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3fd3d53be0
Author | SHA1 | Date |
---|---|---|
Leonora Tindall | 3fd3d53be0 | |
Leonora Tindall | f74fed7638 | |
Leonora Tindall | 5378d3a4fb | |
Leonora Tindall | 01517cc61c | |
Leonora Tindall | 007eb03050 | |
Leonora Tindall | e63fbf74ba | |
Leonora Tindall | 36da3483ae | |
Leonora Tindall | 154517654e | |
Leonora Tindall | d71b437124 | |
Leonora Tindall | 49b720baec | |
Leonora Tindall | f04309f678 |
|
@ -8,3 +8,7 @@ Cargo.lock
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# These are backup files generated by rustfmt
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**/*.rs.bk
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# Gathered data
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data/
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charts/
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|
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@ -142,6 +142,7 @@ dependencies = [
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name = "genetic"
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version = "0.1.0"
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dependencies = [
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"lazy_static",
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"macroquad",
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"nalgebra",
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"rand",
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@ -203,6 +204,12 @@ version = "1.0.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "fad582f4b9e86b6caa621cabeb0963332d92eea04729ab12892c2533951e6440"
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[[package]]
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name = "lazy_static"
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version = "1.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e2abad23fbc42b3700f2f279844dc832adb2b2eb069b2df918f455c4e18cc646"
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[[package]]
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name = "lewton"
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version = "0.9.4"
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@ -13,6 +13,7 @@ rand_distr = "0.4.3"
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serde = { version = "1.0.152", features = ["derive"] }
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serde_json = "1.0.91"
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tinyfiledialogs = "3.9.1"
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lazy_static = "1.4"
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[profile.dev]
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opt-level = 3
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@ -1,6 +1,6 @@
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use crate::{HEIGHT, WIDTH};
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use macroquad::{prelude::*, rand::gen_range};
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#[derive(Clone)]
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#[derive(Clone, PartialEq, Eq)]
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pub enum AsteroidSize {
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Large,
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Medium,
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@ -19,12 +19,14 @@ pub struct Asteroid {
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pub alive: bool,
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}
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const BASE_SIZE: f32 = 20.;
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impl Asteroid {
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pub fn new(size: AsteroidSize) -> Self {
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let (sides, radius) = match size {
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AsteroidSize::Large => (gen_range(6, 10), gen_range(50., 65.)),
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AsteroidSize::Medium => (gen_range(5, 6), gen_range(35., 50.)),
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AsteroidSize::Small => (gen_range(3, 5), 25.),
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AsteroidSize::Large => (gen_range(6, 10), BASE_SIZE * 4.),
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AsteroidSize::Medium => (gen_range(5, 6), BASE_SIZE * 2.),
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AsteroidSize::Small => (gen_range(3, 5), BASE_SIZE),
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};
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let mut r = vec2(
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if gen_range(0., 1.) > 0.5 { -1. } else { 1. },
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13
src/main.rs
13
src/main.rs
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@ -70,7 +70,7 @@ 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![6, 6, 6];
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let mut prev_hlayers = hlayers.clone();
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let mut mut_rate = 0.05;
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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..=64).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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43
src/nn.rs
43
src/nn.rs
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@ -1,10 +1,14 @@
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use macroquad::{prelude::*, rand::gen_range};
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use nalgebra::*;
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use r::Rng;
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use rand_distr::StandardNormal;
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use rand_distr::Normal;
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use serde::{Deserialize, Serialize};
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extern crate rand as r;
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lazy_static::lazy_static! {
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static ref CONNECTION_DISTRIBUTION: Normal<f32> = Normal::new(0.0, 0.75).unwrap();
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}
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#[derive(PartialEq, Debug, Clone, Copy, Serialize, Deserialize)]
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pub enum ActivationFunc {
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@ -39,8 +43,12 @@ impl NN {
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.zip(config.iter().skip(1))
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.map(|(&curr, &last)| {
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// DMatrix::from_fn(last, curr + 1, |_, _| gen_range(-1., 1.))
