93 |
94 |
95 |
96 |
97 |
--------------------------------------------------------------------------------
/genalg.js:
--------------------------------------------------------------------------------
1 | /*****************************************************************************
2 | *
3 | * Gradient: an Artificial Life Experiment
4 | * Copyright (C) 2011 Maxime Chevalier-Boisvert
5 | *
6 | * This file is part of Gradient.
7 | *
8 | * Gradient is free software: you can redistribute it and/or modify
9 | * it under the terms of the GNU General Public License as published by
10 | * the Free Software Foundation, either version 3 of the License, or
11 | * (at your option) any later version.
12 | *
13 | * Gradient is distributed in the hope that it will be useful,
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 | * GNU General Public License for more details.
17 | *
18 | * You should have received a copy of the GNU General Public License
19 | * along with Gradient. If not, see .
20 | *
21 | * For more information about this program, please e-mail the
22 | * author, Maxime Chevalier-Boisvert at:
23 | * maximechevalierb /at/ gmail /dot/ com
24 | *
25 | *****************************************************************************/
26 |
27 | //============================================================================
28 | // Genetic Algorithm Implementation
29 | //============================================================================
30 |
31 | /**
32 | Constructor for agent evolution GA
33 | */
34 | function GenAlg(agentClass)
35 | {
36 | /**
37 | Agent class function
38 | */
39 | this.agentClass = agentClass;
40 |
41 | /**
42 | Population vector
43 | */
44 | this.population = [];
45 |
46 | /**
47 | Minimum population size
48 | */
49 | this.minPopSize = 25;
50 |
51 | /**
52 | Mutation probability, for asexual reproduction.
53 | */
54 | this.mutProb = 0.02;
55 |
56 | /**
57 | Produced individual count
58 | */
59 | this.indCount = 0;
60 |
61 | /**
62 | Seed individual count
63 | */
64 | this.seedCount = 0;
65 | }
66 |
67 | /**
68 | Update the state of the GA
69 | */
70 | GenAlg.prototype.update = function ()
71 | {
72 | // Count of live agents
73 | var liveCount = 0;
74 |
75 | // For each individual in the population
76 | for (var i = 0; i < this.population.length; ++i)
77 | {
78 | var agent = this.population[i];
79 |
80 | // If the agent is alive
81 | if (agent.isAlive())
82 | {
83 | // Increment the live agent count
84 | liveCount++;
85 | }
86 | else
87 | {
88 | // Remove the agent from the population
89 | this.population.splice(i, 1);
90 | --i;
91 | }
92 | }
93 |
94 | // While the population size is below the minimum
95 | while (liveCount < this.minPopSize)
96 | {
97 | // Create a new agent
98 | var agent = this.newIndividual();
99 |
100 | // Add the agent to the population
101 | this.population.push(agent);
102 |
103 | // Place the agent at random coordinates
104 | world.placeAgentRnd(agent);
105 |
106 | // Increment the live count
107 | liveCount++;
108 |
109 | // Increment the seed individuals count
110 | this.seedCount++;
111 | }
112 | }
113 |
114 | /**
115 | Create a new individual
116 | */
117 | GenAlg.prototype.newIndividual = function ()
118 | {
119 | // Create a new agent
120 | var newAgent = this.agentClass.newAgent();
121 |
122 | // Increment the count of individuals created
123 | ++this.indCount;
124 |
125 | // Return the new agent
126 | return newAgent;
127 | }
128 |
129 | /**
130 | Mutate an individual
131 | */
132 | GenAlg.prototype.mutate = function (agent)
133 | {
134 | // Mutate the agent
135 | var newAgent = this.agentClass.mutate(agent, this.mutProb);
136 |
137 | // Increment the count of individuals created
138 | ++this.indCount;
139 |
140 | // Return a pointer to the new agent
141 | return newAgent;
142 | }
143 |
144 | /**
145 | Create offspring for an agent
146 | */
147 | GenAlg.prototype.makeOffspring = function (agent)
148 | {
149 | // Create a new agent through mutation
150 | var newAgent = this.mutate(agent);
151 |
152 | // Add the new agent to the population
153 | this.population.push(newAgent);
154 |
155 | // Place the new agent in the world near the parent
156 | world.placeAgentNear(newAgent, agent.position.x, agent.position.y);
157 | }
158 |
159 |
--------------------------------------------------------------------------------
/utils-html.js:
--------------------------------------------------------------------------------
1 | /*****************************************************************************
2 | *
3 | * This file is part of the Turing-Tunes project. The project is
4 | * distributed at:
5 | * https://github.com/maximecb/Turing-Tunes
6 | *
7 | * Copyright (c) 2013, Maxime Chevalier-Boisvert. All rights reserved.
8 | *
9 | * This software is licensed under the following license (Modified BSD
10 | * License):
11 | *
12 | * Redistribution and use in source and binary forms, with or without
13 | * modification, are permitted provided that the following conditions are
14 | * met:
15 | * 1. Redistributions of source code must retain the above copyright
16 | * notice, this list of conditions and the following disclaimer.
17 | * 2. Redistributions in binary form must reproduce the above copyright
18 | * notice, this list of conditions and the following disclaimer in the
19 | * documentation and/or other materials provided with the distribution.
20 | * 3. The name of the author may not be used to endorse or promote
21 | * products derived from this software without specific prior written
22 | * permission.
23 | *
24 | * THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESS OR IMPLIED
25 | * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
26 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
27 | * NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
28 | * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
29 | * NOT LIMITED TO PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
30 | * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
31 | * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
32 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
33 | * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
34 | *
35 | *****************************************************************************/
36 |
37 | // Default console logging function implementation
38 | if (!window.console) console = {};
39 | console.log = console.log || function() {};
40 | console.warn = console.warn || function() {};
41 | console.error = console.error || function() {};
42 | console.info = console.info || function() {};
43 | print = function (v) { console.log(String(v)); }
44 |
45 | // Check for typed array support
46 | if (!this.Int8Array)
47 | {
48 | console.log('No Int8Array support');
49 | Int8Array = Array;
50 | }
51 | if (!this.Uint16Array)
52 | {
53 | console.log('No Uint16Array support');
54 | Uint16Array = Array;
55 | }
56 | if (!this.Int32Array)
57 | {
58 | console.log('No Int32Array support');
59 | Int32Array = Array;
60 | }
61 | if (!this.Float64Array)
62 | {
63 | console.log('No Float64Array support');
64 | Float64Array = Array;
65 | }
66 |
67 | /**
68 | Escape a string for valid HTML formatting
69 | */
70 | function escapeHTML(str)
71 | {
72 | str = str.replace(/\n/g, ' ');
73 | str = str.replace(/ /g, ' ');
74 | str = str.replace(/\t/g, ' ');
75 |
76 | return str;
77 | }
78 |
79 | /**
80 | Encode an array of bytes into base64 string format
81 | */
82 | function encodeBase64(data)
83 | {
84 | assert (
85 | data instanceof Array,
86 | 'invalid data array'
87 | );
88 |
89 | var str = '';
90 |
91 | function encodeChar(bits)
92 | {
93 | //console.log(bits);
94 |
95 | var ch;
96 |
97 | if (bits < 26)
98 | ch = String.fromCharCode(65 + bits);
99 | else if (bits < 52)
100 | ch = String.fromCharCode(97 + (bits - 26));
101 | else if (bits < 62)
102 | ch = String.fromCharCode(48 + (bits - 52));
103 | else if (bits === 62)
104 | ch = '+';
105 | else
106 | ch = '/';
107 |
108 | str += ch;
109 | }
110 |
111 | for (var i = 0; i < data.length; i += 3)
112 | {
113 | var numRem = data.length - i;
114 |
115 | // 3 bytes -> 4 base64 chars
116 | var b0 = data[i];
117 | var b1 = (numRem >= 2)? data[i+1]:0
118 | var b2 = (numRem >= 3)? data[i+2]:0
119 |
120 | var bits = (b0 << 16) + (b1 << 8) + b2;
121 |
122 | encodeChar((bits >> 18) & 0x3F);
123 | encodeChar((bits >> 12) & 0x3F);
124 |
125 | if (numRem >= 2)
126 | {
127 | encodeChar((bits >> 6) & 0x3F);
128 |
129 | if (numRem >= 3)
130 | encodeChar((bits >> 0) & 0x3F);
131 | else
132 | str += '=';
133 | }
134 | else
135 | {
136 | str += '==';
137 | }
138 | }
139 |
140 | return str;
141 | }
142 |
143 | // TODO
144 | // TODO: decodeBase64(str)
145 | // TODO
146 |
147 |
--------------------------------------------------------------------------------
/faq.html:
--------------------------------------------------------------------------------
1 |
2 |
3 | Gradient FAQ Page
4 |
5 |
6 |
7 |
8 |
9 | Gradient FAQ Page
10 |
11 |
12 |
What is Gradient?
13 |
14 | Gradient is a 2D grid world in which artificial "lifeforms" live. These
15 | are simulated agents (virtual robots) which can perceive their
16 | surroundings, perform computations using their simulated neural network
17 | "brains", and act on these. The agents require energy to live and so
18 | they need to eat virtual plants and drink virtual water every so often
19 | in order to survive. They can also reproduce. This is what makes them a
20 | form of
21 | artificial life.
22 |
23 |
24 |
How does Gradient work?
25 |
26 | The agents in the gradient world initially start with randomly connected
27 | brains. These are recurrent
28 | neural networks
29 | The agents perceive the world as a series of boolean values indicating the contents
30 | of the grid cells around them. The grid world is updated iteratively. At each
31 | iteration, the agents perceive their environment, perform computations, and get
32 | to pick an action to perform (e.g.: turn left, turn right, move forward, consume
33 | food or water, produce offspring).
34 |
35 |
36 | Gradient implements a kind of
37 | genetic algorithm.
38 | The world is initially seeded with randomly created agents. If the agents
39 | do not eat food and drink water, they run out of energy and die. Inevitably,
40 | some of the agents will die of starvation. If some agents manage to eat some
41 | food and drink water, they gain energy, which allows them to survive longer.
42 | If the number of agents in the world dips below a minimum number, more
43 | random (seed) agents will be created to maintain a minimum population size.
44 |
45 |
46 | If an agent accumulates enough energy, it will be allowed to choose to
47 | voluntarily reproduce. This has an associated energy cost, and produced a
48 | new agent based on a mutated version of it's parent's neural network.
49 | Because of
50 | natural selection,
51 | the agents eventually develop enough "intelligence" to survive. That is,
52 | the agents with brains that allow them to survive more effectively
53 | become the most prevalent.
54 |
55 |
56 | The hope is that eventually, agents that are capable of seeking food
57 | and surviving long enough to reproduce will prevail, and the population
58 | will maintain itself on its own. The world then no longer needs to be
59 | seeded with random agents. Note that there is no upper limit on the
60 | population size, it is purely limited by the availability of food in
61 | the world.
62 |
63 |
64 |
How long does it take the agents to become intelligent?
65 |
66 | If you let the simulation run in "fast mode", it will run as fast
67 | as your computer will allow. The amount of time required for the agents to
68 | exhibit some degree of "intelligent" behavior (e.g.: looking for
69 | food and water) can vary. In some instances, the simulation does not seem to
70 | converge at all, and may be restarted by refreshing the webpage. I recommend
71 | you let it run for over 10 minutes in fast mode and see what happens.
