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d17b3a14bd
- Workaround to make AI gather army when exploration is not possible anymore - Possibly fixed issue with AI not capturing guarded objects
510 lines
18 KiB
C++
510 lines
18 KiB
C++
#include "StdInc.h"
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#include "Fuzzy.h"
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#include <limits>
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#include "../../lib/CObjectHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../CCallback.h"
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//#include "Goals.cpp"
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#include "VCAI.h"
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/*
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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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#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 10 times weaker than us
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struct BankConfig;
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class FuzzyEngine;
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class InputLVar;
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class CGTownInstance;
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using namespace boost::assign;
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using namespace vstd;
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//using namespace Goals;
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FuzzyHelper *fh;
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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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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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ui64 evaluateBankConfig (BankConfig * bc)
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{
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ui64 danger = 0;
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for (auto opt : bc->guards)
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{
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danger += VLC->creh->creatures[opt.first]->fightValue * opt.second;
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}
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return danger;
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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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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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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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return as;
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}
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FuzzyHelper::FuzzyHelper()
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{
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engine.hedgeSet().add(new fl::HedgeSomewhat());
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engine.hedgeSet().add(new fl::HedgeVery());
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engine.fuzzyOperator().setAggregation(new fl::FuzzyOrSum()); //to consider all cases simultaneously
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initBank();
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initTacticalAdvantage();
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initVisitTile();
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logAi->infoStream() << engine.toString();
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}
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void FuzzyHelper::initBank()
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{
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try
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{
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//Trivial bank estimation
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bankInput = new fl::InputLVar("BankInput");
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bankDanger = new fl::OutputLVar("BankDanger");
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bankInput->addTerm(new fl::SingletonTerm ("SET", 0.5));
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engine.addInputLVar (bankInput);
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engine.addOutputLVar (bankDanger);
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engine.addRuleBlock (&bankBlock);
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for (int i = 0; i < 4; ++i)
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{
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bankDanger->addTerm(new fl::TriangularTerm ("Bank" + boost::lexical_cast<std::string>(i), 0, 1));
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bankBlock.addRule(new fl::MamdaniRule("if BankInput is SET then BankDanger is Bank" + boost::lexical_cast<std::string>(i), engine));
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}
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}
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catch (fl::FuzzyException & fe)
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{
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logAi->errorStream() << "initBank " << fe.name() << ": " << fe.message();
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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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//Tactical advantage calculation
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std::vector<fl::InputLVar*> helper;
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ta.ourShooters = new fl::InputLVar("OurShooters");
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ta.ourWalkers = new fl::InputLVar("OurWalkers");
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ta.ourFlyers = new fl::InputLVar("OurFlyers");
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ta.enemyShooters = new fl::InputLVar("EnemyShooters");
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ta.enemyWalkers = new fl::InputLVar("EnemyWalkers");
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ta.enemyFlyers = new fl::InputLVar("EnemyFlyers");
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helper += ta.ourShooters, ta.ourWalkers, ta.ourFlyers, ta.enemyShooters, ta.enemyWalkers, ta.enemyFlyers;
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for (auto val : helper)
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{
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engine.addInputLVar(val);
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val->addTerm (new fl::ShoulderTerm("FEW", 0, 0.6, true));
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val->addTerm (new fl::ShoulderTerm("MANY", 0.4, 1, false));
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}
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helper.clear();
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ta.ourSpeed = new fl::InputLVar("OurSpeed");
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ta.enemySpeed = new fl::InputLVar("EnemySpeed");
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helper += ta.ourSpeed, ta.enemySpeed;
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for (auto val : helper)
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{
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engine.addInputLVar(val);
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val->addTerm (new fl::ShoulderTerm("LOW", 3, 6.5, true));
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val->addTerm (new fl::TriangularTerm("MEDIUM", 5.5, 10.5));
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val->addTerm (new fl::ShoulderTerm("HIGH", 8.5, 16, false));
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}
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ta.castleWalls = new fl::InputLVar("CastleWalls");
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engine.addInputLVar(ta.castleWalls);
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ta.castleWalls->addTerm(new fl::SingletonTerm("NONE", CGTownInstance::NONE));
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ta.castleWalls->addTerm(new fl::TrapezoidalTerm("MEDIUM", CGTownInstance::FORT, 2.5));
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ta.castleWalls->addTerm(new fl::ShoulderTerm("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE, false));
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ta.bankPresent = new fl::InputLVar("Bank");
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engine.addInputLVar(ta.bankPresent);
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ta.bankPresent->addTerm(new fl::SingletonTerm("FALSE", 0));
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ta.bankPresent->addTerm(new fl::SingletonTerm("TRUE", 1));
