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ArmyEngine.py
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from __future__ import annotations
import random
import logbook
import time
import typing
import nashpy
import numpy
import DebugHelper
import SearchUtils
from ArmyAnalyzer import ArmyAnalyzer
from ArmyTracker import Army
from BoardAnalyzer import BoardAnalyzer
from Interfaces import MapMatrixInterface
from Models import Move, MoveBase
from Engine.ArmyEngineModels import ArmySimState, ArmySimResult, SimTile, ArmySimEvaluationParams
from MctsLudii import MctsDUCT, Game, Context, MctsEngineSummary
from Path import Path
from PerformanceTelemetry import PerformanceTelemetry
from base.client.map import MapBase, Tile
from MapMatrix import MapMatrix
class ArmyEngine(object):
def __init__(
self,
map: MapBase,
friendlyArmies: typing.List[Army],
enemyArmies: typing.List[Army],
boardAnalysis: BoardAnalyzer,
friendlyCaptureValues: MapMatrixInterface[int] | None = None,
enemyCaptureValues: MapMatrixInterface[int] | None = None,
timeCap: float = 0.05,
mctsRunner: MctsDUCT | None = None,
):
"""
@param map:
@param friendlyArmies: The tiles in the scrim
@param enemyArmies:
@param boardAnalysis:
@param friendlyCaptureValues:
@param enemyCaptureValues:
"""
self.map = map
self.friendly_armies: typing.List[Army] = friendlyArmies
self.enemy_armies: typing.List[Army] = enemyArmies
self.board_analysis: BoardAnalyzer = boardAnalysis
self.inter_army_analysis: ArmyAnalyzer | None = None
self.friendly_player = friendlyArmies[0].player
self.enemy_player = enemyArmies[0].player
self.base_city_differential: int = 0
self.next_cycle_turn = None
"""The city differential at sim start, used for determining whether we are city-bonus-positive or city-bonus-negative during the duration of a scrim."""
self.iterations: int = 0
self.nash_eq_iterations: int = 0
self.time_in_nash_eq: float = 0.0
self.time_in_nash: float = 0.0
self.forced_pre_expansions: typing.List[typing.List[MoveBase | None]] | None = None
"""
Feed lists of moves into this (where the moving player is determined by the owner of the first source tile in the move list)
and MCTS will be forced to pre-expand these nodes against random moves from the opponent out to full as one of the first orders of business
so that it can properly evaluate positions AROUND pre-computed threats/defenses/gathers/expansions.
PUT THESE IN THE ORDER OF DANGER / RESPONSE, so threats first, then expected threat response next,
as they will be evaluated in that order and you want to make sure the threat expansion understands it is a threat sequence, etc.
"""
self.mcts_runner: MctsDUCT | None = mctsRunner
self.eval_params: ArmySimEvaluationParams = ArmySimEvaluationParams()
self.honor_mcts_expected_score: bool = False
self.honor_mcts_expanded_expected_score: bool = True
## CONFIGURATION PARAMETERS
self.enemy_has_kill_threat: bool = False
"""Whether or not the enemy army escaping towards the friendly general is a kill threat or not. Affects the value of board tree states."""
self.friendly_has_kill_threat: bool = False
"""Whether or not the friendly army escaping towards the enemy general is a kill threat or not. Affects the value of board tree states."""
self.friendly_capture_values: MapMatrixInterface[int] = friendlyCaptureValues
"""Tile weights indicating how many enemy tiles to 'capture' there are nearby a given tile. Affects how valuable a game end state with an unrestricted opposing army near these tiles are."""
self.enemy_capture_values: MapMatrixInterface[int] = enemyCaptureValues
"""Tile weights indicating how many friendly tiles to 'capture' there are nearby a given tile. Affects how valuable a game end state with an unrestricted opposing army near these tiles are."""
self.force_enemy_path: bool = False
"""Whether to forcibly use the Army.expected_path for this player when choosing moves"""
self.force_friendly_path: bool = False
"""Whether to forcibly use the Army.expected_path for this player when choosing moves"""
# self.force_enemy_pathway: bool = False
# """Whether to forcibly use the Army.expected_path for this player when choosing moves"""
#
# self.force_friendly_pathway: bool = False
# """Whether to forcibly use the Army.expected_path for this player when choosing moves"""
self.force_enemy_towards_or_parallel_to: MapMatrixInterface[int] | None = None
"""A distance gradiant that an enemy army must make moves smaller or equal to to the current value. Pass this a SearchUtils.build_distance_map_matrix from the tile(s) you want to keep the army moving towards. Does not NEED to be ints, and can be any gradient descent (like forcing towards the closest clusters of opponent territory)"""
self.force_enemy_towards: MapMatrixInterface[int] | None = None
"""A distance gradiant that an enemy army must make moves smaller than the current value. Pass this a SearchUtils.build_distance_map_matrix from the tile(s) you want to keep the army moving towards. Does not NEED to be ints, and can be any gradient descent (like forcing towards the closest clusters of opponent territory)"""
self.force_friendly_towards_or_parallel_to: MapMatrixInterface[int] | None = None
"""A distance gradiant that an friendly army must make moves smaller or equal to to the current value. Pass this a SearchUtils.build_distance_map_matrix from the tile(s) you want to keep the army moving towards. Does not NEED to be ints, and can be any gradient descent (like forcing towards the closest clusters of opponent territory)"""
self.force_friendly_towards: MapMatrixInterface[int] | None = None
"""A distance gradiant that an friendly army must make moves smaller than the current value. Pass this a SearchUtils.build_distance_map_matrix from the tile(s) you want to keep the army moving towards. Does not NEED to be ints, and can be any gradient descent (like forcing towards the closest clusters of opponent territory)"""
self.allow_enemy_no_op: bool = False
"""If true, allows the enemy to use no-op moves in the scrim (reduces search depth by a lot, defaults to false)"""
self.allow_friendly_no_op: bool = True
"""If true, allows friendly to use no-op moves in the scrim. Default true, as we generally want to know when the player would be better of spending their turn elsewhere on the board."""
self.friendly_end_board_recap_weight: float = 1.5
"""How much tile-differential per turn a surviving friendly army is worth if near recapturable territory. Reduce to weight the engine away from things like spending moves trying to gather army before intercepting a threat etc."""
self.enemy_end_board_recap_weight: float = 2.0
"""How much tile-differential per turn a surviving enemy army is worth if near recapturable territory."""
self.repetition_threshold: int = 5
"""How many repeated tiles in a row constitute a repetition."""
# if len(friendlyArmies) == 1 and len(enemyArmies) == 1:
# # Cool, we can inter-analyze armies
# self.inter_army_analysis = ArmyAnalyzer(map, friendlyArmies[0], enemyArmies[0])
self._friendly_move_filter: typing.Callable[[Tile, Tile, ArmySimState], bool] | None = None
self._enemy_move_filter: typing.Callable[[Tile, Tile, ArmySimState], bool] | None = None
self.log_everything: bool = False
self.log_payoff_depth: int = 1
"""Even without log_everything set, log payoffs at or below this depth. Depth 1 will log the payoffs for all moves from starting position."""
self.iteration_limit: int = -1
self.time_limit: float = timeCap
self._time_limit_dec: float = 0.01
"""The amount of time to give long running brute force scans per pruned level"""
self.start_time: float = 0.0
self.to_turn: int = 0
"""The turn to simulate up to."""
if DebugHelper.IS_DEBUGGING:
self.iteration_limit = 150
self.time_limit = 10000000000.0
def scan(
self,
turns: int,
logEvals: bool = False,
# perf_timer: PerformanceTimer | None = None,
noThrow: bool = False,
mcts: bool = False
) -> ArmySimResult:
"""
Sims a number of turns and outputs what it believes to be the best move combination for players. Brute force approach, largely just for validating that any branch and bound approaches produce the correct result.
@param turns:
@return:
"""
self.iterations: int = 0
self.nash_eq_iterations: int = 0
self.time_in_nash_eq: float = 0.0
self.time_in_nash: float = 0.0
if logEvals:
self.log_everything = True
if self.force_friendly_towards is not None:
self._friendly_move_filter = lambda source, dest, board: self.force_friendly_towards[source] <= self.force_friendly_towards[dest]
if self.force_enemy_towards is not None:
self._enemy_move_filter = lambda source, dest, board: self.force_enemy_towards[source] <= self.force_enemy_towards[dest]
if self.force_friendly_towards_or_parallel_to is not None:
self._friendly_move_filter = lambda source, dest, board: self.force_friendly_towards_or_parallel_to[source] < self.force_friendly_towards_or_parallel_to[dest]
if self.force_enemy_towards_or_parallel_to is not None:
self._enemy_move_filter = lambda source, dest, board: self.force_enemy_towards_or_parallel_to[source] < self.force_enemy_towards_or_parallel_to[dest]
baseBoardState = self.get_base_board_state()
if turns == 0:
res = ArmySimResult(baseBoardState)
return res
start = time.perf_counter()
if not mcts:
result = self.execute_scan_brute_force(baseBoardState, turns, noThrow=noThrow)
duration = time.perf_counter() - start
logbook.info(f'brute force army scrim depth {turns} complete in {duration:.3f} after iter {self.iterations} (nash {self.time_in_nash:.3f} - {self.nash_eq_iterations} eq itr, {self.time_in_nash_eq:.3f} in eq)')
else:
if self.mcts_runner is None:
self.mcts_runner = MctsDUCT()
result, summary = self.execute_scan_MCTS(baseBoardState, turns, noThrow=noThrow)
logbook.info(f'MONTE CARLO army scrim complete in scan {summary.duration:.4f} full {time.perf_counter() - start:.4f}')
logbook.info(f'Monte Carlo summary: {str(summary)}')
return result
def simulate_recursive_brute_force(
self,
boardState: ArmySimState,
currentTurn: int
) -> ArmySimState:
"""
@param currentTurn: the current turn (in the sim, or starting turn that the current map is at)
@param boardState: the state of the board at this position
@return: a tuple of (the min-maxed best sim state down the tree,
with the list of moves (and their actual board states) up the tree,
the depth evaluated)
"""
self.iterations += 1
if currentTurn >= self.to_turn or (boardState.kills_all_enemy_armies and boardState.kills_all_friendly_armies):
self.set_final_board_state_depth_estimation(boardState)
if self.iterations & 511 == 0:
duration = time.perf_counter() - self.start_time
if duration > self.time_limit:
oldTurn = self.to_turn
self.to_turn -= 1
if boardState.depth > 7:
self.to_turn -= 2
elif boardState.depth > 5:
self.to_turn -= 1
else:
# don't over-penalize to short depths, give them extra scan time
self.time_limit += self._time_limit_dec
logbook.error(f'AE BRUTE ITER {self.iterations} EXCEEDED TIME {self.time_limit:.3f} ({duration:.3f}) reducing end turn from {oldTurn} to {self.to_turn}')
self.time_limit += self._time_limit_dec
if (currentTurn >= self.to_turn
or (boardState.kills_all_friendly_armies and boardState.kills_all_enemy_armies)
or boardState.captures_enemy
or boardState.captured_by_enemy
or boardState.can_enemy_force_repetition
or boardState.can_force_repetition):
return boardState
nextTurn = currentTurn + 1
frMoves: typing.List[MoveBase | None] = boardState.generate_friendly_moves()
enMoves: typing.List[MoveBase | None] = boardState.generate_enemy_moves()
# payoffs: typing.List[typing.List[None | ArmySimState]] = [[None for e in enMoves] for f in frMoves]
# nashPayoffs: typing.List[typing.List[int]] = [[0 for e in enMoves] for f in frMoves]
payoffs: typing.List[typing.List[None | ArmySimState]] = [[None] * len(enMoves) for f in frMoves]
nashPayoffs: typing.List[typing.List[int]] = [[0] * len(enMoves) for f in frMoves]
for frIdx, frMove in enumerate(frMoves):
for enIdx, enMove in enumerate(enMoves):
# if (1 == 1
# and frMove is not None
# and frMove.dest.x == 3
# and frMove.dest.y == 4
# # and frMove.source.x == 0
# # and frMove.source.y == 9
# and enMove is not None
# and enMove.dest.x == 3
# and enMove.dest.y == 3
# and enMove.source.x == 3
# and enMove.source.y == 4
# and boardState.depth < 2
# ):
# logbook.info('gotcha')
nextBoardState = self.get_next_board_state(nextTurn, boardState, frMove, enMove)
