|  |  |  | @@ -20,9 +20,11 @@ | 
		
	
		
			
				|  |  |  |  | */ | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter | 
		
	
		
			
				|  |  |  |  | #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 10 times weaker than us | 
		
	
		
			
				|  |  |  |  | #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | struct BankConfig; | 
		
	
		
			
				|  |  |  |  | class IObjectInfo; | 
		
	
		
			
				|  |  |  |  | class CBankInfo; | 
		
	
		
			
				|  |  |  |  | class Engine; | 
		
	
		
			
				|  |  |  |  | class InputVariable; | 
		
	
		
			
				|  |  |  |  | class CGTownInstance; | 
		
	
	
		
			
				
					
					|  |  |  | @@ -35,6 +37,22 @@ FuzzyHelper *fh; | 
		
	
		
			
				|  |  |  |  | extern boost::thread_specific_ptr<CCallback> cb; | 
		
	
		
			
				|  |  |  |  | extern boost::thread_specific_ptr<VCAI> ai; | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | engineBase::engineBase() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	engine.addRuleBlock(&rules); | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | void engineBase::configure() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid"); | 
		
	
		
			
				|  |  |  |  | 	logAi->infoStream() << engine.toString(); | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | void engineBase::addRule(const std::string &txt) | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	rules.addRule(fl::Rule::parse(txt, &engine)); | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | struct armyStructure | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	float walkers, shooters, flyers; | 
		
	
	
		
			
				
					
					|  |  |  | @@ -72,45 +90,18 @@ armyStructure evaluateArmyStructure (const CArmedInstance * army) | 
		
	
		
			
				|  |  |  |  | 	as.shooters = shootersStrenght / totalStrenght; | 
		
	
		
			
				|  |  |  |  | 	as.flyers = flyersStrenght / totalStrenght; | 
		
	
		
			
				|  |  |  |  | 	as.maxSpeed = maxSpeed; | 
		
	
		
			
				|  |  |  |  | 	assert(as.walkers || as.flyers || as.shooters); | 
		
	
		
			
				|  |  |  |  | 	return as; | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | FuzzyHelper::FuzzyHelper() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	initBank(); | 
		
	
		
			
				|  |  |  |  | 	initTacticalAdvantage(); | 
		
	
		
			
				|  |  |  |  | 	ta.configure(); | 
		
	
		
			
				|  |  |  |  | 	initVisitTile(); | 
		
	
		
			
				|  |  |  |  | 	 | 
		
	
		
			
				|  |  |  |  | 	engine.configure("AlgebraicProduct", "AlgebraicSum", | 
		
	
		
			
				|  |  |  |  | 			"AlgebraicProduct", "AlgebraicSum", "Centroid"); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 	logAi->infoStream() << engine.toString(); | 
		
	
		
			
				|  |  |  |  | 	vt.configure(); | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | void FuzzyHelper::initBank() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	try | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		//Trivial bank estimation | 
		
	
		
			
				|  |  |  |  | 		bankInput = new fl::InputVariable("BankInput"); | 
		
	
		
			
				|  |  |  |  | 		bankDanger = new fl::OutputVariable("BankDanger"); | 
		
	
		
			
				|  |  |  |  | 		bankInput->addTerm(new fl::Rectangle("SET", 0.5 - 5 * fl::fuzzylite::macheps(), | 
		
	
		
			
				|  |  |  |  | 				0.5 + 5 * fl::fuzzylite::macheps())); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		engine.addInputVariable(bankInput); | 
		
	
		
			
				|  |  |  |  | 		engine.addOutputVariable(bankDanger); | 
		
	
		
			
				|  |  |  |  | 		engine.addRuleBlock(&bankBlock); | 
		
	
		
			
				|  |  |  |  | 		for (int i = 0; i < 4; ++i) | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			bankDanger->addTerm(new fl::Triangle("Bank" + boost::lexical_cast<std::string>(i), 0, 1)); | 
		
	
		
			
				|  |  |  |  | 			bankBlock.addRule(fl::Rule::parse("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), &engine)); | 
		
	
		
			
				|  |  |  |  | 		} | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	catch (fl::Exception & fe) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		logAi->errorStream() << "initBank : " << fe.getWhat(); | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | void FuzzyHelper::initTacticalAdvantage() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
	
		
			
				
					
					|  |  |  | @@ -132,9 +123,10 @@ void FuzzyHelper::initTacticalAdvantage() | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		for (auto val : helper) | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			engine.addInputVariable(val); | 
		
	
		
			
				|  |  |  |  | 			ta.engine.addInputVariable(val); | 
		
	
		
			
				|  |  |  |  | 			val->addTerm(new fl::Ramp("FEW", 0.6, 0.0)); | 
		
	
		
			
				|  |  |  |  | 			val->addTerm(new fl::Ramp("MANY", 0.4, 1)); | 
		
	
		
			
				|  |  |  |  | 			val->setRange(0.0, 1.0); | 
		
	
		
			
				|  |  |  |  | 		} | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.ourSpeed = new fl::InputVariable("OurSpeed"); | 
		
	
	
		
			
				
					
					|  |  |  | @@ -144,57 +136,66 @@ void FuzzyHelper::initTacticalAdvantage() | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		for (auto val : helper) | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			engine.addInputVariable(val); | 
		
	
		
			
				|  |  |  |  | 			ta.engine.addInputVariable(val); | 
		
	
		
			
				|  |  |  |  | 			val->addTerm(new fl::Ramp("LOW", 6.5, 3)); | 
		
	
		
			
				|  |  |  |  | 			val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5)); | 
		
	
		
			
				|  |  |  |  | 			val->addTerm(new fl::Ramp("HIGH", 8.5, 16)); | 
		
	
		
			
				|  |  |  |  | 			val->setRange(0, 25); | 
		
	
		
			
				|  |  |  |  | 		} | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.castleWalls = new fl::InputVariable("CastleWalls"); | 
		
	
		
			
				|  |  |  |  | 		engine.addInputVariable(ta.castleWalls); | 
		
	
		
			
				|  |  |  |  | 		ta.castleWalls->addTerm(new fl::Rectangle("NONE", CGTownInstance::NONE - 5.0 * fl::fuzzylite::macheps(), | 
		
	
		
			
				|  |  |  |  | 				CGTownInstance::NONE + 5.0 * fl::fuzzylite::macheps())); | 
		
	
		
			
				|  |  |  |  | 		ta.engine.addInputVariable(ta.castleWalls); | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			fl::scalar a = CGTownInstance::FORT, d = 2.5; | 
		
	
		
			
				|  |  |  |  | 			fl::scalar b = a + (d - a) * 1.0 / 5.0; | 
		
	
		
			
				|  |  |  |  | 			fl::scalar c = a + (d - a) * 4.0 / 5.0; | 
		
	
		
			
				|  |  |  |  | 			ta.castleWalls->addTerm(new fl::Trapezoid("MEDIUM", a, b, c, d)); | 
		
	
		
			
				|  |  |  |  | 			fl::Rectangle* none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f); | 
		
	
		
			
				|  |  |  |  | 			ta.castleWalls->addTerm(none); | 
		
	
		
			
				|  |  |  |  |                      | 
		
	
		
			
				|  |  |  |  | 			fl::Trapezoid* medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT, | 
		
	
		
			
				|  |  |  |  | 				CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f); | 
		
	
		
			
				|  |  |  |  | 			ta.castleWalls->addTerm(medium); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 			fl::Ramp* high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE); | 
		
	
		
			
				|  |  |  |  | 			ta.castleWalls->addTerm(high); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 			ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE); | 
		
	
		
			
				|  |  |  |  | 		} | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.castleWalls->addTerm(new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE)); | 
		
	
		
			
				|  |  |  |  | 		 | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.bankPresent = new fl::InputVariable("Bank"); | 
		
	
		
			
				|  |  |  |  | 		engine.addInputVariable(ta.bankPresent); | 
		
	
		
			
				|  |  |  |  | 		ta.bankPresent->addTerm(new fl::Rectangle("FALSE", 0.0 - 5.0 * fl::fuzzylite::macheps(), | 
		
	
		
			
				|  |  |  |  | 				0.0 + 5.0 * fl::fuzzylite::macheps())); | 
		
	
		
			
				|  |  |  |  | 		ta.bankPresent->addTerm(new fl::Rectangle("TRUE", 1.0 - 5.0 * fl::fuzzylite::macheps(), | 
		
	
		
			
				|  |  |  |  | 				0.0 + 5.0 * fl::fuzzylite::macheps())); | 
		
	
		
			
				|  |  |  |  | 		ta.engine.addInputVariable(ta.bankPresent); | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			fl::Rectangle* termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f); | 
		
	
		
			
				|  |  |  |  | 			ta.bankPresent->addTerm(termFalse); | 
		
	
		
			
				|  |  |  |  | 			fl::Rectangle* termTrue = new fl::Rectangle("TRUE", 0.5f, 1); | 
		
	
		
			
				|  |  |  |  | 			ta.bankPresent->addTerm(termTrue); | 
		
	
		
			
				|  |  |  |  | 			ta.bankPresent->setRange(0, 1); | 
		
	
		
			
				|  |  |  |  | 		} | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.threat = new fl::OutputVariable("Threat"); | 
		
	
		
			
				|  |  |  |  | 		engine.addOutputVariable(ta.threat); | 
		
	
		
			
				|  |  |  |  | 		ta.engine.addOutputVariable(ta.threat); | 
		
	
		
			
				|  |  |  |  | 		ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT)); | 
		
	
		
			
				|  |  |  |  | 		ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2)); | 
		
	
		
			
				|  |  |  |  | 		ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5)); | 
		
	
		
			
				|  |  |  |  | 		ta.threat->setRange(MIN_AI_STRENGHT, 1.5); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		engine.addRuleBlock(&ta.tacticalAdvantage); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW"); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", &engine)); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH"); | 
		
	
		
			
				|  |  |  |  | 		//just to cover all cases | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is MEDIUM then Threat is MEDIUM", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM"); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW"); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.tacticalAdvantage.addRule(fl::Rule::parse("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM"); | 
		
	
		
			
				|  |  |  |  | 		ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW"); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	catch (fl::Exception & pe) | 
		
	
	
		
			
				
					
					|  |  |  | @@ -205,34 +206,20 @@ void FuzzyHelper::initTacticalAdvantage() | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | ui64 FuzzyHelper::estimateBankDanger (const CBank * bank) | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	auto info = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance); | 
		
	
		
			
				|  |  |  |  | 	//this one is not fuzzy anymore, just calculate weighted average | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 	ui64 val = std::numeric_limits<ui64>::max(); | 
		
	
		
			
				|  |  |  |  | 	try | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		fl::Triangle* bank0 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank0")); | 
		
	
		
			
				|  |  |  |  | 		fl::Triangle* bank1 = dynamic_cast<fl::Triangle*> (bankDanger->getTerm("Bank1")); | 
		
	
		
			
				|  |  |  |  | 		if (bank0 && bank1) | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			bank0->setVertexA(info->minGuards().totalStrength * 0.5f); | 
		
	
		
			
				|  |  |  |  | 			bank0->setVertexC(info->minGuards().totalStrength * 1.5f); | 
		
	
		
			
				|  |  |  |  | 			bank1->setVertexA(info->maxGuards().totalStrength * 0.5f); | 
		
	
		
			
				|  |  |  |  | 			bank1->setVertexC(info->maxGuards().totalStrength * 1.5f); | 
		
	
		
			
				|  |  |  |  | 		} | 
		
	
		
			
				|  |  |  |  | 	auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		//comparison purposes | 
		
	
		
			
				|  |  |  |  | 		//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5; | 
		
	
		
			
				|  |  |  |  | 		//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5); | 
		
	
		
			
				|  |  |  |  | 		bankInput->setInputValue(0.5); | 
		
	
		
			
				|  |  |  |  | 		//engine.process(BANK_DANGER);//TODO: Process Bank_Dange only | 
		
	
		
			
				|  |  |  |  | 		engine.process(); //TODO: Process Bank_Dange only | 
		
	
		
			
				|  |  |  |  | 		val = bankDanger->getOutputValue(); //some expected value of this bank | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	catch (fl::Exception & fe) | 
		
