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91eb44f4bd
Author | SHA1 | Date |
---|---|---|
Leonora Tindall | 91eb44f4bd | |
Leonora Tindall | d5d71bb776 |
17
src/main.rs
17
src/main.rs
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@ -70,14 +70,14 @@ async fn main() {
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let mut size: u32 = 100;
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let mut world: World = World::new(None, None, None);
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let mut hlayers: Vec<usize> = vec![6, 6, 0];
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let mut hlayers: Vec<usize> = vec![20, 6, 0];
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let mut prev_hlayers = hlayers.clone();
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let mut mut_rate = 0.05;
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let mut prev_mut_rate = 0.05;
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let mut activ: usize = 0;
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let mut prev_activ: usize = 0;
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let mut activ: usize = 2;
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let mut prev_activ: usize = 2;
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let activs = [
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ActivationFunc::ReLU,
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ActivationFunc::Sigmoid,
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@ -94,9 +94,8 @@ async fn main() {
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);
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let ui_thick = 34.;
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let nums = &[
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"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16",
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];
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let nums_owning: Vec<String> = (0..=20).into_iter().map(|i| format!("{:00}", i)).collect();
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let nums: Vec<&str> = nums_owning.iter().map(|v| v.as_str()).collect();
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let skin = skins::get_ui_skin();
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let skin2 = skins::get_white_buttons_skin();
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let skin3 = skins::get_green_buttons_skin();
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@ -390,9 +389,9 @@ async fn main() {
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ui.label(None, "Hidden Layers");
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ui.label(None, "Neurons Config");
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ui.combo_box(hash!(), "Layer 1", nums, &mut hlayers[0]);
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ui.combo_box(hash!(), "Layer 2", nums, &mut hlayers[1]);
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ui.combo_box(hash!(), "Layer 3", nums, &mut hlayers[2]);
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ui.combo_box(hash!(), "Layer 1", &nums, &mut hlayers[0]);
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ui.combo_box(hash!(), "Layer 2", &nums, &mut hlayers[1]);
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ui.combo_box(hash!(), "Layer 3", &nums, &mut hlayers[2]);
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if prev_hlayers != hlayers {
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pop = Population::new(
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size as usize,
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@ -85,7 +85,8 @@ impl NN {
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// println!("inputs: {:?}", inputs);
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let mut y = DMatrix::from_vec(inputs.len(), 1, inputs.to_vec());
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for i in 0..self.config.len() - 1 {
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y = (&self.weights[i] * y.insert_row(self.config[i] - 1, 1.)).map(|x| {
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let row = y.insert_row(self.config[i] - 1, 1.);
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y = (&self.weights[i] * row).map(|x| {
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match self.activ_func {
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ActivationFunc::ReLU => x.max(0.),
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ActivationFunc::Sigmoid => 1. / (1. + (-x).exp()),
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200
src/player.rs
200
src/player.rs
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@ -7,6 +7,12 @@ use crate::{
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nn::{ActivationFunc, NN},
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HEIGHT, WIDTH,
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};
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const NUM_KEYS: usize = 4;
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const INPUTS_PER_ASTEROID: usize = 4;
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const NUM_ASTEROIDS: usize = 5;
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const INPUTS_FOR_SHIP: usize = 1;
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const VALUES_PER_MEMORY: usize = 1;
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const NUM_MEMORIES: usize = 3;
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#[derive(Default)]
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pub struct Player {
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pub pos: Vec2,
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@ -16,17 +22,16 @@ pub struct Player {
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rot: f32,
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drag: f32,
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bullets: Vec<Bullet>,
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asteroid: Option<Asteroid>,
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asteroids: Vec<Option<Asteroid>>,
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inputs: Vec<f32>,
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pub outputs: Vec<f32>,
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// asteroid_data: Vec<(f32, f32, f32)>,
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raycasts: Vec<f32>,
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last_shot: u32,
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shot_interval: u32,
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pub brain: Option<NN>,
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alive: bool,
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pub lifespan: u32,
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pub shots: u32,
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memory: std::collections::VecDeque<f32>,
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}
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impl Player {
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@ -40,9 +45,14 @@ impl Player {
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Some(mut c) => {
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c.retain(|&x| x != 0);
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// Number of inputs
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c.insert(0, 5);
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c.insert(
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0,
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(INPUTS_PER_ASTEROID * NUM_ASTEROIDS)
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+ INPUTS_FOR_SHIP
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+ (VALUES_PER_MEMORY * NUM_MEMORIES),
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);
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// Number of outputs
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c.push(4);
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c.push(NUM_KEYS + VALUES_PER_MEMORY);
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Some(NN::new(c, mut_rate.unwrap(), activ.unwrap()))
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}
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_ => None,
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@ -55,51 +65,18 @@ impl Player {
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shot_interval: 18,
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alive: true,
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shots: 4,
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outputs: vec![0.; 4],
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raycasts: vec![0.; 8],
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// 4 outputs, 1 for memory
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outputs: vec![0.; NUM_KEYS + VALUES_PER_MEMORY],
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memory: vec![0.; VALUES_PER_MEMORY * NUM_MEMORIES].into(),
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..Default::default()
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}
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}
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pub fn check_player_collision(&mut self, asteroid: &Asteroid) -> bool {
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// To give more near asteroids data:
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// Save the asteroid to our asteroids
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self.asteroids.push(Some(asteroid.clone()));
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// self.asteroid_data.push((
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// ((asteroid.pos - self.pos).length() - asteroid.radius) / WIDTH,
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// self.dir.angle_between(asteroid.pos - self.pos),
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// (asteroid.vel - self.vel).length(),
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// ));
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// Single asteroid data:
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if self.asteroid.is_none()
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|| (asteroid.pos).distance_squared(self.pos)
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< self
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.asteroid
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.as_ref()
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.unwrap()
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.pos
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.distance_squared(self.pos)
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{
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self.asteroid = Some(asteroid.clone());
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}
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// Try raycasting below:
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// let v = asteroid.pos - self.pos;
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// for i in 0..4 {
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// let dir = Vec2::from_angle(PI / 4. * i as f32).rotate(self.dir);
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// let cross = v.perp_dot(dir);
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// let dot = v.dot(dir);
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// if cross.abs() <= asteroid.radius {
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// self.raycasts[if dot >= 0. { i } else { i + 4 }] = *partial_max(
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// &self.raycasts[if dot >= 0. { i } else { i + 4 }],
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// &(100.