nextResult = self.simulate_recursive_brute_force(
nextBoardState,
nextTurn
)
payoffs[frIdx][enIdx] = nextResult
nashPayoffs[frIdx][enIdx] = nextResult.calculate_value_int()
# frMoves[frMove].append(nextResult)
# enMoves[enMove].append(nextResult)
frEqMoves = [(i, m) for i, m in enumerate(frMoves)]
enEqMoves = [(i, m) for i, m in enumerate(enMoves)]
if boardState.depth < 1:
nashStart = time.perf_counter()
nashA = numpy.array(nashPayoffs)
nashB = -nashA
game = nashpy.Game(nashA, nashB)
self.time_in_nash += time.perf_counter() - nashStart
if boardState.depth >= 0:
frEqMoves, enEqMoves = self.get_nash_moves_based_on_lemke_howson(
boardState,
game,
frEqMoves,
enEqMoves,
payoffs)
else:
frEqMoves, enEqMoves = self.get_nash_moves_based_on_support_enumeration(
boardState,
game,
frEqMoves,
enEqMoves,
payoffs)
if self.log_everything or boardState.depth < self.log_payoff_depth:
self.render_payoffs(boardState, frMoves, enMoves, payoffs)
return self.get_comparison_based_expected_result_state(boardState.depth, frEqMoves, enEqMoves, payoffs)
def get_next_board_state(
self,
turn: int,
boardState: ArmySimState,
frMove: MoveBase | None,
enMove: MoveBase | None,
noClone: bool = False,
perfTelemetry: PerformanceTelemetry = PerformanceTelemetry(),
) -> ArmySimState:
nextBoardState = boardState
if noClone:
with perfTelemetry.monitor_telemetry('prep_next_move'):
nextBoardState.prep_next_move()
else:
with perfTelemetry.monitor_telemetry('get_child_board'):
nextBoardState = boardState.get_child_board()
nextBoardState.friendly_move = frMove
nextBoardState.enemy_move = enMove
with perfTelemetry.monitor_telemetry('next board execution'):
if MapBase.player_had_priority_over_other(self.friendly_player, self.enemy_player, nextBoardState.turn):
self.execute(nextBoardState, frMove, self.friendly_player, self.enemy_player)
if not nextBoardState.captures_enemy:
self.execute(nextBoardState, enMove, self.enemy_player, self.friendly_player)
else:
self.execute(nextBoardState, enMove, self.enemy_player, self.friendly_player)
if not nextBoardState.captured_by_enemy:
self.execute(nextBoardState, frMove, self.friendly_player, self.enemy_player)
with perfTelemetry.monitor_telemetry('next board check army positions'):
if frMove is None:
nextBoardState.friendly_skipped_move_count += 1
if enMove is None:
nextBoardState.enemy_skipped_move_count += 1
self.check_army_positions(nextBoardState)
with perfTelemetry.monitor_telemetry('next board kills armies check'):
if len(nextBoardState.friendly_living_armies) == 0:
nextBoardState.kills_all_friendly_armies = True
if len(nextBoardState.enemy_living_armies) == 0:
nextBoardState.kills_all_enemy_armies = True
with perfTelemetry.monitor_telemetry('next board rep detection'):
self.detect_repetition(boardState, nextBoardState)
if nextBoardState.turn == self.next_cycle_turn: # TODO this can only go 50 moves deep for now, after that we stop incrementing army bonuses.
with perfTelemetry.monitor_telemetry('next board army bonus'):
nextBoardState.controlled_city_turn_differential += nextBoardState.city_differential - self.base_city_differential
for tileIdx, simTile in nextBoardState.sim_tiles.items():
tile = simTile.source_tile
if simTile.player >= 0:
newSimTile = SimTile(simTile.source_tile, simTile.army + 1, simTile.player)
if tile.isCity or tile.isGeneral:
newSimTile.army += 1
nextBoardState.sim_tiles[tileIdx] = newSimTile
if newSimTile.player == self.friendly_player:
st = nextBoardState.friendly_living_armies.pop(tileIdx, None)
if st:
nextBoardState.friendly_living_armies[tileIdx] = newSimTile
else:
st = nextBoardState.enemy_living_armies.pop(tileIdx, None)
if st:
nextBoardState.enemy_living_armies[tileIdx] = newSimTile
elif nextBoardState.turn & 1 == 0:
with perfTelemetry.monitor_telemetry('next board city bonus'):
nextBoardState.controlled_city_turn_differential += nextBoardState.city_differential - self.base_city_differential
for tile in nextBoardState.incrementing:
simTile = nextBoardState.sim_tiles[tile.tile_index]
newSimTile = SimTile(simTile.source_tile, simTile.army + 1, simTile.player)
nextBoardState.sim_tiles[tile.tile_index] = newSimTile
if newSimTile.player == self.friendly_player:
st = nextBoardState.friendly_living_armies.pop(tile.tile_index, None)
if st is not None:
nextBoardState.friendly_living_armies[tile.tile_index] = newSimTile
else:
st = nextBoardState.enemy_living_armies.pop(tile.tile_index, None)
if st is not None:
nextBoardState.enemy_living_armies[tile.tile_index] = newSimTile
nextBoardState.friendly_living_armies_l = list(nextBoardState.friendly_living_armies.keys())
nextBoardState.enemy_living_armies_l = list(nextBoardState.enemy_living_armies.keys())
return nextBoardState
def execute(self, nextBoardState: ArmySimState, move: MoveBase | None, movingPlayer: int, otherPlayer: int):
if move is None:
return
tileDif = 0
cityDif = 0
resultDest: SimTile
capsGeneral = False
# capsCity = False
destTile = move.dest
sourceTile = move.source
source = nextBoardState.sim_tiles[sourceTile.tile_index]
movingArmy = source.army - 1
if move.move_half:
movingArmy = source.army // 2
if source.player != movingPlayer or movingArmy <= 0:
