Beispiel #1
0
    void OnEnable()
    {
        existingCollections = NeatController.GetExistingCollections();
        existingTrees       = TreeInputAgent.GetExistingTrees();

        // No collections on disc so cannot load
        if (existingCollections.Length == 0)
        {
            populationName.gameObject.SetActive(false);


            treeCount.SetRange(0, MaxCharacterCount);
            treeCount.Value        = treeCount.Max;
            treeCount.Interactable = false;

            neuralCount.SetRange(0, MaxCharacterCount);
            neuralCount.Value        = 0;
            neuralCount.Interactable = false;

            existingCollections = new string[] { "AiArena" };
        }
        else
        {
            populationName.gameObject.SetActive(true);
            treeCount.Interactable   = true;
            neuralCount.Interactable = true;

            // Update displayed options
            populationName.ClearOptions();

            List <Dropdown.OptionData> options = new List <Dropdown.OptionData>();
            foreach (string collection in existingCollections)
            {
                options.Add(new Dropdown.OptionData(collection));
            }
            populationName.AddOptions(options);
        }


        if (existingTrees.Length == 0)
        {
            existingTrees = new string[] { "Null" };
        }

        // Update displayed options
        treeName.ClearOptions();

        List <Dropdown.OptionData> treeOptions = new List <Dropdown.OptionData>();

        foreach (string collection in existingTrees)
        {
            treeOptions.Add(new Dropdown.OptionData(collection));
        }
        treeName.AddOptions(treeOptions);


        populationName.value = 0;
        treeName.value       = 0;
    }
Beispiel #2
0
    /// <summary>
    /// Select the fitest network to view
    /// </summary>
    public void SelectNewTarget()
    {
        Character[] characters = GameMode.main.characters;
        viewTarget = null;

        if (GameMode.main.aliveCount == 0 || characters == null)
        {
            return;
        }

        for (int i = 0; i < characters.Length; ++i)
        {
            // Always select the player to view
            if (characters[i].IsPlayer && characters[i].isAlive)
            {
                viewTarget = characters[i];
                break;
            }

            // Select character with highest score
            if (characters[i].isAlive && (viewTarget == null || characters[i].TotalScore > viewTarget.TotalScore))
            {
                viewTarget = characters[i];
            }
        }


        // Pre-emptively disable eveything
        networkPreview.gameObject.SetActive(false);
        playerPreview.gameObject.SetActive(false);
        treePreview.gameObject.SetActive(false);

        // Update UI
        if (viewTarget == null)
        {
            return;
        }
        PlayerInput      playerInput = viewTarget.GetComponent <PlayerInput>();
        NeuralInputAgent neuralInput = viewTarget.GetComponent <NeuralInputAgent>();
        TreeInputAgent   treeInput   = viewTarget.GetComponent <TreeInputAgent>();


        if (playerInput != null)
        {
            playerPreview.gameObject.SetActive(true);
            playerPreview.SetVisualisation(playerInput);
        }
        if (neuralInput != null)
        {
            networkPreview.gameObject.SetActive(true);
            networkPreview.SetVisualisation(neuralInput);
        }
        if (treeInput != null)
        {
            treePreview.gameObject.SetActive(true);
            treePreview.SetVisualisation(treeInput);
        }
    }
Beispiel #3
0
    /// <summary>
    /// Create objects for all the characters
    /// </summary>
    private void SpawnCharacters()
    {
        // Cleanup old characters
        if (characters != null)
        {
            foreach (Character character in characters)
            {
                if (character != null)
                {
                    Destroy(character.gameObject);
                }
            }
        }


        // Spawn new collections
        Debug.Log("Spawning " + characterCount + " characters");
        characters = new Character[characterCount];

        for (int i = 0; i < characterCount; ++i)
        {
            characters[i] = Instantiate(defaultCharacter);
        }


        // Add player
        if (playerExists)
        {
            characters[0].gameObject.AddComponent <PlayerInput>();
        }


        // Add agents
        int totalAgents = playerExists ? characterCount - 1 : characterCount;

        NeuralInputAgent[] neuralAgents = new NeuralInputAgent[neuralAgentCount];

        for (int i = 0; i < totalAgents; ++i)
        {
            int index = playerExists ? i + 1 : i;
            if (i < neuralAgentCount)
            {
                NeuralInputAgent agent = characters[index].gameObject.AddComponent <NeuralInputAgent>();
                neuralAgents[i] = agent;
            }
            else
            {
                TreeInputAgent agent = characters[index].gameObject.AddComponent <TreeInputAgent>();
                agent.LoadTree(desiredTreeAiName);
            }
        }

        PlaceCharactersInRing();                            // Place characters
        NeuralController.main.AttachNetworks(neuralAgents); // Attach networks to nn agents
    }
Beispiel #4
0
    /// <summary>
    /// Update this visualisation
    /// </summary>
    /// <param name="input">The player to view</param>
    public void SetVisualisation(TreeInputAgent input)
    {
        currentTarget = input;

        // Clear columns
        foreach (KeyValueText kv in leftColumn)
        {
            Destroy(kv.gameObject);
        }
        foreach (KeyValueText kv in rightColumn)
        {
            Destroy(kv.gameObject);
        }

        leftColumn.Clear();
        rightColumn.Clear();

        // Create new columns
        if (currentTarget != null)
        {
            // Left column is agent vars
            int i = 0;
            foreach (var pair in currentTarget.tree.agentProfile.variables)
            {
                KeyValueText  kv    = Instantiate(leftColumnDefault, leftColumnDefault.transform.parent);
                RectTransform trans = kv.GetComponent <RectTransform>();

                trans.position = trans.position + new Vector3(0, -trans.rect.height * i * 1.25f, 0);

                kv.Key   = pair.Key;
                kv.Value = "" + pair.Value;
                kv.gameObject.SetActive(true);
                leftColumn.Add(kv);
                ++i;
            }

            // Right column is global vars
            i = 0;
            foreach (var pair in currentTarget.tree.globalVars.variables)
            {
                KeyValueText  kv    = Instantiate(rightColumnDefault, rightColumnDefault.transform.parent);
                RectTransform trans = kv.GetComponent <RectTransform>();

                trans.position = trans.position + new Vector3(0, -trans.rect.height * i * 1.25f, 0);

                kv.Key   = pair.Key;
                kv.Value = "" + pair.Value;
                kv.gameObject.SetActive(true);
                rightColumn.Add(kv);
                ++i;
            }
        }
    }