Ejemplo n.º 1
0
func TestOptimalAttackVectorSort(t *testing.T) {
	rand.Seed(0)
	predator := vpTesterAgent(0.0, 0.0)
	predator.vsr = 1.0
	predator.τ = colour.RGB{Red: 0.71, Green: 0.1, Blue: 0.39}

	prey := []ColourPolymorphicPrey{}

	for i := 1; i <= 10; i++ {
		agentA := cpPreyTesterAgent(calc.RandFloatIn(-1, 1), calc.RandFloatIn(-1, 1))
		agentB := cpPreyTesterAgent(calc.RandFloatIn(-1, 1), calc.RandFloatIn(-1, 1))
		agentA.colouration = colour.RGB{Red: rand.Float64(), Green: rand.Float64(), Blue: rand.Float64()}
		agentB.colouration = colour.RGB{Red: rand.Float64(), Green: rand.Float64(), Blue: rand.Float64()}
		prey = append(prey, agentA)
		prey = append(prey, agentB)
	}

	c := math.Pow(2, 3)
	f := visualSignalStrength(c)
	optimals := []visualRecognition{}
	for i := range prey {
		𝛘 := colour.RGBDistance(predator.τ, prey[i].colouration)
		δ, _ := geometry.VectorDistance(predator.pos, prey[i].pos)
		// fmt.Printf("%v\t%v\t%v\t%p\n", i, 𝛘, δ, &prey[i])
		a := visualRecognition{δ, 𝛘, f, c, &prey[i]}
		optimals = append(optimals, a)
	}
Ejemplo n.º 2
0
// RandRGBClamped will return a random valid RGB object within some differential of `col`
func RandRGBClamped(col RGB, diff float64) RGB {
	diff = rand.NormFloat64() * diff
	red := col.Red + calc.RandFloatIn(-diff, diff)
	green := col.Green + calc.RandFloatIn(-diff, diff)
	blue := col.Blue + calc.RandFloatIn(-diff, diff)
	red = calc.ClampFloatIn(red, 0.0, 1.0)
	green = calc.ClampFloatIn(green, 0.0, 1.0)
	blue = calc.ClampFloatIn(blue, 0.0, 1.0)
	return RGB{red, green, blue}
}
Ejemplo n.º 3
0
// Action = Rule Based Behaviour that each cpPrey agent engages in once per turn, counts as the agent's action for that turn/phase.
func (c *ColourPolymorphicPrey) Action(conditions ConditionParams, popSize int) (newpop []ColourPolymorphicPrey) {
  newkids := []ColourPolymorphicPrey{}
  jump := ""
  // BEGIN
  jump = c.Age(conditions)
  switch jump {
  case "DEATH":
    goto End
  case "SPAWN":
    progeny := c.Birth(conditions) //	max spawn size, mutation factor
    newkids = append(newkids, progeny...)
  case "FERTILE":
    if popSize <= conditions.CpPreyPopulationCap {
      c.Reproduction(conditions.CpPreyReproductionChance, conditions.CpPreyGestation)
    }
    fallthrough
  case "EXPLORE":
    � := calc.RandFloatIn(-conditions.CpPreyTurn, conditions.CpPreyTurn)
    c.Turn(�)
    c.Move()
  }

  newpop = append(newpop, *c)

End:
  newpop = append(newpop, newkids...) // add the newly created children to the returning population
  return
}
Ejemplo n.º 4
0
func TestCPPComparitorSort(t *testing.T) {
	rand.Seed(0)
	predator := vpTesterAgent(0.0, 0.0)
	predator.vsr = 1.0
	predator.τ = colour.RGB{Red: 0.71, Green: 0.1, Blue: 0.39}

