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Nullkiller: rough implementation of prioritization
This commit is contained in:
parent
eee145c486
commit
cd0f479d7e
@ -201,11 +201,11 @@ bool isSafeToVisit(HeroPtr h, crint3 tile)
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bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
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{
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const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
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const ui64 heroStrengthVariable = h->getFightingStrength() * heroArmy->getArmyStrength();
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if(dangerStrength)
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{
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if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
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if(heroStrengthVariable / SAFE_ATTACK_CONSTANT > dangerStrength)
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{
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return true;
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}
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@ -38,8 +38,6 @@ Goals::TGoalVec CaptureObjectsBehavior::getTasks() {
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continue;
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const int3 pos = objToVisit->visitablePos();
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logAi->trace("considering object %s %s", objToVisit->getObjectName(), pos.toString());
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Goals::TGoalVec waysToVisitObj = ai->ah->howToVisitObj(objToVisit, false);
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vstd::erase_if(waysToVisitObj, [objToVisit](Goals::TSubgoal goal) -> bool
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@ -61,10 +59,8 @@ Goals::TGoalVec CaptureObjectsBehavior::getTasks() {
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if(!way->hero->movement)
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continue;
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way->accept(fh);
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auto closestWayRatio = way->evaluationContext.movementCost / closestWay->evaluationContext.movementCost;
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way->setpriority(way->priority / closestWayRatio);
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way->evaluationContext.closestWayRatio
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= way->evaluationContext.movementCost / closestWay->evaluationContext.movementCost;
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tasks.push_back(way);
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}
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@ -53,6 +53,7 @@ set(VCAI_SRCS
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Goals/FindObj.cpp
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Goals/CompleteQuest.cpp
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Engine/Nullkiller.cpp
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Engine/PriorityEvaluator.cpp
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Behaviors/Behavior.cpp
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Behaviors/CaptureObjectsBehavior.cpp
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Behaviors/RecruitHeroBehavior.cpp
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@ -112,6 +113,7 @@ set(VCAI_HEADERS
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Goals/CompleteQuest.h
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Goals/Goals.h
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Engine/Nullkiller.h
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Engine/PriorityEvaluator.h
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Behaviors/Behavior.h
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Behaviors/CaptureObjectsBehavior.h
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Behaviors/RecruitHeroBehavior.h
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@ -8,7 +8,12 @@
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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Goals::TSubgoal choseBestTask(Goals::TGoalVec tasks)
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Nullkiller::Nullkiller()
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{
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priorityEvaluator.reset(new PriorityEvaluator());
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}
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Goals::TSubgoal Nullkiller::choseBestTask(Goals::TGoalVec tasks)
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{
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Goals::TSubgoal bestTask = *vstd::maxElementByFun(tasks, [](Goals::TSubgoal goal) -> float
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{
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@ -18,18 +23,27 @@ Goals::TSubgoal choseBestTask(Goals::TGoalVec tasks)
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return bestTask;
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}
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Goals::TSubgoal choseBestTask(Behavior & behavior)
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Goals::TSubgoal Nullkiller::choseBestTask(Behavior & behavior)
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{
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auto tasks = behavior.getTasks();
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if(tasks.empty())
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{
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logAi->trace("Behavior %s found no tasks", behavior.toString());
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logAi->debug("Behavior %s found no tasks", behavior.toString());
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return Goals::sptr(Goals::Invalid());
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}
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return choseBestTask(tasks);
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for(auto task : tasks)
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{
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task->setpriority(priorityEvaluator->evaluate(task));
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}
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auto task = choseBestTask(tasks);
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logAi->trace("Behavior %s found %s, priority %f", behavior.toString(), task->name(), task->priority);
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return task;
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}
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void Nullkiller::makeTurn()
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@ -1,7 +1,19 @@
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#pragma once
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#include "PriorityEvaluator.h"
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#include "../Goals/AbstractGoal.h"
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#include "../Behaviors/Behavior.h"
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class Nullkiller
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{
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private:
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std::unique_ptr<PriorityEvaluator> priorityEvaluator;
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public:
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Nullkiller();
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void makeTurn();
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private:
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Goals::TSubgoal choseBestTask(Behavior & behavior);
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Goals::TSubgoal choseBestTask(Goals::TGoalVec tasks);
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};
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349
AI/Nullkiller/Engine/PriorityEvaluator.cpp
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349
AI/Nullkiller/Engine/PriorityEvaluator.cpp
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@ -0,0 +1,349 @@
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/*
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* Fuzzy.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "PriorityEvaluator.h"
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#include <limits>
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/mapObjects/CommonConstructors.h"
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#include "../../../lib/CCreatureHandler.h"
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/CGameStateFwd.h"
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../CCallback.h"
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#include "../VCAI.h"
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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 100 times weaker than us
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struct BankConfig;
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class CBankInfo;
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class Engine;
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class InputVariable;
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class CGTownInstance;
