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This commit is contained in:
717
backend/ai.py
717
backend/ai.py
@@ -1,8 +1,13 @@
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import asyncio
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import random
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import logging
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from dataclasses import dataclass
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from enum import Enum
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from itertools import combinations
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from card import Card
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from game import action_play_card, action_sacrifice, action_end_turn, BOARD_SIZE
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from game import action_play_card, action_sacrifice, action_end_turn, BOARD_SIZE, STARTING_LIFE
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logger = logging.getLogger("app")
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AI_USER_ID = "ai"
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@@ -21,244 +26,418 @@ def get_random_personality() -> AIPersonality:
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def calculate_exact_cost(attack: int, defense: int) -> float:
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"""Calculate the exact cost before rounding (matches card.py formula)."""
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return min(12.0, max(1.0, ((attack**2 + defense**2)**0.18) / 1.5))
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return min(11.0, max(1.0, ((attack**2 + defense**2)**0.18) / 1.5))
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def get_power_curve_value(card: Card) -> float:
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def get_power_curve_value(card) -> float:
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"""
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Returns how much "above the power curve" a card is.
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Positive values mean the card is better than expected for its cost.
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Returns how much above the power curve a card is.
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Positive values mean the card is a better-than-expected deal for its cost.
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"""
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exact_cost = calculate_exact_cost(card.attack, card.defense)
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return exact_cost - card.cost
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def get_card_efficiency(card: Card) -> float:
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"""
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Returns the total stats per cost ratio.
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Higher is better (more stats for the cost).
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"""
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if card.cost == 0:
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return 0
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return (card.attack + card.defense) / card.cost
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def score_card_for_personality(card: Card, personality: AIPersonality) -> float:
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"""
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Score a card based on how well it fits the AI personality.
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Higher scores are better fits.
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"""
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if personality == AIPersonality.AGGRESSIVE:
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# Prefer high attack, attack > defense
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attack_bias = card.attack * 1.5
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return attack_bias + (card.attack - card.defense) * 0.5
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elif personality == AIPersonality.DEFENSIVE:
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# Prefer high defense, defense > attack
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defense_bias = card.defense * 1.5
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return defense_bias + (card.defense - card.attack) * 0.5
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elif personality == AIPersonality.BALANCED:
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# Prefer balanced stats
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stat_diff = abs(card.attack - card.defense)
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balance_score = (card.attack + card.defense) - stat_diff * 0.3
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return balance_score
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elif personality == AIPersonality.GREEDY:
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# Prefer high cost cards
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return card.cost * 2 + (card.attack + card.defense) * 0.5
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elif personality == AIPersonality.SWARM:
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# Prefer low cost cards
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low_cost_bonus = (13 - card.cost) * 1.5
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return low_cost_bonus + (card.attack + card.defense) * 0.3
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elif personality == AIPersonality.CONTROL:
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# Prefer efficient cards (good stats per cost)
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efficiency = get_card_efficiency(card)
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total_stats = card.attack + card.defense
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return efficiency * 5 + total_stats * 0.2
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elif personality == AIPersonality.ARBITRARY:
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# Does whatever
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return random.random()*100
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return card.attack + card.defense
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def energy_curve(difficulty: int, personality: AIPersonality) -> tuple[int, int, int]:
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"""Calculate a desired energy curve based on difficulty, personality, and a random factor"""
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# First: cards with cost 1-3
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# Second: cards with cost 4-6
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# Third is inferred, and is cards with cost 7+
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diff_low, diff_mid = [
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(12, 8), # 1
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(11, 9), # 2
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(10, 9), # 3
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( 9,10), # 4
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( 9, 9), # 5
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( 9, 8), # 6
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( 8, 9), # 7
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( 7,10), # 8
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( 7, 9), # 9
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( 6, 9), # 10
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][difficulty - 1]
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r1 = random.randint(0,20)
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r2 = random.randint(0,20-r1)
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pers_low, pers_mid = {
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AIPersonality.AGGRESSIVE: ( 8,10),
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AIPersonality.ARBITRARY: (r1,r2),
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AIPersonality.BALANCED: ( 7,10),
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AIPersonality.CONTROL: ( 3, 8),
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AIPersonality.DEFENSIVE: ( 6, 8),
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AIPersonality.GREEDY: ( 3, 7),
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AIPersonality.SWARM: (15, 3),
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}[personality]
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# Blend difficulty (70%) and personality (30%) curves
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blended_low = diff_low * 0.7 + pers_low * 0.3
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blended_mid = diff_mid * 0.7 + pers_mid * 0.3
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# Add small random variance (±1)
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low = int(blended_low + random.uniform(-1, 1))
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mid = int(blended_mid + random.uniform(-1, 1))
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# Ensure low + mid doesn't exceed 20
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if low + mid > 20:
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# Scale down proportionally
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total = low + mid
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low = int((low / total) * 20)
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mid = 20 - low
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high = 0
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else:
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high = 20 - low - mid
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# Apply difficulty constraints
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if difficulty == 1:
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# Difficulty 1: absolutely no high-cost cards
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if high > 0:
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# Redistribute high cards to low and mid
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low += high // 2
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mid += high - (high // 2)
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high = 0
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# Final bounds checking
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low = max(0, min(20, low))
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mid = max(0, min(20 - low, mid))
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high = max(0, 20 - low - mid)
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return (low, mid, high)
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def choose_cards(cards: list[Card], difficulty: int, personality: AIPersonality) -> list[Card]:
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"""
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Choose 20 cards from available cards based on difficulty and personality.
