コード例 #1
0
        public override bool RobotCollide(Robot robot)
        {
            foreach (Wall wall in env.walls)
            {
                if (EngineUtilities.collide(robot, wall))
                {
                    return(true);
                }
            }
            if (!agentCollide)
            {
                return(false);
            }

            foreach (Robot robot2 in rbts)
            {
                if (robot == robot2)
                {
                    continue;
                }
                if (EngineUtilities.collide(robot, robot2))
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #2
0
        void IFitnessFunction.update(SimulatorExperiment Experiment, Environment environment, instance_pack ip)
        {
            // Initialize variables on first time step
            if (ip.timeSteps == 1)
            {
                livingCost = 0;
                rewards    = 0;
                // Fitness values must be positive. Therefore, a high positive fitness is assigned in advance,
                // and the cost of living subtracts from it.
                // time / steps is the number of actual time steps, and the cost is multiplied by number of enemies
                fitness = (Experiment.evaluationTime / Experiment.timestep) * Experiment.numEnemies;
            }

            // Find closest active prey
            bool  allCaptured = true; // becomes false if an active prey is found
            Robot evolved     = ip.robots[0];

            for (int i = 1; i < ip.robots.Count; i++)
            {
                // Assumes all but first robot are EnemyRobot instances
                EnemyRobot er = (EnemyRobot)ip.robots[i];
                if (!er.disabled) // Not captured yet
                {
                    //Console.WriteLine("Robot "+i+" not disabled");

                    allCaptured = false;
                    // The collisionWithEvolved bool should always be the primary means of detecting these
                    // collisions, but the other call is here as a precaution. This check is needed because
                    // when the evolved bot normally collides with the enemy, the "undo" method is called,
                    // which prevents the collision from being detected using normal means in this method.
                    // Fortunately, the collisionWithEvolved member is used to remember when this collision
                    // occurs.
                    if (er.collisionWithEvolved || EngineUtilities.collide(evolved, er))
                    { // Reward evolved bot for colliding with prey, and disable prey
                        er.disabled = true;
                        er.stopped  = true;
                        rewards    += PREY_REWARD;
                        fitness    += PREY_REWARD; // This is the value that matters
                        //Console.WriteLine("\treward:" + rewards + " from " + PREY_REWARD);
                    }
                    else
                    { // Each active prey punishes bot for not being caltured yet
                        double distance = evolved.location.distance(er.location);
                        double cost     = distance / environment.maxDistance;
                        livingCost += cost;
                        fitness    -= cost; // This is the value that matters
                        //Console.WriteLine("\tCost: " + (distance / 1000.0) + " to be " + livingCost + " raw distance: " + distance);
                    }
                }
            }

            // End evaluation and stop accruing negative fitness if all prey are captured
            if (allCaptured)
            {                                                   // Disabling prevents further action
                ip.elapsed         = Experiment.evaluationTime; // force end time: only affects non-visual evaluation
                Experiment.running = false;                     // Ends visual evaluation
            }
        }
コード例 #3
0
        public override bool RobotCollide(Robot robot)
        {
            List <collision_grid_square> squares =
                grid.circle(robot.location.x, robot.location.y, robot.radius);
            List <Wall>  checked_walls  = new List <Wall>();
            List <Robot> checked_robots = new List <Robot>();

            foreach (collision_grid_square square in squares)
            {
                //TODO
                if (this.agentCollide)
                {
                    foreach (SimulatorObject o in square.dynamic_objs)
                    {
                        Robot r = (Robot)o;

                        if (r == robot)
                        {
                            continue;
                        }

                        if (!checked_robots.Contains(r))
                        {
                            if (EngineUtilities.collide(r, robot))
                            {
                                return(true);
                            }
                            checked_robots.Add(r);
                        }
                    }
                }

                foreach (SimulatorObject o in square.static_objs)
                {
                    Wall w = (Wall)o;
                    if (!checked_walls.Contains(w))
                    {
                        if (EngineUtilities.collide(robot, w))
                        {
                            return(true);
                        }
                        checked_walls.Add(w);
                    }
                }
            }
            return(false);
        }
コード例 #4
0
 public static bool collide(Robot a, Wall b)
 {
     return(EngineUtilities.collide(b, a));
 }