コード例 #1
0
        public void EnemyHealthPack5()
        {
            const int numRooms = 3;

            ConstraintThingySolver solver = new ConstraintThingySolver();

            FiniteDomain <String> finiteDomain = new FiniteDomain <string>("enemy", "health-pack");

            FiniteDomainVariable <String>[] roomTypes = new FiniteDomainVariable <string> [numRooms];

            for (int i = 0; i < numRooms; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(finiteDomain, "enemy", "health-pack");
            }

            RealVariable[] roomScores = new RealVariable[numRooms];

            var scoreMapping = new ScoreMapping <String>(finiteDomain, new Interval(-3, -3), new Interval(3, 3));

            for (int i = 0; i < numRooms; i++)
            {
                roomScores[i] = Constraint.ScoreVariable(roomTypes[i], scoreMapping);
            }

            var sum = Constraint.Add(roomScores);

            Constraint.InRange(sum, 0, 4);

            foreach (var solution in solver.Solutions.FirstElements(1))
            {
                AssertIntersect(new Interval(0, 4), sum.UniqueValue);
            }
        }
コード例 #2
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        public void EnemyHealthPack3()
        {
            ConstraintThingySolver solver = new ConstraintThingySolver();

            FiniteDomain <String> finiteDomain = new FiniteDomain <string>("enemy", "health-pack")
            {
            };

            FiniteDomainVariable <String> roomType = solver.CreateFiniteDomainVariable(finiteDomain, "enemy", "health-pack");

            RealVariable score = solver.CreateRealVariable(0, 5);

            // How this reads:
            //     Enemies will always do 3 damage to the player
            //     Health packs arbitarily restore between 3 and 4 health

            // Once solved, "roomType" will hold which kind of room was selected
            // and "score" will hold the strength of the item or enemy

            // in this case, only health packs can be assigned to the interval (0,5), so "score" will
            // contain the strength of the health pack, which is some arbitrary number between 3 and 5.

            new ScoreContraint <String>(score, roomType, new ScoreMapping <string>(finiteDomain, "enemy".PairedWith(new Interval(-3, -3)), "health-pack".PairedWith(new Interval(3, 100))));

            foreach (var solution in solver.Solutions.FirstElements(10))
            {
                AssertIntersect(new Interval(3, 5), score.UniqueValue);
                Assert.AreEqual("health-pack", roomType.UniqueValue);
            }
        }
コード例 #3
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        internal override GremlinVariableProperty DefaultProjection()
        {
            if (RealVariable is GremlinRepeatSelectedVariable)
            {
                return(new GremlinVariableProperty(AttachedVariable, SelectKey));
            }
            var defaultColumn = RealVariable.DefaultProjection().VariableProperty;

            return(GetVariableProperty(defaultColumn));
        }
コード例 #4
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        internal override void Populate(string property)
        {
            if (ProjectedProperties.Contains(property))
            {
                return;
            }
            base.Populate(property);

            RealVariable.Populate(property);
        }
コード例 #5
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        public void PopulationWithOccurences()
        {
            const int numRooms = 5;

            ConstraintThingySolver solver = new ConstraintThingySolver();

            // this the finite domain variables to be expanded first -- we test without this below
            solver.ExpansionOrder = ExpansionOrder.Deterministic;

            FiniteDomain <String> finiteDomain = new FiniteDomain <string>("enemy", "health-pack", "ammo", "boss", "puzzle");

            FiniteDomainVariable <String>[] roomTypes = new FiniteDomainVariable <string> [numRooms];

            for (int i = 0; i < numRooms; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(finiteDomain, "enemy", "health-pack", "ammo", "boss", "puzzle");
            }

            // exactly 1 boss in the level
            Constraint.RequireOccurences("boss", 1, roomTypes);

            // at most 1 puzzle in the level
            Constraint.MaximumOccurences("puzzle", 1, roomTypes);

            RealVariable[] roomScores = new RealVariable[numRooms];

            var scoreMapping = new ScoreMapping <String>(finiteDomain,
                                                         "enemy".PairedWith(new Interval(-3, -3)),
                                                         "health-pack".PairedWith(new Interval(2, 2)),
                                                         "ammo".PairedWith(new Interval(2, 2)),
                                                         "boss".PairedWith(new Interval(-6, -6)),
                                                         "puzzle".PairedWith(new Interval(0, 0)));

            for (int i = 0; i < numRooms; i++)
            {
                roomScores[i] = Constraint.ScoreVariable(roomTypes[i], scoreMapping);
            }

            var sum = roomScores.Aggregate((a, b) =>
            {
                var result = Constraint.Add(a, b);

                Constraint.GreaterThanOrEqual(result, 0);

                return(result);
            });

            Constraint.InRange(sum, 0, 10);

            foreach (var solution in solver.Solutions.FirstElements(10))
            {
                AssertIntersect(new Interval(0, 10), sum.UniqueValue);
            }
        }
コード例 #6
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        protected override void InitializeConstraintSystem(ConstraintThingySolver solver)
        {
            RealVariable x1 = solver.CreateRealVariable();
            RealVariable y1 = solver.CreateRealVariable();

            RealVariable x2 = solver.CreateRealVariable();
            RealVariable y2 = solver.CreateRealVariable();

            RealVariable distanceSquared = Constraint.DistanceSquared(new Vector2Variable(x1, y1), new Vector2Variable(x2, y2));

            Constraint.InRange(distanceSquared, 25, 100);
        }
コード例 #7
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        protected override void InitializeConstraintSystem(ConstraintThingySolver solver)
        {
            List <RealVariable> variables = new List <RealVariable>();

            // solves 2 <= a*b*c*d*...z <= 10   where -10 <= a...z <= 10
            for (int i = 0; i < 25; i++)
            {
                variables.Add(solver.CreateRealVariable(-10, 10));
            }

            RealVariable multiplication = Constraint.Multiply(variables);

            Constraint.InRange(multiplication, 2, 10);
        }
コード例 #8
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        private static void PlayabilityExperiment(int numRooms, int randomSeed)
        {
            ConstraintThingySolver solver = new ConstraintThingySolver(randomSeed);

            FiniteDomain <String> finiteDomain = new FiniteDomain <string>("enemy", "health-pack", "ammo", "boss", "puzzle");

            FiniteDomainVariable <String>[] roomTypes = new FiniteDomainVariable <string> [numRooms];

            for (int i = 0; i < numRooms; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(finiteDomain, "enemy", "health-pack", "ammo", "boss", "puzzle");
            }

            // exactly 1 boss in the level
            Constraint.RequireOccurences("boss", 1, roomTypes);

            // exactly 1 puzzle in the level
            Constraint.RequireOccurences("puzzle", 1, roomTypes);

