[HAVE_TERMCAP_H]: Include <termcap.h>.
[emacs.git] / lisp / play / landmark.el
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1 ;;; landmark.el --- neural-network robot that learns landmarks
3 ;; Copyright (c) 1996, 1997 Free Software Foundation, Inc.
5 ;; Author: Terrence Brannon <brannon@rana.usc.edu>
6 ;; Created: December 16, 1996 - first release to usenet
7 ;; Keywords: gomoku neural network adaptive search chemotaxis
9 ;;;_* Usage
10 ;;; Just type
11 ;;; M-x eval-current-buffer
12 ;;; M-x lm-test-run
15 ;; This file is part of GNU Emacs.
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.
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.
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.
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.
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.
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.
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
57 ;;; For further references see
58 ;;; http://rana.usc.edu:8376/~brannon/warez/yours-truly/lm/
59 ;;; Many thanks to Yuri Pryadkin (yuri@rana.usc.edu) for this
60 ;;; concise problem description.
62 ;;;_* Require
63 (eval-when-compile (require 'cl))
65 ;;;_* From Gomoku
67 (defgroup lm nil
68 "Neural-network robot that learns landmarks."
69 :prefix "lm-"
70 :group 'games)
72 ;;;_ + THE BOARD.
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).
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.")
88 (defvar lm-board nil
89 "Vector recording the actual state of the Lm board.")
91 (defvar lm-vector-length nil
92 "Length of lm-board vector.")
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?")
98 (defvar lm-cx 0
99 "This is the x coordinate of the center of the board.")
101 (defvar lm-cy 0
102 "This is the y coordinate of the center of the board.")
104 (defvar lm-m 0
105 "This is the x dimension of the playing board.")
107 (defvar lm-n 0
108 "This is the y dimension of the playing board.")
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))
115 (defun lm-index-to-x (index)
116 "Return corresponding x-coord of board INDEX."
117 (% index (1+ lm-board-width)))
119 (defun lm-index-to-y (index)
120 "Return corresponding y-coord of board INDEX."
121 (/ index (1+ lm-board-width)))
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)))))
138 ;;;_ + DISPLAYING THE BOARD.
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).
143 (defconst lm-square-width 2
144 "*Horizontal spacing between squares on the Lm board.")
146 (defconst lm-square-height 1
147 "*Vertical spacing between squares on the Lm board.")
149 (defconst lm-x-offset 3
150 "*Number of columns between the Lm board and the side of the window.")
152 (defconst lm-y-offset 1
153 "*Number of lines between the Lm board and the top of the window.")
156 ;;;_ + LM MODE AND KEYMAP.
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)
163 (defvar lm-mode-map nil
164 "Local keymap to use in Lm mode.")
166 (if lm-mode-map nil
167 (setq lm-mode-map (make-sparse-keymap))
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
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)
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
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
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)
203 (substitute-key-definition 'previous-line 'lm-move-up
204 lm-mode-map (current-global-map))
205 (substitute-key-definition 'next-line 'lm-move-down
206 lm-mode-map (current-global-map))
207 (substitute-key-definition 'beginning-of-line 'lm-beginning-of-line
208 lm-mode-map (current-global-map))
209 (substitute-key-definition 'end-of-line 'lm-end-of-line
210 lm-mode-map (current-global-map))
211 (substitute-key-definition 'undo 'lm-human-takes-back
212 lm-mode-map (current-global-map))
213 (substitute-key-definition 'advertised-undo 'lm-human-takes-back
214 lm-mode-map (current-global-map)))
216 (defvar lm-emacs-won ()
217 "*For making font-lock use the winner's face for the line.")
219 (defvar lm-font-lock-face-O
220 (if (display-color-p)
221 (list (facemenu-get-face 'fg:red) 'bold))
222 "*Face to use for Emacs' O.")
224 (defvar lm-font-lock-face-X
225 (if (display-color-p)
226 (list (facemenu-get-face 'fg:green) 'bold))
227 "*Face to use for your X.")
229 (defvar lm-font-lock-keywords
230 '(("O" . lm-font-lock-face-O)
231 ("X" . lm-font-lock-face-X)
232 ("[-|/\\]" 0 (if lm-emacs-won
233 lm-font-lock-face-O
234 lm-font-lock-face-X)))
235 "*Font lock rules for Lm.")
237 (put 'lm-mode 'front-sticky
238 (put 'lm-mode 'rear-nonsticky '(intangible)))
239 (put 'lm-mode 'intangible 1)
241 (defun lm-mode ()
242 "Major mode for playing Lm against Emacs.
243 You and Emacs play in turn by marking a free square. You mark it with X
244 and Emacs marks it with O. The winner is the first to get five contiguous
245 marks horizontally, vertically or in diagonal.
247 You play by moving the cursor over the square you choose and hitting \\[lm-human-plays].
249 Other useful commands:
250 \\{lm-mode-map}
251 Entry to this mode calls the value of `lm-mode-hook' if that value
252 is non-nil. One interesting value is `turn-on-font-lock'."
253 (interactive)
254 (setq major-mode 'lm-mode
255 mode-name "Lm")
256 (lm-display-statistics)
257 (use-local-map lm-mode-map)
258 (make-local-variable 'font-lock-defaults)
259 (setq font-lock-defaults '(lm-font-lock-keywords t))
260 (toggle-read-only t)
261 (run-hooks 'lm-mode-hook))
264 ;;;_ + THE SCORE TABLE.
267 ;; Every (free) square has a score associated to it, recorded in the
268 ;; LM-SCORE-TABLE vector. The program always plays in the square having
269 ;; the highest score.
271 (defvar lm-score-table nil
272 "Vector recording the actual score of the free squares.")
275 ;; The key point point about the algorithm is that, rather than considering
276 ;; the board as just a set of squares, we prefer to see it as a "space" of
277 ;; internested 5-tuples of contiguous squares (called qtuples).
279 ;; The aim of the program is to fill one qtuple with its O's while preventing
280 ;; you from filling another one with your X's. To that effect, it computes a
281 ;; score for every qtuple, with better qtuples having better scores. Of
282 ;; course, the score of a qtuple (taken in isolation) is just determined by
283 ;; its contents as a set, i.e. not considering the order of its elements. The
284 ;; highest score is given to the "OOOO" qtuples because playing in such a
285 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
286 ;; not playing in it is just loosing the game, and so on. Note that a
287 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
288 ;; has score zero because there is no more any point in playing in it, from
289 ;; both an attacking and a defending point of view.
291 ;; Given the score of every qtuple, the score of a given free square on the
292 ;; board is just the sum of the scores of all the qtuples to which it belongs,
293 ;; because playing in that square is playing in all its containing qtuples at
294 ;; once. And it is that function which takes into account the internesting of
295 ;; the qtuples.
297 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
298 ;; play. It easily extends to "n-dimensional Lm", where a win should not
299 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
300 ;; should be preferred.
