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

View File

@@ -1,54 +1,39 @@
from __future__ import annotations
import logging
import math
import operator
import random
from collections import defaultdict
from dataclasses import dataclass, field
from datetime import timedelta
from enum import Enum, auto
from typing import (
Dict,
Iterable,
Iterator,
List,
Optional,
Set,
TYPE_CHECKING,
Tuple,
TypeVar,
Any,
)
from game.commander import TheaterCommander
from game.commander.missionproposals import ProposedFlight, ProposedMission, EscortType
from game.commander.objectivefinder import ObjectiveFinder
from game.data.doctrine import Doctrine
from game.dcs.aircrafttype import AircraftType
from game.factions.faction import Faction
from game.infos.information import Information
from game.procurement import AircraftProcurementRequest
from game.profiling import logged_duration, MultiEventTracer
from game.squadrons import AirWing, Squadron
from game.theater import (
Airfield,
ControlPoint,
Fob,
FrontLine,
MissionTarget,
OffMapSpawn,
SamGroundObject,
TheaterGroundObject,
)
from game.theater.theatergroundobject import (
BuildingGroundObject,
EwrGroundObject,
NavalGroundObject,
VehicleGroupGroundObject,
)
from game.transfers import CargoShip, Convoy
from game.utils import Distance, nautical_miles, meters
from game.utils import nautical_miles
from gen.ato import Package
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import (
ClosestAirfields,
ObjectiveDistanceCache,
)
from gen.flights.flight import (
Flight,
@@ -63,61 +48,6 @@ if TYPE_CHECKING:
from game.inventory import GlobalAircraftInventory
class EscortType(Enum):
AirToAir = auto()
Sead = auto()
@dataclass(frozen=True)
class ProposedFlight:
"""A flight outline proposed by the mission planner.
Proposed flights haven't been assigned specific aircraft yet. They have only
a task, a required number of aircraft, and a maximum distance allowed
between the objective and the departure airfield.
"""
#: The flight's role.
task: FlightType
#: The number of aircraft required.
num_aircraft: int
#: The maximum distance between the objective and the departure airfield.
max_distance: Distance
#: The type of threat this flight defends against if it is an escort. Escort
#: flights will be pruned if the rest of the package is not threatened by
#: the threat they defend against. If this flight is not an escort, this
#: field is None.
escort_type: Optional[EscortType] = field(default=None)
def __str__(self) -> str:
return f"{self.task} {self.num_aircraft} ship"
@dataclass(frozen=True)
class ProposedMission:
"""A mission outline proposed by the mission planner.
Proposed missions haven't been assigned aircraft yet. They have only an
objective location and a list of proposed flights that are required for the
mission.
"""
#: The mission objective.
location: MissionTarget
#: The proposed flights that are required for the mission.
flights: List[ProposedFlight]
asap: bool = field(default=False)
def __str__(self) -> str:
flights = ", ".join([str(f) for f in self.flights])
return f"{self.location.name}: {flights}"
class AircraftAllocator:
"""Finds suitable aircraft for proposed missions."""
@@ -271,289 +201,6 @@ class PackageBuilder:
self.package.remove_flight(flight)
MissionTargetType = TypeVar("MissionTargetType", bound=MissionTarget)
class ObjectiveFinder:
"""Identifies potential objectives for the mission planner."""
# TODO: Merge into doctrine.
AIRFIELD_THREAT_RANGE = nautical_miles(150)
SAM_THREAT_RANGE = nautical_miles(100)
def __init__(self, game: Game, is_player: bool) -> None:
self.game = game
self.is_player = is_player
def enemy_air_defenses(self) -> Iterator[tuple[TheaterGroundObject[Any], Distance]]:
"""Iterates over all enemy SAM sites."""
