1 ;;; landmark.el --- neural-network robot that learns landmarks
3 ;; Copyright (C) 1996, 1997, 2000, 2001, 2002, 2003, 2004,
4 ;; 2005, 2006, 2007 Free Software Foundation, Inc.
6 ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
7 ;; Created: December 16, 1996 - first release to usenet
8 ;; Keywords: gomoku, neural network, adaptive search, chemotaxis
16 ;; This file is part of GNU Emacs.
18 ;; GNU Emacs is free software; you can redistribute it and/or modify
19 ;; it under the terms of the GNU General Public License as published by
20 ;; the Free Software Foundation; either version 3, or (at your option)
23 ;; GNU Emacs is distributed in the hope that it will be useful,
24 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
25 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
26 ;; GNU General Public License for more details.
28 ;; You should have received a copy of the GNU General Public License
29 ;; along with GNU Emacs; see the file COPYING. If not, write to the
30 ;; Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
31 ;; Boston, MA 02110-1301, USA.
35 ;;; Lm is a relatively non-participatory game in which a robot
36 ;;; attempts to maneuver towards a tree at the center of the window
37 ;;; based on unique olfactory cues from each of the 4 directions. If
38 ;;; the smell of the tree increases, then the weights in the robot's
39 ;;; brain are adjusted to encourage this odor-driven behavior in the
40 ;;; future. If the smell of the tree decreases, the robots weights are
41 ;;; adjusted to discourage a correct move.
43 ;;; In laymen's terms, the search space is initially flat. The point
44 ;;; of training is to "turn up the edges of the search space" so that
45 ;;; the robot rolls toward the center.
47 ;;; Further, do not become alarmed if the robot appears to oscillate
48 ;;; back and forth between two or a few positions. This simply means
49 ;;; it is currently caught in a local minimum and is doing its best to
52 ;;; The version of this program as described has a small problem. a
53 ;;; move in a net direction can produce gross credit assignment. for
54 ;;; example, if moving south will produce positive payoff, then, if in
55 ;;; a single move, one moves east,west and south, then both east and
56 ;;; west will be improved when they shouldn't
58 ;;; Many thanks to Yuri Pryadkin (yuri@rana.usc.edu) for this
59 ;;; concise problem description.
62 (eval-when-compile (require 'cl
))
69 "Neural-network robot that learns landmarks."
75 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
76 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
77 ;; containing padding squares (coded with -1). These squares allow us to
78 ;; detect when we are trying to move out of the board. We denote a square by
79 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
80 ;; leftmost topmost square has coords (1,1) and index lm-board-width + 2.
81 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
82 ;; one DEPL (the difference between indexes).
84 (defvar lm-board-width nil
85 "Number of columns on the Lm board.")
86 (defvar lm-board-height nil
87 "Number of lines on the Lm board.")
90 "Vector recording the actual state of the Lm board.")
92 (defvar lm-vector-length nil
93 "Length of lm-board vector.")
95 (defvar lm-draw-limit nil
96 ;; This is usually set to 70% of the number of squares.
97 "After how many moves will Emacs offer a draw?")
100 "This is the x coordinate of the center of the board.")
103 "This is the y coordinate of the center of the board.")
106 "This is the x dimension of the playing board.")
109 "This is the y dimension of the playing board.")
112 (defun lm-xy-to-index (x y
)
113 "Translate X, Y cartesian coords into the corresponding board index."
114 (+ (* y lm-board-width
) x y
))
116 (defun lm-index-to-x (index)
117 "Return corresponding x-coord of board INDEX."
118 (% index
(1+ lm-board-width
)))
120 (defun lm-index-to-y (index)
121 "Return corresponding y-coord of board INDEX."
122 (/ index
(1+ lm-board-width
)))
124 (defun lm-init-board ()
125 "Create the lm-board vector and fill it with initial values."
126 (setq lm-board
(make-vector lm-vector-length
0))
127 ;; Every square is 0 (i.e. empty) except padding squares:
128 (let ((i 0) (ii (1- lm-vector-length
)))
129 (while (<= i lm-board-width
) ; The squares in [0..width] and in
130 (aset lm-board i -
1) ; [length - width - 1..length - 1]
131 (aset lm-board ii -
1) ; are padding squares.
135 (while (< i lm-vector-length
)
136 (aset lm-board i -
1) ; and also all k*(width+1)
137 (setq i
(+ i lm-board-width
1)))))
139 ;;;_ + DISPLAYING THE BOARD.
141 ;; You may change these values if you have a small screen or if the squares
142 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
144 (defconst lm-square-width
2
145 "*Horizontal spacing between squares on the Lm board.")
147 (defconst lm-square-height
1
148 "*Vertical spacing between squares on the Lm board.")
150 (defconst lm-x-offset
3
151 "*Number of columns between the Lm board and the side of the window.")
153 (defconst lm-y-offset
1
154 "*Number of lines between the Lm board and the top of the window.")
157 ;;;_ + LM MODE AND KEYMAP.
159 (defcustom lm-mode-hook nil
160 "If non-nil, its value is called on entry to Lm mode."
164 (defvar lm-mode-map nil
165 "Local keymap to use in Lm mode.")
168 (setq lm-mode-map
(make-sparse-keymap))
170 ;; Key bindings for cursor motion.
171 (define-key lm-mode-map
"y" 'lm-move-nw
) ; y
172 (define-key lm-mode-map
"u" 'lm-move-ne
) ; u
173 (define-key lm-mode-map
"b" 'lm-move-sw
) ; b
174 (define-key lm-mode-map
"n" 'lm-move-se
) ; n
175 (define-key lm-mode-map
"h" 'backward-char
) ; h
176 (define-key lm-mode-map
"l" 'forward-char
) ; l
177 (define-key lm-mode-map
"j" 'lm-move-down
) ; j
178 (define-key lm-mode-map
"k" 'lm-move-up
) ; k
180 (define-key lm-mode-map
[kp-7
] 'lm-move-nw
)
181 (define-key lm-mode-map
[kp-9
] 'lm-move-ne
)
182 (define-key lm-mode-map
[kp-1
] 'lm-move-sw
)
183 (define-key lm-mode-map
[kp-3
] 'lm-move-se
)
184 (define-key lm-mode-map
[kp-4
] 'backward-char
)
185 (define-key lm-mode-map
[kp-6
] 'forward-char
)
186 (define-key lm-mode-map
[kp-2
] 'lm-move-down
)
187 (define-key lm-mode-map
[kp-8
] 'lm-move-up
)
189 (define-key lm-mode-map
"\C-n" 'lm-move-down
) ; C-n
190 (define-key lm-mode-map
"\C-p" 'lm-move-up
) ; C-p
192 ;; Key bindings for entering Human moves.
