Ejemplo n.º 1
0
        public Plan FormulatePlan(
            IKnowledgeProvider knowledgeProvider,
            IEnumerable <PlanningAction> availableActions,
            Goal goal
            )
        {
            // TODO: Ideally, world state should be populated lazily, not in advance, like here.
            // Some symbols may not be needed at all to build a plan!
            // (also see comments on IPrecondition and IEffect RelevantActions property)
            var initialWorldState = new RelevantSymbolsPopulator(availableActions, goal)
                                    .PopulateWorldState(knowledgeProvider);

            // TODO: After lazy population is implemented, the following part of the method is the only thing
            // that must remain.
            try
            {
                var path = this.pathfinder.FindPath(
                    ForwardNode.MakeRegularNode(initialWorldState, new ForwardNodeExpander(availableActions)),
                    ForwardNode.MakeGoalNode(goal)
                    );

                // FIXME: Downcasting to ForwardEdge - may be fixed by adding another generic parameter to IPathfinder.
                return(new Plan(from edge in path.Edges select((ForwardEdge)edge).Action, goal));
            }
            catch (PathNotFoundException e)
            {
                throw new PlanNotFoundException(this, maxPlanLength, goal, e);
            }
        }
Ejemplo n.º 2
0
        public Plan FormulatePlan(
            IKnowledgeProvider knowledgeProvider,
            HashSet <PlanningAction> availableActions,
            Goal goal
            )
        {
            var timer      = new StopwatchExecutionTimer();
            var allActions = new HashSet <PlanningAction>();

            allActions.UnionWith(availableActions);
            allActions.UnionWith(experienceActions.Where(experienceAction =>
                                                         availableActions.IsSupersetOf(experienceAction.Actions)));

            var initialWorldState = new RelevantSymbolsPopulator(allActions, goal)
                                    .PopulateWorldState(knowledgeProvider);

            try
            {
                var path = pathfinder.FindPath(
                    ForwardNode.MakeRegularNode(initialWorldState, new ForwardNodeExpander(allActions)),
                    ForwardNode.MakeGoalNode(goal)
                    );

                if (learning)
                {
                    var beforeLearning = timer.ElapsedSeconds;
                    Learn(path);
                    UnityEngine.Debug.Log(
                        $"Learning time: {timer.ElapsedSeconds-beforeLearning}");
                }

                return(new Plan(from edge in path.Edges select((ForwardEdge)edge).Action, goal));
            }
            catch (PathNotFoundException e)
            {
                throw new PlanNotFoundException(this, maxPlanLength, goal, e);
            }
        }