PriorityEvaluator.cpp 27 KB

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  1. /*
  2. * PriorityEvaluator.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 <limits>
  12. #include "Nullkiller.h"
  13. #include "../../../lib/mapObjects/MapObjects.h"
  14. #include "../../../lib/mapObjects/CommonConstructors.h"
  15. #include "../../../lib/CCreatureHandler.h"
  16. #include "../../../lib/CPathfinder.h"
  17. #include "../../../lib/CGameStateFwd.h"
  18. #include "../../../lib/VCMI_Lib.h"
  19. #include "../../../CCallback.h"
  20. #include "../../../lib/filesystem/Filesystem.h"
  21. #include "../Goals/ExecuteHeroChain.h"
  22. #include "../Goals/BuildThis.h"
  23. #include "../Markers/UnlockCluster.h"
  24. #include "../Markers/HeroExchange.h"
  25. #include "../Markers/ArmyUpgrade.h"
  26. #include "../Markers/DefendTown.h"
  27. #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
  28. #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
  29. EvaluationContext::EvaluationContext(const Nullkiller * ai)
  30. : movementCost(0.0),
  31. manaCost(0),
  32. danger(0),
  33. closestWayRatio(1),
  34. movementCostByRole(),
  35. skillReward(0),
  36. goldReward(0),
  37. goldCost(0),
  38. armyReward(0),
  39. armyLossPersentage(0),
  40. heroRole(HeroRole::SCOUT),
  41. turn(0),
  42. strategicalValue(0),
  43. evaluator(ai),
  44. enemyHeroDangerRatio(0)
  45. {
  46. }
  47. PriorityEvaluator::~PriorityEvaluator()
  48. {
  49. delete engine;
  50. }
  51. void PriorityEvaluator::initVisitTile()
  52. {
  53. auto file = CResourceHandler::get()->load(ResourceID("config/ai/object-priorities.txt"))->readAll();
  54. std::string str = std::string((char *)file.first.get(), file.second);
  55. engine = fl::FllImporter().fromString(str);
  56. armyLossPersentageVariable = engine->getInputVariable("armyLoss");
  57. heroRoleVariable = engine->getInputVariable("heroRole");
  58. dangerVariable = engine->getInputVariable("danger");
  59. turnVariable = engine->getInputVariable("turn");
  60. mainTurnDistanceVariable = engine->getInputVariable("mainTurnDistance");
  61. scoutTurnDistanceVariable = engine->getInputVariable("scoutTurnDistance");
  62. goldRewardVariable = engine->getInputVariable("goldReward");
  63. armyRewardVariable = engine->getInputVariable("armyReward");
  64. skillRewardVariable = engine->getInputVariable("skillReward");
  65. rewardTypeVariable = engine->getInputVariable("rewardType");
  66. closestHeroRatioVariable = engine->getInputVariable("closestHeroRatio");
  67. strategicalValueVariable = engine->getInputVariable("strategicalValue");
  68. goldPreasureVariable = engine->getInputVariable("goldPreasure");
  69. goldCostVariable = engine->getInputVariable("goldCost");
  70. fearVariable = engine->getInputVariable("fear");
  71. value = engine->getOutputVariable("Value");
  72. }
  73. int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, const CGHeroInstance * hero)
  74. {
  75. auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
  76. if(relations != PlayerRelations::ENEMIES)
  77. return 0; // if we already own it, no additional reward will be received by just visiting it
  78. auto town = cb->getTown(target->id);
  79. auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
  80. auto isProbablyDeveloped = !isNeutral && town->hasFort();
  81. return isProbablyDeveloped ? 1500 : 500;
  82. }
  83. TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
  84. {
  85. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  86. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  87. auto resources = bankInfo->getPossibleResourcesReward();
  88. TResources result = TResources();
  89. int sum = 0;
  90. for(auto & reward : resources)
  91. {
  92. result += reward.data * reward.chance;
