-
Notifications
You must be signed in to change notification settings - Fork 0
/
Specimen.js
289 lines (237 loc) · 7.28 KB
/
Specimen.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
class Specimen {
constructor() {
this.radius = 10;
this.position = createVector(
int(random(CANVAS_WIDTH)),
int(random(CANVAS_HEIGHT))
);
this.velocity = createVector(
int(random(-5, 5)),
int(random(-5, 5))
);
this.acceleration = createVector(0, 0);
this.dna = {
foodWeight: random(-1, 1),
poisonWeight: random(-1, 1),
enemyWeight: random(-1, 1),
accelerationWeight: random(0.5, 1),
visionWeight: random(1, 3)
};
this.visionRadius = 3 * this.radius * this.dna.visionWeight;
this.maxSpeed = 5;
this.maxForce = 0.5;
this.fitness = 0;
// Define a cor de acordo com as caracteristicas
if (this.dna.foodWeight > this.dna.poisonWeight && this.dna.foodWeight > this.dna.enemyWeight)
this.color = [66, 245, 114];
else if (this.dna.poisonWeight > this.dna.foodWeight && this.dna.poisonWeight > this.dna.enemyWeight)
this.color = [245, 87, 66];
else if (this.dna.enemyWeight > this.dna.foodWeight && this.dna.enemyWeight > this.dna.poisonWeight)
this.color = [66, 188, 245];
}
draw() {
stroke(this.color);
fill(this.color);
circle(this.position.x, this.position.y, 2 * this.radius);
noFill();
stroke(255);
circle(this.position.x, this.position.y, 2 * this.visionRadius);
fill(255);
text(
str(`${this.radius.toFixed(3)}\n`) +
str(`${this.dna.foodWeight.toFixed(3)}\n`) +
str(`${this.dna.poisonWeight.toFixed(3)}\n`) +
str(`${this.dna.enemyWeight.toFixed(3)}`),
this.position.x,this.position.y,
70, 80
);
}
move() {
// Bounce in x
if (this.position.x >= CANVAS_WIDTH) {
this.position.x = CANVAS_WIDTH;
this.velocity.x *= -1;
} else if (this.position.x <= 0) {
this.position.x = 0;
this.velocity.x *= -1;
}
// Bounce in y
if (this.position.y >= CANVAS_HEIGHT) {
this.position.y = CANVAS_HEIGHT;
this.velocity.y *= -1;
} else if (this.position.y <= 0) {
this.position.y = 0;
this.velocity.y *= -1;
}
this.acceleration.mult(this.dna.accelerationWeight);
this.velocity.add(this.acceleration);
this.velocity.limit(this.maxSpeed);
this.position.add(this.velocity);
this.acceleration.mult(0);
}
behavior() {
let foodSteer = this.eat(food, 1);
let poisonSteer = this.eat(poison, -1);
let enemySteer = this.seekEnemy();
foodSteer.mult(this.dna.foodWeight);
poisonSteer.mult(this.dna.poisonWeight);
enemySteer.mult(this.dna.enemyWeight);
this.acceleration.add(foodSteer);
this.acceleration.add(poisonSteer);
this.acceleration.add(enemySteer);
}
eat(targerts, nutritionValue) {
let record = Infinity, closest = null;
for (let target of targerts) {
// Verifica se o target está dentro do campo de visão do espécieme
if (isInsideCircle(target.position, this.position, this.visionRadius)) {
let dist = this.position.dist(target.position);
if (dist < record) {
record = dist;
closest = target;
}
stroke(255);
line(
target.position.x,
target.position.y,
this.position.x,
this.position.y
);
}
}
// Verifica se o target mais próximo está dentro do espécieme
if (record < this.radius) {
if (this.radius > closest.radius) {
// Remove do array de targets
targerts.splice(targerts.indexOf(closest), 1);
// Incrementa a área proporcionalmente a área do target
let increment = sqrt(pow(closest.radius, 2) + pow(this.radius, 2)) - this.radius;
this.radius += 2 * nutritionValue * increment;
// Limita superiormente o raio de visão
this.visionRadius += 1.2 * nutritionValue * increment;
