From b863168ee9e625bdac7499963292d584549a2bb6 Mon Sep 17 00:00:00 2001 From: 13766800364 <13766800364@qq.com> Date: Thu, 9 Oct 2025 16:08:46 +0800 Subject: [PATCH] Add File --- .../com/gitee/drinkjava2/frog/Animal.java | 229 ++++++++++++++++++ 1 file changed, 229 insertions(+) create mode 100644 history/011_yinyan_eatfood/src/main/java/com/gitee/drinkjava2/frog/Animal.java diff --git a/history/011_yinyan_eatfood/src/main/java/com/gitee/drinkjava2/frog/Animal.java b/history/011_yinyan_eatfood/src/main/java/com/gitee/drinkjava2/frog/Animal.java new file mode 100644 index 0000000..76fc3e1 --- /dev/null +++ b/history/011_yinyan_eatfood/src/main/java/com/gitee/drinkjava2/frog/Animal.java @@ -0,0 +1,229 @@ +/* + * Copyright 2018 the original author or authors. + * Licensed under the Apache License, Version 2.0 (the "License"); you may not + * use this file except in compliance with the License. You may obtain a copy of + * the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by + * applicable law or agreed to in writing, software distributed under the + * License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS + * OF ANY KIND, either express or implied. See the License for the specific + * language governing permissions and limitations under the License. + */ +package com.gitee.drinkjava2.frog; + +import static com.gitee.drinkjava2.frog.brain.Cells.GENE_NUMBERS; +import static com.gitee.drinkjava2.frog.util.RandomUtils.percent; + +import java.awt.Graphics; +import java.awt.Image; +import java.awt.image.BufferedImage; +import java.io.FileInputStream; +import java.util.ArrayList; + +import javax.imageio.ImageIO; + +import com.gitee.drinkjava2.frog.brain.Cells; +import com.gitee.drinkjava2.frog.brain.Eye; +import com.gitee.drinkjava2.frog.egg.Egg; +import com.gitee.drinkjava2.frog.objects.Food; +import com.gitee.drinkjava2.frog.objects.Material; +import com.gitee.drinkjava2.frog.util.RandomUtils; +import com.gitee.drinkjava2.frog.util.Tree8Util; + +/** + * Animal is all artificial lives' father class + * Animal only keep one copy of genes from egg, not store gene in cell + * 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 + * 基因是一个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 + * + * + * @author Yong Zhu + * @since 1.0 + */ +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 + public static BufferedImage FROG_IMAGE; + public static BufferedImage snakeImage; + + public ArrayList> genes = new ArrayList<>(); // 基因是多个数列,有点象多条染色体 + + static { + try { + FROG_IMAGE = ImageIO.read(new FileInputStream(Application.CLASSPATH + "frog.png")); + } catch (Exception e) { + e.printStackTrace(); + } + } + + /** 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 */ + public long[][][] cells = new long[Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE]; + public float[][][] energys = new float[Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE][Env.BRAIN_CUBE_SIZE]; + + public int x; // animal在Env中的x坐标 + public int y; // animal在Env中的y坐标 + public long energy = 1000000000; // 青蛙的能量为0则死掉 + 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 + 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 + 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 + + public int animalMaterial; + public Image animalImage; + + public Animal(Egg egg) {// x, y 是虑拟环境的坐标 + for (int i = 0; i < GENE_NUMBERS; i++) { + genes.add(new ArrayList<>()); + } + int i = 0; + for (ArrayList gene : egg.genes)//动物的基因是蛋的基因的拷贝 + genes.get(i++).addAll(gene); + i = 0; + if (Env.BORN_AT_RANDOM_PLACE) { //是否随机出生在地图上? + x = RandomUtils.nextInt(Env.ENV_WIDTH); + y = RandomUtils.nextInt(Env.ENV_HEIGHT); + } else {//否则出生成指定区域 + this.x = egg.x + RandomUtils.nextInt(80) - 40; + this.y = egg.y + RandomUtils.nextInt(80) - 40; + if (this.x < 0) + this.x = 0; + if (this.y < 0) + this.y = 0; + if (this.x >= (Env.ENV_WIDTH - 1)) + this.x = Env.ENV_WIDTH - 1; + if (this.y >= (Env.ENV_HEIGHT - 1)) + this.y = Env.ENV_HEIGHT - 1; + } + } + + 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 + geneMutation(); //有小概率基因突变 + createCellsFromGene(); //根据基因,分裂生成脑细胞 + + } + + private static final int MIN_ENERGY_LIMIT = Integer.MIN_VALUE + 5000; + private static final int MAX_ENERGY_LIMIT = Integer.MAX_VALUE - 5000; + + //@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 + 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 + energy += energy_; + if (energy > MAX_ENERGY_LIMIT) + energy = MAX_ENERGY_LIMIT; + if (energy < MIN_ENERGY_LIMIT) + energy = MIN_ENERGY_LIMIT; + } + + //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 + public void awardAAAA() { changeEnergy(2000);} + public void awardAAA() { changeEnergy(10);} + public void awardAA() { changeEnergy(5);} + public void awardA() { changeEnergy(2);} + + public void penaltyAAAA() { changeEnergy(-2000);} + public void penaltyAAA() { changeEnergy(-10);} + public void penaltyAA() { changeEnergy(-5);} + public void penaltyA() { changeEnergy(-2);} + public void kill() { this.alive = false; changeEnergy(-5000000); Env.clearMaterial(x, y, animalMaterial); } //kill是最大的惩罚 + //@formatter:on + + 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 + // 如果能量小于0、出界、与非食物的点重合则判死 + if (!alive) { + return false; + } + if (energy <= 0 || Env.outsideEnv(x, y) || Env.bricks[x][y] >= Material.KILL_ANIMAL) { + kill(); + return false; + } + + this.energys[0][0][Env.BRAIN_ZSIZE - 1] = 10; + + // if(Env.closeToEdge(this)) + // energys[0][0][0]=10; + + Eye.active(this); //如看到食物,给顶层细胞赋能量 + Cells.active(this); //细胞之间互相传递能量 + + if (Food.foundAndAteFood(this.x, this.y)) { //如当前位置有食物就吃掉,并获得奖励 + this.awardAAAA(); + this.ateFood++; + } + return alive; + } + + public void show(Graphics g) {// 显示当前动物 + if (!alive) + return; + 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 + } + + /** Check if x,y,z out of animal's brain range */ + 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 + return x < 0 || x >= Env.BRAIN_XSIZE || y < 0 || y >= Env.BRAIN_YSIZE || z < 0 || z >= Env.BRAIN_ZSIZE; + } + + 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 + if(percent(50)) + for (int g = 0; g < GENE_NUMBERS; g++) {//随机新增阴节点基因 + if (percent(20)) { + ArrayList gene = genes.get(g); + 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 + int randomIndex = RandomUtils.nextInt(Tree8Util.keepNodeQTY); + int count = -1; + for (int i = 0; i < Tree8Util.NODE_QTY; i++) { + if (Tree8Util.keep[i] > 0) { + count++; + if (count >= randomIndex && !gene.contains(-i)) { + gene.add(-i); + break; + } + } + } + } + } + + if(percent(50)) + for (int g = 0; g < GENE_NUMBERS; g++) {//随机新增阳节点基因 + if (RandomUtils.percent(20)) { + ArrayList gene = genes.get(g); + 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 + int yinNodeQTY = Tree8Util.NODE_QTY - Tree8Util.keepNodeQTY; //阴节点总数 + int randomIndex = RandomUtils.nextInt(yinNodeQTY); + int count = -1; + for (int i = 0; i < yinNodeQTY; i++) { + if (Tree8Util.keep[i] <= 0) { + count++; + if (count >= randomIndex && !gene.contains(i)) { + gene.add(i); + break; + } + } + } + } + } + + if(percent(50)) + 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 + if (RandomUtils.percent(40)) { + ArrayList gene = genes.get(g); + if (!gene.isEmpty()) + gene.remove(RandomUtils.nextInt(gene.size())); + } + } + } + + private void createCellsFromGene() {//根据基因生成细胞参数 + long geneMask = 1; + 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 + ArrayList gene = genes.get(g); + Tree8Util.knockNodesByGene(gene);//根据基因,把要敲除的8叉树节点作个标记 + 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 + if (Tree8Util.keep[i] > 0) { + int[] node = Tree8Util.TREE8[i]; + 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 + 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 + } + } + } + geneMask <<= 1; + } + } + +}