use of tools.ElapsedCpuTimer in project SimpleAsteroids by ljialin.
the class GameRunnerTest method getMCTSAgent.
static GVGAIWrapper getMCTSAgent(GameState gameState, int playerId) {
ElapsedCpuTimer timer = new ElapsedCpuTimer();
PlanetWarsLinkState linkState = new PlanetWarsLinkState(gameState);
AbstractMultiPlayer agent = new controllers.multiPlayer.discountOLMCTS.Agent(linkState.copy(), timer, playerId);
GVGAIWrapper wrapper = new GVGAIWrapper().setAgent(agent);
return wrapper;
}
use of tools.ElapsedCpuTimer in project SimpleAsteroids by ljialin.
the class GeneralGameRunner method playGame.
public GeneralGameRunner playGame() {
StateObservationMulti currentGame = gameState.copy();
currentGame.setNewSeed(random.nextInt(100000));
// currentGame.setup()
// int[] actions = new int[2];
Types.ACTIONS[] actions = new Types.ACTIONS[2];
for (int i = 0; i < nSteps; i++) {
ElapsedCpuTimer timer = new ElapsedCpuTimer();
actions[0] = p1.act(currentGame.copy(), timer);
actions[1] = p2.act(currentGame.copy(), timer);
currentGame.advance(actions);
}
scores.add(currentGame.getGameScore());
if (currentGame.getGameScore() > 0)
p1Wins++;
if (currentGame.getGameScore() < 0)
p2Wins++;
nGames++;
return this;
}
use of tools.ElapsedCpuTimer 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();
}
use of tools.ElapsedCpuTimer 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 tools.ElapsedCpuTimer in project SimpleAsteroids by ljialin.
the class DiffGameSpeedTest method main.
public static void main(String[] args) {
DiffGame dg = new DiffGame();
ElapsedTimer t = new ElapsedTimer();
Types.ACTIONS[] actions = new Types.ACTIONS[2];
int nTicks = (int) 3e7;
ElapsedCpuTimer timer = new ElapsedCpuTimer();
AbstractMultiPlayer player1, player2;
player1 = new controllers.multiPlayer.sampleRandom.Agent(dg, timer, 0);
player2 = new controllers.multiPlayer.sampleRandom.Agent(dg, timer, 1);
int updateTick = 100;
for (int i = 0; i < nTicks; i++) {
// update the chosen actions every so often
if (i % updateTick == 0) {
actions[0] = player1.act(dg, timer);
actions[1] = player2.act(dg, timer);
}
// advance anyway
dg.advance(actions);
}
System.out.println(dg.getGameScore());
System.out.println(t);
}
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