303 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
304 ;; these values will change (hopefully improve) the strength of the program
305 ;; and may change its style (rather aggressive here).
307 (defconst nil-score 7 "Score of an empty qtuple.")
308 (defconst Xscore 15 "Score of a qtuple containing one X.")
309 (defconst XXscore 400 "Score of a qtuple containing two X's.")
310 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
311 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
312 (defconst Oscore 35 "Score of a qtuple containing one O.")
313 (defconst OOscore 800 "Score of a qtuple containing two O's.")
314 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
315 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
317 ;; These values are not just random: if, given the following situation:
319 ;; . . . . . . . O .
320 ;; . X X a . . . X .
321 ;; . . . X . . . X .
322 ;; . . . X . . . X .
323 ;; . . . . . . . b .
325 ;; you want Emacs to play in "a" and not in "b", then the parameters must
326 ;; satisfy the inequality:
328 ;; 6 * XXscore > XXXscore + XXscore
330 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
331 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
332 ;; conditions are required to obtain sensible moves, but the previous example
333 ;; should illustrate the point. If you manage to improve on these values,
334 ;; please send me a note. Thanks.
337 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
338 ;; contents of a qtuple are uniquely determined by the sum of its elements and
339 ;; we just have to set up a translation table.
341 (defconst lm-score-trans-table
342 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
343 Oscore 0 0 0 0 0
344 OOscore 0 0 0 0 0
345 OOOscore 0 0 0 0 0
346 OOOOscore 0 0 0 0 0
348 "Vector associating qtuple contents to their score.")
351 ;; If you do not modify drastically the previous constants, the only way for a
352 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
353 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
354 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
355 ;; qtuple. We may use these considerations to detect when a given move is
356 ;; winning or loosing.
358 (defconst lm-winning-threshold OOOOscore
359 "Threshold score beyond which an Emacs move is winning.")
361 (defconst lm-loosing-threshold XXXXscore
362 "Threshold score beyond which a human move is winning.")
365 (defun lm-strongest-square ()
366 "Compute index of free square with highest score, or nil if none."
367 ;; We just have to loop other all squares. However there are two problems:
368 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
369 ;; up future searches, we set the score of padding or occupied squares
370 ;; to -1 whenever we meet them.
371 ;; 2/ We want to choose randomly between equally good moves.
372 (let ((score-max 0)
373 (count 0) ; Number of equally good moves
374 (square (lm-xy-to-index 1 1)) ; First square
375 (end (lm-xy-to-index lm-board-width lm-board-height))
376 best-square score)
377 (while (<= square end)
378 (cond
379 ;; If score is lower (i.e. most of the time), skip to next:
380 ((< (aref lm-score-table square) score-max))
381 ;; If score is better, beware of non free squares:
382 ((> (setq score (aref lm-score-table square)) score-max)
383 (if (zerop (aref lm-board square)) ; is it free ?
384 (setq count 1 ; yes: take it !
385 best-square square
386 score-max score)
387 (aset lm-score-table square -1))) ; no: kill it !
388 ;; If score is equally good, choose randomly. But first check freeness:
389 ((not (zerop (aref lm-board square)))
390 (aset lm-score-table square -1))
391 ((zerop (random (setq count (1+ count))))
392 (setq best-square square
393 score-max score)))
394 (setq square (1+ square))) ; try next square
395 best-square))
397 ;;;_ - INITIALIZING THE SCORE TABLE.
399 ;; At initialization the board is empty so that every qtuple amounts for
400 ;; nil-score. Therefore, the score of any square is nil-score times the number
401 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
402 ;; are sufficiently far from the sides. As computing the number is time
403 ;; consuming, we initialize every square with 20*nil-score and then only
404 ;; consider squares at less than 5 squares from one side. We speed this up by
405 ;; taking symmetry into account.
406 ;; Also, as it is likely that successive games will be played on a board with
407 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
409 (defvar lm-saved-score-table nil
410 "Recorded initial value of previous score table.")
412 (defvar lm-saved-board-width nil
413 "Recorded value of previous board width.")
415 (defvar lm-saved-board-height nil
416 "Recorded value of previous board height.")
419 (defun lm-init-score-table ()
420 "Create the score table vector and fill it with initial values."
421 (if (and lm-saved-score-table ; Has it been stored last time ?
422 (= lm-board-width lm-saved-board-width)
423 (= lm-board-height lm-saved-board-height))
424 (setq lm-score-table (copy-sequence lm-saved-score-table))
425 ;; No, compute it:
426 (setq lm-score-table
427 (make-vector lm-vector-length (* 20 nil-score)))
428 (let (i j maxi maxj maxi2 maxj2)
429 (setq maxi (/ (1+ lm-board-width) 2)
430 maxj (/ (1+ lm-board-height) 2)
431 maxi2 (min 4 maxi)
432 maxj2 (min 4 maxj))
433 ;; We took symmetry into account and could use it more if the board
434 ;; would have been square and not rectangular !
435 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
436 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
437 ;; board may well be less than 8 by 8 !
438 (setq i 1)
439 (while (<= i maxi2)
440 (setq j 1)
441 (while (<= j maxj)
442 (lm-init-square-score i j)
443 (setq j (1+ j)))
444 (setq i (1+ i)))
445 (while (<= i maxi)
446 (setq j 1)
447 (while (<= j maxj2)
448 (lm-init-square-score i j)
449 (setq j (1+ j)))
450 (setq i (1+ i))))
451 (setq lm-saved-score-table (copy-sequence lm-score-table)
452 lm-saved-board-width lm-board-width
453 lm-saved-board-height lm-board-height)))
455 (defun lm-nb-qtuples (i j)
456 "Return the number of qtuples containing square I,J."
457 ;; This function is complicated because we have to deal
458 ;; with ugly cases like 3 by 6 boards, but it works.
459 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
460 (let ((left (min 4 (1- i)))
461 (right (min 4 (- lm-board-width i)))
462 (up (min 4 (1- j)))
463 (down (min 4 (- lm-board-height j))))
464 (+ -12
465 (min (max (+ left right) 3) 8)
466 (min (max (+ up down) 3) 8)
467 (min (max (+ (min left up) (min right down)) 3) 8)
468 (min (max (+ (min right up) (min left down)) 3) 8))))
470 (defun lm-init-square-score (i j)
471 "Give initial score to square I,J and to its mirror images."
472 (let ((ii (1+ (- lm-board-width i)))
473 (jj (1+ (- lm-board-height j)))
474 (sc (* (lm-nb-qtuples i j) (aref lm-score-trans-table 0))))
475 (aset lm-score-table (lm-xy-to-index i j) sc)
476 (aset lm-score-table (lm-xy-to-index ii j) sc)
477 (aset lm-score-table (lm-xy-to-index i jj) sc)
478 (aset lm-score-table (lm-xy-to-index ii jj) sc)))
479 ;;;_ - MAINTAINING THE SCORE TABLE.