193 (define-key lm-mode-map
"X" 'lm-human-plays
) ; X
194 (define-key lm-mode-map
"x" 'lm-human-plays
) ; x
196 (define-key lm-mode-map
" " 'lm-start-robot
) ; SPC
197 (define-key lm-mode-map
[down-mouse-1
] 'lm-start-robot
)
198 (define-key lm-mode-map
[drag-mouse-1
] 'lm-click
)
199 (define-key lm-mode-map
[mouse-1
] 'lm-click
)
200 (define-key lm-mode-map
[down-mouse-2
] 'lm-click
)
201 (define-key lm-mode-map
[mouse-2
] 'lm-mouse-play
)
202 (define-key lm-mode-map
[drag-mouse-2
] 'lm-mouse-play
)
204 (define-key lm-mode-map
[remap previous-line
] 'lm-move-up
)
205 (define-key lm-mode-map
[remap next-line
] 'lm-move-down
)
206 (define-key lm-mode-map
[remap beginning-of-line
] 'lm-beginning-of-line
)
207 (define-key lm-mode-map
[remap end-of-line
] 'lm-end-of-line
)
208 (define-key lm-mode-map
[remap undo
] 'lm-human-takes-back
)
209 (define-key lm-mode-map
[remap advertised-undo
] 'lm-human-takes-back
))
211 (defvar lm-emacs-won
()
212 "*For making font-lock use the winner's face for the line.")
214 (defface lm-font-lock-face-O
'((((class color
)) :foreground
"red")
216 "*Face to use for Emacs' O."
220 (defface lm-font-lock-face-X
'((((class color
)) :foreground
"green")
222 "*Face to use for your X."
226 (defvar lm-font-lock-keywords
227 '(("O" .
'lm-font-lock-face-O
)
228 ("X" .
'lm-font-lock-face-X
)
229 ("[-|/\\]" 0 (if lm-emacs-won
231 'lm-font-lock-face-X
)))
232 "*Font lock rules for Lm.")
234 (put 'lm-mode
'front-sticky
235 (put 'lm-mode
'rear-nonsticky
'(intangible)))
236 (put 'lm-mode
'intangible
1)
237 ;; This one is for when they set view-read-only to t: Landmark cannot
238 ;; allow View Mode to be activated in its buffer.
239 (put 'lm-mode
'mode-class
'special
)
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:
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'."
254 (kill-all-local-variables)
255 (setq major-mode
'lm-mode
257 (lm-display-statistics)
258 (use-local-map lm-mode-map
)
259 (make-local-variable 'font-lock-defaults
)
260 (setq font-lock-defaults
'(lm-font-lock-keywords t
))
262 (run-mode-hooks 'lm-mode-hook
))
265 ;;;_ + THE SCORE TABLE.
268 ;; Every (free) square has a score associated to it, recorded in the
269 ;; LM-SCORE-TABLE vector. The program always plays in the square having
270 ;; the highest score.
272 (defvar lm-score-table nil
273 "Vector recording the actual score of the free squares.")
276 ;; The key point point about the algorithm is that, rather than considering
277 ;; the board as just a set of squares, we prefer to see it as a "space" of
278 ;; internested 5-tuples of contiguous squares (called qtuples).
280 ;; The aim of the program is to fill one qtuple with its O's while preventing
281 ;; you from filling another one with your X's. To that effect, it computes a
282 ;; score for every qtuple, with better qtuples having better scores. Of
283 ;; course, the score of a qtuple (taken in isolation) is just determined by
284 ;; its contents as a set, i.e. not considering the order of its elements. The
285 ;; highest score is given to the "OOOO" qtuples because playing in such a
286 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
287 ;; not playing in it is just loosing the game, and so on. Note that a
288 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
289 ;; has score zero because there is no more any point in playing in it, from
290 ;; both an attacking and a defending point of view.
292 ;; Given the score of every qtuple, the score of a given free square on the
293 ;; board is just the sum of the scores of all the qtuples to which it belongs,
294 ;; because playing in that square is playing in all its containing qtuples at
295 ;; once. And it is that function which takes into account the internesting of
298 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
299 ;; play. It easily extends to "n-dimensional Lm", where a win should not
300 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
301 ;; should be preferred.
304 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
305 ;; these values will change (hopefully improve) the strength of the program
306 ;; and may change its style (rather aggressive here).
308 (defconst nil-score
7 "Score of an empty qtuple.")
309 (defconst Xscore
15 "Score of a qtuple containing one X.")
310 (defconst XXscore
400 "Score of a qtuple containing two X's.")
311 (defconst XXXscore
1800 "Score of a qtuple containing three X's.")
312 (defconst XXXXscore
100000 "Score of a qtuple containing four X's.")
313 (defconst Oscore
35 "Score of a qtuple containing one O.")
314 (defconst OOscore
800 "Score of a qtuple containing two O's.")
315 (defconst OOOscore
15000 "Score of a qtuple containing three O's.")
316 (defconst OOOOscore
800000 "Score of a qtuple containing four O's.")
318 ;; These values are not just random: if, given the following situation:
326 ;; you want Emacs to play in "a" and not in "b", then the parameters must
327 ;; satisfy the inequality:
329 ;; 6 * XXscore > XXXscore + XXscore
331 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
332 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
333 ;; conditions are required to obtain sensible moves, but the previous example
334 ;; should illustrate the point. If you manage to improve on these values,
335 ;; please send me a note. Thanks.
338 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
339 ;; contents of a qtuple are uniquely determined by the sum of its elements and
340 ;; we just have to set up a translation table.
342 (defconst lm-score-trans-table
343 (vector nil-score Xscore XXscore XXXscore XXXXscore
0
349 "Vector associating qtuple contents to their score.")
352 ;; If you do not modify drastically the previous constants, the only way for a
353 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
354 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
355 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
356 ;; qtuple. We may use these considerations to detect when a given move is
357 ;; winning or loosing.
359 (defconst lm-winning-threshold OOOOscore
360 "Threshold score beyond which an Emacs move is winning.")
362 (defconst lm-loosing-threshold XXXXscore
363 "Threshold score beyond which a human move is winning.")
366 (defun lm-strongest-square ()
367 "Compute index of free square with highest score, or nil if none."
368 ;; We just have to loop other all squares. However there are two problems:
369 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
370 ;; up future searches, we set the score of padding or occupied squares
371 ;; to -1 whenever we meet them.
372 ;; 2/ We want to choose randomly between equally good moves.
374 (count 0) ; Number of equally good moves
375 (square (lm-xy-to-index 1 1)) ; First square
376 (end (lm-xy-to-index lm-board-width lm-board-height
))
378 (while (<= square end
)
380 ;; If score is lower (i.e. most of the time), skip to next:
381 ((< (aref lm-score-table square
) score-max
))
382 ;; If score is better, beware of non free squares:
383 ((> (setq score
(aref lm-score-table square
)) score-max
)
384 (if (zerop (aref lm-board square
)) ; is it free ?
385 (setq count
1 ; yes: take it !
388 (aset lm-score-table square -
1))) ; no: kill it !
