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- package snakesimulator
- import (
- context "context"
- fmt "fmt"
- math "math"
- "math/rand"
- "net"
- "sort"
- "time"
- "gonum.org/v1/gonum/mat"
- genetic "../genetic"
- neuralnetwork "../neuralnetwork"
- grpc "google.golang.org/grpc"
- )
- type SnakeSimulator struct {
- field *Field
- snake *Snake
- stats *Stats
- speed uint32
- fieldUpdateQueue chan bool
- snakeUpdateQueue chan bool
- statsUpdateQueue chan bool
- speedQueue chan uint32
- }
- func NewSnakeSimulator() (s *SnakeSimulator) {
- s = &SnakeSimulator{
- field: &Field{
- Food: &Point{},
- Width: 40,
- Height: 40,
- },
- snake: &Snake{
- Points: []*Point{
- &Point{X: 20, Y: 20},
- &Point{X: 21, Y: 20},
- &Point{X: 22, Y: 20},
- },
- },
- stats: &Stats{},
- fieldUpdateQueue: make(chan bool, 2),
- snakeUpdateQueue: make(chan bool, 2),
- statsUpdateQueue: make(chan bool, 2),
- speedQueue: make(chan uint32, 1),
- speed: 10,
- }
- return
- }
- func (s *SnakeSimulator) Verify(population *genetic.Population) (fitnesses []*genetic.IndividalFitness) {
- s.stats.Generation++
- s.statsUpdateQueue <- true
- s.field.GenerateNextFood()
- s.fieldUpdateQueue <- true
- fitnesses = make([]*genetic.IndividalFitness, len(population.Networks))
- for index, inidividual := range population.Networks {
- s.stats.Individual = uint32(index)
- s.statsUpdateQueue <- true
- s.runSnake(inidividual, false)
- fitnesses[index] = &genetic.IndividalFitness{
- Fitness: float64(len(s.snake.Points)-2) * float64(s.stats.Move),
- // Fitness: float64(s.stats.Move),
- Index: index,
- }
- }
- //This is duplication of crossbreedPopulation functionality.
- sort.Slice(fitnesses, func(i, j int) bool {
- return fitnesses[i].Fitness > fitnesses[j].Fitness //Descent order best will be on top, worst in the bottom
- })
- //Best snake showtime!
- prevSpeed := s.speed
- s.speed = 2
- s.runSnake(population.Networks[fitnesses[0].Index], false)
- s.speed = prevSpeed
- return
- }
- func (s *SnakeSimulator) runSnake(inidividual *neuralnetwork.NeuralNetwork, randomStart bool) {
- if randomStart {
- rand.Seed(time.Now().UnixNano())
- switch rand.Uint32() % 4 {
- case 1:
- s.snake = &Snake{
- Points: []*Point{
- &Point{X: 20, Y: 20},
- &Point{X: 21, Y: 20},
- &Point{X: 22, Y: 20},
- },
- }
- case 2:
- s.snake = &Snake{
- Points: []*Point{
- &Point{X: 22, Y: 20},
- &Point{X: 21, Y: 20},
- &Point{X: 20, Y: 20},
- },
- }
- case 3:
- s.snake = &Snake{
- Points: []*Point{
- &Point{X: 20, Y: 20},
- &Point{X: 20, Y: 21},
- &Point{X: 20, Y: 22},
- },
- }
- default:
- s.snake = &Snake{
- Points: []*Point{
- &Point{X: 20, Y: 22},
- &Point{X: 20, Y: 21},
- &Point{X: 20, Y: 20},
- },
- }
- }
- } else {
- s.snake = &Snake{
- Points: []*Point{
- &Point{X: 19, Y: 20},
- &Point{X: 20, Y: 20},
- &Point{X: 21, Y: 20},
- },
- }
- }
- i := 0
- s.stats.Move = 0
- for i < 300 {
- if s.speed > 0 {
- s.statsUpdateQueue <- true
- }
- //Read speed from client
- select {
- case newSpeed := <-s.speedQueue:
- fmt.Printf("Apply new speed: %v\n", newSpeed)
- if newSpeed < 10 {
- if newSpeed > 0 {
- s.speed = newSpeed
- } else {
- s.speed = 0
- }
- }
- default:
- }
- i++
- if s.speed > 0 {
- s.snakeUpdateQueue <- true
- }
- direction, _ := inidividual.Predict(mat.NewDense(inidividual.Sizes[0], 1, s.GetHeadState()))
- newHead := s.snake.NewHead(Direction(direction + 1))
- if selfCollisionIndex := s.snake.SelfCollision(newHead); selfCollisionIndex > 0 {
- if selfCollisionIndex == 1 {
- // switch Direction(direction + 1) {
