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Example 1 with AbstractPlayer

use of core.player.AbstractPlayer in project SimpleAsteroids by ljialin.

the class SimpleMaxNTest method runOnce.

public static double runOnce() {
    // make an agent to test
    StateObservation noiseFree = new SimpleMaxGame();
    // new NoisyMaxGame();
    StateObservation stateObs = new SimpleMaxGame();
    System.out.println(stateObs.getGameScore());
    System.out.println(stateObs.copy().getGameScore());
    // System.exit(0);
    ElapsedCpuTimer timer = new ElapsedCpuTimer();
    AbstractPlayer player;
    controllers.singlePlayer.sampleOLMCTS.Agent olmcts = new controllers.singlePlayer.sampleOLMCTS.Agent(stateObs, timer);
    controllers.singlePlayer.discountOLMCTS.Agent discountOlmcts = new controllers.singlePlayer.discountOLMCTS.Agent(stateObs, timer);
    controllers.singlePlayer.nestedMC.Agent nestedMC = new controllers.singlePlayer.nestedMC.Agent(stateObs, timer);
    player = olmcts;
    player = discountOlmcts;
    // for the following we can pass the Evolutionary algorithm to use
    int nResamples = 2;
    EvoAlg evoAlg = new SimpleRMHC(nResamples);
    int nEvals = 1000;
    double kExplore = 10;
    int nNeighbours = 100;
    evoAlg = new NTupleBanditEA(kExplore, nNeighbours);
    // DefaultMutator.totalRandomChaosMutation = true;
    Agent.useShiftBuffer = false;
    controllers.singlePlayer.ea.Agent.SEQUENCE_LENGTH = 100;
    player = new controllers.singlePlayer.ea.Agent(stateObs, timer, evoAlg, nEvals);
    nestedMC.maxRolloutLength = 5;
    nestedMC.nestDepth = 5;
    player = nestedMC;
    // in milliseconds
    int thinkingTime = 50;
    int delay = 30;
    // player = new controllers.singlePlayer.sampleRandom.Agent(stateObs, timer);
    // check that we can play the game
    Random random = new Random();
    // this is how many steps we'll take in the actual game ...
    int nSteps = 10;
    ElapsedTimer t = new ElapsedTimer();
    for (int i = 0; i < nSteps && !stateObs.isGameOver(); i++) {
        timer = new ElapsedCpuTimer();
        timer.setMaxTimeMillis(thinkingTime);
        Types.ACTIONS action = player.act(stateObs.copy(), timer);
        // System.out.println("Selected: " + action); //  + "\t " + action.ordinal());
        stateObs.advance(action);
        noiseFree.advance(action);
    // System.out.println(stateObs.getGameScore());
    }
    System.out.println(stateObs.getGameScore());
    System.out.println(noiseFree.getGameScore());
    System.out.println(stateObs.isGameOver());
    System.out.println(t);
    return noiseFree.getGameScore();
}
Also used : Agent(controllers.singlePlayer.ea.Agent) Types(ontology.Types) NTupleBanditEA(ntuple.NTupleBanditEA) Agent(controllers.singlePlayer.ea.Agent) EvoAlg(evodef.EvoAlg) StateObservation(core.game.StateObservation) SimpleRMHC(ga.SimpleRMHC) Random(java.util.Random) SimpleMaxGame(altgame.SimpleMaxGame) AbstractPlayer(core.player.AbstractPlayer) ElapsedTimer(utilities.ElapsedTimer) ElapsedCpuTimer(tools.ElapsedCpuTimer)

Example 2 with AbstractPlayer

use of core.player.AbstractPlayer 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();
}
Also used : Types(ontology.Types) NTupleBanditEA(ntuple.NTupleBanditEA) EvoAlg(evodef.EvoAlg) StateObservation(core.game.StateObservation) Random(java.util.Random) JEasyFrame(utilities.JEasyFrame) SimpleMaxGame(altgame.SimpleMaxGame) AbstractPlayer(core.player.AbstractPlayer) ElapsedTimer(utilities.ElapsedTimer) ElapsedCpuTimer(tools.ElapsedCpuTimer) Agent(controllers.singlePlayer.ea.Agent) BattleView(battle.BattleView) SimpleRMHC(ga.SimpleRMHC)

Example 3 with AbstractPlayer

use of core.player.AbstractPlayer in project SimpleAsteroids by ljialin.

