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Nullkiller AI: new prioritization engine
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@ -97,7 +97,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getTasks()
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continue;
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auto hero = path.targetHero;
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auto danger = path.getTotalDanger(hero);
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auto danger = path.getTotalDanger();
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if(danger == 0 && path.exchangeCount > 1)
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continue;
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@ -206,6 +206,14 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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path.movementCost(),
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path.toString());
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#endif
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if(path.turn() <= treat.turn - 2)
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{
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logAi->trace("Deffer defence of %s by %s because he has enough time to rich the town next trun",
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town->name,
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path.targetHero->name);
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continue;
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}
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float priority = basicPriority
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+ std::min(SAFE_ATTACK_CONSTANT, (float)path.getHeroStrength() / treat.danger) / (treat.turn + 1);
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@ -26,9 +26,9 @@ using namespace Goals;
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ExecuteHeroChain::ExecuteHeroChain(const AIPath & path, const CGObjectInstance * obj)
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:CGoal(Goals::EXECUTE_HERO_CHAIN), chainPath(path)
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{
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evaluationContext.danger = path.getTotalDanger(hero);
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evaluationContext.danger = path.getTotalDanger();
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evaluationContext.movementCost = path.movementCost();
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evaluationContext.armyLoss = path.armyLoss;
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evaluationContext.armyLoss = path.getTotalArmyLoss();
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evaluationContext.heroStrength = path.getHeroStrength();
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hero = path.targetHero;
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tile = path.targetTile();
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@ -112,7 +112,28 @@ void ExecuteHeroChain::accept(VCAI * ai)
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}
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}
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Goals::VisitTile(node.coord).sethero(hero).accept(ai);
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try
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{
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Goals::VisitTile(node.coord).sethero(hero).accept(ai);
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}
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catch(cannotFulfillGoalException)
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{
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if(hero->movement > 0)
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{
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CGPath path;
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bool isOk = cb->getPathsInfo(hero.get())->getPath(path, node.coord);
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if(isOk && path.nodes.back().turns > 0)
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{
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logAi->warn("Hero %s has %d mp which is not enough to continue his way towards %s.", hero.name, hero->movement, node.coord.toString());
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ai->nullkiller->lockHero(hero.get());
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return;
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}
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}
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throw;
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}
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}
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if(node.turns == 0)
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@ -875,6 +875,7 @@ std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand)
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path.heroArmy = node.actor->creatureSet;
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path.armyLoss = node.armyLoss;
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path.targetObjectDanger = evaluateDanger(pos, path.targetHero);
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path.targetObjectArmyLoss = evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
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path.chainMask = node.actor->chainMask;
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path.exchangeCount = node.actor->actorExchangeCount;
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@ -985,7 +986,7 @@ uint64_t AIPath::getHeroStrength() const
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return targetHero->getFightingStrength() * heroArmy->getArmyStrength();
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}
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uint64_t AIPath::getTotalDanger(HeroPtr hero) const
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uint64_t AIPath::getTotalDanger() const
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{
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uint64_t pathDanger = getPathDanger();
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uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
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@ -993,6 +994,11 @@ uint64_t AIPath::getTotalDanger(HeroPtr hero) const
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return danger;
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}
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uint64_t AIPath::getTotalArmyLoss() const
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{
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return armyLoss + targetObjectArmyLoss;
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}
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std::string AIPath::toString()
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{
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std::stringstream str;
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@ -49,6 +49,7 @@ struct AIPath
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std::shared_ptr<const ISpecialAction> specialAction;
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uint64_t targetObjectDanger;
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uint64_t armyLoss;
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uint64_t targetObjectArmyLoss;
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const CGHeroInstance * targetHero;
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const CCreatureSet * heroArmy;
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uint64_t chainMask;
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@ -60,7 +61,10 @@ struct AIPath
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uint64_t getPathDanger() const;
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/// Gets danger of path including danger of visiting the target object like creature bank
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uint64_t getTotalDanger(HeroPtr hero) const;
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uint64_t getTotalDanger() const;
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/// Gets danger of path including danger of visiting the target object like creature bank
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uint64_t getTotalArmyLoss() const;
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int3 firstTileToGet() const;
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int3 targetTile() const;
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@ -168,6 +172,13 @@ public:
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return dangerEvaluator->evaluateDanger(tile, hero, ai);
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}
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uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
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{
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double ratio = (double)danger / (armyValue * hero->getFightingStrength());
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return (uint64_t)(armyValue * ratio * ratio * ratio);
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}
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private:
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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@ -154,7 +154,7 @@ Goals::TGoalVec PathfindingManager::findPaths(
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#endif
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if(ai->isTileNotReserved(hero.get(), firstTileToGet))
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{
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danger = path.getTotalDanger(hero);
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danger = path.getTotalDanger();
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if(isSafeToVisit(hero, path.heroArmy, danger))
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{
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@ -178,7 +178,7 @@ Goals::TGoalVec PathfindingManager::findPaths(
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solution->evaluationContext.danger = danger;
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solution->evaluationContext.movementCost += path.movementCost();
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solution->evaluationContext.armyLoss += path.armyLoss;
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solution->evaluationContext.armyLoss += path.getTotalArmyLoss();
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solution->evaluationContext.heroStrength = path.getHeroStrength();
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("It's safe for %s to visit tile %s with danger %s, loss %s, army strength %s, goal %s",
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@ -163,9 +163,7 @@ namespace AIPathfinding
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auto hero = nodeStorage->getHero(source.node);
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auto danger = nodeStorage->evaluateDanger(destination.coord, hero);
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double actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
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double ratio = (double)danger / (actualArmyValue * hero->getFightingStrength());
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uint64_t loss = (uint64_t)(actualArmyValue * ratio * ratio * ratio);
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double loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger);
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if(loss < actualArmyValue)
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{
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