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[bpt/emacs.git] / lisp / play / landmark.el
1 ;;; landmark.el --- neural-network robot that learns landmarks
2
3 ;; Copyright (C) 1996, 1997, 2000, 2001, 2002, 2003, 2004, 2005, 2006,
4 ;; 2007, 2008, 2009, 2010, 2011 Free Software Foundation, Inc.
5
6 ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
7 ;; Created: December 16, 1996 - first release to usenet
8 ;; Keywords: games, gomoku, neural network, adaptive search, chemotaxis
9
10 ;;;_* Usage
11 ;;; Just type
12 ;;; M-x eval-buffer
13 ;;; M-x 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 buffer-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 ;; FIXME: this can't be right!! --Stef
831 (save-excursion (set-buffer (other-buffer))))
832
833 (defun lm-prompt-for-other-game ()
834 "Ask for another game, and start it."
835 (if (y-or-n-p "Another game? ")
836 (if (y-or-n-p "Retain learned weights ")
837 (lm 2)
838 (lm 1))
839 (message "Chicken!")))
840
841 (defun lm-offer-a-draw ()
842 "Offer a draw and return t if Human accepted it."
843 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
844 (not (setq lm-human-refused-draw t))))
845
846
847 (defun lm-max-width ()
848 "Largest possible board width for the current window."
849 (1+ (/ (- (window-width (selected-window))
850 lm-x-offset lm-x-offset 1)
851 lm-square-width)))
852
853 (defun lm-max-height ()
854 "Largest possible board height for the current window."
855 (1+ (/ (- (window-height (selected-window))
856 lm-y-offset lm-y-offset 2)
857 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
858 lm-square-height)))
859
860 (defun lm-point-y ()
861 "Return the board row where point is."
862 (let ((inhibit-point-motion-hooks t))
863 (1+ (/ (- (count-lines 1 (point)) lm-y-offset (if (bolp) 0 1))
864 lm-square-height))))
865
866 (defun lm-point-square ()
867 "Return the index of the square point is on."
868 (let ((inhibit-point-motion-hooks t))
869 (lm-xy-to-index (1+ (/ (- (current-column) lm-x-offset)
870 lm-square-width))
871 (lm-point-y))))
872
873 (defun lm-goto-square (index)
874 "Move point to square number INDEX."
875 (lm-goto-xy (lm-index-to-x index) (lm-index-to-y index)))
876
877 (defun lm-goto-xy (x y)
878 "Move point to square at X, Y coords."
879 (let ((inhibit-point-motion-hooks t))
880 (goto-char (point-min))
881 (forward-line (+ lm-y-offset (* lm-square-height (1- y)))))
882 (move-to-column (+ lm-x-offset (* lm-square-width (1- x)))))
883
884 (defun lm-plot-square (square value)
885 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
886 (or (= value 1)
887 (lm-goto-square square))
888 (let ((inhibit-read-only t)
889 (inhibit-point-motion-hooks t))
890 (insert-and-inherit (cond ((= value 1) ?.)
891 ((= value 2) ?N)
892 ((= value 3) ?S)
893 ((= value 4) ?E)
894 ((= value 5) ?W)
895 ((= value 6) ?^)))
896
897 (and (zerop value)
898 (add-text-properties (1- (point)) (point)
899 '(mouse-face highlight
900 help-echo "\
901 mouse-1: get robot moving, mouse-2: play on this square")))
902 (delete-char 1)
903 (backward-char 1))
904 (sit-for 0)) ; Display NOW
905
906 (defun lm-init-display (n m)
907 "Display an N by M Lm board."
