Improved multithreading

This commit is contained in:
Marcin Kostrzewski 2020-05-17 00:14:10 +02:00
parent 6725c4ae0c
commit 92490789ea
2 changed files with 16 additions and 9 deletions

View File

@ -24,6 +24,14 @@ def geneticAlgorithm(map, iter, solutions, mutationAmount=0.05, multithread=Fals
# Initialize the first population with random values
initialPopulation = numpy.random.uniform(low=0.0, high=1.0, size=(solutions, weightsCount))
population = initialPopulation
maps = []
if multithread:
# Create a map for each thread
print("Creating a map for each thread...")
for i in range(solutions):
maps.append(Map(map.filename, map.screen))
for i in range(iter):
print("\nRunning {} generation...".format(i + 1))
fitness = []
@ -32,9 +40,10 @@ def geneticAlgorithm(map, iter, solutions, mutationAmount=0.05, multithread=Fals
fitness.append(doSimulation(player, map))
else:
threads = []
for p in range(len(population)):
threads.append(ThreadedSimulation(p+1, p+1, population[p], map))
threads[-1].start()
for a in range(solutions):
thread = ThreadedSimulation(a+1, a+1, population[a], maps[a])
threads.append(thread)
thread.start()
for t in threads:
t.join()
fitness.append(t.getResult())
@ -171,7 +180,6 @@ def pickEntity(player, map):
if not finalEntities:
# If all items are gone, pick random one
finalEntities = map.getInteractablesByClassifier()
random.seed(10)
choice = random.choices(finalEntities, finalWeights)[0]
random.seed()
rng = random.Random()
choice = rng.choices(finalEntities, finalWeights)[0]
return choice

View File

@ -19,9 +19,8 @@ class ThreadedSimulation(threading.Thread):
def run(self):
from src.AI.GA import doSimulation
from src.game.Map import Map
newMap = Map(self.map.filename, None)
self.result = doSimulation(self.player, newMap)
self.map.respawn()
self.result = doSimulation(self.player, self.map)
def getResult(self):
return self.result