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- /*
- * 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 "Fuzzy.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"
- #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
- struct BankConfig;
- class CBankInfo;
- class Engine;
- class InputVariable;
- class CGTownInstance;
- FuzzyHelper * fh;
- extern boost::thread_specific_ptr<CCallback> cb;
- 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;
- }
- 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<CBankInfo *>(objectInfo.get());
- ui64 totalStrength = 0;
- ui8 totalChance = 0;
- for(auto config : bankInfo->getPossibleGuards())
- {
- totalStrength += config.second.totalStrength * config.first;
- totalChance += config.first;
- }
- return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
- }
- 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_STRENGHT));
- threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
- threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
- threat->setRange(MIN_AI_STRENGHT, 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)
- Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
- {
- if(vec.empty()) //no possibilities found
- return sptr(Goals::Invalid());
- ai->cachedSectorMaps.clear();
- //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;
- };
- return *boost::max_element(vec, compareGoals);
- }
- float FuzzyHelper::evaluate(Goals::Explore & g)
- {
- return 1;
- }
- float FuzzyHelper::evaluate(Goals::RecruitHero & g)
- {
- return 1;
- }
- 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());
- }
- }
- 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;
- }
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