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1 ;;; landmark.el --- neural-network robot that learns landmarks
2
3 ;; Copyright (C) 1996-1997, 2000-2015 Free Software Foundation, Inc.
4
5 ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
6 ;; Created: December 16, 1996 - first release to usenet
7 ;; Keywords: games, neural network, adaptive search, chemotaxis
8
9 ;; This file is part of GNU Emacs.
10
11 ;; GNU Emacs is free software: you can redistribute it and/or modify
12 ;; it under the terms of the GNU General Public License as published by
13 ;; the Free Software Foundation, either version 3 of the License, or
14 ;; (at your option) any later version.
15
16 ;; GNU Emacs is distributed in the hope that it will be useful,
17 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 ;; GNU General Public License for more details.
20
21 ;; You should have received a copy of the GNU General Public License
22 ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
23
24
25 ;;; Commentary:
26
27 ;; To try this, just type: M-x landmark-test-run
28
29 ;; Landmark is a relatively non-participatory game in which a robot
30 ;; attempts to maneuver towards a tree at the center of the window
31 ;; based on unique olfactory cues from each of the 4 directions. If
32 ;; the smell of the tree increases, then the weights in the robot's
33 ;; brain are adjusted to encourage this odor-driven behavior in the
34 ;; future. If the smell of the tree decreases, the robots weights are
35 ;; adjusted to discourage a correct move.
36
37 ;; In laymen's terms, the search space is initially flat. The point
38 ;; of training is to "turn up the edges of the search space" so that
39 ;; the robot rolls toward the center.
40
41 ;; Further, do not become alarmed if the robot appears to oscillate
42 ;; back and forth between two or a few positions. This simply means
43 ;; it is currently caught in a local minimum and is doing its best to
44 ;; work its way out.
45
46 ;; The version of this program as described has a small problem. a
47 ;; move in a net direction can produce gross credit assignment. for
48 ;; example, if moving south will produce positive payoff, then, if in
49 ;; a single move, one moves east,west and south, then both east and
50 ;; west will be improved when they shouldn't
51
52 ;; Many thanks to Yuri Pryadkin <yuri@rana.usc.edu> for this
53 ;; concise problem description.
54
55 ;;;_* Require
56 (eval-when-compile (require 'cl-lib))
57
58 ;;;_* From Gomoku
59
60 ;;; Code:
61
62 (defgroup landmark nil
63 "Neural-network robot that learns landmarks."
64 :prefix "landmark-"
65 :group 'games)
66
67 ;;;_ + THE BOARD.
68
69 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
70 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
71 ;; containing padding squares (coded with -1). These squares allow us to
72 ;; detect when we are trying to move out of the board. We denote a square by
73 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
74 ;; leftmost topmost square has coords (1,1) and index landmark-board-width + 2.
75 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
76 ;; one DEPL (the difference between indexes).
77
78 (defvar landmark-board-width nil
79 "Number of columns on the Landmark board.")
80 (defvar landmark-board-height nil
81 "Number of lines on the Landmark board.")
82
83 (defvar landmark-board nil
84 "Vector recording the actual state of the Landmark board.")
85
86 (defvar landmark-vector-length nil
87 "Length of landmark-board vector.")
88
89 (defvar landmark-draw-limit nil
90 ;; This is usually set to 70% of the number of squares.
91 "After how many moves will Emacs offer a draw?")
92
93 (defvar landmark-cx 0
94 "This is the x coordinate of the center of the board.")
95
96 (defvar landmark-cy 0
97 "This is the y coordinate of the center of the board.")
98
99 (defvar landmark-m 0
100 "This is the x dimension of the playing board.")
101
102 (defvar landmark-n 0
103 "This is the y dimension of the playing board.")
104
105
106 (defun landmark-xy-to-index (x y)
107 "Translate X, Y cartesian coords into the corresponding board index."
108 (+ (* y landmark-board-width) x y))
109
110 (defun landmark-index-to-x (index)
111 "Return corresponding x-coord of board INDEX."
112 (% index (1+ landmark-board-width)))
113
114 (defun landmark-index-to-y (index)
115 "Return corresponding y-coord of board INDEX."
116 (/ index (1+ landmark-board-width)))
117
118 (defun landmark-init-board ()
119 "Create the landmark-board vector and fill it with initial values."
120 (setq landmark-board (make-vector landmark-vector-length 0))
121 ;; Every square is 0 (i.e. empty) except padding squares:
122 (let ((i 0) (ii (1- landmark-vector-length)))
123 (while (<= i landmark-board-width) ; The squares in [0..width] and in
124 (aset landmark-board i -1) ; [length - width - 1..length - 1]
125 (aset landmark-board ii -1) ; are padding squares.
126 (setq i (1+ i)
127 ii (1- ii))))
128 (let ((i 0))
129 (while (< i landmark-vector-length)
130 (aset landmark-board i -1) ; and also all k*(width+1)
131 (setq i (+ i landmark-board-width 1)))))
132
133 ;;;_ + DISPLAYING THE BOARD.
134
135 ;; You may change these values if you have a small screen or if the squares
136 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
137
138 (defconst landmark-square-width 2
139 "Horizontal spacing between squares on the Landmark board.")
140
141 (defconst landmark-square-height 1
142 "Vertical spacing between squares on the Landmark board.")
143
144 (defconst landmark-x-offset 3
145 "Number of columns between the Landmark board and the side of the window.")
146
147 (defconst landmark-y-offset 1
148 "Number of lines between the Landmark board and the top of the window.")
149
150
151 ;;;_ + LANDMARK MODE AND KEYMAP.
152
153 (defcustom landmark-mode-hook nil
154 "If non-nil, its value is called on entry to Landmark mode."
155 :type 'hook
156 :group 'landmark)
157
158 (defvar landmark-mode-map
159 (let ((map (make-sparse-keymap)))
160 ;; Key bindings for cursor motion.
161 (define-key map "y" 'landmark-move-nw) ; y
162 (define-key map "u" 'landmark-move-ne) ; u
163 (define-key map "b" 'landmark-move-sw) ; b
164 (define-key map "n" 'landmark-move-se) ; n
165 (define-key map "h" 'backward-char) ; h
166 (define-key map "l" 'forward-char) ; l
167 (define-key map "j" 'landmark-move-down) ; j
168 (define-key map "k" 'landmark-move-up) ; k
169
170 (define-key map [kp-7] 'landmark-move-nw)
171 (define-key map [kp-9] 'landmark-move-ne)
172 (define-key map [kp-1] 'landmark-move-sw)
173 (define-key map [kp-3] 'landmark-move-se)
174 (define-key map [kp-4] 'backward-char)
175 (define-key map [kp-6] 'forward-char)
176 (define-key map [kp-2] 'landmark-move-down)
177 (define-key map [kp-8] 'landmark-move-up)
178
179 (define-key map "\C-n" 'landmark-move-down) ; C-n
180 (define-key map "\C-p" 'landmark-move-up) ; C-p
181
182 ;; Key bindings for entering Human moves.
183 (define-key map "X" 'landmark-human-plays) ; X
184 (define-key map "x" 'landmark-human-plays) ; x
185
186 (define-key map " " 'landmark-start-robot) ; SPC
187 (define-key map [down-mouse-1] 'landmark-start-robot)
188 (define-key map [drag-mouse-1] 'landmark-click)
189 (define-key map [mouse-1] 'landmark-click)
190 (define-key map [down-mouse-2] 'landmark-click)
191 (define-key map [mouse-2] 'landmark-mouse-play)
192 (define-key map [drag-mouse-2] 'landmark-mouse-play)
193
194 (define-key map [remap previous-line] 'landmark-move-up)
195 (define-key map [remap next-line] 'landmark-move-down)
196 (define-key map [remap beginning-of-line] 'landmark-beginning-of-line)
197 (define-key map [remap end-of-line] 'landmark-end-of-line)
198 (define-key map [remap undo] 'landmark-human-takes-back)
199 (define-key map [remap advertised-undo] 'landmark-human-takes-back)
200 map)
201 "Local keymap to use in Landmark mode.")
202
203
204
205 (defvar landmark-emacs-won ()
206 "For making font-lock use the winner's face for the line.")
207
208 (defface landmark-font-lock-face-O '((((class color)) :foreground "red")
209 (t :weight bold))
210 "Face to use for Emacs's O."