72 |
73 |
74 |
Who programmed Gradient? How did it originate?
75 |
76 | I, Maxime Chevalier-Boisvert, programmed Gradient in my spare time a few
77 | years ago. It was originally written in C++ and only ran on Linux under
78 | GTK. I extended Gradient in 2009 to test some ideas for a neuroscience
79 | class project. In May 2011, I decided to port this program to JavaScript
80 | so that more people can see it and experiment with it. I believe it's
81 | also a potentially interesting and demanding JavaScript benchmark.
82 |
83 |
84 |
Is Gradient open source?
85 |
86 | Yes, all the JavaScript code for Gradient is licensed under the GPLv3. You
87 | are free to download the code, modify it and experiment with it, so long as
88 | you respect the terms of the GPL license.
89 |
90 |
91 |
What browsers does Gradient support?
92 |
93 | Gradient has been tested on the latest Google Chrome and Firefox. It requires
94 | support for the HTML5 canvas element to run, and is rather demanding in terms
95 | of JavaScript performance. At the time of this writing, the latest Internet
96 | Explorer does not support the canvas element and so will not be able to run
97 | Gradient. We recommend Google Chrome for best performance.
98 |
99 |
100 |
Are there other artificial life programs out there?
101 |
102 | Most definitely. I recommend doing a Google search for artificial life. One
103 | of the most interesting examples I have found is
104 | Polyworld, which is
105 | actually quite similar to Gradient.
106 |
125 |
126 |
127 |
128 |
129 |
--------------------------------------------------------------------------------
/utils-misc.js:
--------------------------------------------------------------------------------
1 | /*****************************************************************************
2 | *
3 | * This file is part of the Turing-Tunes project. The project is
4 | * distributed at:
5 | * https://github.com/maximecb/Turing-Tunes
6 | *
7 | * Copyright (c) 2013, Maxime Chevalier-Boisvert. All rights reserved.
8 | *
9 | * This software is licensed under the following license (Modified BSD
10 | * License):
11 | *
12 | * Redistribution and use in source and binary forms, with or without
13 | * modification, are permitted provided that the following conditions are
14 | * met:
15 | * 1. Redistributions of source code must retain the above copyright
16 | * notice, this list of conditions and the following disclaimer.
17 | * 2. Redistributions in binary form must reproduce the above copyright
18 | * notice, this list of conditions and the following disclaimer in the
19 | * documentation and/or other materials provided with the distribution.
20 | * 3. The name of the author may not be used to endorse or promote
21 | * products derived from this software without specific prior written
22 | * permission.
23 | *
24 | * THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESS OR IMPLIED
25 | * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
26 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
27 | * NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
28 | * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
29 | * NOT LIMITED TO PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
30 | * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
31 | * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
32 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
33 | * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
34 | *
35 | *****************************************************************************/
36 |
37 | /**
38 | Assert that a condition holds true
39 | */
40 | function assert(condition, errorText)
41 | {
42 | if (!condition)
43 | {
44 | error(errorText);
45 | }
46 | }
47 |
48 | /**
49 | Abort execution because a critical error occurred
50 | */
51 | function error(errorText)
52 | {
53 | alert('ERROR: ' + errorText);
54 |
55 | throw errorText;
56 | }
57 |
58 | /**
59 | Test that a value is integer
60 | */
61 | function isInt(val)
62 | {
63 | return (
64 | Math.floor(val) === val
65 | );
66 | }
67 |
68 | /**
69 | Test that a value is a nonnegative integer
70 | */
71 | function isNonNegInt(val)
72 | {
73 | return (
74 | isInt(val) &&
75 | val >= 0
76 | );
77 | }
78 |
79 | /**
80 | Test that a value is a strictly positive (nonzero) integer
81 | */
82 | function isPosInt(val)
83 | {
84 | return (
85 | isInt(val) &&
86 | val > 0
87 | );
88 | }
89 |
90 | /**
91 | Get the current time in millisseconds
92 | */
93 | function getTimeMillis()
94 | {
95 | return (new Date()).getTime();
96 | }
97 |
98 | /**
99 | Get the current time in seconds
100 | */
101 | function getTimeSecs()
102 | {
103 | return (new Date()).getTime() / 1000;
104 | }
105 |
106 | /**
107 | Generate a random integer within [a, b]
108 | */
109 | function randomInt(a, b)
110 | {
111 | assert (
112 | isInt(a) && isInt(b) && a <= b,
113 | 'invalid params to randomInt'
114 | );
115 |
116 | var range = b - a;
117 |
118 | var rnd = a + Math.floor(Math.random() * (range + 1));
119 |
120 | return rnd;
121 | }
122 |
123 | /**
124 | Generate a random boolean
125 | */
126 | function randomBool()
127 | {
128 | return (randomInt(0, 1) === 1);
129 | }
130 |
131 | /**
132 | Generate a random floating-point number within [a, b]
133 | */
134 | function randomFloat(a, b)
135 | {
136 | if (a === undefined)
137 | a = 0;
138 | if (b === undefined)
139 | b = 1;
140 |
141 | assert (
142 | a <= b,
143 | 'invalid params to randomFloat'
144 | );
145 |
146 | var range = b - a;
147 |
148 | var rnd = a + Math.random() * range;
149 |
150 | return rnd;
151 | }
152 |
153 | /**
154 | Generate a random value from a normal distribution
155 | */
156 | function randomNorm(mean, variance)
157 | {
158 | // Declare variables for the points and radius
159 | var x1, x2, w;
160 |
161 | // Repeat until suitable points are found
162 | do
163 | {
164 | x1 = 2.0 * randomFloat() - 1.0;
165 | x2 = 2.0 * randomFloat() - 1.0;
166 | w = x1 * x1 + x2 * x2;
167 | } while (w >= 1.0 || w == 0);
168 |
169 | // compute the multiplier
170 | w = Math.sqrt((-2.0 * Math.log(w)) / w);
171 |
172 | // compute the gaussian-distributed value
173 | var gaussian = x1 * w;
174 |
175 | // Shift the gaussian value according to the mean and variance
176 | return (gaussian * variance) + mean;
177 | }
178 |
179 | /**
180 | Choose a random argument value uniformly randomly
181 | */
182 | function randomChoice()
183 | {
184 | assert (
185 | arguments.length > 0,
186 | 'must supply at least one possible choice'
187 | );
188 |
189 | var idx = randomInt(0, arguments.length - 1);
190 |
191 | return arguments[idx];
192 | }
193 |
194 | /**
195 | Generate a weighed random choice function
196 | */
197 | function genChoiceFn()
198 | {
199 | assert (
200 | arguments.length > 0 && arguments.length % 2 === 0,
201 | 'invalid argument count: ' + arguments.length
202 | );
203 |
204 | var numChoices = arguments.length / 2;
205 |
206 | var choices = [];
207 | var weights = [];
208 | var weightSum = 0;
209 |
210 | for (var i = 0; i < numChoices; ++i)
211 | {
212 | var choice = arguments[2*i];
213 | var weight = arguments[2*i + 1];
214 |
215 | choices.push(choice);
216 | weights.push(weight);
217 |
218 | weightSum += weight;
219 | }
220 |
221 | assert (
222 | weightSum > 0,
223 | 'weight sum must be positive'
224 | );
225 |
226 | var limits = [];
227 | var limitSum = 0;
228 |
229 | for (var i = 0; i < weights.length; ++i)
230 | {
231 | var normWeight = weights[i] / weightSum;
232 |
233 | limitSum += normWeight;
234 |
235 | limits[i] = limitSum;
236 | }
237 |
238 | function choiceFn()
239 | {
240 | var r = Math.random();
241 |
242 | for (var i = 0; i < numChoices; ++i)
243 | {
244 | if (r < limits[i])
245 | return choices[i];
246 | }
247 |
248 | return choices[numChoices-1];
249 | }
250 |
251 | return choiceFn;
252 | }
253 |
254 | /**
255 | Left-pad a string to a minimum length
256 | */
257 | function leftPadStr(str, minLen, padStr)
258 | {
259 | if (padStr === undefined)
260 | padStr = ' ';
261 |
262 | var str = String(str);
263 |
264 | while (str.length < minLen)
265 | str = padStr + str;
266 |
267 | return str;
268 | }
269 |
270 | /**
271 | Capitalize a string
272 | */
273 | function capitalize(str)
274 | {
275 | if (str.length === 0)
276 | return str;
277 |
278 | return str[0].toUpperCase() + str.substr(1);
279 | }
280 |
281 | /**
282 | Resample and normalize an array of data points
283 | */
284 | function resample(data, numSamples, outLow, outHigh, inLow, inHigh)
285 | {
286 | // Compute the number of data points per samples
287 | var ptsPerSample = data.length / numSamples;
288 |
289 | // Compute the number of samples
290 | var numSamples = Math.floor(data.length / ptsPerSample);
291 |
292 | // Allocate an array for the output samples
293 | var samples = new Array(numSamples);
294 |
295 | // Extract the samples
296 | for (var i = 0; i < numSamples; ++i)
297 | {
298 | samples[i] = 0;
299 |
300 | var startI = Math.floor(i * ptsPerSample);
301 | var endI = Math.min(Math.ceil((i+1) * ptsPerSample), data.length);
302 | var numPts = endI - startI;
303 |
304 | for (var j = startI; j < endI; ++j)
305 | samples[i] += data[j];
306 |
307 | samples[i] /= numPts;
308 | }
309 |
310 | // If the input range is not specified
311 | if (inLow === undefined && inHigh === undefined)
312 | {
313 | // Min and max sample values
314 | var inLow = Infinity;
315 | var inHigh = -Infinity;
316 |
317 | // Compute the min and max sample values
318 | for (var i = 0; i < numSamples; ++i)
319 | {
320 | inLow = Math.min(inLow, samples[i]);
321 | inHigh = Math.max(inHigh, samples[i]);
322 | }
323 | }
324 |
325 | // Compute the input range
326 | var iRange = (inHigh > inLow)? (inHigh - inLow):1;
327 |
328 | // Compute the output range
329 | var oRange = outHigh - outLow;
330 |
331 | // Normalize the samples
332 | samples.forEach(
333 | function (v, i)
334 | {
335 | var normVal = (v - inLow) / iRange;
336 | samples[i] = outLow + (normVal * oRange);
337 | }
338 | );
339 |
340 | // Return the normalized samples
341 | return samples;
342 | }
343 |
344 |
--------------------------------------------------------------------------------
/gradient.js:
--------------------------------------------------------------------------------
1 | /*****************************************************************************
2 | *
3 | * Gradient: an Artificial Life Experiment
4 | * Copyright (C) 2011 Maxime Chevalier-Boisvert
5 | *
6 | * This file is part of Gradient.
7 | *
8 | * Gradient is free software: you can redistribute it and/or modify
9 | * it under the terms of the GNU General Public License as published by
10 | * the Free Software Foundation, either version 3 of the License, or
11 | * (at your option) any later version.
12 | *
13 | * Gradient is distributed in the hope that it will be useful,
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 | * GNU General Public License for more details.
17 | *
18 | * You should have received a copy of the GNU General Public License
19 | * along with Gradient. If not, see .
