New fai recruitment, added formula AI as choosable AI

This commit is contained in:
Bartek Waresiak 2009-08-13 18:39:57 +00:00
parent 0aa42b2552
commit 9f71b56c87
4 changed files with 503 additions and 0 deletions

View file

@ -0,0 +1,26 @@
#textdomain wesnoth
[ai]
id=formula
description=Formula AI
version=10703
[aspect]
id=recruitment
[facet]
[value]
engine=fai
name=side_formulas
move="{ai/formula/new_recruitment.fai}"
[/value]
[/facet]
[/aspect]
[stage]
engine=cpp
id=fallback
name=testing_ai_default::fallback
[ai]
ai_algorithm=default_ai
[/ai]
[/stage]
[/ai]

View file

@ -0,0 +1,107 @@
fai 'map_evaluation.fai' #===== Evaluation how good unit is on a map ===== #
# filter out important locations #
# creates a 'map' data type that assigns terrain to location #
def location_to_terrain_map(ai*)
tomap( map(map.terrain, loc), map.terrain );
# creates a 'map' data type that assigns location to terrain#
def id_to_location_map(ai*)
map( tomap( map(map.terrain, id)), find(map.terrain, id=key).loc);
#this function returns all input hexes and hexes within some radius of them#
def get_locations_surroundings(ai*, input_locs, range)
sum(
map(input_locs,
locations_in_radius( self, range)
)
);
#this function returns all keeps and hexes within some radius#
def get_keeps_with_surroundings(ai*, range)
sum(map(keeps, locations_in_radius( self, range)));
# evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#
def locations_map(ai*)
tomap(
map(
map.terrain,
id
)
);
#
filters terrain map,
min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations
#
def filtered_locations_map(ai*, min_percent)
filter(
locations_map(ai) ,
value > (map.w * map.h) / ( 100 / min_percent )
);
#returns average defense of the unit #
def unit_average_defense(ai*, unit, terrain_min_percent )
sum(
values(
map(
filtered_locations_map(ai,terrain_min_percent),
defense_on(
unit,
find(map.terrain,id=key).loc
) *
value
)
)
) /
sum(
values(
filtered_locations_map(
ai,
terrain_min_percent
)
)
);
#returns map of units from units_list and their average defense (more -> better) #
def map_units_average_defense(ai*, units_list, terrain_min_percent)
tomap(
map(
units_list,
id
),
map(
units_list, 'unit',
unit_average_defense(
ai,
unit,
terrain_min_percent
)
)
);
def units_average_defense(ai*, units_list, terrain_min_percent)
sum(
map(
units_list, 'unit',
unit_average_defense(
ai,
unit,
terrain_min_percent
)
)
) /
size(
units_list
);
faiend

View file

@ -0,0 +1,47 @@
fai 'util.fai'
def sumarize_values( input_map )
sum(
values(input_map)
);
def average( input_list )
sum( input_list ) / input_list.size;
def lowest_value( input_map )
choose( input_map, -value ).value;
def highest_value( input_map )
choose( input_map, value ).value;
#
this function takes map with numerical values, and converts it to %:
[ 'a' -> 3, 'b' -> 12, 'c' -> 15 ] becomes [ 'a' -> 10, 'b' -> 40, 'c' -> 50 ]
#
def change_numbers_to_percents( input_map )
map( input_map,
(value*100) / sum
) where sum = sumarize_values(input_map);
def add_number_to_values( input_map, number )
map( input_map,
value + number
);
#make sure we have only positive values in a map #
def make_positive_only( input_map )
if( lowest < 0,
add_number_to_values(
input_map,
-lowest
),
input_map
)
where lowest = lowest_value( input_map );
def sumarize_maps_values( map_A, map_B )
map( map_A + map_B,
value + map_A[key]
);
faiend

View file

@ -0,0 +1,323 @@
fai 'new_recruitment.fai'
{ai/formula/lib/map_evaluation.fai}
{ai/formula/lib/util.fai}
def get_terrain_types(ai*, locations)
map( locations, 'l', fast_map[l].id ) where fast_map = location_to_terrain_map(ai);
def get_villages_on_terrain_map( ai*, locations_map )
filter( villages, locations_map[self] );
#
for now important locations are villages only
#
def mark_important_locations(ai*, location_map )
map( location_map,
if( tmp_villages[key],
1000,
value
)
)
where tmp_villages = tomap( get_locations_surroundings( ai, get_villages_on_terrain_map( ai, location_map ), 1 ) );
def get_important_locations(ai* )
keys(
map( ai.vars.side_terrain,
value >= 1000
)
);
def enemy_leaders( ai* )
sum(
map( enemies, 'enemy',
filter( units_of_side[enemy], leader )
)
);
def find_enemies_part( ai*, locations_map)
tomap(
enemy_leaders,
map( enemy_leaders, 'leader',
sum(
map( keys(locations_map), 'location',
distance_between( location, leader.loc )
)
)
)
)
where enemy_leaders = enemy_leaders( ai );
def find_enemies( ai*, locations_map)
filter( keys(enemies_part), 'leader',
enemies_part[leader] <= average( values( enemies_part ) )
)
where enemies_part = find_enemies_part( ai, locations_map );
def direct_enemies_units( ai* )
sum(
map( vars.direct_enemies, 'enemy',
units_of_side[enemy.side]
)
);
def direct_enemies_recruits( ai* )
sum(
map( vars.direct_enemies, 'enemy',
recruits_of_side[enemy.side]
)
);
#
returns map of important locations and number of their occurences on a gamemap
for example: [ 'forest' -> 10 ]
#
def important_locations_map(ai*)
tomap(get_terrain_types(ai, get_important_locations(ai)));
def my_recruits_defense(ai*)
tomap( map(my_recruits, id),
map( my_recruits, 'recruit',
sum(values(map( important_locs,
defense_on(recruit, id_translator[key]) * value
)))
)
)
where important_locs = important_locations_map(ai),
id_translator = id_to_location_map(ai);
def my_recruits_movement_cost(ai*)
tomap( map(my_recruits, id),
map( my_recruits, 'recruit',
sum(values(map( important_locs,
movement_cost(recruit, id_translator[key]) * value
)))
)
)
where important_locs = important_locations_map(ai),
id_translator = id_to_location_map(ai);
def locally_normalize_to_highest( input_map )
map( input_map, (value * 100)/max )
where max = highest_value(input_map);
def locally_normalize_to_lowest( input_map )
map( input_map, (value * 100)/min )
where min = lowest_value(input_map);
# look for who we fight against #
def enemy_leaders(ai*)
map( enemies, 'enemy_side', find(units_of_side[enemy_side], leader ) );
def distance_to_enemies(ai*)
tomap( enemies, map( enemy_leaders(ai), distance_between( my_leader.loc, loc ) ));
# not used anymore
def find_important_opponents(ai*)
keys(filter( dist_en, value<avg ))
where avg = (average(values(distance_to_enemies(ai)))*11)/10,
dist_en = distance_to_enemies(ai);
def current_enemies_units(ai*)
sum(map( find_important_opponents(ai), 'enemy_side',
units_of_side[ enemy_side ] ));
def current_enemies_recruits(ai*)
sum(map( find_important_opponents(ai), 'enemy_side',
recruits_of_side[ enemy_side ] ));
#
def current_enemies(ai*)
if( en_units.size > 15, en_units, en_recruis )
where en_units = direct_enemies_units(ai),
en_recruis = direct_enemies_recruits(ai);
def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
sum(
map(
enemy_units, 'enemy_unit',
sum(
map(
[
max_possible_damage_with_retaliation( unit, enemy_unit )
],
max(
[
self[0] - self[2],
self[1] - self[3]
]
)
)
)
)
);
def evaluate_defender_against_opponents(ai*, unit, enemy_units)
sum(
map(
enemy_units, 'enemy_unit',
