1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
|
;;; landmark.el --- Neural-network robot that learns landmarks -*- lexical-binding:t -*-
;; Copyright (C) 1996-1997, 2000-2020 Free Software Foundation, Inc.
;; Author: Terrence Brannon <metaperl@gmail.com>
;; Created: December 16, 1996 - first release to usenet
;; Keywords: games, neural network, adaptive search, chemotaxis
;; Version: 1.0
;; Obsolete-since: 25.1
;; This file is part of GNU Emacs.
;; GNU Emacs is free software: you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation, either version 3 of the License, or
;; (at your option) any later version.
;; GNU Emacs is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;; GNU General Public License for more details.
;; You should have received a copy of the GNU General Public License
;; along with GNU Emacs. If not, see <https://www.gnu.org/licenses/>.
;;; Commentary:
;; *Note: This package has now moved to elpa.gnu.org.*
;; To try this, just type: M-x landmark-test-run
;; Landmark is a relatively non-participatory game in which a robot
;; attempts to maneuver towards a tree at the center of the window
;; based on unique olfactory cues from each of the 4 directions. If
;; the smell of the tree increases, then the weights in the robot's
;; brain are adjusted to encourage this odor-driven behavior in the
;; future. If the smell of the tree decreases, the robots weights are
;; adjusted to discourage that odor-driven behavior.
;; In laymen's terms, the search space is initially flat. The point
;; of training is to "turn up the edges of the search space" so that
;; the robot rolls toward the center.
;; Further, do not become alarmed if the robot appears to oscillate
;; back and forth between two or a few positions. This simply means
;; it is currently caught in a local minimum and is doing its best to
;; work its way out.
;; The version of this program as described has a small problem. a
;; move in a net direction can produce gross credit assignment. for
;; example, if moving south will produce positive payoff, then, if in
;; a single move, one moves east,west and south, then both east and
;; west will be improved when they shouldn't
;; The source code was developed as part of a course on Brain Theory
;; and Neural Networks at the University of Southern California. The
;; original problem description and solution appeared in 1981 in the
;; paper "Landmark Learning: An Illustration of Associative
;; Search" authored by Andrew G. Barto and Richard S. Sutton and
;; published to Biological Cybernetics.
;; Many thanks to Yuri Pryadkin <yuri@rana.usc.edu> for this
;; concise problem description.
;;;_* Require
(eval-when-compile (require 'cl-lib))
;;;_* From Gomoku
;;; Code:
(defgroup landmark nil
"Neural-network robot that learns landmarks."
:prefix "landmark-"
:group 'games)
;;;_ + THE BOARD.
;; The board is a rectangular grid. We code empty squares with 0, X's with 1
;; and O's with 6. The rectangle is recorded in a one dimensional vector
;; containing padding squares (coded with -1). These squares allow us to
;; detect when we are trying to move out of the board. We denote a square by
;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
;; leftmost topmost square has coords (1,1) and index landmark-board-width + 2.
;; Similarly, vectors between squares may be given by two DX, DY coords or by
;; one DEPL (the difference between indexes).
(defvar landmark-board-width nil
"Number of columns on the Landmark board.")
(defvar landmark-board-height nil
"Number of lines on the Landmark board.")
(defvar landmark-board nil
"Vector recording the actual state of the Landmark board.")
(defvar landmark-vector-length nil
"Length of landmark-board vector.")
(defvar landmark-draw-limit nil
;; This is usually set to 70% of the number of squares.
"After how many moves will Emacs offer a draw?")
(defvar landmark-cx 0
"This is the x coordinate of the center of the board.")
(defvar landmark-cy 0
"This is the y coordinate of the center of the board.")
(defvar landmark-m 0
"This is the x dimension of the playing board.")
(defvar landmark-n 0
"This is the y dimension of the playing board.")
(defun landmark-xy-to-index (x y)
"Translate X, Y cartesian coords into the corresponding board index."
(+ (* y landmark-board-width) x y))
(defun landmark-index-to-x (index)
"Return corresponding x-coord of board INDEX."