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BUDGET = 50
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Difficulty (1-10) affects:
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- Higher difficulty = prefers cards above the power curve
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- Lower difficulty = prefers low-cost cards for early game playability
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- Lower difficulty = avoids taking the ridiculously good high-cost cards
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logger.info(f"Personality: {personality.value}")
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logger.info(f"Difficulty: {difficulty}")
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card_strings = [
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f"{c.name} {c.cost}"
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for c in sorted(cards, key=lambda x: x.cost)[::-1][:20]
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]
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logger.info("Cards:\n"+("\n".join(card_strings)))
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Personality affects which types of cards are preferred.
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"""
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if len(cards) < 20:
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return cards
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# God cards (cost 7-11) are gated by difficulty. Below difficulty 7 they are excluded.
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# Each level from 7 upward unlocks a higher cost tier; at difficulty 10 all are allowed.
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if difficulty >= 6:
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max_card_cost = difficulty+1
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else:
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max_card_cost = 6
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# Get target energy curve based on difficulty and personality
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target_low, target_mid, target_high = energy_curve(difficulty, personality)
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allowed = [c for c in cards if c.cost <= max_card_cost] or list(cards)
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selected = []
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remaining = list(cards)
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def card_score(card: Card) -> float:
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pcv = get_power_curve_value(card)
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# Normalize pcv to [0, 1].
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pcv_norm = max(0.0, min(1.0, pcv))
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# Fill each cost bracket by distributing across individual cost levels
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for cost_min, cost_max, target_count in [(1, 3, target_low), (4, 6, target_mid), (7, 12, target_high)]:
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if target_count == 0:
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cost_norm = card.cost / max_card_cost # [0, 1]; higher = more expensive
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total = card.attack + card.defense
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atk_ratio = card.attack / total if total else 0.5
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if personality == AIPersonality.AGGRESSIVE:
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# Prefers high-attack cards; slight bias toward high cost for raw power
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return 0.50 * atk_ratio + 0.30 * pcv_norm + 0.20 * cost_norm
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if personality == AIPersonality.DEFENSIVE:
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# Prefers high-defense cards; same cost bias
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return 0.50 * (1.0 - atk_ratio) + 0.30 * pcv_norm + 0.20 * cost_norm
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if personality == AIPersonality.GREEDY:
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# Fills budget with the fewest, most expensive cards possible
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return 0.70 * cost_norm + 0.30 * pcv_norm
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if personality == AIPersonality.SWARM:
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# Cheap cards
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return 0.45 * (1.0 - cost_norm) + 0.35 * atk_ratio + 0.20 * pcv_norm
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if personality == AIPersonality.CONTROL:
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# Values efficiency above all: wants cards that are above the power curve,
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# with a secondary preference for higher cost
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return 0.70 * pcv_norm + 0.30 * cost_norm
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if personality == AIPersonality.BALANCED:
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# Blends everything: efficiency, cost spread, and a slight attack lean
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return 0.40 * pcv_norm + 0.35 * cost_norm + 0.15 * atk_ratio + 0.10 * (1.0 - atk_ratio)
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# ARBITRARY: mostly random at lower difficulties
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return (0.05 * difficulty) * pcv_norm + (1 - (0.05 * difficulty)) * random.random()
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# Higher difficulty -> less noise -> more optimal deck composition
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noise = ((10 - difficulty) / 9.0) * 0.50
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scored = sorted(
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[(card_score(c) + random.gauss(0, noise), c) for c in allowed],
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key=lambda x: x[0],
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reverse=True,
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)
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# Minimum budget reserved for cheap (cost 1-3) cards to ensure early-game presence.
