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igexp
...
igexp_gene
| Author | SHA1 | Date | |
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| 105515277f |
2
go.mod
2
go.mod
@@ -1,6 +1,6 @@
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module edgaru089.ink/go/gl01
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go 1.17
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go 1.25
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require (
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github.com/aquilax/go-perlin v1.1.0
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@@ -28,4 +28,6 @@ var (
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}
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}
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}
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StepFactors []float64
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)
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9
internal/util/slice.go
Normal file
9
internal/util/slice.go
Normal file
@@ -0,0 +1,9 @@
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package util
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func Slice2Float32[T int | float64](s []T) (sf []float32) {
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sf = make([]float32, len(s))
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for i := range s {
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sf[i] = float32(s[i])
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}
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return
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}
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@@ -1,11 +1,144 @@
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package work
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import "time"
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import (
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"math"
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"slices"
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"time"
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"edgaru089.ink/go/gl01/internal/igwrap"
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"edgaru089.ink/go/gl01/internal/io"
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"github.com/inkyblackness/imgui-go/v4"
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)
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var state struct {
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inst [2000]*WorkerInstance
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buf []*WorkerInstance
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steps int
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first_step int
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iter_disabled bool
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}
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type iter_info struct {
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first_step, last_step int
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step_count int
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max_score float64
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factor float64
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}
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var stats []iter_info
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func Init() {
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for i := range state.inst {
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inst := RandomInstance()
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state.inst[i] = &inst
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}
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}
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func Update(delta time.Duration) {
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state.steps++
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for i := range state.inst {
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state.inst[i].Step(state.steps)
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}
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slices.SortFunc(state.inst[:], func(x, y *WorkerInstance) int {
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if x.score > y.score {
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return -1
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} else if x.score == y.score && x.pos.Sub(x.target).Len() < y.pos.Sub(y.target).Len() {
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return -1
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} else {
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return 1
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}
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})
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if imgui.Checkbox("Disable Iteration", &state.iter_disabled) {
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}
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if !state.iter_disabled && (imgui.Button("Iterate") || state.inst[50].score > 0) {
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factor := 0.0
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for _, f := range io.StepFactors {
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factor += f
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}
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factor /= float64(len(io.StepFactors))
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io.StepFactors = io.StepFactors[0:0]
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// push stats
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stats = append(stats, iter_info{
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first_step: state.first_step,
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last_step: state.steps,
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step_count: state.steps - state.first_step,
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max_score: state.inst[0].score,
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factor: factor,
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})
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state.first_step = state.steps
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state.buf = state.buf[:0]
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for i := range 50 {
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state.inst[i].score = 0
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state.buf = append(state.buf, state.inst[i])
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for range 2000/50 - 1 {
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inst := state.inst[i].Offspring()
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inst.step0 = state.steps
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state.buf = append(state.buf, &inst)
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}
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}
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copy(state.inst[:], state.buf)
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}
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for i := range 20 {
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igwrap.Text("Score: %f\n", state.inst[i].score)
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}
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if igwrap.Begin("Graph", nil, 0) {
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imgui.PushItemWidth(-math.SmallestNonzeroFloat32)
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s := make([]float32, len(stats))
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if len(stats) < 1 {
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goto err
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}
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for i, st := range stats {
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s[i] = float32(st.step_count)
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}
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if len(s) > 400 {
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s = s[len(s)-400:]
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}
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imgui.PlotLinesV(
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"##Step Count",
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s,
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0,
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"",
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math.MaxFloat32,
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math.MaxFloat32,
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imgui.Vec2{0, 200},
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)
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s = make([]float32, len(stats))
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for i, st := range stats {
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s[i] = float32(st.factor)
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}
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if len(s) > 400 {
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s = s[len(s)-400:]
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}
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imgui.PlotLinesV(
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"##Factor",
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s,
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0,
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"",
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math.MaxFloat32,
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math.MaxFloat32,
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imgui.Vec2{0, 200},
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)
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err:
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imgui.PopItemWidth()
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imgui.End()
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}
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}
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122
internal/work/worker.go
Normal file
122
internal/work/worker.go
Normal file
@@ -0,0 +1,122 @@
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package work
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import (
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"math/rand"
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"edgaru089.ink/go/gl01/internal/io"
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"github.com/go-gl/mathgl/mgl64"
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)
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type Worker struct {
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t1, t2 mgl64.Mat4
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t3 mgl64.Mat2x4
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}
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func randomSlice64(s []float64) {
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for i := range s {
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s[i] = rand.NormFloat64()
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}
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}
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// RandomWorker generates a random worker.
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func RandomWorker() (w Worker) {
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randomSlice64(w.t1[:])
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randomSlice64(w.t2[:])
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randomSlice64(w.t3[:])
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return
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}
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func mutateSlice64(s []float64, stddev float64) {
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for i := range s {
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s[i] = rand.NormFloat64()*stddev + s[i]
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}
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}
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// Offspring generates an offspring with the given variance.
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func (w *Worker) Offspring(stddev float64) (s Worker) {
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s = *w
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mutateSlice64(s.t1[:], stddev)
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mutateSlice64(s.t2[:], stddev)
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mutateSlice64(s.t3[:], stddev)
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return
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}
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// Calculate runs a Vec4 through the Worker.
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func (w *Worker) Calculate(input mgl64.Vec4) (output mgl64.Vec2) {
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imm1 := w.t1.Mul4x1(input)
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imm2 := w.t2.Mul4x1(imm1)
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output = w.t3.Mul4x1(imm2)
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return
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}
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// WorkerInstance is a instance of a worker.
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type WorkerInstance struct {
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worker Worker
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pos mgl64.Vec2
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target mgl64.Vec2
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score float64
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distance float64
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step0 int
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}
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var (
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Radius float64 = 10 // Radius of all worker instances
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Step float64 = 1 // Move length of a advance step
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OffspringStdVar float64 = 0.5
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Score float64 = 1
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TargetAreaSize = mgl64.Vec2{750, 750}
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)
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func randomTarget() (t mgl64.Vec2) {
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return mgl64.Vec2{
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TargetAreaSize[0] * (rand.Float64() - .5),
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TargetAreaSize[1] * (rand.Float64() - .5),
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}
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}
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func (i *WorkerInstance) Step(step_num int) {
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output := i.worker.Calculate(mgl64.Vec4{
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i.pos[0],
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i.pos[1],
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i.target[0],
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i.target[1],
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})
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direction := mgl64.Vec2{output[0], output[1]}.Normalize()
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step := direction.Mul(Step)
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i.pos = i.pos.Add(step)
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if i.pos.Sub(i.target).Len() < Radius {
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// Score!
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i.score += Score
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io.StepFactors = append(io.StepFactors, (float64(step_num-i.step0)*Step)/i.distance)
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i.target = randomTarget()
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i.step0 = step_num
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i.distance = i.pos.Sub(i.target).Len()
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}
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}
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func (i *WorkerInstance) Offspring() (it WorkerInstance) {
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it.pos = randomTarget()
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it.target = randomTarget()
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it.distance = it.pos.Sub(it.target).Len()
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it.score = 0
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it.worker = i.worker.Offspring(OffspringStdVar)
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return
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}
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func RandomInstance() (i WorkerInstance) {
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i.worker = RandomWorker()
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i.pos = randomTarget()
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i.target = randomTarget()
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i.distance = i.pos.Sub(i.target).Len()
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i.score = 0
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return
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}
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@@ -2,6 +2,6 @@
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"WindowWidth": 1024,
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"WindowHeight": 768,
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"FramerateLimit": 100
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"FramerateLimit": 4000
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}
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Reference in New Issue
Block a user