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C++ DoomGame类代码示例

本文整理汇总了C++中DoomGame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;
}
开发者ID:datbdude,项目名称:ViZDoom,代码行数:36,代码来源:ViZDoomGameJava.cpp

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;
}
开发者ID:Marqt,项目名称:ViZDoom,代码行数:72,代码来源:Shaping.cpp

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;
}
开发者ID:BenJamesbabala,项目名称:ViZDoom,代码行数:78,代码来源:Seed.cpp


注:本文中的DoomGame类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。