	prey := []ColourPolymorphicPrey{}

	for i := 1; i <= 10; i++ {
		agentA := cpPreyTesterAgent(calc.RandFloatIn(-1, 1), calc.RandFloatIn(-1, 1))
		agentB := cpPreyTesterAgent(calc.RandFloatIn(-1, 1), calc.RandFloatIn(-1, 1))
		agentA.colouration = colour.RGB{Red: rand.Float64(), Green: rand.Float64(), Blue: rand.Float64()}
		agentB.colouration = colour.RGB{Red: rand.Float64(), Green: rand.Float64(), Blue: rand.Float64()}
		prey = append(prey, agentA)
		prey = append(prey, agentB)
	}

	f := func(v geometry.Vector) func(geometry.Vector) float64 {
		return func(u geometry.Vector) float64 {
			dist, _ := geometry.VectorDistance(v, u)
			return dist
		}
	}(predator.pos)

	compers := []compCPP{}

	for i := range prey {
		// fmt.Printf("%v\t%v\t%p\n", i, prey[i].pos, &prey[i])
		a := compCPP{f, &prey[i]}
		compers = append(compers, a)
	}

	sort.Sort(byComparitor(compers))

	// for i := range compers {
	// 	fmt.Printf("%v\t%v\t%p\t%v\n", i, compers[i].pos, compers[i].ColourPolymorphicPrey, f(compers[i].pos))
	// }

	want := fmt.Sprintf("%p", &prey[19])
	got := fmt.Sprintf("%p", &(*compers[0].ColourPolymorphicPrey))

	if want != got {
		t.Errorf("want:\n%q\ngot:\n%q\n", want, got)
	}
}
Ejemplo n.º 5
0
// RandVector will give a random vector within boundaries the axes of len(bounds) dimensions
func RandVector(bounds []float64) Vector {
	var v Vector
	for i := 0; i < len(bounds); i++ {
		d := bounds[i]
		val := calc.RandFloatIn(-d, d)
		v = append(v, val)
	}
	return v
}
Ejemplo n.º 6
0
// FuzzifyVector will return a a 'fuzzy', slightly randomised version of v, at a random variance in range (-ε, +ε) offset from each existing element of v.
func FuzzifyVector(v Vector, ε float64) (Vector, error) {
	if len(v) == 0 {
		return nil, errors.New("v is an empty vector")
	}
	vf := v
	for i := 0; i < len(vf); i++ {
		vf[i] = vf[i] + calc.RandFloatIn(-ε, ε)
	}
	return vf, nil
}
Ejemplo n.º 7
0
// Action : Rule-Based-Behaviour for Visual Predator Agent
func (vp *VisualPredator) Action(errCh chan<- error, conditions ConditionParams, start int, turn int, cpPreyPop []ColourPolymorphicPrey, neighbours []VisualPredator, me int) []VisualPredator {
	var returning []VisualPredator
	var Φ float64
	popSize := len(neighbours)
	jump := vp.Age(conditions, popSize)
	switch jump {
	case "DEATH":
		goto End
	case "PREY SEARCH":
		success := vp.SearchAndAttack(cpPreyPop, conditions, errCh)
		if success {
			goto Add
		}
		goto Patrol
	case "FERTILE":
		if len(neighbours) <= 0 {
			goto Patrol
		}
		mate := vp.MateSearch(neighbours, me, errCh)
		success := vp.Copulation(mate, conditions)
		if !success {
			goto Patrol
		}
	case "SPAWN":
		children := vp.Birth(conditions, start, turn)
		returning = append(returning, children...)
	default:
		log.Println("vp.Action Switch: FAIL: jump =", jump)
	}
Patrol:
	Φ = calc.RandFloatIn(-vp.tr, vp.tr)
	vp.Turn(Φ)
	vp.Move()
Add:
	returning = append(returning, *vp)
End:
	return returning
}
Ejemplo n.º 8
0
// RandRGB will return a random valid RGB object within the complete range of all possible RGB values.
func RandRGB() RGB {
	red := calc.RandFloatIn(0, math.Nextafter(1.0, 2.0))
	green := calc.RandFloatIn(0, math.Nextafter(1.0, 2.0))
	blue := calc.RandFloatIn(0, math.Nextafter(1.0, 2.0))
	return RGB{red, green, blue}
}