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synced 2025-01-24 03:47:18 +02:00
- Changed aggregation method so now fuzzy engine takes all the factors into consideration
- Heroes now will use real path cost and their movement, which has numerous advantages: * Actual movement cost is taken into consideration * Groups of heroes will keep order * Fastest heroes will be used for exploration first
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@ -20,6 +20,7 @@
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*/
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
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struct BankConfig;
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class FuzzyEngine;
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@ -89,6 +90,7 @@ FuzzyHelper::FuzzyHelper()
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{
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engine.hedgeSet().add(new fl::HedgeSomewhat());
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engine.hedgeSet().add(new fl::HedgeVery());
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engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously
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initBank();
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initTacticalAdvantage();
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@ -141,8 +143,8 @@ void FuzzyHelper::initTacticalAdvantage()
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for (auto val : helper)
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{
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engine.addInputLVar(val);
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val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.75, true));
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val->addTerm (new fl::ShoulderTerm("MANY", 0.25, 1, false));
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val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true));
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val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false));
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}
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helper.clear();
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@ -178,9 +180,12 @@ void FuzzyHelper::initTacticalAdvantage()
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engine.addRuleBlock (&ta.tacticalAdvantage);
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is very LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and OurShooters is FEW and EnemyShooters is MANY then Threat is very HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY and OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
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//just to cover all cases
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine));
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@ -340,9 +345,8 @@ FuzzyHelper::EvalVisitTile::~EvalVisitTile()
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{
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delete strengthRatio;
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delete heroStrength;
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delete tileDistance;
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delete turnDistance;
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delete missionImportance;
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delete movement;
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}
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void FuzzyHelper::initVisitTile()
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@ -353,12 +357,11 @@ void FuzzyHelper::initVisitTile()
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vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards
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vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero
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vt.tileDistance = new fl::InputLVar("tileDistance"); //we want to use hero who is near
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vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near
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vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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vt.movement = new fl::InputLVar("movement");
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vt.value = new fl::OutputLVar("Value");
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helper += vt.strengthRatio, vt.heroStrength, vt.tileDistance, vt.missionImportance, vt.movement;
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helper += vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance;
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for (auto val : helper)
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{
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engine.addInputLVar(val);
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@ -366,27 +369,25 @@ void FuzzyHelper::initVisitTile()
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engine.addOutputLVar (vt.value);
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vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true));
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vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 5, false));
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vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false));
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//strength compared to our main hero
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vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true));
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vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8));
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vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 0.99, false));
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vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false));
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vt.tileDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 3.5, true));
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vt.tileDistance->addTerm (new fl::TriangularTerm("MEDIUM", 3, 10.5));
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vt.tileDistance->addTerm (new fl::ShoulderTerm("LONG", 10, 50, false));
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vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true));
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vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8));
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vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false));
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vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
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vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
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vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
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vt.movement->addTerm (new fl::ShoulderTerm("LOW", 0, 600, true));
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vt.movement->addTerm (new fl::TriangularTerm("MEDIUM", 500, 1500));
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vt.movement->addTerm (new fl::ShoulderTerm("HIGH", 1000, 2000, false));
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vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true)); //should be same as "mission Importance" to keep consistency
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vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
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//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
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//should be same as "mission Importance" to keep consistency
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vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
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vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/
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vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
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engine.addRuleBlock (&vt.rules);
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@ -398,6 +399,8 @@ void FuzzyHelper::initVisitTile()
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine));
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//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine));
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//attempt to arm secondary heroes is not stupid
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine));
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//do not cancel important goals
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@ -405,13 +408,9 @@ void FuzzyHelper::initVisitTile()
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vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine));
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vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine));
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//pick nearby objects if it's easy, avoid long walks
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vt.rules.addRule (new fl::MamdaniRule("if tileDistance is SMALL then Value is HIGH", engine));
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vt.rules.addRule (new fl::MamdaniRule("if tileDistance is MEDIUM then Value is MEDIUM", engine));
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vt.rules.addRule (new fl::MamdaniRule("if tileDistance is LONG then Value is LOW", engine));
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//use heroes with movement points first
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vt.rules.addRule (new fl::MamdaniRule("if movement is LOW then Value is somewhat LOW", engine));
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vt.rules.addRule (new fl::MamdaniRule("if movement is MEDIUM then Value is MEDIUM", engine));
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vt.rules.addRule (new fl::MamdaniRule("if movement is HIGH then Value is somewhat HIGH", engine));
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vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine));
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vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine));
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vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine));
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}
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catch (fl::FuzzyException & fe)
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{
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@ -424,14 +423,25 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
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if (!g.hero)
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return 0;
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//assert(cb->isInTheMap(g.tile));
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cb->setSelection (g.hero.h);
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int distance = cb->getDistance(g.tile); //at this point we already assume tile is reachable
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float turns = 0;
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float distance = cb->getMovementCost(g.hero.h, g.tile);
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if (!distance) //we stand on that tile
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turns = 0;
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else
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{
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if (distance < g.hero->movement) //we can move there within one turn
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turns = (fl::flScalar)distance /g.hero->movement;
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else
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turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land?
