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Rewrite / update terms for TacticalAdvantage.

This commit is contained in:
DjWarmonger 2014-11-28 14:17:17 +01:00
parent 9ca991282a
commit 6463c33c26

View File

@ -143,7 +143,7 @@ void FuzzyHelper::initTacticalAdvantage()
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);
val->setRange(0.0, 1.0);
}
ta.ourSpeed = new fl::InputVariable("OurSpeed");
@ -157,59 +157,43 @@ void FuzzyHelper::initTacticalAdvantage()
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(3.0, 16.0);
val->setRange(0, 25);
}
ta.castleWalls = new fl::InputVariable("CastleWalls");
engine.addInputVariable(ta.castleWalls);
{
fl::Rectangle* none = new fl::Rectangle("NONE",
CGTownInstance::NONE - 5.0 * fl::fuzzylite::macheps(),
CGTownInstance::NONE + 5.0 * fl::fuzzylite::macheps());
ta.castleWalls->addTerm(none);
fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
ta.castleWalls->addTerm(none);
fl::scalar a = CGTownInstance::FORT, d = 2.5;
fl::scalar b = a + (d - a) * 1.0 / 5.0;
fl::scalar c = a + (d - a) * 4.0 / 5.0;
fl::Trapezoid* medium = new fl::Trapezoid("MEDIUM", a, b, c, d);
ta.castleWalls->addTerm(medium);
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(
std::min({none->getStart(),none->getEnd(),
medium->getVertexA(), medium->getVertexD(),
high->getStart(), high->getEnd()}),
std::max({none->getStart(),none->getEnd(),
medium->getVertexA(), medium->getVertexD(),
high->getStart(), high->getEnd()}));
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");
engine.addInputVariable(ta.bankPresent);
{
fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0 - 5.0 * fl::fuzzylite::macheps(),
0.0 + 5.0 * fl::fuzzylite::macheps());
ta.bankPresent->addTerm(termFalse);
fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 1.0 - 5.0 * fl::fuzzylite::macheps(),
0.0 + 5.0 * fl::fuzzylite::macheps());
ta.bankPresent->addTerm(termTrue);
ta.bankPresent->setRange(
std::min({termFalse->getStart(),termFalse->getEnd(),
termTrue->getStart(), termTrue->getEnd()}),
std::max({termFalse->getStart(),termFalse->getEnd(),
termTrue->getStart(), termTrue->getEnd()}));
}
{
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");
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.threat->setRange(MIN_AI_STRENGHT, 1.5);
engine.addRuleBlock(&ta.tacticalAdvantage);
@ -254,19 +238,16 @@ ui64 FuzzyHelper::estimateBankDanger (const CBank * bank)
bank1->setVertexA(info->maxGuards().totalStrength * 0.5f);
bank1->setVertexC(info->maxGuards().totalStrength * 1.5f);
fl::scalar min = std::min(
{bank0->getVertexA(), bank0->getVertexC(),
bank1->getVertexA(), bank1->getVertexC()});
fl::scalar max = std::max(
{bank0->getVertexA(), bank0->getVertexC(),
bank1->getVertexA(), bank1->getVertexC()});
if (fl::Op::isLt(min, bankDanger->getMinimum())){
bankDanger->setMinimum(min);
}
if (fl::Op::isGt(max, bankDanger->getMaximum())){
bankDanger->setMaximum(max);
}
fl::scalar min = std::min({bank0->getVertexA(), bank0->getVertexC(), bank1->getVertexA(), bank1->getVertexC()});
fl::scalar max = std::max({bank0->getVertexA(), bank0->getVertexC(), bank1->getVertexA(), bank1->getVertexC()});
if (fl::Op::isLt(min, bankDanger->getMinimum()))
{
bankDanger->setMinimum(min);
}
if (fl::Op::isGt(max, bankDanger->getMaximum()))
{
bankDanger->setMaximum(max);
}
}
//comparison purposes
@ -394,7 +375,6 @@ 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
@ -412,30 +392,30 @@ void FuzzyHelper::initVisitTile()
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 );
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.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.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);
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);
vt.value->setRange(0.0,5.0);
engine.addRuleBlock (&vt.rules);