示例#1
0
        //Copied from another algorithm state
        //We reset some data, so we dont reflect values that aren't true for the new state
        //This constructor is called when a new step is being generated, so we transfer some values appropriately.
        public AlgorithmState(AlgorithmState set_from)
        {
            cans_collected = set_from.cans_collected;

            episode_rewards = set_from.episode_rewards; //Reward data
            total_rewards   = set_from.total_rewards;

            board_data = new GameBoard(set_from.board_data); //Copy the board

            //Increase steps in here
            live_qmatrix = new Qmatrix(set_from.live_qmatrix); //Copy the q matrix

            //The initial location will be the resulting location of the last step
            location_initial = new int[2] {
                set_from.location_result[0], set_from.location_result[1]
            };

            bender_perception_starting = set_from.bender_perception_ending;

            //Detect if we reached the limit for this episode

            if (live_qmatrix.step_number == Qmatrix.step_limit)
            {
                StartNewEpisode();
            }
            else
            {
                live_qmatrix.step_number++;
            }
        }
示例#2
0
        //Called from create_empty_board (after reset), and the constructor
        //Just a useful container for resetting some values when we want to start over, but making a new state would have us lose bender's position.
        private void InitializeValues()
        {
            board_data.ClearCans(); //Clear the board for our initial launch(this doesn't remove bender, just cans)
            live_qmatrix = new Qmatrix();

            location_initial = new int[2] {
                0, 0
            };
            location_result = new int[2] {
                0, 0
            };
        }
示例#3
0
 public Qmatrix(Qmatrix copy_from)
 {
     //Copy the q-matrix.
     matrix_data = new Dictionary <PerceptionState, ValueSet>();
     foreach (var i in copy_from.matrix_data.Keys)
     {   //For each list of strings in copy_from.matrix data
         //Get a copy of the dictionary at this list of strings
         //Should be a deep copy
         matrix_data.Add(i, new ValueSet(copy_from.matrix_data[i]));
     }
     did_we_update  = copy_from.did_we_update;
     step_number    = copy_from.step_number;
     episode_number = copy_from.episode_number;
     n_current      = copy_from.n_current;
     y_current      = copy_from.y_current;
     e_current      = copy_from.e_current;
 }