feat(ai): improving agents planning and memory

This commit is contained in:
2026-03-20 02:12:29 -04:00
parent f5bf7d8e3f
commit a2f66b0dca
11 changed files with 2012 additions and 445 deletions

View File

@@ -0,0 +1,54 @@
namespace SpaceGame.Api.Industry.Planning;
internal static class CommodityOperationalSignal
{
internal static float ComputeNeedScore(FactionCommoditySnapshot commodity, float targetLevelSeconds)
{
var productionDeficit = MathF.Max(0f, commodity.ConsumptionRatePerSecond - commodity.ProjectedProductionRatePerSecond);
var levelDeficit = MathF.Max(0f, targetLevelSeconds - commodity.LevelSeconds) / MathF.Max(targetLevelSeconds, 1f);
var backlogPressure = MathF.Max(0f, commodity.BuyBacklog + commodity.ReservedForConstruction - commodity.AvailableStock);
var levelWeight = commodity.Level switch
{
CommodityLevelKind.Critical => 140f,
CommodityLevelKind.Low => 80f,
CommodityLevelKind.Stable => 20f,
_ => 0f,
};
return levelWeight
+ (productionDeficit * 140f)
+ (levelDeficit * 120f)
+ backlogPressure;
}
internal static bool IsOperational(FactionCommoditySnapshot commodity, float targetLevelSeconds) =>
commodity.ProjectedProductionRatePerSecond > 0.01f
&& commodity.ProjectedNetRatePerSecond >= -0.01f
&& commodity.LevelSeconds >= targetLevelSeconds
&& commodity.Level is CommodityLevelKind.Stable or CommodityLevelKind.Surplus;
internal static bool IsStrained(FactionCommoditySnapshot commodity, float targetLevelSeconds) =>
!IsOperational(commodity, targetLevelSeconds)
|| commodity.Level is CommodityLevelKind.Critical or CommodityLevelKind.Low;
internal static float ComputeFeasibilityFactor(FactionCommoditySnapshot commodity, float targetLevelSeconds)
{
if (commodity.AvailableStock <= 0.01f && commodity.ProjectedProductionRatePerSecond <= 0.01f)
{
return 0.65f;
}
if (commodity.Level is CommodityLevelKind.Critical)
{
return 0.72f;
}
if (commodity.Level is CommodityLevelKind.Low || commodity.LevelSeconds < targetLevelSeconds)
{
return 0.84f;
}
return 1f;
}
}

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@@ -41,50 +41,27 @@ internal sealed class FactionCommoditySnapshot
internal float NetRatePerSecond => ProductionRatePerSecond - ConsumptionRatePerSecond;
internal float ProjectedProductionRatePerSecond => ProductionRatePerSecond + CommittedProductionRatePerSecond;
internal float ProjectedNetRatePerSecond => ProjectedProductionRatePerSecond - ConsumptionRatePerSecond;
internal float OperationalUsageRatePerSecond => MathF.Max(ConsumptionRatePerSecond, BuyBacklog / 180f);
internal float LevelSeconds => AvailableStock <= 0.01f
? 0f
: AvailableStock / MathF.Max(OperationalUsageRatePerSecond, 0.01f);
internal float ShortageHorizonSeconds
{
get
{
if (ConsumptionRatePerSecond <= 0.01f && BuyBacklog <= 0.01f)
internal CommodityLevelKind Level =>
LevelSeconds switch
{
return float.PositiveInfinity;
}
<= 60f => CommodityLevelKind.Critical,
<= 180f => CommodityLevelKind.Low,
<= 480f => CommodityLevelKind.Stable,
_ => CommodityLevelKind.Surplus,
};
}
if (NetRatePerSecond >= -0.01f)
{
return float.PositiveInfinity;
}
return AvailableStock / MathF.Max(0.01f, -NetRatePerSecond);
}
}
internal float ProjectedShortageHorizonSeconds
{
get
{
if (ConsumptionRatePerSecond <= 0.01f && BuyBacklog <= 0.01f)
{
return float.PositiveInfinity;
}
if (ProjectedNetRatePerSecond >= -0.01f)
{
return float.PositiveInfinity;
}
return AvailableStock / MathF.Max(0.01f, -ProjectedNetRatePerSecond);
}
}
internal float PressureScore =>
MathF.Max(0f, (BuyBacklog + ReservedForConstruction) - (OnHand + Inbound))
+ MathF.Max(0f, ConsumptionRatePerSecond - ProductionRatePerSecond) * 120f;
internal float ProjectedPressureScore =>
MathF.Max(0f, (BuyBacklog + ReservedForConstruction) - (OnHand + Inbound))
+ MathF.Max(0f, ConsumptionRatePerSecond - ProjectedProductionRatePerSecond) * 120f;
internal enum CommodityLevelKind
{
Critical,
Low,
Stable,
Surplus,
}
internal static class FactionEconomyAnalyzer

