|
@@ -143,7 +143,7 @@ void FuzzyHelper::initTacticalAdvantage()
|
|
|
engine.addInputVariable(val);
|
|
|
val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
|
|
|
val->addTerm(new fl::Ramp("MANY", 0.4, 1));
|
|
|
- val->setRange(0.0, 1.0);
|
|
|
+ val->setRange(0.0, 1.0);
|
|
|
}
|
|
|
|
|
|
ta.ourSpeed = new fl::InputVariable("OurSpeed");
|
|
@@ -157,59 +157,43 @@ void FuzzyHelper::initTacticalAdvantage()
|
|
|
val->addTerm(new fl::Ramp("LOW", 6.5, 3));
|
|
|
val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
|
|
|
val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
|
|
|
- val->setRange(3.0, 16.0);
|
|
|
+ val->setRange(0, 25);
|
|
|
}
|
|
|
|
|
|
ta.castleWalls = new fl::InputVariable("CastleWalls");
|
|
|
engine.addInputVariable(ta.castleWalls);
|
|
|
{
|
|
|
- fl::Rectangle* none = new fl::Rectangle("NONE",
|
|
|
- CGTownInstance::NONE - 5.0 * fl::fuzzylite::macheps(),
|
|
|
- CGTownInstance::NONE + 5.0 * fl::fuzzylite::macheps());
|
|
|
- ta.castleWalls->addTerm(none);
|
|
|
+ fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
|
|
|
+ ta.castleWalls->addTerm(none);
|
|
|
|
|
|
- fl::scalar a = CGTownInstance::FORT, d = 2.5;
|
|
|
- fl::scalar b = a + (d - a) * 1.0 / 5.0;
|
|
|
- fl::scalar c = a + (d - a) * 4.0 / 5.0;
|
|
|
- fl::Trapezoid* medium = new fl::Trapezoid("MEDIUM", a, b, c, d);
|
|
|
- ta.castleWalls->addTerm(medium);
|
|
|
-
|
|
|
- fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
|
|
|
- ta.castleWalls->addTerm(high);
|
|
|
-
|
|
|
- ta.castleWalls->setRange(
|
|
|
- std::min({none->getStart(),none->getEnd(),
|
|
|
- medium->getVertexA(), medium->getVertexD(),
|
|
|
- high->getStart(), high->getEnd()}),
|
|
|
- std::max({none->getStart(),none->getEnd(),
|
|
|
- medium->getVertexA(), medium->getVertexD(),
|
|
|
- high->getStart(), high->getEnd()}));
|
|
|
+ fl::Trapezoid* medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
|
|
|
+ CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
|
|
|
+ ta.castleWalls->addTerm(medium);
|
|
|
+
|
|
|
+ fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
|
|
|
+ ta.castleWalls->addTerm(high);
|
|
|
+
|
|
|
+ ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
ta.bankPresent = new fl::InputVariable("Bank");
|
|
|
engine.addInputVariable(ta.bankPresent);
|
|
|
- {
|
|
|
- fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0 - 5.0 * fl::fuzzylite::macheps(),
|
|
|
- 0.0 + 5.0 * fl::fuzzylite::macheps());
|
|
|
- ta.bankPresent->addTerm(termFalse);
|
|
|
- fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 1.0 - 5.0 * fl::fuzzylite::macheps(),
|
|
|
- 0.0 + 5.0 * fl::fuzzylite::macheps());
|
|
|
- ta.bankPresent->addTerm(termTrue);
|
|
|
- ta.bankPresent->setRange(
|
|
|
- std::min({termFalse->getStart(),termFalse->getEnd(),
|
|
|
- termTrue->getStart(), termTrue->getEnd()}),
|
|
|
- std::max({termFalse->getStart(),termFalse->getEnd(),
|
|
|
- termTrue->getStart(), termTrue->getEnd()}));
|
|
|
- }
|
|
|
+ {
|
|
|
+ fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
|
|
|
+ ta.bankPresent->addTerm(termFalse);
|
|
|
+ fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
|
|
|
+ ta.bankPresent->addTerm(termTrue);
|
|
|
+ ta.bankPresent->setRange(0, 1);
|
|
|
+ }
|
|
|
|
|
|
ta.threat = new fl::OutputVariable("Threat");
|
|
|
engine.addOutputVariable(ta.threat);
|
|
|
ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
|
|
|
ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
