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1 ;;; landmark.el --- neural-network robot that learns landmarks
2
3 ;; Copyright (C) 1996, 1997, 2000, 2001, 2002, 2003, 2004, 2005, 2006,
4 ;; 2007, 2008, 2009, 2010, 2011 Free Software Foundation, Inc.
5
6 ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
7 ;; Created: December 16, 1996 - first release to usenet
8 ;; Keywords: games, gomoku, neural network, adaptive search, chemotaxis
9
10 ;;;_* Usage
11 ;;; Just type
12 ;;; M-x eval-buffer
13 ;;; M-x landmark-test-run
14
15
16 ;; This file is part of GNU Emacs.
17
18 ;; GNU Emacs is free software: you can redistribute it and/or modify
19 ;; it under the terms of the GNU General Public License as published by
20 ;; the Free Software Foundation, either version 3 of the License, or
21 ;; (at your option) any later version.
22
23 ;; GNU Emacs is distributed in the hope that it will be useful,
24 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
25 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
26 ;; GNU General Public License for more details.
27
28 ;; You should have received a copy of the GNU General Public License
29 ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
30
31
32 ;;; Commentary:
33 ;; Landmark is a relatively non-participatory game in which a robot
34 ;; attempts to maneuver towards a tree at the center of the window
35 ;; based on unique olfactory cues from each of the 4 directions. If
36 ;; the smell of the tree increases, then the weights in the robot's
37 ;; brain are adjusted to encourage this odor-driven behavior in the
38 ;; future. If the smell of the tree decreases, the robots weights are
39 ;; adjusted to discourage a correct move.
40
41 ;; In laymen's terms, the search space is initially flat. The point
42 ;; of training is to "turn up the edges of the search space" so that
43 ;; the robot rolls toward the center.
44
45 ;; Further, do not become alarmed if the robot appears to oscillate
46 ;; back and forth between two or a few positions. This simply means
47 ;; it is currently caught in a local minimum and is doing its best to
48 ;; work its way out.
49
50 ;; The version of this program as described has a small problem. a
51 ;; move in a net direction can produce gross credit assignment. for
52 ;; example, if moving south will produce positive payoff, then, if in
53 ;; a single move, one moves east,west and south, then both east and
54 ;; west will be improved when they shouldn't
55
56 ;; Many thanks to Yuri Pryadkin <yuri@rana.usc.edu> for this
57 ;; concise problem description.
58
59 ;;;_* Require
60 (eval-when-compile (require 'cl))
61
62 ;;;_* From Gomoku
63
64 ;;; Code:
65
66 (defgroup landmark nil
67 "Neural-network robot that learns landmarks."
68 :prefix "landmark-"
69 :group 'games)
70
71 ;;;_ + THE BOARD.
72
73 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
74 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
75 ;; containing padding squares (coded with -1). These squares allow us to
76 ;; detect when we are trying to move out of the board. We denote a square by
77 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
78 ;; leftmost topmost square has coords (1,1) and index landmark-board-width + 2.
79 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
80 ;; one DEPL (the difference between indexes).
81
82 (defvar landmark-board-width nil
83 "Number of columns on the Landmark board.")
84 (defvar landmark-board-height nil
85 "Number of lines on the Landmark board.")
86
87 (defvar landmark-board nil
88 "Vector recording the actual state of the Landmark board.")
89
90 (defvar landmark-vector-length nil
91 "Length of landmark-board vector.")
92
93 (defvar landmark-draw-limit nil
94 ;; This is usually set to 70% of the number of squares.
95 "After how many moves will Emacs offer a draw?")
96
97 (defvar landmark-cx 0
98 "This is the x coordinate of the center of the board.")
99
100 (defvar landmark-cy 0
101 "This is the y coordinate of the center of the board.")
102
103 (defvar landmark-m 0
104 "This is the x dimension of the playing board.")
105
106 (defvar landmark-n 0
107 "This is the y dimension of the playing board.")
108
109
110 (defun landmark-xy-to-index (x y)
111 "Translate X, Y cartesian coords into the corresponding board index."
112 (+ (* y landmark-board-width) x y))
113
114 (defun landmark-index-to-x (index)
115 "Return corresponding x-coord of board INDEX."
116 (% index (1+ landmark-board-width)))
117
118 (defun landmark-index-to-y (index)
119 "Return corresponding y-coord of board INDEX."
120 (/ index (1+ landmark-board-width)))
121
122 (defun landmark-init-board ()
123 "Create the landmark-board vector and fill it with initial values."
124 (setq landmark-board (make-vector landmark-vector-length 0))
125 ;; Every square is 0 (i.e. empty) except padding squares:
126 (let ((i 0) (ii (1- landmark-vector-length)))
127 (while (<= i landmark-board-width) ; The squares in [0..width] and in
128 (aset landmark-board i -1) ; [length - width - 1..length - 1]
129 (aset landmark-board ii -1) ; are padding squares.
130 (setq i (1+ i)
131 ii (1- ii))))
132 (let ((i 0))
133 (while (< i landmark-vector-length)
134 (aset landmark-board i -1) ; and also all k*(width+1)
135 (setq i (+ i landmark-board-width 1)))))
136
137 ;;;_ + DISPLAYING THE BOARD.
138
139 ;; You may change these values if you have a small screen or if the squares
140 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
141
142 (defconst landmark-square-width 2
143 "*Horizontal spacing between squares on the Landmark board.")
144
145 (defconst landmark-square-height 1
146 "*Vertical spacing between squares on the Landmark board.")
147
148 (defconst landmark-x-offset 3
149 "*Number of columns between the Landmark board and the side of the window.")
150
151 (defconst landmark-y-offset 1
152 "*Number of lines between the Landmark board and the top of the window.")
153
154
155 ;;;_ + LANDMARK MODE AND KEYMAP.
156
157 (defcustom landmark-mode-hook nil
158 "If non-nil, its value is called on entry to Landmark mode."
159 :type 'hook
160 :group 'landmark)
161
162 (defvar landmark-mode-map
163 (let ((map (make-sparse-keymap)))
164 ;; Key bindings for cursor motion.
165 (define-key map "y" 'landmark-move-nw) ; y
166 (define-key map "u" 'landmark-move-ne) ; u
167 (define-key map "b" 'landmark-move-sw) ; b
168 (define-key map "n" 'landmark-move-se) ; n
169 (define-key map "h" 'backward-char) ; h
170 (define-key map "l" 'forward-char) ; l
171 (define-key map "j" 'landmark-move-down) ; j
172 (define-key map "k" 'landmark-move-up) ; k
173
174 (define-key map [kp-7] 'landmark-move-nw)
175 (define-key map [kp-9] 'landmark-move-ne)
176 (define-key map [kp-1] 'landmark-move-sw)
177 (define-key map [kp-3] 'landmark-move-se)
178 (define-key map [kp-4] 'backward-char)
179 (define-key map [kp-6] 'forward-char)
180 (define-key map [kp-2] 'landmark-move-down)
181 (define-key map [kp-8] 'landmark-move-up)
182
183 (define-key map "\C-n" 'landmark-move-down) ; C-n
184 (define-key map "\C-p" 'landmark-move-up) ; C-p
185
186 ;; Key bindings for entering Human moves.
187 (define-key map "X" 'landmark-human-plays) ; X
188 (define-key map "x" 'landmark-human-plays) ; x
189
190 (define-key map " " 'landmark-start-robot) ; SPC
191 (define-key map [down-mouse-1] 'landmark-start-robot)
192 (define-key map [drag-mouse-1] 'landmark-click)
193 (define-key map [mouse-1] 'landmark-click)
194 (define-key map [down-mouse-2] 'landmark-click)
195 (define-key map [mouse-2] 'landmark-mouse-play)
196 (define-key map [drag-mouse-2] 'landmark-mouse-play)
197
198 (define-key map [remap previous-line] 'landmark-move-up)
199 (define-key map [remap next-line] 'landmark-move-down)
200 (define-key map [remap beginning-of-line] 'landmark-beginning-of-line)
201 (define-key map [remap end-of-line] 'landmark-end-of-line)
202 (define-key map [remap undo] 'landmark-human-takes-back)
203 (define-key map [remap advertised-undo] 'landmark-human-takes-back)
204 map)
205 "Local keymap to use in Landmark mode.")
206
207
208
209 (defvar landmark-emacs-won ()
210 "*For making font-lock use the winner's face for the line.")