(% index (1+ landmark-board-width)))
(defun landmark-index-to-y (index)
"Return corresponding y-coord of board INDEX."
(/ index (1+ landmark-board-width)))
(defun landmark-init-board ()
"Create the landmark-board vector and fill it with initial values."
(setq landmark-board (make-vector landmark-vector-length 0))
;; Every square is 0 (i.e. empty) except padding squares:
(let ((i 0) (ii (1- landmark-vector-length)))
(while (<= i landmark-board-width) ; The squares in [0..width] and in
(aset landmark-board i -1) ; [length - width - 1..length - 1]
(aset landmark-board ii -1) ; are padding squares.
(setq i (1+ i)
ii (1- ii))))
(let ((i 0))
(while (< i landmark-vector-length)
(aset landmark-board i -1) ; and also all k*(width+1)
(setq i (+ i landmark-board-width 1)))))
;;;_ + DISPLAYING THE BOARD.
;; You may change these values if you have a small screen or if the squares
;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
(defconst landmark-square-width 2
"Horizontal spacing between squares on the Landmark board.")
(defconst landmark-square-height 1
"Vertical spacing between squares on the Landmark board.")
(defconst landmark-x-offset 3
"Number of columns between the Landmark board and the side of the window.")
(defconst landmark-y-offset 1
"Number of lines between the Landmark board and the top of the window.")
;;;_ + LANDMARK MODE AND KEYMAP.
(defcustom landmark-mode-hook nil
"If non-nil, its value is called on entry to Landmark mode."
:type 'hook
:group 'landmark)
(defvar landmark-mode-map
(let ((map (make-sparse-keymap)))
;; Key bindings for cursor motion.
(define-key map "y" 'landmark-move-nw) ; y
(define-key map "u" 'landmark-move-ne) ; u
(define-key map "b" 'landmark-move-sw) ; b
(define-key map "n" 'landmark-move-se) ; n
(define-key map "h" 'backward-char) ; h
(define-key map "l" 'forward-char) ; l
(define-key map "j" 'landmark-move-down) ; j
(define-key map "k" 'landmark-move-up) ; k
(define-key map [kp-7] 'landmark-move-nw)
(define-key map [kp-9] 'landmark-move-ne)
(define-key map [kp-1] 'landmark-move-sw)
(define-key map [kp-3] 'landmark-move-se)
(define-key map [kp-4] 'backward-char)
(define-key map [kp-6] 'forward-char)
(define-key map [kp-2] 'landmark-move-down)
(define-key map [kp-8] 'landmark-move-up)
(define-key map "\C-n" 'landmark-move-down) ; C-n
(define-key map "\C-p" 'landmark-move-up) ; C-p
;; Key bindings for entering Human moves.
(define-key map "X" 'landmark-human-plays) ; X
(define-key map "x" 'landmark-human-plays) ; x
(define-key map " " 'landmark-start-robot) ; SPC
(define-key map [down-mouse-1] 'landmark-start-robot)
(define-key map [drag-mouse-1] 'landmark-click)
(define-key map [mouse-1] 'landmark-click)
(define-key map [down-mouse-2] 'landmark-click)
(define-key map [mouse-2] 'landmark-mouse-play)
(define-key map [drag-mouse-2] 'landmark-mouse-play)
(define-key map [remap previous-line] 'landmark-move-up)
(define-key map [remap next-line] 'landmark-move-down)
(define-key map [remap beginning-of-line] 'landmark-beginning-of-line)
(define-key map [remap end-of-line] 'landmark-end-of-line)
(define-key map [remap undo] 'landmark-human-takes-back)
(define-key map [remap advertised-undo] 'landmark-human-takes-back)
map)
"Local keymap to use in Landmark mode.")
(defvar landmark-emacs-won ()
"For making font-lock use the winner's face for the line.")
(defface landmark-font-lock-face-O '((((class color)) :foreground "red")
(t :weight bold))
"Face to use for Emacs's O."
:version "22.1"
:group 'landmark)
(defface landmark-font-lock-face-X '((((class color)) :foreground "green")
(t :weight bold))
"Face to use for your X."
