ioef/code/botlib/be_ai_gen.c
2005-08-26 04:48:05 +00:00

134 lines
4 KiB
C
Executable file

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*****************************************************************************
* name: be_ai_gen.c
*
* desc: genetic selection
*
* $Archive: /MissionPack/code/botlib/be_ai_gen.c $
*
*****************************************************************************/
#include "../game/q_shared.h"
#include "l_memory.h"
#include "l_log.h"
#include "l_utils.h"
#include "l_script.h"
#include "l_precomp.h"
#include "l_struct.h"
#include "aasfile.h"
#include "../game/botlib.h"
#include "../game/be_aas.h"
#include "be_aas_funcs.h"
#include "be_interface.h"
#include "../game/be_ai_gen.h"
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int GeneticSelection(int numranks, float *rankings)
{
float sum, select;
int i, index;
sum = 0;
for (i = 0; i < numranks; i++)
{
if (rankings[i] < 0) continue;
sum += rankings[i];
} //end for
if (sum > 0)
{
//select a bot where the ones with the higest rankings have
//the highest chance of being selected
select = random() * sum;
for (i = 0; i < numranks; i++)
{
if (rankings[i] < 0) continue;
sum -= rankings[i];
if (sum <= 0) return i;
} //end for
} //end if
//select a bot randomly
index = random() * numranks;
for (i = 0; i < numranks; i++)
{
if (rankings[index] >= 0) return index;
index = (index + 1) % numranks;
} //end for
return 0;
} //end of the function GeneticSelection
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
int GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child)
{
float rankings[256], max;
int i;
if (numranks > 256)
{
botimport.Print(PRT_WARNING, "GeneticParentsAndChildSelection: too many bots\n");
*parent1 = *parent2 = *child = 0;
return qfalse;
} //end if
for (max = 0, i = 0; i < numranks; i++)
{
if (ranks[i] < 0) continue;
max++;
} //end for
if (max < 3)
{
botimport.Print(PRT_WARNING, "GeneticParentsAndChildSelection: too few valid bots\n");
*parent1 = *parent2 = *child = 0;
return qfalse;
} //end if
Com_Memcpy(rankings, ranks, sizeof(float) * numranks);
//select first parent
*parent1 = GeneticSelection(numranks, rankings);
rankings[*parent1] = -1;
//select second parent
*parent2 = GeneticSelection(numranks, rankings);
rankings[*parent2] = -1;
//reverse the rankings
max = 0;
for (i = 0; i < numranks; i++)
{
if (rankings[i] < 0) continue;
if (rankings[i] > max) max = rankings[i];
} //end for
for (i = 0; i < numranks; i++)
{
if (rankings[i] < 0) continue;
rankings[i] = max - rankings[i];
} //end for
//select child
*child = GeneticSelection(numranks, rankings);
return qtrue;
} //end of the function GeneticParentsAndChildSelection