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@@ -86,8 +86,8 @@ InputVariable: strategicalValue
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lock-range: false
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term: NONE Ramp 0.200 0.000
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term: LOWEST Triangle 0.000 0.010 0.250
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- term: LOW Triangle 0.000 0.400 0.700
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- term: MEDIUM Triangle 0.400 0.700 1.000
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+ term: LOW Triangle 0.000 0.250 0.700
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+ term: MEDIUM Triangle 0.250 0.700 1.000
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term: HIGH Ramp 0.700 1.000
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InputVariable: goldPreasure
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description: Ratio between weekly army cost and gold income
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@@ -189,10 +189,10 @@ RuleBlock: gold reward
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rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
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rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
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rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
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- rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH with 0.5
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- rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
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+ rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
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+ rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
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rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
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- rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITLOW
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+ rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
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rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
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rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
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rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
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@@ -211,9 +211,13 @@ RuleBlock: gold reward
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rule: if heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
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rule: if heroRole is SCOUT then Value is BITLOW
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rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
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- rule: if turn is NOW then Value is BITHIGH with 0.2
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- rule: if goldPreasure is HIGH and goldReward is HIGH and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
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- rule: if goldPreasure is HIGH and goldReward is MEDIUM and armyLoss is LOW and fear is not HIGH then Value is HIGH
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- rule: if goldPreasure is HIGH and goldReward is LOW and armyLoss is LOW then Value is BITHIGH
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+ rule: if turn is NOW then Value is LOW with 0.3
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+ rule: if turn is not NOW then Value is LOW with 0.4
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+ rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
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+ rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
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+ rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
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+ rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
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+ rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
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+ rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and scoutTurnDistance is LOW and armyLoss is LOW then Value is HIGH with 0.5
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rule: if fear is MEDIUM then Value is LOW
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rule: if fear is HIGH then Value is LOWEST
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