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/*
Copyright (C) 2000 Matthew Danish
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
using namespace std;
#include<iostream>
#include<stdio.h>
#include<math.h>
#include"universe.h"
#include"opengl.h"
#include"world.h"
#include"orglist.h"
#include"idserver.h"
#include"id.h"
#include"angle.h"
#include"vector.h"
#include"gene.h"
#include"org.h"
#include"unistd.h"
#include"energy.h"
#include"hebbian.h"
#include"defines.h"
#include"quicksort.h"
/*
* universe.cc
*
* Contains the UniverseClass member functions
* UniverseClass contains all the objects that are
* related to the simulation
*
* Note: all code surrounded by #ifdef _DEBUG ....
* #endif is code capable of being turned on and
* off for debugging purposes
* (or any purposes for that matter)
*/
double abs_d(double);
float abs_f(float);
int SortOListFunc(OList *,OList *);
extern int FLOOR_BLOCKS_Z,FLOOR_BLOCKS_X,NUM_FOOD,NUM_ORGANISMS;
/*
* Some Utility functions
*/
int SortOListFunc(const void *a, const void *b) {
OList *ao = (OList *) a;
OList *bo = (OList *) b;
if(ao->dist < bo->dist) return -1;
else if(ao->dist == bo->dist) return 0;
else return 1;
}
double abs_d(double n) {
return (n > 0 ? n : -n);
}
float abs_f(float n) {
return (n > 0 ? n : -n);
}
UniverseClass::UniverseClass(int argc, char **argv) {
done = 0;
ogl = new OpenGLClass(argc,argv);
world = new WorldClass(argc,argv);
orglist = new OrganismListClass;
idserver = new IdServerClass;
}
UniverseClass::~UniverseClass() {
delete ogl;
delete world;
delete orglist;
delete idserver;
}
bool UniverseClass::MainLoop() {
OrganismClass *o;
int i;
IdToken *token;
VectorClass *pos;
AngleClass *heading;
GeneClass *genes;
/*
* This section creates the initial organisms and food
*/
for(i=0;i<NUM_ORGANISMS + NUM_FOOD;i++) {
// Each Organism is represented by a unique Id
token = idserver->GetToken();
// Get a random position in the world
pos = world->NewPosition();
// Choose 0 degrees as the initial direction
heading = new AngleClass(0);
// Stir up some new genes!
genes = new GeneClass;
// Throw it all in the pot and cook up an organism
o = new OrganismClass(token,pos,heading,genes);
// Put it on the list to keep track of it
orglist->Append(o);
// If we've created all the organisms, do food instead
if(i>=NUM_ORGANISMS)
o->Type(ORGANISM_FOOD); // Make it into food instead!
else // otherwise give it full energy to start
o->Energy().EatFood(o->Energy().FoodCap());
}
int frames = 0;
long start_time = time(NULL);
long cur_time = start_time;
while(!done) {
Update();
frames++;
cur_time=time(NULL);
if(cur_time-start_time >= 5) {
printf("Frames per second: %f\n", double(double(frames)/double(cur_time-start_time)));
start_time=cur_time;
frames=0;
}
}
return true;
}
bool UniverseClass::Update() {
orglist->Rewind();
OrganismClass *o;
vector<OrganismClass *> foodlist,livelist;
IdToken *token;
VectorClass *pos;
AngleClass *heading;
GeneClass *genes;
if(!pause) {
while((o=orglist->Next())) {
// If the Organism has gone off to never-never land
if(isnan(o->Pos().X()) || isnan(o->Pos().Z())) {
orglist->Remove(o->Id()); // get rid of it
continue;
}
if(o->Type()==ORGANISM_LIVE) livelist.push_back(o);
if(o->Type()==ORGANISM_FOOD) {
if(!o->Lifetick()) { // check if food has decayed
orglist->Remove(o->Id());
} else
foodlist.push_back(o);
}
}
// Check to see if the number of organisms have fallen below a certain
// amount and if they have, to add a new organism randomly
// (and print a silly message too!)
