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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Merge pull request #1627 from vcmi/nkai-defence-fix

NKAI improve defense and some fixes
This commit is contained in:
Andrii Danylchenko
2023-03-08 12:39:59 +02:00
committed by GitHub
16 changed files with 293 additions and 162 deletions

View File

@@ -359,6 +359,11 @@ void AIGateway::objectRemoved(const CGObjectInstance * obj)
{
lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
}
if(obj->ID == Obj::HERO && cb->getPlayerRelations(obj->tempOwner, playerID) == PlayerRelations::ENEMIES)
{
nullkiller->dangerHitMap->reset();
}
}
void AIGateway::showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor)
@@ -580,27 +585,38 @@ void AIGateway::showBlockingDialog(const std::string & text, const std::vector<C
requestActionASAP([=]()
{
//yes&no -> always answer yes, we are a brave AI :)
auto answer = 1;
bool answer = true;
auto objects = cb->getVisitableObjs(target);
if(hero.validAndSet() && target.valid() && objects.size())
{
auto objType = objects.front()->ID;
if(objType == Obj::ARTIFACT || objType == Obj::RESOURCE)
{
auto topObj = objects.front()->id == hero->id ? objects.back() : objects.front();
auto objType = topObj->ID; // top object should be our hero
auto goalObjectID = nullkiller->getTargetObject();
auto ratio = (float)nullkiller->dangerEvaluator->evaluateDanger(target, hero.get()) / (float)hero->getTotalStrength();
answer = topObj->id == goalObjectID; // no if we do not aim to visit this object
logAi->trace("Query hook: %s(%s) by %s danger ratio %f", target.toString(), topObj->getObjectName(), hero.name, ratio);
if(cb->getObj(goalObjectID, false))
{
logAi->trace("AI expected %s", cb->getObj(goalObjectID, false)->getObjectName());
}
if(objType == Obj::BORDERGUARD || objType == Obj::QUEST_GUARD)
{
answer = true;
}
else if(objType == Obj::ARTIFACT || objType == Obj::RESOURCE)
{
bool dangerUnknown = ratio == 0;
bool dangerTooHigh = ratio > (1 / SAFE_ATTACK_CONSTANT);
logAi->trace("Guarded object query hook: %s by %s danger ratio %f", target.toString(), hero.name, ratio);
if(text.find("guarded") != std::string::npos && (dangerUnknown || dangerTooHigh))
answer = 0; // no
answer = !dangerUnknown && !dangerTooHigh;
}
}
answerQuery(askID, answer);
answerQuery(askID, answer ? 1 : 0);
});
return;
@@ -1332,7 +1348,10 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
{
if(visitedObject != *h)
{
performObjectInteraction(visitedObject, h);
ret = true;
}
}
}
if(h) //we could have lost hero after last move

View File

@@ -14,6 +14,8 @@
namespace NKAI
{
HitMapInfo HitMapInfo::NoTreat;
void DangerHitMapAnalyzer::updateHitMap()
{
if(upToDate)
@@ -47,6 +49,9 @@ void DangerHitMapAnalyzer::updateHitMap()
for(auto pair : heroes)
{
if(!pair.first.isValidPlayer())
continue;
if(ai->cb->getPlayerRelations(ai->playerID, pair.first) != PlayerRelations::ENEMIES)
continue;

View File

@@ -16,10 +16,17 @@ namespace NKAI
struct HitMapInfo
{
static HitMapInfo NoTreat;
uint64_t danger;
uint8_t turn;
HeroPtr hero;
HitMapInfo()
{
reset();
}
void reset()
{
danger = 0;
@@ -33,6 +40,8 @@ struct HitMapNode
HitMapInfo maximumDanger;
HitMapInfo fastestDanger;
HitMapNode() = default;
void reset()
{
maximumDanger.reset();

