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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Merge pull request #474 from vcmi/FuzzyHelperRework

FuzzyHelper refactoring + Ai Map Object Evaluation improvements
This commit is contained in:
DjWarmonger
2018-08-22 07:33:09 +02:00
committed by GitHub
14 changed files with 887 additions and 845 deletions

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@@ -10,7 +10,7 @@
#include "StdInc.h"
#include "AIUtility.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "FuzzyHelper.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"
@@ -245,7 +245,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
if(armedObj)
{
float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
@@ -258,7 +258,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
}
}
}
@@ -267,7 +267,7 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
auto guards = cb->getGuardingCreatures(tile);
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika

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@@ -15,7 +15,8 @@ set(VCAI_SRCS
SectorMap.cpp
BuildingManager.cpp
MapObjectsEvaluator.cpp
Fuzzy.cpp
FuzzyEngines.cpp
FuzzyHelper.cpp
Goals.cpp
main.cpp
VCAI.cpp
@@ -31,7 +32,8 @@ set(VCAI_HEADERS
SectorMap.h
BuildingManager.h
MapObjectsEvaluator.h
Fuzzy.h
FuzzyEngines.h
FuzzyHelper.h
Goals.h
VCAI.h
)

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@@ -1,643 +0,0 @@
/*
* Fuzzy.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "Fuzzy.h"
#include <limits>
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/mapObjects/CommonConstructors.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/CGameStateFwd.h"
#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
struct BankConfig;
class CBankInfo;
class Engine;
class InputVariable;
class CGTownInstance;
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", "General");
logAi->info(engine.toString());
}
void engineBase::addRule(const std::string & txt)
{
rules.addRule(fl::Rule::parse(txt, &engine));
}
struct armyStructure
{
float walkers, shooters, flyers;
ui32 maxSpeed;
};
armyStructure evaluateArmyStructure(const CArmedInstance * army)
{
ui64 totalStrenght = army->getArmyStrength();
double walkersStrenght = 0;
double flyersStrenght = 0;
double shootersStrenght = 0;
ui32 maxSpeed = 0;
for(auto s : army->Slots())
{
bool walker = true;
if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
{
shootersStrenght += s.second->getPower();
walker = false;
}
if(s.second->type->hasBonusOfType(Bonus::FLYING))
{
flyersStrenght += s.second->getPower();
walker = false;
}
if(walker)
walkersStrenght += s.second->getPower();
vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
}
armyStructure as;
as.walkers = walkersStrenght / totalStrenght;
as.shooters = shootersStrenght / totalStrenght;
as.flyers = flyersStrenght / totalStrenght;
as.maxSpeed = maxSpeed;
assert(as.walkers || as.flyers || as.shooters);
return as;
}
FuzzyHelper::FuzzyHelper()
{
initTacticalAdvantage();
ta.configure();
initVisitTile();
vt.configure();
initWanderTarget();
wanderTarget.configure();
}
void FuzzyHelper::initTacticalAdvantage()
{
try
{
ta.ourShooters = new fl::InputVariable("OurShooters");
ta.ourWalkers = new fl::InputVariable("OurWalkers");
ta.ourFlyers = new fl::InputVariable("OurFlyers");
ta.enemyShooters = new fl::InputVariable("EnemyShooters");
ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
//Tactical advantage calculation
std::vector<fl::InputVariable *> helper =
{
ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
};
for(auto val : helper)
{
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");
ta.enemySpeed = new fl::InputVariable("EnemySpeed");
helper = {ta.ourSpeed, ta.enemySpeed};
for(auto val : helper)
{
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");
ta.engine.addInputVariable(ta.castleWalls);
{
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.bankPresent = new fl::InputVariable("Bank");
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");
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);
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.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.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.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.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)
{
logAi->error("initTacticalAdvantage: %s", pe.getWhat());
}
}
float FuzzyHelper::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
{
float turns = 0.0f;
float distance = CPathfinderHelper::getMovementCost(h, tile);
if(distance)
{
if(distance < h->movement) //we can move there within one turn
turns = (fl::scalar)distance / h->movement;
else
turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
}
return turns;
}
ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
{
//this one is not fuzzy anymore, just calculate weighted average
auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
ui64 totalStrength = 0;
ui8 totalChance = 0;
for(auto config : bankInfo->getPossibleGuards())
{
totalStrength += config.second.totalStrength * config.first;
totalChance += config.first;
}
return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
}
float FuzzyHelper::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
{
float output = 1;
try
{
armyStructure ourStructure = evaluateArmyStructure(we);
armyStructure enemyStructure = evaluateArmyStructure(enemy);
ta.ourWalkers->setValue(ourStructure.walkers);
ta.ourShooters->setValue(ourStructure.shooters);
ta.ourFlyers->setValue(ourStructure.flyers);
ta.ourSpeed->setValue(ourStructure.maxSpeed);
ta.enemyWalkers->setValue(enemyStructure.walkers);
ta.enemyShooters->setValue(enemyStructure.shooters);
ta.enemyFlyers->setValue(enemyStructure.flyers);
ta.enemySpeed->setValue(enemyStructure.maxSpeed);
bool bank = dynamic_cast<const CBank *>(enemy);
if(bank)
ta.bankPresent->setValue(1);
else
ta.bankPresent->setValue(0);
const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
if(fort)
ta.castleWalls->setValue(fort->fortLevel());
else
ta.castleWalls->setValue(0);
//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
ta.engine.process();
output = ta.threat->getValue();
