AI: Convert the FormulaAI example scenario to do all the same things using Lua

- Unit formulas are replaced by inline MicroAIs or candidate actions placed in the unit's [ai] tag.
  - The stationed_guardian MicroAI was chosen as the closest match to the guardian FormulaAI. It's not a perfect fit, but it's pretty close.
  - The goto and patrol MicroAIs are fairly obvious substitutes for the respective unit formulas.
  - The priority test in unit formulas is replaced by fairly basic inline non-external CAs with differing scores.
- The side formulas (opening.fai) have been converted to a separate Lua stage using a new opening.lua. However, that's only a partial conversion. The move and attack functionalities of opening.fai are missing from opening.lua; instead the built-in move, move leader to keep, and combat CAs are used.
- The scouting FormulaAI CA has been ported to Lua. It remains a very basic AI, probably not well-suited to genera use.
- The level up attack FormulaAI CA has been ported to Lua. Like the new scouting CA, this is mostly intended to serve as an example.
This commit is contained in:
Celtic Minstrel 2021-08-15 22:42:48 -04:00 committed by Celtic Minstrel
parent 98b91c9d0f
commit 2d95c0f7d3
4 changed files with 502 additions and 0 deletions

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-- An example CA that tries to level up units by attacking weakened enemies.
-- Ported from level_up_attack_eval.fai and level_up_attack_move.fai
local LS = wesnoth.require "location_set"
local F = wesnoth.require "functional"
local level_up_attack = {}
local function kill_xp(unit)
local ratio = unit.level
if ratio == 0 then ratio = 0.5 end
return wesnoth.game_config.kill_experience * ratio
end
local function get_best_defense_loc(moves, attacker, victim)
local attack_spots = F.filter(moves, function(v)
return wesnoth.map.distance_between(v, victim) == 1
end)
return F.choose(attack_spots, function(loc)
return attacker:defense_on(loc)
end)
end
local function iter_possible_targets(moves, attacker)
moves = LS.of_pairs(moves)
-- The criteria are: a) unit is reachable b) unit's health is low
local targets = wesnoth.units.find({
})
return coroutine.wrap(function()
local checked = LS.create()
moves:iter(function(to_x, to_y)
for adj_x, adj_y in wesnoth.current.map:iter_adjacent(to_x, to_y) do
if not checked:get(adj_x, adj_y) then
checked:insert(adj_x, adj_y)
local u = wesnoth.units.get(adj_x, adj_y)
if u and u.hitpoints / u.max_hitpoints < 0.2 then
coroutine.yield(u)
end
end
end
end)
end)
end
local possible_attacks
function level_up_attack:evaluation(cfg, data, filter_own)
possible_attacks = LS.create()
local moves = LS.of_raw(ai.get_src_dst())
local units = wesnoth.units.find(filter_own)
for _,me in ipairs(units) do
local save_x, save_y = me.x, me.y
if not moves[me] or #moves[me] == 0 then
goto continue
end
if kill_xp(me) <= (me.max_experience - me.experience) then
goto continue
end
for target in iter_possible_targets(moves[me], me) do
local defense_loc = get_best_defense_loc(moves[me], me, target)
me:to_map(defense_loc.x, defense_loc.y)
local attacker_outcome, defender_outcome = wesnoth.simulate_combat(me, target)
-- Only consider attacks where
-- a) there's a chance the defender dies and
-- b) there's no chance the attacker dies
if defender_outcome.hp_chance[0] == 0 or attacker_outcome.hp_chance[0] > 0 then
goto continue
end
-- If killing the defender is the most likely result, save this as a possible attack
local best = F.choose_map(defender_outcome.hp_chance, function(k, v) return v end)
if best.key == 0 then
possible_attacks:insert(defense_loc, {
chance = defender_outcome.hp_chance[0],
attacker = me, target = target
})
end
end
::continue::
me:to_map(save_x, save_y)
end
local _, best_score = F.choose_map(possible_attacks:to_map(), 'chance')
return math.max(0, best_score) * 100000
end
function level_up_attack:execution(cfg, data)
local best_attack = F.choose_map(possible_attacks:to_map(), 'chance')
ai.move(best_attack.value.attacker, best_attack.key)
ai.attack(best_attack.value.attacker, best_attack.value.target)
end
return level_up_attack

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-- An example CA that tries to uncover shrouded areas of the map
-- This is a very simple and naive scouting algorithm.
