1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/AI/Nullkiller/Engine/PriorityEvaluator.cpp

516 lines
16 KiB
C++

/*
* PriorityEvaluator.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "PriorityEvaluator.h"
#include <limits>
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/mapObjects/CommonConstructors.h"
#include "../../../lib/CCreatureHandler.h"
#include "../../../lib/CPathfinder.h"
#include "../../../lib/CGameStateFwd.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../CCallback.h"
#include "../../../lib/filesystem/Filesystem.h"
#include "../VCAI.h"
#include "../AIhelper.h"
#include "../Engine/Nullkiller.h"
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
struct BankConfig;
class CBankInfo;
class Engine;
class InputVariable;
class CGTownInstance;
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
PriorityEvaluator::~PriorityEvaluator()
{
delete engine;
}
void PriorityEvaluator::initVisitTile()
{
auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
std::string str = std::string((char *)file.first.get(), file.second);
engine = fl::FllImporter().fromString(str);
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
heroRoleVariable = engine->getInputVariable("heroRole");
dangerVariable = engine->getInputVariable("danger");
mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
goldRewardVariable = engine->getInputVariable("goldReward");
armyRewardVariable = engine->getInputVariable("armyReward");
skillRewardVariable = engine->getInputVariable("skillReward");
rewardTypeVariable = engine->getInputVariable("rewardType");
closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
strategicalValueVariable = engine->getInputVariable("strategicalValue");
value = engine->getOutputVariable("Value");
}
int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
if(relations != PlayerRelations::ENEMIES)
return 0; // if we already own it, no additional reward will be received by just visiting it
auto town = cb->getTown(target->id);
auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
auto isProbablyDeveloped = !isNeutral && town->hasFort();
return isProbablyDeveloped ? 1500 : 500;
}
TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
auto resources = bankInfo->getPossibleResourcesReward();
return resources;
}
uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
auto creatures = bankInfo->getPossibleCreaturesReward();
uint64_t result = 0;
for(auto c : creatures)
{
result += c.type->AIValue * c.count;
}
return result;
}
uint64_t getDwellingScore(const CGObjectInstance * target, bool checkGold)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
uint64_t score = 0;
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
auto creaturesAreFree = creature->level == 1;
if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
continue;
score += creature->AIValue * creLevel.first;
}
}
return score;
}
uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
{
if(art->artType->id == ArtifactID::SPELL_SCROLL)
return 1500;
auto statsValue =
4 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
+ 700 * art->valOfBonuses(Bonus::MORALE)
+ 700 * art->getAttack(false)
+ 700 * art->getDefence(false)
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
+ 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
+ 700 * art->getDefence(false)
+ 500 * art->valOfBonuses(Bonus::LUCK);
auto classValue = 0;
switch(art->artType->aClass)
{
case CArtifact::EartClass::ART_MINOR:
classValue = 1000;
break;
case CArtifact::EartClass::ART_MAJOR:
classValue = 3000;
break;
case CArtifact::EartClass::ART_RELIC:
case CArtifact::EartClass::ART_SPECIAL:
classValue = 8000;
break;
}
return statsValue > classValue ? statsValue : classValue;
}
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, bool checkGold)
{
const float enemyArmyEliminationRewardRatio = 0.5f;
if(!target)
return 0;
switch(target->ID)
{
case Obj::TOWN:
return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
case Obj::CREATURE_BANK:
return getCreatureBankArmyReward(target, hero);
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR2:
case Obj::CREATURE_GENERATOR3:
case Obj::CREATURE_GENERATOR4:
return getDwellingScore(target, checkGold);
case Obj::CRYPT:
case Obj::SHIPWRECK:
case Obj::SHIPWRECK_SURVIVOR:
case Obj::WARRIORS_TOMB:
return 1000;