211 :version "22.1"
212 :group 'landmark)
213
214 (defface landmark-font-lock-face-X '((((class color)) :foreground "green")
215 (t :weight bold))
216 "Face to use for your X."
217 :version "22.1"
218 :group 'landmark)
219
220 (defvar landmark-font-lock-keywords
221 '(("O" . 'landmark-font-lock-face-O)
222 ("X" . 'landmark-font-lock-face-X)
223 ("[-|/\\]" 0 (if landmark-emacs-won
224 'landmark-font-lock-face-O
225 'landmark-font-lock-face-X)))
226 "Font lock rules for Landmark.")
227
228 (put 'landmark-mode 'front-sticky
229 (put 'landmark-mode 'rear-nonsticky '(intangible)))
230 (put 'landmark-mode 'intangible 1)
231 ;; This one is for when they set view-read-only to t: Landmark cannot
232 ;; allow View Mode to be activated in its buffer.
233 (define-derived-mode landmark-mode special-mode "Lm"
234 "Major mode for playing Lm against Emacs.
235 You and Emacs play in turn by marking a free square. You mark it with X
236 and Emacs marks it with O. The winner is the first to get five contiguous
237 marks horizontally, vertically or in diagonal.
238
239 You play by moving the cursor over the square you choose and hitting \\[landmark-human-plays].
240
241 Other useful commands:
242 \\{landmark-mode-map}
243 Entry to this mode calls the value of `landmark-mode-hook' if that value
244 is non-nil. One interesting value is `turn-on-font-lock'."
245 (landmark-display-statistics)
246 (setq-local font-lock-defaults '(landmark-font-lock-keywords t))
247 (setq buffer-read-only t))
248
249
250 ;;;_ + THE SCORE TABLE.
251
252
253 ;; Every (free) square has a score associated to it, recorded in the
254 ;; LANDMARK-SCORE-TABLE vector. The program always plays in the square having
255 ;; the highest score.
256
257 (defvar landmark-score-table nil
258 "Vector recording the actual score of the free squares.")
259
260
261 ;; The key point point about the algorithm is that, rather than considering
262 ;; the board as just a set of squares, we prefer to see it as a "space" of
263 ;; internested 5-tuples of contiguous squares (called qtuples).
264 ;;
265 ;; The aim of the program is to fill one qtuple with its O's while preventing
266 ;; you from filling another one with your X's. To that effect, it computes a
267 ;; score for every qtuple, with better qtuples having better scores. Of
268 ;; course, the score of a qtuple (taken in isolation) is just determined by
269 ;; its contents as a set, i.e. not considering the order of its elements. The
270 ;; highest score is given to the "OOOO" qtuples because playing in such a
271 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
272 ;; not playing in it is just losing the game, and so on. Note that a
273 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
274 ;; has score zero because there is no more any point in playing in it, from
275 ;; both an attacking and a defending point of view.
276 ;;
277 ;; Given the score of every qtuple, the score of a given free square on the
278 ;; board is just the sum of the scores of all the qtuples to which it belongs,
279 ;; because playing in that square is playing in all its containing qtuples at
280 ;; once. And it is that function which takes into account the internesting of
281 ;; the qtuples.
282 ;;
283 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
284 ;; play. It easily extends to "n-dimensional Landmark", where a win should not
285 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
286 ;; should be preferred.
287
288
289 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
290 ;; these values will change (hopefully improve) the strength of the program
291 ;; and may change its style (rather aggressive here).
292
293 (defconst landmark-nil-score 7 "Score of an empty qtuple.")
294
295 (defconst landmark-score-trans-table
296 (let ((Xscore 15) ; Score of a qtuple containing one X.
297 (XXscore 400) ; Score of a qtuple containing two X's.
298 (XXXscore 1800) ; Score of a qtuple containing three X's.
299 (XXXXscore 100000) ; Score of a qtuple containing four X's.
300 (Oscore 35) ; Score of a qtuple containing one O.
301 (OOscore 800) ; Score of a qtuple containing two O's.
302 (OOOscore 15000) ; Score of a qtuple containing three O's.
303 (OOOOscore 800000)) ; Score of a qtuple containing four O's.
304
305 ;; These values are not just random: if, given the following situation:
306 ;;
307 ;; . . . . . . . O .
308 ;; . X X a . . . X .
309 ;; . . . X . . . X .
310 ;; . . . X . . . X .
311 ;; . . . . . . . b .
312 ;;
313 ;; you want Emacs to play in "a" and not in "b", then the parameters must
314 ;; satisfy the inequality:
315 ;;
316 ;; 6 * XXscore > XXXscore + XXscore
317 ;;
318 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
319 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples.
320 ;; Other conditions are required to obtain sensible moves, but the
321 ;; previous example should illustrate the point. If you manage to
322 ;; improve on these values, please send me a note. Thanks.
323
324
325 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares,
326 ;; the contents of a qtuple are uniquely determined by the sum of
327 ;; its elements and we just have to set up a translation table.
328 (vector landmark-nil-score Xscore XXscore XXXscore XXXXscore 0
329 Oscore 0 0 0 0 0
330 OOscore 0 0 0 0 0
331 OOOscore 0 0 0 0 0
332 OOOOscore 0 0 0 0 0
333 0))
334 "Vector associating qtuple contents to their score.")
335
336
337 ;; If you do not modify drastically the previous constants, the only way for a
338 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
339 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
340 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
341 ;; qtuple. We may use these considerations to detect when a given move is
342 ;; winning or losing.
343
344 (defconst landmark-winning-threshold
345 (aref landmark-score-trans-table (+ 6 6 6 6)) ;; OOOOscore
346 "Threshold score beyond which an Emacs move is winning.")
347
348 (defconst landmark-losing-threshold
349 (aref landmark-score-trans-table (+ 1 1 1 1)) ;; XXXXscore
350 "Threshold score beyond which a human move is winning.")
351
352
353 (defun landmark-strongest-square ()
354 "Compute index of free square with highest score, or nil if none."
355 ;; We just have to loop other all squares. However there are two problems:
356 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
357 ;; up future searches, we set the score of padding or occupied squares
358 ;; to -1 whenever we meet them.
359 ;; 2/ We want to choose randomly between equally good moves.
360 (let ((score-max 0)
361 (count 0) ; Number of equally good moves
362 (square (landmark-xy-to-index 1 1)) ; First square
363 (end (landmark-xy-to-index landmark-board-width landmark-board-height))
364 best-square score)
365 (while (<= square end)
366 (cond
367 ;; If score is lower (i.e. most of the time), skip to next:
368 ((< (aref landmark-score-table square) score-max))
369 ;; If score is better, beware of non free squares:
370 ((> (setq score (aref landmark-score-table square)) score-max)
371 (if (zerop (aref landmark-board square)) ; is it free ?
372 (setq count 1 ; yes: take it !
373 best-square square
374 score-max score)
375 (aset landmark-score-table square -1))) ; no: kill it !
376 ;; If score is equally good, choose randomly. But first check freedom:
377 ((not (zerop (aref landmark-board square)))
378 (aset landmark-score-table square -1))
379 ((zerop (random (setq count (1+ count))))
380 (setq best-square square
381 score-max score)))
382 (setq square (1+ square))) ; try next square
383 best-square))
384
385 ;;;_ - INITIALIZING THE SCORE TABLE.
386
387 ;; At initialization the board is empty so that every qtuple amounts for
388 ;; nil-score. Therefore, the score of any square is nil-score times the number
389 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
390 ;; are sufficiently far from the sides. As computing the number is time
391 ;; consuming, we initialize every square with 20*nil-score and then only
392 ;; consider squares at less than 5 squares from one side. We speed this up by
393 ;; taking symmetry into account.
394 ;; Also, as it is likely that successive games will be played on a board with
395 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
396
397 (defvar landmark-saved-score-table nil
398 "Recorded initial value of previous score table.")
399
400 (defvar landmark-saved-board-width nil
401 "Recorded value of previous board width.")
402
403 (defvar landmark-saved-board-height nil
404 "Recorded value of previous board height.")
405
406
407 (defun landmark-init-score-table ()
408 "Create the score table vector and fill it with initial values."
409 (if (and landmark-saved-score-table ; Has it been stored last time ?
