예제 #1
0
파일: Learner.cs 프로젝트: toroerp/numl
        /// <summary>Retrieve best model (or model with the highest accuracy)</summary>
        /// <param name="models">List of models.</param>
        /// <param name="metric">Scoring metric to use for model selection.</param>
        /// <returns>Best Model.</returns>
        public static LearningModel Best(this IEnumerable <LearningModel> models, ScoringMetric metric = ScoringMetric.Accuracy)
        {
            return(models.OrderByDescending(
                       m => {
                switch (metric)
                {
                case ScoringMetric.Accuracy: return m.Accuracy;

                case ScoringMetric.FScore: return m.Score.FScore;

                case ScoringMetric.Precision: return m.Score.Precision;

                case ScoringMetric.Recall: return m.Score.Recall;

                case ScoringMetric.RMSE: return m.Score.RMSE;

                case ScoringMetric.NormRMSE: return m.Score.NormRMSE;

                case ScoringMetric.AUC: return m.Score.AUC;

                case ScoringMetric.Fallout: return m.Score.Fallout;

                case ScoringMetric.Specificity: return m.Score.Specificity;

                default: return m.Accuracy;
                }
            }).FirstOrDefault());
        }
예제 #2
0
파일: Learner.cs 프로젝트: sethjuarez/numl
 /// <summary>Retrieve best model (or model with the highest accuracy)</summary>
 /// <param name="models">List of models.</param>
 /// <param name="metric">Scoring metric to use for model selection.</param>
 /// <returns>Best Model.</returns>
 public static LearningModel Best(this IEnumerable<LearningModel> models, ScoringMetric metric = ScoringMetric.Accuracy)
 {
     return models.OrderByDescending(
         m => {
             switch (metric)
             {
                 case ScoringMetric.Accuracy: return m.Accuracy;
                 case ScoringMetric.FScore: return m.Score.FScore;
                 case ScoringMetric.Precision: return m.Score.Precision;
                 case ScoringMetric.Recall: return m.Score.Recall;
                 case ScoringMetric.RMSE: return m.Score.RMSE;
                 case ScoringMetric.NormRMSE: return m.Score.NormRMSE;
                 case ScoringMetric.AUC: return m.Score.AUC;
                 case ScoringMetric.Fallout: return m.Score.Fallout;
                 case ScoringMetric.Specificity: return m.Score.Specificity;
                 default: return m.Accuracy;
             }
         }).FirstOrDefault();
 }
    // Sets up all paramters within the level to match the current difficulty selected
    void StartDifficulty()
    {
        // Difficulty implementations can be found on the spreadsheet
        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.One))
        {
            paddleSize    = MovePaddle.PaddleSize.Large;
            numBalls      = 1;
            ballSize      = BallSpawner.BallSize.Large;
            ballSpeed     = BallSpawner.BallSpeed.Slow;
            initAngle     = BallSpawner.BallInitAngle.Shallow;
            hDirect       = BallSpawner.BallHorizDirection.Left;
            scoringMetric = ScoringMetric.Bounce;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 0;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.NULL;
            obstacleSpawnRate = 0;
            levelGeometryBasic.gameObject.SetActive(false);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Two))
        {
            paddleSize    = MovePaddle.PaddleSize.Large;
            numBalls      = 1;
            ballSize      = BallSpawner.BallSize.Large;
            ballSpeed     = BallSpawner.BallSpeed.Slow;
            initAngle     = BallSpawner.BallInitAngle.Shallow;
            hDirect       = BallSpawner.BallHorizDirection.Left;
            scoringMetric = ScoringMetric.Bounce;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 0;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.NULL;
            obstacleSpawnRate = 0;
            levelGeometryBasic.gameObject.SetActive(false);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Three))
        {
            paddleSize    = MovePaddle.PaddleSize.Large;
            numBalls      = 1;
            ballSize      = BallSpawner.BallSize.Medium;
            ballSpeed     = BallSpawner.BallSpeed.Slow;
            initAngle     = BallSpawner.BallInitAngle.Medium;
            hDirect       = BallSpawner.BallHorizDirection.Left;
            scoringMetric = ScoringMetric.Bounce;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 0;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.NULL;
            obstacleSpawnRate = 0;
            levelGeometryBasic.gameObject.SetActive(false);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Four))
        {
            paddleSize    = MovePaddle.PaddleSize.Large;
            numBalls      = 1;
            ballSize      = BallSpawner.BallSize.Medium;
            ballSpeed     = BallSpawner.BallSpeed.Medium;
            initAngle     = BallSpawner.BallInitAngle.Medium;
            hDirect       = BallSpawner.BallHorizDirection.Left;
            scoringMetric = ScoringMetric.Bounce;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 0;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.NULL;
            obstacleSpawnRate = 0;
            levelGeometryBasic.gameObject.SetActive(false);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Five))
        {
            paddleSize    = MovePaddle.PaddleSize.Medium;
            numBalls      = 1;
            ballSize      = BallSpawner.BallSize.Small;
            ballSpeed     = BallSpawner.BallSpeed.Medium;
            initAngle     = BallSpawner.BallInitAngle.Wide;
            hDirect       = BallSpawner.BallHorizDirection.Left;
            scoringMetric = ScoringMetric.Bounce;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 0;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.NULL;
            obstacleSpawnRate = 0;
            levelGeometryBasic.gameObject.SetActive(true);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Six))
        {
            paddleSize    = MovePaddle.PaddleSize.Medium;
            numBalls      = 2;
            ballSize      = BallSpawner.BallSize.Small;
            ballSpeed     = BallSpawner.BallSpeed.Medium;
            initAngle     = BallSpawner.BallInitAngle.Wide;
            hDirect       = BallSpawner.BallHorizDirection.Random;
            scoringMetric = ScoringMetric.Bounce;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 0;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.NULL;
            obstacleSpawnRate = 0;
            levelGeometryBasic.gameObject.SetActive(true);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Seven))
        {
            paddleSize    = MovePaddle.PaddleSize.Medium;
            numBalls      = 2;
            ballSize      = BallSpawner.BallSize.Large;
            ballSpeed     = BallSpawner.BallSpeed.Medium;
            initAngle     = BallSpawner.BallInitAngle.Random;
            hDirect       = BallSpawner.BallHorizDirection.Random;
            scoringMetric = ScoringMetric.Bounce;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 2;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.Slow;
            obstacleSpawnRate = 2.5f;
            levelGeometryBasic.gameObject.SetActive(true);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Eight))
        {
            paddleSize    = MovePaddle.PaddleSize.Small;
            numBalls      = 2;
            ballSize      = BallSpawner.BallSize.Medium;
            ballSpeed     = BallSpawner.BallSpeed.Fast;
            initAngle     = BallSpawner.BallInitAngle.Random;
            hDirect       = BallSpawner.BallHorizDirection.Random;
            scoringMetric = ScoringMetric.BounceAndObstacle;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 4;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.Slow;
            obstacleSpawnRate = 2.5f;
            levelGeometryBasic.gameObject.SetActive(true);
            levelGeometryAdv1.gameObject.SetActive(false);
            levelGeometryAdv2.gameObject.SetActive(false);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Nine))
        {
            paddleSize    = MovePaddle.PaddleSize.Small;
            numBalls      = 2;
            ballSize      = BallSpawner.BallSize.Medium;
            ballSpeed     = BallSpawner.BallSpeed.Fast;
            initAngle     = BallSpawner.BallInitAngle.Random;
            hDirect       = BallSpawner.BallHorizDirection.Random;
            scoringMetric = ScoringMetric.BounceAndObstacle;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 6;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.Fast;
            obstacleSpawnRate = 1.5f;
            levelGeometryBasic.gameObject.SetActive(true);
            levelGeometryAdv1.gameObject.SetActive(true);
            levelGeometryAdv2.gameObject.SetActive(true);
        }