482 ;; We do not provide functions for computing the SCORE-TABLE given the
483 ;; contents of the BOARD. This would involve heavy nested loops, with time
484 ;; proportional to the size of the board. It is better to update the
485 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
486 ;; squares: it is done in constant time.
488 (defun lm-update-score-table (square dval)
489 "Update score table after SQUARE received a DVAL increment."
490 ;; The board has already been updated when this function is called.
491 ;; Updating scores is done by looking for qtuples boundaries in all four
492 ;; directions and then calling update-score-in-direction.
493 ;; Finally all squares received the right increment, and then are up to
494 ;; date, except possibly for SQUARE itself if we are taking a move back for
495 ;; its score had been set to -1 at the time.
496 (let* ((x (lm-index-to-x square))
497 (y (lm-index-to-y square))
498 (imin (max -4 (- 1 x)))
499 (jmin (max -4 (- 1 y)))
500 (imax (min 0 (- lm-board-width x 4)))
501 (jmax (min 0 (- lm-board-height y 4))))
502 (lm-update-score-in-direction imin imax
503 square 1 0 dval)
504 (lm-update-score-in-direction jmin jmax
505 square 0 1 dval)
506 (lm-update-score-in-direction (max imin jmin) (min imax jmax)
507 square 1 1 dval)
508 (lm-update-score-in-direction (max (- 1 y) -4
509 (- x lm-board-width))
510 (min 0 (- x 5)
511 (- lm-board-height y 4))
512 square -1 1 dval)))
514 (defun lm-update-score-in-direction (left right square dx dy dval)
515 "Update scores for all squares in the qtuples in range.
516 That is, those between the LEFTth square and the RIGHTth after SQUARE,
517 along the DX, DY direction, considering that DVAL has been added on SQUARE."
518 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
519 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
520 ;; DX,DY direction.
521 (cond
522 ((> left right)) ; Quit
523 (t ; Else ..
524 (let (depl square0 square1 square2 count delta)
525 (setq depl (lm-xy-to-index dx dy)
526 square0 (+ square (* left depl))
527 square1 (+ square (* right depl))
528 square2 (+ square0 (* 4 depl)))
529 ;; Compute the contents of the first qtuple:
530 (setq square square0
531 count 0)
532 (while (<= square square2)
533 (setq count (+ count (aref lm-board square))
534 square (+ square depl)))
535 (while (<= square0 square1)
536 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
537 ;; in SQUARE2.
538 (setq delta (- (aref lm-score-trans-table count)
539 (aref lm-score-trans-table (- count dval))))
540 (cond ((not (zerop delta)) ; or else nothing to update
541 (setq square square0)
542 (while (<= square square2)
543 (if (zerop (aref lm-board square)) ; only for free squares
544 (aset lm-score-table square
545 (+ (aref lm-score-table square) delta)))
546 (setq square (+ square depl)))))
547 ;; Then shift the qtuple one square along DEPL, this only requires
548 ;; modifying SQUARE0 and SQUARE2.
549 (setq square2 (+ square2 depl)
550 count (+ count (- (aref lm-board square0))
551 (aref lm-board square2))
552 square0 (+ square0 depl)))))))
555 ;;; GAME CONTROL.
558 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
559 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
560 ;; (anti-updating the score table) and to compute the table from scratch in
561 ;; case of an interruption.
563 (defvar lm-game-in-progress nil
564 "Non-nil if a game is in progress.")
566 (defvar lm-game-history nil
567 "A record of all moves that have been played during current game.")
569 (defvar lm-number-of-moves nil
570 "Number of moves already played in current game.")
572 (defvar lm-number-of-human-moves nil
573 "Number of moves already played by human in current game.")
575 (defvar lm-emacs-played-first nil
576 "Non-nil if Emacs played first.")
578 (defvar lm-human-took-back nil
579 "Non-nil if Human took back a move during the game.")
581 (defvar lm-human-refused-draw nil
582 "Non-nil if Human refused Emacs offer of a draw.")
584 (defvar lm-emacs-is-computing nil
585 ;; This is used to detect interruptions. Hopefully, it should not be needed.
586 "Non-nil if Emacs is in the middle of a computation.")
589 (defun lm-start-game (n m)
590 "Initialize a new game on an N by M board."
591 (setq lm-emacs-is-computing t) ; Raise flag
592 (setq lm-game-in-progress t)
593 (setq lm-board-width n
594 lm-board-height m
595 lm-vector-length (1+ (* (+ m 2) (1+ n)))
596 lm-draw-limit (/ (* 7 n m) 10))
597 (setq lm-emacs-won nil
598 lm-game-history nil
599 lm-number-of-moves 0
600 lm-number-of-human-moves 0
601 lm-emacs-played-first nil
602 lm-human-took-back nil
603 lm-human-refused-draw nil)
604 (lm-init-display n m) ; Display first: the rest takes time
605 (lm-init-score-table) ; INIT-BOARD requires that the score
606 (lm-init-board) ; table be already created.
607 (setq lm-emacs-is-computing nil))
609 (defun lm-play-move (square val &optional dont-update-score)
610 "Go to SQUARE, play VAL and update everything."
611 (setq lm-emacs-is-computing t) ; Raise flag
612 (cond ((= 1 val) ; a Human move
613 (setq lm-number-of-human-moves (1+ lm-number-of-human-moves)))
614 ((zerop lm-number-of-moves) ; an Emacs move. Is it first ?
615 (setq lm-emacs-played-first t)))
616 (setq lm-game-history
617 (cons (cons square (aref lm-score-table square))
618 lm-game-history)
619 lm-number-of-moves (1+ lm-number-of-moves))
620 (lm-plot-square square val)
621 (aset lm-board square val) ; *BEFORE* UPDATE-SCORE !
622 (if dont-update-score nil
623 (lm-update-score-table square val) ; previous val was 0: dval = val
624 (aset lm-score-table square -1))
625 (setq lm-emacs-is-computing nil))
627 (defun lm-take-back ()
628 "Take back last move and update everything."
629 (setq lm-emacs-is-computing t)
630 (let* ((last-move (car lm-game-history))
631 (square (car last-move))
632 (oldval (aref lm-board square)))
633 (if (= 1 oldval)
634 (setq lm-number-of-human-moves (1- lm-number-of-human-moves)))
635 (setq lm-game-history (cdr lm-game-history)
636 lm-number-of-moves (1- lm-number-of-moves))
637 (lm-plot-square square 0)
638 (aset lm-board square 0) ; *BEFORE* UPDATE-SCORE !
639 (lm-update-score-table square (- oldval))
640 (aset lm-score-table square (cdr last-move)))
641 (setq lm-emacs-is-computing nil))
644 ;;;_ + SESSION CONTROL.
646 (defvar lm-number-of-trials 0
647 "The number of times that landmark has been run.")
649 (defvar lm-sum-of-moves 0
650 "The total number of moves made in all games.")
652 (defvar lm-number-of-emacs-wins 0
653 "Number of games Emacs won in this session.")
