// Cloned by Nithin Sai K J on 18 Oct 2023 from World "Complex World" by Starter user
// Please leave this clone trail here.
// ==== Starter World =================================================================================================
// This code is designed for use on the Ancient Brain site.
// This code may be freely copied and by anyone on the Ancient Brain site.
// To include a working run of this program on another site, see the "Embed code" links provided on Ancient Brain.
// ====================================================================================================================
// =============================================================================================
// More complex starter World
// 3d-effect Maze World (really a 2-D problem)
// Movement is on a semi-visible grid of squares
//
// This more complex World shows:
// - Skybox
// - Internal maze (randomly drawn each time)
// - Enemy actively chases agent
// - Music/audio
// - 2D world (clone this and set show3d = false)
// - User keyboard control (clone this and comment out Mind actions to see)
// =============================================================================================
// =============================================================================================
// Scoring:
// Bad steps = steps where enemy is within one step of agent.
// Good steps = steps where enemy is further away.
// Score = good steps as percentage of all steps.
//
// There are situations where agent is trapped and cannot move.
// If this happens, you score zero.
// =============================================================================================
// ===================================================================================================================
// === Start of tweaker's box ========================================================================================
// ===================================================================================================================
// The easiest things to modify are in this box.
// You should be able to change things in this box without being a JavaScript programmer.
// Go ahead and change some of these. What's the worst that could happen?
AB.clockTick = 100; // 200;
// Speed of run: Step every n milliseconds. Default 100.
AB.maxSteps = 1000;
// Length of run: Maximum length of run in steps. Default 1000.
AB.screenshotStep = 5;
// Take screenshot on this step. (All resources should have finished loading.) Default 50.
//---- global constants: -------------------------------------------------------
const show3d = true; // Switch between 3d and 2d view (both using Three.js)
// following textures from: Freepik.com
// const TEXTURE_WALL = '/uploads/nithinsai/ancient_wall.jpg';
const TEXTURE_WALL = '/uploads/nithinsai/minecraft_brick.jpg';
const TEXTURE_MAZE = '/uploads/nithinsai/minecraft_brick.jpg';
const TEXTURE_AGENT = '/uploads/nithinsai/crying.png';
const TEXTURE_ENEMY = '/uploads/nithinsai/rick.jpg';
const TEXTURE_FLOOR = '/uploads/nithinsai/grass_texture.jpg';
const MUSIC_BACK = '/uploads/nithinsai/winning-elevation.mp3';
const SOUND_ALARM = '/uploads/starter/air.horn.mp3';
// credits:
// https://pixabay.com/music/main-title-winning-elevation-111355/
// http://soundbible.com/1542-Air-Horn.html
var PATH_COLOR = 0x000000; // color of the path
const gridsize = 40; // number of squares along side of world
const HEURISTIC_APPROACH_TYPE = 2;
/*
HEURISTIC APPROACH TYPE
0 = high constant heuristic of 1000
1 = breadth first search heuristic of 0
2 = an A* heuristic of Manhattan distance
3 = an A* heuristic of Euclidean distance
4 = an A* heuristic of Chebyshev distance
*/
const NOBOXES = Math.trunc((gridsize * gridsize) / 4); // 5
// density of maze - number of internal boxes
// (bug) use trunc or can get a non-integer
const squaresize = 20; // size of square in pixels
const MAXPOS = gridsize * squaresize; // length of one side in pixels
const SKYCOLOR = 0x000000; // a number, not a string
const DARK_GAME = false// enable to test a dark game
const startRadiusConst = MAXPOS * 0.8; // distance from centre to start the camera at
const maxRadiusConst = MAXPOS * 10; // maximum distance from camera we will render things
//--- change ABWorld defaults: -------------------------------
ABHandler.MAXCAMERAPOS = maxRadiusConst;
ABHandler.GROUNDZERO = true; // "ground" exists at altitude zero
//--- skybox: -------------------------------
// Image from: https://www.cleanpng.com/png-skybox-multiplication-sign-android-multiplication-1687670
const SKYBOX_ARRAY = [
"/uploads/nithinsai/neg_x_dark.png",
"/uploads/nithinsai/pos_x_dark.png",
"/uploads/nithinsai/pos_y_darkk.png",
"/uploads/nithinsai/neg_y_dark.png",
"/uploads/nithinsai/pos_z_dark.png",
"/uploads/nithinsai/neg_z_dark.png"
];
// ===================================================================================================================
// === End of tweaker's box ==========================================================================================
// ===================================================================================================================
// You will need to be some sort of JavaScript programmer to change things below the tweaker's box.
