Esempio n. 1
0
Action CatAgent::getAction(const GameState& state) const {
  const vector<Action> actions = state.getActions(idx_);
  const Position& mousePosition = state.getMousePosition();
  Action minDistAction;
  double minManDist = kInfinity;
  double minDist = kInfinity;
  vector<Action> bestActions;
  for (size_t i = 0; i < actions.size(); i++) {
    double dist = Utils::manhattanDistance(actions[i].to, mousePosition);
    if (dist < minManDist) {
      minManDist = dist;
      minDist = Utils::minDistance(actions[i].to, mousePosition);
      bestActions.clear();
      bestActions.push_back(actions[i]);
    } else if (dist == minManDist) {
      dist = Utils::minDistance(actions[i].to, mousePosition);
      if (dist < minDist) {
	minDist = dist;
	bestActions.clear();
	bestActions.push_back(actions[i]);
      } else if (dist == minDist) {
	// Wow, truly a tie
	bestActions.push_back(actions[i]);
      }
    }
  }

  return bestActions.at(state.getTime() % bestActions.size());
}
Esempio n. 2
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;
}
Esempio n. 3
0
Action MouseAgent::getAction(const GameState& state) const {
  //cout << "Value: " << MouseAgent::evaluate(state) << endl;
  //exit(0);
  vector<Action> actions = state.getActions(idx_);
  Action bestAction;
  double value = MouseAgent::alphaBeta(state, 0, -kInfinity, kInfinity, &bestAction);
  //cout << "Value: " << evaluate(state);
  //cout << "Action: " << bestAction.to.x << ", " << bestAction.to.y << endl;
  //exit(0);
  return bestAction;
}
Esempio n. 4
0
Action KeyboardAgent::getAction(const GameState& state) const {
  string input;
  bool valid = false;

  while (true) {
    cin >> input;
    char dir = input[0];
    int dx = 0;
    int dy = 0;
    if (dir == 'w') {
      dy = -1;
    } else if (dir == 's') {
      dy = 1;
    } else if (dir == 'a') {
      dx = -1;
    } else if (dir == 'd') {
      dx = 1;
    } else {
      continue;
    }

    vector<Action> actions = state.getActions(idx_);
    unsigned int i;
    for (i = 0; i < actions.size(); i++) {
      int adx = actions[i].to.x - actions[i].from.x;
      int ady = actions[i].to.y - actions[i].from.y;
      if ((adx == dx) && (ady == dy)) {
	valid = true;
	break;
      }
    }

    if (valid) {
      return actions[i];
    }
  }
}