View File

@@ -4,6 +4,9 @@ using static SpaceGame.Api.Shared.Runtime.SimulationRuntimeSupport;
internal static class FactionIndustryPlanner
{
private const float CommodityTargetLevelSeconds = 240f;
private const float WaterTargetLevelSeconds = 300f;
internal static IndustryExpansionProject? AnalyzeCommodityNeed(SimulationWorld world, string factionId, string commodityId)
{
if (HasActiveExpansionProject(world, factionId))
@@ -64,14 +67,13 @@ internal static class FactionIndustryPlanner
.Select(itemId => new
{
ItemId = itemId,
HasProducer = FactionHasProducerForCommodity(world, factionId, itemId),
Pressure = GetCommodityPressure(world, factionId, itemId),
Stockpile = GetCommodityStockpile(world, factionId, itemId),
Commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId),
})
.Where(entry => !entry.HasProducer || entry.Pressure > 0.01f || entry.Stockpile < 120f)
.OrderByDescending(entry => !entry.HasProducer ? 1 : 0)
.ThenByDescending(entry => entry.Pressure)
.ThenBy(entry => entry.Stockpile)
.Where(entry => entry.Commodity.ProjectedProductionRatePerSecond <= 0.01f
|| CommodityOperationalSignal.IsStrained(entry.Commodity, GetTargetLevelSeconds(entry.ItemId)))
.OrderByDescending(entry => entry.Commodity.ProjectedProductionRatePerSecond <= 0.01f ? 1 : 0)
.ThenByDescending(entry => CommodityOperationalSignal.ComputeNeedScore(entry.Commodity, GetTargetLevelSeconds(entry.ItemId)))
.ThenBy(entry => entry.Commodity.AvailableStock)
.Select(entry => entry.ItemId)
.FirstOrDefault();
@@ -301,14 +303,20 @@ internal static class FactionIndustryPlanner
.GroupBy(order => order.ItemId, StringComparer.Ordinal)
.ToDictionary(group => group.Key, group => group.Sum(order => order.RemainingAmount), StringComparer.Ordinal);
if (CommanderPlanningService.FactionCommanderHasDirective(world, factionId, "produce-military-ships"))
if (CommanderPlanningService.FactionCommanderHasIssuedTask(world, factionId, FactionIssuedTaskKind.ProduceShips, "military"))
{
demandByItem["hullparts"] = demandByItem.GetValueOrDefault("hullparts") + 120f;
demandByItem["claytronics"] = demandByItem.GetValueOrDefault("claytronics") + 90f;
}
return demandByItem
.Select(entry => (ItemId: ResolveBottleneckCommodity(world, factionId, entry.Key), Score: entry.Value))
.Select(entry =>
{
var itemId = ResolveBottleneckCommodity(world, factionId, entry.Key);
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId);
var score = entry.Value + CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(itemId));
return (ItemId: itemId, Score: score);
})
.Where(entry => entry.ItemId is not null)
.GroupBy(entry => entry.ItemId!, StringComparer.Ordinal)
.Select(group => (ItemId: group.Key, Score: group.Sum(entry => entry.Score)))
@@ -358,7 +366,11 @@ internal static class FactionIndustryPlanner
var weakestUnproducedInput = world.ProductionGraph.GetImmediateInputs(itemId)
.Where(inputId => !FactionHasProducerForCommodity(world, factionId, inputId))
.Select(inputId => (ItemId: inputId, Score: GetCommodityPressure(world, factionId, inputId), Stockpile: GetCommodityStockpile(world, factionId, inputId)))
.Select(inputId =>
{
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(inputId);
return (ItemId: inputId, Score: CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(inputId)), Stockpile: commodity.AvailableStock);
})
.OrderByDescending(entry => entry.Score)
.ThenBy(entry => entry.Stockpile)
.FirstOrDefault();
@@ -370,11 +382,15 @@ internal static class FactionIndustryPlanner
}
var weakestInput = world.ProductionGraph.GetImmediateInputs(itemId)
.Select(inputId => (ItemId: inputId, Score: GetCommodityPressure(world, factionId, inputId)))
.Select(inputId =>
{
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(inputId);
return (ItemId: inputId, Score: CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(inputId)));
})
.OrderByDescending(entry => entry.Score)
.FirstOrDefault();
return weakestInput.Score > GetCommodityPressure(world, factionId, itemId) * 0.6f
return weakestInput.Score > GetCommodityNeedScore(world, factionId, itemId) * 0.6f
? ResolveBottleneckCommodity(world, factionId, weakestInput.ItemId, visited)
: itemId;
}
@@ -419,13 +435,14 @@ internal static class FactionIndustryPlanner
&& string.Equals(site.TargetKind, "station-foundation", StringComparison.Ordinal)
&& site.State is not ConstructionSiteStateKinds.Completed and not ConstructionSiteStateKinds.Destroyed);
private static float GetCommodityPressure(SimulationWorld world, string factionId, string itemId)
private static float GetCommodityNeedScore(SimulationWorld world, string factionId, string itemId)
{
return FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId).ProjectedPressureScore;
var commodity = FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId);
return CommodityOperationalSignal.ComputeNeedScore(commodity, GetTargetLevelSeconds(itemId));
}
private static float GetCommodityStockpile(SimulationWorld world, string factionId, string itemId) =>
FactionEconomyAnalyzer.Build(world, factionId).GetCommodity(itemId).AvailableStock;
private static float GetTargetLevelSeconds(string itemId) =>
string.Equals(itemId, "water", StringComparison.Ordinal) ? WaterTargetLevelSeconds : CommodityTargetLevelSeconds;
private static CelestialRuntime? SelectFoundationCelestial(SimulationWorld world, string factionId, string commodityId)
{