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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

NKAI: various behavior fixes, undo max_gold_preasure

This commit is contained in:
Andrii Danylchenko
2023-07-30 11:33:52 +03:00
parent fb7477047a
commit f1a9ae99ee
10 changed files with 49 additions and 48 deletions

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@@ -863,7 +863,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size(); bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
if(!bs.canFlee || !bs.canSurrender) if(!bs.canFlee && !bs.canSurrender)
{ {
return std::nullopt; return std::nullopt;
} }

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@@ -779,25 +779,21 @@ void AIGateway::makeTurn()
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex); boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
setThreadName("AIGateway::makeTurn"); setThreadName("AIGateway::makeTurn");
cb->sendMessage("vcmieagles");
retrieveVisitableObjs();
if(cb->getDate(Date::DAY_OF_WEEK) == 1) if(cb->getDate(Date::DAY_OF_WEEK) == 1)
{ {
std::vector<const CGObjectInstance *> objs; for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
retrieveVisitableObjs(objs, true);
for(const CGObjectInstance * obj : objs)
{ {
if(isWeeklyRevisitable(obj)) if(isWeeklyRevisitable(obj))
{ {
addVisitableObj(obj);
nullkiller->memory->markObjectUnvisited(obj); nullkiller->memory->markObjectUnvisited(obj);
} }
} }
} }
cb->sendMessage("vcmieagles");
retrieveVisitableObjs();
#if NKAI_TRACE_LEVEL == 0 #if NKAI_TRACE_LEVEL == 0
try try
{ {
@@ -1106,26 +1102,13 @@ void AIGateway::waitTillFree()
status.waitTillFree(); status.waitTillFree();
} }
void AIGateway::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
{
foreach_tile_pos([&](const int3 & pos)
{
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
{
if(includeOwned || obj->tempOwner != playerID)
out.push_back(obj);
}
});
}
void AIGateway::retrieveVisitableObjs() void AIGateway::retrieveVisitableObjs()
{ {
foreach_tile_pos([&](const int3 & pos) foreach_tile_pos([&](const int3 & pos)
{ {
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false)) for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
{ {
if(obj->tempOwner != playerID) addVisitableObj(obj);
addVisitableObj(obj);
} }
}); });
} }

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@@ -195,7 +195,6 @@ public:
void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
void retrieveVisitableObjs(); void retrieveVisitableObjs();
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const; virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;

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@@ -167,7 +167,7 @@ void BuildAnalyzer::update()
else else
{ {
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f); + (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
} }
logAi->trace("Gold preasure: %f", goldPreasure); logAi->trace("Gold preasure: %f", goldPreasure);

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@@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
auto obj = objs[i]; auto obj = objs[i];
if(!shouldVisitObject(obj)) if(!shouldVisitObject(obj))
return; {
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
continue;
}
#if NKAI_TRACE_LEVEL >= 2 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString()); logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());

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@@ -150,17 +150,15 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
case Obj::MINE: case Obj::MINE:
case Obj::ABANDONED_MINE: case Obj::ABANDONED_MINE:
case Obj::PANDORAS_BOX: case Obj::PANDORAS_BOX:
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
return a->getArmyStrength();
}
case Obj::CRYPT: //crypt case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA: case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck case Obj::SHIPWRECK: //shipwreck
case Obj::DERELICT_SHIP: //derelict ship case Obj::DERELICT_SHIP: //derelict ship
// case Obj::PYRAMID: {
return estimateBankDanger(dynamic_cast<const CBank *>(obj)); const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
return a->getArmyStrength();
}
case Obj::PYRAMID: case Obj::PYRAMID:
{ {
if(obj->subID == 0) if(obj->subID == 0)

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@@ -23,7 +23,7 @@
namespace NKAI namespace NKAI
{ {
const float MAX_GOLD_PEASURE = 0.6f; const float MAX_GOLD_PEASURE = 0.3f;
const float MIN_PRIORITY = 0.01f; const float MIN_PRIORITY = 0.01f;
const float SMALL_SCAN_MIN_PRIORITY = 0.4f; const float SMALL_SCAN_MIN_PRIORITY = 0.4f;

