Improve agent agression
This commit is contained in:
parent
f7d24a22b6
commit
a95a5f83a3
8 changed files with 66 additions and 92 deletions
|
|
@ -4,7 +4,6 @@ export interface GameLoopSettings {
|
||||||
renderSpeed: number;
|
renderSpeed: number;
|
||||||
simulatedDelayMs: number;
|
simulatedDelayMs: number;
|
||||||
|
|
||||||
aggressionFactor: number;
|
|
||||||
spawnRadius: number;
|
spawnRadius: number;
|
||||||
spawnInterval: number;
|
spawnInterval: number;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -188,15 +188,7 @@ export default class GameLoop {
|
||||||
].forEach((pipeline) =>
|
].forEach((pipeline) =>
|
||||||
pipeline.setParameters({
|
pipeline.setParameters({
|
||||||
time,
|
time,
|
||||||
evenGenerationAggression:
|
isNextGenerationOdd: this.gameRules.nextGenerationId % 2,
|
||||||
this.gameRules.nextGenerationId % 2
|
|
||||||
? -1
|
|
||||||
: this.gameRules.nextGenerationAgression,
|
|
||||||
oddGenerationAggression:
|
|
||||||
this.gameRules.nextGenerationId % 2
|
|
||||||
? this.gameRules.nextGenerationAgression
|
|
||||||
: -1,
|
|
||||||
nextGenerationId: this.gameRules.nextGenerationId,
|
|
||||||
deltaTime,
|
deltaTime,
|
||||||
canvasSize: this.canvasSize,
|
canvasSize: this.canvasSize,
|
||||||
brushColor: GamePresentation.getGenerationColor(
|
brushColor: GamePresentation.getGenerationColor(
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,5 @@
|
||||||
import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
|
import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
|
||||||
import { settings } from '../settings';
|
import { settings } from '../settings';
|
||||||
import { clamp01 } from '../utils/clamp';
|
|
||||||
import { Random } from '../utils/random';
|
import { Random } from '../utils/random';
|
||||||
|
|
||||||
import { vec2 } from 'gl-matrix';
|
import { vec2 } from 'gl-matrix';
|
||||||
|
|
@ -65,17 +64,4 @@ export class GameRules {
|
||||||
nextGenerationCount,
|
nextGenerationCount,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
public get nextGenerationAgression(): number {
|
|
||||||
if (this.generationCounts.currentGenerationCount === 0) {
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
return clamp01(
|
|
||||||
(this.generationCounts.nextGenerationCount /
|
|
||||||
this.generationCounts.currentGenerationCount -
|
|
||||||
1) *
|
|
||||||
settings.aggressionFactor
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -21,9 +21,14 @@ export const setUpSettingsPage = (
|
||||||
rounding: Math.round,
|
rounding: Math.round,
|
||||||
}),
|
}),
|
||||||
|
|
||||||
new SettingsSlider(settings, 'aggressionFactor', {
|
new SettingsSlider(settings, 'currentGenerationAggression', {
|
||||||
min: 0,
|
min: -20,
|
||||||
max: 10,
|
max: 20,
|
||||||
|
}),
|
||||||
|
|
||||||
|
new SettingsSlider(settings, 'nextGenerationAggression', {
|
||||||
|
min: -20,
|
||||||
|
max: 20,
|
||||||
}),
|
}),
|
||||||
|
|
||||||
new SettingsSlider(settings, 'spawnRadius', {
|
new SettingsSlider(settings, 'spawnRadius', {
|
||||||
|
|
|
||||||
|
|
@ -49,9 +49,9 @@ export class AgentPipeline {
|
||||||
turnSpeed,
|
turnSpeed,
|
||||||
sensorOffsetAngle,
|
sensorOffsetAngle,
|
||||||
sensorOffsetDistance,
|
sensorOffsetDistance,
|
||||||
evenGenerationAggression,
|
currentGenerationAggression,
|
||||||
oddGenerationAggression,
|
nextGenerationAggression,
|
||||||
nextGenerationId,
|
isNextGenerationOdd,
|
||||||
center,
|
center,
|
||||||
radius,
|
radius,
|
||||||
turnWhenGoingInTheRightDirection,
|
turnWhenGoingInTheRightDirection,
|
||||||
|
|
@ -60,9 +60,9 @@ export class AgentPipeline {
|
||||||
deinfectionProbability,
|
deinfectionProbability,
|
||||||
agentCount,
|
agentCount,
|
||||||
}: AgentSettings & {
|
}: AgentSettings & {
|
||||||
evenGenerationAggression: number;
|
currentGenerationAggression: number;
|
||||||
oddGenerationAggression: number;
