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[emacs.git] / lisp / play / landmark.el
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1 ;;; landmark.el --- neural-network robot that learns landmarks
3 ;; Copyright (c) 1996, 1997, 2000 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 ;;; Many thanks to Yuri Pryadkin (yuri@rana.usc.edu) for this
58 ;;; concise problem description.
60 ;;;_* Require
61 (eval-when-compile (require 'cl))
63 ;;;_* From Gomoku
65 (defgroup lm nil
66 "Neural-network robot that learns landmarks."
67 :prefix "lm-"
68 :group 'games)
70 ;;;_ + THE BOARD.
72 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
73 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
74 ;; containing padding squares (coded with -1). These squares allow us to
75 ;; detect when we are trying to move out of the board. We denote a square by
76 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
77 ;; leftmost topmost square has coords (1,1) and index lm-board-width + 2.
78 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
79 ;; one DEPL (the difference between indexes).
81 (defvar lm-board-width nil
82 "Number of columns on the Lm board.")
83 (defvar lm-board-height nil
84 "Number of lines on the Lm board.")
86 (defvar lm-board nil
87 "Vector recording the actual state of the Lm board.")
89 (defvar lm-vector-length nil
90 "Length of lm-board vector.")
92 (defvar lm-draw-limit nil
93 ;; This is usually set to 70% of the number of squares.
94 "After how many moves will Emacs offer a draw?")
96 (defvar lm-cx 0
97 "This is the x coordinate of the center of the board.")
99 (defvar lm-cy 0
100 "This is the y coordinate of the center of the board.")
102 (defvar lm-m 0
103 "This is the x dimension of the playing board.")
105 (defvar lm-n 0
106 "This is the y dimension of the playing board.")
109 (defun lm-xy-to-index (x y)
110 "Translate X, Y cartesian coords into the corresponding board index."
111 (+ (* y lm-board-width) x y))
113 (defun lm-index-to-x (index)
114 "Return corresponding x-coord of board INDEX."
115 (% index (1+ lm-board-width)))
117 (defun lm-index-to-y (index)
118 "Return corresponding y-coord of board INDEX."
119 (/ index (1+ lm-board-width)))
121 (defun lm-init-board ()
122 "Create the lm-board vector and fill it with initial values."
123 (setq lm-board (make-vector lm-vector-length 0))
124 ;; Every square is 0 (i.e. empty) except padding squares:
125 (let ((i 0) (ii (1- lm-vector-length)))
126 (while (<= i lm-board-width) ; The squares in [0..width] and in
127 (aset lm-board i -1) ; [length - width - 1..length - 1]
128 (aset lm-board ii -1) ; are padding squares.
129 (setq i (1+ i)
130 ii (1- ii))))
131 (let ((i 0))
132 (while (< i lm-vector-length)
133 (aset lm-board i -1) ; and also all k*(width+1)
134 (setq i (+ i lm-board-width 1)))))
136 ;;;_ + DISPLAYING THE BOARD.
138 ;; You may change these values if you have a small screen or if the squares
139 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
141 (defconst lm-square-width 2
142 "*Horizontal spacing between squares on the Lm board.")
144 (defconst lm-square-height 1
145 "*Vertical spacing between squares on the Lm board.")
147 (defconst lm-x-offset 3
148 "*Number of columns between the Lm board and the side of the window.")
150 (defconst lm-y-offset 1
151 "*Number of lines between the Lm board and the top of the window.")
154 ;;;_ + LM MODE AND KEYMAP.
156 (defcustom lm-mode-hook nil
157 "If non-nil, its value is called on entry to Lm mode."
158 :type 'hook
159 :group 'lm)
161 (defvar lm-mode-map nil
162 "Local keymap to use in Lm mode.")
164 (if lm-mode-map nil
165 (setq lm-mode-map (make-sparse-keymap))
167 ;; Key bindings for cursor motion.
168 (define-key lm-mode-map "y" 'lm-move-nw) ; y
169 (define-key lm-mode-map "u" 'lm-move-ne) ; u
170 (define-key lm-mode-map "b" 'lm-move-sw) ; b
171 (define-key lm-mode-map "n" 'lm-move-se) ; n
172 (define-key lm-mode-map "h" 'backward-char) ; h
173 (define-key lm-mode-map "l" 'forward-char) ; l
174 (define-key lm-mode-map "j" 'lm-move-down) ; j
175 (define-key lm-mode-map "k" 'lm-move-up) ; k
177 (define-key lm-mode-map [kp-7] 'lm-move-nw)
178 (define-key lm-mode-map [kp-9] 'lm-move-ne)
179 (define-key lm-mode-map [kp-1] 'lm-move-sw)
180 (define-key lm-mode-map [kp-3] 'lm-move-se)
181 (define-key lm-mode-map [kp-4] 'backward-char)
182 (define-key lm-mode-map [kp-6] 'forward-char)
183 (define-key lm-mode-map [kp-2] 'lm-move-down)
184 (define-key lm-mode-map [kp-8] 'lm-move-up)
186 (define-key lm-mode-map "\C-n" 'lm-move-down) ; C-n
187 (define-key lm-mode-map "\C-p" 'lm-move-up) ; C-p
189 ;; Key bindings for entering Human moves.
190 (define-key lm-mode-map "X" 'lm-human-plays) ; X
191 (define-key lm-mode-map "x" 'lm-human-plays) ; x
193 (define-key lm-mode-map " " 'lm-start-robot) ; SPC
194 (define-key lm-mode-map [down-mouse-1] 'lm-start-robot)
195 (define-key lm-mode-map [drag-mouse-1] 'lm-click)
196 (define-key lm-mode-map [mouse-1] 'lm-click)
197 (define-key lm-mode-map [down-mouse-2] 'lm-click)
198 (define-key lm-mode-map [mouse-2] 'lm-mouse-play)
199 (define-key lm-mode-map [drag-mouse-2] 'lm-mouse-play)
201 (substitute-key-definition 'previous-line 'lm-move-up
202 lm-mode-map (current-global-map))
203 (substitute-key-definition 'next-line 'lm-move-down
204 lm-mode-map (current-global-map))
205 (substitute-key-definition 'beginning-of-line 'lm-beginning-of-line
206 lm-mode-map (current-global-map))
207 (substitute-key-definition 'end-of-line 'lm-end-of-line
208 lm-mode-map (current-global-map))
209 (substitute-key-definition 'undo 'lm-human-takes-back
210 lm-mode-map (current-global-map))
211 (substitute-key-definition 'advertised-undo 'lm-human-takes-back
212 lm-mode-map (current-global-map)))
214 (defvar lm-emacs-won ()
215 "*For making font-lock use the winner's face for the line.")
217 (defvar lm-font-lock-face-O
218 (if (display-color-p)
219 (list (facemenu-get-face 'fg:red) 'bold))
220 "*Face to use for Emacs' O.")
222 (defvar lm-font-lock-face-X
223 (if (display-color-p)
224 (list (facemenu-get-face 'fg:green) 'bold))
225 "*Face to use for your X.")
227 (defvar lm-font-lock-keywords
228 '(("O" . lm-font-lock-face-O)
229 ("X" . lm-font-lock-face-X)
230 ("[-|/\\]" 0 (if lm-emacs-won
231 lm-font-lock-face-O
232 lm-font-lock-face-X)))
233 "*Font lock rules for Lm.")
235 (put 'lm-mode 'front-sticky
236 (put 'lm-mode 'rear-nonsticky '(intangible)))
237 (put 'lm-mode 'intangible 1)
239 (defun lm-mode ()
240 "Major mode for playing Lm against Emacs.
241 You and Emacs play in turn by marking a free square. You mark it with X
242 and Emacs marks it with O. The winner is the first to get five contiguous
243 marks horizontally, vertically or in diagonal.