# tile was captured by the other player before the move was executed
# TODO, do we need to clear any armies here or anything weird?
return
dest = nextBoardState.sim_tiles.get(destTile.tile_index)
if not dest:
dest = SimTile(destTile)
if destTile.isCity or destTile.isGeneral:
if destTile.player >= 0:
# dest.army += (nextBoardState.depth + ((nextBoardState.turn - 1) & 1)) // 2
dest.army += (nextBoardState.depth - ((nextBoardState.turn - 1) & 1)) // 2
nextBoardState.incrementing.add(destTile)
elif destTile.army < movingArmy:
nextBoardState.incrementing.add(destTile)
if not self.is_on_same_team(movingPlayer, dest.player):
resultArmy = dest.army - movingArmy
if resultArmy < 0:
# captured tile
resultArmy = 0 - resultArmy
if self.is_on_same_team(otherPlayer, dest.player):
tileDif = 2
if dest.source_tile.isCity:
cityDif = 2
if dest.source_tile.isGeneral and (self.map.team_ids_by_player_index[otherPlayer] != self.map.team_ids_by_player_index[movingPlayer]):
capsGeneral = True
else: # then the player is capturing neutral / third party tiles
tileDif = 1
if dest.source_tile.isCity:
cityDif = 1
resultDest = SimTile(dest.source_tile, resultArmy, movingPlayer)
else:
resultDest = SimTile(dest.source_tile, resultArmy, dest.player)
else:
# on the same team, tile becomes ours if it isn't already UNLESS its the allied general.
resultArmy = dest.army + movingArmy
resultDest = SimTile(dest.source_tile, resultArmy, movingPlayer)
if resultDest.source_tile.isGeneral:
resultDest.player = resultDest.source_tile.player
nextBoardState.sim_tiles[source.source_tile.tile_index] = SimTile(source.source_tile, source.army - movingArmy, movingPlayer)
nextBoardState.sim_tiles[dest.source_tile.tile_index] = resultDest
movingPlayerArmies = nextBoardState.friendly_living_armies
otherPlayerArmies = nextBoardState.enemy_living_armies
if movingPlayer == self.enemy_player:
movingPlayerArmies = nextBoardState.enemy_living_armies
otherPlayerArmies = nextBoardState.friendly_living_armies
tileDif = 0 - tileDif
cityDif = 0 - cityDif
if capsGeneral:
if destTile.player != self.friendly_player:
self.execute_player_capture(nextBoardState, destTile.player, movingPlayer, friendly=True)
else:
nextBoardState.captured_by_enemy = True
else:
if capsGeneral:
if destTile.player != self.enemy_player:
self.execute_player_capture(nextBoardState, destTile.player, movingPlayer, friendly=False)
else:
nextBoardState.captures_enemy = True
movingArmy = movingPlayerArmies.pop(source.source_tile.tile_index, None)
# if movingArmy is None:
# raise AssertionError("IDK???")
capped = movingPlayer == resultDest.player
otherArmy = otherPlayerArmies.pop(destTile.tile_index, None)
if capped:
if resultDest.army > 1:
movingPlayerArmies[destTile.tile_index] = resultDest
elif resultDest.army > 1:
if otherArmy is not None:
otherPlayerArmies[destTile.tile_index] = resultDest
nextBoardState.tile_differential += tileDif
nextBoardState.city_differential += cityDif
def is_on_same_team(self, playerANotNeutral: int, playerB: int):
if playerB == playerANotNeutral:
return True
if playerB == -1:
return False
if self.map.team_ids_by_player_index[playerANotNeutral] == self.map.team_ids_by_player_index[playerB]:
return True
return False
def get_base_board_state(self) -> ArmySimState:
baseBoardState = ArmySimState(turn=self.map.turn, evaluationParams=self.eval_params)
for friendlyArmy in self.friendly_armies:
# if friendlyArmy.value > 0:
st = SimTile(friendlyArmy.tile, friendlyArmy.value + 1, friendlyArmy.player)
baseBoardState.friendly_living_armies[friendlyArmy.tile.tile_index] = st
baseBoardState.sim_tiles[friendlyArmy.tile.tile_index] = st
if friendlyArmy.tile.isCity or friendlyArmy.tile.isGeneral:
baseBoardState.incrementing.add(friendlyArmy.tile)
for enemyArmy in self.enemy_armies:
# if enemyArmy.value > 0:
st = SimTile(enemyArmy.tile, enemyArmy.value + 1, self.enemy_player)
baseBoardState.enemy_living_armies[enemyArmy.tile.tile_index] = st
baseBoardState.sim_tiles[enemyArmy.tile.tile_index] = st
if enemyArmy.tile.isCity or enemyArmy.tile.isGeneral:
baseBoardState.incrementing.add(enemyArmy.tile)
baseBoardState.tile_differential = self.map.players[self.friendly_player].tileCount - self.map.players[self.enemy_player].tileCount
baseBoardState.city_differential = self.map.players[self.friendly_player].cityCount - self.map.players[self.enemy_player].cityCount
baseBoardState.friendly_move_generator = self.generate_friendly_moves
baseBoardState.enemy_move_generator = self.generate_enemy_moves
baseBoardState.friendly_random_move_generator = self.generate_random_friendly_move
baseBoardState.enemy_random_move_generator = self.generate_random_enemy_move
baseBoardState.initial_differential = baseBoardState.tile_differential + baseBoardState.city_differential * 25
self.base_city_differential = baseBoardState.city_differential
remainingCycleTurns = 50 - (self.map.turn % 50)
self.next_cycle_turn = self.map.turn + remainingCycleTurns
return baseBoardState
def check_army_positions(self, boardState: ArmySimState):