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// / (dot.abs() - (asteroid.radius * asteroid.radius - cross * cross).sqrt())),
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// )
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// .unwrap();
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// }
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// }
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if asteroid.check_collision(self.pos, 8.) || self.lifespan > 3600 && self.brain.is_some() {
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self.alive = false;
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return true;
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@ -107,12 +84,28 @@ impl Player {
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false
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}
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pub fn consider_asteroids(pos: Vec2, asteroids: &mut Vec<Option<Asteroid>>) {
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// Consider the closest asteroids first
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asteroids.sort_by_key(|ast| match ast {
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None => i32::MAX,
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Some(ast) => (dist_wrapping(ast.pos, pos) * 100.) as i32,
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});
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// Cull if there are too may asteroids
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*asteroids = asteroids.iter().cloned().take(NUM_ASTEROIDS).collect();
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// Insert if there are not enought asteroids
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if asteroids.len() < NUM_ASTEROIDS {
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for _ in 0..NUM_ASTEROIDS - asteroids.len() {
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asteroids.push(None);
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}
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}
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assert_eq!(asteroids.len(), NUM_ASTEROIDS);
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}
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pub fn check_bullet_collisions(&mut self, asteroid: &mut Asteroid) -> bool {
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for bullet in &mut self.bullets {
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if asteroid.check_collision(bullet.pos, 0.) {
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asteroid.alive = false;
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bullet.alive = false;
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self.asteroid = None;
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return true;
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}
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}
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@ -125,46 +118,50 @@ impl Player {
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self.acc = 0.;
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self.outputs = vec![0.; 4];
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let mut keys = vec![false; 4];
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if let Some(ast) = self.asteroid.as_ref() {
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self.inputs = vec![
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(ast.pos - self.pos).length() / HEIGHT,
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self.dir.angle_between(ast.pos - self.pos),
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(ast.vel - self.vel).x * 0.6,
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(ast.vel - self.vel).y * 0.6,
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self.rot / TAU as f32,
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// self.vel.x / 8.,
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// self.vel.y / 8.,
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// self.rot / TAU as f32,
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];
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// self.inputs.append(self.raycasts.as_mut());
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// self.asteroid_data
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// .sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
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// self.asteroid_data.resize(1, (0., 0., 0.));
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// inputs.append(
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// &mut self
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// .asteroid_data
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// .iter()
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// .map(|(d, a, h)| vec![*d, *a, *h])
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// .flatten()
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// .collect::<Vec<_>>(),
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// );
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if let Some(brain) = &self.brain {
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self.outputs = brain.feed_forward(&self.inputs);
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keys = self
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.outputs
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.iter()
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.map(|&x| {
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x > if brain.activ_func == ActivationFunc::Sigmoid {
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0.85
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} else {
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0.
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}
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})
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.collect();
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self.inputs = vec![];
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// Insert all the asteroid data
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Self::consider_asteroids(self.pos, &mut self.asteroids);
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for ast in &self.asteroids {
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if let Some(ast) = ast {
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self.inputs.extend_from_slice(&[
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// Distance to asteroid
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dist_wrapping(ast.pos, self.pos),
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// Angle to asteroid
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self.dir.angle_between(ast.pos - self.pos),
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// Asteroid velocity x
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(ast.vel - self.vel).x * 0.6,
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// Asteroid velocity y
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(ast.vel - self.vel).y * 0.6,
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]);
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} else {
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self.inputs.extend_from_slice(&[0., 0., 0., 0.]);
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}
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}
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assert_eq!(self.inputs.len(), NUM_ASTEROIDS * INPUTS_PER_ASTEROID);
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// Insert the ship data
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self.inputs.push(self.rot / TAU as f32);
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// Insert the memories
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for memory in &self.memory {
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self.inputs.push(memory.min(1.).max(-1.));
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}
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// Run the brain
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if let Some(brain) = &self.brain {
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assert_eq!(self.inputs.len(), brain.config[0] - 1);
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self.outputs = brain.feed_forward(&self.inputs);
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self.memory.push_back(self.outputs[self.outputs.len() - 1]);
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self.memory.pop_front();
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keys = self
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.outputs
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.iter()
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.map(|&x| {
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x > if brain.activ_func == ActivationFunc::Sigmoid {
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0.85
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} else {
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0.
