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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

Fuzzy rework, added more defence and gather army routines

This commit is contained in:
Andrii Danylchenko
2023-06-04 16:02:02 +03:00
parent b1ca663eb6
commit b19ac01bf9
28 changed files with 710 additions and 195 deletions

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@ -29,7 +29,7 @@ namespace NKAI
{ {
// our to enemy strength ratio constants // our to enemy strength ratio constants
const float SAFE_ATTACK_CONSTANT = 1.2f; const float SAFE_ATTACK_CONSTANT = 1.1f;
const float RETREAT_THRESHOLD = 0.3f; const float RETREAT_THRESHOLD = 0.3f;
const double RETREAT_ABSOLUTE_THRESHOLD = 10000.; const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
LOG_TRACE(logAi); LOG_TRACE(logAi);
NET_EVENT_HANDLER; NET_EVENT_HANDLER;
validateObject(details.id); //enemy hero may have left visible area
auto hero = cb->getHero(details.id); auto hero = cb->getHero(details.id);
if(!hero)
validateObject(details.id); //enemy hero may have left visible area
const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));; const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0)); const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
@ -794,10 +796,7 @@ void AIGateway::makeTurn()
cb->sendMessage("vcmieagles"); cb->sendMessage("vcmieagles");
if(cb->getDate(Date::DAY) == 1) retrieveVisitableObjs();
{
retrieveVisitableObjs();
}
#if NKAI_TRACE_LEVEL == 0 #if NKAI_TRACE_LEVEL == 0
try try

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@ -238,7 +238,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
ui64 ArmyManager::howManyReinforcementsCanBuy( ui64 ArmyManager::howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy, const CCreatureSet * targetArmy,
const CGDwelling * dwelling, const CGDwelling * dwelling,
const TResources & availableResources) const const TResources & availableResources,
uint8_t turn) const
{ {
ui64 aivalue = 0; ui64 aivalue = 0;
auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources); auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
@ -259,17 +260,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy( std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
const CCreatureSet * hero, const CCreatureSet * hero,
const CGDwelling * dwelling, const CGDwelling * dwelling,
TResources availableRes) const TResources availableRes,
uint8_t turn) const
{ {
std::vector<creInfo> creaturesInDwellings; std::vector<creInfo> creaturesInDwellings;
int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount(); int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
const CGTownInstance * town = dwelling->ID == CGTownInstance::TOWN
? dynamic_cast<const CGTownInstance *>(dwelling)
: nullptr;
for(int i = dwelling->creatures.size() - 1; i >= 0; i--) for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
{ {
auto ci = infoFromDC(dwelling->creatures[i]); auto ci = infoFromDC(dwelling->creatures[i]);
if(!ci.count || ci.creID == -1) if(ci.creID == -1) continue;
continue;
if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
{
ci.count += town ? town->creatureGrowth(i) : ci.cre->getGrowth();
}
if(!ci.count) continue;
SlotID dst = hero->getSlotFor(ci.creID); SlotID dst = hero->getSlotFor(ci.creID);
if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
@ -282,8 +295,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(!ci.count) if(!ci.count) continue;
continue;
ci.level = i; //this is important for Dungeon Summoning Portal ci.level = i; //this is important for Dungeon Summoning Portal
creaturesInDwellings.push_back(ci); creaturesInDwellings.push_back(ci);

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@ -45,20 +45,32 @@ public:
virtual ui64 howManyReinforcementsCanBuy( virtual ui64 howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy, const CCreatureSet * targetArmy,
const CGDwelling * dwelling, const CGDwelling * dwelling,
const TResources & availableResources) const = 0; const TResources & availableResources,
uint8_t turn = 0) const = 0;
virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0; virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0; virtual ui64 howManyReinforcementsCanGet(
const IBonusBearer * armyCarrier,
const CCreatureSet * target,
const CCreatureSet * source) const = 0;
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0; virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0; virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0; virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
virtual std::vector<creInfo> getArmyAvailableToBuy(
const CCreatureSet * hero,
const CGDwelling * dwelling,
TResources availableRes,
uint8_t turn = 0) const = 0;
virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0; virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0; virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
virtual ArmyUpgradeInfo calculateCreaturesUpgrade( virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
const CCreatureSet * army, const CCreatureSet * army,
const CGObjectInstance * upgrader, const CGObjectInstance * upgrader,
const TResources & availableResources) const = 0; const TResources & availableResources) const = 0;
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0; virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
}; };
@ -74,18 +86,27 @@ private:
public: public:
ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {} ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
void update() override; void update() override;
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override; ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
ui64 howManyReinforcementsCanBuy( ui64 howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy, const CCreatureSet * targetArmy,
const CGDwelling * dwelling, const CGDwelling * dwelling,
const TResources & availableResources) const override; const TResources & availableResources,
uint8_t turn = 0) const override;
ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override; ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override; ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override; std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override; std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override; std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override; std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
std::vector<creInfo> getArmyAvailableToBuy(
const CCreatureSet * hero,
const CGDwelling * dwelling,
TResources availableRes,
uint8_t turn = 0) const override;
std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override; std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
uint64_t evaluateStackPower(const CCreature * creature, int count) const override; uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override; SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;