# no need for any of this check if neither player kills
if not self.enemy_has_kill_threat and not self.friendly_has_kill_threat:
return
# if we already found an ACTUAL kill, don't fuck it up with distance logic
if boardState.captured_by_enemy or boardState.captures_enemy:
return
closestFrSave = 100
closestFrThreat = 100
closestFrSaveTile = None
closestFrThreatTile = None
for tileIdx, simTile in boardState.friendly_living_armies.items():
tile = simTile.source_tile
distToEnemy = self.board_analysis.intergeneral_analysis.bMap.raw[tileIdx]
distToGen = self.board_analysis.intergeneral_analysis.aMap.raw[tileIdx]
if distToGen < closestFrSave:
closestFrSave = distToGen
closestFrSaveTile = tile
if simTile.army > self.board_analysis.intergeneral_analysis.tileB.army + distToEnemy * 2:
if distToEnemy < closestFrThreat:
closestFrThreat = distToEnemy
closestFrThreatTile = tile
closestEnSave = 100
closestEnThreat = 100
closestEnSaveTile = None
closestEnThreatTile = None
for tileIdx, simTile in boardState.enemy_living_armies.items():
tile = simTile.source_tile
distToEnemy = self.board_analysis.intergeneral_analysis.bMap.raw[tileIdx]
distToGen = self.board_analysis.intergeneral_analysis.aMap.raw[tileIdx]
if distToEnemy < closestEnSave:
closestEnSave = distToEnemy
closestEnSaveTile = tile
if simTile.army > self.board_analysis.intergeneral_analysis.tileA.army + distToGen * 2:
if distToGen < closestEnThreat:
closestEnThreat = distToGen
closestEnThreatTile = tile
if (self.enemy_has_kill_threat
and closestFrSave > closestEnThreat + 1
and (not self.friendly_has_kill_threat or closestFrThreat >= closestEnThreat)
):
boardState.captured_by_enemy = True
# if self.are_tiles_adjacent(closestFrSaveTile, closestEnThreatTile):
# boardState.captured_by_enemy = False
if (self.friendly_has_kill_threat
and closestEnSave > closestFrThreat + 1
and (not self.enemy_has_kill_threat or closestEnThreat >= closestFrThreat)
):
boardState.captures_enemy = True
# if self.are_tiles_adjacent(closestEnSaveTile, closestFrThreatTile):
# boardState.captures_enemy = False
if boardState.captured_by_enemy and boardState.captures_enemy:
# see who wins the race
if MapBase.player_had_priority_over_other(self.friendly_player, self.enemy_player, boardState.turn + closestFrThreat):
boardState.captured_by_enemy = False
else:
boardState.captures_enemy = False
return
def detect_repetition(self, prevBoardState, currentBoardState):
# TODO this needs to probably track each players repetition count separately, so one rep for A followed by one rep for B doesn't trigger a rep thresh of 2, for example.
bothNoOp = False
bothNoOpTwice = False
if currentBoardState.friendly_move is None and currentBoardState.enemy_move is None:
bothNoOp = True
if currentBoardState.prev_enemy_move is None and currentBoardState.prev_friendly_move is None and prevBoardState.depth > 1:
bothNoOpTwice = True
friendlyRepeats = (prevBoardState.prev_friendly_move
and currentBoardState.friendly_move
and prevBoardState.prev_friendly_move.dest.x == currentBoardState.friendly_move.dest.x
and prevBoardState.prev_friendly_move.dest.y == currentBoardState.friendly_move.dest.y)
enemyRepeats = (prevBoardState.prev_enemy_move
and currentBoardState.enemy_move
and prevBoardState.prev_enemy_move.dest.x == currentBoardState.enemy_move.dest.x
and prevBoardState.prev_enemy_move.dest.y == currentBoardState.enemy_move.dest.y)
if bothNoOp or friendlyRepeats or enemyRepeats:
currentBoardState.repetition_count += 1
if bothNoOpTwice or currentBoardState.repetition_count >= self.repetition_threshold:
diff = currentBoardState.tile_differential + 25 * currentBoardState.city_differential
# if diff >= 0:
# nextBoardState.can_force_repetition = True
# if diff <= 0:
# nextBoardState.can_enemy_force_repetition = True
if (enemyRepeats or bothNoOp) and diff >= 0:
currentBoardState.can_force_repetition = True
if (friendlyRepeats or bothNoOp) and diff <= 0:
currentBoardState.can_enemy_force_repetition = True
# logbook.info(f'DETECTED REPETITION')
return True
else:
currentBoardState.repetition_count = 0
return False
def generate_friendly_moves(self, boardState: ArmySimState) -> typing.List[MoveBase | None]:
moves = self._generate_moves(boardState.friendly_living_armies, boardState, allowOptionalNoOp=self.allow_friendly_no_op, filter=self._friendly_move_filter)
return moves
def generate_enemy_moves(self, boardState: ArmySimState) -> typing.List[MoveBase | None]:
moves = self._generate_moves(boardState.enemy_living_armies, boardState, allowOptionalNoOp=self.allow_enemy_no_op, filter=self._enemy_move_filter)
return moves
def _generate_moves(
self,
armies: typing.Dict[int, SimTile],
boardState: ArmySimState,
allowOptionalNoOp: bool = True,
filter: typing.Callable[[Tile, Tile, ArmySimState], bool] | None = None
) -> typing.List[MoveBase | None]:
moves = []
for simTile in armies.values():
armyTile = simTile.source_tile
for dest in armyTile.movable:
if dest.isObstacle:
continue
if filter is not None and filter(armyTile, dest, boardState):
