Example #1
0
double MouseAgent::alphaBeta(
  const GameState& state,
  int level,
  double alpha,
  double beta,
  Action* actionPtr) const {

  if (state.gameOver() ||
      level == (kAlphaBetaDepth * state.getNumAgents())) {
    return evaluate(state);
  }

  int agentIndex = level % state.getNumAgents();
  bool isMax = (agentIndex == 0);
  double value = isMax ? -kInfinity : kInfinity;
  vector<Action> actions = isMax
    ? state.getActions(agentIndex)
    : vector<Action>(1, cats_[agentIndex - 1].getAction(state));

  vector<Action> bestActions;
  for (size_t i = 0; i < actions.size(); i++) {
    const GameState successor = state.getNext(actions[i]);
    double nextV = alphaBeta(successor, level + 1, alpha, beta, actionPtr);
    if (isMax) {
      if (value < nextV) {
	if (level == 0) {
	  bestActions.clear();
	  bestActions.push_back(actions[i]);
	}
	value = nextV;
      } else if ((value == nextV) && (level == 0)) {
	bestActions.push_back(actions[i]);
      }
      if (value >= beta) {
	break;
      }
      alpha = max(alpha, value);
    } else {
      if (value > nextV) {
	if (level == 0) {
	  bestActions.clear();
	  bestActions.push_back(actions[i]);
	}
	value = nextV;
      } else if ((value == nextV) && (level == 0)) {
	bestActions.push_back(actions[i]);
      }
      if (value <= alpha) {
	break;
      }
      beta = min(beta, value);
    }
  }
  if (level == 0) {
    *actionPtr = bestActions.at(rand() % bestActions.size());
  }
  return value;
}
Example #2
0
double MouseAgent::evaluate(const GameState& state) const {
  hash_map<Position, double, PositionHash> distances;
  Utils::shortestDistances(state.getMousePosition(), state, &distances);

  if (state.gameOver()) {
    return -100000;
  }

  if (state.wasCheesed()) {
    return 5000;
  }

  double distanceCatsInverse = 0;
  double freedomScoreCats = 0;
  double manhattanDistanceNearestCat = kLevelRows;
  for (int i = 1; i <= state.getNumAgents() - 1; i++) {
    const Position& catPosition = state.getCatPosition(i);
    const double distance = Utils::mapGetDefault(distances,
						 catPosition,
						 kInfinity);
    const double manhattanDistance =
      Utils::manhattanDistance(state.getMousePosition(),
			       catPosition);

    if (distance > 1) {
      distanceCatsInverse += (1 / (distance - 1));
    } else {
      // mouse cant get away
      return -100000;
    }

    if (!state.isCatStuck(i) &&
	(manhattanDistance < manhattanDistanceNearestCat)) {
      manhattanDistanceNearestCat = manhattanDistance;
    }

    freedomScoreCats += Utils::freedomScore(catPosition, state, 6);
  }

  double distanceCheesesInverse = 0;
  double numCheese = 0;
  for (int y = 0; y < kLevelCols; y++) {
    for (int x = 0; x < kLevelCols; x++) {
      if (state.isCheesePosition(x, y)) {
	numCheese++;
	const double distance = Utils::mapGetDefault(distances,
						     Position(x, y),
						     kInfinity);
	if (distance >= 1) {
	  distanceCheesesInverse += (1 / distance);
	}
      }
    }
  }

  double cheeseSquashed = state.numCheeseSquashed();
  double score = state.getDecayedScore();
  double blocksMoved = state.getNumBlocksMoved();
  double value =
    -weights_.at(0) * distanceCatsInverse +
    -weights_.at(1) * manhattanDistanceNearestCat +
    -weights_.at(2) * freedomScoreCats +
    weights_.at(3) * distanceCheesesInverse +
    weights_.at(4) * score +
    weights_.at(5) * blocksMoved +
    -weights_.at(6) * cheeseSquashed;

  return value;
}
Example #3
0
void ObjectBank::applyCollision(GameState& gstate)
{
	bool playerKilled = false;
    unsigned int barriersKilled = 0;
    unsigned int enemiesKilled = 0;
    unsigned int collectedBonusCounter = 0;

    sf::Color rainbowColor = Palette::fromHSV(gstate.getRainbowGradient(),1,1);

    Pool<Barrier>::iterator itBarrier = m_barriersPool.begin();
    for ( ; itBarrier != m_barriersPool.end() ; ++itBarrier)
    {
        BarrierCollisionResult bcr = Collider::collides(m_player,*itBarrier);
        if ( bcr.collided )
        {
            switch (bcr.getLoser())
            {
                case BarrierCollisionResult::BARRIER:
                    createBonus(itBarrier->getLeftEdgePosition());
                    createBonus(itBarrier->getRightEdgePosition());
                    createExplosion(itBarrier->getPosition());
                    itBarrier->kill();
                    barriersKilled+=2;

                    gstate.getBorders().impulse(rainbowColor);
                    break;
                case BarrierCollisionResult::PLAYER:
                    playerKilled = true;
                    break;
            }

            break;
        }
    }

	Pool<RadialExplosion>::const_iterator itExplosion = m_explosionsPool.begin();
	for ( ; itExplosion != m_explosionsPool.end() ; ++itExplosion )
	{
		auto enemies = gstate.getEnemyGrid().getNeighbours(Sphere(itExplosion->getCenter(),itExplosion->getRadius()));
		for (Enemy* enemy : enemies)
		{
			enemy->kill();
			createEnemyDeath(enemy->getPosition());
			createBonus(enemy->getPosition());
			createParticleSystem(enemy->getPosition(),rainbowColor);
			enemiesKilled +=1;
		}
	}

    auto enemies = gstate.getEnemyGrid().getNeighbours(m_player.getPosition());
	for (Enemy* enemy : enemies)
	{
		CollisionResult cr = Collider::collides(m_player,*enemy);
		if ( cr.collided )
		{
			playerKilled = true;
		}
	}

    Pool<Bonus>::iterator itBonusses = m_bonusPool.begin();
    for ( ; itBonusses != m_bonusPool.end() ; ++itBonusses )
    {
        CollisionResult cr = Collider::collides(m_player,*itBonusses);
        if ( cr.collided )
        {
            itBonusses->kill();
            collectedBonusCounter++;
        }
    }


    // Purge all collided elements
    m_barriersPool.purge(std::bind(&Entity::isDead,
                                   std::placeholders::_1));
    m_enemiesPool.purge(std::bind(&Entity::isDead,
                                  std::placeholders::_1));
    m_bonusPool.purge(std::bind(&Bonus::isDead,
                                std::placeholders::_1));

    gstate.getScore().addMultiplier(collectedBonusCounter);
    gstate.getScore().addKill(enemiesKilled,barriersKilled);
    
    if (playerKilled)
    {
        gstate.gameOver();
        gstate.reset();
	}
}