20 | *
21 | * For more information about this program, please e-mail the
22 | * author, Maxime Chevalier-Boisvert at:
23 | * maximechevalierb /at/ gmail /dot/ com
24 | *
25 | *****************************************************************************/
26 |
27 | //============================================================================
28 | // Page interface code
29 | //============================================================================
30 |
31 | // GUI redrawing delay
32 | const GUI_REDRAW_DELAY = 0.2;
33 |
34 | // Speed count interval
35 | const SPEED_COUNT_INTERV = 3;
36 |
37 | // Movement controls
38 | const CTRL_UP = 0;
39 | const CTRL_DOWN = 1;
40 | const CTRL_LEFT = 2;
41 | const CTRL_RIGHT = 3;
42 |
43 | /**
44 | Called after page load to initialize needed resources
45 | */
46 | function init()
47 | {
48 | // Find the debug and stats text elements
49 | debugTextElem = findElementById("debug_text");
50 | statsTextElem = findElementById("stats_text");
51 |
52 | // Find the control button elements
53 | zoomInButton = findElementById("zoom_in_button");
54 | zoomOutButton = findElementById("zoom_out_button");
55 | realTimeButton = findElementById("real_time_button");
56 | fastModeButton = findElementById("fast_mode_button");
57 |
58 | // Get a reference to the canvas
59 | canvas = document.getElementById("canvas");
60 |
61 | // Set the canvas size
62 | canvas.width = 512;
63 | canvas.height = 512;
64 |
65 | // Get a 2D context for the drawing canvas
66 | canvasCtx = canvas.getContext("2d");
67 |
68 | // Clear the canvas
69 | clearCanvas(canvas, canvasCtx);
70 |
71 | // Create the genetic algorithm instance
72 | genAlg = new GenAlg(AntAgent);
73 |
74 | // Create the world instance
75 | world = new World();
76 |
77 | // Generate the world map
78 | world.generate(
79 | 128, // Width
80 | 128, // Height
81 | true, // Plants respawn flag
82 | undefined,
83 | undefined,
84 | undefined,
85 | 10, // Row walls mean
86 | 1, // Row walls var
87 | 10, // Col walls mean
88 | 1 // Col walls var
89 | );
90 |
91 | // Initialize the camera coordinates
92 | xCoord = 0;
93 | yCoord = 0;
94 |
95 | // Initialize the zoom level
96 | zoomLevel = WORLD_ZOOM_MAX - 4;
97 |
98 | // Movement control states
99 | controls = [];
100 |
101 | // Last redrawing time
102 | lastRedraw = 0;
103 |
104 | // Set the update function to be called regularly
105 | this.updateInterv = setInterval(
106 | update,
107 | WORLD_UPDATE_TIME_SLICE * 1000
108 | );
109 |
110 | // Initialize the button states
111 | zoomInButton.disabled = (zoomLevel >= WORLD_ZOOM_MAX);
112 | zoomOutButton.disabled = (zoomLevel <= WORLD_ZOOM_MIN);
113 | realTimeButton.disabled = (world.fastMode === false);
114 | fastModeButton.disabled = (world.fastMode === true);
115 |
116 | // Store the starting time in seconds
117 | startTimeSecs = getTimeSecs();
118 |
119 | // Initialize the speed count parameters
120 | speedCountStartTime = getTimeSecs();
121 | speedCountStartItrs = 0;
122 | itrsPerSec = 0;
123 |
124 | }
125 | window.addEventListener("load", init, false);
126 |
127 | /**
128 | Key press handler
129 | */
130 | function keyDown(event)
131 | {
132 | switch (event.keyCode)
133 | {
134 | case 37: controls[CTRL_LEFT] = true; break;
135 | case 38: controls[CTRL_UP] = true; break;
136 | case 39: controls[CTRL_RIGHT] = true; break;
137 | case 40: controls[CTRL_DOWN] = true; break;
138 | }
139 |
140 | // Prevent the default key behavior (window movement)
141 | event.preventDefault();
142 | }
143 | window.addEventListener("keydown", keyDown, false);
144 |
145 | /**
146 | Key release handler
147 | */
148 | function keyUp(event)
149 | {
150 | switch (event.keyCode)
151 | {
152 | case 37: controls[CTRL_LEFT] = false; break;
153 | case 38: controls[CTRL_UP] = false; break;
154 | case 39: controls[CTRL_RIGHT] = false; break;
155 | case 40: controls[CTRL_DOWN] = false; break;
156 | }
157 |
158 | // Prevent the default key behavior (window movement)
159 | event.preventDefault();
160 | }
161 | window.addEventListener("keyup", keyUp, false);
162 |
163 | /**
164 | Find an element in the HTML document by its id
165 | */
166 | function findElementById(id, elem)
167 | {
168 | if (elem === undefined)
169 | elem = document
170 |
171 | for (k in elem.childNodes)
172 | {
173 | var child = elem.childNodes[k];
174 |
175 | if (child.attributes)
176 | {
177 | var childId = child.getAttribute('id');
178 |
179 | if (childId == id)
180 | return child;
181 | }
182 |
183 | var nestedElem = findElementById(id, child);
184 |
185 | if (nestedElem)
186 | return nestedElem;
187 | }
188 |
189 | return null;
190 | }
191 |
192 | /**
193 | Print text to the page, for debugging purposes
194 | */
195 | function dprintln(text)
196 | {
197 | debugTextElem.innerHTML += escapeHTML(text + '\n');
198 | }
199 |
200 | /**
201 | Set the text in the stats box
202 | */
203 | function printStats(text)
204 | {
205 | statsTextElem.innerHTML = escapeHTML(text);
206 | }
207 |
208 | /**
209 | Clear a canvas
210 | */
211 | function clearCanvas(canvas, canvasCtx)
212 | {
213 | canvasCtx.fillStyle = "#111111";
214 | canvasCtx.fillRect(0, 0, canvas.width, canvas.height);
215 | }
216 |
217 | /**
218 | Update the state of the system
219 | */
220 | function update()
221 | {
222 | // Update the camera movement
223 | if (controls[CTRL_LEFT])
224 | moveLeft();
225 | if (controls[CTRL_RIGHT])
226 | moveRight();
227 | if (controls[CTRL_UP])
228 | moveUp();
229 | if (controls[CTRL_DOWN])
230 | moveDown();
231 |
232 | // If running in fast mode, update the world at every update
233 | if (world.fastMode === true)
234 | {
235 | genAlg.update();
236 | world.update();
237 | }
238 |
239 | // If the GUI needs to be redrawn
240 | if (getTimeSecs() > lastRedraw + GUI_REDRAW_DELAY)
241 | {
242 | // If running in real-time, update only before rendering
243 | if (world.fastMode === false)
244 | {
245 | genAlg.update();
246 | world.update();
247 | }
248 |
249 | // Render the world
250 | world.render(canvas, canvasCtx, xCoord, yCoord, zoomLevel);
251 |
252 | // Compute the time spent running
253 | var timeRunningSecs = Math.round(getTimeSecs() - startTimeSecs);
254 |
255 | // Compute the percentage of plants still available
256 | var plantPercent = (100 * world.availPlants / world.numPlants).toFixed(1);
257 |
258 | // Print some statistics
259 | printStats(
260 | 'time running: ' + timeRunningSecs + 's\n' +
261 | 'iterations/s: ' + itrsPerSec + '\n' +
262 | '\n' +
263 | 'ind. count : ' + genAlg.indCount + '\n' +
264 | 'seed inds. : ' + genAlg.seedCount + '\n' +
265 | 'itr. count : ' + world.itrCount + '\n' +
266 | 'eaten plants: ' + world.eatenPlantCount + '\n' +
267 | '\n' +
268 | 'live agents : ' + world.population.length + '\n' +
269 | 'avail. plants: ' + plantPercent + '%\n' +
270 | //'built blocks : ' + world.builtBlocks.length + '\n' +
271 | '\n' +
272 | 'zoom level: ' + zoomLevel + '\n' +
273 | 'camera x : ' + xCoord + '\n' +
274 | 'camera y : ' + yCoord
275 | );
276 |
277 | // Update the last redraw time
278 | lastRedraw = getTimeSecs();
279 | }
280 |
281 | // If the speed count is to be update
282 | if (getTimeSecs() > speedCountStartTime + SPEED_COUNT_INTERV)
283 | {
284 | // Recompute the update rate
285 | var itrCount = world.itrCount - speedCountStartItrs;
286 | itrsPerSec = Math.round(itrCount / SPEED_COUNT_INTERV);
287 | speedCountStartItrs = world.itrCount;
288 | speedCountStartTime = getTimeSecs();
289 | }
290 | }
291 |
292 | /**
293 | Augment the zoom level
294 | */
295 | function zoomIn()
296 | {
297 | // Increment the zoom level if possible
298 | if (zoomLevel < WORLD_ZOOM_MAX)
299 | ++zoomLevel;
300 |
301 | // Enable the zoom out button
302 | zoomOutButton.disabled = false;
303 |
304 | // If zooming in is no longer possible, disable the button
305 | if (zoomLevel >= WORLD_ZOOM_MAX)
306 | zoomInButton.disabled = true;
307 | }
308 |
309 | /**
310 | Reduce the zoom level
311 | */
312 | function zoomOut()
313 | {
314 | // If we are at the minimum zoom level, stop
315 | if (zoomLevel === WORLD_ZOOM_MIN)
316 | return;
317 |
318 | // Decrement the zoom level
319 | --zoomLevel;
320 |
321 | // Enable the zoom in button
322 | zoomInButton.disabled = false;
323 |
324 | // If zooming out is no longer possible, disable the button
325 | if (zoomLevel === WORLD_ZOOM_MIN)
326 | zoomOutButton.disabled = true;
327 |
328 | // Obtain the sprite size for this zoom level
329 | var spriteSize = WORLD_SPRITE_SIZES[zoomLevel];
330 |
331 | // Compute the coordinates at the corner of the map
332 | var cornerX = world.gridWidth - canvas.width / spriteSize;
333 | var cornerY = world.gridHeight - canvas.height / spriteSize;
334 |
335 | // Update the camera coordinates
336 | xCoord = Math.max(0, Math.min(xCoord, cornerX));
337 | yCoord = Math.max(0, Math.min(yCoord, cornerY));
338 | }
339 |
340 | /**
341 | Augment the world update rate
342 | */
343 | function goFaster()
344 | {
345 | world.fastMode = true;
346 |
347 | realTimeButton.disabled = false;
348 | fastModeButton.disabled = true;
349 | }
350 |
351 | /**
352 | Reduce the world update rate
353 | */
354 | function goSlower()
355 | {
356 | world.fastMode = false;
357 |
358 | realTimeButton.disabled = true;
359 | fastModeButton.disabled = false;
360 | }
361 |
362 | /**
363 | Move the camera left
364 | */
365 | function moveLeft()
366 | {
367 | // compute the movement delta
368 | var delta = WORLD_ZOOM_MAX - (zoomLevel - WORLD_ZOOM_MIN) + 1;
369 |
370 | // compute the updated coordinates
371 | var newXCoord = xCoord - delta;
372 |
373 | // Update the coordinates
374 | xCoord = Math.max(0, newXCoord);
375 | }
376 |
377 | /**
378 | Move the camera right
379 | */
380 | function moveRight()
381 | {
382 | // compute the movement delta
383 | var delta = WORLD_ZOOM_MAX - (zoomLevel - WORLD_ZOOM_MIN) + 1;
384 |
385 | // compute the updated coordinates
386 | var newXCoord = xCoord + delta;
387 |
388 | // Obtain the sprite size for this zoom level
389 | var spriteSize = WORLD_SPRITE_SIZES[zoomLevel];
390 |
391 | // Compute the coordinates at the corner of the map
392 | var cornerX = Math.max(world.gridWidth - canvas.width / spriteSize, 0);
393 |
394 | // Update the coordinates
395 | xCoord = Math.min(newXCoord, cornerX);
396 | }
397 |
398 | /**
399 | Move the camera up
400 | */
401 | function moveUp()
402 | {
403 | // compute the movement delta
404 | var delta = WORLD_ZOOM_MAX - (zoomLevel - WORLD_ZOOM_MIN) + 1;
405 |
406 | // compute the updated coordinates
407 | var newYCoord = yCoord - delta;
408 |
409 | // Update the coordinates
410 | yCoord = Math.max(0, newYCoord);
411 | }
412 |
413 | /**
414 | Move the camera down
415 | */
416 | function moveDown()
417 | {
418 | // compute the movement delta
419 | var delta = WORLD_ZOOM_MAX - (zoomLevel - WORLD_ZOOM_MIN) + 1;
420 |
421 | // compute the updated coordinates
422 | var newYCoord = yCoord + delta;
423 |
424 | // Obtain the sprite size for this zoom level
425 | var spriteSize = WORLD_SPRITE_SIZES[zoomLevel];
426 |
427 | // Compute the coordinates at the corner of the map
428 | var cornerY = Math.max(world.gridHeight - canvas.height / spriteSize, 0);
429 |
430 | // Update the coordinates
431 | yCoord = Math.min(newYCoord, cornerY);
432 | }
433 |
434 |
--------------------------------------------------------------------------------
/agents.js:
--------------------------------------------------------------------------------
1 | /*****************************************************************************
2 | *
3 | * Gradient: an Artificial Life Experiment
4 | * Copyright (C) 2011 Maxime Chevalier-Boisvert
5 | *
6 | * This file is part of Gradient.
