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Deleted GeniusAI.
This commit is contained in:
parent
2bea93f43f
commit
672468a738
@ -1,251 +0,0 @@
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#include "StdInc.h"
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#include "AIPriorities.h"
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// TODO: No using namespace!!
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using namespace geniusai;
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Network::Network()
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{}
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Network::Network(vector<ui32> whichFeatures)// random network
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: whichFeatures(whichFeatures),
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net(whichFeatures.size(),
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whichFeatures.size() * 0.601 + 2,
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whichFeatures.size() * 0.251 + 2,
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1)
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{
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}
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Network::Network(istream & input)
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{
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// vector<int> whichFeatures;
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int feature;
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string line;
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getline(input,line);
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stringstream lineIn(line);
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while(lineIn>>feature)
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whichFeatures.push_back(feature);
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getline(input, line);//get R
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net = neuralNetwork(whichFeatures.size(),
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whichFeatures.size() * 0.601 + 2,
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whichFeatures.size() * 0.251 + 2,
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1);
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}
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double Network::feedForward(const vector<double> & stateFeatures)
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{
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// TODO: Should comment/rewrite it...
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return (rand() % 1000) / 800.0;
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double * input = new double[whichFeatures.size()];
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for (int i = 0; i < whichFeatures.size(); i++)
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input[i] = stateFeatures[whichFeatures[i]];
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double ans = net.feedForwardPattern(input)[0];
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delete input;
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return ans;
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}
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Priorities::Priorities(const string & filename) //read brain from file
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:numSpecialFeatures(8)
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{
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ifstream infile(filename.c_str());
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// object_num [list of features]
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// brain data or "R" for random brain
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objectNetworks.resize(255);
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buildingNetworks.resize(9);
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char type;
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int object_num;
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int town_num;
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int building_num;
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while(infile>>type)
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{
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switch(type)
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{
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case 'o'://map object
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infile >> object_num;
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objectNetworks[object_num].push_back(Network(infile));
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break;
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case 't'://town building
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infile >> town_num >> building_num;
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buildingNetworks[town_num][building_num]=Network(infile);
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break;
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}
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}
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}
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void Priorities::fillFeatures(const CGeniusAI::HypotheticalGameState & hgs)
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{
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stateFeatures.clear();
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stateFeatures.resize(50);
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for(int i = 0; i < stateFeatures.size(); i++)
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stateFeatures[i]=0;
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for(int i = 0; i < hgs.resourceAmounts.size();i++) //features 0-7 are resources
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stateFeatures[i]=hgs.resourceAmounts[i];
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//TODO: //features 8-15 are incomes
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specialFeaturesStart = 16; //features 16-23 are special features (filled in by get functions before ANN)
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stateFeatures[24] = hgs.AI->m_cb->getDate();
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stateFeatures[25] = 1;
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}
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double Priorities::getCost(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay)
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{
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if(!resourceCosts.size())return -1;
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//TODO: replace with ann
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double cost = resourceCosts[0]/4.0+resourceCosts[1]/2.0+resourceCosts[2]/4.0+resourceCosts[3]/2.0+resourceCosts[4]/2.0+resourceCosts[5]/2.0+resourceCosts[6]/3000.0;
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if(moved) //TODO: multiply by importance of hero
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cost+=distOutOfTheWay/10000.0;
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return cost;
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}
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double Priorities::getValue(const CGeniusAI::AIObjective & obj)
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{ //resource
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vector<int> resourceAmounts(8,0);
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int amount;
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if(obj.type==CGeniusAI::AIObjective::finishTurn) //TODO: replace with value of visiting that object divided by days till completed
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return .0001; //small nonzero
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double a;
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if(obj.type==CGeniusAI::AIObjective::attack)
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return 100;
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if(dynamic_cast<const CGeniusAI::HeroObjective* >(&obj))
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{
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const CGeniusAI::HeroObjective* hobj = dynamic_cast<const CGeniusAI::HeroObjective* >(&obj);
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stateFeatures[16] = hobj->whoCanAchieve.front()->h->getTotalStrength();
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if(dynamic_cast<const CArmedInstance*>(hobj->object))
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stateFeatures[17] = dynamic_cast<const CArmedInstance*>(hobj->object)->getArmyStrength();
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switch(hobj->object->ID)
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{
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case 5: //artifact //TODO: return value of each artifact
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return 0;
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case 79://resources on the ground
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switch(hobj->object->subID)
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{
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case 6:
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amount = 800;
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break;
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case 0: case 2:
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amount = 9.5; //will be rounded, sad
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break;
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default:
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amount = 4;
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break;
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}
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resourceAmounts[hobj->object->subID]=amount;
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return getCost(resourceAmounts,NULL,0);
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break;
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case 55://mystical garden
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resourceAmounts[6]=500;
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a=getCost(resourceAmounts,NULL,0);
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resourceAmounts[6]=0;
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resourceAmounts[5]=5;
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return (a+getCost(resourceAmounts,NULL,0))*.5;
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case 109:
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resourceAmounts[6]=1000;
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return getCost(resourceAmounts,NULL,0);
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case 12://campfire
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resourceAmounts[6]=500;
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for(int i = 0; i < 6;i++)
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resourceAmounts[i]=1;
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return getCost(resourceAmounts,NULL,0);
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case 112://windmill
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for(int i = 1; i < 6;i++)//no wood
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resourceAmounts[i]=1;
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return getCost(resourceAmounts,NULL,0);
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break;
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case 49://magic well
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//TODO: add features for hero's spell points
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break;
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case 34: //hero
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if(dynamic_cast<const CGHeroInstance*>(hobj->object)->getOwner()==obj.AI->m_cb->getMyColor())//friendly hero
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{
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stateFeatures[17] = dynamic_cast<const CGHeroInstance*>(hobj->object)->getTotalStrength();
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return objectNetworks[34][0].feedForward(stateFeatures);
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}
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else
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{
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stateFeatures[17] = dynamic_cast<const CGHeroInstance*>(hobj->object)->getTotalStrength();
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return objectNetworks[34][1].feedForward(stateFeatures);
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}
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break;
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case 98:
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if(dynamic_cast<const CGTownInstance*>(hobj->object)->getOwner()==obj.AI->m_cb->getMyColor())//friendly town
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{
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stateFeatures[17] = dynamic_cast<const CGTownInstance*>(hobj->object)->getArmyStrength();
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return 0; // objectNetworks[98][0].feedForward(stateFeatures);
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}
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else
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{
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stateFeatures[17] = dynamic_cast<const CGTownInstance*>(hobj->object)->getArmyStrength();
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return 0; //objectNetworks[98][1].feedForward(stateFeatures);
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}
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break;
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case 88:
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//TODO: average value of unknown level 1 spell, or value of known spell
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case 89:
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//TODO: average value of unknown level 2 spell, or value of known spell
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case 90:
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//TODO: average value of unknown level 3 spell, or value of known spell
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return 0;
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break;
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case 215://quest guard
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return 0;
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case 53: //various mines
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return 0; //out of range crash
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//objectNetworks[53][hobj->object->subID].feedForward(stateFeatures);
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case 113://TODO: replace with value of skill for the hero
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return 0;
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case 103: case 58://TODO: replace with value of seeing x number of new tiles
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return 0;
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default:
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if (objectNetworks[hobj->object->ID].size())
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return objectNetworks[hobj->object->ID][0].feedForward(stateFeatures);
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tlog6 << "don't know the value of ";
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switch(obj.type)
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{
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case CGeniusAI::AIObjective::visit:
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tlog6 << "visiting " << hobj->object->ID;
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break;
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tlog6 << "attacking " << hobj->object->ID;
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break;
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case CGeniusAI::AIObjective::finishTurn:
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obj.print();
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break;
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}
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tlog6 << endl;
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}
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}
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else //town objective
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{
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if(obj.type == CGeniusAI::AIObjective::buildBuilding)
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{
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const CGeniusAI::TownObjective* tnObj = dynamic_cast<const CGeniusAI::TownObjective* >(&obj);
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if(buildingNetworks[tnObj->whichTown->t->subID].find(tnObj->which)!=buildingNetworks[tnObj->whichTown->t->subID].end())
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return buildingNetworks[tnObj->whichTown->t->subID][tnObj->which].feedForward(stateFeatures);
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else
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{
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tlog6 << "don't know the value of ";
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obj.print();
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tlog6 << endl;
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}
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}
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}
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return 0;
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}
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#pragma once
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#include "CGeniusAI.h"
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#include "neuralNetwork.h"
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namespace geniusai {
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class Network
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{
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public:
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Network();
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Network(vector<ui32> whichFeatures);// random network
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Network(istream & input);
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vector<ui32> whichFeatures;
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double feedForward(const vector<double> & stateFeatures);
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neuralNetwork net; //a network with whichFeatures.size() inputs, and 1 output
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};
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class Priorities
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{
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public:
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Priorities(const string & filename); //read brain from file
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vector<double> stateFeatures;
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int specialFeaturesStart;
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int numSpecialFeatures;
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void fillFeatures(const CGeniusAI::HypotheticalGameState & AI);
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double getValue(const CGeniusAI::AIObjective & obj);
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double getCost(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay);
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vector<vector<Network> > objectNetworks;
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vector<map<int,Network> > buildingNetworks;
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};
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}
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#include "StdInc.h"
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#include "BattleHelper.h"
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using namespace geniusai::BattleAI;
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using namespace std;
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CBattleHelper::CBattleHelper():
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InfiniteDistance(0xffff),
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BattlefieldWidth(GameConstants::BFIELD_WIDTH-2),
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BattlefieldHeight(GameConstants::BFIELD_HEIGHT),
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m_voteForMaxDamage(10),
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m_voteForMinDamage(10),
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m_voteForMaxSpeed(10),
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m_voteForDistance(10),
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m_voteForDistanceFromShooters(20),
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m_voteForHitPoints(10)
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{
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// loads votes
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std::fstream f;
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f.open("AI\\CBattleHelper.txt", std::ios::in);
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if (f)
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{
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//char c_line[512];
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std::string line;
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while (std::getline(f, line, '\n'))
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{
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//f.getline(c_line, sizeof(c_line), '\n');
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//std::string line(c_line);
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//std::getline(f, line);
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std::vector<std::string> parts;
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boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));
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if (parts.size() >= 2)
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{
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boost::algorithm::trim(parts[0]);
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boost::algorithm::trim(parts[1]);
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if (parts[0].compare("m_voteForDistance") == 0)
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{
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try
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{
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m_voteForDistance = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
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{
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try
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{
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m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForHitPoints") == 0)
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{
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try
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{
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m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMaxDamage") == 0)
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{
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try
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{
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m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMaxSpeed") == 0)
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{
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try
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{
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m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMinDamage") == 0)
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{
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try
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{
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m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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}
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}
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f.close();
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}
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}
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CBattleHelper::~CBattleHelper()
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{}
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int CBattleHelper::GetBattleFieldPosition(int x, int y)
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{
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return x + GameConstants::BFIELD_WIDTH * (y - 1);
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}
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int CBattleHelper::DecodeXPosition(int battleFieldPosition)
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{
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int x = battleFieldPosition%GameConstants::BFIELD_WIDTH;
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assert( x > 0 && x < GameConstants::BFIELD_WIDTH-1 );
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return x;
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}
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int CBattleHelper::DecodeYPosition(int battleFieldPosition)
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{
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int y=battleFieldPosition/GameConstants::BFIELD_WIDTH +1;
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assert( y > 0 && y <= GameConstants::BFIELD_HEIGHT);
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return y;
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}
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int CBattleHelper::StepRight(int pos){
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return pos+1;
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}
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int CBattleHelper::StepLeft(int pos){
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return pos-1;
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}
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int CBattleHelper::StepUpleft(int pos){
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if((pos/GameConstants::BFIELD_WIDTH)%2==0){
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return pos-GameConstants::BFIELD_WIDTH;
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}else{
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return pos-GameConstants::BFIELD_WIDTH-1;
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}
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}
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int CBattleHelper::StepUpright(int pos){
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if((pos/GameConstants::BFIELD_WIDTH)%2==0){
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return pos-GameConstants::BFIELD_WIDTH+1;
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}else{
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return pos-GameConstants::BFIELD_WIDTH;
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}
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}
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int CBattleHelper::StepDownleft(int pos){
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if((pos/GameConstants::BFIELD_WIDTH)%2==0){
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return pos+GameConstants::BFIELD_WIDTH;
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}else{
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return pos+GameConstants::BFIELD_WIDTH-1;
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}
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}
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int CBattleHelper::StepDownright(int pos){
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if((pos/GameConstants::BFIELD_WIDTH)%2==0){
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return pos+GameConstants::BFIELD_WIDTH+1;
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}else{
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return pos+GameConstants::BFIELD_WIDTH;
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}
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}
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int CBattleHelper::GetShortestDistance(int pointA, int pointB)
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{
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int x1 = DecodeXPosition(pointA);
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int y1 = DecodeYPosition(pointA);
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int x2 = DecodeXPosition(pointB);
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int y2 = DecodeYPosition(pointB);
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int dx = abs(x1 - x2);
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int dy = abs(y1 - y2);
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if( dy%2==1 ){
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if( y1%2==1 ){
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if( x2<=x1 ){dx++;}
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}else{
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if( x2>=x1 ){dx++;}
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}
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}
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max(dy,dx+dy/2);
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return 0;
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}
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int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
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{
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// TODO - implement this!