211
212 (defface landmark-font-lock-face-O '((((class color)) :foreground "red")
213 (t :weight bold))
214 "Face to use for Emacs' O."
215 :version "22.1"
216 :group 'landmark)
217
218 (defface landmark-font-lock-face-X '((((class color)) :foreground "green")
219 (t :weight bold))
220 "Face to use for your X."
221 :version "22.1"
222 :group 'landmark)
223
224 (defvar landmark-font-lock-keywords
225 '(("O" . 'landmark-font-lock-face-O)
226 ("X" . 'landmark-font-lock-face-X)
227 ("[-|/\\]" 0 (if landmark-emacs-won
228 'landmark-font-lock-face-O
229 'landmark-font-lock-face-X)))
230 "*Font lock rules for Landmark.")
231
232 (put 'landmark-mode 'front-sticky
233 (put 'landmark-mode 'rear-nonsticky '(intangible)))
234 (put 'landmark-mode 'intangible 1)
235 ;; This one is for when they set view-read-only to t: Landmark cannot
236 ;; allow View Mode to be activated in its buffer.
237 (put 'landmark-mode 'mode-class 'special)
238
239 (defun landmark-mode ()
240 "Major mode for playing Landmark against Emacs.
241 You and Emacs play in turn by marking a free square. You mark it with X
242 and Emacs marks it with O. The winner is the first to get five contiguous
243 marks horizontally, vertically or in diagonal.
244
245 You play by moving the cursor over the square you choose and hitting \\[landmark-human-plays].
246
247 Other useful commands:
248 \\{landmark-mode-map}
249 Entry to this mode calls the value of `landmark-mode-hook' if that value
250 is non-nil. One interesting value is `turn-on-font-lock'."
251 (interactive)
252 (kill-all-local-variables)
253 (setq major-mode 'landmark-mode
254 mode-name "Landmark")
255 (landmark-display-statistics)
256 (use-local-map landmark-mode-map)
257 (make-local-variable 'font-lock-defaults)
258 (setq font-lock-defaults '(landmark-font-lock-keywords t)
259 buffer-read-only t)
260 (run-mode-hooks 'landmark-mode-hook))
261
262
263 ;;;_ + THE SCORE TABLE.
264
265
266 ;; Every (free) square has a score associated to it, recorded in the
267 ;; LANDMARK-SCORE-TABLE vector. The program always plays in the square having
268 ;; the highest score.
269
270 (defvar landmark-score-table nil
271 "Vector recording the actual score of the free squares.")
272
273
274 ;; The key point point about the algorithm is that, rather than considering
275 ;; the board as just a set of squares, we prefer to see it as a "space" of
276 ;; internested 5-tuples of contiguous squares (called qtuples).
277 ;;
278 ;; The aim of the program is to fill one qtuple with its O's while preventing
279 ;; you from filling another one with your X's. To that effect, it computes a
280 ;; score for every qtuple, with better qtuples having better scores. Of
281 ;; course, the score of a qtuple (taken in isolation) is just determined by
282 ;; its contents as a set, i.e. not considering the order of its elements. The
283 ;; highest score is given to the "OOOO" qtuples because playing in such a
284 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
285 ;; not playing in it is just losing the game, and so on. Note that a
286 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
287 ;; has score zero because there is no more any point in playing in it, from
288 ;; both an attacking and a defending point of view.
289 ;;
290 ;; Given the score of every qtuple, the score of a given free square on the
291 ;; board is just the sum of the scores of all the qtuples to which it belongs,
292 ;; because playing in that square is playing in all its containing qtuples at
293 ;; once. And it is that function which takes into account the internesting of
294 ;; the qtuples.
295 ;;
296 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
297 ;; play. It easily extends to "n-dimensional Landmark", where a win should not
298 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
299 ;; should be preferred.
300
301
302 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
303 ;; these values will change (hopefully improve) the strength of the program
304 ;; and may change its style (rather aggressive here).
305
306 (defconst landmark-nil-score 7 "Score of an empty qtuple.")
307
308 (defconst landmark-score-trans-table
309 (let ((Xscore 15) ; Score of a qtuple containing one X.
310 (XXscore 400) ; Score of a qtuple containing two X's.
311 (XXXscore 1800) ; Score of a qtuple containing three X's.
312 (XXXXscore 100000) ; Score of a qtuple containing four X's.
313 (Oscore 35) ; Score of a qtuple containing one O.
314 (OOscore 800) ; Score of a qtuple containing two O's.
315 (OOOscore 15000) ; Score of a qtuple containing three O's.
316 (OOOOscore 800000)) ; Score of a qtuple containing four O's.
317
318 ;; These values are not just random: if, given the following situation:
319 ;;
320 ;; . . . . . . . O .
321 ;; . X X a . . . X .
322 ;; . . . X . . . X .
323 ;; . . . X . . . X .
324 ;; . . . . . . . b .
325 ;;
326 ;; you want Emacs to play in "a" and not in "b", then the parameters must
327 ;; satisfy the inequality:
328 ;;
329 ;; 6 * XXscore > XXXscore + XXscore
330 ;;
331 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
332 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples.
333 ;; Other conditions are required to obtain sensible moves, but the
334 ;; previous example should illustrate the point. If you manage to
335 ;; improve on these values, please send me a note. Thanks.
336
337
338 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares,
339 ;; the contents of a qtuple are uniquely determined by the sum of
340 ;; its elements and we just have to set up a translation table.
341 (vector landmark-nil-score Xscore XXscore XXXscore XXXXscore 0
342 Oscore 0 0 0 0 0
343 OOscore 0 0 0 0 0
344 OOOscore 0 0 0 0 0
345 OOOOscore 0 0 0 0 0
346 0))
347 "Vector associating qtuple contents to their score.")
348
349
350 ;; If you do not modify drastically the previous constants, the only way for a
351 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
352 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
353 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
354 ;; qtuple. We may use these considerations to detect when a given move is
355 ;; winning or losing.
356
357 (defconst landmark-winning-threshold
358 (aref landmark-score-trans-table (+ 6 6 6 6)) ;; OOOOscore
359 "Threshold score beyond which an Emacs move is winning.")
360
361 (defconst landmark-losing-threshold
362 (aref landmark-score-trans-table (+ 1 1 1 1)) ;; XXXXscore
363 "Threshold score beyond which a human move is winning.")
364
365
366 (defun landmark-strongest-square ()
367 "Compute index of free square with highest score, or nil if none."
368 ;; We just have to loop other all squares. However there are two problems:
369 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
370 ;; up future searches, we set the score of padding or occupied squares
371 ;; to -1 whenever we meet them.
372 ;; 2/ We want to choose randomly between equally good moves.
373 (let ((score-max 0)
374 (count 0) ; Number of equally good moves
375 (square (landmark-xy-to-index 1 1)) ; First square
376 (end (landmark-xy-to-index landmark-board-width landmark-board-height))
377 best-square score)
378 (while (<= square end)
379 (cond
380 ;; If score is lower (i.e. most of the time), skip to next:
381 ((< (aref landmark-score-table square) score-max))
382 ;; If score is better, beware of non free squares:
383 ((> (setq score (aref landmark-score-table square)) score-max)
384 (if (zerop (aref landmark-board square)) ; is it free ?
385 (setq count 1 ; yes: take it !
386 best-square square
387 score-max score)
388 (aset landmark-score-table square -1))) ; no: kill it !
389 ;; If score is equally good, choose randomly. But first check freeness:
390 ((not (zerop (aref landmark-board square)))
391 (aset landmark-score-table square -1))
392 ((zerop (random (setq count (1+ count))))
393 (setq best-square square
394 score-max score)))
395 (setq square (1+ square))) ; try next square
396 best-square))
397
398 ;;;_ - INITIALIZING THE SCORE TABLE.
399
400 ;; At initialization the board is empty so that every qtuple amounts for
401 ;; nil-score. Therefore, the score of any square is nil-score times the number
402 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
403 ;; are sufficiently far from the sides. As computing the number is time
404 ;; consuming, we initialize every square with 20*nil-score and then only
405 ;; consider squares at less than 5 squares from one side. We speed this up by
406 ;; taking symmetry into account.
407 ;; Also, as it is likely that successive games will be played on a board with
408 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
409
410 (defvar landmark-saved-score-table nil
411 "Recorded initial value of previous score table.")