7 | *
8 | * Gradient is free software: you can redistribute it and/or modify
9 | * it under the terms of the GNU General Public License as published by
10 | * the Free Software Foundation, either version 3 of the License, or
11 | * (at your option) any later version.
12 | *
13 | * Gradient is distributed in the hope that it will be useful,
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 | * GNU General Public License for more details.
17 | *
18 | * You should have received a copy of the GNU General Public License
19 | * along with Gradient. If not, see .
20 | *
21 | * For more information about this program, please e-mail the
22 | * author, Maxime Chevalier-Boisvert at:
23 | * maximechevalierb /at/ gmail /dot/ com
24 | *
25 | *****************************************************************************/
26 |
27 | //============================================================================
28 | // Virtual Agents
29 | //============================================================================
30 |
31 | // Front direction vectors associated with ant directions
32 | const FRONT_VECTORS =
33 | [
34 | new Vector2( 0,-1),
35 | new Vector2( 1, 0),
36 | new Vector2( 0, 1),
37 | new Vector2(-1, 0)
38 | ];
39 |
40 | // Side direction vectors associated with ant directions
41 | const SIDE_VECTORS =
42 | [
43 | new Vector2( 1, 0),
44 | new Vector2( 0, 1),
45 | new Vector2(-1, 0),
46 | new Vector2( 0,-1)
47 | ];
48 |
49 | // Possible directions
50 | const AGENT_DIR_UP = 0;
51 | const AGENT_DIR_RIGHT = 1;
52 | const AGENT_DIR_DOWN = 2;
53 | const AGENT_DIR_LEFT = 3;
54 |
55 | // Possible actions
56 | const ACTION_DO_NOTHING = 0;
57 | const ACTION_MOVE_FORWARD = 1;
58 | const ACTION_ROTATE_LEFT = 2;
59 | const ACTION_ROTATE_RIGHT = 3;
60 | const ACTION_CONSUME = 4;
61 | const ACTION_REPRODUCE = 5;
62 | const ACTION_BUILD = 6;
63 |
64 | // Total number of possible actions
65 | const NUM_ACTIONS = ACTION_REPRODUCE + 1;
66 |
67 | // Starting food, water and energy quantities
68 | const START_FOOD = 250;
69 | const START_WATER = 500;
70 | const START_ENERGY = 250;
71 |
72 | // Maximum food and water and energy quantities
73 | const MAX_FOOD = 5000;
74 | const MAX_WATER = 5000;
75 | const MAX_ENERGY = 5000;
76 |
77 | // Quantities of food and water extracted by consumption
78 | const FOOD_CONS_QTY = 250;
79 | const WATER_CONS_QTY = 500;
80 |
81 | // Energy cost to produce offspring
82 | const OFFSPRING_COST = START_ENERGY + START_FOOD + 100;
83 |
84 | // Energy cost to build a wall block
85 | const BUILD_COST = 50;
86 |
87 | /**
88 | Base agent class
89 | */
90 | function Agent()
91 | {
92 | // Reset all agent parameters
93 | this.reset();
94 | }
95 |
96 | /**
97 | Reset the agent's parameters to their initial values
98 | */
99 | Agent.prototype.reset = function ()
100 | {
101 | // Reset the position
102 | this.position = new Vector2(0, 0);
103 |
104 | // Select a random direction for the ant
105 | this.direction = randomInt(AGENT_DIR_UP, AGENT_DIR_LEFT);
106 |
107 | // Reset the sleeping state
108 | this.sleeping = false;
109 |
110 | // Reset the agent's age
111 | this.age = 0;
112 |
113 | // Reset the food amount
114 | this.food = START_FOOD;
115 |
116 | // Reset the water amount
117 | this.water = START_WATER;
118 |
119 | // Reset the energy level
120 | this.energy = START_ENERGY;
121 | }
122 |
123 | /**
124 | Update the state of the agent
125 | */
126 | Agent.prototype.update = function ()
127 | {
128 | // Increment the agent's age
129 | this.age += 1;
130 |
131 | // If we have food and water
132 | if (this.food > 0 && this.water > 0)
133 | {
134 | // If water is the limiting element
135 | if (this.food >= this.water)
136 | {
137 | assert (
138 | this.food > 0,
139 | 'no food available'
140 | );
141 |
142 | // Food + water => energy
143 | this.energy += this.water;
144 | this.food -= this.water;
145 | this.water = 0;
146 | }
147 | else
148 | {
149 | assert (
150 | this.water > 0,
151 | 'no water available'
152 | );
153 |
154 | // Food + water => energy
155 | this.energy += this.food;
156 | this.water -= this.food;
157 | this.food = 0;
158 | }
159 | }
160 |
161 | // Decrement the energy level, living cost energy
162 | this.energy -= 1;
163 |
164 | // Think and choose an action to perform
165 | var action = this.think();
166 |
167 | // Switch on the action
168 | switch (action)
169 | {
170 | // To do nothing
171 | case ACTION_DO_NOTHING:
172 | {
173 | }
174 | break;
175 |
176 | // To move forward
177 | case ACTION_MOVE_FORWARD:
178 | {
179 | // Attempt to move to the cell just ahead
180 | var pos = this.frontCellPos(0, 1);
181 | world.moveAgent(this, pos.x, pos.y);
182 | }
183 | break;
184 |
185 | // To rotate left
186 | case ACTION_ROTATE_LEFT:
187 | {
188 | // Shift our direction to the left
189 | this.direction = Math.abs((this.direction - 1) % 4);
190 | }
191 | break;
192 |
193 | // To rotate right
194 | case ACTION_ROTATE_RIGHT:
195 | {
196 | // Shift our direction to the right
197 | this.direction = Math.abs((this.direction + 1) % 4);
198 | }
199 | break;
200 |
201 | // To consume resources
202 | case ACTION_CONSUME:
203 | {
204 | // Attempt to consume what is in front of us
205 | this.consume();
206 | }
207 | break;
208 |
209 | // To make offspring
210 | case ACTION_REPRODUCE:
211 | {
212 | // Attempt to reproduce
213 | this.reproduce();
214 | }
215 | break;
216 |
217 | // To build a wall block
218 | case ACTION_BUILD:
219 | {
220 | // Attempt to build
221 | this.build();
222 | }
223 | break;
224 |
225 | default:
226 | error('invalid agent action');
227 | }
228 |
229 | assert(
230 | this.direction >= AGENT_DIR_UP &&
231 | this.direction <= AGENT_DIR_LEFT,
232 | 'invalid agent direction after update'
233 | );
234 | }
235 |
236 | /**
237 | Process environmental inputs and choose an action.
238 | To be set on each agent
239 | */
240 | Agent.prototype.think = function ()
241 | {
242 | error('think function not set');
243 | }
244 |
245 | /**
246 | Test if this agent is still alive
247 | */
248 | Agent.prototype.isAlive = function ()
249 | {
250 | // The ant is alive if it still has energy
251 | return (this.energy > 0);
252 | }
253 |
254 | /**
255 | Perform the consumption action
256 | */
257 | Agent.prototype.consume = function ()
258 | {
259 | // compute the position of the cell just ahead
260 | var pos = this.frontCellPos(0, 1);
261 |
262 | // If this is a plant we can eat
263 | if (
264 | this.food + FOOD_CONS_QTY <= MAX_FOOD &&
265 | world.eatPlant(pos.x, pos.y) === true)
266 | {
267 | // Gain food
268 | this.food += FOOD_CONS_QTY;
269 |
270 | // Eating successful
271 | return true;
272 | }
273 |
274 | // Otherwise, if this cell is water
275 | else if (
276 | this.water + WATER_CONS_QTY <= MAX_WATER &&
277 | world.cellIsType(pos.x, pos.y, CELL_WATER) === true)
278 | {
279 | // Gain water
280 | this.water += WATER_CONS_QTY;
281 |
282 | // Consumption successful
283 | return true;
284 | }
285 |
286 | // Consumption failed
287 | return false;
288 | }
289 |
290 | /**
291 | Attempt to produce offspring
292 | */
293 | Agent.prototype.reproduce = function ()
294 | {
295 | // If we do not have enough energy to produce offspring, do nothing
296 | if (this.energy < OFFSPRING_COST)
297 | return;
298 |
299 | // Subtract the energy required to produce offspring
300 | this.energy -= OFFSPRING_COST;
301 |
302 | // Produce offspring from this agent
303 | genAlg.makeOffspring(this);
304 | }
305 |
306 | /**
307 | To build a wall block
308 | */
309 | Agent.prototype.build = function ()
310 | {
311 | // If we do not have enough energy to build a block, do nothing
312 | if (this.energy < BUILD_COST)
313 | return;
314 |
315 | // Subtract the energy require to build
316 | this.energy -= BUILD_COST;
317 |
318 | // Get the position of the cell ahead of us
319 | pos = this.frontCellPos(0, 1);
320 |
321 | // Try to build a block at the cell in front of us
322 | world.buildBlock(pos.x, pos.y);
323 | }
324 |
325 | /**
326 | Compute a cell position relative to our direction
327 | */
328 | Agent.prototype.frontCellPos = function (x, y)
329 | {
330 | // compute the absolute cell position
331 | var frontVec = Vector2.scalarMul(FRONT_VECTORS[this.direction], y);
332 | var sideVec = Vector2.scalarMul(SIDE_VECTORS[this.direction], x);
333 | var cellPos = Vector2.add(this.position, Vector2.add(frontVec, sideVec));
334 |
335 | // Return the computed cell position
336 | return cellPos;
337 | }
338 |
339 | /**
340 | @class Ant agent constructor
341 | @extends Agent
342 | */
343 | function AntAgent(connVecs)
344 | {
345 | assert (
346 | connVecs instanceof Array,
347 | 'expected connection vectors'
348 | );
349 |
350 | assert (
351 | connVecs.length === AntAgent.numStateVars,
352 | 'need connection vectors for each state var'
353 | );
354 |
355 | // Store the connection vectors
356 | this.connVecs = connVecs;
357 |
358 | // Compile the think function
359 | this.think = this.compile();
360 |
361 | // Initialize the state variables
362 | for (var i = 0; i < AntAgent.numStateVars; ++i)
363 | this['s' + i] = 0;
364 | }
365 | AntAgent.prototype = new Agent();
366 |
367 | /**
368 | Number of visible cell inputs.