        if (GlobalControl.Instance.difficulty.Equals(GlobalControl.Difficulty.Ten))
        {
            paddleSize    = MovePaddle.PaddleSize.Small;
            numBalls      = 2;
            ballSize      = BallSpawner.BallSize.Small;
            ballSpeed     = BallSpawner.BallSpeed.Fast;
            initAngle     = BallSpawner.BallInitAngle.Random;
            hDirect       = BallSpawner.BallHorizDirection.Random;
            scoringMetric = ScoringMetric.BounceAndObstacle;
            obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs = 8;
            obsSpeed          = ObstacleSpawner.ObstacleSpeed.Random;
            obstacleSpawnRate = 0.7f;
            levelGeometryBasic.gameObject.SetActive(true);
            levelGeometryAdv1.gameObject.SetActive(true);
            levelGeometryAdv2.gameObject.SetActive(true);
        }

        // Begins the level with the set-up parameters
        paddle.GetComponent <MovePaddle>().ResizePaddle(paddleSize);
        for (int i = 0; i < numBalls; i++)
        {
            ballSpawn.GetComponent <BallSpawner>().SpawnBall(ballSize, ballSpeed, initAngle, hDirect);
        }
        for (int i = 0; i < obstacleSpawn.GetComponent <ObstacleSpawner>().maxObs; i++)
        {
            obstacleSpawn.GetComponent <ObstacleSpawner>().SpawnObstacle(obsSpeed);
        }
    }