//--- Mind can pick one of these actions -----------------
const ACTION_LEFT = 0;
const ACTION_RIGHT = 1;
const ACTION_UP = 2;
const ACTION_DOWN = 3;
const ACTION_STAYSTILL = 4;
// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)
// contents of a grid square
const GRID_BLANK = 0;
const GRID_WALL = 1;
const GRID_MAZE = 2;
var totalStatesExplored = 0; // global variable to keep track of the total states explored
var totalPossibleSteps = 0; // global variable to keep track of the total possible steps
var BOXHEIGHT; // 3d or 2d box height
var GRID = new Array(gridsize); // can query GRID about whether squares are occupied, will in fact be initialised as a 2D array
var theagent, theenemy;
var wall_texture, agent_texture, enemy_texture, maze_texture, floor_texture;
// enemy and agent position on squares
var ei, ej, ai, aj;
var badsteps;
var goodsteps;
const heuristicMap = {
0: "Bad heuristic: h 1000",
1: "BFS: h 0",
2: "A* with Manhattan Distance",
3: "A* with Euclidean Distance",
4: "A* with Chebyshev Distance"
};
function loadResources() // asynchronous file loads - call initScene() when all finished
{
var loader1 = new THREE.TextureLoader();
var loader2 = new THREE.TextureLoader();
var loader3 = new THREE.TextureLoader();
var loader4 = new THREE.TextureLoader();
var loader5 = new THREE.TextureLoader();
loader1.load(TEXTURE_WALL, function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
wall_texture = thetexture;
if (asynchFinished()) initScene(); // if all file loads have returned
});
loader2.load(TEXTURE_AGENT, function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
agent_texture = thetexture;
if (asynchFinished()) initScene();
});
loader3.load(TEXTURE_ENEMY, function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
enemy_texture = thetexture;
if (asynchFinished()) initScene();
});
loader4.load(TEXTURE_MAZE, function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
maze_texture = thetexture;
if (asynchFinished()) initScene();
});
// code by Nithin Sai Kirumani Jagadish - added floor texture
loader5.load(TEXTURE_FLOOR, function (thetexture) {
thetexture.minFilter = THREE.LinearFilter;
floor_texture = thetexture;
if (asynchFinished()) initScene();
});
// end code by Nithin Sai Kirumani Jagadish - added floor texture
}
function asynchFinished() // all file loads returned
{
if (wall_texture && agent_texture && enemy_texture && maze_texture && floor_texture) return true;
else return false;
}
//--- grid system -------------------------------------------------------------------------------
// my numbering is 0 to gridsize-1
function occupied(i, j) // is this square occupied
{
if ((ei == i) && (ej == j)) return true; // variable objects
if ((ai == i) && (aj == j)) return true;
if (GRID[i][j] == GRID_WALL) return true; // fixed objects
if (GRID[i][j] == GRID_MAZE) return true;
return false;
}
// translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
// logically, coordinates are: y=0, x and z all positive (no negative)
// logically my dimensions are all positive 0 to MAXPOS
// to centre everything on origin, subtract (MAXPOS/2) from all dimensions
function translate(i, j) {
var v = new THREE.Vector3();
v.y = 0;
v.x = (i * squaresize) - (MAXPOS / 2);
v.z = (j * squaresize) - (MAXPOS / 2);
return v;
}
function initScene() // all file loads have returned
{
var i, j, shape, thecube;
var edgesMaterial = new THREE.LineBasicMaterial({ color: 0x000000 });
// set up GRID as 2D array
