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1 ;;; landmark.el --- neural-network robot that learns landmarks
2
3 ;; Copyright (c) 1996, 1997, 2000 Free Software Foundation, Inc.
4
5 ;; Author: Terrence Brannon <brannon@rana.usc.edu>
6 ;; Created: December 16, 1996 - first release to usenet
7 ;; Keywords: gomoku neural network adaptive search chemotaxis
8
9 ;;;_* Usage
10 ;;; Just type
11 ;;; M-x eval-current-buffer
12 ;;; M-x lm-test-run
13
14
15 ;; This file is part of GNU Emacs.
16
17 ;; GNU Emacs is free software; you can redistribute it and/or modify
18 ;; it under the terms of the GNU General Public License as published by
19 ;; the Free Software Foundation; either version 2, or (at your option)
20 ;; any later version.
21
22 ;; GNU Emacs is distributed in the hope that it will be useful,
23 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
24 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
25 ;; GNU General Public License for more details.
26
27 ;; You should have received a copy of the GNU General Public License
28 ;; along with GNU Emacs; see the file COPYING. If not, write to the
29 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
30 ;; Boston, MA 02111-1307, USA.
31
32
33 ;;; Commentary:
34 ;;; Lm is a relatively non-participatory game in which a robot
35 ;;; attempts to maneuver towards a tree at the center of the window
36 ;;; based on unique olfactory cues from each of the 4 directions. If
37 ;;; the smell of the tree increases, then the weights in the robot's
38 ;;; brain are adjusted to encourage this odor-driven behavior in the
39 ;;; future. If the smell of the tree decreases, the robots weights are
40 ;;; adjusted to discourage a correct move.
41
42 ;;; In laymen's terms, the search space is initially flat. The point
43 ;;; of training is to "turn up the edges of the search space" so that
44 ;;; the robot rolls toward the center.
45
46 ;;; Further, do not become alarmed if the robot appears to oscillate
47 ;;; back and forth between two or a few positions. This simply means
48 ;;; it is currently caught in a local minimum and is doing its best to
49 ;;; work its way out.
50
51 ;;; The version of this program as described has a small problem. a
52 ;;; move in a net direction can produce gross credit assignment. for
53 ;;; example, if moving south will produce positive payoff, then, if in
54 ;;; a single move, one moves east,west and south, then both east and
55 ;;; west will be improved when they shouldn't
56
57 ;;; Many thanks to Yuri Pryadkin (yuri@rana.usc.edu) for this
58 ;;; concise problem description.
59
60 ;;;_* Require
61 (eval-when-compile (require 'cl))
62
63 ;;;_* From Gomoku
64
65 ;;; Code:
66
67 (defgroup lm nil
68 "Neural-network robot that learns landmarks."
69 :prefix "lm-"
70 :group 'games)
71
72 ;;;_ + THE BOARD.
73
74 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
75 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
76 ;; containing padding squares (coded with -1). These squares allow us to
77 ;; detect when we are trying to move out of the board. We denote a square by
78 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
79 ;; leftmost topmost square has coords (1,1) and index lm-board-width + 2.
80 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
81 ;; one DEPL (the difference between indexes).
82
83 (defvar lm-board-width nil
84 "Number of columns on the Lm board.")
85 (defvar lm-board-height nil
86 "Number of lines on the Lm board.")
87
88 (defvar lm-board nil
89 "Vector recording the actual state of the Lm board.")
90
91 (defvar lm-vector-length nil
92 "Length of lm-board vector.")
93
94 (defvar lm-draw-limit nil
95 ;; This is usually set to 70% of the number of squares.
96 "After how many moves will Emacs offer a draw?")
97
98 (defvar lm-cx 0
99 "This is the x coordinate of the center of the board.")
100
101 (defvar lm-cy 0
102 "This is the y coordinate of the center of the board.")
103
104 (defvar lm-m 0
105 "This is the x dimension of the playing board.")
106
107 (defvar lm-n 0
108 "This is the y dimension of the playing board.")
109
110
111 (defun lm-xy-to-index (x y)
112 "Translate X, Y cartesian coords into the corresponding board index."
113 (+ (* y lm-board-width) x y))
114
115 (defun lm-index-to-x (index)
116 "Return corresponding x-coord of board INDEX."
117 (% index (1+ lm-board-width)))
118
119 (defun lm-index-to-y (index)
120 "Return corresponding y-coord of board INDEX."
121 (/ index (1+ lm-board-width)))
122
123 (defun lm-init-board ()
124 "Create the lm-board vector and fill it with initial values."
125 (setq lm-board (make-vector lm-vector-length 0))
126 ;; Every square is 0 (i.e. empty) except padding squares:
127 (let ((i 0) (ii (1- lm-vector-length)))
128 (while (<= i lm-board-width) ; The squares in [0..width] and in
129 (aset lm-board i -1) ; [length - width - 1..length - 1]
130 (aset lm-board ii -1) ; are padding squares.
131 (setq i (1+ i)
132 ii (1- ii))))
133 (let ((i 0))
134 (while (< i lm-vector-length)
135 (aset lm-board i -1) ; and also all k*(width+1)
136 (setq i (+ i lm-board-width 1)))))
137
138 ;;;_ + DISPLAYING THE BOARD.
139
140 ;; You may change these values if you have a small screen or if the squares
141 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
142
143 (defconst lm-square-width 2
144 "*Horizontal spacing between squares on the Lm board.")
145
146 (defconst lm-square-height 1
147 "*Vertical spacing between squares on the Lm board.")
148
149 (defconst lm-x-offset 3
150 "*Number of columns between the Lm board and the side of the window.")
151
152 (defconst lm-y-offset 1
153 "*Number of lines between the Lm board and the top of the window.")
154
155
156 ;;;_ + LM MODE AND KEYMAP.
157
158 (defcustom lm-mode-hook nil
159 "If non-nil, its value is called on entry to Lm mode."
160 :type 'hook
161 :group 'lm)
162
163 (defvar lm-mode-map nil
164 "Local keymap to use in Lm mode.")
165
166 (if lm-mode-map nil
167 (setq lm-mode-map (make-sparse-keymap))
168
169 ;; Key bindings for cursor motion.
170 (define-key lm-mode-map "y" 'lm-move-nw) ; y
171 (define-key lm-mode-map "u" 'lm-move-ne) ; u
172 (define-key lm-mode-map "b" 'lm-move-sw) ; b
173 (define-key lm-mode-map "n" 'lm-move-se) ; n
174 (define-key lm-mode-map "h" 'backward-char) ; h
175 (define-key lm-mode-map "l" 'forward-char) ; l
176 (define-key lm-mode-map "j" 'lm-move-down) ; j
177 (define-key lm-mode-map "k" 'lm-move-up) ; k
178
179 (define-key lm-mode-map [kp-7] 'lm-move-nw)
180 (define-key lm-mode-map [kp-9] 'lm-move-ne)
181 (define-key lm-mode-map [kp-1] 'lm-move-sw)
182 (define-key lm-mode-map [kp-3] 'lm-move-se)
183 (define-key lm-mode-map [kp-4] 'backward-char)
184 (define-key lm-mode-map [kp-6] 'forward-char)
185 (define-key lm-mode-map [kp-2] 'lm-move-down)
186 (define-key lm-mode-map [kp-8] 'lm-move-up)
187
188 (define-key lm-mode-map "\C-n" 'lm-move-down) ; C-n
189 (define-key lm-mode-map "\C-p" 'lm-move-up) ; C-p
190
191 ;; Key bindings for entering Human moves.
