Add `remember-notes' function to store random notes across Emacs
[emacs.git] / lisp / play / landmark.el
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1 ;;; landmark.el --- neural-network robot that learns landmarks
3 ;; Copyright (C) 1996-1997, 2000-2013 Free Software Foundation, Inc.
5 ;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
6 ;; Created: December 16, 1996 - first release to usenet
7 ;; Keywords: games, gomoku, neural network, adaptive search, chemotaxis
9 ;;;_* Usage
10 ;;; Just type
11 ;;; M-x eval-buffer
12 ;;; M-x landmark-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 3 of the License, or
20 ;; (at your option) 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. If not, see <http://www.gnu.org/licenses/>.
31 ;;; Commentary:
32 ;; Landmark is a relatively non-participatory game in which a robot
33 ;; attempts to maneuver towards a tree at the center of the window
34 ;; based on unique olfactory cues from each of the 4 directions. If
35 ;; the smell of the tree increases, then the weights in the robot's
36 ;; brain are adjusted to encourage this odor-driven behavior in the
37 ;; future. If the smell of the tree decreases, the robots weights are
38 ;; adjusted to discourage a correct move.
40 ;; In laymen's terms, the search space is initially flat. The point
41 ;; of training is to "turn up the edges of the search space" so that
42 ;; the robot rolls toward the center.
44 ;; Further, do not become alarmed if the robot appears to oscillate
45 ;; back and forth between two or a few positions. This simply means
46 ;; it is currently caught in a local minimum and is doing its best to
47 ;; work its way out.
49 ;; The version of this program as described has a small problem. a
50 ;; move in a net direction can produce gross credit assignment. for
51 ;; example, if moving south will produce positive payoff, then, if in
52 ;; a single move, one moves east,west and south, then both east and
53 ;; west will be improved when they shouldn't
55 ;; Many thanks to Yuri Pryadkin <yuri@rana.usc.edu> for this
56 ;; concise problem description.
58 ;;;_* Require
59 (eval-when-compile (require 'cl-lib))
61 ;;;_* From Gomoku
63 ;;; Code:
65 (defgroup landmark nil
66 "Neural-network robot that learns landmarks."
67 :prefix "landmark-"
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 landmark-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 landmark-board-width nil
82 "Number of columns on the Landmark board.")
83 (defvar landmark-board-height nil
84 "Number of lines on the Landmark board.")
86 (defvar landmark-board nil
87 "Vector recording the actual state of the Landmark board.")
89 (defvar landmark-vector-length nil
90 "Length of landmark-board vector.")
92 (defvar landmark-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 landmark-cx 0
97 "This is the x coordinate of the center of the board.")
99 (defvar landmark-cy 0
100 "This is the y coordinate of the center of the board.")
102 (defvar landmark-m 0
103 "This is the x dimension of the playing board.")
105 (defvar landmark-n 0
106 "This is the y dimension of the playing board.")
109 (defun landmark-xy-to-index (x y)
110 "Translate X, Y cartesian coords into the corresponding board index."
111 (+ (* y landmark-board-width) x y))
113 (defun landmark-index-to-x (index)
114 "Return corresponding x-coord of board INDEX."
115 (% index (1+ landmark-board-width)))
117 (defun landmark-index-to-y (index)
118 "Return corresponding y-coord of board INDEX."
119 (/ index (1+ landmark-board-width)))
121 (defun landmark-init-board ()
122 "Create the landmark-board vector and fill it with initial values."
123 (setq landmark-board (make-vector landmark-vector-length 0))
124 ;; Every square is 0 (i.e. empty) except padding squares:
125 (let ((i 0) (ii (1- landmark-vector-length)))
126 (while (<= i landmark-board-width) ; The squares in [0..width] and in
127 (aset landmark-board i -1) ; [length - width - 1..length - 1]
128 (aset landmark-board ii -1) ; are padding squares.
129 (setq i (1+ i)
130 ii (1- ii))))
131 (let ((i 0))
132 (while (< i landmark-vector-length)
133 (aset landmark-board i -1) ; and also all k*(width+1)
134 (setq i (+ i landmark-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 landmark-square-width 2
142 "Horizontal spacing between squares on the Landmark board.")
144 (defconst landmark-square-height 1
145 "Vertical spacing between squares on the Landmark board.")
147 (defconst landmark-x-offset 3
148 "Number of columns between the Landmark board and the side of the window.")
150 (defconst landmark-y-offset 1
151 "Number of lines between the Landmark board and the top of the window.")
154 ;;;_ + LANDMARK MODE AND KEYMAP.
156 (defcustom landmark-mode-hook nil
157 "If non-nil, its value is called on entry to Landmark mode."
158 :type 'hook
159 :group 'landmark)
161 (defvar landmark-mode-map
162 (let ((map (make-sparse-keymap)))
163 ;; Key bindings for cursor motion.
164 (define-key map "y" 'landmark-move-nw) ; y
165 (define-key map "u" 'landmark-move-ne) ; u
166 (define-key map "b" 'landmark-move-sw) ; b
167 (define-key map "n" 'landmark-move-se) ; n
168 (define-key map "h" 'backward-char) ; h
169 (define-key map "l" 'forward-char) ; l
170 (define-key map "j" 'landmark-move-down) ; j
171 (define-key map "k" 'landmark-move-up) ; k
173 (define-key map [kp-7] 'landmark-move-nw)
174 (define-key map [kp-9] 'landmark-move-ne)
175 (define-key map [kp-1] 'landmark-move-sw)
176 (define-key map [kp-3] 'landmark-move-se)
177 (define-key map [kp-4] 'backward-char)
178 (define-key map [kp-6] 'forward-char)
179 (define-key map [kp-2] 'landmark-move-down)
180 (define-key map [kp-8] 'landmark-move-up)
182 (define-key map "\C-n" 'landmark-move-down) ; C-n
183 (define-key map "\C-p" 'landmark-move-up) ; C-p
185 ;; Key bindings for entering Human moves.
186 (define-key map "X" 'landmark-human-plays) ; X
187 (define-key map "x" 'landmark-human-plays) ; x
189 (define-key map " " 'landmark-start-robot) ; SPC
190 (define-key map [down-mouse-1] 'landmark-start-robot)
191 (define-key map [drag-mouse-1] 'landmark-click)
192 (define-key map [mouse-1] 'landmark-click)
193 (define-key map [down-mouse-2] 'landmark-click)
194 (define-key map [mouse-2] 'landmark-mouse-play)
195 (define-key map [drag-mouse-2] 'landmark-mouse-play)
197 (define-key map [remap previous-line] 'landmark-move-up)
198 (define-key map [remap next-line] 'landmark-move-down)
199 (define-key map [remap beginning-of-line] 'landmark-beginning-of-line)
200 (define-key map [remap end-of-line] 'landmark-end-of-line)
201 (define-key map [remap undo] 'landmark-human-takes-back)
202 (define-key map [remap advertised-undo] 'landmark-human-takes-back)
203 map)
204 "Local keymap to use in Landmark mode.")
208 (defvar landmark-emacs-won ()
209 "For making font-lock use the winner's face for the line.")
211 (defface landmark-font-lock-face-O '((((class color)) :foreground "red")
212 (t :weight bold))
213 "Face to use for Emacs's O."
214 :version "22.1"
215 :group 'landmark)
217 (defface landmark-font-lock-face-X '((((class color)) :foreground "green")
218 (t :weight bold))
219 "Face to use for your X."
220 :version "22.1"
221 :group 'landmark)
223 (defvar landmark-font-lock-keywords
224 '(("O" . 'landmark-font-lock-face-O)
225 ("X" . 'landmark-font-lock-face-X)
226 ("[-|/\\]" 0 (if landmark-emacs-won
227 'landmark-font-lock-face-O
228 'landmark-font-lock-face-X)))
229 "Font lock rules for Landmark.")