for (i = 0; i < gridsize; i++)
GRID[i] = new Array(gridsize);
// set up walls
// code edit by Nithin Sai - small edits to add an alternate version of game
var wallMaterial;
if (DARK_GAME) {
wallMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
}
else {
wallMaterial = new THREE.MeshBasicMaterial({ map: wall_texture });
wallMaterial.color.set(0x765656);
}
for (i = 0; i < gridsize; i++) {
for (j = 0; j < gridsize; j++) {
if ((i === 0) || (i == gridsize - 1) || (j === 0) || (j == gridsize - 1)) {
GRID[i][j] = GRID_WALL;
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube = new THREE.Mesh(shape);
let edgesMaterial = new THREE.LineBasicMaterial({ color: 0xffffff });
var edges = new THREE.EdgesGeometry(shape);
if (DARK_GAME) {
var edgesMesh = new THREE.LineSegments(edges, edgesMaterial);
thecube.add(edgesMesh);
}
thecube.material = wallMaterial;
thecube.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
else {
GRID[i][j] = GRID_BLANK;
}
}
}
// set up maze
var mazeMaterial;
if (DARK_GAME) {
mazeMaterial = new THREE.MeshBasicMaterial({ color: 0x555555 });
}
else {
mazeMaterial = new THREE.MeshBasicMaterial({ map: maze_texture });
mazeMaterial.color.set(0xaaaaaa);
}
for (var c = 1; c <= NOBOXES; c++) {
i = AB.randomIntAtoB(1, gridsize - 2); // inner squares are 1 to gridsize-2
j = AB.randomIntAtoB(1, gridsize - 2);
GRID[i][j] = GRID_MAZE;
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube = new THREE.Mesh(shape);
let edges = new THREE.EdgesGeometry(shape);
if (DARK_GAME) {
let edgesMesh = new THREE.LineSegments(edges, edgesMaterial);
thecube.add(edgesMesh);
}
thecube.material = mazeMaterial;
thecube.position.copy(translate(i, j)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.scene.add(thecube);
}
// total number of places on the GRID that are vacant
totalPossibleSteps = GRID.flat().filter(cell => cell === GRID_BLANK).length;
// set up enemy
// start in random location
do {
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
}
while (occupied(i, j)); // search for empty square
ei = i;
ej = j;
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
theenemy = new THREE.Mesh(shape);
if (DARK_GAME) {
theenemy.material = new THREE.MeshBasicMaterial({ color: 0xffffff });
let edgesMesh = new THREE.LineSegments(edges, edgesMaterial);
theenemy.add(edgesMesh);
} else {
theenemy.material = new THREE.MeshBasicMaterial({ map: enemy_texture });
}
ABWorld.scene.add(theenemy);
drawEnemy();
// set up agent
// start in random location
do {
i = AB.randomIntAtoB(1, gridsize - 2);
j = AB.randomIntAtoB(1, gridsize - 2);
}
while (occupied(i, j)); // search for empty square
ai = i;
aj = j;
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
shapeCircle = new THREE.SphereGeometry(squaresize / 2, squaresize / 2, squaresize / 2);
theagent = new THREE.Mesh(shape);
if(DARK_GAME) {
theagent.material = new THREE.MeshBasicMaterial({ color: 0x000000 });
} else {
theagent.material = new THREE.MeshBasicMaterial({ map: agent_texture });
}
ABWorld.scene.add(theagent);
drawAgent();
// end code edit by Nithin Sai - small edits to add an alternate version of game
// set up the floor
// code by Nithin Sai Kirumani Jagadish - added floor to the game
var floorGrid = new Array(gridsize);
for (i = 0; i < gridsize; i++) {
floorGrid[i] = new Array(gridsize);
}
var floorMaterial;
if (DARK_GAME) {
floorMaterial = new THREE.MeshBasicMaterial({ color: 0xbbbbbb });
}
else {
floorMaterial = new THREE.MeshBasicMaterial({ map: floor_texture });
