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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +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
This commit is contained in:
DjWarmonger 2014-02-07 08:23:31 +00:00
parent 54fbdfec5e
commit a9b10c8099
8 changed files with 55 additions and 39 deletions

View File

@ -20,6 +20,7 @@
*/
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us
struct BankConfig;
class FuzzyEngine;
@ -89,6 +90,7 @@ FuzzyHelper::FuzzyHelper()
{
engine.hedgeSet().add(new fl::HedgeSomewhat());
engine.hedgeSet().add(new fl::HedgeVery());
engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously
initBank();
initTacticalAdvantage();
@ -141,8 +143,8 @@ void FuzzyHelper::initTacticalAdvantage()
for (auto val : helper)
{
engine.addInputLVar(val);
val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.75, true));
val->addTerm (new fl::ShoulderTerm("MANY", 0.25, 1, false));
val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true));
val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false));
}
helper.clear();
@ -178,9 +180,12 @@ void FuzzyHelper::initTacticalAdvantage()
engine.addRuleBlock (&ta.tacticalAdvantage);
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is very LOW", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and OurShooters is FEW and EnemyShooters is MANY then Threat is very HIGH", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY and OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine));
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
//just to cover all cases
ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine));
@ -340,9 +345,8 @@ FuzzyHelper::EvalVisitTile::~EvalVisitTile()
{
delete strengthRatio;
delete heroStrength;
delete tileDistance;
delete turnDistance;
delete missionImportance;
delete movement;
}
void FuzzyHelper::initVisitTile()
@ -353,12 +357,11 @@ void FuzzyHelper::initVisitTile()
vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards
vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero
vt.tileDistance = new fl::InputLVar("tileDistance"); //we want to use hero who is near
vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near
vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
vt.movement = new fl::InputLVar("movement");
vt.value = new fl::OutputLVar("Value");
helper += vt.strengthRatio, vt.heroStrength, vt.tileDistance, vt.missionImportance, vt.movement;
helper += vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance;
for (auto val : helper)
{
engine.addInputLVar(val);
@ -366,27 +369,25 @@ void FuzzyHelper::initVisitTile()
engine.addOutputLVar (vt.value);
vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true));
vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 5, false));
vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false));
//strength compared to our main hero
vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true));
vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8));
vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 0.99, false));
vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false));
vt.tileDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 3.5, true));
vt.tileDistance->addTerm (new fl::TriangularTerm("MEDIUM", 3, 10.5));
vt.tileDistance->addTerm (new fl::ShoulderTerm("LONG", 10, 50, false));
vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true));
vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8));
vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false));
vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
vt.movement->addTerm (new fl::ShoulderTerm("LOW", 0, 600, true));
vt.movement->addTerm (new fl::TriangularTerm("MEDIUM", 500, 1500));
vt.movement->addTerm (new fl::ShoulderTerm("HIGH", 1000, 2000, false));
vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true)); //should be same as "mission Importance" to keep consistency
vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
//should be same as "mission Importance" to keep consistency
vt.value->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/
vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
engine.addRuleBlock (&vt.rules);
@ -398,6 +399,8 @@ void FuzzyHelper::initVisitTile()
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine));
//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine));
//attempt to arm secondary heroes is not stupid
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine));
//do not cancel important goals
@ -405,13 +408,9 @@ void FuzzyHelper::initVisitTile()
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine));
vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine));
//pick nearby objects if it's easy, avoid long walks
vt.rules.addRule (new fl::MamdaniRule("if tileDistance is SMALL then Value is HIGH", engine));
vt.rules.addRule (new fl::MamdaniRule("if tileDistance is MEDIUM then Value is MEDIUM", engine));
vt.rules.addRule (new fl::MamdaniRule("if tileDistance is LONG then Value is LOW", engine));
//use heroes with movement points first
vt.rules.addRule (new fl::MamdaniRule("if movement is LOW then Value is somewhat LOW", engine));
vt.rules.addRule (new fl::MamdaniRule("if movement is MEDIUM then Value is MEDIUM", engine));
vt.rules.addRule (new fl::MamdaniRule("if movement is HIGH then Value is somewhat HIGH", engine));
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine));
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine));
vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine));
}
catch (fl::FuzzyException & fe)
{
@ -424,14 +423,25 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
if (!g.hero)
return 0;
//assert(cb->isInTheMap(g.tile));
cb->setSelection (g.hero.h);
int distance = cb->getDistance(g.tile); //at this point we already assume tile is reachable
float turns = 0;
float distance = cb->getMovementCost(g.hero.h, g.tile);
if (!distance) //we stand on that tile
turns = 0;
else
{
if (distance < g.hero->movement) //we can move there within one turn
turns = (fl::flScalar)distance /g.hero->movement;
else
turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land?
}
float missionImportance = 0;
if (vstd::contains(ai->lockedHeroes, g.hero))
missionImportance = ai->lockedHeroes[g.hero]->priority;
float strengthRatio = 100; //we are much stronger than enemy
float strengthRatio = 10.0f; //we are much stronger than enemy
ui64 danger = evaluateDanger (g.tile, g.hero.h);
if (danger)
strengthRatio = (fl::flScalar)g.hero.h->getTotalStrength() / danger;
@ -440,9 +450,8 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
{
vt.strengthRatio->setInput (strengthRatio);
vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength());
vt.tileDistance->setInput (distance);
vt.turnDistance->setInput (turns);
vt.missionImportance->setInput (missionImportance);
vt.movement->setInput(g.hero->movement);
//engine.process();
engine.process (VISIT_TILE);

