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1 ;;; landmark.el --- neural-network robot that learns landmarks
2
3 ;; Copyright (C) 1996, 1997, 2000, 2001, 2002, 2003, 2004,
4 ;; 2005, 2006, 2007, 2008 Free Software Foundation, Inc.
5
6 ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
7 ;; Created: December 16, 1996 - first release to usenet
8 ;; Keywords: gomoku, neural network, adaptive search, chemotaxis
9
10 ;;;_* Usage
11 ;;; Just type
12 ;;; M-x eval-buffer
13 ;;; M-x lm-test-run
14
15
16 ;; This file is part of GNU Emacs.
17
18 ;; GNU Emacs is free software: you can redistribute it and/or modify
19 ;; it under the terms of the GNU General Public License as published by
20 ;; the Free Software Foundation, either version 3 of the License, or
21 ;; (at your option) any later version.
22
23 ;; GNU Emacs is distributed in the hope that it will be useful,
24 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
25 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
26 ;; GNU General Public License for more details.
27
28 ;; You should have received a copy of the GNU General Public License
29 ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
30
31
32 ;;; Commentary:
33 ;;; Lm is a relatively non-participatory game in which a robot
34 ;;; attempts to maneuver towards a tree at the center of the window
35 ;;; based on unique olfactory cues from each of the 4 directions. If
36 ;;; the smell of the tree increases, then the weights in the robot's
37 ;;; brain are adjusted to encourage this odor-driven behavior in the
38 ;;; future. If the smell of the tree decreases, the robots weights are
39 ;;; adjusted to discourage a correct move.
40
41 ;;; In laymen's terms, the search space is initially flat. The point
42 ;;; of training is to "turn up the edges of the search space" so that
43 ;;; the robot rolls toward the center.
44
45 ;;; Further, do not become alarmed if the robot appears to oscillate
46 ;;; back and forth between two or a few positions. This simply means
47 ;;; it is currently caught in a local minimum and is doing its best to
48 ;;; work its way out.
49
50 ;;; The version of this program as described has a small problem. a
51 ;;; move in a net direction can produce gross credit assignment. for
52 ;;; example, if moving south will produce positive payoff, then, if in
53 ;;; a single move, one moves east,west and south, then both east and
54 ;;; west will be improved when they shouldn't
55
56 ;;; Many thanks to Yuri Pryadkin (yuri@rana.usc.edu) for this
57 ;;; concise problem description.
58
59 ;;;_* Require
60 (eval-when-compile (require 'cl))
61
62 ;;;_* From Gomoku
63
64 ;;; Code:
65
66 (defgroup lm nil
67 "Neural-network robot that learns landmarks."
68 :prefix "lm-"
69 :group 'games)
70
71 ;;;_ + THE BOARD.
72
73 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
74 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
75 ;; containing padding squares (coded with -1). These squares allow us to
76 ;; detect when we are trying to move out of the board. We denote a square by
77 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
78 ;; leftmost topmost square has coords (1,1) and index lm-board-width + 2.
79 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
80 ;; one DEPL (the difference between indexes).
81
82 (defvar lm-board-width nil
83 "Number of columns on the Lm board.")
84 (defvar lm-board-height nil
85 "Number of lines on the Lm board.")
86
87 (defvar lm-board nil
88 "Vector recording the actual state of the Lm board.")
89
90 (defvar lm-vector-length nil
91 "Length of lm-board vector.")
92
93 (defvar lm-draw-limit nil
94 ;; This is usually set to 70% of the number of squares.
95 "After how many moves will Emacs offer a draw?")
96
97 (defvar lm-cx 0
98 "This is the x coordinate of the center of the board.")
99
100 (defvar lm-cy 0
101 "This is the y coordinate of the center of the board.")
102
103 (defvar lm-m 0
104 "This is the x dimension of the playing board.")
105
106 (defvar lm-n 0
107 "This is the y dimension of the playing board.")
108
109
110 (defun lm-xy-to-index (x y)
111 "Translate X, Y cartesian coords into the corresponding board index."
112 (+ (* y lm-board-width) x y))
113
114 (defun lm-index-to-x (index)
115 "Return corresponding x-coord of board INDEX."
116 (% index (1+ lm-board-width)))
117
118 (defun lm-index-to-y (index)
119 "Return corresponding y-coord of board INDEX."
120 (/ index (1+ lm-board-width)))
121
122 (defun lm-init-board ()
123 "Create the lm-board vector and fill it with initial values."
124 (setq lm-board (make-vector lm-vector-length 0))
125 ;; Every square is 0 (i.e. empty) except padding squares:
126 (let ((i 0) (ii (1- lm-vector-length)))
127 (while (<= i lm-board-width) ; The squares in [0..width] and in
128 (aset lm-board i -1) ; [length - width - 1..length - 1]
129 (aset lm-board ii -1) ; are padding squares.
130 (setq i (1+ i)
131 ii (1- ii))))
132 (let ((i 0))
133 (while (< i lm-vector-length)
134 (aset lm-board i -1) ; and also all k*(width+1)
135 (setq i (+ i lm-board-width 1)))))
136
137 ;;;_ + DISPLAYING THE BOARD.
138
139 ;; You may change these values if you have a small screen or if the squares
140 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
141
142 (defconst lm-square-width 2
143 "*Horizontal spacing between squares on the Lm board.")
144
145 (defconst lm-square-height 1
146 "*Vertical spacing between squares on the Lm board.")
147
148 (defconst lm-x-offset 3
149 "*Number of columns between the Lm board and the side of the window.")
150
151 (defconst lm-y-offset 1
152 "*Number of lines between the Lm board and the top of the window.")
153
154
155 ;;;_ + LM MODE AND KEYMAP.
156
157 (defcustom lm-mode-hook nil
158 "If non-nil, its value is called on entry to Lm mode."
159 :type 'hook
160 :group 'lm)
161
162 (defvar lm-mode-map nil
163 "Local keymap to use in Lm mode.")
164
165 (if lm-mode-map nil
166 (setq lm-mode-map (make-sparse-keymap))
167
168 ;; Key bindings for cursor motion.
169 (define-key lm-mode-map "y" 'lm-move-nw) ; y
170 (define-key lm-mode-map "u" 'lm-move-ne) ; u
171 (define-key lm-mode-map "b" 'lm-move-sw) ; b
172 (define-key lm-mode-map "n" 'lm-move-se) ; n
173 (define-key lm-mode-map "h" 'backward-char) ; h
174 (define-key lm-mode-map "l" 'forward-char) ; l
175 (define-key lm-mode-map "j" 'lm-move-down) ; j
176 (define-key lm-mode-map "k" 'lm-move-up) ; k
177
178 (define-key lm-mode-map [kp-7] 'lm-move-nw)
179 (define-key lm-mode-map [kp-9] 'lm-move-ne)
180 (define-key lm-mode-map [kp-1] 'lm-move-sw)
181 (define-key lm-mode-map [kp-3] 'lm-move-se)
182 (define-key lm-mode-map [kp-4] 'backward-char)
183 (define-key lm-mode-map [kp-6] 'forward-char)
184 (define-key lm-mode-map [kp-2] 'lm-move-down)
185 (define-key lm-mode-map [kp-8] 'lm-move-up)
186
187 (define-key lm-mode-map "\C-n" 'lm-move-down) ; C-n
188 (define-key lm-mode-map "\C-p" 'lm-move-up) ; C-p
189
190 ;; Key bindings for entering Human moves.
191 (define-key lm-mode-map "X" 'lm-human-plays) ; X
192 (define-key lm-mode-map "x" 'lm-human-plays) ; x
193
194 (define-key lm-mode-map " " 'lm-start-robot) ; SPC
195 (define-key lm-mode-map [down-mouse-1] 'lm-start-robot)
196 (define-key lm-mode-map [drag-mouse-1] 'lm-click)
197 (define-key lm-mode-map [mouse-1] 'lm-click)
198 (define-key lm-mode-map [down-mouse-2] 'lm-click)
199 (define-key lm-mode-map [mouse-2] 'lm-mouse-play)
200 (define-key lm-mode-map [drag-mouse-2] 'lm-mouse-play)
201
202 (define-key lm-mode-map [remap previous-line] 'lm-move-up)
203 (define-key lm-mode-map [remap next-line] 'lm-move-down)
204 (define-key lm-mode-map [remap beginning-of-line] 'lm-beginning-of-line)
205 (define-key lm-mode-map [remap end-of-line] 'lm-end-of-line)
206 (define-key lm-mode-map [remap undo] 'lm-human-takes-back)
207 (define-key lm-mode-map [remap advertised-undo] 'lm-human-takes-back))
208
209 (defvar lm-emacs-won ()
210 "*For making font-lock use the winner's face for the line.")