continue
moves.append(MoveBase(armyTile, dest))
if allowOptionalNoOp or len(moves) == 0:
moves.append(None)
return moves
def generate_random_friendly_move(self, boardState: ArmySimState) -> MoveBase | None:
move = self._generate_random_move(boardState.friendly_living_armies_l, boardState.friendly_living_armies, boardState, allowOptionalNoOp=self.allow_friendly_no_op, filter=self._friendly_move_filter)
return move
def generate_random_enemy_move(self, boardState: ArmySimState) -> MoveBase | None:
move = self._generate_random_move(boardState.enemy_living_armies_l, boardState.enemy_living_armies, boardState, allowOptionalNoOp=self.allow_enemy_no_op, filter=self._enemy_move_filter)
return move
def _generate_random_move(
self,
armiesIdxs: typing.List[int],
armies: typing.Dict[int, SimTile],
boardState: ArmySimState,
allowOptionalNoOp: bool = True,
filter: typing.Callable[[Tile, Tile, ArmySimState], bool] | None = None
) -> MoveBase | None:
try:
simTile = armies[random.choice(armiesIdxs)]
except IndexError:
return None
armyTile = simTile.source_tile
moves = []
for dest in armyTile.movable:
if dest.isObstacle:
continue
if filter is not None and filter(armyTile, dest, boardState):
continue
moves.append(dest)
if allowOptionalNoOp:
moves.append(None)
toTile = random.choice(moves)
if toTile is None:
return None
return MoveBase(armyTile, toTile)
def set_final_board_state_depth_estimation(self, boardState: ArmySimState):
pass
# friendlyArmySizes = 0
# enemyArmySizes = 0
# for frArmyTile, frSimArmy in boardState.friendly_living_armies.items():
# distToEnemy = self.board_analysis.intergeneral_analysis.bMap[frSimArmy.source_tile]
# distToGen = self.board_analysis.intergeneral_analysis.aMap[frSimArmy.source_tile]
# if distToGen - 3 > distToEnemy:
# friendlyArmySizes += frSimArmy.army
# elif distToGen + 3 > distToEnemy:
# friendlyArmySizes += frSimArmy.army // 2
# for enArmyTile, enSimArmy in boardState.enemy_living_armies.items():
# distToEnemy = self.board_analysis.intergeneral_analysis.bMap[enSimArmy.source_tile]
# distToGen = self.board_analysis.intergeneral_analysis.aMap[enSimArmy.source_tile]
# if distToEnemy - 3 > distToGen:
# enemyArmySizes += enSimArmy.army
# elif distToEnemy + 3 > distToGen:
# enemyArmySizes += enSimArmy.army // 2
#
# # on average lets say a surviving army can tilt tile capture one tile per turn it survives
# frEstFinalDamage = min(friendlyArmySizes // 3, int(self.friendly_end_board_recap_weight * boardState.remaining_cycle_turns))
# enEstFinalDamage = min(enemyArmySizes // 3, int(self.enemy_end_board_recap_weight * boardState.remaining_cycle_turns))
# boardState.tile_differential += frEstFinalDamage
# # make skipped moves worth one extra tile diff as the bot should be able to use those moves for something else useful.
# boardState.tile_differential += boardState.friendly_skipped_move_count
# boardState.tile_differential -= boardState.enemy_skipped_move_count
# boardState.tile_differential -= enEstFinalDamage
def render_payoffs(self, boardState: ArmySimState, frMoves, enMoves, payoffs):
colWidth = 16
logbook.info(f'~~~')
logbook.info(boardState.get_moves_string())
logbook.info(f'~~~ {str(boardState.depth).ljust(colWidth - 4)}{" ".join([str(move).ljust(colWidth) for move in enMoves])}')
for frIdx, frMove in enumerate(frMoves):
payoffRow = []
for enIdx, enMove in enumerate(enMoves):
payoffRow.append(str(payoffs[frIdx][enIdx]).ljust(colWidth))
logbook.info(f'{str(frMove).rjust(colWidth - 2)} {"".join(payoffRow)}')
def get_comparison_based_expected_result_state(
self,
curDepth: int,
frEqMoves: typing.List[typing.Tuple[int, MoveBase | None]],
enEqMoves: typing.List[typing.Tuple[int, MoveBase | None]],
payoffs: typing.List[typing.List[ArmySimState]]
) -> ArmySimState:
# enemy is going to choose the move that results in the lowest maximum board state
# build response matrix
bestEnemyMove: MoveBase | None = None
bestEnemyMoveExpectedFriendlyMove: MoveBase | None = None
bestEnemyMoveWorstCaseFriendlyResponse: ArmySimState | None = None
for enIdx, enMove in enEqMoves:
curEnemyMoveWorstCaseFriendlyResponse: ArmySimState | None = None
curEnemyExpectedFriendly = None
for frIdx, frMove in frEqMoves:
state = payoffs[frIdx][enIdx]
if curEnemyMoveWorstCaseFriendlyResponse is None or state.calculate_value_int() > curEnemyMoveWorstCaseFriendlyResponse.calculate_value_int():
curEnemyMoveWorstCaseFriendlyResponse = state
curEnemyExpectedFriendly = frMove
if bestEnemyMoveWorstCaseFriendlyResponse is None or curEnemyMoveWorstCaseFriendlyResponse.calculate_value_int() < bestEnemyMoveWorstCaseFriendlyResponse.calculate_value_int():
bestEnemyMoveWorstCaseFriendlyResponse = curEnemyMoveWorstCaseFriendlyResponse
bestEnemyMove = enMove
bestEnemyMoveExpectedFriendlyMove = curEnemyExpectedFriendly
# we can assume that any moves we have where the opponent move results in a better state is a move the opponent MUST NOT make because we have already determined that they must make a weaker move?
