Example #1
0
        public GammonInterface( bool nackgammon, bool maxFivePiecesOnPoint )
        {
            m_Board = new BgBoard( nackgammon );
            m_BgDiceCup = new BgDiceCup();
            m_Moves = new int[4];
            m_Cube = new Cube();
            m_UndoStack = new UndoStack();
            m_History = new GameHistory();

            NewGame( nackgammon, maxFivePiecesOnPoint );
        }
Example #2
0
        public GammonInterface(bool nackgammon, bool maxFivePiecesOnPoint)
        {
            m_Board     = new BgBoard(nackgammon);
            m_BgDiceCup = new BgDiceCup();
            m_Moves     = new int[4];
            m_Cube      = new Cube();
            m_UndoStack = new UndoStack();
            m_History   = new GameHistory();

            NewGame(nackgammon, maxFivePiecesOnPoint);
        }
Example #3
0
        public override void Learn( GameHistory history )
        {
            m_Trained = true;

            BoardRepresentation[] looserBoards = new BoardRepresentation[history.Count() / 2];
            int looserIdx = looserBoards.Length;
            for ( int i = history.Count()-2; i >= 0; i -= 2 )
                looserBoards[--looserIdx] = history.Peek( i );

            BoardRepresentation[] winnerBoards = new BoardRepresentation[history.Count() - looserBoards.Length];
            int winnerIdx = winnerBoards.Length;
            for ( int i = history.Count()-1; i >= 0; i -= 2 )
                winnerBoards[--winnerIdx] = history.Peek( i );

            m_FuncCallibrator.Callibrate( winnerBoards, looserBoards );
        }
Example #4
0
        public override void Learn( GameHistory history )
        {
            BoardRepresentation[] looserBoards = new BoardRepresentation[history.Count() / 2];
            int looserIdx = looserBoards.Length;
            for ( int i = history.Count()-2; i >= 0; i -= 2 )
                looserBoards[--looserIdx] = history.Peek( i );

            BoardRepresentation[] winnerBoards = new BoardRepresentation[history.Count() - looserBoards.Length];
            int winnerIdx = winnerBoards.Length;
            for ( int i = history.Count()-1; i >= 0; i -= 2 )
                winnerBoards[--winnerIdx] = history.Peek( i );

            int wIdx = winnerBoards.Length - 1;
            int lIdx = looserBoards.Length - 1;

            float[] wTarget = Grade( winnerBoards[wIdx] );;
            float[] lTarget = Grade( looserBoards[lIdx] );
            if ( history.WinType == 1 )
            {
                wTarget[0] = wTarget[0] + ( 0.1f * ( 1.0f - wTarget[0] ) );
                wTarget[1] = wTarget[1] + ( 0.1f * ( 0.0f - wTarget[1] ) );
                wTarget[2] = wTarget[2] + ( 0.1f * ( 0.0f - wTarget[2] ) );
                wTarget[3] = wTarget[3] + ( 0.1f * ( 0.0f - wTarget[3] ) );
                wTarget[4] = wTarget[4] + ( 0.1f * ( 0.0f - wTarget[4] ) );

                lTarget[0] = lTarget[0] + ( 0.1f * ( 0.0f - lTarget[0] ) );
                lTarget[1] = lTarget[1] + ( 0.1f * ( 0.0f - lTarget[1] ) );
                lTarget[2] = lTarget[2] + ( 0.1f * ( 0.0f - lTarget[2] ) );
                lTarget[3] = lTarget[3] + ( 0.1f * ( 0.0f - lTarget[3] ) );
                lTarget[4] = lTarget[4] + ( 0.1f * ( 0.0f - lTarget[4] ) );
            }
            else if ( history.WinType == 2 )
            {
                wTarget[0] = wTarget[0] + ( 0.1f * ( 0.0f - wTarget[0] ) );
                wTarget[1] = wTarget[1] + ( 0.1f * ( 1.0f - wTarget[1] ) );
                wTarget[2] = wTarget[2] + ( 0.1f * ( 0.0f - wTarget[2] ) );
                wTarget[3] = wTarget[3] + ( 0.1f * ( 0.0f - wTarget[3] ) );
                wTarget[4] = wTarget[4] + ( 0.1f * ( 0.0f - wTarget[4] ) );

                lTarget[0] = lTarget[0] + ( 0.1f * ( 0.0f - lTarget[0] ) );
                lTarget[1] = lTarget[1] + ( 0.1f * ( 0.0f - lTarget[1] ) );
                lTarget[2] = lTarget[2] + ( 0.1f * ( 0.0f - lTarget[2] ) );
                lTarget[3] = lTarget[3] + ( 0.1f * ( 1.0f - lTarget[3] ) );
                lTarget[4] = lTarget[4] + ( 0.1f * ( 0.0f - lTarget[4] ) );
            }
            else if ( history.WinType == 3 )
            {
                wTarget[0] = wTarget[0] + ( 0.1f * ( 0.0f - wTarget[0] ) );
                wTarget[1] = wTarget[1] + ( 0.1f * ( 0.0f - wTarget[1] ) );
                wTarget[2] = wTarget[2] + ( 0.1f * ( 1.0f - wTarget[2] ) );
                wTarget[3] = wTarget[3] + ( 0.1f * ( 0.0f - wTarget[3] ) );
                wTarget[4] = wTarget[4] + ( 0.1f * ( 0.0f - wTarget[4] ) );

