/// <summary> /// Setup the ACS subsystem /// </summary> private void SetupACS() { // Create Rule to rotate SupportCalculator rotateSupportCalculator = FixedRuleToRotate; FixedRule ruleRotate = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputRotateClockwise, rotateSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleRotate); // Create Colission To Go Ahead SupportCalculator goAheadSupportCalculator = FixedRuleToGoAhead; FixedRule ruleGoAhead = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoAhead, goAheadSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoAhead); // Create Colission To Eat SupportCalculator eatSupportCalculator = FixedRuleToEat; FixedRule ruleEat = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputEat, eatSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleEat); // Create Colission To Sack SupportCalculator sackSupportCalculator = FixedRuleToSack; FixedRule ruleSack = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputSack, sackSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleSack); // Create Colission To Hide SupportCalculator hideSupportCalculator = FixedRuleToHide; FixedRule ruleHide = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputHide, hideSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleHide); // Create Colission To Stop SupportCalculator stopSupportCalculator = FixedRuleToStop; FixedRule ruleStop = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputStop, stopSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleStop); // Disable Rule Refinement CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = false; // The selection type will be probabilistic CurrentAgent.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.STOCHASTIC; // The action selection will be fixed (not variable) i.e. only the statement defined above. CurrentAgent.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; // Define Probabilistic values CurrentAgent.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_IRL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 0; }
/// <summary> /// Setup the ACS subsystem /// </summary> private void SetupACS() { // Create Rule to avoid collision with wall SupportCalculator avoidCollisionWallSupportCalculator = FixedRuleToAvoidCollisionWall; FixedRule ruleAvoidCollisionWall = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputRotateClockwise, avoidCollisionWallSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleAvoidCollisionWall); // Create Rule to avoid collision with wall SupportCalculator goItemSupportCalculator = FixedRuleToGoItem; FixedRule ruleGoItem = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoItem, goItemSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoItem); // Create Rule to avoid collision with wall SupportCalculator sackItItemSupportCalculator = FixedRuleToSackItItem; FixedRule ruleSackItItem = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputSackItItem, sackItItemSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleSackItItem); // Create Rule to avoid collision with wall SupportCalculator eatItemSupportCalculator = FixedRuleToEatItem; FixedRule ruleEatItem = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputEatItem, eatItemSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleEatItem); // Create Rule to avoid collision with wall SupportCalculator stopCreatureSupportCalculator = FixedRuleToStopCreature; FixedRule ruleStopCreature = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputStopCreature, stopCreatureSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleStopCreature); // Disable Rule Refinement CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = false; // The selection type will be probabilistic CurrentAgent.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.STOCHASTIC; // The action selection will be fixed (not variable) i.e. only the statement defined above. CurrentAgent.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; // Define Probabilistic values CurrentAgent.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_IRL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 0; }
public void TryGetTollFee_Handle_Specified_Vehicles() { var expectedTollFee = 10; var vehicle = new Mock <IVehicle>(); var rule = new FixedRule(expectedTollFee, new[] { vehicle.Object }); var actualTollFee = rule.GetTollFee(vehicle.Object, new DateTime(2018, 12, 22, 0, 30, 0)); Assert.Equal(expectedTollFee, actualTollFee, 0); }
public void TryGetTollFee_Returns_Specified_Toll_Fee() { var expectedTollFee = 10; var vehicle = new Mock <IVehicle>(); var rule = new FixedRule(expectedTollFee, null); var actualTollFee = rule.GetTollFee(vehicle.Object, new DateTime(2018, 12, 22, 0, 30, 0)); Assert.Equal(expectedTollFee, actualTollFee, 0); }
public void TryGetTollFee_Do_Not_Handle_Unspecified_Vehicles() { var expectedTollFee = 0; var handledVehicle = new Mock <IVehicle>(); var checkedVehicle = new Mock <IVehicle>(); var rule = new FixedRule(10, new[] { handledVehicle.Object }); var actualTollFee = rule.GetTollFee(checkedVehicle.Object, new DateTime(2018, 12, 22, 0, 30, 0)); Assert.Equal(expectedTollFee, actualTollFee, 0); }
public void IsSatisfied() { _fixedRule = new FixedRule(); Assert.IsFalse(_fixedRule.IsSatisfied(0)); Assert.IsFalse(_fixedRule.IsSatisfied(1)); Assert.IsFalse(_fixedRule.IsSatisfied(2)); Assert.IsFalse(_fixedRule.IsSatisfied(9)); _fixedRule = new FixedRule(1, 2, 3); Assert.IsFalse(_fixedRule.IsSatisfied(0)); Assert.IsTrue(_fixedRule.IsSatisfied(1)); Assert.IsTrue(_fixedRule.IsSatisfied(2)); Assert.IsTrue(_fixedRule.IsSatisfied(3)); Assert.IsFalse(_fixedRule.IsSatisfied(4)); Assert.IsFalse(_fixedRule.IsSatisfied(5)); Assert.IsFalse(_fixedRule.IsSatisfied(6)); Assert.IsFalse(_fixedRule.IsSatisfied(7)); Assert.IsFalse(_fixedRule.IsSatisfied(8)); Assert.IsFalse(_fixedRule.IsSatisfied(9)); Assert.IsFalse(_fixedRule.IsSatisfied(10)); }
/// <summary> /// Setup the ACS subsystem /// </summary> private void SetupACS() { // Create Rule to avoid collision with wall SupportCalculator avoidCollisionWallSupportCalculator = FixedRuleToAvoidCollisionWall; FixedRule ruleAvoidCollisionWall = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputRotateClockwise, avoidCollisionWallSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleAvoidCollisionWall); // Create Colission To Go Ahead SupportCalculator goAheadSupportCalculator = FixedRuleToGoAhead; FixedRule ruleGoAhead = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoAhead, goAheadSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoAhead); // Create Go to Jewel SupportCalculator goToJewelSupportCalculator = FixedRuleToGoToJewel; FixedRule ruleGoToJewel = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoToJewelInVision, goToJewelSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoToJewel); // Create eat food SupportCalculator eatFoodSupportCalculator = FixedRuleToEatFood; FixedRule ruleEatFood = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputEatFood, eatFoodSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleEatFood); // Create get desired jewel SupportCalculator getDesiredJewelSupportCalculator = FixedRuleToGetDesiredJewel; FixedRule ruleGetDesiredJewel = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGetJewel, getDesiredJewelSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGetDesiredJewel); // Create hide jewel SupportCalculator hideJewelSupportCalculator = FixedRuleToHideJewel; FixedRule ruleHideJewel = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputHideJewel, hideJewelSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleHideJewel); // Create goal achieved SupportCalculator goalAchievedSupportCalculator = FixedRuleGoalAchieved; FixedRule ruleGoalAchieved = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoalAchieved, goalAchievedSupportCalculator); // Create fuel low rule SupportCalculator fuelLowSupportCalculator = FixedRuleFuelLow; FixedRule ruleFuelLow = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputFuelLow, fuelLowSupportCalculator); CurrentAgent.Commit(ruleFuelLow); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoalAchieved); // Disable Rule Refinement CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = false; // The selection type will be probabilistic CurrentAgent.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.STOCHASTIC; // The action selection will be fixed (not variable) i.e. only the statement defined above. CurrentAgent.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; // Define Probabilistic values CurrentAgent.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_IRL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 0; }
