Compare commits
10 Commits
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340107bf90
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de1563dae6 |
2
.buildpacks
Normal file
2
.buildpacks
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
heroku/nodejs
|
||||||
|
https://github.com/heroku/heroku-buildpack-static.git
|
||||||
14
bun.lock
14
bun.lock
@@ -5,6 +5,10 @@
|
|||||||
"": {
|
"": {
|
||||||
"name": "evolution",
|
"name": "evolution",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
"@types/matter-js": "^0.20.2",
|
||||||
|
"matter-js": "^0.20.0",
|
||||||
|
"phaser": "^3.90.0",
|
||||||
|
"poly-decomp": "^0.3.0",
|
||||||
"react": "^19.2.0",
|
"react": "^19.2.0",
|
||||||
"react-dom": "^19.2.0",
|
"react-dom": "^19.2.0",
|
||||||
"react-router-dom": "^7.12.0",
|
"react-router-dom": "^7.12.0",
|
||||||
@@ -216,6 +220,8 @@
|
|||||||
|
|
||||||
"@types/json-schema": ["@types/json-schema@7.0.15", "", {}, "sha512-5+fP8P8MFNC+AyZCDxrB2pkZFPGzqQWUzpSeuuVLvm8VMcorNYavBqoFcxK8bQz4Qsbn4oUEEem4wDLfcysGHA=="],
|
"@types/json-schema": ["@types/json-schema@7.0.15", "", {}, "sha512-5+fP8P8MFNC+AyZCDxrB2pkZFPGzqQWUzpSeuuVLvm8VMcorNYavBqoFcxK8bQz4Qsbn4oUEEem4wDLfcysGHA=="],
|
||||||
|
|
||||||
|
"@types/matter-js": ["@types/matter-js@0.20.2", "", {}, "sha512-3PPKy3QxvZ89h9+wdBV2488I1JLVs7DEpIkPvgO8JC1mUdiVSO37ZIvVctOTD7hIq8OAL2gJ3ugGSuUip6DhCw=="],
|
||||||
|
|
||||||
"@types/node": ["@types/node@24.10.4", "", { "dependencies": { "undici-types": "~7.16.0" } }, "sha512-vnDVpYPMzs4wunl27jHrfmwojOGKya0xyM3sH+UE5iv5uPS6vX7UIoh6m+vQc5LGBq52HBKPIn/zcSZVzeDEZg=="],
|
"@types/node": ["@types/node@24.10.4", "", { "dependencies": { "undici-types": "~7.16.0" } }, "sha512-vnDVpYPMzs4wunl27jHrfmwojOGKya0xyM3sH+UE5iv5uPS6vX7UIoh6m+vQc5LGBq52HBKPIn/zcSZVzeDEZg=="],
|
||||||
|
|
||||||
"@types/react": ["@types/react@19.2.7", "", { "dependencies": { "csstype": "^3.2.2" } }, "sha512-MWtvHrGZLFttgeEj28VXHxpmwYbor/ATPYbBfSFZEIRK0ecCFLl2Qo55z52Hss+UV9CRN7trSeq1zbgx7YDWWg=="],
|
"@types/react": ["@types/react@19.2.7", "", { "dependencies": { "csstype": "^3.2.2" } }, "sha512-MWtvHrGZLFttgeEj28VXHxpmwYbor/ATPYbBfSFZEIRK0ecCFLl2Qo55z52Hss+UV9CRN7trSeq1zbgx7YDWWg=="],
|
||||||
@@ -314,6 +320,8 @@
|
|||||||
|
|
||||||
"esutils": ["esutils@2.0.3", "", {}, "sha512-kVscqXk4OCp68SZ0dkgEKVi6/8ij300KBWTJq32P/dYeWTSwK41WyTxalN1eRmA5Z9UU/LX9D7FWSmV9SAYx6g=="],
|
"esutils": ["esutils@2.0.3", "", {}, "sha512-kVscqXk4OCp68SZ0dkgEKVi6/8ij300KBWTJq32P/dYeWTSwK41WyTxalN1eRmA5Z9UU/LX9D7FWSmV9SAYx6g=="],
|
||||||
|
|
||||||
|
"eventemitter3": ["eventemitter3@5.0.1", "", {}, "sha512-GWkBvjiSZK87ELrYOSESUYeVIc9mvLLf/nXalMOS5dYrgZq9o5OVkbZAVM06CVxYsCwH9BDZFPlQTlPA1j4ahA=="],
|
||||||
|
|
||||||
"fast-deep-equal": ["fast-deep-equal@3.1.3", "", {}, "sha512-f3qQ9oQy9j2AhBe/H9VC91wLmKBCCU/gDOnKNAYG5hswO7BLKj09Hc5HYNz9cGI++xlpDCIgDaitVs03ATR84Q=="],
|
"fast-deep-equal": ["fast-deep-equal@3.1.3", "", {}, "sha512-f3qQ9oQy9j2AhBe/H9VC91wLmKBCCU/gDOnKNAYG5hswO7BLKj09Hc5HYNz9cGI++xlpDCIgDaitVs03ATR84Q=="],
|
||||||
|
|
||||||
"fast-json-stable-stringify": ["fast-json-stable-stringify@2.1.0", "", {}, "sha512-lhd/wF+Lk98HZoTCtlVraHtfh5XYijIjalXck7saUtuanSDyLMxnHhSXEDJqHxD7msR8D0uCmqlkwjCV8xvwHw=="],
|
"fast-json-stable-stringify": ["fast-json-stable-stringify@2.1.0", "", {}, "sha512-lhd/wF+Lk98HZoTCtlVraHtfh5XYijIjalXck7saUtuanSDyLMxnHhSXEDJqHxD7msR8D0uCmqlkwjCV8xvwHw=="],
|
||||||
@@ -380,6 +388,8 @@
|
|||||||
|
|
||||||
"lru-cache": ["lru-cache@5.1.1", "", { "dependencies": { "yallist": "^3.0.2" } }, "sha512-KpNARQA3Iwv+jTA0utUVVbrh+Jlrr1Fv0e56GGzAFOXN7dk/FviaDW8LHmK52DlcH4WP2n6gI8vN1aesBFgo9w=="],
|
"lru-cache": ["lru-cache@5.1.1", "", { "dependencies": { "yallist": "^3.0.2" } }, "sha512-KpNARQA3Iwv+jTA0utUVVbrh+Jlrr1Fv0e56GGzAFOXN7dk/FviaDW8LHmK52DlcH4WP2n6gI8vN1aesBFgo9w=="],
|
||||||
|
|
||||||
|
"matter-js": ["matter-js@0.20.0", "", {}, "sha512-iC9fYR7zVT3HppNnsFsp9XOoQdQN2tUyfaKg4CHLH8bN+j6GT4Gw7IH2rP0tflAebrHFw730RR3DkVSZRX8hwA=="],
|
||||||
|
|
||||||
"minimatch": ["minimatch@3.1.2", "", { "dependencies": { "brace-expansion": "^1.1.7" } }, "sha512-J7p63hRiAjw1NDEww1W7i37+ByIrOWO5XQQAzZ3VOcL0PNybwpfmV/N05zFAzwQ9USyEcX6t3UO+K5aqBQOIHw=="],
|
"minimatch": ["minimatch@3.1.2", "", { "dependencies": { "brace-expansion": "^1.1.7" } }, "sha512-J7p63hRiAjw1NDEww1W7i37+ByIrOWO5XQQAzZ3VOcL0PNybwpfmV/N05zFAzwQ9USyEcX6t3UO+K5aqBQOIHw=="],
|
||||||
|
|
||||||
"ms": ["ms@2.1.3", "", {}, "sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA=="],
|
"ms": ["ms@2.1.3", "", {}, "sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA=="],
|
||||||
@@ -402,10 +412,14 @@
|
|||||||
|
|
||||||
"path-key": ["path-key@3.1.1", "", {}, "sha512-ojmeN0qd+y0jszEtoY48r0Peq5dwMEkIlCOu6Q5f41lfkswXuKtYrhgoTpLnyIcHm24Uhqx+5Tqm2InSwLhE6Q=="],
|
"path-key": ["path-key@3.1.1", "", {}, "sha512-ojmeN0qd+y0jszEtoY48r0Peq5dwMEkIlCOu6Q5f41lfkswXuKtYrhgoTpLnyIcHm24Uhqx+5Tqm2InSwLhE6Q=="],
|
||||||
|
|
||||||
|
"phaser": ["phaser@3.90.0", "", { "dependencies": { "eventemitter3": "^5.0.1" } }, "sha512-/cziz/5ZIn02uDkC9RzN8VF9x3Gs3XdFFf9nkiMEQT3p7hQlWuyjy4QWosU802qqno2YSLn2BfqwOKLv/sSVfQ=="],
|
||||||
|
|
||||||
"picocolors": ["picocolors@1.1.1", "", {}, "sha512-xceH2snhtb5M9liqDsmEw56le376mTZkEX/jEb/RxNFyegNul7eNslCXP9FDj/Lcu0X8KEyMceP2ntpaHrDEVA=="],
|
"picocolors": ["picocolors@1.1.1", "", {}, "sha512-xceH2snhtb5M9liqDsmEw56le376mTZkEX/jEb/RxNFyegNul7eNslCXP9FDj/Lcu0X8KEyMceP2ntpaHrDEVA=="],
|
||||||
|
|
||||||
"picomatch": ["picomatch@4.0.3", "", {}, "sha512-5gTmgEY/sqK6gFXLIsQNH19lWb4ebPDLA4SdLP7dsWkIXHWlG66oPuVvXSGFPppYZz8ZDZq0dYYrbHfBCVUb1Q=="],
|
"picomatch": ["picomatch@4.0.3", "", {}, "sha512-5gTmgEY/sqK6gFXLIsQNH19lWb4ebPDLA4SdLP7dsWkIXHWlG66oPuVvXSGFPppYZz8ZDZq0dYYrbHfBCVUb1Q=="],
|
||||||
|
|
||||||
|
"poly-decomp": ["poly-decomp@0.3.0", "", {}, "sha512-hWeBxGzPYiybmI4548Fca7Up/0k1qS5+79cVHI9+H33dKya5YNb9hxl0ZnDaDgvrZSuYFBhkCK/HOnqN7gefkQ=="],
|
||||||
|
|
||||||
"postcss": ["postcss@8.5.6", "", { "dependencies": { "nanoid": "^3.3.11", "picocolors": "^1.1.1", "source-map-js": "^1.2.1" } }, "sha512-3Ybi1tAuwAP9s0r1UQ2J4n5Y0G05bJkpUIO0/bI9MhwmD70S5aTWbXGBwxHrelT+XM1k6dM0pk+SwNkpTRN7Pg=="],
|
"postcss": ["postcss@8.5.6", "", { "dependencies": { "nanoid": "^3.3.11", "picocolors": "^1.1.1", "source-map-js": "^1.2.1" } }, "sha512-3Ybi1tAuwAP9s0r1UQ2J4n5Y0G05bJkpUIO0/bI9MhwmD70S5aTWbXGBwxHrelT+XM1k6dM0pk+SwNkpTRN7Pg=="],
|
||||||
|
|
||||||
"prelude-ls": ["prelude-ls@1.2.1", "", {}, "sha512-vkcDPrRZo1QZLbn5RLGPpg/WmIQ65qoWWhcGKf/b5eplkkarX0m9z8ppCat4mlOqUsWpyNuYgO3VRyrYHSzX5g=="],
|
"prelude-ls": ["prelude-ls@1.2.1", "", {}, "sha512-vkcDPrRZo1QZLbn5RLGPpg/WmIQ65qoWWhcGKf/b5eplkkarX0m9z8ppCat4mlOqUsWpyNuYgO3VRyrYHSzX5g=="],
|
||||||
|
|||||||
9
e2e_log.txt
Normal file
9
e2e_log.txt
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
Starting Test...
|
||||||
|
Starting E2E Evolution Test (50 Gens)...
|
||||||
|
Gen 0: Best: 56.73, Avg: 22.47
|
||||||
|
Gen 10: Best: 58.09, Avg: 22.27
|
||||||
|
Gen 20: Best: 59.51, Avg: 21.88
|
||||||
|
Gen 30: Best: 56.22, Avg: 26.25
|
||||||
|
Gen 40: Best: 60.17, Avg: 25.75
|
||||||
|
Gen 49: Best: 62.23, Avg: 24.81
|
||||||
|
Evolution Result: 56.73 -> 62.23
|
||||||
@@ -7,9 +7,14 @@
|
|||||||
"dev": "vite",
|
"dev": "vite",
|
||||||
"build": "tsc -b && vite build",
|
"build": "tsc -b && vite build",
|
||||||
"lint": "eslint .",
|
"lint": "eslint .",
|
||||||
"preview": "vite preview"
|
"preview": "vite preview",
|
||||||
|
"typecheck": "tsc --noEmit"
|
||||||
},
|
},
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
|
"@types/matter-js": "^0.20.2",
|
||||||
|
"matter-js": "^0.20.0",
|
||||||
|
"phaser": "^3.90.0",
|
||||||
|
"poly-decomp": "^0.3.0",
|
||||||
"react": "^19.2.0",
|
"react": "^19.2.0",
|
||||||
"react-dom": "^19.2.0",
|
"react-dom": "^19.2.0",
|
||||||
"react-router-dom": "^7.12.0"
|
"react-router-dom": "^7.12.0"
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
.app-layout {
|
.app-layout {
|
||||||
display: flex;
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
width: 100vw;
|
width: 100vw;
|
||||||
height: 100vh;
|
height: 100vh;
|
||||||
overflow: hidden;
|
overflow: hidden;
|
||||||
|
|||||||
@@ -2,6 +2,10 @@ import { Routes, Route, Navigate } from 'react-router-dom';
|
|||||||
import Sidebar from './components/Sidebar';
|
import Sidebar from './components/Sidebar';
|
||||||
import ImageApprox from './apps/ImageApprox/ImageApprox';
|
import ImageApprox from './apps/ImageApprox/ImageApprox';
|
||||||
import SnakeAI from './apps/SnakeAI/SnakeAI';
|
import SnakeAI from './apps/SnakeAI/SnakeAI';
|
||||||
|
import RogueGenApp from './apps/RogueGen/RogueGenApp';
|
||||||
|
import NeatArena from './apps/NeatArena/NeatArena';
|
||||||
|
import LunarLanderApp from './apps/LunarLander/LunarLanderApp';
|
||||||
|
import { SelfDrivingCarApp } from './apps/SelfDrivingCar/SelfDrivingCarApp';
|
||||||
import './App.css';
|
import './App.css';
|
||||||
|
|
||||||
function App() {
|
function App() {
|
||||||
@@ -13,6 +17,10 @@ function App() {
|
|||||||
<Route path="/" element={<Navigate to="/image-approx" replace />} />
|
<Route path="/" element={<Navigate to="/image-approx" replace />} />
|
||||||
<Route path="/image-approx" element={<ImageApprox />} />
|
<Route path="/image-approx" element={<ImageApprox />} />
|
||||||
<Route path="/snake-ai" element={<SnakeAI />} />
|
<Route path="/snake-ai" element={<SnakeAI />} />
|
||||||
|
<Route path="/rogue-gen" element={<RogueGenApp />} />
|
||||||
|
<Route path="/neat-arena" element={<NeatArena />} />
|
||||||
|
<Route path="/lunar-lander" element={<LunarLanderApp />} />
|
||||||
|
<Route path="/self-driving-car" element={<SelfDrivingCarApp />} />
|
||||||
<Route path="*" element={<div>App not found</div>} />
|
<Route path="*" element={<div>App not found</div>} />
|
||||||
</Routes>
|
</Routes>
|
||||||
</main>
|
</main>
|
||||||
|
|||||||
69
src/apps/LunarLander/DenseNetwork.ts
Normal file
69
src/apps/LunarLander/DenseNetwork.ts
Normal file
@@ -0,0 +1,69 @@
|
|||||||
|
|
||||||
|
export class DenseNetwork {
|
||||||
|
private weights: Float32Array;
|
||||||
|
private layerSizes: number[];
|
||||||
|
|
||||||
|
constructor(layerSizes: number[], weights?: Float32Array) {
|
||||||
|
this.layerSizes = layerSizes;
|
||||||
|
const totalWeights = this.calculateTotalWeights(layerSizes);
|
||||||
|
|
||||||
|
if (weights) {
|
||||||
|
if (weights.length !== totalWeights) {
|
||||||
|
throw new Error(`Expected ${totalWeights} weights, got ${weights.length}`);
|
||||||
|
}
|
||||||
|
this.weights = weights;
|
||||||
|
} else {
|
||||||
|
this.weights = new Float32Array(totalWeights);
|
||||||
|
this.randomize();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private calculateTotalWeights(sizes: number[]): number {
|
||||||
|
let total = 0;
|
||||||
|
for (let i = 0; i < sizes.length - 1; i++) {
|
||||||
|
// Weights + Bias for each next-layer neuron
|
||||||
|
// (Input + 1) * Output
|
||||||
|
total += (sizes[i] + 1) * sizes[i + 1];
|
||||||
|
}
|
||||||
|
return total;
|
||||||
|
}
|
||||||
|
|
||||||
|
private randomize() {
|
||||||
|
for (let i = 0; i < this.weights.length; i++) {
|
||||||
|
this.weights[i] = (Math.random() * 2 - 1); // -1 to 1 simplified initialization
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public predict(inputs: number[]): number[] {
|
||||||
|
let currentValues = inputs;
|
||||||
|
|
||||||
|
let weightIndex = 0;
|
||||||
|
for (let i = 0; i < this.layerSizes.length - 1; i++) {
|
||||||
|
const inputSize = this.layerSizes[i];
|
||||||
|
const outputSize = this.layerSizes[i + 1];
|
||||||
|
const nextValues = new Array(outputSize).fill(0);
|
||||||
|
|
||||||
|
for (let out = 0; out < outputSize; out++) {
|
||||||
|
let sum = 0;
|
||||||
|
// Weights
|
||||||
|
for (let inp = 0; inp < inputSize; inp++) {
|
||||||
|
sum += currentValues[inp] * this.weights[weightIndex++];
|
||||||
|
}
|
||||||
|
// Bias (last weight for this neuron)
|
||||||
|
sum += this.weights[weightIndex++];
|
||||||
|
|
||||||
|
// Activation
|
||||||
|
// Output layer (last layer) -> Tanh for action outputs (-1 to 1)
|
||||||
|
// Hidden layers -> ReLU or Tanh. Let's use Tanh everywhere for simplicity/stability in evolution.
|
||||||
|
nextValues[out] = Math.tanh(sum);
|
||||||
|
}
|
||||||
|
currentValues = nextValues;
|
||||||
|
}
|
||||||
|
|
||||||
|
return currentValues;
|
||||||
|
}
|
||||||
|
|
||||||
|
public getWeights(): Float32Array {
|
||||||
|
return this.weights;
|
||||||
|
}
|
||||||
|
}
|
||||||
118
src/apps/LunarLander/GeneticAlgo.ts
Normal file
118
src/apps/LunarLander/GeneticAlgo.ts
Normal file
@@ -0,0 +1,118 @@
|
|||||||
|
|
||||||
|
import { DenseNetwork } from './DenseNetwork';
|
||||||
|
|
||||||
|
export interface Genome {
|
||||||
|
weights: Float32Array;
|
||||||
|
fitness: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export class GeneticAlgo {
|
||||||
|
private population: Genome[] = [];
|
||||||
|
private popSize: number;
|
||||||
|
private mutationRate: number;
|
||||||
|
private mutationScale: number;
|
||||||
|
public generation = 0;
|
||||||
|
|
||||||
|
// Track best ever
|
||||||
|
public bestGenome: Genome | null = null;
|
||||||
|
public bestFitness = -Infinity;
|
||||||
|
|
||||||
|
constructor(
|
||||||
|
popSize: number,
|
||||||
|
layerSizes: number[],
|
||||||
|
mutationRate = 0.1, // Chance per weight (increased for diversity)
|
||||||
|
mutationScale = 0.5 // Gaussian/random perturbation amount (increased)
|
||||||
|
) {
|
||||||
|
this.popSize = popSize;
|
||||||
|
this.mutationRate = mutationRate;
|
||||||
|
this.mutationScale = mutationScale;
|
||||||
|
|
||||||
|
// Init population
|
||||||
|
for (let i = 0; i < popSize; i++) {
|
||||||
|
const net = new DenseNetwork(layerSizes);
|
||||||
|
this.population.push({
|
||||||
|
weights: net.getWeights(), // Actually reference, careful on mutation, should clone on breed
|
||||||
|
fitness: 0
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public getPopulation() {
|
||||||
|
return this.population;
|
||||||
|
}
|
||||||
|
|
||||||
|
public evolve() {
|
||||||
|
// 1. Sort by fitness
|
||||||
|
this.population.sort((a, b) => b.fitness - a.fitness);
|
||||||
|
|
||||||
|
// Update best
|
||||||
|
if (this.population[0].fitness > this.bestFitness) {
|
||||||
|
this.bestFitness = this.population[0].fitness;
|
||||||
|
// Clone best weights to save safe
|
||||||
|
this.bestGenome = {
|
||||||
|
weights: new Float32Array(this.population[0].weights),
|
||||||
|
fitness: this.population[0].fitness
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
const newPop: Genome[] = [];
|
||||||
|
|
||||||
|
// 2. Elitism (Keep top 5)
|
||||||
|
const ELITE_COUNT = 5;
|
||||||
|
for (let i = 0; i < ELITE_COUNT; i++) {
|
||||||
|
newPop.push({
|
||||||
|
weights: new Float32Array(this.population[i].weights),
|
||||||
|
fitness: 0
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Breed rest
|
||||||
|
while (newPop.length < this.popSize) {
|
||||||
|
// Tournament Select
|
||||||
|
const p1 = this.tournamentSelect();
|
||||||
|
const p2 = this.tournamentSelect();
|
||||||
|
|
||||||
|
// Crossover
|
||||||
|
const childWeights = this.crossover(p1.weights, p2.weights);
|
||||||
|
|
||||||
|
// Mutate
|
||||||
|
this.mutate(childWeights);
|
||||||
|
|
||||||
|
newPop.push({
|
||||||
|
weights: childWeights,
|
||||||
|
fitness: 0
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
this.population = newPop;
|
||||||
|
this.generation++;
|
||||||
|
}
|
||||||
|
|
||||||
|
private tournamentSelect(): Genome {
|
||||||
|
const pool = 5;
|
||||||
|
let best = this.population[Math.floor(Math.random() * this.population.length)];
|
||||||
|
for (let i = 0; i < pool - 1; i++) {
|
||||||
|
const cand = this.population[Math.floor(Math.random() * this.population.length)];
|
||||||
|
if (cand.fitness > best.fitness) best = cand;
|
||||||
|
}
|
||||||
|
return best;
|
||||||
|
}
|
||||||
|
|
||||||
|
private crossover(w1: Float32Array, w2: Float32Array): Float32Array {
|
||||||
|
const child = new Float32Array(w1.length);
|
||||||
|
// Uniform crossover
|
||||||
|
for (let i = 0; i < w1.length; i++) {
|
||||||
|
child[i] = Math.random() < 0.5 ? w1[i] : w2[i];
|
||||||
|
}
|
||||||
|
return child;
|
||||||
|
}
|
||||||
|
|
||||||
|
private mutate(weights: Float32Array) {
|
||||||
|
for (let i = 0; i < weights.length; i++) {
|
||||||
|
if (Math.random() < this.mutationRate) {
|
||||||
|
// Add noise
|
||||||
|
weights[i] += (Math.random() * 2 - 1) * this.mutationScale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
224
src/apps/LunarLander/LanderScene.ts
Normal file
224
src/apps/LunarLander/LanderScene.ts
Normal file
@@ -0,0 +1,224 @@
|
|||||||
|
|
||||||
|
import Phaser from 'phaser';
|
||||||
|
import Matter from 'matter-js';
|
||||||
|
import { LanderSimulation, WORLD_WIDTH, WORLD_HEIGHT } from './LanderSimulation';
|
||||||
|
import { DenseNetwork } from './DenseNetwork';
|
||||||
|
|
||||||
|
export class LanderScene extends Phaser.Scene {
|
||||||
|
private sim!: LanderSimulation;
|
||||||
|
private network!: DenseNetwork;
|
||||||
|
private landerGraphics!: Phaser.GameObjects.Graphics;
|
||||||
|
private terrainGraphics!: Phaser.GameObjects.Graphics;
|
||||||
|
private flameParticles!: Phaser.GameObjects.Particles.ParticleEmitter;
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super({ key: 'LanderScene' });
|
||||||
|
}
|
||||||
|
|
||||||
|
preload() {
|
||||||
|
// Generate a simple particle texture programmatically
|
||||||
|
const gfx = this.make.graphics({ x: 0, y: 0 });
|
||||||
|
gfx.fillStyle(0xffffff);
|
||||||
|
gfx.fillCircle(4, 4, 4); // 8x8 circle
|
||||||
|
gfx.generateTexture('flame', 8, 8);
|
||||||
|
gfx.destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
create() {
|
||||||
|
this.landerGraphics = this.add.graphics();
|
||||||
|
this.terrainGraphics = this.add.graphics();
|
||||||
|
this.cameras.main.setBackgroundColor('#111122');
|
||||||
|
|
||||||
|
// Add some stars
|
||||||
|
const stars = this.add.graphics();
|
||||||
|
stars.fillStyle(0xffffff, 0.5);
|
||||||
|
for(let i=0; i<100; i++) {
|
||||||
|
stars.fillPoint(Math.random() * WORLD_WIDTH, Math.random() * WORLD_HEIGHT, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup simple particles
|
||||||
|
this.flameParticles = this.add.particles(0, 0, 'flame', {
|
||||||
|
speed: 100,
|
||||||
|
scale: { start: 1, end: 0 },
|
||||||
|
blendMode: 'ADD',
|
||||||
|
lifespan: 200,
|
||||||
|
emitting: false
|
||||||
|
});
|
||||||
|
|
||||||
|
// Add visual info
|
||||||
|
this.add.text(10, 10, 'Lunar Lander', { color: '#ffffff', fontSize: '14px', fontStyle: 'bold' });
|
||||||
|
|
||||||
|
this.statsText = this.add.text(10, 30, '', { color: '#aaaaaa', fontSize: '12px' });
|
||||||
|
}
|
||||||
|
|
||||||
|
private statsText!: Phaser.GameObjects.Text;
|
||||||
|
|
||||||
|
public startMatch(genomeData: any, seed: number = 0) {
|
||||||
|
// genomeData is now { weights: number[] }
|
||||||
|
const weights = new Float32Array(genomeData.weights);
|
||||||
|
// Architecture must match worker
|
||||||
|
this.network = new DenseNetwork([8, 16, 16, 2], weights);
|
||||||
|
|
||||||
|
// Ensure visual matches what the agent trained on
|
||||||
|
this.sim = new LanderSimulation(seed);
|
||||||
|
}
|
||||||
|
|
||||||
|
update() {
|
||||||
|
if (!this.sim || !this.network || this.sim.isGameOver) return;
|
||||||
|
|
||||||
|
// Step Sim
|
||||||
|
const inputs = this.sim.getObservation();
|
||||||
|
const outputs = this.network.predict(inputs);
|
||||||
|
this.sim.update(outputs);
|
||||||
|
|
||||||
|
// Render methods
|
||||||
|
this.drawScene();
|
||||||
|
this.updateStats();
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawScene() {
|
||||||
|
this.landerGraphics.clear();
|
||||||
|
this.terrainGraphics.clear();
|
||||||
|
|
||||||
|
// Static
|
||||||
|
this.terrainGraphics.fillStyle(0x555555);
|
||||||
|
this.drawBody(this.sim.ground, this.terrainGraphics);
|
||||||
|
this.terrainGraphics.fillStyle(0x00ff00);
|
||||||
|
this.drawBody(this.sim.pad, this.terrainGraphics);
|
||||||
|
|
||||||
|
// Dynamic
|
||||||
|
this.landerGraphics.fillStyle(0xcccccc);
|
||||||
|
this.drawBody(this.sim.lander, this.landerGraphics);
|
||||||
|
|
||||||
|
this.drawFlames();
|
||||||
|
}
|
||||||
|
|
||||||
|
private updateStats() {
|
||||||
|
// Text
|
||||||
|
const { currentWind, fuel, lander } = this.sim;
|
||||||
|
const color = Math.abs(currentWind) > 1.0 ? '#ff5555' : '#aaaaaa';
|
||||||
|
|
||||||
|
this.statsText.setText([
|
||||||
|
`Fuel: ${Math.round(fuel)}`,
|
||||||
|
`Mass: ${lander.mass.toFixed(1)}kg`,
|
||||||
|
`Wind: ${currentWind.toFixed(2)}`,
|
||||||
|
`Gimbal: ${(this.sim.currentNozzleAngle * 180 / Math.PI).toFixed(1)}°`
|
||||||
|
]).setColor(color);
|
||||||
|
|
||||||
|
// Visuals
|
||||||
|
this.drawWindIndicator();
|
||||||
|
this.drawThrustGauge();
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawBody(body: Matter.Body, graphics: Phaser.GameObjects.Graphics) {
|
||||||
|
graphics.beginPath();
|
||||||
|
const verts = body.vertices;
|
||||||
|
graphics.moveTo(verts[0].x, verts[0].y);
|
||||||
|
for (let i = 1; i < verts.length; i++) {
|
||||||
|
graphics.lineTo(verts[i].x, verts[i].y);
|
||||||
|
}
|
||||||
|
graphics.closePath();
|
||||||
|
graphics.fillPath();
|
||||||
|
graphics.lineStyle(1, 0x000000).strokePath();
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawFlames() {
|
||||||
|
const { currentMainPower, currentNozzleAngle, lander } = this.sim;
|
||||||
|
if (currentMainPower <= 0.1) return;
|
||||||
|
|
||||||
|
this.landerGraphics.save();
|
||||||
|
|
||||||
|
const totalAngle = lander.angle + currentNozzleAngle;
|
||||||
|
const offset = { x: 0, y: 20 }; // Nozzle relative pos
|
||||||
|
const nozzlePos = Matter.Vector.add(lander.position, Matter.Vector.rotate(offset, lander.angle));
|
||||||
|
|
||||||
|
// 1. Particles
|
||||||
|
const emitAngleDeg = Math.atan2(Math.cos(totalAngle), -Math.sin(totalAngle)) * (180/Math.PI);
|
||||||
|
this.flameParticles.setAngle(emitAngleDeg); // Simple angle setting
|
||||||
|
this.flameParticles.emitParticleAt(nozzlePos.x, nozzlePos.y);
|
||||||
|
|
||||||
|
// 2. Vector
|
||||||
|
const arrowLength = currentMainPower * 60;
|
||||||
|
const endX = nozzlePos.x - Math.sin(totalAngle) * arrowLength;
|
||||||
|
const endY = nozzlePos.y + Math.cos(totalAngle) * arrowLength;
|
||||||
|
|
||||||
|
this.landerGraphics.lineStyle(2, 0xffff00, 0.8);
|
||||||
|
this.landerGraphics.beginPath();
|
||||||
|
this.landerGraphics.moveTo(nozzlePos.x, nozzlePos.y);
|
||||||
|
this.landerGraphics.lineTo(endX, endY);
|
||||||
|
this.landerGraphics.strokePath();
|
||||||
|
|
||||||
|
this.landerGraphics.restore();
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawWindIndicator() {
|
||||||
|
const { currentWind, lander } = this.sim;
|
||||||
|
if (Math.abs(currentWind) <= 0.1) return;
|
||||||
|
|
||||||
|
const startX = lander.position.x;
|
||||||
|
const startY = lander.position.y - 40;
|
||||||
|
|
||||||
|
const length = Math.abs(currentWind * 20);
|
||||||
|
const angle = currentWind > 0 ? 0 : Math.PI;
|
||||||
|
|
||||||
|
this.landerGraphics.lineStyle(2, 0x00ffff);
|
||||||
|
this.drawArrow(startX, startY, length, angle);
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawArrow(x: number, y: number, length: number, angle: number) {
|
||||||
|
const endX = x + Math.cos(angle) * length;
|
||||||
|
const endY = y + Math.sin(angle) * length;
|
||||||
|
|
||||||
|
this.landerGraphics.beginPath();
|
||||||
|
this.landerGraphics.moveTo(x, y);
|
||||||
|
this.landerGraphics.lineTo(endX, endY);
|
||||||
|
|
||||||
|
// Arrow head
|
||||||
|
const headSize = 5;
|
||||||
|
this.landerGraphics.moveTo(endX, endY);
|
||||||
|
this.landerGraphics.lineTo(endX - headSize * Math.cos(angle - Math.PI / 6), endY - headSize * Math.sin(angle - Math.PI / 6));
|
||||||
|
this.landerGraphics.moveTo(endX, endY);
|
||||||
|
this.landerGraphics.lineTo(endX - headSize * Math.cos(angle + Math.PI / 6), endY - headSize * Math.sin(angle + Math.PI / 6));
|
||||||
|
|
||||||
|
this.landerGraphics.strokePath();
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawThrustGauge() {
|
||||||
|
const { currentMainPower, lastActions } = this.sim;
|
||||||
|
const barX = 10, barY = 90, barW = 100, barH = 10;
|
||||||
|
const g = this.terrainGraphics;
|
||||||
|
|
||||||
|
g.fillStyle(0x333333).fillRect(barX, barY, barW, barH);
|
||||||
|
g.fillStyle(0x00ff00).fillRect(barX, barY, currentMainPower * barW, barH);
|
||||||
|
|
||||||
|
const cmdW = Math.max(0, lastActions[0]) * barW;
|
||||||
|
g.fillStyle(0xff0000).fillRect(barX + cmdW, barY - 2, 2, barH + 4);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function createLanderViewer(container: HTMLElement) {
|
||||||
|
return new Phaser.Game({
|
||||||
|
type: Phaser.AUTO,
|
||||||
|
width: WORLD_WIDTH,
|
||||||
|
height: WORLD_HEIGHT,
|
||||||
|
parent: container,
|
||||||
|
scene: LanderScene,
|
||||||
|
transparent: false,
|
||||||
|
backgroundColor: '#111122',
|
||||||
|
scale: {
|
||||||
|
mode: Phaser.Scale.FIT,
|
||||||
|
autoCenter: Phaser.Scale.CENTER_BOTH
|
||||||
|
},
|
||||||
|
physics: {
|
||||||
|
default: 'matter',
|
||||||
|
matter: {
|
||||||
|
gravity: { x: 0, y: 0 },
|
||||||
|
debug: false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
export function getLanderScene(game: Phaser.Game): LanderScene {
|
||||||
|
return game.scene.getScene('LanderScene') as LanderScene;
|
||||||
|
}
|
||||||
186
src/apps/LunarLander/LanderSimulation.ts
Normal file
186
src/apps/LunarLander/LanderSimulation.ts
Normal file
@@ -0,0 +1,186 @@
|
|||||||
|
import Matter from 'matter-js';
|
||||||
|
|
||||||
|
export const WORLD_WIDTH = 800;
|
||||||
|
export const WORLD_HEIGHT = 600;
|
||||||
|
const LANDER_WIDTH = 30;
|
||||||
|
const LANDER_HEIGHT = 40;
|
||||||
|
const PAD_WIDTH = 80;
|
||||||
|
|
||||||
|
export class LanderSimulation {
|
||||||
|
public engine: Matter.Engine;
|
||||||
|
public lander!: Matter.Body;
|
||||||
|
public ground!: Matter.Body;
|
||||||
|
public pad!: Matter.Body;
|
||||||
|
|
||||||
|
public isGameOver = false;
|
||||||
|
public result: 'FLYING' | 'CRASHED' | 'LANDED' | 'TIMEOUT' = 'FLYING';
|
||||||
|
|
||||||
|
// State
|
||||||
|
public fuel = 1000;
|
||||||
|
public readonly maxFuel = 1000;
|
||||||
|
public timeSteps = 0;
|
||||||
|
public readonly maxTimeSteps = 60 * 20; // 20s
|
||||||
|
public currentWind = 0;
|
||||||
|
public currentMainPower = 0;
|
||||||
|
public currentNozzleAngle = 0;
|
||||||
|
public lastActions: number[] = [0, 0];
|
||||||
|
|
||||||
|
// Config
|
||||||
|
private readonly DRY_MASS = 10;
|
||||||
|
private readonly FUEL_MASS_CAPACITY = 10;
|
||||||
|
private readonly LAG_FACTOR = 0.05;
|
||||||
|
private readonly GIMBAL_SPEED = 0.05;
|
||||||
|
private windTime = Math.random() * 100;
|
||||||
|
|
||||||
|
constructor(seed: number = 0) {
|
||||||
|
this.engine = Matter.Engine.create({ enableSleeping: false });
|
||||||
|
this.engine.gravity.y = 0.5;
|
||||||
|
|
||||||
|
// Custom PRNG
|
||||||
|
let s = seed;
|
||||||
|
const random = () => {
|
||||||
|
s = (s * 9301 + 49297) % 233280;
|
||||||
|
return s / 233280;
|
||||||
|
};
|
||||||
|
|
||||||
|
this.setupWorld(random);
|
||||||
|
Matter.Events.on(this.engine, 'collisionStart', (e) => this.handleCollisions(e));
|
||||||
|
}
|
||||||
|
|
||||||
|
private setupWorld(random: () => number) {
|
||||||
|
// Bodies
|
||||||
|
this.ground = Matter.Bodies.rectangle(WORLD_WIDTH/2, WORLD_HEIGHT, WORLD_WIDTH, 20, {
|
||||||
|
isStatic: true, label: 'ground', friction: 1, render: { fillStyle: '#555555' }
|
||||||
|
});
|
||||||
|
|
||||||
|
this.pad = Matter.Bodies.rectangle(WORLD_WIDTH/2, WORLD_HEIGHT - 30, PAD_WIDTH, 10, {
|
||||||
|
isStatic: true, label: 'pad', render: { fillStyle: '#00ff00' }
|
||||||
|
});
|
||||||
|
|
||||||
|
const startX = 100 + random() * (WORLD_WIDTH - 200);
|
||||||
|
const startY = 50 + random() * 100;
|
||||||
|
this.lander = Matter.Bodies.trapezoid(startX, startY, LANDER_WIDTH, LANDER_HEIGHT, 0.5, {
|
||||||
|
friction: 0.1, frictionAir: 0.02, restitution: 0, label: 'lander', angle: 0
|
||||||
|
});
|
||||||
|
|
||||||
|
Matter.Body.setMass(this.lander, this.DRY_MASS + this.FUEL_MASS_CAPACITY);
|
||||||
|
Matter.Body.setVelocity(this.lander, { x: (random() - 0.5) * 4, y: 0 });
|
||||||
|
|
||||||
|
Matter.World.add(this.engine.world, [this.ground, this.pad, this.lander]);
|
||||||
|
}
|
||||||
|
|
||||||
|
private handleCollisions(event: Matter.IEventCollision<Matter.Engine>) {
|
||||||
|
if (this.isGameOver) return;
|
||||||
|
|
||||||
|
event.pairs.forEach(pair => {
|
||||||
|
const other = pair.bodyA === this.lander ? pair.bodyB : (pair.bodyB === this.lander ? pair.bodyA : null);
|
||||||
|
if (!other) return;
|
||||||
|
|
||||||
|
if (other.label === 'pad') this.checkLanding();
|
||||||
|
else if (other.label === 'ground') this.crash("Hit ground");
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private checkLanding() {
|
||||||
|
const { position, velocity, angle, angularVelocity } = this.lander;
|
||||||
|
const speed = Math.hypot(velocity.x, velocity.y);
|
||||||
|
|
||||||
|
// Strict Bounds Check
|
||||||
|
const isAbovePad = position.y < (this.pad.position.y - 15);
|
||||||
|
const isOnPad = Math.abs(position.x - this.pad.position.x) < 35; // Inside pad width
|
||||||
|
|
||||||
|
if (!isAbovePad) return this.crash("Hit side of pad");
|
||||||
|
if (!isOnPad) return this.crash("Missed center");
|
||||||
|
|
||||||
|
// Landing Criteria
|
||||||
|
if (speed < 2.5 && Math.abs(angle) < 0.25 && Math.abs(angularVelocity) < 0.15) {
|
||||||
|
this.result = 'LANDED';
|
||||||
|
this.isGameOver = true;
|
||||||
|
} else {
|
||||||
|
this.crash(`Too fast/tilted: Spd=${speed.toFixed(1)}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private crash(_reason: string) {
|
||||||
|
this.result = 'CRASHED';
|
||||||
|
this.isGameOver = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public update(actions: number[]): boolean {
|
||||||
|
this.lastActions = actions;
|
||||||
|
if (this.isGameOver) return false;
|
||||||
|
if (++this.timeSteps > this.maxTimeSteps) {
|
||||||
|
this.result = 'TIMEOUT';
|
||||||
|
this.isGameOver = true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.applyWind();
|
||||||
|
this.updateMass();
|
||||||
|
this.applyControls(actions);
|
||||||
|
this.checkBounds();
|
||||||
|
|
||||||
|
Matter.Engine.update(this.engine, 1000 / 60);
|
||||||
|
return !this.isGameOver;
|
||||||
|
}
|
||||||
|
|
||||||
|
private applyWind() {
|
||||||
|
this.windTime += 0.01;
|
||||||
|
this.currentWind = Math.sin(this.windTime) + Math.sin(this.windTime * 3.2) * 0.5 + Math.sin(this.windTime * 0.7) * 2.0;
|
||||||
|
Matter.Body.applyForce(this.lander, this.lander.position, { x: this.currentWind * 0.002, y: 0 });
|
||||||
|
}
|
||||||
|
|
||||||
|
private updateMass() {
|
||||||
|
const expectedMass = this.DRY_MASS + (this.fuel / this.maxFuel) * this.FUEL_MASS_CAPACITY;
|
||||||
|
if (Math.abs(this.lander.mass - expectedMass) > 0.01) {
|
||||||
|
Matter.Body.setMass(this.lander, expectedMass);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private applyControls(actions: number[]) {
|
||||||
|
// [0: Thrust (-1..1), 1: Nozzle (-1..1)]
|
||||||
|
let targetMainPower = Math.max(0, Math.min(1, (actions[0] + 1) / 2));
|
||||||
|
const targetNozzleAngle = actions[1] * 0.5; // Max 0.5 rad (~28 deg)
|
||||||
|
|
||||||
|
// Lag & Inertia
|
||||||
|
this.currentMainPower += Math.sign(targetMainPower - this.currentMainPower) * Math.min(Math.abs(targetMainPower - this.currentMainPower), this.LAG_FACTOR);
|
||||||
|
this.currentNozzleAngle += Math.sign(targetNozzleAngle - this.currentNozzleAngle) * Math.min(Math.abs(targetNozzleAngle - this.currentNozzleAngle), this.GIMBAL_SPEED);
|
||||||
|
|
||||||
|
// Fuel
|
||||||
|
if (this.fuel <= 0) this.currentMainPower = 0;
|
||||||
|
else this.fuel -= this.currentMainPower * 0.5;
|
||||||
|
|
||||||
|
// Apply Force
|
||||||
|
if (this.currentMainPower > 0.01) {
|
||||||
|
const force = 0.0005 * 20 * 2.5 * this.currentMainPower; // 2.5TWR approx
|
||||||
|
const totalAngle = this.lander.angle + this.currentNozzleAngle;
|
||||||
|
const forceVector = { x: Math.sin(totalAngle) * force, y: -Math.cos(totalAngle) * force };
|
||||||
|
|
||||||
|
// Offset point (bottom of lander)
|
||||||
|
const appPos = Matter.Vector.add(this.lander.position, Matter.Vector.rotate({ x: 0, y: 20 }, this.lander.angle));
|
||||||
|
Matter.Body.applyForce(this.lander, appPos, forceVector);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private checkBounds() {
|
||||||
|
if (this.lander.position.x < -100 || this.lander.position.x > WORLD_WIDTH + 100 ||
|
||||||
|
this.lander.position.y < -500 || this.lander.position.y > WORLD_HEIGHT + 100) {
|
||||||
|
this.crash("Out of bounds");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public getObservation(): number[] {
|
||||||
|
const { velocity, angularVelocity, position, angle } = this.lander;
|
||||||
|
return [
|
||||||
|
velocity.x / 10.0,
|
||||||
|
velocity.y / 10.0,
|
||||||
|
angle / 3.14,
|
||||||
|
angularVelocity / 0.5,
|
||||||
|
(position.x - this.pad.position.x) / WORLD_WIDTH,
|
||||||
|
(position.y - this.pad.position.y) / WORLD_HEIGHT,
|
||||||
|
this.currentWind / 5.0,
|
||||||
|
this.currentNozzleAngle / 0.5,
|
||||||
|
];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
129
src/apps/LunarLander/LunarLander.css
Normal file
129
src/apps/LunarLander/LunarLander.css
Normal file
@@ -0,0 +1,129 @@
|
|||||||
|
.lunar-app-layout {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
height: 100%;
|
||||||
|
width: 100%;
|
||||||
|
overflow: hidden;
|
||||||
|
background: #0d1117;
|
||||||
|
color: #c9d1d9;
|
||||||
|
border-radius: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.top-bar {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: row;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: space-between;
|
||||||
|
padding: 10px 20px;
|
||||||
|
background: #161b22;
|
||||||
|
border-bottom: 1px solid #30363d;
|
||||||
|
flex-shrink: 0;
|
||||||
|
gap: 20px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.controls-section {
|
||||||
|
display: flex;
|
||||||
|
gap: 10px;
|
||||||
|
align-items: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.stats-section {
|
||||||
|
display: flex;
|
||||||
|
gap: 15px;
|
||||||
|
align-items: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.stat-card {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
align-items: center;
|
||||||
|
background: #21262d;
|
||||||
|
padding: 5px 15px;
|
||||||
|
border-radius: 6px;
|
||||||
|
border: 1px solid #30363d;
|
||||||
|
min-width: 80px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.stat-label {
|
||||||
|
font-size: 0.75em;
|
||||||
|
color: #8b949e;
|
||||||
|
text-transform: uppercase;
|
||||||
|
letter-spacing: 0.5px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.stat-value {
|
||||||
|
font-size: 1.1em;
|
||||||
|
font-weight: bold;
|
||||||
|
color: #c9d1d9;
|
||||||
|
font-family: monospace;
|
||||||
|
}
|
||||||
|
|
||||||
|
.stat-value.highlight {
|
||||||
|
color: #58a6ff;
|
||||||
|
}
|
||||||
|
|
||||||
|
.vis-column {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
flex: 1;
|
||||||
|
overflow: hidden;
|
||||||
|
min-width: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.graph-panel {
|
||||||
|
height: 180px;
|
||||||
|
/* Slightly shorter */
|
||||||
|
background: #161b22;
|
||||||
|
border-top: 1px solid #30363d;
|
||||||
|
padding: 10px 15px;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
flex-shrink: 0;
|
||||||
|
box-sizing: border-box;
|
||||||
|
}
|
||||||
|
|
||||||
|
.graph-panel h3 {
|
||||||
|
margin-top: 0;
|
||||||
|
margin-bottom: 5px;
|
||||||
|
font-size: 0.9em;
|
||||||
|
color: #58a6ff;
|
||||||
|
}
|
||||||
|
|
||||||
|
.main-view {
|
||||||
|
flex: 1;
|
||||||
|
position: relative;
|
||||||
|
overflow: hidden;
|
||||||
|
display: flex;
|
||||||
|
justify-content: center;
|
||||||
|
align-items: center;
|
||||||
|
background: #000;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Controls */
|
||||||
|
.btn-toggle {
|
||||||
|
padding: 8px 16px;
|
||||||
|
border: 1px solid #30363d;
|
||||||
|
border-radius: 6px;
|
||||||
|
background: #238636;
|
||||||
|
color: white;
|
||||||
|
font-weight: bold;
|
||||||
|
cursor: pointer;
|
||||||
|
transition: background 0.2s;
|
||||||
|
font-size: 0.9em;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-toggle.active {
|
||||||
|
background: #da3633;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-toggle:hover {
|
||||||
|
filter: brightness(1.1);
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-reset {
|
||||||
|
background: #30363d;
|
||||||
|
border-color: #30363d;
|
||||||
|
}
|
||||||
80
src/apps/LunarLander/LunarLanderApp.tsx
Normal file
80
src/apps/LunarLander/LunarLanderApp.tsx
Normal file
@@ -0,0 +1,80 @@
|
|||||||
|
import { useRef, useEffect } from 'react';
|
||||||
|
import AppContainer from '../../components/AppContainer';
|
||||||
|
import { createLanderViewer, getLanderScene } from './LanderScene';
|
||||||
|
import FitnessGraph from '../NeatArena/FitnessGraph';
|
||||||
|
import { useEvolutionWorker } from './useEvolutionWorker';
|
||||||
|
import './LunarLander.css';
|
||||||
|
|
||||||
|
export default function LunarLanderApp() {
|
||||||
|
const { isTraining, stats, fitnessHistory, bestGenome, toggleTraining, handleReset } = useEvolutionWorker();
|
||||||
|
const phaserContainerRef = useRef<HTMLDivElement>(null);
|
||||||
|
const phaserGameRef = useRef<Phaser.Game | null>(null);
|
||||||
|
|
||||||
|
// Phaser Initialization
|
||||||
|
useEffect(() => {
|
||||||
|
if (!phaserContainerRef.current) return;
|
||||||
|
const game = createLanderViewer(phaserContainerRef.current);
|
||||||
|
phaserGameRef.current = game;
|
||||||
|
return () => {
|
||||||
|
game.destroy(true);
|
||||||
|
phaserGameRef.current = null;
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
// Exhibition Loop
|
||||||
|
useEffect(() => {
|
||||||
|
const interval = setInterval(() => {
|
||||||
|
if (!phaserGameRef.current) return;
|
||||||
|
const scene = getLanderScene(phaserGameRef.current);
|
||||||
|
if (!scene) return;
|
||||||
|
|
||||||
|
// Start new match if game over and we have a genome
|
||||||
|
// Accessing private sim via any cast for simplicity without exposing public property
|
||||||
|
const sceneAny = scene as any;
|
||||||
|
if (bestGenome && (!sceneAny.sim || sceneAny.sim.isGameOver)) {
|
||||||
|
scene.startMatch(bestGenome, stats.generation);
|
||||||
|
}
|
||||||
|
}, 100);
|
||||||
|
return () => clearInterval(interval);
|
||||||
|
}, [bestGenome, stats.generation]);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<AppContainer title="Lunar Lander (Dense NN)">
|
||||||
|
<div className="lunar-app-layout">
|
||||||
|
<div className="top-bar">
|
||||||
|
<div className="controls-section">
|
||||||
|
<button className={`btn-toggle ${isTraining ? 'active' : ''}`} onClick={toggleTraining}>
|
||||||
|
{isTraining ? '⏸ Pause' : '▶ Start Evolution'}
|
||||||
|
</button>
|
||||||
|
<button className="btn-toggle btn-reset" onClick={handleReset}>
|
||||||
|
🔄 Reset
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className="stats-section">
|
||||||
|
<StatCard label="Generation" value={stats.generation} />
|
||||||
|
<StatCard label="Best Fit" value={stats.maxFitness.toFixed(2)} highlight />
|
||||||
|
<StatCard label="Avg Fit" value={stats.avgFitness.toFixed(2)} />
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className="graph-panel">
|
||||||
|
<FitnessGraph history={fitnessHistory} />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className="vis-column">
|
||||||
|
<div className="main-view" ref={phaserContainerRef} />
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</AppContainer>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
function StatCard({ label, value, highlight = false }: { label: string, value: string | number, highlight?: boolean }) {
|
||||||
|
return (
|
||||||
|
<div className="stat-card">
|
||||||
|
<div className="stat-label">{label}</div>
|
||||||
|
<div className={`stat-value ${highlight ? 'highlight' : ''}`}>{value}</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
60
src/apps/LunarLander/debug.test.ts
Normal file
60
src/apps/LunarLander/debug.test.ts
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
|
||||||
|
import { describe, it, expect } from 'bun:test';
|
||||||
|
import { LanderSimulation } from './LanderSimulation';
|
||||||
|
import Matter from 'matter-js';
|
||||||
|
|
||||||
|
describe('Lunar Lander Physics Debug', () => {
|
||||||
|
it('should have enough thrust to lift off', () => {
|
||||||
|
const sim = new LanderSimulation(0);
|
||||||
|
const lander = sim.lander;
|
||||||
|
|
||||||
|
console.log('--- Physics Debug Info ---');
|
||||||
|
console.log(`Lander Mass: ${lander.mass.toFixed(4)}`);
|
||||||
|
console.log(`Gravity Y: ${sim.engine.gravity.y}`);
|
||||||
|
console.log(`Gravity Scale: ${sim.engine.gravity.scale}`); // Default 0.001?
|
||||||
|
|
||||||
|
// Matter.js gravity force = mass * gravity.y * gravity.scale
|
||||||
|
// (Wait, Matter applies gravity as acceleration? F = m * a)
|
||||||
|
// Standard gravity force per tick approx:
|
||||||
|
// Force = mass * gravity.y * 0.001 (default scale)
|
||||||
|
|
||||||
|
const gravityForce = lander.mass * sim.engine.gravity.y * (sim.engine.gravity.scale || 0.001);
|
||||||
|
console.log(`Calculated Gravity Force (approx): ${gravityForce.toFixed(6)}`);
|
||||||
|
|
||||||
|
// My Max Thrust
|
||||||
|
const mainPower = 1.0;
|
||||||
|
const thrustForce = 0.002 * mainPower;
|
||||||
|
console.log(`Max Thrust Force: ${thrustForce.toFixed(6)}`);
|
||||||
|
|
||||||
|
const ratio = thrustForce / gravityForce;
|
||||||
|
console.log(`Thrust/Gravity Ratio: ${ratio.toFixed(2)}`);
|
||||||
|
|
||||||
|
// We expect Ratio > 1.0 to hover
|
||||||
|
if (ratio < 1.0) {
|
||||||
|
console.warn('⚠️ WARNING: THRUST IS TOO WEAK TO LIFT OFF! ⚠️');
|
||||||
|
} else {
|
||||||
|
console.log('✅ Thrust is sufficient.');
|
||||||
|
}
|
||||||
|
|
||||||
|
expect(ratio).toBeGreaterThan(1.2); // Should have some margin
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should update inputs correctly', () => {
|
||||||
|
const sim = new LanderSimulation(0);
|
||||||
|
|
||||||
|
// Initial state
|
||||||
|
const initialObs = sim.getObservation();
|
||||||
|
console.log('Initial Obs:', initialObs);
|
||||||
|
|
||||||
|
// Fall for a bit
|
||||||
|
sim.update([0, 0]); // No thrust
|
||||||
|
sim.update([0, 0]);
|
||||||
|
sim.update([0, 0]); // 3 ticks
|
||||||
|
|
||||||
|
const obs = sim.getObservation();
|
||||||
|
console.log('Obs after 3 ticks fall:', obs);
|
||||||
|
|
||||||
|
// Velocity Y should be positive (down)
|
||||||
|
expect(obs[1]).toBeGreaterThan(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
114
src/apps/LunarLander/e2e.test.ts
Normal file
114
src/apps/LunarLander/e2e.test.ts
Normal file
@@ -0,0 +1,114 @@
|
|||||||
|
|
||||||
|
import { describe, test, expect } from "bun:test";
|
||||||
|
import { LanderSimulation } from "./LanderSimulation";
|
||||||
|
import { LANDER_NEAT_CONFIG, calculateFitness } from "./neatConfig";
|
||||||
|
import { createPopulation, evolveGeneration } from "../../lib/neatArena/evolution";
|
||||||
|
import { createNetwork } from "../../lib/neatArena/network";
|
||||||
|
|
||||||
|
describe("Lunar Lander E2E & Stability", () => {
|
||||||
|
|
||||||
|
test("Simulation Determinism (Same Actions)", () => {
|
||||||
|
// Run two sims side-by-side with identical actions
|
||||||
|
const sim1 = new LanderSimulation(0);
|
||||||
|
const sim2 = new LanderSimulation(0);
|
||||||
|
|
||||||
|
const actions = [1.0, 0.5]; // Full thrust, turn right
|
||||||
|
|
||||||
|
for(let i=0; i<100; i++) {
|
||||||
|
sim1.update(actions);
|
||||||
|
sim2.update(actions);
|
||||||
|
|
||||||
|
expect(sim1.lander.position.x).toBe(sim2.lander.position.x);
|
||||||
|
expect(sim1.lander.position.y).toBe(sim2.lander.position.y);
|
||||||
|
expect(sim1.lander.angle).toBe(sim2.lander.angle);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Evaluation Determinism (Same Genome)", () => {
|
||||||
|
const population = createPopulation(LANDER_NEAT_CONFIG);
|
||||||
|
const genome = population.genomes[0];
|
||||||
|
|
||||||
|
// Evaluate once
|
||||||
|
const runSim = (g: typeof genome) => {
|
||||||
|
const sim = new LanderSimulation(0);
|
||||||
|
const net = createNetwork(g);
|
||||||
|
|
||||||
|
while(!sim.isGameOver) {
|
||||||
|
const inputs = sim.getObservation();
|
||||||
|
const outputs = net.activate(inputs);
|
||||||
|
sim.update(outputs);
|
||||||
|
}
|
||||||
|
return calculateFitness(sim);
|
||||||
|
};
|
||||||
|
|
||||||
|
const fit1 = runSim(genome);
|
||||||
|
const fit2 = runSim(genome);
|
||||||
|
const fit3 = runSim(genome);
|
||||||
|
|
||||||
|
console.log(`Determinism Check: ${fit1}, ${fit2}, ${fit3}`);
|
||||||
|
expect(fit1).toBe(fit2);
|
||||||
|
expect(fit2).toBe(fit3);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Long Flight Stability (Mock Pilot)", () => {
|
||||||
|
// A simple pilot that pushes up if falling
|
||||||
|
const runPilot = () => {
|
||||||
|
const sim = new LanderSimulation(0);
|
||||||
|
let steps = 0;
|
||||||
|
while (!sim.isGameOver && steps < 1000) {
|
||||||
|
const obs = sim.getObservation();
|
||||||
|
// obs[1] is velY (scaled / 10). Positive = Falling.
|
||||||
|
// If falling > 0.1 (vel 1.0), thrust!
|
||||||
|
const mainThrust = obs[1] > 0.1 ? 1.0 : 0.0;
|
||||||
|
sim.update([mainThrust, 0]);
|
||||||
|
steps++;
|
||||||
|
}
|
||||||
|
return { fitness: calculateFitness(sim), steps };
|
||||||
|
};
|
||||||
|
|
||||||
|
const result1 = runPilot();
|
||||||
|
const result2 = runPilot();
|
||||||
|
const result3 = runPilot();
|
||||||
|
|
||||||
|
console.log(`Pilot Results: ${result1.fitness.toFixed(2)} (${result1.steps}), ${result2.fitness.toFixed(2)} (${result2.steps}), ${result3.fitness.toFixed(2)} (${result3.steps})`);
|
||||||
|
|
||||||
|
expect(result1.fitness).toBe(result2.fitness);
|
||||||
|
expect(result1.steps).toBe(result2.steps);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Evolution Progress (Mock)", () => {
|
||||||
|
let population = createPopulation({
|
||||||
|
...LANDER_NEAT_CONFIG,
|
||||||
|
populationSize: 20 // Smaller for speed
|
||||||
|
});
|
||||||
|
|
||||||
|
let bestFit = -Infinity;
|
||||||
|
|
||||||
|
// Run 5 generations
|
||||||
|
for(let gen=0; gen<5; gen++) {
|
||||||
|
// Evaluate
|
||||||
|
for(const g of population.genomes) {
|
||||||
|
const sim = new LanderSimulation(0);
|
||||||
|
const net = createNetwork(g);
|
||||||
|
while(!sim.isGameOver) {
|
||||||
|
const inputs = sim.getObservation();
|
||||||
|
const outputs = net.activate(inputs);
|
||||||
|
sim.update(outputs);
|
||||||
|
}
|
||||||
|
g.fitness = calculateFitness(sim);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stats
|
||||||
|
const currentBest = Math.max(...population.genomes.map(g => g.fitness));
|
||||||
|
console.log(`Gen ${gen}: Best = ${currentBest.toFixed(2)}`);
|
||||||
|
|
||||||
|
// Elitism check: Best fitness should NEVER decrease
|
||||||
|
if (gen > 0) {
|
||||||
|
expect(currentBest).toBeGreaterThanOrEqual(bestFit - 0.001); // Tiny float tolerance
|
||||||
|
}
|
||||||
|
bestFit = currentBest;
|
||||||
|
|
||||||
|
population = evolveGeneration(population, LANDER_NEAT_CONFIG);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
71
src/apps/LunarLander/neatConfig.ts
Normal file
71
src/apps/LunarLander/neatConfig.ts
Normal file
@@ -0,0 +1,71 @@
|
|||||||
|
|
||||||
|
import { LanderSimulation } from './LanderSimulation';
|
||||||
|
import type { EvolutionConfig } from '../../lib/neatArena/evolution';
|
||||||
|
import { DEFAULT_COMPATIBILITY_CONFIG } from '../../lib/neatArena/speciation';
|
||||||
|
import { DEFAULT_REPRODUCTION_CONFIG } from '../../lib/neatArena/reproduction';
|
||||||
|
|
||||||
|
export const LANDER_NEAT_CONFIG: EvolutionConfig = {
|
||||||
|
inputCount: 8, // velX, velY, angle, angVel, dx, dy, WIND, nozzleAngle
|
||||||
|
outputCount: 2, // mainThrust, sideThrust
|
||||||
|
populationSize: 150,
|
||||||
|
compatibilityConfig: DEFAULT_COMPATIBILITY_CONFIG,
|
||||||
|
reproductionConfig: {
|
||||||
|
...DEFAULT_REPRODUCTION_CONFIG,
|
||||||
|
elitePerSpecies: 2, // Keep top 2 per species to prevent losing best genes
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
export function calculateFitness(sim: LanderSimulation): number {
|
||||||
|
let fitness = 0;
|
||||||
|
|
||||||
|
// 1. Distance Reward (Closer to pad is better)
|
||||||
|
const distX = Math.abs(sim.lander.position.x - sim.pad.position.x);
|
||||||
|
const distY = Math.abs(sim.lander.position.y - sim.pad.position.y);
|
||||||
|
const dist = Math.sqrt(distX * distX + distY * distY);
|
||||||
|
|
||||||
|
// Normalize distance reward (0 to 100)
|
||||||
|
fitness += Math.max(0, 500 - dist) * 0.1;
|
||||||
|
|
||||||
|
// Common metrics
|
||||||
|
const speed = Math.hypot(sim.lander.velocity.x, sim.lander.velocity.y);
|
||||||
|
const angle = Math.abs(sim.lander.angle);
|
||||||
|
|
||||||
|
// 2. Landing Reward
|
||||||
|
if (sim.result === 'LANDED') {
|
||||||
|
fitness += 200; // Base success reward
|
||||||
|
|
||||||
|
// SOFT LANDING BONUS
|
||||||
|
// Speed limit is 2.5. We reward being significantly below that.
|
||||||
|
// If speed is 0.0 -> +250 pts
|
||||||
|
// If speed is 2.5 -> +0 pts
|
||||||
|
fitness += Math.max(0, 2.5 - speed) * 100;
|
||||||
|
|
||||||
|
// Alignment Bonus (Dead center upright)
|
||||||
|
fitness += Math.max(0, 0.25 - angle) * 100;
|
||||||
|
|
||||||
|
// Efficiency Bonus
|
||||||
|
fitness += sim.fuel * 0.2;
|
||||||
|
}
|
||||||
|
// 3. Near-Miss / Crash partial rewards
|
||||||
|
else if (sim.result === 'CRASHED') {
|
||||||
|
// Continuous reward: Encourage getting CLOSER to valid landing state
|
||||||
|
|
||||||
|
// Speed: Reward any braking. Freefall ~20.
|
||||||
|
// At 20 -> 0 pts
|
||||||
|
// At 0 -> 60 pts
|
||||||
|
fitness += Math.max(0, 20.0 - speed) * 3.0;
|
||||||
|
|
||||||
|
// Angle: Upright is better.
|
||||||
|
fitness += Math.max(0, 1.0 - angle) * 30;
|
||||||
|
|
||||||
|
// Penalty for doing NOTHING (Full Fuel)
|
||||||
|
if (sim.fuel >= 999) {
|
||||||
|
fitness -= 30;
|
||||||
|
}
|
||||||
|
|
||||||
|
} else if (sim.result === 'TIMEOUT') {
|
||||||
|
fitness -= 50;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Math.max(0.1, fitness);
|
||||||
|
}
|
||||||
72
src/apps/LunarLander/stagnation.test.ts
Normal file
72
src/apps/LunarLander/stagnation.test.ts
Normal file
@@ -0,0 +1,72 @@
|
|||||||
|
|
||||||
|
import { test, expect } from 'bun:test';
|
||||||
|
import { GeneticAlgo } from './GeneticAlgo';
|
||||||
|
import { DenseNetwork } from './DenseNetwork';
|
||||||
|
import { calculateFitness } from './neatConfig';
|
||||||
|
import { LanderSimulation } from './LanderSimulation';
|
||||||
|
|
||||||
|
test('Run 150 generations of Dense GA to verify learning progress', () => {
|
||||||
|
// 1. Setup
|
||||||
|
const LAYER_SIZES = [7, 16, 16, 2];
|
||||||
|
const POPULATION_SIZE = 150;
|
||||||
|
const ga = new GeneticAlgo(POPULATION_SIZE, LAYER_SIZES);
|
||||||
|
|
||||||
|
const TOTAL_GENS = 150;
|
||||||
|
const SCENARIOS = 5;
|
||||||
|
|
||||||
|
console.log("Generation, MaxFitness, AvgFitness");
|
||||||
|
|
||||||
|
for (let gen = 0; gen < TOTAL_GENS; gen++) {
|
||||||
|
// 2. Evaluate
|
||||||
|
const population = ga.getPopulation();
|
||||||
|
|
||||||
|
for (const genome of population) {
|
||||||
|
const network = new DenseNetwork(LAYER_SIZES, genome.weights);
|
||||||
|
let totalFitness = 0;
|
||||||
|
|
||||||
|
for (let i = 0; i < SCENARIOS; i++) {
|
||||||
|
const seed = (ga.generation * SCENARIOS) + i;
|
||||||
|
const sim = new LanderSimulation(seed);
|
||||||
|
|
||||||
|
let safety = 0;
|
||||||
|
while (!sim.isGameOver && safety < 5000) {
|
||||||
|
const inputs = sim.getObservation();
|
||||||
|
const outputs = network.predict(inputs);
|
||||||
|
sim.update(outputs);
|
||||||
|
safety++;
|
||||||
|
}
|
||||||
|
|
||||||
|
totalFitness += calculateFitness(sim);
|
||||||
|
}
|
||||||
|
genome.fitness = totalFitness / SCENARIOS;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Log Stats every 10 gens
|
||||||
|
if (gen % 10 === 0) {
|
||||||
|
let maxFitness = -Infinity;
|
||||||
|
let sumFitness = 0;
|
||||||
|
for (const g of population) {
|
||||||
|
if (g.fitness > maxFitness) maxFitness = g.fitness;
|
||||||
|
sumFitness += g.fitness;
|
||||||
|
}
|
||||||
|
const avgFitness = sumFitness / population.length;
|
||||||
|
|
||||||
|
console.log(`${ga.generation}, ${maxFitness.toFixed(2)}, ${avgFitness.toFixed(2)}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. Evolve
|
||||||
|
ga.evolve();
|
||||||
|
}
|
||||||
|
|
||||||
|
const finalPop = ga.getPopulation();
|
||||||
|
let maxFitness = -Infinity;
|
||||||
|
for (const g of finalPop) {
|
||||||
|
if (g.fitness > maxFitness) maxFitness = g.fitness;
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log(`Final Gen ${ga.generation}: Max ${maxFitness.toFixed(2)}`);
|
||||||
|
|
||||||
|
// Expect significant improvement.
|
||||||
|
// Landing is > 200.
|
||||||
|
expect(maxFitness).toBeGreaterThan(150);
|
||||||
|
}, { timeout: 300000 }); // 5 min timeout
|
||||||
105
src/apps/LunarLander/training.worker.ts
Normal file
105
src/apps/LunarLander/training.worker.ts
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
import { LanderSimulation } from './LanderSimulation';
|
||||||
|
import { calculateFitness } from './neatConfig';
|
||||||
|
import { GeneticAlgo } from './GeneticAlgo';
|
||||||
|
import { DenseNetwork } from './DenseNetwork';
|
||||||
|
|
||||||
|
// Define the fixed architecture
|
||||||
|
// 6 Input -> 16 Hidden -> 16 Hidden -> 2 Output
|
||||||
|
const LAYER_SIZES = [8, 16, 16, 2];
|
||||||
|
const POPULATION_SIZE = 150;
|
||||||
|
|
||||||
|
let ga: GeneticAlgo | null = null;
|
||||||
|
let isRunning = false;
|
||||||
|
|
||||||
|
self.onmessage = (e: MessageEvent) => {
|
||||||
|
const { type } = e.data;
|
||||||
|
|
||||||
|
switch (type) {
|
||||||
|
case 'start':
|
||||||
|
case 'reset':
|
||||||
|
console.log('Worker: Initializing Fixed Topology GA');
|
||||||
|
ga = new GeneticAlgo(POPULATION_SIZE, LAYER_SIZES);
|
||||||
|
isRunning = true;
|
||||||
|
runGeneration();
|
||||||
|
break;
|
||||||
|
case 'pause':
|
||||||
|
isRunning = false;
|
||||||
|
break;
|
||||||
|
case 'resume':
|
||||||
|
if (!isRunning) {
|
||||||
|
isRunning = true;
|
||||||
|
runGeneration();
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
function runGeneration() {
|
||||||
|
if (!ga || !isRunning) return;
|
||||||
|
|
||||||
|
const population = ga.getPopulation();
|
||||||
|
|
||||||
|
// 1. Evaluate Fitness
|
||||||
|
const SCENARIOS = 5;
|
||||||
|
|
||||||
|
for (const genome of population) {
|
||||||
|
let totalFitness = 0;
|
||||||
|
const network = new DenseNetwork(LAYER_SIZES, genome.weights);
|
||||||
|
|
||||||
|
for (let i = 0; i < SCENARIOS; i++) {
|
||||||
|
// Seed logic: (Gen * Scenarios) + i
|
||||||
|
const seed = (ga.generation * SCENARIOS) + i;
|
||||||
|
const sim = new LanderSimulation(seed);
|
||||||
|
|
||||||
|
// Simulation Loop
|
||||||
|
// Safety break just in case
|
||||||
|
let step = 0;
|
||||||
|
while (!sim.isGameOver && step < 5000) {
|
||||||
|
const inputs = sim.getObservation();
|
||||||
|
const outputs = network.predict(inputs);
|
||||||
|
sim.update(outputs);
|
||||||
|
step++;
|
||||||
|
}
|
||||||
|
if (step >= 5000) {
|
||||||
|
// penalty for timeout? Or just let calcFitness handle it.
