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'use strict';


import { random_choice, apply, shuffle } from '../util.js';
import { senses } from './senses.js';
import { actions } from './actions.js';
import { lattice_rules } from './lattice_rules.js';
import { validity } from './validity.js';


function is_wall(size, x, y) {
  return (
    x === 0 || x === size-1 ||
    y === 0 || y === size-1
  );
}
function is_corner(size, x, y) {
  const subsize = Math.floor(size/3);
  return (
    (x < subsize || x >= 2*subsize) &&
    (y < subsize || y >= 2*subsize)
  );
}
export function get_team(size, x, y) {
  const subsize = Math.floor(size/3);
  if (y < subsize) {
    return 0;
  } else if (x >= 2*subsize) {
    return 1;
  } else if (y >= 2*subsize) {
    return 2;
  } else if (x < subsize) {
    return 3;
  } else {
    return undefined;
  }
}

export function setup_board(size) {
  const lattice = [...Array(size)]
    .map(() => [...Array(size)])
    .map((row, y) => row.map((_, x) => {
      if (is_wall(size, x, y)) {
        return { type: 'immutable', flags: {} };
      } else if (is_corner(size, x, y)) {
        return { type: 'immutable', flags: {} };
      } else {
        const team = get_team(size, x, y);
        return { type: 'empty', flags: { team } };
      }
    }));
  return lattice;
}


export function create_world(size, teams) {
  const lattice = setup_board(size);

  const agents = teams.reduce(
    (agents, team, team_num) => {
      const team_cells = lattice.map((row, y) => row.map((cell, x) => [x, y, cell])).flat()
        // only check cells with the right team
        .filter(([x, y, cell]) => cell.type === 'empty' && cell.flags.team === team_num)
      return agents.concat(team.reduce(
        (acc, agent) => {
          const available_cells = team_cells.filter(([x, y, cell]) => acc.reduce(
            (occupied, a) => occupied && ((a.x !== x) || (a.y !== y)),
            true
          ))
          const [x, y, ..._] = random_choice(available_cells);
          const orientation = random_choice([ 'n', 'e', 's', 'w' ]);
          return [...acc, {...agent, x, y, flags: { ...agent.flags, orientation } }];
        },
        []
      ));
    },
    []
  ).flat();

  return { lattice, lattice_rules, agents, actions, senses, validity };
};


// team structure:
// {
//   agents
//   genome
//   score
// }


let agent_id = 0;

export function create_agent(genome, n_internal) {
  return {
    id: agent_id++, // !!!! side effect !!!!
    net: parse_genome,
  state: [...Array(n_internal)].map(_ => (2*Math.random()) - 1),
  }
}


const N_INPUT = senses.reduce((acc, sense) => acc + sense.size, 0);
const N_OUTPUT = actions.reduce((acc, action) => acc + action.size, 0);
const MAX_MUTATIONS = 15;


export function create_team(size, genome_size, n_internal) {
  const genome = apply(
    s => mut_genome_insert(s, 4, Math.random(), Math.random(), Math.random()),
    genome_size,
    [N_INPUT, n_internal, N_OUTPUT, []],
  ).slice(-1)[0];

  const agents = [...Array(size)].map(_ => create_agent(genome, n_internal));
  return { agents, genome, score: 0 };
}


export function child_team(team, keep=Math.floor(team.size/2)) {
  const n_internal = get_size(team.genome) - N_INPUT - N_OUTPUT;
  const genome = apply(
    s => mutate_genome(s, 4),
    Math.floor(MAX_MUTATIONS * Math.random()),
    [N_INPUT, n_internal, N_OUTPUT, team.genome]
  );

  const old_agents = [...Array(team.agents.length - keep)].reduce(
    (acc, _) => {
      const idx = Math.floor(Math.random() * acc.length);
      acc.splice(idx, 1);
      return acc;
    },
  );
  const new_agents = [...Array(team.agents.length - keep)].map(_ => create_agent(genome, n_internal));
  const agents = [old_agents, new_agents].flat();

  return { agents, genome, score: 0 };
}


// game structure:
// {
//   world: world
//   team_indices: number[]
//   time: number
// }


export function create_game(teams, team_indices) {
  const world = create_world(999, team_indices.map(i => teams[i].agents));
  return { world, team_indices, time: 0 };
}


export function step_game(game) {
  return {
    ...game,
    world: world_update(world, postprocess),
    time: game.time + 1,
  };
}


function score(lattice, team_num) {
  const size = lattice.length;

  // count number of flags in the team's area
  return lattice
    .map((row, y) => row.map((cell, x) => [x, y, cell]))
    .flat()
    .filter(([x, y, cell]) => get_team(size, x, y) === team_num && cell.type === 'flag')
    .length;
}

export function finish_game(teams, game) {
  const scores = [0, 1, 2, 3].map(t => score(game.world.lattice, t));
  return game.team_indices.reduce(
    (acc, idx, i) => {
      const team = teams[idx];
      acc.splice(idx, 1, {...team, score: team.score + scores[i]});
      return acc;
    },
    teams,
  );
}