protected virtual Reward Playout(WorldModel initialPlayoutState) { GOB.Action action; GOB.Action[] actions; Reward reward = new Reward(); WorldModel current = initialPlayoutState; int random; actions = current.GetExecutableActions(); if (actions.Length == 0) { reward.PlayerID = current.GetNextPlayer(); reward.Value = 0; } while (!current.IsTerminal()) { current = current.GenerateChildWorldModel(); random = RandomGenerator.Next(0, actions.Length); action = actions[random]; action.ApplyActionEffects(current); current.CalculateNextPlayer(); } reward.PlayerID = current.GetNextPlayer(); reward.Value = current.GetScore(); return(reward); }
protected virtual Reward Playout(WorldModel initialPlayoutState) { WorldModel childWorldModel = initialPlayoutState.GenerateChildWorldModel(); GOB.Action[] actions = childWorldModel.GetExecutableActions(); int DepthReached = 0; while (!childWorldModel.IsTerminal()) { if (actions.Length > 0) { int index = this.RandomGenerator.Next(actions.Length); GOB.Action a = actions[index]; //GOB.Action a = actions[6]; a.ApplyActionEffects(childWorldModel); childWorldModel.CalculateNextPlayer(); } DepthReached++; } if (DepthReached > this.MaxPlayoutDepthReached) { this.MaxPlayoutDepthReached = DepthReached; } Reward reward = new Reward { PlayerID = childWorldModel.GetNextPlayer(), Value = childWorldModel.GetScore() }; return(reward); }
protected override Reward Playout(WorldModel initialPlayoutState) { GOB.Action[] actions = initialPlayoutState.GetExecutableActions(); int bestHvalue = int.MaxValue; int bestActionIndex = -1; WorldModel currentState = initialPlayoutState; while (!currentState.IsTerminal()) { for (int i = 0; i < actions.Length; i++) { GOB.Action action = actions[i]; int h = action.getHvalue(); if (h < bestHvalue) { bestActionIndex = i; bestHvalue = h; } } WorldModel childState = initialPlayoutState.GenerateChildWorldModel(); actions[bestActionIndex].ApplyActionEffects(childState); childState.CalculateNextPlayer(); currentState = childState; base.CurrentDepth++; } Reward r = new Reward(); r.Value = currentState.GetScore(); return(r); }
protected virtual Reward Playout(WorldModel initialPlayoutState) { GOB.Action action; WorldModel model = initialPlayoutState.GenerateChildWorldModel(); GOB.Action[] actions; Reward reward = new Reward(); while (!model.IsTerminal()) { actions = model.GetExecutableActions(); if (actions.Length == 0) { break; } action = actions[RandomGenerator.Next(0, actions.Length)]; action.ApplyActionEffects(model); model.CalculateNextPlayer(); } reward.PlayerID = model.GetNextPlayer(); reward.Value = model.GetScore(); return(reward); }
protected virtual Reward Playout(WorldModel initialPlayoutState) { WorldModel currState = initialPlayoutState; while (!currState.IsTerminal()) { var actions = currState.GetExecutableActions(); if (actions.Length > 0) { //currState = currState.GenerateChildWorldModel(); int next = this.RandomGenerator.Next(0, actions.Length); currState = StochasticPlayout(actions[next], currState); currState.CalculateNextPlayer(); //actions[next].ApplyActionEffects(currState); //currState.CalculateNextPlayer(); } else { break; } } return(new Reward { PlayerID = currState.GetNextPlayer(), Value = currState.GetScore() }); }
//Rave + Biased protected override Reward Playout(WorldModel initialPlayoutState) { //throw new NotImplementedException(); ActionHistory = new List <Pair <int, GOB.Action> >(); WorldModel childWorldModel = initialPlayoutState.GenerateChildWorldModel(); GOB.Action action; int playoutReach = 0; while (!childWorldModel.IsTerminal()) { //Select a random Action GOB.Action[] actions = childWorldModel.GetExecutableActions(); double[] actionIndexes = new double[actions.Length]; double heuristicValue = 0.0; double accumulatedHeuristicValue = 0.0; double randomIndex; int chosenActionIndex = 0; for (int i = 0; i < actions.Length; i++) { heuristicValue = actions[i].H(childWorldModel); accumulatedHeuristicValue += Math.Pow(Math.E, -heuristicValue); actionIndexes[i] = accumulatedHeuristicValue; } randomIndex = this.RandomGenerator.NextDouble() * accumulatedHeuristicValue; //Debug.Log("Acumulated: " + accumulatedHeuristicValue); for (int i = 0; i < actions.Length; i++) { if (randomIndex <= actionIndexes[i]) { chosenActionIndex = i; break; } } ActionHistory.Add(new Pair <int, GOB.Action>(childWorldModel.GetNextPlayer(), actions[chosenActionIndex])); actions[chosenActionIndex].ApplyActionEffects(childWorldModel); childWorldModel.CalculateNextPlayer(); playoutReach += 1; } if (playoutReach > MaxPlayoutDepthReached) { MaxPlayoutDepthReached = playoutReach; } Reward reward = new Reward { PlayerID = childWorldModel.GetNextPlayer(), Value = childWorldModel.GetScore() }; return(reward); }
private MCTSNode Expand(MCTSNode parent, GOB.Action action) { WorldModel state = parent.State.GenerateChildWorldModel(); MCTSNode child = new MCTSNode(state); child.Parent = parent; action.ApplyActionEffects(state); state.CalculateNextPlayer(); child.Action = action; parent.ChildNodes.Add(child); return(child); }
protected override Reward Playout(WorldModel initialPlayoutState) { WorldModel childWorldModel = initialPlayoutState.GenerateChildWorldModel(); int DepthReached = 0; while (!childWorldModel.IsTerminal()) { GOB.Action[] actions = childWorldModel.GetExecutableActions(); double[] actionIndexes = new double[actions.Length]; double heuristicValue = 0.0; double accumulatedHeuristicValue = 0.0; double randomIndex; int chosenActionIndex = 0; for (int i = 0; i < actions.Length; i++) { heuristicValue = actions[i].H(childWorldModel); accumulatedHeuristicValue += Math.Pow(Math.E, -heuristicValue); actionIndexes[i] = accumulatedHeuristicValue; } randomIndex = this.RandomGenerator.NextDouble() * accumulatedHeuristicValue; for (int i = 0; i < actions.Length; i++) { if (randomIndex <= actionIndexes[i]) { chosenActionIndex = i; break; } } actions[chosenActionIndex].ApplyActionEffects(childWorldModel); childWorldModel.CalculateNextPlayer(); DepthReached++; } if (DepthReached > this.MaxPlayoutDepthReached) { this.MaxPlayoutDepthReached = DepthReached; } Reward reward = new Reward { PlayerID = this.InitialNode.PlayerID, Value = childWorldModel.GetScore() }; return(reward); }
protected override MCTSNode Expand(MCTSNode parent, GOB.Action action) { WorldModel currentState = parent.State.GenerateChildWorldModel(); action.ApplyActionEffects(currentState); currentState.CalculateNextPlayer(); MCTSNode newChild = new MCTSNode(currentState) { Parent = parent, Action = action }; parent.ChildNodes.Add(newChild); return(newChild); }
private MCTSNode Expand(MCTSNode parent, GOB.Action action) { WorldModel state = parent.State.GenerateChildWorldModel(); MCTSNode expand = new MCTSNode(state); expand.Parent = parent; action.ApplyActionEffects(state); expand.Action = action; state.CalculateNextPlayer(); expand.PlayerID = state.GetNextPlayer(); parent.ChildNodes.Add(expand); expand.N = 0; expand.Q = 0; return(expand); }
protected MCTSNode Expand(MCTSNode parent, Action action) { WorldModel newModel = parent.State.GenerateChildWorldModel(); action.ApplyActionEffects(newModel); newModel.CalculateNextPlayer(); MCTSNode node = new MCTSNode(newModel) { Action = action, Parent = parent, PlayerID = newModel.GetNextPlayer(), Q = 0, N = 0 }; parent.ChildNodes.Add(node); return(node); }
private MCTSNode Expand(MCTSNode parent, GOB.Action action) { //TODO: implement //WorldModel worldmodel = CurrentStateWorldModel.GenerateChildWorldModel(); WorldModel worldmodel = parent.State.GenerateChildWorldModel(); action.ApplyActionEffects(worldmodel); worldmodel.CalculateNextPlayer(); MCTSNode n = new MCTSNode(worldmodel) { Action = action, Parent = parent, N = 0, Q = 0 }; parent.ChildNodes.Add(n); return(n); }
protected override Reward Playout(WorldModel initialPlayoutState) { ActionHistory = new List <Pair <int, GOB.Action> >(); WorldModel state = initialPlayoutState.GenerateChildWorldModel(); Action nextAction; while (!state.IsTerminal()) { Action[] actions = state.GetExecutableActions(); if (actions.Length > 0) { nextAction = actions[RandomGenerator.Next() % actions.Length]; ActionHistory.Add(new Pair <int, GOB.Action>(state.GetNextPlayer(), nextAction)); nextAction.ApplyActionEffects(state); state.CalculateNextPlayer(); } } Reward r = new Reward(); r.Value = state.GetScore(); return(r); }