  93. sum += reward.chance;
  94. }
  95. return sum > 1 ? result / sum : result;
  96. }
  97. uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
  98. {
  99. auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
  100. CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
  101. auto creatures = bankInfo->getPossibleCreaturesReward();
  102. uint64_t result = 0;
  103. const auto& slots = hero->Slots();
  104. ui64 weakestStackPower = 0;
  105. if (slots.size() >= GameConstants::ARMY_SIZE)
  106. {
  107. //No free slot, we might discard our weakest stack
  108. weakestStackPower = std::numeric_limits<ui64>().max();
  109. for (const auto stack : slots)
  110. {
  111. vstd::amin(weakestStackPower, stack.second->getPower());
  112. }
  113. }
  114. for (auto c : creatures)
  115. {
  116. //Only if hero has slot for this creature in the army
  117. if (hero->getSlotFor(c.data.type).validSlot())
  118. {
  119. result += (c.data.type->AIValue * c.data.count) * c.chance;
  120. }
  121. else
  122. {
  123. //we will need to discard the weakest stack
  124. result += (c.data.type->AIValue * c.data.count - weakestStackPower) * c.chance;
  125. }
  126. }
  127. result /= 100; //divide by total chance
  128. return result;
  129. }
  130. uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
  131. {
  132. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  133. uint64_t score = 0;
  134. for(auto & creLevel : dwelling->creatures)
  135. {
  136. if(creLevel.first && creLevel.second.size())
  137. {
  138. auto creature = creLevel.second.back().toCreature();
  139. auto creaturesAreFree = creature->level == 1;
  140. if(!creaturesAreFree && checkGold && !cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
  141. continue;
  142. score += creature->AIValue * creLevel.first;
  143. }
  144. }
  145. return score;
  146. }
  147. int getDwellingArmyCost(const CGObjectInstance * target)
  148. {
  149. auto dwelling = dynamic_cast<const CGDwelling *>(target);
  150. int cost = 0;
  151. for(auto & creLevel : dwelling->creatures)
  152. {
  153. if(creLevel.first && creLevel.second.size())
  154. {
  155. auto creature = creLevel.second.back().toCreature();
  156. auto creaturesAreFree = creature->level == 1;
  157. if(!creaturesAreFree)
  158. cost += creature->cost[Res::GOLD] * creLevel.first;
  159. }
  160. }
  161. return cost;
  162. }
  163. uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
  164. {
  165. if(art->artType->id == ArtifactID::SPELL_SCROLL)
  166. return 1500;
  167. auto statsValue =
  168. 10 * art->valOfBonuses(Bonus::LAND_MOVEMENT)
  169. + 1200 * art->valOfBonuses(Bonus::STACKS_SPEED)
  170. + 700 * art->valOfBonuses(Bonus::MORALE)
  171. + 700 * art->getAttack(false)
  172. + 700 * art->getDefense(false)
  173. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
  174. + 700 * art->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
  175. + 500 * art->valOfBonuses(Bonus::LUCK);
  176. auto classValue = 0;
  177. switch(art->artType->aClass)
  178. {
  179. case CArtifact::EartClass::ART_MINOR:
  180. classValue = 1000;
  181. break;
  182. case CArtifact::EartClass::ART_MAJOR:
  183. classValue = 3000;
  184. break;
  185. case CArtifact::EartClass::ART_RELIC:
  186. case CArtifact::EartClass::ART_SPECIAL:
  187. classValue = 8000;
  188. break;
  189. }
  190. return statsValue > classValue ? statsValue : classValue;
  191. }
  192. uint64_t RewardEvaluator::getArmyReward(
  193. const CGObjectInstance * target,
  194. const CGHeroInstance * hero,
  195. const CCreatureSet * army,
  196. bool checkGold) const
  197. {
  198. const float enemyArmyEliminationRewardRatio = 0.5f;
  199. if(!target)
  200. return 0;
  201. switch(target->ID)
  202. {