389 ;; If score is equally good, choose randomly. But first check freeness:
390 ((not (zerop (aref lm-board square
)))
391 (aset lm-score-table square -
1))
392 ((zerop (random (setq count
(1+ count
))))
393 (setq best-square square
395 (setq square
(1+ square
))) ; try next square
398 ;;;_ - INITIALIZING THE SCORE TABLE.
400 ;; At initialization the board is empty so that every qtuple amounts for
401 ;; nil-score. Therefore, the score of any square is nil-score times the number
402 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
403 ;; are sufficiently far from the sides. As computing the number is time
404 ;; consuming, we initialize every square with 20*nil-score and then only
405 ;; consider squares at less than 5 squares from one side. We speed this up by
406 ;; taking symmetry into account.
407 ;; Also, as it is likely that successive games will be played on a board with
408 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
410 (defvar lm-saved-score-table nil
411 "Recorded initial value of previous score table.")
413 (defvar lm-saved-board-width nil
414 "Recorded value of previous board width.")
416 (defvar lm-saved-board-height nil
417 "Recorded value of previous board height.")
420 (defun lm-init-score-table ()
421 "Create the score table vector and fill it with initial values."
422 (if (and lm-saved-score-table
; Has it been stored last time ?
423 (= lm-board-width lm-saved-board-width
)
424 (= lm-board-height lm-saved-board-height
))
425 (setq lm-score-table
(copy-sequence lm-saved-score-table
))
428 (make-vector lm-vector-length
(* 20 nil-score
)))
429 (let (i j maxi maxj maxi2 maxj2
)
430 (setq maxi
(/ (1+ lm-board-width
) 2)
431 maxj
(/ (1+ lm-board-height
) 2)
434 ;; We took symmetry into account and could use it more if the board
435 ;; would have been square and not rectangular !
436 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
437 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
438 ;; board may well be less than 8 by 8 !
443 (lm-init-square-score i j
)
449 (lm-init-square-score i j
)
452 (setq lm-saved-score-table
(copy-sequence lm-score-table
)
453 lm-saved-board-width lm-board-width
454 lm-saved-board-height lm-board-height
)))
456 (defun lm-nb-qtuples (i j
)
457 "Return the number of qtuples containing square I,J."
458 ;; This function is complicated because we have to deal
459 ;; with ugly cases like 3 by 6 boards, but it works.
460 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
461 (let ((left (min 4 (1- i
)))
462 (right (min 4 (- lm-board-width i
)))
464 (down (min 4 (- lm-board-height j
))))
466 (min (max (+ left right
) 3) 8)
467 (min (max (+ up down
) 3) 8)
468 (min (max (+ (min left up
) (min right down
)) 3) 8)
469 (min (max (+ (min right up
) (min left down
)) 3) 8))))
471 (defun lm-init-square-score (i j
)
472 "Give initial score to square I,J and to its mirror images."
473 (let ((ii (1+ (- lm-board-width i
)))
474 (jj (1+ (- lm-board-height j
)))
475 (sc (* (lm-nb-qtuples i j
) (aref lm-score-trans-table
0))))
476 (aset lm-score-table
(lm-xy-to-index i j
) sc
)
477 (aset lm-score-table
(lm-xy-to-index ii j
) sc
)
478 (aset lm-score-table
(lm-xy-to-index i jj
) sc
)
479 (aset lm-score-table
(lm-xy-to-index ii jj
) sc
)))
480 ;;;_ - MAINTAINING THE SCORE TABLE.
483 ;; We do not provide functions for computing the SCORE-TABLE given the
484 ;; contents of the BOARD. This would involve heavy nested loops, with time
485 ;; proportional to the size of the board. It is better to update the
486 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
487 ;; squares: it is done in constant time.
489 (defun lm-update-score-table (square dval
)
490 "Update score table after SQUARE received a DVAL increment."
491 ;; The board has already been updated when this function is called.
492 ;; Updating scores is done by looking for qtuples boundaries in all four
493 ;; directions and then calling update-score-in-direction.
494 ;; Finally all squares received the right increment, and then are up to
495 ;; date, except possibly for SQUARE itself if we are taking a move back for
496 ;; its score had been set to -1 at the time.
497 (let* ((x (lm-index-to-x square
))
498 (y (lm-index-to-y square
))
499 (imin (max -
4 (- 1 x
)))
500 (jmin (max -
4 (- 1 y
)))
501 (imax (min 0 (- lm-board-width x
4)))
502 (jmax (min 0 (- lm-board-height y
4))))
503 (lm-update-score-in-direction imin imax
505 (lm-update-score-in-direction jmin jmax
507 (lm-update-score-in-direction (max imin jmin
) (min imax jmax
)
509 (lm-update-score-in-direction (max (- 1 y
) -
4
510 (- x lm-board-width
))
512 (- lm-board-height y
4))
515 (defun lm-update-score-in-direction (left right square dx dy dval
)
516 "Update scores for all squares in the qtuples in range.
517 That is, those between the LEFTth square and the RIGHTth after SQUARE,
518 along the DX, DY direction, considering that DVAL has been added on SQUARE."
519 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
520 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
523 ((> left right
)) ; Quit
525 (let (depl square0 square1 square2 count delta
)
526 (setq depl
(lm-xy-to-index dx dy
)
527 square0
(+ square
(* left depl
))
528 square1
(+ square
(* right depl
))
529 square2
(+ square0
(* 4 depl
)))
530 ;; Compute the contents of the first qtuple:
533 (while (<= square square2
)
534 (setq count
(+ count
(aref lm-board square
))
535 square
(+ square depl
)))
536 (while (<= square0 square1
)
537 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
539 (setq delta
(- (aref lm-score-trans-table count
)
540 (aref lm-score-trans-table
(- count dval
))))
541 (cond ((not (zerop delta
)) ; or else nothing to update
542 (setq square square0
)
543 (while (<= square square2
)
544 (if (zerop (aref lm-board square
)) ; only for free squares
545 (aset lm-score-table square
546 (+ (aref lm-score-table square
) delta
)))
547 (setq square
(+ square depl
)))))
548 ;; Then shift the qtuple one square along DEPL, this only requires
549 ;; modifying SQUARE0 and SQUARE2.
550 (setq square2
(+ square2 depl
)
551 count
(+ count
(- (aref lm-board square0
))
552 (aref lm-board square2
))
553 square0
(+ square0 depl
)))))))
559 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
560 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
561 ;; (anti-updating the score table) and to compute the table from scratch in
562 ;; case of an interruption.
564 (defvar lm-game-in-progress nil
565 "Non-nil if a game is in progress.")
567 (defvar lm-game-history nil
568 "A record of all moves that have been played during current game.")
570 (defvar lm-number-of-moves nil
571 "Number of moves already played in current game.")
573 (defvar lm-number-of-human-moves nil
574 "Number of moves already played by human in current game.")
576 (defvar lm-emacs-played-first nil
577 "Non-nil if Emacs played first.")
579 (defvar lm-human-took-back nil
580 "Non-nil if Human took back a move during the game.")
