[freeciv-ai] Re: (PR#2477) Improved Auto-Explore
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On Tue, Jan 07, 2003 at 08:29:41AM -0800, Gregory Berkolaiko via RT wrote:
>
> I didn't test your patch, but I have a couple of questions.
>
>
> + square_iterate(x, y, range, x1, y1) {
> + int ocean = likely_ocean(x1,y1, pplayer);
> +
> + if (!map_get_known(x1, y1, pplayer)) {
> + unknown++;
> + desirable += (ocean >= 50 ? ocean_score : land_score);
> + } else {
> + desirable += (ocean >= 50 ? known_ocean_score : known_land_score);
> + }
> + } square_iterate_end;
> +
> + if (is_within_own_city_radius(pplayer, x, y)) {
> + /* Friendly city is not quite the same as own city, but... */
>
> The comment is a bit obsolete (I guess I left it there...)
I removed it.
> Also, I feel it should be moved few lines up, right after, unknown++
> (x->x1 and y->y1, obviously). We don't care for explored city tiles, do
> we?
Well, occupying an explored city tile might be desirable, since we will
in this way explore a bit beyond the range of the city.
>
> + desirable += OWN_CITY_SCORE;
> + }
> +
> + if (map_has_special(x, y, S_HUT)) {
> + /* we want to explore huts whenever we can. */
> + desirable += HUT_SCORE;
>
> What if we cannot see tile (x, y) ?
It now checks with map_get_known(x, y, pplayer)
> I think AI explorer would go straight for an invisible hut here :(
> That's a big cheating which can be easily avoided!
The patch should now work with the newest code, which seems to have messed
with the continent-determining code. agh!
I'll test this more thoroughly this evening (EST). Index: ai/aiunit.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiunit.c,v
retrieving revision 1.250
diff -u -3 -p -r1.250 aiunit.c
--- ai/aiunit.c 2003/01/06 00:39:01 1.250
+++ ai/aiunit.c 2003/01/07 18:01:56
@@ -259,46 +259,192 @@ static bool tile_is_accessible(struct un
}
/**************************************************************************
-Handle eXplore mode of a unit (explorers are always in eXplore mode for AI) -
-explores unknown territory, finds huts.
+ Determine if a tile is likely to be water, given information that
+ the player actually has. Return the % certainty that it's water
+ (100 = certain, 50 = no idea, 0 = certainly not).
+**************************************************************************/
+static int likely_ocean(int x, int y, struct player *pplayer)
+{
+ int sum;
-Returns whether there is any more territory to be explored.
+ if (map_get_known(x, y, pplayer)) {
+ /* we've seen the tile already. */
+ return (map_get_terrain(x,y) == T_OCEAN ? 100 : 0);
+ }
+
+ /* Now we're going to do two things at once. We're going to see if
+ * we know any cardinally adjacent tiles, since knowing one will
+ * give a guaranteed value for the centre tile. Also, we're going
+ * to count the non-cardinal (diagonal) tiles, and see how many
+ * of them are ocean, which gives a guess for the ocean-ness of
+ * the centre tile. */
+ sum = 50;
+ adjc_dir_iterate(x, y, x1, y1, dir) {
+ if (map_get_known(x1, y1, pplayer)) {
+ if (DIR_IS_CARDINAL(dir)) {
+ /* If a tile is cardinally adjacent, we can tell if the
+ * central tile is ocean or not by the appearance of
+ * the adjacent tile. So, given that we can tell,
+ * it's fair to look at the actual tile. */
+ return (map_get_terrain(x, y) == T_OCEAN ? 100 : 0);
+ } else {
+ /* We're diagonal to the tile in question. So we can't
+ * be sure what the central tile is, but the central
+ * tile is likely to be the same as the nearby tiles.
+ * If all 4 are water, return 90; if all 4 are land,
+ * return 10. */
+ sum += (map_get_terrain(x1, y1) == T_OCEAN ? 10 : -10);
+ }
+ }
+ } adjc_dir_iterate_end;
+
+ return sum;
+}
+
+/**************************************************************************
+Return the vision range that a unit would experience at the given location.
**************************************************************************/
-bool ai_manage_explorer(struct unit *punit)
+static int get_range_at(int x, int y, struct unit *punit)
{
- struct player *pplayer = unit_owner(punit);
- /* The position of the unit; updated inside the function */
- int x = punit->x, y = punit->y;
- /* Continent the unit is on */
- int continent;
- /* Unit's speed */
- int move_rate = unit_move_rate(punit);
- /* Range of unit's vision */
int range;
CHECK_UNIT(punit);
- /* Get the range */
- /* FIXME: The vision range should NOT take into account watchtower benefit.
