Beispiel #1
0
        public TankAction GetBestAction(Grid grid, SignalWeights weights)
        {
            long turnStartTime = Stopwatch.GetTimestamp();

            bool successfulActionFound = false;
            int depth = 1;
            List<Beam> beams = new List<Beam>();
            {
                foreach (var operation in operations)
                //TankOperation operation = operations[1];
                {
                    Beam beam = new Beam(operation, grid, weights);
                    beams.Add(beam);

                    successfulActionFound = (successfulActionFound || beam.WasSuccessful());
                }
            }

            int beamCompletedCount = 0;
            while (!successfulActionFound && (beamCompletedCount < beams.Count) && !IsTimeout(turnTimeout, turnStartTime))
            {
                depth++;
                Parallel.ForEach(beams, (beam) =>
                {
                    if (beam.StillSearching())
                    {
                        foreach (EvalState state in beam.Iterate())
                        {
                            state.Grid.Health--;
                            foreach (TankOperation operation in operations)
                            {
                                EvalState opState = operation.GetScore(state, weights);
                                beam.Add(opState);
                            }
                        }

                        beam.Evaluate();

                        beamCompletedCount += (beam.StillSearching() ? 0 : 1);

                        successfulActionFound = (successfulActionFound || beam.WasSuccessful());
                    }
                });
            }

            EvalState bestState = new EvalState(TankAction.Noop, grid);
            foreach (var beam in beams)
            {
                EvalState operationBest = beam.GetBest();
                gameOutput.WriteLine("   Beam {0} ({3} pts) - depth: {1}, candidates: {2} - {4}", beam.StartAction, depth, beam.CandidateCount, operationBest.Score, operationBest);
                if (bestState.Score < operationBest.Score)
                {
                    bestState = operationBest;
                }
            }

            gameOutput.WriteLine("TURN {0} - Best: ({1}) {2}", numberOfTurns, bestState.Score, bestState);

            return bestState.GetRootAction();
        }
Beispiel #2
0
        public TankAction GetBestAction(Grid grid, SignalWeights weights)
        {
            long turnStartTime = Stopwatch.GetTimestamp();

            bool        successfulActionFound = false;
            int         depth = 1;
            List <Beam> beams = new List <Beam>();
            {
                foreach (var operation in operations)
                //TankOperation operation = operations[1];
                {
                    Beam beam = new Beam(operation, grid, weights);
                    beams.Add(beam);

                    successfulActionFound = (successfulActionFound || beam.WasSuccessful());
                }
            }

            int beamCompletedCount = 0;

            while (!successfulActionFound && (beamCompletedCount < beams.Count) && !IsTimeout(turnTimeout, turnStartTime))
            {
                depth++;
                Parallel.ForEach(beams, (beam) =>
                {
                    if (beam.StillSearching())
                    {
                        foreach (EvalState state in beam.Iterate())
                        {
                            state.Grid.Health--;
                            foreach (TankOperation operation in operations)
                            {
                                EvalState opState = operation.GetScore(state, weights);
                                beam.Add(opState);
                            }
                        }

                        beam.Evaluate();

                        beamCompletedCount += (beam.StillSearching() ? 0 : 1);

                        successfulActionFound = (successfulActionFound || beam.WasSuccessful());
                    }
                });
            }

            EvalState bestState = new EvalState(TankAction.Noop, grid);

            foreach (var beam in beams)
            {
                EvalState operationBest = beam.GetBest();
                gameOutput.WriteLine("   Beam {0} ({3} pts) - depth: {1}, candidates: {2} - {4}", beam.StartAction, depth, beam.CandidateCount, operationBest.Score, operationBest);
                if (bestState.Score < operationBest.Score)
                {
                    bestState = operationBest;
                }
            }


            gameOutput.WriteLine("TURN {0} - Best: ({1}) {2}", numberOfTurns, bestState.Score, bestState);

            return(bestState.GetRootAction());
        }