public void TestAI() { game = new Game(); AIPlayer player1 = new AIPlayer_GeneticUtilityAI( game, new float[] { 0.20f, // New stone 0.30f, //0.10f, // Block roll again 0.25f, //0.50f, // Score stone 0.50f, // Roll again 0.60f, // Kill stone 0.70f, // Kill stone late bonus 0.50f, // Danger late bonus 0.2f, 0.3f, 0.2f, 0.05f } ); AIPlayer player2 = new AIPlayer_UtilityAI(game); int score = 0; for (int i = 0; i < 1000; i++) { if (Evaluate(player1, player2)) { score++; } } Debug.Log("Winrate: " + score / 10f + " %"); }
// Use this for initialization void Start() { PlayerAIs = new BasicAI[NumberOfPlayer]; PlayerAIs[0] = new AIPlayer_UtilityAI(); //is human player PlayerAIs[1] = new BasicAI(); }
// Use this for initialization void Start() { PlayerAIs = new AIPlayer[NumberOfPlayers]; PlayerAIs[0] = null; // Is a human player //PlayerAIs[0] = new AIPlayer_UtilityAI(); PlayerAIs[1] = new AIPlayer_UtilityAI(); }
// Start is called before the first frame update void Start() { theTile = GameObject.FindObjectOfType <Tile>(); PlayerAIs = new AIPlayer[NumberOfPlayers]; PlayerAIs[0] = null; //is a human player //PlayerAIs[0] = new AIPlayer(); PlayerAIs[1] = new AIPlayer_UtilityAI(); }
// Use this for initialization void Start() { PlayerAIs = new AIPlayer[NumberOfPlayers]; if (PlayerPrefs.GetInt("AI") == 1) { PlayerAIs[0] = null; // Is a human player //PlayerAIs[0] = new AIPlayer_UtilityAI(); PlayerAIs[1] = new AIPlayer_UtilityAI(); } if (PlayerPrefs.GetInt("AI") == 0) { PlayerAIs[0] = null; // Is a human player //PlayerAIs[0] = new AIPlayer_UtilityAI(); PlayerAIs[1] = null; } }