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vcmi/config/ai/nkai/object-priorities.txt

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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 1.000 0.800 2.500 0.000
term: MEDIUM Discrete 0.000 0.000 1.000 0.200 2.500 1.000 3.500 0.300 5.000 0.000
term: LONG Discrete 2.500 0.000 3.500 0.200 5.000 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: goldPressure
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 goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
rule: if goldReward is HUGE and goldPressure 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 goldPressure is HIGH and heroRole is MAIN and danger is NONE then Value is HIGH
rule: if goldReward is BIG and goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
rule: if goldReward is BIG and goldPressure is HIGH and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
rule: if goldReward is BIG and goldPressure 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 goldPressure is HIGH and heroRole is MAIN and danger is NONE then Value is MEDIUM
rule: if goldReward is MEDIUM and goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is BITHIGH
rule: if goldReward is MEDIUM and goldPressure is HIGH and heroRole is SCOUT and danger is not NONE then Value is SMALL
rule: if goldReward is MEDIUM and goldPressure 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 goldPressure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
rule: if goldReward is SMALL and goldPressure 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