genetic algorithm
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@ -10,7 +10,7 @@ pub struct Asteroid {
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pub vel: Vec2,
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pub size: AsteroidSize,
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sides: u8,
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radius: f32,
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pub radius: f32,
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rot: f32,
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omega: f32,
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pub alive: bool,
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21
src/main.rs
21
src/main.rs
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@ -5,7 +5,7 @@ mod population;
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mod world;
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use macroquad::prelude::*;
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use nn::NN;
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use population::Population;
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use world::World;
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#[macroquad::main("Camera")]
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@ -16,15 +16,20 @@ async fn main() {
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..Default::default()
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};
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set_camera(&cam);
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let mut world = World::new();
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// let mut nn = NN::new(vec![1, 2, 1]);
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let mut pop = Population::new(5);
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loop {
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clear_background(BLACK);
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if !world.over {
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world.update();
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}
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world.draw();
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pop.update();
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pop.draw();
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next_frame().await
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}
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// let mut world = World::new();
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// loop {
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// clear_background(BLACK);
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// if !world.over {
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// world.update();
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// }
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// world.draw();
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// next_frame().await
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// }
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}
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@ -9,8 +9,10 @@ enum ActivationFunc {
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Tanh,
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ReLU,
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}
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#[derive(Clone)]
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pub struct NN {
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config: Vec<usize>,
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pub config: Vec<usize>,
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weights: Vec<DMatrix<f32>>,
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activ_func: ActivationFunc,
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mut_rate: f32,
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@ -58,7 +60,7 @@ impl NN {
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}
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}
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pub fn mutation(&mut self) {
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pub fn mutate(&mut self) {
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for weight in &mut self.weights {
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for ele in weight {
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if r::random() {
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@ -1,4 +1,4 @@
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use std::{f32::consts::PI, path::Iter};
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use std::{f32::consts::PI, f64::consts::TAU};
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use macroquad::{prelude::*, rand::gen_range};
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@ -13,7 +13,11 @@ pub struct Player {
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bullets: Vec<Bullet>,
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last_shot: f32,
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shot_interval: f32,
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brain: Option<NN>,
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pub brain: Option<NN>,
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search_radius: f32,
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proximity_asteroids: Vec<f32>,
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max_asteroids: usize,
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debug: bool,
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alive: bool,
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}
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@ -21,21 +25,33 @@ impl Player {
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pub fn new() -> Self {
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Self {
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dir: vec2(0., -1.),
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rot: -PI / 2.,
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rot: 1.5 * PI,
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// Change scaling when passing inputs if this is changed
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drag: 0.001,
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shot_interval: 0.3,
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search_radius: 300.,
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alive: true,
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debug: false,
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..Default::default()
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}
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}
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pub fn simulate(brain: NN) -> Self {
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pub fn simulate(brain: NN, max_asteroids: usize) -> Self {
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assert_eq!(
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brain.config[0] - 1,
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max_asteroids + 5,
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"NN input size must match max_asteroids"
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);
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let mut p = Player::new();
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p.brain = Some(brain);
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p.max_asteroids = max_asteroids;
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p
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}
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pub fn check_player_collision(&mut self, asteroid: &mut Asteroid) -> bool {
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self.proximity_asteroids
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.extend([asteroid.pos.x, asteroid.pos.y, asteroid.radius]);
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if asteroid.check_collision(self.pos, 8.) {
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self.alive = false;
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return true;
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@ -56,28 +72,37 @@ impl Player {
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pub fn update(&mut self) {
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let mut mag = 0.;
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let mut keys = vec![false, false, false];
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let mut keys = vec![false, false, false, false];
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self.proximity_asteroids.resize(self.max_asteroids, 0.);
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let mut inputs = vec![
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self.pos.x / screen_width() + 0.5,
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self.pos.y / screen_height() + 0.5,
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self.vel.x / 11.,
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self.vel.y / 11.,
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self.rot / TAU as f32,
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];
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inputs.append(self.proximity_asteroids.as_mut());
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if let Some(brain) = &self.brain {
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keys = brain
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.feed_forward(vec![
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self.pos.x, self.pos.y, self.vel.x, self.vel.y, self.rot,
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])
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.feed_forward(inputs)
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.iter()
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.map(|&x| if x > 0. { true } else { false })
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.collect();
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}
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if is_key_down(KeyCode::Right) || keys[0] {
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self.rot += 0.1;
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self.rot = (self.rot + 0.1 + TAU as f32) % TAU as f32;
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self.dir = vec2(self.rot.cos(), self.rot.sin());
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}
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if is_key_down(KeyCode::Left) || keys[1] {
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self.rot -= 0.1;
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self.rot = (self.rot - 0.1 + TAU as f32) % TAU as f32;
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self.dir = vec2(self.rot.cos(), self.rot.sin());
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}
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if is_key_down(KeyCode::Up) || keys[2] {
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// Change scaling when passing inputs if this is changed
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mag = 0.14;
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}
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if is_key_down(KeyCode::Space) {
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if is_key_down(KeyCode::Space) || keys[3] {
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if self.shot_interval + self.last_shot < get_time() as f32 {
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self.last_shot = get_time() as f32;
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self.bullets.push(Bullet {
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@ -88,6 +113,10 @@ impl Player {
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}
