コード例 #1
0
        private bool depthSearch(WorldState WorldState)
        {
            if (destiny.Evaluate(WorldState) == true)
            {
                return(true);
            }

            List <Action> acts = new List <Action>();

            foreach (var item in Actions)
            {
                if (item.GetPreConditions(WorldState).isCompatibleSource(WorldState))
                {
                    if (item.ProceduralPreConditions(WorldState))
                    {
                        acts.Add(item);
                    }
                }
            }

            if (acts.Count == 0)
            {
                return(false);
            }

            foreach (var item in acts)
            {
                WorldState ws = WorldState.Clone();
                foreach (var item2 in item.GetEffects(WorldState).GetSymbols())
                {
                    ws.SetSymbol(item2.Clone());
                }
                item.ApplyEffects(ws);

                iter++;
                if (iter > MaxIteration)
                {
                    return(false);
                }

                if (depthSearch(ws) == true)
                {
                    act.AddFirst(item);
                    return(true);
                }
            }

            return(false);
        }
コード例 #2
0
        public override PlanSet CreatePlan(WorldState actual, Goal destiny)
        {
            PlanSet PlanSet = new PlanSet();

            WorldState current = actual.Clone();
            int        iter    = 0;

            while (!destiny.Evaluate(current))
            {
                Action act = null;
                foreach (var item in Actions)
                {
                    if (item.GetPreConditions(current).isCompatibleSource(current))
                    {
                        if (item.ProceduralPreConditions(current))
                        {
                            act = item;
                            break;
                        }
                    }
                }

                if (act != null)
                {
                    foreach (var item in act.GetEffects(current).GetSymbols())
                    {
                        current.SetSymbol(item.Clone());
                    }
                    act.ApplyEffects(current);
                }
                else
                {
                    return(null);
                }
                iter++;
                if (iter > MaxIteration)
                {
                    return(null);
                }

                System.Diagnostics.Debug.WriteLine(act.Name);
            }
            System.Diagnostics.Debug.WriteLine(destiny.Name);
            return(PlanSet);
        }