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[bpt/emacs.git] / lisp / play / landmark.el
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5abdc915 1;;; landmark.el --- neural-network robot that learns landmarks
a7b88742 2
f2e3589a 3;; Copyright (C) 1996, 1997, 2000, 2001, 2002, 2003, 2004,
ae940284 4;; 2005, 2006, 2007, 2008, 2009 Free Software Foundation, Inc.
178fc2d3 5
9781053a 6;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
178fc2d3 7;; Created: December 16, 1996 - first release to usenet
16c32e8a 8;; Keywords: gomoku, neural network, adaptive search, chemotaxis
178fc2d3 9
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10;;;_* Usage
11;;; Just type
ac052b48 12;;; M-x eval-buffer
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13;;; M-x lm-test-run
14
15
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16;; This file is part of GNU Emacs.
17
b1fc2b50 18;; GNU Emacs is free software: you can redistribute it and/or modify
178fc2d3 19;; it under the terms of the GNU General Public License as published by
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20;; the Free Software Foundation, either version 3 of the License, or
21;; (at your option) any later version.
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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
b1fc2b50 29;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
178fc2d3 30
178fc2d3 31
6e44da43 32;;; Commentary:
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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
a7b88742 41;;; In laymen's terms, the search space is initially flat. The point
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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
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56;;; Many thanks to Yuri Pryadkin (yuri@rana.usc.edu) for this
57;;; concise problem description.
178fc2d3 58
178fc2d3 59;;;_* Require
c0df1972 60(eval-when-compile (require 'cl))
178fc2d3 61
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62;;;_* From Gomoku
63
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64;;; Code:
65
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66(defgroup lm nil
67 "Neural-network robot that learns landmarks."
68 :prefix "lm-"
69 :group 'games)
70
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71;;;_ + THE BOARD.
72
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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
4fffd73b 76;; detect when we are trying to move out of the board. We denote a square by
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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
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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
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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
a7b88742 137;;;_ + DISPLAYING THE BOARD.
178fc2d3 138
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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.")
178fc2d3 150
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151(defconst lm-y-offset 1
152 "*Number of lines between the Lm board and the top of the window.")
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153
154
155;;;_ + LM MODE AND KEYMAP.
156
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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)
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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
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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))
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208
209(defvar lm-emacs-won ()
210 "*For making font-lock use the winner's face for the line.")
211
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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)
178fc2d3 217
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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)
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223
224(defvar lm-font-lock-keywords
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225 '(("O" . 'lm-font-lock-face-O)
226 ("X" . 'lm-font-lock-face-X)
178fc2d3 227 ("[-|/\\]" 0 (if lm-emacs-won
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228 'lm-font-lock-face-O
229 'lm-font-lock-face-X)))
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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)
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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.
33c572f1 237(put 'lm-mode 'mode-class 'special)
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238
239(defun lm-mode ()
240 "Major mode for playing Lm against Emacs.
241You and Emacs play in turn by marking a free square. You mark it with X
242and Emacs marks it with O. The winner is the first to get five contiguous
243marks horizontally, vertically or in diagonal.
244
245You play by moving the cursor over the square you choose and hitting \\[lm-human-plays].
246
247Other useful commands:
248\\{lm-mode-map}
249Entry to this mode calls the value of `lm-mode-hook' if that value
250is non-nil. One interesting value is `turn-on-font-lock'."
251 (interactive)
c83c9654 252 (kill-all-local-variables)
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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)
c83c9654 260 (run-mode-hooks 'lm-mode-hook))
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261
262
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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)
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514 "Update scores for all squares in the qtuples in range.
515That is, those between the LEFTth square and the RIGHTth after SQUARE,
516along the DX, DY direction, considering that DVAL has been added on SQUARE."
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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))
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596 (setq lm-emacs-won nil
597 lm-game-history nil
598 lm-number-of-moves 0
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599 lm-number-of-human-moves 0
600 lm-emacs-played-first nil
a7b88742 601 lm-human-took-back nil
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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
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643;;;_ + SESSION CONTROL.
644
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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.")
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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."
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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..."))
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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
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680;;;_ + INTERACTIVE COMMANDS.
681
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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))))
a7b88742 744
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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.
753You must have put the cursor on the square where you want to play.
754If 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)
ce5a3ac0 766 (error "Your point is not on a square. Retry!"))
178fc2d3 767 ((not (zerop (aref lm-board square)))
ce5a3ac0 768 (error "Your point is not on a free square. Retry!"))
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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)
ce5a3ac0 793 (message "You have not played yet... Your move?"))
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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"))
ce5a3ac0 814 ((y-or-n-p "You mean, you resign? ")
178fc2d3 815 (lm-terminate-game 'human-resigned))
ce5a3ac0 816 ((y-or-n-p "You mean, we continue? ")
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817 (lm-prompt-for-move))
818 (t
819 (lm-terminate-game 'human-resigned)))) ; OK. Accept it
820
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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)
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826 "Your move? (move to a free square and hit X, RET ...)"
