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mirror of https://github.com/vcmi/vcmi.git synced 2025-10-31 00:07:39 +02:00

Each fuzzy set of rules will use separate fuzzy engine.

This commit is contained in:
DjWarmonger
2014-12-19 10:52:41 +01:00
parent a1e42caddd
commit cd060c00c5
2 changed files with 78 additions and 48 deletions

View File

@@ -37,6 +37,22 @@ FuzzyHelper *fh;
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
engineBase::engineBase()
{
engine.addRuleBlock(&rules);
}
void engineBase::configure()
{
engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid");
logAi->infoStream() << engine.toString();
}
void engineBase::addRule(const std::string &txt)
{
rules.addRule(fl::Rule::parse(txt, &engine));
}
struct armyStructure
{
float walkers, shooters, flyers;
@@ -74,17 +90,16 @@ armyStructure evaluateArmyStructure (const CArmedInstance * army)
as.shooters = shootersStrenght / totalStrenght;
as.flyers = flyersStrenght / totalStrenght;
as.maxSpeed = maxSpeed;
assert(as.walkers || as.flyers || as.shooters);
return as;
}
FuzzyHelper::FuzzyHelper()
{
initTacticalAdvantage();
ta.configure();
initVisitTile();
engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid");
logAi->infoStream() << engine.toString();
vt.configure();
}
@@ -108,7 +123,7 @@ void FuzzyHelper::initTacticalAdvantage()
for (auto val : helper)
{
engine.addInputVariable(val);
ta.engine.addInputVariable(val);
val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
val->addTerm(new fl::Ramp("MANY", 0.4, 1));
val->setRange(0.0, 1.0);
@@ -121,7 +136,7 @@ void FuzzyHelper::initTacticalAdvantage()
for (auto val : helper)
{
engine.addInputVariable(val);
ta.engine.addInputVariable(val);
val->addTerm(new fl::Ramp("LOW", 6.5, 3));
val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
@@ -129,7 +144,7 @@ void FuzzyHelper::initTacticalAdvantage()
}
ta.castleWalls = new fl::InputVariable("CastleWalls");
engine.addInputVariable(ta.castleWalls);
ta.engine.addInputVariable(ta.castleWalls);
{
fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
ta.castleWalls->addTerm(none);
@@ -147,7 +162,7 @@ void FuzzyHelper::initTacticalAdvantage()
ta.bankPresent = new fl::InputVariable("Bank");
engine.addInputVariable(ta.bankPresent);
ta.engine.addInputVariable(ta.bankPresent);
{
fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
ta.bankPresent->addTerm(termFalse);
@@ -157,31 +172,29 @@ void FuzzyHelper::initTacticalAdvantage()
}
ta.threat = new fl::OutputVariable("Threat");
engine.addOutputVariable(ta.threat);
ta.engine.addOutputVariable(ta.threat);
ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
engine.addRuleBlock(&ta.tacticalAdvantage);
ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", &engine));
ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
//just to cover all cases
ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is MEDIUM then Threat is MEDIUM", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", &engine));
ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", &engine));
ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", &engine));
ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", &engine));
ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
}
catch (fl::Exception & pe)
@@ -242,14 +255,25 @@ float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedI
ta.castleWalls->setInputValue(0);
//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
engine.process();
ta.engine.process();
output = ta.threat->getOutputValue();
}
catch (fl::Exception & fe)
{
logAi->errorStream() << "getTacticalAdvantage " << ": " << fe.getWhat();
}
assert (output >= 0);
logAi->traceStream() << "getTacticalAdvantage output: " << output;
if (output < 0 || (output != output))
{
fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
std::stringstream log;
for (auto param : tab)
log << param->getInputValue() << " ";
logAi->errorStream() << log.str();
assert(false);
}
return output;
}
@@ -328,9 +352,9 @@ void FuzzyHelper::initVisitTile()
std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance};
for (auto val : helper)
{
engine.addInputVariable(val);
vt.engine.addInputVariable(val);
}
engine.addOutputVariable(vt.value);
vt.engine.addOutputVariable(vt.value);
vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
@@ -359,27 +383,25 @@ void FuzzyHelper::initVisitTile()
vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
vt.value->setRange(0.0,5.0);
engine.addRuleBlock (&vt.rules);
//use unarmed scouts if possible
vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", &engine));
vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH");
//we may want to use secondary hero(es) rather than main hero
vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", &engine));
vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW");
//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(fl::Rule::parse("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", &engine));
vt.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
//attempt to arm secondary heroes is not stupid
vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", &engine));
vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", &engine));
vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
//do not cancel important goals
vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is HIGH then Value is very LOW", &engine));
vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", &engine));
vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is LOW then Value is HIGH", &engine));
vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW");
vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
vt.addRule("if lockedMissionImportance is LOW then Value is HIGH");
//pick nearby objects if it's easy, avoid long walks
vt.rules.addRule(fl::Rule::parse("if turnDistance is SMALL then Value is HIGH", &engine));
vt.rules.addRule(fl::Rule::parse("if turnDistance is MEDIUM then Value is MEDIUM", &engine));
vt.rules.addRule(fl::Rule::parse("if turnDistance is LONG then Value is LOW", &engine));
vt.addRule("if turnDistance is SMALL then Value is HIGH");
vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM");
vt.addRule("if turnDistance is LONG then Value is LOW");
}
catch (fl::Exception & fe)
{
@@ -422,7 +444,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
vt.turnDistance->setInputValue(turns);
vt.missionImportance->setInputValue(missionImportance);
engine.process();
vt.engine.process();
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
g.priority = vt.value->getOutputValue();
}

View File

@@ -16,13 +16,22 @@ class VCAI;
class CArmedInstance;
class CBank;
class engineBase
{
public:
fl::Engine engine;
fl::RuleBlock rules;
engineBase();
void configure();
void addRule(const std::string &txt);
};
class FuzzyHelper
{
friend class VCAI;
fl::Engine engine;
class TacticalAdvantage
class TacticalAdvantage : public engineBase
{
public:
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
@@ -30,11 +39,10 @@ class FuzzyHelper
fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
fl::RuleBlock tacticalAdvantage;
~TacticalAdvantage();
} ta;
class EvalVisitTile
class EvalVisitTile : public engineBase
{
public:
fl::InputVariable * strengthRatio;