|
||||||||||
PREV NEXT | FRAMES NO FRAMES |
Uses of Game in net.sourceforge.cilib.games.agent |
---|
Methods in net.sourceforge.cilib.games.agent with parameters of type Game | |
---|---|
void |
NeuralAgent.move(Game<GameState> game)
Alter the current game by making a decision. |
abstract void |
Agent.move(Game<GameState> game)
Alter the current game by making a decision. |
void |
RandomAgent.move(Game<GameState> game)
Alter the current game by making a decision. |
Uses of Game in net.sourceforge.cilib.games.agent.neural |
---|
Methods in net.sourceforge.cilib.games.agent.neural with parameters of type Game | |
---|---|
abstract void |
NeuralOutputInterpretationStrategy.applyOutputToState(TypeList outputData,
Agent currentPlayer,
Game<GameState> oldState)
Modify the game by the output vector |
abstract Vector |
NeuralStateInputStrategy.getNeuralInputArray(NeuralAgent currentPlayer,
Game<GameState> state)
Get an input vector for the given game state |
Uses of Game in net.sourceforge.cilib.games.agent.state |
---|
Methods in net.sourceforge.cilib.games.agent.state with parameters of type Game | |
---|---|
void |
StateEvaluationAgent.move(Game<GameState> game)
Alter the current game by making a decision. |
Uses of Game in net.sourceforge.cilib.games.agent.state.evaluation |
---|
Methods in net.sourceforge.cilib.games.agent.state.evaluation with parameters of type Game | |
---|---|
double |
EndGameStateEvaluator.evaluateState(Game<GameState> state,
int decisionPlayerID)
Evaluate a given GameState for a given player ID. |
double |
NeuralStateEvaluator.evaluateState(Game<GameState> state,
int decisionPlayerID)
Evaluate a given GameState for a given player ID. |
double |
StateEvaluator.evaluateState(Game<GameState> state,
int decisionPlayerID)
Evaluate a given GameState for a given player ID. |
void |
NeuralStateEvaluator.move(Game game)
Alter the current game by making a decision. |
Uses of Game in net.sourceforge.cilib.games.agent.state.traversal |
---|
Methods in net.sourceforge.cilib.games.agent.state.traversal with parameters of type Game | |
---|---|
abstract GameState |
StateTraversalStrategy.selectState(Game<GameState> game,
int playerID)
Select a GameState from the given game objects list of possible states for the specified player. |
GameState |
MinMaxAlphaBetaTraversalStrategy.selectState(Game<GameState> game,
int playerID)
Select a GameState from the given game objects list of possible states for the specified player. |
Uses of Game in net.sourceforge.cilib.games.game |
---|
Subclasses of Game in net.sourceforge.cilib.games.game | |
---|---|
class |
GridGame
|
Methods in net.sourceforge.cilib.games.game that return Game | |
---|---|
abstract Game<E> |
Game.getClone()
Create a cloned copy of the current object and return it. |
abstract Game<E> |
Game.getClone(E newState)
Get a clone with the given GameState This method should typically be used by the StateTraversalStrategy and Agent with regards to decision making when playing the game. |
Constructors in net.sourceforge.cilib.games.game with parameters of type Game | |
---|---|
Game(Game<E> other)
Copy constructor |
|
Game(Game<E> other,
E newState)
Copy constructor, copy the given Game object but use the given GameState obect. |
Uses of Game in net.sourceforge.cilib.games.game.predatorprey |
---|
Subclasses of Game in net.sourceforge.cilib.games.game.predatorprey | |
---|---|
class |
PredatorPreyGame
|
class |
RealTimePredatorPreyGame
|
Methods in net.sourceforge.cilib.games.game.predatorprey with parameters of type Game | |
---|---|
void |
NeuralPreyOutputStrategy.applyOutputToState(TypeList outputData,
Agent currentPlayer,
Game oldState)
Modify the game by the output vector |
void |
NeuralPredatorOutputStrategy.applyOutputToState(TypeList outputData,
Agent currentPlayer,
Game oldState)
Modify the game by the output vector |
void |
PredatorPreyGameScoringStrategy.assignPlayerScores(Game game)
Assign a Fitness to each Agent after the completion of a Game |
Vector |
