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solar-conflux/javascript/clever-dots/population.js

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function population(game){
this.max = 50;
this.top = 4;
this.game = game;
if (this.max < this.top){
this.top = this.max;
}
this.Population = [];
this.scale = 200;
this.reset = function(){
this.iteration = 1;
this.mutateRate = 1;
this.best_population = 0;
this.best_fitness = 0;
this.best_score = 0;
}
this.create_population = function(){
this.Population = [];
for (var i=0; i<this.max; i++){
var newUnit = new synaptic.Architect.Perceptron(5, 32, 4);
newUnit.index = i;
newUnit.fitness = 0;
newUnit.score = 0;
newUnit.isWinner = false;
newUnit.x = 250;
newUnit.y = 100;
//newUnit.round = 0;
this.Population.push(newUnit);
}
}
this.think = function(unit){
var inputs = [500,500,unit.x,unit.y,dist(unit.x,unit.y,500,500)];
var outputs = this.Population[unit.index].activate(inputs);
var max = outputs.indexOf((Math.max.apply( Math,outputs)));
//console.log(Math.max.apply( Math,outputs));
if (max == 0 && unit.y >= 0){
unit.y -= 1;
}
else if (max == 2 && unit.y <= 500){
unit.y += 1;
}
else if (max == 1 && unit.x <= 500){
unit.x += 1;
}
else if (max == 3 && unit.x >= 0){
unit.x -= 1;
}
//unit.round++;
//this.game.draw(unit.x,unit.y);
unit.fitness = dist(unit.x,unit.y,0,0);
//console.log(max+"evolving"+outputs);
}
this.evolve = function(){
var Winners = this.select();
if (this.mutateRate == 1 && Winners[0].fitness < 0){
this.create_population();
}
else{
this.mutateRate = 0.2;
}
for (var i=this.top; i<this.max; i++){
var parentA, parentB, offspring;
if (i == this.top){
parentA = Winners[0].toJSON();
parentB = Winners[1].toJSON();
offspring = this.crossOver(parentA, parentB);
} else if (i < this.max-2){
parentA = this.getRandomUnit(Winners).toJSON();
parentB = this.getRandomUnit(Winners).toJSON();
offspring = this.crossOver(parentA, parentB);
} else {
offspring = this.getRandomUnit(Winners).toJSON();
}
// mutate the offspring
offspring = this.mutation(offspring);
// create a new unit using the neural network from the offspring
var newUnit = synaptic.Network.fromJSON(offspring);
newUnit.index = this.Population[i].index;
newUnit.fitness = 0;
newUnit.score = 0;
newUnit.isWinner = false;
newUnit.x = 250;
newUnit.y = 100;
//newUnit.round = 0;
// update population by changing the old unit with the new one
this.Population[i] = newUnit;
}
this.Population.sort(function(unitA, unitB){
return unitA.index - unitB.index;
});
}
this.select = function(){
var sortedPopulation = this.Population.sort(
function(unitA, unitB){
return unitB.fitness - unitA.fitness;
}
);
for (var i=0; i<this.top; i++){
this.Population[i].isWinner = true;
}
return sortedPopulation.slice(0, this.top);
}
this.crossOver = function(parentA, parentB){
var cutPoint = this.random(0, parentA.neurons.length-1);
for (var i = cutPoint; i < parentA.neurons.length; i++){
var biasFromParentA = parentA.neurons[i]['bias'];
parentA.neurons[i]['bias'] = parentB.neurons[i]['bias'];
parentB.neurons[i]['bias'] = biasFromParentA;
}
cutPoint = this.random(0, parentA.connections.length-1);
for (var i = cutPoint; i < parentA.connections.length; i++){
var weightFromParentA = parentA.connections[i]['weight'];
parentA.connections[i]['weight'] = parentB.connections[i]['weight'];
parentB.connections[i]['weight'] = weightFromParentA;
}
return this.random(0, 1) == 1 ? parentA : parentB;
}
this.mutation = function(offspring){
for (var i = 0; i < offspring.neurons.length; i++){
offspring.neurons[i]['bias'] = this.mutate(offspring.neurons[i]['bias']);
}
for (var i = 0; i < offspring.connections.length; i++){
offspring.connections[i]['weight'] = this.mutate(offspring.connections[i]['weight']);
}
return offspring;
}
this.mutate = function(gene){
if (Math.random() < this.mutateRate) {
var mutateFactor = 1 + ((Math.random() - 0.5) * 3 + (Math.random() - 0.5));
gene *= mutateFactor;
}
return gene;
}
this.random = function(min, max){
return Math.floor(Math.random()*(max-min+1) + min);
}
this.getRandomUnit = function(array){
return array[this.random(0, array.length-1)];
}
}
function dist(x1,y1,x2,y2){
var x = x2 - x1;
var y = y2 - y1;
return Math.sqrt(Math.pow(x,2) + Math.pow(y,2));
}