floorMaterial.color.set(0x77aa88);
}
for (i = 0; i < gridsize; i++) {
for (j = 0; j < gridsize; j++) {
shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
thecube = new THREE.Mesh(shape);
let edges = new THREE.EdgesGeometry(shape);
if (DARK_GAME) {
let edgesMesh = new THREE.LineSegments(edges, edgesMaterial);
thecube.add(edgesMesh);
}
thecube.material = floorMaterial;
thecube.position.copy(translate(i, j));
thecube.position.y = -BOXHEIGHT;
ABWorld.scene.add(thecube);
floorGrid[i][j] = thecube;
}
}
// end code by Nithin Sai Kirumani Jagadish - added floor to the game
// finally skybox
// setting up skybox is simple
// just pass it array of 6 URLs and it does the asych load
ABWorld.scene.background = new THREE.CubeTextureLoader().load(SKYBOX_ARRAY, function () {
ABWorld.render();
AB.removeLoading();
AB.runReady = true; // start the run loop
});
}
// --- draw moving objects -----------------------------------
function drawEnemy() // given ei, ej, draw it
{
theenemy.position.copy(translate(ei, ej)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.lookat.copy(theenemy.position); // if camera moving, look back at where the enemy is
}
function drawAgent() // given ai, aj, draw it
{
theagent.position.copy(translate(ai, aj)); // translate my (i,j) grid coordinates to three.js (x,y,z) coordinates
ABWorld.follow.copy(theagent.position); // follow vector = agent position (for camera following agent)
}
// code by Nithin Sai Kirumani Jagadish - draw path and remove path (as box in grid)
const pathCubes = [];
var finalPathLength;
function drawPath(path) {
if (path.length < 1) { return; }
const l = path.length;
finalPathLength = path.length;
for (var i = 2; i < l; i++) {
var point = path[i];
var shape = new THREE.BoxGeometry(squaresize, BOXHEIGHT, squaresize);
var thecube = new THREE.Mesh(shape);
// opacity based on distance from agent
var opacity = 1 - (i / l);
if(DARK_GAME) {
PATH_COLOR = 0xffffff;
thecube.material = new THREE.MeshBasicMaterial({ color: PATH_COLOR, transparent: true, opacity: opacity });
} else {
thecube.material = new THREE.MeshBasicMaterial({ map: enemy_texture, transparent: true, opacity: opacity });
}
thecube.position.copy(translate(point.i, point.j));
ABWorld.scene.add(thecube);
pathCubes.push(thecube);
}
}
function removePath() {
for (var i = 0; i < pathCubes.length; i++) {
var cube = pathCubes[i];
ABWorld.scene.remove(cube);
}
}
// end code by Nithin Sai Kirumani Jagadish - draw path and remove path (as box in grid)
// --- take actions -----------------------------------
// code by Nithin Sai - added heuristic, g and total cost functions for A*
// function heuristic(a, b) {
// // test: bad constant heuristic
// // return 1000;
// // if Breadth First Search is enabled, h = 0
// if (useBFS) return 0;
// // not diagonal
// // can only go across and down
// // so this is optimistic
// //
// // this is not optimistic if we allow diagonal moves
// if (manhattanDistance)
// return (Math.abs(a.i - b.i) + Math.abs(a.j - b.j));
// return (Math.sqrt((a.i - b.i) ** 2 + (a.j - b.j) ** 2));
// }
function heuristic(a, b) {
switch (HEURISTIC_APPROACH_TYPE) {
case 0:
// Scenario 1: High Constant Heuristic
return 1000;
case 1:
// Scenario 2: BFS Heuristic
return 0;
case 2:
// Scenario 3: Manhattan Distance
return Math.abs(a.i - b.i) + Math.abs(a.j - b.j);
case 3:
// Scenario 4: Euclidean Distance
return Math.sqrt((a.i - b.i) ** 2 + (a.j - b.j) ** 2);
case 4:
// Scenario 5: Chebyshev Distance
