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# include "StdInc.h"
# include "Fuzzy.h"
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# include <limits>
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# include "../../lib/CObjectHandler.h"
# include "../../lib/CCreatureHandler.h"
# include "../../lib/VCMI_Lib.h"
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# include "../../CCallback.h"
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//#include "Goals.cpp"
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# include "VCAI.h"
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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
*
*/
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# define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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# define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
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struct BankConfig ;
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class FuzzyEngine ;
class InputLVar ;
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class CGTownInstance ;
using namespace boost : : assign ;
using namespace vstd ;
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//using namespace Goals;
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FuzzyHelper * fh ;
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extern boost : : thread_specific_ptr < CCallback > cb ;
extern boost : : thread_specific_ptr < VCAI > ai ;
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struct armyStructure
{
float walkers , shooters , flyers ;
ui32 maxSpeed ;
} ;
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ui64 evaluateBankConfig ( BankConfig * bc )
{
ui64 danger = 0 ;
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for ( auto opt : bc - > guards )
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{
danger + = VLC - > creh - > creatures [ opt . first ] - > fightValue * opt . second ;
}
return danger ;
}
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armyStructure evaluateArmyStructure ( const CArmedInstance * army )
{
ui64 totalStrenght = army - > getArmyStrength ( ) ;
double walkersStrenght = 0 ;
double flyersStrenght = 0 ;
double shootersStrenght = 0 ;
ui32 maxSpeed = 0 ;
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for ( auto s : army - > Slots ( ) )
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{
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 ) ) ;
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}
armyStructure as ;
as . walkers = walkersStrenght / totalStrenght ;
as . shooters = shootersStrenght / totalStrenght ;
as . flyers = flyersStrenght / totalStrenght ;
as . maxSpeed = maxSpeed ;
return as ;
}
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FuzzyHelper : : FuzzyHelper ( )
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{
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engine . hedgeSet ( ) . add ( new fl : : HedgeSomewhat ( ) ) ;
engine . hedgeSet ( ) . add ( new fl : : HedgeVery ( ) ) ;
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engine . fuzzyOperator ( ) . setAggregation ( new fl : : FuzzyOrSum ( ) ) ; //to consider all cases simultaneously
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initBank ( ) ;
initTacticalAdvantage ( ) ;
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initVisitTile ( ) ;
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logAi - > infoStream ( ) < < engine . toString ( ) ;
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}
void FuzzyHelper : : initBank ( )
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{
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try
{
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//Trivial bank estimation
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bankInput = new fl : : InputLVar ( " BankInput " ) ;
bankDanger = new fl : : OutputLVar ( " BankDanger " ) ;
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bankInput - > addTerm ( new fl : : SingletonTerm ( " SET " , 0.5 ) ) ;
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engine . addInputLVar ( bankInput ) ;
engine . addOutputLVar ( bankDanger ) ;
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engine . addRuleBlock ( & bankBlock ) ;
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for ( int i = 0 ; i < 4 ; + + i )
{
bankDanger - > addTerm ( new fl : : TriangularTerm ( " Bank " + boost : : lexical_cast < std : : string > ( i ) , 0 , 1 ) ) ;
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bankBlock . addRule ( new fl : : MamdaniRule ( " if BankInput is SET then BankDanger is Bank " + boost : : lexical_cast < std : : string > ( i ) , engine ) ) ;
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}
}
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catch ( fl : : FuzzyException & fe )
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{
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logAi - > errorStream ( ) < < " initBank " < < fe . name ( ) < < " : " < < fe . message ( ) ;
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}
}
void FuzzyHelper : : initTacticalAdvantage ( )
{
try
{
//Tactical advantage calculation
std : : vector < fl : : InputLVar * > helper ;
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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 ;
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for ( auto val : helper )
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{
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engine . addInputLVar ( val ) ;
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val - > addTerm ( new fl : : ShoulderTerm ( " FEW " , 0 , 0.6 , true ) ) ;
val - > addTerm ( new fl : : ShoulderTerm ( " MANY " , 0.4 , 1 , false ) ) ;
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}
helper . clear ( ) ;
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ta . ourSpeed = new fl : : InputLVar ( " OurSpeed " ) ;
ta . enemySpeed = new fl : : InputLVar ( " EnemySpeed " ) ;
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helper + = ta . ourSpeed , ta . enemySpeed ;
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for ( auto val : helper )
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{
engine . addInputLVar ( val ) ;
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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 ) ) ;
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}
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ta . castleWalls = new fl : : InputLVar ( " CastleWalls " ) ;
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engine . addInputLVar ( ta . castleWalls ) ;
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ta . castleWalls - > addTerm ( new fl : : SingletonTerm ( " NONE " , CGTownInstance : : NONE ) ) ;
ta . castleWalls - > addTerm ( new fl : : TrapezoidalTerm ( " MEDIUM " , CGTownInstance : : FORT , 2.5 ) ) ;
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ta . castleWalls - > addTerm ( new fl : : ShoulderTerm ( " HIGH " , CGTownInstance : : CITADEL - 0.1 , CGTownInstance : : CASTLE , false ) ) ;
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ta . bankPresent = new fl : : InputLVar ( " Bank " ) ;
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engine . addInputLVar ( ta . bankPresent ) ;
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ta . bankPresent - > addTerm ( new fl : : SingletonTerm ( " FALSE " , 0 ) ) ;
ta . bankPresent - > addTerm ( new fl : : SingletonTerm ( " TRUE " , 1 ) ) ;
ta . threat = new fl : : OutputLVar ( " Threat " ) ;
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engine . addOutputLVar ( ta . threat ) ;
ta . threat - > addTerm ( new fl : : ShoulderTerm ( " LOW " , MIN_AI_STRENGHT , 1 , true ) ) ;
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ta . threat - > addTerm ( new fl : : TriangularTerm ( " MEDIUM " , 0.8 , 1.2 ) ) ;
ta . threat - > addTerm ( new fl : : ShoulderTerm ( " HIGH " , 1 , 1.5 , false ) ) ;
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engine . addRuleBlock ( & ta . tacticalAdvantage ) ;
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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 ) ) ;
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ta . tacticalAdvantage . addRule ( new fl : : MamdaniRule ( " if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH " , engine ) ) ;
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//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 ) ) ;
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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 ) ) ;
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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 ) ) ;
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}
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catch ( fl : : ParsingException & pe )
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{
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logAi - > errorStream ( ) < < " initTacticalAdvantage " < < pe . name ( ) < < " : " < < pe . message ( ) ;
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}
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catch ( fl : : FuzzyException & fe )
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{
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logAi - > errorStream ( ) < < " initTacticalAdvantage " < < fe . name ( ) < < " : " < < fe . message ( ) ;
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}
}
ui64 FuzzyHelper : : estimateBankDanger ( int ID )
{
std : : vector < ConstTransitivePtr < BankConfig > > & configs = VLC - > objh - > banksInfo [ ID ] ;
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ui64 val = std : : numeric_limits < ui64 > : : max ( ) ;
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try
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{
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switch ( configs . size ( ) )
{
case 4 :
try
{
for ( int i = 0 ; i < 4 ; + + i )
{
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int bankVal = evaluateBankConfig ( VLC - > objh - > banksInfo [ ID ] [ i ] ) ;
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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;
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//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
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bankInput - > setInput ( 0.5 ) ;
engine . process ( BANK_DANGER ) ;
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//engine.process();
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val = bankDanger - > output ( ) . defuzzify ( ) ; //some expected value of this bank
}
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catch ( fl : : FuzzyException & fe )
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{
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logAi - > errorStream ( ) < < fe . name ( ) < < " : " < < fe . message ( ) ;
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}
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break ;
case 1 : //rare case - Pyramid
val = evaluateBankConfig ( VLC - > objh - > banksInfo [ ID ] [ 0 ] ) ;
break ;
default :
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logAi - > warnStream ( ) < < ( " Uhnandled bank config! " ) ;
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}
}
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catch ( fl : : FuzzyException & fe )
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{
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logAi - > errorStream ( ) < < " estimateBankDanger " < < fe . name ( ) < < " : " < < fe . message ( ) ;
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}
return val ;
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}
float FuzzyHelper : : getTacticalAdvantage ( const CArmedInstance * we , const CArmedInstance * enemy )
{
float output = 1 ;
try
{
armyStructure ourStructure = evaluateArmyStructure ( we ) ;
armyStructure enemyStructure = evaluateArmyStructure ( enemy ) ;
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ta . ourWalkers - > setInput ( ourStructure . walkers ) ;
ta . ourShooters - > setInput ( ourStructure . shooters ) ;
ta . ourFlyers - > setInput ( ourStructure . flyers ) ;
ta . ourSpeed - > setInput ( ourStructure . maxSpeed ) ;
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ta . enemyWalkers - > setInput ( enemyStructure . walkers ) ;
ta . enemyShooters - > setInput ( enemyStructure . shooters ) ;
ta . enemyFlyers - > setInput ( enemyStructure . flyers ) ;
ta . enemySpeed - > setInput ( enemyStructure . maxSpeed ) ;
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bool bank = dynamic_cast < const CBank * > ( enemy ) ;
if ( bank )
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ta . bankPresent - > setInput ( 1 ) ;
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else
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ta . bankPresent - > setInput ( 0 ) ;
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const CGTownInstance * fort = dynamic_cast < const CGTownInstance * > ( enemy ) ;
if ( fort )
{
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ta . castleWalls - > setInput ( fort - > fortLevel ( ) ) ;
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}
else
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ta . castleWalls - > setInput ( 0 ) ;
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engine . process ( TACTICAL_ADVANTAGE ) ;
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//engine.process();
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output = ta . threat - > output ( ) . defuzzify ( ) ;
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}
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catch ( fl : : FuzzyException & fe )
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{
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logAi - > errorStream ( ) < < " getTacticalAdvantage " < < fe . name ( ) < < " : " < < fe . message ( ) ;
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}
return output ;
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}
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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 ;
}
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//shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec)
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Goals : : TSubgoal FuzzyHelper : : chooseSolution ( Goals : : TGoalVec vec )
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{
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if ( vec . empty ( ) ) //no possibilities found
return sptr ( Goals : : Invalid ( ) ) ;
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for ( auto g : vec )
{
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setPriority ( g ) ;
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}
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auto compareGoals = [ ] ( const Goals : : TSubgoal & lhs , const Goals : : TSubgoal & rhs ) - > bool
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{
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return lhs - > priority < rhs - > priority ;
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} ;
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boost : : sort ( vec , compareGoals ) ;
return vec . back ( ) ;
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}
float FuzzyHelper : : evaluate ( Goals : : Explore & g )
{
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return 1 ;
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}
float FuzzyHelper : : evaluate ( Goals : : RecruitHero & g )
{
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return 1 ; //just try to recruit hero as one of options
}
FuzzyHelper : : EvalVisitTile : : ~ EvalVisitTile ( )
{
delete strengthRatio ;
delete heroStrength ;
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delete turnDistance ;
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delete missionImportance ;
}
void FuzzyHelper : : initVisitTile ( )
{
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try
{
std : : vector < fl : : InputLVar * > helper ;
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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
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vt . turnDistance = new fl : : InputLVar ( " turnDistance " ) ; //we want to use hero who is near
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vt . missionImportance = new fl : : InputLVar ( " lockedMissionImportance " ) ; //we may want to preempt hero with low-priority mission
vt . value = new fl : : OutputLVar ( " Value " ) ;
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helper + = vt . strengthRatio , vt . heroStrength , vt . turnDistance , vt . missionImportance ;
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for ( auto val : helper )
{
engine . addInputLVar ( val ) ;
}
engine . addOutputLVar ( vt . value ) ;
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vt . strengthRatio - > addTerm ( new fl : : ShoulderTerm ( " LOW " , 0 , SAFE_ATTACK_CONSTANT , true ) ) ;
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vt . strengthRatio - > addTerm ( new fl : : ShoulderTerm ( " HIGH " , SAFE_ATTACK_CONSTANT , SAFE_ATTACK_CONSTANT * 3 , false ) ) ;