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@ -19,12 +19,12 @@ HitMapInfo HitMapInfo::NoTreat;
void DangerHitMapAnalyzer::updateHitMap() void DangerHitMapAnalyzer::updateHitMap()
{ {
if(upToDate) if(hitMapUpToDate)
return; return;
logAi->trace("Update danger hitmap"); logAi->trace("Update danger hitmap");
upToDate = true; hitMapUpToDate = true;
auto start = std::chrono::high_resolution_clock::now(); auto start = std::chrono::high_resolution_clock::now();
auto cb = ai->cb.get(); auto cb = ai->cb.get();
@ -71,8 +71,10 @@ void DangerHitMapAnalyzer::updateHitMap()
auto turn = path.turn(); auto turn = path.turn();
auto & node = hitMap[pos.x][pos.y][pos.z]; auto & node = hitMap[pos.x][pos.y][pos.z];
if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1) auto newMaxDanger = tileDanger / std::sqrt(turn / 3.0f + 1);
|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn)) auto currentMaxDanger = node.maximumDanger.danger / std::sqrt(node.maximumDanger.turn / 3.0f + 1);
if(newMaxDanger > currentMaxDanger)
{ {
node.maximumDanger.danger = tileDanger; node.maximumDanger.danger = tileDanger;
node.maximumDanger.turn = turn; node.maximumDanger.turn = turn;
@ -104,6 +106,94 @@ void DangerHitMapAnalyzer::updateHitMap()
logAi->trace("Danger hit map updated in %ld", timeElapsed(start)); logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
} }
void DangerHitMapAnalyzer::calculateTileOwners()
{
if(tileOwnersUpToDate) return;
tileOwnersUpToDate = true;
auto cb = ai->cb.get();
auto mapSize = ai->cb->getMapSize();
tileOwners.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
std::map<const CGHeroInstance *, HeroRole> townHeroes;
std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
PathfinderSettings pathfinderSettings;
pathfinderSettings.mainTurnDistanceLimit = 3;
auto addTownHero = [&](const CGTownInstance * town)
{
auto townHero = new CGHeroInstance();
CRandomGenerator rng;
townHero->pos = town->pos;
townHero->setOwner(ai->playerID); // lets avoid having multiple colors
townHero->initHero(rng, static_cast<HeroTypeID>(0));
townHero->initObj(rng);
heroTownMap[townHero] = town;
townHeroes[townHero] = HeroRole::MAIN;
};
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->ID == Obj::TOWN)
{
addTownHero(dynamic_cast<const CGTownInstance *>(obj));
}
}
for(auto town : cb->getTownsInfo())
{
addTownHero(town);
}
ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
pforeachTilePos(mapSize, [&](const int3 & pos)
{
float ourDistance = std::numeric_limits<float>::max();
float enemyDistance = std::numeric_limits<float>::max();
const CGTownInstance * enemyTown = nullptr;
for(AIPath & path : ai->pathfinder->getPathInfo(pos))
{
if(!path.targetHero || path.getFirstBlockedAction())
continue;
auto town = heroTownMap[path.targetHero];
if(town->getOwner() == ai->playerID)
{
vstd::amin(ourDistance, path.movementCost());
}
else
{
if(enemyDistance > path.movementCost())
{
enemyDistance = path.movementCost();
enemyTown = town;
}
}
}
if(ourDistance == enemyDistance)
{
tileOwners[pos.x][pos.y][pos.z] = PlayerColor::NEUTRAL;
}
else if(!enemyTown || ourDistance < enemyDistance)
{
tileOwners[pos.x][pos.y][pos.z] = ai->playerID;
}
else
{
tileOwners[pos.x][pos.y][pos.z] = enemyTown->getOwner();
}
});
}
uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
{ {
int3 tile = path.targetTile(); int3 tile = path.targetTile();
@ -144,7 +234,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
void DangerHitMapAnalyzer::reset() void DangerHitMapAnalyzer::reset()
{ {
upToDate = false; hitMapUpToDate = false;
} }
} }

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@ -55,19 +55,23 @@ class DangerHitMapAnalyzer
{ {
private: private:
boost::multi_array<HitMapNode, 3> hitMap; boost::multi_array<HitMapNode, 3> hitMap;
boost::multi_array<PlayerColor, 3> tileOwners;
std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects; std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
bool upToDate; bool hitMapUpToDate = false;
bool tileOwnersUpToDate = false;
const Nullkiller * ai; const Nullkiller * ai;
public: public:
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {} DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
void updateHitMap(); void updateHitMap();
void calculateTileOwners();
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const; uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const; const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
const HitMapNode & getTileTreat(const int3 & tile) const; const HitMapNode & getTileTreat(const int3 & tile) const;
const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const; const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
void reset(); void reset();
void resetTileOwners() { tileOwnersUpToDate = false; }
}; };
} }

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@ -180,6 +180,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
return evaluateFightingStrength(hero); return evaluateFightingStrength(hero);
} }
bool HeroManager::heroCapReached() const
{
const bool includeGarnisoned = true;
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
return heroCount >= ALLOWED_ROAMING_HEROES
|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
}
bool HeroManager::canRecruitHero(const CGTownInstance * town) const bool HeroManager::canRecruitHero(const CGTownInstance * town) const
{ {
if(!town) if(!town)
@ -191,13 +200,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
return false; return false;
const bool includeGarnisoned = true; if(heroCapReached())
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
if(heroCount >= ALLOWED_ROAMING_HEROES)
return false;
if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
return false; return false;
if(!cb->getAvailableHeroes(town).size()) if(!cb->getAvailableHeroes(town).size())

