use of battle.BattleView in project SimpleAsteroids by ljialin.
the class SpaceBattleLinkTest method runTrial.
public static double runTrial(boolean runVisible) {
// make an agent to test
StateObservation stateObs = new SimpleMaxGame();
// BattleGameSearchSpace.inject(BattleGameSearchSpace.getRandomPoint());
// SampleEvolvedParams.solutions[1][2] = 5;
// BattleGameSearchSpace.inject(SampleEvolvedParams.solutions[1]);
// BattleGameSearchSpace.inject(SampleEvolvedParams.solutions[2]);
BattleGameSearchSpace.inject(SampleEvolvedParams.solutions[1]);
System.out.println("Params are:");
System.out.println(BattleGameParameters.params);
// can also overide parameters by setting them directly as follows:
// BattleGameParameters.loss = 1.1;
SpaceBattleLinkState linkState = new SpaceBattleLinkState();
// set some parameters for the experiment
GameActionSpaceAdapter.useHeuristic = false;
Agent.useShiftBuffer = true;
// DefaultMutator.totalRandomChaosMutation = false;
// // supercl
// StateObservation stateObs = linkState;
ElapsedCpuTimer timer = new ElapsedCpuTimer();
AbstractPlayer player;
// controllers.singlePlayer.sampleOLMCTS.Agent olmcts =
// new controllers.singlePlayer.sampleOLMCTS.Agent(linkState, timer);
player = new controllers.singlePlayer.discountOLMCTS.Agent(linkState, timer);
// try the evolutionary players
int nResamples = 2;
EvoAlg evoAlg = new SimpleRMHC(nResamples);
double kExplore = 10;
int nNeighbours = 100;
int nEvals = 200;
evoAlg = new NTupleBanditEA(kExplore, nNeighbours);
// player = new controllers.singlePlayer.ea.Agent(linkState, timer, evoAlg, nEvals);
controllers.singlePlayer.nestedMC.Agent nestedMC = new controllers.singlePlayer.nestedMC.Agent(linkState, timer);
nestedMC.maxRolloutLength = 10;
nestedMC.nestDepth = 2;
player = nestedMC;
// in milliseconds
int thinkingTime = 50;
int delay = 10;
// player = new controllers.singlePlayer.sampleRandom.Agent(stateObs, timer);
// check that we can play the game
Random random = new Random();
int nSteps = 500;
ElapsedTimer t = new ElapsedTimer();
BattleView view = new BattleView(linkState.state);
// set view to null to run fast with no visuals
if (!runVisible)
view = null;
if (view != null) {
new JEasyFrame(view, "Simple Battle Game");
}
boolean verbose = false;
for (int i = 0; i < nSteps && !linkState.isGameOver(); i++) {
ArrayList<Types.ACTIONS> actions = linkState.getAvailableActions();
timer = new ElapsedCpuTimer();
timer.setMaxTimeMillis(thinkingTime);
Types.ACTIONS action = player.act(linkState.copy(), timer);
// action = actions.get(random.nextInt(actions.size()));
if (verbose)
// + "\t " + action.ordinal());
System.out.println(i + "\t Selected: " + action);
linkState.advance(action);
if (view != null) {
view.repaint();
try {
Thread.sleep(delay);
} catch (Exception e) {
}
}
if (verbose)
System.out.println(linkState.getGameScore());
}
System.out.println("Game score: " + linkState.getGameScore());
return linkState.getGameScore();
}
use of battle.BattleView in project SimpleAsteroids by ljialin.
the class SpaceBattleLinkTestTwoPlayer method runTrial.
public static double runTrial(boolean runVisible) {
// make an agent to test
// StateObservation stateObs = new SimpleMaxGame();
// BattleGameSearchSpace.inject(BattleGameSearchSpace.getRandomPoint());
// SampleEvolvedParams.solutions[1][2] = 5;
// SampleEvolvedParams.solutions[5][4] = 0;
// BattleGameSearchSpace.inject(SampleEvolvedParams.solutions[2]);
// BattleGameSearchSpace.inject(SampleEvolvedParams.solutions[2]);
// BattleGameSearchSpace.inject(SampleEvolvedParams.solutions[1]);
System.out.println("Params are:");
System.out.println(BattleGameParameters.params);
// can also override parameters by setting them directly as follows:
BattleGameParameters.loss = 0.996;
BattleGameParameters.thrust = 3;
// BattleGameParameters.shipSize *= 2;
// BattleGameParameters.damageRadius *= 2;
SpaceBattleLinkStateTwoPlayer linkState = new SpaceBattleLinkStateTwoPlayer();
StateObservationMulti multi = linkState;
GameActionSpaceAdapterMulti.useHeuristic = false;
// DefaultMutator.totalRandomChaosMutation = false;
// // supercl
// StateObservation stateObs = linkState;
ElapsedCpuTimer timer = new ElapsedCpuTimer();
AbstractMultiPlayer player1, player2;
// controllers.singlePlayer.sampleOLMCTS.Agent olmcts =
// new controllers.singlePlayer.sampleOLMCTS.Agent(linkState, timer);
int idPlayer1 = 0;
int idPlayer2 = 1;
player2 = new controllers.multiPlayer.discountOLMCTS.Agent(linkState, timer, idPlayer2);
// try the evolutionary players
int nResamples = 2;
EvoAlg evoAlg = new SimpleRMHC(nResamples);
double kExplore = 10;
int nNeighbours = 100;
int nEvals = 500;
evoAlg = new NTupleBanditEA(kExplore, nNeighbours);
// evoAlg = new CompactSlidingModelGA().setHistoryLength(20);
evoAlg = new SlidingMeanEDA().setHistoryLength(20);
EvoAlg evoAlg2 = new CompactSlidingModelGA().setHistoryLength(2);
player1 = new controllers.multiPlayer.ea.Agent(linkState, timer, evoAlg, idPlayer1, nEvals);
// player2 = new controllers.multiPlayer.ea.Agent(linkState, timer, evoAlg2, idPlayer2, nEvals);
// player2 = new controllers.multiPlayer.ea.Agent(linkState, timer, new SimpleRMHC(nResamples), idPlayer2, nEvals);
// player1 = new controllers.multiPlayer.smlrand.Agent();
// EvoAlg evoAlg2 = new SimpleRMHC(2);
// player1 = new controllers.multiPlayer.ea.Agent(linkState, timer, evoAlg2, idPlayer1, nEvals);
// in milliseconds
int thinkingTime = 50;
int delay = 10;
// player = new controllers.singlePlayer.sampleRandom.Agent(stateObs, timer);
// check that we can play the game
Random random = new Random();
int nSteps = 500;
ElapsedTimer t = new ElapsedTimer();
BattleView view = new BattleView(linkState.state.copyState());
// set view to null to run fast with no visuals
if (!runVisible)
view = null;
if (view != null) {
new JEasyFrame(view, "Simple Battle Game");
}
StatSummary sst1 = new StatSummary("Player 1 Elapsed Time");
StatSummary sst2 = new StatSummary("Player 2 Elapsed Time");
StatSummary ssTicks1 = new StatSummary("Player 1 nTicks");
StatSummary ssTicks2 = new StatSummary("Player 2 nTicks");
for (int i = 0; i < nSteps && !linkState.isGameOver(); i++) {
linkState.state = linkState.state.copyState();
timer = new ElapsedCpuTimer();
timer.setMaxTimeMillis(thinkingTime);
ElapsedTimer t1 = new ElapsedTimer();
// keep track of the number of game ticks used by each algorithm
int ticks;
ticks = SpaceBattleLinkStateTwoPlayer.nTicks;
Types.ACTIONS action1 = player1.act(multi.copy(), timer);
sst1.add(t1.elapsed());
ticks = SpaceBattleLinkStateTwoPlayer.nTicks - ticks;
ssTicks1.add(ticks);
// System.out.println("Player 1 Ticks = " + ticks);
ElapsedTimer t2 = new ElapsedTimer();
ticks = SpaceBattleLinkStateTwoPlayer.nTicks;
Types.ACTIONS action2 = player2.act(multi.copy(), timer);
sst2.add(t2.elapsed());
ticks = SpaceBattleLinkStateTwoPlayer.nTicks - ticks;
ssTicks2.add(ticks);
// System.out.println("Player 2 Ticks = " + ticks);
multi.advance(new Types.ACTIONS[] { action1, action2 });
if (view != null) {
view.game = linkState.state.copyState();
view.setRolls(0, evoAlg);
view.setRolls(1, evoAlg2);
view.repaint();
try {
Thread.sleep(delay);
} catch (Exception e) {
}
}
// System.out.println(multi.getGameScore());
}
System.out.println(multi.getGameScore());
System.out.println(multi.isGameOver());
// System.out.println(SingleTreeNode.rollOutScores);
System.out.println(sst1);
System.out.println(sst2);
System.out.println(ssTicks1);
System.out.println(ssTicks2);
return multi.getGameScore(0);
}
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