410 (= landmark-board-width landmark-saved-board-width)
411 (= landmark-board-height landmark-saved-board-height))
412 (setq landmark-score-table (copy-sequence landmark-saved-score-table))
413 ;; No, compute it:
414 (setq landmark-score-table
415 (make-vector landmark-vector-length (* 20 landmark-nil-score)))
416 (let (i j maxi maxj maxi2 maxj2)
417 (setq maxi (/ (1+ landmark-board-width) 2)
418 maxj (/ (1+ landmark-board-height) 2)
419 maxi2 (min 4 maxi)
420 maxj2 (min 4 maxj))
421 ;; We took symmetry into account and could use it more if the board
422 ;; would have been square and not rectangular !
423 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
424 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
425 ;; board may well be less than 8 by 8 !
426 (setq i 1)
427 (while (<= i maxi2)
428 (setq j 1)
429 (while (<= j maxj)
430 (landmark-init-square-score i j)
431 (setq j (1+ j)))
432 (setq i (1+ i)))
433 (while (<= i maxi)
434 (setq j 1)
435 (while (<= j maxj2)
436 (landmark-init-square-score i j)
437 (setq j (1+ j)))
438 (setq i (1+ i))))
439 (setq landmark-saved-score-table (copy-sequence landmark-score-table)
440 landmark-saved-board-width landmark-board-width
441 landmark-saved-board-height landmark-board-height)))
442
443 (defun landmark-nb-qtuples (i j)
444 "Return the number of qtuples containing square I,J."
445 ;; This function is complicated because we have to deal
446 ;; with ugly cases like 3 by 6 boards, but it works.
447 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
448 (let ((left (min 4 (1- i)))
449 (right (min 4 (- landmark-board-width i)))
450 (up (min 4 (1- j)))
451 (down (min 4 (- landmark-board-height j))))
452 (+ -12
453 (min (max (+ left right) 3) 8)
454 (min (max (+ up down) 3) 8)
455 (min (max (+ (min left up) (min right down)) 3) 8)
456 (min (max (+ (min right up) (min left down)) 3) 8))))
457
458 (defun landmark-init-square-score (i j)
459 "Give initial score to square I,J and to its mirror images."
460 (let ((ii (1+ (- landmark-board-width i)))
461 (jj (1+ (- landmark-board-height j)))
462 (sc (* (landmark-nb-qtuples i j) (aref landmark-score-trans-table 0))))
463 (aset landmark-score-table (landmark-xy-to-index i j) sc)
464 (aset landmark-score-table (landmark-xy-to-index ii j) sc)
465 (aset landmark-score-table (landmark-xy-to-index i jj) sc)
466 (aset landmark-score-table (landmark-xy-to-index ii jj) sc)))
467 ;;;_ - MAINTAINING THE SCORE TABLE.
468
469
470 ;; We do not provide functions for computing the SCORE-TABLE given the
471 ;; contents of the BOARD. This would involve heavy nested loops, with time
472 ;; proportional to the size of the board. It is better to update the
473 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
474 ;; squares: it is done in constant time.
475
476 (defun landmark-update-score-table (square dval)
477 "Update score table after SQUARE received a DVAL increment."
478 ;; The board has already been updated when this function is called.
479 ;; Updating scores is done by looking for qtuples boundaries in all four
480 ;; directions and then calling update-score-in-direction.
481 ;; Finally all squares received the right increment, and then are up to
482 ;; date, except possibly for SQUARE itself if we are taking a move back for
483 ;; its score had been set to -1 at the time.
484 (let* ((x (landmark-index-to-x square))
485 (y (landmark-index-to-y square))
486 (imin (max -4 (- 1 x)))
487 (jmin (max -4 (- 1 y)))
488 (imax (min 0 (- landmark-board-width x 4)))
489 (jmax (min 0 (- landmark-board-height y 4))))
490 (landmark-update-score-in-direction imin imax
491 square 1 0 dval)
492 (landmark-update-score-in-direction jmin jmax
493 square 0 1 dval)
494 (landmark-update-score-in-direction (max imin jmin) (min imax jmax)
495 square 1 1 dval)
496 (landmark-update-score-in-direction (max (- 1 y) -4
497 (- x landmark-board-width))
498 (min 0 (- x 5)
499 (- landmark-board-height y 4))
500 square -1 1 dval)))
501
502 (defun landmark-update-score-in-direction (left right square dx dy dval)
503 "Update scores for all squares in the qtuples in range.
504 That is, those between the LEFTth square and the RIGHTth after SQUARE,
505 along the DX, DY direction, considering that DVAL has been added on SQUARE."
506 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
507 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
508 ;; DX,DY direction.
509 (cond
510 ((> left right)) ; Quit
511 (t ; Else ..
512 (let (depl square0 square1 square2 count delta)
513 (setq depl (landmark-xy-to-index dx dy)
514 square0 (+ square (* left depl))
515 square1 (+ square (* right depl))
516 square2 (+ square0 (* 4 depl)))
517 ;; Compute the contents of the first qtuple:
518 (setq square square0
519 count 0)
520 (while (<= square square2)
521 (setq count (+ count (aref landmark-board square))
522 square (+ square depl)))
523 (while (<= square0 square1)
524 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
525 ;; in SQUARE2.
526 (setq delta (- (aref landmark-score-trans-table count)
527 (aref landmark-score-trans-table (- count dval))))
528 (cond ((not (zerop delta)) ; or else nothing to update
529 (setq square square0)
530 (while (<= square square2)
531 (if (zerop (aref landmark-board square)) ; only for free squares
532 (aset landmark-score-table square
533 (+ (aref landmark-score-table square) delta)))
534 (setq square (+ square depl)))))
535 ;; Then shift the qtuple one square along DEPL, this only requires
536 ;; modifying SQUARE0 and SQUARE2.
537 (setq square2 (+ square2 depl)
538 count (+ count (- (aref landmark-board square0))
539 (aref landmark-board square2))
540 square0 (+ square0 depl)))))))
541
542 ;;;
543 ;;; GAME CONTROL.
544 ;;;
545
546 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
547 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
548 ;; (anti-updating the score table) and to compute the table from scratch in
549 ;; case of an interruption.
550
551 (defvar landmark-game-in-progress nil
552 "Non-nil if a game is in progress.")
553
554 (defvar landmark-game-history nil
555 "A record of all moves that have been played during current game.")
556
557 (defvar landmark-number-of-moves nil
558 "Number of moves already played in current game.")
559
560 (defvar landmark-number-of-human-moves nil
561 "Number of moves already played by human in current game.")
562
563 (defvar landmark-emacs-played-first nil
564 "Non-nil if Emacs played first.")
565
566 (defvar landmark-human-took-back nil
567 "Non-nil if Human took back a move during the game.")
568
569 (defvar landmark-human-refused-draw nil
570 "Non-nil if Human refused Emacs offer of a draw.")
571
572 (defvar landmark-emacs-is-computing nil
573 ;; This is used to detect interruptions. Hopefully, it should not be needed.
574 "Non-nil if Emacs is in the middle of a computation.")
575
576
577 (defun landmark-start-game (n m)
578 "Initialize a new game on an N by M board."
579 (setq landmark-emacs-is-computing t) ; Raise flag
580 (setq landmark-game-in-progress t)
581 (setq landmark-board-width n
582 landmark-board-height m
583 landmark-vector-length (1+ (* (+ m 2) (1+ n)))
584 landmark-draw-limit (/ (* 7 n m) 10))
585 (setq landmark-emacs-won nil
586 landmark-game-history nil
587 landmark-number-of-moves 0
588 landmark-number-of-human-moves 0
589 landmark-emacs-played-first nil
590 landmark-human-took-back nil
591 landmark-human-refused-draw nil)
592 (landmark-init-display n m) ; Display first: the rest takes time
593 (landmark-init-score-table) ; INIT-BOARD requires that the score
594 (landmark-init-board) ; table be already created.
595 (setq landmark-emacs-is-computing nil))
596
597 (defun landmark-play-move (square val &optional dont-update-score)
598 "Go to SQUARE, play VAL and update everything."
599 (setq landmark-emacs-is-computing t) ; Raise flag
600 (cond ((= 1 val) ; a Human move
601 (setq landmark-number-of-human-moves (1+ landmark-number-of-human-moves)))
602 ((zerop landmark-number-of-moves) ; an Emacs move. Is it first ?
