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@@ -1,591 +1,437 @@
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-/*
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- * Fuzzy.cpp, part of VCMI engine
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- *
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- * Authors: listed in file AUTHORS in main folder
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- *
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- * License: GNU General Public License v2.0 or later
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- * Full text of license available in license.txt file, in main folder
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- *
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-*/
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-#include "StdInc.h"
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-#include "Fuzzy.h"
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-#include <limits>
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-
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-#include "../../lib/mapObjects/MapObjects.h"
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-#include "../../lib/mapObjects/CommonConstructors.h"
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-#include "../../lib/CCreatureHandler.h"
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-#include "../../lib/CPathfinder.h"
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-#include "../../lib/CGameStateFwd.h"
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-#include "../../lib/VCMI_Lib.h"
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-#include "../../CCallback.h"
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-#include "VCAI.h"
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-#include "MapObjectsEvaluator.h"
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-
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-#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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-#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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-
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-struct BankConfig;
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-class CBankInfo;
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-class Engine;
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-class InputVariable;
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-class CGTownInstance;
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-
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-FuzzyHelper * fh;
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-
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-extern boost::thread_specific_ptr<CCallback> cb;
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-extern boost::thread_specific_ptr<VCAI> ai;
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-
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-engineBase::engineBase()
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-{
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- engine.addRuleBlock(&rules);
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-}
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-
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-void engineBase::configure()
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-{
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- engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "General");
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- logAi->info(engine.toString());
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-}
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-
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-void engineBase::addRule(const std::string & txt)
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-{
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- rules.addRule(fl::Rule::parse(txt, &engine));
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-}
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-
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-struct armyStructure
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-{
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- float walkers, shooters, flyers;
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- ui32 maxSpeed;
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-};
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-
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-armyStructure evaluateArmyStructure(const CArmedInstance * army)
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-{
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- ui64 totalStrenght = army->getArmyStrength();
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- double walkersStrenght = 0;
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- double flyersStrenght = 0;
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- double shootersStrenght = 0;
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- ui32 maxSpeed = 0;
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-
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- for(auto s : army->Slots())
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- {
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- bool walker = true;
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- if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
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- {
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- shootersStrenght += s.second->getPower();
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- walker = false;
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- }
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- if(s.second->type->hasBonusOfType(Bonus::FLYING))
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- {
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- flyersStrenght += s.second->getPower();
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- walker = false;
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- }
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- if(walker)
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- walkersStrenght += s.second->getPower();
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-
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- vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
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- }
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- armyStructure as;
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- as.walkers = walkersStrenght / totalStrenght;
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- as.shooters = shootersStrenght / totalStrenght;
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- as.flyers = flyersStrenght / totalStrenght;
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- as.maxSpeed = maxSpeed;
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- assert(as.walkers || as.flyers || as.shooters);
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- return as;
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-}
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-
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-float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
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-{
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- float turns = 0.0f;
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- float distance = CPathfinderHelper::getMovementCost(h, tile);
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- if(distance)
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- {
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- if(distance < h->movement) //we can move there within one turn
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- turns = (fl::scalar)distance / h->movement;
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- else
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- turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
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- }
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- return turns;
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-}
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-
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-ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
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-{
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- //this one is not fuzzy anymore, just calculate weighted average
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-
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- auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
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-
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- CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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-
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- ui64 totalStrength = 0;
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- ui8 totalChance = 0;
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- for(auto config : bankInfo->getPossibleGuards())
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- {
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- totalStrength += config.second.totalStrength * config.first;
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- totalChance += config.first;
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- }
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- return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
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-
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-}
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-
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-TacticalAdvantageEngine::TacticalAdvantageEngine()
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-{
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- try
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- {
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- ourShooters = new fl::InputVariable("OurShooters");
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- ourWalkers = new fl::InputVariable("OurWalkers");
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- ourFlyers = new fl::InputVariable("OurFlyers");
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- enemyShooters = new fl::InputVariable("EnemyShooters");
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- enemyWalkers = new fl::InputVariable("EnemyWalkers");
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- enemyFlyers = new fl::InputVariable("EnemyFlyers");
