Beispiel #1
0
        /// <inheritdoc />
        public double CalculateScore(IMLMethod algo)
        {
            var genome = (DoubleArrayGenome) algo;
            var universe = new PlantUniverse();
            universe.Reset();
            var physics = new PlantPhysics();
            var growth = new PlantGrowth();

            // Run the generations.
            for (int i = 0; i < PlantUniverse.EvaluationCycles; i++)
            {
                physics.RunPhysics(universe);
                growth.RunGrowth(universe, genome.Data);
            }

            // Count the amount of green.
            int count = 0;
            double sum = 0;
            for (int row = 0; row < PlantUniverse.UniverseHeight; row++)
            {
                for (int col = 0; col < PlantUniverse.UniverseWidth; col++)
                {
                    PlantUniverseCell cell = universe.GetCell(row, col);
                    if (cell.IsAlive)
                    {
                        if (row >= PlantUniverse.GroundLine)
                        {
                            sum += 0.5;
                        }
                        else
                        {
                            sum += cell.Leafyness;
                        }
                    }
                    count++;
                }
            }
            return sum/count;
        }
Beispiel #2
0
        /**
     * Distribute the sunlight energy in the universe.
     *
     * @param universe The universe.
     */

        private void DistributeEnergy(PlantUniverse universe)
        {
            // Distribute sun energy downward
            var sunlight = new double[PlantUniverse.UniverseWidth];
            for (int i = 0; i < sunlight.Length; i++)
            {
                sunlight[i] = 1.0;
            }

            for (int row = 0; row < PlantUniverse.UniverseHeight; row++)
            {
                for (int col = 0; col < PlantUniverse.UniverseWidth; col++)
                {
                    // no sun underground
                    double decay = row >= PlantUniverse.GroundLine ? 0 : 1;

                    PlantUniverseCell cell = universe.GetCell(row, col);
                    cell.CalculatedSunlight = sunlight[col];

                    // Collect resources for live cells
                    if (cell.IsAlive)
                    {
                        // Live cells cause the sunlight to decay (shade)
                        decay *= PlantUniverse.Decay*cell.Leafyness;

                        // Set the energy based on sunlight level and composition of the live cell
                        double myEnergy = cell.CalculatedSunlight*cell.Leafyness;
                        double transEnergy = universe.CalculateTransferEnergy(row, col)*(1.0 - cell.Leafyness);
                        double e = Math.Max(myEnergy, transEnergy);
                        e = Math.Max(PlantUniverse.MinLivingEnergy, e);
                        cell.Energy = e;
                    }

                    sunlight[col] *= decay;
                }
            }
        }
Beispiel #3
0
        /**
         * Distribute nourishment in the universe.
         *
         * @param universe The universe.
         */

        private void DistributeNourishment(PlantUniverse universe)
        {
            double rootCount = 0;
            double surfaceCount = 0;

            // Distribute sun energy downward
            var waterTable = new double[PlantUniverse.UniverseWidth];
            for (int i = 0; i < waterTable.Length; i++)
            {
                waterTable[i] = 1.0;
            }

            for (int row = PlantUniverse.UniverseHeight - 1; row >= 0; row--)
            {
                for (int col = 0; col < PlantUniverse.UniverseWidth; col++)
                {
                    double decay;

                    // no water above ground
                    decay = row < PlantUniverse.GroundLine ? 0 : 1;

                    PlantUniverseCell cell = universe.GetCell(row, col);
                    cell.CalculatedWater = waterTable[col];

                    // Collect resources for live cells
                    if (cell.IsAlive)
                    {
                        // Live cells cause the water to decay (roots collect)
                        decay *= PlantUniverse.Decay;

                        // Set the energy based on sunlight level and composition of the live cell
                        double myWater = cell.CalculatedWater*cell.Leafyness;
                        double transWater = universe.CalculateTransferNourishment(row, col)*(1.0 - cell.Leafyness);
                        double n = Math.Max(myWater, transWater);
                        n = Math.Max(PlantUniverse.MinLivingEnergy, n);
                        cell.Nourishment = n;

                        // update the root and surface counts
                        if (row >= PlantUniverse.GroundLine)
                        {
                            rootCount += cell.Nourishment;
                        }
                        else
                        {
                            surfaceCount += cell.Leafyness;
                        }
                    }

                    waterTable[col] *= decay;
                }
            }

            universe.RootCount = rootCount;
            universe.SurfaceCount = surfaceCount;
        }
Beispiel #4
0
        /// <summary>
        ///     Run a growth cycle for the universe.
        /// </summary>
        /// <param name="universe">The universe.</param>
        /// <param name="genome">The genome.</param>
        public void RunGrowth(PlantUniverse universe, double[] genome)
        {
            // Does this plant have enough roots to grow?
            if (universe.SurfaceCount < AIFH.DefaultPrecision)
            {
                return;
            }

            // The amount of leafy material per root nourishment.  A higher number indicates
            // more root nourishment than leafs.
            double rootRatio = universe.RootCount/universe.SurfaceCount;

            bool allowRoot = rootRatio < 0.5; //rootRatio < 0.1;
            bool allowSurface = rootRatio > 0.5;

            // Reset the new composition to be the composition of the current universe
            for (int row = 0; row < PlantUniverse.UniverseHeight; row++)
            {
                for (int col = 0; col < PlantUniverse.UniverseWidth; col++)
                {
                    _newComposition[row][col] = false;
                }
            }

            for (int row = 0; row < PlantUniverse.UniverseHeight; row++)
            {
                for (int col = 0; col < PlantUniverse.UniverseWidth; col++)
                {
                    PlantUniverseCell cell = universe.GetCell(row, col);

                    // see if we want to change the composition
                    if (row < PlantUniverse.GroundLine)
                    {
                        double[] cellVec = universe.GetCellInfoVector(row, col);
                        double d1 = _dist.Calculate(cellVec, 0, genome, 0, PlantUniverse.CellVectorLength);
                        double d2 = _dist.Calculate(cellVec, 0, genome, PlantUniverse.CellVectorLength,
                            PlantUniverse.CellVectorLength);

                        if (d1 < d2)
                        {
                            cell.Leafyness = (cell.Leafyness*PlantUniverse.StemTransition);
                        }
                    }

                    // Evaluate growth into each neighbor cell
                    if (universe.CanGrow(row, col))
                    {
                        EvaluateNeighbors(universe, row, col, genome, allowRoot, allowSurface);
                    }
                }
            }

            // Copy the new composition back to the universe
            for (int row = 0; row < PlantUniverse.UniverseHeight; row++)
            {
                for (int col = 0; col < PlantUniverse.UniverseWidth; col++)
                {
                    PlantUniverseCell cell = universe.GetCell(row, col);

                    if (_newComposition[row][col])
                    {
                        cell.Leafyness = row >= PlantUniverse.GroundLine ? 0 : 1.0;
                        cell.Energy = 1.0;
                        cell.Nourishment = 1.0;
                    }
                }
            }
        }