603 (setq landmark-emacs-played-first t)))
604 (setq landmark-game-history
605 (cons (cons square (aref landmark-score-table square))
606 landmark-game-history)
607 landmark-number-of-moves (1+ landmark-number-of-moves))
608 (landmark-plot-square square val)
609 (aset landmark-board square val) ; *BEFORE* UPDATE-SCORE !
610 (if dont-update-score nil
611 (landmark-update-score-table square val) ; previous val was 0: dval = val
612 (aset landmark-score-table square -1))
613 (setq landmark-emacs-is-computing nil))
614
615 (defun landmark-take-back ()
616 "Take back last move and update everything."
617 (setq landmark-emacs-is-computing t)
618 (let* ((last-move (car landmark-game-history))
619 (square (car last-move))
620 (oldval (aref landmark-board square)))
621 (if (= 1 oldval)
622 (setq landmark-number-of-human-moves (1- landmark-number-of-human-moves)))
623 (setq landmark-game-history (cdr landmark-game-history)
624 landmark-number-of-moves (1- landmark-number-of-moves))
625 (landmark-plot-square square 0)
626 (aset landmark-board square 0) ; *BEFORE* UPDATE-SCORE !
627 (landmark-update-score-table square (- oldval))
628 (aset landmark-score-table square (cdr last-move)))
629 (setq landmark-emacs-is-computing nil))
630
631
632 ;;;_ + SESSION CONTROL.
633
634 (defvar landmark-number-of-trials 0
635 "The number of times that landmark has been run.")
636
637 (defvar landmark-sum-of-moves 0
638 "The total number of moves made in all games.")
639
640 (defvar landmark-number-of-emacs-wins 0
641 "Number of games Emacs won in this session.")
642
643 (defvar landmark-number-of-human-wins 0
644 "Number of games you won in this session.")
645
646 (defvar landmark-number-of-draws 0
647 "Number of games already drawn in this session.")
648
649
650 (defun landmark-terminate-game (result)
651 "Terminate the current game with RESULT."
652 (setq landmark-number-of-trials (1+ landmark-number-of-trials))
653 (setq landmark-sum-of-moves (+ landmark-sum-of-moves landmark-number-of-moves))
654 (if (eq result 'crash-game)
655 (message
656 "Sorry, I have been interrupted and cannot resume that game..."))
657 (landmark-display-statistics)
658 ;;(ding)
659 (setq landmark-game-in-progress nil))
660
661 (defun landmark-crash-game ()
662 "What to do when Emacs detects it has been interrupted."
663 (setq landmark-emacs-is-computing nil)
664 (landmark-terminate-game 'crash-game)
665 (sit-for 4) ; Let's see the message
666 (landmark-prompt-for-other-game))
667
668
669 ;;;_ + INTERACTIVE COMMANDS.
670
671 (defun landmark-emacs-plays ()
672 "Compute Emacs next move and play it."
673 (interactive)
674 (landmark-switch-to-window)
675 (cond
676 (landmark-emacs-is-computing
677 (landmark-crash-game))
678 ((not landmark-game-in-progress)
679 (landmark-prompt-for-other-game))
680 (t
681 (message "Let me think...")
682 (let (square score)
683 (setq square (landmark-strongest-square))
684 (cond ((null square)
685 (landmark-terminate-game 'nobody-won))
686 (t
687 (setq score (aref landmark-score-table square))
688 (landmark-play-move square 6)
689 (cond ((>= score landmark-winning-threshold)
690 (setq landmark-emacs-won t) ; for font-lock
691 (landmark-find-filled-qtuple square 6)
692 (landmark-terminate-game 'emacs-won))
693 ((zerop score)
694 (landmark-terminate-game 'nobody-won))
695 ((and (> landmark-number-of-moves landmark-draw-limit)
696 (not landmark-human-refused-draw)
697 (landmark-offer-a-draw))
698 (landmark-terminate-game 'draw-agreed))
699 (t
700 (landmark-prompt-for-move)))))))))
701
702 ;; For small square dimensions this is approximate, since though measured in
703 ;; pixels, event's (X . Y) is a character's top-left corner.
704 (defun landmark-click (click)
705 "Position at the square where you click."
706 (interactive "e")
707 (and (windowp (posn-window (setq click (event-end click))))
708 (numberp (posn-point click))
709 (select-window (posn-window click))
710 (setq click (posn-col-row click))
711 (landmark-goto-xy
712 (min (max (/ (+ (- (car click)
713 landmark-x-offset
714 1)
715 (window-hscroll)
716 landmark-square-width
717 (% landmark-square-width 2)
718 (/ landmark-square-width 2))
719 landmark-square-width)
720 1)
721 landmark-board-width)
722 (min (max (/ (+ (- (cdr click)
723 landmark-y-offset
724 1)
725 (let ((inhibit-point-motion-hooks t))
726 (count-lines 1 (window-start)))
727 landmark-square-height
728 (% landmark-square-height 2)
729 (/ landmark-square-height 2))
730 landmark-square-height)
731 1)
732 landmark-board-height))))
733
734 (defun landmark-mouse-play (click)
735 "Play at the square where you click."
736 (interactive "e")
737 (if (landmark-click click)
738 (landmark-human-plays)))
739
740 (defun landmark-human-plays ()
741 "Signal to the Landmark program that you have played.
742 You must have put the cursor on the square where you want to play.
743 If the game is finished, this command requests for another game."
744 (interactive)
745 (landmark-switch-to-window)
746 (cond
747 (landmark-emacs-is-computing
748 (landmark-crash-game))
749 ((not landmark-game-in-progress)
750 (landmark-prompt-for-other-game))
751 (t
752 (let (square score)
753 (setq square (landmark-point-square))
754 (cond ((null square)
755 (error "Your point is not on a square. Retry!"))
756 ((not (zerop (aref landmark-board square)))
757 (error "Your point is not on a free square. Retry!"))
758 (t
759 (setq score (aref landmark-score-table square))
760 (landmark-play-move square 1)
761 (cond ((and (>= score landmark-losing-threshold)
762 ;; Just testing SCORE > THRESHOLD is not enough for
763 ;; detecting wins, it just gives an indication that
764 ;; we confirm with LANDMARK-FIND-FILLED-QTUPLE.
765 (landmark-find-filled-qtuple square 1))
766 (landmark-terminate-game 'human-won))
767 (t
768 (landmark-emacs-plays)))))))))
769
770 (defun landmark-human-takes-back ()
771 "Signal to the Landmark program that you wish to take back your last move."
772 (interactive)
773 (landmark-switch-to-window)
774 (cond
775 (landmark-emacs-is-computing
776 (landmark-crash-game))
777 ((not landmark-game-in-progress)
778 (message "Too late for taking back...")
779 (sit-for 4)
780 (landmark-prompt-for-other-game))
781 ((zerop landmark-number-of-human-moves)
782 (message "You have not played yet... Your move?"))
783 (t
784 (message "One moment, please...")
785 ;; It is possible for the user to let Emacs play several consecutive
786 ;; moves, so that the best way to know when to stop taking back moves is
787 ;; to count the number of human moves:
788 (setq landmark-human-took-back t)
789 (let ((number landmark-number-of-human-moves))
790 (while (= number landmark-number-of-human-moves)
791 (landmark-take-back)))
792 (landmark-prompt-for-move))))
793
794 (defun landmark-human-resigns ()
795 "Signal to the Landmark program that you may want to resign."
796 (interactive)
797 (landmark-switch-to-window)
798 (cond
799 (landmark-emacs-is-computing
800 (landmark-crash-game))
801 ((not landmark-game-in-progress)
802 (message "There is no game in progress"))
803 ((y-or-n-p "You mean, you resign? ")
804 (landmark-terminate-game 'human-resigned))
805 ((y-or-n-p "You mean, we continue? ")
806 (landmark-prompt-for-move))
807 (t
808 (landmark-terminate-game 'human-resigned)))) ; OK. Accept it
809
810 ;;;_ + PROMPTING THE HUMAN PLAYER.
811
812 (defun landmark-prompt-for-move ()
813 "Display a message asking for Human's move."
814 (message (if (zerop landmark-number-of-human-moves)
815 "Your move? (move to a free square and hit X, RET ...)"
816 "Your move?")))
817
818 (defun landmark-prompt-for-other-game ()
819 "Ask for another game, and start it."