  203. case Obj::TOWN:
  204. return target->tempOwner == PlayerColor::NEUTRAL ? 1000 : 10000;
  205. case Obj::HILL_FORT:
  206. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
  207. case Obj::CREATURE_BANK:
  208. return getCreatureBankArmyReward(target, hero);
  209. case Obj::CREATURE_GENERATOR1:
  210. case Obj::CREATURE_GENERATOR2:
  211. case Obj::CREATURE_GENERATOR3:
  212. case Obj::CREATURE_GENERATOR4:
  213. return getDwellingScore(ai->cb.get(), target, checkGold);
  214. case Obj::CRYPT:
  215. case Obj::SHIPWRECK:
  216. case Obj::SHIPWRECK_SURVIVOR:
  217. case Obj::WARRIORS_TOMB:
  218. return 1000;
  219. case Obj::ARTIFACT:
  220. return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact);
  221. case Obj::DRAGON_UTOPIA:
  222. return 10000;
  223. case Obj::HERO:
  224. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  225. ? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
  226. : 0;
  227. case Obj::PANDORAS_BOX:
  228. return 5000;
  229. default:
  230. return 0;
  231. }
  232. }
  233. int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
  234. {
  235. if(!target)
  236. return 0;
  237. switch(target->ID)
  238. {
  239. case Obj::HILL_FORT:
  240. return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeCost[Res::GOLD];
  241. case Obj::SCHOOL_OF_MAGIC:
  242. case Obj::SCHOOL_OF_WAR:
  243. return 1000;
  244. case Obj::UNIVERSITY:
  245. return 2000;
  246. case Obj::CREATURE_GENERATOR1:
  247. case Obj::CREATURE_GENERATOR2:
  248. case Obj::CREATURE_GENERATOR3:
  249. case Obj::CREATURE_GENERATOR4:
  250. return getDwellingArmyCost(target);
  251. default:
  252. return 0;
  253. }
  254. }
  255. float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const
  256. {
  257. auto objectsUnderTreat = ai->dangerHitMap->getOneTurnAccessibleObjects(enemy);
  258. float objectValue = 0;
  259. for(auto obj : objectsUnderTreat)
  260. {
  261. vstd::amax(objectValue, getStrategicalValue(obj));
  262. }
  263. //AI should absolutely prioritize killing enemy heroes, even scouts
  264. return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
  265. }
  266. float RewardEvaluator::getResourceRequirementStrength(int resType) const
  267. {
  268. TResources requiredResources = ai->buildAnalyzer->getResourcesRequiredNow();
  269. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  270. if(requiredResources[resType] == 0)
  271. return 0;
  272. if(dailyIncome[resType] == 0)
  273. return 1.0f;
  274. float ratio = (float)requiredResources[resType] / dailyIncome[resType] / 2;
  275. return std::min(ratio, 1.0f);
  276. }
  277. float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
  278. {
  279. TResources requiredResources = ai->buildAnalyzer->getTotalResourcesRequired();
  280. TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
  281. if(requiredResources[resType] == 0)
  282. return 0;
  283. float ratio = dailyIncome[resType] == 0
  284. ? requiredResources[resType] / 50
  285. : (float)requiredResources[resType] / dailyIncome[resType] / 50;
  286. return std::min(ratio, 1.0f);
  287. }
  288. float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
  289. {
  290. if(!target)
  291. return 0;
  292. switch(target->ID)
  293. {
  294. case Obj::MINE:
  295. return target->subID == Res::GOLD
  296. ? 0.5f
  297. : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
  298. case Obj::RESOURCE:
  299. return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
  300. case Obj::CREATURE_BANK:
  301. {
  302. auto resourceReward = getCreatureBankResources(target, nullptr);
  303. float sum = 0.0f;
  304. for (TResources::nziterator it (resourceReward); it.valid(); it++)
  305. {
  306. //Evaluate resources used for construction. Gold is evaluated separately.
  307. if (it->resType != Res::GOLD)
  308. {
  309. sum += 0.1f * getResourceRequirementStrength(it->resType);
  310. }
  311. }
  312. return sum;
  313. }
  314. case Obj::TOWN:
  315. if(ai->buildAnalyzer->getDevelopmentInfo().empty())
  316. return 1;
  317. return dynamic_cast<const CGTownInstance *>(target)->hasFort()
  318. ? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
  319. : 0.5f;
  320. case Obj::HERO:
  321. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  322. ? getEnemyHeroStrategicalValue(dynamic_cast<const CGHeroInstance *>(target))
  323. : 0;
  324. default:
  325. return 0;
  326. }
  327. }
  328. float RewardEvaluator::evaluateWitchHutSkillScore(const CGWitchHut * hut, const CGHeroInstance * hero, HeroRole role) const
  329. {
  330. if(!hut->wasVisited(hero->tempOwner))
  331. return role == HeroRole::SCOUT ? 2 : 0;
  332. auto skill = SecondarySkill(hut->ability);
  333. if(hero->getSecSkillLevel(skill) != SecSkillLevel::NONE
  334. || hero->secSkills.size() >= GameConstants::SKILL_PER_HERO)
  335. return 0;
  336. auto score = ai->heroManager->evaluateSecSkill(skill, hero);
  337. return score >= 2 ? (role == HeroRole::MAIN ? 10 : 4) : score;
  338. }
  339. float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGHeroInstance * hero, HeroRole role) const
  340. {
  341. const float enemyHeroEliminationSkillRewardRatio = 0.5f;
  342. if(!target)
  343. return 0;
  344. switch(target->ID)
  345. {
  346. case Obj::STAR_AXIS:
  347. case Obj::SCHOLAR:
  348. case Obj::SCHOOL_OF_MAGIC:
  349. case Obj::SCHOOL_OF_WAR:
  350. case Obj::GARDEN_OF_REVELATION:
  351. case Obj::MARLETTO_TOWER:
  352. case Obj::MERCENARY_CAMP:
  353. case Obj::SHRINE_OF_MAGIC_GESTURE:
  354. case Obj::SHRINE_OF_MAGIC_INCANTATION:
  355. case Obj::TREE_OF_KNOWLEDGE:
  356. return 1;
  357. case Obj::LEARNING_STONE:
  358. return 1.0f / std::sqrt(hero->level);
  359. case Obj::ARENA:
  360. case Obj::SHRINE_OF_MAGIC_THOUGHT:
  361. return 2;
  362. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  363. return 8;
  364. case Obj::WITCH_HUT:
  365. return evaluateWitchHutSkillScore(dynamic_cast<const CGWitchHut *>(target), hero, role);
  366. case Obj::PANDORAS_BOX:
  367. //Can contains experience, spells, or skills (only on custom maps)
  368. return 2.5f;
  369. case Obj::HERO:
  370. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  371. ? enemyHeroEliminationSkillRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->level
  372. : 0;
  373. default:
  374. return 0;
  375. }
  376. }
  377. uint64_t RewardEvaluator::getEnemyHeroDanger(const int3 & tile, uint8_t turn) const
  378. {
  379. auto & treatNode = ai->dangerHitMap->getTileTreat(tile);
  380. if(treatNode.maximumDanger.danger == 0)
  381. return 0;
  382. if(treatNode.maximumDanger.turn <= turn)
  383. return treatNode.maximumDanger.danger;
  384. return treatNode.fastestDanger.turn <= turn ? treatNode.fastestDanger.danger : 0;
  385. }
  386. uint64_t RewardEvaluator::getEnemyHeroDanger(const AIPath & path) const
  387. {
  388. return getEnemyHeroDanger(path.targetTile(), path.turn());
  389. }
  390. int32_t getArmyCost(const CArmedInstance * army)
  391. {
  392. int32_t value = 0;
  393. for(auto stack : army->Slots())
  394. {
  395. value += stack.second->getCreatureID().toCreature()->cost[Res::GOLD] * stack.second->count;
  396. }
  397. return value;
  398. }
  399. /// Gets aproximated reward in gold. Daily income is multiplied by 5
  400. int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
  401. {
  402. if(!target)
  403. return 0;
  404. const int dailyIncomeMultiplier = 5;
  405. const float enemyArmyEliminationGoldRewardRatio = 0.2f;
  406. const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
  407. auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
  408. switch(target->ID)
  409. {
  410. case Obj::RESOURCE:
  411. return isGold ? 600 : 100;
  412. case Obj::TREASURE_CHEST:
  413. return 1500;
  414. case Obj::WATER_WHEEL:
  415. return 1000;
  416. case Obj::TOWN:
  417. return dailyIncomeMultiplier * estimateTownIncome(ai->cb.get(), target, hero);
  418. case Obj::MINE:
  419. case Obj::ABANDONED_MINE:
  420. return dailyIncomeMultiplier * (isGold ? 1000 : 75);
  421. case Obj::MYSTICAL_GARDEN:
  422. case Obj::WINDMILL:
  423. return 100;
  424. case Obj::CAMPFIRE:
  425. return 800;
  426. case Obj::WAGON:
  427. return 100;
  428. case Obj::CREATURE_BANK:
  429. return getCreatureBankResources(target, hero)[Res::GOLD];
  430. case Obj::CRYPT:
  431. case Obj::DERELICT_SHIP:
  432. return 3000;
  433. case Obj::DRAGON_UTOPIA:
  434. return 10000;
  435. case Obj::SEA_CHEST:
  436. return 1500;
  437. case Obj::PANDORAS_BOX:
  438. return 5000;
  439. case Obj::PRISON:
  440. //Objectively saves us 2500 to hire hero
  441. return GameConstants::HERO_GOLD_COST;
  442. case Obj::HERO:
  443. return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
  444. ? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
  445. : 0;
  446. default:
  447. return 0;
  448. }
  449. }
  450. class HeroExchangeEvaluator : public IEvaluationContextBuilder
  451. {
  452. public:
  453. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  454. {
  455. if(task->goalType != Goals::HERO_EXCHANGE)
  456. return;
  457. Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
  458. uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
  459. evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
  460. }
  461. };
  462. class ArmyUpgradeEvaluator : public IEvaluationContextBuilder
  463. {
  464. public:
  465. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  466. {
  467. if(task->goalType != Goals::ARMY_UPGRADE)
  468. return;
  469. Goals::ArmyUpgrade & armyUpgrade = dynamic_cast<Goals::ArmyUpgrade &>(*task);
  470. uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
  471. evaluationContext.armyReward += upgradeValue;
  472. }
  473. };
  474. class DefendTownEvaluator : public IEvaluationContextBuilder
  475. {
  476. private:
  477. uint64_t townArmyIncome(const CGTownInstance * town) const
  478. {
  479. uint64_t result = 0;
  480. for(auto creatureInfo : town->creatures)
  481. {
  482. if(creatureInfo.second.empty())
  483. continue;
  484. auto creature = creatureInfo.second.back().toCreature();
  485. result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
  486. }
  487. return result;
  488. }
  489. public:
  490. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  491. {
  492. if(task->goalType != Goals::DEFEND_TOWN)
  493. return;
  494. Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
  495. const CGTownInstance * town = defendTown.town;
  496. auto & treat = defendTown.getTreat();
  497. auto armyIncome = townArmyIncome(town);
  498. auto dailyIncome = town->dailyIncome()[Res::GOLD];
  499. auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
  500. float multiplier = 1;
  501. if(treat.turn < defendTown.getTurn())
  502. multiplier /= 1 + (defendTown.getTurn() - treat.turn);
  503. evaluationContext.armyReward += armyIncome * multiplier;
  504. evaluationContext.goldReward += dailyIncome * 5 * multiplier;
  505. evaluationContext.strategicalValue += strategicalValue * multiplier;
  506. vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
  507. auto enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(town->visitablePos(), defendTown.getTurn());
  508. vstd::amax(evaluationContext.enemyHeroDangerRatio, enemyDanger / (double)defendTown.getDefenceStrength());
  509. }
  510. };
  511. class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
  512. {
  513. private:
  514. const Nullkiller * ai;
  515. public:
  516. ExecuteHeroChainEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  517. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  518. {
  519. if(task->goalType != Goals::EXECUTE_HERO_CHAIN)
  520. return;
  521. Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
  522. const AIPath & path = chain.getPath();
  523. vstd::amax(evaluationContext.danger, path.getTotalDanger());
  524. evaluationContext.movementCost += path.movementCost();
  525. evaluationContext.closestWayRatio = chain.closestWayRatio;
  526. std::map<const CGHeroInstance *, float> costsPerHero;
  527. for(auto & node : path.nodes)
  528. {
  529. vstd::amax(costsPerHero[node.targetHero], node.cost);
  530. }
  531. for(auto pair : costsPerHero)
  532. {
  533. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(pair.first);
  534. evaluationContext.movementCostByRole[role] += pair.second;
  535. }
  536. auto heroPtr = task->hero;
  537. auto day = ai->cb->getDate(Date::DAY);
  538. auto hero = heroPtr.get(ai->cb.get());
  539. bool checkGold = evaluationContext.danger == 0;
  540. auto army = path.heroArmy;
  541. const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
  542. if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
  543. {
  544. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
  545. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
  546. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
  547. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
  548. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
  549. }
  550. vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
  551. evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
  552. vstd::amax(evaluationContext.enemyHeroDangerRatio, evaluationContext.evaluator.getEnemyHeroDanger(path) / (double)path.getHeroStrength());
  553. vstd::amax(evaluationContext.turn, path.turn());
  554. }
  555. };
  556. class ClusterEvaluationContextBuilder : public IEvaluationContextBuilder
  557. {
  558. private:
  559. const Nullkiller * ai;
  560. public:
  561. ClusterEvaluationContextBuilder(const Nullkiller * ai) : ai(ai) {}
  562. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  563. {
  564. if(task->goalType != Goals::UNLOCK_CLUSTER)
  565. return;
  566. Goals::UnlockCluster & clusterGoal = dynamic_cast<Goals::UnlockCluster &>(*task);
  567. std::shared_ptr<ObjectCluster> cluster = clusterGoal.getCluster();
  568. auto hero = clusterGoal.hero.get();
  569. auto role = evaluationContext.evaluator.ai->heroManager->getHeroRole(clusterGoal.hero);
  570. std::vector<std::pair<const CGObjectInstance *, ClusterObjectInfo>> objects(cluster->objects.begin(), cluster->objects.end());
  571. std::sort(objects.begin(), objects.end(), [](std::pair<const CGObjectInstance *, ClusterObjectInfo> o1, std::pair<const CGObjectInstance *, ClusterObjectInfo> o2) -> bool
  572. {
  573. return o1.second.priority > o2.second.priority;
  574. });
  575. int boost = 1;
  576. for(auto objInfo : objects)
  577. {
  578. auto target = objInfo.first;
  579. auto day = ai->cb->getDate(Date::DAY);
  580. bool checkGold = objInfo.second.danger == 0;
  581. auto army = hero;
  582. evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
  583. evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
  584. evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
  585. evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
  586. evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
  587. evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
  588. evaluationContext.movementCost += objInfo.second.movementCost / boost;
  589. vstd::amax(evaluationContext.turn, objInfo.second.turn / boost);
  590. boost <<= 1;
  591. if(boost > 8)
  592. break;
  593. }
  594. const AIPath & pathToCenter = clusterGoal.getPathToCenter();
  595. }
  596. };
  597. class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
  598. {
  599. public:
  600. virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
  601. {
  602. if(task->goalType != Goals::BUILD_STRUCTURE)
  603. return;
  604. Goals::BuildThis & buildThis = dynamic_cast<Goals::BuildThis &>(*task);
  605. auto & bi = buildThis.buildingInfo;
  606. evaluationContext.goldReward += 7 * bi.dailyIncome[Res::GOLD] / 2; // 7 day income but half we already have
  607. evaluationContext.heroRole = HeroRole::MAIN;
  608. evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
  609. evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
  610. evaluationContext.goldCost += bi.buildCostWithPrerequisits[Res::GOLD];
  611. if(bi.creatureID != CreatureID::NONE)
  612. {
  613. if(bi.baseCreatureID == bi.creatureID)
  614. {
  615. evaluationContext.strategicalValue += 0.5f + 0.1f * bi.creatureLevel / (float)bi.prerequisitesCount;
  616. evaluationContext.armyReward += bi.armyStrength;
  617. }
  618. else
  619. {
  620. auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
  621. //evaluationContext.strategicalValue += 0.05f * bi.creatureLevel / (float)bi.prerequisitesCount;
  622. evaluationContext.armyReward += 0.3f * potentialUpgradeValue / (float)bi.prerequisitesCount;
  623. }
  624. }
  625. else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