}
catch(fl::Exception & fe)
{
logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
}
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]->getValue() << " ";
logAi->error(log.str());
assert(false);
}
return output;
}
float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj)
{
float distFromObject = calculateTurnDistanceInputValue(&h, obj->pos);
boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
int objValue = 0;
if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
{
objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
}
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?
delete ourWalkers;
delete ourShooters;
delete ourFlyers;
delete enemyWalkers;
delete enemyShooters;
delete enemyFlyers;
delete ourSpeed;
delete enemySpeed;
delete bankPresent;
delete castleWalls;
delete threat;
}
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{
if(vec.empty()) //no possibilities found
return sptr(Goals::Invalid());
ai->cachedSectorMaps.clear();
//a trick to switch between heroes less often - calculatePaths is costly
auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
{
return lhs->hero.h < rhs->hero.h;
};
boost::sort(vec, sortByHeroes);
for(auto g : vec)
{
setPriority(g);
}
auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
{
return lhs->priority < rhs->priority;
};
return *boost::max_element(vec, compareGoals);
}
float FuzzyHelper::evaluate(Goals::Explore & g)
{
return 1;
}
float FuzzyHelper::evaluate(Goals::RecruitHero & g)
{
return 1;
}
FuzzyHelper::EvalVisitTile::~EvalVisitTile()
{
delete strengthRatio;
delete heroStrength;
delete turnDistance;
delete missionImportance;
delete estimatedReward;
}
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.estimatedReward = new fl::InputVariable("estimatedReward"); //indicate AI that content of the file is important or it is probably bad
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, vt.estimatedReward};
for(auto val : helper)
{
vt.engine.addInputVariable(val);
}
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);
vt.estimatedReward->addTerm(new fl::Ramp("LOW", 2.5, 0));
vt.estimatedReward->addTerm(new fl::Ramp("HIGH", 2.5, 5));
vt.estimatedReward->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));
vt.value->setRange(0.0, 5.0);
//use unarmed scouts if possible
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.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.addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
//attempt to arm secondary heroes is not stupid
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.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.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");
//some goals are more rewarding by definition f.e. capturing town is more important than collecting resource - experimental
vt.addRule("if estimatedReward is HIGH then Value is very HIGH");
vt.addRule("if estimatedReward is LOW then Value is somewhat LOW");
}
catch(fl::Exception & fe)
{
logAi->error("visitTile: %s", fe.getWhat());
}
}
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("HIGH", 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
if(!g.hero)
return 0;
//assert(cb->isInTheMap(g.tile));
float turns = calculateTurnDistanceInputValue(g.hero.h, g.tile);
float missionImportance = 0;
if(vstd::contains(ai->lockedHeroes, g.hero))
missionImportance = ai->lockedHeroes[g.hero]->priority;
float strengthRatio = 10.0f; //we are much stronger than enemy
ui64 danger = evaluateDanger(g.tile, g.hero.h);
if(danger)
strengthRatio = (fl::scalar)g.hero.h->getTotalStrength() / danger;
float tilePriority = 0;
if(g.objid == -1)
{
vt.estimatedReward->setEnabled(false);
}
else if(g.objid == Obj::TOWN) //TODO: move to getObj eventually and add appropiate logic there
{
vt.estimatedReward->setEnabled(true);
tilePriority = 5;
}
try
{
vt.strengthRatio->setValue(strengthRatio);
vt.heroStrength->setValue((fl::scalar)g.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
vt.turnDistance->setValue(turns);
vt.missionImportance->setValue(missionImportance);
vt.estimatedReward->setValue(tilePriority);
vt.engine.process();
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
g.priority = vt.value->getValue();
}
catch(fl::Exception & fe)
{
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
assert(g.priority >= 0);
return g.priority;
}
float FuzzyHelper::evaluate(Goals::VisitHero & g)
{
auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
if(!obj)
return -100; //hero died in the meantime
//TODO: consider direct copy (constructor?)
g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
return g.priority;
}
float FuzzyHelper::evaluate(Goals::GatherArmy & g)
{
//the more army we need, the more important goal
//the more army we lack, the less important goal
float army = g.hero->getArmyStrength();
float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
}
float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
{
if(!g.hero.h)
throw cannotFulfillGoalException("ClearWayTo called without hero!");
int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
if(t.valid())
{
if(isSafeToVisit(g.hero, t))
{
g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
}
else
{
g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
sethero(g.hero).setisAbstract(true).accept(this));
}
return g.priority;
}
else
return -1;
}
float FuzzyHelper::evaluate(Goals::BuildThis & g)
{
return g.priority; //TODO
}
float FuzzyHelper::evaluate(Goals::DigAtTile & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::CollectRes & g)
{
return g.priority; //handled by ResourceManager
}
float FuzzyHelper::evaluate(Goals::Build & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::BuyArmy & g)
{
return g.priority;
}
float FuzzyHelper::evaluate(Goals::Invalid & g)
{
return -1e10;
}
float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
{
logAi->warn("Cannot evaluate goal %s", g.name());
return g.priority;
}
void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
{
g->setpriority(g->accept(this)); //this enforces returned value is set
}
FuzzyHelper::EvalWanderTargetObject::~EvalWanderTargetObject()
{
delete distance;
delete objectValue;
delete visitGain;
}