908 (buffer-disable-undo (current-buffer))
909 (let ((inhibit-read-only t)
910 (point 1) opoint
911 (intangible t)
912 (i m) j x)
913 ;; Try to minimize number of chars (because of text properties)
914 (setq tab-width
915 (if (zerop (% lm-x-offset lm-square-width))
916 lm-square-width
917 (max (/ (+ (% lm-x-offset lm-square-width)
918 lm-square-width 1) 2) 2)))
919 (erase-buffer)
920 (newline lm-y-offset)
921 (while (progn
922 (setq j n
923 x (- lm-x-offset lm-square-width))
924 (while (>= (setq j (1- j)) 0)
925 (insert-char ?\t (/ (- (setq x (+ x lm-square-width))
926 (current-column))
927 tab-width))
928 (insert-char ? (- x (current-column)))
929 (if (setq intangible (not intangible))
930 (put-text-property point (point) 'intangible 2))
931 (and (zerop j)
932 (= i (- m 2))
933 (progn
934 (while (>= i 3)
935 (append-to-buffer (current-buffer) opoint (point))
936 (setq i (- i 2)))
937 (goto-char (point-max))))
938 (setq point (point))
939 (insert ?=)
940 (add-text-properties point (point)
941 '(mouse-face highlight help-echo "\
942 mouse-1: get robot moving, mouse-2: play on this square")))
943 (> (setq i (1- i)) 0))
944 (if (= i (1- m))
945 (setq opoint point))
946 (insert-char ?\n lm-square-height))
947 (or (eq (char-after 1) ?.)
948 (put-text-property 1 2 'point-entered
949 (lambda (x y) (if (bobp) (forward-char)))))
950 (or intangible
951 (put-text-property point (point) 'intangible 2))
952 (put-text-property point (point) 'point-entered
953 (lambda (x y) (if (eobp) (backward-char))))
954 (put-text-property (point-min) (point) 'category 'lm-mode))
955 (lm-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
956 (sit-for 0)) ; Display NOW
957
958 (defun lm-display-statistics ()
959 "Obnoxiously display some statistics about previous games in mode line."
960 ;; We store this string in the mode-line-process local variable.
961 ;; This is certainly not the cleanest way out ...
962 (setq mode-line-process
963 (format ": Trials: %d, Avg#Moves: %d"
964 lm-number-of-trials
965 (if (zerop lm-number-of-trials)
966 0
967 (/ lm-sum-of-moves lm-number-of-trials))))
968 (force-mode-line-update))
969
970 (defun lm-switch-to-window ()
971 "Find or create the Lm buffer, and display it."
972 (interactive)
973 (let ((buff (get-buffer "*Lm*")))
974 (if buff ; Buffer exists:
975 (switch-to-buffer buff) ; no problem.
976 (if lm-game-in-progress
977 (lm-crash-game)) ; buffer has been killed or something
978 (switch-to-buffer "*Lm*") ; Anyway, start anew.
979 (lm-mode))))
980
981
982 ;;;_ + CROSSING WINNING QTUPLES.
983
984 ;; When someone succeeds in filling a qtuple, we draw a line over the five
985 ;; corresponding squares. One problem is that the program does not know which
986 ;; squares ! It only knows the square where the last move has been played and
987 ;; who won. The solution is to scan the board along all four directions.
988
989 (defun lm-find-filled-qtuple (square value)
990 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
991 (or (lm-check-filled-qtuple square value 1 0)
992 (lm-check-filled-qtuple square value 0 1)
993 (lm-check-filled-qtuple square value 1 1)
994 (lm-check-filled-qtuple square value -1 1)))
995
996 (defun lm-check-filled-qtuple (square value dx dy)
997 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
998 (let ((a 0) (b 0)
999 (left square) (right square)
1000 (depl (lm-xy-to-index dx dy)))
1001 (while (and (> a -4) ; stretch tuple left
1002 (= value (aref lm-board (setq left (- left depl)))))
1003 (setq a (1- a)))
1004 (while (and (< b (+ a 4)) ; stretch tuple right
1005 (= value (aref lm-board (setq right (+ right depl)))))
1006 (setq b (1+ b)))
1007 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1008 (lm-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1009 dx dy)
1010 t))))
1011
1012 (defun lm-cross-qtuple (square1 square2 dx dy)
1013 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1014 (save-excursion ; Not moving point from last square
1015 (let ((depl (lm-xy-to-index dx dy))
1016 (inhibit-read-only t)
1017 (inhibit-point-motion-hooks t))
1018 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1019 (while (/= square1 square2)
1020 (lm-goto-square square1)
1021 (setq square1 (+ square1 depl))
1022 (cond
1023 ((= dy 0) ; Horizontal
1024 (forward-char 1)
1025 (insert-char ?- (1- lm-square-width) t)
1026 (delete-region (point) (progn
1027 (skip-chars-forward " \t")
1028 (point))))
1029 ((= dx 0) ; Vertical
1030 (let ((lm-n 1)
1031 (column (current-column)))
1032 (while (< lm-n lm-square-height)
1033 (setq lm-n (1+ lm-n))
1034 (forward-line 1)
1035 (indent-to column)
1036 (insert-and-inherit ?|))))
1037 ((= dx -1) ; 1st Diagonal
1038 (indent-to (prog1 (- (current-column) (/ lm-square-width 2))
1039 (forward-line (/ lm-square-height 2))))
1040 (insert-and-inherit ?/))
1041 (t ; 2nd Diagonal
1042 (indent-to (prog1 (+ (current-column) (/ lm-square-width 2))
1043 (forward-line (/ lm-square-height 2))))
1044 (insert-and-inherit ?\\))))))
1045 (sit-for 0)) ; Display NOW
1046
1047
1048 ;;;_ + CURSOR MOTION.
