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vcmi/AI/VCAI/Fuzzy.cpp

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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/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 10 times weaker than us
struct BankConfig;
class FuzzyEngine;
class InputLVar;
class CGTownInstance;
using namespace boost::assign;
using namespace vstd;
//using namespace Goals;
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FuzzyHelper *fh;
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
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();
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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 (const CBank * bank)
{
auto info = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
ui64 val = std::numeric_limits<ui64>::max();
try
{
bankDanger->term("Bank0")->setMinimum(info->minGuards().totalStrength * 0.5f);
bankDanger->term("Bank0")->setMaximum(info->minGuards().totalStrength * 1.5f);
bankDanger->term("Bank1")->setMinimum(info->maxGuards().totalStrength * 0.5f);
bankDanger->term("Bank1")->setMaximum(info->maxGuards().totalStrength * 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() << "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;
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}
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());
//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
{
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 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!");
SectorMap sm(g.hero);
int3 t = sm.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->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
}