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1 ;;; landmark.el --- neural-network robot that learns landmarks
2
3 ;; Copyright (c) 1996, 1997, 2000, 2003 Free Software Foundation, Inc.
4
5 ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
6 ;; Created: December 16, 1996 - first release to usenet
7 ;; Keywords: gomoku neural network adaptive search chemotaxis
8
9 ;;;_* Usage
10 ;;; Just type
11 ;;; M-x eval-current-buffer
12 ;;; M-x lm-test-run
13
14
15 ;; This file is part of GNU Emacs.
16
17 ;; GNU Emacs is free software; you can redistribute it and/or modify
18 ;; it under the terms of the GNU General Public License as published by
19 ;; the Free Software Foundation; either version 2, or (at your option)
20 ;; any later version.
21
22 ;; GNU Emacs is distributed in the hope that it will be useful,
23 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
24 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
25 ;; GNU General Public License for more details.
26
27 ;; You should have received a copy of the GNU General Public License
28 ;; along with GNU Emacs; see the file COPYING. If not, write to the
29 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
30 ;; Boston, MA 02111-1307, USA.
31
32
33 ;;; Commentary:
34 ;;; Lm is a relatively non-participatory game in which a robot
35 ;;; attempts to maneuver towards a tree at the center of the window
36 ;;; based on unique olfactory cues from each of the 4 directions. If
37 ;;; the smell of the tree increases, then the weights in the robot's
38 ;;; brain are adjusted to encourage this odor-driven behavior in the
39 ;;; future. If the smell of the tree decreases, the robots weights are
40 ;;; adjusted to discourage a correct move.
41
42 ;;; In laymen's terms, the search space is initially flat. The point
43 ;;; of training is to "turn up the edges of the search space" so that
44 ;;; the robot rolls toward the center.
45
46 ;;; Further, do not become alarmed if the robot appears to oscillate
47 ;;; back and forth between two or a few positions. This simply means
48 ;;; it is currently caught in a local minimum and is doing its best to
49 ;;; work its way out.
50
51 ;;; The version of this program as described has a small problem. a
52 ;;; move in a net direction can produce gross credit assignment. for
53 ;;; example, if moving south will produce positive payoff, then, if in
54 ;;; a single move, one moves east,west and south, then both east and
55 ;;; west will be improved when they shouldn't
56
57 ;;; Many thanks to Yuri Pryadkin (yuri@rana.usc.edu) for this
58 ;;; concise problem description.
59
60 ;;;_* Require
61 (eval-when-compile (require 'cl))
62
63 ;;;_* From Gomoku
64
65 ;;; Code:
66
67 (defgroup lm nil
68 "Neural-network robot that learns landmarks."
69 :prefix "lm-"
70 :group 'games)
71
72 ;;;_ + THE BOARD.
73
74 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
75 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
76 ;; containing padding squares (coded with -1). These squares allow us to
77 ;; detect when we are trying to move out of the board. We denote a square by
78 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
79 ;; leftmost topmost square has coords (1,1) and index lm-board-width + 2.
80 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
81 ;; one DEPL (the difference between indexes).
82
83 (defvar lm-board-width nil
84 "Number of columns on the Lm board.")
85 (defvar lm-board-height nil
86 "Number of lines on the Lm board.")
87
88 (defvar lm-board nil
89 "Vector recording the actual state of the Lm board.")
90
91 (defvar lm-vector-length nil
92 "Length of lm-board vector.")
93
94 (defvar lm-draw-limit nil
95 ;; This is usually set to 70% of the number of squares.
96 "After how many moves will Emacs offer a draw?")
97
98 (defvar lm-cx 0
99 "This is the x coordinate of the center of the board.")
100
101 (defvar lm-cy 0
102 "This is the y coordinate of the center of the board.")
103
104 (defvar lm-m 0
105 "This is the x dimension of the playing board.")
106
107 (defvar lm-n 0
108 "This is the y dimension of the playing board.")
109
110
111 (defun lm-xy-to-index (x y)
112 "Translate X, Y cartesian coords into the corresponding board index."
113 (+ (* y lm-board-width) x y))
114
115 (defun lm-index-to-x (index)
116 "Return corresponding x-coord of board INDEX."
117 (% index (1+ lm-board-width)))
118
119 (defun lm-index-to-y (index)
120 "Return corresponding y-coord of board INDEX."
121 (/ index (1+ lm-board-width)))
122
123 (defun lm-init-board ()
124 "Create the lm-board vector and fill it with initial values."
125 (setq lm-board (make-vector lm-vector-length 0))
126 ;; Every square is 0 (i.e. empty) except padding squares:
127 (let ((i 0) (ii (1- lm-vector-length)))
128 (while (<= i lm-board-width) ; The squares in [0..width] and in
129 (aset lm-board i -1) ; [length - width - 1..length - 1]
130 (aset lm-board ii -1) ; are padding squares.
131 (setq i (1+ i)
132 ii (1- ii))))
133 (let ((i 0))
134 (while (< i lm-vector-length)
135 (aset lm-board i -1) ; and also all k*(width+1)
136 (setq i (+ i lm-board-width 1)))))
137
138 ;;;_ + DISPLAYING THE BOARD.
139
140 ;; You may change these values if you have a small screen or if the squares
141 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
142
143 (defconst lm-square-width 2
144 "*Horizontal spacing between squares on the Lm board.")
145
146 (defconst lm-square-height 1
147 "*Vertical spacing between squares on the Lm board.")
148
149 (defconst lm-x-offset 3
150 "*Number of columns between the Lm board and the side of the window.")
151
152 (defconst lm-y-offset 1
153 "*Number of lines between the Lm board and the top of the window.")
154
155
156 ;;;_ + LM MODE AND KEYMAP.
157
158 (defcustom lm-mode-hook nil
159 "If non-nil, its value is called on entry to Lm mode."
160 :type 'hook
161 :group 'lm)
162
163 (defvar lm-mode-map nil
164 "Local keymap to use in Lm mode.")
165
166 (if lm-mode-map nil
167 (setq lm-mode-map (make-sparse-keymap))
168
169 ;; Key bindings for cursor motion.
170 (define-key lm-mode-map "y" 'lm-move-nw) ; y
171 (define-key lm-mode-map "u" 'lm-move-ne) ; u
172 (define-key lm-mode-map "b" 'lm-move-sw) ; b
173 (define-key lm-mode-map "n" 'lm-move-se) ; n
174 (define-key lm-mode-map "h" 'backward-char) ; h
175 (define-key lm-mode-map "l" 'forward-char) ; l
176 (define-key lm-mode-map "j" 'lm-move-down) ; j
177 (define-key lm-mode-map "k" 'lm-move-up) ; k
178
179 (define-key lm-mode-map [kp-7] 'lm-move-nw)
180 (define-key lm-mode-map [kp-9] 'lm-move-ne)
181 (define-key lm-mode-map [kp-1] 'lm-move-sw)
182 (define-key lm-mode-map [kp-3] 'lm-move-se)
183 (define-key lm-mode-map [kp-4] 'backward-char)
184 (define-key lm-mode-map [kp-6] 'forward-char)
185 (define-key lm-mode-map [kp-2] 'lm-move-down)
186 (define-key lm-mode-map [kp-8] 'lm-move-up)
187
188 (define-key lm-mode-map "\C-n" 'lm-move-down) ; C-n
189 (define-key lm-mode-map "\C-p" 'lm-move-up) ; C-p
190
191 ;; Key bindings for entering Human moves.
192 (define-key lm-mode-map "X" 'lm-human-plays) ; X
193 (define-key lm-mode-map "x" 'lm-human-plays) ; x
194
195 (define-key lm-mode-map " " 'lm-start-robot) ; SPC
196 (define-key lm-mode-map [down-mouse-1] 'lm-start-robot)
197 (define-key lm-mode-map [drag-mouse-1] 'lm-click)
198 (define-key lm-mode-map [mouse-1] 'lm-click)
199 (define-key lm-mode-map [down-mouse-2] 'lm-click)
200 (define-key lm-mode-map [mouse-2] 'lm-mouse-play)
201 (define-key lm-mode-map [drag-mouse-2] 'lm-mouse-play)
202
203 (define-key lm-mode-map [remap previous-line] 'lm-move-up)
204 (define-key lm-mode-map [remap next-line] 'lm-move-down)
205 (define-key lm-mode-map [remap beginning-of-line] 'lm-beginning-of-line)
206 (define-key lm-mode-map [remap end-of-line] 'lm-end-of-line)
207 (define-key lm-mode-map [remap undo] 'lm-human-takes-back)
208 (define-key lm-mode-map [remap advertised-undo] 'lm-human-takes-back))
209
210 (defvar lm-emacs-won ()
211 "*For making font-lock use the winner's face for the line.")