655 (defvar lm-number-of-human-wins 0
656 "Number of games you won in this session.")
658 (defvar lm-number-of-draws 0
659 "Number of games already drawn in this session.")
662 (defun lm-terminate-game (result)
663 "Terminate the current game with RESULT."
664 (setq lm-number-of-trials (1+ lm-number-of-trials))
665 (setq lm-sum-of-moves (+ lm-sum-of-moves lm-number-of-moves))
666 (if (eq result 'crash-game)
667 (message
668 "Sorry, I have been interrupted and cannot resume that game..."))
669 (lm-display-statistics)
670 ;;(ding)
671 (setq lm-game-in-progress nil))
673 (defun lm-crash-game ()
674 "What to do when Emacs detects it has been interrupted."
675 (setq lm-emacs-is-computing nil)
676 (lm-terminate-game 'crash-game)
677 (sit-for 4) ; Let's see the message
678 (lm-prompt-for-other-game))
681 ;;;_ + INTERACTIVE COMMANDS.
683 (defun lm-emacs-plays ()
684 "Compute Emacs next move and play it."
685 (interactive)
686 (lm-switch-to-window)
687 (cond
688 (lm-emacs-is-computing
689 (lm-crash-game))
690 ((not lm-game-in-progress)
691 (lm-prompt-for-other-game))
693 (message "Let me think...")
694 (let (square score)
695 (setq square (lm-strongest-square))
696 (cond ((null square)
697 (lm-terminate-game 'nobody-won))
699 (setq score (aref lm-score-table square))
700 (lm-play-move square 6)
701 (cond ((>= score lm-winning-threshold)
702 (setq lm-emacs-won t) ; for font-lock
703 (lm-find-filled-qtuple square 6)
704 (lm-terminate-game 'emacs-won))
705 ((zerop score)
706 (lm-terminate-game 'nobody-won))
707 ((and (> lm-number-of-moves lm-draw-limit)
708 (not lm-human-refused-draw)
709 (lm-offer-a-draw))
710 (lm-terminate-game 'draw-agreed))
712 (lm-prompt-for-move)))))))))
714 ;; For small square dimensions this is approximate, since though measured in
715 ;; pixels, event's (X . Y) is a character's top-left corner.
716 (defun lm-click (click)
717 "Position at the square where you click."
718 (interactive "e")
719 (and (windowp (posn-window (setq click (event-end click))))
720 (numberp (posn-point click))
721 (select-window (posn-window click))
722 (setq click (posn-col-row click))
723 (lm-goto-xy
724 (min (max (/ (+ (- (car click)
725 lm-x-offset
727 (window-hscroll)
728 lm-square-width
729 (% lm-square-width 2)
730 (/ lm-square-width 2))
731 lm-square-width)
733 lm-board-width)
734 (min (max (/ (+ (- (cdr click)
735 lm-y-offset
737 (let ((inhibit-point-motion-hooks t))
738 (count-lines 1 (window-start)))
739 lm-square-height
740 (% lm-square-height 2)
741 (/ lm-square-height 2))
742 lm-square-height)
744 lm-board-height))))
746 (defun lm-mouse-play (click)
747 "Play at the square where you click."
748 (interactive "e")
749 (if (lm-click click)
750 (lm-human-plays)))
752 (defun lm-human-plays ()
753 "Signal to the Lm program that you have played.
754 You must have put the cursor on the square where you want to play.
755 If the game is finished, this command requests for another game."
756 (interactive)
757 (lm-switch-to-window)
758 (cond
759 (lm-emacs-is-computing
760 (lm-crash-game))
761 ((not lm-game-in-progress)
762 (lm-prompt-for-other-game))
764 (let (square score)
765 (setq square (lm-point-square))
766 (cond ((null square)
767 (error "Your point is not on a square. Retry !"))
768 ((not (zerop (aref lm-board square)))
769 (error "Your point is not on a free square. Retry !"))
771 (setq score (aref lm-score-table square))
772 (lm-play-move square 1)
773 (cond ((and (>= score lm-loosing-threshold)
774 ;; Just testing SCORE > THRESHOLD is not enough for
775 ;; detecting wins, it just gives an indication that
776 ;; we confirm with LM-FIND-FILLED-QTUPLE.
777 (lm-find-filled-qtuple square 1))
778 (lm-terminate-game 'human-won))
780 (lm-emacs-plays)))))))))
782 (defun lm-human-takes-back ()
783 "Signal to the Lm program that you wish to take back your last move."
784 (interactive)
785 (lm-switch-to-window)
786 (cond
787 (lm-emacs-is-computing
788 (lm-crash-game))
789 ((not lm-game-in-progress)
790 (message "Too late for taking back...")
791 (sit-for 4)
792 (lm-prompt-for-other-game))
793 ((zerop lm-number-of-human-moves)
794 (message "You have not played yet... Your move ?"))
796 (message "One moment, please...")
797 ;; It is possible for the user to let Emacs play several consecutive
798 ;; moves, so that the best way to know when to stop taking back moves is
799 ;; to count the number of human moves:
800 (setq lm-human-took-back t)
801 (let ((number lm-number-of-human-moves))
802 (while (= number lm-number-of-human-moves)
803 (lm-take-back)))
804 (lm-prompt-for-move))))
806 (defun lm-human-resigns ()
807 "Signal to the Lm program that you may want to resign."
808 (interactive)
809 (lm-switch-to-window)
810 (cond
811 (lm-emacs-is-computing
812 (lm-crash-game))
813 ((not lm-game-in-progress)
814 (message "There is no game in progress"))
815 ((y-or-n-p "You mean, you resign ")
816 (lm-terminate-game 'human-resigned))
817 ((y-or-n-p "You mean, we continue ")
818 (lm-prompt-for-move))
820 (lm-terminate-game 'human-resigned)))) ; OK. Accept it
822 ;;;_ + PROMPTING THE HUMAN PLAYER.
824 (defun lm-prompt-for-move ()
825 "Display a message asking for Human's move."
826 (message (if (zerop lm-number-of-human-moves)
827 "Your move ? (move to a free square and hit X, RET ...)"
828 "Your move ?"))
829 ;; This may seem silly, but if one omits the following line (or a similar
830 ;; one), the cursor may very well go to some place where POINT is not.
831 (save-excursion (set-buffer (other-buffer))))
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 !")))
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))))
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)))
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)))
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))))
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))))
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)))
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-line (+ 1 lm-y-offset (* lm-square-height (1- y)))))
881 (move-to-column (+ lm-x-offset (* lm-square-width (1- x)))))
883 (defun lm-plot-square (square value)
884 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
885 (or (= value 1)
886 (lm-goto-square square))
887 (let ((inhibit-read-only t)
888 (inhibit-point-motion-hooks t))
889 (insert-and-inherit (cond ((= value 1) ?.)
