Copyright (c) 2001-2024 Denis Papp. All rights reserved.
Author: Denis Papp (denis@accessdenied.net)
Homepage: https://github.com/pappde/bmai
BMAI development began in 2001. The fundamental concept was based on my experience developing a poker AI named Loki to play online against human opponents via IRC for while at the University of Alberta (https://poker.cs.ualberta.ca/). Like BMAI, the AI was written in C++ and the interface for the website (or IRC) was written in Perl. This provided a rich testbed for playing a significant number of games against real opponents.
I discovered the unofficial Buttonmen website created by Dana Huyler (dana@coe.missouri.edu), at http://www.buttonmen.dhs.org (now deprecated) as a player. I thought that an AI based on Monte Carlo simulations and maximizing expected value would do quite well, much like with poker, and a fun project. The availability of the website with straightforward structured input and output would provide a rich sandbox for development and testing.
The BMAI finished it's first game on March 27, 2001, and it's last game on February 26, 2012. It completed 11,627 games (see HISTORY.TXT). The end date may coincide with when the website went down, or when the "protocol" changed and I stopped updating it. A note I found from 2008 looks like it had a win rate of 60.85% at that time.
Please note all this code is very old and not very clean. No effort has been made into cleaning it up or facilitating additional development.
The first set of files is for the actual AI, and the logic for running simulations and all the game rules. It is written in C++ and has a basic config file interface. It has only been tested in older versions of Visual Studio (likely 5).
CMakeLists.txt | CMake project file |
src/bmai.h | header file for all BMAI classes |
src/bmai.cpp | main source code file, includes BMC_Game which drives the BM simulation |
src/player.cpp | additional simulation-related code |
src/bmai_ai.cpp | source code for the AI classes |
src/bmai_ai.h | header file for AI classes |
The second set of files are all PERL modules. They form the interface for the unofficial BM website (mentioned above). These files parse the web interface, and, for each active game that needs a turn, interfaces with BMAI and submits an action. It is very vulnerable to page layouts and forms changing. It has only been tested on Win32 with ActivePerl 5.6. It requires Net::SMTP, LWP::UserAgent, and HTTP::Cookies.
The functionality is very limited. It is still up to you to create the account for the BMAI player, and to create/join games. Also, if you join a game with a die type that BMAI doesn't handle, then you will also need to manually play some turns.
web/bmai.pl | the web interface code |
web/dp_lib.pl | some useful functions |
web/stats.pl | utility to process the game history for statistics on performance |
Some additional scripts that are not necessary:
run.bat | batch file to run the BMAI |
web/bmai_test.pl | used for testing |
If you are running a Win32 machine, you will need ActivePerl 5. You will also need the LWP::UserAgent perl module from CPAN and libnet. With ActivePerl you can use the 'ppm' utility, which can automate that process.
These are not necessary, and only included for reference.
test/bmai_in.txt | this is a sample input file, generated by the perl script, to run the AI. The AI will input this then output an action. |
test/bmsim_*.txt | another sample input file, and output for debugging |
test/test_*.txt | more sample input/output files |
HISTORY.txt | a list of all completed games by the BMAI |
NOTES.txt | some manually assembled data on historical overall performance and performance using different parameters. Messy. |
BUILDING.MD | notes and thoughts around compiling the code |
LICENSE | MIT License file |
README.MD | this file |
If you want to deal directly with BMAI, it takes config input on STDIN and
outputs debugging data and actions on STDOUT. There is a summary of the
instructions in src/bmai.cpp for the BMC_Parser
class. You can also look at
the sample *.in files included. BMAI does support running multiple
simulations of two BM playing each other, and is not limited to "input state,
output action."
Here is a sample that the web interface has created. It describes a situation where BMAI has 31 points and 2 dice (4-sided showing 1 and a 10-sided showing 1). Its opponent has 40 points and 2 dice (20-sided speed showing 20, and 20-sided poison showing 2). It is set to 2-ply search (use one or two, anything else is too expensive). At 2-ply it uses simulations to evaluate the position. It runs 150 simulations for each possible move, but will avoid running more than 1500 simulations total. The "getaction" command tells BMAI to run and output the desired action.