212
213 (defvar lm-font-lock-face-O
214 (if (display-color-p)
215 (list (facemenu-get-face 'fg:red) 'bold))
216 "*Face to use for Emacs' O.")
217
218 (defvar lm-font-lock-face-X
219 (if (display-color-p)
220 (list (facemenu-get-face 'fg:green) 'bold))
221 "*Face to use for your X.")
222
223 (defvar lm-font-lock-keywords
224 '(("O" . lm-font-lock-face-O)
225 ("X" . lm-font-lock-face-X)
226 ("[-|/\\]" 0 (if lm-emacs-won
227 lm-font-lock-face-O
228 lm-font-lock-face-X)))
229 "*Font lock rules for Lm.")
230
231 (put 'lm-mode 'front-sticky
232 (put 'lm-mode 'rear-nonsticky '(intangible)))
233 (put 'lm-mode 'intangible 1)
234 ;; This one is for when they set view-read-only to t: Landmark cannot
235 ;; allow View Mode to be activated in its buffer.
236 (put 'lm-mode 'mode-class 'special)
237
238 (defun lm-mode ()
239 "Major mode for playing Lm against Emacs.
240 You and Emacs play in turn by marking a free square. You mark it with X
241 and Emacs marks it with O. The winner is the first to get five contiguous
242 marks horizontally, vertically or in diagonal.
243
244 You play by moving the cursor over the square you choose and hitting \\[lm-human-plays].
245
246 Other useful commands:
247 \\{lm-mode-map}
248 Entry to this mode calls the value of `lm-mode-hook' if that value
249 is non-nil. One interesting value is `turn-on-font-lock'."
250 (interactive)
251 (setq major-mode 'lm-mode
252 mode-name "Lm")
253 (lm-display-statistics)
254 (use-local-map lm-mode-map)
255 (make-local-variable 'font-lock-defaults)
256 (setq font-lock-defaults '(lm-font-lock-keywords t))
257 (toggle-read-only t)
258 (run-hooks 'lm-mode-hook))
259
260
261 ;;;_ + THE SCORE TABLE.
262
263
264 ;; Every (free) square has a score associated to it, recorded in the
265 ;; LM-SCORE-TABLE vector. The program always plays in the square having
266 ;; the highest score.
267
268 (defvar lm-score-table nil
269 "Vector recording the actual score of the free squares.")
270
271
272 ;; The key point point about the algorithm is that, rather than considering
273 ;; the board as just a set of squares, we prefer to see it as a "space" of
274 ;; internested 5-tuples of contiguous squares (called qtuples).
275 ;;
276 ;; The aim of the program is to fill one qtuple with its O's while preventing
277 ;; you from filling another one with your X's. To that effect, it computes a
278 ;; score for every qtuple, with better qtuples having better scores. Of
279 ;; course, the score of a qtuple (taken in isolation) is just determined by
280 ;; its contents as a set, i.e. not considering the order of its elements. The
281 ;; highest score is given to the "OOOO" qtuples because playing in such a
282 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
283 ;; not playing in it is just loosing the game, and so on. Note that a
284 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
285 ;; has score zero because there is no more any point in playing in it, from
286 ;; both an attacking and a defending point of view.
287 ;;
288 ;; Given the score of every qtuple, the score of a given free square on the
289 ;; board is just the sum of the scores of all the qtuples to which it belongs,
290 ;; because playing in that square is playing in all its containing qtuples at
291 ;; once. And it is that function which takes into account the internesting of
292 ;; the qtuples.
293 ;;
294 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
295 ;; play. It easily extends to "n-dimensional Lm", where a win should not
296 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
297 ;; should be preferred.
298
299
300 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
301 ;; these values will change (hopefully improve) the strength of the program
302 ;; and may change its style (rather aggressive here).
303
304 (defconst nil-score 7 "Score of an empty qtuple.")
305 (defconst Xscore 15 "Score of a qtuple containing one X.")
306 (defconst XXscore 400 "Score of a qtuple containing two X's.")
307 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
308 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
309 (defconst Oscore 35 "Score of a qtuple containing one O.")
310 (defconst OOscore 800 "Score of a qtuple containing two O's.")
311 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
312 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
313
314 ;; These values are not just random: if, given the following situation:
315 ;;
316 ;; . . . . . . . O .
317 ;; . X X a . . . X .
318 ;; . . . X . . . X .
319 ;; . . . X . . . X .
320 ;; . . . . . . . b .
321 ;;
322 ;; you want Emacs to play in "a" and not in "b", then the parameters must
323 ;; satisfy the inequality:
324 ;;
325 ;; 6 * XXscore > XXXscore + XXscore
326 ;;
327 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
328 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
329 ;; conditions are required to obtain sensible moves, but the previous example
330 ;; should illustrate the point. If you manage to improve on these values,
331 ;; please send me a note. Thanks.
332
333
334 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
335 ;; contents of a qtuple are uniquely determined by the sum of its elements and
336 ;; we just have to set up a translation table.
337
338 (defconst lm-score-trans-table
339 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
340 Oscore 0 0 0 0 0
341 OOscore 0 0 0 0 0
342 OOOscore 0 0 0 0 0
343 OOOOscore 0 0 0 0 0
344 0)
345 "Vector associating qtuple contents to their score.")
346
347
348 ;; If you do not modify drastically the previous constants, the only way for a
349 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
350 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
351 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
352 ;; qtuple. We may use these considerations to detect when a given move is
353 ;; winning or loosing.
354
355 (defconst lm-winning-threshold OOOOscore
356 "Threshold score beyond which an Emacs move is winning.")
357
358 (defconst lm-loosing-threshold XXXXscore
359 "Threshold score beyond which a human move is winning.")
360
361
362 (defun lm-strongest-square ()
363 "Compute index of free square with highest score, or nil if none."
364 ;; We just have to loop other all squares. However there are two problems:
365 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
366 ;; up future searches, we set the score of padding or occupied squares
367 ;; to -1 whenever we meet them.
368 ;; 2/ We want to choose randomly between equally good moves.
369 (let ((score-max 0)
370 (count 0) ; Number of equally good moves
371 (square (lm-xy-to-index 1 1)) ; First square
372 (end (lm-xy-to-index lm-board-width lm-board-height))
373 best-square score)
374 (while (<= square end)
375 (cond
376 ;; If score is lower (i.e. most of the time), skip to next:
377 ((< (aref lm-score-table square) score-max))
378 ;; If score is better, beware of non free squares:
379 ((> (setq score (aref lm-score-table square)) score-max)
380 (if (zerop (aref lm-board square)) ; is it free ?
381 (setq count 1 ; yes: take it !
382 best-square square
383 score-max score)
384 (aset lm-score-table square -1))) ; no: kill it !
385 ;; If score is equally good, choose randomly. But first check freeness:
386 ((not (zerop (aref lm-board square)))
387 (aset lm-score-table square -1))
388 ((zerop (random (setq count (1+ count))))
389 (setq best-square square
390 score-max score)))
391 (setq square (1+ square))) ; try next square
392 best-square))
393
394 ;;;_ - INITIALIZING THE SCORE TABLE.
395
396 ;; At initialization the board is empty so that every qtuple amounts for
397 ;; nil-score. Therefore, the score of any square is nil-score times the number
398 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
399 ;; are sufficiently far from the sides. As computing the number is time
400 ;; consuming, we initialize every square with 20*nil-score and then only
401 ;; consider squares at less than 5 squares from one side. We speed this up by
402 ;; taking symmetry into account.
