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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

AI doesn't try to visit itself. AI doesn't try to visit OPW/OPH objects that have been visited. Soon AI will be able to learn priorities.

This commit is contained in:
Trevor Standley 2009-08-07 08:41:40 +00:00
parent a91ab8872b
commit 3d93e0acf0
3 changed files with 251 additions and 43 deletions

View File

@ -93,14 +93,55 @@ void CGeniusAI::HypotheticalGameState::update(CGeniusAI & AI)
for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
}
CGeniusAI::HeroObjective::HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h):object(object)
CGeniusAI::HeroObjective::HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object)
{
AI = ai;
pos = object->pos;
type = t;
whoCanAchieve.push_back(h);
_value = 100 + rand()%30;
_value = -1;
}
float CGeniusAI::HeroObjective::getValue() const
{
if(_value>0)
return _value;
vector<int> resourceCosts;
for(int i = 0; i < 8;i++)
resourceCosts.push_back(0);
float bestCost = 9e9;
if(type !=AIObjective::finishTurn)
for(int i = 0; i < whoCanAchieve.size();i++)
{
int distOutOfTheWay = 0;
CPath path;
//from hero to object
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path))
distOutOfTheWay+=path.nodes[0].dist;
//from object to goal
if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
{
distOutOfTheWay+=path.nodes[0].dist;
//from hero directly to goal
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
distOutOfTheWay-=path.nodes[0].dist;
}
float cost = CostModel(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay).getCost();
if(cost < bestCost)
bestCost = cost;
}
if(bestCost < 10000)
cout << "best cost = " << bestCost << endl;
_value = rand()%1000+100-bestCost;
return _value;
}
bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
{
if(type != other.type)
@ -109,16 +150,55 @@ bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
return pos < other.pos;
if(object->id!=other.object->id)
return object->id < other.object->id;
if(dynamic_cast<const CGVisitableOPH *> (object))
if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id)
return whoCanAchieve.front()->h->id<other.whoCanAchieve.front()->h->id;
return false;
}
CGeniusAI::TownObjective::TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which)
void CGeniusAI::HeroObjective::print() const
{
switch(type)
{
case visit:
cout << "visit " << object->hoverName;
break;
case attack:
cout << "attack " << object->hoverName;
case finishTurn:
cout << "finish turn";
}
}
CGeniusAI::TownObjective::TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai)
:whichTown(tn),which(Which)
{
AI=ai;
type = t;
_value = 100 + rand()%30 + (t==upgradeCreatures)*200;
_value = -1;
}
float CGeniusAI::TownObjective::getValue() const
{
if(_value>0)
return _value;
_value = rand()%1000+100;
return _value;
}
CGeniusAI::CostModel::CostModel(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay)
:resourceCosts(resourceCosts),moved(moved),distOutOfTheWay(distOutOfTheWay)
{}
float CGeniusAI::CostModel::getCost()
{
if(resourceCosts.size()==0||moved == NULL)return -1;
//TODO: replace with ann
return resourceCosts[0]/4.0+resourceCosts[1]/2.0+resourceCosts[2]/4.0+resourceCosts[3]/2.0+resourceCosts[4]/2.0+resourceCosts[5]/2.0+resourceCosts[6]/3000.0+distOutOfTheWay/10000.0;
}
bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
{
if(type != other.type)
@ -130,6 +210,60 @@ bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
return false;
}
void CGeniusAI::TownObjective::print() const
{
CBuilding * b;
const CCreature *creature;
HypotheticalGameState::HeroModel hm;
int ID, howMany, newID, hSlot;
switch(type)
{
case recruitHero:
cout << "recruit hero.";break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
cout << "build " << b->Name() << " cost = ";
if(b->resources.size()!=0)
{
if(b->resources[0]!=0)cout << b->resources[0] << " wood. ";
if(b->resources[1]!=0)cout << b->resources[1] << " mercury. ";
if(b->resources[2]!=0)cout << b->resources[2] << " ore. ";
if(b->resources[3]!=0)cout << b->resources[3] << " sulfer. ";
if(b->resources[4]!=0)cout << b->resources[4] << " cristal. ";
if(b->resources[5]!=0)cout << b->resources[5] << " gems. ";
if(b->resources[6]!=0)cout << b->resources[6] << " gold. ";
}
break;
case recruitCreatures:
ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
creature = &VLC->creh->creatures[ID];
howMany = whichTown->creaturesToRecruit[which].first;
for(int i = 0; i < creature->cost.size();i++)
howMany = min(howMany,creature->cost[i]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX);
cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
if(creature->cost.size()!=0)
{
if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. ";
if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. ";
if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. ";
if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfer. ";
if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. ";
if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. ";
if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. ";
}
break;
case upgradeCreatures:
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
ID = whichTown->creaturesInGarrison.slots[which].first;
cout << "upgrade " << VLC->creh->creatures[ID].namePl << endl;
//ui.cost
break;
}
}
CGeniusAI::CGeniusAI()
: m_generalAI(), m_state(NO_BATTLE)
{
@ -182,7 +316,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
{
//TODO: what would the hero actually visit if he went to that spot
// IE maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it.
//if(i->o->)
if(i->o->ID!=34) //unless you are trying to visit a hero
{
bool heroThere = false;
@ -210,7 +344,13 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
continue;
if(dynamic_cast<const CGVisitableOPW *> (i->o)&&dynamic_cast<const CGVisitableOPW *> (i->o)->visited)//don't visit things that have already been visited this week.
continue;
if(dynamic_cast<const CGVisitableOPH *> (i->o)&&vstd::contains(dynamic_cast<const CGVisitableOPH *> (i->o)->visitors,h.h->id))//don't visit things that you have already visited OPH
continue;
if(i->o->id==h.h->id) //don't visit yourself
continue;
destination = i->o->getSightCenter();
if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
@ -221,7 +361,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
if(path.nodes[0].dist<movement)
{
HeroObjective ho(tp,i->o,&h);
HeroObjective ho(tp,i->o,&h,this);
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
if(found==currentHeroObjectives.end())
currentHeroObjectives.insert(ho);
@ -244,7 +384,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
h.interestingPos = interestingPos;
if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path
currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h));
currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h,this));