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@@ -162,11 +162,11 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
{ {
result += (c.data.type->getAIValue() * c.data.count) * c.chance; result += (c.data.type->getAIValue() * c.data.count) * c.chance;
} }
else /*else
{ {
//we will need to discard the weakest stack //we will need to discard the weakest stack
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance; result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
} }*/
} }
result /= 100; //divide by total chance result /= 100; //divide by total chance
@@ -277,6 +277,8 @@ uint64_t RewardEvaluator::getArmyReward(
{ {
const float enemyArmyEliminationRewardRatio = 0.5f; const float enemyArmyEliminationRewardRatio = 0.5f;
auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
if(!target) if(!target)
return 0; return 0;
@@ -301,7 +303,7 @@ uint64_t RewardEvaluator::getArmyReward(
case Obj::DRAGON_UTOPIA: case Obj::DRAGON_UTOPIA:
return 10000; return 10000;
case Obj::HERO: case Obj::HERO:
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES return relations == PlayerRelations::ENEMIES
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength() ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
: 0; : 0;
case Obj::PANDORAS_BOX: case Obj::PANDORAS_BOX:
@@ -319,6 +321,11 @@ uint64_t RewardEvaluator::getArmyGrowth(
if(!target) if(!target)
return 0; return 0;
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
if(relations != PlayerRelations::ENEMIES)
return 0;
switch(target->ID) switch(target->ID)
{ {
case Obj::TOWN: case Obj::TOWN:
@@ -542,15 +549,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
case Obj::GARDEN_OF_REVELATION: case Obj::GARDEN_OF_REVELATION:
case Obj::MARLETTO_TOWER: case Obj::MARLETTO_TOWER:
case Obj::MERCENARY_CAMP: case Obj::MERCENARY_CAMP:
case Obj::SHRINE_OF_MAGIC_GESTURE:
case Obj::SHRINE_OF_MAGIC_INCANTATION:
case Obj::TREE_OF_KNOWLEDGE: case Obj::TREE_OF_KNOWLEDGE:
return 1; return 1;
case Obj::LEARNING_STONE: case Obj::LEARNING_STONE:
return 1.0f / std::sqrt(hero->level); return 1.0f / std::sqrt(hero->level);
case Obj::ARENA: case Obj::ARENA:
case Obj::SHRINE_OF_MAGIC_THOUGHT:
return 2; return 2;
case Obj::SHRINE_OF_MAGIC_INCANTATION:
return 0.2f;
case Obj::SHRINE_OF_MAGIC_GESTURE:
return 0.3f;
case Obj::SHRINE_OF_MAGIC_THOUGHT:
return 0.5f;
case Obj::LIBRARY_OF_ENLIGHTENMENT: case Obj::LIBRARY_OF_ENLIGHTENMENT:
return 8; return 8;
case Obj::WITCH_HUT: case Obj::WITCH_HUT:
@@ -597,6 +607,8 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
if(!target) if(!target)
return 0; return 0;
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
const int dailyIncomeMultiplier = 5; const int dailyIncomeMultiplier = 5;
const float enemyArmyEliminationGoldRewardRatio = 0.2f; const float enemyArmyEliminationGoldRewardRatio = 0.2f;
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2; const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
@@ -637,7 +649,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
//Objectively saves us 2500 to hire hero //Objectively saves us 2500 to hire hero
return GameConstants::HERO_GOLD_COST; return GameConstants::HERO_GOLD_COST;
case Obj::HERO: case Obj::HERO:
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES return relations == PlayerRelations::ENEMIES
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target)) ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
: 0; : 0;
default: default:
@@ -788,7 +800,7 @@ public:
if(heroRole == HeroRole::MAIN) if(heroRole == HeroRole::MAIN)
evaluationContext.heroRole = heroRole; evaluationContext.heroRole = heroRole;
if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES) if (target)
{ {
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);
@@ -1022,7 +1034,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
+ (evaluationContext.skillReward > 0 ? 1 : 0) + (evaluationContext.skillReward > 0 ? 1 : 0)
+ (evaluationContext.strategicalValue > 0 ? 1 : 0); + (evaluationContext.strategicalValue > 0 ? 1 : 0);
auto goldRewardPerTurn = evaluationContext.goldReward / std::log2f(evaluationContext.movementCost * 10); float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
double result = 0; double result = 0;
@@ -1055,13 +1067,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
} }
#if NKAI_TRACE_LEVEL >= 2 #if NKAI_TRACE_LEVEL >= 2
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f", logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
task->toString(), task->toString(),
evaluationContext.armyLossPersentage, evaluationContext.armyLossPersentage,
(int)evaluationContext.turn, (int)evaluationContext.turn,
evaluationContext.movementCostByRole[HeroRole::MAIN], evaluationContext.movementCostByRole[HeroRole::MAIN],
evaluationContext.movementCostByRole[HeroRole::SCOUT], evaluationContext.movementCostByRole[HeroRole::SCOUT],
evaluationContext.goldReward, goldRewardPerTurn,
evaluationContext.goldCost, evaluationContext.goldCost,
evaluationContext.armyReward, evaluationContext.armyReward,
evaluationContext.danger, evaluationContext.danger,

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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 2 #define NKAI_TRACE_LEVEL 0
#include "../../../lib/pathfinder/CGPathNode.h" #include "../../../lib/pathfinder/CGPathNode.h"
#include "../../../lib/pathfinder/INodeStorage.h" #include "../../../lib/pathfinder/INodeStorage.h"
@@ -258,7 +258,7 @@ public:
{ {
double ratio = (double)danger / (armyValue * hero->getFightingStrength()); double ratio = (double)danger / (armyValue * hero->getFightingStrength());
return (uint64_t)(armyValue * ratio * ratio * ratio); return (uint64_t)(armyValue * ratio * ratio);
} }
STRONG_INLINE STRONG_INLINE

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@@ -170,7 +170,6 @@ RuleBlock: basic
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is MEDIUM then Value is BAD with 0.3
rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8 rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8
rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5 rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5
rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5 rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5
@@ -252,6 +251,11 @@ RuleBlock: gold
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL
rule: if goldReward is LOWEST then Value is SMALL with 0.1
rule: if goldReward is SMALL then Value is SMALL with 0.2
rule: if goldReward is MEDIUM then Value is SMALL with 0.5
rule: if goldReward is BIG then Value is SMALL
rule: if goldReward is HUGE then Value is BITHIGH
RuleBlock: skill reward RuleBlock: skill reward
enabled: true enabled: true
conjunction: AlgebraicProduct conjunction: AlgebraicProduct