View File

@@ -92,37 +92,6 @@ float HeroManager::evaluateFightingStrength(const CGHeroInstance * hero) const
return evaluateSpeciality(hero) + wariorSkillsScores.evaluateSecSkills(hero) + hero->level * 1.5f;
}
std::vector<std::vector<const CGHeroInstance *>> clusterizeHeroes(CCallback * cb, std::vector<const CGHeroInstance *> heroes)
{
std::vector<std::vector<const CGHeroInstance *>> clusters;
for(auto hero : heroes)
{
auto paths = cb->getPathsInfo(hero);
std::vector<const CGHeroInstance *> newCluster = {hero};
for(auto cluster = clusters.begin(); cluster != clusters.end();)
{
auto hero = std::find_if(cluster->begin(), cluster->end(), [&](const CGHeroInstance * h) -> bool
{
return paths->getNode(h->visitablePos())->turns < SCOUT_TURN_DISTANCE_LIMIT;
});
if(hero != cluster->end())
{
vstd::concatenate(newCluster, *cluster);
clusters.erase(cluster);
}
else
cluster++;
}
clusters.push_back(newCluster);
}
return clusters;
}
void HeroManager::update()
{
logAi->trace("Start analysing our heroes");
@@ -140,7 +109,7 @@ void HeroManager::update()
return scores.at(h1) > scores.at(h2);
};
int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 100 + 1);
int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
@@ -149,27 +118,6 @@ void HeroManager::update()
heroRoles[hero] = (globalMainCount--) > 0 ? HeroRole::MAIN : HeroRole::SCOUT;
}
for(auto cluster : clusterizeHeroes(cb, myHeroes))
{
std::sort(cluster.begin(), cluster.end(), scoreSort);
auto localMainCountMax = (cluster.size() + 2) / 3;
for(auto hero : cluster)
{
if(heroRoles[hero] != HeroRole::MAIN)
{
heroRoles[hero] = HeroRole::MAIN;
break;
}
localMainCountMax--;
if(localMainCountMax == 0)
break;
}
}
for(auto hero : myHeroes)
{
logAi->trace("Hero %s has role %s", hero->getNameTranslated(), heroRoles[hero] == HeroRole::MAIN ? "main" : "scout");

View File

@@ -271,7 +271,7 @@ void ObjectClusterizer::clusterize()
if(!shouldVisit(ai, path.targetHero, obj))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s does not need to visit %s", path.targetHero->name, obj->getObjectName());
logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
#endif
continue;
}
@@ -285,7 +285,7 @@ void ObjectClusterizer::clusterize()
if(vstd::contains(heroesProcessed, path.targetHero))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s is already processed.", path.targetHero->name);
logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
#endif
continue;
}

View File

@@ -70,7 +70,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
#endif
continue;
}
@@ -81,7 +81,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
auto hero = path.targetHero;
auto danger = path.getTotalDanger();
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT && danger == 0 && path.exchangeCount > 1)
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT && path.exchangeCount > 1)
continue;
auto firstBlockedAction = path.getFirstBlockedAction();
@@ -113,7 +113,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
isSafe ? "safe" : "not safe",
objToVisit ? objToVisit->getObjectName() : path.targetTile().toString(),
hero->name,
hero->getObjectName(),
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());
@@ -126,8 +126,13 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
sharedPtr.reset(newWay);
if(!closestWay || closestWay->movementCost() > path.movementCost())
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::SCOUT
&& (!closestWay || closestWay->movementCost() > path.movementCost()))
{
closestWay = &path;
}
if(!ai->nullkiller->arePathHeroesLocked(path))
{
@@ -137,12 +142,14 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
}
}
assert(closestWay || waysToVisitObj.empty());
if(closestWay)
{
for(auto way : waysToVisitObj)
{
way->closestWayRatio
= closestWay->movementCost() / way->getPath().movementCost();
}
}
return tasks;
}