            RealVariable[] roomScores = new RealVariable[numRooms];

            var scoreMapping = new ScoreMapping <String>(finiteDomain,
                                                         "enemy".PairedWith(new Interval(-3, -3)),
                                                         "health-pack".PairedWith(new Interval(2, 2)),
                                                         "ammo".PairedWith(new Interval(2, 2)),
                                                         "boss".PairedWith(new Interval(-6, -6)),
                                                         "puzzle".PairedWith(new Interval(0, 0)));

            for (int i = 0; i < numRooms; i++)
            {
                roomScores[i] = Constraint.ScoreVariable(roomTypes[i], scoreMapping);
            }

            var sum = roomScores.Aggregate((a, b) =>
            {
                var result = Constraint.Add(a, b);
                Constraint.GreaterThanOrEqual(result, 0);

                return(result);
            });

            Constraint.InRange(sum, 0, 10);

            foreach (var solution in solver.Solutions.FirstElements(10))
            {
                AssertIntersect(new Interval(0, 10), sum.UniqueValue);
                Assert.AreEqual(1, roomTypes.Count(room => room.UniqueValue == "puzzle"));
                Assert.AreEqual(1, roomTypes.Count(room => room.UniqueValue == "boss"));
            }
        }
コード例 #9
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        internal override void Populate(string property)
        {
            RealVariable.Populate(property);

            if (ProjectedProperties.Contains(property))
            {
                return;
            }
            switch (GetVariableType())
            {
            case GremlinVariableType.Vertex:
                if (GremlinUtil.IsEdgeProperty(property))
                {
                    return;
                }
                break;

            case GremlinVariableType.Edge:
                if (GremlinUtil.IsVertexProperty(property))
                {
                    return;
                }
                break;

            case GremlinVariableType.Scalar:
                if (property != GremlinKeyword.ScalarValue)
                {
                    return;
                }
                break;

            case GremlinVariableType.Property:
                if (property != GremlinKeyword.PropertyValue)
                {
                    return;
                }
                break;
            }
            base.Populate(property);

            if (!PropertiesMap.ContainsKey(property))
            {
                string columnName = SelectKey + "_" + property;
                RealVariable.BottomUpPopulate(AttachedVariable, property, columnName);
                PropertiesMap[property] = columnName;
            }
        }
コード例 #10
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        protected override void InitializeConstraintSystem(ConstraintThingySolver solver)
        {
            const int numRooms = 5;

            FiniteDomain <string> finiteDomain = new FiniteDomain <string>("enemy", "health-pack", "ammo", "boss", "puzzle");

            FiniteDomainVariable <string>[] roomTypes = new FiniteDomainVariable <string> [numRooms];

            for (int i = 0; i < numRooms; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(finiteDomain, "enemy", "health-pack", "ammo", "boss", "puzzle");
            }

            // exactly 1 boss in the level
            Constraint.RequireOccurences("boss", 1, roomTypes);

            // exactly 1 puzzle in the level
            Constraint.RequireOccurences("puzzle", 1, roomTypes);

            RealVariable[] roomScores = new RealVariable[numRooms];

            var scoreMapping = new ScoreMapping <string>(finiteDomain,
                                                         "enemy".PairedWith(new Interval(-3, -3)),
                                                         "health-pack".PairedWith(new Interval(2, 2)),
                                                         "ammo".PairedWith(new Interval(2, 2)),
                                                         "boss".PairedWith(new Interval(-6, -6)),
                                                         "puzzle".PairedWith(new Interval(0, 0)));

            for (int i = 0; i < numRooms; i++)
            {
                roomScores[i] = Constraint.ScoreVariable(roomTypes[i], scoreMapping);
            }

            var sum = roomScores.Aggregate((a, b) =>
            {
                var result = Constraint.Add((RealVariable)a, b);
                Constraint.GreaterThanOrEqual(result, 0);

                return(result);
            });

            Constraint.InRange(sum, 0, 10);
        }
コード例 #11
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        public void ImpossiblePlayability()
        {
            const int numRooms = 5;

            ConstraintThingySolver solver = new ConstraintThingySolver();

            FiniteDomain <String> finiteDomain = new FiniteDomain <string>("enemy", "health-pack", "ammo", "boss", "puzzle");

            FiniteDomainVariable <String>[] roomTypes = new FiniteDomainVariable <string> [numRooms];

            for (int i = 0; i < numRooms; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(finiteDomain, "enemy", "health-pack", "ammo", "boss", "puzzle");
            }

            // exactly 1 boss in the level
            Constraint.RequireOccurences("boss", 1, roomTypes);

            // at most 1 puzzle in the level
            Constraint.MaximumOccurences("puzzle", 1, roomTypes);

            RealVariable[] roomScores = new RealVariable[numRooms];

            var scoreMapping = new ScoreMapping <String>(finiteDomain,
                                                         "enemy".PairedWith(new Interval(-3, -3)),
                                                         "health-pack".PairedWith(new Interval(2, 2)),
                                                         "ammo".PairedWith(new Interval(2, 2)),
                                                         // make placing a boss super expensive so there's no valid solution, yet still constrained to appear
                                                         "boss".PairedWith(new Interval(-600, -600)),
                                                         "puzzle".PairedWith(new Interval(0, 0)));

            for (int i = 0; i < numRooms; i++)
            {
                roomScores[i] = Constraint.ScoreVariable(roomTypes[i], scoreMapping);
            }

            var sum = Constraint.Add(roomScores);

            Constraint.InRange(sum, 0, 10);

            Assert.AreEqual(0, solver.Solutions.Count());
        }
コード例 #12
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        public void EnemyHealthPack1()
        {
            ConstraintThingySolver solver = new ConstraintThingySolver();

            FiniteDomain <String> finiteDomain = new FiniteDomain <string>("enemy", "health-pack");

            FiniteDomainVariable <String> variable = solver.CreateFiniteDomainVariable(finiteDomain, "enemy", "health-pack");

            RealVariable score = solver.CreateRealVariable(0, 5);

            new ScoreContraint <String>(score, variable, new ScoreMapping <string>(finiteDomain, "enemy".PairedWith(new Interval(-3, -3)), "health-pack".PairedWith(new Interval(3, 3))));
            int solutionCount = 0;

            foreach (var solution in solver.Solutions)
            {
                solutionCount++;
                Assert.AreEqual(new Interval(3, 3), score.UniqueValue);
                Assert.AreEqual("health-pack", variable.UniqueValue);
            }

            Assert.AreEqual(1, solutionCount);
        }
コード例 #13
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 internal override void Select(GremlinToSqlContext currentContext, List <string> Labels)
 {
     RealVariable.Select(currentContext, Labels);
 }
コード例 #14
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        protected override void InitializeConstraintSystem(ConstraintThingySolver solver)
        {
            // topology: https://docs.google.com/a/u.northwestern.edu/drawings/d/1mpZ2gPq7D8mab7PI2PtV4bKYCrrtb7ZS3hg5gwgMa_E/
            //

