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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00

AI improvements

AI will no longer skip turns with heroes that are waiting for a delivery that takes more than one turn. Instead they will do something until their delivery is close enough to get it at the same turn.

Fixed an issue where a bunch of heroes all tried to do the same tasks:
Tasks that involve no fighting will now always be performed by the closest eligible hero while all other heroes look for something else to do.
This commit is contained in:
Xilmi 2024-12-03 23:09:13 +01:00
parent 34b8123fba
commit c007bbbcd8

View File

@ -1019,12 +1019,20 @@ public:
evaluationContext.involvesSailing = true;
}
float highestCostForSingleHero = 0;
for(auto pair : costsPerHero)
{
auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
evaluationContext.movementCostByRole[role] += pair.second;
if (pair.second > highestCostForSingleHero)
highestCostForSingleHero = pair.second;
}
if (highestCostForSingleHero > 1 && costsPerHero.size() > 1)
{
//Chains that involve more than 1 hero doing something for more than a turn are too expensive in my book. They often involved heroes doing nothing just standing there waiting to fulfill their part of the chain.
return;
}
evaluationContext.movementCost *= costsPerHero.size(); //further deincentivise chaining as it often involves bringing back the army afterwards
auto hero = task->hero;
bool checkGold = evaluationContext.danger == 0;
@ -1387,12 +1395,11 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
if (evaluationContext.turn > 0)
return 0;
if(evaluationContext.conquestValue > 0)
score = 1000;
score = evaluationContext.armyInvolvement;
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > 1 && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
return 0;
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
@ -1403,7 +1410,6 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
score = evaluationContext.armyInvolvement;
if (evaluationContext.isEnemy && maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
score *= evaluationContext.closestWayRatio;
break;
}
case PriorityTier::KILL: //Take towns / kill heroes that are further away
@ -1413,7 +1419,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
if (arriveNextWeek && evaluationContext.isEnemy)
return 0;
if (evaluationContext.conquestValue > 0)
score = 1000;
score = evaluationContext.armyInvolvement;
if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > 1 && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
return 0;
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
@ -1431,8 +1437,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
return 0;
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
if (evaluationContext.armyLossPersentage == 0 && evaluationContext.closestWayRatio < 1.0)
return 0;
score = 1000;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
@ -1445,8 +1452,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
return 0;
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
if (evaluationContext.armyLossPersentage == 0 && evaluationContext.closestWayRatio < 1.0)
return 0;
score = 1000;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
@ -1467,6 +1475,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
return 0;
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
if (evaluationContext.armyLossPersentage == 0 && evaluationContext.closestWayRatio < 1.0)
return 0;
score += evaluationContext.strategicalValue * 1000;
score += evaluationContext.goldReward;
score += evaluationContext.skillReward * evaluationContext.armyInvolvement * (1 - evaluationContext.armyLossPersentage) * 0.05;
@ -1477,7 +1487,6 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
if (score > 0)
{
score = 1000;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
}
@ -1491,8 +1500,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
return 0;
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
if (evaluationContext.closestWayRatio < 1.0)
return 0;
score = 1000;
score *= evaluationContext.closestWayRatio;
if (evaluationContext.movementCost > 0)
score /= evaluationContext.movementCost;
break;
@ -1502,8 +1512,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
if (evaluationContext.enemyHeroDangerRatio > 1 && evaluationContext.isExchange)
return 0;
if (evaluationContext.isDefend || evaluationContext.isArmyUpgrade)
score = 1000;
score *= evaluationContext.closestWayRatio;
score = evaluationContext.armyInvolvement;
score /= (evaluationContext.turn + 1);
break;
}