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Split Fuzzy.cpp/h
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@ -10,7 +10,7 @@
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#include "StdInc.h"
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#include "AIUtility.h"
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#include "VCAI.h"
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#include "Fuzzy.h"
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#include "FuzzyHelper.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/CConfigHandler.h"
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@ -15,7 +15,8 @@ set(VCAI_SRCS
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SectorMap.cpp
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BuildingManager.cpp
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MapObjectsEvaluator.cpp
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Fuzzy.cpp
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FuzzyEngines.cpp
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FuzzyHelper.cpp
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Goals.cpp
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main.cpp
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VCAI.cpp
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@ -31,7 +32,8 @@ set(VCAI_HEADERS
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SectorMap.h
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BuildingManager.h
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MapObjectsEvaluator.h
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Fuzzy.h
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FuzzyEngines.h
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FuzzyHelper.h
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Goals.h
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VCAI.h
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)
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@ -1,5 +1,5 @@
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/*
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* Fuzzy.cpp, part of VCMI engine
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* FuzzyEngines.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@ -8,31 +8,15 @@
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*
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*/
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#include "StdInc.h"
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#include "Fuzzy.h"
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#include <limits>
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#include "FuzzyEngines.h"
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/mapObjects/CommonConstructors.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/CGameStateFwd.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../CCallback.h"
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#include "VCAI.h"
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#include "MapObjectsEvaluator.h"
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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struct BankConfig;
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class CBankInfo;
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class Engine;
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class InputVariable;
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class CGTownInstance;
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FuzzyHelper * fh;
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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engineBase::engineBase()
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@ -106,25 +90,6 @@ float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroIn
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return turns;
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}
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ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
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{
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//this one is not fuzzy anymore, just calculate weighted average
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auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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ui64 totalStrength = 0;
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ui8 totalChance = 0;
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for(auto config : bankInfo->getPossibleGuards())
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{
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totalStrength += config.second.totalStrength * config.first;
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totalChance += config.first;
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}
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return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
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}
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TacticalAdvantageEngine::TacticalAdvantageEngine()
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{
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try
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@ -193,10 +158,10 @@ TacticalAdvantageEngine::TacticalAdvantageEngine()
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threat = new fl::OutputVariable("Threat");
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engine.addOutputVariable(threat);
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threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGTH));
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threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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threat->setRange(MIN_AI_STRENGHT, 1.5);
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threat->setRange(MIN_AI_STRENGTH, 1.5);
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addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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@ -280,40 +245,6 @@ float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, c
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//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
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Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
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{
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if(vec.empty()) //no possibilities found
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return sptr(Goals::Invalid());
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ai->cachedSectorMaps.clear();
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//a trick to switch between heroes less often - calculatePaths is costly
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auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->hero.h < rhs->hero.h;
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};
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boost::sort(vec, sortByHeroes);
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for(auto g : vec)
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{
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setPriority(g);
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}
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auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->priority < rhs->priority;
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};
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return *boost::max_element(vec, compareGoals);
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}
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float FuzzyHelper::evaluate(Goals::Explore & g)
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{
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return 1;
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}
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float FuzzyHelper::evaluate(Goals::RecruitHero & g)
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{
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return 1;
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}
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HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
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{
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try
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@ -411,91 +342,6 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
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}
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}
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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{
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return visitTileEngine.evaluate(g);
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}
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float FuzzyHelper::evaluate(Goals::VisitObj & g)
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{
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return getObjEngine.evaluate(g);
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}
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float FuzzyHelper::evaluate(Goals::VisitHero & g)
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{
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auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
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if(!obj)
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return -100; //hero died in the meantime
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//TODO: consider direct copy (constructor?)
