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- #include "StdInc.h"
- #include "Fuzzy.h"
- #include <limits>
- #include "../../lib/CObjectHandler.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/VCMI_Lib.h"
- #include "../../CCallback.h"
- //#include "Goals.cpp"
- #include "VCAI.h"
- /*
- * 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
- *
- */
- #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
- #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
- struct BankConfig;
- class FuzzyEngine;
- class InputLVar;
- class CGTownInstance;
- using namespace boost::assign;
- using namespace vstd;
- //using namespace Goals;
- FuzzyHelper *fh;
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- struct armyStructure
- {
- float walkers, shooters, flyers;
- ui32 maxSpeed;
- };
- ui64 evaluateBankConfig (BankConfig * bc)
- {
- ui64 danger = 0;
- for (auto opt : bc->guards)
- {
- danger += VLC->creh->creatures[opt.first]->fightValue * opt.second;
- }
- return danger;
- }
- 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();
- 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;
- return as;
- }
- FuzzyHelper::FuzzyHelper()
- {
- engine.hedgeSet().add(new fl::HedgeSomewhat());
- engine.hedgeSet().add(new fl::HedgeVery());
- engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously
- initBank();
- initTacticalAdvantage();
- initVisitTile();
-
- logAi->infoStream() << engine.toString();
- }
- void FuzzyHelper::initBank()
- {
- try
- {
- //Trivial bank estimation
- bankInput = new fl::InputLVar("BankInput");
- bankDanger = new fl::OutputLVar("BankDanger");
- bankInput->addTerm(new fl::SingletonTerm ("SET", 0.5));
- engine.addInputLVar (bankInput);
- engine.addOutputLVar (bankDanger);
- engine.addRuleBlock (&bankBlock);
-
- for (int i = 0; i < 4; ++i)
- {
- bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
- bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
- }
- }
- catch (fl::FuzzyException & fe)
- {
- logAi->errorStream() << "initBank " << fe.name() << ": " << fe.message();
- }
- }
- void FuzzyHelper::initTacticalAdvantage()
- {
- try
- {
- //Tactical advantage calculation
- std::vector<fl::InputLVar*> helper;
- ta.ourShooters = new fl::InputLVar("OurShooters");
- ta.ourWalkers = new fl::InputLVar("OurWalkers");
- ta.ourFlyers = new fl::InputLVar("OurFlyers");
- ta.enemyShooters = new fl::InputLVar("EnemyShooters");
- ta.enemyWalkers = new fl::InputLVar("EnemyWalkers");
- ta.enemyFlyers = new fl::InputLVar("EnemyFlyers");
- helper += ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers;
- for (auto val : helper)
- {
- engine.addInputLVar(val);
- val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true));
- val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false));
- }
- helper.clear();
- ta.ourSpeed = new fl::InputLVar("OurSpeed");
- ta.enemySpeed = new fl::InputLVar("EnemySpeed");
- helper += ta.ourSpeed, ta.enemySpeed;
- for (auto val : helper)
- {
- engine.addInputLVar(val);
- val->addTerm (new fl::ShoulderTerm("LOW", 3, 6.5, true));
- val->addTerm (new fl::TriangularTerm("MEDIUM", 5.5, 10.5));
- val->addTerm (new fl::ShoulderTerm("HIGH", 8.5, 16, false));
- }
-
- ta.castleWalls = new fl::InputLVar("CastleWalls");
- engine.addInputLVar(ta.castleWalls);
- ta.castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
- ta.castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
- ta.castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE, false));
- ta.bankPresent = new fl::InputLVar("Bank");
- engine.addInputLVar(ta.bankPresent);
- ta.bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
- ta.bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
- ta.threat = new fl::OutputLVar("Threat");
- engine.addOutputLVar(ta.threat);
- ta.threat->addTerm (new fl::ShoulderTerm("LOW", MIN_AI_STRENGHT, 1, true));
- ta.threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
- ta.threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
- engine.addRuleBlock (&ta.tacticalAdvantage);
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
- //just to cover all cases
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
- ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
- }
- catch(fl::ParsingException & pe)
- {
- logAi->errorStream() << "initTacticalAdvantage " << pe.name() << ": " << pe.message();
- }
- catch (fl::FuzzyException & fe)
- {
- logAi->errorStream() << "initTacticalAdvantage " << fe.name() << ": " << fe.message();
- }
- }
- ui64 FuzzyHelper::estimateBankDanger (int ID)
- {
- std::vector <ConstTransitivePtr<BankConfig>> & configs = VLC->objh->banksInfo[ID];
- ui64 val = std::numeric_limits<ui64>::max();
- try
- {
- switch (configs.size())
- {
- case 4:
- try
- {
- for (int i = 0; i < 4; ++i)
- {
- int bankVal = evaluateBankConfig (VLC->objh->banksInfo[ID][i]);
- bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMinimum(bankVal * 0.5f);
- bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMaximum(bankVal * 1.5f);
- }
- //comparison purposes
- //int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
- //dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
- bankInput->setInput (0.5);
- engine.process (BANK_DANGER);
- //engine.process();
- val = bankDanger->output().defuzzify(); //some expected value of this bank
- }
- catch (fl::FuzzyException & fe)
- {
- logAi->errorStream() << fe.name() << ": " << fe.message();
- }
- break;
- case 1: //rare case - Pyramid
- val = evaluateBankConfig (VLC->objh->banksInfo[ID][0]);
- break;
- default:
- logAi->warnStream() << ("Uhnandled bank config!");
- }
- }
- catch (fl::FuzzyException & fe)
- {
- logAi->errorStream() << "estimateBankDanger " << fe.name() << ": " << fe.message();
- }
- return val;
- }
- float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
- {
- float output = 1;
- try
- {
- armyStructure ourStructure = evaluateArmyStructure(we);
- armyStructure enemyStructure = evaluateArmyStructure(enemy);
- ta.ourWalkers->setInput(ourStructure.walkers);
- ta.ourShooters->setInput(ourStructure.shooters);
- ta.ourFlyers->setInput(ourStructure.flyers);
- ta.ourSpeed->setInput(ourStructure.maxSpeed);
- ta.enemyWalkers->setInput(enemyStructure.walkers);
- ta.enemyShooters->setInput(enemyStructure.shooters);
- ta.enemyFlyers->setInput(enemyStructure.flyers);
- ta.enemySpeed->setInput(enemyStructure.maxSpeed);
- bool bank = dynamic_cast<const CBank*>(enemy);
- if (bank)
- ta.bankPresent->setInput(1);
- else
- ta.bankPresent->setInput(0);
- const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
- if (fort)
- {
- ta.castleWalls->setInput (fort->fortLevel());
- }
- else
- ta.castleWalls->setInput(0);
- engine.process (TACTICAL_ADVANTAGE);
- //engine.process();
- output = ta.threat->output().defuzzify();
- }
- catch (fl::FuzzyException & fe)
- {
- logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message();
- }
- return output;
- }
- FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
- {
- //TODO: smart pointers?