231 (put 'landmark-mode 'front-sticky
232 (put 'landmark-mode 'rear-nonsticky '(intangible)))
233 (put 'landmark-mode 'intangible 1)
234 ;; This one is for when they set view-read-only to t: Landmark cannot
235 ;; allow View Mode to be activated in its buffer.
236 (put 'landmark-mode 'mode-class 'special)
238 (defun landmark-mode ()
239 "Major mode for playing Landmark against Emacs.
240 You and Emacs play in turn by marking a free square. You mark it with X
241 and Emacs marks it with O. The winner is the first to get five contiguous
242 marks horizontally, vertically or in diagonal.
244 You play by moving the cursor over the square you choose and hitting \\[landmark-human-plays].
246 Other useful commands:
247 \\{landmark-mode-map}
248 Entry to this mode calls the value of `landmark-mode-hook' if that value
249 is non-nil. One interesting value is `turn-on-font-lock'."
250 (interactive)
251 (kill-all-local-variables)
252 (setq major-mode 'landmark-mode
253 mode-name "Landmark")
254 (landmark-display-statistics)
255 (use-local-map landmark-mode-map)
256 (make-local-variable 'font-lock-defaults)
257 (setq font-lock-defaults '(landmark-font-lock-keywords t)
258 buffer-read-only t)
259 (run-mode-hooks 'landmark-mode-hook))
262 ;;;_ + THE SCORE TABLE.
265 ;; Every (free) square has a score associated to it, recorded in the
266 ;; LANDMARK-SCORE-TABLE vector. The program always plays in the square having
267 ;; the highest score.
269 (defvar landmark-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 losing 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 Landmark", 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 landmark-nil-score 7 "Score of an empty qtuple.")
307 (defconst landmark-score-trans-table
308 (let ((Xscore 15) ; Score of a qtuple containing one X.
309 (XXscore 400) ; Score of a qtuple containing two X's.
310 (XXXscore 1800) ; Score of a qtuple containing three X's.
311 (XXXXscore 100000) ; Score of a qtuple containing four X's.
312 (Oscore 35) ; Score of a qtuple containing one O.
313 (OOscore 800) ; Score of a qtuple containing two O's.
314 (OOOscore 15000) ; Score of a qtuple containing three O's.
315 (OOOOscore 800000)) ; Score of a qtuple containing four O's.
317 ;; These values are not just random: if, given the following situation:
319 ;; . . . . . . . O .
320 ;; . X X a . . . X .
321 ;; . . . X . . . X .
322 ;; . . . X . . . X .
323 ;; . . . . . . . b .
325 ;; you want Emacs to play in "a" and not in "b", then the parameters must
326 ;; satisfy the inequality:
328 ;; 6 * XXscore > XXXscore + XXscore
330 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
331 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples.
332 ;; Other conditions are required to obtain sensible moves, but the
333 ;; previous example should illustrate the point. If you manage to
334 ;; improve on these values, please send me a note. Thanks.
337 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares,
338 ;; the contents of a qtuple are uniquely determined by the sum of
339 ;; its elements and we just have to set up a translation table.
340 (vector landmark-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 losing.
356 (defconst landmark-winning-threshold
357 (aref landmark-score-trans-table (+ 6 6 6 6)) ;; OOOOscore
358 "Threshold score beyond which an Emacs move is winning.")
360 (defconst landmark-losing-threshold
361 (aref landmark-score-trans-table (+ 1 1 1 1)) ;; XXXXscore
362 "Threshold score beyond which a human move is winning.")
365 (defun landmark-strongest-square ()
366 "Compute index of free square with highest score, or nil if none."
367 ;; We just have to loop other all squares. However there are two problems:
368 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
369 ;; up future searches, we set the score of padding or occupied squares
370 ;; to -1 whenever we meet them.
371 ;; 2/ We want to choose randomly between equally good moves.
372 (let ((score-max 0)
373 (count 0) ; Number of equally good moves
374 (square (landmark-xy-to-index 1 1)) ; First square
375 (end (landmark-xy-to-index landmark-board-width landmark-board-height))
376 best-square score)
377 (while (<= square end)
378 (cond
379 ;; If score is lower (i.e. most of the time), skip to next:
380 ((< (aref landmark-score-table square) score-max))
381 ;; If score is better, beware of non free squares:
382 ((> (setq score (aref landmark-score-table square)) score-max)
383 (if (zerop (aref landmark-board square)) ; is it free ?
384 (setq count 1 ; yes: take it !
385 best-square square
386 score-max score)
387 (aset landmark-score-table square -1))) ; no: kill it !
388 ;; If score is equally good, choose randomly. But first check freedom:
389 ((not (zerop (aref landmark-board square)))
390 (aset landmark-score-table square -1))
391 ((zerop (random (setq count (1+ count))))
392 (setq best-square square
393 score-max score)))
394 (setq square (1+ square))) ; try next square
395 best-square))
397 ;;;_ - INITIALIZING THE SCORE TABLE.
399 ;; At initialization the board is empty so that every qtuple amounts for
400 ;; nil-score. Therefore, the score of any square is nil-score times the number
401 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
402 ;; are sufficiently far from the sides. As computing the number is time
403 ;; consuming, we initialize every square with 20*nil-score and then only
404 ;; consider squares at less than 5 squares from one side. We speed this up by
405 ;; taking symmetry into account.
406 ;; Also, as it is likely that successive games will be played on a board with
407 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
409 (defvar landmark-saved-score-table nil
410 "Recorded initial value of previous score table.")
412 (defvar landmark-saved-board-width nil
413 "Recorded value of previous board width.")
415 (defvar landmark-saved-board-height nil
416 "Recorded value of previous board height.")
419 (defun landmark-init-score-table ()
420 "Create the score table vector and fill it with initial values."
421 (if (and landmark-saved-score-table ; Has it been stored last time ?
422 (= landmark-board-width landmark-saved-board-width)
423 (= landmark-board-height landmark-saved-board-height))
424 (setq landmark-score-table (copy-sequence landmark-saved-score-table))
425 ;; No, compute it:
426 (setq landmark-score-table
427 (make-vector landmark-vector-length (* 20 landmark-nil-score)))
428 (let (i j maxi maxj maxi2 maxj2)
429 (setq maxi (/ (1+ landmark-board-width) 2)
430 maxj (/ (1+ landmark-board-height) 2)
431 maxi2 (min 4 maxi)
432 maxj2 (min 4 maxj))
433 ;; We took symmetry into account and could use it more if the board
434 ;; would have been square and not rectangular !
435 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
436 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
437 ;; board may well be less than 8 by 8 !
438 (setq i 1)
439 (while (<= i maxi2)
440 (setq j 1)
441 (while (<= j maxj)
442 (landmark-init-square-score i j)
443 (setq j (1+ j)))
444 (setq i (1+ i)))
445 (while (<= i maxi)
446 (setq j 1)
447 (while (<= j maxj2)
448 (landmark-init-square-score i j)
449 (setq j (1+ j)))
450 (setq i (1+ i))))
451 (setq landmark-saved-score-table (copy-sequence landmark-score-table)
452 landmark-saved-board-width landmark-board-width
453 landmark-saved-board-height landmark-board-height)))
455 (defun landmark-nb-qtuples (i j)
456 "Return the number of qtuples containing square I,J."
457 ;; This function is complicated because we have to deal
458 ;; with ugly cases like 3 by 6 boards, but it works.
