/// <summary> /// Creates a new generation by using GenerateBoxes and GenerateBoats/Pirates. /// Previous generations will be removed and the best parents will be selected and used to create the new generation. /// The best parents (top 1) of the generation will be stored as a Prefab in the [savePrefabsAt] folder. Their name /// will use the [generationCount] as an identifier. /// </summary> public void MakeNewGeneration() { GenerateBoxes(); //Fetch parents _activeBoats.RemoveAll(item => item == null); _activeBoats.Sort(); Vector3 shipData = GetShipData(); if (_activeBoats.Count == 0) { GenerateBoats(_boatParents); } _boatParents = new BoatLogic[boatParentSize]; for (int i = 0; i < boatParentSize; i++) { _boatParents[i] = _activeBoats[i]; } BoatLogic lastBoatWinner = _activeBoats[0]; lastBoatWinner.name += "Gen-" + generationCount; lastBoatWinnerData = lastBoatWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastBoatWinner.gameObject, savePrefabsAt + lastBoatWinner.name + ".prefab"); _activePirates.RemoveAll(item => item == null); _activePirates.Sort(); Vector3 pirateData = GetPirateData(); _pirateParents = new PirateLogic[pirateParentSize]; for (int i = 0; i < pirateParentSize; i++) { _pirateParents[i] = _activePirates[i]; } PirateLogic lastPirateWinner = _activePirates[0]; lastPirateWinner.name += "Gen-" + generationCount; lastPirateWinnerData = lastPirateWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastPirateWinner.gameObject, savePrefabsAt + lastPirateWinner.name + ".prefab"); _dataCollector.AddData(shipData, pirateData); //Winners: Debug.Log("Last winner boat had: " + lastBoatWinner.GetPoints() + " points!" + " Last winner pirate had: " + lastPirateWinner.GetPoints() + " points!"); GenerateObjects(_boatParents, _pirateParents); }
//Similarly generate abled pirates private void GenerateAbledPirates(PirateLogic[] abledPirateParents) { _activeAbledPirates = new List <PirateLogic>(); List <GameObject> objects = abledPirateGenerator.RegenerateObjects(); foreach (GameObject obj in objects) { PirateLogic pirate = obj.GetComponent <PirateLogic>(); if (pirate != null) { _activeAbledPirates.Add(pirate); if (abledPirateParents != null) { PirateLogic pirateParent = abledPirateParents[Random.Range(0, abledPirateParents.Length)]; pirate.Birth(pirateParent.GetData()); } pirate.Mutate(mutationFactor, mutationChance); pirate.AwakeUp(); } } }
private void GeneratePiratesArithmeticCrossover(PirateLogic[] pirateParents) { _activePirates = new List <PirateLogic>(); List <GameObject> objects = pirateGenerator.RegenerateObjects(); foreach (GameObject obj in objects) { PirateLogic pirate = obj.GetComponent <PirateLogic>(); if (pirate != null) { _activePirates.Add(pirate); if (pirateParents != null) { PirateLogic firstPirateParent = pirateParents[Random.Range(0, pirateParents.Length)]; PirateLogic secondPirateParent = pirateParents[Random.Range(0, pirateParents.Length)]; pirate.BirthArithmeticCrossover(firstPirateParent.GetData(), secondPirateParent.GetData()); } pirate.Mutate(mutationFactor, mutationChance); pirate.AwakeUp(); } } }
/// <summary> /// Creates a new generation by using GenerateBoxes and GenerateBoats/Pirates. /// Previous generations will be removed and the best parents will be selected and used to create the new generation. /// The best parents (top 1) of the generation will be stored as a Prefab in the [savePrefabsAt] folder. Their name /// will use the [generationCount] as an identifier. /// </summary> public void MakeNewGeneration() { GenerateBoxes(); //Fetch parents _activeBoats.RemoveAll(item => item == null); _activeBoats.Sort(); if (_activeBoats.Count == 0) { GenerateBoats(_boatParents); } _boatParents = new BoatLogic[boatParentSize]; for (int i = 0; i < boatParentSize; i++) { _boatParents[i] = _activeBoats[i]; } BoatLogic lastBoatWinner = _activeBoats[0]; lastBoatWinner.name += "Gen-" + generationCount; lastBoatWinnerData = lastBoatWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastBoatWinner.gameObject, savePrefabsAt + lastBoatWinner.name + ".prefab"); boatRoundScores = 0; foreach (BoatLogic boat in _activeBoats) { boatRoundScores += boat.GetPoints(); } boatTotalScores += boatRoundScores; _activePirates.RemoveAll(item => item == null); _activePirates.Sort(); _pirateParents = new PirateLogic[pirateParentSize]; for (int i = 0; i < pirateParentSize; i++) { _pirateParents[i] = _activePirates[i]; } PirateLogic lastPirateWinner = _activePirates[0]; pirateRoundScores = 0; foreach (PirateLogic pirate in _activePirates) { pirateRoundScores += pirate.GetPoints(); } pirateTotalScores += pirateRoundScores; lastPirateWinner.name += "Gen-" + generationCount; lastPirateWinnerData = lastPirateWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastPirateWinner.gameObject, savePrefabsAt + lastPirateWinner.name + ".prefab"); //Winners: //Storing results string path = "Assets/Overallresults.txt"; //Write some text to the test.txt file StreamWriter writer = new StreamWriter(path, true); writer.WriteLine("Generations count" + generationCount + "||Total boats:" + boatTotalScores + "||TotalPiratesScores:" + pirateTotalScores); writer.Close(); path = "Assets/BoatsTotalScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(boatTotalScores); writer.Close(); path = "Assets/PiratesTotalScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(pirateTotalScores); writer.Close(); path = "Assets/BoatsRoundScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(boatRoundScores); writer.Close(); path = "Assets/PiratesRoundScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(pirateRoundScores); writer.Close(); Debug.Log("Last winner boat had: " + lastBoatWinner.GetPoints() + " points!" + " Last winner pirate had: " + lastPirateWinner.GetPoints() + " points!"); Debug.Log("Total boats:" + boatTotalScores + "||Round boats:" + boatRoundScores + "||TotalPiratesScores:" + pirateTotalScores + "||PiratesRoundScores" + pirateRoundScores); GenerateObjects(_boatParents, _pirateParents); }