NOTE the dice syntax is roughly
{skills}{dieSize}:{dieFace}
so the die
p20:2
may be read as "poison d20 showing a 2"
game
fight
player 0 2 31
4:1
10:1
player 1 2 40
z20:20
p20:2
ply 2
sims 150
maxbranch 1500
getaction
The output will look like a bunch of debugging data, that looks like the following. The "best move" line tells you what BMAI estimates its winning chances at (for the selected move). "action" means that the desired action follows (finished with debugging). "skill", in this case, is the desired action. "0 1" are the attacking dice. "1" is the target die. These numbers are 0-based indexes to the dice that were provided.
l1 p0 best move (83.0 points, 55.3% win) attack skill - (0)4:1 + (0)10:1 -> (0)20:2
action
skill
0 1
1
Here is a sample input file for running 20 games between two given BM. Note the "playgame 20" line instead of "getaction".
game
preround
player 0 5 0
6
8
z20
z20
S
player 1 5 0
4
20
4/8
6/12
6/20
playgame 20
You don't need to base your AI on the actual BMC_BMAI
class. The BMC_AI
class can be overridden for you to implement your own custom approach.
Basically, somewhere in src/bmai.cpp the game is told which AI object will
be used for the game (calls to BMC_Game::SetAI
). The AI in turn implements
methods such as GetAttackAction
which takes a BMC_Game
(current state),
and a reference to a BMC_Move
. It fills in the desired move.
For an example of a very basic AI, look at the BMC_AI_Maximize
class. For each
possible move, it runs the move and looks at the score difference. It
selects the move that results in the best score difference. Note that this
is not correctly a 0th order maximal strategy, since it is not "aware" of
things like mood dice. I.e. it is simulating the action and looking at
the resulting score change, but with mood dice you need to average all the
possible results. Trip dice are also a complex concept that are not
represented.
The BMC_BMAI
class is more expensive. It compiles a list of all possible
moves, and then runs X simulations for each of those moves, recording
the probability of winning. It then selects the move that gives the highest
probability of winning. Within the simulations, it models both the opponent
and itself with an AI object (which could be any AI class) referred to
as the QAI (quick AI). This class is supposed to provide a quick but
decent approximation of behavior. The accuracy of the QAI model has a
strong impact on the simulations. If BMAI was set up to run 2-ply, it would
actually not start the simulations until it was a level further down.
Due to the non-deterministic nature of BM (the nature element), the branching factor is huge. For example, consider the following situation.
4:1 vs 4:3
6:2 6:4
8:4
10:2
There are 5 possible moves. Listed below are the possible moves and the number of possible outcomes.
attack type | attacker dice | vs | defender dice | outcomes | |
---|---|---|---|---|---|
skill | 4:1 6:2 | 4:3 | 4*6 | 24 | |
skill | 4:1 10:2 | 4:3 | 4*10 | 40 | |
power | 8:4 | 4:3 | 8 | ||
skill | 6:2 10:2 | 6:4 | 6*10 | 60 | |
power | 8:4 | 6:4 | 8 |
5 possible moves resulting in 140 outcomes. You can imagine how large this number can get when there are 3-way skill attacks, trip attacks, or 20-sided dice involved. A typical number of available moves is 10-20.
UPDATE 2020: The following notes are from version 1, so are stale. You will find a good list of
TODO
items directly in the source code (e.g. src/bmai.cpp) for a more comprehensive list of ideas.
BMAI is very functional, but far from complete. Many ideas for improvements are listed in comments at the top of src/bmai.cpp. Here are some of the main items:
BMAI Web interface is basically functional. It serves as an interface for recognizing that turns must be taken, and then interfacing with BMAI to submit the game state and get a move. The original intention was to have the web interface run its own AI. It would be able to create games, recognize appropriate matchups and so on. Some major items to do:
It might also be worthwhile to create a graphical or web frontend to BMAI, so that games can be played in a direct environment.