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DMatrix::<f32>::from_distribution(last, curr + 1, &StandardNormal, &mut rng)
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* (2. / last as f32).sqrt()
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DMatrix::<f32>::from_distribution(
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last,
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curr + 1,
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&*CONNECTION_DISTRIBUTION,
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&mut rng,
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) * (2. / last as f32).sqrt()
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})
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.collect(),
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@ -60,10 +68,16 @@ impl NN {
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.iter()
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.zip(b.weights.iter())
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.map(|(m1, m2)| {
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m1.zip_map(
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m2,
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|ele1, ele2| if gen_range(0., 1.) < 0.5 { ele1 } else { ele2 },
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)
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m1.zip_map(m2, |ele1, ele2| {
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let choice = gen_range(0., 3.);
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if choice < 1. {
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ele1
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} else if choice < 2. {
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ele2
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} else {
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(ele1 + ele2) / 2.
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}
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})
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})
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.collect(),
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}
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@ -75,7 +89,9 @@ impl NN {
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if gen_range(0., 1.) < self.mut_rate {
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// *ele += gen_range(-1., 1.);
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// *ele = gen_range(-1., 1.);
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*ele = r::thread_rng().sample::<f32, StandardNormal>(StandardNormal);
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*ele +=
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r::thread_rng().sample::<f32, Normal<f32>>(CONNECTION_DISTRIBUTION.clone());
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*ele = ele.min(10.0).max(-10.0);
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}
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}
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}
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@ -85,12 +101,11 @@ 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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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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ActivationFunc::Tanh => x.tanh(),
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}
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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| 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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ActivationFunc::Tanh => x.tanh(),
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});
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}
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y.column(0).data.into_slice().to_vec()
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225
src/player.rs
225
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 = 1;
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const INPUTS_FOR_SHIP: usize = 2;
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const VALUES_PER_MEMORY: usize = 1;
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const NUM_MEMORIES: usize = 0;
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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 +45,21 @@ 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(
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NUM_KEYS
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+ if NUM_MEMORIES > 0 {
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VALUES_PER_MEMORY
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} else {
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0
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},
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);
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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 +72,18 @@ 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 +91,28 @@ 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, ast.radius) * 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 +125,55 @@ 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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|
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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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|
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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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.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, ast.radius),
|
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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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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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self.inputs.push(
|
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(self.shot_interval as f32 - self.last_shot as f32).max(0.) / self.shot_interval as f32,
|
||||
);
|
||||
// Insert the memories
|
||||
for memory in &self.memory {
|
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self.inputs.push(memory.min(1.).max(-1.));
|
||||
}
|
||||
// Run the brain
|
||||
if let Some(brain) = &self.brain {
|
||||
assert_eq!(self.inputs.len(), brain.config[0] - 1);
|
||||
self.outputs = brain.feed_forward(&self.inputs);
|
||||
if NUM_MEMORIES > 0 {
|
||||
self.memory.push_back(self.outputs[self.outputs.len() - 1]);
|
||||
self.memory.pop_front();
|
||||
}
|
||||
keys = self
|
||||
.outputs
|
||||
.iter()
|
||||
.map(|&x| {
|
||||
x > if brain.activ_func == ActivationFunc::Sigmoid {
|
||||
0.85
|
||||
} else {
|
||||
0.