doctrine = self.game.faction_for(self.is_player).doctrine
threat_zones = self.game.threat_zone_for(not self.is_player)
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if ground_object.is_dead:
continue
if isinstance(ground_object, EwrGroundObject):
if threat_zones.threatened_by_air_defense(ground_object):
# This is a very weak heuristic for determining whether the EWR
# is close enough to be worth targeting before a SAM that is
# covering it. Ingress distance corresponds to the beginning of
# the attack range and is sufficient for most standoff weapons,
# so treating the ingress distance as the threat distance sorts
# these EWRs such that they will be attacked before SAMs that do
# not threaten the ingress point, but after those that do.
target_range = doctrine.ingress_egress_distance
else:
# But if the EWR isn't covered then we should only be worrying
# about its detection range.
target_range = ground_object.max_detection_range()
elif isinstance(ground_object, SamGroundObject):
target_range = ground_object.max_threat_range()
else:
continue
yield ground_object, target_range
def threatening_air_defenses(self) -> Iterator[TheaterGroundObject[Any]]:
"""Iterates over enemy SAMs in threat range of friendly control points.
SAM sites are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
target_ranges: list[tuple[TheaterGroundObject[Any], Distance]] = []
for target, threat_range in self.enemy_air_defenses():
ranges: list[Distance] = []
for cp in self.friendly_control_points():
ranges.append(meters(target.distance_to(cp)) - threat_range)
target_ranges.append((target, min(ranges)))
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
for target, _range in target_ranges:
yield target
def enemy_vehicle_groups(self) -> Iterator[VehicleGroupGroundObject]:
"""Iterates over all enemy vehicle groups."""
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, VehicleGroupGroundObject):
continue
if ground_object.is_dead:
continue
yield ground_object
def threatening_vehicle_groups(self) -> Iterator[MissionTarget]:
"""Iterates over enemy vehicle groups near friendly control points.
Groups are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_vehicle_groups())
def enemy_ships(self) -> Iterator[NavalGroundObject]:
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, NavalGroundObject):
continue
if ground_object.is_dead:
continue
yield ground_object
def threatening_ships(self) -> Iterator[MissionTarget]:
"""Iterates over enemy ships near friendly control points.
Groups are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_ships())
def _targets_by_range(
self, targets: Iterable[MissionTargetType]
) -> Iterator[MissionTargetType]:
target_ranges: list[tuple[MissionTargetType, float]] = []
for target in targets:
ranges: list[float] = []
for cp in self.friendly_control_points():
ranges.append(target.distance_to(cp))
target_ranges.append((target, min(ranges)))
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
for target, _range in target_ranges:
yield target
def strike_targets(self) -> Iterator[TheaterGroundObject[Any]]:
"""Iterates over enemy strike targets.
Targets are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
targets: list[tuple[TheaterGroundObject[Any], float]] = []
# Building objectives are made of several individual TGOs (one per
# building).
found_targets: Set[str] = set()
for enemy_cp in self.enemy_control_points():
for ground_object in enemy_cp.ground_objects:
# TODO: Reuse ground_object.mission_types.
# The mission types for ground objects are currently not
# accurate because we include things like strike and BAI for all
# targets since they have different planning behavior (waypoint
# generation is better for players with strike when the targets
# are stationary, AI behavior against weaker air defenses is
# better with BAI), so that's not a useful filter. Once we have
# better control over planning profiles and target dependent
# loadouts we can clean this up.
if isinstance(ground_object, VehicleGroupGroundObject):
# BAI target, not strike target.
continue
if isinstance(ground_object, NavalGroundObject):
# Anti-ship target, not strike target.
continue
if isinstance(ground_object, SamGroundObject):
# SAMs are targeted by DEAD. No need to double plan.
continue
is_building = isinstance(ground_object, BuildingGroundObject)
is_fob = isinstance(enemy_cp, Fob)
if is_building and is_fob and ground_object.is_control_point:
# This is the FOB structure itself. Can't be repaired or
# targeted by the player, so shouldn't be targetable by the
# AI.
continue
if ground_object.is_dead:
continue
if ground_object.name in found_targets:
continue
ranges: list[float] = []
for friendly_cp in self.friendly_control_points():
ranges.append(ground_object.distance_to(friendly_cp))
targets.append((ground_object, min(ranges)))
found_targets.add(ground_object.name)
targets = sorted(targets, key=operator.itemgetter(1))
for target, _range in targets:
yield target
def front_lines(self) -> Iterator[FrontLine]:
"""Iterates over all active front lines in the theater."""
yield from self.game.theater.conflicts()
def vulnerable_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over friendly CPs that are vulnerable to enemy CPs.
