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be_ai_gen.c from Nxabega at Krugle


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/*
===========================================================================
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




See more files for this project here

Nxabega

Nxabega is a First Person Shooter (FPS) based upon the open sourced Quake 3 engine and game code. The final intention is to provide a rich single player game.

Project homepage: http://sourceforge.net/projects/nxabega
Programming language(s): C,C++
License: other

  aasfile.h
  be_aas_bsp.h
  be_aas_bspq3.c
  be_aas_cluster.c
  be_aas_cluster.h
  be_aas_debug.c
  be_aas_debug.h
  be_aas_def.h
  be_aas_entity.c
  be_aas_entity.h
  be_aas_file.c
  be_aas_file.h
  be_aas_funcs.h
  be_aas_main.c
  be_aas_main.h
  be_aas_move.c
  be_aas_move.h
  be_aas_optimize.c
  be_aas_optimize.h
  be_aas_reach.c
  be_aas_reach.h
  be_aas_route.c
  be_aas_route.h
  be_aas_routealt.c
  be_aas_routealt.h
  be_aas_sample.c
  be_aas_sample.h
  be_ai_char.c
  be_ai_chat.c
  be_ai_gen.c
  be_ai_goal.c
  be_ai_move.c
  be_ai_weap.c
  be_ai_weight.c
  be_ai_weight.h
  be_ea.c
  be_interface.c
  be_interface.h
  botlib.vcproj
  l_crc.c
  l_crc.h
  l_libvar.c
  l_libvar.h
  l_log.c
  l_log.h
  l_memory.c
  l_memory.h
  l_precomp.c
  l_precomp.h
  l_script.c
  l_script.h
  l_struct.c
  l_struct.h
  l_utils.h
  lcc.mak
  linux-i386.mak