X-Git-Url: https://code.delx.au/gnu-emacs-elpa/blobdiff_plain/473ac7df2829ff5648aeff5e5c8be4d3289d2097..a5361bf4595b7c0136999e35b3ec32f7deb5aff9:/packages/landmark/landmark.el diff --git a/packages/landmark/landmark.el b/packages/landmark/landmark.el new file mode 100644 index 000000000..2a64cdfe8 --- /dev/null +++ b/packages/landmark/landmark.el @@ -0,0 +1,1684 @@ +;;; landmark.el --- Neural-network robot that learns landmarks -*- lexical-binding:t -*- + +;; Copyright (C) 1996-1997, 2000-2015 Free Software Foundation, Inc. + +;; Author: Terrence Brannon (was: ) +;; Created: December 16, 1996 - first release to usenet +;; Keywords: games, neural network, adaptive search, chemotaxis +;; Version: 1.0 + +;; 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 . + + +;;; Commentary: + +;; To try this, just type: M-x landmark-test-run + +;; 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 for this +;; concise problem description. + +;;;_* Require +(eval-when-compile (require 'cl-lib)) + +;;;_* 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.") + +;; This one is for when they set view-read-only to t: Landmark cannot +;; allow View Mode to be activated in its buffer. +(define-derived-mode landmark-mode special-mode "Lm" + "Major mode for playing Lm 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'." + (landmark-display-statistics) + (setq-local font-lock-defaults '(landmark-font-lock-keywords t)) + (setq buffer-read-only t) + (add-hook 'post-command-hook #'landmark--intangible nil t)) + + +;;;_ + 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 (landmark-strongest-square)) + score) + (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) + (count-lines (point-min) (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 (landmark-point-square)) + score) + (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) + 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) + 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." + (1+ (/ (- (count-lines (point-min) (point)) + landmark-y-offset (if (bolp) 0 1)) + landmark-square-height))) + +(defun landmark-point-square () + "Return the index of the square point is on." + (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." + (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)) + (insert (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 (point-min)) opoint + (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) + (insert-char ?\n 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 ?\s (- x (current-column))) + (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)) + (insert-char ?\n)) + (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)) + ;; 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 ?|)))) + ((= dx -1) ; 1st Diagonal + (indent-to (prog1 (- (current-column) (/ landmark-square-width 2)) + (forward-line (/ landmark-square-height 2)))) + (insert ?/)) + (t ; 2nd Diagonal + (indent-to (prog1 (+ (current-column) (/ landmark-square-width 2)) + (forward-line (/ landmark-square-height 2)))) + (insert ?\\)))))) + (sit-for 0)) ; Display NOW + + +;;;_ + CURSOR MOTION. + +(defvar-local landmark--last-pos 0) + +(defconst landmark--intangible-chars "- \t\n|/\\\\") + +(defun landmark--intangible () + (when (or (eobp) + (save-excursion + (not (zerop (skip-chars-forward landmark--intangible-chars))))) + (if (<= landmark--last-pos (point)) ;Moving forward. + (progn + (skip-chars-forward landmark--intangible-chars) + (when (eobp) + (skip-chars-backward landmark--intangible-chars) + (forward-char -1))) + (skip-chars-backward landmark--intangible-chars) + (if (bobp) + (skip-chars-forward landmark--intangible-chars) + (forward-char -1)))) + (setq landmark--last-pos (point))) + +;; 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) + (let ((col (current-column))) + (forward-line 1) ;;; landmark-square-height + (move-to-column col)))) + +(defun landmark-move-up () + "Move point up one row on the Landmark board." + (interactive) + (if (> (landmark-point-y) 1) + (let ((col (current-column))) + (forward-line (- landmark-square-height)) + (move-to-column col)))) + +(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" (landmark-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 + +;;;_ - distance (x x0 y y0) +(defun landmark--distance (x x0 y y0) + (let ((dx (- x x0)) (dy (- y y0))) + (sqrt (+ (* dx dx) (* dy dy))))) + +;;;_ - landmark-calc-distance-of-robot-from (direction) +(defun landmark-calc-distance-of-robot-from (direction) + (put direction 'distance + (landmark--distance (get direction 'x) + (landmark-index-to-x (landmark-point-square)) + (get direction 'y) + (landmark-index-to-y (landmark-point-square))))) + +;;;_ - landmark-calc-smell-internal (sym) +(defun landmark-calc-smell-internal (sym) + (let ((r (get sym 'r)) + (d (landmark-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 (landmark-calc-smell-internal direction))) + landmark-directions)) + +(defun landmark-calc-payoff () + (put 'z 't-1 (get 'z 't)) + (put 'z 't (landmark-calc-smell-internal 'landmark-tree)) + (if (= (- (get 'z 't) (get 'z 't-1)) 0.0) + (cl-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) + (when (> (get (car pair) 'y_t) 0) + (funcall (car (cdr pair))) + (landmark--intangible))) + '( + (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) + (cl-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 (> (landmark-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 (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 (landmark-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 (+ (* landmark-cx landmark-cx) + (* landmark-cy 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 (_ 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: + +(provide 'landmark) + +;;; landmark.el ends here