Replace existing campaign planner with an HTN.

An HTN (https://en.wikipedia.org/wiki/Hierarchical_task_network) is
similar to a decision tree, but it is able to reset to an earlier stage
if a subtask fails and tasks are able to account for the changes in
world state caused by earlier tasks.

Currently this just uses exactly the same strategy as before so we can
prove the system, but it should make it simpler to improve on task
planning.
This commit is contained in:
Dan Albert
2021-06-21 01:25:48 -07:00
parent 81c8052449
commit 783ac18222
33 changed files with 1283 additions and 610 deletions

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from collections import Iterator
from game.commander.tasks.primitive.aewc import PlanAewc
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class PlanAewcSupport(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for target in state.aewc_targets:
yield [PlanAewc(target)]

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from collections import Iterator
from dataclasses import dataclass
from game.commander.tasks.primitive.oca import PlanOcaStrike
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
@dataclass(frozen=True)
class AttackAirInfrastructure(CompoundTask[TheaterState]):
aircraft_cold_start: bool
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for garrison in state.oca_targets:
yield [PlanOcaStrike(garrison, self.aircraft_cold_start)]

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from collections import Iterator
from game.commander.tasks.primitive.strike import PlanStrike
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class AttackBuildings(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for garrison in state.strike_targets:
yield [PlanStrike(garrison)]

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from collections import Iterator
from game.commander.tasks.primitive.bai import PlanBai
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class AttackGarrisons(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for garrison in state.enemy_garrisons:
yield [PlanBai(garrison)]

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from collections import Iterator
from game.commander.tasks.primitive.dead import PlanDead
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class DegradeIads(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for air_defense in state.threatening_air_defenses:
yield [PlanDead(air_defense)]

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from collections import Iterator
from game.commander.tasks.primitive.antiship import PlanAntiShip
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class DestroyShips(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for ship in state.threatening_ships:
yield [PlanAntiShip(ship)]

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from collections import Iterator
from game.commander.tasks.primitive.cas import PlanCas
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class FrontLineDefense(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for front_line in state.vulnerable_front_lines:
yield [PlanCas(front_line)]

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from collections import Iterator
from game.commander.tasks.primitive.antishipping import PlanAntiShipping
from game.commander.tasks.primitive.convoyinterdiction import PlanConvoyInterdiction
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class InterdictReinforcements(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
# These will only rarely get planned. When a convoy is travelling multiple legs,
# they're targetable after the first leg. The reason for this is that
# procurement happens *after* mission planning so that the missions that could
# not be filled will guide the procurement process. Procurement is the stage
# that convoys are created (because they're created to move ground units that
# were just purchased), so we haven't created any yet. Any incomplete transfers
# from the previous turn (multi-leg journeys) will still be present though so
# they can be targeted.
#
# Even after this is fixed, the player's convoys that were created through the
# UI will never be targeted on the first turn of their journey because the AI
# stops planning after the start of the turn. We could potentially fix this by
# moving opfor mission planning until the takeoff button is pushed.
for convoy in state.enemy_convoys:
yield [PlanConvoyInterdiction(convoy)]
for ship in state.enemy_shipping:
yield [PlanAntiShipping(ship)]

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from collections import Iterator
from dataclasses import dataclass
from game.commander.tasks.compound.aewcsupport import PlanAewcSupport
from game.commander.tasks.compound.attackairinfrastructure import (
AttackAirInfrastructure,
)
from game.commander.tasks.compound.attackbuildings import AttackBuildings
from game.commander.tasks.compound.attackgarrisons import AttackGarrisons
from game.commander.tasks.compound.degradeiads import DegradeIads
from game.commander.tasks.compound.destroyships import DestroyShips
from game.commander.tasks.compound.frontlinedefense import FrontLineDefense
from game.commander.tasks.compound.interdictreinforcements import (
InterdictReinforcements,
)
from game.commander.tasks.compound.protectairspace import ProtectAirSpace
from game.commander.tasks.compound.refuelingsupport import PlanRefuelingSupport
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
@dataclass(frozen=True)
class PlanNextAction(CompoundTask[TheaterState]):
aircraft_cold_start: bool
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
yield [PlanAewcSupport()]
yield [PlanRefuelingSupport()]
yield [ProtectAirSpace()]
yield [FrontLineDefense()]
yield [DegradeIads()]
yield [InterdictReinforcements()]
yield [DestroyShips()]
yield [AttackGarrisons()]
yield [AttackAirInfrastructure(self.aircraft_cold_start)]
yield [AttackBuildings()]

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from collections import Iterator
from game.commander.tasks.primitive.barcap import PlanBarcap
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class ProtectAirSpace(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for cp in state.vulnerable_control_points:
yield [PlanBarcap(cp)]