459 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
460 (let ((left (min 4 (1- i)))
461 (right (min 4 (- landmark-board-width i)))
462 (up (min 4 (1- j)))
463 (down (min 4 (- landmark-board-height j))))
464 (+ -12
465 (min (max (+ left right) 3) 8)
466 (min (max (+ up down) 3) 8)
467 (min (max (+ (min left up) (min right down)) 3) 8)
468 (min (max (+ (min right up) (min left down)) 3) 8))))
470 (defun landmark-init-square-score (i j)
471 "Give initial score to square I,J and to its mirror images."
472 (let ((ii (1+ (- landmark-board-width i)))
473 (jj (1+ (- landmark-board-height j)))
474 (sc (* (landmark-nb-qtuples i j) (aref landmark-score-trans-table 0))))
475 (aset landmark-score-table (landmark-xy-to-index i j) sc)
476 (aset landmark-score-table (landmark-xy-to-index ii j) sc)
477 (aset landmark-score-table (landmark-xy-to-index i jj) sc)
478 (aset landmark-score-table (landmark-xy-to-index ii jj) sc)))
479 ;;;_ - MAINTAINING THE SCORE TABLE.
482 ;; We do not provide functions for computing the SCORE-TABLE given the
483 ;; contents of the BOARD. This would involve heavy nested loops, with time
484 ;; proportional to the size of the board. It is better to update the
485 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
486 ;; squares: it is done in constant time.
488 (defun landmark-update-score-table (square dval)
489 "Update score table after SQUARE received a DVAL increment."
490 ;; The board has already been updated when this function is called.
491 ;; Updating scores is done by looking for qtuples boundaries in all four
492 ;; directions and then calling update-score-in-direction.
493 ;; Finally all squares received the right increment, and then are up to
494 ;; date, except possibly for SQUARE itself if we are taking a move back for
495 ;; its score had been set to -1 at the time.
496 (let* ((x (landmark-index-to-x square))
497 (y (landmark-index-to-y square))
498 (imin (max -4 (- 1 x)))
499 (jmin (max -4 (- 1 y)))
500 (imax (min 0 (- landmark-board-width x 4)))
501 (jmax (min 0 (- landmark-board-height y 4))))
502 (landmark-update-score-in-direction imin imax
503 square 1 0 dval)
504 (landmark-update-score-in-direction jmin jmax
505 square 0 1 dval)
506 (landmark-update-score-in-direction (max imin jmin) (min imax jmax)
507 square 1 1 dval)
508 (landmark-update-score-in-direction (max (- 1 y) -4
509 (- x landmark-board-width))
510 (min 0 (- x 5)
511 (- landmark-board-height y 4))
512 square -1 1 dval)))
514 (defun landmark-update-score-in-direction (left right square dx dy dval)
515 "Update scores for all squares in the qtuples in range.
516 That is, those between the LEFTth square and the RIGHTth after SQUARE,
517 along the DX, DY direction, considering that DVAL has been added on SQUARE."
518 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
519 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
520 ;; DX,DY direction.
521 (cond
522 ((> left right)) ; Quit
523 (t ; Else ..
524 (let (depl square0 square1 square2 count delta)
525 (setq depl (landmark-xy-to-index dx dy)
526 square0 (+ square (* left depl))
527 square1 (+ square (* right depl))
528 square2 (+ square0 (* 4 depl)))
529 ;; Compute the contents of the first qtuple:
530 (setq square square0
531 count 0)
532 (while (<= square square2)
533 (setq count (+ count (aref landmark-board square))
534 square (+ square depl)))
535 (while (<= square0 square1)
536 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
537 ;; in SQUARE2.
538 (setq delta (- (aref landmark-score-trans-table count)
539 (aref landmark-score-trans-table (- count dval))))
540 (cond ((not (zerop delta)) ; or else nothing to update
541 (setq square square0)
542 (while (<= square square2)
543 (if (zerop (aref landmark-board square)) ; only for free squares
544 (aset landmark-score-table square
545 (+ (aref landmark-score-table square) delta)))
546 (setq square (+ square depl)))))
547 ;; Then shift the qtuple one square along DEPL, this only requires
548 ;; modifying SQUARE0 and SQUARE2.
549 (setq square2 (+ square2 depl)
550 count (+ count (- (aref landmark-board square0))
551 (aref landmark-board square2))
552 square0 (+ square0 depl)))))))
555 ;;; GAME CONTROL.
558 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
559 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
560 ;; (anti-updating the score table) and to compute the table from scratch in
561 ;; case of an interruption.
563 (defvar landmark-game-in-progress nil
564 "Non-nil if a game is in progress.")
566 (defvar landmark-game-history nil
567 "A record of all moves that have been played during current game.")
569 (defvar landmark-number-of-moves nil
570 "Number of moves already played in current game.")
572 (defvar landmark-number-of-human-moves nil
573 "Number of moves already played by human in current game.")
575 (defvar landmark-emacs-played-first nil
576 "Non-nil if Emacs played first.")
578 (defvar landmark-human-took-back nil
579 "Non-nil if Human took back a move during the game.")
581 (defvar landmark-human-refused-draw nil
582 "Non-nil if Human refused Emacs offer of a draw.")
584 (defvar landmark-emacs-is-computing nil
585 ;; This is used to detect interruptions. Hopefully, it should not be needed.
586 "Non-nil if Emacs is in the middle of a computation.")
589 (defun landmark-start-game (n m)
590 "Initialize a new game on an N by M board."
591 (setq landmark-emacs-is-computing t) ; Raise flag
592 (setq landmark-game-in-progress t)
593 (setq landmark-board-width n
594 landmark-board-height m
595 landmark-vector-length (1+ (* (+ m 2) (1+ n)))
596 landmark-draw-limit (/ (* 7 n m) 10))
597 (setq landmark-emacs-won nil
598 landmark-game-history nil
599 landmark-number-of-moves 0
600 landmark-number-of-human-moves 0
601 landmark-emacs-played-first nil
602 landmark-human-took-back nil
603 landmark-human-refused-draw nil)
604 (landmark-init-display n m) ; Display first: the rest takes time
605 (landmark-init-score-table) ; INIT-BOARD requires that the score
606 (landmark-init-board) ; table be already created.
607 (setq landmark-emacs-is-computing nil))
609 (defun landmark-play-move (square val &optional dont-update-score)
610 "Go to SQUARE, play VAL and update everything."
611 (setq landmark-emacs-is-computing t) ; Raise flag
612 (cond ((= 1 val) ; a Human move
613 (setq landmark-number-of-human-moves (1+ landmark-number-of-human-moves)))
614 ((zerop landmark-number-of-moves) ; an Emacs move. Is it first ?
615 (setq landmark-emacs-played-first t)))
616 (setq landmark-game-history
617 (cons (cons square (aref landmark-score-table square))
618 landmark-game-history)
619 landmark-number-of-moves (1+ landmark-number-of-moves))
620 (landmark-plot-square square val)
621 (aset landmark-board square val) ; *BEFORE* UPDATE-SCORE !
622 (if dont-update-score nil
623 (landmark-update-score-table square val) ; previous val was 0: dval = val
624 (aset landmark-score-table square -1))
625 (setq landmark-emacs-is-computing nil))
627 (defun landmark-take-back ()
628 "Take back last move and update everything."
629 (setq landmark-emacs-is-computing t)
630 (let* ((last-move (car landmark-game-history))
631 (square (car last-move))
632 (oldval (aref landmark-board square)))
633 (if (= 1 oldval)
634 (setq landmark-number-of-human-moves (1- landmark-number-of-human-moves)))
635 (setq landmark-game-history (cdr landmark-game-history)
636 landmark-number-of-moves (1- landmark-number-of-moves))
637 (landmark-plot-square square 0)
638 (aset landmark-board square 0) ; *BEFORE* UPDATE-SCORE !
639 (landmark-update-score-table square (- oldval))
640 (aset landmark-score-table square (cdr last-move)))
641 (setq landmark-emacs-is-computing nil))
644 ;;;_ + SESSION CONTROL.