the class AsteroidsSimpleTest method runOnce.

public static double runOnce() throws Exception {
    AsteroidsLinkState stateObs = new AsteroidsLinkState();
    ElapsedCpuTimer timer = new ElapsedCpuTimer();
    AbstractPlayer player = new controllers.singlePlayer.discountOLMCTS.Agent(stateObs, timer);
    int depth = 100;
    int ticks = 2000;
    SingleTreeNode.DEFAULT_ROLLOUT_DEPTH = depth;
    SingleTreeNode.scoreDiscountFactor = 0.999;
    SingleTreeNode.useScoreDiscount = true;
    SingleTreeNode.DEFAULT_ROLLOUT_DEPTH = depth;
    controllers.singlePlayer.discountOLMCTS.Agent.MCTS_ITERATIONS = ticks / depth;
    // in milliseconds
    int thinkingTime = 10;
    int delay = 20;
    int nSteps = 1000;
    ElapsedTimer t = new ElapsedTimer();
    View view = new View(stateObs.state);
    // set view to null to run fast with no visuals
    view = null;
    JEasyFrame frame;
    if (view != null) {
        frame = new JEasyFrame(view, "Asteroids");
    }
    for (int i = 0; i < nSteps && !stateObs.isGameOver(); i++) {
        timer = new ElapsedCpuTimer();
        timer.setMaxTimeMillis(thinkingTime);
        Types.ACTIONS action = player.act(stateObs.copy(), timer);
        stateObs.advance(action);
        if (view != null) {
            view.repaint();
            Thread.sleep(delay);
        }
    }
    System.out.println(stateObs.getGameScore());
    System.out.println(stateObs.isGameOver());
    System.out.println(t);
    System.out.println("Agent of type: " + player.getClass().getSimpleName());
    return stateObs.getGameScore();
}
Also used : Types(ontology.Types) JEasyFrame(utilities.JEasyFrame) AbstractPlayer(core.player.AbstractPlayer) ElapsedTimer(utilities.ElapsedTimer) ElapsedCpuTimer(tools.ElapsedCpuTimer) View(asteroids.View)

Example 4 with AbstractPlayer

use of core.player.AbstractPlayer in project SimpleAsteroids by ljialin.

the class AsteroidsTest method runOnce.

public static double runOnce() throws Exception {
    // make an agent to test
    // AsteroidsLinkState.defaultStartLevel = 1;
    AsteroidsLinkState stateObs = new AsteroidsLinkState();
    System.out.println(stateObs.getGameScore());
    System.out.println(stateObs.copy().getGameScore());
    ElapsedCpuTimer timer = new ElapsedCpuTimer();
    AbstractPlayer player;
    controllers.singlePlayer.sampleOLMCTS.Agent olmcts = new controllers.singlePlayer.sampleOLMCTS.Agent(stateObs, timer);
    controllers.singlePlayer.discountOLMCTS.Agent discountOlmcts = new controllers.singlePlayer.discountOLMCTS.Agent(stateObs, timer);
    controllers.singlePlayer.nestedMC.Agent nestedMC = new controllers.singlePlayer.nestedMC.Agent(stateObs, timer);
    int depth = 100;
    int ticks = 2000;
    controllers.singlePlayer.discountOLMCTS.SingleTreeNode.DEFAULT_ROLLOUT_DEPTH = depth;
    SingleTreeNode.scoreDiscountFactor = 0.999;
    SingleTreeNode.useScoreDiscount = true;
    controllers.singlePlayer.discountOLMCTS.SingleTreeNode.DEFAULT_ROLLOUT_DEPTH = depth;
    controllers.singlePlayer.discountOLMCTS.Agent.MCTS_ITERATIONS = ticks / depth;
    // player = olmcts;
    player = discountOlmcts;
    int nResamples = 1;
    EvoAlg evoAlg = new SimpleRMHC(nResamples);
    int nEvals = 20;
    double kExplore = 10;
    int nNeighbours = 100;
    // evoAlg = new NTupleBanditEA(kExplore, nNeighbours);
    // evoAlg = new SlidingMeanEDA();
    DefaultMutator.totalRandomChaosMutation = true;
    Agent.useShiftBuffer = true;
    controllers.singlePlayer.ea.Agent.SEQUENCE_LENGTH = ticks / nEvals;
    player = new controllers.singlePlayer.ea.Agent(stateObs, timer, evoAlg, nEvals);
    // player = new controllers.singlePlayer.ea.Agent(stateObs, timer);
    // nestedMC.maxRolloutLength = 5;
    // nestedMC.nestDepth = 5;
    // player = nestedMC;
    // in milliseconds
    int thinkingTime = 10;
    int delay = 20;
    // player = new controllers.singlePlayer.sampleRandom.Agent(stateObs, timer);
    // check that we can play the game
    Random random = new Random();
    // this is how many steps we'll take in the actual game ...
    int nSteps = 1000;
    ElapsedTimer t = new ElapsedTimer();
    View view = new View(stateObs.state);
    // set view to null to run fast with no visuals
    view = null;
    JEasyFrame frame;
    if (view != null) {
        frame = new JEasyFrame(view, "Asteroids");
    }
    for (int i = 0; i < nSteps && !stateObs.isGameOver(); i++) {
        timer = new ElapsedCpuTimer();
        timer.setMaxTimeMillis(thinkingTime);
        Types.ACTIONS action = player.act(stateObs.copy(), timer);
        // System.out.println("Selected: " + action); //  + "\t " + action.ordinal());
        stateObs.advance(action);
        // System.out.println(stateObs.getGameScore());
        if (view != null) {
            view.repaint();
            Thread.sleep(delay);
        }
    }
    System.out.println(stateObs.getGameScore());
    System.out.println(stateObs.isGameOver());
    System.out.println(t);
    System.out.println("Agent of type: " + player.getClass().getSimpleName());
    return stateObs.getGameScore();
}
Also used : Agent(controllers.singlePlayer.ea.Agent) Types(ontology.Types) Agent(controllers.singlePlayer.ea.Agent) View(asteroids.View) EvoAlg(evodef.EvoAlg) SimpleRMHC(ga.SimpleRMHC) Random(java.util.Random) JEasyFrame(utilities.JEasyFrame) AbstractPlayer(core.player.AbstractPlayer) ElapsedTimer(utilities.ElapsedTimer) ElapsedCpuTimer(tools.ElapsedCpuTimer)

Example 5 with AbstractPlayer

use of core.player.AbstractPlayer in project SimpleAsteroids by ljialin.

the class EvalBattleGame method runGame.

public double runGame() {
    // for now just run the darn game
    SpaceBattleLinkState linkState = new SpaceBattleLinkState();
    ElapsedCpuTimer timer = new ElapsedCpuTimer();
    AbstractPlayer player;
    player = new controllers.singlePlayer.discountOLMCTS.Agent(linkState, timer);
    // in milliseconds
    int thinkingTime = 20;
    int delay = 30;
    // player = new controllers.singlePlayer.sampleRandom.Agent(stateObs, timer);
    // check that we can play the game
    int nSteps = 300;
    for (int i = 0; i < nSteps && !linkState.isGameOver(); i++) {
        timer = new ElapsedCpuTimer();
        timer.setMaxTimeMillis(thinkingTime);
        Types.ACTIONS action = player.act(linkState.copy(), timer);
        // use this for a random action
        // action = actions.get(random.nextInt(actions.size()));
        // System.out.println("Selected: " + action); //  + "\t " + action.ordinal());
        linkState.advance(action);
    // System.out.println(linkState.getGameScore());
    }
    System.out.println("Game score = " + linkState.getGameScore());
    return linkState.getGameScore();
}
Also used : Types(ontology.Types) AbstractPlayer(core.player.AbstractPlayer) ElapsedCpuTimer(tools.ElapsedCpuTimer)

Aggregations

AbstractPlayer (core.player.AbstractPlayer)6 Types (ontology.Types)6 ElapsedCpuTimer (tools.ElapsedCpuTimer)6 ElapsedTimer (utilities.ElapsedTimer)5 Agent (controllers.singlePlayer.ea.Agent)4 EvoAlg (evodef.EvoAlg)4 SimpleRMHC (ga.SimpleRMHC)4 Random (java.util.Random)4 StateObservation (core.game.StateObservation)3 NTupleBanditEA (ntuple.NTupleBanditEA)3 JEasyFrame (utilities.JEasyFrame)3 SimpleMaxGame (altgame.SimpleMaxGame)2 View (asteroids.View)2 BattleView (battle.BattleView)1 SlidingMeanEDA (ntuple.SlidingMeanEDA)1 GridModel (rl.grid.GridModel)1