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1687 lines
59 KiB
EmacsLisp
1687 lines
59 KiB
EmacsLisp
;;; landmark.el --- Neural-network robot that learns landmarks -*- lexical-binding:t -*-
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;; Copyright (C) 1996-1997, 2000-2024 Free Software Foundation, Inc.
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;; Author: Terrence Brannon <metaperl@gmail.com>
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;; Created: December 16, 1996 - first release to usenet
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;; Keywords: games, neural network, adaptive search, chemotaxis
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;; Version: 1.0
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;; Obsolete-since: 25.1
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;; This file is part of GNU Emacs.
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;; GNU Emacs is free software: you can redistribute it and/or modify
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;; it under the terms of the GNU General Public License as published by
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;; the Free Software Foundation, either version 3 of the License, or
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;; (at your option) any later version.
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;; GNU Emacs is distributed in the hope that it will be useful,
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;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;; GNU General Public License for more details.
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;; You should have received a copy of the GNU General Public License
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;; along with GNU Emacs. If not, see <https://www.gnu.org/licenses/>.
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;;; Commentary:
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;; *Note: This package has now moved to elpa.gnu.org.*
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;; To try this, just type: M-x landmark-test-run
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;; Landmark is a relatively non-participatory game in which a robot
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;; attempts to maneuver towards a tree at the center of the window
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;; based on unique olfactory cues from each of the 4 directions. If
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;; the smell of the tree increases, then the weights in the robot's
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;; brain are adjusted to encourage this odor-driven behavior in the
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;; future. If the smell of the tree decreases, the robots weights are
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;; adjusted to discourage that odor-driven behavior.
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;; In laymen's terms, the search space is initially flat. The point
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;; of training is to "turn up the edges of the search space" so that
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;; the robot rolls toward the center.
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;; Further, do not become alarmed if the robot appears to oscillate
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;; back and forth between two or a few positions. This simply means
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;; it is currently caught in a local minimum and is doing its best to
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;; work its way out.
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;; The version of this program as described has a small problem. a
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;; move in a net direction can produce gross credit assignment. for
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;; example, if moving south will produce positive payoff, then, if in
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;; a single move, one moves east,west and south, then both east and
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;; west will be improved when they shouldn't
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;; The source code was developed as part of a course on Brain Theory
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;; and Neural Networks at the University of Southern California. The
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;; original problem description and solution appeared in 1981 in the
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;; paper "Landmark Learning: An Illustration of Associative
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;; Search" authored by Andrew G. Barto and Richard S. Sutton and
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;; published to Biological Cybernetics.
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;; Many thanks to Yuri Pryadkin <yuri@rana.usc.edu> for this
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;; concise problem description.
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;;;_* Require
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(eval-when-compile (require 'cl-lib))
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;;;_* From Gomoku
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;;; Code:
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(defgroup landmark nil
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"Neural-network robot that learns landmarks."
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:prefix "landmark-"
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:group 'games)
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;;;_ + THE BOARD.
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;; The board is a rectangular grid. We code empty squares with 0, X's with 1
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;; and O's with 6. The rectangle is recorded in a one dimensional vector
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;; containing padding squares (coded with -1). These squares allow us to
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;; detect when we are trying to move out of the board. We denote a square by
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;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
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;; leftmost topmost square has coords (1,1) and index landmark-board-width + 2.
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;; Similarly, vectors between squares may be given by two DX, DY coords or by
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;; one DEPL (the difference between indexes).
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(defvar landmark-board-width nil
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"Number of columns on the Landmark board.")
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(defvar landmark-board-height nil
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"Number of lines on the Landmark board.")
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(defvar landmark-board nil
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"Vector recording the actual state of the Landmark board.")
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(defvar landmark-vector-length nil
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"Length of landmark-board vector.")
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(defvar landmark-draw-limit nil
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;; This is usually set to 70% of the number of squares.
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"After how many moves will Emacs offer a draw?")
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(defvar landmark-cx 0
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"This is the x coordinate of the center of the board.")
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(defvar landmark-cy 0
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"This is the y coordinate of the center of the board.")
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(defvar landmark-m 0
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"This is the x dimension of the playing board.")
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(defvar landmark-n 0
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"This is the y dimension of the playing board.")
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(defun landmark-xy-to-index (x y)
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"Translate X, Y cartesian coords into the corresponding board index."
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(+ (* y landmark-board-width) x y))
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(defun landmark-index-to-x (index)
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"Return corresponding x-coord of board INDEX."
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(% index (1+ landmark-board-width)))
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(defun landmark-index-to-y (index)
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"Return corresponding y-coord of board INDEX."
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(/ index (1+ landmark-board-width)))
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(defun landmark-init-board ()
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"Create the landmark-board vector and fill it with initial values."
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(setq landmark-board (make-vector landmark-vector-length 0))
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;; Every square is 0 (i.e. empty) except padding squares:
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(let ((i 0) (ii (1- landmark-vector-length)))
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(while (<= i landmark-board-width) ; The squares in [0..width] and in
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(aset landmark-board i -1) ; [length - width - 1..length - 1]
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(aset landmark-board ii -1) ; are padding squares.
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(setq i (1+ i)
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ii (1- ii))))
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(let ((i 0))
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(while (< i landmark-vector-length)
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(aset landmark-board i -1) ; and also all k*(width+1)
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(setq i (+ i landmark-board-width 1)))))
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;;;_ + DISPLAYING THE BOARD.
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;; You may change these values if you have a small screen or if the squares
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;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
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(defconst landmark-square-width 2
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"Horizontal spacing between squares on the Landmark board.")
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(defconst landmark-square-height 1
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"Vertical spacing between squares on the Landmark board.")
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(defconst landmark-x-offset 3
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"Number of columns between the Landmark board and the side of the window.")
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(defconst landmark-y-offset 1
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"Number of lines between the Landmark board and the top of the window.")
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;;;_ + LANDMARK MODE AND KEYMAP.
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(defcustom landmark-mode-hook nil
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"If non-nil, its value is called on entry to Landmark mode."
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:type 'hook)
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(defvar landmark-mode-map
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(let ((map (make-sparse-keymap)))
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;; Key bindings for cursor motion.
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(define-key map "y" #'landmark-move-nw) ; y
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(define-key map "u" #'landmark-move-ne) ; u
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(define-key map "b" #'landmark-move-sw) ; b
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(define-key map "n" #'landmark-move-se) ; n
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(define-key map "h" #'backward-char) ; h
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(define-key map "l" #'forward-char) ; l
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(define-key map "j" #'landmark-move-down) ; j
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(define-key map "k" #'landmark-move-up) ; k
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(define-key map [kp-7] #'landmark-move-nw)
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(define-key map [kp-9] #'landmark-move-ne)
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(define-key map [kp-1] #'landmark-move-sw)
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(define-key map [kp-3] #'landmark-move-se)
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(define-key map [kp-4] #'backward-char)
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(define-key map [kp-6] #'forward-char)
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(define-key map [kp-2] #'landmark-move-down)
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(define-key map [kp-8] #'landmark-move-up)
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(define-key map "\C-n" #'landmark-move-down) ; C-n
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(define-key map "\C-p" #'landmark-move-up) ; C-p
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;; Key bindings for entering Human moves.
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(define-key map "X" #'landmark-human-plays) ; X
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(define-key map "x" #'landmark-human-plays) ; x
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(define-key map " " #'landmark-start-robot) ; SPC
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(define-key map [down-mouse-1] #'landmark-start-robot)
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(define-key map [drag-mouse-1] #'landmark-click)
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(define-key map [mouse-1] #'landmark-click)
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(define-key map [down-mouse-2] #'landmark-click)
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(define-key map [mouse-2] #'landmark-mouse-play)
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(define-key map [drag-mouse-2] #'landmark-mouse-play)
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(define-key map [remap previous-line] #'landmark-move-up)
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(define-key map [remap next-line] #'landmark-move-down)
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(define-key map [remap beginning-of-line] #'landmark-beginning-of-line)
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(define-key map [remap end-of-line] #'landmark-end-of-line)
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(define-key map [remap undo] #'landmark-human-takes-back)
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(define-key map [remap advertised-undo] #'landmark-human-takes-back)
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map)
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"Local keymap to use in Landmark mode.")
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(defvar landmark-emacs-won ()
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"For making font-lock use the winner's face for the line.")
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(defface landmark-font-lock-face-O '((((class color)) :foreground "red")
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(t :weight bold))
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"Face to use for Emacs's O."
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:version "22.1")
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(defface landmark-font-lock-face-X '((((class color)) :foreground "green")
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(t :weight bold))
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"Face to use for your X."
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:version "22.1")
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(defvar landmark-font-lock-keywords
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'(("O" . 'landmark-font-lock-face-O)
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("X" . 'landmark-font-lock-face-X)
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("[-|/\\]" 0 (if landmark-emacs-won
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'landmark-font-lock-face-O
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'landmark-font-lock-face-X)))
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"Font lock rules for Landmark.")