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from collections import Iterator
from game.commander.tasks.primitive.refueling import PlanRefueling
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
class PlanRefuelingSupport(CompoundTask[TheaterState]):
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
for target in state.refueling_targets:
yield [PlanRefueling(target)]

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from __future__ import annotations
from abc import abstractmethod
from dataclasses import dataclass, field
from typing import TYPE_CHECKING, Optional, Generic, TypeVar
from game.commander.missionproposals import ProposedFlight, EscortType, ProposedMission
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.htn import PrimitiveTask
from game.profiling import MultiEventTracer
from game.theater import MissionTarget
from game.utils import Distance
from gen.flights.flight import FlightType
if TYPE_CHECKING:
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
MissionTargetT = TypeVar("MissionTargetT", bound=MissionTarget)
# TODO: Refactor so that we don't need to call up to the mission planner.
# Bypass type checker due to https://github.com/python/mypy/issues/5374
@dataclass # type: ignore
class PackagePlanningTask(PrimitiveTask[TheaterState], Generic[MissionTargetT]):
target: MissionTargetT
flights: list[ProposedFlight] = field(init=False)
def __post_init__(self) -> None:
self.flights = []
def execute(
self, mission_planner: CoalitionMissionPlanner, tracer: MultiEventTracer
) -> None:
self.propose_flights(mission_planner.doctrine)
mission_planner.plan_mission(ProposedMission(self.target, self.flights), tracer)
@abstractmethod
def propose_flights(self, doctrine: Doctrine) -> None:
...
def propose_flight(
self,
task: FlightType,
num_aircraft: int,
max_distance: Optional[Distance],
escort_type: Optional[EscortType] = None,
) -> None:
if max_distance is None:
max_distance = Distance.inf()
self.flights.append(
ProposedFlight(task, num_aircraft, max_distance, escort_type)
)
@property
def asap(self) -> bool:
return False
def propose_common_escorts(self, doctrine: Doctrine) -> None:
self.propose_flight(
FlightType.SEAD_ESCORT,
2,
doctrine.mission_ranges.offensive,
EscortType.Sead,
)
self.propose_flight(
FlightType.ESCORT,
2,
doctrine.mission_ranges.offensive,
EscortType.AirToAir,
)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater import MissionTarget
from gen.flights.flight import FlightType
@dataclass
class PlanAewc(PackagePlanningTask[MissionTarget]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.aewc_targets
def apply_effects(self, state: TheaterState) -> None:
state.aewc_targets.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.AEWC, 1, doctrine.mission_ranges.aewc)
@property
def asap(self) -> bool:
# Supports all the early CAP flights, so should be in the air ASAP.
return True

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.missionproposals import EscortType
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater import NavalGroundObject
from gen.flights.flight import FlightType
@dataclass
class PlanAntiShip(PackagePlanningTask[NavalGroundObject]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.threatening_ships
def apply_effects(self, state: TheaterState) -> None:
state.threatening_ships.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.ANTISHIP, 2, doctrine.mission_ranges.offensive)
self.propose_flight(
FlightType.ESCORT,
2,
doctrine.mission_ranges.offensive,
EscortType.AirToAir,
)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.transfers import CargoShip
from gen.flights.flight import FlightType
@dataclass
class PlanAntiShipping(PackagePlanningTask[CargoShip]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.enemy_shipping
def apply_effects(self, state: TheaterState) -> None:
state.enemy_shipping.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.ANTISHIP, 2, doctrine.mission_ranges.offensive)
self.propose_common_escorts(doctrine)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater.theatergroundobject import VehicleGroupGroundObject
from gen.flights.flight import FlightType
@dataclass
class PlanBai(PackagePlanningTask[VehicleGroupGroundObject]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.enemy_garrisons
def apply_effects(self, state: TheaterState) -> None:
state.enemy_garrisons.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.BAI, 2, doctrine.mission_ranges.offensive)
self.propose_common_escorts(doctrine)

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from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
from game.commander.missionproposals import ProposedMission, ProposedFlight
from game.commander.tasks.theatercommandertask import TheaterCommanderTask
from game.commander.theaterstate import TheaterState
from game.profiling import MultiEventTracer
from game.theater import ControlPoint
from gen.flights.flight import FlightType
if TYPE_CHECKING:
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
@dataclass
class PlanBarcap(TheaterCommanderTask):
target: ControlPoint
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.vulnerable_control_points
def apply_effects(self, state: TheaterState) -> None:
state.vulnerable_control_points.remove(self.target)
def execute(
self, mission_planner: CoalitionMissionPlanner, tracer: MultiEventTracer
) -> None:
# Plan enough rounds of CAP that the target has coverage over the expected
# mission duration.
mission_duration = int(
mission_planner.game.settings.desired_player_mission_duration.total_seconds()
)
barcap_duration = int(
mission_planner.faction.doctrine.cap_duration.total_seconds()
)
for _ in range(
0,
mission_duration,
barcap_duration,
):
mission_planner.plan_mission(
ProposedMission(
self.target,
[
ProposedFlight(
FlightType.BARCAP,
2,
mission_planner.doctrine.mission_ranges.cap,
),
],
),
tracer,
)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater import FrontLine
from gen.flights.flight import FlightType
@dataclass
class PlanCas(PackagePlanningTask[FrontLine]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.vulnerable_front_lines
def apply_effects(self, state: TheaterState) -> None:
state.vulnerable_front_lines.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.CAS, 2, doctrine.mission_ranges.cas)
self.propose_flight(FlightType.TARCAP, 2, doctrine.mission_ranges.cap)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.transfers import Convoy
from gen.flights.flight import FlightType
@dataclass
class PlanConvoyInterdiction(PackagePlanningTask[Convoy]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.enemy_convoys
def apply_effects(self, state: TheaterState) -> None:
state.enemy_convoys.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.BAI, 2, doctrine.mission_ranges.offensive)
self.propose_common_escorts(doctrine)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.missionproposals import EscortType
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater.theatergroundobject import IadsGroundObject
from gen.flights.flight import FlightType
@dataclass
class PlanDead(PackagePlanningTask[IadsGroundObject]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.threatening_air_defenses
def apply_effects(self, state: TheaterState) -> None:
state.threatening_air_defenses.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.DEAD, 2, doctrine.mission_ranges.offensive)
# Only include SEAD against SAMs that still have emitters. No need to
# suppress an EWR, and SEAD isn't useful against a SAM that no longer has a
# working track radar.
#
# For SAMs without track radars and EWRs, we still want a SEAD escort if
# needed.
#
# Note that there is a quirk here: we should potentially be included a SEAD
# escort *and* SEAD when the target is a radar SAM but the flight path is
# also threatened by SAMs. We don't want to include a SEAD escort if the
# package is *only* threatened by the target though. Could be improved, but
# needs a decent refactor to the escort planning to do so.
if self.target.has_live_radar_sam:
self.propose_flight(FlightType.SEAD, 2, doctrine.mission_ranges.offensive)
else:
self.propose_flight(
FlightType.SEAD_ESCORT,
2,
doctrine.mission_ranges.offensive,
EscortType.Sead,
)
self.propose_flight(
FlightType.ESCORT,
2,
doctrine.mission_ranges.offensive,
EscortType.AirToAir,
)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater import ControlPoint
from gen.flights.flight import FlightType
@dataclass
class PlanOcaStrike(PackagePlanningTask[ControlPoint]):
aircraft_cold_start: bool
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.oca_targets
def apply_effects(self, state: TheaterState) -> None:
state.oca_targets.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.OCA_RUNWAY, 2, doctrine.mission_ranges.offensive)
if self.aircraft_cold_start:
self.propose_flight(
FlightType.OCA_AIRCRAFT, 2, doctrine.mission_ranges.offensive
)
self.propose_common_escorts(doctrine)

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from __future__ import annotations
from dataclasses import dataclass
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater import MissionTarget
from gen.flights.flight import FlightType
@dataclass
class PlanRefueling(PackagePlanningTask[MissionTarget]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.refueling_targets
def apply_effects(self, state: TheaterState) -> None:
state.refueling_targets.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.REFUELING, 1, doctrine.mission_ranges.refueling)

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from __future__ import annotations
from dataclasses import dataclass
from typing import Any
from game.commander.tasks.packageplanningtask import PackagePlanningTask
from game.commander.theaterstate import TheaterState
from game.data.doctrine import Doctrine
from game.theater.theatergroundobject import TheaterGroundObject
from gen.flights.flight import FlightType
@dataclass
class PlanStrike(PackagePlanningTask[TheaterGroundObject[Any]]):
def preconditions_met(self, state: TheaterState) -> bool:
return self.target in state.strike_targets
def apply_effects(self, state: TheaterState) -> None:
state.strike_targets.remove(self.target)
def propose_flights(self, doctrine: Doctrine) -> None:
self.propose_flight(FlightType.STRIKE, 2, doctrine.mission_ranges.offensive)
self.propose_common_escorts(doctrine)

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from __future__ import annotations
from abc import abstractmethod
from typing import TYPE_CHECKING
from game.commander.theaterstate import TheaterState
from game.htn import PrimitiveTask
from game.profiling import MultiEventTracer
if TYPE_CHECKING:
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
# TODO: Refactor so that we don't need to call up to the mission planner.
class TheaterCommanderTask(PrimitiveTask[TheaterState]):
@abstractmethod
def execute(
self, mission_planner: CoalitionMissionPlanner, tracer: MultiEventTracer
) -> None:
...