582 (defvar lm-human-refused-draw nil
583 "Non-nil if Human refused Emacs offer of a draw.")
585 (defvar lm-emacs-is-computing nil
586 ;; This is used to detect interruptions. Hopefully, it should not be needed.
587 "Non-nil if Emacs is in the middle of a computation.")
590 (defun lm-start-game (n m
)
591 "Initialize a new game on an N by M board."
592 (setq lm-emacs-is-computing t
) ; Raise flag
593 (setq lm-game-in-progress t
)
594 (setq lm-board-width n
596 lm-vector-length
(1+ (* (+ m
2) (1+ n
)))
597 lm-draw-limit
(/ (* 7 n m
) 10))
598 (setq lm-emacs-won nil
601 lm-number-of-human-moves
0
602 lm-emacs-played-first nil
603 lm-human-took-back nil
604 lm-human-refused-draw nil
)
605 (lm-init-display n m
) ; Display first: the rest takes time
606 (lm-init-score-table) ; INIT-BOARD requires that the score
607 (lm-init-board) ; table be already created.
608 (setq lm-emacs-is-computing nil
))
610 (defun lm-play-move (square val
&optional dont-update-score
)
611 "Go to SQUARE, play VAL and update everything."
612 (setq lm-emacs-is-computing t
) ; Raise flag
613 (cond ((= 1 val
) ; a Human move
614 (setq lm-number-of-human-moves
(1+ lm-number-of-human-moves
)))
615 ((zerop lm-number-of-moves
) ; an Emacs move. Is it first ?
616 (setq lm-emacs-played-first t
)))
617 (setq lm-game-history
618 (cons (cons square
(aref lm-score-table square
))
620 lm-number-of-moves
(1+ lm-number-of-moves
))
621 (lm-plot-square square val
)
622 (aset lm-board square val
) ; *BEFORE* UPDATE-SCORE !
623 (if dont-update-score nil
624 (lm-update-score-table square val
) ; previous val was 0: dval = val
625 (aset lm-score-table square -
1))
626 (setq lm-emacs-is-computing nil
))
628 (defun lm-take-back ()
629 "Take back last move and update everything."
630 (setq lm-emacs-is-computing t
)
631 (let* ((last-move (car lm-game-history
))
632 (square (car last-move
))
633 (oldval (aref lm-board square
)))
635 (setq lm-number-of-human-moves
(1- lm-number-of-human-moves
)))
636 (setq lm-game-history
(cdr lm-game-history
)
637 lm-number-of-moves
(1- lm-number-of-moves
))
638 (lm-plot-square square
0)
639 (aset lm-board square
0) ; *BEFORE* UPDATE-SCORE !
640 (lm-update-score-table square
(- oldval
))
641 (aset lm-score-table square
(cdr last-move
)))
642 (setq lm-emacs-is-computing nil
))
645 ;;;_ + SESSION CONTROL.
647 (defvar lm-number-of-trials
0
648 "The number of times that landmark has been run.")
650 (defvar lm-sum-of-moves
0
651 "The total number of moves made in all games.")
653 (defvar lm-number-of-emacs-wins
0
654 "Number of games Emacs won in this session.")
656 (defvar lm-number-of-human-wins
0
657 "Number of games you won in this session.")
659 (defvar lm-number-of-draws
0
660 "Number of games already drawn in this session.")
663 (defun lm-terminate-game (result)
664 "Terminate the current game with RESULT."
665 (setq lm-number-of-trials
(1+ lm-number-of-trials
))
666 (setq lm-sum-of-moves
(+ lm-sum-of-moves lm-number-of-moves
))
667 (if (eq result
'crash-game
)
669 "Sorry, I have been interrupted and cannot resume that game..."))
670 (lm-display-statistics)
672 (setq lm-game-in-progress nil
))
674 (defun lm-crash-game ()
675 "What to do when Emacs detects it has been interrupted."
676 (setq lm-emacs-is-computing nil
)
677 (lm-terminate-game 'crash-game
)
678 (sit-for 4) ; Let's see the message
679 (lm-prompt-for-other-game))
682 ;;;_ + INTERACTIVE COMMANDS.
684 (defun lm-emacs-plays ()
685 "Compute Emacs next move and play it."
687 (lm-switch-to-window)
689 (lm-emacs-is-computing
691 ((not lm-game-in-progress
)
692 (lm-prompt-for-other-game))
694 (message "Let me think...")
696 (setq square
(lm-strongest-square))
698 (lm-terminate-game 'nobody-won
))
700 (setq score
(aref lm-score-table square
))
701 (lm-play-move square
6)
702 (cond ((>= score lm-winning-threshold
)
703 (setq lm-emacs-won t
) ; for font-lock
704 (lm-find-filled-qtuple square
6)
705 (lm-terminate-game 'emacs-won
))
707 (lm-terminate-game 'nobody-won
))
708 ((and (> lm-number-of-moves lm-draw-limit
)
709 (not lm-human-refused-draw
)
711 (lm-terminate-game 'draw-agreed
))
713 (lm-prompt-for-move)))))))))
715 ;; For small square dimensions this is approximate, since though measured in
716 ;; pixels, event's (X . Y) is a character's top-left corner.
717 (defun lm-click (click)
718 "Position at the square where you click."
720 (and (windowp (posn-window (setq click
(event-end click
))))
721 (numberp (posn-point click
))
722 (select-window (posn-window click
))
723 (setq click
(posn-col-row click
))
725 (min (max (/ (+ (- (car click
)
730 (% lm-square-width
2)
731 (/ lm-square-width
2))
735 (min (max (/ (+ (- (cdr click
)
738 (let ((inhibit-point-motion-hooks t
))
739 (count-lines 1 (window-start)))
741 (% lm-square-height
2)
742 (/ lm-square-height
2))
747 (defun lm-mouse-play (click)
748 "Play at the square where you click."
753 (defun lm-human-plays ()
754 "Signal to the Lm program that you have played.
755 You must have put the cursor on the square where you want to play.
756 If the game is finished, this command requests for another game."
758 (lm-switch-to-window)
760 (lm-emacs-is-computing
762 ((not lm-game-in-progress
)
763 (lm-prompt-for-other-game))
766 (setq square
(lm-point-square))
768 (error "Your point is not on a square. Retry!"))
769 ((not (zerop (aref lm-board square
)))
770 (error "Your point is not on a free square. Retry!"))
772 (setq score
(aref lm-score-table square
))
773 (lm-play-move square
1)
774 (cond ((and (>= score lm-loosing-threshold
)
775 ;; Just testing SCORE > THRESHOLD is not enough for
776 ;; detecting wins, it just gives an indication that
777 ;; we confirm with LM-FIND-FILLED-QTUPLE.
778 (lm-find-filled-qtuple square
1))
779 (lm-terminate-game 'human-won
))
781 (lm-emacs-plays)))))))))
783 (defun lm-human-takes-back ()
784 "Signal to the Lm program that you wish to take back your last move."