211
212 (defface lm-font-lock-face-O '((((class color)) :foreground "red")
213 (t :weight bold))
214 "*Face to use for Emacs' O."
215 :version "22.1"
216 :group 'lm)
217
218 (defface lm-font-lock-face-X '((((class color)) :foreground "green")
219 (t :weight bold))
220 "*Face to use for your X."
221 :version "22.1"
222 :group 'lm)
223
224 (defvar lm-font-lock-keywords
225 '(("O" . 'lm-font-lock-face-O)
226 ("X" . 'lm-font-lock-face-X)
227 ("[-|/\\]" 0 (if lm-emacs-won
228 'lm-font-lock-face-O
229 'lm-font-lock-face-X)))
230 "*Font lock rules for Lm.")
231
232 (put 'lm-mode 'front-sticky
233 (put 'lm-mode 'rear-nonsticky '(intangible)))
234 (put 'lm-mode 'intangible 1)
235 ;; This one is for when they set view-read-only to t: Landmark cannot
236 ;; allow View Mode to be activated in its buffer.
237 (put 'lm-mode 'mode-class 'special)
238
239 (defun lm-mode ()
240 "Major mode for playing Lm against Emacs.
241 You and Emacs play in turn by marking a free square. You mark it with X
242 and Emacs marks it with O. The winner is the first to get five contiguous
243 marks horizontally, vertically or in diagonal.
244
245 You play by moving the cursor over the square you choose and hitting \\[lm-human-plays].
246
247 Other useful commands:
248 \\{lm-mode-map}
249 Entry to this mode calls the value of `lm-mode-hook' if that value
250 is non-nil. One interesting value is `turn-on-font-lock'."
251 (interactive)
252 (kill-all-local-variables)
253 (setq major-mode 'lm-mode
254 mode-name "Lm")
255 (lm-display-statistics)
256 (use-local-map lm-mode-map)
257 (make-local-variable 'font-lock-defaults)
258 (setq font-lock-defaults '(lm-font-lock-keywords t))
259 (toggle-read-only t)
260 (run-mode-hooks 'lm-mode-hook))
261
262
263 ;;;_ + THE SCORE TABLE.
264
265
266 ;; Every (free) square has a score associated to it, recorded in the
267 ;; LM-SCORE-TABLE vector. The program always plays in the square having
268 ;; the highest score.
269
270 (defvar lm-score-table nil
271 "Vector recording the actual score of the free squares.")
272
273
274 ;; The key point point about the algorithm is that, rather than considering
275 ;; the board as just a set of squares, we prefer to see it as a "space" of
276 ;; internested 5-tuples of contiguous squares (called qtuples).
277 ;;
278 ;; The aim of the program is to fill one qtuple with its O's while preventing
279 ;; you from filling another one with your X's. To that effect, it computes a
280 ;; score for every qtuple, with better qtuples having better scores. Of
281 ;; course, the score of a qtuple (taken in isolation) is just determined by
282 ;; its contents as a set, i.e. not considering the order of its elements. The
283 ;; highest score is given to the "OOOO" qtuples because playing in such a
284 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
285 ;; not playing in it is just loosing the game, and so on. Note that a
286 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
287 ;; has score zero because there is no more any point in playing in it, from
288 ;; both an attacking and a defending point of view.
289 ;;
290 ;; Given the score of every qtuple, the score of a given free square on the
291 ;; board is just the sum of the scores of all the qtuples to which it belongs,
292 ;; because playing in that square is playing in all its containing qtuples at
293 ;; once. And it is that function which takes into account the internesting of
294 ;; the qtuples.
295 ;;
296 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
297 ;; play. It easily extends to "n-dimensional Lm", where a win should not
298 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
299 ;; should be preferred.
300
301
302 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
303 ;; these values will change (hopefully improve) the strength of the program
304 ;; and may change its style (rather aggressive here).
305
306 (defconst nil-score 7 "Score of an empty qtuple.")
307 (defconst Xscore 15 "Score of a qtuple containing one X.")
308 (defconst XXscore 400 "Score of a qtuple containing two X's.")
309 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
310 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
311 (defconst Oscore 35 "Score of a qtuple containing one O.")
312 (defconst OOscore 800 "Score of a qtuple containing two O's.")
313 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
314 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
315
316 ;; These values are not just random: if, given the following situation:
317 ;;
318 ;; . . . . . . . O .
319 ;; . X X a . . . X .
320 ;; . . . X . . . X .
321 ;; . . . X . . . X .
322 ;; . . . . . . . b .
323 ;;
324 ;; you want Emacs to play in "a" and not in "b", then the parameters must
325 ;; satisfy the inequality:
326 ;;
327 ;; 6 * XXscore > XXXscore + XXscore
328 ;;
329 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
330 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
331 ;; conditions are required to obtain sensible moves, but the previous example
332 ;; should illustrate the point. If you manage to improve on these values,
333 ;; please send me a note. Thanks.
334
335
336 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
337 ;; contents of a qtuple are uniquely determined by the sum of its elements and
338 ;; we just have to set up a translation table.
339
340 (defconst lm-score-trans-table
341 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
342 Oscore 0 0 0 0 0
343 OOscore 0 0 0 0 0
344 OOOscore 0 0 0 0 0
345 OOOOscore 0 0 0 0 0
346 0)
347 "Vector associating qtuple contents to their score.")
348
349
350 ;; If you do not modify drastically the previous constants, the only way for a
351 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
352 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
353 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
354 ;; qtuple. We may use these considerations to detect when a given move is
355 ;; winning or loosing.
356
357 (defconst lm-winning-threshold OOOOscore
358 "Threshold score beyond which an Emacs move is winning.")
359
360 (defconst lm-loosing-threshold XXXXscore
361 "Threshold score beyond which a human move is winning.")
362
363
364 (defun lm-strongest-square ()
365 "Compute index of free square with highest score, or nil if none."
366 ;; We just have to loop other all squares. However there are two problems:
367 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
368 ;; up future searches, we set the score of padding or occupied squares
369 ;; to -1 whenever we meet them.
370 ;; 2/ We want to choose randomly between equally good moves.
371 (let ((score-max 0)
372 (count 0) ; Number of equally good moves
373 (square (lm-xy-to-index 1 1)) ; First square
374 (end (lm-xy-to-index lm-board-width lm-board-height))
375 best-square score)
376 (while (<= square end)
377 (cond
378 ;; If score is lower (i.e. most of the time), skip to next:
379 ((< (aref lm-score-table square) score-max))
380 ;; If score is better, beware of non free squares:
381 ((> (setq score (aref lm-score-table square)) score-max)
382 (if (zerop (aref lm-board square)) ; is it free ?
383 (setq count 1 ; yes: take it !
384 best-square square
385 score-max score)
386 (aset lm-score-table square -1))) ; no: kill it !
387 ;; If score is equally good, choose randomly. But first check freeness:
388 ((not (zerop (aref lm-board square)))
389 (aset lm-score-table square -1))
390 ((zerop (random (setq count (1+ count))))
391 (setq best-square square
392 score-max score)))
393 (setq square (1+ square))) ; try next square
394 best-square))
395
396 ;;;_ - INITIALIZING THE SCORE TABLE.
397
398 ;; At initialization the board is empty so that every qtuple amounts for
399 ;; nil-score. Therefore, the score of any square is nil-score times the number
400 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
401 ;; are sufficiently far from the sides. As computing the number is time
402 ;; consuming, we initialize every square with 20*nil-score and then only
403 ;; consider squares at less than 5 squares from one side. We speed this up by
404 ;; taking symmetry into account.
405 ;; Also, as it is likely that successive games will be played on a board with
406 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
407
408 (defvar lm-saved-score-table nil
409 "Recorded initial value of previous score table.")
410
411 (defvar lm-saved-board-width nil
412 "Recorded value of previous board width.")
413
414 (defvar lm-saved-board-height nil
415 "Recorded value of previous board height.")
416
417
418 (defun lm-init-score-table ()
419 "Create the score table vector and fill it with initial values."
420 (if (and lm-saved-score-table ; Has it been stored last time ?
421 (= lm-board-width lm-saved-board-width)
422 (= lm-board-height lm-saved-board-height))
423 (setq lm-score-table (copy-sequence lm-saved-score-table))
424 ;; No, compute it:
425 (setq lm-score-table
426 (make-vector lm-vector-length (* 20 nil-score)))
427 (let (i j maxi maxj maxi2 maxj2)
428 (setq maxi (/ (1+ lm-board-width) 2)
429 maxj (/ (1+ lm-board-height) 2)
430 maxi2 (min 4 maxi)
431 maxj2 (min 4 maxj))
432 ;; We took symmetry into account and could use it more if the board
433 ;; would have been square and not rectangular !
434 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
435 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
436 ;; board may well be less than 8 by 8 !
437 (setq i 1)
438 (while (<= i maxi2)
439 (setq j 1)
440 (while (<= j maxj)
441 (lm-init-square-score i j)
442 (setq j (1+ j)))
443 (setq i (1+ i)))
444 (while (<= i maxi)
445 (setq j 1)
446 (while (<= j maxj2)
447 (lm-init-square-score i j)
448 (setq j (1+ j)))
449 (setq i (1+ i))))
450 (setq lm-saved-score-table (copy-sequence lm-score-table)
451 lm-saved-board-width lm-board-width
452 lm-saved-board-height lm-board-height)))
453
454 (defun lm-nb-qtuples (i j)
455 "Return the number of qtuples containing square I,J."
456 ;; This function is complicated because we have to deal
457 ;; with ugly cases like 3 by 6 boards, but it works.
458 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
459 (let ((left (min 4 (1- i)))
460 (right (min 4 (- lm-board-width i)))
461 (up (min 4 (1- j)))
462 (down (min 4 (- lm-board-height j))))
463 (+ -12
464 (min (max (+ left right) 3) 8)
465 (min (max (+ up down) 3) 8)
466 (min (max (+ (min left up) (min right down)) 3) 8)
467 (min (max (+ (min right up) (min left down)) 3) 8))))
468
469 (defun lm-init-square-score (i j)
470 "Give initial score to square I,J and to its mirror images."
471 (let ((ii (1+ (- lm-board-width i)))
472 (jj (1+ (- lm-board-height j)))
473 (sc (* (lm-nb-qtuples i j) (aref lm-score-trans-table 0))))
474 (aset lm-score-table (lm-xy-to-index i j) sc)
475 (aset lm-score-table (lm-xy-to-index ii j) sc)
476 (aset lm-score-table (lm-xy-to-index i jj) sc)
477 (aset lm-score-table (lm-xy-to-index ii jj) sc)))
478 ;;;_ - MAINTAINING THE SCORE TABLE.
479
480
481 ;; We do not provide functions for computing the SCORE-TABLE given the
482 ;; contents of the BOARD. This would involve heavy nested loops, with time
483 ;; proportional to the size of the board. It is better to update the
484 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
485 ;; squares: it is done in constant time.
486
487 (defun lm-update-score-table (square dval)
488 "Update score table after SQUARE received a DVAL increment."
489 ;; The board has already been updated when this function is called.
490 ;; Updating scores is done by looking for qtuples boundaries in all four
491 ;; directions and then calling update-score-in-direction.
492 ;; Finally all squares received the right increment, and then are up to
493 ;; date, except possibly for SQUARE itself if we are taking a move back for
494 ;; its score had been set to -1 at the time.
495 (let* ((x (lm-index-to-x square))
496 (y (lm-index-to-y square))
497 (imin (max -4 (- 1 x)))
498 (jmin (max -4 (- 1 y)))
499 (imax (min 0 (- lm-board-width x 4)))
500 (jmax (min 0 (- lm-board-height y 4))))
501 (lm-update-score-in-direction imin imax
502 square 1 0 dval)
503 (lm-update-score-in-direction jmin jmax
504 square 0 1 dval)
505 (lm-update-score-in-direction (max imin jmin) (min imax jmax)
506 square 1 1 dval)
507 (lm-update-score-in-direction (max (- 1 y) -4
508 (- x lm-board-width))
509 (min 0 (- x 5)
510 (- lm-board-height y 4))
511 square -1 1 dval)))
512
513 (defun lm-update-score-in-direction (left right square dx dy dval)
514 "Update scores for all squares in the qtuples in range.
515 That is, those between the LEFTth square and the RIGHTth after SQUARE,
516 along the DX, DY direction, considering that DVAL has been added on SQUARE."
517 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
518 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
519 ;; DX,DY direction.
520 (cond
521 ((> left right)) ; Quit
522 (t ; Else ..
523 (let (depl square0 square1 square2 count delta)
524 (setq depl (lm-xy-to-index dx dy)
525 square0 (+ square (* left depl))
526 square1 (+ square (* right depl))
527 square2 (+ square0 (* 4 depl)))
528 ;; Compute the contents of the first qtuple:
529 (setq square square0
530 count 0)
531 (while (<= square square2)
532 (setq count (+ count (aref lm-board square))
533 square (+ square depl)))
534 (while (<= square0 square1)
535 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
536 ;; in SQUARE2.
537 (setq delta (- (aref lm-score-trans-table count)
538 (aref lm-score-trans-table (- count dval))))
539 (cond ((not (zerop delta)) ; or else nothing to update
540 (setq square square0)
541 (while (<= square square2)
542 (if (zerop (aref lm-board square)) ; only for free squares
543 (aset lm-score-table square
544 (+ (aref lm-score-table square) delta)))
545 (setq square (+ square depl)))))
546 ;; Then shift the qtuple one square along DEPL, this only requires
547 ;; modifying SQUARE0 and SQUARE2.
548 (setq square2 (+ square2 depl)
549 count (+ count (- (aref lm-board square0))
550 (aref lm-board square2))
551 square0 (+ square0 depl)))))))
552
553 ;;;
554 ;;; GAME CONTROL.
555 ;;;
556
557 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
558 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
559 ;; (anti-updating the score table) and to compute the table from scratch in
560 ;; case of an interruption.
561
562 (defvar lm-game-in-progress nil
563 "Non-nil if a game is in progress.")
564
565 (defvar lm-game-history nil
566 "A record of all moves that have been played during current game.")
567
568 (defvar lm-number-of-moves nil
569 "Number of moves already played in current game.")
570
571 (defvar lm-number-of-human-moves nil
572 "Number of moves already played by human in current game.")
573
574 (defvar lm-emacs-played-first nil
575 "Non-nil if Emacs played first.")
576
577 (defvar lm-human-took-back nil
578 "Non-nil if Human took back a move during the game.")
579
580 (defvar lm-human-refused-draw nil
581 "Non-nil if Human refused Emacs offer of a draw.")
582
583 (defvar lm-emacs-is-computing nil
584 ;; This is used to detect interruptions. Hopefully, it should not be needed.
585 "Non-nil if Emacs is in the middle of a computation.")
586
587
588 (defun lm-start-game (n m)
589 "Initialize a new game on an N by M board."
590 (setq lm-emacs-is-computing t) ; Raise flag
591 (setq lm-game-in-progress t)
592 (setq lm-board-width n
593 lm-board-height m
594 lm-vector-length (1+ (* (+ m 2) (1+ n)))
595 lm-draw-limit (/ (* 7 n m) 10))
596 (setq lm-emacs-won nil
597 lm-game-history nil
598 lm-number-of-moves 0
599 lm-number-of-human-moves 0
600 lm-emacs-played-first nil
601 lm-human-took-back nil
602 lm-human-refused-draw nil)
603 (lm-init-display n m) ; Display first: the rest takes time
604 (lm-init-score-table) ; INIT-BOARD requires that the score
605 (lm-init-board) ; table be already created.