646 (defvar landmark-number-of-trials 0
647 "The number of times that landmark has been run.")
649 (defvar landmark-sum-of-moves 0
650 "The total number of moves made in all games.")
652 (defvar landmark-number-of-emacs-wins 0
653 "Number of games Emacs won in this session.")
655 (defvar landmark-number-of-human-wins 0
656 "Number of games you won in this session.")
658 (defvar landmark-number-of-draws 0
659 "Number of games already drawn in this session.")
662 (defun landmark-terminate-game (result)
663 "Terminate the current game with RESULT."
664 (setq landmark-number-of-trials (1+ landmark-number-of-trials))
665 (setq landmark-sum-of-moves (+ landmark-sum-of-moves landmark-number-of-moves))
666 (if (eq result 'crash-game)
667 (message
668 "Sorry, I have been interrupted and cannot resume that game..."))
669 (landmark-display-statistics)
670 ;;(ding)
671 (setq landmark-game-in-progress nil))
673 (defun landmark-crash-game ()
674 "What to do when Emacs detects it has been interrupted."
675 (setq landmark-emacs-is-computing nil)
676 (landmark-terminate-game 'crash-game)
677 (sit-for 4) ; Let's see the message
678 (landmark-prompt-for-other-game))
681 ;;;_ + INTERACTIVE COMMANDS.
683 (defun landmark-emacs-plays ()
684 "Compute Emacs next move and play it."
685 (interactive)
686 (landmark-switch-to-window)
687 (cond
688 (landmark-emacs-is-computing
689 (landmark-crash-game))
690 ((not landmark-game-in-progress)
691 (landmark-prompt-for-other-game))
693 (message "Let me think...")
694 (let (square score)
695 (setq square (landmark-strongest-square))
696 (cond ((null square)
697 (landmark-terminate-game 'nobody-won))
699 (setq score (aref landmark-score-table square))
700 (landmark-play-move square 6)
701 (cond ((>= score landmark-winning-threshold)
702 (setq landmark-emacs-won t) ; for font-lock
703 (landmark-find-filled-qtuple square 6)
704 (landmark-terminate-game 'emacs-won))
705 ((zerop score)
706 (landmark-terminate-game 'nobody-won))
707 ((and (> landmark-number-of-moves landmark-draw-limit)
708 (not landmark-human-refused-draw)
709 (landmark-offer-a-draw))
710 (landmark-terminate-game 'draw-agreed))
712 (landmark-prompt-for-move)))))))))
714 ;; For small square dimensions this is approximate, since though measured in
715 ;; pixels, event's (X . Y) is a character's top-left corner.
716 (defun landmark-click (click)
717 "Position at the square where you click."
718 (interactive "e")
719 (and (windowp (posn-window (setq click (event-end click))))
720 (numberp (posn-point click))
721 (select-window (posn-window click))
722 (setq click (posn-col-row click))
723 (landmark-goto-xy
724 (min (max (/ (+ (- (car click)
725 landmark-x-offset
727 (window-hscroll)
728 landmark-square-width
729 (% landmark-square-width 2)
730 (/ landmark-square-width 2))
731 landmark-square-width)
733 landmark-board-width)
734 (min (max (/ (+ (- (cdr click)
735 landmark-y-offset
737 (let ((inhibit-point-motion-hooks t))
738 (count-lines 1 (window-start)))
739 landmark-square-height
740 (% landmark-square-height 2)
741 (/ landmark-square-height 2))
742 landmark-square-height)
744 landmark-board-height))))
746 (defun landmark-mouse-play (click)
747 "Play at the square where you click."
748 (interactive "e")
749 (if (landmark-click click)
750 (landmark-human-plays)))
752 (defun landmark-human-plays ()
753 "Signal to the Landmark program that you have played.
754 You must have put the cursor on the square where you want to play.
755 If the game is finished, this command requests for another game."
756 (interactive)
757 (landmark-switch-to-window)
758 (cond
759 (landmark-emacs-is-computing
760 (landmark-crash-game))
761 ((not landmark-game-in-progress)
762 (landmark-prompt-for-other-game))
764 (let (square score)
765 (setq square (landmark-point-square))
766 (cond ((null square)
767 (error "Your point is not on a square. Retry!"))
768 ((not (zerop (aref landmark-board square)))
769 (error "Your point is not on a free square. Retry!"))
771 (setq score (aref landmark-score-table square))
772 (landmark-play-move square 1)
773 (cond ((and (>= score landmark-losing-threshold)
774 ;; Just testing SCORE > THRESHOLD is not enough for
775 ;; detecting wins, it just gives an indication that
776 ;; we confirm with LANDMARK-FIND-FILLED-QTUPLE.
777 (landmark-find-filled-qtuple square 1))
778 (landmark-terminate-game 'human-won))
780 (landmark-emacs-plays)))))))))
782 (defun landmark-human-takes-back ()
783 "Signal to the Landmark program that you wish to take back your last move."
784 (interactive)
785 (landmark-switch-to-window)
786 (cond
787 (landmark-emacs-is-computing
788 (landmark-crash-game))
789 ((not landmark-game-in-progress)
790 (message "Too late for taking back...")
791 (sit-for 4)
792 (landmark-prompt-for-other-game))
793 ((zerop landmark-number-of-human-moves)
794 (message "You have not played yet... Your move?"))
796 (message "One moment, please...")
797 ;; It is possible for the user to let Emacs play several consecutive
798 ;; moves, so that the best way to know when to stop taking back moves is
799 ;; to count the number of human moves:
800 (setq landmark-human-took-back t)
801 (let ((number landmark-number-of-human-moves))
802 (while (= number landmark-number-of-human-moves)
803 (landmark-take-back)))
804 (landmark-prompt-for-move))))
806 (defun landmark-human-resigns ()
807 "Signal to the Landmark program that you may want to resign."
808 (interactive)
809 (landmark-switch-to-window)
810 (cond
811 (landmark-emacs-is-computing
812 (landmark-crash-game))
813 ((not landmark-game-in-progress)
814 (message "There is no game in progress"))
815 ((y-or-n-p "You mean, you resign? ")
816 (landmark-terminate-game 'human-resigned))
817 ((y-or-n-p "You mean, we continue? ")
818 (landmark-prompt-for-move))
820 (landmark-terminate-game 'human-resigned)))) ; OK. Accept it
822 ;;;_ + PROMPTING THE HUMAN PLAYER.
824 (defun landmark-prompt-for-move ()
825 "Display a message asking for Human's move."
826 (message (if (zerop landmark-number-of-human-moves)
827 "Your move? (move to a free square and hit X, RET ...)"
828 "Your move?")))
830 (defun landmark-prompt-for-other-game ()
831 "Ask for another game, and start it."
832 (if (y-or-n-p "Another game? ")
833 (if (y-or-n-p "Retain learned weights ")
834 (landmark 2)
835 (landmark 1))
836 (message "Chicken!")))
838 (defun landmark-offer-a-draw ()
839 "Offer a draw and return t if Human accepted it."
840 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
841 (not (setq landmark-human-refused-draw t))))
844 (defun landmark-max-width ()
845 "Largest possible board width for the current window."
846 (1+ (/ (- (window-width (selected-window))
847 landmark-x-offset landmark-x-offset 1)
848 landmark-square-width)))
850 (defun landmark-max-height ()
851 "Largest possible board height for the current window."
852 (1+ (/ (- (window-height (selected-window))
853 landmark-y-offset landmark-y-offset 2)
854 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
855 landmark-square-height)))
857 (defun landmark-point-y ()
858 "Return the board row where point is."
859 (let ((inhibit-point-motion-hooks t))
860 (1+ (/ (- (count-lines 1 (point)) landmark-y-offset (if (bolp) 0 1))
861 landmark-square-height))))
863 (defun landmark-point-square ()
864 "Return the index of the square point is on."
