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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Split Fuzzy.cpp/h

This commit is contained in:
Dydzio 2018-08-10 18:27:57 +02:00
parent bd3d27c79b
commit 72b206347f
8 changed files with 716 additions and 704 deletions

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@ -10,7 +10,7 @@
#include "StdInc.h"
#include "AIUtility.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "FuzzyHelper.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"

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@ -15,7 +15,8 @@ set(VCAI_SRCS
SectorMap.cpp
BuildingManager.cpp
MapObjectsEvaluator.cpp
Fuzzy.cpp
FuzzyEngines.cpp
FuzzyHelper.cpp
Goals.cpp
main.cpp
VCAI.cpp
@ -31,7 +32,8 @@ set(VCAI_HEADERS
SectorMap.h
BuildingManager.h
MapObjectsEvaluator.h
Fuzzy.h
FuzzyEngines.h
FuzzyHelper.h
Goals.h
VCAI.h
)

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

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@ -1,5 +1,5 @@
/*
* Fuzzy.h, part of VCMI engine
* FuzzyEngines.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -11,10 +11,7 @@
#include "fl/Headers.h"
#include "Goals.h"
class VCAI;
class CArmedInstance;
class CBank;
struct SectorMap;
class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
{
@ -75,34 +72,3 @@ public:
protected:
fl::InputVariable * objectValue;
};
class FuzzyHelper
{
friend class VCAI;
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);
};

156
AI/VCAI/FuzzyHelper.cpp Normal file
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@ -0,0 +1,156 @@
/*
* FuzzyHelper.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
*
*/
#include "StdInc.h"
#include "FuzzyHelper.h"
#include "../../lib/mapObjects/CommonConstructors.h"
#include "VCAI.h"
FuzzyHelper * fh;
extern boost::thread_specific_ptr<VCAI> ai;
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{
if(vec.empty()) //no possibilities found
return sptr(Goals::Invalid());
ai->cachedSectorMaps.clear();
//a trick to switch between heroes less often - calculatePaths is costly
auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
{
return lhs->hero.h < rhs->hero.h;
};
boost::sort(vec, sortByHeroes);
for(auto g : vec)
{
setPriority(g);
}
auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
{
return lhs->priority < rhs->priority;
};
return *boost::max_element(vec, compareGoals);
}
ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
{
//this one is not fuzzy anymore, just calculate weighted average
auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
ui64 totalStrength = 0;
ui8 totalChance = 0;
for(auto config : bankInfo->getPossibleGuards())
{
totalStrength += config.second.totalStrength * config.first;
totalChance += config.first;
}
return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
}
float FuzzyHelper::evaluate(Goals::VisitTile & g)
{
return visitTileEngine.evaluate(g);
}
float FuzzyHelper::evaluate(Goals::VisitObj & g)
{
return getObjEngine.evaluate(g);
}
float FuzzyHelper::evaluate(Goals::VisitHero & g)
{
auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
if(!obj)
return -100; //hero died in the meantime
//TODO: consider direct copy (constructor?)
g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
return g.priority;
}
float FuzzyHelper::evaluate(Goals::GatherArmy & g)
{
//the more army we need, the more important goal
//the more army we lack, the less important goal
float army = g.hero->getArmyStrength();
float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
}
float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
{
if(!g.hero.h)
throw cannotFulfillGoalException("ClearWayTo called without hero!");
int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
if(t.valid())
{
if(isSafeToVisit(g.hero, t))
{
g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
}
else
{
g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
sethero(g.hero).setisAbstract(true).accept(this));
}
return g.priority;
}
else
return -1;
}
float FuzzyHelper::evaluate(Goals::BuildThis & g)
{
return g.priority; //TODO
}
float FuzzyHelper::evaluate(Goals::DigAtTile & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::CollectRes & g)
{
return g.priority; //handled by ResourceManager
}
float FuzzyHelper::evaluate(Goals::Build & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::BuyArmy & g)
{
return g.priority;
}
float FuzzyHelper::evaluate(Goals::Explore & g)
{
return 1;
}
float FuzzyHelper::evaluate(Goals::RecruitHero & g)
{
return 1;
}
float FuzzyHelper::evaluate(Goals::Invalid & g)
{
return -1e10;
}
float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
{
logAi->warn("Cannot evaluate goal %s", g.name());
return g.priority;
}
void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
{
g->setpriority(g->accept(this)); //this enforces returned value is set
}

42
AI/VCAI/FuzzyHelper.h Normal file
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@ -0,0 +1,42 @@
/*
* FuzzyHelper.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
*
*/
#pragma once
#include "FuzzyEngines.h"
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);
};

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@ -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

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@ -9,7 +9,7 @@
*/
#include "StdInc.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "FuzzyHelper.h"
#include "ResourceManager.h"
#include "BuildingManager.h"