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-
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- //Tactical advantage calculation
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- std::vector<fl::InputVariable *> helper =
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- {
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- ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
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- };
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-
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- for(auto val : helper)
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- {
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- engine.addInputVariable(val);
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- val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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- val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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- val->setRange(0.0, 1.0);
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- }
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-
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- ourSpeed = new fl::InputVariable("OurSpeed");
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- enemySpeed = new fl::InputVariable("EnemySpeed");
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-
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- helper = { ourSpeed, enemySpeed };
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-
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- for(auto val : helper)
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- {
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- engine.addInputVariable(val);
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- val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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- val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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- val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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- val->setRange(0, 25);
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- }
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-
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- castleWalls = new fl::InputVariable("CastleWalls");
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- engine.addInputVariable(castleWalls);
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- {
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- fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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- castleWalls->addTerm(none);
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-
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- fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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- CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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- castleWalls->addTerm(medium);
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-
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- fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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- castleWalls->addTerm(high);
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-
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- castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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- }
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-
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-
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- bankPresent = new fl::InputVariable("Bank");
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- engine.addInputVariable(bankPresent);
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- {
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- fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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- bankPresent->addTerm(termFalse);
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- fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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- bankPresent->addTerm(termTrue);
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- bankPresent->setRange(0, 1);
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- }
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-
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- threat = new fl::OutputVariable("Threat");
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- engine.addOutputVariable(threat);
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- threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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- threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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- threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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- threat->setRange(MIN_AI_STRENGHT, 1.5);
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-
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- addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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- addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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- addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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- addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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-
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- addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
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- addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
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- //just to cover all cases
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- addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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- addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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- addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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-
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- addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
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- addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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-
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- addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
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- addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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- addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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-
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- }
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- catch(fl::Exception & pe)
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- {
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- logAi->error("initTacticalAdvantage: %s", pe.getWhat());
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- }
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- configure();
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-}
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-
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-float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
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-{
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- float output = 1;
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- try
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- {
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- armyStructure ourStructure = evaluateArmyStructure(we);
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- armyStructure enemyStructure = evaluateArmyStructure(enemy);
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-
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- ourWalkers->setValue(ourStructure.walkers);
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- ourShooters->setValue(ourStructure.shooters);
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- ourFlyers->setValue(ourStructure.flyers);
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- ourSpeed->setValue(ourStructure.maxSpeed);
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-
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- enemyWalkers->setValue(enemyStructure.walkers);
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- enemyShooters->setValue(enemyStructure.shooters);
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- enemyFlyers->setValue(enemyStructure.flyers);
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- enemySpeed->setValue(enemyStructure.maxSpeed);
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-
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- bool bank = dynamic_cast<const CBank *>(enemy);
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- if(bank)
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- bankPresent->setValue(1);
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- else
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- bankPresent->setValue(0);
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-
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- const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
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- if(fort)
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- castleWalls->setValue(fort->fortLevel());
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- else
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- castleWalls->setValue(0);
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-
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- engine.process();
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- output = threat->getValue();
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- }
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- catch(fl::Exception & fe)
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- {
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- logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
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- }
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-
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- if(output < 0 || (output != output))
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- {
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- fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, enemySpeed };
