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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);
 
- 		{
 
- 			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);
 
- 		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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