Esempio n. 1
0
        protected virtual Reward Playout(WorldModel initialPlayoutState)
        {
            Action[] actions = initialPlayoutState.GetExecutableActions();
            float    score   = 0;

            foreach (Action action in actions)
            {
                WorldModel worldModel = initialPlayoutState.GenerateChildWorldModel();
                int        depthCount = 0;
                while (!worldModel.IsTerminal())
                {
                    Action randomAction = actions[RandomGenerator.Next(actions.Length)];
                    randomAction.ApplyActionEffects(worldModel);
                    depthCount++;
                }
                if (depthCount > MaxPlayoutDepthReached)
                {
                    MaxPlayoutDepthReached = depthCount;
                }

                score += worldModel.GetScore();
            }

            return(new Reward()
            {
                Value = score / actions.Length,
                PlayerID = initialPlayoutState.GetNextPlayer(),
            });
        }
Esempio n. 2
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        protected virtual Reward Playout(WorldModel initialPlayoutState)
        {
            GOB.Action   action;
            GOB.Action[] actions;
            Reward       reward  = new Reward();
            WorldModel   current = initialPlayoutState;
            int          random;

            actions = current.GetExecutableActions();
            if (actions.Length == 0)
            {
                reward.PlayerID = current.GetNextPlayer();
                reward.Value    = 0;
            }

            while (!current.IsTerminal())
            {
                current = current.GenerateChildWorldModel();
                random  = RandomGenerator.Next(0, actions.Length);
                action  = actions[random];
                action.ApplyActionEffects(current);
                current.CalculateNextPlayer();
            }

            reward.PlayerID = current.GetNextPlayer();
            reward.Value    = current.GetScore();
            return(reward);
        }
Esempio n. 3
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        protected override Reward Playout(WorldModel initialPlayoutState)
        {
            WorldModel worldModel = initialPlayoutState.GenerateChildWorldModel();

            int depthCount = 0;

            while (!worldModel.IsTerminal() && depthCount <= MaxPlayoutDepth)
            {
                Action[] actions      = worldModel.GetExecutableActions();
                Action   biasedAction = actions.First();
                foreach (Action action in actions)
                {
                    if (action.GetHValue(worldModel) < biasedAction.GetHValue(worldModel))
                    {
                        biasedAction = action;
                    }
                }
                biasedAction.ApplyActionEffects(worldModel);
                depthCount++;
            }
            if (depthCount > MaxPlayoutDepthReached)
            {
                base.MaxPlayoutDepthReached = depthCount;
            }

            return(new Reward()
            {
                Value = GetWorldModelScore(worldModel),
                PlayerID = initialPlayoutState.GetNextPlayer(),
            });
        }
Esempio n. 4
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        protected override Reward Playout(WorldModel initialPlayoutState)
        {
            GOB.Action[] actions         = initialPlayoutState.GetExecutableActions();
            int          bestHvalue      = int.MaxValue;
            int          bestActionIndex = -1;
            WorldModel   currentState    = initialPlayoutState;

            while (!currentState.IsTerminal())
            {
                for (int i = 0; i < actions.Length; i++)
                {
                    GOB.Action action = actions[i];
                    int        h      = action.getHvalue();
                    if (h < bestHvalue)
                    {
                        bestActionIndex = i;
                        bestHvalue      = h;
                    }
                }
                WorldModel childState = initialPlayoutState.GenerateChildWorldModel();
                actions[bestActionIndex].ApplyActionEffects(childState);
                childState.CalculateNextPlayer();
                currentState = childState;
                base.CurrentDepth++;
            }
            Reward r = new Reward();

            r.Value = currentState.GetScore();
            return(r);
        }
Esempio n. 5
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        protected virtual Reward Playout(WorldModel initialPlayoutState)
        {
            WorldModel childWorldModel = initialPlayoutState.GenerateChildWorldModel();

            GOB.Action[] actions      = childWorldModel.GetExecutableActions();
            int          DepthReached = 0;

            while (!childWorldModel.IsTerminal())
            {
                if (actions.Length > 0)
                {
                    int        index = this.RandomGenerator.Next(actions.Length);
                    GOB.Action a     = actions[index];
                    //GOB.Action a = actions[6];
                    a.ApplyActionEffects(childWorldModel);
                    childWorldModel.CalculateNextPlayer();
                }
                DepthReached++;
            }

            if (DepthReached > this.MaxPlayoutDepthReached)
            {
                this.MaxPlayoutDepthReached = DepthReached;
            }

            Reward reward = new Reward
            {
                PlayerID = childWorldModel.GetNextPlayer(),
                Value    = childWorldModel.GetScore()
            };

            return(reward);
        }
Esempio n. 6
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        public virtual Reward Playout(WorldModel initialPlayoutState)
        {
            GOB.Action   action;
            GOB.Action[] actions;
            int          random;