1049
1050 ;; previous-line and next-line don't work right with intangible newlines
1051 (defun lm-move-down ()
1052 "Move point down one row on the Lm board."
1053 (interactive)
1054 (if (< (lm-point-y) lm-board-height)
1055 (forward-line 1)));;; lm-square-height)))
1056
1057 (defun lm-move-up ()
1058 "Move point up one row on the Lm board."
1059 (interactive)
1060 (if (> (lm-point-y) 1)
1061 (forward-line (- lm-square-height))))
1062
1063 (defun lm-move-ne ()
1064 "Move point North East on the Lm board."
1065 (interactive)
1066 (lm-move-up)
1067 (forward-char))
1068
1069 (defun lm-move-se ()
1070 "Move point South East on the Lm board."
1071 (interactive)
1072 (lm-move-down)
1073 (forward-char))
1074
1075 (defun lm-move-nw ()
1076 "Move point North West on the Lm board."
1077 (interactive)
1078 (lm-move-up)
1079 (backward-char))
1080
1081 (defun lm-move-sw ()
1082 "Move point South West on the Lm board."
1083 (interactive)
1084 (lm-move-down)
1085 (backward-char))
1086
1087 (defun lm-beginning-of-line ()
1088 "Move point to first square on the Lm board row."
1089 (interactive)
1090 (move-to-column lm-x-offset))
1091
1092 (defun lm-end-of-line ()
1093 "Move point to last square on the Lm board row."
1094 (interactive)
1095 (move-to-column (+ lm-x-offset
1096 (* lm-square-width (1- lm-board-width)))))
1097
1098
1099 ;;;_ + Simulation variables
1100
1101 ;;;_ - lm-nvar
1102 (defvar lm-nvar 0.0075
1103 "Not used.
1104 Affects a noise generator which was used in an earlier incarnation of
1105 this program to add a random element to the way moves were made.")
1106 ;;;_ - lists of cardinal directions
1107 ;;;_ :
1108 (defvar lm-ns '(lm-n lm-s)
1109 "Used when doing something relative to the north and south axes.")
1110 (defvar lm-ew '(lm-e lm-w)
1111 "Used when doing something relative to the east and west axes.")
1112 (defvar lm-directions '(lm-n lm-s lm-e lm-w)
1113 "The cardinal directions.")
1114 (defvar lm-8-directions
1115 '((lm-n) (lm-n lm-w) (lm-w) (lm-s lm-w)
1116 (lm-s) (lm-s lm-e) (lm-e) (lm-n lm-e))
1117 "The full 8 possible directions.")
1118
1119 (defvar lm-number-of-moves
1120 "The number of moves made by the robot so far.")
1121
1122
1123 ;;;_* Terry's mods to create lm.el
1124
1125 ;;;(setq lm-debug nil)
1126 (defvar lm-debug nil
1127 "If non-nil, debugging is printed.")
1128 (defcustom lm-one-moment-please nil
1129 "If non-nil, print \"One moment please\" when a new board is generated.