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;; This one is for when they set view-read-only to t: Landmark cannot
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;; allow View Mode to be activated in its buffer.
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(define-derived-mode landmark-mode special-mode "Lm"
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"Major mode for playing Lm against Emacs.
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You and Emacs play in turn by marking a free square. You mark it with X
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and Emacs marks it with O. The winner is the first to get five contiguous
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marks horizontally, vertically or in diagonal.
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You play by moving the cursor over the square you choose and hitting \\[landmark-human-plays].
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Other useful commands:
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\\{landmark-mode-map}
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Entry to this mode calls the value of `landmark-mode-hook' if that value
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is non-nil. One interesting value is `turn-on-font-lock'."
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(landmark-display-statistics)
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(setq-local font-lock-defaults '(landmark-font-lock-keywords t))
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(setq buffer-read-only t)
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(add-hook 'post-command-hook #'landmark--intangible nil t))
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;;;_ + THE SCORE TABLE.
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;; Every (free) square has a score associated to it, recorded in the
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;; LANDMARK-SCORE-TABLE vector. The program always plays in the square having
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;; the highest score.
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(defvar landmark-score-table nil
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"Vector recording the actual score of the free squares.")
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;; The key point about the algorithm is that, rather than considering
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;; the board as just a set of squares, we prefer to see it as a "space" of
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;; internested 5-tuples of contiguous squares (called qtuples).
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;;
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;; The aim of the program is to fill one qtuple with its O's while preventing
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;; you from filling another one with your X's. To that effect, it computes a
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;; score for every qtuple, with better qtuples having better scores. Of
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;; course, the score of a qtuple (taken in isolation) is just determined by
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;; its contents as a set, i.e. not considering the order of its elements. The
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;; highest score is given to the "OOOO" qtuples because playing in such a
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;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
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;; not playing in it is just losing the game, and so on. Note that a
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;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
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;; has score zero because there is no more any point in playing in it, from
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;; both an attacking and a defending point of view.
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;;
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;; Given the score of every qtuple, the score of a given free square on the
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;; board is just the sum of the scores of all the qtuples to which it belongs,
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;; because playing in that square is playing in all its containing qtuples at
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;; once. And it is that function which takes into account the internesting of
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;; the qtuples.
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;;
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;; This algorithm is rather simple but anyway it gives a not so dumb level of
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;; play. It easily extends to "n-dimensional Landmark", where a win should not
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;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
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;; should be preferred.
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;; Here are the scores of the nine "non-polluted" configurations. Tuning
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;; these values will change (hopefully improve) the strength of the program
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;; and may change its style (rather aggressive here).
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(defconst landmark-nil-score 7 "Score of an empty qtuple.")
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(defconst landmark-score-trans-table
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(let ((Xscore 15) ; Score of a qtuple containing one X.
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(XXscore 400) ; Score of a qtuple containing two X's.
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(XXXscore 1800) ; Score of a qtuple containing three X's.
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(XXXXscore 100000) ; Score of a qtuple containing four X's.
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(Oscore 35) ; Score of a qtuple containing one O.
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(OOscore 800) ; Score of a qtuple containing two O's.
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(OOOscore 15000) ; Score of a qtuple containing three O's.
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(OOOOscore 800000)) ; Score of a qtuple containing four O's.
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;; These values are not just random: if, given the following situation:
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;;
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;; . . . . . . . O .
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;; . X X a . . . X .
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;; . . . X . . . X .
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;; . . . X . . . X .
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;; . . . . . . . b .
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;;
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;; you want Emacs to play in "a" and not in "b", then the parameters must
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;; satisfy the inequality:
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;;
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;; 6 * XXscore > XXXscore + XXscore
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;;
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;; because "a" mainly belongs to six "XX" qtuples (the others are less
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;; important) while "b" belongs to one "XXX" and one "XX" qtuples.
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;; Other conditions are required to obtain sensible moves, but the
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;; previous example should illustrate the point. If you manage to
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;; improve on these values, please send me a note. Thanks.
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;; As we chose values 0, 1 and 6 to denote empty, X and O squares,
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;; the contents of a qtuple are uniquely determined by the sum of
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;; its elements and we just have to set up a translation table.
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(vector landmark-nil-score Xscore XXscore XXXscore XXXXscore 0
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Oscore 0 0 0 0 0
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OOscore 0 0 0 0 0
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OOOscore 0 0 0 0 0
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OOOOscore 0 0 0 0 0
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0))
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"Vector associating qtuple contents to their score.")
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;; If you do not modify drastically the previous constants, the only way for a
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;; square to have a score higher than OOOOscore is to belong to a "OOOO"
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;; qtuple, thus to be a winning move. Similarly, the only way for a square to
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;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
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;; qtuple. We may use these considerations to detect when a given move is
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;; winning or losing.
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(defconst landmark-winning-threshold
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(aref landmark-score-trans-table (+ 6 6 6 6)) ;; OOOOscore
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"Threshold score beyond which an Emacs move is winning.")
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(defconst landmark-losing-threshold
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(aref landmark-score-trans-table (+ 1 1 1 1)) ;; XXXXscore
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"Threshold score beyond which a human move is winning.")
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(defun landmark-strongest-square ()
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"Compute index of free square with highest score, or nil if none."
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;; We just have to loop other all squares. However there are two problems:
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;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
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;; up future searches, we set the score of padding or occupied squares
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;; to -1 whenever we meet them.
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;; 2/ We want to choose randomly between equally good moves.
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(let ((score-max 0)
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(count 0) ; Number of equally good moves
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(square (landmark-xy-to-index 1 1)) ; First square
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(end (landmark-xy-to-index landmark-board-width landmark-board-height))
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best-square score)
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(while (<= square end)
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(cond
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;; If score is lower (i.e. most of the time), skip to next:
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((< (aref landmark-score-table square) score-max))
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;; If score is better, beware of non free squares:
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((> (setq score (aref landmark-score-table square)) score-max)
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(if (zerop (aref landmark-board square)) ; is it free ?
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(setq count 1 ; yes: take it !
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best-square square
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score-max score)
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(aset landmark-score-table square -1))) ; no: kill it !
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;; If score is equally good, choose randomly. But first check freedom:
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((not (zerop (aref landmark-board square)))
|
|
(aset landmark-score-table square -1))
|
|
((zerop (random (setq count (1+ count))))
|
|
(setq best-square square
|
|
score-max score)))
|
|
(setq square (1+ square))) ; try next square
|
|
best-square))
|
|
|
|
;;;_ - INITIALIZING THE SCORE TABLE.
|
|
|
|
;; At initialization the board is empty so that every qtuple amounts for
|
|
;; nil-score. Therefore, the score of any square is nil-score times the number
|
|
;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
|
|
;; are sufficiently far from the sides. As computing the number is time
|
|
;; consuming, we initialize every square with 20*nil-score and then only
|
|
;; consider squares at less than 5 squares from one side. We speed this up by
|
|
;; taking symmetry into account.
|
|
;; Also, as it is likely that successive games will be played on a board with
|
|
;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
|
|
|
|
(defvar landmark-saved-score-table nil
|
|
"Recorded initial value of previous score table.")
|
|
|
|
(defvar landmark-saved-board-width nil
|
|
"Recorded value of previous board width.")
|
|
|
|
(defvar landmark-saved-board-height nil
|
|
"Recorded value of previous board height.")
|
|
|
|
|
|
(defun landmark-init-score-table ()
|
|
"Create the score table vector and fill it with initial values."
|
|
(if (and landmark-saved-score-table ; Has it been stored last time ?
|
|
(= landmark-board-width landmark-saved-board-width)
|
|
(= landmark-board-height landmark-saved-board-height))
|
|
(setq landmark-score-table (copy-sequence landmark-saved-score-table))
|
|
;; No, compute it:
|
|
(setq landmark-score-table
|
|
(make-vector landmark-vector-length (* 20 landmark-nil-score)))
|
|
(let (i j maxi maxj maxi2 maxj2)
|
|
(setq maxi (/ (1+ landmark-board-width) 2)
|
|
maxj (/ (1+ landmark-board-height) 2)
|
|
maxi2 (min 4 maxi)
|
|
maxj2 (min 4 maxj))
|
|
;; We took symmetry into account and could use it more if the board
|
|
;; would have been square and not rectangular !
|
|
;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
|
|
;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
|
|
;; board may well be less than 8 by 8 !
|
|
(setq i 1)
|
|
(while (<= i maxi2)
|
|
(setq j 1)
|
|
(while (<= j maxj)
|
|
(landmark-init-square-score i j)
|
|
(setq j (1+ j)))
|
|
(setq i (1+ i)))
|
|
(while (<= i maxi)
|
|
(setq j 1)
|
|
(while (<= j maxj2)
|
|
(landmark-init-square-score i j)
|
|
(setq j (1+ j)))
|
|
(setq i (1+ i))))
|
|
(setq landmark-saved-score-table (copy-sequence landmark-score-table)
|
|
landmark-saved-board-width landmark-board-width
|
|
landmark-saved-board-height landmark-board-height)))
|
|
|
|
(defun landmark-nb-qtuples (i j)
|
|
"Return the number of qtuples containing square I,J."
