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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Implemented rule-based evaluation of tactical advantage between armies.
AI will creep more agressively and smarter.
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@ -41,12 +41,24 @@
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*
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*/
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#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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class BankConfig;
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class FuzzyEngine;
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class InputLVar;
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class CGTownInstance;
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using namespace boost::assign;
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using namespace vstd;
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FuzzyHelper fh;
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struct armyStructure
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{
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float walkers, shooters, flyers;
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ui32 maxSpeed;
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};
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ui64 evaluateBankConfig (BankConfig * bc)
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{
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ui64 danger = 0;
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@ -57,33 +69,156 @@ ui64 evaluateBankConfig (BankConfig * bc)
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return danger;
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}
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armyStructure evaluateArmyStructure (const CArmedInstance * army)
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{
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ui64 totalStrenght = army->getArmyStrength();
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double walkersStrenght = 0;
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double flyersStrenght = 0;
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double shootersStrenght = 0;
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ui32 maxSpeed = 0;
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BOOST_FOREACH(auto s, army->Slots())
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{
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bool walker = true;
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if (s.second->type->hasBonusOfType(Bonus::SHOOTER))
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{
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shootersStrenght += s.second->getPower();
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walker = false;
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}
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if (s.second->type->hasBonusOfType(Bonus::FLYING))
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{
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flyersStrenght += s.second->getPower();
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walker = false;
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}
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if (walker)
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walkersStrenght += s.second->getPower();
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amax (maxSpeed, s.second->type->speed);
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}
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armyStructure as;
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as.walkers = walkersStrenght / totalStrenght;
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as.shooters = shootersStrenght / totalStrenght;
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as.flyers = flyersStrenght / totalStrenght;
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as.maxSpeed = maxSpeed;
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return as;
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}
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FuzzyHelper::FuzzyHelper()
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{
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initBank();
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initTacticalAdvantage();
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}
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void FuzzyHelper::initBank()
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{
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try
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{
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//Trivial bank estimation
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bankInput = new fl::InputLVar("BankInput");
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bankDanger = new fl::OutputLVar("BankDanger");
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bankInput->addTerm(new fl::SingletonTerm ("SET"));
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engine.addRuleBlock (&ruleBlock); //have to be added before the rules are parsed
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engine.addRuleBlock (&bankBlock); //have to be added before the rules are parsed
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engine.addInputLVar (bankInput);
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engine.addOutputLVar (bankDanger);
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for (int i = 0; i < 4; ++i)
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{
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bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
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ruleBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
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bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
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}
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}
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catch (fl::FuzzyException fe)
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{
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tlog1 << fe.name() << ": " << fe.message() << '\n';
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tlog1 << "initBank " << fe.name() << ": " << fe.message() << '\n';
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}
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}
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void FuzzyHelper::initTacticalAdvantage()
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{
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try
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{
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//Tactical advantage calculation
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std::vector<fl::InputLVar*> helper;
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ourShooters = new fl::InputLVar("OurShooters");
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ourWalkers = new fl::InputLVar("OurWalkers");
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ourFlyers = new fl::InputLVar("OurFlyers");
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enemyShooters = new fl::InputLVar("EnemyShooters");
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enemyWalkers = new fl::InputLVar("EnemyWalkers");
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enemyFlyers = new fl::InputLVar("EnemyFlyers");
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helper += ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers;
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BOOST_FOREACH (auto val, helper)
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{
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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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engine.addInputLVar(val);
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}
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helper.clear();
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ourSpeed = new fl::InputLVar("OurSpeed");
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enemySpeed = new fl::InputLVar("EnemySpeed");
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helper += ourSpeed, enemySpeed;
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BOOST_FOREACH (auto val, helper)
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{
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val->addTerm (new fl::ShoulderTerm("LOW", 3, 9, true));
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val->addTerm (new fl::TriangularTerm("MEDIUM", 7, 13));
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val->addTerm (new fl::ShoulderTerm("HIGH", 11, 16, false));
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engine.addInputLVar(val);
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}
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castleWalls = new fl::InputLVar("CastleWalls");
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castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
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castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
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castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL, CGTownInstance::CASTLE));
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engine.addInputLVar(castleWalls);
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bankPresent = new fl::InputLVar("Bank");
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bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
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bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
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engine.addInputLVar(bankPresent);
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threat = new fl::OutputLVar("Threat");
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threat->addTerm (new fl::TriangularTerm("LOW", MIN_AI_STRENGHT, 1));
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threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
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threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
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engine.addOutputLVar(threat);
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engine.hedgeSet().add(new fl::HedgeSomewhat());
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engine.hedgeSet().add(new fl::HedgeVery());
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tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is very LOW", engine));
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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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tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY or OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
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//tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is MANY then Threat is MEDIUM", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
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tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
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engine.addRuleBlock (&tacticalAdvantage);
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}
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catch(fl::ParsingException pe)
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{
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tlog1 << "initTacticalAdvantage " << pe.name() << ": " << pe.message() << '\n';
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}
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catch (fl::FuzzyException fe)
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{
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tlog1 << "initTacticalAdvantage " << fe.name() << ": " << fe.message() << '\n';
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}
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}
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ui64 FuzzyHelper::estimateBankDanger (int ID)
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{
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std::vector <ConstTransitivePtr<BankConfig>> & configs = VLC->objh->banksInfo[ID];
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ui64 val = INFINITY;;
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ui64 val = INFINITY;
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try
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{
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switch (configs.size())
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{
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case 4:
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@ -100,7 +235,7 @@ ui64 FuzzyHelper::estimateBankDanger (int ID)
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//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