820 (if (y-or-n-p "Another game? ")
821 (if (y-or-n-p "Retain learned weights ")
822 (landmark 2)
823 (landmark 1))
824 (message "Chicken!")))
825
826 (defun landmark-offer-a-draw ()
827 "Offer a draw and return t if Human accepted it."
828 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
829 (not (setq landmark-human-refused-draw t))))
830
831
832 (defun landmark-max-width ()
833 "Largest possible board width for the current window."
834 (1+ (/ (- (window-width)
835 landmark-x-offset landmark-x-offset 1)
836 landmark-square-width)))
837
838 (defun landmark-max-height ()
839 "Largest possible board height for the current window."
840 (1+ (/ (- (window-height)
841 landmark-y-offset landmark-y-offset 2)
842 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
843 landmark-square-height)))
844
845 (defun landmark-point-y ()
846 "Return the board row where point is."
847 (let ((inhibit-point-motion-hooks t))
848 (1+ (/ (- (count-lines 1 (point)) landmark-y-offset (if (bolp) 0 1))
849 landmark-square-height))))
850
851 (defun landmark-point-square ()
852 "Return the index of the square point is on."
853 (let ((inhibit-point-motion-hooks t))
854 (landmark-xy-to-index (1+ (/ (- (current-column) landmark-x-offset)
855 landmark-square-width))
856 (landmark-point-y))))
857
858 (defun landmark-goto-square (index)
859 "Move point to square number INDEX."
860 (landmark-goto-xy (landmark-index-to-x index) (landmark-index-to-y index)))
861
862 (defun landmark-goto-xy (x y)
863 "Move point to square at X, Y coords."
864 (let ((inhibit-point-motion-hooks t))
865 (goto-char (point-min))
866 (forward-line (+ landmark-y-offset (* landmark-square-height (1- y)))))
867 (move-to-column (+ landmark-x-offset (* landmark-square-width (1- x)))))
868
869 (defun landmark-plot-square (square value)
870 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
871 (or (= value 1)
872 (landmark-goto-square square))
873 (let ((inhibit-read-only t)
874 (inhibit-point-motion-hooks t))
875 (insert-and-inherit (cond ((= value 1) ?.)
876 ((= value 2) ?N)
877 ((= value 3) ?S)
878 ((= value 4) ?E)
879 ((= value 5) ?W)
880 ((= value 6) ?^)))
881
882 (and (zerop value)
883 (add-text-properties (1- (point)) (point)
884 '(mouse-face highlight
885 help-echo "\
886 mouse-1: get robot moving, mouse-2: play on this square")))
887 (delete-char 1)
888 (backward-char 1))
889 (sit-for 0)) ; Display NOW
890
891 (defun landmark-init-display (n m)
892 "Display an N by M Landmark board."
893 (buffer-disable-undo (current-buffer))
894 (let ((inhibit-read-only t)
895 (point 1) opoint
896 (intangible t)
897 (i m) j x)
898 ;; Try to minimize number of chars (because of text properties)
899 (setq tab-width
900 (if (zerop (% landmark-x-offset landmark-square-width))
901 landmark-square-width
902 (max (/ (+ (% landmark-x-offset landmark-square-width)
903 landmark-square-width 1) 2) 2)))
904 (erase-buffer)
905 (newline landmark-y-offset)
906 (while (progn
907 (setq j n
908 x (- landmark-x-offset landmark-square-width))
909 (while (>= (setq j (1- j)) 0)
910 (insert-char ?\t (/ (- (setq x (+ x landmark-square-width))
911 (current-column))
912 tab-width))
913 (insert-char ? (- x (current-column)))
914 (if (setq intangible (not intangible))
915 (put-text-property point (point) 'intangible 2))
916 (and (zerop j)
917 (= i (- m 2))
918 (progn
919 (while (>= i 3)
920 (append-to-buffer (current-buffer) opoint (point))
921 (setq i (- i 2)))
922 (goto-char (point-max))))
923 (setq point (point))
924 (insert ?=)
925 (add-text-properties point (point)
926 '(mouse-face highlight help-echo "\
927 mouse-1: get robot moving, mouse-2: play on this square")))
928 (> (setq i (1- i)) 0))
929 (if (= i (1- m))
930 (setq opoint point))
931 (insert-char ?\n landmark-square-height))
932 (or (eq (char-after 1) ?.)
933 (put-text-property 1 2 'point-entered
934 (lambda (_x _y) (if (bobp) (forward-char)))))
935 (or intangible
936 (put-text-property point (point) 'intangible 2))
937 (put-text-property point (point) 'point-entered
938 (lambda (_x _y) (if (eobp) (backward-char))))
939 (put-text-property (point-min) (point) 'category 'landmark-mode))
940 (landmark-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
941 (sit-for 0)) ; Display NOW
942
943 (defun landmark-display-statistics ()
944 "Obnoxiously display some statistics about previous games in mode line."
945 ;; We store this string in the mode-line-process local variable.
946 ;; This is certainly not the cleanest way out ...
947 (setq mode-line-process
948 (format ": Trials: %d, Avg#Moves: %d"
949 landmark-number-of-trials
950 (if (zerop landmark-number-of-trials)
951 0
952 (/ landmark-sum-of-moves landmark-number-of-trials))))
953 (force-mode-line-update))
954
955 (defun landmark-switch-to-window ()
956 "Find or create the Landmark buffer, and display it."
957 (interactive)
958 (let ((buff (get-buffer "*Landmark*")))
959 (if buff ; Buffer exists:
960 (switch-to-buffer buff) ; no problem.
961 (if landmark-game-in-progress
962 (landmark-crash-game)) ; buffer has been killed or something
963 (switch-to-buffer "*Landmark*") ; Anyway, start anew.
964 (landmark-mode))))
965
966
967 ;;;_ + CROSSING WINNING QTUPLES.
968
969 ;; When someone succeeds in filling a qtuple, we draw a line over the five
970 ;; corresponding squares. One problem is that the program does not know which
971 ;; squares ! It only knows the square where the last move has been played and
972 ;; who won. The solution is to scan the board along all four directions.
973
974 (defun landmark-find-filled-qtuple (square value)
975 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
976 (or (landmark-check-filled-qtuple square value 1 0)
977 (landmark-check-filled-qtuple square value 0 1)
978 (landmark-check-filled-qtuple square value 1 1)
979 (landmark-check-filled-qtuple square value -1 1)))
980
981 (defun landmark-check-filled-qtuple (square value dx dy)
982 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
983 (let ((a 0) (b 0)
984 (left square) (right square)
985 (depl (landmark-xy-to-index dx dy)))
986 (while (and (> a -4) ; stretch tuple left
987 (= value (aref landmark-board (setq left (- left depl)))))
988 (setq a (1- a)))
989 (while (and (< b (+ a 4)) ; stretch tuple right
990 (= value (aref landmark-board (setq right (+ right depl)))))
991 (setq b (1+ b)))
992 (cond ((= b (+ a 4)) ; tuple length = 5 ?
993 (landmark-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
994 dx dy)
995 t))))
996
997 (defun landmark-cross-qtuple (square1 square2 dx dy)
998 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
999 (save-excursion ; Not moving point from last square
1000 (let ((depl (landmark-xy-to-index dx dy))
1001 (inhibit-read-only t)
1002 (inhibit-point-motion-hooks t))
1003 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1004 (while (/= square1 square2)
1005 (landmark-goto-square square1)
1006 (setq square1 (+ square1 depl))
1007 (cond
1008 ((= dy 0) ; Horizontal
1009 (forward-char 1)
1010 (insert-char ?- (1- landmark-square-width) t)
1011 (delete-region (point) (progn
1012 (skip-chars-forward " \t")
1013 (point))))
1014 ((= dx 0) ; Vertical
1015 (let ((landmark-n 1)
1016 (column (current-column)))
1017 (while (< landmark-n landmark-square-height)
1018 (setq landmark-n (1+ landmark-n))
1019 (forward-line 1)
1020 (indent-to column)
1021 (insert-and-inherit ?|))))
1022 ((= dx -1) ; 1st Diagonal
1023 (indent-to (prog1 (- (current-column) (/ landmark-square-width 2))
1024 (forward-line (/ landmark-square-height 2))))
1025 (insert-and-inherit ?/))
1026 (t ; 2nd Diagonal
1027 (indent-to (prog1 (+ (current-column) (/ landmark-square-width 2))
1028 (forward-line (/ landmark-square-height 2))))
1029 (insert-and-inherit ?\\))))))
1030 (sit-for 0)) ; Display NOW
1031
1032
1033 ;;;_ + CURSOR MOTION.