- * Now it is done in a wrong way: the watchtower bonus is computed locally,
- * at the point where the unit is, and then it is applied at a faraway
- * location, as if there is a watchtower there too. --gb */
-
+ /* Check if there is a watchtower at the given tile, and return the
+ * vision range that the unit would have as a result. */
if (unit_profits_of_watchtower(punit)
- && map_has_special(punit->x, punit->y, S_FORTRESS)) {
+ && map_has_special(x, y, S_FORTRESS)) {
range = get_watchtower_vision(punit);
} else {
range = unit_type(punit)->vision_range;
}
+
+ return range;
+}
+/**************************************************************************
+Tell whether the tile (x, y) is within radius of one of our cities.
+NB: Move this function to common/city.c should it cease to be static.
+**************************************************************************/
+static bool is_within_own_city_radius(struct player *owner, int x, int y)
+{
+ map_city_radius_iterate (x, y, x1, y1) {
+ struct city * pcity = map_get_city (x1, y1);
+ if (pcity && owner == city_owner(pcity))
+ return TRUE;
+ } map_city_radius_iterate_end;
+
+ return FALSE;
+}
+
+/**************************************************************************
+Return a value indicating how desirable it is to explore the given tile.
+In general, we want to discover unknown terrain of the opposite kind to
+our natural terrain, i.e. pedestrians like ocean and boats like land.
+Even if terrain is known, but of opposite kind, we still want it
+-- so that we follow the shoreline.
+We also like discovering tiles which can be harvested by our cities --
+because that improves citizen placement.
+**************************************************************************/
+#define SAME_TER_SCORE 21
+#define DIFF_TER_SCORE 81
+#define KNOWN_SAME_TER_SCORE 0
+#define KNOWN_DIFF_TER_SCORE 51
+#define OWN_CITY_SCORE 181
+#define HUT_SCORE 2000
+static int explorer_desirable(int x, int y, struct player *pplayer,
+ struct unit *punit)
+{
+ int land_score, ocean_score, known_land_score, known_ocean_score;
+ int range = get_range_at(x, y, punit);
+ int desirable = 0;
+ int unknown = 0;
+ int continent;
+
/* Localize the unit */
-
if (is_ground_unit(punit)) {
continent = map_get_continent(x, y, NULL);
} else {
continent = 0;
}
+ /* First do some checks that would make a tile completely non-desirable.
+ * If we're a trireme and we could die at the given tile, or if there
+ * is a city on the tile, or if the
+ * tile is on a different continent, or if we're a barbarian and
+ * the tile has a hut, don't go there. */
+ if ((unit_flag(punit, F_TRIREME) && trireme_loss_pct(pplayer, x, y) != 0)
+ || map_get_city(x, y)
+ || map_get_continent(x, y, NULL) != continent
+ || (is_barbarian(pplayer) && map_has_special(x, y, S_HUT))) {
+ return 0;
+ }
+
+ /* What value we assign to the number of land and water tiles
+ * depends on if we're a land or water unit. */
+ if (is_ground_unit(punit)) {
+ land_score = SAME_TER_SCORE;
+ ocean_score = DIFF_TER_SCORE;
+ known_land_score = KNOWN_SAME_TER_SCORE;
+ known_ocean_score = KNOWN_DIFF_TER_SCORE;
+ } else {
+ land_score = DIFF_TER_SCORE;
+ ocean_score = SAME_TER_SCORE;
+ known_land_score = KNOWN_DIFF_TER_SCORE;
+ known_ocean_score = KNOWN_SAME_TER_SCORE;
+ }
+
+ square_iterate(x, y, range, x1, y1) {
+ int ocean = likely_ocean(x1,y1, pplayer);
+
+ if (!map_get_known(x1, y1, pplayer)) {
+ unknown++;
+ desirable += (ocean >= 50 ? ocean_score : land_score);
+ } else {
+ desirable += (ocean >= 50 ? known_ocean_score : known_land_score);
+ }
+ } square_iterate_end;
+
+ if (is_within_own_city_radius(pplayer, x, y)) {
+ desirable += OWN_CITY_SCORE;
+ }
+
+ if (map_get_known(x, y, pplayer) && map_has_special(x, y, S_HUT)) {
+ /* we want to explore huts whenever we can. */
+ desirable += HUT_SCORE;
+ }
+
+ if (unknown <= 0) {
+ /* We make sure we'll uncover at least one unexplored tile. */
+ desirable = 0;
+ }
+
+ return desirable;
+}
+#undef SAME_TER_SCORE
+#undef DIFF_TER_SCORE
+#undef KNOWN_SAME_TER_SCORE
+#undef KNOWN_DIFF_TER_SCORE
+#undef OWN_CITY_SCORE
+#undef HUT_SCORE
+
+/**************************************************************************
+Handle eXplore mode of a unit (explorers are always in eXplore mode for AI) -
+explores unknown territory, finds huts.
