Selaa lähdekoodia

Nullkiller: rough implementation of prioritization

Andrii Danylchenko 4 vuotta sitten
vanhempi
sitoutus
cd0f479d7e

+ 2 - 2
AI/Nullkiller/AIUtility.cpp

@@ -201,11 +201,11 @@ bool isSafeToVisit(HeroPtr h, crint3 tile)
 
 bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
 {
-	const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
+	const ui64 heroStrengthVariable = h->getFightingStrength() * heroArmy->getArmyStrength();
 
 	if(dangerStrength)
 	{
-		if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
+		if(heroStrengthVariable / SAFE_ATTACK_CONSTANT > dangerStrength)
 		{
 			return true;
 		}

+ 2 - 6
AI/Nullkiller/Behaviors/CaptureObjectsBehavior.cpp

@@ -38,8 +38,6 @@ Goals::TGoalVec CaptureObjectsBehavior::getTasks() {
 				continue;
 
 			const int3 pos = objToVisit->visitablePos();
-			logAi->trace("considering object %s %s", objToVisit->getObjectName(), pos.toString());
-
 			Goals::TGoalVec waysToVisitObj = ai->ah->howToVisitObj(objToVisit, false);
 
 			vstd::erase_if(waysToVisitObj, [objToVisit](Goals::TSubgoal goal) -> bool
@@ -61,10 +59,8 @@ Goals::TGoalVec CaptureObjectsBehavior::getTasks() {
 				if(!way->hero->movement)
 					continue;
 
-				way->accept(fh);
-
-				auto closestWayRatio = way->evaluationContext.movementCost / closestWay->evaluationContext.movementCost;
-				way->setpriority(way->priority / closestWayRatio);
+				way->evaluationContext.closestWayRatio 
+					= way->evaluationContext.movementCost / closestWay->evaluationContext.movementCost;
 
 				tasks.push_back(way);
 			}

+ 2 - 0
AI/Nullkiller/CMakeLists.txt

@@ -53,6 +53,7 @@ set(VCAI_SRCS
 		Goals/FindObj.cpp
 		Goals/CompleteQuest.cpp
 		Engine/Nullkiller.cpp
+		Engine/PriorityEvaluator.cpp
 		Behaviors/Behavior.cpp
 		Behaviors/CaptureObjectsBehavior.cpp
 		Behaviors/RecruitHeroBehavior.cpp
@@ -112,6 +113,7 @@ set(VCAI_HEADERS
 		Goals/CompleteQuest.h
 		Goals/Goals.h
 		Engine/Nullkiller.h
+		Engine/PriorityEvaluator.h
 		Behaviors/Behavior.h
 		Behaviors/CaptureObjectsBehavior.h
 		Behaviors/RecruitHeroBehavior.h

+ 18 - 4
AI/Nullkiller/Engine/Nullkiller.cpp

@@ -8,7 +8,12 @@
 extern boost::thread_specific_ptr<CCallback> cb;
 extern boost::thread_specific_ptr<VCAI> ai;
 
-Goals::TSubgoal choseBestTask(Goals::TGoalVec tasks)
+Nullkiller::Nullkiller()
+{
+	priorityEvaluator.reset(new PriorityEvaluator());
+}
+
+Goals::TSubgoal Nullkiller::choseBestTask(Goals::TGoalVec tasks)
 {
 	Goals::TSubgoal bestTask = *vstd::maxElementByFun(tasks, [](Goals::TSubgoal goal) -> float
 	{
@@ -18,18 +23,27 @@ Goals::TSubgoal choseBestTask(Goals::TGoalVec tasks)
 	return bestTask;
 }
 
-Goals::TSubgoal choseBestTask(Behavior & behavior)
+Goals::TSubgoal Nullkiller::choseBestTask(Behavior & behavior)
 {
 	auto tasks = behavior.getTasks();
 
 	if(tasks.empty())
 	{
-		logAi->trace("Behavior %s found no tasks", behavior.toString());
+		logAi->debug("Behavior %s found no tasks", behavior.toString());
 
 		return Goals::sptr(Goals::Invalid());
 	}
 
-	return choseBestTask(tasks);
+	for(auto task : tasks)
+	{
+		task->setpriority(priorityEvaluator->evaluate(task));
+	}
+
+	auto task = choseBestTask(tasks);
+
+	logAi->trace("Behavior %s found %s, priority %f", behavior.toString(), task->name(), task->priority);
+
+	return task;
 }
 
 void Nullkiller::makeTurn()

