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			644 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			644 lines
		
	
	
		
			22 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Fuzzy.cpp, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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| */
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| #include "StdInc.h"
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| #include "Fuzzy.h"
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| #include <limits>
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| 
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| #include "../../lib/mapObjects/MapObjects.h"
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| #include "../../lib/mapObjects/CommonConstructors.h"
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| #include "../../lib/CCreatureHandler.h"
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| #include "../../lib/CPathfinder.h"
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| #include "../../lib/CGameStateFwd.h"
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| #include "../../lib/VCMI_Lib.h"
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| #include "../../CCallback.h"
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| #include "VCAI.h"
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| #include "MapObjectsEvaluator.h"
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| 
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| #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
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| #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
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| 
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| struct BankConfig;
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| class CBankInfo;
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| class Engine;
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| class InputVariable;
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| class CGTownInstance;
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| 
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| FuzzyHelper * fh;
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| 
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| extern boost::thread_specific_ptr<CCallback> cb;
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| extern boost::thread_specific_ptr<VCAI> ai;
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| 
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| engineBase::engineBase()
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| {
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| 	engine.addRuleBlock(&rules);
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| }
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| 
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| void engineBase::configure()
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| {
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| 	engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "General");
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| 	logAi->info(engine.toString());
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| }
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| 
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| void engineBase::addRule(const std::string & txt)
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| {
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| 	rules.addRule(fl::Rule::parse(txt, &engine));
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| }
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| 
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| struct armyStructure
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| {
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| 	float walkers, shooters, flyers;
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| 	ui32 maxSpeed;
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| };
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| 
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| armyStructure evaluateArmyStructure(const CArmedInstance * army)
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| {
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| 	ui64 totalStrenght = army->getArmyStrength();
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| 	double walkersStrenght = 0;
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| 	double flyersStrenght = 0;
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| 	double shootersStrenght = 0;
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| 	ui32 maxSpeed = 0;
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| 
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| 	for(auto s : army->Slots())
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| 	{
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| 		bool walker = true;
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| 		if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
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| 		{
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| 			shootersStrenght += s.second->getPower();
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| 			walker = false;
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| 		}
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| 		if(s.second->type->hasBonusOfType(Bonus::FLYING))
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| 		{
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| 			flyersStrenght += s.second->getPower();
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| 			walker = false;
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| 		}
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| 		if(walker)
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| 			walkersStrenght += s.second->getPower();
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| 
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| 		vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
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| 	}
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| 	armyStructure as;
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| 	as.walkers = walkersStrenght / totalStrenght;
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| 	as.shooters = shootersStrenght / totalStrenght;
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| 	as.flyers = flyersStrenght / totalStrenght;
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| 	as.maxSpeed = maxSpeed;
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| 	assert(as.walkers || as.flyers || as.shooters);
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| 	return as;
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| }
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| 
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| FuzzyHelper::FuzzyHelper()
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| {
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| 	initTacticalAdvantage();
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| 	ta.configure();
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| 	initVisitTile();
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| 	vt.configure();
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| 	initWanderTarget();
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| 	wanderTarget.configure();
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| }
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| 
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| 
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| void FuzzyHelper::initTacticalAdvantage()
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| {
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| 	try
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| 	{
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| 		ta.ourShooters = new fl::InputVariable("OurShooters");
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| 		ta.ourWalkers = new fl::InputVariable("OurWalkers");
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| 		ta.ourFlyers = new fl::InputVariable("OurFlyers");
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| 		ta.enemyShooters = new fl::InputVariable("EnemyShooters");
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| 		ta.enemyWalkers = new fl::InputVariable("EnemyWalkers");
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| 		ta.enemyFlyers = new fl::InputVariable("EnemyFlyers");
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| 
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| 		//Tactical advantage calculation
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| 		std::vector<fl::InputVariable *> helper =
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| 		{
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| 			ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers
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| 		};
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| 
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| 		for(auto val : helper)
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| 		{
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| 			ta.engine.addInputVariable(val);
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| 			val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
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| 			val->addTerm(new fl::Ramp("MANY", 0.4, 1));
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| 			val->setRange(0.0, 1.0);
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| 		}
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| 
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| 		ta.ourSpeed = new fl::InputVariable("OurSpeed");
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| 		ta.enemySpeed = new fl::InputVariable("EnemySpeed");
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| 
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| 		helper = {ta.ourSpeed, ta.enemySpeed};
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| 
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| 		for(auto val : helper)
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| 		{
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| 			ta.engine.addInputVariable(val);
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| 			val->addTerm(new fl::Ramp("LOW", 6.5, 3));
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| 			val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
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| 			val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
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| 			val->setRange(0, 25);
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| 		}
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| 
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| 		ta.castleWalls = new fl::InputVariable("CastleWalls");
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| 		ta.engine.addInputVariable(ta.castleWalls);
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| 		{
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| 			fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
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| 			ta.castleWalls->addTerm(none);
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| 
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| 			fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
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| 								   CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
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| 			ta.castleWalls->addTerm(medium);
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| 
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| 			fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
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| 			ta.castleWalls->addTerm(high);
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| 
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| 			ta.castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
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| 		}
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| 
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| 
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| 		ta.bankPresent = new fl::InputVariable("Bank");
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| 		ta.engine.addInputVariable(ta.bankPresent);
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| 		{
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| 			fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
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| 			ta.bankPresent->addTerm(termFalse);
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| 			fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
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| 			ta.bankPresent->addTerm(termTrue);
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| 			ta.bankPresent->setRange(0, 1);
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| 		}
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| 
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| 		ta.threat = new fl::OutputVariable("Threat");
