Difference between revisions of "AI Recruitment"
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[/aspect] | [/aspect] | ||
[/ai] | [/ai] | ||
− | Attributes inside <code>[value]</code> ''(with default values)'' | + | Attributes inside <code>[value]</code>: ''(with default values)'' |
* '''active=yes: (boolean)''' If <code>active=no</code> the AI will always recruit if gold is available. | * '''active=yes: (boolean)''' If <code>active=no</code> the AI will always recruit if gold is available. | ||
* '''begin=1.0: (double)''' See explanation above. | * '''begin=1.0: (double)''' See explanation above. | ||
* '''end=0.7: (double)''' See explanation above. | * '''end=0.7: (double)''' See explanation above. | ||
− | * '''spend_all_gold=-1: (int)''' See explanation above. If set to -1 the value will automatically set to the | + | * '''spend_all_gold=-1: (int)''' See explanation above. If set to -1 the value will automatically set to the team's start gold + 1. |
==Example== | ==Example== |
Revision as of 15:45, 13 September 2013
This page is work in progress
The new Recruitment Candidate Action is highly configurable and supports multiple leader recruiting.
Contents
How it works
Map analyis
In a first step the CA will analyse the map and try to find "important hexes". Those are locations on the map where a fight will occur with high probability. The important hexes are later used in combat simulations to calculate an average defense for the combatants.
When the game is running in debug mode the important hexes are marked with a white dot.
Score Map
A score map will be created for all leaders who are able to recruit. All unit-types from the recruit- and recall lists are mapped to a score.
In the end the scores represent the desired unit-ratios on the map. (This means the AI will not just recruit the unit with the highest score, but in such a way that the mix of units on the map comes as close as possible to the mix represented by the scores.) The scores are filled with values coming from combat analysis (see below).
After that the AI modifies the scores in several ways:
- Similar units get a penalty for being similar. Similar units are units in one advancement tree.
Example (Archer can advance to Ranger): before after Elvish Fighter: 50 50 Elvish Archer: 50 25 Elvish Ranger: 50 25
- The aspects
recruitment_more
,recruitment_diversity
andrecruitment_randomness
are handled (see below).
Combat Analysis
For each unit-type the AI's leaders can recruit, the CA will simulate a fight against all enemy units on the map. If there are less then 5 enemy units, the enemies recruitment list(s) will be taken into account.
After Combat Analysis the score map may look like this:
Goblin Spearman score: 16.1252 Naga Fighter score: 0 Orcish Archer score: 61.6442 Orcish Assassin score: 88.0737 Orcish Grunt score: 100 Troll Whelp score: 26.7646 Wolf Rider score: 0
Implementation details for interested readers
Combat Analysis will use the function compare_unit_types(A, B)
. It takes two unit-types and simulates a fight using a cache because simulation is expensive. The function returns a positive value if unit-type A
is better then B
and a negative value if unit-type B
is better then A
. If the return value is 2.0 it means that unit-type A is twice as good as unit-type B.
Here is a important code-snipped of compare_unit_types()
:
damage_to_b
comes from simulations and is the average damage dealt by A
when A
attacks (A
chooses weapon) plus the average damage dealt by A
when B
attacks (B
chooses weapon). damage_to_a
is equivalent.
double value_of_a = damage_to_b / (b_max_hp * a_cost); double value_of_b = damage_to_a / (a_max_hp * b_cost); if (value_of_a > value_of_b) { return value_of_a / value_of_b; } else if (value_of_a < value_of_b) { return -value_of_b / value_of_a; } else { return 0.; }
The return-value of compare_unit_types()
will be multiplied by the enemies current hp and added to the score map.
Included in the damage calculations are average defense (coming from "important hexes"), resistance, resistance abilities, average time of day, drain, poison, berserk, swarm and slows.
At this point the scores can be quite unhandy. They could all be negative, very high or too similar. So the scores will be transformed linearly. The resulting scores are numbers between 0.0 and 100.0.
Simplified code-snipped:
double new_100 = max_score; double new_0 = max_score - (1.5 * (max_score - average_score)); BOOST_FOREACH(double& score, scores) { score = 100 * ((score - new_0) / (new_100 - new_0)); // linear transformation if (score < 0.) { score = 0.; } }
Aspect recruitment_instruction
This is a powerful aspect to completely control recruitment via WML. After the score maps are created the CA will start to execute 'jobs' (or [recruit]
-tags). If there is no job, the AI will do nothing at all.
This aspect is quite complex and requires the composite form of an aspect.
[ai] [aspect] id=recruitment-instruction [facet] turns= [value] #(here multiple [recruit] and/or [limit]-tags) [recruit] #(attributes) [/recruit] [limit] #(attributes) [/limit] [value] [/facet] [/aspect] [/ai]
Attributes inside [facet]
:
- turns="": (string) This key takes a comma separated list containing numbers specifying the turns. '-' can be used between two values to define a range. An empty String means all turns.
- See here for more information. But note, that
invalidate_on_gamestate_change
andinvalidate_on_minor_gamestate_change
will have no effect on[recruit]
-tags. They will be read at the beginning of the turn and then be immutable.
Attributes inside [recruit]
: (with default values)
- type="": (string) This key takes a comma separated list containing unit-types, usages or levels. Common usages are: 'scout', 'fighter', 'archer', 'healer' and 'mixed fighter'. An empty string means all units. If more then one unit is specified the AI will decide according to the score map what to recruit.
- number=-1: (integer) A number greater than 0 will tell the AI to recruit n units. -1 means as much as possible. 0 means do not recruit.
- importance=1: (integer) The importance of a recruitment tells the AI first to recruit units with the highest importance. If gold is lacking or the castle is full, only the most important units will be recruited, the other
[recruit]
-jobs will be dropped then. - leader_id="": (string) ID of the leader who shall execute this job. Empty string means all leaders. (Note: This is only a recommendation for the AI. If the specified leader has no free hexes the AI will use other leaders to do the job. This is because the function
check_recruit_action()
in contexts.hpp will automatically choose another leader if the specified does has no free hexes) - total=no: (boolean) If total is set to yes the AI will count the own units on the map which match at least one of the given types and will then recruit the difference between
number
and the counted amount. - blocker=yes: (boolean) If set to yes the AI will stop recruiting when this job cannot be done (because of lacking gold or a
[limit]
for example). If set to no the AI will drop this job and try to continue with less important ones. - pattern=no: (boolean) If set to yes the unit to recruit will not be chosen by the AI but randomly according to the frequency in the type attribute. For example when "type=Orcish Grunt, Orcish Grunt, scout" and "number=6", the AI will recruit 6 units whereas the probability that one unit is a Grunt is twice as big as the probability that the AI will recruit a scout. If the type-attribute is empty the AI will recruit randomly. (See also recruitment_pattern)
Attributes inside [limit]
: (with default values)
- type="": (string) This key takes a comma separated list containing unit-types, usages or levels. A empty string means all units.
- max=0: (int) The maximum of units of the given type.
Notes:
[limit]
has higher priority than[recruit]
.- The aspect
recruitment_save_gold
has higher priority then[recruit]
. So if exact recruiting is wished, deactivaterecruitment_save_gold
(see below) - If recruitment is specified for a turn, the AI will not recruit any other unit by default. (So if the AI is told to recruit 1 scout in turn 1 then the AI will only recruit 1 scout and not more). To prevent this behavior one can add this
[recruit]
-tag:
[recruit] importance=0 [/recruit]
According to all the default values above (all types, as much as possible, ...) the AI will now fall back when all other recruitment jobs are done. This is also the content of the [default]
-facet for the aspect.
- Only one facet at a time can be active. When there are more
[facet]
s defined in a turn the behavior is undefined. In one[facet]
can be many[recruit]
or[limit]
-tags. - Do not define more than one
[recruit]
-tags with the same importance. Note that the aspectrecruitment_pattern
will expand into a[recruit]
-tag with importance=1.
Examples
Recruit 3 Grunts (and nothing more) in turn 3-5.
[ai] [aspect] id=recruitment-instructions [facet] turns=3-5 [value] [recruit] type=Orcish Grunt number=3 [/recruit] [/value] [/facet] [/aspect] [/ai]
Recruit as many scouts as necessary until there are 4 scouts in total and then recruit other units.
[ai] [aspect] id=recruitment-instructions [facet] [value] [recruit] type=scout number=4 total=yes importance=1 [/recruit] [recruit] importance=0 [/recruit] [/value] [/facet] [/aspect] [/ai]
Recruit 6 Grunts or level 2 units (whatever seems better for the AI) and nothing more.
[ai] [aspect] id=recruitment-instructions [facet] [value] [recruit] type=Orcish Grunt, 2 number=6 [/recruit] [/value] [/facet] [/aspect] [/ai]
Recruit 5 scouts with leader1 and 5 Grunts with leader2. Do even try to recruit the Grunts if leader1 can not recruit all of the scouts.
[ai] [aspect] id=recruitment-instructions [facet] [value] [recruit] type=scout number=5 importance=2 leader_id=leader1 blocker=no [/recruit] [recruit] type=Orcish Grunt number=5 importance=1 leader_id=leader2 [/recruit] [/value] [/facet] [/aspect] [/ai]
Recruit random units always.
[ai] [aspect] id=recruitment-instructions [facet] [value] [recruit] type= pattern=yes importance=1 [/recruit] [/value] [/facet] [/aspect] [/ai]
Do not recruit in turn 4.
[ai] [aspect] id=recruitment-instructions [facet] turns=4 [value] [recruit] importance=1 number=0 [/recruit] [/value] [/facet] [/aspect] [/ai]
Do not have more than 6 units on the map.
[ai]
[aspect]
id=recruitment-instructions
[facet]
[value]
[limit]
type= #empty type means all units
max=6
[/limit]
[/value]
[/facet]
[/aspect]
[/ai]
This will not work because only one [facet]
can be active.