865 (let ((inhibit-point-motion-hooks t))
866 (landmark-xy-to-index (1+ (/ (- (current-column) landmark-x-offset)
867 landmark-square-width))
868 (landmark-point-y))))
870 (defun landmark-goto-square (index)
871 "Move point to square number INDEX."
872 (landmark-goto-xy (landmark-index-to-x index) (landmark-index-to-y index)))
874 (defun landmark-goto-xy (x y)
875 "Move point to square at X, Y coords."
876 (let ((inhibit-point-motion-hooks t))
877 (goto-char (point-min))
878 (forward-line (+ landmark-y-offset (* landmark-square-height (1- y)))))
879 (move-to-column (+ landmark-x-offset (* landmark-square-width (1- x)))))
881 (defun landmark-plot-square (square value)
882 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
883 (or (= value 1)
884 (landmark-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 (add-text-properties (1- (point)) (point)
896 '(mouse-face highlight
897 help-echo "\
898 mouse-1: get robot moving, mouse-2: play on this square")))
899 (delete-char 1)
900 (backward-char 1))
901 (sit-for 0)) ; Display NOW
903 (defun landmark-init-display (n m)
904 "Display an N by M Landmark board."
905 (buffer-disable-undo (current-buffer))
906 (let ((inhibit-read-only t)
907 (point 1) opoint
908 (intangible t)
909 (i m) j x)
910 ;; Try to minimize number of chars (because of text properties)
911 (setq tab-width
912 (if (zerop (% landmark-x-offset landmark-square-width))
913 landmark-square-width
914 (max (/ (+ (% landmark-x-offset landmark-square-width)
915 landmark-square-width 1) 2) 2)))
916 (erase-buffer)
917 (newline landmark-y-offset)
918 (while (progn
919 (setq j n
920 x (- landmark-x-offset landmark-square-width))
921 (while (>= (setq j (1- j)) 0)
922 (insert-char ?\t (/ (- (setq x (+ x landmark-square-width))
923 (current-column))
924 tab-width))
925 (insert-char ? (- x (current-column)))
926 (if (setq intangible (not intangible))
927 (put-text-property point (point) 'intangible 2))
928 (and (zerop j)
929 (= i (- m 2))
930 (progn
931 (while (>= i 3)
932 (append-to-buffer (current-buffer) opoint (point))
933 (setq i (- i 2)))
934 (goto-char (point-max))))
935 (setq point (point))
936 (insert ?=)
937 (add-text-properties point (point)
938 '(mouse-face highlight help-echo "\
939 mouse-1: get robot moving, mouse-2: play on this square")))
940 (> (setq i (1- i)) 0))
941 (if (= i (1- m))
942 (setq opoint point))
943 (insert-char ?\n landmark-square-height))
944 (or (eq (char-after 1) ?.)
945 (put-text-property 1 2 'point-entered
946 (lambda (_x _y) (if (bobp) (forward-char)))))
947 (or intangible
948 (put-text-property point (point) 'intangible 2))
949 (put-text-property point (point) 'point-entered
950 (lambda (_x _y) (if (eobp) (backward-char))))
951 (put-text-property (point-min) (point) 'category 'landmark-mode))
952 (landmark-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
953 (sit-for 0)) ; Display NOW
955 (defun landmark-display-statistics ()
956 "Obnoxiously display some statistics about previous games in mode line."
957 ;; We store this string in the mode-line-process local variable.
958 ;; This is certainly not the cleanest way out ...
959 (setq mode-line-process
960 (format ": Trials: %d, Avg#Moves: %d"
961 landmark-number-of-trials
962 (if (zerop landmark-number-of-trials)
964 (/ landmark-sum-of-moves landmark-number-of-trials))))
965 (force-mode-line-update))
967 (defun landmark-switch-to-window ()
968 "Find or create the Landmark buffer, and display it."
969 (interactive)
970 (let ((buff (get-buffer "*Landmark*")))
971 (if buff ; Buffer exists:
972 (switch-to-buffer buff) ; no problem.
973 (if landmark-game-in-progress
974 (landmark-crash-game)) ; buffer has been killed or something
975 (switch-to-buffer "*Landmark*") ; Anyway, start anew.
976 (landmark-mode))))
979 ;;;_ + CROSSING WINNING QTUPLES.
981 ;; When someone succeeds in filling a qtuple, we draw a line over the five
982 ;; corresponding squares. One problem is that the program does not know which
983 ;; squares ! It only knows the square where the last move has been played and
984 ;; who won. The solution is to scan the board along all four directions.
986 (defun landmark-find-filled-qtuple (square value)
987 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
988 (or (landmark-check-filled-qtuple square value 1 0)
989 (landmark-check-filled-qtuple square value 0 1)
990 (landmark-check-filled-qtuple square value 1 1)
991 (landmark-check-filled-qtuple square value -1 1)))
993 (defun landmark-check-filled-qtuple (square value dx dy)
994 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
995 (let ((a 0) (b 0)
996 (left square) (right square)
997 (depl (landmark-xy-to-index dx dy)))
998 (while (and (> a -4) ; stretch tuple left
999 (= value (aref landmark-board (setq left (- left depl)))))
1000 (setq a (1- a)))
1001 (while (and (< b (+ a 4)) ; stretch tuple right
1002 (= value (aref landmark-board (setq right (+ right depl)))))
1003 (setq b (1+ b)))
1004 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1005 (landmark-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1006 dx dy)
1007 t))))
1009 (defun landmark-cross-qtuple (square1 square2 dx dy)
1010 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1011 (save-excursion ; Not moving point from last square
1012 (let ((depl (landmark-xy-to-index dx dy))
1013 (inhibit-read-only t)
1014 (inhibit-point-motion-hooks t))
1015 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1016 (while (/= square1 square2)
1017 (landmark-goto-square square1)
1018 (setq square1 (+ square1 depl))
1019 (cond
1020 ((= dy 0) ; Horizontal
1021 (forward-char 1)
1022 (insert-char ?- (1- landmark-square-width) t)
1023 (delete-region (point) (progn
1024 (skip-chars-forward " \t")
1025 (point))))
1026 ((= dx 0) ; Vertical
1027 (let ((landmark-n 1)
1028 (column (current-column)))
1029 (while (< landmark-n landmark-square-height)
1030 (setq landmark-n (1+ landmark-n))
1031 (forward-line 1)
1032 (indent-to column)
1033 (insert-and-inherit ?|))))
1034 ((= dx -1) ; 1st Diagonal
1035 (indent-to (prog1 (- (current-column) (/ landmark-square-width 2))
1036 (forward-line (/ landmark-square-height 2))))
1037 (insert-and-inherit ?/))
1038 (t ; 2nd Diagonal
1039 (indent-to (prog1 (+ (current-column) (/ landmark-square-width 2))
1040 (forward-line (/ landmark-square-height 2))))
1041 (insert-and-inherit ?\\))))))
1042 (sit-for 0)) ; Display NOW
1045 ;;;_ + CURSOR MOTION.
1047 ;; previous-line and next-line don't work right with intangible newlines
1048 (defun landmark-move-down ()
1049 "Move point down one row on the Landmark board."
1050 (interactive)
1051 (if (< (landmark-point-y) landmark-board-height)
1052 (forward-line 1)));;; landmark-square-height)))
1054 (defun landmark-move-up ()
1055 "Move point up one row on the Landmark board."
1056 (interactive)
1057 (if (> (landmark-point-y) 1)
1058 (forward-line (- landmark-square-height))))
1060 (defun landmark-move-ne ()
1061 "Move point North East on the Landmark board."