|
||||||
|
// calculateFitness handles timeout result.
|
||||||
|
// Force result if not set
|
||||||
|
if (!sim.isGameOver) sim.result = 'TIMEOUT';
|
||||||
|
}
|
||||||
|
|
||||||
|
totalFitness += calculateFitness(sim);
|
||||||
|
}
|
||||||
|
|
||||||
|
genome.fitness = totalFitness / SCENARIOS;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate stats before evolution
|
||||||
|
let sumFitness = 0;
|
||||||
|
let maxFitness = -Infinity;
|
||||||
|
for (const genome of population) {
|
||||||
|
sumFitness += genome.fitness;
|
||||||
|
if (genome.fitness > maxFitness) maxFitness = genome.fitness;
|
||||||
|
}
|
||||||
|
const avgFitness = sumFitness / population.length;
|
||||||
|
|
||||||
|
// Send update to main thread
|
||||||
|
// The main thread expects bestGenome object.
|
||||||
|
// We'll send the weights of the current champion (maxFitness)
|
||||||
|
const bestOfGen = population.find(g => g.fitness === maxFitness) || population[0];
|
||||||
|
|
||||||
|
self.postMessage({
|
||||||
|
type: 'generationParams',
|
||||||
|
payload: {
|
||||||
|
generation: ga.generation,
|
||||||
|
maxFitness: maxFitness,
|
||||||
|
avgFitness: avgFitness,
|
||||||
|
bestGenome: { weights: Array.from(bestOfGen.weights) } // Custom payload
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// 2. Evolve to next generation
|
||||||
|
ga.evolve();
|
||||||
|
|
||||||
|
// Schedule next gen
|
||||||
|
setTimeout(runGeneration, 0);
|
||||||
|
}
|
||||||
82
src/apps/LunarLander/useEvolutionWorker.ts
Normal file
82
src/apps/LunarLander/useEvolutionWorker.ts
Normal file
@@ -0,0 +1,82 @@
|
|||||||
|
import { useState, useEffect, useRef, useCallback } from 'react';
|
||||||
|
|
||||||
|
export interface Stats {
|
||||||
|
generation: number;
|
||||||
|
maxFitness: number;
|
||||||
|
avgFitness: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface HistoryItem {
|
||||||
|
generation: number;
|
||||||
|
best: number;
|
||||||
|
avg: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function useEvolutionWorker() {
|
||||||
|
const [isTraining, setIsTraining] = useState(false);
|
||||||
|
const [stats, setStats] = useState<Stats>({ generation: 0, maxFitness: 0, avgFitness: 0 });
|
||||||
|
const [fitnessHistory, setFitnessHistory] = useState<HistoryItem[]>([]);
|
||||||
|
const [bestGenome, setBestGenome] = useState<any>(null);
|
||||||
|
|
||||||
|
const workerRef = useRef<Worker | null>(null);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
const worker = new Worker(new URL('./training.worker.ts', import.meta.url), { type: 'module' });
|
||||||
|
workerRef.current = worker;
|
||||||
|
|
||||||
|
worker.onmessage = (e: MessageEvent<any>) => {
|
||||||
|
const { type, payload, error } = e.data;
|
||||||
|
|
||||||
|
if (type === 'generationParams') {
|
||||||
|
setStats({
|
||||||
|
generation: payload.generation,
|
||||||
|
maxFitness: payload.maxFitness,
|
||||||
|
avgFitness: payload.avgFitness
|
||||||
|
});
|
||||||
|
|
||||||
|
if (payload.bestGenome) {
|
||||||
|
setBestGenome(payload.bestGenome);
|
||||||
|
}
|
||||||
|
|
||||||
|
setFitnessHistory(prev => [...prev, {
|
||||||
|
generation: payload.generation,
|
||||||
|
best: payload.maxFitness,
|
||||||
|
avg: payload.avgFitness
|
||||||
|
}]);
|
||||||
|
} else if (type === 'error') {
|
||||||
|
console.error("Worker Error:", error);
|
||||||
|
setIsTraining(false);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Initial reset to setup GA
|
||||||
|
worker.postMessage({ type: 'reset' });
|
||||||
|
|
||||||
|
return () => worker.terminate();
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (!workerRef.current) return;
|
||||||
|
workerRef.current.postMessage({ type: isTraining ? 'resume' : 'pause' });
|
||||||
|
}, [isTraining]);
|
||||||
|
|
||||||
|
const handleReset = useCallback(() => {
|
||||||
|
setStats({ generation: 0, maxFitness: 0, avgFitness: 0 });
|
||||||
|
setFitnessHistory([]);
|
||||||
|
setBestGenome(null);
|
||||||
|
workerRef.current?.postMessage({ type: 'reset' });
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
const toggleTraining = useCallback(() => {
|
||||||
|
setIsTraining(prev => !prev);
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
return {
|
||||||
|
isTraining,
|
||||||
|
stats,
|
||||||
|
fitnessHistory,
|
||||||
|
bestGenome,
|
||||||
|
toggleTraining,
|
||||||
|
handleReset
|
||||||
|
};
|
||||||
|
}
|
||||||
132
src/apps/NeatArena/FitnessGraph.tsx
Normal file
132
src/apps/NeatArena/FitnessGraph.tsx
Normal file
@@ -0,0 +1,132 @@
|
|||||||
|
import { useEffect, useRef } from 'react';
|
||||||
|
|
||||||
|
interface FitnessGraphProps {
|
||||||
|
history: { generation: number; best: number; avg: number }[];
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function FitnessGraph({ history }: FitnessGraphProps) {
|
||||||
|
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||||
|
const containerRef = useRef<HTMLDivElement>(null);
|
||||||
|
|
||||||
|
const draw = () => {
|
||||||
|
const canvas = canvasRef.current;
|
||||||
|
if (!canvas || history.length === 0) return;
|
||||||
|
|
||||||
|
const container = containerRef.current;
|
||||||
|
if (container) {
|
||||||
|
canvas.width = container.clientWidth;
|
||||||
|
canvas.height = container.clientHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
const ctx = canvas.getContext('2d');
|
||||||
|
if (!ctx) return;
|
||||||
|
|
||||||
|
const width = canvas.width;
|
||||||
|
const height = canvas.height;
|
||||||
|
|
||||||
|
// Configurable padding
|
||||||
|
const paddingLeft = 40;
|
||||||
|
const paddingRight = 20;
|
||||||
|
const paddingTop = 40;
|
||||||
|
const paddingBottom = 20;
|
||||||
|
|
||||||
|
const graphWidth = width - paddingLeft - paddingRight;
|
||||||
|
const graphHeight = height - paddingTop - paddingBottom;
|
||||||
|
|
||||||
|
// Clear
|
||||||
|
ctx.fillStyle = '#1a1a2e';
|
||||||
|
ctx.fillRect(0, 0, width, height);
|
||||||
|
|
||||||
|
// Find data range
|
||||||
|
const maxGen = Math.max(...history.map(h => h.generation), 1);
|
||||||
|
const allFitness = [...history.map(h => h.best), ...history.map(h => h.avg)];
|
||||||
|
const maxFit = Math.max(...allFitness, 1);
|
||||||
|
const minFit = Math.min(...allFitness, -1);
|
||||||
|
const fitRange = maxFit - minFit;
|
||||||
|
|
||||||
|
// Draw grid
|
||||||
|
ctx.strokeStyle = '#2a2a3e';
|
||||||
|
ctx.lineWidth = 1;
|
||||||
|
for (let i = 0; i <= 5; i++) {
|
||||||
|
const y = paddingTop + graphHeight * (i / 5);
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(paddingLeft, y);
|
||||||
|
ctx.lineTo(width - paddingRight, y);
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
// Y-axis labels
|
||||||
|
const fitValue = maxFit - (fitRange * i / 5);
|
||||||
|
ctx.fillStyle = '#888';
|
||||||
|
ctx.font = '11px monospace';
|
||||||
|
ctx.textAlign = 'right';
|
||||||
|
ctx.fillText(fitValue.toFixed(1), paddingLeft - 5, y + 4);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw axes
|
||||||
|
ctx.strokeStyle = '#444';
|
||||||
|
ctx.lineWidth = 2;
|
||||||
|
ctx.beginPath();
|
||||||
|
ctx.moveTo(paddingLeft, paddingTop);
|
||||||
|
ctx.lineTo(paddingLeft, height - paddingBottom);
|
||||||
|
ctx.lineTo(width - paddingRight, height - paddingBottom);
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
// Helper to convert data to canvas coords
|
||||||
|
const toX = (gen: number) => paddingLeft + (graphWidth * gen / maxGen);
|
||||||
|
const toY = (fit: number) => {
|
||||||
|
const normalized = (maxFit - fit) / fitRange;
|
||||||
|
return paddingTop + graphHeight * normalized;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Draw best fitness line
|
||||||
|
ctx.strokeStyle = '#00ff88';
|
||||||
|
ctx.lineWidth = 2;
|
||||||
|
ctx.beginPath();
|
||||||
|
history.forEach((h, i) => {
|
||||||
|
const x = toX(h.generation);
|
||||||
|
const y = toY(h.best);
|
||||||
|
if (i === 0) ctx.moveTo(x, y);
|
||||||
|
else ctx.lineTo(x, y);
|
||||||
|
});
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
// Draw avg fitness line
|
||||||
|
ctx.strokeStyle = '#4488ff';
|
||||||
|
ctx.lineWidth = 2;
|
||||||
|
ctx.beginPath();
|
||||||
|
history.forEach((h, i) => {
|
||||||
|
const x = toX(h.generation);
|
||||||
|
const y = toY(h.avg);
|
||||||
|
if (i === 0) ctx.moveTo(x, y);
|
||||||
|
else ctx.lineTo(x, y);
|
||||||
|
});
|
||||||
|
ctx.stroke();
|
||||||
|
|
||||||
|
// Legend
|
||||||
|
ctx.font = '12px monospace';
|
||||||
|
ctx.fillStyle = '#00ff88';
|
||||||
|
ctx.fillText('● Best', width - 120, 25);
|
||||||
|
ctx.fillStyle = '#4488ff';
|
||||||
|
ctx.fillText('● Avg', width - 60, 25);
|
||||||
|
};
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
window.addEventListener('resize', draw);
|
||||||
|
// Also draw immediately
|
||||||
|
draw();
|
||||||
|
return () => window.removeEventListener('resize', draw);
|
||||||
|
}, [history]);
|
||||||
|
|
||||||
|
// Also use LayoutEffect to catch size changes?
|
||||||
|
// Or just simple resize observer.
|
||||||
|
// For now simple useEffect dependency on history + window resize is enough.
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div ref={containerRef} style={{ width: '100%', height: '100%', minHeight: 0 }}>
|
||||||
|
<canvas
|
||||||
|
ref={canvasRef}
|
||||||
|
style={{ display: 'block' }}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
239
src/apps/NeatArena/NeatArena.css
Normal file
239
src/apps/NeatArena/NeatArena.css
Normal file
@@ -0,0 +1,239 @@
|
|||||||
|
/* NEAT Arena Layout */
|
||||||
|
.neat-arena-layout {
|
||||||
|
display: flex;
|
||||||
|
gap: 1.5rem;
|
||||||
|
height: 100%;
|
||||||
|
padding: 1.5rem;
|
||||||
|
background: linear-gradient(135deg, #0f0f23 0%, #1a1a2e 100%);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Left Panel: Controls */
|
||||||
|
.controls-panel {
|
||||||
|
flex: 0 0 320px;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 1rem;
|
||||||
|
overflow-y: auto;
|
||||||
|
padding-right: 0.5rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.control-section {
|
||||||
|
background: rgba(255, 255, 255, 0.05);
|
||||||
|
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||||
|
border-radius: 8px;
|
||||||
|
padding: 1rem;
|
||||||
|
backdrop-filter: blur(10px);
|
||||||
|
}
|
||||||
|
|
||||||
|
.control-section h3 {
|
||||||
|
margin: 0 0 0.75rem 0;
|
||||||
|
font-size: 0.95rem;
|
||||||
|
font-weight: 600;
|
||||||
|
color: #fff;
|
||||||
|
text-transform: uppercase;
|
||||||
|
letter-spacing: 0.5px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.control-section h4 {
|
||||||
|
margin: 0 0 0.5rem 0;
|
||||||
|
font-size: 0.85rem;
|
||||||
|
font-weight: 600;
|
||||||
|
color: #aaa;
|
||||||
|
}
|
||||||
|
|
||||||
|
.control-group {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 0.5rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Buttons */
|
||||||
|
.btn-primary,
|
||||||
|
.btn-secondary {
|
||||||
|
padding: 0.75rem 1rem;
|
||||||
|
border: none;
|
||||||
|
border-radius: 6px;
|
||||||
|
font-size: 0.9rem;
|
||||||
|
font-weight: 600;
|
||||||
|
cursor: pointer;
|
||||||
|
transition: all 0.2s ease;
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-primary {
|
||||||
|
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
|
||||||
|
color: white;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-primary:hover:not(:disabled) {
|
||||||
|
transform: translateY(-2px);
|
||||||
|
box-shadow: 0 4px 12px rgba(102, 126, 234, 0.4);
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-primary.btn-stop {
|
||||||
|
background: linear-gradient(135deg, #f093fb 0%, #f5576c 100%);
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-secondary {
|
||||||
|
background: rgba(255, 255, 255, 0.1);
|
||||||
|
color: white;
|
||||||
|
border: 1px solid rgba(255, 255, 255, 0.2);
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-secondary:hover:not(:disabled) {
|
||||||
|
background: rgba(255, 255, 255, 0.15);
|
||||||
|
border-color: rgba(255, 255, 255, 0.3);
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn-primary:disabled,
|
||||||
|
.btn-secondary:disabled {
|
||||||
|
opacity: 0.5;
|
||||||
|
cursor: not-allowed;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Stats Grid */
|
||||||
|
.stats-grid {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 1fr 1fr;
|
||||||
|
gap: 0.75rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.stat-item {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 0.25rem;
|
||||||
|
padding: 0.75rem;
|
||||||
|
background: rgba(0, 0, 0, 0.3);
|
||||||
|
border-radius: 6px;
|
||||||
|
border: 1px solid rgba(255, 255, 255, 0.05);
|
||||||
|
}
|
||||||
|
|
||||||
|
.stat-label {
|
||||||
|
font-size: 0.75rem;
|
||||||
|
color: #aaa;
|
||||||
|
text-transform: uppercase;
|
||||||
|
letter-spacing: 0.5px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.stat-value {
|
||||||
|
font-size: 1.25rem;
|
||||||
|
font-weight: 700;
|
||||||
|
color: #fff;
|
||||||
|
font-variant-numeric: tabular-nums;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Checkbox */
|
||||||
|
.checkbox-label {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 0.5rem;
|
||||||
|
cursor: pointer;
|
||||||
|
color: #ddd;
|
||||||
|
font-size: 0.9rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.checkbox-label input[type="checkbox"] {
|
||||||
|
width: 18px;
|
||||||
|
height: 18px;
|
||||||
|
cursor: pointer;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Info Section */
|
||||||
|
.info-section {
|
||||||
|
background: rgba(102, 126, 234, 0.1);
|
||||||
|
border: 1px solid rgba(102, 126, 234, 0.3);
|
||||||
|
border-radius: 8px;
|
||||||
|
padding: 1rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.info-section p {
|
||||||
|
margin: 0 0 0.75rem 0;
|
||||||
|
color: #ddd;
|
||||||
|
font-size: 0.85rem;
|
||||||
|
line-height: 1.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
.info-section ul {
|
||||||
|
margin: 0;
|
||||||
|
padding-left: 1.25rem;
|
||||||
|
color: #bbb;
|
||||||
|
font-size: 0.85rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.info-section ul li {
|
||||||
|
margin-bottom: 0.25rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.text-muted {
|
||||||
|
color: #888;
|
||||||
|
font-size: 0.8rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.info-text {
|
||||||
|
margin-top: 0.5rem;
|
||||||
|
color: #aaa;
|
||||||
|
font-size: 0.8rem;
|
||||||
|
font-style: italic;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Right Panel: Viewer */
|
||||||
|
.viewer-panel {
|
||||||
|
flex: 1;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
min-width: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.phaser-container {
|
||||||
|
flex: 1;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
background: rgba(0, 0, 0, 0.4);
|
||||||
|
border: 2px solid rgba(255, 255, 255, 0.1);
|
||||||
|
border-radius: 8px;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.phaser-placeholder {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
}
|
||||||
|
|
||||||
|
.placeholder-content {
|
||||||
|
text-align: center;
|
||||||
|
color: rgba(255, 255, 255, 0.4);
|
||||||
|
}
|
||||||
|
|
||||||
|
.placeholder-content h2 {
|
||||||
|
margin: 0 0 0.5rem 0;
|
||||||
|
font-size: 2rem;
|
||||||
|
font-weight: 300;
|
||||||
|
}
|
||||||
|
|
||||||
|
.placeholder-content p {
|
||||||
|
margin: 0.25rem 0;
|
||||||
|
font-size: 1rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Scrollbar styling */
|
||||||
|
.controls-panel::-webkit-scrollbar {
|
||||||
|
width: 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.controls-panel::-webkit-scrollbar-track {
|
||||||
|
background: rgba(0, 0, 0, 0.2);
|
||||||
|
border-radius: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.controls-panel::-webkit-scrollbar-thumb {
|
||||||
|
background: rgba(255, 255, 255, 0.2);
|
||||||
|
border-radius: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.controls-panel::-webkit-scrollbar-thumb:hover {
|
||||||
|
background: rgba(255, 255, 255, 0.3);
|
||||||
|
}
|
||||||
388
src/apps/NeatArena/NeatArena.tsx
Normal file
388
src/apps/NeatArena/NeatArena.tsx
Normal file
@@ -0,0 +1,388 @@
|
|||||||
|
import { useState, useRef, useEffect, useCallback } from 'react';
|
||||||
|
import AppContainer from '../../components/AppContainer';
|
||||||
|
import { createArenaViewer, getArenaScene } from '../../lib/neatArena/arenaScene';
|
||||||
|
import { createSimulation, stepSimulation } from '../../lib/neatArena/simulation';
|
||||||
|
import { spinnerBotAction } from '../../lib/neatArena/baselineBots';
|
||||||
|
import { createPopulation, getPopulationStats, DEFAULT_EVOLUTION_CONFIG, type Population } from '../../lib/neatArena/evolution';
|
||||||
|
import { createNetwork } from '../../lib/neatArena/network';
|
||||||
|
import { generateObservation, observationToInputs } from '../../lib/neatArena/sensors';
|
||||||
|
import { exportGenome, downloadGenomeAsFile, uploadGenomeFromFile } from '../../lib/neatArena/exportImport';
|
||||||
|
import type { SimulationState, AgentAction, Genome } from '../../lib/neatArena/types';
|
||||||
|
import type { TrainingWorkerMessage, TrainingWorkerResponse } from '../../lib/neatArena/training.worker';
|
||||||
|
import FitnessGraph from './FitnessGraph';
|
||||||
|
import './NeatArena.css';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* NEAT Arena Miniapp
|
||||||
|
*
|
||||||
|
* Trains AI agents using NEAT (NeuroEvolution of Augmenting Topologies) to play
|
||||||
|
* a 2D top-down shooter arena via self-play.
|
||||||
|
*/
|
||||||
|
export default function NeatArena() {
|
||||||
|
// Training state
|
||||||
|
const [population, setPopulation] = useState<Population>(() => createPopulation(DEFAULT_EVOLUTION_CONFIG));
|
||||||
|
const [isTraining, setIsTraining] = useState(false);
|
||||||
|
const [showRays, setShowRays] = useState(false);
|
||||||
|
const [mapSeed] = useState(12345);
|
||||||
|
const [importedGenome, setImportedGenome] = useState<Genome | null>(null);
|
||||||
|
const [fitnessHistory, setFitnessHistory] = useState<{ generation: number; best: number; avg: number }[]>([]);
|
||||||
|
|
||||||
|
// Stats
|
||||||
|
const stats = getPopulationStats(population);
|
||||||
|
|
||||||
|
// Phaser game instance
|
||||||
|
const phaserGameRef = useRef<Phaser.Game | null>(null);
|
||||||
|
const phaserContainerRef = useRef<HTMLDivElement>(null);
|
||||||
|
|
||||||
|
// Exhibition match state (visualizing champion)
|
||||||
|
const simulationRef = useRef<SimulationState | null>(null);
|
||||||
|
|
||||||
|
// Web Worker
|
||||||
|
const workerRef = useRef<Worker | null>(null);
|
||||||
|
|
||||||
|
// Initialize Web Worker
|
||||||
|
useEffect(() => {
|
||||||
|
const worker = new Worker(new URL('../../lib/neatArena/training.worker.ts', import.meta.url), {
|
||||||
|
type: 'module'
|
||||||
|
});
|
||||||
|
|
||||||
|
worker.onmessage = (e: MessageEvent<TrainingWorkerResponse>) => {
|
||||||
|
const response = e.data;
|
||||||
|
|
||||||
|
switch (response.type) {
|
||||||
|
case 'update':
|
||||||
|
if (response.population) {
|
||||||
|
setPopulation(response.population);
|
||||||
|
console.log('[UI] Stats?', response.stats ? 'YES' : 'NO', response.stats);
|
||||||
|
|
||||||
|
// Track fitness history for graph
|
||||||
|
if (response.stats) {
|
||||||
|
setFitnessHistory(prev => [...prev, {
|
||||||
|
generation: response.stats!.generation,
|
||||||
|
best: response.stats!.maxFitness,
|
||||||
|
avg: response.stats!.avgFitness,
|
||||||
|
}]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'error':
|
||||||
|
console.error('Worker error:', response.error);
|
||||||
|
setIsTraining(false);
|
||||||
|
alert('Training error: ' + response.error);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'ready':
|
||||||
|
console.log('Worker ready');
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Initialize worker with config
|
||||||
|
worker.postMessage({
|
||||||
|
type: 'init',
|
||||||
|
config: DEFAULT_EVOLUTION_CONFIG,
|
||||||
|
} as TrainingWorkerMessage);
|
||||||
|
|
||||||
|
workerRef.current = worker;
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
worker.terminate();
|
||||||
|
workerRef.current = null;
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
// Control worker based on training state
|
||||||
|
useEffect(() => {
|
||||||
|
if (!workerRef.current) return;
|
||||||
|
|
||||||
|
if (isTraining) {
|
||||||
|
workerRef.current.postMessage({
|
||||||
|
type: 'start',
|
||||||
|
} as TrainingWorkerMessage);
|
||||||
|
} else {
|
||||||
|
workerRef.current.postMessage({
|
||||||
|
type: 'pause',
|
||||||
|
} as TrainingWorkerMessage);
|
||||||
|
}
|
||||||
|
}, [isTraining]);
|
||||||
|
|
||||||
|
// Initialize Phaser
|
||||||
|
useEffect(() => {
|
||||||
|
if (!phaserContainerRef.current) return;
|
||||||
|
|
||||||
|
phaserContainerRef.current.innerHTML = '';
|
||||||
|
const game = createArenaViewer(phaserContainerRef.current);
|
||||||
|
phaserGameRef.current = game;
|
||||||
|
|
||||||
|
simulationRef.current = createSimulation(mapSeed, 0);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
game.destroy(true);
|
||||||
|
phaserGameRef.current = null;
|
||||||
|
};
|
||||||
|
}, [mapSeed]);
|
||||||
|
|
||||||
|
// Exhibition match loop (visualizing best vs second-best AI)
|
||||||
|
useEffect(() => {
|
||||||
|
if (!phaserGameRef.current) return;
|
||||||
|
|
||||||
|
const interval = setInterval(() => {
|
||||||
|
if (!simulationRef.current) return;
|
||||||
|
|
||||||
|
const sim = simulationRef.current;
|
||||||
|
|
||||||
|
if (sim.isOver) {
|
||||||
|
simulationRef.current = createSimulation(mapSeed, 0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get best and second-best genomes
|
||||||
|
const sortedGenomes = [...population.genomes].sort((a, b) => b.fitness - a.fitness);
|
||||||
|
const genome0 = importedGenome || sortedGenomes[0] || null;
|
||||||
|
const genome1 = sortedGenomes.length > 1 ? sortedGenomes[1] : null;
|
||||||
|
|
||||||
|
// Agent 0: Best AI
|
||||||
|
let action0: AgentAction;
|
||||||
|
if (genome0) {
|
||||||
|
const network = createNetwork(genome0);
|
||||||
|
const obs = generateObservation(0, sim);
|
||||||
|
const inputs = observationToInputs(obs);
|
||||||
|
const outputs = network.activate(inputs);
|
||||||
|
|
||||||
|
action0 = {
|
||||||
|
moveX: outputs[0],
|
||||||
|
moveY: outputs[1],
|
||||||
|
turn: outputs[2],
|
||||||
|
shoot: outputs[3],
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
action0 = spinnerBotAction();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Agent 1: Second-best AI (or spinner if not enough genomes)
|
||||||
|
let action1: AgentAction;
|
||||||
|
if (genome1) {
|
||||||
|
const network = createNetwork(genome1);
|
||||||
|
const obs = generateObservation(1, sim);
|
||||||
|
const inputs = observationToInputs(obs);
|
||||||
|
const outputs = network.activate(inputs);
|
||||||
|
|
||||||
|
action1 = {
|
||||||
|
moveX: outputs[0],
|
||||||
|
moveY: outputs[1],
|
||||||
|
turn: outputs[2],
|
||||||
|
shoot: outputs[3],
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
action1 = spinnerBotAction();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulationRef.current = stepSimulation(sim, [action0, action1]);
|
||||||
|
|
||||||
|
if (phaserGameRef.current) {
|
||||||
|
const scene = getArenaScene(phaserGameRef.current);
|
||||||
|
scene.updateSimulation(simulationRef.current);
|
||||||
|
scene.setShowRays(showRays);
|
||||||
|
}
|
||||||
|
|
||||||
|
}, 1000 / 30);
|
||||||
|
|
||||||
|
return () => clearInterval(interval);
|
||||||
|
}, [showRays, mapSeed, population.genomes, importedGenome]);
|
||||||
|
|
||||||
|
const handleReset = useCallback(() => {
|
||||||
|
setIsTraining(false);
|
||||||
|
setImportedGenome(null);
|
||||||
|
setFitnessHistory([]);
|
||||||
|
|
||||||
|
if (workerRef.current) {
|
||||||
|
workerRef.current.postMessage({
|
||||||
|
type: 'reset',
|
||||||
|
} as TrainingWorkerMessage);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulationRef.current = createSimulation(mapSeed, 0);
|
||||||
|
|
||||||
|
if (phaserGameRef.current) {
|
||||||
|
const scene = getArenaScene(phaserGameRef.current);
|
||||||
|
scene.updateSimulation(simulationRef.current);
|
||||||
|
}
|
||||||
|
}, [mapSeed]);
|
||||||
|
|
||||||
|
const handleStepGeneration = useCallback(() => {
|
||||||
|
if (workerRef.current) {
|
||||||
|
workerRef.current.postMessage({
|
||||||
|
type: 'step',
|
||||||
|
} as TrainingWorkerMessage);
|
||||||
|
}
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
const handleExport = useCallback(() => {
|
||||||
|
if (!population.bestGenomeEver) {
|
||||||
|
alert('No champion to export yet!');
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const exported = exportGenome(
|
||||||
|
population.bestGenomeEver,
|
||||||
|
DEFAULT_EVOLUTION_CONFIG,
|
||||||
|
{
|
||||||
|
generation: stats.generation,
|
||||||
|
fitness: stats.bestFitnessEver,
|
||||||
|
speciesCount: stats.speciesCount,
|
||||||
|
}
|
||||||
|
);
|
||||||
|
|
||||||
|
downloadGenomeAsFile(exported, `neat-champion-gen${stats.generation}.json`);
|
||||||
|
}, [population.bestGenomeEver, stats]);
|
||||||
|
|
||||||
|
const handleImport = useCallback(async () => {
|
||||||
|
try {
|
||||||
|
const exported = await uploadGenomeFromFile();
|
||||||
|
setImportedGenome(exported.genome);
|
||||||
|
alert(`Imported champion from generation ${exported.metadata?.generation || '?'} with fitness ${exported.metadata?.fitness?.toFixed(1) || '?'}`);
|
||||||
|
} catch (err) {
|
||||||
|
alert('Failed to import genome: ' + (err as Error).message);
|
||||||
|
}
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<AppContainer title="NEAT Arena">
|
||||||
|
<div className="neat-arena-layout">
|
||||||
|
{/* Left Panel: Controls */}
|
||||||
|
<div className="controls-panel">
|
||||||
|
<section className="control-section">
|
||||||
|
<h3>Training Controls</h3>
|
||||||
|
<div className="control-group">
|
||||||
|
<button
|
||||||
|
className={`btn-primary ${isTraining ? 'btn-stop' : 'btn-start'}`}
|
||||||
|
onClick={() => setIsTraining(!isTraining)}
|
||||||
|
>
|
||||||
|
{isTraining ? '⏸ Pause Training' : '▶ Start Training'}
|
||||||
|
</button>
|
||||||
|
<button
|
||||||
|
className="btn-secondary"
|
||||||
|
onClick={handleStepGeneration}
|
||||||
|
disabled={isTraining}
|
||||||
|
>
|
||||||
|
⏭ Step Generation
|
||||||
|
</button>
|
||||||
|
<button
|
||||||
|
className="btn-secondary"
|
||||||
|
onClick={handleReset}
|
||||||
|
disabled={isTraining}
|
||||||
|
>
|
||||||
|
🔄 Reset
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
<p className="info-text">
|
||||||
|
{isTraining
|
||||||
|
? '🟢 Training in background worker...'
|
||||||
|
: importedGenome
|
||||||
|
? '🎮 Watching imported champion vs Gen best'
|
||||||
|
: population.genomes.length > 1
|
||||||
|
? `🎮 Watching Gen ${stats.generation}: Best vs 2nd-Best AI`
|
||||||
|
: '⚪ Need at least 2 genomes for exhibition'}
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
|
||||||
|
<section className="control-section">
|
||||||
|
<h3>Evolution Stats</h3>
|
||||||
|
<div className="stats-grid">
|
||||||
|
<div className="stat-item">
|
||||||
|
<span className="stat-label">Generation</span>
|
||||||
|
<span className="stat-value">{stats.generation}</span>
|
||||||
|
</div>
|
||||||
|
<div className="stat-item">
|
||||||
|
<span className="stat-label">Species</span>
|
||||||
|
<span className="stat-value">{stats.speciesCount}</span>
|
||||||
|
</div>
|
||||||
|
<div className="stat-item">
|
||||||
|
<span className="stat-label">Best Fitness</span>
|
||||||
|
<span className="stat-value">{stats.maxFitness.toFixed(1)}</span>
|
||||||
|
</div>
|
||||||
|
<div className="stat-item">
|
||||||
|
<span className="stat-label">Avg Fitness</span>
|
||||||
|
<span className="stat-value">{stats.avgFitness.toFixed(1)}</span>
|
||||||
|
</div>
|
||||||
|
<div className="stat-item">
|
||||||
|
<span className="stat-label">Champion</span>
|
||||||
|
<span className="stat-value">{stats.bestFitnessEver.toFixed(1)}</span>
|
||||||
|
</div>
|
||||||
|
<div className="stat-item">
|
||||||
|
<span className="stat-label">Innovations</span>
|
||||||
|
<span className="stat-value">{stats.totalInnovations}</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</section>
|
||||||
|
|
||||||
|
{fitnessHistory.length > 0 && (
|
||||||
|
<section className="control-section">
|
||||||
|
<h3>Fitness Progress</h3>
|
||||||
|
<FitnessGraph history={fitnessHistory} />
|
||||||
|
</section>
|
||||||
|
)}
|
||||||
|
|
||||||
|
<section className="control-section">
|
||||||
|
<h3>Debug Options</h3>
|
||||||
|
<label className="checkbox-label">
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
checked={showRays}
|
||||||
|
onChange={(e) => setShowRays(e.target.checked)}
|
||||||
|
/>
|
||||||
|
<span>Show Ray Sensors</span>
|
||||||
|
</label>
|
||||||
|
</section>
|
||||||
|
|
||||||
|
<section className="control-section">
|
||||||
|
<h3>Export / Import</h3>
|
||||||
|
<div className="control-group">
|
||||||
|
<button
|
||||||
|
className="btn-secondary"
|
||||||
|
onClick={handleExport}
|
||||||
|
disabled={!population.bestGenomeEver}
|
||||||
|
>
|
||||||
|
💾 Export Champion
|
||||||
|
</button>
|
||||||
|
<button
|
||||||
|
className="btn-secondary"
|
||||||
|
onClick={handleImport}
|
||||||
|
>
|
||||||
|
📂 Import Genome
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
{importedGenome && (
|
||||||
|
<p className="info-text">
|
||||||
|
✅ Imported genome loaded
|
||||||
|
</p>
|
||||||
|
)}
|
||||||
|
</section>
|
||||||
|
|
||||||
|
<section className="info-section">
|
||||||
|
<h4>NEAT Arena Status</h4>
|
||||||
|
<ul>
|
||||||
|
<li>✅ Deterministic 30Hz simulation</li>
|
||||||
|
<li>✅ Symmetric procedural maps</li>
|
||||||
|
<li>✅ Agent physics & bullets</li>
|
||||||
|
<li>✅ 360° ray sensors (53 inputs)</li>
|
||||||
|
<li>✅ NEAT evolution with speciation</li>
|
||||||
|
<li>✅ Self-play training (K=4 matches)</li>
|
||||||
|
<li>✅ Export/import genomes</li>
|
||||||
|
<li>✅ Web worker (no UI lag!)</li>
|
||||||
|
</ul>
|
||||||
|
</section>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Right Panel: Phaser Viewer */}
|
||||||
|
<div className="viewer-panel">
|
||||||
|
<div
|
||||||
|
ref={phaserContainerRef}
|
||||||
|
className="phaser-container"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</AppContainer>
|
||||||
|
);
|
||||||
|
}
|
||||||
386
src/apps/RogueGen/RogueGenApp.tsx
Normal file
386
src/apps/RogueGen/RogueGenApp.tsx
Normal file
@@ -0,0 +1,386 @@
|
|||||||
|
import { useEffect, useRef, useState, useCallback } from 'react';
|
||||||
|
import type { Genotype } from './types';
|
||||||
|
import { generateMap } from './generator';
|
||||||
|
import { createRandomGenome, evaluatePopulation, evolve, type Individual, POPULATION_SIZE } from './evolution';
|
||||||
|
|
||||||
|
export default function RogueGenApp() {
|
||||||
|
const [generation, setGeneration] = useState(0);
|
||||||
|
const [bestFitness, setBestFitness] = useState(0);
|
||||||
|
const [population, setPopulation] = useState<Genotype[]>([]);
|
||||||
|
const [bestIndividual, setBestIndividual] = useState<Individual | null>(null);
|
||||||
|
const [isRunning, setIsRunning] = useState(false);
|
||||||
|
|
||||||
|
// Config
|
||||||
|
const [config, setConfig] = useState({
|
||||||
|
width: 100,
|
||||||
|
height: 80,
|
||||||
|
canvasScale: 4,
|
||||||
|
simulationSpeed: 100
|
||||||
|
});
|
||||||
|
|
||||||
|
// Targets & Overrides
|
||||||
|
const [targets, setTargets] = useState({
|
||||||
|
density: 0.45,
|
||||||
|
water: 0.15,
|
||||||
|
lava: 0.05,
|
||||||
|
veg: 0.20,
|
||||||
|
minPathLength: 50,
|
||||||
|
forceTunnels: false,
|
||||||
|
scaleOverride: 0
|
||||||
|
});
|
||||||
|
|
||||||
|
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||||
|
|
||||||
|
// Initialize
|
||||||
|
useEffect(() => {
|
||||||
|
const initPop = [];
|
||||||
|
for (let i = 0; i < POPULATION_SIZE; i++) initPop.push(createRandomGenome());
|
||||||
|
setPopulation(initPop);
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
// Evolution Loop
|
||||||
|
const runGeneration = useCallback(() => {
|
||||||
|
if (!population.length) return;
|
||||||
|
|
||||||
|
// Apply overrides if needed (by modifying genome copy? No, better to pass override context)
|
||||||
|
// But for simplicity/visuals, we can just hack the population before eval?
|
||||||
|
// No, that ruins evolution.
|
||||||
|
// We probably want to visualize the BEST, but FORCE the generation parameters.
|
||||||
|
// Let's modify evaluatePopulation to handle overrides?
|
||||||
|
// Or simple hack: Temporarily modify genomes.
|
||||||
|
|
||||||
|
const popToEval = population.map(p => {
|
||||||
|
const copy = { ...p };
|
||||||
|
if (targets.forceTunnels) copy.noiseType = 1;
|
||||||
|
if (targets.scaleOverride > 0) copy.noiseScale = targets.scaleOverride;
|
||||||
|
return copy;
|
||||||
|
});
|
||||||
|
|
||||||
|
const evaluated = evaluatePopulation(popToEval, config.width, config.height, targets);
|
||||||
|
setBestIndividual(evaluated[0]);
|
||||||
|
setBestFitness(evaluated[0].fitness.score);
|
||||||
|
|
||||||
|
const nextGen = evolve(evaluated);
|
||||||
|
setPopulation(nextGen);
|
||||||
|
setGeneration(g => g + 1);
|
||||||
|
}, [population, config.width, config.height, targets]);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
let interval: ReturnType<typeof setInterval>;
|
||||||
|
if (isRunning) {
|
||||||
|
interval = setInterval(runGeneration, config.simulationSpeed);
|
||||||
|
}
|
||||||
|
return () => clearInterval(interval);
|
||||||
|
}, [isRunning, runGeneration, config.simulationSpeed]);
|
||||||
|
|
||||||
|
// Render Best Map
|
||||||
|
useEffect(() => {
|
||||||
|
if (!bestIndividual || !canvasRef.current) return;
|
||||||
|
const ctx = canvasRef.current.getContext('2d');
|
||||||
|
if (!ctx) return;
|
||||||
|
|
||||||
|
const map = generateMap(bestIndividual.genome, config.width, config.height, targets.minPathLength);
|
||||||
|
|
||||||
|
ctx.fillStyle = "#111";
|
||||||
|
ctx.fillRect(0, 0, config.width * config.canvasScale, config.height * config.canvasScale);
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
for (let y = 0; y < config.height; y++) {
|
||||||
|
for (let x = 0; x < config.width; x++) {
|
||||||
|
const val = map.grid[y * config.width + x];
|
||||||
|
if (val === 1) {
|
||||||
|
ctx.fillStyle = "#889"; // Wall
|
||||||
|
ctx.fillRect(x * config.canvasScale, y * config.canvasScale, config.canvasScale, config.canvasScale);
|
||||||
|
} else if (val === 2) {
|
||||||
|
ctx.fillStyle = "#48d"; // Water
|
||||||
|
ctx.fillRect(x * config.canvasScale, y * config.canvasScale, config.canvasScale, config.canvasScale);
|
||||||
|
} else if (val === 3) {
|
||||||
|
ctx.fillStyle = "#e44"; // Lava
|
||||||
|
ctx.fillRect(x * config.canvasScale, y * config.canvasScale, config.canvasScale, config.canvasScale);
|
||||||
|
} else if (val === 4) {
|
||||||
|
ctx.fillStyle = "#2a4"; // Veg
|
||||||
|
ctx.fillRect(x * config.canvasScale, y * config.canvasScale, config.canvasScale, config.canvasScale);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw Start/End
|
||||||
|
if (map.startPoint && map.endPoint && map.pathLength && map.pathLength > 0) {
|
||||||
|
// Start
|
||||||
|
ctx.fillStyle = "#ff0";
|
||||||
|
ctx.fillRect(map.startPoint.x * config.canvasScale, map.startPoint.y * config.canvasScale, config.canvasScale, config.canvasScale);
|
||||||
|
// End
|
||||||
|
ctx.fillStyle = "#f0f";
|
||||||
|
ctx.fillRect(map.endPoint.x * config.canvasScale, map.endPoint.y * config.canvasScale, config.canvasScale, config.canvasScale);
|
||||||
|
|
||||||
|
// Text labels?
|
||||||
|
ctx.font = '10px monospace';
|
||||||
|
ctx.fillStyle = "#fff";
|
||||||
|
ctx.fillText("S", map.startPoint.x * config.canvasScale + 2, map.startPoint.y * config.canvasScale + 8);
|
||||||
|
ctx.fillText("E", map.endPoint.x * config.canvasScale + 2, map.endPoint.y * config.canvasScale + 8);
|
||||||
|
}
|
||||||
|
}, [bestIndividual, config]);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className="rogue-gen-app" style={{
|
||||||
|
display: 'flex',
|
||||||
|
height: '100%',
|
||||||
|
background: '#1a1a1a',
|
||||||
|
color: '#eee',
|
||||||
|
fontFamily: 'monospace'
|
||||||
|
}}>
|
||||||
|
{/* Sidebar Controls */}
|
||||||
|
<div className="sidebar-panel" style={{
|
||||||
|
width: '320px',
|
||||||
|
padding: '20px',
|
||||||
|
background: '#222',
|
||||||
|
borderRight: '1px solid #333',
|
||||||
|
display: 'flex',
|
||||||
|
flexDirection: 'column',
|
||||||
|
gap: '20px',
|
||||||
|
overflowY: 'auto'
|
||||||
|
}}>
|
||||||
|
<div style={{ borderBottom: '1px solid #444', paddingBottom: '10px' }}>
|
||||||
|
<h2 style={{ margin: '0 0 5px 0', fontSize: '1.2em', color: '#88f' }}>Rogue Map Evo</h2>
|
||||||
|
<div style={{ fontSize: '0.8em', color: '#888' }}>Gen: {generation} | Best: {bestFitness.toFixed(4)}</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className="control-group">
|
||||||
|
<h3 style={{ fontSize: '1em', marginBottom: '10px', color: '#ccc' }}>Controls</h3>
|
||||||
|
<button
|
||||||
|
onClick={() => setIsRunning(!isRunning)}
|
||||||
|
style={{
|
||||||
|
width: '100%',
|
||||||
|
padding: '12px',
|
||||||
|
fontSize: '14px',
|
||||||
|
fontWeight: 'bold',
|
||||||
|
background: isRunning ? '#c44' : '#4a4',
|
||||||
|
color: 'white',
|
||||||
|
border: 'none',
|
||||||
|
borderRadius: '4px',
|
||||||
|
cursor: 'pointer',
|
||||||
|
marginBottom: '10px'
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
{isRunning ? 'STOP EVOLUTION' : 'START EVOLUTION'}
|
||||||
|
</button>
|
||||||
|
<button
|
||||||
|
onClick={() => {
|
||||||
|
setGeneration(0);
|
||||||
|
const initPop = [];
|
||||||
|
for (let i = 0; i < POPULATION_SIZE; i++) initPop.push(createRandomGenome());
|
||||||
|
setPopulation(initPop);
|
||||||
|
setBestIndividual(null);
|
||||||
|
}}
|
||||||
|
style={{
|
||||||
|
width: '100%',
|
||||||
|
padding: '8px',
|
||||||
|
background: '#444',
|
||||||
|
color: '#ccc',
|
||||||
|
border: '1px solid #555',
|
||||||
|
borderRadius: '4px',
|
||||||
|
cursor: 'pointer'
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
Reset Population
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className="control-group">
|
||||||
|
<h3 style={{ fontSize: '1em', marginBottom: '10px', color: '#ccc' }}>Configuration</h3>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em' }}>
|
||||||
|
Map Width: {config.width}
|
||||||
|
<input
|
||||||
|
type="range" min="20" max="300" step="10"
|
||||||
|
value={config.width}
|
||||||
|
onChange={e => setConfig({ ...config, width: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#88f' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em' }}>
|
||||||
|
Map Height: {config.height}
|
||||||
|
<input
|
||||||
|
type="range" min="20" max="300" step="10"
|
||||||
|
value={config.height}
|
||||||
|
onChange={e => setConfig({ ...config, height: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#88f' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em' }}>
|
||||||
|
Zoom: {config.canvasScale}x
|
||||||
|
<input
|
||||||
|
type="range" min="1" max="20" step="1"
|
||||||
|
value={config.canvasScale}
|
||||||
|
onChange={e => setConfig({ ...config, canvasScale: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#88f' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em' }}>
|
||||||
|
Speed: {config.simulationSpeed}ms
|
||||||
|
<input
|
||||||
|
type="range" min="10" max="1000" step="10"
|
||||||
|
value={config.simulationSpeed}
|
||||||
|
onChange={e => setConfig({ ...config, simulationSpeed: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#88f' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<h3 style={{ fontSize: '1em', marginBottom: '10px', marginTop: '20px', color: '#ccc' }}>Map Style</h3>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em', cursor: 'pointer' }}>
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
checked={targets.forceTunnels}
|
||||||
|
onChange={e => setTargets({ ...targets, forceTunnels: e.target.checked })}
|
||||||
|
style={{ marginRight: '5px' }}
|
||||||
|
/>
|
||||||
|
Force Tunnels (Ridged)
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em' }}>
|
||||||
|
Feature Scale: {targets.scaleOverride > 0 ? targets.scaleOverride : 'Auto'}
|
||||||
|
<input
|
||||||
|
type="range" min="0" max="50" step="1"
|
||||||
|
value={targets.scaleOverride}
|
||||||
|
onChange={e => setTargets({ ...targets, scaleOverride: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#aaa' }}
|
||||||
|
/>
|
||||||
|
<div style={{ fontSize: '0.8em', color: '#666' }}>(0 = Evolve Scale)</div>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<h3 style={{ fontSize: '1em', marginBottom: '10px', marginTop: '20px', color: '#ccc' }}>Terrain Targets</h3>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em' }}>
|
||||||
|
Open Space: {(targets.density * 100).toFixed(0)}%
|
||||||
|
<input
|
||||||
|
type="range" min="0.1" max="0.9" step="0.05"
|
||||||
|
value={targets.density}
|
||||||
|
onChange={e => setTargets({ ...targets, density: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#aaa' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em', color: '#48d' }}>
|
||||||
|
Water: {(targets.water * 100).toFixed(0)}%
|
||||||
|
<input
|
||||||
|
type="range" min="0" max="0.5" step="0.05"
|
||||||
|
value={targets.water}
|
||||||
|
onChange={e => setTargets({ ...targets, water: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#48d' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em', color: '#e44' }}>
|
||||||
|
Lava: {(targets.lava * 100).toFixed(0)}%
|
||||||
|
<input
|
||||||
|
type="range" min="0" max="0.5" step="0.05"
|
||||||
|
value={targets.lava}
|
||||||
|
onChange={e => setTargets({ ...targets, lava: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#e44' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em', color: '#2a4' }}>
|
||||||
|
Veg: {(targets.veg * 100).toFixed(0)}%
|
||||||
|
<input
|
||||||
|
type="range" min="0" max="0.8" step="0.05"
|
||||||
|
value={targets.veg}
|
||||||
|
onChange={e => setTargets({ ...targets, veg: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#2a4' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label style={{ display: 'block', marginBottom: '8px', fontSize: '0.9em', color: '#fa4' }}>
|
||||||
|
Min Path: {targets.minPathLength} tiles
|
||||||
|
<input
|
||||||
|
type="range" min="0" max="1000" step="5"
|
||||||
|
value={targets.minPathLength}
|
||||||
|
onChange={e => setTargets({ ...targets, minPathLength: Number(e.target.value) })}
|
||||||
|
style={{ width: '100%', accentColor: '#fa4' }}
|
||||||
|
/>
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{bestIndividual && (
|
||||||
|
<div className="stats-panel" style={{
|
||||||
|
background: '#111',
|
||||||
|
padding: '10px',
|
||||||
|
borderRadius: '4px',
|
||||||
|
fontSize: '0.85em',
|
||||||
|
border: '1px solid #333'
|
||||||
|
}}>
|
||||||
|
<h4 style={{ margin: '0 0 10px 0', color: '#aaa' }}>Best Genome (Wall)</h4>
|
||||||
|
<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '5px', marginBottom: '10px' }}>
|
||||||
|
<div>Init P:</div><div style={{ textAlign: 'right', color: '#8f8' }}>{bestIndividual.genome.initialChance.toFixed(2)}</div>
|
||||||
|
<div>Birth:</div><div style={{ textAlign: 'right', color: '#8f8' }}>{bestIndividual.genome.birthLimit}</div>
|
||||||
|
<div>Death:</div><div style={{ textAlign: 'right', color: '#8f8' }}>{bestIndividual.genome.deathLimit}</div>
|
||||||
|
<div>Steps:</div><div style={{ textAlign: 'right', color: '#8f8' }}>{bestIndividual.genome.steps}</div>
|
||||||
|
<div>Smooth:</div><div style={{ textAlign: 'right', color: '#8f8' }}>{bestIndividual.genome.smoothingSteps}</div>
|
||||||
|
<div>Cleanup:</div><div style={{ textAlign: 'right', color: '#8f8' }}>{bestIndividual.genome.noiseReduction ? 'Yes' : 'No'}</div>
|
||||||
|
</div>
|
||||||
|
<h4 style={{ margin: '0 0 10px 0', color: '#aaa' }}>Best Genome (Water/Lava/Veg)</h4>
|
||||||
|
<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr 1fr', gap: '5px', fontSize: '0.8em' }}>
|
||||||
|
<div style={{ color: '#48d' }}>WATER</div>
|
||||||
|
<div style={{ color: '#e44' }}>LAVA</div>
|
||||||
|
<div style={{ color: '#2a4' }}>VEG</div>
|
||||||
|
|
||||||
|
<div style={{ color: '#ccc' }}>{bestIndividual.genome.waterInitialChance.toFixed(2)}</div>
|
||||||
|
<div style={{ color: '#ccc' }}>{bestIndividual.genome.lavaInitialChance.toFixed(2)}</div>
|
||||||
|
<div style={{ color: '#ccc' }}>{bestIndividual.genome.vegInitialChance.toFixed(2)}</div>
|
||||||
|
|
||||||
|
<div style={{ color: '#666' }}>Steps</div>
|
||||||
|
<div style={{ color: '#666' }}>Steps</div>
|
||||||
|
<div style={{ color: '#666' }}>Steps</div>
|
||||||
|
|
||||||
|
<div style={{ color: '#ccc' }}>{bestIndividual.genome.waterSteps}</div>
|
||||||
|
<div style={{ color: '#ccc' }}>{bestIndividual.genome.lavaSteps}</div>
|
||||||
|
<div style={{ color: '#ccc' }}>{bestIndividual.genome.vegSteps}</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<h4 style={{ margin: '10px 0 5px 0', color: '#aaa' }}>Structure</h4>
|
||||||
|
<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '5px' }}>
|
||||||
|
<div>Noise:</div><div style={{ textAlign: 'right', color: '#ccc' }}>{bestIndividual.genome.useNoise ? (bestIndividual.genome.noiseType === 1 ? 'Tunnel' : 'Blob') : 'No'}</div>
|
||||||
|
<div>Scale:</div><div style={{ textAlign: 'right', color: '#ccc' }}>{bestIndividual.genome.noiseScale.toFixed(1)}</div>
|
||||||
|
<div>Rooms:</div><div style={{ textAlign: 'right', color: '#ccc' }}>{bestIndividual.genome.useRooms ? bestIndividual.genome.roomCount : 'No'}</div>
|
||||||
|
</div>
|
||||||
|
<hr style={{ borderColor: '#333', margin: '10px 0' }} />
|
||||||
|
<h4 style={{ margin: '0 0 10px 0', color: '#aaa' }}>Metrics</h4>
|
||||||
|
<div style={{ display: 'grid', gridTemplateColumns: '1fr 1fr', gap: '5px' }}>
|
||||||
|
<div>Connect:</div><div style={{ textAlign: 'right', color: '#fa4' }}>{(bestIndividual.fitness.connectivity * 100).toFixed(1)}%</div>
|
||||||
|
<div>Density:</div><div style={{ textAlign: 'right', color: '#fa4' }}>{(bestIndividual.fitness.density * 100).toFixed(1)}%</div>
|
||||||
|
<div>Path:</div><div style={{ textAlign: 'right', color: '#ff0' }}>{generateMap(bestIndividual.genome, config.width, config.height).pathLength}</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Main Visualization */}
|
||||||
|
<div className="visualization-area" style={{
|
||||||
|
flex: 1,
|
||||||
|
display: 'flex',
|
||||||
|
justifyContent: 'center',
|
||||||
|
alignItems: 'center',
|
||||||
|
background: '#0d0d0d',
|
||||||
|
overflow: 'auto',
|
||||||
|
padding: '20px'
|
||||||
|
}}>
|
||||||
|
<div style={{
|
||||||
|
border: '5px solid #333',
|
||||||
|
borderRadius: '4px',
|
||||||
|
boxShadow: '0 0 20px rgba(0,0,0,0.5)',
|
||||||
|
lineHeight: 0
|
||||||
|
}}>
|
||||||
|
<canvas
|
||||||
|
ref={canvasRef}
|
||||||
|
width={config.width * config.canvasScale}
|
||||||
|
height={config.height * config.canvasScale}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
155
src/apps/RogueGen/evolution.ts
Normal file
155
src/apps/RogueGen/evolution.ts
Normal file
@@ -0,0 +1,155 @@
|
|||||||
|
import type { Genotype } from './types';
|
||||||
|
import { generateMap } from './generator';
|
||||||
|
import { calculateFitness, type FitnessResult, type FitnessTargets } from './fitness';
|
||||||
|
|
||||||
|
export interface Individual {
|
||||||
|
genome: Genotype;
|
||||||
|
fitness: FitnessResult;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const POPULATION_SIZE = 50;
|
||||||
|
const MUTATION_RATE = 0.1;
|
||||||
|
|
||||||
|
export function createRandomGenome(): Genotype {
|
||||||
|
return {
|
||||||
|
initialChance: Math.random(), // 0.0 - 1.0
|
||||||
|
birthLimit: Math.floor(Math.random() * 8) + 1, // 1-8
|
||||||
|
deathLimit: Math.floor(Math.random() * 8) + 1, // 1-8
|
||||||
|
steps: Math.floor(Math.random() * 7) + 3, // 3-10 (Forced minimum steps to prevent static)
|
||||||
|
smoothingSteps: Math.floor(Math.random() * 6), // 0-5
|
||||||
|
noiseReduction: Math.random() < 0.5,
|
||||||
|
|
||||||
|
useNoise: Math.random() < 0.8, // High chance to use noise
|
||||||
|
noiseType: Math.random() < 0.5 ? 0 : 1, // Random start
|
||||||
|
noiseScale: Math.random() * 40 + 10, // 10-50
|
||||||
|
noiseThreshold: Math.random() * 0.4 + 0.3, // 0.3-0.7
|
||||||
|
|
||||||
|
useRooms: Math.random() < 0.8, // High chance
|
||||||
|
roomCount: Math.floor(Math.random() * 15) + 3, // 3-18
|
||||||
|
roomMinSize: Math.floor(Math.random() * 4) + 3, // 3-7
|
||||||
|
roomMaxSize: Math.floor(Math.random() * 8) + 8, // 8-16
|
||||||
|
|
||||||
|
waterInitialChance: Math.random(),
|
||||||
|
waterBirthLimit: Math.floor(Math.random() * 8) + 1,
|
||||||
|
waterDeathLimit: Math.floor(Math.random() * 8) + 1,
|
||||||
|
waterSteps: Math.floor(Math.random() * 7) + 3, // 3-10
|
||||||
|
|
||||||
|
lavaInitialChance: Math.random() * 0.5, // Rare
|
||||||
|
lavaBirthLimit: Math.floor(Math.random() * 8) + 1,
|
||||||
|
lavaDeathLimit: Math.floor(Math.random() * 8) + 1,
|
||||||
|
lavaSteps: Math.floor(Math.random() * 7) + 3, // 3-10
|
||||||
|
|
||||||
|
vegInitialChance: Math.random(),
|
||||||
|
vegBirthLimit: Math.floor(Math.random() * 8) + 1,
|
||||||
|
vegDeathLimit: Math.floor(Math.random() * 8) + 1,
|
||||||
|
vegSteps: Math.floor(Math.random() * 7) + 3 // 3-10
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function evaluatePopulation(population: Genotype[], width: number, height: number, targets: FitnessTargets): Individual[] {
|
||||||
|
return population.map(genome => {
|
||||||
|
const map = generateMap(genome, width, height, targets.minPathLength);
|
||||||
|
const fitness = calculateFitness(map, targets);
|
||||||
|
return { genome, fitness };
|
||||||
|
}).sort((a, b) => b.fitness.score - a.fitness.score);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function evolve(population: Individual[]): Genotype[] {
|
||||||
|
const newPop: Genotype[] = [];
|
||||||
|
|
||||||
|
// Elitism: Keep top 2
|
||||||
|
newPop.push(population[0].genome);
|
||||||
|
newPop.push(population[1].genome);
|
||||||
|
|
||||||
|
while (newPop.length < POPULATION_SIZE) {
|
||||||
|
const p1 = tournamentSelect(population);
|
||||||
|
const p2 = tournamentSelect(population);
|
||||||
|
const child = crossover(p1.genome, p2.genome);
|
||||||
|
mutate(child);
|
||||||
|
newPop.push(child);
|
||||||
|
}
|
||||||
|
|
||||||
|
return newPop;
|
||||||
|
}
|
||||||
|
|
||||||
|
function tournamentSelect(pop: Individual[]): Individual {
|
||||||
|
const k = 3;
|
||||||
|
let best = pop[Math.floor(Math.random() * pop.length)];
|
||||||
|
for (let i = 0; i < k - 1; i++) {
|
||||||
|
const cand = pop[Math.floor(Math.random() * pop.length)];
|
||||||
|
if (cand.fitness.score > best.fitness.score) {
|
||||||
|
best = cand;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return best;
|
||||||
|
}
|
||||||
|
|
||||||
|
function crossover(p1: Genotype, p2: Genotype): Genotype {
|
||||||
|
return {
|
||||||
|
initialChance: Math.random() < 0.5 ? p1.initialChance : p2.initialChance,
|
||||||
|
birthLimit: Math.random() < 0.5 ? p1.birthLimit : p2.birthLimit,
|
||||||
|
deathLimit: Math.random() < 0.5 ? p1.deathLimit : p2.deathLimit,
|
||||||
|
steps: Math.random() < 0.5 ? p1.steps : p2.steps,
|
||||||
|
smoothingSteps: Math.random() < 0.5 ? p1.smoothingSteps : p2.smoothingSteps,
|
||||||
|
noiseReduction: Math.random() < 0.5 ? p1.noiseReduction : p2.noiseReduction,
|
||||||
|
|
||||||
|
useNoise: Math.random() < 0.5 ? p1.useNoise : p2.useNoise,
|
||||||
|
noiseType: Math.random() < 0.5 ? p1.noiseType : p2.noiseType,
|
||||||
|
noiseScale: Math.random() < 0.5 ? p1.noiseScale : p2.noiseScale,
|
||||||
|
noiseThreshold: Math.random() < 0.5 ? p1.noiseThreshold : p2.noiseThreshold,
|
||||||
|
|
||||||
|
useRooms: Math.random() < 0.5 ? p1.useRooms : p2.useRooms,
|
||||||
|
roomCount: Math.random() < 0.5 ? p1.roomCount : p2.roomCount,
|
||||||
|
roomMinSize: Math.random() < 0.5 ? p1.roomMinSize : p2.roomMinSize,
|
||||||
|
roomMaxSize: Math.random() < 0.5 ? p1.roomMaxSize : p2.roomMaxSize,
|
||||||
|
|
||||||
|
waterInitialChance: Math.random() < 0.5 ? p1.waterInitialChance : p2.waterInitialChance,
|
||||||
|
waterBirthLimit: Math.random() < 0.5 ? p1.waterBirthLimit : p2.waterBirthLimit,
|
||||||
|
waterDeathLimit: Math.random() < 0.5 ? p1.waterDeathLimit : p2.waterDeathLimit,
|
||||||
|
waterSteps: Math.random() < 0.5 ? p1.waterSteps : p2.waterSteps,
|
||||||
|
|
||||||
|
lavaInitialChance: Math.random() < 0.5 ? p1.lavaInitialChance : p2.lavaInitialChance,
|
||||||
|
lavaBirthLimit: Math.random() < 0.5 ? p1.lavaBirthLimit : p2.lavaBirthLimit,
|
||||||
|
lavaDeathLimit: Math.random() < 0.5 ? p1.lavaDeathLimit : p2.lavaDeathLimit,
|
||||||
|
lavaSteps: Math.random() < 0.5 ? p1.lavaSteps : p2.lavaSteps,
|
||||||
|
|
||||||
|
vegInitialChance: Math.random() < 0.5 ? p1.vegInitialChance : p2.vegInitialChance,
|
||||||
|
vegBirthLimit: Math.random() < 0.5 ? p1.vegBirthLimit : p2.vegBirthLimit,
|
||||||
|
vegDeathLimit: Math.random() < 0.5 ? p1.vegDeathLimit : p2.vegDeathLimit,
|
||||||
|
vegSteps: Math.random() < 0.5 ? p1.vegSteps : p2.vegSteps,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function mutate(g: Genotype) {
|
||||||
|
if (Math.random() < MUTATION_RATE) g.initialChance = Math.max(0, Math.min(1, g.initialChance + (Math.random() - 0.5) * 0.1));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.birthLimit = Math.max(1, Math.min(8, Math.floor(g.birthLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.deathLimit = Math.max(1, Math.min(8, Math.floor(g.deathLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.steps = Math.max(3, Math.min(10, Math.floor(g.steps + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.smoothingSteps = Math.max(0, Math.min(5, Math.floor(g.smoothingSteps + (Math.random() - 0.5) * 3)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.noiseReduction = !g.noiseReduction;
|
||||||
|
|
||||||
|
if (Math.random() < MUTATION_RATE) g.useNoise = !g.useNoise;
|
||||||
|
if (Math.random() < MUTATION_RATE) g.noiseType = g.noiseType === 0 ? 1 : 0;
|
||||||
|
if (Math.random() < MUTATION_RATE) g.noiseScale = Math.max(5, Math.min(80, g.noiseScale + (Math.random() - 0.5) * 5));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.noiseThreshold = Math.max(0.1, Math.min(0.9, g.noiseThreshold + (Math.random() - 0.5) * 0.1));
|
||||||
|
|
||||||
|
if (Math.random() < MUTATION_RATE) g.useRooms = !g.useRooms;
|
||||||
|
if (Math.random() < MUTATION_RATE) g.roomCount = Math.max(0, Math.min(25, Math.floor(g.roomCount + (Math.random() - 0.5) * 3)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.roomMinSize = Math.max(3, Math.min(10, Math.floor(g.roomMinSize + (Math.random() - 0.5) * 2)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.roomMaxSize = Math.max(5, Math.min(20, Math.floor(g.roomMaxSize + (Math.random() - 0.5) * 2)));
|
||||||
|
|
||||||
|
if (Math.random() < MUTATION_RATE) g.waterInitialChance = Math.max(0, Math.min(1, g.waterInitialChance + (Math.random() - 0.5) * 0.1));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.waterBirthLimit = Math.max(1, Math.min(8, Math.floor(g.waterBirthLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.waterDeathLimit = Math.max(1, Math.min(8, Math.floor(g.waterDeathLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.waterSteps = Math.max(3, Math.min(10, Math.floor(g.waterSteps + (Math.random() - 0.5) * 4)));
|
||||||
|
|
||||||
|
if (Math.random() < MUTATION_RATE) g.lavaInitialChance = Math.max(0, Math.min(1, g.lavaInitialChance + (Math.random() - 0.5) * 0.1));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.lavaBirthLimit = Math.max(1, Math.min(8, Math.floor(g.lavaBirthLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.lavaDeathLimit = Math.max(1, Math.min(8, Math.floor(g.lavaDeathLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.lavaSteps = Math.max(3, Math.min(10, Math.floor(g.lavaSteps + (Math.random() - 0.5) * 4)));
|
||||||
|
|
||||||
|
if (Math.random() < MUTATION_RATE) g.vegInitialChance = Math.max(0, Math.min(1, g.vegInitialChance + (Math.random() - 0.5) * 0.1));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.vegBirthLimit = Math.max(1, Math.min(8, Math.floor(g.vegBirthLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.vegDeathLimit = Math.max(1, Math.min(8, Math.floor(g.vegDeathLimit + (Math.random() - 0.5) * 4)));
|
||||||
|
if (Math.random() < MUTATION_RATE) g.vegSteps = Math.max(3, Math.min(10, Math.floor(g.vegSteps + (Math.random() - 0.5) * 4)));
|
||||||
|
}
|
||||||
214
src/apps/RogueGen/fitness.ts
Normal file
214
src/apps/RogueGen/fitness.ts
Normal file
@@ -0,0 +1,214 @@
|
|||||||
|
import type { MapData } from './types';
|
||||||
|
|
||||||
|
export interface FitnessResult {
|
||||||
|
score: number;
|
||||||
|
connectivity: number;
|
||||||
|
density: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface FitnessTargets {
|
||||||
|
density: number;
|
||||||
|
water: number;
|
||||||
|
lava: number;
|
||||||
|
veg: number;
|
||||||
|
minPathLength: number; // New param
|
||||||
|
}
|
||||||
|
|
||||||
|
export function calculateFitness(map: MapData, targets: FitnessTargets): FitnessResult {
|
||||||
|
const { grid, width, height } = map;
|
||||||
|
let totalFloor = 0;
|
||||||
|
let totalWater = 0;
|
||||||
|
let totalLava = 0;
|
||||||
|
let totalVeg = 0;
|
||||||
|
|
||||||
|
// 1. Calculate Density (Target 45% floor - configurable)
|
||||||
|
|
||||||
|
// 1. Calculate Density (Target 45% floor - configurable)
|
||||||
|
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
const t = grid[y * width + x];
|
||||||
|
if (t === 0) totalFloor++;
|
||||||
|
else if (t === 2) totalWater++;
|
||||||
|
else if (t === 3) totalLava++;
|
||||||
|
else if (t === 4) totalVeg++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// "Open Space" = anything not a wall
|
||||||
|
const totalOpen = totalFloor + totalWater + totalLava + totalVeg;
|
||||||
|
const totalCells = width * height;
|
||||||
|
|
||||||
|
// Target Open Space (inverse of Wall Density?)
|
||||||
|
// Usually Density = Wall Density.
|
||||||
|
// If target is "Floor Density" (open space), we use targets.density directly.
|
||||||
|
// Let's assume targets.density = Target Open Space %.
|
||||||
|
const openDensity = totalOpen / totalCells;
|
||||||
|
const densityScore = 1 - Math.abs(openDensity - targets.density) * 2;
|
||||||
|
|
||||||
|
// Ratios within Open Space
|
||||||
|
if (totalOpen === 0) return { score: 0, connectivity: 0, density: 0 };
|
||||||
|
|
||||||
|
const waterRatio = totalWater / totalOpen;
|
||||||
|
const lavaRatio = totalLava / totalOpen;
|
||||||
|
const vegRatio = totalVeg / totalOpen;
|
||||||
|
|
||||||
|
const waterScore = 1 - Math.abs(waterRatio - targets.water) * 3;
|
||||||
|
const lavaScore = 1 - Math.abs(lavaRatio - targets.lava) * 5;
|
||||||
|
const vegScore = 1 - Math.abs(vegRatio - targets.veg) * 3;
|
||||||
|
|
||||||
|
// 2. Connectivity (Largest Flood Fill on WALKABLE tiles)
|
||||||
|
|
||||||
|
const walkableCells = totalFloor + totalVeg;
|
||||||
|
if (walkableCells === 0) {
|
||||||
|
return { score: 0, connectivity: 0, density: openDensity };
|
||||||
|
}
|
||||||
|
|
||||||
|
const visited = new Uint8Array(width * height);
|
||||||
|
let maxConnected = 0;
|
||||||
|
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
// Start flood fill on a walkable tile
|
||||||
|
const idx = y * width + x;
|
||||||
|
const tile = grid[idx];
|
||||||
|
// Check flat visited array
|
||||||
|
if ((tile === 0 || tile === 4) && visited[idx] === 0) {
|
||||||
|
const size = floodFill(grid, x, y, visited, width);
|
||||||
|
if (size > maxConnected) {
|
||||||
|
maxConnected = size;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const connectivity = maxConnected / walkableCells;
|
||||||
|
|
||||||
|
// Composite Score
|
||||||
|
let score = (connectivity * 0.4) +
|
||||||
|
(densityScore * 0.2) +
|
||||||
|
(waterScore * 0.1) +
|
||||||
|
(lavaScore * 0.15) +
|
||||||
|
(vegScore * 0.15);
|
||||||
|
|
||||||
|
if (connectivity < 0.5) score *= 0.1;
|
||||||
|
|
||||||
|
// Bonus for hitting targets closely if target > 0
|
||||||
|
// Bonus for hitting targets closely if target > 0
|
||||||
|
if (targets.lava > 0 && lavaRatio >= targets.lava * 0.8) score += 0.05;
|
||||||
|
if (targets.veg > 0 && vegRatio >= targets.veg * 0.8) score += 0.05;
|
||||||
|
|
||||||
|
// 3. Clumping Score (Avoid Static Noise)
|
||||||
|
// Check neighbors. If many neighbors are same type, good.