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@ -31,6 +31,7 @@ public:
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0; virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
virtual float evaluateHero(const CGHeroInstance * hero) const = 0; virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0; virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
virtual bool heroCapReached() const = 0;
virtual const CGHeroInstance * findHeroWithGrail() const = 0; virtual const CGHeroInstance * findHeroWithGrail() const = 0;
}; };
@ -71,6 +72,7 @@ public:
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override; float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
float evaluateHero(const CGHeroInstance * hero) const override; float evaluateHero(const CGHeroInstance * hero) const override;
bool canRecruitHero(const CGTownInstance * t = nullptr) const override; bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
bool heroCapReached() const override;
const CGHeroInstance * findHeroWithGrail() const override; const CGHeroInstance * findHeroWithGrail() const override;
private: private:

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@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
tasks.reserve(paths.size()); tasks.reserve(paths.size());
const AIPath * closestWay = nullptr; std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
std::vector<ExecuteHeroChain *> waysToVisitObj; std::vector<ExecuteHeroChain *> waysToVisitObj;
for(auto & path : paths) for(auto & path : paths)
@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero); auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::SCOUT auto & closestWay = closestWaysByRole[heroRole];
&& (!closestWay || closestWay->movementCost() > path.movementCost()))
if(!closestWay || closestWay->movementCost() > path.movementCost())
{ {
closestWay = &path; closestWay = &path;
} }
@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
} }
} }
if(closestWay) for(auto way : waysToVisitObj)
{ {
for(auto way : waysToVisitObj) auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
auto closestWay = closestWaysByRole[heroRole];
if(closestWay)
{ {
way->closestWayRatio way->closestWayRatio
= closestWay->movementCost() / way->getPath().movementCost(); = closestWay->movementCost() / way->getPath().movementCost();

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@ -60,27 +60,27 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(town->garrisonHero) if(town->garrisonHero)
{ {
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get())) if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
{ {
if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER) logAi->trace(
{ "Hero %s in garrison of town %s is suposed to defend the town",
logAi->trace( town->garrisonHero->getNameTranslated(),
"Extracting hero %s from garrison of town %s", town->getNameTranslated());
town->garrisonHero->getNameTranslated(),
town->getNameTranslated());
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5))); return;
return;
}
} }
logAi->trace( if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
"Hero %s in garrison of town %s is suposed to defend the town", {
town->garrisonHero->getNameTranslated(), logAi->trace(
town->getNameTranslated()); "Extracting hero %s from garrison of town %s",
town->garrisonHero->getNameTranslated(),
town->getNameTranslated());
return; tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
return;
}
} }
if(!treatNode.fastestDanger.hero) if(!treatNode.fastestDanger.hero)
@ -113,11 +113,21 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
for(AIPath & path : paths) for(AIPath & path : paths)
{ {
if(town->visitingHero && path.targetHero != town->visitingHero.get()) if(town->visitingHero && path.targetHero == town->visitingHero.get())
continue; {
if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength()) continue;
continue; }
else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
{
if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
continue;
}
else
{
if(town->visitingHero)
continue;
}
if(treat.hero.validAndSet() if(treat.hero.validAndSet()
&& treat.turn <= 1 && treat.turn <= 1
@ -158,53 +168,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(treatIsUnderControl) if(treatIsUnderControl)
continue; continue;
if(!town->visitingHero evaluateRecruitingHero(tasks, treat, town);
&& town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
if(hero->getTotalStrength() > treat.danger)
{
auto myHeroes = cb->getHeroesInfo();
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
{
#if NKAI_TRACE_LEVEL >= 1
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;
}
else
{
const CGHeroInstance * weakestHero = nullptr;
for(auto existingHero : myHeroes)
{
if(ai->nullkiller->isHeroLocked(existingHero)
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|| existingHero->movementPointsRemaining()
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
continue;
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
{
weakestHero = existingHero;
}
if(weakestHero)
{
tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
}
}
}
}
}
}
if(paths.empty()) if(paths.empty())
{ {
@ -275,9 +239,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
tasks.push_back( tasks.push_back(
Goals::sptr(Composition() Goals::sptr(Composition()
.addNext(DefendTown(town, treat, path)) .addNext(DefendTown(town, treat, path))
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get())) .addNextSequence({
.addNext(ExecuteHeroChain(path, town)) sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE)))); sptr(ExecuteHeroChain(path, town)),
sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
})));
continue; continue;
} }
@ -313,15 +279,45 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue; continue;
} }
} }
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s",
path.targetHero->getObjectName(),
town->getObjectName());
#endif
Composition composition; Composition composition;
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town)); composition.addNext(DefendTown(town, treat, path));
TGoalVec sequence;
if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
{
if(town->garrisonHero)
{
if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
{
if(path.turn() == 0)
sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
}
else
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
path.targetHero->getObjectName(),
town->getObjectName());
#endif
continue;
}
}
else if(path.turn() == 0)
{
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
}
}
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s",
path.targetHero->getObjectName(),
town->getObjectName());
#endif
sequence.push_back(sptr(ExecuteHeroChain(path, town)));
composition.addNextSequence(sequence);
auto firstBlockedAction = path.getFirstBlockedAction(); auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction) if(firstBlockedAction)
@ -350,4 +346,87 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
logAi->debug("Found %d tasks", tasks.size()); logAi->debug("Found %d tasks", tasks.size());
} }
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
{
if(town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
if(hero->getTotalStrength() < treat.danger)
continue;
auto myHeroes = cb->getHeroesInfo();
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
#endif
bool needSwap = false;
const CGHeroInstance * heroToDismiss = nullptr;
if(town->visitingHero)
{
if(!town->garrisonHero)
needSwap = true;
else
{
if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
{
if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
continue;
heroToDismiss = town->visitingHero.get();
}
else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
continue;
else
{
needSwap = true;
heroToDismiss = town->garrisonHero.get();
}
}
}
else if(ai->nullkiller->heroManager->heroCapReached())
{
const CGHeroInstance * weakestHero = nullptr;
for(auto existingHero : myHeroes)
{
if(ai->nullkiller->isHeroLocked(existingHero)
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|| existingHero->movementPointsRemaining()
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
continue;
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
{
weakestHero = existingHero;
}
}
if(!weakestHero)
continue;
heroToDismiss = weakestHero;
}
TGoalVec sequence;
Goals::Composition recruitHeroComposition;
if(needSwap)
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
if(heroToDismiss)
sequence.push_back(sptr(DismissHero(heroToDismiss)));
sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
}
}
}
} }