1130 The drawback of this is you don't see how many moves the last run took
1131 because it is overwritten by \"One moment please\"."
1132 :type 'boolean
1133 :group 'lm)
1134 (defcustom lm-output-moves t
1135 "If non-nil, output number of moves so far on a move-by-move basis."
1136 :type 'boolean
1137 :group 'lm)
1138
1139
1140 (defun lm-weights-debug ()
1141 (if lm-debug
1142 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s,noise)
1143 (lm-print-smell))))
1144
1145 ;;;_ - Printing various things
1146 (defun lm-print-distance-int (direction)
1147 (interactive)
1148 (insert (format "%S %S " direction (get direction 'distance))))
1149
1150
1151 (defun lm-print-distance ()
1152 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree)))
1153 (mapc 'lm-print-distance-int lm-directions))
1154
1155
1156 ;;(setq direction 'lm-n)
1157 ;;(get 'lm-n 'lm-s)
1158 (defun lm-nslify-wts-int (direction)
1159 (mapcar (lambda (target-direction)
1160 (get direction target-direction))
1161 lm-directions))
1162
1163
1164 (defun lm-nslify-wts ()
1165 (interactive)
1166 (let ((l (apply 'append (mapcar 'lm-nslify-wts-int lm-directions))))
1167 (insert (format "set data_value WTS \n %s \n" l))
1168 (insert (format "/* max: %S min: %S */"
1169 (eval (cons 'max l)) (eval (cons 'min l))))))
1170
1171 (defun lm-print-wts-int (direction)
1172 (mapc (lambda (target-direction)
1173 (insert (format "%S %S %S "
1174 direction
1175 target-direction
1176 (get direction target-direction))))
1177 lm-directions)
1178 (insert "\n"))
1179
1180 (defun lm-print-wts ()
1181 (interactive)
1182 (with-current-buffer "*lm-wts*"
1183 (insert "==============================\n")
1184 (mapc 'lm-print-wts-int lm-directions)))
1185
1186 (defun lm-print-moves (moves)
1187 (interactive)
1188 (with-current-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 (with-current-buffer "*lm-y,s,noise*"
1203 (insert "==============================\n")
1204 (mapc 'lm-print-y,s,noise-int lm-directions)))
1205
1206 (defun lm-print-smell-int (direction)
1207 (insert (format "%S: smell: %S \n"
1208 (symbol-name direction)
1209 (get direction 'smell))))
1210
1211 (defun lm-print-smell ()
1212 (interactive)
1213 (with-current-buffer "*lm-smell*"
1214 (insert "==============================\n")
1215 (insert (format "tree: %S \n" (get 'z 't)))
1216 (mapc 'lm-print-smell-int lm-directions)))
1217
1218 (defun lm-print-w0-int (direction)
1219 (insert (format "%S: w0: %S \n"
1220 (symbol-name direction)
1221 (get direction 'w0))))
1222
1223 (defun lm-print-w0 ()
1224 (interactive)
1225 (with-current-buffer "*lm-w0*"
1226 (insert "==============================\n")
1227 (mapc 'lm-print-w0-int lm-directions)))
1228
1229 (defun lm-blackbox ()
1230 (with-current-buffer "*lm-blackbox*"
1231 (insert "==============================\n")
1232 (insert "I smell: ")
1233 (mapc (lambda (direction)
1234 (if (> (get direction 'smell) 0)
1235 (insert (format "%S " direction))))
1236 lm-directions)
1237 (insert "\n")
1238
1239 (insert "I move: ")
1240 (mapc (lambda (direction)
1241 (if (> (get direction 'y_t) 0)
1242 (insert (format "%S " direction))))
1243 lm-directions)
1244 (insert "\n")
1245 (lm-print-wts-blackbox)
1246 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1247 (lm-print-distance)
1248 (insert "\n")))
1249
1250 (defun lm-print-wts-blackbox ()
1251 (interactive)
1252 (mapc 'lm-print-wts-int lm-directions))
1253
1254 ;;;_ - learning parameters
1255 (defcustom lm-bound 0.005
1256 "The maximum that w0j may be."
