#include "StdInc.h" #include "Fuzzy.h" #include #include "../../lib/mapObjects/MapObjects.h" #include "../../lib/mapObjects/CommonConstructors.h" #include "../../lib/CCreatureHandler.h" #include "../../lib/VCMI_Lib.h" #include "../../CCallback.h" #include "VCAI.h" /* * 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 * */ #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 IObjectInfo; class CBankInfo; class Engine; class InputVariable; class CGTownInstance; using namespace vstd; //using namespace Goals; FuzzyHelper *fh; extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; 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(); 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; return as; } FuzzyHelper::FuzzyHelper() { initTacticalAdvantage(); initVisitTile(); engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid"); logAi->infoStream() << engine.toString(); } void FuzzyHelper::initTacticalAdvantage() { try { ta.ourShooters = new fl::InputVariable("OurShooters"); ta.ourWalkers = new fl::InputVariable("OurWalkers"); ta.ourFlyers = new fl::InputVariable("OurFlyers"); ta.enemyShooters = new fl::InputVariable("EnemyShooters"); ta.enemyWalkers = new fl::InputVariable("EnemyWalkers"); ta.enemyFlyers = new fl::InputVariable("EnemyFlyers"); //Tactical advantage calculation std::vector helper = { ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.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); } ta.ourSpeed = new fl::InputVariable("OurSpeed"); ta.enemySpeed = new fl::InputVariable("EnemySpeed"); helper = {ta.ourSpeed, ta.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); } ta.castleWalls = new fl::InputVariable("CastleWalls"); engine.addInputVariable(ta.castleWalls); { fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f); ta.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); ta.castleWalls->addTerm(medium); fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE); ta.castleWalls->addTerm(high); ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE); } ta.bankPresent = new fl::InputVariable("Bank"); engine.addInputVariable(ta.bankPresent); { fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f); ta.bankPresent->addTerm(termFalse); fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1); ta.bankPresent->addTerm(termTrue); ta.bankPresent->setRange(0, 1); } ta.threat = new fl::OutputVariable("Threat"); engine.addOutputVariable(ta.threat); ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT)); ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2)); ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5)); ta.threat->setRange(MIN_AI_STRENGHT, 1.5); engine.addRuleBlock(&ta.tacticalAdvantage); ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", &engine)); //just to cover all cases ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is MEDIUM then Threat is MEDIUM", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", &engine)); ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", &engine)); } catch (fl::Exception & pe) { logAi->errorStream() << "initTacticalAdvantage " << ": " << pe.getWhat(); } } ui64 FuzzyHelper::estimateBankDanger (const CBank * bank) { //this one is not fuzzy anymore, just calculate weighted average auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance); CBankInfo * bankInfo = dynamic_cast (objectInfo.get()); ui64 totalStrength = 0; ui8 totalChance = 0; for (auto config : bankInfo->getPossibleGuards()) { totalStrength += config.second.totalStrength * config.first; totalChance += config.first; } return totalStrength / totalChance; } float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy) { float output = 1; try { armyStructure ourStructure = evaluateArmyStructure(we); armyStructure enemyStructure = evaluateArmyStructure(enemy); ta.ourWalkers->setInputValue(ourStructure.walkers); ta.ourShooters->setInputValue(ourStructure.shooters); ta.ourFlyers->setInputValue(ourStructure.flyers); ta.ourSpeed->setInputValue(ourStructure.maxSpeed); ta.enemyWalkers->setInputValue(enemyStructure.walkers); ta.enemyShooters->setInputValue(enemyStructure.shooters); ta.enemyFlyers->setInputValue(enemyStructure.flyers); ta.enemySpeed->setInputValue(enemyStructure.maxSpeed); bool bank = dynamic_cast (enemy); if (bank) ta.bankPresent->setInputValue(1); else ta.bankPresent->setInputValue(0); const CGTownInstance * fort = dynamic_cast (enemy); if (fort) { ta.castleWalls->setInputValue(fort->fortLevel()); } else ta.castleWalls->setInputValue(0); //engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage engine.process(); output = ta.threat->getOutputValue(); } catch (fl::Exception & fe) { logAi->errorStream() << "getTacticalAdvantage " << ": " << fe.getWhat(); } assert (output >= 0); return output; } FuzzyHelper::TacticalAdvantage::~TacticalAdvantage() { //TODO: smart pointers? delete ourWalkers; delete ourShooters; delete ourFlyers; delete enemyWalkers; delete enemyShooters; delete enemyFlyers; delete ourSpeed; delete enemySpeed; delete bankPresent; delete castleWalls; delete threat; } //shared_ptr chooseSolution (std::vector> & vec) Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec) { if (vec.empty()) //no possibilities found return sptr(Goals::Invalid()); //a trick to switch between heroes less often - calculatePaths is costly auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool { return lhs->hero.h < rhs->hero.h; }; boost::sort (vec, sortByHeroes); for (auto g : vec) { setPriority(g); } auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool { return lhs->priority < rhs->priority; }; boost::sort (vec, compareGoals); return vec.back(); } float FuzzyHelper::evaluate (Goals::Explore & g) { return 1; } float FuzzyHelper::evaluate (Goals::RecruitHero & g) { return 1; //just try to recruit hero as one of options } FuzzyHelper::EvalVisitTile::~EvalVisitTile() { delete strengthRatio; delete heroStrength; delete turnDistance; delete missionImportance; } void FuzzyHelper::initVisitTile() { try { vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission vt.value = new fl::OutputVariable("Value"); vt.value->setMinimum(0); vt.value->setMaximum(5); std::vector helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance}; for (auto val : helper) { engine.addInputVariable(val); } engine.addOutputVariable(vt.value); vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0)); vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3)); vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 ); //strength compared to our main hero vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0)); vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8)); vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1)); vt.heroStrength->setRange(0.0, 1.0); vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0)); vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8)); vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3)); vt.turnDistance->setRange(0.0, 3.0); vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0)); vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3)); vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5)); vt.missionImportance->setRange(0.0, 5.0); //an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/ //should be same as "mission Importance" to keep consistency vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0)); vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/ vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5)); vt.value->setRange(0.0,5.0); engine.addRuleBlock (&vt.rules); //use unarmed scouts if possible vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", &engine)); //we may want to use secondary hero(es) rather than main hero vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", &engine)); vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", &engine)); //don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army) vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", &engine)); //attempt to arm secondary heroes is not stupid vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", &engine)); vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", &engine)); //do not cancel important goals vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is HIGH then Value is very LOW", &engine)); vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", &engine)); vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is LOW then Value is HIGH", &engine)); //pick nearby objects if it's easy, avoid long walks vt.rules.addRule(fl::Rule::parse("if turnDistance is SMALL then Value is HIGH", &engine)); vt.rules.addRule(fl::Rule::parse("if turnDistance is MEDIUM then Value is MEDIUM", &engine)); vt.rules.addRule(fl::Rule::parse("if turnDistance is LONG then Value is LOW", &engine)); } catch (fl::Exception & fe) { logAi->errorStream() << "visitTile " << ": " << 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 if (!g.hero) return 0; //assert(cb->isInTheMap(g.tile)); float turns = 0; float distance = cb->getMovementCost(g.hero.h, g.tile); if (!distance) //we stand on that tile turns = 0; else { if (distance < g.hero->movement) //we can move there within one turn turns = (fl::scalar)distance / g.hero->movement; else turns = 1 + (fl::scalar)(distance - g.hero->movement) / g.hero->maxMovePoints(true); //bool on land? } float missionImportance = 0; if (vstd::contains(ai->lockedHeroes, g.hero)) missionImportance = ai->lockedHeroes[g.hero]->priority; float strengthRatio = 10.0f; //we are much stronger than enemy ui64 danger = evaluateDanger (g.tile, g.hero.h); if (danger) strengthRatio = (fl::scalar)g.hero.h->getTotalStrength() / danger; try { vt.strengthRatio->setInputValue(strengthRatio); vt.heroStrength->setInputValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength()); vt.turnDistance->setInputValue(turns); vt.missionImportance->setInputValue(missionImportance); engine.process(); //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile g.priority = vt.value->getOutputValue(); } catch (fl::Exception & fe) { logAi->errorStream() << "evaluate VisitTile " << ": " << fe.getWhat(); } assert (g.priority >= 0); return g.priority; } 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(); return g.value / std::max(g.value - army, 1000.0f); } float FuzzyHelper::evaluate (Goals::ClearWayTo & g) { if (!g.hero.h) throw cannotFulfillGoalException("ClearWayTo called without hero!"); SectorMap sm(g.hero); int3 t = sm.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 1; } float FuzzyHelper::evaluate (Goals::DigAtTile & g) { return 0; } float FuzzyHelper::evaluate (Goals::CollectRes & g) { return 0; } float FuzzyHelper::evaluate (Goals::Build & g) { return 0; } float FuzzyHelper::evaluate (Goals::Invalid & g) { return -1e10; } float FuzzyHelper::evaluate (Goals::AbstractGoal & g) { logAi->warnStream() << boost::format("Cannot evaluate goal %s") % g.name(); return g.priority; } void FuzzyHelper::setPriority (Goals::TSubgoal & g) { g->setpriority(g->accept(this)); //this enforces returned value is set }