192 (define-key lm-mode-map "X" 'lm-human-plays) ; X
193 (define-key lm-mode-map "x" 'lm-human-plays) ; x
194
195 (define-key lm-mode-map " " 'lm-start-robot) ; SPC
196 (define-key lm-mode-map [down-mouse-1] 'lm-start-robot)
197 (define-key lm-mode-map [drag-mouse-1] 'lm-click)
198 (define-key lm-mode-map [mouse-1] 'lm-click)
199 (define-key lm-mode-map [down-mouse-2] 'lm-click)
200 (define-key lm-mode-map [mouse-2] 'lm-mouse-play)
201 (define-key lm-mode-map [drag-mouse-2] 'lm-mouse-play)
202
203 (substitute-key-definition 'previous-line 'lm-move-up
204 lm-mode-map (current-global-map))
205 (substitute-key-definition 'next-line 'lm-move-down
206 lm-mode-map (current-global-map))
207 (substitute-key-definition 'beginning-of-line 'lm-beginning-of-line
208 lm-mode-map (current-global-map))
209 (substitute-key-definition 'end-of-line 'lm-end-of-line
210 lm-mode-map (current-global-map))
211 (substitute-key-definition 'undo 'lm-human-takes-back
212 lm-mode-map (current-global-map))
213 (substitute-key-definition 'advertised-undo 'lm-human-takes-back
214 lm-mode-map (current-global-map)))
215
216 (defvar lm-emacs-won ()
217 "*For making font-lock use the winner's face for the line.")
218
219 (defvar lm-font-lock-face-O
220 (if (display-color-p)
221 (list (facemenu-get-face 'fg:red) 'bold))
222 "*Face to use for Emacs' O.")
223
224 (defvar lm-font-lock-face-X
225 (if (display-color-p)
226 (list (facemenu-get-face 'fg:green) 'bold))
227 "*Face to use for your X.")
228
229 (defvar lm-font-lock-keywords
230 '(("O" . lm-font-lock-face-O)
231 ("X" . lm-font-lock-face-X)
232 ("[-|/\\]" 0 (if lm-emacs-won
233 lm-font-lock-face-O
234 lm-font-lock-face-X)))
235 "*Font lock rules for Lm.")
236
237 (put 'lm-mode 'front-sticky
238 (put 'lm-mode 'rear-nonsticky '(intangible)))
239 (put 'lm-mode 'intangible 1)
240
241 (defun lm-mode ()
242 "Major mode for playing Lm against Emacs.
243 You and Emacs play in turn by marking a free square. You mark it with X
244 and Emacs marks it with O. The winner is the first to get five contiguous
245 marks horizontally, vertically or in diagonal.
246
247 You play by moving the cursor over the square you choose and hitting \\[lm-human-plays].
248
249 Other useful commands:
250 \\{lm-mode-map}
251 Entry to this mode calls the value of `lm-mode-hook' if that value
252 is non-nil. One interesting value is `turn-on-font-lock'."
253 (interactive)
254 (setq major-mode 'lm-mode
255 mode-name "Lm")
256 (lm-display-statistics)
257 (use-local-map lm-mode-map)
258 (make-local-variable 'font-lock-defaults)
259 (setq font-lock-defaults '(lm-font-lock-keywords t))
260 (toggle-read-only t)
261 (run-hooks 'lm-mode-hook))
262
263
264 ;;;_ + THE SCORE TABLE.
265
266
267 ;; Every (free) square has a score associated to it, recorded in the
268 ;; LM-SCORE-TABLE vector. The program always plays in the square having
269 ;; the highest score.
270
271 (defvar lm-score-table nil
272 "Vector recording the actual score of the free squares.")
273
274
275 ;; The key point point about the algorithm is that, rather than considering
276 ;; the board as just a set of squares, we prefer to see it as a "space" of
277 ;; internested 5-tuples of contiguous squares (called qtuples).
278 ;;
279 ;; The aim of the program is to fill one qtuple with its O's while preventing
280 ;; you from filling another one with your X's. To that effect, it computes a
281 ;; score for every qtuple, with better qtuples having better scores. Of
282 ;; course, the score of a qtuple (taken in isolation) is just determined by
283 ;; its contents as a set, i.e. not considering the order of its elements. The
284 ;; highest score is given to the "OOOO" qtuples because playing in such a
285 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
286 ;; not playing in it is just loosing the game, and so on. Note that a
287 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
288 ;; has score zero because there is no more any point in playing in it, from
289 ;; both an attacking and a defending point of view.
290 ;;
291 ;; Given the score of every qtuple, the score of a given free square on the
292 ;; board is just the sum of the scores of all the qtuples to which it belongs,
293 ;; because playing in that square is playing in all its containing qtuples at
294 ;; once. And it is that function which takes into account the internesting of
295 ;; the qtuples.
296 ;;
297 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
298 ;; play. It easily extends to "n-dimensional Lm", where a win should not
299 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
300 ;; should be preferred.
301
302
303 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
304 ;; these values will change (hopefully improve) the strength of the program
305 ;; and may change its style (rather aggressive here).
306
307 (defconst nil-score 7 "Score of an empty qtuple.")
308 (defconst Xscore 15 "Score of a qtuple containing one X.")
309 (defconst XXscore 400 "Score of a qtuple containing two X's.")
310 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
311 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
312 (defconst Oscore 35 "Score of a qtuple containing one O.")
313 (defconst OOscore 800 "Score of a qtuple containing two O's.")
314 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
315 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
316
317 ;; These values are not just random: if, given the following situation:
318 ;;
319 ;; . . . . . . . O .
320 ;; . X X a . . . X .
321 ;; . . . X . . . X .
322 ;; . . . X . . . X .
323 ;; . . . . . . . b .
324 ;;
325 ;; you want Emacs to play in "a" and not in "b", then the parameters must
326 ;; satisfy the inequality:
327 ;;
328 ;; 6 * XXscore > XXXscore + XXscore
329 ;;
330 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
331 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
332 ;; conditions are required to obtain sensible moves, but the previous example
333 ;; should illustrate the point. If you manage to improve on these values,
334 ;; please send me a note. Thanks.
335
336
337 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
338 ;; contents of a qtuple are uniquely determined by the sum of its elements and
339 ;; we just have to set up a translation table.
340
341 (defconst lm-score-trans-table
342 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
343 Oscore 0 0 0 0 0
344 OOscore 0 0 0 0 0
345 OOOscore 0 0 0 0 0
346 OOOOscore 0 0 0 0 0
347 0)
348 "Vector associating qtuple contents to their score.")
349
350
351 ;; If you do not modify drastically the previous constants, the only way for a
352 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
353 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
354 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
355 ;; qtuple. We may use these considerations to detect when a given move is
356 ;; winning or loosing.
357
358 (defconst lm-winning-threshold OOOOscore
359 "Threshold score beyond which an Emacs move is winning.")
360
361 (defconst lm-loosing-threshold XXXXscore
362 "Threshold score beyond which a human move is winning.")
363
364
365 (defun lm-strongest-square ()
366 "Compute index of free square with highest score, or nil if none."
367 ;; We just have to loop other all squares. However there are two problems:
368 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
369 ;; up future searches, we set the score of padding or occupied squares
370 ;; to -1 whenever we meet them.
371 ;; 2/ We want to choose randomly between equally good moves.
372 (let ((score-max 0)
373 (count 0) ; Number of equally good moves
374 (square (lm-xy-to-index 1 1)) ; First square
375 (end (lm-xy-to-index lm-board-width lm-board-height))
376 best-square score)
377 (while (<= square end)
378 (cond
379 ;; If score is lower (i.e. most of the time), skip to next:
380 ((< (aref lm-score-table square) score-max))
381 ;; If score is better, beware of non free squares:
382 ((> (setq score (aref lm-score-table square)) score-max)
383 (if (zerop (aref lm-board square)) ; is it free ?
384 (setq count 1 ; yes: take it !
385 best-square square
386 score-max score)
387 (aset lm-score-table square -1))) ; no: kill it !
388 ;; If score is equally good, choose randomly. But first check freeness:
389 ((not (zerop (aref lm-board square)))
390 (aset lm-score-table square -1))
391 ((zerop (random (setq count (1+ count))))
392 (setq best-square square
393 score-max score)))
394 (setq square (1+ square))) ; try next square
395 best-square))
396
397 ;;;_ - INITIALIZING THE SCORE TABLE.
398
399 ;; At initialization the board is empty so that every qtuple amounts for
400 ;; nil-score. Therefore, the score of any square is nil-score times the number
401 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
402 ;; are sufficiently far from the sides. As computing the number is time
403 ;; consuming, we initialize every square with 20*nil-score and then only
404 ;; consider squares at less than 5 squares from one side. We speed this up by
405 ;; taking symmetry into account.