View File

@ -15,8 +15,12 @@
namespace NKAI namespace NKAI
{ {
struct HitMapInfo;
namespace Goals namespace Goals
{ {
class DefenceBehavior : public CGoal<DefenceBehavior> class DefenceBehavior : public CGoal<DefenceBehavior>
{ {
public: public:
@ -35,6 +39,7 @@ namespace Goals
private: private:
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const; void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
}; };
} }

View File

@ -16,6 +16,7 @@
#include "../Markers/ArmyUpgrade.h" #include "../Markers/ArmyUpgrade.h"
#include "GatherArmyBehavior.h" #include "GatherArmyBehavior.h"
#include "../AIUtility.h" #include "../AIUtility.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
namespace NKAI namespace NKAI
{ {
@ -78,20 +79,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
for(const AIPath & path : paths) for(const AIPath & path : paths)
{ {
#if NKAI_TRACE_LEVEL >= 2 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path found %s", path.toString()); logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
#endif #endif
if(path.containsHero(hero)) continue; if(path.containsHero(hero))
if(path.turn() == 0 && hero->inTownGarrison)
{ {
#if NKAI_TRACE_LEVEL >= 1 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString()); logAi->trace("Selfcontaining path. Ignore");
#endif #endif
continue; continue;
} }
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path)) bool garrisoned = false;
if(path.turn() == 0 && hero->inTownGarrison)
{
#if NKAI_TRACE_LEVEL >= 1
garrisoned = true;
#endif
}
if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{ {
#if NKAI_TRACE_LEVEL >= 2 #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.heroArmy->getArmyStrength());
@ -172,7 +180,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
exchangePath.closestWayRatio = 1; exchangePath.closestWayRatio = 1;
composition.addNext(heroExchange); composition.addNext(heroExchange);
composition.addNext(exchangePath);
if(garrisoned && path.turn() == 0)
{
auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
composition.addNextSequence({
sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
sptr(exchangePath),
sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))
});
}
else
{
composition.addNext(exchangePath);
}
auto blockedAction = path.getFirstBlockedAction(); auto blockedAction = path.getFirstBlockedAction();
@ -221,7 +243,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
for(const AIPath & path : paths) for(const AIPath & path : paths)
{ {
#if NKAI_TRACE_LEVEL >= 2 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path found %s", path.toString()); logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
#endif #endif
if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero) if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
{ {
@ -267,7 +289,14 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
ai->nullkiller->armyManager->howManyReinforcementsCanGet( ai->nullkiller->armyManager->howManyReinforcementsCanGet(
path.targetHero, path.targetHero,
path.heroArmy, path.heroArmy,
upgrader->getUpperArmy()); upgrader->getUpperArmy());
upgrade.upgradeValue +=
ai->nullkiller->armyManager->howManyReinforcementsCanBuy(
path.heroArmy,
upgrader,
ai->nullkiller->getFreeResources(),
path.turn());
} }
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength(); auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();

View File

@ -52,6 +52,7 @@ set(Nullkiller_SRCS
Behaviors/BuildingBehavior.cpp Behaviors/BuildingBehavior.cpp
Behaviors/GatherArmyBehavior.cpp Behaviors/GatherArmyBehavior.cpp
Behaviors/ClusterBehavior.cpp Behaviors/ClusterBehavior.cpp
Helpers/ArmyFormation.cpp
AIGateway.cpp AIGateway.cpp
) )
@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
Behaviors/BuildingBehavior.h Behaviors/BuildingBehavior.h
Behaviors/GatherArmyBehavior.h Behaviors/GatherArmyBehavior.h
Behaviors/ClusterBehavior.h Behaviors/ClusterBehavior.h
Helpers/ArmyFormation.h
AIGateway.h AIGateway.h
) )

View File

@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
armyManager.reset(new ArmyManager(cb.get(), this)); armyManager.reset(new ArmyManager(cb.get(), this));
heroManager.reset(new HeroManager(cb.get(), this)); heroManager.reset(new HeroManager(cb.get(), this));
decomposer.reset(new DeepDecomposer()); decomposer.reset(new DeepDecomposer());
armyFormation.reset(new ArmyFormation(cb, this));
} }
Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
@ -137,6 +138,7 @@ void Nullkiller::updateAiState(int pass, bool fast)
{ {
memory->removeInvisibleObjects(cb.get()); memory->removeInvisibleObjects(cb.get());
dangerHitMap->calculateTileOwners();
dangerHitMap->updateHitMap(); dangerHitMap->updateHitMap();
boost::this_thread::interruption_point(); boost::this_thread::interruption_point();
@ -222,7 +224,7 @@ void Nullkiller::makeTurn()
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker); boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
const int MAX_DEPTH = 10; const int MAX_DEPTH = 10;
const float FAST_TASK_MINIMAL_PRIORITY = 0.7; const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
resetAiState(); resetAiState();

