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https://github.com/vcmi/vcmi.git
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BattleAI: bigger reachability map
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parent
9eb9404f28
commit
870fbd50e3
@ -157,13 +157,9 @@ float AttackPossibility::calculateDamageReduce(
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auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
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auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
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auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
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// lets use cached maxHealth here instead of getAvailableHealth
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auto firstUnitHpLeft = (availableHealth - damageDealt) % maxHealth;
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auto firstUnitHealthRatio = firstUnitHpLeft == 0 ? 1 : static_cast<float>(firstUnitHpLeft) / maxHealth;
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auto firstUnitKillValue = (1 - firstUnitHealthRatio) * (1 - firstUnitHealthRatio);
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auto lastUnitKillValue = (damageDealt % maxHealth) / (double)maxHealth;;
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return damagePerEnemy * (enemiesKilled + firstUnitKillValue * HEALTH_BOUNTY);
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return damagePerEnemy * (enemiesKilled + lastUnitKillValue * HEALTH_BOUNTY);
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}
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int64_t AttackPossibility::evaluateBlockedShootersDmg(
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@ -149,7 +149,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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bestAttack.attack.attacker->speed(0, true),
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bestAttack.defenderDamageReduce,
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bestAttack.attackerDamageReduce,
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bestAttack.attackValue()
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score
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);
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if (moveTarget.scorePerTurn <= score)
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@ -580,7 +580,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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}
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else
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{
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ps.value = scoreEvaluator.evaluateExchange(*cachedAttack, *targets, innerCache, state);
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ps.value = scoreEvaluator.evaluateExchange(*cachedAttack, 0, *targets, innerCache, state);
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}
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for(auto unit : allUnits)
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@ -116,6 +116,10 @@ float BattleExchangeVariant::trackAttack(
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}
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}
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("ap shooters blocking: %lld", ap.shootersBlockedDmg);
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#endif
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attackValue += ap.shootersBlockedDmg;
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dpsScore.enemyDamageReduce += ap.shootersBlockedDmg;
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attacker->afterAttack(ap.attack.shooting, false);
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@ -233,13 +237,17 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
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for(auto & ap : targets.possibleAttacks)
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{
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float score = evaluateExchange(ap, targets, damageCache, hbWaited);
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float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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result.wait = true;
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("New high score %2f", result.score);
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#endif
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}
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}
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}
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@ -258,13 +266,17 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
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for(auto & ap : targets.possibleAttacks)
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{
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float score = evaluateExchange(ap, targets, damageCache, hb);
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float score = evaluateExchange(ap, 0, targets, damageCache, hb);
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if(score >= result.score)
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if(score > result.score || score == result.score && result.wait)
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{
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result.score = score;
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result.bestAttack = ap;
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result.wait = false;
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("New high score %2f", result.score);
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#endif
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}
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}
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@ -312,7 +324,10 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
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auto hexes = closestStack->getSurroundingHexes();
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auto enemySpeed = closestStack->speed();
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auto speedRatio = speed / static_cast<float>(enemySpeed);
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auto penalty = speedRatio > 1 ? 1 : speedRatio;
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auto multiplier = speedRatio > 1 ? 1 : speedRatio;
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if(enemy->canShoot())
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multiplier *= 1.5f;
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for(auto hex : hexes)
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{
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@ -323,7 +338,7 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
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attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
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auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
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auto scorePerTurn = BattleScore(score.enemyDamageReduce * std::sqrt(penalty / turnsToRich), score.ourDamageReduce);
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auto scorePerTurn = BattleScore(score.enemyDamageReduce * std::sqrt(multiplier / turnsToRich), score.ourDamageReduce);
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if(result.scorePerTurn < scoreValue(scorePerTurn))
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{
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@ -371,12 +386,13 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(cons
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ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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std::shared_ptr<HypotheticBattle> hb)
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{
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ReachabilityData result;
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auto hexes = ap.attack.defender->getHexes();
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auto hexes = ap.attack.defender->getSurroundingHexes();
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if(!ap.attack.shooting) hexes.push_back(ap.from);
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@ -384,7 +400,7 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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for(auto hex : hexes)
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{
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vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
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vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap[hex] : getOneTurnReachableUnits(turn, hex));
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}
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vstd::removeDuplicates(allReachableUnits);
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@ -460,17 +476,33 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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float BattleExchangeEvaluator::evaluateExchange(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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{
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BattleScore score = calculateExchange(ap, targets, damageCache, hb);
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if(ap.from.hex == 127)
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{
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logAi->trace("x");
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}
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BattleScore score = calculateExchange(ap, turn, targets, damageCache, hb);
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace(
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"calculateExchange score +%2f -%2fx%2f = %2f",
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score.enemyDamageReduce,
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score.ourDamageReduce,
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getNegativeEffectMultiplier(),
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scoreValue(score));
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#endif
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return scoreValue(score);
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}
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BattleScore BattleExchangeEvaluator::calculateExchange(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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@ -492,8 +524,6 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
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if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
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enemyStacks.push_back(ap.attack.defender);
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vstd::amin(turn, reachabilityMapByTurns.size() - 1);
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ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb);
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if(exchangeUnits.units.empty())
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@ -511,10 +541,15 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
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bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