case Obj::ARTIFACT:
return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
case Obj::DRAGON_UTOPIA:
return 10000;
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
: 0;
default:
return 0;
}
}
float getStrategicalValue(const CGObjectInstance * target);
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy)
{
auto objectsUnderTreat = ai->nullkiller->dangerHitMap->getOneTurnAccessibleObjects(enemy);
float objectValue = 0;
for(auto obj : objectsUnderTreat)
{
vstd::amax(objectValue, getStrategicalValue(obj));
}
return objectValue / 2.0f + enemy->level / 15.0f;
}
float getResourceRequirementStrength(int resType)
{
TResources requiredResources = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();
TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
if(requiredResources[resType] == 0)
return 0;
if(dailyIncome[resType] == 0)
return 1;
return (float)requiredResources[resType] / dailyIncome[resType] / 3;
}
float getTotalResourceRequirementStrength(int resType)
{
TResources requiredResources = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();
TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
if(requiredResources[resType] == 0)
return 0;
if(dailyIncome[resType] == 0)
return requiredResources[resType] / 30;
return (float)requiredResources[resType] / dailyIncome[resType] / 30;
}
float getStrategicalValue(const CGObjectInstance * target)
{
if(!target)
return 0;
switch(target->ID)
{
case Obj::MINE:
return target->subID == Res::GOLD ? 0.8f : 0.05f + 0.3f * getTotalResourceRequirementStrength(target->subID) + 0.5f * getResourceRequirementStrength(target->subID);
case Obj::RESOURCE:
return target->subID == Res::GOLD ? 0 : 0.5f * getResourceRequirementStrength(target->subID);
case Obj::TOWN:
return target->tempOwner == PlayerColor::NEUTRAL ? 0.5 : 1;
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
: 0;
default:
return 0;
}
}
float evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role)
{
if(!hut->wasVisited(hero->tempOwner))
return role == HeroRole::SCOUT ? 2 : 0;
auto skill = SecondarySkill(hut->ability);
if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
|| hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
return 0;
auto score = ai->ah->evaluateSecSkill(skill, hero);
return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
}
float getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role)
{
const float enemyHeroEliminationSkillRewardRatio = 0.5f;
if(!target)
return 0;
switch(target->ID)
{
case Obj::STAR_AXIS:
case Obj::SCHOLAR:
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
case Obj::GARDEN_OF_REVELATION:
case Obj::MARLETTO_TOWER:
case Obj::MERCENARY_CAMP:
case Obj::SHRINE_OF_MAGIC_GESTURE:
case Obj::SHRINE_OF_MAGIC_INCANTATION:
case Obj::TREE_OF_KNOWLEDGE:
return 1;
case Obj::LEARNING_STONE:
return 1.0f / std::sqrtf(hero->level);
case Obj::ARENA:
case Obj::SHRINE_OF_MAGIC_THOUGHT:
return 2;
case Obj::LIBRARY_OF_ENLIGHTENMENT:
return 8;
case Obj::WITCH_HUT:
return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
: 0;
default:
return 0;
}
}
int32_t getArmyCost(const CArmedInstance * army)
{
int32_t value = 0;
for(auto stack : army->Slots())
{
value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
}
return value;
}
/// Gets aproximated reward in gold. Daily income is multiplied by 5
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
{
if(!target)
return 0;
const int dailyIncomeMultiplier = 5;
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
switch(target->ID)
{
case Obj::RESOURCE:
return isGold ? 600 : 100;
case Obj::TREASURE_CHEST:
return 1500;
case Obj::WATER_WHEEL:
return 1000;
case Obj::TOWN:
return dailyIncomeMultiplier * estimateTownIncome(target, hero);
case Obj::MINE:
case Obj::ABANDONED_MINE:
return dailyIncomeMultiplier * (isGold ? 1000 : 75);
case Obj::MYSTICAL_GARDEN:
case Obj::WINDMILL:
return 100;
case Obj::CAMPFIRE:
return 800;
case Obj::WAGON:
return 100;
case Obj::CREATURE_BANK:
return getCreatureBankResources(target, hero)[Res::GOLD];
case Obj::CRYPT:
case Obj::DERELICT_SHIP:
return 3000;
case Obj::DRAGON_UTOPIA:
return 10000;
case Obj::SEA_CHEST:
return 1500;
case Obj::HERO:
return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
: 0;
default:
return 0;
}
}
class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
{
