Beispiel #1
0
    /// <summary>
    /// Defines the decision-making logic of the agent. Given the information
    /// about the agent, returns a vector of actions.
    /// </summary>
    /// <returns>Vector action vector.</returns>
    /// <param name="vectorObs">The vector observations of the agent.</param>
    /// <param name="visualObs">The cameras the agent uses for visual observations.</param>
    /// <param name="reward">The reward the agent received at the previous step.</param>
    /// <param name="done">Whether or not the agent is done.</param>
    /// <param name="memory">
    /// The memories stored from the previous step with
    /// <see cref="MakeMemory(List{float}, List{Texture2D}, float, bool, List{float})"/>
    /// </param>
    public override float[] Decide(List <float> vectorObs, List <Texture2D> visualObs, float reward, bool done, List <float> memory)
    {
        if (chessGame == null)
        {
            chessGame = FindObjectOfType <ChessGame> ();
        }
        if (academy == null)
        {
            academy = FindObjectOfType <ChessAcademy> ();
        }
        else
        {
            if (academy.resetParameters.ContainsKey("ai-depth"))
            {
                depth = Mathf.FloorToInt(academy.resetParameters["ai-depth"]);
            }
        }
        currentTeam = chessGame.GetChess().currentTeam;

        Move bestmove = ChessAI.GetBestMove(ObservationToChess(vectorObs), depth);

        float[] act = new float[brainParameters.vectorActionSize.Length];
        act[0] = MoveToIndex(bestmove);
        chessGame.GetChess().currentTeam = currentTeam;

        return(act);
    }
Beispiel #2
0
 private void AIMove(Team team)
 {
     if (chessGame.GetChess().currentTeam == team)
     {
         Move move = ChessAI.GetBestMove(chessGame.GetChess(), depth);
         chessGame.GetChess().currentTeam = team;
         chessGame.MakeMove(move);
     }
 }