369 |
370 | Agent's view:
371 | F
372 | |
373 | X X X
374 | L- X X X - R
375 | X A x
376 |
377 | 8 visible cells x 5 attributes per cell = 40 boolean inputs
378 | */
379 | AntAgent.numCellInputs = 40;
380 |
381 | /**
382 | Number of random inputs
383 | */
384 | AntAgent.numRndInputs = 4;
385 |
386 | /*
387 | Number of field inputs.
388 | 3 local properties (food, water, energy).
389 | */
390 | AntAgent.numFieldInputs = 3;
391 |
392 | /*
393 | Total number of agent inputs
394 | */
395 | AntAgent.numInputs =
396 | AntAgent.numCellInputs +
397 | AntAgent.numRndInputs +
398 | AntAgent.numFieldInputs;
399 |
400 | /**
401 | Number of agent state variables
402 | */
403 | AntAgent.numStateVars = 16 + NUM_ACTIONS;
404 |
405 | /**
406 | Maximum number of inputs per connection vector
407 | */
408 | AntAgent.maxStateInputs = 8;
409 |
410 | /**
411 | Maximum neural connection weight
412 | */
413 | AntAgent.maxWeight = 10.0;
414 |
415 | /**
416 | Minimum neural connection weight
417 | */
418 | AntAgent.minWeight = -10;
419 |
420 | /**
421 | Add an input to a state connection vector
422 | */
423 | AntAgent.addStateInput = function (connVec)
424 | {
425 | assert (
426 | connVec.inputs.length < AntAgent.maxStateInputs,
427 | 'too many inputs'
428 | );
429 |
430 | // Until a new input is added
431 | while (true)
432 | {
433 | // Choose a random input
434 | if (randomInt(0, 1) === 0)
435 | var varName = 'i' + randomInt(0, AntAgent.numInputs - 1);
436 | else
437 | var varName = 'this.s' + randomInt(0, AntAgent.numStateVars - 1);
438 |
439 | // If the variable is already in the list, skip it
440 | if (connVec.inputs.indexOf(varName) !== -1)
441 | continue;
442 |
443 | // Add the variable to the inputs
444 | connVec.inputs.push(varName);
445 |
446 | // Choose a random weight for the connection
447 | connVec.weights.push(
448 | randomFloat(AntAgent.minWeight, AntAgent.maxWeight)
449 | );
450 |
451 | // Break out of the loop
452 | break;
453 | }
454 | }
455 |
456 | /**
457 | Factory function to create a new ant agent
458 | */
459 | AntAgent.newAgent = function ()
460 | {
461 | /**
462 | Generate a connection vector for a state variable
463 | */
464 | function genConnVector()
465 | {
466 | // Choose the number of connections for this
467 | var numInputs = randomInt(1, AntAgent.maxStateInputs);
468 |
469 | var connVec = {
470 | inputs: [],
471 | weights: []
472 | };
473 |
474 | // Until all inputs are added
475 | for (var numAdded = 0; numAdded < numInputs;)
476 | {
477 | // Add an input connection
478 | AntAgent.addStateInput(connVec);
479 |
480 | // Increment the number of inputs added
481 | ++numAdded;
482 | }
483 |
484 | // Return the connection vector
485 | return connVec;
486 | }
487 |
488 | assert (
489 | AntAgent.numStateVars >= NUM_ACTIONS,
490 | 'insufficient number of state variables'
491 | );
492 |
493 | // Array for the state variable connection vectors
494 | var connVecs = new Array(AntAgent.numStateVars);
495 |
496 | // Generate connections for each state variable
497 | for (var i = 0; i < AntAgent.numStateVars; ++i)
498 | connVecs[i] = genConnVector();
499 |
500 | // Create the new agent
501 | return new AntAgent(connVecs);
502 | }
503 |
504 | /**
505 | Return a mutated version of an agent
506 | */
507 | AntAgent.mutate = function (agent, mutProb)
508 | {
509 | assert (
510 | agent instanceof AntAgent,
511 | 'expected ant agent'
512 | );
513 |
514 | assert (
515 | mutProb >= 0 && mutProb <= 1,
516 | 'invalid mutation probability'
517 | );
518 |
519 | // Array of connection vectors
520 | var connVecs = [];
521 |
522 | // For each connection vector
523 | for (var i = 0; i < agent.connVecs.length; ++i)
524 | {
525 | var oldVec = agent.connVecs[i];
526 |
527 | // Copy the inputs and weights
528 | var newVec = {
529 | inputs : oldVec.inputs.slice(0),
530 | weights: oldVec.weights.slice(0)
531 | };
532 |
533 | // For each mutation attempt
534 | for (var j = 0; j < AntAgent.maxStateInputs; ++j)
535 | {
536 | // If the mutation probability is not met, try again
537 | if (randomFloat(0, 1) >= mutProb)
538 | continue;
539 |
540 | // Get the current number of inputs
541 | var numInputs = newVec.inputs.length;
542 |
543 | // If we should remove an input
544 | if (randomBool() === true)
545 | {
546 | // If there are too few inputs, try again
547 | if (numInputs <= 1)
548 | continue;
549 |
550 | // Choose a random input and remove it
551 | var idx = randomInt(0, numInputs - 1);
552 | newVec.inputs.splice(idx, 1);
553 | newVec.weights.splice(idx, 1);
554 | }
555 |
556 | // If we should add an input
557 | else
558 | {
559 | // If there are too many inputs, try again
560 | if (numInputs >= AntAgent.maxStateInputs)
561 | continue;
562 |
563 | // Add an input to the rule
564 | AntAgent.addStateInput(newVec);
565 | }
566 | }
567 |
568 | // Add the mutated connection vector
569 | connVecs.push(newVec);
570 | }
571 |
572 | // Create the new agent
573 | return new AntAgent(connVecs);
574 | }
575 |
576 | /**
577 | Neural network activation function.
578 | Fast approximation to tanh(x/2)
579 | */
580 | AntAgent.actFunc = function (x)
581 | {
582 | if (x < 0)
583 | {
584 | x = -x;
585 | x = x * (6 + x * (3 + x));
586 | return -x / (x + 12);
587 | }
588 | else
589 | {
590 | x = x * (6 + x * (3 + x));
591 | return x / (x + 12);
592 | }
593 | }
594 |
595 | /**
596 | Compile a think function for the ant agent
597 | */
598 | AntAgent.prototype.compile = function ()
599 | {
600 | // Generated source string
601 | var src = '';
602 |
603 | /**
604 | Add a line of source input
605 | */
606 | function addLine(str)
607 | {
608 | if (str === undefined)
609 | str = '';
610 |
611 | src += str + '\n';
612 |
613 | //dprintln(str);
614 | }
615 |
616 | addLine('\tassert (this instanceof AntAgent)');
617 | addLine();
618 |
619 | // Next cell input index
620 | var cellInIdx = 0;
621 |
622 | // For each horizontal cell position
623 | for (var x = -1; x <= 1; ++x)
624 | {
625 | // For each vertical cell position
626 | for (var y = 0; y <= 2; ++y)
627 | {
628 | // If this is the agent's position, skip it
629 | if (x === 0 && y === 0)
630 | continue;
631 |
632 | // Compute the absolute cell position
633 | addLine('\tvar pos = this.frontCellPos(' + x + ', ' + y + ');');
634 |
635 | addLine('\tif (');
636 | addLine('\t\tpos.x >= 0 && pos.y >= 0 &&');
637 | addLine('\t\tpos.x < world.gridWidth && pos.y < world.gridHeight)');
638 | addLine('\t{');
639 | addLine('\t\tvar cell = world.getCell(pos.x, pos.y);');
640 | addLine('\t\tvar i' + (cellInIdx + 0) + ' = (cell.agent !== null)? 1:0;');
641 | addLine('\t\tvar i' + (cellInIdx + 1) + ' = (cell.type === CELL_WALL)? 1:0;');
642 | addLine('\t\tvar i' + (cellInIdx + 2) + ' = (cell.type === CELL_WATER)? 1:0;');
643 | addLine('\t\tvar i' + (cellInIdx + 3) + ' = (cell.type === CELL_PLANT)? 1:0;');
644 | addLine('\t\tvar i' + (cellInIdx + 4) + ' = (cell.type === CELL_EATEN)? 1:0;');
645 | addLine('\t}');
646 | addLine('\telse');
647 | addLine('\t{');
648 | addLine('\t\tvar i' + (cellInIdx + 0) + ' = 0;');
649 | addLine('\t\tvar i' + (cellInIdx + 1) + ' = 1;');
650 | addLine('\t\tvar i' + (cellInIdx + 2) + ' = 0;');
651 | addLine('\t\tvar i' + (cellInIdx + 3) + ' = 0;');
652 | addLine('\t\tvar i' + (cellInIdx + 4) + ' = 0;');
653 | addLine('\t}');
654 |
655 | // Increment the cell input index
656 | cellInIdx += 5;
657 | }
658 | }
659 | addLine();
660 |
661 | // For each random input
662 | for (var i = 0; i < AntAgent.numRndInputs; ++i)
663 | {
664 | var inIdx = AntAgent.numCellInputs + i;
665 |
666 | addLine('\tvar i' + inIdx + ' = randomFloat(-1, 1);');
667 | }
668 |
669 | /**
670 | Generate a field input
671 | */
672 | function genFieldInput(idx, field)
673 | {
674 | var inIdx = AntAgent.numCellInputs + AntAgent.numRndInputs + idx;
675 |
676 | addLine('\tvar i' + inIdx + ' = ' + field + ';');
677 | }
678 |
679 | /**
680 | Generate a state variable update computation
681 | */
682 | function genUpdate(connVec)
683 | {
684 | var src = '';
685 |
686 | src += 'AntAgent.actFunc(';
687 |
688 | for (var i = 0; i < connVec.inputs.length; ++i)
689 | {
690 | var input = connVec.inputs[i];
691 | var weight = connVec.weights[i];
692 |
693 | if (i !== 0)
694 | src += ' + ';
695 |
696 | src += input + '*' + weight;
697 | }
698 |
699 | src += ')';
700 |
701 | return src;
702 | }
703 |
704 | // Compile the input computations
705 | genFieldInput(0, 'this.food');
706 | genFieldInput(1, 'this.water');
707 | genFieldInput(2, 'this.energy');
708 | addLine();
709 |
710 | // Compile the state updates
711 | for (var i = 0; i < this.connVecs.length; ++i)
712 | addLine('\tthis.s' + i + ' = ' + genUpdate(this.connVecs[i]) + ';');
713 | addLine();
714 |
715 | // Choose the action to perform
716 | addLine('\tvar maxVal = -Infinity;');
717 | addLine('\tvar action = 0;\n');
718 | for (var i = 0; i < NUM_ACTIONS; ++i)
719 | {
720 | var stateIdx = AntAgent.numStateVars - NUM_ACTIONS + i;
721 |
722 | var varName = 'this.s' + stateIdx;
723 |
724 | addLine('\tif (' + varName + ' > maxVal)');
725 | addLine('\t{');
726 | addLine('\t\tmaxVal = ' + varName + ';');
727 | addLine('\t\taction = ' + i + ';');
728 | addLine('\t}');
729 | }
730 | addLine();
731 |
732 | // Return the chosen action
733 | addLine('\treturn action;');
734 |
735 | // Compile the think function from its source
736 | var thinkFunc = new Function(src);
737 |
738 | // Return the thinking function
739 | return thinkFunc;
740 | }
741 |
742 |
--------------------------------------------------------------------------------
/world.js:
--------------------------------------------------------------------------------
1 | /*****************************************************************************
2 | *
3 | * Gradient: an Artificial Life Experiment
4 | * Copyright (C) 2011 Maxime Chevalier-Boisvert
5 | *
6 | * This file is part of Gradient.