245 You play by moving the cursor over the square you choose and hitting \\[lm-human-plays].
247 Other useful commands:
248 \\{lm-mode-map}
249 Entry to this mode calls the value of `lm-mode-hook' if that value
250 is non-nil. One interesting value is `turn-on-font-lock'."
251 (interactive)
252 (setq major-mode 'lm-mode
253 mode-name "Lm")
254 (lm-display-statistics)
255 (use-local-map lm-mode-map)
256 (make-local-variable 'font-lock-defaults)
257 (setq font-lock-defaults '(lm-font-lock-keywords t))
258 (toggle-read-only t)
259 (run-hooks 'lm-mode-hook))
262 ;;;_ + THE SCORE TABLE.
265 ;; Every (free) square has a score associated to it, recorded in the
266 ;; LM-SCORE-TABLE vector. The program always plays in the square having
267 ;; the highest score.
269 (defvar lm-score-table nil
270 "Vector recording the actual score of the free squares.")
273 ;; The key point point about the algorithm is that, rather than considering
274 ;; the board as just a set of squares, we prefer to see it as a "space" of
275 ;; internested 5-tuples of contiguous squares (called qtuples).
277 ;; The aim of the program is to fill one qtuple with its O's while preventing
278 ;; you from filling another one with your X's. To that effect, it computes a
279 ;; score for every qtuple, with better qtuples having better scores. Of
280 ;; course, the score of a qtuple (taken in isolation) is just determined by
281 ;; its contents as a set, i.e. not considering the order of its elements. The
282 ;; highest score is given to the "OOOO" qtuples because playing in such a
283 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
284 ;; not playing in it is just loosing the game, and so on. Note that a
285 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
286 ;; has score zero because there is no more any point in playing in it, from
287 ;; both an attacking and a defending point of view.
289 ;; Given the score of every qtuple, the score of a given free square on the
290 ;; board is just the sum of the scores of all the qtuples to which it belongs,
291 ;; because playing in that square is playing in all its containing qtuples at
292 ;; once. And it is that function which takes into account the internesting of
293 ;; the qtuples.
295 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
296 ;; play. It easily extends to "n-dimensional Lm", where a win should not
297 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
298 ;; should be preferred.
301 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
302 ;; these values will change (hopefully improve) the strength of the program
303 ;; and may change its style (rather aggressive here).
305 (defconst nil-score 7 "Score of an empty qtuple.")
306 (defconst Xscore 15 "Score of a qtuple containing one X.")
307 (defconst XXscore 400 "Score of a qtuple containing two X's.")
308 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
309 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
310 (defconst Oscore 35 "Score of a qtuple containing one O.")
311 (defconst OOscore 800 "Score of a qtuple containing two O's.")
312 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
313 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
315 ;; These values are not just random: if, given the following situation:
317 ;; . . . . . . . O .
318 ;; . X X a . . . X .
319 ;; . . . X . . . X .
320 ;; . . . X . . . X .
321 ;; . . . . . . . b .
323 ;; you want Emacs to play in "a" and not in "b", then the parameters must
324 ;; satisfy the inequality:
326 ;; 6 * XXscore > XXXscore + XXscore
328 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
329 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
330 ;; conditions are required to obtain sensible moves, but the previous example
331 ;; should illustrate the point. If you manage to improve on these values,
332 ;; please send me a note. Thanks.
335 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
336 ;; contents of a qtuple are uniquely determined by the sum of its elements and
337 ;; we just have to set up a translation table.
339 (defconst lm-score-trans-table
340 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
341 Oscore 0 0 0 0 0
342 OOscore 0 0 0 0 0
343 OOOscore 0 0 0 0 0
344 OOOOscore 0 0 0 0 0
346 "Vector associating qtuple contents to their score.")
349 ;; If you do not modify drastically the previous constants, the only way for a
350 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
351 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
352 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
353 ;; qtuple. We may use these considerations to detect when a given move is
354 ;; winning or loosing.
356 (defconst lm-winning-threshold OOOOscore
357 "Threshold score beyond which an Emacs move is winning.")
359 (defconst lm-loosing-threshold XXXXscore
360 "Threshold score beyond which a human move is winning.")
363 (defun lm-strongest-square ()
364 "Compute index of free square with highest score, or nil if none."
365 ;; We just have to loop other all squares. However there are two problems:
366 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
367 ;; up future searches, we set the score of padding or occupied squares
368 ;; to -1 whenever we meet them.
369 ;; 2/ We want to choose randomly between equally good moves.
370 (let ((score-max 0)
371 (count 0) ; Number of equally good moves
372 (square (lm-xy-to-index 1 1)) ; First square
373 (end (lm-xy-to-index lm-board-width lm-board-height))
374 best-square score)
375 (while (<= square end)
376 (cond
377 ;; If score is lower (i.e. most of the time), skip to next:
378 ((< (aref lm-score-table square) score-max))
379 ;; If score is better, beware of non free squares:
380 ((> (setq score (aref lm-score-table square)) score-max)
381 (if (zerop (aref lm-board square)) ; is it free ?
382 (setq count 1 ; yes: take it !
383 best-square square
384 score-max score)
385 (aset lm-score-table square -1))) ; no: kill it !
386 ;; If score is equally good, choose randomly. But first check freeness:
387 ((not (zerop (aref lm-board square)))
388 (aset lm-score-table square -1))
389 ((zerop (random (setq count (1+ count))))
390 (setq best-square square
391 score-max score)))
392 (setq square (1+ square))) ; try next square
393 best-square))
395 ;;;_ - INITIALIZING THE SCORE TABLE.
397 ;; At initialization the board is empty so that every qtuple amounts for
398 ;; nil-score. Therefore, the score of any square is nil-score times the number
399 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
400 ;; are sufficiently far from the sides. As computing the number is time
401 ;; consuming, we initialize every square with 20*nil-score and then only
402 ;; consider squares at less than 5 squares from one side. We speed this up by
403 ;; taking symmetry into account.
404 ;; Also, as it is likely that successive games will be played on a board with
405 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
407 (defvar lm-saved-score-table nil
408 "Recorded initial value of previous score table.")
410 (defvar lm-saved-board-width nil
411 "Recorded value of previous board width.")
413 (defvar lm-saved-board-height nil
414 "Recorded value of previous board height.")
417 (defun lm-init-score-table ()
418 "Create the score table vector and fill it with initial values."
419 (if (and lm-saved-score-table ; Has it been stored last time ?
420 (= lm-board-width lm-saved-board-width)
421 (= lm-board-height lm-saved-board-height))
422 (setq lm-score-table (copy-sequence lm-saved-score-table))
423 ;; No, compute it:
424 (setq lm-score-table
425 (make-vector lm-vector-length (* 20 nil-score)))
426 (let (i j maxi maxj maxi2 maxj2)
427 (setq maxi (/ (1+ lm-board-width) 2)
428 maxj (/ (1+ lm-board-height) 2)
429 maxi2 (min 4 maxi)
430 maxj2 (min 4 maxj))
431 ;; We took symmetry into account and could use it more if the board
432 ;; would have been square and not rectangular !
433 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
434 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
435 ;; board may well be less than 8 by 8 !
436 (setq i 1)
437 (while (<= i maxi2)
438 (setq j 1)
439 (while (<= j maxj)
440 (lm-init-square-score i j)
441 (setq j (1+ j)))
442 (setq i (1+ i)))
443 (while (<= i maxi)
444 (setq j 1)
445 (while (<= j maxj2)
446 (lm-init-square-score i j)
447 (setq j (1+ j)))
448 (setq i (1+ i))))
449 (setq lm-saved-score-table (copy-sequence lm-score-table)
450 lm-saved-board-width lm-board-width
451 lm-saved-board-height lm-board-height)))
453 (defun lm-nb-qtuples (i j)
454 "Return the number of qtuples containing square I,J."