403 ;; Also, as it is likely that successive games will be played on a board with
404 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
405
406 (defvar lm-saved-score-table nil
407 "Recorded initial value of previous score table.")
408
409 (defvar lm-saved-board-width nil
410 "Recorded value of previous board width.")
411
412 (defvar lm-saved-board-height nil
413 "Recorded value of previous board height.")
414
415
416 (defun lm-init-score-table ()
417 "Create the score table vector and fill it with initial values."
418 (if (and lm-saved-score-table ; Has it been stored last time ?
419 (= lm-board-width lm-saved-board-width)
420 (= lm-board-height lm-saved-board-height))
421 (setq lm-score-table (copy-sequence lm-saved-score-table))
422 ;; No, compute it:
423 (setq lm-score-table
424 (make-vector lm-vector-length (* 20 nil-score)))
425 (let (i j maxi maxj maxi2 maxj2)
426 (setq maxi (/ (1+ lm-board-width) 2)
427 maxj (/ (1+ lm-board-height) 2)
428 maxi2 (min 4 maxi)
429 maxj2 (min 4 maxj))
430 ;; We took symmetry into account and could use it more if the board
431 ;; would have been square and not rectangular !
432 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
433 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
434 ;; board may well be less than 8 by 8 !
435 (setq i 1)
436 (while (<= i maxi2)
437 (setq j 1)
438 (while (<= j maxj)
439 (lm-init-square-score i j)
440 (setq j (1+ j)))
441 (setq i (1+ i)))
442 (while (<= i maxi)
443 (setq j 1)
444 (while (<= j maxj2)
445 (lm-init-square-score i j)
446 (setq j (1+ j)))
447 (setq i (1+ i))))
448 (setq lm-saved-score-table (copy-sequence lm-score-table)
449 lm-saved-board-width lm-board-width
450 lm-saved-board-height lm-board-height)))
451
452 (defun lm-nb-qtuples (i j)
453 "Return the number of qtuples containing square I,J."
454 ;; This function is complicated because we have to deal
455 ;; with ugly cases like 3 by 6 boards, but it works.
456 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
457 (let ((left (min 4 (1- i)))
458 (right (min 4 (- lm-board-width i)))
459 (up (min 4 (1- j)))
460 (down (min 4 (- lm-board-height j))))
461 (+ -12
462 (min (max (+ left right) 3) 8)
463 (min (max (+ up down) 3) 8)
464 (min (max (+ (min left up) (min right down)) 3) 8)
465 (min (max (+ (min right up) (min left down)) 3) 8))))
466
467 (defun lm-init-square-score (i j)
468 "Give initial score to square I,J and to its mirror images."
469 (let ((ii (1+ (- lm-board-width i)))
470 (jj (1+ (- lm-board-height j)))
471 (sc (* (lm-nb-qtuples i j) (aref lm-score-trans-table 0))))
472 (aset lm-score-table (lm-xy-to-index i j) sc)
473 (aset lm-score-table (lm-xy-to-index ii j) sc)
474 (aset lm-score-table (lm-xy-to-index i jj) sc)
475 (aset lm-score-table (lm-xy-to-index ii jj) sc)))
476 ;;;_ - MAINTAINING THE SCORE TABLE.
477
478
479 ;; We do not provide functions for computing the SCORE-TABLE given the
480 ;; contents of the BOARD. This would involve heavy nested loops, with time
481 ;; proportional to the size of the board. It is better to update the
482 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
483 ;; squares: it is done in constant time.
484
485 (defun lm-update-score-table (square dval)
486 "Update score table after SQUARE received a DVAL increment."
487 ;; The board has already been updated when this function is called.
488 ;; Updating scores is done by looking for qtuples boundaries in all four
489 ;; directions and then calling update-score-in-direction.
490 ;; Finally all squares received the right increment, and then are up to
491 ;; date, except possibly for SQUARE itself if we are taking a move back for
492 ;; its score had been set to -1 at the time.
493 (let* ((x (lm-index-to-x square))
494 (y (lm-index-to-y square))
495 (imin (max -4 (- 1 x)))
496 (jmin (max -4 (- 1 y)))
497 (imax (min 0 (- lm-board-width x 4)))
498 (jmax (min 0 (- lm-board-height y 4))))
499 (lm-update-score-in-direction imin imax
500 square 1 0 dval)
501 (lm-update-score-in-direction jmin jmax
502 square 0 1 dval)
503 (lm-update-score-in-direction (max imin jmin) (min imax jmax)
504 square 1 1 dval)
505 (lm-update-score-in-direction (max (- 1 y) -4
506 (- x lm-board-width))
507 (min 0 (- x 5)
508 (- lm-board-height y 4))
509 square -1 1 dval)))
510
511 (defun lm-update-score-in-direction (left right square dx dy dval)
512 "Update scores for all squares in the qtuples in range.
513 That is, those between the LEFTth square and the RIGHTth after SQUARE,
514 along the DX, DY direction, considering that DVAL has been added on SQUARE."
515 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
516 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
517 ;; DX,DY direction.
518 (cond
519 ((> left right)) ; Quit
520 (t ; Else ..
521 (let (depl square0 square1 square2 count delta)
522 (setq depl (lm-xy-to-index dx dy)
523 square0 (+ square (* left depl))
524 square1 (+ square (* right depl))
525 square2 (+ square0 (* 4 depl)))
526 ;; Compute the contents of the first qtuple:
527 (setq square square0
528 count 0)
529 (while (<= square square2)
530 (setq count (+ count (aref lm-board square))
531 square (+ square depl)))
532 (while (<= square0 square1)
533 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
534 ;; in SQUARE2.
535 (setq delta (- (aref lm-score-trans-table count)
536 (aref lm-score-trans-table (- count dval))))
537 (cond ((not (zerop delta)) ; or else nothing to update
538 (setq square square0)
539 (while (<= square square2)
540 (if (zerop (aref lm-board square)) ; only for free squares
541 (aset lm-score-table square
542 (+ (aref lm-score-table square) delta)))
543 (setq square (+ square depl)))))
544 ;; Then shift the qtuple one square along DEPL, this only requires
545 ;; modifying SQUARE0 and SQUARE2.
546 (setq square2 (+ square2 depl)
547 count (+ count (- (aref lm-board square0))
548 (aref lm-board square2))
549 square0 (+ square0 depl)))))))
550
551 ;;;
552 ;;; GAME CONTROL.
553 ;;;
554
555 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
556 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
557 ;; (anti-updating the score table) and to compute the table from scratch in
558 ;; case of an interruption.
559
560 (defvar lm-game-in-progress nil
561 "Non-nil if a game is in progress.")
562
563 (defvar lm-game-history nil
564 "A record of all moves that have been played during current game.")
565
566 (defvar lm-number-of-moves nil
567 "Number of moves already played in current game.")
568
569 (defvar lm-number-of-human-moves nil
570 "Number of moves already played by human in current game.")
571
572 (defvar lm-emacs-played-first nil
573 "Non-nil if Emacs played first.")
574
575 (defvar lm-human-took-back nil
576 "Non-nil if Human took back a move during the game.")
577
578 (defvar lm-human-refused-draw nil
579 "Non-nil if Human refused Emacs offer of a draw.")
580
581 (defvar lm-emacs-is-computing nil
582 ;; This is used to detect interruptions. Hopefully, it should not be needed.
583 "Non-nil if Emacs is in the middle of a computation.")
584
585
586 (defun lm-start-game (n m)
587 "Initialize a new game on an N by M board."
588 (setq lm-emacs-is-computing t) ; Raise flag
589 (setq lm-game-in-progress t)
590 (setq lm-board-width n
591 lm-board-height m
592 lm-vector-length (1+ (* (+ m 2) (1+ n)))
593 lm-draw-limit (/ (* 7 n m) 10))
594 (setq lm-emacs-won nil
595 lm-game-history nil
596 lm-number-of-moves 0
597 lm-number-of-human-moves 0
598 lm-emacs-played-first nil
599 lm-human-took-back nil
600 lm-human-refused-draw nil)
601 (lm-init-display n m) ; Display first: the rest takes time
602 (lm-init-score-table) ; INIT-BOARD requires that the score
603 (lm-init-board) ; table be already created.