            // declare all of the room types

            FiniteDomain <String> roomType = new FiniteDomain <string>("key", "locked-door", "empty");

            FiniteDomainVariable <String>[] roomTypes = new FiniteDomainVariable <string> [41];

            for (int i = 0; i <= 40; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(roomType, "key", "locked-door", "empty");
            }

            /*
             * for (int i = 0; i <= 40; i++)
             * {
             *  if (i != 1 && i != 8 && i != 9 && i != 10 && i != 13)
             *  {
             *      Constraint.NotEqual(roomTypes[i], "key");
             *
             *      Constraint.NotEqual(roomTypes[i], "locked-door");
             *  }
             * }*/

            ScoreMapping <String> keyLockScoring = new ScoreMapping <String>(roomType,
                                                                             "key".PairedWith(new Interval(1)),
                                                                             "locked-door".PairedWith(new Interval(-1)),
                                                                             "empty".PairedWith(new Interval(0)));

            // 3 things need to happen for a key and lock puzzle.
            //          1) player needs to first encounter the boss
            //          2) player needs to then encounter the locked door
            //          3) player needs to finally encounter the exit

            // we say a boss provides a value of +2
            // we say the locked door provides a value of -1
            // and we say that we need to have a value of +1 at the exit
            // with the restriction that we never dip negative along the path integral
            // so that placing a locked door before a guaranteed boss would be dissallowed

            // we use 'min' as our aggregation function

            RealVariable[] lockKeyDelta = new RealVariable[41];

            for (int i = 0; i <= 40; i++)
            {
                lockKeyDelta[i] = Constraint.ScoreVariable(roomTypes[i], keyLockScoring);
                lockKeyDelta[i].RequireUnique = false;
            }

            RealVariable[] lockKeyRunningSum = new RealVariable[41];

            // require the running sum to stay positive
            for (int i = 0; i <= 40; i++)
            {
                lockKeyRunningSum[i] = solver.CreateRealVariable(0, 100);
                lockKeyRunningSum[i].RequireUnique = false;
            }

            // start at 0.
            Constraint.Equal(lockKeyRunningSum[0], 0);
            // end at 0.
            Constraint.InRange(lockKeyRunningSum[14], 0, 0);


            Constraint.Sum(lockKeyRunningSum[1], lockKeyDelta[1], lockKeyRunningSum[0]);
            Constraint.Sum(lockKeyRunningSum[2], lockKeyDelta[2], lockKeyRunningSum[1]);

            Constraint.Equal(lockKeyRunningSum[2], lockKeyRunningSum[16]);

            Constraint.Sum(lockKeyRunningSum[3], lockKeyDelta[3], lockKeyRunningSum[2]);

            Constraint.Equal(lockKeyRunningSum[3], lockKeyRunningSum[23], lockKeyRunningSum[16], lockKeyRunningSum[18]);
            Constraint.Sum(lockKeyRunningSum[4], lockKeyDelta[4], lockKeyRunningSum[3]);

            Constraint.Sum(lockKeyRunningSum[5], lockKeyDelta[5], lockKeyRunningSum[1]);

            Constraint.Equal(lockKeyRunningSum[5], lockKeyRunningSum[25]);
            Constraint.Sum(lockKeyRunningSum[6], lockKeyDelta[6], lockKeyRunningSum[5]);

            Constraint.Equal(lockKeyRunningSum[6], lockKeyRunningSum[27]);
            Constraint.Sum(lockKeyRunningSum[7], lockKeyDelta[7], lockKeyRunningSum[6]);

            Constraint.Equal(lockKeyRunningSum[4], lockKeyRunningSum[7]);
            Constraint.Sum(lockKeyRunningSum[8], lockKeyDelta[8], lockKeyRunningSum[4]);

            Constraint.Equal(lockKeyRunningSum[8], lockKeyRunningSum[35], lockKeyRunningSum[39]);
            Constraint.Sum(lockKeyRunningSum[9], lockKeyDelta[9], lockKeyRunningSum[8]);
            Constraint.Sum(lockKeyRunningSum[10], lockKeyDelta[10], lockKeyRunningSum[9]);

            Constraint.Sum(lockKeyRunningSum[11], lockKeyDelta[11], lockKeyRunningSum[10]);
            Constraint.Sum(lockKeyRunningSum[12], lockKeyDelta[12], lockKeyRunningSum[10]);

            Constraint.Equal(lockKeyRunningSum[11], lockKeyRunningSum[12], lockKeyRunningSum[10], lockKeyRunningSum[22], lockKeyRunningSum[32]);
            Constraint.Sum(lockKeyRunningSum[13], lockKeyDelta[13], lockKeyRunningSum[11]);

            Constraint.Sum(lockKeyRunningSum[14], lockKeyDelta[14], lockKeyRunningSum[13]);

            Constraint.Sum(lockKeyRunningSum[15], lockKeyDelta[15], lockKeyRunningSum[2]);
            Constraint.Sum(lockKeyRunningSum[16], lockKeyDelta[16], lockKeyRunningSum[15]);
            Constraint.Sum(lockKeyRunningSum[17], lockKeyDelta[17], lockKeyRunningSum[16]);

            Constraint.Equal(lockKeyRunningSum[15], lockKeyRunningSum[17]);
            Constraint.Sum(lockKeyRunningSum[18], lockKeyDelta[18], lockKeyRunningSum[15]);
            Constraint.Sum(lockKeyRunningSum[19], lockKeyDelta[19], lockKeyRunningSum[10]);

            Constraint.Equal(lockKeyRunningSum[19], lockKeyRunningSum[11]);
            Constraint.Sum(lockKeyRunningSum[20], lockKeyDelta[20], lockKeyRunningSum[19]);
            Constraint.Sum(lockKeyRunningSum[21], lockKeyDelta[21], lockKeyRunningSum[11]);
            Constraint.Sum(lockKeyRunningSum[22], lockKeyDelta[22], lockKeyRunningSum[21]);

            Constraint.Equal(lockKeyRunningSum[2], lockKeyRunningSum[5]);
            Constraint.Sum(lockKeyRunningSum[23], lockKeyDelta[23], lockKeyRunningSum[2]);

            Constraint.Sum(lockKeyRunningSum[24], lockKeyDelta[24], lockKeyRunningSum[1]);
            Constraint.Sum(lockKeyRunningSum[25], lockKeyDelta[25], lockKeyRunningSum[24]);
            Constraint.Equal(lockKeyRunningSum[25], lockKeyRunningSum[6]);
            Constraint.Sum(lockKeyRunningSum[26], lockKeyDelta[26], lockKeyRunningSum[25]);
            Constraint.Sum(lockKeyRunningSum[27], lockKeyDelta[27], lockKeyRunningSum[26]);

