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							- #ifndef AI_PRIORITIES
 
- #define AI_PRIORITIES
 
- #include "AIPriorities.h"
 
- #include <sstream>
 
- // TODO: No using namespace!!
 
- using namespace geniusai;
 
- Network::Network()
 
- {}
 
- Network::Network(vector<unsigned int> whichFeatures)// random network
 
-     : net(whichFeatures.size(),
 
-           whichFeatures.size() * 0.601 + 2,
 
-           whichFeatures.size() * 0.251 + 2,
 
-           1),
 
-       whichFeatures(whichFeatures)
 
- {
 
- }
 
- Network::Network(istream & input)
 
- {
 
- 	// vector<int> whichFeatures;
 
- 	int feature;
 
- 	string line;
 
- 	getline(input,line);
 
- 	stringstream lineIn(line);
 
- 	while(lineIn>>feature)
 
- 		whichFeatures.push_back(feature);
 
- 	getline(input, line);//get R
 
- 	net = neuralNetwork(whichFeatures.size(),
 
-                       whichFeatures.size() * 0.601 + 2,
 
-                       whichFeatures.size() * 0.251 + 2,
 
-                       1);
 
- }
 
- float Network::feedForward(const vector<float> & stateFeatures)
 
- {
 
-   // TODO: Should comment/rewrite it...
 
- 	return (rand() % 1000) / 800.0f;
 
- 	double * input = new double[whichFeatures.size()];
 
- 	for (int i = 0; i < whichFeatures.size(); i++)
 
- 		input[i] = stateFeatures[whichFeatures[i]];
 
- 	
 
- 	float ans = net.feedForwardPattern(input)[0];
 
- 	
 
- 	delete input;
 
- 	return ans;
 
- }
 
- Priorities::Priorities(const string & filename)	//read brain from file
 
- :numSpecialFeatures(8)
 
- {
 
- 	ifstream infile(filename.c_str());
 
- 	// object_num [list of features]
 
- 	// brain data or "R" for random brain
 
- 	objectNetworks.resize(255);
 
- 	buildingNetworks.resize(9);
 
- 	char type;
 
- 	int object_num;
 
- 	int town_num;
 
- 	int building_num;
 
- 	while(infile>>type)
 
- 	{
 
- 		switch(type)
 
- 		{
 
- 		case 'o'://map object
 
- 			infile >> object_num;
 
- 			objectNetworks[object_num].push_back(Network(infile));
 
- 			break;
 
- 		case 't'://town building
 
- 			infile >> town_num >> building_num;
 
- 			buildingNetworks[town_num][building_num]=Network(infile);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void Priorities::fillFeatures(const CGeniusAI::HypotheticalGameState & hgs)
 
- {
 
- 	stateFeatures.clear();
 
- 	stateFeatures.resize(50);
 
- 	for(int i = 0; i < stateFeatures.size(); i++)
 
- 		stateFeatures[i]=0;
 
- 	for(int i = 0; i < hgs.resourceAmounts.size();i++)	//features 0-7 are resources
 
- 		stateFeatures[i]=hgs.resourceAmounts[i];
 
- 	//TODO:												//features 8-15 are incomes
 
- 	specialFeaturesStart = 16;							//features 16-23 are special features (filled in by get functions before ANN)
 
- 	
 
- 	stateFeatures[24] = hgs.AI->m_cb->getDate();
 
- 	stateFeatures[25] = 1;
 
- 	
 
- 	
 
- }
 
- float Priorities::getCost(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay)
 
- {
 
- 	if(!resourceCosts.size())return -1;
 
- 	//TODO: replace with ann
 
- 	float cost = resourceCosts[0]/4.0+resourceCosts[1]/2.0+resourceCosts[2]/4.0+resourceCosts[3]/2.0+resourceCosts[4]/2.0+resourceCosts[5]/2.0+resourceCosts[6]/3000.0;
 
- 	
 
- 	if(moved)						//TODO: multiply by importance of hero
 
- 		cost+=distOutOfTheWay/10000.0;
 
- 	return cost;
 
- }
 
- float Priorities::getValue(const CGeniusAI::AIObjective & obj)
 
- {	//resource
 
- 	
 
- 	vector<int> resourceAmounts(8,0);
 
- 	int amount;
 
- 	if(obj.type==CGeniusAI::AIObjective::finishTurn)	//TODO: replace with value of visiting that object divided by days till completed
 
- 		return .0001;			//small nonzero
 
- 	float a;
 
- 	if(obj.type==CGeniusAI::AIObjective::attack)
 
- 		return 100;
 
- 	if(dynamic_cast<const CGeniusAI::HeroObjective* >(&obj))
 
- 	{
 
- 		const CGeniusAI::HeroObjective* hobj = dynamic_cast<const CGeniusAI::HeroObjective* >(&obj);
 
- 		stateFeatures[16] = hobj->whoCanAchieve.front()->h->getTotalStrength();
 
- 		if(dynamic_cast<const CArmedInstance*>(hobj->object))
 
- 			stateFeatures[17] = dynamic_cast<const CArmedInstance*>(hobj->object)->getArmyStrength();
 
- 		switch(hobj->object->ID)
 
- 		{
 
- 		case 5: //artifact //TODO: return value of each artifact
 
- 			return 0;
 