-- It often does stupid things like sending one unit to a village on one turn,
-- but then changing its mind and sending a different unit to that village on the next turn.
-- Or sending a faraway unit instead of a close unit to a given village.
local LS = wesnoth.require "location_set"
local F = wesnoth.require "functional"
local AH = wesnoth.require "ai/lua/ai_helper"
local simple_scouting = {}
local possible_scouts, shroud
function simple_scouting:evaluation(cfg, data, filter_own)
shroud = LS.of_pairs(wesnoth.map.find{
include_borders = false,
wml.tag.filter_vision{
visible = false,
respect_fog = false,
side = ai.side,
}
})
if shroud:size() == 0 then return 0 end
possible_scouts = wesnoth.units.find{
side = ai.side,
canrecruit = false,
formula = "max_moves > 5 and moves > 0",
wml.tag["and"](filter_own)
}
if #possible_scouts == 0 then return 0 end
return 30000
end
function simple_scouting:execution(cfg, data, filter_own)
local villages = LS.of_pairs(wesnoth.map.find{owner_side = 0, gives_income = true})
while villages:size() > 0 and #possible_scouts > 0 do
local current_scout = table.remove(possible_scouts)
local best = F.choose(villages:to_pairs(), function(loc)
return -wesnoth.map.distance_between(loc, current_scout)
end)
if not best then
table.insert(possible_scouts, current_scout)
break
end
local hop = AH.next_hop(current_scout, best.x, best.y)
ai.move(current_scout, hop)
villages:remove(best)
end
while shroud:size() > 0 and #possible_scouts > 0 do
local current_scout = table.remove(possible_scouts)
local best = F.choose(shroud:to_pairs(), function(loc)
return -wesnoth.map.distance_between(loc, current_scout)
end)
if not best then break end
local hop = AH.next_hop(current_scout, best.x, best.y)
ai.move(current_scout, hop)
shroud:remove(best)
end
end
return simple_scouting

31
data/ai/lua/opening.lua Normal file
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-- An extremely simplistic example of an AI that does certain fixed moves
-- It's meant to be used as a custom stage preceding the RCA stage
-- This is a highly specific example and probably not suitable to be directly used in other places
if wesnoth.current.turn == 1 then
ai.recruit('Skeleton Archer', 11,21)
ai.recruit('Dark Adept', 11,22)
ai.recruit('Dark Adept', 10,22)
ai.recruit('Skeleton Archer', 9,22)
ai.recruit('Ghost', 11,24)
ai.move(11,23, 14,22)
elseif wesnoth.current.turn == 2 then
ai.move(11,21, 13,17)
ai.move(11,22, 13,18)
ai.move(10,22, 7,19)
ai.move(9,22, 4,22)
ai.move(11,24, 18,24)
ai.move(14,22, 11,23)
ai.recruit('Dark Adept', 11,21)
ai.recruit('Dark Adept', 11,22)
elseif wesnoth.current.turn == 3 then
ai.move(18,24, 20,22)