            Constraint.Sum(lockKeyRunningSum[28], lockKeyDelta[28], lockKeyRunningSum[10]);

            Constraint.Equal(lockKeyRunningSum[28], lockKeyRunningSum[12]);
            Constraint.Sum(lockKeyRunningSum[29], lockKeyDelta[29], lockKeyRunningSum[28]);

            Constraint.Equal(lockKeyRunningSum[29], lockKeyRunningSum[12]);
            Constraint.Sum(lockKeyRunningSum[30], lockKeyDelta[30], lockKeyRunningSum[29]);
            Constraint.Equal(lockKeyRunningSum[30], lockKeyRunningSum[12]);
            Constraint.Sum(lockKeyRunningSum[31], lockKeyDelta[31], lockKeyRunningSum[30]);
            Constraint.Sum(lockKeyRunningSum[32], lockKeyDelta[32], lockKeyRunningSum[31]);

            Constraint.Sum(lockKeyRunningSum[33], lockKeyDelta[33], lockKeyRunningSum[8]);
            Constraint.Sum(lockKeyRunningSum[34], lockKeyDelta[34], lockKeyRunningSum[33]);

            Constraint.Equal(lockKeyRunningSum[33], lockKeyRunningSum[34]);
            Constraint.Sum(lockKeyRunningSum[35], lockKeyDelta[35], lockKeyRunningSum[33]);

            Constraint.Minimize(lockKeyRunningSum[8], lockKeyRunningSum[33]);
            Constraint.Sum(lockKeyRunningSum[36], lockKeyDelta[36], lockKeyRunningSum[8]);
            Constraint.Sum(lockKeyRunningSum[37], lockKeyDelta[37], lockKeyRunningSum[36]);
            Constraint.Sum(lockKeyRunningSum[38], lockKeyDelta[38], lockKeyRunningSum[37]);

            Constraint.Equal(lockKeyRunningSum[40], lockKeyRunningSum[37], lockKeyRunningSum[38]);
            Constraint.Sum(lockKeyRunningSum[39], lockKeyDelta[39], lockKeyRunningSum[40]);

            Constraint.Equal(lockKeyRunningSum[33], lockKeyRunningSum[36], lockKeyRunningSum[37]);
            Constraint.Sum(lockKeyRunningSum[40], lockKeyDelta[40], lockKeyRunningSum[33]);

            //    Constraint.LimitOccurences("trap", 2, 4, roomTypes);

            //            Constraint.MaximumOccurences("small-health-pack", 5, roomTypes);
            //Constraint.MaximumOccurences("big-health-pack", 6, roomTypes);

            //     Constraint.RequireOccurences("boss", 1, roomTypes);

            //Constraint.MaximumOccurences("key", 5, roomTypes);
            //Constraint.MaximumOccurences("locked-door", 5, roomTypes);
        }
コード例 #15
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 internal override void Property(GremlinToSqlContext currentContext, List <object> properties)
 {
     RealVariable.Property(currentContext, properties);
 }
コード例 #16
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 internal override GremlinVariableType GetVariableType()
 {
     return(RealVariable.GetVariableType());
 }
コード例 #17
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 internal override void BottomUpPopulate(GremlinVariable terminateVariable, string property, string columnName)
 {
     RealVariable.BottomUpPopulate(terminateVariable, property, columnName);
 }
コード例 #18
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        protected override void InitializeConstraintSystem(ConstraintThingySolver solver)
        {
            // topology: https://docs.google.com/a/u.northwestern.edu/drawings/d/1mpZ2gPq7D8mab7PI2PtV4bKYCrrtb7ZS3hg5gwgMa_E/
            //

            // declare all of the room types

            FiniteDomain <String> roomType = new FiniteDomain <string>("start", "empty", "small-health-pack", "big-health-pack", "zombie", "two zombies", "dog", "trap", "boss", "locked-door", "end");

            FiniteDomainVariable <String>[] roomTypes = new FiniteDomainVariable <string> [15];
            roomTypes[0] = solver.CreateFiniteDomainVariable(roomType, "start");

            for (int i = 1; i <= 13; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(roomType, "empty", "small-health-pack", "big-health-pack", "zombie", "two zombies", "dog", "trap", "boss", "locked-door");
            }

            roomTypes[14] = solver.CreateFiniteDomainVariable(roomType, "end");


            // assert that adjacent rooms cannot have the same content
            Constraint.NotEqual(roomTypes[0], roomTypes[1]);
            Constraint.NotEqual(roomTypes[1], roomTypes[2]);
            Constraint.NotEqual(roomTypes[2], roomTypes[3]);
            Constraint.NotEqual(roomTypes[3], roomTypes[4]);

            Constraint.NotEqual(roomTypes[1], roomTypes[5]);
            Constraint.NotEqual(roomTypes[5], roomTypes[6]);
            Constraint.NotEqual(roomTypes[6], roomTypes[7]);

            Constraint.NotEqual(roomTypes[7], roomTypes[8]);
            Constraint.NotEqual(roomTypes[4], roomTypes[8]);

            Constraint.NotEqual(roomTypes[8], roomTypes[9]);
            Constraint.NotEqual(roomTypes[9], roomTypes[10]);

            Constraint.NotEqual(roomTypes[10], roomTypes[11]);
            Constraint.NotEqual(roomTypes[10], roomTypes[12]);
            Constraint.NotEqual(roomTypes[11], roomTypes[13]);
            Constraint.NotEqual(roomTypes[12], roomTypes[13]);
            Constraint.NotEqual(roomTypes[13], roomTypes[14]);

            ScoreMapping <String> damages = new ScoreMapping <String>(roomType,
                                                                      "small-health-pack".PairedWith(new Interval(10)),
                                                                      "big-health-pack".PairedWith(new Interval(20)),
                                                                      "start".PairedWith(new Interval(0)),
                                                                      "empty".PairedWith(new Interval(0)),
                                                                      "zombie".PairedWith(new Interval(-10)),
                                                                      "two zombies".PairedWith(new Interval(-25)),
                                                                      "dog".PairedWith(new Interval(-13)),
                                                                      "trap".PairedWith(new Interval(-10)),
                                                                      "boss".PairedWith(new Interval(-30)),
                                                                      "locked-door".PairedWith(new Interval(0)),
                                                                      "end".PairedWith(new Interval(0)));