604 (setq lm-emacs-is-computing nil))
605
606 (defun lm-play-move (square val &optional dont-update-score)
607 "Go to SQUARE, play VAL and update everything."
608 (setq lm-emacs-is-computing t) ; Raise flag
609 (cond ((= 1 val) ; a Human move
610 (setq lm-number-of-human-moves (1+ lm-number-of-human-moves)))
611 ((zerop lm-number-of-moves) ; an Emacs move. Is it first ?
612 (setq lm-emacs-played-first t)))
613 (setq lm-game-history
614 (cons (cons square (aref lm-score-table square))
615 lm-game-history)
616 lm-number-of-moves (1+ lm-number-of-moves))
617 (lm-plot-square square val)
618 (aset lm-board square val) ; *BEFORE* UPDATE-SCORE !
619 (if dont-update-score nil
620 (lm-update-score-table square val) ; previous val was 0: dval = val
621 (aset lm-score-table square -1))
622 (setq lm-emacs-is-computing nil))
623
624 (defun lm-take-back ()
625 "Take back last move and update everything."
626 (setq lm-emacs-is-computing t)
627 (let* ((last-move (car lm-game-history))
628 (square (car last-move))
629 (oldval (aref lm-board square)))
630 (if (= 1 oldval)
631 (setq lm-number-of-human-moves (1- lm-number-of-human-moves)))
632 (setq lm-game-history (cdr lm-game-history)
633 lm-number-of-moves (1- lm-number-of-moves))
634 (lm-plot-square square 0)
635 (aset lm-board square 0) ; *BEFORE* UPDATE-SCORE !
636 (lm-update-score-table square (- oldval))
637 (aset lm-score-table square (cdr last-move)))
638 (setq lm-emacs-is-computing nil))
639
640
641 ;;;_ + SESSION CONTROL.
642
643 (defvar lm-number-of-trials 0
644 "The number of times that landmark has been run.")
645
646 (defvar lm-sum-of-moves 0
647 "The total number of moves made in all games.")
648
649 (defvar lm-number-of-emacs-wins 0
650 "Number of games Emacs won in this session.")
651
652 (defvar lm-number-of-human-wins 0
653 "Number of games you won in this session.")
654
655 (defvar lm-number-of-draws 0
656 "Number of games already drawn in this session.")
657
658
659 (defun lm-terminate-game (result)
660 "Terminate the current game with RESULT."
661 (setq lm-number-of-trials (1+ lm-number-of-trials))
662 (setq lm-sum-of-moves (+ lm-sum-of-moves lm-number-of-moves))
663 (if (eq result 'crash-game)
664 (message
665 "Sorry, I have been interrupted and cannot resume that game..."))
666 (lm-display-statistics)
667 ;;(ding)
668 (setq lm-game-in-progress nil))
669
670 (defun lm-crash-game ()
671 "What to do when Emacs detects it has been interrupted."
672 (setq lm-emacs-is-computing nil)
673 (lm-terminate-game 'crash-game)
674 (sit-for 4) ; Let's see the message
675 (lm-prompt-for-other-game))
676
677
678 ;;;_ + INTERACTIVE COMMANDS.
679
680 (defun lm-emacs-plays ()
681 "Compute Emacs next move and play it."
682 (interactive)
683 (lm-switch-to-window)
684 (cond
685 (lm-emacs-is-computing
686 (lm-crash-game))
687 ((not lm-game-in-progress)
688 (lm-prompt-for-other-game))
689 (t
690 (message "Let me think...")
691 (let (square score)
692 (setq square (lm-strongest-square))
693 (cond ((null square)
694 (lm-terminate-game 'nobody-won))
695 (t
696 (setq score (aref lm-score-table square))
697 (lm-play-move square 6)
698 (cond ((>= score lm-winning-threshold)
699 (setq lm-emacs-won t) ; for font-lock
700 (lm-find-filled-qtuple square 6)
701 (lm-terminate-game 'emacs-won))
702 ((zerop score)
703 (lm-terminate-game 'nobody-won))
704 ((and (> lm-number-of-moves lm-draw-limit)
705 (not lm-human-refused-draw)
706 (lm-offer-a-draw))
707 (lm-terminate-game 'draw-agreed))
708 (t
709 (lm-prompt-for-move)))))))))
710
711 ;; For small square dimensions this is approximate, since though measured in
712 ;; pixels, event's (X . Y) is a character's top-left corner.
713 (defun lm-click (click)
714 "Position at the square where you click."
715 (interactive "e")
716 (and (windowp (posn-window (setq click (event-end click))))
717 (numberp (posn-point click))
718 (select-window (posn-window click))
719 (setq click (posn-col-row click))
720 (lm-goto-xy
721 (min (max (/ (+ (- (car click)
722 lm-x-offset
723 1)
724 (window-hscroll)
725 lm-square-width
726 (% lm-square-width 2)
727 (/ lm-square-width 2))
728 lm-square-width)
729 1)
730 lm-board-width)
731 (min (max (/ (+ (- (cdr click)
732 lm-y-offset
733 1)
734 (let ((inhibit-point-motion-hooks t))
735 (count-lines 1 (window-start)))
736 lm-square-height
737 (% lm-square-height 2)
738 (/ lm-square-height 2))
739 lm-square-height)
740 1)
741 lm-board-height))))
742
743 (defun lm-mouse-play (click)
744 "Play at the square where you click."
745 (interactive "e")
746 (if (lm-click click)
747 (lm-human-plays)))
748
749 (defun lm-human-plays ()
750 "Signal to the Lm program that you have played.
751 You must have put the cursor on the square where you want to play.
752 If the game is finished, this command requests for another game."
753 (interactive)
754 (lm-switch-to-window)
755 (cond
756 (lm-emacs-is-computing
757 (lm-crash-game))
758 ((not lm-game-in-progress)
759 (lm-prompt-for-other-game))
760 (t
761 (let (square score)
762 (setq square (lm-point-square))
763 (cond ((null square)
764 (error "Your point is not on a square. Retry !"))
765 ((not (zerop (aref lm-board square)))
766 (error "Your point is not on a free square. Retry !"))
767 (t
768 (setq score (aref lm-score-table square))
769 (lm-play-move square 1)
770 (cond ((and (>= score lm-loosing-threshold)
771 ;; Just testing SCORE > THRESHOLD is not enough for
772 ;; detecting wins, it just gives an indication that
773 ;; we confirm with LM-FIND-FILLED-QTUPLE.
774 (lm-find-filled-qtuple square 1))
775 (lm-terminate-game 'human-won))
776 (t
777 (lm-emacs-plays)))))))))
778
779 (defun lm-human-takes-back ()
780 "Signal to the Lm program that you wish to take back your last move."
781 (interactive)
782 (lm-switch-to-window)
783 (cond
784 (lm-emacs-is-computing
785 (lm-crash-game))
786 ((not lm-game-in-progress)
787 (message "Too late for taking back...")
788 (sit-for 4)
789 (lm-prompt-for-other-game))
790 ((zerop lm-number-of-human-moves)
791 (message "You have not played yet... Your move ?"))
792 (t
793 (message "One moment, please...")
794 ;; It is possible for the user to let Emacs play several consecutive
795 ;; moves, so that the best way to know when to stop taking back moves is
796 ;; to count the number of human moves:
797 (setq lm-human-took-back t)
798 (let ((number lm-number-of-human-moves))
799 (while (= number lm-number-of-human-moves)
800 (lm-take-back)))
801 (lm-prompt-for-move))))
802
803 (defun lm-human-resigns ()
804 "Signal to the Lm program that you may want to resign."
805 (interactive)
806 (lm-switch-to-window)
807 (cond
808 (lm-emacs-is-computing
809 (lm-crash-game))
810 ((not lm-game-in-progress)
811 (message "There is no game in progress"))
812 ((y-or-n-p "You mean, you resign ")
813 (lm-terminate-game 'human-resigned))
814 ((y-or-n-p "You mean, we continue ")
815 (lm-prompt-for-move))
816 (t
817 (lm-terminate-game 'human-resigned)))) ; OK. Accept it
818
819 ;;;_ + PROMPTING THE HUMAN PLAYER.
