+/* This program operates by filling in a state table representing the best
+ * possible trips you could make; the ones that makes you the most money.
+ * This is feasible because we don't look at all the possible trips.
+ * We define a list of things that are germane to this game and then only
+ * consider the best outcome in each possible game state.
+ *
+ * Each cell in the table represents a state in the game. In each cell,
+ * we track two things: 1. the most money you could possibly have while in
+ * that state and 2. one possible way to get into that state with that
+ * amount of money.
+ *
+ * A basic analysis can be done with a two-dimensional table: location and
+ * fuel. planeteer-1.0 used this two-dimensional table. This version
+ * adds features mostly by adding dimensions to this table.
+ *
+ * Note that the sizes of each dimension are data driven. Many dimensions
+ * collapse to one possible value (ie, disappear) if the corresponding
+ * feature is not enabled.
+ *
+ * The order of the dimensions in the list of constants below determines
+ * their layout in RAM. The cargo-based 'dimensions' are not completely
+ * independent -- some combinations are illegal and not used. They are
+ * handled as three dimensions rather than one for simplicity. Placing
+ * these dimensions first causes the unused cells in the table to be
+ * grouped together in large blocks. This keeps the unused cells from
+ * polluting cache lines, and if the spans of unused cells are large
+ * enough, allows the memory manager to swap out entire pages.
+ *
+ * If the table gets too big to fit in RAM:
+ * * Combine the Edens, Cloaks, and UnusedCargo dimensions. Of the
+ * 24 combinations, only 15 are legal: a 38% savings.
+ * * Reduce the size of the Fuel dimension to 3. Explicit iteration
+ * only ever needs to look backwards 2 units, so the logical values
+ * can rotate through the same 3 physical addresses. This would be
+ * good for an 82% savings. Note that explicit iteration went away
+ * in 0372f045.
+ * * Reduce the size of the Edens dimension from 3 to 2, for the
+ * same reasons as Fuel above. 33% savings.
+ * * Buy more ram. (Just sayin'. It's cheaper than you think.)
+ *
+ */
+
+// The official list of dimensions:
+const (
+ // Name Num Size Description
+ Edens = iota // 1 3 # of Eden warp units (0 - 2 typically)
+ Cloaks // 2 1-2 # of Devices of Cloaking (0 or 1)
+ UnusedCargo // 3 4 # of unused cargo spaces (0 - 3 typically)
+ Fuel // 4 17 Hyper jump power left (0 - 16)
+ Location // 5 26 Location (which planet)
+ Hold // 6 15 Cargo bay contents (a *Commodity or nil)
+ Traded // 7 2 Traded yet?
+ BuyFighters // 8 1-2 Errand: Buy fighter drones
+ BuyShields // 9 1-2 Errand: Buy shield batteries
+ Visit // 10 1-2**N Visit: Stop by these N planets in the route
+
+ NumDimensions
+)
+
+func bint(b bool) int {
+ if b {
+ return 1
+ }
+ return 0
+}
+
+func DimensionSizes(data planet_data) LogicalIndex {
+ eden_capacity := data.Commodities["Eden Warp Units"].Limit
+ if *start_edens > eden_capacity {
+ eden_capacity = *start_edens
+ }
+ cloak_capacity := bint(*cloak)
+ dims := make(LogicalIndex, NumDimensions)
+ dims[Edens] = eden_capacity + 1
+ dims[Cloaks] = cloak_capacity + 1
+ dims[UnusedCargo] = eden_capacity + cloak_capacity + 1
+ dims[Fuel] = *fuel + 1
