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vcmi/AI/Nullkiller/Engine/PriorityEvaluator.cpp
2021-07-26 21:02:50 +03:00

342 lines
12 KiB
C++

/*
* 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 "PriorityEvaluator.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"
#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;
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
PriorityEvaluator::PriorityEvaluator()
{
initVisitTile();
configure();
}
PriorityEvaluator::~PriorityEvaluator()
{
engine.removeRuleBlock(0);
engine.~Engine();
}
void PriorityEvaluator::initVisitTile()
{
try
{
armyLossPersentageVariable = new fl::InputVariable("armyLoss"); //hero must be strong enough to defeat guards
heroStrengthVariable = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
turnDistanceVariable = new fl::InputVariable("turnDistance"); //we want to use hero who is near
goldRewardVariable = new fl::InputVariable("goldReward"); //indicate AI that content of the file is important or it is probably bad
armyRewardVariable = new fl::InputVariable("armyReward"); //indicate AI that content of the file is important or it is probably bad
value = new fl::OutputVariable("Value");
value->setMinimum(0);
value->setMaximum(1);
value->setAggregation(new fl::AlgebraicSum());
value->setDefuzzifier(new fl::Centroid(100));
value->setDefaultValue(0.500);
rules.setConjunction(new fl::AlgebraicProduct());
rules.setDisjunction(new fl::AlgebraicSum());
rules.setImplication(new fl::AlgebraicProduct());
rules.setActivation(new fl::General());
std::vector<fl::InputVariable *> helper = {
armyLossPersentageVariable,
heroStrengthVariable,
turnDistanceVariable,
goldRewardVariable,
armyRewardVariable };
for(auto val : helper)
{
engine.addInputVariable(val);
}
engine.addOutputVariable(value);
armyLossPersentageVariable->addTerm(new fl::Ramp("LOW", 0.200, 0.000));
armyLossPersentageVariable->addTerm(new fl::Ramp("HIGH", 0.200, 0.500));
armyLossPersentageVariable->setRange(0, 1);
//strength compared to our main hero
heroStrengthVariable->addTerm(new fl::Ramp("LOW", 0.2, 0));
heroStrengthVariable->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
heroStrengthVariable->addTerm(new fl::Ramp("HIGH", 0.5, 1));
heroStrengthVariable->setRange(0.0, 1.0);
turnDistanceVariable->addTerm(new fl::Ramp("SMALL", 1.000, 0.000));
turnDistanceVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 1.000, 2.000));
turnDistanceVariable->addTerm(new fl::Ramp("LONG", 1.000, 3.000));
turnDistanceVariable->setRange(0, 3);
goldRewardVariable->addTerm(new fl::Ramp("LOW", 2000.000, 0.000));
goldRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.000, 2000.000, 3500.000));
goldRewardVariable->addTerm(new fl::Ramp("HIGH", 2000.000, 5000.000));
goldRewardVariable->setRange(0.0, 5000.0);
armyRewardVariable->addTerm(new fl::Ramp("LOW", 0.300, 0.000));
armyRewardVariable->addTerm(new fl::Triangle("MEDIUM", 0.100, 0.400, 0.800));
armyRewardVariable->addTerm(new fl::Ramp("HIGH", 0.400, 1.000));
armyRewardVariable->setRange(0.0, 1.0);
value->addTerm(new fl::Ramp("LOWEST", 0.150, 0.000));
value->addTerm(new fl::Triangle("LOW", 0.100, 0.100, 0.250, 0.500));
value->addTerm(new fl::Triangle("BITLOW", 0.200, 0.200, 0.350, 0.250));
value->addTerm(new fl::Triangle("MEDIUM", 0.300, 0.500, 0.700, 0.050));
value->addTerm(new fl::Triangle("BITHIGH", 0.650, 0.800, 0.800, 0.250));
value->addTerm(new fl::Triangle("HIGH", 0.750, 0.900, 0.900, 0.500));
value->addTerm(new fl::Ramp("HIGHEST", 0.850, 1.000));
value->setRange(0.0, 1.0);
//we may want to use secondary hero(es) rather than main hero
//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 SMALL then Value is somewhat HIGH");
addRule("if turnDistance is MEDIUM then Value is MEDIUM");
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
addRule("if turnDistance is MEDIUM then Value is MEDIUM");
addRule("if turnDistance is SMALL then Value is BITHIGH");
addRule("if turnDistance is LONG then Value is BITLOW");
addRule("if turnDistance is very LONG then Value is LOW");
addRule("if goldReward is LOW then Value is MEDIUM");
addRule("if goldReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
addRule("if goldReward is HIGH and armyLoss is LOW then Value is HIGH");
addRule("if armyReward is LOW then Value is MEDIUM");
addRule("if armyReward is MEDIUM and armyLoss is LOW then Value is BITHIGH");
addRule("if armyReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
addRule("if armyReward is HIGH and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST");
addRule("if armyReward is HIGH and goldReward is MEDIUM and armyLoss is LOW then Value is HIGHEST with 0.8");
addRule("if armyReward is MEDIUM and goldReward is HIGH and armyLoss is LOW then Value is HIGHEST with 0.5");
addRule("if armyReward is MEDIUM and goldReward is MEDIUM and armyLoss is LOW then Value is HIGH");
addRule("if armyReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
addRule("if goldReward is HIGH and turnDistance is SMALL and armyLoss is LOW then Value is HIGHEST");
addRule("if armyReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is HIGH");