                lTarget[0] = lTarget[0] + ( 0.1f * ( 0.0f - lTarget[0] ) );
                lTarget[1] = lTarget[1] + ( 0.1f * ( 0.0f - lTarget[1] ) );
                lTarget[2] = lTarget[2] + ( 0.1f * ( 0.0f - lTarget[2] ) );
                lTarget[3] = lTarget[3] + ( 0.1f * ( 0.0f - lTarget[3] ) );
                lTarget[4] = lTarget[4] + ( 0.1f * ( 1.0f - lTarget[4] ) );
            }

            while ( lIdx >= 0 || wIdx >= 0 )
            {
                if ( wIdx >= 0 )
                {
                    Train( winnerBoards[wIdx], wTarget );

                    if ( wIdx > 0 )
                    {
                        float[] prevWState = Grade( winnerBoards[wIdx-1] );
                        wTarget[0] = prevWState[0] + ( 0.1f * ( wTarget[0] - prevWState[0] ) );
                        wTarget[1] = prevWState[1] + ( 0.1f * ( wTarget[1] - prevWState[1] ) );
                        wTarget[2] = prevWState[2] + ( 0.1f * ( wTarget[2] - prevWState[2] ) );
                        wTarget[3] = prevWState[3] + ( 0.1f * ( wTarget[3] - prevWState[3] ) );
                        wTarget[4] = prevWState[4] + ( 0.1f * ( wTarget[4] - prevWState[4] ) );
                    }
                    wIdx--;
                }

                if ( lIdx >= 0 )
                {
                    Train( looserBoards[lIdx], lTarget );

                    if ( lIdx > 0 )
                    {
                        float[] prevLState = Grade( looserBoards[lIdx-1] );
                        lTarget[0] = prevLState[0] + ( 0.1f * ( lTarget[0] - prevLState[0] ) );
                        lTarget[1] = prevLState[1] + ( 0.1f * ( lTarget[1] - prevLState[1] ) );
                        lTarget[2] = prevLState[2] + ( 0.1f * ( lTarget[2] - prevLState[2] ) );
                        lTarget[3] = prevLState[3] + ( 0.1f * ( lTarget[3] - prevLState[3] ) );
                        lTarget[4] = prevLState[4] + ( 0.1f * ( lTarget[4] - prevLState[4] ) );
                    }
                    lIdx--;
                }
            }
            m_GamesTrained++;

            if ( m_GamesTrained % 100 == 0 )
                Save( SAVE_FILE );
        }
Example #5
0
        public override void Learn( GameHistory history )
        {
            BoardRepresentation[] boards = new BoardRepresentation[history.Count()];
            for ( int i = boards.Length-1; i >= 0; i-- )
                boards[i] = history.Peek( i );

            int idx = boards.Length-1;
            int firstRaceBoardIdx = idx;
            for ( int i = 0; i < boards.Length; i++ )
            {
                if ( Race( boards[i] ) )
                {
                    firstRaceBoardIdx = i;
                    break;
                }
            }

            float[] wTarget = new float[5];
            float[] lTarget = new float[5];
            Grade( boards[idx], idx > firstRaceBoardIdx, wTarget );
            Grade( boards[idx-1], (idx-1) > firstRaceBoardIdx, lTarget );

            if ( history.WinType == 1 )
            {
                wTarget[0] = wTarget[0] + ( STEP_SIZE * ( 1.0f - wTarget[0] ) );
                wTarget[1] = wTarget[1] + ( STEP_SIZE * ( 0.0f - wTarget[1] ) );
                wTarget[2] = wTarget[2] + ( STEP_SIZE * ( 0.0f - wTarget[2] ) );
                wTarget[3] = wTarget[3] + ( STEP_SIZE * ( 0.0f - wTarget[3] ) );
                wTarget[4] = wTarget[4] + ( STEP_SIZE * ( 0.0f - wTarget[4] ) );