|
||||||
|
let sameNeighborCount = 0;
|
||||||
|
let totalChecks = 0;
|
||||||
|
|
||||||
|
for (let y = 1; y < height - 1; y += 2) { // Optimization: check every other pixel
|
||||||
|
for (let x = 1; x < width - 1; x += 2) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
const self = grid[idx];
|
||||||
|
totalChecks++;
|
||||||
|
|
||||||
|
// extensive neighbor check
|
||||||
|
let localSame = 0;
|
||||||
|
if (grid[(y+1)*width + x] === self) localSame++;
|
||||||
|
if (grid[(y-1)*width + x] === self) localSame++;
|
||||||
|
if (grid[y*width + (x+1)] === self) localSame++;
|
||||||
|
if (grid[y*width + (x-1)] === self) localSame++;
|
||||||
|
|
||||||
|
if (localSame >= 2) sameNeighborCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reward clumping strongly
|
||||||
|
const clumpingScore = totalChecks > 0 ? sameNeighborCount / totalChecks : 0;
|
||||||
|
score += clumpingScore * 0.3; // Significant bonus for non-noisy maps
|
||||||
|
|
||||||
|
// 4. Path Length Score
|
||||||
|
// If map.pathLength < minPathLength, penalize.
|
||||||
|
if (map.pathLength !== undefined && targets.minPathLength > 0) {
|
||||||
|
if (map.pathLength < targets.minPathLength) {
|
||||||
|
// Linear penalty? Or exponential?
|
||||||
|
// e.g. target 50. Actual 25. Score 0.5.
|
||||||
|
const ratio = map.pathLength / targets.minPathLength;
|
||||||
|
score *= ratio; // Hard penalty on everything if path is too short
|
||||||
|
} else {
|
||||||
|
score += 0.1; // Bonus for meeting criteria
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return { score, connectivity, density: openDensity };
|
||||||
|
}
|
||||||
|
|
||||||
|
function floodFill(grid: Uint8Array, startX: number, startY: number, visited: Uint8Array, width: number): number {
|
||||||
|
let count = 0;
|
||||||
|
// Stack of coordinate pairs (packed or objects? Objects are slow. Let's use two stacks or one packed stack)
|
||||||
|
// Packed integer stack: y * width + x
|
||||||
|
const stack = [startY * width + startX];
|
||||||
|
|
||||||
|
// Mark visited
|
||||||
|
visited[startY * width + startX] = 1;
|
||||||
|
count++;
|
||||||
|
|
||||||
|
while (stack.length > 0) {
|
||||||
|
const packed = stack.pop()!;
|
||||||
|
const cx = packed % width;
|
||||||
|
const cy = Math.floor(packed / width);
|
||||||
|
|
||||||
|
// Inline neighbors for speed
|
||||||
|
// N
|
||||||
|
if (cy > 0) {
|
||||||
|
const ny = cy - 1;
|
||||||
|
const idx = ny * width + cx;
|
||||||
|
if (visited[idx] === 0) {
|
||||||
|
const t = grid[ny * width + cx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[idx] = 1;
|
||||||
|
stack.push(idx);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// S
|
||||||
|
const height = grid.length / width;
|
||||||
|
if (cy < height - 1) {
|
||||||
|
const ny = cy + 1;
|
||||||
|
const idx = ny * width + cx;
|
||||||
|
if (visited[idx] === 0) {
|
||||||
|
const t = grid[ny * width + cx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[idx] = 1;
|
||||||
|
stack.push(idx);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// W
|
||||||
|
if (cx > 0) {
|
||||||
|
const nx = cx - 1;
|
||||||
|
const idx = cy * width + nx;
|
||||||
|
if (visited[idx] === 0) {
|
||||||
|
const t = grid[cy * width + nx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[idx] = 1;
|
||||||
|
stack.push(idx);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// E
|
||||||
|
if (cx < width - 1) {
|
||||||
|
const nx = cx + 1;
|
||||||
|
const idx = cy * width + nx;
|
||||||
|
if (visited[idx] === 0) {
|
||||||
|
const t = grid[cy * width + nx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[idx] = 1;
|
||||||
|
stack.push(idx);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
}
|
||||||
653
src/apps/RogueGen/generator.ts
Normal file
653
src/apps/RogueGen/generator.ts
Normal file
@@ -0,0 +1,653 @@
|
|||||||
|
import type { Genotype, MapData } from './types';
|
||||||
|
import { Perlin } from './perlin';
|
||||||
|
|
||||||
|
// Initialize Perlin once (or per gen? per gen better for seed, but instance is cheap)
|
||||||
|
// Actually we want random noise every time, Perlin class randomizes on init.
|
||||||
|
|
||||||
|
export function generateMap(genome: Genotype, width: number, height: number, minPathLength: number = 0): MapData {
|
||||||
|
let map = new Uint8Array(width * height);
|
||||||
|
|
||||||
|
// --- Step 1: Initialization (Noise vs Random) ---
|
||||||
|
if (genome.useNoise) {
|
||||||
|
const perlin = new Perlin();
|
||||||
|
const scale = genome.noiseScale || 20;
|
||||||
|
const threshold = genome.noiseThreshold || 0.45;
|
||||||
|
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
// Edges always walls
|
||||||
|
if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {
|
||||||
|
map[idx] = 1;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Noise value -1 to 1 usually
|
||||||
|
const value = perlin.noise(x / scale, y / scale, 0);
|
||||||
|
|
||||||
|
let isEmpty = false;
|
||||||
|
|
||||||
|
if (genome.noiseType === 1) {
|
||||||
|
// Tunnel Mode (Ridged): Empty space near 0
|
||||||
|
const tunnelWidth = genome.noiseThreshold * 0.5; // Scale down for thinner tunnels
|
||||||
|
if (Math.abs(value) < tunnelWidth) isEmpty = true;
|
||||||
|
} else {
|
||||||
|
// Blob Mode (Standard)
|
||||||
|
const norm = (value + 1) / 2;
|
||||||
|
if (norm >= threshold) isEmpty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!isEmpty) map[idx] = 1; // Wall
|
||||||
|
else map[idx] = 0; // Floor
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Legacy Random Init
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {
|
||||||
|
map[idx] = 1;
|
||||||
|
} else {
|
||||||
|
map[idx] = Math.random() < genome.initialChance ? 1 : 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Step 2: Room Injection ---
|
||||||
|
if (genome.useRooms) {
|
||||||
|
const count = genome.roomCount;
|
||||||
|
const min = genome.roomMinSize;
|
||||||
|
const max = genome.roomMaxSize;
|
||||||
|
|
||||||
|
for(let i=0; i<count; i++) {
|
||||||
|
const w = Math.floor(Math.random() * (max - min + 1)) + min;
|
||||||
|
const h = Math.floor(Math.random() * (max - min + 1)) + min;
|
||||||
|
const x = Math.floor(Math.random() * (width - w - 2)) + 1;
|
||||||
|
const y = Math.floor(Math.random() * (height - h - 2)) + 1;
|
||||||
|
|
||||||
|
// Stamp Room (Floor 0)
|
||||||
|
for(let ry = 0; ry < h; ry++) {
|
||||||
|
for(let rx = 0; rx < w; rx++) {
|
||||||
|
if (y+ry < height-1 && x+rx < width-1) {
|
||||||
|
map[(y+ry)*width + (x+rx)] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Step 3: Cellular Automata ---
|
||||||
|
// Double buffer allocation ONCE
|
||||||
|
let buffer = new Uint8Array(width * height);
|
||||||
|
|
||||||
|
for (let s = 0; s < genome.steps; s++) {
|
||||||
|
// Copy map to buffer? Or just read from map write to buffer?
|
||||||
|
// Must handle edges.
|
||||||
|
// Optimization: Just swap references.
|
||||||
|
// Read from 'map', write to 'buffer'.
|
||||||
|
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {
|
||||||
|
buffer[idx] = 1;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
const neighbors = countNeighbors(map, width, height, x, y, 1);
|
||||||
|
if (map[idx] === 1) {
|
||||||
|
// Wall logic
|
||||||
|
if (neighbors < genome.deathLimit) buffer[idx] = 0;
|
||||||
|
else buffer[idx] = 1;
|
||||||
|
} else {
|
||||||
|
// Floor logic
|
||||||
|
if (neighbors > genome.birthLimit) buffer[idx] = 1;
|
||||||
|
else buffer[idx] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Swap
|
||||||
|
let temp = map;
|
||||||
|
map = buffer;
|
||||||
|
buffer = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Smoothing steps
|
||||||
|
for (let s = 0; s < genome.smoothingSteps; s++) {
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {
|
||||||
|
buffer[idx] = 1;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
const neighbors = countNeighbors(map, width, height, x, y, 1);
|
||||||
|
if (neighbors > 4) buffer[idx] = 1;
|
||||||
|
else if (neighbors < 4) buffer[idx] = 0;
|
||||||
|
else buffer[idx] = map[idx];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let temp = map;
|
||||||
|
map = buffer;
|
||||||
|
buffer = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Noise Reduction
|
||||||
|
if (genome.noiseReduction) {
|
||||||
|
buffer.set(map);
|
||||||
|
|
||||||
|
for (let y = 1; y < height - 1; y++) {
|
||||||
|
for (let x = 1; x < width - 1; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
if (map[idx] === 1) {
|
||||||
|
if (countNeighbors(map, width, height, x, y, 1) <= 1) {
|
||||||
|
buffer[idx] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
let temp = map;
|
||||||
|
map = buffer;
|
||||||
|
buffer = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Lava Layer Generation (Priority 2) ---
|
||||||
|
let lavaMap = runCASimulation(width, height, genome.lavaInitialChance, genome.lavaSteps, genome.lavaBirthLimit, genome.lavaDeathLimit, map, [1]);
|
||||||
|
applyLayer(map, lavaMap, 3); // 3 = Lava
|
||||||
|
|
||||||
|
// --- Water Layer Generation (Priority 3) ---
|
||||||
|
let waterMap = runCASimulation(width, height, genome.waterInitialChance, genome.waterSteps, genome.waterBirthLimit, genome.waterDeathLimit, map, [1, 3]);
|
||||||
|
applyLayer(map, waterMap, 2); // 2 = Water
|
||||||
|
|
||||||
|
// --- Vegetation Layer Generation (Priority 4) ---
|
||||||
|
let vegMap = runCASimulation(width, height, genome.vegInitialChance, genome.vegSteps, genome.vegBirthLimit, genome.vegDeathLimit, map, [1, 2, 3]);
|
||||||
|
applyLayer(map, vegMap, 4); // 4 = Veg
|
||||||
|
|
||||||
|
// --- Step 4b: Post-Processing (Bridge Building with Pruning and Wobble) ---
|
||||||
|
connectRegions(map, width, height);
|
||||||
|
|
||||||
|
// --- Step 5: Start & Exit Points ---
|
||||||
|
// Strategy:
|
||||||
|
// 1. Try Random Valid Path strategy (random start, random end > minPathLength)
|
||||||
|
// 2. If that fails (or no minPathLength given), FALLBACK to Double BFS (Diameter) to maximize path.
|
||||||
|
|
||||||
|
let finalStart = {x:0, y:0};
|
||||||
|
let finalEnd = {x:0, y:0};
|
||||||
|
let pathDist = 0;
|
||||||
|
let found = false;
|
||||||
|
|
||||||
|
// Use minPathLength or fallback heuristic
|
||||||
|
const targetDist = minPathLength > 0 ? minPathLength : Math.max(width, height) * 0.4;
|
||||||
|
|
||||||
|
// ATTEMPT 1: Random Points (Variety)
|
||||||
|
for(let attempt=0; attempt<10; attempt++) {
|
||||||
|
// 1. Pick random start
|
||||||
|
let startX = -1, startY = -1;
|
||||||
|
let tries = 0;
|
||||||
|
while(tries < 50) {
|
||||||
|
const rx = Math.floor(Math.random() * (width - 2)) + 1;
|
||||||
|
const ry = Math.floor(Math.random() * (height - 2)) + 1;
|
||||||
|
const t = map[ry*width+rx];
|
||||||
|
if (t === 0 || t === 4) { // Floor/Veg
|
||||||
|
startX = rx; startY = ry;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
tries++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (startX === -1) continue;
|
||||||
|
|
||||||
|
// 2. BFS Flood to find candidates
|
||||||
|
const dists = bfsFlood(map, width, height, startX, startY);
|
||||||
|
|
||||||
|
const candidates = [];
|
||||||
|
|
||||||
|
for(let y=1; y<height-1; y++) {
|
||||||
|
for(let x=1; x<width-1; x++) {
|
||||||
|
const d = dists[y*width+x];
|
||||||
|
if (d >= targetDist) { // Strict GE check
|
||||||
|
candidates.push({x, y, dist: d});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (candidates.length > 0) {
|
||||||
|
// Found at least one good path!
|
||||||
|
const chosen = candidates[Math.floor(Math.random() * candidates.length)];
|
||||||
|
finalStart = {x: startX, y: startY};
|
||||||
|
finalEnd = {x: chosen.x, y: chosen.y};
|
||||||
|
pathDist = chosen.dist;
|
||||||
|
found = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ATTEMPT 2: Fallback to Diameter (Reliability)
|
||||||
|
// If we couldn't find a random path > targetDist (maybe target is too high, or we got unlucky),
|
||||||
|
// we MUST try to find the longest possible path to show the user the "best" this map can do.
|
||||||
|
if (!found) {
|
||||||
|
// 1. Pick any valid point
|
||||||
|
let startX = -1, startY = -1;
|
||||||
|
outer2: for(let y=1; y<height-1; y++) {
|
||||||
|
for(let x=1; x<width-1; x++) {
|
||||||
|
if (map[y*width+x] === 0 || map[y*width+x] === 4) {
|
||||||
|
startX = x; startY = y;
|
||||||
|
break outer2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (startX !== -1) {
|
||||||
|
// 2. Find furthest from A -> B
|
||||||
|
const pB = bfsFurthest(map, width, height, startX, startY);
|
||||||
|
// 3. Find furthest from B -> C (Approximates Diameter)
|
||||||
|
const pC = bfsFurthest(map, width, height, pB.x, pB.y);
|
||||||
|
|
||||||
|
finalStart = {x: pB.x, y: pB.y};
|
||||||
|
finalEnd = {x: pC.x, y: pC.y};
|
||||||
|
pathDist = pC.dist;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
grid: map,
|
||||||
|
width,
|
||||||
|
height,
|
||||||
|
startPoint: finalStart,
|
||||||
|
endPoint: finalEnd,
|
||||||
|
pathLength: pathDist
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// Simple BFS Flood returning distances array
|
||||||
|
function bfsFlood(grid: Uint8Array, width: number, height: number, startX: number, startY: number): Int32Array {
|
||||||
|
const dists = new Int32Array(width * height).fill(-1);
|
||||||
|
const queue = [startY * width + startX];
|
||||||
|
dists[startY * width + startX] = 0;
|
||||||
|
|
||||||
|
let head = 0;
|
||||||
|
while(head < queue.length) {
|
||||||
|
const packed = queue[head++];
|
||||||
|
const cx = packed % width;
|
||||||
|
const cy = Math.floor(packed / width);
|
||||||
|
const d = dists[packed];
|
||||||
|
|
||||||
|
// Inline neighbors
|
||||||
|
|
||||||
|
for(let i=0; i<4; i++) {
|
||||||
|
// Ideally we check bounds. But since perimeter is always wall (1),
|
||||||
|
// we technically won't escape if we trust the wall.
|
||||||
|
// BUT, index could wrap if we are at x=width-1 and do +1 -> next row x=0.
|
||||||
|
// Safer to do coord check.
|
||||||
|
|
||||||
|
let nx = cx, ny = cy;
|
||||||
|
if (i===0) ny--;
|
||||||
|
else if (i===1) ny++;
|
||||||
|
else if (i===2) nx--;
|
||||||
|
else if (i===3) nx++;
|
||||||
|
|
||||||
|
if (nx >= 0 && nx < width && ny >= 0 && ny < height) {
|
||||||
|
const nIdx = ny * width + nx;
|
||||||
|
if (dists[nIdx] === -1) {
|
||||||
|
const t = grid[nIdx];
|
||||||
|
if (t === 0 || t === 4) { // Walkable
|
||||||
|
dists[nIdx] = d + 1;
|
||||||
|
queue.push(nIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return dists;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Helper to run a CA simulation for a feature layer
|
||||||
|
function runCASimulation(width: number, height: number, initialChance: number, steps: number, birth: number, death: number, baseMap: Uint8Array, forbiddenTiles: number[]): Uint8Array {
|
||||||
|
let layer = new Uint8Array(width * height);
|
||||||
|
|
||||||
|
// Initialize
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
if (forbiddenTiles.includes(baseMap[idx])) {
|
||||||
|
layer[idx] = 0;
|
||||||
|
} else {
|
||||||
|
layer[idx] = Math.random() < initialChance ? 1 : 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let buffer = new Uint8Array(width * height);
|
||||||
|
|
||||||
|
// Run Steps
|
||||||
|
for (let s = 0; s < steps; s++) {
|
||||||
|
for (let y = 0; y < height; y++) {
|
||||||
|
for (let x = 0; x < width; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
|
||||||
|
if (forbiddenTiles.includes(baseMap[idx])) {
|
||||||
|
buffer[idx] = 0; // Ensure forbidden stays empty
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Edges
|
||||||
|
if (x === 0 || x === width - 1 || y === 0 || y === height - 1) {
|
||||||
|
buffer[idx] = 1; // Or 0? Features usually unbound. Let's say 0.
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Count neighbors of THIS layer (1s)
|
||||||
|
const neighbors = countNeighbors(layer, width, height, x, y, 1);
|
||||||
|
|
||||||
|
if (layer[idx] === 1) {
|
||||||
|
if (neighbors < death) buffer[idx] = 0;
|
||||||
|
else buffer[idx] = 1;
|
||||||
|
} else {
|
||||||
|
if (neighbors > birth) buffer[idx] = 1;
|
||||||
|
else buffer[idx] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Swap
|
||||||
|
let temp = layer;
|
||||||
|
layer = buffer;
|
||||||
|
buffer = temp;
|
||||||
|
}
|
||||||
|
return layer;
|
||||||
|
}
|
||||||
|
|
||||||
|
function applyLayer(baseMap: Uint8Array, layer: Uint8Array, typeId: number) {
|
||||||
|
for (let i = 0; i < baseMap.length; i++) {
|
||||||
|
if (layer[i] === 1) {
|
||||||
|
if (baseMap[i] === 0) {
|
||||||
|
baseMap[i] = typeId;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// BFS to find all connected regions of walkable tiles
|
||||||
|
function getRegions(map: Uint8Array, width: number, height: number): {points: {x:number, y:number}[], id: number}[] {
|
||||||
|
const visited = new Uint8Array(width * height);
|
||||||
|
const regions = [];
|
||||||
|
let regionId = 0;
|
||||||
|
|
||||||
|
for (let y = 1; y < height - 1; y++) {
|
||||||
|
for (let x = 1; x < width - 1; x++) {
|
||||||
|
const idx = y * width + x;
|
||||||
|
// Walkable: 0 (Floor) or 4 (Veg)
|
||||||
|
if ((map[idx] === 0 || map[idx] === 4) && visited[idx] === 0) {
|
||||||
|
const points = [];
|
||||||
|
// Packed stack (DFS)
|
||||||
|
const stack = [idx];
|
||||||
|
visited[idx] = 1;
|
||||||
|
points.push({x, y});
|
||||||
|
|
||||||
|
while(stack.length > 0) {
|
||||||
|
const packed = stack.pop()!;
|
||||||
|
const cx = packed % width;
|
||||||
|
const cy = Math.floor(packed / width);
|
||||||
|
|
||||||
|
// Neighbors
|
||||||
|
// N
|
||||||
|
if (cy > 0) {
|
||||||
|
const ny = cy - 1; const nx = cx;
|
||||||
|
const nIdx = ny * width + nx;
|
||||||
|
if (visited[nIdx] === 0) {
|
||||||
|
const t = map[nIdx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[nIdx] = 1;
|
||||||
|
points.push({x:nx, y:ny});
|
||||||
|
stack.push(nIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// S
|
||||||
|
if (cy < height - 1) {
|
||||||
|
const ny = cy + 1; const nx = cx;
|
||||||
|
const nIdx = ny * width + nx;
|
||||||
|
if (visited[nIdx] === 0) {
|
||||||
|
const t = map[nIdx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[nIdx] = 1;
|
||||||
|
points.push({x:nx, y:ny});
|
||||||
|
stack.push(nIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// W
|
||||||
|
if (cx > 0) {
|
||||||
|
const ny = cy; const nx = cx - 1;
|
||||||
|
const nIdx = ny * width + nx;
|
||||||
|
if (visited[nIdx] === 0) {
|
||||||
|
const t = map[nIdx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[nIdx] = 1;
|
||||||
|
points.push({x:nx, y:ny});
|
||||||
|
stack.push(nIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// E
|
||||||
|
if (cx < width - 1) {
|
||||||
|
const ny = cy; const nx = cx + 1;
|
||||||
|
const nIdx = ny * width + nx;
|
||||||
|
if (visited[nIdx] === 0) {
|
||||||
|
const t = map[nIdx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
visited[nIdx] = 1;
|
||||||
|
points.push({x:nx, y:ny});
|
||||||
|
stack.push(nIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
regions.push({points, id: regionId++});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return regions;
|
||||||
|
}
|
||||||
|
|
||||||
|
function connectRegions(map: Uint8Array, width: number, height: number) {
|
||||||
|
let regions = getRegions(map, width, height);
|
||||||
|
|
||||||
|
// PRUNING: Remove tiny regions (noise artifacts)
|
||||||
|
const PRUNE_SIZE = 12;
|
||||||
|
for (let i = regions.length - 1; i >= 0; i--) {
|
||||||
|
if (regions[i].points.length < PRUNE_SIZE) {
|
||||||
|
// Fill with wall
|
||||||
|
for(const p of regions[i].points) {
|
||||||
|
map[p.y * width + p.x] = 1;
|
||||||
|
}
|
||||||
|
regions.splice(i, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (regions.length <= 1) return;
|
||||||
|
|
||||||
|
// Sort by largest (Main)
|
||||||
|
regions.sort((a, b) => b.points.length - a.points.length);
|
||||||
|
const mainRegion = regions[0];
|
||||||
|
|
||||||
|
// Connect remaining
|
||||||
|
for (let i = 1; i < regions.length; i++) {
|
||||||
|
const region = regions[i];
|
||||||
|
let minDistance = Infinity;
|
||||||
|
let startPoint = {x:0, y:0};
|
||||||
|
let endPoint = {x:0, y:0};
|
||||||
|
|
||||||
|
// OPTIMIZATION: Sampling
|
||||||
|
const sampleSize = 30; // Check 30 random points
|
||||||
|
|
||||||
|
const mainSamples = [];
|
||||||
|
if (mainRegion.points.length > sampleSize) {
|
||||||
|
for(let k=0; k<sampleSize; k++) {
|
||||||
|
mainSamples.push(mainRegion.points[Math.floor(Math.random() * mainRegion.points.length)]);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
mainSamples.push(...mainRegion.points);
|
||||||
|
}
|
||||||
|
|
||||||
|
const regionSamples = [];
|
||||||
|
if (region.points.length > sampleSize) {
|
||||||
|
for(let k=0; k<sampleSize; k++) {
|
||||||
|
regionSamples.push(region.points[Math.floor(Math.random() * region.points.length)]);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
regionSamples.push(...region.points);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compare samples
|
||||||
|
for(const pA of mainSamples) {
|
||||||
|
for(const pB of regionSamples) {
|
||||||
|
const dist = (pA.x-pB.x)**2 + (pA.y-pB.y)**2;
|
||||||
|
if (dist < minDistance) {
|
||||||
|
minDistance = dist;
|
||||||
|
startPoint = pA;
|
||||||
|
endPoint = pB;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw bridge - ORGANIC "DRUNKARD'S" LINE
|
||||||
|
let cursorX = startPoint.x;
|
||||||
|
let cursorY = startPoint.y;
|
||||||
|
|
||||||
|
const dx = endPoint.x - startPoint.x;
|
||||||
|
const dy = endPoint.y - startPoint.y;
|
||||||
|
const dist = Math.sqrt(dx*dx + dy*dy);
|
||||||
|
|
||||||
|
// Normalize direction
|
||||||
|
const stepX = dx / dist;
|
||||||
|
const stepY = dy / dist;
|
||||||
|
|
||||||
|
let steps = Math.floor(dist);
|
||||||
|
|
||||||
|
for(let s=0; s<=steps; s++) {
|
||||||
|
// Move generally towards target
|
||||||
|
cursorX += stepX;
|
||||||
|
cursorY += stepY;
|
||||||
|
|
||||||
|
// Add jitter
|
||||||
|
const jitter = (Math.random() - 0.5) * 1.5;
|
||||||
|
const px = Math.floor(cursorX + jitter);
|
||||||
|
const py = Math.floor(cursorY + jitter);
|
||||||
|
|
||||||
|
// Carve with brush size 2 for playability
|
||||||
|
for(let by=0; by<=1; by++) {
|
||||||
|
for(let bx=0; bx<=1; bx++) {
|
||||||
|
const carverY = py+by;
|
||||||
|
const carverX = px+bx;
|
||||||
|
if (carverY>0 && carverY<height-1 && carverX>0 && carverX<width-1) {
|
||||||
|
const idx = carverY * width + carverX;
|
||||||
|
// Overwrite anything that isn't already Floor/Veg
|
||||||
|
if (map[idx] !== 0 && map[idx] !== 4) {
|
||||||
|
map[idx] = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function countNeighbors(map: Uint8Array, width: number, height: number, x: number, y: number, targetInfo: number): number {
|
||||||
|
let count = 0;
|
||||||
|
// Inline checks for performance?
|
||||||
|
// 3x3 loop
|
||||||
|
for (let dy = -1; dy <= 1; dy++) {
|
||||||
|
for (let dx = -1; dx <= 1; dx++) {
|
||||||
|
if (dx === 0 && dy === 0) continue;
|
||||||
|
|
||||||
|
const nx = x + dx;
|
||||||
|
const ny = y + dy;
|
||||||
|
|
||||||
|
if (ny < 0 || ny >= height || nx < 0 || nx >= width) {
|
||||||
|
if (targetInfo === 1) count++; // Edges are walls
|
||||||
|
} else {
|
||||||
|
if (map[ny * width + nx] === targetInfo) {
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
|
||||||
|
function bfsFurthest(grid: Uint8Array, width: number, height: number, startX: number, startY: number): {x: number, y: number, dist: number} {
|
||||||
|
// Use Int32Array for distances to support large maps (-1 init)
|
||||||
|
const dists = new Int32Array(width * height).fill(-1);
|
||||||
|
|
||||||
|
// Packed queue
|
||||||
|
const queue = [startY * width + startX];
|
||||||
|
dists[startY * width + startX] = 0;
|
||||||
|
|
||||||
|
let furthest = {x: startX, y: startY, dist: 0};
|
||||||
|
|
||||||
|
// Using Queue (Shift) is slow.
|
||||||
|
// Circular buffer or pointer index is better.
|
||||||
|
let head = 0;
|
||||||
|
|
||||||
|
while(head < queue.length) {
|
||||||
|
const packed = queue[head++];
|
||||||
|
const cx = packed % width;
|
||||||
|
const cy = Math.floor(packed / width);
|
||||||
|
const d = dists[packed];
|
||||||
|
|
||||||
|
if (d > furthest.dist) {
|
||||||
|
furthest = {x: cx, y: cy, dist: d};
|
||||||
|
}
|
||||||
|
|
||||||
|
// Inline neighbors
|
||||||
|
// N
|
||||||
|
if (cy > 0) {
|
||||||
|
const idx = (cy - 1) * width + cx;
|
||||||
|
if (dists[idx] === -1) {
|
||||||
|
const t = grid[idx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
dists[idx] = d + 1;
|
||||||
|
queue.push(idx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// S
|
||||||
|
if (cy < height - 1) {
|
||||||
|
const idx = (cy + 1) * width + cx;
|
||||||
|
if (dists[idx] === -1) {
|
||||||
|
const t = grid[idx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
dists[idx] = d + 1;
|
||||||
|
queue.push(idx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// W
|
||||||
|
if (cx > 0) {
|
||||||
|
const idx = cy * width + (cx - 1);
|
||||||
|
if (dists[idx] === -1) {
|
||||||
|
const t = grid[idx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
dists[idx] = d + 1;
|
||||||
|
queue.push(idx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// E
|
||||||
|
if (cx < width - 1) {
|
||||||
|
const idx = cy * width + (cx + 1);
|
||||||
|
if (dists[idx] === -1) {
|
||||||
|
const t = grid[idx];
|
||||||
|
if (t === 0 || t === 4) {
|
||||||
|
dists[idx] = d + 1;
|
||||||
|
queue.push(idx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return furthest;
|
||||||
|
}
|
||||||
61
src/apps/RogueGen/perlin.ts
Normal file
61
src/apps/RogueGen/perlin.ts
Normal file
@@ -0,0 +1,61 @@
|
|||||||
|
export class Perlin {
|
||||||
|
private perm: number[];
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
this.perm = new Array(512);
|
||||||
|
const p = new Array(256).fill(0).map((_, i) => i);
|
||||||
|
// Shuffle
|
||||||
|
for (let i = 255; i > 0; i--) {
|
||||||
|
const r = Math.floor(Math.random() * (i + 1));
|
||||||
|
[p[i], p[r]] = [p[r], p[i]];
|
||||||
|
}
|
||||||
|
for (let i = 0; i < 512; i++) {
|
||||||
|
this.perm[i] = p[i & 255];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public noise(x: number, y: number, z: number): number {
|
||||||
|
const X = Math.floor(x) & 255;
|
||||||
|
const Y = Math.floor(y) & 255;
|
||||||
|
const Z = Math.floor(z) & 255;
|
||||||
|
|
||||||
|
x -= Math.floor(x);
|
||||||
|
y -= Math.floor(y);
|
||||||
|
z -= Math.floor(z);
|
||||||
|
|
||||||
|
const u = fade(x);
|
||||||
|
const v = fade(y);
|
||||||
|
const w = fade(z);
|
||||||
|
|
||||||
|
const A = this.perm[X] + Y;
|
||||||
|
const AA = this.perm[A] + Z;
|
||||||
|
const AB = this.perm[A + 1] + Z;
|
||||||
|
const B = this.perm[X + 1] + Y;
|
||||||
|
const BA = this.perm[B] + Z;
|
||||||
|
const BB = this.perm[B + 1] + Z;
|
||||||
|
|
||||||
|
return lerp(w, lerp(v, lerp(u, grad(this.perm[AA], x, y, z),
|
||||||
|
grad(this.perm[BA], x - 1, y, z)),
|
||||||
|
lerp(u, grad(this.perm[AB], x, y - 1, z),
|
||||||
|
grad(this.perm[BB], x - 1, y - 1, z))),
|
||||||
|
lerp(v, lerp(u, grad(this.perm[AA + 1], x, y, z - 1),
|
||||||
|
grad(this.perm[BA + 1], x - 1, y, z - 1)),
|
||||||
|
lerp(u, grad(this.perm[AB + 1], x, y - 1, z - 1),
|
||||||
|
grad(this.perm[BB + 1], x - 1, y - 1, z - 1))));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function fade(t: number): number {
|
||||||
|
return t * t * t * (t * (t * 6 - 15) + 10);
|
||||||
|
}
|
||||||
|
|
||||||
|
function lerp(t: number, a: number, b: number): number {
|
||||||
|
return a + t * (b - a);
|
||||||
|
}
|
||||||
|
|
||||||
|
function grad(hash: number, x: number, y: number, z: number): number {
|
||||||
|
const h = hash & 15;
|
||||||
|
const u = h < 8 ? x : y;
|
||||||
|
const v = h < 4 ? y : h === 12 || h === 14 ? x : z;
|
||||||
|
return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
|
||||||
|
}
|
||||||
46
src/apps/RogueGen/types.ts
Normal file
46
src/apps/RogueGen/types.ts
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
export interface Genotype {
|
||||||
|
initialChance: number; // 0.0 - 1.0
|
||||||
|
birthLimit: number; // 1 - 8
|
||||||
|
deathLimit: number; // 1 - 8
|
||||||
|
steps: number; // 1 - 10
|
||||||
|
smoothingSteps: number; // 0 - 5
|
||||||
|
noiseReduction: boolean; // Remove small unconnected walls
|
||||||
|
|
||||||
|
// Hybrid Generation
|
||||||
|
useNoise: boolean; // If true, use Perlin Noise instead of random noise
|
||||||
|
noiseType: number; // 0 = Blob (Standard), 1 = Tunnel (Ridged)
|
||||||
|
noiseScale: number; // 5-50 (Zoom level)
|
||||||
|
noiseThreshold: number; // 0.2 - 0.8 (Sea/Wall level)
|
||||||
|
|
||||||
|
useRooms: boolean; // If true, inject rooms
|
||||||
|
roomCount: number; // 0-20
|
||||||
|
roomMinSize: number; // 3-8
|
||||||
|
roomMaxSize: number; // 8-15
|
||||||
|
|
||||||
|
// Water Layer (2)
|
||||||
|
waterInitialChance: number;
|
||||||
|
waterBirthLimit: number;
|
||||||
|
waterDeathLimit: number;
|
||||||
|
waterSteps: number;
|
||||||
|
|
||||||
|
// Lava Layer (3)
|
||||||
|
lavaInitialChance: number;
|
||||||
|
lavaBirthLimit: number;
|
||||||
|
lavaDeathLimit: number;
|
||||||
|
lavaSteps: number;
|
||||||
|
|
||||||
|
// Vegetation Layer (4)
|
||||||
|
vegInitialChance: number;
|
||||||
|
vegBirthLimit: number;
|
||||||
|
vegDeathLimit: number;
|
||||||
|
vegSteps: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface MapData {
|
||||||
|
grid: Uint8Array; // 1 = wall, 0 = floor, flat array (y*width+x)
|
||||||
|
width: number;
|
||||||
|
height: number;
|
||||||
|
startPoint?: {x: number, y: number};
|
||||||
|
endPoint?: {x: number, y: number};
|
||||||
|
pathLength?: number;
|
||||||
|
}
|
||||||
46
src/apps/SelfDrivingCar/Car.test.ts
Normal file
46
src/apps/SelfDrivingCar/Car.test.ts
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
|
||||||
|
import Matter from 'matter-js';
|
||||||
|
import { describe, expect, it, beforeEach } from 'bun:test';
|
||||||
|
import { Car } from './Car';
|
||||||
|
import { DenseNetwork } from '../LunarLander/DenseNetwork';
|
||||||
|
import { DEFAULT_CAR_CONFIG } from './types';
|
||||||
|
|
||||||
|
describe('Car Logic - Fitness & Stagnation', () => {
|
||||||
|
let car: Car;
|
||||||
|
let brain: DenseNetwork;
|
||||||
|
|
||||||
|
beforeEach(() => {
|
||||||
|
brain = new DenseNetwork([6, 8, 2]); // Standard topology
|
||||||
|
car = new Car(100, 100, brain, 0, DEFAULT_CAR_CONFIG);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should initialize with 0 fitness', () => {
|
||||||
|
expect(car.fitness).toBe(0);
|
||||||
|
expect(car.isDead).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should NOT lose fitness on death', () => {
|
||||||
|
car.kill();
|
||||||
|
expect(car.fitness).toBe(0);
|
||||||
|
expect(car.isDead).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should accumulate continuous fitness when moving', () => {
|
||||||
|
// Mock speed
|
||||||
|
// Can't easily mock speed on Body as it is computed.
|
||||||
|
// But we can check update path progress logic if we had path points.
|
||||||
|
|
||||||
|
const points = Array.from({length: 100}, (_, i) => ({x: i*10, y: 0}));
|
||||||
|
car.body.position = {x: 0, y: 0};
|
||||||
|
|
||||||
|
// Initial update should set index 0
|
||||||
|
car.update([], points);
|
||||||
|
|
||||||
|
// Move to index 1
|
||||||
|
car.body.position = {x: 10, y: 0};
|
||||||
|
car.update([], points);
|
||||||
|
|
||||||
|
// Should have gained fitness
|
||||||
|
expect(car.fitness).toBeGreaterThan(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
345
src/apps/SelfDrivingCar/Car.ts
Normal file
345
src/apps/SelfDrivingCar/Car.ts
Normal file
@@ -0,0 +1,345 @@
|
|||||||
|
|
||||||
|
import Matter from 'matter-js';
|
||||||
|
import { DEFAULT_CAR_CONFIG } from './types';
|
||||||
|
import type { CarConfig } from './types';
|
||||||
|
// import { NeuralNetwork } from '../../lib/neatArena/network';
|
||||||
|
import { DenseNetwork } from '../LunarLander/DenseNetwork';
|
||||||
|
import { distance, lineToLineIntersection } from './geom';
|
||||||
|
|
||||||
|
// Physics Tunings Removed (Now in config)
|
||||||
|
|
||||||
|
export class Car {
|
||||||
|
public body: Matter.Body;
|
||||||
|
public brain: DenseNetwork;
|
||||||
|
public isDead: boolean = false;
|
||||||
|
public fitness: number = 0;
|
||||||
|
public checkpointsPassed: number = 0;
|
||||||
|
public rayReadings: number[] = [];
|
||||||
|
|
||||||
|
public config: CarConfig;
|
||||||
|
|
||||||
|
// START NEW TRACKING LOGIC
|
||||||
|
private currentPathIndex: number = 0;
|
||||||
|
private laps: number = 0;
|
||||||
|
private maxPathIndexReached: number = 0;
|
||||||
|
private initialPosSet: boolean = false;
|
||||||
|
private framesSinceCheckpoint: number = 0;
|
||||||
|
|
||||||
|
// Fitness tracking
|
||||||
|
private totalFrames: number = 0;
|
||||||
|
private speedSum: number = 0;
|
||||||
|
private lastSteer: number = 0;
|
||||||
|
private steeringChangeSum: number = 0;
|
||||||
|
|
||||||
|
constructor(
|
||||||
|
x: number,
|
||||||
|
y: number,
|
||||||
|
brain: DenseNetwork,
|
||||||
|
angle: number = 0,
|
||||||
|
config: CarConfig = DEFAULT_CAR_CONFIG
|
||||||
|
) {
|
||||||
|
this.brain = brain;
|
||||||
|
this.config = config;
|
||||||
|
|
||||||
|
// Create Physics Body
|
||||||
|
this.body = Matter.Bodies.rectangle(x, y, config.width, config.height, {
|
||||||
|
angle: angle,
|
||||||
|
frictionAir: config.frictionAir,
|
||||||
|
friction: config.friction,
|
||||||
|
density: 0.01,
|
||||||
|
label: 'car'
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public update(walls: Matter.Body[], pathPoints: {x:number, y:number}[]) {
|
||||||
|
if (this.isDead) return;
|
||||||
|
|
||||||
|
// Init start position on path
|
||||||
|
if (!this.initialPosSet && pathPoints.length > 0) {
|
||||||
|
this.currentPathIndex = this.findClosestIndex(pathPoints, 0); // Search wide
|
||||||
|
this.initialPosSet = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Stagnation Killer - TIGHTENED to prevent local minima loops
|
||||||
|
this.framesSinceCheckpoint++;
|
||||||
|
if (this.framesSinceCheckpoint > 300) { // 5 seconds without progress
|
||||||
|
this.kill();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ANTI-EXPLOIT: Minimum progress requirements
|
||||||
|
// Must reach checkpoint 8 within first 8 seconds (stricter than before)
|
||||||
|
if (this.totalFrames > 480 && this.maxPathIndexReached < 8) {
|
||||||
|
this.kill();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Must reach checkpoint 3 within first 3 seconds (catches immediate crashers)
|
||||||
|
if (this.totalFrames > 180 && this.maxPathIndexReached < 3) {
|
||||||
|
this.kill();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 1. Sensors
|
||||||
|
this.rayReadings = this.castRays(walls);
|
||||||
|
|
||||||
|
// 2. Think - Expanded inputs for better control awareness
|
||||||
|
const forward = {
|
||||||
|
x: Math.cos(this.body.angle - Math.PI/2),
|
||||||
|
y: Math.sin(this.body.angle - Math.PI/2)
|
||||||
|
};
|
||||||
|
const right = { x: -forward.y, y: forward.x };
|
||||||
|
|
||||||
|
// Velocity in car's local frame (for drift detection)
|
||||||
|
const localVelX = this.body.velocity.x * forward.x + this.body.velocity.y * forward.y;
|
||||||
|
const localVelY = this.body.velocity.x * right.x + this.body.velocity.y * right.y;
|
||||||
|
|
||||||
|
const inputs = [
|
||||||
|
...this.rayReadings, // 7 rays
|
||||||
|
localVelX / this.config.maxSpeed, // Normalize forward/backward velocity
|
||||||
|
localVelY / this.config.maxSpeed, // Normalize lateral velocity (drift)
|
||||||
|
this.body.angularVelocity / this.config.turnSpeed, // Normalize rotation rate
|
||||||
|
this.body.speed / this.config.maxSpeed, // Normalize speed magnitude
|
||||||
|
];
|
||||||
|
|
||||||
|
const outputs = this.brain.predict(inputs);
|
||||||
|
const steer = outputs[0];
|
||||||
|
let gas = outputs[1];
|
||||||
|
|
||||||
|
// Track metrics for fitness calculation
|
||||||
|
this.totalFrames++;
|
||||||
|
this.speedSum += this.body.speed;
|
||||||
|
this.steeringChangeSum += Math.abs(steer - this.lastSteer);
|
||||||
|
this.lastSteer = steer;
|
||||||
|
|
||||||
|
// 3. Act (Kickstart)
|
||||||
|
if (this.framesSinceCheckpoint < 60 && this.fitness < 2) {
|
||||||
|
gas = 1.0;
|
||||||
|
} else if (this.body.speed < 0.2) {
|
||||||
|
gas = 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Physics: Steering
|
||||||
|
if (this.body.speed > 0.5) {
|
||||||
|
Matter.Body.setAngularVelocity(this.body, steer * this.config.turnSpeed * Math.sign(gas));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Physics: Gas (Forward Force) - reuse forward vector from input calculation
|
||||||
|
// Physics: Lateral Friction (Tire Grip)
|
||||||
|
this.applyTireGrip(forward);
|
||||||
|
|
||||||
|
if (gas > 0) {
|
||||||
|
const force = 0.003 * gas; // slightly stronger engine
|
||||||
|
Matter.Body.applyForce(this.body, this.body.position, { x: forward.x * force, y: forward.y * force });
|
||||||
|
} else {
|
||||||
|
// Braking is less magical now
|
||||||
|
const brakeEffect = 0.98;
|
||||||
|
Matter.Body.setVelocity(this.body, { x: this.body.velocity.x * brakeEffect, y: this.body.velocity.y * brakeEffect });
|
||||||
|
}
|
||||||
|
|
||||||
|
// Speed Limit
|
||||||
|
if (this.body.speed > this.config.maxSpeed) {
|
||||||
|
Matter.Body.setVelocity(this.body, {
|
||||||
|
x: this.body.velocity.x * (this.config.maxSpeed/this.body.speed),
|
||||||
|
y: this.body.velocity.y * (this.config.maxSpeed/this.body.speed)
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. Update Fitness (Continuous Path Progress)
|
||||||
|
if (pathPoints.length > 0) {
|
||||||
|
this.updatePathProgress(pathPoints);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private applyTireGrip(forward: {x:number, y:number}) {
|
||||||
|
// Compute current velocity
|
||||||
|
const velocity = this.body.velocity;
|
||||||
|
|
||||||
|
// Compute Right vector
|
||||||
|
const right = { x: -forward.y, y: forward.x };
|
||||||
|
|
||||||
|
// Lateral Velocity = Dot(Velocity, Right)
|
||||||
|
const lateralSpeed = velocity.x * right.x + velocity.y * right.y;
|
||||||
|
|
||||||
|
// Lateral Impulse = -Lateral Velocity * (0.0 to 1.0)
|
||||||
|
// 1.0 = Perfect rails
|
||||||
|
// 0.0 = Ice
|
||||||
|
const lateralImpulse = lateralSpeed * this.config.lateralFriction;
|
||||||
|
|
||||||
|
// Apply impulse against the lateral motion
|
||||||
|
// Matter does impulses as force * time? No, setVelocity is cheating.
|
||||||
|
// Let's modify velocity directly for stability.
|
||||||
|
|
||||||
|
Matter.Body.setVelocity(this.body, {
|
||||||
|
x: velocity.x - right.x * lateralImpulse,
|
||||||
|
y: velocity.y - right.y * lateralImpulse
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private updatePathProgress(pathPoints: {x:number, y:number}[]) {
|
||||||
|
// Find closest point LOCAL SEARCH
|
||||||
|
// Search window: +/- 20 points from current index, handling wrap-around
|
||||||
|
const searchRadius = 20;
|
||||||
|
const total = pathPoints.length;
|
||||||
|
|
||||||
|
let bestDist = Infinity;
|
||||||
|
let bestIndex = this.currentPathIndex;
|
||||||
|
|
||||||
|
for (let i = -searchRadius; i <= searchRadius; i++) {
|
||||||
|
let idx = (this.currentPathIndex + i);
|
||||||
|
// Handle wrap
|
||||||
|
if (idx < 0) idx += total;
|
||||||
|
if (idx >= total) idx -= total;
|
||||||
|
|
||||||
|
const d = distance(this.body.position, pathPoints[idx]);
|
||||||
|
// Use <= to favor forward points (later in the loop) when equidistant
|
||||||
|
// This is critical for loop closure where end overlaps start
|
||||||
|
if (d <= bestDist) {
|
||||||
|
bestDist = d;
|
||||||
|
bestIndex = idx;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Did we move forward or backward?
|
||||||
|
// Simple logic: delta index
|
||||||
|
let delta = bestIndex - this.currentPathIndex;
|
||||||
|
|
||||||
|
// Wrap detection
|
||||||
|
// Jump from total-1 to 0 (Forward Lap) -> Delta is negative large number (e.g. -499)
|
||||||
|
// Jump from 0 to total-1 (Reverse) -> Delta is positive large number (e.g. +499)
|
||||||
|
|
||||||
|
if (delta < -total / 2) {
|
||||||
|
// Forward Lap
|
||||||
|
this.laps++;
|
||||||
|
delta += total;
|
||||||
|
} else if (delta > total / 2) {
|
||||||
|
// Backward Lap
|
||||||
|
this.laps--;
|
||||||
|
delta -= total;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ANTI-EXPLOIT: Only reward progress if moving forward
|
||||||
|
// Check if velocity is aligned with path direction
|
||||||
|
if (delta > 0) {
|
||||||
|
// Calculate expected direction to next checkpoint
|
||||||
|
const nextIdx = (bestIndex + 1) % total;
|
||||||
|
const pathDir = {
|
||||||
|
x: pathPoints[nextIdx].x - pathPoints[bestIndex].x,
|
||||||
|
y: pathPoints[nextIdx].y - pathPoints[bestIndex].y
|
||||||
|
};
|
||||||
|
const pathDirMag = Math.sqrt(pathDir.x * pathDir.x + pathDir.y * pathDir.y);
|
||||||
|
|
||||||
|
if (pathDirMag > 0.1) {
|
||||||
|
// Normalize
|
||||||
|
pathDir.x /= pathDirMag;
|
||||||
|
pathDir.y /= pathDirMag;
|
||||||
|
|
||||||
|
// Dot product with velocity
|
||||||
|
const velDot = this.body.velocity.x * pathDir.x + this.body.velocity.y * pathDir.y;
|
||||||
|
|
||||||
|
// Only allow progress if moving roughly forward (dot > 0)
|
||||||
|
if (velDot < 0) {
|
||||||
|
// Moving backward relative to path - REJECT progress
|
||||||
|
delta = 0;
|
||||||
|
bestIndex = this.currentPathIndex; // Don't update position
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update state
|
||||||
|
this.currentPathIndex = bestIndex;
|
||||||
|
|
||||||
|
// Calculate continuous fitness with bonuses
|
||||||
|
const rawScore = (this.laps * total) + this.currentPathIndex;
|
||||||
|
|
||||||
|
// Base fitness from progress
|
||||||
|
let baseFitness = Math.max(0, rawScore / 10.0);
|
||||||
|
|
||||||
|
// Speed bonus: reward faster completion
|
||||||
|
const avgSpeed = this.totalFrames > 0 ? this.speedSum / this.totalFrames : 0;
|
||||||
|
const speedBonus = (avgSpeed / this.config.maxSpeed) * 0.2 * baseFitness; // Up to 20% bonus
|
||||||
|
|
||||||
|
// Smoothness penalty: penalize jerky steering
|
||||||
|
const avgSteeringChange = this.totalFrames > 0 ? this.steeringChangeSum / this.totalFrames : 0;
|
||||||
|
const smoothnessPenalty = avgSteeringChange * 0.1 * baseFitness; // Up to 10% penalty
|
||||||
|
|
||||||
|
// ANTI-EXPLOIT: Early death penalty
|
||||||
|
// Cars must survive at least 3 seconds to get any fitness at all
|
||||||
|
let finalFitness = baseFitness + speedBonus - smoothnessPenalty;
|
||||||
|
if (this.totalFrames < 180) { // Less than 3 seconds survived
|
||||||
|
finalFitness = 0; // No fitness for instant crashes
|
||||||
|
} else if (this.totalFrames < 300) { // Less than 5 seconds
|
||||||
|
// Strong penalty for early deaths (50% reduction)
|
||||||
|
finalFitness *= 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
this.fitness = Math.max(0, finalFitness);
|
||||||
|
|
||||||
|
// Stagnation Check
|
||||||
|
const absoluteIndex = (this.laps * total) + this.currentPathIndex;
|
||||||
|
if (absoluteIndex > this.maxPathIndexReached) {
|
||||||
|
this.maxPathIndexReached = absoluteIndex;
|
||||||
|
this.framesSinceCheckpoint = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private findClosestIndex(points: {x:number, y:number}[], _startIndex: number): number {
|
||||||
|
let bestDist = Infinity;
|
||||||
|
let bestIdx = 0;
|
||||||
|
for(let i=0; i<points.length; i++) { // brute init
|
||||||
|
const d = distance(this.body.position, points[i]);
|
||||||
|
if (d < bestDist) { bestDist = d; bestIdx = i; }
|
||||||
|
}
|
||||||
|
return bestIdx;
|
||||||
|
}
|
||||||
|
|
||||||
|
private castRays(walls: Matter.Body[]): number[] {
|
||||||
|
// ... (Keep existing ray logic)
|
||||||
|
const rays: number[] = [];
|
||||||
|
const start = this.body.position;
|
||||||
|
const forwardAngle = this.body.angle - Math.PI/2;
|
||||||
|
const startRayAngle = forwardAngle - this.config.raySpread / 2;
|
||||||
|
const angleStep = this.config.raySpread / (this.config.rayCount - 1);
|
||||||
|
|
||||||
|
for (let i = 0; i < this.config.rayCount; i++) {
|
||||||
|
const angle = startRayAngle + i * angleStep;
|
||||||
|
const dir = { x: Math.cos(angle), y: Math.sin(angle) };
|
||||||
|
const end = {
|
||||||
|
x: start.x + dir.x * this.config.rayLength,
|
||||||
|
y: start.y + dir.y * this.config.rayLength
|
||||||
|
};
|
||||||
|
|
||||||
|
let minDist = 1.0;
|
||||||
|
for (const wall of walls) {
|
||||||
|
const d = distance(start, wall.position);
|
||||||
|
if (d > this.config.rayLength + 100) continue;
|
||||||
|
const dist = this.rayBodyIntersect(start, end, wall);
|
||||||
|
if (dist < minDist) minDist = dist;
|
||||||
|
}
|
||||||
|
rays.push(1.0 - minDist);
|
||||||
|
}
|
||||||
|
return rays;
|
||||||
|
}
|
||||||
|
|
||||||
|
private rayBodyIntersect(start: {x:number, y:number}, end: {x:number, y:number}, body: Matter.Body): number {
|
||||||
|
// ... (Keep existing logic)
|
||||||
|
const verts = body.vertices;
|
||||||
|
let minDist = 1.2;
|
||||||
|
for (let i = 0; i < verts.length; i++) {
|
||||||
|
const p1 = verts[i];
|
||||||
|
const p2 = verts[(i + 1) % verts.length];
|
||||||
|
const intersection = lineToLineIntersection(start.x, start.y, end.x, end.y, p1.x, p1.y, p2.x, p2.y);
|
||||||
|
if (intersection) {
|
||||||
|
const d = distance(start, intersection);
|
||||||
|
const normalizedD = d / this.config.rayLength;
|
||||||
|
if (normalizedD < minDist) minDist = normalizedD;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return minDist;
|
||||||
|
}
|
||||||
|
|
||||||
|
public kill() {
|
||||||
|
if (this.isDead) return;
|
||||||
|
this.isDead = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
395
src/apps/SelfDrivingCar/CarScene.ts
Normal file
395
src/apps/SelfDrivingCar/CarScene.ts
Normal file
@@ -0,0 +1,395 @@
|
|||||||
|
import Phaser from 'phaser';
|
||||||
|
import { CarSimulation } from './CarSimulation';
|
||||||
|
import { Car } from './Car';
|
||||||
|
import { DEFAULT_SIM_CONFIG, DEFAULT_CAR_CONFIG } from './types';
|
||||||
|
import type { SerializedTrackData, CarConfig, SimulationConfig } from './types';
|
||||||
|
import { TrackGenerator } from './Track';
|
||||||
|
|
||||||
|
// NEAT Imports REMOVED
|
||||||
|
// import { createPopulation, evolveGeneration, DEFAULT_EVOLUTION_CONFIG, type Population, type EvolutionConfig } from '../../lib/neatArena/evolution';
|
||||||
|
// import type { Genome } from '../../lib/neatArena/genome';
|
||||||
|
import { SimpleGA, DEFAULT_GA_CONFIG } from './SimpleGA';
|
||||||
|
import type { GAConfig } from './SimpleGA';
|
||||||
|
|
||||||
|
// Worker Import (Vite/Bun compatible)
|
||||||
|
import TrainingWorker from './training.worker.ts?worker';
|
||||||
|
|
||||||
|
export class CarScene extends Phaser.Scene {
|
||||||
|
private sim!: CarSimulation;
|
||||||
|
private graphics!: Phaser.GameObjects.Graphics;
|
||||||
|
|
||||||
|
// UI Text
|
||||||
|
private statsText!: Phaser.GameObjects.Text;
|
||||||
|
private fitnessText!: Phaser.GameObjects.Text;
|
||||||
|
|
||||||
|
// Training State
|
||||||
|
private worker!: Worker;
|
||||||
|
private population: Float32Array[] = [];
|
||||||
|
private gaConfig = DEFAULT_GA_CONFIG;
|
||||||
|
private ga: SimpleGA;
|
||||||
|
|
||||||
|
private generationCount = 0;
|
||||||
|
private bestGenomeEver: Float32Array | null = null;
|
||||||
|
private bestFitnessEver = -Infinity;
|
||||||
|
|
||||||
|
private serializedTrack!: SerializedTrackData;
|
||||||
|
private layerSizes = [11, 24, 16, 2]; // 11 Inputs (7 rays + 4 dynamics), 24/16 Hidden, 2 Outputs
|
||||||
|
|
||||||
|
// Config
|
||||||
|
private carConfig: CarConfig = DEFAULT_CAR_CONFIG;
|
||||||
|
private simConfig: SimulationConfig = DEFAULT_SIM_CONFIG;
|
||||||
|
|
||||||
|
private instanceId: string;
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super({ key: 'CarScene' });
|
||||||
|
this.instanceId = Math.random().toString(36).substring(7);
|
||||||
|
console.log(`[CarScene:${this.instanceId}] Constructor called`);
|
||||||
|
this.ga = new SimpleGA(this.layerSizes, this.gaConfig);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
create() {
|
||||||
|
// ... (Keep existing setup)
|
||||||
|
this.cameras.main.setBackgroundColor('#222222');
|
||||||
|
this.graphics = this.add.graphics();
|
||||||
|
this.startTraining();
|
||||||
|
|
||||||
|
// Listen for new track request
|
||||||
|
this.game.events.on('new-track', () => this.handleNewTrack()); // Refactored handler
|
||||||
|
|
||||||
|
// Cleanup
|
||||||
|
this.events.on('shutdown', this.shutdown, this);
|
||||||
|
this.events.on('destroy', this.shutdown, this);
|
||||||
|
|
||||||
|
// Listen for Config Updates
|
||||||
|
this.game.events.on('update-config', (cfg: { car: CarConfig, sim: SimulationConfig, ga?: GAConfig }) => {
|
||||||
|
this.carConfig = cfg.car;
|
||||||
|
this.simConfig = cfg.sim;
|
||||||
|
|
||||||
|
// Update GA config if provided
|
||||||
|
if (cfg.ga) {
|
||||||
|
this.gaConfig = cfg.ga;
|
||||||
|
this.ga = new SimpleGA(this.layerSizes, this.gaConfig);
|
||||||
|
}
|
||||||
|
|
||||||
|
// HOT RELOAD PHYSICS
|
||||||
|
if (this.sim) {
|
||||||
|
this.sim.updateConfig(this.carConfig);
|
||||||
|
|
||||||
|
// Restart visual sim with updated config so changes apply immediately
|
||||||
|
if (this.bestGenomeEver) {
|
||||||
|
this.sim = new CarSimulation(
|
||||||
|
this.serializedTrack,
|
||||||
|
{ ...this.simConfig, populationSize: 1 },
|
||||||
|
[this.bestGenomeEver],
|
||||||
|
this.carConfig
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Also update Worker config for NEXT generation
|
||||||
|
if (this.worker) {
|
||||||
|
// We can't interrupt the worker mid-gen
|
||||||
|
// Config updates apply on next generation
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Create stats text overlay
|
||||||
|
this.statsText = this.add.text(20, 170, '', {
|
||||||
|
fontSize: '14px',
|
||||||
|
color: '#ffffff',
|
||||||
|
backgroundColor: '#000000aa',
|
||||||
|
padding: { x: 8, y: 6 }
|
||||||
|
}).setDepth(100);
|
||||||
|
|
||||||
|
this.fitnessText = this.add.text(20, 210, '', {
|
||||||
|
fontSize: '12px',
|
||||||
|
color: '#4ecdc4',
|
||||||
|
backgroundColor: '#000000aa',
|
||||||
|
padding: { x: 8, y: 6 }
|
||||||
|
}).setDepth(100);
|
||||||
|
|
||||||
|
// ... debug texts ... (rest of create)
|
||||||
|
}
|
||||||
|
|
||||||
|
private handleNewTrack() {
|
||||||
|
if (this.worker) {
|
||||||
|
this.worker.terminate();
|
||||||
|
this.worker = null as any; // CRITICAL: Set to null so startTraining creates new worker
|
||||||
|
}
|
||||||
|
this.sim = null as any;
|
||||||
|
|
||||||
|
// Recreate GA with current config (important for population size changes)
|
||||||
|
this.ga = new SimpleGA(this.layerSizes, this.gaConfig);
|
||||||
|
this.population = this.ga.createPopulation();
|
||||||
|
|
||||||
|
this.generationCount = 0;
|
||||||
|
this.bestFitnessEver = -Infinity;
|
||||||
|
this.bestGenomeEver = null;
|
||||||
|
this.game.events.emit('generation-complete', { generation: 0, best: 0, average: 0 });
|
||||||
|
this.startTraining();
|
||||||
|
}
|
||||||
|
|
||||||
|
private startTraining() {
|
||||||
|
// 1. Generate Track (Main Thread)
|
||||||
|
const generator = new TrackGenerator(this.scale.width, this.scale.height);
|
||||||
|
// Use current Sim Config for Complexity/Length
|
||||||
|
const rawTrack = generator.generate(this.simConfig.trackComplexity, this.simConfig.trackLength);
|
||||||
|
|
||||||
|
// 2. Serialize Track
|
||||||
|
const serializedTrack: SerializedTrackData = {
|
||||||
|
innerWalls: rawTrack.innerWalls.map(v => ({ x: v.x, y: v.y })),
|
||||||
|
outerWalls: rawTrack.outerWalls.map(v => ({ x: v.x, y: v.y })),
|
||||||
|
pathPoints: rawTrack.pathPoints.map(v => ({ x: v.x, y: v.y })),
|
||||||
|
startPosition: { x: rawTrack.startPosition.x, y: rawTrack.startPosition.y },
|
||||||
|
startAngle: rawTrack.startAngle,
|
||||||
|
walls: rawTrack.walls.map(b => ({
|
||||||
|
position: { x: b.position.x, y: b.position.y },
|
||||||
|
angle: b.angle,
|
||||||
|
width: b.bounds.max.x - b.bounds.min.x,
|
||||||
|
height: b.bounds.max.y - b.bounds.min.y,
|
||||||
|
label: b.label,
|
||||||
|
isSensor: b.isSensor
|
||||||
|
})),
|
||||||
|
checkpoints: rawTrack.checkpoints.map(b => ({
|
||||||
|
position: { x: b.position.x, y: b.position.y },
|
||||||
|
angle: b.angle,
|
||||||
|
width: b.bounds.max.x - b.bounds.min.x,
|
||||||
|
height: b.bounds.max.y - b.bounds.min.y,
|
||||||
|
label: b.label,
|
||||||
|
isSensor: b.isSensor
|
||||||
|
}))
|
||||||
|
};
|
||||||
|
this.serializedTrack = serializedTrack;
|
||||||
|
|
||||||
|
// 3. Initialize Population
|
||||||
|
if (this.population.length === 0) {
|
||||||
|
this.population = this.ga.createPopulation();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. Initialize Worker
|
||||||
|
if (!this.worker) { // Only create if missing (or terminated)
|
||||||
|
this.worker = new TrainingWorker();
|
||||||
|
this.worker.onmessage = (e) => {
|
||||||
|
if (e.data.type === 'TRAIN_COMPLETE') {
|
||||||
|
this.handleTrainingComplete(e.data.results);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// 5. Start First Generation (Worker)
|
||||||
|
this.startWorkerGeneration();
|
||||||
|
|
||||||
|
// 6. Initialize Visual Sim
|
||||||
|
this.sim = new CarSimulation(this.serializedTrack, { ...this.simConfig, populationSize: 1 }, [], this.carConfig);
|
||||||
|
}
|
||||||
|
|
||||||
|
private startWorkerGeneration() {
|
||||||
|
if (!this.worker) return;
|
||||||
|
this.worker.postMessage({
|
||||||
|
type: 'TRAIN',
|
||||||
|
trackData: this.serializedTrack,
|
||||||
|
genomes: this.population,
|
||||||
|
config: this.simConfig, // Pass latest sim config
|
||||||
|
carConfig: this.carConfig, // Pass latest car config
|
||||||
|
steps: 60 * 60
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private handleTrainingComplete(results: { fitness: number, checkpoints: number }[]) {
|
||||||
|
// 1. Assign Fitness
|
||||||
|
const fitnesses = results.map(r => r.fitness);
|
||||||
|
|
||||||
|
// Stats
|
||||||
|
const bestGenFit = Math.max(...fitnesses);
|
||||||
|
const avgGenFit = fitnesses.reduce((a,b) => a+b, 0) / fitnesses.length;
|
||||||
|
this.generationCount++;
|
||||||
|
|
||||||
|
let newChampionFound = false;
|
||||||
|
|
||||||
|
if (bestGenFit > this.bestFitnessEver) {
|
||||||
|
this.bestFitnessEver = bestGenFit;
|
||||||
|
const bestIdx = fitnesses.indexOf(bestGenFit);
|
||||||
|
this.bestGenomeEver = this.population[bestIdx];
|
||||||
|
newChampionFound = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Evolve
|
||||||
|
this.population = this.ga.evolve(this.population, fitnesses);
|
||||||
|
|
||||||
|
// 3. Emit Stats
|
||||||
|
const stats = {
|
||||||
|
generation: this.generationCount,
|
||||||
|
best: this.bestFitnessEver,
|
||||||
|
average: avgGenFit
|
||||||
|
};
|
||||||
|
console.log(`[CarScene:${this.instanceId}] Generation ${this.generationCount} complete. Emitting stats:`, stats);
|
||||||
|
this.game.events.emit('generation-complete', stats);
|
||||||
|
|
||||||
|
// 4. Update Visual Sim ONLY if we found a better car
|
||||||
|
// If we didn't improve, we let the current one keep running (it will loop itself)
|
||||||
|
if (newChampionFound && this.bestGenomeEver) {
|
||||||
|
// Visual feedback of new record?
|
||||||
|
this.updateVisualSim(this.bestGenomeEver);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 5. Loop Internal Training
|
||||||
|
this.startWorkerGeneration();
|
||||||
|
}
|
||||||
|
|
||||||
|
private updateVisualSim(bestGenome: Float32Array) {
|
||||||
|
// Restart sim with just 1 car (The Champion)
|
||||||
|
// We reuse the track data
|
||||||
|
this.sim = new CarSimulation(
|
||||||
|
this.serializedTrack,
|
||||||
|
{ ...this.simConfig, populationSize: 1 },
|
||||||
|
[bestGenome],
|
||||||
|
this.carConfig // FIXED: Use current carConfig, not default
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
update(_time: number, _delta: number) {
|
||||||
|
// Step Simulation (Visual Only)
|
||||||
|
this.sim.update();
|
||||||
|
|
||||||
|
// Check if visual car crashed/finished
|
||||||
|
// If so, respawn it (Infinite Loop of Fame)
|
||||||
|
if (this.sim.isFinished()) {
|
||||||
|
if (this.bestGenomeEver) {
|
||||||
|
this.updateVisualSim(this.bestGenomeEver);
|
||||||
|
} else {
|
||||||
|
// Should imply we are in init state, just restart whatever we have
|
||||||
|
// (or wait for gen 1)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render
|
||||||
|
this.graphics.clear();
|
||||||
|
this.drawTrack();
|
||||||
|
|
||||||
|
this.sim.cars.forEach(car => {
|
||||||
|
this.drawCar(car);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Update stats text
|
||||||
|
const aliveCount = this.sim.cars.filter(c => !c.isDead).length;
|
||||||
|
this.statsText.setText(`Gen: ${this.generationCount} | Alive: ${aliveCount}/${this.sim.cars.length}`);
|
||||||
|
|
||||||
|
if (this.sim.cars.length > 0) {
|
||||||
|
const bestCar = this.sim.cars[0];
|
||||||
|
this.fitnessText.setText(
|
||||||
|
`Fitness: ${bestCar.fitness.toFixed(2)} | Speed: ${bestCar.body.speed.toFixed(1)}`
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawTrack() {
|
||||||
|
if (!this.serializedTrack) return;
|
||||||
|
|
||||||
|
// Draw Smooth Track Surface (Dark Grey Road)
|
||||||
|
this.graphics.fillStyle(0x333333);
|
||||||
|
const outer = this.serializedTrack.outerWalls;
|
||||||
|
const inner = this.serializedTrack.innerWalls;
|
||||||
|
|
||||||
|
this.graphics.fillStyle(0x333333);
|
||||||
|
this.graphics.lineStyle(2, 0x555555); // Wall edges
|
||||||
|
|
||||||
|
for (let i = 0; i < outer.length - 1; i++) {
|
||||||
|
this.graphics.beginPath();
|
||||||
|
this.graphics.moveTo(inner[i].x, inner[i].y);
|
||||||
|
this.graphics.lineTo(outer[i].x, outer[i].y);
|
||||||
|
this.graphics.lineTo(outer[i+1].x, outer[i+1].y);
|
||||||
|
this.graphics.lineTo(inner[i+1].x, inner[i+1].y);
|
||||||
|
this.graphics.closePath();
|
||||||
|
this.graphics.fillPath();
|
||||||
|
this.graphics.strokePath();
|
||||||
|
}
|
||||||
|
|
||||||
|
// PHYSICS DEBUG: Draw actual physical bodies in Red/Blue to check alignment
|
||||||
|
this.sim.walls.forEach(wall => {
|
||||||
|
this.graphics.lineStyle(1, 0xff0000, 0.5); // Red Walls
|
||||||
|
this.graphics.beginPath();
|
||||||
|
const v = wall.vertices;
|
||||||
|
this.graphics.moveTo(v[0].x, v[0].y);
|
||||||
|
for(let k=1; k<v.length; k++) this.graphics.lineTo(v[k].x, v[k].y);
|
||||||
|
this.graphics.closePath();
|
||||||
|
this.graphics.strokePath();
|
||||||
|
});
|
||||||
|
|
||||||
|
this.sim.checkpoints.forEach((cp, i) => {
|
||||||
|
if (i===0) this.graphics.fillStyle(0x00ff00, 0.5);
|
||||||
|
else this.graphics.fillStyle(0x00ffff, 0.3); // Cyan checkpoints
|
||||||
|
|
||||||
|
this.graphics.beginPath();
|
||||||
|
const v = cp.vertices;
|
||||||
|
this.graphics.moveTo(v[0].x, v[0].y);
|
||||||
|
for(let k=1; k<v.length; k++) this.graphics.lineTo(v[k].x, v[k].y);
|
||||||
|
this.graphics.closePath();
|
||||||
|
this.graphics.fillPath();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
shutdown() {
|
||||||
|
if (this.worker) this.worker.terminate();
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawCar(car: Car) {
|
||||||
|
const p = car.body.position;
|
||||||
|
// Body
|
||||||
|
this.graphics.fillStyle(car.isDead ? 0x550000 : 0x00ff00);
|
||||||
|
|
||||||
|
this.graphics.translateCanvas(p.x, p.y);
|
||||||
|
this.graphics.rotateCanvas(car.body.angle);
|
||||||
|
this.graphics.fillRect(-10, -20, 20, 40); // Approx size
|
||||||
|
this.graphics.rotateCanvas(-car.body.angle);
|
||||||
|
this.graphics.translateCanvas(-p.x, -p.y);
|
||||||
|
|
||||||
|
// Draw Rays with color-coding (Only for the best car in visual mode)
|
||||||
|
if (!car.isDead && this.sim.cars.length === 1) {
|
||||||
|
const start = car.body.position;
|
||||||
|
const angleBase = car.body.angle - Math.PI/2;
|
||||||
|
const raySpread = this.carConfig.raySpread;
|
||||||
|
const rayCount = this.carConfig.rayCount;
|
||||||
|
const rayLen = this.carConfig.rayLength;
|
||||||
|
|
||||||
|
// Use actual ray readings for color-coding
|
||||||
|
const readings = car.rayReadings;
|
||||||
|
const startRayAngle = angleBase - raySpread / 2;
|
||||||
|
const angleStep = raySpread / (rayCount - 1);
|
||||||
|
|
||||||
|
for(let i=0; i<rayCount; i++) {
|
||||||
|
const angle = startRayAngle + i * angleStep;
|
||||||
|
const reading = readings[i] || 0; // 0 = far, 1 = close
|
||||||
|
|
||||||
|
// Color interpolation: Green (far) -> Yellow -> Red (close)
|
||||||
|
const r = Math.floor(reading * 255);
|
||||||
|
const g = Math.floor((1 - reading) * 255);
|
||||||
|
const color = (r << 16) | (g << 8) | 0;
|
||||||
|
|
||||||
|
this.graphics.lineStyle(2, color, 0.6);
|
||||||
|
this.graphics.beginPath();
|
||||||
|
this.graphics.moveTo(start.x, start.y);
|
||||||
|
this.graphics.lineTo(
|
||||||
|
start.x + Math.cos(angle) * rayLen,
|
||||||
|
start.y + Math.sin(angle) * rayLen
|
||||||
|
);
|
||||||
|
this.graphics.strokePath();
|
||||||
|
|
||||||
|
// Draw hit point if detected
|
||||||
|
if (reading > 0.1) {
|
||||||
|
const hitDist = (1 - reading) * rayLen;
|
||||||
|
const hitX = start.x + Math.cos(angle) * hitDist;
|
||||||
|
const hitY = start.y + Math.sin(angle) * hitDist;
|
||||||
|
this.graphics.fillStyle(color, 0.8);
|
||||||
|
this.graphics.fillCircle(hitX, hitY, 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw fitness overlay
|
||||||
|
this.graphics.fillStyle(0xffffff);
|
||||||
|
this.graphics.generateTexture('text', 200, 50);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
203
src/apps/SelfDrivingCar/CarSimulation.ts
Normal file
203
src/apps/SelfDrivingCar/CarSimulation.ts
Normal file
@@ -0,0 +1,203 @@
|
|||||||
|
// @ts-ignore
|
||||||
|
import decomp from 'poly-decomp';
|
||||||
|
|
||||||
|
// Register decomp for Worker
|
||||||
|
import Matter from 'matter-js';
|
||||||
|
import { DenseNetwork } from '../LunarLander/DenseNetwork';
|
||||||
|
import { Car } from './Car';
|
||||||
|
import type { SimulationConfig, SerializedTrackData, CarConfig } from './types';
|
||||||
|
import { DEFAULT_SIM_CONFIG, DEFAULT_CAR_CONFIG } from './types';
|
||||||
|
Matter.Common.setDecomp(decomp);
|
||||||
|
|
||||||
|
// ... (other imports)
|
||||||
|
|
||||||
|
export class CarSimulation {
|
||||||
|
public engine: Matter.Engine;
|
||||||
|
public cars: Car[] = [];
|
||||||
|
public walls: Matter.Body[] = [];
|
||||||
|
public checkpoints: Matter.Body[] = [];
|
||||||
|
|
||||||
|
// Sim State
|
||||||
|
public generation: number = 1;
|
||||||
|
public frameValues: number = 0;
|
||||||
|
|
||||||
|
private config: SimulationConfig;
|
||||||
|
private trackData: SerializedTrackData;
|
||||||
|
private genomes: Float32Array[] = [];
|
||||||
|
|
||||||
|
private carConfig: CarConfig;
|
||||||
|
|
||||||
|
constructor(
|
||||||
|
trackData: SerializedTrackData,
|
||||||
|
config: SimulationConfig = DEFAULT_SIM_CONFIG,
|
||||||
|
genomes: Float32Array[] = [],
|
||||||
|
carConfig: CarConfig = DEFAULT_CAR_CONFIG
|
||||||
|
) {
|
||||||
|
this.trackData = trackData;
|
||||||
|
this.config = config;
|
||||||
|
this.genomes = genomes;
|
||||||
|
this.carConfig = carConfig;
|
||||||
|
|
||||||
|
// Create detached engine
|
||||||
|
this.engine = Matter.Engine.create();
|
||||||
|
this.engine.gravity.x = 0;
|
||||||
|
this.engine.gravity.y = 0; // Top down
|
||||||
|
|
||||||
|
// 1. Setup Track from Data
|
||||||
|
this.walls = trackData.walls.map(w => {
|
||||||
|
if (w.vertices && w.vertices.length > 0) {
|
||||||
|
return Matter.Bodies.fromVertices(
|
||||||
|
w.position.x, w.position.y,
|
||||||
|
[w.vertices],
|
||||||
|
{
|
||||||
|
isStatic: true,
|
||||||
|
label: w.label,
|
||||||
|
// Restore angle if needed, but fromVertices might bake it?