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}
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if is_key_pressed(KeyCode::D) {
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self.debug = !self.debug;
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}
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self.vel += mag * self.dir - self.drag * self.vel.length() * self.vel;
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self.pos += self.vel;
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if self.pos.x.abs() > screen_width() / 2. + 10. {
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@ -121,6 +150,13 @@ impl Player {
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draw_triangle_lines(p6, p7, p8, 2., WHITE);
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}
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if self.debug {
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for a in self.proximity_asteroids.chunks(3) {
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draw_circle_lines(a[0], a[1], a[2], 1., GRAY);
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draw_line(self.pos.x, self.pos.y, a[0], a[1], 1., GRAY)
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}
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}
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for bullet in &self.bullets {
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bullet.draw();
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}
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@ -1,18 +1,78 @@
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use crate::world::World;
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use macroquad::{prelude::*, rand::gen_range};
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use crate::{nn::NN, world::World};
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#[derive(Default)]
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struct Population {
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size: i32,
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pub struct Population {
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size: usize,
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gen: i32,
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worlds: Vec<World>,
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pub worlds: Vec<World>,
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}
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impl Population {
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// pub fn new(size: i32) -> Self {
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// Self {
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// size: size,
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// worlds: vec![World::new(); size],
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// ..Default::default(),
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// }
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// }
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pub fn new(size: usize) -> Self {
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Self {
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size,
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worlds: (0..size)
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.map(|_| World::simulate(NN::new(vec![33, 10, 4])))
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.collect(),
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..Default::default()
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}
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}
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pub fn update(&mut self) {
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let mut alive = false;
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for world in &mut self.worlds {
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if !world.over {
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alive = true;
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world.update();
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}
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}
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if !alive {
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self.gen += 1;
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self.next_gen();
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}
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}
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pub fn draw(&self) {
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for world in &self.worlds {
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if !world.over {
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world.draw();
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draw_text(
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&format!("Gen: {}", self.gen),
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-100. + screen_width() * 0.5,
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30. - screen_height() * 0.5,
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32.,
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WHITE,
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);
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}
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}
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}
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pub fn next_gen(&mut self) {
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let total = self.worlds.iter().fold(0, |acc, x| acc + x.score);
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self.worlds.sort_by(|a, b| b.score.cmp(&a.score));
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let mut new_worlds = (0..self.size / 10)
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.map(|i| World::simulate(self.worlds[i].see_brain().to_owned()))
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.collect::<Vec<_>>();
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while new_worlds.len() < self.size {
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let rands = (gen_range(0, total + 1), gen_range(0, total + 1));
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let mut sum = 0;
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let (mut a, mut b) = (None, None);
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for world in &self.worlds {
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sum += world.score;
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if sum >= rands.0 {
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a = Some(world.see_brain());
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}
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if sum >= rands.1 {
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b = Some(world.see_brain());
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}
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}
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let mut new_brain = NN::crossover(a.unwrap(), b.unwrap());
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new_brain.mutate();
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new_worlds.push(World::simulate(new_brain));
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}
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self.worlds = new_worlds;
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}
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}
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27
src/world.rs
27
src/world.rs
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@ -9,25 +9,32 @@ use macroquad::{prelude::*, rand::gen_range};
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pub struct World {
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player: Player,
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asteroids: Vec<Asteroid>,
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pub score: i32,
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pub score: u32,
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pub over: bool,
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max_asteroids: usize,
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}
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impl World {
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pub fn new() -> Self {
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Self {
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player: Player::new(),
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max_asteroids: 28,
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..Default::default()
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}
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}
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pub fn simulate(brain: NN) -> Self {
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Self {
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player: Player::simulate(brain),
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player: Player::simulate(brain, 28),
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max_asteroids: 28,
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..Default::default()
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}
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}
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pub fn see_brain(&self) -> &NN {
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self.player.brain.as_ref().unwrap()
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}
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pub fn update(&mut self) {
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self.player.update();
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let mut to_add: Vec<Asteroid> = Vec::new();
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@ -77,7 +84,7 @@ impl World {
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AsteroidSize::Medium => 2,
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AsteroidSize::Small => 1,
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}
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}) < 20
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}) < self.max_asteroids
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{
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self.asteroids.push(Asteroid::new(AsteroidSize::Large));
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}
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@ -88,12 +95,12 @@ impl World {
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for asteroid in &self.asteroids {
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asteroid.draw();
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}
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draw_text(
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&format!("Score {}", self.score),
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20. - screen_width() * 0.5,
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30. - screen_height() * 0.5,
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32.,
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WHITE,
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);
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// draw_text(
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// &format!("Score {}", self.score),
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// 20. - screen_width() * 0.5,
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// 30. - screen_height() * 0.5,
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// 32.,
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// WHITE,
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// );
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}
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}
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