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- std::string names[] = { "bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
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- std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
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-
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- for(int i = 0; i < boost::size(tab); i++)
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- log << names[i] << ": " << tab[i]->getValue() << " ";
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- logAi->error(log.str());
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- assert(false);
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- }
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-
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- return output;
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-}
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-
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-//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
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-
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-Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
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-{
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- if(vec.empty()) //no possibilities found
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- return sptr(Goals::Invalid());
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-
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- ai->cachedSectorMaps.clear();
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-
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- //a trick to switch between heroes less often - calculatePaths is costly
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- auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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- {
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- return lhs->hero.h < rhs->hero.h;
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- };
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- boost::sort(vec, sortByHeroes);
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-
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- for(auto g : vec)
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- {
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- setPriority(g);
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- }
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-
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- auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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- {
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- return lhs->priority < rhs->priority;
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- };
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- return *boost::max_element(vec, compareGoals);
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-}
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-
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-float FuzzyHelper::evaluate(Goals::Explore & g)
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-{
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- return 1;
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-}
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-float FuzzyHelper::evaluate(Goals::RecruitHero & g)
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-{
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- return 1;
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-}
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-HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
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-{
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- try
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- {
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- strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
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- heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
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- turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
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- missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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- value = new fl::OutputVariable("Value");
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- value->setMinimum(0);
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- value->setMaximum(5);
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-
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- std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
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- for(auto val : helper)
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- {
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- engine.addInputVariable(val);
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- }
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- engine.addOutputVariable(value);
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-
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- strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
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- strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
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- strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
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-
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- //strength compared to our main hero
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- heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
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- heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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- heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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- heroStrength->setRange(0.0, 1.0);
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-
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- turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
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- turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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- turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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- turnDistance->setRange(0.0, 3.0);
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-
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- missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
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- missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
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- missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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- missionImportance->setRange(0.0, 5.0);
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-
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- //an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
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- //should be same as "mission Importance" to keep consistency
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- value->addTerm(new fl::Ramp("LOW", 2.5, 0));
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- value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
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- value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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- value->setRange(0.0, 5.0);
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-
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- //use unarmed scouts if possible
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- addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
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- //we may want to use secondary hero(es) rather than main hero
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- addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
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- addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
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- //don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
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- addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
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- //attempt to arm secondary heroes is not stupid
|
|
|
- addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
|
|
|
- addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
|
|
|
-
|
|
|
- //do not cancel important goals
|
|
|
- addRule("if lockedMissionImportance is HIGH then Value is very LOW");
|
|
|
- addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
|
|
|
- addRule("if lockedMissionImportance is LOW then Value is HIGH");
|
|
|
- //pick nearby objects if it's easy, avoid long walks
|
|
|
- addRule("if turnDistance is SHORT then Value is HIGH");
|
|
|
- addRule("if turnDistance is MEDIUM then Value is MEDIUM");
|
|
|
- addRule("if turnDistance is LONG then Value is LOW");
|
|
|
- }
|
|
|
- catch(fl::Exception & fe)
|
|
|
- {
|
|
|
- logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
|
|
|
-{
|
|
|
- float turns = calculateTurnDistanceInputValue(goal.hero.h, goal.tile);
|
|
|
- float missionImportanceData = 0;
|
|
|
- if(vstd::contains(ai->lockedHeroes, goal.hero))
|
|
|
- missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
|
|
|
-
|
|
|
- float strengthRatioData = 10.0f; //we are much stronger than enemy
|
|
|
- ui64 danger = evaluateDanger(goal.tile, goal.hero.h);
|
|
|
- if(danger)
|
|
|
- strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger;
|
|
|
-
|
|
|
- try
|
|
|
- {
|
|
|
- strengthRatio->setValue(strengthRatioData);
|
|
|
- heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
|
|
- turnDistance->setValue(turns);
|
|
|
- missionImportance->setValue(missionImportanceData);
|
|
|
- }
|
|
|
- catch(fl::Exception & fe)
|
|
|
- {
|
|
|
- logAi->error("HeroMovementGoalEngineBase::setSharedFuzzyVariables: %s", fe.getWhat());
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-float FuzzyHelper::evaluate(Goals::VisitTile & g)
|
|
|
-{
|
|
|
- return visitTileEngine.evaluate(g);
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::VisitObj & g)
|
|
|
-{
|
|
|
- return getObjEngine.evaluate(g);
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::VisitHero & g)
|
|
|
-{
|
|
|
- auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
|
|
|
- if(!obj)
|
|
|
- return -100; //hero died in the meantime
|
|
|
- //TODO: consider direct copy (constructor?)
