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- #include "StdInc.h"
- #include "Fuzzy.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"
- /*
- * 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 100 times weaker than us
- struct BankConfig;
- class IObjectInfo;
- class CBankInfo;
- class Engine;
- class InputVariable;
- class CGTownInstance;
- //using namespace Goals;
- FuzzyHelper *fh;
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- engineBase::engineBase()
- {
- engine.addRuleBlock(&rules);
- }
- void engineBase::configure()
- {
- engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid");
- logAi->info(engine.toString());
- }
- void engineBase::addRule(const std::string &txt)
- {
- rules.addRule(fl::Rule::parse(txt, &engine));
- }
- struct armyStructure
- {
- float walkers, shooters, flyers;
- ui32 maxSpeed;
- };
- 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();
- vstd::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;
- assert(as.walkers || as.flyers || as.shooters);
- return as;
- }
- FuzzyHelper::FuzzyHelper()
- {
- initTacticalAdvantage();
- ta.configure();
- initVisitTile();
- vt.configure();
- }
- void FuzzyHelper::initTacticalAdvantage()
- {
- try
- {
- ta.ourShooters = new fl::InputVariable("OurShooters");
- ta.ourWalkers = new fl::InputVariable("OurWalkers");
- ta.ourFlyers = new fl::InputVariable("OurFlyers");
- ta.enemyShooters = new fl::InputVariable("EnemyShooters");
- ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
- ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
- //Tactical advantage calculation
- std::vector<fl::InputVariable*> helper =
- {
- ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
- };
- for (auto val : helper)
- {
- ta.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);
- }
- ta.ourSpeed = new fl::InputVariable("OurSpeed");
- ta.enemySpeed = new fl::InputVariable("EnemySpeed");
- helper = {ta.ourSpeed, ta.enemySpeed};
- for (auto val : helper)
- {
- ta.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);
- }
- ta.castleWalls = new fl::InputVariable("CastleWalls");
- ta.engine.addInputVariable(ta.castleWalls);
- {
- fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
- ta.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);
- ta.castleWalls->addTerm(medium);
- fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
- ta.castleWalls->addTerm(high);
- ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
- }
- ta.bankPresent = new fl::InputVariable("Bank");
- ta.engine.addInputVariable(ta.bankPresent);
- {
- fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
- ta.bankPresent->addTerm(termFalse);
- fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
- ta.bankPresent->addTerm(termTrue);
- ta.bankPresent->setRange(0, 1);
- }
- ta.threat = new fl::OutputVariable("Threat");
- ta.engine.addOutputVariable(ta.threat);
- ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
- ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
- ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
- ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
- ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
- ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
- ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
- ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
- ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
- ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
- //just to cover all cases
- ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
- ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
- ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
- ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
- ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
- ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
- ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
- ta.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());
- }
- }
- ui64 FuzzyHelper::estimateBankDanger (const CBank * bank)
- {
- //this one is not fuzzy anymore, just calculate weighted average
- auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
- CBankInfo * bankInfo = dynamic_cast<CBankInfo *> (objectInfo.get());
- ui64 totalStrength = 0;
- ui8 totalChance = 0;
- for (auto config : bankInfo->getPossibleGuards())
- {
- totalStrength += config.second.totalStrength * config.first;
- totalChance += config.first;
- }
- return totalStrength / totalChance;
- }
- float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
- {
- float output = 1;
- try
- {
- armyStructure ourStructure = evaluateArmyStructure(we);
- armyStructure enemyStructure = evaluateArmyStructure(enemy);
- ta.ourWalkers->setInputValue(ourStructure.walkers);
- ta.ourShooters->setInputValue(ourStructure.shooters);
- ta.ourFlyers->setInputValue(ourStructure.flyers);
- ta.ourSpeed->setInputValue(ourStructure.maxSpeed);
- ta.enemyWalkers->setInputValue(enemyStructure.walkers);
- ta.enemyShooters->setInputValue(enemyStructure.shooters);
- ta.enemyFlyers->setInputValue(enemyStructure.flyers);
- ta.enemySpeed->setInputValue(enemyStructure.maxSpeed);
- bool bank = dynamic_cast<const CBank*> (enemy);
- if (bank)
- ta.bankPresent->setInputValue(1);
- else
- ta.bankPresent->setInputValue(0);
- const CGTownInstance * fort = dynamic_cast<const CGTownInstance*> (enemy);
- if (fort)
- {
- ta.castleWalls->setInputValue(fort->fortLevel());
- }
- else
- ta.castleWalls->setInputValue(0);
