mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
276 lines
17 KiB
Plaintext
276 lines
17 KiB
Plaintext
Engine: visit tile
|
|
description: visit tile priority
|
|
InputVariable: mainTurnDistance
|
|
description: distance to tile in turns
|
|
enabled: true
|
|
range: 0.000 10.000
|
|
lock-range: true
|
|
term: LOWEST Ramp 0.400 0.000
|
|
term: LOW Discrete 0.000 1.000 0.500 0.800 0.800 0.300 2.000 0.000
|
|
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 0.800 0.700 2.000 1.000 6.000 0.000
|
|
term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
|
|
InputVariable: scoutTurnDistance
|
|
description: distance to tile in turns
|
|
enabled: true
|
|
range: 0.000 10.000
|
|
lock-range: true
|
|
term: LOWEST Ramp 0.250 0.000
|
|
term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000
|
|
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 2.500 0.300 4.000 0.000
|
|
term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000
|
|
InputVariable: goldReward
|
|
description: estimated amount of gold received
|
|
enabled: true
|
|
range: 0.000 5000.000
|
|
lock-range: true
|
|
term: LOWEST Triangle 0.000 100.000 200.000
|
|
term: SMALL Triangle 100.000 200.000 400.000
|
|
term: MEDIUM Triangle 200.000 400.000 1000.000
|
|
term: BIG Triangle 400.000 1000.000 5000.000
|
|
term: HUGE Ramp 1000.000 5000.000
|
|
InputVariable: armyReward
|
|
enabled: true
|
|
range: 0.000 10000.000
|
|
lock-range: false
|
|
term: NONE Ramp 100.000 0.000
|
|
term: LOW Triangle 0.000 700.000 3000.000
|
|
term: HIGH Ramp 3000.000 10000.000
|
|
term: MEDIUM Triangle 700.000 3000.000 8000.000
|
|
InputVariable: armyLoss
|
|
enabled: true
|
|
range: 0.000 1.000
|
|
lock-range: false
|
|
term: LOW Ramp 0.200 0.000
|
|
term: MEDIUM Triangle 0.000 0.200 0.500
|
|
term: HIGH Ramp 0.200 0.500
|
|
term: ALL Ramp 0.700 1.000
|
|
InputVariable: heroRole
|
|
enabled: true
|
|
range: -0.100 1.100
|
|
lock-range: false
|
|
term: SCOUT Rectangle -0.500 0.500
|
|
term: MAIN Rectangle 0.500 1.500
|
|
InputVariable: danger
|
|
enabled: true
|
|
range: 0.000 10000.000
|
|
lock-range: false
|
|
term: NONE Ramp 20.000 0.000
|
|
term: LOW Triangle 50.000 1000.000 2000.000
|
|
term: HIGH Ramp 2000.000 5000.000
|
|
term: MEDIUM Triangle 1000.000 2000.000 5000.000
|
|
InputVariable: skillReward
|
|
enabled: true
|
|
range: 0.000 10.000
|
|
lock-range: false
|
|
term: NONE Ramp 1.000 0.000
|
|
term: LOW Triangle 0.000 1.000 3.000
|
|
term: MEDIUM Triangle 1.000 3.000 5.000
|
|
term: HIGH Discrete 3.000 0.000 5.000 0.800 10.000 1.000
|
|
InputVariable: rewardType
|
|
enabled: true
|
|
range: 0.000 3.000
|
|
lock-range: false
|
|
term: SINGLE Rectangle 0.500 1.500
|
|
term: MIXED Rectangle 1.500 2.500
|
|
term: NONE Rectangle 0.000 0.500
|
|
InputVariable: closestHeroRatio
|
|
enabled: true
|
|
range: 0.000 1.000
|
|
lock-range: false
|
|
term: LOW Discrete 0.000 1.000 0.500 0.800 0.700 0.200 1.000 0.000
|
|
term: HIGH Discrete 0.500 0.000 0.700 0.600 1.000 1.000
|
|
term: LOWEST Discrete 0.000 1.000 0.400 0.200 0.900 0.000
|
|
InputVariable: strategicalValue
|
|
description: Some abstract long term benefit non gold or army or skill
|
|
enabled: true
|
|
range: 0.000 3.000
|
|
lock-range: false
|
|
term: NONE Ramp 0.200 0.000
|
|
term: LOWEST Triangle 0.000 0.010 0.250
|
|
term: LOW Triangle 0.000 0.250 1.000
|
|
term: MEDIUM Triangle 0.250 1.000 2.000
|
|
term: HIGH Triangle 1.000 2.000 3.000
|
|
term: CRITICAL Ramp 2.000 3.000
|
|
InputVariable: goldPreasure
|
|
description: Ratio between weekly army cost and gold income
|
|
enabled: true
|
|
range: 0.000 1.000
|
|
lock-range: false
|
|
term: LOW Ramp 0.300 0.000
|
|
term: HIGH Discrete 0.100 0.000 0.250 0.200 0.300 0.300 0.400 0.700 1.000 1.000
|
|
InputVariable: goldCost
|
|
description: Action cost in gold
|
|
enabled: true
|
|
range: 0.000 1.000
|
|
lock-range: false
|
|
term: NONE Ramp 0.050 0.000
|
|
term: MEDIUM Triangle 0.100 0.200 0.500
|
|
term: LOW Triangle 0.000 0.100 0.200
|
|
term: HIGH Discrete 0.200 0.000 0.300 0.600 0.500 0.900 1.000 1.000
|
|
InputVariable: turn
|
|
description: Turn of goal completion. Discrete variable to sharpen boundaries between turns. Turn distances does not care about turn boundaries and just count total movement points
|
|
enabled: true
|
|
range: 0.000 5.000
|
|
lock-range: false
|
|
term: NOW Ramp 1.000 0.999
|
|
term: NEXT Trapezoid 1.000 1.000 1.990 2.000
|
|
term: FUTURE Discrete 1.990 0.000 2.000 0.500 2.999 0.500 3.000 1.000
|
|
InputVariable: fear
|
|
description: Fear strength of enemy heroes
|
|
enabled: true
|
|
range: 0.000 2.000
|
|
lock-range: false
|
|
term: LOW Triangle 0.000 0.500 1.000
|
|
term: MEDIUM Triangle 0.500 1.000 1.500
|
|
term: HIGH Ramp 1.000 1.800
|
|
InputVariable: armyGrowth
|
|
enabled: true
|
|
range: 0.000 20000.000
|
|
lock-range: false
|
|
term: NONE Ramp 100.000 0.000
|
|
term: SMALL Triangle 0.000 1000.000 3000.000
|
|
term: MEDIUM Triangle 1000.000 3000.000 8000.000
|
|
term: BIG Triangle 3000.000 8000.000 20000.000
|
|
term: HUGE Ramp 8000.000 20000.000
|
|
OutputVariable: Value
|
|
enabled: true
|
|
range: -1.500 2.500
|
|
lock-range: false
|
|
aggregation: AlgebraicSum
|
|