return Math.max(Math.abs(a.i - b.i), Math.abs(a.j - b.j));
default:
// Default: High Constant Heuristic
return 1000;
}
}
function gfn(a, b) {
// enable BFS if needed
if (HEURISTIC_APPROACH_TYPE === 1) return 0;
// assuming each movement has a cost of 1
return 1;
}
function totalCost(a, b) {
return (heuristic(a, b) + gfn(a, b));
}
// code by Nithin Sai - added heuristic, g and total cost functions for A*
// Function to delete element from the array
function removeFromArray(arr, elt) {
// Could use indexOf here instead to be more efficient
for (var i = arr.length - 1; i >= 0; i--)
if (arr[i] == elt)
arr.splice(i, 1);
}
// code by Nithin Sai Kirumani Jagadish - calculate A star
function calculateAStarPath() {
var path = [];
var openSet = [];
var closedSet = [];
var start = { i: ei, j: ej };
var end = { i: ai, j: aj };
openSet.push(start);
totalStatesExplored = 0;
while (openSet.length > 0) {
var winner = 0;
for (var i = 0; i < openSet.length; i++) {
if (totalCost(openSet[i], end) < totalCost(openSet[winner], end)) {
winner = i;
}
}
var current = openSet[winner];
if (current.i === end.i && current.j === end.j) {
var temp = current;
path.push(temp);
while (temp.previous) {
path.push(temp.previous);
temp = temp.previous;
}
totalStatesExplored += closedSet.length;
return path.reverse();
}
removeFromArray(openSet, current);
closedSet.push(current);
var neighbors = [];
if (current.i < gridsize - 1) neighbors.push({ i: current.i + 1, j: current.j });
if (current.i > 0) neighbors.push({ i: current.i - 1, j: current.j });
if (current.j < gridsize - 1) neighbors.push({ i: current.i, j: current.j + 1 });
if (current.j > 0) neighbors.push({ i: current.i, j: current.j - 1 });
for (let i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
if (GRID[neighbor.i][neighbor.j] === GRID_BLANK) {
if (!closedSet.some((closedNode) => closedNode.i === neighbor.i && closedNode.j === neighbor.j)) {
var tempG = current.g + 1; // assume a cost of 1 to move to a neighbor
var newPath = false;
if (!openSet.some((openNode) => openNode.i === neighbor.i && openNode.j === neighbor.j)) {
openSet.push(neighbor);
newPath = true;
} else if (tempG < neighbor.g) {
newPath = true;
}
if (newPath) {
neighbor.g = tempG;
neighbor.h = heuristic(neighbor, end);
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
}
// no path found
return [];
}
// end code by Nithin Sai Kirumani Jagadish - calculate A star
// code by Nithin Sai Kirumani Jagadish - calculate AO star
function heuristicAO(node, end, observedCost) {
// A more advanced heuristic with dynamic adaptation
// Adjust the weight based on the observed cost
var weight = 1.0 + 0.2 * observedCost;
return weight * (Math.abs(node.i - end.i) + Math.abs(node.j - end.j));
}
function calculateAOStarPath() {
var path = [];
var openSet = [];
var closedSet = [];
var start = { i: ei, j: ej };
var end = { i: ai, j: aj };
openSet.push(start);
totalStatesExplored = 0;
var observedCost = 0; // Initialize the observed cost
while (openSet.length > 0) {
var winner = 0;
for (var i = 0; i < openSet.length; i++) {
if (totalCost(openSet[i], end) < totalCost(openSet[winner], end)) {
winner = i;
}
}
var current = openSet[winner];
if (current.i === end.i && current.j === end.j) {
var temp = current;
path.push(temp);
while (temp.previous) {
path.push(temp.previous);
temp = temp.previous;
}
totalStatesExplored += closedSet.length;
return path.reverse();
}
removeFromArray(openSet, current);
closedSet.push(current);