+ dims[Location] = len(data.Planets)
+ dims[Hold] = len(data.Commodities) + 1
+ dims[Traded] = 2
+ dims[BuyFighters] = bint(*drones > 0) + 1
+ dims[BuyShields] = bint(*batteries > 0) + 1
+ dims[Visit] = 1 << uint(len(visit()))
+
+ // Remind myself to add a line above when adding new dimensions
+ for i, dim := range dims {
+ if dim < 1 {
+ panic(i)
+ }
+ }
+ return dims
+}
+
+type Value int32
+type PhysicalIndex int32
+type LogicalIndex []int
+
+func StateTableSize(dims LogicalIndex) int {
+ product := 1
+ for _, size := range dims {
+ product *= size
+ }
+ return product
+}
+
+type State struct {
+ value Value
+ from PhysicalIndex
+}
+
+const (
+ FROM_ROOT = -2147483647 + iota
+ FROM_UNINITIALIZED
+ VALUE_UNINITIALIZED
+ VALUE_BEING_EVALUATED
+ VALUE_RUBISH
+)
+
+func EncodeIndex(dims, addr LogicalIndex) PhysicalIndex {
+ index := addr[0]
+ if addr[0] > dims[0] {
+ panic(0)
+ }
+ for i := 1; i < NumDimensions; i++ {
+ if addr[i] < 0 || addr[i] >= dims[i] {
+ panic(i)
+ }
+ index = index*dims[i] + addr[i]
+ }
+ return PhysicalIndex(index)
+}
+
+func DecodeIndex(dims LogicalIndex, index PhysicalIndex) LogicalIndex {
+ scratch := int(index)
+ addr := make(LogicalIndex, NumDimensions)
+ for i := NumDimensions - 1; i > 0; i-- {
+ addr[i] = scratch % dims[i]
+ scratch /= dims[i]
+ }
+ addr[0] = scratch
+ return addr
+}
+
+func PlanetIndex(data planet_data, name string) int {
+ index, ok := data.p2i[name]
+ if !ok {
+ panic("Unknown planet " + name)
+ }
+ return index
+}
+
+func CommodityIndex(data planet_data, name string) int {
+ index, ok := data.c2i[name]
+ if !ok {
+ panic("Unknown commodity " + name)
+ }
+ return index
+}
+
+func CreateStateTable(data planet_data, dims LogicalIndex) []State {
+ table := make([]State, StateTableSize(dims))
+ for i := range table {
+ table[i].value = VALUE_UNINITIALIZED
+ table[i].from = FROM_UNINITIALIZED
+ }
+
+ addr := make(LogicalIndex, NumDimensions)
+ addr[Fuel] = *fuel
+ addr[Edens] = *start_edens
+ addr[Location] = PlanetIndex(data, *start)
+ if *start_hold != "" {
+ addr[Hold] = CommodityIndex(data,*start_hold)
+ }
+ start_index := EncodeIndex(dims, addr)
+ table[start_index].value = Value(*funds)
+ table[start_index].from = FROM_ROOT
+
+ return table
+}
+
+/* CellValue fills in the one cell at address addr by looking at all
+ * the possible ways to reach this cell and selecting the best one. */
+
+func Consider(data planet_data, dims LogicalIndex, table []State, there LogicalIndex, value_difference int, best_value *Value, best_source LogicalIndex) {
+ there_value := CellValue(data, dims, table, there)
+ if value_difference < 0 && Value(-value_difference) > there_value {
+ /* Can't afford this transition */
+ return
+ }
+ possible_value := there_value + Value(value_difference)
+ if possible_value > *best_value {
+ *best_value = possible_value
+ copy(best_source, there)
+ }
+}
+
+var cell_filled_count int
+
+func CellValue(data planet_data, dims LogicalIndex, table []State, addr LogicalIndex) Value {
+ my_index := EncodeIndex(dims, addr)
+ if table[my_index].value == VALUE_BEING_EVALUATED {
+ panic("Circular dependency")
+ }
+ if table[my_index].value != VALUE_UNINITIALIZED {
+ return table[my_index].value
+ }
+ table[my_index].value = VALUE_BEING_EVALUATED
+
+ best_value := Value(VALUE_RUBISH)
+ best_source := make(LogicalIndex, NumDimensions)