606 (setq lm-emacs-is-computing nil))
607
608 (defun lm-play-move (square val &optional dont-update-score)
609 "Go to SQUARE, play VAL and update everything."
610 (setq lm-emacs-is-computing t) ; Raise flag
611 (cond ((= 1 val) ; a Human move
612 (setq lm-number-of-human-moves (1+ lm-number-of-human-moves)))
613 ((zerop lm-number-of-moves) ; an Emacs move. Is it first ?
614 (setq lm-emacs-played-first t)))
615 (setq lm-game-history
616 (cons (cons square (aref lm-score-table square))
617 lm-game-history)
618 lm-number-of-moves (1+ lm-number-of-moves))
619 (lm-plot-square square val)
620 (aset lm-board square val) ; *BEFORE* UPDATE-SCORE !
621 (if dont-update-score nil
622 (lm-update-score-table square val) ; previous val was 0: dval = val
623 (aset lm-score-table square -1))
624 (setq lm-emacs-is-computing nil))
625
626 (defun lm-take-back ()
627 "Take back last move and update everything."
628 (setq lm-emacs-is-computing t)
629 (let* ((last-move (car lm-game-history))
630 (square (car last-move))
631 (oldval (aref lm-board square)))
632 (if (= 1 oldval)
633 (setq lm-number-of-human-moves (1- lm-number-of-human-moves)))
634 (setq lm-game-history (cdr lm-game-history)
635 lm-number-of-moves (1- lm-number-of-moves))
636 (lm-plot-square square 0)
637 (aset lm-board square 0) ; *BEFORE* UPDATE-SCORE !
638 (lm-update-score-table square (- oldval))
639 (aset lm-score-table square (cdr last-move)))
640 (setq lm-emacs-is-computing nil))
641
642
643 ;;;_ + SESSION CONTROL.
644
645 (defvar lm-number-of-trials 0
646 "The number of times that landmark has been run.")
647
648 (defvar lm-sum-of-moves 0
649 "The total number of moves made in all games.")
650
651 (defvar lm-number-of-emacs-wins 0
652 "Number of games Emacs won in this session.")
653
654 (defvar lm-number-of-human-wins 0
655 "Number of games you won in this session.")
656
657 (defvar lm-number-of-draws 0
658 "Number of games already drawn in this session.")
659
660
661 (defun lm-terminate-game (result)
662 "Terminate the current game with RESULT."
663 (setq lm-number-of-trials (1+ lm-number-of-trials))
664 (setq lm-sum-of-moves (+ lm-sum-of-moves lm-number-of-moves))
665 (if (eq result 'crash-game)
666 (message
667 "Sorry, I have been interrupted and cannot resume that game..."))
668 (lm-display-statistics)
669 ;;(ding)
670 (setq lm-game-in-progress nil))
671
672 (defun lm-crash-game ()
673 "What to do when Emacs detects it has been interrupted."
674 (setq lm-emacs-is-computing nil)
675 (lm-terminate-game 'crash-game)
676 (sit-for 4) ; Let's see the message
677 (lm-prompt-for-other-game))
678
679
680 ;;;_ + INTERACTIVE COMMANDS.
681
682 (defun lm-emacs-plays ()
683 "Compute Emacs next move and play it."
684 (interactive)
685 (lm-switch-to-window)
686 (cond
687 (lm-emacs-is-computing
688 (lm-crash-game))
689 ((not lm-game-in-progress)
690 (lm-prompt-for-other-game))
691 (t
692 (message "Let me think...")
693 (let (square score)
694 (setq square (lm-strongest-square))
695 (cond ((null square)
696 (lm-terminate-game 'nobody-won))
697 (t
698 (setq score (aref lm-score-table square))
699 (lm-play-move square 6)
700 (cond ((>= score lm-winning-threshold)
701 (setq lm-emacs-won t) ; for font-lock
702 (lm-find-filled-qtuple square 6)
703 (lm-terminate-game 'emacs-won))
704 ((zerop score)
705 (lm-terminate-game 'nobody-won))
706 ((and (> lm-number-of-moves lm-draw-limit)
707 (not lm-human-refused-draw)
708 (lm-offer-a-draw))
709 (lm-terminate-game 'draw-agreed))
710 (t
711 (lm-prompt-for-move)))))))))
712
713 ;; For small square dimensions this is approximate, since though measured in
714 ;; pixels, event's (X . Y) is a character's top-left corner.
715 (defun lm-click (click)
716 "Position at the square where you click."
717 (interactive "e")
718 (and (windowp (posn-window (setq click (event-end click))))
719 (numberp (posn-point click))
720 (select-window (posn-window click))
721 (setq click (posn-col-row click))
722 (lm-goto-xy
723 (min (max (/ (+ (- (car click)
724 lm-x-offset
725 1)
726 (window-hscroll)
727 lm-square-width
728 (% lm-square-width 2)
729 (/ lm-square-width 2))
730 lm-square-width)
731 1)
732 lm-board-width)
733 (min (max (/ (+ (- (cdr click)
734 lm-y-offset
735 1)
736 (let ((inhibit-point-motion-hooks t))
737 (count-lines 1 (window-start)))
738 lm-square-height
739 (% lm-square-height 2)
740 (/ lm-square-height 2))
741 lm-square-height)
742 1)
743 lm-board-height))))
744
745 (defun lm-mouse-play (click)
746 "Play at the square where you click."
747 (interactive "e")
748 (if (lm-click click)
749 (lm-human-plays)))
750
751 (defun lm-human-plays ()
752 "Signal to the Lm program that you have played.
753 You must have put the cursor on the square where you want to play.
754 If the game is finished, this command requests for another game."
755 (interactive)
756 (lm-switch-to-window)
757 (cond
758 (lm-emacs-is-computing
759 (lm-crash-game))
760 ((not lm-game-in-progress)
761 (lm-prompt-for-other-game))
762 (t
763 (let (square score)
764 (setq square (lm-point-square))
765 (cond ((null square)
766 (error "Your point is not on a square. Retry!"))
767 ((not (zerop (aref lm-board square)))
768 (error "Your point is not on a free square. Retry!"))
769 (t
770 (setq score (aref lm-score-table square))
771 (lm-play-move square 1)
772 (cond ((and (>= score lm-loosing-threshold)
773 ;; Just testing SCORE > THRESHOLD is not enough for
774 ;; detecting wins, it just gives an indication that
775 ;; we confirm with LM-FIND-FILLED-QTUPLE.
776 (lm-find-filled-qtuple square 1))
777 (lm-terminate-game 'human-won))
778 (t
779 (lm-emacs-plays)))))))))
780
781 (defun lm-human-takes-back ()
782 "Signal to the Lm program that you wish to take back your last move."
783 (interactive)
784 (lm-switch-to-window)
785 (cond
786 (lm-emacs-is-computing
787 (lm-crash-game))
788 ((not lm-game-in-progress)
789 (message "Too late for taking back...")
790 (sit-for 4)
791 (lm-prompt-for-other-game))
792 ((zerop lm-number-of-human-moves)
793 (message "You have not played yet... Your move?"))
794 (t
795 (message "One moment, please...")
796 ;; It is possible for the user to let Emacs play several consecutive
797 ;; moves, so that the best way to know when to stop taking back moves is
798 ;; to count the number of human moves:
799 (setq lm-human-took-back t)
800 (let ((number lm-number-of-human-moves))
801 (while (= number lm-number-of-human-moves)
802 (lm-take-back)))
803 (lm-prompt-for-move))))
804
805 (defun lm-human-resigns ()
806 "Signal to the Lm program that you may want to resign."
807 (interactive)
808 (lm-switch-to-window)
809 (cond
810 (lm-emacs-is-computing
811 (lm-crash-game))
812 ((not lm-game-in-progress)
813 (message "There is no game in progress"))
814 ((y-or-n-p "You mean, you resign? ")
815 (lm-terminate-game 'human-resigned))
816 ((y-or-n-p "You mean, we continue? ")
817 (lm-prompt-for-move))
818 (t
819 (lm-terminate-game 'human-resigned)))) ; OK. Accept it
820
821 ;;;_ + PROMPTING THE HUMAN PLAYER.
822
823 (defun lm-prompt-for-move ()
824 "Display a message asking for Human's move."
825 (message (if (zerop lm-number-of-human-moves)
826 "Your move? (move to a free square and hit X, RET ...)"
827 "Your move?"))
828 ;; This may seem silly, but if one omits the following line (or a similar
829 ;; one), the cursor may very well go to some place where POINT is not.
830 (save-excursion (set-buffer (other-buffer))))
831
832 (defun lm-prompt-for-other-game ()
833 "Ask for another game, and start it."
834 (if (y-or-n-p "Another game? ")
835 (if (y-or-n-p "Retain learned weights ")
836 (lm 2)
837 (lm 1))
838 (message "Chicken!")))
839
840 (defun lm-offer-a-draw ()
841 "Offer a draw and return t if Human accepted it."
842 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
843 (not (setq lm-human-refused-draw t))))
844
845
846 (defun lm-max-width ()
847 "Largest possible board width for the current window."
848 (1+ (/ (- (window-width (selected-window))
849 lm-x-offset lm-x-offset 1)
850 lm-square-width)))
851
852 (defun lm-max-height ()
853 "Largest possible board height for the current window."
854 (1+ (/ (- (window-height (selected-window))
855 lm-y-offset lm-y-offset 2)
856 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
857 lm-square-height)))
858
859 (defun lm-point-y ()
860 "Return the board row where point is."
861 (let ((inhibit-point-motion-hooks t))
862 (1+ (/ (- (count-lines 1 (point)) lm-y-offset (if (bolp) 0 1))
863 lm-square-height))))
864
865 (defun lm-point-square ()
866 "Return the index of the square point is on."
867 (let ((inhibit-point-motion-hooks t))
868 (lm-xy-to-index (1+ (/ (- (current-column) lm-x-offset)
869 lm-square-width))
870 (lm-point-y))))
871
872 (defun lm-goto-square (index)
873 "Move point to square number INDEX."
874 (lm-goto-xy (lm-index-to-x index) (lm-index-to-y index)))
875
876 (defun lm-goto-xy (x y)
877 "Move point to square at X, Y coords."
878 (let ((inhibit-point-motion-hooks t))
879 (goto-line (+ 1 lm-y-offset (* lm-square-height (1- y)))))
880 (move-to-column (+ lm-x-offset (* lm-square-width (1- x)))))
881
882 (defun lm-plot-square (square value)
883 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
884 (or (= value 1)
885 (lm-goto-square square))
886 (let ((inhibit-read-only t)
887 (inhibit-point-motion-hooks t))
888 (insert-and-inherit (cond ((= value 1) ?.)
889 ((= value 2) ?N)
890 ((= value 3) ?S)
891 ((= value 4) ?E)
892 ((= value 5) ?W)
893 ((= value 6) ?^)))
894
895 (and (zerop value)
896 (add-text-properties (1- (point)) (point)
897 '(mouse-face highlight
898 help-echo "\
899 mouse-1: get robot moving, mouse-2: play on this square")))
900 (delete-char 1)
901 (backward-char 1))
902 (sit-for 0)) ; Display NOW
903
904 (defun lm-init-display (n m)
905 "Display an N by M Lm board."
906 (buffer-disable-undo (current-buffer))
907 (let ((inhibit-read-only t)
908 (point 1) opoint
909 (intangible t)
910 (i m) j x)
911 ;; Try to minimize number of chars (because of text properties)
912 (setq tab-width
913 (if (zerop (% lm-x-offset lm-square-width))
914 lm-square-width
915 (max (/ (+ (% lm-x-offset lm-square-width)
916 lm-square-width 1) 2) 2)))
917 (erase-buffer)
918 (newline lm-y-offset)
919 (while (progn
920 (setq j n
921 x (- lm-x-offset lm-square-width))
922 (while (>= (setq j (1- j)) 0)
923 (insert-char ?\t (/ (- (setq x (+ x lm-square-width))
924 (current-column))
925 tab-width))
926 (insert-char ? (- x (current-column)))
927 (if (setq intangible (not intangible))
928 (put-text-property point (point) 'intangible 2))
929 (and (zerop j)
930 (= i (- m 2))
931 (progn
932 (while (>= i 3)
933 (append-to-buffer (current-buffer) opoint (point))
934 (setq i (- i 2)))
935 (goto-char (point-max))))
936 (setq point (point))
937 (insert ?=)
938 (add-text-properties point (point)
939 '(mouse-face highlight help-echo "\
940 mouse-1: get robot moving, mouse-2: play on this square")))
941 (> (setq i (1- i)) 0))
942 (if (= i (1- m))
943 (setq opoint point))
944 (insert-char ?\n lm-square-height))
945 (or (eq (char-after 1) ?.)
946 (put-text-property 1 2 'point-entered
947 (lambda (x y) (if (bobp) (forward-char)))))
948 (or intangible
949 (put-text-property point (point) 'intangible 2))
950 (put-text-property point (point) 'point-entered
951 (lambda (x y) (if (eobp) (backward-char))))
952 (put-text-property (point-min) (point) 'category 'lm-mode))
953 (lm-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
954 (sit-for 0)) ; Display NOW
955
956 (defun lm-display-statistics ()
957 "Obnoxiously display some statistics about previous games in mode line."
958 ;; We store this string in the mode-line-process local variable.
959 ;; This is certainly not the cleanest way out ...
960 (setq mode-line-process
961 (format ": Trials: %d, Avg#Moves: %d"
962 lm-number-of-trials
963 (if (zerop lm-number-of-trials)
964 0
965 (/ lm-sum-of-moves lm-number-of-trials))))
966 (force-mode-line-update))
967
968 (defun lm-switch-to-window ()
969 "Find or create the Lm buffer, and display it."
970 (interactive)
971 (let ((buff (get-buffer "*Lm*")))
972 (if buff ; Buffer exists:
973 (switch-to-buffer buff) ; no problem.
974 (if lm-game-in-progress
975 (lm-crash-game)) ; buffer has been killed or something
976 (switch-to-buffer "*Lm*") ; Anyway, start anew.
977 (lm-mode))))
978
979
980 ;;;_ + CROSSING WINNING QTUPLES.
981
982 ;; When someone succeeds in filling a qtuple, we draw a line over the five
983 ;; corresponding squares. One problem is that the program does not know which
984 ;; squares ! It only knows the square where the last move has been played and
985 ;; who won. The solution is to scan the board along all four directions.
986
987 (defun lm-find-filled-qtuple (square value)
988 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
989 (or (lm-check-filled-qtuple square value 1 0)
990 (lm-check-filled-qtuple square value 0 1)
991 (lm-check-filled-qtuple square value 1 1)
992 (lm-check-filled-qtuple square value -1 1)))
993
994 (defun lm-check-filled-qtuple (square value dx dy)
995 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
996 (let ((a 0) (b 0)
997 (left square) (right square)
998 (depl (lm-xy-to-index dx dy)))
999 (while (and (> a -4) ; stretch tuple left
1000 (= value (aref lm-board (setq left (- left depl)))))
1001 (setq a (1- a)))
1002 (while (and (< b (+ a 4)) ; stretch tuple right
1003 (= value (aref lm-board (setq right (+ right depl)))))
1004 (setq b (1+ b)))
1005 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1006 (lm-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1007 dx dy)
1008 t))))
1009
1010 (defun lm-cross-qtuple (square1 square2 dx dy)
1011 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1012 (save-excursion ; Not moving point from last square
1013 (let ((depl (lm-xy-to-index dx dy))
1014 (inhibit-read-only t)
1015 (inhibit-point-motion-hooks t))
1016 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1017 (while (/= square1 square2)
1018 (lm-goto-square square1)
1019 (setq square1 (+ square1 depl))
1020 (cond
1021 ((= dy 0) ; Horizontal
1022 (forward-char 1)
1023 (insert-char ?- (1- lm-square-width) t)
1024 (delete-region (point) (progn
1025 (skip-chars-forward " \t")
1026 (point))))
1027 ((= dx 0) ; Vertical
1028 (let ((lm-n 1)
1029 (column (current-column)))
1030 (while (< lm-n lm-square-height)
1031 (setq lm-n (1+ lm-n))
1032 (forward-line 1)
1033 (indent-to column)
1034 (insert-and-inherit ?|))))
1035 ((= dx -1) ; 1st Diagonal
1036 (indent-to (prog1 (- (current-column) (/ lm-square-width 2))
1037 (forward-line (/ lm-square-height 2))))
1038 (insert-and-inherit ?/))
1039 (t ; 2nd Diagonal
1040 (indent-to (prog1 (+ (current-column) (/ lm-square-width 2))
1041 (forward-line (/ lm-square-height 2))))
1042 (insert-and-inherit ?\\))))))
1043 (sit-for 0)) ; Display NOW
1044
1045
1046 ;;;_ + CURSOR MOTION.