var neighbors = [];
if (current.i < gridsize - 1) neighbors.push({ i: current.i + 1, j: current.j });
if (current.i > 0) neighbors.push({ i: current.i - 1, j: current.j });
if (current.j < gridsize - 1) neighbors.push({ i: current.i, j: current.j + 1 });
if (current.j > 0) neighbors.push({ i: current.i, j: current.j - 1 });
for (let i = 0; i < neighbors.length; i++) {
var neighbor = neighbors[i];
if (GRID[neighbor.i][neighbor.j] === GRID_BLANK) {
if (!closedSet.some((closedNode) => closedNode.i === neighbor.i && closedNode.j === neighbor.j)) {
var tempG = current.g + 1;
var newPath = false;
if (!openSet.some((openNode) => openNode.i === neighbor.i && openNode.j === neighbor.j)) {
openSet.push(neighbor);
newPath = true;
} else if (tempG < neighbor.g) {
newPath = true;
}
if (newPath) {
neighbor.g = tempG;
neighbor.h = heuristicAO(neighbor, end, observedCost); // Pass the observed cost to the heuristic
neighbor.f = neighbor.g + neighbor.h;
neighbor.previous = current;
}
}
}
}
observedCost += 1; // Increment the observed cost (assuming a cost of 1 to move to a neighbor)
}
// no path found
return [];
}
// end code by Nithin Sai Kirumani Jagadish - calculate AO star
function moveLogicalEnemy() {
var path = calculateAStarPath();
if (path.length > 1) {
var next = path[1];
if (!occupied(next.i, next.j)) {
ei = next.i;
ej = next.j;
removePath();
drawPath(path);
}
}
else {
console.log("No path found");
}
}
function moveLogicalAgent(a) // this is called by the infrastructure that gets action a from the Mind
{
var i = ai;
var j = aj;
if (a == ACTION_LEFT) i--;
else if (a == ACTION_RIGHT) i++;
else if (a == ACTION_UP) j++;
else if (a == ACTION_DOWN) j--;
if (!occupied(i, j)) {
ai = i;
aj = j;
}
}
// --- key handling --------------------------------------------------------------------------------------
// This is hard to see while the Mind is also moving the agent:
// AB.mind.getAction() and AB.world.takeAction() are constantly running in a loop at the same time
// have to turn off Mind actions to really see user key control
// we will handle these keys:
var OURKEYS = [37, 38, 39, 40];
function ourKeys(event) { return (OURKEYS.includes(event.keyCode)); }
function keyHandler(event) {
if (!AB.runReady) return true; // not ready yet
// if not one of our special keys, send it to default key handling:
if (!ourKeys(event)) return true;
// else handle key and prevent default handling:
if (event.keyCode == 37) moveLogicalAgent(ACTION_LEFT);
if (event.keyCode == 38) moveLogicalAgent(ACTION_DOWN);
if (event.keyCode == 39) moveLogicalAgent(ACTION_RIGHT);
if (event.keyCode == 40) moveLogicalAgent(ACTION_UP);
// when the World is embedded in an iframe in a page, we want arrow key events handled by World and not passed up to parent
event.stopPropagation(); event.preventDefault(); return false;
}
// --- score: -----------------------------------
function badstep() // is the enemy within one square of the agent
{
if ((Math.abs(ei - ai) < 2) && (Math.abs(ej - aj) < 2)) return true;
else return false;
}
function agentBlocked() // agent is blocked on all sides, run over
{
return (occupied(ai - 1, aj) &&
occupied(ai + 1, aj) &&
occupied(ai, aj + 1) &&
occupied(ai, aj - 1));
}
function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move
{
// code by Nithin Sai - prettier outputs
var x = AB.world.getState();
const tableHtml = `
${heuristicMap[HEURISTIC_APPROACH_TYPE]}
<hr>
<table>
<tr>
<td>Step:</td>
<td>${AB.step}</td>