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/*
* Fuzzy.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "fl/Headers.h"
#include "Goals.h"
class VCAI;
class CArmedInstance;
class CBank;
struct SectorMap;
class engineBase
{
public:
fl::Engine engine;
fl::RuleBlock rules;
engineBase();
void configure();
void addRule(const std::string & txt);
};
class FuzzyHelper
{
friend class VCAI;
class TacticalAdvantage : public engineBase
{
public:
fl::InputVariable * ourWalkers, * ourShooters, * ourFlyers, * enemyWalkers, * enemyShooters, * enemyFlyers;
fl::InputVariable * ourSpeed, * enemySpeed;
fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
~TacticalAdvantage();
} ta;
class EvalVisitTile : public engineBase
{
public:
fl::InputVariable * strengthRatio;
fl::InputVariable * heroStrength;
fl::InputVariable * turnDistance;
fl::InputVariable * missionImportance;
fl::InputVariable * estimatedReward;
fl::OutputVariable * value;
fl::RuleBlock rules;
~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;
public:
enum RuleBlocks {BANK_DANGER, TACTICAL_ADVANTAGE, VISIT_TILE};
//blocks should be initialized in this order, which may be confusing :/
FuzzyHelper();
void initTacticalAdvantage();
void initVisitTile();
void initWanderTarget();
float evaluate(Goals::Explore & g);
float evaluate(Goals::RecruitHero & g);
float evaluate(Goals::VisitTile & g);
float evaluate(Goals::VisitHero & g);
float evaluate(Goals::BuildThis & g);
float evaluate(Goals::DigAtTile & g);
float evaluate(Goals::CollectRes & g);
float evaluate(Goals::Build & g);
float evaluate(Goals::BuyArmy & g);
float evaluate(Goals::GatherArmy & g);
float evaluate(Goals::ClearWayTo & g);
float evaluate(Goals::Invalid & g);
float evaluate(Goals::AbstractGoal & g);
void setPriority(Goals::TSubgoal & g);
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<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
};

