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Merge pull request #1657 from vcmi/nkai-fix-build

NKAI: improve build behavior
Andrii Danylchenko 2 years ago
parent
commit
6c693f2920

+ 1 - 1
AI/Nullkiller/AIGateway.cpp

@@ -1301,7 +1301,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
 			if(path.nodes[i - 1].turns)
 			{
 				//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
-				break;
+				return false;
 			}
 
 			int3 endpos = path.nodes[i - 1].coord;

+ 5 - 3
AI/Nullkiller/Analyzers/ArmyManager.cpp

@@ -58,7 +58,7 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
 		}
 	}
 
-	for(auto pair : creToPower)
+	for(auto & pair : creToPower)
 		resultingArmy.push_back(pair.second);
 
 	boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
@@ -112,7 +112,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 	for(auto bonus : *bonusModifiers)
 	{
 		// army bonuses will change and object bonuses are temporary
-		if(bonus->source != Bonus::ARMY || bonus->source != Bonus::OBJECT)
+		if(bonus->source != Bonus::ARMY && bonus->source != Bonus::OBJECT)
 		{
 			newArmyInstance.addNewBonus(std::make_shared<Bonus>(*bonus));
 		}
@@ -182,8 +182,10 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
 	{
 		auto weakest = getWeakestCreature(resultingArmy);
 
-		if(weakest != resultingArmy.end() && weakest->count == 1) //we check iterator validity for playing with settings that allow 0 stacks armies
+		if(weakest->count == 1) 
 		{
+			assert(resultingArmy.size() > 1);
+
 			resultingArmy.erase(weakest);
 		}
 		else

+ 6 - 0
AI/Nullkiller/Analyzers/HeroManager.cpp

@@ -111,6 +111,12 @@ void HeroManager::update()
 
 	int globalMainCount = std::min(((int)myHeroes.size() + 2) / 3, cb->getMapSize().x / 50 + 1);
 
+	//vstd::amin(globalMainCount, 1 + (cb->getTownsInfo().size() / 3));
+	if(cb->getTownsInfo().size() < 4 && globalMainCount > 2)
+	{
+		globalMainCount = 2;
+	}
+
 	std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
 
 	for(auto hero : myHeroes)

+ 5 - 2
AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp

@@ -250,10 +250,13 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 
 		auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
 
-		if(ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
+		if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
 		{
 			upgrade.upgradeValue +=	
-				ai->nullkiller->armyManager->howManyReinforcementsCanGet(path.targetHero, path.heroArmy, upgrader);	
+				ai->nullkiller->armyManager->howManyReinforcementsCanGet(
+					path.targetHero,
+					path.heroArmy,
+					upgrader->getUpperArmy());	
 		}
 
 		auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();

+ 6 - 11
AI/Nullkiller/Behaviors/StartupBehavior.cpp

@@ -70,10 +70,7 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
 		return false;
 
 	if(!startupTown->garrisonHero && !startupTown->visitingHero)
-		return false;
-
-	auto heroToCheck = startupTown->garrisonHero ? startupTown->garrisonHero.get() : startupTown->visitingHero.get();
-	auto paths = cb->getPathsInfo(heroToCheck);
+		return true;
 
 	int treasureSourcesCount = 0;
 
@@ -84,18 +81,16 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
 			|| obj->ID == Obj::CAMPFIRE
 			|| obj->ID == Obj::WATER_WHEEL)
 		{
-			auto path = paths->getPathInfo(obj->visitablePos());
-			if((path->accessible == CGPathNode::BLOCKVIS || path->accessible == CGPathNode::VISITABLE) 
-				&& path->reachable())
-			{
-				treasureSourcesCount++;
-			}
+			treasureSourcesCount++;
 		}
 	}
 
 	auto basicCount = cb->getTownsInfo().size() + 2;
-	auto boost = (int)std::floor(std::pow(treasureSourcesCount / 2.0, 2));
+	auto boost = std::min(
+		(int)std::floor(std::pow(1 + (cb->getMapSize().x / 50), 2)),
+		treasureSourcesCount / 2);
 
+	logAi->trace("Treasure sources found %d", treasureSourcesCount);
 	logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
 
 	return cb->getHeroCount(ai->playerID, true) < basicCount + boost;

+ 3 - 0
AI/Nullkiller/Engine/FuzzyHelper.cpp

@@ -130,6 +130,9 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
 
 		return danger;
 	}
+	case Obj::PANDORAS_BOX:
+		return 10000; //Who knows what awaits us there
+
 	case Obj::ARTIFACT:
 	case Obj::RESOURCE:
 	{

+ 1 - 1
AI/Nullkiller/Engine/Nullkiller.cpp

@@ -236,7 +236,6 @@ void Nullkiller::makeTurn()
 		{
 			Goals::TTaskVec fastTasks = {
 				choseBestTask(sptr(BuyArmyBehavior()), 1),
-				choseBestTask(sptr(RecruitHeroBehavior()), 1),
 				choseBestTask(sptr(BuildingBehavior()), 1)
 			};
 
@@ -251,6 +250,7 @@ void Nullkiller::makeTurn()
 
 		Goals::TTaskVec bestTasks = {
 			bestTask,
+			choseBestTask(sptr(RecruitHeroBehavior()), 1),
 			choseBestTask(sptr(CaptureObjectsBehavior()), 1),
 			choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
 			choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),

