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- ;;; landmark.el --- neural-network robot that learns landmarks
- ;; Copyright (C) 1996-1997, 2000-2012 Free Software Foundation, Inc.
- ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
- ;; Created: December 16, 1996 - first release to usenet
- ;; Keywords: games, gomoku, neural network, adaptive search, chemotaxis
- ;;;_* Usage
- ;;; Just type
- ;;; M-x eval-buffer
- ;;; M-x landmark-test-run
- ;; This file is part of GNU Emacs.
- ;; GNU Emacs 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 3 of the License, or
- ;; (at your option) any later version.
- ;; GNU Emacs 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 GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
- ;;; Commentary:
- ;; Landmark is a relatively non-participatory game in which a robot
- ;; attempts to maneuver towards a tree at the center of the window
- ;; based on unique olfactory cues from each of the 4 directions. If
- ;; the smell of the tree increases, then the weights in the robot's
- ;; brain are adjusted to encourage this odor-driven behavior in the
- ;; future. If the smell of the tree decreases, the robots weights are
- ;; adjusted to discourage a correct move.
- ;; In laymen's terms, the search space is initially flat. The point
- ;; of training is to "turn up the edges of the search space" so that
- ;; the robot rolls toward the center.
- ;; Further, do not become alarmed if the robot appears to oscillate
- ;; back and forth between two or a few positions. This simply means
- ;; it is currently caught in a local minimum and is doing its best to
- ;; work its way out.
- ;; The version of this program as described has a small problem. a
- ;; move in a net direction can produce gross credit assignment. for
- ;; example, if moving south will produce positive payoff, then, if in
- ;; a single move, one moves east,west and south, then both east and
- ;; west will be improved when they shouldn't
- ;; Many thanks to Yuri Pryadkin <yuri@rana.usc.edu> for this
- ;; concise problem description.
- ;;;_* Require
- (eval-when-compile (require 'cl))
- ;;;_* From Gomoku
- ;;; Code:
- (defgroup landmark nil
- "Neural-network robot that learns landmarks."
- :prefix "landmark-"
- :group 'games)
- ;;;_ + THE BOARD.
- ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
- ;; and O's with 6. The rectangle is recorded in a one dimensional vector
- ;; containing padding squares (coded with -1). These squares allow us to
- ;; detect when we are trying to move out of the board. We denote a square by
- ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
- ;; leftmost topmost square has coords (1,1) and index landmark-board-width + 2.
- ;; Similarly, vectors between squares may be given by two DX, DY coords or by
- ;; one DEPL (the difference between indexes).
- (defvar landmark-board-width nil
- "Number of columns on the Landmark board.")
- (defvar landmark-board-height nil
- "Number of lines on the Landmark board.")
- (defvar landmark-board nil
- "Vector recording the actual state of the Landmark board.")
- (defvar landmark-vector-length nil
- "Length of landmark-board vector.")
- (defvar landmark-draw-limit nil
- ;; This is usually set to 70% of the number of squares.
- "After how many moves will Emacs offer a draw?")
- (defvar landmark-cx 0
- "This is the x coordinate of the center of the board.")
- (defvar landmark-cy 0
- "This is the y coordinate of the center of the board.")
- (defvar landmark-m 0
- "This is the x dimension of the playing board.")
- (defvar landmark-n 0
- "This is the y dimension of the playing board.")
- (defun landmark-xy-to-index (x y)
- "Translate X, Y cartesian coords into the corresponding board index."
- (+ (* y landmark-board-width) x y))
- (defun landmark-index-to-x (index)
- "Return corresponding x-coord of board INDEX."
- (% index (1+ landmark-board-width)))
- (defun landmark-index-to-y (index)
- "Return corresponding y-coord of board INDEX."
- (/ index (1+ landmark-board-width)))
- (defun landmark-init-board ()
- "Create the landmark-board vector and fill it with initial values."
- (setq landmark-board (make-vector landmark-vector-length 0))
- ;; Every square is 0 (i.e. empty) except padding squares:
- (let ((i 0) (ii (1- landmark-vector-length)))
- (while (<= i landmark-board-width) ; The squares in [0..width] and in
- (aset landmark-board i -1) ; [length - width - 1..length - 1]
- (aset landmark-board ii -1) ; are padding squares.
- (setq i (1+ i)
- ii (1- ii))))
- (let ((i 0))
- (while (< i landmark-vector-length)
- (aset landmark-board i -1) ; and also all k*(width+1)
- (setq i (+ i landmark-board-width 1)))))
- ;;;_ + DISPLAYING THE BOARD.
- ;; You may change these values if you have a small screen or if the squares
- ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
- (defconst landmark-square-width 2
- "*Horizontal spacing between squares on the Landmark board.")
- (defconst landmark-square-height 1
- "*Vertical spacing between squares on the Landmark board.")
- (defconst landmark-x-offset 3
- "*Number of columns between the Landmark board and the side of the window.")
- (defconst landmark-y-offset 1
- "*Number of lines between the Landmark board and the top of the window.")
- ;;;_ + LANDMARK MODE AND KEYMAP.
- (defcustom landmark-mode-hook nil
- "If non-nil, its value is called on entry to Landmark mode."
- :type 'hook
- :group 'landmark)
- (defvar landmark-mode-map
- (let ((map (make-sparse-keymap)))
- ;; Key bindings for cursor motion.
- (define-key map "y" 'landmark-move-nw) ; y
- (define-key map "u" 'landmark-move-ne) ; u
- (define-key map "b" 'landmark-move-sw) ; b
- (define-key map "n" 'landmark-move-se) ; n
- (define-key map "h" 'backward-char) ; h
- (define-key map "l" 'forward-char) ; l
- (define-key map "j" 'landmark-move-down) ; j
- (define-key map "k" 'landmark-move-up) ; k
- (define-key map [kp-7] 'landmark-move-nw)
- (define-key map [kp-9] 'landmark-move-ne)
- (define-key map [kp-1] 'landmark-move-sw)
- (define-key map [kp-3] 'landmark-move-se)
- (define-key map [kp-4] 'backward-char)
- (define-key map [kp-6] 'forward-char)
- (define-key map [kp-2] 'landmark-move-down)
- (define-key map [kp-8] 'landmark-move-up)
- (define-key map "\C-n" 'landmark-move-down) ; C-n
- (define-key map "\C-p" 'landmark-move-up) ; C-p
- ;; Key bindings for entering Human moves.
- (define-key map "X" 'landmark-human-plays) ; X
- (define-key map "x" 'landmark-human-plays) ; x
- (define-key map " " 'landmark-start-robot) ; SPC
- (define-key map [down-mouse-1] 'landmark-start-robot)
- (define-key map [drag-mouse-1] 'landmark-click)
- (define-key map [mouse-1] 'landmark-click)
- (define-key map [down-mouse-2] 'landmark-click)
- (define-key map [mouse-2] 'landmark-mouse-play)
- (define-key map [drag-mouse-2] 'landmark-mouse-play)
- (define-key map [remap previous-line] 'landmark-move-up)
- (define-key map [remap next-line] 'landmark-move-down)
- (define-key map [remap beginning-of-line] 'landmark-beginning-of-line)
- (define-key map [remap end-of-line] 'landmark-end-of-line)
- (define-key map [remap undo] 'landmark-human-takes-back)
- (define-key map [remap advertised-undo] 'landmark-human-takes-back)
- map)
- "Local keymap to use in Landmark mode.")
- (defvar landmark-emacs-won ()
- "*For making font-lock use the winner's face for the line.")
- (defface landmark-font-lock-face-O '((((class color)) :foreground "red")
- (t :weight bold))
- "Face to use for Emacs's O."
