals.randInt(0, cos.length - 1);
}
Init.cos[0] = cos[index];
var index2 = globals.randInt(0, cos.length - 1);
while (index === index2 ||
cos[index2] === "CO_RANDOM")
{
index2 = globals.randInt(0, cos.length - 1);
}
Init.cos[1] = cos[index2];
}
},
mutate = function(mutateCount, i, aiNames)
{
var ai = mutateCount % Init.topAis;
GameConsole.print("Mutating ai: " + Init.trainingAis[i][0] + " using ai: " + aiNames[ai], Init.logLevel);
var dummyAi = Init.map.getPlayer(0).getBaseGameInput();
dummyAi.readIni("resources/aidata/normal/" + aiNames[ai]);
dummyAi.randomizeIni("resources/aidata/normal/" + Init.trainingAis[i][0], Init.mutationChance, Init.mutationRate);
++mutateCount;
return mutateCount;
},
}