1257 :type 'number
1258 :group 'lm)
1259 (defcustom lm-c 1.0
1260 "A factor applied to modulate the increase in wij.
1261 Used in the function lm-update-normal-weights."
1262 :type 'number
1263 :group 'lm)
1264 (defcustom lm-c-naught 0.5
1265 "A factor applied to modulate the increase in w0j.
1266 Used in the function lm-update-naught-weights."
1267 :type 'number
1268 :group 'lm)
1269 (defvar lm-initial-w0 0.0)
1270 (defvar lm-initial-wij 0.0)
1271 (defcustom lm-no-payoff 0
1272 "The amount of simulation cycles that have occurred with no movement.
1273 Used to move the robot when he is stuck in a rut for some reason."
1274 :type 'integer
1275 :group 'lm)
1276 (defcustom lm-max-stall-time 2
1277 "The maximum number of cycles that the robot can remain stuck in a place.
1278 After this limit is reached, lm-random-move is called to push him out of it."
1279 :type 'integer
1280 :group 'lm)
1281
1282
1283 ;;;_ + Randomizing functions
1284 ;;;_ - lm-flip-a-coin ()
1285 (defun lm-flip-a-coin ()
1286 (if (> (random 5000) 2500)
1287 -1
1288 1))
1289 ;;;_ : lm-very-small-random-number ()
1290 ;(defun lm-very-small-random-number ()
1291 ; (/
1292 ; (* (/ (random 900000) 900000.0) .0001)))
1293 ;;;_ : lm-randomize-weights-for (direction)
1294 (defun lm-randomize-weights-for (direction)
1295 (mapc (lambda (target-direction)
1296 (put direction
1297 target-direction
1298 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1299 lm-directions))
1300 ;;;_ : lm-noise ()
1301 (defun lm-noise ()
1302 (* (- (/ (random 30001) 15000.0) 1) lm-nvar))
1303
1304 ;;;_ : lm-fix-weights-for (direction)
1305 (defun lm-fix-weights-for (direction)
1306 (mapc (lambda (target-direction)
1307 (put direction
1308 target-direction
1309 lm-initial-wij))
1310 lm-directions))
1311
1312
1313 ;;;_ + Plotting functions
1314 ;;;_ - lm-plot-internal (sym)
1315 (defun lm-plot-internal (sym)
1316 (lm-plot-square (lm-xy-to-index
1317 (get sym 'x)
1318 (get sym 'y))
1319 (get sym 'sym)))
1320 ;;;_ - lm-plot-landmarks ()
1321 (defun lm-plot-landmarks ()
1322 (setq lm-cx (/ lm-board-width 2))
1323 (setq lm-cy (/ lm-board-height 2))
1324
1325 (put 'lm-n 'x lm-cx)
1326 (put 'lm-n 'y 1)
1327 (put 'lm-n 'sym 2)
1328
1329 (put 'lm-tree 'x lm-cx)
1330 (put 'lm-tree 'y lm-cy)
1331 (put 'lm-tree 'sym 6)
1332
1333 (put 'lm-s 'x lm-cx)
1334 (put 'lm-s 'y lm-board-height)
1335 (put 'lm-s 'sym 3)
1336
1337 (put 'lm-w 'x 1)
1338 (put 'lm-w 'y (/ lm-board-height 2))
1339 (put 'lm-w 'sym 5)
1340
1341 (put 'lm-e 'x lm-board-width)
1342 (put 'lm-e 'y (/ lm-board-height 2))
1343 (put 'lm-e 'sym 4)
1344
1345 (mapc 'lm-plot-internal '(lm-n lm-s lm-e lm-w lm-tree)))
1346
1347
1348
1349 ;;;_ + Distance-calculation functions
1350 ;;;_ - square (a)
1351 (defun square (a)
1352 (* a a))
1353
