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Commit Graph

160 Commits

Author SHA1 Message Date
Xilmi
76f5d925e6 Update PriorityEvaluator.cpp
The army loss will no longer affect the score for defensive decisions.
2024-10-21 08:59:18 +02:00
Xilmi
d93c6211da Road exploration
The non-cheating-AI on 100% and below is now smarter about exploration and will explore alongside roads with higher priority.
2024-10-20 23:32:39 +02:00
Xilmi
eb94c9f0be Update PriorityEvaluator.cpp
AI will be more aggressive when defending their territory. And more aggressive means more willing to take losses while fighting.
2024-10-10 18:53:28 +02:00
Xilmi
61fba1fedd Merge remote-tracking branch 'upstream/develop' into develop 2024-10-10 17:23:39 +02:00
Ivan Savenko
3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00
Xilmi
0143a52755 Update PriorityEvaluator.cpp
Scores for all sorts of visitable and pickable objects are now unified in order to prevent AI from ignoring nearby valuables.
2024-10-02 20:12:47 +02:00
Xilmi
f7a961793a Update PriorityEvaluator.cpp
AI is more careful when gathering stuff near enemies.

The wasted movement-points are no longer considered when calculating which own city to fall back to when there's nothing better to do.
2024-09-29 01:23:13 +02:00
Xilmi
8d93c0c9c9 Update PriorityEvaluator.cpp
Removed workaround that was likely necessitated by other issues.
2024-09-27 23:03:35 +02:00
Xilmi
3b7834495d Update PriorityEvaluator.cpp
Fix an issue that caused AI to take their hero's attributes into consideration twice when calculating how much army they think they'll lose.

Fixed an issue where offensive defending didn't take into consideration whether the hero would actually be strong enough to beat the enemy hero it was trying to dispatch.
2024-09-27 19:38:07 +02:00
Xilmi
e4ef95f8dd Revert dynamic maxWillingToLose
Out maxWillingToLose back to a static 25%.
Dynamic could become too suicidal or too passive. 25% is a good sweetspot.
2024-09-25 16:12:53 +02:00
Xilmi
433c58f8b1 Workaround for previously masked issue
A recent fix made it so that towns that weren't supposed to be defended are now no longer defended.
This caused scouts with minimal army to also go after them in addition to the main-hero.
Problem is when two heroes go for the same town it's a massive waste of movement-points. So for the time being only main-heroes will go for faraway captures.
Better solution would be to memorize who was sent to attack what on the same turn and filter out tasks going for the same target.
2024-09-23 18:42:31 +02:00
Xilmi
20f7751e16 Weekend-decisions
When attacking non-neutral towns that are far away, the AI now considers whether their attack would arrive in the same week. If it wouldn't, it means there's a high risk that newly bought troops might flip around who is stronger. So they now refrain from sending a hero towards an enemy town that is too far away.
2024-09-23 01:25:58 +02:00
Xilmi
90d72a4458 Chase & FFA-changes
The AI should no longer chase enemy heroes that are not reachable in the same turn, when there's other options as this behavior was quite exploitable.

The AI should now take their overall strength into account when deciding whether to attack or not.
Previously it would attack as long as their assumed army-loss was at most 25%.
Now that is 50% times the ratio of their power compared to the total power of everyone.
2024-09-22 13:06:07 +02:00
Xilmi
c88165f900 Update PriorityEvaluator.cpp
Whirlpools are no longer explorePriority 1 as the AI would then try out all of it's 5 entries on both sides.
2024-09-14 13:41:14 +02:00
Xilmi
22222f0fba Priorization-improvements
Manarecoveryreward now uses float instead of unsigned int in order to avoid extremely high instead of negative scores when the hero has more mana than his mana-limit for example due to mana-vortex.

Moved upgrading armies to a lower priority tier as otherwise the AI would go back to their cities all the time even though there were plenty of other things to do.