827 "Your move?"))
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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."
ce5a3ac0 834 (if (y-or-n-p "Another game? ")
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835 (if (y-or-n-p "Retain learned weights ")
836 (lm 2)
837 (lm 1))
ce5a3ac0 838 (message "Chicken!")))
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839
840(defun lm-offer-a-draw ()
a7b88742 841 "Offer a draw and return t if Human accepted it."
ce5a3ac0 842 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
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843 (not (setq lm-human-refused-draw t))))
844
845
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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))))
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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))
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879 (goto-char (point-min))
880 (forward-line (+ lm-y-offset (* lm-square-height (1- y)))))
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881 (move-to-column (+ lm-x-offset (* lm-square-width (1- x)))))
882
883(defun lm-plot-square (square value)
884 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
885 (or (= value 1)
886 (lm-goto-square square))
887 (let ((inhibit-read-only t)
888 (inhibit-point-motion-hooks t))
889 (insert-and-inherit (cond ((= value 1) ?.)
890 ((= value 2) ?N)
891 ((= value 3) ?S)
892 ((= value 4) ?E)
893 ((= value 5) ?W)
894 ((= value 6) ?^)))
895
ec45b7bb 896 (and (zerop value)
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897 (add-text-properties (1- (point)) (point)
898 '(mouse-face highlight
899 help-echo "\
900mouse-1: get robot moving, mouse-2: play on this square")))
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901 (delete-char 1)
902 (backward-char 1))
903 (sit-for 0)) ; Display NOW
904
905(defun lm-init-display (n m)
906 "Display an N by M Lm board."
907 (buffer-disable-undo (current-buffer))
908 (let ((inhibit-read-only t)
909 (point 1) opoint
910 (intangible t)
911 (i m) j x)
912 ;; Try to minimize number of chars (because of text properties)
913 (setq tab-width
914 (if (zerop (% lm-x-offset lm-square-width))
915 lm-square-width
916 (max (/ (+ (% lm-x-offset lm-square-width)
917 lm-square-width 1) 2) 2)))
918 (erase-buffer)
919 (newline lm-y-offset)
920 (while (progn
921 (setq j n
922 x (- lm-x-offset lm-square-width))
923 (while (>= (setq j (1- j)) 0)
924 (insert-char ?\t (/ (- (setq x (+ x lm-square-width))
925 (current-column))
926 tab-width))
927 (insert-char ? (- x (current-column)))
928 (if (setq intangible (not intangible))
929 (put-text-property point (point) 'intangible 2))
930 (and (zerop j)
931 (= i (- m 2))
932 (progn
933 (while (>= i 3)
934 (append-to-buffer (current-buffer) opoint (point))
935 (setq i (- i 2)))
936 (goto-char (point-max))))
937 (setq point (point))
938 (insert ?=)
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939 (add-text-properties point (point)
940 '(mouse-face highlight help-echo "\
941mouse-1: get robot moving, mouse-2: play on this square")))
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942 (> (setq i (1- i)) 0))
943 (if (= i (1- m))
944 (setq opoint point))
945 (insert-char ?\n lm-square-height))
946 (or (eq (char-after 1) ?.)
947 (put-text-property 1 2 'point-entered
906f211e 948 (lambda (x y) (if (bobp) (forward-char)))))
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949 (or intangible
950 (put-text-property point (point) 'intangible 2))
951 (put-text-property point (point) 'point-entered
906f211e 952 (lambda (x y) (if (eobp) (backward-char))))
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953 (put-text-property (point-min) (point) 'category 'lm-mode))
954 (lm-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
955 (sit-for 0)) ; Display NOW
956
957(defun lm-display-statistics ()
958 "Obnoxiously display some statistics about previous games in mode line."
959 ;; We store this string in the mode-line-process local variable.
960 ;; This is certainly not the cleanest way out ...
961 (setq mode-line-process
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962 (format ": Trials: %d, Avg#Moves: %d"
963 lm-number-of-trials
964 (if (zerop lm-number-of-trials)
965 0
966 (/ lm-sum-of-moves lm-number-of-trials))))
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967 (force-mode-line-update))
968
969(defun lm-switch-to-window ()
970 "Find or create the Lm buffer, and display it."
971 (interactive)
972 (let ((buff (get-buffer "*Lm*")))
973 (if buff ; Buffer exists:
974 (switch-to-buffer buff) ; no problem.
975 (if lm-game-in-progress
976 (lm-crash-game)) ; buffer has been killed or something
977 (switch-to-buffer "*Lm*") ; Anyway, start anew.
978 (lm-mode))))
979
980
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981;;;_ + CROSSING WINNING QTUPLES.
982
983;; When someone succeeds in filling a qtuple, we draw a line over the five
984;; corresponding squares. One problem is that the program does not know which
985;; squares ! It only knows the square where the last move has been played and
986;; who won. The solution is to scan the board along all four directions.
