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waterworld.js
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waterworld.js
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var randf = function(lo,hi) { return Math.random() * (hi-lo) + lo; }
var randi = function(lo,hi) { return Math.floor(randf(lo,hi)); }
// A 2D vector utility
var Vec = function(x, y) {
this.x = x;
this.y = y;
}
Vec.prototype = {
// utilities
dist_from: function(v) { return Math.sqrt(Math.pow(this.x-v.x,2) + Math.pow(this.y-v.y,2)); },
length: function() { return Math.sqrt(Math.pow(this.x,2) + Math.pow(this.y,2)); },
// new vector returning operations
add: function(v) { return new Vec(this.x + v.x, this.y + v.y); },
sub: function(v) { return new Vec(this.x - v.x, this.y - v.y); },
rotate: function(a) { // CLOCKWISE
return new Vec(this.x * Math.cos(a) + this.y * Math.sin(a),
-this.x * Math.sin(a) + this.y * Math.cos(a));
},
// in place operations
scale: function(s) { this.x *= s; this.y *= s; },
normalize: function() { var d = this.length(); this.scale(1.0/d); }
}
// line intersection helper function: does line segment (p1,p2) intersect segment (p3,p4) ?
var line_intersect = function(p1,p2,p3,p4) {
var denom = (p4.y-p3.y)*(p2.x-p1.x)-(p4.x-p3.x)*(p2.y-p1.y);
if(denom===0.0) { return false; } // parallel lines
var ua = ((p4.x-p3.x)*(p1.y-p3.y)-(p4.y-p3.y)*(p1.x-p3.x))/denom;
var ub = ((p2.x-p1.x)*(p1.y-p3.y)-(p2.y-p1.y)*(p1.x-p3.x))/denom;
if(ua>0.0&&ua<1.0&&ub>0.0&&ub<1.0) {
var up = new Vec(p1.x+ua*(p2.x-p1.x), p1.y+ua*(p2.y-p1.y));
return {ua:ua, ub:ub, up:up}; // up is intersection point
}
return false;
}
var line_point_intersect = function(p1,p2,p0,rad) {
var v = new Vec(p2.y-p1.y,-(p2.x-p1.x)); // perpendicular vector
var d = Math.abs((p2.x-p1.x)*(p1.y-p0.y)-(p1.x-p0.x)*(p2.y-p1.y));
d = d / v.length();
if(d > rad) { return false; }
v.normalize();
v.scale(d);
var up = p0.add(v);
if(Math.abs(p2.x-p1.x)>Math.abs(p2.y-p1.y)) {
var ua = (up.x - p1.x) / (p2.x - p1.x);
} else {
var ua = (up.y - p1.y) / (p2.y - p1.y);
}
if(ua>0.0&&ua<1.0) {
return {ua:ua, up:up};
}
return false;
}
// Wall is made up of two points
var Wall = function(p1, p2) {
this.p1 = p1;
this.p2 = p2;
}
// World object contains many agents and walls and food and stuff
var util_add_box = function(lst, x, y, w, h) {
lst.push(new Wall(new Vec(x,y), new Vec(x+w,y)));
lst.push(new Wall(new Vec(x+w,y), new Vec(x+w,y+h)));
lst.push(new Wall(new Vec(x+w,y+h), new Vec(x,y+h)));
lst.push(new Wall(new Vec(x,y+h), new Vec(x,y)));
}
// item is circle thing on the floor that agent can interact with (see or eat, etc)
var Item = function(x, y, type) {
this.p = new Vec(x, y); // position
this.v = new Vec(Math.random()*5-2.5, Math.random()*5-2.5);
this.type = type;
this.rad = 10; // default radius
this.age = 0;
this.cleanup_ = false;
}
var World = function() {
this.agents = [];
this.W = canvas.width;
this.H = canvas.height;
this.clock = 0;
// set up walls in the world
this.walls = [];
var pad = 0;
util_add_box(this.walls, pad, pad, this.W-pad*2, this.H-pad*2);
/*
util_add_box(this.walls, 100, 100, 200, 300); // inner walls
this.walls.pop();
util_add_box(this.walls, 400, 100, 200, 300);