+ 12 - 0
AI/Nullkiller/Engine/Nullkiller.h

@@ -1,7 +1,19 @@
 #pragma once
 
+#include "PriorityEvaluator.h"
+#include "../Goals/AbstractGoal.h"
+#include "../Behaviors/Behavior.h"
+
 class Nullkiller
 {
+private:
+	std::unique_ptr<PriorityEvaluator> priorityEvaluator;
+
 public:
+	Nullkiller();
 	void makeTurn();
+
+private:
+	Goals::TSubgoal choseBestTask(Behavior & behavior);
+	Goals::TSubgoal choseBestTask(Goals::TGoalVec tasks);
 };

+ 349 - 0
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -0,0 +1,349 @@
+/*
+ * Fuzzy.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 "PriorityEvaluator.h"
+#include <limits>
+
+#include "../../../lib/mapObjects/MapObjects.h"
+#include "../../../lib/mapObjects/CommonConstructors.h"
+#include "../../../lib/CCreatureHandler.h"
+#include "../../../lib/CPathfinder.h"
+#include "../../../lib/CGameStateFwd.h"
+#include "../../../lib/VCMI_Lib.h"
+#include "../../../CCallback.h"
+#include "../VCAI.h"
+
+#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
+#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
+
+struct BankConfig;
+class CBankInfo;
+class Engine;
+class InputVariable;
+class CGTownInstance;
+
+extern boost::thread_specific_ptr<CCallback> cb;
+extern boost::thread_specific_ptr<VCAI> ai;
+
+PriorityEvaluator::PriorityEvaluator()
+{
+	initVisitTile();
+	configure();
+}
+
+PriorityEvaluator::~PriorityEvaluator()
+{
+	engine.removeRuleBlock(0);
+	engine.~Engine();
+}
+
+void PriorityEvaluator::initVisitTile()
+{
+	try
+	{
+		armyLossPersentageVariable = new fl::InputVariable("armyLoss"); //hero must be strong enough to defeat guards
+		heroStrengthVariable = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
+		turnDistanceVariable = new fl::InputVariable("turnDistance"); //we want to use hero who is near
+		goldRewardVariable = new fl::InputVariable("goldReward"); //indicate AI that content of the file is important or it is probably bad
+		armyRewardVariable = new fl::InputVariable("armyReward"); //indicate AI that content of the file is important or it is probably bad
+		value = new fl::OutputVariable("Value");
+		value->setMinimum(0);
+		value->setMaximum(1);
+		value->setAggregation(new fl::AlgebraicSum());
+		value->setDefuzzifier(new fl::Centroid(100));
+		value->setDefaultValue(0.500);
+
+		rules.setConjunction(new fl::AlgebraicProduct());
+		rules.setDisjunction(new fl::AlgebraicSum());
+		rules.setImplication(new fl::AlgebraicProduct());
+		rules.setActivation(new fl::General());
+
+		std::vector<fl::InputVariable *> helper = {
+			armyLossPersentageVariable,
+			heroStrengthVariable,
+			turnDistanceVariable,
+			goldRewardVariable,
+			armyRewardVariable };
+
+		for(auto val : helper)
+		{
+			engine.addInputVariable(val);
+		}
+		engine.addOutputVariable(value);
+
+		armyLossPersentageVariable->addTerm(new fl::Ramp("LOW", 0.200, 0.000));
+		armyLossPersentageVariable->addTerm(new fl::Ramp("HIGH", 0.200, 0.500));
+		armyLossPersentageVariable->setRange(0, 1);
+
+		//strength compared to our main hero
+		heroStrengthVariable->addTerm(new fl::Ramp("LOW", 0.2, 0));
+		heroStrengthVariable->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
+		heroStrengthVariable->addTerm(new fl::Ramp("HIGH", 0.5, 1));
+		heroStrengthVariable->setRange(0.0, 1.0);
+
+		turnDistanceVariable->addTerm(new fl::Ramp("SMALL", 1.000, 0.000));
+		turnDistanceVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 1.000, 2.000));
+		turnDistanceVariable->addTerm(new fl::Ramp("LONG", 1.000, 3.000));
+		turnDistanceVariable->setRange(0, 3);
+
+		goldRewardVariable->addTerm(new fl::Ramp("LOW", 2000.000, 0.000));
+		goldRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 2000.000, 3500.000));
+		goldRewardVariable->addTerm(new fl::Ramp("HIGH", 2000.000, 5000.000));
+		goldRewardVariable->setRange(0.0, 5000.0);
+
+		armyRewardVariable->addTerm(new fl::Ramp("LOW", 0.300, 0.000));
+		armyRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.100, 0.400, 0.800));