455 ;; This function is complicated because we have to deal
456 ;; with ugly cases like 3 by 6 boards, but it works.
457 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
458 (let ((left (min 4 (1- i)))
459 (right (min 4 (- lm-board-width i)))
460 (up (min 4 (1- j)))
461 (down (min 4 (- lm-board-height j))))
462 (+ -12
463 (min (max (+ left right) 3) 8)
464 (min (max (+ up down) 3) 8)
465 (min (max (+ (min left up) (min right down)) 3) 8)
466 (min (max (+ (min right up) (min left down)) 3) 8))))
468 (defun lm-init-square-score (i j)
469 "Give initial score to square I,J and to its mirror images."
470 (let ((ii (1+ (- lm-board-width i)))
471 (jj (1+ (- lm-board-height j)))
472 (sc (* (lm-nb-qtuples i j) (aref lm-score-trans-table 0))))
473 (aset lm-score-table (lm-xy-to-index i j) sc)
474 (aset lm-score-table (lm-xy-to-index ii j) sc)
475 (aset lm-score-table (lm-xy-to-index i jj) sc)
476 (aset lm-score-table (lm-xy-to-index ii jj) sc)))
477 ;;;_ - MAINTAINING THE SCORE TABLE.
480 ;; We do not provide functions for computing the SCORE-TABLE given the
481 ;; contents of the BOARD. This would involve heavy nested loops, with time
482 ;; proportional to the size of the board. It is better to update the
483 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
484 ;; squares: it is done in constant time.
486 (defun lm-update-score-table (square dval)
487 "Update score table after SQUARE received a DVAL increment."
488 ;; The board has already been updated when this function is called.
489 ;; Updating scores is done by looking for qtuples boundaries in all four
490 ;; directions and then calling update-score-in-direction.
491 ;; Finally all squares received the right increment, and then are up to
492 ;; date, except possibly for SQUARE itself if we are taking a move back for
493 ;; its score had been set to -1 at the time.
494 (let* ((x (lm-index-to-x square))
495 (y (lm-index-to-y square))
496 (imin (max -4 (- 1 x)))
497 (jmin (max -4 (- 1 y)))
498 (imax (min 0 (- lm-board-width x 4)))
499 (jmax (min 0 (- lm-board-height y 4))))
500 (lm-update-score-in-direction imin imax
501 square 1 0 dval)
502 (lm-update-score-in-direction jmin jmax
503 square 0 1 dval)
504 (lm-update-score-in-direction (max imin jmin) (min imax jmax)
505 square 1 1 dval)
506 (lm-update-score-in-direction (max (- 1 y) -4
507 (- x lm-board-width))
508 (min 0 (- x 5)
509 (- lm-board-height y 4))
510 square -1 1 dval)))
512 (defun lm-update-score-in-direction (left right square dx dy dval)
513 "Update scores for all squares in the qtuples in range.
514 That is, those between the LEFTth square and the RIGHTth after SQUARE,
515 along the DX, DY direction, considering that DVAL has been added on SQUARE."
516 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
517 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
518 ;; DX,DY direction.
519 (cond
520 ((> left right)) ; Quit
521 (t ; Else ..
522 (let (depl square0 square1 square2 count delta)
523 (setq depl (lm-xy-to-index dx dy)
524 square0 (+ square (* left depl))
525 square1 (+ square (* right depl))
526 square2 (+ square0 (* 4 depl)))
527 ;; Compute the contents of the first qtuple:
528 (setq square square0
529 count 0)
530 (while (<= square square2)
531 (setq count (+ count (aref lm-board square))
532 square (+ square depl)))
533 (while (<= square0 square1)
534 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
535 ;; in SQUARE2.
536 (setq delta (- (aref lm-score-trans-table count)
537 (aref lm-score-trans-table (- count dval))))
538 (cond ((not (zerop delta)) ; or else nothing to update
539 (setq square square0)
540 (while (<= square square2)
541 (if (zerop (aref lm-board square)) ; only for free squares
542 (aset lm-score-table square
543 (+ (aref lm-score-table square) delta)))
544 (setq square (+ square depl)))))
545 ;; Then shift the qtuple one square along DEPL, this only requires
546 ;; modifying SQUARE0 and SQUARE2.
547 (setq square2 (+ square2 depl)
548 count (+ count (- (aref lm-board square0))
549 (aref lm-board square2))
550 square0 (+ square0 depl)))))))
553 ;;; GAME CONTROL.
556 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
557 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
558 ;; (anti-updating the score table) and to compute the table from scratch in
559 ;; case of an interruption.
561 (defvar lm-game-in-progress nil
562 "Non-nil if a game is in progress.")
564 (defvar lm-game-history nil
565 "A record of all moves that have been played during current game.")
567 (defvar lm-number-of-moves nil
568 "Number of moves already played in current game.")
570 (defvar lm-number-of-human-moves nil
571 "Number of moves already played by human in current game.")
573 (defvar lm-emacs-played-first nil
574 "Non-nil if Emacs played first.")
576 (defvar lm-human-took-back nil
577 "Non-nil if Human took back a move during the game.")
579 (defvar lm-human-refused-draw nil
580 "Non-nil if Human refused Emacs offer of a draw.")
582 (defvar lm-emacs-is-computing nil
583 ;; This is used to detect interruptions. Hopefully, it should not be needed.
584 "Non-nil if Emacs is in the middle of a computation.")
587 (defun lm-start-game (n m)
588 "Initialize a new game on an N by M board."
589 (setq lm-emacs-is-computing t) ; Raise flag
590 (setq lm-game-in-progress t)
591 (setq lm-board-width n
592 lm-board-height m
593 lm-vector-length (1+ (* (+ m 2) (1+ n)))
594 lm-draw-limit (/ (* 7 n m) 10))
595 (setq lm-emacs-won nil
596 lm-game-history nil
597 lm-number-of-moves 0
598 lm-number-of-human-moves 0
599 lm-emacs-played-first nil
600 lm-human-took-back nil
601 lm-human-refused-draw nil)
602 (lm-init-display n m) ; Display first: the rest takes time
603 (lm-init-score-table) ; INIT-BOARD requires that the score
604 (lm-init-board) ; table be already created.
605 (setq lm-emacs-is-computing nil))
607 (defun lm-play-move (square val &optional dont-update-score)
608 "Go to SQUARE, play VAL and update everything."
609 (setq lm-emacs-is-computing t) ; Raise flag
610 (cond ((= 1 val) ; a Human move
611 (setq lm-number-of-human-moves (1+ lm-number-of-human-moves)))
612 ((zerop lm-number-of-moves) ; an Emacs move. Is it first ?
613 (setq lm-emacs-played-first t)))
614 (setq lm-game-history
615 (cons (cons square (aref lm-score-table square))
616 lm-game-history)
617 lm-number-of-moves (1+ lm-number-of-moves))
618 (lm-plot-square square val)
619 (aset lm-board square val) ; *BEFORE* UPDATE-SCORE !
620 (if dont-update-score nil
621 (lm-update-score-table square val) ; previous val was 0: dval = val
622 (aset lm-score-table square -1))
623 (setq lm-emacs-is-computing nil))
625 (defun lm-take-back ()
626 "Take back last move and update everything."
