Пример #1
0
        // DoTurn is run once per turn
        public override void DoTurn(IGameState state)
        {
            if(radius == default(int)) // Init
                radius = (int)Math.Sqrt(state.ViewRadius2) / 2;

            foreach (Agent agent in new List<Agent>(agents)) // Die
            {
                if (!state.MyAnts.Contains(new Ant(agent.location.Row, agent.location.Col, state.MyAnts[0].Team)))
                {
                    agent.decisionLog.AddReward(DIE);
                    agents.Remove(agent);
                }
            }

            foreach (Ant a in state.MyAnts) //Spawn new ants
            {
                bool spawn = true;
                foreach (Agent agent in agents)
                {
                    if (agent.location.Equals(a))
                    {
                        spawn = false;
                        break;
                    }
                }

                if (spawn)
                {
                    Agent ag = new Agent(a);
                    decisionLogs.Add(ag.decisionLog);
                    agents.Add(ag);

                    foreach (Agent age in agents) // Take food
                    {
                        if(age.path.Count > 0)
                            if (age.currentAction == Action.TakeFood && state.GetDistance(age.location, age.path[age.path.Count - 1]) <= 1)
                                age.decisionLog.AddReward(EAT);
                    }
                }
            }

            foreach(Agent agent in agents){

                if (agent.path.Count == 0)
                {
                    State s = CalculateState(agent.location, state);
                    double[] desirabilities = rewardLog.GetDesirabilities(s);
                    int i = -1;
                    HashSet<Action> aas = s.GetActions();
                    double x = random.NextDouble();
                    if (x <= exploration) // Explore
                    {
                        do
                        {
                            i = random.Next(Enum.GetValues(typeof(Action)).Length);
                        }
                        while (!aas.Contains((Action)i));
                    }
                    else // Exploit
                    {
                        x = random.NextDouble();
                        for (i = 0; i < Enum.GetValues(typeof(Action)).Length; i++)
                        {
                            if (x <= desirabilities[i])
                                break;
                            else
                                x -= desirabilities[i];
                        }
                    }

                    if (i == Enum.GetValues(typeof(Action)).Length)
                    {
                        do
                        {
                            i = random.Next(Enum.GetValues(typeof(Action)).Length);
                        }
                        while (!aas.Contains((Action)i));
                    }

                    PerformAction(agent, s, (Action)i, state);
                }

                if (agent.path.Count == 0)
                    continue;

                if (!state.GetIsPassable(agent.path[0]))
                    agent.path = Pathfinding.FindPath(agent.location, agent.path[agent.path.Count - 1], state);
                Location next = agent.path[0];
                agent.path.RemoveAt(0);

                if (state.EnemyHills.Count > 0)
                    if (state.EnemyHills.Contains(new AntHill(next.Row, next.Col, state.EnemyHills[0].Team)))
                        agent.decisionLog.AddReward(WIN);

                IssueOrder(agent.location, ((List<Direction>)state.GetDirections(agent.location, next))[0]);
                agent.location = next;
            }
        }
Пример #2
0
        public void PerformAction(Agent agent, State state, Action action, IGameState gamestate)
        {
            Location tgt = null;
            switch (action)
            {
                case Action.RunAwayFromEnemy:
                case Action.AttackEnemyAnt:
                    tgt = GetNearestEnemy(agent.location, gamestate);
                    break;
                case Action.AttackEnemyHill:
                    tgt = GetNearestEnemyHill(agent.location, gamestate);
                    break;
                case Action.DefendHill:
                    tgt = GetNearestHill(agent.location, gamestate);
                    break;
                case Action.RandomMove:
                    tgt = GetRandomLocation(agent.location, gamestate);
                    break;
                case Action.RunAwayFromFriend:
                case Action.GoToFriend:
                    tgt = GetNearestFriend(agent.location, gamestate);
                    break;
                case Action.StandStill:
                    tgt = agent.location;
                    break;
                case Action.TakeFood:
                    tgt = GetNearestFood(agent.location, gamestate);
                    break;
                default:
                    break;
            }

            if (tgt == null)
                throw new Exception("B tgt is null >>> " + action);

            if (action == Action.RunAwayFromEnemy || action == Action.RunAwayFromFriend)
            {
                tgt = (2 * agent.location - tgt) % new Location(gamestate.Height, gamestate.Width);
            }

            if (tgt == null)
                throw new Exception("A tgt is null >>> " + action);
            tgt = GetNearestPassable(tgt, gamestate);

            agent.path = Pathfinding.FindPath(agent.location, tgt, gamestate);
            if (agent.path == null)
                agent.path = new List<Location>();

            agent.PerformAction(state, action);
        }