[ai] [aspect] id=recruitment-instructions [facet] turns=1-10 [value] [recruit] type=scout number=5 importance=1 [/recruit] [/value] [/facet] [facet] turns=3 [value] [recruit] type=Orcish Grunt number=3 importance=2 [/recruit] [/value] [/facet] [/aspect] [/ai]
To achieve this behavior one has to create a [facet]
for turn 1-2, a [facet]
for turn 3 and another [facet]
for turn 4-10.
Aspect recruitment_save_gold
How it works
For several reasons it is a good idea not to spend all gold at once:
- To save the upkeep,
- To wait for the enemy to recruit first to counter easily,
- To save gold for the next scenario when the enemy is almost defeated.
At the same time it is a good idea (especially for the AI) to recruit in 'waves' (not to recruit one unit each turn).
For this there is the aspect recruitment_save_gold
.
The Recruitment CA is always in one of the following states:
- NORMAL,
- SAVE_GOLD,
- SPEND_ALL_GOLD,
- LEADER_IN_DANGER.
Except the state LEADER_IN_DANGER, the states are persistent over turns.
The AI keeps track of a 'unit_ratio'. This is our_total_unit_costs / enemy_total_unit_costs
whereas the costs are the sum of the cost of all units on the map weighted by their HP.
Also the AI tries to estimate the total income over the next 5 turns. (This is a quite rough estimation, but that's fine.)
When the AI is in state NORMAL and the unit_ratio exceeds a predefined threshold ('begin') and the estimated income is positive, the AI will switch to the state SAVE_GOLD. Now the AI does not recruit units anymore until the unit_ratio falls below another predefined threshold ('end'). Then the AI will switch to the NORMAL state and recruit again.
With this behavior the AI can save quite a lot of gold. But saving gold forever is senseless. So when the AI has more gold then a predefined value ('spend_all_gold'), it will switch into the state SPEND_ALL_GOLD and recruit a big army to start an offensive wave.
The AI will ignore all those gold saving strategies when there is a LEADER_IN_DANGER. This happens when an enemy is near the leader (3 hexes).
The Aspect
This aspect requires also the composite form.
[ai]
[aspect]
id=recruitment_save_gold
[facet]
[value]
#(attributes)
[/value]
[/facet]
[/aspect]
[/ai]
Attributes inside [value]
: (with default values)
- active=yes: (boolean) If
active=no
the AI will always recruit if gold is available. - begin=1.0: (double) See explanation above.
- end=0.7: (double) See explanation above.
- spend_all_gold=-1: (int) See explanation above. If set to -1 the value will automatically set to the team's start gold + 1.
Example
This example is filled with all default values and there for quick coping.
[ai] [aspect] id=recruitment_save_gold [facet] [value] active=yes begin=1.0 end=0.7 spend_all_gold=-1 [/value] [/facet] [/aspect] [/ai]
Other aspects
- recruitment_diversity=1.0 (double) When this value is high, the AI will recruit more units which are currently rare on the map. (recruitment_diversity * 25 will be added to each score).
- recruitment_more="" (string) This key takes a comma separated list containing unit-types, usages or levels. This is meant to let a scenario editor make a easy hack when he/she wants the AI to recruit more units of a specific type. (25 will be added to the unit-types score).
recruitment-more="Orcish Grunt, Orcish Grunt"
is possible to add 50. - recruitment_randomness=15 (int) To each score a random value between 0 and
recruitment_randomness
will be added. Don't hesitate to use a high value (like 200) to increase randomness. - recruitment_pattern="" (string) This key takes a comma separated list containing unit-types, usages or levels. Common usages are: 'scout', 'fighter', 'archer', 'healer' and 'mixed fighter'. This tells the AI with what probability it should recruit different types of units. The usage is listed in the unit type config files (see data/core/units/ for mainline units; see also UnitTypeWML).
- For example,
recruitment_pattern=fighter,fighter,2
means that the AI recruits on average twice as many fighters as level 2 units. It does not mean that it recruits two fighters first, then a level 2 unit, then two fighters again, etc. - Internally
recruitment_pattern
will expand into arecruitment_instruction
withpattern=yes
andimportance=1
. (Sorecruitment_pattern
is a shortcut for a specialrecruitment_instruction
). Make sure that there is norecruitment_instruction
withimportance=1
when usingrecruitment_pattern
.
- For example,
- villages_per_scout=4 (int) A number 0 or higher which determines how many scouts the AI recruits. If 0, the AI doesn't recruit scouts to capture villages.
Some notes on multiple leaders
The CA can recruit with multiple leaders - even with different recruitment lists. Also the CA 'Move_Leader_To_Keep' will try to move all units with canrecruit=yes
to the next keep.
However there are some drawbacks:
- In the current version the leaders will recruit by default almost the same amount of units. This can partly configured with the aspect
recruitment_instruction
and it's attributeleader_id
. A leader will recruit more units when he/she is in danger (enemies are near). - As mentioned above
leader_id
inrecruitment_instruction
is only a recommendation. - Multiple leaders with different recruitment lists in combination with a
recruitment_pattern
may be confusing. (For the AI it's more important that the leaders recruit the same amount of units then fulfilling the ratios given in therecruitment_pattern
.