Nullkiller.cpp 14 KB

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  1. /*
  2. * Nullkiller.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Nullkiller.h"
  12. #include "../AIGateway.h"
  13. #include "../Behaviors/CaptureObjectsBehavior.h"
  14. #include "../Behaviors/RecruitHeroBehavior.h"
  15. #include "../Behaviors/BuyArmyBehavior.h"
  16. #include "../Behaviors/StartupBehavior.h"
  17. #include "../Behaviors/DefenceBehavior.h"
  18. #include "../Behaviors/BuildingBehavior.h"
  19. #include "../Behaviors/GatherArmyBehavior.h"
  20. #include "../Behaviors/ClusterBehavior.h"
  21. #include "../Behaviors/StayAtTownBehavior.h"
  22. #include "../Behaviors/ExplorationBehavior.h"
  23. #include "../Goals/Invalid.h"
  24. #include "../Goals/Composition.h"
  25. #include "../../../lib/CPlayerState.h"
  26. #include "../../lib/StartInfo.h"
  27. namespace NKAI
  28. {
  29. using namespace Goals;
  30. // while we play vcmieagles graph can be shared
  31. std::unique_ptr<ObjectGraph> Nullkiller::baseGraph;
  32. Nullkiller::Nullkiller()
  33. :activeHero(nullptr), scanDepth(ScanDepth::MAIN_FULL), useHeroChain(true)
  34. {
  35. memory = std::make_unique<AIMemory>();
  36. settings = std::make_unique<Settings>();
  37. useObjectGraph = settings->isObjectGraphAllowed();
  38. openMap = settings->isOpenMap() || useObjectGraph;
  39. }
  40. bool canUseOpenMap(std::shared_ptr<CCallback> cb, PlayerColor playerID)
  41. {
  42. if(!cb->getStartInfo()->extraOptionsInfo.cheatsAllowed)
  43. {
  44. return false;
  45. }
  46. const TeamState * team = cb->getPlayerTeam(playerID);
  47. auto hasHumanInTeam = vstd::contains_if(team->players, [cb](PlayerColor teamMateID) -> bool
  48. {
  49. return cb->getPlayerState(teamMateID)->isHuman();
  50. });
  51. if(hasHumanInTeam)
  52. {
  53. return false;
  54. }
  55. return true;
  56. }
  57. void Nullkiller::init(std::shared_ptr<CCallback> cb, AIGateway * gateway)
  58. {
  59. this->cb = cb;
  60. this->gateway = gateway;
  61. playerID = gateway->playerID;
  62. if(openMap && !canUseOpenMap(cb, playerID))
  63. {
  64. useObjectGraph = false;
  65. openMap = false;
  66. }
  67. baseGraph.reset();
  68. priorityEvaluator.reset(new PriorityEvaluator(this));
  69. priorityEvaluators.reset(
  70. new SharedPool<PriorityEvaluator>(
  71. [&]()->std::unique_ptr<PriorityEvaluator>
  72. {
  73. return std::make_unique<PriorityEvaluator>(this);
  74. }));
  75. dangerHitMap.reset(new DangerHitMapAnalyzer(this));
  76. buildAnalyzer.reset(new BuildAnalyzer(this));
  77. objectClusterizer.reset(new ObjectClusterizer(this));
  78. dangerEvaluator.reset(new FuzzyHelper(this));
  79. pathfinder.reset(new AIPathfinder(cb.get(), this));
  80. armyManager.reset(new ArmyManager(cb.get(), this));
  81. heroManager.reset(new HeroManager(cb.get(), this));
  82. decomposer.reset(new DeepDecomposer(this));
  83. armyFormation.reset(new ArmyFormation(cb, this));
  84. }
  85. TaskPlanItem::TaskPlanItem(TSubgoal task)
  86. :task(task), affectedObjects(task->asTask()->getAffectedObjects())
  87. {
  88. }
  89. Goals::TTaskVec TaskPlan::getTasks() const
  90. {
  91. Goals::TTaskVec result;
  92. for(auto & item : tasks)
  93. {
  94. result.push_back(taskptr(*item.task));
  95. }
  96. vstd::removeDuplicates(result);
  97. return result;
  98. }
  99. void TaskPlan::merge(TSubgoal task)
  100. {
  101. TGoalVec blockers;
  102. if (task->asTask()->priority <= 0)
  103. return;
  104. for(auto & item : tasks)
  105. {
  106. for(auto objid : item.affectedObjects)
  107. {
  108. if(task == item.task || task->asTask()->isObjectAffected(objid))
  109. {
  110. if(item.task->asTask()->priority >= task->asTask()->priority)
  111. return;
  112. blockers.push_back(item.task);
  113. break;
  114. }
  115. }
  116. }
  117. vstd::erase_if(tasks, [&](const TaskPlanItem & task)
  118. {