	
		
			
				|  |  |  |  | 	CBankInfo * bankInfo = dynamic_cast<CBankInfo *> (objectInfo.get()); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 	ui64 totalStrength = 0; | 
		
	
		
			
				|  |  |  |  | 	ui8 totalChance = 0; | 
		
	
		
			
				|  |  |  |  | 	for (auto config : bankInfo->getPossibleGuards()) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		logAi->errorStream() << "estimateBankDanger " << ": " << fe.getWhat(); | 
		
	
		
			
				|  |  |  |  | 		totalStrength += config.second.totalStrength * config.first; | 
		
	
		
			
				|  |  |  |  | 		totalChance += config.first; | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	return val; | 
		
	
		
			
				|  |  |  |  | 	return totalStrength / totalChance; | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
	
		
			
				
					
					|  |  |  | @@ -269,13 +256,26 @@ float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedI | 
		
	
		
			
				|  |  |  |  | 			ta.castleWalls->setInputValue(0); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage | 
		
	
		
			
				|  |  |  |  | 		engine.process(); | 
		
	
		
			
				|  |  |  |  | 		ta.engine.process(); | 
		
	
		
			
				|  |  |  |  | 		output = ta.threat->getOutputValue(); | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	catch (fl::Exception & fe) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		logAi->errorStream() << "getTacticalAdvantage " << ": " << fe.getWhat(); | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	logAi->traceStream() << "getTacticalAdvantage output: " << output; | 
		
	
		
			
				|  |  |  |  | 	if (output < 0 || (output != output)) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		fl::InputVariable* tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed}; | 
		
	
		
			
				|  |  |  |  | 		std::string names[] = {"bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" }; | 
		
	
		
			
				|  |  |  |  | 		std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: "); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		for (int i = 0; i < boost::size(tab); i++) | 
		
	
		
			
				|  |  |  |  | 			log << names[i] << ": " << tab[i]->getInputValue() << " "; | 
		
	
		
			
				|  |  |  |  | 		logAi->errorStream() << log.str(); | 
		
	
		
			
				|  |  |  |  | 		assert(false); | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 	return output; | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
	
		
			
				
					
					|  |  |  | @@ -343,63 +343,67 @@ void FuzzyHelper::initVisitTile() | 
		
	
		
			
				|  |  |  |  | { | 
		
	
		
			
				|  |  |  |  | 	try | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards | 
		
	
		
			
				|  |  |  |  | 		vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero | 
		
	
		
			
				|  |  |  |  | 		vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near | 
		
	
		
			
				|  |  |  |  | 		vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission | 
		
	
		
			
				|  |  |  |  | 		vt.value = new fl::OutputVariable("Value"); | 
		
	
		
			
				|  |  |  |  | 		vt.value->setMinimum(0); | 
		
	
		
			
				|  |  |  |  | 		vt.value->setMaximum(5); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		std::vector<fl::InputVariable*> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance}; | 
		
	
		
			
				|  |  |  |  | 		for (auto val : helper) | 
		
	
		
			
				|  |  |  |  | 		{ | 
		
	
		
			
				|  |  |  |  | 			engine.addInputVariable(val); | 
		
	
		
			
				|  |  |  |  | 			vt.engine.addInputVariable(val); | 
		
	
		
			
				|  |  |  |  | 		} | 
		
	
		
			
				|  |  |  |  | 		engine.addOutputVariable(vt.value); | 
		
	
		
			
				|  |  |  |  | 		vt.engine.addOutputVariable(vt.value); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0)); | 
		
	
		
			
				|  |  |  |  | 		vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3)); | 
		
	
		
			
				|  |  |  |  | 		vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3 ); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		//strength compared to our main hero | 
		
	
		
			
				|  |  |  |  | 		vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0)); | 
		
	
		
			
				|  |  |  |  | 		vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8)); | 
		
	
		
			
				|  |  |  |  | 		vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1)); | 
		
	
		
			
				|  |  |  |  | 		vt.heroStrength->setRange(0.0, 1.0); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0)); | 
		
	
		
			
				|  |  |  |  | 		vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8)); | 
		
	
		
			
				|  |  |  |  | 		vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3)); | 
		
	
		
			
				|  |  |  |  | 		vt.turnDistance->setRange(0.0, 3.0); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0)); | 
		
	
		
			
				|  |  |  |  | 		vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3)); | 
		
	
		
			
				|  |  |  |  | 		vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5)); | 
		
	
		
			
				|  |  |  |  | 		vt.missionImportance->setRange(0.0, 5.0); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/ | 
		
	
		
			
				|  |  |  |  | 		 //should be same as "mission Importance" to keep consistency | 
		
	
		
			
				|  |  |  |  | 		vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0)); | 
		
	
		
			
				|  |  |  |  | 		vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/ | 
		
	
		
			
				|  |  |  |  | 		vt.value->addTerm(new fl::Ramp("HIGH", 2.5, 5)); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		engine.addRuleBlock (&vt.rules); | 
		
	
		
			
				|  |  |  |  | 		vt.value->setRange(0.0,5.0); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		//use unarmed scouts if possible | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH"); | 
		
	
		
			
				|  |  |  |  | 		//we may want to use secondary hero(es) rather than main hero | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH"); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat 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) | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW"); | 
		
	
		
			
				|  |  |  |  | 		//attempt to arm secondary heroes is not stupid | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH"); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW"); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		//do not cancel important goals | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is HIGH then Value is very LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if lockedMissionImportance is LOW then Value is HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if lockedMissionImportance is HIGH then Value is very LOW"); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW"); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if lockedMissionImportance is LOW then Value is HIGH"); | 
		
	
		
			
				|  |  |  |  | 		//pick nearby objects if it's easy, avoid long walks | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if turnDistance is SMALL then Value is HIGH", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if turnDistance is MEDIUM then Value is MEDIUM", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.rules.addRule(fl::Rule::parse("if turnDistance is LONG then Value is LOW", &engine)); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if turnDistance is SMALL then Value is HIGH"); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if turnDistance is MEDIUM then Value is MEDIUM"); | 
		
	
		
			
				|  |  |  |  | 		vt.addRule("if turnDistance is LONG then Value is LOW"); | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	catch (fl::Exception & fe) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
	
		
			
				
					
					|  |  |  | @@ -442,7 +446,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g) | 
		
	
		
			
				|  |  |  |  | 		vt.turnDistance->setInputValue(turns); | 
		
	
		
			
				|  |  |  |  | 		vt.missionImportance->setInputValue(missionImportance); | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | 		engine.process(); | 
		
	
		
			
				|  |  |  |  | 		vt.engine.process(); | 
		
	
		
			
				|  |  |  |  | 		//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile | 
		
	
		
			
				|  |  |  |  | 		g.priority = vt.value->getOutputValue(); | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
	
		
			
				
					
					|  |  |  | @@ -450,6 +454,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g) | 
		
	
		
			
				|  |  |  |  | 	{ | 
		
	
		
			
				|  |  |  |  | 		logAi->errorStream() << "evaluate VisitTile " << ": " << fe.getWhat(); | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	assert (g.priority >= 0); | 
		
	
		
			
				|  |  |  |  | 	return g.priority; | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | } | 
		
	
	
		
			
				
					
					|  |  |  | @@ -493,6 +498,7 @@ float FuzzyHelper::evaluate (Goals::ClearWayTo & g) | 
		
	
		
			
				|  |  |  |  | 	} | 
		
	
		
			
				|  |  |  |  | 	else | 
		
	
		
			
				|  |  |  |  | 		return -1; | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | } | 
		
	
		
			
				|  |  |  |  |  | 
		
	
		
			
				|  |  |  |  | float FuzzyHelper::evaluate (Goals::BuildThis & g) | 
		
	
	
		
			
				
					
					|  |  |  |   |