1034
1035 ;; previous-line and next-line don't work right with intangible newlines
1036 (defun landmark-move-down ()
1037 "Move point down one row on the Landmark board."
1038 (interactive)
1039 (if (< (landmark-point-y) landmark-board-height)
1040 (let ((col (current-column)))
1041 (forward-line 1) ;;; landmark-square-height
1042 (move-to-column col))))
1043
1044 (defun landmark-move-up ()
1045 "Move point up one row on the Landmark board."
1046 (interactive)
1047 (if (> (landmark-point-y) 1)
1048 (let ((col (current-column)))
1049 (forward-line (- landmark-square-height))
1050 (move-to-column col))))
1051
1052 (defun landmark-move-ne ()
1053 "Move point North East on the Landmark board."
1054 (interactive)
1055 (landmark-move-up)
1056 (forward-char))
1057
1058 (defun landmark-move-se ()
1059 "Move point South East on the Landmark board."
1060 (interactive)
1061 (landmark-move-down)
1062 (forward-char))
1063
1064 (defun landmark-move-nw ()
1065 "Move point North West on the Landmark board."
1066 (interactive)
1067 (landmark-move-up)
1068 (backward-char))
1069
1070 (defun landmark-move-sw ()
1071 "Move point South West on the Landmark board."
1072 (interactive)
1073 (landmark-move-down)
1074 (backward-char))
1075
1076 (defun landmark-beginning-of-line ()
1077 "Move point to first square on the Landmark board row."
1078 (interactive)
1079 (move-to-column landmark-x-offset))
1080
1081 (defun landmark-end-of-line ()
1082 "Move point to last square on the Landmark board row."
1083 (interactive)
1084 (move-to-column (+ landmark-x-offset
1085 (* landmark-square-width (1- landmark-board-width)))))
1086
1087
1088 ;;;_ + Simulation variables
1089
1090 ;;;_ - landmark-nvar
1091 (defvar landmark-nvar 0.0075
1092 "Not used.
1093 Affects a noise generator which was used in an earlier incarnation of
1094 this program to add a random element to the way moves were made.")
1095 ;;;_ - lists of cardinal directions
1096 ;;;_ :
1097 (defvar landmark-ns '(landmark-n landmark-s)
1098 "Used when doing something relative to the north and south axes.")
1099 (defvar landmark-ew '(landmark-e landmark-w)
1100 "Used when doing something relative to the east and west axes.")
1101 (defvar landmark-directions '(landmark-n landmark-s landmark-e landmark-w)
1102 "The cardinal directions.")
1103 (defvar landmark-8-directions
1104 '((landmark-n) (landmark-n landmark-w) (landmark-w) (landmark-s landmark-w)
1105 (landmark-s) (landmark-s landmark-e) (landmark-e) (landmark-n landmark-e))
1106 "The full 8 possible directions.")
1107
1108 (defvar landmark-number-of-moves
1109 "The number of moves made by the robot so far.")
1110
1111
1112 ;;;_* Terry's mods to create lm.el
1113
1114 ;;;(setq landmark-debug nil)
1115 (defvar landmark-debug nil
1116 "If non-nil, debugging is printed.")
1117 (defcustom landmark-one-moment-please nil
1118 "If non-nil, print \"One moment please\" when a new board is generated.
1119 The drawback of this is you don't see how many moves the last run took
1120 because it is overwritten by \"One moment please\"."
1121 :type 'boolean
1122 :group 'landmark)
1123 (defcustom landmark-output-moves t
1124 "If non-nil, output number of moves so far on a move-by-move basis."
1125 :type 'boolean
1126 :group 'landmark)
1127
1128
1129 (defun landmark-weights-debug ()
1130 (if landmark-debug
1131 (progn (landmark-print-wts) (landmark-blackbox) (landmark-print-y-s-noise)
1132 (landmark-print-smell))))
1133
1134 ;;;_ - Printing various things
1135 (defun landmark-print-distance-int (direction)
1136 (interactive)
1137 (insert (format "%S %S " direction (get direction 'distance))))
1138
1139
1140 (defun landmark-print-distance ()
1141 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'landmark-tree)))
1142 (mapc 'landmark-print-distance-int landmark-directions))
1143
1144
1145 ;;(setq direction 'landmark-n)
1146 ;;(get 'landmark-n 'landmark-s)
1147 (defun landmark-nslify-wts-int (direction)
1148 (mapcar (lambda (target-direction)
1149 (get direction target-direction))
1150 landmark-directions))
1151
1152
1153 (defun landmark-nslify-wts ()
1154 (interactive)
1155 (let ((l (apply 'append (mapcar 'landmark-nslify-wts-int landmark-directions))))
1156 (insert (format "set data_value WTS \n %s \n" l))
1157 (insert (format "/* max: %S min: %S */"
1158 (eval (cons 'max l)) (eval (cons 'min l))))))
1159
1160 (defun landmark-print-wts-int (direction)
1161 (mapc (lambda (target-direction)
1162 (insert (format "%S %S %S "
1163 direction
1164 target-direction
1165 (get direction target-direction))))
1166 landmark-directions)
1167 (insert "\n"))
1168
1169 (defun landmark-print-wts ()
1170 (interactive)
1171 (with-current-buffer "*landmark-wts*"
1172 (insert "==============================\n")
1173 (mapc 'landmark-print-wts-int landmark-directions)))
1174
1175 (defun landmark-print-moves (moves)
1176 (interactive)
1177 (with-current-buffer "*landmark-moves*"
1178 (insert (format "%S\n" moves))))
1179
1180
1181 (defun landmark-print-y-s-noise-int (direction)
1182 (insert (format "%S:landmark-y %S, s %S, noise %S \n"
1183 (symbol-name direction)
1184 (get direction 'y_t)
1185 (get direction 's)
1186 (get direction 'noise)
1187 )))
1188
1189 (defun landmark-print-y-s-noise ()
1190 (interactive)
1191 (with-current-buffer "*landmark-y,s,noise*"
1192 (insert "==============================\n")
1193 (mapc 'landmark-print-y-s-noise-int landmark-directions)))
1194
1195 (defun landmark-print-smell-int (direction)
1196 (insert (format "%S: smell: %S \n"
1197 (symbol-name direction)
1198 (get direction 'smell))))
1199
1200 (defun landmark-print-smell ()
1201 (interactive)
1202 (with-current-buffer "*landmark-smell*"
1203 (insert "==============================\n")
1204 (insert (format "tree: %S \n" (get 'z 't)))
1205 (mapc 'landmark-print-smell-int landmark-directions)))
1206
1207 (defun landmark-print-w0-int (direction)
1208 (insert (format "%S: w0: %S \n"
1209 (symbol-name direction)
1210 (get direction 'w0))))
1211
1212 (defun landmark-print-w0 ()
1213 (interactive)
1214 (with-current-buffer "*landmark-w0*"
1215 (insert "==============================\n")
1216 (mapc 'landmark-print-w0-int landmark-directions)))
1217
1218 (defun landmark-blackbox ()
1219 (with-current-buffer "*landmark-blackbox*"
1220 (insert "==============================\n")
1221 (insert "I smell: ")
1222 (mapc (lambda (direction)
1223 (if (> (get direction 'smell) 0)
1224 (insert (format "%S " direction))))
1225 landmark-directions)
1226 (insert "\n")
1227
1228 (insert "I move: ")
1229 (mapc (lambda (direction)
1230 (if (> (get direction 'y_t) 0)
1231 (insert (format "%S " direction))))
1232 landmark-directions)
1233 (insert "\n")
1234 (landmark-print-wts-blackbox)
1235 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1236 (landmark-print-distance)
1237 (insert "\n")))
1238
1239 (defun landmark-print-wts-blackbox ()
1240 (interactive)
1241 (mapc 'landmark-print-wts-int landmark-directions))
1242
1243 ;;;_ - learning parameters
1244 (defcustom landmark-bound 0.005
1245 "The maximum that w0j may be."
1246 :type 'number
1247 :group 'landmark)
1248 (defcustom landmark-c 1.0
1249 "A factor applied to modulate the increase in wij.