this.walls.pop();
*/
// set up food and poison
this.items = []
for(var k=0;k<10;k++) {
var x = randf(20, this.W-20);
var y = randf(20, this.H-20);
var t = randi(1, 3); // food or poison (1 and 2)
var it = new Item(x, y, t);
this.items.push(it);
}
}
World.prototype = {
// helper function to get closest colliding walls/items
stuff_collide_: function(p1, p2, check_walls, check_items) {
var minres = false;
// collide with walls
if(check_walls) {
for(var i=0,n=this.walls.length;i<n;i++) {
var wall = this.walls[i];
var res = line_intersect(p1, p2, wall.p1, wall.p2);
if(res) {
res.type = 0; // 0 is wall
if(!minres) { minres=res; }
else {
// check if its closer
if(res.ua < minres.ua) {
// if yes replace it
minres = res;
}
}
}
}
}
// collide with items
if(check_items) {
for(var i=0,n=this.items.length;i<n;i++) {
var it = this.items[i];
var res = line_point_intersect(p1, p2, it.p, it.rad);
if(res) {
res.type = it.type; // store type of item
res.vx = it.v.x; // velocty information
res.vy = it.v.y;
if(!minres) { minres=res; }
else { if(res.ua < minres.ua) { minres = res; }
}
}
}
}
return minres;
},
tick: function() {
// tick the environment
this.clock++;
// fix input to all agents based on environment
// process eyes
this.collpoints = [];
for(var i=0,n=this.agents.length;i<n;i++) {
var a = this.agents[i];
for(var ei=0,ne=a.eyes.length;ei<ne;ei++) {
var e = a.eyes[ei];
// we have a line from p to p->eyep
var eyep = new Vec(a.p.x + e.max_range * Math.sin(a.angle + e.angle),
a.p.y + e.max_range * Math.cos(a.angle + e.angle));
var res = this.stuff_collide_(a.p, eyep, true, true);
if(res) {
// eye collided with wall
e.sensed_proximity = res.up.dist_from(a.p);
e.sensed_type = res.type;
if('vx' in res) {
e.vx = res.vx;
e.vy = res.vy;
} else {
e.vx = 0;
e.vy = 0;
}
} else {
e.sensed_proximity = e.max_range;
e.sensed_type = -1;
e.vx = 0;
e.vy = 0;
}
}
}
// let the agents behave in the world based on their input
for(var i=0,n=this.agents.length;i<n;i++) {
this.agents[i].forward();
}
// apply outputs of agents on evironment
for(var i=0,n=this.agents.length;i<n;i++) {
var a = this.agents[i];
a.op = a.p; // back up old position
a.oangle = a.angle; // and angle
// execute agent's desired action
var speed = 1;
if(a.action === 0) {
a.v.x += -speed;
}
if(a.action === 1) {
a.v.x += speed;
}
if(a.action === 2) {
a.v.y += -speed;
}
if(a.action === 3) {
a.v.y += speed;
}
// forward the agent by velocity
a.v.x *= 0.95; a.v.y *= 0.95;
a.p.x += a.v.x; a.p.y += a.v.y;
// agent is trying to move from p to op. Check walls
//var res = this.stuff_collide_(a.op, a.p, true, false);
//if(res) {
// wall collision...
//}
// handle boundary conditions.. bounce agent
if(a.p.x<1) { a.p.x=1; a.v.x=0; a.v.y=0;}
if(a.p.x>this.W-1) { a.p.x=this.W-1; a.v.x=0; a.v.y=0;}
if(a.p.y<1) { a.p.y=1; a.v.x=0; a.v.y=0;}
if(a.p.y>this.H-1) { a.p.y=this.H-1; a.v.x=0; a.v.y=0;}
// if(a.p.x<0) { a.p.x= this.W -1; };
// if(a.p.x>this.W) { a.p.x= 1; }
// if(a.p.y<0) { a.p.y= this.H -1; };
// if(a.p.y>this.H) { a.p.y= 1; };
}
// tick all items
var update_items = false;
for(var j=0,m=this.agents.length;j<m;j++) {
var a = this.agents[j];
a.digestion_signal = 0; // important - reset this!
