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(C++)
1.0.0
A multi-platform, modular, universal engine for embedding advanced AI in games.
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This class encapsulates the C4.5 Algorithm used to generate a decision tree (see Grail.Simulation.DecisionTree) based on the dataset provided. More...
#include <C45Algorithm.h>
Public Member Functions | |
std::unique_ptr< DecisionNode< ISimulatedGameAction > > | ConstructTree (Dataset &dataset, int maxDepth=decisionTreeMaxDepth) |
Constructs a new decision tree based on the provided dataset. The decision type is given by generic argument TDecisionType. More... | |
const std::unordered_set< int > & | GetUsedColumns () const |
Gets indices of columns in the dataset used for learning with the C4.5 Algorithm that were actually used when creating the decision tree. More... | |
This class encapsulates the C4.5 Algorithm used to generate a decision tree (see Grail.Simulation.DecisionTree) based on the dataset provided.
TDecisionType |
std::unique_ptr< DecisionNode< ISimulatedGameAction > > grail::simulation::C45Algorithm::ConstructTree | ( | Dataset & | dataset, |
int | maxDepth = decisionTreeMaxDepth |
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Constructs a new decision tree based on the provided dataset. The decision type is given by generic argument TDecisionType.
dataset | A dataset that contains training data for the decision tree |
maxDepth | Optionally, you may limit the depth of the decision tree to @maxDepth most important levels |
const std::unordered_set< int > & grail::simulation::C45Algorithm::GetUsedColumns | ( | ) | const |
Gets indices of columns in the dataset used for learning with the C4.5 Algorithm that were actually used when creating the decision tree.