820
821 (defun lm-prompt-for-move ()
822 "Display a message asking for Human's move."
823 (message (if (zerop lm-number-of-human-moves)
824 "Your move ? (move to a free square and hit X, RET ...)"
825 "Your move ?"))
826 ;; This may seem silly, but if one omits the following line (or a similar
827 ;; one), the cursor may very well go to some place where POINT is not.
828 (save-excursion (set-buffer (other-buffer))))
829
830 (defun lm-prompt-for-other-game ()
831 "Ask for another game, and start it."
832 (if (y-or-n-p "Another game ")
833 (if (y-or-n-p "Retain learned weights ")
834 (lm 2)
835 (lm 1))
836 (message "Chicken !")))
837
838 (defun lm-offer-a-draw ()
839 "Offer a draw and return t if Human accepted it."
840 (or (y-or-n-p "I offer you a draw. Do you accept it ")
841 (not (setq lm-human-refused-draw t))))
842
843
844 (defun lm-max-width ()
845 "Largest possible board width for the current window."
846 (1+ (/ (- (window-width (selected-window))
847 lm-x-offset lm-x-offset 1)
848 lm-square-width)))
849
850 (defun lm-max-height ()
851 "Largest possible board height for the current window."
852 (1+ (/ (- (window-height (selected-window))
853 lm-y-offset lm-y-offset 2)
854 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
855 lm-square-height)))
856
857 (defun lm-point-y ()
858 "Return the board row where point is."
859 (let ((inhibit-point-motion-hooks t))
860 (1+ (/ (- (count-lines 1 (point)) lm-y-offset (if (bolp) 0 1))
861 lm-square-height))))
862
863 (defun lm-point-square ()
864 "Return the index of the square point is on."
865 (let ((inhibit-point-motion-hooks t))
866 (lm-xy-to-index (1+ (/ (- (current-column) lm-x-offset)
867 lm-square-width))
868 (lm-point-y))))
869
870 (defun lm-goto-square (index)
871 "Move point to square number INDEX."
872 (lm-goto-xy (lm-index-to-x index) (lm-index-to-y index)))
873
874 (defun lm-goto-xy (x y)
875 "Move point to square at X, Y coords."
876 (let ((inhibit-point-motion-hooks t))
877 (goto-line (+ 1 lm-y-offset (* lm-square-height (1- y)))))
878 (move-to-column (+ lm-x-offset (* lm-square-width (1- x)))))
879
880 (defun lm-plot-square (square value)
881 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
882 (or (= value 1)
883 (lm-goto-square square))
884 (let ((inhibit-read-only t)
885 (inhibit-point-motion-hooks t))
886 (insert-and-inherit (cond ((= value 1) ?.)
887 ((= value 2) ?N)
888 ((= value 3) ?S)
889 ((= value 4) ?E)
890 ((= value 5) ?W)
891 ((= value 6) ?^)))
892
893 (and (zerop value)
894 (add-text-properties (1- (point)) (point)
895 '(mouse-face highlight
896 help-echo "\
897 mouse-1: get robot moving, mouse-2: play on this square")))
898 (delete-char 1)
899 (backward-char 1))
900 (sit-for 0)) ; Display NOW
901
902 (defun lm-init-display (n m)
903 "Display an N by M Lm board."
904 (buffer-disable-undo (current-buffer))
905 (let ((inhibit-read-only t)
906 (point 1) opoint
907 (intangible t)
908 (i m) j x)
909 ;; Try to minimize number of chars (because of text properties)
910 (setq tab-width
911 (if (zerop (% lm-x-offset lm-square-width))
912 lm-square-width
913 (max (/ (+ (% lm-x-offset lm-square-width)
914 lm-square-width 1) 2) 2)))
915 (erase-buffer)
916 (newline lm-y-offset)
917 (while (progn
918 (setq j n
919 x (- lm-x-offset lm-square-width))
920 (while (>= (setq j (1- j)) 0)
921 (insert-char ?\t (/ (- (setq x (+ x lm-square-width))
922 (current-column))
923 tab-width))
924 (insert-char ? (- x (current-column)))
925 (if (setq intangible (not intangible))
926 (put-text-property point (point) 'intangible 2))
927 (and (zerop j)
928 (= i (- m 2))
929 (progn
930 (while (>= i 3)
931 (append-to-buffer (current-buffer) opoint (point))
932 (setq i (- i 2)))
933 (goto-char (point-max))))
934 (setq point (point))
935 (insert ?=)
936 (add-text-properties point (point)
937 '(mouse-face highlight help-echo "\
938 mouse-1: get robot moving, mouse-2: play on this square")))
939 (> (setq i (1- i)) 0))
940 (if (= i (1- m))
941 (setq opoint point))
942 (insert-char ?\n lm-square-height))
943 (or (eq (char-after 1) ?.)
944 (put-text-property 1 2 'point-entered
945 (lambda (x y) (if (bobp) (forward-char)))))
946 (or intangible
947 (put-text-property point (point) 'intangible 2))
948 (put-text-property point (point) 'point-entered
949 (lambda (x y) (if (eobp) (backward-char))))
950 (put-text-property (point-min) (point) 'category 'lm-mode))
951 (lm-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
952 (sit-for 0)) ; Display NOW
953
954 (defun lm-display-statistics ()
955 "Obnoxiously display some statistics about previous games in mode line."
956 ;; We store this string in the mode-line-process local variable.
957 ;; This is certainly not the cleanest way out ...
958 (setq mode-line-process
959 (format ": Trials: %d, Avg#Moves: %d"
960 lm-number-of-trials
961 (if (zerop lm-number-of-trials)
962 0
963 (/ lm-sum-of-moves lm-number-of-trials))))
964 (force-mode-line-update))
965
966 (defun lm-switch-to-window ()
967 "Find or create the Lm buffer, and display it."
968 (interactive)
969 (let ((buff (get-buffer "*Lm*")))
970 (if buff ; Buffer exists:
971 (switch-to-buffer buff) ; no problem.
972 (if lm-game-in-progress
973 (lm-crash-game)) ; buffer has been killed or something
974 (switch-to-buffer "*Lm*") ; Anyway, start anew.
975 (lm-mode))))
976
977
978 ;;;_ + CROSSING WINNING QTUPLES.
979
980 ;; When someone succeeds in filling a qtuple, we draw a line over the five
981 ;; corresponding squares. One problem is that the program does not know which
982 ;; squares ! It only knows the square where the last move has been played and
983 ;; who won. The solution is to scan the board along all four directions.
984
985 (defun lm-find-filled-qtuple (square value)
986 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
987 (or (lm-check-filled-qtuple square value 1 0)
988 (lm-check-filled-qtuple square value 0 1)
989 (lm-check-filled-qtuple square value 1 1)
990 (lm-check-filled-qtuple square value -1 1)))
991
992 (defun lm-check-filled-qtuple (square value dx dy)
993 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
994 (let ((a 0) (b 0)
995 (left square) (right square)
996 (depl (lm-xy-to-index dx dy)))
997 (while (and (> a -4) ; stretch tuple left
998 (= value (aref lm-board (setq left (- left depl)))))
999 (setq a (1- a)))
1000 (while (and (< b (+ a 4)) ; stretch tuple right
1001 (= value (aref lm-board (setq right (+ right depl)))))
1002 (setq b (1+ b)))
1003 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1004 (lm-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1005 dx dy)
1006 t))))
1007
1008 (defun lm-cross-qtuple (square1 square2 dx dy)
1009 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1010 (save-excursion ; Not moving point from last square
1011 (let ((depl (lm-xy-to-index dx dy))
1012 (inhibit-read-only t)
1013 (inhibit-point-motion-hooks t))
1014 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1015 (while (/= square1 square2)
1016 (lm-goto-square square1)
1017 (setq square1 (+ square1 depl))
1018 (cond
1019 ((= dy 0) ; Horizontal
1020 (forward-char 1)
1021 (insert-char ?- (1- lm-square-width) t)
1022 (delete-region (point) (progn
1023 (skip-chars-forward " \t")
1024 (point))))
1025 ((= dx 0) ; Vertical
1026 (let ((lm-n 1)
1027 (column (current-column)))
1028 (while (< lm-n lm-square-height)
1029 (setq lm-n (1+ lm-n))
1030 (forward-line 1)
1031 (indent-to column)
1032 (insert-and-inherit ?|))))
1033 ((= dx -1) ; 1st Diagonal
1034 (indent-to (prog1 (- (current-column) (/ lm-square-width 2))
1035 (forward-line (/ lm-square-height 2))))
1036 (insert-and-inherit ?/))
1037 (t ; 2nd Diagonal
1038 (indent-to (prog1 (+ (current-column) (/ lm-square-width 2))
1039 (forward-line (/ lm-square-height 2))))
1040 (insert-and-inherit ?\\))))))
1041 (sit-for 0)) ; Display NOW
1042
1043
1044 ;;;_ + CURSOR MOTION.
