Added scoring and chance-based algorithm picking #3
@ -36,17 +36,33 @@ namespace snakeplusplus
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return lastKnownDirection;
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return lastKnownDirection;
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}
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}
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void AISnake::UpdateProbability(int snakeSize)
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{
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probabilityBFS = 1 - ((double) snakeSize) / 1000;
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return;
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}
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// Gets a new path for the bot to follow
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// Gets a new path for the bot to follow
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// Uses DFS algorithm
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// Uses DFS algorithm
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void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
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void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
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{
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{
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// Search for food
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// Search for food
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/*
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BFS(gameBoard, source, boundaries);
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BFS(gameBoard, source, boundaries);
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if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') {
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if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') {
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while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); }
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while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); }
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DFS(gameBoard, source, boundaries);
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DFS(gameBoard, source, boundaries);
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while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
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while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
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}
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}
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*/
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// Probability-based approach for fun
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double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
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if (roll <= probabilityBFS)
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{
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BFS(gameBoard, source, boundaries);
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} else {
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DFS(gameBoard, source, boundaries);
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}
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// Create path for food
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// Create path for food
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path.push(botPathUnsanitized.top());
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path.push(botPathUnsanitized.top());
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botPathUnsanitized.pop();
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botPathUnsanitized.pop();
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@ -136,7 +152,7 @@ namespace snakeplusplus
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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for (sf::Vector2f newLocation : localLocations) {
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try {
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try {
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if (newLocation.x < 2 || newLocation.y < 2
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if (newLocation.x < 1 || newLocation.y < 1
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|| newLocation.x > boundaries.x - 2
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|| newLocation.x > boundaries.x - 2
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|| newLocation.y > boundaries.y - 2) {
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|| newLocation.y > boundaries.y - 2) {
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continue;
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continue;
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@ -14,7 +14,9 @@ namespace snakeplusplus
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AISnake();
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AISnake();
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void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
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void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
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PlayerDirection GetInput(const sf::Vector2f* source);
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PlayerDirection GetInput(const sf::Vector2f* source);
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void UpdateProbability(int snakeSize);
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private:
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private:
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double probabilityBFS = 1.000;
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std::stack<sf::Vector2f> botPathUnsanitized;
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std::stack<sf::Vector2f> botPathUnsanitized;
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void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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@ -44,6 +44,7 @@ namespace snakeplusplus
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PlaceNewSnakePart(MovePlayer());
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PlaceNewSnakePart(MovePlayer());
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RegenerateFood();
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RegenerateFood();
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currentScore = player.body.size() * 100;
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currentScore = player.body.size() * 100;
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bot.UpdateProbability(player.body.size());
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graphics.DisplayGameState(gameBoard, currentScore);
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graphics.DisplayGameState(gameBoard, currentScore);
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}
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}
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return;
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return;
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@ -31,7 +31,7 @@ namespace snakeplusplus
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sf::RectangleShape drawObject;
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sf::RectangleShape drawObject;
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sf::Event event;
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sf::Event event;
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bool isWindowAlive;
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bool isWindowAlive;
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sf::Time delay = sf::milliseconds(15);
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sf::Time delay = sf::milliseconds(10);
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};
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};
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}
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}
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Loading…
Reference in New Issue
Block a user