1062 (interactive)
1063 (landmark-move-up)
1064 (forward-char))
1066 (defun landmark-move-se ()
1067 "Move point South East on the Landmark board."
1068 (interactive)
1069 (landmark-move-down)
1070 (forward-char))
1072 (defun landmark-move-nw ()
1073 "Move point North West on the Landmark board."
1074 (interactive)
1075 (landmark-move-up)
1076 (backward-char))
1078 (defun landmark-move-sw ()
1079 "Move point South West on the Landmark board."
1080 (interactive)
1081 (landmark-move-down)
1082 (backward-char))
1084 (defun landmark-beginning-of-line ()
1085 "Move point to first square on the Landmark board row."
1086 (interactive)
1087 (move-to-column landmark-x-offset))
1089 (defun landmark-end-of-line ()
1090 "Move point to last square on the Landmark board row."
1091 (interactive)
1092 (move-to-column (+ landmark-x-offset
1093 (* landmark-square-width (1- landmark-board-width)))))
1096 ;;;_ + Simulation variables
1098 ;;;_ - landmark-nvar
1099 (defvar landmark-nvar 0.0075
1100 "Not used.
1101 Affects a noise generator which was used in an earlier incarnation of
1102 this program to add a random element to the way moves were made.")
1103 ;;;_ - lists of cardinal directions
1104 ;;;_ :
1105 (defvar landmark-ns '(landmark-n landmark-s)
1106 "Used when doing something relative to the north and south axes.")
1107 (defvar landmark-ew '(landmark-e landmark-w)
1108 "Used when doing something relative to the east and west axes.")
1109 (defvar landmark-directions '(landmark-n landmark-s landmark-e landmark-w)
1110 "The cardinal directions.")
1111 (defvar landmark-8-directions
1112 '((landmark-n) (landmark-n landmark-w) (landmark-w) (landmark-s landmark-w)
1113 (landmark-s) (landmark-s landmark-e) (landmark-e) (landmark-n landmark-e))
1114 "The full 8 possible directions.")
1116 (defvar landmark-number-of-moves
1117 "The number of moves made by the robot so far.")
1120 ;;;_* Terry's mods to create lm.el
1122 ;;;(setq landmark-debug nil)
1123 (defvar landmark-debug nil
1124 "If non-nil, debugging is printed.")
1125 (defcustom landmark-one-moment-please nil
1126 "If non-nil, print \"One moment please\" when a new board is generated.
1127 The drawback of this is you don't see how many moves the last run took
1128 because it is overwritten by \"One moment please\"."
1129 :type 'boolean
1130 :group 'landmark)
1131 (defcustom landmark-output-moves t
1132 "If non-nil, output number of moves so far on a move-by-move basis."
1133 :type 'boolean
1134 :group 'landmark)
1137 (defun landmark-weights-debug ()
1138 (if landmark-debug
1139 (progn (landmark-print-wts) (landmark-blackbox) (landmark-print-y-s-noise)
1140 (landmark-print-smell))))
1142 ;;;_ - Printing various things
1143 (defun landmark-print-distance-int (direction)
1144 (interactive)
1145 (insert (format "%S %S " direction (get direction 'distance))))
1148 (defun landmark-print-distance ()
1149 (insert (format "tree: %S \n" (calc-distance-of-robot-from 'landmark-tree)))
1150 (mapc 'landmark-print-distance-int landmark-directions))
1153 ;;(setq direction 'landmark-n)
1154 ;;(get 'landmark-n 'landmark-s)
1155 (defun landmark-nslify-wts-int (direction)
1156 (mapcar (lambda (target-direction)
1157 (get direction target-direction))
1158 landmark-directions))
1161 (defun landmark-nslify-wts ()
1162 (interactive)
1163 (let ((l (apply 'append (mapcar 'landmark-nslify-wts-int landmark-directions))))
1164 (insert (format "set data_value WTS \n %s \n" l))
1165 (insert (format "/* max: %S min: %S */"
1166 (eval (cons 'max l)) (eval (cons 'min l))))))
1168 (defun landmark-print-wts-int (direction)
1169 (mapc (lambda (target-direction)
1170 (insert (format "%S %S %S "
1171 direction
1172 target-direction
1173 (get direction target-direction))))
1174 landmark-directions)
1175 (insert "\n"))
1177 (defun landmark-print-wts ()
1178 (interactive)
1179 (with-current-buffer "*landmark-wts*"
1180 (insert "==============================\n")
1181 (mapc 'landmark-print-wts-int landmark-directions)))
1183 (defun landmark-print-moves (moves)
1184 (interactive)
1185 (with-current-buffer "*landmark-moves*"
1186 (insert (format "%S\n" moves))))
1189 (defun landmark-print-y-s-noise-int (direction)
1190 (insert (format "%S:landmark-y %S, s %S, noise %S \n"
1191 (symbol-name direction)
1192 (get direction 'y_t)
1193 (get direction 's)
1194 (get direction 'noise)
1197 (defun landmark-print-y-s-noise ()
1198 (interactive)
1199 (with-current-buffer "*landmark-y,s,noise*"
1200 (insert "==============================\n")
1201 (mapc 'landmark-print-y-s-noise-int landmark-directions)))
1203 (defun landmark-print-smell-int (direction)
1204 (insert (format "%S: smell: %S \n"
1205 (symbol-name direction)
1206 (get direction 'smell))))
1208 (defun landmark-print-smell ()
1209 (interactive)
1210 (with-current-buffer "*landmark-smell*"
1211 (insert "==============================\n")
1212 (insert (format "tree: %S \n" (get 'z 't)))
1213 (mapc 'landmark-print-smell-int landmark-directions)))
1215 (defun landmark-print-w0-int (direction)
1216 (insert (format "%S: w0: %S \n"
1217 (symbol-name direction)
1218 (get direction 'w0))))
1220 (defun landmark-print-w0 ()
1221 (interactive)
1222 (with-current-buffer "*landmark-w0*"
1223 (insert "==============================\n")
1224 (mapc 'landmark-print-w0-int landmark-directions)))
1226 (defun landmark-blackbox ()
1227 (with-current-buffer "*landmark-blackbox*"
1228 (insert "==============================\n")
1229 (insert "I smell: ")
1230 (mapc (lambda (direction)
1231 (if (> (get direction 'smell) 0)
1232 (insert (format "%S " direction))))
1233 landmark-directions)
1234 (insert "\n")
1236 (insert "I move: ")
1237 (mapc (lambda (direction)
1238 (if (> (get direction 'y_t) 0)
1239 (insert (format "%S " direction))))
1240 landmark-directions)
1241 (insert "\n")
1242 (landmark-print-wts-blackbox)
1243 (insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
1244 (landmark-print-distance)
1245 (insert "\n")))
1247 (defun landmark-print-wts-blackbox ()
1248 (interactive)
1249 (mapc 'landmark-print-wts-int landmark-directions))
1251 ;;;_ - learning parameters
1252 (defcustom landmark-bound 0.005
1253 "The maximum that w0j may be."
1254 :type 'number
1255 :group 'landmark)
1256 (defcustom landmark-c 1.0
1257 "A factor applied to modulate the increase in wij.
1258 Used in the function landmark-update-normal-weights."
1259 :type 'number
1260 :group 'landmark)
1261 (defcustom landmark-c-naught 0.5
1262 "A factor applied to modulate the increase in w0j.
1263 Used in the function landmark-update-naught-weights."
1264 :type 'number
1265 :group 'landmark)
1266 (defvar landmark-initial-w0 0.0)
1267 (defvar landmark-initial-wij 0.0)
1268 (defcustom landmark-no-payoff 0
1269 "The amount of simulation cycles that have occurred with no movement.