sum(
map(
[
max_possible_damage_with_retaliation( enemy_unit, unit )
],
max(
[
self[0] - self[2],
self[1] - self[3]
]
)
)
)
)
);
def evaluate_recruits_offensive_combat(ai*, recruits, enemy_units)
map( recruits, 'recruit',
evaluate_attacker_against_opponents( ai, recruit, enemy_units )
);
def evaluate_recruits_defensive_combat(ai*, recruits, enemy_units)
map( recruits, 'recruit',
evaluate_defender_against_opponents( ai, recruit, enemy_units )
);
def combine_maps_mul( map_A, map_B )
map( map_A, value * map_B[key] );
def combine_maps_sub( map_A, map_B )
map( map_A, value - map_B[key] );
def combine_maps_add( map_A, map_B )
map( map_A, value + map_B[key] );
def combine_maps_div( map_A, map_B )
map( map_A, value / map_B[key] );
#
[ locally_normalize_to_highest(my_recruits_defense(self)),
tomap(map(my_recruits, id),map(my_recruits, hitpoints) ),
locally_normalize_to_lowest(my_recruits_movement_cost(self)),
tomap(map(my_recruits, id),map(my_recruits, total_movement))]
#
def consider_unit_cost(ai*)
make_positive_only(map( cost_map, (value - average(values(cost_map))) * 10))
where cost_map = tomap(map(my_recruits, id),map(my_recruits, cost ));
def defense_hp_eval(ai*, recruits_id_map)
locally_normalize_to_highest(combine_maps_mul( my_recruits_defense(self), tomap(recruits_id_map, map(my_recruits, hitpoints) ) ));
def movement_eval(ai*, recruits_id_map)
locally_normalize_to_highest(make_positive_only(map(combine_maps_div( my_recruits_movement_cost(self), tomap(recruits_id_map, map(my_recruits, total_movement)) ), -value)));
def fighting_eval(ai*, recruits_id_map)
make_positive_only(
combine_maps_sub(
tomap(recruits_id_map, evaluate_recruits_offensive_combat( ai, my_recruits, current_enemies ) ),
tomap(recruits_id_map, evaluate_recruits_defensive_combat( ai, my_recruits, current_enemies ) )
)
)
where current_enemies = current_enemies(ai);
def level_zero_malus(ai*)
map( lvl_map,
if(value = 0, 40, 0)
)
where lvl_map = tomap(
map(my_recruits, id),
map(my_recruits, level )
);
#tmp function #
def filter_out( input_map, comparable_map )
filter( input_map, comparable_map[key] > comp_val)
where comp_val = average(values(comparable_map))/2;
def calculate_recruits(ai*)
change_numbers_to_percents(
filter_out(
combine_maps_sub(
combine_maps_add(
combine_maps_add(
debug_print('A ', defense_hp_eval(ai, recruits_id_map ) ),
debug_print('B ', movement_eval(ai, recruits_id_map) )
),
debug_print('C ', fighting_eval(ai,recruits_id_map) )
),
combine_maps_add(
debug_print('D ', consider_unit_cost(ai) ),
debug_print('E ', level_zero_malus(ai) )
)
), movement_eval(ai, recruits_id_map)
)
) where recruits_id_map = map(my_recruits, id);
def unit_chooser(ai*,unit_map)
choose(
keys(unit_map), 'unit_type',
unit_map[unit_type] -
(
(
100 *
size(
filter(
my_units,
type = unit_type
)
)
) /
size(my_units)
)
);
if( vars.side_terrain,
if(vars.direct_enemies,
if(vars.turn_initialized = turn,
safe_call( recruit(unit_chooser(self, vars.recruits_map)),
end
),
[
set_var(debug_print('turn_initialized'), turn) ,
set_var(debug_print('recruits_map'), debug_print( 'RECRUITS ', calculate_recruits(self)) )
]
+
if( turn = 5,
sum(
[
values(map( vars.side_terrain, if( value > 900, debug_label( key, 'o'), debug_label(key, '.') ) )),
map( vars.direct_enemies, debug_label( loc, '*****************☠') )
]
),
[]
)
),
set_var( 'direct_enemies', find_enemies(self, vars.side_terrain ) )
),
set_var('side_terrain',
mark_important_locations( self,
calculate_map_ownership(
recruits_of_side,
map(filter(sum(units_of_side), leader), loc),
4, 6, 4
)
)
)
)
faiend