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dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
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bankInput->setInput (0.5);
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engine.process();
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engine.process (BANK_DANGER);
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val = bankDanger->output().defuzzify(); //some expected value of this bank
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}
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catch (fl::FuzzyException fe)
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@ -114,6 +249,53 @@ ui64 FuzzyHelper::estimateBankDanger (int ID)
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default:
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tlog3 << ("Uhnandled bank config!\n");
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}
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}
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catch (fl::FuzzyException fe)
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{
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tlog1 << "estimateBankDanger " << fe.name() << ": " << fe.message() << '\n';
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}
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return val;
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}
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float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
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{
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float output = 1;
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try
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{
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armyStructure ourStructure = evaluateArmyStructure(we);
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armyStructure enemyStructure = evaluateArmyStructure(enemy);
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ourWalkers->setInput(ourStructure.walkers);
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ourShooters->setInput(ourStructure.shooters);
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ourFlyers->setInput(ourStructure.flyers);
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ourSpeed->setInput(ourStructure.maxSpeed);
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enemyWalkers->setInput(enemyStructure.walkers);
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enemyShooters->setInput(enemyStructure.shooters);
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enemyFlyers->setInput(enemyStructure.flyers);
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enemySpeed->setInput(enemyStructure.maxSpeed);
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bool bank = dynamic_cast<const CBank*>(enemy);
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if (bank)
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bankPresent->setInput(1);
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else
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bankPresent->setInput(0);
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const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
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if (fort)
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{
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castleWalls->setInput (fort->fortLevel());
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}
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else
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castleWalls->setInput(0);
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engine.process (TACTICAL_ADVANTAGE);
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output = threat->output().defuzzify();
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}
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catch (fl::FuzzyException fe)
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{
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tlog1 << "getTacticalAdvantage " << fe.name() << ": " << fe.message() << '\n';
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}
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return output;
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}
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@ -13,6 +13,7 @@
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*/
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class VCAI;
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class CArmedInstance;
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template <typename T> bool isinf (T val)
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{
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@ -24,11 +25,25 @@ class FuzzyHelper
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friend class VCAI;
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fl::FuzzyEngine engine;
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fl::InputLVar* bankInput;
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fl::OutputLVar* bankDanger;
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fl::RuleBlock ruleBlock;
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fl::RuleBlock bankBlock;
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fl::InputLVar * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
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fl::InputLVar * ourSpeed, * enemySpeed;
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fl::InputLVar * bankPresent;
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fl::InputLVar * castleWalls;
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fl::OutputLVar * threat;
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fl::RuleBlock tacticalAdvantage;
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public:
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enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE};
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FuzzyHelper();
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void initBank();
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void initTacticalAdvantage();
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ui64 estimateBankDanger (int ID);
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float getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy); //returns factor how many times enemy is stronger than us
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};
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@ -11,7 +11,7 @@ extern FuzzyHelper fh;
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const int ACTUAL_RESOURCE_COUNT = 7;
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const double SAFE_ATTACK_CONSTANT = 2.5;
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const double SAFE_ATTACK_CONSTANT = 1.5;
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using namespace vstd;
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//one thread may be turn of AI and another will be handling a side effect for AI2
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@ -297,6 +297,39 @@ ui64 evaluateDanger(crint3 tile)
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return 0;
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}
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
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{
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const TerrainTile *t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0, guardDanger = 0;
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CArmedInstance * dangerousObject;
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if(t->visitable)
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{
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dangerousObject = dynamic_cast<CArmedInstance*>(t->visitableObjects.back());
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if (dangerousObject)
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{
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objectDanger = evaluateDanger(dangerousObject);
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objectDanger *= fh.getTacticalAdvantage (visitor, dangerousObject);
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}
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else
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{
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objectDanger = 0;
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}
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}
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int3 guardPos = cb->guardingCreaturePosition(tile);
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if(guardPos.x >= 0 && guardPos != tile)
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guardDanger = evaluateDanger(guardPos, visitor);
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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return 0;
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}
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ui64 evaluateDanger(const CGObjectInstance *obj)
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{
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if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
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@ -945,7 +978,7 @@ void VCAI::buildStructure(const CGTownInstance * t)
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bool isSafeToVisit(const CGHeroInstance *h, crint3 tile)
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{
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const ui64 heroStrength = h->getTotalStrength(),
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dangerStrength = evaluateDanger(tile);
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dangerStrength = evaluateDanger(tile, h);
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if(dangerStrength)
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{
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if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
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@ -1820,15 +1820,15 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
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break;
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}
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}
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int CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
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CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
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{
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if((builtBuildings.find(9))!=builtBuildings.end())
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return 3;
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return CASTLE;
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if((builtBuildings.find(8))!=builtBuildings.end())
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return 2;
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return CITADEL;
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if((builtBuildings.find(7))!=builtBuildings.end())
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return 1;
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return 0;
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return FORT;
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return NONE;
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}
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int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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@ -544,6 +544,8 @@ struct DLL_LINKAGE GrowthInfo
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class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket
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{
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public:
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enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3};
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CTownAndVisitingHero townAndVis;
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CTown * town;
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std::string name; // name of town
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@ -605,7 +607,7 @@ public:
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//////////////////////////////////////////////////////////////////////////
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bool needsLastStack() const;
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int fortLevel() const; //0 - none, 1 - fort, 2 - citadel, 3 - castle
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CGTownInstance::EFortLevel fortLevel() const;
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int hallLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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int mageGuildLevel() const; // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
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bool creatureDwelling(const int & level, bool upgraded=false) const;
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