- :version "22.1"
- :group 'landmark)
- (defface landmark-font-lock-face-X '((((class color)) :foreground "green")
- (t :weight bold))
- "Face to use for your X."
- :version "22.1"
- :group 'landmark)
- (defvar landmark-font-lock-keywords
- '(("O" . 'landmark-font-lock-face-O)
- ("X" . 'landmark-font-lock-face-X)
- ("[-|/\\]" 0 (if landmark-emacs-won
- 'landmark-font-lock-face-O
- 'landmark-font-lock-face-X)))
- "*Font lock rules for Landmark.")
- (put 'landmark-mode 'front-sticky
- (put 'landmark-mode 'rear-nonsticky '(intangible)))
- (put 'landmark-mode 'intangible 1)
- ;; This one is for when they set view-read-only to t: Landmark cannot
- ;; allow View Mode to be activated in its buffer.
- (put 'landmark-mode 'mode-class 'special)
- (defun landmark-mode ()
- "Major mode for playing Landmark against Emacs.
- You and Emacs play in turn by marking a free square. You mark it with X
- and Emacs marks it with O. The winner is the first to get five contiguous
- marks horizontally, vertically or in diagonal.
- You play by moving the cursor over the square you choose and hitting \\[landmark-human-plays].
- Other useful commands:
- \\{landmark-mode-map}
- Entry to this mode calls the value of `landmark-mode-hook' if that value
- is non-nil. One interesting value is `turn-on-font-lock'."
- (interactive)
- (kill-all-local-variables)
- (setq major-mode 'landmark-mode
- mode-name "Landmark")
- (landmark-display-statistics)
- (use-local-map landmark-mode-map)
- (make-local-variable 'font-lock-defaults)
- (setq font-lock-defaults '(landmark-font-lock-keywords t)
- buffer-read-only t)
- (run-mode-hooks 'landmark-mode-hook))
- ;;;_ + THE SCORE TABLE.
- ;; Every (free) square has a score associated to it, recorded in the
- ;; LANDMARK-SCORE-TABLE vector. The program always plays in the square having
- ;; the highest score.
- (defvar landmark-score-table nil
- "Vector recording the actual score of the free squares.")
- ;; The key point point about the algorithm is that, rather than considering
- ;; the board as just a set of squares, we prefer to see it as a "space" of
- ;; internested 5-tuples of contiguous squares (called qtuples).
- ;;
- ;; The aim of the program is to fill one qtuple with its O's while preventing
- ;; you from filling another one with your X's. To that effect, it computes a
- ;; score for every qtuple, with better qtuples having better scores. Of
- ;; course, the score of a qtuple (taken in isolation) is just determined by
- ;; its contents as a set, i.e. not considering the order of its elements. The
- ;; highest score is given to the "OOOO" qtuples because playing in such a
- ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
- ;; not playing in it is just losing the game, and so on. Note that a
- ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
- ;; has score zero because there is no more any point in playing in it, from
- ;; both an attacking and a defending point of view.
- ;;
- ;; Given the score of every qtuple, the score of a given free square on the
- ;; board is just the sum of the scores of all the qtuples to which it belongs,
- ;; because playing in that square is playing in all its containing qtuples at
- ;; once. And it is that function which takes into account the internesting of
- ;; the qtuples.
- ;;
- ;; This algorithm is rather simple but anyway it gives a not so dumb level of
- ;; play. It easily extends to "n-dimensional Landmark", where a win should not
- ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
- ;; should be preferred.
- ;; Here are the scores of the nine "non-polluted" configurations. Tuning
- ;; these values will change (hopefully improve) the strength of the program
- ;; and may change its style (rather aggressive here).
- (defconst landmark-nil-score 7 "Score of an empty qtuple.")
- (defconst landmark-score-trans-table
- (let ((Xscore 15) ; Score of a qtuple containing one X.
- (XXscore 400) ; Score of a qtuple containing two X's.
- (XXXscore 1800) ; Score of a qtuple containing three X's.
- (XXXXscore 100000) ; Score of a qtuple containing four X's.
- (Oscore 35) ; Score of a qtuple containing one O.
- (OOscore 800) ; Score of a qtuple containing two O's.
- (OOOscore 15000) ; Score of a qtuple containing three O's.
- (OOOOscore 800000)) ; Score of a qtuple containing four O's.
- ;; These values are not just random: if, given the following situation:
- ;;
- ;; . . . . . . . O .
- ;; . X X a . . . X .
- ;; . . . X . . . X .
- ;; . . . X . . . X .
- ;; . . . . . . . b .
- ;;
- ;; you want Emacs to play in "a" and not in "b", then the parameters must
- ;; satisfy the inequality:
- ;;
- ;; 6 * XXscore > XXXscore + XXscore
- ;;
- ;; because "a" mainly belongs to six "XX" qtuples (the others are less
- ;; important) while "b" belongs to one "XXX" and one "XX" qtuples.
- ;; Other conditions are required to obtain sensible moves, but the
- ;; previous example should illustrate the point. If you manage to
- ;; improve on these values, please send me a note. Thanks.
- ;; As we chose values 0, 1 and 6 to denote empty, X and O squares,
- ;; the contents of a qtuple are uniquely determined by the sum of
- ;; its elements and we just have to set up a translation table.
- (vector landmark-nil-score Xscore XXscore XXXscore XXXXscore 0
- Oscore 0 0 0 0 0
- OOscore 0 0 0 0 0
- OOOscore 0 0 0 0 0
- OOOOscore 0 0 0 0 0
- 0))
- "Vector associating qtuple contents to their score.")
- ;; If you do not modify drastically the previous constants, the only way for a
- ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
- ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
- ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
- ;; qtuple. We may use these considerations to detect when a given move is
- ;; winning or losing.
- (defconst landmark-winning-threshold
- (aref landmark-score-trans-table (+ 6 6 6 6)) ;; OOOOscore
- "Threshold score beyond which an Emacs move is winning.")
- (defconst landmark-losing-threshold
- (aref landmark-score-trans-table (+ 1 1 1 1)) ;; XXXXscore
- "Threshold score beyond which a human move is winning.")
- (defun landmark-strongest-square ()
- "Compute index of free square with highest score, or nil if none."
- ;; We just have to loop other all squares. However there are two problems:
- ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
- ;; up future searches, we set the score of padding or occupied squares
- ;; to -1 whenever we meet them.
- ;; 2/ We want to choose randomly between equally good moves.
- (let ((score-max 0)
- (count 0) ; Number of equally good moves
- (square (landmark-xy-to-index 1 1)) ; First square
- (end (landmark-xy-to-index landmark-board-width landmark-board-height))
- best-square score)
- (while (<= square end)
- (cond
- ;; If score is lower (i.e. most of the time), skip to next:
- ((< (aref landmark-score-table square) score-max))
- ;; If score is better, beware of non free squares:
- ((> (setq score (aref landmark-score-table square)) score-max)
- (if (zerop (aref landmark-board square)) ; is it free ?
- (setq count 1 ; yes: take it !
- best-square square
- score-max score)
- (aset landmark-score-table square -1))) ; no: kill it !
- ;; If score is equally good, choose randomly. But first check freedom:
- ((not (zerop (aref landmark-board square)))
- (aset landmark-score-table square -1))
- ((zerop (random (setq count (1+ count))))
- (setq best-square square
- score-max score)))
- (setq square (1+ square))) ; try next square
- best-square))
- ;;;_ - INITIALIZING THE SCORE TABLE.
- ;; At initialization the board is empty so that every qtuple amounts for
- ;; nil-score. Therefore, the score of any square is nil-score times the number
- ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
- ;; are sufficiently far from the sides. As computing the number is time
- ;; consuming, we initialize every square with 20*nil-score and then only
- ;; consider squares at less than 5 squares from one side. We speed this up by
- ;; taking symmetry into account.
- ;; Also, as it is likely that successive games will be played on a board with
- ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
- (defvar landmark-saved-score-table nil
- "Recorded initial value of previous score table.")
- (defvar landmark-saved-board-width nil
- "Recorded value of previous board width.")
- (defvar landmark-saved-board-height nil
- "Recorded value of previous board height.")
- (defun landmark-init-score-table ()
- "Create the score table vector and fill it with initial values."
- (if (and landmark-saved-score-table ; Has it been stored last time ?
- (= landmark-board-width landmark-saved-board-width)
- (= landmark-board-height landmark-saved-board-height))
- (setq landmark-score-table (copy-sequence landmark-saved-score-table))
- ;; No, compute it:
- (setq landmark-score-table
- (make-vector landmark-vector-length (* 20 landmark-nil-score)))
- (let (i j maxi maxj maxi2 maxj2)
- (setq maxi (/ (1+ landmark-board-width) 2)
- maxj (/ (1+ landmark-board-height) 2)
- maxi2 (min 4 maxi)
- maxj2 (min 4 maxj))
- ;; We took symmetry into account and could use it more if the board
- ;; would have been square and not rectangular !
- ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
- ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
- ;; board may well be less than 8 by 8 !
- (setq i 1)
- (while (<= i maxi2)
- (setq j 1)
- (while (<= j maxj)
- (landmark-init-square-score i j)
- (setq j (1+ j)))
- (setq i (1+ i)))
- (while (<= i maxi)
- (setq j 1)
- (while (<= j maxj2)
- (landmark-init-square-score i j)
- (setq j (1+ j)))
- (setq i (1+ i))))
- (setq landmark-saved-score-table (copy-sequence landmark-score-table)
- landmark-saved-board-width landmark-board-width
- landmark-saved-board-height landmark-board-height)))
- (defun landmark-nb-qtuples (i j)
- "Return the number of qtuples containing square I,J."
- ;; This function is complicated because we have to deal
- ;; with ugly cases like 3 by 6 boards, but it works.
- ;; If you have a simpler (and correct) solution, send it to me. Thanks !
- (let ((left (min 4 (1- i)))
- (right (min 4 (- landmark-board-width i)))
- (up (min 4 (1- j)))
- (down (min 4 (- landmark-board-height j))))
- (+ -12
- (min (max (+ left right) 3) 8)
- (min (max (+ up down) 3) 8)
- (min (max (+ (min left up) (min right down)) 3) 8)
- (min (max (+ (min right up) (min left down)) 3) 8))))
- (defun landmark-init-square-score (i j)
- "Give initial score to square I,J and to its mirror images."
- (let ((ii (1+ (- landmark-board-width i)))
- (jj (1+ (- landmark-board-height j)))
- (sc (* (landmark-nb-qtuples i j) (aref landmark-score-trans-table 0))))
- (aset landmark-score-table (landmark-xy-to-index i j) sc)
- (aset landmark-score-table (landmark-xy-to-index ii j) sc)
- (aset landmark-score-table (landmark-xy-to-index i jj) sc)
- (aset landmark-score-table (landmark-xy-to-index ii jj) sc)))
- ;;;_ - MAINTAINING THE SCORE TABLE.
- ;; We do not provide functions for computing the SCORE-TABLE given the
- ;; contents of the BOARD. This would involve heavy nested loops, with time
- ;; proportional to the size of the board. It is better to update the
- ;; SCORE-TABLE after each move. Updating needs not modify more than 36
- ;; squares: it is done in constant time.
- (defun landmark-update-score-table (square dval)
- "Update score table after SQUARE received a DVAL increment."
- ;; The board has already been updated when this function is called.
- ;; Updating scores is done by looking for qtuples boundaries in all four
- ;; directions and then calling update-score-in-direction.
- ;; Finally all squares received the right increment, and then are up to
- ;; date, except possibly for SQUARE itself if we are taking a move back for
- ;; its score had been set to -1 at the time.
- (let* ((x (landmark-index-to-x square))
- (y (landmark-index-to-y square))
- (imin (max -4 (- 1 x)))
- (jmin (max -4 (- 1 y)))
- (imax (min 0 (- landmark-board-width x 4)))
- (jmax (min 0 (- landmark-board-height y 4))))
- (landmark-update-score-in-direction imin imax
- square 1 0 dval)
- (landmark-update-score-in-direction jmin jmax
- square 0 1 dval)
- (landmark-update-score-in-direction (max imin jmin) (min imax jmax)
- square 1 1 dval)
- (landmark-update-score-in-direction (max (- 1 y) -4
- (- x landmark-board-width))
- (min 0 (- x 5)
- (- landmark-board-height y 4))
- square -1 1 dval)))
- (defun landmark-update-score-in-direction (left right square dx dy dval)
- "Update scores for all squares in the qtuples in range.
- That is, those between the LEFTth square and the RIGHTth after SQUARE,
- along the DX, DY direction, considering that DVAL has been added on SQUARE."
- ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
- ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
- ;; DX,DY direction.
- (cond
- ((> left right)) ; Quit
- (t ; Else ..
- (let (depl square0 square1 square2 count delta)
- (setq depl (landmark-xy-to-index dx dy)
- square0 (+ square (* left depl))
- square1 (+ square (* right depl))
- square2 (+ square0 (* 4 depl)))
- ;; Compute the contents of the first qtuple:
- (setq square square0
- count 0)
- (while (<= square square2)
- (setq count (+ count (aref landmark-board square))
- square (+ square depl)))
- (while (<= square0 square1)
- ;; Update the squares of the qtuple beginning in SQUARE0 and ending
- ;; in SQUARE2.
- (setq delta (- (aref landmark-score-trans-table count)
- (aref landmark-score-trans-table (- count dval))))
- (cond ((not (zerop delta)) ; or else nothing to update
- (setq square square0)
- (while (<= square square2)
- (if (zerop (aref landmark-board square)) ; only for free squares
- (aset landmark-score-table square
- (+ (aref landmark-score-table square) delta)))
- (setq square (+ square depl)))))
- ;; Then shift the qtuple one square along DEPL, this only requires
- ;; modifying SQUARE0 and SQUARE2.
- (setq square2 (+ square2 depl)
- count (+ count (- (aref landmark-board square0))
- (aref landmark-board square2))
- square0 (+ square0 depl)))))))
- ;;;
- ;;; GAME CONTROL.
- ;;;
- ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
- ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
- ;; (anti-updating the score table) and to compute the table from scratch in
- ;; case of an interruption.
- (defvar landmark-game-in-progress nil
- "Non-nil if a game is in progress.")
- (defvar landmark-game-history nil
- "A record of all moves that have been played during current game.")
- (defvar landmark-number-of-moves nil
- "Number of moves already played in current game.")
- (defvar landmark-number-of-human-moves nil
- "Number of moves already played by human in current game.")
- (defvar landmark-emacs-played-first nil
- "Non-nil if Emacs played first.")
- (defvar landmark-human-took-back nil
- "Non-nil if Human took back a move during the game.")
- (defvar landmark-human-refused-draw nil
- "Non-nil if Human refused Emacs offer of a draw.")
- (defvar landmark-emacs-is-computing nil
- ;; This is used to detect interruptions. Hopefully, it should not be needed.
- "Non-nil if Emacs is in the middle of a computation.")
- (defun landmark-start-game (n m)
- "Initialize a new game on an N by M board."