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# Without cheap cards the AI will play nothing for the first several turns.
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early_budget = {
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AIPersonality.GREEDY: 4,
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AIPersonality.SWARM: 12,
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AIPersonality.AGGRESSIVE: 8,
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AIPersonality.DEFENSIVE: 10,
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AIPersonality.CONTROL: 8,
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AIPersonality.BALANCED: 10,
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AIPersonality.ARBITRARY: 8,
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}[personality]
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selected: list[Card] = []
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total_cost = 0
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# First pass: secure early-game cards
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cheap_spent = 0
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for _, card in scored:
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if cheap_spent >= early_budget:
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break
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if card.cost > 3 or total_cost + card.cost > BUDGET:
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continue
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bracket_cards = [c for c in remaining if cost_min <= c.cost <= cost_max]
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if not bracket_cards:
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continue
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# Group cards by exact cost
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by_cost = {}
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for card in bracket_cards:
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if card.cost not in by_cost:
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by_cost[card.cost] = []
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by_cost[card.cost].append(card)
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# Distribute target_count across available costs
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available_costs = sorted(by_cost.keys())
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if not available_costs:
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continue
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# Calculate how many cards to take from each cost level
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per_cost = max(1, target_count // len(available_costs))
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remainder = target_count % len(available_costs)
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for cost in available_costs:
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cost_cards = by_cost[cost]
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# Score cards at this specific cost level
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cost_scores = []
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for card in cost_cards:
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# Base score from personality (but normalize by cost to avoid bias)
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personality_score = score_card_for_personality(card, personality)
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# Normalize: divide by cost to make 1-cost and 3-cost comparable
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# Then multiply by average cost in bracket for scaling
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avg_bracket_cost = (cost_min + cost_max) / 2
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normalized_score = (personality_score / max(1, card.cost)) * avg_bracket_cost
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# Power curve bonus
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power_curve = get_power_curve_value(card)
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difficulty_factor = (difficulty - 5.5) / 4.5
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power_curve_score = power_curve * difficulty_factor * 5
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# For low difficulties, heavily penalize high-cost cards with good stats
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if difficulty <= 4 and card.cost >= 7:
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power_penalty = max(0, power_curve) * -10
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normalized_score += power_penalty
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total_score = normalized_score + power_curve_score
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cost_scores.append((card, total_score))
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# Sort and take best from this cost level
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cost_scores.sort(key=lambda x: x[1], reverse=True)
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# Take per_cost, plus 1 extra if this is one of the remainder slots
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to_take = per_cost
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if remainder > 0:
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to_take += 1
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remainder -= 1
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to_take = min(to_take, len(cost_scores))
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for i in range(to_take):
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card = cost_scores[i][0]
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selected.append(card)
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remaining.remove(card)
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if len(selected) >= 20:
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break
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if len(selected) >= 20:
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break
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# Fill remaining slots with best available cards
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# This handles cases where brackets didn't have enough cards
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while len(selected) < 20 and remaining:
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remaining_scores = []
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for card in remaining:
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personality_score = score_card_for_personality(card, personality)
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power_curve = get_power_curve_value(card)
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difficulty_factor = (difficulty - 5.5) / 4.5
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power_curve_score = power_curve * difficulty_factor * 5
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# For remaining slots, add a slight preference for lower cost cards
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# to ensure we have early-game plays
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cost_penalty = (card.cost - 4) * 0.5 # Neutral at 4, penalty for higher
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total_score = personality_score + power_curve_score - cost_penalty
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remaining_scores.append((card, total_score))
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remaining_scores.sort(key=lambda x: x[1], reverse=True)
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card = remaining_scores[0][0]
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selected.append(card)
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remaining.remove(card)
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total_cost += card.cost
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cheap_spent += card.cost
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return selected[:20]
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# Second pass: fill remaining budget greedily by score
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taken = {id(c) for c in selected}
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for _, card in scored:
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if total_cost >= BUDGET:
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break
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if id(card) in taken or total_cost + card.cost > BUDGET:
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continue
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selected.append(card)
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total_cost += card.cost
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card_strings = [
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f"{c.name} {c.cost}"
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for c in sorted(selected, key=lambda x: x.cost)
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]
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logger.info("Selected:\n"+("\n".join(card_strings)))
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return selected
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# ==================== Turn planning ====================
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@dataclass
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class MovePlan:
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sacrifice_slots: list[int]
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plays: list[tuple] # (CardInstance, board_slot: int)
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label: str = ""
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def _affordable_subsets(hand, energy, start=0):
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"""Yield every subset of cards from hand whose total cost fits within energy."""
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yield []
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for i in range(start, len(hand)):
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card = hand[i]
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if card.cost <= energy:
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for rest in _affordable_subsets(hand, energy - card.cost, i + 1):
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yield [card] + rest
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def _plans_for_sacrifice(player, opponent, sacrifice_slots):
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"""Generate one plan per affordable card subset for a given sacrifice set."""
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board = list(player.board)
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energy = player.energy
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for slot in sacrifice_slots:
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if board[slot] is not None:
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board[slot] = None
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energy += 1
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hand = list(player.hand)
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empty_slots = [i for i, c in enumerate(board) if c is None]
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en_board = opponent.board
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# For scoring: open enemy slots first so the simulation reflects
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# direct-damage potential accurately.
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scoring_slots = (
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[s for s in empty_slots if en_board[s] is None] +
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[s for s in empty_slots if en_board[s] is not None]
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)
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return [
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MovePlan(
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sacrifice_slots=list(sacrifice_slots),
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plays=list(zip(cards, scoring_slots)),
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label=f"sac{len(sacrifice_slots)}_play{len(cards)}",
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)
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for cards in _affordable_subsets(hand, energy)
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]
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def generate_plans(player, opponent) -> list[MovePlan]:
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"""Generate diverse candidate move plans covering a range of strategies."""
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plans = []
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# Sacrifice n board cards
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occupied = [s for s in range(BOARD_SIZE) if player.board[s] is not None]
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for n in range(len(occupied) + 1):
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for slots in combinations(occupied, n):
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plans += _plans_for_sacrifice(player, opponent, list(slots))
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# Idle: do nothing
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plans.append(MovePlan(sacrifice_slots=[], plays=[], label="idle"))
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return plans
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def score_plan(plan: MovePlan, player, opponent, personality: AIPersonality) -> float:
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"""
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Score a plan from ~0.0 to ~1.0 based on the projected board state after
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executing it. Higher is better.
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"""
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# Simulate board after sacrifices + plays
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board = list(player.board)
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energy = player.energy
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for slot in plan.sacrifice_slots:
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if board[slot] is not None:
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board[slot] = None
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energy += 1
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for card, slot in plan.plays:
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board[slot] = card
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en_board = opponent.board
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enemy_occupied = sum(1 for c in en_board if c is not None)
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# --- Combat metrics ---
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direct_damage = 0 # AI attacks going straight to opponent life
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board_damage = 0 # AI attacks hitting enemy cards
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blocking_slots = 0 # Slots where AI blocks an enemy card
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cards_destroyed = 0 # Enemy cards the AI would destroy this turn
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unblocked_incoming = 0 # Enemy attacks that go straight to AI life
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cards_on_board = 0
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for slot in range(BOARD_SIZE):
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my = board[slot]
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en = en_board[slot]
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if my:
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cards_on_board += 1
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if my and en is None:
|
||||
direct_damage += my.attack
|
||||
if my and en:
|
||||
board_damage += my.attack
|
||||
blocking_slots += 1
|
||||
if my.attack >= en.defense:
|
||||
cards_destroyed += 1
|
||||
if not my and en:
|
||||
unblocked_incoming += en.attack
|
||||
|
||||
# --- Normalize to [0, 1] ---
|
||||
# How threatening is the attack relative to what remains of opponent's life?
|
||||
atk_score = min(1.0, direct_damage / max(opponent.life, 1))