786 (lm-switch-to-window)
788 (lm-emacs-is-computing
790 ((not lm-game-in-progress
)
791 (message "Too late for taking back...")
793 (lm-prompt-for-other-game))
794 ((zerop lm-number-of-human-moves
)
795 (message "You have not played yet... Your move?"))
797 (message "One moment, please...")
798 ;; It is possible for the user to let Emacs play several consecutive
799 ;; moves, so that the best way to know when to stop taking back moves is
800 ;; to count the number of human moves:
801 (setq lm-human-took-back t
)
802 (let ((number lm-number-of-human-moves
))
803 (while (= number lm-number-of-human-moves
)
805 (lm-prompt-for-move))))
807 (defun lm-human-resigns ()
808 "Signal to the Lm program that you may want to resign."
810 (lm-switch-to-window)
812 (lm-emacs-is-computing
814 ((not lm-game-in-progress
)
815 (message "There is no game in progress"))
816 ((y-or-n-p "You mean, you resign? ")
817 (lm-terminate-game 'human-resigned
))
818 ((y-or-n-p "You mean, we continue? ")
819 (lm-prompt-for-move))
821 (lm-terminate-game 'human-resigned
)))) ; OK. Accept it
823 ;;;_ + PROMPTING THE HUMAN PLAYER.
825 (defun lm-prompt-for-move ()
826 "Display a message asking for Human's move."
827 (message (if (zerop lm-number-of-human-moves
)
828 "Your move? (move to a free square and hit X, RET ...)"
830 ;; This may seem silly, but if one omits the following line (or a similar
831 ;; one), the cursor may very well go to some place where POINT is not.
832 (save-excursion (set-buffer (other-buffer))))
834 (defun lm-prompt-for-other-game ()
835 "Ask for another game, and start it."
836 (if (y-or-n-p "Another game? ")
837 (if (y-or-n-p "Retain learned weights ")
840 (message "Chicken!")))
842 (defun lm-offer-a-draw ()
843 "Offer a draw and return t if Human accepted it."
844 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
845 (not (setq lm-human-refused-draw t
))))
848 (defun lm-max-width ()
849 "Largest possible board width for the current window."
850 (1+ (/ (- (window-width (selected-window))
851 lm-x-offset lm-x-offset
1)
854 (defun lm-max-height ()
855 "Largest possible board height for the current window."
856 (1+ (/ (- (window-height (selected-window))
857 lm-y-offset lm-y-offset
2)
858 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
862 "Return the board row where point is."
863 (let ((inhibit-point-motion-hooks t
))
864 (1+ (/ (- (count-lines 1 (point)) lm-y-offset
(if (bolp) 0 1))
867 (defun lm-point-square ()
868 "Return the index of the square point is on."
869 (let ((inhibit-point-motion-hooks t
))
870 (lm-xy-to-index (1+ (/ (- (current-column) lm-x-offset
)
874 (defun lm-goto-square (index)
875 "Move point to square number INDEX."
876 (lm-goto-xy (lm-index-to-x index
) (lm-index-to-y index
)))
878 (defun lm-goto-xy (x y
)
879 "Move point to square at X, Y coords."
880 (let ((inhibit-point-motion-hooks t
))
881 (goto-line (+ 1 lm-y-offset
(* lm-square-height
(1- y
)))))
882 (move-to-column (+ lm-x-offset
(* lm-square-width
(1- x
)))))
884 (defun lm-plot-square (square value
)
885 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
887 (lm-goto-square square
))
888 (let ((inhibit-read-only t
)
889 (inhibit-point-motion-hooks t
))
890 (insert-and-inherit (cond ((= value
1) ?.
)
898 (add-text-properties (1- (point)) (point)
899 '(mouse-face highlight
901 mouse-1: get robot moving, mouse-2: play on this square")))
904 (sit-for 0)) ; Display NOW
906 (defun lm-init-display (n m
)
907 "Display an N by M Lm board."
908 (buffer-disable-undo (current-buffer))
909 (let ((inhibit-read-only t
)
913 ;; Try to minimize number of chars (because of text properties)
915 (if (zerop (% lm-x-offset lm-square-width
))
917 (max (/ (+ (% lm-x-offset lm-square-width
)
918 lm-square-width
1) 2) 2)))
920 (newline lm-y-offset
)
923 x
(- lm-x-offset lm-square-width
))
924 (while (>= (setq j
(1- j
)) 0)
925 (insert-char ?
\t (/ (- (setq x
(+ x lm-square-width
))
928 (insert-char ?
(- x
(current-column)))
929 (if (setq intangible
(not intangible
))
930 (put-text-property point
(point) 'intangible
2))
935 (append-to-buffer (current-buffer) opoint
(point))
937 (goto-char (point-max))))
940 (add-text-properties point
(point)
941 '(mouse-face highlight help-echo
"\
942 mouse-1: get robot moving, mouse-2: play on this square")))
943 (> (setq i
(1- i
)) 0))
946 (insert-char ?
\n lm-square-height
))
947 (or (eq (char-after 1) ?.
)
948 (put-text-property 1 2 'point-entered
949 (lambda (x y
) (if (bobp) (forward-char)))))
951 (put-text-property point
(point) 'intangible
2))
952 (put-text-property point
(point) 'point-entered
953 (lambda (x y
) (if (eobp) (backward-char))))
954 (put-text-property (point-min) (point) 'category
'lm-mode
))
955 (lm-goto-xy (/ (1+ n
) 2) (/ (1+ m
) 2)) ; center of the board
956 (sit-for 0)) ; Display NOW
958 (defun lm-display-statistics ()
959 "Obnoxiously display some statistics about previous games in mode line."
960 ;; We store this string in the mode-line-process local variable.
961 ;; This is certainly not the cleanest way out ...
962 (setq mode-line-process
963 (format ": Trials: %d, Avg#Moves: %d"
965 (if (zerop lm-number-of-trials
)
967 (/ lm-sum-of-moves lm-number-of-trials
))))
968 (force-mode-line-update))
970 (defun lm-switch-to-window ()
971 "Find or create the Lm buffer, and display it."
973 (let ((buff (get-buffer "*Lm*")))
974 (if buff
; Buffer exists:
975 (switch-to-buffer buff
) ; no problem.
976 (if lm-game-in-progress
977 (lm-crash-game)) ; buffer has been killed or something
978 (switch-to-buffer "*Lm*") ; Anyway, start anew.
982 ;;;_ + CROSSING WINNING QTUPLES.
984 ;; When someone succeeds in filling a qtuple, we draw a line over the five
985 ;; corresponding squares. One problem is that the program does not know which
986 ;; squares ! It only knows the square where the last move has been played and
987 ;; who won. The solution is to scan the board along all four directions.