|
|
|
- g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
|
|
|
- return g.priority;
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::GatherArmy & g)
|
|
|
-{
|
|
|
- //the more army we need, the more important goal
|
|
|
- //the more army we lack, the less important goal
|
|
|
- float army = g.hero->getArmyStrength();
|
|
|
- float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
|
|
|
- return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
|
|
|
-}
|
|
|
-
|
|
|
-float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
|
|
|
-{
|
|
|
- if(!g.hero.h)
|
|
|
- throw cannotFulfillGoalException("ClearWayTo called without hero!");
|
|
|
-
|
|
|
- int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
|
|
|
-
|
|
|
- if(t.valid())
|
|
|
- {
|
|
|
- if(isSafeToVisit(g.hero, t))
|
|
|
- {
|
|
|
- g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
|
|
|
- sethero(g.hero).setisAbstract(true).accept(this));
|
|
|
- }
|
|
|
- return g.priority;
|
|
|
- }
|
|
|
- else
|
|
|
- return -1;
|
|
|
-
|
|
|
-}
|
|
|
-
|
|
|
-float FuzzyHelper::evaluate(Goals::BuildThis & g)
|
|
|
-{
|
|
|
- return g.priority; //TODO
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::DigAtTile & g)
|
|
|
-{
|
|
|
- return 0;
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::CollectRes & g)
|
|
|
-{
|
|
|
- return g.priority; //handled by ResourceManager
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::Build & g)
|
|
|
-{
|
|
|
- return 0;
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::BuyArmy & g)
|
|
|
-{
|
|
|
- return g.priority;
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::Invalid & g)
|
|
|
-{
|
|
|
- return -1e10;
|
|
|
-}
|
|
|
-float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
|
|
|
-{
|
|
|
- logAi->warn("Cannot evaluate goal %s", g.name());
|
|
|
- return g.priority;
|
|
|
-}
|
|
|
-void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
|
|
|
-{
|
|
|
- g->setpriority(g->accept(this)); //this enforces returned value is set
|
|
|
-}
|
|
|
-
|
|
|
-GetObjEngine::GetObjEngine()
|
|
|
-{
|
|
|
- try
|
|
|
- {
|
|
|
- objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
|
|
|
-
|
|
|
- engine.addInputVariable(objectValue);
|
|
|
-
|
|
|
- //objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
|
|
|
- objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
|
|
|
- objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
|
|
|
- objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
|
|
|
- objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
|
|
|
-
|
|
|
- addRule("if objectValue is HIGH then value is HIGH");
|
|
|
- addRule("if objectValue is MEDIUM then value is MEDIUM");
|
|
|
- addRule("if objectValue is LOW then value is LOW");
|
|
|
- }
|
|
|
- catch(fl::Exception & fe)
|
|
|
- {
|
|
|
- logAi->error("FindWanderTarget: %s", fe.getWhat());
|
|
|
- }
|
|
|
- configure();
|
|
|
-}
|
|
|
-
|
|
|
-float GetObjEngine::evaluate(Goals::AbstractGoal & goal)
|
|
|
-{
|
|
|
- auto g = dynamic_cast<Goals::VisitObj &>(goal);
|
|
|
-
|
|
|
- if(!g.hero)
|
|
|
- return 0;
|
|
|
-
|
|
|
- auto obj = cb->getObj(ObjectInstanceID(g.objid));
|
|
|
-
|
|
|
-
|
|
|
- boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
|
|
|
- int objValue = 0;
|
|
|
-
|
|
|
- if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
|
|
|
- {
|
|
|
- objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
|
|
|
- logGlobal->warn("AI met object type it doesn't know - ID: " + std::to_string(obj->ID) + ", subID: " + std::to_string(obj->subID) + " - adding to database with value " + std::to_string(objValue));
|
|
|
- }
|
|
|
-
|
|
|
- setSharedFuzzyVariables(goal);
|
|
|
-
|
|
|
- float output = -1.0f;
|
|
|
- try
|
|
|
- {
|
|
|
- objectValue->setValue(objValue);
|
|
|
- engine.process();
|
|
|
- output = value->getValue();
|
|
|
- }
|
|
|
- catch(fl::Exception & fe)
|
|
|
- {
|
|
|
- logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
|
|
|
- }
|
|
|
- assert(output >= 0.0f);
