Beispiel #1
0
func (f *Flappy) mutateFlock() {
	sort.Sort(f.birds)

	randNet := func() *neural.Net {
		return f.birds[int(neural.RandMax(float64(len(f.birds))))].brain
	}

	best := f.birds[0].brain

	for c := range f.birds {
		if f.birds[c].dead {
			f.birds[c].dead = false
			f.birds[c].bird.pos = *f.lvl.NewBirdPos()
			f.birds[c].bird.vel = *util.NewVector(SCROLL_SPEED, 0)

			f.birds[c].brain = neural.Cross(best, randNet())

			if neural.Chance(0.1) {
				// penalize best achievement due to mutation
				f.birds[c].bestX *= 0.99
				f.birds[c].brain.Mutate(0.33)
			}
		} else {
			f.birds[c].bird.pos = f.birds[c].bird.nextPos
			f.birds[c].bestX = math.Max(f.birds[c].bird.pos.X, f.birds[c].bestX)
		}
	}

}
Beispiel #2
0
func NewLevel(w, h int) *Level {
	lvl := &Level{
		size:   *util.NewVector(float64(w), float64(h)),
		pylons: make([]util.Vector, 0),
		birds:  make([]*Bird, 0),
	}

	// min offset from top && bottom
	yOffset := float64(PylonHole)

	for off := pylonSpacing; off < w; off += pylonSpacing {
		hole := neural.RandMax(float64(h)-yOffset*2.0) + yOffset

		lvl.pylons = append(lvl.pylons, *util.NewVector(float64(off), hole))
	}
	return lvl
}
Beispiel #3
0
func (l *Level) makeHole(c *int) {
	size := int(3 + neural.RandMax(2))

	height := int(l.size.Y/float64(BLOCK_SIZE)) - 1 - 3

	skip := OBSTACLE_SPACING * 2

	if neural.Chance(0.75) {
		size = skip
		for iter := 0; iter < skip; iter++ {
			if iter+*c >= len(l.blocks) {
				break
			}
			if iter%5 == 0 {
				x := float64((iter + *c) * BLOCK_SIZE)
				y := float64((height + 3) * BLOCK_SIZE)
				l.blocks[iter+*c][height+3] = util.NewVector(x, y)
			}
		}
	}

	if neural.Chance(0.3) {
		for iter := -2; iter < size+3; iter++ {
			xIdx := iter + *c
			if xIdx < 0 || xIdx >= len(l.blocks) {
				continue
			}

			x := float64(xIdx * BLOCK_SIZE)
			y := float64(height * BLOCK_SIZE)

			l.blocks[xIdx][height] = util.NewVector(x, y)
		}
	}

	*c += size
}