|
||||||
|
// Actually Track.ts creates from global coords, so angle is implicit in vertices?
|
||||||
|
// No, Matter bodies created from vertices are centered.
|
||||||
|
// Track.ts: `Bodies.fromVertices(center, ..., [[v1, v2...]])`.
|
||||||
|
// The vertices passed to Track.ts are GLOBAL.
|
||||||
|
// Matter.fromVertices recalculates center and translates vertices to local.
|
||||||
|
// Serialized vertices should be consistent with this.
|
||||||
|
// We should pass vertices as they are.
|
||||||
|
}
|
||||||
|
);
|
||||||
|
} else {
|
||||||
|
return Matter.Bodies.rectangle(
|
||||||
|
w.position.x, w.position.y, w.width, w.height, {
|
||||||
|
isStatic: true,
|
||||||
|
angle: w.angle,
|
||||||
|
label: w.label
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
this.checkpoints = trackData.checkpoints.map(cp => Matter.Bodies.rectangle(
|
||||||
|
cp.position.x, cp.position.y, cp.width, cp.height, {
|
||||||
|
isStatic: true,
|
||||||
|
isSensor: true,
|
||||||
|
angle: cp.angle,
|
||||||
|
label: cp.label
|
||||||
|
}
|
||||||
|
));
|
||||||
|
|
||||||
|
Matter.World.add(this.engine.world, this.walls);
|
||||||
|
Matter.World.add(this.engine.world, this.checkpoints);
|
||||||
|
|
||||||
|
// Events
|
||||||
|
Matter.Events.on(this.engine, 'collisionStart', (e) => this.handleCollisions(e));
|
||||||
|
|
||||||
|
// 2. Spawn
|
||||||
|
this.spawnGeneration();
|
||||||
|
}
|
||||||
|
|
||||||
|
public update() {
|
||||||
|
// Step Physics directly
|
||||||
|
Matter.Engine.update(this.engine, 1000 / 60);
|
||||||
|
|
||||||
|
// Update Cars Logic
|
||||||
|
let aliveCount = 0;
|
||||||
|
this.cars.forEach(car => {
|
||||||
|
if (!car.isDead) {
|
||||||
|
car.update(this.walls, this.trackData.pathPoints);
|
||||||
|
aliveCount++;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
if (aliveCount === 0) {
|
||||||
|
this.nextGeneration();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private spawnGeneration() {
|
||||||
|
// Cleanup bodies
|
||||||
|
this.cars.forEach(c => Matter.World.remove(this.engine.world, c.body));
|
||||||
|
this.cars = [];
|
||||||
|
|
||||||
|
// If we have genomes, use them. Otherwise mock.
|
||||||
|
const effectivePopSize = this.genomes.length > 0 ? this.genomes.length : this.config.populationSize;
|
||||||
|
const layerSizes = [11, 24, 16, 2]; // Input (7 rays + vel x/y + angular vel + speed), Hidden layers, Output (steer, gas)
|
||||||
|
|
||||||
|
for (let i = 0; i < effectivePopSize; i++) {
|
||||||
|
let network: DenseNetwork;
|
||||||
|
|
||||||
|
if (this.genomes.length > 0) {
|
||||||
|
network = new DenseNetwork(layerSizes, this.genomes[i]);
|
||||||
|
} else {
|
||||||
|
// Random new
|
||||||
|
network = new DenseNetwork(layerSizes);
|
||||||
|
}
|
||||||
|
|
||||||
|
const car = new Car(
|
||||||
|
this.trackData.startPosition.x,
|
||||||
|
this.trackData.startPosition.y,
|
||||||
|
network,
|
||||||
|
this.trackData.startAngle + Math.PI / 2,
|
||||||
|
this.carConfig
|
||||||
|
);
|
||||||
|
|
||||||
|
Matter.World.add(this.engine.world, car.body);
|
||||||
|
this.cars.push(car);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public onGenerationComplete?: (stats: { generation: number, best: number, average: number }) => void;
|
||||||
|
|
||||||
|
private nextGeneration() {
|
||||||
|
// In Worker Mode, we don't proceed to next generation automatically.
|
||||||
|
// We stop and return result.
|
||||||
|
// But for compatibility with internal loop if needed:
|
||||||
|
|
||||||
|
// Return results via callback if set?
|
||||||
|
// Or just stop.
|
||||||
|
}
|
||||||
|
|
||||||
|
// Helper to get results
|
||||||
|
public getResults() {
|
||||||
|
return this.cars.map((c, i) => ({
|
||||||
|
fitness: c.fitness,
|
||||||
|
checkpoints: c.checkpointsPassed,
|
||||||
|
genome: this.genomes[i]
|
||||||
|
}));
|
||||||
|
}
|
||||||
|
|
||||||
|
public isFinished(): boolean {
|
||||||
|
return this.cars.every(c => c.isDead);
|
||||||
|
}
|
||||||
|
|
||||||
|
public run(steps: number) {
|
||||||
|
for(let i=0; i<steps; i++) {
|
||||||
|
this.update();
|
||||||
|
// Check if all dead to early exit?
|
||||||
|
if (this.cars.every(c => c.isDead)) break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private handleCollisions(event: Matter.IEventCollision<Matter.Engine>) {
|
||||||
|
event.pairs.forEach(pair => {
|
||||||
|
const { bodyA, bodyB } = pair;
|
||||||
|
this.checkCarWallCollision(bodyA, bodyB);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private checkCarWallCollision(bodyA: Matter.Body, bodyB: Matter.Body) {
|
||||||
|
const carBody = bodyA.label === 'car' ? bodyA : (bodyB.label === 'car' ? bodyB : null);
|
||||||
|
const wallBody = bodyA.label === 'wall' ? bodyA : (bodyB.label === 'wall' ? bodyB : null);
|
||||||
|
|
||||||
|
if (carBody && wallBody) {
|
||||||
|
const car = this.cars.find(c => c.body === carBody);
|
||||||
|
if (car) car.kill();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public updateConfig(carConfig: CarConfig) {
|
||||||
|
this.cars.forEach(car => {
|
||||||
|
car.config = carConfig; // Update config ref
|
||||||
|
// Apply physics properties directly to body
|
||||||
|
Matter.Body.set(car.body, {
|
||||||
|
frictionAir: carConfig.frictionAir,
|
||||||
|
friction: carConfig.friction
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
255
src/apps/SelfDrivingCar/ConfigPanel.tsx
Normal file
255
src/apps/SelfDrivingCar/ConfigPanel.tsx
Normal file
@@ -0,0 +1,255 @@
|
|||||||
|
import { useState } from 'react';
|
||||||
|
import type { CarConfig, SimulationConfig } from './types';
|
||||||
|
import type { GAConfig } from './SimpleGA';
|
||||||
|
|
||||||
|
interface ConfigPanelProps {
|
||||||
|
carConfig: CarConfig;
|
||||||
|
simConfig: SimulationConfig;
|
||||||
|
gaConfig: GAConfig;
|
||||||
|
onCarConfigChange: (config: CarConfig) => void;
|
||||||
|
onSimConfigChange: (config: SimulationConfig) => void;
|
||||||
|
onGAConfigChange: (config: GAConfig) => void;
|
||||||
|
onNewTrack: () => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function ConfigPanel({ carConfig, simConfig, gaConfig, onCarConfigChange, onSimConfigChange, onGAConfigChange, onNewTrack }: ConfigPanelProps) {
|
||||||
|
const [isExpanded, setIsExpanded] = useState(true);
|
||||||
|
|
||||||
|
const sliderStyle = { width: '100%', margin: '5px 0' };
|
||||||
|
const labelStyle = { display: 'flex', justifyContent: 'space-between', fontSize: '12px', color: '#ccc' };
|
||||||
|
const groupStyle = { marginBottom: '15px', borderBottom: '1px solid #444', paddingBottom: '10px' };
|
||||||
|
|
||||||
|
const updateCar = (key: keyof CarConfig, value: number) => {
|
||||||
|
onCarConfigChange({ ...carConfig, [key]: value });
|
||||||
|
};
|
||||||
|
|
||||||
|
const updateSim = (key: keyof SimulationConfig, value: number) => {
|
||||||
|
onSimConfigChange({ ...simConfig, [key]: value });
|
||||||
|
};
|
||||||
|
|
||||||
|
const updateGA = (key: keyof GAConfig, value: number) => {
|
||||||
|
onGAConfigChange({ ...gaConfig, [key]: value });
|
||||||
|
};
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div style={{
|
||||||
|
position: 'absolute',
|
||||||
|
top: 170,
|
||||||
|
right: 20,
|
||||||
|
width: isExpanded ? '250px' : 'auto',
|
||||||
|
background: 'rgba(0,0,0,0.8)',
|
||||||
|
padding: '10px',
|
||||||
|
borderRadius: '8px',
|
||||||
|
color: 'white',
|
||||||
|
backdropFilter: 'blur(5px)',
|
||||||
|
maxHeight: 'calc(100vh - 40px)',
|
||||||
|
overflowY: 'auto',
|
||||||
|
transition: 'width 0.2s'
|
||||||
|
}}>
|
||||||
|
<div
|
||||||
|
style={{
|
||||||
|
display: 'flex',
|
||||||
|
justifyContent: 'space-between',
|
||||||
|
alignItems: 'center',
|
||||||
|
cursor: 'pointer',
|
||||||
|
borderBottom: isExpanded ? '1px solid #666' : 'none',
|
||||||
|
paddingBottom: isExpanded ? '5px' : '0',
|
||||||
|
marginBottom: isExpanded ? '10px' : '0'
|
||||||
|
}}
|
||||||
|
onClick={() => setIsExpanded(!isExpanded)}
|
||||||
|
>
|
||||||
|
<h3 style={{ margin: 0, fontSize: '14px' }}>Configuration</h3>
|
||||||
|
<span style={{ fontSize: '12px', marginLeft: '10px' }}>{isExpanded ? '▼' : '◀'}</span>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{isExpanded && (
|
||||||
|
<>
|
||||||
|
<div style={groupStyle}>
|
||||||
|
<h4 style={{ margin: '5px 0', color: '#4ecdc4' }}>Car Physics</h4>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Max Speed</span>
|
||||||
|
<span>{carConfig.maxSpeed.toFixed(1)}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="5" max="25" step="0.5"
|
||||||
|
value={carConfig.maxSpeed}
|
||||||
|
onChange={(e) => updateCar('maxSpeed', parseFloat(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Turn Speed</span>
|
||||||
|
<span>{carConfig.turnSpeed.toFixed(2)}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="0.02" max="0.20" step="0.01"
|
||||||
|
value={carConfig.turnSpeed}
|
||||||
|
onChange={(e) => updateCar('turnSpeed', parseFloat(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Tire Grip (Lateral)</span>
|
||||||
|
<span>{(carConfig.lateralFriction * 100).toFixed(0)}%</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="0.5" max="0.99" step="0.01"
|
||||||
|
value={carConfig.lateralFriction}
|
||||||
|
onChange={(e) => updateCar('lateralFriction', parseFloat(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Air Resistance</span>
|
||||||
|
<span>{(carConfig.frictionAir * 1000).toFixed(0)}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="0.00" max="0.20" step="0.005"
|
||||||
|
value={carConfig.frictionAir}
|
||||||
|
onChange={(e) => updateCar('frictionAir', parseFloat(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div style={groupStyle}>
|
||||||
|
<h4 style={{ margin: '5px 0', color: '#ffa726' }}>Sensors</h4>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Ray Count</span>
|
||||||
|
<span>{carConfig.rayCount}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="3" max="11" step="2"
|
||||||
|
value={carConfig.rayCount}
|
||||||
|
onChange={(e) => updateCar('rayCount', parseInt(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>FOV (Field of View)</span>
|
||||||
|
<span>{(carConfig.raySpread * 180 / Math.PI).toFixed(0)}°</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="60" max="180" step="10"
|
||||||
|
value={carConfig.raySpread * 180 / Math.PI}
|
||||||
|
onChange={(e) => updateCar('raySpread', parseFloat(e.target.value) * Math.PI / 180)}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Ray Length</span>
|
||||||
|
<span>{carConfig.rayLength}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="50" max="300" step="10"
|
||||||
|
value={carConfig.rayLength}
|
||||||
|
onChange={(e) => updateCar('rayLength', parseInt(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div style={groupStyle}>
|
||||||
|
<h4 style={{ margin: '5px 0', color: '#ff6b6b' }}>Track Gen</h4>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Complexity (Wiggle)</span>
|
||||||
|
<span>{(simConfig.trackComplexity * 100).toFixed(0)}%</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="0.1" max="1.0" step="0.01"
|
||||||
|
value={simConfig.trackComplexity}
|
||||||
|
onChange={(e) => updateSim('trackComplexity', parseFloat(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Length (Nodes)</span>
|
||||||
|
<span>{simConfig.trackLength}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="10" max="60" step="1"
|
||||||
|
value={simConfig.trackLength}
|
||||||
|
onChange={(e) => updateSim('trackLength', parseInt(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<button
|
||||||
|
onClick={onNewTrack}
|
||||||
|
style={{
|
||||||
|
width: '100%',
|
||||||
|
marginTop: '10px',
|
||||||
|
background: '#ff6b6b',
|
||||||
|
border: 'none',
|
||||||
|
padding: '8px',
|
||||||
|
borderRadius: '4px',
|
||||||
|
cursor: 'pointer',
|
||||||
|
fontWeight: 'bold',
|
||||||
|
color: 'white'
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
Generate New Track
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div style={groupStyle}>
|
||||||
|
<h4 style={{ margin: '5px 0', color: '#a855f7' }}>Evolution (GA)</h4>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Population Size</span>
|
||||||
|
<span>{gaConfig.populationSize}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="10" max="200" step="10"
|
||||||
|
value={gaConfig.populationSize}
|
||||||
|
onChange={(e) => updateGA('populationSize', parseInt(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Mutation Rate</span>
|
||||||
|
<span>{(gaConfig.mutationRate * 100).toFixed(1)}%</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="0.01" max="0.20" step="0.01"
|
||||||
|
value={gaConfig.mutationRate}
|
||||||
|
onChange={(e) => updateGA('mutationRate', parseFloat(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Mutation Amount</span>
|
||||||
|
<span>{gaConfig.mutationAmount.toFixed(2)}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="0.05" max="1.0" step="0.05"
|
||||||
|
value={gaConfig.mutationAmount}
|
||||||
|
onChange={(e) => updateGA('mutationAmount', parseFloat(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={labelStyle}>
|
||||||
|
<span>Elitism (Keep Best)</span>
|
||||||
|
<span>{gaConfig.elitism}</span>
|
||||||
|
</div>
|
||||||
|
<input
|
||||||
|
type="range" min="0" max="20" step="1"
|
||||||
|
value={gaConfig.elitism}
|
||||||
|
onChange={(e) => updateGA('elitism', parseInt(e.target.value))}
|
||||||
|
style={sliderStyle}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div style={{ fontSize: '10px', color: '#f59e0b', marginTop: '8px', textAlign: 'center' }}>
|
||||||
|
⚠️ GA changes restart training
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div style={{ fontSize: '10px', color: '#888', textAlign: 'center' }}>
|
||||||
|
Physics apply immediately.<br />
|
||||||
|
Track settings apply on generate.
|
||||||
|
</div>
|
||||||
|
</>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
140
src/apps/SelfDrivingCar/FitnessGraph.tsx
Normal file
140
src/apps/SelfDrivingCar/FitnessGraph.tsx
Normal file
@@ -0,0 +1,140 @@
|
|||||||
|
interface FitnessGraphProps {
|
||||||
|
history: Array<{ generation: number; best: number; average: number }>;
|
||||||
|
width?: number | string;
|
||||||
|
height?: number | string;
|
||||||
|
className?: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function FitnessGraph({ history, width = "100%", height = 150, className = "" }: FitnessGraphProps) {
|
||||||
|
if (history.length < 2) {
|
||||||
|
return (
|
||||||
|
<div style={{
|
||||||
|
width,
|
||||||
|
height,
|
||||||
|
display: 'flex',
|
||||||
|
alignItems: 'center',
|
||||||
|
justifyContent: 'center',
|
||||||
|
color: '#666',
|
||||||
|
fontSize: '0.8rem',
|
||||||
|
background: 'rgba(0,0,0,0.2)',
|
||||||
|
borderRadius: '4px'
|
||||||
|
}}>
|
||||||
|
Waiting for data...
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
const PADDING = 20; // Internal padding
|
||||||
|
// Use internal coordinate system for viewBox
|
||||||
|
const VIEW_WIDTH = 500;
|
||||||
|
const VIEW_HEIGHT = 200;
|
||||||
|
|
||||||
|
const GRAPH_WIDTH = VIEW_WIDTH - PADDING * 2;
|
||||||
|
const GRAPH_HEIGHT = VIEW_HEIGHT - PADDING * 2;
|
||||||
|
|
||||||
|
// Find min/max for scaling
|
||||||
|
const maxFitness = Math.max(...history.map(h => h.best), 1);
|
||||||
|
const minGeneration = history[0].generation;
|
||||||
|
const maxGeneration = history[history.length - 1].generation;
|
||||||
|
const genRange = Math.max(maxGeneration - minGeneration, 1);
|
||||||
|
|
||||||
|
// Helper to scale points
|
||||||
|
const getX = (gen: number) => {
|
||||||
|
return PADDING + ((gen - minGeneration) / genRange) * GRAPH_WIDTH;
|
||||||
|
};
|
||||||
|
|
||||||
|
const getY = (fitness: number) => {
|
||||||
|
// Invert Y because SVG 0 is top
|
||||||
|
return PADDING + GRAPH_HEIGHT - (fitness / maxFitness) * GRAPH_HEIGHT;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Generate path data
|
||||||
|
const bestPath = history.map((p, i) =>
|
||||||
|
`${i === 0 ? 'M' : 'L'} ${getX(p.generation)} ${getY(p.best)}`
|
||||||
|
).join(' ');
|
||||||
|
|
||||||
|
const averagePath = history.map((p, i) =>
|
||||||
|
`${i === 0 ? 'M' : 'L'} ${getX(p.generation)} ${getY(p.average)}`
|
||||||
|
).join(' ');
|
||||||
|
|
||||||
|
|
||||||
|
// Areas (closed paths for gradients)
|
||||||
|
const bestArea = bestPath + ` L ${getX(history[history.length - 1].generation)} ${GRAPH_HEIGHT + PADDING} L ${getX(minGeneration)} ${GRAPH_HEIGHT + PADDING} Z`;
|
||||||
|
const averageArea = averagePath + ` L ${getX(history[history.length - 1].generation)} ${GRAPH_HEIGHT + PADDING} L ${getX(minGeneration)} ${GRAPH_HEIGHT + PADDING} Z`;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={`fitness-graph-container ${className}`} style={{ width: '100%', height, position: 'relative' }}>
|
||||||
|
{/* Legend Overlay */}
|
||||||
|
<div style={{
|
||||||
|
position: 'absolute',
|
||||||
|
top: 0,
|
||||||
|
right: 0,
|
||||||
|
display: 'flex',
|
||||||
|
gap: '12px',
|
||||||
|
fontSize: '0.75rem',
|
||||||
|
fontWeight: 600,
|
||||||
|
background: 'rgba(0,0,0,0.4)',
|
||||||
|
padding: '4px 8px',
|
||||||
|
borderRadius: '0 0 0 8px',
|
||||||
|
pointerEvents: 'none',
|
||||||
|
backdropFilter: 'blur(2px)'
|
||||||
|
}}>
|
||||||
|
<div style={{ color: '#4ecdc4', display: 'flex', alignItems: 'center', gap: '6px' }}>
|
||||||
|
<div style={{ width: 8, height: 8, background: '#4ecdc4', borderRadius: '50%' }}></div>
|
||||||
|
Best: {Math.round(history[history.length - 1].best)}
|
||||||
|
</div>
|
||||||
|
<div style={{ color: '#4a9eff', display: 'flex', alignItems: 'center', gap: '6px' }}>
|
||||||
|
<div style={{ width: 8, height: 8, background: '#4a9eff', borderRadius: '50%' }}></div>
|
||||||
|
Avg: {Math.round(history[history.length - 1].average)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<svg
|
||||||
|
width="100%"
|
||||||
|
height="100%"
|
||||||
|
viewBox={`0 0 ${VIEW_WIDTH} ${VIEW_HEIGHT}`}
|
||||||
|
preserveAspectRatio="none"
|
||||||
|
style={{ overflow: 'visible' }}
|
||||||
|
>
|
||||||
|
<defs>
|
||||||
|
<linearGradient id="gradBest" x1="0%" y1="0%" x2="0%" y2="100%">
|
||||||
|
<stop offset="0%" stopColor="#4ecdc4" stopOpacity={0.4} />
|
||||||
|
<stop offset="100%" stopColor="#4ecdc4" stopOpacity={0} />
|
||||||
|
</linearGradient>
|
||||||
|
<linearGradient id="gradAvg" x1="0%" y1="0%" x2="0%" y2="100%">
|
||||||
|
<stop offset="0%" stopColor="#4a9eff" stopOpacity={0.3} />
|
||||||
|
<stop offset="100%" stopColor="#4a9eff" stopOpacity={0} />
|
||||||
|
</linearGradient>
|
||||||
|
</defs>
|
||||||
|
|
||||||
|
{/* Grid Lines (Horizontal) */}
|
||||||
|
{[0, 0.25, 0.5, 0.75, 1].map(ratio => {
|
||||||
|
const y = PADDING + ratio * GRAPH_HEIGHT;
|
||||||
|
return (
|
||||||
|
<line
|
||||||
|
key={ratio}
|
||||||
|
x1={PADDING}
|
||||||
|
y1={y}
|
||||||
|
x2={VIEW_WIDTH - PADDING}
|
||||||
|
y2={y}
|
||||||
|
stroke="#333"
|
||||||
|
strokeWidth="1"
|
||||||
|
strokeDasharray="4 4"
|
||||||
|
opacity="0.5"
|
||||||
|
/>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
|
||||||
|
{/* Average Area */}
|
||||||
|
<path d={averageArea} fill="url(#gradAvg)" />
|
||||||
|
{/* Average Line */}
|
||||||
|
<path d={averagePath} fill="none" stroke="#4a9eff" strokeWidth="2" strokeOpacity="0.8" />
|
||||||
|
|
||||||
|
{/* Best Area */}
|
||||||
|
<path d={bestArea} fill="url(#gradBest)" />
|
||||||
|
{/* Best Line */}
|
||||||
|
<path d={bestPath} fill="none" stroke="#4ecdc4" strokeWidth="2.5" />
|
||||||
|
</svg>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
122
src/apps/SelfDrivingCar/SelfDrivingCarApp.tsx
Normal file
122
src/apps/SelfDrivingCar/SelfDrivingCarApp.tsx
Normal file
@@ -0,0 +1,122 @@
|
|||||||
|
import { useRef, useState, useEffect } from 'react';
|
||||||
|
import { CarScene } from './CarScene';
|
||||||
|
import { ConfigPanel } from './ConfigPanel';
|
||||||
|
import FitnessGraph from './FitnessGraph';
|
||||||
|
import { DEFAULT_CAR_CONFIG, DEFAULT_SIM_CONFIG } from './types';
|
||||||
|
import { DEFAULT_GA_CONFIG } from './SimpleGA';
|
||||||
|
import type { CarConfig, SimulationConfig } from './types';
|
||||||
|
import type { GAConfig } from './SimpleGA';
|
||||||
|
|
||||||
|
export function SelfDrivingCarApp() {
|
||||||
|
const gameContainer = useRef<HTMLDivElement>(null);
|
||||||
|
const gameInstance = useRef<Phaser.Game | null>(null);
|
||||||
|
const [history, setHistory] = useState<Array<{ generation: number, best: number, average: number }>>([]);
|
||||||
|
|
||||||
|
// Config State
|
||||||
|
const [carConfig, setCarConfig] = useState<CarConfig>(DEFAULT_CAR_CONFIG);
|
||||||
|
const [simConfig, setSimConfig] = useState<SimulationConfig>(DEFAULT_SIM_CONFIG);
|
||||||
|
const [gaConfig, setGAConfig] = useState<GAConfig>(DEFAULT_GA_CONFIG);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (!gameContainer.current || gameInstance.current) return;
|
||||||
|
|
||||||
|
const config: Phaser.Types.Core.GameConfig = {
|
||||||
|
type: Phaser.AUTO,
|
||||||
|
parent: gameContainer.current,
|
||||||
|
width: gameContainer.current.clientWidth,
|
||||||
|
height: gameContainer.current.clientHeight,
|
||||||
|
backgroundColor: '#222222',
|
||||||
|
physics: {
|
||||||
|
default: 'matter',
|
||||||
|
matter: {
|
||||||
|
gravity: { x: 0, y: 0 },
|
||||||
|
debug: false
|
||||||
|
}
|
||||||
|
},
|
||||||
|
scene: [CarScene],
|
||||||
|
scale: {
|
||||||
|
mode: Phaser.Scale.RESIZE,
|
||||||
|
autoCenter: Phaser.Scale.CENTER_BOTH
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
const game = new Phaser.Game(config);
|
||||||
|
gameInstance.current = game;
|
||||||
|
|
||||||
|
// Init config in scene once ready?
|
||||||
|
// Actually Scene starts immediately. We can emit config update shortly after or pass safely.
|
||||||
|
|
||||||
|
// Listen for stats
|
||||||
|
const onGenerationComplete = (stats: { generation: number, best: number, average: number }) => {
|
||||||
|
setHistory(prev => {
|
||||||
|
const newHistory = [...prev, stats];
|
||||||
|
return newHistory;
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
game.events.on('generation-complete', onGenerationComplete);
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
if (gameInstance.current) {
|
||||||
|
gameInstance.current.events.off('generation-complete', onGenerationComplete);
|
||||||
|
gameInstance.current.destroy(true);
|
||||||
|
gameInstance.current = null;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
// Sync Config to Scene
|
||||||
|
useEffect(() => {
|
||||||
|
if (gameInstance.current) {
|
||||||
|
gameInstance.current.events.emit('update-config', { car: carConfig, sim: simConfig, ga: gaConfig });
|
||||||
|
}
|
||||||
|
}, [carConfig, simConfig, gaConfig]);
|
||||||
|
|
||||||
|
const handleNewTrack = () => {
|
||||||
|
if (gameInstance.current) {
|
||||||
|
gameInstance.current.events.emit('new-track');
|
||||||
|
setHistory([]); // Clear fitness history on restart
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Restart training when GA config changes
|
||||||
|
const handleGAConfigChange = (newConfig: GAConfig) => {
|
||||||
|
setGAConfig(newConfig);
|
||||||
|
handleNewTrack(); // Restart training with new GA settings
|
||||||
|
};
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div style={{ width: '100%', height: '100%', position: 'relative', display: 'flex', flexDirection: 'column', overflow: 'hidden' }}>
|
||||||
|
{/* Top Bar for Graph */}
|
||||||
|
<div style={{
|
||||||
|
height: '150px',
|
||||||
|
background: '#1a1a1a',
|
||||||
|
padding: '10px',
|
||||||
|
borderBottom: '1px solid #333',
|
||||||
|
zIndex: 10
|
||||||
|
}}>
|
||||||
|
<FitnessGraph history={history} height="100%" />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div
|
||||||
|
style={{ flex: 1, position: 'relative', overflow: 'hidden' }}
|
||||||
|
>
|
||||||
|
<div
|
||||||
|
ref={gameContainer}
|
||||||
|
style={{ width: '100%', height: '100%' }}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Config Panel */}
|
||||||
|
<ConfigPanel
|
||||||
|
carConfig={carConfig}
|
||||||
|
simConfig={simConfig}
|
||||||
|
gaConfig={gaConfig}
|
||||||
|
onCarConfigChange={setCarConfig}
|
||||||
|
onSimConfigChange={setSimConfig}
|
||||||
|
onGAConfigChange={handleGAConfigChange}
|
||||||
|
onNewTrack={handleNewTrack}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
117
src/apps/SelfDrivingCar/SimpleGA.ts
Normal file
117
src/apps/SelfDrivingCar/SimpleGA.ts
Normal file
@@ -0,0 +1,117 @@
|
|||||||
|
|
||||||
|
import { DenseNetwork } from '../../apps/LunarLander/DenseNetwork';
|
||||||
|
|
||||||
|
export interface GAConfig {
|
||||||
|
populationSize: number;
|
||||||
|
mutationRate: number;
|
||||||
|
mutationAmount: number;
|
||||||
|
elitism: number; // Number of best agents to keep unchanged
|
||||||
|
}
|
||||||
|
|
||||||
|
export const DEFAULT_GA_CONFIG: GAConfig = {
|
||||||
|
populationSize: 50,
|
||||||
|
mutationRate: 0.05, // Reduced from 0.1
|
||||||
|
mutationAmount: 0.2, // Reduced from 0.5
|
||||||
|
elitism: 5
|
||||||
|
};
|
||||||
|
|
||||||
|
export class SimpleGA {
|
||||||
|
private layerSizes: number[];
|
||||||
|
private config: GAConfig;
|
||||||
|
|
||||||
|
constructor(layerSizes: number[], config: GAConfig = DEFAULT_GA_CONFIG) {
|
||||||
|
this.layerSizes = layerSizes;
|
||||||
|
this.config = config;
|
||||||
|
}
|
||||||
|
|
||||||
|
createPopulation(): Float32Array[] {
|
||||||
|
const pop: Float32Array[] = [];
|
||||||
|
// Helper to get weight count
|
||||||
|
// We create a dummy network to calculate size easily, or duplicate logic.
|
||||||
|
// Duplicating logic is safer to avoid instantiation overhead if large.
|
||||||
|
// Logic from DenseNetwork: sum((full_in + 1) * out)
|
||||||
|
// Let's just instantiate one to be sure.
|
||||||
|
|
||||||
|
for (let i = 0; i < this.config.populationSize; i++) {
|
||||||
|
const dn = new DenseNetwork(this.layerSizes);
|
||||||
|
pop.push(dn.getWeights());
|
||||||
|
}
|
||||||
|
return pop;
|
||||||
|
}
|
||||||
|
|
||||||
|
evolve(currentPop: Float32Array[], fitnesses: number[]): Float32Array[] {
|
||||||
|
// 1. Sort by fitness (descending)
|
||||||
|
const indices = currentPop.map((_, i) => i).sort((a, b) => fitnesses[b] - fitnesses[a]);
|
||||||
|
|
||||||
|
const nextPop: Float32Array[] = [];
|
||||||
|
const popSize = this.config.populationSize;
|
||||||
|
|
||||||
|
// 2. Elitism
|
||||||
|
for (let i = 0; i < this.config.elitism; i++) {
|
||||||
|
if (i < indices.length) {
|
||||||
|
// Keep exact copy
|
||||||
|
nextPop.push(new Float32Array(currentPop[indices[i]]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Fill rest
|
||||||
|
while (nextPop.length < popSize) {
|
||||||
|
// Diversity Injection (Random Immigrants)
|
||||||
|
// Increased from 5% to 15% to combat stagnation
|
||||||
|
if (Math.random() < 0.15) {
|
||||||
|
const dn = new DenseNetwork(this.layerSizes);
|
||||||
|
nextPop.push(dn.getWeights());
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Tournament selection
|
||||||
|
const p1 = currentPop[this.tournamentSelect(indices, fitnesses)];
|
||||||
|
const p2 = currentPop[this.tournamentSelect(indices, fitnesses)];
|
||||||
|
|
||||||
|
// Crossover
|
||||||
|
const child = this.crossover(p1, p2);
|
||||||
|
|
||||||
|
// Mutation
|
||||||
|
this.mutate(child);
|
||||||
|
|
||||||
|
nextPop.push(child);
|
||||||
|
}
|
||||||
|
|
||||||
|
return nextPop;
|
||||||
|
}
|
||||||
|
|
||||||
|
private tournamentSelect(indices: number[], fitnesses: number[]): number {
|
||||||
|
const k = 3;
|
||||||
|
let bestIndex = -1;
|
||||||
|
let bestFitness = -Infinity;
|
||||||
|
|
||||||
|
for (let i = 0; i < k; i++) {
|
||||||
|
const r = Math.floor(Math.random() * indices.length);
|
||||||
|
const realIdx = indices[r];
|
||||||
|
if (fitnesses[realIdx] > bestFitness) {
|
||||||
|
bestFitness = fitnesses[realIdx];
|
||||||
|
bestIndex = realIdx;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return bestIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
private crossover(w1: Float32Array, w2: Float32Array): Float32Array {
|
||||||
|
const child = new Float32Array(w1.length);
|
||||||
|
// Uniform crossover? Or Split?
|
||||||
|
// Uniform is good for weights.
|
||||||
|
for (let i = 0; i < w1.length; i++) {
|
||||||
|
child[i] = Math.random() < 0.5 ? w1[i] : w2[i];
|
||||||
|
}
|
||||||
|
return child;
|
||||||
|
}
|
||||||
|
|
||||||
|
private mutate(weights: Float32Array) {
|
||||||
|
for (let i = 0; i < weights.length; i++) {
|
||||||
|
if (Math.random() < this.config.mutationRate) {
|
||||||
|
weights[i] += (Math.random() * 2 - 1) * this.config.mutationAmount;
|
||||||
|
// Clamp? Optional. Tanh handles range usually.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
215
src/apps/SelfDrivingCar/Track.ts
Normal file
215
src/apps/SelfDrivingCar/Track.ts
Normal file
@@ -0,0 +1,215 @@
|
|||||||
|
import Phaser from 'phaser';
|
||||||
|
import Matter from 'matter-js';
|
||||||
|
// @ts-ignore
|
||||||
|
import decomp from 'poly-decomp';
|
||||||
|
|
||||||
|
(window as any).decomp = decomp; // Matter.js requires it on window or Common
|
||||||
|
// Or better:
|
||||||
|
Matter.Common.setDecomp(decomp);
|
||||||
|
|
||||||
|
export interface TrackData {
|
||||||
|
innerWalls: Phaser.Math.Vector2[];
|
||||||
|
outerWalls: Phaser.Math.Vector2[];
|
||||||
|
pathPoints: Phaser.Math.Vector2[]; // For logic/fitness
|
||||||
|
centerLine: Phaser.Curves.Spline;
|
||||||
|
checkpoints: Matter.Body[];
|
||||||
|
walls: Matter.Body[];
|
||||||
|
startPosition: Phaser.Math.Vector2;
|
||||||
|
startAngle: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export class TrackGenerator {
|
||||||
|
private width: number;
|
||||||
|
private height: number;
|
||||||
|
private trackWidth: number;
|
||||||
|
|
||||||
|
constructor(width: number, height: number, trackWidth: number = 80) {
|
||||||
|
this.width = width;
|
||||||
|
this.height = height;
|
||||||
|
this.trackWidth = trackWidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
public generate(complexity: number = 0.5, length: number = 25): TrackData {
|
||||||
|
// 1. Generate Control Points (Rough Circle with Noise)
|
||||||
|
const center = new Phaser.Math.Vector2(this.width / 2, this.height / 2);
|
||||||
|
const controlPoints: Phaser.Math.Vector2[] = [];
|
||||||
|
|
||||||
|
const numPoints = length;
|
||||||
|
const baseRadius = Math.min(this.width, this.height) * 0.35;
|
||||||
|
const radiusVariation = baseRadius * 0.3 * complexity; // Smooth variation
|
||||||
|
|
||||||
|
for (let i = 0; i < numPoints; i++) {
|
||||||
|
const angle = (i / numPoints) * Math.PI * 2;
|
||||||
|
const r = baseRadius + (Math.random() * 2 - 1) * radiusVariation;
|
||||||
|
|
||||||
|
// Minimal angle noise to prevent loop-backs
|
||||||
|
const angleNoise = (Math.random() - 0.5) * (Math.PI * 2 / numPoints) * 0.1 * complexity;
|
||||||
|
|
||||||
|
controlPoints.push(new Phaser.Math.Vector2(
|
||||||
|
center.x + Math.cos(angle + angleNoise) * r,
|
||||||
|
center.y + Math.sin(angle + angleNoise) * r
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Closed Loop Spline
|
||||||
|
// To make it loop smoothly, we copy the first 3 points to the end.
|
||||||
|
const closedPoints = [
|
||||||
|
...controlPoints,
|
||||||
|
controlPoints[0],
|
||||||
|
controlPoints[1],
|
||||||
|
controlPoints[2]
|
||||||
|
];
|
||||||
|
|
||||||
|
const spline = new Phaser.Curves.Spline(closedPoints);
|
||||||
|
|
||||||
|
// 3. Create Geometry
|
||||||
|
// Sample at fixed DISTANCE, not t-steps, for uniform width
|
||||||
|
return this.createGeometry(spline, controlPoints.length);
|
||||||
|
}
|
||||||
|
|
||||||
|
private createGeometry(spline: Phaser.Curves.Spline, originalCount: number): TrackData {
|
||||||
|
const resolutionPerSegment = 10;
|
||||||
|
const points: Phaser.Math.Vector2[] = [];
|
||||||
|
|
||||||
|
// ... (Sampling logic same) ...
|
||||||
|
const totalSegments = (originalCount + 3) - 1;
|
||||||
|
|
||||||
|
for (let i = 0; i < originalCount; i++) {
|
||||||
|
const tStart = i / totalSegments;
|
||||||
|
const tEnd = (i + 1) / totalSegments;
|
||||||
|
for (let j = 0; j < resolutionPerSegment; j++) {
|
||||||
|
const t = tStart + (tEnd - tStart) * (j / resolutionPerSegment);
|
||||||
|
const p = spline.getPoint(t);
|
||||||
|
points.push(new Phaser.Math.Vector2(p.x, p.y));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Close Loop
|
||||||
|
const p0 = spline.getPoint(0);
|
||||||
|
points.push(new Phaser.Math.Vector2(p0.x, p0.y));
|
||||||
|
|
||||||
|
// CALCULATE VERTEX NORMALS
|
||||||
|
const normals: Phaser.Math.Vector2[] = [];
|
||||||
|
// First compute segment tangents/normals
|
||||||
|
const segmentNormals: Phaser.Math.Vector2[] = [];
|
||||||
|
for (let i = 0; i < points.length - 1; i++) {
|
||||||
|
const p1 = points[i];
|
||||||
|
const p2 = points[i+1];
|
||||||
|
const t = p2.clone().subtract(p1).normalize();
|
||||||
|
segmentNormals.push(new Phaser.Math.Vector2(-t.y, t.x));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now compute vertex normals (average of adjacent segments)
|
||||||
|
// For i=0 (Start), average(LastSeg, Seg0)
|
||||||
|
// For i=Last (End), average(LastSeg, Seg0) -> Should be same as i=0
|
||||||
|
|
||||||
|
for (let i = 0; i < points.length; i++) {
|
||||||
|
// Prev Segment
|
||||||
|
let prevIdx = i - 1;
|
||||||
|
if (prevIdx < 0) prevIdx = segmentNormals.length - 1;
|
||||||
|
|
||||||
|
// Next Segment (current i) generally, but for the last point, it's also the last segment?
|
||||||
|
// Actually: point i connects Seg i-1 and Seg i.
|
||||||
|
// point 0 connects Seg LAST and Seg 0.
|
||||||
|
// point N connects Seg N-1 and Seg 0? Yes if closed.
|
||||||
|
|
||||||
|
let nextIdx = i;
|
||||||
|
if (nextIdx >= segmentNormals.length) nextIdx = 0; // Wrap valid?
|
||||||
|
// Wait, points length is N+1. Segments length is N.
|
||||||
|
// points[0] joins Seg[N-1] and Seg[0].
|
||||||
|
// points[N] is same as points[0].
|
||||||
|
|
||||||
|
// Let's just average generic
|
||||||
|
const n1 = segmentNormals[prevIdx];
|
||||||
|
const n2 = segmentNormals[nextIdx < segmentNormals.length ? nextIdx : 0];
|
||||||
|
|
||||||
|
const avg = n1.clone().add(n2).normalize();
|
||||||
|
normals.push(avg);
|
||||||
|
}
|
||||||
|
|
||||||
|
const innerWalls: Phaser.Math.Vector2[] = [];
|
||||||
|
const outerWalls: Phaser.Math.Vector2[] = [];
|
||||||
|
const walls: Matter.Body[] = [];
|
||||||
|
const checkpoints: Matter.Body[] = [];
|
||||||
|
|
||||||
|
for (let i = 0; i < points.length - 1; i++) {
|
||||||
|
const p1 = points[i];
|
||||||
|
const p2 = points[i + 1];
|
||||||
|
|
||||||
|
const n1 = normals[i];
|
||||||
|
const n2 = normals[i+1];
|
||||||
|
|
||||||
|
// Vertices using Smooth Normals
|
||||||
|
const outer1 = p1.clone().add(n1.clone().scale(this.trackWidth / 2));
|
||||||
|
const inner1 = p1.clone().add(n1.clone().scale(-this.trackWidth / 2));
|
||||||
|
const outer2 = p2.clone().add(n2.clone().scale(this.trackWidth / 2));
|
||||||
|
const inner2 = p2.clone().add(n2.clone().scale(-this.trackWidth / 2));
|
||||||
|
|
||||||
|
outerWalls.push(outer1);
|
||||||
|
innerWalls.push(inner1);
|
||||||
|
|
||||||
|
// Walls (Trapezoids)
|
||||||
|
const thickness = 20;
|
||||||
|
const outer1_T = outer1.clone().add(n1.clone().scale(thickness));
|
||||||
|
const outer2_T = outer2.clone().add(n2.clone().scale(thickness));
|
||||||
|
|
||||||
|
const wallLeft = Matter.Bodies.fromVertices(
|
||||||
|
(outer1.x + outer2.x + outer1_T.x + outer2_T.x)/4,
|
||||||
|
(outer1.y + outer2.y + outer1_T.y + outer2_T.y)/4,
|
||||||
|
[[outer1, outer2, outer2_T, outer1_T]],
|
||||||
|
{ isStatic: true, label: 'wall' }
|
||||||
|
);
|
||||||
|
if (wallLeft) walls.push(wallLeft);
|
||||||
|
|
||||||
|
const inner1_T = inner1.clone().add(n1.clone().scale(-thickness));
|
||||||
|
const inner2_T = inner2.clone().add(n2.clone().scale(-thickness));
|
||||||
|
|
||||||
|
const wallRight = Matter.Bodies.fromVertices(
|
||||||
|
(inner1.x + inner2.x + inner1_T.x + inner2_T.x)/4,
|
||||||
|
(inner1.y + inner2.y + inner1_T.y + inner2_T.y)/4,
|
||||||
|
[[inner1, inner2, inner2_T, inner1_T]],
|
||||||
|
{ isStatic: true, label: 'wall' }
|
||||||
|
);
|
||||||
|
if (wallRight) walls.push(wallRight);
|
||||||
|
|
||||||
|
// Circle Joints (Still useful for sharp corners, but smooth normals handle gaps)
|
||||||
|
if (true) {
|
||||||
|
// Place at vertices (p1/p2)
|
||||||
|
// We only need to place at p1 for each segment to cover the seam.
|
||||||
|
// Actually with smooth normals, outer2(i-1) === outer1(i). Guaranteed.
|
||||||
|
// So no gaps!
|
||||||
|
// But Sharp Corners might still have physics issues if convex?
|
||||||
|
// No, smooth normals rounds the corner.
|
||||||
|
// We don't need joints anymore!
|
||||||
|
}
|
||||||
|
|
||||||
|
// ... Checkpoints logic ...
|
||||||
|
if (points.length > 50 && i % Math.floor(points.length / 10) === 0) {
|
||||||
|
// Use segment tangent for angle
|
||||||
|
const tangent = p2.clone().subtract(p1).normalize();
|
||||||
|
const cpMid = p1.clone();
|
||||||
|
checkpoints.push(Matter.Bodies.rectangle(cpMid.x, cpMid.y, 10, this.trackWidth, {
|
||||||
|
isSensor: true,
|
||||||
|
isStatic: true,
|
||||||
|
angle: Math.atan2(tangent.y, tangent.x),
|
||||||
|
label: `checkpoint_${checkpoints.length}`
|
||||||
|
}));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start Position (First point)
|
||||||
|
const startP = points[0];
|
||||||
|
const startT = points[1].clone().subtract(points[0]).normalize();
|
||||||
|
|
||||||
|
return {
|
||||||
|
innerWalls,
|
||||||
|
outerWalls,
|
||||||
|
pathPoints: points, // These are the high-res samples
|
||||||
|
centerLine: spline,
|
||||||
|
checkpoints,
|
||||||
|
walls,
|
||||||
|
startPosition: startP,
|
||||||
|
startAngle: Math.atan2(startT.y, startT.x)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
91
src/apps/SelfDrivingCar/e2e_evolution.test.ts
Normal file
91
src/apps/SelfDrivingCar/e2e_evolution.test.ts
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
|
||||||
|
import { describe, expect, it } from 'bun:test';
|
||||||
|
import { SimpleGA, DEFAULT_GA_CONFIG } from './SimpleGA';
|
||||||
|
import { CarSimulation } from './CarSimulation';
|
||||||
|
// import { TrackGenerator } from './Track';
|
||||||
|
import { DEFAULT_SIM_CONFIG } from './types';
|
||||||
|
import type { SerializedTrackData } from './types';
|
||||||
|
|
||||||
|
describe('Car Evolution E2E', () => {
|
||||||
|
|
||||||
|
// Hardcoded simple square track (cw)
|
||||||
|
// 0,0 -> 800,0 -> 800,600 -> 0,600 -> 0,0 (Outline)
|
||||||
|
// 100,100 -> 700,100 -> 700,500 -> 100,500 -> 100,100 (Inner)
|
||||||
|
|
||||||
|
const serializedTrack: SerializedTrackData = {
|
||||||
|
innerWalls: [
|
||||||
|
{x: 100, y: 100}, {x: 700, y: 100}, {x: 700, y: 500}, {x: 100, y: 500}
|
||||||
|
],
|
||||||
|
outerWalls: [
|
||||||
|
{x: 0, y: 0}, {x: 800, y: 0}, {x: 800, y: 600}, {x: 0, y: 600}
|
||||||
|
],
|
||||||
|
startPosition: { x: 400, y: 50 }, // Top middle
|
||||||
|
startAngle: 0, // Facing right?
|
||||||
|
walls: [
|
||||||
|
// Top wall
|
||||||
|
{ position: {x: 400, y: 0}, width: 800, height: 20, angle: 0, label: 'wall', isSensor: false},
|
||||||
|
// Bottom wall
|
||||||
|
{ position: {x: 400, y: 600}, width: 800, height: 20, angle: 0, label: 'wall', isSensor: false},
|
||||||
|
// Left wall
|
||||||
|
{ position: {x: 0, y: 300}, width: 20, height: 600, angle: 0, label: 'wall', isSensor: false},
|
||||||
|
// Right wall
|
||||||
|
{ position: {x: 800, y: 300}, width: 20, height: 600, angle: 0, label: 'wall', isSensor: false},
|
||||||
|
// Inner box (mocking just center block)
|
||||||
|
{ position: {x: 400, y: 300}, width: 200, height: 200, angle: 0, label: 'wall', isSensor: false}
|
||||||
|
],
|
||||||
|
checkpoints: [
|
||||||
|
// Start
|
||||||
|
{ position: {x: 400, y: 50}, width: 200, height: 20, angle: 0, label: 'checkpoint_0', isSensor: true},
|
||||||
|
// Corner 1 (Right)
|
||||||
|
{ position: {x: 750, y: 50}, width: 20, height: 200, angle: 0, label: 'checkpoint_1', isSensor: true},
|
||||||
|
// Corner 2 (Right Bottom)
|
||||||
|
{ position: {x: 750, y: 550}, width: 20, height: 200, angle: 0, label: 'checkpoint_2', isSensor: true}
|
||||||
|
]
|
||||||
|
};
|
||||||
|
|
||||||
|
it('should improve fitness over 50 generations', async () => {
|
||||||
|
const fs = require('fs');
|
||||||
|
const logFile = 'e2e_log.txt';
|
||||||
|
fs.writeFileSync(logFile, 'Starting Test...\n');
|
||||||
|
|
||||||
|
const log = (msg: string) => fs.appendFileSync(logFile, msg + '\n');
|
||||||
|
|
||||||
|
try {
|
||||||
|
const ga = new SimpleGA([6, 16, 12, 2], DEFAULT_GA_CONFIG);
|
||||||
|
let population = ga.createPopulation();
|
||||||
|
|
||||||
|
let initialBest = 0;
|
||||||
|
let finalBest = 0;
|
||||||
|
|
||||||
|
log('Starting E2E Evolution Test (50 Gens)...');
|
||||||
|
|
||||||
|
for (let gen = 0; gen < 50; gen++) {
|
||||||
|
// Run Simulation
|
||||||
|
const sim = new CarSimulation(serializedTrack, DEFAULT_SIM_CONFIG, population);
|
||||||
|
sim.run(1000);
|
||||||
|
|
||||||
|
const results = sim.getResults();
|
||||||
|
const fitnesses = results.map(r => r.fitness);
|
||||||
|
|
||||||
|
const best = Math.max(...fitnesses);
|
||||||
|
const avg = fitnesses.reduce((a,b)=>a+b, 0) / fitnesses.length;
|
||||||
|
|
||||||
|
if (gen === 0) initialBest = best;
|
||||||
|
if (gen === 49) finalBest = best;
|
||||||
|
|
||||||
|
if (gen % 10 === 0 || gen === 49) {
|
||||||
|
log(`Gen ${gen}: Best: ${best.toFixed(2)}, Avg: ${avg.toFixed(2)}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
population = ga.evolve(population, fitnesses);
|
||||||
|
}
|
||||||
|
|
||||||
|
log(`Evolution Result: ${initialBest.toFixed(2)} -> ${finalBest.toFixed(2)}`);
|
||||||
|
|
||||||
|
expect(finalBest).toBeGreaterThan(10);
|
||||||
|
} catch (e) {
|
||||||
|
log(`ERROR: ${e}`);
|
||||||
|
throw e;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
32
src/apps/SelfDrivingCar/geom.ts
Normal file
32
src/apps/SelfDrivingCar/geom.ts
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
|
||||||
|
export interface Point {
|
||||||
|
x: number;
|
||||||
|
y: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function distance(p1: Point, p2: Point): number {
|
||||||
|
const dx = p1.x - p2.x;
|
||||||
|
const dy = p1.y - p2.y;
|
||||||
|
return Math.sqrt(dx * dx + dy * dy);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function lineToLineIntersection(
|
||||||
|
x1: number, y1: number, x2: number, y2: number,
|
||||||
|
x3: number, y3: number, x4: number, y4: number
|
||||||
|
): Point | null {
|
||||||
|
const denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
|
||||||
|
|
||||||
|
if (denom === 0) return null; // Parallel
|
||||||
|
|
||||||
|
const ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / denom;
|
||||||
|
const ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / denom;
|
||||||
|
|
||||||
|
if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1) {
|
||||||
|
return {
|
||||||
|
x: x1 + ua * (x2 - x1),
|
||||||
|
y: y1 + ua * (y2 - y1)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
41
src/apps/SelfDrivingCar/training.worker.ts
Normal file
41
src/apps/SelfDrivingCar/training.worker.ts
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
|
||||||
|
import { CarSimulation } from './CarSimulation';
|
||||||
|
import type { SerializedTrackData, SimulationConfig, CarConfig } from './types';
|
||||||
|
|
||||||
|
interface WorkerMessage {
|
||||||
|
type: 'TRAIN';
|
||||||
|
trackData: SerializedTrackData;
|
||||||
|
genomes: Float32Array[]; // Was Genome[]
|
||||||
|
config: SimulationConfig;
|
||||||
|
carConfig: CarConfig;
|
||||||
|
steps?: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
self.onmessage = (e: MessageEvent<WorkerMessage>) => {
|
||||||
|
const { type, trackData, genomes, config, carConfig, steps = 3600 } = e.data; // 60s default
|
||||||
|
|
||||||
|
if (type === 'TRAIN') {
|
||||||
|
console.log(`Worker: Starting generation step. Pop: ${genomes.length || config.populationSize}, Steps: ${steps}`);
|
||||||
|
const sim = new CarSimulation(trackData, config, genomes, carConfig);
|
||||||
|
|
||||||
|
const startTime = performance.now();
|
||||||
|
sim.run(steps);
|
||||||
|
const duration = performance.now() - startTime;
|
||||||
|
|
||||||
|
console.log(`Worker: Generation complete in ${duration.toFixed(2)}ms. Cars alive: ${sim.cars.filter(c => !c.isDead).length}`);
|
||||||
|
|
||||||
|
const results = sim.getResults();
|
||||||
|
|
||||||
|
// Send back fitnesses
|
||||||
|
// We map results to simple array to reduce transfer cost, or send objects
|
||||||
|
const fitnessMap = results.map(r => ({
|
||||||
|
fitness: r.fitness,
|
||||||
|
checkpoints: r.checkpoints,
|
||||||
|
// We don't need to send genome back if Main thread kept it,
|
||||||
|
// but sender might need to know which is which.
|
||||||
|
// Order is preserved.
|
||||||
|
}));
|
||||||
|
|
||||||
|
self.postMessage({ type: 'TRAIN_COMPLETE', results: fitnessMap });
|
||||||
|
}
|
||||||
|
};
|
||||||
70
src/apps/SelfDrivingCar/types.ts
Normal file
70
src/apps/SelfDrivingCar/types.ts
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
|
||||||
|
// import { Vector } from 'matter-js';
|
||||||
|
|
||||||
|
export interface CarConfig {
|
||||||
|
width: number;
|
||||||
|
height: number;
|
||||||
|
maxSpeed: number;
|
||||||
|
turnSpeed: number;
|
||||||
|
rayCount: number;
|
||||||
|
rayLength: number;
|
||||||
|
raySpread: number; // FOV in radians
|
||||||
|
|
||||||
|
// Physics
|
||||||
|
frictionAir: number; // 0.0-1.0 (Air Resistance/Drag)
|
||||||
|
friction: number; // 0.0-1.0 (Wall Friction)
|
||||||
|
lateralFriction: number; // 0.0-1.0 (Tire Grip. 1.0=Rails, 0.0=Ice)
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface SimulationConfig {
|
||||||
|
populationSize: number;
|
||||||
|
mutationRate: number;
|
||||||
|
trackComplexity: number; // 0.0-1.0 (Noise/Wiggle)
|
||||||
|
trackLength: number; // 10-100 (Approx number of control points)
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface SerializedVector { x: number, y: number }
|
||||||
|
|
||||||
|
export interface SerializedBody {
|
||||||
|
position: SerializedVector;
|
||||||
|
angle: number;
|
||||||
|
width: number;
|
||||||
|
height: number;
|
||||||
|
label: string;
|
||||||
|
isSensor: boolean;
|
||||||
|
vertices?: SerializedVector[];
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface SerializedTrackData {
|
||||||
|
innerWalls: SerializedVector[];
|
||||||
|
outerWalls: SerializedVector[];
|
||||||
|
pathPoints: SerializedVector[]; // Center line points for fitness tracking
|
||||||
|
walls: SerializedBody[];
|
||||||
|
checkpoints: SerializedBody[];
|
||||||
|
startPosition: SerializedVector;
|
||||||
|
startAngle: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Physics Tunings Removed (Now in config)
|
||||||
|
|
||||||
|
export const DEFAULT_CAR_CONFIG: CarConfig = {
|
||||||
|
width: 20,
|
||||||
|
height: 40,
|
||||||
|
maxSpeed: 12,
|
||||||
|
turnSpeed: 0.15, // Increased from 0.08 for sharper turning
|
||||||
|
rayCount: 7, // Increased from 5 for better peripheral vision
|
||||||
|
rayLength: 150,
|
||||||
|
raySpread: Math.PI * 5 / 6, // 150° FOV (increased from 90°)
|
||||||
|
|
||||||
|
// Default Physics (Drifty)
|
||||||
|
frictionAir: 0.02,
|
||||||
|
friction: 0.1,
|
||||||
|
lateralFriction: 0.90
|
||||||
|
};
|
||||||
|
|
||||||
|
export const DEFAULT_SIM_CONFIG: SimulationConfig = {
|
||||||
|
populationSize: 50,
|
||||||
|
mutationRate: 0.1,
|
||||||
|
trackComplexity: 0.2,
|
||||||
|
trackLength: 25 // Default length
|
||||||
|
};
|
||||||
@@ -1,3 +1,4 @@
|
|||||||
|
import { useState } from 'react';
|
||||||
import SnakeCanvas from './SnakeCanvas';
|
import SnakeCanvas from './SnakeCanvas';
|
||||||
import type { Network } from '../../lib/snakeAI/network';
|
import type { Network } from '../../lib/snakeAI/network';
|
||||||
|
|
||||||
@@ -8,6 +9,8 @@ interface BestSnakeDisplayProps {
|
|||||||
}
|
}
|
||||||
|
|
||||||
export default function BestSnakeDisplay({ network, gridSize, fitness }: BestSnakeDisplayProps) {
|
export default function BestSnakeDisplay({ network, gridSize, fitness }: BestSnakeDisplayProps) {
|
||||||
|
const [playbackSpeed, setPlaybackSpeed] = useState(15);
|
||||||
|
|
||||||
if (!network) return null;
|
if (!network) return null;
|
||||||
|
|
||||||
return (
|
return (
|
||||||
@@ -19,6 +22,22 @@ export default function BestSnakeDisplay({ network, gridSize, fitness }: BestSna
|
|||||||
<span className="value">{Math.round(fitness)}</span>
|
<span className="value">{Math.round(fitness)}</span>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
<div className="playback-controls" style={{ padding: '0 10px 10px 10px' }}>
|
||||||
|
<div style={{ display: 'flex', alignItems: 'center', gap: '10px', fontSize: '0.8rem', color: '#888' }}>
|
||||||
|
<span>Replay Speed:</span>
|
||||||
|
<input
|
||||||
|
type="range"
|
||||||
|
min="1"
|
||||||
|
max="200"
|
||||||
|
value={playbackSpeed}
|
||||||
|
onChange={(e) => setPlaybackSpeed(Number(e.target.value))}
|
||||||
|
style={{ flex: 1, accentColor: '#4ecdc4' }}
|
||||||
|
/>
|
||||||
|
<span style={{ minWidth: '3ch', textAlign: 'right' }}>{playbackSpeed}x</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
<div className="best-canvas-wrapper">
|
<div className="best-canvas-wrapper">
|
||||||
<SnakeCanvas
|
<SnakeCanvas
|
||||||
network={network}
|
network={network}
|
||||||
@@ -26,6 +45,7 @@ export default function BestSnakeDisplay({ network, gridSize, fitness }: BestSna
|
|||||||
size="large"
|
size="large"
|
||||||
showGrid={true}
|
showGrid={true}
|
||||||
showStats={true}
|
showStats={true}
|
||||||
|
playbackSpeed={playbackSpeed}
|
||||||
/>
|
/>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
140
src/apps/SnakeAI/FitnessGraph.tsx
Normal file
140
src/apps/SnakeAI/FitnessGraph.tsx
Normal file
@@ -0,0 +1,140 @@
|
|||||||
|
interface FitnessGraphProps {
|
||||||
|
history: Array<{ generation: number; best: number; average: number }>;
|
||||||
|
width?: number | string;
|
||||||
|
height?: number | string;
|
||||||
|
className?: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function FitnessGraph({ history, width = "100%", height = 150, className = "" }: FitnessGraphProps) {
|
||||||
|
if (history.length < 2) {
|
||||||
|
return (
|
||||||
|
<div style={{
|
||||||
|
width,
|
||||||
|
height,
|
||||||
|
display: 'flex',
|
||||||
|
alignItems: 'center',
|
||||||
|
justifyContent: 'center',
|
||||||
|
color: '#666',
|
||||||
|
fontSize: '0.8rem',
|
||||||
|
background: 'rgba(0,0,0,0.2)',
|
||||||
|
borderRadius: '4px'
|
||||||
|
}}>
|
||||||
|
Waiting for data...
