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/*
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* Copyright 2018 the original author or authors.
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not
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* use this file except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
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* applicable law or agreed to in writing, software distributed under the
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* License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS
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* OF ANY KIND, either express or implied. See the License for the specific
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* language governing permissions and limitations under the License.
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*/
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package com.gitee.drinkjava2.frog;
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import static com.gitee.drinkjava2.frog.brain.Cells.GENE_NUMBERS;
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import static com.gitee.drinkjava2.frog.util.RandomUtils.percent;
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import java.awt.Graphics;
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import java.awt.Image;
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import java.awt.image.BufferedImage;
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import java.io.FileInputStream;
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import java.util.ArrayList;
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import javax.imageio.ImageIO;
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import com.gitee.drinkjava2.frog.brain.Cells;
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import com.gitee.drinkjava2.frog.brain.Eye;
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import com.gitee.drinkjava2.frog.egg.Egg;
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import com.gitee.drinkjava2.frog.objects.Food;
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import com.gitee.drinkjava2.frog.objects.Material;
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import com.gitee.drinkjava2.frog.util.RandomUtils;
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import com.gitee.drinkjava2.frog.util.Tree8Util;
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/**
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* Animal is all artificial lives' father class
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* Animal only keep one copy of genes from egg, not store gene in cell
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* Animal是所有动物(青蛙、蛇等)的父类, animal是由蛋孵出来的,蛋里保存着脑细胞结构生成的基因, Animal只保存一份基因而不是每个细胞都保存一份基因,这是人工生命与实际生物的最大不同
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* 基因是一个list<list>结构, 每一条list代表一条由深度树方式存储的基因树,分表控制细胞的一个参数,当cell用长整数表示时最多可以表达支持64个参数
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*
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*
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* @author Yong Zhu
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* @since 1.0
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*/
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public abstract class Animal {// 这个程序大量用到public变量而不是getter/setter,主要是为了编程方便和简洁,但缺点是编程者需要小心维护各个变量
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public static BufferedImage FROG_IMAGE;
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public static BufferedImage snakeImage;
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public ArrayList<ArrayList<Integer>> genes = new ArrayList<>(); // 基因是多个数列,有点象多条染色体
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static {
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try {
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FROG_IMAGE = ImageIO.read(new FileInputStream(Application.CLASSPATH + "frog.png"));
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} catch (Exception e) {
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e.printStackTrace();
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}
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}
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/** brain cells,暂定一个空间只有一个细胞,以后可以考虑扩展为一个空间充许多个细胞,用多个三维数组表示,分别由各自的基因控制分裂 */
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public long[][][] cells = new long[Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE];
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public float[][][] energys = new float[Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE];
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public int x; // animal在Env中的x坐标
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public int y; // animal在Env中的y坐标
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public long energy = 1000000000; // 青蛙的能量为0则死掉
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public boolean alive = true; // 设为false表示青蛙死掉了,将不参与计算和显示,以节省时间
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public int ateFood = 0; // 青蛙曾吃过的食物总数,下蛋时如果两个青蛙能量相等,可以比数量
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public int no; // 青蛙在Env.animals中的序号,从1开始, 会在运行期写到当前brick的最低位,可利用Env.animals.get(no-1)快速定位青蛙
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public int animalMaterial;
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public Image animalImage;
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public Animal(Egg egg) {// x, y 是虑拟环境的坐标
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for (int i = 0; i < GENE_NUMBERS; i++) {
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genes.add(new ArrayList<>());
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}
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int i = 0;
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for (ArrayList<Integer> gene : egg.genes)//动物的基因是蛋的基因的拷贝
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genes.get(i++).addAll(gene);
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i = 0;
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if (Env.BORN_AT_RANDOM_PLACE) { //是否随机出生在地图上?
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x = RandomUtils.nextInt(Env.ENV_WIDTH);
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y = RandomUtils.nextInt(Env.ENV_HEIGHT);
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} else {//否则出生成指定区域
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this.x = egg.x + RandomUtils.nextInt(80) - 40;
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this.y = egg.y + RandomUtils.nextInt(80) - 40;
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if (this.x < 0)
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this.x = 0;
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if (this.y < 0)
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this.y = 0;
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if (this.x >= (Env.ENV_WIDTH - 1))
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this.x = Env.ENV_WIDTH - 1;
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if (this.y >= (Env.ENV_HEIGHT - 1))
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this.y = Env.ENV_HEIGHT - 1;
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}
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}
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public void initAnimal() { // 初始化animal,生成脑细胞是在这一步,这个方法是在当前屏animal生成之后调用,比方说有一千个青蛙分为500屏测试,每屏只生成2个青蛙的脑细胞,可以节约内存
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geneMutation(); //有小概率基因突变
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createCellsFromGene(); //根据基因,分裂生成脑细胞
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}
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private static final int MIN_ENERGY_LIMIT = Integer.MIN_VALUE + 5000;
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private static final int MAX_ENERGY_LIMIT = Integer.MAX_VALUE - 5000;
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//@formatter:off 下面几行是重要的奖罚方法,会经常调整或注释掉,集中放在一起,不要格式化为多行
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public void changeEnergy(int energy_) {//正数为奖励,负数为惩罚, energy大小是环境对animal唯一的奖罚,也是animal唯一的下蛋竞争标准
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energy += energy_;
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if (energy > MAX_ENERGY_LIMIT)
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energy = MAX_ENERGY_LIMIT;
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if (energy < MIN_ENERGY_LIMIT)
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energy = MIN_ENERGY_LIMIT;
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}
