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?? ccontroller.cpp

?? 開發(fā)游戲人工智能的王道書
?? CPP
字號:
#include "CController.h"


//these hold the geometry of the sweepers and the mines
const int	 NumSweeperVerts = 16;
const SPoint sweeper[NumSweeperVerts] = {SPoint(-1, -1),
                                         SPoint(-1, 1),
                                         SPoint(-0.5, 1),
                                         SPoint(-0.5, -1),

                                         SPoint(0.5, -1),
                                         SPoint(1, -1),
                                         SPoint(1, 1),
                                         SPoint(0.5, 1),
                                         
                                         SPoint(-0.5, -0.5),
                                         SPoint(0.5, -0.5),

                                         SPoint(-0.5, 0.5),
                                         SPoint(-0.25, 0.5),
                                         SPoint(-0.25, 1.75),
                                         SPoint(0.25, 1.75),
                                         SPoint(0.25, 0.5),
                                         SPoint(0.5, 0.5)};



const int NumMineVerts = 4;
const SPoint mine[NumMineVerts] = {SPoint(-1, -1),
                                   SPoint(-1, 1),
                                   SPoint(1, 1),
                                   SPoint(1, -1)};



//---------------------------------------constructor---------------------
//
//	initilaize the sweepers, their brains and the GA factory
//
//-----------------------------------------------------------------------
CController::CController(HWND hwndMain): m_NumSweepers(CParams::iNumSweepers), 
										                     m_pGA(NULL),
										                     m_bFastRender(false),
										                     m_iTicks(0),
										                     m_NumMines(CParams::iNumMines),
										                     m_hwndMain(hwndMain),
										                     m_iGenerations(0),
                                         cxClient(CParams::WindowWidth),
                                         cyClient(CParams::WindowHeight)
{
	//let's create the mine sweepers
	for (int i=0; i<m_NumSweepers; ++i)
	{
		m_vecSweepers.push_back(CMinesweeper());
	}

	//get the total number of weights used in the sweepers
	//NN so we can initialise the GA
	m_NumWeightsInNN = m_vecSweepers[0].GetNumberOfWeights();

	//initialize the Genetic Algorithm class
	m_pGA = new CGenAlg(m_NumSweepers,
                      CParams::dMutationRate,
	                    CParams::dCrossoverRate,
	                    m_NumWeightsInNN);

	//Get the weights from the GA and insert into the sweepers brains
	m_vecThePopulation = m_pGA->GetChromos();

	for (i=0; i<m_NumSweepers; i++)
	
		m_vecSweepers[i].PutWeights(m_vecThePopulation[i].vecWeights);

	//initialize mines in random positions within the application window
	for (i=0; i<m_NumMines; ++i)
	{
		m_vecMines.push_back(SVector2D(RandFloat() * cxClient,
                                   RandFloat() * cyClient));
	}

	//create a pen for the graph drawing
	m_BluePen  = CreatePen(PS_SOLID, 1, RGB(0, 0, 255));
	m_RedPen   = CreatePen(PS_SOLID, 1, RGB(255, 0, 0));
	m_GreenPen = CreatePen(PS_SOLID, 1, RGB(0, 150, 0));

	m_OldPen	= NULL;

	//fill the vertex buffers
	for (i=0; i<NumSweeperVerts; ++i)
	{
		m_SweeperVB.push_back(sweeper[i]);
	}

	for (i=0; i<NumMineVerts; ++i)
	{
		m_MineVB.push_back(mine[i]);
	}

}


//--------------------------------------destructor-------------------------------------
//
//--------------------------------------------------------------------------------------
CController::~CController()
{
	if(m_pGA)
  {
    delete		m_pGA;
  }

	DeleteObject(m_BluePen);
	DeleteObject(m_RedPen);
	DeleteObject(m_GreenPen);
	DeleteObject(m_OldPen);
}


//---------------------WorldTransform--------------------------------
//
//	sets up the translation matrices for the mines and applies the
//	world transform to each vertex in the vertex buffer passed to this
//	method.
//-------------------------------------------------------------------
void CController::WorldTransform(vector<SPoint> &VBuffer, SVector2D vPos)
{
	//create the world transformation matrix
	C2DMatrix matTransform;
	
	//scale
	matTransform.Scale(CParams::dMineScale, CParams::dMineScale);
	
	//translate
	matTransform.Translate(vPos.x, vPos.y);

	//transform the ships vertices
	matTransform.TransformSPoints(VBuffer);
}


//-------------------------------------Update-----------------------------
//
//	This is the main workhorse. The entire simulation is controlled from here.
//
//	The comments should explain what is going on adequately.
//-------------------------------------------------------------------------
bool CController::Update()
{
	//run the sweepers through CParams::iNumTicks amount of cycles. During
  //this loop each sweepers NN is constantly updated with the appropriate
  //information from its surroundings. The output from the NN is obtained
  //and the sweeper is moved. If it encounters a mine its fitness is
  //updated appropriately,
	if (m_iTicks++ < CParams::iNumTicks)
	{
		for (int i=0; i<m_NumSweepers; ++i)
		{
			//update the NN and position
			if (!m_vecSweepers[i].Update(m_vecMines))
			{
				//error in processing the neural net
				MessageBox(m_hwndMain, "Wrong amount of NN inputs!", "Error", MB_OK);

				return false;
			}
				
			//see if it's found a mine
      int GrabHit = m_vecSweepers[i].CheckForMine(m_vecMines,
                                                  CParams::dMineScale);

			if (GrabHit >= 0)
      {
        //we have discovered a mine so increase fitness
        m_vecSweepers[i].IncrementFitness();

        //mine found so replace the mine with another at a random 
			  //position
			  m_vecMines[GrabHit] = SVector2D(RandFloat() * cxClient,
                                        RandFloat() * cyClient);
      }

			//update the chromos fitness score
			m_vecThePopulation[i].dFitness = m_vecSweepers[i].Fitness();

		}
	}

	//Another generation has been completed.
  
