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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

AI: implement hero skills evaluator

This commit is contained in:
Andrii Danylchenko
2021-05-15 22:00:02 +03:00
committed by Andrii Danylchenko
parent 01975e339b
commit 14adf1d108
6 changed files with 366 additions and 2 deletions

View File

@@ -17,6 +17,7 @@ AIhelper::AIhelper()
buildingManager.reset(new BuildingManager());
pathfindingManager.reset(new PathfindingManager());
armyManager.reset(new ArmyManager());
heroManager.reset(new HeroManager());
}
AIhelper::~AIhelper()
@@ -34,6 +35,7 @@ void AIhelper::init(CPlayerSpecificInfoCallback * CB)
buildingManager->init(CB);
pathfindingManager->init(CB);
armyManager->init(CB);
heroManager->init(CB);
}
void AIhelper::setAI(VCAI * AI)
@@ -42,6 +44,7 @@ void AIhelper::setAI(VCAI * AI)
buildingManager->setAI(AI);
pathfindingManager->setAI(AI);
armyManager->setAI(AI);
heroManager->setAI(AI);
}
bool AIhelper::getBuildingOptions(const CGTownInstance * t)
@@ -187,4 +190,14 @@ std::vector<SlotInfo>::iterator AIhelper::getWeakestCreature(std::vector<SlotInf
std::vector<SlotInfo> AIhelper::getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const
{
return armyManager->getSortedSlots(target, source);
}
int AIhelper::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
{
return heroManager->selectBestSkill(hero, skills);
}
std::map<HeroPtr, HeroRole> AIhelper::getHeroRoles() const
{
return heroManager->getHeroRoles();
}

View File

@@ -17,6 +17,7 @@
#include "ResourceManager.h"
#include "BuildingManager.h"
#include "ArmyManager.h"
#include "HeroManager.h"
#include "Pathfinding/PathfindingManager.h"
class ResourceManager;
@@ -24,7 +25,7 @@ class BuildingManager;
//indirection interface for various modules
class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager, public IPathfindingManager, public IArmyManager
class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager, public IPathfindingManager, public IArmyManager, public IHeroManager
{
friend class VCAI;
friend struct SetGlobalState; //mess?
@@ -33,6 +34,7 @@ class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager, pu
std::shared_ptr<BuildingManager> buildingManager;
std::shared_ptr<PathfindingManager> pathfindingManager;
std::shared_ptr<ArmyManager> armyManager;
std::shared_ptr<HeroManager> heroManager;
//TODO: vector<IAbstractManager>
public:
AIhelper();
@@ -78,6 +80,9 @@ public:
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
std::map<HeroPtr, HeroRole> getHeroRoles() const override;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
private:
bool notifyGoalCompleted(Goals::TSubgoal goal) override;

View File

@@ -23,6 +23,7 @@ set(VCAI_SRCS
AIUtility.cpp
AIhelper.cpp
ArmyManager.cpp
HeroManager.cpp
ResourceManager.cpp
BuildingManager.cpp
SectorMap.cpp
@@ -83,6 +84,7 @@ set(VCAI_HEADERS
AIUtility.h
AIhelper.h
ArmyManager.h
HeroManager.h
ResourceManager.h
BuildingManager.h
SectorMap.h

