Esempio n. 1
0
        public static Agent ChooseAgent()
        {
            Console.WriteLine("[1] Use custom seed.");
            Console.WriteLine("Press any other key to generate a seed.");
            int seed;

            if (Console.ReadKey().Key == ConsoleKey.D1)
            {
                Console.Clear();
                Console.WriteLine("Enter seed(signed int):");
                int.TryParse(Console.ReadLine(), out seed);
            }
            else
            {
                seed = new Random(Environment.TickCount).Next(0, int.MaxValue);
            }
            //Console.WriteLine(seed);
            game = new Game(5, 5, 20, seed);

            Console.WriteLine("[1] Player agent.");
            Console.WriteLine("[2] PeaceFullRandomAgent.");
            Console.WriteLine("[3] BloodthirstyAgent.");
            Console.WriteLine("[4] PrioritizeNewNodeAgent.");
            Console.WriteLine("[5] GoalAgent.");

            Agent agent;

            switch (Console.ReadKey().Key)
            {
            case ConsoleKey.D1:
                agent = new PlayerAgent(game);
                break;

            case ConsoleKey.D2:
                agent = new PeaceFullRandomAgent(game, seed);
                break;

            case ConsoleKey.D3:
                agent = new BloodthirstyAgent(game, seed);
                break;

            case ConsoleKey.D4:
                agent = new PrioritizeNewNodesAgent(game, seed);
                break;

            case ConsoleKey.D5:
                //TupleList<string, int> goals = new TupleList<string, int> { { "exit", 100 }};
                TupleList <string, int> goals = new TupleList <string, int> {
                    { "reachup", 3 }, { "reachdown", 1 }, { "kill", 4 }, { "exit", 0 }
                };
                agent = new GoalAgent(game, seed, goals);
                break;

            //other key
            default:
                agent = new PlayerAgent(game);
                break;
            }
            return(agent);
        }
        protected void Page_Load(object sender, EventArgs e)
        {
            bool data = true;

            // _______________________________________________ Adding Data _______________________________________________________ //
            //FileInfo[] filesinfo = new DirectoryInfo(Server.MapPath("~") + "audioFiles/Clips/").GetFiles().Where(f => (f.FullName.EndsWith(".wav")) && (f.FullName.Contains(gameID))).ToArray();

            if (data)
            {
                // _______________________________________________ Setting up table Headers _______________________________________________________ //

                // generation of EmotionsTablev -- gives the most emotions in a game
                TableHeaderRow headTopEmotion = new TableHeaderRow();
                tblEmotions.Rows.Add(headTopEmotion);
                TableHeaderCell tCell  = new TableHeaderCell();
                TableHeaderCell tCell2 = new TableHeaderCell();
                tCell.Text  = "Emotion Prevalent";
                tCell2.Text = "GameID";
                // heading of table
                headTopEmotion.Cells.Add(tCell);
                headTopEmotion.Cells.Add(tCell2);
                //add data
                FileInfo[]    filesinfoMeta = new DirectoryInfo(Server.MapPath("~") + "ProcessedGames/").GetFiles().Where(f => (f.FullName.EndsWith(".emote"))).ToArray();
                List <string> gameDisplay   = new List <string>();
                List <string> emotDisplay   = new List <string>();

                foreach (FileInfo f in filesinfoMeta)
                {
                    var           most     = 0;
                    List <string> Emotions = new List <string>();
                    string[]      emote    = System.IO.File.ReadAllLines(f.FullName);
                    foreach (string matone in emote)
                    {
                        string[] words = matone.Split(';');
                        try
                        {
                            if (words[1] == "none")
                            {
                            }
                            else
                            {
                                Emotions.Add(words[1]);
                            }
                        }
                        catch (Exception ex)
                        {
                            throw ex;
                        }
                    }
                    var    groupsWithCounts = from s in Emotions group s by s into g select new { Item = g.Key, Count = g.Count() };
                    var    groupsSorted     = groupsWithCounts.OrderByDescending(g => g.Count);
                    string mostFrequest     = groupsSorted.First().Item;
                    // Save Emotion for game
                    string[] justName = f.Name.Split('.');

                    gameDisplay.Add(justName[0]);
                    emotDisplay.Add(mostFrequest);
                }