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g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
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return g.priority;
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}
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float FuzzyHelper::evaluate(Goals::GatherArmy & g)
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{
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//the more army we need, the more important goal
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//the more army we lack, the less important goal
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float army = g.hero->getArmyStrength();
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float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
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return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
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}
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float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
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{
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if(!g.hero.h)
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throw cannotFulfillGoalException("ClearWayTo called without hero!");
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int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
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if(t.valid())
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{
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if(isSafeToVisit(g.hero, t))
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{
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g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
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}
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else
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{
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g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
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sethero(g.hero).setisAbstract(true).accept(this));
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}
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return g.priority;
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}
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else
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return -1;
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}
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float FuzzyHelper::evaluate(Goals::BuildThis & g)
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{
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return g.priority; //TODO
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}
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float FuzzyHelper::evaluate(Goals::DigAtTile & g)
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{
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return 0;
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}
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float FuzzyHelper::evaluate(Goals::CollectRes & g)
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{
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return g.priority; //handled by ResourceManager
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}
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float FuzzyHelper::evaluate(Goals::Build & g)
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{
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return 0;
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}
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float FuzzyHelper::evaluate(Goals::BuyArmy & g)
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{
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return g.priority;
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}
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float FuzzyHelper::evaluate(Goals::Invalid & g)
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{
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return -1e10;
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}
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float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
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{
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logAi->warn("Cannot evaluate goal %s", g.name());
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return g.priority;
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}
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void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
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{
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g->setpriority(g->accept(this)); //this enforces returned value is set
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}
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GetObjEngine::GetObjEngine()
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{
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try
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@ -528,7 +374,7 @@ float GetObjEngine::evaluate(Goals::AbstractGoal & goal)
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if(!g.hero)
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return 0;
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auto obj = cb->getObj(ObjectInstanceID(g.objid));
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auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid));
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boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
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/*
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* Fuzzy.h, part of VCMI engine
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* FuzzyEngines.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@ -11,10 +11,7 @@
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#include "fl/Headers.h"
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#include "Goals.h"
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class VCAI;
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class CArmedInstance;
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class CBank;
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struct SectorMap;
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class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
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{
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@ -75,34 +72,3 @@ public:
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protected:
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fl::InputVariable * objectValue;
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};
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class FuzzyHelper
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{
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friend class VCAI;
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public:
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TacticalAdvantageEngine tacticalAdvantageEngine;
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VisitTileEngine visitTileEngine;
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GetObjEngine getObjEngine;
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float evaluate(Goals::Explore & g);
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float evaluate(Goals::RecruitHero & g);
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float evaluate(Goals::VisitTile & g);
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float evaluate(Goals::VisitObj & g);
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float evaluate(Goals::VisitHero & g);
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float evaluate(Goals::BuildThis & g);
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float evaluate(Goals::DigAtTile & g);
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float evaluate(Goals::CollectRes & g);
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float evaluate(Goals::Build & g);
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float evaluate(Goals::BuyArmy & g);
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float evaluate(Goals::GatherArmy & g);
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float evaluate(Goals::ClearWayTo & g);
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float evaluate(Goals::Invalid & g);
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float evaluate(Goals::AbstractGoal & g);
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void setPriority(Goals::TSubgoal & g);
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ui64 estimateBankDanger(const CBank * bank); //TODO: move to another class?
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Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
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//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
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};
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156
AI/VCAI/FuzzyHelper.cpp
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156
AI/VCAI/FuzzyHelper.cpp
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@ -0,0 +1,156 @@
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/*
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* FuzzyHelper.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "FuzzyHelper.h"
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#include "../../lib/mapObjects/CommonConstructors.h"
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#include "VCAI.h"
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FuzzyHelper * fh;
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extern boost::thread_specific_ptr<VCAI> ai;
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Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
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{
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if(vec.empty()) //no possibilities found
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return sptr(Goals::Invalid());
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ai->cachedSectorMaps.clear();
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//a trick to switch between heroes less often - calculatePaths is costly
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auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->hero.h < rhs->hero.h;
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};
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boost::sort(vec, sortByHeroes);
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for(auto g : vec)
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{
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setPriority(g);
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}
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auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->priority < rhs->priority;
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};
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return *boost::max_element(vec, compareGoals);
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}
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ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
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{
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//this one is not fuzzy anymore, just calculate weighted average
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auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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ui64 totalStrength = 0;
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ui8 totalChance = 0;
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for(auto config : bankInfo->getPossibleGuards())
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{
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totalStrength += config.second.totalStrength * config.first;
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totalChance += config.first;
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}
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return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
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}
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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{
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return visitTileEngine.evaluate(g);
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}
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float FuzzyHelper::evaluate(Goals::VisitObj & g)
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{
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return getObjEngine.evaluate(g);
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}
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float FuzzyHelper::evaluate(Goals::VisitHero & g)
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{
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auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
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if(!obj)
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return -100; //hero died in the meantime
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//TODO: consider direct copy (constructor?)