Vulnerability is defined as any enemy CP within threat range of of the
CP.
"""
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
# Off-map spawn locations don't need protection.
continue
airfields_in_proximity = self.closest_airfields_to(cp)
airfields_in_threat_range = (
airfields_in_proximity.operational_airfields_within(
self.AIRFIELD_THREAT_RANGE
)
)
for airfield in airfields_in_threat_range:
if not airfield.is_friendly(self.is_player):
yield cp
break
def oca_targets(self, min_aircraft: int) -> Iterator[MissionTarget]:
airfields = []
for control_point in self.enemy_control_points():
if not isinstance(control_point, Airfield):
continue
if control_point.base.total_aircraft >= min_aircraft:
airfields.append(control_point)
return self._targets_by_range(airfields)
def convoys(self) -> Iterator[Convoy]:
for front_line in self.front_lines():
yield from self.game.transfers.convoys.travelling_to(
front_line.control_point_hostile_to(self.is_player)
)
def cargo_ships(self) -> Iterator[CargoShip]:
for front_line in self.front_lines():
yield from self.game.transfers.cargo_ships.travelling_to(
front_line.control_point_hostile_to(self.is_player)
)
def friendly_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all friendly control points."""
return (
c for c in self.game.theater.controlpoints if c.is_friendly(self.is_player)
)
def farthest_friendly_control_point(self) -> ControlPoint:
"""Finds the friendly control point that is farthest from any threats."""
threat_zones = self.game.threat_zone_for(not self.is_player)
farthest = None
max_distance = meters(0)
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
continue
distance = threat_zones.distance_to_threat(cp.position)
if distance > max_distance:
farthest = cp
max_distance = distance
if farthest is None:
raise RuntimeError("Found no friendly control points. You probably lost.")
return farthest
def closest_friendly_control_point(self) -> ControlPoint:
"""Finds the friendly control point that is closest to any threats."""
threat_zones = self.game.threat_zone_for(not self.is_player)
closest = None
min_distance = meters(math.inf)
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
continue
distance = threat_zones.distance_to_threat(cp.position)
if distance < min_distance:
closest = cp
min_distance = distance
if closest is None:
raise RuntimeError("Found no friendly control points. You probably lost.")
return closest
def enemy_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all enemy control points."""
return (
c
for c in self.game.theater.controlpoints
if not c.is_friendly(self.is_player)
)
def all_possible_targets(self) -> Iterator[MissionTarget]:
"""Iterates over all possible mission targets in the theater.
Valid mission targets are control points (airfields and carriers), front
lines, and ground objects (SAM sites, factories, resource extraction
sites, etc).
"""
for cp in self.game.theater.controlpoints:
yield cp
yield from cp.ground_objects
yield from self.front_lines()
@staticmethod
def closest_airfields_to(location: MissionTarget) -> ClosestAirfields:
"""Returns the closest airfields to the given location."""
return ObjectiveDistanceCache.get_closest_airfields(location)
class CoalitionMissionPlanner:
"""Coalition flight planning AI.
@@ -577,17 +224,6 @@ class CoalitionMissionPlanner:
TODO: Stance and doctrine-specific planning behavior.
