本文整理汇总了C++中DoomGame类的典型用法代码示例。如果您正苦于以下问题:C++ DoomGame类的具体用法?C++ DoomGame怎么用?C++ DoomGame使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了DoomGame类的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetObject
/*
* Class: DoomGame
* Method: getState
* Signature: ()LGameState;
*/
JNIEXPORT jobject JNICALL Java_vizdoom_DoomGame_getState
(JNIEnv *env, jobject obj){
DoomGame* game = GetObject(env,obj);
jclass state = env->FindClass("vizdoom/GameState");
int rozmiar=game->getScreenSize();
std::vector<int> ourvector;
GameState statec = game->getState();
ourvector=statec.gameVariables;
jintArray jbuffer = env->NewIntArray(ourvector.size());
jint *oarr = env->GetIntArrayElements(jbuffer, NULL);
for (int i=0;i<ourvector.size();i++){
oarr[i]=ourvector[i];
}
env->ReleaseIntArrayElements(jbuffer, oarr, NULL);
uint8_t *pointer;
pointer=statec.imageBuffer;
jintArray jbuffer2 = env->NewIntArray(rozmiar);
oarr = env->GetIntArrayElements(jbuffer2, NULL);
for (int i=0;i<rozmiar;i++){
oarr[i]=(int)*(pointer+i);
}
env->ReleaseIntArrayElements(jbuffer2, oarr, NULL);
jmethodID constructor = env->GetMethodID(state, "<init>", "(I[I[I)V");
jobject result = env->NewObject(state, constructor, statec.number,jbuffer, jbuffer2);
return result;
}
示例2: main
int main(){
std::cout << "\n\nSHAPING EXAMPLE\n\n";
DoomGame *game = new DoomGame();
// Health gathering scenario has scripted shaping reward.
game->loadConfig("../../examples/config/health_gathering.cfg");
game->setScreenResolution(RES_640X480);
game->init();
// Define some actions.
std::vector<int> actions[3];
actions[0] = {1, 0, 0};
actions[1] = {0, 1, 0};
actions[2] = {0, 0, 1};
std::srand(time(0));
int episodes = 10;
unsigned int sleepTime = 28;
// Use this to remember last shaping reward value.
double lastTotalShapingReward = 0;
for (int i = 0; i < episodes; ++i) {
std::cout << "Episode #" << i + 1 << "\n";
// Seed can be changed anytime. It will affect next episodes.
// game->setSeed(seed);
game->newEpisode();
lastTotalShapingReward = 0;
while (!game->isEpisodeFinished()) {
// Get the state
GameStatePtr state = game->getState();
// Make random action and get reward
double reward = game->makeAction(actions[std::rand() % 3]);
// Retrieve the shaping reward
int fixedShapingReward = game->getGameVariable(USER1); // Get value of scripted variable
double shapingReward = doomFixedToDouble(shapingReward); // If value is in DoomFixed format project it to double
shapingReward = shapingReward - lastTotalShapingReward;
lastTotalShapingReward += shapingReward;
std::cout << "State #" << state->number << "\n";
std::cout << "Health: " << state->gameVariables[0] << "\n";
std::cout << "Action reward: " << reward << "\n";
std::cout << "Action shaping reward: " << shapingReward << "\n";
std::cout << "=====================\n";
if(sleepTime) sleep(sleepTime);
}
std::cout << "Episode finished.\n";
std::cout << "Total reward: " << game->getTotalReward() << "\n";
std::cout << "************************\n";
}
// It will be done automatically in destructor but after close You can init it again with different settings.
game->close();
delete game;
}
示例3: main
int main(){
std::cout << "\n\nSEED EXAMPLE\n\n";
DoomGame *game = new DoomGame();
// Choose scenario config file you wish to be watched by agent.
// Don't load two configs cause the second will overwrite the first one.
// Multiple config files are ok but combining these ones doesn't make much sense.
game->loadConfig("../../examples/config/basic.cfg");
// game->loadConfig("../../examples/config/deadly_corridor.cfg");
// game->loadConfig("../../examples/config/deathmatch.cfg");
// game->loadConfig("../../examples/config/defend_the_center.cfg");
// game->loadConfig("../../examples/config/defend_the_line.cfg");
// game->loadConfig("../../examples/config/health_gathering.cfg");
// game->loadConfig("../../examples/config/my_way_home.cfg");
// game->loadConfig("../../examples/config/predict_position.cfg");
// game->loadConfig("../../examples/config/take_cover.cfg");
game->setScreenResolution(RES_640X480);
unsigned int seed = 1234;
// Sets the seed. It could be after init as well.
game->setSeed(seed);
game->init();
std::vector<int> actions[3];
int action0[] = {1, 0, 0};
actions[0] = std::vector<int>(action0, action0 + sizeof(action0) / sizeof(int));
int action1[] = {0, 1, 0};
actions[1] = std::vector<int>(action1, action1 + sizeof(action1) / sizeof(int));
int action2[] = {0, 0, 1};
actions[2] = std::vector<int>(action2, action2 + sizeof(action2) / sizeof(int));
std::srand(time(0));
// Run this many episodes
int episodes = 10;
for (int i = 0; i < episodes; ++i) {
std::cout << "Episode #" << i + 1 << "\n";
// Seed can be changed anytime. It will affect next episodes.
// game->setSeed(seed);
game->newEpisode();
while (!game->isEpisodeFinished()) {
// Get the state
GameState s = game->getState();
// Make random action and get reward
double r = game->makeAction(actions[std::rand() % 3]);
std::cout << "State #" << s.number << "\n";
std::cout << "Action reward: " << r << "\n";
std::cout << "Seed: " << game->getSeed() << "\n";
std::cout << "=====================\n";
}
std::cout << "Episode finished.\n";
std::cout << "Total reward: " << game->getTotalReward() << "\n";
std::cout << "************************\n";
}
// It will be done automatically in destructor but after close You can init it again with different settings.
game->close();
delete game;
}