/// <summary> /// Setup the ACS subsystem /// </summary> private void SetupACS() { // Create Rule To Stop when all leaflets have been delivered (success) SupportCalculator stopWhenFinishedSupportCalculator = FixedRuleToStopWhenFinished; FixedRule ruleStopWhenFinished = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputStop, stopWhenFinishedSupportCalculator); ruleStopWhenFinished.Parameters.WEIGHT = 1; // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleStopWhenFinished); // Create Rule to Eat Food SupportCalculator eatFoodSupportCalculator = FixedRuleToEatFood; FixedRule ruleEatFood = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputEatFood, eatFoodSupportCalculator); ruleEatFood.Parameters.WEIGHT = 0.9; ruleEatFood.Parameters.PARTIAL_MATCH_ON = true; // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleEatFood); // Create Rule to Collect (Sack) Jewel SupportCalculator sackJewelSupportCalculator = FixedRuleToSackJewel; FixedRule ruleSackJewel = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputSackJewel, sackJewelSupportCalculator); ruleSackJewel.Parameters.WEIGHT = 0.9; ruleSackJewel.Parameters.PARTIAL_MATCH_ON = true; // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleSackJewel); // Create Rule to avoid colision with wall SupportCalculator avoidCollisionWallSupportCalculator = FixedRuleToAvoidCollisionWall; FixedRule ruleAvoidCollisionWall = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputRotateClockwise, avoidCollisionWallSupportCalculator); ruleAvoidCollisionWall.Parameters.WEIGHT = 0.8; ruleAvoidCollisionWall.Parameters.PARTIAL_MATCH_ON = true; // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleAvoidCollisionWall); // Create Rule To Go Ahead //SupportCalculator goAheadSupportCalculator = FixedRuleToGoAhead; //FixedRule ruleGoAhead = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoAhead, goAheadSupportCalculator); // Commit this rule to Agent (in the ACS) //CurrentAgent.Commit(ruleGoAhead); // Create Rule To Go To Closest Jewel SupportCalculator goToClosestJewelSupportCalculator = FixedRuleToGoToClosestJewel; FixedRule ruleGoToClosestJewel = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoToClosestJewel, goToClosestJewelSupportCalculator); ruleGoToClosestJewel.Parameters.WEIGHT = 0.7; ruleGoToClosestJewel.Parameters.PARTIAL_MATCH_ON = true; // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoToClosestJewel); // Create Rule To Go To Closest Jewel SupportCalculator goToClosestFoodSupportCalculator = FixedRuleToGoToClosestFood; FixedRule ruleGoToClosestFood = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoToClosestFood, goToClosestFoodSupportCalculator); ruleGoToClosestFood.Parameters.WEIGHT = 0.6; ruleGoToClosestFood.Parameters.PARTIAL_MATCH_ON = true; // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoToClosestFood); // Create Rule to Deliver a Leaflet SupportCalculator deliverLeafletSupportCalculator = FixedRuleToDeliverLeaflet; FixedRule ruleDeliverLeaflet = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputDeliverLeaflet, deliverLeafletSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleDeliverLeaflet); // Disable Rule Refinement CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = false; // The selection type will be probabilistic CurrentAgent.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.STOCHASTIC; // The action selection will be fixed (not variable) i.e. only the statement defined above. CurrentAgent.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; // Define Probabilistic values CurrentAgent.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_IRL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 0; }
public void Initialize() { // Dimension Value Pairs: sayWhat = World.NewDimensionValuePair("YourAction", "What do you want to do?"); // External Action Chunks: sayCooperate = World.NewExternalActionChunk("Cooperate"); sayDefect = World.NewExternalActionChunk("Defect"); // placeholder // GoalChunk salute = World.NewGoalChunk("Salute"); // GoalChunk bidFarewell = World.NewGoalChunk("Bid Farewell"); // WM Actions: wmuacC = World.NewWorkingMemoryUpdateActionChunk("Remember my opponent cooperated"); wmuacD = World.NewWorkingMemoryUpdateActionChunk("Remember my opponent defected"); DeclarativeChunk dcoc = World.NewDeclarativeChunk("My opponent cooperated"); DeclarativeChunk