本文整理汇总了C++中DoomGame::getTotalReward方法的典型用法代码示例。如果您正苦于以下问题:C++ DoomGame::getTotalReward方法的具体用法?C++ DoomGame::getTotalReward怎么用?C++ DoomGame::getTotalReward使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DoomGame
的用法示例。
在下文中一共展示了DoomGame::getTotalReward方法的4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: 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2: GetObject
/*
* Class: DoomGame
* Method: getTotalReward
* Signature: ()F
*/
JNIEXPORT jdouble JNICALL Java_vizdoom_DoomGame_getTotalReward
(JNIEnv *env, jobject obj){
DoomGame* game = GetObject(env,obj);
double ret=game->getTotalReward();
return ret;
}
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;
}
示例4: main
//.........这里部分代码省略.........
// Set map to start (scenario .wad files can contain many maps).
game->setDoomMap("map01");
// Sets resolution. Default is 320X240
game->setScreenResolution(RES_640X480);
// Sets the screen buffer format. Not used here but now you can change it. Defalut is CRCGCB.
game->setScreenFormat(RGB24);
// Sets other rendering options
game->setRenderHud(false);
game->setRenderCrosshair(false);
game->setRenderWeapon(true);
game->setRenderDecals(false);
game->setRenderParticles(false);
// Adds buttons that will be allowed.
game->addAvailableButton(MOVE_LEFT);
game->addAvailableButton(MOVE_RIGHT);
game->addAvailableButton(ATTACK);
// Adds game variables that will be included in state.
game->addAvailableGameVariable(AMMO2);
// Causes episodes to finish after 200 tics (actions)
game->setEpisodeTimeout(200);
// Makes episodes start after 10 tics (~after raising the weapon)
game->setEpisodeStartTime(10);
// Makes the window appear (turned on by default)
game->setWindowVisible(true);
// Turns on the sound. (turned off by default)
game->setSoundEnabled(true);
// Sets ViZDoom mode (PLAYER, ASYNC_PLAYER, SPECTATOR, ASYNC_SPECTATOR, PLAYER mode is default)
game->setMode(PLAYER);
// Initialize the game. Further configuration won't take any effect from now on.
game->init();
// Define some actions. Each list entry corresponds to declared buttons:
// MOVE_LEFT, MOVE_RIGHT, ATTACK
// more combinations are naturally possible but only 3 are included for transparency when watching.
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";
// Starts a new episode. It is not needed right after init() but it doesn't cost much and the loop is nicer.
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]);
// You can also get last reward by using this function
// double r = game->getLastReward();
std::cout << "State #" << s.number << "\n";
std::cout << "Game variables: " << s.gameVariables[0] << "\n";
std::cout << "Action reward: " << r << "\n";
std::cout << "=====================\n";
}
std::cout << "Episode finished.\n";
std::cout << "Total reward: " << game->getTotalReward() << "\n";
std::cout << "************************\n";
}
std::cout << "All episodes done\n";
// It will be done automatically in destructor but after close You can init it again with different settings.
game->close();
delete game;
return 0;
}