|
|
;; This function is complicated because we have to deal
|
|
;; with ugly cases like 3 by 6 boards, but it works.
|
|
;; If you have a simpler (and correct) solution, send it to me. Thanks !
|
|
(let ((left (min 4 (1- i)))
|
|
(right (min 4 (- landmark-board-width i)))
|
|
(up (min 4 (1- j)))
|
|
(down (min 4 (- landmark-board-height j))))
|
|
(+ -12
|
|
(min (max (+ left right) 3) 8)
|
|
(min (max (+ up down) 3) 8)
|
|
(min (max (+ (min left up) (min right down)) 3) 8)
|
|
(min (max (+ (min right up) (min left down)) 3) 8))))
|
|
|
|
(defun landmark-init-square-score (i j)
|
|
"Give initial score to square I,J and to its mirror images."
|
|
(let ((ii (1+ (- landmark-board-width i)))
|
|
(jj (1+ (- landmark-board-height j)))
|
|
(sc (* (landmark-nb-qtuples i j) (aref landmark-score-trans-table 0))))
|
|
(aset landmark-score-table (landmark-xy-to-index i j) sc)
|
|
(aset landmark-score-table (landmark-xy-to-index ii j) sc)
|
|
(aset landmark-score-table (landmark-xy-to-index i jj) sc)
|
|
(aset landmark-score-table (landmark-xy-to-index ii jj) sc)))
|
|
;;;_ - MAINTAINING THE SCORE TABLE.
|
|
|
|
|
|
;; We do not provide functions for computing the SCORE-TABLE given the
|
|
;; contents of the BOARD. This would involve heavy nested loops, with time
|
|
;; proportional to the size of the board. It is better to update the
|
|
;; SCORE-TABLE after each move. Updating needs not modify more than 36
|
|
;; squares: it is done in constant time.
|
|
|
|
(defun landmark-update-score-table (square dval)
|
|
"Update score table after SQUARE received a DVAL increment."
|
|
;; The board has already been updated when this function is called.
|
|
;; Updating scores is done by looking for qtuples boundaries in all four
|
|
;; directions and then calling update-score-in-direction.
|
|
;; Finally all squares received the right increment, and then are up to
|
|
;; date, except possibly for SQUARE itself if we are taking a move back for
|
|
;; its score had been set to -1 at the time.
|
|
(let* ((x (landmark-index-to-x square))
|
|
(y (landmark-index-to-y square))
|
|
(imin (max -4 (- 1 x)))
|
|
(jmin (max -4 (- 1 y)))
|
|
(imax (min 0 (- landmark-board-width x 4)))
|
|
(jmax (min 0 (- landmark-board-height y 4))))
|
|
(landmark-update-score-in-direction imin imax
|
|
square 1 0 dval)
|
|
(landmark-update-score-in-direction jmin jmax
|
|
square 0 1 dval)
|
|
(landmark-update-score-in-direction (max imin jmin) (min imax jmax)
|
|
square 1 1 dval)
|
|
(landmark-update-score-in-direction (max (- 1 y) -4
|
|
(- x landmark-board-width))
|
|
(min 0 (- x 5)
|
|
(- landmark-board-height y 4))
|
|
square -1 1 dval)))
|
|
|
|
(defun landmark-update-score-in-direction (left right square dx dy dval)
|
|
"Update scores for all squares in the qtuples in range.
|
|
That is, those between the LEFTth square and the RIGHTth after SQUARE,
|
|
along the DX, DY direction, considering that DVAL has been added on SQUARE."
|
|
;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
|
|
;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
|
|
;; DX,DY direction.
|
|
(cond
|
|
((> left right)) ; Quit
|
|
(t ; Else ..
|
|
(let (depl square0 square1 square2 count delta)
|
|
(setq depl (landmark-xy-to-index dx dy)
|
|
square0 (+ square (* left depl))
|
|
square1 (+ square (* right depl))
|
|
square2 (+ square0 (* 4 depl)))
|
|
;; Compute the contents of the first qtuple:
|
|
(setq square square0
|
|
count 0)
|
|
(while (<= square square2)
|
|
(setq count (+ count (aref landmark-board square))
|
|
square (+ square depl)))
|
|
(while (<= square0 square1)
|
|
;; Update the squares of the qtuple beginning in SQUARE0 and ending
|
|
;; in SQUARE2.
|
|
(setq delta (- (aref landmark-score-trans-table count)
|
|
(aref landmark-score-trans-table (- count dval))))
|
|
(cond ((not (zerop delta)) ; or else nothing to update
|
|
(setq square square0)
|
|
(while (<= square square2)
|
|
(if (zerop (aref landmark-board square)) ; only for free squares
|
|
(aset landmark-score-table square
|
|
(+ (aref landmark-score-table square) delta)))
|
|
(setq square (+ square depl)))))
|
|
;; Then shift the qtuple one square along DEPL, this only requires
|
|
;; modifying SQUARE0 and SQUARE2.
|
|
(setq square2 (+ square2 depl)
|
|
count (+ count (- (aref landmark-board square0))
|
|
(aref landmark-board square2))
|
|
square0 (+ square0 depl)))))))
|
|
|
|
;;;
|
|
;;; GAME CONTROL.
|
|
;;;
|
|
|
|
;; Several variables are used to monitor a game, including a
|
|
;; GAME-HISTORY (the list of all (SQUARE . PREVSCORE) played) that
|
|
;; enables rescinding moves (anti-updating the score table) and to
|
|
;; compute the table from scratch in case of an interruption.
|
|
|
|
(defvar landmark-game-in-progress nil
|
|
"Non-nil if a game is in progress.")
|
|
|
|
(defvar landmark-game-history nil
|
|
"A record of all moves that have been played during current game.")
|
|
|
|
(defvar landmark-number-of-moves nil
|
|
"Number of moves already played in current game.")
|
|
|
|
(defvar landmark-number-of-human-moves nil
|
|
"Number of moves already played by human in current game.")
|
|
|
|
(defvar landmark-emacs-played-first nil
|
|
"Non-nil if Emacs played first.")
|
|
|
|
(defvar landmark-human-took-back nil
|
|
"Non-nil if Human took back a move during the game.")
|
|
|
|
(defvar landmark-human-refused-draw nil
|
|
"Non-nil if Human refused Emacs offer of a draw.")
|
|
|
|
(defvar landmark-emacs-is-computing nil
|
|
;; This is used to detect interruptions. Hopefully, it should not be needed.
|
|
"Non-nil if Emacs is in the middle of a computation.")
|
|
|
|
|
|
(defun landmark-start-game (n m)
|
|
"Initialize a new game on an N by M board."
|
|
(setq landmark-emacs-is-computing t) ; Raise flag
|
|
(setq landmark-game-in-progress t)
|
|
(setq landmark-board-width n
|
|
landmark-board-height m
|
|
landmark-vector-length (1+ (* (+ m 2) (1+ n)))
|
|
landmark-draw-limit (/ (* 7 n m) 10))
|
|
(setq landmark-emacs-won nil
|
|
landmark-game-history nil
|
|
landmark-number-of-moves 0
|
|
landmark-number-of-human-moves 0
|
|
landmark-emacs-played-first nil
|
|
landmark-human-took-back nil
|
|
landmark-human-refused-draw nil)
|
|
(landmark-init-display n m) ; Display first: the rest takes time
|
|
(landmark-init-score-table) ; INIT-BOARD requires that the score
|
|
(landmark-init-board) ; table be already created.
|
|
(setq landmark-emacs-is-computing nil))
|
|
|
|
(defun landmark-play-move (square val &optional dont-update-score)
|
|
"Go to SQUARE, play VAL and update everything."
|
|
(setq landmark-emacs-is-computing t) ; Raise flag
|
|
(cond ((= 1 val) ; a Human move
|
|
(setq landmark-number-of-human-moves (1+ landmark-number-of-human-moves)))
|
|
((zerop landmark-number-of-moves) ; an Emacs move. Is it first ?
|
|
(setq landmark-emacs-played-first t)))
|
|
(setq landmark-game-history
|
|
(cons (cons square (aref landmark-score-table square))
|
|
landmark-game-history)
|
|
landmark-number-of-moves (1+ landmark-number-of-moves))
|
|
(landmark-plot-square square val)
|
|
(aset landmark-board square val) ; *BEFORE* UPDATE-SCORE !
|
|
(if dont-update-score nil
|
|
(landmark-update-score-table square val) ; previous val was 0: dval = val
|
|
(aset landmark-score-table square -1))
|
|
(setq landmark-emacs-is-computing nil))
|
|
|
|
(defun landmark-take-back ()
|
|
"Take back last move and update everything."