View File

@ -18,6 +18,7 @@
#include "../Analyzers/ArmyManager.h" #include "../Analyzers/ArmyManager.h"
#include "../Analyzers/HeroManager.h" #include "../Analyzers/HeroManager.h"
#include "../Analyzers/ObjectClusterizer.h" #include "../Analyzers/ObjectClusterizer.h"
#include "../Helpers/ArmyFormation.h"
namespace NKAI namespace NKAI
{ {
@ -67,6 +68,7 @@ public:
std::unique_ptr<AIMemory> memory; std::unique_ptr<AIMemory> memory;
std::unique_ptr<FuzzyHelper> dangerEvaluator; std::unique_ptr<FuzzyHelper> dangerEvaluator;
std::unique_ptr<DeepDecomposer> decomposer; std::unique_ptr<DeepDecomposer> decomposer;
std::unique_ptr<ArmyFormation> armyFormation;
PlayerColor playerID; PlayerColor playerID;
std::shared_ptr<CCallback> cb; std::shared_ptr<CCallback> cb;

View File

@ -23,6 +23,7 @@
#include "../Goals/ExecuteHeroChain.h" #include "../Goals/ExecuteHeroChain.h"
#include "../Goals/BuildThis.h" #include "../Goals/BuildThis.h"
#include "../Goals/ExchangeSwapTownHeroes.h" #include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Goals/DismissHero.h"
#include "../Markers/UnlockCluster.h" #include "../Markers/UnlockCluster.h"
#include "../Markers/HeroExchange.h" #include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h" #include "../Markers/ArmyUpgrade.h"
@ -33,6 +34,7 @@ namespace NKAI
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
const float MIN_CRITICAL_VALUE = 2.0f;
EvaluationContext::EvaluationContext(const Nullkiller * ai) EvaluationContext::EvaluationContext(const Nullkiller * ai)
: movementCost(0.0), : movementCost(0.0),
@ -54,6 +56,11 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
{ {
} }
void EvaluationContext::addNonCriticalStrategicalValue(float value)
{
vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
}
PriorityEvaluator::~PriorityEvaluator() PriorityEvaluator::~PriorityEvaluator()
{ {
delete engine; delete engine;
@ -399,7 +406,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
2. The formula quickly approaches 1.0 as hero level increases, 2. The formula quickly approaches 1.0 as hero level increases,
but higher level always means higher value and the minimal value for level 1 hero is 0.5 but higher level always means higher value and the minimal value for level 1 hero is 0.5
*/ */
return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level)))); return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
} }
float RewardEvaluator::getResourceRequirementStrength(int resType) const float RewardEvaluator::getResourceRequirementStrength(int resType) const
@ -640,7 +647,8 @@ public:
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(); uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength(); evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
} }
}; };
@ -657,7 +665,7 @@ public:
uint64_t upgradeValue = armyUpgrade.getUpgradeValue(); uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
evaluationContext.armyReward += upgradeValue; evaluationContext.armyReward += upgradeValue;
evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength(); evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
} }
}; };
@ -712,19 +720,21 @@ public:
auto armyIncome = townArmyIncome(town); auto armyIncome = townArmyIncome(town);
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD]; auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f; auto strategicalValue = std::sqrt(armyIncome / 60000.0f) + dailyIncome / 10000.0f;
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1) if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
strategicalValue = 1; vstd::amax(evaluationContext.strategicalValue, 10.0);
float multiplier = 1; float multiplier = 1;
if(treat.turn < defendTown.getTurn()) if(treat.turn < defendTown.getTurn())
multiplier /= 1 + (defendTown.getTurn() - treat.turn); multiplier /= 1 + (defendTown.getTurn() - treat.turn);
evaluationContext.armyReward += armyIncome * multiplier; multiplier /= 1.0f + treat.turn / 5.0f;
evaluationContext.armyGrowth += armyIncome * multiplier;
evaluationContext.goldReward += dailyIncome * 5 * multiplier; evaluationContext.goldReward += dailyIncome * 5 * multiplier;
evaluationContext.strategicalValue += strategicalValue * multiplier; evaluationContext.addNonCriticalStrategicalValue(strategicalValue * multiplier);
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger); vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength()); addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
} }
@ -770,19 +780,22 @@ public:
auto army = path.heroArmy; auto army = path.heroArmy;
const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false); const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
if(heroRole == HeroRole::MAIN)
evaluationContext.heroRole = heroRole;
if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES) if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
{ {
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero); evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold); evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army); evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole); evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target); evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army); evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
} }
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength()); vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength()); addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
vstd::amax(evaluationContext.turn, path.turn()); vstd::amax(evaluationContext.turn, path.turn());
} }
@ -822,7 +835,7 @@ public:
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost; evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost; evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost; evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost; evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost; evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost; evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
evaluationContext.movementCost += objInfo.second.movementCost / boost; evaluationContext.movementCost += objInfo.second.movementCost / boost;
@ -860,6 +873,31 @@ public:
} }
}; };
class DismissHeroContextBuilder : public IEvaluationContextBuilder
{
private:
const Nullkiller * ai;
public:
DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::DISMISS_HERO)
return;
Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
const CGHeroInstance * dismissedHero = dismissCommand.getHero().get();
auto role = ai->heroManager->getHeroRole(dismissedHero);
auto mpLeft = dismissedHero->movement;
evaluationContext.movementCost += mpLeft;
evaluationContext.movementCostByRole[role] += mpLeft;
evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
}
};
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
{ {
public: public:
@ -878,31 +916,31 @@ public:
if(bi.creatureID != CreatureID::NONE) if(bi.creatureID != CreatureID::NONE)
{ {
evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0; evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
if(bi.baseCreatureID == bi.creatureID) if(bi.baseCreatureID == bi.creatureID)
{ {
evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount; evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
evaluationContext.armyReward += bi.armyStrength; evaluationContext.armyReward += bi.armyStrength;
} }
else else
{ {
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi); auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount; evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount; evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
} }
} }
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE) else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
{ {
evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f; evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2; evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
} }
else else
{ {
auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure(); auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount; evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
} }
if(bi.notEnoughRes && bi.prerequisitesCount == 1) if(bi.notEnoughRes && bi.prerequisitesCount == 1)
@ -934,6 +972,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>()); evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>()); evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>()); evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
} }
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

