// ok, if we are using a fixed rule for imitative learning that should only be valid when it is needed, // the we don't really need to calculate a value for its support, we can just return 1 // ... maybe? public double ReturnFixedSupport(ActivationCollection currentInput, Clarion.Framework.Core.Rule r) { if (PlayerChoice != null && r.OutputChunk == PlayerChoice) { return(1); } return(0); }
// create simple rules to guide initial behavior // based on item recommendations from the in-game store GUI, // guidelines from strategy guides, etc. // Independent Rule Learning (IRL) rules are not fixed, // and may be refined by the agent's learning mechanisms /* private void AddRules() { * // set up a refinable action rule for each recommended item * IRLRule itemRule = null; * * foreach (ItemId item in MyHero.RecommendedItemTable[(int)ItemRecommendations.Starting]) { * itemRule = AgentInitializer.InitializeActionRule(MyAgent, IRLRule.Factory, PurchaseActions[(int)item], RecommendedItemPurchaseSupportDelegate); * * MyAgent.Commit(itemRule); * } * } */ // calculate the support for a recommended item purchase action public double ComputeRecommendedItemPurchaseSupport(ActivationCollection currentInput, Clarion.Framework.Core.Rule r) { return(1); }