ref: 761946b93cf45a3b9e47868a704fb165af760333
dir: /code/botlib/be_ai_gen.c/
/* =========================================================================== 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