public double Evaluate(Game game, EventContext context, Weights weights) { //Get the weights for the character that will be choosing the character. Weights charWeights = context.CurrentCharacter.GetWeights(weights.Perspective); Character[] availableCharacters = game.FilterCharacters(requirements, context).ToArray(); bool[] allowed = new bool[availableCharacters.Length]; if (context.CurrentCharacter is AICharacter) { //AICharacter will only select characters from his important character's list. var important = (context.CurrentCharacter as AICharacter).GetImportantCharacters().Select(pair => pair.Key).ToList(); for (int i = 0; i < availableCharacters.Length; ++i) { allowed[i] = important.Contains(availableCharacters[i]); } } else { //The player could select anything. We don't know anything about his preferences. for (int i = 0; i < availableCharacters.Length; ++i) { allowed[i] = true; } } //Figure out which ones we think he will choose. int[] bestIndices = AIHelper.GetBest(availableCharacters, allowed, charWeights, (character, localWeights) => { //We are only considering things theoretically: Don't make any changes to the context //we are given. We want a new local context for each character so variable changes for //one character don't influence the others. EventContext localContext = new EventContext(context); localContext.PushScope(character, scopeName); double directResult = operation.Evaluate(game, localContext, localWeights); //We need to take into account any prestige modifiers because we are throwing away //the local context now. return directResult + localWeights.MeasureAfter(localContext, game); }); //Evaluate each of those character using our weights double result = 0.0; foreach(var bestIndex in bestIndices) { Character best = availableCharacters[bestIndex]; //We are only considering things theoretically: Don't make any changes to the context //we are given. We want a new local context for each character so variable changes for //one character don't influence the others. EventContext localContext = new EventContext(context); localContext.PushScope(best, scopeName); result += operation.Evaluate(game, localContext, weights); //We need to take into account any prestige modifiers because we are throwing away //the local context now. result += weights.MeasureAfter(localContext, game); } return result / bestIndices.Length; }
public double Evaluate(Game game, EventContext context, Weights weights) { double result = 0.0; //DirectExecute always happens if it is present. if (DirectExecute != null) result += DirectExecute.Evaluate(game, context, weights); EventOption[] options = GetAvailableOptions(context, game); if(options.Length == 1) { //This is an optimization. We don't need to evaluate another character's perspective //if they only have a single option. //We are only considering things theoretically: Don't make any changes to the context //we are given. We want a new local context for each option so variable changes for //one option don't influence the others. EventContext localContext = new EventContext(context); result += options[0].DirectExecute.Evaluate(game, localContext, weights); //We need to take into account any prestige modifiers because we are throwing away //the local context now. result += weights.MeasureAfter(localContext, game); } else if (options.Length > 0) { //Get the weights that will be used to decide the best option. Weights optionWeights = context.CurrentCharacter.GetWeights(weights.Perspective); //Evaluate each option from the perpsective of the character choosing. EventOption[] bestOptions = AIHelper.GetBest(options, optionWeights, (option, w) => { //We are only considering things theoretically: Don't make any changes to the context //we are given. We want a new local context for each option so variable changes for //one option don't influence the others. EventContext localContext = new EventContext(context); double localResult = option.DirectExecute.Evaluate(game, localContext, w); //We need to take into account any prestige modifiers because we are throwing away //the local context now. return localResult + w.MeasureAfter(localContext, game); }); //The current character will choose one of the best (or so we think) //We need to evaluate the options from our perspective and average those values. foreach(var best in bestOptions) { //We are only considering things theoretically: Don't make any changes to the context //we are given. We want a new local context for each option so variable changes for //one option don't influence the others. EventContext localContext = new EventContext(context); result += best.DirectExecute.Evaluate(game, localContext, weights); //We need to take into account any prestige modifiers because we are throwing away //the local context now. result += weights.MeasureAfter(localContext, game); } result /= bestOptions.Length; } return result; }