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@@ -37,6 +37,22 @@ FuzzyHelper *fh;
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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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+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");
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+ logAi->infoStream() << 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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@@ -74,17 +90,16 @@ armyStructure evaluateArmyStructure (const CArmedInstance * army)
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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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FuzzyHelper::FuzzyHelper()
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{
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initTacticalAdvantage();
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+ ta.configure();
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initVisitTile();
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-
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- engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid");
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-
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- logAi->infoStream() << engine.toString();
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+ vt.configure();
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}
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@@ -108,7 +123,7 @@ void FuzzyHelper::initTacticalAdvantage()
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for (auto val : helper)
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{
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- engine.addInputVariable(val);
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+ ta.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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@@ -121,7 +136,7 @@ void FuzzyHelper::initTacticalAdvantage()
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for (auto val : helper)
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{
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- engine.addInputVariable(val);
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+ ta.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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@@ -129,7 +144,7 @@ void FuzzyHelper::initTacticalAdvantage()
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}
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ta.castleWalls = new fl::InputVariable("CastleWalls");
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- engine.addInputVariable(ta.castleWalls);
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+ ta.engine.addInputVariable(ta.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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ta.castleWalls->addTerm(none);
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@@ -147,7 +162,7 @@ void FuzzyHelper::initTacticalAdvantage()
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ta.bankPresent = new fl::InputVariable("Bank");
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- engine.addInputVariable(ta.bankPresent);
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+ ta.engine.addInputVariable(ta.bankPresent);
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{
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fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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ta.bankPresent->addTerm(termFalse);
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@@ -157,31 +172,29 @@ void FuzzyHelper::initTacticalAdvantage()
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}
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ta.threat = new fl::OutputVariable("Threat");
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- engine.addOutputVariable(ta.threat);
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+ ta.engine.addOutputVariable(ta.threat);
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ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
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- engine.addRuleBlock(&ta.tacticalAdvantage);
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-
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", &engine));
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+ ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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+ ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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+ ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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+ ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", &engine));
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+ ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
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+ ta.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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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is MEDIUM then Threat is MEDIUM", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", &engine));
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+ ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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+ ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", &engine));
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+ ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
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+ ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", &engine));
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- ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", &engine));
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+ ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
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+ ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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+ ta.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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catch (fl::Exception & pe)
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@@ -242,14 +255,25 @@ float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedI
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ta.castleWalls->setInputValue(0);
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//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
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- engine.process();
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+ ta.engine.process();
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output = ta.threat->getOutputValue();
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}
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catch (fl::Exception & fe)
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{
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logAi->errorStream() << "getTacticalAdvantage " << ": " << fe.getWhat();
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}
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- assert (output >= 0);
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+ logAi->traceStream() << "getTacticalAdvantage output: " << output;
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+ if (output < 0 || (output != output))
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+ {
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+ fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
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+ std::stringstream log;
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+
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+ for (auto param : tab)
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+ log << param->getInputValue() << " ";
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+ logAi->errorStream() << 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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@@ -328,9 +352,9 @@ void FuzzyHelper::initVisitTile()
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std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance};
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for (auto val : helper)
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{
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- engine.addInputVariable(val);
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+ vt.engine.addInputVariable(val);
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}
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- engine.addOutputVariable(vt.value);
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+ vt.engine.addOutputVariable(vt.value);
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vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
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vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
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@@ -359,27 +383,25 @@ void FuzzyHelper::initVisitTile()
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vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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vt.value->setRange(0.0,5.0);
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- engine.addRuleBlock (&vt.rules);
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-
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//use unarmed scouts if possible
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- vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", &engine));
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+ vt.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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- vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
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- vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", &engine));
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+ vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
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+ vt.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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- vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", &engine));
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+ vt.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
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- vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
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- vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", &engine));
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+ vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
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+ vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
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//do not cancel important goals
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- vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is HIGH then Value is very LOW", &engine));
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- vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", &engine));
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- vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is LOW then Value is HIGH", &engine));
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+ vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
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+ vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
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+ vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
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//pick nearby objects if it's easy, avoid long walks
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- vt.rules.addRule(fl::Rule::parse("if turnDistance is SMALL then Value is HIGH", &engine));
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- vt.rules.addRule(fl::Rule::parse("if turnDistance is MEDIUM then Value is MEDIUM", &engine));
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- vt.rules.addRule(fl::Rule::parse("if turnDistance is LONG then Value is LOW", &engine));
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+ vt.addRule("if turnDistance is SMALL then Value is HIGH");
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+ vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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+ vt.addRule("if turnDistance is LONG then Value is LOW");
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}
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catch (fl::Exception & fe)
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{
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@@ -422,7 +444,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
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vt.turnDistance->setInputValue(turns);
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vt.missionImportance->setInputValue(missionImportance);
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- engine.process();
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+ vt.engine.process();
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//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
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g.priority = vt.value->getOutputValue();
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}
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