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@@ -18,6 +18,7 @@
#include "../Goals/RecruitHero.h"
#include "../Goals/DismissHero.h"
#include "../Goals/Composition.h"
#include "../Goals/CaptureObject.h"
#include "../Markers/DefendTown.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "lib/mapping/CMap.h" //for victory conditions
@@ -29,6 +30,8 @@ namespace NKAI
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;
const double TREAT_IGNORE_RATIO = 0.5;
using namespace Goals;
std::string DefenceBehavior::toString() const
@@ -53,7 +56,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
if(!treatNode.fastestDanger.hero)
{
@@ -68,13 +71,18 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
{
if(!town->visitingHero && cb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER)
if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
{
logAi->trace(
"Extracting hero %s from garrison of town %s",
town->garrisonHero->getNameTranslated(),
town->getNameTranslated());
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
}
return;
}
}
logAi->trace(
"Hero %s in garrison of town %s is suposed to defend the town",
@@ -113,22 +121,37 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
continue;
if(path.getHeroStrength() > treat.danger)
if(treat.hero.validAndSet()
&& treat.turn <= 1
&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
{
if((path.turn() <= treat.turn && dayOfWeek + treat.turn < 6 && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
|| (path.exchangeCount == 1 && path.turn() < treat.turn)
Composition composition;
composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
tasks.push_back(Goals::sptr(composition));
}
bool treatIsWeak = path.getHeroStrength() / treat.danger > TREAT_IGNORE_RATIO;
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
if(treatIsWeak && !needToSaveGrowth)
{
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|| path.turn() < treat.turn - 1
|| (path.turn() < treat.turn && treat.turn >= 2))
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can eliminate danger for town %s using path %s.",
path.targetHero->name,
town->name,
path.targetHero->getObjectName(),
town->getObjectName(),
path.toString());
#endif
treatIsUnderControl = true;
break;
}
}
@@ -152,7 +175,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s can be recruited to defend %s", hero->name, town->name);
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
#endif
tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
continue;
@@ -202,7 +225,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
#if NKAI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
path.targetHero->name,
path.targetHero->getObjectName(),
path.getHeroStrength(),
std::to_string(path.turn()),
path.movementCost(),
@@ -212,8 +235,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
town->name,
path.targetHero->name);
town->getObjectName(),
path.targetHero->getObjectName());
#endif
defferedPaths[path.targetHero].push_back(i);
@@ -225,8 +248,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Put %s to garrison of town %s",
path.targetHero->name,
town->name);
path.targetHero->getObjectName(),
town->getObjectName());
#endif
// dismiss creatures we are not able to pick to be able to hide in garrison
@@ -249,8 +272,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Can not move %s to defend town %s. Path is locked.",
path.targetHero->name,
town->name);
path.targetHero->getObjectName(),
town->getObjectName());
#endif
continue;
@@ -277,8 +300,8 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s",
path.targetHero->name,
town->name);
path.targetHero->getObjectName(),
town->getObjectName());
#endif
Composition composition;

View File

@@ -45,8 +45,7 @@ Goals::TGoalVec GatherArmyBehavior::decompose() const
for(const CGHeroInstance * hero : heroes)
{
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN
&& hero->getArmyStrength() >= 300)
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN)
{
vstd::concatenate(tasks, deliverArmyToHero(hero));
}
@@ -70,13 +69,6 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
#endif
if(ai->nullkiller->isHeroLocked(hero))
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Skipping locked hero %s, %s", hero->getObjectName(), pos.toString());
#endif
return tasks;
}
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
@@ -92,6 +84,14 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
if(path.containsHero(hero)) continue;
if(path.turn() == 0 && hero->inTownGarrison)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
#endif
continue;
}
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
@@ -124,22 +124,40 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
// avoid trying to move bigger army to the weaker one.
if(armyValue > 1)
{
bool hasOtherMainInPath = false;
for(auto node : path.nodes)
{
if(!node.targetHero) continue;
auto heroRole = ai->nullkiller->heroManager->getHeroRole(node.targetHero);
if(heroRole == HeroRole::MAIN)
{
hasOtherMainInPath = true;
break;
}
}
if(hasOtherMainInPath)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Army value is too large.");
#endif
continue;
}
}
auto danger = path.getTotalDanger();
auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace(
"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
isSafe ? "safe" : "not safe",
hero->name,
path.targetHero->name,
hero->getObjectName(),
path.targetHero->getObjectName(),
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());
@@ -194,7 +212,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path found %s", path.toString());
#endif
if(upgrader->visitingHero != path.targetHero)
if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Town has visiting hero.");
@@ -219,7 +237,10 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
continue;
}
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::SCOUT
&& ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@@ -228,10 +249,22 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
}
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
if(ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
{
upgrade.upgradeValue +=
ai->nullkiller->armyManager->howManyReinforcementsCanGet(path.targetHero, path.heroArmy, upgrader);
}
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
if(armyValue < 0.1f || upgrade.upgradeValue < 300) // avoid small upgrades
if(armyValue < 0.25f || upgrade.upgradeValue < 300) // avoid small upgrades
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
#endif
continue;
}
auto danger = path.getTotalDanger();
@@ -242,7 +275,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
isSafe ? "safe" : "not safe",
upgrader->getObjectName(),
path.targetHero->name,
path.targetHero->getObjectName(),
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());