1045
1046 ;; previous-line and next-line don't work right with intangible newlines
1047 (defun lm-move-down ()
1048 "Move point down one row on the Lm board."
1049 (interactive)
1050 (if (< (lm-point-y) lm-board-height)
1051 (next-line 1)));;; lm-square-height)))
1052
1053 (defun lm-move-up ()
1054 "Move point up one row on the Lm board."
1055 (interactive)
1056 (if (> (lm-point-y) 1)
1057 (previous-line lm-square-height)))
1058
1059 (defun lm-move-ne ()
1060 "Move point North East on the Lm board."
1061 (interactive)
1062 (lm-move-up)
1063 (forward-char))
1064
1065 (defun lm-move-se ()
1066 "Move point South East on the Lm board."
1067 (interactive)
1068 (lm-move-down)
1069 (forward-char))
1070
1071 (defun lm-move-nw ()
1072 "Move point North West on the Lm board."
1073 (interactive)
1074 (lm-move-up)
1075 (backward-char))
1076
1077 (defun lm-move-sw ()
1078 "Move point South West on the Lm board."
1079 (interactive)
1080 (lm-move-down)
1081 (backward-char))
1082
1083 (defun lm-beginning-of-line ()
1084 "Move point to first square on the Lm board row."
1085 (interactive)
1086 (move-to-column lm-x-offset))
1087
1088 (defun lm-end-of-line ()
1089 "Move point to last square on the Lm board row."
1090 (interactive)
1091 (move-to-column (+ lm-x-offset
1092 (* lm-square-width (1- lm-board-width)))))
1093
1094
1095 ;;;_ + Simulation variables
1096
1097 ;;;_ - lm-nvar
1098 (defvar lm-nvar 0.0075
1099 "Not used.
1100 Affects a noise generator which was used in an earlier incarnation of
1101 this program to add a random element to the way moves were made.")
1102 ;;;_ - lists of cardinal directions
1103 ;;;_ :
1104 (defvar lm-ns '(lm-n lm-s)
1105 "Used when doing something relative to the north and south axes.")
1106 (defvar lm-ew '(lm-e lm-w)
1107 "Used when doing something relative to the east and west axes.")
1108 (defvar lm-directions '(lm-n lm-s lm-e lm-w)
1109 "The cardinal directions.")
1110 (defvar lm-8-directions
1111 '((lm-n) (lm-n lm-w) (lm-w) (lm-s lm-w)
1112 (lm-s) (lm-s lm-e) (lm-e) (lm-n lm-e))
1113 "The full 8 possible directions.")
1114
1115 (defvar lm-number-of-moves
1116 "The number of moves made by the robot so far.")
1117
1118
1119 ;;;_* Terry's mods to create lm.el
1120
1121 ;;;(setq lm-debug nil)
1122 (defvar lm-debug nil
1123 "If non-nil, debugging is printed.")
1124 (defcustom lm-one-moment-please nil
1125 "If non-nil, print \"One moment please\" when a new board is generated.
1126 The drawback of this is you don't see how many moves the last run took
1127 because it is overwritten by \"One moment please\"."
1128 :type 'boolean
1129 :group 'lm)
1130 (defcustom lm-output-moves t
1131 "If non-nil, output number of moves so far on a move-by-move basis."
1132 :type 'boolean
1133 :group 'lm)
1134
1135
1136 (defun lm-weights-debug ()
1137 (if lm-debug
1138 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s,noise)
1139 (lm-print-smell))))
1140
1141 ;;;_ - Printing various things
1142 (defun lm-print-distance-int (direction)
1143 (interactive)
1144 (insert (format "%S %S " direction (get direction 'distance))))
1145
1146
1147 (defun lm-print-distance ()
1148 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree)))
1149 (mapc 'lm-print-distance-int lm-directions))
1150
1151
1152 ;;(setq direction 'lm-n)
1153 ;;(get 'lm-n 'lm-s)
1154 (defun lm-nslify-wts-int (direction)
1155 (mapcar (lambda (target-direction)
1156 (get direction target-direction))
1157 lm-directions))
1158
1159
1160 (defun lm-nslify-wts ()
1161 (interactive)
1162 (let ((l (apply 'append (mapcar 'lm-nslify-wts-int lm-directions))))
1163 (insert (format "set data_value WTS \n %s \n" l))
1164 (insert (format "/* max: %S min: %S */"
1165 (eval (cons 'max l)) (eval (cons 'min l))))))
1166
1167 (defun lm-print-wts-int (direction)
1168 (mapc (lambda (target-direction)
1169 (insert (format "%S %S %S "
1170 direction
1171 target-direction
1172 (get direction target-direction))))
1173 lm-directions)
1174 (insert "\n"))
1175
1176 (defun lm-print-wts ()
1177 (interactive)
1178 (save-excursion
1179 (set-buffer "*lm-wts*")
1180 (insert "==============================\n")
1181 (mapc 'lm-print-wts-int lm-directions)))
1182
1183 (defun lm-print-moves (moves)
1184 (interactive)
1185 (save-excursion
1186 (set-buffer "*lm-moves*")
1187 (insert (format "%S\n" moves))))
1188
1189
1190 (defun lm-print-y,s,noise-int (direction)
1191 (insert (format "%S:lm-y %S, s %S, noise %S \n"
1192 (symbol-name direction)
1193 (get direction 'y_t)
1194 (get direction 's)
1195 (get direction 'noise)
1196 )))
1197
1198 (defun lm-print-y,s,noise ()
1199 (interactive)
1200 (save-excursion
1201 (set-buffer "*lm-y,s,noise*")
1202 (insert "==============================\n")
1203 (mapc 'lm-print-y,s,noise-int lm-directions)))
1204
1205 (defun lm-print-smell-int (direction)
1206 (insert (format "%S: smell: %S \n"
1207 (symbol-name direction)
1208 (get direction 'smell))))
1209
1210 (defun lm-print-smell ()
1211 (interactive)
1212 (save-excursion
1213 (set-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 (save-excursion
1226 (set-buffer "*lm-w0*")
1227 (insert "==============================\n")
1228 (mapc 'lm-print-w0-int lm-directions)))
1229
1230 (defun lm-blackbox ()
1231 (save-excursion
1232 (set-buffer "*lm-blackbox*")
1233 (insert "==============================\n")
1234 (insert "I smell: ")
1235 (mapc (lambda (direction)
1236 (if (> (get direction 'smell) 0)
1237 (insert (format "%S " direction))))
1238 lm-directions)
1239 (insert "\n")
1240
1241 (insert "I move: ")
1242 (mapc (lambda (direction)
1243 (if (> (get direction 'y_t) 0)
1244 (insert (format "%S " direction))))
1245 lm-directions)
1246 (insert "\n")
1247 (lm-print-wts-blackbox)
1248 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1249 (lm-print-distance)
1250 (insert "\n")))
1251
1252 (defun lm-print-wts-blackbox ()
1253 (interactive)
1254 (mapc 'lm-print-wts-int lm-directions))
1255
1256 ;;;_ - learning parameters
1257 (defcustom lm-bound 0.005
1258 "The maximum that w0j may be."
1259 :type 'number
1260 :group 'lm)
1261 (defcustom lm-c 1.0
1262 "A factor applied to modulate the increase in wij.