1047
1048 ;; previous-line and next-line don't work right with intangible newlines
1049 (defun lm-move-down ()
1050 "Move point down one row on the Lm board."
1051 (interactive)
1052 (if (< (lm-point-y) lm-board-height)
1053 (forward-line 1)));;; lm-square-height)))
1054
1055 (defun lm-move-up ()
1056 "Move point up one row on the Lm board."
1057 (interactive)
1058 (if (> (lm-point-y) 1)
1059 (forward-line (- lm-square-height))))
1060
1061 (defun lm-move-ne ()
1062 "Move point North East on the Lm board."
1063 (interactive)
1064 (lm-move-up)
1065 (forward-char))
1066
1067 (defun lm-move-se ()
1068 "Move point South East on the Lm board."
1069 (interactive)
1070 (lm-move-down)
1071 (forward-char))
1072
1073 (defun lm-move-nw ()
1074 "Move point North West on the Lm board."
1075 (interactive)
1076 (lm-move-up)
1077 (backward-char))
1078
1079 (defun lm-move-sw ()
1080 "Move point South West on the Lm board."
1081 (interactive)
1082 (lm-move-down)
1083 (backward-char))
1084
1085 (defun lm-beginning-of-line ()
1086 "Move point to first square on the Lm board row."
1087 (interactive)
1088 (move-to-column lm-x-offset))
1089
1090 (defun lm-end-of-line ()
1091 "Move point to last square on the Lm board row."
1092 (interactive)
1093 (move-to-column (+ lm-x-offset
1094 (* lm-square-width (1- lm-board-width)))))
1095
1096
1097 ;;;_ + Simulation variables
1098
1099 ;;;_ - lm-nvar
1100 (defvar lm-nvar 0.0075
1101 "Not used.
1102 Affects a noise generator which was used in an earlier incarnation of
1103 this program to add a random element to the way moves were made.")
1104 ;;;_ - lists of cardinal directions
1105 ;;;_ :
1106 (defvar lm-ns '(lm-n lm-s)
1107 "Used when doing something relative to the north and south axes.")
1108 (defvar lm-ew '(lm-e lm-w)
1109 "Used when doing something relative to the east and west axes.")
1110 (defvar lm-directions '(lm-n lm-s lm-e lm-w)
1111 "The cardinal directions.")
1112 (defvar lm-8-directions
1113 '((lm-n) (lm-n lm-w) (lm-w) (lm-s lm-w)
1114 (lm-s) (lm-s lm-e) (lm-e) (lm-n lm-e))
1115 "The full 8 possible directions.")
1116
1117 (defvar lm-number-of-moves
1118 "The number of moves made by the robot so far.")
1119
1120
1121 ;;;_* Terry's mods to create lm.el
1122
1123 ;;;(setq lm-debug nil)
1124 (defvar lm-debug nil
1125 "If non-nil, debugging is printed.")
1126 (defcustom lm-one-moment-please nil
1127 "If non-nil, print \"One moment please\" when a new board is generated.
1128 The drawback of this is you don't see how many moves the last run took
1129 because it is overwritten by \"One moment please\"."
1130 :type 'boolean
1131 :group 'lm)
1132 (defcustom lm-output-moves t
1133 "If non-nil, output number of moves so far on a move-by-move basis."
1134 :type 'boolean
1135 :group 'lm)
1136
1137
1138 (defun lm-weights-debug ()
1139 (if lm-debug
1140 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s,noise)
1141 (lm-print-smell))))
1142
1143 ;;;_ - Printing various things
1144 (defun lm-print-distance-int (direction)
1145 (interactive)
1146 (insert (format "%S %S " direction (get direction 'distance))))
1147
1148
1149 (defun lm-print-distance ()
1150 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree)))
1151 (mapc 'lm-print-distance-int lm-directions))
1152
1153
1154 ;;(setq direction 'lm-n)
1155 ;;(get 'lm-n 'lm-s)
1156 (defun lm-nslify-wts-int (direction)
1157 (mapcar (lambda (target-direction)
1158 (get direction target-direction))
1159 lm-directions))
1160
1161
1162 (defun lm-nslify-wts ()
1163 (interactive)
1164 (let ((l (apply 'append (mapcar 'lm-nslify-wts-int lm-directions))))
1165 (insert (format "set data_value WTS \n %s \n" l))
1166 (insert (format "/* max: %S min: %S */"
1167 (eval (cons 'max l)) (eval (cons 'min l))))))
1168
1169 (defun lm-print-wts-int (direction)
1170 (mapc (lambda (target-direction)
1171 (insert (format "%S %S %S "
1172 direction
1173 target-direction
1174 (get direction target-direction))))
1175 lm-directions)
1176 (insert "\n"))
1177
1178 (defun lm-print-wts ()
1179 (interactive)
1180 (save-excursion
1181 (set-buffer "*lm-wts*")
1182 (insert "==============================\n")
1183 (mapc 'lm-print-wts-int lm-directions)))
1184
1185 (defun lm-print-moves (moves)
1186 (interactive)
1187 (save-excursion
1188 (set-buffer "*lm-moves*")
1189 (insert (format "%S\n" moves))))
1190
1191
1192 (defun lm-print-y,s,noise-int (direction)
1193 (insert (format "%S:lm-y %S, s %S, noise %S \n"
1194 (symbol-name direction)
1195 (get direction 'y_t)
1196 (get direction 's)
1197 (get direction 'noise)
1198 )))
1199
1200 (defun lm-print-y,s,noise ()
1201 (interactive)
1202 (save-excursion
1203 (set-buffer "*lm-y,s,noise*")
1204 (insert "==============================\n")
1205 (mapc 'lm-print-y,s,noise-int lm-directions)))
1206
1207 (defun lm-print-smell-int (direction)
1208 (insert (format "%S: smell: %S \n"
1209 (symbol-name direction)
1210 (get direction 'smell))))
1211
1212 (defun lm-print-smell ()
1213 (interactive)
1214 (save-excursion
1215 (set-buffer "*lm-smell*")
1216 (insert "==============================\n")
1217 (insert (format "tree: %S \n" (get 'z 't)))
1218 (mapc 'lm-print-smell-int lm-directions)))
1219
1220 (defun lm-print-w0-int (direction)
1221 (insert (format "%S: w0: %S \n"
1222 (symbol-name direction)
1223 (get direction 'w0))))
1224
1225 (defun lm-print-w0 ()
1226 (interactive)
1227 (save-excursion
1228 (set-buffer "*lm-w0*")
1229 (insert "==============================\n")
1230 (mapc 'lm-print-w0-int lm-directions)))
1231
1232 (defun lm-blackbox ()
1233 (save-excursion
1234 (set-buffer "*lm-blackbox*")
1235 (insert "==============================\n")
1236 (insert "I smell: ")
1237 (mapc (lambda (direction)
1238 (if (> (get direction 'smell) 0)
1239 (insert (format "%S " direction))))
1240 lm-directions)
1241 (insert "\n")
1242
1243 (insert "I move: ")
1244 (mapc (lambda (direction)
1245 (if (> (get direction 'y_t) 0)
1246 (insert (format "%S " direction))))
1247 lm-directions)
1248 (insert "\n")
1249 (lm-print-wts-blackbox)
1250 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1251 (lm-print-distance)
1252 (insert "\n")))
1253
1254 (defun lm-print-wts-blackbox ()
1255 (interactive)
1256 (mapc 'lm-print-wts-int lm-directions))
1257
1258 ;;;_ - learning parameters
1259 (defcustom lm-bound 0.005
1260 "The maximum that w0j may be."
1261 :type 'number
1262 :group 'lm)
1263 (defcustom lm-c 1.0
1264 "A factor applied to modulate the increase in wij.
