public float[] ExpertDecide(List <float> vectorObs) { System.Random r = new System.Random(); if (r.NextDouble() < noise) { return(new float[] { r.Next(0, 5) }); } MLInput input = new MLInput(vectorObs.ToArray()); if (input.GetOpponentAction() == MLAction.DODGE_LEFT) { return(MLActionFactory.GetVectorAction(MLAction.PUNCH_RIGHT)); } if (input.GetOpponentAction() == MLAction.DODGE_RIGHT) { return(MLActionFactory.GetVectorAction(MLAction.PUNCH_LEFT)); } if (input.GetOpponentAction() == MLAction.PUNCH_LEFT) { return(MLActionFactory.GetVectorAction(MLAction.DODGE_LEFT)); } if (input.GetOpponentAction() == MLAction.PUNCH_RIGHT) { return(MLActionFactory.GetVectorAction(MLAction.DODGE_RIGHT)); } return(new float[] { 0f }); }
public override float[] Decide(List <float> vectorObs, List <Texture2D> visualObs, float reward, bool done, List <float> memory) { if (done) { moveIdx = 0; return(NOTHING); } MLInput input = new MLInput(vectorObs.ToArray()); if (input.GetMyMove() == MLAction.NOTHING && input.IsDodgeReady()) // Can dodge { if (input.GetOpponentAction() == MLAction.PUNCH_LEFT) { int rand = Random.Range(0, 100); if (rand <= 30) { return(LEFT_DODGE); } else if (rand <= 50) { return(RIGHT_DODGE); } else { // Run the normal moves } } if (input.GetOpponentAction() == MLAction.PUNCH_RIGHT) { int rand = Random.Range(0, 100); if (rand <= 30) { return(RIGHT_DODGE); } else if (rand <= 50) { return(LEFT_DODGE); } else { // Run the normal moves } } } return(MLActionFactory.GetVectorAction(runMoves(vectorObs, moves))); }
public override float[] Decide(List <float> vectorObs, List <Texture2D> visualObs, float reward, bool done, List <float> memory) { if (!useOldVersion) { if (Mathf.Approximately(seqStartTime, 0)) { Reset(); } if (Time.time - seqStartTime > 15 && seqIdx == 0) { seqIdx = 1; moveIdx = 0; didAction = false; nothingStartTime = Time.time; } else if (Time.time - seqStartTime > 30 && seqIdx == 1) { seqIdx = 2; moveIdx = 0; didAction = false; nothingStartTime = Time.time; } MLAction nextMove = runMoves(vectorObs, moveSequences[seqIdx]); return(MLActionFactory.GetVectorAction(nextMove)); } else { if (done) { moveIdx = 0; return(NOTHING); } MLInput input = new MLInput(vectorObs.ToArray()); if (input.IsPunchReady() && input.IsDodgeReady()) // Can punch / dodge { float[] move = moves[moveIdx]; moveIdx = (moveIdx + 1) % moves.Length; return(move); } return(NOTHING); } }
public override float[] Decide(List <float> vectorObs, List <Texture2D> visualObs, float reward, bool done, List <float> memory) { MLInput input = new MLInput(vectorObs.ToArray()); MLAction currentMove = input.GetMyMove(); //if (MLActionFactory.IsDodge(currentMove)) //{ // return MLActionFactory.GetVectorAction(currentMove); //} if (currentMove != MLAction.NOTHING) { var maxMoveCount = MLActionFactory.IsDodge(currentMove) ? maxDodgeCount : maxPunchCount; if (moveCount < maxMoveCount) { moveCount++; return(MLActionFactory.GetVectorAction(currentMove)); } return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); } else { moveCount = 0; } if (Input.GetKey(KeyCode.F)) { return(MLActionFactory.GetVectorAction(MLAction.PUNCH_LEFT)); } else if (Input.GetKey(KeyCode.J)) { return(MLActionFactory.GetVectorAction(MLAction.PUNCH_RIGHT)); } else if (Input.GetKey(KeyCode.D)) { return(MLActionFactory.GetVectorAction(MLAction.DODGE_LEFT)); } else if (Input.GetKey(KeyCode.K)) { return(MLActionFactory.GetVectorAction(MLAction.DODGE_RIGHT)); } return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); }
public float[] OnlyDoAndDodge(List <float> vectorObs, MLAction action) { MLInput input = new MLInput(vectorObs.ToArray()); if (lastAction != input.GetOpponentAction() && input.GetOpponentAction() == MLAction.PUNCH_LEFT) { lastAction = input.GetOpponentAction(); return(MLActionFactory.GetVectorAction(MLAction.DODGE_RIGHT)); } if (lastAction != input.GetOpponentAction() && input.GetOpponentAction() == MLAction.PUNCH_RIGHT) { lastAction = input.GetOpponentAction(); return(MLActionFactory.GetVectorAction(MLAction.DODGE_LEFT)); } lastAction = input.GetOpponentAction(); return(MLActionFactory.GetVectorAction(action)); }
public float[] OnlyDo(List <float> vectorObs, MLAction action) { return(MLActionFactory.GetVectorAction(action)); }
public float[] RepeatActions(List <float> vectorObs, List <MLAction> actions, bool shouldDodge) { MLInput input = new MLInput(vectorObs.ToArray()); // Sequence if (input.IsDodgeReady()) // Can punch / dodge { // Dodging if (shouldDodge && lastAction != input.GetOpponentAction() && input.GetOpponentAction() == MLAction.PUNCH_LEFT) { lastAction = input.GetOpponentAction(); actionIdx = 0; return(MLActionFactory.GetVectorAction(MLAction.DODGE_RIGHT)); } if (shouldDodge && lastAction != input.GetOpponentAction() && input.GetOpponentAction() == MLAction.PUNCH_RIGHT) { lastAction = input.GetOpponentAction(); actionIdx = 0; return(MLActionFactory.GetVectorAction(MLAction.DODGE_LEFT)); } lastAction = input.GetOpponentAction(); } if (input.IsPunchReady()) { int myComboState = input.GetMyComboState(); if (actions.Count == 2) { switch (myComboState) { case 0: return(MLActionFactory.GetVectorAction(actions[0])); case 1: return(MLActionFactory.GetVectorAction(actions[1])); case 2: return(MLActionFactory.GetVectorAction(actions[1])); default: return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); } } if (actions.Count == 3) { switch (myComboState) { case 0: return(MLActionFactory.GetVectorAction(actions[0])); case 1: return(MLActionFactory.GetVectorAction(actions[1])); case 2: return(MLActionFactory.GetVectorAction(actions[1])); case 3: return(MLActionFactory.GetVectorAction(actions[2])); case 4: return(MLActionFactory.GetVectorAction(actions[2])); default: return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); } } return(MLActionFactory.GetVectorAction(actions[0])); } return(MLActionFactory.GetVectorAction(MLAction.NOTHING)); }