406 ;; Also, as it is likely that successive games will be played on a board with
407 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
408
409 (defvar lm-saved-score-table nil
410 "Recorded initial value of previous score table.")
411
412 (defvar lm-saved-board-width nil
413 "Recorded value of previous board width.")
414
415 (defvar lm-saved-board-height nil
416 "Recorded value of previous board height.")
417
418
419 (defun lm-init-score-table ()
420 "Create the score table vector and fill it with initial values."
421 (if (and lm-saved-score-table ; Has it been stored last time ?
422 (= lm-board-width lm-saved-board-width)
423 (= lm-board-height lm-saved-board-height))
424 (setq lm-score-table (copy-sequence lm-saved-score-table))
425 ;; No, compute it:
426 (setq lm-score-table
427 (make-vector lm-vector-length (* 20 nil-score)))
428 (let (i j maxi maxj maxi2 maxj2)
429 (setq maxi (/ (1+ lm-board-width) 2)
430 maxj (/ (1+ lm-board-height) 2)
431 maxi2 (min 4 maxi)
432 maxj2 (min 4 maxj))
433 ;; We took symmetry into account and could use it more if the board
434 ;; would have been square and not rectangular !
435 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
436 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
437 ;; board may well be less than 8 by 8 !
438 (setq i 1)
439 (while (<= i maxi2)
440 (setq j 1)
441 (while (<= j maxj)
442 (lm-init-square-score i j)
443 (setq j (1+ j)))
444 (setq i (1+ i)))
445 (while (<= i maxi)
446 (setq j 1)
447 (while (<= j maxj2)
448 (lm-init-square-score i j)
449 (setq j (1+ j)))
450 (setq i (1+ i))))
451 (setq lm-saved-score-table (copy-sequence lm-score-table)
452 lm-saved-board-width lm-board-width
453 lm-saved-board-height lm-board-height)))
454
455 (defun lm-nb-qtuples (i j)
456 "Return the number of qtuples containing square I,J."
457 ;; This function is complicated because we have to deal
458 ;; with ugly cases like 3 by 6 boards, but it works.
459 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
460 (let ((left (min 4 (1- i)))
461 (right (min 4 (- lm-board-width i)))
462 (up (min 4 (1- j)))
463 (down (min 4 (- lm-board-height j))))
464 (+ -12
465 (min (max (+ left right) 3) 8)
466 (min (max (+ up down) 3) 8)
467 (min (max (+ (min left up) (min right down)) 3) 8)
468 (min (max (+ (min right up) (min left down)) 3) 8))))
469
470 (defun lm-init-square-score (i j)
471 "Give initial score to square I,J and to its mirror images."
472 (let ((ii (1+ (- lm-board-width i)))
473 (jj (1+ (- lm-board-height j)))
474 (sc (* (lm-nb-qtuples i j) (aref lm-score-trans-table 0))))
475 (aset lm-score-table (lm-xy-to-index i j) sc)
476 (aset lm-score-table (lm-xy-to-index ii j) sc)
477 (aset lm-score-table (lm-xy-to-index i jj) sc)
478 (aset lm-score-table (lm-xy-to-index ii jj) sc)))
479 ;;;_ - MAINTAINING THE SCORE TABLE.
480
481
482 ;; We do not provide functions for computing the SCORE-TABLE given the
483 ;; contents of the BOARD. This would involve heavy nested loops, with time
484 ;; proportional to the size of the board. It is better to update the
485 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
486 ;; squares: it is done in constant time.
487
488 (defun lm-update-score-table (square dval)
489 "Update score table after SQUARE received a DVAL increment."
490 ;; The board has already been updated when this function is called.
491 ;; Updating scores is done by looking for qtuples boundaries in all four
492 ;; directions and then calling update-score-in-direction.
493 ;; Finally all squares received the right increment, and then are up to
494 ;; date, except possibly for SQUARE itself if we are taking a move back for
495 ;; its score had been set to -1 at the time.
496 (let* ((x (lm-index-to-x square))
497 (y (lm-index-to-y square))
498 (imin (max -4 (- 1 x)))
499 (jmin (max -4 (- 1 y)))
500 (imax (min 0 (- lm-board-width x 4)))
501 (jmax (min 0 (- lm-board-height y 4))))
502 (lm-update-score-in-direction imin imax
503 square 1 0 dval)
504 (lm-update-score-in-direction jmin jmax
505 square 0 1 dval)
506 (lm-update-score-in-direction (max imin jmin) (min imax jmax)
507 square 1 1 dval)
508 (lm-update-score-in-direction (max (- 1 y) -4
509 (- x lm-board-width))
510 (min 0 (- x 5)
511 (- lm-board-height y 4))
512 square -1 1 dval)))
513
514 (defun lm-update-score-in-direction (left right square dx dy dval)
515 "Update scores for all squares in the qtuples in range.
516 That is, those between the LEFTth square and the RIGHTth after SQUARE,
517 along the DX, DY direction, considering that DVAL has been added on SQUARE."
518 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
519 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
520 ;; DX,DY direction.
521 (cond
522 ((> left right)) ; Quit
523 (t ; Else ..
524 (let (depl square0 square1 square2 count delta)
525 (setq depl (lm-xy-to-index dx dy)
526 square0 (+ square (* left depl))
527 square1 (+ square (* right depl))
528 square2 (+ square0 (* 4 depl)))
529 ;; Compute the contents of the first qtuple:
530 (setq square square0
531 count 0)
532 (while (<= square square2)
533 (setq count (+ count (aref lm-board square))
534 square (+ square depl)))
535 (while (<= square0 square1)
536 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
537 ;; in SQUARE2.
538 (setq delta (- (aref lm-score-trans-table count)
539 (aref lm-score-trans-table (- count dval))))
540 (cond ((not (zerop delta)) ; or else nothing to update
541 (setq square square0)
542 (while (<= square square2)
543 (if (zerop (aref lm-board square)) ; only for free squares
544 (aset lm-score-table square
545 (+ (aref lm-score-table square) delta)))
546 (setq square (+ square depl)))))
547 ;; Then shift the qtuple one square along DEPL, this only requires
548 ;; modifying SQUARE0 and SQUARE2.
549 (setq square2 (+ square2 depl)
550 count (+ count (- (aref lm-board square0))
551 (aref lm-board square2))
552 square0 (+ square0 depl)))))))
553
554 ;;;
555 ;;; GAME CONTROL.
556 ;;;
557
558 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
559 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
560 ;; (anti-updating the score table) and to compute the table from scratch in
561 ;; case of an interruption.
562
563 (defvar lm-game-in-progress nil
564 "Non-nil if a game is in progress.")
565
566 (defvar lm-game-history nil
567 "A record of all moves that have been played during current game.")
568
569 (defvar lm-number-of-moves nil
570 "Number of moves already played in current game.")
571
572 (defvar lm-number-of-human-moves nil
573 "Number of moves already played by human in current game.")
574
575 (defvar lm-emacs-played-first nil
576 "Non-nil if Emacs played first.")
577
578 (defvar lm-human-took-back nil
579 "Non-nil if Human took back a move during the game.")
580
581 (defvar lm-human-refused-draw nil
582 "Non-nil if Human refused Emacs offer of a draw.")
583
584 (defvar lm-emacs-is-computing nil
585 ;; This is used to detect interruptions. Hopefully, it should not be needed.
586 "Non-nil if Emacs is in the middle of a computation.")
587
588
589 (defun lm-start-game (n m)
590 "Initialize a new game on an N by M board."
591 (setq lm-emacs-is-computing t) ; Raise flag
592 (setq lm-game-in-progress t)
593 (setq lm-board-width n
594 lm-board-height m
595 lm-vector-length (1+ (* (+ m 2) (1+ n)))
596 lm-draw-limit (/ (* 7 n m) 10))
597 (setq lm-emacs-won nil
598 lm-game-history nil
599 lm-number-of-moves 0
600 lm-number-of-human-moves 0
601 lm-emacs-played-first nil
602 lm-human-took-back nil
603 lm-human-refused-draw nil)
604 (lm-init-display n m) ; Display first: the rest takes time
605 (lm-init-score-table) ; INIT-BOARD requires that the score
606 (lm-init-board) ; table be already created.
607 (setq lm-emacs-is-computing nil))
608
609 (defun lm-play-move (square val &optional dont-update-score)
610 "Go to SQUARE, play VAL and update everything."
611 (setq lm-emacs-is-computing t) ; Raise flag
612 (cond ((= 1 val) ; a Human move
613 (setq lm-number-of-human-moves (1+ lm-number-of-human-moves)))
614 ((zerop lm-number-of-moves) ; an Emacs move. Is it first ?
615 (setq lm-emacs-played-first t)))
616 (setq lm-game-history
617 (cons (cons square (aref lm-score-table square))
618 lm-game-history)
619 lm-number-of-moves (1+ lm-number-of-moves))
620 (lm-plot-square square val)
621 (aset lm-board square val) ; *BEFORE* UPDATE-SCORE !
622 (if dont-update-score nil
623 (lm-update-score-table square val) ; previous val was 0: dval = val
624 (aset lm-score-table square -1))
625 (setq lm-emacs-is-computing nil))
626
627 (defun lm-take-back ()
628 "Take back last move and update everything."
629 (setq lm-emacs-is-computing t)
630 (let* ((last-move (car lm-game-history))
631 (square (car last-move))
632 (oldval (aref lm-board square)))
633 (if (= 1 oldval)
634 (setq lm-number-of-human-moves (1- lm-number-of-human-moves)))
635 (setq lm-game-history (cdr lm-game-history)
636 lm-number-of-moves (1- lm-number-of-moves))
637 (lm-plot-square square 0)
638 (aset lm-board square 0) ; *BEFORE* UPDATE-SCORE !
639 (lm-update-score-table square (- oldval))
640 (aset lm-score-table square (cdr last-move)))
641 (setq lm-emacs-is-computing nil))
642
643
644 ;;;_ + SESSION CONTROL.
645
646 (defvar lm-number-of-trials 0
647 "The number of times that landmark has been run.")
648
649 (defvar lm-sum-of-moves 0
650 "The total number of moves made in all games.")
651
652 (defvar lm-number-of-emacs-wins 0
653 "Number of games Emacs won in this session.")
654
655 (defvar lm-number-of-human-wins 0
656 "Number of games you won in this session.")
657
658 (defvar lm-number-of-draws 0
659 "Number of games already drawn in this session.")
660
661
662 (defun lm-terminate-game (result)
663 "Terminate the current game with RESULT."
664 (setq lm-number-of-trials (1+ lm-number-of-trials))
665 (setq lm-sum-of-moves (+ lm-sum-of-moves lm-number-of-moves))
666 (if (eq result 'crash-game)
667 (message
668 "Sorry, I have been interrupted and cannot resume that game..."))
669 (lm-display-statistics)
670 ;;(ding)
671 (setq lm-game-in-progress nil))
672
673 (defun lm-crash-game ()
674 "What to do when Emacs detects it has been interrupted."
675 (setq lm-emacs-is-computing nil)
676 (lm-terminate-game 'crash-game)
677 (sit-for 4) ; Let's see the message
678 (lm-prompt-for-other-game))
679
680
681 ;;;_ + INTERACTIVE COMMANDS.
682
683 (defun lm-emacs-plays ()
684 "Compute Emacs next move and play it."
685 (interactive)
686 (lm-switch-to-window)
687 (cond
688 (lm-emacs-is-computing
689 (lm-crash-game))
690 ((not lm-game-in-progress)
691 (lm-prompt-for-other-game))
692 (t
693 (message "Let me think...")
694 (let (square score)
695 (setq square (lm-strongest-square))
696 (cond ((null square)
697 (lm-terminate-game 'nobody-won))
698 (t
699 (setq score (aref lm-score-table square))
700 (lm-play-move square 6)
701 (cond ((>= score lm-winning-threshold)
702 (setq lm-emacs-won t) ; for font-lock
703 (lm-find-filled-qtuple square 6)
704 (lm-terminate-game 'emacs-won))
705 ((zerop score)
706 (lm-terminate-game 'nobody-won))
707 ((and (> lm-number-of-moves lm-draw-limit)
708 (not lm-human-refused-draw)
709 (lm-offer-a-draw))
710 (lm-terminate-game 'draw-agreed))
711 (t
712 (lm-prompt-for-move)))))))))
713
714 ;; For small square dimensions this is approximate, since though measured in
715 ;; pixels, event's (X . Y) is a character's top-left corner.
716 (defun lm-click (click)
717 "Position at the square where you click."
718 (interactive "e")
719 (and (windowp (posn-window (setq click (event-end click))))
720 (numberp (posn-point click))
721 (select-window (posn-window click))
722 (setq click (posn-col-row click))
723 (lm-goto-xy
724 (min (max (/ (+ (- (car click)
725 lm-x-offset
726 1)
727 (window-hscroll)
728 lm-square-width
729 (% lm-square-width 2)
730 (/ lm-square-width 2))
731 lm-square-width)
732 1)
733 lm-board-width)
734 (min (max (/ (+ (- (cdr click)
735 lm-y-offset
736 1)
737 (let ((inhibit-point-motion-hooks t))
738 (count-lines 1 (window-start)))
739 lm-square-height
740 (% lm-square-height 2)
741 (/ lm-square-height 2))
742 lm-square-height)
743 1)
744 lm-board-height))))
745
746 (defun lm-mouse-play (click)
747 "Play at the square where you click."
748 (interactive "e")
749 (if (lm-click click)
750 (lm-human-plays)))
751
752 (defun lm-human-plays ()
753 "Signal to the Lm program that you have played.
754 You must have put the cursor on the square where you want to play.
755 If the game is finished, this command requests for another game."
756 (interactive)
757 (lm-switch-to-window)
758 (cond
759 (lm-emacs-is-computing
760 (lm-crash-game))
761 ((not lm-game-in-progress)
762 (lm-prompt-for-other-game))
763 (t
764 (let (square score)
765 (setq square (lm-point-square))
766 (cond ((null square)
767 (error "Your point is not on a square. Retry !"))
768 ((not (zerop (aref lm-board square)))
769 (error "Your point is not on a free square. Retry !"))
770 (t
771 (setq score (aref lm-score-table square))
772 (lm-play-move square 1)
773 (cond ((and (>= score lm-loosing-threshold)
774 ;; Just testing SCORE > THRESHOLD is not enough for
775 ;; detecting wins, it just gives an indication that
776 ;; we confirm with LM-FIND-FILLED-QTUPLE.
777 (lm-find-filled-qtuple square 1))
778 (lm-terminate-game 'human-won))
779 (t
780 (lm-emacs-plays)))))))))
781
782 (defun lm-human-takes-back ()
783 "Signal to the Lm program that you wish to take back your last move."
784 (interactive)
785 (lm-switch-to-window)
786 (cond
787 (lm-emacs-is-computing
788 (lm-crash-game))
789 ((not lm-game-in-progress)
790 (message "Too late for taking back...")
791 (sit-for 4)
792 (lm-prompt-for-other-game))
793 ((zerop lm-number-of-human-moves)
794 (message "You have not played yet... Your move ?"))
795 (t
796 (message "One moment, please...")
797 ;; It is possible for the user to let Emacs play several consecutive
798 ;; moves, so that the best way to know when to stop taking back moves is
799 ;; to count the number of human moves:
800 (setq lm-human-took-back t)
801 (let ((number lm-number-of-human-moves))
802 (while (= number lm-number-of-human-moves)
803 (lm-take-back)))
804 (lm-prompt-for-move))))
805
806 (defun lm-human-resigns ()
807 "Signal to the Lm program that you may want to resign."
808 (interactive)
809 (lm-switch-to-window)
810 (cond
811 (lm-emacs-is-computing
812 (lm-crash-game))
813 ((not lm-game-in-progress)
814 (message "There is no game in progress"))
815 ((y-or-n-p "You mean, you resign ")
816 (lm-terminate-game 'human-resigned))
817 ((y-or-n-p "You mean, we continue ")
818 (lm-prompt-for-move))
819 (t
820 (lm-terminate-game 'human-resigned)))) ; OK. Accept it
821
822 ;;;_ + PROMPTING THE HUMAN PLAYER.
823
824 (defun lm-prompt-for-move ()
825 "Display a message asking for Human's move."