            WorldModel state = initialPlayoutState.GenerateChildWorldModel();

            while (!state.IsTerminal())
            {
                //should choose randomly
                actions = state.GetExecutableActions();

                if (actions.Length == 0)
                {
                    continue;
                }

                random = RandomGenerator.Next(0, actions.Length);
                action = actions [random];
                action.ApplyActionEffects(state);
            }

            Reward r = new Reward();

            r.Value    = state.GetScore();
            r.PlayerID = state.GetNextPlayer();

            return(r);
        }
Esempio n. 7
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        protected virtual Reward Playout(WorldModel initialPlayoutState)
        {
            GOB.Action action;
            WorldModel model = initialPlayoutState.GenerateChildWorldModel();

            GOB.Action[] actions;
            Reward       reward = new Reward();

            while (!model.IsTerminal())
            {
                actions = model.GetExecutableActions();

                if (actions.Length == 0)
                {
                    break;
                }

                action = actions[RandomGenerator.Next(0, actions.Length)];
                action.ApplyActionEffects(model);
                model.CalculateNextPlayer();
            }

            reward.PlayerID = model.GetNextPlayer();
            reward.Value    = model.GetScore();
            return(reward);
        }
Esempio n. 8
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        protected virtual Reward Playout(WorldModel initialPlayoutState)
        {
            WorldModel currState = initialPlayoutState;

            while (!currState.IsTerminal())
            {
                var actions = currState.GetExecutableActions();
                if (actions.Length > 0)
                {
                    //currState = currState.GenerateChildWorldModel();
                    int next = this.RandomGenerator.Next(0, actions.Length);
                    currState = StochasticPlayout(actions[next], currState);
                    currState.CalculateNextPlayer();
                    //actions[next].ApplyActionEffects(currState);
                    //currState.CalculateNextPlayer();
                }
                else
                {
                    break;
                }
            }
            return(new Reward
            {
                PlayerID = currState.GetNextPlayer(),
                Value = currState.GetScore()
            });
        }
        protected override float RunPlayout(WorldModel initialPlayoutState)
        {
            GOB.Action nextAction;
            WorldModel currentState        = initialPlayoutState;
            var        currentPlayoutDepth = 0;

            while (!currentState.IsTerminal())
            {
                var executableActions = currentState.GetExecutableActions();

                //Bias: Choose among the 50% best
                var maxIndex = Convert.ToInt32(Math.Ceiling(executableActions.Count * 0.5));
                var orderedExecutableActions = executableActions.OrderByDescending(x => this.Heuristic.H(currentState, x)).Take(maxIndex).ToList();

                var index = this.RandomGenerator.Next(0, maxIndex);
                nextAction = executableActions[index];

                currentState = currentState.GenerateChildWorldModel(nextAction);

                currentPlayoutDepth++;
            }

            if (currentPlayoutDepth > this.MaxPlayoutDepthReached)
            {
                this.MaxPlayoutDepthReached = currentPlayoutDepth;
            }

            //var currentPlayer = currentState.GetNextPlayer();
            //var value = initialPlayoutState.GetNextPlayer() == currentPlayer ? score : -score;

            return(currentState.GetScore());
        }
Esempio n. 10
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        //Rave + Biased
        protected override Reward Playout(WorldModel initialPlayoutState)
        {
            //throw new NotImplementedException();
            ActionHistory = new List <Pair <int, GOB.Action> >();
            WorldModel childWorldModel = initialPlayoutState.GenerateChildWorldModel();

            GOB.Action action;

            int playoutReach = 0;

            while (!childWorldModel.IsTerminal())
            {
                //Select a random Action

                GOB.Action[] actions                   = childWorldModel.GetExecutableActions();
                double[]     actionIndexes             = new double[actions.Length];
                double       heuristicValue            = 0.0;
                double       accumulatedHeuristicValue = 0.0;
                double       randomIndex;
                int          chosenActionIndex = 0;
                for (int i = 0; i < actions.Length; i++)
                {
                    heuristicValue             = actions[i].H(childWorldModel);
                    accumulatedHeuristicValue += Math.Pow(Math.E, -heuristicValue);
                    actionIndexes[i]           = accumulatedHeuristicValue;
                }

                randomIndex = this.RandomGenerator.NextDouble() * accumulatedHeuristicValue;
                //Debug.Log("Acumulated: " + accumulatedHeuristicValue);
                for (int i = 0; i < actions.Length; i++)
                {
                    if (randomIndex <= actionIndexes[i])
                    {
                        chosenActionIndex = i;
                        break;
                    }
                }
                ActionHistory.Add(new Pair <int, GOB.Action>(childWorldModel.GetNextPlayer(), actions[chosenActionIndex]));
                actions[chosenActionIndex].ApplyActionEffects(childWorldModel);
                childWorldModel.CalculateNextPlayer();
                playoutReach += 1;
            }

            if (playoutReach > MaxPlayoutDepthReached)
            {
                MaxPlayoutDepthReached = playoutReach;
            }

