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https://github.com/vcmi/vcmi.git
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Nullkiller: rework prioritization, add hero roles, skills and other variables
This commit is contained in:
committed by
Andrii Danylchenko
parent
531d0af95b
commit
5fe2630c64
@@ -197,7 +197,22 @@ int AIhelper::selectBestSkill(const HeroPtr & hero, const std::vector<SecondaryS
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return heroManager->selectBestSkill(hero, skills);
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return heroManager->selectBestSkill(hero, skills);
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}
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}
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std::map<HeroPtr, HeroRole> AIhelper::getHeroRoles() const
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const std::map<HeroPtr, HeroRole> & AIhelper::getHeroRoles() const
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{
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{
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return heroManager->getHeroRoles();
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return heroManager->getHeroRoles();
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}
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}
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HeroRole AIhelper::getHeroRole(const HeroPtr & hero) const
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{
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return heroManager->getHeroRole(hero);
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}
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void AIhelper::updateHeroRoles()
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{
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heroManager->updateHeroRoles();
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}
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float AIhelper::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
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{
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return heroManager->evaluateSecSkill(skill, hero);
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}
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@@ -80,8 +80,11 @@ public:
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std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
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std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
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std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
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std::map<HeroPtr, HeroRole> getHeroRoles() const override;
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const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
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HeroRole getHeroRole(const HeroPtr & hero) const override;
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int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
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int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
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void updateHeroRoles() override;
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float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
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private:
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private:
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bool notifyGoalCompleted(Goals::TSubgoal goal) override;
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bool notifyGoalCompleted(Goals::TSubgoal goal) override;
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@@ -38,6 +38,8 @@ Goals::TGoalVec CaptureObjectsBehavior::getTasks()
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return;
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return;
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}
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}
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logAi->trace("Scanning objects, count %d", objs.size());
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for(auto objToVisit : objs)
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for(auto objToVisit : objs)
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{
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{
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#ifdef VCMI_TRACE_PATHFINDER
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#ifdef VCMI_TRACE_PATHFINDER
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@@ -38,6 +38,8 @@ Goals::TSubgoal Nullkiller::choseBestTask(std::shared_ptr<Behavior> behavior) co
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return Goals::sptr(Goals::Invalid());
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return Goals::sptr(Goals::Invalid());
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}
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}
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logAi->trace("Evaluating priorities, tasks count %d", tasks.size());
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for(auto task : tasks)
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for(auto task : tasks)
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{
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{
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task->setpriority(priorityEvaluator->evaluate(task));
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task->setpriority(priorityEvaluator->evaluate(task));
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@@ -59,6 +61,7 @@ void Nullkiller::resetAiState()
