示例#1
0
文件: Learner.cs 项目: Yvaine/R.L
 /// <summary>
 /// Get `Mutationfactor` for the state-action
 /// </summary>
 /// <param name="s">For the game state</param>
 /// <param name="a">For the action</param>
 /// <returns>The mutation factor's value</returns>
 protected uint getMutationVal(GameState s, Direction a)
 {
     if (this.PrevMutationfactor.Key == null) return 0;
     var key = new SAPair(s, a);
     if (this.PrevMutationfactor.Key.GetHashCode() == key.GetHashCode())
         return this.PrevMutationfactor.Value;
     return 0;
 }
示例#2
0
文件: Learner.cs 项目: Yvaine/R.L
        /// <summary>
        /// Calculates the `Q` value
        /// </summary>
        /// <param name="s">For the game state</param>
        /// <param name="a">For the action</param>
        /// <returns>The `Q` value</returns>
        protected float getQVal(GameState s, Direction a)
        {
            var key = new SAPair(s, a).GetHashCode();
#if __USE_PREPROCESSED_Q__
            if (!this._Q.ContainsKey(key))
            {
                float q = 0;
                var ns = this.getNextState(s, a);
                if (a == Direction.EAST)
                {
                    if (ns.IsBallMine) q += 5.0F;
                    else q -= 5.0F;
                }
                if (ns.Game_State == GameState.State.OPPONENT_SCORED) q = float.NegativeInfinity;
                if (ns.Game_State == GameState.State.PLAYER_SCORED) q = float.PositiveInfinity;
                this.updateQ(s, a, q);
            }
            // if making an own-goal
            if (this.IsInFrontOfGate(s, false) && s.IsBallMine)
            {
                if(a == Direction.WEST)
                    this.updateQ(s, a, float.NegativeInfinity);
            }
            if (this.IsInFrontOfGate(s, true) && s.IsBallMine)
            {
                switch (a)
                {
                    case Direction.EAST: this.updateQ(s, a, float.PositiveInfinity); break;
                    case Direction.HOLD: this.updateQ(s, a, +100); break;
                    default: this.updateQ(s, a, float.NegativeInfinity); break;
                }
            }
#endif
            if (this._Q.ContainsKey(key))
                return _Q[key];
            return 0;
        }
示例#3
0
文件: Learner.cs 项目: Yvaine/R.L
 /// <summary>
 /// Updates the `Mutationfactor` table
 /// </summary>
 /// <param name="s">The game state</param>
 /// <param name="a">The action</param>
 /// <param name="val">The mutation factor's value</param>
 protected void updateMutaionFactor(GameState s, Direction a)
 {
     var key = new SAPair(s, a);
     uint val = 0;
     if (this.PrevMutationfactor.Key != null && this.PrevMutationfactor.Key.GetHashCode() == key.GetHashCode())
         val = this.PrevMutationfactor.Value + 1;
     this.PrevMutationfactor = new KeyValuePair<SAPair, uint>(key, val);
 }
示例#4
0
文件: Learner.cs 项目: Yvaine/R.L
 /// <summary>
 /// Updates the `Q` table
 /// </summary>
 /// <param name="s">The game state</param>
 /// <param name="a">The action</param>
 /// <param name="val">The value of state-action</param>
 protected void updateQ(GameState s, Direction a, float val)
 {
     var key = new SAPair(s, a).GetHashCode();
     if (this._Q.ContainsKey(key))
         this._Q[key] = val;
     else
         this._Q.Add(key, val);
 }