- delete ourWalkers;
- delete ourShooters;
- delete ourFlyers;
- delete enemyWalkers;
- delete enemyShooters;
- delete enemyFlyers;
- delete ourSpeed;
- delete enemySpeed;
- delete bankPresent;
- delete castleWalls;
- delete threat;
- }
- //shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec)
- Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
- {
- if (vec.empty()) //no possibilities found
- return sptr(Goals::Invalid());
- for (auto g : vec)
- {
- setPriority(g);
- }
- auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
- {
- return lhs->priority < rhs->priority;
- };
- boost::sort (vec, compareGoals);
- return vec.back();
- }
- float FuzzyHelper::evaluate (Goals::Explore & g)
- {
- return 1;
- }
- float FuzzyHelper::evaluate (Goals::RecruitHero & g)
- {
- return 1; //just try to recruit hero as one of options
- }
- FuzzyHelper::EvalVisitTile::~EvalVisitTile()
- {
- delete strengthRatio;
- delete heroStrength;
- delete turnDistance;
- delete missionImportance;
- }
- void FuzzyHelper::initVisitTile()
- {
- try
- {
- std::vector<fl::InputLVar*> helper;
- vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards
- vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero
- vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near
- vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
- vt.value = new fl::OutputLVar("Value");
- helper += vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance;
- for (auto val : helper)
- {
- engine.addInputLVar(val);
- }
- engine.addOutputLVar (vt.value);
- vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true));
- vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false));
- //strength compared to our main hero
- vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true));
- vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8));
- vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false));
- vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true));
- vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8));
- vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false));
- vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
- vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
- vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
- //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
- vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
- vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/
- vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
- engine.addRuleBlock (&vt.rules);
- //use unarmed scouts if possible
- vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", engine));
- //we may want to use secondary hero(es) rather than main hero
- vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
- vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine));
- //don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
- vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine));
- //attempt to arm secondary heroes is not stupid
- vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
- vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine));
-
- //do not cancel important goals
- vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is HIGH then Value is very LOW", engine));
- vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine));
- vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine));
- //pick nearby objects if it's easy, avoid long walks
- vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine));
- vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine));
- vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine));
- }
- catch (fl::FuzzyException & fe)
- {
- logAi->errorStream() << "visitTile " << fe.name() << ": " << fe.message();
- }
- }
- float FuzzyHelper::evaluate (Goals::VisitTile & g)
- {
- //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));
- cb->setSelection (g.hero.h);
- float turns = 0;
- float distance = cb->getMovementCost(g.hero.h, g.tile);
- if (!distance) //we stand on that tile
- turns = 0;
- else
- {
- if (distance < g.hero->movement) //we can move there within one turn
- turns = (fl::flScalar)distance /g.hero->movement;
- else
- turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land?
- }
-
- float missionImportance = 0;
- if (vstd::contains(ai->lockedHeroes, g.hero))
- missionImportance = ai->lockedHeroes[g.hero]->priority;
- float strengthRatio = 10.0f; //we are much stronger than enemy
- ui64 danger = evaluateDanger (g.tile, g.hero.h);
- if (danger)
- strengthRatio = (fl::flScalar)g.hero.h->getTotalStrength() / danger;
- try
- {
- vt.strengthRatio->setInput (strengthRatio);
- vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength());
- vt.turnDistance->setInput (turns);
- vt.missionImportance->setInput (missionImportance);
- //engine.process();
- engine.process (VISIT_TILE);
- g.priority = vt.value->output().defuzzify();
- }
- catch (fl::FuzzyException & fe)
- {
- logAi->errorStream() << "evaluate VisitTile " << fe.name() << ": " << fe.message();
- }
- return g.priority;
- }
- float FuzzyHelper::evaluate (Goals::VisitHero & g)
- {
- auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similiar
- //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();
- return g.value / std::max(g.value - army, 1000.0f);
- }
- float FuzzyHelper::evaluate (Goals::BuildThis & g)
- {
- return 1;
- }
- float FuzzyHelper::evaluate (Goals::DigAtTile & g)
- {
- return 0;
- }
- float FuzzyHelper::evaluate (Goals::CollectRes & g)
- {
- return 0;
- }
- float FuzzyHelper::evaluate (Goals::Build & g)
- {
- return 0;
- }
- float FuzzyHelper::evaluate (Goals::Invalid & g)
- {
- return -1e10;
- }
- float FuzzyHelper::evaluate (Goals::AbstractGoal & g)
- {
- logAi->warnStream() << boost::format("Cannot evaluate goal %s") % g.name();
- return g.priority;
- }
- void FuzzyHelper::setPriority (Goals::TSubgoal & g)
- {
- g->setpriority(g->accept(this)); //this enforces returned value is set
- }
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