989 (defun lm-find-filled-qtuple (square value
)
990 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
991 (or (lm-check-filled-qtuple square value
1 0)
992 (lm-check-filled-qtuple square value
0 1)
993 (lm-check-filled-qtuple square value
1 1)
994 (lm-check-filled-qtuple square value -
1 1)))
996 (defun lm-check-filled-qtuple (square value dx dy
)
997 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
999 (left square
) (right square
)
1000 (depl (lm-xy-to-index dx dy
)))
1001 (while (and (> a -
4) ; stretch tuple left
1002 (= value
(aref lm-board
(setq left
(- left depl
)))))
1004 (while (and (< b
(+ a
4)) ; stretch tuple right
1005 (= value
(aref lm-board
(setq right
(+ right depl
)))))
1007 (cond ((= b
(+ a
4)) ; tuple length = 5 ?
1008 (lm-cross-qtuple (+ square
(* a depl
)) (+ square
(* b depl
))
1012 (defun lm-cross-qtuple (square1 square2 dx dy
)
1013 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1014 (save-excursion ; Not moving point from last square
1015 (let ((depl (lm-xy-to-index dx dy
))
1016 (inhibit-read-only t
)
1017 (inhibit-point-motion-hooks t
))
1018 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1019 (while (/= square1 square2
)
1020 (lm-goto-square square1
)
1021 (setq square1
(+ square1 depl
))
1023 ((= dy
0) ; Horizontal
1025 (insert-char ?-
(1- lm-square-width
) t
)
1026 (delete-region (point) (progn
1027 (skip-chars-forward " \t")
1029 ((= dx
0) ; Vertical
1031 (column (current-column)))
1032 (while (< lm-n lm-square-height
)
1033 (setq lm-n
(1+ lm-n
))
1036 (insert-and-inherit ?|
))))
1037 ((= dx -
1) ; 1st Diagonal
1038 (indent-to (prog1 (- (current-column) (/ lm-square-width
2))
1039 (forward-line (/ lm-square-height
2))))
1040 (insert-and-inherit ?
/))
1042 (indent-to (prog1 (+ (current-column) (/ lm-square-width
2))
1043 (forward-line (/ lm-square-height
2))))
1044 (insert-and-inherit ?
\\))))))
1045 (sit-for 0)) ; Display NOW
1048 ;;;_ + CURSOR MOTION.
1050 ;; previous-line and next-line don't work right with intangible newlines
1051 (defun lm-move-down ()
1052 "Move point down one row on the Lm board."
1054 (if (< (lm-point-y) lm-board-height
)
1055 (forward-line 1)));;; lm-square-height)))
1057 (defun lm-move-up ()
1058 "Move point up one row on the Lm board."
1060 (if (> (lm-point-y) 1)
1061 (forward-line (- lm-square-height
))))
1063 (defun lm-move-ne ()
1064 "Move point North East on the Lm board."
1069 (defun lm-move-se ()
1070 "Move point South East on the Lm board."
1075 (defun lm-move-nw ()
1076 "Move point North West on the Lm board."
1081 (defun lm-move-sw ()
1082 "Move point South West on the Lm board."
1087 (defun lm-beginning-of-line ()
1088 "Move point to first square on the Lm board row."
1090 (move-to-column lm-x-offset
))
1092 (defun lm-end-of-line ()
1093 "Move point to last square on the Lm board row."
1095 (move-to-column (+ lm-x-offset
1096 (* lm-square-width
(1- lm-board-width
)))))
1099 ;;;_ + Simulation variables
1102 (defvar lm-nvar
0.0075
1104 Affects a noise generator which was used in an earlier incarnation of
1105 this program to add a random element to the way moves were made.")
1106 ;;;_ - lists of cardinal directions
1108 (defvar lm-ns
'(lm-n lm-s
)
1109 "Used when doing something relative to the north and south axes.")
1110 (defvar lm-ew
'(lm-e lm-w
)
1111 "Used when doing something relative to the east and west axes.")
1112 (defvar lm-directions
'(lm-n lm-s lm-e lm-w
)
1113 "The cardinal directions.")
1114 (defvar lm-8-directions
1115 '((lm-n) (lm-n lm-w
) (lm-w) (lm-s lm-w
)
1116 (lm-s) (lm-s lm-e
) (lm-e) (lm-n lm-e
))
1117 "The full 8 possible directions.")
1119 (defvar lm-number-of-moves
1120 "The number of moves made by the robot so far.")
1123 ;;;_* Terry's mods to create lm.el
1125 ;;;(setq lm-debug nil)
1126 (defvar lm-debug nil
1127 "If non-nil, debugging is printed.")
1128 (defcustom lm-one-moment-please nil
1129 "If non-nil, print \"One moment please\" when a new board is generated.
1130 The drawback of this is you don't see how many moves the last run took
1131 because it is overwritten by \"One moment please\"."
1134 (defcustom lm-output-moves t
1135 "If non-nil, output number of moves so far on a move-by-move basis."
1140 (defun lm-weights-debug ()
1142 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s
,noise
)
1145 ;;;_ - Printing various things
1146 (defun lm-print-distance-int (direction)
1148 (insert (format "%S %S " direction
(get direction
'distance
))))
1151 (defun lm-print-distance ()
1152 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree
)))
1153 (mapc 'lm-print-distance-int lm-directions
))
1156 ;;(setq direction 'lm-n)
1158 (defun lm-nslify-wts-int (direction)
1159 (mapcar (lambda (target-direction)
1160 (get direction target-direction
))
1164 (defun lm-nslify-wts ()
1166 (let ((l (apply 'append
(mapcar 'lm-nslify-wts-int lm-directions
))))
1167 (insert (format "set data_value WTS \n %s \n" l
))
1168 (insert (format "/* max: %S min: %S */"
1169 (eval (cons 'max l
)) (eval (cons 'min l
))))))
1171 (defun lm-print-wts-int (direction)
1172 (mapc (lambda (target-direction)
1173 (insert (format "%S %S %S "
1176 (get direction target-direction
))))
1180 (defun lm-print-wts ()
1183 (set-buffer "*lm-wts*")
1184 (insert "==============================\n")
1185 (mapc 'lm-print-wts-int lm-directions
)))
1187 (defun lm-print-moves (moves)
1190 (set-buffer "*lm-moves*")
1191 (insert (format "%S\n" moves
))))
1194 (defun lm-print-y,s
,noise-int
(direction)
1195 (insert (format "%S:lm-y %S, s %S, noise %S \n"
1196 (symbol-name direction
)
1197 (get direction
'y_t
)
1199 (get direction
'noise
)
1202 (defun lm-print-y,s
,noise
()
1205 (set-buffer "*lm-y,s,noise*")
1206 (insert "==============================\n")
1207 (mapc 'lm-print-y
,s
,noise-int lm-directions
)))
1209 (defun lm-print-smell-int (direction)
1210 (insert (format "%S: smell: %S \n"
1211 (symbol-name direction
)
1212 (get direction
'smell
))))
1214 (defun lm-print-smell ()
1217 (set-buffer "*lm-smell*")
1218 (insert "==============================\n")
1219 (insert (format "tree: %S \n" (get 'z
't
)))
1220 (mapc 'lm-print-smell-int lm-directions
)))
1222 (defun lm-print-w0-int (direction)
1223 (insert (format "%S: w0: %S \n"
1224 (symbol-name direction
)
1225 (get direction
'w0
))))
1227 (defun lm-print-w0 ()
1230 (set-buffer "*lm-w0*")
1231 (insert "==============================\n")
1232 (mapc 'lm-print-w0-int lm-directions
)))
1234 (defun lm-blackbox ()
1236 (set-buffer "*lm-blackbox*")
1237 (insert "==============================\n")
1238 (insert "I smell: ")
1239 (mapc (lambda (direction)
1240 (if (> (get direction
'smell
) 0)
1241 (insert (format "%S " direction
))))
1246 (mapc (lambda (direction)
1247 (if (> (get direction
'y_t
) 0)
1248 (insert (format "%S " direction
))))
1251 (lm-print-wts-blackbox)
1252 (insert (format "z_t-z_t-1: %S" (- (get 'z
't
) (get 'z
't-1
))))
1256 (defun lm-print-wts-blackbox ()
1258 (mapc 'lm-print-wts-int lm-directions
))
1260 ;;;_ - learning parameters
1261 (defcustom lm-bound
0.005
1262 "The maximum that w0j may be."
