(C++)  1.1.0
A multi-platform, modular, universal engine for embedding advanced AI in games.
SimulatedGameReasoner.hh
1 #ifndef GRAIL_SIMULATED_GAME_REASONER_H
2 #define GRAIL_SIMULATED_GAME_REASONER_H
3 
4 #include <memory>
5 
6 #include "../../GrailCore/AIEntity.hh"
7 #include "../../GrailCore/Reasoner.hh"
8 #include "../SimulatedGame.hh"
9 #include "../ISimulatedGameUnit.hh"
10 #include "../ISimulatedActionTranslator.hh"
11 #include "../ISimulatedGameStateTranslator.hh"
12 #include "../../GrailCore/Plan.hh"
13 
14 namespace grail
15 {
16  struct SimulatedGameReasonerSnapshot;
17 
18  namespace simulation
19  {
20  class SimulatedGameSnapshotObserver;
21  }
22 
23  class SimulatedGameReasoner final : public Reasoner
24  {
25  public:
34  SimulatedGameReasoner(std::unique_ptr<simulation::ISimulatedGameStateTranslator> worldStateTranslator,
35  std::unique_ptr<simulation::ISimulatedActionTranslator> actionTranslator,
36  std::size_t iterationsPerFrame, std::size_t maxIterations = 1000, std::size_t maxRecalculationIterations = 1000);
37  ~SimulatedGameReasoner() override;
38 
39  virtual void SelectBehavior(AIEntity& entity) override;
40 
42  void SetFallbackBehavior(std::unique_ptr<Behavior> _fallbackBehavior);
43 
45  const simulation::SimulatedGame& getGame() const;
46 
53  void RequestRecalculation(AIEntity& entity);
54 
56  void SetSnapshotProduction(bool shouldProduce);
57 
59  void SetDebugSnapshotFirstIteration(size_t iterationNumber);
60 
62  void SetDebugSnapshotLastIteration(size_t iterationNumber);
63 
65  size_t GetDebugSnapshotFirstIteration() const;
66 
68  size_t GetDebugSnapshotLastIteration() const;
69 
71  bool IsComputing() const;
72 
73  std::unique_ptr<ISnapshotGenerator> CreateSnapshotGenerator(size_t) override;
74 
77  private:
78  void ResetGame();
79 
80  std::unique_ptr<simulation::SimulatedGame> game;
81  std::unique_ptr<Behavior> fallbackBehavior;
82 
83  std::unique_ptr<simulation::ISimulatedGameStateTranslator> worldStateTranslator;
84  std::unique_ptr<simulation::ISimulatedActionTranslator> actionTranslator;
85  planning::Plan plan;
86 
87  std::size_t iterationsPerFrame{};
88  std::size_t maxIterations{};
89  std::size_t maxRecalculationIterations{};
90  std::size_t maxRecalculationIterationsLeft{};
91  std::size_t iterationCounter{};
92 
93  const std::size_t minIterationsPerRun = 2;
94 
95  std::shared_ptr<simulation::ISimulatedGameUnit> pairedAbstractUnit{};
96  std::unique_ptr<simulation::SimulatedGameSnapshotObserver> snapshotObserver{};
97  bool isGameDataReady = false;
98  bool isComputing = false;
99  bool isRecalculating = false;
100  };
101 }
102 #endif // GRAIL_SIMULATED_GAME_REASONER_H
The AIEntity class - Defines a basic object which can execute behaviors.
Definition: AIEntity.hh:39
The Reasoner class - Entity's "brain", assigns them behaviors chosen by user-defined algorithms.
Definition: Reasoner.hh:20
Definition: SimulatedGameReasoner.hh:24
size_t GetDebugSnapshotFirstIteration() const
If the debug data is collected, this method will return the first iteration number from which the dat...
Definition: SimulatedGameReasoner.cpp:133
size_t GetDebugSnapshotLastIteration() const
If the debug data is collected, this method will return the last iteration number up to which the dat...
Definition: SimulatedGameReasoner.cpp:138
const simulation::SimulatedGame & getGame() const
Gets the SimulatedGame object that is currently created by the ISimulatedGameStateTranslator.
Definition: SimulatedGameReasoner.cpp:87
void SetDebugSnapshotLastIteration(size_t iterationNumber)
You may limit the number of debug data collected to only data produced by simulations with numbers be...
Definition: SimulatedGameReasoner.cpp:127
virtual void SelectBehavior(AIEntity &entity) override
selectBehavior - Runs reasoner's selection algorithm and assigns chosen behavior to provided entity.
Definition: SimulatedGameReasoner.cpp:31
SimulatedGameReasoner(std::unique_ptr< simulation::ISimulatedGameStateTranslator > worldStateTranslator, std::unique_ptr< simulation::ISimulatedActionTranslator > actionTranslator, std::size_t iterationsPerFrame, std::size_t maxIterations=1000, std::size_t maxRecalculationIterations=1000)
Constructs a new SimulatedGameReasoner
Definition: SimulatedGameReasoner.cpp:13
SimulatedGameReasonerSnapshot ProduceDebugSnapshot()
This method returns debug snapshot of data collected so far by SimulatedGameSnapshotObserver....
Definition: SimulatedGameReasoner.cpp:153
void SetFallbackBehavior(std::unique_ptr< Behavior > _fallbackBehavior)
Set a fallback behavior if no valid behaviors are produced from actions returned by SimulatedGame....
Definition: SimulatedGameReasoner.cpp:82
bool IsComputing() const
Returns true is the reasoner has not finished computations (i.e. there are still simulations to perfo...
Definition: SimulatedGameReasoner.cpp:143
void SetSnapshotProduction(bool shouldProduce)
Calling this function makes the reasoner collect debug data. The GrailDebugger will call it automatic...
Definition: SimulatedGameReasoner.cpp:113
void SetDebugSnapshotFirstIteration(size_t iterationNumber)
You may limit the number of debug data collected to only data produced by simulations with numbers be...
Definition: SimulatedGameReasoner.cpp:121
void RequestRecalculation(AIEntity &entity)
As documented, the ISimulatedActionTranslator translates the actions computed by SimulatedGame to beh...
Definition: SimulatedGameReasoner.cpp:92
A data structure used by PlannerReasoner to execute a sequence of behaviors.
Definition: Plan.hh:16
The main interface class for the SimulatedGame reasoner based on the MCTS algorithm....
Definition: SimulatedGame.hh:30
Definition: SimulatedGamesSnapshots.h:95