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vcmi/AI/GeniusAI/AIPriorities.cpp
DjWarmonger ea03273c8e Some work towards useful AI:
-It is possible to toggle adventure AI on / off typing "ai" in the console (default is true)
-General cleaning and formatting of code
-Some minor optimizations
-Teal console log for AI

AI tends to hang in the maze of mutexes and current player interface, further investigation is needed.

Fixed #580
minor tweaks
2010-11-28 16:39:13 +00:00

253 lines
7.3 KiB
C++

#ifndef AI_PRIORITIES
#define AI_PRIORITIES
#include "AIPriorities.h"
#include <sstream>
// TODO: No using namespace!!
using namespace geniusai;
Network::Network()
{}
Network::Network(vector<unsigned int> whichFeatures)// random network
: net(whichFeatures.size(),
whichFeatures.size() * 0.601 + 2,
whichFeatures.size() * 0.251 + 2,
1),
whichFeatures(whichFeatures)
{
}
Network::Network(istream & input)
{
// vector<int> whichFeatures;
int feature;
string line;
getline(input,line);
stringstream lineIn(line);
while(lineIn>>feature)
whichFeatures.push_back(feature);
getline(input, line);//get R
net = neuralNetwork(whichFeatures.size(),
whichFeatures.size() * 0.601 + 2,
whichFeatures.size() * 0.251 + 2,
1);
}
float Network::feedForward(const vector<float> & stateFeatures)
{
// TODO: Should comment/rewrite it...
return (rand() % 1000) / 800.0f;
double * input = new double[whichFeatures.size()];
for (int i = 0; i < whichFeatures.size(); i++)
input[i] = stateFeatures[whichFeatures[i]];
float ans = net.feedForwardPattern(input)[0];
delete input;
return ans;
}
Priorities::Priorities(const string & filename) //read brain from file
:numSpecialFeatures(8)
{
ifstream infile(filename.c_str());
// object_num [list of features]
// brain data or "R" for random brain
objectNetworks.resize(255);
buildingNetworks.resize(9);
char type;
int object_num;
int town_num;
int building_num;
while(infile>>type)
{
switch(type)
{
case 'o'://map object
infile >> object_num;
objectNetworks[object_num].push_back(Network(infile));
break;
case 't'://town building
infile >> town_num >> building_num;
buildingNetworks[town_num][building_num]=Network(infile);
break;
}
}
}
void Priorities::fillFeatures(const CGeniusAI::HypotheticalGameState & hgs)
{
stateFeatures.clear();
stateFeatures.resize(50);
for(int i = 0; i < stateFeatures.size(); i++)
stateFeatures[i]=0;
for(int i = 0; i < hgs.resourceAmounts.size();i++) //features 0-7 are resources
stateFeatures[i]=hgs.resourceAmounts[i];
//TODO: //features 8-15 are incomes
specialFeaturesStart = 16; //features 16-23 are special features (filled in by get functions before ANN)
stateFeatures[24] = hgs.AI->m_cb->getDate();
stateFeatures[25] = 1;
}
float Priorities::getCost(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay)
{
if(!resourceCosts.size())return -1;
//TODO: replace with ann
float cost = resourceCosts[0]/4.0+resourceCosts[1]/2.0+resourceCosts[2]/4.0+resourceCosts[3]/2.0+resourceCosts[4]/2.0+resourceCosts[5]/2.0+resourceCosts[6]/3000.0;
if(moved) //TODO: multiply by importance of hero
cost+=distOutOfTheWay/10000.0;
return cost;
}
float Priorities::getValue(const CGeniusAI::AIObjective & obj)
{ //resource
vector<int> resourceAmounts(8,0);
int amount;
if(obj.type==CGeniusAI::AIObjective::finishTurn) //TODO: replace with value of visiting that object divided by days till completed
return .0001; //small nonzero
float a;
if(obj.type==CGeniusAI::AIObjective::attack)
return 100;
if(dynamic_cast<const CGeniusAI::HeroObjective* >(&obj))
{
const CGeniusAI::HeroObjective* hobj = dynamic_cast<const CGeniusAI::HeroObjective* >(&obj);
stateFeatures[16] = hobj->whoCanAchieve.front()->h->getTotalStrength();
if(dynamic_cast<const CArmedInstance*>(hobj->object))
stateFeatures[17] = dynamic_cast<const CArmedInstance*>(hobj->object)->getArmyStrength();
switch(hobj->object->ID)
{
case 5: //artifact //TODO: return value of each artifact
return 0;
case 79://resources on the ground
switch(hobj->object->subID)
{
case 6:
amount = 800;
break;
case 0: case 2:
amount = 9.5; //will be rounded, sad
break;
default:
amount = 4;
break;
}
resourceAmounts[hobj->object->subID]=amount;
return getCost(resourceAmounts,NULL,0);
break;
case 55://mystical garden
resourceAmounts[6]=500;
a=getCost(resourceAmounts,NULL,0);
resourceAmounts[6]=0;
resourceAmounts[5]=5;
return (a+getCost(resourceAmounts,NULL,0))*.5;
case 109:
resourceAmounts[6]=1000;
return getCost(resourceAmounts,NULL,0);
case 12://campfire
resourceAmounts[6]=500;
for(int i = 0; i < 6;i++)
resourceAmounts[i]=1;
return getCost(resourceAmounts,NULL,0);
case 112://windmill
for(int i = 1; i < 6;i++)//no wood
resourceAmounts[i]=1;
return getCost(resourceAmounts,NULL,0);
break;
case 49://magic well
//TODO: add features for hero's spell points
break;
case 34: //hero
if(dynamic_cast<const CGHeroInstance*>(hobj->object)->getOwner()==obj.AI->m_cb->getMyColor())//friendly hero
{
stateFeatures[17] = dynamic_cast<const CGHeroInstance*>(hobj->object)->getTotalStrength();
return objectNetworks[34][0].feedForward(stateFeatures);
}
else
{
stateFeatures[17] = dynamic_cast<const CGHeroInstance*>(hobj->object)->getTotalStrength();
return objectNetworks[34][1].feedForward(stateFeatures);
}
break;
case 98:
if(dynamic_cast<const CGTownInstance*>(hobj->object)->getOwner()==obj.AI->m_cb->getMyColor())//friendly town
{
stateFeatures[17] = dynamic_cast<const CGTownInstance*>(hobj->object)->getArmyStrength();
return 0; // objectNetworks[98][0].feedForward(stateFeatures);
}
else
{
stateFeatures[17] = dynamic_cast<const CGTownInstance*>(hobj->object)->getArmyStrength();
return 0; //objectNetworks[98][1].feedForward(stateFeatures);
}
break;
case 88:
//TODO: average value of unknown level 1 spell, or value of known spell
case 89:
//TODO: average value of unknown level 2 spell, or value of known spell
case 90:
//TODO: average value of unknown level 3 spell, or value of known spell
return 0;
break;
case 215://quest guard
return 0;
case 53: //various mines
return 0; //out of range crash
//objectNetworks[53][hobj->object->subID].feedForward(stateFeatures);
case 113://TODO: replace with value of skill for the hero
return 0;
case 103: case 58://TODO: replace with value of seeing x number of new tiles
return 0;
default:
if (objectNetworks[hobj->object->ID].size())
return objectNetworks[hobj->object->ID][0].feedForward(stateFeatures);
tlog6 << "don't know the value of ";
switch(obj.type)
{
case CGeniusAI::AIObjective::visit:
tlog6 << "visiting " << hobj->object->ID;
break;
tlog6 << "attacking " << hobj->object->ID;
break;
case CGeniusAI::AIObjective::finishTurn:
obj.print();
break;
}
tlog6 << endl;
}
}
else //town objective
{
if(obj.type == CGeniusAI::AIObjective::buildBuilding)
{
const CGeniusAI::TownObjective* tnObj = dynamic_cast<const CGeniusAI::TownObjective* >(&obj);
if(buildingNetworks[tnObj->whichTown->t->subID].find(tnObj->which)!=buildingNetworks[tnObj->whichTown->t->subID].end())
return buildingNetworks[tnObj->whichTown->t->subID][tnObj->which].feedForward(stateFeatures);
else
{
tlog6 << "don't know the value of ";
obj.print();
tlog6 << endl;
}
}
}
return 0;
}
#endif