defuzzifier: Centroid 100
|
|
default: 0.500
|
|
lock-previous: false
|
|
term: WORST Binary -1.000 -inf 0.700
|
|
term: BAD Rectangle -1.000 -0.700 0.500
|
|
term: BASE Rectangle -0.200 0.200 0.350
|
|
term: MEDIUM Rectangle 0.910 1.090 0.500
|
|
term: SMALL Rectangle 0.960 1.040 0.600
|
|
term: BITHIGH Rectangle 0.850 1.150 0.400
|
|
term: HIGH Rectangle 0.750 1.250 0.400
|
|
term: HIGHEST Rectangle 0.500 1.500 0.350
|
|
term: CRITICAL Ramp 0.500 2.000 0.500
|
|
RuleBlock: basic
|
|
enabled: true
|
|
conjunction: AlgebraicProduct
|
|
disjunction: AlgebraicSum
|
|
implication: AlgebraicProduct
|
|
activation: General
|
|
rule: if heroRole is MAIN then Value is BASE
|
|
rule: if heroRole is SCOUT then Value is BASE
|
|
rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
|
|
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
|
rule: if armyLoss is ALL then Value is WORST
|
|
rule: if turn is not NOW then Value is BAD with 0.1
|
|
rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
|
|
rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
|
|
rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
|
|
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is LONG then Value is WORST
|
|
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
|
|
rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
|
|
rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
|
|
rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8
|
|
rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5
|
|
rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5
|
|
rule: if heroRole is MAIN and fear is MEDIUM then Value is BAD with 0.2
|
|
RuleBlock: strategicalValue
|
|
enabled: true
|
|
conjunction: AlgebraicProduct
|
|
disjunction: NormalizedSum
|
|
implication: AlgebraicProduct
|
|
activation: General
|
|
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
|
|
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is not NOW and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
|
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
|
|
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
|
|
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.5
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
|
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is SMALL
|
|
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is not NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is SMALL
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
|
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
|
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
|
rule: if armyLoss is HIGH and strategicalValue is LOW then Value is BAD
|
|
rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
|
|
rule: if strategicalValue is CRITICAL and heroRole is MAIN then Value is CRITICAL
|
|
rule: if strategicalValue is CRITICAL and heroRole is SCOUT then Value is CRITICAL with 0.7
|
|
RuleBlock: armyReward
|
|
enabled: true
|
|
conjunction: AlgebraicProduct
|
|
disjunction: AlgebraicSum
|
|
implication: AlgebraicProduct
|
|
activation: General
|
|
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
|
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
|
|
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
|
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.7
|
|
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH with 0.7
|
|
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
|
RuleBlock: gold
|
|
enabled: true
|
|
conjunction: AlgebraicProduct
|
|
disjunction: AlgebraicSum
|
|
implication: AlgebraicProduct
|
|
activation: General
|
|
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
|
|
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
|
|
rule: if goldReward is HUGE and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGHEST
|
|
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is HIGH
|
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
|
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
|
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
|
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is MEDIUM
|
|
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is BITHIGH
|
|
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is SMALL
|
|
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH
|
|
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
|
|
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL
|
|
rule: if goldReward is LOWEST then Value is SMALL with 0.1
|
|
rule: if goldReward is SMALL then Value is SMALL with 0.2
|
|
rule: if goldReward is MEDIUM then Value is SMALL with 0.5
|
|
rule: if goldReward is BIG then Value is SMALL
|
|
rule: if goldReward is HUGE then Value is BITHIGH
|
|
RuleBlock: skill reward
|
|
enabled: true
|
|
conjunction: AlgebraicProduct
|
|
disjunction: AlgebraicSum
|
|
implication: AlgebraicProduct
|
|
activation: General
|
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
|
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
|
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
|
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LONG and fear is not HIGH then Value is SMALL
|
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH |