Added a new 'testing ai', which can be started using a command line
option to either test it in play against computer, or in AI against AI races. Atm the test_ai is nearly identical to the skidding ai, except for one brake statement that needs to be investigated.
This commit is contained in:
parent
c1445386b2
commit
2745e42935
@ -1,5 +1,5 @@
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# Modify this file to change the last-modified date when you add/remove a file.
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# This will then trigger a new cmake run automatically.
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# This will then trigger a new cmake run automatically.
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file(GLOB_RECURSE STK_HEADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.hpp")
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file(GLOB_RECURSE STK_SOURCES RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.cpp")
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file(GLOB_RECURSE STK_SHADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "data/shaders/*")
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@ -218,6 +218,7 @@ protected:
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// ------------------------------------------------------------------------
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// Some convenient functions for the AI only
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friend class SkiddingAI;
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friend class TestAI;
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/** Returns true if the specified line segment would come close enough
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* to this item so that this item would be collected.
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* \param line The line segment which is tested if it is close enough
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@ -31,6 +31,7 @@
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#include <assert.h>
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bool AIBaseController::m_ai_debug = false;
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int AIBaseController::m_test_ai = 0;
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AIBaseController::AIBaseController(AbstractKart *kart)
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: Controller(kart)
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@ -57,6 +57,13 @@ protected:
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static bool m_ai_debug;
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/** Stores the '--test-ai=n' command line parameter:
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* It indicates which fraction of the AIs are going to
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* be the test AI: 1 means only to use the TestAI,
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* 2 means every second AI will be test etc. Used
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* for AI testing only. */
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static int m_test_ai;
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/** Position info structure of targets. */
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struct posData {bool behind; bool on_side; float angle; float distance;};
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@ -79,6 +86,8 @@ public:
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virtual bool disableSlipstreamBonus() const;
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virtual void crashed(const Material *m);
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static void enableDebug() {m_ai_debug = true; }
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static void setTestAI(int n) {m_test_ai = n; }
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static int getTestAI() { return m_test_ai; }
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virtual void crashed(const AbstractKart *k) {};
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virtual void handleZipper(bool play_sound) {};
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virtual void finishedRace(float time) {};
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@ -46,6 +46,7 @@ protected:
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friend class AIBaseLapController;
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friend class SkiddingAI;
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friend class ArenaAI;
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friend class TestAI;
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/** Used to check that all values are defined in the xml file. */
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static float UNDEFINED;
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2496
src/karts/controller/test_ai.cpp
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2496
src/karts/controller/test_ai.cpp
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File diff suppressed because it is too large
Load Diff
246
src/karts/controller/test_ai.hpp
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246
src/karts/controller/test_ai.hpp
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2004-2015 Steve Baker <sjbaker1@airmail.net>
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// Copyright (C) 2006-2015 Eduardo Hernandez Munoz
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// Copyright (C) 2010-2015 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_TEST_AI_HPP
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#define HEADER_TEST_AI_HPP
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// Some debugging features for the AI. For example you can visualise the
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// point the AI is aiming at, or visualise the curve the AI is predicting.
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// It works best with just 1 AI kart, so set the number of karts
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// to 2 in main.cpp with quickstart and run supertuxkart with the arg -N.
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// Or use --profile-laps=99 and run just one AI. Using the debug camera
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// (top view) is useful, too
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#ifdef DEBUG
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// Enable AI graphical debugging
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# undef AI_DEBUG
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// Shows left and right lines when using new findNonCrashing function
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# undef AI_DEBUG_NEW_FIND_NON_CRASHING
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// Show the predicted turn circles
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# undef AI_DEBUG_CIRCLES
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// Show the heading of the kart
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# undef AI_DEBUG_KART_HEADING
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// Shows line from kart to its aim point
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# undef AI_DEBUG_KART_AIM
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#endif
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#include "karts/controller/ai_base_lap_controller.hpp"
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#include "race/race_manager.hpp"
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#include "tracks/graph_node.hpp"
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#include "utils/random_generator.hpp"
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#ifdef AI_DEBUG
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class ShowCurve;
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namespace irr
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{
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namespace scene
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{
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class ISceneNode;
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}
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}
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#endif
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/** This is a test version of the AI, which can be used to create new
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* AIs, and compare them with the current AI. It is otherwise (at this
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* stage) identical to the Skidding AI.
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\ingroup controller
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*/
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class TestAI : public AIBaseLapController
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{
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private:
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class CrashTypes
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{
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public:
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bool m_road; //true if we are going to 'crash' with the bounds of the road
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int m_kart; //-1 if no crash, pos numbers are the kart it crashes with
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CrashTypes() : m_road(false), m_kart(-1) {};
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void clear() {m_road = false; m_kart = -1;}
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} m_crashes;
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RaceManager::AISuperPower m_superpower;
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/*General purpose variables*/
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/** Pointer to the closest kart ahead of this kart. NULL if this
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* kart is first. */
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AbstractKart *m_kart_ahead;
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/** Distance to the kart ahead. */
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float m_distance_ahead;
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/** Pointer to the closest kart behind this kart. NULL if this kart
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* is last. */
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AbstractKart *m_kart_behind;
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/** Distance to the kard behind. */
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float m_distance_behind;
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/** The actual start delay used. */
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float m_start_delay;
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/** Time an item has been collected and not used. */
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float m_time_since_last_shot;
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float m_time_since_stuck;
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/** Direction of crash: -1 = left, 1 = right, 0 = no crash. */
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int m_start_kart_crash_direction;
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/** The direction of the track where the kart is on atm. */
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GraphNode::DirectionType m_current_track_direction;
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/** The radius of the curve the kart is currently driving. Undefined
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* when being on a straigt section. */
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float m_current_curve_radius;
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/** Stores the center of the curve (if the kart is in a curve,
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* otherwise undefined). */
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Vec3 m_curve_center;
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/** The index of the last node with the same direction as the current
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* node the kart is on. If kart is in a left turn, this will be
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* the last node that is still turning left etc. */
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unsigned int m_last_direction_node;
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/** If set an item that the AI should aim for. */
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const Item *m_item_to_collect;
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/** True if items to avoid are close by. Used to avoid using zippers
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* (which would make it more difficult to avoid items). */
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bool m_avoid_item_close;
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/** Distance to the player, used for rubber-banding. */
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float m_distance_to_player;
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/** A random number generator to decide if the AI should skid or not. */
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RandomGenerator m_random_skid;
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/** This implements a simple finite state machine: it starts in
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* NOT_YET. The first time the AI decides to skid, the state is changed
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* randomly (depending on skid probability) to NO_SKID or SKID.
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* As long as the AI keeps on deciding to skid, the state remains
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* unchanged (so no new random decision is made) till it decides
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* not to skid. In which case the state is set to NOT_YET again.
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* This guarantees that for each 'skidable' section of the track
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* the random decision is only done once. */
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enum {SKID_PROBAB_NOT_YET, SKID_PROBAB_NO_SKID, SKID_PROBAB_SKID}
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m_skid_probability_state;
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/** The last item selected for collection, for which a probability
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* was determined. */
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const Item *m_last_item_random;
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/** True if m_last_item_random was randomly selected to be collected. */
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bool m_really_collect_item;
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/** A random number generator for collecting items. */
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RandomGenerator m_random_collect_item;
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/** \brief Determines the algorithm to use to select the point-to-aim-for
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* There are three different Point Selection Algorithms:
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* 1. findNonCrashingPoint() is the default (which is actually slightly
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* buggy, but so far best one after handling of 90 degree turns was
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* added).
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* 2. findNonCrashingPointFixed() which fixes the bugs of the default
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* algorithm.
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* 3. findNonCrashingPointNew() A newly designed algorithm, which is
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* faster than the standard one, but does not give as good results
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* as the 'buggy' one.
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*
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* So far the default one has by far the best performance, even though
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* it has bugs. */
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enum {PSA_DEFAULT, PSA_FIXED, PSA_NEW}
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m_point_selection_algorithm;
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#ifdef AI_DEBUG
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/** For skidding debugging: shows the estimated turn shape. */
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ShowCurve **m_curve;
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/** For debugging purpose: a sphere indicating where the AI
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* is targeting at. */
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irr::scene::ISceneNode *m_debug_sphere[4];
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/** For item debugging: set to the item that is selected to
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* be collected. */
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irr::scene::ISceneNode *m_item_sphere;
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#endif
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/*Functions called directly from update(). They all represent an action
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*that can be done, and end up setting their respective m_controls
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*variable, except handle_race_start() that isn't associated with any
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*specific action (more like, associated with inaction).
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*/
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void handleRaceStart();
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void handleAcceleration(const float dt);
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void handleSteering(float dt);
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void handleItems(const float dt);
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void handleRescue(const float dt);
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void handleBraking();
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void handleNitroAndZipper();
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void computeNearestKarts();
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void handleItemCollectionAndAvoidance(Vec3 *aim_point,
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int last_node);
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bool handleSelectedItem(float kart_aim_angle, Vec3 *aim_point);
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bool steerToAvoid(const std::vector<const Item *> &items_to_avoid,
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const core::line2df &line_to_target,
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Vec3 *aim_point);
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bool hitBadItemWhenAimAt(const Item *item,
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const std::vector<const Item *> &items_to_avoid);
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void evaluateItems(const Item *item, float kart_aim_angle,
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std::vector<const Item *> *items_to_avoid,
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std::vector<const Item *> *items_to_collect);
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void checkCrashes(const Vec3& pos);
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void findNonCrashingPointFixed(Vec3 *result, int *last_node);
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void findNonCrashingPointNew(Vec3 *result, int *last_node);
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void findNonCrashingPoint(Vec3 *result, int *last_node);
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void determineTrackDirection();
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void determineTurnRadius(const Vec3 &start,
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const Vec3 &start_direction,
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const Vec3 &end,
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Vec3 *center,
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float *radius);
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virtual bool canSkid(float steer_fraction);
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virtual void setSteering(float angle, float dt);
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void handleCurve();
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protected:
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virtual unsigned int getNextSector(unsigned int index);
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public:
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TestAI(AbstractKart *kart);
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~TestAI();
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virtual void update (float delta) ;
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virtual void reset ();
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virtual const irr::core::stringw& getNamePostfix() const;
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};
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#endif
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/* EOF */
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@ -531,6 +531,9 @@ void cmdLineHelp()
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// " --history=n Replay history file 'history.dat' using:\n"
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// " n=1: recorded positions\n"
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// " n=2: recorded key strokes\n"
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// " --test-ai=n Use the test-ai for every n-th AI kart.\n"
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// " (so n=1 means all Ais will be the test ai)\n"
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// "
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" --server=name Start a server (not a playing client).\n"
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" --lan-server=name Start a LAN server (not a playing client).\n"
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" --server-password= Sets a password for a server (both client&server).\n"
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@ -763,6 +766,8 @@ int handleCmdLine()
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UserConfigParams::m_rendering_debug=true;
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if(CommandLine::has("--ai-debug"))
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AIBaseController::enableDebug();
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if(CommandLine::has("--test-ai", &n))
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AIBaseController::setTestAI(n);
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if (CommandLine::has("--fps-debug"))
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UserConfigParams::m_fps_debug = true;
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*/
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float MainLoop::getLimitedDt()
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{
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// In profile mode without graphics, run with a fixed dt of 1/60
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if (ProfileWorld::isProfileMode() && ProfileWorld::isNoGraphics())
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{
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return 1.0f/60.0f;
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}
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IrrlichtDevice* device = irr_driver->getDevice();
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m_prev_time = m_curr_time;
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#include "karts/controller/end_controller.hpp"
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#include "karts/controller/local_player_controller.hpp"
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#include "karts/controller/skidding_ai.hpp"
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#include "karts/controller/test_ai.hpp"
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#include "karts/controller/network_player_controller.hpp"
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#include "karts/kart.hpp"
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#include "karts/kart_properties_manager.hpp"
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@ -384,7 +385,12 @@ Controller* World::loadAIController(AbstractKart *kart)
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switch(turn)
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{
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case 0:
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controller = new SkiddingAI(kart);
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// If requested, start the test ai
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if( (AIBaseController::getTestAI()!=0 ) &&
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( (kart->getWorldKartId()+1) % AIBaseController::getTestAI() )==0)
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controller = new TestAI(kart);
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else
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controller = new SkiddingAI(kart);
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break;
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case 1:
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controller = new BattleAI(kart);
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