987
988(defun lm-find-filled-qtuple (square value)
a7b88742 989 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
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990 (or (lm-check-filled-qtuple square value 1 0)
991 (lm-check-filled-qtuple square value 0 1)
992 (lm-check-filled-qtuple square value 1 1)
993 (lm-check-filled-qtuple square value -1 1)))
994
995(defun lm-check-filled-qtuple (square value dx dy)
a7b88742 996 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
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997 (let ((a 0) (b 0)
998 (left square) (right square)
999 (depl (lm-xy-to-index dx dy)))
1000 (while (and (> a -4) ; stretch tuple left
1001 (= value (aref lm-board (setq left (- left depl)))))
1002 (setq a (1- a)))
1003 (while (and (< b (+ a 4)) ; stretch tuple right
1004 (= value (aref lm-board (setq right (+ right depl)))))
1005 (setq b (1+ b)))
1006 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1007 (lm-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1008 dx dy)
1009 t))))
1010
1011(defun lm-cross-qtuple (square1 square2 dx dy)
1012 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1013 (save-excursion ; Not moving point from last square
1014 (let ((depl (lm-xy-to-index dx dy))
1015 (inhibit-read-only t)
1016 (inhibit-point-motion-hooks t))
1017 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1018 (while (/= square1 square2)
1019 (lm-goto-square square1)
1020 (setq square1 (+ square1 depl))
1021 (cond
1022 ((= dy 0) ; Horizontal
1023 (forward-char 1)
1024 (insert-char ?- (1- lm-square-width) t)
1025 (delete-region (point) (progn
1026 (skip-chars-forward " \t")
1027 (point))))
1028 ((= dx 0) ; Vertical
a7b88742 1029 (let ((lm-n 1)
178fc2d3 1030 (column (current-column)))
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1031 (while (< lm-n lm-square-height)
1032 (setq lm-n (1+ lm-n))
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1033 (forward-line 1)
1034 (indent-to column)
1035 (insert-and-inherit ?|))))
1036 ((= dx -1) ; 1st Diagonal
1037 (indent-to (prog1 (- (current-column) (/ lm-square-width 2))
1038 (forward-line (/ lm-square-height 2))))
1039 (insert-and-inherit ?/))
1040 (t ; 2nd Diagonal
1041 (indent-to (prog1 (+ (current-column) (/ lm-square-width 2))
1042 (forward-line (/ lm-square-height 2))))
1043 (insert-and-inherit ?\\))))))
1044 (sit-for 0)) ; Display NOW
1045
1046
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1047;;;_ + CURSOR MOTION.
1048
1049;; previous-line and next-line don't work right with intangible newlines
1050(defun lm-move-down ()
1051 "Move point down one row on the Lm board."
1052 (interactive)
1053 (if (< (lm-point-y) lm-board-height)
97546017 1054 (forward-line 1)));;; lm-square-height)))
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1055
1056(defun lm-move-up ()
1057 "Move point up one row on the Lm board."
1058 (interactive)
1059 (if (> (lm-point-y) 1)
97546017 1060 (forward-line (- lm-square-height))))
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1061
1062(defun lm-move-ne ()
1063 "Move point North East on the Lm board."
1064 (interactive)
1065 (lm-move-up)
1066 (forward-char))
1067
1068(defun lm-move-se ()
1069 "Move point South East on the Lm board."
1070 (interactive)
1071 (lm-move-down)
1072 (forward-char))
1073
1074(defun lm-move-nw ()
1075 "Move point North West on the Lm board."
1076 (interactive)
1077 (lm-move-up)
1078 (backward-char))
1079
1080(defun lm-move-sw ()
1081 "Move point South West on the Lm board."
1082 (interactive)
1083 (lm-move-down)
1084 (backward-char))
1085
1086(defun lm-beginning-of-line ()
1087 "Move point to first square on the Lm board row."
1088 (interactive)
1089 (move-to-column lm-x-offset))
1090
1091(defun lm-end-of-line ()
1092 "Move point to last square on the Lm board row."
1093 (interactive)
1094 (move-to-column (+ lm-x-offset
1095 (* lm-square-width (1- lm-board-width)))))
1096
178fc2d3 1097
a7b88742 1098;;;_ + Simulation variables
178fc2d3 1099
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1100;;;_ - lm-nvar
1101(defvar lm-nvar 0.0075
1102 "Not used.
1103Affects a noise generator which was used in an earlier incarnation of
1104this program to add a random element to the way moves were made.")
1105;;;_ - lists of cardinal directions
1106;;;_ :
1107(defvar lm-ns '(lm-n lm-s)
1108 "Used when doing something relative to the north and south axes.")
1109(defvar lm-ew '(lm-e lm-w)
1110 "Used when doing something relative to the east and west axes.")
1111(defvar lm-directions '(lm-n lm-s lm-e lm-w)
1112 "The cardinal directions.")
