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Merge pull request #1678 from vcmi/nkai-fix-build

NKAI: more fixes to defense and pandora
This commit is contained in:
Andrii Danylchenko
2023-04-03 22:39:11 +03:00
committed by GitHub
8 changed files with 78 additions and 30 deletions

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@@ -596,9 +596,18 @@ void CBattleAI::attemptCastingSpell()
size_t ourUnits = 0; size_t ourUnits = 0;
for(auto unit : all) std::set<uint32_t> unitIds;
state.battleGetUnitsIf([&](const battle::Unit * u)->bool
{
if(!u->isGhost() && !u->isTurret())
unitIds.insert(u->unitId());
return false;
});
for(auto unitId : unitIds)
{ {
auto unitId = unit->unitId();
auto localUnit = state.battleGetUnitByID(unitId); auto localUnit = state.battleGetUnitByID(unitId);
newHealthOfStack[unitId] = localUnit->getAvailableHealth(); newHealthOfStack[unitId] = localUnit->getAvailableHealth();
@@ -620,9 +629,8 @@ void CBattleAI::attemptCastingSpell()
{ {
int64_t totalGain = 0; int64_t totalGain = 0;
for(auto unit : all) for(auto unitId : unitIds)
{ {
auto unitId = unit->unitId();
auto localUnit = state.battleGetUnitByID(unitId); auto localUnit = state.battleGetUnitByID(unitId);
auto newValue = getValOr(newValueOfStack, unitId, 0); auto newValue = getValOr(newValueOfStack, unitId, 0);

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@@ -70,7 +70,7 @@ void DangerHitMapAnalyzer::updateHitMap()
auto turn = path.turn(); auto turn = path.turn();
auto & node = hitMap[pos.x][pos.y][pos.z]; auto & node = hitMap[pos.x][pos.y][pos.z];
if(tileDanger > node.maximumDanger.danger if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn)) || (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
{ {
node.maximumDanger.danger = tileDanger; node.maximumDanger.danger = tileDanger;

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@@ -30,7 +30,7 @@ namespace NKAI
extern boost::thread_specific_ptr<CCallback> cb; extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai; extern boost::thread_specific_ptr<AIGateway> ai;
const double TREAT_IGNORE_RATIO = 0.5; const float TREAT_IGNORE_RATIO = 2;
using namespace Goals; using namespace Goals;
@@ -133,7 +133,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
tasks.push_back(Goals::sptr(composition)); tasks.push_back(Goals::sptr(composition));
} }
bool treatIsWeak = path.getHeroStrength() / treat.danger > TREAT_IGNORE_RATIO; bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7; bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
if(treatIsWeak && !needToSaveGrowth) if(treatIsWeak && !needToSaveGrowth)
@@ -244,7 +244,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue; continue;
} }
if(path.targetHero == town->visitingHero && path.exchangeCount == 1) if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
{ {
#if NKAI_TRACE_LEVEL >= 1 #if NKAI_TRACE_LEVEL >= 1
logAi->trace("Put %s to garrison of town %s", logAi->trace("Put %s to garrison of town %s",
@@ -266,6 +266,24 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue; continue;
} }
// main without army and visiting scout with army, very specific case
if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
&& path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
&& ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
&& 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
{
path.heroArmy = town->visitingHero.get();
tasks.push_back(
Goals::sptr(Composition()
.addNext(DefendTown(town, treat, path))
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
.addNext(ExecuteHeroChain(path, town))
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
continue;
}
if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger)) if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
{ {
if(ai->nullkiller->arePathHeroesLocked(path)) if(ai->nullkiller->arePathHeroesLocked(path))

