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Felton Samuel
pingouins
Commits
4f18ca3c
Commit
4f18ca3c
authored
7 years ago
by
Salard Xavier
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Update of the main heuristic
parent
6137baef
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AI/src/heuristics/generalization_heuristic.hpp
+100
-16
100 additions, 16 deletions
AI/src/heuristics/generalization_heuristic.hpp
with
100 additions
and
16 deletions
AI/src/heuristics/generalization_heuristic.hpp
+
100
−
16
View file @
4f18ca3c
...
...
@@ -6,6 +6,21 @@
#include
"penguin_heuristic.hpp"
#include
<algorithm>
#define MAX_NB_MOVES 60.0f
//Count the number of direction in which a penguin can move
uint8_t
number_of_direction_penguin_general
(
uint32_t
penguin
){
uint8_t
res
=
0
;
if
(
PENGUIN_MOVES_A
(
penguin
)
>
0
)
res
++
;
if
(
PENGUIN_MOVES_B
(
penguin
)
>
0
)
res
++
;
if
(
PENGUIN_MOVES_C
(
penguin
)
>
0
)
res
++
;
if
(
PENGUIN_MOVES_D
(
penguin
)
>
0
)
res
++
;
if
(
PENGUIN_MOVES_E
(
penguin
)
>
0
)
res
++
;
if
(
PENGUIN_MOVES_F
(
penguin
)
>
0
)
res
++
;
return
res
;
}
namespace
mcts
{
class
generalization_heuristic
:
public
penguin_heuristic
...
...
@@ -13,39 +28,108 @@ namespace mcts
public:
float
get_value
(
const
game
::
penguin
&
game
,
uint8_t
move
)
const
{
float
result
=
0
;
float
B_free_move
=
0.15
,
B_num_dir
=
0.05
,
B_points
=
0.05
,
B_zone
=
0.15
;
float
A_free_move
=
1.0
,
A_num_dir
=
1.0
,
A_points
=
0.5
,
A_zone
=
1.5
;
float
X_free_move
=
0.35
,
X_num_dir
=
0.15
,
X_points
=
0.2
,
X_zone
=
0.3
;
//float A_free_move=0.1*10, A_num_dir=0.1*10, A_points=0.05*10, A_zone=0.15*10;
//uint64_t obstacles = game.create_obstacles_bitboard();
game
::
penguin
g
=
*
(
game
::
copy
(
game
));
auto
old_state
=
g
.
get_state
();
g
.
play
(
move
);
auto
actual
_state
=
g
.
get_state
();
auto
played
_state
=
g
.
get_state
();
uint64_t
obstacles
=
(
~
(
actual_state
.
one_fish
|
actual_state
.
two_fish
|
actual_state
.
three_fish
));
/*
uint64_t obstacles = (~(played_state.one_fish | played_state.two_fish | played_state.three_fish));
for(int i = 0; i < 4; i++){
obstacles
|=
((
uint64_t
)
1
)
<<
PENGUIN_POS
(
actual
_state
.
peng_red
[
i
]);
obstacles
|=
((
uint64_t
)
1
)
<<
PENGUIN_POS
(
actual
_state
.
peng_blue
[
i
]);
obstacles |= ((uint64_t) 1) << PENGUIN_POS(
played
_state.peng_red[i]);
obstacles |= ((uint64_t) 1) << PENGUIN_POS(
played
_state.peng_blue[i]);
}
*/
uint32_t
*
penguins
=
played_state
.
current_player_red
?
played_state
.
peng_red
:
played_state
.
peng_blue
;
uint32_t
*
other_peng
=
played_state
.
current_player_red
?
played_state
.
peng_blue
:
played_state
.
peng_red
;
/*
int nbr_turns = 0; // It count also the penguins so in this implementation it start at 10
for (int i =0; i<60; i++){
if((obstacles >> i) & 1) nbr_turns++;
}
*/
//Movement Freedom Heuristic
//uint32_t* penguins_r = played_state.peng_red;
//uint32_t* penguins_b = played_state.peng_blue;
float
nb_moves_us
=
0
;
float
nb_moves_other
=
0
;
result
+=
((
A_free_move
/
nbr_turns
)
+
B_free_move
)
*
movement_freedom_heuristic
().
get_value
(
game
,
move
)
+
((
A_num_dir
/
nbr_turns
)
+
B_num_dir
)
*
number_direction_freedom_heuristic
().
get_value
(
game
,
move
)
+
((
A_points
/
nbr_turns
)
+
B_points
)
*
points_heuristic
().
get_value
(
game
,
move
)
+
((
A_zone
/
nbr_turns
)
+
B_zone
)
*
zone_heuristic
().
get_value
(
game
,
move
);
//std::cout<< nbr_turns<< " : "<< result << std::endl;
return
result
;
for
(
int
i
=
0
;
i
<
4
;
i
++
)
{
nb_moves_us
+=
PENGUIN_TOT_MOVES
(
penguins
[
i
]);
nb_moves_other
+=
PENGUIN_TOT_MOVES
(
other_peng
[
i
]);
}
float
res_movement_freedom
=
-
(
nb_moves_us
-
nb_moves_other
)
/
MAX_NB_MOVES
;
//Number Direction Freedom Heuristic
uint8_t
nb
=
0
;
for
(
int
i
=
0
;
i
<
4
;
++
i
)
{
nb
+=
number_of_direction_penguin_general
(
penguins
[
i
]);
}
float
res_number_direction_freedom
=
(
-
12.
f
+
(
float
)
nb
)
/
12.
f
;
//Points Heuristic
int
old_score
=
old_state
.
score_red
;
int
new_score
=
played_state
.
score_red
;
if
(
!
played_state
.
current_player_red
)
{
old_score
=
old_state
.
score_blue
;
new_score
=
played_state
.
score_blue
;
}
float
res_points
=
(
-
2.
f
+
(
new_score
-
old_score
));
//Zone Heuristic
uint64_t
moves_this
=
0
;
uint64_t
moves_other
=
0
;
for
(
int
i
=
0
;
i
<
4
;
++
i
)
{
moves_this
|=
g
.
penguin_move_board
(
penguins
[
i
]);
moves_other
|=
g
.
penguin_move_board
(
other_peng
[
i
]);
}
uint64_t
this_owned_moves
=
moves_this
&
~
(
moves_other
);
uint64_t
other_owned_moves
=
moves_other
&
~
(
moves_this
);
int
count_this
=
0
;
int
count_other
=
0
;
for
(
int
i
=
0
;
i
<
60
;
i
++
)
{
count_this
+=
(
this_owned_moves
>>
i
)
&
1
;
count_other
+=
(
other_owned_moves
>>
i
)
&
1
;
}
float
res_zone
=
clamp
((
float
)(
count_this
-
count_other
)
/
(
count_this
+
1
),
-
1.
f
,
1.
f
);
//Final Result
return
(
X_free_move
*
res_movement_freedom
+
X_num_dir
*
res_number_direction_freedom
+
X_points
*
res_points
+
X_zone
*
res_zone
);
}
int
get_count
(
const
game
::
penguin
&
game
,
uint8_t
move
)
const
{
game
::
penguin
g
=
*
(
game
::
copy
(
game
));
auto
old_state
=
g
.
get_state
();
uint64_t
obstacles
=
(
~
(
old_state
.
one_fish
|
old_state
.
two_fish
|
old_state
.
three_fish
));
for
(
int
i
=
0
;
i
<
4
;
i
++
){
obstacles
|=
((
uint64_t
)
1
)
<<
PENGUIN_POS
(
old_state
.
peng_red
[
i
]);
obstacles
|=
((
uint64_t
)
1
)
<<
PENGUIN_POS
(
old_state
.
peng_blue
[
i
]);
}
int
nbr_turns
=
0
;
// It count also the penguins so in this implementation it start at 10
for
(
int
i
=
0
;
i
<
60
;
i
++
){
if
((
obstacles
>>
i
)
&
1
)
nbr_turns
++
;
}
// There should be a maximum of 60 obstacles, so it shouldn't go below 1.
return
(
1000
/
nbr_turns
);
}
return
100
;
private
:
float
clamp
(
float
v
,
float
l
,
float
h
)
const
{
return
std
::
max
(
std
::
min
(
h
,
v
),
l
);
}
};
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