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vcmi/AI/VCAI/Fuzzy.cpp
Ivan Savenko f82122d9be second part of c++11 update. gcc 4.5 and VS 2010 are no longer supported
- BOOST_FOREACH -> for
- replaced several boost classes with std (e.g. unordered)
- removed gcc-4.5 workarounds
- ran clang c++11 migration tool to detect some cases:
- - pointer initialized with "0" to nullptr
- - replace for with iterators with range-based for
- - use auto in some situations (type name specified twice, avoid long iterators type names)
2013-06-29 13:05:48 +00:00

277 lines
9.0 KiB
C++

#include "StdInc.h"
#include "Fuzzy.h"
#include <limits>
#include "../../lib/CObjectHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/VCMI_Lib.h"
/*
* 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
*
*/
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
struct BankConfig;
class FuzzyEngine;
class InputLVar;
class CGTownInstance;
using namespace boost::assign;
using namespace vstd;
FuzzyHelper *fh;
struct armyStructure
{
float walkers, shooters, flyers;
ui32 maxSpeed;
};
ui64 evaluateBankConfig (BankConfig * bc)
{
ui64 danger = 0;
for (auto opt : bc->guards)
{
danger += VLC->creh->creatures[opt.first]->fightValue * opt.second;
}
return danger;
}
armyStructure evaluateArmyStructure (const CArmedInstance * army)
{
ui64 totalStrenght = army->getArmyStrength();
double walkersStrenght = 0;
double flyersStrenght = 0;
double shootersStrenght = 0;
ui32 maxSpeed = 0;
for(auto s : army->Slots())
{
bool walker = true;
if (s.second->type->hasBonusOfType(Bonus::SHOOTER))
{
shootersStrenght += s.second->getPower();
walker = false;
}
if (s.second->type->hasBonusOfType(Bonus::FLYING))
{
flyersStrenght += s.second->getPower();
walker = false;
}
if (walker)
walkersStrenght += s.second->getPower();
amax (maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
}
armyStructure as;
as.walkers = walkersStrenght / totalStrenght;
as.shooters = shootersStrenght / totalStrenght;
as.flyers = flyersStrenght / totalStrenght;
as.maxSpeed = maxSpeed;
return as;
}
FuzzyHelper::FuzzyHelper()
{
initBank();
initTacticalAdvantage();
}
void FuzzyHelper::initBank()
{
try
{
//Trivial bank estimation
bankInput = new fl::InputLVar("BankInput");
bankDanger = new fl::OutputLVar("BankDanger");
bankInput->addTerm(new fl::SingletonTerm ("SET"));
engine.addRuleBlock (&bankBlock); //have to be added before the rules are parsed
engine.addInputLVar (bankInput);
engine.addOutputLVar (bankDanger);
for (int i = 0; i < 4; ++i)
{
bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
}
}
catch (fl::FuzzyException fe)
{
logAi->errorStream() << "initBank " << fe.name() << ": " << fe.message();
}
}
void FuzzyHelper::initTacticalAdvantage()
{
try
{
//Tactical advantage calculation
std::vector<fl::InputLVar*> helper;
ourShooters = new fl::InputLVar("OurShooters");
ourWalkers = new fl::InputLVar("OurWalkers");
ourFlyers = new fl::InputLVar("OurFlyers");
enemyShooters = new fl::InputLVar("EnemyShooters");
enemyWalkers = new fl::InputLVar("EnemyWalkers");
enemyFlyers = new fl::InputLVar("EnemyFlyers");
helper += ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers;
for (auto val : helper)
{
val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.75, true));
val->addTerm (new fl::ShoulderTerm("MANY", 0.25, 1, false));
engine.addInputLVar(val);
}
helper.clear();
ourSpeed = new fl::InputLVar("OurSpeed");
enemySpeed = new fl::InputLVar("EnemySpeed");
helper += ourSpeed, enemySpeed;
for (auto val : helper)
{
val->addTerm (new fl::ShoulderTerm("LOW", 3, 8.1, true));
val->addTerm (new fl::TriangularTerm("MEDIUM", 6.9, 13.1));
val->addTerm (new fl::ShoulderTerm("HIGH", 10.5, 16, false));
engine.addInputLVar(val);
}
castleWalls = new fl::InputLVar("CastleWalls");
castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE));
engine.addInputLVar(castleWalls);
bankPresent = new fl::InputLVar("Bank");
bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
engine.addInputLVar(bankPresent);
threat = new fl::OutputLVar("Threat");
threat->addTerm (new fl::TriangularTerm("LOW", MIN_AI_STRENGHT, 1));
threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
engine.addOutputLVar(threat);
engine.hedgeSet().add(new fl::HedgeSomewhat());
engine.hedgeSet().add(new fl::HedgeVery());
tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is very LOW", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and OurShooters is FEW and EnemyShooters is MANY then Threat is very HIGH", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY and OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
//tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is MANY then Threat is MEDIUM", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
engine.addRuleBlock (&tacticalAdvantage);
}
catch(fl::ParsingException pe)
{
logAi->errorStream() << "initTacticalAdvantage " << pe.name() << ": " << pe.message();
}
catch (fl::FuzzyException fe)
{
logAi->errorStream() << "initTacticalAdvantage " << fe.name() << ": " << fe.message();
}
}
ui64 FuzzyHelper::estimateBankDanger (int ID)
{
std::vector <ConstTransitivePtr<BankConfig>> & configs = VLC->objh->banksInfo[ID];
ui64 val = std::numeric_limits<ui64>::max();
try
{
switch (configs.size())
{
case 4:
try
{
int bankVal;
for (int i = 0; i < 4; ++i)
{
bankVal = evaluateBankConfig (VLC->objh->banksInfo[ID][i]);
bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMinimum(bankVal * 0.5f);
bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMaximum(bankVal * 1.5f);
}
//comparison purposes
//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
bankInput->setInput (0.5);
engine.process (BANK_DANGER);
val = bankDanger->output().defuzzify(); //some expected value of this bank
}
catch (fl::FuzzyException fe)
{
logAi->errorStream() << fe.name() << ": " << fe.message();
}
break;
case 1: //rare case - Pyramid
val = evaluateBankConfig (VLC->objh->banksInfo[ID][0]);
break;
default:
logAi->warnStream() << ("Uhnandled bank config!");
}
}
catch (fl::FuzzyException fe)
{
logAi->errorStream() << "estimateBankDanger " << fe.name() << ": " << fe.message();
}
return val;
}
float FuzzyHelper::getTacticalAdvantage (const CArmedInstance *we, const CArmedInstance *enemy)
{
float output = 1;
try
{
armyStructure ourStructure = evaluateArmyStructure(we);
armyStructure enemyStructure = evaluateArmyStructure(enemy);
ourWalkers->setInput(ourStructure.walkers);
ourShooters->setInput(ourStructure.shooters);
ourFlyers->setInput(ourStructure.flyers);
ourSpeed->setInput(ourStructure.maxSpeed);
enemyWalkers->setInput(enemyStructure.walkers);
enemyShooters->setInput(enemyStructure.shooters);
enemyFlyers->setInput(enemyStructure.flyers);
enemySpeed->setInput(enemyStructure.maxSpeed);
bool bank = dynamic_cast<const CBank*>(enemy);
if (bank)
bankPresent->setInput(1);
else
bankPresent->setInput(0);
const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
if (fort)
{
castleWalls->setInput (fort->fortLevel());
}
else
castleWalls->setInput(0);
engine.process (TACTICAL_ADVANTAGE);
output = threat->output().defuzzify();
}
catch (fl::FuzzyException fe)
{
logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message();
}
return output;
}