Allows running tests using a seeded RNG.

Running the same game twice now works! There may be issues I haven't found with certain AI behaviors around mechanics I didn't use in my tests.


(cherry picked from commit 194b47c1ad61c8f1efb6bce8af2bb10d1fa8f6c3)
This commit is contained in:
Meerkov
2018-04-18 20:57:01 -07:00
parent 38376b3978
commit bd097888a3
5 changed files with 36 additions and 19 deletions

View File

@@ -2216,7 +2216,10 @@ public class ComputerUtil {
} }
return ComputerUtilCard.getBestAI(list); return ComputerUtilCard.getBestAI(list);
} else { } else {
return Iterables.getFirst(votes.keySet(), null); // TODO: This is just picking randomly amongst already picked things. It should probably pick the worst instead.
List<Object> a = Arrays.asList(votes.keySet().toArray());
Collections.shuffle(a, MyRandom.getRandom());
return a.get(0);
} }
case "Protection": case "Protection":
if (votes.isEmpty()) { if (votes.isEmpty()) {

View File

@@ -134,7 +134,8 @@ public class ComputerUtilMana {
Collections.sort(orderedCards, new Comparator<Card>() { Collections.sort(orderedCards, new Comparator<Card>() {
@Override @Override
public int compare(final Card card1, final Card card2) { public int compare(final Card card1, final Card card2) {
return Integer.compare(manaCardMap.get(card1), manaCardMap.get(card2)); int result = Integer.compare(manaCardMap.get(card1), manaCardMap.get(card2));
return result != 0 ? result : Float.compare(card1.getTimestamp(), card2.getTimestamp());
} }
}); });
@@ -308,7 +309,7 @@ public class ComputerUtilMana {
} }
// select which abilities may be used for each shard // select which abilities may be used for each shard
Multimap<ManaCostShard, SpellAbility> sourcesForShards = ComputerUtilMana.groupAndOrderToPayShards(ai, manaAbilityMap, cost); ListMultimap<ManaCostShard, SpellAbility> sourcesForShards = ComputerUtilMana.groupAndOrderToPayShards(ai, manaAbilityMap, cost);
sortManaAbilities(sourcesForShards); sortManaAbilities(sourcesForShards);
@@ -858,7 +859,6 @@ public class ComputerUtilMana {
} }
AiController aic = ((PlayerControllerAi)ai.getController()).getAi(); AiController aic = ((PlayerControllerAi)ai.getController()).getAi();
int chanceToReserve = aic.getIntProperty(AiProps.RESERVE_MANA_FOR_MAIN2_CHANCE);
PhaseType curPhase = ai.getGame().getPhaseHandler().getPhase(); PhaseType curPhase = ai.getGame().getPhaseHandler().getPhase();
@@ -877,7 +877,8 @@ public class ComputerUtilMana {
// obey mana reservations for Main 2; otherwise, obey mana reservations depending on the "chance to reserve" // obey mana reservations for Main 2; otherwise, obey mana reservations depending on the "chance to reserve"
// AI profile variable. // AI profile variable.
if (sa.getSVar("LowPriorityAI").equals("")) { if (sa.getSVar("LowPriorityAI").equals("")) {
if (chanceToReserve == 0 || MyRandom.getRandom().nextInt(100) >= chanceToReserve) { float chanceToReserve = aic.getFloatProperty(AiProps.RESERVE_MANA_FOR_MAIN2_CHANCE);
if (MyRandom.getRandom().nextDouble() >= chanceToReserve) {
return false; return false;
} }
} }
@@ -1005,7 +1006,7 @@ public class ComputerUtilMana {
* @return a boolean. * @return a boolean.
*/ */
private static String payMultipleMana(ManaCostBeingPaid testCost, String mana, final Player p) { private static String payMultipleMana(ManaCostBeingPaid testCost, String mana, final Player p) {
List<String> unused = new ArrayList<>(4); List<String> unused = new ArrayList<String>(4);
for (String manaPart : TextUtil.split(mana, ' ')) { for (String manaPart : TextUtil.split(mana, ' ')) {
if (StringUtils.isNumeric(manaPart)) { if (StringUtils.isNumeric(manaPart)) {
for (int i = Integer.parseInt(manaPart); i > 0; i--) { for (int i = Integer.parseInt(manaPart); i > 0; i--) {

View File

@@ -34,22 +34,27 @@ public class MyRandom {
private static Random random = new SecureRandom(); private static Random random = new SecureRandom();
/** /**
* <p> * Changes into a non-CSPRNG, which can be seeded for use in tests/repeatable experiments.
* percentTrue.<br>
* If percent is like 30, then 30% of the time it will be true.
* </p>
*
* @param percent
* a int.
* @return a boolean.
*/ */
public static boolean percentTrue(final int percent) { public static void setSeed(int seed) {
return percent > MyRandom.getRandom().nextInt(100); System.out.println("Setting the RNG seed to: " + seed);
random = new Random(seed);
}
/**
* Returns True with Percent probability.
*
* TODO: My guess is no one is passing in a number scaled to 100. This API should probably be cut.
*/
public static boolean percentTrue(final long percent) {
return percent > MyRandom.getRandom().nextDouble() * 100;
} }
/** /**
* Gets the random. * Gets the random.
* *
* TODO: Make this private, and instead add a robust set of APIs here.
*
* @return the random * @return the random
*/ */
public static Random getRandom() { public static Random getRandom() {
@@ -60,7 +65,7 @@ public class MyRandom {
int[] groups = new int[numGroups]; int[] groups = new int[numGroups];
for (int i = 0; i < value; i++) { for (int i = 0; i < value; i++) {
groups[random.nextInt(numGroups)]++; groups[MyRandom.getRandom().nextInt(numGroups)]++;
} }
return groups; return groups;