  119. return vstd::contains(blockers, task.task);
  120. });
  121. tasks.emplace_back(task);
  122. }
  123. Goals::TTask Nullkiller::choseBestTask(Goals::TGoalVec & tasks) const
  124. {
  125. if(tasks.empty())
  126. {
  127. return taskptr(Invalid());
  128. }
  129. for(TSubgoal & task : tasks)
  130. {
  131. if(task->asTask()->priority <= 0)
  132. task->asTask()->priority = priorityEvaluator->evaluate(task);
  133. }
  134. auto bestTask = *vstd::maxElementByFun(tasks, [](Goals::TSubgoal task) -> float
  135. {
  136. return task->asTask()->priority;
  137. });
  138. return taskptr(*bestTask);
  139. }
  140. Goals::TTaskVec Nullkiller::buildPlan(TGoalVec & tasks, int priorityTier) const
  141. {
  142. TaskPlan taskPlan;
  143. tbb::parallel_for(tbb::blocked_range<size_t>(0, tasks.size()), [this, &tasks, priorityTier](const tbb::blocked_range<size_t> & r)
  144. {
  145. auto evaluator = this->priorityEvaluators->acquire();
  146. for(size_t i = r.begin(); i != r.end(); i++)
  147. {
  148. auto task = tasks[i];
  149. if(task->asTask()->priority <= 0)
  150. task->asTask()->priority = evaluator->evaluate(task, priorityTier);
  151. }
  152. });
  153. std::sort(tasks.begin(), tasks.end(), [](TSubgoal g1, TSubgoal g2) -> bool
  154. {
  155. return g2->asTask()->priority < g1->asTask()->priority;
  156. });
  157. for(TSubgoal & task : tasks)
  158. {
  159. taskPlan.merge(task);
  160. }
  161. return taskPlan.getTasks();
  162. }
  163. void Nullkiller::decompose(Goals::TGoalVec & result, Goals::TSubgoal behavior, int decompositionMaxDepth) const
  164. {
  165. boost::this_thread::interruption_point();
  166. logAi->debug("Checking behavior %s", behavior->toString());
  167. auto start = std::chrono::high_resolution_clock::now();
  168. decomposer->decompose(result, behavior, decompositionMaxDepth);
  169. boost::this_thread::interruption_point();
  170. logAi->debug(
  171. "Behavior %s. Time taken %ld",
  172. behavior->toString(),
  173. timeElapsed(start));
  174. }
  175. void Nullkiller::resetAiState()
  176. {
  177. std::unique_lock lockGuard(aiStateMutex);
  178. lockedResources = TResources();
  179. scanDepth = ScanDepth::MAIN_FULL;
  180. lockedHeroes.clear();
  181. dangerHitMap->reset();
  182. useHeroChain = true;
  183. objectClusterizer->reset();
  184. if(!baseGraph && isObjectGraphAllowed())
  185. {
  186. baseGraph = std::make_unique<ObjectGraph>();
  187. baseGraph->updateGraph(this);
  188. }
  189. }
  190. void Nullkiller::updateAiState(int pass, bool fast)
  191. {
  192. boost::this_thread::interruption_point();
  193. std::unique_lock lockGuard(aiStateMutex);
  194. auto start = std::chrono::high_resolution_clock::now();
  195. activeHero = nullptr;
  196. setTargetObject(-1);
  197. decomposer->reset();
  198. buildAnalyzer->update();
  199. if(!fast)
  200. {
  201. memory->removeInvisibleObjects(cb.get());
  202. dangerHitMap->updateHitMap();
  203. dangerHitMap->calculateTileOwners();
  204. boost::this_thread::interruption_point();
  205. heroManager->update();
  206. logAi->trace("Updating paths");
  207. std::map<const CGHeroInstance *, HeroRole> activeHeroes;
  208. for(auto hero : cb->getHeroesInfo())
  209. {
  210. if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
  211. continue;
  212. activeHeroes[hero] = heroManager->getHeroRole(hero);
  213. }
  214. PathfinderSettings cfg;
  215. cfg.useHeroChain = useHeroChain;
  216. cfg.allowBypassObjects = true;
  217. if(scanDepth == ScanDepth::SMALL || isObjectGraphAllowed())
  218. {
  219. cfg.mainTurnDistanceLimit = settings->getMainHeroTurnDistanceLimit();
  220. }
  221. if(scanDepth != ScanDepth::ALL_FULL || isObjectGraphAllowed())
  222. {
  223. cfg.scoutTurnDistanceLimit =settings->getScoutHeroTurnDistanceLimit();
  224. }
  225. boost::this_thread::interruption_point();
  226. pathfinder->updatePaths(activeHeroes, cfg);
