(C++)
1.0.0
A multi-platform, modular, universal engine for embedding advanced AI in games.
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#include <SimulatedGameNode.h>
Public Member Functions | |
SimulatedGameNode (ISimulatedGameUnit *, SimulatedGameRuntime &runtime) | |
SimulatedGameNode (SimulatedGameNode &&)=default | |
void | Backpropagate (float score) |
const ISimulatedGameAction * | GetRandomAction (RandomGenerator &rand_gen) |
void | PerformActionByIndex (size_t actionIndex, SimulatedGameRuntime &runtime) |
ISimulatedGameUnit * | GetActiveUnit () const |
SimulatedGameNode * | SelectNext (SimulatedGameHelper &helper, RandomGenerator &rand_gen) |
SimulatedGameNode * | SelectNext (SimulatedGameHelper &helper, RandomGenerator &rand_gen, SimulatedGameObserverForGUI &observer) |
SimulatedGameNode * | PerformUCT (SimulatedGameHelper &helper, RandomGenerator &rand_gen) |
std::vector< SimulatedGameActionMetadata > | GetActionsWithMetadata () const |
void | FillPlan (std::unordered_map< const ISimulatedGameUnit *, std::vector< const ISimulatedGameAction * >> &plan, int teamIndex) const |
void | FillPlanWithMetadata (std::unordered_map< const ISimulatedGameUnit *, std::vector< SimulatedGameActionMetadata >> &plan, int teamIndex) const |
void | FillPath (std::vector< std::pair< const ISimulatedGameUnit *, const ISimulatedGameAction * >> &path) const |
const ISimulatedGameAction * | GetBestAction () const |
const SimulatedGameActionMetadata | GetBestActionMetadata () const |
const ISimulatedGameAction & | GetActionByIndex (size_t actionIndex) const |
double | GetVisits () const |
bool | IsTerminal () const |
Public Attributes | |
std::vector< std::unique_ptr< SimulatedGameNode > > | children {} |
Friends | |
class | SimulatedGame |
This class should not be visible to developers at all.