627 (setq lm-emacs-is-computing t)
628 (let* ((last-move (car lm-game-history))
629 (square (car last-move))
630 (oldval (aref lm-board square)))
631 (if (= 1 oldval)
632 (setq lm-number-of-human-moves (1- lm-number-of-human-moves)))
633 (setq lm-game-history (cdr lm-game-history)
634 lm-number-of-moves (1- lm-number-of-moves))
635 (lm-plot-square square 0)
636 (aset lm-board square 0) ; *BEFORE* UPDATE-SCORE !
637 (lm-update-score-table square (- oldval))
638 (aset lm-score-table square (cdr last-move)))
639 (setq lm-emacs-is-computing nil))
642 ;;;_ + SESSION CONTROL.
644 (defvar lm-number-of-trials 0
645 "The number of times that landmark has been run.")
647 (defvar lm-sum-of-moves 0
648 "The total number of moves made in all games.")
650 (defvar lm-number-of-emacs-wins 0
651 "Number of games Emacs won in this session.")
653 (defvar lm-number-of-human-wins 0
654 "Number of games you won in this session.")
656 (defvar lm-number-of-draws 0
657 "Number of games already drawn in this session.")
660 (defun lm-terminate-game (result)
661 "Terminate the current game with RESULT."
662 (setq lm-number-of-trials (1+ lm-number-of-trials))
663 (setq lm-sum-of-moves (+ lm-sum-of-moves lm-number-of-moves))
664 (if (eq result 'crash-game)
665 (message
666 "Sorry, I have been interrupted and cannot resume that game..."))
667 (lm-display-statistics)
668 ;;(ding)
669 (setq lm-game-in-progress nil))
671 (defun lm-crash-game ()
672 "What to do when Emacs detects it has been interrupted."
673 (setq lm-emacs-is-computing nil)
674 (lm-terminate-game 'crash-game)
675 (sit-for 4) ; Let's see the message
676 (lm-prompt-for-other-game))
679 ;;;_ + INTERACTIVE COMMANDS.
681 (defun lm-emacs-plays ()
682 "Compute Emacs next move and play it."
683 (interactive)
684 (lm-switch-to-window)
685 (cond
686 (lm-emacs-is-computing
687 (lm-crash-game))
688 ((not lm-game-in-progress)
689 (lm-prompt-for-other-game))
691 (message "Let me think...")
692 (let (square score)
693 (setq square (lm-strongest-square))
694 (cond ((null square)
695 (lm-terminate-game 'nobody-won))
697 (setq score (aref lm-score-table square))
698 (lm-play-move square 6)
699 (cond ((>= score lm-winning-threshold)
700 (setq lm-emacs-won t) ; for font-lock
701 (lm-find-filled-qtuple square 6)
702 (lm-terminate-game 'emacs-won))
703 ((zerop score)
704 (lm-terminate-game 'nobody-won))
705 ((and (> lm-number-of-moves lm-draw-limit)
706 (not lm-human-refused-draw)
707 (lm-offer-a-draw))
708 (lm-terminate-game 'draw-agreed))
710 (lm-prompt-for-move)))))))))
712 ;; For small square dimensions this is approximate, since though measured in
713 ;; pixels, event's (X . Y) is a character's top-left corner.
714 (defun lm-click (click)
715 "Position at the square where you click."
716 (interactive "e")
717 (and (windowp (posn-window (setq click (event-end click))))
718 (numberp (posn-point click))
719 (select-window (posn-window click))
720 (setq click (posn-col-row click))
721 (lm-goto-xy
722 (min (max (/ (+ (- (car click)
723 lm-x-offset
725 (window-hscroll)
726 lm-square-width
727 (% lm-square-width 2)
728 (/ lm-square-width 2))
729 lm-square-width)
731 lm-board-width)
732 (min (max (/ (+ (- (cdr click)
733 lm-y-offset
735 (let ((inhibit-point-motion-hooks t))
736 (count-lines 1 (window-start)))
737 lm-square-height
738 (% lm-square-height 2)
739 (/ lm-square-height 2))
740 lm-square-height)
742 lm-board-height))))
744 (defun lm-mouse-play (click)
745 "Play at the square where you click."
746 (interactive "e")
747 (if (lm-click click)
748 (lm-human-plays)))
750 (defun lm-human-plays ()
751 "Signal to the Lm program that you have played.
752 You must have put the cursor on the square where you want to play.
753 If the game is finished, this command requests for another game."
754 (interactive)
755 (lm-switch-to-window)
756 (cond
757 (lm-emacs-is-computing
758 (lm-crash-game))
759 ((not lm-game-in-progress)
760 (lm-prompt-for-other-game))
762 (let (square score)
763 (setq square (lm-point-square))
764 (cond ((null square)
765 (error "Your point is not on a square. Retry !"))
766 ((not (zerop (aref lm-board square)))
767 (error "Your point is not on a free square. Retry !"))
769 (setq score (aref lm-score-table square))
770 (lm-play-move square 1)
771 (cond ((and (>= score lm-loosing-threshold)
772 ;; Just testing SCORE > THRESHOLD is not enough for
773 ;; detecting wins, it just gives an indication that
774 ;; we confirm with LM-FIND-FILLED-QTUPLE.
775 (lm-find-filled-qtuple square 1))
776 (lm-terminate-game 'human-won))
778 (lm-emacs-plays)))))))))
780 (defun lm-human-takes-back ()
781 "Signal to the Lm program that you wish to take back your last move."
782 (interactive)
783 (lm-switch-to-window)
784 (cond
785 (lm-emacs-is-computing
786 (lm-crash-game))
787 ((not lm-game-in-progress)
788 (message "Too late for taking back...")
789 (sit-for 4)
790 (lm-prompt-for-other-game))
791 ((zerop lm-number-of-human-moves)
792 (message "You have not played yet... Your move ?"))
794 (message "One moment, please...")
795 ;; It is possible for the user to let Emacs play several consecutive
796 ;; moves, so that the best way to know when to stop taking back moves is
797 ;; to count the number of human moves:
798 (setq lm-human-took-back t)
799 (let ((number lm-number-of-human-moves))
800 (while (= number lm-number-of-human-moves)
801 (lm-take-back)))
802 (lm-prompt-for-move))))
804 (defun lm-human-resigns ()
805 "Signal to the Lm program that you may want to resign."
806 (interactive)
807 (lm-switch-to-window)
808 (cond
809 (lm-emacs-is-computing
810 (lm-crash-game))
811 ((not lm-game-in-progress)
812 (message "There is no game in progress"))
813 ((y-or-n-p "You mean, you resign ")
814 (lm-terminate-game 'human-resigned))
815 ((y-or-n-p "You mean, we continue ")
816 (lm-prompt-for-move))
818 (lm-terminate-game 'human-resigned)))) ; OK. Accept it
820 ;;;_ + PROMPTING THE HUMAN PLAYER.
822 (defun lm-prompt-for-move ()
823 "Display a message asking for Human's move."
824 (message (if (zerop lm-number-of-human-moves)
825 "Your move ? (move to a free square and hit X, RET ...)"
826 "Your move ?"))
827 ;; This may seem silly, but if one omits the following line (or a similar
828 ;; one), the cursor may very well go to some place where POINT is not.
829 (save-excursion (set-buffer (other-buffer))))
831 (defun lm-prompt-for-other-game ()
832 "Ask for another game, and start it."
833 (if (y-or-n-p "Another game ")
834 (if (y-or-n-p "Retain learned weights ")
835 (lm 2)
836 (lm 1))
837 (message "Chicken !")))
839 (defun lm-offer-a-draw ()
840 "Offer a draw and return t if Human accepted it."
841 (or (y-or-n-p "I offer you a draw. Do you accept it ")
842 (not (setq lm-human-refused-draw t))))
845 (defun lm-max-width ()
846 "Largest possible board width for the current window."