</tr>
<tr>
<td>x:</td>
<td>${x.toString()}</td>
</tr>
<tr>
<td>a:</td>
<td>${a}</td>
</tr>
</table>
`;
AB.msg(tableHtml);
// end code by Nithin Sai - prettier outputs
}
var score;
let cumulativeSum = 0;
let averageStepsHistory = [];
function updateStatusAfter() // agent and enemy have moved, can calculate score
{
// new state after both have moved
var y = AB.world.getState();
score = (goodsteps / AB.step) * 100;
// code by Nithin Sai - prettier outputs
let currentAverageSteps = (totalStatesExplored/totalPossibleSteps) * 100;
averageStepsHistory.push(currentAverageSteps);
cumulativeSum += currentAverageSteps;
let runningAverageSteps = cumulativeSum / averageStepsHistory.length;
const tableHtml = `
<hr>
<table>
<tr>
<td>y:</td>
<td>${y}</td>
</tr>
<tr>
<td>Bad steps:</td>
<td>${badsteps}</td>
</tr>
<tr>
<td>Good steps:</td>
<td>${goodsteps}</td>
</tr>
<tr>
<td>Score:</td>
<td>${score.toFixed(2)}%</td>
</tr>
<tr>
<td>Total States:</td>
<td>${totalPossibleSteps}</td>
</tr>
<tr>
<td>Path length (current step):</td>
<td>${finalPathLength}</td>
</tr>
<tr>
<td>Total States Explored (current step):</td>
<td>${totalStatesExplored}</td>
</tr>
<tr>
<td>Average States Explored (current step):</td>
<td>${currentAverageSteps.toFixed(2)}%</td>
</tr>
<tr>
<td>Running Average of States Explored (life time):</td>
<td>${runningAverageSteps.toFixed(2)}%</td>
</tr>
</table>
`;
AB.msg(tableHtml, 2);
// end code by Nithin Sai - prettier outputs
}
AB.world.newRun = function () {
AB.loadingScreen();
AB.runReady = false;
badsteps = 0;
goodsteps = 0;
if (show3d) {
BOXHEIGHT = squaresize;
ABWorld.init3d(startRadiusConst, maxRadiusConst, SKYCOLOR);
}
else {
BOXHEIGHT = 1;
ABWorld.init2d(startRadiusConst, maxRadiusConst, SKYCOLOR);
}
loadResources(); // aynch file loads
// calls initScene() when it returns
document.onkeydown = keyHandler;
};
AB.world.getState = function () {
var x = [ai, aj, ei, ej];
return (x);
};
AB.world.takeAction = function (a) {
updateStatusBefore(a); // show status line before moves
moveLogicalAgent(a);
if ((AB.step % 2) === 0) // slow the enemy down to every nth step
moveLogicalEnemy();
if (badstep()) badsteps++;
else goodsteps++;
drawAgent();
drawEnemy();
updateStatusAfter(); // show status line after moves
if (agentBlocked()) // if agent blocked in, run over
{
if(!DARK_GAME) {
theagent.material = new THREE.MeshBasicMaterial({ map: enemy_texture });
} else {
theenemy.material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
}
AB.abortRun = true;
goodsteps = 0; // you score zero as far as database is concerned
musicPause();
soundAlarm();
}
};
AB.world.endRun = function () {
musicPause();
// code edit by Nithin Sai - changed final score
if (AB.abortRun) AB.msg(" <br> <font color=red> <B> Agent trapped. Final score " + score.toFixed(2) + ". </B> </font> ", 3);
else AB.msg(" <br> <font color=green> <B> Run over. </B> </font> ", 3);
};
AB.world.getScore = function () {
// only called at end - do not use AB.step because it may have just incremented past AB.maxSteps
var s = (goodsteps / AB.maxSteps) * 100; // float like 93.4372778
var x = Math.round(s * 100); // 9344
return (x / 100); // 93.44
};
// --- music and sound effects ----------------------------------------
var backmusic = AB.backgroundMusic(MUSIC_BACK);
function musicPlay() { backmusic.play(); }
function musicPause() { backmusic.pause(); }
function soundAlarm() {
var alarm = new Audio(SOUND_ALARM);
alarm.play(); // play once, no loop
}