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void Nullkiller::updateAiState()
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void Nullkiller::updateAiState()
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{
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{
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// TODO: move to hero manager
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auto activeHeroes = ai->getMyHeroes();
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auto activeHeroes = ai->getMyHeroes();
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vstd::erase_if(activeHeroes, [&](const HeroPtr & hero) -> bool{
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vstd::erase_if(activeHeroes, [&](const HeroPtr & hero) -> bool{
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@@ -66,6 +69,7 @@ void Nullkiller::updateAiState()
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});
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});
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ai->ah->updatePaths(activeHeroes, true);
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ai->ah->updatePaths(activeHeroes, true);
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ai->ah->updateHeroRoles();
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}
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}
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void Nullkiller::makeTurn()
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void Nullkiller::makeTurn()
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@@ -18,7 +18,9 @@
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#include "../../../lib/CGameStateFwd.h"
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#include "../../../lib/CGameStateFwd.h"
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../CCallback.h"
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#include "../../../CCallback.h"
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#include "../../../lib/filesystem/Filesystem.h"
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#include "../VCAI.h"
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#include "../VCAI.h"
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#include "../AIhelper.h"
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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@@ -35,131 +37,28 @@ extern boost::thread_specific_ptr<VCAI> ai;
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PriorityEvaluator::PriorityEvaluator()
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PriorityEvaluator::PriorityEvaluator()
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{
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{
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initVisitTile();
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initVisitTile();
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configure();
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}
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}
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PriorityEvaluator::~PriorityEvaluator()
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PriorityEvaluator::~PriorityEvaluator()
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{
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{
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engine.removeRuleBlock(0);
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delete engine;
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engine.~Engine();
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}
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}
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void PriorityEvaluator::initVisitTile()
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void PriorityEvaluator::initVisitTile()
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{
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{
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try
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auto file = CResourceHandler::get("initial")->load(ResourceID("config/ai-priorities.txt"))->readAll();
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{
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std::string str = std::string((char *)file.first.get(), file.second);
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armyLossPersentageVariable = new fl::InputVariable("armyLoss");
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engine = fl::FllImporter().fromString(str);
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armyStrengthVariable = new fl::InputVariable("armyStrength");
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armyLossPersentageVariable = engine->getInputVariable("armyLoss");
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dangerVariable = new fl::InputVariable("danger");
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heroRoleVariable = engine->getInputVariable("heroRole");
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turnDistanceVariable = new fl::InputVariable("turnDistance");
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dangerVariable = engine->getInputVariable("danger");
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goldRewardVariable = new fl::InputVariable("goldReward");
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turnDistanceVariable = engine->getInputVariable("turnDistance");
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armyRewardVariable = new fl::InputVariable("armyReward");
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goldRewardVariable = engine->getInputVariable("goldReward");
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armyRewardVariable = engine->getInputVariable("armyReward");
