1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

BattleAI: improve movement towards unreachable

This commit is contained in:
Andrii Danylchenko 2024-08-17 18:17:46 +03:00
parent 26609d7a4f
commit bc80532f29
5 changed files with 87 additions and 32 deletions

View File

@ -201,6 +201,8 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(
if(attackInfo.shooting)
return 0;
std::set<uint32_t> checkedUnits;
auto attacker = attackInfo.attacker;
auto hexes = attacker->getSurroundingHexes(hex);
for(BattleHex tile : hexes)
@ -208,9 +210,13 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(
auto st = state->battleGetUnitByPos(tile, true);
if(!st || !state->battleMatchOwner(st, attacker))
continue;
if(vstd::contains(checkedUnits, st->unitId()))
continue;
if(!state->battleCanShoot(st))
continue;
checkedUnits.insert(st->unitId());
// FIXME: provide distance info for Jousting bonus
BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
rangeAttackInfo.defenderPos = hex;
@ -220,9 +226,10 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(
auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
res += gain;
res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
}
return res;

View File

@ -167,7 +167,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
score
);
if (moveTarget.scorePerTurn <= score)
if (moveTarget.score <= score)
{
if(evaluationResult.wait)
{
@ -197,7 +197,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
}
//ThreatMap threatsToUs(stack); // These lines may be useful but they are't used in the code.
if(moveTarget.scorePerTurn > score)
if(moveTarget.score > score)
{
score = moveTarget.score;
cachedAttack = moveTarget.cachedAttack;
@ -206,12 +206,11 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
if(stack->waited())
{
logAi->debug(
"Moving %s towards hex %s[%d], score: %2f/%2f",
"Moving %s towards hex %s[%d], score: %2f",
stack->getDescription(),
moveTarget.cachedAttack->attack.defender->getDescription(),
moveTarget.cachedAttack->attack.defender->getPosition().hex,
moveTarget.score,
moveTarget.scorePerTurn);
moveTarget.score);
return goTowardsNearest(stack, moveTarget.positions, *targets);
}