View File

@@ -22,6 +22,7 @@ import forge.game.player.RegisteredPlayer;
import forge.model.FModel; import forge.model.FModel;
import forge.player.GamePlayerUtil; import forge.player.GamePlayerUtil;
import forge.util.Lang; import forge.util.Lang;
import forge.util.MyRandom;
public class SimulateMatch { public class SimulateMatch {
public static void simulate(String[] args) { public static void simulate(String[] args) {
@@ -55,6 +56,7 @@ public class SimulateMatch {
} }
else { else {
System.err.println("Illegal parameter usage"); System.err.println("Illegal parameter usage");
argumentHelp();
return; return;
} }
} }
@@ -78,6 +80,10 @@ public class SimulateMatch {
type = GameType.valueOf(WordUtils.capitalize(params.get("f").get(0))); type = GameType.valueOf(WordUtils.capitalize(params.get("f").get(0)));
} }
if (params.containsKey("s")) {
MyRandom.setSeed(Integer.parseInt(params.get("s").get(0)));
}
GameRules rules = new GameRules(type); GameRules rules = new GameRules(type);
rules.setAppliedVariants(EnumSet.of(type)); rules.setAppliedVariants(EnumSet.of(type));
@@ -145,7 +151,7 @@ public class SimulateMatch {
} }
private static void argumentHelp() { private static void argumentHelp() {
System.out.println("Syntax: forge.exe sim -d <deck1[.dck]> ... <deckX[.dck]> -D [D] -n [N] -m [M] -t [T] -p [P] -f [F] -q"); System.out.println("Syntax: forge.exe sim -d <deck1[.dck]> ... <deckX[.dck]> -D [D] -n [N] -m [M] -t [T] -p [P] -f [F] -s [S] -q");
System.out.println("\tsim - stands for simulation mode"); System.out.println("\tsim - stands for simulation mode");
System.out.println("\tdeck1 (or deck2,...,X) - constructed deck name or filename (has to be quoted when contains multiple words)"); System.out.println("\tdeck1 (or deck2,...,X) - constructed deck name or filename (has to be quoted when contains multiple words)");
System.out.println("\tdeck is treated as file if it ends with a dot followed by three numbers or letters"); System.out.println("\tdeck is treated as file if it ends with a dot followed by three numbers or letters");
@@ -155,6 +161,7 @@ public class SimulateMatch {
System.out.println("\tT - Type of tournament to run with all provided decks (Bracket, RoundRobin, Swiss)"); System.out.println("\tT - Type of tournament to run with all provided decks (Bracket, RoundRobin, Swiss)");
System.out.println("\tP - Amount of players per match (used only with Tournaments, defaults to 2)"); System.out.println("\tP - Amount of players per match (used only with Tournaments, defaults to 2)");
System.out.println("\tF - format of games, defaults to constructed"); System.out.println("\tF - format of games, defaults to constructed");
System.out.println("\ts - Set the RNG seed. Use if you want to play the same game twice.");
System.out.println("\tq - Quiet flag. Output just the game result, not the entire game log."); System.out.println("\tq - Quiet flag. Output just the game result, not the entire game log.");
} }
@@ -167,7 +174,6 @@ public class SimulateMatch {
final Game g1 = mc.createGame(); final Game g1 = mc.createGame();
// will run match in the same thread // will run match in the same thread
long startTime = System.currentTimeMillis();
try { try {
TimeLimitedCodeBlock.runWithTimeout(new Runnable() { TimeLimitedCodeBlock.runWithTimeout(new Runnable() {
@Override @Override

View File

@@ -29,12 +29,14 @@ import forge.item.IPaperCard;
import forge.model.FModel; import forge.model.FModel;
import forge.properties.ForgePreferences; import forge.properties.ForgePreferences;
import forge.properties.ForgePreferences.FPref; import forge.properties.ForgePreferences.FPref;
import forge.util.MyRandom;
import junit.framework.TestCase; import junit.framework.TestCase;
public class SimulationTestCase extends TestCase { public class SimulationTestCase extends TestCase {
private static boolean initialized = false; private static boolean initialized = false;
protected Game initAndCreateGame() { protected Game initAndCreateGame() {
MyRandom.setSeed(0); // Initialize the random seed to create predictable tests.
List<RegisteredPlayer> players = Lists.newArrayList(); List<RegisteredPlayer> players = Lists.newArrayList();
Deck d1 = new Deck(); Deck d1 = new Deck();
players.add(new RegisteredPlayer(d1).setPlayer(new LobbyPlayerAi("p2", null))); players.add(new RegisteredPlayer(d1).setPlayer(new LobbyPlayerAi("p2", null)));