protected override Reward Playout(WorldModel initialPlayoutState) { GOB.Action action; GOB.Action[] actions; Reward reward = new Reward(); WorldModel current = initialPlayoutState; double random; float h = 0; double accumulate = 0; float euclidean = 0; double softmax = 0; List <double> interval = new List <double>(); WalkToTargetAndExecuteAction wa; actions = current.GetExecutableActions(); if (actions.Length == 0) { reward.PlayerID = current.GetNextPlayer(); reward.Value = 0; } while (!current.IsTerminal()) { accumulate = 0; interval.Clear(); //if (actions.Length == 0) // break; foreach (var a in actions) { h = 0; var gameMan = this.CurrentStateWorldModel.GetGameManager(); var character = gameMan.characterData; wa = a as WalkToTargetAndExecuteAction; if (wa != null) { euclidean = (wa.Target.transform.position - wa.Character.transform.position).magnitude; if (euclidean <= 0) { euclidean = 1; } } if (a.Name.Contains("LevelUp")) //1000 { h = 1000; } if (a.Name.Contains("GetHealthPotion")) //0-25 { h = (character.MaxHP - character.HP) * 1.5f; } else if (a.Name.Contains("PickUpChest")) //5-25 { h = (character.Money + 5) * 3.5f; } else if (a.Name.Contains("FireballSkeleton") || a.Name.Contains("FireballOrc")) //0-25 { h = character.Mana * 30; } else if (a.Name.Contains("SwordAttackSkeleton")) { h = (character.HP - 5) * 2; } else if (a.Name.Contains("SwordAttackOrc")) { h = (character.HP - 10) * 2; } else if (a.Name.Contains("SwordAttackDragon")) { h = character.HP - 20; } if (h < 0) { h = 0; } h = h * 1000 / euclidean; accumulate += h; if (h > 0) { softmax += Math.Pow(Math.E, -h / accumulate); interval.Add(softmax); Debug.Log(softmax); } else { interval.Add(0); } } random = RandomGenerator.NextDouble() * softmax; for (int j = 0; j < interval.Count; j++) { if (random <= interval[j]) { action = actions[j]; current = current.GenerateChildWorldModel(); action.ApplyActionEffects(current); current.CalculateNextPlayer(); break; } if (j == interval.Count - 1) { current = current.GenerateChildWorldModel(); reward.Value = 0; reward.PlayerID = current.GetNextPlayer(); return(reward); } } } reward.PlayerID = current.GetNextPlayer(); reward.Value = current.GetScore(); return(reward); }
protected override Reward Playout(WorldModel initialPlayoutState) { WorldModel model = initialPlayoutState.GenerateChildWorldModel(); List <GOB.Action> actions; List <GOB.Action> executableActions = new List <GOB.Action>(); GOB.Action nextAction = null; Reward reward = new Reward(); double heuristicValue; double accumulatedHeuristicValue; double bestValue, minValue; SortedDictionary <double, GOB.Action> heuristicList = new SortedDictionary <double, GOB.Action>(); actions = model.GetActions(); while (!model.IsTerminal()) { heuristicList.Clear(); executableActions.Clear(); heuristicValue = 0; accumulatedHeuristicValue = 0; bestValue = -1; minValue = float.MaxValue; if (actions.Count == 0) { break; } foreach (GOB.Action action in actions) { if (action.CanExecute(model)) { accumulatedHeuristicValue += Math.Pow(Math.E, action.H(model)); executableActions.Add(action); } } foreach (GOB.Action action in executableActions) { heuristicValue = Math.Pow(Math.E, action.H(model)) / accumulatedHeuristicValue; if (!heuristicList.ContainsKey(heuristicValue)) { heuristicList.Add(heuristicValue, action); } if (heuristicValue > bestValue) { bestValue = heuristicValue; } if (heuristicValue < minValue) { minValue = heuristicValue; } } double randomNumber = GetRandomNumber(minValue, bestValue); foreach (KeyValuePair <double, GOB.Action> actionHeuristic in heuristicList) { if (actionHeuristic.Key >= randomNumber) { nextAction = actionHeuristic.Value; break; } } if (nextAction == null) { break; } nextAction.ApplyActionEffects(model); model.CalculateNextPlayer(); } reward.PlayerID = model.GetNextPlayer(); reward.Value = model.GetScore(); return(reward); }