public static void Main (string[] args) { Random random = new Random (); while (true) { WeightedPick<int> p = new WeightedPick<int> (); p.Add ((float)random.NextDouble()*.00004f, 1, .4f, .004f); p.Add (-(float)random.NextDouble()*.00004f, 2, .4f, .004f); Console.WriteLine ("picked:"+p.RandomPick ().Item); } }
protected override Result run (BehaviourTree.DataContext dataContext) { if (this._person.currentBlock == null || !QLearningCache.Instance.IsCacheAvailable(ImprovedNPC.GUEST_QLEARNING)) { return Node.Result.FAILED; } Vector3 lhs = this._person.transform.forward; if (this._person.previousBlock != null) { lhs = this._person.currentBlock.transform.position - this._person.previousBlock.transform.position; lhs.y = 0f; lhs.Normalize(); } BlockNeighbour[] connected = this._person.currentBlock.getConnected(); WeightedPick<Block> cantWander = new WeightedPick<Block> (); WeightedPick<Block> canWander = new WeightedPick<Block> (); WeightedPick<Block> interestingBlocks = new WeightedPick<Block> (); bool bounce = true; Block block = null; float reward = 0.0f; for (int i = 0; i < connected.Length; i++) { BlockNeighbour blockNeighbour = connected[i]; Block connect_blocks = blockNeighbour.block; bool canWanderOnto = this._person.canWanderOnto (connect_blocks); Vector3 rhs = connect_blocks.transform.position - this._person.currentBlock.transform.position; rhs.y = 0f; rhs.Normalize(); if (Vector3.Dot(lhs, rhs) < -0.5f) { block = connect_blocks; reward = Config.BOUNCE_COST; } else if (connect_blocks is Path && this.canStepOntoPathWithoutThinking((Path)connect_blocks)) { if (canWanderOnto) { var current = QLearningCache.Instance.GetNode (ImprovedNPC.GUEST_QLEARNING, Mathf.FloorToInt (_person.transform.position.x), Mathf.RoundToInt (_person.transform.position.y), Mathf.FloorToInt (_person.transform.position.z),_person.currentBlock,_person); var future = QLearningCache.Instance.GetNode (ImprovedNPC.GUEST_QLEARNING, (int)connect_blocks.intPosition.x,(int)connect_blocks.intPosition.y, (int)connect_blocks.intPosition.z,connect_blocks,_person); float potentialReward = current.findMaxUtility (future); canWander.Add (potentialReward , connect_blocks,Config.WANDERING_NEGATIVE_WEIGHT_FACTOR,Config.WANDERING_POSITIVE_WEIGHT_FACTOR); } else { var current = QLearningCache.Instance.GetNode (ImprovedNPC.GUEST_QLEARNING, Mathf.FloorToInt (_person.transform.position.x), Mathf.RoundToInt (_person.transform.position.y), Mathf.FloorToInt (_person.transform.position.z),_person.currentBlock,_person); var future = QLearningCache.Instance.GetNode (ImprovedNPC.GUEST_QLEARNING, (int)connect_blocks.intPosition.x,(int)connect_blocks.intPosition.y, (int)connect_blocks.intPosition.z,connect_blocks,_person); float potentialReward = current.findMaxUtility (future); cantWander.Add (potentialReward, connect_blocks,Config.WANDERING_NEGATIVE_WEIGHT_FACTOR,Config.WANDERING_POSITIVE_WEIGHT_FACTOR); } } else { float max_interest = 0f; PersonBehaviour[] components = this._person.GetComponents<PersonBehaviour>(); for (int j = 0; j < components.Length; j++) { PersonBehaviour personBehaviour = components[j]; if (personBehaviour is WalkToInterestCalculator) { float interest = (personBehaviour as WalkToInterestCalculator).calculateInterest(connect_blocks, this._person); if (interest > max_interest) { max_interest = interest; } } } if (max_interest > 0f && !(connect_blocks is Exit)) { interestingBlocks.Add (max_interest, connect_blocks,Config.FINDING_ATTRACTION_NEGATIVE_WEIGHT_FACTOR,Config.FINDING_ATTRACTION_POSITIVE_WEIGHT_FACTOR); } } } if (interestingBlocks.NumberOfPairs () >= 1) { var weightPair = interestingBlocks.RandomPick (); block = weightPair.Item; reward = weightPair.Weight; bounce = false; } else if (canWander.NumberOfPairs () >= 1) { block = canWander.RandomPick ().Item; reward = 0.0f; bounce = false; } else if(cantWander.NumberOfPairs() >= 1){ block = cantWander.RandomPick ().Item; reward = 0.0f; bounce = false; } if (block == null) { if (this._person.currentBlock != null) { block = _person.currentBlock; } else { //when the guest turns around block = _person.previousBlock; reward = Config.BOUNCE_COST; } } dataContext.set (this._bounce, bounce); dataContext.set (this._reward, reward); dataContext.set(this._outblock, block); return Node.Result.SUCCESS; }