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/*
* FuzzyEngines.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "FuzzyEngines.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "VCAI.h"
#include "MapObjectsEvaluator.h"
#define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
extern boost::thread_specific_ptr<VCAI> ai;
engineBase::engineBase()
{
engine.addRuleBlock(&rules);
}
void engineBase::configure()
{
engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "General");
logAi->info(engine.toString());
}
void engineBase::addRule(const std::string & txt)
{
rules.addRule(fl::Rule::parse(txt, &engine));
}
struct armyStructure
{
float walkers, shooters, flyers;
ui32 maxSpeed;
};
armyStructure evaluateArmyStructure(const CArmedInstance * army)
{
ui64 totalStrenght = army->getArmyStrength();
double walkersStrenght = 0;
double flyersStrenght = 0;
double shootersStrenght = 0;
ui32 maxSpeed = 0;
for(auto s : army->Slots())
{
bool walker = true;
if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
{
shootersStrenght += s.second->getPower();
walker = false;
}
if(s.second->type->hasBonusOfType(Bonus::FLYING))
{
flyersStrenght += s.second->getPower();
walker = false;
}
if(walker)
walkersStrenght += s.second->getPower();
vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
}
armyStructure as;
as.walkers = walkersStrenght / totalStrenght;
as.shooters = shootersStrenght / totalStrenght;
as.flyers = flyersStrenght / totalStrenght;
as.maxSpeed = maxSpeed;
assert(as.walkers || as.flyers || as.shooters);
return as;
}
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
{
float turns = 0.0f;
float distance = CPathfinderHelper::getMovementCost(h, tile);
if(distance)
{
if(distance < h->movement) //we can move there within one turn
turns = (fl::scalar)distance / h->movement;
else
turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
}
return turns;
}
TacticalAdvantageEngine::TacticalAdvantageEngine()
{
try
{
ourShooters = new fl::InputVariable("OurShooters");
ourWalkers = new fl::InputVariable("OurWalkers");
ourFlyers = new fl::InputVariable("OurFlyers");
enemyShooters = new fl::InputVariable("EnemyShooters");
enemyWalkers = new fl::InputVariable("EnemyWalkers");
enemyFlyers = new fl::InputVariable("EnemyFlyers");
//Tactical advantage calculation
std::vector<fl::InputVariable *> helper =
{
ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
};
for(auto val : helper)
{
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);
}
ourSpeed = new fl::InputVariable("OurSpeed");
enemySpeed = new fl::InputVariable("EnemySpeed");
helper = { ourSpeed, enemySpeed };
for(auto val : helper)
{
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);
}
castleWalls = new fl::InputVariable("CastleWalls");
engine.addInputVariable(castleWalls);
{
fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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);
castleWalls->addTerm(medium);
fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
castleWalls->addTerm(high);
castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
}
bankPresent = new fl::InputVariable("Bank");
engine.addInputVariable(bankPresent);
{
fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
bankPresent->addTerm(termFalse);
fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
bankPresent->addTerm(termTrue);
bankPresent->setRange(0, 1);
}
threat = new fl::OutputVariable("Threat");
engine.addOutputVariable(threat);
threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGTH));
threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
threat->setRange(MIN_AI_STRENGTH, 1.5);
addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
//just to cover all cases
addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
}
catch(fl::Exception & pe)
{
logAi->error("initTacticalAdvantage: %s", pe.getWhat());
}
configure();
}
float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
{
float output = 1;
try
{
armyStructure ourStructure = evaluateArmyStructure(we);
armyStructure enemyStructure = evaluateArmyStructure(enemy);
ourWalkers->setValue(ourStructure.walkers);
ourShooters->setValue(ourStructure.shooters);
ourFlyers->setValue(ourStructure.flyers);
ourSpeed->setValue(ourStructure.maxSpeed);
enemyWalkers->setValue(enemyStructure.walkers);
enemyShooters->setValue(enemyStructure.shooters);
enemyFlyers->setValue(enemyStructure.flyers);
enemySpeed->setValue(enemyStructure.maxSpeed);
bool bank = dynamic_cast<const CBank *>(enemy);
if(bank)
bankPresent->setValue(1);
else
bankPresent->setValue(0);
const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
if(fort)
castleWalls->setValue(fort->fortLevel());
else
castleWalls->setValue(0);
engine.process();
output = threat->getValue();
}
catch(fl::Exception & fe)
{
logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
}
if(output < 0 || (output != output))
{
fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, 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]->getValue() << " ";
logAi->error(log.str());
assert(false);
}
return output;
}
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
{
try
{
strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
value = new fl::OutputVariable("Value");
value->setMinimum(0);
value->setMaximum(5);
std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
for(auto val : helper)
{
engine.addInputVariable(val);
}
engine.addOutputVariable(value);
strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
//strength compared to our main hero
heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
heroStrength->setRange(0.0, 1.0);
turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
turnDistance->setRange(0.0, 3.0);
missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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
value->addTerm(new fl::Ramp("LOW", 2.5, 0));
value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
value->setRange(0.0, 5.0);
//use unarmed scouts if possible
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
addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH");
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)
addRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW");
//attempt to arm secondary heroes is not stupid
addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH");
addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
//do not cancel important goals
addRule("if lockedMissionImportance is HIGH then Value is very LOW");
addRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW");
addRule("if lockedMissionImportance is LOW then Value is HIGH");
//pick nearby objects if it's easy, avoid long walks
addRule("if turnDistance is SHORT then Value is HIGH");
addRule("if turnDistance is MEDIUM then Value is MEDIUM");
addRule("if turnDistance is LONG then Value is LOW");
}
catch(fl::Exception & fe)
{
logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
}
}
void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
{
float turns = calculateTurnDistanceInputValue(goal.hero.h, goal.tile);
float missionImportanceData = 0;
if(vstd::contains(ai->lockedHeroes, goal.hero))
missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
float strengthRatioData = 10.0f; //we are much stronger than enemy
ui64 danger = evaluateDanger(goal.tile, goal.hero.h);
if(danger)
strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger;
try
{
strengthRatio->setValue(strengthRatioData);
heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
turnDistance->setValue(turns);
missionImportance->setValue(missionImportanceData);
}
catch(fl::Exception & fe)
{
logAi->error("HeroMovementGoalEngineBase::setSharedFuzzyVariables: %s", fe.getWhat());
}
}
VisitObjEngine::VisitObjEngine()
{
try
{
objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
engine.addInputVariable(objectValue);
//objectValue ranges are based on checking RMG priorities of some objects and trying to guess sane value ranges
objectValue->addTerm(new fl::Ramp("LOW", 3000, 0)); //I have feeling that concave shape might work well instead of ramp for objectValue FL terms
objectValue->addTerm(new fl::Triangle("MEDIUM", 2500, 6000));
objectValue->addTerm(new fl::Ramp("HIGH", 5000, 20000));
objectValue->setRange(0, 20000); //relic artifact value is border value by design, even better things are scaled down.
addRule("if objectValue is HIGH then Value is HIGH");
addRule("if objectValue is MEDIUM then Value is MEDIUM");
addRule("if objectValue is LOW then Value is LOW");
}
catch(fl::Exception & fe)
{
logAi->error("FindWanderTarget: %s", fe.getWhat());
}
configure();
}
float VisitObjEngine::evaluate(Goals::VisitObj & goal)
{
if(!goal.hero)
return 0;
auto obj = ai->myCb->getObj(ObjectInstanceID(goal.objid));
boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj);
int objValue = 0;
if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
{
objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
}
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));
}
setSharedFuzzyVariables(goal);
float output = -1.0f;
try
{
objectValue->setValue(objValue);
engine.process();
output = value->getValue();
}
catch(fl::Exception & fe)
{
logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
}
assert(output >= 0.0f);
return output;
}
VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that are not shared with HeroMovementGoalEngineBase
{
configure();
}
float VisitTileEngine::evaluate(Goals::VisitTile & goal)
{
//we assume that hero is already set and we want to choose most suitable one for the mission
if(!goal.hero)
return 0;
//assert(cb->isInTheMap(g.tile));
setSharedFuzzyVariables(goal);
try
{
engine.process();
goal.priority = value->getValue();
}
catch(fl::Exception & fe)
{
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
assert(goal.priority >= 0);
return goal.priority;
}