1354 ;;;_ - distance (x x0 y y0)
1355 (defun distance (x x0 y y0)
1356 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1357
1358 ;;;_ - calc-distance-of-robot-from (direction)
1359 (defun calc-distance-of-robot-from (direction)
1360 (put direction 'distance
1361 (distance (get direction 'x)
1362 (lm-index-to-x (lm-point-square))
1363 (get direction 'y)
1364 (lm-index-to-y (lm-point-square)))))
1365
1366 ;;;_ - calc-smell-internal (sym)
1367 (defun calc-smell-internal (sym)
1368 (let ((r (get sym 'r))
1369 (d (calc-distance-of-robot-from sym)))
1370 (if (> (* 0.5 (- 1 (/ d r))) 0)
1371 (* 0.5 (- 1 (/ d r)))
1372 0)))
1373
1374
1375 ;;;_ + Learning (neural) functions
1376 (defun lm-f (x)
1377 (cond
1378 ((> x lm-bound) lm-bound)
1379 ((< x 0.0) 0.0)
1380 (t x)))
1381
1382 (defun lm-y (direction)
1383 (let ((noise (put direction 'noise (lm-noise))))
1384 (put direction 'y_t
1385 (if (> (get direction 's) 0.0)
1386 1.0
1387 0.0))))
1388
1389 (defun lm-update-normal-weights (direction)
1390 (mapc (lambda (target-direction)
1391 (put direction target-direction
1392 (+
1393 (get direction target-direction)
1394 (* lm-c
1395 (- (get 'z 't) (get 'z 't-1))
1396 (get target-direction 'y_t)
1397 (get direction 'smell)))))
1398 lm-directions))
1399
1400 (defun lm-update-naught-weights (direction)
1401 (mapc (lambda (target-direction)
1402 (put direction 'w0
1403 (lm-f
1404 (+
1405 (get direction 'w0)
1406 (* lm-c-naught
1407 (- (get 'z 't) (get 'z 't-1))
1408 (get direction 'y_t))))))
1409 lm-directions))
1410
1411
1412 ;;;_ + Statistics gathering and creating functions
1413
1414 (defun lm-calc-current-smells ()
1415 (mapc (lambda (direction)
1416 (put direction 'smell (calc-smell-internal direction)))
1417 lm-directions))
1418
1419 (defun lm-calc-payoff ()
1420 (put 'z 't-1 (get 'z 't))
1421 (put 'z 't (calc-smell-internal 'lm-tree))
1422 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1423 (incf lm-no-payoff)
1424 (setf lm-no-payoff 0)))
1425
1426 (defun lm-store-old-y_t ()
1427 (mapc (lambda (direction)
1428 (put direction 'y_t-1 (get direction 'y_t)))
1429 lm-directions))
1430
1431
1432 ;;;_ + Functions to move robot
1433
1434 (defun lm-confidence-for (target-direction)
1435 (apply '+
1436 (get target-direction 'w0)
1437 (mapcar (lambda (direction)
1438 (*
1439 (get direction target-direction)
1440 (get direction 'smell)))
1441 lm-directions)))
1442
1443
1444 (defun lm-calc-confidences ()
1445 (mapc (lambda (direction)
1446 (put direction 's (lm-confidence-for direction)))
1447 lm-directions))
1448
1449 (defun lm-move ()
1450 (if (and (= (get 'lm-n 'y_t) 1.0) (= (get 'lm-s 'y_t) 1.0))
1451 (progn
1452 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ns)
1453 (if lm-debug
1454 (message "n-s normalization."))))
