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'use strict';
import { random_choice, apply, shuffle } from '../util.js';
import { mut_genome_insert, parse_genome } from '../genome/genome.js';
import { world_update } from '../world/world.js';
import { senses } from './senses.js';
import { actions } from './actions.js';
import { lattice_rules } from './lattice_rules.js';
import { validity } from './validity.js';
import { postprocess } from './postprocess.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
// games
// }
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;
let agent_id = 0;
export function create_agent(genome, n_internal) {
return {
id: agent_id++, // !!!! side effect !!!!
net: parse_genome(genome),
state: [...Array(n_internal)].map(_ => (2*Math.random()) - 1),
}
}
export function create_team(size, genome_size, n_internal) {
const genome = apply(
s => mut_genome_insert(s, 4),
genome_size,
{n_input: N_INPUT, n_internal, n_output: N_OUTPUT, genes: []},
);
console.log(N_INPUT, N_OUTPUT, genome);
const agents = [...Array(size)].map(_ => create_agent(genome, n_internal));
return { agents, genome, score: 0, games: 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, games: 0 };
}
// game structure:
// {
// world: world
// team_indices: number[]
// time: number
// }
export function create_game(teams, team_indices) {
const world = create_world(100, team_indices.map(i => teams[i].agents));
return { world, team_indices, time: 0 };
}
export function step_game(game) {
return {
...game,
world: world_update(game.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], games: team.games+1});
return acc;
},
teams,
);
}
// epoch structure
// {
// game
// time
// teams
// }
function random_indices(teams) {
return [...Array(teams.length - 4)].reduce(
(acc) => {
const idx = Math.floor(Math.random() * acc.length);
acc.splice(idx, 1);
return acc;
},
[...teams.keys()]
);
}
let epoch_num = 0;
export function create_epoch(teams) {
return {
game: create_game(teams, random_indices(teams)),
time: 0,
epoch: epoch_num++, // !!!! side effects !!!!
teams,
}
}
const GAME_STEPS = 5000
const EPOCH_STEPS = 200
export function update_epoch(epoch) {
if (epoch.game.time < GAME_STEPS) {
return { ...epoch, game: step_game(epoch.game) };
} else if (epoch.time < EPOCH_STEPS) {
return {
...epoch,
teams: finish_game(epoch.teams, epoch.game),
game: create_game(epoch.teams, random_indices(epoch.teams)),
time: epoch.time+1
};
} else {
// epoch complete!!
const source_teams = epoch.teams
.map(team => {
const normalized_score = team.score/team.games;
const count = Math.ceil(16*normalized_score);
return [...Array(count > 0 ? count : 1)].map(x => team)
})
.flat();
const new_teams = [...Array(epoch.teams.length)]
.reduce((acc) => child_team(random_choice(source_teams)), []);
return create_epoch(new_teams);
}
}
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