+ 21 - 10
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -361,8 +361,8 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
 		return 0;
 
 	float ratio = dailyIncome[resType] == 0
-		? requiredResources[resType] / 50
-		: (float)requiredResources[resType] / dailyIncome[resType] / 50;
+		? (float)requiredResources[resType] / 50.0f
+		: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
 
 	return std::min(ratio, 1.0f);
 }
@@ -377,10 +377,12 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
 	case Obj::MINE:
 		return target->subID == Res::GOLD 
 			? 0.5f 
-			: 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
+			: 0.4f * getTotalResourceRequirementStrength(target->subID) + 0.1f * getResourceRequirementStrength(target->subID);
 
 	case Obj::RESOURCE:
-		return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
+		return target->subID == Res::GOLD
+			? 0
+			: 0.2f * getTotalResourceRequirementStrength(target->subID) + 0.4f * getResourceRequirementStrength(target->subID);
 
 	case Obj::CREATURE_BANK:
 	{
@@ -547,7 +549,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
 	case Obj::SEA_CHEST:
 		return 1500;
 	case Obj::PANDORAS_BOX:
-		return 5000;
+		return 2500;
 	case Obj::PRISON:
 		//Objectively saves us 2500 to hire hero
 		return GameConstants::HERO_GOLD_COST;
@@ -800,21 +802,23 @@ public:
 		evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
 		evaluationContext.heroRole = HeroRole::MAIN;
 		evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
-		evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
 		evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
 
 		if(bi.creatureID != CreatureID::NONE)
 		{
+			evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
+
 			if(bi.baseCreatureID == bi.creatureID)
 			{
-				evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
+				evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
 				evaluationContext.armyReward += bi.armyStrength;
 			}
 			else
 			{
 				auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
-				//evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
-				evaluationContext.armyReward += 0.3f * potentialUpgradeValue / (float)bi.prerequisitesCount;
+				
+				evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
+				evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
 			}
 		}
 		else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
@@ -824,7 +828,14 @@ public:
 		}
 		else
 		{
-			evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
+			auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
+
+			evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
+		}
+
+		if(bi.notEnoughRes && bi.prerequisitesCount == 1)
+		{
+			evaluationContext.strategicalValue /= 2;
 		}
 	}
 };

+ 4 - 0
AI/Nullkiller/Pathfinding/AINodeStorage.cpp

@@ -855,6 +855,10 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
 
 	for(auto & hero : heroes)
 	{
+		// do not allow our own heroes in garrison to act on map
+		if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
+			continue;
+
 		uint64_t mask = FirstActorMask << actors.size();
 		auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
 

+ 17 - 12
AI/Nullkiller/Pathfinding/Actors.cpp

@@ -274,12 +274,12 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
 			return result;
 		}
 
-	if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
-		return result;
+		if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
+			return result;
 
-	TResources availableResources = resources - actor->armyCost - other->armyCost;
-	HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
-	HeroExchangeArmy * newArmy;
+		TResources availableResources = resources - actor->armyCost - other->armyCost;
+		HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
+		HeroExchangeArmy * newArmy;
 
 		if(other->creatureSet->Slots().size())
 		{
@@ -303,20 +303,25 @@ ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
 
 		if(!newArmy) return result;
 
-		auto reinforcement = newArmy->getArmyStrength() - actor->creatureSet->getArmyStrength();
+		auto newArmyStrength = newArmy->getArmyStrength();
+		auto oldArmyStrength = actor->creatureSet->getArmyStrength();
 
-#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
+		if(newArmyStrength <= oldArmyStrength) return result;
+
+		auto reinforcement = newArmyStrength - oldArmyStrength;
+
+	#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 		logAi->trace(
 			"Exchange %s->%s reinforcement: %d, %f%%",
 			actor->toString(),
 			other->toString(),
 			reinforcement,
 			100.0f * reinforcement / actor->armyValue);
-#endif
+	#endif
 
-	if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
-	{
-		delete newArmy;
+		if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
+		{
+			delete newArmy;
 
 			return result;
 		}
@@ -365,7 +370,7 @@ HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
 	{
 		auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
 
-		for(auto creatureToBuy : buyArmy)
+		for(auto & creatureToBuy : buyArmy)
 		{
 			auto targetSlot = target->getSlotFor(creatureToBuy.cre);
 

+ 13 - 9
config/ai/object-priorities.txt

@@ -86,8 +86,8 @@ InputVariable: strategicalValue
   lock-range: false
   term: NONE Ramp 0.200 0.000
   term: LOWEST Triangle 0.000 0.010 0.250
-  term: LOW Triangle 0.000 0.400 0.700
-  term: MEDIUM Triangle 0.400 0.700 1.000
+  term: LOW Triangle 0.000 0.250 0.700
+  term: MEDIUM Triangle 0.250 0.700 1.000
   term: HIGH Ramp 0.700 1.000
 InputVariable: goldPreasure
   description: Ratio between weekly army cost and gold income
@@ -189,10 +189,10 @@ RuleBlock: gold reward
   rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
   rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
   rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
-  rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH with 0.5
-  rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
+  rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
+  rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
   rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITLOW
+  rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
   rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
   rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
   rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
@@ -211,9 +211,13 @@ RuleBlock: gold reward
   rule: if heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
   rule: if heroRole is SCOUT then Value is BITLOW
   rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
-  rule: if turn is NOW then Value is BITHIGH with 0.2
-  rule: if goldPreasure is HIGH and goldReward is HIGH and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
-  rule: if goldPreasure is HIGH and goldReward is MEDIUM and armyLoss is LOW and fear is not HIGH then Value is HIGH
-  rule: if goldPreasure is HIGH and goldReward is LOW and armyLoss is LOW then Value is BITHIGH
+  rule: if turn is NOW then Value is LOW with 0.3
+  rule: if turn is not NOW then Value is LOW with 0.4
+  rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
+  rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
+  rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
+  rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and scoutTurnDistance is LOW and armyLoss is LOW then Value is HIGH with 0.5
   rule: if fear is MEDIUM then Value is LOW
   rule: if fear is HIGH then Value is LOWEST