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//如果改奖罚值,就可能出现缺色,这个要在基因变异算法(从上到下,从下到上)和环境本身奖罚合理性上下功夫
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public void awardAAAA() { changeEnergy(2000);}
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public void awardAAA() { changeEnergy(10);}
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public void awardAA() { changeEnergy(5);}
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public void awardA() { changeEnergy(2);}
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public void penaltyAAAA() { changeEnergy(-2000);}
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public void penaltyAAA() { changeEnergy(-10);}
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public void penaltyAA() { changeEnergy(-5);}
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public void penaltyA() { changeEnergy(-2);}
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public void kill() { this.alive = false; changeEnergy(-5000000); Env.clearMaterial(x, y, animalMaterial); } //kill是最大的惩罚
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//@formatter:on
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public boolean active() {// 这个active方法在每一步循环都会被调用,是脑思考的最小帧
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// 如果能量小于0、出界、与非食物的点重合则判死
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if (!alive) {
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return false;
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}
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if (energy <= 0 || Env.outsideEnv(x, y) || Env.bricks[x][y] >= Material.KILL_ANIMAL) {
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kill();
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return false;
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}
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this.energys[0][0][Env.BRAIN_ZSIZE - 1] = 10;
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// if(Env.closeToEdge(this))
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// energys[0][0][0]=10;
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Eye.active(this); //如看到食物,给顶层细胞赋能量
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Cells.active(this); //细胞之间互相传递能量
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if (Food.foundAndAteFood(this.x, this.y)) { //如当前位置有食物就吃掉,并获得奖励
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this.awardAAAA();
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this.ateFood++;
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}
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return alive;
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}
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public void show(Graphics g) {// 显示当前动物
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if (!alive)
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return;
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g.drawImage(animalImage, x - 8, y - 8, 16, 16, null);// 减去坐标,保证嘴巴显示在当前x,y处
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}
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/** Check if x,y,z out of animal's brain range */
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public static boolean outBrainRange(int x, int y, int z) {// 检查指定坐标是否超出animal脑空间界限
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return x < 0 || x >= Env.BRAIN_XSIZE || y < 0 || y >= Env.BRAIN_YSIZE || z < 0 || z >= Env.BRAIN_ZSIZE;
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}
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public void geneMutation() { //基因变异,注意这一个算法同时变异所有条基因,目前最多允许64条基因
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if(percent(50))
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for (int g = 0; g < GENE_NUMBERS; g++) {//随机新增阴节点基因
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if (percent(20)) {
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ArrayList<Integer> gene = genes.get(g);
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Tree8Util.knockNodesByGene(gene);//根据基因,把要敲除的8叉树节点作个标记,下面的算法保证阴节点基因只添加阳节点上
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int randomIndex = RandomUtils.nextInt(Tree8Util.keepNodeQTY);
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int count = -1;
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for (int i = 0; i < Tree8Util.NODE_QTY; i++) {
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if (Tree8Util.keep[i] > 0) {
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count++;
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if (count >= randomIndex && !gene.contains(-i)) {
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gene.add(-i);
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break;
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}
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}
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}
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}
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}
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if(percent(50))
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for (int g = 0; g < GENE_NUMBERS; g++) {//随机新增阳节点基因
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if (RandomUtils.percent(20)) {
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ArrayList<Integer> gene = genes.get(g);
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Tree8Util.knockNodesByGene(gene);//根据基因,把要敲除的8叉树节点作个标记,下面的算法保证阳节点基因只添加在阴节点上
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int yinNodeQTY = Tree8Util.NODE_QTY - Tree8Util.keepNodeQTY; //阴节点总数
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int randomIndex = RandomUtils.nextInt(yinNodeQTY);
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int count = -1;
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for (int i = 0; i < yinNodeQTY; i++) {
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if (Tree8Util.keep[i] <= 0) {
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count++;
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if (count >= randomIndex && !gene.contains(i)) {
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gene.add(i);
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break;
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}
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}
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}
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}
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}
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if(percent(50))
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for (int g = 0; g < GENE_NUMBERS; g++) {//随机变异删除一个基因,这样可以去除无用的拉圾基因,防止基因无限增大
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if (RandomUtils.percent(40)) {
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ArrayList<Integer> gene = genes.get(g);
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if (!gene.isEmpty())
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gene.remove(RandomUtils.nextInt(gene.size()));
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}
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}
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}
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private void createCellsFromGene() {//根据基因生成细胞参数
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long geneMask = 1;
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for (int g = 0; g < GENE_NUMBERS; g++) {//动物有多条基因,一条基因控制一维细胞参数,最多有64维,也就是最多有64条基因
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ArrayList<Integer> gene = genes.get(g);
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Tree8Util.knockNodesByGene(gene);//根据基因,把要敲除的8叉树节点作个标记
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for (int i = 0; i < Tree8Util.NODE_QTY; i++) {//再根据敲剩下的8叉树keep标记生成细胞参数
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if (Tree8Util.keep[i] > 0) {
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int[] node = Tree8Util.TREE8[i];
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if (node[0] == 1) {//如果node边长为1,即不可以再分裂了,就在三维空间对间数组的位置把当前基因geneMask置1
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cells[node[1]][node[2]][node[3]] = cells[node[1]][node[2]][node[3]] | geneMask; //在相应的细胞处把细胞参数位置1
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}
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}
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}
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geneMask <<= 1;
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}
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}
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}
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