|
|
|
- return output;
|
|
|
-}
|
|
|
-
|
|
|
-VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that are not shared with HeroMovementGoalEngineBase
|
|
|
-{
|
|
|
- configure();
|
|
|
-}
|
|
|
-
|
|
|
-float VisitTileEngine::evaluate(Goals::AbstractGoal & goal)
|
|
|
-{
|
|
|
- auto g = dynamic_cast<Goals::VisitTile &>(goal);
|
|
|
- //we assume that hero is already set and we want to choose most suitable one for the mission
|
|
|
- if(!g.hero)
|
|
|
- return 0;
|
|
|
-
|
|
|
- //assert(cb->isInTheMap(g.tile));
|
|
|
-
|
|
|
- setSharedFuzzyVariables(goal);
|
|
|
-
|
|
|
- try
|
|
|
- {
|
|
|
- engine.process();
|
|
|
- g.priority = value->getValue();
|
|
|
- }
|
|
|
- catch(fl::Exception & fe)
|
|
|
- {
|
|
|
- logAi->error("evaluate VisitTile: %s", fe.getWhat());
|
|
|
- }
|
|
|
- assert(g.priority >= 0);
|
|
|
- return g.priority;
|
|
|
-}
|
|
|
+/*
|
|
|
+* FuzzyEngines.cpp, part of VCMI engine
|
|
|
+*
|
|
|
+* Authors: listed in file AUTHORS in main folder
|
|
|
+*
|
|
|
+* License: GNU General Public License v2.0 or later
|
|
|
+* Full text of license available in license.txt file, in main folder
|
|
|
+*
|
|
|
+*/
|
|
|
+#include "StdInc.h"
|
|
|
+#include "FuzzyEngines.h"
|
|
|
+
|
|
|
+#include "../../lib/mapObjects/MapObjects.h"
|
|
|
+#include "VCAI.h"
|
|
|
+#include "MapObjectsEvaluator.h"
|
|
|
+
|
|
|
+#define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
|
|
|
+#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
|
|
+
|
|
|
+extern boost::thread_specific_ptr<VCAI> ai;
|
|
|
+
|
|
|
+engineBase::engineBase()
|
|
|
+{
|
|
|
+ engine.addRuleBlock(&rules);
|
|
|
+}
|
|
|
+
|
|
|
+void engineBase::configure()
|
|
|
+{
|
|
|
+ engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "General");
|
|
|
+ logAi->info(engine.toString());
|
|
|
+}
|
|
|
+
|
|
|
+void engineBase::addRule(const std::string & txt)
|
|
|
+{
|
|
|
+ rules.addRule(fl::Rule::parse(txt, &engine));
|
|
|
+}
|
|
|
+
|
|
|
+struct armyStructure
|
|
|
+{
|
|
|
+ float walkers, shooters, flyers;
|
|
|
+ ui32 maxSpeed;
|
|
|
+};
|
|
|
+
|
|
|
+armyStructure evaluateArmyStructure(const CArmedInstance * army)
|
|
|
+{
|
|
|
+ ui64 totalStrenght = army->getArmyStrength();
|
|
|
+ double walkersStrenght = 0;
|
|
|
+ double flyersStrenght = 0;
|
|
|
+ double shootersStrenght = 0;
|
|
|
+ ui32 maxSpeed = 0;
|
|
|
+
|
|
|
+ for(auto s : army->Slots())
|
|
|
+ {
|
|
|
+ bool walker = true;
|
|
|
+ if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
|
|
|
+ {
|
|
|
+ shootersStrenght += s.second->getPower();
|
|
|
+ walker = false;
|
|
|
+ }
|
|
|
+ if(s.second->type->hasBonusOfType(Bonus::FLYING))
|
|
|
+ {
|
|
|
+ flyersStrenght += s.second->getPower();
|
|
|
+ walker = false;
|
|
|
+ }
|
|
|
+ if(walker)
|
|
|
+ walkersStrenght += s.second->getPower();
|
|
|
+
|
|
|
+ vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
|
|
|
+ }
|
|
|
+ armyStructure as;
|
|
|
+ as.walkers = walkersStrenght / totalStrenght;
|
|
|
+ as.shooters = shootersStrenght / totalStrenght;
|
|
|
+ as.flyers = flyersStrenght / totalStrenght;
|
|
|
+ as.maxSpeed = maxSpeed;
|
|
|
+ assert(as.walkers || as.flyers || as.shooters);
|
|
|
+ return as;
|
|
|
+}
|
|
|
+
|
|
|
+float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
|
|
|
+{
|
|
|
+ float turns = 0.0f;
|
|
|
+ float distance = CPathfinderHelper::getMovementCost(h, tile);
|
|
|
+ if(distance)
|
|
|
+ {
|
|
|
+ if(distance < h->movement) //we can move there within one turn
|
|
|
+ turns = (fl::scalar)distance / h->movement;
|
|
|
+ else
|
|
|
+ turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
|
|
|
+ }
|
|
|
+ return turns;
|
|
|
+}
|
|
|
+
|
|
|
+TacticalAdvantageEngine::TacticalAdvantageEngine()
|
|
|
+{
|
|
|
+ try
|
|
|
+ {
|
|
|
+ ourShooters = new fl::InputVariable("OurShooters");
|
|
|
+ ourWalkers = new fl::InputVariable("OurWalkers");
|
|
|
+ ourFlyers = new fl::InputVariable("OurFlyers");
|
|
|
+ enemyShooters = new fl::InputVariable("EnemyShooters");
|
|
|
+ enemyWalkers = new fl::InputVariable("EnemyWalkers");
|
|
|
+ enemyFlyers = new fl::InputVariable("EnemyFlyers");
|
|
|
+
|
|
|
+ //Tactical advantage calculation
|
|
|
+ std::vector<fl::InputVariable *> helper =
|
|
|
+ {
|
|
|
+ ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
|
|
|
+ };
|
|
|
+
|
|
|
+ for(auto val : helper)
|
|
|
+ {
|
|
|
+ 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);
|
|
|
+ }
|
|
|
+
|
|
|
+ ourSpeed = new fl::InputVariable("OurSpeed");
|
|
|
+ enemySpeed = new fl::InputVariable("EnemySpeed");
|
|
|
+
|
|
|
+ helper = { ourSpeed, enemySpeed };
|
|
|
+
|
|
|
+ for(auto val : helper)
|
|
|
+ {
|
|
|
+ engine.addInputVariable(val);
|
|
|
+ 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(0, 25);
|
|
|
+ }
|
|
|
+
|
|
|
+ castleWalls = new fl::InputVariable("CastleWalls");
|
|
|
+ engine.addInputVariable(castleWalls);
|
|
|
+ {
|
|
|
+ fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
|
|
|
+ castleWalls->addTerm(none);
|
|
|
+
|
|
|
+ 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);
|
|
|
+ castleWalls->addTerm(medium);
|
|
|
+
|
|
|
+ fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
|
|
|
+ castleWalls->addTerm(high);
|
|
|
+
|
|
|
+ castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ bankPresent = new fl::InputVariable("Bank");
|
|
|
+ engine.addInputVariable(bankPresent);
|
|
|
+ {
|
|
|
+ fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
|
|
|
+ bankPresent->addTerm(termFalse);
|
|
|
+ fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
|
|
|
+ bankPresent->addTerm(termTrue);
|
|
|
+ bankPresent->setRange(0, 1);
|
|
|
+ }
|
|
|
+
|
|
|
+ threat = new fl::OutputVariable("Threat");
|
|
|
+ engine.addOutputVariable(threat);
|
|
|
+ threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGTH));
|
|
|
+ threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
|
|
|
+ threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
|
|
|
+ threat->setRange(MIN_AI_STRENGTH, 1.5);
|
|
|
+
|
|
|
+ addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
|
|
|
+ addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
|
|
|
+ addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
|
|
|
+ addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
|
|
|
+
|
|
|
+ addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
|
|
|
+ addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
|
|
|
+ //just to cover all cases
|
|
|
+ addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
|
|
|
+ addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
|
|
|
+ addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
|
|
|
+
|
|
|
+ addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
|
|
|
+ addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
|
|
|
+
|
|
|
+ addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
|
|
|
+ addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
|
|
|
+ addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
|
|
|
+
|
|
|
+ }
|
|
|
+ catch(fl::Exception & pe)
|
|
|
+ {
|
|
|
+ logAi->error("initTacticalAdvantage: %s", pe.getWhat());
|
|
|
+ }
|
|
|
+ configure();
|
|
|
+}
|
|
|
+
|
|
|
+float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
|
|
|
+{
|
|
|
+ float output = 1;
|
|
|
+ try
|
|
|
+ {
|
|
|
+ armyStructure ourStructure = evaluateArmyStructure(we);
|
|
|
+ armyStructure enemyStructure = evaluateArmyStructure(enemy);
|
|
|
+
|
|
|
+ ourWalkers->setValue(ourStructure.walkers);
|
|
|
+ ourShooters->setValue(ourStructure.shooters);
|
|
|
+ ourFlyers->setValue(ourStructure.flyers);
|
|
|
+ ourSpeed->setValue(ourStructure.maxSpeed);
|
|
|
+
|
|
|
+ enemyWalkers->setValue(enemyStructure.walkers);
|
|
|
+ enemyShooters->setValue(enemyStructure.shooters);
|
|
|
+ enemyFlyers->setValue(enemyStructure.flyers);
|
|
|
+ enemySpeed->setValue(enemyStructure.maxSpeed);
|
|
|
+
|
|
|
+ bool bank = dynamic_cast<const CBank *>(enemy);
|
|
|
+ if(bank)
|
|
|
+ bankPresent->setValue(1);
|
|
|
+ else
|
|