|
|
|
ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
|
|
|
- ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
|
|
|
+ ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
|
|
|
|
|
|
engine.addRuleBlock(&ta.tacticalAdvantage);
|
|
|
|
|
@@ -254,19 +238,16 @@ ui64 FuzzyHelper::estimateBankDanger (const CBank * bank)
|
|
|
bank1->setVertexA(info->maxGuards().totalStrength * 0.5f);
|
|
|
bank1->setVertexC(info->maxGuards().totalStrength * 1.5f);
|
|
|
|
|
|
- fl::scalar min = std::min(
|
|
|
- {bank0->getVertexA(), bank0->getVertexC(),
|
|
|
- bank1->getVertexA(), bank1->getVertexC()});
|
|
|
- fl::scalar max = std::max(
|
|
|
- {bank0->getVertexA(), bank0->getVertexC(),
|
|
|
- bank1->getVertexA(), bank1->getVertexC()});
|
|
|
-
|
|
|
- if (fl::Op::isLt(min, bankDanger->getMinimum())){
|
|
|
- bankDanger->setMinimum(min);
|
|
|
- }
|
|
|
- if (fl::Op::isGt(max, bankDanger->getMaximum())){
|
|
|
- bankDanger->setMaximum(max);
|
|
|
- }
|
|
|
+ fl::scalar min = std::min({bank0->getVertexA(), bank0->getVertexC(), bank1->getVertexA(), bank1->getVertexC()});
|
|
|
+ fl::scalar max = std::max({bank0->getVertexA(), bank0->getVertexC(), bank1->getVertexA(), bank1->getVertexC()});
|
|
|
+ if (fl::Op::isLt(min, bankDanger->getMinimum()))
|
|
|
+ {
|
|
|
+ bankDanger->setMinimum(min);
|
|
|
+ }
|
|
|
+ if (fl::Op::isGt(max, bankDanger->getMaximum()))
|
|
|
+ {
|
|
|
+ bankDanger->setMaximum(max);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
//comparison purposes
|
|
@@ -394,7 +375,6 @@ void FuzzyHelper::initVisitTile()
|
|
|
{
|
|
|
try
|
|
|
{
|
|
|
-
|
|
|
vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
|
|
|
vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
|
|
|
vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
|
|
@@ -412,30 +392,30 @@ void FuzzyHelper::initVisitTile()
|
|
|
|
|
|
vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
|
|
|
vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
|
|
|
- vt.strengthRatio->setRange(0,SAFE_ATTACK_CONSTANT * 3 );
|
|
|
+ vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 );
|
|
|
|
|
|
//strength compared to our main hero
|
|
|
vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
|
|
|
vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
|
|
|
vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
|
|
|
- vt.heroStrength->setRange(0.0,1.0);
|
|
|
+ vt.heroStrength->setRange(0.0, 1.0);
|
|
|
|
|
|
vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
|
|
|
vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
|
|
vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
|
|
|
- vt.turnDistance->setRange(0.0, 3.0);
|
|
|
+ vt.turnDistance->setRange(0.0, 3.0);
|
|
|
|
|
|
vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
|
vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
|
|
|
vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
|
- vt.missionImportance->setRange(0.0, 5.0);
|
|
|
+ vt.missionImportance->setRange(0.0, 5.0);
|
|
|
|
|
|
//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
|
|
|
//should be same as "mission Importance" to keep consistency
|
|
|
vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
|
vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
|
|
|
vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
|
- vt.value->setRange(0.0,5.0);
|
|
|
+ vt.value->setRange(0.0,5.0);
|
|
|
|
|
|
engine.addRuleBlock (&vt.rules);
|
|
|
|