890 ((= value 2) ?N)
891 ((= value 3) ?S)
892 ((= value 4) ?E)
893 ((= value 5) ?W)
894 ((= value 6) ?^)))
896 (and (zerop value)
897 (put-text-property (1- (point)) (point) 'mouse-face 'highlight))
898 (delete-char 1)
899 (backward-char 1))
900 (sit-for 0)) ; Display NOW
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 (put-text-property point (point)
937 'mouse-face 'highlight))
938 (> (setq i (1- i)) 0))
939 (if (= i (1- m))
940 (setq opoint point))
941 (insert-char ?\n lm-square-height))
942 (or (eq (char-after 1) ?.)
943 (put-text-property 1 2 'point-entered
944 (lambda (x x) (if (bobp) (forward-char)))))
945 (or intangible
946 (put-text-property point (point) 'intangible 2))
947 (put-text-property point (point) 'point-entered
948 (lambda (x x) (if (eobp) (backward-char))))
949 (put-text-property (point-min) (point) 'category 'lm-mode))
950 (lm-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
951 (sit-for 0)) ; Display NOW
953 (defun lm-display-statistics ()
954 "Obnoxiously display some statistics about previous games in mode line."
955 ;; We store this string in the mode-line-process local variable.
956 ;; This is certainly not the cleanest way out ...
957 (setq mode-line-process
958 (format ": Trials: %d, Avg#Moves: %d"
959 lm-number-of-trials
960 (if (zerop lm-number-of-trials)
962 (/ lm-sum-of-moves lm-number-of-trials))))
963 (force-mode-line-update))
965 (defun lm-switch-to-window ()
966 "Find or create the Lm buffer, and display it."
967 (interactive)
968 (let ((buff (get-buffer "*Lm*")))
969 (if buff ; Buffer exists:
970 (switch-to-buffer buff) ; no problem.
971 (if lm-game-in-progress
972 (lm-crash-game)) ; buffer has been killed or something
973 (switch-to-buffer "*Lm*") ; Anyway, start anew.
974 (lm-mode))))
977 ;;;_ + CROSSING WINNING QTUPLES.
979 ;; When someone succeeds in filling a qtuple, we draw a line over the five
980 ;; corresponding squares. One problem is that the program does not know which
981 ;; squares ! It only knows the square where the last move has been played and
982 ;; who won. The solution is to scan the board along all four directions.
984 (defun lm-find-filled-qtuple (square value)
985 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
986 (or (lm-check-filled-qtuple square value 1 0)
987 (lm-check-filled-qtuple square value 0 1)
988 (lm-check-filled-qtuple square value 1 1)
989 (lm-check-filled-qtuple square value -1 1)))
991 (defun lm-check-filled-qtuple (square value dx dy)
992 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
993 (let ((a 0) (b 0)
994 (left square) (right square)
995 (depl (lm-xy-to-index dx dy)))
996 (while (and (> a -4) ; stretch tuple left
997 (= value (aref lm-board (setq left (- left depl)))))
998 (setq a (1- a)))
999 (while (and (< b (+ a 4)) ; stretch tuple right
1000 (= value (aref lm-board (setq right (+ right depl)))))
1001 (setq b (1+ b)))
1002 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1003 (lm-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1004 dx dy)
1005 t))))
1007 (defun lm-cross-qtuple (square1 square2 dx dy)
1008 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1009 (save-excursion ; Not moving point from last square
1010 (let ((depl (lm-xy-to-index dx dy))
1011 (inhibit-read-only t)
1012 (inhibit-point-motion-hooks t))
1013 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1014 (while (/= square1 square2)
1015 (lm-goto-square square1)
1016 (setq square1 (+ square1 depl))
1017 (cond
1018 ((= dy 0) ; Horizontal
1019 (forward-char 1)
1020 (insert-char ?- (1- lm-square-width) t)
1021 (delete-region (point) (progn
1022 (skip-chars-forward " \t")
1023 (point))))
1024 ((= dx 0) ; Vertical
1025 (let ((lm-n 1)
1026 (column (current-column)))
1027 (while (< lm-n lm-square-height)
1028 (setq lm-n (1+ lm-n))
1029 (forward-line 1)
1030 (indent-to column)
1031 (insert-and-inherit ?|))))
1032 ((= dx -1) ; 1st Diagonal
1033 (indent-to (prog1 (- (current-column) (/ lm-square-width 2))
1034 (forward-line (/ lm-square-height 2))))
1035 (insert-and-inherit ?/))
1036 (t ; 2nd Diagonal
1037 (indent-to (prog1 (+ (current-column) (/ lm-square-width 2))
1038 (forward-line (/ lm-square-height 2))))
1039 (insert-and-inherit ?\\))))))
1040 (sit-for 0)) ; Display NOW
1043 ;;;_ + CURSOR MOTION.
1045 ;; previous-line and next-line don't work right with intangible newlines
1046 (defun lm-move-down ()
1047 "Move point down one row on the Lm board."
1048 (interactive)
1049 (if (< (lm-point-y) lm-board-height)
1050 (next-line 1)));;; lm-square-height)))
1052 (defun lm-move-up ()
1053 "Move point up one row on the Lm board."
1054 (interactive)
1055 (if (> (lm-point-y) 1)
1056 (previous-line lm-square-height)))
1058 (defun lm-move-ne ()
1059 "Move point North East on the Lm board."
1060 (interactive)
1061 (lm-move-up)
1062 (forward-char))
1064 (defun lm-move-se ()
1065 "Move point South East on the Lm board."
1066 (interactive)
1067 (lm-move-down)
1068 (forward-char))
1070 (defun lm-move-nw ()
1071 "Move point North West on the Lm board."
1072 (interactive)
1073 (lm-move-up)
1074 (backward-char))
1076 (defun lm-move-sw ()
1077 "Move point South West on the Lm board."
1078 (interactive)
1079 (lm-move-down)
1080 (backward-char))
1082 (defun lm-beginning-of-line ()
1083 "Move point to first square on the Lm board row."
1084 (interactive)
1085 (move-to-column lm-x-offset))
1087 (defun lm-end-of-line ()
1088 "Move point to last square on the Lm board row."
1089 (interactive)
1090 (move-to-column (+ lm-x-offset
1091 (* lm-square-width (1- lm-board-width)))))
1094 ;;;_ + Simulation variables
1096 ;;;_ - lm-nvar
1097 (defvar lm-nvar 0.0075
1098 "Not used.
1099 Affects a noise generator which was used in an earlier incarnation of
1100 this program to add a random element to the way moves were made.")
1101 ;;;_ - lists of cardinal directions
1102 ;;;_ :
1103 (defvar lm-ns '(lm-n lm-s)
1104 "Used when doing something relative to the north and south axes.")
1105 (defvar lm-ew '(lm-e lm-w)
1106 "Used when doing something relative to the east and west axes.")
1107 (defvar lm-directions '(lm-n lm-s lm-e lm-w)
1108 "The cardinal directions.")
