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Merge pull request #4507 from vcmi/fix-battle-ai

Battle AI: fix firewall, fix haste spellcast evaluation for waits and…
This commit is contained in:
Ivan Savenko 2024-08-30 14:36:05 +03:00 committed by GitHub
commit 644d6f4529
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GPG Key ID: B5690EEEBB952194
5 changed files with 80 additions and 34 deletions

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@ -66,7 +66,6 @@ BattleEvaluator::BattleEvaluator(
damageCache.buildDamageCache(hb, side);
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
}
BattleEvaluator::BattleEvaluator(
@ -85,7 +84,6 @@ BattleEvaluator::BattleEvaluator(
damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
{
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
}
std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
@ -178,8 +176,10 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
auto & bestAttack = evaluationResult.bestAttack;
cachedAttack = bestAttack;
cachedScore = evaluationResult.score;
cachedAttack.ap = bestAttack;
cachedAttack.score = evaluationResult.score;
cachedAttack.turn = 0;
cachedAttack.waited = evaluationResult.wait;
//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
@ -239,8 +239,9 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
if(moveTarget.score > score)
{
score = moveTarget.score;
cachedAttack = moveTarget.cachedAttack;
cachedScore = score;
cachedAttack.ap = moveTarget.cachedAttack;
cachedAttack.score = score;
cachedAttack.turn = moveTarget.turnsToRich;
if(stack->waited())
{
@ -255,6 +256,8 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
}
else
{
cachedAttack.waited = true;
return BattleAction::makeWait(stack);
}
}
@ -448,7 +451,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
vstd::erase_if(possibleSpells, [](const CSpell *s)
{
return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
return spellType(s) != SpellTypes::BATTLE;
});
LOGFL("I know how %d of them works.", possibleSpells.size());
@ -459,9 +462,6 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
{
spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
if(spell->getTargetType() == spells::AimType::LOCATION)
continue;
const bool FAST = true;
for(auto & target : temp.findPotentialTargets(FAST))
@ -630,7 +630,15 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
auto & ps = possibleCasts[i];
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
if(ps.dest.empty())
logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
else
{
auto psFirst = ps.dest.front();
auto strWhere = psFirst.unitValue ? psFirst.unitValue->getDescription() : std::to_string(psFirst.hexValue.hex);
logAi->trace("Evaluating %s at %s", ps.spell->getNameTranslated(), strWhere);
}
#endif
auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
@ -648,9 +656,15 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
DamageCache safeCopy = damageCache;
DamageCache innerCache(&safeCopy);
innerCache.buildDamageCache(state, side);
if(needFullEval || !cachedAttack)
if(cachedAttack.ap && cachedAttack.waited)
{
state->makeWait(activeStack);
}
if(needFullEval || !cachedAttack.ap)
{
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Full evaluation is started due to stack speed affected.");
@ -659,27 +673,39 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
PotentialTargets innerTargets(activeStack, innerCache, state);
BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio, simulationTurnsCount);
innerEvaluator.updateReachabilityMap(state);
auto moveTarget = innerEvaluator.findMoveTowardsUnreachable(activeStack, innerTargets, innerCache, state);
if(!innerTargets.possibleAttacks.empty())
{
innerEvaluator.updateReachabilityMap(state);
auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
ps.value = newStackAction.score;
ps.value = std::max(moveTarget.score, newStackAction.score);
}
else
{
ps.value = 0;
ps.value = moveTarget.score;
}
}
else
{
ps.value = scoreEvaluator.evaluateExchange(*cachedAttack, 0, *targets, innerCache, state);
auto updatedAttacker = state->getForUpdate(cachedAttack.ap->attack.attacker->unitId());
auto updatedDefender = state->getForUpdate(cachedAttack.ap->attack.defender->unitId());
auto updatedBai = BattleAttackInfo(
updatedAttacker.get(),
updatedDefender.get(),
cachedAttack.ap->attack.chargeDistance,
cachedAttack.ap->attack.shooting);
auto updatedAttack = AttackPossibility::evaluate(updatedBai, cachedAttack.ap->from, innerCache, state);
ps.value = scoreEvaluator.evaluateExchange(updatedAttack, cachedAttack.turn, *targets, innerCache, state);
}
for(const auto & unit : allUnits)
{
if (!unit->isValidTarget())
if(!unit->isValidTarget(true))
continue;
auto newHealth = unit->getAvailableHealth();
@ -692,7 +718,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
auto dpsReduce = AttackPossibility::calculateDamageReduce(
nullptr,
originalDefender && originalDefender->alive() ? originalDefender : unit,
originalDefender && originalDefender->alive() ? originalDefender : unit,
damage,
innerCache,
state);
@ -702,13 +728,18 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
if(ourUnit * goodEffect == 1)
{
if(ourUnit && goodEffect && (unit->isClone() || unit->isGhost()))
auto isMagical = state->getForUpdate(unit->unitId())->summoned
|| unit->isClone()
|| unit->isGhost();
if(ourUnit && goodEffect && isMagical)
continue;
ps.value += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
}
else
ps.value -= dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
// discourage AI making collateral damage with spells
ps.value -= 4 * dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace(
@ -719,6 +750,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
#endif
}
}
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Total score: %2f", ps.value);
#endif
@ -729,13 +761,12 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
LOGFL("Evaluation took %d ms", timer.getDiff());
auto pscValue = [](const PossibleSpellcast &ps) -> float
{
return ps.value;
};
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
auto castToPerform = *vstd::maxElementByFun(possibleCasts, [](const PossibleSpellcast & ps) -> float
{
return ps.value;
});
if(castToPerform.value > cachedScore)
if(castToPerform.value > cachedAttack.score && !vstd::isAlmostEqual(castToPerform.value, cachedAttack.score))
{
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
BattleAction spellcast;

