Improve agent agression

This commit is contained in:
Andras Schmelczer 2023-05-27 20:44:05 +01:00
parent f7d24a22b6
commit a95a5f83a3
No known key found for this signature in database
GPG key ID: FC8F2C3D3D1A718C
8 changed files with 66 additions and 92 deletions

View file

@ -4,7 +4,6 @@ export interface GameLoopSettings {
renderSpeed: number;
simulatedDelayMs: number;
aggressionFactor: number;
spawnRadius: number;
spawnInterval: number;

View file

@ -188,15 +188,7 @@ export default class GameLoop {
].forEach((pipeline) =>
pipeline.setParameters({
time,
evenGenerationAggression:
this.gameRules.nextGenerationId % 2
? -1
: this.gameRules.nextGenerationAgression,
oddGenerationAggression:
this.gameRules.nextGenerationId % 2
? this.gameRules.nextGenerationAgression
: -1,
nextGenerationId: this.gameRules.nextGenerationId,
isNextGenerationOdd: this.gameRules.nextGenerationId % 2,
deltaTime,
canvasSize: this.canvasSize,
brushColor: GamePresentation.getGenerationColor(

View file

@ -1,6 +1,5 @@
import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
import { settings } from '../settings';
import { clamp01 } from '../utils/clamp';
import { Random } from '../utils/random';
import { vec2 } from 'gl-matrix';
@ -65,17 +64,4 @@ export class GameRules {
nextGenerationCount,
};
}
public get nextGenerationAgression(): number {
if (this.generationCounts.currentGenerationCount === 0) {
return 0;
}
return clamp01(
(this.generationCounts.nextGenerationCount /
this.generationCounts.currentGenerationCount -
1) *
settings.aggressionFactor
);
}
}

View file

@ -21,9 +21,14 @@ export const setUpSettingsPage = (
rounding: Math.round,
}),
new SettingsSlider(settings, 'aggressionFactor', {
min: 0,
max: 10,
new SettingsSlider(settings, 'currentGenerationAggression', {
min: -20,
max: 20,
}),
new SettingsSlider(settings, 'nextGenerationAggression', {
min: -20,
max: 20,
}),
new SettingsSlider(settings, 'spawnRadius', {

View file

@ -49,9 +49,9 @@ export class AgentPipeline {
turnSpeed,
sensorOffsetAngle,
sensorOffsetDistance,
evenGenerationAggression,
oddGenerationAggression,
nextGenerationId,
currentGenerationAggression,
nextGenerationAggression,
isNextGenerationOdd,
center,
radius,
turnWhenGoingInTheRightDirection,
@ -60,9 +60,9 @@ export class AgentPipeline {
deinfectionProbability,
agentCount,
}: AgentSettings & {
evenGenerationAggression: number;
oddGenerationAggression: number;
nextGenerationId: number;
currentGenerationAggression: number;
nextGenerationAggression: number;
isNextGenerationOdd: number;
center: vec2;
radius: number;
agentCount: number;
@ -77,9 +77,9 @@ export class AgentPipeline {
turnSpeed,
(sensorOffsetAngle * Math.PI) / 180,
sensorOffsetDistance,
evenGenerationAggression,
oddGenerationAggression,
nextGenerationId,
currentGenerationAggression,
nextGenerationAggression,
isNextGenerationOdd,
...center,
radius,
turnWhenGoingInTheRightDirection,

View file

@ -8,4 +8,6 @@ export interface AgentSettings {
turnWhenLost: number;
individualTrailWeight: number;
deinfectionProbability: number;
currentGenerationAggression: number;
nextGenerationAggression: number;
}

View file

@ -6,9 +6,9 @@ struct Settings {
sensorAngle: f32,
sensorOffset: f32,
evenGenerationAggression: f32,
oddGenerationAggression: f32,
nextGenerationId: f32,
currentGenerationAggression: f32,
nextGenerationAggression: f32,
isNextGenerationOdd: f32,
center: vec2<f32>,
radius: f32,
@ -43,23 +43,6 @@ fn main(
}
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(
noise,
@ -69,26 +52,26 @@ fn main(
0
).a;
let isFromEvenGeneration = agent.generation % 2 == 0;
let isFromNextGeneration = agent.generation == settings.nextGenerationId;
let isFromCurrentGeneration = !isFromNextGeneration;
let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd);
let isFromOddGeneration = agent.generation == 1.0;
let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
let trailLeft = 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 weightLeft: f32 = f32(isFromCurrentGeneration) * trailLeft.a * settings.brushTrailWeight;
var weightRight: f32 = f32(isFromCurrentGeneration) * trailRight.a * settings.brushTrailWeight;
var weightForward: f32 = isFromCurrentGeneration * trailForward.a * settings.brushTrailWeight;
var weightLeft: f32 = isFromCurrentGeneration * trailLeft.a * settings.brushTrailWeight;
var weightRight: f32 = isFromCurrentGeneration * trailRight.a * settings.brushTrailWeight;
if (isFromEvenGeneration) {
weightForward += trailForward.r + settings.evenGenerationAggression * trailForward.g;
weightLeft += trailLeft.r + settings.evenGenerationAggression * trailLeft.g;
weightRight += trailRight.r + settings.evenGenerationAggression * trailRight.g;
let agression = isFromCurrentGeneration * settings.currentGenerationAggression + (1.0 - isFromCurrentGeneration) * settings.nextGenerationAggression;
if (isFromOddGeneration) {
weightForward += trailForward.g + agression * trailForward.r;
weightLeft += trailLeft.g + agression * trailLeft.r;
weightRight += trailRight.g + agression * trailRight.r;
} else {
weightForward += trailForward.g + settings.oddGenerationAggression * trailForward.r;
weightLeft += trailLeft.g + settings.oddGenerationAggression * trailLeft.r;
weightRight += trailRight.g + settings.oddGenerationAggression * trailRight.r;
weightForward += trailForward.r + agression * trailForward.g;
weightLeft += trailLeft.r + agression * trailLeft.g;
weightRight += trailRight.r + agression * trailRight.g;
}
var rotation: f32 = 0;
@ -109,33 +92,39 @@ fn main(
rotation = 3.14159265359 + random - 0.5;
}
var trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
if isFromEvenGeneration {
trail = vec4(settings.individualTrailWeight, 0, 0, 0);
var trail = vec4<f32>(settings.individualTrailWeight, 0, 0, 0);
if isFromOddGeneration {
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);
textureStore(trailMapOut, vec2<i32>(nextPosition), next);
if isFromEvenGeneration {
if next.r < next.g {
if agent.generation == settings.nextGenerationId {
if random < settings.deinfectionProbability {
agent.generation -= 1;
if isFromOddGeneration {
if next.g < next.r && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
agent.generation = 0;
}
} else {
agent.generation += 1;
}
}
} else {
if next.g < next.r {
if agent.generation == settings.nextGenerationId {
if random < settings.deinfectionProbability {
agent.generation -= 1;
}
} else {
agent.generation += 1;
}
if next.r < next.g && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
agent.generation = 1;
}
}

View file

@ -12,7 +12,8 @@ export const settings: { [key: string]: number } & GameLoopSettings &
RenderSettings = persist({
agentCount: 1_000_000,
aggressionFactor: 3,
currentGenerationAggression: 0.1,
nextGenerationAggression: 10,
moveSpeed: 80,
turnSpeed: 550,