|
||||
}
|
||||
})
|
||||
.collect();
|
||||
}
|
||||
if keys[0] || self.brain.is_none() && is_key_down(KeyCode::Right) {
|
||||
// RIGHT
|
||||
self.rot = (self.rot + 0.1 + TAU as f32) % TAU as f32;
|
||||
|
@ -187,6 +196,7 @@ impl Player {
|
|||
pos: self.pos + self.dir * 20.,
|
||||
vel: self.dir * 8.5 + self.vel,
|
||||
alive: true,
|
||||
travelled: Vec2::new(0., 0.),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -203,11 +213,8 @@ impl Player {
|
|||
for bullet in &mut self.bullets {
|
||||
bullet.update();
|
||||
}
|
||||
self.bullets
|
||||
.retain(|b| b.alive && b.pos.x.abs() * 2. < WIDTH && b.pos.y.abs() * 2. < HEIGHT);
|
||||
self.asteroid = None;
|
||||
// self.asteroid_data.clear();
|
||||
// self.raycasts = vec![0.; 8];
|
||||
self.bullets.retain(|b| b.alive);
|
||||
self.asteroids = vec![];
|
||||
}
|
||||
|
||||
pub fn draw(&self, color: Color, debug: bool) {
|
||||
|
@ -226,13 +233,17 @@ impl Player {
|
|||
draw_triangle_lines(p6, p7, p8, 2., color);
|
||||
}
|
||||
if debug {
|
||||
if let Some(ast) = self.asteroid.as_ref() {
|
||||
draw_circle_lines(ast.pos.x, ast.pos.y, ast.radius, 1., RED);
|
||||
// let p = self.pos
|
||||
// + self.dir.rotate(Vec2::from_angle(self.asteroid_data[0].1))
|
||||
// * self.asteroid_data[0].0
|
||||
// * WIDTH;
|
||||
draw_line(self.pos.x, self.pos.y, ast.pos.x, ast.pos.y, 1., RED);
|
||||
let mut debug_asteroids = self.asteroids.clone();
|
||||
Self::consider_asteroids(self.pos, &mut debug_asteroids);
|
||||
for asteroid in &debug_asteroids {
|
||||
if let Some(ast) = asteroid {
|
||||
draw_circle_lines(ast.pos.x, ast.pos.y, ast.radius, 1., RED);
|
||||
// let p = self.pos
|
||||
// + self.dir.rotate(Vec2::from_angle(self.asteroid_data[0].1))
|
||||
// * self.asteroid_data[0].0
|
||||
// * WIDTH;
|
||||
draw_line(self.pos.x, self.pos.y, ast.pos.x, ast.pos.y, 1., RED);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw raycasts
|
||||
|
@ -266,13 +277,39 @@ struct Bullet {
|
|||
pos: Vec2,
|
||||
vel: Vec2,
|
||||
alive: bool,
|
||||
travelled: Vec2,
|
||||
}
|
||||
|
||||
impl Bullet {
|
||||
fn update(&mut self) {
|
||||
self.pos += self.vel;
|
||||
if self.pos.x.abs() > WIDTH * 0.5 {
|
||||
self.pos.x *= -1.;
|
||||
}
|
||||
if self.pos.y.abs() > HEIGHT * 0.5 {
|
||||
self.pos.y *= -1.;
|
||||
}
|
||||
self.travelled += self.vel;
|
||||
if self.travelled.length() >= (WIDTH * WIDTH + HEIGHT * HEIGHT).sqrt() / 2. {
|
||||
self.alive = false;
|
||||
}
|
||||
}
|
||||
fn draw(&self, c: Color) {
|
||||
draw_circle(self.pos.x, self.pos.y, 2., Color::new(c.r, c.g, c.b, 0.9));
|
||||
}
|
||||
}
|
||||
|
||||
// Distance in a toroidal space:
|
||||
// https://blog.demofox.org/2017/10/01/calculating-the-distance-between-points-in-wrap-around-toroidal-space/
|
||||
fn dist_wrapping(a: Vec2, b: Vec2, r: f32) -> f32 {
|
||||
let mut dx = (a.x - b.x).abs();
|
||||
let mut dy = (a.y - b.y).abs();
|
||||
|
||||
if dx > (WIDTH as f32 / 2.) {
|
||||