7 | *
8 | * Gradient is free software: you can redistribute it and/or modify
9 | * it under the terms of the GNU General Public License as published by
10 | * the Free Software Foundation, either version 3 of the License, or
11 | * (at your option) any later version.
12 | *
13 | * Gradient is distributed in the hope that it will be useful,
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 | * GNU General Public License for more details.
17 | *
18 | * You should have received a copy of the GNU General Public License
19 | * along with Gradient. If not, see .
20 | *
21 | * For more information about this program, please e-mail the
22 | * author, Maxime Chevalier-Boisvert at:
23 | * maximechevalierb /at/ gmail /dot/ com
24 | *
25 | *****************************************************************************/
26 |
27 | //============================================================================
28 | // Virtual World
29 | //============================================================================
30 |
31 | // World update duration
32 | const WORLD_UPDATE_TIME_SLICE = 0.1;
33 |
34 | // Number of updates to perform between checks in fast mode
35 | const WORLD_UPDATE_ITR_COUNT = 8;
36 |
37 | // Zoom level constants
38 | const WORLD_ZOOM_MIN = 0;
39 | const WORLD_ZOOM_MAX = 5;
40 |
41 | // Sprite size constants
42 | const WORLD_SPRITE_SIZES = [2, 4, 8, 16, 32, 64];
43 |
44 | // Plant respawning delay
45 | const PLANT_RESPAWN_DELAY = 3100;
46 |
47 | // Built block decay delay
48 | const BLOCK_DECAY_DELAY = 15000;
49 |
50 | // World cell kinds
51 | const CELL_EMPTY = 0;
52 | const CELL_PLANT = 1;
53 | const CELL_EATEN = 2;
54 | const CELL_WATER = 3;
55 | const CELL_MINE = 4;
56 | const CELL_WALL = 5;
57 |
58 | /**
59 | @class World cell class
60 | */
61 | function Cell(cellType, agent)
62 | {
63 | // If the cell type is unspecified, make it empty
64 | if (cellType === undefined)
65 | cellType = CELL_EMPTY;
66 |
67 | // If the agent is undefined, make it null
68 | if (agent === undefined)
69 | agent = null;
70 |
71 | /**
72 | Cell type
73 | */
74 | this.type = cellType;
75 |
76 | /**
77 | Agent at this cell
78 | */
79 | this.agent = agent;
80 | }
81 |
82 | /**
83 | @class Eaten plant class
84 | */
85 | function EatenPlant(x, y, time)
86 | {
87 | /**
88 | Plant position
89 | */
90 | this.x = x;
91 | this.y = y;
92 |
93 | /**
94 | Time at which to respawn
95 | */
96 | this.respawnTime = time;
97 |
98 | assert (
99 | isNonNegInt(this.x) && isNonNegInt(this.y),
100 | 'invalid plant coordinates'
101 | );
102 |
103 | assert (
104 | isNonNegInt(this.respawnTime),
105 | 'invalid plant respawn time'
106 | );
107 | }
108 |
109 | /**
110 | @class Built block class
111 | */
112 | function BuiltBlock(x, y, time)
113 | {
114 | /**
115 | Plant position
116 | */
117 | this.x = x;
118 | this.y = y;
119 |
120 | /**
121 | Time at which to disappear
122 | */
123 | this.decayTime = time;
124 |
125 | assert (
126 | isNonNegInt(this.x) && isNonNegInt(this.y),
127 | 'invalid plant coordinates'
128 | );
129 |
130 | assert (
131 | isNonNegInt(this.decayTime),
132 | 'invalid block decay time'
133 | );
134 | }
135 |
136 | /**
137 | @class Represent a simulated world and its contents
138 | */
139 | function World()
140 | {
141 | /**
142 | World grid width
143 | */
144 | this.gridWidth = 0;
145 |
146 | /**
147 | World grid height
148 | */
149 | this.gridHeight = 0;
150 |
151 | /**
152 | Plants respawning flag
153 | */
154 | this.plantsRespawn = true;
155 |
156 | /**
157 | Fast update mode flag
158 | */
159 | this.fastMode = false;
160 |
161 | /**
162 | Total iteration count
163 | */
164 | this.itrCount = 0;
165 |
166 | /**
167 | Last reset iteration
168 | */
169 | this.lastResetIt = 0;
170 |
171 | /**
172 | World grid
173 | */
174 | this.grid = [];
175 |
176 | /**
177 | Population
178 | */
179 | this.population = [];
180 |
181 | /**
182 | Total number of plant cells
183 | */
184 | this.numPlants = 0;
185 |
186 | /**
187 | Plants currently available to eat
188 | */
189 | this.availPlants = 0;
190 |
191 | /**
192 | List of eaten plants
193 | */
194 | this.eatenPlants = [];
195 |
196 | /**
197 | Total plants eaten count
198 | */
199 | this.eatenPlantCount = 0;
200 |
201 | /**
202 | List of built blocks
203 | */
204 | this.builtBlocks = [];
205 |
206 | /**
207 | Cache of sprites last used during rendering
208 | */
209 | this.spriteCache = [];
210 |
211 | /**
212 | Number of images left to be loaded
213 | */
214 | this.imgsToLoad = 0;
215 |
216 | var that = this;
217 | function loadImage(fileName)
218 | {
219 | that.imgsToLoad++;
220 |
221 | var img = new Image();
222 | img.src = fileName;
223 |
224 | img.onload = function () { that.imgsToLoad--; }
225 |
226 | return img;
227 | }
228 |
229 | // Load the sprite images
230 | this.emptySprite = loadImage("images/sprites/grass2.png");
231 | this.waterSprite = loadImage("images/sprites/water.png");
232 | this.water2Sprite = loadImage("images/sprites/water2.png");
233 | this.wallSprite = loadImage("images/sprites/rock.png");
234 | this.plantSprite = loadImage("images/sprites/moss_green.png");
235 | this.eatenSprite = loadImage("images/sprites/moss_dark.png");
236 | this.mineSprite = loadImage("images/sprites/landmine.png");
237 | this.antUSprite = loadImage("images/sprites/ant_up.png");
238 | this.antDSprite = loadImage("images/sprites/ant_down.png");
239 | this.antLSprite = loadImage("images/sprites/ant_left.png");
240 | this.antRSprite = loadImage("images/sprites/ant_right.png");
241 | }
242 |
243 | /**
244 | Generate a random world
245 | */
246 | World.prototype.generate = function (
247 | width,
248 | height,
249 | plantsRespawn,
250 | waterSeedProb,
251 | plantSeedProb,
252 | mineProb,
253 | rowWallsMean,
254 | rowWallsVar,
255 | colWallsMean,
256 | colWallsVar
257 | )
258 | {
259 | // Set the default generation parameters
260 | if (plantsRespawn === undefined)
261 | plantsRespawn = false;
262 | if (waterSeedProb === undefined)
263 | waterSeedProb = 0.0012;
264 | if (plantSeedProb === undefined)
265 | plantSeedProb = 0.004;
266 | if (mineProb === undefined)
267 | mineProb = 0;
268 | if (rowWallsMean === undefined)
269 | rowWallsMean = 0;
270 | if (rowWallsVar === undefined)
271 | rowWallsVar = 0;
272 | if (colWallsMean === undefined)
273 | colWallsMean = 0;
274 | if (colWallsVar === undefined)
275 | colWallsVar = 0;
276 |
277 | // Ensure that the parameters are valid
278 | assert (width > 0 && height > 0);
279 |
280 | // Store the grid width and height
281 | this.gridWidth = width;
282 | this.gridHeight = height;
283 |
284 | // Create a new world grid and fill it with empty cells
285 | this.grid = new Array(width * height);
286 | for (var i = 0; i < this.grid.length; ++i)
287 | this.grid[i] = new Cell();
288 |
289 | // Store the plant respawning flag
290 | this.plantsRespawn = plantsRespawn;
291 |
292 | // Clear the list of eaten plants
293 | this.eatenPlants = [];
294 |
295 | // Reset all counters
296 | this.reset();
297 |
298 | //*******************************
299 | // Water generation
300 | //*******************************
301 |
302 | // For each row of cells
303 | for (var y = 0; y < height; ++y)
304 | {
305 | // For each column
306 | for (var x = 0; x < width; ++x)
307 | {
308 | // With a given probability
309 | if (randomFloat(0, 1) < waterSeedProb)
310 | {
311 | // Make this a water cell
312 | this.setCell(x, y, new Cell(CELL_WATER));
313 | }
314 | }
315 | }
316 |
317 | // For each pond generation pass
318 | for (var i = 0; i < 23; ++i)
319 | {
320 | // For each row of cells
321 | for (var y = 1; y < this.gridHeight - 1; ++y)
322 | {
323 | // For each column
324 | for (var x = 1; x < this.gridWidth - 1; ++x)
325 | {
326 | // Count the number of water neighbors
327 | var numWater = this.countNeighbors(x, y, CELL_WATER);
328 |
329 | // With a certain probability
330 | if (randomFloat(0, 1) < 0.02 * numWater + (numWater? 1:0) * 0.004 * Math.exp(numWater))
331 | {
332 | // Make this a water cell
333 | this.setCell(x, y, new Cell(CELL_WATER));
334 | }
335 | }
336 | }
337 | }
338 |
339 | //*******************************
340 | // Wall generation
341 | //*******************************
342 |
343 | // Choose a random number of row walls
344 | var numRowWalls = Math.round(randomNorm(rowWallsMean, rowWallsVar));
345 |
346 | // Create a map for the row walls
347 | var rowWallMap = new Array(this.gridHeight);
348 |
349 | // For each row wall to generate
350 | for (var wallCount = 0; wallCount < numRowWalls;)
351 | {
352 | // Choose a random row
353 | var y = randomInt(2, this.gridHeight - 3);
354 |
355 | // If another wall would be immediately adjacent, skip it
356 | if (rowWallMap[y - 1] === true || rowWallMap[y + 1] === true)
357 | continue;
358 |
359 | // compute the two endpoints
360 | var x1 = randomInt(1, this.gridWidth - 2);
361 | var x2 = randomInt(1, this.gridWidth - 2);
362 |
363 | // compute the length
364 | var len = Math.abs(x1 - x2);
365 |
366 | // If the wall is too short or too long, skip it
367 | if (len < 5 || len > this.gridWidth / 4)
368 | continue;
369 |
370 | // For each column
371 | for (var x = x1; x != x2 && x > 0 && x < this.gridWidth - 1; x += ((x2 - x1) > 0? 1:-1))
372 | {
373 | // If this cell is water, skip it
374 | if (this.cellIsType(x, y, CELL_WATER) === true)
375 | break;
376 |
377 | // Make this cell a wall
378 | this.setCell(x, y, new Cell(CELL_WALL));
379 | }
380 |
381 | // Increment the wall count
382 | ++wallCount;
383 |
384 | // update the row wall map
385 | rowWallMap[y] = true;
386 | }
387 |
388 | // Choose a random number of column walls
389 | var numColWalls = Math.round(randomNorm(colWallsMean, colWallsVar));
390 |
391 | // Create a map for the column walls
392 | var colWallMap = new Array(this.gridWidth);
393 |
394 | // For each row wall to generate
395 | for (var wallCount = 0; wallCount < numColWalls;)
396 | {
397 | // Choose a random column
398 | var x = randomInt(2, this.gridWidth - 3);
399 |
400 | // If another wall would be immediately adjacent, skip it
401 | if (colWallMap[x - 1] === true || colWallMap[x + 1] === true)
402 | continue;
403 |
404 | // compute the two endpoints
405 | var y1 = randomInt(1, this.gridHeight - 2);
406 | var y2 = randomInt(1, this.gridHeight - 2);
407 |
408 | // compute the length
409 | var len = Math.abs(y1 - y2);
410 |
411 | // If the wall is too short or too long, skip it
412 | if (len < 5 || len > this.gridHeight / 4)
413 | continue;
414 |
415 | // For each row
416 | for (var y = y1; y != y2 && y > 0 && y < this.gridHeight; y += ((y2 - y1) > 0? 1:-1))
417 | {
418 | // If this cell is water or any neighbor is a wall cell, skip it
419 | if (this.cellIsType(x, y, CELL_WATER) === true||
420 | this.countNeighbors(x, y, CELL_WALL) > 1)
421 | break;
422 |
423 | // Make this cell a wall
424 | this.setCell(x, y, new Cell(CELL_WALL));
425 | }
426 |
427 | // Increment the wall count
428 | ++wallCount;
429 |
430 | // update the column wall map
431 | colWallMap[x] = true;
432 | }
433 |
434 | //*******************************
435 | // Food generation
436 | //*******************************
437 |
438 | // For each plant generation pass
439 | for (var i = 0; i < 11; ++i)
440 | {
441 | // For each row of cells
442 | for (var y = 1; y < this.gridHeight - 1; ++y)
443 | {
444 | // For each column
445 | for (var x = 1; x < this.gridWidth - 1; ++x)
446 | {
447 | // If this cell is not empty, skip it
448 | if (this.cellIsType(x, y, CELL_EMPTY) === false)
449 | continue;
450 |
451 | // Count the number of water neighbors
452 | var numWater = this.countNeighbors(x, y, CELL_WATER);
453 |
454 | // If there are any water neighbors, continue
455 | if (numWater > 0)
456 | continue;
457 |
458 | // Count the number of plant neighbors
459 | var numPlant = this.countNeighbors(x, y, CELL_PLANT);
460 |
461 | // With a certain probability, if there are no plant neighbors
462 | if (randomFloat(0, 1) < plantSeedProb && numPlant === 0)
463 | {
464 | // Make this a plant cell
465 | this.setCell(x, y, new Cell(CELL_PLANT));
466 | }
467 |
468 | // Otherwise, if there are plant neighbors
469 | else if (randomFloat(0, 1) < 0.04 * numPlant)
470 | {
471 | // Make this a plant cell with the same color as the neighbors
472 | this.setCell(x, y, new Cell(CELL_PLANT));
473 | }
474 | }
475 | }
476 | }
477 |
478 | // Count the number of plants in the world
479 | this.numPlants = 0;
480 | for (var i = 0; i < this.grid.length; ++i)
481 | {
482 | if (this.grid[i].type === CELL_PLANT)
483 | this.numPlants++;
484 | }
485 |
486 | // Initialize the number of available plants
487 | this.availPlants = this.numPlants;
488 |
489 | //*******************************
490 | // Border wall generation
491 | //*******************************
492 |
493 | // For each column
494 | for (var x = 0; x < this.gridWidth; ++x)
495 | {
496 | // Make the top border a wall
497 | this.setCell(x, 0, new Cell(CELL_WALL));
498 |
499 | // Make the bottom border a wall
500 | this.setCell(x, this.gridHeight - 1, new Cell(CELL_WALL));
501 | }
502 |
503 | // For each row
504 | for (var y = 0; y < this.gridHeight; ++y)
505 | {
506 | // Make the left border a wall
507 | this.setCell(0, y, new Cell(CELL_WALL));
508 |
509 | // Make the right border a wall
510 | this.setCell(this.gridWidth - 1, y, new Cell(CELL_WALL));
511 | }
512 | }
513 |
514 | /**
515 | Reset the world to its post-creation state
516 | */
517 | World.prototype.reset = function ()
518 | {
519 | // Store the iteration count
520 | this.lastResetIt = this.itrCount;
521 |
522 | // Respawn all plants
523 | this.respawnPlants(true);
524 |
525 | // Remove all built blocks
526 | this.decayBlocks(true);
527 |
528 | // Clear the current population
529 | this.population = [];
530 |
531 | // Remove any ants from the world grid
532 | for (var i = 0; i < this.grid.length; ++i)
533 | this.grid[i].agent = null;
534 |
535 | for (var i = 0; i < this.grid.length; ++i)
536 | {
537 | assert (
538 | this.grid[i].agent === null,
539 | 'non-null agent pointer after world reset'
540 | );
541 | }
542 | }
543 |
544 | /**
545 | Respawn eaten plants
546 | */
547 | World.prototype.respawnPlants = function (respawnAll)
548 | {
549 | // By default, do not respawn all plants
550 | if (respawnAll === undefined)
551 | respawnAll = false;
552 |
553 | // Remaining eaten plants array
554 | var eatenPlants = [];
555 |
556 | // For each eaten plant
557 | for (var i = 0; i < this.eatenPlants.length; ++i)
558 | {
559 | var plant = this.eatenPlants[i];
560 |
561 | // If it is not time for this plant to be respawned, skip it
562 | if (plant.respawnTime > this.itrCount && !(respawnAll === true))
563 | {
564 | eatenPlants.push(plant);
565 | continue;
566 | }
567 |
568 | // Make the corresponding cell a new plant
569 | this.getCell(plant.x, plant.y).type = CELL_PLANT;
570 |
571 | // Increment the available plant count
572 | this.availPlants++;
573 |
574 | assert (
575 | this.availPlants <= this.numPlants,
576 | 'invalid available plant count'
577 | );
578 | }
579 |
580 | // Update the eaten plants array
581 | this.eatenPlants = eatenPlants;
582 | }
583 |
584 | /**
585 | Decay built blocks
586 | */
587 | World.prototype.decayBlocks = function (decayAll)
588 | {
589 | // By default, do not decay all blocks
590 | if (decayAll === undefined)
591 | decayAll = false;
592 |
593 | // Remaining built blocks array
594 | var builtBlocks = [];
595 |
596 | // For each eaten plant
597 | for (var i = 0; i < this.builtBlocks.length; ++i)
598 | {
599 | var block = this.builtBlocks[i];
600 |
601 | // If it is not time for this block to be removed, skip it
602 | if (block.decayTime > this.itrCount && !(decayAll === true))
603 | {
604 | builtBlocks.push(block);
605 | continue;
606 | }
607 |
608 | // Make the corresponding cell empty
609 | this.getCell(block.x, block.y).type = CELL_EMPTY;
610 | }
611 |
612 | // Update the built blocks array
613 | this.builtBlocks = builtBlocks;
614 | }
615 |
616 | /**
617 | Update the world state
618 | */
619 | World.prototype.update = function ()
620 | {
621 | // If fast updating mode is enabled
622 | if (this.fastMode === true)
623 | {
624 | // Get the time at which we start this update
625 | var startTime = getTimeSecs();
626 |
627 | // Until the update time slice is elapsed
628 | while (getTimeSecs() < startTime + WORLD_UPDATE_TIME_SLICE)
629 | {
630 | // If all agents are dead, yield early
631 | if (this.population.length === 0)
632 | return;
633 |
634 | // Perform a small number of update iterations
635 | for (var i = 0; i < WORLD_UPDATE_ITR_COUNT; ++i)
636 | this.iterate();
637 | }
638 | }
639 | else
640 | {
641 | // Iterate only once
642 | this.iterate();
643 | }
644 | }
645 |
646 | /**
647 | Perform one world iteration
648 | */
649 | World.prototype.iterate = function ()
650 | {
651 | // For all agents in the population
652 | for (var i = 0; i < this.population.length; ++i)
653 | {
654 | var agent = this.population[i];
655 |
656 | // Update the agent state
657 | agent.update();
658 |
659 | // If the agent is no longer alive
660 | if (agent.isAlive() === false)
661 | {
662 | // Get the agent's position
663 | var pos = agent.position;
664 |
665 | // Nullify the agent pointer of its cell
666 | this.getCell(pos.x, pos.y).agent = null;
667 |
668 | // Remove the agent from the population
669 | this.population.splice(i, 1);
670 |
671 | // Move to the next agent in the population
672 | --i;
673 | }
674 | }
675 |
676 | // If eaten plants are to be respawned, place them back in the world
677 | if (this.plantsRespawn === true)
678 | this.respawnPlants(false);
679 |
680 | // Decay the built blocks
681 | this.decayBlocks(false);
682 |
683 | // Increment the iteration count
684 | this.itrCount++;
685 | }
686 |
687 | /**
688 | Render the world
689 | */
690 | World.prototype.render = function (canvas, canvasCtx, xPos, yPos, zoomLevel)
691 | {
692 | assert (
693 | isNonNegInt(zoomLevel),
694 | 'invalid zoom level'
695 | );
696 |
697 | // If there are images left to load
698 | if (this.imgsToLoad > 0)
699 | {
700 | clearCanvas(canvas, canvasCtx);
701 | canvasCtx.fillStyle = "White";
702 | canvasCtx.fillText("Loading sprites...", 10, 10);
703 | return;
704 | }
705 |
706 | // Ensure that the arguments are valids
707 | assert (
708 | xPos < this.gridWidth &&
709 | yPos < this.gridHeight &&
710 | zoomLevel >= WORLD_ZOOM_MIN &&
711 | zoomLevel <= WORLD_ZOOM_MAX
712 | );
713 |
714 | // Get the sprite size for this zoom level
715 | var spriteSize = WORLD_SPRITE_SIZES[zoomLevel - WORLD_ZOOM_MIN];
716 |
717 | // Compute the number of rows and columns of sprites to render
718 | var numRows = Math.ceil(canvas.height / spriteSize);
719 | var numCols = Math.ceil(canvas.width / spriteSize);
720 |
721 | // Compute the number of sprites to render
722 | var numSprites = numRows * numCols;
723 |
724 | // If the sprite cache size does not match, reset it
725 | if (this.spriteCache.length !== numSprites)
726 | {
727 | clearCanvas(canvas, canvasCtx);
728 | this.spriteCache = new Array(numSprites);
729 | }
730 |
731 | // Choose the animated water sprite
732 | var waterAnim = (this.itrCount % 4 <= 1);
733 | var waterSprite = waterAnim? this.waterSprite:this.water2Sprite;
734 |