|
+ bankPresent->setValue(0);
|
|
|
+
|
|
|
+ const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
|
|
|
+ if(fort)
|
|
|
+ castleWalls->setValue(fort->fortLevel());
|
|
|
+ else
|
|
|
+ castleWalls->setValue(0);
|
|
|
+
|
|
|
+ engine.process();
|
|
|
+ output = threat->getValue();
|
|
|
+ }
|
|
|
+ catch(fl::Exception & fe)
|
|
|
+ {
|
|
|
+ logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
|
|
|
+ }
|
|
|
+
|
|
|
+ if(output < 0 || (output != output))
|
|
|
+ {
|
|
|
+ fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, enemySpeed };
|
|
|
+ std::string names[] = { "bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
|
|
|
+ std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
|
|
|
+
|
|
|
+ for(int i = 0; i < boost::size(tab); i++)
|
|
|
+ log << names[i] << ": " << tab[i]->getValue() << " ";
|
|
|
+ logAi->error(log.str());
|
|
|
+ assert(false);
|
|
|
+ }
|
|
|
+
|
|
|
+ return output;
|
|
|
+}
|
|
|
+
|
|
|
+//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
|
|
|
+
|
|
|
+HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
|
|
|
+{
|
|
|
+ try
|
|
|
+ {
|
|
|
+ strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
|
|
|
+ heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
|
|
|
+ turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
|
|
|
+ missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
|
|
|
+ value = new fl::OutputVariable("Value");
|
|
|
+ value->setMinimum(0);
|
|
|
+ value->setMaximum(5);
|
|
|
+
|
|
|
+ std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
|
|
|
+ for(auto val : helper)
|
|
|
+ {
|
|
|
+ engine.addInputVariable(val);
|
|
|
+ }
|
|
|
+ engine.addOutputVariable(value);
|
|
|
+
|
|
|
+ strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
|
|
|
+ strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
|
|
|
+ strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
|
|
|
+
|
|
|
+ //strength compared to our main hero
|
|
|
+ heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
|
|
|
+ heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
|
|
|
+ heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
|
|
|
+ heroStrength->setRange(0.0, 1.0);
|
|
|
+
|
|
|
+ turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
|
|
|
+ turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
|
|
+ turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
|
|
|
+ turnDistance->setRange(0.0, 3.0);
|
|
|
+
|
|
|
+ missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
|
+ missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
|
|
|
+ missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
|
+ 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
|
|
|
+ value->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
|
+ value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
|
|
|
+ value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
|
+ value->setRange(0.0, 5.0);
|
|
|
+
|
|
|
+ //use unarmed scouts if possible
|
|
|
+ addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
|
|
|
+ //we may want to use secondary hero(es) rather than main hero
|
|
|
+ addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
|
|
|
+ addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
|
|
|
+ //don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
|
|
|
+ addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
|
|
|
+ //attempt to arm secondary heroes is not stupid
|
|
|
+ addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
|
|
|
+ addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
|
|
|
+
|
|
|
+ //do not cancel important goals
|
|
|
+ addRule("if lockedMissionImportance is HIGH then Value is very LOW");
|
|
|
+ addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
|
|
|
+ addRule("if lockedMissionImportance is LOW then Value is HIGH");
|
|
|
+ //pick nearby objects if it's easy, avoid long walks
|
|
|
+ addRule("if turnDistance is SHORT then Value is HIGH");
|
|
|
+ addRule("if turnDistance is MEDIUM then Value is MEDIUM");