+ other := make(LogicalIndex, NumDimensions)
+ copy(other, addr)
+ planet := data.i2p[addr[Location]]
+
+ /* Travel here */
+ if addr[Traded] == 0 { /* Can't have traded immediately after traveling. */
+ other[Traded] = 1 /* Travel from states that have done trading. */
+
+ /* Travel here via a 2-fuel unit jump */
+ if addr[Fuel]+2 < dims[Fuel] {
+ other[Fuel] = addr[Fuel] + 2
+ hole_index := (dims[Fuel] - 1) - (addr[Fuel] + 2)
+ if hole_index >= len(flight_plan()) || addr[Location] != PlanetIndex(data, flight_plan()[hole_index]) {
+ for other[Location] = 0; other[Location] < dims[Location]; other[Location]++ {
+ if data.Planets[data.i2p[addr[Location]]].BeaconOn {
+ Consider(data, dims, table, other, 0, &best_value, best_source)
+ }
+ }
+ }
+ other[Location] = addr[Location]
+ other[Fuel] = addr[Fuel]
+ }
+
+ /* Travel here via a 1-fuel unit jump (a hyper hole) */
+ if addr[Fuel]+1 < dims[Fuel] {
+ hole_index := (dims[Fuel] - 1) - (addr[Fuel] + 1)
+ if hole_index < len(flight_plan()) && addr[Location] == PlanetIndex(data, flight_plan()[hole_index]) {
+ other[Fuel] = addr[Fuel] + 1
+ for other[Location] = 0; other[Location] < dims[Location]; other[Location]++ {
+ Consider(data, dims, table, other, 0, &best_value, best_source)
+ }
+ other[Location] = addr[Location]
+ other[Fuel] = addr[Fuel]
+ }
+ }
+
+ /* Travel here via Eden Warp Unit */
+ if addr[Edens]+1 < dims[Edens] && addr[UnusedCargo] > 0 {
+ _, available := data.Planets[data.i2p[addr[Location]]].RelativePrices["Eden Warp Units"]
+ if !available {
+ other[Edens] = addr[Edens] + 1
+ if other[Hold] != 0 {
+ other[UnusedCargo] = addr[UnusedCargo] - 1
+ }
+ for other[Location] = 0; other[Location] < dims[Location]; other[Location]++ {
+ Consider(data, dims, table, other, 0, &best_value, best_source)
+ }
+ other[Location] = addr[Location]
+ other[UnusedCargo] = addr[UnusedCargo]
+ other[Edens] = addr[Edens]
+ }
+ }
+ other[Traded] = addr[Traded]
+ }
+
+ /* Trade */
+ if addr[Traded] == 1 {
+ other[Traded] = 0
+
+ /* Consider not trading */
+ Consider(data, dims, table, other, 0, &best_value, best_source)
+
+ if !data.Planets[data.i2p[addr[Location]]].Private {
+
+ /* Sell */
+ if addr[Hold] == 0 && addr[UnusedCargo] == 0 {
+ for other[Hold] = 0; other[Hold] < dims[Hold]; other[Hold]++ {
+ commodity := data.i2c[other[Hold]]
+ if !data.Commodities[commodity].CanSell {
+ continue
+ }
+ relative_price, available := data.Planets[planet].RelativePrices[commodity]
+ if !available {
+ // TODO: Dump cargo
+ continue
+ }
+ base_price := data.Commodities[commodity].BasePrice
+ absolute_price := float64(base_price) * float64(relative_price) / 100.0
+ sell_price := int(absolute_price * 0.9)
+
+ for other[UnusedCargo] = 0; other[UnusedCargo] < dims[UnusedCargo]; other[UnusedCargo]++ {
+ quantity := *hold - (other[UnusedCargo] + other[Cloaks] + other[Edens])
+ sale_value := quantity * sell_price
+ Consider(data, dims, table, other, sale_value, &best_value, best_source)
+ }
+ }
+ other[UnusedCargo] = addr[UnusedCargo]
+ other[Hold] = addr[Hold]
+ }
+
+ /* Buy */
+ other[Traded] = addr[Traded] /* Buy after selling */
+ if addr[Hold] != 0 {
+ commodity := data.i2c[addr[Hold]]
+ if data.Commodities[commodity].CanSell {
+ relative_price, available := data.Planets[planet].RelativePrices[commodity]
+ if available {