- 		case 79://resources on the ground
 
- 			switch(hobj->object->subID)
 
- 			{
 
- 			case 6:
 
- 				amount = 800;
 
- 				break;
 
- 			case 0: case 2:
 
- 				amount = 9.5;	//will be rounded, sad
 
- 				break;
 
- 			default:
 
- 				amount = 4;
 
- 				break;
 
- 			}
 
- 			resourceAmounts[hobj->object->subID]=amount;
 
- 			return getCost(resourceAmounts,NULL,0);
 
- 			break;
 
- 		case 55://mystical garden
 
- 			resourceAmounts[6]=500;
 
- 			a=getCost(resourceAmounts,NULL,0);
 
- 			resourceAmounts[6]=0;
 
- 			resourceAmounts[5]=5;
 
- 			return (a+getCost(resourceAmounts,NULL,0))*.5;
 
- 		case 109:
 
- 			resourceAmounts[6]=1000;
 
- 			return getCost(resourceAmounts,NULL,0);
 
- 		case 12://campfire
 
- 			resourceAmounts[6]=500;
 
- 			for(int i = 0; i < 6;i++)
 
- 				resourceAmounts[i]=1;
 
- 			return getCost(resourceAmounts,NULL,0);
 
- 		case 112://windmill
 
- 			for(int i = 1; i < 6;i++)//no wood
 
- 				resourceAmounts[i]=1;
 
- 			return getCost(resourceAmounts,NULL,0);
 
- 			break;
 
- 		case 49://magic well
 
- 			//TODO: add features for hero's spell points
 
- 			break;
 
- 		case 34: //hero
 
- 			if(dynamic_cast<const CGHeroInstance*>(hobj->object)->getOwner()==obj.AI->m_cb->getMyColor())//friendly hero
 
- 			{
 
- 				
 
- 				stateFeatures[17] = dynamic_cast<const CGHeroInstance*>(hobj->object)->getTotalStrength();
 
- 				return objectNetworks[34][0].feedForward(stateFeatures);
 
- 			}
 
- 			else
 
- 			{
 
- 				stateFeatures[17] = dynamic_cast<const CGHeroInstance*>(hobj->object)->getTotalStrength();
 
- 				return objectNetworks[34][1].feedForward(stateFeatures);
 
- 			}
 
- 			break;
 
- 		case 98:
 
- 			if(dynamic_cast<const CGTownInstance*>(hobj->object)->getOwner()==obj.AI->m_cb->getMyColor())//friendly town
 
- 			{
 
- 				stateFeatures[17] = dynamic_cast<const CGTownInstance*>(hobj->object)->getArmyStrength();
 
- 				return 0; // objectNetworks[98][0].feedForward(stateFeatures);
 
- 			}
 
- 			else
 
- 			{
 
- 				stateFeatures[17] = dynamic_cast<const CGTownInstance*>(hobj->object)->getArmyStrength();
 
- 				return 0; //objectNetworks[98][1].feedForward(stateFeatures);
 
- 			}
 
- 			break;
 
- 		case 88:
 
- 			//TODO: average value of unknown level 1 spell, or value of known spell
 
- 		case 89:
 
- 			//TODO: average value of unknown level 2 spell, or value of known spell
 
- 		case 90:
 
- 			//TODO: average value of unknown level 3 spell, or value of known spell
 
- 			return 0;
 
- 		break;
 
- 		case 215://quest guard
 
- 			return 0;
 
- 		case 53:	//various mines
 
- 			return 0; //out of range crash
 
- 			//objectNetworks[53][hobj->object->subID].feedForward(stateFeatures);
 
- 		case 113://TODO: replace with value of skill for the hero
 
- 			return 0;
 
- 		case 103: case 58://TODO: replace with value of seeing x number of new tiles 
 
- 			return 0;
 
- 		default:
 
- 			if (objectNetworks[hobj->object->ID].size())
 
- 				return objectNetworks[hobj->object->ID][0].feedForward(stateFeatures);
 
- 			tlog6 << "don't know the value of ";
 
- 			switch(obj.type)
 
- 			{
 
- 			case CGeniusAI::AIObjective::visit:
 
- 				tlog6 << "visiting " << hobj->object->ID;
 
- 				break;
 
- 				tlog6 << "attacking " << hobj->object->ID;
 
- 				break;
 
- 			case CGeniusAI::AIObjective::finishTurn:
 
- 				obj.print();
 
- 				break;
 
- 			}
 
- 			tlog6 << endl;
 
- 		}
 
- 	}
 
- 	else	//town objective
 
- 	{
 
- 		if(obj.type == CGeniusAI::AIObjective::buildBuilding)
 
- 		{
 
- 			const CGeniusAI::TownObjective* tnObj = dynamic_cast<const CGeniusAI::TownObjective* >(&obj);
 
- 			if(buildingNetworks[tnObj->whichTown->t->subID].find(tnObj->which)!=buildingNetworks[tnObj->whichTown->t->subID].end())
 
- 				return buildingNetworks[tnObj->whichTown->t->subID][tnObj->which].feedForward(stateFeatures);
 
- 			else
 
- 			{
 
- 				tlog6 << "don't know the value of ";
 
- 				obj.print();
 
- 				tlog6 << endl;
 
- 			}
 
- 		}
 
- 	}
 
- 	return 0;
 
- }
 
- #endif
 
 
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