            Reward reward = new Reward
            {
                PlayerID = childWorldModel.GetNextPlayer(),
                Value    = childWorldModel.GetScore()
            };

            return(reward);
        }
Esempio n. 11
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        private GOB.Action getRandomAction(WorldModel state)
        {
            //TODO: fix
            throw new NotImplementedException();
            GOB.Action[] actions = state.GetExecutableActions();

            if (actions.Length > 0)
            {
                return(actions[RandomGenerator.Next() % actions.Length]);
            }
            return(actions[0]);
        }
Esempio n. 12
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        protected Reward Playout(WorldModel initialPlayoutState)
        {
            //Action[] actionHistory;
            Action a;
            Reward reward = new Reward();

            System.Random random = new System.Random();
            while (!initialPlayoutState.IsTerminal())
            {
                a = initialPlayoutState.GetExecutableActions()[random.Next()];
                this.ActionHistory.Add(new Utils.Pair <int, GOB.Action>(initialPlayoutState.GetNextPlayer(), a));
                a.ApplyActionEffects(initialPlayoutState);
            }
            reward.Value = initialPlayoutState.GetScore();
            return(reward);
        }
Esempio n. 13
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        protected override Reward Playout(WorldModel initialPlayoutState)
        {
            WorldModel childWorldModel = initialPlayoutState.GenerateChildWorldModel();
            int        DepthReached    = 0;

            while (!childWorldModel.IsTerminal())
            {
                GOB.Action[] actions                   = childWorldModel.GetExecutableActions();
                double[]     actionIndexes             = new double[actions.Length];
                double       heuristicValue            = 0.0;
                double       accumulatedHeuristicValue = 0.0;
                double       randomIndex;
                int          chosenActionIndex = 0;
                for (int i = 0; i < actions.Length; i++)
                {
                    heuristicValue             = actions[i].H(childWorldModel);
                    accumulatedHeuristicValue += Math.Pow(Math.E, -heuristicValue);
                    actionIndexes[i]           = accumulatedHeuristicValue;
                }

                randomIndex = this.RandomGenerator.NextDouble() * accumulatedHeuristicValue;
                for (int i = 0; i < actions.Length; i++)
                {
                    if (randomIndex <= actionIndexes[i])
                    {
                        chosenActionIndex = i;
                        break;
                    }
                }
                actions[chosenActionIndex].ApplyActionEffects(childWorldModel);
                childWorldModel.CalculateNextPlayer();
                DepthReached++;
            }

            if (DepthReached > this.MaxPlayoutDepthReached)
            {
                this.MaxPlayoutDepthReached = DepthReached;
            }

            Reward reward = new Reward
            {
                PlayerID = this.InitialNode.PlayerID,
                Value    = childWorldModel.GetScore()
            };

            return(reward);
        }
Esempio n. 14
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        protected virtual Reward Playout(WorldModel initialPlayoutState)
        {
            WorldModel currentState = initialPlayoutState;

            while (!currentState.IsTerminal())
            {
                GOB.Action[] actions = currentState.GetExecutableActions();
                if (actions.Length == 0)
                {
                    continue;
                }
                int        index  = this.RandomGenerator.Next(0, actions.Length);
                GOB.Action action = actions[index];
                currentState = currentState.GenerateChildWorldModel();
                action.ApplyActionEffects(currentState);
                this.CurrentDepth++;
            }
            Reward reward = new Reward();

            reward.Value = currentState.GetScore();
            return(reward);
        }
Esempio n. 15
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        protected override Reward Playout(WorldModel initialPlayoutState)
        {
            ActionHistory = new List <Pair <int, GOB.Action> >();
            WorldModel state = initialPlayoutState.GenerateChildWorldModel();
            Action     nextAction;

            while (!state.IsTerminal())
            {
                Action[] actions = state.GetExecutableActions();
                if (actions.Length > 0)
                {
                    nextAction = actions[RandomGenerator.Next() % actions.Length];
                    ActionHistory.Add(new Pair <int, GOB.Action>(state.GetNextPlayer(), nextAction));
                    nextAction.ApplyActionEffects(state);
                    state.CalculateNextPlayer();
                }
            }
            Reward r = new Reward();

            r.Value = state.GetScore();
            return(r);
        }
Esempio n. 16
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        public override Reward Playout(WorldModel initialPlayoutState)
        {
            GOB.Action   action = null;
            GOB.Action[] actions;