# friendly is going to choose the move that results in the highest minimum board state
bestFriendlyMove: MoveBase | None = None
bestFriendlyMoveExpectedEnemyMove: MoveBase | None = None
bestFriendlyMoveWorstCaseOpponentResponse: ArmySimState = None
for frIdx, frMove in frEqMoves:
curFriendlyMoveWorstCaseOpponentResponse: ArmySimState = None
curFriendlyExpectedEnemy = None
for enIdx, enMove in enEqMoves:
state = payoffs[frIdx][enIdx]
# if logEvals:
# logbook.info(
# f'opponent cant make this move :D {str(state)} <= {str(bestEnemyMoveWorstCaseFriendlyResponse)}')
if curFriendlyMoveWorstCaseOpponentResponse is None or state.calculate_value_int() < curFriendlyMoveWorstCaseOpponentResponse.calculate_value_int():
curFriendlyMoveWorstCaseOpponentResponse = state
curFriendlyExpectedEnemy = enMove
if bestFriendlyMoveWorstCaseOpponentResponse is None or curFriendlyMoveWorstCaseOpponentResponse.calculate_value_int() > bestFriendlyMoveWorstCaseOpponentResponse.calculate_value_int():
bestFriendlyMoveWorstCaseOpponentResponse = curFriendlyMoveWorstCaseOpponentResponse
bestFriendlyMove = frMove
bestFriendlyMoveExpectedEnemyMove = curFriendlyExpectedEnemy
if self.log_everything or curDepth < self.log_payoff_depth:
if bestFriendlyMoveExpectedEnemyMove != bestEnemyMove or bestFriendlyMove != bestEnemyMoveExpectedFriendlyMove or bestFriendlyMoveWorstCaseOpponentResponse != bestEnemyMoveWorstCaseFriendlyResponse:
logbook.info(f'~~~ diverged, why?\r\n FR fr: ({str(bestFriendlyMove)}) en: ({str(bestFriendlyMoveExpectedEnemyMove)}) eval {str(bestFriendlyMoveWorstCaseOpponentResponse)}\r\n EN fr: ({str(bestEnemyMoveExpectedFriendlyMove)}) en: ({str(bestEnemyMove)}) eval {str(bestEnemyMoveWorstCaseFriendlyResponse)}\r\n')
else:
logbook.info(f'~~~ both players agreed fr: ({str(bestFriendlyMove)}) en: ({str(bestEnemyMove)}) eval {str(bestEnemyMoveWorstCaseFriendlyResponse)}\r\n')
worstCaseForUs = bestFriendlyMoveWorstCaseOpponentResponse
# worstCaseForUs = bestEnemyMoveWorstCaseFriendlyResponse
# DONT do this, the opponent is forced to make worse plays than we think they might due to the threats we have.
# if bestEnemyMoveWorstCaseFriendlyResponse.calculate_value() < bestFriendlyMoveWorstCaseOpponentResponse.calculate_value():
# worstCaseForUs = bestEnemyMoveWorstCaseFriendlyResponse
#
# worstCaseForUs.expected_best_moves.insert(0, (bestFriendlyMove, bestEnemyMove))
# if logEvals:
# logbook.info(f'\r\nworstCase tileCap {worstCaseForUs.best_result_state.tile_differential}' + '\r\n'.join([f"{str(aMove)}, {str(bMove)}" for aMove, bMove in worstCaseForUs.expected_best_moves]))
return worstCaseForUs
def get_nash_game_comparison_expected_result_state(
self,
game: nashpy.Game,
boardState: ArmySimState,
frEnumMoves: typing.List[typing.Tuple[int, MoveBase | None]],
enEnumMoves: typing.List[typing.Tuple[int, MoveBase | None]],
payoffs: typing.List[typing.List[ArmySimState]]
) -> typing.Tuple[typing.List[typing.Tuple[int, MoveBase | None]], typing.List[typing.Tuple[int, MoveBase | None]]]:
# hack do this for now
# return self.get_comparison_based_expected_result_state(boardState.depth, frEnumMoves, enEnumMoves, payoffs)
return self.get_nash_moves_based_on_lemke_howson(boardState, game, frEnumMoves, enEnumMoves, payoffs)
# for frMoveIdx, frMove in frEnumMoves:
# for enMoveIdx, enMove in enEnumMoves:
def get_nash_moves_based_on_support_enumeration(
self,
boardState: ArmySimState,
game: nashpy.Game,
frEnumMoves: typing.List[typing.Tuple[int, MoveBase | None]],
enEnumMoves: typing.List[typing.Tuple[int, MoveBase | None]],
payoffs: typing.List[typing.List[ArmySimState]]
) -> typing.Tuple[typing.List[typing.Tuple[int, MoveBase | None]], typing.List[typing.Tuple[int, MoveBase | None]]]:
"""
Returns just the enumeration of the moves that are part of the equilibrium.