- // case Direction_Up:
- // newHead = s.snake.NewHead(Direction_Down)
- // case Direction_Down:
- // newHead = s.snake.NewHead(Direction_Up)
- // case Direction_Left:
- // newHead = s.snake.NewHead(Direction_Right)
- // default:
- // newHead = s.snake.NewHead(Direction_Left)
- // }
- continue
- } else {
- fmt.Printf("Game over self collision\n")
- break
- }
- }
- if newHead.X == s.field.Food.X && newHead.Y == s.field.Food.Y {
- s.snake.Feed(newHead)
- s.field.GenerateNextFood()
- s.fieldUpdateQueue <- true
- } else if newHead.X >= s.field.Width || newHead.Y >= s.field.Height || newHead.X < 0 || newHead.Y < 0 {
- // fmt.Printf("Game over\n")
- // time.Sleep(1000 * time.Millisecond)
- break
- } else {
- s.snake.Move(newHead)
- }
- if s.speed > 0 {
- time.Sleep(100 / time.Duration(s.speed) * time.Millisecond)
- }
- s.stats.Move++
- }
- }
- func (s *SnakeSimulator) GetHeadState() []float64 {
- headX := float64(s.snake.Points[0].X)
- headY := float64(s.snake.Points[0].Y)
- tailX := float64(s.snake.Points[len(s.snake.Points)-1].X)
- tailY := float64(s.snake.Points[len(s.snake.Points)-1].Y)
- // prevX := float64(s.snake.Points[1].X)
- // prevY := float64(s.snake.Points[1].Y)
- foodX := float64(s.field.Food.X)
- foodY := float64(s.field.Food.Y)
- width := float64(s.field.Width)
- height := float64(s.field.Height)
- diag := float64(width) * math.Sqrt2
- lWall := headX
- rWall := (width - headX)
- tWall := headY
- bWall := (height - headY)
- lFood := float64(width)
- rFood := float64(width)
- tFood := float64(height)
- bFood := float64(height)
- if headX == foodX {
- tFood = headY - foodY
- if tFood < 0 {
- tFood = height
- } else {
- tFood = 0
- }
- bFood = foodY - headY
- if bFood < 0 {
- bFood = height
- } else {
- bFood = 0
- }
- }
- if headY == foodY {
- rFood = foodX - headX
- if rFood < 0 {
- rFood = width
- } else {
- rFood = 0
- }
- lFood = headX - foodX
- if lFood < 0 {
- lFood = width
- } else {
- lFood = 0
- }
- }
- tlFood := float64(diag)
- trFood := float64(diag)
- blFood := float64(diag)
- brFood := float64(diag)
- if math.Abs(foodY-headY) == math.Abs(foodX-headX) {
- if foodX > headX {
- if foodY > headY {
- trFood = 0 //math.Abs(foodX-headX) * math.Sqrt2
- } else {
- brFood = 0 //math.Abs(foodX-headX) * math.Sqrt2
- }
- } else {
- if foodY > headY {
- tlFood = 0 //math.Abs(foodX-headX) * math.Sqrt2
- } else {
- blFood = 0 //math.Abs(foodX-headX) * math.Sqrt2
- }
- }
- }
- tlWall := float64(0)
- trWall := float64(0)
- blWall := float64(0)
- brWall := float64(0)
- if lWall > tWall {
- tlWall = float64(tWall) * math.Sqrt2
- } else {
- tlWall = float64(lWall) * math.Sqrt2
- }
- if rWall > tWall {
- trWall = float64(tWall) * math.Sqrt2
- } else {
- trWall = float64(rWall) * math.Sqrt2
- }
- if lWall > bWall {
- blWall = float64(bWall) * math.Sqrt2
- } else {
- blWall = float64(lWall) * math.Sqrt2
- }
- if rWall > bWall {
- blWall = float64(bWall) * math.Sqrt2
- } else {
- brWall = float64(rWall) * math.Sqrt2
- }
- if lWall > tWall {
- tlWall = float64(tWall) * math.Sqrt2
- } else {
- tlWall = float64(lWall) * math.Sqrt2
- }
- if rWall > tWall {
- trWall = float64(tWall) * math.Sqrt2
- } else {
- trWall = float64(rWall) * math.Sqrt2
- }
- if lWall > bWall {
- blWall = float64(bWall) * math.Sqrt2
- } else {
- blWall = float64(lWall) * math.Sqrt2
- }
- if rWall > bWall {
- blWall = float64(bWall) * math.Sqrt2
- } else {
- brWall = float64(rWall) * math.Sqrt2
- }
- tTail := float64(0)
- bTail := float64(0)