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@ -22,6 +22,14 @@ VCMI_LIB_NAMESPACE_END
class EnemyInfo;
struct CachedAttack
{
std::optional<AttackPossibility> ap;
float score = EvaluationResult::INEFFECTIVE_SCORE;
uint8_t turn = 255;
bool waited = false;
};
class BattleEvaluator
{
std::unique_ptr<PotentialTargets> targets;
@ -30,11 +38,10 @@ class BattleEvaluator
std::shared_ptr<CBattleCallback> cb;
std::shared_ptr<Environment> env;
bool activeActionMade = false;
std::optional<AttackPossibility> cachedAttack;
CachedAttack cachedAttack;
PlayerColor playerID;
BattleID battleID;
BattleSide side;
float cachedScore;
DamageCache damageCache;
float strengthRatio;
int simulationTurnsCount;

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@ -219,9 +219,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
auto hbWaited = std::make_shared<HypotheticBattle>(env.get(), hb);
hbWaited->resetActiveUnit();
hbWaited->getForUpdate(activeStack->unitId())->waiting = true;
hbWaited->getForUpdate(activeStack->unitId())->waitedThisTurn = true;
hbWaited->makeWait(activeStack);
updateReachabilityMap(hbWaited);

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@ -502,10 +502,18 @@ ServerCallback * HypotheticBattle::getServerCallback()
return serverCallback.get();
}
void HypotheticBattle::makeWait(const battle::Unit * activeStack)
{
auto unit = getForUpdate(activeStack->unitId());
resetActiveUnit();
unit->waiting = true;
unit->waitedThisTurn = true;
}
HypotheticBattle::HypotheticServerCallback::HypotheticServerCallback(HypotheticBattle * owner_)
:owner(owner_)
{
}
void HypotheticBattle::HypotheticServerCallback::complain(const std::string & problem)

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@ -164,6 +164,8 @@ public:
int64_t getTreeVersion() const;
void makeWait(const battle::Unit * activeStack);
void resetActiveUnit()
{
activeUnitId = -1;