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Create fuzzy logic map object evaluation fundamentals
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@ -19,6 +19,7 @@
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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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#include "MapObjectsEvaluator.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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@ -97,6 +98,8 @@ FuzzyHelper::FuzzyHelper()
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ta.configure();
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initVisitTile();
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vt.configure();
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initWanderTarget();
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wanderTarget.configure();
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}
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@ -286,6 +289,38 @@ float FuzzyHelper::getTacticalAdvantage(const CArmedInstance * we, const CArmedI
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return output;
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}
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float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj)
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{
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float distFromObject = calculateTurnDistanceInputValue(&h, obj->pos);
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boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
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int objValue = 0;
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if(objValueKnownByAI.is_initialized())
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{
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objValue = objValueKnownByAI.value();
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}
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else
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{
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MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
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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));
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}
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float output = -1.0f;
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try
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{
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wanderTarget.distance->setValue(distFromObject);
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wanderTarget.objectValue->setValue(objValue);
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wanderTarget.engine.process();
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output = wanderTarget.visitGain->getValue();
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}
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catch (fl::Exception & fe)
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{
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logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
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}
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assert(output >= 0.0f);
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return output;
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}
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FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
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{
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//TODO: smart pointers?
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@ -427,6 +462,55 @@ void FuzzyHelper::initVisitTile()
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}
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}
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void FuzzyHelper::initWanderTarget()
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{
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try
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{
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wanderTarget.distance = new fl::InputVariable("distance"); //distance on map from object
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wanderTarget.objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
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wanderTarget.visitGain = new fl::OutputVariable("visitGain");
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wanderTarget.visitGain->setMinimum(0);
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wanderTarget.visitGain->setMaximum(10);
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wanderTarget.engine.addInputVariable(wanderTarget.distance);
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wanderTarget.engine.addInputVariable(wanderTarget.objectValue);
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wanderTarget.engine.addOutputVariable(wanderTarget.visitGain);
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//for now distance variable same as in as VisitTile
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wanderTarget.distance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
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wanderTarget.distance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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wanderTarget.distance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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wanderTarget.distance->setRange(0, 3.0);
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//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
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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
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wanderTarget.objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
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wanderTarget.objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
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wanderTarget.objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
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wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 0));
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wanderTarget.visitGain->addTerm(new fl::Triangle("MEDIUM", 4, 6));
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wanderTarget.visitGain->addTerm(new fl::Ramp("LOW", 5, 10));
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wanderTarget.visitGain->setRange(0, 10);
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wanderTarget.addRule("if distance is LONG and objectValue is HIGH then visitGain is MEDIUM");
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wanderTarget.addRule("if distance is MEDIUM and objectValue is HIGH then visitGain is somewhat HIGH");
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wanderTarget.addRule("if distance is SHORT and objectValue is HIGH then visitGain is HIGH");
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wanderTarget.addRule("if distance is LONG and objectValue is MEDIUM then visitGain is somewhat LOW");
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wanderTarget.addRule("if distance is MEDIUM and objectValue is MEDIUM then visitGain is MEDIUM");
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wanderTarget.addRule("if distance is SHORT and objectValue is MEDIUM then visitGain is somewhat HIGH");
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wanderTarget.addRule("if distance is LONG and objectValue is LOW then visitGain is very LOW");
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wanderTarget.addRule("if distance is MEDIUM and objectValue is LOW then visitGain is LOW");
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wanderTarget.addRule("if distance is SHORT and objectValue is LOW then visitGain is MEDIUM");
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}
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catch(fl::Exception & fe)
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{
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logAi->error("FindWanderTarget: %s", fe.getWhat());
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}
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}
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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{
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//we assume that hero is already set and we want to choose most suitable one for the mission
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@ -546,3 +630,10 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g)
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{
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g->setpriority(g->accept(this)); //this enforces returned value is set
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}
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FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
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{
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delete distance;
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delete objectValue;
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delete visitGain;
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}
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@ -55,7 +55,15 @@ class FuzzyHelper
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~EvalVisitTile();
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} vt;
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class EvalWanderTargetObject : public engineBase //designed for use with VCAI::wander()
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{
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public:
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fl::InputVariable * distance;
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fl::InputVariable * objectValue;
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fl::OutputVariable * visitGain;
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~EvalWanderTargetObject();
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} wanderTarget;
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private:
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float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
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@ -66,6 +74,7 @@ public:
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FuzzyHelper();
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void initTacticalAdvantage();
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void initVisitTile();
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void initWanderTarget();
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float evaluate(Goals::Explore & g);
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float evaluate(Goals::RecruitHero & g);
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@ -83,6 +92,7 @@ public:
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ui64 estimateBankDanger(const CBank * bank);
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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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float getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj);
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Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
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//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
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@ -19,7 +19,7 @@ MapObjectsEvaluator::MapObjectsEvaluator()
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for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
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{
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auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
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if(!handler->isStaticObject() && handler->getRMGInfo().value)
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if(!handler->isStaticObject())
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{
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objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = handler->getRMGInfo().value;
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}
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@ -1540,7 +1540,12 @@ void VCAI::wander(HeroPtr h)
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if(dests.size()) //performance improvement
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{
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const ObjectIdRef & dest = *boost::min_element(dests, CDistanceSorter(h.get())); //find next closest one
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auto fuzzyLogicSorter = [h](const ObjectIdRef & l, const ObjectIdRef & r) -> bool
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{
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return fh->getWanderTargetObjectValue( *h.get(), l) < fh->getWanderTargetObjectValue(*h.get(), r);
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};
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const ObjectIdRef & dest = *boost::max_element(dests, fuzzyLogicSorter); //find best object to visit based on fuzzy logic evaluation
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//wander should not cause heroes to be reserved - they are always considered free
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logAi->debug("Of all %d destinations, object oid=%d seems nice", dests.size(), dest.id.getNum());
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