if((signed int)livelist.size() < NUM_ORGANISMS) {
cout << "New guy!" << endl;
token = idserver->GetToken();
pos = world->NewPosition();
heading = new AngleClass(0);
genes = new GeneClass;
o = new OrganismClass(token,pos,heading,genes);
orglist->Append(o);
o->Energy().EatFood(o->Energy().FoodCap()/2);
}
// Same as above, but for food instead
if((signed int)foodlist.size() < NUM_FOOD) {
cout << "More food!" << endl;
token = idserver->GetToken();
pos = world->NewPosition();
heading = new AngleClass(0);
genes = new GeneClass;
o = new OrganismClass(token,pos,heading,genes);
orglist->Append(o);
o->Type(ORGANISM_FOOD);
}
int i;
for(i=0;i<(signed int)livelist.size();i++) {
if(livelist[i]->Type()==ORGANISM_LIVE) {
UpdateOrganism(livelist[i],foodlist,livelist.size());
livelist[i]->Lifetick();
}
}
livelist.clear();
foodlist.clear();
}
UpdateDraw();
return true;
}
bool UniverseClass::UpdateOrganism(OrganismClass *o,vector<OrganismClass *> foodlist,int org_count) {
int i;
vector<float> inputs,outputs;
OrganismClass *tmp,*mate=NULL;
#ifdef OLD_LOOP
float last_min=0,min_limit=0,dist=0;
#endif
VectorClass distv,dims;
ColorClass color;
AngleClass heading;
// Start by giving some inputs to the neural network
inputs.push_back(float(rand())/RAND_MAX*2.0-1.0);
inputs.push_back(o->Energy().Health());
inputs.push_back(o->Energy().Food());
#ifndef OLD_LOOP
// alternative to below
orglist->Rewind();
vector<OList> olist;
VectorClass headingvect=o->Heading().Vector();
while((tmp=orglist->Next())) {
OList ol;
if(tmp!=o) {
ol.distv = (tmp->Pos() - o->Pos());
if(ol.distv.Dot(headingvect) > 0) {
ol.dist = ol.distv.Magnitude();
ol.color = tmp->Color();
ol.heading = ol.distv;
ol.heading-=o->Heading();
olist.push_back(ol);
}
}
}
long reallen = olist.size();
QuickSortOList(olist);
i=0;
while(i<reallen && (signed int)(inputs.size()+5) < o->Brain().NumInputs()) {
inputs.push_back((float)olist[i].dist);
inputs.push_back((float)olist[i].heading.Angle());
inputs.push_back((float)olist[i].color.R());
inputs.push_back((float)olist[i].color.G());
inputs.push_back((float)olist[i].color.B());
i++;
}
#else
// This loop finds the closest organisms and gives their
// position, direction, and color to the inputs of this guy's
// neural network, until there are no more input spots left
// (note: this _needs_ optimizing!)
// (note: the above code optimizes this, this will be removed soon)
while((signed int)(inputs.size() + 5) < o->Brain().NumInputs()) {
color.R(0); color.G(0); color.B(0);
heading=0;
last_min=0;
orglist->Rewind();
while((tmp=orglist->Next())) {
if(tmp == o) continue;
distv=(tmp->Pos() - o->Pos());
dist=distv.Magnitude();
VectorClass headingvect=o->Heading().Vector();
if((!last_min || dist<last_min) && dist>min_limit && distv.Dot(headingvect) > 0) {
last_min=dist;
color=tmp->Color();
heading = distv;
heading-=o->Heading();
}
}
min_limit=(last_min>min_limit ? last_min : min_limit);
inputs.push_back((float)last_min);
inputs.push_back((float)heading.Angle());
inputs.push_back((float)color.R());
inputs.push_back((float)color.G());
inputs.push_back((float)color.B());
}
#endif
// Any inputs left over? fill em with 0
#ifndef OLD_LOOP
while((signed int)inputs.size() < o->Brain().NumInputs())
inputs.push_back(0);
#else
while((signed int)inputs.size()<o->Brain().NumInputs()) inputs.push_back(float(rand())/RAND_MAX*2.0-1.0);
#endif
#ifdef _NN_DEBUG
printf("Num Inputs: %d\n",inputs.size());
for(i=0;i<(signed int)inputs.size();i++)
printf("%f ",inputs[i]);
printf("\n");
getchar();
#endif
o->Brain().SetInputs(inputs);
o->Brain().RunNet();
o->Brain().GetOutputs(outputs);