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@ -66,6 +66,8 @@ struct DLL_EXPORT EvaluationContext
float enemyHeroDangerRatio; float enemyHeroDangerRatio;
EvaluationContext(const Nullkiller * ai); EvaluationContext(const Nullkiller * ai);
void addNonCriticalStrategicalValue(float value);
}; };
class IEvaluationContextBuilder class IEvaluationContextBuilder

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@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
throw cannotFulfillGoalException("No creatures to buy."); throw cannotFulfillGoalException("No creatures to buy.");
} }
if(town->visitingHero) if(town->visitingHero && !town->garrisonHero)
{ {
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get()); ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
} }

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@ -31,9 +31,17 @@ std::string Composition::toString() const
{ {
std::string result = "Composition"; std::string result = "Composition";
for(auto goal : subtasks) for(auto step : subtasks)
{ {
result += " " + goal->toString(); result += "[";
for(auto goal : step)
{
if(goal->isElementar())
result += goal->toString() + " => ";
else
result += goal->toString() + ", ";
}
result += "] ";
} }
return result; return result;
@ -41,17 +49,34 @@ std::string Composition::toString() const
void Composition::accept(AIGateway * ai) void Composition::accept(AIGateway * ai)
{ {
taskptr(*subtasks.back())->accept(ai); for(auto task : subtasks.back())
{
if(task->isElementar())
{
taskptr(*task)->accept(ai);
}
else
{
break;
}
}
} }
TGoalVec Composition::decompose() const TGoalVec Composition::decompose() const
{ {
return subtasks; TGoalVec result;
for(const TGoalVec & step : subtasks)
vstd::concatenate(result, step);
return result;
} }
Composition & Composition::addNext(const AbstractGoal & goal) Composition & Composition::addNextSequence(const TGoalVec & taskSequence)
{ {
return addNext(sptr(goal)); subtasks.push_back(taskSequence);
return *this;
} }
Composition & Composition::addNext(TSubgoal goal) Composition & Composition::addNext(TSubgoal goal)
@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
} }
else else
{ {
subtasks.push_back(goal); subtasks.push_back({goal});
} }
return *this; return *this;
} }
Composition & Composition::addNext(const AbstractGoal & goal)
{
return addNext(sptr(goal));
}
bool Composition::isElementar() const bool Composition::isElementar() const
{ {
return subtasks.back()->isElementar(); return subtasks.back().front()->isElementar();
} }
int Composition::getHeroExchangeCount() const int Composition::getHeroExchangeCount() const
{ {
return isElementar() ? taskptr(*subtasks.back())->getHeroExchangeCount() : 0; auto result = 0;
for(auto task : subtasks.back())
{
if(task->isElementar())
{
result += taskptr(*task)->getHeroExchangeCount();
}
}
return result;
} }
} }

View File

@ -18,7 +18,7 @@ namespace Goals
class DLL_EXPORT Composition : public ElementarGoal<Composition> class DLL_EXPORT Composition : public ElementarGoal<Composition>
{ {
private: private:
TGoalVec subtasks; std::vector<TGoalVec> subtasks; // things we want to do now
public: public:
Composition() Composition()
@ -26,16 +26,12 @@ namespace Goals
{ {
} }
Composition(TGoalVec subtasks)
: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
{
}
virtual bool operator==(const Composition & other) const override; virtual bool operator==(const Composition & other) const override;
virtual std::string toString() const override; virtual std::string toString() const override;
void accept(AIGateway * ai) override; void accept(AIGateway * ai) override;
Composition & addNext(const AbstractGoal & goal); Composition & addNext(const AbstractGoal & goal);
Composition & addNext(TSubgoal goal); Composition & addNext(TSubgoal goal);
Composition & addNextSequence(const TGoalVec & taskSequence);
virtual TGoalVec decompose() const override; virtual TGoalVec decompose() const override;
virtual bool isElementar() const override; virtual bool isElementar() const override;
virtual int getHeroExchangeCount() const override; virtual int getHeroExchangeCount() const override;

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@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
ai->nullkiller->setActive(chainPath.targetHero, tile); ai->nullkiller->setActive(chainPath.targetHero, tile);
ai->nullkiller->setTargetObject(objid); ai->nullkiller->setTargetObject(objid);
auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
{
auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
if(relations == PlayerRelations::ENEMIES)
{
ai->nullkiller->armyFormation->rearrangeArmyForSiege(
dynamic_cast<const CGTownInstance *>(targetObject),
chainPath.targetHero);
}
}
std::set<int> blockedIndexes; std::set<int> blockedIndexes;
for(int i = chainPath.nodes.size() - 1; i >= 0; i--) for(int i = chainPath.nodes.size() - 1; i >= 0; i--)