@param boardState:
@param game:
@param frEnumMoves:
@param enEnumMoves:
@param payoffs:
@return:
"""
nashEqStart = time.perf_counter()
frEqMoves = frEnumMoves
enEqMoves = enEnumMoves
self.nash_eq_iterations += 1
equilibria = [e for e in game.support_enumeration(tol=10 ** -15, non_degenerate=True)]
if len(equilibria) > 0:
frEqMoves = []
enEqMoves = []
for eq in equilibria:
aEq, bEq = eq
# get the nash equilibria moves
for moveIdx, val in enumerate(aEq):
if val >= 0.5:
frEqMoves.append(frEnumMoves[moveIdx])
for moveIdx, val in enumerate(bEq):
if val >= 0.5:
enEqMoves.append(enEnumMoves[moveIdx])
if len(frEqMoves) > 1:
logbook.warn(
f'{len(frEqMoves)} fr support moves returned...? {", ".join([str(move) for move in frEqMoves])}')
if len(enEqMoves) > 1:
logbook.warn(
f'{len(enEqMoves)} en support moves returned...? {", ".join([str(move) for move in enEqMoves])}')
if len(frEqMoves) == 0 and len(frEnumMoves) > 0:
logbook.warn(
f'{len(frEqMoves)} fr support moves returned...? {", ".join([str(move) for move in frEqMoves])}')
frEqMoves = frEnumMoves
if len(enEqMoves) == 0 and len(enEnumMoves) > 0:
logbook.warn(
f'{len(enEqMoves)} en support moves returned...? {", ".join([str(move) for move in enEqMoves])}')
enEqMoves = enEnumMoves
self.time_in_nash_eq += time.perf_counter() - nashEqStart
return frEqMoves, enEqMoves
def get_nash_moves_based_on_lemke_howson(
self,
boardState: ArmySimState,
game: nashpy.Game,
frEnumMoves: typing.List[typing.Tuple[int, MoveBase | None]],
enEnumMoves: typing.List[typing.Tuple[int, MoveBase | None]],
payoffs: typing.List[typing.List[ArmySimState]]
) -> typing.Tuple[typing.List[typing.Tuple[int, MoveBase | None]], typing.List[typing.Tuple[int, MoveBase | None]]]:
"""
Returns just the enumeration of the moves that are part of the equilibrium.
@param boardState:
@param game:
@param frEnumMoves:
@param enEnumMoves:
@param payoffs:
@return:
"""
nashEqStart = time.perf_counter()
frEqMoves = frEnumMoves
enEqMoves = enEnumMoves
self.nash_eq_iterations += 1
if len(frEqMoves) < 2 or len(enEqMoves) < 2:
return self.get_nash_moves_based_on_support_enumeration(boardState, game, frEnumMoves, enEnumMoves, payoffs)
equilibria = game.lemke_howson(initial_dropped_label=0)
if equilibria is not None:
eq = equilibria
# if len(equilibria) > 0:
frEqMoves = []
enEqMoves = []
# for eq in equilibria:
aEq, bEq = eq
# get the nash equilibria moves
for moveIdx, val in enumerate(aEq):
if val >= 0.5:
frEqMoves.append(frEnumMoves[moveIdx])
for moveIdx, val in enumerate(bEq):
if val >= 0.5:
enEqMoves.append(enEnumMoves[moveIdx])
if len(frEqMoves) > 1:
logbook.warn(
f'{len(frEqMoves)} fr lemke moves returned...? {", ".join([str(move) for move in frEqMoves])}')
if len(enEqMoves) > 1:
logbook.warn(
f'{len(enEqMoves)} en lemke moves returned...? {", ".join([str(move) for move in enEqMoves])}')
if len(frEqMoves) == 0 and len(frEnumMoves) > 0:
logbook.warn(
f'{len(frEqMoves)} fr lemke moves returned...? {", ".join([str(move) for move in frEqMoves])}')
frEqMoves = frEnumMoves
if len(enEqMoves) == 0 and len(enEnumMoves) > 0:
logbook.warn(
f'{len(enEqMoves)} en lemke moves returned...? {", ".join([str(move) for move in enEqMoves])}')
enEqMoves = enEnumMoves
self.time_in_nash_eq += time.perf_counter() - nashEqStart
return frEqMoves, enEqMoves
def execute_scan_brute_force(
self,
baseBoardState: ArmySimState,
turns: int,
noThrow: bool = False
) -> ArmySimResult:
# we gradually cut off the recursive search depth so the time limit is more a time suggestion, unlike mcts. Back the initial cutoff off slightly.
self._time_limit_dec = max(self.time_limit * 0.09, 0.004)
self.time_limit = min(self.time_limit, self.time_limit * 0.6 + 0.007)
multiFriendly = len(self.friendly_armies) > 1
multiEnemy = len(self.enemy_armies) > 1
self.to_turn = self.map.turn + turns
self.start_time = time.perf_counter()
ogDiff = baseBoardState.initial_differential
final_state: ArmySimState = self.simulate_recursive_brute_force(
baseBoardState,
self.map.turn)
result = ArmySimResult(final_state)
result.best_result_state_depth = final_state.depth
afterScrimDiff = result.best_result_state.get_econ_value()
result.net_economy_differential = afterScrimDiff - ogDiff
# build the expected move list up the tree
equilibriumBoard = result.best_result_state
# intentionally while .parent_board isn't none to skip the top board, since it will show both moves as None
parentFr = None
parentEn = None
curBoard = equilibriumBoard
boards = []
while curBoard is not None:
boards.append(curBoard)
curBoard = curBoard.parent_board
for curBoard in boards:
if curBoard.parent_board is None:
continue
curFr = curBoard.friendly_move
curEn = curBoard.enemy_move
result.expected_best_moves.insert(0, (curFr, curEn))
if curFr is not None:
if parentFr is not None:
if curFr.source not in parentFr.source.movable and not multiFriendly:
msg = f"yo, wtf, invalid friendly move sequence returned {str(curFr)}+{str(parentFr)}"
if not noThrow:
raise AssertionError(msg)