mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
277 lines
9.0 KiB
C++
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;
|
|
BOOST_FOREACH (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;
|
|
|
|
BOOST_FOREACH(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;
|
|
|
|
BOOST_FOREACH (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;
|
|
|
|
BOOST_FOREACH (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;
|
|
}
|