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return GetShortestDistance(pointA, pointB);
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}
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@ -1,49 +0,0 @@
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#pragma once
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#include "Common.h"
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namespace geniusai { namespace BattleAI {
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class CBattleHelper
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{
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public:
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CBattleHelper();
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~CBattleHelper();
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int GetBattleFieldPosition(int x, int y);
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int DecodeXPosition(int battleFieldPosition);
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int DecodeYPosition(int battleFieldPosition);
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int StepDownright(int pos);
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int StepUpright(int pos);
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int StepDownleft(int pos);
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int StepUpleft(int pos);
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int StepRight(int pos);
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int StepLeft(int pos);
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int GetShortestDistance(int pointA, int pointB);
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int GetDistanceWithObstacles(int pointA, int pointB);
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int GetVoteForMaxDamage() const { return m_voteForMaxDamage; }
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||||
int GetVoteForMinDamage() const { return m_voteForMinDamage; }
|
||||
int GetVoteForMaxSpeed() const { return m_voteForMaxSpeed; }
|
||||
int GetVoteForDistance() const { return m_voteForDistance; }
|
||||
int GetVoteForDistanceFromShooters() const { return m_voteForDistanceFromShooters; }
|
||||
int GetVoteForHitPoints() const { return m_voteForHitPoints; }
|
||||
|
||||
const int InfiniteDistance;
|
||||
const int BattlefieldWidth;
|
||||
const int BattlefieldHeight;
|
||||
private:
|
||||
int m_voteForMaxDamage;
|
||||
int m_voteForMinDamage;
|
||||
int m_voteForMaxSpeed;
|
||||
int m_voteForDistance;
|
||||
int m_voteForDistanceFromShooters;
|
||||
int m_voteForHitPoints;
|
||||
|
||||
CBattleHelper(const CBattleHelper &);
|
||||
CBattleHelper &operator=(const CBattleHelper &);
|
||||
};
|
||||
|
||||
}}
|
@ -1,781 +0,0 @@
|
||||
#include "StdInc.h"
|
||||
#include "BattleLogic.h"
|
||||
|
||||
#include "../../lib/BattleState.h"
|
||||
#include <boost/lambda/lambda.hpp>
|
||||
#include <boost/lambda/bind.hpp>
|
||||
#include <boost/lambda/if.hpp>
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
|
||||
#include <windows.h>
|
||||
HANDLE handleIn;
|
||||
HANDLE handleOut;
|
||||
#endif
|
||||
|
||||
using namespace geniusai::BattleAI;
|
||||
using namespace boost::lambda;
|
||||
using namespace std;
|
||||
|
||||
#if _MSC_VER >= 1600
|
||||
#define bind boost::lambda::bind
|
||||
#endif
|
||||
|
||||
/*
|
||||
ui8 side; //who made this action: false - left, true - right player
|
||||
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
|
||||
ui8 actionType; //
|
||||
0 = Cancel BattleAction
|
||||
1 = Hero cast a spell
|
||||
2 = Walk
|
||||
3 = Defend
|
||||
4 = Retreat from the battle
|
||||
5 = Surrender
|
||||
6 = Walk and Attack
|
||||
7 = Shoot
|
||||
8 = Wait
|
||||
9 = Catapult
|
||||
10 = Monster casts a spell (i.e. Faerie Dragons)
|
||||
ui16 destinationTile;
|
||||
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
|
||||
*/
|
||||
/**
|
||||
* Implementation of CBattleLogic class.
|
||||
*/
|
||||
CBattleLogic::CBattleLogic(CCallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) :
|
||||
m_iCurrentTurn(-2),
|
||||
m_bIsAttacker(!side),
|
||||
m_cb(cb),
|
||||
m_army1(army1),
|
||||
m_army2(army2),
|
||||
m_tile(tile),
|
||||
m_hero1(hero1),
|
||||
m_hero2(hero2),
|
||||
m_side(side)
|
||||
{
|
||||
const int max_enemy_creatures = 12;
|
||||
m_statMaxDamage.reserve(max_enemy_creatures);
|
||||
m_statMinDamage.reserve(max_enemy_creatures);
|
||||
|
||||
m_statMaxSpeed.reserve(max_enemy_creatures);
|
||||
m_statDistance.reserve(max_enemy_creatures);
|
||||
m_statDistanceFromShooters.reserve(max_enemy_creatures);
|
||||
m_statHitPoints.reserve(max_enemy_creatures);
|
||||
}
|
||||
|
||||
CBattleLogic::~CBattleLogic()
|
||||
{}
|
||||
|
||||
void CBattleLogic::SetCurrentTurn(int turn)
|
||||
{
|
||||
m_iCurrentTurn = turn;
|
||||
}
|
||||
|
||||
void CBattleLogic::MakeStatistics(int currentCreatureId)
|
||||
{
|
||||
typedef std::vector<const CStack*> vector_stacks;
|
||||
vector_stacks allStacks = m_cb->battleGetStacks();
|
||||
const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
|
||||
if(currentStack->position < 0) //turret
|
||||
{
|
||||
return;
|
||||
}
|
||||
/*
|
||||
// find all creatures belong to the enemy
|
||||
std::for_each(allStacks.begin(), allStacks.end(),
|
||||
if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
|
||||
[
|
||||
var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
|
||||
ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
|
||||
]
|
||||
);
|
||||
// fill other containers
|
||||
// max damage
|
||||
std::for_each(enemy.begin(), enemy.end(),
|
||||
var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
|
||||
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
|
||||
bind<CStack>(&map_stacks::value_type::second, _1))))
|
||||
);
|
||||
// min damage
|
||||
std::for_each(enemy.begin(), enemy.end(),
|
||||
var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
|
||||
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
|
||||
bind<CStack>(&map_stacks::value_type::second, _1))))
|
||||
);
|
||||
*/
|
||||
m_statMaxDamage.clear();
|
||||
m_statMinDamage.clear();
|
||||
m_statHitPoints.clear();
|
||||
m_statMaxSpeed.clear();
|
||||
m_statDistanceFromShooters.clear();
|
||||
m_statDistance.clear();
|
||||
m_statDistance.clear();
|
||||
|
||||
m_statCasualties.clear();
|
||||
|
||||
int totalEnemyDamage = 0;
|
||||
int totalEnemyHitPoints = 0;
|
||||
|
||||
int totalDamage = 0;
|
||||
int totalHitPoints = 0;
|
||||
|
||||
BOOST_FOREACH(const CStack *st, allStacks)
|
||||
{
|
||||
const int stackHP = st->valOfBonuses(Bonus::STACK_HEALTH);
|
||||
|
||||
if ((st->attackerOwned != 0) != m_bIsAttacker)
|
||||
{
|
||||
int id = st->ID;
|
||||
if (st->count < 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// make stats
|
||||
int hitPoints = st->count * stackHP - (stackHP - st->firstHPleft);
|
||||
|
||||
m_statMaxDamage.push_back(std::pair<int, int>(id, st->getMaxDamage() * st->count));
|
||||
m_statMinDamage.push_back(std::pair<int, int>(id, st->getMinDamage() * st->count));
|
||||
m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
|
||||
m_statMaxSpeed.push_back(std::pair<int, int>(id, stackHP));
|
||||
|
||||
totalEnemyDamage += (st->getCreature()->damageMax + st->getCreature()->damageMin) * st->count / 2;
|
||||
totalEnemyHitPoints += hitPoints;
|
||||
|
||||
// calculate casualties
|
||||
SCreatureCasualties cs;
|
||||
// hp * amount - damage * ( (att - def)>=0 )
|
||||
// hit poionts
|
||||
assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
|
||||
|
||||
//CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
|
||||
//CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
|
||||
|
||||
int attackDefenseBonus = currentStack->Attack() - st->Defense();
|
||||
double damageFactor = 1.0;
|
||||
if(attackDefenseBonus < 0) //decreasing dmg
|
||||
{
|
||||
if(0.02 * (-attackDefenseBonus) > 0.3)
|
||||
{
|
||||
damageFactor += -0.3;
|
||||
}
|
||||
else
|
||||
{
|
||||
damageFactor += 0.02 * attackDefenseBonus;
|
||||
}
|
||||
}
|
||||
else //increasing dmg
|
||||
{
|
||||
if(0.05 * attackDefenseBonus > 4.0)
|
||||
{
|
||||
damageFactor += 4.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
damageFactor += 0.05 * attackDefenseBonus;
|
||||
}
|
||||
}
|
||||
|
||||
cs.damage_max = (int)(currentStack->getMaxDamage() * currentStack->count * damageFactor);
|
||||
if (cs.damage_max > hitPoints)
|
||||
{
|
||||
cs.damage_max = hitPoints;
|
||||
}
|
||||
|
||||
cs.damage_min = (int)(currentStack->getMinDamage() * currentStack->count * damageFactor);
|
||||
if (cs.damage_min > hitPoints)
|
||||
{
|
||||
cs.damage_min = hitPoints;
|
||||
}
|
||||
|
||||
cs.amount_max = cs.damage_max / stackHP;
|
||||
cs.amount_min = cs.damage_min / stackHP;
|
||||
|
||||
cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % stackHP;
|
||||
cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % stackHP;
|
||||
|
||||
m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
|
||||
|
||||
if (st->getCreature()->isShooting() && st->shots > 0)
|
||||
{
|
||||
m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
|
||||
}
|
||||
|
||||
if (currentStack->hasBonusOfType(Bonus::FLYING) || (currentStack->getCreature()->isShooting() && currentStack->shots > 0))
|
||||
{
|
||||
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (st->count < 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
int hitPoints = st->count * stackHP - (stackHP - st->firstHPleft);
|
||||
|
||||
totalDamage += (st->getMaxDamage() + st->getMinDamage()) * st->count / 2;
|
||||
totalHitPoints += hitPoints;
|
||||
}
|
||||
}
|
||||
if (totalDamage / static_cast<double>(totalEnemyDamage) < 0.5 &&
|
||||
totalHitPoints / static_cast<double>(totalEnemyHitPoints) < 0.5)
|
||||
{
|
||||
m_bEnemyDominates = true;
|
||||
DbgBox("** EnemyDominates!");
|
||||
}
|
||||
else
|
||||
{
|
||||
m_bEnemyDominates = false;
|
||||
}
|
||||
|
||||
//boost compile hack
|
||||
typedef int const std::pair<int, int>::* IntPtr;
|
||||
typedef int const SCreatureCasualties::* CreaPtr;
|
||||
typedef SCreatureCasualties const std::pair<int, SCreatureCasualties>::* CreaPairPtr;
|
||||
|
||||
// sort max damage
|
||||
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
|
||||
bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
|
||||
// sort min damage
|
||||
std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
|
||||
bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
|
||||
// sort max speed
|
||||
std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
|
||||
bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
|
||||
// sort distance
|
||||
std::sort(m_statDistance.begin(), m_statDistance.end(),
|
||||
bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) < bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
|
||||
// sort distance from shooters
|
||||
std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
|
||||
bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) < bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
|
||||
// sort hit points
|
||||
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
|
||||
bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
|
||||
// sort casualties
|
||||
std::sort(m_statCasualties.begin(), m_statCasualties.end(),
|
||||
bind((CreaPtr)&creature_stat_casualties::value_type::second_type::damage_max,
|
||||
bind((CreaPairPtr)&creature_stat_casualties::value_type::second, boost::lambda::_1))
|
||||
>
|
||||
bind((CreaPtr)&creature_stat_casualties::value_type::second_type::damage_max,
|
||||
bind((CreaPairPtr)&creature_stat_casualties::value_type::second, boost::lambda::_2)));
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeDecision(int stackID)
|
||||
{
|
||||
const CStack *currentStack = m_cb->battleGetStackByID(stackID);
|
||||
if(currentStack->position < 0 || currentStack->getCreature()->idNumber == 147) //turret or first aid kit
|
||||
{
|
||||
return BattleAction::makeDefend(currentStack);
|
||||
}
|
||||
MakeStatistics(stackID);
|
||||
|
||||
list<int> creatures;
|
||||
int additionalInfo = 0; //?