View File

@@ -115,8 +115,20 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
{
case Obj::TOWN:
{
const CGTownInstance * cre = dynamic_cast<const CGTownInstance *>(obj);
return cre->getUpperArmy()->getArmyStrength();
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(obj);
auto danger = town->getUpperArmy()->getArmyStrength();
if(danger || town->visitingHero)
{
auto fortLevel = town->fortLevel();
if(fortLevel == CGTownInstance::EFortLevel::CASTLE)
danger += 10000;
else if(fortLevel == CGTownInstance::EFortLevel::CITADEL)
danger += 4000;
}
return danger;
}
case Obj::ARTIFACT:
case Obj::RESOURCE:

View File

@@ -131,6 +131,7 @@ void Nullkiller::updateAiState(int pass, bool fast)
auto start = std::chrono::high_resolution_clock::now();
activeHero = nullptr;
setTargetObject(-1);
if(!fast)
{
@@ -188,7 +189,7 @@ bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
#endif
return true;
}
@@ -200,7 +201,7 @@ bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
if(lockReason != HeroLockedReason::NOT_LOCKED)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
#endif
return true;
}
@@ -221,6 +222,7 @@ void Nullkiller::makeTurn()
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
const int MAX_DEPTH = 10;
const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
resetAiState();
@@ -240,12 +242,12 @@ void Nullkiller::makeTurn()
bestTask = choseBestTask(fastTasks);
if(bestTask->priority >= 1)
if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
{
executeTask(bestTask);
updateAiState(i, true);
}
} while(bestTask->priority >= 1);
} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
Goals::TTaskVec bestTasks = {
bestTask,
@@ -272,21 +274,16 @@ void Nullkiller::makeTurn()
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
useHeroChain = false;
if(bestTask->priority < NEXT_SCAN_MIN_PRIORITY
&& scanDepth != ScanDepth::FULL)
{
if(heroRole == HeroRole::MAIN || bestTask->priority < MIN_PRIORITY)
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
&& scanDepth == ScanDepth::FULL)
{
useHeroChain = false;
scanDepth = ScanDepth::SMALL;
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth",
bestTask->toString(),
bestTask->priority);
scanDepth = (ScanDepth)((int)scanDepth + 1);
continue;
}
}
if(bestTask->priority < MIN_PRIORITY)
@@ -317,10 +314,12 @@ void Nullkiller::executeTask(Goals::TTask task)
}
catch(cannotFulfillGoalException & e)
{
logAi->debug("Failed to realize subgoal of type %s, I will stop.", taskDescr);
logAi->debug("The error message was: %s", e.what());
logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
logAi->error("The error message was: %s", e.what());
throw;
#if NKAI_TRACE_LEVEL == 0
throw; // will be recatched and AI turn ended
#endif
}
}

