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src/main/java/net/webstructor/agi/ChangeActionSpaceMatchingPlayer.java
198 строк
7 KB
Anton Kolonin
AgiTester unit test
14 фев 2021, 13:30
14 фев 2021, 13:30
cb3d136
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/* * MIT License * * Copyright (c) 2005-2021 by Anton Kolonin, Aigents® * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package net.webstructor.agi; import java.util.ArrayList; import java.util.HashMap; import java.util.Map; import java.util.Set; class Change { State prev; State last; Change(State prev, State last){ this.prev = prev; this.last = last; } @Override public int hashCode() { return prev.hashCode() + last.hashCode(); } @Override public boolean equals(Object other) { if (!(other instanceof Change)) return false; Change o = (Change)other; return prev.equals(o.prev) && last.equals(o.last); } } class ChangeActionSpaceMatchingPlayer extends Player {//Makes decisions based on graph paths with global feedback Map<Change,Integer> state_action;//current context Map<Change,Map<Integer,Number>> state_actions;//all transitions State prev_state = null; double fuzziness; ChangeActionSpaceMatchingPlayer(double fuzziness){ this.fuzziness = fuzziness; init(); } @Override void init() { state_action = new HashMap<Change,Integer>();//current context state_actions = new HashMap<Change,Map<Integer,Number>>();//all transitions prev_state = null; } void update(Map<Integer,Number> actions, Integer action, Integer value) { Number old = actions.get(action); actions.put(action, old == null ? value : value + old.intValue()); } Map<String,Integer> getRanges(Set<String> feelings){ Map<String,Integer> ranges = new HashMap<String,Integer>(); for (String feeling : feelings) { Integer range = ranges.get(feeling); if (range == null) { int min = Integer.MAX_VALUE; int max = Integer.MIN_VALUE; for (Change s : state_actions.keySet()) { Integer v = s.last.value(feeling); if (v != null) { if (min > v) min = v; if (max < v) max = v; } } if (min < max) ranges.put(feeling, max - min); } } return ranges; } Map<Integer,Number> getActions(Change change) { Map<Integer,Number> actions = null; Set<String> feelings = change.last.p.keySet(); Map<String,Integer> ranges = getRanges(feelings); double distance = Double.MAX_VALUE; for (Change s : state_actions.keySet()) { double d = State.distance(new State[] {change.prev,change.last}, new State[] {s.prev,s.last}, feelings, ranges); if (d < fuzziness && d <= distance) { if (distance > d) { distance = d; actions = state_actions.get(s); } else {//d == distance //bind ties in new container actions = new HashMap<Integer,Number>(actions);//clone present StateActionSpaceMatchingPlayer.merge(actions,state_actions.get(s)); } } } return actions; } @Override int move(Game g,State last_state) { /* ! contextual memory player - identify state memory as graph of state-to-state transisions with emotional feedback on success/failure!!!??? - if feedback is positive/negative increment/decrement all <state,action> pairs from current context in the state registry (map<state,actions>) clean current context - lookup state in the state registry without of action taken (map<state,actions>) - if found the state (or a state the most similar based on "fuzziness" threshold) - get all possible actions with their "utility" (can be below zero if prohibitive default 0) - get actions with topmost non-negative utility and select the random action - if action is not found - select random action and give alert/assert! - if not found - create state in the registry (map<state,actions) - select random action - add <state,action> pairs to current context */ int sad = last_state.value("Sad",0); int happy = last_state.value("Happy",0); if (sad > 0 || happy > 0) { //- if feedback is positive/negative // increment/decrement all <state,action> pairs from current context in the state registry (map<state,actions>) // clean current context for (Change s : state_action.keySet()) { Integer action = state_action.get(s); Map<Integer,Number> actions = state_actions.get(s); if (actions == null) state_actions.put(s,actions = new HashMap<Integer,Number>()); //if (sad > 0) // update(actions, action, -sad); if (happy > 0) update(actions, action, happy); } state_action.clear(); } //- lookup state in the state registry without of action taken (map<state,actions>) Change change = prev_state == null ? null : new Change(prev_state,last_state); prev_state = last_state; Map<Integer,Number> actions = change == null ? null : state_actions.get(change); if (actions == null && fuzziness > 0 && change != null) { actions = getActions(change); } Integer action = null; if (actions != null) { //- if found the state (or a state the most similar based on "fuzziness" threshold) // - get all possible actions with their "utility" (can be below zero if prohibitive default 0) // - get actions with topmost non-negative utility and select the random action // - if action is not found // - select random action and give alert/assert! ArrayList<Integer> best_actions = new ArrayList<Integer>(); int utility_max = Integer.MIN_VALUE; for (Integer a : actions.keySet()) { int utility = actions.get(a).intValue(); if (utility >= 0) { if (utility_max <= utility) { if (utility_max < utility) { utility_max = utility; best_actions.clear(); } } best_actions.add(a); } } if (best_actions.size() > 0) action = Game.random(best_actions.toArray(new Integer[] {}));//default } if (action == null) { //- if not found // - create state in the registry (map<state,actions) // - select random action action = Game.random(g.domain("Move").toArray(new Integer[] {}));//default } //- add <state,action> pairs to current context if (change != null) state_action.put(change, action); return action; } }