+		armyRewardVariable->addTerm(new fl::Ramp("HIGH", 0.400, 1.000));
+		armyRewardVariable->setRange(0.0, 1.0);
+
+		value->addTerm(new fl::Ramp("LOWEST", 0.150, 0.000));
+		value->addTerm(new fl::Triangle("LOW", 0.100, 0.100, 0.250, 0.500));
+		value->addTerm(new fl::Triangle("BITLOW", 0.200, 0.200, 0.350, 0.250));
+		value->addTerm(new fl::Triangle("MEDIUM", 0.300, 0.500, 0.700, 0.050));
+		value->addTerm(new fl::Triangle("BITHIGH", 0.650, 0.800, 0.800, 0.250));
+		value->addTerm(new fl::Triangle("HIGH", 0.750, 0.900, 0.900, 0.500));
+		value->addTerm(new fl::Ramp("HIGHEST", 0.850, 1.000));
+		value->setRange(0.0, 1.0);
+
+		//we may want to use secondary hero(es) rather than main hero
+
+		//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 SMALL then Value is somewhat HIGH");
+		addRule("if turnDistance is MEDIUM then Value is MEDIUM");
+		addRule("if turnDistance is LONG then Value is LOW");*/
+
+		//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
+		addRule("if turnDistance is MEDIUM then Value is MEDIUM");
+		addRule("if turnDistance is SMALL then Value is BITHIGH");
+		addRule("if turnDistance is LONG then Value is BITLOW");
+		addRule("if turnDistance is very LONG then Value is LOW");
+		addRule("if goldReward is LOW then Value is MEDIUM");
+		addRule("if goldReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
+		addRule("if goldReward is HIGH and armyLoss is LOW then Value is HIGH");
+		addRule("if armyReward is LOW then Value is MEDIUM");
+		addRule("if armyReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
+		addRule("if armyReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
+		addRule("if armyReward is HIGH and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST");
+		addRule("if armyReward is HIGH and goldReward is MEDIUM and armyLoss is LOW then Value is HIGHEST with 0.8");
+		addRule("if armyReward is MEDIUM and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
+		addRule("if armyReward is MEDIUM and goldReward is MEDIUM and armyLoss is LOW then Value is HIGH");
+		addRule("if armyReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
+		addRule("if goldReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
+		addRule("if armyReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is HIGH");
+		addRule("if goldReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is BITHIGH");
+		addRule("if goldReward is LOW and armyReward is LOW and turnDistance is not SMALL then Value is LOWEST");
+		addRule("if armyLoss is HIGH then Value is LOWEST");
+		addRule("if armyLoss is LOW then Value is MEDIUM");
+		addRule("if armyReward is LOW and turnDistance is LONG then Value is LOWEST");
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("visitTile: %s", fe.getWhat());
+	}
+}
+
+int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
+{
+	auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
+
+	if(relations != PlayerRelations::ENEMIES)
+		return 0; // if we already own it, no additional reward will be received by just visiting it
+
+	auto town = cb->getTown(target->id);
+	auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
+	auto isProbablyDeveloped = !isNeutral && town->hasFort();
+
+	return isProbablyDeveloped ? 1500 : 500;
+}
+
+TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
+{
+	auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
+	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
+	auto resources = bankInfo->getPossibleResourcesReward();
+
+	return resources;
+}
+
+uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
+{
+	auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
+	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
+	auto creatures = bankInfo->getPossibleCreaturesReward();
+	uint64_t result = 0;
+
+	for(auto c : creatures)
+	{
+		result += c.type->AIValue * c.count;
+	}
+
+	return result;
+}
+
+uint64_t getDwellingScore(const CGObjectInstance * target)