}
for(var i=0,n=this.items.length;i<n;i++) {
var it = this.items[i];
it.age += 1;
// see if some agent gets lunch
for(var j=0,m=this.agents.length;j<m;j++) {
var a = this.agents[j];
var d = a.p.dist_from(it.p);
if(d < it.rad + a.rad) {
// wait lets just make sure that this isn't through a wall
//var rescheck = this.stuff_collide_(a.p, it.p, true, false);
var rescheck = false;
if(!rescheck) {
// ding! nom nom nom
if(it.type === 1) {
a.digestion_signal += 1.0; // mmm delicious apple
a.apples++;
}
if(it.type === 2) {
a.digestion_signal += -1.0; // ewww poison
a.poison++;
}
it.cleanup_ = true;
update_items = true;
break; // break out of loop, item was consumed
}
}
}
// move the items
it.p.x += it.v.x;
it.p.y += it.v.y;
if(it.p.x < 1) { it.p.x = 1; it.v.x *= -1; }
if(it.p.x > this.W-1) { it.p.x = this.W-1; it.v.x *= -1; }
if(it.p.y < 1) { it.p.y = 1; it.v.y *= -1; }
if(it.p.y > this.H-1) { it.p.y = this.H-1; it.v.y *= -1; }
if(it.age > 5000 && this.clock % 100 === 0 && randf(0,1)<0.1) {
it.cleanup_ = true; // replace this one, has been around too long
update_items = true;
}
}
if(update_items) {
var nt = [];
for(var i=0,n=this.items.length;i<n;i++) {
var it = this.items[i];
if(!it.cleanup_) nt.push(it);
}
this.items = nt; // swap
}
if(this.items.length < 50 && this.clock % 10 === 0 && randf(0,1)<0.25) {
var newitx = randf(20, this.W-20);
var newity = randf(20, this.H-20);
var newitt = randi(1, 3); // food or poison (1 and 2)
var newit = new Item(newitx, newity, newitt);
this.items.push(newit);
}
// agents are given the opportunity to learn based on feedback of their action on environment
for(var i=0,n=this.agents.length;i<n;i++) {
this.agents[i].backward();
}
}
}
// Eye sensor has a maximum range and senses walls
var Eye = function(angle) {
this.angle = angle; // angle relative to agent its on
this.max_range = 120;
this.sensed_proximity = 120; // what the eye is seeing. will be set in world.tick()
this.sensed_type = -1; // what does the eye see?
this.vx = 0; // sensed velocity
this.vy = 0;
}
// A single agent
var Agent = function() {
// positional information
this.p = new Vec(300, 300);
this.v = new Vec(0,0);
this.op = this.p; // old position
this.angle = 0; // direction facing
this.actions = [];
//this.actions.push([0,0]);
this.actions.push(0);
this.actions.push(1);
this.actions.push(2);
this.actions.push(3);
// properties
this.rad = 10;
this.eyes = [];
for(var k=0;k<30;k++) { this.eyes.push(new Eye(k*0.21)); }
this.brain = null; // set from outside
this.reward_bonus = 0.0;
this.digestion_signal = 0.0;
this.apples = 0;
this.poison = 0;
// outputs on world
this.action = 0;
this.prevactionix = -1;
this.num_states = this.eyes.length * 5 + 2;
}
Agent.prototype = {
getNumStates: function() {
return this.num_states;
},
getMaxNumActions: function() {
return this.actions.length;
},
forward: function() {
// in forward pass the agent simply behaves in the environment
// create input to brain
var num_eyes = this.eyes.length;
var ne = num_eyes * 5;
var input_array = new Array(this.num_states);
for(var i=0;i<num_eyes;i++) {
var e = this.eyes[i];
input_array[i*5] = 1.0;
input_array[i*5+1] = 1.0;
input_array[i*5+2] = 1.0;
input_array[i*5+3] = e.vx; // velocity information of the sensed target
input_array[i*5+4] = e.vy;
if(e.sensed_type !== -1) {
// sensed_type is 0 for wall, 1 for food and 2 for poison.
// lets do a 1-of-k encoding into the input array
input_array[i*5 + e.sensed_type] = e.sensed_proximity/e.max_range; // normalize to [0,1]
}
}
// proprioception and orientation
input_array[ne+0] = this.v.x;
input_array[ne+1] = this.v.y;
this.action = this.brain.act(input_array);
//var action = this.actions[actionix];
// demultiplex into behavior variables
//this.action = action;
},
backward: function() {
var reward = this.digestion_signal;
// var proximity_reward = 0.0;
// var num_eyes = this.eyes.length;
// for(var i=0;i<num_eyes;i++) {
// var e = this.eyes[i];
// // agents dont like to see walls, especially up close
// proximity_reward += e.sensed_type === 0 ? e.sensed_proximity/e.max_range : 1.0;
// }
// proximity_reward = proximity_reward/num_eyes;
// reward += proximity_reward;
//var forward_reward = 0.0;
//if(this.actionix === 0) forward_reward = 1;
this.last_reward = reward; // for vis
this.brain.learn(reward);
}
}