1250 Used in the function landmark-update-normal-weights."
1251 :type 'number
1252 :group 'landmark)
1253 (defcustom landmark-c-naught 0.5
1254 "A factor applied to modulate the increase in w0j.
1255 Used in the function landmark-update-naught-weights."
1256 :type 'number
1257 :group 'landmark)
1258 (defvar landmark-initial-w0 0.0)
1259 (defvar landmark-initial-wij 0.0)
1260 (defcustom landmark-no-payoff 0
1261 "The amount of simulation cycles that have occurred with no movement.
1262 Used to move the robot when he is stuck in a rut for some reason."
1263 :type 'integer
1264 :group 'landmark)
1265 (defcustom landmark-max-stall-time 2
1266 "The maximum number of cycles that the robot can remain stuck in a place.
1267 After this limit is reached, landmark-random-move is called to push him out of it."
1268 :type 'integer
1269 :group 'landmark)
1270
1271
1272 ;;;_ + Randomizing functions
1273 ;;;_ - landmark-flip-a-coin ()
1274 (defun landmark-flip-a-coin ()
1275 (if (> (random 5000) 2500)
1276 -1
1277 1))
1278 ;;;_ : landmark-very-small-random-number ()
1279 ;(defun landmark-very-small-random-number ()
1280 ; (/
1281 ; (* (/ (random 900000) 900000.0) .0001)))
1282 ;;;_ : landmark-randomize-weights-for (direction)
1283 (defun landmark-randomize-weights-for (direction)
1284 (mapc (lambda (target-direction)
1285 (put direction
1286 target-direction
1287 (* (landmark-flip-a-coin) (/ (random 10000) 10000.0))))
1288 landmark-directions))
1289 ;;;_ : landmark-noise ()
1290 (defun landmark-noise ()
1291 (* (- (/ (random 30001) 15000.0) 1) landmark-nvar))
1292
1293 ;;;_ : landmark-fix-weights-for (direction)
1294 (defun landmark-fix-weights-for (direction)
1295 (mapc (lambda (target-direction)
1296 (put direction
1297 target-direction
1298 landmark-initial-wij))
1299 landmark-directions))
1300
1301
1302 ;;;_ + Plotting functions
1303 ;;;_ - landmark-plot-internal (sym)
1304 (defun landmark-plot-internal (sym)
1305 (landmark-plot-square (landmark-xy-to-index
1306 (get sym 'x)
1307 (get sym 'y))
1308 (get sym 'sym)))
1309 ;;;_ - landmark-plot-landmarks ()
1310 (defun landmark-plot-landmarks ()
1311 (setq landmark-cx (/ landmark-board-width 2))
1312 (setq landmark-cy (/ landmark-board-height 2))
1313
1314 (put 'landmark-n 'x landmark-cx)
1315 (put 'landmark-n 'y 1)
1316 (put 'landmark-n 'sym 2)
1317
1318 (put 'landmark-tree 'x landmark-cx)
1319 (put 'landmark-tree 'y landmark-cy)
1320 (put 'landmark-tree 'sym 6)
1321
1322 (put 'landmark-s 'x landmark-cx)
1323 (put 'landmark-s 'y landmark-board-height)
1324 (put 'landmark-s 'sym 3)
1325
1326 (put 'landmark-w 'x 1)
1327 (put 'landmark-w 'y (/ landmark-board-height 2))
1328 (put 'landmark-w 'sym 5)
1329
1330 (put 'landmark-e 'x landmark-board-width)
1331 (put 'landmark-e 'y (/ landmark-board-height 2))
1332 (put 'landmark-e 'sym 4)
1333
1334 (mapc 'landmark-plot-internal '(landmark-n landmark-s landmark-e landmark-w landmark-tree)))
1335
1336
1337
1338 ;;;_ + Distance-calculation functions
1339 ;;;_ - square (a)
1340 (defun square (a)
1341 (* a a))
1342
1343 ;;;_ - distance (x x0 y y0)
1344 (defun distance (x x0 y y0)
1345 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1346
1347 ;;;_ - calc-distance-of-robot-from (direction)
1348 (defun calc-distance-of-robot-from (direction)
1349 (put direction 'distance
1350 (distance (get direction 'x)
1351 (landmark-index-to-x (landmark-point-square))
1352 (get direction 'y)
1353 (landmark-index-to-y (landmark-point-square)))))
1354
1355 ;;;_ - calc-smell-internal (sym)
1356 (defun calc-smell-internal (sym)
1357 (let ((r (get sym 'r))
1358 (d (calc-distance-of-robot-from sym)))
1359 (if (> (* 0.5 (- 1 (/ d r))) 0)
1360 (* 0.5 (- 1 (/ d r)))
1361 0)))
1362
1363
1364 ;;;_ + Learning (neural) functions
1365 (defun landmark-f (x)
1366 (cond
1367 ((> x landmark-bound) landmark-bound)
1368 ((< x 0.0) 0.0)
1369 (t x)))
1370
1371 (defun landmark-y (direction)
1372 (put direction 'noise (landmark-noise))
1373 (put direction 'y_t
1374 (if (> (get direction 's) 0.0)
1375 1.0
1376 0.0)))
1377
1378 (defun landmark-update-normal-weights (direction)
1379 (mapc (lambda (target-direction)
1380 (put direction target-direction
1381 (+
1382 (get direction target-direction)
1383 (* landmark-c
1384 (- (get 'z 't) (get 'z 't-1))
1385 (get target-direction 'y_t)
1386 (get direction 'smell)))))
1387 landmark-directions))
1388
1389 (defun landmark-update-naught-weights (direction)
1390 (mapc (lambda (_target-direction)
1391 (put direction 'w0
1392 (landmark-f
1393 (+
1394 (get direction 'w0)
1395 (* landmark-c-naught
1396 (- (get 'z 't) (get 'z 't-1))
1397 (get direction 'y_t))))))
1398 landmark-directions))
1399
1400
1401 ;;;_ + Statistics gathering and creating functions
1402
1403 (defun landmark-calc-current-smells ()
1404 (mapc (lambda (direction)
1405 (put direction 'smell (calc-smell-internal direction)))
1406 landmark-directions))
1407
1408 (defun landmark-calc-payoff ()
1409 (put 'z 't-1 (get 'z 't))
1410 (put 'z 't (calc-smell-internal 'landmark-tree))
1411 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1412 (cl-incf landmark-no-payoff)
1413 (setf landmark-no-payoff 0)))
1414
1415 (defun landmark-store-old-y_t ()
1416 (mapc (lambda (direction)
1417 (put direction 'y_t-1 (get direction 'y_t)))
1418 landmark-directions))
1419
1420
1421 ;;;_ + Functions to move robot
1422
1423 (defun landmark-confidence-for (target-direction)
1424 (apply '+
1425 (get target-direction 'w0)
1426 (mapcar (lambda (direction)
1427 (*
1428 (get direction target-direction)
1429 (get direction 'smell)))
1430 landmark-directions)))
1431
1432
1433 (defun landmark-calc-confidences ()
1434 (mapc (lambda (direction)
1435 (put direction 's (landmark-confidence-for direction)))
1436 landmark-directions))
1437
1438 (defun landmark-move ()
1439 (if (and (= (get 'landmark-n 'y_t) 1.0) (= (get 'landmark-s 'y_t) 1.0))
1440 (progn
1441 (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ns)
1442 (if landmark-debug
1443 (message "n-s normalization."))))