412
413 (defvar landmark-saved-board-width nil
414 "Recorded value of previous board width.")
415
416 (defvar landmark-saved-board-height nil
417 "Recorded value of previous board height.")
418
419
420 (defun landmark-init-score-table ()
421 "Create the score table vector and fill it with initial values."
422 (if (and landmark-saved-score-table ; Has it been stored last time ?
423 (= landmark-board-width landmark-saved-board-width)
424 (= landmark-board-height landmark-saved-board-height))
425 (setq landmark-score-table (copy-sequence landmark-saved-score-table))
426 ;; No, compute it:
427 (setq landmark-score-table
428 (make-vector landmark-vector-length (* 20 landmark-nil-score)))
429 (let (i j maxi maxj maxi2 maxj2)
430 (setq maxi (/ (1+ landmark-board-width) 2)
431 maxj (/ (1+ landmark-board-height) 2)
432 maxi2 (min 4 maxi)
433 maxj2 (min 4 maxj))
434 ;; We took symmetry into account and could use it more if the board
435 ;; would have been square and not rectangular !
436 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
437 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
438 ;; board may well be less than 8 by 8 !
439 (setq i 1)
440 (while (<= i maxi2)
441 (setq j 1)
442 (while (<= j maxj)
443 (landmark-init-square-score i j)
444 (setq j (1+ j)))
445 (setq i (1+ i)))
446 (while (<= i maxi)
447 (setq j 1)
448 (while (<= j maxj2)
449 (landmark-init-square-score i j)
450 (setq j (1+ j)))
451 (setq i (1+ i))))
452 (setq landmark-saved-score-table (copy-sequence landmark-score-table)
453 landmark-saved-board-width landmark-board-width
454 landmark-saved-board-height landmark-board-height)))
455
456 (defun landmark-nb-qtuples (i j)
457 "Return the number of qtuples containing square I,J."
458 ;; This function is complicated because we have to deal
459 ;; with ugly cases like 3 by 6 boards, but it works.
460 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
461 (let ((left (min 4 (1- i)))
462 (right (min 4 (- landmark-board-width i)))
463 (up (min 4 (1- j)))
464 (down (min 4 (- landmark-board-height j))))
465 (+ -12
466 (min (max (+ left right) 3) 8)
467 (min (max (+ up down) 3) 8)
468 (min (max (+ (min left up) (min right down)) 3) 8)
469 (min (max (+ (min right up) (min left down)) 3) 8))))
470
471 (defun landmark-init-square-score (i j)
472 "Give initial score to square I,J and to its mirror images."
473 (let ((ii (1+ (- landmark-board-width i)))
474 (jj (1+ (- landmark-board-height j)))
475 (sc (* (landmark-nb-qtuples i j) (aref landmark-score-trans-table 0))))
476 (aset landmark-score-table (landmark-xy-to-index i j) sc)
477 (aset landmark-score-table (landmark-xy-to-index ii j) sc)
478 (aset landmark-score-table (landmark-xy-to-index i jj) sc)
479 (aset landmark-score-table (landmark-xy-to-index ii jj) sc)))
480 ;;;_ - MAINTAINING THE SCORE TABLE.
481
482
483 ;; We do not provide functions for computing the SCORE-TABLE given the
484 ;; contents of the BOARD. This would involve heavy nested loops, with time
485 ;; proportional to the size of the board. It is better to update the
486 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
487 ;; squares: it is done in constant time.
488
489 (defun landmark-update-score-table (square dval)
490 "Update score table after SQUARE received a DVAL increment."
491 ;; The board has already been updated when this function is called.
492 ;; Updating scores is done by looking for qtuples boundaries in all four
493 ;; directions and then calling update-score-in-direction.
494 ;; Finally all squares received the right increment, and then are up to
495 ;; date, except possibly for SQUARE itself if we are taking a move back for
496 ;; its score had been set to -1 at the time.
497 (let* ((x (landmark-index-to-x square))
498 (y (landmark-index-to-y square))
499 (imin (max -4 (- 1 x)))
500 (jmin (max -4 (- 1 y)))
501 (imax (min 0 (- landmark-board-width x 4)))
502 (jmax (min 0 (- landmark-board-height y 4))))
503 (landmark-update-score-in-direction imin imax
504 square 1 0 dval)
505 (landmark-update-score-in-direction jmin jmax
506 square 0 1 dval)
507 (landmark-update-score-in-direction (max imin jmin) (min imax jmax)
508 square 1 1 dval)
509 (landmark-update-score-in-direction (max (- 1 y) -4
510 (- x landmark-board-width))
511 (min 0 (- x 5)
512 (- landmark-board-height y 4))
513 square -1 1 dval)))
514
515 (defun landmark-update-score-in-direction (left right square dx dy dval)
516 "Update scores for all squares in the qtuples in range.
517 That is, those between the LEFTth square and the RIGHTth after SQUARE,
518 along the DX, DY direction, considering that DVAL has been added on SQUARE."
519 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
520 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
521 ;; DX,DY direction.
522 (cond
523 ((> left right)) ; Quit
524 (t ; Else ..
525 (let (depl square0 square1 square2 count delta)
526 (setq depl (landmark-xy-to-index dx dy)
527 square0 (+ square (* left depl))
528 square1 (+ square (* right depl))
529 square2 (+ square0 (* 4 depl)))
530 ;; Compute the contents of the first qtuple:
531 (setq square square0
532 count 0)
533 (while (<= square square2)
534 (setq count (+ count (aref landmark-board square))
535 square (+ square depl)))
536 (while (<= square0 square1)
537 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
538 ;; in SQUARE2.
539 (setq delta (- (aref landmark-score-trans-table count)
540 (aref landmark-score-trans-table (- count dval))))
541 (cond ((not (zerop delta)) ; or else nothing to update
542 (setq square square0)
543 (while (<= square square2)
544 (if (zerop (aref landmark-board square)) ; only for free squares
545 (aset landmark-score-table square
546 (+ (aref landmark-score-table square) delta)))
547 (setq square (+ square depl)))))
548 ;; Then shift the qtuple one square along DEPL, this only requires
549 ;; modifying SQUARE0 and SQUARE2.
550 (setq square2 (+ square2 depl)
551 count (+ count (- (aref landmark-board square0))
552 (aref landmark-board square2))
553 square0 (+ square0 depl)))))))
554
555 ;;;
556 ;;; GAME CONTROL.
557 ;;;
558
559 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
560 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
561 ;; (anti-updating the score table) and to compute the table from scratch in
562 ;; case of an interruption.
563
564 (defvar landmark-game-in-progress nil
565 "Non-nil if a game is in progress.")
566
567 (defvar landmark-game-history nil
568 "A record of all moves that have been played during current game.")
569
570 (defvar landmark-number-of-moves nil
571 "Number of moves already played in current game.")
572
573 (defvar landmark-number-of-human-moves nil
574 "Number of moves already played by human in current game.")
575
576 (defvar landmark-emacs-played-first nil
577 "Non-nil if Emacs played first.")
578
579 (defvar landmark-human-took-back nil
580 "Non-nil if Human took back a move during the game.")
581
582 (defvar landmark-human-refused-draw nil
583 "Non-nil if Human refused Emacs offer of a draw.")
584
585 (defvar landmark-emacs-is-computing nil
586 ;; This is used to detect interruptions. Hopefully, it should not be needed.
587 "Non-nil if Emacs is in the middle of a computation.")
588
589
590 (defun landmark-start-game (n m)
591 "Initialize a new game on an N by M board."
592 (setq landmark-emacs-is-computing t) ; Raise flag
593 (setq landmark-game-in-progress t)
594 (setq landmark-board-width n
595 landmark-board-height m
596 landmark-vector-length (1+ (* (+ m 2) (1+ n)))
597 landmark-draw-limit (/ (* 7 n m) 10))
598 (setq landmark-emacs-won nil
599 landmark-game-history nil
600 landmark-number-of-moves 0
601 landmark-number-of-human-moves 0
602 landmark-emacs-played-first nil
603 landmark-human-took-back nil
604 landmark-human-refused-draw nil)
605 (landmark-init-display n m) ; Display first: the rest takes time
606 (landmark-init-score-table) ; INIT-BOARD requires that the score
607 (landmark-init-board) ; table be already created.
608 (setq landmark-emacs-is-computing nil))
609
610 (defun landmark-play-move (square val &optional dont-update-score)
611 "Go to SQUARE, play VAL and update everything."