- //engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
- ta.engine.process();
- output = ta.threat->getOutputValue();
- }
- catch (fl::Exception & fe)
- {
- logAi->error("getTacticalAdvantage: %s ",fe.getWhat());
- }
- if (output < 0 || (output != output))
- {
- fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.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]->getInputValue() << " ";
- logAi->error(log.str());
- assert(false);
- }
- 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;
- }
- //std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
- Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec)
- {
- if (vec.empty()) //no possibilities found
- return sptr(Goals::Invalid());
- ai->cachedSectorMaps.clear();
- //a trick to switch between heroes less often - calculatePaths is costly
- auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
- {
- return lhs->hero.h < rhs->hero.h;
- };
- boost::sort (vec, sortByHeroes);
- 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
- {
- vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
- vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
- vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
- vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
- vt.value = new fl::OutputVariable("Value");
- vt.value->setMinimum(0);
- vt.value->setMaximum(5);
- std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance};
- for (auto val : helper)
- {
- vt.engine.addInputVariable(val);
- }
- vt.engine.addOutputVariable(vt.value);
- vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
- vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
- vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 );
- //strength compared to our main hero
- vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
- vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
- vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
- vt.heroStrength->setRange(0.0, 1.0);
- vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
- vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
- vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
- vt.turnDistance->setRange(0.0, 3.0);
- vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
- vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
- vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
- vt.missionImportance->setRange(0.0, 5.0);
- //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::Ramp("LOW", 2.5, 0));
- vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
- vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
- vt.value->setRange(0.0,5.0);
- //use unarmed scouts if possible
- vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
- //we may want to use secondary hero(es) rather than main hero
- vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
- vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
- //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.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
- //attempt to arm secondary heroes is not stupid
- vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
- vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
- //do not cancel important goals
- vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
- vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
- vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
- //pick nearby objects if it's easy, avoid long walks
- vt.addRule("if turnDistance is SMALL then Value is HIGH");
- vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
- vt.addRule("if turnDistance is LONG then Value is LOW");
- }
- catch (fl::Exception & fe)
- {
- logAi->error("visitTile: %s",fe.getWhat());
- }
- }
- 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));
- float turns = 0;
- float distance = CPathfinderHelper::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::scalar)distance / g.hero->movement;
- else
- turns = 1 + (fl::scalar)(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::scalar)g.hero.h->getTotalStrength() / danger;
- try
- {
- vt.strengthRatio->setInputValue(strengthRatio);
- vt.heroStrength->setInputValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
- vt.turnDistance->setInputValue(turns);
- vt.missionImportance->setInputValue(missionImportance);
- vt.engine.process();
- //engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
- g.priority = vt.value->getOutputValue();
- }
- catch (fl::Exception & fe)
- {
- logAi->error("evaluate VisitTile: %s",fe.getWhat());
- }
- assert (g.priority >= 0);
- return g.priority;
- }
- float FuzzyHelper::evaluate (Goals::VisitHero & g)
- {
- auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
- if (!obj)
- return -100; //hero died in the meantime
- //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::ClearWayTo & g)
- {
- if (!g.hero.h)
- throw cannotFulfillGoalException("ClearWayTo called without hero!");
- int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
- if (t.valid())
- {
- if (isSafeToVisit(g.hero, t))
- {
- g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
- }
- else
- {
- g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
- sethero(g.hero).setisAbstract(true).accept(this));
- }
- return g.priority;
- }
- else
- return -1;
- }
- 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->warn("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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