dcod = World.NewDeclarativeChunk("My opponent defected"); wmuacC.Add(WorkingMemory.RecognizedActions.SET_RESET, dcoc); wmuacD.Add(WorkingMemory.RecognizedActions.SET_RESET, dcod); // Set up a two agent model (meaning two agents with the same setup, playing against each other) Alice = World.NewAgent("Alice"); Bob = World.NewAgent("Bob"); // Simulating environment will determine inputs to each agent based on what each agent does.. // Feedback is determined by payoff matrix.. payoff = new int [2, 2, 2]; // Doing this the hard way. Could set this up all in-line above, but this makes the table // more explicit in terms of how we want to use it. // The payoff matrix here is called "Friend or Foe", about the simplest case // indices mean: FOR-WHICH-AGENT, WHAT-ALICE-DOES, WHAT-BOB-DOES payoff[_ALICE, _COOPERATE, _COOPERATE] = 1; payoff[_ALICE, _COOPERATE, _DEFECT] = 0; payoff[_ALICE, _DEFECT, _COOPERATE] = 2; payoff[_ALICE, _DEFECT, _DEFECT] = 0; payoff[_BOB, _COOPERATE, _COOPERATE] = 1; payoff[_BOB, _COOPERATE, _DEFECT] = 2; payoff[_BOB, _DEFECT, _COOPERATE] = 0; payoff[_BOB, _DEFECT, _DEFECT] = 0; maxpay = 2; results = new int[_TRIALS, 2, 2]; // Set up a Q-learning Net = // -- Eligibility Condition = True if "What do you want to do?" is in input, otherwise False // -- Input = "My opponent cooperated", "My opponent defected", "What do you want to do?" // -- Output = "I want to defect", "I want to cooperate" // // Also, RER is turned ON QBPNetwork net_A = AgentInitializer.InitializeImplicitDecisionNetwork(Alice, QBPNetwork.Factory, QNetEC); net_A.Input.Add(sayWhat); net_A.Input.Add(sayCooperate); net_A.Input.Add(sayDefect); net_A.Output.Add(sayCooperate); net_A.Output.Add(sayDefect); Alice.Commit(net_A); net_A.Parameters.LEARNING_RATE = 1; Alice.ACS.Parameters.PERFORM_RER_REFINEMENT = true; // it's true by default anyway Alice.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.COMBINED; Alice.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; Alice.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; Alice.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 1; Alice.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 1; Alice.ACS.Parameters.WM_UPDATE_ACTION_PROBABILITY = 1; // Rules (2 rules) = // Rule 1: // -- Condition = "Your opponent cooperated" // -- Action = Set "My opponent cooperated" in WM // Rule 2: // -- Condition = "Your opponent defected" // -- Action = Set "My opponent defect" in WM FixedRule ruleA1 = AgentInitializer.InitializeActionRule(Alice, FixedRule.Factory, wmuacC, FRSC); FixedRule ruleA2 = AgentInitializer.InitializeActionRule(Alice, FixedRule.Factory, wmuacD, FRSC); Alice.Commit(ruleA1); Alice.Commit(ruleA2); QBPNetwork net_B = AgentInitializer.InitializeImplicitDecisionNetwork(Bob, QBPNetwork.Factory, QNetEC); net_B.Input.Add(sayWhat); net_B.Input.Add(sayCooperate); net_B.Input.Add(sayDefect); net_B.Output.Add(sayCooperate); net_B.Output.Add(sayDefect); Bob.Commit(net_B); // Use Weighted Combination // NO partial match on TL net_B.Parameters.LEARNING_RATE = 1; Bob.ACS.Parameters.PERFORM_RER_REFINEMENT = true; Bob.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.COMBINED; Bob.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; Bob.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; Bob.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 1; Bob.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 1; Bob.ACS.Parameters.WM_UPDATE_ACTION_PROBABILITY = 1; FixedRule ruleB1 = AgentInitializer.InitializeActionRule(Bob, FixedRule.Factory, wmuacC, FRSC); FixedRule ruleB2 = AgentInitializer.InitializeActionRule(Bob, FixedRule.Factory, wmuacD, FRSC); Bob.Commit(ruleB1); Bob.Commit(ruleB2); // Initially using the same parameters for RER as Full Hello World RefineableActionRule.GlobalParameters.SPECIALIZATION_THRESHOLD_1 = -.6; RefineableActionRule.GlobalParameters.GENERALIZATION_THRESHOLD_1 = -.1; RefineableActionRule.GlobalParameters.INFORMATION_GAIN_OPTION = RefineableActionRule.IGOptions.PERFECT; /* * Note -- What should be seems is that when you pass in "Your opponent…", * the agent should return the "Do Nothing" external action * (since it performed an internal WM action).. * However, you can just ignore this either way.. */ }