  227. if(isObjectGraphAllowed())
  228. {
  229. pathfinder->updateGraphs(
  230. activeHeroes,
  231. scanDepth == ScanDepth::SMALL ? 255 : 10,
  232. scanDepth == ScanDepth::ALL_FULL ? 255 : 3);
  233. }
  234. boost::this_thread::interruption_point();
  235. objectClusterizer->clusterize();
  236. }
  237. armyManager->update();
  238. logAi->debug("AI state updated in %ld", timeElapsed(start));
  239. }
  240. bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
  241. {
  242. return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
  243. }
  244. bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
  245. {
  246. if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
  247. {
  248. #if NKAI_TRACE_LEVEL >= 1
  249. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  250. #endif
  251. return true;
  252. }
  253. for(auto & node : path.nodes)
  254. {
  255. auto lockReason = getHeroLockedReason(node.targetHero);
  256. if(lockReason != HeroLockedReason::NOT_LOCKED)
  257. {
  258. #if NKAI_TRACE_LEVEL >= 1
  259. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  260. #endif
  261. return true;
  262. }
  263. }
  264. return false;
  265. }
  266. HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
  267. {
  268. auto found = lockedHeroes.find(hero);
  269. return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
  270. }
  271. void Nullkiller::makeTurn()
  272. {
  273. boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
  274. const int MAX_DEPTH = 10;
  275. const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
  276. float totalHeroStrength = 0;
  277. int totalTownLevel = 0;
  278. for (auto heroInfo : cb->getHeroesInfo())
  279. {
  280. totalHeroStrength += heroInfo->getTotalStrength();
  281. }
  282. for (auto townInfo : cb->getTownsInfo())
  283. {
  284. totalTownLevel += townInfo->getTownLevel();
  285. }
  286. resetAiState();
  287. Goals::TGoalVec bestTasks;
  288. for(int i = 1; i <= settings->getMaxPass() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME; i++)
  289. {
  290. auto start = std::chrono::high_resolution_clock::now();
  291. updateAiState(i);
  292. //logAi->info("Gold: %d", cb->getResourceAmount(EGameResID::GOLD));
  293. Goals::TTask bestTask = taskptr(Goals::Invalid());
  294. for(;i <= settings->getMaxPass(); i++)
  295. {
  296. bestTasks.clear();
  297. decompose(bestTasks, sptr(BuyArmyBehavior()), 1);
  298. decompose(bestTasks, sptr(BuildingBehavior()), 1);
  299. bestTask = choseBestTask(bestTasks);
  300. if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
  301. {
  302. //logAi->info("Performing task %s with prio: %d", bestTask->toString(), bestTask->priority);
  303. if(!executeTask(bestTask))
  304. return;
  305. updateAiState(i, true);
  306. }
  307. else
  308. {
  309. break;
  310. }
  311. }
  312. decompose(bestTasks, sptr(RecruitHeroBehavior()), 1);
  313. decompose(bestTasks, sptr(CaptureObjectsBehavior()), 1);
  314. decompose(bestTasks, sptr(ClusterBehavior()), MAX_DEPTH);
  315. decompose(bestTasks, sptr(DefenceBehavior()), MAX_DEPTH);
  316. decompose(bestTasks, sptr(GatherArmyBehavior()), MAX_DEPTH);
  317. decompose(bestTasks, sptr(StayAtTownBehavior()), MAX_DEPTH);
  318. if(!isOpenMap())
  319. decompose(bestTasks, sptr(ExplorationBehavior()), MAX_DEPTH);
  320. auto selectedTasks = buildPlan(bestTasks, 0);
  321. if (selectedTasks.empty() && !settings->isUseFuzzy())
  322. selectedTasks = buildPlan(bestTasks, 1);
  323. if (selectedTasks.empty() && !settings->isUseFuzzy())
  324. selectedTasks = buildPlan(bestTasks, 2);
  325. std::sort(selectedTasks.begin(), selectedTasks.end(), [](const TTask& a, const TTask& b)
  326. {
  327. return a->priority > b->priority;
  328. });
  329. logAi->debug("Decision madel in %ld", timeElapsed(start));
  330. if(selectedTasks.empty())
  331. {