addRule("if goldReward is MEDIUM and turnDistance is SMALL and armyLoss is LOW then Value is BITHIGH");
addRule("if goldReward is LOW and armyReward is LOW and turnDistance is not SMALL then Value is LOWEST");
addRule("if armyLoss is HIGH then Value is LOWEST");
addRule("if armyLoss is LOW then Value is MEDIUM");
addRule("if armyReward is LOW and turnDistance is LONG then Value is LOWEST");
}
catch(fl::Exception & fe)
{
logAi->error("visitTile: %s", fe.getWhat());
}
}
int32_t estimateTownIncome(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto relations = cb->getPlayerRelations(hero->tempOwner, target->tempOwner);
if(relations != PlayerRelations::ENEMIES)
return 0; // if we already own it, no additional reward will be received by just visiting it
auto town = cb->getTown(target->id);
auto isNeutral = target->tempOwner == PlayerColor::NEUTRAL;
auto isProbablyDeveloped = !isNeutral && town->hasFort();
return isProbablyDeveloped ? 1500 : 500;
}
TResources getCreatureBankResources(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
auto resources = bankInfo->getPossibleResourcesReward();
return resources;
}
uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
{
auto objectInfo = VLC->objtypeh->getHandlerFor(target->ID, target->subID)->getObjectInfo(target->appearance);
CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
auto creatures = bankInfo->getPossibleCreaturesReward();
uint64_t result = 0;
for(auto c : creatures)
{
result += c.type->AIValue * c.count;
}
return result;
}
uint64_t getDwellingScore(const CGObjectInstance * target)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
uint64_t score = 0;
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first && creLevel.second.size())
{
auto creature = creLevel.second.back().toCreature();
if(cb->getResourceAmount().canAfford(creature->cost * creLevel.first))
{
score += creature->AIValue * creLevel.first;
}
}
}
return score;
}
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero)
{
if(!target)
return 0;
const int dailyIncomeMultiplier = 5;
switch(target->ID)
{
case Obj::TOWN:
return target->tempOwner == PlayerColor::NEUTRAL ? 5000 : 1000;
case Obj::CREATURE_BANK:
return getCreatureBankArmyReward(target, hero);
case Obj::CREATURE_GENERATOR1:
return getDwellingScore(target) * dailyIncomeMultiplier;
case Obj::CRYPT:
case Obj::SHIPWRECK:
case Obj::SHIPWRECK_SURVIVOR:
return 1500;
case Obj::ARTIFACT:
return dynamic_cast<const CGArtifact *>(target)->storedArtifact-> artType->getArtClassSerial() == CArtifact::ART_MAJOR ? 3000 : 1500;
case Obj::DRAGON_UTOPIA:
return 10000;
default:
return 0;
}
}
/// Gets aproximated reward in gold. Daily income is multiplied by 5
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero)
{
if(!target)
return 0;
const int dailyIncomeMultiplier = 5;
auto isGold = target->subID == Res::GOLD; // TODO: other resorces could be sold but need to evaluate market power
switch(target->ID)
{
case Obj::RESOURCE:
return isGold ? 800 : 100;
case Obj::TREASURE_CHEST:
return 1500;
case Obj::WATER_WHEEL:
return 1000;
case Obj::TOWN:
return dailyIncomeMultiplier * estimateTownIncome(target, hero);
case Obj::MINE:
case Obj::ABANDONED_MINE:
return dailyIncomeMultiplier * (isGold ? 1000 : 75);
case Obj::MYSTICAL_GARDEN:
case Obj::WINDMILL:
return 100;
case Obj::CAMPFIRE:
return 900;
case Obj::CREATURE_BANK:
return getCreatureBankResources(target, hero)[Res::GOLD];
case Obj::CRYPT:
case Obj::DERELICT_SHIP:
return 3000;
case Obj::DRAGON_UTOPIA:
return 10000;
case Obj::SEA_CHEST:
return 1500;
default:
return 0;
}
}
/// distance
/// nearest hero?
/// gold income
/// army income
/// hero strength - hero skills
/// danger
/// importance
float PriorityEvaluator::evaluate(Goals::TSubgoal task)
{
auto heroPtr = task->hero;
if(!heroPtr.validAndSet())
return 2;
int objId = task->objid;
if(task->parent)
objId = task->parent->objid;
const CGObjectInstance * target = cb->getObj((ObjectInstanceID)objId, false);
auto hero = heroPtr.get();
auto armyTotal = task->evaluationContext.heroStrength;
double armyLossPersentage = task->evaluationContext.armyLoss / (double)armyTotal;
int32_t goldReward = getGoldReward(target, hero);
uint64_t armyReward = getArmyReward(target, hero);
double result = 0;
try
{
armyLossPersentageVariable->setValue(armyLossPersentage);
heroStrengthVariable->setValue((fl::scalar)hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
turnDistanceVariable->setValue(task->evaluationContext.movementCost);
goldRewardVariable->setValue(goldReward);
armyRewardVariable->setValue(armyReward / 10000.0);
engine.process();
//engine.process(VISIT_TILE); //TODO: Process only Visit_Tile
result = value->getValue() / task->evaluationContext.closestWayRatio;
}
catch(fl::Exception & fe)
{
logAi->error("evaluate VisitTile: %s", fe.getWhat());
}
assert(result >= 0);
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Evaluated %s, loss: %f, turns: %f, gold: %d, army gain: %d, result %f",
task->name(),
armyLossPersentage,
task->evaluationContext.movementCost,
goldReward,
armyReward,
result);
#endif
return result;
}