示例#1
0
        // constructor for Encog
        public WindowLessTraining(int mazeId, int totalIterations, int maxTemp, int minTemp, int encogCycles)
        {
            InitializeComponent();

            mazerepo = new MazeRepo();
            maze     = mazerepo.GetByID(mazeId);
            MazeId   = mazeId;

            TotalIterations  = totalIterations;
            this.maxTemp     = maxTemp;
            this.minTemp     = minTemp;
            this.encogCycles = encogCycles;
            isEncog          = true;

            lbl1.Content    = "# of Iterations:";
            lbl2.Content    = "Iterations done:";
            lbl3.Content    = "# of Cycles per:";
            lbl4.Content    = "Cycles done:";
            lbl5.Visibility = Visibility.Hidden;

            lblMazeName.Content          = maze.Name;
            lblSessionCount.Content      = totalIterations.ToString();
            lblCurrentSession.Content    = 0;
            lblMoveCount.Content         = encogCycles.ToString();
            lblSessionsCompleted.Content = 0;
            lblRandomness.Visibility     = Visibility.Hidden;

            this.Title = "No Maze Encog Learning";
        }
        private void btnPlay_Click(object sender, RoutedEventArgs e)
        {
            try
            {
                // Human
                if (cmbPlayer.SelectedIndex == 0)
                {
                    win         = new MainWindow(MazeId, PlayerType.Human);
                    win.Closed += (s, ev) => { this.Visibility = Visibility.Visible; };
                    win.Show();
                    this.Visibility = System.Windows.Visibility.Hidden;
                }
                else if (cmbPlayer.SelectedIndex == 1) // RNN AI
                {
                    var selectedMaze = mazeRepo.GetByID(MazeId);

                    if (selectedMaze != null)
                    {
                        var hasLearned = RlmUtils.RLMHasTrainingData("RLM_maze_" + selectedMaze.Name);
                        if (hasLearned)
                        {
                            win         = new MainWindow(MazeId, PlayerType.RNN, false);
                            win.Closed += (s, ev) => { this.Visibility = Visibility.Visible; };
                            win.Show();
                            this.Visibility = System.Windows.Visibility.Hidden;
                        }
                        else
                        {
                            Xceed.Wpf.Toolkit.MessageBox.Show("You must first train the AI with the selected maze.", "Warning", MessageBoxButton.OK, MessageBoxImage.Exclamation);
                        }
                    }
                    else
                    {
                        Xceed.Wpf.Toolkit.MessageBox.Show("You must select a maze.", "Warning", MessageBoxButton.OK, MessageBoxImage.Exclamation);
                    }
                }
                else // Encog AI
                {
                    win         = new MainWindow(MazeId, PlayerType.Encog);
                    win.Closed += (s, ev) => { this.Visibility = Visibility.Visible; };
                    win.Show();
                    this.Visibility = System.Windows.Visibility.Hidden;
                }
            }
            catch (Exception err)
            {
                if (err.InnerException != null && err.InnerException is RlmDefaultConnectionStringException)
                {
                    Xceed.Wpf.Toolkit.MessageBox.Show($"Error: {err.InnerException.Message}");
                }
                else
                {
                    Xceed.Wpf.Toolkit.MessageBox.Show($"ERROR: {err.Message}");
                }
            }
        }
        public MazeCreator(int mazeId = -1)
        {
            InitializeComponent();

            var repo = new MazeRepo();

            if (mazeId != -1) //we are editing the maze
            {
                generated = false;
                MazeId    = mazeId;
                editMode  = true;