            // create variables to contain how much damage is dealt in each room

            RealVariable[] roomDelta = new RealVariable[15];

            roomDelta[0] = solver.CreateRealVariable(0);
            roomDelta[0].RequireUnique = false;

            for (int i = 1; i <= 13; i++)
            {
                roomDelta[i] = Constraint.ScoreVariable(roomTypes[i], damages);
                roomDelta[i].RequireUnique = false;
            }

            roomDelta[14] = solver.CreateRealVariable(0);
            roomDelta[14].RequireUnique = false;


            // variables for how much health the player has in each room
            // under the assumptions of forward progress in the paper

            RealVariable[] playerHealth = new RealVariable[15];

            // start at 100
            playerHealth[0] = solver.CreateRealVariable(100);
            playerHealth[0].RequireUnique = false;

            // player must stay between 0 and 100 health
            for (int i = 1; i <= 14; i++)
            {
                playerHealth[i] = solver.CreateRealVariable(10, 100);
                playerHealth[i].RequireUnique = false;
            }

            Constraint.Sum(playerHealth[1], roomDelta[1], playerHealth[0]);
            Constraint.Sum(playerHealth[2], roomDelta[2], playerHealth[1]);
            Constraint.Sum(playerHealth[3], roomDelta[3], playerHealth[2]);
            Constraint.Sum(playerHealth[4], roomDelta[4], playerHealth[3]);


            Constraint.Sum(playerHealth[5], roomDelta[5], playerHealth[1]);
            Constraint.Sum(playerHealth[6], roomDelta[6], playerHealth[5]);
            Constraint.Sum(playerHealth[7], roomDelta[7], playerHealth[6]);

            Constraint.Sum(playerHealth[8], roomDelta[8], Constraint.Minimize(playerHealth[4], playerHealth[7]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[9], roomDelta[9], playerHealth[8]);
            Constraint.Sum(playerHealth[10], roomDelta[10], playerHealth[9]);

            Constraint.Sum(playerHealth[11], roomDelta[11], playerHealth[10]);
            Constraint.Sum(playerHealth[12], roomDelta[12], playerHealth[10]);

            Constraint.Sum(playerHealth[13], roomDelta[13], Constraint.Minimize(playerHealth[11], playerHealth[12]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[14], roomDelta[14], playerHealth[13]);

            ScoreMapping <String> keyLockScoring = new ScoreMapping <String>(roomType,
                                                                             "small-health-pack".PairedWith(new Interval(0)),
                                                                             "big-health-pack".PairedWith(new Interval(0)),
                                                                             "start".PairedWith(new Interval(0)),
                                                                             "empty".PairedWith(new Interval(0)),
                                                                             "zombie".PairedWith(new Interval(0)),
                                                                             "two zombies".PairedWith(new Interval(0)),
                                                                             "dog".PairedWith(new Interval(0)),
                                                                             "trap".PairedWith(new Interval(0)),
                                                                             "boss".PairedWith(new Interval(2)),
                                                                             "locked-door".PairedWith(new Interval(-1)),
                                                                             "end".PairedWith(new Interval(0)));

            // 3 things need to happen for a key and lock puzzle.
            //          1) player needs to first encounter the boss
            //          2) player needs to then encounter the locked door
            //          3) player needs to finally encounter the exit

            // we say a boss provides a value of +2
            // we say the locked door provides a value of -1
            // and we say that we need to have a value of +1 at the exit
            // with the restriction that we never dip negative along the path integral
            // so that placing a locked door before a guaranteed boss would be dissallowed

            // we use 'min' as our aggregation function

            RealVariable[] lockKeyDelta = new RealVariable[15];

            lockKeyDelta[0] = solver.CreateRealVariable(0);
            lockKeyDelta[0].RequireUnique = false;

            for (int i = 1; i <= 14; i++)
            {
                lockKeyDelta[i] = Constraint.ScoreVariable(roomTypes[i], keyLockScoring);
                lockKeyDelta[i].RequireUnique = true;
                lockKeyDelta[i].Precision     = .2;
                lockKeyDelta[i].Priority      = 2;
            }

            RealVariable[] lockKeyRunningSum = new RealVariable[15];

            // start at 0
            lockKeyRunningSum[0] = solver.CreateRealVariable(0);
            lockKeyRunningSum[0].RequireUnique = true;

            // require the running sum to stay positive
            for (int i = 1; i <= 14; i++)
            {
                lockKeyRunningSum[i] = solver.CreateRealVariable(0, 2.5);
                lockKeyRunningSum[i].RequireUnique = false;
            }


            // require that the sum at the end be basically equal to 1
            Constraint.InRange(lockKeyRunningSum[14], .9, 1.1);

            Constraint.Sum(lockKeyRunningSum[1], lockKeyDelta[1], lockKeyRunningSum[0]);
            Constraint.Sum(lockKeyRunningSum[2], lockKeyDelta[2], lockKeyRunningSum[1]);
            Constraint.Sum(lockKeyRunningSum[3], lockKeyDelta[3], lockKeyRunningSum[2]);
            Constraint.Sum(lockKeyRunningSum[4], lockKeyDelta[4], lockKeyRunningSum[3]);

            Constraint.Sum(lockKeyRunningSum[5], lockKeyDelta[5], lockKeyRunningSum[1]);
            Constraint.Sum(lockKeyRunningSum[6], lockKeyDelta[6], lockKeyRunningSum[5]);
            Constraint.Sum(lockKeyRunningSum[7], lockKeyDelta[7], lockKeyRunningSum[6]);

            Constraint.Equal(lockKeyRunningSum[4], lockKeyRunningSum[7]);

            Constraint.Sum(lockKeyRunningSum[8], lockKeyDelta[8], lockKeyRunningSum[4]);

            Constraint.Sum(lockKeyRunningSum[9], lockKeyDelta[9], lockKeyRunningSum[8]);
            Constraint.Sum(lockKeyRunningSum[10], lockKeyDelta[10], lockKeyRunningSum[9]);

            Constraint.Sum(lockKeyRunningSum[11], lockKeyDelta[11], lockKeyRunningSum[10]);
            Constraint.Sum(lockKeyRunningSum[12], lockKeyDelta[12], lockKeyRunningSum[10]);

            Constraint.Equal(lockKeyRunningSum[11], lockKeyRunningSum[12]);

            Constraint.Sum(lockKeyRunningSum[13], lockKeyDelta[13], lockKeyRunningSum[11]);

            Constraint.Sum(lockKeyRunningSum[14], lockKeyDelta[14], lockKeyRunningSum[13]);

            Constraint.LimitOccurences("trap", 1, 2, roomTypes);
            Constraint.MaximumOccurences("small-health-pack", 1, roomTypes);
            Constraint.MaximumOccurences("big-health-pack", 1, roomTypes);
            Constraint.MaximumOccurences("empty", 2, roomTypes);