826 (message (if (zerop lm-number-of-human-moves)
827 "Your move ? (move to a free square and hit X, RET ...)"
828 "Your move ?"))
829 ;; This may seem silly, but if one omits the following line (or a similar
830 ;; one), the cursor may very well go to some place where POINT is not.
831 (save-excursion (set-buffer (other-buffer))))
832
833 (defun lm-prompt-for-other-game ()
834 "Ask for another game, and start it."
835 (if (y-or-n-p "Another game ")
836 (if (y-or-n-p "Retain learned weights ")
837 (lm 2)
838 (lm 1))
839 (message "Chicken !")))
840
841 (defun lm-offer-a-draw ()
842 "Offer a draw and return t if Human accepted it."
843 (or (y-or-n-p "I offer you a draw. Do you accept it ")
844 (not (setq lm-human-refused-draw t))))
845
846
847 (defun lm-max-width ()
848 "Largest possible board width for the current window."
849 (1+ (/ (- (window-width (selected-window))
850 lm-x-offset lm-x-offset 1)
851 lm-square-width)))
852
853 (defun lm-max-height ()
854 "Largest possible board height for the current window."
855 (1+ (/ (- (window-height (selected-window))
856 lm-y-offset lm-y-offset 2)
857 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
858 lm-square-height)))
859
860 (defun lm-point-y ()
861 "Return the board row where point is."
862 (let ((inhibit-point-motion-hooks t))
863 (1+ (/ (- (count-lines 1 (point)) lm-y-offset (if (bolp) 0 1))
864 lm-square-height))))
865
866 (defun lm-point-square ()
867 "Return the index of the square point is on."
868 (let ((inhibit-point-motion-hooks t))
869 (lm-xy-to-index (1+ (/ (- (current-column) lm-x-offset)
870 lm-square-width))
871 (lm-point-y))))
872
873 (defun lm-goto-square (index)
874 "Move point to square number INDEX."
875 (lm-goto-xy (lm-index-to-x index) (lm-index-to-y index)))
876
877 (defun lm-goto-xy (x y)
878 "Move point to square at X, Y coords."
879 (let ((inhibit-point-motion-hooks t))
880 (goto-line (+ 1 lm-y-offset (* lm-square-height (1- y)))))
881 (move-to-column (+ lm-x-offset (* lm-square-width (1- x)))))
882
883 (defun lm-plot-square (square value)
884 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
885 (or (= value 1)
886 (lm-goto-square square))
887 (let ((inhibit-read-only t)
888 (inhibit-point-motion-hooks t))
889 (insert-and-inherit (cond ((= value 1) ?.)
890 ((= value 2) ?N)
891 ((= value 3) ?S)
892 ((= value 4) ?E)
893 ((= value 5) ?W)
894 ((= value 6) ?^)))
895
896 (and (zerop value)
897 (add-text-properties (1- (point)) (point)
898 '(mouse-face highlight
899 help-echo "\
900 mouse-1: get robot moving, mouse-2: play on this square")))
901 (delete-char 1)
902 (backward-char 1))
903 (sit-for 0)) ; Display NOW
904
905 (defun lm-init-display (n m)
906 "Display an N by M Lm board."
907 (buffer-disable-undo (current-buffer))
908 (let ((inhibit-read-only t)
909 (point 1) opoint
910 (intangible t)
911 (i m) j x)
912 ;; Try to minimize number of chars (because of text properties)
913 (setq tab-width
914 (if (zerop (% lm-x-offset lm-square-width))
915 lm-square-width
916 (max (/ (+ (% lm-x-offset lm-square-width)
917 lm-square-width 1) 2) 2)))
918 (erase-buffer)
919 (newline lm-y-offset)
920 (while (progn
921 (setq j n
922 x (- lm-x-offset lm-square-width))
923 (while (>= (setq j (1- j)) 0)
924 (insert-char ?\t (/ (- (setq x (+ x lm-square-width))
925 (current-column))
926 tab-width))
927 (insert-char ? (- x (current-column)))
928 (if (setq intangible (not intangible))
929 (put-text-property point (point) 'intangible 2))
930 (and (zerop j)
931 (= i (- m 2))
932 (progn
933 (while (>= i 3)
934 (append-to-buffer (current-buffer) opoint (point))
935 (setq i (- i 2)))
936 (goto-char (point-max))))
937 (setq point (point))
938 (insert ?=)
939 (add-text-properties point (point)
940 '(mouse-face highlight help-echo "\
941 mouse-1: get robot moving, mouse-2: play on this square")))
942 (> (setq i (1- i)) 0))
943 (if (= i (1- m))
944 (setq opoint point))
945 (insert-char ?\n lm-square-height))
946 (or (eq (char-after 1) ?.)
947 (put-text-property 1 2 'point-entered
948 (lambda (x x) (if (bobp) (forward-char)))))
949 (or intangible
950 (put-text-property point (point) 'intangible 2))
951 (put-text-property point (point) 'point-entered
952 (lambda (x x) (if (eobp) (backward-char))))
953 (put-text-property (point-min) (point) 'category 'lm-mode))
954 (lm-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
955 (sit-for 0)) ; Display NOW
956
957 (defun lm-display-statistics ()
958 "Obnoxiously display some statistics about previous games in mode line."
959 ;; We store this string in the mode-line-process local variable.
960 ;; This is certainly not the cleanest way out ...
961 (setq mode-line-process
962 (format ": Trials: %d, Avg#Moves: %d"
963 lm-number-of-trials
964 (if (zerop lm-number-of-trials)
965 0
966 (/ lm-sum-of-moves lm-number-of-trials))))
967 (force-mode-line-update))
968
969 (defun lm-switch-to-window ()
970 "Find or create the Lm buffer, and display it."
971 (interactive)
972 (let ((buff (get-buffer "*Lm*")))
973 (if buff ; Buffer exists:
974 (switch-to-buffer buff) ; no problem.
975 (if lm-game-in-progress
976 (lm-crash-game)) ; buffer has been killed or something
977 (switch-to-buffer "*Lm*") ; Anyway, start anew.
978 (lm-mode))))
979
980
981 ;;;_ + CROSSING WINNING QTUPLES.
982
983 ;; When someone succeeds in filling a qtuple, we draw a line over the five
984 ;; corresponding squares. One problem is that the program does not know which
985 ;; squares ! It only knows the square where the last move has been played and
986 ;; who won. The solution is to scan the board along all four directions.
987
988 (defun lm-find-filled-qtuple (square value)
989 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
990 (or (lm-check-filled-qtuple square value 1 0)
991 (lm-check-filled-qtuple square value 0 1)
992 (lm-check-filled-qtuple square value 1 1)
993 (lm-check-filled-qtuple square value -1 1)))
994
995 (defun lm-check-filled-qtuple (square value dx dy)
996 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
997 (let ((a 0) (b 0)
998 (left square) (right square)
999 (depl (lm-xy-to-index dx dy)))
1000 (while (and (> a -4) ; stretch tuple left
1001 (= value (aref lm-board (setq left (- left depl)))))
1002 (setq a (1- a)))
1003 (while (and (< b (+ a 4)) ; stretch tuple right
1004 (= value (aref lm-board (setq right (+ right depl)))))
1005 (setq b (1+ b)))
1006 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1007 (lm-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1008 dx dy)
1009 t))))
1010
1011 (defun lm-cross-qtuple (square1 square2 dx dy)
1012 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1013 (save-excursion ; Not moving point from last square
1014 (let ((depl (lm-xy-to-index dx dy))
1015 (inhibit-read-only t)
1016 (inhibit-point-motion-hooks t))
1017 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1018 (while (/= square1 square2)
1019 (lm-goto-square square1)
1020 (setq square1 (+ square1 depl))
1021 (cond
1022 ((= dy 0) ; Horizontal
1023 (forward-char 1)
1024 (insert-char ?- (1- lm-square-width) t)
1025 (delete-region (point) (progn
1026 (skip-chars-forward " \t")
1027 (point))))
1028 ((= dx 0) ; Vertical
1029 (let ((lm-n 1)
1030 (column (current-column)))
1031 (while (< lm-n lm-square-height)
1032 (setq lm-n (1+ lm-n))
1033 (forward-line 1)
1034 (indent-to column)
1035 (insert-and-inherit ?|))))
1036 ((= dx -1) ; 1st Diagonal
1037 (indent-to (prog1 (- (current-column) (/ lm-square-width 2))
1038 (forward-line (/ lm-square-height 2))))
1039 (insert-and-inherit ?/))
1040 (t ; 2nd Diagonal
1041 (indent-to (prog1 (+ (current-column) (/ lm-square-width 2))
1042 (forward-line (/ lm-square-height 2))))
1043 (insert-and-inherit ?\\))))))
1044 (sit-for 0)) ; Display NOW
1045
1046
1047 ;;;_ + CURSOR MOTION.