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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PriorityEvaluator::PriorityEvaluator()
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{
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initVisitTile();
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configure();
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}
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PriorityEvaluator::~PriorityEvaluator()
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{
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engine.removeRuleBlock(0);
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engine.~Engine();
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}
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void PriorityEvaluator::initVisitTile()
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{
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try
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{
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armyLossPersentageVariable = new fl::InputVariable("armyLoss"); //hero must be strong enough to defeat guards
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heroStrengthVariable = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
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turnDistanceVariable = new fl::InputVariable("turnDistance"); //we want to use hero who is near
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goldRewardVariable = new fl::InputVariable("goldReward"); //indicate AI that content of the file is important or it is probably bad
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armyRewardVariable = new fl::InputVariable("armyReward"); //indicate AI that content of the file is important or it is probably bad
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value = new fl::OutputVariable("Value");
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value->setMinimum(0);
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value->setMaximum(1);
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value->setAggregation(new fl::AlgebraicSum());
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value->setDefuzzifier(new fl::Centroid(100));
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value->setDefaultValue(0.500);
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rules.setConjunction(new fl::AlgebraicProduct());
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rules.setDisjunction(new fl::AlgebraicSum());
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rules.setImplication(new fl::AlgebraicProduct());
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rules.setActivation(new fl::General());
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std::vector<fl::InputVariable *> helper = {
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armyLossPersentageVariable,
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heroStrengthVariable,
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turnDistanceVariable,
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goldRewardVariable,
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armyRewardVariable };
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for(auto val : helper)
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{
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engine.addInputVariable(val);
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}
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engine.addOutputVariable(value);
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armyLossPersentageVariable->addTerm(new fl::Ramp("LOW", 0.200, 0.000));
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armyLossPersentageVariable->addTerm(new fl::Ramp("HIGH", 0.200, 0.500));
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armyLossPersentageVariable->setRange(0, 1);
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//strength compared to our main hero
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heroStrengthVariable->addTerm(new fl::Ramp("LOW", 0.2, 0));
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heroStrengthVariable->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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heroStrengthVariable->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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heroStrengthVariable->setRange(0.0, 1.0);
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turnDistanceVariable->addTerm(new fl::Ramp("SMALL", 1.000, 0.000));
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turnDistanceVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 1.000, 2.000));
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turnDistanceVariable->addTerm(new fl::Ramp("LONG", 1.000, 3.000));
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turnDistanceVariable->setRange(0, 3);
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goldRewardVariable->addTerm(new fl::Ramp("LOW", 2000.000, 0.000));
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goldRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 2000.000, 3500.000));
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goldRewardVariable->addTerm(new fl::Ramp("HIGH", 2000.000, 5000.000));
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goldRewardVariable->setRange(0.0, 5000.0);
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armyRewardVariable->addTerm(new fl::Ramp("LOW", 0.300, 0.000));
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armyRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.100, 0.400, 0.800));
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armyRewardVariable->addTerm(new fl::Ramp("HIGH", 0.400, 1.000));
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armyRewardVariable->setRange(0.0, 1.0);
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value->addTerm(new fl::Ramp("LOWEST", 0.150, 0.000));
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value->addTerm(new fl::Triangle("LOW", 0.100, 0.100, 0.250, 0.500));
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value->addTerm(new fl::Triangle("BITLOW", 0.200, 0.200, 0.350, 0.250));
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value->addTerm(new fl::Triangle("MEDIUM", 0.300, 0.500, 0.700, 0.050));
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value->addTerm(new fl::Triangle("BITHIGH", 0.650, 0.800, 0.800, 0.250));
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value->addTerm(new fl::Triangle("HIGH", 0.750, 0.900, 0.900, 0.500));
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value->addTerm(new fl::Ramp("HIGHEST", 0.850, 1.000));
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value->setRange(0.0, 1.0);
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//we may want to use secondary hero(es) rather than main hero
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//do not cancel important goals
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//addRule("if lockedMissionImportance is HIGH then Value is very LOW");
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//addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
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//addRule("if lockedMissionImportance is LOW then Value is HIGH");
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//pick nearby objects if it's easy, avoid long walks
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/*addRule("if turnDistance is SMALL then Value is somewhat HIGH");
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addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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addRule("if turnDistance is LONG then Value is LOW");*/
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//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
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addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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addRule("if turnDistance is SMALL then Value is BITHIGH");
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addRule("if turnDistance is LONG then Value is BITLOW");
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addRule("if turnDistance is very LONG then Value is LOW");
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addRule("if goldReward is LOW then Value is MEDIUM");
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addRule("if goldReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
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addRule("if goldReward is HIGH and armyLoss is LOW then Value is HIGH");
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addRule("if armyReward is LOW then Value is MEDIUM");
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addRule("if armyReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
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addRule("if armyReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
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addRule("if armyReward is HIGH and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST");
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addRule("if armyReward is HIGH and goldReward is MEDIUM and armyLoss is LOW then Value is HIGHEST with 0.8");
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addRule("if armyReward is MEDIUM and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
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addRule("if armyReward is MEDIUM and goldReward is MEDIUM and armyLoss is LOW then Value is HIGH");
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addRule("if armyReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
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addRule("if goldReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
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addRule("if armyReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is HIGH");
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addRule("if goldReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is BITHIGH");
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addRule("if goldReward is LOW and armyReward is LOW and turnDistance is not SMALL then Value is LOWEST");
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addRule("if armyLoss is HIGH then Value is LOWEST");
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addRule("if armyLoss is LOW then Value is MEDIUM");
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addRule("if armyReward is LOW and turnDistance is LONG then Value is LOWEST");
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}
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catch(fl::Exception & fe)
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{
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logAi->error("visitTile: %s", fe.getWhat());
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}
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}
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int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
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if(relations != PlayerRelations::ENEMIES)
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return 0; // if we already own it, no additional reward will be received by just visiting it
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auto town = cb->getTown(target->id);
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auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
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auto isProbablyDeveloped = !isNeutral && town->hasFort();
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return isProbablyDeveloped ? 1500 : 500;
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}
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TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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auto resources = bankInfo->getPossibleResourcesReward();
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return resources;
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}
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uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
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CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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auto creatures = bankInfo->getPossibleCreaturesReward();
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uint64_t result = 0;
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for(auto c : creatures)
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{
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result += c.type->AIValue * c.count;
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}
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return result;
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}
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uint64_t getDwellingScore(const CGObjectInstance * target)
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(target);
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uint64_t score = 0;
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for(auto & creLevel : dwelling->creatures)
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{
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if(creLevel.first && creLevel.second.size())
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{
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auto creature = creLevel.second.back().toCreature();
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if(cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
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{
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score += creature->AIValue * creLevel.first;
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}
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}
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}
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return score;
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}
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uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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if(!target)
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return 0;
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const int dailyIncomeMultiplier = 5;
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switch(target->ID)
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{
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case Obj::TOWN:
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return target->tempOwner == PlayerColor::NEUTRAL ? 5000 : 1000;
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case Obj::CREATURE_BANK:
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return getCreatureBankArmyReward(target, hero);
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case Obj::CREATURE_GENERATOR1:
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return getDwellingScore(target) * dailyIncomeMultiplier;
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case Obj::CRYPT:
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case Obj::SHIPWRECK:
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case Obj::SHIPWRECK_SURVIVOR:
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return 1500;
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case Obj::ARTIFACT:
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return dynamic_cast<const CGArtifact *>(target)->storedArtifact-> artType->getArtClassSerial() == CArtifact::ART_MAJOR ? 3000 : 1500;
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case Obj::DRAGON_UTOPIA:
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return 10000;
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default:
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return 0;
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}
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}
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/// Gets aproximated reward in gold. Daily income is multiplied by 5
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int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
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{
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if(!target)
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return 0;
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const int dailyIncomeMultiplier = 5;
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auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
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switch(target->ID)
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{
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case Obj::RESOURCE:
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return isGold ? 800 : 100;
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case Obj::TREASURE_CHEST:
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return 1500;
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case Obj::WATER_WHEEL:
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return 1000;
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case Obj::TOWN:
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return dailyIncomeMultiplier * estimateTownIncome(target, hero);
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case Obj::MINE:
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case Obj::ABANDONED_MINE:
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return dailyIncomeMultiplier * (isGold ? 1000 : 75);
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case Obj::MYSTICAL_GARDEN:
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case Obj::WINDMILL:
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return 100;
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case Obj::CAMPFIRE:
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return 900;
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case Obj::CREATURE_BANK:
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return getCreatureBankResources(target, hero)[Res::GOLD];
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case Obj::CRYPT:
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case Obj::DERELICT_SHIP:
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return 3000;
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case Obj::DRAGON_UTOPIA:
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return 10000;
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case Obj::SEA_CHEST:
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return 1500;
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default:
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return 0;
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}
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}
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/// distance
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/// nearest hero?
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/// gold income
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/// army income
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/// hero strength - hero skills
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/// danger
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/// importance
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float PriorityEvaluator::evaluate(Goals::TSubgoal task)
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{
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auto heroPtr = task->hero;
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if(!heroPtr.validAndSet())
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return 2;
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int objId = task->objid;
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if(task->parent)
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objId = task->parent->objid;
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const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
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auto estimateLoss = [](double strength, double danger) -> double
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{
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auto ratio = danger / strength;
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return ratio * ratio * ratio * strength;
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};
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auto hero = heroPtr.get();
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auto armyTotal = hero->getTotalStrength();
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auto armyLoss = estimateLoss(armyTotal, task->evaluationContext.danger);
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double armyLossPersentage = armyLoss / (double)armyTotal;
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int32_t goldReward = getGoldReward(target, hero);
|
||||
uint64_t armyReward = getArmyReward(target, hero);
|
||||
double result = 0;
|
||||
|
||||
try
|
||||
{
|
||||
armyLossPersentageVariable->setValue(armyLossPersentage);
|
||||
heroStrengthVariable->setValue((fl::scalar)hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
||||
turnDistanceVariable->setValue(task->evaluationContext.movementCost);
|
||||
goldRewardVariable->setValue(goldReward);
|
||||
armyRewardVariable->setValue(armyReward / 10000.0);
|
||||
|
||||
engine.process();
|
||||
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
|
||||
result = value->getValue() / task->evaluationContext.closestWayRatio;
|
||||
}
|
||||
catch(fl::Exception & fe)
|
||||
{
|
||||
logAi->error("evaluate VisitTile: %s", fe.getWhat());
|
||||
}
|
||||
assert(result >= 0);
|
||||
|
||||
#ifdef VCMI_TRACE_PATHFINDER
|
||||
logAi->trace("Evaluated %s, loss: %f, turns: %f, gold: %d, army gain: %d, result %f",
|
||||
task->name(),
|
||||
armyLossPersentage,
|
||||
task->evaluationContext.movementCost,
|
||||
goldReward,
|
||||
armyReward,
|
||||
result);
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
36
AI/Nullkiller/Engine/PriorityEvaluator.h
Normal file
36
AI/Nullkiller/Engine/PriorityEvaluator.h
Normal file
@ -0,0 +1,36 @@
|
||||
/*
|
||||
* Fuzzy.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 "fl/Headers.h"
|
||||
#include "../Goals/Goals.h"
|
||||
#include "../FuzzyEngines.h"
|
||||
|
||||
class VCAI;
|
||||
class CArmedInstance;
|
||||
class CBank;
|
||||
struct SectorMap;
|
||||
|
||||
class PriorityEvaluator : public engineBase
|
||||
{
|
||||
public:
|
||||
PriorityEvaluator();
|
||||
~PriorityEvaluator();
|
||||
void initVisitTile();
|
||||
|
||||
float evaluate(Goals::TSubgoal task);
|
||||
|
||||
private:
|
||||
fl::InputVariable * armyLossPersentageVariable;
|
||||
fl::InputVariable * heroStrengthVariable;
|
||||
fl::InputVariable * turnDistanceVariable;
|
||||
fl::InputVariable * goldRewardVariable;
|
||||
fl::InputVariable * armyRewardVariable;
|
||||
fl::OutputVariable * value;
|
||||
};
|
@ -261,14 +261,14 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
|
||||
try
|
||||
{
|
||||
strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
|
||||
heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
|
||||
turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
|
||||
heroStrengthVariable = new fl::InputVariable("heroStrengthVariable"); //we want to use weakest possible hero
|
||||
turnDistanceVariable = new fl::InputVariable("turnDistanceVariable"); //we want to use hero who is near
|
||||
missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
|
||||
value = new fl::OutputVariable("Value");
|
||||
value->setMinimum(0);
|
||||
value->setMaximum(5);
|
||||
|
||||
std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
|
||||
std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrengthVariable, turnDistanceVariable, missionImportance };
|
||||
for(auto val : helper)
|
||||
{
|
||||
engine.addInputVariable(val);
|
||||
@ -280,15 +280,15 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
|
||||
strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
|
||||
|
||||
//strength compared to our main hero
|
||||
heroStrength->addTerm(new fl::Ramp("LOW", 0.5, 0));
|
||||
heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
|
||||
heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
|
||||
heroStrength->setRange(0.0, 1.0);
|
||||
heroStrengthVariable->addTerm(new fl::Ramp("LOW", 0.5, 0));
|
||||
heroStrengthVariable->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
|
||||
heroStrengthVariable->addTerm(new fl::Ramp("HIGH", 0.5, 1));
|
||||
heroStrengthVariable->setRange(0.0, 1.0);
|
||||
|
||||
turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
|
||||
turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
||||
turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 10));
|
||||
turnDistance->setRange(0.0, 10.0);
|
||||
turnDistanceVariable->addTerm(new fl::Ramp("SHORT", 0.5, 0));
|
||||
turnDistanceVariable->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
||||
turnDistanceVariable->addTerm(new fl::Ramp("LONG", 0.5, 10));
|
||||
turnDistanceVariable->setRange(0.0, 10.0);
|
||||
|
||||
missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
||||
missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
|
||||
@ -303,24 +303,24 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
|
||||
value->setRange(0.0, 5.0);
|
||||
|
||||
//use unarmed scouts if possible
|
||||
addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is HIGH");
|
||||
addRule("if strengthRatio is HIGH and heroStrengthVariable is LOW then Value is HIGH");
|
||||
//we may want to use secondary hero(es) rather than main hero
|
||||
addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is MEDIUM");
|
||||
addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is LOW");
|
||||
addRule("if strengthRatio is HIGH and heroStrengthVariable is MEDIUM then Value is MEDIUM");
|
||||
addRule("if strengthRatio is HIGH and heroStrengthVariable is HIGH then Value is 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)
|
||||
addRule("if strengthRatio is LOW and heroStrength is LOW then Value is LOW");
|
||||
addRule("if strengthRatio is LOW and heroStrengthVariable is LOW then Value is LOW");
|
||||
//attempt to arm secondary heroes is not stupid
|
||||
addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is HIGH");
|
||||
addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
|
||||
addRule("if strengthRatio is LOW and heroStrengthVariable is MEDIUM then Value is HIGH");
|
||||
addRule("if strengthRatio is LOW and heroStrengthVariable is HIGH then Value is LOW");
|
||||
|
||||
//do not cancel important goals
|
||||
addRule("if lockedMissionImportance is HIGH then Value is LOW");
|
||||
addRule("if lockedMissionImportance is MEDIUM then Value is MEDIUM");
|
||||
addRule("if lockedMissionImportance is LOW then Value is HIGH");
|
||||
//pick nearby objects if it's easy, avoid long walks
|
||||
addRule("if turnDistance is SHORT then Value is HIGH");
|
||||
addRule("if turnDistance is MEDIUM then Value is MEDIUM");
|
||||
addRule("if turnDistance is LONG then Value is LOW");
|
||||
addRule("if turnDistanceVariable is SHORT then Value is HIGH");
|
||||
addRule("if turnDistanceVariable is MEDIUM then Value is MEDIUM");
|
||||
addRule("if turnDistanceVariable is LONG then Value is LOW");
|
||||
}
|
||||
catch(fl::Exception & fe)
|
||||
{
|
||||
@ -350,8 +350,8 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
|
||||
try
|
||||
{
|
||||
strengthRatio->setValue(strengthRatioData);
|
||||
heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
||||
turnDistance->setValue(turns);
|
||||
heroStrengthVariable->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
||||
turnDistanceVariable->setValue(turns);
|
||||
missionImportance->setValue(missionImportanceData);
|
||||
}
|
||||
catch(fl::Exception & fe)
|
||||
|
@ -46,8 +46,8 @@ protected:
|
||||
void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
|
||||
|
||||
fl::InputVariable * strengthRatio;
|
||||
fl::InputVariable * heroStrength;
|
||||
fl::InputVariable * turnDistance;
|
||||
fl::InputVariable * heroStrengthVariable;
|
||||
fl::InputVariable * turnDistanceVariable;
|
||||
fl::InputVariable * missionImportance;
|
||||
fl::OutputVariable * value;
|
||||
|
||||
|
@ -94,6 +94,7 @@ namespace Goals
|
||||
float movementCost;
|
||||
int manaCost;
|
||||
uint64_t danger;
|
||||
float closestWayRatio;
|
||||
uint64_t armyLoss;
|
||||
uint64_t heroStrength;
|
||||
|
||||
@ -101,6 +102,7 @@ namespace Goals
|
||||
: movementCost(0.0),
|
||||
manaCost(0),
|
||||
danger(0),
|
||||
closestWayRatio(1),
|
||||
armyLoss(0),
|
||||
heroStrength(0)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user