/* * 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 "../Goals/Goals.h" #include "../../../lib/mapObjects/MapObjects.h" #include "../AIGateway.h" namespace NKAI { constexpr float MIN_AI_STRENGTH = 0.5f; //lower when combat AI gets smarter engineBase::engineBase() { rules = new fl::RuleBlock(); engine.addRuleBlock(rules); } void engineBase::configure() { engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "Proportional"); logAi->trace(engine.toString()); } void engineBase::addRule(const std::string & txt) { rules->addRule(fl::Rule::parse(txt, &engine)); } struct armyStructure { float walkers; float shooters; float flyers; ui32 maxSpeed; }; armyStructure evaluateArmyStructure(const CArmedInstance * army) { ui64 totalStrength = army->getArmyStrength(); double walkersStrength = 0; double flyersStrength = 0; double shootersStrength = 0; ui32 maxSpeed = 0; static const CSelector selectorSHOOTER = Selector::type()(BonusType::SHOOTER); static const std::string keySHOOTER = "type_"+std::to_string((int32_t)BonusType::SHOOTER); static const CSelector selectorFLYING = Selector::type()(BonusType::FLYING); static const std::string keyFLYING = "type_"+std::to_string((int32_t)BonusType::FLYING); static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED); static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED); for(auto s : army->Slots()) { bool walker = true; auto bearer = s.second->getType()->getBonusBearer(); if(bearer->hasBonus(selectorSHOOTER, keySHOOTER)) { shootersStrength += s.second->getPower(); walker = false; } if(bearer->hasBonus(selectorFLYING, keyFLYING)) { flyersStrength += s.second->getPower(); walker = false; } if(walker) walkersStrength += s.second->getPower(); vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED)); } armyStructure as; as.walkers = static_cast(walkersStrength / totalStrength); as.shooters = static_cast(shootersStrength / totalStrength); as.flyers = static_cast(flyersStrength / totalStrength); as.maxSpeed = maxSpeed; assert(as.walkers || as.flyers || as.shooters); return as; } 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 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 LOW"); addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is 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 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 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 //TODO: rework this engine, it tends to produce nonsense output { 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); const CGTownInstance * fort = dynamic_cast(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; } }