	//Time to run the GA and update the sweepers with their new NNs
	else
	{
		//update the stats to be used in our stat window
		m_vecAvFitness.push_back(m_pGA->AverageFitness());
		m_vecBestFitness.push_back(m_pGA->BestFitness());

		//increment the generation counter
		++m_iGenerations;

		//reset cycles
		m_iTicks = 0;

		//run the GA to create a new population
		m_vecThePopulation = m_pGA->Epoch(m_vecThePopulation);
			
		//insert the new (hopefully)improved brains back into the sweepers
    //and reset their positions etc
    for (int i=0; i<m_NumSweepers; ++i)
		{
			m_vecSweepers[i].PutWeights(m_vecThePopulation[i].vecWeights);
		
			m_vecSweepers[i].Reset();
		}
	}

	return true;
}
//------------------------------------Render()--------------------------------------
//
//----------------------------------------------------------------------------------
void CController::Render(HDC surface)
{
	//render the stats
	string s = "Generation:          " + itos(m_iGenerations);
	TextOut(surface, 5, 0, s.c_str(), s.size());

	//do not render if running at accelerated speed
	if (!m_bFastRender)
	{
		//keep a record of the old pen
     m_OldPen = (HPEN)SelectObject(surface, m_GreenPen);

    //render the mines
		for (int i=0; i<m_NumMines; ++i)
		{
			//grab the vertices for the mine shape
			vector<SPoint> mineVB = m_MineVB;

			WorldTransform(mineVB, m_vecMines[i]);

			//draw the mines
			MoveToEx(surface, (int)mineVB[0].x, (int)mineVB[0].y, NULL);

			for (int vert=1; vert<mineVB.size(); ++vert)
			{
				LineTo(surface, (int)mineVB[vert].x, (int)mineVB[vert].y);
			}

			LineTo(surface, (int)mineVB[0].x, (int)mineVB[0].y);
			
		}
       		
    //we want the fittest displayed in red
    SelectObject(surface, m_RedPen);

		//render the sweepers
		for (i=0; i<m_NumSweepers; i++)
		{
			if (i == CParams::iNumElite)
      {
        SelectObject(surface, m_OldPen);
      }
      
      //grab the sweeper vertices
			vector<SPoint> sweeperVB = m_SweeperVB;

			//transform the vertex buffer
			m_vecSweepers[i].WorldTransform(sweeperVB);

			//draw the sweeper left track
			MoveToEx(surface, (int)sweeperVB[0].x, (int)sweeperVB[0].y, NULL);

			for (int vert=1; vert<4; ++vert)
			{
				LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
			}

      LineTo(surface, (int)sweeperVB[0].x, (int)sweeperVB[0].y);

      //draw the sweeper right track
			MoveToEx(surface, (int)sweeperVB[4].x, (int)sweeperVB[4].y, NULL);

			for (vert=5; vert<8; ++vert)
			{
				LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
			}

      LineTo(surface, (int)sweeperVB[4].x, (int)sweeperVB[4].y);

      MoveToEx(surface, (int)sweeperVB[8].x, (int)sweeperVB[8].y, NULL);
      LineTo(surface, (int)sweeperVB[9].x, (int)sweeperVB[9].y);

      MoveToEx(surface, (int)sweeperVB[10].x, (int)sweeperVB[10].y, NULL);

      for (vert=11; vert<16; ++vert)
			{
				LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
			}

		}

    //put the old pen back
    SelectObject(surface, m_OldPen);

	}//end if

  else
  {
    PlotStats(surface);
  }

}
//--------------------------PlotStats-------------------------------------
//
//  Given a surface to draw on this function displays stats and a crude
//  graph showing best and average fitness
//------------------------------------------------------------------------
void CController::PlotStats(HDC surface)
{
    string s = "Best Fitness:       " + ftos(m_pGA->BestFitness());
	  TextOut(surface, 5, 20, s.c_str(), s.size());

     s = "Average Fitness: " + ftos(m_pGA->AverageFitness());
	  TextOut(surface, 5, 40, s.c_str(), s.size());
    
    //render the graph
    float HSlice = (float)cxClient/(m_iGenerations+1);
    float VSlice = (float)cyClient/((m_pGA->BestFitness()+1)*2);

    //plot the graph for the best fitness
    float x = 0;
    
    m_OldPen = (HPEN)SelectObject(surface, m_RedPen);

    MoveToEx(surface, 0, cyClient, NULL);
    
    for (int i=0; i<m_vecBestFitness.size(); ++i)
    {
       LineTo(surface, x, cyClient - VSlice*m_vecBestFitness[i]);

       x += HSlice;
    }

    //plot the graph for the average fitness
    x = 0;

    SelectObject(surface, m_BluePen);

    MoveToEx(surface, 0, cyClient, NULL);
    
    for (i=0; i<m_vecAvFitness.size(); ++i)
    {
       LineTo(surface, (int)x, (int)(cyClient - VSlice*m_vecAvFitness[i]));

       x += HSlice;
    }

    //replace the old pen
    SelectObject(surface, m_OldPen);
}

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