1265 Used in the function lm-update-normal-weights."
1266 :type 'number
1267 :group 'lm)
1268 (defcustom lm-c-naught 0.5
1269 "A factor applied to modulate the increase in w0j.
1270 Used in the function lm-update-naught-weights."
1271 :type 'number
1272 :group 'lm)
1273 (defvar lm-initial-w0 0.0)
1274 (defvar lm-initial-wij 0.0)
1275 (defcustom lm-no-payoff 0
1276 "The amount of simulation cycles that have occurred with no movement.
1277 Used to move the robot when he is stuck in a rut for some reason."
1278 :type 'integer
1279 :group 'lm)
1280 (defcustom lm-max-stall-time 2
1281 "The maximum number of cycles that the robot can remain stuck in a place.
1282 After this limit is reached, lm-random-move is called to push him out of it."
1283 :type 'integer
1284 :group 'lm)
1285
1286
1287 ;;;_ + Randomizing functions
1288 ;;;_ - lm-flip-a-coin ()
1289 (defun lm-flip-a-coin ()
1290 (if (> (random 5000) 2500)
1291 -1
1292 1))
1293 ;;;_ : lm-very-small-random-number ()
1294 ;(defun lm-very-small-random-number ()
1295 ; (/
1296 ; (* (/ (random 900000) 900000.0) .0001)))
1297 ;;;_ : lm-randomize-weights-for (direction)
1298 (defun lm-randomize-weights-for (direction)
1299 (mapc (lambda (target-direction)
1300 (put direction
1301 target-direction
1302 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1303 lm-directions))
1304 ;;;_ : lm-noise ()
1305 (defun lm-noise ()
1306 (* (- (/ (random 30001) 15000.0) 1) lm-nvar))
1307
1308 ;;;_ : lm-fix-weights-for (direction)
1309 (defun lm-fix-weights-for (direction)
1310 (mapc (lambda (target-direction)
1311 (put direction
1312 target-direction
1313 lm-initial-wij))
1314 lm-directions))
1315
1316
1317 ;;;_ + Plotting functions
1318 ;;;_ - lm-plot-internal (sym)
1319 (defun lm-plot-internal (sym)
1320 (lm-plot-square (lm-xy-to-index
1321 (get sym 'x)
1322 (get sym 'y))
1323 (get sym 'sym)))
1324 ;;;_ - lm-plot-landmarks ()
1325 (defun lm-plot-landmarks ()
1326 (setq lm-cx (/ lm-board-width 2))
1327 (setq lm-cy (/ lm-board-height 2))
1328
1329 (put 'lm-n 'x lm-cx)
1330 (put 'lm-n 'y 1)
1331 (put 'lm-n 'sym 2)
1332
1333 (put 'lm-tree 'x lm-cx)
1334 (put 'lm-tree 'y lm-cy)
1335 (put 'lm-tree 'sym 6)
1336
1337 (put 'lm-s 'x lm-cx)
1338 (put 'lm-s 'y lm-board-height)
1339 (put 'lm-s 'sym 3)
1340
1341 (put 'lm-w 'x 1)
1342 (put 'lm-w 'y (/ lm-board-height 2))
1343 (put 'lm-w 'sym 5)
1344
1345 (put 'lm-e 'x lm-board-width)
1346 (put 'lm-e 'y (/ lm-board-height 2))
1347 (put 'lm-e 'sym 4)
1348
1349 (mapc 'lm-plot-internal '(lm-n lm-s lm-e lm-w lm-tree)))
1350
1351
1352
1353 ;;;_ + Distance-calculation functions
1354 ;;;_ - square (a)
1355 (defun square (a)
1356 (* a a))
1357
1358 ;;;_ - distance (x x0 y y0)
1359 (defun distance (x x0 y y0)
1360 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1361
1362 ;;;_ - calc-distance-of-robot-from (direction)
1363 (defun calc-distance-of-robot-from (direction)
1364 (put direction 'distance
1365 (distance (get direction 'x)
1366 (lm-index-to-x (lm-point-square))
1367 (get direction 'y)
1368 (lm-index-to-y (lm-point-square)))))
1369
1370 ;;;_ - calc-smell-internal (sym)
1371 (defun calc-smell-internal (sym)
1372 (let ((r (get sym 'r))
1373 (d (calc-distance-of-robot-from sym)))
1374 (if (> (* 0.5 (- 1 (/ d r))) 0)
1375 (* 0.5 (- 1 (/ d r)))
1376 0)))
1377
1378
1379 ;;;_ + Learning (neural) functions
1380 (defun lm-f (x)
1381 (cond
1382 ((> x lm-bound) lm-bound)
1383 ((< x 0.0) 0.0)
1384 (t x)))
1385
1386 (defun lm-y (direction)
1387 (let ((noise (put direction 'noise (lm-noise))))
1388 (put direction 'y_t
1389 (if (> (get direction 's) 0.0)
1390 1.0
1391 0.0))))
1392
1393 (defun lm-update-normal-weights (direction)
1394 (mapc (lambda (target-direction)
1395 (put direction target-direction
1396 (+
1397 (get direction target-direction)
1398 (* lm-c
1399 (- (get 'z 't) (get 'z 't-1))
1400 (get target-direction 'y_t)
1401 (get direction 'smell)))))
1402 lm-directions))
1403
1404 (defun lm-update-naught-weights (direction)
1405 (mapc (lambda (target-direction)
1406 (put direction 'w0
1407 (lm-f
1408 (+
1409 (get direction 'w0)
1410 (* lm-c-naught
1411 (- (get 'z 't) (get 'z 't-1))
1412 (get direction 'y_t))))))
1413 lm-directions))
1414
1415
1416 ;;;_ + Statistics gathering and creating functions
1417
1418 (defun lm-calc-current-smells ()
1419 (mapc (lambda (direction)
1420 (put direction 'smell (calc-smell-internal direction)))
1421 lm-directions))
1422
1423 (defun lm-calc-payoff ()
1424 (put 'z 't-1 (get 'z 't))
1425 (put 'z 't (calc-smell-internal 'lm-tree))
1426 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1427 (incf lm-no-payoff)
1428 (setf lm-no-payoff 0)))
1429
1430 (defun lm-store-old-y_t ()
1431 (mapc (lambda (direction)
1432 (put direction 'y_t-1 (get direction 'y_t)))
1433 lm-directions))
1434
1435
1436 ;;;_ + Functions to move robot
1437
1438 (defun lm-confidence-for (target-direction)
1439 (apply '+
1440 (get target-direction 'w0)
1441 (mapcar (lambda (direction)
1442 (*
1443 (get direction target-direction)
1444 (get direction 'smell)))
1445 lm-directions)))
1446
1447
1448 (defun lm-calc-confidences ()
1449 (mapc (lambda (direction)
1450 (put direction 's (lm-confidence-for direction)))
1451 lm-directions))
1452
1453 (defun lm-move ()
1454 (if (and (= (get 'lm-n 'y_t) 1.0) (= (get 'lm-s 'y_t) 1.0))
1455 (progn
1456 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ns)
1457 (if lm-debug
1458 (message "n-s normalization."))))
1459 (if (and (= (get 'lm-w 'y_t) 1.0) (= (get 'lm-e 'y_t) 1.0))
1460 (progn
1461 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ew)
1462 (if lm-debug
1463 (message "e-w normalization"))))
1464
1465 (mapc (lambda (pair)
1466 (if (> (get (car pair) 'y_t) 0)
1467 (funcall (car (cdr pair)))))
1468 '(
1469 (lm-n lm-move-up)
1470 (lm-s lm-move-down)
1471 (lm-e forward-char)
1472 (lm-w backward-char)))
1473 (lm-plot-square (lm-point-square) 1)
1474 (incf lm-number-of-moves)
1475 (if lm-output-moves
1476 (message "Moves made: %d" lm-number-of-moves)))
1477
1478
1479 (defun lm-random-move ()
1480 (mapc
1481 (lambda (direction) (put direction 'y_t 0))
1482 lm-directions)
1483 (dolist (direction (nth (random 8) lm-8-directions))
1484 (put direction 'y_t 1.0))
1485 (lm-move))
1486
1487 (defun lm-amble-robot ()
1488 (interactive)
1489 (while (> (calc-distance-of-robot-from 'lm-tree) 0)
1490
1491 (lm-store-old-y_t)
1492 (lm-calc-current-smells)
1493
1494 (if (> lm-no-payoff lm-max-stall-time)
1495 (lm-random-move)
1496 (progn
1497 (lm-calc-confidences)
1498 (mapc 'lm-y lm-directions)
1499 (lm-move)))
1500
1501 (lm-calc-payoff)
1502
1503 (mapc 'lm-update-normal-weights lm-directions)
1504 (mapc 'lm-update-naught-weights lm-directions)
1505 (if lm-debug
1506 (lm-weights-debug)))
1507 (lm-terminate-game nil))
1508
1509
1510 ;;;_ - lm-start-robot ()
1511 (defun lm-start-robot ()
1512 "Signal to the Lm program that you have played.