                lTarget[0] = lTarget[0] + ( STEP_SIZE * ( 0.0f - lTarget[0] ) );
                lTarget[1] = lTarget[1] + ( STEP_SIZE * ( 0.0f - lTarget[1] ) );
                lTarget[2] = lTarget[2] + ( STEP_SIZE * ( 0.0f - lTarget[2] ) );
                lTarget[3] = lTarget[3] + ( STEP_SIZE * ( 0.0f - lTarget[3] ) );
                lTarget[4] = lTarget[4] + ( STEP_SIZE * ( 0.0f - lTarget[4] ) );
            }
            else if ( history.WinType == 2 )
            {
                wTarget[0] = wTarget[0] + ( STEP_SIZE * ( 0.0f - wTarget[0] ) );
                wTarget[1] = wTarget[1] + ( STEP_SIZE * ( 1.0f - wTarget[1] ) );
                wTarget[2] = wTarget[2] + ( STEP_SIZE * ( 0.0f - wTarget[2] ) );
                wTarget[3] = wTarget[3] + ( STEP_SIZE * ( 0.0f - wTarget[3] ) );
                wTarget[4] = wTarget[4] + ( STEP_SIZE * ( 0.0f - wTarget[4] ) );

                lTarget[0] = lTarget[0] + ( STEP_SIZE * ( 0.0f - lTarget[0] ) );
                lTarget[1] = lTarget[1] + ( STEP_SIZE * ( 0.0f - lTarget[1] ) );
                lTarget[2] = lTarget[2] + ( STEP_SIZE * ( 0.0f - lTarget[2] ) );
                lTarget[3] = lTarget[3] + ( STEP_SIZE * ( 1.0f - lTarget[3] ) );
                lTarget[4] = lTarget[4] + ( STEP_SIZE * ( 0.0f - lTarget[4] ) );
            }
            else if ( history.WinType == 3 )
            {
                wTarget[0] = wTarget[0] + ( STEP_SIZE * ( 0.0f - wTarget[0] ) );
                wTarget[1] = wTarget[1] + ( STEP_SIZE * ( 0.0f - wTarget[1] ) );
                wTarget[2] = wTarget[2] + ( STEP_SIZE * ( 1.0f - wTarget[2] ) );
                wTarget[3] = wTarget[3] + ( STEP_SIZE * ( 0.0f - wTarget[3] ) );
                wTarget[4] = wTarget[4] + ( STEP_SIZE * ( 0.0f - wTarget[4] ) );

                lTarget[0] = lTarget[0] + ( STEP_SIZE * ( 0.0f - lTarget[0] ) );
                lTarget[1] = lTarget[1] + ( STEP_SIZE * ( 0.0f - lTarget[1] ) );
                lTarget[2] = lTarget[2] + ( STEP_SIZE * ( 0.0f - lTarget[2] ) );
                lTarget[3] = lTarget[3] + ( STEP_SIZE * ( 0.0f - lTarget[3] ) );
                lTarget[4] = lTarget[4] + ( STEP_SIZE * ( 1.0f - lTarget[4] ) );
            }

            bool isCurrentBoardWinner = true;
            float[] prevWState = new float[5];
            float[] prevLState = new float[5];
            while ( idx >= 0 )
            {
                if ( isCurrentBoardWinner )
                {
                    Train( boards[idx], idx > firstRaceBoardIdx, wTarget );
                    idx--;

                    if ( idx > 0 )
                    {
                        Grade( boards[idx-1], idx-1 > firstRaceBoardIdx, prevWState );
                        wTarget[0] = prevWState[0] + ( STEP_SIZE * ( wTarget[0] - prevWState[0] ) );
                        wTarget[1] = prevWState[1] + ( STEP_SIZE * ( wTarget[1] - prevWState[1] ) );
                        wTarget[2] = prevWState[2] + ( STEP_SIZE * ( wTarget[2] - prevWState[2] ) );
                        wTarget[3] = prevWState[3] + ( STEP_SIZE * ( wTarget[3] - prevWState[3] ) );
                        wTarget[4] = prevWState[4] + ( STEP_SIZE * ( wTarget[4] - prevWState[4] ) );
                    }
                }
                else
                {
                    Train( boards[idx], idx > firstRaceBoardIdx, lTarget );
                    idx--;

                    if ( idx > 0 )
                    {
                        Grade( boards[idx-1], idx-1 > firstRaceBoardIdx, prevLState );
                        lTarget[0] = prevLState[0] + ( STEP_SIZE * ( lTarget[0] - prevLState[0] ) );
                        lTarget[1] = prevLState[1] + ( STEP_SIZE * ( lTarget[1] - prevLState[1] ) );
                        lTarget[2] = prevLState[2] + ( STEP_SIZE * ( lTarget[2] - prevLState[2] ) );
                        lTarget[3] = prevLState[3] + ( STEP_SIZE * ( lTarget[3] - prevLState[3] ) );
                        lTarget[4] = prevLState[4] + ( STEP_SIZE * ( lTarget[4] - prevLState[4] ) );
                    }
                }
                isCurrentBoardWinner = !isCurrentBoardWinner;
            }
            m_GamesTrained++;

            if ( m_GamesTrained % 100 == 0 )
                Save( SAVE_FILE );
        }
Example #6
0
 public override void Learn( GameHistory history )
 {
 }