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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 <limits>
- #include "Nullkiller.h"
- #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 "../Goals/ExecuteHeroChain.h"
- #include "../Goals/BuildThis.h"
- #include "../Markers/UnlockCluster.h"
- #include "../Markers/HeroExchange.h"
- #include "../Markers/ArmyUpgrade.h"
- #include "../Markers/DefendTown.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
- EvaluationContext::EvaluationContext(const Nullkiller * ai)
- : movementCost(0.0),
- manaCost(0),
- danger(0),
- closestWayRatio(1),
- movementCostByRole(),
- skillReward(0),
- goldReward(0),
- goldCost(0),
- armyReward(0),
- armyLossPersentage(0),
- heroRole(HeroRole::SCOUT),
- turn(0),
- strategicalValue(0),
- evaluator(ai),
- enemyHeroDangerRatio(0)
- {
- }
- 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");
- turnVariable = engine->getInputVariable("turn");
- 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");
- goldPreasureVariable = engine->getInputVariable("goldPreasure");
- goldCostVariable = engine->getInputVariable("goldCost");
- fearVariable = engine->getInputVariable("fear");
- value = engine->getOutputVariable("Value");
- }
- int32_t estimateTownIncome(CCallback * cb, 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)
- {
- //Fixme: unused variable hero
- auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
- CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
- auto resources = bankInfo->getPossibleResourcesReward();
- TResources result = TResources();
- int sum = 0;
- for(auto & reward : resources)
- {
- result += reward.data * reward.chance;
- sum += reward.chance;
- }
- return sum > 1 ? result / sum : result;
- }
- 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;
- const auto& slots = hero->Slots();
- ui64 weakestStackPower = 0;
- if (slots.size() >= GameConstants::ARMY_SIZE)
- {
- //No free slot, we might discard our weakest stack
- weakestStackPower = std::numeric_limits<ui64>().max();
- for (const auto & stack : slots)
- {
- vstd::amin(weakestStackPower, stack.second->getPower());
- }
- }
- for (auto c : creatures)
- {
- //Only if hero has slot for this creature in the army
- if (hero->getSlotFor(c.data.type).validSlot())
- {
- result += (c.data.type->AIValue * c.data.count) * c.chance;
- }
- else
- {
- //we will need to discard the weakest stack
- result += (c.data.type->AIValue * c.data.count - weakestStackPower) * c.chance;
- }
- }
- result /= 100; //divide by total chance
- return result;
- }
- uint64_t getDwellingScore(CCallback * cb, 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;
- }
- int getDwellingArmyCost(const CGObjectInstance * target)
- {
- auto dwelling = dynamic_cast<const CGDwelling *>(target);
- int cost = 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)
- cost += creature->cost[Res::GOLD] * creLevel.first;
- }
- }
- return cost;
- }
- uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
- {
- if(art->artType->id == ArtifactID::SPELL_SCROLL)
- return 1500;
- auto statsValue =
- 10 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
- + 1200 * art->valOfBonuses(Bonus::STACKS_SPEED)
- + 700 * art->valOfBonuses(Bonus::MORALE)
- + 700 * art->getAttack(false)
- + 700 * art->getDefense(false)
- + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
- + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
- + 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 RewardEvaluator::getArmyReward(
- const CGObjectInstance * target,
- const CGHeroInstance * hero,
- const CCreatureSet * army,
- bool checkGold) const
- {
- 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->armyManager->calculateCreaturesUpgrade(army, target, ai->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(ai->cb.get(), 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 ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
- ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
- : 0;
- case Obj::PANDORAS_BOX:
- return 5000;
- default:
- return 0;
- }
- }
- int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
- {
- if(!target)
- return 0;
- switch(target->ID)
- {
- case Obj::HILL_FORT:
- return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
- case Obj::SCHOOL_OF_MAGIC:
- case Obj::SCHOOL_OF_WAR:
- return 1000;
- case Obj::UNIVERSITY:
- return 2000;
- case Obj::CREATURE_GENERATOR1:
- case Obj::CREATURE_GENERATOR2:
- case Obj::CREATURE_GENERATOR3:
- case Obj::CREATURE_GENERATOR4:
- return getDwellingArmyCost(target);
- default:
- return 0;
- }
- }
- float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
- {
- auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
- float objectValue = 0;
- for(auto obj : objectsUnderTreat)
- {
- vstd::amax(objectValue, getStrategicalValue(obj));
- }
- /*
- 1. If an enemy hero can attack nearby object, it's not useful to capture the object on our own.
- Killing the hero is almost as important (0.9) as capturing the object itself.
- 2. The formula quickly approaches 1.0 as hero level increases,
- but higher level always means higher value and the minimal value for level 1 hero is 0.5
- */
- return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
- }
- float RewardEvaluator::getResourceRequirementStrength(int resType) const
- {
- TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
- TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
- if(requiredResources[resType] == 0)
- return 0;
- if(dailyIncome[resType] == 0)
- return 1.0f;
- float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
- return std::min(ratio, 1.0f);
- }
- float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
- {
- TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
- TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
- if(requiredResources[resType] == 0)
- return 0;
- float ratio = dailyIncome[resType] == 0
- ? requiredResources[resType] / 50
- : (float)requiredResources[resType] / dailyIncome[resType] / 50;
- return std::min(ratio, 1.0f);
- }
- float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
- {
- if(!target)
- return 0;
- switch(target->ID)
- {
- case Obj::MINE:
- return target->subID == Res::GOLD
- ? 0.5f
- : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
- case Obj::RESOURCE:
- return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
- case Obj::CREATURE_BANK:
- {
- auto resourceReward = getCreatureBankResources(target, nullptr);
- float sum = 0.0f;
- for (TResources::nziterator it (resourceReward); it.valid(); it++)
- {
- //Evaluate resources used for construction. Gold is evaluated separately.
- if (it->resType != Res::GOLD)
- {
- sum += 0.1f * getResourceRequirementStrength(it->resType);
- }
- }
- return sum;
- }
- case Obj::TOWN:
- if(ai->buildAnalyzer->getDevelopmentInfo().empty())
- return 1;
- return dynamic_cast<const CGTownInstance *>(target)->hasFort()
- ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
- : 0.7f;
- case Obj::HERO:
- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
- ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
- : 0;
- default:
- return 0;
- }
- }
- float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
- {
- 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->heroManager->evaluateSecSkill(skill, hero);
- return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
- }
- float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
- {
- 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::sqrt(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::PANDORAS_BOX:
- //Can contains experience, spells, or skills (only on custom maps)
- return 2.5f;
- case Obj::HERO:
- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
- ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
- : 0;
- default:
- return 0;
- }
- }
- uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
- {
- auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
- if(treatNode.maximumDanger.danger == 0)
- return 0;
- if(treatNode.maximumDanger.turn <= turn)
- return treatNode.maximumDanger.danger;
- return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
- }
- uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
- {
- return getEnemyHeroDanger(path.targetTile(), path.turn());
- }
- 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 RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
- {
- 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(ai->cb.get(), 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::PANDORAS_BOX:
- return 5000;
- case Obj::PRISON:
- //Objectively saves us 2500 to hire hero
- return GameConstants::HERO_GOLD_COST;
- case Obj::HERO:
- return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
- ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
- : 0;
- default:
- return 0;
- }
- }
- class HeroExchangeEvaluator : public IEvaluationContextBuilder
- {
- public:
- virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::HERO_EXCHANGE)
- return;
- Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
- uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
- evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
- }
- };
- class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
- {
- public:
- virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::ARMY_UPGRADE)
- return;
- Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
- uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
- evaluationContext.armyReward += upgradeValue;
- }
- };
- class DefendTownEvaluator : public IEvaluationContextBuilder
- {
- private:
- uint64_t townArmyIncome(const CGTownInstance * town) const
- {
- uint64_t result = 0;
- for(auto creatureInfo : town->creatures)
- {
- if(creatureInfo.second.empty())
- continue;
- auto creature = creatureInfo.second.back().toCreature();
- result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
- }
- return result;
- }
- public:
- virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::DEFEND_TOWN)
- return;
- Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
- const CGTownInstance * town = defendTown.town;
- auto & treat = defendTown.getTreat();
- auto armyIncome = townArmyIncome(town);
- auto dailyIncome = town->dailyIncome()[Res::GOLD];
- auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
- float multiplier = 1;
- if(treat.turn < defendTown.getTurn())
- multiplier /= 1 + (defendTown.getTurn() - treat.turn);
- evaluationContext.armyReward += armyIncome * multiplier;
- evaluationContext.goldReward += dailyIncome * 5 * multiplier;
- evaluationContext.strategicalValue += strategicalValue * multiplier;
- vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
- auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
- vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
- }
- };
- class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
- {
- private:
- const Nullkiller * ai;
- public:
- ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
- virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
- return;
- Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
- const AIPath & path = chain.getPath();
- vstd::amax(evaluationContext.danger, path.getTotalDanger());
- evaluationContext.movementCost += path.movementCost();
- evaluationContext.closestWayRatio = chain.closestWayRatio;
- std::map<const CGHeroInstance *, float> costsPerHero;
- for(auto & node : path.nodes)
- {
- vstd::amax(costsPerHero[node.targetHero], node.cost);
- }
- for(auto pair : costsPerHero)
- {
- auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
- evaluationContext.movementCostByRole[role] += pair.second;
- }
- auto heroPtr = task->hero;
- auto hero = heroPtr.get(ai->cb.get());
- bool checkGold = evaluationContext.danger == 0;
- auto army = path.heroArmy;
- const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
- if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
- {
- evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
- evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
- evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
- evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
- evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
- }
- vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
- evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
- vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
- vstd::amax(evaluationContext.turn, path.turn());
- }
- };
- class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
- {
- public:
- ClusterEvaluationContextBuilder(const Nullkiller * ai) {}
- virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::UNLOCK_CLUSTER)
- return;
- Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
- std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
- auto hero = clusterGoal.hero.get();
- auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
- std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
- std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
- {
- return o1.second.priority > o2.second.priority;
- });
- int boost = 1;
- for(auto objInfo : objects)
- {
- auto target = objInfo.first;
- bool checkGold = objInfo.second.danger == 0;
- auto army = hero;
- evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
- evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
- evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
- evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
- evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
- evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
- evaluationContext.movementCost += objInfo.second.movementCost / boost;
- vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
- boost <<= 1;
- if(boost > 8)
- break;
- }
- }
- };
- class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
- {
- public:
- virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
- {
- if(task->goalType != Goals::BUILD_STRUCTURE)
- return;
- Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
- auto & bi = buildThis.buildingInfo;
-
- 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)
- {
- if(bi.baseCreatureID == bi.creatureID)
- {
- 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;
- }
- }
- else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
- {
- evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
- evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
- }
- else
- {
- evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
- }
- }
- };
- uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
- {
- if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
- return 0;
- auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
- auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
- return upgradedPower - creaturesToUpgrade.power;
- }
- PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
- :ai(ai)
- {
- initVisitTile();
- evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
- evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
- evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
- evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
- evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
- evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
- }
- EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
- {
- Goals::TGoalVec parts;
- EvaluationContext context(ai);
- if(goal->goalType == Goals::COMPOSITION)
- {
- parts = goal->decompose();
- }
- else
- {
- parts.push_back(goal);
- }
- for(auto subgoal : parts)
- {
- context.goldCost += subgoal->goldCost;
- for(auto builder : evaluationContextBuilders)
- {
- builder->buildEvaluationContext(context, subgoal);
- }
- }
- return context;
- }
- float PriorityEvaluator::evaluate(Goals::TSubgoal task)
- {
- 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);
- goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
- goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
- turnVariable->setValue(evaluationContext.turn);
- fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
- engine->process();
- result = value->getValue();
- }
- catch(fl::Exception & fe)
- {
- logAi->error("evaluate VisitTile: %s", fe.getWhat());
- }
- #if AI_TRACE_LEVEL >= 2
- logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
- task->toString(),
- evaluationContext.armyLossPersentage,
- (int)evaluationContext.turn,
- evaluationContext.movementCostByRole[HeroRole::MAIN],
- evaluationContext.movementCostByRole[HeroRole::SCOUT],
- evaluationContext.goldReward,
- evaluationContext.goldCost,
- evaluationContext.armyReward,
- evaluationContext.danger,
- evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
- evaluationContext.strategicalValue,
- evaluationContext.closestWayRatio,
- evaluationContext.enemyHeroDangerRatio,
- result);
- #endif
- return result;
- }
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