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value = new fl::OutputVariable("Value");
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skillRewardVariable = engine->getInputVariable("skillReward");
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value->setMinimum(0);
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rewardTypeVariable = engine->getInputVariable("rewardType");
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value->setMaximum(1);
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closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
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value->setAggregation(new fl::AlgebraicSum());
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value = engine->getOutputVariable("Value");
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value->setDefuzzifier(new fl::Centroid(100));
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value->setDefaultValue(0.500);
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rules.setConjunction(new fl::AlgebraicProduct());
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rules.setDisjunction(new fl::AlgebraicSum());
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rules.setImplication(new fl::AlgebraicProduct());
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rules.setActivation(new fl::General());
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std::vector<fl::InputVariable *> helper = {
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armyLossPersentageVariable,
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armyStrengthVariable,
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turnDistanceVariable,
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goldRewardVariable,
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armyRewardVariable,
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dangerVariable };
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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}
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engine.addOutputVariable(value);
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armyLossPersentageVariable->addTerm(new fl::Ramp("LOW", 0.200, 0.000));
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armyLossPersentageVariable->addTerm(new fl::Ramp("HIGH", 0.200, 0.500));
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armyLossPersentageVariable->setRange(0, 1);
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//strength compared to our main hero
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armyStrengthVariable->addTerm(new fl::Ramp("LOW", 0.2, 0));
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armyStrengthVariable->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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armyStrengthVariable->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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armyStrengthVariable->setRange(0.0, 1.0);
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turnDistanceVariable->addTerm(new fl::Ramp("SMALL", 1.000, 0.000));
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turnDistanceVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 1.000, 2.000));
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turnDistanceVariable->addTerm(new fl::Ramp("LONG", 1.000, 3.000));
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turnDistanceVariable->setRange(0, 3);
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goldRewardVariable->addTerm(new fl::Ramp("LOW", 2000.000, 0.000));
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goldRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 2000.000, 3500.000));
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goldRewardVariable->addTerm(new fl::Ramp("HIGH", 2000.000, 5000.000));
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goldRewardVariable->setRange(0.0, 5000.0);
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armyRewardVariable->addTerm(new fl::Ramp("LOW", 0.300, 0.000));
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armyRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.100, 0.400, 0.800));
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armyRewardVariable->addTerm(new fl::Ramp("HIGH", 0.400, 1.000));
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armyRewardVariable->setRange(0.0, 1.0);
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dangerVariable->addTerm(new fl::Ramp("NONE", 50, 0));
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dangerVariable->addTerm(new fl::Ramp("HIGH", 50, 10000));
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value->addTerm(new fl::Ramp("LOWEST", 0.150, 0.000));
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value->addTerm(new fl::Triangle("LOW", 0.100, 0.100, 0.250, 0.500));
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value->addTerm(new fl::Triangle("BITLOW", 0.200, 0.200, 0.350, 0.250));
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value->addTerm(new fl::Triangle("MEDIUM", 0.300, 0.500, 0.700, 0.050));
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value->addTerm(new fl::Triangle("BITHIGH", 0.650, 0.800, 0.800, 0.250));
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value->addTerm(new fl::Triangle("HIGH", 0.750, 0.900, 0.900, 0.500));
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value->addTerm(new fl::Ramp("HIGHEST", 0.850, 1.000));
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value->setRange(0.0, 1.0);
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//we may want to use secondary hero(es) rather than main hero
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//do not cancel important goals
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//addRule("if lockedMissionImportance is HIGH then Value is very LOW");