1444 (if (and (= (get 'landmark-w 'y_t) 1.0) (= (get 'landmark-e 'y_t) 1.0))
1445 (progn
1446 (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ew)
1447 (if landmark-debug
1448 (message "e-w normalization"))))
1449
1450 (mapc (lambda (pair)
1451 (if (> (get (car pair) 'y_t) 0)
1452 (funcall (car (cdr pair)))))
1453 '(
1454 (landmark-n landmark-move-up)
1455 (landmark-s landmark-move-down)
1456 (landmark-e forward-char)
1457 (landmark-w backward-char)))
1458 (landmark-plot-square (landmark-point-square) 1)
1459 (cl-incf landmark-number-of-moves)
1460 (if landmark-output-moves
1461 (message "Moves made: %d" landmark-number-of-moves)))
1462
1463
1464 (defun landmark-random-move ()
1465 (mapc
1466 (lambda (direction) (put direction 'y_t 0))
1467 landmark-directions)
1468 (dolist (direction (nth (random 8) landmark-8-directions))
1469 (put direction 'y_t 1.0))
1470 (landmark-move))
1471
1472 (defun landmark-amble-robot ()
1473 (interactive)
1474 (while (> (calc-distance-of-robot-from 'landmark-tree) 0)
1475
1476 (landmark-store-old-y_t)
1477 (landmark-calc-current-smells)
1478
1479 (if (> landmark-no-payoff landmark-max-stall-time)
1480 (landmark-random-move)
1481 (progn
1482 (landmark-calc-confidences)
1483 (mapc 'landmark-y landmark-directions)
1484 (landmark-move)))
1485
1486 (landmark-calc-payoff)
1487
1488 (mapc 'landmark-update-normal-weights landmark-directions)
1489 (mapc 'landmark-update-naught-weights landmark-directions)
1490 (if landmark-debug
1491 (landmark-weights-debug)))
1492 (landmark-terminate-game nil))
1493
1494
1495 ;;;_ - landmark-start-robot ()
1496 (defun landmark-start-robot ()
1497 "Signal to the Landmark program that you have played.
1498 You must have put the cursor on the square where you want to play.
1499 If the game is finished, this command requests for another game."
1500 (interactive)
1501 (landmark-switch-to-window)
1502 (cond
1503 (landmark-emacs-is-computing
1504 (landmark-crash-game))
1505 ((not landmark-game-in-progress)
1506 (landmark-prompt-for-other-game))
1507 (t
1508 (let (square)
1509 (setq square (landmark-point-square))
1510 (cond ((null square)
1511 (error "Your point is not on a square. Retry!"))
1512 ((not (zerop (aref landmark-board square)))
1513 (error "Your point is not on a free square. Retry!"))
1514 (t
1515 (progn
1516 (landmark-plot-square square 1)
1517
1518 (landmark-store-old-y_t)
1519 (landmark-calc-current-smells)
1520 (put 'z 't (calc-smell-internal 'landmark-tree))
1521
1522 (landmark-random-move)
1523
1524 (landmark-calc-payoff)
1525
1526 (mapc 'landmark-update-normal-weights landmark-directions)
1527 (mapc 'landmark-update-naught-weights landmark-directions)
1528 (landmark-amble-robot)
1529 )))))))
1530
1531
1532 ;;;_ + Misc functions
1533 ;;;_ - landmark-init (auto-start save-weights)
1534 (defvar landmark-tree-r "")
1535
1536 (defun landmark-init (auto-start save-weights)
1537
1538 (setq landmark-number-of-moves 0)
1539
1540 (landmark-plot-landmarks)
1541
1542 (if landmark-debug
1543 (save-current-buffer
1544 (set-buffer (get-buffer-create "*landmark-w0*"))
1545 (erase-buffer)
1546 (set-buffer (get-buffer-create "*landmark-moves*"))
1547 (set-buffer (get-buffer-create "*landmark-wts*"))
1548 (erase-buffer)
1549 (set-buffer (get-buffer-create "*landmark-y,s,noise*"))
1550 (erase-buffer)
1551 (set-buffer (get-buffer-create "*landmark-smell*"))
1552 (erase-buffer)
1553 (set-buffer (get-buffer-create "*landmark-blackbox*"))
1554 (erase-buffer)
1555 (set-buffer (get-buffer-create "*landmark-distance*"))
1556 (erase-buffer)))
1557
1558
1559 (landmark-set-landmark-signal-strengths)
1560
1561 (dolist (direction landmark-directions)
1562 (put direction 'y_t 0.0))
1563
1564 (if (not save-weights)
1565 (progn
1566 (mapc 'landmark-fix-weights-for landmark-directions)
1567 (dolist (direction landmark-directions)
1568 (put direction 'w0 landmark-initial-w0)))
1569 (message "Weights preserved for this run."))
1570
1571 (if auto-start
1572 (progn
1573 (landmark-goto-xy (1+ (random landmark-board-width)) (1+ (random landmark-board-height)))
1574 (landmark-start-robot))))
1575
1576
1577 ;;;_ - something which doesn't work
1578 ; no-a-worka!!
1579 ;(defun landmark-sum-list (list)
1580 ; (if (> (length list) 0)
1581 ; (+ (car list) (landmark-sum-list (cdr list)))
1582 ; 0))
1583 ; this a worka!
1584 ; (eval (cons '+ list))
1585 ;;;_ - landmark-set-landmark-signal-strengths ()
1586 ;; on a screen higher than wide, I noticed that the robot would amble
1587 ;; left and right and not move forward. examining *landmark-blackbox*
1588 ;; revealed that there was no scent from the north and south
1589 ;; landmarks, hence, they need less factoring down of the effect of
1590 ;; distance on scent.
1591
1592 (defun landmark-set-landmark-signal-strengths ()
1593 (setq landmark-tree-r (* (sqrt (+ (square landmark-cx) (square landmark-cy))) 1.5))
1594 (mapc (lambda (direction)
1595 (put direction 'r (* landmark-cx 1.1)))
1596 landmark-ew)
1597 (mapc (lambda (direction)
1598 (put direction 'r (* landmark-cy 1.1)))
1599 landmark-ns)
1600 (put 'landmark-tree 'r landmark-tree-r))
1601
1602
1603 ;;;_ + landmark-test-run ()
1604
1605 ;;;###autoload
1606 (defalias 'landmark-repeat 'landmark-test-run)
1607 ;;;###autoload
1608 (defun landmark-test-run ()
1609 "Run 100 Landmark games, each time saving the weights from the previous game."
1610 (interactive)
1611 (landmark 1)
1612 (dotimes (scratch-var 100)
1613 (landmark 2)))
1614
1615 ;;;###autoload
1616 (defun landmark (parg)
1617 "Start or resume an Landmark game.
1618 If a game is in progress, this command allows you to resume it.
1619 Here is the relation between prefix args and game options:
1620
1621 prefix arg | robot is auto-started | weights are saved from last game
1622 ---------------------------------------------------------------------
1623 none / 1 | yes | no
1624 2 | yes | yes
1625 3 | no | yes
1626 4 | no | no
1627
1628 You start by moving to a square and typing \\[landmark-start-robot],
1629 if you did not use a prefix arg to ask for automatic start.
1630 Use \\[describe-mode] for more info."
1631 (interactive "p")
1632
1633 (setf landmark-n nil landmark-m nil)
1634 (landmark-switch-to-window)
1635 (cond
1636 (landmark-emacs-is-computing
1637 (landmark-crash-game))
1638 ((or (not landmark-game-in-progress)
1639 (<= landmark-number-of-moves 2))
1640 (let ((max-width (landmark-max-width))
1641 (max-height (landmark-max-height)))
1642 (or landmark-n (setq landmark-n max-width))
1643 (or landmark-m (setq landmark-m max-height))
1644 (cond ((< landmark-n 1)
1645 (error "I need at least 1 column"))
1646 ((< landmark-m 1)
1647 (error "I need at least 1 row"))
1648 ((> landmark-n max-width)
1649 (error "I cannot display %d columns in that window" landmark-n)))
1650 (if (and (> landmark-m max-height)
1651 (not (eq landmark-m landmark-saved-board-height))
1652 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1653 (not (y-or-n-p (format "Do you really want %d rows? " landmark-m))))
1654 (setq landmark-m max-height)))
1655 (if landmark-one-moment-please
1656 (message "One moment, please..."))
1657 (landmark-start-game landmark-n landmark-m)
1658 (eval (cons 'landmark-init
1659 (cond
1660 ((= parg 1) '(t nil))
1661 ((= parg 2) '(t t))
1662 ((= parg 3) '(nil t))
1663 ((= parg 4) '(nil nil))
1664 (t '(nil t))))))))
1665
1666
1667 ;;;_ + Local variables
1668
1669 ;;; The following `allout-layout' local variable setting:
1670 ;;; - closes all topics from the first topic to just before the third-to-last,
1671 ;;; - shows the children of the third to last (config vars)
1672 ;;; - and the second to last (code section),
1673 ;;; - and closes the last topic (this local-variables section).
1674 ;;;Local variables:
1675 ;;;allout-layout: (0 : -1 -1 0)
1676 ;;;End:
1677
1678 (provide 'landmark)
1679
1680 ;;; landmark.el ends here