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/*
* 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 "../AIGateway.h"
namespace NKAI
{
constexpr float MIN_AI_STRENGTH = 0.5f; //lower when combat AI gets smarter
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;
}
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;
}
}
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