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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"
- /*
- * 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
- struct BankConfig;
- class FuzzyEngine;
- class InputLVar;
- class CGTownInstance;
- using namespace boost::assign;
- using namespace vstd;
- FuzzyHelper *fh;
- struct armyStructure
- {
- float walkers, shooters, flyers;
- ui32 maxSpeed;
- };
- ui64 evaluateBankConfig (BankConfig * bc)
- {
- ui64 danger = 0;
- BOOST_FOREACH (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;
- BOOST_FOREACH(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()
- {
- initBank();
- initTacticalAdvantage();
- }
- void FuzzyHelper::initBank()
- {
- try
- {
- //Trivial bank estimation
- bankInput = new fl::InputLVar("BankInput");
- bankDanger = new fl::OutputLVar("BankDanger");
- bankInput->addTerm(new fl::SingletonTerm ("SET"));
- engine.addRuleBlock (&bankBlock); //have to be added before the rules are parsed
- engine.addInputLVar (bankInput);
- engine.addOutputLVar (bankDanger);
- 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;
- ourShooters = new fl::InputLVar("OurShooters");
- ourWalkers = new fl::InputLVar("OurWalkers");
- ourFlyers = new fl::InputLVar("OurFlyers");
- enemyShooters = new fl::InputLVar("EnemyShooters");
- enemyWalkers = new fl::InputLVar("EnemyWalkers");
- enemyFlyers = new fl::InputLVar("EnemyFlyers");
- helper += ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers;
- BOOST_FOREACH (auto val, helper)
- {
- val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.75, true));
- val->addTerm (new fl::ShoulderTerm("MANY", 0.25, 1, false));
- engine.addInputLVar(val);
- }
- helper.clear();
- ourSpeed = new fl::InputLVar("OurSpeed");
- enemySpeed = new fl::InputLVar("EnemySpeed");
- helper += ourSpeed, enemySpeed;
- BOOST_FOREACH (auto val, helper)
- {
- val->addTerm (new fl::ShoulderTerm("LOW", 3, 8.1, true));
- val->addTerm (new fl::TriangularTerm("MEDIUM", 6.9, 13.1));
- val->addTerm (new fl::ShoulderTerm("HIGH", 10.5, 16, false));
- engine.addInputLVar(val);
- }
- castleWalls = new fl::InputLVar("CastleWalls");
- castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
- castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
- castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE));
- engine.addInputLVar(castleWalls);
- bankPresent = new fl::InputLVar("Bank");
- bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
- bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
- engine.addInputLVar(bankPresent);
- threat = new fl::OutputLVar("Threat");
- threat->addTerm (new fl::TriangularTerm("LOW", MIN_AI_STRENGHT, 1));
- threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
- threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
- engine.addOutputLVar(threat);
- engine.hedgeSet().add(new fl::HedgeSomewhat());
- engine.hedgeSet().add(new fl::HedgeVery());
- tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is very LOW", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and OurShooters is FEW and EnemyShooters is MANY then Threat is very HIGH", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY and OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
- //tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is MANY then Threat is MEDIUM", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
- tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
- engine.addRuleBlock (&tacticalAdvantage);
- }
- 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
- {
- int bankVal;
- for (int i = 0; i < 4; ++i)
- {
- 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);
- 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);
- ourWalkers->setInput(ourStructure.walkers);
- ourShooters->setInput(ourStructure.shooters);
- ourFlyers->setInput(ourStructure.flyers);
- ourSpeed->setInput(ourStructure.maxSpeed);
- enemyWalkers->setInput(enemyStructure.walkers);
- enemyShooters->setInput(enemyStructure.shooters);
- enemyFlyers->setInput(enemyStructure.flyers);
- enemySpeed->setInput(enemyStructure.maxSpeed);
- bool bank = dynamic_cast<const CBank*>(enemy);
- if (bank)
- bankPresent->setInput(1);
- else
- bankPresent->setInput(0);
- const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
- if (fort)
- {
- castleWalls->setInput (fort->fortLevel());
- }
- else
- castleWalls->setInput(0);
- engine.process (TACTICAL_ADVANTAGE);
- output = threat->output().defuzzify();
- }
- catch (fl::FuzzyException fe)
- {
- logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message();
- }
- return output;
- }
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