|
|
(setq landmark-emacs-is-computing t)
|
|
(let* ((last-move (car landmark-game-history))
|
|
(square (car last-move))
|
|
(oldval (aref landmark-board square)))
|
|
(if (= 1 oldval)
|
|
(setq landmark-number-of-human-moves (1- landmark-number-of-human-moves)))
|
|
(setq landmark-game-history (cdr landmark-game-history)
|
|
landmark-number-of-moves (1- landmark-number-of-moves))
|
|
(landmark-plot-square square 0)
|
|
(aset landmark-board square 0) ; *BEFORE* UPDATE-SCORE !
|
|
(landmark-update-score-table square (- oldval))
|
|
(aset landmark-score-table square (cdr last-move)))
|
|
(setq landmark-emacs-is-computing nil))
|
|
|
|
|
|
;;;_ + SESSION CONTROL.
|
|
|
|
(defvar landmark-number-of-trials 0
|
|
"The number of times that landmark has been run.")
|
|
|
|
(defvar landmark-sum-of-moves 0
|
|
"The total number of moves made in all games.")
|
|
|
|
(defvar landmark-number-of-emacs-wins 0
|
|
"Number of games Emacs won in this session.")
|
|
|
|
(defvar landmark-number-of-human-wins 0
|
|
"Number of games you won in this session.")
|
|
|
|
(defvar landmark-number-of-draws 0
|
|
"Number of games already drawn in this session.")
|
|
|
|
|
|
(defun landmark-terminate-game (result)
|
|
"Terminate the current game with RESULT."
|
|
(setq landmark-number-of-trials (1+ landmark-number-of-trials))
|
|
(setq landmark-sum-of-moves (+ landmark-sum-of-moves landmark-number-of-moves))
|
|
(if (eq result 'crash-game)
|
|
(message
|
|
"Sorry, I have been interrupted and cannot resume that game..."))
|
|
(landmark-display-statistics)
|
|
;;(ding)
|
|
(setq landmark-game-in-progress nil))
|
|
|
|
(defun landmark-crash-game ()
|
|
"What to do when Emacs detects it has been interrupted."
|
|
(setq landmark-emacs-is-computing nil)
|
|
(landmark-terminate-game 'crash-game)
|
|
(sit-for 4) ; Let's see the message
|
|
(landmark-prompt-for-other-game))
|
|
|
|
|
|
;;;_ + INTERACTIVE COMMANDS.
|
|
|
|
(defun landmark-emacs-plays ()
|
|
"Compute Emacs next move and play it."
|
|
(interactive)
|
|
(landmark-switch-to-window)
|
|
(cond
|
|
(landmark-emacs-is-computing
|
|
(landmark-crash-game))
|
|
((not landmark-game-in-progress)
|
|
(landmark-prompt-for-other-game))
|
|
(t
|
|
(message "Let me think...")
|
|
(let ((square (landmark-strongest-square))
|
|
score)
|
|
(cond ((null square)
|
|
(landmark-terminate-game 'nobody-won))
|
|
(t
|
|
(setq score (aref landmark-score-table square))
|
|
(landmark-play-move square 6)
|
|
(cond ((>= score landmark-winning-threshold)
|
|
(setq landmark-emacs-won t) ; for font-lock
|
|
(landmark-find-filled-qtuple square 6)
|
|
(landmark-terminate-game 'emacs-won))
|
|
((zerop score)
|
|
(landmark-terminate-game 'nobody-won))
|
|
((and (> landmark-number-of-moves landmark-draw-limit)
|
|
(not landmark-human-refused-draw)
|
|
(landmark-offer-a-draw))
|
|
(landmark-terminate-game 'draw-agreed))
|
|
(t
|
|
(landmark-prompt-for-move)))))))))
|
|
|
|
;; For small square dimensions this is approximate, since though measured in
|
|
;; pixels, event's (X . Y) is a character's top-left corner.
|
|
(defun landmark-click (click)
|
|
"Position at the square where you click."
|
|
(interactive "e")
|
|
(and (windowp (posn-window (setq click (event-end click))))
|
|
(numberp (posn-point click))
|
|
(select-window (posn-window click))
|
|
(setq click (posn-col-row click))
|
|
(landmark-goto-xy
|
|
(min (max (/ (+ (- (car click)
|
|
landmark-x-offset
|
|
1)
|
|
(window-hscroll)
|
|
landmark-square-width
|
|
(% landmark-square-width 2)
|
|
(/ landmark-square-width 2))
|
|
landmark-square-width)
|
|
1)
|
|
landmark-board-width)
|
|
(min (max (/ (+ (- (cdr click)
|
|
landmark-y-offset
|
|
1)
|
|
(count-lines (point-min) (window-start))
|
|
landmark-square-height
|
|
(% landmark-square-height 2)
|
|
(/ landmark-square-height 2))
|
|
landmark-square-height)
|
|
1)
|
|
landmark-board-height))))
|
|
|
|
(defun landmark-mouse-play (click)
|
|
"Play at the square where you click."
|
|
(interactive "e")
|
|
(if (landmark-click click)
|
|
(landmark-human-plays)))
|
|
|
|
(defun landmark-human-plays ()
|
|
"Signal to the Landmark program that you have played.
|
|
You must have put the cursor on the square where you want to play.
|
|
If the game is finished, this command requests for another game."
|
|
(interactive)
|
|
(landmark-switch-to-window)
|
|
(cond
|
|
(landmark-emacs-is-computing
|
|
(landmark-crash-game))
|
|
((not landmark-game-in-progress)
|
|
(landmark-prompt-for-other-game))
|
|
(t
|
|
(let ((square (landmark-point-square))
|
|
score)
|
|
(cond ((null square)
|
|
(error "Your point is not on a square. Retry!"))
|
|
((not (zerop (aref landmark-board square)))
|
|
(error "Your point is not on a free square. Retry!"))
|
|
(t
|
|
(setq score (aref landmark-score-table square))
|
|
(landmark-play-move square 1)
|
|
(cond ((and (>= score landmark-losing-threshold)
|
|
;; Just testing SCORE > THRESHOLD is not enough for
|
|
;; detecting wins, it just gives an indication that
|
|
;; we confirm with LANDMARK-FIND-FILLED-QTUPLE.
|
|
(landmark-find-filled-qtuple square 1))
|
|
(landmark-terminate-game 'human-won))
|
|
(t
|
|
(landmark-emacs-plays)))))))))
|
|
|
|
(defun landmark-human-takes-back ()
|
|
"Signal to the Landmark program that you wish to take back your last move."
|
|
(interactive)
|
|
(landmark-switch-to-window)
|
|
(cond
|
|
(landmark-emacs-is-computing
|
|
(landmark-crash-game))
|
|
((not landmark-game-in-progress)
|
|
(message "Too late for taking back...")
|
|
(sit-for 4)
|
|
(landmark-prompt-for-other-game))
|
|
((zerop landmark-number-of-human-moves)
|
|
(message "You have not played yet... Your move?"))
|
|
(t
|
|
(message "One moment, please...")
|
|
;; It is possible for the user to let Emacs play several consecutive
|
|
;; moves, so that the best way to know when to stop taking back moves is
|
|
;; to count the number of human moves:
|
|
(setq landmark-human-took-back t)
|
|
(let ((number landmark-number-of-human-moves))
|
|
(while (= number landmark-number-of-human-moves)
|
|
(landmark-take-back)))
|
|
(landmark-prompt-for-move))))
|
|
|
|
(defun landmark-human-resigns ()
|
|
"Signal to the Landmark program that you may want to resign."
|
|
(interactive)
|
|
(landmark-switch-to-window)
|
|
(cond
|
|
(landmark-emacs-is-computing
|
|
(landmark-crash-game))
|
|
((not landmark-game-in-progress)
|
|
(message "There is no game in progress"))
|
|
((y-or-n-p "You mean, you resign? ")
|
|
(landmark-terminate-game 'human-resigned))
|
|
((y-or-n-p "You mean, we continue? ")
|
|
(landmark-prompt-for-move))
|
|
(t
|
|
(landmark-terminate-game 'human-resigned)))) ; OK. Accept it
|
|
|
|
;;;_ + PROMPTING THE HUMAN PLAYER.
|
|
|
|
(defun landmark-prompt-for-move ()
|
|
"Display a message asking for Human's move."
|
|
(message (if (zerop landmark-number-of-human-moves)
|
|
"Your move? (move to a free square and hit X, RET ...)"
|
|
"Your move?")))
|
|
|
|
(defun landmark-prompt-for-other-game ()
|
|
"Ask for another game, and start it."
|
|
(if (y-or-n-p "Another game? ")
|
|
(if (y-or-n-p "Retain learned weights?")
|
|
(landmark 2)
|
|
(landmark 1))
|
|
(message "Chicken!")))
|
|
|
|
(defun landmark-offer-a-draw ()
|
|
"Offer a draw and return t if Human accepted it."
|
|
(or (y-or-n-p "I offer you a draw. Do you accept it?")
|
|
(not (setq landmark-human-refused-draw t))))
|
|
|
|
|
|
(defun landmark-max-width ()
|
|
"Largest possible board width for the current window."
