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https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
AI pathfinding: use own FuzzyHelper for each storage to allow parallel processing without cuncarrent access
This commit is contained in:
parent
675406589c
commit
881e7f2061
@ -194,155 +194,15 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns
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return ln->cost < rn->cost;
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}
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ui64 evaluateDanger(crint3 tile)
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{
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const TerrainTile * t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0;
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ui64 guardDanger = 0;
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auto visObjs = cb->getVisitableObjs(tile);
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if(visObjs.size())
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objectDanger = evaluateDanger(visObjs.back());
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int3 guardPos = cb->getGuardingCreaturePosition(tile);
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if(guardPos.x >= 0 && guardPos != tile)
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guardDanger = evaluateDanger(guardPos);
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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}
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
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{
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return evaluateDanger(tile, visitor, cb.get());
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}
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb)
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{
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const TerrainTile * t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0;
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ui64 guardDanger = 0;
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auto visitableObjects = cb->getVisitableObjs(tile);
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// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
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if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
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{
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vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
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{
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return !objWithID<Obj::HERO>(obj);
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});
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}
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if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
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{
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objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
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if(objectDanger)
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{
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//TODO: don't downcast objects AI shouldn't know about!
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auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
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if(armedObj)
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{
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float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
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objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
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}
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}
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if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
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{
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//check guard on the other side of the gate
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auto it = ai->knownSubterraneanGates.find(dangerousObject);
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if(it != ai->knownSubterraneanGates.end())
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{
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auto guards = cb->getGuardingCreatures(it->second->visitablePos());
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for(auto cre : guards)
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{
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vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
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}
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}
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}
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}
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auto guards = cb->getGuardingCreatures(tile);
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for(auto cre : guards)
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{
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vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
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}
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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}
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ui64 evaluateDanger(const CGObjectInstance * obj)
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{
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if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
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return 0;
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switch(obj->ID)
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{
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case Obj::HERO:
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{
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InfoAboutHero iah;
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cb->getHeroInfo(obj, iah);
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return iah.army.getStrength();
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}
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case Obj::TOWN:
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case Obj::GARRISON:
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case Obj::GARRISON2:
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{
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InfoAboutTown iat;
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cb->getTownInfo(obj, iat);
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return iat.army.getStrength();
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}
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case Obj::MONSTER:
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{
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//TODO!!!!!!!!
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const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
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return cre->getArmyStrength();
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}
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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{
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const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
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return d->getArmyStrength();
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}
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case Obj::MINE:
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case Obj::ABANDONED_MINE:
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{
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const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
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return a->getArmyStrength();
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}
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case Obj::CRYPT: //crypt
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case Obj::CREATURE_BANK: //crebank
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case Obj::DRAGON_UTOPIA:
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case Obj::SHIPWRECK: //shipwreck
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case Obj::DERELICT_SHIP: //derelict ship
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// case Obj::PYRAMID:
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return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
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case Obj::PYRAMID:
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{
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if(obj->subID == 0)
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return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
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else
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return 0;
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}
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default:
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return 0;
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}
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}
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bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs)
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{
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return evaluateDanger(lhs) < evaluateDanger(rhs);
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return fh->evaluateDanger(lhs) < fh->evaluateDanger(rhs);
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}
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bool isSafeToVisit(HeroPtr h, crint3 tile)
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{
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return isSafeToVisit(h, evaluateDanger(tile));
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return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));
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}
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
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@ -166,9 +166,6 @@ bool isBlockVisitObj(const int3 & pos);
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bool isWeeklyRevisitable(const CGObjectInstance * obj);
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bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
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ui64 evaluateDanger(const CGObjectInstance * obj);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
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bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
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bool isSafeToVisit(HeroPtr h, crint3 tile);
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@ -19,6 +19,7 @@
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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engineBase::engineBase()
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{
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@ -202,8 +203,6 @@ TacticalAdvantageEngine::TacticalAdvantageEngine()
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float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
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{
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boost::unique_lock<boost::mutex> lock(mx);
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float output = 1;
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try
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{
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@ -344,7 +343,7 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
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}
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float strengthRatioData = 10.0f; //we are much stronger than enemy
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ui64 danger = evaluateDanger(goal.tile, goal.hero.h);
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ui64 danger = fh->evaluateDanger(goal.tile, goal.hero.h);
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if(danger)
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strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger;
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@ -35,7 +35,6 @@ private:
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fl::InputVariable * bankPresent;
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fl::InputVariable * castleWalls;
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fl::OutputVariable * threat;
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boost::mutex mx;
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};
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class HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines
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@ -17,6 +17,7 @@
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FuzzyHelper * fh;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern boost::thread_specific_ptr<CCallback> cb;
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Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
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{
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@ -203,3 +204,123 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pa
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{
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g->setpriority(g->accept(this)); //this enforces returned value is set
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}
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ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
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{
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return evaluateDanger(tile, visitor, cb.get());
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}
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ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb)
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{
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const TerrainTile * t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0;
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ui64 guardDanger = 0;
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auto visitableObjects = cb->getVisitableObjs(tile);
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// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
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if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
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{
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vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
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{
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return !objWithID<Obj::HERO>(obj);
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});
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}
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if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
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{
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objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
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if(objectDanger)
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{
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//TODO: don't downcast objects AI shouldn't know about!