|
nextGenerationAggression: number;
|
||||||
nextGenerationId: number;
|
isNextGenerationOdd: number;
|
||||||
center: vec2;
|
center: vec2;
|
||||||
radius: number;
|
radius: number;
|
||||||
agentCount: number;
|
agentCount: number;
|
||||||
|
|
@ -77,9 +77,9 @@ export class AgentPipeline {
|
||||||
turnSpeed,
|
turnSpeed,
|
||||||
(sensorOffsetAngle * Math.PI) / 180,
|
(sensorOffsetAngle * Math.PI) / 180,
|
||||||
sensorOffsetDistance,
|
sensorOffsetDistance,
|
||||||
evenGenerationAggression,
|
currentGenerationAggression,
|
||||||
oddGenerationAggression,
|
nextGenerationAggression,
|
||||||
nextGenerationId,
|
isNextGenerationOdd,
|
||||||
...center,
|
...center,
|
||||||
radius,
|
radius,
|
||||||
turnWhenGoingInTheRightDirection,
|
turnWhenGoingInTheRightDirection,
|
||||||
|
|
|
||||||
|
|
@ -8,4 +8,6 @@ export interface AgentSettings {
|
||||||
turnWhenLost: number;
|
turnWhenLost: number;
|
||||||
individualTrailWeight: number;
|
individualTrailWeight: number;
|
||||||
deinfectionProbability: number;
|
deinfectionProbability: number;
|
||||||
|
currentGenerationAggression: number;
|
||||||
|
nextGenerationAggression: number;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -6,9 +6,9 @@ struct Settings {
|
||||||
sensorAngle: f32,
|
sensorAngle: f32,
|
||||||
sensorOffset: f32,
|
sensorOffset: f32,
|
||||||
|
|
||||||
evenGenerationAggression: f32,
|
currentGenerationAggression: f32,
|
||||||
oddGenerationAggression: f32,
|
nextGenerationAggression: f32,
|
||||||
nextGenerationId: f32,
|
isNextGenerationOdd: f32,
|
||||||
|
|
||||||
center: vec2<f32>,
|
center: vec2<f32>,
|
||||||
radius: f32,
|
radius: f32,
|
||||||
|
|
@ -43,23 +43,6 @@ fn main(
|
||||||
}
|
}
|
||||||
|
|
||||||
var agent = agents[id];
|
var agent = agents[id];
|
||||||
var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
|
|
||||||
|
|
||||||
if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
|
|
||||||
agents[id].generation = settings.nextGenerationId;
|
|
||||||
|
|
||||||
// clear trail map below so the agent won't die immediately
|
|
||||||
if (settings.nextGenerationId % 2 == 0) {
|
|
||||||
trailBelow.r += trailBelow.g;
|
|
||||||
trailBelow.g = 0;
|
|
||||||
} else {
|
|
||||||
trailBelow.g += trailBelow.r;
|
|
||||||
trailBelow.r = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
let random = textureSampleLevel(
|
let random = textureSampleLevel(
|
||||||
noise,
|
noise,
|
||||||
|
|
@ -69,26 +52,26 @@ fn main(
|
||||||
0
|
0
|
||||||
).a;
|
).a;
|
||||||
|
|
||||||
let isFromEvenGeneration = agent.generation % 2 == 0;
|
let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd);
|
||||||
let isFromNextGeneration = agent.generation == settings.nextGenerationId;
|
let isFromOddGeneration = agent.generation == 1.0;
|
||||||
let isFromCurrentGeneration = !isFromNextGeneration;
|
|
||||||
|
|
||||||
let trailForward = sense(agent.position, agent.angle, settings.sensorOffset , 0);
|
let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
|
||||||
let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
|
let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
|
||||||
let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
|
let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
|
||||||
|
|
||||||
var weightForward: f32 = f32(isFromCurrentGeneration) * trailForward.a * settings.brushTrailWeight;
|
var weightForward: f32 = isFromCurrentGeneration * trailForward.a * settings.brushTrailWeight;
|
||||||
var weightLeft: f32 = f32(isFromCurrentGeneration) * trailLeft.a * settings.brushTrailWeight;
|
var weightLeft: f32 = isFromCurrentGeneration * trailLeft.a * settings.brushTrailWeight;
|
||||||
var weightRight: f32 = f32(isFromCurrentGeneration) * trailRight.a * settings.brushTrailWeight;
|
var weightRight: f32 = isFromCurrentGeneration * trailRight.a * settings.brushTrailWeight;
|
||||||
|
|
||||||
if (isFromEvenGeneration) {
|
let agression = isFromCurrentGeneration * settings.currentGenerationAggression + (1.0 - isFromCurrentGeneration) * settings.nextGenerationAggression;
|
||||||
weightForward += trailForward.r + settings.evenGenerationAggression * trailForward.g;
|
if (isFromOddGeneration) {
|
||||||
weightLeft += trailLeft.r + settings.evenGenerationAggression * trailLeft.g;
|
weightForward += trailForward.g + agression * trailForward.r;
|
||||||
weightRight += trailRight.r + settings.evenGenerationAggression * trailRight.g;
|
weightLeft += trailLeft.g + agression * trailLeft.r;
|
||||||
|
weightRight += trailRight.g + agression * trailRight.r;
|
||||||
} else {
|
} else {
|
||||||
weightForward += trailForward.g + settings.oddGenerationAggression * trailForward.r;
|
weightForward += trailForward.r + agression * trailForward.g;
|
||||||
weightLeft += trailLeft.g + settings.oddGenerationAggression * trailLeft.r;
|
weightLeft += trailLeft.r + agression * trailLeft.g;
|
||||||
weightRight += trailRight.g + settings.oddGenerationAggression * trailRight.r;
|
weightRight += trailRight.r + agression * trailRight.g;
|
||||||
}
|
}
|
||||||
|
|
||||||
var rotation: f32 = 0;
|
var rotation: f32 = 0;
|
||||||
|
|
@ -109,33 +92,39 @@ fn main(
|
||||||
rotation = 3.14159265359 + random - 0.5;
|
rotation = 3.14159265359 + random - 0.5;
|
||||||
}
|
}
|
||||||
|
|
||||||
var trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
|
var trail = vec4<f32>(settings.individualTrailWeight, 0, 0, 0);
|
||||||
if isFromEvenGeneration {
|
if isFromOddGeneration {
|
||||||
trail = vec4(settings.individualTrailWeight, 0, 0, 0);
|
trail = vec4(0, settings.individualTrailWeight, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
|
||||||
|
|
||||||
|
if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
|
||||||
|
agents[id].generation = settings.isNextGenerationOdd;
|
||||||
|
|
||||||
|
// clear trail map below so the agent won't die immediately
|
||||||
|
if (settings.isNextGenerationOdd == 1.0) {
|
||||||
|
trailBelow.g += trailBelow.r;
|
||||||
|
trailBelow.r = 0;
|
||||||
|
} else {
|
||||||
|
trailBelow.r += trailBelow.g;
|
||||||
|
trailBelow.g = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow);
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
|
let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
|
||||||
textureStore(trailMapOut, vec2<i32>(nextPosition), next);
|
textureStore(trailMapOut, vec2<i32>(nextPosition), next);
|
||||||
|
|
||||||
if isFromEvenGeneration {
|
if isFromOddGeneration {
|
||||||
if next.r < next.g {
|
if next.g < next.r && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
|
||||||
if agent.generation == settings.nextGenerationId {
|
agent.generation = 0;
|
||||||
if random < settings.deinfectionProbability {
|
|
||||||
agent.generation -= 1;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
agent.generation += 1;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
if next.g < next.r {
|
if next.r < next.g && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
|
||||||
if agent.generation == settings.nextGenerationId {
|
agent.generation = 1;
|
||||||
if random < settings.deinfectionProbability {
|
|
||||||
agent.generation -= 1;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
agent.generation += 1;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -12,7 +12,8 @@ export const settings: { [key: string]: number } & GameLoopSettings &
|
||||||
RenderSettings = persist({
|
RenderSettings = persist({
|
||||||
agentCount: 1_000_000,
|
agentCount: 1_000_000,
|
||||||
|
|
||||||
aggressionFactor: 3,
|
currentGenerationAggression: 0.1,
|
||||||
|
nextGenerationAggression: 10,
|
||||||
|
|
||||||
moveSpeed: 80,
|
moveSpeed: 80,
|
||||||
turnSpeed: 550,
|
turnSpeed: 550,
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue