mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
453 lines
16 KiB
C++
453 lines
16 KiB
C++
/*
|
|
* FuzzyEngines.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
|
|
*
|
|
*/
|
|
#include "StdInc.h"
|
|
#include "FuzzyEngines.h"
|
|
#include "Goals/Goals.h"
|
|
|
|
#include "../../lib/mapObjects/MapObjects.h"
|
|
#include "VCAI.h"
|
|
#include "MapObjectsEvaluator.h"
|
|
|
|
#define MIN_AI_STRENGTH (0.5f) //lower when combat AI gets smarter
|
|
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
|
|
|
engineBase::engineBase()
|
|
{
|
|
rules = new fl::RuleBlock();
|
|
engine.addRuleBlock(rules);
|
|
}
|
|
|
|
void engineBase::configure()
|
|
{
|
|
engine.configure("Minimum", "Maximum", "Minimum", "AlgebraicSum", "Centroid", "Proportional");
|
|
logAi->trace(engine.toString());
|
|
}
|
|
|
|
void engineBase::addRule(const std::string & txt)
|
|
{
|
|
rules->addRule(fl::Rule::parse(txt, &engine));
|
|
}
|
|
|
|
struct armyStructure
|
|
{
|
|
float walkers;
|
|
float shooters;
|
|
float flyers;
|
|
ui32 maxSpeed;
|
|
};
|
|
|
|
armyStructure evaluateArmyStructure(const CArmedInstance * army)
|
|
{
|
|
ui64 totalStrength = army->getArmyStrength();
|
|
double walkersStrength = 0;
|
|
double flyersStrength = 0;
|
|
double shootersStrength = 0;
|
|
ui32 maxSpeed = 0;
|
|
|
|
static const CSelector selectorSHOOTER = Selector::type()(BonusType::SHOOTER);
|
|
static const std::string keySHOOTER = "type_"+std::to_string((int32_t)BonusType::SHOOTER);
|
|
|
|
static const CSelector selectorFLYING = Selector::type()(BonusType::FLYING);
|
|
static const std::string keyFLYING = "type_"+std::to_string((int32_t)BonusType::FLYING);
|
|
|
|
static const CSelector selectorSTACKS_SPEED = Selector::type()(BonusType::STACKS_SPEED);
|
|
static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)BonusType::STACKS_SPEED);
|
|
|
|
for(auto s : army->Slots())
|
|
{
|
|
bool walker = true;
|
|
auto bearer = s.second->getType()->getBonusBearer();
|
|
if(bearer->hasBonus(selectorSHOOTER, keySHOOTER))
|
|
{
|
|
shootersStrength += s.second->getPower();
|
|
walker = false;
|
|
}
|
|
if(bearer->hasBonus(selectorFLYING, keyFLYING))
|
|
{
|
|
flyersStrength += s.second->getPower();
|
|
walker = false;
|
|
}
|
|
if(walker)
|
|
walkersStrength += s.second->getPower();
|
|
|
|
vstd::amax(maxSpeed, bearer->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
|
|
}
|
|
armyStructure as;
|
|
as.walkers = static_cast<float>(walkersStrength / totalStrength);
|
|
as.shooters = static_cast<float>(shootersStrength / totalStrength);
|
|
as.flyers = static_cast<float>(flyersStrength / totalStrength);
|
|
as.maxSpeed = maxSpeed;
|
|
assert(as.walkers || as.flyers || as.shooters);
|
|
return as;
|
|
}
|
|
|
|
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const
|
|
{
|
|
if(goal.evaluationContext.movementCost > 0)
|
|
{
|
|
return goal.evaluationContext.movementCost;
|
|
}
|
|
else
|
|
{
|
|
auto pathInfo = ai->myCb->getPathsInfo(goal.hero.h)->getPathInfo(goal.tile);
|
|
return pathInfo->getCost();
|
|
}
|
|
}
|
|
|
|
TacticalAdvantageEngine::TacticalAdvantageEngine()
|
|
{
|
|
try
|
|
{
|
|
ourShooters = new fl::InputVariable("OurShooters");
|
|
ourWalkers = new fl::InputVariable("OurWalkers");
|
|
ourFlyers = new fl::InputVariable("OurFlyers");
|
|
enemyShooters = new fl::InputVariable("EnemyShooters");
|
|
enemyWalkers = new fl::InputVariable("EnemyWalkers");
|
|
enemyFlyers = new fl::InputVariable("EnemyFlyers");
|
|
|
|
//Tactical advantage calculation
|
|
std::vector<fl::InputVariable *> helper =
|
|
{
|
|
ourShooters, ourWalkers, ourFlyers, enemyShooters, enemyWalkers, enemyFlyers
|
|
};
|
|
|
|
for(auto val : helper)
|
|
{
|
|
engine.addInputVariable(val);
|
|
val->addTerm(new fl::Ramp("FEW", 0.6, 0.0));
|
|
val->addTerm(new fl::Ramp("MANY", 0.4, 1));
|
|
val->setRange(0.0, 1.0);
|
|
}
|
|
|
|
ourSpeed = new fl::InputVariable("OurSpeed");
|
|
enemySpeed = new fl::InputVariable("EnemySpeed");
|
|
|
|
helper = { ourSpeed, enemySpeed };
|
|
|
|
for(auto val : helper)
|
|
{
|
|
engine.addInputVariable(val);
|
|
val->addTerm(new fl::Ramp("LOW", 6.5, 3));
|
|
val->addTerm(new fl::Triangle("MEDIUM", 5.5, 10.5));
|
|
val->addTerm(new fl::Ramp("HIGH", 8.5, 16));
|
|
val->setRange(0, 25);
|
|
}
|
|
|
|
castleWalls = new fl::InputVariable("CastleWalls");
|
|
engine.addInputVariable(castleWalls);
|
|
{
|
|
fl::Rectangle * none = new fl::Rectangle("NONE", CGTownInstance::NONE, CGTownInstance::NONE + (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f);
|
|
castleWalls->addTerm(none);
|
|
|
|
fl::Trapezoid * medium = new fl::Trapezoid("MEDIUM", (CGTownInstance::FORT - CGTownInstance::NONE) * 0.5f, CGTownInstance::FORT,
|
|
CGTownInstance::CITADEL, CGTownInstance::CITADEL + (CGTownInstance::CASTLE - CGTownInstance::CITADEL) * 0.5f);
|
|
castleWalls->addTerm(medium);
|
|
|
|
fl::Ramp * high = new fl::Ramp("HIGH", CGTownInstance::CITADEL - 0.1, CGTownInstance::CASTLE);
|
|
castleWalls->addTerm(high);
|
|
|
|
castleWalls->setRange(CGTownInstance::NONE, CGTownInstance::CASTLE);
|
|
}
|
|
|
|
|
|
bankPresent = new fl::InputVariable("Bank");
|
|
engine.addInputVariable(bankPresent);
|
|
{
|
|
fl::Rectangle * termFalse = new fl::Rectangle("FALSE", 0.0, 0.5f);
|
|
bankPresent->addTerm(termFalse);
|
|
fl::Rectangle * termTrue = new fl::Rectangle("TRUE", 0.5f, 1);
|
|
bankPresent->addTerm(termTrue);
|
|
bankPresent->setRange(0, 1);
|
|
}
|
|
|
|
threat = new fl::OutputVariable("Threat");
|
|
engine.addOutputVariable(threat);
|
|
threat->addTerm(new fl::Ramp("LOW", 1, MIN_AI_STRENGTH));
|
|
threat->addTerm(new fl::Triangle("MEDIUM", 0.8, 1.2));
|
|
threat->addTerm(new fl::Ramp("HIGH", 1, 1.5));
|
|
threat->setRange(MIN_AI_STRENGTH, 1.5);
|
|
|
|
addRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW");
|
|
addRule("if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW");
|
|
addRule("if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH");
|
|
addRule("if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW");
|
|
|
|
addRule("if OurWalkers is FEW and EnemyShooters is MANY then Threat is LOW");
|
|
addRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is HIGH");
|
|
//just to cover all cases
|
|
addRule("if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM");
|
|
addRule("if EnemySpeed is MEDIUM then Threat is MEDIUM");
|
|
addRule("if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM");
|
|
|
|
addRule("if Bank is TRUE and OurShooters is MANY then Threat is HIGH");
|
|
addRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW");
|
|
|
|
addRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is HIGH");
|
|
addRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM");
|
|
addRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW");
|
|
|
|
}
|
|
catch(fl::Exception & pe)
|
|
{
|
|
logAi->error("initTacticalAdvantage: %s", pe.getWhat());
|
|
}
|
|
configure();
|
|
}
|
|
|
|
float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy)
|
|
{
|
|
float output = 1;
|
|
/*try //TODO: rework this engine, it tends to produce nonsense output
|
|
{
|
|
armyStructure ourStructure = evaluateArmyStructure(we);
|
|
armyStructure enemyStructure = evaluateArmyStructure(enemy);
|
|
|
|
ourWalkers->setValue(ourStructure.walkers);
|
|
ourShooters->setValue(ourStructure.shooters);
|
|
ourFlyers->setValue(ourStructure.flyers);
|
|
ourSpeed->setValue(ourStructure.maxSpeed);
|
|
|
|
enemyWalkers->setValue(enemyStructure.walkers);
|
|
enemyShooters->setValue(enemyStructure.shooters);
|
|
enemyFlyers->setValue(enemyStructure.flyers);
|
|
enemySpeed->setValue(enemyStructure.maxSpeed);
|
|
|
|
const CGTownInstance * fort = dynamic_cast<const CGTownInstance *>(enemy);
|
|
if(fort)
|
|
castleWalls->setValue(fort->fortLevel());
|
|
else
|
|
castleWalls->setValue(0);
|
|
|
|
engine.process();
|
|
output = threat->getValue();
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("getTacticalAdvantage: %s ", fe.getWhat());
|
|
}
|
|
|
|
if(output < 0 || (output != output))
|
|
{
|
|
fl::InputVariable * tab[] = { bankPresent, castleWalls, ourWalkers, ourShooters, ourFlyers, ourSpeed, enemyWalkers, enemyShooters, enemyFlyers, enemySpeed };
|
|
std::string names[] = { "bankPresent", "castleWalls", "ourWalkers", "ourShooters", "ourFlyers", "ourSpeed", "enemyWalkers", "enemyShooters", "enemyFlyers", "enemySpeed" };
|
|
std::stringstream log("Warning! Fuzzy engine doesn't cover this set of parameters: ");
|
|
|
|
for(int i = 0; i < boost::size(tab); i++)
|
|
log << names[i] << ": " << tab[i]->getValue() << " ";
|
|
logAi->error(log.str());
|
|
assert(false);
|
|
}*/
|
|
|
|
return output;
|
|
}
|
|
|
|
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec)
|
|
|
|
HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
|
|
{
|
|
try
|
|
{
|
|
strengthRatio = new fl::InputVariable("strengthRatio"); //hero must be strong enough to defeat guards
|
|
heroStrength = new fl::InputVariable("heroStrength"); //we want to use weakest possible hero
|
|
turnDistance = new fl::InputVariable("turnDistance"); //we want to use hero who is near
|
|
missionImportance = new fl::InputVariable("lockedMissionImportance"); //we may want to preempt hero with low-priority mission
|
|
value = new fl::OutputVariable("Value");
|
|
value->setMinimum(0);
|
|
value->setMaximum(5);
|
|
|
|
std::vector<fl::InputVariable *> helper = { strengthRatio, heroStrength, turnDistance, missionImportance };
|
|
for(auto val : helper)
|
|
{
|
|
engine.addInputVariable(val);
|
|
}
|
|
engine.addOutputVariable(value);
|
|
|
|
strengthRatio->addTerm(new fl::Ramp("LOW", SAFE_ATTACK_CONSTANT, 0));
|
|
strengthRatio->addTerm(new fl::Ramp("HIGH", SAFE_ATTACK_CONSTANT, SAFE_ATTACK_CONSTANT * 3));
|
|
strengthRatio->setRange(0, SAFE_ATTACK_CONSTANT * 3);
|
|
|
|
//strength compared to our main hero
|
|
heroStrength->addTerm(new fl::Ramp("LOW", 0.5, 0));
|
|
heroStrength->addTerm(new fl::Triangle("MEDIUM", 0.2, 0.8));
|
|
heroStrength->addTerm(new fl::Ramp("HIGH", 0.5, 1));
|
|
heroStrength->setRange(0.0, 1.0);
|
|
|
|
turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
|
|
turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
|
|
turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 10));
|
|
turnDistance->setRange(0.0, 10.0);
|
|
|
|
missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
|
|
missionImportance->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
missionImportance->setRange(0.0, 5.0);
|
|
|
|
//an issue: in 99% cases this outputs center of mass (2.5) regardless of actual input :/
|
|
//should be same as "mission Importance" to keep consistency
|
|
value->addTerm(new fl::Ramp("LOW", 2.5, 0));
|
|
value->addTerm(new fl::Triangle("MEDIUM", 2, 3)); //can't be center of mass :/
|
|
value->addTerm(new fl::Ramp("HIGH", 2.5, 5));
|
|
value->setRange(0.0, 5.0);
|
|
|
|
//use unarmed scouts if possible
|
|
addRule("if strengthRatio is HIGH and heroStrength is LOW then Value is HIGH");
|
|
//we may want to use secondary hero(es) rather than main hero
|
|
addRule("if strengthRatio is HIGH and heroStrength is MEDIUM then Value is MEDIUM");
|
|
addRule("if strengthRatio is HIGH and heroStrength is HIGH then Value is LOW");
|
|
//don't assign targets to heroes who are too weak, but prefer targets of our main hero (in case we need to gather army)
|
|
addRule("if strengthRatio is LOW and heroStrength is LOW then Value is LOW");
|
|
//attempt to arm secondary heroes is not stupid
|
|
addRule("if strengthRatio is LOW and heroStrength is MEDIUM then Value is HIGH");
|
|
addRule("if strengthRatio is LOW and heroStrength is HIGH then Value is LOW");
|
|
|
|
//do not cancel important goals
|
|
addRule("if lockedMissionImportance is HIGH then Value is LOW");
|
|
addRule("if lockedMissionImportance is MEDIUM then Value is MEDIUM");
|
|
addRule("if lockedMissionImportance is LOW then Value is HIGH");
|
|
//pick nearby objects if it's easy, avoid long walks
|
|
addRule("if turnDistance is SHORT then Value is HIGH");
|
|
addRule("if turnDistance is MEDIUM then Value is MEDIUM");
|
|
addRule("if turnDistance is LONG then Value is LOW");
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("HeroMovementGoalEngineBase: %s", fe.getWhat());
|
|
}
|
|
}
|
|
|
|
void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
|
|
{
|
|
float turns = calculateTurnDistanceInputValue(goal);
|
|
float missionImportanceData = 0;
|
|
|
|
if(vstd::contains(ai->lockedHeroes, goal.hero))
|
|
{
|
|
missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
|
|
}
|
|
else if(goal.parent)
|
|
{
|
|
missionImportanceData = goal.parent->priority;
|
|
}
|
|
|
|
float strengthRatioData = 10.0f; //we are much stronger than enemy
|
|
ui64 danger = fh->evaluateDanger(goal.tile, goal.hero.h);
|
|
if(danger)
|
|
strengthRatioData = static_cast<float>((fl::scalar)goal.hero.h->getTotalStrength() / danger);
|
|
|
|
try
|
|
{
|
|
strengthRatio->setValue(strengthRatioData);
|
|
heroStrength->setValue((fl::scalar)goal.hero->getTotalStrength() / ai->primaryHero()->getTotalStrength());
|
|
turnDistance->setValue(turns);
|
|
missionImportance->setValue(missionImportanceData);
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("HeroMovementGoalEngineBase::setSharedFuzzyVariables: %s", fe.getWhat());
|
|
}
|
|
}
|
|
|
|
VisitObjEngine::VisitObjEngine()
|
|
{
|
|
try
|
|
{
|
|
objectValue = new fl::InputVariable("objectValue"); //value of that object type known by AI
|
|
|
|
engine.addInputVariable(objectValue);
|
|
|
|
//objectValue ranges are based on checking RMG priorities of some objects and checking LOW/MID/HIGH proportions for various values in QtFuzzyLite
|
|
objectValue->addTerm(new fl::Ramp("LOW", 3500.0, 0.0));
|
|
objectValue->addTerm(new fl::Triangle("MEDIUM", 0.0, 8500.0));
|
|
std::vector<fl::Discrete::Pair> multiRamp = { fl::Discrete::Pair(5000.0, 0.0), fl::Discrete::Pair(10000.0, 0.75), fl::Discrete::Pair(20000.0, 1.0) };
|
|
objectValue->addTerm(new fl::Discrete("HIGH", multiRamp));
|
|
objectValue->setRange(0.0, 20000.0); //relic artifact value is border value by design, even better things are scaled down.
|
|
|
|
addRule("if objectValue is HIGH then Value is HIGH");
|
|
addRule("if objectValue is MEDIUM then Value is MEDIUM");
|
|
addRule("if objectValue is LOW then Value is LOW");
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("FindWanderTarget: %s", fe.getWhat());
|
|
}
|
|
configure();
|
|
}
|
|
|
|
float VisitObjEngine::evaluate(Goals::VisitObj & goal)
|
|
{
|
|
if(!goal.hero)
|
|
return 0;
|
|
|
|
auto obj = ai->myCb->getObj(ObjectInstanceID(goal.objid));
|
|
if(!obj)
|
|
{
|
|
logAi->error("Goals::VisitObj objid " + std::to_string(goal.objid) + " no longer visible, probably goal used for something it's not intended");
|
|
return -100; // FIXME: Added check when goal was used for hero instead of VisitHero, but crashes are bad anyway
|
|
}
|
|
|
|
std::optional<int> objValueKnownByAI = MapObjectsEvaluator::getInstance().getObjectValue(obj);
|
|
int objValue = 0;
|
|
|
|
if(objValueKnownByAI != std::nullopt) //consider adding value manipulation based on object instances on map
|
|
{
|
|
objValue = std::min(std::max(objValueKnownByAI.value(), 0), 20000);
|
|
}
|
|
else
|
|
{
|
|
MapObjectsEvaluator::getInstance().addObjectData(obj->ID, obj->subID, 0);
|
|
logGlobal->error("AI met object type it doesn't know - ID: %d, subID: %d - adding to database with value %d ", obj->ID, obj->subID, objValue);
|
|
}
|
|
|
|
setSharedFuzzyVariables(goal);
|
|
|
|
float output = -1.0f;
|
|
try
|
|
{
|
|
objectValue->setValue(objValue);
|
|
engine.process();
|
|
output = static_cast<float>(value->getValue());
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("evaluate getWanderTargetObjectValue: %s", fe.getWhat());
|
|
}
|
|
assert(output >= 0.0f);
|
|
return output;
|
|
}
|
|
|
|
VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that are not shared with HeroMovementGoalEngineBase
|
|
{
|
|
configure();
|
|
}
|
|
|
|
float VisitTileEngine::evaluate(Goals::VisitTile & goal)
|
|
{
|
|
//we assume that hero is already set and we want to choose most suitable one for the mission
|
|
if(!goal.hero)
|
|
return 0;
|
|
|
|
//assert(cb->isInTheMap(g.tile));
|
|
|
|
setSharedFuzzyVariables(goal);
|
|
|
|
try
|
|
{
|
|
engine.process();
|
|
|
|
goal.priority = static_cast<float>(value->getValue());
|
|
}
|
|
catch(fl::Exception & fe)
|
|
{
|
|
logAi->error("evaluate VisitTile: %s", fe.getWhat());
|
|
}
|
|
assert(goal.priority >= 0);
|
|
return goal.priority;
|
|
}
|