|
||||
|
||||
if (m_bEnemyDominates)
|
||||
{
|
||||
creatures = PerformBerserkAttack(stackID, additionalInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
creatures = PerformDefaultAction(stackID, additionalInfo);
|
||||
}
|
||||
|
||||
/*std::string message("Creature will be attacked - ");
|
||||
message += boost::lexical_cast<std::string>(creature_to_attack);
|
||||
DbgBox(message.c_str());*/
|
||||
|
||||
|
||||
if (additionalInfo == -1 || creatures.empty())
|
||||
{
|
||||
// defend
|
||||
return BattleAction::makeDefend(currentStack);
|
||||
}
|
||||
else if (additionalInfo == -2)
|
||||
{
|
||||
return BattleAction::makeWait(currentStack);
|
||||
}
|
||||
|
||||
list<int>::iterator it, eit;
|
||||
eit = creatures.end();
|
||||
for (it = creatures.begin(); it != eit; ++it)
|
||||
{
|
||||
BattleAction ba = MakeAttack(stackID, *it);
|
||||
if (ba.actionType != action_walk_and_attack)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if defined PRINT_DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
BattleAction ba = MakeAttack(stackID, *creatures.begin());
|
||||
return ba;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker)
|
||||
{
|
||||
int x = m_battleHelper.DecodeXPosition(defender->position);
|
||||
int y = m_battleHelper.DecodeYPosition(defender->position);
|
||||
bool defenderIsDW = defender->doubleWide();
|
||||
bool attackerIsDW = attacker->doubleWide();
|
||||
// TOTO: should be std::vector<int> but for debug purpose std::pair is used
|
||||
typedef std::pair<int, int> hexPoint;
|
||||
std::list<hexPoint> candidates;
|
||||
std::vector<int> fields;
|
||||
if (defenderIsDW)
|
||||
{
|
||||
if (defender->attackerOwned)
|
||||
{
|
||||
// from left side
|
||||
if (!(y % 2))
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 2, y - 1));
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 2, y + 1));
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
|
||||
}
|
||||
candidates.push_back(hexPoint(x - 2, y));
|
||||
candidates.push_back(hexPoint(x + 1, y));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// from right
|
||||
if (!(y % 2))
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
candidates.push_back(hexPoint(x + 2, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
candidates.push_back(hexPoint(x + 2, y + 1));
|
||||
}
|
||||
candidates.push_back(hexPoint(x - 1, y));
|
||||
candidates.push_back(hexPoint(x + 2, y));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!(y % 2)) // even line
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
}
|
||||
else // odd line
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
}
|
||||
|
||||
candidates.push_back(hexPoint(x + 1, y));
|
||||
candidates.push_back(hexPoint(x - 1, y));
|
||||
}
|
||||
|
||||
// remove fields which are out of bounds or obstacles
|
||||
for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
|
||||
{
|
||||
if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
|
||||
it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
|
||||
{
|
||||
// field is out of bounds
|
||||
//it = candidates.erase(it);
|
||||
continue;
|
||||
}
|
||||
|
||||
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
const CStack *st = m_cb->battleGetStackByPos(new_pos);
|
||||
|
||||
if (st == NULL || st->count < 1)
|
||||
{
|
||||
if (attackerIsDW)
|
||||
{
|
||||
int tail_pos = -1;
|
||||
if (attacker->attackerOwned) // left side
|
||||
{
|
||||
int tail_pos_x = it->first - 1;
|
||||
if (tail_pos_x < 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
}
|
||||
else // right side
|
||||
{
|
||||
int tail_pos_x = it->first + 1;
|
||||
if (tail_pos_x > m_battleHelper.BattlefieldWidth)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
}
|
||||
assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
|
||||
//CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
|
||||
if (st != NULL && st->count >= 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
fields.push_back(new_pos);
|
||||
|
||||
}
|
||||
else if (attacker)
|
||||
{
|
||||
if (attacker->ID == st->ID)
|
||||
{
|
||||
fields.push_back(new_pos);
|
||||
}
|
||||
}
|
||||
//
|
||||
//++it;
|
||||
}
|
||||
return fields;
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
|
||||
{
|
||||
const CStack *attackerStack = m_cb->battleGetStackByID(attackerID),
|
||||
*destinationStack = m_cb->battleGetStackByID(destinationID);
|
||||
assert(attackerStack && destinationStack);
|
||||
|
||||
//don't attack ourselves
|
||||
if(destinationStack->attackerOwned == !m_side)
|
||||
{
|
||||
return BattleAction::makeDefend(attackerStack);
|
||||
}
|
||||
|
||||
if (m_cb->battleCanShoot(attackerStack, destinationStack->position)) // shoot
|
||||
{
|
||||
return BattleAction::makeShotAttack(attackerStack, destinationStack);
|
||||
}
|
||||
else
|
||||
{
|
||||
// go or go&attack
|
||||
int dest_tile = -1;
|
||||
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
|
||||
if (av_tiles.size() < 1)
|
||||
{
|
||||
return BattleAction::makeDefend(attackerStack);
|
||||
}
|
||||
|
||||
// get the best tile - now the nearest
|
||||
|
||||
int prev_distance = m_battleHelper.InfiniteDistance;
|
||||
int currentPos = m_cb->battleGetPos(attackerID);
|
||||
|
||||
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
|
||||
{
|
||||
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
|
||||
if (dist < prev_distance)
|
||||
{
|
||||
prev_distance = dist;
|
||||
dest_tile = *it;
|
||||
}
|
||||
if (*it == currentPos)
|
||||
{
|
||||
dest_tile = currentPos;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<BattleHex> fields = m_cb->battleGetAvailableHexes(m_cb->battleGetStackByID(attackerID), false);
|
||||
|
||||
if(fields.size() == 0)
|
||||
{
|
||||
return BattleAction::makeDefend(attackerStack);
|
||||
}
|
||||
|
||||
BattleAction ba;
|
||||
ba.side = m_side;
|
||||
//ba.actionType = 6; // go and attack
|
||||
ba.stackNumber = attackerID;
|
||||
ba.destinationTile = static_cast<ui16>(dest_tile);
|
||||
//simplified checking for possibility of attack (previous was too simplified)
|
||||
int destStackPos = m_cb->battleGetPos(destinationID);
|
||||
if(BattleHex::mutualPosition(dest_tile, destStackPos) != -1)
|
||||
ba.additionalInfo = destStackPos;
|
||||
else if(BattleHex::mutualPosition(dest_tile, destStackPos+1) != -1)
|
||||
ba.additionalInfo = destStackPos+1;
|
||||
else if(BattleHex::mutualPosition(dest_tile, destStackPos-1) != -1)
|
||||
ba.additionalInfo = destStackPos-1;
|
||||
else
|
||||
return BattleAction::makeDefend(attackerStack);
|
||||
|
||||
int nearest_dist = m_battleHelper.InfiniteDistance;
|
||||
int nearest_pos = -1;
|
||||
|
||||
// if double wide calculate tail
|
||||
int tail_pos = -1;
|
||||
if (attackerStack->doubleWide())
|
||||
{
|
||||
int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
|
||||
int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
|
||||
if (attackerStack->attackerOwned)
|
||||
{
|
||||
x_pos -= 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
x_pos += 1;
|
||||
}
|
||||
// if creature can perform attack without movement - do it!
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
|
||||
if (dest_tile == tail_pos)
|
||||
{
|
||||
ba.additionalInfo = dest_tile;
|
||||
ba.actionType = action_walk_and_attack;
|
||||
#if defined PRINT_DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
assert(m_cb->battleGetStackByPos(ba.additionalInfo, false)); //if action is action_walk_and_attack additional info must point on enemy stack
|
||||
assert(m_cb->battleGetStackByPos(ba.additionalInfo, false) != attackerStack); //don't attack ourselve
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
|
||||
for (std::vector<BattleHex>::const_iterator it = fields.begin(); it != fields.end(); ++it)
|
||||
{
|
||||
if (*it == dest_tile)
|
||||
{
|
||||
// attack!
|
||||
ba.actionType = action_walk_and_attack;
|
||||
#if defined PRINT_DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
assert(m_cb->battleGetStackByPos(ba.additionalInfo)); //if action is action_walk_and_attack additional info must point on enemy stack
|
||||
assert(m_cb->battleGetStackByPos(ba.additionalInfo) != attackerStack); //don't attack ourselve
|
||||
return ba;
|
||||
}
|
||||
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
|
||||
if (d < nearest_dist)
|
||||
{
|
||||
nearest_dist = d;
|
||||
nearest_pos = *it;
|
||||
}
|
||||
}
|
||||
string message;
|
||||
message = "Attacker position X=";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
|
||||
DbgBox(message.c_str());
|
||||
|
||||
ba.actionType = action_walk;
|
||||
ba.destinationTile = (ui16)nearest_pos;
|
||||
ba.additionalInfo = -1;
|
||||
#if defined PRINT_DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* The main idea is to perform maximum casualties.