dx = WIDTH as f32 - dx;
|
||||
}
|
||||
if dy > (HEIGHT as f32 / 2.) {
|
||||
dy = HEIGHT as f32 - dy;
|
||||
}
|
||||
((dx * dx + dy * dy).sqrt() - r) / (WIDTH * WIDTH + HEIGHT * HEIGHT).sqrt()
|
||||
}
|
||||
|
|
|
@ -150,10 +150,25 @@ impl Population {
|
|||
let total = self.worlds.iter().fold(0., |acc, x| acc + x.fitness);
|
||||
self.worlds
|
||||
.sort_by(|a, b| b.fitness.partial_cmp(&a.fitness).unwrap());
|
||||
for i in &self.worlds {
|
||||
println!("Fitness: {}", i.fitness);
|
||||
let mut scores: std::collections::VecDeque<_> =
|
||||
self.worlds.iter().map(|w| w.fitness as f32).collect();
|
||||
let mean: f32 = scores.iter().sum::<f32>() / scores.len() as f32;
|
||||
while scores.len() > 2 {
|
||||
scores.pop_front();
|
||||
scores.pop_back();
|
||||
}
|
||||
println!("Gen: {}, Fitness: {}", self.gen, self.worlds[0].fitness);
|
||||
if scores.len() == 2 {
|
||||
scores.pop_front();
|
||||
}
|
||||
let median = scores[0];
|
||||
|
||||
println!(
|
||||
"{} {} {} {}",
|
||||
self.worlds[0].fitness,
|
||||
mean,
|
||||
median,
|
||||
self.worlds[self.worlds.len() - 1].fitness
|
||||
);
|
||||
let mut new_worlds = (0..std::cmp::max(1, self.size / 20))
|
||||
.map(|i| World::simulate(self.worlds[i].see_brain().to_owned()))
|
||||
.collect::<Vec<_>>();
|
||||
|
|
27
src/world.rs
27
src/world.rs
|
@ -29,9 +29,6 @@ impl World {
|
|||
asteroids: vec![
|
||||
Asteroid::new_to(vec2(0., 0.), 1.5, AsteroidSize::Large),
|
||||
Asteroid::new(AsteroidSize::Large),
|
||||
Asteroid::new(AsteroidSize::Large),
|
||||
Asteroid::new(AsteroidSize::Large),
|
||||
Asteroid::new(AsteroidSize::Large),
|
||||
],
|
||||
..Default::default()
|
||||
}
|
||||
|
@ -102,8 +99,7 @@ impl World {
|
|||
self.over = true;
|
||||
}
|
||||
}
|
||||
self.fitness =
|
||||
(self.score / self.player.shots as f32).powi(2) * self.player.lifespan as f32;
|
||||
self.fitness = self.score;
|
||||
self.asteroids.append(&mut to_add);
|
||||
self.asteroids.retain(|asteroid| asteroid.alive);
|
||||
// if self.asteroids.iter().fold(0, |acc, x| {
|
||||
|
@ -115,7 +111,26 @@ impl World {
|
|||
// }) < self.max_asteroids
|
||||
// || self.player.lifespan % 200 == 0
|
||||
// {
|
||||
if self.player.lifespan % 200 == 0 {
|
||||
let num_small: usize = self
|
||||
.asteroids
|
||||
.iter()
|
||||
.filter(|a| a.size == AsteroidSize::Small)
|
||||
.map(|_| 1)
|
||||
.sum();
|
||||
let num_medium: usize = self
|
||||
.asteroids
|
||||
.iter()
|
||||
.filter(|a| a.size == AsteroidSize::Medium)
|
||||
.map(|_| 1)
|
||||
.sum();
|
||||
let num_large: usize = self
|
||||
.asteroids
|
||||
.iter()
|
||||
.filter(|a| a.size == AsteroidSize::Large)
|
||||
.map(|_| 1)
|
||||
.sum();
|
||||
let area = num_small + num_medium * 2 + num_large * 4;
|
||||
if self.player.lifespan % 200 == 0 && area < 12 {
|
||||
self.asteroids
|
||||
.push(Asteroid::new_to(self.player.pos, 1.5, AsteroidSize::Large));
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue