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A bit more metamagic for expert system.
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@ -1,5 +1,6 @@
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#include "GeneralAI.h"
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#include "../../CCallback.h"
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#include "ExpertSystem.h"
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/*
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* ExpertSystem.cpp, part of VCMI engine
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@ -11,3 +12,15 @@
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*
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*/
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template <typename ruleType, typename facts> void ExpertSystemShell<ruleType, facts>::DataDrivenReasoning(runType type)
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{
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switch (type)
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{
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case ANY_GOAL: //first produced decision ends reasoning
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{
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for (std::list<typename facts>::iterator it = factList.begin(); it != factList.end(); it++)
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{};
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}
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break;
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}
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}
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@ -1,6 +1,7 @@
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#include "../vcmi/global.h"
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#include "../vcmi/CCallback.h"
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#include "HeroBonus.h"
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#include "../vcmi/lib/HeroBonus.h"
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#include <boost/bind.hpp>
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#include <set>
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/*
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@ -12,19 +13,33 @@
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* Full text of license available in license.txt file, in main folder
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*
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*/
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struct Bonus;
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template <typename input, typename output> class Rule;
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typedef Rule<Bonus, Bonus> BRule;
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template <typename ruleType, typename facts> class ExpertSystemShell
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{
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enum runType {ANY_GOAL, TRESHOLD, FULL};
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private:
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ICallback* m_cb;
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protected:
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template std::set<typename ruleType> knowledge;
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std::set<ruleType> knowledge;
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ui16 goalCounter; //count / evaluate achieved goals for runType
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public:
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template std::set<typename facts> facts;
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ExpertSystemShell(){goalCounter = 0;};
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std::list<facts> factList;
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template <typename t1> void getKnowledge(const t1 &a1){};
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template <typename ruleType> void getNextRule(){};
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template <typename t2> void returnGoals(const t2 &a2){};
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virtual void DataDrivenReasoning(runType type);
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};
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template <typename ruleType, typename facts> class Blackboard : public ExpertSystemShell <ruleType, facts>
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//handle Bonus info coming from different sections of the game
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{
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public:
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Blackboard(){this->goalCounter = 0;};
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std::vector<ExpertSystemShell*> experts; //modules responsible for different tasks
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};
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template <typename input> class condition
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@ -36,34 +51,37 @@ public:
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conditionType conType;
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};
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template <typename &input, typename &output> class Rule
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template <typename input, typename output> class Rule
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{
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friend class ExpertSystemShell;
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friend class ExpertSystemShell <input, output>;
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public:
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fired; //if conditions of rule were met and it produces some output
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bool fired; //if conditions of rule were met and it produces some output
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protected:
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std::set<typename input> conditions;
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std::set<input*> conditions;
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output decision;
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virtual void canBeFired(); //if this data makes any sense for rule
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virtual void fireRule();
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public:
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template <typename &givenInput> bool matchesInput() //if condition and data match type
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{return dynamic_cast<input*>(givenInput);};
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template <typename givenInput> bool matchesInput() //if condition and data match type
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{return dynamic_cast<input*>(&givenInput);};
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};
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template <typename &input, typename &output> class Goal : public Rule
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template <typename input, typename output> class Goal : public Rule <input, output>
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{
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protected:
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boost::function<void(output)> decision(); //do something with AI eventually
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public:
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void fireTule(){};
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void fireRule(){};
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};
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template <typename &input, typename &output> class Weight : public Rule
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template <typename input, typename output> class Weight : public Rule <input, output>
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{
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public:
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float value; //multiply input by value and return to output
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void fireTule(){};
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};
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template <typename RuleType> class BonusSystemExpert : public ExpertSystemShell <typename RuleType, Bonus>
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{
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class BonusSystemExpert : public ExpertSystemShell <BRule, Bonus>
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{ //TODO: less templates?
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enum effectType {POSITIVE=1, NEGATIVE=2, EXCLUDING=4, ENEMY=8, ALLY=16}; //what is the influencce of bonus and for who
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};
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