public static void Initialize() { Database.SetInitializer <LevelsContext>(new DropCreateDatabaseAlways <LevelsContext>()); using (var levelsContext = new LevelsContext()) { int count = levelsContext.Levels.Count(); if (count < MIN_LEVELS) { for (int i = count; i < MIN_LEVELS; i++) { levelsContext.Levels.Add(GenerateRandomLevel()); } } else if (count > MAX_LEVELS) { int toRemove = MAX_LEVELS - count; var levelsToRemove = levelsContext.Levels.OrderBy(level => levelsContext.GetAverageRatingForLevel(level)).Take(toRemove); levelsContext.Levels.RemoveRange(levelsToRemove); } levelsContext.SaveChanges(); } MaintainThread = new Thread(Maintain); MaintainThread.Start(); }
/// <summary> /// This method runs for the life of the program, slowly evolving the level set. /// </summary> private static void Maintain() { int lastRatingsCount = 0; while (!IsClosing) { Thread.Sleep(1000); using (var levelsContext = new LevelsContext()) { int ratingsCount = levelsContext.Ratings.Count(); if (ratingsCount < lastRatingsCount) { lastRatingsCount = ratingsCount; } if (ratingsCount - lastRatingsCount > 10) { const int descendants = 3; var parents = levelsContext.Levels.OrderByDescending(level => levelsContext.GetAverageRatingForLevel(level)).Take(2 * descendants).ToList(); for (int i = 0; i < descendants * 2; i += 2) { Level l1 = parents[i].Level.Mutate(MUTATION_RATE); Level l2 = parents[i + 1].Level.Mutate(MUTATION_RATE); Level newLevel = l1.Crossover(l2, CROSSOVER_RATE); levelsContext.Levels.Add(newLevel); } } lastRatingsCount = ratingsCount; levelsContext.SaveChanges(); } } }