847 (1+ (/ (- (window-width (selected-window))
848 lm-x-offset lm-x-offset 1)
849 lm-square-width)))
851 (defun lm-max-height ()
852 "Largest possible board height for the current window."
853 (1+ (/ (- (window-height (selected-window))
854 lm-y-offset lm-y-offset 2)
855 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
856 lm-square-height)))
858 (defun lm-point-y ()
859 "Return the board row where point is."
860 (let ((inhibit-point-motion-hooks t))
861 (1+ (/ (- (count-lines 1 (point)) lm-y-offset (if (bolp) 0 1))
862 lm-square-height))))
864 (defun lm-point-square ()
865 "Return the index of the square point is on."
866 (let ((inhibit-point-motion-hooks t))
867 (lm-xy-to-index (1+ (/ (- (current-column) lm-x-offset)
868 lm-square-width))
869 (lm-point-y))))
871 (defun lm-goto-square (index)
872 "Move point to square number INDEX."
873 (lm-goto-xy (lm-index-to-x index) (lm-index-to-y index)))
875 (defun lm-goto-xy (x y)
876 "Move point to square at X, Y coords."
877 (let ((inhibit-point-motion-hooks t))
878 (goto-line (+ 1 lm-y-offset (* lm-square-height (1- y)))))
879 (move-to-column (+ lm-x-offset (* lm-square-width (1- x)))))
881 (defun lm-plot-square (square value)
882 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
883 (or (= value 1)
884 (lm-goto-square square))
885 (let ((inhibit-read-only t)
886 (inhibit-point-motion-hooks t))
887 (insert-and-inherit (cond ((= value 1) ?.)
888 ((= value 2) ?N)
889 ((= value 3) ?S)
890 ((= value 4) ?E)
891 ((= value 5) ?W)
892 ((= value 6) ?^)))
894 (and (zerop value)
895 (put-text-property (1- (point)) (point) 'mouse-face 'highlight))
896 (delete-char 1)
897 (backward-char 1))
898 (sit-for 0)) ; Display NOW
900 (defun lm-init-display (n m)
901 "Display an N by M Lm board."
902 (buffer-disable-undo (current-buffer))
903 (let ((inhibit-read-only t)
904 (point 1) opoint
905 (intangible t)
906 (i m) j x)
907 ;; Try to minimize number of chars (because of text properties)
908 (setq tab-width
909 (if (zerop (% lm-x-offset lm-square-width))
910 lm-square-width
911 (max (/ (+ (% lm-x-offset lm-square-width)
912 lm-square-width 1) 2) 2)))
913 (erase-buffer)
914 (newline lm-y-offset)
915 (while (progn
916 (setq j n
917 x (- lm-x-offset lm-square-width))
918 (while (>= (setq j (1- j)) 0)
919 (insert-char ?\t (/ (- (setq x (+ x lm-square-width))
920 (current-column))
921 tab-width))
922 (insert-char ? (- x (current-column)))
923 (if (setq intangible (not intangible))
924 (put-text-property point (point) 'intangible 2))
925 (and (zerop j)
926 (= i (- m 2))
927 (progn
928 (while (>= i 3)
929 (append-to-buffer (current-buffer) opoint (point))
930 (setq i (- i 2)))
931 (goto-char (point-max))))
932 (setq point (point))
933 (insert ?=)
934 (put-text-property point (point)
935 'mouse-face 'highlight))
936 (> (setq i (1- i)) 0))
937 (if (= i (1- m))
938 (setq opoint point))
939 (insert-char ?\n lm-square-height))
940 (or (eq (char-after 1) ?.)
941 (put-text-property 1 2 'point-entered
942 (lambda (x x) (if (bobp) (forward-char)))))
943 (or intangible
944 (put-text-property point (point) 'intangible 2))
945 (put-text-property point (point) 'point-entered
946 (lambda (x x) (if (eobp) (backward-char))))
947 (put-text-property (point-min) (point) 'category 'lm-mode))
948 (lm-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
949 (sit-for 0)) ; Display NOW
951 (defun lm-display-statistics ()
952 "Obnoxiously display some statistics about previous games in mode line."
953 ;; We store this string in the mode-line-process local variable.
954 ;; This is certainly not the cleanest way out ...
955 (setq mode-line-process
956 (format ": Trials: %d, Avg#Moves: %d"
957 lm-number-of-trials
958 (if (zerop lm-number-of-trials)
960 (/ lm-sum-of-moves lm-number-of-trials))))
961 (force-mode-line-update))
963 (defun lm-switch-to-window ()
964 "Find or create the Lm buffer, and display it."
965 (interactive)
966 (let ((buff (get-buffer "*Lm*")))
967 (if buff ; Buffer exists:
968 (switch-to-buffer buff) ; no problem.
969 (if lm-game-in-progress
970 (lm-crash-game)) ; buffer has been killed or something
971 (switch-to-buffer "*Lm*") ; Anyway, start anew.
972 (lm-mode))))
975 ;;;_ + CROSSING WINNING QTUPLES.
977 ;; When someone succeeds in filling a qtuple, we draw a line over the five
978 ;; corresponding squares. One problem is that the program does not know which
979 ;; squares ! It only knows the square where the last move has been played and
980 ;; who won. The solution is to scan the board along all four directions.
982 (defun lm-find-filled-qtuple (square value)
983 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
984 (or (lm-check-filled-qtuple square value 1 0)
985 (lm-check-filled-qtuple square value 0 1)
986 (lm-check-filled-qtuple square value 1 1)
987 (lm-check-filled-qtuple square value -1 1)))
989 (defun lm-check-filled-qtuple (square value dx dy)
990 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
991 (let ((a 0) (b 0)
992 (left square) (right square)
993 (depl (lm-xy-to-index dx dy)))
994 (while (and (> a -4) ; stretch tuple left
995 (= value (aref lm-board (setq left (- left depl)))))
996 (setq a (1- a)))
997 (while (and (< b (+ a 4)) ; stretch tuple right
998 (= value (aref lm-board (setq right (+ right depl)))))
999 (setq b (1+ b)))
1000 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1001 (lm-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1002 dx dy)
1003 t))))
1005 (defun lm-cross-qtuple (square1 square2 dx dy)
1006 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1007 (save-excursion ; Not moving point from last square
1008 (let ((depl (lm-xy-to-index dx dy))
1009 (inhibit-read-only t)
1010 (inhibit-point-motion-hooks t))
1011 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1012 (while (/= square1 square2)
1013 (lm-goto-square square1)
1014 (setq square1 (+ square1 depl))
1015 (cond
1016 ((= dy 0) ; Horizontal
1017 (forward-char 1)
1018 (insert-char ?- (1- lm-square-width) t)
1019 (delete-region (point) (progn
1020 (skip-chars-forward " \t")
1021 (point))))
1022 ((= dx 0) ; Vertical
1023 (let ((lm-n 1)
1024 (column (current-column)))
1025 (while (< lm-n lm-square-height)
1026 (setq lm-n (1+ lm-n))
1027 (forward-line 1)
1028 (indent-to column)
1029 (insert-and-inherit ?|))))
1030 ((= dx -1) ; 1st Diagonal
1031 (indent-to (prog1 (- (current-column) (/ lm-square-width 2))
1032 (forward-line (/ lm-square-height 2))))
1033 (insert-and-inherit ?/))
1034 (t ; 2nd Diagonal
1035 (indent-to (prog1 (+ (current-column) (/ lm-square-width 2))
1036 (forward-line (/ lm-square-height 2))))
1037 (insert-and-inherit ?\\))))))
1038 (sit-for 0)) ; Display NOW
1041 ;;;_ + CURSOR MOTION.
1043 ;; previous-line and next-line don't work right with intangible newlines
1044 (defun lm-move-down ()
1045 "Move point down one row on the Lm board."
