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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-28 03:57:02 +02:00

Update PriorityEvaluator.cpp

Delivering troops to mains is now considered a priority 0 task that should immediately be fulfilled.
Defending nearby towns against nearby enemies is now also considered a priority 0 task.
Priority 0 tasks are now exclusively scored by distance and armyloss has only a cut-off-point instead of lowering the score.

Building-cost now has more impact on their score.
This commit is contained in:
Xilmi 2024-07-24 21:22:14 +02:00
parent bbb5157f74
commit 19b969406c

View File

@ -895,6 +895,7 @@ public:
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength());
evaluationContext.conquestValue += 2.0f * armyStrength / (float)heroExchange.hero->getArmyStrength();
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero);
}
};
@ -1338,7 +1339,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
float score = 0;
float maxWillingToLose = ai->cb->getTownsInfo().empty() ? 1 : 0.25;
logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, fuzzy: %f",
logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, fuzzy: %f",
priorityTier,
task->toString(),
evaluationContext.armyLossPersentage,
@ -1348,11 +1349,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
goldRewardPerTurn,
evaluationContext.goldCost,
evaluationContext.armyReward,
evaluationContext.armyGrowth,
evaluationContext.skillReward,
evaluationContext.danger,
evaluationContext.threat,
evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
evaluationContext.strategicalValue,
evaluationContext.conquestValue,
evaluationContext.closestWayRatio,
evaluationContext.enemyHeroDangerRatio,
fuzzyResult);
@ -1361,15 +1364,16 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
{
case 0: //Take towns
{
score += evaluationContext.conquestValue * 1000;
//score += evaluationContext.conquestValue * 1000;
if(evaluationContext.conquestValue > 0 || (evaluationContext.isDefend && evaluationContext.turn <= 1 && evaluationContext.threat > evaluationContext.armyInvolvement))
score = 1000;
if (score == 0 || (evaluationContext.enemyHeroDangerRatio > 0.5 && evaluationContext.turn > 0 && !ai->cb->getTownsInfo().empty()))
return 0;
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.threat > evaluationContext.armyInvolvement && !evaluationContext.isDefend)
score *= evaluationContext.armyInvolvement / evaluationContext.threat;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
score *= (maxWillingToLose - evaluationContext.armyLossPersentage);
break;
}
case 1: //Collect unguarded stuff
@ -1384,6 +1388,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
return 0;
if (evaluationContext.buildingCost.marketValue() > 0)
return 0;
if (evaluationContext.closestWayRatio < 1)
return 0;
score += evaluationContext.strategicalValue * 1000;
score += evaluationContext.goldReward;
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
@ -1404,8 +1410,6 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
{
if (evaluationContext.buildingCost.marketValue() > 0)
return 0;
if (evaluationContext.enemyHeroDangerRatio > 0.5 && !evaluationContext.isDefend)
return 0;
score += evaluationContext.strategicalValue * 1000;
score += evaluationContext.goldReward;
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
@ -1415,12 +1419,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
if (score > 0)
{
if (evaluationContext.enemyHeroDangerRatio > 1)
if (evaluationContext.threat > 0)
score = evaluationContext.armyInvolvement / evaluationContext.threat;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.threat > evaluationContext.armyInvolvement && !evaluationContext.isDefend)
score *= evaluationContext.armyInvolvement / evaluationContext.threat;
if (evaluationContext.threat > 0)
score /= evaluationContext.threat;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
score *= (maxWillingToLose - evaluationContext.armyLossPersentage);
@ -1449,6 +1450,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
score += 1000;
auto resourcesAvailable = evaluationContext.evaluator.ai->getFreeResources();
auto income = ai->buildAnalyzer->getDailyIncome();
score /= evaluationContext.buildingCost.marketValue();
if (resourcesAvailable < evaluationContext.buildingCost)
{
TResources needed = evaluationContext.buildingCost - resourcesAvailable;
@ -1467,7 +1469,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
}
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, fuzzy: %f, result %f",
logAi->trace("priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, fuzzy: %f, result %f",
priorityTier,
task->toString(),
evaluationContext.armyLossPersentage,
@ -1477,11 +1479,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
goldRewardPerTurn,
evaluationContext.goldCost,
evaluationContext.armyReward,
evaluationContext.armyGrowth,
evaluationContext.skillReward,
evaluationContext.danger,
evaluationContext.threat,
evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
evaluationContext.strategicalValue,
evaluationContext.conquestValue,
evaluationContext.closestWayRatio,
evaluationContext.enemyHeroDangerRatio,
fuzzyResult,