1513 You must have put the cursor on the square where you want to play.
1514 If the game is finished, this command requests for another game."
1515 (interactive)
1516 (lm-switch-to-window)
1517 (cond
1518 (lm-emacs-is-computing
1519 (lm-crash-game))
1520 ((not lm-game-in-progress)
1521 (lm-prompt-for-other-game))
1522 (t
1523 (let (square score)
1524 (setq square (lm-point-square))
1525 (cond ((null square)
1526 (error "Your point is not on a square. Retry!"))
1527 ((not (zerop (aref lm-board square)))
1528 (error "Your point is not on a free square. Retry!"))
1529 (t
1530 (progn
1531 (lm-plot-square square 1)
1532
1533 (lm-store-old-y_t)
1534 (lm-calc-current-smells)
1535 (put 'z 't (calc-smell-internal 'lm-tree))
1536
1537 (lm-random-move)
1538
1539 (lm-calc-payoff)
1540
1541 (mapc 'lm-update-normal-weights lm-directions)
1542 (mapc 'lm-update-naught-weights lm-directions)
1543 (lm-amble-robot)
1544 )))))))
1545
1546
1547 ;;;_ + Misc functions
1548 ;;;_ - lm-init (auto-start save-weights)
1549 (defvar lm-tree-r "")
1550
1551 (defun lm-init (auto-start save-weights)
1552
1553 (setq lm-number-of-moves 0)
1554
1555 (lm-plot-landmarks)
1556
1557 (if lm-debug
1558 (progn
1559 (save-excursion
1560 (set-buffer (get-buffer-create "*lm-w0*"))
1561 (erase-buffer)
1562 (set-buffer (get-buffer-create "*lm-moves*"))
1563 (set-buffer (get-buffer-create "*lm-wts*"))
1564 (erase-buffer)
1565 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1566 (erase-buffer)
1567 (set-buffer (get-buffer-create "*lm-smell*"))
1568 (erase-buffer)
1569 (set-buffer (get-buffer-create "*lm-blackbox*"))
1570 (erase-buffer)
1571 (set-buffer (get-buffer-create "*lm-distance*"))
1572 (erase-buffer))))
1573
1574
1575 (lm-set-landmark-signal-strengths)
1576
1577 (mapc (lambda (direction)
1578 (put direction 'y_t 0.0))
1579 lm-directions)
1580
1581 (if (not save-weights)
1582 (progn
1583 (mapc 'lm-fix-weights-for lm-directions)
1584 (mapc (lambda (direction)
1585 (put direction 'w0 lm-initial-w0))
1586 lm-directions))
1587 (message "Weights preserved for this run."))
1588
1589 (if auto-start
1590 (progn
1591 (lm-goto-xy (1+ (random lm-board-width)) (1+ (random lm-board-height)))
1592 (lm-start-robot))))
1593
1594
1595 ;;;_ - something which doesn't work
1596 ; no-a-worka!!
1597 ;(defum lm-sum-list (list)
1598 ; (if (> (length list) 0)
1599 ; (+ (car list) (lm-sum-list (cdr list)))
1600 ; 0))
1601 ; this a worka!
1602 ; (eval (cons '+ list))
1603 ;;;_ - lm-set-landmark-signal-strengths ()
1604 ;;; on a screen higher than wide, I noticed that the robot would amble
1605 ;;; left and right and not move forward. examining *lm-blackbox*
1606 ;;; revealed that there was no scent from the north and south
1607 ;;; landmarks, hence, they need less factoring down of the effect of
1608 ;;; distance on scent.
1609
1610 (defun lm-set-landmark-signal-strengths ()
1611
1612 (setq lm-tree-r (* (sqrt (+ (square lm-cx) (square lm-cy))) 1.5))
1613
1614 (mapc (lambda (direction)
1615 (put direction 'r (* lm-cx 1.1)))
1616 lm-ew)
1617 (mapc (lambda (direction)
1618 (put direction 'r (* lm-cy 1.1)))
1619 lm-ns)
1620 (put 'lm-tree 'r lm-tree-r))
1621
1622
1623 ;;;_ + lm-test-run ()
1624
1625 ;;;###autoload
1626 (defalias 'landmark-repeat 'lm-test-run)
1627 ;;;###autoload
1628 (defun lm-test-run ()
1629 "Run 100 Lm games, each time saving the weights from the previous game."
1630 (interactive)
1631
1632 (lm 1)
1633
1634 (dotimes (scratch-var 100)
1635
1636 (lm 2)))
1637
1638
1639 ;;;_ + lm: The function you invoke to play
1640
1641 ;;;###autoload
1642 (defalias 'landmark 'lm)
1643 ;;;###autoload
1644 (defun lm (parg)
1645 "Start or resume an Lm game.
1646 If a game is in progress, this command allows you to resume it.
1647 Here is the relation between prefix args and game options:
1648
1649 prefix arg | robot is auto-started | weights are saved from last game
1650 ---------------------------------------------------------------------
1651 none / 1 | yes | no
1652 2 | yes | yes
1653 3 | no | yes
1654 4 | no | no
1655
1656 You start by moving to a square and typing \\[lm-start-robot],
1657 if you did not use a prefix arg to ask for automatic start.
1658 Use \\[describe-mode] for more info."
1659 (interactive "p")
1660
1661 (setf lm-n nil lm-m nil)
1662 (lm-switch-to-window)
1663 (cond
1664 (lm-emacs-is-computing
1665 (lm-crash-game))
1666 ((or (not lm-game-in-progress)
1667 (<= lm-number-of-moves 2))
1668 (let ((max-width (lm-max-width))
1669 (max-height (lm-max-height)))
1670 (or lm-n (setq lm-n max-width))
1671 (or lm-m (setq lm-m max-height))
1672 (cond ((< lm-n 1)
1673 (error "I need at least 1 column"))
1674 ((< lm-m 1)
1675 (error "I need at least 1 row"))
1676 ((> lm-n max-width)
1677 (error "I cannot display %d columns in that window" lm-n)))
1678 (if (and (> lm-m max-height)
1679 (not (eq lm-m lm-saved-board-height))
1680 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1681 (not (y-or-n-p (format "Do you really want %d rows? " lm-m))))
1682 (setq lm-m max-height)))
1683 (if lm-one-moment-please
1684 (message "One moment, please..."))
1685 (lm-start-game lm-n lm-m)
1686 (eval (cons 'lm-init
1687 (cond
1688 ((= parg 1) '(t nil))
1689 ((= parg 2) '(t t))
1690 ((= parg 3) '(nil t))
1691 ((= parg 4) '(nil nil))
1692 (t '(nil t))))))))
1693
1694
1695 ;;;_ + Local variables
1696
1697 ;;; The following `allout-layout' local variable setting:
1698 ;;; - closes all topics from the first topic to just before the third-to-last,
1699 ;;; - shows the children of the third to last (config vars)
1700 ;;; - and the second to last (code section),
1701 ;;; - and closes the last topic (this local-variables section).
1702 ;;;Local variables:
1703 ;;;allout-layout: (0 : -1 -1 0)
1704 ;;;End:
1705
1706 (random t)
1707
1708 (provide 'landmark)
1709
1710 ;; arch-tag: ae5031be-96e6-459e-a3df-1df53117d3f2
1711 ;;; landmark.el ends here