1109 (defvar lm-8-directions
1110 '((lm-n) (lm-n lm-w) (lm-w) (lm-s lm-w)
1111 (lm-s) (lm-s lm-e) (lm-e) (lm-n lm-e))
1112 "The full 8 possible directions.")
1114 (defvar lm-number-of-moves
1115 "The number of moves made by the robot so far.")
1118 ;;;_* Terry's mods to create lm.el
1120 ;;;_ + Debugging things
1121 (setq debug-on-error t)
1122 ;;;(setq lm-debug nil)
1123 (defvar lm-debug nil
1124 "If non-nil, debugging is printed.")
1125 (defcustom lm-one-moment-please nil
1126 "If non-nil, print \"One moment please\" when a new board is generated.
1127 The drawback of this is you don't see how many moves the last run took
1128 because it is overwritten by \"One moment please\"."
1129 :type 'boolean
1130 :group 'lm)
1131 (defcustom lm-output-moves t
1132 "If non-nil, output number of moves so far on a move-by-move basis."
1133 :type 'boolean
1134 :group 'lm)
1137 (defun lm-weights-debug ()
1138 (if lm-debug
1139 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s,noise)
1140 (lm-print-smell))))
1142 ;;;_ - Printing various things
1143 (defun lm-print-distance-int (direction)
1144 (interactive)
1145 (insert (format "%S %S " direction (get direction 'distance))))
1148 (defun lm-print-distance ()
1149 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree)))
1150 (mapc 'lm-print-distance-int lm-directions))
1153 ;;(setq direction 'lm-n)
1154 ;;(get 'lm-n 'lm-s)
1155 (defun lm-nslify-wts-int (direction)
1156 (mapcar (lambda (target-direction)
1157 (get direction target-direction))
1158 lm-directions))
1161 (defun lm-nslify-wts ()
1162 (interactive)
1163 (let ((l (apply 'append (mapcar 'lm-nslify-wts-int lm-directions))))
1164 (insert (format "set data_value WTS \n %s \n" l))
1165 (insert (format "/* max: %S min: %S */"
1166 (eval (cons 'max l)) (eval (cons 'min l))))))
1168 (defun lm-print-wts-int (direction)
1169 (mapc (lambda (target-direction)
1170 (insert (format "%S %S %S "
1171 direction
1172 target-direction
1173 (get direction target-direction))))
1174 lm-directions)
1175 (insert "\n"))
1177 (defun lm-print-wts ()
1178 (interactive)
1179 (save-excursion
1180 (set-buffer "*lm-wts*")
1181 (insert "==============================\n")
1182 (mapc 'lm-print-wts-int lm-directions)))
1184 (defun lm-print-moves (moves)
1185 (interactive)
1186 (save-excursion
1187 (set-buffer "*lm-moves*")
1188 (insert (format "%S\n" moves))))
1191 (defun lm-print-y,s,noise-int (direction)
1192 (insert (format "%S:lm-y %S, s %S, noise %S \n"
1193 (symbol-name direction)
1194 (get direction 'y_t)
1195 (get direction 's)
1196 (get direction 'noise)
1199 (defun lm-print-y,s,noise ()
1200 (interactive)
1201 (save-excursion
1202 (set-buffer "*lm-y,s,noise*")
1203 (insert "==============================\n")
1204 (mapc 'lm-print-y,s,noise-int lm-directions)))
1206 (defun lm-print-smell-int (direction)
1207 (insert (format "%S: smell: %S \n"
1208 (symbol-name direction)
1209 (get direction 'smell))))
1211 (defun lm-print-smell ()
1212 (interactive)
1213 (save-excursion
1214 (set-buffer "*lm-smell*")
1215 (insert "==============================\n")
1216 (insert (format "tree: %S \n" (get 'z 't)))
1217 (mapc 'lm-print-smell-int lm-directions)))
1219 (defun lm-print-w0-int (direction)
1220 (insert (format "%S: w0: %S \n"
1221 (symbol-name direction)
1222 (get direction 'w0))))
1224 (defun lm-print-w0 ()
1225 (interactive)
1226 (save-excursion
1227 (set-buffer "*lm-w0*")
1228 (insert "==============================\n")
1229 (mapc 'lm-print-w0-int lm-directions)))
1231 (defun lm-blackbox ()
1232 (save-excursion
1233 (set-buffer "*lm-blackbox*")
1234 (insert "==============================\n")
1235 (insert "I smell: ")
1236 (mapc (lambda (direction)
1237 (if (> (get direction 'smell) 0)
1238 (insert (format "%S " direction))))
1239 lm-directions)
1240 (insert "\n")
1242 (insert "I move: ")
1243 (mapc (lambda (direction)
1244 (if (> (get direction 'y_t) 0)
1245 (insert (format "%S " direction))))
1246 lm-directions)
1247 (insert "\n")
1248 (lm-print-wts-blackbox)
1249 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1250 (lm-print-distance)
1251 (insert "\n")))
1253 (defun lm-print-wts-blackbox ()
1254 (interactive)
1255 (mapc 'lm-print-wts-int lm-directions))
1257 ;;;_ - learning parameters
1258 (defcustom lm-bound 0.005
1259 "The maximum that w0j may be."
1260 :type 'number
1261 :group 'lm)
1262 (defcustom lm-c 1.0
1263 "A factor applied to modulate the increase in wij.
1264 Used in the function lm-update-normal-weights."
1265 :type 'number
1266 :group 'lm)
1267 (defcustom lm-c-naught 0.5
1268 "A factor applied to modulate the increase in w0j.
1269 Used in the function lm-update-naught-weights."
1270 :type 'number
1271 :group 'lm)
1272 (defvar lm-initial-w0 0.0)
1273 (defvar lm-initial-wij 0.0)
1274 (defcustom lm-no-payoff 0
1275 "The amount of simulation cycles that have occurred with no movement.
1276 Used to move the robot when he is stuck in a rut for some reason."
1277 :type 'integer
1278 :group 'lm)
1279 (defcustom lm-max-stall-time 2
1280 "The maximum number of cycles that the robot can remain stuck in a place.