1046 (interactive)
1047 (if (< (lm-point-y) lm-board-height)
1048 (next-line 1)));;; lm-square-height)))
1050 (defun lm-move-up ()
1051 "Move point up one row on the Lm board."
1052 (interactive)
1053 (if (> (lm-point-y) 1)
1054 (previous-line lm-square-height)))
1056 (defun lm-move-ne ()
1057 "Move point North East on the Lm board."
1058 (interactive)
1059 (lm-move-up)
1060 (forward-char))
1062 (defun lm-move-se ()
1063 "Move point South East on the Lm board."
1064 (interactive)
1065 (lm-move-down)
1066 (forward-char))
1068 (defun lm-move-nw ()
1069 "Move point North West on the Lm board."
1070 (interactive)
1071 (lm-move-up)
1072 (backward-char))
1074 (defun lm-move-sw ()
1075 "Move point South West on the Lm board."
1076 (interactive)
1077 (lm-move-down)
1078 (backward-char))
1080 (defun lm-beginning-of-line ()
1081 "Move point to first square on the Lm board row."
1082 (interactive)
1083 (move-to-column lm-x-offset))
1085 (defun lm-end-of-line ()
1086 "Move point to last square on the Lm board row."
1087 (interactive)
1088 (move-to-column (+ lm-x-offset
1089 (* lm-square-width (1- lm-board-width)))))
1092 ;;;_ + Simulation variables
1094 ;;;_ - lm-nvar
1095 (defvar lm-nvar 0.0075
1096 "Not used.
1097 Affects a noise generator which was used in an earlier incarnation of
1098 this program to add a random element to the way moves were made.")
1099 ;;;_ - lists of cardinal directions
1100 ;;;_ :
1101 (defvar lm-ns '(lm-n lm-s)
1102 "Used when doing something relative to the north and south axes.")
1103 (defvar lm-ew '(lm-e lm-w)
1104 "Used when doing something relative to the east and west axes.")
1105 (defvar lm-directions '(lm-n lm-s lm-e lm-w)
1106 "The cardinal directions.")
1107 (defvar lm-8-directions
1108 '((lm-n) (lm-n lm-w) (lm-w) (lm-s lm-w)
1109 (lm-s) (lm-s lm-e) (lm-e) (lm-n lm-e))
1110 "The full 8 possible directions.")
1112 (defvar lm-number-of-moves
1113 "The number of moves made by the robot so far.")
1116 ;;;_* Terry's mods to create lm.el
1118 ;;;(setq lm-debug nil)
1119 (defvar lm-debug nil
1120 "If non-nil, debugging is printed.")
1121 (defcustom lm-one-moment-please nil
1122 "If non-nil, print \"One moment please\" when a new board is generated.
1123 The drawback of this is you don't see how many moves the last run took
1124 because it is overwritten by \"One moment please\"."
1125 :type 'boolean
1126 :group 'lm)
1127 (defcustom lm-output-moves t
1128 "If non-nil, output number of moves so far on a move-by-move basis."
1129 :type 'boolean
1130 :group 'lm)
1133 (defun lm-weights-debug ()
1134 (if lm-debug
1135 (progn (lm-print-wts) (lm-blackbox) (lm-print-y,s,noise)
1136 (lm-print-smell))))
1138 ;;;_ - Printing various things
1139 (defun lm-print-distance-int (direction)
1140 (interactive)
1141 (insert (format "%S %S " direction (get direction 'distance))))
1144 (defun lm-print-distance ()
1145 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'lm-tree)))
1146 (mapc 'lm-print-distance-int lm-directions))
1149 ;;(setq direction 'lm-n)
1150 ;;(get 'lm-n 'lm-s)
1151 (defun lm-nslify-wts-int (direction)
1152 (mapcar (lambda (target-direction)
1153 (get direction target-direction))
1154 lm-directions))
1157 (defun lm-nslify-wts ()
1158 (interactive)
1159 (let ((l (apply 'append (mapcar 'lm-nslify-wts-int lm-directions))))
1160 (insert (format "set data_value WTS \n %s \n" l))
1161 (insert (format "/* max: %S min: %S */"
1162 (eval (cons 'max l)) (eval (cons 'min l))))))
1164 (defun lm-print-wts-int (direction)
1165 (mapc (lambda (target-direction)
1166 (insert (format "%S %S %S "
1167 direction
1168 target-direction
1169 (get direction target-direction))))
1170 lm-directions)
1171 (insert "\n"))
1173 (defun lm-print-wts ()
1174 (interactive)
1175 (save-excursion
1176 (set-buffer "*lm-wts*")
1177 (insert "==============================\n")
1178 (mapc 'lm-print-wts-int lm-directions)))
1180 (defun lm-print-moves (moves)
1181 (interactive)
1182 (save-excursion
1183 (set-buffer "*lm-moves*")
1184 (insert (format "%S\n" moves))))
1187 (defun lm-print-y,s,noise-int (direction)
1188 (insert (format "%S:lm-y %S, s %S, noise %S \n"
1189 (symbol-name direction)
1190 (get direction 'y_t)
1191 (get direction 's)
1192 (get direction 'noise)
1195 (defun lm-print-y,s,noise ()
1196 (interactive)
1197 (save-excursion
1198 (set-buffer "*lm-y,s,noise*")
1199 (insert "==============================\n")
1200 (mapc 'lm-print-y,s,noise-int lm-directions)))
1202 (defun lm-print-smell-int (direction)
1203 (insert (format "%S: smell: %S \n"
1204 (symbol-name direction)
1205 (get direction 'smell))))
1207 (defun lm-print-smell ()
1208 (interactive)
1209 (save-excursion
1210 (set-buffer "*lm-smell*")
1211 (insert "==============================\n")
1212 (insert (format "tree: %S \n" (get 'z 't)))
1213 (mapc 'lm-print-smell-int lm-directions)))
1215 (defun lm-print-w0-int (direction)
1216 (insert (format "%S: w0: %S \n"
1217 (symbol-name direction)
1218 (get direction 'w0))))
1220 (defun lm-print-w0 ()
1221 (interactive)
1222 (save-excursion
1223 (set-buffer "*lm-w0*")
1224 (insert "==============================\n")
1225 (mapc 'lm-print-w0-int lm-directions)))
1227 (defun lm-blackbox ()
1228 (save-excursion
1229 (set-buffer "*lm-blackbox*")
1230 (insert "==============================\n")
1231 (insert "I smell: ")
1232 (mapc (lambda (direction)
1233 (if (> (get direction 'smell) 0)
1234 (insert (format "%S " direction))))
1235 lm-directions)
1236 (insert "\n")
1238 (insert "I move: ")
1239 (mapc (lambda (direction)
1240 (if (> (get direction 'y_t) 0)
1241 (insert (format "%S " direction))))
1242 lm-directions)
1243 (insert "\n")
1244 (lm-print-wts-blackbox)
1245 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1246 (lm-print-distance)
1247 (insert "\n")))
1249 (defun lm-print-wts-blackbox ()
1250 (interactive)
1251 (mapc 'lm-print-wts-int lm-directions))
1253 ;;;_ - learning parameters
1254 (defcustom lm-bound 0.005
1255 "The maximum that w0j may be."
1256 :type 'number
1257 :group 'lm)
1258 (defcustom lm-c 1.0
1259 "A factor applied to modulate the increase in wij.
1260 Used in the function lm-update-normal-weights."
1261 :type 'number
1262 :group 'lm)
1263 (defcustom lm-c-naught 0.5
1264 "A factor applied to modulate the increase in w0j.
1265 Used in the function lm-update-naught-weights."
1266 :type 'number
1267 :group 'lm)
1268 (defvar lm-initial-w0 0.0)
1269 (defvar lm-initial-wij 0.0)
1270 (defcustom lm-no-payoff 0
1271 "The amount of simulation cycles that have occurred with no movement.
1272 Used to move the robot when he is stuck in a rut for some reason."
1273 :type 'integer
1274 :group 'lm)
1275 (defcustom lm-max-stall-time 2
1276 "The maximum number of cycles that the robot can remain stuck in a place.
1277 After this limit is reached, lm-random-move is called to push him out of it."
1278 :type 'integer
1279 :group 'lm)
1282 ;;;_ + Randomizing functions
1283 ;;;_ - lm-flip-a-coin ()
1284 (defun lm-flip-a-coin ()
1285 (if (> (random 5000) 2500)
1288 ;;;_ : lm-very-small-random-number ()
1289 ;(defun lm-very-small-random-number ()
1290 ; (/
1291 ; (* (/ (random 900000) 900000.0) .0001)))
1292 ;;;_ : lm-randomize-weights-for (direction)
1293 (defun lm-randomize-weights-for (direction)
1294 (mapc (lambda (target-direction)
1295 (put direction
1296 target-direction
1297 (* (lm-flip-a-coin) (/ (random 10000) 10000.0))))
1298 lm-directions))
1299 ;;;_ : lm-noise ()
1300 (defun lm-noise ()
1301 (* (- (/ (random 30001) 15000.0) 1) lm-nvar))
1303 ;;;_ : lm-fix-weights-for (direction)
1304 (defun lm-fix-weights-for (direction)
1305 (mapc (lambda (target-direction)
1306 (put direction
1307 target-direction
1308 lm-initial-wij))
1309 lm-directions))
1312 ;;;_ + Plotting functions
1313 ;;;_ - lm-plot-internal (sym)
1314 (defun lm-plot-internal (sym)
1315 (lm-plot-square (lm-xy-to-index
1316 (get sym 'x)
1317 (get sym 'y))
1318 (get sym 'sym)))
1319 ;;;_ - lm-plot-landmarks ()
1320 (defun lm-plot-landmarks ()
1321 (setq lm-cx (/ lm-board-width 2))
1322 (setq lm-cy (/ lm-board-height 2))
1324 (put 'lm-n 'x lm-cx)
1325 (put 'lm-n 'y 1)
1326 (put 'lm-n 'sym 2)
1328 (put 'lm-tree 'x lm-cx)
1329 (put 'lm-tree 'y lm-cy)
1330 (put 'lm-tree 'sym 6)
1332 (put 'lm-s 'x lm-cx)
1333 (put 'lm-s 'y lm-board-height)
1334 (put 'lm-s 'sym 3)
1336 (put 'lm-w 'x 1)
1337 (put 'lm-w 'y (/ lm-board-height 2))
1338 (put 'lm-w 'sym 5)
1340 (put 'lm-e 'x lm-board-width)
1341 (put 'lm-e 'y (/ lm-board-height 2))
1342 (put 'lm-e 'sym 4)
1344 (mapc 'lm-plot-internal '(lm-n lm-s lm-e lm-w lm-tree)))
1348 ;;;_ + Distance-calculation functions
1349 ;;;_ - square (a)
1350 (defun square (a)
1351 (* a a))
1353 ;;;_ - distance (x x0 y y0)
1354 (defun distance (x x0 y y0)
1355 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1357 ;;;_ - calc-distance-of-robot-from (direction)
1358 (defun calc-distance-of-robot-from (direction)
1359 (put direction 'distance
1360 (distance (get direction 'x)
1361 (lm-index-to-x (lm-point-square))
1362 (get direction 'y)
1363 (lm-index-to-y (lm-point-square)))))
1365 ;;;_ - calc-smell-internal (sym)
1366 (defun calc-smell-internal (sym)
1367 (let ((r (get sym 'r))
1368 (d (calc-distance-of-robot-from sym)))
1369 (if (> (* 0.5 (- 1 (/ d r))) 0)
1370 (* 0.5 (- 1 (/ d r)))
1371 0)))
1374 ;;;_ + Learning (neural) functions
1375 (defun lm-f (x)
1376 (cond
1377 ((> x lm-bound) lm-bound)
1378 ((< x 0.0) 0.0)
1379 (t x)))
1381 (defun lm-y (direction)
1382 (let ((noise (put direction 'noise (lm-noise))))
1383 (put direction 'y_t
1384 (if (> (get direction 's) 0.0)
1386 0.0))))
1388 (defun lm-update-normal-weights (direction)
1389 (mapc (lambda (target-direction)
1390 (put direction target-direction
1392 (get direction target-direction)
1393 (* lm-c
1394 (- (get 'z 't) (get 'z 't-1))
1395 (get target-direction 'y_t)
1396 (get direction 'smell)))))
1397 lm-directions))
1399 (defun lm-update-naught-weights (direction)
1400 (mapc (lambda (target-direction)
1401 (put direction 'w0
1402 (lm-f
1404 (get direction 'w0)
1405 (* lm-c-naught
1406 (- (get 'z 't) (get 'z 't-1))
1407 (get direction 'y_t))))))
1408 lm-directions))
1411 ;;;_ + Statistics gathering and creating functions
1413 (defun lm-calc-current-smells ()
1414 (mapc (lambda (direction)
1415 (put direction 'smell (calc-smell-internal direction)))
1416 lm-directions))
1418 (defun lm-calc-payoff ()
1419 (put 'z 't-1 (get 'z 't))
1420 (put 'z 't (calc-smell-internal 'lm-tree))
1421 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1422 (incf lm-no-payoff)
1423 (setf lm-no-payoff 0)))
1425 (defun lm-store-old-y_t ()
1426 (mapc (lambda (direction)
1427 (put direction 'y_t-1 (get direction 'y_t)))
1428 lm-directions))
1431 ;;;_ + Functions to move robot
1433 (defun lm-confidence-for (target-direction)
1434 (apply '+
1435 (get target-direction 'w0)
1436 (mapcar (lambda (direction)
1438 (get direction target-direction)
1439 (get direction 'smell)))
1440 lm-directions)))
1443 (defun lm-calc-confidences ()
1444 (mapc (lambda (direction)
1445 (put direction 's (lm-confidence-for direction)))
1446 lm-directions))
1448 (defun lm-move ()
1449 (if (and (= (get 'lm-n 'y_t) 1.0) (= (get 'lm-s 'y_t) 1.0))
1450 (progn
1451 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ns)
1452 (if lm-debug
1453 (message "n-s normalization."))))
1454 (if (and (= (get 'lm-w 'y_t) 1.0) (= (get 'lm-e 'y_t) 1.0))
1455 (progn
1456 (mapc (lambda (dir) (put dir 'y_t 0)) lm-ew)
1457 (if lm-debug
1458 (message "e-w normalization"))))
1460 (mapc (lambda (pair)
1461 (if (> (get (car pair) 'y_t) 0)
1462 (funcall (car (cdr pair)))))
1464 (lm-n lm-move-up)
1465 (lm-s lm-move-down)
1466 (lm-e forward-char)
1467 (lm-w backward-char)))
1468 (lm-plot-square (lm-point-square) 1)
1469 (incf lm-number-of-moves)
1470 (if lm-output-moves
1471 (message (format "Moves made: %d" lm-number-of-moves))))
1474 (defun lm-random-move ()
1475 (mapc
1476 (lambda (direction) (put direction 'y_t 0))
1477 lm-directions)
1478 (dolist (direction (nth (random 8) lm-8-directions))
1479 (put direction 'y_t 1.0))
1480 (lm-move))
1482 (defun lm-amble-robot ()
1483 (interactive)
1484 (while (> (calc-distance-of-robot-from 'lm-tree) 0)
1486 (lm-store-old-y_t)
1487 (lm-calc-current-smells)
1489 (if (> lm-no-payoff lm-max-stall-time)
1490 (lm-random-move)
1491 (progn
1492 (lm-calc-confidences)
1493 (mapc 'lm-y lm-directions)
1494 (lm-move)))
1496 (lm-calc-payoff)
1498 (mapc 'lm-update-normal-weights lm-directions)
1499 (mapc 'lm-update-naught-weights lm-directions)
1500 (if lm-debug
1501 (lm-weights-debug)))
1502 (lm-terminate-game nil))
1505 ;;;_ - lm-start-robot ()
1506 (defun lm-start-robot ()
1507 "Signal to the Lm program that you have played.
