#include "StdInc.h" #include "Fuzzy.h" #include #include "../../lib/CObjectHandler.h" #include "../../lib/CCreatureHandler.h" #include "../../lib/VCMI_Lib.h" #include "../../CCallback.h" //#include "Goals.cpp" #include "VCAI.h" /* * 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 * */ #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 struct BankConfig; class FuzzyEngine; class InputLVar; class CGTownInstance; using namespace boost::assign; using namespace vstd; //using namespace Goals; FuzzyHelper *fh; extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; struct armyStructure { float walkers, shooters, flyers; ui32 maxSpeed; }; ui64 evaluateBankConfig (BankConfig * bc) { ui64 danger = 0; for (auto opt : bc->guards) { danger += VLC->creh->creatures[opt.first]->fightValue * opt.second; } return danger; } 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(); 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; return as; } FuzzyHelper::FuzzyHelper() { engine.hedgeSet().add(new fl::HedgeSomewhat()); engine.hedgeSet().add(new fl::HedgeVery()); engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously initBank(); initTacticalAdvantage(); initVisitTile(); logAi->infoStream() << engine.toString(); } void FuzzyHelper::initBank() { try { //Trivial bank estimation bankInput = new fl::InputLVar("BankInput"); bankDanger = new fl::OutputLVar("BankDanger"); bankInput->addTerm(new fl::SingletonTerm ("SET", 0.5)); engine.addInputLVar (bankInput); engine.addOutputLVar (bankDanger); engine.addRuleBlock (&bankBlock); for (int i = 0; i < 4; ++i) { bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast(i), 0, 1)); bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast(i), engine)); } } catch (fl::FuzzyException & fe) { logAi->errorStream() << "initBank " << fe.name() << ": " << fe.message(); } } void FuzzyHelper::initTacticalAdvantage() { try { //Tactical advantage calculation std::vector helper; ta.ourShooters = new fl::InputLVar("OurShooters"); ta.ourWalkers = new fl::InputLVar("OurWalkers"); ta.ourFlyers = new fl::InputLVar("OurFlyers"); ta.enemyShooters = new fl::InputLVar("EnemyShooters"); ta.enemyWalkers = new fl::InputLVar("EnemyWalkers"); ta.enemyFlyers = new fl::InputLVar("EnemyFlyers"); helper += ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers; for (auto val : helper) { engine.addInputLVar(val); val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true)); val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false)); } helper.clear(); ta.ourSpeed = new fl::InputLVar("OurSpeed"); ta.enemySpeed = new fl::InputLVar("EnemySpeed"); helper += ta.ourSpeed, ta.enemySpeed; for (auto val : helper) { engine.addInputLVar(val); val->addTerm (new fl::ShoulderTerm("LOW", 3, 6.5, true)); val->addTerm (new fl::TriangularTerm("MEDIUM", 5.5, 10.5)); val->addTerm (new fl::ShoulderTerm("HIGH", 8.5, 16, false)); } ta.castleWalls = new fl::InputLVar("CastleWalls"); engine.addInputLVar(ta.castleWalls); ta.castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE)); ta.castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5)); ta.castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE, false)); ta.bankPresent = new fl::InputLVar("Bank"); engine.addInputLVar(ta.bankPresent); ta.bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0)); ta.bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1)); ta.threat = new fl::OutputLVar("Threat"); engine.addOutputLVar(ta.threat); ta.threat->addTerm (new fl::ShoulderTerm("LOW", MIN_AI_STRENGHT, 1, true)); ta.threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2)); ta.threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false)); engine.addRuleBlock (&ta.tacticalAdvantage); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine)); //just to cover all cases ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine)); ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine)); } catch(fl::ParsingException & pe) { logAi->errorStream() << "initTacticalAdvantage " << pe.name() << ": " << pe.message(); } catch (fl::FuzzyException & fe) { logAi->errorStream() << "initTacticalAdvantage " << fe.name() << ": " << fe.message(); } } ui64 FuzzyHelper::estimateBankDanger (int ID) { std::vector > & configs = VLC->objh->banksInfo[ID]; ui64 val = std::numeric_limits::max(); try { switch (configs.size()) { case 4: try { for (int i = 0; i < 4; ++i) { int bankVal = evaluateBankConfig (VLC->objh->banksInfo[ID][i]); bankDanger->term("Bank" + boost::lexical_cast(i))->setMinimum(bankVal * 0.5f); bankDanger->term("Bank" + boost::lexical_cast(i))->setMaximum(bankVal * 1.5f); } //comparison purposes //int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5; //dynamic_cast(bankInput->term("SET"))->setValue(0.5); bankInput->setInput (0.5); engine.process (BANK_DANGER); //engine.process(); val = bankDanger->output().defuzzify(); //some expected value of this bank } catch (fl::FuzzyException & fe) { logAi->errorStream() << fe.name() << ": " << fe.message(); } break; case 1: //rare case - Pyramid val = evaluateBankConfig (VLC->objh->banksInfo[ID][0]); break; default: logAi->warnStream() << ("Uhnandled bank config!"); } } catch (fl::FuzzyException & fe) { logAi->errorStream() << "estimateBankDanger " << fe.name() << ": " << fe.message(); } return val; } float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy) { float output = 1; try { armyStructure ourStructure = evaluateArmyStructure(we); armyStructure enemyStructure = evaluateArmyStructure(enemy); ta.ourWalkers->setInput(ourStructure.walkers); ta.ourShooters->setInput(ourStructure.shooters); ta.ourFlyers->setInput(ourStructure.flyers); ta.ourSpeed->setInput(ourStructure.maxSpeed); ta.enemyWalkers->setInput(enemyStructure.walkers); ta.enemyShooters->setInput(enemyStructure.shooters); ta.enemyFlyers->setInput(enemyStructure.flyers); ta.enemySpeed->setInput(enemyStructure.maxSpeed); bool bank = dynamic_cast(enemy); if (bank) ta.bankPresent->setInput(1); else ta.bankPresent->setInput(0); const CGTownInstance * fort = dynamic_cast(enemy); if (fort) { ta.castleWalls->setInput (fort->fortLevel()); } else ta.castleWalls->setInput(0); engine.process (TACTICAL_ADVANTAGE); //engine.process(); output = ta.threat->output().defuzzify(); } catch (fl::FuzzyException & fe) { logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message(); } 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; } //shared_ptr chooseSolution (std::vector> & vec) Goals::TSubgoal FuzzyHelper::chooseSolution (Goals::TGoalVec vec) { if (vec.empty()) //no possibilities found return sptr(Goals::Invalid()); //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; }; boost::sort (vec, compareGoals); return vec.back(); } float FuzzyHelper::evaluate (Goals::Explore & g) { return 1; } float FuzzyHelper::evaluate (Goals::RecruitHero & g) { return 1; //just try to recruit hero as one of options } FuzzyHelper::EvalVisitTile::~EvalVisitTile() { delete strengthRatio; delete heroStrength; delete turnDistance; delete missionImportance; } void FuzzyHelper::initVisitTile() { try { std::vector helper; vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission vt.value = new fl::OutputLVar("Value"); helper += vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance; for (auto val : helper) { engine.addInputLVar(val); } engine.addOutputLVar (vt.value); vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true)); vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false)); //strength compared to our main hero vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true)); vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8)); vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false)); vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true)); vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8)); vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false)); vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true)); vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false)); //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::ShoulderTerm("LOW", 0, 2.5, true)); vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/ vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false)); engine.addRuleBlock (&vt.rules); //use unarmed scouts if possible vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", engine)); //we may want to use secondary hero(es) rather than main hero vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", engine)); vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine)); //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 (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine)); //attempt to arm secondary heroes is not stupid vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine)); vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine)); //do not cancel important goals vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is HIGH then Value is very LOW", engine)); vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine)); vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine)); //pick nearby objects if it's easy, avoid long walks vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine)); vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine)); vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine)); } catch (fl::FuzzyException & fe) { logAi->errorStream() << "visitTile " << fe.name() << ": " << fe.message(); } } 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)); cb->setSelection (g.hero.h); float turns = 0; float distance = cb->getMovementCost(g.hero.h, g.tile); if (!distance) //we stand on that tile turns = 0; else { if (distance < g.hero->movement) //we can move there within one turn turns = (fl::flScalar)distance /g.hero->movement; else turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land? } 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::flScalar)g.hero.h->getTotalStrength() / danger; try { vt.strengthRatio->setInput (strengthRatio); vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength()); vt.turnDistance->setInput (turns); vt.missionImportance->setInput (missionImportance); //engine.process(); engine.process (VISIT_TILE); g.priority = vt.value->output().defuzzify(); } catch (fl::FuzzyException & fe) { logAi->errorStream() << "evaluate VisitTile " << fe.name() << ": " << fe.message(); } 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(); return g.value / std::max(g.value - army, 1000.0f); } float FuzzyHelper::evaluate (Goals::ClearWayTo & g) { if (!g.hero.h) throw cannotFulfillGoalException("ClearWayTo called without hero!"); SectorMap sm(g.hero); int3 t = sm.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 1; } float FuzzyHelper::evaluate (Goals::DigAtTile & g) { return 0; } float FuzzyHelper::evaluate (Goals::CollectRes & g) { return 0; } float FuzzyHelper::evaluate (Goals::Build & g) { return 0; } float FuzzyHelper::evaluate (Goals::Invalid & g) { return -1e10; } float FuzzyHelper::evaluate (Goals::AbstractGoal & g) { logAi->warnStream() << boost::format("Cannot evaluate goal %s") % g.name(); return g.priority; } void FuzzyHelper::setPriority (Goals::TSubgoal & g) { g->setpriority(g->accept(this)); //this enforces returned value is set }