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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00

priority-tiers

Tasks are now in different priority-tiers. For now there's 2 tiers. One for regular tasks and one for tasks of the new "conquest"-type. Regular tasks will only be considered when no possible conquest-type tasks were found.

Slightly reworked scoring heuristics.
This commit is contained in:
Xilmi 2024-07-12 17:41:46 +02:00
parent 9456ab41da
commit 92bed2305e
2 changed files with 108 additions and 53 deletions

View File

@ -51,9 +51,11 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
heroRole(HeroRole::SCOUT),
turn(0),
strategicalValue(0),
conquestValue(0),
evaluator(ai),
enemyHeroDangerRatio(0),
armyGrowth(0)
armyGrowth(0),
armyInvolvement(0)
{
}
@ -551,6 +553,54 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
}
}
float RewardEvaluator::getConquestValue(const CGObjectInstance* target) const
{
if (!target)
return 0;
if (target->getOwner() == ai->playerID)
return 0;
switch (target->ID)
{
case Obj::TOWN:
{
if (ai->buildAnalyzer->getDevelopmentInfo().empty())
return 10.0f;
auto town = dynamic_cast<const CGTownInstance*>(target);
if (town->getOwner() == ai->playerID)
{
auto armyIncome = townArmyGrowth(town);
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
}
auto fortLevel = town->fortLevel();
auto booster = 1.0f;
if (town->hasCapitol())
return booster * 1.5;
if (fortLevel < CGTownInstance::CITADEL)
return booster * (town->hasFort() ? 1.0 : 0.8);
else
return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
}
case Obj::HERO:
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance*>(target))
: 0;
case Obj::KEYMASTER:
return 0.6f;
default:
return 0;
}
}
float RewardEvaluator::evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const
{
auto rewardable = dynamic_cast<const CRewardableObject *>(hut);
@ -880,7 +930,9 @@ public:
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
evaluationContext.armyInvolvement += army->getArmyCost();
}
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
@ -924,6 +976,7 @@ public:
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
evaluationContext.movementCost += objInfo.second.movementCost / boost;
@ -1100,7 +1153,7 @@ EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal
return context;
}
float PriorityEvaluator::evaluate(Goals::TSubgoal task)
float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
{
auto evaluationContext = buildEvaluationContext(task);
@ -1113,66 +1166,65 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
double result = 0;
bool useFuzzy = ai->settings->isUseFuzzy();
if (task->hero)
float fuzzyResult = 0;
try
{
if (task->hero->getOwner().getNum() > 1)
useFuzzy = true;
armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
heroRoleVariable->setValue(evaluationContext.heroRole);
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
goldRewardVariable->setValue(goldRewardPerTurn);
armyRewardVariable->setValue(evaluationContext.armyReward);
armyGrowthVariable->setValue(evaluationContext.armyGrowth);
skillRewardVariable->setValue(evaluationContext.skillReward);
dangerVariable->setValue(evaluationContext.danger);
rewardTypeVariable->setValue(rewardType);
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
goldPressureVariable->setValue(ai->buildAnalyzer->getGoldPressure());
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
turnVariable->setValue(evaluationContext.turn);
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
engine->process();
fuzzyResult = value->getValue();
}
if (useFuzzy)
catch (fl::Exception& fe)
{
try
{
armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
heroRoleVariable->setValue(evaluationContext.heroRole);
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
goldRewardVariable->setValue(goldRewardPerTurn);
armyRewardVariable->setValue(evaluationContext.armyReward);
armyGrowthVariable->setValue(evaluationContext.armyGrowth);
skillRewardVariable->setValue(evaluationContext.skillReward);
dangerVariable->setValue(evaluationContext.danger);
rewardTypeVariable->setValue(rewardType);
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
goldPressureVariable->setValue(ai->buildAnalyzer->getGoldPressure());
goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[EGameResID::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[EGameResID::GOLD] + 1.0f));
turnVariable->setValue(evaluationContext.turn);
fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
engine->process();
result = value->getValue();
}
catch (fl::Exception& fe)
{
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
if (ai->settings->isUseFuzzy())
{
result = fuzzyResult;
}
else
{
float score = evaluationContext.armyReward + evaluationContext.skillReward * 2000 + std::max((float)evaluationContext.goldReward, std::max((float)evaluationContext.armyGrowth, evaluationContext.strategicalValue * 1000));
if (task->hero)
float score = 0;
if (priorityTier == 0)
{
score -= evaluationContext.armyLossPersentage * task->hero->getArmyCost();
if (evaluationContext.enemyHeroDangerRatio > 1)
score /= evaluationContext.enemyHeroDangerRatio;
score += evaluationContext.conquestValue * 1000;
if (score == 0)
return score;
}
else
{
score += evaluationContext.strategicalValue * 1000;
score += evaluationContext.goldReward;
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
score += evaluationContext.armyReward;
score += evaluationContext.armyGrowth;
score -= evaluationContext.goldCost;
}
if (score > 0)
{
result = score * evaluationContext.closestWayRatio / evaluationContext.movementCost;
if (task->hero)
{
if (task->hero->getArmyCost() > score
&& evaluationContext.strategicalValue == 0)
result /= task->hero->getArmyCost() / score;
//logAi->trace("Score %s: %f Armyreward: %f skillReward: %f GoldReward: %f Strategical: %f Armygrowth: %f", task->toString(), score, evaluationContext.armyReward, evaluationContext.skillReward, evaluationContext.goldReward, evaluationContext.strategicalValue, evaluationContext.armyGrowth);
logAi->trace("Score %s: %f Cost: %f Dist: %f Armygrowth: %f Prio: %f", task->toString(), score, task->hero->getArmyCost(), evaluationContext.movementCost, evaluationContext.armyGrowth, result);
}
score *= evaluationContext.closestWayRatio;
if (evaluationContext.enemyHeroDangerRatio > 1)
score /= evaluationContext.enemyHeroDangerRatio;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
score *= (1 - evaluationContext.armyLossPersentage);
result = score;
}
}

View File

@ -40,6 +40,7 @@ public:
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
float getResourceRequirementStrength(int resType) const;
float getStrategicalValue(const CGObjectInstance * target) const;
float getConquestValue(const CGObjectInstance* target) const;
float getTotalResourceRequirementStrength(int resType) const;
float evaluateWitchHutSkillScore(const CGObjectInstance * hut, const CGHeroInstance * hero, HeroRole role) const;
float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const;
@ -64,10 +65,12 @@ struct DLL_EXPORT EvaluationContext
int32_t goldCost;
float skillReward;
float strategicalValue;
float conquestValue;
HeroRole heroRole;
uint8_t turn;
RewardEvaluator evaluator;
float enemyHeroDangerRatio;
float armyInvolvement;
EvaluationContext(const Nullkiller * ai);
@ -90,7 +93,7 @@ public:
~PriorityEvaluator();
void initVisitTile();
float evaluate(Goals::TSubgoal task);
float evaluate(Goals::TSubgoal task, int priorityTier = 1);
private:
const Nullkiller * ai;