def initialize(self): """Use this function to setup your bot before the game starts.""" self.GRAPHICS = True #Initialized a graphical representation of work and the graph. #Makes 88x50 graph with adjacent squares having edges. #CALLS regressions2.make_graph to do this. regressions2.make_graph(self) regressions2.update_graph(self) if self.GRAPHICS: regressions2.initialize_graphics(self) #Calculate initial probability distribution for location of enemies. #Show initial gui graphics. regressions2.update_graphics_probability(self, mode = "p_enemy") self.visualizer.tick() self.verbose = True self.counter = 0 #Used to store bots current command. self.bots = {} for bot in self.game.team.members: self.bots[bot.name] = {} self.bots[bot.name]["command"] = None # Classifier: Structured as {commands.Attack : (regression0, coefficient0), (regression1, coefficient1}... commands.Defend : (regression0.....)} self.classifier = self.classifierGenerator() print 'DONE initializing'
def initialize(self): """Use this function to setup your bot before the game starts.""" self.GRAPHICS = True #Initialized a graphical representation of work and the graph. #Makes 88x50 graph with adjacent squares having edges. #CALLS regressions2.make_graph to do this. regressions2.make_graph(self) regressions2.update_graph(self) if self.GRAPHICS: regressions2.initialize_graphics(self) #Calculate initial probability distribution for location of enemies. #Show initial gui graphics. regressions2.update_graphics_probability(self, mode="p_enemy") self.visualizer.tick() self.verbose = True self.counter = 0 #Used to store bots current command. self.bots = {} for bot in self.game.team.members: self.bots[bot.name] = {} self.bots[bot.name]["command"] = None # Classifier: Structured as {commands.Attack : (regression0, coefficient0), (regression1, coefficient1}... commands.Defend : (regression0.....)} self.classifier = self.classifierGenerator() print 'DONE initializing'
def graphics_tick(self): if self.GRAPHICS: regressions2.update_graphics_probability(self, mode=self.GRAPHICS) self.visualizer.tick() elif self.DRAW_POINTS: regressions2.draw_points(self, self.points) self.visualizer.tick() self.visibilities.fill(0)
def graphics_tick(self): if self.GRAPHICS: regressions2.update_graphics_probability(self, mode = self.GRAPHICS) self.visualizer.tick() elif self.DRAW_POINTS: regressions2.draw_points(self, self.points) self.visualizer.tick() self.visibilities.fill(0)
def initialize(self): """Use this function to setup your bot before the game starts.""" self.points = [] self.verbose = True self.counter = 0 self.enemies = {} self.botID = None self.HOLD_RATE = 10 self.COMMAND_RATE = 35 self.AVAIL_RATE = 3 self.SUICIDE_CHECK_RATE = 4 #Number of ticks between storage of enemy position for extrapolation. self.EXTRAP_STORE_RATE = 15 #Used to tell whether the bot is calculating actions. self.computing = False #Used to store bots current command. self.bots = {} for bot in self.game.team.members: self.bots[bot.name] = {} self.bots[bot.name]["command"] = None self.bots[bot.name]["last_command_time"] = -5.0 self.bots[bot.name]["visibility"] = set() # Classifier: Structured as {commands.Attack : (regression0, coefficient0), (regression1, coefficient1}... commands.Defend : (regression0.....)} self.classifier = self.classifierGenerator() #GRAPHICS LOGIC #Toggles graphics to desired display. Must be off to submit!!! ## self.GRAPHICS = "p_enemy" ## self.GRAPHICS = "p_enemy_sight" ## self.GRAPHICS = "p_enemy_fire" ## self.GRAPHICS = "ambush" ## self.GRAPHICS = "pheremone" ## self.GRAPHICS = "exit_path" ## self.GRAPHICS = "camp_target" ## self.GRAPHICS = "choke_covered" ## self.GRAPHICS = "camp_location" self.GRAPHICS = False #Toggles drawing helper points. ## self.DRAW_POINTS = "extrap" self.DRAW_POINTS = "flanking" ## self.DRAW_POINTS = "camp" ## self.DRAW_POINTS = False #Refactoring functional self variables here for easy tweaking. #At what distance do we cut off speculation on an enemy's location? self.MAX_ENEMY_DISTANCE = 25 #Variable used in enemy_belief to determine how many points to do sight calcs on. self.TOTAL_FS_NODES = 13 #Determines minimum probability of an enemy being in a node for it to be evaluated. self.MINIMUM_ENEMY_PROB = 0.01 #Initialized a graphical representation of work and the graph. #Makes 88x50 graph with adjacent squares having edges. #CALLS regressions2.make_graph to do this. regressions2.make_graph(self) ## regressions2.calculate_control_main_route2(self) self.camp_positions = spawn_camp.calculate_spawn_camp(self) regressions2.update_graph(self) if self.GRAPHICS or self.DRAW_POINTS: regressions2.initialize_graphics(self) #Calculate initial probability distribution for location of enemies. #Show initial gui graphics. regressions2.update_graphics_probability(self, mode=self.GRAPHICS) self.visualizer.tick() print 'DONE initializing'
def initialize(self): """Use this function to setup your bot before the game starts.""" self.points = [] self.verbose = True self.counter = 0 self.enemies = {} self.botID = None self.HOLD_RATE = 10 self.COMMAND_RATE = 35 self.AVAIL_RATE = 3 self.SUICIDE_CHECK_RATE = 4 #Number of ticks between storage of enemy position for extrapolation. self.EXTRAP_STORE_RATE = 15 #Used to tell whether the bot is calculating actions. self.computing = False #Used to store bots current command. self.bots = {} for bot in self.game.team.members: self.bots[bot.name] = {} self.bots[bot.name]["command"] = None self.bots[bot.name]["last_command_time"] = -5.0 self.bots[bot.name]["visibility"] = set() # Classifier: Structured as {commands.Attack : (regression0, coefficient0), (regression1, coefficient1}... commands.Defend : (regression0.....)} self.classifier = self.classifierGenerator() #GRAPHICS LOGIC #Toggles graphics to desired display. Must be off to submit!!! ## self.GRAPHICS = "p_enemy" ## self.GRAPHICS = "p_enemy_sight" ## self.GRAPHICS = "p_enemy_fire" ## self.GRAPHICS = "ambush" ## self.GRAPHICS = "pheremone" ## self.GRAPHICS = "exit_path" ## self.GRAPHICS = "camp_target" ## self.GRAPHICS = "choke_covered" ## self.GRAPHICS = "camp_location" self.GRAPHICS = False #Toggles drawing helper points. ## self.DRAW_POINTS = "extrap" self.DRAW_POINTS = "flanking" ## self.DRAW_POINTS = "camp" ## self.DRAW_POINTS = False #Refactoring functional self variables here for easy tweaking. #At what distance do we cut off speculation on an enemy's location? self.MAX_ENEMY_DISTANCE = 25 #Variable used in enemy_belief to determine how many points to do sight calcs on. self.TOTAL_FS_NODES = 13 #Determines minimum probability of an enemy being in a node for it to be evaluated. self.MINIMUM_ENEMY_PROB = 0.01 #Initialized a graphical representation of work and the graph. #Makes 88x50 graph with adjacent squares having edges. #CALLS regressions2.make_graph to do this. regressions2.make_graph(self) ## regressions2.calculate_control_main_route2(self) self.camp_positions = spawn_camp.calculate_spawn_camp(self) regressions2.update_graph(self) if self.GRAPHICS or self.DRAW_POINTS: regressions2.initialize_graphics(self) #Calculate initial probability distribution for location of enemies. #Show initial gui graphics. regressions2.update_graphics_probability(self, mode = self.GRAPHICS) self.visualizer.tick() print 'DONE initializing'
def graphics_tick(self): if self.GRAPHICS == True: regressions2.update_graphics_probability(self, mode = "p_enemy_fire") self.visualizer.tick()
def graphics_tick(self): if self.GRAPHICS == True: regressions2.update_graphics_probability(self, mode="p_enemy_fire") self.visualizer.tick()