612 (setq landmark-emacs-is-computing t) ; Raise flag
613 (cond ((= 1 val) ; a Human move
614 (setq landmark-number-of-human-moves (1+ landmark-number-of-human-moves)))
615 ((zerop landmark-number-of-moves) ; an Emacs move. Is it first ?
616 (setq landmark-emacs-played-first t)))
617 (setq landmark-game-history
618 (cons (cons square (aref landmark-score-table square))
619 landmark-game-history)
620 landmark-number-of-moves (1+ landmark-number-of-moves))
621 (landmark-plot-square square val)
622 (aset landmark-board square val) ; *BEFORE* UPDATE-SCORE !
623 (if dont-update-score nil
624 (landmark-update-score-table square val) ; previous val was 0: dval = val
625 (aset landmark-score-table square -1))
626 (setq landmark-emacs-is-computing nil))
627
628 (defun landmark-take-back ()
629 "Take back last move and update everything."
630 (setq landmark-emacs-is-computing t)
631 (let* ((last-move (car landmark-game-history))
632 (square (car last-move))
633 (oldval (aref landmark-board square)))
634 (if (= 1 oldval)
635 (setq landmark-number-of-human-moves (1- landmark-number-of-human-moves)))
636 (setq landmark-game-history (cdr landmark-game-history)
637 landmark-number-of-moves (1- landmark-number-of-moves))
638 (landmark-plot-square square 0)
639 (aset landmark-board square 0) ; *BEFORE* UPDATE-SCORE !
640 (landmark-update-score-table square (- oldval))
641 (aset landmark-score-table square (cdr last-move)))
642 (setq landmark-emacs-is-computing nil))
643
644
645 ;;;_ + SESSION CONTROL.
646
647 (defvar landmark-number-of-trials 0
648 "The number of times that landmark has been run.")
649
650 (defvar landmark-sum-of-moves 0
651 "The total number of moves made in all games.")
652
653 (defvar landmark-number-of-emacs-wins 0
654 "Number of games Emacs won in this session.")
655
656 (defvar landmark-number-of-human-wins 0
657 "Number of games you won in this session.")
658
659 (defvar landmark-number-of-draws 0
660 "Number of games already drawn in this session.")
661
662
663 (defun landmark-terminate-game (result)
664 "Terminate the current game with RESULT."
665 (setq landmark-number-of-trials (1+ landmark-number-of-trials))
666 (setq landmark-sum-of-moves (+ landmark-sum-of-moves landmark-number-of-moves))
667 (if (eq result 'crash-game)
668 (message
669 "Sorry, I have been interrupted and cannot resume that game..."))
670 (landmark-display-statistics)
671 ;;(ding)
672 (setq landmark-game-in-progress nil))
673
674 (defun landmark-crash-game ()
675 "What to do when Emacs detects it has been interrupted."
676 (setq landmark-emacs-is-computing nil)
677 (landmark-terminate-game 'crash-game)
678 (sit-for 4) ; Let's see the message
679 (landmark-prompt-for-other-game))
680
681
682 ;;;_ + INTERACTIVE COMMANDS.
683
684 (defun landmark-emacs-plays ()
685 "Compute Emacs next move and play it."
686 (interactive)
687 (landmark-switch-to-window)
688 (cond
689 (landmark-emacs-is-computing
690 (landmark-crash-game))
691 ((not landmark-game-in-progress)
692 (landmark-prompt-for-other-game))
693 (t
694 (message "Let me think...")
695 (let (square score)
696 (setq square (landmark-strongest-square))
697 (cond ((null square)
698 (landmark-terminate-game 'nobody-won))
699 (t
700 (setq score (aref landmark-score-table square))
701 (landmark-play-move square 6)
702 (cond ((>= score landmark-winning-threshold)
703 (setq landmark-emacs-won t) ; for font-lock
704 (landmark-find-filled-qtuple square 6)
705 (landmark-terminate-game 'emacs-won))
706 ((zerop score)
707 (landmark-terminate-game 'nobody-won))
708 ((and (> landmark-number-of-moves landmark-draw-limit)
709 (not landmark-human-refused-draw)
710 (landmark-offer-a-draw))
711 (landmark-terminate-game 'draw-agreed))
712 (t
713 (landmark-prompt-for-move)))))))))
714
715 ;; For small square dimensions this is approximate, since though measured in
716 ;; pixels, event's (X . Y) is a character's top-left corner.
717 (defun landmark-click (click)
718 "Position at the square where you click."
719 (interactive "e")
720 (and (windowp (posn-window (setq click (event-end click))))
721 (numberp (posn-point click))
722 (select-window (posn-window click))
723 (setq click (posn-col-row click))
724 (landmark-goto-xy
725 (min (max (/ (+ (- (car click)
726 landmark-x-offset
727 1)
728 (window-hscroll)
729 landmark-square-width
730 (% landmark-square-width 2)
731 (/ landmark-square-width 2))
732 landmark-square-width)
733 1)
734 landmark-board-width)
735 (min (max (/ (+ (- (cdr click)
736 landmark-y-offset
737 1)
738 (let ((inhibit-point-motion-hooks t))
739 (count-lines 1 (window-start)))
740 landmark-square-height
741 (% landmark-square-height 2)
742 (/ landmark-square-height 2))
743 landmark-square-height)
744 1)
745 landmark-board-height))))
746
747 (defun landmark-mouse-play (click)
748 "Play at the square where you click."
749 (interactive "e")
750 (if (landmark-click click)
751 (landmark-human-plays)))
752
753 (defun landmark-human-plays ()
754 "Signal to the Landmark program that you have played.
755 You must have put the cursor on the square where you want to play.
756 If the game is finished, this command requests for another game."
757 (interactive)
758 (landmark-switch-to-window)
759 (cond
760 (landmark-emacs-is-computing
761 (landmark-crash-game))
762 ((not landmark-game-in-progress)
763 (landmark-prompt-for-other-game))
764 (t
765 (let (square score)
766 (setq square (landmark-point-square))
767 (cond ((null square)
768 (error "Your point is not on a square. Retry!"))
769 ((not (zerop (aref landmark-board square)))
770 (error "Your point is not on a free square. Retry!"))
771 (t
772 (setq score (aref landmark-score-table square))
773 (landmark-play-move square 1)
774 (cond ((and (>= score landmark-losing-threshold)
775 ;; Just testing SCORE > THRESHOLD is not enough for
776 ;; detecting wins, it just gives an indication that
777 ;; we confirm with LANDMARK-FIND-FILLED-QTUPLE.
778 (landmark-find-filled-qtuple square 1))
779 (landmark-terminate-game 'human-won))
780 (t
781 (landmark-emacs-plays)))))))))
782
783 (defun landmark-human-takes-back ()
784 "Signal to the Landmark program that you wish to take back your last move."
785 (interactive)
786 (landmark-switch-to-window)
787 (cond
788 (landmark-emacs-is-computing
789 (landmark-crash-game))
790 ((not landmark-game-in-progress)
791 (message "Too late for taking back...")
792 (sit-for 4)
793 (landmark-prompt-for-other-game))
794 ((zerop landmark-number-of-human-moves)
795 (message "You have not played yet... Your move?"))
796 (t
797 (message "One moment, please...")
798 ;; It is possible for the user to let Emacs play several consecutive
799 ;; moves, so that the best way to know when to stop taking back moves is
800 ;; to count the number of human moves:
801 (setq landmark-human-took-back t)
802 (let ((number landmark-number-of-human-moves))
803 (while (= number landmark-number-of-human-moves)
804 (landmark-take-back)))
805 (landmark-prompt-for-move))))
806
807 (defun landmark-human-resigns ()
808 "Signal to the Landmark program that you may want to resign."
809 (interactive)
810 (landmark-switch-to-window)
811 (cond
812 (landmark-emacs-is-computing
813 (landmark-crash-game))
814 ((not landmark-game-in-progress)
815 (message "There is no game in progress"))
816 ((y-or-n-p "You mean, you resign? ")
817 (landmark-terminate-game 'human-resigned))
818 ((y-or-n-p "You mean, we continue? ")
819 (landmark-prompt-for-move))
820 (t
821 (landmark-terminate-game 'human-resigned)))) ; OK. Accept it
822
823 ;;;_ + PROMPTING THE HUMAN PLAYER.
824
825 (defun landmark-prompt-for-move ()
826 "Display a message asking for Human's move."