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/*
* FuzzyEngines.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "fl/Headers.h"
#include "Goals.h"
class CArmedInstance;
class engineBase //subclasses create fuzzylite variables with "new" that are not freed - this is desired as fl::Engine wants to destroy these...
{
protected:
fl::Engine engine;
fl::RuleBlock rules;
virtual void configure();
void addRule(const std::string & txt);
public:
engineBase();
};
class TacticalAdvantageEngine : public engineBase
{
public:
TacticalAdvantageEngine();
float getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy); //returns factor how many times enemy is stronger than us
private:
fl::InputVariable * ourWalkers, *ourShooters, *ourFlyers, *enemyWalkers, *enemyShooters, *enemyFlyers;
fl::InputVariable * ourSpeed, *enemySpeed;
fl::InputVariable * bankPresent;
fl::InputVariable * castleWalls;
fl::OutputVariable * threat;
};
class HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines
{
public:
HeroMovementGoalEngineBase();
protected:
void setSharedFuzzyVariables(Goals::AbstractGoal & goal);
fl::InputVariable * strengthRatio;
fl::InputVariable * heroStrength;
fl::InputVariable * turnDistance;
fl::InputVariable * missionImportance;
fl::OutputVariable * value;
private:
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
};
class VisitTileEngine : public HeroMovementGoalEngineBase
{
public:
VisitTileEngine();
float evaluate(Goals::VisitTile & goal);
};
class VisitObjEngine : public HeroMovementGoalEngineBase
{
public:
VisitObjEngine();
float evaluate(Goals::VisitObj & goal);
protected:
fl::InputVariable * objectValue;
};

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/*
* FuzzyHelper.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "FuzzyHelper.h"
#include "../../lib/mapObjects/CommonConstructors.h"
#include "VCAI.h"
FuzzyHelper * fh;
extern boost::thread_specific_ptr<VCAI> ai;
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{
if(vec.empty()) //no possibilities found
return sptr(Goals::Invalid());
ai->cachedSectorMaps.clear();
//a trick to switch between heroes less often - calculatePaths is costly
auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
{
return lhs->hero.h < rhs->hero.h;
};
boost::sort(vec, sortByHeroes);
for(auto g : vec)
{
setPriority(g);
}
auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
{
return lhs->priority < rhs->priority;
};
return *boost::max_element(vec, compareGoals);
}
ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
{
//this one is not fuzzy anymore, just calculate weighted average
auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
ui64 totalStrength = 0;
ui8 totalChance = 0;
for(auto config : bankInfo->getPossibleGuards())
{
totalStrength += config.second.totalStrength * config.first;
totalChance += config.first;
}
return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
}
float FuzzyHelper::evaluate(Goals::VisitTile & g)
{
return visitTileEngine.evaluate(g);
}
float FuzzyHelper::evaluate(Goals::VisitObj & g)
{
return visitObjEngine.evaluate(g);
}
float FuzzyHelper::evaluate(Goals::VisitHero & g)
{
auto obj = ai->myCb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similar
if(!obj)
return -100; //hero died in the meantime
//TODO: consider direct copy (constructor?)
g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
return g.priority;
}
float FuzzyHelper::evaluate(Goals::GatherArmy & g)
{
//the more army we need, the more important goal
//the more army we lack, the less important goal
float army = g.hero->getArmyStrength();
float ratio = g.value / std::max(g.value - army, 2000.0f); //2000 is about the value of hero recruited from tavern
return 5 * (ratio / (ratio + 2)); //so 50% army gives 2.5, asymptotic 5
}
float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
{
if (!g.hero.h)
return 0; //lowest priority
int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
if(t.valid())
{
if(isSafeToVisit(g.hero, t))
{
g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
}
else
{
g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
sethero(g.hero).setisAbstract(true).accept(this));
}
return g.priority;
}
else
return -1;
}
float FuzzyHelper::evaluate(Goals::BuildThis & g)
{
return g.priority; //TODO
}
float FuzzyHelper::evaluate(Goals::DigAtTile & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::CollectRes & g)
{
return g.priority; //handled by ResourceManager
}
float FuzzyHelper::evaluate(Goals::Build & g)
{
return 0;
}
float FuzzyHelper::evaluate(Goals::BuyArmy & g)
{
return g.priority;
}
float FuzzyHelper::evaluate(Goals::Explore & g)
{
return 1;
}
float FuzzyHelper::evaluate(Goals::RecruitHero & g)
{
return 1;
}
float FuzzyHelper::evaluate(Goals::Invalid & g)
{
return -1e10;
}
float FuzzyHelper::evaluate(Goals::AbstractGoal & g)
{
logAi->warn("Cannot evaluate goal %s", g.name());
return g.priority;
}
void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pattern
{
g->setpriority(g->accept(this)); //this enforces returned value is set
}

42
AI/VCAI/FuzzyHelper.h Normal file
View File

@@ -0,0 +1,42 @@
/*
* FuzzyHelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "FuzzyEngines.h"
class CBank;
class FuzzyHelper
{
public:
TacticalAdvantageEngine tacticalAdvantageEngine;
VisitTileEngine visitTileEngine;
VisitObjEngine visitObjEngine;
float evaluate(Goals::Explore & g);
float evaluate(Goals::RecruitHero & g);
float evaluate(Goals::VisitTile & g);
float evaluate(Goals::VisitObj & g);
float evaluate(Goals::VisitHero & g);
float evaluate(Goals::BuildThis & g);
float evaluate(Goals::DigAtTile & g);
float evaluate(Goals::CollectRes & g);
float evaluate(Goals::Build & g);
float evaluate(Goals::BuyArmy & g);
float evaluate(Goals::GatherArmy & g);
float evaluate(Goals::ClearWayTo & g);
float evaluate(Goals::Invalid & g);
float evaluate(Goals::AbstractGoal & g);
void setPriority(Goals::TSubgoal & g);
ui64 estimateBankDanger(const CBank * bank); //TODO: move to another class?
Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
};