|
|
|
+ addRule("if turnDistance is LONG then Value is LOW");
|
|
|
+ }
|
|
|
+ catch(fl::Exception & fe)
|
|
|
+ {
|
|
|
+ logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
|
|
|
+{
|
|
|
+ float turns = calculateTurnDistanceInputValue(goal.hero.h, goal.tile);
|
|
|
+ float missionImportanceData = 0;
|
|
|
+ if(vstd::contains(ai->lockedHeroes, goal.hero))
|
|
|
+ missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
|
|
|
+
|
|
|
+ float strengthRatioData = 10.0f; //we are much stronger than enemy
|
|
|
+ ui64 danger = evaluateDanger(goal.tile, goal.hero.h);
|
|
|
+ if(danger)
|
|
|
+ strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger;
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ strengthRatio->setValue(strengthRatioData);
|
|
|
+ heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
|
|
+ turnDistance->setValue(turns);
|
|
|
+ missionImportance->setValue(missionImportanceData);
|
|
|
+ }
|
|
|
+ catch(fl::Exception & fe)
|
|
|
+ {
|
|
|
+ logAi->error("HeroMovementGoalEngineBase::setSharedFuzzyVariables: %s", fe.getWhat());
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+GetObjEngine::GetObjEngine()
|
|
|
+{
|
|
|
+ try
|
|
|
+ {
|
|
|
+ objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
|
|
|
+
|
|
|
+ engine.addInputVariable(objectValue);
|
|
|
+
|
|
|
+ //objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
|
|
|
+ objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
|
|
|
+ objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
|
|
|
+ objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
|
|
|
+ objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
|
|
|
+
|
|
|
+ addRule("if objectValue is HIGH then value is HIGH");
|
|
|
+ addRule("if objectValue is MEDIUM then value is MEDIUM");
|
|
|
+ addRule("if objectValue is LOW then value is LOW");
|
|
|
+ }
|
|
|
+ catch(fl::Exception & fe)
|
|
|
+ {
|
|
|
+ logAi->error("FindWanderTarget: %s", fe.getWhat());
|
|
|
+ }
|
|
|
+ configure();
|
|
|
+}
|
|
|
+
|
|
|
+float GetObjEngine::evaluate(Goals::AbstractGoal & goal)
|
|
|
+{
|
|
|
+ auto g = dynamic_cast<Goals::VisitObj &>(goal);
|
|
|
+
|
|
|
+ if(!g.hero)
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid));
|
|
|
+
|
|
|
+
|
|
|
+ boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
|
|
|
+ int objValue = 0;
|
|
|
+
|
|
|
+ if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
|
|
|
+ {
|
|
|
+ objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
|
|
|
+ logGlobal->warn("AI met object type it doesn't know - ID: " + std::to_string(obj->ID) + ", subID: " + std::to_string(obj->subID) + " - adding to database with value " + std::to_string(objValue));
|
|
|
+ }
|
|
|
+
|
|
|
+ setSharedFuzzyVariables(goal);
|
|
|
+
|
|
|
+ float output = -1.0f;
|
|
|
+ try
|
|
|
+ {
|
|
|
+ objectValue->setValue(objValue);
|
|
|
+ engine.process();
|
|
|
+ output = value->getValue();
|
|
|
+ }
|
|
|
+ catch(fl::Exception & fe)
|
|
|
+ {
|
|
|
+ logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
|
|
|
+ }
|
|
|
+ assert(output >= 0.0f);
|
|
|
+ return output;
|
|
|
+}
|
|
|
+
|
|
|
+VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that are not shared with HeroMovementGoalEngineBase
|
|
|
+{
|
|
|
+ configure();
|
|
|
+}
|
|
|
+
|
|
|
+float VisitTileEngine::evaluate(Goals::AbstractGoal & goal)
|
|
|
+{
|
|
|
+ auto g = dynamic_cast<Goals::VisitTile &>(goal);
|
|
|
+ //we assume that hero is already set and we want to choose most suitable one for the mission
|
|
|
+ if(!g.hero)
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ //assert(cb->isInTheMap(g.tile));
|
|
|
+
|
|
|
+ setSharedFuzzyVariables(goal);
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ engine.process();
|
|
|
+ g.priority = value->getValue();
|
|
|
+ }
|
|
|
+ catch(fl::Exception & fe)
|
|
|
+ {
|
|
|
+ logAi->error("evaluate VisitTile: %s", fe.getWhat());
|
|
|
+ }
|
|
|
+ assert(g.priority >= 0);
|
|
|
+ return g.priority;
|
|
|
+}
|