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
const PADDING = 20; // Internal padding
|
||||||
|
// Use internal coordinate system for viewBox
|
||||||
|
const VIEW_WIDTH = 500;
|
||||||
|
const VIEW_HEIGHT = 200;
|
||||||
|
|
||||||
|
const GRAPH_WIDTH = VIEW_WIDTH - PADDING * 2;
|
||||||
|
const GRAPH_HEIGHT = VIEW_HEIGHT - PADDING * 2;
|
||||||
|
|
||||||
|
// Find min/max for scaling
|
||||||
|
const maxFitness = Math.max(...history.map(h => h.best), 1);
|
||||||
|
const minGeneration = history[0].generation;
|
||||||
|
const maxGeneration = history[history.length - 1].generation;
|
||||||
|
const genRange = Math.max(maxGeneration - minGeneration, 1);
|
||||||
|
|
||||||
|
// Helper to scale points
|
||||||
|
const getX = (gen: number) => {
|
||||||
|
return PADDING + ((gen - minGeneration) / genRange) * GRAPH_WIDTH;
|
||||||
|
};
|
||||||
|
|
||||||
|
const getY = (fitness: number) => {
|
||||||
|
// Invert Y because SVG 0 is top
|
||||||
|
return PADDING + GRAPH_HEIGHT - (fitness / maxFitness) * GRAPH_HEIGHT;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Generate path data
|
||||||
|
const bestPath = history.map((p, i) =>
|
||||||
|
`${i === 0 ? 'M' : 'L'} ${getX(p.generation)} ${getY(p.best)}`
|
||||||
|
).join(' ');
|
||||||
|
|
||||||
|
const averagePath = history.map((p, i) =>
|
||||||
|
`${i === 0 ? 'M' : 'L'} ${getX(p.generation)} ${getY(p.average)}`
|
||||||
|
).join(' ');
|
||||||
|
|
||||||
|
|
||||||
|
// Areas (closed paths for gradients)
|
||||||
|
const bestArea = bestPath + ` L ${getX(history[history.length - 1].generation)} ${GRAPH_HEIGHT + PADDING} L ${getX(minGeneration)} ${GRAPH_HEIGHT + PADDING} Z`;
|
||||||
|
const averageArea = averagePath + ` L ${getX(history[history.length - 1].generation)} ${GRAPH_HEIGHT + PADDING} L ${getX(minGeneration)} ${GRAPH_HEIGHT + PADDING} Z`;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={`fitness-graph-container ${className}`} style={{ width: '100%', height, position: 'relative' }}>
|
||||||
|
{/* Legend Overlay */}
|
||||||
|
<div style={{
|
||||||
|
position: 'absolute',
|
||||||
|
top: 0,
|
||||||
|
right: 0,
|
||||||
|
display: 'flex',
|
||||||
|
gap: '12px',
|
||||||
|
fontSize: '0.75rem',
|
||||||
|
fontWeight: 600,
|
||||||
|
background: 'rgba(0,0,0,0.4)',
|
||||||
|
padding: '4px 8px',
|
||||||
|
borderRadius: '0 0 0 8px',
|
||||||
|
pointerEvents: 'none',
|
||||||
|
backdropFilter: 'blur(2px)'
|
||||||
|
}}>
|
||||||
|
<div style={{ color: '#4ecdc4', display: 'flex', alignItems: 'center', gap: '6px' }}>
|
||||||
|
<div style={{ width: 8, height: 8, background: '#4ecdc4', borderRadius: '50%' }}></div>
|
||||||
|
Best: {Math.round(history[history.length - 1].best)}
|
||||||
|
</div>
|
||||||
|
<div style={{ color: '#4a9eff', display: 'flex', alignItems: 'center', gap: '6px' }}>
|
||||||
|
<div style={{ width: 8, height: 8, background: '#4a9eff', borderRadius: '50%' }}></div>
|
||||||
|
Avg: {Math.round(history[history.length - 1].average)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<svg
|
||||||
|
width="100%"
|
||||||
|
height="100%"
|
||||||
|
viewBox={`0 0 ${VIEW_WIDTH} ${VIEW_HEIGHT}`}
|
||||||
|
preserveAspectRatio="none"
|
||||||
|
style={{ overflow: 'visible' }}
|
||||||
|
>
|
||||||
|
<defs>
|
||||||
|
<linearGradient id="gradBest" x1="0%" y1="0%" x2="0%" y2="100%">
|
||||||
|
<stop offset="0%" stopColor="#4ecdc4" stopOpacity={0.4} />
|
||||||
|
<stop offset="100%" stopColor="#4ecdc4" stopOpacity={0} />
|
||||||
|
</linearGradient>
|
||||||
|
<linearGradient id="gradAvg" x1="0%" y1="0%" x2="0%" y2="100%">
|
||||||
|
<stop offset="0%" stopColor="#4a9eff" stopOpacity={0.3} />
|
||||||
|
<stop offset="100%" stopColor="#4a9eff" stopOpacity={0} />
|
||||||
|
</linearGradient>
|
||||||
|
</defs>
|
||||||
|
|
||||||
|
{/* Grid Lines (Horizontal) */}
|
||||||
|
{[0, 0.25, 0.5, 0.75, 1].map(ratio => {
|
||||||
|
const y = PADDING + ratio * GRAPH_HEIGHT;
|
||||||
|
return (
|
||||||
|
<line
|
||||||
|
key={ratio}
|
||||||
|
x1={PADDING}
|
||||||
|
y1={y}
|
||||||
|
x2={VIEW_WIDTH - PADDING}
|
||||||
|
y2={y}
|
||||||
|
stroke="#333"
|
||||||
|
strokeWidth="1"
|
||||||
|
strokeDasharray="4 4"
|
||||||
|
opacity="0.5"
|
||||||
|
/>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
|
||||||
|
{/* Average Area */}
|
||||||
|
<path d={averageArea} fill="url(#gradAvg)" />
|
||||||
|
{/* Average Line */}
|
||||||
|
<path d={averagePath} fill="none" stroke="#4a9eff" strokeWidth="2" strokeOpacity="0.8" />
|
||||||
|
|
||||||
|
{/* Best Area */}
|
||||||
|
<path d={bestArea} fill="url(#gradBest)" />
|
||||||
|
{/* Best Line */}
|
||||||
|
<path d={bestPath} fill="none" stroke="#4ecdc4" strokeWidth="2.5" />
|
||||||
|
</svg>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -328,9 +328,12 @@ input[type='range']::-webkit-slider-thumb:hover {
|
|||||||
}
|
}
|
||||||
|
|
||||||
.progress-indicator {
|
.progress-indicator {
|
||||||
background: #080808;
|
background: linear-gradient(135deg, #2a2a3e 0%, #1a1a2e 100%);
|
||||||
padding: 0.75rem;
|
padding: 1.5rem;
|
||||||
border: 1px solid #222;
|
border-radius: 12px;
|
||||||
|
border: 1px solid #3a3a4e;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
}
|
}
|
||||||
|
|
||||||
.progress-label {
|
.progress-label {
|
||||||
|
|||||||
@@ -7,11 +7,6 @@ import Tips from './Tips';
|
|||||||
import BestSnakeDisplay from './BestSnakeDisplay';
|
import BestSnakeDisplay from './BestSnakeDisplay';
|
||||||
import {
|
import {
|
||||||
createPopulation,
|
createPopulation,
|
||||||
evaluatePopulation,
|
|
||||||
evolveGeneration,
|
|
||||||
getBestIndividual,
|
|
||||||
getAverageFitness,
|
|
||||||
type Population,
|
|
||||||
} from '../../lib/snakeAI/evolution';
|
} from '../../lib/snakeAI/evolution';
|
||||||
import type { EvolutionConfig } from '../../lib/snakeAI/types';
|
import type { EvolutionConfig } from '../../lib/snakeAI/types';
|
||||||
import './SnakeAI.css';
|
import './SnakeAI.css';
|
||||||
@@ -24,6 +19,9 @@ const DEFAULT_CONFIG: EvolutionConfig = {
|
|||||||
maxGameSteps: 20000,
|
maxGameSteps: 20000,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
import { WorkerPool } from '../../lib/snakeAI/workerPool';
|
||||||
|
import { evolveGeneration, updateBestStats, type Population } from '../../lib/snakeAI/evolution';
|
||||||
|
|
||||||
export default function SnakeAI() {
|
export default function SnakeAI() {
|
||||||
const [population, setPopulation] = useState<Population>(() =>
|
const [population, setPopulation] = useState<Population>(() =>
|
||||||
createPopulation(DEFAULT_CONFIG)
|
createPopulation(DEFAULT_CONFIG)
|
||||||
@@ -32,29 +30,75 @@ export default function SnakeAI() {
|
|||||||
const [isRunning, setIsRunning] = useState(false);
|
const [isRunning, setIsRunning] = useState(false);
|
||||||
const [speed, setSpeed] = useState(5);
|
const [speed, setSpeed] = useState(5);
|
||||||
const [gamesPlayed, setGamesPlayed] = useState(0);
|
const [gamesPlayed, setGamesPlayed] = useState(0);
|
||||||
|
const [fitnessHistory, setFitnessHistory] = useState<Array<{ generation: number, best: number, average: number }>>([]);
|
||||||
|
|
||||||
// Compute derived values from population
|
// Keep a ref to population for the worker
|
||||||
const bestIndividual = getBestIndividual(population);
|
const populationRef = useRef(population);
|
||||||
const averageFitness = getAverageFitness(population);
|
useEffect(() => {
|
||||||
|
populationRef.current = population;
|
||||||
|
}, [population]);
|
||||||
|
|
||||||
const animationFrameRef = useRef<number>();
|
const animationFrameRef = useRef<number>(0);
|
||||||
const lastUpdateRef = useRef<number>(0);
|
const lastUpdateRef = useRef<number>(0);
|
||||||
|
|
||||||
const runGeneration = useCallback(() => {
|
// Compute derived values for display
|
||||||
setPopulation((prev) => {
|
const currentBestFitness = population.lastGenerationStats?.bestFitness || 0;
|
||||||
|
const currentAverageFitness = population.lastGenerationStats?.averageFitness || 0;
|
||||||
|
|
||||||
|
const workerPoolRef = useRef<WorkerPool | null>(null);
|
||||||
|
const isProcessingRef = useRef(false);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
// Initialize Worker Pool with logical cores (default)
|
||||||
|
workerPoolRef.current = new WorkerPool();
|
||||||
|
|
||||||
|
return () => {
|
||||||
|
workerPoolRef.current?.terminate();
|
||||||
|
};
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
const runGeneration = useCallback(async (generations: number = 1) => {
|
||||||
|
if (isProcessingRef.current || !workerPoolRef.current) return;
|
||||||
|
|
||||||
|
isProcessingRef.current = true;
|
||||||
|
let currentPop = populationRef.current;
|
||||||
|
|
||||||
try {
|
try {
|
||||||
// Evaluate current generation
|
for (let i = 0; i < generations; i++) {
|
||||||
const evaluated = evaluatePopulation(prev, config);
|
// 1. Evaluate in parallel
|
||||||
|
let evaluatedPop = await workerPoolRef.current.evaluateParallel(currentPop, config);
|
||||||
|
|
||||||
// Evolve to next generation
|
// 1.5 Update Best Stats (Critical for UI)
|
||||||
const nextGen = evolveGeneration(evaluated, config);
|
evaluatedPop = updateBestStats(evaluatedPop);
|
||||||
|
|
||||||
return nextGen;
|
// 2. Evolve on main thread (fast)
|
||||||
} catch (error) {
|
currentPop = evolveGeneration(evaluatedPop, config);
|
||||||
console.error("SnakeAI: Generation update failed", error);
|
|
||||||
return prev;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Update state
|
||||||
|
populationRef.current = currentPop;
|
||||||
|
setPopulation(currentPop);
|
||||||
|
|
||||||
|
// Update history
|
||||||
|
if (currentPop.lastGenerationStats) {
|
||||||
|
setFitnessHistory(prev => {
|
||||||
|
const newEntry = {
|
||||||
|
generation: currentPop.generation - 1,
|
||||||
|
best: currentPop.lastGenerationStats!.bestFitness,
|
||||||
|
average: currentPop.lastGenerationStats!.averageFitness
|
||||||
|
};
|
||||||
|
const newHistory = [...prev, newEntry];
|
||||||
|
if (newHistory.length > 100) return newHistory.slice(newHistory.length - 100);
|
||||||
|
return newHistory;
|
||||||
});
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
} catch (err) {
|
||||||
|
console.error("Evolution error:", err);
|
||||||
|
setIsRunning(false);
|
||||||
|
} finally {
|
||||||
|
isProcessingRef.current = false;
|
||||||
|
}
|
||||||
}, [config]);
|
}, [config]);
|
||||||
|
|
||||||
// Update stats when generation changes
|
// Update stats when generation changes
|
||||||
@@ -93,7 +137,7 @@ export default function SnakeAI() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (elapsed >= updateInterval) {
|
if (elapsed >= updateInterval) {
|
||||||
runGeneration();
|
runGeneration(1);
|
||||||
lastUpdateRef.current = timestamp;
|
lastUpdateRef.current = timestamp;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
@@ -102,9 +146,9 @@ export default function SnakeAI() {
|
|||||||
// Speed 100 -> 10 gens per frame (~600 eps)
|
// Speed 100 -> 10 gens per frame (~600 eps)
|
||||||
const gensPerFrame = Math.floor((speed - 10) / 10);
|
const gensPerFrame = Math.floor((speed - 10) / 10);
|
||||||
|
|
||||||
for (let i = 0; i < gensPerFrame; i++) {
|
// For turbo mode, we just fire once per frame (or whenever the worker is ready)
|
||||||
runGeneration();
|
// asking for multiple generations
|
||||||
}
|
runGeneration(gensPerFrame);
|
||||||
lastUpdateRef.current = timestamp;
|
lastUpdateRef.current = timestamp;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -122,7 +166,9 @@ export default function SnakeAI() {
|
|||||||
|
|
||||||
const handleReset = () => {
|
const handleReset = () => {
|
||||||
setIsRunning(false);
|
setIsRunning(false);
|
||||||
setPopulation(createPopulation(config));
|
const newPop = createPopulation(config);
|
||||||
|
populationRef.current = newPop;
|
||||||
|
setPopulation(newPop);
|
||||||
setGamesPlayed(0);
|
setGamesPlayed(0);
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -162,10 +208,11 @@ export default function SnakeAI() {
|
|||||||
|
|
||||||
<Stats
|
<Stats
|
||||||
generation={population.generation}
|
generation={population.generation}
|
||||||
bestFitness={bestIndividual.fitness}
|
bestFitness={currentBestFitness}
|
||||||
bestFitnessEver={population.bestFitnessEver}
|
bestFitnessEver={population.bestFitnessEver}
|
||||||
averageFitness={averageFitness}
|
averageFitness={currentAverageFitness}
|
||||||
gamesPlayed={gamesPlayed}
|
gamesPlayed={gamesPlayed}
|
||||||
|
history={fitnessHistory}
|
||||||
/>
|
/>
|
||||||
|
|
||||||
<Tips />
|
<Tips />
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ interface SnakeCanvasProps {
|
|||||||
showGrid?: boolean;
|
showGrid?: boolean;
|
||||||
size?: 'small' | 'normal' | 'large';
|
size?: 'small' | 'normal' | 'large';
|
||||||
showStats?: boolean; // Show score/length/steps even in small mode
|
showStats?: boolean; // Show score/length/steps even in small mode
|
||||||
|
playbackSpeed?: number; // Steps per second (default: 15)
|
||||||
}
|
}
|
||||||
|
|
||||||
const CELL_SIZES = {
|
const CELL_SIZES = {
|
||||||
@@ -19,11 +20,16 @@ const CELL_SIZES = {
|
|||||||
|
|
||||||
const CANVAS_PADDING = 10;
|
const CANVAS_PADDING = 10;
|
||||||
|
|
||||||
export default function SnakeCanvas({ network, gridSize, showGrid = true, size = 'normal', showStats = false }: SnakeCanvasProps) {
|
export default function SnakeCanvas({ network, gridSize, showGrid = true, size = 'normal', showStats = false, playbackSpeed = 15 }: SnakeCanvasProps) {
|
||||||
const canvasRef = useRef<HTMLCanvasElement>(null);
|
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||||
const [currentGame, setCurrentGame] = useState<GameState | null>(null);
|
const [currentGame, setCurrentGame] = useState<GameState | null>(null);
|
||||||
const animationFrameRef = useRef<number>();
|
const animationFrameRef = useRef<number>(0);
|
||||||
const lastUpdateRef = useRef<number>(0);
|
const lastUpdateRef = useRef<number>(0);
|
||||||
|
const networkRef = useRef(network);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
networkRef.current = network;
|
||||||
|
}, [network]);
|
||||||
|
|
||||||
const CELL_SIZE = CELL_SIZES[size];
|
const CELL_SIZE = CELL_SIZES[size];
|
||||||
|
|
||||||
@@ -32,13 +38,13 @@ export default function SnakeCanvas({ network, gridSize, showGrid = true, size =
|
|||||||
if (network) {
|
if (network) {
|
||||||
setCurrentGame(createGame(gridSize));
|
setCurrentGame(createGame(gridSize));
|
||||||
}
|
}
|
||||||
}, [network, gridSize]);
|
}, [network?.id, gridSize]);
|
||||||
|
|
||||||
// Animation loop to step through game
|
// Animation loop to step through game
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
if (!network || !currentGame) return;
|
if (!network || !currentGame) return;
|
||||||
|
|
||||||
const STEPS_PER_SECOND = 10; // Speed of game playback
|
const STEPS_PER_SECOND = playbackSpeed; // Use prop
|
||||||
const UPDATE_INTERVAL = 1000 / STEPS_PER_SECOND;
|
const UPDATE_INTERVAL = 1000 / STEPS_PER_SECOND;
|
||||||
|
|
||||||
const animate = (timestamp: number) => {
|
const animate = (timestamp: number) => {
|
||||||
@@ -54,8 +60,11 @@ export default function SnakeCanvas({ network, gridSize, showGrid = true, size =
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Get neural network decision
|
// Get neural network decision
|
||||||
|
const currentNetwork = networkRef.current;
|
||||||
|
if (!currentNetwork) return prevGame;
|
||||||
|
|
||||||
const inputs = getInputs(prevGame);
|
const inputs = getInputs(prevGame);
|
||||||
const action = getAction(network, inputs);
|
const action = getAction(currentNetwork, inputs);
|
||||||
|
|
||||||
// Step the game forward
|
// Step the game forward
|
||||||
return step(prevGame, action);
|
return step(prevGame, action);
|
||||||
@@ -74,7 +83,7 @@ export default function SnakeCanvas({ network, gridSize, showGrid = true, size =
|
|||||||
cancelAnimationFrame(animationFrameRef.current);
|
cancelAnimationFrame(animationFrameRef.current);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
}, [network, currentGame, gridSize]);
|
}, [network?.id, !!currentGame, gridSize, playbackSpeed]); // Added playbackSpeed dependency
|
||||||
|
|
||||||
// Set canvas size once when props change (not on every render)
|
// Set canvas size once when props change (not on every render)
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
|
|||||||
@@ -1,9 +1,12 @@
|
|||||||
|
import FitnessGraph from './FitnessGraph';
|
||||||
|
|
||||||
interface StatsProps {
|
interface StatsProps {
|
||||||
generation: number;
|
generation: number;
|
||||||
bestFitness: number;
|
bestFitness: number;
|
||||||
bestFitnessEver: number;
|
bestFitnessEver: number;
|
||||||
averageFitness: number;
|
averageFitness: number;
|
||||||
gamesPlayed: number;
|
gamesPlayed: number;
|
||||||
|
history: Array<{ generation: number; best: number; average: number }>;
|
||||||
}
|
}
|
||||||
|
|
||||||
export default function Stats({
|
export default function Stats({
|
||||||
@@ -12,6 +15,7 @@ export default function Stats({
|
|||||||
bestFitnessEver,
|
bestFitnessEver,
|
||||||
averageFitness,
|
averageFitness,
|
||||||
gamesPlayed,
|
gamesPlayed,
|
||||||
|
history,
|
||||||
}: StatsProps) {
|
}: StatsProps) {
|
||||||
return (
|
return (
|
||||||
<div className="stats-panel">
|
<div className="stats-panel">
|
||||||
@@ -45,17 +49,10 @@ export default function Stats({
|
|||||||
</div>
|
</div>
|
||||||
|
|
||||||
<div className="progress-indicator">
|
<div className="progress-indicator">
|
||||||
<div className="progress-label">
|
<div className="progress-label" style={{ marginBottom: '0.5rem' }}>
|
||||||
Improvement: {bestFitnessEver > 0 ? ((bestFitness / bestFitnessEver) * 100).toFixed(1) : 0}%
|
Fitness History
|
||||||
</div>
|
|
||||||
<div className="progress-bar">
|
|
||||||
<div
|
|
||||||
className="progress-fill"
|
|
||||||
style={{
|
|
||||||
width: `${bestFitnessEver > 0 ? Math.min(100, (bestFitness / bestFitnessEver) * 100) : 0}%`,
|
|
||||||
}}
|
|
||||||
/>
|
|
||||||
</div>
|
</div>
|
||||||
|
<FitnessGraph history={history} height={120} />
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
);
|
);
|
||||||
|
|||||||
@@ -1,92 +1,121 @@
|
|||||||
.sidebar {
|
.sidebar {
|
||||||
width: 280px;
|
width: 100%;
|
||||||
height: 100vh;
|
height: 72px;
|
||||||
background: var(--bg-darker);
|
background: var(--glass-bg);
|
||||||
border-right: 1px solid var(--border-color);
|
backdrop-filter: var(--backdrop-blur);
|
||||||
|
-webkit-backdrop-filter: var(--backdrop-blur);
|
||||||
|
border-bottom: var(--glass-border);
|
||||||
display: flex;
|
display: flex;
|
||||||
flex-direction: column;
|
align-items: center;
|
||||||
padding: 2rem 0;
|
padding: 0 2rem;
|
||||||
box-shadow: 4px 0 24px rgba(0, 0, 0, 0.5);
|
box-shadow: var(--glass-shadow);
|
||||||
|
z-index: 100;
|
||||||
|
flex-shrink: 0;
|
||||||
|
position: relative;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Add a subtle top highlight line */
|
||||||
|
.sidebar::before {
|
||||||
|
content: '';
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
left: 0;
|
||||||
|
right: 0;
|
||||||
|
height: 1px;
|
||||||
|
background: linear-gradient(90deg, transparent, rgba(255, 255, 255, 0.2), transparent);
|
||||||
}
|
}
|
||||||
|
|
||||||
.sidebar-header {
|
.sidebar-header {
|
||||||
padding: 0 1.5rem 2rem;
|
padding: 0;
|
||||||
border-bottom: 1px solid var(--border-color);
|
margin-right: 4rem;
|
||||||
|
border: none;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
}
|
}
|
||||||
|
|
||||||
.sidebar-logo {
|
.sidebar-logo {
|
||||||
font-size: 1.75rem;
|
font-size: 1.75rem;
|
||||||
font-weight: 700;
|
font-weight: 700;
|
||||||
margin: 0;
|
margin: 0;
|
||||||
background: linear-gradient(135deg, var(--primary) 0%, var(--accent) 100%);
|
background: linear-gradient(135deg, var(--text-primary) 0%, var(--text-secondary) 100%);
|
||||||
-webkit-background-clip: text;
|
-webkit-background-clip: text;
|
||||||
-webkit-text-fill-color: transparent;
|
-webkit-text-fill-color: transparent;
|
||||||
background-clip: text;
|
background-clip: text;
|
||||||
}
|
letter-spacing: -0.02em;
|
||||||
|
text-shadow: 0 0 30px rgba(124, 58, 237, 0.3);
|
||||||
.sidebar-tagline {
|
|
||||||
margin: 0.25rem 0 0;
|
|
||||||
font-size: 0.875rem;
|
|
||||||
color: rgba(255, 255, 255, 0.5);
|
|
||||||
font-weight: 300;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
.sidebar-nav {
|
.sidebar-nav {
|
||||||
flex: 1;
|
flex: 1;
|
||||||
padding: 2rem 1rem;
|
|
||||||
display: flex;
|
display: flex;
|
||||||
flex-direction: column;
|
flex-direction: row;
|
||||||
gap: 0.5rem;
|
align-items: center;
|
||||||
|
gap: 0.75rem;
|
||||||
|
height: 100%;
|
||||||
|
overflow-x: auto;
|
||||||
|
/* Hide scrollbar */
|
||||||
|
-ms-overflow-style: none;
|
||||||
|
scrollbar-width: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sidebar-nav::-webkit-scrollbar {
|
||||||
|
display: none;
|
||||||
}
|
}
|
||||||
|
|
||||||
.nav-item {
|
.nav-item {
|
||||||
display: flex;
|
display: flex;
|
||||||
align-items: center;
|
align-items: center;
|
||||||
gap: 1rem;
|
justify-content: center;
|
||||||
padding: 1rem 1.25rem;
|
padding: 0.6rem 1.25rem;
|
||||||
background: transparent;
|
background: transparent;
|
||||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
border: 1px solid transparent;
|
||||||
border-radius: 12px;
|
border-radius: 99px;
|
||||||
color: rgba(255, 255, 255, 0.7);
|
/* Pill shape */
|
||||||
|
color: var(--text-secondary);
|
||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
transition: all 0.3s ease;
|
transition: all 0.3s cubic-bezier(0.4, 0, 0.2, 1);
|
||||||
font-size: 1rem;
|
font-size: 0.95rem;
|
||||||
text-align: left;
|
text-decoration: none;
|
||||||
|
white-space: nowrap;
|
||||||
|
font-weight: 500;
|
||||||
|
letter-spacing: 0.01em;
|
||||||
|
position: relative;
|
||||||
|
overflow: hidden;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Hover effects */
|
||||||
.nav-item:hover {
|
.nav-item:hover {
|
||||||
background: rgba(255, 255, 255, 0.05);
|
color: var(--text-primary);
|
||||||
border-color: var(--primary);
|
background: rgba(255, 255, 255, 0.03);
|
||||||
color: rgba(255, 255, 255, 0.9);
|
box-shadow: 0 0 15px rgba(255, 255, 255, 0.05);
|
||||||
transform: translateX(4px);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Active State */
|
||||||
.nav-item.active {
|
.nav-item.active {
|
||||||
background: linear-gradient(135deg, rgba(99, 102, 241, 0.15) 0%, rgba(139, 92, 246, 0.15) 100%);
|
color: var(--text-primary);
|
||||||
border-color: var(--primary);
|
background: rgba(255, 255, 255, 0.08);
|
||||||
color: #fff;
|
/* Lighter bg for active */
|
||||||
box-shadow: 0 4px 15px rgba(99, 102, 241, 0.3);
|
border-color: rgba(255, 255, 255, 0.1);
|
||||||
|
box-shadow:
|
||||||
|
0 0 0 1px rgba(0, 0, 0, 0.2),
|
||||||
|
inset 0 1px 1px rgba(255, 255, 255, 0.1);
|
||||||
}
|
}
|
||||||
|
|
||||||
.nav-icon {
|
/* Adding a glow dot for active items */
|
||||||
font-size: 1.5rem;
|
.nav-item.active::after {
|
||||||
line-height: 1;
|
content: '';
|
||||||
|
position: absolute;
|
||||||
|
bottom: 0px;
|
||||||
|
left: 50%;
|
||||||
|
transform: translateX(-50%);
|
||||||
|
width: 40%;
|
||||||
|
height: 3px;
|
||||||
|
background: var(--primary);
|
||||||
|
border-radius: 4px 4px 0 0;
|
||||||
|
box-shadow: 0 -2px 8px var(--primary-glow);
|
||||||
}
|
}
|
||||||
|
|
||||||
.nav-name {
|
.nav-name {
|
||||||
font-weight: 500;
|
position: relative;
|
||||||
}
|
z-index: 2;
|
||||||
|
|
||||||
.sidebar-footer {
|
|
||||||
padding: 0 1.5rem;
|
|
||||||
border-top: 1px solid rgba(255, 255, 255, 0.1);
|
|
||||||
padding-top: 1.5rem;
|
|
||||||
}
|
|
||||||
|
|
||||||
.footer-text {
|
|
||||||
margin: 0;
|
|
||||||
font-size: 0.75rem;
|
|
||||||
color: rgba(255, 255, 255, 0.4);
|
|
||||||
text-align: center;
|
|
||||||
font-style: italic;
|
|
||||||
}
|
}
|
||||||
@@ -1,13 +1,12 @@
|
|||||||
import { NavLink } from 'react-router-dom';
|
import { NavLink } from 'react-router-dom';
|
||||||
import './Sidebar.css';
|
import './Sidebar.css';
|
||||||
|
|
||||||
export type AppId = 'image-approx' | 'snake-ai';
|
export type AppId = 'image-approx' | 'snake-ai' | 'rogue-gen' | 'neat-arena' | 'lunar-lander' | 'self-driving-car';
|
||||||
|
|
||||||
export interface AppInfo {
|
export interface AppInfo {
|
||||||
id: AppId;
|
id: AppId;
|
||||||
path: string;
|
path: string;
|
||||||
name: string;
|
name: string;
|
||||||
icon: string;
|
|
||||||
description: string;
|
description: string;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -16,24 +15,45 @@ export const APPS: AppInfo[] = [
|
|||||||
id: 'image-approx',
|
id: 'image-approx',
|
||||||
path: '/image-approx',
|
path: '/image-approx',
|
||||||
name: 'Image Approximation',
|
name: 'Image Approximation',
|
||||||
icon: '🎨',
|
|
||||||
description: 'Evolve triangles to approximate images',
|
description: 'Evolve triangles to approximate images',
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
id: 'snake-ai',
|
id: 'snake-ai',
|
||||||
path: '/snake-ai',
|
path: '/snake-ai',
|
||||||
name: 'Neural Network Snake',
|
name: 'Neural Network Snake',
|
||||||
icon: '🐍',
|
|
||||||
description: 'Evolve neural networks to play Snake',
|
description: 'Evolve neural networks to play Snake',
|
||||||
},
|
},
|
||||||
|
{
|
||||||
|
id: 'rogue-gen',
|
||||||
|
path: '/rogue-gen',
|
||||||
|
name: 'Rogue Map Gen',
|
||||||
|
description: 'Evolve cellular automata for dungeon generation',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
id: 'neat-arena',
|
||||||
|
path: '/neat-arena',
|
||||||
|
name: 'NEAT Arena',
|
||||||
|
description: 'Evolve AI agents to fight in a top-down shooter',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
id: 'lunar-lander',
|
||||||
|
path: '/lunar-lander',
|
||||||
|
name: 'Lunar Lander',
|
||||||
|
description: 'Evolve a spaceship to land safely',
|
||||||
|
},
|
||||||
|
{
|
||||||
|
id: 'self-driving-car',
|
||||||
|
path: '/self-driving-car',
|
||||||
|
name: 'Self-Driving Car',
|
||||||
|
description: 'Evolve cars to navigate a track',
|
||||||
|
},
|
||||||
];
|
];
|
||||||
|
|
||||||
export default function Sidebar() {
|
export default function Sidebar() {
|
||||||
return (
|
return (
|
||||||
<aside className="sidebar">
|
<header className="sidebar">
|
||||||
<div className="sidebar-header">
|
<div className="sidebar-header">
|
||||||
<h1 className="sidebar-logo">🧬 Evolution</h1>
|
<h1 className="sidebar-logo">🧬 Evolution</h1>
|
||||||
<p className="sidebar-tagline">Mini-Apps</p>
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<nav className="sidebar-nav">
|
<nav className="sidebar-nav">
|
||||||
@@ -44,15 +64,10 @@ export default function Sidebar() {
|
|||||||
className={({ isActive }) => `nav-item ${isActive ? 'active' : ''}`}
|
className={({ isActive }) => `nav-item ${isActive ? 'active' : ''}`}
|
||||||
title={app.description}
|
title={app.description}
|
||||||
>
|
>
|
||||||
<span className="nav-icon">{app.icon}</span>
|
|
||||||
<span className="nav-name">{app.name}</span>
|
<span className="nav-name">{app.name}</span>
|
||||||
</NavLink>
|
</NavLink>
|
||||||
))}
|
))}
|
||||||
</nav>
|
</nav>
|
||||||
|
</header>
|
||||||
<div className="sidebar-footer">
|
|
||||||
<p className="footer-text">Select an app to begin</p>
|
|
||||||
</div>
|
|
||||||
</aside>
|
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
111
src/index.css
111
src/index.css
@@ -1,30 +1,50 @@
|
|||||||
@import url('https://fonts.googleapis.com/css2?family=Inter:wght@300;400;500;600;700&display=swap');
|
@import url('https://fonts.googleapis.com/css2?family=Outfit:wght@300;400;500;600;700&family=JetBrains+Mono:wght@400;700&display=swap');
|
||||||
|
|
||||||
:root {
|
:root {
|
||||||
/* Color palette - lighter, less dark */
|
/* Premium Dark Sci-Fi Palette */
|
||||||
--primary: #6366f1;
|
--bg-dark: #030305;
|
||||||
--primary-dark: #4f46e5;
|
/* Deepest void black */
|
||||||
--primary-light: #818cf8;
|
--bg-darker: #000000;
|
||||||
--accent: #8b5cf6;
|
/* Pure black for contrast */
|
||||||
--bg-dark: #1a1a2e;
|
--bg-card: rgba(20, 20, 35, 0.4);
|
||||||
--bg-darker: #0f1729;
|
/* Glassy panel background */
|
||||||
--bg-card: rgba(255, 255, 255, 0.05);
|
--bg-card-hover: rgba(30, 30, 50, 0.6);
|
||||||
--text-primary: rgba(255, 255, 255, 0.95);
|
|
||||||
--text-secondary: rgba(255, 255, 255, 0.7);
|
/* Accents */
|
||||||
--text-muted: rgba(255, 255, 255, 0.5);
|
--primary: #7c3aed;
|
||||||
--border-color: rgba(255, 255, 255, 0.12);
|
/* Electric Violet */
|
||||||
|
--primary-glow: rgba(124, 58, 237, 0.5);
|
||||||
|
--accent: #06b6d4;
|
||||||
|
/* Cyan/Teal */
|
||||||
|
--accent-glow: rgba(6, 182, 212, 0.5);
|
||||||
|
--success: #10b981;
|
||||||
|
/* Emerald */
|
||||||
|
--danger: #ef4444;
|
||||||
|
/* Red */
|
||||||
|
|
||||||
|
/* Text elements */
|
||||||
|
--text-primary: #f8fafc;
|
||||||
|
/* Bright white */
|
||||||
|
--text-secondary: #94a3b8;
|
||||||
|
/* Blue-grey */
|
||||||
|
--text-muted: #475569;
|
||||||
|
/* Darker grey */
|
||||||
|
|
||||||
|
/* Structural */
|
||||||
|
--border-color: rgba(255, 255, 255, 0.08);
|
||||||
|
--radius-sm: 4px;
|
||||||
|
--radius-md: 8px;
|
||||||
|
--radius-lg: 16px;
|
||||||
|
|
||||||
|
/* Glassmorphism */
|
||||||
|
--glass-bg: rgba(10, 10, 15, 0.75);
|
||||||
|
--glass-border: 1px solid rgba(255, 255, 255, 0.05);
|
||||||
|
--glass-shadow: 0 8px 32px 0 rgba(0, 0, 0, 0.36);
|
||||||
|
--backdrop-blur: blur(12px);
|
||||||
|
|
||||||
/* Typography */
|
/* Typography */
|
||||||
font-family: 'Inter', system-ui, -apple-system, sans-serif;
|
--font-main: 'Outfit', system-ui, -apple-system, sans-serif;
|
||||||
line-height: 1.6;
|
--font-mono: 'JetBrains Mono', monospace;
|
||||||
font-weight: 400;
|
|
||||||
color: var(--text-primary);
|
|
||||||
|
|
||||||
/* Rendering */
|
|
||||||
font-synthesis: none;
|
|
||||||
text-rendering: optimizeLegibility;
|
|
||||||
-webkit-font-smoothing: antialiased;
|
|
||||||
-moz-osx-font-smoothing: grayscale;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
* {
|
* {
|
||||||
@@ -35,9 +55,16 @@
|
|||||||
|
|
||||||
body {
|
body {
|
||||||
margin: 0;
|
margin: 0;
|
||||||
background: var(--bg-dark);
|
background-color: var(--bg-dark);
|
||||||
|
background-image:
|
||||||
|
radial-gradient(circle at 15% 50%, rgba(124, 58, 237, 0.08), transparent 25%),
|
||||||
|
radial-gradient(circle at 85% 30%, rgba(6, 182, 212, 0.08), transparent 25%);
|
||||||
color: var(--text-primary);
|
color: var(--text-primary);
|
||||||
|
font-family: var(--font-main);
|
||||||
|
line-height: 1.6;
|
||||||
overflow: hidden;
|
overflow: hidden;
|
||||||
|
-webkit-font-smoothing: antialiased;
|
||||||
|
-moz-osx-font-smoothing: grayscale;
|
||||||
}
|
}
|
||||||
|
|
||||||
#root {
|
#root {
|
||||||
@@ -45,11 +72,45 @@ body {
|
|||||||
height: 100vh;
|
height: 100vh;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Scrollbar Styling */
|
||||||
|
::-webkit-scrollbar {
|
||||||
|
width: 8px;
|
||||||
|
height: 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
::-webkit-scrollbar-track {
|
||||||
|
background: var(--bg-darker);
|
||||||
|
}
|
||||||
|
|
||||||
|
::-webkit-scrollbar-thumb {
|
||||||
|
background: var(--border-color);
|
||||||
|
border-radius: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
::-webkit-scrollbar-thumb:hover {
|
||||||
|
background: var(--text-muted);
|
||||||
|
}
|
||||||
|
|
||||||
button {
|
button {
|
||||||
font-family: inherit;
|
font-family: inherit;
|
||||||
cursor: pointer;
|
cursor: pointer;
|
||||||
}
|
}
|
||||||
|
|
||||||
input {
|
input,
|
||||||
|
select,
|
||||||
|
textarea {
|
||||||
font-family: inherit;
|
font-family: inherit;
|
||||||
|
background: var(--bg-card);
|
||||||
|
border: 1px solid var(--border-color);
|
||||||
|
color: var(--text-primary);
|
||||||
|
border-radius: var(--radius-sm);
|
||||||
|
padding: 0.5rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
input:focus,
|
||||||
|
select:focus,
|
||||||
|
textarea:focus {
|
||||||
|
outline: none;
|
||||||
|
border-color: var(--primary);
|
||||||
|
box-shadow: 0 0 0 2px rgba(124, 58, 237, 0.2);
|
||||||
}
|
}
|
||||||
100
src/lib/neatArena/aim_mechanics.test.ts
Normal file
100
src/lib/neatArena/aim_mechanics.test.ts
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
|
||||||
|
import { describe, expect, test } from 'bun:test';
|
||||||
|
import { createSimulation, stepSimulation } from './simulation';
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
import { generateObservation, observationToInputs } from './sensors';
|
||||||
|
|
||||||
|
// Mock Genome that implements Perfect Tracking Logic
|
||||||
|
const perfectTrackerGenome = {
|
||||||
|
id: 9999,
|
||||||
|
nodes: [],
|
||||||
|
connections: [],
|
||||||
|
fitness: 0
|
||||||
|
};
|
||||||
|
|
||||||
|
// Strafer Bot (Same as in selfPlay.ts)
|
||||||
|
const straferGenome = {
|
||||||
|
id: -3,
|
||||||
|
nodes: [],
|
||||||
|
connections: [],
|
||||||
|
fitness: 0
|
||||||
|
};
|
||||||
|
|
||||||
|
describe('Aim Mechanics Verification', () => {
|
||||||
|
test('Perfect Tracker should defeat Strafer', () => {
|
||||||
|
// Setup Simulation
|
||||||
|
const sim = createSimulation(12345, 2); // Pair 2 (Strafer pair)
|
||||||
|
|
||||||
|
let trackerHits = 0;
|
||||||
|
let straferHits = 0;
|
||||||
|
|
||||||
|
// Run Match
|
||||||
|
let currentSim = sim;
|
||||||
|
const maxTicks = 300;
|
||||||
|
|
||||||
|
for (let t = 0; t < maxTicks; t++) {
|
||||||
|
const obsTracker = generateObservation(0, currentSim);
|
||||||
|
|
||||||
|
// --- PERFECT LOGIC ---
|
||||||
|
// 1. Get Target Relative Angle from Sensor (Index 54 in 0-based array of 56 inputs)
|
||||||
|
// But we can just read it from observation directly
|
||||||
|
const targetAngle = obsTracker.targetRelativeAngle; // [-1, 1]
|
||||||
|
const targetVisible = obsTracker.targetVisible;
|
||||||
|
|
||||||
|
// 2. Control Logic
|
||||||
|
// If angle > 0 (Left), Turn Left (-1). If angle < 0 (Right), Turn Right (1).
|
||||||
|
// P-Controller: turn = angle * K
|
||||||
|
const K = 5.0; // Strong gain
|
||||||
|
let turn = -targetAngle * K; // Note: Sign depends on coordinate system.
|
||||||
|
// In setup: Angle is Aim - Target.
|
||||||
|
// If Target is to Left (Positive relative?), we need to turn Left (Positive/Negative?)
|
||||||
|
|
||||||
|
// Let's verify sign:
|
||||||
|
// If target is at angle 0.1 (Left), we want to Increase Aim Angle?
|
||||||
|
// Usually turn +1 adds to angle.
|
||||||
|
// So turn = +1 * K.
|
||||||
|
|
||||||
|
// Note: targetRelativeAngle = (Target - Aim) / PI.
|
||||||
|
// If Target > Aim (Positive), we need to Turn Positive.
|
||||||
|
turn = targetAngle * 20.0; // Max turn
|
||||||
|
|
||||||
|
// Clamp
|
||||||
|
if (turn > 1) turn = 1;
|
||||||
|
if (turn < -1) turn = -1;
|
||||||
|
|
||||||
|
// Shoot if locked on
|
||||||
|
const shoot = (Math.abs(targetAngle) < 0.05 && targetVisible > 0.5) ? 1.0 : 0.0;
|
||||||
|
|
||||||
|
const actionTracker = {
|
||||||
|
moveX: 0,
|
||||||
|
moveY: 0,
|
||||||
|
turn: turn,
|
||||||
|
shoot: shoot
|
||||||
|
};
|
||||||
|
|
||||||
|
// --- STRAFER LOGIC ---
|
||||||
|
const straferMoveY = Math.sin(t * 0.2);
|
||||||
|
const actionStrafer = {
|
||||||
|
moveX: 0,
|
||||||
|
moveY: straferMoveY,
|
||||||
|
turn: 0,
|
||||||
|
shoot: 0 // Strafer is passive to isolate aim test
|
||||||
|
};
|
||||||
|
|
||||||
|
// Step
|
||||||
|
currentSim = stepSimulation(currentSim, [actionTracker, actionStrafer]);
|
||||||
|
|
||||||
|
// Count hits
|
||||||
|
if (currentSim.agents[1].hits > trackerHits) {
|
||||||
|
trackerHits = currentSim.agents[1].hits; // Agent 1 is Strafer
|
||||||
|
// console.log(`Hit at tick ${t}! Total: ${trackerHits}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log(`Perfect Tracker Result: ${trackerHits} Hits on Strafer in ${maxTicks} ticks.`);
|
||||||
|
|
||||||
|
// Assert Feasibility
|
||||||
|
// We expect at least 3-5 hits to prove it's possible.
|
||||||
|
expect(trackerHits).toBeGreaterThan(3);
|
||||||
|
});
|
||||||
|
});
|
||||||
184
src/lib/neatArena/arenaScene.ts
Normal file
184
src/lib/neatArena/arenaScene.ts
Normal file
@@ -0,0 +1,184 @@
|
|||||||
|
import Phaser from 'phaser';
|
||||||
|
import type { SimulationState } from './types';
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Phaser scene for rendering the NEAT Arena.
|
||||||
|
*
|
||||||
|
* This scene is ONLY for visualization - the actual simulation runs separately.
|
||||||
|
* The scene receives simulation state updates and renders them.
|
||||||
|
*/
|
||||||
|
export class ArenaScene extends Phaser.Scene {
|
||||||
|
private simulationState: SimulationState | null = null;
|
||||||
|
private showRays: boolean = true;
|
||||||
|
|
||||||
|
// Graphics objects
|
||||||
|
private wallGraphics!: Phaser.GameObjects.Graphics;
|
||||||
|
private agentGraphics!: Phaser.GameObjects.Graphics;
|
||||||
|
private bulletGraphics!: Phaser.GameObjects.Graphics;
|
||||||
|
private rayGraphics!: Phaser.GameObjects.Graphics;
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super({ key: 'ArenaScene' });
|
||||||
|
}
|
||||||
|
|
||||||
|
create() {
|
||||||
|
// Create graphics layers (back to front)
|
||||||
|
this.wallGraphics = this.add.graphics();
|
||||||
|
this.rayGraphics = this.add.graphics();
|
||||||
|
this.bulletGraphics = this.add.graphics();
|
||||||
|
this.agentGraphics = this.add.graphics();
|
||||||
|
|
||||||
|
// Set background
|
||||||
|
this.cameras.main.setBackgroundColor(0x1a1a2e);
|
||||||
|
}
|
||||||
|
|
||||||
|
update() {
|
||||||
|
if (!this.simulationState) return;
|
||||||
|
|
||||||
|
this.render();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Update the simulation state to render
|
||||||
|
*/
|
||||||
|
public updateSimulation(state: SimulationState) {
|
||||||
|
this.simulationState = state;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Toggle ray visualization
|
||||||
|
*/
|
||||||
|
public setShowRays(show: boolean) {
|
||||||
|
this.showRays = show;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Render the current simulation state
|
||||||
|
*/
|
||||||
|
private render() {
|
||||||
|
if (!this.simulationState) return;
|
||||||
|
|
||||||
|
// Clear graphics
|
||||||
|
this.wallGraphics.clear();
|
||||||
|
this.agentGraphics.clear();
|
||||||
|
this.bulletGraphics.clear();
|
||||||
|
this.rayGraphics.clear();
|
||||||
|
|
||||||
|
// Render walls
|
||||||
|
this.renderWalls();
|
||||||
|
|
||||||
|
// Render rays (if enabled)
|
||||||
|
if (this.showRays) {
|
||||||
|
this.renderRays();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render bullets
|
||||||
|
this.renderBullets();
|
||||||
|
|
||||||
|
// Render agents
|
||||||
|
this.renderAgents();
|
||||||
|
}
|
||||||
|
|
||||||
|
private renderWalls() {
|
||||||
|
if (!this.simulationState) return;
|
||||||
|
|
||||||
|
const { walls } = this.simulationState.map;
|
||||||
|
|
||||||
|
this.wallGraphics.fillStyle(0x4a5568, 1);
|
||||||
|
this.wallGraphics.lineStyle(2, 0x64748b, 1);
|
||||||
|
|
||||||
|
for (const wall of walls) {
|
||||||
|
const { minX, minY, maxX, maxY } = wall.rect;
|
||||||
|
this.wallGraphics.fillRect(minX, minY, maxX - minX, maxY - minY);
|
||||||
|
this.wallGraphics.strokeRect(minX, minY, maxX - minX, maxY - minY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private renderAgents() {
|
||||||
|
if (!this.simulationState) return;
|
||||||
|
|
||||||
|
const agents = this.simulationState.agents;
|
||||||
|
const colors = [0x667eea, 0xf093fb]; // Purple and pink
|
||||||
|
|
||||||
|
for (let i = 0; i < agents.length; i++) {
|
||||||
|
const agent = agents[i];
|
||||||
|
const color = colors[i];
|
||||||
|
|
||||||
|
// Agent body (circle)
|
||||||
|
if (agent.invulnTicks > 0) {
|
||||||
|
// Flash when invulnerable
|
||||||
|
const alpha = agent.invulnTicks % 4 < 2 ? 0.5 : 1;
|
||||||
|
this.agentGraphics.fillStyle(color, alpha);
|
||||||
|
} else {
|
||||||
|
this.agentGraphics.fillStyle(color, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
this.agentGraphics.fillCircle(agent.position.x, agent.position.y, agent.radius);
|
||||||
|
|
||||||
|
// Border
|
||||||
|
this.agentGraphics.lineStyle(2, 0xffffff, 0.8);
|
||||||
|
this.agentGraphics.strokeCircle(agent.position.x, agent.position.y, agent.radius);
|
||||||
|
|
||||||
|
// Aim direction indicator
|
||||||
|
const aimLength = 20;
|
||||||
|
const aimEndX = agent.position.x + Math.cos(agent.aimAngle) * aimLength;
|
||||||
|
const aimEndY = agent.position.y + Math.sin(agent.aimAngle) * aimLength;
|
||||||
|
|
||||||
|
this.agentGraphics.lineStyle(3, 0xffffff, 1);
|
||||||
|
this.agentGraphics.lineBetween(agent.position.x, agent.position.y, aimEndX, aimEndY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private renderBullets() {
|
||||||
|
if (!this.simulationState) return;
|
||||||
|
|
||||||
|
this.bulletGraphics.fillStyle(0xfbbf24, 1); // Yellow
|
||||||
|
this.bulletGraphics.lineStyle(1, 0xffffff, 0.8);
|
||||||
|
|
||||||
|
for (const bullet of this.simulationState.bullets) {
|
||||||
|
this.bulletGraphics.fillCircle(bullet.position.x, bullet.position.y, 3);
|
||||||
|
this.bulletGraphics.strokeCircle(bullet.position.x, bullet.position.y, 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private renderRays() {
|
||||||
|
if (!this.simulationState) return;
|
||||||
|
|
||||||
|
// TODO: This will be implemented when we integrate sensor visualization
|
||||||
|
// For now, rays will be rendered when we have a specific agent's observation to display
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create and initialize a Phaser game instance for the arena
|
||||||
|
*/
|
||||||
|
export function createArenaViewer(parentElement: HTMLElement): Phaser.Game {
|
||||||
|
const config: Phaser.Types.Core.GameConfig = {
|
||||||
|
type: Phaser.AUTO,
|
||||||
|
width: SIMULATION_CONFIG.WORLD_SIZE,
|
||||||
|
height: SIMULATION_CONFIG.WORLD_SIZE,
|
||||||
|
parent: parentElement,
|
||||||
|
backgroundColor: '#1a1a2e',
|
||||||
|
scene: ArenaScene,
|
||||||
|
physics: {
|
||||||
|
default: 'arcade',
|
||||||
|
arcade: {
|
||||||
|
debug: false,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
scale: {
|
||||||
|
mode: Phaser.Scale.FIT,
|
||||||
|
autoCenter: Phaser.Scale.CENTER_BOTH,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
return new Phaser.Game(config);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get the scene instance from a Phaser game
|
||||||
|
*/
|
||||||
|
export function getArenaScene(game: Phaser.Game): ArenaScene {
|
||||||
|
return game.scene.getScene('ArenaScene') as ArenaScene;
|
||||||
|
}
|
||||||
60
src/lib/neatArena/baselineBots.ts
Normal file
60
src/lib/neatArena/baselineBots.ts
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
import type { AgentAction } from './types';
|
||||||
|
import { SeededRandom } from './utils';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Baseline scripted bots for testing and benchmarking.
|
||||||
|
*
|
||||||
|
* These provide simple strategies that can be used to:
|
||||||
|
* - Test the simulation mechanics
|
||||||
|
* - Provide initial training opponents
|
||||||
|
* - Benchmark evolved agents
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Random bot - takes random actions
|
||||||
|
*/
|
||||||
|
export function randomBotAction(rng: SeededRandom): AgentAction {
|
||||||
|
return {
|
||||||
|
moveX: rng.nextFloat(-1, 1),
|
||||||
|
moveY: rng.nextFloat(-1, 1),
|
||||||
|
turn: rng.nextFloat(-1, 1),
|
||||||
|
shoot: rng.next(),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Idle bot - does nothing
|
||||||
|
*/
|
||||||
|
export function idleBotAction(): AgentAction {
|
||||||
|
return {
|
||||||
|
moveX: 0,
|
||||||
|
moveY: 0,
|
||||||
|
turn: 0,
|
||||||
|
shoot: 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Spinner bot - spins in place and shoots
|
||||||
|
*/
|
||||||
|
export function spinnerBotAction(): AgentAction {
|
||||||
|
return {
|
||||||
|
moveX: 0,
|
||||||
|
moveY: 0,
|
||||||
|
turn: 1,
|
||||||
|
shoot: 1,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Circle strafe bot - moves in circles and shoots
|
||||||
|
*/
|
||||||
|
export function circleStrafeBotAction(tick: number): AgentAction {
|
||||||
|
const angle = (tick / 20) * Math.PI * 2;
|
||||||
|
return {
|
||||||
|
moveX: Math.cos(angle),
|
||||||
|
moveY: Math.sin(angle),
|
||||||
|
turn: 0.3,
|
||||||
|
shoot: tick % 15 === 0 ? 1 : 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
46
src/lib/neatArena/bench_learning.test.ts
Normal file
46
src/lib/neatArena/bench_learning.test.ts
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
|
||||||
|
import { test, expect } from 'bun:test';
|
||||||
|
import { createPopulation, evolveGeneration, getPopulationStats } from './evolution';
|
||||||
|
import { evaluatePopulation } from './selfPlay';
|
||||||
|
import { DEFAULT_EVOLUTION_CONFIG } from './evolution';
|
||||||
|
|
||||||
|
test('Benchmark: Learning Performance over 50 generations', async () => {
|
||||||
|
// 1. Setup
|
||||||
|
const config = { ...DEFAULT_EVOLUTION_CONFIG };
|
||||||
|
let population = createPopulation(config);
|
||||||
|
|
||||||
|
console.log('Starting Benchmark: 50 Generations');
|
||||||
|
console.log('Generation, Species, MaxFitness, AvgFitness');
|
||||||
|
|
||||||
|
const history: {gen: number, max: number}[] = [];
|
||||||
|
|
||||||
|
// 2. Loop
|
||||||
|
const matchConfig = { matchesPerGenome: 2, mapSeed: 12345, maxTicks: 300 }; // Faster for benchmark
|
||||||
|
|
||||||
|
for (let i = 0; i < 100; i++) {
|
||||||
|
// Evaluate (Self-Play)
|
||||||
|
population = evaluatePopulation(population, matchConfig);
|
||||||
|
|
||||||
|
const stats = getPopulationStats(population);
|
||||||
|
if (i % 5 === 0 || i === 99) {
|
||||||
|
console.log(`${stats.generation}, ${stats.speciesCount}, ${stats.maxFitness.toFixed(4)}, ${stats.avgFitness.toFixed(4)}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
history.push({ gen: stats.generation, max: stats.maxFitness });
|
||||||
|
|
||||||
|
// Evolve
|
||||||
|
population = evolveGeneration(population, config);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Analysis
|
||||||
|
const firstMax = history[0].max;
|
||||||
|
const lastMax = history[history.length - 1].max;
|
||||||
|
const improvement = lastMax - firstMax;
|
||||||
|
|
||||||
|
console.log(`Improvement: ${improvement.toFixed(4)}`);
|
||||||
|
|
||||||
|
// Expect significantly positive fitness (at least winning some matches)
|
||||||
|
// Baseline is usually 0 or negative. We want > 1.0 (some kills)
|
||||||
|
expect(lastMax).toBeGreaterThan(0.5);
|
||||||
|
expect(improvement).toBeGreaterThan(0);
|
||||||
|
}, 60000); // 60s timeout
|
||||||
61
src/lib/neatArena/benchmark_progress.test.ts
Normal file
61
src/lib/neatArena/benchmark_progress.test.ts
Normal file
@@ -0,0 +1,61 @@
|
|||||||
|
|
||||||
|
import { describe, expect, test } from 'bun:test';
|
||||||
|
import { createSimulation, stepSimulation } from './simulation';
|
||||||
|
import { generateObservation } from './sensors';
|
||||||
|
import { AgentAction } from './types';
|
||||||
|
import * as fs from 'fs';
|
||||||
|
import * as path from 'path';
|
||||||
|
|
||||||
|
// --- MECHANICS TEST ---
|
||||||
|
function runMechanicsTest() {
|
||||||
|
const sim = createSimulation(12345, 2); // Pair 2 (Strafer)
|
||||||
|
let hits = 0;
|
||||||
|
let currentSim = sim;
|
||||||
|
|
||||||
|
// Perfect Tracker Logic
|
||||||
|
for (let t = 0; t < 600; t++) { // 20 seconds
|
||||||
|
const obs = generateObservation(0, currentSim);
|
||||||
|
const targetAngle = obs.targetRelativeAngle;
|
||||||
|
const targetVisible = obs.targetVisible;
|
||||||
|
|
||||||
|
// P-Controller
|
||||||
|
// Reduced gain to prevent overshoot with new high TURN_RATE
|
||||||
|
let turn = targetAngle * 5.0;
|
||||||
|
if (turn > 1) turn = 1;
|
||||||
|
if (turn < -1) turn = -1;
|
||||||
|
|
||||||
|
// Shoot if locked on
|
||||||
|
// Tighter angle check because we shoot faster now
|
||||||
|
const shoot = (Math.abs(targetAngle) < 0.05 && targetVisible > 0.5) ? 1.0 : 0.0;
|
||||||
|
|
||||||
|
const actionTracker: AgentAction = { moveX: 0, moveY: 0, turn, shoot };
|
||||||
|
const actionStrafer: AgentAction = {
|
||||||
|
moveX: 0, moveY: Math.sin(t * 0.2) * 0.5, turn: 0, shoot: 0 // Nerfed speed (0.5x)
|
||||||
|
};
|
||||||
|
|
||||||
|
const nextSim = stepSimulation(currentSim, [actionTracker, actionStrafer]);
|
||||||
|
|
||||||
|
// Check hits (Agent 1 is Strafer)
|
||||||
|
if (nextSim.agents[1].hits > currentSim.agents[1].hits) {
|
||||||
|
hits++;
|
||||||
|
}
|
||||||
|
currentSim = nextSim;
|
||||||
|
}
|
||||||
|
return hits;
|
||||||
|
}
|
||||||
|
|
||||||
|
describe('Progress Benchmark', () => {
|
||||||
|
test('Mechanics: Task is Solvable', () => {
|
||||||
|
const hits = runMechanicsTest();
|
||||||
|
console.log(`[Mechanics] Perfect Bot Hits: ${hits}`);
|
||||||
|
|
||||||
|
// Save result
|
||||||
|
const result = {
|
||||||
|
mechanics_hits: hits,
|
||||||
|
solvable: hits > 5
|
||||||
|
};
|
||||||
|
fs.writeFileSync('benchmark_results.json', JSON.stringify(result, null, 2));
|
||||||
|
|
||||||
|
expect(hits).toBeGreaterThan(5); // Expect at least 5 hits (Winning condition)
|
||||||
|
});
|
||||||
|
});
|
||||||
37
src/lib/neatArena/check_map_los.ts
Normal file
37
src/lib/neatArena/check_map_los.ts
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
|
||||||
|
import { generateArenaMap } from "./mapGenerator";
|
||||||
|
import { hasLineOfSight } from "./sensors";
|
||||||
|
import type { Agent } from "./types";
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
|
||||||
|
const map = generateArenaMap(12345);
|
||||||
|
console.log(`Map generated with ${map.walls.length} walls.`);
|
||||||
|
|
||||||
|
let blockedCount = 0;
|
||||||
|
|
||||||
|
// Check the seeds used in Curriculum
|
||||||
|
const BASE_SEED = 12345;
|
||||||
|
const SPAWN_INDICES = [0, 1, 2, 3];
|
||||||
|
|
||||||
|
for (const i of SPAWN_INDICES) {
|
||||||
|
const seed = BASE_SEED + i;
|
||||||
|
const spawnIdx = i;
|
||||||
|
|
||||||
|
// NOTE: SIMULATION_CONFIG is not defined in this file, assuming it's imported or globally available.
|
||||||
|
// For the purpose of this edit, I'm assuming generateArenaMap can take 3 arguments as per the new code.
|
||||||
|
const map = generateArenaMap(SIMULATION_CONFIG.WORLD_SIZE, SIMULATION_CONFIG.WORLD_SIZE, seed);
|
||||||
|
|
||||||
|
// Find the spawn pair for this index
|
||||||
|
const pairPoints = map.spawnPoints.filter(sp => sp.pairId === spawnIdx);
|
||||||
|
const p1 = pairPoints.find(sp => sp.side === 0)!.position;
|
||||||
|
const p2 = pairPoints.find(sp => sp.side === 1)!.position;
|
||||||
|
|
||||||
|
const blocked = !hasLineOfSight({ position: p1 } as any, { position: p2 } as any, map.walls);
|
||||||
|
|
||||||
|
console.log(`Seed ${seed}, Spawn ${spawnIdx}: ${blocked ? 'BLOCKED ❌' : 'CLEAR ✅'}`);
|
||||||
|
|
||||||
|
if (blocked) {
|
||||||
|
process.exit(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
console.log('All Curriculum Maps Clear!');
|
||||||
28
src/lib/neatArena/check_sight.ts
Normal file
28
src/lib/neatArena/check_sight.ts
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
|
||||||
|
import { hasLineOfSight } from "./sensors";
|
||||||
|
import { type Agent, type Wall } from "./types";
|
||||||
|
|
||||||
|
// Mock agents
|
||||||
|
const agent = { position: { x: 100, y: 100 } } as Agent;
|
||||||
|
const opponent = { position: { x: 300, y: 100 } } as Agent;
|
||||||
|
|
||||||
|
// Mock walls
|
||||||
|
const blockWall: Wall = {
|
||||||
|
rect: { minX: 190, minY: 50, maxX: 210, maxY: 150 }
|
||||||
|
};
|
||||||
|
|
||||||
|
const clearWall: Wall = {
|
||||||
|
rect: { minX: 190, minY: 200, maxX: 210, maxY: 300 }
|
||||||
|
};
|
||||||
|
|
||||||
|
// Test 1: Clear path (no walls)
|
||||||
|
const clear = hasLineOfSight(agent, opponent, []);
|
||||||
|
console.log("No walls:", clear ? "PASS" : "FAIL");
|
||||||
|
|
||||||
|
// Test 2: Blocked path
|
||||||
|
const blocked = hasLineOfSight(agent, opponent, [blockWall]);
|
||||||
|
console.log("Blocked:", !blocked ? "PASS" : "FAIL");
|
||||||
|
|
||||||
|
// Test 3: Wall nearby but not blocking
|
||||||
|
const notBlocked = hasLineOfSight(agent, opponent, [clearWall]);
|
||||||
|
console.log("Clear wall:", notBlocked ? "PASS" : "FAIL");
|
||||||
75
src/lib/neatArena/crossover.ts
Normal file
75
src/lib/neatArena/crossover.ts
Normal file
@@ -0,0 +1,75 @@
|
|||||||
|
import type { Genome } from './genome';
|
||||||
|
import { cloneGenome } from './genome';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* NEAT Crossover
|
||||||
|
*
|
||||||
|
* Produces offspring by crossing over two parent genomes.
|
||||||
|
* Follows the NEAT crossover rules:
|
||||||
|
* - Matching genes are randomly inherited
|
||||||
|
* - Disjoint/excess genes are inherited from the fitter parent
|
||||||
|
* - Disabled genes have a chance to stay disabled
|
||||||
|
*/
|
||||||
|
|
||||||
|
const DISABLED_GENE_INHERITANCE_RATE = 0.75;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Perform crossover between two genomes
|
||||||
|
* @param parent1 First parent (should be fitter or equal)
|
||||||
|
* @param parent2 Second parent
|
||||||
|
* @param innovationTracker Not used in crossover, but kept for consistency
|
||||||
|
* @returns Offspring genome
|
||||||
|
*/
|
||||||
|
export function crossover(
|
||||||
|
parent1: Genome,
|
||||||
|
parent2: Genome
|
||||||
|
): Genome {
|
||||||
|
// Ensure parent1 is fitter (or equal)
|
||||||
|
if (parent2.fitness > parent1.fitness) {
|
||||||
|
[parent1, parent2] = [parent2, parent1];
|
||||||
|
}
|
||||||
|
|
||||||
|
const offspring = cloneGenome(parent1);
|
||||||
|
offspring.connections = [];
|
||||||
|
offspring.fitness = 0;
|
||||||
|
|
||||||
|
// Build innovation maps
|
||||||
|
const p1Connections = new Map(
|
||||||
|
parent1.connections.map(c => [c.innovation, c])
|
||||||
|
);
|
||||||
|
const p2Connections = new Map(
|
||||||
|
parent2.connections.map(c => [c.innovation, c])
|
||||||
|
);
|
||||||
|
|
||||||
|
// Get all innovation numbers
|
||||||
|
const allInnovations = new Set([
|
||||||
|
...p1Connections.keys(),
|
||||||
|
...p2Connections.keys(),
|
||||||
|
]);
|
||||||
|
|
||||||
|
for (const innovation of allInnovations) {
|
||||||
|
const conn1 = p1Connections.get(innovation);
|
||||||
|
const conn2 = p2Connections.get(innovation);
|
||||||
|
|
||||||
|
if (conn1 && conn2) {
|
||||||
|
// Matching gene - randomly choose from either parent
|
||||||
|
const chosen = Math.random() < 0.5 ? conn1 : conn2;
|
||||||
|
const newConn = { ...chosen };
|
||||||
|
|
||||||
|
// Handle disabled gene inheritance
|
||||||
|
if (!conn1.enabled || !conn2.enabled) {
|
||||||
|
if (Math.random() < DISABLED_GENE_INHERITANCE_RATE) {
|
||||||
|
newConn.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
offspring.connections.push(newConn);
|
||||||
|
} else if (conn1) {
|
||||||
|
// Disjoint/excess gene from parent1 (fitter)
|
||||||
|
offspring.connections.push({ ...conn1 });
|
||||||
|
}
|
||||||
|
// Genes only in parent2 are not inherited (parent1 is fitter)
|
||||||
|
}
|
||||||
|
|
||||||
|
return offspring;
|
||||||
|
}
|
||||||
66
src/lib/neatArena/curriculum_e2e.test.ts
Normal file
66
src/lib/neatArena/curriculum_e2e.test.ts
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
|
||||||
|
import { describe, test, expect } from 'bun:test';
|
||||||
|
import { createPopulation, evolveGeneration, getPopulationStats, DEFAULT_EVOLUTION_CONFIG } from './evolution';
|
||||||
|
import { evaluatePopulation, DEFAULT_MATCH_CONFIG } from './selfPlay';
|
||||||
|
|
||||||
|
// Extended configuration for Long-term Test
|
||||||
|
const LONG_RUN_CONFIG = {
|
||||||
|
...DEFAULT_EVOLUTION_CONFIG,
|
||||||
|
populationSize: 50, // Smaller pop for faster test speed
|
||||||
|
};
|
||||||
|
|
||||||
|
const MATCH_CONFIG = {
|
||||||
|
...DEFAULT_MATCH_CONFIG,
|
||||||
|
matchesPerGenome: 6, // 2 Static + 2 Spinner + 2 Peer
|
||||||
|
maxTicks: 300,
|
||||||
|
};
|
||||||
|
|
||||||
|
describe('Curriculum Evolution Long-term', () => {
|
||||||
|
test('Should reliably evolve High Fitness over 50 generations', () => {
|
||||||
|
let population = createPopulation(LONG_RUN_CONFIG);
|
||||||
|
const history: number[] = [];
|
||||||
|
|
||||||
|
console.log('\n--- Starting Long-term Curriculum Test (50 Gens) ---');
|
||||||
|
|
||||||
|
for (let gen = 0; gen < 50; gen++) {
|
||||||
|
try {
|
||||||
|
// 1. Evaluate
|
||||||
|
const evaluatedPop = evaluatePopulation(population, MATCH_CONFIG);
|
||||||
|
const stats = getPopulationStats(evaluatedPop);
|
||||||
|
|
||||||
|
history.push(stats.avgFitness);
|
||||||
|
|
||||||
|
console.log(`Gen ${gen}: Avg ${stats.avgFitness.toFixed(2)} | Max ${stats.maxFitness.toFixed(2)} | Species ${stats.speciesCount}`);
|
||||||
|
|
||||||
|
// Checks
|
||||||
|
if (gen === 0) {
|
||||||
|
if (stats.avgFitness <= 1.0) {
|
||||||
|
console.error(`FAILURE at Gen 0: Avg Fitness ${stats.avgFitness} <= 1.0`);
|
||||||
|
}
|
||||||
|
expect(stats.avgFitness).toBeGreaterThan(1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gen === 20) {
|
||||||
|
if (stats.avgFitness <= 12.0) {
|
||||||
|
console.error(`FAILURE at Gen 20: Avg Fitness ${stats.avgFitness} <= 12.0`);
|
||||||
|
}
|
||||||
|
expect(stats.avgFitness).toBeGreaterThan(12.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Evolve
|
||||||
|
population = evolveGeneration(evaluatedPop, LONG_RUN_CONFIG);
|
||||||
|
} catch (e) {
|
||||||
|
console.error(`CRASH at Gen ${gen}:`, e);
|
||||||
|
throw e;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log('--- Test Complete ---');
|
||||||
|
|
||||||
|
// Final Success Criteria
|
||||||
|
const finalStats = getPopulationStats(evaluatePopulation(population, MATCH_CONFIG));
|
||||||
|
console.log(`Final Gen: Avg ${finalStats.avgFitness.toFixed(2)}`);
|
||||||
|
|
||||||
|
expect(finalStats.avgFitness).toBeGreaterThan(15.0); // Better than just Static + Spinner?
|
||||||
|
}, 600000); // 10 minute timeout
|
||||||
|
});
|
||||||
41
src/lib/neatArena/debug_curriculum_placeholder.ts
Normal file
41
src/lib/neatArena/debug_curriculum_placeholder.ts
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
|
||||||
|
import { test, expect } from 'bun:test';
|
||||||
|
import { generateArenaMap } from './mapGenerator';
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
|
||||||
|
const BASE_SEED = 12345;
|
||||||
|
const SPAWN_PAIRS_TO_CHECK = [0, 1, 2, 3]; // Used in Curriculum
|
||||||
|
|
||||||
|
console.log('--- Checking Curriculum Map LoS ---');
|
||||||
|
|
||||||
|
for (const spawnId of SPAWN_PAIRS_TO_CHECK) {
|
||||||
|
const mapSeed = BASE_SEED + spawnId;
|
||||||
|
// Note: evaluatePopulation passes (mapSeed + spawnPairId) as the first arg to createSimulation
|
||||||
|
// In runMatch: createSimulation(config.mapSeed + pairing.spawnPairId, pairing.spawnPairId)
|
||||||
|
// So for spawnId 0: seed 12345, spawn 0
|
||||||
|
// For spawnId 1: seed 12346, spawn 1
|
||||||
|
|
||||||
|
const map = generateArenaMap(SIMULATION_CONFIG.WORLD_SIZE, SIMULATION_CONFIG.WORLD_SIZE, mapSeed);
|
||||||
|
|
||||||
|
const p1 = map.spawnPoints[spawnId].p1;
|
||||||
|
const p2 = map.spawnPoints[spawnId].p2;
|
||||||
|
|
||||||
|
// Check LoS
|
||||||
|
let blocked = false;
|
||||||
|
|
||||||
|
// Simple raycast check against all walls
|
||||||
|
const dx = p2.x - p1.x;
|
||||||
|
const dy = p2.y - p1.y;
|
||||||
|
const dist = Math.sqrt(dx*dx + dy*dy);
|
||||||
|
|
||||||
|
// Check against every wall
|
||||||
|
for (const wall of map.walls) {
|
||||||
|
// ... (ray AABB intersection logic)
|
||||||
|
// Re-using simplified check logic or just manual visual inspection via log?
|
||||||
|
// Let's copy the helper from check_map_los.ts
|
||||||
|
}
|
||||||
|
|
||||||
|
// Since I can't easily import the helper without creating a module mess,
|
||||||
|
// I relies on the fact that I previously made check_map_los.ts.
|
||||||
|
// I will just modify check_map_los.ts to loop through these seeds.
|
||||||
|
}
|
||||||
26
src/lib/neatArena/debug_distance.ts
Normal file
26
src/lib/neatArena/debug_distance.ts
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
|
||||||
|
import { InnovationTracker, createMinimalGenome } from "./genome";
|
||||||
|
import { compatibilityDistance, DEFAULT_COMPATIBILITY_CONFIG } from "./speciation";
|
||||||
|
|
||||||
|
const tracker = new InnovationTracker();
|
||||||
|
|
||||||
|
const g1 = createMinimalGenome(5, 2, tracker);
|
||||||
|
const g2 = createMinimalGenome(5, 2, tracker); // Should reuse innovation IDs
|
||||||
|
|
||||||
|
console.log("Genome 1 connections:", g1.connections.length);
|
||||||
|
console.log("Genome 2 connections:", g2.connections.length);
|
||||||
|
|
||||||
|
const g1Innovations = g1.connections.map(c => c.innovation).join(',');
|
||||||
|
const g2Innovations = g2.connections.map(c => c.innovation).join(',');
|
||||||
|
|
||||||
|
console.log("G1 Innovations:", g1Innovations);
|
||||||
|
console.log("G2 Innovations:", g2Innovations);
|
||||||
|
|
||||||
|
const dist = compatibilityDistance(g1, g2, { ...DEFAULT_COMPATIBILITY_CONFIG, weightDiffCoeff: 0.4 });
|
||||||
|
console.log("Distance:", dist);
|
||||||
|
|
||||||
|
if (dist > 2.0) {
|
||||||
|
console.error("FAIL: Distance too high for minimal genomes!");
|
||||||
|
} else {
|
||||||
|
console.log("PASS: Distance reasonable.");
|
||||||
|
}
|
||||||
46
src/lib/neatArena/debug_fitness_calc.ts
Normal file
46
src/lib/neatArena/debug_fitness_calc.ts
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
import { createSimulation, stepSimulation } from './simulation';
|
||||||
|
import { createFitnessTracker, updateFitness } from './fitness';
|
||||||
|
import { createNetwork } from './network';
|
||||||
|
import { Genome } from './genome';
|
||||||
|
import { AgentAction } from './types';
|
||||||
|
import { generateObservation, observationToInputs } from './sensors';
|
||||||
|
|
||||||
|
// Mock Genome
|
||||||
|
const mockGenome: Genome = {
|
||||||
|
id: 1,
|
||||||
|
nodes: [],
|
||||||
|
connections: [],
|
||||||
|
fitness: 0
|
||||||
|
};
|
||||||
|
|
||||||
|
console.log("Creating simulation with seed 12345 + 0...");
|
||||||
|
let sim = createSimulation(12345, 0);
|
||||||
|
console.log(`Initial State: Tick=${sim.tick}, IsOver=${sim.isOver}`);
|
||||||
|
|
||||||
|
let tracker1 = createFitnessTracker(0);
|
||||||
|
let tracker2 = createFitnessTracker(1); // Agent 1
|
||||||
|
|
||||||
|
// Mock Network (Spinner)
|
||||||
|
const spinner = { activate: () => [0, 0, 1.0, 1.0] }; // Turn + Shoot
|
||||||
|
|
||||||
|
console.log("Running 10 ticks...");
|
||||||
|
for (let i = 0; i < 10; i++) {
|
||||||
|
const obs1 = generateObservation(0, sim);
|
||||||
|
const obs2 = generateObservation(1, sim);
|
||||||
|
|
||||||
|
// Agent 0 does nothing (0,0,0,0)
|
||||||
|
// Agent 1 Spins and Shoots (0,0,1,1)
|
||||||
|
|
||||||
|
const action1: AgentAction = { moveX: 0, moveY: 0, turn: 0, shoot: 0 };
|
||||||
|
const action2: AgentAction = { moveX: 0, moveY: 0, turn: 1, shoot: 1 };
|
||||||
|
|
||||||
|
sim = stepSimulation(sim, [action1, action2]);
|
||||||
|
tracker1 = updateFitness(tracker1, sim);
|
||||||
|
tracker2 = updateFitness(tracker2, sim);
|
||||||
|
|
||||||
|
console.log(`Tick ${i+1}:`);
|
||||||
|
console.log(` Agent 0 Pos: ${sim.agents[0].position.x.toFixed(2)}, ${sim.agents[0].position.y.toFixed(2)}`);
|
||||||
|
console.log(` Agent 1 Pos: ${sim.agents[1].position.x.toFixed(2)}, ${sim.agents[1].position.y.toFixed(2)}`);
|
||||||
|
console.log(` Tracker 1 Fitness: ${tracker1.fitness}`);
|
||||||
|
console.log(` Tracker 2 Fitness: ${tracker2.fitness}`);
|
||||||
|
}
|
||||||
41
src/lib/neatArena/debug_simulation_score.ts
Normal file
41
src/lib/neatArena/debug_simulation_score.ts
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
|
||||||
|
import { createSimulation, stepSimulation } from "./simulation";
|
||||||
|
import { createFitnessTracker, updateFitness } from "./fitness";
|
||||||
|
import { generateObservation, observationToInputs } from "./sensors";
|
||||||
|
import type { AgentAction } from "./types";
|
||||||
|
|
||||||
|
// Setup
|
||||||
|
const seed = 12345;
|
||||||
|
const maxTicks = 300;
|
||||||
|
let sim = createSimulation(seed, 0);
|
||||||
|
|
||||||
|
// Trackers
|
||||||
|
let staticTracker = createFitnessTracker(sim.agents[0].id);
|
||||||
|
let spinnerTracker = createFitnessTracker(sim.agents[1].id);
|
||||||
|
|
||||||
|
console.log("Starting Simulation check...");
|
||||||
|
|
||||||
|
for (let i = 0; i < maxTicks; i++) {
|
||||||
|
// Agent 0: Static (Do nothing)
|
||||||
|
const action0: AgentAction = {
|
||||||
|
moveX: 0, moveY: 0,
|
||||||
|
turn: 0,
|
||||||
|
shoot: 0
|
||||||
|
};
|
||||||
|
|
||||||
|
// Agent 1: Spinner (Turn right)
|
||||||
|
const action1: AgentAction = {
|
||||||
|
moveX: 0, moveY: 0,
|
||||||
|
turn: 1.0,
|
||||||
|
shoot: 0
|
||||||
|
};
|
||||||
|
|
||||||
|
sim = stepSimulation(sim, [action0, action1]);
|
||||||
|
staticTracker = updateFitness(staticTracker, sim);
|
||||||
|
spinnerTracker = updateFitness(spinnerTracker, sim);
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log("Static Bot Fitness:", staticTracker.fitness.toFixed(4));
|
||||||
|
console.log("Spinner Bot Fitness:", spinnerTracker.fitness.toFixed(4));
|
||||||
|
console.log("Spinner Hits Taken:", spinnerTracker.lastHits);
|
||||||
|
console.log("Spinner Shots Fired:", spinnerTracker.shotsFired);
|
||||||
110
src/lib/neatArena/duration_impact.test.ts
Normal file
110
src/lib/neatArena/duration_impact.test.ts
Normal file
@@ -0,0 +1,110 @@
|
|||||||
|
|
||||||
|
import { describe, expect, test } from 'bun:test';
|
||||||
|
import { createSimulation, stepSimulation } from './simulation';
|
||||||
|
import { generateObservation } from './sensors';
|
||||||
|
import { AgentAction, SIMULATION_CONFIG } from './types';
|
||||||
|
|
||||||
|
// Search Scenario
|
||||||
|
function createSearcherAction(obs: any, tick: number): AgentAction {
|
||||||
|
if (obs.targetVisible > 0.5) {
|
||||||
|
// Attack Mode
|
||||||
|
const angle = obs.targetRelativeAngle;
|
||||||
|
let turn = angle * 5.0;
|
||||||
|
if (turn > 1) turn = 1;
|
||||||
|
if (turn < -1) turn = -1;
|
||||||
|
return { moveX: 0.5, moveY: 0, turn, shoot: 1.0 };
|
||||||
|
} else {
|
||||||
|
// Search Mode (Random Walk / Spin)
|
||||||
|
const wander = Math.sin(tick * 0.1);
|
||||||
|
return { moveX: 0.5, moveY: 0, turn: wander, shoot: 0 };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function createHiderAction(obs: any): AgentAction {
|
||||||
|
// Zero movement, just sit there (or move to corner if we had map info)
|
||||||
|
// For now, simple stationary target.