1508 You must have put the cursor on the square where you want to play.
1509 If the game is finished, this command requests for another game."
1510 (interactive)
1511 (lm-switch-to-window)
1512 (cond
1513 (lm-emacs-is-computing
1514 (lm-crash-game))
1515 ((not lm-game-in-progress)
1516 (lm-prompt-for-other-game))
1518 (let (square score)
1519 (setq square (lm-point-square))
1520 (cond ((null square)
1521 (error "Your point is not on a square. Retry !"))
1522 ((not (zerop (aref lm-board square)))
1523 (error "Your point is not on a free square. Retry !"))
1525 (progn
1526 (lm-plot-square square 1)
1528 (lm-store-old-y_t)
1529 (lm-calc-current-smells)
1530 (put 'z 't (calc-smell-internal 'lm-tree))
1532 (lm-random-move)
1534 (lm-calc-payoff)
1536 (mapc 'lm-update-normal-weights lm-directions)
1537 (mapc 'lm-update-naught-weights lm-directions)
1538 (lm-amble-robot)
1539 )))))))
1542 ;;;_ + Misc functions
1543 ;;;_ - lm-init (auto-start save-weights)
1544 (defvar lm-tree-r "")
1546 (defun lm-init (auto-start save-weights)
1548 (setq lm-number-of-moves 0)
1550 (lm-plot-landmarks)
1552 (if lm-debug
1553 (progn
1554 (save-excursion
1555 (set-buffer (get-buffer-create "*lm-w0*"))
1556 (erase-buffer)
1557 (set-buffer (get-buffer-create "*lm-moves*"))
1558 (set-buffer (get-buffer-create "*lm-wts*"))
1559 (erase-buffer)
1560 (set-buffer (get-buffer-create "*lm-y,s,noise*"))
1561 (erase-buffer)
1562 (set-buffer (get-buffer-create "*lm-smell*"))
1563 (erase-buffer)
1564 (set-buffer (get-buffer-create "*lm-blackbox*"))
1565 (erase-buffer)
1566 (set-buffer (get-buffer-create "*lm-distance*"))
1567 (erase-buffer))))
1570 (lm-set-landmark-signal-strengths)
1572 (mapc (lambda (direction)
1573 (put direction 'y_t 0.0))
1574 lm-directions)
1576 (if (not save-weights)
1577 (progn
1578 (mapc 'lm-fix-weights-for lm-directions)
1579 (mapc (lambda (direction)
1580 (put direction 'w0 lm-initial-w0))
1581 lm-directions))
1582 (message "Weights preserved for this run."))
1584 (if auto-start
1585 (progn
1586 (lm-goto-xy (1+ (random lm-board-width)) (1+ (random lm-board-height)))
1587 (lm-start-robot))))
1590 ;;;_ - something which doesn't work
1591 ; no-a-worka!!
1592 ;(defum lm-sum-list (list)
1593 ; (if (> (length list) 0)
1594 ; (+ (car list) (lm-sum-list (cdr list)))
1595 ; 0))
1596 ; this a worka!
1597 ; (eval (cons '+ list))
1598 ;;;_ - lm-set-landmark-signal-strengths ()
1599 ;;; on a screen higher than wide, I noticed that the robot would amble
1600 ;;; left and right and not move forward. examining *lm-blackbox*
1601 ;;; revealed that there was no scent from the north and south
1602 ;;; landmarks, hence, they need less factoring down of the effect of
1603 ;;; distance on scent.
1605 (defun lm-set-landmark-signal-strengths ()
1607 (setq lm-tree-r (* (sqrt (+ (square lm-cx) (square lm-cy))) 1.5))
1609 (mapc (lambda (direction)
1610 (put direction 'r (* lm-cx 1.1)))
1611 lm-ew)
1612 (mapc (lambda (direction)
1613 (put direction 'r (* lm-cy 1.1)))
1614 lm-ns)
1615 (put 'lm-tree 'r lm-tree-r))
1618 ;;;_ + lm-test-run ()
1620 ;;;###autoload
1621 (defalias 'landmark-repeat 'lm-test-run)
1622 ;;;###autoload
1623 (defun lm-test-run ()
1624 "Run 100 Lm games, each time saving the weights from the previous game."
1625 (interactive)
1627 (lm 1)
1629 (dotimes (scratch-var 100)
1631 (lm 2)))
1634 ;;;_ + lm: The function you invoke to play
1636 ;;;###autoload
1637 (defalias 'landmark 'lm)
1638 ;;;###autoload
1639 (defun lm (parg)
1640 "Start or resume an Lm game.
1641 If a game is in progress, this command allows you to resume it.
1642 Here is the relation between prefix args and game options:
1644 prefix arg | robot is auto-started | weights are saved from last game
1645 ---------------------------------------------------------------------
1646 none / 1 | yes | no
1647 2 | yes | yes
1648 3 | no | yes
1649 4 | no | no
1651 You start by moving to a square and typing \\[lm-start-robot],
1652 if you did not use a prefix arg to ask for automatic start.
1653 Use \\[describe-mode] for more info."
1654 (interactive "P")
1656 (setf lm-n nil lm-m nil)
1657 (lm-switch-to-window)
1658 (cond
1659 (lm-emacs-is-computing
1660 (lm-crash-game))
1661 ((or (not lm-game-in-progress)
1662 (<= lm-number-of-moves 2))
1663 (let ((max-width (lm-max-width))
1664 (max-height (lm-max-height)))
1665 (or lm-n (setq lm-n max-width))
1666 (or lm-m (setq lm-m max-height))
1667 (cond ((< lm-n 1)
1668 (error "I need at least 1 column"))
1669 ((< lm-m 1)
1670 (error "I need at least 1 row"))
1671 ((> lm-n max-width)
1672 (error "I cannot display %d columns in that window" lm-n)))
1673 (if (and (> lm-m max-height)
1674 (not (eq lm-m lm-saved-board-height))
1675 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1676 (not (y-or-n-p (format "Do you really want %d rows " lm-m))))
1677 (setq lm-m max-height)))
1678 (if lm-one-moment-please
1679 (message "One moment, please..."))
1680 (lm-start-game lm-n lm-m)
1681 (eval (cons 'lm-init
1682 (cond
1683 ((= parg 1) '(t nil))
1684 ((= parg 2) '(t t))
1685 ((= parg 3) '(nil t))
1686 ((= parg 4) '(nil nil))
1687 (t '(nil t))))))))
1690 ;;;_ + Local variables
1692 ;;; The following `outline-layout' local variable setting:
1693 ;;; - closes all topics from the first topic to just before the third-to-last,
1694 ;;; - shows the children of the third to last (config vars)
1695 ;;; - and the second to last (code section),
1696 ;;; - and closes the last topic (this local-variables section).
1697 ;;;Local variables:
1698 ;;;outline-layout: (0 : -1 -1 0)
1699 ;;;End:
1701 (provide 'landmark)
1703 ;;; landmark.el ends here