/// <summary> /// Setup the ACS subsystem /// </summary> private void SetupACS() { // Create Rule to avoid collision with wall SupportCalculator avoidCollisionWallSupportCalculator = FixedRuleToAvoidCollisionWall; FixedRule ruleAvoidCollisionWall = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputRotateClockwise, avoidCollisionWallSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleAvoidCollisionWall); // Create Rule To Go Ahead SupportCalculator goAheadSupportCalculator = FixedRuleToGoAhead; FixedRule ruleGoAhead = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoAhead, goAheadSupportCalculator); // Commit this rule to Agent (in the ACS) - FMT commenting to avoid conflict //CurrentAgent.Commit(ruleGoAhead); // FMT 29/04/2017 // FMT Create Rule to Eat SupportCalculator eatSupportCalculator = FixedRuleToEat; FixedRule ruleEat = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputEat, eatSupportCalculator); CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = true; CurrentAgent.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.COMBINED; CurrentAgent.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; CurrentAgent.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.WM_UPDATE_ACTION_PROBABILITY = 1; // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleEat); // FMT Create Rule to Get SupportCalculator getSupportCalculator = FixedRuleToGet; FixedRule ruleGet = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGet, getSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGet); // FMT Create Rule to Hide SupportCalculator hideSupportCalculator = FixedRuleToHide; FixedRule ruleHide = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputHide, hideSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleHide); // FMT Create Rule to Go To SupportCalculator gotoSupportCalculator = FixedRuleToGoTo; FixedRule ruleGoto = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoTo, gotoSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoto); // FMT Create Rule to Stop SupportCalculator stopSupportCalculator = FixedRuleToStop; FixedRule ruleStop = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputStop, stopSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleStop); // Disable Rule Refinement CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = false; // The selection type will be probabilistic CurrentAgent.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.STOCHASTIC; // The action selection will be fixed (not variable) i.e. only the statement defined above. CurrentAgent.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; // Define Probabilistic values CurrentAgent.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_IRL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 0; // FMT 13/05/2017 additonal setting for network SimplifiedQBPNetwork net = AgentInitializer.InitializeImplicitDecisionNetwork(CurrentAgent, SimplifiedQBPNetwork.Factory); net.Parameters.LEARNING_RATE = 1; CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = false; }
/// <summary> /// Setup the ACS subsystem /// </summary> private void SetupACS() { // Create Rule to avoid collision with wall SupportCalculator avoidCollisionWallSupportCalculator = FixedRuleToAvoidCollisionWall; FixedRule ruleAvoidCollisionWall = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputRotateClockwise, avoidCollisionWallSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleAvoidCollisionWall); // Create Rule to Wander SupportCalculator wanderSupportCalculator = FixedRuleToWander; FixedRule ruleWander = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputWander, wanderSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleWander); // Create Rule To Get Jewel SupportCalculator getJewelSupportCalculator = FixedRuleToGetJewel; FixedRule ruleGetJewel = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGetJewel, getJewelSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGetJewel); // Create Rule To Get Food SupportCalculator getFoodSupportCalculator = FixedRuleToGetFood; FixedRule ruleGetFood = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGetFood, getFoodSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGetFood); // Create Rule To Go To Jewel SupportCalculator goToJewelSupportCalculator = FixedRuleToGoToJewel; FixedRule ruleGoToJewel = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoToJewel, goToJewelSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoToJewel); // Create