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}
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})
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.collect();
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}
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if keys[0] || self.brain.is_none() && is_key_down(KeyCode::Right) {
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// RIGHT
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self.rot = (self.rot + 0.1 + TAU as f32) % TAU as f32;
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@ -187,6 +184,7 @@ impl Player {
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pos: self.pos + self.dir * 20.,
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vel: self.dir * 8.5 + self.vel,
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alive: true,
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travelled: Vec2::new(0., 0.),
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});
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}
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}
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@ -204,10 +202,8 @@ impl Player {
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bullet.update();
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}
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self.bullets
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.retain(|b| b.alive && b.pos.x.abs() * 2. < WIDTH && b.pos.y.abs() * 2. < HEIGHT);
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self.asteroid = None;
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// self.asteroid_data.clear();
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// self.raycasts = vec![0.; 8];
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.retain(|b| b.alive);
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self.asteroids = vec![];
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}
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pub fn draw(&self, color: Color, debug: bool) {
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@ -226,7 +222,10 @@ impl Player {
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draw_triangle_lines(p6, p7, p8, 2., color);
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}
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if debug {
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if let Some(ast) = self.asteroid.as_ref() {
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let mut debug_asteroids = self.asteroids.clone();
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Self::consider_asteroids(self.pos, &mut debug_asteroids);
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for asteroid in &debug_asteroids {
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if let Some(ast) = asteroid {
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draw_circle_lines(ast.pos.x, ast.pos.y, ast.radius, 1., RED);
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// let p = self.pos
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// + self.dir.rotate(Vec2::from_angle(self.asteroid_data[0].1))
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@ -234,6 +233,7 @@ impl Player {
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// * WIDTH;
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draw_line(self.pos.x, self.pos.y, ast.pos.x, ast.pos.y, 1., RED);
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}
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}
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// Draw raycasts
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@ -266,13 +266,39 @@ struct Bullet {
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pos: Vec2,
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vel: Vec2,
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alive: bool,
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travelled: Vec2,
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}
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impl Bullet {
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fn update(&mut self) {
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self.pos += self.vel;
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if self.pos.x.abs() > WIDTH * 0.5 {
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self.pos.x *= -1.;
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}
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if self.pos.y.abs() > HEIGHT * 0.5 {
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self.pos.y *= -1.;
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}
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self.travelled += self.vel;
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if self.travelled.length() >= (WIDTH*WIDTH + HEIGHT*HEIGHT).sqrt() / 2. {
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self.alive = false;
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}
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}
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fn draw(&self, c: Color) {
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draw_circle(self.pos.x, self.pos.y, 2., Color::new(c.r, c.g, c.b, 0.9));
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}
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}
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// Distance in a toroidal space:
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// https://blog.demofox.org/2017/10/01/calculating-the-distance-between-points-in-wrap-around-toroidal-space/
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fn dist_wrapping(a: Vec2, b: Vec2) -> f32 {
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let mut dx = (a.x - b.x).abs();
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let mut dy = (a.y - b.y).abs();
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if dx > (WIDTH as f32 / 2.) {
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dx = WIDTH as f32 - dx;
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}
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if dy > (HEIGHT as f32 / 2.) {
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dy = HEIGHT as f32 - dy;
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}
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(dx*dx + dy*dy).sqrt() / (WIDTH*WIDTH + HEIGHT*HEIGHT).sqrt()
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}
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@ -150,10 +150,7 @@ impl Population {
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let total = self.worlds.iter().fold(0., |acc, x| acc + x.fitness);
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self.worlds
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.sort_by(|a, b| b.fitness.partial_cmp(&a.fitness).unwrap());
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for i in &self.worlds {
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println!("Fitness: {}", i.fitness);
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}
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println!("Gen: {}, Fitness: {}", self.gen, self.worlds[0].fitness);
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println!("{}", self.worlds[0].fitness);
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let mut new_worlds = (0..std::cmp::max(1, self.size / 20))
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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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@ -102,8 +102,7 @@ impl World {
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self.over = true;
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}
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}
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self.fitness =
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(self.score / self.player.shots as f32).powi(2) * self.player.lifespan as f32;
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self.fitness = (self.score as f32).powi(2) + (self.player.lifespan) as f32;
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self.asteroids.append(&mut to_add);
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self.asteroids.retain(|asteroid| asteroid.alive);
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// if self.asteroids.iter().fold(0, |acc, x| {
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|
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