View File

@@ -24,7 +24,7 @@ namespace NKAI
const float MAX_GOLD_PEASURE = 0.3f;
const float MIN_PRIORITY = 0.01f;
const float NEXT_SCAN_MIN_PRIORITY = 0.4f;
const float SMALL_SCAN_MIN_PRIORITY = 0.4f;
enum class HeroLockedReason
{
@@ -39,11 +39,9 @@ enum class HeroLockedReason
enum class ScanDepth
{
SMALL = 0,
FULL = 0,
MEDIUM = 1,
FULL = 2
SMALL = 1
};
class Nullkiller
@@ -51,6 +49,7 @@ class Nullkiller
private:
const CGHeroInstance * activeHero;
int3 targetTile;
ObjectInstanceID targetObject;
std::map<const CGHeroInstance *, HeroLockedReason> lockedHeroes;
ScanDepth scanDepth;
TResources lockedResources;
@@ -79,6 +78,8 @@ public:
HeroPtr getActiveHero() { return activeHero; }
HeroLockedReason getHeroLockedReason(const CGHeroInstance * hero) const;
int3 getTargetTile() const { return targetTile; }
ObjectInstanceID getTargetObject() const { return targetObject; }
void setTargetObject(int objid) { targetObject = ObjectInstanceID(objid); }
void setActive(const CGHeroInstance * hero, int3 tile) { activeHero = hero; targetTile = tile; }
void lockHero(const CGHeroInstance * hero, HeroLockedReason lockReason) { lockedHeroes[hero] = lockReason; }
void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }

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@@ -17,10 +17,12 @@
#include "../../../lib/CPathfinder.h"
#include "../../../lib/CGameStateFwd.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../lib/StartInfo.h"
#include "../../../CCallback.h"
#include "../../../lib/filesystem/Filesystem.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/BuildThis.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Markers/UnlockCluster.h"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
@@ -79,6 +81,12 @@ void PriorityEvaluator::initVisitTile()
value = engine->getOutputVariable("Value");
}
bool isAnotherAi(const CGObjectInstance * obj, const CPlayerSpecificInfoCallback & cb)
{
return obj->getOwner().isValidPlayer()
&& cb.getStartInfo()->getIthPlayersSettings(obj->getOwner()).isControlledByAI();
}
int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
@@ -86,11 +94,17 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
if(relations != PlayerRelations::ENEMIES)
return 0; // if we already own it, no additional reward will be received by just visiting it
auto town = cb->getTown(target->id);
auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
auto isProbablyDeveloped = !isNeutral && town->hasFort();
auto booster = isAnotherAi(target, *cb) ? 1 : 2;
return isProbablyDeveloped ? 1500 : 500;
auto town = cb->getTown(target->id);
auto fortLevel = town->fortLevel();
if(town->hasCapitol()) return booster * 2000;
// probably well developed town will have city hall
if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
return booster * (town->hasFort() && town->tempOwner != PlayerColor::NEUTRAL ? booster * 500 : 250);
}
TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
@@ -238,7 +252,17 @@ uint64_t RewardEvaluator::getArmyReward(
switch(target->ID)
{
case Obj::TOWN:
return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
{
auto town = dynamic_cast<const CGTownInstance *>(target);
auto fortLevel = town->fortLevel();
auto booster = isAnotherAi(town, *ai->cb) ? 1 : 2;
if(fortLevel < CGTownInstance::CITADEL)
return town->hasFort() ? booster * 500 : 0;
else
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
}
case Obj::HILL_FORT:
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
case Obj::CREATURE_BANK:
@@ -374,12 +398,21 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
}
case Obj::TOWN:
{
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
return 1;
return dynamic_cast<const CGTownInstance *>(target)->hasFort()
? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
: 0.7f;
auto town = dynamic_cast<const CGTownInstance *>(target);
auto fortLevel = town->fortLevel();
auto booster = isAnotherAi(town, *ai->cb) ? 0.3 : 1;
if(town->hasCapitol()) return 1;
if(fortLevel < CGTownInstance::CITADEL)
return booster * (town->hasFort() ? 0.6 : 0.4);
else
return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
}
case Obj::HERO:
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
@@ -448,22 +481,17 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
}
}
uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
const HitMapInfo & RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
{
auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
if(treatNode.maximumDanger.danger == 0)
return 0;
return HitMapInfo::NoTreat;
if(treatNode.maximumDanger.turn <= turn)
return treatNode.maximumDanger.danger;
return treatNode.maximumDanger;
return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
}
uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
{
return getEnemyHeroDanger(path.targetTile(), path.turn());
return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger : HitMapInfo::NoTreat;
}
int32_t getArmyCost(const CArmedInstance * army)
@@ -561,9 +589,29 @@ public:
uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
evaluationContext.armyReward += upgradeValue;
evaluationContext.strategicalValue += upgradeValue / armyUpgrade.hero->getTotalStrength();
}
};
void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
{
HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
if(enemyDanger.danger)
{
auto dangerRatio = enemyDanger.danger / (double)ourStrength;
auto enemyHero = evaluationContext.evaluator.ai->cb->getObj(enemyDanger.hero.hid, false);
bool isAI = enemyHero && isAnotherAi(enemyHero, *evaluationContext.evaluator.ai->cb);
if(isAI)
{
dangerRatio *= 1.5; // lets make AI bit more afraid of other AI.
}
vstd::amax(evaluationContext.enemyHeroDangerRatio, dangerRatio);
}
}
class DefendTownEvaluator : public IEvaluationContextBuilder
{
private:
@@ -596,7 +644,7 @@ public:
auto armyIncome = townArmyIncome(town);
auto dailyIncome = town->dailyIncome()[Res::GOLD];
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
float multiplier = 1;
@@ -607,9 +655,7 @@ public:
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
evaluationContext.strategicalValue += strategicalValue * multiplier;
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
}
};
@@ -665,7 +711,7 @@ public:
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
vstd::amax(evaluationContext.turn, path.turn());
}
};
@@ -719,6 +765,27 @@ public:
}
};
class ExchangeSwapTownHeroesContextBuilder : public IEvaluationContextBuilder
{
public:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::EXCHANGE_SWAP_TOWN_HEROES)
return;
Goals::ExchangeSwapTownHeroes & swapCommand = dynamic_cast<Goals::ExchangeSwapTownHeroes &>(*task);
const CGHeroInstance * garrisonHero = swapCommand.getGarrisonHero();
if(garrisonHero && swapCommand.getLockingReason() == HeroLockedReason::DEFENCE)
{
auto defenderRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(garrisonHero);
evaluationContext.movementCost += garrisonHero->movement;
evaluationContext.movementCostByRole[defenderRole] += garrisonHero->movement;
}
}
};
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
@@ -783,6 +850,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