+ base_price := data.Commodities[commodity].BasePrice
+ absolute_price := int(float64(base_price) * float64(relative_price) / 100.0)
+ quantity := *hold - (addr[UnusedCargo] + addr[Cloaks] + addr[Edens])
+ total_price := quantity * absolute_price
+ other[Hold] = 0
+ other[UnusedCargo] = 0
+ Consider(data, dims, table, other, -total_price, &best_value, best_source)
+ other[UnusedCargo] = addr[UnusedCargo]
+ other[Hold] = addr[Hold]
+ }
+ }
+ }
+ }
+ other[Traded] = addr[Traded]
+ }
+
+ /* Buy a Device of Cloaking */
+ if addr[Cloaks] == 1 && addr[UnusedCargo] < dims[UnusedCargo]-1 {
+ relative_price, available := data.Planets[data.i2p[addr[Location]]].RelativePrices["Device Of Cloakings"]
+ if available {
+ absolute_price := int(float64(data.Commodities["Device Of Cloakings"].BasePrice) * float64(relative_price) / 100.0)
+ other[Cloaks] = 0
+ if other[Hold] != 0 {
+ other[UnusedCargo] = addr[UnusedCargo] + 1
+ }
+ Consider(data, dims, table, other, -absolute_price, &best_value, best_source)
+ other[UnusedCargo] = addr[UnusedCargo]
+ other[Cloaks] = addr[Cloaks]
+ }
+ }
+
+ /* Buy Fighter Drones */
+ if addr[BuyFighters] == 1 {
+ relative_price, available := data.Planets[data.i2p[addr[Location]]].RelativePrices["Fighter Drones"]
+ if available {
+ absolute_price := int(float64(data.Commodities["Fighter Drones"].BasePrice) * float64(relative_price) / 100.0)
+ other[BuyFighters] = 0
+ Consider(data, dims, table, other, -absolute_price**drones, &best_value, best_source)
+ other[BuyFighters] = addr[BuyFighters]
+ }
+ }
+
+ /* Buy Shield Batteries */
+ if addr[BuyShields] == 1 {
+ relative_price, available := data.Planets[data.i2p[addr[Location]]].RelativePrices["Shield Batterys"]
+ if available {
+ absolute_price := int(float64(data.Commodities["Shield Batterys"].BasePrice) * float64(relative_price) / 100.0)
+ other[BuyShields] = 0
+ Consider(data, dims, table, other, -absolute_price**batteries, &best_value, best_source)
+ other[BuyShields] = addr[BuyShields]
+ }
+ }
+
+ /* Visit this planet */
+ for i := uint(0); i < uint(len(visit())); i++ {
+ if addr[Visit]&(1<<i) != 0 && visit()[i] == data.i2p[addr[Location]] {
+ other[Visit] = addr[Visit] & ^(1 << i)
+ Consider(data, dims, table, other, 0, &best_value, best_source)
+ }
+ }
+ other[Visit] = addr[Visit]
+
+ /* Buy Eden warp units */
+ eden_limit := data.Commodities["Eden Warp Units"].Limit
+ if addr[Edens] > 0 && addr[Edens] <= eden_limit {
+ relative_price, available := data.Planets[data.i2p[addr[Location]]].RelativePrices["Eden Warp Units"]
+ if available {
+ absolute_price := int(float64(data.Commodities["Eden Warp Units"].BasePrice) * float64(relative_price) / 100.0)
+ for quantity := addr[Edens]; quantity > 0; quantity-- {
+ other[Edens] = addr[Edens] - quantity
+ if addr[Hold] != 0 {
+ other[UnusedCargo] = addr[UnusedCargo] + quantity
+ }
+ if other[UnusedCargo] < dims[UnusedCargo] {
+ Consider(data, dims, table, other, -absolute_price*quantity, &best_value, best_source)
+ }
+ }
+ other[Edens] = addr[Edens]
+ other[UnusedCargo] = addr[UnusedCargo]
+ }
+ }
+
+ // Check that we didn't lose track of any temporary modifications to other.
+ for i := 0; i < NumDimensions; i++ {
+ if addr[i] != other[i] {
+ panic(i)
+ }
+ }
+
+ // Sanity check: This cell was in state BEING_EVALUATED
+ // the whole time that it was being evaluated.