"""
# TODO: Merge into doctrine, also limit by aircraft.
MAX_CAP_RANGE = nautical_miles(100)
MAX_CAS_RANGE = nautical_miles(50)
MAX_ANTISHIP_RANGE = nautical_miles(150)
MAX_BAI_RANGE = nautical_miles(150)
MAX_OCA_RANGE = nautical_miles(150)
MAX_SEAD_RANGE = nautical_miles(150)
MAX_STRIKE_RANGE = nautical_miles(150)
MAX_AWEC_RANGE = Distance.inf()
MAX_TANKER_RANGE = nautical_miles(200)
def __init__(self, game: Game, is_player: bool) -> None:
self.game = game
self.is_player = is_player
@@ -595,7 +231,11 @@ class CoalitionMissionPlanner:
self.ato = self.game.blue_ato if is_player else self.game.red_ato
self.threat_zones = self.game.threat_zone_for(not self.is_player)
self.procurement_requests = self.game.procurement_requests_for(self.is_player)
self.faction = self.game.faction_for(self.is_player)
self.faction: Faction = self.game.faction_for(self.is_player)
@property
def doctrine(self) -> Doctrine:
return self.faction.doctrine
def air_wing_can_plan(self, mission_type: FlightType) -> bool:
"""Returns True if it is possible for the air wing to plan this mission type.
@@ -607,237 +247,13 @@ class CoalitionMissionPlanner:
"""
return self.game.air_wing_for(self.is_player).can_auto_plan(mission_type)
def critical_missions(self) -> Iterator[ProposedMission]:
"""Identifies the most important missions to plan this turn.
Non-critical missions that cannot be fulfilled will create purchase
orders for the next turn. Critical missions will create a purchase order
unless the mission can be doubly fulfilled. In other words, the AI will
attempt to have *double* the aircraft it needs for these missions to
ensure that they can be planned again next turn even if all aircraft are
eliminated this turn.
"""
# Find farthest, friendly CP for AEWC.
yield ProposedMission(
self.objective_finder.farthest_friendly_control_point(),
[ProposedFlight(FlightType.AEWC, 1, self.MAX_AWEC_RANGE)],
# Supports all the early CAP flights, so should be in the air ASAP.
asap=True,
)
yield ProposedMission(
self.objective_finder.closest_friendly_control_point(),
[ProposedFlight(FlightType.REFUELING, 1, self.MAX_TANKER_RANGE)],
)
# Find friendly CPs within 100 nmi from an enemy airfield, plan CAP.
for cp in self.objective_finder.vulnerable_control_points():
# Plan CAP in such a way, that it is established during the whole desired mission length
for _ in range(
0,
int(self.game.settings.desired_player_mission_duration.total_seconds()),
int(self.faction.doctrine.cap_duration.total_seconds()),
):
yield ProposedMission(
cp,
[
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
],
)
# Find front lines, plan CAS.
for front_line in self.objective_finder.front_lines():
yield ProposedMission(
front_line,
[
ProposedFlight(FlightType.CAS, 2, self.MAX_CAS_RANGE),
# This is *not* an escort because front lines don't create a threat
# zone. Generating threat zones from front lines causes the front
# line to push back BARCAPs as it gets closer to the base. While
# front lines do have the same problem of potentially pulling
# BARCAPs off bases to engage a front line TARCAP, that's probably
# the one time where we do want that.
#
# TODO: Use intercepts and extra TARCAPs to cover bases near fronts.
# We don't have intercept missions yet so this isn't something we
# can do today, but we should probably return to having the front
# line project a threat zone (so that strike missions will route
# around it) and instead *not plan* a BARCAP at bases near the
# front, since there isn't a place to put a barrier. Instead, the
# aircraft that would have been a BARCAP could be used as additional
# interceptors and TARCAPs which will defend the base but won't be
# trying to avoid front line contacts.
ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE),
],
)
def propose_missions(self) -> Iterator[ProposedMission]:
"""Identifies and iterates over potential mission in priority order."""
