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- /*
- * 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"
- #include "../Goals/ExecuteHeroChain.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, const CCreatureSet * army, 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::HILL_FORT:
- return ai->ah->calculateCreateresUpgrade(army, target, cb->getResourceAmount()).upgradeValue;
- 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
- {
- Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
- auto evaluationContext = task->evaluationContext;
- auto heroPtr = task->hero;
- const CGObjectInstance * target = cb->getObj((ObjectInstanceID)task->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, chain.getPath().heroArmy, 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;
- }
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