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我需要使用Repast Simphony作为模拟器来开发迭代囚徒困境的Java版本。

想法是每个人Player都是一个代理,我们有一个不能移动的n x n网格。Player每个Player人都必须与 4 个邻居(北部、南部、西部和东部的一个)一起玩,根据每轮 4 场不同游戏的结果找到最佳策略。

由于没有内置系统来在Repast Simphony中的代理之间交换消息,我不得不实施某种解决方法来处理代理的同步(A vs B 和 B vs A 应该算作同一轮,这就是他们需要的原因要同步)。

这是通过将每一轮视为:

  • Player 为 4 个敌人中的每一个选择下一步行动
  • Player 向 4 个敌人中的每一个发送正确的移动
  • Player 等待4个敌人中的每一个回复

根据我对Repast Simphony的理解,计划的方法是顺序的(没有代理级别的并行性),这意味着我被迫以与发送方法不同的方法进行等待(以较低的优先级计划以确保完成所有发送在开始等待之前)。

这里的问题是,尽管接收到所有 4 条预期消息(至少这是打印的),一旦等待方法启动,它报告的接收到的元素少于 4 个。

这是从Player课堂上获取的代码:

// myPoint is the location inside the grid (unique, agents can't move and only one per cell is allowed)
public int hashCode() {
    final int prime = 31;
    int result = 1;
    result = prime * result + ((myPoint == null) ? 0 : myPoint.hashCode());
    return result;
}

// Returns enemy's choice in the previous round
private byte getLastPlay(Player enemy) {
    return (neighbors.get(enemy)[1]) ? COOPERATE : DEFECT;
}

// Elements are saved as (player, choice)
private void receivePlay(Player enemy, byte play) {
    System.out.println(this + " receives (" + play + ") from " + enemy);
    while (!playSharedQueue.add(new Object[] { enemy, play })){
        // This doesn't get printed, meaning that the insertion is successful!
        System.out.println(this + " failed inserting");
    }
}

@ScheduledMethod(start = 1, interval = 1, priority = 10)
public void play() {
    System.out.println(this + " started playing");
    // Clear previous plays
    playSharedQueue.clear();
    for (Player enemy : neighbors.keySet()) {
        // properties[0] = true if we already played together
        // properties[1] = true if enemy choose to cooperate on the previous round
        Boolean[] properties = neighbors.get(enemy);
        // Choose which side we take this time
        byte myPlay;
        if (properties[0]) {
            // First time that we play, use memory-less strategy
            myPlay = (Math.random() <= strategy[0]) ? COOPERATE : DEFECT;
            // Report that we played
            properties[0] = false;
            neighbors.put(enemy, properties);
        } else {
            // We already had a round, use strategy with memory
            byte enemyLastPlay = enemy.getLastPlay(this);
            // Choose which side to take based on enemy's previous decision
            myPlay = (Math.random() <= strategy[(enemyLastPlay) == COOPERATE ? 1 : 2]) ? COOPERATE : DEFECT;
        }
        // Send my choice to the enemy
        System.out.println(this + " sent (" + myPlay + ") to " + enemy);
        enemy.receivePlay(this, myPlay);
    }
}

// Waits for the results and processes them
@ScheduledMethod(start = 1, interval = 1, priority = 5)
public void waitResults() {
    // Clear previous score
    lastPayoff = 0;
    System.out.println(this + " waits for results [" + playSharedQueue.size() + "]");
    if (playSharedQueue.size() != 4) {
        // Well, this happens on the first agent :(
        System.exit(1);
    }
    // ... process ...
}

这是控制台输出,因此您可以看到所有内容似乎都可以毫无问题地发送和接收(使用3 x 3网格):

Player[2, 0] started playing
Player[2, 0] sent (0) to Player[2, 1]
Player[2, 1] receives (0) from Player[2, 0]
Player[2, 0] sent (0) to Player[2, 2]
Player[2, 2] receives (0) from Player[2, 0]
Player[2, 0] sent (0) to Player[0, 0]
Player[0, 0] receives (0) from Player[2, 0]
Player[2, 0] sent (0) to Player[1, 0]
Player[1, 0] receives (0) from Player[2, 0]
Player[1, 2] started playing
Player[1, 2] sent (1) to Player[2, 2]
Player[2, 2] receives (1) from Player[1, 2]
Player[1, 2] sent (1) to Player[0, 2]
Player[0, 2] receives (1) from Player[1, 2]
Player[1, 2] sent (1) to Player[1, 0]
Player[1, 0] receives (1) from Player[1, 2]
Player[1, 2] sent (1) to Player[1, 1]
Player[1, 1] receives (1) from Player[1, 2]
Player[0, 2] started playing
Player[0, 2] sent (1) to Player[2, 2]
Player[2, 2] receives (1) from Player[0, 2]
Player[0, 2] sent (1) to Player[0, 0]
Player[0, 0] receives (1) from Player[0, 2]
Player[0, 2] sent (1) to Player[0, 1]
Player[0, 1] receives (1) from Player[0, 2]
Player[0, 2] sent (1) to Player[1, 2]
Player[1, 2] receives (1) from Player[0, 2]
Player[0, 1] started playing
Player[0, 1] sent (1) to Player[2, 1]
Player[2, 1] receives (1) from Player[0, 1]
Player[0, 1] sent (1) to Player[0, 0]
Player[0, 0] receives (1) from Player[0, 1]
Player[0, 1] sent (1) to Player[0, 2]
Player[0, 2] receives (1) from Player[0, 1]
Player[0, 1] sent (1) to Player[1, 1]
Player[1, 1] receives (1) from Player[0, 1]
Player[1, 0] started playing
Player[1, 0] sent (0) to Player[2, 0]
Player[2, 0] receives (0) from Player[1, 0]
Player[1, 0] sent (0) to Player[0, 0]
Player[0, 0] receives (0) from Player[1, 0]
Player[1, 0] sent (0) to Player[1, 1]
Player[1, 1] receives (0) from Player[1, 0]
Player[1, 0] sent (0) to Player[1, 2]
Player[1, 2] receives (0) from Player[1, 0]
Player[1, 1] started playing
Player[1, 1] sent (0) to Player[2, 1]
Player[2, 1] receives (0) from Player[1, 1]
Player[1, 1] sent (0) to Player[0, 1]
Player[0, 1] receives (0) from Player[1, 1]
Player[1, 1] sent (0) to Player[1, 0]
Player[1, 0] receives (0) from Player[1, 1]
Player[1, 1] sent (0) to Player[1, 2]
Player[1, 2] receives (0) from Player[1, 1]
Player[2, 2] started playing
Player[2, 2] sent (0) to Player[2, 0]
Player[2, 0] receives (0) from Player[2, 2]
Player[2, 2] sent (0) to Player[2, 1]
Player[2, 1] receives (0) from Player[2, 2]
Player[2, 2] sent (0) to Player[0, 2]
Player[0, 2] receives (0) from Player[2, 2]
Player[2, 2] sent (0) to Player[1, 2]
Player[1, 2] receives (0) from Player[2, 2]
Player[0, 0] started playing
Player[0, 0] sent (1) to Player[2, 0]
Player[2, 0] receives (1) from Player[0, 0]
Player[0, 0] sent (1) to Player[0, 1]
Player[0, 1] receives (1) from Player[0, 0]
Player[0, 0] sent (1) to Player[0, 2]
Player[0, 2] receives (1) from Player[0, 0]
Player[0, 0] sent (1) to Player[1, 0]
Player[1, 0] receives (1) from Player[0, 0]
Player[2, 1] started playing
Player[2, 1] sent (1) to Player[2, 0]
Player[2, 0] receives (1) from Player[2, 1]
Player[2, 1] sent (1) to Player[2, 2]
Player[2, 2] receives (1) from Player[2, 1]
Player[2, 1] sent (1) to Player[0, 1]
Player[0, 1] receives (1) from Player[2, 1]
Player[2, 1] sent (1) to Player[1, 1]
Player[1, 1] receives (1) from Player[2, 1]
Player[2, 2] waits for results [1]

正如您在最后一行中看到的那样,playSharedQueue.size()1真的不明白为什么。

如果方法调用是连续的 waitResults() methos is invoked after the 9play()` 执行,并且每个正确发送 4 条消息,我找不到该大小仍然为 1 的原因。

当然,所有内容都是连续的意味着没有synchronization问题,即使我使用LinkedBlockingQueue而不是HashSet.

你们对此有什么提示吗?

4

1 回答 1

3

过了一段时间,我再次打开代码,发现自己犯了一个简单但严重的错误:

@ScheduledMethod(start = 1, interval = 1, priority = 10)
public void play() {
    System.out.println(this + " started playing");
    // Clear previous plays
    playSharedQueue.clear();

playSharedQueue.clear();执行以清除先前的结果,但由于调用是连续的,第二个玩家将在第一个玩家发送他的游戏之后调用它,因此该游戏被丢弃。

在末尾移动那条线waitResults解决了它。

于 2016-01-30T09:50:50.727 回答