1113(defvar lm-8-directions
1114 '((lm-n) (lm-n lm-w) (lm-w) (lm-s lm-w)
1115 (lm-s) (lm-s lm-e) (lm-e) (lm-n lm-e))
1116 "The full 8 possible directions.")
1117
1118(defvar lm-number-of-moves
1119 "The number of moves made by the robot so far.")
178fc2d3
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1120
1121
1122;;;_* Terry's mods to create lm.el
1123
178fc2d3 1124;;;(setq lm-debug nil)
a7b88742
KH
1125(defvar lm-debug nil
1126 "If non-nil, debugging is printed.")
323f7c49 1127(defcustom lm-one-moment-please nil
a7b88742
KH
1128 "If non-nil, print \"One moment please\" when a new board is generated.
1129The drawback of this is you don't see how many moves the last run took
323f7c49
SE
1130because it is overwritten by \"One moment please\"."
1131 :type 'boolean
1132 :group 'lm)
1133(defcustom lm-output-moves t
1134 "If non-nil, output number of moves so far on a move-by-move basis."
1135 :type 'boolean
1136 :group 'lm)
178fc2d3 1137
178fc2d3 1138
a7b88742
KH
1139(defun lm-weights-debug ()
1140 (if lm-debug
1141 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s,noise)
1142 (lm-print-smell))))
178fc2d3
RS
1143
1144;;;_ - Printing various things
1145(defun lm-print-distance-int (direction)
1146 (interactive)
1147 (insert (format "%S %S " direction (get direction 'distance))))
1148
1149
1150(defun lm-print-distance ()
1151 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree)))
1152 (mapc 'lm-print-distance-int lm-directions))
1153
1154
1155;;(setq direction 'lm-n)
1156;;(get 'lm-n 'lm-s)
1157(defun lm-nslify-wts-int (direction)
c0df1972 1158 (mapcar (lambda (target-direction)
178fc2d3
RS
1159 (get direction target-direction))
1160 lm-directions))
1161
1162
1163(defun lm-nslify-wts ()
1164 (interactive)
1165 (let ((l (apply 'append (mapcar 'lm-nslify-wts-int lm-directions))))
1166 (insert (format "set data_value WTS \n %s \n" l))
1167 (insert (format "/* max: %S min: %S */"
1168 (eval (cons 'max l)) (eval (cons 'min l))))))
1169
1170(defun lm-print-wts-int (direction)
c0df1972 1171 (mapc (lambda (target-direction)
178fc2d3
RS
1172 (insert (format "%S %S %S "
1173 direction
1174 target-direction
1175 (get direction target-direction))))
1176 lm-directions)
1177 (insert "\n"))
1178
1179(defun lm-print-wts ()
1180 (interactive)
1181 (save-excursion
1182 (set-buffer "*lm-wts*")
1183 (insert "==============================\n")
1184 (mapc 'lm-print-wts-int lm-directions)))
1185
1186(defun lm-print-moves (moves)
1187 (interactive)
1188 (save-excursion
1189 (set-buffer "*lm-moves*")
1190 (insert (format "%S\n" moves))))
1191
1192
1193(defun lm-print-y,s,noise-int (direction)
1194 (insert (format "%S:lm-y %S, s %S, noise %S \n"
1195 (symbol-name direction)
1196 (get direction 'y_t)
1197 (get direction 's)
1198 (get direction 'noise)
1199 )))
1200
1201(defun lm-print-y,s,noise ()
1202 (interactive)
1203 (save-excursion
1204 (set-buffer "*lm-y,s,noise*")
1205 (insert "==============================\n")
1206 (mapc 'lm-print-y,s,noise-int lm-directions)))
1207
1208(defun lm-print-smell-int (direction)
1209 (insert (format "%S: smell: %S \n"
1210 (symbol-name direction)
1211 (get direction 'smell))))
1212
1213(defun lm-print-smell ()
1214 (interactive)
1215 (save-excursion
1216 (set-buffer "*lm-smell*")
1217 (insert "==============================\n")
1218 (insert (format "tree: %S \n" (get 'z 't)))
1219 (mapc 'lm-print-smell-int lm-directions)))
1220
1221(defun lm-print-w0-int (direction)
1222 (insert (format "%S: w0: %S \n"
1223 (symbol-name direction)
1224 (get direction 'w0))))
1225
1226(defun lm-print-w0 ()
1227 (interactive)
1228 (save-excursion
1229 (set-buffer "*lm-w0*")
1230 (insert "==============================\n")
1231 (mapc 'lm-print-w0-int lm-directions)))
1232
1233(defun lm-blackbox ()
1234 (save-excursion
1235 (set-buffer "*lm-blackbox*")
1236 (insert "==============================\n")
1237 (insert "I smell: ")
c0df1972 1238 (mapc (lambda (direction)
178fc2d3
RS
1239 (if (> (get direction 'smell) 0)
1240 (insert (format "%S " direction))))
1241 lm-directions)
1242 (insert "\n")
1243
1244 (insert "I move: ")
c0df1972 1245 (mapc (lambda (direction)
178fc2d3
RS
1246 (if (> (get direction 'y_t) 0)
1247 (insert (format "%S " direction))))
1248 lm-directions)
1249 (insert "\n")
1250 (lm-print-wts-blackbox)
1251 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1252 (lm-print-distance)
1253 (insert "\n")))
1254
1255(defun lm-print-wts-blackbox ()
1256 (interactive)
1257 (mapc 'lm-print-wts-int lm-directions))
1258
178fc2d3 1259;;;_ - learning parameters
323f7c49
SE
1260(defcustom lm-bound 0.005
1261 "The maximum that w0j may be."