1263 Used in the function lm-update-normal-weights."
1264 :type 'number
1265 :group 'lm)
1266 (defcustom lm-c-naught 0.5
1267 "A factor applied to modulate the increase in w0j.
1268 Used in the function lm-update-naught-weights."
1269 :type 'number
1270 :group 'lm)
1271 (defvar lm-initial-w0 0.0)
1272 (defvar lm-initial-wij 0.0)
1273 (defcustom lm-no-payoff 0
1274 "The amount of simulation cycles that have occurred with no movement.
1275 Used to move the robot when he is stuck in a rut for some reason."
1276 :type 'integer
1277 :group 'lm)
1278 (defcustom lm-max-stall-time 2
1279 "The maximum number of cycles that the robot can remain stuck in a place.
1280 After this limit is reached, lm-random-move is called to push him out of it."
1281 :type 'integer
1282 :group 'lm)
1283
1284
1285 ;;;_ + Randomizing functions
1286 ;;;_ - lm-flip-a-coin ()
1287 (defun lm-flip-a-coin ()
1288 (if (> (random 5000) 2500)
1289 -1
1290 1))
1291 ;;;_ : lm-very-small-random-number ()
1292 ;(defun lm-very-small-random-number ()
1293 ; (/
1294 ; (* (/ (random 900000) 900000.0) .0001)))
1295 ;;;_ : lm-randomize-weights-for (direction)
1296 (defun lm-randomize-weights-for (direction)
1297 (mapc (lambda (target-direction)
1298 (put direction
1299 target-direction
1300 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1301 lm-directions))
1302 ;;;_ : lm-noise ()
1303 (defun lm-noise ()
1304 (* (- (/ (random 30001) 15000.0) 1) lm-nvar))
1305
1306 ;;;_ : lm-fix-weights-for (direction)
1307 (defun lm-fix-weights-for (direction)
1308 (mapc (lambda (target-direction)
1309 (put direction
1310 target-direction
1311 lm-initial-wij))
1312 lm-directions))
1313
1314
1315 ;;;_ + Plotting functions
1316 ;;;_ - lm-plot-internal (sym)
1317 (defun lm-plot-internal (sym)
1318 (lm-plot-square (lm-xy-to-index
1319 (get sym 'x)
1320 (get sym 'y))
1321 (get sym 'sym)))
1322 ;;;_ - lm-plot-landmarks ()
1323 (defun lm-plot-landmarks ()
1324 (setq lm-cx (/ lm-board-width 2))
1325 (setq lm-cy (/ lm-board-height 2))
1326
1327 (put 'lm-n 'x lm-cx)
1328 (put 'lm-n 'y 1)
1329 (put 'lm-n 'sym 2)
1330
1331 (put 'lm-tree 'x lm-cx)
1332 (put 'lm-tree 'y lm-cy)
1333 (put 'lm-tree 'sym 6)
1334
1335 (put 'lm-s 'x lm-cx)
1336 (put 'lm-s 'y lm-board-height)
1337 (put 'lm-s 'sym 3)
1338
1339 (put 'lm-w 'x 1)
1340 (put 'lm-w 'y (/ lm-board-height 2))
1341 (put 'lm-w 'sym 5)
1342
1343 (put 'lm-e 'x lm-board-width)
1344 (put 'lm-e 'y (/ lm-board-height 2))
1345 (put 'lm-e 'sym 4)
1346
1347 (mapc 'lm-plot-internal '(lm-n lm-s lm-e lm-w lm-tree)))
1348
1349
1350
1351 ;;;_ + Distance-calculation functions
1352 ;;;_ - square (a)
1353 (defun square (a)
1354 (* a a))
1355
1356 ;;;_ - distance (x x0 y y0)
1357 (defun distance (x x0 y y0)
1358 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1359
1360 ;;;_ - calc-distance-of-robot-from (direction)
1361 (defun calc-distance-of-robot-from (direction)
1362 (put direction 'distance
1363 (distance (get direction 'x)
1364 (lm-index-to-x (lm-point-square))
1365 (get direction 'y)
1366 (lm-index-to-y (lm-point-square)))))
1367
1368 ;;;_ - calc-smell-internal (sym)
1369 (defun calc-smell-internal (sym)
1370 (let ((r (get sym 'r))
1371 (d (calc-distance-of-robot-from sym)))
1372 (if (> (* 0.5 (- 1 (/ d r))) 0)
1373 (* 0.5 (- 1 (/ d r)))
1374 0)))
1375
1376
1377 ;;;_ + Learning (neural) functions
1378 (defun lm-f (x)
1379 (cond
1380 ((> x lm-bound) lm-bound)
1381 ((< x 0.0) 0.0)
1382 (t x)))
1383
1384 (defun lm-y (direction)
1385 (let ((noise (put direction 'noise (lm-noise))))
1386 (put direction 'y_t
1387 (if (> (get direction 's) 0.0)
1388 1.0
1389 0.0))))
1390
1391 (defun lm-update-normal-weights (direction)
1392 (mapc (lambda (target-direction)
1393 (put direction target-direction
1394 (+
1395 (get direction target-direction)
1396 (* lm-c
1397 (- (get 'z 't) (get 'z 't-1))
1398 (get target-direction 'y_t)
1399 (get direction 'smell)))))
1400 lm-directions))
1401
1402 (defun lm-update-naught-weights (direction)
1403 (mapc (lambda (target-direction)
1404 (put direction 'w0
1405 (lm-f
1406 (+
1407 (get direction 'w0)
1408 (* lm-c-naught
1409 (- (get 'z 't) (get 'z 't-1))
1410 (get direction 'y_t))))))
1411 lm-directions))
1412
1413
1414 ;;;_ + Statistics gathering and creating functions
1415
1416 (defun lm-calc-current-smells ()
1417 (mapc (lambda (direction)
1418 (put direction 'smell (calc-smell-internal direction)))
1419 lm-directions))
1420
1421 (defun lm-calc-payoff ()
1422 (put 'z 't-1 (get 'z 't))
1423 (put 'z 't (calc-smell-internal 'lm-tree))
1424 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1425 (incf lm-no-payoff)
1426 (setf lm-no-payoff 0)))
1427
1428 (defun lm-store-old-y_t ()
1429 (mapc (lambda (direction)
1430 (put direction 'y_t-1 (get direction 'y_t)))
1431 lm-directions))
1432
1433
1434 ;;;_ + Functions to move robot
1435
1436 (defun lm-confidence-for (target-direction)
1437 (apply '+
1438 (get target-direction 'w0)
1439 (mapcar (lambda (direction)
1440 (*
1441 (get direction target-direction)
1442 (get direction 'smell)))
1443 lm-directions)))
1444
1445
1446 (defun lm-calc-confidences ()
1447 (mapc (lambda (direction)
1448 (put direction 's (lm-confidence-for direction)))
1449 lm-directions))
1450
1451 (defun lm-move ()
1452 (if (and (= (get 'lm-n 'y_t) 1.0) (= (get 'lm-s 'y_t) 1.0))
1453 (progn
1454 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ns)
1455 (if lm-debug
1456 (message "n-s normalization."))))
1457 (if (and (= (get 'lm-w 'y_t) 1.0) (= (get 'lm-e 'y_t) 1.0))
1458 (progn
1459 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ew)
1460 (if lm-debug
1461 (message "e-w normalization"))))
1462
1463 (mapc (lambda (pair)
1464 (if (> (get (car pair) 'y_t) 0)
1465 (funcall (car (cdr pair)))))
1466 '(
1467 (lm-n lm-move-up)
1468 (lm-s lm-move-down)
1469 (lm-e forward-char)
1470 (lm-w backward-char)))
1471 (lm-plot-square (lm-point-square) 1)
1472 (incf lm-number-of-moves)
1473 (if lm-output-moves
1474 (message (format "Moves made: %d" lm-number-of-moves))))
1475
1476
1477 (defun lm-random-move ()
1478 (mapc
1479 (lambda (direction) (put direction 'y_t 0))
1480 lm-directions)
1481 (dolist (direction (nth (random 8) lm-8-directions))
1482 (put direction 'y_t 1.0))
1483 (lm-move))
1484
1485 (defun lm-amble-robot ()
1486 (interactive)
1487 (while (> (calc-distance-of-robot-from 'lm-tree) 0)
1488
1489 (lm-store-old-y_t)
1490 (lm-calc-current-smells)
1491
1492 (if (> lm-no-payoff lm-max-stall-time)
1493 (lm-random-move)
1494 (progn
1495 (lm-calc-confidences)
1496 (mapc 'lm-y lm-directions)
1497 (lm-move)))
1498
1499 (lm-calc-payoff)
1500
1501 (mapc 'lm-update-normal-weights lm-directions)
1502 (mapc 'lm-update-naught-weights lm-directions)
1503 (if lm-debug
1504 (lm-weights-debug)))
1505 (lm-terminate-game nil))
1506
1507
1508 ;;;_ - lm-start-robot ()
1509 (defun lm-start-robot ()
1510 "Signal to the Lm program that you have played.