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//addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
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//addRule("if lockedMissionImportance is LOW then Value is HIGH");
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//pick nearby objects if it's easy, avoid long walks
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/*addRule("if turnDistance is SMALL then Value is somewhat HIGH");
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addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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addRule("if turnDistance is LONG then Value is LOW");*/
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//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
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addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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addRule("if turnDistance is SMALL then Value is BITHIGH");
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addRule("if turnDistance is LONG then Value is BITLOW");
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addRule("if turnDistance is very LONG then Value is LOW");
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addRule("if goldReward is LOW then Value is MEDIUM");
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addRule("if goldReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
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addRule("if goldReward is HIGH and armyLoss is LOW then Value is HIGH");
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addRule("if armyReward is LOW then Value is MEDIUM");
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addRule("if armyReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
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addRule("if armyReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
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addRule("if armyReward is HIGH and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST");
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addRule("if armyReward is HIGH and goldReward is MEDIUM and armyLoss is LOW then Value is HIGHEST with 0.8");
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addRule("if armyReward is MEDIUM and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
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addRule("if armyReward is MEDIUM and goldReward is MEDIUM and armyLoss is LOW then Value is HIGH");
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addRule("if armyReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
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addRule("if goldReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
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addRule("if armyReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is HIGH");
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addRule("if goldReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is BITHIGH");
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addRule("if goldReward is LOW and armyReward is LOW and turnDistance is not SMALL then Value is LOWEST");
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addRule("if armyLoss is HIGH then Value is LOWEST");
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addRule("if armyLoss is LOW then Value is MEDIUM");
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addRule("if armyReward is LOW and turnDistance is LONG then Value is LOWEST");
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addRule("if danger is NONE and armyStrength is HIGH and armyReward is LOW then Value is LOW");
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addRule("if danger is NONE and armyStrength is HIGH and armyReward is MEDIUM then Value is BITLOW");
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}
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catch(fl::Exception & fe)
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{
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logAi->error("visitTile: %s", fe.getWhat());
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}
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}
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}
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int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
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int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
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@@ -225,8 +124,6 @@ uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * h
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if(!target)
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if(!target)
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return 0;
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return 0;
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const int dailyIncomeMultiplier = 5;
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switch(target->ID)
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switch(target->ID)
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{
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{
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case Obj::TOWN:
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case Obj::TOWN:
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@@ -234,7 +131,7 @@ uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * h
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case Obj::CREATURE_BANK:
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case Obj::CREATURE_BANK:
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return getCreatureBankArmyReward(target, hero);
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return getCreatureBankArmyReward(target, hero);