Improved exploration logic by putting different kinds of exploration to different priority-tiers.
Looking at the other side of a portal has high priority, visiting an observatory has medium priority and scouting by visiting nearby tiles has low priority.
2024-09-14 02:58:23 +02:00
Xilmi
ab441d8e67 Update PriorityEvaluator.cpp
AI now should no longer ignore spell-scrolls and artifacts of the treasure-class.
2024-09-13 23:06:49 +02:00
Xilmi
af2df5763f Update PriorityEvaluator.cpp
Only if there is a high gold-pressure a buildings' cost will deter from its score.
2024-09-12 22:53:45 +02:00
Xilmi
a1a03d4b74 Merge remote-tracking branch 'upstream/develop' into develop 2024-09-12 14:54:39 +02:00
Ivan Savenko
29f393e024 Removed hardcoded checks for map objects in favor of analyzing
rewardable object content
2024-09-12 12:11:18 +00:00
Xilmi
df119370c7 Exploration
Slightly adjust the value of exploring within the hunter-gather-prirority.
2024-09-10 00:23:17 +02:00
Xilmi
0edc17b7d8 Going to town when nothing to do.
The StayAtTown-behavior now always creates tasks for all heroes to go and stay at a town. It will be treated differently than going to a town for mana in the sense that it is only considered at the lowest priority-tier. So it will only happen when the AI doesn't find anything else to do. It should resolve one of the two main-reasons for losing weak heros.

The hunter-gather-priority-tier now goes strictly by distance for all taks that are considered above 0 in value.
2024-09-06 22:14:59 +02:00
Xilmi
e43492d8b5 Update PriorityEvaluator.cpp
Fixed affordabilitycheck not being negated.
2024-09-06 00:12:44 +02:00
Xilmi
5488a0a29c Removed the "GATHER"-priorityTier
There was no real need for it to be a separated tier from Hunter_gather.
2024-09-05 19:35:47 +02:00
Xilmi
dafc9cd8a8 Update PriorityEvaluator.cpp
Replace float-comparisons with zero by vstd::isAlmostZero
2024-09-05 16:40:06 +02:00
Xilmi
23cd54c998 Preparations for merge
No longer using FuzzyEngine just to create a log-message. It's now only used when isUseFuzzy is set.
Also:
Removed < operator and instead use already existing "canAfford"-Method.
2024-09-05 16:22:25 +02:00
Xilmi
db16a9d234 A bit of clean-up for merge
Set back trace level to 0
Removed EvaluationContexts that weren't used
Encapsulated many debug-messages behinde trace-levels
2024-09-04 16:41:47 +02:00
Xilmi
1176628a88 Update PriorityEvaluator.cpp
Workaround for weird -nan(ind) closestWayRatios.
2024-09-02 01:37:21 +02:00
Xilmi
09badeb5be Enum for PriorityTiers
In order to not confuse PriorityTiers, especially after adding new ones, now using an enum to identify them.
2024-09-02 00:16:19 +02:00
Xilmi
1ef5e8ab1b Update PriorityEvaluator.cpp
Prevent building more buildings when we are saving for our favorite building.
2024-09-01 13:47:30 +02:00
Xilmi
ac8e5b3711 Update PriorityEvaluator.cpp
AI should score citadels and castles higher for better developed towns so that it focuses on finishing the main-town quicker as opposed to developing several smaller towns simultaneously.
2024-08-30 21:02:50 +02:00
Xilmi
56988e054a New priority
1. Take / kill what is reachable in same turn
2. Defend
3. Take / kill what is further away
2024-08-30 18:05:47 +02:00
Xilmi
05d948b582 Priorities
Swapped priority of attacking and defending.
Troop-delivery-missions will check safety of the delivering hero.
2024-08-30 16:46:36 +02:00
Xilmi
dcec5637cd Fix for defense-evaluation.
Defense-evaluation didn't fill armyInvolvement but it was what created the score for it. So there was only score if it also included a HeroExchange.
2024-08-29 21:01:06 +02:00
Xilmi
b92862c04d New priorities
Added more priority-tiers
2024-08-24 14:55:26 +02:00
Xilmi
00e5770aa3 Update PriorityEvaluator.cpp
Revert change that made AI too passive.
2024-08-18 21:22:05 +02:00
Xilmi
e6d907af55 Merge remote-tracking branch 'upstream/develop' into develop 2024-08-18 09:52:59 +02:00
Xilmi
3be25d9414 Update PriorityEvaluator.cpp
Defend towns 1 turn earlier.
2024-08-18 09:47:05 +02:00
Xilmi
8ad6d712c0 lowered aggression
Being less willing to rush across half the map to attack an enemy town only to find it too well defended when arriving there.
2024-08-15 18:16:23 +02:00
Xilmi
b7e4219fde More purposeful defending
Avoid defending towns that are out of reach for the enemy.
2024-08-14 22:53:48 +02:00
Ivan Savenko
97f1a310df Fix miscellaneous issues discovered by Sonar 2024-08-12 18:26:30 +00:00
Xilmi
a7b26e237f Fix crash
Fixed a crash due to improperly trying to access "cb".
2024-08-11 21:59:06 +02:00
Xilmi
958aeb3a60 AI improvements
Deliberately defending towns in danger will now only be performed when the town has at least a citatel.