1048
1049 ;; previous-line and next-line don't work right with intangible newlines
1050 (defun lm-move-down ()
1051 "Move point down one row on the Lm board."
1052 (interactive)
1053 (if (< (lm-point-y) lm-board-height)
1054 (next-line 1)));;; lm-square-height)))
1055
1056 (defun lm-move-up ()
1057 "Move point up one row on the Lm board."
1058 (interactive)
1059 (if (> (lm-point-y) 1)
1060 (previous-line lm-square-height)))
1061
1062 (defun lm-move-ne ()
1063 "Move point North East on the Lm board."
1064 (interactive)
1065 (lm-move-up)
1066 (forward-char))
1067
1068 (defun lm-move-se ()
1069 "Move point South East on the Lm board."
1070 (interactive)
1071 (lm-move-down)
1072 (forward-char))
1073
1074 (defun lm-move-nw ()
1075 "Move point North West on the Lm board."
1076 (interactive)
1077 (lm-move-up)
1078 (backward-char))
1079
1080 (defun lm-move-sw ()
1081 "Move point South West on the Lm board."
1082 (interactive)
1083 (lm-move-down)
1084 (backward-char))
1085
1086 (defun lm-beginning-of-line ()
1087 "Move point to first square on the Lm board row."
1088 (interactive)
1089 (move-to-column lm-x-offset))
1090
1091 (defun lm-end-of-line ()
1092 "Move point to last square on the Lm board row."
1093 (interactive)
1094 (move-to-column (+ lm-x-offset
1095 (* lm-square-width (1- lm-board-width)))))
1096
1097
1098 ;;;_ + Simulation variables
1099
1100 ;;;_ - lm-nvar
1101 (defvar lm-nvar 0.0075
1102 "Not used.
1103 Affects a noise generator which was used in an earlier incarnation of
1104 this program to add a random element to the way moves were made.")
1105 ;;;_ - lists of cardinal directions
1106 ;;;_ :
1107 (defvar lm-ns '(lm-n lm-s)
1108 "Used when doing something relative to the north and south axes.")
1109 (defvar lm-ew '(lm-e lm-w)
1110 "Used when doing something relative to the east and west axes.")
1111 (defvar lm-directions '(lm-n lm-s lm-e lm-w)
1112 "The cardinal directions.")
1113 (defvar lm-8-directions
1114 '((lm-n) (lm-n lm-w) (lm-w) (lm-s lm-w)
1115 (lm-s) (lm-s lm-e) (lm-e) (lm-n lm-e))
1116 "The full 8 possible directions.")
1117
1118 (defvar lm-number-of-moves
1119 "The number of moves made by the robot so far.")
1120
1121
1122 ;;;_* Terry's mods to create lm.el
1123
1124 ;;;(setq lm-debug nil)
1125 (defvar lm-debug nil
1126 "If non-nil, debugging is printed.")
1127 (defcustom lm-one-moment-please nil
1128 "If non-nil, print \"One moment please\" when a new board is generated.
1129 The drawback of this is you don't see how many moves the last run took
1130 because it is overwritten by \"One moment please\"."
1131 :type 'boolean
1132 :group 'lm)
1133 (defcustom lm-output-moves t
1134 "If non-nil, output number of moves so far on a move-by-move basis."
1135 :type 'boolean
1136 :group 'lm)
1137
1138
1139 (defun lm-weights-debug ()
1140 (if lm-debug
1141 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s,noise)
1142 (lm-print-smell))))
1143
1144 ;;;_ - Printing various things
1145 (defun lm-print-distance-int (direction)
1146 (interactive)
1147 (insert (format "%S %S " direction (get direction 'distance))))
1148
1149
1150 (defun lm-print-distance ()
1151 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree)))
1152 (mapc 'lm-print-distance-int lm-directions))
1153
1154
1155 ;;(setq direction 'lm-n)
1156 ;;(get 'lm-n 'lm-s)
1157 (defun lm-nslify-wts-int (direction)
1158 (mapcar (lambda (target-direction)
1159 (get direction target-direction))
1160 lm-directions))
1161
1162
1163 (defun lm-nslify-wts ()
1164 (interactive)
1165 (let ((l (apply 'append (mapcar 'lm-nslify-wts-int lm-directions))))
1166 (insert (format "set data_value WTS \n %s \n" l))
1167 (insert (format "/* max: %S min: %S */"
1168 (eval (cons 'max l)) (eval (cons 'min l))))))
1169
1170 (defun lm-print-wts-int (direction)
1171 (mapc (lambda (target-direction)
1172 (insert (format "%S %S %S "
1173 direction
1174 target-direction
1175 (get direction target-direction))))
1176 lm-directions)
1177 (insert "\n"))
1178
1179 (defun lm-print-wts ()
1180 (interactive)
1181 (save-excursion
1182 (set-buffer "*lm-wts*")
1183 (insert "==============================\n")
1184 (mapc 'lm-print-wts-int lm-directions)))
1185
1186 (defun lm-print-moves (moves)
1187 (interactive)
1188 (save-excursion
1189 (set-buffer "*lm-moves*")
1190 (insert (format "%S\n" moves))))
1191
1192
1193 (defun lm-print-y,s,noise-int (direction)
1194 (insert (format "%S:lm-y %S, s %S, noise %S \n"
1195 (symbol-name direction)
1196 (get direction 'y_t)
1197 (get direction 's)
1198 (get direction 'noise)
1199 )))
1200
1201 (defun lm-print-y,s,noise ()
1202 (interactive)
1203 (save-excursion
1204 (set-buffer "*lm-y,s,noise*")
1205 (insert "==============================\n")
1206 (mapc 'lm-print-y,s,noise-int lm-directions)))
1207
1208 (defun lm-print-smell-int (direction)
1209 (insert (format "%S: smell: %S \n"
1210 (symbol-name direction)
1211 (get direction 'smell))))
1212
1213 (defun lm-print-smell ()
1214 (interactive)
1215 (save-excursion
1216 (set-buffer "*lm-smell*")
1217 (insert "==============================\n")
1218 (insert (format "tree: %S \n" (get 'z 't)))
1219 (mapc 'lm-print-smell-int lm-directions)))
1220
1221 (defun lm-print-w0-int (direction)
1222 (insert (format "%S: w0: %S \n"
1223 (symbol-name direction)
1224 (get direction 'w0))))
1225
1226 (defun lm-print-w0 ()
1227 (interactive)
1228 (save-excursion
1229 (set-buffer "*lm-w0*")
1230 (insert "==============================\n")
1231 (mapc 'lm-print-w0-int lm-directions)))
1232
1233 (defun lm-blackbox ()
1234 (save-excursion
1235 (set-buffer "*lm-blackbox*")
1236 (insert "==============================\n")
1237 (insert "I smell: ")
1238 (mapc (lambda (direction)
1239 (if (> (get direction 'smell) 0)
1240 (insert (format "%S " direction))))
1241 lm-directions)
1242 (insert "\n")
1243
1244 (insert "I move: ")
1245 (mapc (lambda (direction)
1246 (if (> (get direction 'y_t) 0)
1247 (insert (format "%S " direction))))
1248 lm-directions)
1249 (insert "\n")
1250 (lm-print-wts-blackbox)
1251 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1252 (lm-print-distance)
1253 (insert "\n")))
1254
1255 (defun lm-print-wts-blackbox ()
1256 (interactive)
1257 (mapc 'lm-print-wts-int lm-directions))
1258
1259 ;;;_ - learning parameters
1260 (defcustom lm-bound 0.005
1261 "The maximum that w0j may be."