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR1:
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return getDwellingScore(target) * dailyIncomeMultiplier;
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return getDwellingScore(target);
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case Obj::CRYPT:
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case Obj::CRYPT:
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case Obj::SHIPWRECK:
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case Obj::SHIPWRECK:
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case Obj::SHIPWRECK_SURVIVOR:
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case Obj::SHIPWRECK_SURVIVOR:
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@@ -248,6 +145,51 @@ uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * h
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}
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}
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}
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}
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float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
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{
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if(!hut->wasVisited(hero->tempOwner))
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return role == HeroRole::SCOUT ? 2 : 0;
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auto skill = SecondarySkill(hut->ability);
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if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
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|| hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
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return 0;
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auto score = ai->ah->evaluateSecSkill(skill, hero);
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return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
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}
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float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
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{
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if(!target)
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return 0;
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switch(target->ID)
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{
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case Obj::STAR_AXIS:
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case Obj::SCHOLAR:
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case Obj::SCHOOL_OF_MAGIC:
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case Obj::SCHOOL_OF_WAR:
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case Obj::GARDEN_OF_REVELATION:
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case Obj::MARLETTO_TOWER:
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case Obj::MERCENARY_CAMP:
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case Obj::SHRINE_OF_MAGIC_GESTURE:
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return 1;
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case Obj::ARENA:
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case Obj::SHRINE_OF_MAGIC_INCANTATION:
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case Obj::SHRINE_OF_MAGIC_THOUGHT:
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return 2;
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case Obj::LIBRARY_OF_ENLIGHTENMENT:
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return 8;
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case Obj::WITCH_HUT:
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return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
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default:
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return 0;
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}
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}
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/// Gets aproximated reward in gold. Daily income is multiplied by 5
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/// Gets aproximated reward in gold. Daily income is multiplied by 5
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int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
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int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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{
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@@ -260,7 +202,7 @@ int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * he
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switch(target->ID)
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switch(target->ID)
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{
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{
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case Obj::RESOURCE:
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case Obj::RESOURCE:
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return isGold ? 800 : 100;
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return isGold ? 600 : 100;
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case Obj::TREASURE_CHEST:
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case Obj::TREASURE_CHEST:
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return 1500;
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return 1500;
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case Obj::WATER_WHEEL:
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case Obj::WATER_WHEEL:
|
||||||
@@ -274,7 +216,7 @@ int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * he
|
|||||||
case Obj::WINDMILL:
|
case Obj::WINDMILL:
|
||||||
return 100;
|
return 100;
|
||||||
case Obj::CAMPFIRE:
|
case Obj::CAMPFIRE:
|
||||||
return 900;
|
return 800;
|
||||||
case Obj::CREATURE_BANK:
|
case Obj::CREATURE_BANK:
|
||||||
return getCreatureBankResources(target, hero)[Res::GOLD];
|
return getCreatureBankResources(target, hero)[Res::GOLD];
|
||||||
case Obj::CRYPT:
|
case Obj::CRYPT:
|
||||||
@@ -310,27 +252,36 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|||||||
|
|
||||||
const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
|
const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
|
||||||
|
|
||||||
|
auto day = cb->getDate(Date::DAY);
|
||||||
auto hero = heroPtr.get();
|
auto hero = heroPtr.get();
|
||||||
auto armyTotal = task->evaluationContext.heroStrength;
|
auto armyTotal = task->evaluationContext.heroStrength;
|
||||||
double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
|
double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
|
||||||
int32_t goldReward = getGoldReward(target, hero);
|
int32_t goldReward = getGoldReward(target, hero);
|
||||||
uint64_t armyReward = getArmyReward(target, hero);
|
uint64_t armyReward = getArmyReward(target, hero);
|
||||||
|
HeroRole heroRole = ai->ah->getHeroRole(heroPtr);
|
||||||
|
float skillReward = getSkillReward(target, hero, heroRole);
|
||||||
uint64_t danger = task->evaluationContext.danger;
|
uint64_t danger = task->evaluationContext.danger;
|
||||||
float armyStrength = (fl::scalar)hero->getArmyStrength() / ai->primaryHero()->getArmyStrength();
|
|
||||||
double result = 0;
|
double result = 0;
|
||||||
|
int rewardType = (goldReward > 0 ? 1 : 0) + (armyReward > 0 ? 1 : 0) + (skillReward > 0 ? 1 : 0);
|
||||||
|
|
||||||
|
if(day == 1)
|
||||||
|
goldReward *= 2;
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
armyLossPersentageVariable->setValue(armyLossPersentage);
|
armyLossPersentageVariable->setValue(armyLossPersentage);
|
||||||
armyStrengthVariable->setValue(armyStrength);
|
heroRoleVariable->setValue(heroRole);
|
||||||
turnDistanceVariable->setValue(task->evaluationContext.movementCost);
|
turnDistanceVariable->setValue(task->evaluationContext.movementCost);
|
||||||
goldRewardVariable->setValue(goldReward);
|
goldRewardVariable->setValue(goldReward);
|
||||||
armyRewardVariable->setValue(armyReward / 10000.0);
|
armyRewardVariable->setValue(armyReward);
|
||||||
|
skillRewardVariable->setValue(skillReward);
|
||||||
dangerVariable->setValue(danger);
|
dangerVariable->setValue(danger);
|
||||||
|
rewardTypeVariable->setValue(rewardType);
|
||||||
|
closestHeroRatioVariable->setValue(task->evaluationContext.closestWayRatio);
|
||||||
|
|
||||||
engine.process();
|
engine->process();
|
||||||
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
||||||
result = value->getValue() / task->evaluationContext.closestWayRatio;
|
result = value->getValue();
|
||||||
}
|
}
|
||||||
catch(fl::Exception & fe)
|
catch(fl::Exception & fe)
|
||||||
{
|
{
|
||||||
@@ -339,14 +290,15 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|||||||
assert(result >= 0);
|
assert(result >= 0);
|
||||||
|
|
||||||
#ifdef VCMI_TRACE_PATHFINDER
|
#ifdef VCMI_TRACE_PATHFINDER
|
||||||
logAi->trace("Evaluated %s, loss: %f, turns: %f, gold: %d, army gain: %d, danger: %d, army strength: %f%%, result %f",
|
logAi->trace("Evaluated %s, hero %s, loss: %f, turns: %f, gold: %d, army gain: %d, danger: %d, role: %s, result %f",
|
||||||
task->name(),
|
task->name(),
|
||||||
|
hero->name,
|
||||||
armyLossPersentage,
|
armyLossPersentage,
|
||||||
task->evaluationContext.movementCost,
|
task->evaluationContext.movementCost,
|
||||||
goldReward,
|
goldReward,
|
||||||
armyReward,
|
armyReward,
|
||||||
danger,
|
danger,
|
||||||
(int)(armyStrength * 100),
|
heroRole ? "scout" : "main",
|
||||||
result);
|
result);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -17,7 +17,7 @@ class CArmedInstance;
|
|||||||
class CBank;
|
class CBank;
|
||||||
struct SectorMap;
|
struct SectorMap;
|
||||||
|
|
||||||
class PriorityEvaluator : public engineBase
|
class PriorityEvaluator
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
PriorityEvaluator();
|
PriorityEvaluator();
|
||||||
@@ -27,11 +27,15 @@ public:
|
|||||||
float evaluate(Goals::TSubgoal task);
|
float evaluate(Goals::TSubgoal task);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
fl::Engine * engine;
|
||||||
fl::InputVariable * armyLossPersentageVariable;
|
fl::InputVariable * armyLossPersentageVariable;
|
||||||
fl::InputVariable * armyStrengthVariable;
|
fl::InputVariable * heroRoleVariable;
|
||||||
fl::InputVariable * turnDistanceVariable;
|
fl::InputVariable * turnDistanceVariable;
|
||||||
fl::InputVariable * goldRewardVariable;
|
fl::InputVariable * goldRewardVariable;
|
||||||
fl::InputVariable * armyRewardVariable;
|
fl::InputVariable * armyRewardVariable;
|
||||||
fl::InputVariable * dangerVariable;
|
fl::InputVariable * dangerVariable;
|
||||||
|
fl::InputVariable * skillRewardVariable;
|
||||||
|
fl::InputVariable * rewardTypeVariable;
|
||||||
|
fl::InputVariable * closestHeroRatioVariable;
|
||||||
fl::OutputVariable * value;
|
fl::OutputVariable * value;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -77,10 +77,13 @@ void ExecuteHeroChain::accept(VCAI * ai)
|
|||||||
logAi->debug("Executing chain node %" PRId32 ". Moving hero %s to %s", i, hero.name, node.coord.toString());
|
logAi->debug("Executing chain node %" PRId32 ". Moving hero %s to %s", i, hero.name, node.coord.toString());
|
||||||
|
|
||||||
try
|
try
|
||||||
|
{
|
||||||
|
if(hero->movement)
|
||||||
{
|
{
|
||||||
ai->nullkiller->setActive(hero);
|
ai->nullkiller->setActive(hero);
|
||||||
|
|
||||||
Goals::VisitTile(node.coord).sethero(hero).accept(ai);
|
Goals::VisitTile(node.coord).sethero(hero).accept(ai);
|
||||||
|
}
|
||||||
|
|
||||||