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@@ -23,6 +23,7 @@ namespace NKAI
class BuildingInfo;
class Nullkiller;
struct HitMapInfo;
class RewardEvaluator
{
@@ -41,8 +42,7 @@ public:
float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
uint64_t getEnemyHeroDanger(const AIPath & path) const;
uint64_t getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
};
struct DLL_EXPORT EvaluationContext

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@@ -83,7 +83,10 @@ void ExchangeSwapTownHeroes::accept(AIGateway * ai)
cb->swapGarrisonHero(town);
if(lockingReason != HeroLockedReason::NOT_LOCKED)
{
ai->nullkiller->lockHero(garrisonHero, lockingReason);
}
if(town->visitingHero && town->visitingHero != garrisonHero)
{

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@@ -32,6 +32,9 @@ namespace Goals
void accept(AIGateway * ai) override;
std::string toString() const override;
virtual bool operator==(const ExchangeSwapTownHeroes & other) const override;
const CGHeroInstance * getGarrisonHero() const { return garrisonHero; }
HeroLockedReason getLockingReason() const { return lockingReason; }
};
}

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@@ -52,6 +52,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
logAi->debug("Executing hero chain towards %s. Path %s", targetName, chainPath.toString());
ai->nullkiller->setActive(chainPath.targetHero, tile);
ai->nullkiller->setTargetObject(objid);
std::set<int> blockedIndexes;