; * etc/NEWS: Mention the change.
---
*** gulp.el
+*** landmark.el (moved to elpa.gnu.org)
+
+++
** The character classes [:graph:] and [:print:] in regular expressions
no longer match every multibyte character. Instead, Emacs now
--- /dev/null
+;;; landmark.el --- Neural-network robot that learns landmarks -*- lexical-binding:t -*-
+
+;; Copyright (C) 1996-1997, 2000-2015 Free Software Foundation, Inc.
+
+;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
+;; Created: December 16, 1996 - first release to usenet
+;; Keywords: games, neural network, adaptive search, chemotaxis
+;; Version: 1.0
+
+;; 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 <http://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 a correct move.
+
+;; 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
+
+;; 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 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
+++ /dev/null
-;;; landmark.el --- Neural-network robot that learns landmarks -*- lexical-binding:t -*-
-
-;; Copyright (C) 1996-1997, 2000-2015 Free Software Foundation, Inc.
-
-;; Author: Terrence Brannon (was: <brannon@rana.usc.edu>)
-;; Created: December 16, 1996 - first release to usenet
-;; Keywords: games, neural network, adaptive search, chemotaxis
-;; Version: 1.0
-
-;; 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 <http://www.gnu.org/licenses/>.
-
-
-;;; Commentary:
-
-;; 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 a correct move.
-
-;; 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
-
-;; 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 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