View File

@@ -10,7 +10,7 @@
#include "StdInc.h"
#include "Goals.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "FuzzyHelper.h"
#include "ResourceManager.h"
#include "BuildingManager.h"
#include "../../lib/mapping/CMap.h" //for victory conditions
@@ -77,7 +77,7 @@ std::string Goals::AbstractGoal::name() const //TODO: virtualize
case GATHER_TROOPS:
desc = "GATHER TROOPS";
break;
case GET_OBJ:
case VISIT_OBJ:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if(obj)
@@ -153,7 +153,7 @@ bool Goals::AbstractGoal::operator==(AbstractGoal & g)
break;
//assigned hero and object
case GET_OBJ:
case VISIT_OBJ:
case FIND_OBJ: //TODO: use subtype?
case VISIT_HERO:
case GET_ART_TYPE:
@@ -350,7 +350,7 @@ TSubgoal Win::whatToDoToAchieve()
return sptr(Goals::Conquer());
return sptr(Goals::GetObj(goal.object->id.getNum()));
return sptr(Goals::VisitObj(goal.object->id.getNum()));
}
else
{
@@ -404,7 +404,7 @@ TSubgoal Win::whatToDoToAchieve()
return sptr(Goals::DigAtTile(grailPos));
} //TODO: use FIND_OBJ
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
return sptr(Goals::GetObj(obj->id.getNum()));
return sptr(Goals::VisitObj(obj->id.getNum()));
else
return sptr(Goals::Explore());
}
@@ -414,7 +414,7 @@ TSubgoal Win::whatToDoToAchieve()
{
if(goal.object)
{
return sptr(Goals::GetObj(goal.object->id.getNum()));
return sptr(Goals::VisitObj(goal.object->id.getNum()));
}
else
{
@@ -489,7 +489,7 @@ TSubgoal FindObj::whatToDoToAchieve()
}
}
if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
return sptr(Goals::GetObj(o->id.getNum()));
return sptr(Goals::VisitObj(o->id.getNum()));
else
return sptr(Goals::Explore());
}
@@ -507,50 +507,86 @@ bool Goals::FindObj::fulfillsMe(TSubgoal goal)
return false;
}
std::string GetObj::completeMessage() const
std::string VisitObj::completeMessage() const
{
return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
}
TSubgoal GetObj::whatToDoToAchieve()
TGoalVec VisitObj::getAllPossibleSubgoals()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
TGoalVec goalList;
const CGObjectInstance * obj = cb->getObjInstance(ObjectInstanceID(objid));
if(!obj)
return sptr(Goals::Explore());
if(obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
{
throw cannotFulfillGoalException("Object is missing - goal is invalid now!");
}
int3 pos = obj->visitablePos();
if(hero)
{
if(ai->isAccessibleForHero(pos, hero))
return sptr(Goals::VisitTile(pos).sethero(hero));
{
if(isSafeToVisit(hero, pos))
goalList.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero)));
else
goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
return goalList;
}
}
else
{
for(auto h : cb->getHeroesInfo())
for(auto potentialVisitor : cb->getHeroesInfo())
{
if(ai->isAccessibleForHero(pos, h))
return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
if(ai->isAccessibleForHero(pos, potentialVisitor))
{
if(isSafeToVisit(potentialVisitor, pos))
goalList.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(potentialVisitor)));
else
goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true)));
}
}
if(!goalList.empty())
{
return goalList;
}
}
return sptr(Goals::ClearWayTo(pos).sethero(hero));
goalList.push_back(sptr(Goals::ClearWayTo(pos)));
return goalList;
}
bool Goals::GetObj::operator==(AbstractGoal & g)
TSubgoal VisitObj::whatToDoToAchieve()
{
auto bestGoal = fh->chooseSolution(getAllPossibleSubgoals());
if(bestGoal->goalType == Goals::VISIT_OBJ && bestGoal->hero)
bestGoal->setisElementar(true);
return bestGoal;
}
Goals::VisitObj::VisitObj(int Objid) : CGoal(Goals::VISIT_OBJ)
{
objid = Objid;
tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos();
priority = 3;
}
bool Goals::VisitObj::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.objid == objid;
}
bool GetObj::fulfillsMe(TSubgoal goal)
bool VisitObj::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time
if(goal->goalType == Goals::VISIT_TILE)
{
if (!hero || hero == goal->hero)
{
auto obj = cb->getObj(ObjectInstanceID(objid));
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if (obj && obj->visitablePos() == goal->tile) //object could be removed
return true;
}
@@ -695,7 +731,7 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
if(shouldVisit(h, topObj))
{
//do NOT use VISIT_TILE, as tile with quets guard can't be visited
ret.push_back(sptr(Goals::GetObj(topObj->id.getNum()).sethero(h)));
ret.push_back(sptr(Goals::VisitObj(topObj->id.getNum()).sethero(h))); //TODO: Recheck this code - object visit became elementar goal
continue; //do not try to visit tile or gather army
}
else
@@ -912,8 +948,6 @@ TSubgoal VisitTile::whatToDoToAchieve()
{
if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
{
if(cb->getTile(tile)->topVisitableId().num == Obj::TOWN) //if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
ret->objid = Obj::TOWN; //TODO: move to getObj eventually and add appropiate logic there
ret->setisElementar(true);
return ret;
}
@@ -1103,22 +1137,10 @@ TGoalVec Goals::CollectRes::getAllPossibleSubgoals()
}
for (auto obj : ourObjs)
{
int3 dest = obj->visitablePos();
auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
if (t.valid()) //we know any path at all
if (ai->isAccessibleForHero(obj->visitablePos(), h))
{
if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
{
if (isSafeToVisit(h, dest))
{
if (dest != t) //there is something blocking our way
ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
else
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
}
else //we need to get army in order to pick that object
ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
}
//further decomposition and evaluation will be handled by VisitObj
ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
}
}
@@ -1200,7 +1222,7 @@ TSubgoal Goals::CollectRes::whatToDoToTrade()
auto objid = m->o->id.getNum();
if (backObj->tempOwner != ai->playerID) //top object not owned
{
return sptr(Goals::GetObj(objid)); //just go there
return sptr(Goals::VisitObj(objid)); //just go there
}
else //either it's our town, or we have hero there
{
@@ -1306,7 +1328,7 @@ TSubgoal GatherTroops::whatToDoToAchieve()
if(!nearest)
throw cannotFulfillGoalException("Cannot find nearest dwelling!");
return sptr(Goals::GetObj(nearest->id.getNum()));
return sptr(Goals::VisitObj(nearest->id.getNum()));
}
else
return sptr(Goals::Explore());
@@ -1386,13 +1408,9 @@ TGoalVec Conquer::getAllPossibleSubgoals()
{
ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
else //just visit that tile
else //just get that object
{
if(obj->ID.num == Obj::TOWN)
//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setobjid(obj->ID.num).setisAbstract(true))); //TODO: change to getObj eventually and and move appropiate logic there
else
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
}
}
@@ -1612,7 +1630,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance * obj)
{
if(obj)
return sptr(Goals::GetObj(obj->id.getNum()));
return sptr(Goals::VisitObj(obj->id.getNum()));
else
return sptr(Goals::Explore());
}