1262 :type 'number
1263 :group 'lm)
1264 (defcustom lm-c 1.0
1265 "A factor applied to modulate the increase in wij.
1266 Used in the function lm-update-normal-weights."
1267 :type 'number
1268 :group 'lm)
1269 (defcustom lm-c-naught 0.5
1270 "A factor applied to modulate the increase in w0j.
1271 Used in the function lm-update-naught-weights."
1272 :type 'number
1273 :group 'lm)
1274 (defvar lm-initial-w0 0.0)
1275 (defvar lm-initial-wij 0.0)
1276 (defcustom lm-no-payoff 0
1277 "The amount of simulation cycles that have occurred with no movement.
1278 Used to move the robot when he is stuck in a rut for some reason."
1279 :type 'integer
1280 :group 'lm)
1281 (defcustom lm-max-stall-time 2
1282 "The maximum number of cycles that the robot can remain stuck in a place.
1283 After this limit is reached, lm-random-move is called to push him out of it."
1284 :type 'integer
1285 :group 'lm)
1286
1287
1288 ;;;_ + Randomizing functions
1289 ;;;_ - lm-flip-a-coin ()
1290 (defun lm-flip-a-coin ()
1291 (if (> (random 5000) 2500)
1292 -1
1293 1))
1294 ;;;_ : lm-very-small-random-number ()
1295 ;(defun lm-very-small-random-number ()
1296 ; (/
1297 ; (* (/ (random 900000) 900000.0) .0001)))
1298 ;;;_ : lm-randomize-weights-for (direction)
1299 (defun lm-randomize-weights-for (direction)
1300 (mapc (lambda (target-direction)
1301 (put direction
1302 target-direction
1303 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1304 lm-directions))
1305 ;;;_ : lm-noise ()
1306 (defun lm-noise ()
1307 (* (- (/ (random 30001) 15000.0) 1) lm-nvar))
1308
1309 ;;;_ : lm-fix-weights-for (direction)
1310 (defun lm-fix-weights-for (direction)
1311 (mapc (lambda (target-direction)
1312 (put direction
1313 target-direction
1314 lm-initial-wij))
1315 lm-directions))
1316
1317
1318 ;;;_ + Plotting functions
1319 ;;;_ - lm-plot-internal (sym)
1320 (defun lm-plot-internal (sym)
1321 (lm-plot-square (lm-xy-to-index
1322 (get sym 'x)
1323 (get sym 'y))
1324 (get sym 'sym)))
1325 ;;;_ - lm-plot-landmarks ()
1326 (defun lm-plot-landmarks ()
1327 (setq lm-cx (/ lm-board-width 2))
1328 (setq lm-cy (/ lm-board-height 2))
1329
1330 (put 'lm-n 'x lm-cx)
1331 (put 'lm-n 'y 1)
1332 (put 'lm-n 'sym 2)
1333
1334 (put 'lm-tree 'x lm-cx)
1335 (put 'lm-tree 'y lm-cy)
1336 (put 'lm-tree 'sym 6)
1337
1338 (put 'lm-s 'x lm-cx)
1339 (put 'lm-s 'y lm-board-height)
1340 (put 'lm-s 'sym 3)
1341
1342 (put 'lm-w 'x 1)
1343 (put 'lm-w 'y (/ lm-board-height 2))
1344 (put 'lm-w 'sym 5)
1345
1346 (put 'lm-e 'x lm-board-width)
1347 (put 'lm-e 'y (/ lm-board-height 2))
1348 (put 'lm-e 'sym 4)
1349
1350 (mapc 'lm-plot-internal '(lm-n lm-s lm-e lm-w lm-tree)))
1351
1352
1353
1354 ;;;_ + Distance-calculation functions
1355 ;;;_ - square (a)
1356 (defun square (a)
1357 (* a a))
1358
1359 ;;;_ - distance (x x0 y y0)
1360 (defun distance (x x0 y y0)
1361 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1362
1363 ;;;_ - calc-distance-of-robot-from (direction)
1364 (defun calc-distance-of-robot-from (direction)
1365 (put direction 'distance
1366 (distance (get direction 'x)
1367 (lm-index-to-x (lm-point-square))
1368 (get direction 'y)
1369 (lm-index-to-y (lm-point-square)))))
1370
1371 ;;;_ - calc-smell-internal (sym)
1372 (defun calc-smell-internal (sym)
1373 (let ((r (get sym 'r))
1374 (d (calc-distance-of-robot-from sym)))
1375 (if (> (* 0.5 (- 1 (/ d r))) 0)
1376 (* 0.5 (- 1 (/ d r)))
1377 0)))
1378
1379
1380 ;;;_ + Learning (neural) functions
1381 (defun lm-f (x)
1382 (cond
1383 ((> x lm-bound) lm-bound)
1384 ((< x 0.0) 0.0)
1385 (t x)))
1386
1387 (defun lm-y (direction)
1388 (let ((noise (put direction 'noise (lm-noise))))
1389 (put direction 'y_t
1390 (if (> (get direction 's) 0.0)
1391 1.0
1392 0.0))))
1393
1394 (defun lm-update-normal-weights (direction)
1395 (mapc (lambda (target-direction)
1396 (put direction target-direction
1397 (+
1398 (get direction target-direction)
1399 (* lm-c
1400 (- (get 'z 't) (get 'z 't-1))
1401 (get target-direction 'y_t)
1402 (get direction 'smell)))))
1403 lm-directions))
1404
1405 (defun lm-update-naught-weights (direction)
1406 (mapc (lambda (target-direction)
1407 (put direction 'w0
1408 (lm-f
1409 (+
1410 (get direction 'w0)
1411 (* lm-c-naught
1412 (- (get 'z 't) (get 'z 't-1))
1413 (get direction 'y_t))))))
1414 lm-directions))
1415
1416
1417 ;;;_ + Statistics gathering and creating functions
1418
1419 (defun lm-calc-current-smells ()
1420 (mapc (lambda (direction)
1421 (put direction 'smell (calc-smell-internal direction)))
1422 lm-directions))
1423
1424 (defun lm-calc-payoff ()
1425 (put 'z 't-1 (get 'z 't))
1426 (put 'z 't (calc-smell-internal 'lm-tree))
1427 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1428 (incf lm-no-payoff)
1429 (setf lm-no-payoff 0)))
1430
1431 (defun lm-store-old-y_t ()
1432 (mapc (lambda (direction)
1433 (put direction 'y_t-1 (get direction 'y_t)))
1434 lm-directions))
1435
1436
1437 ;;;_ + Functions to move robot
1438
1439 (defun lm-confidence-for (target-direction)
1440 (apply '+
1441 (get target-direction 'w0)
1442 (mapcar (lambda (direction)
1443 (*
1444 (get direction target-direction)
1445 (get direction 'smell)))
1446 lm-directions)))
1447
1448
1449 (defun lm-calc-confidences ()
1450 (mapc (lambda (direction)
1451 (put direction 's (lm-confidence-for direction)))
1452 lm-directions))
1453
1454 (defun lm-move ()
1455 (if (and (= (get 'lm-n 'y_t) 1.0) (= (get 'lm-s 'y_t) 1.0))
1456 (progn
1457 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ns)
1458 (if lm-debug
1459 (message "n-s normalization."))))
