Beispiel #1
0
        // 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);
        }
Beispiel #2
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);
        }