Example #1
0
 public void CleanUp()
 {
     thisPercept = Percepts.None;
     //sgeTemp.Clear();
     stTemp.Clear();
     //htTemp.Clear();
     ntTemp.Clear();
     ocTemp.Clear();
 }
Example #2
0
        public void Execute()
        {
            while (isAlive == LiveStatus.IsAlive && puzzle != null && IsPuzzleSolved() == false)
            {
                thisPercept = GetPerceptForRound();
                switch (thisPercept)
                {
                case Percepts.None:
                    Console.WriteLine("No strategy can be executed this round.");
                    Debug.WriteLine("No strategy can be exceuted this round.");
                    break;

                case Percepts.AreOnlyChoice:
                    onlyChoiceStrategy.AlgorithmInterface(ocTemp);
                    Console.WriteLine("Only Choice Strategy executed this round");
                    Debug.WriteLine("Only Choice Strategy executed this round.");
                    break;

                case Percepts.AreSinglePossibilities:
                    singlePossibilityStrategy.AlgorithmInterface(stTemp);
                    break;

                case Percepts.SubgroupExclusion:
                    subgroupExclusionStrategy.AlgorithmInterface(sgeTemp);
                    Console.WriteLine("Subgroup Exclusion executed this round");
                    Debug.WriteLine("Subgroup Exclusion executed this round.");
                    break;

                case Percepts.FindingNakedTwin:
                    nakedTwinExclusionStrategy.AlgorithmInterface(ntTemp);     //stuck on infinite loop here. THe issue appears to be that a list of twins are returned BUT none of the twin's neighbors have twin values as possibilities
                    Console.WriteLine("Naked Twin Strategy executed this round");
                    Debug.WriteLine("Naked Twin Strategy executed this round.");
                    break;

                //case Percepts.FindingHiddenTwin:
                //    hiddenTwinExclusionStrategy.AlgorithmInterface(htTemp);
                //    Console.WriteLine("Hidden Twin Strategy executed this round");
                //    Debug.WriteLine("Hidden Twin Strategy executed this round.");
                //    break;
                default:
                    break;
                }
                if (IsPuzzleSolved())   //execute this if statement at the end of the while loop
                {
                    isAlive = LiveStatus.IsDead;
                    //Draw Board?
                    Console.WriteLine("The puzzle is solved.");
                    CleanUp();
                }
            }
        }
Example #3
0
        public void PerceiveCurrentPosition(Percepts percepts)
        {
            PerceptedPlaces[CurrentPosition]   = percepts;
            KnowledgeOfPlaces[CurrentPosition] = new Knowledge();

            if (percepts.Glitter)
            {
                FoundGold = true;
            }

            var newPlacesToGo = PossibleMoves().Where(pos => !PerceptedPlaces.ContainsKey(pos));

            foreach (var position in newPlacesToGo)
            {
                var hasKnowledge = KnowledgeOfPlaces.ContainsKey(position);

                if (hasKnowledge)
                {
                    var knowledge = KnowledgeOfPlaces[position];
                    if (!percepts.Stench && knowledge.MightHaveWumpus)
                    {
                        knowledge.MightHaveWumpus = false;
                    }

                    if (!percepts.Breeze && knowledge.MightHavePit)
                    {
                        knowledge.MightHavePit = false;
                    }
                }
                else
                {
                    KnowledgeOfPlaces[position] = new Knowledge
                    {
                        MightHaveWumpus = percepts.Stench,
                        MightHavePit    = percepts.Breeze
                    };
                }
            }
        }
        /// <summary>
        /// the function called when a perception event is received
        /// </summary>
        void Perceived(Hashtable param)
        {
            if (!param.ContainsKey("OBJECT"))
            {
                return;
            }

            GameObject perceivedObject = (GameObject)(param ["OBJECT"]);
            Percept    percept;

            if (Percepts.TryGetValue(perceivedObject.GetInstanceID(), out percept))
            {
                Percepts [perceivedObject.GetInstanceID()].Entity = perceivedObject;
            }
            else
            {
                IPerceivable perceivable = perceivedObject.GetComponent <IPerceivable> ();
                if (perceivable != null)
                {
                    Percepts.Add(perceivedObject.GetInstanceID(), new Percept(perceivedObject, 0));
                }
            }
        }
        void Update()
        {
            // cleanup missing entity due to being destroyed
            var  perceptKeys = Percepts.Keys.ToArray();
            bool alerted     = false;

            for (int i = 0; i < perceptKeys.Length; i++)
            {
                GameObject entity = Percepts [perceptKeys [i]].Entity;
                if (entity == null)
                {
                    Percepts.Remove(perceptKeys [i]);
                }
                else
                {
                    // keeps track whether this perception component should be alerted or not
                    if ((Vector3.Distance(entity.transform.position, this.transform.position) <= Range) &&
                        ((entity.GetComponent <IPerceivable> ().Tag & AlertMask) != 0))
                    {
                        alerted = true;
                    }
                }
            }

            //invoke alert and unalerted accordingly
            if (alerted && (OnAlerted != null) && !Alerted)
            {
                Alerted = alerted;
                OnAlerted.Invoke();
            }
            else if (!alerted && (OnUnalerted != null) && Alerted)
            {
                Alerted = alerted;
                OnUnalerted.Invoke();
            }
        }