1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-08-10 22:31:40 +02:00

Try to implement lazy evaluation for reachability map

This commit is contained in:
Ivan Savenko
2025-01-10 17:43:45 +00:00
parent 2d5b5d94e7
commit 797b62fd46
2 changed files with 69 additions and 31 deletions

View File

@@ -519,14 +519,14 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
for(auto hex : hexes)
{
vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex.toInt()) : getOneTurnReachableUnits(turn, hex));
vstd::concatenate(allReachableUnits, getOneTurnReachableUnits(turn, hex));
}
if(!ap.attack.attacker->isTurret())
{
for(auto hex : ap.attack.attacker->getHexes())
{
auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex.toInt()) : getOneTurnReachableUnits(turn, hex);
auto unitsReachingAttacker = getOneTurnReachableUnits(turn, hex);
for(auto unit : unitsReachingAttacker)
{
if(unit->unitSide() != ap.attack.attacker->unitSide())
@@ -800,7 +800,9 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
if(!u->getPosition().isValid())
return false; // e.g. tower shooters
return vstd::contains_if(reachabilityMap.at(u->getPosition().toInt()), [&attacker](const battle::Unit * other) -> bool
const auto & reachableUnits = getOneTurnReachableUnits(0, u->getPosition());
return vstd::contains_if(reachableUnits, [&attacker](const battle::Unit * other) -> bool
{
return attacker->unitId() == other->unitId();
});
@@ -887,7 +889,7 @@ bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
{
for(auto pos : ap.attack.attacker->getSurroundingHexes())
{
for(auto u : reachabilityMap.at(pos.toInt()))
for(auto u : getOneTurnReachableUnits(0, pos))
{
if(u->unitSide() != ap.attack.attacker->unitSide())
{
@@ -899,6 +901,22 @@ bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
return false;
}
void ReachabilityMapCache::update(const std::vector<battle::Units> & turnOrder, std::shared_ptr<HypotheticBattle> hb)
{
for(auto turn : turnOrder)
{
for(auto u : turn)
{
if(!vstd::contains(unitReachabilityMap, u->unitId()))
{
unitReachabilityMap[u->unitId()] = hb->getReachability(u);
}
}
}
hexReachabilityPerTurn.clear();
}
void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb)
{
const int TURN_DEPTH = 2;
@@ -906,28 +924,25 @@ void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBa
turnOrder.clear();
hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
for(auto turn : turnOrder)
{
for(auto u : turn)
{
if(!vstd::contains(reachabilityCache, u->unitId()))
{
reachabilityCache[u->unitId()] = hb->getReachability(u);
}
}
}
tbb::parallel_for(tbb::blocked_range<size_t>(0, reachabilityMap.size()), [&](const tbb::blocked_range<size_t> & r)
{
for(auto i = r.begin(); i != r.end(); i++)
reachabilityMap[i] = getOneTurnReachableUnits(0, BattleHex(i));
});
reachabilityMap.update(turnOrder, hb);
}
std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const
const battle::Units & ReachabilityMapCache::getOneTurnReachableUnits(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env, const std::vector<battle::Units> & turnOrder, uint8_t turn, BattleHex hex)
{
std::vector<const battle::Unit *> result;
auto & turnData = hexReachabilityPerTurn[turn];
if (!turnData.isValid[hex.toInt()])
{
turnData.hexes[hex.toInt()] = computeOneTurnReachableUnits(cb, env, turnOrder, turn, hex);
turnData.isValid.set(hex.toInt());
}
return turnData.hexes[hex.toInt()];
}
battle::Units ReachabilityMapCache::computeOneTurnReachableUnits(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env, const std::vector<battle::Units> & turnOrder, uint8_t turn, BattleHex hex)
{
battle::Units result;
for(int i = 0; i < turnOrder.size(); i++, turn++)
{
@@ -949,10 +964,10 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUn
auto unitSpeed = unit->getMovementRange(turn);
auto radius = unitSpeed * (turn + 1);
auto reachabilityIter = reachabilityCache.find(unit->unitId());
assert(reachabilityIter != reachabilityCache.end()); // missing updateReachabilityMap call?
auto reachabilityIter = unitReachabilityMap.find(unit->unitId());
assert(reachabilityIter != unitReachabilityMap.end()); // missing updateReachabilityMap call?
ReachabilityInfo unitReachability = reachabilityIter != reachabilityCache.end() ? reachabilityIter->second : turnBattle.getReachability(unit);
ReachabilityInfo unitReachability = reachabilityIter != unitReachabilityMap.end() ? reachabilityIter->second : turnBattle.getReachability(unit);
bool reachable = unitReachability.distances.at(hex.toInt()) <= radius;
@@ -981,6 +996,11 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUn
return result;
}
const battle::Units & BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const
{
return reachabilityMap.getOneTurnReachableUnits(cb, env, turnOrder, turn, hex);
}
// avoid blocking path for stronger stack by weaker stack
bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
{
@@ -1032,9 +1052,11 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
}
}
if(!reachable && std::count(reachabilityMap[hex.toInt()].begin(), reachabilityMap[hex.toInt()].end(), unit) > 1)
if(!reachable)
{
blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
auto reachableUnits = getOneTurnReachableUnits(0, hex);
if (std::count(reachableUnits.begin(), reachableUnits.end(), unit) > 1)
blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
}
}
}

View File

@@ -123,13 +123,29 @@ struct ReachabilityData
std::set<uint32_t> enemyUnitsReachingAttacker;
};
class ReachabilityMapCache
{
struct PerTurnData{
std::bitset<GameConstants::BFIELD_SIZE> isValid;
std::array<battle::Units, GameConstants::BFIELD_SIZE> hexes;
};
std::map<uint32_t, ReachabilityInfo> unitReachabilityMap; // unit ID -> reachability
std::map<uint32_t, PerTurnData> hexReachabilityPerTurn;
//const ReachabilityInfo & update();
battle::Units computeOneTurnReachableUnits(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env, const std::vector<battle::Units> & turnOrder, uint8_t turn, BattleHex hex);
public:
const battle::Units & getOneTurnReachableUnits(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env, const std::vector<battle::Units> & turnOrder, uint8_t turn, BattleHex hex);
void update(const std::vector<battle::Units> & turnOrder, std::shared_ptr<HypotheticBattle> hb);
};
class BattleExchangeEvaluator
{
private:
std::shared_ptr<CBattleInfoCallback> cb;
std::shared_ptr<Environment> env;
std::map<uint32_t, ReachabilityInfo> reachabilityCache;
std::array<std::vector<const battle::Unit *>, GameConstants::BFIELD_SIZE> reachabilityMap;
mutable ReachabilityMapCache reachabilityMap;
std::vector<battle::Units> turnOrder;
float negativeEffectMultiplier;
int simulationTurnsCount;
@@ -169,7 +185,7 @@ public:
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb) const;
std::vector<const battle::Unit *> getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const;
const battle::Units & getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const;
void updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb);
ReachabilityData getExchangeUnits(