}
@ -307,8 +447,40 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
break;
case visit:case attack:
//std::cout << "trying to visit " << object->hoverName << std::endl;
h = whoCanAchieve[rand()%whoCanAchieve.size()];//TODO:replace with best hero for the job
float bestCost = 9e9;
int bestHero = 0;
vector<int> resourceCosts;
for(int i = 0; i < 8;i++)
resourceCosts.push_back(0);
for(int i = 0; i < whoCanAchieve.size();i++)
{
int distOutOfTheWay = 0;
CPath path;
//from hero to object
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path)) distOutOfTheWay+=path.nodes[0].dist;
//from object to goal
if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
{
distOutOfTheWay+=path.nodes[0].dist;
//from hero directly to goal
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) distOutOfTheWay-=path.nodes[0].dist;
}
float cost = CostModel(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay).getCost();
if(cost < bestCost)
{
bestCost = cost;
bestHero = i;
}
}
h = whoCanAchieve[bestHero];//TODO:replace with best hero for the job
//if(dynamic_cast<const CGVisitableOPH *> (object))
// std::cout << h->h->name << " is visiting " << object->hoverName << std::endl;
hpos = h->pos;
destination = object->getSightCenter();
@ -371,6 +543,14 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
//give town's units to hero
CCreatureSet tcreatures = town->army;
int weakestCreatureStack;
int weakestCreatureAIValue=99999;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++)
if(VLC->creh->creatures[i->second.first].AIValue<weakestCreatureAIValue)
{
weakestCreatureAIValue = VLC->creh->creatures[i->second.first].AIValue;
weakestCreatureStack = i->first;
}
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot
{
hcreatures = h->h->army;
@ -379,7 +559,10 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl;
if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end())
{
cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
if(i->first==weakestCreatureStack&&town->garrisonHero!=NULL)//can't take garrisonHero's last unit
cg.m_cb->splitStack(town,h->h,i->first,hSlot,i->second.second-1);
else
cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
}
else
{
@ -409,7 +592,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2)))
{
TownObjective to(AIObjective::recruitHero,&t,0);
TownObjective to(AIObjective::recruitHero,&t,0,this);
currentTownObjectives.insert(to);
}
}
@ -422,7 +605,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
{
if(m_cb->canBuildStructure(t.t,i->first)==7)
{
TownObjective to(AIObjective::buildBuilding,&t,i->first);
TownObjective to(AIObjective::buildBuilding,&t,i->first,this);
currentTownObjectives.insert(to);
//cout <<"can build " << i->first << " "<< i->second->Name() << endl;
}
@ -433,7 +616,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
{
if(t.creaturesToRecruit[i].first==0) continue;
if(t.creaturesToRecruit[i].first==0||t.creaturesToRecruit[i].second.empty()) continue;
int ID = t.creaturesToRecruit[i].second.back();
const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
@ -444,7 +627,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
if(!canAfford) continue;
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
TownObjective to(AIObjective::recruitCreatures,&t,i);
TownObjective to(AIObjective::recruitCreatures,&t,i,this);
currentTownObjectives.insert(to);
}
@ -456,10 +639,6 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
UpgradeInfo ui = m_cb->getUpgradeInfo(t.t,i->first);
if(ui.newID.size()!=0)
{
//int newID = ui.newID.back();
//we have some. Can we afford to upgrade them?
// const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
// const CCreature *upgrade = &VLC->creh->creatures[newID];//m_cb->getCCreatureByID(ID);
bool canAfford = true;
for(int ii=0;ii<ui.cost.size();ii++)
for (std::set<std::pair<int,int> >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++)
@ -467,7 +646,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
canAfford = false;
if(canAfford)
{
TownObjective to(AIObjective::upgradeCreatures,&t,i->first);
TownObjective to(AIObjective::upgradeCreatures,&t,i->first,this);
currentTownObjectives.insert(to);
}
}
@ -554,9 +733,20 @@ CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
fillObjectiveQueue(trueGameState);
if(!objectiveQueue.empty())
return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
return NULL;
// if(!objectiveQueue.empty())
// return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
if(objectiveQueue.empty()) return NULL;
sort(objectiveQueue.begin(),objectiveQueue.end());
int num= 1;
for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
{
cout << num++ << ": ";
i->obj->print();
cout << endl;
}
return objectiveQueue.front().obj;
}
void CGeniusAI::yourTurn()
@ -568,10 +758,10 @@ void CGeniusAI::yourTurn()
srand(seed);
if(m_cb->getDate()==1)
{
startFirstTurn();
// startFirstTurn();
//m_cb->endTurn();
// m_cb->endTurn();
// return;
}
//////////////TODO: replace with updates. Also add suspected objects list./////////
knownVisitableObjects.clear();
@ -598,13 +788,13 @@ void CGeniusAI::yourTurn()
void CGeniusAI::startFirstTurn()
{
/*
HypotheticalGameState hgs(*this);
const CGTownInstance * town = m_cb->getTownInfo(0,0);
const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0);
TownObjective(AIObjective::recruitHero,&hgs.townModels.front(),0).fulfill(*this,hgs);
TownObjective(AIObjective::recruitHero,&hgs.townModels.front(),0,this).fulfill(*this,hgs);
m_cb->swapGarrisonHero(town);
hgs.update(*this);
@ -618,22 +808,22 @@ void CGeniusAI::startFirstTurn()
if(creature->cost[ii]>hgs.resourceAmounts[ii])
canAfford = false; // can we afford at least one creature?
if(!canAfford) continue;
TownObjective(AIObjective::recruitCreatures,&hgs.townModels.front(),i).fulfill(*this,hgs);
TownObjective(AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
}
hgs.update(*this);
HypotheticalGameState::HeroModel *hero;
for(int i = 0; i < hgs.heroModels.size();i++)
if(hgs.heroModels[i].h->id==heroInst->id)
HeroObjective(AIObjective::visit,town,hero=&hgs.heroModels[i]).fulfill(*this,hgs);
HeroObjective(AIObjective::visit,town,hero=&hgs.heroModels[i],this).fulfill(*this,hgs);
hgs.update(*this);
m_cb->swapGarrisonHero(town);
// m_cb->swapGarrisonHero(town);
//TODO: choose the strongest hero.
*/
}
void CGeniusAI::heroKilled(const CGHeroInstance * hero)
@ -650,10 +840,12 @@ void CGeniusAI::tileRevealed(int3 pos)
{
std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
knownVisitableObjects.insert(*o);
if((*o)->id!=-1)
knownVisitableObjects.insert(*o);
objects = m_cb->getFlaggableObjects(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
knownVisitableObjects.insert(*o);
if((*o)->id!=-1)
knownVisitableObjects.insert(*o);
}
void CGeniusAI::newObject(const CGObjectInstance * obj) //eg. ship built in shipyard