1270 Used to move the robot when he is stuck in a rut for some reason."
1271 :type 'integer
1272 :group 'landmark)
1273 (defcustom landmark-max-stall-time 2
1274 "The maximum number of cycles that the robot can remain stuck in a place.
1275 After this limit is reached, landmark-random-move is called to push him out of it."
1276 :type 'integer
1277 :group 'landmark)
1280 ;;;_ + Randomizing functions
1281 ;;;_ - landmark-flip-a-coin ()
1282 (defun landmark-flip-a-coin ()
1283 (if (> (random 5000) 2500)
1286 ;;;_ : landmark-very-small-random-number ()
1287 ;(defun landmark-very-small-random-number ()
1288 ; (/
1289 ; (* (/ (random 900000) 900000.0) .0001)))
1290 ;;;_ : landmark-randomize-weights-for (direction)
1291 (defun landmark-randomize-weights-for (direction)
1292 (mapc (lambda (target-direction)
1293 (put direction
1294 target-direction
1295 (* (landmark-flip-a-coin) (/ (random 10000) 10000.0))))
1296 landmark-directions))
1297 ;;;_ : landmark-noise ()
1298 (defun landmark-noise ()
1299 (* (- (/ (random 30001) 15000.0) 1) landmark-nvar))
1301 ;;;_ : landmark-fix-weights-for (direction)
1302 (defun landmark-fix-weights-for (direction)
1303 (mapc (lambda (target-direction)
1304 (put direction
1305 target-direction
1306 landmark-initial-wij))
1307 landmark-directions))
1310 ;;;_ + Plotting functions
1311 ;;;_ - landmark-plot-internal (sym)
1312 (defun landmark-plot-internal (sym)
1313 (landmark-plot-square (landmark-xy-to-index
1314 (get sym 'x)
1315 (get sym 'y))
1316 (get sym 'sym)))
1317 ;;;_ - landmark-plot-landmarks ()
1318 (defun landmark-plot-landmarks ()
1319 (setq landmark-cx (/ landmark-board-width 2))
1320 (setq landmark-cy (/ landmark-board-height 2))
1322 (put 'landmark-n 'x landmark-cx)
1323 (put 'landmark-n 'y 1)
1324 (put 'landmark-n 'sym 2)
1326 (put 'landmark-tree 'x landmark-cx)
1327 (put 'landmark-tree 'y landmark-cy)
1328 (put 'landmark-tree 'sym 6)
1330 (put 'landmark-s 'x landmark-cx)
1331 (put 'landmark-s 'y landmark-board-height)
1332 (put 'landmark-s 'sym 3)
1334 (put 'landmark-w 'x 1)
1335 (put 'landmark-w 'y (/ landmark-board-height 2))
1336 (put 'landmark-w 'sym 5)
1338 (put 'landmark-e 'x landmark-board-width)
1339 (put 'landmark-e 'y (/ landmark-board-height 2))
1340 (put 'landmark-e 'sym 4)
1342 (mapc 'landmark-plot-internal '(landmark-n landmark-s landmark-e landmark-w landmark-tree)))
1346 ;;;_ + Distance-calculation functions
1347 ;;;_ - square (a)
1348 (defun square (a)
1349 (* a a))
1351 ;;;_ - distance (x x0 y y0)
1352 (defun distance (x x0 y y0)
1353 (sqrt (+ (square (- x x0)) (square (- y y0)))))
1355 ;;;_ - calc-distance-of-robot-from (direction)
1356 (defun calc-distance-of-robot-from (direction)
1357 (put direction 'distance
1358 (distance (get direction 'x)
1359 (landmark-index-to-x (landmark-point-square))
1360 (get direction 'y)
1361 (landmark-index-to-y (landmark-point-square)))))
1363 ;;;_ - calc-smell-internal (sym)
1364 (defun calc-smell-internal (sym)
1365 (let ((r (get sym 'r))
1366 (d (calc-distance-of-robot-from sym)))
1367 (if (> (* 0.5 (- 1 (/ d r))) 0)
1368 (* 0.5 (- 1 (/ d r)))
1369 0)))
1372 ;;;_ + Learning (neural) functions
1373 (defun landmark-f (x)
1374 (cond
1375 ((> x landmark-bound) landmark-bound)
1376 ((< x 0.0) 0.0)
1377 (t x)))
1379 (defun landmark-y (direction)
1380 (put direction 'noise (landmark-noise))
1381 (put direction 'y_t
1382 (if (> (get direction 's) 0.0)
1384 0.0)))
1386 (defun landmark-update-normal-weights (direction)
1387 (mapc (lambda (target-direction)
1388 (put direction target-direction
1390 (get direction target-direction)
1391 (* landmark-c
1392 (- (get 'z 't) (get 'z 't-1))
1393 (get target-direction 'y_t)
1394 (get direction 'smell)))))
1395 landmark-directions))
1397 (defun landmark-update-naught-weights (direction)
1398 (mapc (lambda (_target-direction)
1399 (put direction 'w0
1400 (landmark-f
1402 (get direction 'w0)
1403 (* landmark-c-naught
1404 (- (get 'z 't) (get 'z 't-1))
1405 (get direction 'y_t))))))
1406 landmark-directions))
1409 ;;;_ + Statistics gathering and creating functions
1411 (defun landmark-calc-current-smells ()
1412 (mapc (lambda (direction)
1413 (put direction 'smell (calc-smell-internal direction)))
1414 landmark-directions))
1416 (defun landmark-calc-payoff ()
1417 (put 'z 't-1 (get 'z 't))
1418 (put 'z 't (calc-smell-internal 'landmark-tree))
1419 (if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
1420 (cl-incf landmark-no-payoff)
1421 (setf landmark-no-payoff 0)))
1423 (defun landmark-store-old-y_t ()
1424 (mapc (lambda (direction)
1425 (put direction 'y_t-1 (get direction 'y_t)))
1426 landmark-directions))
1429 ;;;_ + Functions to move robot
1431 (defun landmark-confidence-for (target-direction)
1432 (apply '+
1433 (get target-direction 'w0)
1434 (mapcar (lambda (direction)
1436 (get direction target-direction)
1437 (get direction 'smell)))
1438 landmark-directions)))
1441 (defun landmark-calc-confidences ()
1442 (mapc (lambda (direction)
1443 (put direction 's (landmark-confidence-for direction)))
1444 landmark-directions))
1446 (defun landmark-move ()
1447 (if (and (= (get 'landmark-n 'y_t) 1.0) (= (get 'landmark-s 'y_t) 1.0))
1448 (progn
1449 (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ns)
1450 (if landmark-debug
1451 (message "n-s normalization."))))
1452 (if (and (= (get 'landmark-w 'y_t) 1.0) (= (get 'landmark-e 'y_t) 1.0))
1453 (progn
1454 (mapc (lambda (dir) (put dir 'y_t 0)) landmark-ew)
1455 (if landmark-debug
1456 (message "e-w normalization"))))
1458 (mapc (lambda (pair)
1459 (if (> (get (car pair) 'y_t) 0)
1460 (funcall (car (cdr pair)))))
1462 (landmark-n landmark-move-up)
1463 (landmark-s landmark-move-down)
1464 (landmark-e forward-char)
1465 (landmark-w backward-char)))
1466 (landmark-plot-square (landmark-point-square) 1)
1467 (cl-incf landmark-number-of-moves)
1468 (if landmark-output-moves
1469 (message "Moves made: %d" landmark-number-of-moves)))
1472 (defun landmark-random-move ()
1473 (mapc
1474 (lambda (direction) (put direction 'y_t 0))
1475 landmark-directions)
1476 (dolist (direction (nth (random 8) landmark-8-directions))
1477 (put direction 'y_t 1.0))
1478 (landmark-move))
1480 (defun landmark-amble-robot ()
1481 (interactive)
1482 (while (> (calc-distance-of-robot-from 'landmark-tree) 0)
1484 (landmark-store-old-y_t)
1485 (landmark-calc-current-smells)
1487 (if (> landmark-no-payoff landmark-max-stall-time)
1488 (landmark-random-move)
1489 (progn
1490 (landmark-calc-confidences)
1491 (mapc 'landmark-y landmark-directions)
1492 (landmark-move)))
1494 (landmark-calc-payoff)
1496 (mapc 'landmark-update-normal-weights landmark-directions)
1497 (mapc 'landmark-update-naught-weights landmark-directions)
1498 (if landmark-debug
1499 (landmark-weights-debug)))
1500 (landmark-terminate-game nil))
1503 ;;;_ - landmark-start-robot ()
1504 (defun landmark-start-robot ()
1505 "Signal to the Landmark program that you have played.
