use of tools.ElapsedCpuTimer in project SimpleAsteroids by ljialin.
the class SimpleGridTest method runOnce.
public static double runOnce() {
// make an agent to test
StateObservation gridGame = new GridModel();
System.out.println(gridGame.getGameScore());
System.out.println(gridGame.copy().getGameScore());
// System.exit(0);
ElapsedCpuTimer timer = new ElapsedCpuTimer();
AbstractPlayer player;
controllers.singlePlayer.sampleOLMCTS.Agent olmcts = new controllers.singlePlayer.sampleOLMCTS.Agent(gridGame, timer);
controllers.singlePlayer.discountOLMCTS.Agent discountOlmcts = new controllers.singlePlayer.discountOLMCTS.Agent(gridGame, timer);
controllers.singlePlayer.nestedMC.Agent nestedMC = new controllers.singlePlayer.nestedMC.Agent(gridGame, 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 = 2000;
double kExplore = 10;
int nNeighbours = 100;
evoAlg = new NTupleBanditEA(kExplore, nNeighbours);
evoAlg = new SlidingMeanEDA();
// DefaultMutator.totalRandomChaosMutation = false;
Agent.useShiftBuffer = true;
Agent.SEQUENCE_LENGTH = 30;
player = new Agent(gridGame, timer, evoAlg, nEvals);
nestedMC.maxRolloutLength = 30;
nestedMC.nestDepth = 3;
// 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 = 30;
ElapsedTimer t = new ElapsedTimer();
for (int i = 0; i < nSteps && !gridGame.isGameOver(); i++) {
timer = new ElapsedCpuTimer();
timer.setMaxTimeMillis(thinkingTime);
Types.ACTIONS action = player.act(gridGame.copy(), timer);
System.out.println();
// + "\t " + action.ordinal());
System.out.println("Selected: " + action);
gridGame.advance(action);
System.out.println("Game state: " + gridGame);
System.out.println();
}
System.out.println(gridGame.getGameScore());
return gridGame.getGameScore();
}
use of tools.ElapsedCpuTimer 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);
}
use of tools.ElapsedCpuTimer in project SimpleAsteroids by ljialin.
the class TestDiffGame method runTrial.
public static double runTrial(boolean runVisible) {
// make an agent to test
DiffGame.nValues = 21;
DiffGame.minscore = 0;
StateObservationMulti stateObs = new DiffGame();
DefaultMutator.totalRandomChaosMutation = false;
ElapsedCpuTimer timer = new ElapsedCpuTimer();
AbstractMultiPlayer player1, player2;
int idPlayer1 = 0;
int idPlayer2 = 1;
// try the evolutionary players
int nResamples = 10;
EvoAlg evoAlg = new SimpleRMHC(nResamples);
EvoAlg evoAlg2 = new SimpleRMHC(nResamples);
double kExplore = 2;
int nNeighbours = 50;
int nEvals = 1500;
// evoAlg = new NTupleBanditEA(kExplore, nNeighbours);
controllers.multiPlayer.ea.Agent agentEAShift = new controllers.multiPlayer.ea.Agent(stateObs, timer, evoAlg, idPlayer1, nEvals);
agentEAShift.useShiftBuffer = true;
agentEAShift.sequenceLength = 5;
player1 = agentEAShift;
controllers.multiPlayer.ea.Agent agentEANoShift = new controllers.multiPlayer.ea.Agent(stateObs, timer, evoAlg2, idPlayer2, nEvals);
agentEANoShift.useShiftBuffer = true;
agentEANoShift.sequenceLength = 25;
player2 = agentEANoShift;
// player2 = new controllers.multiPlayer.discountOLMCTS.Agent(stateObs, timer, idPlayer2);
// player2 = new controllers.multiPlayer.doNothing.Agent(stateObs, timer, idPlayer2);
// player2 = new controllers.multiPlayer.sampleRandom.Agent(stateObs, timer, idPlayer2);
// player1 = new controllers.multiPlayer.smlrand.Agent();
// EvoAlg evoAlg2 = new SimpleRMHC(1);
// player1 = new controllers.multiPlayer.ea.Agent(linkState, timer, evoAlg2, idPlayer1, nEvals / 5);
// 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 = 50;
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 && !stateObs.isGameOver(); i++) {
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 = DiffGame.nTicks;
Types.ACTIONS action1 = player1.act(stateObs.copy(), timer);
sst1.add(t1.elapsed());
ticks = DiffGame.nTicks - ticks;
ssTicks1.add(ticks);
System.out.println("Player 1 Ticks = " + ticks);
ElapsedTimer t2 = new ElapsedTimer();
ticks = DiffGame.nTicks;
Types.ACTIONS action2 = player2.act(stateObs.copy(), timer);
sst2.add(t2.elapsed());
ticks = DiffGame.nTicks - ticks;
ssTicks2.add(ticks);
stateObs.advance(new Types.ACTIONS[] { action1, action2 });
// System.out.println(multi.getGameScore());
System.out.println(stateObs);
}
System.out.println(stateObs.getGameScore());
System.out.println(stateObs.isGameOver());
// System.out.println(SingleTreeNode.rollOutScores);
System.out.println(sst1);
System.out.println(sst2);
System.out.println(ssTicks1);
System.out.println(ssTicks2);
return stateObs.getGameScore(0);
}
use of tools.ElapsedCpuTimer in project SimpleAsteroids by ljialin.
the class DiffGameViewTest method main.
public static void main(String[] args) throws Exception {
// stop the game ending
DiffGame.maxTick = 1000000;
DiffGame dg = new DiffGame();
AbstractMultiPlayer player1, player2;
ElapsedCpuTimer timer = new ElapsedCpuTimer();
player1 = new controllers.multiPlayer.sampleRandom.Agent(dg, timer, 0);
player2 = new controllers.multiPlayer.sampleRandom.Agent(dg, timer, 1);
int idPlayer1 = 0;
int idPlayer2 = 1;
// try the evolutionary players
int nResamples = 3;
EvoAlg evoAlg = new SimpleRMHC(nResamples);
EvoAlg evoAlg2 = new SimpleRMHC(nResamples);
double kExplore = 2;
int nNeighbours = 50;
int nEvals = 15000;
// evoAlg = new NTupleBanditEA(kExplore, nNeighbours);
controllers.multiPlayer.ea.Agent agentEAShift = new controllers.multiPlayer.ea.Agent(dg, timer, evoAlg, idPlayer1, nEvals);
agentEAShift.useShiftBuffer = true;
agentEAShift.sequenceLength = 10;
player1 = agentEAShift;
// player2 = new controllers.multiPlayer.discountOLMCTS.Agent(dg, timer, idPlayer2);
// player2 = new controllers.multiPlayer.sampleOLMCTS.Agent(dg, timer, idPlayer2);
controllers.multiPlayer.ea.Agent agentEANoShift = new controllers.multiPlayer.ea.Agent(dg, timer, evoAlg2, idPlayer1, nEvals);
agentEANoShift.useShiftBuffer = true;
agentEANoShift.sequenceLength = 10;
player1 = agentEANoShift;
int nTicks = 250;
int delay = 100;
int updateTick = 1;
DiffGameView view = new DiffGameView(dg);
JEasyFrame frame = new JEasyFrame(view, "Diff Game");
KeyPlayer keyPlayer = new KeyPlayer(view);
frame.addKeyListener(keyPlayer.controller);
// player1 = keyPlayer;
player2 = new ConstantPlayer(2);
Types.ACTIONS[] actions = new Types.ACTIONS[2];
for (int i = 0; i < nTicks; i++) {
// update the chosen actions every so often
if (i % updateTick == 0) {
actions[0] = player1.act(dg.copy(), timer);
actions[1] = player2.act(dg.copy(), timer);
}
// advance anyway
dg.advance(actions);
view.update(dg);
Thread.sleep(delay);
}
System.out.println(dg.getGameScore());
}
use of tools.ElapsedCpuTimer in project SimpleAsteroids by ljialin.
the class SingleTreeNode method mctsSearch.
public void mctsSearch(ElapsedCpuTimer elapsedTimer) {
double avgTimeTaken = 0;
double acumTimeTaken = 0;
long remaining = elapsedTimer.remainingTimeMillis();
int numIters = 0;
int remainingLimit = 10;
// while(remaining > 2*avgTimeTaken && remaining > remainingLimit){
while (numIters < Agent.MCTS_ITERATIONS) {
StateObservation state = rootState.copy();
ElapsedCpuTimer elapsedTimerIteration = new ElapsedCpuTimer();
SingleTreeNode selected = treePolicy(state);
double delta = selected.rollOut(state);
backUp(selected, delta);
numIters++;
acumTimeTaken += (elapsedTimerIteration.elapsedMillis());
// System.out.println(elapsedTimerIteration.elapsedMillis() + " --> " + acumTimeTaken + " (" + remaining + ")");
avgTimeTaken = acumTimeTaken / numIters;
remaining = elapsedTimer.remainingTimeMillis();
}
// System.out.println("Iterations: " + numIters);
}
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