1266 "A factor applied to modulate the increase in wij.
1267 Used in the function lm-update-normal-weights."
1270 (defcustom lm-c-naught
0.5
1271 "A factor applied to modulate the increase in w0j.
1272 Used in the function lm-update-naught-weights."
1275 (defvar lm-initial-w0
0.0)
1276 (defvar lm-initial-wij
0.0)
1277 (defcustom lm-no-payoff
0
1278 "The amount of simulation cycles that have occurred with no movement.
1279 Used to move the robot when he is stuck in a rut for some reason."
1282 (defcustom lm-max-stall-time
2
1283 "The maximum number of cycles that the robot can remain stuck in a place.
1284 After this limit is reached, lm-random-move is called to push him out of it."
1289 ;;;_ + Randomizing functions
1290 ;;;_ - lm-flip-a-coin ()
1291 (defun lm-flip-a-coin ()
1292 (if (> (random 5000) 2500)
1295 ;;;_ : lm-very-small-random-number ()
1296 ;(defun lm-very-small-random-number ()
1298 ; (* (/ (random 900000) 900000.0) .0001)))
1299 ;;;_ : lm-randomize-weights-for (direction)
1300 (defun lm-randomize-weights-for (direction)
1301 (mapc (lambda (target-direction)
1304 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1308 (* (- (/ (random 30001) 15000.0) 1) lm-nvar
))
1310 ;;;_ : lm-fix-weights-for (direction)
1311 (defun lm-fix-weights-for (direction)
1312 (mapc (lambda (target-direction)
1319 ;;;_ + Plotting functions
1320 ;;;_ - lm-plot-internal (sym)
1321 (defun lm-plot-internal (sym)
1322 (lm-plot-square (lm-xy-to-index
1326 ;;;_ - lm-plot-landmarks ()
1327 (defun lm-plot-landmarks ()
1328 (setq lm-cx
(/ lm-board-width
2))
1329 (setq lm-cy
(/ lm-board-height
2))
1331 (put 'lm-n
'x lm-cx
)
1335 (put 'lm-tree
'x lm-cx
)
1336 (put 'lm-tree
'y lm-cy
)
1337 (put 'lm-tree
'sym
6)
1339 (put 'lm-s
'x lm-cx
)
1340 (put 'lm-s
'y lm-board-height
)
1344 (put 'lm-w
'y
(/ lm-board-height
2))
1347 (put 'lm-e
'x lm-board-width
)
1348 (put 'lm-e
'y
(/ lm-board-height
2))
1351 (mapc 'lm-plot-internal
'(lm-n lm-s lm-e lm-w lm-tree
)))
1355 ;;;_ + Distance-calculation functions
1360 ;;;_ - distance (x x0 y y0)
1361 (defun distance (x x0 y y0
)
1362 (sqrt (+ (square (- x x0
)) (square (- y y0
)))))
1364 ;;;_ - calc-distance-of-robot-from (direction)
1365 (defun calc-distance-of-robot-from (direction)
1366 (put direction
'distance
1367 (distance (get direction
'x
)
1368 (lm-index-to-x (lm-point-square))
1370 (lm-index-to-y (lm-point-square)))))
1372 ;;;_ - calc-smell-internal (sym)
1373 (defun calc-smell-internal (sym)
1374 (let ((r (get sym
'r
))
1375 (d (calc-distance-of-robot-from sym
)))
1376 (if (> (* 0.5 (- 1 (/ d r
))) 0)
1377 (* 0.5 (- 1 (/ d r
)))
1381 ;;;_ + Learning (neural) functions
1384 ((> x lm-bound
) lm-bound
)
1388 (defun lm-y (direction)
1389 (let ((noise (put direction
'noise
(lm-noise))))
1391 (if (> (get direction
's
) 0.0)
1395 (defun lm-update-normal-weights (direction)
1396 (mapc (lambda (target-direction)
1397 (put direction target-direction
1399 (get direction target-direction
)
1401 (- (get 'z
't
) (get 'z
't-1
))
1402 (get target-direction
'y_t
)
1403 (get direction
'smell
)))))
1406 (defun lm-update-naught-weights (direction)
1407 (mapc (lambda (target-direction)
1413 (- (get 'z
't
) (get 'z
't-1
))
1414 (get direction
'y_t
))))))
1418 ;;;_ + Statistics gathering and creating functions
1420 (defun lm-calc-current-smells ()
1421 (mapc (lambda (direction)
1422 (put direction
'smell
(calc-smell-internal direction
)))
1425 (defun lm-calc-payoff ()
1426 (put 'z
't-1
(get 'z
't
))
1427 (put 'z
't
(calc-smell-internal 'lm-tree
))
1428 (if (= (- (get 'z
't
) (get 'z
't-1
)) 0.0)
1430 (setf lm-no-payoff
0)))
1432 (defun lm-store-old-y_t ()
1433 (mapc (lambda (direction)
1434 (put direction
'y_t-1
(get direction
'y_t
)))
1438 ;;;_ + Functions to move robot
1440 (defun lm-confidence-for (target-direction)
1442 (get target-direction
'w0
)
1443 (mapcar (lambda (direction)
1445 (get direction target-direction
)
1446 (get direction
'smell
)))
1450 (defun lm-calc-confidences ()
1451 (mapc (lambda (direction)
1452 (put direction
's
(lm-confidence-for direction
)))
1456 (if (and (= (get 'lm-n
'y_t
) 1.0) (= (get 'lm-s
'y_t
) 1.0))
1458 (mapc (lambda (dir) (put dir
'y_t
0)) lm-ns
)
1460 (message "n-s normalization."))))