PredatorPreyNeuralInputStrategy.getNeuralInputArray(NeuralAgent currentPlayer,
Game state)
Get an input vector for the given game state |
void |
PredatorPreyGameScoringStrategy.initializeMeasurements(Game game)
Initialize the game with the neccesary AgentMeasure's that the scoring strategy may require to calculate the Fitness for all the Agents |
Uses of Game in net.sourceforge.cilib.games.game.scoring |
---|
Methods in net.sourceforge.cilib.games.game.scoring with parameters of type Game | |
---|---|
abstract void |
GameScoringStrategy.assignPlayerScores(Game game)
Assign a Fitness to each Agent after the completion of a Game |
void |
WinLoseDrawValueScoringStrategy.assignPlayerScores(Game game)
Assign a Fitness to each Agent after the completion of a Game |
abstract void |
GameScoringStrategy.initializeMeasurements(Game game)
Initialize the game with the neccesary AgentMeasure's that the scoring strategy may require to calculate the Fitness for all the Agents |
void |
WinLoseDrawValueScoringStrategy.initializeMeasurements(Game game)
Initialize the game with the neccesary AgentMeasure's that the scoring strategy may require to calculate the Fitness for all the Agents |
Uses of Game in net.sourceforge.cilib.games.game.tetris |
---|
Subclasses of Game in net.sourceforge.cilib.games.game.tetris | |
---|---|
class |
Tetris
This is an implimentation of the game of Tetris. |
Methods in net.sourceforge.cilib.games.game.tetris with parameters of type Game | |
---|---|
void |
TetrisScoringStrategy.assignPlayerScores(Game game)
Assign a Fitness to each Agent after the completion of a Game |
double |
PierreDellacherieTetrisEvaluator.evaluateState(Game<GameState> state,
int decisionPlayerID)
Evaluate a given GameState for a given player ID. |
Vector |
TetrisFeaturesInputStrategy.getNeuralInputArray(NeuralAgent currentPlayer,
Game state)
Get an input vector for the given game state |
void |
TetrisScoringStrategy.initializeMeasurements(Game game)
Initialize the game with the neccesary AgentMeasure's that the scoring strategy may require to calculate the Fitness for all the Agents |
void |
AveTetrisFeaturesMeasure.measure(Game<GameState> game)
Measure game specific information and store it |
Uses of Game in net.sourceforge.cilib.games.game.tictactoe |
---|
Subclasses of Game in net.sourceforge.cilib.games.game.tictactoe | |
---|---|
class |
TicTacToe
This is an implimentation of the game of Tic Tac Toe |
Methods in net.sourceforge.cilib.games.game.tictactoe that return Game | |
---|---|
Game<GridGameState> |
TicTacToe.getClone()
Create a cloned copy of the current object and return it. |
Game<GridGameState> |
TicTacToe.getClone(GridGameState newState)
Get a clone with the given GameState This method should typically be used by the StateTraversalStrategy and Agent with regards to decision making when playing the game. |
Methods in net.sourceforge.cilib.games.game.tictactoe with parameters of type Game | |
---|---|
Vector |
TTTStateInputStrategy.getNeuralInputArray(NeuralAgent currentPlayer,
Game state)
Get an input vector for the given game state |
Uses of Game in net.sourceforge.cilib.games.measurement |
---|
Methods in net.sourceforge.cilib.games.measurement with parameters of type Game | |
---|---|
void |
RecordItemLocationMeasure.measure(Game<GameState> game)
Measure game specific information and store it |
void |
AverageItemDistanceMeasure.measure(Game<GameState> game)
|
abstract void |
AgentMeasure.measure(Game<GameState> game)
Measure game specific information and store it |
Uses of Game in net.sourceforge.cilib.problem.coevolution |
---|
Fields in net.sourceforge.cilib.problem.coevolution declared as Game | |
---|---|
protected Game |
GameLearningOptimizationProblem.game
|
Methods in net.sourceforge.cilib.problem.coevolution that return Game | |
---|---|
Game |
GameLearningOptimizationProblem.getGame()
|
Methods in net.sourceforge.cilib.problem.coevolution with parameters of type Game | |
---|---|
void |
GameLearningOptimizationProblem.setGame(Game game)
|
|
||||||||||
PREV NEXT | FRAMES NO FRAMES |