1262 :type 'number
1263 :group 'lm)
1264(defcustom lm-c 1.0
a7b88742 1265 "A factor applied to modulate the increase in wij.
323f7c49
SE
1266Used in the function lm-update-normal-weights."
1267 :type 'number
1268 :group 'lm)
1269(defcustom lm-c-naught 0.5
a7b88742 1270 "A factor applied to modulate the increase in w0j.
323f7c49
SE
1271Used in the function lm-update-naught-weights."
1272 :type 'number
1273 :group 'lm)
178fc2d3
RS
1274(defvar lm-initial-w0 0.0)
1275(defvar lm-initial-wij 0.0)
323f7c49 1276(defcustom lm-no-payoff 0
a7b88742 1277 "The amount of simulation cycles that have occurred with no movement.
323f7c49
SE
1278Used to move the robot when he is stuck in a rut for some reason."
1279 :type 'integer
1280 :group 'lm)
1281(defcustom lm-max-stall-time 2
a7b88742 1282 "The maximum number of cycles that the robot can remain stuck in a place.
323f7c49
SE
1283After this limit is reached, lm-random-move is called to push him out of it."
1284 :type 'integer
1285 :group 'lm)
178fc2d3
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1286
1287
1288;;;_ + Randomizing functions
1289;;;_ - lm-flip-a-coin ()
1290(defun lm-flip-a-coin ()
1291 (if (> (random 5000) 2500)
1292 -1
1293 1))
1294;;;_ : lm-very-small-random-number ()
a7b88742
KH
1295;(defun lm-very-small-random-number ()
1296; (/
1297; (* (/ (random 900000) 900000.0) .0001)))
178fc2d3
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1298;;;_ : lm-randomize-weights-for (direction)
1299(defun lm-randomize-weights-for (direction)
c0df1972 1300 (mapc (lambda (target-direction)
178fc2d3 1301 (put direction
a7b88742 1302 target-direction
178fc2d3
RS
1303 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1304 lm-directions))
1305;;;_ : lm-noise ()
1306(defun lm-noise ()
1307 (* (- (/ (random 30001) 15000.0) 1) lm-nvar))
1308
178fc2d3
RS
1309;;;_ : lm-fix-weights-for (direction)
1310(defun lm-fix-weights-for (direction)
c0df1972 1311 (mapc (lambda (target-direction)
178fc2d3 1312 (put direction
a7b88742 1313 target-direction
178fc2d3
RS
1314 lm-initial-wij))
1315 lm-directions))
178fc2d3
RS
1316
1317
1318;;;_ + Plotting functions
1319;;;_ - lm-plot-internal (sym)
1320(defun lm-plot-internal (sym)
a7b88742 1321 (lm-plot-square (lm-xy-to-index
178fc2d3
RS
1322 (get sym 'x)
1323 (get sym 'y))
1324 (get sym 'sym)))
1325;;;_ - lm-plot-landmarks ()
1326(defun lm-plot-landmarks ()
1327 (setq lm-cx (/ lm-board-width 2))
1328 (setq lm-cy (/ lm-board-height 2))
1329
a7b88742
KH
1330 (put 'lm-n 'x lm-cx)
1331 (put 'lm-n 'y 1)
178fc2d3
RS
1332 (put 'lm-n 'sym 2)
1333
1334 (put 'lm-tree 'x lm-cx)
1335 (put 'lm-tree 'y lm-cy)
1336 (put 'lm-tree 'sym 6)
1337
1338 (put 'lm-s 'x lm-cx)
1339 (put 'lm-s 'y lm-board-height)
1340 (put 'lm-s 'sym 3)
1341
1342 (put 'lm-w 'x 1)
1343 (put 'lm-w 'y (/ lm-board-height 2))
1344 (put 'lm-w 'sym 5)
1345
1346 (put 'lm-e 'x lm-board-width)
1347 (put 'lm-e 'y (/ lm-board-height 2))
1348 (put 'lm-e 'sym 4)
1349
1350 (mapc 'lm-plot-internal '(lm-n lm-s lm-e lm-w lm-tree)))
1351
1352
1353
1354;;;_ + Distance-calculation functions
1355;;;_ - square (a)
