diff --git a/AI/VCAI/Fuzzy.cpp b/AI/VCAI/Fuzzy.cpp index e35c3747f..e37c050b6 100644 --- a/AI/VCAI/Fuzzy.cpp +++ b/AI/VCAI/Fuzzy.cpp @@ -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 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; +} diff --git a/AI/VCAI/Fuzzy.h b/AI/VCAI/Fuzzy.h index 0668b55d0..b9286539d 100644 --- a/AI/VCAI/Fuzzy.h +++ b/AI/VCAI/Fuzzy.h @@ -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 chooseSolution (std::vector> & vec); diff --git a/AI/VCAI/MapObjectsEvaluator.cpp b/AI/VCAI/MapObjectsEvaluator.cpp index 740174a6a..5c0b88a7a 100644 --- a/AI/VCAI/MapObjectsEvaluator.cpp +++ b/AI/VCAI/MapObjectsEvaluator.cpp @@ -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; } diff --git a/AI/VCAI/VCAI.cpp b/AI/VCAI/VCAI.cpp index e3cd8c034..3e09a167e 100644 --- a/AI/VCAI/VCAI.cpp +++ b/AI/VCAI/VCAI.cpp @@ -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());