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@@ -65,6 +65,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
{ {
Goals::TGoalVec tasks; Goals::TGoalVec tasks;
const int3 pos = hero->visitablePos(); const int3 pos = hero->visitablePos();
auto targetHeroScore = ai->nullkiller->heroManager->evaluateHero(hero);
#if NKAI_TRACE_LEVEL >= 1 #if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString()); logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
@@ -113,7 +114,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength(); float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
// avoid transferring very small amount of army // avoid transferring very small amount of army
if(armyValue < 0.1f) if(armyValue < 0.1f && armyValue < 20000)
{ {
#if NKAI_TRACE_LEVEL >= 2 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Army value is too small."); logAi->trace("Army value is too small.");
@@ -122,8 +123,6 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
} }
// avoid trying to move bigger army to the weaker one. // avoid trying to move bigger army to the weaker one.
if(armyValue > 1)
{
bool hasOtherMainInPath = false; bool hasOtherMainInPath = false;
for(auto node : path.nodes) for(auto node : path.nodes)
@@ -133,12 +132,17 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
auto heroRole = ai->nullkiller->heroManager->getHeroRole(node.targetHero); auto heroRole = ai->nullkiller->heroManager->getHeroRole(node.targetHero);
if(heroRole == HeroRole::MAIN) if(heroRole == HeroRole::MAIN)
{
auto score = ai->nullkiller->heroManager->evaluateHero(node.targetHero);
if(score >= targetHeroScore)
{ {
hasOtherMainInPath = true; hasOtherMainInPath = true;
break; break;
} }
} }
}
if(hasOtherMainInPath) if(hasOtherMainInPath)
{ {
@@ -147,7 +151,6 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
#endif #endif
continue; continue;
} }
}
auto danger = path.getTotalDanger(); auto danger = path.getTotalDanger();
auto isSafe = isSafeToVisit(hero, path.heroArmy, danger); auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
@@ -180,7 +183,17 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
#if NKAI_TRACE_LEVEL >= 2 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Action is blocked. Considering decomposition."); logAi->trace("Action is blocked. Considering decomposition.");
#endif #endif
composition.addNext(blockedAction->decompose(path.targetHero)); auto subGoal = blockedAction->decompose(path.targetHero);
if(subGoal->invalid())
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Path is invalid. Skipping");
#endif
continue;
}
composition.addNext(subGoal);
} }
tasks.push_back(sptr(composition)); tasks.push_back(sptr(composition));
@@ -261,7 +274,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength(); auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
if(armyValue < 0.25f || upgrade.upgradeValue < 300) // avoid small upgrades if((armyValue < 0.1f && armyValue < 20000) || upgrade.upgradeValue < 300) // avoid small upgrades
{ {
#if NKAI_TRACE_LEVEL >= 2 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Army value is too small (%f)", armyValue); logAi->trace("Ignore path. Army value is too small (%f)", armyValue);

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@@ -130,8 +130,6 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
return danger; return danger;
} }
case Obj::PANDORAS_BOX:
return 10000; //Who knows what awaits us there
case Obj::ARTIFACT: case Obj::ARTIFACT:
case Obj::RESOURCE: case Obj::RESOURCE:
@@ -148,6 +146,7 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
case Obj::CREATURE_GENERATOR4: case Obj::CREATURE_GENERATOR4:
case Obj::MINE: case Obj::MINE:
case Obj::ABANDONED_MINE: case Obj::ABANDONED_MINE:
case Obj::PANDORAS_BOX:
{ {
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj); const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
return a->getArmyStrength(); return a->getArmyStrength();

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@@ -299,6 +299,7 @@ void Nullkiller::makeTurn()
void Nullkiller::executeTask(Goals::TTask task) void Nullkiller::executeTask(Goals::TTask task)
{ {
auto start = std::chrono::high_resolution_clock::now();
std::string taskDescr = task->toString(); std::string taskDescr = task->toString();
boost::this_thread::interruption_point(); boost::this_thread::interruption_point();
@@ -307,10 +308,11 @@ void Nullkiller::executeTask(Goals::TTask task)
try try
{ {
task->accept(ai.get()); task->accept(ai.get());
logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
} }
catch(goalFulfilledException &) catch(goalFulfilledException &)
{ {
logAi->trace("Task %s completed", task->toString()); logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
} }
catch(cannotFulfillGoalException & e) catch(cannotFulfillGoalException & e)
{ {

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@@ -591,7 +591,7 @@ public:
uint64_t upgradeValue = armyUpgrade.getUpgradeValue(); uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
evaluationContext.armyReward += upgradeValue; evaluationContext.armyReward += upgradeValue;
evaluationContext.strategicalValue += upgradeValue / armyUpgrade.hero->getTotalStrength(); evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
} }
}; };
@@ -627,7 +627,7 @@ private:
continue; continue;
auto creature = creatureInfo.second.back().toCreature(); auto creature = creatureInfo.second.back().toCreature();
result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth(); result += creature->AIValue * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
} }
return result; return result;
@@ -648,6 +648,9 @@ public:
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f; auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
strategicalValue = 1;
float multiplier = 1; float multiplier = 1;
if(treat.turn < defendTown.getTurn()) if(treat.turn < defendTown.getTurn())
@@ -781,9 +784,11 @@ public:
if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE) if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
{ {
auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero); auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero);
auto mpLeft = garrisonHero->movement / (float)garrisonHero->maxMovePoints(true);
evaluationContext.movementCost += garrisonHero->movement; evaluationContext.movementCost += mpLeft;
evaluationContext.movementCostByRole[defenderRole] += garrisonHero->movement; evaluationContext.movementCostByRole[defenderRole] += mpLeft;
evaluationContext.heroRole = defenderRole;
} }
} }
}; };

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@@ -191,7 +191,10 @@ RuleBlock: gold reward
rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
rule: if skillReward is MEDIUM and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
rule: if skillReward is MEDIUM and heroRole is SCOUT then Value is LOWEST
rule: if skillReward is HIGH and heroRole is SCOUT then Value is LOWEST
rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5 rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5