|
|
(1+ (/ (- (window-width)
|
|
landmark-x-offset landmark-x-offset 1)
|
|
landmark-square-width)))
|
|
|
|
(defun landmark-max-height ()
|
|
"Largest possible board height for the current window."
|
|
(1+ (/ (- (window-height)
|
|
landmark-y-offset landmark-y-offset 2)
|
|
;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
|
|
landmark-square-height)))
|
|
|
|
(defun landmark-point-y ()
|
|
"Return the board row where point is."
|
|
(1+ (/ (- (count-lines (point-min) (point))
|
|
landmark-y-offset (if (bolp) 0 1))
|
|
landmark-square-height)))
|
|
|
|
(defun landmark-point-square ()
|
|
"Return the index of the square point is on."
|
|
(landmark-xy-to-index (1+ (/ (- (current-column) landmark-x-offset)
|
|
landmark-square-width))
|
|
(landmark-point-y)))
|
|
|
|
(defun landmark-goto-square (index)
|
|
"Move point to square number INDEX."
|
|
(landmark-goto-xy (landmark-index-to-x index) (landmark-index-to-y index)))
|
|
|
|
(defun landmark-goto-xy (x y)
|
|
"Move point to square at X, Y coords."
|
|
(goto-char (point-min))
|
|
(forward-line (+ landmark-y-offset (* landmark-square-height (1- y))))
|
|
(move-to-column (+ landmark-x-offset (* landmark-square-width (1- x)))))
|
|
|
|
(defun landmark-plot-square (square value)
|
|
"Draw `X', `O' or `.' on SQUARE depending on VALUE, leave point there."
|
|
(or (= value 1)
|
|
(landmark-goto-square square))
|
|
(let ((inhibit-read-only t))
|
|
(insert (cond ((= value 1) ?.)
|
|
((= value 2) ?N)
|
|
((= value 3) ?S)
|
|
((= value 4) ?E)
|
|
((= value 5) ?W)
|
|
((= value 6) ?^)))
|
|
|
|
(and (zerop value)
|
|
(add-text-properties (1- (point)) (point)
|
|
'(mouse-face highlight
|
|
help-echo "\
|
|
mouse-1: get robot moving, mouse-2: play on this square")))
|
|
(delete-char 1)
|
|
(backward-char 1))
|
|
(sit-for 0)) ; Display NOW
|
|
|
|
(defun landmark-init-display (n m)
|
|
"Display an N by M Landmark board."
|
|
(buffer-disable-undo (current-buffer))
|
|
(let ((inhibit-read-only t)
|
|
(point (point-min)) opoint
|
|
(i m) j x)
|
|
;; Try to minimize number of chars (because of text properties)
|
|
(setq tab-width
|
|
(if (zerop (% landmark-x-offset landmark-square-width))
|
|
landmark-square-width
|
|
(max (/ (+ (% landmark-x-offset landmark-square-width)
|
|
landmark-square-width 1) 2) 2)))
|
|
(erase-buffer)
|
|
(insert-char ?\n landmark-y-offset)
|
|
(while (progn
|
|
(setq j n
|
|
x (- landmark-x-offset landmark-square-width))
|
|
(while (>= (setq j (1- j)) 0)
|
|
(insert-char ?\t (/ (- (setq x (+ x landmark-square-width))
|
|
(current-column))
|
|
tab-width))
|
|
(insert-char ?\s (- x (current-column)))
|
|
(and (zerop j)
|
|
(= i (- m 2))
|
|
(progn
|
|
(while (>= i 3)
|
|
(append-to-buffer (current-buffer) opoint (point))
|
|
(setq i (- i 2)))
|
|
(goto-char (point-max))))
|
|
(setq point (point))
|
|
(insert ?=)
|
|
(add-text-properties point (point)
|
|
'(mouse-face highlight help-echo "\
|
|
mouse-1: get robot moving, mouse-2: play on this square")))
|
|
(> (setq i (1- i)) 0))
|
|
(if (= i (1- m))
|
|
(setq opoint point))
|
|
(insert-char ?\n landmark-square-height))
|
|
(insert-char ?\n))
|
|
(landmark-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
|
|
(sit-for 0)) ; Display NOW
|
|
|
|
(defun landmark-display-statistics ()
|
|
"Obnoxiously display some statistics about previous games in mode line."
|
|
;; We store this string in the mode-line-process local variable.
|
|
;; This is certainly not the cleanest way out ...
|
|
(setq mode-line-process
|
|
(format ": Trials: %d, Avg#Moves: %d"
|
|
landmark-number-of-trials
|
|
(if (zerop landmark-number-of-trials)
|
|
0
|
|
(/ landmark-sum-of-moves landmark-number-of-trials))))
|
|
(force-mode-line-update))
|
|
|
|
(defun landmark-switch-to-window ()
|
|
"Find or create the Landmark buffer, and display it."
|
|
(interactive)
|
|
(let ((buff (get-buffer "*Landmark*")))
|
|
(if buff ; Buffer exists:
|
|
(switch-to-buffer buff) ; no problem.
|
|
(if landmark-game-in-progress
|
|
(landmark-crash-game)) ; buffer has been killed or something
|
|
(switch-to-buffer "*Landmark*") ; Anyway, start anew.
|
|
(landmark-mode))))
|
|
|
|
|
|
;;;_ + CROSSING WINNING QTUPLES.
|
|
|
|
;; When someone succeeds in filling a qtuple, we draw a line over the five
|
|
;; corresponding squares. One problem is that the program does not know which
|
|
;; squares ! It only knows the square where the last move has been played and
|
|
;; who won. The solution is to scan the board along all four directions.
|
|
|
|
(defun landmark-find-filled-qtuple (square value)
|
|
"Return t if SQUARE belongs to a qtuple filled with VALUEs."
|
|
(or (landmark-check-filled-qtuple square value 1 0)
|
|
(landmark-check-filled-qtuple square value 0 1)
|
|
(landmark-check-filled-qtuple square value 1 1)
|
|
(landmark-check-filled-qtuple square value -1 1)))
|
|
|
|
(defun landmark-check-filled-qtuple (square value dx dy)
|
|
"Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
|
|
(let ((a 0) (b 0)
|
|
(left square) (right square)
|
|
(depl (landmark-xy-to-index dx dy)))
|
|
(while (and (> a -4) ; stretch tuple left
|
|
(= value (aref landmark-board (setq left (- left depl)))))
|
|
(setq a (1- a)))
|
|
(while (and (< b (+ a 4)) ; stretch tuple right
|
|
(= value (aref landmark-board (setq right (+ right depl)))))
|
|
(setq b (1+ b)))
|
|
(cond ((= b (+ a 4)) ; tuple length = 5 ?
|
|
(landmark-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
|
|
dx dy)
|
|
t))))
|
|
|
|
(defun landmark-cross-qtuple (square1 square2 dx dy)
|
|
"Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
|
|
(save-excursion ; Not moving point from last square
|
|
(let ((depl (landmark-xy-to-index dx dy))
|
|
(inhibit-read-only t))
|
|
;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
|
|
(while (/= square1 square2)
|
|
(landmark-goto-square square1)
|
|
(setq square1 (+ square1 depl))
|
|
(cond
|
|
((= dy 0) ; Horizontal
|
|
(forward-char 1)
|
|
(insert-char ?- (1- landmark-square-width) t)
|
|
(delete-region (point) (progn
|
|
(skip-chars-forward " \t")
|
|
(point))))
|
|
((= dx 0) ; Vertical
|
|
(let ((landmark-n 1)
|
|
(column (current-column)))
|
|
(while (< landmark-n landmark-square-height)
|
|
(setq landmark-n (1+ landmark-n))
|
|
(forward-line 1)
|
|
(indent-to column)
|
|
(insert ?|))))
|
|
((= dx -1) ; 1st Diagonal
|
|
(indent-to (prog1 (- (current-column) (/ landmark-square-width 2))
|
|
(forward-line (/ landmark-square-height 2))))
|
|
(insert ?/))
|
|
(t ; 2nd Diagonal
|
|
(indent-to (prog1 (+ (current-column) (/ landmark-square-width 2))
|
|
(forward-line (/ landmark-square-height 2))))
|
|
(insert ?\\))))))
|
|
(sit-for 0)) ; Display NOW
|
|
|
|
|
|
;;;_ + CURSOR MOTION.
|
|
|
|
(defvar-local landmark--last-pos 0)
|
|
|
|
(defconst landmark--intangible-chars "- \t\n|/\\\\")
|
|
|
|
(defun landmark--intangible ()
|
|
(when (or (eobp)
|
|
(save-excursion
|
|
(not (zerop (skip-chars-forward landmark--intangible-chars)))))
|
|
(if (<= landmark--last-pos (point)) ;Moving forward.