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auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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auto u = exchangeBattle->getForUpdate(unit->unitId());
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if(exchangeBattle->getForUpdate(unit->unitId())->alive() && !vstd::contains(attackerQueue, unit))
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if(u->alive() && !vstd::contains(attackerQueue, unit))
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{
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attackerQueue.push_back(unit);
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#if BATTLE_TRACE_LEVEL
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logAi->trace("Exchanging: %s", u->getDescription());
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#endif
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}
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}
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@ -562,7 +597,7 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
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true);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), u->getDescription(), score);
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logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
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#endif
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return score;
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@ -645,6 +680,13 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
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// avoid blocking path for stronger stack by weaker stack
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// the method checks if all stacks can be placed around enemy
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std::map<BattleHex, battle::Units> reachabilityMap;
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auto hexes = ap.attack.defender->getSurroundingHexes();
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for(auto hex : hexes)
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reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
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v.adjustPositions(melleeAttackers, ap, reachabilityMap);
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#if BATTLE_TRACE_LEVEL>=1
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@ -736,18 +778,38 @@ bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
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return false;
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}
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void BattleExchangeEvaluator::updateReachabilityMap( std::shared_ptr<HypotheticBattle> hb)
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void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb)
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{
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const int TURN_DEPTH = 2;
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turnOrder.clear();
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hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
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reachabilityMap.clear();
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for(int turn = 0; turn < turnOrder.size(); turn++)
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hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
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for(auto turn : turnOrder)
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{
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auto & turnQueue = turnOrder[turn];
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for(auto u : turn)
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{
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if(!vstd::contains(reachabilityCache, u->unitId()))
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{
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reachabilityCache[u->unitId()] = hb->getReachability(u);
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}
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}
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}
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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reachabilityMap[hex] = getOneTurnReachableUnits(0, hex);
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}
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}
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std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex)
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{
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std::vector<const battle::Unit *> result;
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for(int i = 0; i < turnOrder.size(); i++, turn++)
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{
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auto & turnQueue = turnOrder[i];
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HypotheticBattle turnBattle(env.get(), cb);
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for(const battle::Unit * unit : turnQueue)
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@ -755,46 +817,49 @@ void BattleExchangeEvaluator::updateReachabilityMap( std::shared_ptr<HypotheticB
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if(unit->isTurret())
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continue;
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auto unitSpeed = unit->speed(turn);
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if(turnBattle.battleCanShoot(unit))
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{
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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reachabilityMap[hex].push_back(unit);
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}
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result.push_back(unit);
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continue;
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}
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auto unitReachability = turnBattle.getReachability(unit);
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auto unitSpeed = unit->speed(turn);
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auto radius = unitSpeed * (turn + 1);
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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bool reachable = unitReachability.distances[hex] <= unitSpeed;
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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ReachabilityInfo unitReachability = vstd::getOrCompute(
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reachabilityCache,
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unit->unitId(),
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[&](ReachabilityInfo & data)
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{
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const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
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data = turnBattle.getReachability(unit);
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});
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if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
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bool reachable = unitReachability.distances[hex] <= radius;
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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{
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const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
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if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
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{
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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reachable = unitReachability.distances[neighbor] <= unitSpeed;
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reachable = unitReachability.distances[neighbor] <= radius;
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if(reachable) break;
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}
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if(reachable) break;
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}
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}
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}
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if(reachable)
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{
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reachabilityMap[hex].push_back(unit);
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}
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if(reachable)
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{
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result.push_back(unit);
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}
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}
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}
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return result;
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}
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// avoid blocking path for stronger stack by weaker stack
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@ -132,6 +132,7 @@ class BattleExchangeEvaluator
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private:
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std::shared_ptr<CBattleInfoCallback> cb;
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std::shared_ptr<Environment> env;
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std::map<uint32_t, ReachabilityInfo> reachabilityCache;
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std::map<BattleHex, std::vector<const battle::Unit *>> reachabilityMap;
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std::vector<battle::Units> turnOrder;
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float negativeEffectMultiplier;
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@ -140,6 +141,7 @@ private:
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BattleScore calculateExchange(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb);
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@ -151,7 +153,7 @@ public:
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std::shared_ptr<CBattleInfoCallback> cb,
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std::shared_ptr<Environment> env,
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float strengthRatio): cb(cb), env(env) {
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negativeEffectMultiplier = std::sqrt(strengthRatio);
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negativeEffectMultiplier = strengthRatio >= 1 ? 1 : strengthRatio;
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}
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EvaluationResult findBestTarget(
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@ -162,10 +164,12 @@ public:
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float evaluateExchange(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb);
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std::vector<const battle::Unit *> getOneTurnReachableUnits(uint8_t turn, BattleHex hex);
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void updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb);
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ReachabilityData getExchangeUnits(
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