Ejemplo n.º 1
0
    protected override IEnumerator PickAMove()
    {
        // Wait until the perceptor has finished working
        yield return(new WaitUntil(() => MyPerceptor.READY));

        // Get available moves
        List <MoveData> availableMoves = myHand.GetLegalMoves(Game, this);

        availableMoves.AddRange(justDrawn.GetLegalMoves(Game, this));
        // Calculate utilities of every move
        MoveData.DualUtility[] moveUtility    = new MoveData.DualUtility[availableMoves.Count];
        MoveData.DualUtility   highestUtility = MoveData.DualUtility.MinValue;
        for (int i = 0; i < availableMoves.Count; i++)
        {
            moveUtility[i] = GetMoveUtility(availableMoves[i]);
            if (moveUtility[i].CompareTo(highestUtility) > 0)
            {
                highestUtility = moveUtility[i];
            }
        }
        // Calculate cutoff for random selection
        float cutoff = Mathf.Max(0, RELATIVE_CUTOFF_POINT * highestUtility.Utility);

        // Return a weighted random of the resulting moves
        myNextMove = availableMoves[AIUtil.GetWeightedRandom(moveUtility, highestUtility.Rank, cutoff)];
    }