1356(defun square (a)
1357 (* a a))
1358
1359;;;_ - distance (x x0 y y0)
1360(defun distance (x x0 y y0)
1361 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1362
1363;;;_ - calc-distance-of-robot-from (direction)
1364(defun calc-distance-of-robot-from (direction)
1365 (put direction 'distance
1366 (distance (get direction 'x)
1367 (lm-index-to-x (lm-point-square))
1368 (get direction 'y)
1369 (lm-index-to-y (lm-point-square)))))
1370
1371;;;_ - calc-smell-internal (sym)
1372(defun calc-smell-internal (sym)
1373 (let ((r (get sym 'r))
1374 (d (calc-distance-of-robot-from sym)))
1375 (if (> (* 0.5 (- 1 (/ d r))) 0)
1376 (* 0.5 (- 1 (/ d r)))
1377 0)))
1378
1379
178fc2d3
RS
1380;;;_ + Learning (neural) functions
1381(defun lm-f (x)
a7b88742 1382 (cond
178fc2d3
RS
1383 ((> x lm-bound) lm-bound)
1384 ((< x 0.0) 0.0)
1385 (t x)))
1386
1387(defun lm-y (direction)
1388 (let ((noise (put direction 'noise (lm-noise))))
1389 (put direction 'y_t
1390 (if (> (get direction 's) 0.0)
1391 1.0
1392 0.0))))
1393
1394(defun lm-update-normal-weights (direction)
c0df1972 1395 (mapc (lambda (target-direction)
178fc2d3
RS
1396 (put direction target-direction
1397 (+
1398 (get direction target-direction)
a7b88742
KH
1399 (* lm-c
1400 (- (get 'z 't) (get 'z 't-1))
178fc2d3
RS
1401 (get target-direction 'y_t)
1402 (get direction 'smell)))))
1403 lm-directions))
a7b88742 1404
178fc2d3 1405(defun lm-update-naught-weights (direction)
c0df1972 1406 (mapc (lambda (target-direction)
178fc2d3 1407 (put direction 'w0
a7b88742 1408 (lm-f
178fc2d3
RS
1409 (+
1410 (get direction 'w0)
1411 (* lm-c-naught
a7b88742 1412 (- (get 'z 't) (get 'z 't-1))
178fc2d3
RS
1413 (get direction 'y_t))))))
1414 lm-directions))
1415
1416
178fc2d3
RS
1417;;;_ + Statistics gathering and creating functions
1418
1419(defun lm-calc-current-smells ()
c0df1972 1420 (mapc (lambda (direction)
178fc2d3
RS
1421 (put direction 'smell (calc-smell-internal direction)))
1422 lm-directions))
1423
1424(defun lm-calc-payoff ()
1425 (put 'z 't-1 (get 'z 't))
1426 (put 'z 't (calc-smell-internal 'lm-tree))
1427 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1428 (incf lm-no-payoff)
1429 (setf lm-no-payoff 0)))
1430
1431(defun lm-store-old-y_t ()
c0df1972 1432 (mapc (lambda (direction)
178fc2d3
RS
1433 (put direction 'y_t-1 (get direction 'y_t)))
1434 lm-directions))
1435
1436
a7b88742 1437;;;_ + Functions to move robot
178fc2d3
RS
1438
1439(defun lm-confidence-for (target-direction)
c0df1972
SM
1440 (apply '+
1441 (get target-direction 'w0)
1442 (mapcar (lambda (direction)
1443 (*
1444 (get direction target-direction)
1445 (get direction 'smell)))
1446 lm-directions)))
178fc2d3
RS
1447
1448
1449(defun lm-calc-confidences ()
c0df1972 1450 (mapc (lambda (direction)
178fc2d3
RS
1451 (put direction 's (lm-confidence-for direction)))
1452 lm-directions))
1453
1454(defun lm-move ()
1455 (if (and (= (get 'lm-n 'y_t) 1.0) (= (get 'lm-s 'y_t) 1.0))
1456 (progn
c0df1972 1457 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ns)
a7b88742
KH
1458 (if lm-debug
1459 (message "n-s normalization."))))