ai.move(15,19, 17,17)
ai.move(4,22, 5,18)
ai.recruit('Skeleton Archer', 11,21)
elseif wesnoth.current.turn == 4 then
ai.recruit('Skeleton Archer', 11,21)
else
ai.recruit('Skeleton Archer', 11,21)
ai.recruit('Dark Adept', 11,22)
end

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#textdomain wesnoth-test
# @file data/scenario-test.cfg
[test]
name=_"Test scenario"
map_data="
Hh , Hh , Gg , Wwf , Wwf , Gs^Fp , Mm , Hh , Gg , Gs^Fp , Gg , Hh , Gg , Mm , Hh , Mm , Wwf , Wwf , Hh , Gs^Fp , Hh , Mm , Mm
Hh , Hh , Gg^Ve , Wwf , Wwf , Gs^Fp , Mm , Hh , Gg , Gs^Fp , Gg , Hh , Gg , Mm , Hh , Mm , Wwf , Wwf , Hh , Gs^Fp , Hh , Mm , Mm
Wwf , Wwf , Wwf , Wwf , Gg , Wwf , Wwf , Hh , Gg , Gg , Wwf , Ch , Wwf , Gs^Fp , Wwf , Wwf , Re , Re , Hh , Mm , Wwf , Mm , Mm
Mm , Mm , Wwf , Gs^Fp , Gg^Vh , Wwf , Gg , Gg , Wwf , Wwf , Wwf , 1 Kh , Ch , Wwf , Re , Re , Rd , Rd , Wwf , Wwf , Gs^Fp , Wwf , Wwf
Wwf , Wwf , Mm , Wwf , Gs^Fp , Wwf , Wwf , Wwf , Gg^Vh , Gg , Wwf , Ch , Wwf , Ch , Rd , Rd , Wwf , Wwf , Gg^Vh , Gs^Fp , Re^Gvs , Hh , Hh
Hh , Hh , Wwf , Gs^Fp , Wwf , Wwf , Gg , Gg , Gg , Gg , Wwf , Ch , Gg , Wwf , Wwf , Wwf , Mm , Gs^Fp , Re , Re^Gvs , Gg^Wm , Re^Gvs , Re^Gvs
Wwf , Wwf , Mm , Wwf , Hh , Gs^Fp , Rd , Rd , Gg , Gg , Wwf , Wwf , Gs^Fp , Gg , Hh , Gg , Re , Re , Rd , Rd , Gg , Hh , Hh
Hh , Hh , Gs^Fp , Gg , Gg , Rd , Gg , Gg , Wwf , Wwf , Gs^Fp , Wwf , Gs^Fp , Mm , Re , Re , Rd , Rd , Gg , Gg^Efm , Mm , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Gg , Wwf , Gg , Wwf , Wwf , Mm , Hh , Wwf , Wwf , Re , Re , Rd , Rd , Rd , Gg , Gs^Fp , Gs^Fp , Gs^Fp , Hh , Hh
Hh , Hh , Wwf , Wwf , Hh , Wwf , Gg , Gg , Gg , Gg , Wwf , Re , Re , Rd , Gg , Gg , Gg , Gg^Vh , Hh , Gg , Wwf , Gg^Efm , Gg^Efm
Wwf , Wwf , Hh , Gg^Efm , Gs^Fp , Hh^Vhh , Gg , Gg , Gg , Ss^Vhs , Hh , Ww , Gs^Fp , Gg , Gs^Fp , Hh , Wwf , Wwf , Wwf , Wwf , Gg , Wwf , Wwf
Hh , Hh , Gg , Gg , Re , Gg , Re , Re , Gg , Ss , Gs^Fp , Ww , Hh , Mm , Ww , Wwf , Gg , Gg , Ds , Gg , Gg , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Rd , Rd , Re , Rd , Re , Hh , Mm , Wwf , Ww , Ww , Ww , Gg , Gg , Hh , Gs^Fp , Rd , Rd , Hh , Gg , Gg
Rd , Rd , Gs^Fp , Hh , Rd , Rd , Gs^Fp , Re , Gg , Gg , Wwf , Gg , Wwf , Gg , Gg , Re , Gs^Fp , Hh , Rd , Mm , Gs^Fp , Rd , Rd
Rd , Rd , Hh , Mm , Rd , Hh , Hh , Re , Gg , Gg , Ww , Gg , Wwf , Gg , Hh , Re , Rd , Rd , Rd , Hh , Gg , Rd , Rd
Gg , Gg , Gg , Rd , Ds , Gs^Fp , Gg , Gg , Ww , Ww , Hh , Ww , Gs^Fp , Mm , Gg , Re , Re , Re , Re , Rd , Gg , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Gg , Wwf , Gg , Wwf , Wwf , Gs^Fp , Mm , Gs^Fp , Ww , Hh , Ss , Gg , Re , Gg , Gg , Gs^Fp , Gg , Hh , Hh , Hh