View File

@@ -0,0 +1,237 @@
/*
* HeroManager.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "HeroManager.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/CHeroHandler.h"
SecondarySkillEvaluator HeroManager::wariorSkillsScores = SecondarySkillEvaluator(
{
std::make_shared<SecondarySkillScoreMap>(
std::map<SecondarySkill, float>
{
{SecondarySkill::DIPLOMACY, 2},
{SecondarySkill::LOGISTICS, 2},
{SecondarySkill::EARTH_MAGIC, 2},
{SecondarySkill::ARMORER, 2},
{SecondarySkill::OFFENCE, 2},
{SecondarySkill::AIR_MAGIC, 1},
{SecondarySkill::WISDOM, 1},
{SecondarySkill::LEADERSHIP, 1},
{SecondarySkill::INTELLIGENCE, 1},
{SecondarySkill::RESISTANCE, 1},
{SecondarySkill::MYSTICISM, -1},
{SecondarySkill::SORCERY, -1},
{SecondarySkill::ESTATES, -1},
{SecondarySkill::FIRST_AID, -1},
{SecondarySkill::LEARNING, -1},
{SecondarySkill::SCHOLAR, -1},
{SecondarySkill::EAGLE_EYE, -1},
{SecondarySkill::NAVIGATION, -1}
}),
std::make_shared<ExistingSkillRule>(),
std::make_shared<WisdomRule>(),
std::make_shared<AtLeastOneMagicRule>()
});
SecondarySkillEvaluator HeroManager::scountSkillsScores = SecondarySkillEvaluator(
{
std::make_shared<SecondarySkillScoreMap>(
std::map<SecondarySkill, float>
{
{SecondarySkill::LOGISTICS, 2},
{SecondarySkill::ESTATES, 2},
{SecondarySkill::PATHFINDING, 1},
{SecondarySkill::SCHOLAR, 1}
}),
std::make_shared<ExistingSkillRule>()
});
void HeroManager::init(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
}
void HeroManager::setAI(VCAI * AI)
{
ai = AI;
}
float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
{
auto heroSpecial = Selector::source(Bonus::HERO_SPECIAL, hero->type->ID.getNum());
auto secondarySkillBonus = Selector::type(Bonus::SECONDARY_SKILL_PREMY);
auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus));
float specialityScore = 0.0f;
for(auto bonus : *specialSecondarySkillBonuses)
{
SecondarySkill bonusSkill = SecondarySkill(bonus->subtype);
float bonusScore = wariorSkillsScores.evaluateSecSkill(hero, bonusSkill);
if(bonusScore > 0)
specialityScore += bonusScore * bonusScore * bonusScore;
}
return specialityScore;
}
float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
{
return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
}
std::map<HeroPtr, HeroRole> HeroManager::getHeroRoles() const
{
std::map<HeroPtr, float> scores;
std::map<HeroPtr, HeroRole> result;
auto myHeroes = ai->getMyHeroes();
for(auto & hero : myHeroes)
{
scores[hero] = evaluateFightingStrength(hero.get());
}
std::sort(myHeroes.begin(), myHeroes.end(), [&](const HeroPtr & h1, const HeroPtr & h2) -> bool
{
return scores.at(h1) < scores.at(h2);
});
int mainHeroCount = 4;
for(auto & hero : myHeroes)
{
result[hero] = (mainHeroCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
}
return result;
}
int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
{
auto roles = getHeroRoles();
auto role = roles[hero];
auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
int result = 0;
float resultScore = -100;
for(int i = 0; i < skills.size(); i++)
{
auto score = evaluator.evaluateSecSkill(hero.get(), skills[i]);
if(score > resultScore)
{
resultScore = score;
result = i;
}
logAi->trace(
"Hero %s is proposed to learn %d with score %f",
hero.name,
skills[i].toEnum(),
score);
}
return result;
}
SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
:scoreMap(scoreMap)
{
}
void SecondarySkillScoreMap::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
auto it = scoreMap.find(skill);
if(it != scoreMap.end())
{
score = it->second;
}
}
void ExistingSkillRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
int upgradesLeft = 0;
for(auto & heroSkill : hero->secSkills)
{
if(heroSkill.first == skill)
return;
upgradesLeft += SecSkillLevel::EXPERT - heroSkill.second;
}
if(score >= 2 || score >= 1 && upgradesLeft <= 1)
score += 1.5;
}
void WisdomRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
if(skill != SecondarySkill::WISDOM)
return;
auto wisdomLevel = hero->getSecSkillLevel(SecondarySkill::WISDOM);
if(hero->level > 10 && wisdomLevel == SecSkillLevel::NONE)
score += 1.5;
}
std::vector<SecondarySkill> AtLeastOneMagicRule::magicSchools = {
SecondarySkill::AIR_MAGIC,
SecondarySkill::EARTH_MAGIC,
SecondarySkill::FIRE_MAGIC,
SecondarySkill::WATER_MAGIC
};
void AtLeastOneMagicRule::evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const
{
if(!vstd::contains(magicSchools, skill))
return;
bool heroHasAnyMagic = vstd::contains_if(magicSchools, [&](SecondarySkill skill) -> bool
{
return hero->getSecSkillLevel(skill) > SecSkillLevel::NONE;
});
if(!heroHasAnyMagic)
score += 1;
}
SecondarySkillEvaluator::SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules)
: evaluationRules(evaluationRules)
{
}
float SecondarySkillEvaluator::evaluateSecSkills(const CGHeroInstance * hero) const
{
float totalScore = 0;
for(auto skill : hero->secSkills)
{
totalScore += skill.second * evaluateSecSkill(hero, skill.first);
}
return totalScore;
}
float SecondarySkillEvaluator::evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const
{
float score = 0;
for(auto rule : evaluationRules)
rule->evaluateScore(hero, skill, score);
return score;
}

107
AI/Nullkiller/HeroManager.h Normal file
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@@ -0,0 +1,107 @@
/*
* HeroManager.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "AIUtility.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CBuildingHandler.h"
#include "VCAI.h"
enum HeroRole
{
MAIN,
SCOUT
};
class DLL_EXPORT IHeroManager //: public: IAbstractManager
{
public:
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual std::map<HeroPtr, HeroRole> getHeroRoles() const = 0;
virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
};
class DLL_EXPORT ISecondarySkillRule
{
public:
virtual void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const = 0;
};
class DLL_EXPORT SecondarySkillEvaluator
{
private:
std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules;
public:
SecondarySkillEvaluator(std::vector<std::shared_ptr<ISecondarySkillRule>> evaluationRules);
float evaluateSecSkills(const CGHeroInstance * hero) const;
float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
};
class DLL_EXPORT HeroManager : public IHeroManager
{
private:
static SecondarySkillEvaluator wariorSkillsScores;
static SecondarySkillEvaluator scountSkillsScores;
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
VCAI * ai;
public:
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
std::map<HeroPtr, HeroRole> getHeroRoles() const override;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;
float evaluateSpeciality(const CGHeroInstance * hero) const;
};
// basic skill scores. missing skills will have score of 0
class DLL_EXPORT SecondarySkillScoreMap : public ISecondarySkillRule
{
private:
std::map<SecondarySkill, float> scoreMap;
public:
SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap);
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Controls when to upgrade existing skills and when get new
class ExistingSkillRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Allows to get wisdom at 12 lvl
class WisdomRule : public ISecondarySkillRule
{
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};
// Dynamically controls scores for magic skills
class AtLeastOneMagicRule : public ISecondarySkillRule
{
private:
static std::vector<SecondarySkill> magicSchools;
public:
void evaluateScore(const CGHeroInstance * hero, SecondarySkill skill, float & score) const override;
};

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@@ -624,7 +624,7 @@ void VCAI::heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
NET_EVENT_HANDLER;
status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
requestActionASAP([=](){ answerQuery(queryID, 0); });
requestActionASAP([=](){ answerQuery(queryID, ah->selectBestSkill(hero, skills)); });
}
void VCAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)