827 (message (if (zerop landmark-number-of-human-moves)
828 "Your move? (move to a free square and hit X, RET ...)"
829 "Your move?")))
830
831 (defun landmark-prompt-for-other-game ()
832 "Ask for another game, and start it."
833 (if (y-or-n-p "Another game? ")
834 (if (y-or-n-p "Retain learned weights ")
835 (landmark 2)
836 (landmark 1))
837 (message "Chicken!")))
838
839 (defun landmark-offer-a-draw ()
840 "Offer a draw and return t if Human accepted it."
841 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
842 (not (setq landmark-human-refused-draw t))))
843
844
845 (defun landmark-max-width ()
846 "Largest possible board width for the current window."
847 (1+ (/ (- (window-width (selected-window))
848 landmark-x-offset landmark-x-offset 1)
849 landmark-square-width)))
850
851 (defun landmark-max-height ()
852 "Largest possible board height for the current window."
853 (1+ (/ (- (window-height (selected-window))
854 landmark-y-offset landmark-y-offset 2)
855 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
856 landmark-square-height)))
857
858 (defun landmark-point-y ()
859 "Return the board row where point is."
860 (let ((inhibit-point-motion-hooks t))
861 (1+ (/ (- (count-lines 1 (point)) landmark-y-offset (if (bolp) 0 1))
862 landmark-square-height))))
863
864 (defun landmark-point-square ()
865 "Return the index of the square point is on."
866 (let ((inhibit-point-motion-hooks t))
867 (landmark-xy-to-index (1+ (/ (- (current-column) landmark-x-offset)
868 landmark-square-width))
869 (landmark-point-y))))
870
871 (defun landmark-goto-square (index)
872 "Move point to square number INDEX."
873 (landmark-goto-xy (landmark-index-to-x index) (landmark-index-to-y index)))
874
875 (defun landmark-goto-xy (x y)
876 "Move point to square at X, Y coords."
877 (let ((inhibit-point-motion-hooks t))
878 (goto-char (point-min))
879 (forward-line (+ landmark-y-offset (* landmark-square-height (1- y)))))
880 (move-to-column (+ landmark-x-offset (* landmark-square-width (1- x)))))
881
882 (defun landmark-plot-square (square value)
883 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
884 (or (= value 1)
885 (landmark-goto-square square))
886 (let ((inhibit-read-only t)
887 (inhibit-point-motion-hooks t))
888 (insert-and-inherit (cond ((= value 1) ?.)
889 ((= value 2) ?N)
890 ((= value 3) ?S)
891 ((= value 4) ?E)
892 ((= value 5) ?W)
893 ((= value 6) ?^)))
894
895 (and (zerop value)
896 (add-text-properties (1- (point)) (point)
897 '(mouse-face highlight
898 help-echo "\
899 mouse-1: get robot moving, mouse-2: play on this square")))
900 (delete-char 1)
901 (backward-char 1))
902 (sit-for 0)) ; Display NOW
903
904 (defun landmark-init-display (n m)
905 "Display an N by M Landmark board."
906 (buffer-disable-undo (current-buffer))
907 (let ((inhibit-read-only t)
908 (point 1) opoint
909 (intangible t)
910 (i m) j x)
911 ;; Try to minimize number of chars (because of text properties)
912 (setq tab-width
913 (if (zerop (% landmark-x-offset landmark-square-width))
914 landmark-square-width
915 (max (/ (+ (% landmark-x-offset landmark-square-width)
916 landmark-square-width 1) 2) 2)))
917 (erase-buffer)
918 (newline landmark-y-offset)
919 (while (progn
920 (setq j n
921 x (- landmark-x-offset landmark-square-width))
922 (while (>= (setq j (1- j)) 0)
923 (insert-char ?\t (/ (- (setq x (+ x landmark-square-width))
924 (current-column))
925 tab-width))
926 (insert-char ? (- x (current-column)))
927 (if (setq intangible (not intangible))
928 (put-text-property point (point) 'intangible 2))
929 (and (zerop j)
930 (= i (- m 2))
931 (progn
932 (while (>= i 3)
933 (append-to-buffer (current-buffer) opoint (point))
934 (setq i (- i 2)))
935 (goto-char (point-max))))
936 (setq point (point))
937 (insert ?=)
938 (add-text-properties point (point)
939 '(mouse-face highlight help-echo "\
940 mouse-1: get robot moving, mouse-2: play on this square")))
941 (> (setq i (1- i)) 0))
942 (if (= i (1- m))
943 (setq opoint point))
944 (insert-char ?\n landmark-square-height))
945 (or (eq (char-after 1) ?.)
946 (put-text-property 1 2 'point-entered
947 (lambda (x y) (if (bobp) (forward-char)))))
948 (or intangible
949 (put-text-property point (point) 'intangible 2))
950 (put-text-property point (point) 'point-entered
951 (lambda (x y) (if (eobp) (backward-char))))
952 (put-text-property (point-min) (point) 'category 'landmark-mode))
953 (landmark-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
954 (sit-for 0)) ; Display NOW
955
956 (defun landmark-display-statistics ()
957 "Obnoxiously display some statistics about previous games in mode line."
958 ;; We store this string in the mode-line-process local variable.
959 ;; This is certainly not the cleanest way out ...
960 (setq mode-line-process
961 (format ": Trials: %d, Avg#Moves: %d"
962 landmark-number-of-trials
963 (if (zerop landmark-number-of-trials)
964 0
965 (/ landmark-sum-of-moves landmark-number-of-trials))))
966 (force-mode-line-update))
967
968 (defun landmark-switch-to-window ()
969 "Find or create the Landmark buffer, and display it."
970 (interactive)
971 (let ((buff (get-buffer "*Landmark*")))
972 (if buff ; Buffer exists:
973 (switch-to-buffer buff) ; no problem.
974 (if landmark-game-in-progress
975 (landmark-crash-game)) ; buffer has been killed or something
976 (switch-to-buffer "*Landmark*") ; Anyway, start anew.
977 (landmark-mode))))
978
979
980 ;;;_ + CROSSING WINNING QTUPLES.
981
982 ;; When someone succeeds in filling a qtuple, we draw a line over the five
983 ;; corresponding squares. One problem is that the program does not know which
984 ;; squares ! It only knows the square where the last move has been played and
985 ;; who won. The solution is to scan the board along all four directions.
986
987 (defun landmark-find-filled-qtuple (square value)
988 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
989 (or (landmark-check-filled-qtuple square value 1 0)
990 (landmark-check-filled-qtuple square value 0 1)
991 (landmark-check-filled-qtuple square value 1 1)
992 (landmark-check-filled-qtuple square value -1 1)))
993
994 (defun landmark-check-filled-qtuple (square value dx dy)
995 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
996 (let ((a 0) (b 0)
997 (left square) (right square)
998 (depl (landmark-xy-to-index dx dy)))
999 (while (and (> a -4) ; stretch tuple left
1000 (= value (aref landmark-board (setq left (- left depl)))))
1001 (setq a (1- a)))
1002 (while (and (< b (+ a 4)) ; stretch tuple right
1003 (= value (aref landmark-board (setq right (+ right depl)))))
1004 (setq b (1+ b)))
1005 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1006 (landmark-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1007 dx dy)
1008 t))))
1009
1010 (defun landmark-cross-qtuple (square1 square2 dx dy)
1011 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1012 (save-excursion ; Not moving point from last square
1013 (let ((depl (landmark-xy-to-index dx dy))
1014 (inhibit-read-only t)
1015 (inhibit-point-motion-hooks t))
1016 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1017 (while (/= square1 square2)
1018 (landmark-goto-square square1)
1019 (setq square1 (+ square1 depl))
1020 (cond
1021 ((= dy 0) ; Horizontal
1022 (forward-char 1)
1023 (insert-char ?- (1- landmark-square-width) t)
1024 (delete-region (point) (progn
1025 (skip-chars-forward " \t")
1026 (point))))
1027 ((= dx 0) ; Vertical
1028 (let ((landmark-n 1)
1029 (column (current-column)))
1030 (while (< landmark-n landmark-square-height)
1031 (setq landmark-n (1+ landmark-n))
1032 (forward-line 1)
1033 (indent-to column)
1034 (insert-and-inherit ?|))))
1035 ((= dx -1) ; 1st Diagonal
1036 (indent-to (prog1 (- (current-column) (/ landmark-square-width 2))
1037 (forward-line (/ landmark-square-height 2))))
1038 (insert-and-inherit ?/))
1039 (t ; 2nd Diagonal
1040 (indent-to (prog1 (+ (current-column) (/ landmark-square-width 2))
1041 (forward-line (/ landmark-square-height 2))))
1042 (insert-and-inherit ?\\))))))
1043 (sit-for 0)) ; Display NOW
1044
1045
1046 ;;;_ + CURSOR MOTION.
1047
1048 ;; previous-line and next-line don't work right with intangible newlines
1049 (defun landmark-move-down ()
1050 "Move point down one row on the Landmark board."
1051 (interactive)
1052 (if (< (landmark-point-y) landmark-board-height)
1053 (forward-line 1)));;; landmark-square-height)))
1054
1055 (defun landmark-move-up ()
1056 "Move point up one row on the Landmark board."
1057 (interactive)
1058 (if (> (landmark-point-y) 1)
1059 (forward-line (- landmark-square-height))))
1060
1061 (defun landmark-move-ne ()
1062 "Move point North East on the Landmark board."
1063 (interactive)
1064 (landmark-move-up)
1065 (forward-char))
1066
1067 (defun landmark-move-se ()
1068 "Move point South East on the Landmark board."
1069 (interactive)
1070 (landmark-move-down)
1071 (forward-char))
1072
1073 (defun landmark-move-nw ()
1074 "Move point North West on the Landmark board."
1075 (interactive)
1076 (landmark-move-up)
1077 (backward-char))
1078
1079 (defun landmark-move-sw ()
1080 "Move point South West on the Landmark board."
1081 (interactive)
1082 (landmark-move-down)
1083 (backward-char))
1084
1085 (defun landmark-beginning-of-line ()
1086 "Move point to first square on the Landmark board row."
1087 (interactive)
1088 (move-to-column landmark-x-offset))
1089
1090 (defun landmark-end-of-line ()
1091 "Move point to last square on the Landmark board row."
1092 (interactive)
1093 (move-to-column (+ landmark-x-offset
1094 (* landmark-square-width (1- landmark-board-width)))))
1095
1096
1097 ;;;_ + Simulation variables
1098
1099 ;;;_ - landmark-nvar
1100 (defvar landmark-nvar 0.0075
1101 "Not used.
1102 Affects a noise generator which was used in an earlier incarnation of
1103 this program to add a random element to the way moves were made.")
1104 ;;;_ - lists of cardinal directions
1105 ;;;_ :
1106 (defvar landmark-ns '(landmark-n landmark-s)
1107 "Used when doing something relative to the north and south axes.")
1108 (defvar landmark-ew '(landmark-e landmark-w)
1109 "Used when doing something relative to the east and west axes.")
1110 (defvar landmark-directions '(landmark-n landmark-s landmark-e landmark-w)
1111 "The cardinal directions.")
1112 (defvar landmark-8-directions
1113 '((landmark-n) (landmark-n landmark-w) (landmark-w) (landmark-s landmark-w)
1114 (landmark-s) (landmark-s landmark-e) (landmark-e) (landmark-n landmark-e))
1115 "The full 8 possible directions.")
1116
1117 (defvar landmark-number-of-moves
1118 "The number of moves made by the robot so far.")
1119
1120
1121 ;;;_* Terry's mods to create lm.el
1122
1123 ;;;(setq landmark-debug nil)
1124 (defvar landmark-debug nil
1125 "If non-nil, debugging is printed.")
1126 (defcustom landmark-one-moment-please nil
1127 "If non-nil, print \"One moment please\" when a new board is generated.
1128 The drawback of this is you don't see how many moves the last run took
1129 because it is overwritten by \"One moment please\"."
1130 :type 'boolean
1131 :group 'landmark)
1132 (defcustom landmark-output-moves t
1133 "If non-nil, output number of moves so far on a move-by-move basis."
1134 :type 'boolean
1135 :group 'landmark)
1136
1137
1138 (defun landmark-weights-debug ()
1139 (if landmark-debug
1140 (progn (landmark-print-wts) (landmark-blackbox) (landmark-print-y-s-noise)
1141 (landmark-print-smell))))
1142
1143 ;;;_ - Printing various things
1144 (defun landmark-print-distance-int (direction)
1145 (interactive)
1146 (insert (format "%S %S " direction (get direction 'distance))))
1147
1148
1149 (defun landmark-print-distance ()
1150 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'landmark-tree)))
1151 (mapc 'landmark-print-distance-int landmark-directions))
1152
1153
1154 ;;(setq direction 'landmark-n)
1155 ;;(get 'landmark-n 'landmark-s)
1156 (defun landmark-nslify-wts-int (direction)
1157 (mapcar (lambda (target-direction)
1158 (get direction target-direction))
1159 landmark-directions))
1160
1161
1162 (defun landmark-nslify-wts ()
1163 (interactive)
1164 (let ((l (apply 'append (mapcar 'landmark-nslify-wts-int landmark-directions))))
1165 (insert (format "set data_value WTS \n %s \n" l))
1166 (insert (format "/* max: %S min: %S */"
1167 (eval (cons 'max l)) (eval (cons 'min l))))))
1168
1169 (defun landmark-print-wts-int (direction)
1170 (mapc (lambda (target-direction)
1171 (insert (format "%S %S %S "
1172 direction
1173 target-direction
1174 (get direction target-direction))))
1175 landmark-directions)
1176 (insert "\n"))
1177
1178 (defun landmark-print-wts ()
1179 (interactive)
1180 (with-current-buffer "*landmark-wts*"
1181 (insert "==============================\n")
1182 (mapc 'landmark-print-wts-int landmark-directions)))
1183
1184 (defun landmark-print-moves (moves)
1185 (interactive)
1186 (with-current-buffer "*landmark-moves*"
1187 (insert (format "%S\n" moves))))
1188
1189
1190 (defun landmark-print-y-s-noise-int (direction)
1191 (insert (format "%S:landmark-y %S, s %S, noise %S \n"
1192 (symbol-name direction)
1193 (get direction 'y_t)
1194 (get direction 's)
1195 (get direction 'noise)
1196 )))
1197
1198 (defun landmark-print-y-s-noise ()
1199 (interactive)
1200 (with-current-buffer "*landmark-y,s,noise*"
1201 (insert "==============================\n")
1202 (mapc 'landmark-print-y-s-noise-int landmark-directions)))
1203
1204 (defun landmark-print-smell-int (direction)
1205 (insert (format "%S: smell: %S \n"
1206 (symbol-name direction)
1207 (get direction 'smell))))
1208
1209 (defun landmark-print-smell ()
1210 (interactive)
1211 (with-current-buffer "*landmark-smell*"
1212 (insert "==============================\n")
1213 (insert (format "tree: %S \n" (get 'z 't)))
1214 (mapc 'landmark-print-smell-int landmark-directions)))
1215
1216 (defun landmark-print-w0-int (direction)
1217 (insert (format "%S: w0: %S \n"
1218 (symbol-name direction)
1219 (get direction 'w0))))
1220
1221 (defun landmark-print-w0 ()
1222 (interactive)
1223 (with-current-buffer "*landmark-w0*"
1224 (insert "==============================\n")
1225 (mapc 'landmark-print-w0-int landmark-directions)))
1226
1227 (defun landmark-blackbox ()
1228 (with-current-buffer "*landmark-blackbox*"
1229 (insert "==============================\n")
1230 (insert "I smell: ")
1231 (mapc (lambda (direction)
1232 (if (> (get direction 'smell) 0)
1233 (insert (format "%S " direction))))
1234 landmark-directions)
1235 (insert "\n")
1236
1237 (insert "I move: ")
1238 (mapc (lambda (direction)
1239 (if (> (get direction 'y_t) 0)
1240 (insert (format "%S " direction))))
1241 landmark-directions)
1242 (insert "\n")
1243 (landmark-print-wts-blackbox)
1244 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1245 (landmark-print-distance)
1246 (insert "\n")))
1247
1248 (defun landmark-print-wts-blackbox ()
1249 (interactive)
1250 (mapc 'landmark-print-wts-int landmark-directions))
1251
1252 ;;;_ - learning parameters
1253 (defcustom landmark-bound 0.005
1254 "The maximum that w0j may be."
1255 :type 'number
1256 :group 'landmark)
1257 (defcustom landmark-c 1.0
1258 "A factor applied to modulate the increase in wij.
1259 Used in the function landmark-update-normal-weights."
1260 :type 'number
1261 :group 'landmark)
1262 (defcustom landmark-c-naught 0.5
1263 "A factor applied to modulate the increase in w0j.
1264 Used in the function landmark-update-naught-weights."
1265 :type 'number
1266 :group 'landmark)
1267 (defvar landmark-initial-w0 0.0)
1268 (defvar landmark-initial-wij 0.0)
1269 (defcustom landmark-no-payoff 0
1270 "The amount of simulation cycles that have occurred with no movement.
1271 Used to move the robot when he is stuck in a rut for some reason."
1272 :type 'integer
1273 :group 'landmark)
1274 (defcustom landmark-max-stall-time 2
1275 "The maximum number of cycles that the robot can remain stuck in a place.
1276 After this limit is reached, landmark-random-move is called to push him out of it."
1277 :type 'integer
1278 :group 'landmark)
1279
1280
1281 ;;;_ + Randomizing functions
1282 ;;;_ - landmark-flip-a-coin ()
1283 (defun landmark-flip-a-coin ()
1284 (if (> (random 5000) 2500)
1285 -1
1286 1))
1287 ;;;_ : landmark-very-small-random-number ()
1288 ;(defun landmark-very-small-random-number ()
1289 ; (/
1290 ; (* (/ (random 900000) 900000.0) .0001)))
1291 ;;;_ : landmark-randomize-weights-for (direction)
1292 (defun landmark-randomize-weights-for (direction)
1293 (mapc (lambda (target-direction)
1294 (put direction
1295 target-direction
1296 (* (landmark-flip-a-coin) (/ (random 10000) 10000.0))))
1297 landmark-directions))
1298 ;;;_ : landmark-noise ()
1299 (defun landmark-noise ()
1300 (* (- (/ (random 30001) 15000.0) 1) landmark-nvar))
1301
1302 ;;;_ : landmark-fix-weights-for (direction)
1303 (defun landmark-fix-weights-for (direction)
1304 (mapc (lambda (target-direction)
1305 (put direction
1306 target-direction
1307 landmark-initial-wij))
1308 landmark-directions))
1309
1310
1311 ;;;_ + Plotting functions
1312 ;;;_ - landmark-plot-internal (sym)
1313 (defun landmark-plot-internal (sym)
1314 (landmark-plot-square (landmark-xy-to-index
1315 (get sym 'x)
1316 (get sym 'y))
1317 (get sym 'sym)))
1318 ;;;_ - landmark-plot-landmarks ()
1319 (defun landmark-plot-landmarks ()
1320 (setq landmark-cx (/ landmark-board-width 2))
1321 (setq landmark-cy (/ landmark-board-height 2))
1322
1323 (put 'landmark-n 'x landmark-cx)
1324 (put 'landmark-n 'y 1)
1325 (put 'landmark-n 'sym 2)
1326
1327 (put 'landmark-tree 'x landmark-cx)
1328 (put 'landmark-tree 'y landmark-cy)
1329 (put 'landmark-tree 'sym 6)
1330
1331 (put 'landmark-s 'x landmark-cx)
1332 (put 'landmark-s 'y landmark-board-height)
1333 (put 'landmark-s 'sym 3)
1334
1335 (put 'landmark-w 'x 1)
1336 (put 'landmark-w 'y (/ landmark-board-height 2))
1337 (put 'landmark-w 'sym 5)
1338
1339 (put 'landmark-e 'x landmark-board-width)
1340 (put 'landmark-e 'y (/ landmark-board-height 2))
1341 (put 'landmark-e 'sym 4)
1342
1343 (mapc 'landmark-plot-internal '(landmark-n landmark-s landmark-e landmark-w landmark-tree)))
1344
1345
1346
1347 ;;;_ + Distance-calculation functions
1348 ;;;_ - square (a)
1349 (defun square (a)
1350 (* a a))
1351
1352 ;;;_ - distance (x x0 y y0)
1353 (defun distance (x x0 y y0)
1354 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1355
1356 ;;;_ - calc-distance-of-robot-from (direction)
1357 (defun calc-distance-of-robot-from (direction)
1358 (put direction 'distance
1359 (distance (get direction 'x)
1360 (landmark-index-to-x (landmark-point-square))
1361 (get direction 'y)
1362 (landmark-index-to-y (landmark-point-square)))))
1363
1364 ;;;_ - calc-smell-internal (sym)
1365 (defun calc-smell-internal (sym)
1366 (let ((r (get sym 'r))
1367 (d (calc-distance-of-robot-from sym)))
1368 (if (> (* 0.5 (- 1 (/ d r))) 0)
1369 (* 0.5 (- 1 (/ d r)))
1370 0)))
1371
1372
1373 ;;;_ + Learning (neural) functions
1374 (defun landmark-f (x)
1375 (cond
1376 ((> x landmark-bound) landmark-bound)
1377 ((< x 0.0) 0.0)
1378 (t x)))
1379
1380 (defun landmark-y (direction)
1381 (let ((noise (put direction 'noise (landmark-noise))))
1382 (put direction 'y_t
1383 (if (> (get direction 's) 0.0)
1384 1.0
1385 0.0))))
1386
1387 (defun landmark-update-normal-weights (direction)
1388 (mapc (lambda (target-direction)
1389 (put direction target-direction
1390 (+
1391 (get direction target-direction)
1392 (* landmark-c
1393 (- (get 'z 't) (get 'z 't-1))
1394 (get target-direction 'y_t)
1395 (get direction 'smell)))))
1396 landmark-directions))
1397
1398 (defun landmark-update-naught-weights (direction)
1399 (mapc (lambda (target-direction)
1400 (put direction 'w0
1401 (landmark-f
1402 (+
1403 (get direction 'w0)
1404 (* landmark-c-naught
1405 (- (get 'z 't) (get 'z 't-1))
1406 (get direction 'y_t))))))
1407 landmark-directions))
1408
1409
1410 ;;;_ + Statistics gathering and creating functions
1411
1412 (defun landmark-calc-current-smells ()
1413 (mapc (lambda (direction)
1414 (put direction 'smell (calc-smell-internal direction)))
1415 landmark-directions))
1416
1417 (defun landmark-calc-payoff ()
1418 (put 'z 't-1 (get 'z 't))
1419 (put 'z 't (calc-smell-internal 'landmark-tree))
1420 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1421 (incf landmark-no-payoff)
1422 (setf landmark-no-payoff 0)))
1423
1424 (defun landmark-store-old-y_t ()
1425 (mapc (lambda (direction)
1426 (put direction 'y_t-1 (get direction 'y_t)))
1427 landmark-directions))
1428
1429
1430 ;;;_ + Functions to move robot
1431
1432 (defun landmark-confidence-for (target-direction)
1433 (apply '+
1434 (get target-direction 'w0)
1435 (mapcar (lambda (direction)
1436 (*
1437 (get direction target-direction)
1438 (get direction 'smell)))
1439 landmark-directions)))
1440
1441
1442 (defun landmark-calc-confidences ()
1443 (mapc (lambda (direction)
1444 (put direction 's (landmark-confidence-for direction)))
1445 landmark-directions))
1446
1447 (defun landmark-move ()
1448 (if (and (= (get 'landmark-n 'y_t) 1.0) (= (get 'landmark-s 'y_t) 1.0))
1449 (progn
1450 (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ns)
1451 (if landmark-debug
1452 (message "n-s normalization."))))
1453 (if (and (= (get 'landmark-w 'y_t) 1.0) (= (get 'landmark-e 'y_t) 1.0))
1454 (progn
1455 (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ew)
1456 (if landmark-debug
1457 (message "e-w normalization"))))
1458
1459 (mapc (lambda (pair)
1460 (if (> (get (car pair) 'y_t) 0)
1461 (funcall (car (cdr pair)))))
1462 '(
1463 (landmark-n landmark-move-up)
1464 (landmark-s landmark-move-down)
1465 (landmark-e forward-char)
1466 (landmark-w backward-char)))
1467 (landmark-plot-square (landmark-point-square) 1)
1468 (incf landmark-number-of-moves)
1469 (if landmark-output-moves
1470 (message "Moves made: %d" landmark-number-of-moves)))
1471
1472
1473 (defun landmark-random-move ()
1474 (mapc
1475 (lambda (direction) (put direction 'y_t 0))
1476 landmark-directions)
1477 (dolist (direction (nth (random 8) landmark-8-directions))
1478 (put direction 'y_t 1.0))
1479 (landmark-move))
1480
1481 (defun landmark-amble-robot ()
1482 (interactive)
1483 (while (> (calc-distance-of-robot-from 'landmark-tree) 0)
1484
1485 (landmark-store-old-y_t)
1486 (landmark-calc-current-smells)
1487
1488 (if (> landmark-no-payoff landmark-max-stall-time)
1489 (landmark-random-move)
1490 (progn
1491 (landmark-calc-confidences)
1492 (mapc 'landmark-y landmark-directions)
1493 (landmark-move)))
1494
1495 (landmark-calc-payoff)
1496
1497 (mapc 'landmark-update-normal-weights landmark-directions)
1498 (mapc 'landmark-update-naught-weights landmark-directions)
1499 (if landmark-debug
1500 (landmark-weights-debug)))
1501 (landmark-terminate-game nil))
1502
1503
1504 ;;;_ - landmark-start-robot ()
1505 (defun landmark-start-robot ()
1506 "Signal to the Landmark program that you have played.
1507 You must have put the cursor on the square where you want to play.
1508 If the game is finished, this command requests for another game."
1509 (interactive)
1510 (landmark-switch-to-window)
1511 (cond
1512 (landmark-emacs-is-computing
1513 (landmark-crash-game))
1514 ((not landmark-game-in-progress)
1515 (landmark-prompt-for-other-game))
1516 (t
1517 (let (square score)
1518 (setq square (landmark-point-square))
1519 (cond ((null square)
1520 (error "Your point is not on a square. Retry!"))
1521 ((not (zerop (aref landmark-board square)))
1522 (error "Your point is not on a free square. Retry!"))
1523 (t
1524 (progn
1525 (landmark-plot-square square 1)
1526
1527 (landmark-store-old-y_t)
1528 (landmark-calc-current-smells)
1529 (put 'z 't (calc-smell-internal 'landmark-tree))
1530
1531 (landmark-random-move)
1532
1533 (landmark-calc-payoff)
1534
1535 (mapc 'landmark-update-normal-weights landmark-directions)
1536 (mapc 'landmark-update-naught-weights landmark-directions)
1537 (landmark-amble-robot)
1538 )))))))
1539
1540
1541 ;;;_ + Misc functions
1542 ;;;_ - landmark-init (auto-start save-weights)
1543 (defvar landmark-tree-r "")
1544
1545 (defun landmark-init (auto-start save-weights)
1546
1547 (setq landmark-number-of-moves 0)
1548
1549 (landmark-plot-landmarks)
1550
1551 (if landmark-debug
1552 (save-current-buffer
1553 (set-buffer (get-buffer-create "*landmark-w0*"))
1554 (erase-buffer)
1555 (set-buffer (get-buffer-create "*landmark-moves*"))
1556 (set-buffer (get-buffer-create "*landmark-wts*"))
1557 (erase-buffer)
1558 (set-buffer (get-buffer-create "*landmark-y,s,noise*"))
1559 (erase-buffer)
1560 (set-buffer (get-buffer-create "*landmark-smell*"))
1561 (erase-buffer)
1562 (set-buffer (get-buffer-create "*landmark-blackbox*"))
1563 (erase-buffer)
1564 (set-buffer (get-buffer-create "*landmark-distance*"))
1565 (erase-buffer)))
1566
1567
1568 (landmark-set-landmark-signal-strengths)
1569
1570 (dolist (direction landmark-directions)
1571 (put direction 'y_t 0.0))
1572
1573 (if (not save-weights)
1574 (progn
1575 (mapc 'landmark-fix-weights-for landmark-directions)
1576 (dolist (direction landmark-directions)
1577 (put direction 'w0 landmark-initial-w0)))
1578 (message "Weights preserved for this run."))
1579
1580 (if auto-start
1581 (progn
1582 (landmark-goto-xy (1+ (random landmark-board-width)) (1+ (random landmark-board-height)))
1583 (landmark-start-robot))))
1584
1585
1586 ;;;_ - something which doesn't work
1587 ; no-a-worka!!
1588 ;(defum landmark-sum-list (list)
1589 ; (if (> (length list) 0)
1590 ; (+ (car list) (landmark-sum-list (cdr list)))
1591 ; 0))
1592 ; this a worka!
1593 ; (eval (cons '+ list))
1594 ;;;_ - landmark-set-landmark-signal-strengths ()
1595 ;;; on a screen higher than wide, I noticed that the robot would amble
1596 ;;; left and right and not move forward. examining *landmark-blackbox*
1597 ;;; revealed that there was no scent from the north and south
1598 ;;; landmarks, hence, they need less factoring down of the effect of
1599 ;;; distance on scent.
1600
1601 (defun landmark-set-landmark-signal-strengths ()
1602 (setq landmark-tree-r (* (sqrt (+ (square landmark-cx) (square landmark-cy))) 1.5))
1603 (mapc (lambda (direction)
1604 (put direction 'r (* landmark-cx 1.1)))
1605 landmark-ew)
1606 (mapc (lambda (direction)
1607 (put direction 'r (* landmark-cy 1.1)))
1608 landmark-ns)
1609 (put 'landmark-tree 'r landmark-tree-r))
1610
1611
1612 ;;;_ + landmark-test-run ()
1613
1614 ;;;###autoload
1615 (defalias 'landmark-repeat 'landmark-test-run)
1616 ;;;###autoload
1617 (defun landmark-test-run ()
1618 "Run 100 Landmark games, each time saving the weights from the previous game."
1619 (interactive)
1620 (landmark 1)
1621 (dotimes (scratch-var 100)
1622 (landmark 2)))
1623
1624 ;;;###autoload
1625 (defun landmark (parg)
1626 "Start or resume an Landmark game.
1627 If a game is in progress, this command allows you to resume it.
1628 Here is the relation between prefix args and game options:
1629
1630 prefix arg | robot is auto-started | weights are saved from last game
1631 ---------------------------------------------------------------------
1632 none / 1 | yes | no
1633 2 | yes | yes
1634 3 | no | yes
1635 4 | no | no
1636
1637 You start by moving to a square and typing \\[landmark-start-robot],
1638 if you did not use a prefix arg to ask for automatic start.
1639 Use \\[describe-mode] for more info."
1640 (interactive "p")
1641
1642 (setf landmark-n nil landmark-m nil)
1643 (landmark-switch-to-window)
1644 (cond
1645 (landmark-emacs-is-computing
1646 (landmark-crash-game))
1647 ((or (not landmark-game-in-progress)
1648 (<= landmark-number-of-moves 2))
1649 (let ((max-width (landmark-max-width))
1650 (max-height (landmark-max-height)))
1651 (or landmark-n (setq landmark-n max-width))
1652 (or landmark-m (setq landmark-m max-height))
1653 (cond ((< landmark-n 1)
1654 (error "I need at least 1 column"))
1655 ((< landmark-m 1)
1656 (error "I need at least 1 row"))
1657 ((> landmark-n max-width)
1658 (error "I cannot display %d columns in that window" landmark-n)))
1659 (if (and (> landmark-m max-height)
1660 (not (eq landmark-m landmark-saved-board-height))
1661 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1662 (not (y-or-n-p (format "Do you really want %d rows? " landmark-m))))
1663 (setq landmark-m max-height)))
1664 (if landmark-one-moment-please
1665 (message "One moment, please..."))
1666 (landmark-start-game landmark-n landmark-m)
1667 (eval (cons 'landmark-init
1668 (cond
1669 ((= parg 1) '(t nil))
1670 ((= parg 2) '(t t))
1671 ((= parg 3) '(nil t))
1672 ((= parg 4) '(nil nil))
1673 (t '(nil t))))))))
1674
1675
1676 ;;;_ + Local variables
1677
1678 ;;; The following `allout-layout' local variable setting:
1679 ;;; - closes all topics from the first topic to just before the third-to-last,
1680 ;;; - shows the children of the third to last (config vars)
1681 ;;; - and the second to last (code section),
1682 ;;; - and closes the last topic (this local-variables section).
1683 ;;;Local variables:
1684 ;;;allout-layout: (0 : -1 -1 0)
1685 ;;;End:
1686
1687 (random t)
1688
1689 (provide 'landmark)
1690
1691 ;;; landmark.el ends here