|
||||||
|
return { moveX: 0, moveY: 0, turn: 0, shoot: 0 };
|
||||||
|
}
|
||||||
|
|
||||||
|
function runScenario(duration: number): { hits: number, kills: number } {
|
||||||
|
const sim = createSimulation(12345, 0);
|
||||||
|
let currentSim = sim;
|
||||||
|
let totalHits = 0;
|
||||||
|
|
||||||
|
// Force agents apart? Sim pair 0 usually has distance.
|
||||||
|
|
||||||
|
for (let t = 0; t < duration; t++) {
|
||||||
|
const obs0 = generateObservation(0, currentSim);
|
||||||
|
const action0 = createSearcherAction(obs0, t);
|
||||||
|
|
||||||
|
const obs1 = generateObservation(1, currentSim);
|
||||||
|
const action1 = createHiderAction(obs1);
|
||||||
|
|
||||||
|
let nextSim = stepSimulation(currentSim, [action0, action1]);
|
||||||
|
|
||||||
|
if (nextSim.agents[1].hits > currentSim.agents[1].hits) {
|
||||||
|
totalHits++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Manual Infinite Respawn
|
||||||
|
if (nextSim.isOver) {
|
||||||
|
// Reset health/hits but keep positions? No, standard respawn logic is complex.
|
||||||
|
// stepSimulation already handles respawn if health < 0.
|
||||||
|
// isOver only triggers if Kill Limit reached.
|
||||||
|
// We want to CONTINUE counting.
|
||||||
|
// So we just clear the 'isOver' flag and reset kill counts in the match state?
|
||||||
|
// Actually, nextSim is immutable. We overwrite currentSim.
|
||||||
|
nextSim = {
|
||||||
|
...nextSim,
|
||||||
|
isOver: false
|
||||||
|
// Note: If kills reached, we should reset kills to 0 so they don't trigger isOver again immediately?
|
||||||
|
};
|
||||||
|
// Hack: Reset kills if > 4
|
||||||
|
if (nextSim.agents[0].kills >= 5) {
|
||||||
|
nextSim.agents[0].kills = 0;
|
||||||
|
nextSim.agents[1].kills = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
currentSim = nextSim;
|
||||||
|
}
|
||||||
|
|
||||||
|
const kills = Math.floor(totalHits / 5);
|
||||||
|
return { hits: totalHits, kills };
|
||||||
|
}
|
||||||
|
|
||||||
|
import * as fs from 'fs';
|
||||||
|
|
||||||
|
// ... (previous imports)
|
||||||
|
|
||||||
|
describe('Game Duration Impact', () => {
|
||||||
|
test('Longer games should favor Chaser Strategy', () => {
|
||||||
|
// Short Game (10s = 300 ticks)
|
||||||
|
const shortResult = runScenario(300);
|
||||||
|
|
||||||
|
// Long Game (30s = 900 ticks)
|
||||||
|
const longResult = runScenario(900);
|
||||||
|
|
||||||
|
const shortHPS = shortResult.hits / 10;
|
||||||
|
const longHPS = longResult.hits / 30;
|
||||||
|
const ratio = longHPS / (shortHPS + 0.001);
|
||||||
|
|
||||||
|
const results = {
|
||||||
|
short: { ticks: 300, hits: shortResult.hits, hps: shortHPS },
|
||||||
|
long: { ticks: 900, hits: longResult.hits, hps: longHPS },
|
||||||
|
ratio: ratio,
|
||||||
|
verdict: ratio > 1.2 ? "Strategy Scale Proved" : "Linear Scale"
|
||||||
|
};
|
||||||
|
|
||||||
|
fs.writeFileSync('duration_results.json', JSON.stringify(results, null, 2));
|
||||||
|
|
||||||
|
// Assertions
|
||||||
|
expect(longResult.hits).toBeGreaterThan(shortResult.hits);
|
||||||
|
// Expect at least 30% efficiency gain (cornering effect)
|
||||||
|
// If Short=0 hits, this math is weird.
|
||||||
|
if (shortResult.hits > 0) {
|
||||||
|
expect(ratio).toBeGreaterThan(1.0);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
157
src/lib/neatArena/e2e_evolution.test.ts
Normal file
157
src/lib/neatArena/e2e_evolution.test.ts
Normal file
@@ -0,0 +1,157 @@
|
|||||||
|
|
||||||
|
import { describe, test, expect, beforeAll } from "bun:test";
|
||||||
|
import { createPopulation, evolveGeneration, type EvolutionConfig } from "./evolution";
|
||||||
|
import { DEFAULT_MUTATION_RATES } from "./mutations";
|
||||||
|
import type { Genome } from "./genome";
|
||||||
|
|
||||||
|
// Deterministic configuration for testing
|
||||||
|
const TEST_CONFIG: EvolutionConfig = {
|
||||||
|
populationSize: 100,
|
||||||
|
inputCount: 5,
|
||||||
|
outputCount: 2,
|
||||||
|
compatibilityConfig: {
|
||||||
|
excessCoeff: 1.0,
|
||||||
|
disjointCoeff: 1.0,
|
||||||
|
weightDiffCoeff: 0.4,
|
||||||
|
// targetSpeciesMin/Max are handled by adjustCompatibilityThreshold but not part of CompatibilityConfig interface?
|
||||||
|
// Wait, CompatibilityConfig only has coefficients.
|
||||||
|
// EvolutionConfig usually doesn't hold targets in CompatibilityConfig?
|
||||||
|
// Let's check the interface definition in speciation.ts
|
||||||
|
},
|
||||||
|
reproductionConfig: {
|
||||||
|
elitePerSpecies: 1, // STRICT ELITISM
|
||||||
|
crossoverRate: 0.0, // Disable crossover to track clones easily
|
||||||
|
interspeciesMatingRate: 0,
|
||||||
|
mutationRates: {
|
||||||
|
...DEFAULT_MUTATION_RATES,
|
||||||
|
// Reduce mutation chaos for this test
|
||||||
|
addConnectionProb: 0.0,
|
||||||
|
addNodeProb: 0.0,
|
||||||
|
mutateWeightsProb: 0.0,
|
||||||
|
resetWeightProb: 0.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
describe("NEAT Engine E2E Logic", () => {
|
||||||
|
|
||||||
|
test("Elite Preservation (Hall of Fame)", () => {
|
||||||
|
let population = createPopulation(TEST_CONFIG);
|
||||||
|
const bestId = population.genomes[0].id;
|
||||||
|
|
||||||
|
// 1. Assign fitness - Genome 0 is the KING
|
||||||
|
population.genomes.forEach(g => {
|
||||||
|
if (g.id === bestId) g.fitness = 1000;
|
||||||
|
else g.fitness = 1;
|
||||||
|
});
|
||||||
|
|
||||||
|
// 2. Identify Best
|
||||||
|
population.bestGenomeEver = population.genomes[0];
|
||||||
|
population.bestFitnessEver = 1000;
|
||||||
|
|
||||||
|
// 3. Evolve
|
||||||
|
const nextGen = evolveGeneration(population, TEST_CONFIG);
|
||||||
|
|
||||||
|
// 4. Verify KING exists in next gen
|
||||||
|
// Note: ID might change due to cloning. We need to check structure or finding the high fitness trace.
|
||||||
|
// But wait, the previous fix "Reset new genome fitness to 0" means we can't find it by fitness!
|
||||||
|
// We MUST verify structural identity or ID tracking if we kept it.
|
||||||
|
// In my previous step, I decided to "Injection" blindly.
|
||||||
|
// Let's see if the logic holds.
|
||||||
|
|
||||||
|
// Actually, let's check population size first
|
||||||
|
expect(nextGen.genomes.length).toBe(TEST_CONFIG.populationSize);
|
||||||
|
|
||||||
|
// The algorithm SHOULD have preserved the best genome (cloned it).
|
||||||
|
// Since we disabled mutation, there should be at least one genome with the exact SAME structure (connections/weights) as the King.
|
||||||
|
|
||||||
|
const king = population.genomes[0];
|
||||||
|
const kingClone = nextGen.genomes.find(g =>
|
||||||
|
g.connections.length === king.connections.length &&
|
||||||
|
g.connections.every((c, i) => c.weight === king.connections[i].weight && c.to === king.connections[i].to)
|
||||||
|
);
|
||||||
|
|
||||||
|
expect(kingClone).toBeDefined();
|
||||||
|
if (!kingClone) throw new Error("Elite was lost!");
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Selection Pressure (Fitter = More Offspring)", () => {
|
||||||
|
let population = createPopulation(TEST_CONFIG);
|
||||||
|
|
||||||
|
// Create two groups: Winners (fitness 100) and Losers (fitness 1)
|
||||||
|
for(let i=0; i<50; i++) population.genomes[i].fitness = 100; // Winners
|
||||||
|
for(let i=50; i<100; i++) population.genomes[i].fitness = 1; // Losers
|
||||||
|
|
||||||
|
// Evolve
|
||||||
|
const nextGen = evolveGeneration(population, {
|
||||||
|
...TEST_CONFIG,
|
||||||
|
// Enable mutation slightly so we can track lineage via stats if needed,
|
||||||
|
// but for simple proportional selection, we just start with clones.
|
||||||
|
reproductionConfig: { ...TEST_CONFIG.reproductionConfig, mutationRates: DEFAULT_MUTATION_RATES }
|
||||||
|
});
|
||||||
|
|
||||||
|
// We can't easily track lineage without a 'parentId' tag.
|
||||||
|
// But generally, we verify that the population didn't collapse.
|
||||||
|
expect(nextGen.genomes.length).toBe(TEST_CONFIG.populationSize);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Strict Monotonicity with Hall of Fame", () => {
|
||||||
|
// This test simulates 10 generations where the "Game" is simply "Fitness = Number of Nodes"
|
||||||
|
// Since "Add Node" is the only way to improve, and mutation adds nodes...
|
||||||
|
// We check if maxFitness (Node Count) ever drops.
|
||||||
|
|
||||||
|
let population = createPopulation(TEST_CONFIG);
|
||||||
|
|
||||||
|
// Enable Add Node mutation
|
||||||
|
const GROWTH_CONFIG = {
|
||||||
|
...TEST_CONFIG,
|
||||||
|
reproductionConfig: {
|
||||||
|
...TEST_CONFIG.reproductionConfig,
|
||||||
|
mutationRates: {
|
||||||
|
...DEFAULT_MUTATION_RATES,
|
||||||
|
addNodeProb: 1.0, // ALWAYS add node
|
||||||
|
addConnectionProb: 0.0,
|
||||||
|
mutateWeightsProb: 0.0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
let lastMaxNodes = 0;
|
||||||
|
|
||||||
|
for(let i=0; i<10; i++) {
|
||||||
|
// Evaluate: Fitness = Node Count
|
||||||
|
population.genomes.forEach(g => {
|
||||||
|
g.fitness = g.nodes.length;
|
||||||
|
});
|
||||||
|
|
||||||
|
const stats = getStats(population);
|
||||||
|
// console.log(`Gen ${i}: Max Nodes = ${stats.max}`);
|
||||||
|
|
||||||
|
// Assertion: We must NOT lose progress
|
||||||
|
expect(stats.max).toBeGreaterThanOrEqual(lastMaxNodes);
|
||||||
|
lastMaxNodes = stats.max;
|
||||||
|
|
||||||
|
population = evolveGeneration(population, GROWTH_CONFIG);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Species Count Stability (Panic Mode Check)", () => {
|
||||||
|
// Create a population that is heavily fragmented (simulate by high threshold sensitivity?)
|
||||||
|
// This is hard to mock without valid distance function.
|
||||||
|
// We'll trust the Speciation unit tests for this.
|
||||||
|
// This test just ensures we don't crash with 0 species or 1000 species.
|
||||||
|
let population = createPopulation(TEST_CONFIG);
|
||||||
|
population.genomes.forEach(g => g.fitness = Math.random());
|
||||||
|
|
||||||
|
const nextGen = evolveGeneration(population, TEST_CONFIG);
|
||||||
|
expect(nextGen.species.length).toBeGreaterThan(0);
|
||||||
|
expect(nextGen.species.length).toBeLessThan(TEST_CONFIG.populationSize);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
function getStats(pop: any) {
|
||||||
|
const fitnesses = pop.genomes.map((g: any) => g.fitness);
|
||||||
|
return {
|
||||||
|
max: Math.max(...fitnesses)
|
||||||
|
};
|
||||||
|
}
|
||||||
301
src/lib/neatArena/evolution.test.ts
Normal file
301
src/lib/neatArena/evolution.test.ts
Normal file
@@ -0,0 +1,301 @@
|
|||||||
|
import { describe, expect, test, beforeEach } from "bun:test";
|
||||||
|
import { InnovationTracker, createMinimalGenome, type Genome, cloneGenome } from "./genome";
|
||||||
|
import { compatibilityDistance, speciate, adjustCompatibilityThreshold, DEFAULT_COMPATIBILITY_CONFIG, type Species } from "./speciation";
|
||||||
|
import { mutate, DEFAULT_MUTATION_RATES } from "./mutations";
|
||||||
|
import { createNetwork } from "./network";
|
||||||
|
import { crossover } from "./crossover";
|
||||||
|
|
||||||
|
describe("NEAT Evolution Logic", () => {
|
||||||
|
let tracker: InnovationTracker;
|
||||||
|
|
||||||
|
beforeEach(() => {
|
||||||
|
tracker = new InnovationTracker();
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("Neural Network", () => {
|
||||||
|
test("Activates correctly for direct connection", () => {
|
||||||
|
// Input 0 -> Output 1 with weight 1.0
|
||||||
|
const genome = createMinimalGenome(1, 1, tracker);
|
||||||
|
genome.connections[0].weight = 1.0;
|
||||||
|
genome.connections[0].enabled = true;
|
||||||
|
genome.nodes.find(n => n.id === 1)!.activation = "linear"; // Easier to test
|
||||||
|
|
||||||
|
const network = createNetwork(genome);
|
||||||
|
const outputs = network.activate([0.5]);
|
||||||
|
|
||||||
|
// 0.5 * 1.0 = 0.5
|
||||||
|
expect(outputs[0]).toBe(0.5);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Handles disabled connections", () => {
|
||||||
|
const genome = createMinimalGenome(1, 1, tracker);
|
||||||
|
genome.connections[0].weight = 1.0;
|
||||||
|
genome.connections[0].enabled = false;
|
||||||
|
|
||||||
|
const network = createNetwork(genome);
|
||||||
|
const outputs = network.activate([0.5]);
|
||||||
|
|
||||||
|
// Should be 0 (bias is not modeled here implicitly unless node has bias, usually linear 0)
|
||||||
|
// Tanh of 0 is 0.
|
||||||
|
expect(outputs[0]).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Topological sort handles hidden nodes", () => {
|
||||||
|
// 0 -> 2 -> 1
|
||||||
|
const genome = createMinimalGenome(1, 1, tracker); // 0->1
|
||||||
|
|
||||||
|
// Add hidden node 2
|
||||||
|
// Disable 0->1
|
||||||
|
genome.connections[0].enabled = false;
|
||||||
|
|
||||||
|
// Add 0->2 (inv 100)
|
||||||
|
genome.nodes.push({ id: 2, type: 'hidden', activation: 'linear' });
|
||||||
|
genome.connections.push({ innovation: 100, from: 0, to: 2, weight: 1.0, enabled: true });
|
||||||
|
|
||||||
|
// Add 2->1 (inv 101)
|
||||||
|
genome.connections.push({ innovation: 101, from: 2, to: 1, weight: 1.0, enabled: true });
|
||||||
|
|
||||||
|
// Set output 1 to linear
|
||||||
|
genome.nodes.find(n => n.id === 1)!.activation = "linear";
|
||||||
|
|
||||||
|
const network = createNetwork(genome);
|
||||||
|
const outputs = network.activate([0.5]);
|
||||||
|
|
||||||
|
// 0.5 ->(x1) node2(0.5) ->(x1) node1(0.5)
|
||||||
|
expect(outputs[0]).toBe(0.5);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("Crossover", () => {
|
||||||
|
test("Inherits matching genes from either parent", () => {
|
||||||
|
const p1 = createMinimalGenome(1, 1, tracker);
|
||||||
|
const p2 = cloneGenome(p1);
|
||||||
|
|
||||||
|
p1.connections[0].weight = 1.0;
|
||||||
|
p1.fitness = 10;
|
||||||
|
|
||||||
|
p2.connections[0].weight = 2.0;
|
||||||
|
p2.fitness = 5;
|
||||||
|
|
||||||
|
// Run many times to check randomness
|
||||||
|
let gotP1Weight = 0;
|
||||||
|
let gotP2Weight = 0;
|
||||||
|
|
||||||
|
for(let i=0; i<100; i++) {
|
||||||
|
const child = crossover(p1, p2, tracker);
|
||||||
|
const w = child.connections[0].weight;
|
||||||
|
if (w === 1.0) gotP1Weight++;
|
||||||
|
if (w === 2.0) gotP2Weight++;
|
||||||
|
}
|
||||||
|
|
||||||
|
expect(gotP1Weight).toBeGreaterThan(0);
|
||||||
|
expect(gotP2Weight).toBeGreaterThan(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Inherits disjoint genes from fitter parent ONLY", () => {
|
||||||
|
const p1 = createMinimalGenome(1, 1, tracker);
|
||||||
|
p1.fitness = 10;
|
||||||
|
// Add extra gene to P1 (fitter)
|
||||||
|
p1.connections.push({ innovation: 100, from: 0, to: 1, weight: 1, enabled: true });
|
||||||
|
|
||||||
|
const p2 = createMinimalGenome(1, 1, tracker);
|
||||||
|
p2.fitness = 5;
|
||||||
|
// Add extra gene to P2 (less fit)
|
||||||
|
p2.connections.push({ innovation: 200, from: 0, to: 1, weight: 1, enabled: true });
|
||||||
|
|
||||||
|
const child = crossover(p1, p2, tracker);
|
||||||
|
|
||||||
|
// Should have inv 100 (from P1)
|
||||||
|
expect(child.connections.find(c => c.innovation === 100)).toBeDefined();
|
||||||
|
|
||||||
|
// Should NOT have inv 200 (from P2)
|
||||||
|
expect(child.connections.find(c => c.innovation === 200)).toBeUndefined();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("Cloning", () => {
|
||||||
|
test("Performs deep copy", () => {
|
||||||
|
const g1 = createMinimalGenome(1, 1, tracker);
|
||||||
|
const g2 = cloneGenome(g1);
|
||||||
|
|
||||||
|
g1.connections[0].weight = 500;
|
||||||
|
expect(g2.connections[0].weight).not.toBe(500);
|
||||||
|
|
||||||
|
g1.nodes[0].activation = 'sigmoid';
|
||||||
|
expect(g2.nodes[0].activation).not.toBe('sigmoid');
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("Compatibility Distance", () => {
|
||||||
|
test("Identical genomes have distance 0", () => {
|
||||||
|
const g1 = createMinimalGenome(3, 2, tracker);
|
||||||
|
const g2 = cloneGenome(g1);
|
||||||
|
|
||||||
|
const distance = compatibilityDistance(g1, g2, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
expect(distance).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Weight differences increase distance", () => {
|
||||||
|
const g1 = createMinimalGenome(3, 2, tracker);
|
||||||
|
const g2 = cloneGenome(g1);
|
||||||
|
|
||||||
|
// Modify weights of g2
|
||||||
|
g2.connections[0].weight += 1.0;
|
||||||
|
g2.connections[1].weight -= 1.0;
|
||||||
|
|
||||||
|
const distance = compatibilityDistance(g1, g2, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
expect(distance).toBeGreaterThan(0);
|
||||||
|
|
||||||
|
// Manual calc check:
|
||||||
|
// 2 matching genes modified by 1.0 each. Total diff = 2.0.
|
||||||
|
// Avg diff W = 2.0 / 6 (total connections) = 0.333...
|
||||||
|
// Coeff (default 0.4) * 0.333 = 0.1333...
|
||||||
|
expect(distance).toBeCloseTo(0.4 * (2.0/6.0), 2);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Large genomes require adjustment of N or threshold", () => {
|
||||||
|
// Create large genomes (simulating snake AI start)
|
||||||
|
// 50 inputs * 5 outputs = 250 connections
|
||||||
|
const g1 = createMinimalGenome(50, 5, tracker);
|
||||||
|
const g2 = cloneGenome(g1);
|
||||||
|
|
||||||
|
// Add 5 distinct NEW connections to g2 (5 disjoints/excess)
|
||||||
|
for(let i=0; i<5; i++) {
|
||||||
|
g2.connections.push({
|
||||||
|
innovation: 10000 + i,
|
||||||
|
from: 0, to: 50+i%5, weight: 1, enabled: true
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// N = 1 (Removed normalization)
|
||||||
|
// Disjoint = 5
|
||||||
|
// Delta = 1.0 * 5 / 1.0 = 5.0
|
||||||
|
|
||||||
|
const distance = compatibilityDistance(g1, g2, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
|
||||||
|
console.log(`Large Genome Distance (5 diffs): ${distance}`);
|
||||||
|
|
||||||
|
// Now we expect a healthy distance
|
||||||
|
expect(distance).toBeGreaterThan(4.0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Disjoint genes increase distance", () => {
|
||||||
|
const g1 = createMinimalGenome(3, 2, tracker);
|
||||||
|
const g2 = cloneGenome(g1);
|
||||||
|
|
||||||
|
// Add a new random connection to g2 (ensuring it's disjoint, not excess)
|
||||||
|
// But wait, if we add a new innovation ID, it acts as excess unless another genome has a HIGHER ID.
|
||||||
|
// So for g2 to have disjoint, g1 must have something higher?
|
||||||
|
// Or if g1 and g2 both branched from a parent, and g1 got inv 10, g2 got inv 11.
|
||||||
|
|
||||||
|
// Let's create a scenario: Parent -> Child1, Child2
|
||||||
|
// Child1 gets connection A (id 100)
|
||||||
|
// Child2 gets connection B (id 101)
|
||||||
|
// A is disjoint to Child2? No, A (100) < Child2Max (101). So A is disjoint.
|
||||||
|
// B (101) > Child1Max (100). So B is excess.
|
||||||
|
|
||||||
|
// Let's simulate:
|
||||||
|
// g1 has connections [0..5]
|
||||||
|
// g2 has connections [0..5]
|
||||||
|
|
||||||
|
// Add connection 6 to g1
|
||||||
|
g1.connections.push({
|
||||||
|
innovation: 998,
|
||||||
|
from: 0, to: 1, weight: 1, enabled: true
|
||||||
|
});
|
||||||
|
|
||||||
|
// Add connection 7 to g2
|
||||||
|
g2.connections.push({
|
||||||
|
innovation: 999,
|
||||||
|
from: 0, to: 1, weight: 1, enabled: true
|
||||||
|
});
|
||||||
|
|
||||||
|
// Max1 = 998, Max2 = 999.
|
||||||
|
// Gene 998 in g1: 998 < Max2(999), so it is DISJOINT.
|
||||||
|
// Gene 999 in g2: 999 > Max1(998), so it is EXCESS.
|
||||||
|
|
||||||
|
// Total genes N = max(7, 7) = 7.
|
||||||
|
// Disjoint = 1
|
||||||
|
// Excess = 1
|
||||||
|
// Distance = (1 * 1.0 / 7) + (1 * 1.0 / 7) + (weights...)
|
||||||
|
|
||||||
|
const distance = compatibilityDistance(g1, g2, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
|
||||||
|
// We expect non-zero distance contributions from both D and E terms
|
||||||
|
expect(distance).toBeGreaterThan(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("Speciation", () => {
|
||||||
|
test("Separates distinct populations", () => {
|
||||||
|
const population: Genome[] = [];
|
||||||
|
|
||||||
|
// Group A: Basic genomes
|
||||||
|
for(let i=0; i<10; i++) {
|
||||||
|
population.push(createMinimalGenome(3, 2, tracker));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Group B: Highly mutated genomes
|
||||||
|
// We manually clear 'connections' and add something totally different to force separation
|
||||||
|
for(let i=0; i<10; i++) {
|
||||||
|
const g = createMinimalGenome(3, 2, tracker);
|
||||||
|
g.connections = []; // Clear all common connections
|
||||||
|
g.connections.push({
|
||||||
|
innovation: 1000 + i, // High innovation IDs
|
||||||
|
from: 0, to: 3, weight: 1, enabled: true
|
||||||
|
});
|
||||||
|
population.push(g);
|
||||||
|
}
|
||||||
|
|
||||||
|
const species = speciate(population, [], 1.0, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
|
||||||
|
// Should have at least 2 species
|
||||||
|
expect(species.length).toBeGreaterThanOrEqual(2);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Groups similar genomes", () => {
|
||||||
|
const population: Genome[] = [];
|
||||||
|
const base = createMinimalGenome(3, 2, tracker);
|
||||||
|
|
||||||
|
// 5 clones
|
||||||
|
for(let i=0; i<5; i++) {
|
||||||
|
population.push(cloneGenome(base));
|
||||||
|
}
|
||||||
|
|
||||||
|
const species = speciate(population, [], 3.0, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
|
||||||
|
// Should accommodate all in 1 species due to high threshold and identical genes
|
||||||
|
expect(species.length).toBe(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("Mutation Rates", () => {
|
||||||
|
test("Structural mutations occur with sufficient frequency", () => {
|
||||||
|
// Need to mock random? Or just run it 1000 times and check average.
|
||||||
|
const base = createMinimalGenome(5, 2, tracker);
|
||||||
|
let structuralChanges = 0;
|
||||||
|
const trials = 1000;
|
||||||
|
|
||||||
|
// Use current default rates
|
||||||
|
const rates = DEFAULT_MUTATION_RATES;
|
||||||
|
|
||||||
|
for(let i=0; i<trials; i++) {
|
||||||
|
const g = cloneGenome(base);
|
||||||
|
const originalConnCount = g.connections.length;
|
||||||
|
const originalNodeCount = g.nodes.length;
|
||||||
|
|
||||||
|
mutate(g, tracker, rates);
|
||||||
|
|
||||||
|
if (g.connections.length > originalConnCount || g.nodes.length > originalNodeCount) {
|
||||||
|
structuralChanges++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log(`Structural mutations in ${trials} trials: ${structuralChanges}`);
|
||||||
|
|
||||||
|
// Expecting roughly (addConnProb + addNodeProb) * trials
|
||||||
|
// current rates: conn=0.20, node=0.15 => 35% chance roughly
|
||||||
|
expect(structuralChanges).toBeGreaterThan(200); // at least 20%
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
213
src/lib/neatArena/evolution.ts
Normal file
213
src/lib/neatArena/evolution.ts
Normal file
@@ -0,0 +1,213 @@
|
|||||||
|
import { InnovationTracker, type Genome } from './genome';
|
||||||
|
import type { Species } from './speciation';
|
||||||
|
import type { ReproductionConfig } from './reproduction';
|
||||||
|
import { createMinimalGenome, cloneGenome } from './genome';
|
||||||
|
import {
|
||||||
|
speciate,
|
||||||
|
adjustCompatibilityThreshold,
|
||||||
|
applyFitnessSharing,
|
||||||
|
DEFAULT_COMPATIBILITY_CONFIG,
|
||||||
|
type CompatibilityConfig,
|
||||||
|
} from './speciation';
|
||||||
|
import { reproduce, DEFAULT_REPRODUCTION_CONFIG } from './reproduction';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* NEAT Evolution Engine
|
||||||
|
*
|
||||||
|
* Coordinates the entire evolution process:
|
||||||
|
* - Population management
|
||||||
|
* - Speciation
|
||||||
|
* - Fitness evaluation
|
||||||
|
* - Reproduction
|
||||||
|
*/
|
||||||
|
|
||||||
|
export interface EvolutionConfig {
|
||||||
|
populationSize: number;
|
||||||
|
inputCount: number;
|
||||||
|
outputCount: number;
|
||||||
|
compatibilityConfig: CompatibilityConfig;
|
||||||
|
reproductionConfig: ReproductionConfig;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const DEFAULT_EVOLUTION_CONFIG: EvolutionConfig = {
|
||||||
|
populationSize: 200, // Increased from 150 for wider search
|
||||||
|
inputCount: 55, // Ray sensors (48) + extra (5) + Target Sensors (2)
|
||||||
|
outputCount: 5, // moveX, moveY, turn, shoot, reserved
|
||||||
|
compatibilityConfig: DEFAULT_COMPATIBILITY_CONFIG,
|
||||||
|
reproductionConfig: DEFAULT_REPRODUCTION_CONFIG,
|
||||||
|
};
|
||||||
|
|
||||||
|
export interface Population {
|
||||||
|
genomes: Genome[];
|
||||||
|
species: Species[];
|
||||||
|
generation: number;
|
||||||
|
compatibilityThreshold: number;
|
||||||
|
innovationTracker: InnovationTracker;
|
||||||
|
bestGenomeEver: Genome | null;
|
||||||
|
bestFitnessEver: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create initial population
|
||||||
|
*/
|
||||||
|
export function createPopulation(config: EvolutionConfig): Population {
|
||||||
|
const innovationTracker = new InnovationTracker();
|
||||||
|
const genomes: Genome[] = [];
|
||||||
|
|
||||||
|
for (let i = 0; i < config.populationSize; i++) {
|
||||||
|
genomes.push(createMinimalGenome(
|
||||||
|
config.inputCount,
|
||||||
|
config.outputCount,
|
||||||
|
innovationTracker
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
genomes,
|
||||||
|
species: [],
|
||||||
|
generation: 0,
|
||||||
|
compatibilityThreshold: 3.0, // Increased from 1.5 to prevent initial explosion
|
||||||
|
innovationTracker,
|
||||||
|
bestGenomeEver: null,
|
||||||
|
bestFitnessEver: -Infinity,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Evolve the population by one generation
|
||||||
|
*
|
||||||
|
* Note: This assumes genomes have already been evaluated and have fitness values.
|
||||||
|
*/
|
||||||
|
export function evolveGeneration(population: Population, config: EvolutionConfig): Population {
|
||||||
|
// 1. Speciate
|
||||||
|
const species = speciate(
|
||||||
|
population.genomes,
|
||||||
|
population.species,
|
||||||
|
population.compatibilityThreshold,
|
||||||
|
config.compatibilityConfig
|
||||||
|
);
|
||||||
|
|
||||||
|
// 2. Apply fitness sharing
|
||||||
|
applyFitnessSharing(species);
|
||||||
|
|
||||||
|
// 3. Remove stagnant species (optional for now)
|
||||||
|
// TODO: Implement staleness checking and removal
|
||||||
|
|
||||||
|
// 4. Track best genome
|
||||||
|
let bestGenome = population.bestGenomeEver;
|
||||||
|
let bestFitness = population.bestFitnessEver;
|
||||||
|
|
||||||
|
for (const genome of population.genomes) {
|
||||||
|
if (genome.fitness > bestFitness) {
|
||||||
|
bestFitness = genome.fitness;
|
||||||
|
bestGenome = genome;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 5. Reproduce
|
||||||
|
const newGenomes = reproduce(
|
||||||
|
species,
|
||||||
|
config.populationSize,
|
||||||
|
population.innovationTracker,
|
||||||
|
config.reproductionConfig
|
||||||
|
);
|
||||||
|
|
||||||
|
// 5b. Hall of Fame (Force inject best genome ever if not present)
|
||||||
|
if (bestGenome && config.populationSize > 0) {
|
||||||
|
// Check if best genome logic is actually preserved
|
||||||
|
// Note: Comparing by ID is safest
|
||||||
|
// const bestId = bestGenome.id; // Unused
|
||||||
|
|
||||||
|
// Check if any new genome has this ID (unlikely if they are all clones/crossovers)
|
||||||
|
// OR if any new genome matches the best genome's structure/stats?
|
||||||
|
// Actually, since we clone, IDs change.
|
||||||
|
// We really want to know if a clone of "bestGenome" was added.
|
||||||
|
// But since we just added elitism in `reproduceSpecies`, the champion of the best species IS likely the bestGenome.
|
||||||
|
// Let's just blindly inject it if we think it might be lost.
|
||||||
|
// Actually, blindly injecting it (replacing worst) is safer.
|
||||||
|
// But we just calculated `bestGenome` from `population.genomes`.
|
||||||
|
// If that genome was an elite, it was cloned into `newGenomes` by `reproduceSpecies`.
|
||||||
|
// So checking if `reproduce` preserved it is hard because IDs change.
|
||||||
|
// Let's just add it. It guarantees it exists.
|
||||||
|
|
||||||
|
// Replace the worst new genome with the champion
|
||||||
|
if (newGenomes.length >= config.populationSize) {
|
||||||
|
newGenomes.pop();
|
||||||
|
}
|
||||||
|
|
||||||
|
const champion = cloneGenome(bestGenome);
|
||||||
|
champion.fitness = 0; // Reset
|
||||||
|
newGenomes.push(champion);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 6. Adjust compatibility threshold
|
||||||
|
// Target roughly 5-10% of population as number of species
|
||||||
|
const targetMin = Math.max(6, Math.floor(config.populationSize * 0.05));
|
||||||
|
const targetMax = Math.max(12, Math.floor(config.populationSize * 0.10));
|
||||||
|
const newThreshold = adjustCompatibilityThreshold(
|
||||||
|
population.compatibilityThreshold,
|
||||||
|
species.length,
|
||||||
|
targetMin,
|
||||||
|
targetMax
|
||||||
|
);
|
||||||
|
|
||||||
|
return {
|
||||||
|
genomes: newGenomes,
|
||||||
|
species,
|
||||||
|
generation: population.generation + 1,
|
||||||
|
compatibilityThreshold: newThreshold,
|
||||||
|
innovationTracker: population.innovationTracker,
|
||||||
|
bestGenomeEver: bestGenome,
|
||||||
|
bestFitnessEver: bestFitness,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get statistics for the current population
|
||||||
|
*/
|
||||||
|
export function getPopulationStats(population: Population) {
|
||||||
|
if (!population.genomes || population.genomes.length === 0) {
|
||||||
|
return {
|
||||||
|
generation: population.generation,
|
||||||
|
speciesCount: 0,
|
||||||
|
avgFitness: 0,
|
||||||
|
maxFitness: 0,
|
||||||
|
minFitness: 0,
|
||||||
|
bestFitnessEver: population.bestFitnessEver,
|
||||||
|
totalInnovations: (population.innovationTracker as any).currentInnovation || 0
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
const fitnesses = population.genomes.filter(g => g && typeof g.fitness === 'number').map(g => g.fitness);
|
||||||
|
|
||||||
|
if (fitnesses.length === 0) {
|
||||||
|
// Fallback if all genomes are invalid
|
||||||
|
return {
|
||||||
|
generation: population.generation,
|
||||||
|
speciesCount: population.species ? population.species.length : 0,
|
||||||
|
avgFitness: 0,
|
||||||
|
maxFitness: 0,
|
||||||
|
minFitness: 0,
|
||||||
|
bestFitnessEver: population.bestFitnessEver,
|
||||||
|
totalInnovations: (population.innovationTracker as any).currentInnovation || 0
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
const avgFitness = fitnesses.reduce((a, b) => a + b, 0) / fitnesses.length;
|
||||||
|
const maxFitness = Math.max(...fitnesses);
|
||||||
|
const minFitness = Math.min(...fitnesses);
|
||||||
|
|
||||||
|
// When population comes from worker, innovationTracker is a plain object
|
||||||
|
// Access the private property directly instead of calling method
|
||||||
|
const totalInnovations = (population.innovationTracker as any).currentInnovation || 0;
|
||||||
|
|
||||||
|
return {
|
||||||
|
generation: population.generation,
|
||||||
|
speciesCount: population.species.length,
|
||||||
|
avgFitness,
|
||||||
|
maxFitness,
|
||||||
|
minFitness,
|
||||||
|
bestFitnessEver: population.bestFitnessEver,
|
||||||
|
totalInnovations,
|
||||||
|
};
|
||||||
|
}
|
||||||
57
src/lib/neatArena/evolution_performance.test.ts
Normal file
57
src/lib/neatArena/evolution_performance.test.ts
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
import { describe, test, expect } from 'bun:test';
|
||||||
|
import { createPopulation, evolveGeneration } from './evolution'; // Fixed import name
|
||||||
|
import { evaluatePopulation, DEFAULT_MATCH_CONFIG } from './selfPlay';
|
||||||
|
import { DEFAULT_EVOLUTION_CONFIG } from './evolution';
|
||||||
|
|
||||||
|
describe('Evolution Performance', () => {
|
||||||
|
test('Should improve fitness over 5 generations', () => {
|
||||||
|
// Setup
|
||||||
|
const config = { ...DEFAULT_EVOLUTION_CONFIG, populationSize: 50 }; // Smaller pop for speed
|
||||||
|
let population = createPopulation(config);
|
||||||
|
|
||||||
|
// Track progress
|
||||||
|
const maxFitnessHistory: number[] = [];
|
||||||
|
|
||||||
|
console.log('--- STARTING LONG-TERM EVOLUTION TEST (50 Gens) ---');
|
||||||
|
|
||||||
|
const GENERATIONS = 50;
|
||||||
|
|
||||||
|
for (let gen = 0; gen < GENERATIONS; gen++) {
|
||||||
|
// Evaluate
|
||||||
|
population = evaluatePopulation(population, {
|
||||||
|
...DEFAULT_MATCH_CONFIG,
|
||||||
|
matchesPerGenome: 2, // Keep low for speed
|
||||||
|
maxTicks: 300 // Standard length
|
||||||
|
}, gen);
|
||||||
|
|
||||||
|
// Stats
|
||||||
|
const maxFit = Math.max(...population.genomes.map(g => g.fitness));
|
||||||
|
maxFitnessHistory.push(maxFit);
|
||||||
|
const avgFit = population.genomes.reduce((s, g) => s + g.fitness, 0) / population.genomes.length;
|
||||||
|
|
||||||
|
if (gen % 5 === 0 || gen === GENERATIONS - 1) {
|
||||||
|
console.log(`Gen ${gen}: Max=${maxFit.toFixed(2)}, Avg=${avgFit.toFixed(2)}, Species=${population.species.length}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Evolve
|
||||||
|
if (gen < GENERATIONS - 1) {
|
||||||
|
population = evolveGeneration(population, config);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log('--- EVOLUTION RESULTS ---');
|
||||||
|
// console.log('Fitness Trend:', maxFitnessHistory.join(' -> ')); // Too long
|
||||||
|
|
||||||
|
const startFit = maxFitnessHistory[0];
|
||||||
|
const endFit = maxFitnessHistory[maxFitnessHistory.length - 1];
|
||||||
|
const improvement = endFit - startFit;
|
||||||
|
|
||||||
|
console.log(`Start Max: ${startFit.toFixed(2)}`);
|
||||||
|
console.log(`End Max: ${endFit.toFixed(2)}`);
|
||||||
|
console.log(`Total Improvement: ${improvement.toFixed(2)}`);
|
||||||
|
|
||||||
|
// Assert significant improvement
|
||||||
|
expect(endFit).toBeGreaterThan(startFit + 5); // Expect at least +5 points gain
|
||||||
|
expect(endFit).toBeGreaterThan(15); // Expect to reach decent competence (halfway to stagnation level)
|
||||||
|
});
|
||||||
|
});
|
||||||
121
src/lib/neatArena/exportImport.ts
Normal file
121
src/lib/neatArena/exportImport.ts
Normal file
@@ -0,0 +1,121 @@
|
|||||||
|
import type { Genome } from './genome';
|
||||||
|
import type { EvolutionConfig } from './evolution';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Export/Import system for trained genomes.
|
||||||
|
*
|
||||||
|
* Allows saving champion genomes as JSON files and loading them back
|
||||||
|
* for exhibition matches or continued training.
|
||||||
|
*/
|
||||||
|
|
||||||
|
export interface ExportedGenome {
|
||||||
|
version: string;
|
||||||
|
timestamp: number;
|
||||||
|
config: {
|
||||||
|
inputCount: number;
|
||||||
|
outputCount: number;
|
||||||
|
};
|
||||||
|
genome: Genome;
|
||||||
|
metadata?: {
|
||||||
|
generation?: number;
|
||||||
|
fitness?: number;
|
||||||
|
speciesCount?: number;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
const EXPORT_VERSION = '1.0.0';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Export a genome to a downloadable JSON format
|
||||||
|
*/
|
||||||
|
export function exportGenome(
|
||||||
|
genome: Genome,
|
||||||
|
config: EvolutionConfig,
|
||||||
|
metadata?: ExportedGenome['metadata']
|
||||||
|
): ExportedGenome {
|
||||||
|
return {
|
||||||
|
version: EXPORT_VERSION,
|
||||||
|
timestamp: Date.now(),
|
||||||
|
config: {
|
||||||
|
inputCount: config.inputCount,
|
||||||
|
outputCount: config.outputCount,
|
||||||
|
},
|
||||||
|
genome: {
|
||||||
|
id: genome.id,
|
||||||
|
nodes: genome.nodes,
|
||||||
|
connections: genome.connections,
|
||||||
|
fitness: genome.fitness,
|
||||||
|
},
|
||||||
|
metadata,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Import a genome from JSON
|
||||||
|
*/
|
||||||
|
export function importGenome(exported: ExportedGenome): {
|
||||||
|
genome: Genome;
|
||||||
|
config: { inputCount: number; outputCount: number };
|
||||||
|
} {
|
||||||
|
// Version check
|
||||||
|
if (exported.version !== EXPORT_VERSION) {
|
||||||
|
console.warn(`Imported genome version ${exported.version} may be incompatible with current version ${EXPORT_VERSION}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
genome: exported.genome,
|
||||||
|
config: exported.config,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Download genome as JSON file
|
||||||
|
*/
|
||||||
|
export function downloadGenomeAsFile(exported: ExportedGenome, filename?: string): void {
|
||||||
|
const json = JSON.stringify(exported, null, 2);
|
||||||
|
const blob = new Blob([json], { type: 'application/json' });
|
||||||
|
const url = URL.createObjectURL(blob);
|
||||||
|
|
||||||
|
const link = document.createElement('a');
|
||||||
|
link.href = url;
|
||||||
|
link.download = filename || `neat-champion-${Date.now()}.json`;
|
||||||
|
document.body.appendChild(link);
|
||||||
|
link.click();
|
||||||
|
document.body.removeChild(link);
|
||||||
|
|
||||||
|
URL.revokeObjectURL(url);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Upload and parse genome from file
|
||||||
|
*/
|
||||||
|
export function uploadGenomeFromFile(): Promise<ExportedGenome> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
const input = document.createElement('input');
|
||||||
|
input.type = 'file';
|
||||||
|
input.accept = 'application/json,.json';
|
||||||
|
|
||||||
|
input.onchange = (e) => {
|
||||||
|
const file = (e.target as HTMLInputElement).files?.[0];
|
||||||
|
if (!file) {
|
||||||
|
reject(new Error('No file selected'));
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const reader = new FileReader();
|
||||||
|
reader.onload = (event) => {
|
||||||
|
try {
|
||||||
|
const json = event.target?.result as string;
|
||||||
|
const exported = JSON.parse(json) as ExportedGenome;
|
||||||
|
resolve(exported);
|
||||||
|
} catch (err) {
|
||||||
|
reject(new Error('Failed to parse genome file'));
|
||||||
|
}
|
||||||
|
};
|
||||||
|
reader.onerror = () => reject(new Error('Failed to read file'));
|
||||||
|
reader.readAsText(file);
|
||||||
|
};
|
||||||
|
|
||||||
|
input.click();
|
||||||
|
});
|
||||||
|
}
|
||||||
116
src/lib/neatArena/fitness.ts
Normal file
116
src/lib/neatArena/fitness.ts
Normal file
@@ -0,0 +1,116 @@
|
|||||||
|
import type { SimulationState } from './types';
|
||||||
|
import { hasLineOfSight } from './sensors';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Fitness calculation for NEAT Arena.
|
||||||
|
*
|
||||||
|
* Fitness rewards:
|
||||||
|
* - +10 per hit on opponent
|
||||||
|
* - -10 per being hit
|
||||||
|
* - -0.002 per tick (time penalty to encourage aggression)
|
||||||
|
* - -0.2 per shot fired (ammo management)
|
||||||
|
* - +0.01 per tick when aiming well at visible opponent
|
||||||
|
*/
|
||||||
|
|
||||||
|
export const FITNESS_CONFIG = {
|
||||||
|
HIT_REWARD: 10.0, // Kill
|
||||||
|
DAMAGE_REWARD: 4.0, // Per hit dealt (High reward for hitting)
|
||||||
|
HIT_PENALTY: 1.0, // Per hit taken (Reduced to 1.0 to encourage aggression/trading)
|
||||||
|
TIME_PENALTY: 0.002, // Per tick
|
||||||
|
SHOT_PENALTY: 0.0, // REMOVED: Free shooting encourages exploration
|
||||||
|
AIM_REWARD: 0.01, // Increased: Stronger guide signal
|
||||||
|
MOVE_REWARD: 0.001, // Per tick moving
|
||||||
|
};
|
||||||
|
|
||||||
|
export interface FitnessTracker {
|
||||||
|
agentId: number;
|
||||||
|
fitness: number;
|
||||||
|
|
||||||
|
// For incremental calculation
|
||||||
|
lastKills: number;
|
||||||
|
lastHitsTaken: number;
|
||||||
|
lastHitsDealt: number;
|
||||||
|
shotsFired: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a new fitness tracker
|
||||||
|
*/
|
||||||
|
export function createFitnessTracker(agentId: number): FitnessTracker {
|
||||||
|
return {
|
||||||
|
agentId,
|
||||||
|
fitness: 0,
|
||||||
|
lastKills: 0,
|
||||||
|
lastHitsTaken: 0,
|
||||||
|
lastHitsDealt: 0,
|
||||||
|
shotsFired: 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Update fitness based on current simulation state
|
||||||
|
*/
|
||||||
|
export function updateFitness(tracker: FitnessTracker, state: SimulationState): FitnessTracker {
|
||||||
|
const agent = state.agents.find(a => a.id === tracker.agentId)!;
|
||||||
|
const opponent = state.agents.find(a => a.id !== tracker.agentId)!;
|
||||||
|
|
||||||
|
const newTracker = { ...tracker };
|
||||||
|
|
||||||
|
// Reward for new kills
|
||||||
|
const newKills = agent.kills - tracker.lastKills;
|
||||||
|
newTracker.fitness += newKills * FITNESS_CONFIG.HIT_REWARD;
|
||||||
|
newTracker.lastKills = agent.kills;
|
||||||
|
|
||||||
|
// Reward for HITS DEALT (Direct Damage)
|
||||||
|
// We infer hits dealt by checking opponent's hit counter increase
|
||||||
|
const currentHitsDealt = opponent.hits; // Assuming opponent.hits tracks times they were hit
|
||||||
|
const newHitsDealt = currentHitsDealt - tracker.lastHitsDealt;
|
||||||
|
|
||||||
|
if (newHitsDealt > 0) {
|
||||||
|
// +2.0 per hit. 5 hits = 10 pts (Kill equivalent).
|
||||||
|
// Makes shooting visibly rewarding immediately.
|
||||||
|
newTracker.fitness += newHitsDealt * FITNESS_CONFIG.DAMAGE_REWARD;
|
||||||
|
}
|
||||||
|
newTracker.lastHitsDealt = currentHitsDealt;
|
||||||
|
|
||||||
|
// Penalty for being hit (Hits Taken)
|
||||||
|
const newHitsTaken = agent.hits - tracker.lastHitsTaken;
|
||||||
|
newTracker.fitness -= newHitsTaken * FITNESS_CONFIG.HIT_PENALTY;
|
||||||
|
newTracker.lastHitsTaken = agent.hits;
|
||||||
|
|
||||||
|
// Time penalty (encourages finishing quickly)
|
||||||
|
newTracker.fitness -= FITNESS_CONFIG.TIME_PENALTY;
|
||||||
|
|
||||||
|
// Check if agent fired this tick
|
||||||
|
if (agent.fireCooldown === 10) {
|
||||||
|
newTracker.shotsFired++;
|
||||||
|
newTracker.fitness -= FITNESS_CONFIG.SHOT_PENALTY; // Tiny penalty just to prevent spamming empty space
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reward for aiming at visible opponent (Guide Signal ONLY)
|
||||||
|
if (hasLineOfSight(agent, opponent, state.map.walls)) {
|
||||||
|
const dx = opponent.position.x - agent.position.x;
|
||||||
|
const dy = opponent.position.y - agent.position.y;
|
||||||
|
const angleToOpponent = Math.atan2(dy, dx);
|
||||||
|
|
||||||
|
let angleDiff = angleToOpponent - agent.aimAngle;
|
||||||
|
while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
|
||||||
|
while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
|
||||||
|
|
||||||
|
const cosAngleDiff = Math.cos(angleDiff);
|
||||||
|
|
||||||
|
// Reduced from 0.05 to 0.005.
|
||||||
|
// Max total aim points = 1.5.
|
||||||
|
// One bullet hit (2.0) is worth more than perfect aiming all match.
|
||||||
|
newTracker.fitness += ((cosAngleDiff + 1) * 0.5) * FITNESS_CONFIG.AIM_REWARD;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Small reward for movement
|
||||||
|
const speed = Math.sqrt(agent.velocity.x**2 + agent.velocity.y**2);
|
||||||
|
if (speed > 0.1) {
|
||||||
|
newTracker.fitness += FITNESS_CONFIG.MOVE_REWARD;
|
||||||
|
}
|
||||||
|
|
||||||
|
return newTracker;
|
||||||
|
}
|
||||||
235
src/lib/neatArena/genome.ts
Normal file
235
src/lib/neatArena/genome.ts
Normal file
@@ -0,0 +1,235 @@
|
|||||||
|
/**
|
||||||
|
* NEAT Genome Implementation
|
||||||
|
*
|
||||||
|
* Represents a neural network genome with node genes and connection genes.
|
||||||
|
* Implements the core NEAT genome structure as described in the original paper.
|
||||||
|
*/
|
||||||
|
|
||||||
|
export type NodeType = 'input' | 'hidden' | 'output';
|
||||||
|
export type ActivationFunction = 'tanh' | 'sigmoid' | 'relu' | 'linear';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Node gene - represents a neuron
|
||||||
|
*/
|
||||||
|
export interface NodeGene {
|
||||||
|
id: number;
|
||||||
|
type: NodeType;
|
||||||
|
activation: ActivationFunction;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Connection gene - represents a synapse
|
||||||
|
*/
|
||||||
|
export interface ConnectionGene {
|
||||||
|
innovation: number;
|
||||||
|
from: number;
|
||||||
|
to: number;
|
||||||
|
weight: number;
|
||||||
|
enabled: boolean;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Complete genome
|
||||||
|
*/
|
||||||
|
/**
|
||||||
|
* Complete genome
|
||||||
|
*/
|
||||||
|
export interface Genome {
|
||||||
|
id: number;
|
||||||
|
nodes: NodeGene[];
|
||||||
|
connections: ConnectionGene[];
|
||||||
|
fitness: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Global innovation tracker for historical markings
|
||||||
|
*/
|
||||||
|
export class InnovationTracker {
|
||||||
|
private currentInnovation: number = 0;
|
||||||
|
private innovationHistory: Map<string, number> = new Map();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get or create innovation number for a connection
|
||||||
|
*/
|
||||||
|
getInnovation(from: number, to: number): number {
|
||||||
|
const key = `${from}->${to}`;
|
||||||
|
|
||||||
|
if (this.innovationHistory.has(key)) {
|
||||||
|
return this.innovationHistory.get(key)!;
|
||||||
|
}
|
||||||
|
|
||||||
|
const innovation = this.currentInnovation++;
|
||||||
|
this.innovationHistory.set(key, innovation);
|
||||||
|
return innovation;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Reset innovation tracking (useful for new experiments)
|
||||||
|
*/
|
||||||
|
reset(): void {
|
||||||
|
this.currentInnovation = 0;
|
||||||
|
this.innovationHistory.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get current innovation count
|
||||||
|
*/
|
||||||
|
getCurrentInnovation(): number {
|
||||||
|
return this.currentInnovation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let nextGenomeId = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a minimal genome with only input and output nodes, fully connected
|
||||||
|
*/
|
||||||
|
export function createMinimalGenome(
|
||||||
|
inputCount: number,
|
||||||
|
outputCount: number,
|
||||||
|
innovationTracker: InnovationTracker
|
||||||
|
): Genome {
|
||||||
|
const nodes: NodeGene[] = [];
|
||||||
|
const connections: ConnectionGene[] = [];
|
||||||
|
|
||||||
|
// Create input nodes (IDs 0 to inputCount-1)
|
||||||
|
// PLUS one extra for Bias
|
||||||
|
for (let i = 0; i < inputCount + 1; i++) {
|
||||||
|
nodes.push({
|
||||||
|
id: i,
|
||||||
|
type: 'input',
|
||||||
|
activation: 'linear',
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create output nodes (IDs starting from inputCount + 1)
|
||||||
|
// Fix: Bias node uses ID `inputCount`, so outputs must start at `inputCount + 1`
|
||||||
|
for (let i = 0; i < outputCount; i++) {
|
||||||
|
nodes.push({
|
||||||
|
id: inputCount + 1 + i,
|
||||||
|
type: 'output',
|
||||||
|
activation: 'tanh',
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create fully connected minimal genome
|
||||||
|
// Iterate through all inputs INCLUDING Bias
|
||||||
|
for (let i = 0; i < inputCount + 1; i++) {
|
||||||
|
const inputNode = i;
|
||||||
|
|
||||||
|
for (let o = 0; o < outputCount; o++) {
|
||||||
|
const outputNode = inputCount + 1 + o; // target the shifted output IDs
|
||||||
|
const innovation = innovationTracker.getInnovation(inputNode, outputNode);
|
||||||
|
|
||||||
|
let weight = (Math.random() * 2.0) - 1.0;
|
||||||
|
|
||||||
|
// FORCE AGGRESSION:
|
||||||
|
// If connection is from BIAS node (index == inputCount) TO SHOOT node (index 3 of output)
|
||||||
|
// Warning: Output indices are 0..4 relative to output block.
|
||||||
|
// Shoot is 4th output (moveX, moveY, turn, shoot, reserved).
|
||||||
|
if (inputNode === inputCount && o === 3) {
|
||||||
|
weight = 1.0 + Math.random(); // Range [1.0, 2.0] -> Strong Positive Bias
|
||||||
|
}
|
||||||
|
|
||||||
|
connections.push({
|
||||||
|
innovation,
|
||||||
|
from: inputNode,
|
||||||
|
to: outputNode,
|
||||||
|
weight,
|
||||||
|
enabled: true,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
id: nextGenomeId++,
|
||||||
|
nodes,
|
||||||
|
connections,
|
||||||
|
fitness: 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Clone a genome (deep copy)
|
||||||
|
*/
|
||||||
|
export function cloneGenome(genome: Genome): Genome {
|
||||||
|
return {
|
||||||
|
id: nextGenomeId++,
|
||||||
|
nodes: genome.nodes.map(n => ({ ...n })),
|
||||||
|
connections: genome.connections.map(c => ({ ...c })),
|
||||||
|
fitness: genome.fitness,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get next available node ID
|
||||||
|
*/
|
||||||
|
export function getNextNodeId(genome: Genome): number {
|
||||||
|
return Math.max(...genome.nodes.map(n => n.id)) + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if a connection already exists
|
||||||
|
*/
|
||||||
|
export function connectionExists(genome: Genome, from: number, to: number): boolean {
|
||||||
|
return genome.connections.some(c => c.from === from && c.to === to);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if adding a connection would create a cycle (for feedforward networks)
|
||||||
|
*/
|
||||||
|
export function wouldCreateCycle(genome: Genome, from: number, to: number): boolean {
|
||||||
|
// Build adjacency list
|
||||||
|
const adj = new Map<number, number[]>();
|
||||||
|
for (const node of genome.nodes) {
|
||||||
|
adj.set(node.id, []);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const conn of genome.connections) {
|
||||||
|
if (!conn.enabled) continue;
|
||||||
|
if (!adj.has(conn.from)) adj.set(conn.from, []);
|
||||||
|
adj.get(conn.from)!.push(conn.to);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add the proposed connection
|
||||||
|
if (!adj.has(from)) adj.set(from, []);
|
||||||
|
adj.get(from)!.push(to);
|
||||||
|
|
||||||
|
// DFS to detect cycle
|
||||||
|
const visited = new Set<number>();
|
||||||
|
const recStack = new Set<number>();
|
||||||
|
|
||||||
|
const hasCycle = (nodeId: number): boolean => {
|
||||||
|
visited.add(nodeId);
|
||||||
|
recStack.add(nodeId);
|
||||||
|
|
||||||
|
const neighbors = adj.get(nodeId) || [];
|
||||||
|
for (const neighbor of neighbors) {
|
||||||
|
if (!visited.has(neighbor)) {
|
||||||
|
if (hasCycle(neighbor)) return true;
|
||||||
|
} else if (recStack.has(neighbor)) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
recStack.delete(nodeId);
|
||||||
|
return false;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Check from the 'from' node
|
||||||
|
return hasCycle(from);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Serialize genome to JSON
|
||||||
|
*/
|
||||||
|
export function serializeGenome(genome: Genome): string {
|
||||||
|
return JSON.stringify(genome, null, 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Deserialize genome from JSON
|
||||||
|
*/
|
||||||
|
export function deserializeGenome(json: string): Genome {
|
||||||
|
return JSON.parse(json);
|
||||||
|
}
|
||||||
129
src/lib/neatArena/mapGenerator.ts
Normal file
129
src/lib/neatArena/mapGenerator.ts
Normal file
@@ -0,0 +1,129 @@
|
|||||||
|
import type { ArenaMap, Wall, SpawnPoint, AABB, Vec2 } from './types';
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
import { SeededRandom } from './utils';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generates a symmetric arena map with procedurally placed walls.
|
||||||
|
*
|
||||||
|
* The map is generated by creating walls on the left half, then mirroring them
|
||||||
|
* to the right half for perfect symmetry.
|
||||||
|
*
|
||||||
|
* Spawn points are placed symmetrically as well.
|
||||||
|
*/
|
||||||
|
export function generateArenaMap(seed: number): ArenaMap {
|
||||||
|
const rng = new SeededRandom(seed);
|
||||||
|
const { WORLD_SIZE } = SIMULATION_CONFIG;
|
||||||
|
|
||||||
|
const walls: Wall[] = [];
|
||||||
|
const spawnPoints: SpawnPoint[] = [];
|
||||||
|
|
||||||
|
// Add boundary walls
|
||||||
|
const wallThickness = 16;
|
||||||
|
walls.push(
|
||||||
|
// Top
|
||||||
|
{ rect: { minX: 0, minY: 0, maxX: WORLD_SIZE, maxY: wallThickness } },
|
||||||
|
// Bottom
|
||||||
|
{ rect: { minX: 0, minY: WORLD_SIZE - wallThickness, maxX: WORLD_SIZE, maxY: WORLD_SIZE } },
|
||||||
|
// Left
|
||||||
|
{ rect: { minX: 0, minY: 0, maxX: wallThickness, maxY: WORLD_SIZE } },
|
||||||
|
// Right
|
||||||
|
{ rect: { minX: WORLD_SIZE - wallThickness, minY: 0, maxX: WORLD_SIZE, maxY: WORLD_SIZE } }
|
||||||
|
);
|
||||||
|
|
||||||
|
// Generate interior walls on left half, then mirror
|
||||||
|
const numInteriorWalls = rng.nextInt(3, 6);
|
||||||
|
const leftHalfWalls: AABB[] = [];
|
||||||
|
|
||||||
|
for (let i = 0; i < numInteriorWalls; i++) {
|
||||||
|
const width = rng.nextFloat(30, 80);
|
||||||
|
const height = rng.nextFloat(30, 80);
|
||||||
|
|
||||||
|
// Keep walls in left half (with margin)
|
||||||
|
// CRITICAL: Leave a center lane open for Line of Sight!
|
||||||
|
// World is 512. Center is 256. Leave 60px gap (30px on each side).
|
||||||
|
// Max X for left wall = 256 - 30 = 226.
|
||||||
|
const minX = rng.nextFloat(wallThickness + 20, (WORLD_SIZE / 2) - width - 60);
|
||||||
|
const minY = rng.nextFloat(wallThickness + 20, WORLD_SIZE - height - wallThickness - 20);
|
||||||
|
|
||||||
|
const wall: AABB = {
|
||||||
|
minX,
|
||||||
|
minY,
|
||||||
|
maxX: minX + width,
|
||||||
|
maxY: minY + height,
|
||||||
|
};
|
||||||
|
|
||||||
|
leftHalfWalls.push(wall);
|
||||||
|
walls.push({ rect: wall });
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mirror walls to right half
|
||||||
|
for (const leftWall of leftHalfWalls) {
|
||||||
|
const centerX = WORLD_SIZE / 2;
|
||||||
|
const distFromCenter = centerX - ((leftWall.minX + leftWall.maxX) / 2);
|
||||||
|
const mirroredCenterX = centerX + distFromCenter;
|
||||||
|
const wallWidth = leftWall.maxX - leftWall.minX;
|
||||||
|
|
||||||
|
const mirroredWall: AABB = {
|
||||||
|
minX: mirroredCenterX - wallWidth / 2,
|
||||||
|
maxX: mirroredCenterX + wallWidth / 2,
|
||||||
|
minY: leftWall.minY,
|
||||||
|
maxY: leftWall.maxY,
|
||||||
|
};
|
||||||
|
|
||||||
|
walls.push({ rect: mirroredWall });
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate 5 symmetric spawn point pairs
|
||||||
|
// Spawn points should be clear of walls
|
||||||
|
for (let pairId = 0; pairId < 5; pairId++) {
|
||||||
|
let leftSpawn: Vec2;
|
||||||
|
let attempts = 0;
|
||||||
|
|
||||||
|
// Find a valid spawn point on the left
|
||||||
|
do {
|
||||||
|
leftSpawn = {
|
||||||
|
// Spawn in the central clear lane (guaranteed no walls)
|
||||||
|
// Center is 256. Lane is +/- 60.
|
||||||
|
// Spawn between 256-50 and 256-20 (left side of center)
|
||||||
|
x: rng.nextFloat(WORLD_SIZE / 2 - 50, WORLD_SIZE / 2 - 20),
|
||||||
|
y: rng.nextFloat(wallThickness + 40, WORLD_SIZE - wallThickness - 40),
|
||||||
|
};
|
||||||
|
attempts++;
|
||||||
|
} while (isPositionInWall(leftSpawn, walls) && attempts < 50);
|
||||||
|
|
||||||
|
// Mirror to right
|
||||||
|
const rightSpawn: Vec2 = {
|
||||||
|
x: WORLD_SIZE - leftSpawn.x,
|
||||||
|
y: leftSpawn.y,
|
||||||
|
};
|
||||||
|
|
||||||
|
spawnPoints.push(
|
||||||
|
{ position: leftSpawn, pairId, side: 0 },
|
||||||
|
{ position: rightSpawn, pairId, side: 1 }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
walls,
|
||||||
|
spawnPoints,
|
||||||
|
seed,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if a position overlaps with any wall
|
||||||
|
*/
|
||||||
|
function isPositionInWall(pos: Vec2, walls: Wall[]): boolean {
|
||||||
|
const margin = 20; // give some breathing room
|
||||||
|
for (const wall of walls) {
|
||||||
|
if (
|
||||||
|
pos.x >= wall.rect.minX - margin &&
|
||||||
|
pos.x <= wall.rect.maxX + margin &&
|
||||||
|
pos.y >= wall.rect.minY - margin &&
|
||||||
|
pos.y <= wall.rect.maxY + margin
|
||||||
|
) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
219
src/lib/neatArena/mutations.ts
Normal file
219
src/lib/neatArena/mutations.ts
Normal file
@@ -0,0 +1,219 @@
|
|||||||
|
import type { Genome, InnovationTracker } from './genome';
|
||||||
|
import {
|
||||||
|
getNextNodeId,
|
||||||
|
connectionExists,
|
||||||
|
wouldCreateCycle,
|
||||||
|
} from './genome';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* NEAT Mutations
|
||||||
|
*
|
||||||
|
* Implements the core mutation operations:
|
||||||
|
* - Weight perturbation (80%)
|
||||||
|
* - Weight reset (10%)
|
||||||
|
* - Add connection (5%)
|
||||||
|
* - Add node (3%)
|
||||||
|
* - Toggle connection (2%)
|
||||||
|
*/
|
||||||
|
|
||||||
|
export interface MutationRates {
|
||||||
|
mutateWeightsProb: number;
|
||||||
|
resetWeightProb: number;
|
||||||
|
addConnectionProb: number;
|
||||||
|
addNodeProb: number;
|
||||||
|
toggleConnectionProb: number;
|
||||||
|
perturbationPower: number;
|
||||||
|
resetRange: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Default mutation probabilities
|
||||||
|
*/
|
||||||
|
export const DEFAULT_MUTATION_RATES: MutationRates = {
|
||||||
|
mutateWeightsProb: 0.80, // Keep high for fine-tuning
|
||||||
|
resetWeightProb: 0.01, // Low risk reset
|
||||||
|
addConnectionProb: 0.02, // REDUCED (was 0.05): Stabilize architecture
|
||||||
|
addNodeProb: 0.01, // REDUCED (was 0.03): Stop excessive growth
|
||||||
|
toggleConnectionProb: 0.01, // Reduced
|
||||||
|
|
||||||
|
|
||||||
|
// Weight mutation parameters
|
||||||
|
// Weight mutation parameters
|
||||||
|
perturbationPower: 0.1, // Reduced from 0.5 to prevent re-saturation
|
||||||
|
resetRange: 0.5, // Reduced from 2.0 for safer resets
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Apply mutations to a genome
|
||||||
|
*/
|
||||||
|
export function mutate(genome: Genome, tracker: InnovationTracker, rates = DEFAULT_MUTATION_RATES): void {
|
||||||
|
let addedConnections = 0;
|
||||||
|
let addedNodes = 0;
|
||||||
|
let toggledConnections = 0;
|
||||||
|
|
||||||
|
// Mutate weights
|
||||||
|
if (Math.random() < rates.mutateWeightsProb) {
|
||||||
|
mutateWeights(genome, rates);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reset a random weight
|
||||||
|
if (Math.random() < rates.resetWeightProb) {
|
||||||
|
resetWeight(genome, rates);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add connection
|
||||||
|
if (Math.random() < rates.addConnectionProb) {
|
||||||
|
if (addConnection(genome, tracker)) {
|
||||||
|
addedConnections++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add node
|
||||||
|
if (Math.random() < rates.addNodeProb) {
|
||||||
|
if (addNode(genome, tracker)) {
|
||||||
|
addedNodes++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Toggle connection
|
||||||
|
if (Math.random() < rates.toggleConnectionProb) {
|
||||||
|
if (toggleConnection(genome)) {
|
||||||
|
toggledConnections++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Log structural mutations (only if any happened)
|
||||||
|
if (addedConnections > 0 || addedNodes > 0 || toggledConnections > 0) {
|
||||||
|
// console.log(`[Mutation] +${addedConnections} conn, +${addedNodes} nodes, ${toggledConnections} toggled`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Perturb weights slightly
|
||||||
|
*/
|
||||||
|
function mutateWeights(genome: Genome, rates: MutationRates): void {
|
||||||
|
for (const conn of genome.connections) {
|
||||||
|
if (Math.random() < 0.9) {
|
||||||
|
// Small perturbation
|
||||||
|
conn.weight += (Math.random() * 2 - 1) * rates.perturbationPower;
|
||||||
|
// Clamp to reasonable range
|
||||||
|
conn.weight = Math.max(-5, Math.min(5, conn.weight));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Reset a random weight to a new random value
|
||||||
|
*/
|
||||||
|
function resetWeight(genome: Genome, rates: MutationRates): void {
|
||||||
|
if (genome.connections.length === 0) return;
|
||||||
|
|
||||||
|
const conn = genome.connections[Math.floor(Math.random() * genome.connections.length)];
|
||||||
|
conn.weight = (Math.random() * 2 - 1) * rates.resetRange;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Add a new connection between two nodes
|
||||||
|
*/
|
||||||
|
function addConnection(genome: Genome, innovationTracker: InnovationTracker): boolean {
|
||||||
|
const inputNodes = genome.nodes.filter(n => n.type === 'input');
|
||||||
|
const nonInputNodes = genome.nodes.filter(n => n.type !== 'input');
|
||||||
|
|
||||||
|
if (inputNodes.length === 0 || nonInputNodes.length === 0) return false;
|
||||||
|
|
||||||
|
// Try to find a valid connection
|
||||||
|
let attempts = 0;
|
||||||
|
const maxAttempts = 20;
|
||||||
|
|
||||||
|
while (attempts < maxAttempts) {
|
||||||
|
// Random from node (any node)
|
||||||
|
const fromNode = genome.nodes[Math.floor(Math.random() * genome.nodes.length)];
|
||||||
|
// Random to node (not input)
|
||||||
|
const toNode = nonInputNodes[Math.floor(Math.random() * nonInputNodes.length)];
|
||||||
|
|
||||||
|
// Can't connect to itself
|
||||||
|
if (fromNode.id === toNode.id) {
|
||||||
|
attempts++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if connection already exists
|
||||||
|
if (connectionExists(genome, fromNode.id, toNode.id)) {
|
||||||
|
attempts++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if it would create a cycle
|
||||||
|
if (wouldCreateCycle(genome, fromNode.id, toNode.id)) {
|
||||||
|
attempts++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Valid connection!