#ifdef _NN_DEBUG
printf("Num Outputs: %d\n",inputs.size());
for(i=0;i<(signed int)outputs.size();i++)
printf("%f ",outputs[i]);
printf("\n");
getchar();
#endif
o->Brain().Learn(o->Genes().LC(),ALPHA_COEFFICIENT);
// Change the heading according to the output of the neural network
o->Heading()+=double(((int)outputs[1] % 20)/10 * (double)o->Genes().MaxSpeed());
VectorClass dir((double)(o->Genes().MaxSpeed() * double((int)(outputs[0]) % 10)/10.0)/2,(double)outputs[1]);
#ifdef _DEBUG
printf("%f %f %f\n",dir.X(),dir.Y(),dir.Z());
#endif
// ditto for the position
world->ChangePosition(o->Pos(),dir);
// Set the Aggressive coloration
o->Color().R(double(( abs_d(outputs[3]) > FIGHT_THRESHOLD ? FIGHT_THRESHOLD : abs_d(outputs[3]) ) / (FIGHT_THRESHOLD)));
// Find out if this organism is near to any food, and whether or not
// it needs that food
for(i=0;i<(signed int)foodlist.size();i++) {
if(o->Energy().Food() != o->Energy().FoodCap()) {
if(foodlist[i]) {
distv=foodlist[i]->Pos() - o->Pos();
long bounds = o->Genes().Reach();
distv.X(abs_d(distv.X()) - bounds - o->Size().X());
distv.Z(abs_d(distv.Z()) - bounds - o->Size().Z());
if(distv.X() <= 0 && distv.Z() <= 0) {
double amt_food=(1-double(bounds/MAX_REACH)) * foodlist[i]->Energy().HealthCap() * (1+o->Genes().Metabolism());
#ifdef _DEBUG_FOOD
printf("Food Eaten: %f\n",amt_food);
#endif
EventStack es;
es.a = o->Pos();
es.b = foodlist[i]->Pos();
es.a.Y(o->Size().Y()/2);
es.b.Y(foodlist[i]->Size().Y()/2);
es.color.R(1);
es.color.G(1);
es.color.B(0);
foodstack.push(es);
o->Energy().EatFood(amt_food);
orglist->Remove(foodlist[i]->Id());
foodlist[i]=NULL;
break;
}
}
} else break;
}
orglist->Rewind();
// Find if there are any Organisms nearby this one
while((mate=orglist->Next())) {
if(mate==o) continue; // if its the same one
distv = mate->Pos() - o->Pos(); // get the vector between them
distv.X(abs_d(distv.X())-o->Size().X()-o->Genes().Reach());
distv.Z(abs_d(distv.Z())-o->Size().Z()-o->Genes().Reach());
#ifdef _DEBUG
char s[30];
o->Id().String(s);
printf("%s: %f %f %f\n",s,distv.X(),distv.Y(),distv.Z());
#endif
if(distv.X() <= 0 && distv.Z() <= 0) { // if close enough
vector<float> mate_outputs;
mate->Brain().GetOutputs(mate_outputs);
// Fight or mate, they decide!
#ifdef _DEBUG
cout << "Fight: " << outputs[3] << " " << mate_outputs[3] << endl;
cout << "Mate: " << outputs[2] << " " << mate_outputs[2] << endl;
#endif
if(abs_f(mate_outputs[3]) * abs_f(outputs[3]) > FIGHT_THRESHOLD*FIGHT_THRESHOLD * NUM_ORGANISMS/org_count ) {
Fight(o,mate);
} else if (org_count < NUM_ORGANISMS+2*NUM_FOOD && abs_f(mate_outputs[2]) * abs_f(outputs[2]) > REPRODUCTION_THRESHOLD * org_count/NUM_ORGANISMS) {
Mate(o,mate);
}
break;
}
}
#ifdef _DEBUG
printf("%f\n",(double)o->Genes().MaxSpeed());
#endif
return true;
}
bool UniverseClass::Fight(OrganismClass *o1, OrganismClass *o2) {
// fight yourself? maybe some other time...
if(o1==o2) return false;
// sorry, no playing with food
if(o1->Type() != ORGANISM_LIVE || o2->Type() != ORGANISM_LIVE) return false;
if(o1->Genes().Variance(o2->Genes()) < MISCEGENATION_RATE) { // yea its for mating but wahtever
return false;
}
// calculate damage done and energy needed to do it
double damage = DAMAGE_PER_HIT * o1->Genes().GetStrength() * (MAX_REACH - o1->Genes().Reach()) / MAX_REACH;
double energy_used = damage * ENERGY_PER_DAMAGE * o1->Genes().Metabolism();
#ifdef _DEBUG_FIGHT
char s1[30],s2[30];
o1->Id().String(s1);
o2->Id().String(s2);
printf("%s does %f damage to %s\n",s1,damage,s2);
#endif
// if ya don't got enough energy you can't do any damage...
