示例#1
0
 //Simulates one or many playouts of an action in a state. Only applies to swordattack as all other actions are not stochastic.
 //Afterwards merges them in MergeStates to average out the results.
 protected IWorldModel StochasticPlayout(Action action, IWorldModel prevState, int n)
 {
     if (action.Name.Contains("SwordAttack") && n > 0)
     {
         IWorldModel[] testStates = new WorldModelFEAR[n];
         //IWorldModel[] testStates = new WorldModel[n];
         for (int i = 0; i < n; i++)
         {
             TotalPlayouts++;
             testStates[i] = prevState.GenerateChildWorldModel();
             action.ApplyActionEffects(testStates[i]);
         }
         prevState = MergeStates(testStates, (SwordAttack)action);
     }
     else
     {
         TotalPlayouts++;
         prevState = prevState.GenerateChildWorldModel();
         action.ApplyActionEffects(prevState);
     }
     return(prevState);
 }
示例#2
0
        virtual protected Reward Playout(IWorldModel initialPlayoutState)
        {
            IWorldModel prevState = initialPlayoutState.GenerateChildWorldModel();

            CurrentDepth = 0;
            //Perform n playouts for each state [to deal with stochastic nature]
            while (!prevState.IsTerminal() && CurrentDepth < MaxPlayoutDepthAllowed)
            {
                GOB.Action[] actions      = prevState.GetExecutableActions();
                int          randomAction = RandomGenerator.Next(actions.Length);
                prevState = StochasticPlayout(actions[randomAction], prevState, MaxPlayoutSimulations);
                prevState.CalculateNextPlayer();
                CurrentDepth++;
            }
            Reward reward = new Reward(prevState, prevState.GetNextPlayer());

            return(reward);
        }
示例#3
0
        protected override Reward Playout(IWorldModel initialPlayoutState)
        {
            IWorldModel state = initialPlayoutState.GenerateChildWorldModel();

            CurrentDepth = 0;
            while (!state.IsTerminal() && CurrentDepth < MaxPlayoutDepthAllowed)
            {
                List <KeyValuePair <int, GOB.Action> > actions = new List <KeyValuePair <int, GOB.Action> >();
                foreach (GOB.Action action in state.GetExecutableActions())
                {
                    actions.Add(new KeyValuePair <int, GOB.Action>((int)action.GetHValue(state), action));
                }
                actions.Sort(
                    delegate(KeyValuePair <int, GOB.Action> p1, KeyValuePair <int, GOB.Action> p2)
                {
                    return(p1.Key.CompareTo(p2.Key));
                }
                    );
                if (actions.Count == 0)
                {
                    break;
                }

                int randomValue = this.RandomGenerator.Next((int)actions[actions.Count - 1].Key);

                foreach (KeyValuePair <int, GOB.Action> pair in actions)
                {
                    if (pair.Key > randomValue)
                    {
                        state = StochasticPlayout(pair.Value, state, MaxPlayoutSimulations);
                        pair.Value.ApplyActionEffects(state);
                        break;
                    }
                }
                state.CalculateNextPlayer();
                CurrentDepth++;
            }

            Reward reward = new Reward(state, state.GetNextPlayer());

            return(reward);
        }