+{
+	auto dwelling = dynamic_cast<const CGDwelling *>(target);
+	uint64_t score = 0;
+	
+	for(auto & creLevel : dwelling->creatures)
+	{
+		if(creLevel.first && creLevel.second.size())
+		{
+			auto creature = creLevel.second.back().toCreature();
+			if(cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
+			{
+				score += creature->AIValue * creLevel.first;
+			}
+		}
+	}
+
+	return score;
+}
+
+uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
+{
+	if(!target)
+		return 0;
+
+	const int dailyIncomeMultiplier = 5;
+
+	switch(target->ID)
+	{
+	case Obj::TOWN:
+		return target->tempOwner == PlayerColor::NEUTRAL ? 5000 : 1000;
+	case Obj::CREATURE_BANK:
+		return getCreatureBankArmyReward(target, hero);
+	case Obj::CREATURE_GENERATOR1:
+		return getDwellingScore(target) * dailyIncomeMultiplier;
+	case Obj::CRYPT:
+	case Obj::SHIPWRECK:
+	case Obj::SHIPWRECK_SURVIVOR:
+		return 1500;
+	case Obj::ARTIFACT:
+		return dynamic_cast<const CGArtifact *>(target)->storedArtifact-> artType->getArtClassSerial() == CArtifact::ART_MAJOR ? 3000 : 1500;
+	case Obj::DRAGON_UTOPIA:
+		return 10000;
+	default:
+		return 0;
+	}
+}
+
+/// Gets aproximated reward in gold. Daily income is multiplied by 5
+int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
+{
+	if(!target)
+		return 0;
+
+	const int dailyIncomeMultiplier = 5;
+	auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
+
+	switch(target->ID)
+	{
+	case Obj::RESOURCE:
+		return isGold ? 800 : 100;
+	case Obj::TREASURE_CHEST:
+		return 1500;
+	case Obj::WATER_WHEEL:
+		return 1000;
+	case Obj::TOWN:
+		return dailyIncomeMultiplier * estimateTownIncome(target, hero);
+	case Obj::MINE:
+	case Obj::ABANDONED_MINE:
+		return dailyIncomeMultiplier * (isGold ? 1000 : 75);
+	case Obj::MYSTICAL_GARDEN:
+	case Obj::WINDMILL:
+		return 100;
+	case Obj::CAMPFIRE:
+		return 900;
+	case Obj::CREATURE_BANK:
+		return getCreatureBankResources(target, hero)[Res::GOLD];
+	case Obj::CRYPT:
+	case Obj::DERELICT_SHIP:
+		return 3000;
+	case Obj::DRAGON_UTOPIA:
+		return 10000;
+	case Obj::SEA_CHEST:
+		return 1500;
+	default:
+		return 0;
+	}
+}
+
+/// distance
+/// nearest hero?
+/// gold income
+/// army income
+/// hero strength - hero skills
+/// danger
+/// importance
+float PriorityEvaluator::evaluate(Goals::TSubgoal task)
+{
+	auto heroPtr = task->hero;
+
+	if(!heroPtr.validAndSet())
+		return 2; 
+
+	int objId = task->objid;
+
+	if(task->parent)
+		objId = task->parent->objid;
+
+	const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
+	
+	auto estimateLoss = [](double strength, double danger) -> double
+	{
+		auto ratio = danger / strength;
+
+		return ratio * ratio * ratio * strength;
+	};
+
+	auto hero = heroPtr.get();
+	auto armyTotal = hero->getTotalStrength();
+	auto armyLoss = estimateLoss(armyTotal, task->evaluationContext.danger);
+	double armyLossPersentage = armyLoss / (double)armyTotal;
+	int32_t goldReward = getGoldReward(target, hero);
+	uint64_t armyReward = getArmyReward(target, hero);
+	double result = 0;
+
+	try
+	{
+		armyLossPersentageVariable->setValue(armyLossPersentage);
+		heroStrengthVariable->setValue((fl::scalar)hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
+		turnDistanceVariable->setValue(task->evaluationContext.movementCost);
+		goldRewardVariable->setValue(goldReward);
+		armyRewardVariable->setValue(armyReward / 10000.0);
+
+		engine.process();
+		//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
+		result = value->getValue() / task->evaluationContext.closestWayRatio;
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("evaluate VisitTile: %s", fe.getWhat());
+	}
+	assert(result >= 0);
+
+#ifdef VCMI_TRACE_PATHFINDER
+	logAi->trace("Evaluated %s, loss: %f, turns: %f, gold: %d, army gain: %d, result %f",
+		task->name(),
+		armyLossPersentage,
+		task->evaluationContext.movementCost,
+		goldReward,
+		armyReward,
+		result);
+#endif
+
+	return result;
+}

+ 36 - 0
AI/Nullkiller/Engine/PriorityEvaluator.h

@@ -0,0 +1,36 @@
+/*
+ * Fuzzy.h, 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
+ *
+*/
+#pragma once
+#include "fl/Headers.h"
+#include "../Goals/Goals.h"
+#include "../FuzzyEngines.h"
+
+class VCAI;
+class CArmedInstance;
+class CBank;
+struct SectorMap;
+
+class PriorityEvaluator : public engineBase
+{
+public:
+	PriorityEvaluator();
+	~PriorityEvaluator();
+	void initVisitTile();
+
+	float evaluate(Goals::TSubgoal task);
+
+private:
+	fl::InputVariable * armyLossPersentageVariable;
+	fl::InputVariable * heroStrengthVariable;
+	fl::InputVariable * turnDistanceVariable;
+	fl::InputVariable * goldRewardVariable;
+	fl::InputVariable * armyRewardVariable;
+	fl::OutputVariable * value;
+};

+ 22 - 22
AI/Nullkiller/FuzzyEngines.cpp

@@ -261,14 +261,14 @@ 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
+		heroStrengthVariable = new fl::InputVariable("heroStrengthVariable"); //we want to use weakest possible hero
+		turnDistanceVariable = new fl::InputVariable("turnDistanceVariable"); //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 };
+		std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrengthVariable, turnDistanceVariable, missionImportance };
 		for(auto val : helper)
 		{
 			engine.addInputVariable(val);
@@ -280,15 +280,15 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
 		strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
 
 		//strength compared to our main hero
-		heroStrength->addTerm(new fl::Ramp("LOW", 0.5, 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);
+		heroStrengthVariable->addTerm(new fl::Ramp("LOW", 0.5, 0));
+		heroStrengthVariable->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
+		heroStrengthVariable->addTerm(new fl::Ramp("HIGH", 0.5, 1));
+		heroStrengthVariable->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, 10));
-		turnDistance->setRange(0.0, 10.0);
+		turnDistanceVariable->addTerm(new fl::Ramp("SHORT", 0.5, 0));
+		turnDistanceVariable->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
+		turnDistanceVariable->addTerm(new fl::Ramp("LONG", 0.5, 10));
+		turnDistanceVariable->setRange(0.0, 10.0);
 
 		missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
 		missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
@@ -303,24 +303,24 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
 		value->setRange(0.0, 5.0);
 
 		//use unarmed scouts if possible
-		addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is HIGH");
+		addRule("if strengthRatio is HIGH and heroStrengthVariable is LOW then Value is 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 MEDIUM");
-		addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is LOW");
+		addRule("if strengthRatio is HIGH and heroStrengthVariable is MEDIUM then Value is MEDIUM");
+		addRule("if strengthRatio is HIGH and heroStrengthVariable is HIGH then Value is 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 LOW");
+		addRule("if strengthRatio is LOW and heroStrengthVariable is LOW then Value is LOW");
 		//attempt to arm secondary heroes is not stupid
-		addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is HIGH");
-		addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
+		addRule("if strengthRatio is LOW and heroStrengthVariable is MEDIUM then Value is HIGH");
+		addRule("if strengthRatio is LOW and heroStrengthVariable is HIGH then Value is LOW");
 
 		//do not cancel important goals
 		addRule("if lockedMissionImportance is HIGH then Value is LOW");
 		addRule("if lockedMissionImportance is MEDIUM then Value is MEDIUM");
 		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");
+		addRule("if turnDistanceVariable is SHORT then Value is HIGH");
+		addRule("if turnDistanceVariable is MEDIUM then Value is MEDIUM");
+		addRule("if turnDistanceVariable is LONG then Value is LOW");
 	}
 	catch(fl::Exception & fe)
 	{
@@ -350,8 +350,8 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
 	try
 	{
 		strengthRatio->setValue(strengthRatioData);
-		heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
-		turnDistance->setValue(turns);
+		heroStrengthVariable->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
+		turnDistanceVariable->setValue(turns);
 		missionImportance->setValue(missionImportanceData);
 	}
 	catch(fl::Exception & fe)

+ 2 - 2
AI/Nullkiller/FuzzyEngines.h

@@ -46,8 +46,8 @@ protected:
 	void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
 
 	fl::InputVariable * strengthRatio;
-	fl::InputVariable * heroStrength;
-	fl::InputVariable * turnDistance;
+	fl::InputVariable * heroStrengthVariable;
+	fl::InputVariable * turnDistanceVariable;
 	fl::InputVariable * missionImportance;
 	fl::OutputVariable * value;
 

+ 2 - 0
AI/Nullkiller/Goals/AbstractGoal.h

@@ -94,6 +94,7 @@ namespace Goals
 		float movementCost;
 		int manaCost;
 		uint64_t danger;
+		float closestWayRatio;
 		uint64_t armyLoss;
 		uint64_t heroStrength;
 
@@ -101,6 +102,7 @@ namespace Goals
 			: movementCost(0.0),
 			manaCost(0),
 			danger(0),
+			closestWayRatio(1),
 			armyLoss(0),
 			heroStrength(0)
 		{