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@ -36,7 +36,7 @@ private:
const CGObjectInstance * o;
bool operator<(const AIObjectContainer& b)const;
};
class HypotheticalGameState
{
public:
@ -69,7 +69,17 @@ private:
std::vector<TownModel> townModels;
std::set< AIObjectContainer > knownVisitableObjects;
};
struct CostModel
{
CostModel(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay);
CostModel():moved(NULL){}
vector<int> resourceCosts;
const CGHeroInstance * moved;
int distOutOfTheWay;
float getCost();
};
class AIObjective
{
public:
@ -89,10 +99,12 @@ private:
recruitCreatures, //done
upgradeCreatures //done
};
CostModel cost;
CGeniusAI * AI;
Type type;
virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
virtual HypotheticalGameState pretend(const HypotheticalGameState &) =0;
virtual void print() const=0;
virtual float getValue() const=0; //how much is it worth to the AI to achieve
};
@ -105,13 +117,14 @@ private:
HeroObjective(){}
HeroObjective(Type t):object(NULL){type = t;}
HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h);
HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * AI);
bool operator < (const HeroObjective &other)const;
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
float getValue() const{return _value;}
float getValue() const;
void print() const;
private:
float _value;
mutable float _value;
};
//town objectives
@ -126,14 +139,15 @@ private:
HypotheticalGameState::TownModel * whichTown;
int which; //which hero, which building, which creature,
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which);
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * AI);
bool operator < (const TownObjective &other)const;
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
float getValue() const {return _value;}
float getValue() const;
void print() const;
private:
float _value;
mutable float _value;
};
class AIObjectivePtrCont

View File

@ -63,6 +63,8 @@ int IGameCallback::getDate(int mode)
const CGHeroInstance* IGameCallback::getSelectedHero( int player )
{
if(gs->players.find(player)->second.currentSelection==-1)
return NULL;
return getHero(gs->players.find(player)->second.currentSelection);
}