View File

@ -24,7 +24,10 @@ using namespace Goals;
std::string RecruitHero::toString() const std::string RecruitHero::toString() const
{ {
return "Recruit hero at " + town->getNameTranslated(); if(heroToBuy)
return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
else
return "Recruit hero at " + town->getNameTranslated();
} }
void RecruitHero::accept(AIGateway * ai) void RecruitHero::accept(AIGateway * ai)
@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName()); throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
} }
auto heroToHire = heroes[0]; auto heroToHire = heroToBuy;
for(auto hero : heroes) if(!heroToHire)
{ {
if(objid == hero->id.getNum()) for(auto hero : heroes)
{ {
heroToHire = hero; if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
break; heroToHire = hero;
} }
if(hero->getTotalStrength() > heroToHire->getTotalStrength())
heroToHire = hero;
} }
if(!heroToHire)
throw cannotFulfillGoalException("No hero to hire!");
if(t->visitingHero) if(t->visitingHero)
{ {
cb->swapGarrisonHero(t); cb->swapGarrisonHero(t);

View File

@ -22,18 +22,20 @@ namespace Goals
{ {
class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero> class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
{ {
private:
const CGHeroInstance * heroToBuy;
public: public:
RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy) RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
: RecruitHero(townWithTavern) : ElementarGoal(Goals::RECRUIT_HERO), heroToBuy(heroToBuy)
{ {
objid = heroToBuy->id.getNum(); town = townWithTavern;
priority = 1;
} }
RecruitHero(const CGTownInstance * townWithTavern) RecruitHero(const CGTownInstance * townWithTavern)
: ElementarGoal(Goals::RECRUIT_HERO) : RecruitHero(townWithTavern, nullptr)
{ {
priority = 1;
town = townWithTavern;
} }
virtual bool operator==(const RecruitHero & other) const override virtual bool operator==(const RecruitHero & other) const override

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@ -0,0 +1,68 @@
/*
* ArmyFormation.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ArmyFormation.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
namespace NKAI
{
void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
{
auto freeSlots = attacker->getFreeSlotsQueue();
while(!freeSlots.empty())
{
auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
{
return slot.second->getCount() == 1
? std::numeric_limits<int>::max()
: slot.second->getCreatureID().toCreature()->getAIValue();
});
if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
{
break;
}
cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
freeSlots.pop();
}
if(town->fortLevel() > CGTownInstance::FORT)
{
std::vector<CStackInstance *> stacks;
for(auto slot : attacker->Slots())
stacks.push_back(slot.second);
boost::sort(
stacks,
[](CStackInstance * slot1, CStackInstance * slot2) -> bool
{
auto cre1 = slot1->getCreatureID().toCreature();
auto cre2 = slot2->getCreatureID().toCreature();
auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
if(flying != 0) return flying < 0;
else return cre1->getAIValue() < cre2->getAIValue();
});
for(int i = 0; i < stacks.size(); i++)
{
auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
if(pos.getNum() != i)
cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
}
}
}
}

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@ -0,0 +1,39 @@
/*
* ArmyFormation.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../AIUtility.h"
#include "../../../lib/GameConstants.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../lib/CTownHandler.h"
#include "../../../lib/CBuildingHandler.h"
namespace NKAI
{
struct HeroPtr;
class AIGateway;
class FuzzyHelper;
class Nullkiller;
class DLL_EXPORT ArmyFormation
{
private:
std::shared_ptr<CCallback> cb; //this is enough, but we downcast from CCallback
const Nullkiller * ai;
public:
ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB), ai(ai) {}
void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
};
}

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@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) const
std::string HeroExchange::toString() const std::string HeroExchange::toString() const
{ {
return "Hero exchange " + exchangePath.toString(); return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
} }
uint64_t HeroExchange::getReinforcementArmyStrength() const uint64_t HeroExchange::getReinforcementArmyStrength() const

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@ -879,7 +879,7 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
for(auto & hero : heroes) for(auto & hero : heroes)
{ {
// do not allow our own heroes in garrison to act on map // do not allow our own heroes in garrison to act on map
if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison) if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison && ai->isHeroLocked(hero.first))
continue; continue;
uint64_t mask = FirstActorMask << actors.size(); uint64_t mask = FirstActorMask << actors.size();

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@ -11,7 +11,7 @@
#pragma once #pragma once
#define NKAI_PATHFINDER_TRACE_LEVEL 0 #define NKAI_PATHFINDER_TRACE_LEVEL 0
#define NKAI_TRACE_LEVEL 0 #define NKAI_TRACE_LEVEL 2
#include "../../../lib/pathfinder/CGPathNode.h" #include "../../../lib/pathfinder/CGPathNode.h"
#include "../../../lib/pathfinder/INodeStorage.h" #include "../../../lib/pathfinder/INodeStorage.h"
@ -24,8 +24,8 @@
namespace NKAI namespace NKAI
{ {
const int SCOUT_TURN_DISTANCE_LIMIT = 3; const int SCOUT_TURN_DISTANCE_LIMIT = 5;
const int MAIN_TURN_DISTANCE_LIMIT = 5; const int MAIN_TURN_DISTANCE_LIMIT = 10;
namespace AIPathfinding namespace AIPathfinding
{ {