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}
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float missionImportance = 0;
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if (vstd::contains(ai->lockedHeroes, g.hero))
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missionImportance = ai->lockedHeroes[g.hero]->priority;
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float strengthRatio = 100; //we are much stronger than enemy
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float strengthRatio = 10.0f; //we are much stronger than enemy
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ui64 danger = evaluateDanger (g.tile, g.hero.h);
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if (danger)
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strengthRatio = (fl::flScalar)g.hero.h->getTotalStrength() / danger;
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@ -440,9 +450,8 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
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{
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vt.strengthRatio->setInput (strengthRatio);
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vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength());
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vt.tileDistance->setInput (distance);
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vt.turnDistance->setInput (turns);
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vt.missionImportance->setInput (missionImportance);
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vt.movement->setInput(g.hero->movement);
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//engine.process();
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engine.process (VISIT_TILE);
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@ -42,9 +42,8 @@ class FuzzyHelper
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public:
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fl::InputLVar * strengthRatio;
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fl::InputLVar * heroStrength;
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fl::InputLVar * tileDistance;
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fl::InputLVar * turnDistance;
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fl::InputLVar * missionImportance;
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fl::InputLVar * movement;
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fl::OutputLVar * value;
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fl::RuleBlock rules;
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~EvalVisitTile();
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@ -522,19 +522,20 @@ TGoalVec Explore::getAllPossibleSubgoals()
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if ((!hero || ret.empty()) && ai->canRecruitAnyHero())
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ret.push_back (sptr(Goals::RecruitHero()));
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if (ret.empty())
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if (!hero && ret.empty())
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{
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auto h = ai->primaryHero(); //we may need to gather big army to break!
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if (h.h)
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{
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//FIXME: it never finds anything :?
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int3 t = ai->explorationNewPoint(h->getSightRadious(), h, true);
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if (cb->isInTheMap(t))
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ret.push_back (sptr(ClearWayTo(t).setisAbstract(true).sethero(ai->primaryHero())));
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ret.push_back (sptr(ClearWayTo(t).setisAbstract(true).sethero(h)));
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}
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}
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if (ret.empty())
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{
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throw goalFulfilledException (sptr(*this));
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throw goalFulfilledException (sptr(Goals::Explore().sethero(hero)));
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}
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//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
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@ -218,7 +218,7 @@ class Explore : public CGoal<Explore>
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{
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public:
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Explore() : CGoal (Goals::EXPLORE){priority = 1;};
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Explore(HeroPtr h) : CGoal (Goals::EXPLORE){hero = h;};
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Explore(HeroPtr h) : CGoal (Goals::EXPLORE){hero = h; priority = 1;};
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TGoalVec getAllPossibleSubgoals() override;
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TSubgoal whatToDoToAchieve() override;
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std::string completeMessage() const override;
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@ -728,6 +728,7 @@ void VCAI::makeTurnInternal()
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std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
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for (auto mission : lockedHeroes)
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{
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//FIXME: for some reason when called here, priority is always the same
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fh->setPriority (mission.second); //re-evaluate
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if (canAct(mission.first))
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{
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@ -332,6 +332,11 @@ bool CCallback::getPath2( int3 dest, CGPath &ret )
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return cl->pathInfo->getPath(dest, ret);
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}
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int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
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{
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return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->movement);
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}
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void CCallback::recalculatePaths()
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{
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cl->calculatePaths(cl->IGameCallback::getSelectedHero(*player));
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@ -110,6 +110,7 @@ public:
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virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
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virtual int getDistance(int3 tile);
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virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
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virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
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virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
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virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
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@ -1650,7 +1650,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, Pl
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}
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const TerrainTile t = *gs->getTile(hmpos);
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const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
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const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->movement);
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const int3 guardPos = gs->guardingCreaturePosition(hmpos);
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const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
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