178fc2d3
RS
1460 (if (and (= (get 'lm-w 'y_t) 1.0) (= (get 'lm-e 'y_t) 1.0))
1461 (progn
c0df1972 1462 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ew)
a7b88742
KH
1463 (if lm-debug
1464 (message "e-w normalization"))))
178fc2d3 1465
c0df1972 1466 (mapc (lambda (pair)
178fc2d3
RS
1467 (if (> (get (car pair) 'y_t) 0)
1468 (funcall (car (cdr pair)))))
1469 '(
1470 (lm-n lm-move-up)
1471 (lm-s lm-move-down)
1472 (lm-e forward-char)
1473 (lm-w backward-char)))
1474 (lm-plot-square (lm-point-square) 1)
a7b88742
KH
1475 (incf lm-number-of-moves)
1476 (if lm-output-moves
8c307e0f 1477 (message "Moves made: %d" lm-number-of-moves)))
178fc2d3
RS
1478
1479
1480(defun lm-random-move ()
a7b88742 1481 (mapc
c0df1972 1482 (lambda (direction) (put direction 'y_t 0))
178fc2d3
RS
1483 lm-directions)
1484 (dolist (direction (nth (random 8) lm-8-directions))
1485 (put direction 'y_t 1.0))
1486 (lm-move))
1487
1488(defun lm-amble-robot ()
1489 (interactive)
1490 (while (> (calc-distance-of-robot-from 'lm-tree) 0)
1491
1492 (lm-store-old-y_t)
1493 (lm-calc-current-smells)
1494
1495 (if (> lm-no-payoff lm-max-stall-time)
1496 (lm-random-move)
1497 (progn
1498 (lm-calc-confidences)
1499 (mapc 'lm-y lm-directions)
1500 (lm-move)))
1501
1502 (lm-calc-payoff)
1503
1504 (mapc 'lm-update-normal-weights lm-directions)
1505 (mapc 'lm-update-naught-weights lm-directions)
178fc2d3 1506 (if lm-debug
a7b88742
KH
1507 (lm-weights-debug)))
1508 (lm-terminate-game nil))
1509
178fc2d3
RS
1510
1511;;;_ - lm-start-robot ()
1512(defun lm-start-robot ()
1513 "Signal to the Lm program that you have played.
1514You must have put the cursor on the square where you want to play.
1515If the game is finished, this command requests for another game."
1516 (interactive)
1517 (lm-switch-to-window)
1518 (cond
1519 (lm-emacs-is-computing
1520 (lm-crash-game))
1521 ((not lm-game-in-progress)
1522 (lm-prompt-for-other-game))
1523 (t
1524 (let (square score)
1525 (setq square (lm-point-square))
1526 (cond ((null square)
ce5a3ac0 1527 (error "Your point is not on a square. Retry!"))
178fc2d3 1528 ((not (zerop (aref lm-board square)))
ce5a3ac0 1529 (error "Your point is not on a free square. Retry!"))
178fc2d3
RS
1530 (t
1531 (progn
1532 (lm-plot-square square 1)
1533
1534 (lm-store-old-y_t)
1535 (lm-calc-current-smells)
1536 (put 'z 't (calc-smell-internal 'lm-tree))
1537
1538 (lm-random-move)
1539
1540 (lm-calc-payoff)
1541
1542 (mapc 'lm-update-normal-weights lm-directions)
1543 (mapc 'lm-update-naught-weights lm-directions)
178fc2d3
RS
1544 (lm-amble-robot)
1545 )))))))
1546
1547
178fc2d3
RS
1548;;;_ + Misc functions
1549;;;_ - lm-init (auto-start save-weights)
a7b88742
KH
1550(defvar lm-tree-r "")
1551
178fc2d3
RS
1552(defun lm-init (auto-start save-weights)
1553
a7b88742 1554 (setq lm-number-of-moves 0)
178fc2d3
RS
1555
1556 (lm-plot-landmarks)
1557
1558 (if lm-debug
1559 (progn
1560 (save-excursion
1561 (set-buffer (get-buffer-create "*lm-w0*"))
1562 (erase-buffer)
1563 (set-buffer (get-buffer-create "*lm-moves*"))
1564 (set-buffer (get-buffer-create "*lm-wts*"))
1565 (erase-buffer)
1566 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1567 (erase-buffer)
1568 (set-buffer (get-buffer-create "*lm-smell*"))
1569 (erase-buffer)
1570 (set-buffer (get-buffer-create "*lm-blackbox*"))
1571 (erase-buffer)
1572 (set-buffer (get-buffer-create "*lm-distance*"))
1573 (erase-buffer))))
1574
1575
1576 (lm-set-landmark-signal-strengths)
1577
c0df1972 1578 (mapc (lambda (direction)
178fc2d3
RS
1579 (put direction 'y_t 0.0))
1580 lm-directions)
1581
1582 (if (not save-weights)
1583 (progn
1584 (mapc 'lm-fix-weights-for lm-directions)
c0df1972 1585 (mapc (lambda (direction)
178fc2d3
RS
1586 (put direction 'w0 lm-initial-w0))
1587 lm-directions))
1588 (message "Weights preserved for this run."))
1589
1590 (if auto-start
1591 (progn
1592 (lm-goto-xy (1+ (random lm-board-width)) (1+ (random lm-board-height)))
1593 (lm-start-robot))))
a7b88742 1594
178fc2d3
RS
1595
1596;;;_ - something which doesn't work
1597; no-a-worka!!
1598;(defum lm-sum-list (list)
1599; (if (> (length list) 0)
1600; (+ (car list) (lm-sum-list (cdr list)))
1601; 0))
1602; this a worka!