The AI will now count the buildings per town-type and add a score-bonus to dwellings of towns it already has a lot of buildings of. This shall help with getting a stronger army with less morale-issues.

Scoring for mage-guild now increased the bigger the existing armies are.

AI is less afraid of enemy-heros than previously.
2024-08-11 18:21:24 +02:00
Xilmi
ec5da0e6b3 Update PriorityEvaluator.cpp
Further working towards heroes avoiding danger.
2024-08-07 01:36:27 +02:00
Xilmi
07108ce03d Update PriorityEvaluator.cpp
Allow defending in priority 2.
2024-07-25 21:49:17 +02:00
Xilmi
19b969406c Update PriorityEvaluator.cpp
Delivering troops to mains is now considered a priority 0 task that should immediately be fulfilled.
Defending nearby towns against nearby enemies is now also considered a priority 0 task.
Priority 0 tasks are now exclusively scored by distance and armyloss has only a cut-off-point instead of lowering the score.

Building-cost now has more impact on their score.
2024-07-24 21:22:14 +02:00
Xilmi
e374f24016 complete Building-costs as evaluation-context
Added building-cost including all resoruces as evaluation-context for more sophisticated building-selection and also as a countermeasure to softlocking a build-order by having no ways to obtain certain resources.
For example, if the AI would drop below 5 wood, while having no market-place and no wood-income it will avoid building any buildings that neither allow trading nor produce wood.
2024-07-19 15:25:24 +02:00
Xilmi
fbe1e171fe Merge remote-tracking branch 'upstream/develop' into develop 2024-07-15 18:36:19 +02:00
Xilmi
4a552d411c Decisionmaking-changes
There's 3 new evaluation-contexts that are now taken into account:
Whether an action is building, whether an action involves sailing and the newly introduced threat.

The value-evaluation of creatures now also takes special resources into account.

No longer treating other AIs differently than players when it comes to how afraid we shall be of them.

The cost of buildings for decision-making now determines missing resources. Available resources are ignored when it comes to how they impact the cost. But missing-resources will heftily impact the assumed price by calculating their market-value. This shall encourage the AI to rather build what it currently can build instead of saving up for something that it lacking the special resources for.

AI is no longer willing to sacrifice more than 25% of their army for any attack except when it has no towns left.

Revamped the priority-tiers of AI decision-making.

Higest priority is conquering enemy towns and killing enemy heroes. However, the AI will no longer try to do so when the target is more than one turn away and protected by a nearby enemy-hero that could kill the one tasked with dealing with the target. Except when they have no towns left. Then they get desperate and try everything.

As a general rule of thumb one could say the AI will prioritize conquest over collecting freebies over investing army to get something that isn't a city. It's a bit more complex than that but this is roughly what can be expected. It will also highly value their own heroes safety during all this.
2024-07-15 18:12:52 +02:00
Xilmi
d878d0ce18 Avoid being killed
Heroes with conquest-tasks will only endanger themselves to be killed when they can execute a conquest in the same turn.

Heroes with other tasks will dismiss any tasks except of defending when they'd be within one turn of an enemy hero that could kill them.
2024-07-12 23:36:41 +02:00
Xilmi
92bed2305e priority-tiers
Tasks are now in different priority-tiers. For now there's 2 tiers. One for regular tasks and one for tasks of the new "conquest"-type. Regular tasks will only be considered when no possible conquest-type tasks were found.

Slightly reworked scoring heuristics.
2024-07-12 17:41:46 +02:00