View File

@@ -46,7 +46,7 @@ enum EGoals
GATHER_TROOPS, // val of creatures with objid
OBJECT_GOALS_BEGIN,
GET_OBJ, //visit or defeat or collect the object
VISIT_OBJ, //visit or defeat or collect the object
FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
@@ -461,21 +461,13 @@ public:
bool fulfillsMe(TSubgoal goal) override;
};
class DLL_EXPORT GetObj : public CGoal<GetObj>
class DLL_EXPORT VisitObj : public CGoal<VisitObj> //this goal was previously known as GetObj
{
public:
GetObj() {} // empty constructor not allowed
VisitObj() = delete; // empty constructor not allowed
VisitObj(int Objid);
GetObj(int Objid)
: CGoal(Goals::GET_OBJ)
{
objid = Objid;
priority = 3;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
bool fulfillsMe(TSubgoal goal) override;

View File

@@ -2,6 +2,9 @@
#include "MapObjectsEvaluator.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/CRandomGenerator.h"
MapObjectsEvaluator & MapObjectsEvaluator::getInstance()
{
@@ -29,9 +32,9 @@ MapObjectsEvaluator::MapObjectsEvaluator()
{
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = VLC->objtypeh->getObjGroupAiValue(primaryID).get();
}
else
else //some default handling when aiValue not found
{
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0; //some default handling when aiValue not found
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0;
}
}
}
@@ -49,6 +52,26 @@ boost::optional<int> MapObjectsEvaluator::getObjectValue(int primaryID, int seco
return boost::optional<int>();
}
boost::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance * obj) const
{
if(obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)
{
auto dwelling = dynamic_cast<const CGDwelling *>(obj);
int aiValue = 0;
for(auto & creLevel : dwelling->creatures)
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->creatures[creatureID];
aiValue += (creature->AIValue * creature->growth);
}
}
return aiValue;
}
else
return getObjectValue(obj->ID, obj->subID);
}
void MapObjectsEvaluator::addObjectData(int primaryID, int secondaryID, int value) //by current design it updates value if already in AI database
{
CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);

View File

@@ -19,6 +19,7 @@ public:
MapObjectsEvaluator();
static MapObjectsEvaluator & getInstance();
boost::optional<int> getObjectValue(int primaryID, int secondaryID) const;
boost::optional<int> getObjectValue(const CGObjectInstance * obj) const;
void addObjectData(int primaryID, int secondaryID, int value);
void removeObjectData(int primaryID, int secondaryID);
};