+ if table[my_index].value != VALUE_BEING_EVALUATED {
+ panic(my_index)
+ }
+
+ // Record our findings
+ table[my_index].value = best_value
+ table[my_index].from = EncodeIndex(dims, best_source)
+
+ // UI: Progress bar
+ cell_filled_count++
+ if cell_filled_count&0xfff == 0 {
+ print(fmt.Sprintf("\r%3.1f%%", 100*float64(cell_filled_count)/float64(StateTableSize(dims))))
+ }
+
+ return table[my_index].value
+}
+
+func FinalState(dims LogicalIndex) LogicalIndex {
+ addr := make(LogicalIndex, NumDimensions)
+ addr[Edens] = *end_edens
+ addr[Cloaks] = dims[Cloaks] - 1
+ addr[BuyFighters] = dims[BuyFighters] - 1
+ addr[BuyShields] = dims[BuyShields] - 1
+ addr[Visit] = dims[Visit] - 1
+ addr[Traded] = 1
+ addr[Hold] = 0
+ addr[UnusedCargo] = 0
+ // Fuel and Location are determined by FindBestState
+ return addr
+}
+
+func FindBestState(data planet_data, dims LogicalIndex, table []State, addr LogicalIndex) PhysicalIndex {
+ max_index := PhysicalIndex(-1)
+ max_value := 0.0
+ max_fuel := 1
+ if *fuel == 0 {
+ max_fuel = 0
+ }
+ for addr[Fuel] = 0; addr[Fuel] <= max_fuel; addr[Fuel]++ {
+ for addr[Location] = 0; addr[Location] < dims[Location]; addr[Location]++ {
+ planet := data.i2p[addr[Location]]
+ if len(end()) == 0 || end()[planet] {
+ index := EncodeIndex(dims, addr)
+ today_value := CellValue(data, dims, table, addr)
+ tomorrow_value := *tomorrow_weight * float64(*hold+data.Planets[planet].TomorrowValue)
+ value := float64(today_value) + tomorrow_value
+ if value > max_value {
+ max_value = value
+ max_index = index
+ }
+ }
+ }
+ }
+ return max_index
+}
+
+func Commas(n Value) (s string) {
+ if n < 0 {
+ panic(n)
+ }
+ r := n % 1000
+ n /= 1000
+ for n > 0 {
+ s = fmt.Sprintf(",%03d", r) + s
+ r = n % 1000
+ n /= 1000
+ }
+ s = fmt.Sprint(r) + s
+ return
+}
+
+func FighterAndShieldCost(data planet_data, dims LogicalIndex, table []State, best PhysicalIndex) {
+ if *drones == 0 && *batteries == 0 {
+ return
+ }
+ fmt.Println()
+ if *drones > 0 {
+ final_state := FinalState(dims)
+ final_state[BuyFighters] = 0
+ alt_best := FindBestState(data, dims, table, final_state)
+ cost := table[alt_best].value - table[best].value
+ fmt.Println("\rDrones were", float64(cost)/float64(*drones), "each")
+ }
+ if *batteries > 0 {
+ final_state := FinalState(dims)
+ final_state[BuyShields] = 0
+ alt_best := FindBestState(data, dims, table, final_state)
+ cost := table[alt_best].value - table[best].value
+ fmt.Println("\rBatteries were", float64(cost)/float64(*batteries), "each")
+ }
+}
+
+func EndEdensCost(data planet_data, dims LogicalIndex, table []State, best PhysicalIndex) {
+ if *end_edens == 0 {
+ return
+ }
+ fmt.Println()
+ final_state := FinalState(dims)
+ for extra_edens := 1; extra_edens <= *end_edens; extra_edens++ {
+ final_state[Edens] = *end_edens - extra_edens
+ alt_best := FindBestState(data, dims, table, final_state)
+ extra_funds := table[alt_best].value - table[best].value
+ fmt.Println("\rUse", extra_edens, "extra edens, make an extra",
+ Commas(extra_funds), "(",
+ Commas(extra_funds/Value(extra_edens)), "per eden)")
+ }
+}
+
+func VisitCost(data planet_data, dims LogicalIndex, table []State, best PhysicalIndex) {
+ if dims[Visit] == 1 {
+ return
+ }
+ fmt.Println()
+ final_state := FinalState(dims)
+ for i := uint(0); i < uint(len(visit())); i++ {
+ all_bits := dims[Visit] - 1
+ final_state[Visit] = all_bits & ^(1 << i)
