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Merge pull request #65 from vcmi/fuzzyFix

Fuzzy fix
This commit is contained in:
DjWarmonger 2014-12-19 20:25:34 +01:00
commit df8289eee4
5 changed files with 159 additions and 118 deletions

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@ -234,8 +234,11 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
{
//TODO: don't downcast objects AI shouldn't know about!
auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
if(armedObj)
objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
if (armedObj)
{
float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
{ //check guard on the other side of the gate

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@ -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)

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@ -16,17 +16,22 @@ class VCAI;
class CArmedInstance;
class CBank;
class engineBase
{
public:
fl::Engine engine;
fl::RuleBlock rules;
engineBase();
void configure();
void addRule(const std::string &txt);
};
class FuzzyHelper
{
friend class VCAI;
fl::Engine engine;
fl::InputVariable* bankInput;
fl::OutputVariable* bankDanger;
fl::RuleBlock bankBlock;
class TacticalAdvantage
class TacticalAdvantage : public engineBase
{
public:
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
@ -34,11 +39,10 @@ class FuzzyHelper
fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
fl::RuleBlock tacticalAdvantage;
~TacticalAdvantage();
} ta;
class EvalVisitTile
class EvalVisitTile : public engineBase
{
public:
fl::InputVariable * strengthRatio;
@ -55,7 +59,6 @@ public:
//blocks should be initialized in this order, which may be confusing :/
FuzzyHelper();
void initBank();
void initTacticalAdvantage();
void initVisitTile();

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@ -370,6 +370,29 @@ IObjectInfo::CArmyStructure CBankInfo::maxGuards() const
return *boost::range::max_element(armies);
}
TPossibleGuards CBankInfo::getPossibleGuards() const
{
TPossibleGuards out;
for (const JsonNode & configEntry : config)
{
const JsonNode & guardsInfo = configEntry["guards"];
auto stacks = JsonRandom::evaluateCreatures(configEntry["guards"]);
IObjectInfo::CArmyStructure army;
for (auto stack : stacks)
{
army.totalStrength += stack.allowedCreatures.front()->AIValue * (stack.minAmount + stack.maxAmount) / 2;
//TODO: add fields for flyers, walkers etc...
}
ui8 chance = configEntry["chance"].Float();
out.push_back(std::make_pair(chance, army));
}
return out;
}
bool CBankInfo::givesResources() const
{
for (const JsonNode & node : config)

View File

@ -152,14 +152,20 @@ struct BankConfig
}
};
class CBankInfo : public IObjectInfo
typedef std::vector<std::pair<ui8, IObjectInfo::CArmyStructure>> TPossibleGuards;
class DLL_LINKAGE CBankInfo : public IObjectInfo
{
JsonVector config;
public:
CBankInfo(JsonVector config);
TPossibleGuards getPossibleGuards() const;
//I have no idea what do these functions do or were supposed to do - War
CArmyStructure minGuards() const;
CArmyStructure maxGuards() const;
bool givesResources() const;
bool givesArtifacts() const;
bool givesCreatures() const;