                // display in table
                int tableindexdisplayEmotioncount = 0;
                foreach (string s in gameDisplay)
                {
                    TableRow  row   = new TableRow();
                    TableCell cell1 = new TableCell();
                    TableCell cell2 = new TableCell();
                    cell1.Text = gameDisplay.ElementAt(tableindexdisplayEmotioncount);
                    cell2.Text = emotDisplay.ElementAt(tableindexdisplayEmotioncount);
                    row.Cells.Add(cell2);
                    row.Cells.Add(cell1);
                    tblEmotions.Rows.Add(row);
                    tableindexdisplayEmotioncount++;
                }



                //Event Table
                TableHeaderRow HeadTopEventEmote = new TableHeaderRow();
                tblGameEvents.Rows.Add(HeadTopEventEmote);
                TableHeaderCell tCellEE  = new TableHeaderCell();
                TableHeaderCell tCell2EE = new TableHeaderCell();
                tCellEE.Text  = "Event in game &nbsp &nbsp &nbsp &nbsp ";
                tCell2EE.Text = "Emotion";
                // heading of table
                HeadTopEventEmote.Cells.Add(tCellEE);
                HeadTopEventEmote.Cells.Add(tCell2EE);
                //add data

                //Emotion Word Table
                TableHeaderRow HeadWordEmotion = new TableHeaderRow();
                tblEmotionWord.Rows.Add(HeadWordEmotion);
                TableHeaderCell tCellEmote  = new TableHeaderCell();
                TableHeaderCell tCellEmote2 = new TableHeaderCell();
                tCellEmote.Text  = "Word said in game";
                tCellEmote2.Text = "Emotion";
                // heading of table
                HeadWordEmotion.Cells.Add(tCellEmote);
                HeadWordEmotion.Cells.Add(tCellEmote2);
                //add data

                //FileInfo[] filesinfoMeta2 = new DirectoryInfo(Server.MapPath("~") + "ProcessedGames/").GetFiles().Where(f => (f.FullName.EndsWith(".emote"))).ToArray();
                //List<string> Words = new List<string>();
                //List<string> emotDisplay2 = new List<string>();

                //foreach (FileInfo f in filesinfoMeta)
                //{
                //    var most = 0;
                //    List<string> Emotions = new List<string>();
                //    string[] emote = System.IO.File.ReadAllLines(f.FullName);
                //    foreach (string matone in emote)
                //    {
                //        string[] words = matone.Split(';');
                //        try
                //        {
                //            if (words[1] == "none")
                //            {
                //            }
                //            else
                //            {
                //                Emotions.Add(words[1]);
                //            }
                //        }
                //        catch (Exception ex)
                //        {
                //            throw ex;
                //        }
                //    }
                //    var groupsWithCounts = from s in Emotions group s by s into g select new { Item = g.Key, Count = g.Count() };
                //    var groupsSorted = groupsWithCounts.OrderByDescending(g => g.Count);
                //    string mostFrequest = groupsSorted.First().Item;
                //    // Save Emotion for game
                //    string[] justName = f.Name.Split('.');

                //    gameDisplay.Add(justName[0]);
                //    emotDisplay.Add(mostFrequest);
                //}



                //Most Effective Communication
                TableHeaderRow rowTBLPreDiect = new TableHeaderRow();
                tblPredictedWords.Rows.Add(rowTBLPreDiect);
                TableHeaderCell tCellpd = new TableHeaderCell();
                tCellpd.Text = "Most Effective emotion to play game";
                // heading of table
                rowTBLPreDiect.Cells.Add(tCellpd);
                //add data
                GoalAgent ga        = new GoalAgent(Server.MapPath("~"));
                TableRow  rowAgent  = new TableRow();
                TableCell cellAgent = new TableCell();
                rowAgent.Cells.Add(cellAgent);
                cellAgent.Text = ga.mostFrequent;
                rowAgent.Cells.Add(cellAgent);
                tblPredictedWords.Rows.Add(rowAgent);
                rowTBLPreDiect = new TableHeaderRow();
                tblPredictedWords.Rows.Add(rowTBLPreDiect);
                tCellpd      = new TableHeaderCell();
                tCellpd.Text = "The words that improve your gameplay";
                // heading of table
                rowTBLPreDiect.Cells.Add(tCellpd);
                foreach (string s in ga.words)
                {
                    TableRow  rowAgent2  = new TableRow();
                    TableCell cellAgent2 = new TableCell();
                    rowAgent2.Cells.Add(cellAgent2);
                    cellAgent2.Text = s;
                    rowAgent2.Cells.Add(cellAgent2);
                    tblPredictedWords.Rows.Add(rowAgent2);
                }
            }
        }