|
||||
|
||||
# What fraction of enemy slots are blocked?
|
||||
block_score = (blocking_slots / enemy_occupied) if enemy_occupied > 0 else 1.0
|
||||
|
||||
# What fraction of all slots are filled?
|
||||
cover_score = cards_on_board / BOARD_SIZE
|
||||
|
||||
# What fraction of enemy cards do are destroyed?
|
||||
destroy_score = (cards_destroyed / enemy_occupied) if enemy_occupied > 0 else 0.0
|
||||
|
||||
# How safe is the AI from unblocked hits relative to its own life?
|
||||
threat_score = 1.0 - min(1.0, unblocked_incoming / max(player.life, 1))
|
||||
|
||||
# How many cards compared to the enemy?
|
||||
opponent_cards_left = len(opponent.deck) + len(opponent.hand) + enemy_occupied
|
||||
my_cards_left = len(player.deck) + len(player.hand) + blocking_slots
|
||||
attrition_score = my_cards_left/(my_cards_left + opponent_cards_left)
|
||||
|
||||
# Net value: cost of cards played minus cost of cards sacrificed.
|
||||
n_sac = len(plan.sacrifice_slots)
|
||||
sac_value = sum(player.board[s].cost for s in plan.sacrifice_slots if player.board[s] is not None)
|
||||
play_value = sum(c.cost for c, _ in plan.plays)
|
||||
net_value = play_value - sac_value
|
||||
net_value_norm = max(0.0, min(1.0, (net_value + 10) / 20))
|
||||
|
||||
# Sacrifice penalty. Applied as a flat deduction after personality scoring.
|
||||
sacrifice_penalty = 0.0
|
||||
if n_sac > 0:
|
||||
# Penalty 1: wasted energy. Each sacrifice gives +1 energy; if that energy
|
||||
# goes unspent it was pointless. Weighted heavily.
|
||||
energy_leftover = player.energy + n_sac - play_value
|
||||
wasted_sac_energy = max(0, min(n_sac, energy_leftover))
|
||||
wasted_penalty = wasted_sac_energy / n_sac
|
||||
|
||||
# Penalty 2: low-value swap. Each sacrifice should at minimum unlock a card
|
||||
# that costs more than the one removed (net_value > n_sac means each
|
||||
# sacrifice bought at least one extra cost point). Anything less is a bad trade.
|
||||
swap_penalty = max(0.0, min(1.0, (n_sac - net_value) / max(n_sac, 1)))
|
||||
|
||||
sacrifice_penalty = 0.65 * wasted_penalty + 0.35 * swap_penalty
|
||||
|
||||
# Power curve value of the cards played (are they good value for their cost?)
|
||||
if plan.plays:
|
||||
pcv_scores = [max(0.0, min(1.0, get_power_curve_value(c))) for c, _ in plan.plays]
|
||||
pcv_score = sum(pcv_scores) / len(pcv_scores)
|
||||
else:
|
||||
pcv_score = 0.5
|
||||
|
||||
# --- Personality weights ---
|
||||
if personality == AIPersonality.AGGRESSIVE:
|
||||
# Maximize direct damage
|
||||
score = (
|
||||
0.40 * atk_score +
|
||||
0.10 * block_score +
|
||||
0.10 * cover_score +
|
||||
0.10 * net_value_norm +
|
||||
0.15 * destroy_score +
|
||||
0.05 * attrition_score +
|
||||
0.05 * pcv_score +
|
||||
0.05 * threat_score
|
||||
)
|
||||
|
||||
elif personality == AIPersonality.DEFENSIVE:
|
||||
# Block everything
|
||||
score = (
|
||||
0.05 * atk_score +
|
||||
0.35 * block_score +
|
||||
0.20 * cover_score +
|
||||
0.05 * net_value_norm +
|
||||
0.05 * destroy_score +
|
||||
0.10 * attrition_score +
|
||||
0.05 * pcv_score +
|
||||
0.15 * threat_score
|
||||
)
|
||||
|
||||
elif personality == AIPersonality.SWARM:
|
||||
# Fill the board and press with direct damage
|
||||
score = (
|
||||
0.25 * atk_score +
|
||||
0.10 * block_score +
|
||||
0.35 * cover_score +
|
||||
0.05 * net_value_norm +
|
||||
0.05 * destroy_score +
|
||||
0.10 * attrition_score +
|
||||
0.05 * pcv_score +
|
||||
0.05 * threat_score
|
||||
)
|
||||
|
||||
elif personality == AIPersonality.GREEDY:
|
||||
# High-value card plays, willing to sacrifice weak cards for strong ones
|
||||
score = (
|
||||
0.20 * atk_score +
|
||||
0.05 * block_score +
|
||||
0.10 * cover_score +
|
||||
0.40 * net_value_norm +
|
||||
0.05 * destroy_score +
|
||||
0.05 * attrition_score +
|
||||
0.10 * pcv_score +
|
||||
0.05 * threat_score
|
||||
)
|
||||
|
||||
elif personality == AIPersonality.CONTROL:
|
||||
# Efficiency
|
||||
score = (
|
||||
0.10 * atk_score +
|
||||
0.05 * block_score +
|
||||
0.05 * cover_score +
|
||||
0.20 * net_value_norm +
|
||||
0.05 * destroy_score +
|
||||
0.10 * attrition_score +
|
||||
0.40 * pcv_score +
|
||||
0.05 * threat_score
|
||||
)
|
||||
|
||||
elif personality == AIPersonality.BALANCED:
|
||||
score = (
|
||||
0.10 * atk_score +
|
||||
0.15 * block_score +
|
||||
0.10 * cover_score +
|
||||
0.10 * net_value_norm +
|
||||
0.10 * destroy_score +
|
||||
0.10 * attrition_score +
|
||||
0.15 * pcv_score +
|
||||
0.10 * threat_score
|
||||
)
|
||||
|
||||
else: # ARBITRARY
|
||||
score = (
|
||||
0.60 * random.random() +
|
||||
0.05 * atk_score +
|
||||
0.05 * block_score +
|
||||
0.05 * cover_score +
|
||||
0.05 * net_value_norm +
|
||||
0.05 * destroy_score +
|
||||
0.05 * attrition_score +
|
||||
0.05 * pcv_score +
|
||||
0.05 * threat_score
|
||||
)
|
||||
|
||||
# --- Context adjustments ---
|
||||
|
||||
# Lethal takes priority regardless of personality
|
||||
if direct_damage >= opponent.life:
|
||||
score = max(score, 0.95)
|
||||
|
||||
if unblocked_incoming >= player.life:
|
||||
score = min(score, 0.05)
|
||||
|
||||
# Against god-card decks: cover all slots so their big cards can't attack freely
|
||||
if opponent.deck_type in ("God Card", "Pantheon"):
|
||||
score = min(1.0, score + 0.08 * cover_score)
|
||||
|
||||
# Against aggro/rush: need to block more urgently
|
||||
if opponent.deck_type in ("Aggro", "Rush"):
|
||||
score = min(1.0, score + 0.06 * block_score + 0.04 * threat_score)
|
||||
|
||||
# Against wall decks: direct damage matters more than destroying cards
|
||||
if opponent.deck_type == "Wall":
|
||||
score = min(1.0, score + 0.06 * atk_score)
|
||||
|
||||
# Press the advantage when opponent is low on life
|
||||
if opponent.life < STARTING_LIFE * 0.3:
|
||||
score = min(1.0, score + 0.06 * atk_score)
|
||||
|
||||
# Prioritize survival when low on life
|
||||
if player.life < STARTING_LIFE * 0.3:
|
||||
score = min(1.0, score + 0.06 * threat_score + 0.04 * block_score)
|
||||
|
||||
# Opponent running low on cards: keep a card on board for attrition win condition
|
||||
if opponent_cards_left <= 5 and cards_on_board > 0:
|
||||
score = min(1.0, score + 0.05)
|
||||
|
||||
# Apply sacrifice penalty last so it can override all other considerations.
|
||||
score = max(0.0, score - sacrifice_penalty)
|
||||
|
||||
return score
|
||||
|
||||
|
||||
# ==================== Turn execution ====================
|
||||
|
||||
async def run_ai_turn(game_id: str):
|
||||
from game_manager import (
|
||||
@@ -281,46 +460,78 @@ async def run_ai_turn(game_id: str):
|
||||
await asyncio.sleep(calculate_combat_animation_time(state.last_combat_events))
|
||||
|
||||
player = state.players[AI_USER_ID]
|
||||
opponent = state.players[human_id]
|
||||
difficulty = state.ai_difficulty
|
||||
personality = (
|
||||
AIPersonality(state.ai_personality)
|
||||
if state.ai_personality
|
||||
else AIPersonality.BALANCED
|
||||
)
|
||||
|
||||
ws = connections[game_id].get(human_id)
|
||||
async def send_state(state):
|
||||
|
||||
async def send_state(s):
|
||||
if ws:
|
||||
try:
|
||||
await ws.send_json({
|
||||
"type": "state",
|
||||
"state": serialize_state(state, human_id),
|
||||
})
|
||||
await ws.send_json({"type": "state", "state": serialize_state(s, human_id)})
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
most_expensive_in_hand = max((c.cost for c in player.hand), default=0)
|
||||
if player.energy < most_expensive_in_hand:
|
||||
for slot in range(BOARD_SIZE):
|
||||
slot_card = player.board[slot]
|
||||
if slot_card is not None and player.energy + slot_card.cost <= most_expensive_in_hand:
|
||||
if ws:
|
||||
try:
|
||||
await ws.send_json({
|
||||
"type": "sacrifice_animation",
|
||||
"instance_id": slot_card.instance_id,
|
||||
})
|
||||
except Exception:
|
||||
pass
|
||||
await asyncio.sleep(0.65)
|
||||
action_sacrifice(state, slot)
|
||||
await send_state(state)
|
||||
await asyncio.sleep(0.35)
|
||||
async def send_sacrifice_anim(instance_id):
|
||||
if ws:
|
||||
try:
|
||||
await ws.send_json({"type": "sacrifice_animation", "instance_id": instance_id})
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
play_order = list(range(BOARD_SIZE))
|
||||
random.shuffle(play_order)
|
||||
for slot in play_order:
|
||||
# --- Generate and score candidate plans ---
|
||||
plans = generate_plans(player, opponent)
|
||||
|
||||
if difficulty <= 2:
|
||||
# Actively bad
|
||||
scored = [(score_plan(p, player, opponent, personality) + random.gauss(0, 0.15*difficulty), p)
|
||||
for p in plans]
|
||||
best_plan = min(scored, key=lambda x: x[0])[1]
|
||||
elif difficulty == 3:
|
||||
# Fully random
|
||||
best_plan = random.choice(plans)
|
||||
else:
|
||||
noise = max(0.0, ((8 - difficulty) / 6.0) * 0.30)
|
||||
scored = [(score_plan(p, player, opponent, personality) + random.gauss(0, noise), p)
|
||||
for p in plans]
|
||||
best_plan = max(scored, key=lambda x: x[0])[1]
|
||||
|
||||
logger.info(
|
||||
f"AI turn: d={difficulty} p={personality.value} plan={best_plan.label} plans={len(plans)} " +
|
||||
f"sac={best_plan.sacrifice_slots} plays={[c.name for c, _ in best_plan.plays]}"
|
||||
)
|
||||
|
||||
# --- Execute sacrifices ---
|
||||
for slot in best_plan.sacrifice_slots:
|
||||
card_slot = player.board[slot]
|
||||
if card_slot is None:
|
||||
continue
|
||||
await send_sacrifice_anim(card_slot.instance_id)
|
||||
await asyncio.sleep(0.65)
|
||||
action_sacrifice(state, slot)
|
||||
await send_state(state)
|
||||
await asyncio.sleep(0.35)
|
||||
|
||||
# --- Execute plays ---
|
||||
# Shuffle play order so the AI doesn't always fill slots left-to-right
|
||||
plays = list(best_plan.plays)
|
||||
random.shuffle(plays)
|
||||
|
||||
for card, slot in plays:
|
||||
# Re-look up hand index each time (hand shrinks as cards are played)
|
||||
hand_idx = next((i for i, c in enumerate(player.hand) if c is card), None)
|
||||
if hand_idx is None:
|
||||
continue
|
||||
if player.board[slot] is not None:
|
||||
continue
|
||||
affordable = [i for i, c in enumerate(player.hand) if c.cost <= player.energy]
|
||||
if not affordable:
|
||||
break
|
||||
best = max(affordable, key=lambda i: player.hand[i].cost)
|
||||
action_play_card(state, best, slot)
|
||||
if card.cost > player.energy:
|
||||
continue
|
||||
action_play_card(state, hand_idx, slot)
|
||||
await send_state(state)
|
||||
await asyncio.sleep(0.5)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user