|
|
(progn
|
|
(skip-chars-forward landmark--intangible-chars)
|
|
(when (eobp)
|
|
(skip-chars-backward landmark--intangible-chars)
|
|
(forward-char -1)))
|
|
(skip-chars-backward landmark--intangible-chars)
|
|
(if (bobp)
|
|
(skip-chars-forward landmark--intangible-chars)
|
|
(forward-char -1))))
|
|
(setq landmark--last-pos (point)))
|
|
|
|
;; previous-line and next-line don't work right with intangible newlines
|
|
(defun landmark-move-down ()
|
|
"Move point down one row on the Landmark board."
|
|
(interactive)
|
|
(if (< (landmark-point-y) landmark-board-height)
|
|
(let ((col (current-column)))
|
|
(forward-line 1) ;;; landmark-square-height
|
|
(move-to-column col))))
|
|
|
|
(defun landmark-move-up ()
|
|
"Move point up one row on the Landmark board."
|
|
(interactive)
|
|
(if (> (landmark-point-y) 1)
|
|
(let ((col (current-column)))
|
|
(forward-line (- landmark-square-height))
|
|
(move-to-column col))))
|
|
|
|
(defun landmark-move-ne ()
|
|
"Move point North East on the Landmark board."
|
|
(interactive)
|
|
(landmark-move-up)
|
|
(forward-char))
|
|
|
|
(defun landmark-move-se ()
|
|
"Move point South East on the Landmark board."
|
|
(interactive)
|
|
(landmark-move-down)
|
|
(forward-char))
|
|
|
|
(defun landmark-move-nw ()
|
|
"Move point North West on the Landmark board."
|
|
(interactive)
|
|
(landmark-move-up)
|
|
(backward-char))
|
|
|
|
(defun landmark-move-sw ()
|
|
"Move point South West on the Landmark board."
|
|
(interactive)
|
|
(landmark-move-down)
|
|
(backward-char))
|
|
|
|
(defun landmark-beginning-of-line ()
|
|
"Move point to first square on the Landmark board row."
|
|
(interactive)
|
|
(move-to-column landmark-x-offset))
|
|
|
|
(defun landmark-end-of-line ()
|
|
"Move point to last square on the Landmark board row."
|
|
(interactive)
|
|
(move-to-column (+ landmark-x-offset
|
|
(* landmark-square-width (1- landmark-board-width)))))
|
|
|
|
|
|
;;;_ + Simulation variables
|
|
|
|
;;;_ - landmark-nvar
|
|
(defvar landmark-nvar 0.0075
|
|
"Not used.
|
|
Affects a noise generator which was used in an earlier incarnation of
|
|
this program to add a random element to the way moves were made.")
|
|
;;;_ - lists of cardinal directions
|
|
;;;_ :
|
|
(defvar landmark-ns '(landmark-n landmark-s)
|
|
"Used when doing something relative to the north and south axes.")
|
|
(defvar landmark-ew '(landmark-e landmark-w)
|
|
"Used when doing something relative to the east and west axes.")
|
|
(defvar landmark-directions '(landmark-n landmark-s landmark-e landmark-w)
|
|
"The cardinal directions.")
|
|
(defvar landmark-8-directions
|
|
'((landmark-n) (landmark-n landmark-w) (landmark-w) (landmark-s landmark-w)
|
|
(landmark-s) (landmark-s landmark-e) (landmark-e) (landmark-n landmark-e))
|
|
"The full 8 possible directions.")
|
|
|
|
(defvar landmark-number-of-moves
|
|
"The number of moves made by the robot so far.")
|
|
|
|
|
|
;;;_* Terry's mods to create lm.el
|
|
|
|
;;;(setq landmark-debug nil)
|
|
(defvar landmark-debug nil
|
|
"If non-nil, debugging is printed.")
|
|
(defcustom landmark-one-moment-please nil
|
|
"If non-nil, print \"One moment please\" when a new board is generated.
|
|
The drawback of this is you don't see how many moves the last run took
|
|
because it is overwritten by \"One moment please\"."
|
|
:type 'boolean)
|
|
(defcustom landmark-output-moves t
|
|
"If non-nil, output number of moves so far on a move-by-move basis."
|
|
:type 'boolean)
|
|
|
|
|
|
(defun landmark-weights-debug ()
|
|
(if landmark-debug
|
|
(progn (landmark-print-wts) (landmark-blackbox) (landmark-print-y-s-noise)
|
|
(landmark-print-smell))))
|
|
|
|
;;;_ - Printing various things
|
|
(defun landmark-print-distance-int (direction)
|
|
(interactive)
|
|
(insert (format "%S %S " direction (get direction 'distance))))
|
|
|
|
|
|
(defun landmark-print-distance ()
|
|
(insert (format "tree: %S \n" (landmark-calc-distance-of-robot-from 'landmark-tree)))
|
|
(mapc #'landmark-print-distance-int landmark-directions))
|
|
|
|
|
|
;;(setq direction 'landmark-n)
|
|
;;(get 'landmark-n 'landmark-s)
|
|
(defun landmark-nslify-wts-int (direction)
|
|
(mapcar (lambda (target-direction)
|
|
(get direction target-direction))
|
|
landmark-directions))
|
|
|
|
|
|
(defun landmark-nslify-wts ()
|
|
(interactive)
|
|
(let ((l (apply #'append (mapcar #'landmark-nslify-wts-int landmark-directions))))
|
|
(insert (format "set data_value WTS \n %s \n" l))
|
|
(insert (format "/* max: %S min: %S */"
|
|
(apply #'max l) (apply #'min l)))))
|
|
|
|
(defun landmark-print-wts-int (direction)
|
|
(mapc (lambda (target-direction)
|
|
(insert (format "%S %S %S "
|
|
direction
|
|
target-direction
|
|
(get direction target-direction))))
|
|
landmark-directions)
|
|
(insert "\n"))
|
|
|
|
(defun landmark-print-wts ()
|
|
(interactive)
|
|
(with-current-buffer "*landmark-wts*"
|
|
(insert "==============================\n")
|
|
(mapc #'landmark-print-wts-int landmark-directions)))
|
|
|
|
(defun landmark-print-moves (moves)
|
|
(interactive)
|
|
(with-current-buffer "*landmark-moves*"
|
|
(insert (format "%S\n" moves))))
|
|
|
|
|
|
(defun landmark-print-y-s-noise-int (direction)
|
|
(insert (format "%S:landmark-y %S, s %S, noise %S \n"
|
|
(symbol-name direction)
|
|
(get direction 'y_t)
|
|
(get direction 's)
|
|
(get direction 'noise)
|
|
)))
|
|
|
|
(defun landmark-print-y-s-noise ()
|
|
(interactive)
|
|
(with-current-buffer "*landmark-y,s,noise*"
|
|
(insert "==============================\n")
|
|
(mapc #'landmark-print-y-s-noise-int landmark-directions)))
|
|
|
|
(defun landmark-print-smell-int (direction)
|
|
(insert (format "%S: smell: %S \n"
|
|
(symbol-name direction)
|
|
(get direction 'smell))))
|
|
|
|
(defun landmark-print-smell ()
|
|
(interactive)
|
|
(with-current-buffer "*landmark-smell*"
|
|
(insert "==============================\n")
|
|
(insert (format "tree: %S \n" (get 'z 't)))
|
|
(mapc #'landmark-print-smell-int landmark-directions)))
|
|
|
|
(defun landmark-print-w0-int (direction)
|
|
(insert (format "%S: w0: %S \n"
|
|
(symbol-name direction)
|
|
(get direction 'w0))))
|
|
|
|
(defun landmark-print-w0 ()
|
|
(interactive)
|
|
(with-current-buffer "*landmark-w0*"
|
|
(insert "==============================\n")
|
|
(mapc #'landmark-print-w0-int landmark-directions)))
|
|
|
|
(defun landmark-blackbox ()
|
|
(with-current-buffer "*landmark-blackbox*"
|
|
(insert "==============================\n")
|
|
(insert "I smell: ")
|
|
(mapc (lambda (direction)
|
|
(if (> (get direction 'smell) 0)
|
|
(insert (format "%S " direction))))
|
|
landmark-directions)
|
|
(insert "\n")
|
|
|
|
(insert "I move: ")
|
|
(mapc (lambda (direction)
|
|
(if (> (get direction 'y_t) 0)
|
|
(insert (format "%S " direction))))
|
|
landmark-directions)
|
|
(insert "\n")
|
|
(landmark-print-wts-blackbox)
|
|
(insert (format "z_t-z_t-1: %S" (- (get 'z 't) (get 'z 't-1))))
|
|
(landmark-print-distance)
|
|
(insert "\n")))
|
|
|
|
(defun landmark-print-wts-blackbox ()
|
|
(interactive)
|
|
(mapc #'landmark-print-wts-int landmark-directions))
|
|
|
|
;;;_ - learning parameters
|
|
(defcustom landmark-bound 0.005
|
|
"The maximum that w0j may be."
|
|
:type 'number)
|
|
(defcustom landmark-c 1.0
|
|
"A factor applied to modulate the increase in wij.
|
|
Used in the function landmark-update-normal-weights."
|
|
:type 'number)
|
|
(defcustom landmark-c-naught 0.5
|
|
"A factor applied to modulate the increase in w0j.
|
|
Used in the function landmark-update-naught-weights."
|
|
:type 'number)
|
|
(defvar landmark-initial-w0 0.0)
|
|
(defvar landmark-initial-wij 0.0)
|
|
(defcustom landmark-no-payoff 0
|
|
"The amount of simulation cycles that have occurred with no movement.
|
|
Used to move the robot when he is stuck in a rut for some reason."
|
|
:type 'integer)
|
|
(defcustom landmark-max-stall-time 2
|
|
"The maximum number of cycles that the robot can remain stuck in a place.
|
|
After this limit is reached, landmark-random-move is called to
|
|
push him out of it."
|
|
:type 'integer)
|
|
|
|
|
|
;;;_ + Randomizing functions
|
|
;;;_ - landmark-flip-a-coin ()
|
|
(defun landmark-flip-a-coin ()
|
|
(if (> (random 5000) 2500)
|
|
-1
|
|
1))
|
|
;;;_ : landmark-very-small-random-number ()
|
|
;(defun landmark-very-small-random-number ()
|
|
; (/
|
|
; (* (/ (random 900000) 900000.0) .0001)))
|
|
;;;_ : landmark-randomize-weights-for (direction)
|
|
(defun landmark-randomize-weights-for (direction)
|
|
(mapc (lambda (target-direction)
|
|
(put direction
|
|
target-direction
|
|
(* (landmark-flip-a-coin) (/ (random 10000) 10000.0))))
|
|
landmark-directions))
|
|
;;;_ : landmark-noise ()
|
|
(defun landmark-noise ()
|
|
(* (- (/ (random 30001) 15000.0) 1) landmark-nvar))
|
|
|
|
;;;_ : landmark-fix-weights-for (direction)
|
|
(defun landmark-fix-weights-for (direction)
|
|
(mapc (lambda (target-direction)
|
|
(put direction
|
|
target-direction
|
|
landmark-initial-wij))
|
|
landmark-directions))
|
|
|
|
|
|
;;;_ + Plotting functions
|
|
;;;_ - landmark-plot-internal (sym)
|
|
(defun landmark-plot-internal (sym)
|
|
(landmark-plot-square (landmark-xy-to-index
|
|
(get sym 'x)
|
|
(get sym 'y))
|
|
(get sym 'sym)))
|
|
;;;_ - landmark-plot-landmarks ()
|
|
(defun landmark-plot-landmarks ()
|
|
(setq landmark-cx (/ landmark-board-width 2))
|
|
(setq landmark-cy (/ landmark-board-height 2))
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|
|
|
(put 'landmark-n 'x landmark-cx)
|
|
(put 'landmark-n 'y 1)
|
|
(put 'landmark-n 'sym 2)
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|
|
|
(put 'landmark-tree 'x landmark-cx)
|
|
(put 'landmark-tree 'y landmark-cy)
|
|
(put 'landmark-tree 'sym 6)
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|
|
|
(put 'landmark-s 'x landmark-cx)
|
|
(put 'landmark-s 'y landmark-board-height)
|
|
(put 'landmark-s 'sym 3)
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|
|
|
(put 'landmark-w 'x 1)
|
|
(put 'landmark-w 'y (/ landmark-board-height 2))
|
|
(put 'landmark-w 'sym 5)
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|
|
|
(put 'landmark-e 'x landmark-board-width)
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|
(put 'landmark-e 'y (/ landmark-board-height 2))
|
|
(put 'landmark-e 'sym 4)
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|
|
|
(mapc #'landmark-plot-internal
|
|
'(landmark-n landmark-s landmark-e landmark-w landmark-tree)))
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|
|
|
|
|
|
|
;;;_ + Distance-calculation functions
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|
|
|
;;;_ - distance (x x0 y y0)
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|
(defun landmark--distance (x x0 y y0)
|
|
(let ((dx (- x x0)) (dy (- y y0)))
|
|
(sqrt (+ (* dx dx) (* dy dy)))))
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|
|
|
;;;_ - landmark-calc-distance-of-robot-from (direction)
|
|
(defun landmark-calc-distance-of-robot-from (direction)
|
|
(put direction 'distance
|
|
(landmark--distance (get direction 'x)
|
|
(landmark-index-to-x (landmark-point-square))
|
|
(get direction 'y)
|
|
(landmark-index-to-y (landmark-point-square)))))
|
|
|
|
;;;_ - landmark-calc-smell-internal (sym)
|
|
(defun landmark-calc-smell-internal (sym)
|
|
(let ((r (get sym 'r))
|
|
(d (landmark-calc-distance-of-robot-from sym)))
|
|
(if (> (* 0.5 (- 1 (/ d r))) 0)
|
|
(* 0.5 (- 1 (/ d r)))
|
|
0)))
|
|
|
|
|
|
;;;_ + Learning (neural) functions
|
|
(defun landmark-f (x)
|
|
(cond
|
|
((> x landmark-bound) landmark-bound)
|
|
((< x 0.0) 0.0)
|
|
(t x)))
|
|
|
|
(defun landmark-y (direction)
|
|
(put direction 'noise (landmark-noise))
|
|
(put direction 'y_t
|
|
(if (> (get direction 's) 0.0)
|
|
1.0
|
|
0.0)))
|
|
|
|
(defun landmark-update-normal-weights (direction)
|
|
(mapc (lambda (target-direction)
|
|
(put direction target-direction
|
|
(+
|
|
(get direction target-direction)
|
|
(* landmark-c
|
|
(- (get 'z 't) (get 'z 't-1))
|
|
(get target-direction 'y_t)
|
|
(get direction 'smell)))))
|
|
landmark-directions))
|
|
|
|
(defun landmark-update-naught-weights (direction)
|
|
(mapc (lambda (_target-direction)
|
|
(put direction 'w0
|
|
(landmark-f
|
|
(+
|
|
(get direction 'w0)
|
|
(* landmark-c-naught
|
|
(- (get 'z 't) (get 'z 't-1))
|
|
(get direction 'y_t))))))
|
|
landmark-directions))
|
|
|
|
|
|
;;;_ + Statistics gathering and creating functions
|
|
|
|
(defun landmark-calc-current-smells ()
|
|
(mapc (lambda (direction)
|
|
(put direction 'smell (landmark-calc-smell-internal direction)))
|
|
landmark-directions))
|
|
|
|
(defun landmark-calc-payoff ()
|
|
(put 'z 't-1 (get 'z 't))
|
|
(put 'z 't (landmark-calc-smell-internal 'landmark-tree))
|
|
(if (= (- (get 'z 't) (get 'z 't-1)) 0.0)
|
|
(cl-incf landmark-no-payoff)
|
|
(setf landmark-no-payoff 0)))
|
|
|
|
(defun landmark-store-old-y_t ()
|
|
(mapc (lambda (direction)
|
|
(put direction 'y_t-1 (get direction 'y_t)))
|
|
landmark-directions))
|
|
|
|
|
|
;;;_ + Functions to move robot
|
|
|
|
(defun landmark-confidence-for (target-direction)
|
|
(apply #'+
|
|
(get target-direction 'w0)
|
|
(mapcar (lambda (direction)
|
|
(*
|
|
(get direction target-direction)
|
|
(get direction 'smell)))
|
|
landmark-directions)))
|
|
|
|
|
|
(defun landmark-calc-confidences ()
|
|
(mapc (lambda (direction)
|
|
(put direction 's (landmark-confidence-for direction)))
|
|
landmark-directions))
|
|
|
|
(defun landmark-move ()
|
|
(if (and (= (get 'landmark-n 'y_t) 1.0) (= (get 'landmark-s 'y_t) 1.0))
|
|
(progn
|
|
(mapc (lambda (dir) (put dir 'y_t 0)) landmark-ns)
|
|
(if landmark-debug
|
|
(message "n-s normalization."))))
|
|
(if (and (= (get 'landmark-w 'y_t) 1.0) (= (get 'landmark-e 'y_t) 1.0))
|
|
(progn
|
|
(mapc (lambda (dir) (put dir 'y_t 0)) landmark-ew)
|
|
(if landmark-debug
|
|
(message "e-w normalization"))))
|
|
|
|
(mapc (lambda (pair)
|
|
(when (> (get (car pair) 'y_t) 0)
|
|
(funcall (car (cdr pair)))
|
|
(landmark--intangible)))
|
|
'(
|
|
(landmark-n landmark-move-up)
|
|
(landmark-s landmark-move-down)
|
|
(landmark-e forward-char)
|
|
(landmark-w backward-char)))
|
|
(landmark-plot-square (landmark-point-square) 1)
|
|
(cl-incf landmark-number-of-moves)
|
|
(if landmark-output-moves
|
|
(message "Moves made: %d" landmark-number-of-moves)))
|
|
|
|
|
|
(defun landmark-random-move ()
|
|
(mapc
|
|
(lambda (direction) (put direction 'y_t 0))
|
|
landmark-directions)
|
|
(dolist (direction (seq-random-elt landmark-8-directions))
|
|
(put direction 'y_t 1.0))
|
|
(landmark-move))
|
|
|
|
(defun landmark-amble-robot ()
|
|
(interactive)
|
|
(while (> (landmark-calc-distance-of-robot-from 'landmark-tree) 0)
|
|
|
|
(landmark-store-old-y_t)
|
|
(landmark-calc-current-smells)
|
|
|
|
(if (> landmark-no-payoff landmark-max-stall-time)
|
|
(landmark-random-move)
|
|
(progn
|
|
(landmark-calc-confidences)
|
|
(mapc #'landmark-y landmark-directions)
|
|
(landmark-move)))
|
|
|
|
(landmark-calc-payoff)
|
|
|
|
(mapc #'landmark-update-normal-weights landmark-directions)
|
|
(mapc #'landmark-update-naught-weights landmark-directions)
|
|
(if landmark-debug
|
|
(landmark-weights-debug)))
|
|
(landmark-terminate-game nil))
|
|
|
|
|
|
;;;_ - landmark-start-robot ()
|
|
(defun landmark-start-robot ()
|
|
"Signal to the Landmark program that you have played.
|
|
You must have put the cursor on the square where you want to play.
|
|
If the game is finished, this command requests for another game."
|
|
(interactive)
|
|
(landmark-switch-to-window)
|
|
(cond
|
|
(landmark-emacs-is-computing
|
|
(landmark-crash-game))
|
|
((not landmark-game-in-progress)
|
|
(landmark-prompt-for-other-game))
|
|
(t
|
|
(let ((square (landmark-point-square)))
|
|
(cond ((null square)
|
|
(error "Your point is not on a square. Retry!"))
|
|
((not (zerop (aref landmark-board square)))
|
|
(error "Your point is not on a free square. Retry!"))
|
|
(t
|
|
(progn
|
|
(landmark-plot-square square 1)
|
|
|
|
(landmark-store-old-y_t)
|
|
(landmark-calc-current-smells)
|
|
(put 'z 't (landmark-calc-smell-internal 'landmark-tree))
|
|
|
|
(landmark-random-move)
|
|
|
|
(landmark-calc-payoff)
|
|
|
|
(mapc #'landmark-update-normal-weights landmark-directions)
|
|
(mapc #'landmark-update-naught-weights landmark-directions)
|
|
(landmark-amble-robot)
|
|
)))))))
|
|
|
|
|
|
;;;_ + Misc functions
|
|
;;;_ - landmark-init (auto-start save-weights)
|
|
(defvar landmark-tree-r "")
|
|
|
|
(defun landmark-init (auto-start save-weights)
|
|
|
|
(setq landmark-number-of-moves 0)
|
|
|
|
(landmark-plot-landmarks)
|
|
|
|
(if landmark-debug
|
|
(save-current-buffer
|
|
(set-buffer (get-buffer-create "*landmark-w0*"))
|
|
(erase-buffer)
|
|
(set-buffer (get-buffer-create "*landmark-moves*"))
|
|
(set-buffer (get-buffer-create "*landmark-wts*"))
|
|
(erase-buffer)
|
|
(set-buffer (get-buffer-create "*landmark-y,s,noise*"))
|
|
(erase-buffer)
|
|
(set-buffer (get-buffer-create "*landmark-smell*"))
|
|
(erase-buffer)
|
|
(set-buffer (get-buffer-create "*landmark-blackbox*"))
|
|
(erase-buffer)
|
|
(set-buffer (get-buffer-create "*landmark-distance*"))
|
|
(erase-buffer)))
|
|
|
|
|
|
(landmark-set-landmark-signal-strengths)
|
|
|
|
(dolist (direction landmark-directions)
|
|
(put direction 'y_t 0.0))
|
|
|
|
(if (not save-weights)
|
|
(progn
|
|
(mapc #'landmark-fix-weights-for landmark-directions)
|
|
(dolist (direction landmark-directions)
|
|
(put direction 'w0 landmark-initial-w0)))
|
|
(message "Weights preserved for this run."))
|
|
|
|
(if auto-start
|
|
(progn
|
|
(landmark-goto-xy (1+ (random landmark-board-width)) (1+ (random landmark-board-height)))
|
|
(landmark-start-robot))))
|
|
|
|
|
|
;;;_ - something which doesn't work
|
|
; no-a-worka!!
|
|
;(defun landmark-sum-list (list)
|
|
; (if (> (length list) 0)
|
|
; (+ (car list) (landmark-sum-list (cdr list)))
|
|
; 0))
|
|
; this a worka!
|
|
; (eval (cons '+ list))
|
|
;;;_ - landmark-set-landmark-signal-strengths ()
|
|
;; on a screen higher than wide, I noticed that the robot would amble
|
|
;; left and right and not move forward. examining *landmark-blackbox*
|
|
;; revealed that there was no scent from the north and south
|
|
;; landmarks, hence, they need less factoring down of the effect of
|
|
;; distance on scent.
|
|
|
|
(defun landmark-set-landmark-signal-strengths ()
|
|
(setq landmark-tree-r (* (sqrt (+ (* landmark-cx landmark-cx)
|
|
(* landmark-cy landmark-cy)))
|
|
1.5))
|
|
(mapc (lambda (direction)
|
|
(put direction 'r (* landmark-cx 1.1)))
|
|
landmark-ew)
|
|
(mapc (lambda (direction)
|
|
(put direction 'r (* landmark-cy 1.1)))
|
|
landmark-ns)
|
|
(put 'landmark-tree 'r landmark-tree-r))
|
|
|
|
|
|
;;;_ + landmark-test-run ()
|
|
|
|
;;;###autoload
|
|
(defalias 'landmark-repeat #'landmark-test-run)
|
|
;;;###autoload
|
|
(defun landmark-test-run ()
|
|
"Run 100 Landmark games, each time saving the weights from the previous game."
|
|
(interactive)
|
|
(landmark 1)
|
|
(dotimes (_ 100)
|
|
(landmark 2)))
|
|
|
|
;;;###autoload
|
|
(defun landmark (parg)
|
|
"Start or resume an Landmark game.
|
|
If a game is in progress, this command allows you to resume it.
|
|
Here is the relation between prefix args and game options:
|
|
|
|
prefix arg | robot is auto-started | weights are saved from last game
|
|
---------------------------------------------------------------------
|
|
none / 1 | yes | no
|
|
2 | yes | yes
|
|
3 | no | yes
|
|
4 | no | no
|
|
|
|
You start by moving to a square and typing \\[landmark-start-robot],
|
|
if you did not use a prefix arg to ask for automatic start.
|
|
Use \\[describe-mode] for more info."
|
|
(interactive "p")
|
|
|
|
(setf landmark-n nil landmark-m nil)
|
|
(landmark-switch-to-window)
|
|
(cond
|
|
(landmark-emacs-is-computing
|
|
(landmark-crash-game))
|
|
((or (not landmark-game-in-progress)
|
|
(<= landmark-number-of-moves 2))
|
|
(let ((max-width (landmark-max-width))
|
|
(max-height (landmark-max-height)))
|
|
(or landmark-n (setq landmark-n max-width))
|
|
(or landmark-m (setq landmark-m max-height))
|
|
(cond ((< landmark-n 1)
|
|
(error "I need at least 1 column"))
|
|
((< landmark-m 1)
|
|
(error "I need at least 1 row"))
|
|
((> landmark-n max-width)
|
|
(error "I cannot display %d columns in that window" landmark-n)))
|
|
(if (and (> landmark-m max-height)
|
|
(not (eq landmark-m landmark-saved-board-height))
|
|
;; Use EQ because SAVED-BOARD-HEIGHT may be nil
|
|
(not (y-or-n-p (format "Do you really want %d rows? " landmark-m))))
|
|
(setq landmark-m max-height)))
|
|
(if landmark-one-moment-please
|
|
(message "One moment, please..."))
|
|
(landmark-start-game landmark-n landmark-m)
|
|
(apply #'landmark-init
|
|
(cond
|
|
((= parg 1) '(t nil))
|
|
((= parg 2) '(t t))
|
|
((= parg 3) '(nil t))
|
|
((= parg 4) '(nil nil))
|
|
(t '(nil t)))))))
|
|
|
|
|
|
;;;_ + Local variables
|
|
|
|
;;; The following `allout-layout' local variable setting:
|
|
;;; - closes all topics from the first topic to just before the third-to-last,
|
|
;;; - shows the children of the third to last (config vars)
|
|
;;; - and the second to last (code section),
|
|
;;; - and closes the last topic (this local-variables section).
|
|
;;;Local variables:
|
|
;;;allout-layout: (0 : -1 -1 0)
|
|
;;;End:
|
|
|
|
(provide 'landmark)
|
|
|
|
;;; landmark.el ends here
|