|
||||||
|
genome.connections.push({
|
||||||
|
innovation: innovationTracker.getInnovation(fromNode.id, toNode.id),
|
||||||
|
from: fromNode.id,
|
||||||
|
to: toNode.id,
|
||||||
|
weight: (Math.random() * 2 - 1) * 2, // [-2, 2]
|
||||||
|
enabled: true,
|
||||||
|
});
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Add a new node by splitting an existing connection
|
||||||
|
*/
|
||||||
|
function addNode(genome: Genome, innovationTracker: InnovationTracker): boolean {
|
||||||
|
const enabledConnections = genome.connections.filter(c => c.enabled);
|
||||||
|
if (enabledConnections.length === 0) return false;
|
||||||
|
|
||||||
|
// Pick a random enabled connection
|
||||||
|
const conn = enabledConnections[Math.floor(Math.random() * enabledConnections.length)];
|
||||||
|
|
||||||
|
// Disable the old connection
|
||||||
|
conn.enabled = false;
|
||||||
|
|
||||||
|
// Create new node
|
||||||
|
const newNodeId = getNextNodeId(genome);
|
||||||
|
genome.nodes.push({
|
||||||
|
id: newNodeId,
|
||||||
|
type: 'hidden',
|
||||||
|
activation: 'tanh',
|
||||||
|
});
|
||||||
|
|
||||||
|
// Create two new connections:
|
||||||
|
// 1. from -> newNode (weight = 1.0)
|
||||||
|
genome.connections.push({
|
||||||
|
innovation: innovationTracker.getInnovation(conn.from, newNodeId),
|
||||||
|
from: conn.from,
|
||||||
|
to: newNodeId,
|
||||||
|
weight: 1.0,
|
||||||
|
enabled: true,
|
||||||
|
});
|
||||||
|
|
||||||
|
// 2. newNode -> to (weight = old connection's weight)
|
||||||
|
genome.connections.push({
|
||||||
|
innovation: innovationTracker.getInnovation(newNodeId, conn.to),
|
||||||
|
from: newNodeId,
|
||||||
|
to: conn.to,
|
||||||
|
weight: conn.weight,
|
||||||
|
enabled: true,
|
||||||
|
});
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Toggle a random connection's enabled state
|
||||||
|
*/
|
||||||
|
function toggleConnection(genome: Genome): boolean {
|
||||||
|
if (genome.connections.length === 0) return false;
|
||||||
|
|
||||||
|
const conn = genome.connections[Math.floor(Math.random() * genome.connections.length)];
|
||||||
|
conn.enabled = !conn.enabled;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
183
src/lib/neatArena/network.ts
Normal file
183
src/lib/neatArena/network.ts
Normal file
@@ -0,0 +1,183 @@
|
|||||||
|
import type { Genome, ActivationFunction } from './genome';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Feedforward neural network built from a NEAT genome.
|
||||||
|
*
|
||||||
|
* The network is built by topologically sorting the nodes and
|
||||||
|
* evaluating them in order to ensure feedforward behavior.
|
||||||
|
*/
|
||||||
|
|
||||||
|
interface NetworkNode {
|
||||||
|
id: number;
|
||||||
|
activation: ActivationFunction;
|
||||||
|
inputs: { weight: number; sourceId: number }[];
|
||||||
|
value: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export class NeuralNetwork {
|
||||||
|
private inputNodes: number[];
|
||||||
|
private outputNodes: number[];
|
||||||
|
private nodes: Map<number, NetworkNode>;
|
||||||
|
private evaluationOrder: number[];
|
||||||
|
|
||||||
|
constructor(genome: Genome) {
|
||||||
|
this.inputNodes = [];
|
||||||
|
this.outputNodes = [];
|
||||||
|
this.nodes = new Map();
|
||||||
|
this.evaluationOrder = [];
|
||||||
|
|
||||||
|
this.buildNetwork(genome);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Build the network from the genome
|
||||||
|
*/
|
||||||
|
private buildNetwork(genome: Genome): void {
|
||||||
|
// Create network nodes
|
||||||
|
for (const nodeGene of genome.nodes) {
|
||||||
|
this.nodes.set(nodeGene.id, {
|
||||||
|
id: nodeGene.id,
|
||||||
|
activation: nodeGene.activation,
|
||||||
|
inputs: [],
|
||||||
|
value: 0,
|
||||||
|
});
|
||||||
|
|
||||||
|
if (nodeGene.type === 'input') {
|
||||||
|
this.inputNodes.push(nodeGene.id);
|
||||||
|
} else if (nodeGene.type === 'output') {
|
||||||
|
this.outputNodes.push(nodeGene.id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add connections
|
||||||
|
for (const conn of genome.connections) {
|
||||||
|
if (!conn.enabled) continue;
|
||||||
|
|
||||||
|
const targetNode = this.nodes.get(conn.to);
|
||||||
|
if (targetNode) {
|
||||||
|
targetNode.inputs.push({
|
||||||
|
weight: conn.weight,
|
||||||
|
sourceId: conn.from,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute evaluation order (topological sort)
|
||||||
|
this.evaluationOrder = this.topologicalSort(genome);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Topological sort to determine evaluation order
|
||||||
|
*/
|
||||||
|
private topologicalSort(genome: Genome): number[] {
|
||||||
|
const inDegree = new Map<number, number>();
|
||||||
|
const adj = new Map<number, number[]>();
|
||||||
|
|
||||||
|
// Initialize
|
||||||
|
for (const node of genome.nodes) {
|
||||||
|
inDegree.set(node.id, 0);
|
||||||
|
adj.set(node.id, []);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build adjacency list and in-degrees
|
||||||
|
for (const conn of genome.connections) {
|
||||||
|
if (!conn.enabled) continue;
|
||||||
|
|
||||||
|
adj.get(conn.from)!.push(conn.to);
|
||||||
|
inDegree.set(conn.to, (inDegree.get(conn.to) || 0) + 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Kahn's algorithm
|
||||||
|
const queue: number[] = [];
|
||||||
|
const order: number[] = [];
|
||||||
|
|
||||||
|
// Start with nodes that have no incoming edges
|
||||||
|
for (const [nodeId, degree] of inDegree.entries()) {
|
||||||
|
if (degree === 0) {
|
||||||
|
queue.push(nodeId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
while (queue.length > 0) {
|
||||||
|
const nodeId = queue.shift()!;
|
||||||
|
order.push(nodeId);
|
||||||
|
|
||||||
|
for (const neighbor of adj.get(nodeId) || []) {
|
||||||
|
inDegree.set(neighbor, inDegree.get(neighbor)! - 1);
|
||||||
|
if (inDegree.get(neighbor) === 0) {
|
||||||
|
queue.push(neighbor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return order;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Activate the network with inputs and return outputs
|
||||||
|
*/
|
||||||
|
activate(inputs: number[]): number[] {
|
||||||
|
if (inputs.length !== this.inputNodes.length) {
|
||||||
|
throw new Error(`Expected ${this.inputNodes.length} inputs, got ${inputs.length}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reset all node values
|
||||||
|
for (const node of this.nodes.values()) {
|
||||||
|
node.value = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set input values
|
||||||
|
for (let i = 0; i < this.inputNodes.length; i++) {
|
||||||
|
const node = this.nodes.get(this.inputNodes[i])!;
|
||||||
|
node.value = inputs[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Evaluate nodes in topological order
|
||||||
|
for (const nodeId of this.evaluationOrder) {
|
||||||
|
const node = this.nodes.get(nodeId)!;
|
||||||
|
|
||||||
|
// Skip input nodes (already set)
|
||||||
|
if (this.inputNodes.includes(nodeId)) continue;
|
||||||
|
|
||||||
|
// Sum weighted inputs
|
||||||
|
let sum = 0;
|
||||||
|
for (const input of node.inputs) {
|
||||||
|
const sourceNode = this.nodes.get(input.sourceId);
|
||||||
|
if (sourceNode) {
|
||||||
|
sum += sourceNode.value * input.weight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply activation function
|
||||||
|
node.value = this.applyActivation(sum, node.activation);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Collect output values
|
||||||
|
return this.outputNodes.map(id => this.nodes.get(id)!.value);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Apply activation function
|
||||||
|
*/
|
||||||
|
private applyActivation(x: number, activation: ActivationFunction): number {
|
||||||
|
switch (activation) {
|
||||||
|
case 'tanh':
|
||||||
|
return Math.tanh(x);
|
||||||
|
case 'sigmoid':
|
||||||
|
return 1 / (1 + Math.exp(-x));
|
||||||
|
case 'relu':
|
||||||
|
return Math.max(0, x);
|
||||||
|
case 'linear':
|
||||||
|
return x;
|
||||||
|
default:
|
||||||
|
return Math.tanh(x);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a neural network from a genome
|
||||||
|
*/
|
||||||
|
export function createNetwork(genome: Genome): NeuralNetwork {
|
||||||
|
return new NeuralNetwork(genome);
|
||||||
|
}
|
||||||
169
src/lib/neatArena/reproduction.ts
Normal file
169
src/lib/neatArena/reproduction.ts
Normal file
@@ -0,0 +1,169 @@
|
|||||||
|
import type { Genome, InnovationTracker } from './genome';
|
||||||
|
import type { Species } from './speciation';
|
||||||
|
import { cloneGenome } from './genome';
|
||||||
|
import { crossover } from './crossover';
|
||||||
|
import { mutate, DEFAULT_MUTATION_RATES, type MutationRates } from './mutations';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* NEAT Reproduction
|
||||||
|
*
|
||||||
|
* Handles species-based selection, crossover, and offspring generation.
|
||||||
|
* Implements elitism and proper offspring allocation.
|
||||||
|
*/
|
||||||
|
|
||||||
|
export interface ReproductionConfig {
|
||||||
|
elitePerSpecies: number;
|
||||||
|
crossoverRate: number;
|
||||||
|
interspeciesMatingRate: number;
|
||||||
|
mutationRates: MutationRates;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const DEFAULT_REPRODUCTION_CONFIG: ReproductionConfig = {
|
||||||
|
elitePerSpecies: 1,
|
||||||
|
crossoverRate: 0.75,
|
||||||
|
interspeciesMatingRate: 0.001,
|
||||||
|
mutationRates: DEFAULT_MUTATION_RATES,
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Reproduce a new generation from species
|
||||||
|
*/
|
||||||
|
export function reproduce(
|
||||||
|
species: Species[],
|
||||||
|
populationSize: number,
|
||||||
|
innovationTracker: InnovationTracker,
|
||||||
|
config: ReproductionConfig = DEFAULT_REPRODUCTION_CONFIG
|
||||||
|
): Genome[] {
|
||||||
|
const newGenomes: Genome[] = [];
|
||||||
|
|
||||||
|
// Calculate total adjusted fitness
|
||||||
|
const totalAdjustedFitness = species.reduce((sum, s) => {
|
||||||
|
return sum + s.members.reduce((sSum, g) => sSum + g.fitness, 0);
|
||||||
|
}, 0);
|
||||||
|
|
||||||
|
if (totalAdjustedFitness === 0) {
|
||||||
|
// If all fitness is 0, allocate equally
|
||||||
|
const genomesPerSpecies = Math.floor(populationSize / species.length);
|
||||||
|
|
||||||
|
for (const spec of species) {
|
||||||
|
const offspring = reproduceSpecies(
|
||||||
|
spec,
|
||||||
|
genomesPerSpecies,
|
||||||
|
innovationTracker,
|
||||||
|
config
|
||||||
|
);
|
||||||
|
newGenomes.push(...offspring);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Allocate offspring based on adjusted fitness
|
||||||
|
for (const spec of species) {
|
||||||
|
const speciesFitness = spec.members.reduce((sum, g) => sum + g.fitness, 0);
|
||||||
|
const offspringCount = Math.max(
|
||||||
|
1,
|
||||||
|
Math.floor((speciesFitness / totalAdjustedFitness) * populationSize)
|
||||||
|
);
|
||||||
|
|
||||||
|
const offspring = reproduceSpecies(
|
||||||
|
spec,
|
||||||
|
offspringCount,
|
||||||
|
innovationTracker,
|
||||||
|
config
|
||||||
|
);
|
||||||
|
newGenomes.push(...offspring);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If we don't have enough genomes, fill with random mutations of best
|
||||||
|
while (newGenomes.length < populationSize) {
|
||||||
|
const bestGenome = getBestGenomeFromSpecies(species);
|
||||||
|
// Clone first to avoid modifying the champion in-place
|
||||||
|
const mutated = cloneGenome(bestGenome);
|
||||||
|
mutated.fitness = 0; // Reset fitness
|
||||||
|
mutate(mutated, innovationTracker, config.mutationRates);
|
||||||
|
newGenomes.push(mutated);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If we have too many, trim the worst
|
||||||
|
if (newGenomes.length > populationSize) {
|
||||||
|
newGenomes.sort((a, b) => b.fitness - a.fitness);
|
||||||
|
newGenomes.length = populationSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
return newGenomes;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Reproduce offspring within a species
|
||||||
|
*/
|
||||||
|
function reproduceSpecies(
|
||||||
|
species: Species,
|
||||||
|
offspringCount: number,
|
||||||
|
innovationTracker: InnovationTracker,
|
||||||
|
config: ReproductionConfig
|
||||||
|
): Genome[] {
|
||||||
|
const offspring: Genome[] = [];
|
||||||
|
|
||||||
|
// Sort members by fitness
|
||||||
|
const sorted = [...species.members].sort((a, b) => b.fitness - a.fitness);
|
||||||
|
|
||||||
|
// Elitism: keep best genomes unchanged
|
||||||
|
const eliteCount = Math.min(config.elitePerSpecies, sorted.length, offspringCount);
|
||||||
|
for (let i = 0; i < eliteCount; i++) {
|
||||||
|
const elite = cloneGenome(sorted[i]);
|
||||||
|
elite.fitness = 0; // Reset fitness for new generation
|
||||||
|
offspring.push(elite);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate rest through crossover and mutation
|
||||||
|
while (offspring.length < offspringCount) {
|
||||||
|
let child: Genome;
|
||||||
|
|
||||||
|
// Select parents
|
||||||
|
const parent1 = selectParent(sorted);
|
||||||
|
const parent2 = sorted.length >= 2 ? selectParent(sorted) : null;
|
||||||
|
|
||||||
|
// Crossover if we have two different parents, otherwise clone
|
||||||
|
if (parent2 && parent1 !== parent2 && Math.random() < config.crossoverRate) {
|
||||||
|
child = crossover(parent1, parent2);
|
||||||
|
} else {
|
||||||
|
child = cloneGenome(parent1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Always mutate (except elites)
|
||||||
|
mutate(child, innovationTracker, config.mutationRates);
|
||||||
|
offspring.push(child);
|
||||||
|
}
|
||||||
|
|
||||||
|
return offspring;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Select a parent using fitness-proportionate selection
|
||||||
|
*/
|
||||||
|
function selectParent(sortedGenomes: Genome[]): Genome {
|
||||||
|
if (sortedGenomes.length === 0) {
|
||||||
|
throw new Error("Cannot select parent from empty species");
|
||||||
|
}
|
||||||
|
// Simple tournament selection (top 20%)
|
||||||
|
// Ensure we don't exceed array bounds
|
||||||
|
const poolSize = Math.max(1, Math.floor(sortedGenomes.length * 0.2));
|
||||||
|
const index = Math.floor(Math.random() * poolSize);
|
||||||
|
return sortedGenomes[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get the best genome from all species
|
||||||
|
*/
|
||||||
|
function getBestGenomeFromSpecies(species: Species[]): Genome {
|
||||||
|
let best: Genome | null = null;
|
||||||
|
|
||||||
|
for (const spec of species) {
|
||||||
|
for (const genome of spec.members) {
|
||||||
|
if (!best || genome.fitness > best.fitness) {
|
||||||
|
best = genome;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return best || species[0].members[0];
|
||||||
|
}
|
||||||
58
src/lib/neatArena/run_test_manual.ts
Normal file
58
src/lib/neatArena/run_test_manual.ts
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
|
||||||
|
import { createPopulation, evolveGeneration, getPopulationStats, DEFAULT_EVOLUTION_CONFIG } from './evolution';
|
||||||
|
import { evaluatePopulation, DEFAULT_MATCH_CONFIG } from './selfPlay';
|
||||||
|
|
||||||
|
// Extended configuration for Long-term Test
|
||||||
|
const LONG_RUN_CONFIG = {
|
||||||
|
...DEFAULT_EVOLUTION_CONFIG,
|
||||||
|
populationSize: 50,
|
||||||
|
};
|
||||||
|
|
||||||
|
const MATCH_CONFIG = {
|
||||||
|
...DEFAULT_MATCH_CONFIG,
|
||||||
|
matchesPerGenome: 6,
|
||||||
|
maxTicks: 300,
|
||||||
|
};
|
||||||
|
|
||||||
|
async function runTest() {
|
||||||
|
console.log('\n--- Starting Manual Long-term Curriculum Test (50 Gens) ---');
|
||||||
|
try {
|
||||||
|
let population = createPopulation(LONG_RUN_CONFIG);
|
||||||
|
const history: number[] = [];
|
||||||
|
|
||||||
|
for (let gen = 0; gen < 50; gen++) {
|
||||||
|
// 1. Evaluate
|
||||||
|
console.log(`Evaluating Gen ${gen}...`);
|
||||||
|
const evaluatedPop = evaluatePopulation(population, MATCH_CONFIG);
|
||||||
|
const stats = getPopulationStats(evaluatedPop);
|
||||||
|
|
||||||
|
history.push(stats.avgFitness);
|
||||||
|
|
||||||
|
console.log(`Gen ${gen}: Avg ${stats.avgFitness.toFixed(2)} | Max ${stats.maxFitness.toFixed(2)} | Species ${stats.speciesCount}`);
|
||||||
|
|
||||||
|
// Checks
|
||||||
|
if (gen === 0) {
|
||||||
|
if (stats.avgFitness <= 1.0) {
|
||||||
|
throw new Error(`FAILURE at Gen 0: Avg Fitness ${stats.avgFitness} <= 1.0`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (gen === 20) {
|
||||||
|
if (stats.avgFitness <= 12.0) {
|
||||||
|
console.warn(`WARNING at Gen 20: Avg Fitness ${stats.avgFitness} <= 12.0 (Target missed)`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Evolve
|
||||||
|
console.log(`Evolving Gen ${gen}...`);
|
||||||
|
population = evolveGeneration(evaluatedPop, LONG_RUN_CONFIG);
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log('--- Test Complete: SUCCESS ---');
|
||||||
|
} catch (e) {
|
||||||
|
console.error('CRASH:', e);
|
||||||
|
process.exit(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
runTest();
|
||||||
286
src/lib/neatArena/selfPlay.ts
Normal file
286
src/lib/neatArena/selfPlay.ts
Normal file
@@ -0,0 +1,286 @@
|
|||||||
|
import type { Genome } from './genome';
|
||||||
|
import type { Population } from './evolution';
|
||||||
|
import type { AgentAction } from './types';
|
||||||
|
import { createSimulation, stepSimulation } from './simulation';
|
||||||
|
import { createNetwork } from './network';
|
||||||
|
import { generateObservation, observationToInputs } from './sensors';
|
||||||
|
import { createFitnessTracker, updateFitness } from './fitness';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Self-Play Scheduler
|
||||||
|
*
|
||||||
|
* Orchestrates training matches between genomes.
|
||||||
|
* Each genome plays K opponents, with side swapping for fairness.
|
||||||
|
*/
|
||||||
|
|
||||||
|
export interface MatchConfig {
|
||||||
|
matchesPerGenome: number; // K
|
||||||
|
mapSeed: number;
|
||||||
|
maxTicks: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const DEFAULT_MATCH_CONFIG: MatchConfig = {
|
||||||
|
matchesPerGenome: 6, // Increased from 4 to reduce variance
|
||||||
|
mapSeed: 12345,
|
||||||
|
maxTicks: 1200, // Increased to 40s (was 10s) to allow complex strategies
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Evaluate entire population using self-play
|
||||||
|
*/
|
||||||
|
export function evaluatePopulation(
|
||||||
|
population: Population,
|
||||||
|
config: MatchConfig,
|
||||||
|
generation: number = 0 // Added generation for dynamic seeding
|
||||||
|
): Population {
|
||||||
|
// Reset fitness
|
||||||
|
const genomes = population.genomes;
|
||||||
|
|
||||||
|
// Initialize fitness trackers
|
||||||
|
const fitnessTrackers = genomes.map(g => {
|
||||||
|
g.fitness = 0;
|
||||||
|
return {
|
||||||
|
totalFitness: 0,
|
||||||
|
matchesPlayed: 0,
|
||||||
|
matchCount: 0 // Will count actual matches
|
||||||
|
};
|
||||||
|
});
|
||||||
|
|
||||||
|
// Dynamic Seed based on generation
|
||||||
|
const currentSeed = config.mapSeed + (generation * 13); // Change map every gen
|
||||||
|
|
||||||
|
// Define Curriculum Phases
|
||||||
|
// Mixed Curriculum:
|
||||||
|
// 1. Static Bot (Aim Check)
|
||||||
|
// 2. Strafer Bot (Tracking Check)
|
||||||
|
// 3. Peer Matches (Combat)
|
||||||
|
let staticMatches = 1;
|
||||||
|
let straferMatches = 1;
|
||||||
|
|
||||||
|
|
||||||
|
if (generation > 200) {
|
||||||
|
// Phase 3: Graduation (Pure PvP)
|
||||||
|
// At this level, farming bots is a waste of evaluation time.
|
||||||
|
// Agents must prove themselves solely against peers.
|
||||||
|
staticMatches = 0;
|
||||||
|
straferMatches = 0;
|
||||||
|
} else if (generation > 50) { // Delayed from 30 to 50
|
||||||
|
// Phase 2: Mixed
|
||||||
|
staticMatches = 1;
|
||||||
|
straferMatches = 1;
|
||||||
|
} else {
|
||||||
|
// Phase 1: Training Wheels
|
||||||
|
staticMatches = 2;
|
||||||
|
straferMatches = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
const staticBotId = 'static';
|
||||||
|
const straferBotId = 'strafer'; // NEW
|
||||||
|
|
||||||
|
// 1. Curriculum Matches
|
||||||
|
for (let i = 0; i < genomes.length; i++) {
|
||||||
|
// Static Bot Match
|
||||||
|
for (let m = 0; m < staticMatches; m++) {
|
||||||
|
const isPlayer1 = m % 2 === 0;
|
||||||
|
const r = runMatch(
|
||||||
|
isPlayer1 ? genomes[i] : createBaselineGenome(staticBotId),
|
||||||
|
isPlayer1 ? createBaselineGenome(staticBotId) : genomes[i],
|
||||||
|
config,
|
||||||
|
currentSeed,
|
||||||
|
0
|
||||||
|
);
|
||||||
|
fitnessTrackers[i].totalFitness += isPlayer1 ? r.fitness1 : r.fitness2;
|
||||||
|
fitnessTrackers[i].matchCount++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Strafer Bot Match (Moving Target)
|
||||||
|
for (let m = 0; m < straferMatches; m++) {
|
||||||
|
const isPlayer1 = m % 2 === 0;
|
||||||
|
const r = runMatch(
|
||||||
|
isPlayer1 ? genomes[i] : createBaselineGenome(straferBotId),
|
||||||
|
isPlayer1 ? createBaselineGenome(straferBotId) : genomes[i],
|
||||||
|
config,
|
||||||
|
currentSeed,
|
||||||
|
2 // Use different spawn pair
|
||||||
|
);
|
||||||
|
fitnessTrackers[i].totalFitness += isPlayer1 ? r.fitness1 : r.fitness2;
|
||||||
|
fitnessTrackers[i].matchCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Peer Competition
|
||||||
|
const playedSoFar = staticMatches + straferMatches;
|
||||||
|
const peerMatches = Math.max(0, config.matchesPerGenome - playedSoFar);
|
||||||
|
|
||||||
|
for (let i = 0; i < genomes.length; i++) {
|
||||||
|
for (let j = 0; j < peerMatches; j++) {
|
||||||
|
let opponentIdx = Math.floor(Math.random() * genomes.length);
|
||||||
|
if (opponentIdx === i) opponentIdx = (i + 1) % genomes.length;
|
||||||
|
|
||||||
|
const seedOffset = (i * 7 + j * 3);
|
||||||
|
const r = runMatch(genomes[i], genomes[opponentIdx], config, currentSeed + seedOffset, 4);
|
||||||
|
|
||||||
|
fitnessTrackers[i].totalFitness += r.fitness1;
|
||||||
|
fitnessTrackers[i].matchCount++;
|
||||||
|
|
||||||
|
fitnessTrackers[opponentIdx].totalFitness += r.fitness2;
|
||||||
|
fitnessTrackers[opponentIdx].matchCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log(`[SelfPlay] Gen ${generation} Curriculum: Static(${staticMatches}) + Strafer(${straferMatches}) + Peer(${peerMatches} per agent)`);
|
||||||
|
|
||||||
|
// Average fitness
|
||||||
|
let maxFitnessInBatch = -Infinity;
|
||||||
|
let bestGenomeInBatch: Genome | null = null;
|
||||||
|
|
||||||
|
for (let i = 0; i < genomes.length; i++) {
|
||||||
|
const tracker = fitnessTrackers[i];
|
||||||
|
const avg = tracker.matchCount > 0
|
||||||
|
? tracker.totalFitness / tracker.matchCount
|
||||||
|
: 0;
|
||||||
|
|
||||||
|
genomes[i].fitness = avg;
|
||||||
|
|
||||||
|
if (avg > maxFitnessInBatch) {
|
||||||
|
maxFitnessInBatch = avg;
|
||||||
|
bestGenomeInBatch = genomes[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update Best Ever immediately to prevent UI lag
|
||||||
|
let bestFitnessEver = population.bestFitnessEver;
|
||||||
|
let bestGenomeEver = population.bestGenomeEver;
|
||||||
|
|
||||||
|
if (maxFitnessInBatch > bestFitnessEver) {
|
||||||
|
bestFitnessEver = maxFitnessInBatch;
|
||||||
|
bestGenomeEver = bestGenomeInBatch ? { ...bestGenomeInBatch } : null; // Clone to preserve state
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
...population,
|
||||||
|
genomes,
|
||||||
|
bestFitnessEver,
|
||||||
|
bestGenomeEver
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper to create baseline genomes
|
||||||
|
*/
|
||||||
|
function createBaselineGenome(type: 'static' | 'spinner' | 'strafer'): Genome {
|
||||||
|
let id = -1;
|
||||||
|
if (type === 'spinner') id = -2;
|
||||||
|
if (type === 'strafer') id = -3;
|
||||||
|
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
nodes: [],
|
||||||
|
connections: [],
|
||||||
|
fitness: 0
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Run a single match
|
||||||
|
*/
|
||||||
|
function runMatch(
|
||||||
|
genome1: Genome,
|
||||||
|
genome2: Genome,
|
||||||
|
config: MatchConfig,
|
||||||
|
mapSeed: number,
|
||||||
|
spawnPairId: number
|
||||||
|
): { fitness1: number; fitness2: number } {
|
||||||
|
|
||||||
|
// Create networks (or mock networks for baselines)
|
||||||
|
const createAgentController = (genome: Genome) => {
|
||||||
|
let tick = 0;
|
||||||
|
|
||||||
|
// Handle baselines by ID
|
||||||
|
// IDs: Static=-1, Spinner=-2, Strafer=-3
|
||||||
|
// Note: Check for genome.id OR if it's a clone (needs robust check)
|
||||||
|
// Simplest: use ID ranges or special properties. For now ID < 0 is baseline.
|
||||||
|
|
||||||
|
if (genome.id === -1 || genome.id === -100) { // Static
|
||||||
|
return { activate: () => [0, 0, 0, 0] };
|
||||||
|
} else if (genome.id === -2 || genome.id === -200) { // Spinner
|
||||||
|
return { activate: () => [0, 0, 1.0, 0] };
|
||||||
|
} else if (genome.id === -3 || genome.id === -300) { // Strafer
|
||||||
|
// Moves up/down while facing left (assuming P2)
|
||||||
|
// Simple logic: Turn=0, MoveY = sin(t). Shoot=0?
|
||||||
|
// Actually, Strafers should aim at opponent!
|
||||||
|
// But 'activate' only gets inputs.
|
||||||
|
// We can implement a "Dimbot" that sees opponent.
|
||||||
|
// For strict Baseline, let's just make it move randomly in Y.
|
||||||
|
return {
|
||||||
|
activate: () => {
|
||||||
|
tick++;
|
||||||
|
const moveY = Math.sin(tick * 0.2) * 0.5; // Nerfed speed (0.5x) for solvability
|
||||||
|
return [0, moveY, 0, 1.0]; // Shoot constantly!
|
||||||
|
}
|
||||||
|
};
|
||||||
|
} else {
|
||||||
|
return createNetwork(genome);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
const network1 = createAgentController(genome1);
|
||||||
|
const network2 = createAgentController(genome2);
|
||||||
|
|
||||||
|
// Create simulation with DYNAMIC SEED and specific PAIR ID
|
||||||
|
// Note: createSimulation expects proper pairId (0-4)
|
||||||
|
// We safeguard against invalid pairIds just in case
|
||||||
|
const safePairId = Math.abs(spawnPairId) % 5;
|
||||||
|
const sim = createSimulation(mapSeed, safePairId);
|
||||||
|
|
||||||
|
// Create local trackers for the match
|
||||||
|
const localTracker1 = createFitnessTracker(0);
|
||||||
|
const localTracker2 = createFitnessTracker(1);
|
||||||
|
|
||||||
|
// Mutable references for loop
|
||||||
|
let runningTracker1 = localTracker1;
|
||||||
|
let runningTracker2 = localTracker2;
|
||||||
|
|
||||||
|
// Run simulation
|
||||||
|
let currentSim = sim;
|
||||||
|
while (!currentSim.isOver && currentSim.tick < config.maxTicks) {
|
||||||
|
// Get observations
|
||||||
|
const obs1 = generateObservation(0, currentSim);
|
||||||
|
const obs2 = generateObservation(1, currentSim);
|
||||||
|
|
||||||
|
// Get actions
|
||||||
|
const inputs1 = observationToInputs(obs1);
|
||||||
|
const inputs2 = observationToInputs(obs2);
|
||||||
|
|
||||||
|
const outputs1 = network1.activate(inputs1);
|
||||||
|
const outputs2 = network2.activate(inputs2);
|
||||||
|
|
||||||
|
const action1: AgentAction = {
|
||||||
|
moveX: outputs1[0],
|
||||||
|
moveY: outputs1[1],
|
||||||
|
turn: outputs1[2],
|
||||||
|
shoot: outputs1[3],
|
||||||
|
};
|
||||||
|
|
||||||
|
const action2: AgentAction = {
|
||||||
|
moveX: outputs2[0],
|
||||||
|
moveY: outputs2[1],
|
||||||
|
turn: outputs2[2],
|
||||||
|
shoot: outputs2[3],
|
||||||
|
};
|
||||||
|
|
||||||
|
// Step
|
||||||
|
currentSim = stepSimulation(currentSim, [action1, action2]);
|
||||||
|
|
||||||
|
// Update local trackers
|
||||||
|
runningTracker1 = updateFitness(runningTracker1, currentSim);
|
||||||
|
runningTracker2 = updateFitness(runningTracker2, currentSim);
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
fitness1: runningTracker1.fitness,
|
||||||
|
fitness2: runningTracker2.fitness,
|
||||||
|
};
|
||||||
|
}
|
||||||
281
src/lib/neatArena/sensors.ts
Normal file
281
src/lib/neatArena/sensors.ts
Normal file
@@ -0,0 +1,281 @@
|
|||||||
|
import type { Agent, SimulationState, Observation, RayHit, Vec2, Wall } from './types';
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sensor system for NEAT Arena.
|
||||||
|
*
|
||||||
|
* Agents perceive the world using 360° raycasting.
|
||||||
|
* Each ray detects distance and what it hit (nothing, wall, or opponent).
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generate observation vector for an agent.
|
||||||
|
*
|
||||||
|
* Returns a complete observation including:
|
||||||
|
* - 24 rays (360°) with distance and hit type
|
||||||
|
* - Agent's velocity
|
||||||
|
* - Aim direction
|
||||||
|
* - Fire cooldown
|
||||||
|
*/
|
||||||
|
export function generateObservation(agentId: number, state: SimulationState): Observation {
|
||||||
|
const agent = state.agents.find(a => a.id === agentId)!;
|
||||||
|
const opponent = state.agents.find(a => a.id !== agentId)!;
|
||||||
|
|
||||||
|
const { RAY_COUNT, RAY_RANGE, FIRE_COOLDOWN, AGENT_MAX_SPEED } = SIMULATION_CONFIG;
|
||||||
|
|
||||||
|
// Cast rays in 360°
|
||||||
|
const rays: RayHit[] = [];
|
||||||
|
const angleStep = (2 * Math.PI) / RAY_COUNT;
|
||||||
|
|
||||||
|
// Filter bullets to exclude those fired by self (agent knows when it shot)
|
||||||
|
// Actually, seeing own bullets isn't terrible, but strictly better to see threats.
|
||||||
|
const threats = state.bullets.filter(b => b.ownerId !== agentId);
|
||||||
|
|
||||||
|
for (let i = 0; i < RAY_COUNT; i++) {
|
||||||
|
// Ego-centric rays: Ray 0 is forward (aimAngle)
|
||||||
|
const relativeAngle = i * angleStep;
|
||||||
|
const angle = agent.aimAngle + relativeAngle;
|
||||||
|
const ray = castRay(agent.position, angle, RAY_RANGE, state.map.walls, opponent, threats);
|
||||||
|
rays.push(ray);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Normalize velocity
|
||||||
|
const vx = agent.velocity.x / AGENT_MAX_SPEED;
|
||||||
|
const vy = agent.velocity.y / AGENT_MAX_SPEED;
|
||||||
|
|
||||||
|
// Aim direction as sin/cos
|
||||||
|
const aimSin = Math.sin(agent.aimAngle);
|
||||||
|
const aimCos = Math.cos(agent.aimAngle);
|
||||||
|
|
||||||
|
// Normalize cooldown
|
||||||
|
const cooldown = agent.fireCooldown / FIRE_COOLDOWN;
|
||||||
|
|
||||||
|
// TARGET SENSORS (The "Compass")
|
||||||
|
let targetVisible = 0;
|
||||||
|
let targetRelativeAngle = 0;
|
||||||
|
|
||||||
|
if (hasLineOfSight(agent, opponent, state.map.walls)) {
|
||||||
|
targetVisible = 1.0;
|
||||||
|
const dx = opponent.position.x - agent.position.x;
|
||||||
|
const dy = opponent.position.y - agent.position.y;
|
||||||
|
const absAngle = Math.atan2(dy, dx);
|
||||||
|
|
||||||
|
// Calculate relative difference
|
||||||
|
let diff = absAngle - agent.aimAngle;
|
||||||
|
while (diff > Math.PI) diff -= 2 * Math.PI;
|
||||||
|
while (diff < -Math.PI) diff += 2 * Math.PI;
|
||||||
|
|
||||||
|
// Normalize to [-1, 1] (where 1 = PI, -1 = -PI)
|
||||||
|
targetRelativeAngle = diff / Math.PI;
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
rays,
|
||||||
|
vx,
|
||||||
|
vy,
|
||||||
|
aimSin,
|
||||||
|
aimCos,
|
||||||
|
cooldown,
|
||||||
|
targetVisible,
|
||||||
|
targetRelativeAngle,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Cast a single ray from origin in a direction, up to maxDist.
|
||||||
|
*
|
||||||
|
* Returns the closest hit: either wall, opponent, bullet, or nothing.
|
||||||
|
*/
|
||||||
|
function castRay(
|
||||||
|
origin: Vec2,
|
||||||
|
angle: number,
|
||||||
|
maxDist: number,
|
||||||
|
walls: Wall[],
|
||||||
|
opponent: Agent,
|
||||||
|
bullets: import('./types').Bullet[]
|
||||||
|
): RayHit {
|
||||||
|
const dir: Vec2 = {
|
||||||
|
x: Math.cos(angle),
|
||||||
|
y: Math.sin(angle),
|
||||||
|
};
|
||||||
|
|
||||||
|
const rayEnd: Vec2 = {
|
||||||
|
x: origin.x + dir.x * maxDist,
|
||||||
|
y: origin.y + dir.y * maxDist,
|
||||||
|
};
|
||||||
|
|
||||||
|
let closestDist = maxDist;
|
||||||
|
let hitType: 'nothing' | 'wall' | 'opponent' | 'bullet' = 'nothing';
|
||||||
|
|
||||||
|
// Check wall intersections
|
||||||
|
for (const wall of walls) {
|
||||||
|
const dist = rayAABBIntersection(origin, rayEnd, wall.rect);
|
||||||
|
if (dist !== null && dist < closestDist) {
|
||||||
|
closestDist = dist;
|
||||||
|
hitType = 'wall';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check opponent intersection (treat as circle)
|
||||||
|
const opponentDist = rayCircleIntersection(origin, dir, maxDist, opponent.position, opponent.radius);
|
||||||
|
if (opponentDist !== null && opponentDist < closestDist) {
|
||||||
|
closestDist = opponentDist;
|
||||||
|
hitType = 'opponent';
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check bullet intersections
|
||||||
|
// Bullets are small, hard to hit with rays.
|
||||||
|
// Using a slightly larger radius for detection (4.0) helps "feeling" them.
|
||||||
|
for (const bullet of bullets) {
|
||||||
|
const bulletDist = rayCircleIntersection(origin, dir, maxDist, bullet.position, 4.0);
|
||||||
|
if (bulletDist !== null && bulletDist < closestDist) {
|
||||||
|
closestDist = bulletDist;
|
||||||
|
hitType = 'bullet';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return {
|
||||||
|
distance: closestDist / maxDist, // Normalize to [0, 1]
|
||||||
|
hitType,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ray-AABB intersection.
|
||||||
|
* Returns distance to intersection, or null if no hit.
|
||||||
|
*/
|
||||||
|
function rayAABBIntersection(
|
||||||
|
origin: Vec2,
|
||||||
|
end: Vec2,
|
||||||
|
aabb: { minX: number; minY: number; maxX: number; maxY: number }
|
||||||
|
): number | null {
|
||||||
|
const dir: Vec2 = {
|
||||||
|
x: end.x - origin.x,
|
||||||
|
y: end.y - origin.y,
|
||||||
|
};
|
||||||
|
|
||||||
|
const len = Math.sqrt(dir.x * dir.x + dir.y * dir.y);
|
||||||
|
if (len === 0) return null;
|
||||||
|
|
||||||
|
dir.x /= len;
|
||||||
|
dir.y /= len;
|
||||||
|
|
||||||
|
// Slab method
|
||||||
|
const invDirX = dir.x === 0 ? Infinity : 1 / dir.x;
|
||||||
|
const invDirY = dir.y === 0 ? Infinity : 1 / dir.y;
|
||||||
|
|
||||||
|
const tx1 = (aabb.minX - origin.x) * invDirX;
|
||||||
|
const tx2 = (aabb.maxX - origin.x) * invDirX;
|
||||||
|
const ty1 = (aabb.minY - origin.y) * invDirY;
|
||||||
|
const ty2 = (aabb.maxY - origin.y) * invDirY;
|
||||||
|
|
||||||
|
const tmin = Math.max(Math.min(tx1, tx2), Math.min(ty1, ty2));
|
||||||
|
const tmax = Math.min(Math.max(tx1, tx2), Math.max(ty1, ty2));
|
||||||
|
|
||||||
|
if (tmax < 0 || tmin > tmax || tmin > len) return null;
|
||||||
|
|
||||||
|
return tmin >= 0 ? tmin : tmax;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Ray-circle intersection.
|
||||||
|
* Returns distance to intersection, or null if no hit.
|
||||||
|
*/
|
||||||
|
function rayCircleIntersection(
|
||||||
|
origin: Vec2,
|
||||||
|
dir: Vec2,
|
||||||
|
maxDist: number,
|
||||||
|
circleCenter: Vec2,
|
||||||
|
circleRadius: number
|
||||||
|
): number | null {
|
||||||
|
// Vector from ray origin to circle center
|
||||||
|
const oc: Vec2 = {
|
||||||
|
x: origin.x - circleCenter.x,
|
||||||
|
y: origin.y - circleCenter.y,
|
||||||
|
};
|
||||||
|
|
||||||
|
const a = dir.x * dir.x + dir.y * dir.y;
|
||||||
|
const b = 2 * (oc.x * dir.x + oc.y * dir.y);
|
||||||
|
const c = oc.x * oc.x + oc.y * oc.y - circleRadius * circleRadius;
|
||||||
|
|
||||||
|
const discriminant = b * b - 4 * a * c;
|
||||||
|
|
||||||
|
if (discriminant < 0) return null;
|
||||||
|
|
||||||
|
const sqrtDisc = Math.sqrt(discriminant);
|
||||||
|
const t1 = (-b - sqrtDisc) / (2 * a);
|
||||||
|
const t2 = (-b + sqrtDisc) / (2 * a);
|
||||||
|
|
||||||
|
// Return closest positive intersection within range
|
||||||
|
if (t1 >= 0 && t1 <= maxDist) return t1;
|
||||||
|
if (t2 >= 0 && t2 <= maxDist) return t2;
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Convert observation to flat array of floats for neural network input.
|
||||||
|
*
|
||||||
|
* Total: 24 rays × 2 + 5 extra = 53 inputs
|
||||||
|
*/
|
||||||
|
export function observationToInputs(obs: Observation): number[] {
|
||||||
|
const inputs: number[] = [];
|
||||||
|
|
||||||
|
// Rays: distance + hitType as scalar
|
||||||
|
for (const ray of obs.rays) {
|
||||||
|
inputs.push(ray.distance);
|
||||||
|
|
||||||
|
// Encode hitType as scalar
|
||||||
|
let hitTypeScalar = 0;
|
||||||
|
if (ray.hitType === 'wall') hitTypeScalar = 0.5;
|
||||||
|
else if (ray.hitType === 'opponent') hitTypeScalar = 1.0;
|
||||||
|
|
||||||
|
inputs.push(hitTypeScalar);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Extra inputs
|
||||||
|
// Extra inputs
|
||||||
|
inputs.push(obs.vx);
|
||||||
|
inputs.push(obs.vy);
|
||||||
|
inputs.push(obs.aimSin);
|
||||||
|
inputs.push(obs.aimCos);
|
||||||
|
inputs.push(obs.cooldown);
|
||||||
|
|
||||||
|
// New Target Sensors
|
||||||
|
// Note: These need to be BEFORE the Bias node
|
||||||
|
inputs.push(obs.targetVisible || 0);
|
||||||
|
inputs.push(obs.targetRelativeAngle || 0);
|
||||||
|
|
||||||
|
// Bias Node (Always 1.0) - MUST BE LAST
|
||||||
|
// Genome expects Bias at index == inputCount (55)
|
||||||
|
inputs.push(1.0);
|
||||||
|
|
||||||
|
return inputs;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if agent has clear line-of-sight to opponent.
|
||||||
|
* Used for fitness calculation.
|
||||||
|
*/
|
||||||
|
export function hasLineOfSight(agent: Agent, opponent: Agent, walls: Wall[]): boolean {
|
||||||
|
const dir: Vec2 = {
|
||||||
|
x: opponent.position.x - agent.position.x,
|
||||||
|
y: opponent.position.y - agent.position.y,
|
||||||
|
};
|
||||||
|
|
||||||
|
const dist = Math.sqrt(dir.x * dir.x + dir.y * dir.y);
|
||||||
|
if (dist === 0) return true;
|
||||||
|
|
||||||
|
dir.x /= dist;
|
||||||
|
dir.y /= dist;
|
||||||
|
|
||||||
|
// Check if any wall blocks the line
|
||||||
|
for (const wall of walls) {
|
||||||
|
const hitDist = rayAABBIntersection(agent.position, opponent.position, wall.rect);
|
||||||
|
if (hitDist !== null && hitDist < dist) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
307
src/lib/neatArena/simulation.ts
Normal file
307
src/lib/neatArena/simulation.ts
Normal file
@@ -0,0 +1,307 @@
|
|||||||
|
import type {
|
||||||
|
SimulationState,
|
||||||
|
Agent,
|
||||||
|
Bullet,
|
||||||
|
AgentAction,
|
||||||
|
Vec2,
|
||||||
|
Wall,
|
||||||
|
MatchResult,
|
||||||
|
} from './types';
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
import { generateArenaMap } from './mapGenerator';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Core simulation engine for the NEAT Arena.
|
||||||
|
*
|
||||||
|
* Deterministic, operates at fixed 30Hz timestep.
|
||||||
|
* Handles agent movement, bullet physics, collisions, respawning, and scoring.
|
||||||
|
*/
|
||||||
|
|
||||||
|
let nextBulletId = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a new simulation instance
|
||||||
|
*/
|
||||||
|
export function createSimulation(mapSeed: number, spawnPairId: number): SimulationState {
|
||||||
|
const map = generateArenaMap(mapSeed);
|
||||||
|
|
||||||
|
// Get spawn points for the selected pair
|
||||||
|
const spawns = map.spawnPoints.filter(sp => sp.pairId === spawnPairId);
|
||||||
|
const spawn0 = spawns.find(sp => sp.side === 0)!.position;
|
||||||
|
const spawn1 = spawns.find(sp => sp.side === 1)!.position;
|
||||||
|
|
||||||
|
const agents: [Agent, Agent] = [
|
||||||
|
createAgent(0, spawn0),
|
||||||
|
createAgent(1, spawn1),
|
||||||
|
];
|
||||||
|
|
||||||
|
return {
|
||||||
|
tick: 0,
|
||||||
|
agents,
|
||||||
|
bullets: [],
|
||||||
|
map,
|
||||||
|
isOver: false,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create a new agent
|
||||||
|
*/
|
||||||
|
function createAgent(id: number, spawnPoint: Vec2): Agent {
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
position: { x: spawnPoint.x, y: spawnPoint.y },
|
||||||
|
velocity: { x: 0, y: 0 },
|
||||||
|
aimAngle: id === 0 ? 0 : Math.PI, // Face each other initially
|
||||||
|
radius: SIMULATION_CONFIG.AGENT_RADIUS,
|
||||||
|
invulnTicks: SIMULATION_CONFIG.RESPAWN_INVULN_TICKS,
|
||||||
|
fireCooldown: 0,
|
||||||
|
hits: 0,
|
||||||
|
kills: 0,
|
||||||
|
spawnPoint,
|
||||||
|
health: SIMULATION_CONFIG.AGENT_HEALTH,
|
||||||
|
maxHealth: SIMULATION_CONFIG.AGENT_HEALTH,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Step the simulation forward by one tick
|
||||||
|
*/
|
||||||
|
export function stepSimulation(
|
||||||
|
state: SimulationState,
|
||||||
|
actions: [AgentAction, AgentAction]
|
||||||
|
): SimulationState {
|
||||||
|
if (state.isOver) return state;
|
||||||
|
|
||||||
|
const newState = { ...state };
|
||||||
|
newState.tick++;
|
||||||
|
|
||||||
|
// Update bullets (filter out dead ones first)
|
||||||
|
// We do this BEFORE agents so agents see valid bullets?
|
||||||
|
// Actually, traditionally update agents then bullets, or bullets then agents.
|
||||||
|
// Let's keep logic but ensure we collect NEW bullets.
|
||||||
|
|
||||||
|
const nextBullets = state.bullets
|
||||||
|
.map(b => updateBullet(b, state))
|
||||||
|
.filter(b => b !== null) as Bullet[];
|
||||||
|
|
||||||
|
newState.bullets = nextBullets;
|
||||||
|
|
||||||
|
// Update agents (Pass newState so they can see updated positions? No, standard is old state).
|
||||||
|
// BUT we need them to push bullets to newState.bullets.
|
||||||
|
newState.agents = [
|
||||||
|
updateAgent(state.agents[0], actions[0], state, newState.bullets),
|
||||||
|
updateAgent(state.agents[1], actions[1], state, newState.bullets),
|
||||||
|
];
|
||||||
|
|
||||||
|
// Check bullet-agent collisions
|
||||||
|
checkCollisions(newState);
|
||||||
|
|
||||||
|
// Check episode termination
|
||||||
|
if (newState.tick >= SIMULATION_CONFIG.MAX_TICKS) {
|
||||||
|
newState.isOver = true;
|
||||||
|
newState.result = createMatchResult(newState);
|
||||||
|
} else if (newState.agents[0].kills >= SIMULATION_CONFIG.KILLS_TO_WIN ||
|
||||||
|
newState.agents[1].kills >= SIMULATION_CONFIG.KILLS_TO_WIN) {
|
||||||
|
newState.isOver = true;
|
||||||
|
newState.result = createMatchResult(newState);
|
||||||
|
}
|
||||||
|
|
||||||
|
return newState;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Update a single agent
|
||||||
|
*/
|
||||||
|
function updateAgent(
|
||||||
|
agent: Agent,
|
||||||
|
action: AgentAction,
|
||||||
|
state: SimulationState,
|
||||||
|
bulletSink: Bullet[]
|
||||||
|
): Agent {
|
||||||
|
const { DT, AGENT_MAX_SPEED, AGENT_TURN_RATE, FIRE_COOLDOWN, BULLET_SPAWN_OFFSET, BULLET_SPEED } = SIMULATION_CONFIG;
|
||||||
|
|
||||||
|
const newAgent = { ...agent };
|
||||||
|
|
||||||
|
// Decrease timers
|
||||||
|
if (newAgent.invulnTicks > 0) newAgent.invulnTicks--;
|
||||||
|
if (newAgent.fireCooldown > 0) newAgent.fireCooldown--;
|
||||||
|
|
||||||
|
// Update aim angle
|
||||||
|
const turnAmount = action.turn * AGENT_TURN_RATE * DT;
|
||||||
|
newAgent.aimAngle += turnAmount;
|
||||||
|
|
||||||
|
// Normalize angle to [-π, π]
|
||||||
|
newAgent.aimAngle = ((newAgent.aimAngle + Math.PI) % (2 * Math.PI)) - Math.PI;
|
||||||
|
|
||||||
|
// Update velocity
|
||||||
|
const moveLength = Math.sqrt(action.moveX * action.moveX + action.moveY * action.moveY);
|
||||||
|
if (moveLength > 0) {
|
||||||
|
newAgent.velocity.x = (action.moveX / moveLength) * AGENT_MAX_SPEED;
|
||||||
|
newAgent.velocity.y = (action.moveY / moveLength) * AGENT_MAX_SPEED;
|
||||||
|
} else {
|
||||||
|
newAgent.velocity.x = 0;
|
||||||
|
newAgent.velocity.y = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update position
|
||||||
|
let newX = newAgent.position.x + newAgent.velocity.x * DT;
|
||||||
|
let newY = newAgent.position.y + newAgent.velocity.y * DT;
|
||||||
|
|
||||||
|
// Check wall collisions and clamp position
|
||||||
|
const testPos = { x: newX, y: newY };
|
||||||
|
if (isAgentCollidingWithWalls(testPos, newAgent.radius, state.map.walls)) {
|
||||||
|
// Simple response: stop movement
|
||||||
|
newX = newAgent.position.x;
|
||||||
|
newY = newAgent.position.y;
|
||||||
|
newAgent.velocity.x = 0;
|
||||||
|
newAgent.velocity.y = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
newAgent.position.x = newX;
|
||||||
|
newAgent.position.y = newY;
|
||||||
|
|
||||||
|
// Fire bullet
|
||||||
|
// Changed threshold from 0.5 to 0.0 (Tanh is [-1, 1], so 0.0 is neutral)
|
||||||
|
if (action.shoot > 0.0 && newAgent.fireCooldown === 0) {
|
||||||
|
newAgent.fireCooldown = FIRE_COOLDOWN;
|
||||||
|
|
||||||
|
// Spawn bullet in front of agent
|
||||||
|
const bulletPos: Vec2 = {
|
||||||
|
x: newAgent.position.x + Math.cos(newAgent.aimAngle) * BULLET_SPAWN_OFFSET,
|
||||||
|
y: newAgent.position.y + Math.sin(newAgent.aimAngle) * BULLET_SPAWN_OFFSET,
|
||||||
|
};
|
||||||
|
|
||||||
|
const bullet: Bullet = {
|
||||||
|
id: nextBulletId++,
|
||||||
|
position: bulletPos,
|
||||||
|
velocity: {
|
||||||
|
x: Math.cos(newAgent.aimAngle) * BULLET_SPEED,
|
||||||
|
y: Math.sin(newAgent.aimAngle) * BULLET_SPEED,
|
||||||
|
},
|
||||||
|
ownerId: newAgent.id,
|
||||||
|
ttl: SIMULATION_CONFIG.BULLET_TTL,
|
||||||
|
};
|
||||||
|
|
||||||
|
bulletSink.push(bullet);
|
||||||
|
}
|
||||||
|
|
||||||
|
return newAgent;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Update a bullet
|
||||||
|
*/
|
||||||
|
function updateBullet(bullet: Bullet, state: SimulationState): Bullet | null {
|
||||||
|
const { DT } = SIMULATION_CONFIG;
|
||||||
|
|
||||||
|
const newBullet = { ...bullet };
|
||||||
|
newBullet.ttl--;
|
||||||
|
|
||||||
|
if (newBullet.ttl <= 0) return null;
|
||||||
|
|
||||||
|
// Update position
|
||||||
|
newBullet.position.x += newBullet.velocity.x * DT;
|
||||||
|
newBullet.position.y += newBullet.velocity.y * DT;
|
||||||
|
|
||||||
|
// Check wall collision
|
||||||
|
if (isBulletCollidingWithWalls(newBullet.position, state.map.walls)) {
|
||||||
|
return null; // Bullet destroyed
|
||||||
|
}
|
||||||
|
|
||||||
|
return newBullet;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check for bullet-agent collisions and handle hits
|
||||||
|
*/
|
||||||
|
function checkCollisions(state: SimulationState): void {
|
||||||
|
const bulletsToRemove = new Set<number>();
|
||||||
|
|
||||||
|
for (const bullet of state.bullets) {
|
||||||
|
for (const agent of state.agents) {
|
||||||
|
// Can't hit yourself or invulnerable agents
|
||||||
|
if (bullet.ownerId === agent.id || agent.invulnTicks > 0) continue;
|
||||||
|
|
||||||
|
const dx = bullet.position.x - agent.position.x;
|
||||||
|
const dy = bullet.position.y - agent.position.y;
|
||||||
|
const distSq = dx * dx + dy * dy;
|
||||||
|
|
||||||
|
if (distSq < agent.radius * agent.radius) {
|
||||||
|
// Hit!
|
||||||
|
bulletsToRemove.add(bullet.id);
|
||||||
|
|
||||||
|
// Deduct Health
|
||||||
|
agent.health -= SIMULATION_CONFIG.BULLET_DAMAGE;
|
||||||
|
agent.hits++; // Track distinct hits taken
|
||||||
|
|
||||||
|
// Check Death
|
||||||
|
if (agent.health <= 0) {
|
||||||
|
const shooter = state.agents.find(a => a.id === bullet.ownerId);
|
||||||
|
if (shooter) shooter.kills++;
|
||||||
|
|
||||||
|
// Respawn agent
|
||||||
|
agent.position.x = agent.spawnPoint.x;
|
||||||
|
agent.position.y = agent.spawnPoint.y;
|
||||||
|
agent.velocity.x = 0;
|
||||||
|
agent.velocity.y = 0;
|
||||||
|
agent.health = SIMULATION_CONFIG.AGENT_HEALTH; // Reset Health
|
||||||
|
agent.invulnTicks = SIMULATION_CONFIG.RESPAWN_INVULN_TICKS;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Remove bullets
|
||||||
|
state.bullets = state.bullets.filter(b => !bulletsToRemove.has(b.id));
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if an agent collides with any walls
|
||||||
|
*/
|
||||||
|
function isAgentCollidingWithWalls(pos: Vec2, radius: number, walls: Wall[]): boolean {
|
||||||
|
for (const wall of walls) {
|
||||||
|
// AABB vs circle collision
|
||||||
|
const closestX = Math.max(wall.rect.minX, Math.min(pos.x, wall.rect.maxX));
|
||||||
|
const closestY = Math.max(wall.rect.minY, Math.min(pos.y, wall.rect.maxY));
|
||||||
|
|
||||||
|
const dx = pos.x - closestX;
|
||||||
|
const dy = pos.y - closestY;
|
||||||
|
const distSq = dx * dx + dy * dy;
|
||||||
|
|
||||||
|
if (distSq < radius * radius) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Check if a bullet collides with any walls
|
||||||
|
*/
|
||||||
|
function isBulletCollidingWithWalls(pos: Vec2, walls: Wall[]): boolean {
|
||||||
|
for (const wall of walls) {
|
||||||
|
if (pos.x >= wall.rect.minX && pos.x <= wall.rect.maxX &&
|
||||||
|
pos.y >= wall.rect.minY && pos.y <= wall.rect.maxY) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Create match result
|
||||||
|
*/
|
||||||
|
function createMatchResult(state: SimulationState): MatchResult {
|
||||||
|
const [a0, a1] = state.agents;
|
||||||
|
|
||||||
|
let winnerId = -1;
|
||||||
|
if (a0.kills > a1.kills) winnerId = 0;
|
||||||
|
else if (a1.kills > a0.kills) winnerId = 1;
|
||||||
|
|
||||||
|
return {
|
||||||
|
winnerId,
|
||||||
|
scores: [a0.kills, a1.kills],
|
||||||
|
ticks: state.tick,
|
||||||
|
};
|
||||||
|
}
|
||||||
223
src/lib/neatArena/speciation.ts
Normal file
223
src/lib/neatArena/speciation.ts
Normal file
@@ -0,0 +1,223 @@
|
|||||||
|
import type { Genome } from './genome';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* NEAT Speciation
|
||||||
|
*
|
||||||
|
* Groups genomes into species based on compatibility distance.
|
||||||
|
* Implements dynamic threshold adjustment to target 6-10 species.
|
||||||
|
*/
|
||||||
|
|
||||||
|
export interface Species {
|
||||||
|
id: number;
|
||||||
|
representative: Genome;
|
||||||
|
members: Genome[];
|
||||||
|
averageFitness: number;
|
||||||
|
staleness: number; // Generations without improvement
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Compatibility distance coefficients
|
||||||
|
*/
|
||||||
|
export interface CompatibilityConfig {
|
||||||
|
excessCoeff: number; // c1
|
||||||
|
disjointCoeff: number; // c2
|
||||||
|
weightDiffCoeff: number; // c3
|
||||||
|
}
|
||||||
|
|
||||||
|
export const DEFAULT_COMPATIBILITY_CONFIG: CompatibilityConfig = {
|
||||||
|
excessCoeff: 1.0,
|
||||||
|
disjointCoeff: 1.0,
|
||||||
|
weightDiffCoeff: 0.4,
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Calculate compatibility distance between two genomes
|
||||||
|
* δ = c1*E/N + c2*D/N + c3*W
|
||||||
|
*/
|
||||||
|
export function compatibilityDistance(
|
||||||
|
genome1: Genome,
|
||||||
|
genome2: Genome,
|
||||||
|
config: CompatibilityConfig = DEFAULT_COMPATIBILITY_CONFIG
|
||||||
|
): number {
|
||||||
|
const innovations1 = new Set(genome1.connections.map(c => c.innovation));
|
||||||
|
const innovations2 = new Set(genome2.connections.map(c => c.innovation));
|
||||||
|
|
||||||
|
const max1 = Math.max(...Array.from(innovations1), 0);
|
||||||
|
const max2 = Math.max(...Array.from(innovations2), 0);
|
||||||
|
|
||||||
|
let matching = 0;
|
||||||
|
let disjoint = 0;
|
||||||
|
let excess = 0;
|
||||||
|
let weightDiff = 0;
|
||||||
|
|
||||||
|
const conn1Map = new Map(genome1.connections.map(c => [c.innovation, c]));
|
||||||
|
const conn2Map = new Map(genome2.connections.map(c => [c.innovation, c]));
|
||||||
|
|
||||||
|
// Count matching, disjoint, excess
|
||||||
|
const allInnovations = new Set([...innovations1, ...innovations2]);
|
||||||
|
|
||||||
|
for (const innovation of allInnovations) {
|
||||||
|
const c1 = conn1Map.get(innovation);
|
||||||
|
const c2 = conn2Map.get(innovation);
|
||||||
|
|
||||||
|
if (c1 && c2) {
|
||||||
|
// Matching gene
|
||||||
|
matching++;
|
||||||
|
weightDiff += Math.abs(c1.weight - c2.weight);
|
||||||
|
} else {
|
||||||
|
// Disjoint or excess
|
||||||
|
// Excess genes are those with innovation > OTHER genome's max
|
||||||
|
const isInGenome1 = innovations1.has(innovation);
|
||||||
|
const isInGenome2 = innovations2.has(innovation);
|
||||||
|
|
||||||
|
if (isInGenome1 && innovation > max2) {
|
||||||
|
excess++;
|
||||||
|
} else if (isInGenome2 && innovation > max1) {
|
||||||
|
excess++;
|
||||||
|
} else {
|
||||||
|
disjoint++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Normalize by number of genes in larger genome
|
||||||
|
// For large genomes (like ours with 200+ connections), dividing by N makes distance tiny (< 0.1)
|
||||||
|
// even for significant structural differences.
|
||||||
|
// Standard NEAT often sets N=1 for simplified tuning.
|
||||||
|
const N = 1.0;
|
||||||
|
|
||||||
|
// Average weight difference for matching genes
|
||||||
|
const avgWeightDiff = matching > 0 ? weightDiff / matching : 0;
|
||||||
|
|
||||||
|
const delta =
|
||||||
|
(config.excessCoeff * excess) / N +
|
||||||
|
(config.disjointCoeff * disjoint) / N +
|
||||||
|
config.weightDiffCoeff * avgWeightDiff;
|
||||||
|
|
||||||
|
return delta;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Assign genomes to species
|
||||||
|
*/
|
||||||
|
export function speciate(
|
||||||
|
genomes: Genome[],
|
||||||
|
previousSpecies: Species[],
|
||||||
|
compatibilityThreshold: number,
|
||||||
|
config: CompatibilityConfig = DEFAULT_COMPATIBILITY_CONFIG
|
||||||
|
): Species[] {
|
||||||
|
const newSpecies: Species[] = [];
|
||||||
|
let nextSpeciesId = previousSpecies.length > 0
|
||||||
|
? Math.max(...previousSpecies.map(s => s.id)) + 1
|
||||||
|
: 0;
|
||||||
|
|
||||||
|
// Update representatives from previous generation
|
||||||
|
for (const species of previousSpecies) {
|
||||||
|
if (species.members.length > 0) {
|
||||||
|
// Pick a random member as the new representative
|
||||||
|
species.representative = species.members[Math.floor(Math.random() * species.members.length)];
|
||||||
|
species.members = [];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Assign each genome to a species
|
||||||
|
for (const genome of genomes) {
|
||||||
|
let foundSpecies = false;
|
||||||
|
|
||||||
|
// Try to match with existing species
|
||||||
|
for (const species of previousSpecies) {
|
||||||
|
const distance = compatibilityDistance(genome, species.representative, config);
|
||||||
|
|
||||||
|
if (distance < compatibilityThreshold) {
|
||||||
|
species.members.push(genome);
|
||||||
|
foundSpecies = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// If no match, create new species
|
||||||
|
if (!foundSpecies) {
|
||||||
|
const newSpec: Species = {
|
||||||
|
id: nextSpeciesId++,
|
||||||
|
representative: genome,
|
||||||
|
members: [genome],
|
||||||
|
averageFitness: 0,
|
||||||
|
staleness: 0,
|
||||||
|
};
|
||||||
|
previousSpecies.push(newSpec);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keep only species with members
|
||||||
|
for (const species of previousSpecies) {
|
||||||
|
if (species.members.length > 0) {
|
||||||
|
// Calculate average fitness
|
||||||
|
const totalFitness = species.members.reduce((sum, g) => sum + g.fitness, 0);
|
||||||
|
species.averageFitness = totalFitness / species.members.length;
|
||||||
|
|
||||||
|
newSpecies.push(species);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// console.log(`[Speciation] Threshold: ${compatibilityThreshold.toFixed(2)}, Species formed: ${newSpecies.length}`);
|
||||||
|
if (newSpecies.length > 0) {
|
||||||
|
// console.log(`[Speciation] Species sizes:`, newSpecies.map(s => s.members.length));
|
||||||
|
}
|
||||||
|
|
||||||
|
return newSpecies;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adjust compatibility threshold to target a certain number of species
|
||||||
|
*/
|
||||||
|
export function adjustCompatibilityThreshold(
|
||||||
|
currentThreshold: number,
|
||||||
|
currentSpeciesCount: number,
|
||||||
|
targetMin: number = 6,
|
||||||
|
targetMax: number = 10
|
||||||
|
): number {
|
||||||
|
let adjustmentRate = 0.05; // Default rate
|
||||||
|
|
||||||
|
// Proportional adjustment
|
||||||
|
if (currentSpeciesCount < targetMin) {
|
||||||
|
// Too few species
|
||||||
|
if (currentSpeciesCount < targetMin / 2) adjustmentRate = 0.3; // Panic: < 50% of min
|
||||||
|
else adjustmentRate = 0.1; // Moderate
|
||||||
|
|
||||||
|
return Math.max(0.1, currentThreshold - adjustmentRate);
|
||||||
|
} else if (currentSpeciesCount > targetMax) {
|
||||||
|
// Too many species
|
||||||
|
if (currentSpeciesCount > targetMax * 2) adjustmentRate = 0.3; // Panic: > 200% of max
|
||||||
|
else if (currentSpeciesCount > targetMax * 1.5) adjustmentRate = 0.15; // Strong
|
||||||
|
else adjustmentRate = 0.1; // Moderate
|
||||||
|
|
||||||
|
return currentThreshold + adjustmentRate;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (currentSpeciesCount < targetMin) {
|
||||||
|
// Too few species? We want MORE species.
|
||||||
|
// Make threshold STRICTER (lower) to force splitting.
|
||||||
|
// Prevent going below 0.1
|
||||||
|
return Math.max(0.1, currentThreshold - adjustmentRate);
|
||||||
|
} else if (currentSpeciesCount > targetMax) {
|
||||||
|
// Too many species? We want FEWER species.
|
||||||
|
// Make threshold LENIENT (higher) to allow merging.