Wwf , Wwf , Wwf , Wwf , Hh , Wwf , Gg , Hh , Gg , Gg , Re , Ww , Wwf , Ss^Vhs , Gg , Gg , Gg , Hh^Vhh , Hh , Gg^Efm , Wwf , Wwf , Wwf
Gg^Efm , Gg^Efm , Gs^Fp , Gg , Gs^Fp , Gg^Vh , Rd , Gg , Rd , Rd , Re , Re , Wwf , Gg , Mm , Gg , Wwf , Wwf , Wwf , Wwf , Gg , Mm , Mm
Hh , Hh , Mm , Gs^Fp , Gg , Gg , Rd , Rd , Re , Re , Gs^Fp , Wwf , Gs^Fp , Hh , Wwf , Wwf , Gg , Gg , Gg , Gg , Gs^Fp , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Gg , Gg^Efm , Rd , Rd , Re , Re , Hh , Mm , Gg , Wwf , Wwf , Wwf , Gg , Gg , Rd , Rd , Hh , Gg , Mm , Hh , Hh
Hh , Hh , Gg^Wm , Rd , Re , Re , Mm , Gg , Wwf , Wwf , Wwf , Ch , Gg , Gg , Gg , Rd , Gg , Gs^Fp , Wwf , Wwf , Wwf , Wwf , Wwf
Re^Gvs , Re^Gvs , Re^Gvs , Re^Gvs , Gg^Vh , Gs^Fp , Wwf , Wwf , Rd , Ch , Ch , Ch , Gg , Gg , Gg^Vh , Gg , Wwf , Wwf , Gs^Fp , Gs^Fp , Gg^Ve , Gg , Gg
Hh , Hh , Gs^Fp , Gs^Fp , Wwf , Wwf , Rd , Rd , Re , Re , Wwf , 2 Kh , Wwf , Gg , Wwf , Wwf , Gg , Wwf , Wwf , Wwf , Wwf , Gs^Fp , Gs^Fp
Gs^Fp , Gs^Fp , Wwf , Wwf , Mm , Rd , Gs^Fp , Hh , Wwf , Wwf , Gg , Ch , Gg , Wwf , Hh , Gg , Wwf , Wwf , Gg^Vh , Gg , Wwf , Mm , Mm
Gs^Fp , Gs^Fp , Wwf , Wwf , Mm , Rd , Gs^Fp , Wwf , Wwf , Gg , Gg , Gg , Gg , Gg , Hh , Gg , Wwf , Wwf , Gg , Gg , Wwf , Mm , Mm
"
turns=90
id=unit_actions
{DEFAULT_SCHEDULE}
[label]
x,y=16,5
text=_"Patrol waypoint 1"
[/label]
[label]
x,y=16,15
text=_"Patrol waypoint 2"
[/label]
[label]
x,y=3,14
text=_"Priorities test"
[/label]
[label]
x,y=2,12
text=_"first"
[/label]
[label]
x,y=3,11
text=_"second"
[/label]
[label]
x,y=3,13
text=_"third"
[/label]
[label]
x,y=8,5
text=_"Location guarded (range = 3)"
[/label]
[side]
type=Dwarvish Steelclad
id=side_1_leader
side=1
canrecruit=yes
recruit=Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Thunderer,Thief,Poacher,Footpad
gold=200
controller=human
suppress_end_turn_confirmation=yes
[unit]
x,y=10,8
type="Elvish Archer"
hitpoints=1
generate_name=yes
[/unit]
[unit]
x,y=3,12
type="Elvish Fighter"
random_traits=no
generate_name=yes
[modifications]
[trait]
id=move
[effect]
apply_to=movement
set=0
[/effect]
[/trait]
[trait]
id=hp
[effect]
apply_to=hitpoints
increase_total=120
[/effect]
[/trait]
[/modifications]
[/unit]
[village]
x,y=2,1
[/village]
[village]
x,y=4,3
[/village]
[village]
x,y=8,4
[/village]
[village]
x,y=18,4
[/village]
[/side]
[side]
#controller=human
suppress_end_turn_confirmation=yes
name=_"AI"
type=Dark Sorcerer
side=2
canrecruit=yes
recruit=Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul
gold=200
shroud=yes
[unit]
x,y=8,5
type="Orcish Archer"
generate_name=yes
[ai]
[micro_ai]
ai_type=stationed_guardian
station_x,station_y=8,5
distance=3
[/micro_ai]
[/ai]
[/unit]
[unit]
x,y=3,8