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//strength compared to our main hero
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vt . heroStrength - > addTerm ( new fl : : ShoulderTerm ( " LOW " , 0 , 0.2 , true ) ) ;
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vt . heroStrength - > addTerm ( new fl : : TriangularTerm ( " MEDIUM " , 0.2 , 0.8 ) ) ;
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vt . heroStrength - > addTerm ( new fl : : ShoulderTerm ( " HIGH " , 0.5 , 1 , false ) ) ;
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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 ) ) ;
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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 ) ) ;
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//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 :/
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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 ) ) ;
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//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 ) ) ;
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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
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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 ) ) ;
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}
catch ( fl : : FuzzyException & fe )
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{
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logAi - > errorStream ( ) < < " visitTile " < < fe . name ( ) < < " : " < < fe . message ( ) ;
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}
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}
float FuzzyHelper : : evaluate ( Goals : : VisitTile & g )
{
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//we assume that hero is already set and we want to choose most suitable one for the mission
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if ( ! g . hero )
return 0 ;
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//assert(cb->isInTheMap(g.tile));
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cb - > setSelection ( g . hero . h ) ;
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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?
}
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float missionImportance = 0 ;
if ( vstd : : contains ( ai - > lockedHeroes , g . hero ) )
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missionImportance = ai - > lockedHeroes [ g . hero ] - > priority ;
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float strengthRatio = 10.0f ; //we are much stronger than enemy
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ui64 danger = evaluateDanger ( g . tile , g . hero . h ) ;
if ( danger )
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strengthRatio = ( fl : : flScalar ) g . hero . h - > getTotalStrength ( ) / danger ;
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try
{
vt . strengthRatio - > setInput ( strengthRatio ) ;
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vt . heroStrength - > setInput ( ( fl : : flScalar ) g . hero - > getTotalStrength ( ) / ai - > primaryHero ( ) - > getTotalStrength ( ) ) ;
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vt . turnDistance - > setInput ( turns ) ;
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vt . missionImportance - > setInput ( missionImportance ) ;
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//engine.process();
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engine . process ( VISIT_TILE ) ;
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g . priority = vt . value - > output ( ) . defuzzify ( ) ;
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}
catch ( fl : : FuzzyException & fe )
{
logAi - > errorStream ( ) < < " evaluate VisitTile " < < fe . name ( ) < < " : " < < fe . message ( ) ;
}
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return g . priority ;
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}
float FuzzyHelper : : evaluate ( Goals : : VisitHero & g )
{
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auto obj = cb - > getObj ( ObjectInstanceID ( g . objid ) ) ; //we assume for now that these goals are similiar
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if ( ! obj )
return - 100 ; //hero died in the meantime
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//TODO: consider direct copy (constructor?)
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g . setpriority ( Goals : : VisitTile ( obj - > visitablePos ( ) ) . sethero ( g . hero ) . setisAbstract ( g . isAbstract ) . accept ( this ) ) ;
return g . priority ;
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}
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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 ( ) ;
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return g . value / std : : max ( g . value - army , 1000.0f ) ;
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}
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float FuzzyHelper : : evaluate ( Goals : : BuildThis & g )
{
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return 1 ;
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}
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 )
{
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logAi - > warnStream ( ) < < boost : : format ( " Cannot evaluate goal %s " ) % g . name ( ) ;
return g . priority ;
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}
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void FuzzyHelper : : setPriority ( Goals : : TSubgoal & g )
{
g - > setpriority ( g - > accept ( this ) ) ; //this enforces returned value is set
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}