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- /*
- * 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
- *
- */
- #include "StdInc.h"
- #include "PriorityEvaluator.h"
- #include <limits>
- #include "../../../lib/mapObjects/MapObjects.h"
- #include "../../../lib/mapObjects/CommonConstructors.h"
- #include "../../../lib/CCreatureHandler.h"
- #include "../../../lib/CPathfinder.h"
- #include "../../../lib/CGameStateFwd.h"
- #include "../../../lib/VCMI_Lib.h"
- #include "../../../CCallback.h"
- #include "../VCAI.h"
- #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
- #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
- struct BankConfig;
- class CBankInfo;
- class Engine;
- class InputVariable;
- class CGTownInstance;
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- PriorityEvaluator::PriorityEvaluator()
- {
- initVisitTile();
- configure();
- }
- PriorityEvaluator::~PriorityEvaluator()
- {
- engine.removeRuleBlock(0);
- engine.~Engine();
- }
- void PriorityEvaluator::initVisitTile()
- {
- try
- {
- armyLossPersentageVariable = new fl::InputVariable("armyLoss"); //hero must be strong enough to defeat guards
- heroStrengthVariable = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
- turnDistanceVariable = new fl::InputVariable("turnDistance"); //we want to use hero who is near
- goldRewardVariable = new fl::InputVariable("goldReward"); //indicate AI that content of the file is important or it is probably bad
- armyRewardVariable = new fl::InputVariable("armyReward"); //indicate AI that content of the file is important or it is probably bad
- value = new fl::OutputVariable("Value");
- value->setMinimum(0);
- value->setMaximum(1);
- value->setAggregation(new fl::AlgebraicSum());
- value->setDefuzzifier(new fl::Centroid(100));
- value->setDefaultValue(0.500);
- rules.setConjunction(new fl::AlgebraicProduct());
- rules.setDisjunction(new fl::AlgebraicSum());
- rules.setImplication(new fl::AlgebraicProduct());
- rules.setActivation(new fl::General());
- std::vector<fl::InputVariable *> helper = {
- armyLossPersentageVariable,
- heroStrengthVariable,
- turnDistanceVariable,
- goldRewardVariable,
- armyRewardVariable };
- for(auto val : helper)
- {
- engine.addInputVariable(val);
- }
- engine.addOutputVariable(value);
- armyLossPersentageVariable->addTerm(new fl::Ramp("LOW", 0.200, 0.000));
- armyLossPersentageVariable->addTerm(new fl::Ramp("HIGH", 0.200, 0.500));
- armyLossPersentageVariable->setRange(0, 1);
- //strength compared to our main hero
- heroStrengthVariable->addTerm(new fl::Ramp("LOW", 0.2, 0));
- heroStrengthVariable->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
- heroStrengthVariable->addTerm(new fl::Ramp("HIGH", 0.5, 1));
- heroStrengthVariable->setRange(0.0, 1.0);
- turnDistanceVariable->addTerm(new fl::Ramp("SMALL", 1.000, 0.000));
- turnDistanceVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 1.000, 2.000));
- turnDistanceVariable->addTerm(new fl::Ramp("LONG", 1.000, 3.000));
- turnDistanceVariable->setRange(0, 3);
- goldRewardVariable->addTerm(new fl::Ramp("LOW", 2000.000, 0.000));
- goldRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 2000.000, 3500.000));
- goldRewardVariable->addTerm(new fl::Ramp("HIGH", 2000.000, 5000.000));
- goldRewardVariable->setRange(0.0, 5000.0);
- armyRewardVariable->addTerm(new fl::Ramp("LOW", 0.300, 0.000));
- armyRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.100, 0.400, 0.800));
- armyRewardVariable->addTerm(new fl::Ramp("HIGH", 0.400, 1.000));
- armyRewardVariable->setRange(0.0, 1.0);
- value->addTerm(new fl::Ramp("LOWEST", 0.150, 0.000));
- value->addTerm(new fl::Triangle("LOW", 0.100, 0.100, 0.250, 0.500));
- value->addTerm(new fl::Triangle("BITLOW", 0.200, 0.200, 0.350, 0.250));
- value->addTerm(new fl::Triangle("MEDIUM", 0.300, 0.500, 0.700, 0.050));
- value->addTerm(new fl::Triangle("BITHIGH", 0.650, 0.800, 0.800, 0.250));
- value->addTerm(new fl::Triangle("HIGH", 0.750, 0.900, 0.900, 0.500));
- value->addTerm(new fl::Ramp("HIGHEST", 0.850, 1.000));
- value->setRange(0.0, 1.0);
- //we may want to use secondary hero(es) rather than main hero
- //do not cancel important goals
- //addRule("if lockedMissionImportance is HIGH then Value is very LOW");
- //addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
- //addRule("if lockedMissionImportance is LOW then Value is HIGH");
- //pick nearby objects if it's easy, avoid long walks
- /*addRule("if turnDistance is SMALL then Value is somewhat HIGH");
- addRule("if turnDistance is MEDIUM then Value is MEDIUM");
- addRule("if turnDistance is LONG then Value is LOW");*/
- //some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
- addRule("if turnDistance is MEDIUM then Value is MEDIUM");
- addRule("if turnDistance is SMALL then Value is BITHIGH");
- addRule("if turnDistance is LONG then Value is BITLOW");
- addRule("if turnDistance is very LONG then Value is LOW");
- addRule("if goldReward is LOW then Value is MEDIUM");
- addRule("if goldReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
- addRule("if goldReward is HIGH and armyLoss is LOW then Value is HIGH");
- addRule("if armyReward is LOW then Value is MEDIUM");
- addRule("if armyReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
- addRule("if armyReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
- addRule("if armyReward is HIGH and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST");
- addRule("if armyReward is HIGH and goldReward is MEDIUM and armyLoss is LOW then Value is HIGHEST with 0.8");