                ResetGrid();
                var mazeToEdit = repo.GetByID(mazeId);
                width  = mazeToEdit.Width;
                height = mazeToEdit.Height;
                generator.GoalLocation          = mazeToEdit.GoalPosition;
                generator.StartingPosition      = mazeToEdit.StartingPosition;
                generator.TheMazeGrid           = mazeToEdit.Grid;
                generator.PerfectGameMovesCount = mazeToEdit.PerfectGameMovesCount;

                mazeName             = mazeToEdit.Name;
                txtBoxHeight.Text    = height.ToString();
                txtBoxWidth.Text     = width.ToString();
                txtBoxMazeName.Text  = mazeToEdit.Name;
                lblMoveCount.Content = $"Perfect Move Count: {mazeToEdit.PerfectGameMovesCount}";
                this.Title           = $"Maze Designer Editing {mazeToEdit.Name}";

                initializeGrid(mazeGrid, width, height);
                generateMaze(mazeGrid);
            }
            else
            {
                editMode = false;
                ResetGrid();
                //initialize the grid with all the blocks
                initializeGrid(mazeGrid, width, height);
                //build the maze
                generator.Generate(width, height);
                //Generate the maze in the UI
                generateMaze(mazeGrid);
                int mazeCount = repo.Count();
                txtBoxMazeName.Text = $"New Maze({mazeCount + 1})";
                generated           = true;
            }
        }
示例#4
0
        // constructor for RNN
        public WindowLessTraining(int mazeId, Boolean learn, int totalIterations, int temp_num_sessions, int startRandomness = 1, int endRandomness = 1)
        {
            InitializeComponent();

            mazerepo = new MazeRepo();
            maze     = mazerepo.GetByID(mazeId);
            MazeId   = mazeId;

            Learn           = learn;
            TotalIterations = totalIterations;

            Temp_num_sessions = temp_num_sessions;
            StartRandomness   = startRandomness;
            EndRandomness     = endRandomness;
            isEncog           = false;

            lblMazeName.Content       = maze.Name;
            lblCurrentSession.Content = 1;
            lblSessionCount.Content   = totalIterations.ToString();
            lblMoveCount.Content      = 0;

            this.Title = "No Maze RNN Learning";
        }
示例#5
0
        public MainWindow(int mazeId, PlayerType type, Boolean learn = false, int temp_num_sessions = 1, int currentIteration = 1, int totalIterations = 1, int startRandomness = 1, int endRandomness = 1)
        {
            InitializeComponent();
            mazerepo = new MazeRepo();

            mazeInfo            = mazerepo.GetByID(mazeId);
            RandomnessOver      = temp_num_sessions;
            ClosedDueToGameOver = false;
            Learn = learn;
            Type  = type;
            if (Type == PlayerType.Human)
            {
                this.Title            = "Human Player";
                StatusText.Visibility = Visibility.Visible;
            }
            else if (Type == PlayerType.RNN)
            {
                if (learn)
                {
                    Temp_num_sessions = totalIterations;
                    StartRandomness   = startRandomness;
                    EndRandomness     = endRandomness;

                    this.Title                = "RNN Learning";
                    statGrid.Visibility       = Visibility.Visible;
                    lblMazeName.Content       = mazeInfo.Name;
                    lblTotalSession.Content   = totalIterations;
                    lblCurrentSession.Content = CurrentIteration = currentIteration;
                    lblScore.Content          = LastScore;
                    lblMoves.Content          = LastMovesCount;
                }
                else
                {
                    this.Title = "RNN Player";
                }
            }
            else
            {
                this.Title = "Encog Player";
            }

            game = new MazeGameLib.MazeGame();
            maze = new Maze();
            game.InitGame(mazeInfo);
            //Initialize Grid
            game.TheMazeGrid = mazeInfo.Grid;
            maze.InitializeMaze(game, mazeGrid);

            //Init Game
            //game.InitGame(this.MainGrid, new RunThreadUI_Delegate(RunUIThread));

            //Send Keys to Game
            if (Type == PlayerType.Human)
            {
                this.KeyDown += MainWindow_KeyDown;
            }

            // reset static session count
            if (currentIteration == 1)
            {
                //RNNMazeTraveler.ResestStaticSessionData();
            }

            //Send shutdown event to game
            //this.Closed += MainWindow_Closed;
        }