            Constraint.RequireOccurences("boss", 1, roomTypes);
            Constraint.RequireOccurences("locked-door", 1, roomTypes);
        }
コード例 #19
0
 internal override void Select(GremlinToSqlContext currentContext, string selectKey)
 {
     RealVariable.Select(currentContext, selectKey);
 }
コード例 #20
0
        protected override void InitializeConstraintSystem(ConstraintThingySolver solver)
        {
            // topology: https://docs.google.com/a/u.northwestern.edu/drawings/d/1mpZ2gPq7D8mab7PI2PtV4bKYCrrtb7ZS3hg5gwgMa_E/
            //

            // declare all of the room types

            FiniteDomain <String> roomType = new FiniteDomain <string>("start", "small-ammo", "big-ammo", "small-health-pack", "big-health-pack", "zombie", "two zombies", "dog", "trap", "boss", "end");

            FiniteDomainVariable <String>[] roomTypes = new FiniteDomainVariable <string> [41];
            roomTypes[0] = solver.CreateFiniteDomainVariable(roomType, "start");

            for (int i = 1; i <= 13; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(roomType, "small-ammo", "big-ammo", "small-health-pack", "big-health-pack", "zombie", "two zombies", "dog", "trap", "boss");
            }

            roomTypes[14] = solver.CreateFiniteDomainVariable(roomType, "end");

            for (int i = 15; i <= 40; i++)
            {
                roomTypes[i] = solver.CreateFiniteDomainVariable(roomType, "small-ammo", "big-ammo", "small-health-pack", "big-health-pack", "zombie", "two zombies", "dog", "trap", "boss");
            }

            // assert that adjacent rooms cannot have the same content
            Constraint.NotEqual(roomTypes[0], roomTypes[1]);
            Constraint.NotEqual(roomTypes[1], roomTypes[2]);
            Constraint.NotEqual(roomTypes[2], roomTypes[3]);
            Constraint.NotEqual(roomTypes[3], roomTypes[4]);

            Constraint.NotEqual(roomTypes[1], roomTypes[5]);
            Constraint.NotEqual(roomTypes[5], roomTypes[6]);
            Constraint.NotEqual(roomTypes[6], roomTypes[7]);

            Constraint.NotEqual(roomTypes[7], roomTypes[8]);
            Constraint.NotEqual(roomTypes[4], roomTypes[8]);

            Constraint.NotEqual(roomTypes[8], roomTypes[9]);
            Constraint.NotEqual(roomTypes[9], roomTypes[10]);

            Constraint.NotEqual(roomTypes[10], roomTypes[11]);
            Constraint.NotEqual(roomTypes[10], roomTypes[12]);
            Constraint.NotEqual(roomTypes[11], roomTypes[13]);
            Constraint.NotEqual(roomTypes[12], roomTypes[13]);
            Constraint.NotEqual(roomTypes[13], roomTypes[14]);

            Constraint.NotEqual(roomTypes[2], roomTypes[15]);
            Constraint.NotEqual(roomTypes[15], roomTypes[16]);
            Constraint.NotEqual(roomTypes[16], roomTypes[3]);
            Constraint.NotEqual(roomTypes[16], roomTypes[4]);
            Constraint.NotEqual(roomTypes[16], roomTypes[17]);
            Constraint.NotEqual(roomTypes[15], roomTypes[18]);
            Constraint.NotEqual(roomTypes[17], roomTypes[18]);
            Constraint.NotEqual(roomTypes[18], roomTypes[4]);

            Constraint.NotEqual(roomTypes[2], roomTypes[23]);
            Constraint.NotEqual(roomTypes[5], roomTypes[23]);
            Constraint.NotEqual(roomTypes[23], roomTypes[7]);
            Constraint.NotEqual(roomTypes[23], roomTypes[4]);

            Constraint.NotEqual(roomTypes[1], roomTypes[24]);
            Constraint.NotEqual(roomTypes[24], roomTypes[25]);
            Constraint.NotEqual(roomTypes[25], roomTypes[6]);
            Constraint.NotEqual(roomTypes[25], roomTypes[26]);
            Constraint.NotEqual(roomTypes[6], roomTypes[26]);
            Constraint.NotEqual(roomTypes[26], roomTypes[27]);
            Constraint.NotEqual(roomTypes[27], roomTypes[7]);

            Constraint.NotEqual(roomTypes[8], roomTypes[33]);
            Constraint.NotEqual(roomTypes[8], roomTypes[36]);
            Constraint.NotEqual(roomTypes[33], roomTypes[36]);
            Constraint.NotEqual(roomTypes[33], roomTypes[40]);
            Constraint.NotEqual(roomTypes[33], roomTypes[34]);
            Constraint.NotEqual(roomTypes[33], roomTypes[35]);
            Constraint.NotEqual(roomTypes[34], roomTypes[35]);
            Constraint.NotEqual(roomTypes[35], roomTypes[9]);
            Constraint.NotEqual(roomTypes[36], roomTypes[40]);
            Constraint.NotEqual(roomTypes[36], roomTypes[37]);
            Constraint.NotEqual(roomTypes[37], roomTypes[40]);
            Constraint.NotEqual(roomTypes[37], roomTypes[39]);
            Constraint.NotEqual(roomTypes[37], roomTypes[38]);
            Constraint.NotEqual(roomTypes[40], roomTypes[39]);
            Constraint.NotEqual(roomTypes[38], roomTypes[39]);
            Constraint.NotEqual(roomTypes[39], roomTypes[9]);


            Constraint.NotEqual(roomTypes[10], roomTypes[19]);
            Constraint.NotEqual(roomTypes[19], roomTypes[20]);
            Constraint.NotEqual(roomTypes[20], roomTypes[21]);
            Constraint.NotEqual(roomTypes[21], roomTypes[22]);
            Constraint.NotEqual(roomTypes[22], roomTypes[13]);
            Constraint.NotEqual(roomTypes[11], roomTypes[20]);

            Constraint.NotEqual(roomTypes[10], roomTypes[13]);

            Constraint.NotEqual(roomTypes[10], roomTypes[28]);
            Constraint.NotEqual(roomTypes[28], roomTypes[29]);
            Constraint.NotEqual(roomTypes[12], roomTypes[29]);
            Constraint.NotEqual(roomTypes[29], roomTypes[30]);
            Constraint.NotEqual(roomTypes[12], roomTypes[30]);
            Constraint.NotEqual(roomTypes[30], roomTypes[31]);
            Constraint.NotEqual(roomTypes[12], roomTypes[31]);
            Constraint.NotEqual(roomTypes[31], roomTypes[32]);
            Constraint.NotEqual(roomTypes[32], roomTypes[13]);