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auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
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if(armedObj)
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{
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float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
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objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
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}
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}
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if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
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{
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//check guard on the other side of the gate
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auto it = ai->knownSubterraneanGates.find(dangerousObject);
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if(it != ai->knownSubterraneanGates.end())
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{
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auto guards = cb->getGuardingCreatures(it->second->visitablePos());
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for(auto cre : guards)
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{
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vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
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}
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}
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}
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}
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auto guards = cb->getGuardingCreatures(tile);
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for(auto cre : guards)
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{
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vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
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}
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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}
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ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
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{
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if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
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return 0;
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switch(obj->ID)
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{
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case Obj::HERO:
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{
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InfoAboutHero iah;
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cb->getHeroInfo(obj, iah);
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return iah.army.getStrength();
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}
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case Obj::TOWN:
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case Obj::GARRISON:
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case Obj::GARRISON2:
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{
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InfoAboutTown iat;
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cb->getTownInfo(obj, iat);
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return iat.army.getStrength();
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}
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case Obj::MONSTER:
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{
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//TODO!!!!!!!!
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const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
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return cre->getArmyStrength();
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}
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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{
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const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
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return d->getArmyStrength();
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}
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case Obj::MINE:
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case Obj::ABANDONED_MINE:
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{
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const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
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return a->getArmyStrength();
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}
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case Obj::CRYPT: //crypt
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case Obj::CREATURE_BANK: //crebank
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case Obj::DRAGON_UTOPIA:
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case Obj::SHIPWRECK: //shipwreck
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case Obj::DERELICT_SHIP: //derelict ship
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// case Obj::PYRAMID:
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return estimateBankDanger(dynamic_cast<const CBank *>(obj));
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case Obj::PYRAMID:
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{
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if(obj->subID == 0)
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return estimateBankDanger(dynamic_cast<const CBank *>(obj));
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else
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return 0;
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}
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default:
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return 0;
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}
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}
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@ -42,4 +42,8 @@ public:
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Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
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//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
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ui64 evaluateDanger(const CGObjectInstance * obj);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
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};
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@ -53,7 +53,7 @@ TGoalVec VisitObj::getAllPossibleSubgoals()
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if(isSafeToVisit(hero, pos))
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goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(hero)));
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else
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goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
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goalList.push_back(sptr(GatherArmy(fh->evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
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return goalList;
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}
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@ -67,7 +67,7 @@ TGoalVec VisitObj::getAllPossibleSubgoals()
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if(isSafeToVisit(potentialVisitor, pos))
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goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(potentialVisitor)));
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else
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goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true)));
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goalList.push_back(sptr(GatherArmy(fh->evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true)));
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}
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}
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if(!goalList.empty())
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@ -49,7 +49,7 @@ TSubgoal VisitTile::whatToDoToAchieve()
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}
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else
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{
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return sptr(GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
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return sptr(GatherArmy(fh->evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
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.sethero(ret->hero).setisAbstract(true));
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}
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}
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@ -21,6 +21,7 @@ AINodeStorage::AINodeStorage(const int3 & Sizes)
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: sizes(Sizes)
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{
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nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
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dangerEvaluator.reset(new FuzzyHelper());
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}
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AINodeStorage::~AINodeStorage() = default;
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@ -358,6 +359,8 @@ std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand)
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current = getAINode(current->theNodeBefore);
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}
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path.targetObjectDanger = evaluateDanger(pos);
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paths.push_back(path);
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}
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@ -403,8 +406,7 @@ float AIPath::movementCost() const
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uint64_t AIPath::getTotalDanger(HeroPtr hero) const
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{
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uint64_t pathDanger = getPathDanger();
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uint64_t objDanger = evaluateDanger(nodes.front().coord, hero.get()); // bank danger is not checked by pathfinder
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uint64_t danger = pathDanger > objDanger ? pathDanger : objDanger;
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uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
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return danger;
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}
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@ -13,6 +13,7 @@
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../AIUtility.h"
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#include "../FuzzyHelper.h"
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#include "../Goals/AbstractGoal.h"
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#include "Actions/ISpecialAction.h"
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@ -38,6 +39,7 @@ struct AIPath
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{
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std::vector<AIPathNodeInfo> nodes;
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std::shared_ptr<const ISpecialAction> specialAction;
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uint64_t targetObjectDanger;
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AIPath();
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@ -61,6 +63,7 @@ private:
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boost::multi_array<AIPathNode, 5> nodes;
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const CPlayerSpecificInfoCallback * cb;
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const CGHeroInstance * hero;
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std::unique_ptr<FuzzyHelper> dangerEvaluator;
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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@ -110,6 +113,11 @@ public:
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return hero;
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}
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uint64_t evaluateDanger(const int3 & tile) const
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{
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return dangerEvaluator->evaluateDanger(tile, hero, cb);
|
||||
}
|
||||
|
||||
private:
|
||||
void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
|
||||
};
|
||||
|
@ -89,7 +89,7 @@ void AIPathfinder::updatePaths(std::vector<HeroPtr> heroes)
|
||||
boost::thread::hardware_concurrency(),
|
||||
(uint32_t)calculationTasks.size());
|
||||
|
||||
if(threadsCount == 1)
|
||||
if(threadsCount <= 1)
|
||||
{
|
||||
for(auto task : calculationTasks)
|
||||
{
|
||||
|
@ -121,8 +121,7 @@ namespace AIPathfinding
|
||||
return;
|
||||
}
|
||||
|
||||
auto hero = nodeStorage->getHero();
|
||||
auto danger = evaluateDanger(destination.coord, hero, cb);
|
||||
auto danger = nodeStorage->evaluateDanger(destination.coord);
|
||||
|
||||
destination.node = battleNode;
|
||||
nodeStorage->commit(destination, source);
|
||||
|
Loading…
Reference in New Issue
Block a user