+ alt_best := FindBestState(data, dims, table, final_state)
+ cost := table[alt_best].value - table[best].value
+ fmt.Printf("\r%11v Cost to visit %v\n", Commas(cost), visit()[i])
+ }
+}
+
+func EndLocationCost(data planet_data, dims LogicalIndex, table []State, best PhysicalIndex) {
+ if len(end()) == 0 {
+ return
+ }
+ fmt.Println()
+ final_state := FinalState(dims)
+ save_end_string := *end_string
+ *end_string = ""
+ end_cache = nil
+ alt_best := FindBestState(data, dims, table, final_state)
+ cost := table[alt_best].value - table[best].value
+ fmt.Printf("\r%11v Cost of --end %v\n", Commas(cost), save_end_string)
+ *end_string = save_end_string
+}
+
+func DescribePath(data planet_data, dims LogicalIndex, table []State, start PhysicalIndex) (description []string) {
+ for index := start; table[index].from > FROM_ROOT; index = table[index].from {
+ if table[index].from == FROM_UNINITIALIZED {
+ panic(index)
+ }
+ var line string
+ addr := DecodeIndex(dims, index)
+ prev := DecodeIndex(dims, table[index].from)
+ if addr[Fuel] != prev[Fuel] {
+ from := data.i2p[prev[Location]]
+ to := data.i2p[addr[Location]]
+ line += fmt.Sprintf("Jump from %v to %v (%v hyper jump units)", from, to, prev[Fuel]-addr[Fuel])
+ }
+ if addr[Edens] == prev[Edens]-1 {
+ from := data.i2p[prev[Location]]
+ to := data.i2p[addr[Location]]
+ line += fmt.Sprintf("Eden warp from %v to %v", from, to)
+ }
+ if addr[Hold] != prev[Hold] {
+ if addr[Hold] == 0 {
+ quantity := *hold - (prev[UnusedCargo] + prev[Edens] + prev[Cloaks])
+ line += fmt.Sprintf("Sell %v %v", quantity, data.i2c[prev[Hold]])
+ } else if prev[Hold] == 0 {
+ quantity := *hold - (addr[UnusedCargo] + addr[Edens] + addr[Cloaks])
+ line += fmt.Sprintf("Buy %v %v", quantity, data.i2c[addr[Hold]])
+ } else {
+ panic("Switched cargo?")
+ }
+
+ }
+ if addr[Cloaks] == 1 && prev[Cloaks] == 0 {
+ // TODO: Dump cloaks, convert from cargo?
+ line += "Buy a Cloak"
+ }
+ if addr[Edens] > prev[Edens] {
+ line += fmt.Sprint("Buy ", addr[Edens]-prev[Edens], " Eden Warp Units")
+ }
+ if addr[BuyShields] == 1 && prev[BuyShields] == 0 {
+ line += fmt.Sprint("Buy ", *batteries, " Shield Batterys")
+ }
+ if addr[BuyFighters] == 1 && prev[BuyFighters] == 0 {
+ line += fmt.Sprint("Buy ", *drones, " Fighter Drones")
+ }
+ if addr[Visit] != prev[Visit] {
+ // TODO: verify that the bit chat changed is addr[Location]
+ line += fmt.Sprint("Visit ", data.i2p[addr[Location]])
+ }
+ if line == "" && addr[Hold] == prev[Hold] && addr[Traded] != prev[Traded] {
+ // The Traded dimension is for housekeeping. It doesn't directly
+ // correspond to in-game actions, so don't report transitions.
+ continue
+ }
+ if line == "" {
+ line = fmt.Sprint(prev, " -> ", addr)
+ }
+ description = append(description, fmt.Sprintf("%13v ", Commas(table[index].value))+line)
+ }
+ return
+}
+
+// (Example of a use case for generics in Go)
+func IndexPlanets(m *map[string]Planet, start_at int) (map[string]int, []string) {
+ e2i := make(map[string]int, len(*m)+start_at)
+ i2e := make([]string, len(*m)+start_at)
+ i := start_at
+ for e := range *m {
+ e2i[e] = i
+ i2e[i] = e
+ i++
+ }
+ return e2i, i2e
+}
+func IndexCommodities(m *map[string]Commodity, start_at int) (map[string]int, []string) {
+ e2i := make(map[string]int, len(*m)+start_at)
+ i2e := make([]string, len(*m)+start_at)
+ i := start_at
+ for e := range *m {
+ e2i[e] = i
+ i2e[i] = e
+ i++
+ }
+ return e2i, i2e
+}
+