:version "22.1"
:group 'landmark)
(defvar landmark-font-lock-keywords
'(("O" . 'landmark-font-lock-face-O)
("X" . 'landmark-font-lock-face-X)
("[-|/\\]" 0 (if landmark-emacs-won
'landmark-font-lock-face-O
'landmark-font-lock-face-X)))
"Font lock rules for Landmark.")
;; This one is for when they set view-read-only to t: Landmark cannot
;; allow View Mode to be activated in its buffer.
(define-derived-mode landmark-mode special-mode "Lm"
"Major mode for playing Lm against Emacs.
You and Emacs play in turn by marking a free square. You mark it with X
and Emacs marks it with O. The winner is the first to get five contiguous
marks horizontally, vertically or in diagonal.
You play by moving the cursor over the square you choose and hitting \\[landmark-human-plays].
Other useful commands:
\\{landmark-mode-map}
Entry to this mode calls the value of `landmark-mode-hook' if that value
is non-nil. One interesting value is `turn-on-font-lock'."
(landmark-display-statistics)
(setq-local font-lock-defaults '(landmark-font-lock-keywords t))
(setq buffer-read-only t)
(add-hook 'post-command-hook #'landmark--intangible nil t))
;;;_ + THE SCORE TABLE.
;; Every (free) square has a score associated to it, recorded in the
;; LANDMARK-SCORE-TABLE vector. The program always plays in the square having
;; the highest score.
(defvar landmark-score-table nil
"Vector recording the actual score of the free squares.")
;; The key point about the algorithm is that, rather than considering
;; the board as just a set of squares, we prefer to see it as a "space" of
;; internested 5-tuples of contiguous squares (called qtuples).
;;
;; The aim of the program is to fill one qtuple with its O's while preventing
;; you from filling another one with your X's. To that effect, it computes a
;; score for every qtuple, with better qtuples having better scores. Of
;; course, the score of a qtuple (taken in isolation) is just determined by
;; its contents as a set, i.e. not considering the order of its elements. The
;; highest score is given to the "OOOO" qtuples because playing in such a
;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
;; not playing in it is just losing the game, and so on. Note that a
;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
;; has score zero because there is no more any point in playing in it, from
;; both an attacking and a defending point of view.
;;
;; Given the score of every qtuple, the score of a given free square on the
;; board is just the sum of the scores of all the qtuples to which it belongs,
;; because playing in that square is playing in all its containing qtuples at
;; once. And it is that function which takes into account the internesting of
;; the qtuples.
;;
;; This algorithm is rather simple but anyway it gives a not so dumb level of
;; play. It easily extends to "n-dimensional Landmark", where a win should not
;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
;; should be preferred.
;; Here are the scores of the nine "non-polluted" configurations. Tuning
;; these values will change (hopefully improve) the strength of the program
;; and may change its style (rather aggressive here).
(defconst landmark-nil-score 7 "Score of an empty qtuple.")
(defconst landmark-score-trans-table
(let ((Xscore 15) ; Score of a qtuple containing one X.
(XXscore 400) ; Score of a qtuple containing two X's.
(XXXscore 1800) ; Score of a qtuple containing three X's.
(XXXXscore 100000) ; Score of a qtuple containing four X's.
(Oscore 35) ; Score of a qtuple containing one O.
(OOscore 800) ; Score of a qtuple containing two O's.
(OOOscore 15000) ; Score of a qtuple containing three O's.
(OOOOscore 800000)) ; Score of a qtuple containing four O's.
;; These values are not just random: if, given the following situation:
;;
;; . . . . . . . O .
;; . X X a . . . X .
;; . . . X . . . X .
;; . . . X . . . X .
;; . . . . . . . b .
;;
;; you want Emacs to play in "a" and not in "b", then the parameters must
;; satisfy the inequality:
;;
;; 6 * XXscore > XXXscore + XXscore
;;
;; because "a" mainly belongs to six "XX" qtuples (the others are less
;; important) while "b" belongs to one "XXX" and one "XX" qtuples.