- if headX == tailX {
- tTail = (headY - tailY)
- if tTail < 0 {
- tTail = height
- } else {
- tTail = 0
- }
- bTail = (tailY - headY)
- if bTail < 0 {
- bTail = height
- } else {
- bTail = 0
- }
- }
- lTail := float64(0)
- rTail := float64(0)
- if headY == tailY {
- lTail = (headX - tailX)
- if lTail < 0 {
- tTail = width
- } else {
- tTail = 0
- }
- rTail = (tailX - headX)
- if lTail < 0 {
- tTail = width
- } else {
- tTail = 0
- }
- }
- tlTail := float64(0)
- trTail := float64(0)
- blTail := float64(0)
- brTail := float64(0)
- if math.Abs(headY-tailY) == math.Abs(headX-tailX) {
- if tailY > headY {
- if tailX > headX {
- trTail = diag //math.Abs(tailX-headX) * math.Sqrt2
- } else {
- tlTail = diag //math.Abs(tailX-headX) * math.Sqrt2
- }
- } else {
- if tailX > headX {
- brTail = diag //math.Abs(tailX-headX) * math.Sqrt2
- } else {
- blTail = diag //math.Abs(tailX-headX) * math.Sqrt2
- }
- }
- }
- return []float64{
- lWall / width,
- rWall / width,
- tWall / height,
- bWall / height,
- (1.0 - lFood/width),
- (1.0 - rFood/width),
- (1.0 - tFood/height),
- (1.0 - bFood/height),
- tlWall / diag,
- trWall / diag,
- blWall / diag,
- brWall / diag,
- (1.0 - tlFood/diag),
- (1.0 - trFood/diag),
- (1.0 - blFood/diag),
- (1.0 - brFood/diag),
- tTail / height,
- bTail / height,
- lTail / width,
- rTail / width,
- tlTail / diag,
- trTail / diag,
- blTail / diag,
- brTail / diag,
- }
- }
- func (s *SnakeSimulator) StartServer() {
- go func() {
- grpcServer := grpc.NewServer()
- RegisterSnakeSimulatorServer(grpcServer, s)
- lis, err := net.Listen("tcp", "localhost:65002")
- if err != nil {
- fmt.Printf("Failed to listen: %v\n", err)
- }
- fmt.Printf("Listen SnakeSimulator localhost:65002\n")
- if err := grpcServer.Serve(lis); err != nil {
- fmt.Printf("Failed to serve: %v\n", err)
- }
- }()
- }
- // func (s *SnakeSimulator) Run() {
- // s.field.GenerateNextFood()
- // for true {
- // direction := rand.Int31()%4 + 1
- // newHead := s.snake.NewHead(Direction(direction))
- // if newHead.X == s.field.Food.X && newHead.Y == s.field.Food.Y {
- // s.snake.Feed(newHead)
- // s.field.GenerateNextFood()
- // } else if newHead.X > s.field.Width || newHead.Y > s.field.Height {
- // fmt.Printf("Game over\n")
- // break
- // } else if selfCollisionIndex := s.snake.SelfCollision(newHead); selfCollisionIndex > 0 {
- // if selfCollisionIndex == 1 {
- // fmt.Printf("Step backward, skip\n")
- // continue
- // }
- // fmt.Printf("Game over self collision\n")
- // break
- // } else {
- // s.snake.Move(newHead)
- // }
- // s.snakeUpdateQueue <- true
- // time.Sleep(50 * time.Millisecond)
- // }
- // }
- func (s *SnakeSimulator) Field(_ *None, srv SnakeSimulator_FieldServer) error {
- ctx := srv.Context()
- for {
- select {
- case <-ctx.Done():
- return ctx.Err()
- default:
- }
- srv.Send(s.field)
- <-s.fieldUpdateQueue
- }
- }
- func (s *SnakeSimulator) Snake(_ *None, srv SnakeSimulator_SnakeServer) error {
- ctx := srv.Context()
- for {
- select {
- case <-ctx.Done():
- return ctx.Err()
- default:
- }
- srv.Send(s.snake)
- <-s.snakeUpdateQueue
- }
- }
- func (s *SnakeSimulator) Stats(_ *None, srv SnakeSimulator_StatsServer) error {
- ctx := srv.Context()
- for {
- select {
- case <-ctx.Done():
- return ctx.Err()
- default:
- }
- srv.Send(s.stats)
- <-s.statsUpdateQueue
- }
- }
- func (s *SnakeSimulator) SetSpeed(ctx context.Context, speed *Speed) (*None, error) {
- s.speedQueue <- speed.Speed
- return &None{}, nil
- }
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