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[elpa] master a5361bf 1/2: * packages/landmark/landmark.el: Move from Em


From: Nicolas Richard
Subject: [elpa] master a5361bf 1/2: * packages/landmark/landmark.el: Move from Emacs master to ELPA
Date: Tue, 07 Jul 2015 10:41:37 +0000

branch: master
commit a5361bf4595b7c0136999e35b3ec32f7deb5aff9
Author: Nicolas Richard <address@hidden>
Commit: Nicolas Richard <address@hidden>

    * packages/landmark/landmark.el: Move from Emacs master to ELPA
---
 packages/landmark/landmark.el | 1684 +++++++++++++++++++++++++++++++++++++++++
 1 files changed, 1684 insertions(+), 0 deletions(-)

diff --git a/packages/landmark/landmark.el b/packages/landmark/landmark.el
new file mode 100644
index 0000000..2a64cdf
--- /dev/null
+++ b/packages/landmark/landmark.el
@@ -0,0 +1,1684 @@
+;;; 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: <address@hidden>)
+;; 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 <address@hidden> 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



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