1511 You must have put the cursor on the square where you want to play.
1512 If the game is finished, this command requests for another game."
1513 (interactive)
1514 (lm-switch-to-window)
1515 (cond
1516 (lm-emacs-is-computing
1517 (lm-crash-game))
1518 ((not lm-game-in-progress)
1519 (lm-prompt-for-other-game))
1520 (t
1521 (let (square score)
1522 (setq square (lm-point-square))
1523 (cond ((null square)
1524 (error "Your point is not on a square. Retry !"))
1525 ((not (zerop (aref lm-board square)))
1526 (error "Your point is not on a free square. Retry !"))
1527 (t
1528 (progn
1529 (lm-plot-square square 1)
1530
1531 (lm-store-old-y_t)
1532 (lm-calc-current-smells)
1533 (put 'z 't (calc-smell-internal 'lm-tree))
1534
1535 (lm-random-move)
1536
1537 (lm-calc-payoff)
1538
1539 (mapc 'lm-update-normal-weights lm-directions)
1540 (mapc 'lm-update-naught-weights lm-directions)
1541 (lm-amble-robot)
1542 )))))))
1543
1544
1545 ;;;_ + Misc functions
1546 ;;;_ - lm-init (auto-start save-weights)
1547 (defvar lm-tree-r "")
1548
1549 (defun lm-init (auto-start save-weights)
1550
1551 (setq lm-number-of-moves 0)
1552
1553 (lm-plot-landmarks)
1554
1555 (if lm-debug
1556 (progn
1557 (save-excursion
1558 (set-buffer (get-buffer-create "*lm-w0*"))
1559 (erase-buffer)
1560 (set-buffer (get-buffer-create "*lm-moves*"))
1561 (set-buffer (get-buffer-create "*lm-wts*"))
1562 (erase-buffer)
1563 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1564 (erase-buffer)
1565 (set-buffer (get-buffer-create "*lm-smell*"))
1566 (erase-buffer)
1567 (set-buffer (get-buffer-create "*lm-blackbox*"))
1568 (erase-buffer)
1569 (set-buffer (get-buffer-create "*lm-distance*"))
1570 (erase-buffer))))
1571
1572
1573 (lm-set-landmark-signal-strengths)
1574
1575 (mapc (lambda (direction)
1576 (put direction 'y_t 0.0))
1577 lm-directions)
1578
1579 (if (not save-weights)
1580 (progn
1581 (mapc 'lm-fix-weights-for lm-directions)
1582 (mapc (lambda (direction)
1583 (put direction 'w0 lm-initial-w0))
1584 lm-directions))
1585 (message "Weights preserved for this run."))
1586
1587 (if auto-start
1588 (progn
1589 (lm-goto-xy (1+ (random lm-board-width)) (1+ (random lm-board-height)))
1590 (lm-start-robot))))
1591
1592
1593 ;;;_ - something which doesn't work
1594 ; no-a-worka!!
1595 ;(defum lm-sum-list (list)
1596 ; (if (> (length list) 0)
1597 ; (+ (car list) (lm-sum-list (cdr list)))
1598 ; 0))
1599 ; this a worka!
1600 ; (eval (cons '+ list))
1601 ;;;_ - lm-set-landmark-signal-strengths ()
1602 ;;; on a screen higher than wide, I noticed that the robot would amble
1603 ;;; left and right and not move forward. examining *lm-blackbox*
1604 ;;; revealed that there was no scent from the north and south
1605 ;;; landmarks, hence, they need less factoring down of the effect of
1606 ;;; distance on scent.
1607
1608 (defun lm-set-landmark-signal-strengths ()
1609
1610 (setq lm-tree-r (* (sqrt (+ (square lm-cx) (square lm-cy))) 1.5))
1611
1612 (mapc (lambda (direction)
1613 (put direction 'r (* lm-cx 1.1)))
1614 lm-ew)
1615 (mapc (lambda (direction)
1616 (put direction 'r (* lm-cy 1.1)))
1617 lm-ns)
1618 (put 'lm-tree 'r lm-tree-r))
1619
1620
1621 ;;;_ + lm-test-run ()
1622
1623 ;;;###autoload
1624 (defalias 'landmark-repeat 'lm-test-run)
1625 ;;;###autoload
1626 (defun lm-test-run ()
1627 "Run 100 Lm games, each time saving the weights from the previous game."
1628 (interactive)
1629
1630 (lm 1)
1631
1632 (dotimes (scratch-var 100)
1633
1634 (lm 2)))
1635
1636
1637 ;;;_ + lm: The function you invoke to play
1638
1639 ;;;###autoload
1640 (defalias 'landmark 'lm)
1641 ;;;###autoload
1642 (defun lm (parg)
1643 "Start or resume an Lm game.
1644 If a game is in progress, this command allows you to resume it.
1645 Here is the relation between prefix args and game options:
1646
1647 prefix arg | robot is auto-started | weights are saved from last game
1648 ---------------------------------------------------------------------
1649 none / 1 | yes | no
1650 2 | yes | yes
1651 3 | no | yes
1652 4 | no | no
1653
1654 You start by moving to a square and typing \\[lm-start-robot],
1655 if you did not use a prefix arg to ask for automatic start.
1656 Use \\[describe-mode] for more info."
1657 (interactive "p")
1658
1659 (setf lm-n nil lm-m nil)
1660 (lm-switch-to-window)
1661 (cond
1662 (lm-emacs-is-computing
1663 (lm-crash-game))
1664 ((or (not lm-game-in-progress)
1665 (<= lm-number-of-moves 2))
1666 (let ((max-width (lm-max-width))
1667 (max-height (lm-max-height)))
1668 (or lm-n (setq lm-n max-width))
1669 (or lm-m (setq lm-m max-height))
1670 (cond ((< lm-n 1)
1671 (error "I need at least 1 column"))
1672 ((< lm-m 1)
1673 (error "I need at least 1 row"))
1674 ((> lm-n max-width)
1675 (error "I cannot display %d columns in that window" lm-n)))
1676 (if (and (> lm-m max-height)
1677 (not (eq lm-m lm-saved-board-height))
1678 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1679 (not (y-or-n-p (format "Do you really want %d rows " lm-m))))
1680 (setq lm-m max-height)))
1681 (if lm-one-moment-please
1682 (message "One moment, please..."))
1683 (lm-start-game lm-n lm-m)
1684 (eval (cons 'lm-init
1685 (cond
1686 ((= parg 1) '(t nil))
1687 ((= parg 2) '(t t))
1688 ((= parg 3) '(nil t))
1689 ((= parg 4) '(nil nil))
1690 (t '(nil t))))))))
1691
1692
1693 ;;;_ + Local variables
1694
1695 ;;; The following `outline-layout' local variable setting:
1696 ;;; - closes all topics from the first topic to just before the third-to-last,
1697 ;;; - shows the children of the third to last (config vars)
1698 ;;; - and the second to last (code section),
1699 ;;; - and closes the last topic (this local-variables section).
1700 ;;;Local variables:
1701 ;;;outline-layout: (0 : -1 -1 0)
1702 ;;;End:
1703
1704 (provide 'landmark)
1705
1706 ;;; arch-tag: ae5031be-96e6-459e-a3df-1df53117d3f2
1707 ;;; landmark.el ends here