if(o1->Energy().Food() < energy_used) return false;
// Use it if you got it
o1->Energy().UseEnergy(energy_used);
cout << "Fight!" << endl;
// makes those little flashes between organisms :)
EventStack es;
es.a = o1->Pos();
es.b = o2->Pos();
es.a.Y(o1->Size().Y()/2);
es.b.Y(o2->Size().Y()/2);
es.color.R(1);
es.color.G(0);
es.color.B(0);
fightstack.push(es);
// Take that!
if(!o2->Energy().TakeDamage(damage)) {
o2->Type(ORGANISM_FOOD); // Uh oh, he died
cout << "Kill!" << endl;
}
#ifdef _DEBUG_FIGHT
printf("%s has %f health left.\n",s2,o2->Energy().Health());
fflush(stdout);
#endif
return true;
}
bool UniverseClass::Mate(OrganismClass *o1, OrganismClass *o2) {
if(o1==o2) return false; // no asexuals allowed
// no necrophilia either..
if(o1->Type() != ORGANISM_LIVE || o2->Type() != ORGANISM_LIVE) return false;
// find the costs
double o1_spend=o1->Energy().FoodCap() * o1->Genes().GetEnergyPcnt()/2;
double o2_spend=o2->Energy().FoodCap() * o2->Genes().GetEnergyPcnt()/2;
// if only humans could do this...
if(o1_spend > o1->Energy().Food()) return false;
if(o2_spend > o2->Energy().Food()) return false;
// spend the energy
o1->Energy().UseEnergy(o1_spend);
o2->Energy().UseEnergy(o2_spend);
// spread the word
cout << "Mate." << endl;
// show a flash
EventStack es;
es.a = o1->Pos();
es.b = o2->Pos();
es.a.Y(o1->Size().Y()/2);
es.b.Y(o2->Size().Y()/2);
es.color.R(0);
es.color.G(0);
es.color.B(1);
matestack.push(es);
// create an kiddie
IdToken *token=idserver->GetToken();
VectorClass *position=new VectorClass(double(rand())/RAND_MAX*2.0-1.0+o1->Pos().X(),0,o2->Pos().Z()+double(rand())/RAND_MAX*2.0-1.0);
AngleClass *heading=new AngleClass(0);
// with the parent's genes used
GeneClass *genes=new GeneClass(o1->Genes(),o2->Genes());
OrganismClass *o3 = new OrganismClass(token,
position,
heading,
genes);
orglist->Append(o3);
// Give the new guy energy that mommy and daddy spent
o3->Energy().EatFood(o1_spend + o2_spend);
return true;
}
bool UniverseClass::UpdateDraw() {
orglist->Rewind();
OrganismClass *o;
PrepareDraw();
DrawLandscape();
ogl->DrawStack(fightstack);
ogl->DrawStack(matestack);
ogl->DrawStack(foodstack);
while((o=orglist->Next())) {
DrawOrganism(o);
}
Draw();
CheckKeys();
return true;
}
bool UniverseClass::PrepareDraw() {
// clear the screen and transform the world!
ogl->Clear();
return ogl->Transform(world->Pos().X(),world->Pos().Y(),world->Pos().Z(),world->Heading().Angle());
}
bool UniverseClass::DrawLandscape() {
return ogl->DrawLandscape(world->Size().X(),world->Size().Y(),world->Size().Z());
}
bool UniverseClass::DrawOrganism(OrganismClass *o) {
return ogl->DrawOrganism(o);
}
bool UniverseClass::Draw() {
return ogl->SwapBuffers();
}
bool UniverseClass::CheckKeys() {
double xpos=world->Pos().X();
double ypos=world->Pos().Y();
double zpos=world->Pos().Z();
double yrot=world->Heading().Angle();
bool retval=ogl->CheckInput(xpos,ypos,zpos,yrot,done,pause);
world->Pos().X(xpos);
world->Pos().Y(ypos);
world->Pos().Z(zpos);
world->Heading().Angle(yrot);
return retval;
}
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