+
+Returns whether there is any more territory to be explored.
+**************************************************************************/
+bool ai_manage_explorer(struct unit *punit)
+{
+ struct player *pplayer = unit_owner(punit);
+ /* The position of the unit; updated inside the function */
+ int x = punit->x, y = punit->y;
+
+ /* Idle unit */
+ if (punit->activity != ACTIVITY_IDLE) {
+ handle_unit_activity_request(punit, ACTIVITY_IDLE);
+ }
+
/*
* PART 1: Look for huts
* Non-Barbarian Ground units ONLY.
@@ -366,58 +512,36 @@ bool ai_manage_explorer(struct unit *pun
*/
while (punit->moves_left > 0) {
- /* Best (highest) number of unknown tiles adjacent (in vision range) */
- int most_unknown = 0;
+ /* most desirable tile, given nearby water, cities, etc. */
+ int most_desirable = 0;
/* Desired destination */
int best_x = -1, best_y = -1;
/* Evaluate all adjacent tiles. */
-
- square_iterate(x, y, 1, x1, y1) {
- /* Number of unknown tiles in vision range around this tile */
- int unknown = 0;
-
- square_iterate(x1, y1, range, x2, y2) {
- if (!map_get_known(x2, y2, pplayer))
- unknown++;
- } square_iterate_end;
-
- if (unknown > most_unknown) {
- if (unit_flag(punit, F_TRIREME)
- && trireme_loss_pct(pplayer, x1, y1) != 0)
- continue;
-
- if (map_get_continent(x1, y1, NULL) != continent)
- continue;
-
- if (could_unit_move_to_tile(punit, x1, y1) == 0) {
- continue;
- }
+ adjc_iterate(x, y, x1, y1) {
+ int desirable;
- /* We won't travel into cities, unless we are able to do so - diplomats
- * and caravans can. */
- /* FIXME/TODO: special flag for this? --pasky */
- /* FIXME: either comment or code is wrong here :-) --pasky */
- if (map_get_city(x1, y1) && (unit_flag(punit, F_DIPLOMAT)
- || unit_flag(punit, F_TRADE_ROUTE)))
- continue;
+ if (!could_unit_move_to_tile(punit, x1, y1)) {
+ /* we can't move there anyway, don't consider how good it might be. */
+ continue;
+ }
- if (is_barbarian(pplayer) && map_has_special(x1, y1, S_HUT))
- continue;
-
- most_unknown = unknown;
- best_x = x1;
- best_y = y1;
+ desirable = explorer_desirable(x1, y1, pplayer, punit);
+
+ if (desirable > most_desirable) {
+ most_desirable = desirable;
+ best_x = x1;
+ best_y = y1;
}
- } square_iterate_end;
+ } adjc_iterate_end;
- if (most_unknown > 0) {
+ if (most_desirable > 0) {
/* We can die because easy AI may stumble on huts and so disappear in the
* wilderness - unit_id is used to check this */
int unit_id = punit->id;
bool broken = TRUE; /* failed movement */
- /* Some tile have unexplored territory adjacent, let's move there. */
+ /* Some tile has unexplored territory adjacent, let's move there. */
/* ai_unit_move for AI players, handle_unit_move_request for humans */
if ((pplayer->ai.control && ai_unit_move(punit, best_x, best_y))
@@ -451,57 +575,51 @@ bool ai_manage_explorer(struct unit *pun
*/
{
- /* Best (highest) number of unknown tiles adjectent (in vision range) */
- int most_unknown = 0;
+ /* most desirable tile, given nearby water, cities, etc. */
+ int most_desirable = 0;
/* Desired destination */
int best_x = -1, best_y = -1;
generate_warmap(map_get_city(x, y), punit);
- /* XXX: There's some duplicate code here, but it's several tiny pieces,
- * impossible to group together and not worth their own function
- * separately. --pasky */
-
whole_map_iterate(x1, y1) {
- /* The actual map tile */
- struct tile *ptile = map_get_tile(x1, y1);
-
- if (ptile->continent == continent
- && !is_non_allied_unit_tile(ptile, pplayer)
- && !is_non_allied_city_tile(ptile, pplayer)