  332. selectedTasks.push_back(taskptr(Goals::Invalid()));
  333. }
  334. bool hasAnySuccess = false;
  335. for(auto bestTask : selectedTasks)
  336. {
  337. if(cb->getPlayerStatus(playerID) != EPlayerStatus::INGAME)
  338. return;
  339. if(!areAffectedObjectsPresent(bestTask))
  340. {
  341. logAi->debug("Affected object not found. Canceling task.");
  342. continue;
  343. }
  344. std::string taskDescription = bestTask->toString();
  345. HeroRole heroRole = getTaskRole(bestTask);
  346. if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
  347. useHeroChain = false;
  348. // TODO: better to check turn distance here instead of priority
  349. if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
  350. && scanDepth == ScanDepth::MAIN_FULL)
  351. {
  352. useHeroChain = false;
  353. scanDepth = ScanDepth::SMALL;
  354. logAi->trace(
  355. "Goal %s has low priority %f so decreasing scan depth to gain performance.",
  356. taskDescription,
  357. bestTask->priority);
  358. }
  359. if((settings->isUseFuzzy() && bestTask->priority < MIN_PRIORITY) || (!settings->isUseFuzzy() && bestTask->priority <= 0))
  360. {
  361. auto heroes = cb->getHeroesInfo();
  362. auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
  363. {
  364. return h->movementPointsRemaining() > 100;
  365. });
  366. if(hasMp && scanDepth != ScanDepth::ALL_FULL)
  367. {
  368. logAi->trace(
  369. "Goal %s has too low priority %f so increasing scan depth to full.",
  370. taskDescription,
  371. bestTask->priority);
  372. scanDepth = ScanDepth::ALL_FULL;
  373. useHeroChain = false;
  374. hasAnySuccess = true;
  375. break;
  376. }
  377. logAi->trace("Goal %s has too low priority. It is not worth doing it.", taskDescription);
  378. continue;
  379. }
  380. //logAi->info("Performing task %s with prio: %d", bestTask->toString(), bestTask->priority);
  381. if(!executeTask(bestTask))
  382. {
  383. if(hasAnySuccess)
  384. break;
  385. else
  386. return;
  387. }
  388. hasAnySuccess = true;
  389. }
  390. if(!hasAnySuccess)
  391. {
  392. logAi->trace("Nothing was done this turn. Ending turn.");
  393. return;
  394. }
  395. if(i == settings->getMaxPass())
  396. {
  397. logAi->warn("Maxpass exceeded. Terminating AI turn.");
  398. }
  399. }
  400. }
  401. bool Nullkiller::areAffectedObjectsPresent(Goals::TTask task) const
  402. {
  403. auto affectedObjs = task->getAffectedObjects();
  404. for(auto oid : affectedObjs)
  405. {
  406. if(!cb->getObj(oid, false))
  407. return false;
  408. }
  409. return true;
  410. }
  411. HeroRole Nullkiller::getTaskRole(Goals::TTask task) const
  412. {
  413. HeroPtr hero = task->getHero();
  414. HeroRole heroRole = HeroRole::MAIN;
  415. if(hero.validAndSet())
  416. heroRole = heroManager->getHeroRole(hero);
  417. return heroRole;
  418. }
  419. bool Nullkiller::executeTask(Goals::TTask task)
  420. {
  421. auto start = std::chrono::high_resolution_clock::now();
  422. std::string taskDescr = task->toString();
  423. boost::this_thread::interruption_point();
  424. logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
  425. try
  426. {
  427. task->accept(gateway);
  428. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  429. }
  430. catch(goalFulfilledException &)
  431. {
  432. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  433. }
  434. catch(cannotFulfillGoalException & e)
  435. {
  436. logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
  437. logAi->error("The error message was: %s", e.what());
  438. return false;
  439. }
  440. return true;
  441. }
  442. TResources Nullkiller::getFreeResources() const
  443. {
  444. auto freeRes = cb->getResourceAmount() - lockedResources;
  445. freeRes.positive();
  446. return freeRes;
  447. }
  448. void Nullkiller::lockResources(const TResources & res)
  449. {
  450. lockedResources += res;
  451. }
  452. }