- (setq landmark-emacs-is-computing t) ; Raise flag
- (setq landmark-game-in-progress t)
- (setq landmark-board-width n
- landmark-board-height m
- landmark-vector-length (1+ (* (+ m 2) (1+ n)))
- landmark-draw-limit (/ (* 7 n m) 10))
- (setq landmark-emacs-won nil
- landmark-game-history nil
- landmark-number-of-moves 0
- landmark-number-of-human-moves 0
- landmark-emacs-played-first nil
- landmark-human-took-back nil
- landmark-human-refused-draw nil)
- (landmark-init-display n m) ; Display first: the rest takes time
- (landmark-init-score-table) ; INIT-BOARD requires that the score
- (landmark-init-board) ; table be already created.
- (setq landmark-emacs-is-computing nil))
- (defun landmark-play-move (square val &optional dont-update-score)
- "Go to SQUARE, play VAL and update everything."
- (setq landmark-emacs-is-computing t) ; Raise flag
- (cond ((= 1 val) ; a Human move
- (setq landmark-number-of-human-moves (1+ landmark-number-of-human-moves)))
- ((zerop landmark-number-of-moves) ; an Emacs move. Is it first ?
- (setq landmark-emacs-played-first t)))
- (setq landmark-game-history
- (cons (cons square (aref landmark-score-table square))
- landmark-game-history)
- landmark-number-of-moves (1+ landmark-number-of-moves))
- (landmark-plot-square square val)
- (aset landmark-board square val) ; *BEFORE* UPDATE-SCORE !
- (if dont-update-score nil
- (landmark-update-score-table square val) ; previous val was 0: dval = val
- (aset landmark-score-table square -1))
- (setq landmark-emacs-is-computing nil))
- (defun landmark-take-back ()
- "Take back last move and update everything."
- (setq landmark-emacs-is-computing t)
- (let* ((last-move (car landmark-game-history))
- (square (car last-move))
- (oldval (aref landmark-board square)))
- (if (= 1 oldval)
- (setq landmark-number-of-human-moves (1- landmark-number-of-human-moves)))
- (setq landmark-game-history (cdr landmark-game-history)
- landmark-number-of-moves (1- landmark-number-of-moves))
- (landmark-plot-square square 0)
- (aset landmark-board square 0) ; *BEFORE* UPDATE-SCORE !
- (landmark-update-score-table square (- oldval))
- (aset landmark-score-table square (cdr last-move)))
- (setq landmark-emacs-is-computing nil))
- ;;;_ + SESSION CONTROL.
- (defvar landmark-number-of-trials 0
- "The number of times that landmark has been run.")
- (defvar landmark-sum-of-moves 0
- "The total number of moves made in all games.")
- (defvar landmark-number-of-emacs-wins 0
- "Number of games Emacs won in this session.")
- (defvar landmark-number-of-human-wins 0
- "Number of games you won in this session.")
- (defvar landmark-number-of-draws 0
- "Number of games already drawn in this session.")
- (defun landmark-terminate-game (result)
- "Terminate the current game with RESULT."
- (setq landmark-number-of-trials (1+ landmark-number-of-trials))
- (setq landmark-sum-of-moves (+ landmark-sum-of-moves landmark-number-of-moves))
- (if (eq result 'crash-game)
- (message
- "Sorry, I have been interrupted and cannot resume that game..."))
- (landmark-display-statistics)
- ;;(ding)
- (setq landmark-game-in-progress nil))
- (defun landmark-crash-game ()
- "What to do when Emacs detects it has been interrupted."
- (setq landmark-emacs-is-computing nil)
- (landmark-terminate-game 'crash-game)
- (sit-for 4) ; Let's see the message
- (landmark-prompt-for-other-game))
- ;;;_ + INTERACTIVE COMMANDS.
- (defun landmark-emacs-plays ()
- "Compute Emacs next move and play it."
- (interactive)
- (landmark-switch-to-window)
- (cond
- (landmark-emacs-is-computing
- (landmark-crash-game))
- ((not landmark-game-in-progress)
- (landmark-prompt-for-other-game))
- (t
- (message "Let me think...")
- (let (square score)
- (setq square (landmark-strongest-square))
- (cond ((null square)
- (landmark-terminate-game 'nobody-won))
- (t
- (setq score (aref landmark-score-table square))
- (landmark-play-move square 6)
- (cond ((>= score landmark-winning-threshold)
- (setq landmark-emacs-won t) ; for font-lock
- (landmark-find-filled-qtuple square 6)
- (landmark-terminate-game 'emacs-won))
- ((zerop score)
- (landmark-terminate-game 'nobody-won))
- ((and (> landmark-number-of-moves landmark-draw-limit)
- (not landmark-human-refused-draw)
- (landmark-offer-a-draw))
- (landmark-terminate-game 'draw-agreed))
- (t
- (landmark-prompt-for-move)))))))))
- ;; For small square dimensions this is approximate, since though measured in
- ;; pixels, event's (X . Y) is a character's top-left corner.
- (defun landmark-click (click)
- "Position at the square where you click."
- (interactive "e")
- (and (windowp (posn-window (setq click (event-end click))))
- (numberp (posn-point click))
- (select-window (posn-window click))
- (setq click (posn-col-row click))
- (landmark-goto-xy
- (min (max (/ (+ (- (car click)
- landmark-x-offset
- 1)
- (window-hscroll)
- landmark-square-width
- (% landmark-square-width 2)
- (/ landmark-square-width 2))
- landmark-square-width)
- 1)
- landmark-board-width)
- (min (max (/ (+ (- (cdr click)
- landmark-y-offset
- 1)
- (let ((inhibit-point-motion-hooks t))
- (count-lines 1 (window-start)))
- landmark-square-height
- (% landmark-square-height 2)
- (/ landmark-square-height 2))
- landmark-square-height)
- 1)
- landmark-board-height))))
- (defun landmark-mouse-play (click)
- "Play at the square where you click."
- (interactive "e")
- (if (landmark-click click)
- (landmark-human-plays)))
- (defun landmark-human-plays ()
- "Signal to the Landmark program that you have played.
- You must have put the cursor on the square where you want to play.
- If the game is finished, this command requests for another game."
- (interactive)
- (landmark-switch-to-window)
- (cond
- (landmark-emacs-is-computing
- (landmark-crash-game))
- ((not landmark-game-in-progress)
- (landmark-prompt-for-other-game))
- (t
- (let (square score)
- (setq square (landmark-point-square))
- (cond ((null square)
- (error "Your point is not on a square. Retry!"))
- ((not (zerop (aref landmark-board square)))
- (error "Your point is not on a free square. Retry!"))
- (t
- (setq score (aref landmark-score-table square))
- (landmark-play-move square 1)
- (cond ((and (>= score landmark-losing-threshold)
- ;; Just testing SCORE > THRESHOLD is not enough for
- ;; detecting wins, it just gives an indication that
- ;; we confirm with LANDMARK-FIND-FILLED-QTUPLE.
- (landmark-find-filled-qtuple square 1))
- (landmark-terminate-game 'human-won))
- (t
- (landmark-emacs-plays)))))))))
- (defun landmark-human-takes-back ()
- "Signal to the Landmark program that you wish to take back your last move."
- (interactive)
- (landmark-switch-to-window)
- (cond
- (landmark-emacs-is-computing
- (landmark-crash-game))
- ((not landmark-game-in-progress)
- (message "Too late for taking back...")
- (sit-for 4)
- (landmark-prompt-for-other-game))
- ((zerop landmark-number-of-human-moves)
- (message "You have not played yet... Your move?"))
- (t
- (message "One moment, please...")
- ;; It is possible for the user to let Emacs play several consecutive
- ;; moves, so that the best way to know when to stop taking back moves is
- ;; to count the number of human moves:
- (setq landmark-human-took-back t)
- (let ((number landmark-number-of-human-moves))
- (while (= number landmark-number-of-human-moves)
- (landmark-take-back)))
- (landmark-prompt-for-move))))
- (defun landmark-human-resigns ()
- "Signal to the Landmark program that you may want to resign."
- (interactive)
- (landmark-switch-to-window)
- (cond
- (landmark-emacs-is-computing
- (landmark-crash-game))
- ((not landmark-game-in-progress)
- (message "There is no game in progress"))
- ((y-or-n-p "You mean, you resign? ")
- (landmark-terminate-game 'human-resigned))
- ((y-or-n-p "You mean, we continue? ")
- (landmark-prompt-for-move))
- (t
- (landmark-terminate-game 'human-resigned)))) ; OK. Accept it
- ;;;_ + PROMPTING THE HUMAN PLAYER.
- (defun landmark-prompt-for-move ()
- "Display a message asking for Human's move."
- (message (if (zerop landmark-number-of-human-moves)
- "Your move? (move to a free square and hit X, RET ...)"
- "Your move?")))
- (defun landmark-prompt-for-other-game ()
- "Ask for another game, and start it."
- (if (y-or-n-p "Another game? ")
- (if (y-or-n-p "Retain learned weights ")
- (landmark 2)
- (landmark 1))
- (message "Chicken!")))
- (defun landmark-offer-a-draw ()
- "Offer a draw and return t if Human accepted it."
- (or (y-or-n-p "I offer you a draw. Do you accept it? ")
- (not (setq landmark-human-refused-draw t))))
- (defun landmark-max-width ()
- "Largest possible board width for the current window."
- (1+ (/ (- (window-width (selected-window))
- landmark-x-offset landmark-x-offset 1)
- landmark-square-width)))
- (defun landmark-max-height ()
- "Largest possible board height for the current window."
- (1+ (/ (- (window-height (selected-window))
- landmark-y-offset landmark-y-offset 2)
- ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
- landmark-square-height)))
- (defun landmark-point-y ()
- "Return the board row where point is."
- (let ((inhibit-point-motion-hooks t))
- (1+ (/ (- (count-lines 1 (point)) landmark-y-offset (if (bolp) 0 1))
- landmark-square-height))))
- (defun landmark-point-square ()
- "Return the index of the square point is on."
- (let ((inhibit-point-motion-hooks t))
- (landmark-xy-to-index (1+ (/ (- (current-column) landmark-x-offset)
- landmark-square-width))
- (landmark-point-y))))
- (defun landmark-goto-square (index)
- "Move point to square number INDEX."
- (landmark-goto-xy (landmark-index-to-x index) (landmark-index-to-y index)))
- (defun landmark-goto-xy (x y)
- "Move point to square at X, Y coords."
- (let ((inhibit-point-motion-hooks t))
- (goto-char (point-min))
- (forward-line (+ landmark-y-offset (* landmark-square-height (1- y)))))
- (move-to-column (+ landmark-x-offset (* landmark-square-width (1- x)))))
- (defun landmark-plot-square (square value)
- "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
- (or (= value 1)
- (landmark-goto-square square))
- (let ((inhibit-read-only t)
- (inhibit-point-motion-hooks t))
- (insert-and-inherit (cond ((= value 1) ?.)
- ((= value 2) ?N)
- ((= value 3) ?S)
- ((= value 4) ?E)
- ((= value 5) ?W)
- ((= value 6) ?^)))
- (and (zerop value)
- (add-text-properties (1- (point)) (point)
- '(mouse-face highlight
- help-echo "\
- mouse-1: get robot moving, mouse-2: play on this square")))
- (delete-char 1)
- (backward-char 1))
- (sit-for 0)) ; Display NOW
- (defun landmark-init-display (n m)
- "Display an N by M Landmark board."
- (buffer-disable-undo (current-buffer))
- (let ((inhibit-read-only t)
- (point 1) opoint
- (intangible t)
- (i m) j x)
- ;; Try to minimize number of chars (because of text properties)
- (setq tab-width
- (if (zerop (% landmark-x-offset landmark-square-width))
- landmark-square-width
- (max (/ (+ (% landmark-x-offset landmark-square-width)
- landmark-square-width 1) 2) 2)))
- (erase-buffer)
- (newline landmark-y-offset)
- (while (progn
- (setq j n
- x (- landmark-x-offset landmark-square-width))
- (while (>= (setq j (1- j)) 0)
- (insert-char ?\t (/ (- (setq x (+ x landmark-square-width))
- (current-column))
- tab-width))
- (insert-char ? (- x (current-column)))
- (if (setq intangible (not intangible))
- (put-text-property point (point) 'intangible 2))
- (and (zerop j)
- (= i (- m 2))
- (progn
- (while (>= i 3)
- (append-to-buffer (current-buffer) opoint (point))
- (setq i (- i 2)))
- (goto-char (point-max))))
- (setq point (point))
- (insert ?=)
- (add-text-properties point (point)
- '(mouse-face highlight help-echo "\
- mouse-1: get robot moving, mouse-2: play on this square")))
- (> (setq i (1- i)) 0))
- (if (= i (1- m))
- (setq opoint point))
- (insert-char ?\n landmark-square-height))
- (or (eq (char-after 1) ?.)
- (put-text-property 1 2 'point-entered
- (lambda (_x _y) (if (bobp) (forward-char)))))
- (or intangible
- (put-text-property point (point) 'intangible 2))
- (put-text-property point (point) 'point-entered
- (lambda (_x _y) (if (eobp) (backward-char))))
- (put-text-property (point-min) (point) 'category 'landmark-mode))
- (landmark-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
- (sit-for 0)) ; Display NOW
- (defun landmark-display-statistics ()
- "Obnoxiously display some statistics about previous games in mode line."
- ;; We store this string in the mode-line-process local variable.
- ;; This is certainly not the cleanest way out ...
- (setq mode-line-process
- (format ": Trials: %d, Avg#Moves: %d"
- landmark-number-of-trials
- (if (zerop landmark-number-of-trials)
- 0
- (/ landmark-sum-of-moves landmark-number-of-trials))))
- (force-mode-line-update))
- (defun landmark-switch-to-window ()
- "Find or create the Landmark buffer, and display it."
- (interactive)
- (let ((buff (get-buffer "*Landmark*")))
- (if buff ; Buffer exists:
- (switch-to-buffer buff) ; no problem.
- (if landmark-game-in-progress
- (landmark-crash-game)) ; buffer has been killed or something
- (switch-to-buffer "*Landmark*") ; Anyway, start anew.
- (landmark-mode))))
- ;;;_ + CROSSING WINNING QTUPLES.
- ;; When someone succeeds in filling a qtuple, we draw a line over the five
- ;; corresponding squares. One problem is that the program does not know which
- ;; squares ! It only knows the square where the last move has been played and
- ;; who won. The solution is to scan the board along all four directions.
- (defun landmark-find-filled-qtuple (square value)
- "Return t if SQUARE belongs to a qtuple filled with VALUEs."
- (or (landmark-check-filled-qtuple square value 1 0)
- (landmark-check-filled-qtuple square value 0 1)
- (landmark-check-filled-qtuple square value 1 1)
- (landmark-check-filled-qtuple square value -1 1)))
- (defun landmark-check-filled-qtuple (square value dx dy)
- "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
- (let ((a 0) (b 0)
- (left square) (right square)
- (depl (landmark-xy-to-index dx dy)))
- (while (and (> a -4) ; stretch tuple left
- (= value (aref landmark-board (setq left (- left depl)))))
- (setq a (1- a)))
- (while (and (< b (+ a 4)) ; stretch tuple right
- (= value (aref landmark-board (setq right (+ right depl)))))
- (setq b (1+ b)))
- (cond ((= b (+ a 4)) ; tuple length = 5 ?
- (landmark-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
- dx dy)
- t))))
- (defun landmark-cross-qtuple (square1 square2 dx dy)
- "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
- (save-excursion ; Not moving point from last square
- (let ((depl (landmark-xy-to-index dx dy))
- (inhibit-read-only t)
- (inhibit-point-motion-hooks t))
- ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
- (while (/= square1 square2)
- (landmark-goto-square square1)
- (setq square1 (+ square1 depl))
- (cond
- ((= dy 0) ; Horizontal
- (forward-char 1)
- (insert-char ?- (1- landmark-square-width) t)
- (delete-region (point) (progn
- (skip-chars-forward " \t")
- (point))))
- ((= dx 0) ; Vertical
- (let ((landmark-n 1)
- (column (current-column)))
- (while (< landmark-n landmark-square-height)
- (setq landmark-n (1+ landmark-n))
- (forward-line 1)
- (indent-to column)
- (insert-and-inherit ?|))))
- ((= dx -1) ; 1st Diagonal
- (indent-to (prog1 (- (current-column) (/ landmark-square-width 2))
- (forward-line (/ landmark-square-height 2))))
- (insert-and-inherit ?/))
- (t ; 2nd Diagonal
- (indent-to (prog1 (+ (current-column) (/ landmark-square-width 2))
- (forward-line (/ landmark-square-height 2))))
- (insert-and-inherit ?\\))))))
- (sit-for 0)) ; Display NOW
- ;;;_ + CURSOR MOTION.
- ;; previous-line and next-line don't work right with intangible newlines
- (defun landmark-move-down ()
- "Move point down one row on the Landmark board."
- (interactive)
- (if (< (landmark-point-y) landmark-board-height)
- (forward-line 1)));;; landmark-square-height)))
- (defun landmark-move-up ()
- "Move point up one row on the Landmark board."
- (interactive)
- (if (> (landmark-point-y) 1)
- (forward-line (- landmark-square-height))))
- (defun landmark-move-ne ()
- "Move point North East on the Landmark board."
- (interactive)
- (landmark-move-up)
- (forward-char))
- (defun landmark-move-se ()
- "Move point South East on the Landmark board."
- (interactive)
- (landmark-move-down)
- (forward-char))
- (defun landmark-move-nw ()
- "Move point North West on the Landmark board."
- (interactive)
- (landmark-move-up)
- (backward-char))
- (defun landmark-move-sw ()
- "Move point South West on the Landmark board."
- (interactive)
- (landmark-move-down)
- (backward-char))
- (defun landmark-beginning-of-line ()
- "Move point to first square on the Landmark board row."
- (interactive)
- (move-to-column landmark-x-offset))
- (defun landmark-end-of-line ()
- "Move point to last square on the Landmark board row."
- (interactive)
- (move-to-column (+ landmark-x-offset
- (* landmark-square-width (1- landmark-board-width)))))
- ;;;_ + Simulation variables
- ;;;_ - landmark-nvar
- (defvar landmark-nvar 0.0075
- "Not used.
- Affects a noise generator which was used in an earlier incarnation of
- this program to add a random element to the way moves were made.")
- ;;;_ - lists of cardinal directions
- ;;;_ :
- (defvar landmark-ns '(landmark-n landmark-s)
- "Used when doing something relative to the north and south axes.")
- (defvar landmark-ew '(landmark-e landmark-w)
- "Used when doing something relative to the east and west axes.")
- (defvar landmark-directions '(landmark-n landmark-s landmark-e landmark-w)
- "The cardinal directions.")
- (defvar landmark-8-directions
- '((landmark-n) (landmark-n landmark-w) (landmark-w) (landmark-s landmark-w)
- (landmark-s) (landmark-s landmark-e) (landmark-e) (landmark-n landmark-e))
- "The full 8 possible directions.")
- (defvar landmark-number-of-moves
- "The number of moves made by the robot so far.")
- ;;;_* Terry's mods to create lm.el
- ;;;(setq landmark-debug nil)
- (defvar landmark-debug nil
- "If non-nil, debugging is printed.")
- (defcustom landmark-one-moment-please nil
- "If non-nil, print \"One moment please\" when a new board is generated.
- The drawback of this is you don't see how many moves the last run took
- because it is overwritten by \"One moment please\"."
- :type 'boolean
- :group 'landmark)
- (defcustom landmark-output-moves t
- "If non-nil, output number of moves so far on a move-by-move basis."
- :type 'boolean
- :group 'landmark)
- (defun landmark-weights-debug ()
- (if landmark-debug
- (progn (landmark-print-wts) (landmark-blackbox) (landmark-print-y-s-noise)
- (landmark-print-smell))))
- ;;;_ - Printing various things
- (defun landmark-print-distance-int (direction)
- (interactive)
- (insert (format "%S %S " direction (get direction 'distance))))
- (defun landmark-print-distance ()
- (insert (format "tree: %S \n" (calc-distance-of-robot-from 'landmark-tree)))
- (mapc 'landmark-print-distance-int landmark-directions))
- ;;(setq direction 'landmark-n)
- ;;(get 'landmark-n 'landmark-s)
- (defun landmark-nslify-wts-int (direction)
- (mapcar (lambda (target-direction)
- (get direction target-direction))
- landmark-directions))
- (defun landmark-nslify-wts ()
- (interactive)
- (let ((l (apply 'append (mapcar 'landmark-nslify-wts-int landmark-directions))))
- (insert (format "set data_value WTS \n %s \n" l))
- (insert (format "/* max: %S min: %S */"
- (eval (cons 'max l)) (eval (cons 'min l))))))
- (defun landmark-print-wts-int (direction)
- (mapc (lambda (target-direction)
- (insert (format "%S %S %S "
- direction
- target-direction
- (get direction target-direction))))
- landmark-directions)
- (insert "\n"))
- (defun landmark-print-wts ()
- (interactive)
- (with-current-buffer "*landmark-wts*"
- (insert "==============================\n")
- (mapc 'landmark-print-wts-int landmark-directions)))
- (defun landmark-print-moves (moves)
- (interactive)
- (with-current-buffer "*landmark-moves*"
- (insert (format "%S\n" moves))))
- (defun landmark-print-y-s-noise-int (direction)
- (insert (format "%S:landmark-y %S, s %S, noise %S \n"
- (symbol-name direction)
- (get direction 'y_t)
- (get direction 's)
- (get direction 'noise)
- )))
- (defun landmark-print-y-s-noise ()
- (interactive)
- (with-current-buffer "*landmark-y,s,noise*"
- (insert "==============================\n")
- (mapc 'landmark-print-y-s-noise-int landmark-directions)))
- (defun landmark-print-smell-int (direction)
- (insert (format "%S: smell: %S \n"
- (symbol-name direction)
- (get direction 'smell))))
- (defun landmark-print-smell ()
- (interactive)
- (with-current-buffer "*landmark-smell*"
- (insert "==============================\n")
- (insert (format "tree: %S \n" (get 'z 't)))
- (mapc 'landmark-print-smell-int landmark-directions)))
- (defun landmark-print-w0-int (direction)
- (insert (format "%S: w0: %S \n"
- (symbol-name direction)
- (get direction 'w0))))
- (defun landmark-print-w0 ()
- (interactive)
- (with-current-buffer "*landmark-w0*"
- (insert "==============================\n")
- (mapc 'landmark-print-w0-int landmark-directions)))
- (defun landmark-blackbox ()
- (with-current-buffer "*landmark-blackbox*"
- (insert "==============================\n")
- (insert "I smell: ")
- (mapc (lambda (direction)
- (if (> (get direction 'smell) 0)
- (insert (format "%S " direction))))
- landmark-directions)
- (insert "\n")
- (insert "I move: ")
- (mapc (lambda (direction)
- (if (> (get direction 'y_t) 0)
- (insert (format "%S " direction))))
- landmark-directions)
- (insert "\n")
- (landmark-print-wts-blackbox)
- (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
- (landmark-print-distance)
- (insert "\n")))
- (defun landmark-print-wts-blackbox ()
- (interactive)
- (mapc 'landmark-print-wts-int landmark-directions))
- ;;;_ - learning parameters
- (defcustom landmark-bound 0.005
- "The maximum that w0j may be."
- :type 'number
- :group 'landmark)
- (defcustom landmark-c 1.0
- "A factor applied to modulate the increase in wij.
- Used in the function landmark-update-normal-weights."
- :type 'number
- :group 'landmark)
- (defcustom landmark-c-naught 0.5
- "A factor applied to modulate the increase in w0j.
- Used in the function landmark-update-naught-weights."
- :type 'number
- :group 'landmark)
- (defvar landmark-initial-w0 0.0)
- (defvar landmark-initial-wij 0.0)
- (defcustom landmark-no-payoff 0
- "The amount of simulation cycles that have occurred with no movement.
- Used to move the robot when he is stuck in a rut for some reason."
- :type 'integer
- :group 'landmark)
- (defcustom landmark-max-stall-time 2
- "The maximum number of cycles that the robot can remain stuck in a place.
- After this limit is reached, landmark-random-move is called to push him out of it."
- :type 'integer
- :group 'landmark)
- ;;;_ + Randomizing functions
- ;;;_ - landmark-flip-a-coin ()
- (defun landmark-flip-a-coin ()
- (if (> (random 5000) 2500)
- -1
- 1))
- ;;;_ : landmark-very-small-random-number ()
- ;(defun landmark-very-small-random-number ()
- ; (/
- ; (* (/ (random 900000) 900000.0) .0001)))
- ;;;_ : landmark-randomize-weights-for (direction)
- (defun landmark-randomize-weights-for (direction)
- (mapc (lambda (target-direction)
- (put direction
- target-direction
- (* (landmark-flip-a-coin) (/ (random 10000) 10000.0))))
- landmark-directions))
- ;;;_ : landmark-noise ()
- (defun landmark-noise ()
- (* (- (/ (random 30001) 15000.0) 1) landmark-nvar))
- ;;;_ : landmark-fix-weights-for (direction)
- (defun landmark-fix-weights-for (direction)
- (mapc (lambda (target-direction)
- (put direction
- target-direction
- landmark-initial-wij))
- landmark-directions))
- ;;;_ + Plotting functions
- ;;;_ - landmark-plot-internal (sym)
- (defun landmark-plot-internal (sym)
- (landmark-plot-square (landmark-xy-to-index
- (get sym 'x)
- (get sym 'y))
- (get sym 'sym)))
- ;;;_ - landmark-plot-landmarks ()
- (defun landmark-plot-landmarks ()
- (setq landmark-cx (/ landmark-board-width 2))
- (setq landmark-cy (/ landmark-board-height 2))
- (put 'landmark-n 'x landmark-cx)
- (put 'landmark-n 'y 1)
- (put 'landmark-n 'sym 2)
- (put 'landmark-tree 'x landmark-cx)
- (put 'landmark-tree 'y landmark-cy)
- (put 'landmark-tree 'sym 6)
- (put 'landmark-s 'x landmark-cx)
- (put 'landmark-s 'y landmark-board-height)
- (put 'landmark-s 'sym 3)
- (put 'landmark-w 'x 1)
- (put 'landmark-w 'y (/ landmark-board-height 2))
- (put 'landmark-w 'sym 5)
- (put 'landmark-e 'x landmark-board-width)
- (put 'landmark-e 'y (/ landmark-board-height 2))
- (put 'landmark-e 'sym 4)
- (mapc 'landmark-plot-internal '(landmark-n landmark-s landmark-e landmark-w landmark-tree)))
- ;;;_ + Distance-calculation functions
- ;;;_ - square (a)
- (defun square (a)
- (* a a))
- ;;;_ - distance (x x0 y y0)
- (defun distance (x x0 y y0)
- (sqrt (+ (square (- x x0)) (square (- y y0)))))
- ;;;_ - calc-distance-of-robot-from (direction)
- (defun calc-distance-of-robot-from (direction)
- (put direction 'distance
- (distance (get direction 'x)
- (landmark-index-to-x (landmark-point-square))
- (get direction 'y)
- (landmark-index-to-y (landmark-point-square)))))
- ;;;_ - calc-smell-internal (sym)
- (defun calc-smell-internal (sym)
- (let ((r (get sym 'r))
- (d (calc-distance-of-robot-from sym)))
- (if (> (* 0.5 (- 1 (/ d r))) 0)
- (* 0.5 (- 1 (/ d r)))
- 0)))
- ;;;_ + Learning (neural) functions
- (defun landmark-f (x)
- (cond
- ((> x landmark-bound) landmark-bound)
- ((< x 0.0) 0.0)
- (t x)))
- (defun landmark-y (direction)
- (put direction 'noise (landmark-noise))
- (put direction 'y_t
- (if (> (get direction 's) 0.0)
- 1.0
- 0.0)))
- (defun landmark-update-normal-weights (direction)
- (mapc (lambda (target-direction)
- (put direction target-direction
- (+
- (get direction target-direction)
- (* landmark-c
- (- (get 'z 't) (get 'z 't-1))
- (get target-direction 'y_t)
- (get direction 'smell)))))
- landmark-directions))
- (defun landmark-update-naught-weights (direction)
- (mapc (lambda (_target-direction)
- (put direction 'w0
- (landmark-f
- (+
- (get direction 'w0)
- (* landmark-c-naught
- (- (get 'z 't) (get 'z 't-1))
- (get direction 'y_t))))))
- landmark-directions))
- ;;;_ + Statistics gathering and creating functions
- (defun landmark-calc-current-smells ()
- (mapc (lambda (direction)
- (put direction 'smell (calc-smell-internal direction)))
- landmark-directions))
- (defun landmark-calc-payoff ()
- (put 'z 't-1 (get 'z 't))
- (put 'z 't (calc-smell-internal 'landmark-tree))
- (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
- (incf landmark-no-payoff)
- (setf landmark-no-payoff 0)))
- (defun landmark-store-old-y_t ()
- (mapc (lambda (direction)
- (put direction 'y_t-1 (get direction 'y_t)))
- landmark-directions))
- ;;;_ + Functions to move robot
- (defun landmark-confidence-for (target-direction)
- (apply '+
- (get target-direction 'w0)
- (mapcar (lambda (direction)
- (*
- (get direction target-direction)
- (get direction 'smell)))
- landmark-directions)))
- (defun landmark-calc-confidences ()
- (mapc (lambda (direction)
- (put direction 's (landmark-confidence-for direction)))
- landmark-directions))
- (defun landmark-move ()
- (if (and (= (get 'landmark-n 'y_t) 1.0) (= (get 'landmark-s 'y_t) 1.0))
- (progn
- (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ns)
- (if landmark-debug
- (message "n-s normalization."))))
- (if (and (= (get 'landmark-w 'y_t) 1.0) (= (get 'landmark-e 'y_t) 1.0))
- (progn
- (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ew)
- (if landmark-debug
- (message "e-w normalization"))))
- (mapc (lambda (pair)
- (if (> (get (car pair) 'y_t) 0)
- (funcall (car (cdr pair)))))
- '(
- (landmark-n landmark-move-up)
- (landmark-s landmark-move-down)
- (landmark-e forward-char)
- (landmark-w backward-char)))
- (landmark-plot-square (landmark-point-square) 1)
- (incf landmark-number-of-moves)
- (if landmark-output-moves
- (message "Moves made: %d" landmark-number-of-moves)))
- (defun landmark-random-move ()
- (mapc
- (lambda (direction) (put direction 'y_t 0))
- landmark-directions)
- (dolist (direction (nth (random 8) landmark-8-directions))
- (put direction 'y_t 1.0))
- (landmark-move))
- (defun landmark-amble-robot ()
- (interactive)
- (while (> (calc-distance-of-robot-from 'landmark-tree) 0)
- (landmark-store-old-y_t)
- (landmark-calc-current-smells)
- (if (> landmark-no-payoff landmark-max-stall-time)
- (landmark-random-move)
- (progn
- (landmark-calc-confidences)
- (mapc 'landmark-y landmark-directions)
- (landmark-move)))
- (landmark-calc-payoff)
- (mapc 'landmark-update-normal-weights landmark-directions)
- (mapc 'landmark-update-naught-weights landmark-directions)
- (if landmark-debug
- (landmark-weights-debug)))
- (landmark-terminate-game nil))
- ;;;_ - landmark-start-robot ()
- (defun landmark-start-robot ()
- "Signal to the Landmark program that you have played.
- You must have put the cursor on the square where you want to play.
- If the game is finished, this command requests for another game."
- (interactive)
- (landmark-switch-to-window)
- (cond
- (landmark-emacs-is-computing
- (landmark-crash-game))
- ((not landmark-game-in-progress)
- (landmark-prompt-for-other-game))
- (t
- (let (square)
- (setq square (landmark-point-square))
- (cond ((null square)
- (error "Your point is not on a square. Retry!"))
- ((not (zerop (aref landmark-board square)))
- (error "Your point is not on a free square. Retry!"))
- (t
- (progn
- (landmark-plot-square square 1)
- (landmark-store-old-y_t)
- (landmark-calc-current-smells)
- (put 'z 't (calc-smell-internal 'landmark-tree))
- (landmark-random-move)
- (landmark-calc-payoff)
- (mapc 'landmark-update-normal-weights landmark-directions)
- (mapc 'landmark-update-naught-weights landmark-directions)
- (landmark-amble-robot)
- )))))))
- ;;;_ + Misc functions
- ;;;_ - landmark-init (auto-start save-weights)
- (defvar landmark-tree-r "")
- (defun landmark-init (auto-start save-weights)
- (setq landmark-number-of-moves 0)
- (landmark-plot-landmarks)
- (if landmark-debug
- (save-current-buffer
- (set-buffer (get-buffer-create "*landmark-w0*"))
- (erase-buffer)
- (set-buffer (get-buffer-create "*landmark-moves*"))
- (set-buffer (get-buffer-create "*landmark-wts*"))
- (erase-buffer)
- (set-buffer (get-buffer-create "*landmark-y,s,noise*"))
- (erase-buffer)
- (set-buffer (get-buffer-create "*landmark-smell*"))
- (erase-buffer)
- (set-buffer (get-buffer-create "*landmark-blackbox*"))
- (erase-buffer)
- (set-buffer (get-buffer-create "*landmark-distance*"))
- (erase-buffer)))
- (landmark-set-landmark-signal-strengths)
- (dolist (direction landmark-directions)
- (put direction 'y_t 0.0))
- (if (not save-weights)
- (progn
- (mapc 'landmark-fix-weights-for landmark-directions)
- (dolist (direction landmark-directions)
- (put direction 'w0 landmark-initial-w0)))
- (message "Weights preserved for this run."))
- (if auto-start
- (progn
- (landmark-goto-xy (1+ (random landmark-board-width)) (1+ (random landmark-board-height)))
- (landmark-start-robot))))
- ;;;_ - something which doesn't work
- ; no-a-worka!!
- ;(defun landmark-sum-list (list)
- ; (if (> (length list) 0)
- ; (+ (car list) (landmark-sum-list (cdr list)))
- ; 0))
- ; this a worka!
- ; (eval (cons '+ list))
- ;;;_ - landmark-set-landmark-signal-strengths ()
- ;;; on a screen higher than wide, I noticed that the robot would amble
- ;;; left and right and not move forward. examining *landmark-blackbox*
- ;;; revealed that there was no scent from the north and south
- ;;; landmarks, hence, they need less factoring down of the effect of
- ;;; distance on scent.
- (defun landmark-set-landmark-signal-strengths ()
- (setq landmark-tree-r (* (sqrt (+ (square landmark-cx) (square landmark-cy))) 1.5))
- (mapc (lambda (direction)
- (put direction 'r (* landmark-cx 1.1)))
- landmark-ew)
- (mapc (lambda (direction)
- (put direction 'r (* landmark-cy 1.1)))
- landmark-ns)
- (put 'landmark-tree 'r landmark-tree-r))
- ;;;_ + landmark-test-run ()
- ;;;###autoload
- (defalias 'landmark-repeat 'landmark-test-run)
- ;;;###autoload
- (defun landmark-test-run ()
- "Run 100 Landmark games, each time saving the weights from the previous game."
- (interactive)
- (landmark 1)
- (dotimes (scratch-var 100)
- (landmark 2)))
- ;;;###autoload
- (defun landmark (parg)
- "Start or resume an Landmark game.
- If a game is in progress, this command allows you to resume it.
- Here is the relation between prefix args and game options:
- prefix arg | robot is auto-started | weights are saved from last game
- ---------------------------------------------------------------------
- none / 1 | yes | no
- 2 | yes | yes
- 3 | no | yes
- 4 | no | no
- You start by moving to a square and typing \\[landmark-start-robot],
- if you did not use a prefix arg to ask for automatic start.
- Use \\[describe-mode] for more info."
- (interactive "p")
- (setf landmark-n nil landmark-m nil)
- (landmark-switch-to-window)
- (cond
- (landmark-emacs-is-computing
- (landmark-crash-game))
- ((or (not landmark-game-in-progress)
- (<= landmark-number-of-moves 2))
- (let ((max-width (landmark-max-width))
- (max-height (landmark-max-height)))
- (or landmark-n (setq landmark-n max-width))
- (or landmark-m (setq landmark-m max-height))
- (cond ((< landmark-n 1)
- (error "I need at least 1 column"))
- ((< landmark-m 1)
- (error "I need at least 1 row"))
- ((> landmark-n max-width)
- (error "I cannot display %d columns in that window" landmark-n)))
- (if (and (> landmark-m max-height)
- (not (eq landmark-m landmark-saved-board-height))
- ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
- (not (y-or-n-p (format "Do you really want %d rows? " landmark-m))))
- (setq landmark-m max-height)))
- (if landmark-one-moment-please
- (message "One moment, please..."))
- (landmark-start-game landmark-n landmark-m)
- (eval (cons 'landmark-init
- (cond
- ((= parg 1) '(t nil))
- ((= parg 2) '(t t))
- ((= parg 3) '(nil t))
- ((= parg 4) '(nil nil))
- (t '(nil t))))))))
- ;;;_ + Local variables
- ;;; The following `allout-layout' local variable setting:
- ;;; - closes all topics from the first topic to just before the third-to-last,
- ;;; - shows the children of the third to last (config vars)
- ;;; - and the second to last (code section),
- ;;; - and closes the last topic (this local-variables section).
- ;;;Local variables:
- ;;;allout-layout: (0 : -1 -1 0)
- ;;;End:
- (random t)
- (provide 'landmark)
- ;;; landmark.el ends here
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