1455 (if (and (= (get 'lm-w 'y_t) 1.0) (= (get 'lm-e 'y_t) 1.0))
1456 (progn
1457 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ew)
1458 (if lm-debug
1459 (message "e-w normalization"))))
1460
1461 (mapc (lambda (pair)
1462 (if (> (get (car pair) 'y_t) 0)
1463 (funcall (car (cdr pair)))))
1464 '(
1465 (lm-n lm-move-up)
1466 (lm-s lm-move-down)
1467 (lm-e forward-char)
1468 (lm-w backward-char)))
1469 (lm-plot-square (lm-point-square) 1)
1470 (incf lm-number-of-moves)
1471 (if lm-output-moves
1472 (message "Moves made: %d" lm-number-of-moves)))
1473
1474
1475 (defun lm-random-move ()
1476 (mapc
1477 (lambda (direction) (put direction 'y_t 0))
1478 lm-directions)
1479 (dolist (direction (nth (random 8) lm-8-directions))
1480 (put direction 'y_t 1.0))
1481 (lm-move))
1482
1483 (defun lm-amble-robot ()
1484 (interactive)
1485 (while (> (calc-distance-of-robot-from 'lm-tree) 0)
1486
1487 (lm-store-old-y_t)
1488 (lm-calc-current-smells)
1489
1490 (if (> lm-no-payoff lm-max-stall-time)
1491 (lm-random-move)
1492 (progn
1493 (lm-calc-confidences)
1494 (mapc 'lm-y lm-directions)
1495 (lm-move)))
1496
1497 (lm-calc-payoff)
1498
1499 (mapc 'lm-update-normal-weights lm-directions)
1500 (mapc 'lm-update-naught-weights lm-directions)
1501 (if lm-debug
1502 (lm-weights-debug)))
1503 (lm-terminate-game nil))
1504
1505
1506 ;;;_ - lm-start-robot ()
1507 (defun lm-start-robot ()
1508 "Signal to the Lm program that you have played.
1509 You must have put the cursor on the square where you want to play.
1510 If the game is finished, this command requests for another game."
1511 (interactive)
1512 (lm-switch-to-window)
1513 (cond
1514 (lm-emacs-is-computing
1515 (lm-crash-game))
1516 ((not lm-game-in-progress)
1517 (lm-prompt-for-other-game))
1518 (t
1519 (let (square score)
1520 (setq square (lm-point-square))
1521 (cond ((null square)
1522 (error "Your point is not on a square. Retry!"))
1523 ((not (zerop (aref lm-board square)))
1524 (error "Your point is not on a free square. Retry!"))
1525 (t
1526 (progn
1527 (lm-plot-square square 1)
1528
1529 (lm-store-old-y_t)
1530 (lm-calc-current-smells)
1531 (put 'z 't (calc-smell-internal 'lm-tree))
1532
1533 (lm-random-move)
1534
1535 (lm-calc-payoff)
1536
1537 (mapc 'lm-update-normal-weights lm-directions)
1538 (mapc 'lm-update-naught-weights lm-directions)
1539 (lm-amble-robot)
1540 )))))))
1541
1542
1543 ;;;_ + Misc functions
1544 ;;;_ - lm-init (auto-start save-weights)
1545 (defvar lm-tree-r "")
1546
1547 (defun lm-init (auto-start save-weights)
1548
1549 (setq lm-number-of-moves 0)
1550
1551 (lm-plot-landmarks)
1552
1553 (if lm-debug
1554 (save-current-buffer
1555 (set-buffer (get-buffer-create "*lm-w0*"))
1556 (erase-buffer)
1557 (set-buffer (get-buffer-create "*lm-moves*"))
1558 (set-buffer (get-buffer-create "*lm-wts*"))
1559 (erase-buffer)
1560 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1561 (erase-buffer)
1562 (set-buffer (get-buffer-create "*lm-smell*"))
1563 (erase-buffer)
1564 (set-buffer (get-buffer-create "*lm-blackbox*"))
1565 (erase-buffer)
1566 (set-buffer (get-buffer-create "*lm-distance*"))
1567 (erase-buffer)))
1568
1569
1570 (lm-set-landmark-signal-strengths)
1571
1572 (dolist (direction lm-directions)
1573 (put direction 'y_t 0.0))
1574
1575 (if (not save-weights)
1576 (progn
1577 (mapc 'lm-fix-weights-for lm-directions)
1578 (dolist (direction lm-directions)
1579 (put direction 'w0 lm-initial-w0)))
1580 (message "Weights preserved for this run."))
1581
1582 (if auto-start
1583 (progn
1584 (lm-goto-xy (1+ (random lm-board-width)) (1+ (random lm-board-height)))
1585 (lm-start-robot))))
1586
1587
1588 ;;;_ - something which doesn't work
1589 ; no-a-worka!!
1590 ;(defum lm-sum-list (list)
1591 ; (if (> (length list) 0)
1592 ; (+ (car list) (lm-sum-list (cdr list)))
1593 ; 0))
1594 ; this a worka!