1506 You must have put the cursor on the square where you want to play.
1507 If the game is finished, this command requests for another game."
1508 (interactive)
1509 (landmark-switch-to-window)
1510 (cond
1511 (landmark-emacs-is-computing
1512 (landmark-crash-game))
1513 ((not landmark-game-in-progress)
1514 (landmark-prompt-for-other-game))
1516 (let (square)
1517 (setq square (landmark-point-square))
1518 (cond ((null square)
1519 (error "Your point is not on a square. Retry!"))
1520 ((not (zerop (aref landmark-board square)))
1521 (error "Your point is not on a free square. Retry!"))
1523 (progn
1524 (landmark-plot-square square 1)
1526 (landmark-store-old-y_t)
1527 (landmark-calc-current-smells)
1528 (put 'z 't (calc-smell-internal 'landmark-tree))
1530 (landmark-random-move)
1532 (landmark-calc-payoff)
1534 (mapc 'landmark-update-normal-weights landmark-directions)
1535 (mapc 'landmark-update-naught-weights landmark-directions)
1536 (landmark-amble-robot)
1537 )))))))
1540 ;;;_ + Misc functions
1541 ;;;_ - landmark-init (auto-start save-weights)
1542 (defvar landmark-tree-r "")
1544 (defun landmark-init (auto-start save-weights)
1546 (setq landmark-number-of-moves 0)
1548 (landmark-plot-landmarks)
1550 (if landmark-debug
1551 (save-current-buffer
1552 (set-buffer (get-buffer-create "*landmark-w0*"))
1553 (erase-buffer)
1554 (set-buffer (get-buffer-create "*landmark-moves*"))
1555 (set-buffer (get-buffer-create "*landmark-wts*"))
1556 (erase-buffer)
1557 (set-buffer (get-buffer-create "*landmark-y,s,noise*"))
1558 (erase-buffer)
1559 (set-buffer (get-buffer-create "*landmark-smell*"))
1560 (erase-buffer)
1561 (set-buffer (get-buffer-create "*landmark-blackbox*"))
1562 (erase-buffer)
1563 (set-buffer (get-buffer-create "*landmark-distance*"))
1564 (erase-buffer)))
1567 (landmark-set-landmark-signal-strengths)
1569 (dolist (direction landmark-directions)
1570 (put direction 'y_t 0.0))
1572 (if (not save-weights)
1573 (progn
1574 (mapc 'landmark-fix-weights-for landmark-directions)
1575 (dolist (direction landmark-directions)
1576 (put direction 'w0 landmark-initial-w0)))
1577 (message "Weights preserved for this run."))
1579 (if auto-start
1580 (progn
1581 (landmark-goto-xy (1+ (random landmark-board-width)) (1+ (random landmark-board-height)))
1582 (landmark-start-robot))))
1585 ;;;_ - something which doesn't work
1586 ; no-a-worka!!
1587 ;(defun landmark-sum-list (list)
1588 ; (if (> (length list) 0)
1589 ; (+ (car list) (landmark-sum-list (cdr list)))
1590 ; 0))
1591 ; this a worka!
1592 ; (eval (cons '+ list))
1593 ;;;_ - landmark-set-landmark-signal-strengths ()
1594 ;; on a screen higher than wide, I noticed that the robot would amble
1595 ;; left and right and not move forward. examining *landmark-blackbox*
1596 ;; revealed that there was no scent from the north and south
1597 ;; landmarks, hence, they need less factoring down of the effect of
1598 ;; distance on scent.
1600 (defun landmark-set-landmark-signal-strengths ()
1601 (setq landmark-tree-r (* (sqrt (+ (square landmark-cx) (square landmark-cy))) 1.5))
1602 (mapc (lambda (direction)
1603 (put direction 'r (* landmark-cx 1.1)))
1604 landmark-ew)
1605 (mapc (lambda (direction)
1606 (put direction 'r (* landmark-cy 1.1)))
1607 landmark-ns)
1608 (put 'landmark-tree 'r landmark-tree-r))
1611 ;;;_ + landmark-test-run ()
1613 ;;;###autoload
1614 (defalias 'landmark-repeat 'landmark-test-run)
1615 ;;;###autoload
1616 (defun landmark-test-run ()
1617 "Run 100 Landmark games, each time saving the weights from the previous game."
1618 (interactive)
1619 (landmark 1)
1620 (dotimes (scratch-var 100)
1621 (landmark 2)))
1623 ;;;###autoload
1624 (defun landmark (parg)
1625 "Start or resume an Landmark game.
1626 If a game is in progress, this command allows you to resume it.
1627 Here is the relation between prefix args and game options:
1629 prefix arg | robot is auto-started | weights are saved from last game
1630 ---------------------------------------------------------------------
1631 none / 1 | yes | no
1632 2 | yes | yes
1633 3 | no | yes
1634 4 | no | no
1636 You start by moving to a square and typing \\[landmark-start-robot],
1637 if you did not use a prefix arg to ask for automatic start.
1638 Use \\[describe-mode] for more info."
1639 (interactive "p")
1641 (setf landmark-n nil landmark-m nil)
1642 (landmark-switch-to-window)
1643 (cond
1644 (landmark-emacs-is-computing
1645 (landmark-crash-game))
1646 ((or (not landmark-game-in-progress)
1647 (<= landmark-number-of-moves 2))
1648 (let ((max-width (landmark-max-width))
1649 (max-height (landmark-max-height)))
1650 (or landmark-n (setq landmark-n max-width))
1651 (or landmark-m (setq landmark-m max-height))
1652 (cond ((< landmark-n 1)
1653 (error "I need at least 1 column"))
1654 ((< landmark-m 1)
1655 (error "I need at least 1 row"))
1656 ((> landmark-n max-width)
1657 (error "I cannot display %d columns in that window" landmark-n)))
1658 (if (and (> landmark-m max-height)
1659 (not (eq landmark-m landmark-saved-board-height))
1660 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
1661 (not (y-or-n-p (format "Do you really want %d rows? " landmark-m))))
1662 (setq landmark-m max-height)))
1663 (if landmark-one-moment-please
1664 (message "One moment, please..."))
1665 (landmark-start-game landmark-n landmark-m)
1666 (eval (cons 'landmark-init
1667 (cond
1668 ((= parg 1) '(t nil))
1669 ((= parg 2) '(t t))
1670 ((= parg 3) '(nil t))
1671 ((= parg 4) '(nil nil))
1672 (t '(nil t))))))))
1675 ;;;_ + Local variables
1677 ;;; The following `allout-layout' local variable setting:
1678 ;;; - closes all topics from the first topic to just before the third-to-last,
1679 ;;; - shows the children of the third to last (config vars)
1680 ;;; - and the second to last (code section),
1681 ;;; - and closes the last topic (this local-variables section).
1682 ;;;Local variables:
1683 ;;;allout-layout: (0 : -1 -1 0)
1684 ;;;End:
1686 (provide 'landmark)
1688 ;;; landmark.el ends here