public CommandLineInitializer(string graphText) { factory = new AgentsFactory(); InitializeConstants(); var graph = CreateGraph(graphText); var agents = CreateAgents(graph); InitialState = new State(graph, agents); }
protected override InvestAgent getFallBackAgent() { if (_fallBackAgent == null) { AgentsFactory factory = new AgentsFactory(); _fallBackAgent = factory.CreateAgent(ConfigurationManager.AppSettings["RegressionFallBackAgent"], _gm, _comm, _isTrain); } return(_fallBackAgent); }
public static void Exp_3__RandomGames__p_RHE_Agent() { Random randomness_provider = new Random(); // testbed - settings... int number_of_games_to_generate = 10; int number_of_players = 4; int game_difficulty = 0; // easy // generate the random games (test-bed) List <PD_Game> games = Generate_Random_Games( randomness_provider, number_of_games_to_generate, number_of_players, game_difficulty ); // experiment - settings int number_of_repetitions_per_game = 10; bool save_initial_game_states = true; bool keep_game_stats_report = true; bool keep_trace = false; // debugging settings bool display_actions = true; bool display_end_state = true; // initialize the pathFinder PD_AI_PathFinder pathFinder = new PD_AI_PathFinder(); // define the agent and the dictionary for the experiment runner var p_RHE_agent = AgentsFactory.P_RHE_Agent(pathFinder); Dictionary <PD_AI_Agent_Base, string> agentsDictionary = new Dictionary <PD_AI_Agent_Base, string>() { { p_RHE_agent, "p_RHE" } }; // prepare the experiment results directory string experimentResults_Directory = Directory.GetCurrentDirectory() + "\\ExperimentResults"; if (PD_IO_Utilities.FolderExists(experimentResults_Directory) == false) { PD_IO_Utilities.CreateFolder(experimentResults_Directory, true); } Pandemic_Experiment experiment = new Pandemic_Experiment( games, save_initial_game_states, agentsDictionary, pathFinder, number_of_repetitions_per_game, experimentResults_Directory, keep_game_stats_report, keep_trace ); experiment.RunExperiment( randomness_provider, pathFinder, display_actions, display_end_state ); }