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@ -42,9 +42,8 @@ class FuzzyHelper
public:
fl::InputLVar * strengthRatio;
fl::InputLVar * heroStrength;
fl::InputLVar * tileDistance;
fl::InputLVar * turnDistance;
fl::InputLVar * missionImportance;
fl::InputLVar * movement;
fl::OutputLVar * value;
fl::RuleBlock rules;
~EvalVisitTile();

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@ -522,19 +522,20 @@ TGoalVec Explore::getAllPossibleSubgoals()
if ((!hero || ret.empty()) && ai->canRecruitAnyHero())
ret.push_back (sptr(Goals::RecruitHero()));
if (ret.empty())
if (!hero && ret.empty())
{
auto h = ai->primaryHero(); //we may need to gather big army to break!
if (h.h)
{
//FIXME: it never finds anything :?
int3 t = ai->explorationNewPoint(h->getSightRadious(), h, true);
if (cb->isInTheMap(t))
ret.push_back (sptr(ClearWayTo(t).setisAbstract(true).sethero(ai->primaryHero())));
ret.push_back (sptr(ClearWayTo(t).setisAbstract(true).sethero(h)));
}
}
if (ret.empty())
{
throw goalFulfilledException (sptr(*this));
throw goalFulfilledException (sptr(Goals::Explore().sethero(hero)));
}
//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");

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@ -218,7 +218,7 @@ class Explore : public CGoal<Explore>
{
public:
Explore() : CGoal (Goals::EXPLORE){priority = 1;};
Explore(HeroPtr h) : CGoal (Goals::EXPLORE){hero = h;};
Explore(HeroPtr h) : CGoal (Goals::EXPLORE){hero = h; priority = 1;};
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;

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@ -728,6 +728,7 @@ void VCAI::makeTurnInternal()
std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
for (auto mission : lockedHeroes)
{
//FIXME: for some reason when called here, priority is always the same
fh->setPriority (mission.second); //re-evaluate
if (canAct(mission.first))
{

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@ -332,6 +332,11 @@ bool CCallback::getPath2( int3 dest, CGPath &ret )
return cl->pathInfo->getPath(dest, ret);
}
int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
{
return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->movement);
}
void CCallback::recalculatePaths()
{
cl->calculatePaths(cl->IGameCallback::getSelectedHero(*player));

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@ -110,6 +110,7 @@ public:
virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
virtual int getDistance(int3 tile);
virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
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
}
const TerrainTile t = *gs->getTile(hmpos);
const int cost = gs->getMovementCost(h, h->getPosition(false), hmpos, h->movement);
const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->movement);
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;