// no exception means we were not able to rich the tile
|
// no exception means we were not able to rich the tile
|
||||||
ai->nullkiller->lockHero(hero);
|
ai->nullkiller->lockHero(hero);
|
||||||
|
|||||||
@@ -67,6 +67,16 @@ void HeroManager::setAI(VCAI * AI)
|
|||||||
ai = AI;
|
ai = AI;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const
|
||||||
|
{
|
||||||
|
auto role = getHeroRole(hero);
|
||||||
|
|
||||||
|
if(role == HeroRole::MAIN)
|
||||||
|
return wariorSkillsScores.evaluateSecSkill(hero, skill);
|
||||||
|
|
||||||
|
return scountSkillsScores.evaluateSecSkill(hero, skill);
|
||||||
|
}
|
||||||
|
|
||||||
float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
|
float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const
|
||||||
{
|
{
|
||||||
auto heroSpecial = Selector::source(Bonus::HERO_SPECIAL, hero->type->ID.getNum());
|
auto heroSpecial = Selector::source(Bonus::HERO_SPECIAL, hero->type->ID.getNum());
|
||||||
@@ -91,10 +101,9 @@ float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
|
|||||||
return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
|
return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::map<HeroPtr, HeroRole> HeroManager::getHeroRoles() const
|
void HeroManager::updateHeroRoles()
|
||||||
{
|
{
|
||||||
std::map<HeroPtr, float> scores;
|
std::map<HeroPtr, float> scores;
|
||||||
std::map<HeroPtr, HeroRole> result;
|
|
||||||
auto myHeroes = ai->getMyHeroes();
|
auto myHeroes = ai->getMyHeroes();
|
||||||
|
|
||||||
for(auto & hero : myHeroes)
|
for(auto & hero : myHeroes)
|
||||||
@@ -104,23 +113,31 @@ std::map<HeroPtr, HeroRole> HeroManager::getHeroRoles() const
|
|||||||
|
|
||||||
std::sort(myHeroes.begin(), myHeroes.end(), [&](const HeroPtr & h1, const HeroPtr & h2) -> bool
|
std::sort(myHeroes.begin(), myHeroes.end(), [&](const HeroPtr & h1, const HeroPtr & h2) -> bool
|
||||||
{
|
{
|
||||||
return scores.at(h1) < scores.at(h2);
|
return scores.at(h1) > scores.at(h2);
|
||||||
});
|
});
|
||||||
|
|
||||||
int mainHeroCount = 4;
|
int mainHeroCount = (myHeroes.size() + 2) / 3;
|
||||||
|
|
||||||
for(auto & hero : myHeroes)
|
for(auto & hero : myHeroes)
|
||||||
{
|
{
|
||||||
result[hero] = (mainHeroCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
|
heroRoles[hero] = (mainHeroCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
|
||||||
|
logAi->trace("Hero %s has role %s", hero.name, heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
HeroRole HeroManager::getHeroRole(const HeroPtr & hero) const
|
||||||
|
{
|
||||||
|
return heroRoles.at(hero);
|
||||||
|
}
|
||||||
|
|
||||||
|
const std::map<HeroPtr, HeroRole> & HeroManager::getHeroRoles() const
|
||||||
|
{
|
||||||
|
return heroRoles;
|
||||||
}
|
}
|
||||||
|
|
||||||
int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
|
int HeroManager::selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const
|
||||||
{
|
{
|
||||||
auto roles = getHeroRoles();
|
auto role = getHeroRole(hero);
|
||||||
auto role = roles[hero];
|
|
||||||
auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
|
auto & evaluator = role == HeroRole::MAIN ? wariorSkillsScores : scountSkillsScores;
|
||||||
|
|
||||||
int result = 0;
|
int result = 0;
|
||||||
|
|||||||
@@ -30,8 +30,11 @@ class DLL_EXPORT IHeroManager //: public: IAbstractManager
|
|||||||
public:
|
public:
|
||||||
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
|
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
|
||||||
virtual void setAI(VCAI * AI) = 0;
|
virtual void setAI(VCAI * AI) = 0;
|
||||||
virtual std::map<HeroPtr, HeroRole> getHeroRoles() const = 0;
|
virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
|
||||||
virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
|
virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
|
||||||
|
virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
|
||||||
|
virtual void updateHeroRoles() = 0;
|
||||||
|
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class DLL_EXPORT ISecondarySkillRule
|
class DLL_EXPORT ISecondarySkillRule
|
||||||
@@ -59,12 +62,16 @@ private:
|
|||||||
|
|
||||||
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
|
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
|
||||||
VCAI * ai;
|
VCAI * ai;
|
||||||
|
std::map<HeroPtr, HeroRole> heroRoles;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
void init(CPlayerSpecificInfoCallback * CB) override;
|
void init(CPlayerSpecificInfoCallback * CB) override;
|
||||||
void setAI(VCAI * AI) override;
|
void setAI(VCAI * AI) override;
|
||||||
std::map<HeroPtr, HeroRole> getHeroRoles() const override;
|
const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
|
||||||
|
HeroRole getHeroRole(const HeroPtr & hero) const override;
|
||||||
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
|
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
|
||||||
|
void updateHeroRoles() override;
|
||||||
|
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
float evaluateFightingStrength(const CGHeroInstance * hero) const;
|
float evaluateFightingStrength(const CGHeroInstance * hero) const;
|
||||||
|
|||||||
@@ -330,7 +330,10 @@ void AINodeStorage::calculateHeroChain(
|
|||||||
AIPathNode * other,
|
AIPathNode * other,
|
||||||
std::vector<ExchangeCandidate> & result) const
|
std::vector<ExchangeCandidate> & result) const
|
||||||
{
|
{
|
||||||
if(carrier->actor->canExchange(other->actor))
|
if(carrier->armyLoss < carrier->actor->armyValue
|
||||||
|
&& (carrier->action != CGPathNode::BATTLE || carrier->actor->allowBattle && carrier->specialAction)
|
||||||
|
&& other->armyLoss < other->actor->armyValue
|
||||||
|
&& carrier->actor->canExchange(other->actor))
|
||||||
{
|
{
|
||||||
#if VCMI_TRACE_PATHFINDER >= 2
|
#if VCMI_TRACE_PATHFINDER >= 2
|
||||||
logAi->trace(
|
logAi->trace(
|
||||||
|
|||||||
Reference in New Issue
Block a user