|
||||
*/
|
||||
list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
|
||||
{
|
||||
const CStack * c = m_cb->battleGetStackByID(stackID);
|
||||
// attack to make biggest damage
|
||||
list<int> creatures;
|
||||
|
||||
if (!m_statCasualties.empty())
|
||||
{
|
||||
//creature_to_attack = m_statCasualties.begin()->first;
|
||||
creature_stat_casualties::iterator it = m_statCasualties.begin();
|
||||
for (; it != m_statCasualties.end(); ++it)
|
||||
{
|
||||
if (it->second.amount_min <= 0)
|
||||
{
|
||||
creatures.push_back(it->first);
|
||||
continue;
|
||||
}
|
||||
for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
|
||||
{
|
||||
if (it2->first == it->first && it2->second - 1 <= c->getCreature()->valOfBonuses(Bonus::STACKS_SPEED))
|
||||
{
|
||||
creatures.push_front(it->first);
|
||||
}
|
||||
}
|
||||
}
|
||||
creatures.push_back(m_statCasualties.begin()->first);
|
||||
}
|
||||
return creatures;
|
||||
}
|
||||
|
||||
list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
|
||||
{
|
||||
// first approach based on the statistics and weights
|
||||
// if this solution was fine we would develop this idea
|
||||
//
|
||||
std::map<int, int> votes;
|
||||
|
||||
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
|
||||
{
|
||||
votes[it->first] = 0;
|
||||
}
|
||||
|
||||
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
|
||||
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
|
||||
if (m_statDistanceFromShooters.size())
|
||||
{
|
||||
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
|
||||
}
|
||||
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
|
||||
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
|
||||
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
|
||||
|
||||
|
||||
// get creature to attack
|
||||
|
||||
int max_vote = 0;
|
||||
|
||||
list<int> creatures;
|
||||
|
||||
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
|
||||
{
|
||||
if (bool(m_cb->battleGetStackByID(it->first)->attackerOwned) == m_side //it's hostile stack
|
||||
&& it->second > max_vote)
|
||||
{
|
||||
max_vote = it->second;
|
||||
creatures.push_front(it->first);
|
||||
}
|
||||
}
|
||||
additionalInfo = 0; // list contains creatures which shoud be attacked
|
||||
|
||||
return creatures;
|
||||
}
|
||||
|
||||
void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
|
||||
{
|
||||
std::string message("Battle action \n");
|
||||
message += "\taction type - ";
|
||||
switch (action.actionType)
|
||||
{
|
||||
case 0:
|
||||
message += "Cancel BattleAction\n";
|
||||
break;
|
||||
case 1:
|
||||
message += "Hero cast a spell\n";
|
||||
break;
|
||||
case 2:
|
||||
message += "Walk\n";
|
||||
break;
|
||||
case 3:
|
||||
message += "Defend\n";
|
||||
break;
|
||||
case 4:
|
||||
message += "Retreat from the battle\n";
|
||||
break;
|
||||
case 5:
|
||||
message += "Surrender\n";
|
||||
break;
|
||||
case 6:
|
||||
message += "Walk and Attack\n";
|
||||
break;
|
||||
case 7:
|
||||
message += "Shoot\n";
|
||||
break;
|
||||
case 8:
|
||||
message += "Wait\n";
|
||||
break;
|
||||
case 9:
|
||||
message += "Catapult\n";
|
||||
break;
|
||||
case 10:
|
||||
message += "Monster casts a spell\n";
|
||||
break;
|
||||
}
|
||||
message += "\tDestination tile: X = ";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
|
||||
message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
|
||||
message += "\nAdditional info: ";
|
||||
if (action.actionType == 6)// || action.actionType == 7)
|
||||
{
|
||||
message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
|
||||
message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
|
||||
message += ", creature - ";
|
||||
const CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
|
||||
if (c && c->getCreature())
|
||||
{
|
||||
message += c->getCreature()->nameRef;
|
||||
}
|
||||
else
|
||||
{
|
||||
message += "NULL";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
message += boost::lexical_cast<std::string>(action.additionalInfo);
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
|
||||
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||
GetConsoleScreenBufferInfo(hConsole, &csbi);
|
||||
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
|
||||
|
||||
#else
|
||||
std::string color;
|
||||
color = "\x1b[1;40;32m";
|
||||
std::cout << color;
|
||||
#endif
|
||||
|
||||
std::cout << message.c_str() << std::endl;
|
||||
|
||||
#ifdef _WIN32
|
||||
SetConsoleTextAttribute(hConsole, csbi.wAttributes);
|
||||
#else
|
||||
color = "\x1b[0m";
|
||||
std::cout << color;
|
||||
#endif
|
||||
}
|
@ -1,131 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Common.h"
|
||||
#include "BattleHelper.h"
|
||||
|
||||
#pragma warning (disable: 4100 4251 4245 4018 4081)
|
||||
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/CCreatureHandler.h"
|
||||
#include "../../lib/CObjectHandler.h"
|
||||
#pragma warning (default: 4100 4251 4245 4018 4081)
|
||||
|
||||
#pragma warning (disable: 4100)
|
||||
|
||||
using namespace std;
|
||||
|
||||
namespace geniusai { namespace BattleAI {
|
||||
|
||||
/**
|
||||
* Class is responsible for making decision during the battle.
|
||||
*/
|
||||
class CBattleLogic
|
||||
{
|
||||
private:
|
||||
enum EMainStrategyType
|
||||
{
|
||||
strategy_super_aggresive,
|
||||
strategy_aggresive,
|
||||
strategy_neutral,
|
||||
strategy_defensive,
|
||||
strategy_super_defensive,
|
||||
strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
|
||||
};
|
||||
enum ECreatureRoleInBattle
|
||||
{
|
||||
creature_role_shooter,
|
||||
creature_role_defenser,
|
||||
creature_role_fast_attacker,
|
||||
creature_role_attacker
|
||||
};
|
||||
enum EActionType
|
||||
{
|
||||
action_cancel = 0, // Cancel BattleAction
|
||||
action_cast_spell = 1, // Hero cast a spell
|
||||
action_walk = 2, // Walk
|
||||
action_defend = 3, // Defend
|
||||
action_retreat = 4, // Retreat from the battle
|
||||
action_surrender = 5, // Surrender
|
||||
action_walk_and_attack = 6, // Walk and Attack
|
||||
action_shoot = 7, // Shoot
|
||||
action_wait = 8, // Wait
|
||||
action_catapult = 9, // Catapult
|
||||
action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
|
||||
};
|
||||
struct SCreatureCasualties
|
||||
{
|
||||
int amount_max; // amount of creatures that will be dead
|
||||
int amount_min;
|
||||
int damage_max; // number of hit points that creature will lost
|
||||
int damage_min;
|
||||
int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
|
||||
int leftHitPoint_for_min; // scenario
|
||||
};
|
||||
public:
|
||||
CBattleLogic(CCallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side);
|
||||
~CBattleLogic();
|
||||
|
||||
void SetCurrentTurn(int turn);
|
||||
/**
|
||||
* Get the final decision.
|
||||
*/
|
||||
BattleAction MakeDecision(int stackID);
|
||||
private:
|
||||
CBattleHelper m_battleHelper;
|
||||
//BattleInfo m_battleInfo;
|
||||
int m_iCurrentTurn;
|
||||
bool m_bIsAttacker;
|
||||
CCallback *m_cb;
|
||||
const CCreatureSet *m_army1;
|
||||
const CCreatureSet *m_army2;
|
||||
int3 m_tile;
|
||||
const CGHeroInstance *m_hero1;
|
||||
const CGHeroInstance *m_hero2;
|
||||
bool m_side;
|
||||
|
||||
// statistics
|
||||
typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
|
||||
creature_stat m_statMaxDamage;
|
||||
creature_stat m_statMinDamage;
|
||||
//
|
||||
creature_stat m_statMaxSpeed;
|
||||
creature_stat m_statDistance;
|
||||
creature_stat m_statDistanceFromShooters;
|
||||
creature_stat m_statHitPoints;
|
||||
|
||||
typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
|
||||
creature_stat_casualties m_statCasualties;
|
||||
|
||||
bool m_bEnemyDominates;
|
||||
/**
|
||||
* Before decision we have to make some calculation and simulation.
|
||||
*/
|
||||
void MakeStatistics(int currentCreatureId);
|
||||
/**
|
||||
* Helper function. It's used for performing an attack action.
|
||||
*/
|
||||
std::vector<int> GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker = NULL);
|
||||
/**
|
||||
* Make an attack action if it's possible.
|
||||
* If it's not possible then function returns defend action.
|
||||
*/
|
||||
BattleAction MakeAttack(int attackerID, int destinationID);
|
||||
/**
|
||||
* Berserk mode - do maximum casualties.
|
||||
* Return vector wiht IDs of creatures to attack,
|
||||
* additional info: -2 means wait, -1 - defend, 0 - make attack
|
||||
*/
|
||||
list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
|
||||
/**
|
||||
* Normal mode - equilibrium between casualties and yields.
|
||||
* Return vector wiht IDs of creatures to attack,
|
||||
* additional info: -2 means wait, -1 - defend, 0 - make attack
|
||||
*/
|
||||
list<int> PerformDefaultAction(int stackID, int &additionalInfo);
|
||||
/**
|
||||
* Only for debug purpose.
|
||||
*/
|
||||
void PrintBattleAction(const BattleAction &action);
|
||||
};
|
||||
|
||||
}}
|
File diff suppressed because it is too large
Load Diff
@ -1,215 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Common.h"
|
||||
#include "BattleLogic.h"
|
||||
#include "GeneralAI.h"
|
||||
#include "../../lib/CondSh.h"
|
||||
|
||||
class CBuilding;
|
||||
|
||||
namespace geniusai {
|
||||
|
||||
enum BattleState
|
||||
{
|
||||
NO_BATTLE,
|
||||
UPCOMING_BATTLE,
|
||||
ONGOING_BATTLE,
|
||||
ENDING_BATTLE
|
||||
};
|
||||
|
||||
|
||||
class Priorities;
|
||||
|
||||
class CGeniusAI : public CGlobalAI
|
||||
{
|
||||
private:
|
||||
// TODO: cb... come back, croach busters!?
|
||||
CCallback* m_cb;
|
||||
geniusai::BattleAI::CBattleLogic* m_battleLogic;
|
||||
geniusai::GeneralAI::CGeneralAI m_generalAI;
|
||||
geniusai::Priorities* m_priorities;
|
||||
|
||||
CondSh<BattleState> m_state; //are we engaged into battle?
|
||||
|
||||
struct AIObjectContainer
|
||||
{
|
||||
AIObjectContainer(const CGObjectInstance * o):o(o){}
|
||||
const CGObjectInstance * o;
|
||||
bool operator<(const AIObjectContainer& b)const;
|
||||
};
|
||||
|
||||
class HypotheticalGameState
|
||||
{
|
||||
public:
|
||||
struct HeroModel
|
||||
{
|
||||
HeroModel(){}
|
||||
HeroModel(const CGHeroInstance * h);
|
||||
int3 pos;
|
||||
int3 previouslyVisited_pos;
|
||||
int3 interestingPos;
|
||||
bool finished;
|
||||
int remainingMovement;
|
||||
const CGHeroInstance * h;
|
||||
};
|
||||
struct TownModel
|
||||
{
|
||||
TownModel(const CGTownInstance *t);
|
||||
const CGTownInstance *t;
|
||||
std::vector<std::pair<ui32, std::vector<ui32> > > creaturesToRecruit;
|
||||
//CCreatureSet creaturesInGarrison; //type, num
|
||||
bool hasBuilt;
|
||||
};
|
||||
HypotheticalGameState(){}
|
||||
HypotheticalGameState(CGeniusAI & ai);
|
||||
|
||||
void update(CGeniusAI & ai);
|
||||
CGeniusAI * AI;
|
||||
std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
|
||||
std::vector<ui32> resourceAmounts;
|
||||
std::vector<HeroModel> heroModels;
|
||||
std::vector<TownModel> townModels;
|
||||
std::set< AIObjectContainer > knownVisitableObjects;
|
||||
};
|
||||
|
||||
class AIObjective
|
||||
{
|
||||
public:
|
||||
enum Type
|
||||
{
|
||||
//hero objectives
|
||||
visit, //done TODO: upon visit friendly hero, trade
|
||||
attack, //done
|
||||
//flee,
|
||||
dismissUnits,
|
||||
dismissYourself,
|
||||
rearangeTroops,
|
||||
finishTurn, //done //uses up remaining motion to get somewhere interesting.
|
||||
|
||||
//town objectives
|
||||
recruitHero, //done
|
||||
buildBuilding, //done
|
||||
recruitCreatures, //done
|
||||
upgradeCreatures //done
|
||||
};
|
||||
CGeniusAI * AI;
|
||||
Type type;
|
||||
virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
|
||||
virtual HypotheticalGameState pretend(const HypotheticalGameState&) =0;
|
||||
virtual void print() const=0;
|
||||
virtual double getValue() const=0; //how much is it worth to the AI to achieve
|
||||
};
|
||||
|
||||
class HeroObjective: public AIObjective
|
||||
{
|
||||
public:
|
||||
HypotheticalGameState hgs;
|
||||
int3 pos;
|
||||
const CGObjectInstance * object; //interactive object
|
||||
mutable std::vector<HypotheticalGameState::HeroModel*> whoCanAchieve;
|
||||
|
||||
//HeroObjective(){}
|
||||
//HeroObjective(Type t):object(NULL){type = t;}
|
||||
HeroObjective(const HypotheticalGameState &hgs,
|
||||
Type t,
|
||||
const CGObjectInstance* object,
|
||||
HypotheticalGameState::HeroModel* h,
|
||||
CGeniusAI* AI);
|
||||
bool operator< (const HeroObjective &other) const;
|
||||
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
|
||||
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
|
||||
double getValue() const;
|
||||
void print() const;
|
||||
private:
|
||||
mutable double _value;
|
||||
mutable double _cost;
|
||||
};
|
||||
|
||||
//town objectives
|
||||
//recruitHero
|
||||
//buildBuilding
|
||||
//recruitCreatures
|
||||
//upgradeCreatures
|
||||
|
||||
class TownObjective: public AIObjective
|
||||
{
|
||||
public:
|
||||
HypotheticalGameState hgs;
|
||||
HypotheticalGameState::TownModel * whichTown;
|
||||
int which; //which hero, which building, which creature,
|
||||
|
||||
TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * AI);
|
||||
|
||||
bool operator < (const TownObjective &other)const;
|
||||
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
|
||||
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
|
||||
double getValue() const;
|
||||
void print() const;
|
||||
private:
|
||||
mutable double _value;
|
||||
mutable double _cost;
|
||||
};
|
||||
|
||||
class AIObjectivePtrCont
|
||||
{
|
||||
public:
|
||||
AIObjectivePtrCont():obj(NULL){}
|
||||
AIObjectivePtrCont(AIObjective * obj):obj(obj){};
|
||||
AIObjective * obj;
|
||||
bool operator < (const AIObjectivePtrCont & other) const{return obj->getValue()<other.obj->getValue();}
|
||||
};
|
||||
HypotheticalGameState trueGameState;
|
||||
AIObjective * getBestObjective();
|
||||
void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
|
||||
void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
|
||||
void fillObjectiveQueue(HypotheticalGameState & hgs);
|
||||
|
||||
void reportResources();
|
||||
void startFirstTurn();
|
||||
std::map<int,bool> isHeroStrong;//hero
|
||||
std::set< AIObjectContainer > knownVisitableObjects;
|
||||
std::set<HeroObjective> currentHeroObjectives; //can be fulfilled right now
|
||||
std::set<TownObjective> currentTownObjectives;
|
||||
std::vector<AIObjectivePtrCont> objectiveQueue;
|
||||
|
||||
public:
|
||||
CGeniusAI();
|
||||
virtual ~CGeniusAI();
|
||||
|
||||
virtual void init(CCallback * CB);
|
||||
virtual void yourTurn();
|
||||
virtual void heroKilled(const CGHeroInstance *);
|
||||
virtual void heroCreated(const CGHeroInstance *);
|
||||
virtual void heroMoved(const TryMoveHero &);
|
||||
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) {};
|
||||
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
|
||||
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
|
||||
virtual void tileRevealed(int3 pos);
|
||||
virtual void tileHidden(int3 pos);
|
||||
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
|
||||
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd);
|
||||
virtual void playerBlocked(int reason);
|
||||
|
||||
virtual void objectRemoved(const CGObjectInstance *obj); //eg. collected resource, picked artifact, beaten hero
|
||||
virtual void newObject(const CGObjectInstance * obj); //eg. ship built in shipyard
|
||||
|
||||
|
||||
// battle
|
||||
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
|
||||
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
|
||||
virtual void battleAttack(const BattleAttack *ba); //called when stack is performing attack
|
||||
virtual void battleStacksAttacked(const std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
|
||||
virtual void battleEnd(const BattleResult *br);
|
||||
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
virtual void battleStackMoved(int ID, std::vector<BattleHex> dest, int distance);
|
||||
virtual void battleSpellCast(const BattleSpellCast *sc);
|
||||
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
//virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
|
||||
//
|
||||
//virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
|
||||
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
|
||||
virtual BattleAction activeStack(const CStack * stack);
|
||||
void battleResultsApplied();
|
||||
friend class Priorities;
|
||||
};
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#ifdef __GNUC__
|
||||
#define strcpy_s(a, b, c) strncpy(a, c, b)
|
||||
#endif
|
||||
|
||||
#pragma warning (disable: 4100 4244)
|
||||
#include "../../lib/AI_Base.h"
|
||||
#pragma warning (default: 4100 4244)
|
||||
|
||||
void DbgBox(const char *msg, bool messageBox = false);
|
@ -1,38 +0,0 @@
|
||||
#include "StdInc.h"
|
||||
#include "../../lib/AI_Base.h"
|
||||
#include "CGeniusAI.h"
|
||||
|
||||
using namespace geniusai;
|
||||
|
||||
const char *g_cszAiName = "Genius 1.0";
|
||||
|
||||
extern "C" DLL_EXPORT int GetGlobalAiVersion()
|
||||
{
|
||||
return AI_INTERFACE_VER;
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT void GetAiName(char* name)
|
||||
{
|
||||
strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT char* GetAiNameS()
|
||||
{
|
||||
// need to be defined
|
||||
return NULL;
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT CGlobalAI* GetNewAI()
|
||||
{
|
||||
return new CGeniusAI();
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT void ReleaseAI(CGlobalAI* i)
|
||||
{
|
||||
delete (CGeniusAI*)i;
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT CBattleGameInterface* GetNewBattleAI()
|
||||
{
|
||||
return new CGeniusAI();
|
||||
}
|
@ -1,143 +0,0 @@
|
||||
#include "StdInc.h"
|
||||
#include "GeneralAI.h"
|
||||
#include "../../CCallback.h"
|
||||
#include "ExpertSystem.h"
|
||||
|
||||
/*
|
||||
* ExpertSystem.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
|
||||
*
|
||||
*/
|
||||
|
||||
template <typename ruleType, typename facts> template <typename cond> void ExpertSystemShell<ruleType, facts>::DataDrivenReasoning(runType type)
|
||||
{
|
||||
std::vector<ruleType>::iterator ir;
|
||||
std::list<fact>::iterator iF;
|
||||
std::vector<std::pair<cond, input*>>::iterator ic;
|
||||
bool factWasAdded = false; //carry it over inner loop
|
||||
switch (type)
|
||||
{
|
||||
case ANY_GOAL: //first produced decision ends reasoning
|
||||
{
|
||||
int goalCounter = 0;
|
||||
while(!goalCounter) //we reach goal or can't modify knowledge anymore
|
||||
{
|
||||
for (ir = knowledge.begin(); ir != knowledge.end(); ir++)
|
||||
{
|
||||
for (iF = factList.begin(); iF != factList.end(); iF++)
|
||||
{
|
||||
for (ic = ir->conditions.begin(); ic != ir->conditions.end(), ic++)
|
||||
{
|
||||
if (ic->first.object.matchesFact(iF->object)) //condition matches held object
|
||||
{
|
||||
(ic->second = *iF);
|
||||
++(ir->conditionCounter);
|
||||
}
|
||||
}
|
||||
if (ir->conditions.size() >= ir->conditionCounter());
|
||||
{
|
||||
ir->fireRule(); //all conditions matched
|
||||
ir->conditionCounter = 0; //do it here or in rule itself?
|
||||
if (dynamic_cast<&Goal>(*ir))
|
||||
++goalCounter;
|
||||
}
|
||||
}
|
||||
//modify set until something happens (hopefully!)
|
||||
for (iF = factsToAdd.begin(); iF != factsToAdd.end(); iF++)
|
||||
factList.insert(*iF);
|
||||
if (factsToAdd.size())
|
||||
{
|
||||
factsToAdd.clear();
|
||||
factWasAdded = true;
|
||||
}
|
||||
}
|
||||
for (iF = factsToErase.begin(); iF != factsToErase.end(); iF++) //remove facts discarded in this run
|
||||
factList.erase(knowledge.find(*iF));
|
||||
factsToErase.clear(); //erase only after all rules had a chance to trigger
|
||||
for (ir = rulesToErase.begin(); ir != rulesToErase.end(); ir++)
|
||||
knowledge.erase(knowledge.find(*ir));
|
||||
rulesToErase.clear();
|
||||
for (ir = rulesToAdd.begin(); ir != rulesToAdd.end(); ir++)
|
||||
knowledge.insert(*ir);
|
||||
if (!(factWasAdded || rulesToAdd.size())) //we can't do anything more
|
||||
break;
|
||||
rulesToAdd.clear();
|
||||
};
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
void BonusRule::fireRule()
|
||||
{
|
||||
for (std::vector<std::pair<BonusCondition, BonusHolder*>>::iterator it = cons.begin(); it != cons.end(); it++)
|
||||
{
|
||||
switch (it->first.parameter)
|
||||
{ //compare fact with condition
|
||||
case BonusCondition::type:
|
||||
if (!it->first.functor(it->second->object->type, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::subtype: //probably suprfluous, Selector already handles that
|
||||
if (!it->first.functor(it->second->object->subtype, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::val:
|
||||
if (!it->first.functor(it->second->object->val, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::duration:
|
||||
if (!it->first.functor(it->second->object->duration, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::source: //likely to handle by selector
|
||||
if (!it->first.functor(it->second->object->source, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::id:
|
||||
if (!it->first.functor(it->second->object->sid, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::valType: //ever needed?
|
||||
if (!it->first.functor(it->second->object->valType, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::additionalInfo:
|
||||
if (!it->first.functor(it->second->object->additionalInfo, it->first.value)) return;
|
||||
break;
|
||||
case BonusCondition::effectRange:
|
||||
if (!it->first.functor(it->second->object->effectRange, it->first.value)) return;
|
||||
break;
|
||||
default: //ignore or accept?
|
||||
break;
|
||||
};
|
||||
}
|
||||
//TODO: add new fact or modify existing one
|
||||
}
|
||||
|
||||
TLogic operator&&(const TLogic &first, const TLogic &second)
|
||||
{
|
||||
return LogicConjunction(first, second);
|
||||
}
|
||||
TLogic operator||(const TLogic &first, const TLogic &second)
|
||||
{
|
||||
return LogicAlternative(first, second);
|
||||
}
|
||||
template <typename input, typename conType> void Rule<input, conType>::refreshRule(std::vector<conType> &conditionSet)
|
||||
{//replace conditions with new vector
|
||||
cons.clear();
|
||||
std::pair <conType,input*> para;
|
||||
para.second = NULL;
|
||||
for (std::vector<conType>::iterator it = conditionSet.begin(); it != conditionSet.end(); it++)
|
||||
{
|
||||
para.first = *it;
|
||||
cons.push_back(para); //pointer to condition and null fact
|
||||
}
|
||||
}
|
||||
template <typename input, typename conType> void Rule<input, conType>::refreshRule()
|
||||
{//clear matching facts
|
||||
for (std::vector<std::pair<conType, input*>>::iterator it = cons.begin(); it != cons.end(); it++)
|
||||
it->second = NULL;
|
||||
}
|
||||
bool BonusCondition::matchesFact(Bonus &fact)
|
||||
{
|
||||
if (object(&fact)) //Bonus(fact) matches local Selector(object)
|
||||
return true;
|
||||
return false;
|
||||
}
|
@ -1,215 +0,0 @@
|
||||
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/HeroBonus.h"
|
||||
#include <boost/bind.hpp>
|
||||
#include <vector>
|
||||
#include <list>
|
||||
|
||||
/*
|
||||
* ExpertSystem.h, 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
|
||||
*
|
||||
*/
|
||||
struct Bonus;
|
||||
template <typename fact> class AIholder;
|
||||
template <typename input, typename output> class Rule;
|
||||
typedef Rule<Bonus, Bonus> BRule;
|
||||
typedef boost::function<bool(int, si32)> TLogic;
|
||||
bool greaterThan (int prop, si32 val);
|
||||
|
||||
enum conditionType {LESS_THAN, EQUAL, GREATER_THAN, UNEQUAL, PRESENT};
|
||||
|
||||
template <typename ruleType, typename fact> class ExpertSystemShell
|
||||
{
|
||||
enum runType {ANY_GOAL, TRESHOLD, FULL}; //Treshold - stop when received decision has high AI value
|
||||
private:
|
||||
ICallback* m_cb;
|
||||
protected:
|
||||
std::vector<ruleType> knowledge;
|
||||
std::vector<ruleType*> rulesToErase;
|
||||
std::vector<ruleType*> rulesToAdd;
|
||||
std::vector<fact*> factsToErase;
|
||||
std::vector<fact*> factsToAdd;
|
||||
ui16 goalCounter; //count / evaluate achieved goals for runType
|
||||
public:
|
||||
ExpertSystemShell(){goalCounter = 0;};
|
||||
std::list<fact> facts; //facts are AIholders with actual game objects, for eg. "my bonus is worthless"
|
||||
|
||||
template <typename t1> void getKnowledge(const t1 &a1){};
|
||||
void getNextRule(){};
|
||||
void addRule(ruleType &rule){rulesToAdd.insert(rule);};
|
||||
void removeRule(ruleType &rule){rulesToErase.insert(rule);};
|
||||
template <typename t2> void returnGoals(const t2 &a2){};
|
||||
template <typename cond> void DataDrivenReasoning(runType type);
|
||||
};
|
||||
template <typename ruleType, typename fact> class Blackboard : public ExpertSystemShell <ruleType, fact>
|
||||
//handle Bonus info coming from different sections of the game
|
||||
{
|
||||
public:
|
||||
Blackboard(){this->goalCounter = 0;}; //template magic, do not touch!
|
||||
std::vector<ExpertSystemShell*> experts; //modules responsible for different tasks
|
||||
};
|
||||
|
||||
template <typename input> class condition
|
||||
{//compares selected object parameter with value using functor. universal (?) logic handler
|
||||
public:
|
||||
input object; //what the fact is, or what it's like (CSelector)
|
||||
si32 value;
|
||||
ui8 parameter;
|
||||
TLogic functor; //value of selected parameter, condition value
|
||||
|
||||
condition(){object = NULL; value = 0; parameter = 0; functor = greaterThan;};
|
||||
|
||||
bool matchesFact(input &fact){return false;};
|
||||
};
|
||||
|
||||
template <typename input, typename conType> class Rule
|
||||
{
|
||||
friend class ExpertSystemShell <input, conType>;
|
||||
public:
|
||||
bool fired; //if conditions of rule were met and it produces some output
|
||||
ui8 conditionCounter;
|
||||
protected:
|
||||
std::vector<std::pair<conType, input*>> cons; //conditions and matching facts
|
||||
input decision;
|
||||
virtual void canBeFired(); //if this data makes any sense for rule - type check
|
||||
virtual bool checkCondition(); //if condition is true or false
|
||||
virtual bool checkCondition(std::vector<input*> &feed);
|
||||
virtual void fireRule(); //use paired conditions and facts by default
|
||||
virtual void fireRule(ExpertSystemShell<input, conType> &system);
|
||||
virtual void fireRule(std::vector<input*> &feed);
|
||||
virtual void refreshRule();
|
||||
virtual void refreshRule(std::vector<conType> &conditionSet); //in case conditions were erased
|
||||
public:
|
||||
Rule(){fired = false; conditionCounter = 0; decision = NULL;};
|
||||
template <typename givenInput> bool matchesInput() //if condition and data match type
|
||||
{return dynamic_cast<input*>(&givenInput);};
|
||||
};
|
||||
|
||||
template <typename input, typename output> class Goal : public Rule <input, output>
|
||||
{
|
||||
protected:
|
||||
boost::function<void(output)> decision(); //do something with AI eventually
|
||||
public:
|
||||
void fireRule(){};
|
||||
};
|
||||
|
||||
template <typename input, typename output> class Weight : public Rule <input, output>
|
||||
{
|
||||
public:
|
||||
double multiplier; //multiply input by value and return to output
|
||||
void fireTule(){};
|
||||
};
|
||||
|
||||
template <typename input> class AIholder
|
||||
{ //stores certain condition and its temporal value
|
||||
public:
|
||||
si32 aiValue;
|
||||
input *object;
|
||||
|
||||
AIholder(){object = NULL; aiValue = 0;}
|
||||
AIholder(input &o){object = o; aiValue = 0;}
|
||||
AIholder(input &o, si32 val){object = 0; aiValue = val;}
|
||||
};
|
||||
|
||||
class BonusSystemExpert : public ExpertSystemShell <BRule, Bonus>
|
||||
{ //TODO: less templates?
|
||||
enum effectType {POSITIVE=1, NEGATIVE=2, EXCLUDING=4, ENEMY=8, ALLY=16}; //what is the influence of bonus and for who
|
||||
};
|
||||
|
||||
class BonusCondition : public condition<CSelector> //used to test rule
|
||||
{
|
||||
public:
|
||||
enum Parameter
|
||||
{
|
||||
type, subtype, val, duration, source, id, valType, additionalInfo, effectRange, limiter //?
|
||||
};
|
||||
bool matchesFact(Bonus &fact);
|
||||
};
|
||||
|
||||
class BonusHolder : public AIholder<Bonus>
|
||||
{
|
||||
public:
|
||||
BonusHolder(Bonus &bonus){object = &bonus; aiValue = bonus.val;}
|
||||
BonusHolder(Bonus &bonus, si32 val){object = &bonus; aiValue = val;}
|
||||
};
|
||||
|
||||
class BonusRule : public Rule <BonusHolder, BonusCondition>
|
||||
{
|
||||
protected:
|
||||
void fireRule();
|
||||
};
|
||||
|
||||
inline bool greaterThan (int prop, si32 val) //does it make any sense to keep functors inline?
|
||||
{
|
||||
if ((si32)prop > val)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
inline bool lessThan (int prop, si32 val)
|
||||
{
|
||||
if ((si32)prop < val)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
inline bool eqal (int prop, si32 val)
|
||||
{
|
||||
if ((si32)prop == val)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
inline bool unequal (int prop, si32 val)
|
||||
{
|
||||
if ((si32)prop != val)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
inline bool present (int prop, si32 val=0)
|
||||
//inline bool present (int prop) //TODO: can we use function with less arguments?
|
||||
{
|
||||
return(prop); //unfixable warning :(
|
||||
}
|
||||
|
||||
class LogicConjunction
|
||||
{
|
||||
const TLogic first, second; //TODO: universal argument list of functions?
|
||||
public:
|
||||
LogicConjunction(const TLogic First, const TLogic Second)
|
||||
:first(First), second(Second)
|
||||
{
|
||||
}
|
||||
bool operator()(int prop, si32 val) const
|
||||
{
|
||||
return first(prop,val) && second(prop,val);
|
||||
}
|
||||
};
|
||||
TLogic operator&&(const TLogic &first, const TLogic &second);
|
||||
|
||||
class LogicAlternative
|
||||
{
|
||||
const TLogic first, second;
|
||||
public:
|
||||
LogicAlternative(const TLogic First, const TLogic Second)
|
||||
:first(First), second(Second)
|
||||
{
|
||||
}
|
||||
bool operator()(int prop, si32 val) const
|
||||
{
|
||||
return first(prop,val) || second(prop,val);
|
||||
}
|
||||
};
|
||||
TLogic operator||(const TLogic &first, const TLogic &second);
|
||||
|
||||
class KnowledgeHandler///I'd opt for one omniscent knowledge manager, so no templates here
|
||||
{
|
||||
public:
|
||||
std::list<BonusRule> knowledge; //permanent storage of rules
|
||||
|
||||
void parseKnowledge(std::string &filename){};
|
||||
void addKnowledge(ExpertSystemShell<BRule,Bonus> &expert);
|
||||
void addFacts(ExpertSystemShell<BRule,Bonus> &expert);
|
||||
};
|
@ -1,22 +0,0 @@
|
||||
#include "StdInc.h"
|
||||
#include "GeneralAI.h"
|
||||
|
||||
#include "../../CCallback.h"
|
||||
|
||||
using namespace geniusai::GeneralAI;
|
||||
|
||||
CGeneralAI::CGeneralAI()
|
||||
: m_cb(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
CGeneralAI::~CGeneralAI()
|
||||
{
|
||||
}
|
||||
|
||||
void CGeneralAI::init(CCallback *CB)
|
||||
{
|
||||
assert(CB != NULL);
|
||||
m_cb = CB;
|
||||
CB->waitTillRealize = true;
|
||||
}
|
@ -1,18 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Common.h"
|
||||
|
||||
namespace geniusai { namespace GeneralAI {
|
||||
|
||||
class CGeneralAI
|
||||
{
|
||||
public:
|
||||
CGeneralAI();
|
||||
~CGeneralAI();
|
||||
|
||||
void init(CCallback* CB);
|
||||
private:
|
||||
CCallback *m_cb;
|
||||
};
|
||||
|
||||
}}
|
@ -1,24 +0,0 @@
|
||||
vcmiaidir = $(VCMI_AI_LIBS_DIR)
|
||||
BUILT_SOURCES = StdInc.h.gch
|
||||
StdInc.h.gch: StdInc.h
|
||||
$(CXXCOMPILE) -DVCMI_DLL -fPIC -c $<
|
||||
|
||||
vcmiai_LTLIBRARIES = libGeniusAI.la
|
||||
libGeniusAI_la_LIBADD = $(top_builddir)/lib/libvcmi.la
|
||||
libGeniusAI_la_CXXFLAGS = -DVCMI_DLL
|
||||
libGeniusAI_la_LDFLAGS = -L$(top_builddir)/lib -module -avoid-version
|
||||
libGeniusAI_la_SOURCES = \
|
||||
AIPriorities.cpp \
|
||||
AIPriorities.h \
|
||||
BattleHelper.cpp \
|
||||
BattleHelper.h \
|
||||
BattleLogic.cpp \
|
||||
BattleLogic.h \
|
||||
CGeniusAI.cpp \
|
||||
CGeniusAI.h \
|
||||
Common.h \
|
||||
DLLMain.cpp \
|
||||
GeneralAI.cpp \
|
||||
GeneralAI.h \
|
||||
neuralNetwork.cpp \
|
||||
neuralNetwork.h
|
@ -1,675 +0,0 @@
|
||||
# Makefile.in generated by automake 1.11.1 from Makefile.am.
|
||||
# @configure_input@
|
||||
|
||||
# Copyright (C) 1994, 1995, 1996, 1997, 1998, 1999, 2000, 2001, 2002,
|
||||
# 2003, 2004, 2005, 2006, 2007, 2008, 2009 Free Software Foundation,
|
||||
# Inc.
|
||||
# This Makefile.in is free software; the Free Software Foundation
|
||||
# gives unlimited permission to copy and/or distribute it,
|
||||
# with or without modifications, as long as this notice is preserved.
|
||||
|
||||
# This program is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY, to the extent permitted by law; without
|
||||
# even the implied warranty of MERCHANTABILITY or FITNESS FOR A
|
||||
# PARTICULAR PURPOSE.
|
||||
|
||||
@SET_MAKE@
|
||||
|
||||
VPATH = @srcdir@
|
||||
pkgdatadir = $(datadir)/@PACKAGE@
|
||||
pkgincludedir = $(includedir)/@PACKAGE@
|
||||
pkglibdir = $(libdir)/@PACKAGE@
|
||||
pkglibexecdir = $(libexecdir)/@PACKAGE@
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||||
am__cd = CDPATH="$${ZSH_VERSION+.}$(PATH_SEPARATOR)" && cd
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||||
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|
||||
install_sh_SCRIPT = $(install_sh) -c
|
||||
INSTALL_HEADER = $(INSTALL_DATA)
|
||||
transform = $(program_transform_name)
|
||||
NORMAL_INSTALL = :
|
||||
PRE_INSTALL = :
|
||||
POST_INSTALL = :
|
||||
NORMAL_UNINSTALL = :
|
||||
PRE_UNINSTALL = :
|
||||
POST_UNINSTALL = :
|
||||
build_triplet = @build@
|
||||
host_triplet = @host@
|
||||
subdir = AI/GeniusAI
|
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|
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||||
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||||
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|
||||
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|
||||
$(top_srcdir)/aclocal/m4/ax_boost_program_options.m4 \
|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
am__configure_deps = $(am__aclocal_m4_deps) $(CONFIGURE_DEPENDENCIES) \
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|
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am__vpath_adj_setup = srcdirstrip=`echo "$(srcdir)" | sed 's|.|.|g'`;
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$(srcdir)/*) f=`echo "$$p" | sed "s|^$$srcdirstrip/||"`;; \
|
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|
||||
esac;
|
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||||
srcdirstrip=`echo "$(srcdir)" | sed 's/[].[^$$\\*|]/\\\\&/g'`
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|
||||
for p in $$list; do echo "$$p"; done | sed -e "s|$$srcdirstrip/||"
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am__nobase_list = $(am__nobase_strip_setup); \
|
||||
for p in $$list; do echo "$$p $$p"; done | \
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sed "s| $$srcdirstrip/| |;"' / .*\//!s/ .*/ ./; s,\( .*\)/[^/]*$$,\1,' | \
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$(AWK) 'BEGIN { files["."] = "" } { files[$$2] = files[$$2] " " $$1; \
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if (++n[$$2] == $(am__install_max)) \
|
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|
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|
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am__base_list = \
|
||||
sed '$$!N;$$!N;$$!N;$$!N;$$!N;$$!N;$$!N;s/\n/ /g' | \
|
||||
sed '$$!N;$$!N;$$!N;$$!N;s/\n/ /g'
|
||||
am__installdirs = "$(DESTDIR)$(vcmiaidir)"
|
||||
LTLIBRARIES = $(vcmiai_LTLIBRARIES)
|
||||
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|
||||
am_libGeniusAI_la_OBJECTS = libGeniusAI_la-AIPriorities.lo \
|
||||
libGeniusAI_la-BattleHelper.lo libGeniusAI_la-BattleLogic.lo \
|
||||
libGeniusAI_la-CGeniusAI.lo libGeniusAI_la-DLLMain.lo \
|
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libGeniusAI_la-GeneralAI.lo libGeniusAI_la-neuralNetwork.lo
|
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|
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AM_V_lt = $(am__v_lt_$(V))
|
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am__v_lt_ = $(am__v_lt_$(AM_DEFAULT_VERBOSITY))
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am__v_lt_0 = --silent
|
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libGeniusAI_la_LINK = $(LIBTOOL) $(AM_V_lt) --tag=CXX \
|
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$(AM_LIBTOOLFLAGS) $(LIBTOOLFLAGS) --mode=link $(CXXLD) \
|
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$(libGeniusAI_la_CXXFLAGS) $(CXXFLAGS) \
|
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$(libGeniusAI_la_LDFLAGS) $(LDFLAGS) -o $@
|
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|
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|
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$(AM_CPPFLAGS) $(CPPFLAGS) $(AM_CXXFLAGS) $(CXXFLAGS)
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LTCXXCOMPILE = $(LIBTOOL) $(AM_V_lt) --tag=CXX $(AM_LIBTOOLFLAGS) \
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$(LIBTOOLFLAGS) --mode=compile $(CXX) $(DEFS) \
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$(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) \
|
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$(AM_CXXFLAGS) $(CXXFLAGS)
|
||||
AM_V_CXX = $(am__v_CXX_$(V))
|
||||
am__v_CXX_ = $(am__v_CXX_$(AM_DEFAULT_VERBOSITY))
|
||||
am__v_CXX_0 = @echo " CXX " $@;
|
||||
AM_V_at = $(am__v_at_$(V))
|
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am__v_at_0 = @
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CXXLD = $(CXX)
|
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$(LIBTOOLFLAGS) --mode=link $(CXXLD) $(AM_CXXFLAGS) \
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$(CXXFLAGS) $(AM_LDFLAGS) $(LDFLAGS) -o $@
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$(CPPFLAGS) $(AM_CFLAGS) $(CFLAGS)
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$(LIBTOOLFLAGS) --mode=compile $(CC) $(DEFS) \
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$(AM_CFLAGS) $(CFLAGS)
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|
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$(LIBTOOLFLAGS) --mode=link $(CCLD) $(AM_CFLAGS) $(CFLAGS) \
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$(AM_LDFLAGS) $(LDFLAGS) -o $@
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|
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|
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|
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|
||||
am__v_GEN_0 = @echo " GEN " $@;
|
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SOURCES = $(libGeniusAI_la_SOURCES)
|
||||
DIST_SOURCES = $(libGeniusAI_la_SOURCES)
|
||||
ETAGS = etags
|
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CTAGS = ctags
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DISTFILES = $(DIST_COMMON) $(DIST_SOURCES) $(TEXINFOS) $(EXTRA_DIST)
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|
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BOOST_LDFLAGS = @BOOST_LDFLAGS@
|
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BOOST_PROGRAM_OPTIONS_LIB = @BOOST_PROGRAM_OPTIONS_LIB@
|
||||
BOOST_SYSTEM_LIB = @BOOST_SYSTEM_LIB@
|
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BOOST_THREAD_LIB = @BOOST_THREAD_LIB@
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|
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CCDEPMODE = @CCDEPMODE@
|
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CFLAGS = @CFLAGS@
|
||||
CPP = @CPP@
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||||
CPPFLAGS = @CPPFLAGS@
|
||||
CXX = @CXX@
|
||||
CXXCPP = @CXXCPP@
|
||||
CXXDEPMODE = @CXXDEPMODE@
|
||||
CXXFLAGS = @CXXFLAGS@
|
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CYGPATH_W = @CYGPATH_W@
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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|
@ -1,417 +0,0 @@
|
||||
#include "StdInc.h"
|
||||
|
||||
#include "neuralNetwork.h"
|
||||
//using namespace std;
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
static double norm(void)//add desired mean, multiply to get desired SD
|
||||
{
|
||||
static double kept = 0;
|
||||
static bool in = 0;
|
||||
if(!in)
|
||||
{
|
||||
double x = (rand() + 1) / static_cast<double>(RAND_MAX + 1);
|
||||
double f = sqrtf( - 2.0 * log(x) );
|
||||
x = (rand() + 1) / static_cast<double>(RAND_MAX + 1);
|
||||
kept = f * cosf( 2.0 * M_PI * x );
|
||||
in = true;
|
||||
return f * sinf( 2.0 * M_PI * x );
|
||||
}
|
||||
else
|
||||
{
|
||||
in = false;
|
||||
return kept;
|
||||
}
|
||||
}
|
||||
|
||||
/*******************************************************************
|
||||
* Constructors
|
||||
********************************************************************/
|
||||
neuralNetwork::neuralNetwork() : nInput(0), nHidden1(0), nHidden2(0), nOutput(0)
|
||||
{
|
||||
inputNeurons = new double[1] ;
|
||||
hiddenNeurons1 = new double[1] ;
|
||||
hiddenNeurons2 = new double[1] ;
|
||||
outputNeurons = new double[1] ;
|
||||
wInputHidden = new double*[1] ;
|
||||
wInputHidden[0] = new double[1];
|
||||
wHidden2Hidden = new double*[1] ;
|
||||
wHidden2Hidden[0] = new (double[1]);
|
||||
wHiddenOutput = new double*[1] ;
|
||||
wHiddenOutput[0] = new double[1];
|
||||
}
|
||||
|
||||
neuralNetwork::neuralNetwork(const neuralNetwork& other): nInput(0), nHidden1(0), nHidden2(0), nOutput(0)
|
||||
{
|
||||
inputNeurons = new double[1] ;
|
||||
hiddenNeurons1 = new double[1] ;
|
||||
hiddenNeurons2 = new double[1] ;
|
||||
outputNeurons = new double[1] ;
|
||||
wInputHidden = new double*[1] ;
|
||||
wInputHidden[0] = new double[1];
|
||||
wHidden2Hidden = new double*[1] ;
|
||||
wHidden2Hidden[0] = new (double[1]);
|
||||
wHiddenOutput = new double*[1] ;
|
||||
wHiddenOutput[0] = new double[1];
|
||||
*this = other;
|
||||
}
|
||||
|
||||
neuralNetwork::neuralNetwork(int nI, int nH1, int nH2, int nO) : nInput(nI), nHidden1(nH1), nHidden2(nH2), nOutput(nO)
|
||||
{
|
||||
//create neuron lists
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
inputNeurons = new double[nInput + 1] ;
|
||||
for ( int i=0; i < nInput; i++ ) inputNeurons[i] = 0;
|
||||
|
||||
//create input bias neuron
|
||||
inputNeurons[nInput] = -1;
|
||||
|
||||
hiddenNeurons1 = new double[nHidden1 + 1] ;
|
||||
for ( int i=0; i < nHidden1; i++ ) hiddenNeurons1[i] = 0;
|
||||
|
||||
//create hidden bias neuron
|
||||
hiddenNeurons1[nHidden1] = -1;
|
||||
|
||||
hiddenNeurons2 = new double[nHidden2 + 1] ;
|
||||
for ( int i=0; i < nHidden2; i++ ) hiddenNeurons2[i] = 0;
|
||||
|
||||
//create hidden bias neuron
|
||||
hiddenNeurons2[nHidden2] = -1;
|
||||
|
||||
outputNeurons = new double[nOutput] ;
|
||||
for ( int i=0; i < nOutput; i++ ) outputNeurons[i] = 0;
|
||||
|
||||
//create weight lists (include bias neuron weights)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
wInputHidden = new double*[nInput + 1] ;
|
||||
for ( int i=0; i <= nInput; i++ )
|
||||
{
|
||||
wInputHidden[i] = new double[nHidden1];
|
||||
for ( int j=0; j < nHidden1; j++ ) wInputHidden[i][j] = 0;
|
||||
}
|
||||
|
||||
wHidden2Hidden = new double*[nHidden1 + 1] ;
|
||||
for ( int i=0; i <= nHidden1; i++ )
|
||||
{
|
||||
wHidden2Hidden[i] = new (double[nHidden2]);
|
||||
for ( int j=0; j < nHidden2; j++ ) wHidden2Hidden[i][j] = 0;