1461 (if (and (= (get 'lm-w
'y_t
) 1.0) (= (get 'lm-e
'y_t
) 1.0))
1463 (mapc (lambda (dir) (put dir
'y_t
0)) lm-ew
)
1465 (message "e-w normalization"))))
1467 (mapc (lambda (pair)
1468 (if (> (get (car pair
) 'y_t
) 0)
1469 (funcall (car (cdr pair
)))))
1474 (lm-w backward-char
)))
1475 (lm-plot-square (lm-point-square) 1)
1476 (incf lm-number-of-moves
)
1478 (message "Moves made: %d" lm-number-of-moves
)))
1481 (defun lm-random-move ()
1483 (lambda (direction) (put direction
'y_t
0))
1485 (dolist (direction (nth (random 8) lm-8-directions
))
1486 (put direction
'y_t
1.0))
1489 (defun lm-amble-robot ()
1491 (while (> (calc-distance-of-robot-from 'lm-tree
) 0)
1494 (lm-calc-current-smells)
1496 (if (> lm-no-payoff lm-max-stall-time
)
1499 (lm-calc-confidences)
1500 (mapc 'lm-y lm-directions
)
1505 (mapc 'lm-update-normal-weights lm-directions
)
1506 (mapc 'lm-update-naught-weights lm-directions
)
1508 (lm-weights-debug)))
1509 (lm-terminate-game nil
))
1512 ;;;_ - lm-start-robot ()
1513 (defun lm-start-robot ()
1514 "Signal to the Lm program that you have played.
1515 You must have put the cursor on the square where you want to play.
1516 If the game is finished, this command requests for another game."
1518 (lm-switch-to-window)
1520 (lm-emacs-is-computing
1522 ((not lm-game-in-progress
)
1523 (lm-prompt-for-other-game))
1526 (setq square
(lm-point-square))
1527 (cond ((null square
)
1528 (error "Your point is not on a square. Retry!"))
1529 ((not (zerop (aref lm-board square
)))
1530 (error "Your point is not on a free square. Retry!"))
1533 (lm-plot-square square
1)
1536 (lm-calc-current-smells)
1537 (put 'z
't
(calc-smell-internal 'lm-tree
))
1543 (mapc 'lm-update-normal-weights lm-directions
)
1544 (mapc 'lm-update-naught-weights lm-directions
)
1549 ;;;_ + Misc functions
1550 ;;;_ - lm-init (auto-start save-weights)
1551 (defvar lm-tree-r
"")
1553 (defun lm-init (auto-start save-weights
)
1555 (setq lm-number-of-moves
0)
1562 (set-buffer (get-buffer-create "*lm-w0*"))
1564 (set-buffer (get-buffer-create "*lm-moves*"))
1565 (set-buffer (get-buffer-create "*lm-wts*"))
1567 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1569 (set-buffer (get-buffer-create "*lm-smell*"))
1571 (set-buffer (get-buffer-create "*lm-blackbox*"))
1573 (set-buffer (get-buffer-create "*lm-distance*"))
1577 (lm-set-landmark-signal-strengths)
1579 (mapc (lambda (direction)
1580 (put direction
'y_t
0.0))
1583 (if (not save-weights
)
1585 (mapc 'lm-fix-weights-for lm-directions
)
1586 (mapc (lambda (direction)
1587 (put direction
'w0 lm-initial-w0
))
1589 (message "Weights preserved for this run."))
1593 (lm-goto-xy (1+ (random lm-board-width
)) (1+ (random lm-board-height
)))
1597 ;;;_ - something which doesn't work
1599 ;(defum lm-sum-list (list)
1600 ; (if (> (length list) 0)
1601 ; (+ (car list) (lm-sum-list (cdr list)))
1604 ; (eval (cons '+ list))
1605 ;;;_ - lm-set-landmark-signal-strengths ()
1606 ;;; on a screen higher than wide, I noticed that the robot would amble
1607 ;;; left and right and not move forward. examining *lm-blackbox*
1608 ;;; revealed that there was no scent from the north and south
1609 ;;; landmarks, hence, they need less factoring down of the effect of
1610 ;;; distance on scent.
1612 (defun lm-set-landmark-signal-strengths ()
1614 (setq lm-tree-r
(* (sqrt (+ (square lm-cx
) (square lm-cy
))) 1.5))
1616 (mapc (lambda (direction)
1617 (put direction
'r
(* lm-cx
1.1)))
1619 (mapc (lambda (direction)
1620 (put direction
'r
(* lm-cy
1.1)))
1622 (put 'lm-tree
'r lm-tree-r
))
1625 ;;;_ + lm-test-run ()
1628 (defalias 'landmark-repeat
'lm-test-run
)
1630 (defun lm-test-run ()
1631 "Run 100 Lm games, each time saving the weights from the previous game."
1636 (dotimes (scratch-var 100)
1641 ;;;_ + lm: The function you invoke to play
1644 (defalias 'landmark
'lm
)
1647 "Start or resume an Lm game.
1648 If a game is in progress, this command allows you to resume it.
1649 Here is the relation between prefix args and game options:
1651 prefix arg | robot is auto-started | weights are saved from last game
1652 ---------------------------------------------------------------------
1658 You start by moving to a square and typing \\[lm-start-robot],
1659 if you did not use a prefix arg to ask for automatic start.
1660 Use \\[describe-mode] for more info."
1663 (setf lm-n nil lm-m nil
)
1664 (lm-switch-to-window)
1666 (lm-emacs-is-computing
1668 ((or (not lm-game-in-progress
)
1669 (<= lm-number-of-moves
2))
1670 (let ((max-width (lm-max-width))
1671 (max-height (lm-max-height)))
1672 (or lm-n
(setq lm-n max-width
))
1673 (or lm-m
(setq lm-m max-height
))
1675 (error "I need at least 1 column"))
1677 (error "I need at least 1 row"))
1679 (error "I cannot display %d columns in that window" lm-n
)))
1680 (if (and (> lm-m max-height
)
1681 (not (eq lm-m lm-saved-board-height
))
1682 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1683 (not (y-or-n-p (format "Do you really want %d rows? " lm-m
))))
1684 (setq lm-m max-height
)))
1685 (if lm-one-moment-please
1686 (message "One moment, please..."))
1687 (lm-start-game lm-n lm-m
)
1688 (eval (cons 'lm-init
1690 ((= parg
1) '(t nil
))
1692 ((= parg
3) '(nil t
))
1693 ((= parg
4) '(nil nil
))
1697 ;;;_ + Local variables
1699 ;;; The following `allout-layout' local variable setting:
1700 ;;; - closes all topics from the first topic to just before the third-to-last,
1701 ;;; - shows the children of the third to last (config vars)
1702 ;;; - and the second to last (code section),
1703 ;;; - and closes the last topic (this local-variables section).
1705 ;;;allout-layout: (0 : -1 -1 0)
1712 ;;; arch-tag: ae5031be-96e6-459e-a3df-1df53117d3f2
1713 ;;; landmark.el ends here