- && tile_is_accessible(punit, x1, y1)) {
- /* Number of unknown tiles in vision range around this tile */
- int unknown = 0;
-
- square_iterate(x1, y1, range, x2, y2) {
- if (!map_get_known(x2, y2, pplayer))
- unknown++;
- } square_iterate_end;
-
- if (unknown > 0) {
-#define COSTWEIGHT 9
- /* How far it's worth moving away */
- int threshold = THRESHOLD * move_rate;
-
- if (is_sailing_unit(punit))
- unknown += COSTWEIGHT * (threshold - warmap.seacost[x1][y1]);
- else
- unknown += COSTWEIGHT * (threshold - warmap.cost[x1][y1]);
-
- /* FIXME? Why we don't do same tests like in part 2? --pasky */
- if (((unknown > most_unknown) ||
- (unknown == most_unknown && myrand(2) == 1))
- && !(is_barbarian(pplayer) && tile_has_special(ptile, S_HUT))) {
- best_x = x1;
- best_y = y1;
- most_unknown = unknown;
+ int desirable;
+
+ desirable = explorer_desirable(x1, y1, pplayer, punit);
+
+ if (desirable > 0) {
+ /* add some "noise" to the signal so equally desirable tiles
+ * will be selected randomly. The noise has an amplitude
+ * of 0.1, so a far-away tile with a higher score will still
+ * usually be selected over a nearby tile with a high noise
+ * value. */
+ desirable = 1000*desirable + myrand(100);
+
+ /* now we want to reduce the desirability of far-away
+ * tiles, without reducing it to zero, regardless how
+ * far away it is. */
+#define DIST_EXPONENT 5
+ if (is_sailing_unit(punit)) {
+ /* Hijack amortize for our needs */
+ desirable = amortize(desirable,
+ DIST_EXPONENT*warmap.seacost[x1][y1]);
+ } else {
+ desirable = amortize(desirable,
+ DIST_EXPONENT*warmap.cost[x1][y1]);
+ }
+#undef DIST_EXPONENT
+
+ if (desirable > most_desirable) {
+ best_x = x1;
+ best_y = y1;
+ if (desirable > most_desirable) {
+ most_desirable = desirable;
}
-#undef COSTWEIGHT
}
}
} whole_map_iterate_end;
- if (most_unknown > 0) {
+ if (most_desirable > 0) {
/* Go there! */
if (!ai_unit_goto(punit, best_x, best_y)) {
return FALSE;
@@ -546,7 +664,10 @@ bool ai_manage_explorer(struct unit *pun
struct city *pcity = find_city_by_id(punit->homecity);
/* No homecity? Find one! */
if (!pcity) {
- pcity = find_closest_owned_city(pplayer, punit->x, punit->y, FALSE,
NULL);
+ bool sea_required = is_sailing_unit(punit);
+
+ pcity = find_closest_owned_city(pplayer, punit->x, punit->y,
+ sea_required, NULL);
if (pcity && ai_unit_make_homecity(punit, pcity)) {
CITY_LOG(LOG_DEBUG, pcity, "we became home to an exploring %s",
unit_name(punit->type));
@@ -554,7 +675,9 @@ bool ai_manage_explorer(struct unit *pun
}
if (pcity && !same_pos(punit->x, punit->y, pcity->x, pcity->y)) {
- if (map_get_continent(pcity->x, pcity->y, NULL) == continent) {
+ if (map_get_continent(pcity->x, pcity->y, NULL) == map_get_continent(x,
y, NULL)
+ || (is_sailing_unit(punit)
+ && is_terrain_near_tile(pcity->x, pcity->y, T_OCEAN))) {
UNIT_LOG(LOG_DEBUG, punit, "sending explorer home by foot");
if (punit->homecity != 0) {
ai_military_gohome(pplayer, punit);
pgp_77F0XhZeM.pgp
Description: PGP signature
[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko via RT, 2003/01/08
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[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko via RT, 2003/01/26
[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko via RT, 2003/01/28
[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko, 2003/01/29
[freeciv-ai] Re: (PR#2477) Improved Auto-Explore, Gregory Berkolaiko via RT, 2003/01/29
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