Esempio n. 1
0
    private MLAction runMoves(List <float> vectorObs, MLAction[] moves)
    {
        MLInput input = new MLInput(vectorObs.ToArray());

        var currentMove = moves[moveIdx];

        if (currentMove == MLAction.NOTHING && Time.time - nothingStartTime >= nothingDuration)
        {
            // Doing nothing ended
            return(runNextMove(moves, input));
        }
        else if (didAction && MLActionFactory.IsPunch(currentMove) && input.GetMyMove() == MLAction.NOTHING)
        {
            // Punch ended
            return(runNextMove(moves, input));
        }
        else if (didAction && MLActionFactory.IsDodge(currentMove) && input.GetMyMove() == MLAction.NOTHING)
        {
            // Dodge ended
            return(runNextMove(moves, input));
        }

        if (!didAction && MLActionFactory.IsPunch(currentMove))
        {
            didAction = input.IsPunchReady();
        }
        else if (!didAction && MLActionFactory.IsDodge(currentMove))
        {
            didAction = input.IsDodgeReady();
        }

        return(moves[moveIdx]);
    }
Esempio n. 2
0
    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)));
    }
Esempio n. 3
0
    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);
        }
    }
Esempio n. 4
0
    private MLAction runNextMove(MLAction[] moves, MLInput input)
    {
        didAction        = false;
        nothingStartTime = Time.time;
        moveIdx          = (moveIdx + 1) % moves.Length;
        MLAction nextMove = moves[moveIdx];

        if (MLActionFactory.IsPunch(nextMove))
        {
            didAction = input.IsPunchReady();
        }
        else if (MLActionFactory.IsDodge(nextMove))
        {
            didAction = input.IsDodgeReady();
        }

        return(nextMove);
    }
Esempio n. 5
0
    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));
    }