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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 "../AIGateway.h"
- namespace NKAI
- {
- constexpr float MIN_AI_STRENGTH = 0.5f; //lower when combat AI gets smarter
- 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;
- float shooters;
- float 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;
- }
- 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);
- {
- int wallsNone = CGTownInstance::NONE;
- int wallsFort = CGTownInstance::FORT;
- int wallsCitadel = CGTownInstance::CITADEL;
- int wallsCastle = CGTownInstance::CASTLE;
- fl::Rectangle * none = new fl::Rectangle("NONE", wallsNone, wallsNone + (wallsFort - wallsNone) * 0.5f);
- castleWalls->addTerm(none);
- fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (wallsFort - wallsNone) * 0.5f, wallsFort, wallsCitadel, wallsCitadel + (wallsCastle - wallsCitadel) * 0.5f);
- castleWalls->addTerm(medium);
- fl::Ramp * high = new fl::Ramp("HIGH", wallsCitadel - 0.1, wallsCastle);
- castleWalls->addTerm(high);
- castleWalls->setRange(wallsNone, wallsCastle);
- }
- 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);
- 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;
- }
- }
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