Esempio n. 1
0
        /********************************************************************************************/
        /********************************************************************************************/
        /***                                                                                      ***/
        /***                                 AGENT SETUP                                          ***/
        /***                                                                                      ***/
        /********************************************************************************************/
        /********************************************************************************************/

        //Organize the diamonds by height and platform
        public List <DiamondInfo> setupDiamonds(CollectibleRepresentation[] collectiblesInfo, int[,] levelLayout)
        {
            List <DiamondInfo> Diamonds = new List <DiamondInfo>();
            Platform           platform;
            int i;

            foreach (CollectibleRepresentation diamond in collectiblesInfo)
            {
                //create diamond info
                platform = getDiamondPlatform(diamond.X, diamond.Y);

                //the levelLayout is used to calculate the areas of bias of the diamond
                DiamondInfo diamondInfo = new DiamondInfo(diamond.X, diamond.Y, platform, levelLayout);

                //add diamond to the list according to its position and platform - the highest diamonds on the highest platforms come first
                i = 0;
                if (Diamonds.Count == 0)
                {
                    Diamonds.Add(diamondInfo);
                }
                else
                {
                    foreach (DiamondInfo dInfo in Diamonds)
                    {
                        //if the diamond belongs to a higher platform
                        if (diamondInfo.getPlatform().getY() < dInfo.getPlatform().getY())
                        {
                            Diamonds.Insert(i, diamondInfo);
                            break;
                        }
                        else if (diamondInfo.getPlatform().getY() == dInfo.getPlatform().getY())
                        {
                            //if the diamond is in a platform at the same height but is higher than the other
                            if (diamondInfo.getY() < dInfo.getY())
                            {
                                Diamonds.Insert(i, diamondInfo);
                                break;
                            }
                        }
                        //if it is at the end of the list, then it is the lowest
                        if (i == Diamonds.Count - 1)
                        {
                            Diamonds.Add(diamondInfo);
                            break;
                        }
                        i++;
                    }
                }
            }
            //give the diamonds their respective id
            for (i = 0; i < Diamonds.Count; i++)
            {
                Diamonds[i].setId(i);
                Diamonds[i].getPlatform().addDiamondOn(i);
            }

            return(Diamonds);
        }
Esempio n. 2
0
        public Moves skillLowerPlatform(Node node, DiamondInfo dInfo)
        {
            State    agent    = node.getState();
            Platform platform = dInfo.getPlatform();

            //if the diamond cant be reached from its platform then this skill does not apply
            if (Math.Abs(dInfo.getY() - (dInfo.getPlatform().getY() - dInfo.getPlatform().getHeight() / 2)) > agentMaxReach)
            {
                //TODO - create a new skill
                return(utils.randomAction(node, rnd, morphBias));
            }

            //check if the agent is in between walls
            bool     leftWall      = false;
            bool     rightWall     = false;
            Platform agentPlatform = utils.onPlatform(agent.getPosX(), agent.getPosY(), 50, 10);

            if (agentPlatform != null && utils.obstacleBetween(agent.getPosX(), agentPlatform.getX() - agentPlatform.getWidth() / 2, agentPlatform))
            {
                leftWall = true;
            }
            if (agentPlatform != null && utils.obstacleBetween(agent.getPosX(), agentPlatform.getX() + agentPlatform.getWidth() / 2, agentPlatform))
            {
                rightWall = true;
            }

            //if the agent is completely stuck
            //TODO make a new skill to differentiate the cases when the agent is completely stuck from the ones when it only has one wall
            if (leftWall || rightWall)
            {
                //TODO - create a new skill
                return(utils.randomAction(node, rnd, morphBias));
            }

            //roll to the one of the sides
            if (node.getRemainingMoves().Exists(x => x == Moves.MOVE_LEFT))
            {
                return(Moves.MOVE_LEFT);
            }
            else if (node.getRemainingMoves().Exists(x => x == Moves.MOVE_RIGHT))
            {
                return(Moves.MOVE_RIGHT);
            }
            else
            {
                node.noRemainingSTPActions();
                return(Moves.NO_ACTION);
            }
        }
Esempio n. 3
0
        public Moves skillCatchDiamond(Node node, DiamondInfo dInfo)
        {
            //if the agent is below the diamond at a very low velocity then jump
            if (Math.Abs(dInfo.getX() - node.getState().getPosX()) <= skillXmargin &&
                Math.Abs(node.getState().getVelX()) < skillVelMargin)
            {
                if (node.getRemainingMoves().Exists(x => x == Moves.JUMP))
                {
                    return(Moves.JUMP);
                }
                else
                {
                    node.noRemainingSTPActions();
                    return(Moves.NO_ACTION);
                }
            }
            //if the diamond is at the agents left
            else if (dInfo.getX() < node.getState().getPosX())// && Math.Abs(dInfo.getX() - node.getState().getPosX()) > skillXmargin)
            {
                //if it is at the same level - go left
                if (Math.Abs(dInfo.getY() - node.getState().getPosY()) < skillYmargin)
                {
                    if (node.getRemainingMoves().Exists(x => x == Moves.ROLL_LEFT))
                    {
                        return(Moves.ROLL_LEFT);
                    }
                    else
                    {
                        node.noRemainingSTPActions();
                        return(Moves.NO_ACTION);
                    }
                }
                //if not, then it will be necessary to jump at some point
                else
                {
                    if ((rnd.NextDouble() > skillJumpBias ||
                         node.getState().getVelX() > 0) && node.getRemainingMoves().Exists(x => x == Moves.ROLL_LEFT))
                    {
                        return(Moves.ROLL_LEFT);
                    }
                    else
                    {
                        //make sure that it wont try the action jump if moving right
                        if (node.getRemainingMoves().Exists(x => x == Moves.JUMP) && node.getState().getVelX() < 0)
                        {
                            return(Moves.JUMP);
                        }
                        else
                        {
                            node.noRemainingSTPActions();
                            return(Moves.NO_ACTION);
                        }
                    }
                }
            }
            //if the diamond is at the agents right
            if (dInfo.getX() > node.getState().getPosX())// && Math.Abs(dInfo.getX() - node.getState().getPosX()) > skillXmargin)
            {
                //if it is at the same level - go right
                if (Math.Abs(dInfo.getY() - node.getState().getPosY()) < skillYmargin)
                {
                    if (node.getRemainingMoves().Exists(x => x == Moves.ROLL_RIGHT))
                    {
                        return(Moves.ROLL_RIGHT);
                    }
                    else
                    {
                        return(Moves.NO_ACTION);
                    }
                }
                //if not, then it will be necessary to jump at some point
                else
                {
                    if ((rnd.NextDouble() > skillJumpBias ||
                         node.getState().getVelX() < 0) && node.getRemainingMoves().Exists(x => x == Moves.ROLL_RIGHT))
                    {
                        return(Moves.ROLL_RIGHT);
                    }
                    else
                    {
                        //make sure that it wont try the action jump if moving left
                        if (node.getRemainingMoves().Exists(x => x == Moves.JUMP) && node.getState().getVelX() > 0)
                        {
                            return(Moves.JUMP);
                        }
                        else
                        {
                            node.noRemainingSTPActions();
                            return(Moves.NO_ACTION);
                        }
                    }
                }
            }

            node.noRemainingSTPActions();
            return(Moves.NO_ACTION);
        }