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ta.threat = new fl::OutputLVar("Threat");
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engine.addOutputLVar(ta.threat);
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ta.threat->addTerm (new fl::ShoulderTerm("LOW", MIN_AI_STRENGHT, 1, true));
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ta.threat->addTerm (new fl::TriangularTerm("MEDIUM", 0.8, 1.2));
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ta.threat->addTerm (new fl::ShoulderTerm("HIGH", 1, 1.5, false));
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engine.addRuleBlock (&ta.tacticalAdvantage);
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));
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//just to cover all cases
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is MEDIUM then Threat is MEDIUM", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
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ta.tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));
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}
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catch(fl::ParsingException & pe)
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{
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logAi->errorStream() << "initTacticalAdvantage " << pe.name() << ": " << pe.message();
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}
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catch (fl::FuzzyException & fe)
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{
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logAi->errorStream() << "initTacticalAdvantage " << fe.name() << ": " << fe.message();
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}
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}
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ui64 FuzzyHelper::estimateBankDanger (int ID)
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{
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std::vector <ConstTransitivePtr<BankConfig>> & configs = VLC->objh->banksInfo[ID];
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ui64 val = std::numeric_limits<ui64>::max();
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try
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{
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switch (configs.size())
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{
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case 4:
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try
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{
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for (int i = 0; i < 4; ++i)
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{
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int bankVal = evaluateBankConfig (VLC->objh->banksInfo[ID][i]);
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bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMinimum(bankVal * 0.5f);
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bankDanger->term("Bank" + boost::lexical_cast<std::string>(i))->setMaximum(bankVal * 1.5f);
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}
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//comparison purposes
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//int averageValue = (evaluateBankConfig (VLC->objh->banksInfo[ID][0]) + evaluateBankConfig (VLC->objh->banksInfo[ID][3])) * 0.5;
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//dynamic_cast<fl::SingletonTerm*>(bankInput->term("SET"))->setValue(0.5);
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bankInput->setInput (0.5);
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engine.process (BANK_DANGER);
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//engine.process();
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val = bankDanger->output().defuzzify(); //some expected value of this bank
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}
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catch (fl::FuzzyException & fe)
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{
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logAi->errorStream() << fe.name() << ": " << fe.message();
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}
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break;
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case 1: //rare case - Pyramid
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val = evaluateBankConfig (VLC->objh->banksInfo[ID][0]);
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break;
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default:
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logAi->warnStream() << ("Uhnandled bank config!");
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}
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}
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catch (fl::FuzzyException & fe)
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{
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logAi->errorStream() << "estimateBankDanger " << fe.name() << ": " << fe.message();
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}
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return val;
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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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ta.ourWalkers->setInput(ourStructure.walkers);
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ta.ourShooters->setInput(ourStructure.shooters);
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ta.ourFlyers->setInput(ourStructure.flyers);
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ta.ourSpeed->setInput(ourStructure.maxSpeed);
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ta.enemyWalkers->setInput(enemyStructure.walkers);
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ta.enemyShooters->setInput(enemyStructure.shooters);
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ta.enemyFlyers->setInput(enemyStructure.flyers);
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ta.enemySpeed->setInput(enemyStructure.maxSpeed);
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bool bank = dynamic_cast<const CBank*>(enemy);
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if (bank)
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ta.bankPresent->setInput(1);
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else
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ta.bankPresent->setInput(0);
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const CGTownInstance * fort = dynamic_cast<const CGTownInstance*>(enemy);
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if (fort)
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{
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ta.castleWalls->setInput (fort->fortLevel());
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}
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else
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ta.castleWalls->setInput(0);
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engine.process (TACTICAL_ADVANTAGE);
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//engine.process();
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output = ta.threat->output().defuzzify();
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}
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catch (fl::FuzzyException & fe)
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{
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logAi->errorStream() << "getTacticalAdvantage " << fe.name() << ": " << fe.message();
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}
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return output;
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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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//shared_ptr<AbstractGoal> chooseSolution (std::vector<shared_ptr<AbstractGoal>> & vec)
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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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for (auto g : vec)
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{
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setPriority(g);
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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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boost::sort (vec, compareGoals);
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return vec.back();
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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; //just try to recruit hero as one of options
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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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}
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void FuzzyHelper::initVisitTile()
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{
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try
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{
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std::vector<fl::InputLVar*> helper;
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vt.strengthRatio = new fl::InputLVar("strengthRatio"); //hero must be strong enough to defeat guards
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vt.heroStrength = new fl::InputLVar("heroStrength"); //we want to use weakest possible hero
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vt.turnDistance = new fl::InputLVar("turnDistance"); //we want to use hero who is near
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vt.missionImportance = new fl::InputLVar("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
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vt.value = new fl::OutputLVar("Value");
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helper += vt.strengthRatio, vt.heroStrength, vt.turnDistance, vt.missionImportance;
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for (auto val : helper)
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{
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engine.addInputLVar(val);
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}
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engine.addOutputLVar (vt.value);
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vt.strengthRatio->addTerm (new fl::ShoulderTerm("LOW", 0, SAFE_ATTACK_CONSTANT, true));
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vt.strengthRatio->addTerm (new fl::ShoulderTerm("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3, false));
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//strength compared to our main hero
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vt.heroStrength->addTerm (new fl::ShoulderTerm("LOW", 0, 0.2, true));
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vt.heroStrength->addTerm (new fl::TriangularTerm("MEDIUM", 0.2, 0.8));
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vt.heroStrength->addTerm (new fl::ShoulderTerm("HIGH", 0.5, 1, false));
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vt.turnDistance->addTerm (new fl::ShoulderTerm("SMALL", 0, 0.5, true));
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vt.turnDistance->addTerm (new fl::TriangularTerm("MEDIUM", 0.1, 0.8));
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vt.turnDistance->addTerm (new fl::ShoulderTerm("LONG", 0.5, 3, false));
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vt.missionImportance->addTerm (new fl::ShoulderTerm("LOW", 0, 2.5, true));
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vt.missionImportance->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3));
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vt.missionImportance->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
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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::ShoulderTerm("LOW", 0, 2.5, true));
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vt.value->addTerm (new fl::TriangularTerm("MEDIUM", 2, 3)); //can't be center of mass :/
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vt.value->addTerm (new fl::ShoulderTerm("HIGH", 2.5, 5, false));
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engine.addRuleBlock (&vt.rules);
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//use unarmed scouts if possible
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH", engine));
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//we may want to use secondary hero(es) rather than main hero
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW", engine));
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//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is LOW then Value is very LOW", engine));
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//attempt to arm secondary heroes is not stupid
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH", engine));
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vt.rules.addRule (new fl::MamdaniRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW", engine));
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//do not cancel important goals
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vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is HIGH then Value is very LOW", engine));
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vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is MEDIUM then Value is somewhat LOW", engine));
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vt.rules.addRule (new fl::MamdaniRule("if lockedMissionImportance is LOW then Value is HIGH", engine));
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//pick nearby objects if it's easy, avoid long walks
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vt.rules.addRule (new fl::MamdaniRule("if turnDistance is SMALL then Value is HIGH", engine));
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vt.rules.addRule (new fl::MamdaniRule("if turnDistance is MEDIUM then Value is MEDIUM", engine));
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vt.rules.addRule (new fl::MamdaniRule("if turnDistance is LONG then Value is LOW", engine));
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}
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catch (fl::FuzzyException & fe)
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{
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logAi->errorStream() << "visitTile " << fe.name() << ": " << fe.message();
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}
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}
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float FuzzyHelper::evaluate (Goals::VisitTile & g)
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{
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//we assume that hero is already set and we want to choose most suitable one for the mission
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if (!g.hero)
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return 0;
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//assert(cb->isInTheMap(g.tile));
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cb->setSelection (g.hero.h);
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float turns = 0;
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float distance = cb->getMovementCost(g.hero.h, g.tile);
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if (!distance) //we stand on that tile
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turns = 0;
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else
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{
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if (distance < g.hero->movement) //we can move there within one turn
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turns = (fl::flScalar)distance /g.hero->movement;
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else
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turns = 1 + (fl::flScalar)(distance - g.hero->movement)/g.hero->maxMovePoints(true); //bool on land?
|
|
}
|
|
|
|
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::flScalar)g.hero.h->getTotalStrength() / danger;
|
|
|
|
try
|
|
{
|
|
vt.strengthRatio->setInput (strengthRatio);
|
|
vt.heroStrength->setInput ((fl::flScalar)g.hero->getTotalStrength()/ai->primaryHero()->getTotalStrength());
|
|
vt.turnDistance->setInput (turns);
|
|
vt.missionImportance->setInput (missionImportance);
|
|
|
|
//engine.process();
|
|
engine.process (VISIT_TILE);
|
|
g.priority = vt.value->output().defuzzify();
|
|
}
|
|
catch (fl::FuzzyException & fe)
|
|
{
|
|
logAi->errorStream() << "evaluate VisitTile " << fe.name() << ": " << fe.message();
|
|
}
|
|
return g.priority;
|
|
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::VisitHero & g)
|
|
{
|
|
auto obj = cb->getObj(ObjectInstanceID(g.objid)); //we assume for now that these goals are similiar
|
|
//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();
|
|
return g.value / std::min(g.value - army, 1000.0f);
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::BuildThis & g)
|
|
{
|
|
return 1;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::DigAtTile & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::CollectRes & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::Build & g)
|
|
{
|
|
return 0;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::Invalid & g)
|
|
{
|
|
return -1e10;
|
|
}
|
|
float FuzzyHelper::evaluate (Goals::AbstractGoal & g)
|
|
{
|
|
logAi->warnStream() << boost::format("Cannot evaluate goal %s") % g.name();
|
|
return g.priority;
|
|
}
|
|
void FuzzyHelper::setPriority (Goals::TSubgoal & g)
|
|
{
|
|
g->setpriority(g->accept(this)); //this enforces returned value is set
|
|
}
|