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							- /*
 
- * FuzzyEngines.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 "FuzzyEngines.h"
 
- #include "Goals/Goals.h"
 
- #include "../../lib/mapObjects/MapObjects.h"
 
- #include "VCAI.h"
 
- #include "MapObjectsEvaluator.h"
 
- #define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
 
- #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
 
- extern boost::thread_specific_ptr<VCAI> ai;
 
- extern FuzzyHelper * fh;
 
- engineBase::engineBase()
 
- {
 
- 	rules = new fl::RuleBlock();
 
- 	engine.addRuleBlock(rules);
 
- }
 
- void engineBase::configure()
 
- {
 
- 	engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "Proportional");
 
- 	logAi->trace(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 totalStrength = army->getArmyStrength();
 
- 	double walkersStrength = 0;
 
- 	double flyersStrength = 0;
 
- 	double shootersStrength = 0;
 
- 	ui32 maxSpeed = 0;
 
- 	static const CSelector selectorSHOOTER = Selector::type()(BonusType::SHOOTER);
 
- 	static const std::string keySHOOTER = "type_"+std::to_string((int32_t)BonusType::SHOOTER);
 
- 	static const CSelector selectorFLYING = Selector::type()(BonusType::FLYING);
 
- 	static const std::string keyFLYING = "type_"+std::to_string((int32_t)BonusType::FLYING);
 
- 	static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
 
- 	static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED);
 
- 	for(auto s : army->Slots())
 
- 	{
 
- 		bool walker = true;
 
- 		auto bearer = s.second->getType()->getBonusBearer();
 
- 		if(bearer->hasBonus(selectorSHOOTER, keySHOOTER))
 
- 		{
 
- 			shootersStrength += s.second->getPower();
 
- 			walker = false;
 
- 		}
 
- 		if(bearer->hasBonus(selectorFLYING, keyFLYING))
 
- 		{
 
- 			flyersStrength += s.second->getPower();
 
- 			walker = false;
 
- 		}
 
- 		if(walker)
 
- 			walkersStrength += s.second->getPower();
 
- 		vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
 
- 	}
 
- 	armyStructure as;
 
- 	as.walkers = static_cast<float>(walkersStrength / totalStrength);
 
- 	as.shooters = static_cast<float>(shootersStrength / totalStrength);
 
- 	as.flyers = static_cast<float>(flyersStrength / totalStrength);
 
- 	as.maxSpeed = maxSpeed;
 
- 	assert(as.walkers || as.flyers || as.shooters);
 
- 	return as;
 
- }
 
- float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const
 
- {
 
- 	if(goal.evaluationContext.movementCost > 0)
 
- 	{
 
- 		return goal.evaluationContext.movementCost;
 
- 	}
 
- 	else
 
- 	{
 
- 		auto pathInfo = ai->myCb->getPathsInfo(goal.hero.h)->getPathInfo(goal.tile);
 
- 		return pathInfo->getCost();
 
- 	}
 
- }
 
- 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_STRENGTH));
 
- 		threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
 
- 		threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
 
- 		threat->setRange(MIN_AI_STRENGTH, 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 LOW");
 
- 		addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is 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 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 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 //TODO: rework this engine, it tends to produce nonsense output
 
- 	{
 
- 		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)
 
- 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", 0.5, 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);
 
- 		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);
 
- 		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 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");
 
- 		//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");
 
- 		//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");
 
- 		//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");
 
- 	}
 
- 	catch(fl::Exception & fe)
 
- 	{
 
- 		logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
 
- 	}
 
- }
 
- void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
 
- {
 
- 	float turns = calculateTurnDistanceInputValue(goal);
 
- 	float missionImportanceData = 0;
 
- 	if(vstd::contains(ai->lockedHeroes, goal.hero))
 
- 	{
 
- 		missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
 
- 	}
 
- 	else if(goal.parent)
 
- 	{
 
- 		missionImportanceData = goal.parent->priority;
 
- 	}
 
- 	float strengthRatioData = 10.0f; //we are much stronger than enemy
 
- 	ui64 danger = fh->evaluateDanger(goal.tile, goal.hero.h);
 
- 	if(danger)
 
- 		strengthRatioData = static_cast<float>((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());
 
- 	}
 
- }
 
- VisitObjEngine::VisitObjEngine()
 
- {
 
- 	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 checking LOW/MID/HIGH proportions for various values in QtFuzzyLite
 
- 		objectValue->addTerm(new fl::Ramp("LOW", 3500.0, 0.0));
 
- 		objectValue->addTerm(new fl::Triangle("MEDIUM", 0.0, 8500.0));
 
- 		std::vector<fl::Discrete::Pair> multiRamp = { fl::Discrete::Pair(5000.0, 0.0), fl::Discrete::Pair(10000.0, 0.75), fl::Discrete::Pair(20000.0, 1.0) };
 
- 		objectValue->addTerm(new fl::Discrete("HIGH", multiRamp));
 
- 		objectValue->setRange(0.0, 20000.0); //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 VisitObjEngine::evaluate(Goals::VisitObj & goal)
 
- {
 
- 	if(!goal.hero)
 
- 		return 0;
 
- 	auto obj = ai->myCb->getObj(ObjectInstanceID(goal.objid));
 
- 	if(!obj)
 
- 	{
 
- 		logAi->error("Goals::VisitObj objid " + std::to_string(goal.objid) + " no longer visible, probably goal used for something it's not intended");
 
- 		return -100; // FIXME: Added check when goal was used for hero instead of VisitHero, but crashes are bad anyway
 
- 	}
 
- 	std::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj);
 
- 	int objValue = 0;
 
- 	if(objValueKnownByAI != std::nullopt) //consider adding value manipulation based on object instances on map
 
- 	{
 
- 		objValue = std::min(std::max(objValueKnownByAI.value(), 0), 20000);
 
- 	}
 
- 	else
 
- 	{
 
- 		MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
 
- 		logGlobal->error("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 = static_cast<float>(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::VisitTile & goal)
 
- {
 
- 	//we assume that hero is already set and we want to choose most suitable one for the mission
 
- 	if(!goal.hero)
 
- 		return 0;
 
- 	//assert(cb->isInTheMap(g.tile));
 
- 	setSharedFuzzyVariables(goal);
 
- 	try
 
- 	{
 
- 		engine.process();
 
- 		goal.priority = static_cast<float>(value->getValue());
 
- 	}
 
- 	catch(fl::Exception & fe)
 
- 	{
 
- 		logAi->error("evaluate VisitTile: %s", fe.getWhat());
 
- 	}
 
- 	assert(goal.priority >= 0);
 
- 	return goal.priority;
 
- }
 
 
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