net.sourceforge.cilib.games.game.predatorprey
Class RealTimePredatorPreyGame
java.lang.Object
net.sourceforge.cilib.games.game.Game<ListGameState>
net.sourceforge.cilib.games.game.predatorprey.PredatorPreyGame
net.sourceforge.cilib.games.game.predatorprey.RealTimePredatorPreyGame
- All Implemented Interfaces:
- Serializable, RealTimeGame, Cloneable
public class RealTimePredatorPreyGame
- extends PredatorPreyGame
- implements RealTimeGame
- Author:
- leo
This is an implimentation of the Predator Prey game where the Predator and PRey agents make their movements simultaneously instead of turn based.
Therefore they each make a movement decision on the same state of the game, and they are both moved at the same time.
- See Also:
- Serialized Form
Methods inherited from class net.sourceforge.cilib.games.game.predatorprey.PredatorPreyGame |
display, gameOver, getBoardHeight, getBoardWidth, getGameResult, getInitializationStrategy, getMaxIterations, initializeGame, movePlayer, setBoardHeight, setBoardWidth, setInitializationStrategy, setMaxIterations |
Methods inherited from class net.sourceforge.cilib.games.game.Game |
addMeasurement, assignPlayerScore, clearMeasurementData, clearMeasurements, getAgentMeasurements, getCurrentIteration, getCurrentPlayer, getCurrentState, getDomainForPlayer, getNextPlayerID, getPlayer, getPlayerCount, getPlayerIDList, getPlayerScore, getScoringStrategy, initializeAgent, playGame, playGame, setAgent, setAgent, setCurrentGameState, setCurrentPlayer, setEntityScore, setScoringStrategy, setSeedingStrategy, setStartPlayer |
Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
RealTimePredatorPreyGame
public RealTimePredatorPreyGame()
RealTimePredatorPreyGame
public RealTimePredatorPreyGame(RealTimePredatorPreyGame other)
RealTimePredatorPreyGame
public RealTimePredatorPreyGame(RealTimePredatorPreyGame other,
ListGameState newstate)
recordRoundStartState
public void recordRoundStartState()
- Record the state of the game at the start of the round
- Specified by:
recordRoundStartState
in interface RealTimeGame
getDecisionState
public ListGameState getDecisionState()
- Returns the state of the game that the agent needs to make a decision. This implies that
the state the agent receives isn't necceseraly the entire game state as it is
at that point in time. This method can be overwritten to introduce noise or imperfect player
information.
- Overrides:
getDecisionState
in class Game<ListGameState>
- Returns:
- default returns the current game state, override to return other state
getClone
public RealTimePredatorPreyGame getClone()
- Create a cloned copy of the current object and return it. In general
the created copy will be a deep copy of the provided instance. As
a result this operation an be quite expensive if used incorrectly.
- Specified by:
getClone
in interface Cloneable
- Overrides:
getClone
in class PredatorPreyGame
- Returns:
- An exact clone of the current object instance.
- See Also:
Object.clone()
getClone
public RealTimePredatorPreyGame getClone(ListGameState 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. Since this process includes making alot of copies of the game a seperate, faster, method is neccesary that does not waste time by
making unneccesary copies of the game state and player logic.
- Overrides:
getClone
in class PredatorPreyGame
- Parameters:
newState
- the new sate to use
- Returns:
- the copy
Copyright © 2009 CIRG. All Rights Reserved.