yield from self.critical_missions()
# Find enemy SAM sites with ranges that cover friendly CPs, front lines,
# or objects, plan DEAD.
# Find enemy SAM sites with ranges that extend to within 50 nmi of
# friendly CPs, front, lines, or objects, plan DEAD.
for sam in self.objective_finder.threatening_air_defenses():
flights = [ProposedFlight(FlightType.DEAD, 2, self.MAX_SEAD_RANGE)]
# 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 sam.has_live_radar_sam:
flights.append(ProposedFlight(FlightType.SEAD, 2, self.MAX_SEAD_RANGE))
else:
flights.append(
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_SEAD_RANGE, EscortType.Sead
)
)
# TODO: Max escort range.
flights.append(
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_SEAD_RANGE, EscortType.AirToAir
)
)
yield ProposedMission(sam, flights)
# 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 self.objective_finder.convoys():
yield ProposedMission(
convoy,
[
ProposedFlight(FlightType.BAI, 2, self.MAX_BAI_RANGE),
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_BAI_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_BAI_RANGE, EscortType.Sead
),
],
)
for ship in self.objective_finder.cargo_ships():
yield ProposedMission(
ship,
[
ProposedFlight(FlightType.ANTISHIP, 2, self.MAX_ANTISHIP_RANGE),
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_BAI_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_BAI_RANGE, EscortType.Sead
),
],
)
for group in self.objective_finder.threatening_ships():
yield ProposedMission(
group,
[
ProposedFlight(FlightType.ANTISHIP, 2, self.MAX_ANTISHIP_RANGE),
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT,
2,
self.MAX_ANTISHIP_RANGE,
EscortType.AirToAir,
),
],
)
for group in self.objective_finder.threatening_vehicle_groups():
yield ProposedMission(
group,
[
ProposedFlight(FlightType.BAI, 2, self.MAX_BAI_RANGE),
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_BAI_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_OCA_RANGE, EscortType.Sead
),
],
)
for target in self.objective_finder.oca_targets(min_aircraft=20):
flights = [
ProposedFlight(FlightType.OCA_RUNWAY, 2, self.MAX_OCA_RANGE),
]
if self.game.settings.default_start_type == "Cold":
# Only schedule if the default start type is Cold. If the player
# has set anything else there are no targets to hit.
flights.append(
ProposedFlight(FlightType.OCA_AIRCRAFT, 2, self.MAX_OCA_RANGE)
)
flights.extend(
[
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_OCA_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT, 2, self.MAX_OCA_RANGE, EscortType.Sead
),
]
)
yield ProposedMission(target, flights)
# Plan strike missions.
for target in self.objective_finder.strike_targets():
yield ProposedMission(
target,
[
ProposedFlight(FlightType.STRIKE, 2, self.MAX_STRIKE_RANGE),
# TODO: Max escort range.
ProposedFlight(
FlightType.ESCORT, 2, self.MAX_STRIKE_RANGE, EscortType.AirToAir
),
ProposedFlight(
FlightType.SEAD_ESCORT,
2,
self.MAX_STRIKE_RANGE,
EscortType.Sead,
),
],
)
def plan_missions(self) -> None:
"""Identifies and plans mission for the turn."""
player = "Blue" if self.is_player else "Red"
with logged_duration(f"{player} mission identification and fulfillment"):
with MultiEventTracer() as tracer:
for proposed_mission in self.propose_missions():
self.plan_mission(proposed_mission, tracer)
with logged_duration(f"{player} reserve mission planning"):
with MultiEventTracer() as tracer:
for critical_mission in self.critical_missions():
self.plan_mission(critical_mission, tracer, reserves=True)
commander = TheaterCommander(self.game, self.is_player)
commander.plan_missions(self, tracer)
with logged_duration(f"{player} mission scheduling"):
self.stagger_missions()
@@ -847,6 +263,9 @@ class CoalitionMissionPlanner:
for aircraft, available in inventory.all_aircraft:
self.message("Unused aircraft", f"{available} {aircraft} from {cp}")
coalition_text = "player" if self.is_player else "opfor"
logging.debug(f"Planned {len(self.ato.packages)} {coalition_text} missions")
def plan_flight(
self,
mission: ProposedMission,