Files
evolution/src/apps/SnakeAI/SnakeAI.tsx
Peter Stockings 840e597413 Add neat arena
2026-01-12 08:58:45 +11:00

225 lines
8.1 KiB
TypeScript

import { useState, useEffect, useRef, useCallback } from 'react';
import AppContainer from '../../components/AppContainer';
import SnakeGrid from './SnakeGrid';
import Controls from './Controls';
import Stats from './Stats';
import Tips from './Tips';
import BestSnakeDisplay from './BestSnakeDisplay';
import {
createPopulation,
} from '../../lib/snakeAI/evolution';
import type { EvolutionConfig } from '../../lib/snakeAI/types';
import './SnakeAI.css';
const DEFAULT_CONFIG: EvolutionConfig = {
populationSize: 36,
mutationRate: 0.1,
eliteCount: 5,
gridSize: 20,
maxGameSteps: 20000,
};
import { WorkerPool } from '../../lib/snakeAI/workerPool';
import { evolveGeneration, updateBestStats, type Population } from '../../lib/snakeAI/evolution';
export default function SnakeAI() {
const [population, setPopulation] = useState<Population>(() =>
createPopulation(DEFAULT_CONFIG)
);
const [config, setConfig] = useState<EvolutionConfig>(DEFAULT_CONFIG);
const [isRunning, setIsRunning] = useState(false);
const [speed, setSpeed] = useState(5);
const [gamesPlayed, setGamesPlayed] = useState(0);
const [fitnessHistory, setFitnessHistory] = useState<Array<{ generation: number, best: number, average: number }>>([]);
// Keep a ref to population for the worker
const populationRef = useRef(population);
useEffect(() => {
populationRef.current = population;
}, [population]);
const animationFrameRef = useRef<number>();
const lastUpdateRef = useRef<number>(0);
// Compute derived values for display
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 {
for (let i = 0; i < generations; i++) {
// 1. Evaluate in parallel
let evaluatedPop = await workerPoolRef.current.evaluateParallel(currentPop, config);
// 1.5 Update Best Stats (Critical for UI)
evaluatedPop = updateBestStats(evaluatedPop);
// 2. Evolve on main thread (fast)
currentPop = evolveGeneration(evaluatedPop, config);
}
// 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]);
// Update stats when generation changes
useEffect(() => {
if (population.generation > 1) {
setGamesPlayed((count) => count + config.populationSize);
}
}, [population.generation, config.populationSize]);
useEffect(() => {
if (!isRunning) {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current);
}
return;
}
const animate = (timestamp: number) => {
const elapsed = timestamp - lastUpdateRef.current;
// Speed handling logic:
// 1-20: Visual speeds (delay between generations)
// 21-100: Turbo speeds (multiple generations per frame)
if (speed <= 20) {
// Standard visual mode
let updateInterval;
if (speed <= 5) {
// Speeds 1-5: Very slow observation
updateInterval = 12000 / speed;
} else {
// Speeds 6-20: 62.5ms to 1000ms
// speed 20 -> 1000/16 = 62.5ms
// speed 6 -> 1000/2 = 500ms
updateInterval = 1000 / (speed - 4);
}
if (elapsed >= updateInterval) {
runGeneration(1);
lastUpdateRef.current = timestamp;
}
} else {
// Turbo mode: Run multiple generations per frame
// Speed 21 -> 1 gen per frame (~60 eps)
// Speed 100 -> 10 gens per frame (~600 eps)
const gensPerFrame = Math.floor((speed - 10) / 10);
// For turbo mode, we just fire once per frame (or whenever the worker is ready)
// asking for multiple generations
runGeneration(gensPerFrame);
lastUpdateRef.current = timestamp;
}
animationFrameRef.current = requestAnimationFrame(animate);
};
animationFrameRef.current = requestAnimationFrame(animate);
return () => {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current);
}
};
}, [isRunning, speed, runGeneration]);
const handleReset = () => {
setIsRunning(false);
const newPop = createPopulation(config);
populationRef.current = newPop;
setPopulation(newPop);
setGamesPlayed(0);
};
const handleMutationRateChange = (rate: number) => {
setConfig((prev) => ({ ...prev, mutationRate: rate }));
};
return (
<AppContainer title="Snake Evolution">
<div className="snake-ai-layout">
<div className="left-panel">
<BestSnakeDisplay
network={population.bestNetworkEver}
gridSize={config.gridSize}
fitness={population.bestFitnessEver}
/>
<SnakeGrid
individuals={population.individuals}
gridSize={config.gridSize}
count={config.populationSize}
columns={6}
/>
</div>
<div className="right-panel">
<Controls
isRunning={isRunning}
onToggleRunning={() => setIsRunning(!isRunning)}
onReset={handleReset}
speed={speed}
onSpeedChange={setSpeed}
mutationRate={config.mutationRate}
onMutationRateChange={handleMutationRateChange}
populationSize={config.populationSize}
/>
<Stats
generation={population.generation}
bestFitness={currentBestFitness}
bestFitnessEver={population.bestFitnessEver}
averageFitness={currentAverageFitness}
gamesPlayed={gamesPlayed}
history={fitnessHistory}
/>
<Tips />
</div>
</div>
</AppContainer>
);
}