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/* |
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* This file is part of Araknemu. |
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* |
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* Araknemu is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU Lesser General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Araknemu 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 Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public License |
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* along with Araknemu. If not, see <https://www.gnu.org/licenses/>. |
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* |
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* Copyright (c) 2017-2020 Vincent Quatrevieux |
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*/ |
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package fr.quatrevieux.araknemu.game.fight.ai.action; |
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import fr.arakne.utils.maps.CoordinateCell; |
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import fr.quatrevieux.araknemu.game.fight.ai.AI; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.util.CastSpell; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.util.Movement; |
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.CastSimulation; |
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.Simulator; |
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import fr.quatrevieux.araknemu.game.fight.ai.util.AIHelper; |
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import fr.quatrevieux.araknemu.game.fight.fighter.ActiveFighter; |
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import fr.quatrevieux.araknemu.game.fight.map.BattlefieldCell; |
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import fr.quatrevieux.araknemu.game.fight.turn.action.Action; |
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import java.util.Collection; |
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import java.util.HashMap; |
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import java.util.Map; |
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import java.util.Optional; |
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import java.util.stream.Collectors; |
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/** |
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* Try to move for perform a cast |
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* |
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* Two strategies are available : |
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* - Select the nearest cell which allows to cast |
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* - Select the best cell for maximize cast effect |
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* |
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* If the current cell permit cast and the fighter is surrounded by enemies, the fighter will not perform any move. |
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* |
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* For select the cell, the generator will iterate over all reachable cells |
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* with the current amount of MPs, |
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* and check all spells on all available cells. |
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*/ |
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public final class MoveToCast<F extends ActiveFighter> implements ActionGenerator<F> { |
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private final Simulator simulator; |
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private final CastSpell.SimulationSelector selector; |
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private final TargetSelectionStrategy<F> strategy; |
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public MoveToCast(Simulator simulator, CastSpell.SimulationSelector selector, TargetSelectionStrategy<F> strategy) { |
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this.simulator = simulator; |
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this.selector = selector; |
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this.strategy = strategy; |
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} |
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@Override |
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public void initialize(AI<F> ai) { |
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// No-op |
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} |
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@Override |
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public Optional<Action> generate(AI<F> ai, AiActionFactory actions) { |
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final AIHelper helper = ai.helper(); |
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final F fighter = ai.fighter(); |
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// Cannot move or cast |
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if (fighter == null || !helper.canCast() || !helper.canMove()) { |
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return Optional.empty(); |
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} |
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final GenerationScope scope = new GenerationScope(ai.fighter(), actions, ai.helper()); |
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// Can cast, but there is at least 1 enemy : do not perform move because of potential tackle |
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if (helper.enemies().adjacent().findFirst().isPresent() && scope.canCastFromCell(fighter.cell())) { |
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return Optional.empty(); |
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} |
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final Movement<F> movement = new Movement<>( |
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coordinates -> strategy.score(scope, coordinates), |
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scoredCell -> scope.canCastFromCell(scoredCell.coordinates().cell()) |
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); |
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movement.initialize(ai); |
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return movement.generate(ai, actions); |
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} |
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/** |
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* Store parameters and possible actions of current action generator |
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*/ |
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public final class GenerationScope { |
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private final F fighter; |
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private final AiActionFactory actions; |
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private final AIHelper helper; |
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private final Map<BattlefieldCell, Collection<CastSimulation>> possibleActionsCache = new HashMap<>(); |
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public GenerationScope(F fighter, AiActionFactory actions, AIHelper helper) { |
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this.fighter = fighter; |
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this.actions = actions; |
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this.helper = helper; |
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} |
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/** |
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* Fighter handle by the AI, which will perform the action |
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*/ |
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public F fighter() { |
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return fighter; |
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} |
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/** |
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* Compute the score of the cast action |
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* Higher is the score, more effective is the action |
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*/ |
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public double castScore(CastSimulation simulation) { |
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return selector.score(simulation); |
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} |
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/** |
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* Check if there is at least one cast possible from the given cell |
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*/ |
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private boolean canCastFromCell(BattlefieldCell cell) { |
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return !computePossibleCasts(cell).isEmpty(); |
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} |
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/** |
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* Simulate possible casts from the given cell |
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* |
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* - List available spells |
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* - Combine with all accessible cells |
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* - Check if the action is valid |
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* - Simulate the action |
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* - Keep only simulation results with an effective effect |
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* |
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* Note: Because the fighter should be moved to the tested cell, values cannot be computed lazily, like with a stream |
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* |
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* @param cell The cell from which spells will be cast |
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* |
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* @see CastSpell.SimulationSelector#valid(CastSimulation) To check if the cast is effective |
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*/ |
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public Collection<CastSimulation> computePossibleCasts(BattlefieldCell cell) { |
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Collection<CastSimulation> possibleCasts = possibleActionsCache.get(cell); |
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if (possibleCasts != null) { |
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return possibleCasts; |
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} |
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possibleCasts = helper.withPosition(cell).spells().caster(actions.castSpellValidator()) |
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.simulate(simulator) |
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.filter(selector::valid) // Keep only effective effects |
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.collect(Collectors.toList()) |
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; |
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possibleActionsCache.put(cell, possibleCasts); |
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return possibleCasts; |
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} |
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} |
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public interface TargetSelectionStrategy<F extends ActiveFighter> { |
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/** |
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* Compute the score of a given target cell |
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* |
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* @param scope Scope which contains parameters for perform action selection |
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* @param target The cell to check |
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* |
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* @return The score as double. The highest value will be selected |
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*/ |
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public double score(MoveToCast<F>.GenerationScope scope, CoordinateCell<BattlefieldCell> target); |
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} |
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/** |
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* Select the best target cell for cast a spell, and maximizing effects |
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*/ |
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public static final class BestTargetStrategy<F extends ActiveFighter> implements TargetSelectionStrategy<F> { |
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@Override |
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public double score(MoveToCast<F>.GenerationScope scope, CoordinateCell<BattlefieldCell> target) { |
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return maxScore(scope, target.cell()) - target.distance(scope.fighter().cell()); |
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} |
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/** |
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* Compute the max spell score from the given cell |
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*/ |
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private static <F extends ActiveFighter> double maxScore(MoveToCast<F>.GenerationScope scope, BattlefieldCell cell) { |
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return scope.computePossibleCasts(cell).stream() |
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.mapToDouble(scope::castScore) |
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.max().orElse(0) |
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; |
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} |
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} |
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/** |
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* Select the nearest cell where a cast is possible |
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* |
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* Note: This selected cell is not the best cell for perform a cast, but the nearest cell. |
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* So, it does not perform the best move for maximize damage. |
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*/ |
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public static final class NearestStrategy<F extends ActiveFighter> implements TargetSelectionStrategy<F> { |
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@Override |
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public double score(MoveToCast<F>.GenerationScope scope, CoordinateCell<BattlefieldCell> target) { |
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return -target.distance(scope.fighter().cell()) + sigmoid(BestTargetStrategy.maxScore(scope, target.cell())); |
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} |
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/** |
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* Transform score value in interval [-inf; +inf] to bounded value [0; 1] |
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* |
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* @param value Score to transform |
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*/ |
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private double sigmoid(double value) { |
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return 0.5 + value / (2 * (1 + Math.abs(value))); |
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} |
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} |
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} |
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