1281 After this limit is reached, lm-random-move is called to push him out of it."
1282 :type 'integer
1283 :group 'lm)
1286 ;;;_ + Randomizing functions
1287 ;;;_ - lm-flip-a-coin ()
1288 (defun lm-flip-a-coin ()
1289 (if (> (random 5000) 2500)
1292 ;;;_ : lm-very-small-random-number ()
1293 ;(defun lm-very-small-random-number ()
1294 ; (/
1295 ; (* (/ (random 900000) 900000.0) .0001)))
1296 ;;;_ : lm-randomize-weights-for (direction)
1297 (defun lm-randomize-weights-for (direction)
1298 (mapc (lambda (target-direction)
1299 (put direction
1300 target-direction
1301 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1302 lm-directions))
1303 ;;;_ : lm-noise ()
1304 (defun lm-noise ()
1305 (* (- (/ (random 30001) 15000.0) 1) lm-nvar))
1307 ;;;_ : lm-fix-weights-for (direction)
1308 (defun lm-fix-weights-for (direction)
1309 (mapc (lambda (target-direction)
1310 (put direction
1311 target-direction
1312 lm-initial-wij))
1313 lm-directions))
1316 ;;;_ + Plotting functions
1317 ;;;_ - lm-plot-internal (sym)
1318 (defun lm-plot-internal (sym)
1319 (lm-plot-square (lm-xy-to-index
1320 (get sym 'x)
1321 (get sym 'y))
1322 (get sym 'sym)))
1323 ;;;_ - lm-plot-landmarks ()
1324 (defun lm-plot-landmarks ()
1325 (setq lm-cx (/ lm-board-width 2))
1326 (setq lm-cy (/ lm-board-height 2))
1328 (put 'lm-n 'x lm-cx)
1329 (put 'lm-n 'y 1)
1330 (put 'lm-n 'sym 2)
1332 (put 'lm-tree 'x lm-cx)
1333 (put 'lm-tree 'y lm-cy)
1334 (put 'lm-tree 'sym 6)
1336 (put 'lm-s 'x lm-cx)
1337 (put 'lm-s 'y lm-board-height)
1338 (put 'lm-s 'sym 3)
1340 (put 'lm-w 'x 1)
1341 (put 'lm-w 'y (/ lm-board-height 2))
1342 (put 'lm-w 'sym 5)
1344 (put 'lm-e 'x lm-board-width)
1345 (put 'lm-e 'y (/ lm-board-height 2))
1346 (put 'lm-e 'sym 4)
1348 (mapc 'lm-plot-internal '(lm-n lm-s lm-e lm-w lm-tree)))
1352 ;;;_ + Distance-calculation functions
1353 ;;;_ - square (a)
1354 (defun square (a)
1355 (* a a))
1357 ;;;_ - distance (x x0 y y0)
1358 (defun distance (x x0 y y0)
1359 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1361 ;;;_ - calc-distance-of-robot-from (direction)
1362 (defun calc-distance-of-robot-from (direction)
1363 (put direction 'distance
1364 (distance (get direction 'x)
1365 (lm-index-to-x (lm-point-square))
1366 (get direction 'y)
1367 (lm-index-to-y (lm-point-square)))))
1369 ;;;_ - calc-smell-internal (sym)
1370 (defun calc-smell-internal (sym)
1371 (let ((r (get sym 'r))
1372 (d (calc-distance-of-robot-from sym)))
1373 (if (> (* 0.5 (- 1 (/ d r))) 0)
1374 (* 0.5 (- 1 (/ d r)))
1375 0)))
1378 ;;;_ + Learning (neural) functions
1379 (defun lm-f (x)
1380 (cond
1381 ((> x lm-bound) lm-bound)
1382 ((< x 0.0) 0.0)
1383 (t x)))
1385 (defun lm-y (direction)
1386 (let ((noise (put direction 'noise (lm-noise))))
1387 (put direction 'y_t
1388 (if (> (get direction 's) 0.0)
1390 0.0))))
1392 (defun lm-update-normal-weights (direction)
1393 (mapc (lambda (target-direction)
1394 (put direction target-direction
1396 (get direction target-direction)
1397 (* lm-c
1398 (- (get 'z 't) (get 'z 't-1))
1399 (get target-direction 'y_t)
1400 (get direction 'smell)))))
1401 lm-directions))
1403 (defun lm-update-naught-weights (direction)
1404 (mapc (lambda (target-direction)
1405 (put direction 'w0
1406 (lm-f
1408 (get direction 'w0)
1409 (* lm-c-naught
1410 (- (get 'z 't) (get 'z 't-1))
1411 (get direction 'y_t))))))
1412 lm-directions))
1415 ;;;_ + Statistics gathering and creating functions
1417 (defun lm-calc-current-smells ()
1418 (mapc (lambda (direction)
1419 (put direction 'smell (calc-smell-internal direction)))
1420 lm-directions))
1422 (defun lm-calc-payoff ()
1423 (put 'z 't-1 (get 'z 't))
1424 (put 'z 't (calc-smell-internal 'lm-tree))
1425 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1426 (incf lm-no-payoff)
1427 (setf lm-no-payoff 0)))
1429 (defun lm-store-old-y_t ()
1430 (mapc (lambda (direction)
1431 (put direction 'y_t-1 (get direction 'y_t)))
1432 lm-directions))
1435 ;;;_ + Functions to move robot
1437 (defun lm-confidence-for (target-direction)
1438 (apply '+
1439 (get target-direction 'w0)
1440 (mapcar (lambda (direction)
1442 (get direction target-direction)
1443 (get direction 'smell)))
1444 lm-directions)))
1447 (defun lm-calc-confidences ()
1448 (mapc (lambda (direction)
1449 (put direction 's (lm-confidence-for direction)))
1450 lm-directions))
1452 (defun lm-move ()
1453 (if (and (= (get 'lm-n 'y_t) 1.0) (= (get 'lm-s 'y_t) 1.0))
1454 (progn
1455 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ns)
1456 (if lm-debug
1457 (message "n-s normalization."))))
1458 (if (and (= (get 'lm-w 'y_t) 1.0) (= (get 'lm-e 'y_t) 1.0))
1459 (progn
1460 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ew)
1461 (if lm-debug
1462 (message "e-w normalization"))))
1464 (mapc (lambda (pair)
1465 (if (> (get (car pair) 'y_t) 0)
1466 (funcall (car (cdr pair)))))
1468 (lm-n lm-move-up)
1469 (lm-s lm-move-down)
1470 (lm-e forward-char)
1471 (lm-w backward-char)))
1472 (lm-plot-square (lm-point-square) 1)
1473 (incf lm-number-of-moves)
1474 (if lm-output-moves
1475 (message (format "Moves made: %d" lm-number-of-moves))))
1478 (defun lm-random-move ()
1479 (mapc
1480 (lambda (direction) (put direction 'y_t 0))
1481 lm-directions)
1482 (dolist (direction (nth (random 8) lm-8-directions))
1483 (put direction 'y_t 1.0))
1484 (lm-move))
1486 (defun lm-amble-robot ()
1487 (interactive)
1488 (while (> (calc-distance-of-robot-from 'lm-tree) 0)
1490 (lm-store-old-y_t)
1491 (lm-calc-current-smells)
1493 (if (> lm-no-payoff lm-max-stall-time)
1494 (lm-random-move)
1495 (progn
1496 (lm-calc-confidences)
1497 (mapc 'lm-y lm-directions)
1498 (lm-move)))
1500 (lm-calc-payoff)
1502 (mapc 'lm-update-normal-weights lm-directions)
1503 (mapc 'lm-update-naught-weights lm-directions)
1504 (if lm-debug
1505 (lm-weights-debug)))
1506 (lm-terminate-game nil))
1509 ;;;_ - lm-start-robot ()
1510 (defun lm-start-robot ()
1511 "Signal to the Lm program that you have played.