;; Other conditions are required to obtain sensible moves, but the
;; previous example should illustrate the point. If you manage to
;; improve on these values, please send me a note. Thanks.
;; As we chose values 0, 1 and 6 to denote empty, X and O squares,
;; the contents of a qtuple are uniquely determined by the sum of
;; its elements and we just have to set up a translation table.
(vector landmark-nil-score Xscore XXscore XXXscore XXXXscore 0
Oscore 0 0 0 0 0
OOscore 0 0 0 0 0
OOOscore 0 0 0 0 0
OOOOscore 0 0 0 0 0
0))
"Vector associating qtuple contents to their score.")
;; If you do not modify drastically the previous constants, the only way for a
;; square to have a score higher than OOOOscore is to belong to a "OOOO"
;; qtuple, thus to be a winning move. Similarly, the only way for a square to
;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
;; qtuple. We may use these considerations to detect when a given move is
;; winning or losing.
(defconst landmark-winning-threshold
(aref landmark-score-trans-table (+ 6 6 6 6)) ;; OOOOscore
"Threshold score beyond which an Emacs move is winning.")
(defconst landmark-losing-threshold
(aref landmark-score-trans-table (+ 1 1 1 1)) ;; XXXXscore
"Threshold score beyond which a human move is winning.")
(defun landmark-strongest-square ()
"Compute index of free square with highest score, or nil if none."
;; We just have to loop other all squares. However there are two problems:
;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
;; up future searches, we set the score of padding or occupied squares
;; to -1 whenever we meet them.
;; 2/ We want to choose randomly between equally good moves.
(let ((score-max 0)
(count 0) ; Number of equally good moves
(square (landmark-xy-to-index 1 1)) ; First square
(end (landmark-xy-to-index landmark-board-width landmark-board-height))
best-square score)
(while (<= square end)
(cond
;; If score is lower (i.e. most of the time), skip to next:
((< (aref landmark-score-table square) score-max))
;; If score is better, beware of non free squares:
((> (setq score (aref landmark-score-table square)) score-max)
(if (zerop (aref landmark-board square)) ; is it free ?
(setq count 1 ; yes: take it !
best-square square
score-max score)
(aset landmark-score-table square -1))) ; no: kill it !
;; If score is equally good, choose randomly. But first check freedom:
((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 allows to take moves back
;; (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
:group 'landmark)
(defcustom landmark-output-moves t
"If non-nil, output number of moves so far on a move-by-move basis."
:type 'boolean
:group 'landmark)
(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 */"
(eval (cons 'max l)) (eval (cons '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
:group 'landmark)
(defcustom landmark-c 1.0
"A factor applied to modulate the increase in wij.
Used in the function landmark-update-normal-weights."
:type 'number
:group 'landmark)
(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
:group 'landmark)
(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
:group 'landmark)
(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
:group 'landmark)
;;;_ + 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))
(put 'landmark-n 'x landmark-cx)
(put 'landmark-n 'y 1)
(put 'landmark-n 'sym 2)
(put 'landmark-tree 'x landmark-cx)
(put 'landmark-tree 'y landmark-cy)
(put 'landmark-tree 'sym 6)
(put 'landmark-s 'x landmark-cx)
(put 'landmark-s 'y landmark-board-height)
(put 'landmark-s 'sym 3)
(put 'landmark-w 'x 1)
(put 'landmark-w 'y (/ landmark-board-height 2))
(put 'landmark-w 'sym 5)
(put 'landmark-e 'x landmark-board-width)
(put 'landmark-e 'y (/ landmark-board-height 2))
(put 'landmark-e 'sym 4)
(mapc 'landmark-plot-internal '(landmark-n landmark-s landmark-e landmark-w landmark-tree)))
;;;_ + Distance-calculation functions
;;;_ - distance (x x0 y y0)
(defun landmark--distance (x x0 y y0)
(let ((dx (- x x0)) (dy (- y y0)))
(sqrt (+ (* dx dx) (* dy dy)))))
;;;_ - 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 (nth (random 8) 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)
(eval (cons '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
|