public LTPongWithoutBricks(SchoolWorld w) : base(w) { TSHints = new TrainingSetHints { { TSHintAttributes.IMAGE_NOISE, 0 }, { TSHintAttributes.MAX_NUMBER_OF_ATTEMPTS, 10000 } }; TSHints.Add(MAX_MISSES_ALLOWED, 1); TSHints.Add(BALL_HITS_NEEDED, 1); ballHitSum = 0f; ballHitSum = 0f; TSProgression.Add(TSHints.Clone()); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 1 }, { BALL_HITS_NEEDED, 1 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 10 }, { BALL_HITS_NEEDED, 6 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 10 }, { BALL_HITS_NEEDED, 10 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 10 }, { BALL_HITS_NEEDED, 20 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 10 }, { BALL_HITS_NEEDED, 30 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 10 }, { BALL_HITS_NEEDED, 40 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 1 }, { BALL_HITS_NEEDED, 10 } }); }
public LTPongWithBricks(SchoolWorld w) : base(w) { TSHints = new TrainingSetHints { { TSHintAttributes.IMAGE_NOISE, 0 }, { TSHintAttributes.MAX_NUMBER_OF_ATTEMPTS, 10000 } }; TSHints.Add(MAX_MISSES_ALLOWED, 1); TSHints.Add(BALL_HITS_NEEDED, 1); ballHitSum = 0f; ballHitSum = 0f; TSProgression.Add(TSHints.Clone()); // TODO: modify Difficulty according also to current pong level TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 1 }, { BALL_HITS_NEEDED, 1 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 6 }, { BALL_HITS_NEEDED, 10 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 6 }, { BALL_HITS_NEEDED, 20 } }); TSProgression.Add( new TrainingSetHints { { MAX_MISSES_ALLOWED, 5 }, { BALL_HITS_NEEDED, 30 } }); }
public LTApproach(SchoolWorld w) : base(w) { TSHints = new TrainingSetHints { { TSHintAttributes.IS_VARIABLE_SIZE, 0 }, { TSHintAttributes.IMAGE_NOISE, 0 }, { TSHintAttributes.DEGREES_OF_FREEDOM, 1 }, { TSHintAttributes.GIVE_PARTIAL_REWARDS, 1 }, { TSHintAttributes.IMAGE_TEXTURE_BACKGROUND, 1 }, }; TSHints.Add(DISTANCE_BONUS_COEFFICENT, 1); TSProgression.Add(TSHints.Clone()); TSProgression.Add(TSHintAttributes.DEGREES_OF_FREEDOM, 2); TSProgression.Add(TSHintAttributes.IMAGE_NOISE, 1); TSProgression.Add(TSHintAttributes.IS_VARIABLE_SIZE, 1); TSProgression.Add(TSHintAttributes.GIVE_PARTIAL_REWARDS, 0); //TSProgression.Add(TSHintAttributes.IMAGE_TEXTURE_BACKGROUND, 1); }