1460 (if (and (= (get 'lm-w 'y_t) 1.0) (= (get 'lm-e 'y_t) 1.0))
1461 (progn
1462 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ew)
1463 (if lm-debug
1464 (message "e-w normalization"))))
1465
1466 (mapc (lambda (pair)
1467 (if (> (get (car pair) 'y_t) 0)
1468 (funcall (car (cdr pair)))))
1469 '(
1470 (lm-n lm-move-up)
1471 (lm-s lm-move-down)
1472 (lm-e forward-char)
1473 (lm-w backward-char)))
1474 (lm-plot-square (lm-point-square) 1)
1475 (incf lm-number-of-moves)
1476 (if lm-output-moves
1477 (message (format "Moves made: %d" lm-number-of-moves))))
1478
1479
1480 (defun lm-random-move ()
1481 (mapc
1482 (lambda (direction) (put direction 'y_t 0))
1483 lm-directions)
1484 (dolist (direction (nth (random 8) lm-8-directions))
1485 (put direction 'y_t 1.0))
1486 (lm-move))
1487
1488 (defun lm-amble-robot ()
1489 (interactive)
1490 (while (> (calc-distance-of-robot-from 'lm-tree) 0)
1491
1492 (lm-store-old-y_t)
1493 (lm-calc-current-smells)
1494
1495 (if (> lm-no-payoff lm-max-stall-time)
1496 (lm-random-move)
1497 (progn
1498 (lm-calc-confidences)
1499 (mapc 'lm-y lm-directions)
1500 (lm-move)))
1501
1502 (lm-calc-payoff)
1503
1504 (mapc 'lm-update-normal-weights lm-directions)
1505 (mapc 'lm-update-naught-weights lm-directions)
1506 (if lm-debug
1507 (lm-weights-debug)))
1508 (lm-terminate-game nil))
1509
1510
1511 ;;;_ - lm-start-robot ()
1512 (defun lm-start-robot ()
1513 "Signal to the Lm program that you have played.
1514 You must have put the cursor on the square where you want to play.
1515 If the game is finished, this command requests for another game."
1516 (interactive)
1517 (lm-switch-to-window)
1518 (cond
1519 (lm-emacs-is-computing
1520 (lm-crash-game))
1521 ((not lm-game-in-progress)
1522 (lm-prompt-for-other-game))
1523 (t
1524 (let (square score)
1525 (setq square (lm-point-square))
1526 (cond ((null square)
1527 (error "Your point is not on a square. Retry !"))
1528 ((not (zerop (aref lm-board square)))
1529 (error "Your point is not on a free square. Retry !"))
1530 (t
1531 (progn
1532 (lm-plot-square square 1)
1533
1534 (lm-store-old-y_t)
1535 (lm-calc-current-smells)
1536 (put 'z 't (calc-smell-internal 'lm-tree))
1537
1538 (lm-random-move)
1539
1540 (lm-calc-payoff)
1541
1542 (mapc 'lm-update-normal-weights lm-directions)
1543 (mapc 'lm-update-naught-weights lm-directions)
1544 (lm-amble-robot)
1545 )))))))
1546
1547
1548 ;;;_ + Misc functions
1549 ;;;_ - lm-init (auto-start save-weights)
1550 (defvar lm-tree-r "")
1551
1552 (defun lm-init (auto-start save-weights)
1553
1554 (setq lm-number-of-moves 0)
1555
1556 (lm-plot-landmarks)
1557
1558 (if lm-debug
1559 (progn
1560 (save-excursion
1561 (set-buffer (get-buffer-create "*lm-w0*"))
1562 (erase-buffer)
1563 (set-buffer (get-buffer-create "*lm-moves*"))
1564 (set-buffer (get-buffer-create "*lm-wts*"))
1565 (erase-buffer)
1566 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1567 (erase-buffer)
1568 (set-buffer (get-buffer-create "*lm-smell*"))
1569 (erase-buffer)
1570 (set-buffer (get-buffer-create "*lm-blackbox*"))
1571 (erase-buffer)
1572 (set-buffer (get-buffer-create "*lm-distance*"))
1573 (erase-buffer))))
1574
1575
1576 (lm-set-landmark-signal-strengths)
1577
1578 (mapc (lambda (direction)
1579 (put direction 'y_t 0.0))
1580 lm-directions)
1581
1582 (if (not save-weights)
1583 (progn
1584 (mapc 'lm-fix-weights-for lm-directions)
1585 (mapc (lambda (direction)
1586 (put direction 'w0 lm-initial-w0))
1587 lm-directions))
1588 (message "Weights preserved for this run."))
1589
1590 (if auto-start
1591 (progn
1592 (lm-goto-xy (1+ (random lm-board-width)) (1+ (random lm-board-height)))
1593 (lm-start-robot))))
1594
1595
1596 ;;;_ - something which doesn't work
1597 ; no-a-worka!!
1598 ;(defum lm-sum-list (list)
1599 ; (if (> (length list) 0)
1600 ; (+ (car list) (lm-sum-list (cdr list)))
1601 ; 0))
1602 ; this a worka!
1603 ; (eval (cons '+ list))
1604 ;;;_ - lm-set-landmark-signal-strengths ()
1605 ;;; on a screen higher than wide, I noticed that the robot would amble
1606 ;;; left and right and not move forward. examining *lm-blackbox*
1607 ;;; revealed that there was no scent from the north and south
1608 ;;; landmarks, hence, they need less factoring down of the effect of
1609 ;;; distance on scent.
1610
1611 (defun lm-set-landmark-signal-strengths ()
1612
1613 (setq lm-tree-r (* (sqrt (+ (square lm-cx) (square lm-cy))) 1.5))
1614
1615 (mapc (lambda (direction)
1616 (put direction 'r (* lm-cx 1.1)))
1617 lm-ew)
1618 (mapc (lambda (direction)
1619 (put direction 'r (* lm-cy 1.1)))
1620 lm-ns)
1621 (put 'lm-tree 'r lm-tree-r))
1622
1623
1624 ;;;_ + lm-test-run ()
1625
1626 ;;;###autoload
1627 (defalias 'landmark-repeat 'lm-test-run)
1628 ;;;###autoload
1629 (defun lm-test-run ()
1630 "Run 100 Lm games, each time saving the weights from the previous game."
1631 (interactive)
1632
1633 (lm 1)
1634
1635 (dotimes (scratch-var 100)
1636
1637 (lm 2)))
1638
1639
1640 ;;;_ + lm: The function you invoke to play
1641
1642 ;;;###autoload
1643 (defalias 'landmark 'lm)
1644 ;;;###autoload
1645 (defun lm (parg)
1646 "Start or resume an Lm game.
1647 If a game is in progress, this command allows you to resume it.
1648 Here is the relation between prefix args and game options:
1649
1650 prefix arg | robot is auto-started | weights are saved from last game
1651 ---------------------------------------------------------------------
1652 none / 1 | yes | no
1653 2 | yes | yes
1654 3 | no | yes
1655 4 | no | no
1656
1657 You start by moving to a square and typing \\[lm-start-robot],
1658 if you did not use a prefix arg to ask for automatic start.
1659 Use \\[describe-mode] for more info."
1660 (interactive "p")
1661
1662 (setf lm-n nil lm-m nil)
1663 (lm-switch-to-window)
1664 (cond
1665 (lm-emacs-is-computing
1666 (lm-crash-game))
1667 ((or (not lm-game-in-progress)
1668 (<= lm-number-of-moves 2))
1669 (let ((max-width (lm-max-width))
1670 (max-height (lm-max-height)))
1671 (or lm-n (setq lm-n max-width))
1672 (or lm-m (setq lm-m max-height))
1673 (cond ((< lm-n 1)
1674 (error "I need at least 1 column"))
1675 ((< lm-m 1)
1676 (error "I need at least 1 row"))
1677 ((> lm-n max-width)
1678 (error "I cannot display %d columns in that window" lm-n)))
1679 (if (and (> lm-m max-height)
1680 (not (eq lm-m lm-saved-board-height))
1681 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1682 (not (y-or-n-p (format "Do you really want %d rows " lm-m))))
1683 (setq lm-m max-height)))
1684 (if lm-one-moment-please
1685 (message "One moment, please..."))
1686 (lm-start-game lm-n lm-m)
1687 (eval (cons 'lm-init
1688 (cond
1689 ((= parg 1) '(t nil))
1690 ((= parg 2) '(t t))
1691 ((= parg 3) '(nil t))
1692 ((= parg 4) '(nil nil))
1693 (t '(nil t))))))))
1694
1695
1696 ;;;_ + Local variables
1697
1698 ;;; The following `outline-layout' local variable setting:
1699 ;;; - closes all topics from the first topic to just before the third-to-last,
1700 ;;; - shows the children of the third to last (config vars)
1701 ;;; - and the second to last (code section),
1702 ;;; - and closes the last topic (this local-variables section).
1703 ;;;Local variables:
1704 ;;;outline-layout: (0 : -1 -1 0)
1705 ;;;End:
1706
1707 (provide 'landmark)
1708
1709 ;;; landmark.el ends here