View File

@@ -9,7 +9,7 @@
*/
#include "StdInc.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "FuzzyHelper.h"
#include "ResourceManager.h"
#include "BuildingManager.h"
@@ -268,7 +268,7 @@ void VCAI::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * vi
{
markObjectVisited(visitedObj);
unreserveObject(visitor, visitedObj);
completeGoal(sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
completeGoal(sptr(Goals::VisitObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
//TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
if (visitedObj->ID == Obj::HERO)
{
@@ -416,6 +416,38 @@ void VCAI::objectRemoved(const CGObjectInstance * obj)
for(auto h : cb->getHeroesInfo())
unreserveObject(h, obj);
vstd::erase_if(lockedHeroes, [&](const std::pair<HeroPtr, Goals::TSubgoal> & x) -> bool
{
if((x.second->goalType == Goals::VISIT_OBJ) && (x.second->objid == obj->id.getNum()))
return true;
else
return false;
});
vstd::erase_if(ultimateGoalsFromBasic, [&](const std::pair<Goals::TSubgoal, Goals::TGoalVec> & x) -> bool
{
if((x.first->goalType == Goals::VISIT_OBJ) && (x.first->objid == obj->id.getNum()))
return true;
else
return false;
});
auto goalErasePredicate = [&](const Goals::TSubgoal & x) ->bool
{
if((x->goalType == Goals::VISIT_OBJ) && (x->objid == obj->id.getNum()))
return true;
else
return false;
};
vstd::erase_if(basicGoals, goalErasePredicate);
vstd::erase_if(goalsToAdd, goalErasePredicate);
vstd::erase_if(goalsToRemove, goalErasePredicate);
for(auto goal : ultimateGoalsFromBasic)
vstd::erase_if(goal.second, goalErasePredicate);
//TODO: Find better way to handle hero boat removal
if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
{
@@ -1015,7 +1047,7 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
}
break;
}
completeGoal(sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
completeGoal(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h)));
}
void VCAI::moveCreaturesToHero(const CGTownInstance * t)
@@ -1324,7 +1356,6 @@ bool VCAI::canRecruitAnyHero(const CGTownInstance * t) const
void VCAI::wander(HeroPtr h)
{
auto visitTownIfAny = [this](HeroPtr h) -> bool
{
if (h->visitedTown)
@@ -1333,6 +1364,7 @@ void VCAI::wander(HeroPtr h)
buildArmyIn(h->visitedTown);
return true;
}
return false;
};
//unclaim objects that are now dangerous for us
@@ -1462,30 +1494,26 @@ void VCAI::wander(HeroPtr h)
//end of objs empty
if(dests.size()) //performance improvement
{
auto fuzzyLogicSorter = [h](const ObjectIdRef & l, const ObjectIdRef & r) -> bool //TODO: create elementar GetObj goal usable for goal decomposition and Wander based on VisitTile logic and object value on top of it
{
Goals::TGoalVec targetObjectGoals;
for(auto destination : dests)
{
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, TODO: use elementar version of GetObj here in future
targetObjectGoals.push_back(sptr(Goals::VisitObj(destination.id.getNum()).sethero(h).setisAbstract(true)));
}
auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
decomposeGoal(bestObjectGoal)->accept(this);
//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());
if (!goVisitObj(dest, h))
if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
{
if (!dest)
{
logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
}
else
{
logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
break;
}
auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
if(chosenObject != nullptr)
logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
}
else //we reached our destination
visitTownIfAny(h);
else
logAi->debug("Trying to realize goal of type %d as part of wandering.", bestObjectGoal->goalType);
visitTownIfAny(h);
}
}
visitTownIfAny(h); //in case hero is just sitting in town
@@ -2008,6 +2036,22 @@ void VCAI::tryRealize(Goals::VisitTile & g)
}
}
void VCAI::tryRealize(Goals::VisitObj & g)
{
auto position = g.tile;
if(!g.hero->movement)
throw cannotFulfillGoalException("Cannot visit object: hero is out of MPs!");
if(position == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
{
logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
throw goalFulfilledException(sptr(g));
}
if(ai->moveHeroToTile(position, g.hero.get()))
{
throw goalFulfilledException(sptr(g));
}
}
void VCAI::tryRealize(Goals::VisitHero & g)
{
if(!g.hero->movement)
@@ -2364,7 +2408,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
{
if (q.quest->checkQuest(hero))
{
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
}
}
for (auto art : q.quest->m5arts)
@@ -2380,7 +2424,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
{
if (q.quest->checkQuest(hero))
{
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
}
}
return sptr(Goals::FindObj(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
@@ -2393,7 +2437,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
{
if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
{
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
}
}
for (auto creature : q.quest->m6creatures)
@@ -2410,7 +2454,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
{
if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
{
return sptr(Goals::GetObj(q.obj->id.getNum()));
return sptr(Goals::VisitObj(q.obj->id.getNum()));
}
else
{
@@ -2430,9 +2474,9 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
{
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
if (obj)
return sptr(Goals::GetObj(obj->id.getNum()));
return sptr(Goals::VisitObj(obj->id.getNum()));
else
return sptr(Goals::GetObj(q.obj->id.getNum())); //visit seer hut
return sptr(Goals::VisitObj(q.obj->id.getNum())); //visit seer hut
break;
}
case CQuest::MISSION_PRIMARY_STAT:
@@ -2442,7 +2486,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
{
if (q.quest->checkQuest(hero))
{
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
}
}
for (int i = 0; i < q.quest->m2stats.size(); ++i)
@@ -2458,7 +2502,7 @@ Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
{
if (q.quest->checkQuest(hero))
{
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)); //TODO: causes infinite loop :/
return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero)); //TODO: causes infinite loop :/
}
}
logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);

View File

@@ -121,6 +121,7 @@ public:
void tryRealize(Goals::Explore & g);
void tryRealize(Goals::RecruitHero & g);
void tryRealize(Goals::VisitTile & g);
void tryRealize(Goals::VisitObj & g);
void tryRealize(Goals::VisitHero & g);
void tryRealize(Goals::BuildThis & g);
void tryRealize(Goals::DigAtTile & g);
@@ -284,7 +285,7 @@ public:
h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
h.template registerType<Goals::AbstractGoal, Goals::GetObj>();
h.template registerType<Goals::AbstractGoal, Goals::VisitObj>();
h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
//h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();