1603; (eval (cons '+ list))
1604;;;_ - lm-set-landmark-signal-strengths ()
1605;;; on a screen higher than wide, I noticed that the robot would amble
1606;;; left and right and not move forward. examining *lm-blackbox*
1607;;; revealed that there was no scent from the north and south
1608;;; landmarks, hence, they need less factoring down of the effect of
1609;;; distance on scent.
1610
1611(defun lm-set-landmark-signal-strengths ()
1612
1613 (setq lm-tree-r (* (sqrt (+ (square lm-cx) (square lm-cy))) 1.5))
1614
c0df1972 1615 (mapc (lambda (direction)
178fc2d3
RS
1616 (put direction 'r (* lm-cx 1.1)))
1617 lm-ew)
c0df1972 1618 (mapc (lambda (direction)
178fc2d3
RS
1619 (put direction 'r (* lm-cy 1.1)))
1620 lm-ns)
1621 (put 'lm-tree 'r lm-tree-r))
1622
1623
178fc2d3
RS
1624;;;_ + lm-test-run ()
1625
998c789c
RS
1626;;;###autoload
1627(defalias 'landmark-repeat 'lm-test-run)
1628;;;###autoload
178fc2d3 1629(defun lm-test-run ()
998c789c 1630 "Run 100 Lm games, each time saving the weights from the previous game."
178fc2d3
RS
1631 (interactive)
1632
1633 (lm 1)
1634
1635 (dotimes (scratch-var 100)
1636
1637 (lm 2)))
1638
1639
178fc2d3
RS
1640;;;_ + lm: The function you invoke to play
1641
998c789c
RS
1642;;;###autoload
1643(defalias 'landmark 'lm)
1644;;;###autoload
a7b88742 1645(defun lm (parg)
998c789c 1646 "Start or resume an Lm game.
178fc2d3
RS
1647If a game is in progress, this command allows you to resume it.
1648Here is the relation between prefix args and game options:
1649
1650prefix arg | robot is auto-started | weights are saved from last game
1651---------------------------------------------------------------------
1652none / 1 | yes | no
1653 2 | yes | yes
1654 3 | no | yes
1655 4 | no | no
1656
998c789c
RS
1657You start by moving to a square and typing \\[lm-start-robot],
1658if you did not use a prefix arg to ask for automatic start.
178fc2d3 1659Use \\[describe-mode] for more info."
65569e52 1660 (interactive "p")
178fc2d3 1661
a7b88742 1662 (setf lm-n nil lm-m nil)
178fc2d3
RS
1663 (lm-switch-to-window)
1664 (cond
1665 (lm-emacs-is-computing
1666 (lm-crash-game))
1667 ((or (not lm-game-in-progress)
1668 (<= lm-number-of-moves 2))
1669 (let ((max-width (lm-max-width))
1670 (max-height (lm-max-height)))
a7b88742
KH
1671 (or lm-n (setq lm-n max-width))
1672 (or lm-m (setq lm-m max-height))
1673 (cond ((< lm-n 1)
178fc2d3 1674 (error "I need at least 1 column"))
a7b88742 1675 ((< lm-m 1)
178fc2d3 1676 (error "I need at least 1 row"))
a7b88742
KH
1677 ((> lm-n max-width)
1678 (error "I cannot display %d columns in that window" lm-n)))
1679 (if (and (> lm-m max-height)
1680 (not (eq lm-m lm-saved-board-height))
178fc2d3 1681 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
ce5a3ac0 1682 (not (y-or-n-p (format "Do you really want %d rows? " lm-m))))
a7b88742
KH
1683 (setq lm-m max-height)))
1684 (if lm-one-moment-please
1685 (message "One moment, please..."))
1686 (lm-start-game lm-n lm-m)
1687 (eval (cons 'lm-init
1688 (cond
1689 ((= parg 1) '(t nil))
1690 ((= parg 2) '(t t))
1691 ((= parg 3) '(nil t))
1692 ((= parg 4) '(nil nil))
1693 (t '(nil t))))))))
1694
1695
178fc2d3
RS
1696;;;_ + Local variables
1697
5a6c1d87 1698;;; The following `allout-layout' local variable setting:
178fc2d3
RS
1699;;; - closes all topics from the first topic to just before the third-to-last,
1700;;; - shows the children of the third to last (config vars)
1701;;; - and the second to last (code section),
1702;;; - and closes the last topic (this local-variables section).
1703;;;Local variables:
5a6c1d87 1704;;;allout-layout: (0 : -1 -1 0)
178fc2d3
RS
1705;;;End:
1706
d2fe6685
GM
1707(random t)
1708
7130b08f
KH
1709(provide 'landmark)
1710
cbee283d 1711;; arch-tag: ae5031be-96e6-459e-a3df-1df53117d3f2
178fc2d3 1712;;; landmark.el ends here