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Message #13017
[Merge] lp:~widelands-dev/widelands/ai_scoring_update into lp:widelands
TiborB has proposed merging lp:~widelands-dev/widelands/ai_scoring_update into lp:widelands.
Commit message:
Tweaking scoring of AI performance, used for training of AI. No effect on gameplay altogether.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ai_scoring_update/+merge/342831
Tweaking scoring of AI performance, used for training of AI. No effect on gameplay altogether. Main changes is in review() function that just print out a score with some details. Out of it I added just one variable first_iron_mine_built used only for the review function.
--
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ai_scoring_update into lp:widelands.
=== modified file 'src/ai/ai_help_structs.cc'
--- src/ai/ai_help_structs.cc 2018-04-06 08:14:17 +0000
+++ src/ai/ai_help_structs.cc 2018-04-07 19:32:15 +0000
@@ -565,33 +565,28 @@
const uint32_t old_land,
const uint16_t attackers,
const int16_t trained_soldiers,
- const int16_t latest_attackers,
- const uint16_t conq_ws,
const uint16_t strength,
- const uint32_t existing_ps) {
-
- const int16_t main_bonus =
- ((static_cast<int32_t>(land - old_land) > 0 && land > max_e_land * 5 / 6 && attackers > 0 &&
- trained_soldiers > 0 && latest_attackers > 0) ?
- kBonus :
- 0);
-
- const int16_t land_delta_bonus = static_cast<int16_t>(land - old_land) * kLandDeltaMultiplier;
-
- const uint32_t ps_sites_bonus = kPSitesRatioMultiplier * std::pow(existing_ps, 3) / 1000 / 1000;
-
- score = land / kCurrentLandDivider + land_delta_bonus + main_bonus +
- attackers * kAttackersMultiplier + ((attackers > 0) ? kAttackBonus : -kAttackBonus) +
- trained_soldiers * kTrainedSoldiersScore + kConqueredWhBonus * conq_ws +
- strength * kStrengthMultiplier + ps_sites_bonus - 500 * kPSitesRatioMultiplier;
-
- log(" %2d %s: reviewing AI mngm. data, sc: %5d Pr.p: %d (l:%4d/%s/%4d, "
- "at:%4d(%3d),ts:%4d/%2d,cWH:%2d,str:%2d/%4d,ps:%4d/%4d)\n",
- pn, gamestring_with_leading_zeros(gametime), score, primary_parent,
- land / kCurrentLandDivider, (main_bonus) ? "*" : " ", land_delta_bonus,
- attackers * kAttackersMultiplier, latest_attackers, trained_soldiers * kTrainedSoldiersScore,
- trained_soldiers, conq_ws, strength, strength * kStrengthMultiplier, existing_ps,
- ps_sites_bonus);
+ const uint32_t existing_ps,
+ const uint32_t first_iron_mine_time) {
+
+ // bonuses (1000 or nothing)
+ const uint16_t territory_bonus = (land > old_land || land > max_e_land) ? 1000 : 0;
+ const uint16_t iron_mine_bonus = (first_iron_mine_time < 2 * 60 * 60 * 1000) ? 1000 : 0;
+ const uint16_t attack_bonus = (attackers > 0) ? 1000 : 0;
+ const uint16_t training_bonus = (trained_soldiers > 0) ? 1000 : 0;
+
+ // scores (numbers dependant on performance)
+ const uint16_t land_score = land / kCurrentLandDivider;
+ const uint16_t strength_score = std::min<uint16_t>(strength, 100) * kStrengthMultiplier;
+ const uint16_t attack_score = std::min<uint16_t>(attackers, 40) * 50;
+ const uint32_t ps_sites_score = kPSitesRatioMultiplier * std::pow(existing_ps, 3) / 1000 / 1000;
+
+ score = territory_bonus + iron_mine_bonus + attack_bonus + training_bonus + land_score + strength_score + ps_sites_score + attack_score;
+
+ log(" %2d %s: reviewing AI mngm. data, sc: %5d Pr.p: %d (Bonuses:Te:%s I:%s A:%s Tr:%s, Scores:Land:%5d Str:%4d PS:%4d, Att:%4d\n",
+ pn, gamestring_with_leading_zeros(gametime), score, primary_parent,
+ (territory_bonus)?"Y":"N", (iron_mine_bonus)?"Y":"N", (attack_bonus)?"Y":"N", (training_bonus)?"Y":"N",
+ land_score, strength_score, ps_sites_score, attack_score);
if (score < -10000 || score > 30000) {
log("%2d %s: reviewing AI mngm. data, score too extreme: %4d\n", pn,
=== modified file 'src/ai/ai_help_structs.h'
--- src/ai/ai_help_structs.h 2018-04-03 19:27:20 +0000
+++ src/ai/ai_help_structs.h 2018-04-07 19:32:15 +0000
@@ -678,10 +678,9 @@
uint32_t old_land,
uint16_t attackers,
int16_t trained_soldiers,
- int16_t latest_attackers,
- uint16_t conq_ws,
uint16_t strength,
- uint32_t existing_ps);
+ uint32_t existing_ps,
+ uint32_t first_iron_mine_time);
void dump_data(PlayerNumber);
uint16_t new_neuron_id() {
++next_neuron_id;
=== modified file 'src/ai/defaultai.cc'
--- src/ai/defaultai.cc 2018-04-02 08:44:26 +0000
+++ src/ai/defaultai.cc 2018-04-07 19:32:15 +0000
@@ -108,6 +108,7 @@
next_mine_construction_due_(0),
fishers_count_(0),
bakeries_count_(),
+ first_iron_mine_built(50 * 60 * 60 * 1000),
ts_finished_count_(0),
ts_in_const_count_(0),
ts_without_trainers_(0),
@@ -473,9 +474,9 @@
gametime, player_number(), player_statistics.get_player_land(player_number()),
player_statistics.get_enemies_max_land(),
player_statistics.get_old60_player_land(player_number()), attackers_count_,
- soldier_trained_log.count(gametime), soldier_attacks_log.count(gametime),
- conquered_wh, player_statistics.get_player_power(player_number()),
- count_productionsites_without_buildings());
+ soldier_trained_log.count(gametime), player_statistics.get_player_power(player_number()),
+ count_productionsites_without_buildings(),
+ first_iron_mine_built);
set_taskpool_task_time(
gametime + kManagementUpdateInterval, SchedulerTaskId::kManagementUpdate);
}
@@ -6121,6 +6122,11 @@
set_inputs_to_zero(mines_.back());
+ // Is this first mine?
+ if (bo.mines == iron_resource_id && gametime < first_iron_mine_built) {
+ first_iron_mine_built = gametime;
+ }
+
} else if (bo.type == BuildingObserver::Type::kMilitarysite) {
militarysites.push_back(MilitarySiteObserver());
militarysites.back().site = &dynamic_cast<MilitarySite&>(b);
=== modified file 'src/ai/defaultai.h'
--- src/ai/defaultai.h 2018-03-27 09:10:21 +0000
+++ src/ai/defaultai.h 2018-04-07 19:32:15 +0000
@@ -352,6 +352,8 @@
uint16_t fishers_count_;
uint16_t bakeries_count_;
+ uint32_t first_iron_mine_built;
+
// for training sites per type
int16_t ts_finished_count_;
int16_t ts_in_const_count_;
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