            WorldModel state = initialPlayoutState.GenerateChildWorldModel();

            while (!state.IsTerminal())
            {
                //should choose randomly
                actions = state.GetExecutableActions();


                float best = float.MinValue;
                foreach (var a in actions)
                {
                    WorldModel w = state.GenerateChildWorldModel();
                    a.ApplyActionEffects(w);
                    var heuristic = w.GetGoalValue("BeQuick") + 1 / w.GetGoalValue("GainXP") + w.GetGoalValue("Survive") + w.GetGoalValue("GetRich");

                    if (heuristic > best)
                    {
                        best   = heuristic;
                        action = a;
                    }
                }



                action.ApplyActionEffects(state);
            }

            Reward r = new Reward();

            r.Value    = state.GetScore();
            r.PlayerID = state.GetNextPlayer();

            return(r);
        }
Esempio n. 17
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        protected virtual float RunPlayout(WorldModel currentState)
        {
            GOB.Action nextAction;
            var        currentPlayoutDepth = 0;

            while (!currentState.IsTerminal())
            {
                var executableActions = currentState.GetExecutableActions();
                nextAction = executableActions[this.RandomGenerator.Next(0, executableActions.Count)];

                currentState = currentState.GenerateChildWorldModel(nextAction);
                currentPlayoutDepth++;
            }

            if (currentPlayoutDepth > this.MaxPlayoutDepthReached)
            {
                this.MaxPlayoutDepthReached = currentPlayoutDepth;
            }

            //var value = initialPlayoutState.GetNextPlayer() == currentPlayer ? score : -score;

            return(currentState.GetScore());
        }
Esempio n. 18
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        protected override Reward Playout(WorldModel initialPlayoutState)
        {
            GOB.Action   action;
            GOB.Action[] actions;
            Reward       reward  = new Reward();
            WorldModel   current = initialPlayoutState;

            double        random;
            float         h          = 0;
            double        accumulate = 0;
            float         euclidean  = 0;
            double        softmax    = 0;
            List <double> interval   = new List <double>();
            WalkToTargetAndExecuteAction wa;

            actions = current.GetExecutableActions();
            if (actions.Length == 0)
            {
                reward.PlayerID = current.GetNextPlayer();
                reward.Value    = 0;
            }

            while (!current.IsTerminal())
            {
                accumulate = 0;
                interval.Clear();
                //if (actions.Length == 0)
                //    break;

                foreach (var a in actions)
                {
                    h = 0;
                    var gameMan   = this.CurrentStateWorldModel.GetGameManager();
                    var character = gameMan.characterData;
                    wa = a as WalkToTargetAndExecuteAction;
                    if (wa != null)
                    {
                        euclidean = (wa.Target.transform.position - wa.Character.transform.position).magnitude;
                        if (euclidean <= 0)
                        {
                            euclidean = 1;
                        }
                    }

                    if (a.Name.Contains("LevelUp"))                                                      //1000
                    {
                        h = 1000;
                    }
                    if (a.Name.Contains("GetHealthPotion"))                                              //0-25
                    {
                        h = (character.MaxHP - character.HP) * 1.5f;
                    }
                    else if (a.Name.Contains("PickUpChest"))                                                                 //5-25
                    {
                        h = (character.Money + 5) * 3.5f;
                    }
                    else if (a.Name.Contains("FireballSkeleton") || a.Name.Contains("FireballOrc"))                          //0-25
                    {
                        h = character.Mana * 30;
                    }
                    else if (a.Name.Contains("SwordAttackSkeleton"))
                    {
                        h = (character.HP - 5) * 2;
                    }
                    else if (a.Name.Contains("SwordAttackOrc"))
                    {
                        h = (character.HP - 10) * 2;
                    }
                    else if (a.Name.Contains("SwordAttackDragon"))
                    {
                        h = character.HP - 20;
                    }

                    if (h < 0)
                    {
                        h = 0;
                    }

                    h = h * 1000 / euclidean;

                    accumulate += h;
                    if (h > 0)
                    {
                        softmax += Math.Pow(Math.E, -h / accumulate);
                        interval.Add(softmax);
                        Debug.Log(softmax);
                    }
                    else
                    {
                        interval.Add(0);
                    }
                }

                random = RandomGenerator.NextDouble() * softmax;
                for (int j = 0; j < interval.Count; j++)
                {
                    if (random <= interval[j])
                    {
                        action  = actions[j];
                        current = current.GenerateChildWorldModel();
                        action.ApplyActionEffects(current);
                        current.CalculateNextPlayer();
                        break;
                    }

                    if (j == interval.Count - 1)
                    {
                        current         = current.GenerateChildWorldModel();
                        reward.Value    = 0;
                        reward.PlayerID = current.GetNextPlayer();
                        return(reward);
                    }
                }
            }

            reward.PlayerID = current.GetNextPlayer();
            reward.Value    = current.GetScore();
            return(reward);
        }