public void Awake()
    {
        brain = new iThinkBrain();

        // Sensing GameObjects
        List<String> tags = new List<String>();
        tags.Add( "block" );
        brain.sensorySystem.OmniscientUpdate( this.gameObject, tags );

        // Building knowledge
        initKnowledge();
        brain.curState = brain.startState;

        // Generate actions from knowledge
        brain.ActionManager = new iThinkActionManager();
        brain.ActionManager.initActionList( this.gameObject, schemaList, brain.getKnownObjects(), brain.getKnownFacts() );

        // Init search        
        renderCurrentState();
        brain.planner.forwardSearch( brain.startState, brain.goalState, brain.ActionManager );
    }
Ejemplo n.º 2
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    //initialize brain, state and goal
    public void brainInit()
    {
        brain = new iThinkBrain();
        //find all game objects by tags
        tags = new List <string>();
        tags.Add("forest");
        tags.Add("mine");
        tags.Add("factory");
        //tags.Add("warehouse");
        //tags.Add("windmill");
        tags.Add("lumberjack");
        tags.Add("magicTower");
        tags.Add("object");
        tags.Add("animal");
        tags.Add("resource");
        tags.Add("weapon");
        tags.Add("tool");
        tags.Add("laboratory");
        tags.Add("armory");
        tags.Add("market");
        tags.Add("lake");
        tags.Add("fishingPole");
        //tags.Add("townhall");
        tags.Add("temple");
        tags.Add("barracks");
        tags.Add("district");
        tags.Add("repository");
        //tags.Add("slaughterhouse");

        brain.sensorySystem.OmniscientUpdate(this.gameObject, tags);
        brain.startState = new iThinkState("Initial", new List <iThinkFact>());
        brain.goalState  = new iThinkState("Goal", new List <iThinkFact>());
        initKnowledge();
        initGoal();
        brain.curState      = new iThinkState(brain.startState);
        brain.ActionManager = new iThinkActionManager();
        brain.ActionManager.initActionList(this.gameObject, actionSchemas, brain.getKnownObjects(), brain.getKnownFacts());
    }
Ejemplo n.º 3
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 //update action manager, when new objects enter the domain or other ones are removed from it
 public void updateActionManagers()
 {
     brain.ActionManager = new iThinkActionManager();
     brain.ActionManager.initActionList(this.gameObject, actionSchemas, brain.getKnownObjects(), brain.getKnownFacts());
     //printActions();
 }
Ejemplo n.º 4
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    //initialize brain, state and goal
    public void brainInit()
    {
        brain = new iThinkBrain();
        //find all game objects by tags
        tags = new List<string>();
        tags.Add("forest");
        tags.Add("mine");
        tags.Add("factory");
        //tags.Add("warehouse");
        //tags.Add("windmill");
        tags.Add("lumberjack");
        tags.Add("magicTower");
        tags.Add("object");
        tags.Add("animal");
        tags.Add("resource");
        tags.Add("weapon");
        tags.Add("tool");
        tags.Add("laboratory");
        tags.Add("armory");
        tags.Add("market");
        tags.Add("lake");
        tags.Add("fishingPole");
        //tags.Add("townhall");
        tags.Add("temple");
        tags.Add("barracks");
        tags.Add("district");
        tags.Add("repository");
        //tags.Add("slaughterhouse");

        brain.sensorySystem.OmniscientUpdate( this.gameObject, tags );
        brain.startState = new iThinkState("Initial", new List<iThinkFact>());
        brain.goalState = new iThinkState("Goal", new List<iThinkFact>());
        initKnowledge();
        initGoal();
        brain.curState = new iThinkState(brain.startState);
        brain.ActionManager = new iThinkActionManager();
        brain.ActionManager.initActionList( this.gameObject, actionSchemas, brain.getKnownObjects(), brain.getKnownFacts() );
    }
Ejemplo n.º 5
0
    public void Awake()
    {
        brain = new iThinkBrain();

        // Sensing GameObjects
        List <String> tags = new List <String>();

        tags.Add("block");
        brain.sensorySystem.OmniscientUpdate(this.gameObject, tags);

        // Building knowledge
        initKnowledge();
        brain.curState = brain.startState;

        // Generate actions from knowledge
        brain.ActionManager = new iThinkActionManager();
        brain.ActionManager.initActionList(this.gameObject, schemaList, brain.getKnownObjects(), brain.getKnownFacts());

        // Init search
        renderCurrentState();
        brain.planner.forwardSearch(brain.startState, brain.goalState, brain.ActionManager);
    }