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g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
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return g.priority;
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}
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float FuzzyHelper::evaluate(Goals::GatherArmy & g)
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{
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//the more army we need, the more important goal
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//the more army we lack, the less important goal
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float army = g.hero->getArmyStrength();
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float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
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return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
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}
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float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
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{
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if(!g.hero.h)
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throw cannotFulfillGoalException("ClearWayTo called without hero!");
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int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
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if(t.valid())
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{
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if(isSafeToVisit(g.hero, t))
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{
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g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
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}
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else
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{
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g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
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sethero(g.hero).setisAbstract(true).accept(this));
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}
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return g.priority;
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}
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else
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return -1;
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}
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float FuzzyHelper::evaluate(Goals::BuildThis & g)
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{
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return g.priority; //TODO
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}
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float FuzzyHelper::evaluate(Goals::DigAtTile & g)
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{
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return 0;
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}
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float FuzzyHelper::evaluate(Goals::CollectRes & g)
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{
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return g.priority; //handled by ResourceManager
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}
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float FuzzyHelper::evaluate(Goals::Build & g)
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{
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return 0;
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}
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float FuzzyHelper::evaluate(Goals::BuyArmy & g)
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{
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return g.priority;
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}
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float FuzzyHelper::evaluate(Goals::Explore & g)
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{
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return 1;
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}
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float FuzzyHelper::evaluate(Goals::RecruitHero & g)
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{
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return 1;
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}
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float FuzzyHelper::evaluate(Goals::Invalid & g)
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{
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return -1e10;
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}
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float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
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{
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logAi->warn("Cannot evaluate goal %s", g.name());
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return g.priority;
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}
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void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
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{
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g->setpriority(g->accept(this)); //this enforces returned value is set
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}
|
42
AI/VCAI/FuzzyHelper.h
Normal file
42
AI/VCAI/FuzzyHelper.h
Normal file
@ -0,0 +1,42 @@
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/*
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* FuzzyHelper.h, part of VCMI engine
|
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*
|
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* Authors: listed in file AUTHORS in main folder
|
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*
|
||||
* License: GNU General Public License v2.0 or later
|
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "FuzzyEngines.h"
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|
||||
class CBank;
|
||||
|
||||
class FuzzyHelper
|
||||
{
|
||||
public:
|
||||
TacticalAdvantageEngine tacticalAdvantageEngine;
|
||||
VisitTileEngine visitTileEngine;
|
||||
GetObjEngine getObjEngine;
|
||||
|
||||
float evaluate(Goals::Explore & g);
|
||||
float evaluate(Goals::RecruitHero & g);
|
||||
float evaluate(Goals::VisitTile & g);
|
||||
float evaluate(Goals::VisitObj & g);
|
||||
float evaluate(Goals::VisitHero & g);
|
||||
float evaluate(Goals::BuildThis & g);
|
||||
float evaluate(Goals::DigAtTile & g);
|
||||
float evaluate(Goals::CollectRes & g);
|
||||
float evaluate(Goals::Build & g);
|
||||
float evaluate(Goals::BuyArmy & g);
|
||||
float evaluate(Goals::GatherArmy & g);
|
||||
float evaluate(Goals::ClearWayTo & g);
|
||||
float evaluate(Goals::Invalid & g);
|
||||
float evaluate(Goals::AbstractGoal & g);
|
||||
void setPriority(Goals::TSubgoal & g);
|
||||
|
||||
ui64 estimateBankDanger(const CBank * bank); //TODO: move to another class?
|
||||
|
||||
Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
|
||||
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
|
||||
};
|
@ -10,7 +10,7 @@
|
||||
#include "StdInc.h"
|
||||
#include "Goals.h"
|
||||
#include "VCAI.h"
|
||||
#include "Fuzzy.h"
|
||||
#include "FuzzyHelper.h"
|
||||
#include "ResourceManager.h"
|
||||
#include "BuildingManager.h"
|
||||
#include "../../lib/mapping/CMap.h" //for victory conditions
|
||||
|
@ -9,7 +9,7 @@
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "VCAI.h"
|
||||
#include "Fuzzy.h"
|
||||
#include "FuzzyHelper.h"
|
||||
#include "ResourceManager.h"
|
||||
#include "BuildingManager.h"
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user