View File

@ -18,7 +18,7 @@ AttackerValue::AttackerValue()
}
MoveTarget::MoveTarget()
: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE), scorePerTurn(EvaluationResult::INEFFECTIVE_SCORE)
: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE)
{
turnsToRich = 1;
}
@ -292,7 +292,7 @@ ReachabilityInfo getReachabilityWithEnemyBypass(
continue;
auto dmg = damageCache.getOriginalDamage(activeStack, unit, state);
auto turnsToKill = unit->getAvailableHealth() / dmg + 1;
auto turnsToKill = unit->getAvailableHealth() / dmg;
vstd::amin(turnsToKill, 100);
@ -364,15 +364,16 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
auto scorePerTurn = BattleScore(score.enemyDamageReduce * multiplier / turnsToRich, score.ourDamageReduce);
score.enemyDamageReduce *= multiplier;
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Multiplier: %f, turns: %d, current score %f, new score %f", multiplier, turnsToRich, result.scorePerTurn, scoreValue(scorePerTurn));
logAi->trace("Multiplier: %f, turns: %d, current score %f, new score %f", multiplier, turnsToRich, result.score, scoreValue(score));
#endif
if(result.scorePerTurn < scoreValue(scorePerTurn))
if(result.score < scoreValue(score)
|| (result.turnsToRich > turnsToRich && vstd::isAlmostEqual(result.score, scoreValue(score))))
{
result.scorePerTurn = scoreValue(scorePerTurn);
result.score = scoreValue(score);
result.positions.clear();
@ -414,18 +415,10 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
if(scoreValue(bypassScore) > result.score)
{
auto newMultiplier = multiplier * speed * turnsToRich / dists.distances[attackHex];
result.score = scoreValue(bypassScore);
scorePerTurn = BattleScore(
score.enemyDamageReduce * newMultiplier,
score.ourDamageReduce);
result.scorePerTurn = scoreValue(scorePerTurn);
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score after bypass %f", scoreValue(scorePerTurn));
logAi->trace("New high score after bypass %f", scoreValue(bypassScore));
#endif
}
}
@ -488,12 +481,25 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
if(!ap.attack.shooting) hexes.push_back(ap.from);
std::vector<const battle::Unit *> allReachableUnits = additionalUnits;
for(auto hex : hexes)
{
vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));
}
for(auto hex : ap.attack.attacker->getHexes())
{
auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
for(auto unit : unitsReachingAttacker)
{
if(unit->unitSide() != ap.attack.attacker->unitSide())
{
allReachableUnits.push_back(unit);
result.enemyUnitsReachingAttacker.insert(unit->unitId());
}
}
}
vstd::removeDuplicates(allReachableUnits);
auto copy = allReachableUnits;
@ -621,9 +627,9 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
BattleExchangeVariant v;
for(int turn = 0; turn < exchangeUnits.units.size(); turn++)
for(int exchangeTurn = 0; exchangeTurn < exchangeUnits.units.size(); exchangeTurn++)
{
for(auto unit : exchangeUnits.units.at(turn))
for(auto unit : exchangeUnits.units.at(exchangeTurn))
{
if(unit->isTurret())
continue;
@ -652,16 +658,26 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
});
bool canUseAp = true;
const int totalTurnsCount = 10;
for(int turn = 0; turn < exchangeUnits.units.size(); turn++)
std::set<uint32_t> blockedShooters;
for(int exchangeTurn = 0; exchangeTurn < totalTurnsCount; exchangeTurn++)
{
for(auto activeUnit : exchangeUnits.units.at(turn))
bool isMovingTurm = exchangeTurn < turn;
int queueTurn = exchangeTurn >= exchangeUnits.units.size()
? exchangeUnits.units.size() - 1
: exchangeTurn;
for(auto activeUnit : exchangeUnits.units.at(queueTurn))
{
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
auto shooting = exchangeBattle->battleCanShoot(attacker.get())
&& !vstd::contains(blockedShooters, attacker->unitId());
if(!attacker->alive())
{
@ -672,10 +688,23 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
continue;
}
if(isMovingTurm && !shooting
&& !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Attacker is moving");
#endif
continue;
}
auto targetUnit = ap.attack.defender;
if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
{
#if BATTLE_TRACE_LEVEL>=2
logAi->trace("Best target selector for %s", attacker->getDescription());
#endif
auto estimateAttack = [&](const battle::Unit * u) -> float
{
auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
@ -688,7 +717,7 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
hb,
true);
#if BATTLE_TRACE_LEVEL>=1
#if BATTLE_TRACE_LEVEL>=2
logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
#endif
@ -741,7 +770,6 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
}
auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
auto shooting = exchangeBattle->battleCanShoot(attacker.get());
const int totalAttacks = attacker->getTotalAttacks(shooting);
if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
@ -760,6 +788,9 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
}
}
if(!shooting)
blockedShooters.insert(defender->unitId());
canUseAp = false;
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
@ -785,11 +816,20 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
for(auto hex : hexes)
reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
auto score = v.getScore();
if(turn > 0)
{
auto turnMultiplier = 1 - std::min(0.2, 0.05 * turn);
score.enemyDamageReduce *= turnMultiplier;
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Exchange score: enemy: %2f, our -%2f", v.getScore().enemyDamageReduce, v.getScore().ourDamageReduce);
logAi->trace("Exchange score: enemy: %2f, our -%2f", score.enemyDamageReduce, score.ourDamageReduce);
#endif
return v.getScore();
return score;
}
bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)

View File

@ -54,7 +54,6 @@ struct AttackerValue
struct MoveTarget
{
float score;
float scorePerTurn;
std::vector<BattleHex> positions;
std::optional<AttackPossibility> cachedAttack;
uint8_t turnsToRich;
@ -64,7 +63,7 @@ struct MoveTarget
struct EvaluationResult
{
static const int64_t INEFFECTIVE_SCORE = -10000;
static const int64_t INEFFECTIVE_SCORE = -100000000;
AttackPossibility bestAttack;
MoveTarget bestMove;
@ -120,6 +119,8 @@ struct ReachabilityData
// far shooters
std::vector<const battle::Unit *> shooters;
std::set<uint32_t> enemyUnitsReachingAttacker;
};
class BattleExchangeEvaluator

View File

@ -89,6 +89,14 @@ void DangerHitMapAnalyzer::updateHitMap()
heroes[hero->tempOwner][hero] = HeroRole::MAIN;
}
if(obj->ID == Obj::TOWN)
{
auto town = dynamic_cast<const CGTownInstance *>(obj);
if(town->garrisonHero)
heroes[town->garrisonHero->tempOwner][town->garrisonHero] = HeroRole::MAIN;
}
}
auto ourTowns = cb->getTownsInfo();