1595 ; (eval (cons '+ list))
1596 ;;;_ - lm-set-landmark-signal-strengths ()
1597 ;;; on a screen higher than wide, I noticed that the robot would amble
1598 ;;; left and right and not move forward. examining *lm-blackbox*
1599 ;;; revealed that there was no scent from the north and south
1600 ;;; landmarks, hence, they need less factoring down of the effect of
1601 ;;; distance on scent.
1602
1603 (defun lm-set-landmark-signal-strengths ()
1604
1605 (setq lm-tree-r (* (sqrt (+ (square lm-cx) (square lm-cy))) 1.5))
1606
1607 (mapc (lambda (direction)
1608 (put direction 'r (* lm-cx 1.1)))
1609 lm-ew)
1610 (mapc (lambda (direction)
1611 (put direction 'r (* lm-cy 1.1)))
1612 lm-ns)
1613 (put 'lm-tree 'r lm-tree-r))
1614
1615
1616 ;;;_ + lm-test-run ()
1617
1618 ;;;###autoload
1619 (defalias 'landmark-repeat 'lm-test-run)
1620 ;;;###autoload
1621 (defun lm-test-run ()
1622 "Run 100 Lm games, each time saving the weights from the previous game."
1623 (interactive)
1624
1625 (lm 1)
1626
1627 (dotimes (scratch-var 100)
1628
1629 (lm 2)))
1630
1631
1632 ;;;_ + lm: The function you invoke to play
1633
1634 ;;;###autoload
1635 (defalias 'landmark 'lm)
1636 ;;;###autoload
1637 (defun lm (parg)
1638 "Start or resume an Lm game.
1639 If a game is in progress, this command allows you to resume it.
1640 Here is the relation between prefix args and game options:
1641
1642 prefix arg | robot is auto-started | weights are saved from last game
1643 ---------------------------------------------------------------------
1644 none / 1 | yes | no
1645 2 | yes | yes
1646 3 | no | yes
1647 4 | no | no
1648
1649 You start by moving to a square and typing \\[lm-start-robot],
1650 if you did not use a prefix arg to ask for automatic start.
1651 Use \\[describe-mode] for more info."
1652 (interactive "p")
1653
1654 (setf lm-n nil lm-m nil)
1655 (lm-switch-to-window)
1656 (cond
1657 (lm-emacs-is-computing
1658 (lm-crash-game))
1659 ((or (not lm-game-in-progress)
1660 (<= lm-number-of-moves 2))
1661 (let ((max-width (lm-max-width))
1662 (max-height (lm-max-height)))
1663 (or lm-n (setq lm-n max-width))
1664 (or lm-m (setq lm-m max-height))
1665 (cond ((< lm-n 1)
1666 (error "I need at least 1 column"))
1667 ((< lm-m 1)
1668 (error "I need at least 1 row"))
1669 ((> lm-n max-width)
1670 (error "I cannot display %d columns in that window" lm-n)))
1671 (if (and (> lm-m max-height)
1672 (not (eq lm-m lm-saved-board-height))
1673 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1674 (not (y-or-n-p (format "Do you really want %d rows? " lm-m))))
1675 (setq lm-m max-height)))
1676 (if lm-one-moment-please
1677 (message "One moment, please..."))
1678 (lm-start-game lm-n lm-m)
1679 (eval (cons 'lm-init
1680 (cond
1681 ((= parg 1) '(t nil))
1682 ((= parg 2) '(t t))
1683 ((= parg 3) '(nil t))
1684 ((= parg 4) '(nil nil))
1685 (t '(nil t))))))))
1686
1687
1688 ;;;_ + Local variables
1689
1690 ;;; The following `allout-layout' local variable setting:
1691 ;;; - closes all topics from the first topic to just before the third-to-last,
1692 ;;; - shows the children of the third to last (config vars)
1693 ;;; - and the second to last (code section),
1694 ;;; - and closes the last topic (this local-variables section).
1695 ;;;Local variables:
1696 ;;;allout-layout: (0 : -1 -1 0)
1697 ;;;End:
1698
1699 (random t)
1700
1701 (provide 'landmark)
1702
1703 ;;; landmark.el ends here