this.visionRadius = this.visionRadius > 500 ? 500 : this.visionRadius;
// Diminui a velocidade
if (this.maxSpeed > 0.1)
this.maxSpeed -= 0.5 * nutritionValue * increment;
else
this.maxSpeed = 0.1;
} else {
this.die();
}
}
if (closest)
return this.seek(closest.position);
else
return createVector(0, 0);
}
// Remove da população
die() {
this.fitness += 1 + this.radius;
// Condição arbitrária
if (this.fitness <= 11)
this.fitness = 0;
individuals.dead.push(this);
individuals.population.splice(individuals.population.indexOf(this), 1);
}
seek(target) {
// Vetor apontando da posição para o alvo
let desired = p5.Vector.sub(target, this.position);
desired.setMag(this.maxSpeed);
let steer = p5.Vector.sub(desired, this.velocity);
steer.limit(this.maxForce);
return steer;
}
seekEnemy() {
let closest = null;
for (let i of individuals.population) {
// Se os raios são iguais nada deve ser feito
if (i.position.equals(this.position) && i.radius == this.radius)
continue;
if (isInsideCircle(i.position, this.position, this.visionRadius)) {
if (i.radius < this.radius) {
closest = i;
if (this.position.dist(i.position) < this.radius) {
if (i.radius > this.radius) {
let increment = sqrt(pow(i.radius, 2) + pow(this.radius, 2)) - i.radius;
i.radius += increment;
i.visionRadius += 1.2 * increment;
this.die();
} else {
let increment = sqrt(pow(i.radius, 2) + pow(this.radius, 2)) - this.radius;
this.radius += increment;
this.visionRadius += 1.2 * increment;
i.die();
}
}
}
stroke(255, 0, 255);
line(i.position.x, i.position.y, this.position.x, this.position.y);
}
}
if (closest){
if (closest.radius < this.radius)
return this.seek(closest.position);
else
return this.seek(closest.position).mult(-1);
}
else
return createVector(0, 0);
}
// Muda aleatoriamente uma caracteristica
mutate(mutationRate) {
let mutou = 0;
if (random(1) < mutationRate){
this.dna.accelerationWeight = random(0.5, 1);
mutou++;
}
if (random(1) < mutationRate){
this.dna.enemyWeight = random(-1, 1);
mutou++;
}
if (random(1) < mutationRate){
this.dna.poisonWeight = random(-1, 1);
mutou++;
}
if (random(1) < mutationRate){
this.dna.foodWeight = random(-1, 1);
mutou++;
}
if (random(1) < mutationRate){
this.dna.visionWeight = random(1, 2);
mutou++;
}
if(mutou) console.log("mutou");
// Atualiza a cor
if (this.dna.foodWeight > this.dna.poisonWeight && this.dna.foodWeight > this.dna.enemyWeight)
this.color = [66, 245, 114];
else if (this.dna.poisonWeight > this.dna.foodWeight && this.dna.poisonWeight > this.dna.enemyWeight)
this.color = [245, 87, 66];
else if (this.dna.enemyWeight > this.dna.foodWeight && this.dna.enemyWeight > this.dna.poisonWeight)
this.color = [66, 188, 245];
}
// Gera um novo individuo com 50% de herdar cada caracteristica
crossover(partner) {
let child = new Specimen();
if (random(1) < 0.5)
child.dna.accelerationWeight = this.dna.accelerationWeight;
else
child.dna.accelerationWeight = partner.dna.accelerationWeight;
if (random(1) < 0.5)
child.dna.enemyWeight = this.dna.enemyWeight;
else
child.dna.enemyWeight = partner.dna.enemyWeight;
if (random(1) < 0.5)
child.dna.poisonWeight = this.dna.poisonWeight;
else
child.dna.poisonWeight = partner.dna.poisonWeight;
if (random(1) < 0.5)
child.dna.foodWeight = this.dna.foodWeight;
else
child.dna.foodWeight = partner.dna.foodWeight;
if (random(1) < 0.5)
child.dna.visionWeight = this.dna.visionWeight;
else
child.dna.visionWeight = partner.dna.visionWeight;
return child;
}
}