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Create fuzzy logic map object evaluation fundamentals

Dydzio 7 years ago
parent
commit
df00ced204
4 changed files with 109 additions and 3 deletions
  1. 91 0
      AI/VCAI/Fuzzy.cpp
  2. 11 1
      AI/VCAI/Fuzzy.h
  3. 1 1
      AI/VCAI/MapObjectsEvaluator.cpp
  4. 6 1
      AI/VCAI/VCAI.cpp

+ 91 - 0
AI/VCAI/Fuzzy.cpp

@@ -19,6 +19,7 @@
 #include "../../lib/VCMI_Lib.h"
 #include "../../CCallback.h"
 #include "VCAI.h"
+#include "MapObjectsEvaluator.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
@@ -97,6 +98,8 @@ FuzzyHelper::FuzzyHelper()
 	ta.configure();
 	initVisitTile();
 	vt.configure();
+	initWanderTarget();
+	wanderTarget.configure();
 }
 
 
@@ -286,6 +289,38 @@ float FuzzyHelper::getTacticalAdvantage(const CArmedInstance * we, const CArmedI
 	return output;
 }
 
+float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj)
+{
+	float distFromObject = calculateTurnDistanceInputValue(&h, obj->pos);
+	boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
+	int objValue = 0;
+
+	if(objValueKnownByAI.is_initialized())
+	{
+		objValue = objValueKnownByAI.value();
+	}
+	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));
+	}
+	
+	float output = -1.0f;
+	try
+	{
+		wanderTarget.distance->setValue(distFromObject);
+		wanderTarget.objectValue->setValue(objValue);
+		wanderTarget.engine.process();
+		output = wanderTarget.visitGain->getValue();
+	}
+	catch (fl::Exception & fe)
+	{
+		logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
+	}
+	assert(output >= 0.0f);
+	return output;
+}
+
 FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
 {
 	//TODO: smart pointers?
@@ -427,6 +462,55 @@ void FuzzyHelper::initVisitTile()
 	}
 }
 
+void FuzzyHelper::initWanderTarget()
+{
+	try
+	{
+		wanderTarget.distance = new fl::InputVariable("distance"); //distance on map from object
+		wanderTarget.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
+		wanderTarget.visitGain = new fl::OutputVariable("visitGain");
+		wanderTarget.visitGain->setMinimum(0);
+		wanderTarget.visitGain->setMaximum(10);
+
+		wanderTarget.engine.addInputVariable(wanderTarget.distance);
+		wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
+		wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
+
+		//for now distance variable same as in as VisitTile
+		wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0)); 
+		wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
+		wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
+		wanderTarget.distance->setRange(0, 3.0);
+
+		//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
+		wanderTarget.objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
+		wanderTarget.objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
+		wanderTarget.objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
+		wanderTarget.objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
+
+		wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 0)); 
+		wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
+		wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 10));
+		wanderTarget.visitGain->setRange(0, 10);
+
+		wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
+		wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
+		wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is HIGH");
+
+		wanderTarget.addRule("if distance is LONG and objectValue is MEDIUM then visitGain is somewhat LOW");
+		wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
+		wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
+		
+		wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
+		wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
+		wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
+	}
+	catch(fl::Exception & fe)
+	{
+		logAi->error("FindWanderTarget: %s", fe.getWhat());
+	}
+}
+
 float FuzzyHelper::evaluate(Goals::VisitTile & g)
 {
 	//we assume that hero is already set and we want to choose most suitable one for the mission
@@ -546,3 +630,10 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g)
 {
 	g->setpriority(g->accept(this)); //this enforces returned value is set
 }
+
+FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
+{ 
+	delete distance;
+	delete objectValue;
+	delete visitGain;
+}

+ 11 - 1
AI/VCAI/Fuzzy.h

@@ -55,7 +55,15 @@ class FuzzyHelper
 		~EvalVisitTile();
 	} vt;
 
-	
+	class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
+	{
+	public:
+		fl::InputVariable * distance;
+		fl::InputVariable * objectValue;
+		fl::OutputVariable * visitGain;
+		~EvalWanderTargetObject();
+	} wanderTarget;
+
 private:
 	float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
 
@@ -66,6 +74,7 @@ public:
 	FuzzyHelper();
 	void initTacticalAdvantage();
 	void initVisitTile();
+	void initWanderTarget();
 
 	float evaluate(Goals::Explore & g);
 	float evaluate(Goals::RecruitHero & g);
@@ -83,6 +92,7 @@ public:
 
 	ui64 estimateBankDanger(const CBank * bank);
 	float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
+	float getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj);
 
 	Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
 	//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);

+ 1 - 1
AI/VCAI/MapObjectsEvaluator.cpp

@@ -19,7 +19,7 @@ MapObjectsEvaluator::MapObjectsEvaluator()
 		for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
 		{
 			auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
-			if(!handler->isStaticObject() && handler->getRMGInfo().value)
+			if(!handler->isStaticObject())
 			{
 				objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = handler->getRMGInfo().value;
 			}

+ 6 - 1
AI/VCAI/VCAI.cpp

@@ -1540,7 +1540,12 @@ void VCAI::wander(HeroPtr h)
 
 		if(dests.size()) //performance improvement
 		{
-			const ObjectIdRef & dest = *boost::min_element(dests, CDistanceSorter(h.get())); //find next closest one
+			auto fuzzyLogicSorter = [h](const ObjectIdRef & l, const ObjectIdRef & r) -> bool
+			{
+				return fh->getWanderTargetObjectValue( *h.get(), l) < fh->getWanderTargetObjectValue(*h.get(), r);
+			};
+
+			const ObjectIdRef & dest = *boost::max_element(dests, fuzzyLogicSorter); //find best object to visit based on fuzzy logic evaluation
 
 			//wander should not cause heroes to be reserved - they are always considered free
 			logAi->debug("Of all %d destinations, object oid=%d seems nice", dests.size(), dest.id.getNum());