type="Walking Corpse"
generate_name=yes
[ai]
[micro_ai]
ai_type=goto
[filter_location]
formula=castle
[/filter_location]
release_unit_at_goal=yes
[/micro_ai]
[/ai]
[/unit]
[unit]
x,y=16,5
type="Wolf Rider"
generate_name=yes
[ai]
[micro_ai]
ai_type=patrol
waypoint_x=16,16
waypoint_y=5,15
attack_range=3
[/micro_ai]
[/ai]
[/unit]
[unit]
x,y=3,11
type="Goblin Spearman"
generate_name=yes
[ai]
[candidate_action]
engine=lua
max_score=10000010
evaluation=<<
local u = wesnoth.units.find(select(4, ...))[1]
if not u then return 0 end
return ai.check_attack(u,3,12).ok and 10000010 or 0
>>
execution=<<
local u = wesnoth.units.find(select(4, ...))[1]
ai.attack(u,3,12)
>>
[/candidate_action]
[/ai]
[/unit]
[unit]
x,y=3,13
type="Goblin Spearman"
generate_name=yes
[ai]
[candidate_action]
engine=lua
max_score=10000009
evaluation=<<
local u = wesnoth.units.find(select(4, ...))[1]
if not u then return 0 end
return ai.check_attack(u,3,12).ok and 10000009 or 0
>>
execution=<<
local u = wesnoth.units.find(select(4, ...))[1]
ai.attack(u,3,12)
>>
[/candidate_action]
[/ai]
[/unit]
[unit]
x,y=2,12
type="Goblin Spearman"
generate_name=yes
[ai]
[candidate_action]
engine=lua
max_score=10000011
evaluation=<<
local u = wesnoth.units.find(select(4, ...))[1]
if not u then return 0 end
return ai.check_attack(u,3,12).ok and 10000011 or 0
>>
execution=<<
local u = wesnoth.units.find(select(4, ...))[1]
ai.attack(u,3,12)
>>
[/candidate_action]
[/ai]
[/unit]
[unit]
x,y=7,20
type="Silver Mage"
generate_name=yes
[/unit]
[unit]
x,y=6,20
type="Ghost"
generate_name=yes
[/unit]
[unit]
x,y=15,22
type="Ghost"
generate_name=yes
[/unit]
[unit]
x,y=12,19
type="Ghost"
generate_name=yes
[/unit]
[unit]
x,y=10,6
type="Lich"
experience=149
generate_name=yes
[/unit]
[ai]
[stage]
engine=lua
code="wesnoth.dofile 'ai/lua/opening.lua'"
[/stage]
[stage]
id=main_loop
name=ai_default_rca::candidate_action_evaluation_loop
[candidate_action]
engine=cpp
name=ai_default_rca::move_leader_to_keep_phase
max_score = 60000
score = 60000
[/candidate_action]
[candidate_action]
engine=cpp
name=ai_default_rca::move_to_targets_phase
max_score = 20000
score = 20000
[/candidate_action]
[candidate_action]
engine=cpp
name=ai_default_rca::combat_phase
max_score = 20000
score = 20000
[/candidate_action]
[candidate_action]
engine=lua
name=scouting
location="ai/lua/ca_simple_scouting.lua"
max_score = 30000
[/candidate_action]
[candidate_action]
engine=lua
name=level_up_attack
location = "ai/lua/ca_level_up_attack.lua"
max_score = 100000
[/candidate_action]
[/stage]
[stage]
# This exists so you can see the AI's shroud.
engine=lua
name=fallback
code="ai.fallback_human()"
[/stage]
[/ai]
[/side]
[/test]