            ScoreMapping <String> damages = new ScoreMapping <String>(roomType,
                                                                      "small-health-pack".PairedWith(new Interval(35)),
                                                                      "big-health-pack".PairedWith(new Interval(70)),
                                                                      "small-ammo".PairedWith(new Interval(0)),
                                                                      "big-ammo".PairedWith(new Interval(0)),
                                                                      "start".PairedWith(new Interval(0)),
                                                                      "zombie".PairedWith(new Interval(-6)),
                                                                      "two zombies".PairedWith(new Interval(-15)),
                                                                      "dog".PairedWith(new Interval(-8)),
                                                                      "trap".PairedWith(new Interval(-5)),
                                                                      "boss".PairedWith(new Interval(-30)),
                                                                      "end".PairedWith(new Interval(0)));

            // create variables to contain how much damage is dealt in each room

            RealVariable[] roomDelta = new RealVariable[41];

            roomDelta[0] = solver.CreateRealVariable(0);
            roomDelta[0].RequireUnique = false;

            for (int i = 1; i <= 13; i++)
            {
                roomDelta[i] = Constraint.ScoreVariable(roomTypes[i], damages);
                roomDelta[i].RequireUnique = false;
            }

            roomDelta[14] = solver.CreateRealVariable(0);
            roomDelta[14].RequireUnique = false;

            for (int i = 15; i <= 40; i++)
            {
                roomDelta[i] = Constraint.ScoreVariable(roomTypes[i], damages);
                roomDelta[i].RequireUnique = false;
            }

            // variables for how much health the player has in each room
            // under the assumptions of forward progress in the paper

            RealVariable[] playerHealth = new RealVariable[41];

            // start at 100
            playerHealth[0] = solver.CreateRealVariable(100);
            playerHealth[0].RequireUnique = false;

            // player must always have above 0 health
            for (int i = 1; i <= 40; i++)
            {
                playerHealth[i] = solver.CreateRealVariable(0, 10000);
                playerHealth[i].RequireUnique = false;
            }

            Constraint.Sum(playerHealth[1], roomDelta[1], playerHealth[0]);
            Constraint.Sum(playerHealth[2], roomDelta[2], playerHealth[1]);
            Constraint.Sum(playerHealth[3], roomDelta[3], Constraint.Minimize(playerHealth[2], playerHealth[16]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[4], roomDelta[4], Constraint.Minimize(playerHealth[3], playerHealth[23], playerHealth[16], playerHealth[18]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[5], roomDelta[5], playerHealth[1]);
            Constraint.Sum(playerHealth[6], roomDelta[6], Constraint.Minimize(playerHealth[5], playerHealth[25]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[7], roomDelta[7], Constraint.Minimize(playerHealth[6], playerHealth[27]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[8], roomDelta[8], Constraint.Minimize(playerHealth[4], playerHealth[7]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[9], roomDelta[9], Constraint.Minimize(playerHealth[8], playerHealth[35], playerHealth[39]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[10], roomDelta[10], playerHealth[9]);

            Constraint.Sum(playerHealth[11], roomDelta[11], playerHealth[10]);
            Constraint.Sum(playerHealth[12], roomDelta[12], playerHealth[10]);

            Constraint.Sum(playerHealth[13], roomDelta[13], Constraint.Minimize(playerHealth[11], playerHealth[12], playerHealth[10], playerHealth[22], playerHealth[32]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[14], roomDelta[14], playerHealth[13]);

            Constraint.Sum(playerHealth[15], roomDelta[15], playerHealth[2]);
            Constraint.Sum(playerHealth[16], roomDelta[16], playerHealth[15]);
            Constraint.Sum(playerHealth[17], roomDelta[17], playerHealth[16]);
            Constraint.Sum(playerHealth[18], roomDelta[18], Constraint.Minimize(playerHealth[15], playerHealth[17]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[19], roomDelta[19], playerHealth[10]);
            Constraint.Sum(playerHealth[20], roomDelta[20], Constraint.Minimize(playerHealth[19], playerHealth[11]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[21], roomDelta[21], playerHealth[11]);
            Constraint.Sum(playerHealth[22], roomDelta[22], playerHealth[21]);

            Constraint.Sum(playerHealth[23], roomDelta[23], Constraint.Minimize(playerHealth[2], playerHealth[5]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[24], roomDelta[24], playerHealth[1]);
            Constraint.Sum(playerHealth[25], roomDelta[25], playerHealth[24]);
            Constraint.Sum(playerHealth[26], roomDelta[26], Constraint.Minimize(playerHealth[25], playerHealth[6]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[27], roomDelta[27], playerHealth[26]);

            Constraint.Sum(playerHealth[28], roomDelta[28], playerHealth[10]);
            Constraint.Sum(playerHealth[29], roomDelta[29], Constraint.Minimize(playerHealth[28], playerHealth[12]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[30], roomDelta[30], Constraint.Minimize(playerHealth[29], playerHealth[12]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[31], roomDelta[31], Constraint.Minimize(playerHealth[30], playerHealth[12]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[32], roomDelta[32], playerHealth[31]);

            Constraint.Sum(playerHealth[33], roomDelta[33], playerHealth[8]);
            Constraint.Sum(playerHealth[34], roomDelta[34], playerHealth[33]);
            Constraint.Sum(playerHealth[35], roomDelta[35], Constraint.Minimize(playerHealth[33], playerHealth[34]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerHealth[36], roomDelta[36], Constraint.Minimize(playerHealth[8], playerHealth[33]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[37], roomDelta[37], playerHealth[36]);
            Constraint.Sum(playerHealth[38], roomDelta[38], playerHealth[37]);
            Constraint.Sum(playerHealth[39], roomDelta[39], Constraint.Minimize(playerHealth[40], playerHealth[37], playerHealth[38]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerHealth[40], roomDelta[40], Constraint.Minimize(playerHealth[33], playerHealth[36], playerHealth[37]).With(r => r.RequireUnique = false));

            ScoreMapping <String> ammoChanges = new ScoreMapping <String>(roomType,
                                                                          "small-health-pack".PairedWith(new Interval(0)),
                                                                          "big-health-pack".PairedWith(new Interval(0)),
                                                                          "small-ammo".PairedWith(new Interval(6)),
                                                                          "big-ammo".PairedWith(new Interval(12)),
                                                                          "start".PairedWith(new Interval(0)),
                                                                          "zombie".PairedWith(new Interval(-1)),
                                                                          "two zombies".PairedWith(new Interval(-2)),
                                                                          "dog".PairedWith(new Interval(-2)),
                                                                          "trap".PairedWith(new Interval(0)),
                                                                          "boss".PairedWith(new Interval(-8)),
                                                                          "end".PairedWith(new Interval(0)));