View File

@ -6,9 +6,9 @@ InputVariable: mainTurnDistance
range: 0.000 10.000 range: 0.000 10.000
lock-range: true lock-range: true
term: LOWEST Ramp 0.250 0.000 term: LOWEST Ramp 0.250 0.000
term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000 term: LOW Discrete 0.000 1.000 0.500 0.800 0.800 0.300 2.000 0.000
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 3.000 0.000 term: MEDIUM Discrete 0.000 0.000 0.500 0.200 0.800 0.700 2.000 1.000 6.000 0.000
term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000 term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
InputVariable: scoutTurnDistance InputVariable: scoutTurnDistance
description: distance to tile in turns description: distance to tile in turns
enabled: true enabled: true
@ -43,6 +43,7 @@ InputVariable: armyLoss
term: LOW Ramp 0.200 0.000 term: LOW Ramp 0.200 0.000
term: MEDIUM Triangle 0.000 0.200 0.500 term: MEDIUM Triangle 0.000 0.200 0.500
term: HIGH Ramp 0.200 0.500 term: HIGH Ramp 0.200 0.500
term: ALL Ramp 0.700 1.000
InputVariable: heroRole InputVariable: heroRole
enabled: true enabled: true
range: -0.100 1.100 range: -0.100 1.100
@ -82,13 +83,14 @@ InputVariable: closestHeroRatio
InputVariable: strategicalValue InputVariable: strategicalValue
description: Some abstract long term benefit non gold or army or skill description: Some abstract long term benefit non gold or army or skill
enabled: true enabled: true
range: 0.000 1.000 range: 0.000 3.000
lock-range: false lock-range: false
term: NONE Ramp 0.200 0.000 term: NONE Ramp 0.200 0.000
term: LOWEST Triangle 0.000 0.010 0.250 term: LOWEST Triangle 0.000 0.010 0.250
term: LOW Triangle 0.000 0.250 0.700 term: LOW Triangle 0.000 0.250 1.000
term: MEDIUM Triangle 0.250 0.700 1.000 term: MEDIUM Triangle 0.250 1.000 2.000
term: HIGH Ramp 0.700 1.000 term: HIGH Triangle 1.000 2.000 3.000
term: CRITICAL Ramp 2.000 3.000
InputVariable: goldPreasure InputVariable: goldPreasure
description: Ratio between weekly army cost and gold income description: Ratio between weekly army cost and gold income
enabled: true enabled: true
@ -132,21 +134,22 @@ InputVariable: armyGrowth
term: HUGE Ramp 8000.000 20000.000 term: HUGE Ramp 8000.000 20000.000
OutputVariable: Value OutputVariable: Value
enabled: true enabled: true
range: -1.500 2.000 range: -1.500 2.500
lock-range: false lock-range: false
aggregation: AlgebraicSum aggregation: AlgebraicSum
defuzzifier: Centroid 100 defuzzifier: Centroid 100
default: 0.500 default: 0.500
lock-previous: false lock-previous: false
term: WORST Binary -1.000 -inf 0.500 term: WORST Binary -1.000 -inf 0.700
term: BAD Rectangle -1.000 -0.700 0.500 term: BAD Rectangle -1.000 -0.700 0.500
term: BASE Rectangle -0.200 0.200 0.400 term: BASE Rectangle -0.200 0.200 0.350
term: LOW Rectangle 1.110 1.190 0.320 term: MEDIUM Rectangle 0.910 1.090 0.500
term: HIGHEST Discrete 0.300 0.000 0.300 1.000 0.600 1.000 0.600 0.000 1.700 0.000 1.700 1.000 2.000 1.000 2.000 0.000 0.500 term: SMALL Rectangle 0.960 1.040 0.600
term: HIGH Discrete 0.600 0.000 0.600 1.000 0.850 1.000 0.850 0.000 1.450 0.000 1.450 1.000 1.700 1.000 1.700 0.000 0.400 term: BITHIGH Rectangle 0.850 1.150 0.400
term: BITHIGH Discrete 0.850 0.000 0.850 1.000 1.000 1.000 1.000 0.000 1.300 0.000 1.300 1.000 1.450 1.000 1.450 0.000 0.350 term: HIGH Rectangle 0.750 1.250 0.400
term: MEDIUM Discrete 1.000 0.000 1.000 1.000 1.100 1.000 1.100 0.000 1.200 0.000 1.200 1.000 1.300 1.000 1.300 0.000 0.330 term: HIGHEST Rectangle 0.500 1.500 0.350
RuleBlock: gold reward term: CRITICAL Ramp 0.500 2.000 0.500
RuleBlock: basic
enabled: true enabled: true
conjunction: AlgebraicProduct conjunction: AlgebraicProduct
disjunction: AlgebraicSum disjunction: AlgebraicSum
@ -154,6 +157,61 @@ RuleBlock: gold reward
activation: General activation: General
rule: if heroRole is MAIN then Value is BASE rule: if heroRole is MAIN then Value is BASE
rule: if heroRole is SCOUT then Value is BASE rule: if heroRole is SCOUT then Value is BASE
rule: if heroRole is MAIN and armyGrowth is HUGE then Value is HIGH rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
rule: if heroRole is MAIN and armyGrowth is BIG then Value is BITHIGH rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
rule: if heroRole is MAIN and strategicalValue is HIGH then Value is HIGHEST rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
rule: if armyLoss is ALL then Value is WORST
rule: if turn is not NOW then Value is BAD with 0.1
rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
RuleBlock: strategicalValue
enabled: true
conjunction: AlgebraicProduct
disjunction: NormalizedSum
implication: AlgebraicProduct
activation: General
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is not NOW and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.5
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is SMALL
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is not NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is SMALL
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is HIGH
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
rule: if armyLoss is HIGH and strategicalValue is LOW then Value is BAD
rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
rule: if strategicalValue is CRITICAL then Value is CRITICAL
RuleBlock: armyReward
enabled: true
conjunction: AlgebraicProduct
disjunction: AlgebraicSum
implication: AlgebraicProduct
activation: General
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL