Grail (C#)
1.2.0
A multi-platform, modular, universal engine for embedding advanced AI in games.
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Namespaces |
Classes | |
interface | ISimulatedActionTranslator |
Translates actions defined in SimulatedGame onto Behaviors used in Grail. More... | |
interface | ISimulatedGameAction |
Base class for all actions in SimulatedGame. Derive from it for your actions. More... | |
interface | ISimulatedGameHeuristic |
Interface that encapsulates an algorithm responsible for action-selection inside SimulatedGame (MCTS). This action-selection is performed in certain situations instead of sampling from the whole action space. The goal is to reduce the combinatorial complexity or just provide scripted behavior in certain moments of the game. More... | |
interface | ISimulatedGameStateTranslator |
class | ISimulatedGameUnit |
Base class of a unit in the SimulatedGame framework. A unit represents part of the game-state and peforms actions that affect the game-state. You should not create instances of this class. Use specializations or instead. More... | |
class | SimulatedGame |
The main interface class for the SimulatedGame model based on the MCTS algorithm. The class supports definition of a game, running simulations and obtaining results. More... | |
class | SimulatedGameActionMetadata |
This class represents action defined in the SimulatedGames module with additional statistics (score, visits). More... | |
class | SimulatedGameHelper |
For internal usage only; helps to perform iterations; contains iteration-global variables etc. | |
class | SimulatedGameNode |
class | SimulatedGameRuntime |
An interface that is used to terminate simulation in MCTS and set scores to players. Scores are grabbed from here whenever a simulation ends. It is created automatically. More... | |
class | SimulatedGameSnapshotObserver |
class | SimulatedGameStochasticUnit |
A base class of a unit in SimulatedGame that peforms actions according to some probability distribution. It does not represents any players in the game. It should be used if either (1) randomness affects actions available to other players (2) randomness heavily affects the game outcome. Random effects should be applied as actions of SimulatedGameStochasticUnit. More... | |
class | SimulatedGameThinkingUnit |
A base class of a unit related to a rational/intelligent player. MCTS chooses actions for this kind of unit. See also SimulatedGameStochasticUnit. All units together represent the game state. More... | |