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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
- 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(const 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->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);
- {
- 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;
- }
- //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: %d, subID: %d - adding to database with value %d ", obj->ID, obj->subID, 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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