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| 		ta.engine.addOutputVariable(ta.threat);
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| 		ta.threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGHT));
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| 		ta.threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
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| 		ta.threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
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| 		ta.threat->setRange(MIN_AI_STRENGHT, 1.5);
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| 
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| 		ta.addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
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| 		ta.addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
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| 		ta.addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
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| 		ta.addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
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| 
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| 		ta.addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW");
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| 		ta.addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH");
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| 		//just to cover all cases
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| 		ta.addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
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| 		ta.addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
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| 		ta.addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
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| 
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| 		ta.addRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH");
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| 		ta.addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
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| 
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| 		ta.addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH");
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| 		ta.addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
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| 		ta.addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
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| 
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| 	}
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| 	catch(fl::Exception & pe)
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| 	{
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| 		logAi->error("initTacticalAdvantage: %s", pe.getWhat());
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| 	}
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| }
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| 
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| float FuzzyHelper::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
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| {
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| 	float turns = 0.0f;
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| 	float distance = CPathfinderHelper::getMovementCost(h, tile);
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| 	if(distance)
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| 	{
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| 		if(distance < h->movement) //we can move there within one turn
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| 			turns = (fl::scalar)distance / h->movement;
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| 		else
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| 			turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
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| 	}
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| 	return turns;
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| }
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| 
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| ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
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| {
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| 	//this one is not fuzzy anymore, just calculate weighted average
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| 
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| 	auto objectInfo = VLC->objtypeh->getHandlerFor(bank->ID, bank->subID)->getObjectInfo(bank->appearance);
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| 
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| 	CBankInfo * bankInfo = dynamic_cast<CBankInfo *>(objectInfo.get());
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| 
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| 	ui64 totalStrength = 0;
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| 	ui8 totalChance = 0;
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| 	for(auto config : bankInfo->getPossibleGuards())
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| 	{
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| 		totalStrength += config.second.totalStrength * config.first;
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| 		totalChance += config.first;
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| 	}
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| 	return totalStrength / std::max<ui8>(totalChance, 1); //avoid division by zero
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| 
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| }
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| 
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| float FuzzyHelper::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
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| {
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| 	float output = 1;
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| 	try
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| 	{
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| 		armyStructure ourStructure = evaluateArmyStructure(we);
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| 		armyStructure enemyStructure = evaluateArmyStructure(enemy);
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| 
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| 		ta.ourWalkers->setValue(ourStructure.walkers);
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| 		ta.ourShooters->setValue(ourStructure.shooters);
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| 		ta.ourFlyers->setValue(ourStructure.flyers);
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| 		ta.ourSpeed->setValue(ourStructure.maxSpeed);
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| 
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| 		ta.enemyWalkers->setValue(enemyStructure.walkers);
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| 		ta.enemyShooters->setValue(enemyStructure.shooters);
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| 		ta.enemyFlyers->setValue(enemyStructure.flyers);
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| 		ta.enemySpeed->setValue(enemyStructure.maxSpeed);
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| 
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| 		bool bank = dynamic_cast<const CBank *>(enemy);
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| 		if(bank)
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| 			ta.bankPresent->setValue(1);
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| 		else
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| 			ta.bankPresent->setValue(0);
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| 
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| 		const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
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| 		if(fort)
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| 			ta.castleWalls->setValue(fort->fortLevel());
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| 		else
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| 			ta.castleWalls->setValue(0);
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| 
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| 		//engine.process(TACTICAL_ADVANTAGE);//TODO: Process only Tactical_Advantage
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| 		ta.engine.process();
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| 		output = ta.threat->getValue();
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| 	}
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| 	catch(fl::Exception & fe)
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| 	{
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| 		logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
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| 	}
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| 
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| 	if(output < 0 || (output != output))
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| 	{
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| 		fl::InputVariable * tab[] = {ta.bankPresent, ta.castleWalls, ta.ourWalkers, ta.ourShooters, ta.ourFlyers, ta.ourSpeed, ta.enemyWalkers, ta.enemyShooters, ta.enemyFlyers, ta.enemySpeed};
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| 		std::string names[] = {"bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
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| 		std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
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| 
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| 		for(int i = 0; i < boost::size(tab); i++)
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| 			log << names[i] << ": " << tab[i]->getValue() << " ";
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| 		logAi->error(log.str());
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| 		assert(false);
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| 	}
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| 
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| 	return output;
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| }
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| 
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| float FuzzyHelper::getWanderTargetObjectValue(const CGHeroInstance & h, const ObjectIdRef & obj)
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| {
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| 	float distFromObject = calculateTurnDistanceInputValue(&h, obj->pos);
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| 	boost::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj->ID, obj->subID);
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| 	int objValue = 0;
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| 
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| 	if(objValueKnownByAI != boost::none) //consider adding value manipulation based on object instances on map
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| 	{
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| 		objValue = std::min(std::max(objValueKnownByAI.get(), 0), 20000);
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| 	}
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| 	else
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| 	{
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| 		MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
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| 		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));
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| 	}
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| 	
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| 	float output = -1.0f;
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| 	try
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| 	{
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| 		wanderTarget.distance->setValue(distFromObject);
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| 		wanderTarget.objectValue->setValue(objValue);
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| 		wanderTarget.engine.process();
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| 		output = wanderTarget.visitGain->getValue();
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| 	}
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| 	catch (fl::Exception & fe)
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| 	{
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| 		logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
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| 	}
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| 	assert(output >= 0.0f);
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| 	return output;
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| }
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| 
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| FuzzyHelper::TacticalAdvantage::~TacticalAdvantage()
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| {
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| 	//TODO: smart pointers?
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| 	delete ourWalkers;
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| 	delete ourShooters;
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| 	delete ourFlyers;
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| 	delete enemyWalkers;
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| 	delete enemyShooters;
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| 	delete enemyFlyers;
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| 	delete ourSpeed;
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| 	delete enemySpeed;
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| 	delete bankPresent;
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| 	delete castleWalls;
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| 	delete threat;
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| }
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| 
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| //std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
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| 
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| Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
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| {
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| 	if(vec.empty()) //no possibilities found
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| 		return sptr(Goals::Invalid());
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| 
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| 	ai->cachedSectorMaps.clear();
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| 
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| 	//a trick to switch between heroes less often - calculatePaths is costly
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| 	auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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| 	{
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| 		return lhs->hero.h < rhs->hero.h;
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| 	};
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| 	boost::sort(vec, sortByHeroes);
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| 
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| 	for(auto g : vec)
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| 	{
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| 		setPriority(g);
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| 	}
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| 
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| 	auto compareGoals = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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| 	{
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| 		return lhs->priority < rhs->priority;
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| 	};
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| 	return *boost::max_element(vec, compareGoals);
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| }
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| 
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| float FuzzyHelper::evaluate(Goals::Explore & g)
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| {
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| 	return 1;
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| }
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| float FuzzyHelper::evaluate(Goals::RecruitHero & g)
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| {
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| 	return 1;
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| }
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| FuzzyHelper::EvalVisitTile::~EvalVisitTile()
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| {
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| 	delete strengthRatio;
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| 	delete heroStrength;
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| 	delete turnDistance;
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| 	delete missionImportance;
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| 	delete estimatedReward;
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| }
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| 
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| void FuzzyHelper::initVisitTile()
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| {
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| 	try
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| 	{
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| 		vt.strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
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| 		vt.heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
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| 		vt.turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
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| 		vt.missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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| 		vt.estimatedReward = new fl::InputVariable("estimatedReward"); //indicate AI that content of the file is important or it is probably bad
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| 		vt.value = new fl::OutputVariable("Value");
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| 		vt.value->setMinimum(0);
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| 		vt.value->setMaximum(5);
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| 
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| 		std::vector<fl::InputVariable *> helper = {vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance, vt.estimatedReward};
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| 		for(auto val : helper)
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| 		{
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| 			vt.engine.addInputVariable(val);
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| 		}
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| 		vt.engine.addOutputVariable(vt.value);
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| 
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| 		vt.strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
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| 		vt.strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
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| 		vt.strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
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| 
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| 		//strength compared to our main hero
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| 		vt.heroStrength->addTerm(new fl::Ramp("LOW", 0.2, 0));
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| 		vt.heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
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| 		vt.heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
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| 		vt.heroStrength->setRange(0.0, 1.0);
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| 
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| 		vt.turnDistance->addTerm(new fl::Ramp("SMALL", 0.5, 0));
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| 		vt.turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
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| 		vt.turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
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| 		vt.turnDistance->setRange(0.0, 3.0);
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| 
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| 		vt.missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
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| 		vt.missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
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| 		vt.missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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| 		vt.missionImportance->setRange(0.0, 5.0);
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| 
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| 		vt.estimatedReward->addTerm(new fl::Ramp("LOW", 2.5, 0));
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| 		vt.estimatedReward->addTerm(new fl::Ramp("HIGH", 2.5, 5));
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| 		vt.estimatedReward->setRange(0.0, 5.0);
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| 
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| 		//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
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| 		//should be same as "mission Importance" to keep consistency
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| 		vt.value->addTerm(new fl::Ramp("LOW", 2.5, 0));
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| 		vt.value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
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| 		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;
 | |
| }
 |