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Create fuzzy logic map object evaluation fundamentals

This commit is contained in:
Dydzio 2018-07-27 02:28:12 +02:00
parent 27541a72f5
commit df00ced204
4 changed files with 109 additions and 3 deletions

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@ -19,6 +19,7 @@
#include "../../lib/VCMI_Lib.h"
#include "../../CCallback.h"
#include "VCAI.h"
#include "MapObjectsEvaluator.h"
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
@ -97,6 +98,8 @@ FuzzyHelper::FuzzyHelper()
ta.configure();
initVisitTile();
vt.configure();
initWanderTarget();
wanderTarget.configure();
}
@ -286,6 +289,38 @@ float FuzzyHelper::getTacticalAdvantage(const CArmedInstance * we, const CArmedI
return output;
}
float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj)
{
float distFromObject = calculateTurnDistanceInputValue(&h, obj->pos);
boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
int objValue = 0;
if(objValueKnownByAI.is_initialized())
{
objValue = objValueKnownByAI.value();
}
else
{
MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
logGlobal->warn("AI met object type it doesn't know - ID: " + std::to_string(obj->ID) + ", subID: " + std::to_string(obj->subID) + " - adding to database with value " + std::to_string(objValue));
}
float output = -1.0f;
try
{
wanderTarget.distance->setValue(distFromObject);
wanderTarget.objectValue->setValue(objValue);
wanderTarget.engine.process();
output = wanderTarget.visitGain->getValue();
}
catch (fl::Exception & fe)
{
logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
}
assert(output >= 0.0f);
return output;
}
FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
{
//TODO: smart pointers?
@ -427,6 +462,55 @@ void FuzzyHelper::initVisitTile()
}
}
void FuzzyHelper::initWanderTarget()
{
try
{
wanderTarget.distance = new fl::InputVariable("distance"); //distance on map from object
wanderTarget.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
wanderTarget.visitGain = new fl::OutputVariable("visitGain");
wanderTarget.visitGain->setMinimum(0);
wanderTarget.visitGain->setMaximum(10);
wanderTarget.engine.addInputVariable(wanderTarget.distance);
wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
//for now distance variable same as in as VisitTile
wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
wanderTarget.distance->setRange(0, 3.0);
//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
wanderTarget.objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
wanderTarget.objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
wanderTarget.objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
wanderTarget.objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 0));
wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 10));
wanderTarget.visitGain->setRange(0, 10);
wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is HIGH");
wanderTarget.addRule("if distance is LONG and objectValue is MEDIUM then visitGain is somewhat LOW");
wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
}
catch(fl::Exception & fe)
{
logAi->error("FindWanderTarget: %s", fe.getWhat());
}
}
float FuzzyHelper::evaluate(Goals::VisitTile & g)
{
//we assume that hero is already set and we want to choose most suitable one for the mission
@ -546,3 +630,10 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g)
{
g->setpriority(g->accept(this)); //this enforces returned value is set
}
FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
{
delete distance;
delete objectValue;
delete visitGain;
}

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@ -55,7 +55,15 @@ class FuzzyHelper
~EvalVisitTile();
} vt;
class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
{
public:
fl::InputVariable * distance;
fl::InputVariable * objectValue;
fl::OutputVariable * visitGain;
~EvalWanderTargetObject();
} wanderTarget;
private:
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
@ -66,6 +74,7 @@ public:
FuzzyHelper();
void initTacticalAdvantage();
void initVisitTile();
void initWanderTarget();
float evaluate(Goals::Explore & g);
float evaluate(Goals::RecruitHero & g);
@ -83,6 +92,7 @@ public:
ui64 estimateBankDanger(const CBank * bank);
float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
float getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj);
Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);

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@ -19,7 +19,7 @@ MapObjectsEvaluator::MapObjectsEvaluator()
for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
{
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
if(!handler->isStaticObject() && handler->getRMGInfo().value)
if(!handler->isStaticObject())
{
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = handler->getRMGInfo().value;
}

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@ -1540,7 +1540,12 @@ void VCAI::wander(HeroPtr h)
if(dests.size()) //performance improvement
{
const ObjectIdRef & dest = *boost::min_element(dests, CDistanceSorter(h.get())); //find next closest one
auto fuzzyLogicSorter = [h](const ObjectIdRef & l, const ObjectIdRef & r) -> bool
{
return fh->getWanderTargetObjectValue( *h.get(), l) < fh->getWanderTargetObjectValue(*h.get(), r);
};
const ObjectIdRef & dest = *boost::max_element(dests, fuzzyLogicSorter); //find best object to visit based on fuzzy logic evaluation
//wander should not cause heroes to be reserved - they are always considered free
logAi->debug("Of all %d destinations, object oid=%d seems nice", dests.size(), dest.id.getNum());