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Neos
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bf54d780
Commit
bf54d780
authored
Jul 11, 2024
by
Chunchi Che
Browse files
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refactor ai predict
parent
e0e5c7a6
Pipeline
#28403
passed with stages
in 8 minutes and 46 seconds
Changes
11
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1
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11 changed files
with
950 additions
and
843 deletions
+950
-843
src/api/ygoAgent/index.ts
src/api/ygoAgent/index.ts
+1
-0
src/api/ygoAgent/schema.ts
src/api/ygoAgent/schema.ts
+32
-701
src/api/ygoAgent/transaction.ts
src/api/ygoAgent/transaction.ts
+778
-0
src/common.ts
src/common.ts
+62
-55
src/service/duel/agent.ts
src/service/duel/agent.ts
+23
-86
src/service/duel/agent/index.ts
src/service/duel/agent/index.ts
+5
-0
src/service/duel/announce.ts
src/service/duel/announce.ts
+1
-0
src/service/duel/selectChain.ts
src/service/duel/selectChain.ts
+1
-0
src/service/duel/util.ts
src/service/duel/util.ts
+45
-0
src/stores/matStore/types.ts
src/stores/matStore/types.ts
+1
-0
src/ui/Duel/Message/NeosModal/index.tsx
src/ui/Duel/Message/NeosModal/index.tsx
+1
-1
No files found.
src/api/ygoAgent/index.ts
View file @
bf54d780
export
*
from
"
./create
"
;
export
*
from
"
./delete
"
;
export
*
from
"
./predict
"
;
export
*
from
"
./transaction
"
;
src/api/ygoAgent/schema.ts
View file @
bf54d780
This diff is collapsed.
Click to expand it.
src/api/ygoAgent/transaction.ts
0 → 100644
View file @
bf54d780
This diff is collapsed.
Click to expand it.
src/common.ts
View file @
bf54d780
...
...
@@ -3,31 +3,38 @@ import PhaseType = ygopro.StocGameMessage.MsgNewPhase.PhaseType;
import
{
CardMeta
}
from
"
@/api
"
;
//! 一些Neos中基础的数据结构
// Position
export
const
FACEUP_ATTACK
=
0x1
;
export
const
FACEDOWN_ATTACK
=
0x2
;
export
const
FACEUP_DEFENSE
=
0x4
;
export
const
FACEDOWN_DEFENSE
=
0x8
;
// 类型
const
TYPE_MONSTER
=
0x1
;
//
const
TYPE_SPELL
=
0x2
;
//
const
TYPE_TRAP
=
0x4
;
//
const
TYPE_NORMAL
=
0x10
;
//
const
TYPE_EFFECT
=
0x20
;
//
const
TYPE_FUSION
=
0x40
;
//
const
TYPE_RITUAL
=
0x80
;
//
const
TYPE_TRAPMONSTER
=
0x100
;
//
const
TYPE_SPIRIT
=
0x200
;
//
const
TYPE_UNION
=
0x400
;
//
const
TYPE_DUAL
=
0x800
;
//
const
TYPE_TUNER
=
0x1000
;
//
const
TYPE_SYNCHRO
=
0x2000
;
//
export
const
TYPE_MONSTER
=
0x1
;
//
export
const
TYPE_SPELL
=
0x2
;
//
export
const
TYPE_TRAP
=
0x4
;
//
export
const
TYPE_NORMAL
=
0x10
;
//
export
const
TYPE_EFFECT
=
0x20
;
//
export
const
TYPE_FUSION
=
0x40
;
//
export
const
TYPE_RITUAL
=
0x80
;
//
export
const
TYPE_TRAPMONSTER
=
0x100
;
//
export
const
TYPE_SPIRIT
=
0x200
;
//
export
const
TYPE_UNION
=
0x400
;
//
export
const
TYPE_DUAL
=
0x800
;
//
export
const
TYPE_TUNER
=
0x1000
;
//
export
const
TYPE_SYNCHRO
=
0x2000
;
//
export
const
TYPE_TOKEN
=
0x4000
;
//
const
TYPE_QUICKPLAY
=
0x10000
;
//
const
TYPE_CONTINUOUS
=
0x20000
;
//
const
TYPE_EQUIP
=
0x40000
;
//
const
TYPE_FIELD
=
0x80000
;
//
const
TYPE_COUNTER
=
0x100000
;
//
const
TYPE_FLIP
=
0x200000
;
//
const
TYPE_TOON
=
0x400000
;
//
const
TYPE_XYZ
=
0x800000
;
//
const
TYPE_PENDULUM
=
0x1000000
;
//
const
TYPE_SPSUMMON
=
0x2000000
;
//
export
const
TYPE_QUICKPLAY
=
0x10000
;
//
export
const
TYPE_CONTINUOUS
=
0x20000
;
//
export
const
TYPE_EQUIP
=
0x40000
;
//
export
const
TYPE_FIELD
=
0x80000
;
//
export
const
TYPE_COUNTER
=
0x100000
;
//
export
const
TYPE_FLIP
=
0x200000
;
//
export
const
TYPE_TOON
=
0x400000
;
//
export
const
TYPE_XYZ
=
0x800000
;
//
export
const
TYPE_PENDULUM
=
0x1000000
;
//
export
const
TYPE_SPSUMMON
=
0x2000000
;
//
export
const
TYPE_LINK
=
0x4000000
;
//
/*
...
...
@@ -147,13 +154,13 @@ export function isPendulumMonster(typeCode: number): boolean {
// 属性
// const ATTRIBUTE_ALL = 0x7f; //
const
ATTRIBUTE_EARTH
=
0x01
;
//
const
ATTRIBUTE_WATER
=
0x02
;
//
const
ATTRIBUTE_FIRE
=
0x04
;
//
const
ATTRIBUTE_WIND
=
0x08
;
//
const
ATTRIBUTE_LIGHT
=
0x10
;
//
const
ATTRIBUTE_DARK
=
0x20
;
//
const
ATTRIBUTE_DEVINE
=
0x40
;
//
export
const
ATTRIBUTE_EARTH
=
0x01
;
//
export
const
ATTRIBUTE_WATER
=
0x02
;
//
export
const
ATTRIBUTE_FIRE
=
0x04
;
//
export
const
ATTRIBUTE_WIND
=
0x08
;
//
export
const
ATTRIBUTE_LIGHT
=
0x10
;
//
export
const
ATTRIBUTE_DARK
=
0x20
;
//
export
const
ATTRIBUTE_DEVINE
=
0x40
;
//
export
const
Attribute2StringCodeMap
:
Map
<
number
,
number
>
=
new
Map
([
[
ATTRIBUTE_EARTH
,
1010
],
...
...
@@ -166,31 +173,31 @@ export const Attribute2StringCodeMap: Map<number, number> = new Map([
]);
// 种族
const
RACE_WARRIOR
=
0x1
;
//
const
RACE_SPELLCASTER
=
0x2
;
//
const
RACE_FAIRY
=
0x4
;
//
const
RACE_FIEND
=
0x8
;
//
const
RACE_ZOMBIE
=
0x10
;
//
const
RACE_MACHINE
=
0x20
;
//
const
RACE_AQUA
=
0x40
;
//
const
RACE_PYRO
=
0x80
;
//
const
RACE_ROCK
=
0x100
;
//
const
RACE_WINDBEAST
=
0x200
;
//
const
RACE_PLANT
=
0x400
;
//
const
RACE_INSECT
=
0x800
;
//
const
RACE_THUNDER
=
0x1000
;
//
const
RACE_DRAGON
=
0x2000
;
//
const
RACE_BEAST
=
0x4000
;
//
const
RACE_BEASTWARRIOR
=
0x8000
;
//
const
RACE_DINOSAUR
=
0x10000
;
//
const
RACE_FISH
=
0x20000
;
//
const
RACE_SEASERPENT
=
0x40000
;
//
const
RACE_REPTILE
=
0x80000
;
//
const
RACE_PSYCHO
=
0x100000
;
//
const
RACE_DEVINE
=
0x200000
;
//
const
RACE_CREATORGOD
=
0x400000
;
//
const
RACE_WYRM
=
0x800000
;
//
const
RACE_CYBERSE
=
0x1000000
;
//
export
const
RACE_WARRIOR
=
0x1
;
//
export
const
RACE_SPELLCASTER
=
0x2
;
//
export
const
RACE_FAIRY
=
0x4
;
//
export
const
RACE_FIEND
=
0x8
;
//
export
const
RACE_ZOMBIE
=
0x10
;
//
export
const
RACE_MACHINE
=
0x20
;
//
export
const
RACE_AQUA
=
0x40
;
//
export
const
RACE_PYRO
=
0x80
;
//
export
const
RACE_ROCK
=
0x100
;
//
export
const
RACE_WINDBEAST
=
0x200
;
//
export
const
RACE_PLANT
=
0x400
;
//
export
const
RACE_INSECT
=
0x800
;
//
export
const
RACE_THUNDER
=
0x1000
;
//
export
const
RACE_DRAGON
=
0x2000
;
//
export
const
RACE_BEAST
=
0x4000
;
//
export
const
RACE_BEASTWARRIOR
=
0x8000
;
//
export
const
RACE_DINOSAUR
=
0x10000
;
//
export
const
RACE_FISH
=
0x20000
;
//
export
const
RACE_SEASERPENT
=
0x40000
;
//
export
const
RACE_REPTILE
=
0x80000
;
//
export
const
RACE_PSYCHO
=
0x100000
;
//
export
const
RACE_DEVINE
=
0x200000
;
//
export
const
RACE_CREATORGOD
=
0x400000
;
//
export
const
RACE_WYRM
=
0x800000
;
//
export
const
RACE_CYBERSE
=
0x1000000
;
//
export
const
Race2StringCodeMap
:
Map
<
number
,
number
>
=
new
Map
([
[
RACE_WARRIOR
,
1020
],
...
...
src/service/duel/agent.ts
View file @
bf54d780
...
...
@@ -12,61 +12,29 @@ import {
}
from
"
@/api
"
;
import
{
predictDuel
}
from
"
@/api/ygoAgent/predict
"
;
import
{
convertActionMsg
,
convertCard
,
convertDeckCard
,
convertPhase
,
Global
,
Input
,
MsgSelectSum
,
MultiSelectMsg
,
parsePlayerFromMsg
,
}
from
"
@/api/ygoAgent/schema
"
;
import
{
convertActionMsg
,
convertCard
,
convertDeckCard
,
convertPhase
,
convertPositionResponse
,
parsePlayerFromMsg
,
}
from
"
@/api/ygoAgent/transaction
"
;
import
{
cardStore
,
matStore
}
from
"
@/stores
"
;
function
computeSetDifference
(
a1
:
number
[],
a2
:
number
[]):
number
[]
{
const
freq1
=
new
Map
<
number
,
number
>
();
const
freq2
=
new
Map
<
number
,
number
>
();
for
(
const
num
of
a1
)
{
freq1
.
set
(
num
,
(
freq1
.
get
(
num
)
||
0
)
+
1
);
}
for
(
const
num
of
a2
)
{
freq2
.
set
(
num
,
(
freq2
.
get
(
num
)
||
0
)
+
1
);
}
for
(
const
[
num
,
count
]
of
freq2
)
{
if
(
freq1
.
has
(
num
))
{
freq1
.
set
(
num
,
freq1
.
get
(
num
)
!
-
count
);
}
}
const
difference
:
number
[]
=
[];
for
(
const
[
num
,
count
]
of
freq1
)
{
if
(
count
>
0
)
{
difference
.
push
(...
Array
(
count
).
fill
(
num
));
}
}
import
{
argmax
,
computeSetDifference
}
from
"
./util
"
;
return
difference
;
}
const
{
DECK
,
HAND
,
MZONE
,
SZONE
,
GRAVE
,
REMOVED
,
EXTRA
}
=
ygopro
.
CardZone
;
export
function
genInput
(
msg
:
ygopro
.
StocGameMessage
):
Input
{
// 全局信息可以从 `matStore` 里面拿
export
function
genAgentInput
(
msg
:
ygopro
.
StocGameMessage
):
Input
{
const
mat
=
matStore
;
// 卡片信息可以从 `cardStore` 里面拿
// TODO (ygo-agent): TZONE
const
zones
=
[
ygopro
.
CardZone
.
DECK
,
ygopro
.
CardZone
.
HAND
,
ygopro
.
CardZone
.
MZONE
,
ygopro
.
CardZone
.
SZONE
,
ygopro
.
CardZone
.
GRAVE
,
ygopro
.
CardZone
.
REMOVED
,
ygopro
.
CardZone
.
EXTRA
,
];
// select_xxx msg 从参数 `msg` 里获取
// 这里已经保证 `msg` 是众多 `select_xxx` msg 中的一个
const
zones
=
[
DECK
,
HAND
,
MZONE
,
SZONE
,
GRAVE
,
REMOVED
,
EXTRA
];
const
player
=
parsePlayerFromMsg
(
msg
);
const
opponent
=
1
-
player
;
...
...
@@ -74,10 +42,7 @@ export function genInput(msg: ygopro.StocGameMessage): Input {
.
filter
(
(
card
)
=>
zones
.
includes
(
card
.
location
.
zone
)
&&
!
(
card
.
location
.
zone
===
ygopro
.
CardZone
.
DECK
&&
card
.
location
.
controller
===
player
),
!
(
card
.
location
.
zone
===
DECK
&&
card
.
location
.
controller
===
player
),
)
.
map
((
card
)
=>
convertCard
(
card
,
player
));
...
...
@@ -108,23 +73,25 @@ export function genInput(msg: ygopro.StocGameMessage): Input {
const
actionMsg
=
convertActionMsg
(
msg
);
return
{
global
:
global
,
global
,
cards
:
deckCardsMe
.
concat
(
cards
),
action_msg
:
actionMsg
,
};
}
async
function
sendRequest
(
req
:
PredictReq
)
{
console
.
log
(
"
Sending predict request:
"
,
req
);
const
duelId
=
matStore
.
duelId
;
const
resp
=
await
predictDuel
(
duelId
,
req
);
console
.
log
(
"
Got predict response:
"
,
resp
);
if
(
resp
!==
undefined
)
{
matStore
.
agentIndex
=
resp
.
index
;
}
else
{
throw
new
Error
(
"
Failed to get predict response
"
);
}
// TODO: 下面的逻辑需要封装一下,因为:
// 1. 现在实现的功能是AI托管,UI上不需要感知AI的预测结果;
// 2. 后面如果需要实现AI辅助功能,UI上需要感知AI的预测结果,
// 所以需要单独提供接口能力。
const
preds
=
resp
.
predict_results
.
action_preds
;
const
actionIdx
=
argmax
(
preds
,
(
r
)
=>
r
.
prob
);
matStore
.
prevActionIndex
=
actionIdx
;
...
...
@@ -132,8 +99,12 @@ async function sendRequest(req: PredictReq) {
return
pred
;
}
// TODO:
// 1. 逻辑需要拆分下
// 2. 这个函数在外面被各个 service 模块分散调用,
// 需要改成在`gameMsg.ts`调用,并通过`try..catch`正确处理错误。
export
async
function
sendAIPredictAsResponse
(
msg
:
ygopro
.
StocGameMessage
)
{
const
input
=
genInput
(
msg
);
const
input
=
gen
Agent
Input
(
msg
);
const
msgName
=
input
.
action_msg
.
data
.
msg_type
;
const
multiSelectMsgs
=
[
"
select_card
"
,
"
select_tribute
"
,
"
select_sum
"
];
...
...
@@ -240,37 +211,3 @@ export async function sendAIPredictAsResponse(msg: ygopro.StocGameMessage) {
}
}
}
function
argmax
<
T
>
(
arr
:
T
[],
getValue
:
(
item
:
T
)
=>
number
):
number
{
if
(
arr
.
length
===
0
)
{
throw
new
Error
(
"
Array is empty
"
);
}
let
maxIndex
=
0
;
let
maxValue
=
getValue
(
arr
[
0
]);
for
(
let
i
=
1
;
i
<
arr
.
length
;
i
++
)
{
const
currentValue
=
getValue
(
arr
[
i
]);
if
(
currentValue
>
maxValue
)
{
maxValue
=
currentValue
;
maxIndex
=
i
;
}
}
return
maxIndex
;
}
function
convertPositionResponse
(
response
:
number
):
ygopro
.
CardPosition
{
switch
(
response
)
{
case
0x1
:
return
ygopro
.
CardPosition
.
FACEUP_ATTACK
;
case
0x2
:
return
ygopro
.
CardPosition
.
FACEDOWN_ATTACK
;
case
0x4
:
return
ygopro
.
CardPosition
.
FACEUP_DEFENSE
;
case
0x8
:
return
ygopro
.
CardPosition
.
FACEDOWN_DEFENSE
;
default
:
throw
new
Error
(
`Invalid position response:
${
response
}
`
);
}
}
src/service/duel/agent/index.ts
0 → 100644
View file @
bf54d780
// Ygo Agent with AI-Assisted function on Yu-Gi-Oh! Game
export
class
YgoAgent
{
// TODO
}
src/service/duel/announce.ts
View file @
bf54d780
...
...
@@ -7,6 +7,7 @@ import { displayAnnounceModal } from "@/ui/Duel/Message/AnnounceModal";
export
default
async
(
announce
:
MsgAnnounce
)
=>
{
if
(
matStore
.
autoSelect
)
{
// TODO: 如果是开启 AI 模式,不应该调用这个函数
console
.
log
(
"
intercept announce
"
);
await
sendAIPredictAsResponse
(
announce
as
unknown
as
ygopro
.
StocGameMessage
,
...
...
src/service/duel/selectChain.ts
View file @
bf54d780
...
...
@@ -68,6 +68,7 @@ export default async (selectChain: MsgSelectChain) => {
case
2
:
// 处理多张
case
3
:
{
if
(
matStore
.
autoSelect
)
{
// TODO: 确认AI模型是否可以处理其他case的情况
console
.
log
(
"
intercept selectChain
"
);
await
sendAIPredictAsResponse
(
selectChain
as
unknown
as
ygopro
.
StocGameMessage
,
...
...
src/service/duel/util.ts
View file @
bf54d780
...
...
@@ -8,3 +8,48 @@ export function isAllOnField(locations: ygopro.CardLocation[]): boolean {
return
locations
.
find
((
location
)
=>
!
isOnField
(
location
))
===
undefined
;
}
export
function
computeSetDifference
(
set1
:
number
[],
set2
:
number
[]):
number
[]
{
const
freq1
=
new
Map
<
number
,
number
>
();
const
freq2
=
new
Map
<
number
,
number
>
();
for
(
const
num
of
set1
)
{
freq1
.
set
(
num
,
(
freq1
.
get
(
num
)
||
0
)
+
1
);
}
for
(
const
num
of
set2
)
{
freq2
.
set
(
num
,
(
freq2
.
get
(
num
)
||
0
)
+
1
);
}
for
(
const
[
num
,
count
]
of
freq2
)
{
if
(
freq1
.
has
(
num
))
{
freq1
.
set
(
num
,
freq1
.
get
(
num
)
!
-
count
);
}
}
const
difference
:
number
[]
=
[];
for
(
const
[
num
,
count
]
of
freq1
)
{
if
(
count
>
0
)
{
difference
.
push
(...
Array
(
count
).
fill
(
num
));
}
}
return
difference
;
}
export
function
argmax
<
T
>
(
arr
:
T
[],
getValue
:
(
item
:
T
)
=>
number
):
number
{
if
(
arr
.
length
===
0
)
{
throw
new
Error
(
"
Array is empty
"
);
}
let
maxIndex
=
0
;
let
maxValue
=
getValue
(
arr
[
0
]);
for
(
let
i
=
1
;
i
<
arr
.
length
;
i
++
)
{
const
currentValue
=
getValue
(
arr
[
i
]);
if
(
currentValue
>
maxValue
)
{
maxValue
=
currentValue
;
maxIndex
=
i
;
}
}
return
maxIndex
;
}
src/stores/matStore/types.ts
View file @
bf54d780
...
...
@@ -50,6 +50,7 @@ export interface MatState {
/** 根据自己的先后手判断是否是自己 */
isMe
:
(
player
:
number
)
=>
boolean
;
// 下面其中一些貌似可以封装成为`AgentInfo`
turnCount
:
number
;
duelId
:
string
;
agentIndex
:
number
;
...
...
src/ui/Duel/Message/NeosModal/index.tsx
View file @
bf54d780
...
...
@@ -35,7 +35,7 @@ export const NeosModal: React.FC<ModalProps> = (props) => {
maskClosable=
{
true
}
onCancel=
{
()
=>
setMini
(
!
mini
)
}
closeIcon=
{
mini
?
<
UpOutlined
/>
:
<
MinusOutlined
/>
}
bodyS
tyle=
{
{
padding
:
"
10px 0
"
}
}
s
tyle=
{
{
padding
:
"
10px 0
"
}
}
mask=
{
!
mini
}
wrapClassName=
{
classNames
({
[
styles
.
wrap
]:
mini
})
}
closable=
{
true
}
...
...
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