// Method that will create the different nodes in the graphs and will organize them using the production rules public void GenerateMission(int minTaskNumber, int maxTaskNumber, int minOrganizeTaskTries, int maxOrganizeTaskTries, float probabiltyApplyOrganizationRule) { // Randomly choose the number task nodes int numberTaskNodes = Random.Range(minTaskNumber, maxTaskNumber); // Set the number of total nodes in the graph based on the number of task nodes plus the entance and goal nodes totalNodes = numberTaskNodes + 2; // Randomly choose the number of times the algorithm will try to apply the reorganize tasks production rules int numberOrganizeTaskTries = Random.Range(minOrganizeTaskTries, maxOrganizeTaskTries); // The graph always start with the start mission production rule ProductionRules.StartMission((StartNode)rootNode, this); // The first node to the right of the root of the graph is going to be always a task node TaskNode currentTaskNode = (TaskNode)rootNode.getConnection(Direction.Right); // The node to the right of the first task node is going to be always the goal node GoalNode goalNode = (GoalNode)currentTaskNode.getConnection(Direction.Right); // The first step to create the mission is to add all the tasks one by one for (int i = 0; i < numberTaskNodes; i++) { ProductionRules.AddTask(currentTaskNode, goalNode); currentTaskNode = (TaskNode)goalNode.getConnection(Direction.Left); } // The next and final step is to reorganize the tasks position starting from the right of the root node, at this stage the root is always going to be an entrance node and no rules can be applied to it AlphabetNode currentNode = rootNode.getConnection(Direction.Right); while (numberOrganizeTaskTries > 0) { // Decide whether to try apply rule from current node or go to the next one if (currentNode is TaskNode && !currentNode.isTerminal() && Random.Range(0.0f, 1.0f) < probabiltyApplyOrganizationRule) { // Get number of nodes from the current that are also non terminal task nodes towards the right AlphabetNode nextRightNode = currentNode.getConnection(Direction.Right); List <AlphabetNode> connections = new List <AlphabetNode>(); // The biggest number of task nodes taken by a production rule is six for (int i = 0; i < 6; i++) { if (nextRightNode != null && nextRightNode is TaskNode && !nextRightNode.isTerminal()) { connections.Add(nextRightNode); nextRightNode = nextRightNode.getConnection(Direction.Right); } } // Apply production rules based on the number of right task connections from current node, when multiple rules can be applied, all of them have the same probability of being picked switch (connections.Count) { case 2: // Only one rule can be applied ProductionRules.ReorganizeThreeTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1]); break; case 3: // Two rules can be applied if (Random.Range(0.0f, 1.0f) > 0.5f) { ProductionRules.ReorganizeThreeTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1]); } else { ProductionRules.ReorganizeFourTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1], (TaskNode)connections[2]); } break; case 4: // Three rules can be applied float random = Random.Range(0.0f, 1.0f); if (random < (1.0f / 3.0f)) { ProductionRules.ReorganizeThreeTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1]); } else if (random > (2.0f / 3.0f)) { ProductionRules.ReorganizeFourTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1], (TaskNode)connections[2]); } else { ProductionRules.ReorganizeFiveTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1], (TaskNode)connections[2], (TaskNode)connections[3]); } break; case 5: // Four rules can be applied random = Random.Range(0.0f, 1.0f); if (random < 0.25f) { ProductionRules.ReorganizeThreeTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1]); } else if (random > 0.25f && random < 0.5f) { ProductionRules.ReorganizeFourTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1], (TaskNode)connections[2]); } else if (random > 0.75f) { ProductionRules.ReorganizeFiveTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1], (TaskNode)connections[2], (TaskNode)connections[3]); } else { ProductionRules.ReorganizeSixTasks((TaskNode)currentNode, (TaskNode)connections[0], (TaskNode)connections[1], (TaskNode)connections[2], (TaskNode)connections[3], (TaskNode)connections[4]); } break; } } // Get next node, try right first and down second AlphabetNode previousCurrent = currentNode; currentNode = currentNode.getConnection(Direction.Right); if (currentNode == null) { currentNode = previousCurrent.getConnection(Direction.Down); } // If the goal node is reached, try to apply the productions rules from the beginnig if (currentNode is GoalNode || currentNode == null) { currentNode = rootNode; } // Decrease tries numberOrganizeTaskTries--; } }