|
||||
}
|
||||
|
||||
wHiddenOutput = new double*[nHidden2 + 1] ;
|
||||
for ( int i=0; i <= nHidden2; i++ )
|
||||
{
|
||||
wHiddenOutput[i] = new double[nOutput];
|
||||
for ( int j=0; j < nOutput; j++ ) wHiddenOutput[i][j] = 0;
|
||||
}
|
||||
|
||||
//initialize weights
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
initializeWeights();
|
||||
}
|
||||
|
||||
|
||||
void neuralNetwork::operator = (const neuralNetwork&cpy)//assumes same structure
|
||||
{
|
||||
if( nInput != cpy.nInput || nHidden1 != cpy.nHidden1 || nHidden2 != cpy.nHidden2 || nOutput != cpy.nOutput)
|
||||
{
|
||||
delete[] inputNeurons;
|
||||
delete[] hiddenNeurons1;
|
||||
delete[] hiddenNeurons2;
|
||||
delete[] outputNeurons;
|
||||
|
||||
//delete weight storage
|
||||
for (int i=0; i <= nInput; i++) delete[] wInputHidden[i];
|
||||
delete[] wInputHidden;
|
||||
|
||||
for (int j=0; j <= nHidden2; j++) delete[] wHiddenOutput[j];
|
||||
delete[] wHiddenOutput;
|
||||
|
||||
for (int j=0; j <= nHidden1; j++) delete[] wHidden2Hidden[j];
|
||||
delete[] wHidden2Hidden;
|
||||
|
||||
nInput = cpy.nInput;
|
||||
nHidden1 = cpy.nHidden1;
|
||||
nHidden2 = cpy.nHidden2;
|
||||
nOutput = cpy.nOutput;
|
||||
|
||||
inputNeurons = new double[nInput + 1] ;
|
||||
inputNeurons[nInput] = -1;
|
||||
|
||||
hiddenNeurons1 = new double[nHidden1 + 1] ;
|
||||
hiddenNeurons1[nHidden1] = -1;
|
||||
|
||||
hiddenNeurons2 = new double[nHidden2 + 1] ;
|
||||
hiddenNeurons2[nHidden2] = -1;
|
||||
|
||||
outputNeurons = new double[nOutput] ;
|
||||
|
||||
//create weight lists (include bias neuron weights)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
wInputHidden = new double*[nInput + 1] ;
|
||||
for ( int i=0; i <= nInput; i++ )
|
||||
wInputHidden[i] = new double[nHidden1];
|
||||
|
||||
wHidden2Hidden = new double*[nHidden1 + 1] ;
|
||||
for ( int i=0; i <= nHidden1; i++ )
|
||||
wHidden2Hidden[i] = new (double[nHidden2]);
|
||||
|
||||
wHiddenOutput = new double*[nHidden2 + 1] ;
|
||||
for ( int i=0; i <= nHidden2; i++ )
|
||||
wHiddenOutput[i] = new double[nOutput];
|
||||
}
|
||||
|
||||
for ( int i=0; i < nInput; i++ ) inputNeurons[i] = cpy.inputNeurons[i];
|
||||
for ( int i=0; i < nHidden1; i++ ) hiddenNeurons1[i] = cpy.hiddenNeurons1[i];
|
||||
for ( int i=0; i < nHidden2; i++ ) hiddenNeurons2[i] = cpy.hiddenNeurons2[i];
|
||||
for ( int i=0; i < nOutput; i++ ) outputNeurons[i] = cpy.outputNeurons[i];
|
||||
|
||||
for ( int i=0; i <= nInput; i++ )
|
||||
for ( int j=0; j < nHidden1; j++ )
|
||||
wInputHidden[i][j] = cpy.wInputHidden[i][j];
|
||||
|
||||
for ( int i=0; i <= nHidden1; i++ )
|
||||
for ( int j=0; j < nHidden2; j++ )
|
||||
wHidden2Hidden[i][j] = cpy.wHidden2Hidden[i][j];
|
||||
|
||||
for ( int i=0; i <= nHidden2; i++ )
|
||||
for ( int j=0; j < nOutput; j++ )
|
||||
wHiddenOutput[i][j] = cpy.wHiddenOutput[i][j];
|
||||
|
||||
}
|
||||
/*******************************************************************
|
||||
* Destructor
|
||||
********************************************************************/
|
||||
neuralNetwork::~neuralNetwork()
|
||||
{
|
||||
//delete neurons
|
||||
delete[] inputNeurons;
|
||||
delete[] hiddenNeurons1;
|
||||
delete[] hiddenNeurons2;
|
||||
delete[] outputNeurons;
|
||||
|
||||
//delete weight storage
|
||||
for (int i=0; i <= nInput; i++) delete[] wInputHidden[i];
|
||||
delete[] wInputHidden;
|
||||
|
||||
for (int j=0; j <= nHidden2; j++) delete[] wHiddenOutput[j];
|
||||
delete[] wHiddenOutput;
|
||||
|
||||
for (int j=0; j <= nHidden1; j++) delete[] wHidden2Hidden[j];
|
||||
delete[] wHidden2Hidden;
|
||||
}
|
||||
|
||||
double* neuralNetwork::feedForwardPattern(double *pattern)
|
||||
{
|
||||
feedForward(pattern);
|
||||
|
||||
|
||||
return outputNeurons;
|
||||
}
|
||||
|
||||
void neuralNetwork::mate(const neuralNetwork&n1,const neuralNetwork&n2)
|
||||
{
|
||||
for(int i = 0; i <= nInput; i++)
|
||||
{
|
||||
for(int j = 0; j < nHidden1; j++)
|
||||
{
|
||||
if(rand()%2==0)
|
||||
wInputHidden[i][j] = n1.wInputHidden[i][j];
|
||||
else
|
||||
wInputHidden[i][j] = n2.wInputHidden[i][j];
|
||||
}
|
||||
}
|
||||
for(int i = 0; i <= nHidden1; i++)
|
||||
{
|
||||
for(int j = 0; j < nHidden2; j++)
|
||||
{
|
||||
if(rand()%2==0)
|
||||
wHidden2Hidden[i][j] =n1.wHidden2Hidden[i][j];
|
||||
else
|
||||
wHidden2Hidden[i][j] =n2.wHidden2Hidden[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = 0; i <= nHidden2; i++)
|
||||
{
|
||||
for(int j = 0; j < nOutput; j++)
|
||||
{
|
||||
if(rand()%2==0)
|
||||
wHiddenOutput[i][j] =n1.wHiddenOutput[i][j];
|
||||
else
|
||||
wHiddenOutput[i][j] =n2.wHiddenOutput[i][j];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void neuralNetwork::tweakWeights(double howMuch)
|
||||
{
|
||||
//set range
|
||||
double rH = 1/sqrt( (double) nInput);
|
||||
double rO = 1/sqrt( (double) nHidden1);
|
||||
|
||||
for(int i = 0; i <= nInput; i++)
|
||||
{
|
||||
for(int j = 0; j < nHidden1; j++)
|
||||
{
|
||||
wInputHidden[i][j] += howMuch*norm();
|
||||
}
|
||||
}
|
||||
for(int i = 0; i <= nHidden1; i++)
|
||||
{
|
||||
for(int j = 0; j < nHidden2; j++)
|
||||
{
|
||||
wHidden2Hidden[i][j] += howMuch*norm();
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = 0; i <= nHidden2; i++)
|
||||
{
|
||||
for(int j = 0; j < nOutput; j++)
|
||||
{
|
||||
wHiddenOutput[i][j] += howMuch* norm();
|
||||
}
|
||||
}
|
||||
//initializeWeights();
|
||||
}
|
||||
|
||||
void neuralNetwork::initializeWeights()
|
||||
{
|
||||
//set range
|
||||
double rH = 2.0/sqrt( (double) nInput);
|
||||
double rO = 2.0/sqrt( (double) nHidden1);
|
||||
|
||||
//set weights between input and hidden
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
for(int i = 0; i <= nInput; i++)
|
||||
{
|
||||
for(int j = 0; j < nHidden1; j++)
|
||||
{
|
||||
//set weights to random values
|
||||
wInputHidden[i][j] = norm()* rH;
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = 0; i <= nHidden1; i++)
|
||||
{
|
||||
for(int j = 0; j < nHidden2; j++)
|
||||
{
|
||||
//set weights to random values
|
||||
wHidden2Hidden[i][j] = norm()* rO;
|
||||
}
|
||||
}
|
||||
|
||||
//set weights between hidden and output
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
for(int i = 0; i <= nHidden2; i++)
|
||||
{
|
||||
for(int j = 0; j < nOutput; j++)
|
||||
{
|
||||
//set weights to random values
|
||||
wHiddenOutput[i][j] = norm()* rO;
|
||||
}
|
||||
}
|
||||
}
|
||||
/*******************************************************************
|
||||
* Activation Function
|
||||
********************************************************************/
|
||||
inline double neuralNetwork::activationFunction( double x )
|
||||
{
|
||||
//sigmoid function
|
||||
return 1/(1+exp(-x));
|
||||
}
|
||||
|
||||
/*******************************************************************
|
||||
* Feed Forward Operation
|
||||
********************************************************************/
|
||||
void neuralNetwork::feedForward(double* pattern)
|
||||
{
|
||||
//set input neurons to input values
|
||||
for(int i = 0; i < nInput; i++) inputNeurons[i] = pattern[i];
|
||||
|
||||
//Calculate Hidden Layer values - include bias neuron
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
for(int j=0; j < nHidden1; j++)
|
||||
{
|
||||
//clear value
|
||||
hiddenNeurons1[j] = 0;
|
||||
|
||||
//get weighted sum of pattern and bias neuron
|
||||
for( int i=0; i <= nInput; i++ ) hiddenNeurons1[j] += inputNeurons[i] * wInputHidden[i][j];
|
||||
|
||||
//set to result of sigmoid
|
||||
hiddenNeurons1[j] = activationFunction( hiddenNeurons1[j] );
|
||||
}
|
||||
|
||||
for(int j=0; j < nHidden2; j++)
|
||||
{
|
||||
//clear value
|
||||
hiddenNeurons2[j] = 0;
|
||||
|
||||
//get weighted sum of pattern and bias neuron
|
||||
for( int i=0; i <= nHidden1; i++ ) hiddenNeurons2[j] += hiddenNeurons1[i] * wHidden2Hidden[i][j];
|
||||
|
||||
//set to result of sigmoid
|
||||
hiddenNeurons2[j] = activationFunction( hiddenNeurons2[j] );
|
||||
}
|
||||
|
||||
//Calculating Output Layer values - include bias neuron
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
for(int k=0; k < nOutput; k++)
|
||||
{
|
||||
//clear value
|
||||
outputNeurons[k] = 0;
|
||||
|
||||
//get weighted sum of pattern and bias neuron
|
||||
for( int j=0; j <= nHidden2; j++ ) outputNeurons[k] += hiddenNeurons2[j] * wHiddenOutput[j][k];
|
||||
|
||||
//set to result of sigmoid
|
||||
//outputNeurons[k] = activationFunction( outputNeurons[k] );
|
||||
}
|
||||
}
|
||||
|
||||
void neuralNetwork::backpropigate(double* pattern, double OLR, double H2LR, double H1LR )
|
||||
{
|
||||
//inputError = new double[nInput + 1] ;
|
||||
double * hiddenError1 = new double[nHidden1 + 1] ;
|
||||
double * hiddenError2 = new double[nHidden2 + 1] ;
|
||||
double * outputError = new double[nOutput] ;
|
||||
memset(hiddenError1,0,sizeof(double)*nHidden1);
|
||||
memset(hiddenError2,0,sizeof(double)*nHidden2);
|
||||
|
||||
for(int i = 0; i < nOutput; i++)
|
||||
{
|
||||
outputError[i] = (pattern[i]-outputNeurons[i]);//*(outputNeurons[i]*(1-outputNeurons[i]));
|
||||
for(int ii = 0; ii <= nHidden2;ii++)
|
||||
hiddenError2[ii]+=outputError[i]*wHiddenOutput[ii][i];
|
||||
for(int ii = 0; ii <= nHidden2;ii++)
|
||||
wHiddenOutput[ii][i]+=OLR*hiddenNeurons2[ii]*outputError[i];
|
||||
|
||||
}
|
||||
|
||||
for(int i = 0; i < nHidden2; i++)
|
||||
{
|
||||
hiddenError2[i] *= (hiddenNeurons2[i]*(1-hiddenNeurons2[i]));
|
||||
for(int ii = 0; ii <= nHidden1;ii++)
|
||||
hiddenError1[ii]+=hiddenError2[i]*wHidden2Hidden[ii][i];
|
||||
for(int ii = 0; ii <= nHidden1;ii++)
|
||||
wHidden2Hidden[ii][i]+=H2LR*hiddenNeurons1[ii]*hiddenError2[i];
|
||||
|
||||
}
|
||||
|
||||
for(int i = 0; i < nHidden1; i++)
|
||||
{
|
||||
hiddenError1[i] *= (hiddenNeurons1[i]*(1-hiddenNeurons1[i]));
|
||||
|
||||
for(int ii = 0; ii <= nInput;ii++)
|
||||
wInputHidden[ii][i]+=H1LR*inputNeurons[ii]*hiddenError1[i];
|
||||
|
||||
}
|
||||
|
||||
|
||||
delete [] hiddenError1;
|
||||
delete [] hiddenError2;
|
||||
delete [] outputError;
|
||||
}
|
@ -1,61 +0,0 @@
|
||||
|
||||
|
||||
/*******************************************************************
|
||||
* addapted by Trevor Standley for use as a function approximator
|
||||
* Addapted from:
|
||||
* Basic Feed Forward Neural Network Class
|
||||
* ------------------------------------------------------------------
|
||||
* Bobby Anguelov - takinginitiative.wordpress.com (2008)
|
||||
* MSN & email: banguelov@cs.up.ac.za
|
||||
********************************************************************/
|
||||
#pragma once
|
||||
//standard includes
|
||||
#include <limits>
|
||||
|
||||
|
||||
class neuralNetwork
|
||||
{
|
||||
private:
|
||||
|
||||
//number of neurons
|
||||
int nInput, nHidden1, nHidden2, nOutput;
|
||||
|
||||
//neurons
|
||||
double* inputNeurons;
|
||||
double* hiddenNeurons1;
|
||||
double* hiddenNeurons2;
|
||||
double* outputNeurons;
|
||||
|
||||
//weights
|
||||
double** wInputHidden;
|
||||
double** wHidden2Hidden;
|
||||
double** wHiddenOutput;
|
||||
|
||||
|
||||
public:
|
||||
|
||||
//constructor & destructor
|
||||
neuralNetwork(int numInput, int numHidden1, int numHidden2, int numOutput);
|
||||
neuralNetwork(const neuralNetwork&);
|
||||
neuralNetwork();
|
||||
void operator = (const neuralNetwork&);
|
||||
~neuralNetwork();
|
||||
|
||||
//weight operations
|
||||
double* feedForwardPattern( double* pattern );
|
||||
void backpropigate(double* pattern, double OLR, double H2LR, double H1LR );
|
||||
|
||||
void tweakWeights(double howMuch);
|
||||
void mate(const neuralNetwork&n1,const neuralNetwork&n2);
|
||||
|
||||
|
||||
|
||||
private:
|
||||
void initializeWeights();
|
||||
inline double activationFunction( double x );
|
||||
void feedForward( double* pattern );
|
||||
|
||||
};
|
||||
|
||||
std::istream & operator >> (std::istream &, neuralNetwork & ann);
|
||||
std::ostream & operator << (std::ostream &, const neuralNetwork & ann);
|
Loading…
Reference in New Issue
Block a user