            // create variables to contain how much damage is dealt in each room

            RealVariable[] ammoRoomDelta = new RealVariable[41];

            ammoRoomDelta[0] = solver.CreateRealVariable(0);
            ammoRoomDelta[0].RequireUnique = false;

            for (int i = 1; i <= 13; i++)
            {
                ammoRoomDelta[i] = Constraint.ScoreVariable(roomTypes[i], ammoChanges);
                ammoRoomDelta[i].RequireUnique = false;
            }

            ammoRoomDelta[14] = solver.CreateRealVariable(0);
            ammoRoomDelta[14].RequireUnique = false;

            for (int i = 15; i <= 40; i++)
            {
                ammoRoomDelta[i] = Constraint.ScoreVariable(roomTypes[i], ammoChanges);
                ammoRoomDelta[i].RequireUnique = false;
            }

            // variables for how much health the player has in each room
            // under the assumptions of forward progress in the paper

            RealVariable[] playerAmmo = new RealVariable[41];

            // start at 10
            playerAmmo[0] = solver.CreateRealVariable(10);
            playerAmmo[0].RequireUnique = false;

            // player must always have above 0 ammo, but can be unlimited
            for (int i = 1; i <= 40; i++)
            {
                playerAmmo[i] = solver.CreateRealVariable(0, 500000);
                playerAmmo[i].RequireUnique = false;
            }

            Constraint.Sum(playerAmmo[1], ammoRoomDelta[1], playerAmmo[0]);
            Constraint.Sum(playerAmmo[2], ammoRoomDelta[2], playerAmmo[1]);
            Constraint.Sum(playerAmmo[3], ammoRoomDelta[3], Constraint.Minimize(playerAmmo[2], playerAmmo[16]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[4], ammoRoomDelta[4], Constraint.Minimize(playerAmmo[3], playerAmmo[23], playerAmmo[16], playerAmmo[18]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerAmmo[5], ammoRoomDelta[5], playerAmmo[1]);
            Constraint.Sum(playerAmmo[6], ammoRoomDelta[6], Constraint.Minimize(playerAmmo[5], playerAmmo[25]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[7], ammoRoomDelta[7], Constraint.Minimize(playerAmmo[6], playerAmmo[27]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerAmmo[8], ammoRoomDelta[8], Constraint.Minimize(playerAmmo[4], playerAmmo[7]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerAmmo[9], ammoRoomDelta[9], Constraint.Minimize(playerAmmo[8], playerAmmo[35], playerAmmo[39]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[10], ammoRoomDelta[10], playerAmmo[9]);

            Constraint.Sum(playerAmmo[11], ammoRoomDelta[11], playerAmmo[10]);
            Constraint.Sum(playerAmmo[12], ammoRoomDelta[12], playerAmmo[10]);

            Constraint.Sum(playerAmmo[13], ammoRoomDelta[13], Constraint.Minimize(playerAmmo[11], playerAmmo[12], playerAmmo[10], playerAmmo[22], playerAmmo[32]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerAmmo[14], ammoRoomDelta[14], playerAmmo[13]);

            Constraint.Sum(playerAmmo[15], ammoRoomDelta[15], playerAmmo[2]);
            Constraint.Sum(playerAmmo[16], ammoRoomDelta[16], playerAmmo[15]);
            Constraint.Sum(playerAmmo[17], ammoRoomDelta[17], playerAmmo[16]);
            Constraint.Sum(playerAmmo[18], ammoRoomDelta[18], Constraint.Minimize(playerAmmo[15], playerAmmo[17]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[19], ammoRoomDelta[19], playerAmmo[10]);
            Constraint.Sum(playerAmmo[20], ammoRoomDelta[20], Constraint.Minimize(playerAmmo[19], playerAmmo[11]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[21], ammoRoomDelta[21], playerAmmo[11]);
            Constraint.Sum(playerAmmo[22], ammoRoomDelta[22], playerAmmo[21]);

            Constraint.Sum(playerAmmo[23], ammoRoomDelta[23], Constraint.Minimize(playerAmmo[2], playerAmmo[5]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerAmmo[24], ammoRoomDelta[24], playerAmmo[1]);
            Constraint.Sum(playerAmmo[25], ammoRoomDelta[25], playerAmmo[24]);
            Constraint.Sum(playerAmmo[26], ammoRoomDelta[26], Constraint.Minimize(playerAmmo[25], playerAmmo[6]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[27], ammoRoomDelta[27], playerAmmo[26]);

            Constraint.Sum(playerAmmo[28], ammoRoomDelta[28], playerAmmo[10]);
            Constraint.Sum(playerAmmo[29], ammoRoomDelta[29], Constraint.Minimize(playerAmmo[28], playerAmmo[12]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[30], ammoRoomDelta[30], Constraint.Minimize(playerAmmo[29], playerAmmo[12]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[31], ammoRoomDelta[31], Constraint.Minimize(playerAmmo[30], playerAmmo[12]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[32], ammoRoomDelta[32], playerAmmo[31]);

            Constraint.Sum(playerAmmo[33], ammoRoomDelta[33], playerAmmo[8]);
            Constraint.Sum(playerAmmo[34], ammoRoomDelta[34], playerAmmo[33]);
            Constraint.Sum(playerAmmo[35], ammoRoomDelta[35], Constraint.Minimize(playerAmmo[33], playerAmmo[34]).With(r => r.RequireUnique = false));

            Constraint.Sum(playerAmmo[36], ammoRoomDelta[36], Constraint.Minimize(playerAmmo[8], playerAmmo[33]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[37], ammoRoomDelta[37], playerAmmo[36]);
            Constraint.Sum(playerAmmo[38], ammoRoomDelta[38], playerAmmo[37]);
            Constraint.Sum(playerAmmo[39], ammoRoomDelta[39], Constraint.Minimize(playerAmmo[40], playerAmmo[37], playerAmmo[38]).With(r => r.RequireUnique = false));
            Constraint.Sum(playerAmmo[40], ammoRoomDelta[40], Constraint.Minimize(playerAmmo[33], playerAmmo[36], playerAmmo[37]).With(r => r.RequireUnique = false));



            Constraint.LimitOccurences("trap", 2, 4, roomTypes);

            Constraint.MaximumOccurences("small-health-pack", 5, roomTypes);
            Constraint.MaximumOccurences("big-health-pack", 5, roomTypes);

            Constraint.MaximumOccurences("small-ammo", 5, roomTypes);
            Constraint.MaximumOccurences("big-ammo", 5, roomTypes);

            Constraint.RequireOccurences("boss", 1, roomTypes);
        }
コード例 #21
0
 internal override string GetVariableName()
 {
     return(RealVariable.GetVariableName());
 }
コード例 #22
0
 internal override GremlinVariableProperty GetVariableProperty(string property)
 {
     Populate(property);
     return(RealVariable.GetVariableProperty(property));
 }