Rule To Go To Food SupportCalculator goToFoodSupportCalculator = FixedRuleToGoToFood; FixedRule ruleGoToFood = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoToFood, goToFoodSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoToFood); // Create Rule To Go To the Delivery Spot SupportCalculator goToDeliverySpotSupportCalculator = FixedRuleToGoToDeliverySpot; FixedRule ruleGoToDeliverySpot = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputGoToDeliverySpot, goToDeliverySpotSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleGoToDeliverySpot); // Create Rule To Deliver Jewels SupportCalculator deliverSupportCalculator = FixedRuleToDeliver; FixedRule ruleDeliver = AgentInitializer.InitializeActionRule(CurrentAgent, FixedRule.Factory, outputDoDelivery, deliverSupportCalculator); // Commit this rule to Agent (in the ACS) CurrentAgent.Commit(ruleDeliver); // Disable Rule Refinement CurrentAgent.ACS.Parameters.PERFORM_RER_REFINEMENT = false; // The selection type will be probabilistic CurrentAgent.ACS.Parameters.LEVEL_SELECTION_METHOD = ActionCenteredSubsystem.LevelSelectionMethods.STOCHASTIC; // The action selection will be fixed (not variable) i.e. only the statement defined above. CurrentAgent.ACS.Parameters.LEVEL_SELECTION_OPTION = ActionCenteredSubsystem.LevelSelectionOptions.FIXED; // Define Probabilistic values CurrentAgent.ACS.Parameters.FIXED_FR_LEVEL_SELECTION_MEASURE = 1; CurrentAgent.ACS.Parameters.FIXED_IRL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_BL_LEVEL_SELECTION_MEASURE = 0; CurrentAgent.ACS.Parameters.FIXED_RER_LEVEL_SELECTION_MEASURE = 0; }
public void Initialize(Groups group) { World.Initialize(); John = World.NewAgent(); QBPNetwork idn = AgentInitializer.InitializeImplicitDecisionNetwork(John, QBPNetwork.Factory); World.NewDimensionValuePair("Target P", target); World.NewDimensionValuePair("Current P", target); World.NewExternalActionChunk(target); for (double i = 0; i < 12; i++) { if (World.GetDimensionValuePair("Target P", i) == null) { idn.Input.Add(World.NewDimensionValuePair("Target P", i)); idn.Input.Add(World.NewDimensionValuePair("Current P", i)); idn.Input.Add(World.NewExternalActionChunk(i)); idn.Output.Add(World.GetActionChunk(i)); } else { idn.Input.Add(World.GetDimensionValuePair("Target P", i)); idn.Input.Add(World.GetDimensionValuePair("Current P", i)); idn.Input.Add(World.GetActionChunk(i)); idn.Output.Add(World.GetActionChunk(i)); } } foreach (double i in As) { World.NewDimensionValuePair("A", i); } foreach (double i in Bs) { World.NewDimensionValuePair("B", i); } foreach (double i in Cs) { World.NewDimensionValuePair("C", i); } switch (group) { case Groups.VERBALIZATION: idn.Parameters.POSITIVE_MATCH_THRESHOLD = 1; RefineableActionRule.GlobalParameters.POSITIVE_MATCH_THRESHOLD = 1; RefineableActionRule.GlobalParameters.GENERALIZATION_THRESHOLD_1 = 1; RefineableActionRule.GlobalParameters.SPECIALIZATION_THRESHOLD_1 = .5; threshold_4 = .5; break; case Groups.MEMORY: for (double i = 0; i < 12; i++) { ExternalActionChunk w = (ExternalActionChunk)World.GetActionChunk((double)rand.Next(12)); var p = World.GetDimensionValuePair("Current P", FactoryOutput(i, (double)w.LabelAsIComparable)); ExternalActionChunk w1 = (ExternalActionChunk)World.GetActionChunk(Math.Round((target + p.Value + NoiseOptions[rand.Next(3)]) / 2)); FixedRule mfr = AgentInitializer.InitializeActionRule(John, FixedRule.Factory, w1, MemoryGroup_SupportCalculator); mfr.GeneralizedCondition.Add(p, true); mfr.GeneralizedCondition.Add(w, true); John.Commit(mfr); } goto default; case Groups.SIMPLE_RULE: for (double i = 0; i < 12; i++) { FixedRule sfr = AgentInitializer.InitializeActionRule(John, FixedRule.Factory, World.GetActionChunk(i), SimpleRule_SupportCalculator); John.Commit(sfr); } goto default; default: idn.Parameters.LEARNING_RATE = .05; idn.Parameters.DISCOUNT = .95; John.ACS.Parameters.SELECTION_TEMPERATURE = .09; idn.Parameters.POSITIVE_MATCH_THRESHOLD = 1; RefineableActionRule.GlobalParameters.GENERALIZATION_THRESHOLD_1 = 2; RefineableActionRule.GlobalParameters.SPECIALIZATION_THRESHOLD_1 = 1.2; RefineableActionRule.GlobalParameters.POSITIVE_MATCH_THRESHOLD = 1; threshold_4 = .2; break; } RefineableActionRule.GlobalParameters.INFORMATION_GAIN_OPTION = RefineableActionRule.IGOptions.PERFECT; John.Commit(idn); }