auto evaluationContext = task->evaluationContext;
int objId = task->objid;
if(task->parent)
objId = task->parent->objid;
auto heroPtr = task->hero;
const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
auto day = cb->getDate(Date::DAY);
auto hero = heroPtr.get();
bool checkGold = evaluationContext.danger == 0;
evaluationContext.armyLossPersentage = task->evaluationContext.armyLoss / (double)task->evaluationContext.heroStrength;
evaluationContext.heroRole = ai->ah->getHeroRole(heroPtr);
evaluationContext.goldReward = getGoldReward(target, hero);
evaluationContext.armyReward = getArmyReward(target, hero, checkGold);
evaluationContext.skillReward = getSkillReward(target, hero, evaluationContext.heroRole);
evaluationContext.strategicalValue = getStrategicalValue(target);
return evaluationContext;
}
};
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
virtual Goals::EvaluationContext buildEvaluationContext(Goals::TSubgoal task) const override
{
Goals::EvaluationContext evaluationContext;
Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
auto & bi = buildThis.buildingInfo;
evaluationContext.goldReward = bi.dailyIncome[Res::GOLD] / 2;
evaluationContext.heroRole = HeroRole::MAIN;
evaluationContext.movementCostByRole[evaluationContext.heroRole] = bi.prerequisitesCount;
evaluationContext.armyReward = 0;
evaluationContext.strategicalValue = buildThis.townInfo.armyScore / 50000.0;
if(bi.creatureID != CreatureID::NONE)
{
evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel;
if(bi.baseCreatureID == bi.creatureID)
{
evaluationContext.armyReward = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), bi.creatureGrows);
}
auto creaturesToUpgrade = ai->ah->getTotalCreaturesAvailable(bi.baseCreatureID);
auto upgradedPower = ai->ah->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
evaluationContext.armyReward = upgradedPower - creaturesToUpgrade.power;
}
return evaluationContext;
}
};
PriorityEvaluator::PriorityEvaluator()
{
initVisitTile();
evaluationContextBuilders[Goals::EXECUTE_HERO_CHAIN] = std::make_shared<ExecuteHeroChainEvaluationContextBuilder>();
evaluationContextBuilders[Goals::BUILD_STRUCTURE] = std::make_shared<BuildThisEvaluationContextBuilder>();
}
Goals::EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
{
auto builder = evaluationContextBuilders.find(goal->goalType);
if(builder == evaluationContextBuilders.end())
return goal->evaluationContext;
return builder->second->buildEvaluationContext(goal);
}
/// distance
/// nearest hero?
/// gold income
/// army income
/// hero strength - hero skills
/// danger
/// importance
float PriorityEvaluator::evaluate(Goals::TSubgoal task)
{
if(task->priority > 0)
return task->priority;
auto evaluationContext = buildEvaluationContext(task);
int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
+ (evaluationContext.armyReward > 0 ? 1 : 0)
+ (evaluationContext.skillReward > 0 ? 1 : 0)
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
double result = 0;
try
{
armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
heroRoleVariable->setValue(evaluationContext.heroRole);
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
goldRewardVariable->setValue(evaluationContext.goldReward);
armyRewardVariable->setValue(evaluationContext.armyReward);
skillRewardVariable->setValue(evaluationContext.skillReward);
dangerVariable->setValue(evaluationContext.danger);
rewardTypeVariable->setValue(rewardType);
closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
strategicalValueVariable->setValue(evaluationContext.strategicalValue);
engine->process();
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
result = value->getValue();
}
catch(fl::Exception & fe)
{
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
assert(result >= 0);
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Evaluated %s, loss: %f, turns main: %f, scout: %f, gold: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, result %f",
task->name(),
evaluationContext.armyLossPersentage,
evaluationContext.movementCostByRole[HeroRole::MAIN],
evaluationContext.movementCostByRole[HeroRole::SCOUT],
evaluationContext.goldReward,
evaluationContext.armyReward,
evaluationContext.danger,
evaluationContext.heroRole ? "scout" : "main",
evaluationContext.strategicalValue,
result);
#endif
return result;
}