1512 You must have put the cursor on the square where you want to play.
1513 If the game is finished, this command requests for another game."
1514 (interactive)
1515 (lm-switch-to-window)
1516 (cond
1517 (lm-emacs-is-computing
1518 (lm-crash-game))
1519 ((not lm-game-in-progress)
1520 (lm-prompt-for-other-game))
1522 (let (square score)
1523 (setq square (lm-point-square))
1524 (cond ((null square)
1525 (error "Your point is not on a square. Retry !"))
1526 ((not (zerop (aref lm-board square)))
1527 (error "Your point is not on a free square. Retry !"))
1529 (progn
1530 (lm-plot-square square 1)
1532 (lm-store-old-y_t)
1533 (lm-calc-current-smells)
1534 (put 'z 't (calc-smell-internal 'lm-tree))
1536 (lm-random-move)
1538 (lm-calc-payoff)
1540 (mapc 'lm-update-normal-weights lm-directions)
1541 (mapc 'lm-update-naught-weights lm-directions)
1542 (lm-amble-robot)
1543 )))))))
1546 ;;;_ + Misc functions
1547 ;;;_ - lm-init (auto-start save-weights)
1548 (defvar lm-tree-r "")
1550 (defun lm-init (auto-start save-weights)
1552 (setq lm-number-of-moves 0)
1554 (lm-plot-landmarks)
1556 (if lm-debug
1557 (progn
1558 (save-excursion
1559 (set-buffer (get-buffer-create "*lm-w0*"))
1560 (erase-buffer)
1561 (set-buffer (get-buffer-create "*lm-moves*"))
1562 (set-buffer (get-buffer-create "*lm-wts*"))
1563 (erase-buffer)
1564 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1565 (erase-buffer)
1566 (set-buffer (get-buffer-create "*lm-smell*"))
1567 (erase-buffer)
1568 (set-buffer (get-buffer-create "*lm-blackbox*"))
1569 (erase-buffer)
1570 (set-buffer (get-buffer-create "*lm-distance*"))
1571 (erase-buffer))))
1574 (lm-set-landmark-signal-strengths)
1576 (mapc (lambda (direction)
1577 (put direction 'y_t 0.0))
1578 lm-directions)
1580 (if (not save-weights)
1581 (progn
1582 (mapc 'lm-fix-weights-for lm-directions)
1583 (mapc (lambda (direction)
1584 (put direction 'w0 lm-initial-w0))
1585 lm-directions))
1586 (message "Weights preserved for this run."))
1588 (if auto-start
1589 (progn
1590 (lm-goto-xy (1+ (random lm-board-width)) (1+ (random lm-board-height)))
1591 (lm-start-robot))))
1594 ;;;_ - something which doesn't work
1595 ; no-a-worka!!
1596 ;(defum lm-sum-list (list)
1597 ; (if (> (length list) 0)
1598 ; (+ (car list) (lm-sum-list (cdr list)))
1599 ; 0))
1600 ; this a worka!
1601 ; (eval (cons '+ list))
1602 ;;;_ - lm-set-landmark-signal-strengths ()
1603 ;;; on a screen higher than wide, I noticed that the robot would amble
1604 ;;; left and right and not move forward. examining *lm-blackbox*
1605 ;;; revealed that there was no scent from the north and south
1606 ;;; landmarks, hence, they need less factoring down of the effect of
1607 ;;; distance on scent.
1609 (defun lm-set-landmark-signal-strengths ()
1611 (setq lm-tree-r (* (sqrt (+ (square lm-cx) (square lm-cy))) 1.5))
1613 (mapc (lambda (direction)
1614 (put direction 'r (* lm-cx 1.1)))
1615 lm-ew)
1616 (mapc (lambda (direction)
1617 (put direction 'r (* lm-cy 1.1)))
1618 lm-ns)
1619 (put 'lm-tree 'r lm-tree-r))
1622 ;;;_ + lm-test-run ()
1624 ;;;###autoload
1625 (defalias 'landmark-repeat 'lm-test-run)
1626 ;;;###autoload
1627 (defun lm-test-run ()
1628 "Run 100 Lm games, each time saving the weights from the previous game."
1629 (interactive)
1631 (lm 1)
1633 (dotimes (scratch-var 100)
1635 (lm 2)))
1638 ;;;_ + lm: The function you invoke to play
1640 ;;;###autoload
1641 (defalias 'landmark 'lm)
1642 ;;;###autoload
1643 (defun lm (parg)
1644 "Start or resume an Lm game.
1645 If a game is in progress, this command allows you to resume it.
1646 Here is the relation between prefix args and game options:
1648 prefix arg | robot is auto-started | weights are saved from last game
1649 ---------------------------------------------------------------------
1650 none / 1 | yes | no
1651 2 | yes | yes
1652 3 | no | yes
1653 4 | no | no
1655 You start by moving to a square and typing \\[lm-start-robot],
1656 if you did not use a prefix arg to ask for automatic start.
1657 Use \\[describe-mode] for more info."
1658 (interactive "p")
1660 (setf lm-n nil lm-m nil)
1661 (lm-switch-to-window)
1662 (cond
1663 (lm-emacs-is-computing
1664 (lm-crash-game))
1665 ((or (not lm-game-in-progress)
1666 (<= lm-number-of-moves 2))
1667 (let ((max-width (lm-max-width))
1668 (max-height (lm-max-height)))
1669 (or lm-n (setq lm-n max-width))
1670 (or lm-m (setq lm-m max-height))
1671 (cond ((< lm-n 1)
1672 (error "I need at least 1 column"))
1673 ((< lm-m 1)
1674 (error "I need at least 1 row"))
1675 ((> lm-n max-width)
1676 (error "I cannot display %d columns in that window" lm-n)))
1677 (if (and (> lm-m max-height)
1678 (not (eq lm-m lm-saved-board-height))
1679 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1680 (not (y-or-n-p (format "Do you really want %d rows " lm-m))))
1681 (setq lm-m max-height)))
1682 (if lm-one-moment-please
1683 (message "One moment, please..."))
1684 (lm-start-game lm-n lm-m)
1685 (eval (cons 'lm-init
1686 (cond
1687 ((= parg 1) '(t nil))
1688 ((= parg 2) '(t t))
1689 ((= parg 3) '(nil t))
1690 ((= parg 4) '(nil nil))
1691 (t '(nil t))))))))
1694 ;;;_ + Local variables
1696 ;;; The following `outline-layout' local variable setting:
1697 ;;; - closes all topics from the first topic to just before the third-to-last,
1698 ;;; - shows the children of the third to last (config vars)
1699 ;;; - and the second to last (code section),
1700 ;;; - and closes the last topic (this local-variables section).
1701 ;;;Local variables:
1702 ;;;outline-layout: (0 : -1 -1 0)
1703 ;;;End:
1705 (provide 'landmark)
1707 ;;; landmark.el ends here