- addRule("if armyReward is MEDIUM and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
- addRule("if armyReward is MEDIUM and goldReward is MEDIUM and armyLoss is LOW then Value is HIGH");
- addRule("if armyReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
- addRule("if goldReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
- addRule("if armyReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is HIGH");
- addRule("if goldReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is BITHIGH");
- addRule("if goldReward is LOW and armyReward is LOW and turnDistance is not SMALL then Value is LOWEST");
- addRule("if armyLoss is HIGH then Value is LOWEST");
- addRule("if armyLoss is LOW then Value is MEDIUM");
- addRule("if armyReward is LOW and turnDistance is LONG then Value is LOWEST");
- }
- catch(fl::Exception & fe)
- {
- logAi->error("visitTile: %s", fe.getWhat());
- }
- }
- int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
- if(relations != PlayerRelations::ENEMIES)
- return 0; // if we already own it, no additional reward will be received by just visiting it
- auto town = cb->getTown(target->id);
- auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
- auto isProbablyDeveloped = !isNeutral && town->hasFort();
- return isProbablyDeveloped ? 1500 : 500;
- }
- TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
- CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
- auto resources = bankInfo->getPossibleResourcesReward();
- return resources;
- }
- uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
- CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
- auto creatures = bankInfo->getPossibleCreaturesReward();
- uint64_t result = 0;
- for(auto c : creatures)
- {
- result += c.type->AIValue * c.count;
- }
- return result;
- }
- uint64_t getDwellingScore(const CGObjectInstance * target)
- {
- auto dwelling = dynamic_cast<const CGDwelling *>(target);
- uint64_t score = 0;
-
- for(auto & creLevel : dwelling->creatures)
- {
- if(creLevel.first && creLevel.second.size())
- {
- auto creature = creLevel.second.back().toCreature();
- if(cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
- {
- score += creature->AIValue * creLevel.first;
- }
- }
- }
- return score;
- }
- uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- if(!target)
- return 0;
- const int dailyIncomeMultiplier = 5;
- switch(target->ID)
- {
- case Obj::TOWN:
- return target->tempOwner == PlayerColor::NEUTRAL ? 5000 : 1000;
- case Obj::CREATURE_BANK:
- return getCreatureBankArmyReward(target, hero);
- case Obj::CREATURE_GENERATOR1:
- return getDwellingScore(target) * dailyIncomeMultiplier;
- case Obj::CRYPT:
- case Obj::SHIPWRECK:
- case Obj::SHIPWRECK_SURVIVOR:
- return 1500;
- case Obj::ARTIFACT:
- return dynamic_cast<const CGArtifact *>(target)->storedArtifact-> artType->getArtClassSerial() == CArtifact::ART_MAJOR ? 3000 : 1500;
- case Obj::DRAGON_UTOPIA:
- return 10000;
- default:
- return 0;
- }
- }
- /// Gets aproximated reward in gold. Daily income is multiplied by 5
- int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
- {
- if(!target)
- return 0;
- const int dailyIncomeMultiplier = 5;
- auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
- switch(target->ID)
- {
- case Obj::RESOURCE:
- return isGold ? 800 : 100;
- case Obj::TREASURE_CHEST:
- return 1500;
- case Obj::WATER_WHEEL:
- return 1000;
- case Obj::TOWN:
- return dailyIncomeMultiplier * estimateTownIncome(target, hero);
- case Obj::MINE:
- case Obj::ABANDONED_MINE:
- return dailyIncomeMultiplier * (isGold ? 1000 : 75);
- case Obj::MYSTICAL_GARDEN:
- case Obj::WINDMILL:
- return 100;
- case Obj::CAMPFIRE:
- return 900;
- case Obj::CREATURE_BANK:
- return getCreatureBankResources(target, hero)[Res::GOLD];
- case Obj::CRYPT:
- case Obj::DERELICT_SHIP:
- return 3000;
- case Obj::DRAGON_UTOPIA:
- return 10000;
- case Obj::SEA_CHEST:
- return 1500;
- default:
- return 0;
- }
- }
- /// distance
- /// nearest hero?
- /// gold income
- /// army income
- /// hero strength - hero skills
- /// danger
- /// importance
- float PriorityEvaluator::evaluate(Goals::TSubgoal task)
- {
- auto heroPtr = task->hero;
- if(!heroPtr.validAndSet())
- return 2;
- int objId = task->objid;
- if(task->parent)
- objId = task->parent->objid;
- const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
-
- auto hero = heroPtr.get();
- auto armyTotal = task->evaluationContext.heroStrength;
- double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
- int32_t goldReward = getGoldReward(target, hero);
- uint64_t armyReward = getArmyReward(target, hero);
- double result = 0;
- try
- {
- armyLossPersentageVariable->setValue(armyLossPersentage);
- heroStrengthVariable->setValue((fl::scalar)hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
- turnDistanceVariable->setValue(task->evaluationContext.movementCost);
- goldRewardVariable->setValue(goldReward);
- armyRewardVariable->setValue(armyReward / 10000.0);
- engine.process();
- //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
- result = value->getValue() / task->evaluationContext.closestWayRatio;
- }
- catch(fl::Exception & fe)
- {
- logAi->error("evaluate VisitTile: %s", fe.getWhat());
- }
- assert(result >= 0);
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace("Evaluated %s, loss: %f, turns: %f, gold: %d, army gain: %d, result %f",
- task->name(),
- armyLossPersentage,
- task->evaluationContext.movementCost,
- goldReward,
- armyReward,
- result);
- #endif
- return result;
- }
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