|
||||||
|
return currentThreshold + adjustmentRate;
|
||||||
|
}
|
||||||
|
|
||||||
|
return currentThreshold;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Apply fitness sharing within species
|
||||||
|
*/
|
||||||
|
export function applyFitnessSharing(species: Species[]): void {
|
||||||
|
for (const spec of species) {
|
||||||
|
const speciesSize = spec.members.length;
|
||||||
|
|
||||||
|
for (const genome of spec.members) {
|
||||||
|
// Adjusted fitness = raw fitness / species size
|
||||||
|
genome.fitness = genome.fitness / speciesSize;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
89
src/lib/neatArena/speciation_debug.test.ts
Normal file
89
src/lib/neatArena/speciation_debug.test.ts
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
import { describe, expect, test, beforeEach } from "bun:test";
|
||||||
|
import { InnovationTracker, createMinimalGenome, type Genome, cloneGenome } from "./genome";
|
||||||
|
import { compatibilityDistance, speciate, adjustCompatibilityThreshold, DEFAULT_COMPATIBILITY_CONFIG, type Species } from "./speciation";
|
||||||
|
import { mutate, DEFAULT_MUTATION_RATES } from "./mutations";
|
||||||
|
|
||||||
|
describe("Speciation Debugging", () => {
|
||||||
|
let tracker: InnovationTracker;
|
||||||
|
|
||||||
|
beforeEach(() => {
|
||||||
|
tracker = new InnovationTracker();
|
||||||
|
});
|
||||||
|
|
||||||
|
test("Simulates large genome speciation behavior", () => {
|
||||||
|
// Create a base genome similar to Snake AI size (50 inputs, 5 outputs)
|
||||||
|
const base = createMinimalGenome(50, 5, tracker);
|
||||||
|
const populationSize = 150;
|
||||||
|
const population: Genome[] = [];
|
||||||
|
|
||||||
|
// Fill population with clones
|
||||||
|
for(let i=0; i<populationSize; i++) {
|
||||||
|
population.push(cloneGenome(base));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply random mutations to everyone to simulate a few generations of divergence
|
||||||
|
// We really want to see how quickly they fly apart.
|
||||||
|
console.log("Mutating population...");
|
||||||
|
for(const g of population) {
|
||||||
|
// Apply MULTIPLE mutations to simulate drift
|
||||||
|
mutate(g, tracker, DEFAULT_MUTATION_RATES);
|
||||||
|
mutate(g, tracker, DEFAULT_MUTATION_RATES);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate average distance between random pairs
|
||||||
|
let totalDist = 0;
|
||||||
|
const samples = 100;
|
||||||
|
|
||||||
|
console.log("Analyzing Distance Components:");
|
||||||
|
for(let i=0; i<5; i++) { // Print detailed stats for first 5 pairs
|
||||||
|
const g1 = population[Math.floor(Math.random() * populationSize)];
|
||||||
|
const g2 = population[Math.floor(Math.random() * populationSize)];
|
||||||
|
|
||||||
|
// We need to inspect components.
|
||||||
|
// I'll just rely on the implementation of compatibilityDistance being correct/consistent
|
||||||
|
const d = compatibilityDistance(g1, g2, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
// I can't easily access the internals of compatibilityDistance without modifying the source.
|
||||||
|
// But I can infer:
|
||||||
|
// N=1 (disabled normalization)
|
||||||
|
// Dist = (c1 * E) + (c2 * D) + (c3 * W)
|
||||||
|
// c1=1, c2=1, c3=0.4
|
||||||
|
|
||||||
|
console.log(`Pair ${i}: Distance=${d.toFixed(4)}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
for(let i=0; i<samples; i++) {
|
||||||
|
const g1 = population[Math.floor(Math.random() * populationSize)];
|
||||||
|
const g2 = population[Math.floor(Math.random() * populationSize)];
|
||||||
|
totalDist += compatibilityDistance(g1, g2, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
}
|
||||||
|
const avgDist = totalDist / samples;
|
||||||
|
console.log(`Average Distance in Mutated Population: ${avgDist.toFixed(4)}`);
|
||||||
|
|
||||||
|
// Check species count with current threshold
|
||||||
|
let threshold = 0.5; // Start ridiculously low to trigger 150 species
|
||||||
|
let species = speciate(population, [], threshold, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
console.log(`With threshold ${threshold}, species count: ${species.length}`);
|
||||||
|
|
||||||
|
// If we want 10 species, approximate the required threshold would be around avgDist?
|
||||||
|
// Actually, if avgDist is huge (like 20), and threshold is 3, everyone is their own species.
|
||||||
|
|
||||||
|
expect(species.length).toBeLessThan(150);
|
||||||
|
|
||||||
|
// Test Dynamic Adjustment
|
||||||
|
console.log("Testing Limit...");
|
||||||
|
|
||||||
|
// Simulating 50 generations of adjustment
|
||||||
|
for(let i=0; i<50; i++) {
|
||||||
|
species = speciate(population, [], threshold, DEFAULT_COMPATIBILITY_CONFIG);
|
||||||
|
const oldT = threshold;
|
||||||
|
threshold = adjustCompatibilityThreshold(threshold, species.length);
|
||||||
|
// console.log(`Gen ${i}: Species ${species.length} -> Threshold ${oldT.toFixed(2)} -> ${threshold.toFixed(2)}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log(`Final Threshold: ${threshold.toFixed(2)} -> Final Species: ${species.length}`);
|
||||||
|
|
||||||
|
// We want stable species count around 10
|
||||||
|
expect(species.length).toBeLessThan(20);
|
||||||
|
expect(species.length).toBeGreaterThan(2);
|
||||||
|
});
|
||||||
|
});
|
||||||
80
src/lib/neatArena/stagnation_check.test.ts
Normal file
80
src/lib/neatArena/stagnation_check.test.ts
Normal file
@@ -0,0 +1,80 @@
|
|||||||
|
|
||||||
|
import { describe, expect, test } from 'bun:test';
|
||||||
|
import { createPopulation, evolveGeneration, DEFAULT_EVOLUTION_CONFIG } from './evolution';
|
||||||
|
import { evaluatePopulation, DEFAULT_MATCH_CONFIG } from './selfPlay';
|
||||||
|
import * as fs from 'fs';
|
||||||
|
|
||||||
|
// Configuration for rapid but meaningful test
|
||||||
|
const TEST_CONFIG = {
|
||||||
|
...DEFAULT_EVOLUTION_CONFIG,
|
||||||
|
populationSize: 50, // Enough for diversity, small enough for speed
|
||||||
|
};
|
||||||
|
|
||||||
|
const MATCH_CONFIG = {
|
||||||
|
...DEFAULT_MATCH_CONFIG,
|
||||||
|
matchesPerGenome: 2, // Minimize noise
|
||||||
|
maxTicks: 300
|
||||||
|
};
|
||||||
|
|
||||||
|
describe('Stagnation Check', () => {
|
||||||
|
test('Evolution must break stagnation within 30 generations', () => {
|
||||||
|
let population = createPopulation(TEST_CONFIG);
|
||||||
|
const history: number[] = [];
|
||||||
|
let stagnationCounter = 0;
|
||||||
|
let bestFitness = -Infinity;
|
||||||
|
|
||||||
|
console.log('--- STAGNATION CHECK START ---');
|
||||||
|
|
||||||
|
for (let gen = 0; gen < 30; gen++) {
|
||||||
|
// Evaluate
|
||||||
|
population = evaluatePopulation(population, MATCH_CONFIG, gen);
|
||||||
|
|
||||||
|
const currentBest = population.bestFitnessEver;
|
||||||
|
|
||||||
|
// Check Stagnation
|
||||||
|
if (currentBest > bestFitness + 0.5) { // Threshold to count as "Improvement"
|
||||||
|
console.log(`Gen ${gen}: New Record! ${currentBest.toFixed(2)} (was ${bestFitness.toFixed(2)})`);
|
||||||
|
bestFitness = currentBest;
|
||||||
|
stagnationCounter = 0;
|
||||||
|
} else {
|
||||||
|
stagnationCounter++;
|
||||||
|
}
|
||||||
|
|
||||||
|
history.push(currentBest);
|
||||||
|
|
||||||
|
// Fail fast if STAGNATION IS DETECTED (e.g. 15 gens with no progress)
|
||||||
|
// Note: Evolution can be spiky, but 15 gens of flatline in early phase is bad.
|
||||||
|
// valid stagnation check:
|
||||||
|
// if (stagnationCounter > 15) {
|
||||||
|
// throw new Error(`Stagnation Detected! No improvement for 15 generations. Max: ${bestFitness}`);
|
||||||
|
// }
|
||||||
|
|
||||||
|
if (gen % 5 === 0) {
|
||||||
|
console.log(`Gen ${gen}: Best=${currentBest.toFixed(2)} Stagnation=${stagnationCounter}`);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Evolve
|
||||||
|
if (gen < 29) {
|
||||||
|
population = evolveGeneration(population, TEST_CONFIG);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log('Final History:', history.map(n => n.toFixed(1)).join(', '));
|
||||||
|
|
||||||
|
// --- VERDICT ---
|
||||||
|
const start = history[0];
|
||||||
|
const end = history[history.length - 1];
|
||||||
|
const gain = end - start;
|
||||||
|
|
||||||
|
console.log(`Total Gain: ${gain.toFixed(2)}`);
|
||||||
|
|
||||||
|
// CRITERIA:
|
||||||
|
// 1. Must gain at least 10 points (proving learning beyond random shooting)
|
||||||
|
// note: 10 points = 2.5 kills worth of net profit (with new Hit Penalty 1.0)
|
||||||
|
expect(gain).toBeGreaterThan(10);
|
||||||
|
|
||||||
|
// 2. Stagnation check (soft)
|
||||||
|
// We shouldn't end with a max fitness that was set 20 gens ago
|
||||||
|
expect(stagnationCounter).toBeLessThan(20);
|
||||||
|
}, 60000); // 60s timeout
|
||||||
|
});
|
||||||
131
src/lib/neatArena/training.worker.ts
Normal file
131
src/lib/neatArena/training.worker.ts
Normal file
@@ -0,0 +1,131 @@
|
|||||||
|
import type { Population } from './evolution';
|
||||||
|
import type { EvolutionConfig } from './evolution';
|
||||||
|
import { evaluatePopulation, DEFAULT_MATCH_CONFIG } from './selfPlay';
|
||||||
|
import { evolveGeneration, createPopulation, getPopulationStats } from './evolution';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* NEAT Training Worker
|
||||||
|
*
|
||||||
|
* Runs training in a background thread to prevent UI blocking.
|
||||||
|
* The main thread only handles visualization and UI updates.
|
||||||
|
*/
|
||||||
|
|
||||||
|
export interface TrainingWorkerMessage {
|
||||||
|
type: 'start' | 'pause' | 'step' | 'reset' | 'init';
|
||||||
|
config?: EvolutionConfig;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface TrainingWorkerResponse {
|
||||||
|
type: 'update' | 'error' | 'ready';
|
||||||
|
population?: Population;
|
||||||
|
stats?: ReturnType<typeof getPopulationStats>;
|
||||||
|
error?: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
let population: Population | null = null;
|
||||||
|
let isRunning = false;
|
||||||
|
let config: EvolutionConfig | null = null;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Handle messages from main thread
|
||||||
|
*/
|
||||||
|
self.onmessage = async (e: MessageEvent<TrainingWorkerMessage>) => {
|
||||||
|
const message = e.data;
|
||||||
|
|
||||||
|
try {
|
||||||
|
switch (message.type) {
|
||||||
|
case 'init':
|
||||||
|
if (message.config) {
|
||||||
|
console.log('[Worker] Initializing v11 (Dynamic Maps)...');
|
||||||
|
config = message.config;
|
||||||
|
population = createPopulation(config);
|
||||||
|
sendUpdate();
|
||||||
|
self.postMessage({ type: 'ready' } as TrainingWorkerResponse);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'start':
|
||||||
|
isRunning = true;
|
||||||
|
runTrainingLoop();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'pause':
|
||||||
|
isRunning = false;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'step':
|
||||||
|
if (population && config) {
|
||||||
|
const stats = await runSingleGeneration();
|
||||||
|
sendUpdate(stats);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 'reset':
|
||||||
|
if (config) {
|
||||||
|
population = createPopulation(config);
|
||||||
|
isRunning = false;
|
||||||
|
sendUpdate();
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
} catch (error) {
|
||||||
|
self.postMessage({
|
||||||
|
type: 'error',
|
||||||
|
error: error instanceof Error ? error.message : 'Unknown error',
|
||||||
|
} as TrainingWorkerResponse);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Run continuous training loop
|
||||||
|
*/
|
||||||
|
async function runTrainingLoop() {
|
||||||
|
while (isRunning && population && config) {
|
||||||
|
const stats = await runSingleGeneration();
|
||||||
|
sendUpdate(stats);
|
||||||
|
|
||||||
|
// Yield to allow pause/stop messages to be processed
|
||||||
|
await new Promise(resolve => setTimeout(resolve, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Run a single generation
|
||||||
|
*/
|
||||||
|
async function runSingleGeneration(): Promise<ReturnType<typeof getPopulationStats> | null> {
|
||||||
|
if (!population || !config) return null;
|
||||||
|
|
||||||
|
console.log('[Worker] Starting generation', population.generation);
|
||||||
|
|
||||||
|
// Evaluate population (Pass generation for dynamic seeds)
|
||||||
|
const evaluatedPop = evaluatePopulation(population, DEFAULT_MATCH_CONFIG, population.generation);
|
||||||
|
|
||||||
|
// Check fitness after evaluation
|
||||||
|
const fitnesses = evaluatedPop.genomes.map(g => g.fitness);
|
||||||
|
const avgFit = fitnesses.reduce((a, b) => a + b, 0) / fitnesses.length;
|
||||||
|
const maxFit = Math.max(...fitnesses);
|
||||||
|
console.log('[Worker] After evaluation - Avg fitness:', avgFit.toFixed(2), 'Max:', maxFit.toFixed(2));
|
||||||
|
|
||||||
|
// Capture stats BEFORE evolution (which modifies fitness via sharing)
|
||||||
|
const stats = getPopulationStats(evaluatedPop);
|
||||||
|
|
||||||
|
// Evolve to next generation
|
||||||
|
population = evolveGeneration(evaluatedPop, config);
|
||||||
|
|
||||||
|
console.log('[Worker] Generation', population.generation, 'complete');
|
||||||
|
|
||||||
|
return stats;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Send population update to main thread
|
||||||
|
*/
|
||||||
|
function sendUpdate(stats?: ReturnType<typeof getPopulationStats> | null) {
|
||||||
|
if (!population) return;
|
||||||
|
|
||||||
|
self.postMessage({
|
||||||
|
type: 'update',
|
||||||
|
population,
|
||||||
|
stats: stats || undefined,
|
||||||
|
} as TrainingWorkerResponse);
|
||||||
|
}
|
||||||
67
src/lib/neatArena/tuning.test.ts
Normal file
67
src/lib/neatArena/tuning.test.ts
Normal file
@@ -0,0 +1,67 @@
|
|||||||
|
import { describe, test, expect } from 'bun:test';
|
||||||
|
import { createSimulation, stepSimulation } from './simulation';
|
||||||
|
import { createFitnessTracker, updateFitness } from './fitness';
|
||||||
|
import { SIMULATION_CONFIG } from './types';
|
||||||
|
|
||||||
|
describe('Fitness Tuning', () => {
|
||||||
|
test('Calculate Maximum Theoretical Fitness (Perfect Hunter vs Static)', () => {
|
||||||
|
// Setup sim
|
||||||
|
// PairId 0: Agents spawn facing each other or fixed spots.
|
||||||
|
const sim = createSimulation(12345, 0);
|
||||||
|
|
||||||
|
const tracker = createFitnessTracker(0); // Tracking Agent 0
|
||||||
|
let runningTracker = tracker;
|
||||||
|
|
||||||
|
const maxTicks = 600; // Standard match length
|
||||||
|
|
||||||
|
let currentState = sim;
|
||||||
|
|
||||||
|
// Agent 0: Perfect Hunter
|
||||||
|
// - Aim constantly at opponent
|
||||||
|
// - Move towards opponent? Or just stand and shoot? (Static enemy)
|
||||||
|
// - Shoot constantly
|
||||||
|
|
||||||
|
// Agent 1: Static Dummy
|
||||||
|
|
||||||
|
for (let t = 0; t < maxTicks && !currentState.isOver; t++) {
|
||||||
|
const agent0 = currentState.agents[0];
|
||||||
|
const agent1 = currentState.agents[1]; // Opponent
|
||||||
|
|
||||||
|
// Calculate perfect aim
|
||||||
|
const dx = agent1.position.x - agent0.position.x;
|
||||||
|
const dy = agent1.position.y - agent0.position.y;
|
||||||
|
const targetAngle = Math.atan2(dy, dx);
|
||||||
|
|
||||||
|
// Determine Turn Action
|
||||||
|
// Simple P-controller for turning
|
||||||
|
let angleDiff = targetAngle - agent0.aimAngle;
|
||||||
|
while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
|
||||||
|
while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
|
||||||
|
|
||||||
|
const turnAction = Math.max(-1, Math.min(1, angleDiff * 5)); // Strong turn
|
||||||
|
|
||||||
|
const action0 = {
|
||||||
|
moveX: 0,
|
||||||
|
moveY: 0,
|
||||||
|
turn: turnAction,
|
||||||
|
shoot: 1.0 // Fire at will
|
||||||
|
};
|
||||||
|
|
||||||
|
const action1 = { moveX: 0, moveY: 0, turn: 0, shoot: 0 };
|
||||||
|
|
||||||
|
currentState = stepSimulation(currentState, [action0, action1]);
|
||||||
|
runningTracker = updateFitness(runningTracker, currentState);
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log('--- PERFECT HUNTER RESULTS ---');
|
||||||
|
console.log(`Ticks: ${currentState.tick}`);
|
||||||
|
console.log(`Kills: ${currentState.agents[0].kills}`);
|
||||||
|
console.log(`Damage Dealt (Hits): ${currentState.agents[1].hits}`);
|
||||||
|
console.log(`Damage Taken: ${currentState.agents[0].hits}`);
|
||||||
|
console.log(`Total Fitness: ${runningTracker.fitness}`);
|
||||||
|
console.log('------------------------------');
|
||||||
|
|
||||||
|
// Sanity Check: Expect decent positive fitness
|
||||||
|
expect(runningTracker.fitness).toBeGreaterThan(20);
|
||||||
|
});
|
||||||
|
});
|
||||||
218
src/lib/neatArena/types.ts
Normal file
218
src/lib/neatArena/types.ts
Normal file
@@ -0,0 +1,218 @@
|
|||||||
|
/**
|
||||||
|
* Core types for the NEAT Arena simulation.
|
||||||
|
*
|
||||||
|
* The simulation is deterministic and operates at a fixed 30Hz timestep.
|
||||||
|
* All units are in a 512×512 logic space.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// WORLD & MAP
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
export interface Vec2 {
|
||||||
|
x: number;
|
||||||
|
y: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface AABB {
|
||||||
|
minX: number;
|
||||||
|
minY: number;
|
||||||
|
maxX: number;
|
||||||
|
maxY: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface Wall {
|
||||||
|
rect: AABB;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface SpawnPoint {
|
||||||
|
position: Vec2;
|
||||||
|
/** Which spawn pair this belongs to (0-4) */
|
||||||
|
pairId: number;
|
||||||
|
/** Which side of the pair (0 or 1) */
|
||||||
|
side: 0 | 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface ArenaMap {
|
||||||
|
/** Rectangular walls */
|
||||||
|
walls: Wall[];
|
||||||
|
/** Symmetric spawn point pairs (always 5 pairs = 10 total spawn points) */
|
||||||
|
spawnPoints: SpawnPoint[];
|
||||||
|
/** Map generation seed */
|
||||||
|
seed: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// AGENT
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
export interface Agent {
|
||||||
|
id: number;
|
||||||
|
position: Vec2;
|
||||||
|
velocity: Vec2;
|
||||||
|
/** Current aim direction in radians */
|
||||||
|
aimAngle: number;
|
||||||
|
|
||||||
|
/** Radius for collision */
|
||||||
|
radius: number;
|
||||||
|
|
||||||
|
/** Invulnerability ticks remaining after respawn */
|
||||||
|
invulnTicks: number;
|
||||||
|
|
||||||
|
/** Cooldown ticks until can fire again */
|
||||||
|
fireCooldown: number;
|
||||||
|
|
||||||
|
/** Number of times hit this episode */
|
||||||
|
hits: number;
|
||||||
|
|
||||||
|
/** Number of times this agent landed a hit */
|
||||||
|
kills: number;
|
||||||
|
|
||||||
|
/** Assigned spawn point */
|
||||||
|
spawnPoint: Vec2;
|
||||||
|
|
||||||
|
/** Current Health */
|
||||||
|
health: number;
|
||||||
|
maxHealth: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// BULLET
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
export interface Bullet {
|
||||||
|
id: number;
|
||||||
|
position: Vec2;
|
||||||
|
velocity: Vec2;
|
||||||
|
/** Which agent fired this bullet */
|
||||||
|
ownerId: number;
|
||||||
|
/** Ticks until bullet auto-expires */
|
||||||
|
ttl: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// SIMULATION STATE
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
export interface SimulationState {
|
||||||
|
/** Current tick (increments at 30Hz) */
|
||||||
|
tick: number;
|
||||||
|
|
||||||
|
/** Agents in the arena (always 2) */
|
||||||
|
agents: [Agent, Agent];
|
||||||
|
|
||||||
|
/** Active bullets */
|
||||||
|
bullets: Bullet[];
|
||||||
|
|
||||||
|
/** The arena map */
|
||||||
|
map: ArenaMap;
|
||||||
|
|
||||||
|
/** Episode over? */
|
||||||
|
isOver: boolean;
|
||||||
|
|
||||||
|
/** Match result after episode ends */
|
||||||
|
result?: MatchResult;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface MatchResult {
|
||||||
|
/** Winner agent ID, or -1 for draw */
|
||||||
|
winnerId: number;
|
||||||
|
|
||||||
|
/** Final scores */
|
||||||
|
scores: [number, number];
|
||||||
|
|
||||||
|
/** Total ticks */
|
||||||
|
ticks: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// ACTIONS
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
export interface AgentAction {
|
||||||
|
/** Movement vector (will be normalized) */
|
||||||
|
moveX: number;
|
||||||
|
moveY: number;
|
||||||
|
|
||||||
|
/** Turn rate [-1..1] (scaled by max turn rate) */
|
||||||
|
turn: number;
|
||||||
|
|
||||||
|
/** Fire bullet if > 0.5 */
|
||||||
|
shoot: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// OBSERVATIONS / SENSORS
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
export interface RayHit {
|
||||||
|
/** Distance [0..1] normalized by max range */
|
||||||
|
distance: number;
|
||||||
|
|
||||||
|
/** What the ray hit */
|
||||||
|
hitType: 'nothing' | 'wall' | 'opponent' | 'bullet';
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface Observation {
|
||||||
|
/** 24 rays × 2 values (distance, hitType) */
|
||||||
|
rays: RayHit[];
|
||||||
|
|
||||||
|
/** Agent's own velocity */
|
||||||
|
vx: number;
|
||||||
|
vy: number;
|
||||||
|
|
||||||
|
/** Aim direction as unit vector */
|
||||||
|
aimSin: number;
|
||||||
|
aimCos: number;
|
||||||
|
|
||||||
|
/** Fire cooldown [0..1] */
|
||||||
|
cooldown: number;
|
||||||
|
|
||||||
|
/** Lock-On Sensor: 1.0 if target is visible */
|
||||||
|
targetVisible: number;
|
||||||
|
|
||||||
|
/** Lock-On Sensor: Relative Angle to target [-1..1] */
|
||||||
|
targetRelativeAngle: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============================================================================
|
||||||
|
// SIMULATION CONFIG
|
||||||
|
// ============================================================================
|
||||||
|
|
||||||
|
export const SIMULATION_CONFIG = {
|
||||||
|
/** Logic world size */
|
||||||
|
WORLD_SIZE: 512,
|
||||||
|
|
||||||
|
/** Fixed timestep (30Hz) */
|
||||||
|
TICK_RATE: 30,
|
||||||
|
DT: 1 / 30,
|
||||||
|
|
||||||
|
/** Episode termination */
|
||||||
|
MAX_TICKS: 900, // 30 seconds (Increased from 20/10)
|
||||||
|
KILLS_TO_WIN: 5,
|
||||||
|
|
||||||
|
/** Agent physics */
|
||||||
|
AGENT_RADIUS: 12, // Increased (was 10) to catch fast bullets
|
||||||
|
AGENT_MAX_SPEED: 120, // units/sec
|
||||||
|
AGENT_TURN_RATE: 400 * (Math.PI / 180), // rad/sec
|
||||||
|
|
||||||
|
/** Respawn */
|
||||||
|
RESPAWN_INVULN_TICKS: 15, // 0.5 seconds
|
||||||
|
|
||||||
|
/** Bullet physics */
|
||||||
|
BULLET_SPEED: 600, // units/sec (Max safe speed without CCD)
|
||||||
|
BULLET_TTL: 60, // 2 seconds
|
||||||
|
FIRE_COOLDOWN: 5, // ~0.16 seconds (Machine Gun)
|
||||||
|
BULLET_SPAWN_OFFSET: 12, // spawn in front of agent
|
||||||
|
BULLET_DAMAGE: 20, // 5 shots to kill
|
||||||
|
|
||||||
|
/** Agent Stats */
|
||||||
|
AGENT_HEALTH: 100,
|
||||||
|
|
||||||
|
/** Sensors */
|
||||||
|
RAY_COUNT: 24,
|
||||||
|
RAY_RANGE: 220,
|
||||||
|
} as const;
|
||||||
|
|
||||||
|
// Re-export Genome type from genome module for convenience
|
||||||
|
export type { Genome } from './genome';
|
||||||
42
src/lib/neatArena/utils.ts
Normal file
42
src/lib/neatArena/utils.ts
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
/**
|
||||||
|
* Deterministic random number generator using a linear congruential generator (LCG).
|
||||||
|
*
|
||||||
|
* Ensures reproducible results for the same seed.
|
||||||
|
*/
|
||||||
|
export class SeededRandom {
|
||||||
|
private seed: number;
|
||||||
|
|
||||||
|
constructor(seed: number) {
|
||||||
|
this.seed = seed % 2147483647;
|
||||||
|
if (this.seed <= 0) this.seed += 2147483646;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns a float in [0, 1)
|
||||||
|
*/
|
||||||
|
next(): number {
|
||||||
|
this.seed = (this.seed * 16807) % 2147483647;
|
||||||
|
return (this.seed - 1) / 2147483646;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns an integer in [min, max) (max exclusive)
|
||||||
|
*/
|
||||||
|
nextInt(min: number, max: number): number {
|
||||||
|
return Math.floor(this.next() * (max - min)) + min;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns a float in [min, max)
|
||||||
|
*/
|
||||||
|
nextFloat(min: number, max: number): number {
|
||||||
|
return this.next() * (max - min) + min;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns a random boolean
|
||||||
|
*/
|
||||||
|
nextBool(): boolean {
|
||||||
|
return this.next() < 0.5;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -13,6 +13,10 @@ export interface Population {
|
|||||||
generation: number;
|
generation: number;
|
||||||
bestFitnessEver: number;
|
bestFitnessEver: number;
|
||||||
bestNetworkEver: Network | null;
|
bestNetworkEver: Network | null;
|
||||||
|
lastGenerationStats?: {
|
||||||
|
bestFitness: number;
|
||||||
|
averageFitness: number;
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
export function createPopulation(config: EvolutionConfig): Population {
|
export function createPopulation(config: EvolutionConfig): Population {
|
||||||
@@ -56,19 +60,31 @@ export function evaluatePopulation(
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Update best ever
|
// Update best ever
|
||||||
|
return updateBestStats(
|
||||||
|
{
|
||||||
|
...population,
|
||||||
|
individuals: evaluatedIndividuals
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function updateBestStats(population: Population): Population {
|
||||||
let newBestEver = population.bestFitnessEver;
|
let newBestEver = population.bestFitnessEver;
|
||||||
let newBestNetwork = population.bestNetworkEver;
|
let newBestNetwork = population.bestNetworkEver;
|
||||||
|
let changed = false;
|
||||||
|
|
||||||
for (const individual of evaluatedIndividuals) {
|
for (const individual of population.individuals) {
|
||||||
if (individual.fitness > newBestEver) {
|
if (individual.fitness > newBestEver) {
|
||||||
newBestEver = individual.fitness;
|
newBestEver = individual.fitness;
|
||||||
newBestNetwork = cloneNetwork(individual.network);
|
newBestNetwork = cloneNetwork(individual.network);
|
||||||
|
changed = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!changed) return population;
|
||||||
|
|
||||||
return {
|
return {
|
||||||
...population,
|
...population,
|
||||||
individuals: evaluatedIndividuals,
|
|
||||||
bestFitnessEver: newBestEver,
|
bestFitnessEver: newBestEver,
|
||||||
bestNetworkEver: newBestNetwork,
|
bestNetworkEver: newBestNetwork,
|
||||||
};
|
};
|
||||||
@@ -81,6 +97,10 @@ export function evolveGeneration(
|
|||||||
// Sort by fitness (descending)
|
// Sort by fitness (descending)
|
||||||
const sorted = [...population.individuals].sort((a, b) => b.fitness - a.fitness);
|
const sorted = [...population.individuals].sort((a, b) => b.fitness - a.fitness);
|
||||||
|
|
||||||
|
// Calculate stats for this generation BEFORE creating the new one
|
||||||
|
const currentBestFitness = sorted[0].fitness;
|
||||||
|
const currentAverageFitness = sorted.reduce((sum, ind) => sum + ind.fitness, 0) / sorted.length;
|
||||||
|
|
||||||
const newIndividuals: Individual[] = [];
|
const newIndividuals: Individual[] = [];
|
||||||
|
|
||||||
// Elite preservation (top performers survive unchanged)
|
// Elite preservation (top performers survive unchanged)
|
||||||
@@ -122,6 +142,10 @@ export function evolveGeneration(
|
|||||||
generation: population.generation + 1,
|
generation: population.generation + 1,
|
||||||
bestFitnessEver: population.bestFitnessEver,
|
bestFitnessEver: population.bestFitnessEver,
|
||||||
bestNetworkEver: population.bestNetworkEver,
|
bestNetworkEver: population.bestNetworkEver,
|
||||||
|
lastGenerationStats: {
|
||||||
|
bestFitness: currentBestFitness,
|
||||||
|
averageFitness: currentAverageFitness
|
||||||
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -140,27 +164,26 @@ function selectParent(sorted: Individual[]): Individual {
|
|||||||
return best;
|
return best;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
function crossover(parent1: Network, parent2: Network): Network {
|
function crossover(parent1: Network, parent2: Network): Network {
|
||||||
const child = cloneNetwork(parent1);
|
const child = cloneNetwork(parent1);
|
||||||
|
child.id = Math.random().toString(36).substring(2, 15) + Math.random().toString(36).substring(2, 15);
|
||||||
|
|
||||||
// Single-point crossover on weights and biases
|
// Single-point crossover on weights and biases?
|
||||||
|
// For flat arrays, we can just iterate linear index.
|
||||||
const crossoverRate = 0.5;
|
const crossoverRate = 0.5;
|
||||||
|
|
||||||
// Crossover input-hidden weights
|
// Crossover input-hidden weights
|
||||||
for (let i = 0; i < child.weightsIH.length; i++) {
|
for (let i = 0; i < child.weightsIH.length; i++) {
|
||||||
for (let j = 0; j < child.weightsIH[i].length; j++) {
|
|
||||||
if (Math.random() < crossoverRate) {
|
if (Math.random() < crossoverRate) {
|
||||||
child.weightsIH[i][j] = parent2.weightsIH[i][j];
|
child.weightsIH[i] = parent2.weightsIH[i];
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Crossover hidden-output weights
|
// Crossover hidden-output weights
|
||||||
for (let i = 0; i < child.weightsHO.length; i++) {
|
for (let i = 0; i < child.weightsHO.length; i++) {
|
||||||
for (let j = 0; j < child.weightsHO[i].length; j++) {
|
|
||||||
if (Math.random() < crossoverRate) {
|
if (Math.random() < crossoverRate) {
|
||||||
child.weightsHO[i][j] = parent2.weightsHO[i][j];
|
child.weightsHO[i] = parent2.weightsHO[i];
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -182,25 +205,22 @@ function crossover(parent1: Network, parent2: Network): Network {
|
|||||||
|
|
||||||
function mutate(network: Network, mutationRate: number): Network {
|
function mutate(network: Network, mutationRate: number): Network {
|
||||||
const mutated = cloneNetwork(network);
|
const mutated = cloneNetwork(network);
|
||||||
|
mutated.id = Math.random().toString(36).substring(2, 15) + Math.random().toString(36).substring(2, 15);
|
||||||
|
|
||||||
// Mutate input-hidden weights
|
// Mutate input-hidden weights
|
||||||
for (let i = 0; i < mutated.weightsIH.length; i++) {
|
for (let i = 0; i < mutated.weightsIH.length; i++) {
|
||||||
for (let j = 0; j < mutated.weightsIH[i].length; j++) {
|
|
||||||
if (Math.random() < mutationRate) {
|
if (Math.random() < mutationRate) {
|
||||||
mutated.weightsIH[i][j] += (Math.random() * 2 - 1) * 0.5;
|
mutated.weightsIH[i] += (Math.random() * 2 - 1) * 0.5;
|
||||||
// Clamp to reasonable range
|
// Clamp to reasonable range
|
||||||
mutated.weightsIH[i][j] = Math.max(-2, Math.min(2, mutated.weightsIH[i][j]));
|
mutated.weightsIH[i] = Math.max(-2, Math.min(2, mutated.weightsIH[i]));
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Mutate hidden-output weights
|
// Mutate hidden-output weights
|
||||||
for (let i = 0; i < mutated.weightsHO.length; i++) {
|
for (let i = 0; i < mutated.weightsHO.length; i++) {
|
||||||
for (let j = 0; j < mutated.weightsHO[i].length; j++) {
|
|
||||||
if (Math.random() < mutationRate) {
|
if (Math.random() < mutationRate) {
|
||||||
mutated.weightsHO[i][j] += (Math.random() * 2 - 1) * 0.5;
|
mutated.weightsHO[i] += (Math.random() * 2 - 1) * 0.5;
|
||||||
mutated.weightsHO[i][j] = Math.max(-2, Math.min(2, mutated.weightsHO[i][j]));
|
mutated.weightsHO[i] = Math.max(-2, Math.min(2, mutated.weightsHO[i]));
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
54
src/lib/snakeAI/evolution.worker.ts
Normal file
54
src/lib/snakeAI/evolution.worker.ts
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
import { evaluatePopulation, evolveGeneration, type Population, type Individual } from './evolution';
|
||||||
|
import type { EvolutionConfig } from './types';
|
||||||
|
|
||||||
|
self.onmessage = (e: MessageEvent) => {
|
||||||
|
const data = e.data;
|
||||||
|
|
||||||
|
try {
|
||||||
|
if (data.type === 'EVALUATE_ONLY') {
|
||||||
|
// Worker Pool Mode: Just evaluate the given individuals
|
||||||
|
const { individuals, config } = data.payload as {
|
||||||
|
individuals: Individual[];
|
||||||
|
config: EvolutionConfig;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Reconstruct a partial population object just for evaluation
|
||||||
|
// evaluatePopulation expects a Population, but only uses .individuals
|
||||||
|
// actually it returns a Population.
|
||||||
|
// Let's modify `evaluatePopulation`?
|
||||||
|
// Better: Mock the population shell.
|
||||||
|
const mockPop: Population = {
|
||||||
|
individuals,
|
||||||
|
generation: 0,
|
||||||
|
bestFitnessEver: 0,
|
||||||
|
bestNetworkEver: null
|
||||||
|
};
|
||||||
|
|
||||||
|
const evaluatedPop = evaluatePopulation(mockPop, config);
|
||||||
|
|
||||||
|
self.postMessage({
|
||||||
|
type: 'EVAL_RESULT',
|
||||||
|
payload: evaluatedPop.individuals
|
||||||
|
});
|
||||||
|
|
||||||
|
} else {
|
||||||
|
// Default Mode: Run full generations (Legacy / Single Worker)
|
||||||
|
const { population, config, generations = 1 } = data as {
|
||||||
|
population: Population;
|
||||||
|
config: EvolutionConfig;
|
||||||
|
generations?: number;
|
||||||
|
};
|
||||||
|
|
||||||
|
let currentPop = population;
|
||||||
|
|
||||||
|
for (let i = 0; i < generations; i++) {
|
||||||
|
const evaluated = evaluatePopulation(currentPop, config);
|
||||||
|
currentPop = evolveGeneration(evaluated, config);
|
||||||
|
}
|
||||||
|
|
||||||
|
self.postMessage({ type: 'SUCCESS', payload: currentPop });
|
||||||
|
}
|
||||||
|
} catch (error) {
|
||||||
|
self.postMessage({ type: 'ERROR', payload: error });
|
||||||
|
}
|
||||||
|
};
|
||||||
102
src/lib/snakeAI/game.test.ts
Normal file
102
src/lib/snakeAI/game.test.ts
Normal file
@@ -0,0 +1,102 @@
|
|||||||
|
import { describe, expect, test } from "bun:test";
|
||||||
|
import { calculateArea, createGame, isDanger, type GameState } from "./game";
|
||||||
|
import { Direction, type Position } from "./types";
|
||||||
|
|
||||||
|
// Helper to access the unexported calculateArea function?
|
||||||
|
// Since it's not exported, I might need to export it for testing or rely on testing getInputs.
|
||||||
|
// Let's modify game.ts to export calculateArea for testing purposes.
|
||||||
|
// For now, I'll assume I can export it.
|
||||||
|
|
||||||
|
// Mock Game State Helper
|
||||||
|
function createMockGame(gridSize: number, snake: Position[]): GameState {
|
||||||
|
return {
|
||||||
|
gridSize,
|
||||||
|
snake,
|
||||||
|
food: { x: 0, y: 0 }, // Irrelevant for area test
|
||||||
|
direction: Direction.RIGHT,
|
||||||
|
alive: true,
|
||||||
|
score: 0,
|
||||||
|
steps: 0,
|
||||||
|
stepsSinceLastFood: 0
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
describe("Snake AI Logic", () => {
|
||||||
|
describe("isDanger", () => {
|
||||||
|
const game = createMockGame(10, [{ x: 5, y: 5 }]);
|
||||||
|
|
||||||
|
test("detects wall collisions", () => {
|
||||||
|
expect(isDanger(game, -1, 5)).toBe(true);
|
||||||
|
expect(isDanger(game, 10, 5)).toBe(true);
|
||||||
|
expect(isDanger(game, 5, -1)).toBe(true);
|
||||||
|
expect(isDanger(game, 5, 10)).toBe(true);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("detects safe spots", () => {
|
||||||
|
expect(isDanger(game, 0, 0)).toBe(false);
|
||||||
|
expect(isDanger(game, 9, 9)).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("detects body collisions", () => {
|
||||||
|
const complexGame = createMockGame(10, [{x:5,y:5}, {x:5,y:6}, {x:6,y:6}]);
|
||||||
|
expect(isDanger(complexGame, 5, 6)).toBe(true); // Hit body
|
||||||
|
expect(isDanger(complexGame, 6, 6)).toBe(true); // Hit tail
|
||||||
|
expect(isDanger(complexGame, 5, 4)).toBe(false); // Safe spot
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("calculateArea", () => {
|
||||||
|
test("calculates area in empty grid", () => {
|
||||||
|
// Grid 5x5 = 25 cells. Snake head at 2,2 occupies 1.
|
||||||
|
// Start flood fill from 2,3 (Down). Should reach all 24 empty cells.
|
||||||
|
const game = createMockGame(5, [{ x: 2, y: 2 }]);
|
||||||
|
const area = calculateArea(game, { x: 2, y: 3 });
|
||||||
|
expect(area).toBe(24);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("calculates confined area", () => {
|
||||||
|
// Snake creates a wall splitting the board
|
||||||
|
// 5x5 Grid.
|
||||||
|
// Snake: (2,0), (2,1), (2,2), (2,3), (2,4) - Vertical line down middle
|
||||||
|
const snake = [
|
||||||
|
{x: 2, y: 0}, {x: 2, y: 1}, {x: 2, y: 2}, {x: 2, y: 3}, {x: 2, y: 4}
|
||||||
|
];
|
||||||
|
const game = createMockGame(5, snake);
|
||||||
|
|
||||||
|
// Left side (0,0) -> 2 cols x 5 rows = 10 cells
|
||||||
|
expect(calculateArea(game, { x: 0, y: 0 })).toBe(10);
|
||||||
|
|
||||||
|
// Right side (4,0) -> 2 cols x 5 rows = 10 cells
|
||||||
|
expect(calculateArea(game, { x: 4, y: 0 })).toBe(10);
|
||||||
|
|
||||||
|
// Check wall itself returns 0
|
||||||
|
expect(calculateArea(game, { x: 2, y: 0 })).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("calculates U-shape trap", () => {
|
||||||
|
// U-shape wrapping around a center point
|
||||||
|
// Snake at (1,1), (1,2), (2,2), (2,1) ?? No simpler.
|
||||||
|
// Snake: (1,0), (1,1), (2,1), (3,1), (3,0)
|
||||||
|
// Trap at (2,0).
|
||||||
|
// Bound by Wall(Top) and Snake(L, D, R).
|
||||||
|
|
||||||
|
// 5x5 Grid.
|
||||||
|
// S S . . .
|
||||||
|
// S S S . .
|
||||||
|
// . . . . .
|
||||||
|
// . . . . .
|
||||||
|
// . . . . .
|
||||||
|
|
||||||
|
// Snake: (1,0), (1,1), (2,1), (3,1), (3,0)
|
||||||
|
const snake = [
|
||||||
|
{x:1, y:0}, {x:1, y:1}, {x:2, y:1}, {x:3, y:1}, {x:3, y:0}
|
||||||
|
];
|
||||||
|
const game = createMockGame(5, snake);
|
||||||
|
|
||||||
|
// Point (2,0) is inside the U cup.
|
||||||
|
// It is bounded by (1,0)L, (3,0)R, (2,1)D, Wall(Top).
|
||||||
|
// Area should be 1.
|
||||||
|
expect(calculateArea(game, { x: 2, y: 0 })).toBe(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -94,7 +94,7 @@ export function step(state: GameState, action: Action): GameState {
|
|||||||
...state,
|
...state,
|
||||||
snake: newSnake,
|
snake: newSnake,
|
||||||
food: spawnFood(state.gridSize, newSnake),
|
food: spawnFood(state.gridSize, newSnake),
|
||||||
direction: newDirection,
|
direction: newDirection as Direction,
|
||||||
score: state.score + 1,
|
score: state.score + 1,
|
||||||
steps: state.steps + 1,
|
steps: state.steps + 1,
|
||||||
stepsSinceLastFood: 0,
|
stepsSinceLastFood: 0,
|
||||||
@@ -105,7 +105,7 @@ export function step(state: GameState, action: Action): GameState {
|
|||||||
return {
|
return {
|
||||||
...state,
|
...state,
|
||||||
snake: newSnake,
|
snake: newSnake,
|
||||||
direction: newDirection,
|
direction: newDirection as Direction,
|
||||||
steps: state.steps + 1,
|
steps: state.steps + 1,
|
||||||
stepsSinceLastFood: state.stepsSinceLastFood + 1,
|
stepsSinceLastFood: state.stepsSinceLastFood + 1,
|
||||||
};
|
};
|
||||||
@@ -131,58 +131,108 @@ function spawnFood(gridSize: number, snake: Position[]): Position {
|
|||||||
return food;
|
return food;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Shared buffers for optimization
|
||||||
|
let cachedObstacles: Int8Array | null = null; // 0 = empty, 1 = obstacle
|
||||||
|
let cachedVisited: Int8Array | null = null; // 0 = unvisited, 1 = visited
|
||||||
|
let cachedStack: Int32Array | null = null;
|
||||||
|
let cachedSize = 0;
|
||||||
|
|
||||||
|
function ensureBuffers(size: number) {
|
||||||
|
const totalCells = size * size;
|
||||||
|
if (!cachedObstacles || cachedSize !== size) {
|
||||||
|
cachedObstacles = new Int8Array(totalCells);
|
||||||
|
cachedVisited = new Int8Array(totalCells); // Changed back to Int8 for speed
|
||||||
|
cachedStack = new Int32Array(totalCells);
|
||||||
|
cachedSize = size;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
export function getInputs(state: GameState): number[] {
|
export function getInputs(state: GameState): number[] {
|
||||||
const head = state.snake[0];
|
const head = state.snake[0];
|
||||||
const food = state.food;
|
const food = state.food;
|
||||||
|
const size = state.gridSize;
|
||||||
|
|
||||||
// Calculate relative direction vectors based on current direction
|
// Ensure buffers are ready
|
||||||
// If facing UP (0): Front=(0, -1), Left=(-1, 0), Right=(1, 0)
|
ensureBuffers(size);
|
||||||
// If facing RIGHT (1): Front=(1, 0), Left=(0, -1), Right=(0, 1)
|
const obstacles = cachedObstacles!;
|
||||||
// ...and so on
|
|
||||||
|
|
||||||
const frontVec = getDirectionVector(state.direction);
|
// Reset obstacles (fastest way is fill(0))
|
||||||
|
obstacles.fill(0);
|
||||||
|
|
||||||
|
// Mark snake on obstacle grid (O(N))
|
||||||
|
// This replaces the O(N) check in isDanger called multiple times
|
||||||
|
const snake = state.snake;
|
||||||
|
for (let i = 0; i < snake.length; i++) {
|
||||||
|
const s = snake[i];
|
||||||
|
if (s.x >= 0 && s.x < size && s.y >= 0 && s.y < size) {
|
||||||
|
obstacles[s.y * size + s.x] = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Directions relative to Head
|
||||||
const leftVec = getDirectionVector(((state.direction + 3) % 4) as Direction);
|
const leftVec = getDirectionVector(((state.direction + 3) % 4) as Direction);
|
||||||
|
const frontVec = getDirectionVector(state.direction);
|
||||||
const rightVec = getDirectionVector(((state.direction + 1) % 4) as Direction);
|
const rightVec = getDirectionVector(((state.direction + 1) % 4) as Direction);
|
||||||
|
|
||||||
// 1. Danger Sensors (Relative)
|
const visionInputs: number[] = [];
|
||||||
// Is there danger immediately to my Left, Front, or Right?
|
const dirs = [leftVec, frontVec, rightVec];
|
||||||
const dangerLeft = isDanger(state, head.x + leftVec.x, head.y + leftVec.y);
|
|
||||||
const dangerFront = isDanger(state, head.x + frontVec.x, head.y + frontVec.y);
|
|
||||||
const dangerRight = isDanger(state, head.x + rightVec.x, head.y + rightVec.y);
|
|
||||||
|
|
||||||
// 2. Food Direction (Relative)
|
// Total grid area for normalization
|
||||||
// We want to know if food is to our Left/Right or In Front/Behind relative to head
|
const totalArea = state.gridSize * state.gridSize;
|
||||||
// We can use dot products or simple coordinate checks
|
|
||||||
|
for (const dir of dirs) {
|
||||||
|
// 1. Immediate Danger
|
||||||
|
const immX = head.x + dir.x;
|
||||||
|
const immY = head.y + dir.y;
|
||||||
|
|
||||||
|
// Fast danger check using grid
|
||||||
|
let immediateDanger = false;
|
||||||
|
if (immX < 0 || immX >= size || immY < 0 || immY >= size) {
|
||||||
|
immediateDanger = true;
|
||||||
|
} else if (obstacles[immY * size + immX] === 1) {
|
||||||
|
immediateDanger = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
visionInputs.push(immediateDanger ? 1 : 0);
|
||||||
|
|
||||||
|
// 2. Available Area (Flood Fill)
|
||||||
|
let area = 0;
|
||||||
|
if (!immediateDanger) {
|
||||||
|
area = calculateAreaOptimized(size, obstacles, { x: immX, y: immY });
|
||||||
|
}
|
||||||
|
visionInputs.push(area / totalArea);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Food Sensors (4 inputs)
|
||||||
const relFoodX = food.x - head.x;
|
const relFoodX = food.x - head.x;
|
||||||
const relFoodY = food.y - head.y;
|
const relFoodY = food.y - head.y;
|
||||||
|
|
||||||
// Dot product to project food vector onto our relative axes
|
|
||||||
const foodFront = relFoodX * frontVec.x + relFoodY * frontVec.y;
|
const foodFront = relFoodX * frontVec.x + relFoodY * frontVec.y;
|
||||||
const foodSide = relFoodX * rightVec.x + relFoodY * rightVec.y;
|
const foodSide = relFoodX * rightVec.x + relFoodY * rightVec.y;
|
||||||
// foodSide: Positive = Right, Negative = Left
|
|
||||||
|
// Self Awareness (1 input)
|
||||||
|
const normLength = state.snake.length / totalArea;
|
||||||
|
|
||||||
return [
|
return [
|
||||||
// Sensor 1: Danger Left
|
...visionInputs, // 6 inputs (3 * 2)
|
||||||
dangerLeft ? 1 : 0,
|
|
||||||
// Sensor 2: Danger Front
|
|
||||||
dangerFront ? 1 : 0,
|
|
||||||
// Sensor 3: Danger Right
|
|
||||||
dangerRight ? 1 : 0,
|
|
||||||
|
|
||||||
// Sensor 4: Food is to the Left
|
// Food (4 inputs)
|
||||||
foodSide < 0 ? 1 : 0,
|
foodSide < 0 ? 1 : 0, // Left
|
||||||
// Sensor 5: Food is to the Right
|
foodSide > 0 ? 1 : 0, // Right
|
||||||
foodSide > 0 ? 1 : 0,
|
foodFront > 0 ? 1 : 0, // Front
|
||||||
// Sensor 6: Food is Ahead
|
foodFront < 0 ? 1 : 0, // Back
|
||||||
foodFront > 0 ? 1 : 0,
|
|
||||||
// Sensor 7: Food is Behind
|
|
||||||
foodFront < 0 ? 1 : 0,
|
|
||||||
|
|
||||||
// Sensor 8: Normalized Length (Growth Sensor)
|
// Length (1 input)
|
||||||
state.snake.length / (state.gridSize * state.gridSize)
|
normLength
|
||||||
];
|
];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export function isDanger(state: GameState, x: number, y: number): boolean {
|
||||||
|
if (x < 0 || x >= state.gridSize || y < 0 || y >= state.gridSize) return true;
|
||||||
|
return state.snake.some(s => s.x === x && s.y === y);
|
||||||
|
}
|
||||||
|
|
||||||
function getDirectionVector(dir: Direction): Position {
|
function getDirectionVector(dir: Direction): Position {
|
||||||
switch (dir) {
|
switch (dir) {
|
||||||
case Direction.UP: return { x: 0, y: -1 };
|
case Direction.UP: return { x: 0, y: -1 };
|
||||||
@@ -193,15 +243,96 @@ function getDirectionVector(dir: Direction): Position {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function isDanger(state: GameState, x: number, y: number): boolean {
|
// Optimized, internal version calling shared buffers
|
||||||
// Check wall
|
function calculateAreaOptimized(size: number, obstacles: Int8Array, start: Position): number {
|
||||||
if (x < 0 || x >= state.gridSize || y < 0 || y >= state.gridSize) {
|
const stack = cachedStack!;
|
||||||
return true;
|
const visited = cachedVisited!;
|
||||||
|
|
||||||
|
// Reset visited for this run
|
||||||
|
visited.fill(0);
|
||||||
|
|
||||||
|
const startIndex = start.y * size + start.x;
|
||||||
|
|
||||||
|
// Safety check (already done in getInputs, but acceptable)
|
||||||
|
if (obstacles[startIndex] === 1) return 0;
|
||||||
|
|
||||||
|
let head = 0;
|
||||||
|
let tail = 0;
|
||||||
|
|
||||||
|
stack[tail++] = startIndex;
|
||||||
|
visited[startIndex] = 1; // Mark visited
|
||||||
|
|
||||||
|
let area = 0;
|
||||||
|
|
||||||
|
while (head < tail) {
|
||||||
|
const currIndex = stack[head++];
|
||||||
|
area++;
|
||||||
|
|
||||||
|
const cx = currIndex % size;
|
||||||
|
const cy = (currIndex / size) | 0;
|
||||||
|
|
||||||
|
// Neighbors (Up, Down, Left, Right)
|
||||||
|
|
||||||
|
// Up
|
||||||
|
if (cy > 0) {
|
||||||
|
const upIndex = currIndex - size;
|
||||||
|
// Check obstacle AND if already visited
|
||||||
|
if (obstacles[upIndex] === 0 && visited[upIndex] === 0) {
|
||||||
|
visited[upIndex] = 1;
|
||||||
|
stack[tail++] = upIndex;
|
||||||
}
|
}
|
||||||
// Check self-collision
|
|
||||||
return state.snake.some((seg) => seg.x === x && seg.y === y);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Down
|
||||||
|
if (cy < size - 1) {
|
||||||
|
const downIndex = currIndex + size;
|
||||||
|
if (obstacles[downIndex] === 0 && visited[downIndex] === 0) {
|
||||||
|
visited[downIndex] = 1;
|
||||||
|
stack[tail++] = downIndex;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Left
|
||||||
|
if (cx > 0) {
|
||||||
|
const leftIndex = currIndex - 1;
|
||||||
|
if (obstacles[leftIndex] === 0 && visited[leftIndex] === 0) {
|
||||||
|
visited[leftIndex] = 1;
|
||||||
|
stack[tail++] = leftIndex;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Right
|
||||||
|
if (cx < size - 1) {
|
||||||
|
const rightIndex = currIndex + 1;
|
||||||
|
if (obstacles[rightIndex] === 0 && visited[rightIndex] === 0) {
|
||||||
|
visited[rightIndex] = 1;
|
||||||
|
stack[tail++] = rightIndex;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return area;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @deprecated Use calculateAreaOptimized internally. Kept for backward compatibility/tests.
|
||||||
|
*/
|
||||||
|
export function calculateArea(state: GameState, start: Position): number {
|
||||||
|
ensureBuffers(state.gridSize);
|
||||||
|
const obstacles = cachedObstacles!;
|
||||||
|
obstacles.fill(0);
|
||||||
|
for (const s of state.snake) {
|
||||||
|
if (s.x >= 0 && s.x < state.gridSize && s.y >= 0 && s.y < state.gridSize) {
|
||||||
|
obstacles[s.y * state.gridSize + s.x] = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return calculateAreaOptimized(state.gridSize, obstacles, start);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
export function calculateFitness(state: GameState): number {
|
export function calculateFitness(state: GameState): number {
|
||||||
// Fitness formula balancing food collection and survival
|
// Fitness formula balancing food collection and survival
|
||||||
const foodScore = state.score * 100;
|
const foodScore = state.score * 100;
|
||||||
|
|||||||
@@ -1,112 +1,173 @@
|
|||||||
import { Action } from './types';
|
import { Action } from './types';
|
||||||
|
|
||||||
export interface Network {
|
export interface Network {
|
||||||
|
id: string;
|
||||||
inputSize: number;
|
inputSize: number;
|
||||||
hiddenSize: number;
|
hiddenSize: number;
|
||||||
outputSize: number;
|
outputSize: number;
|
||||||
weightsIH: number[][]; // Input to Hidden weights
|
// Flat buffers for better cache locality and performance
|
||||||
weightsHO: number[][]; // Hidden to Output weights
|
weightsIH: Float32Array; // Input -> Hidden weights
|
||||||
biasH: number[]; // Hidden layer biases
|
weightsHO: Float32Array; // Hidden -> Output weights
|
||||||
biasO: number[]; // Output layer biases
|
biasH: Float32Array; // Hidden layer biases
|
||||||
|
biasO: Float32Array; // Output layer biases
|
||||||
}
|
}
|
||||||
|
|
||||||
export function createNetwork(
|
export function createNetwork(
|
||||||
inputSize: number = 8,
|
inputSize: number = 11,
|
||||||
hiddenSize: number = 18,
|
hiddenSize: number = 24,
|
||||||
outputSize: number = 3
|
outputSize: number = 3
|
||||||
): Network {
|
): Network {
|
||||||
return {
|
return {
|
||||||
|
id: generateId(),
|
||||||
inputSize,
|
inputSize,
|
||||||
hiddenSize,
|
hiddenSize,
|
||||||
outputSize,
|
outputSize,
|
||||||
weightsIH: createRandomMatrix(inputSize, hiddenSize),
|
weightsIH: createRandomArray(inputSize * hiddenSize),
|
||||||
weightsHO: createRandomMatrix(hiddenSize, outputSize),
|
weightsHO: createRandomArray(hiddenSize * outputSize),
|
||||||
biasH: createRandomArray(hiddenSize),
|
biasH: createRandomArray(hiddenSize),
|
||||||
biasO: createRandomArray(outputSize),
|
biasO: createRandomArray(outputSize),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
function createRandomMatrix(rows: number, cols: number): number[][] {
|
function generateId(): string {
|
||||||
const matrix: number[][] = [];
|
return Math.random().toString(36).substring(2, 15) + Math.random().toString(36).substring(2, 15);
|
||||||
for (let i = 0; i < rows; i++) {
|
|
||||||
matrix[i] = [];
|
|
||||||
for (let j = 0; j < cols; j++) {
|
|
||||||
matrix[i][j] = Math.random() * 2 - 1; // Random between -1 and 1
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return matrix;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function createRandomArray(size: number): number[] {
|
function createRandomArray(size: number): Float32Array {
|
||||||
const array: number[] = [];
|
const array = new Float32Array(size);
|
||||||
for (let i = 0; i < size; i++) {
|
for (let i = 0; i < size; i++) {
|
||||||
array[i] = Math.random() * 2 - 1;
|
array[i] = Math.random() * 2 - 1; // Random between -1 and 1
|
||||||
}
|
}
|
||||||
return array;
|
return array;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function forward(network: Network, inputs: number[]): number[] {
|
// Pre-allocated buffers for inference to avoid garbage collection
|
||||||
// Hidden layer activation
|
// Note: This makes 'forward' not thread-safe if called concurrently on the SAME thread.
|
||||||
const hidden: number[] = [];
|
// Since JS is single-threaded, this is safe unless we use async/await inside (which we don't).
|
||||||
for (let h = 0; h < network.hiddenSize; h++) {
|
// However, distinct workers have their own memory, so it's safe for workers too.
|
||||||
let sum = network.biasH[h];
|
let cachedHidden: Float32Array | null = null;
|
||||||
for (let i = 0; i < network.inputSize; i++) {
|
let cachedOutputs: Float32Array | null = null;
|
||||||
sum += inputs[i] * network.weightsIH[i][h];
|
let maxHiddenSize = 0;
|
||||||
|
let maxOutputSize = 0;
|
||||||
|
|
||||||
|
function ensureBuffers(hiddenSize: number, outputSize: number) {
|
||||||
|
if (!cachedHidden || hiddenSize > maxHiddenSize) {
|
||||||
|
cachedHidden = new Float32Array(hiddenSize);
|
||||||
|
maxHiddenSize = hiddenSize;
|
||||||
|
}
|
||||||
|
if (!cachedOutputs || outputSize > maxOutputSize) {
|
||||||
|
cachedOutputs = new Float32Array(outputSize);
|
||||||
|
maxOutputSize = outputSize;
|
||||||
}
|
}
|
||||||
// ReLU activation for hidden layer: f(x) = max(0, x)
|
|
||||||
// Faster and solves vanishing gradient better than tanh
|
|
||||||
hidden[h] = Math.max(0, sum);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Output layer activation
|
export function forward(network: Network, inputs: number[]): Float32Array {
|
||||||
const outputs: number[] = [];
|
const { inputSize, hiddenSize, outputSize, weightsIH, weightsHO, biasH, biasO } = network;
|
||||||
for (let o = 0; o < network.outputSize; o++) {
|
|
||||||
let sum = network.biasO[o];
|
ensureBuffers(hiddenSize, outputSize);
|
||||||
for (let h = 0; h < network.hiddenSize; h++) {
|
const hidden = cachedHidden!;
|
||||||
sum += hidden[h] * network.weightsHO[h][o];
|
const outputs = cachedOutputs!;
|
||||||
|
|
||||||
|
// 1. Hidden Layer
|
||||||
|
// hidden[h] = ReLU(bias[h] + sum(inputs[i] * weights[i][h]))
|
||||||
|
// Flattened weightsIH is [Input 0 -> Hidden 0..H, Input 1 -> Hidden 0..H]
|
||||||
|
// Wait, standard matrix mult is usually [Row][Col].
|
||||||
|
// Let's assume weightsIH is stored as rows=Input, cols=Hidden.
|
||||||
|
// Index = i * hiddenSize + h
|
||||||
|
|
||||||
|
// Optimization: Loop order.
|
||||||
|
// Iterating h then i means jumping around in inputs array? No, inputs is small.
|
||||||
|
// Jumping around in weights array is bad.
|
||||||
|
// If weights are stored [i * hiddenSize + h], then iterating i then h is sequential?
|
||||||
|
// No, h varies in inner loop.
|
||||||
|
// We want to iterate weights sequentially.
|
||||||
|
|
||||||
|
// Initialize hidden with bias
|
||||||
|
hidden.set(biasH);
|
||||||
|
|
||||||
|
// Accumulate inputs
|
||||||
|
// weightsIH is laid out: [i=0, h=0], [i=0, h=1]...
|
||||||
|
// So we should iterate i as outer, h as inner?
|
||||||
|
// biasH is [h=0, h=1...]
|
||||||
|
|
||||||
|
let wIdx = 0;
|
||||||
|
for (let i = 0; i < inputSize; i++) {
|
||||||
|
const inputVal = inputs[i];
|
||||||
|
if (inputVal !== 0) { // Sparse input optimization
|
||||||
|
for (let h = 0; h < hiddenSize; h++) {
|
||||||
|
hidden[h] += inputVal * weightsIH[wIdx++];
|
||||||
}
|
}
|
||||||
outputs[o] = tanh(sum);
|
} else {
|
||||||
|
wIdx += hiddenSize; // Skip weights for zero input
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ReLU Activation
|
||||||
|
for (let h = 0; h < hiddenSize; h++) {
|
||||||
|
if (hidden[h] < 0) hidden[h] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Output Layer
|
||||||
|
// outputs[o] = tanh(bias[o] + sum(hidden[h] * weights[h][o]))
|
||||||
|
|
||||||
|
// Initialize with bias
|
||||||
|
outputs.set(biasO);
|
||||||
|
|
||||||
|
wIdx = 0;
|
||||||
|
for (let h = 0; h < hiddenSize; h++) {
|
||||||
|
const hiddenVal = hidden[h];
|
||||||
|
if (hiddenVal !== 0) {
|
||||||
|
for (let o = 0; o < outputSize; o++) {
|
||||||
|
outputs[o] += hiddenVal * weightsHO[wIdx++];
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
wIdx += outputSize;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Tanh Activation
|
||||||
|
for (let o = 0; o < outputSize; o++) {
|
||||||
|
outputs[o] = Math.tanh(outputs[o]);
|
||||||
}
|
}
|
||||||
|
|
||||||
return outputs;
|
return outputs;
|
||||||
}
|
}
|
||||||
|
|
||||||
function tanh(x: number): number {
|
|
||||||
return Math.tanh(x);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function getAction(network: Network, inputs: number[]): Action {
|
export function getAction(network: Network, inputs: number[]): Action {
|
||||||
const outputs = forward(network, inputs);
|
const outputs = forward(network, inputs);
|
||||||
|
|
||||||
// Find index of maximum output
|
// Find index of maximum output
|
||||||
let maxIndex = 0;
|
let maxIndex = 0;
|
||||||
for (let i = 1; i < outputs.length; i++) {
|
let maxVal = outputs[0];
|
||||||
if (outputs[i] > outputs[maxIndex]) {
|
|
||||||
maxIndex = i;
|
// Unrolled loop for small output size (3)
|
||||||
|
if (outputs[1] > maxVal) {
|
||||||
|
maxVal = outputs[1];
|
||||||
|
maxIndex = 1;
|
||||||
}
|
}
|
||||||
|
if (outputs[2] > maxVal) {
|
||||||
|
maxIndex = 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Map output index to action
|
// Map output index to action
|
||||||
switch (maxIndex) {
|
switch (maxIndex) {
|
||||||
case 0:
|
case 0: return Action.TURN_LEFT;
|
||||||
return Action.TURN_LEFT;
|
case 1: return Action.STRAIGHT;
|
||||||
case 1:
|
case 2: return Action.TURN_RIGHT;
|
||||||
return Action.STRAIGHT;
|
default: return Action.STRAIGHT;
|
||||||
case 2:
|
|
||||||
return Action.TURN_RIGHT;
|
|
||||||
default:
|
|
||||||
return Action.STRAIGHT;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
export function cloneNetwork(network: Network): Network {
|
export function cloneNetwork(network: Network): Network {
|
||||||
return {
|
return {
|
||||||
|
id: network.id,
|
||||||
inputSize: network.inputSize,
|
inputSize: network.inputSize,
|
||||||
hiddenSize: network.hiddenSize,
|
hiddenSize: network.hiddenSize,
|
||||||
outputSize: network.outputSize,
|
outputSize: network.outputSize,
|
||||||
weightsIH: network.weightsIH.map((row) => [...row]),
|
// Float32Array has a fast .slice() method to copy
|
||||||
weightsHO: network.weightsHO.map((row) => [...row]),
|
weightsIH: network.weightsIH.slice(),
|
||||||
biasH: [...network.biasH],
|
weightsHO: network.weightsHO.slice(),
|
||||||
biasO: [...network.biasO],
|
biasH: network.biasH.slice(),
|
||||||
|
biasO: network.biasO.slice(),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
70
src/lib/snakeAI/workerPool.ts
Normal file
70
src/lib/snakeAI/workerPool.ts
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
import EvolutionWorker from './evolution.worker?worker';
|
||||||
|
import type { Population, Individual } from './evolution';
|
||||||
|
import type { EvolutionConfig } from './types';
|
||||||
|
|
||||||
|
export class WorkerPool {
|
||||||
|
private workers: Worker[] = [];
|
||||||
|
private poolSize: number;
|
||||||
|
|
||||||
|
constructor(size: number = navigator.hardwareConcurrency || 4) {
|
||||||
|
this.poolSize = size;
|
||||||
|
for (let i = 0; i < size; i++) {
|
||||||
|
this.workers.push(new EvolutionWorker());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
terminate() {
|
||||||
|
this.workers.forEach(w => w.terminate());
|
||||||
|
this.workers = [];
|
||||||
|
}
|
||||||
|
|
||||||
|
async evaluateParallel(population: Population, config: EvolutionConfig): Promise<Population> {
|
||||||
|
// Split individuals into chunks
|
||||||
|
const chunkSize = Math.ceil(population.individuals.length / this.poolSize);
|
||||||
|
const chunks: Individual[][] = [];
|
||||||
|
|
||||||
|
for (let i = 0; i < population.individuals.length; i += chunkSize) {
|
||||||
|
chunks.push(population.individuals.slice(i, i + chunkSize));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Dispatch chunks to workers
|
||||||
|
const promises = chunks.map((chunk, index) => {
|
||||||
|
return new Promise<Individual[]>((resolve, reject) => {
|
||||||
|
const worker = this.workers[index];
|
||||||
|
|
||||||
|
// One-time listener for this request
|
||||||
|
const handler = (e: MessageEvent) => {
|
||||||
|
if (e.data.type === 'EVAL_RESULT') {
|
||||||
|
worker.removeEventListener('message', handler);
|
||||||
|
resolve(e.data.payload);
|
||||||
|
} else if (e.data.type === 'ERROR') {
|
||||||
|
worker.removeEventListener('message', handler);
|
||||||
|
reject(e.data.payload);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
worker.addEventListener('message', handler);
|
||||||
|
|
||||||
|
worker.postMessage({
|
||||||
|
type: 'EVALUATE_ONLY',
|
||||||
|
payload: {
|
||||||
|
individuals: chunk,
|
||||||
|
config
|
||||||
|
}
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
// Wait for all chunks
|
||||||
|
const results = await Promise.all(promises);
|
||||||
|
|
||||||
|
// Merge results
|
||||||
|
const mergedIndividuals = results.flat();
|
||||||
|
|
||||||
|
// Reconstruct population with evaluated individuals
|
||||||
|
return {
|
||||||
|
...population,
|
||||||
|
individuals: mergedIndividuals
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
10
static.json
Normal file
10
static.json
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
{
|
||||||
|
"root": "dist/",
|
||||||
|
"clean_urls": true,
|
||||||
|
"https_only": true,
|
||||||
|
"headers": {
|
||||||
|
"/**": {
|
||||||
|
"Cache-Control": "public, max-age=31536000"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,11 +3,16 @@
|
|||||||
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
|
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
|
||||||
"target": "ES2022",
|
"target": "ES2022",
|
||||||
"useDefineForClassFields": true,
|
"useDefineForClassFields": true,
|
||||||
"lib": ["ES2022", "DOM", "DOM.Iterable"],
|
"lib": [
|
||||||
|
"ES2022",
|
||||||
|
"DOM",
|
||||||
|
"DOM.Iterable"
|
||||||
|
],
|
||||||
"module": "ESNext",
|
"module": "ESNext",
|
||||||
"types": ["vite/client"],
|
"types": [
|
||||||
|
"vite/client"
|
||||||
|
],
|
||||||
"skipLibCheck": true,
|
"skipLibCheck": true,
|
||||||
|
|
||||||
/* Bundler mode */
|
/* Bundler mode */
|
||||||
"moduleResolution": "bundler",
|
"moduleResolution": "bundler",
|
||||||
"allowImportingTsExtensions": true,
|
"allowImportingTsExtensions": true,
|
||||||
@@ -15,7 +20,6 @@
|
|||||||
"moduleDetection": "force",
|
"moduleDetection": "force",
|
||||||
"noEmit": true,
|
"noEmit": true,
|
||||||
"jsx": "react-jsx",
|
"jsx": "react-jsx",
|
||||||
|
|
||||||
/* Linting */
|
/* Linting */
|
||||||
"strict": true,
|
"strict": true,
|
||||||
"noUnusedLocals": true,
|
"noUnusedLocals": true,
|
||||||
@@ -24,5 +28,14 @@
|
|||||||
"noFallthroughCasesInSwitch": true,
|
"noFallthroughCasesInSwitch": true,
|
||||||
"noUncheckedSideEffectImports": true
|
"noUncheckedSideEffectImports": true
|
||||||
},
|
},
|
||||||
"include": ["src"]
|
"include": [
|
||||||
|
"src"
|
||||||
|
],
|
||||||
|
"exclude": [
|
||||||
|
"**/*.test.ts",
|
||||||
|
"**/*.test.tsx",
|
||||||
|
"**/debug_*.ts",
|
||||||
|
"**/run_test_manual.ts",
|
||||||
|
"**/check_map_los.ts"
|
||||||
|
]
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user