  626. {
  627. evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
  628. evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
  629. }
  630. else
  631. {
  632. evaluationContext.strategicalValue += evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure() * evaluationContext.goldReward / 2200.0f;
  633. }
  634. }
  635. };
  636. uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const
  637. {
  638. if(ai->buildAnalyzer->hasAnyBuilding(town->alignment, bi.id))
  639. return 0;
  640. auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID);
  641. auto upgradedPower = ai->armyManager->evaluateStackPower(bi.creatureID.toCreature(), creaturesToUpgrade.count);
  642. return upgradedPower - creaturesToUpgrade.power;
  643. }
  644. PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
  645. :ai(ai)
  646. {
  647. initVisitTile();
  648. evaluationContextBuilders.push_back(std::make_shared<ExecuteHeroChainEvaluationContextBuilder>(ai));
  649. evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
  650. evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>(ai));
  651. evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
  652. evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
  653. evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
  654. }
  655. EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
  656. {
  657. Goals::TGoalVec parts;
  658. EvaluationContext context(ai);
  659. if(goal->goalType == Goals::COMPOSITION)
  660. {
  661. parts = goal->decompose();
  662. }
  663. else
  664. {
  665. parts.push_back(goal);
  666. }
  667. for(auto subgoal : parts)
  668. {
  669. context.goldCost += subgoal->goldCost;
  670. for(auto builder : evaluationContextBuilders)
  671. {
  672. builder->buildEvaluationContext(context, subgoal);
  673. }
  674. }
  675. return context;
  676. }
  677. float PriorityEvaluator::evaluate(Goals::TSubgoal task)
  678. {
  679. auto evaluationContext = buildEvaluationContext(task);
  680. int rewardType = (evaluationContext.goldReward > 0 ? 1 : 0)
  681. + (evaluationContext.armyReward > 0 ? 1 : 0)
  682. + (evaluationContext.skillReward > 0 ? 1 : 0)
  683. + (evaluationContext.strategicalValue > 0 ? 1 : 0);
  684. double result = 0;
  685. try
  686. {
  687. armyLossPersentageVariable->setValue(evaluationContext.armyLossPersentage);
  688. heroRoleVariable->setValue(evaluationContext.heroRole);
  689. mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
  690. scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
  691. goldRewardVariable->setValue(evaluationContext.goldReward);
  692. armyRewardVariable->setValue(evaluationContext.armyReward);
  693. skillRewardVariable->setValue(evaluationContext.skillReward);
  694. dangerVariable->setValue(evaluationContext.danger);
  695. rewardTypeVariable->setValue(rewardType);
  696. closestHeroRatioVariable->setValue(evaluationContext.closestWayRatio);
  697. strategicalValueVariable->setValue(evaluationContext.strategicalValue);
  698. goldPreasureVariable->setValue(ai->buildAnalyzer->getGoldPreasure());
  699. goldCostVariable->setValue(evaluationContext.goldCost / ((float)ai->getFreeResources()[Res::GOLD] + (float)ai->buildAnalyzer->getDailyIncome()[Res::GOLD] + 1.0f));
  700. turnVariable->setValue(evaluationContext.turn);
  701. fearVariable->setValue(evaluationContext.enemyHeroDangerRatio);
  702. engine->process();
  703. result = value->getValue();
  704. }
  705. catch(fl::Exception & fe)
  706. {
  707. logAi->error("evaluate VisitTile: %s", fe.getWhat());
  708. }
  709. #if AI_TRACE_LEVEL >= 2
  710. 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",
  711. task->toString(),
  712. evaluationContext.armyLossPersentage,
  713. (int)evaluationContext.turn,
  714. evaluationContext.movementCostByRole[HeroRole::MAIN],
  715. evaluationContext.movementCostByRole[HeroRole::SCOUT],
  716. evaluationContext.goldReward,
  717. evaluationContext.goldCost,
  718. evaluationContext.armyReward,
  719. evaluationContext.danger,
  720. evaluationContext.heroRole == HeroRole::MAIN ? "main" : "scout",
  721. evaluationContext.strategicalValue,
  722. evaluationContext.closestWayRatio,
  723. evaluationContext.enemyHeroDangerRatio,
  724. result);
  725. #endif
  726. return result;
  727. }