735 | // Initialize the grid and frame y positions
736 | var gridY = yPos;
737 | var frameY = 0;
738 |
739 | // For each row
740 | for (var rowIdx = 0; rowIdx < numRows && gridY < this.gridHeight; ++rowIdx)
741 | {
742 | // Reset the grid and framey position
743 | var gridX = xPos;
744 | var frameX = 0;
745 |
746 | // For each column
747 | for (var colIdx = 0; colIdx < numCols && gridX < this.gridWidth; ++colIdx)
748 | {
749 | // Get a reference to this cell
750 | var cell = this.getCell(gridX, gridY);
751 |
752 | // Declare a reference to the sprite to draw
753 | var sprite;
754 |
755 | // If this cell contains an ant
756 | if (cell.agent !== null)
757 | {
758 | // Switch on the ant direction
759 | switch (cell.agent.direction)
760 | {
761 | // Set the sprite according to the direction
762 | case AGENT_DIR_UP : sprite = this.antUSprite; break;
763 | case AGENT_DIR_DOWN : sprite = this.antDSprite; break;
764 | case AGENT_DIR_LEFT : sprite = this.antLSprite; break;
765 | case AGENT_DIR_RIGHT: sprite = this.antRSprite; break;
766 |
767 | // Invalid agent direction
768 | default:
769 | error('invalid agent direction (' + cell.agent.direction + ')');
770 | }
771 | }
772 | else
773 | {
774 | // Switch on the cell types
775 | switch (cell.type)
776 | {
777 | // Empty cells
778 | case CELL_EMPTY: sprite = this.emptySprite; break;
779 |
780 | // Water cells
781 | case CELL_WATER: sprite = waterSprite; break;
782 |
783 | // Wall cells
784 | case CELL_WALL: sprite = this.wallSprite; break;
785 |
786 | // Alive and eaten plants
787 | case CELL_PLANT: sprite = this.plantSprite; break;
788 | case CELL_EATEN: sprite = this.eatenSprite; break;
789 |
790 | // Mine cell
791 | case CELL_MINE: sprite = this.mineSprite; break;
792 |
793 | // Invalid cell type
794 | default:
795 | error('invalid cell type');
796 | }
797 | }
798 |
799 | /*
800 | assert (
801 | sprite instanceof Image,
802 | 'invalid sprite'
803 | );
804 |
805 | assert (
806 | isNonNegInt(frameX) && isNonNegInt(frameY),
807 | 'invalid frame coordinates'
808 | );
809 |
810 | assert (
811 | isPosInt(spriteSize),
812 | 'invalid sprite size'
813 | );
814 | */
815 |
816 | // Get the cached sprite for this frame position
817 | var cachedSprite = this.spriteCache[numCols * rowIdx + colIdx];
818 |
819 | // If the sprite does not match the cached entry
820 | if (sprite !== cachedSprite)
821 | {
822 | // Draw the scaled sprite at the current frame position
823 | canvasCtx.drawImage(sprite, frameX, frameY, spriteSize, spriteSize);
824 |
825 | // Update the cached sprite
826 | this.spriteCache[numCols * rowIdx + colIdx] = sprite;
827 | }
828 |
829 | // Update the grid and frame position
830 | gridX += 1;
831 | frameX += spriteSize;
832 | }
833 |
834 | // Update the grid and frame position
835 | gridY += 1;
836 | frameY += spriteSize;
837 | }
838 | }
839 |
840 | /**
841 | Place an agent at a specific location on the map
842 | */
843 | World.prototype.placeAgent = function (agent, x, y)
844 | {
845 | // Ensure that the arguments are valid
846 | assert (
847 | x < this.gridWidth &&
848 | y < this.gridHeight &&
849 | agent !== null,
850 | 'invalid arguments to placeAgent'
851 | );
852 |
853 | // If this cell is not empty, placement failed
854 | if (this.cellIsType(x, y, CELL_EMPTY) === false ||
855 | this.getCell(x, y).agent !== null)
856 | return false;
857 |
858 | // Set the ant position
859 | agent.position = new Vector2(x, y);
860 |
861 | // Set the agent pointer for this cell
862 | this.getCell(x, y).agent = agent;
863 |
864 | // Add the ant to the population
865 | this.population.push(agent);
866 |
867 | // Placement successful
868 | return true;
869 | }
870 |
871 | /**
872 | Place an agent on the map at random coordinates
873 | */
874 | World.prototype.placeAgentRnd = function (agent)
875 | {
876 | assert (
877 | agent !== null,
878 | 'invalid parameters to placeAgentRnd'
879 | );
880 |
881 | // Get the initial population size
882 | var initPopSize = this.population.length;
883 |
884 | // Try to place the ant up to 512 times
885 | for (var i = 0; i < 512; ++i)
886 | {
887 | // Choose random coordinates in the world
888 | var x = randomInt(0, this.gridWidth - 1);
889 | var y = randomInt(0, this.gridHeight - 1);
890 |
891 | // If the agent can be placed at these coordinates
892 | if (this.placeAgent(agent, x, y) === true)
893 | {
894 | assert (
895 | this.population.length === initPopSize + 1,
896 | 'agent not added to population'
897 | );
898 |
899 | assert (
900 | world.getCell(agent.position.x, agent.position.y).agent === agent,
901 | 'agent pointer not valid after adding agent'
902 | );
903 |
904 | // Placement successful
905 | return true;
906 | }
907 | }
908 |
909 | assert (
910 | this.population.length === initPopSize,
911 | 'agent not added but population size changed'
912 | );
913 |
914 | // Placement failed
915 | return false;
916 | }
917 |
918 | /**
919 | Place an agent on the map near some coordinates
920 | */
921 | World.prototype.placeAgentNear = function (agent, x, y)
922 | {
923 | assert (
924 | agent !== null,
925 | 'invalid parameters to placeAgentNear'
926 | );
927 |
928 | // Get the initial population size
929 | var initPopSize = this.population.length;
930 |
931 | // Try to place the ant up to 512 times
932 | for (var i = 0; i < 512; ++i)
933 | {
934 | // Choose random coordinates in the world
935 | var nearX = x + randomInt(-12, 12);
936 | var nearY = y + randomInt(-12, 12);
937 |
938 | // If the coordinates are outside of the map, try again
939 | if (nearX < 0 ||
940 | nearY < 0 ||
941 | nearX >= this.gridWidth ||
942 | nearY >= this.gridHeight)
943 | continue;
944 |
945 | // If the agent can be placed at these coordinates
946 | if (this.placeAgent(agent, nearX, nearY) === true)
947 | {
948 | assert (
949 | this.population.length === initPopSize + 1,
950 | 'agent not added to population'
951 | );
952 |
953 | assert (
954 | world.getCell(agent.position.x, agent.position.y).agent === agent,
955 | 'agent pointer not valid after adding agent'
956 | );
957 |
958 | // Placement successful
959 | return true;
960 | }
961 | }
962 |
963 | assert (
964 | this.population.length === initPopSize,
965 | 'agent not added but population size changed'
966 | );
967 |
968 | // Placement failed
969 | return false;
970 | }
971 |
972 | /**
973 | Move an ant to new coordinates
974 | */
975 | World.prototype.moveAgent = function (agent, x, y)
976 | {
977 | // Ensure that the parameters are valid
978 | assert (agent != null);
979 |
980 | // If this moves out of the map, deny the movement
981 | if (x > this.gridWidth || y > this.gridHeight)
982 | return false;
983 |
984 | // Get the ant position
985 | const pos = agent.position;
986 |
987 | // Ensure that the agent position is valid
988 | assert (
989 | pos.x >= 0 && pos.y >= 0 &&
990 | pos.x < this.gridWidth && pos.y < this.gridHeight,
991 | 'invalid agent position'
992 | );
993 |
994 | // Obtain references to the concerned cells
995 | orig = this.getCell(pos.x, pos.y);
996 | dest = this.getCell(x, y);
997 |
998 | // Ensure that the ant pointer is valid
999 | assert (
1000 | orig.agent === agent,
1001 | 'invalid agent pointer'
1002 | );
1003 |
1004 | // If the destination cell is a wall or water, deny the movement
1005 | if (dest.type === CELL_WALL || dest.type === CELL_WATER)
1006 | return false;
1007 |
1008 | // If there is already an ant at the destination, deny the movement
1009 | if (dest.agent !== null)
1010 | return false;
1011 |
1012 | // Update the pointers to perform the movement
1013 | orig.agent = null;
1014 | dest.agent = agent;
1015 |
1016 | // Update the agent position
1017 | agent.position = new Vector2(x, y);
1018 |
1019 | // Move successful
1020 | return true;
1021 | }
1022 |
1023 | /**
1024 | Eat a plant at the given coordinates
1025 | */
1026 | World.prototype.eatPlant = function (x, y)
1027 | {
1028 | // Ensure that the parameters are valid
1029 | assert (x < this.gridWidth && y < this.gridHeight);
1030 |
1031 | // If this cell is not an available plant, stop
1032 | if (this.cellIsType(x, y, CELL_PLANT) === false)
1033 | return false;
1034 |
1035 | // Make this cell an eaten plant
1036 | this.getCell(x, y).type = CELL_EATEN;
1037 |
1038 | // Add the plant to the list of eaten plants
1039 | this.eatenPlants.push(new EatenPlant(x, y, this.itrCount + PLANT_RESPAWN_DELAY));
1040 |
1041 | // Decrement the available plant count
1042 | this.availPlants--;
1043 |
1044 | // Increment the eaten plant count
1045 | this.eatenPlantCount++;
1046 |
1047 | // Plant successfully eaten
1048 | return true;
1049 | }
1050 |
1051 | /**
1052 | Build a block at the given coordinates
1053 | */
1054 | World.prototype.buildBlock = function (x, y)
1055 | {
1056 | // Ensure that the parameters are valid
1057 | assert (x < this.gridWidth && y < this.gridHeight);
1058 |
1059 | // If this cell is not empty, stop
1060 | if (this.cellIsType(x, y, CELL_EMPTY) === false ||
1061 | this.getCell(x,y).agent !== null)
1062 | return false;
1063 |
1064 | // Make this cell a wall block
1065 | this.getCell(x, y).type = CELL_WALL;
1066 |
1067 | // Add the block to the list of built blocks
1068 | this.builtBlocks.push(new BuiltBlock(x, y, this.itrCount + BLOCK_DECAY_DELAY));
1069 |
1070 | // Plant successfully eaten
1071 | return true;
1072 | }
1073 |
1074 | /**
1075 | Test if a world cell is empty
1076 | */
1077 | World.prototype.cellIsEmpty = function (x, y)
1078 | {
1079 | // Perform the test
1080 | return (this.getCell(x, y).type === CELL_EMPTY);
1081 | }
1082 |
1083 | /**
1084 | Test the type of a cell
1085 | */
1086 | World.prototype.cellIsType = function (x, y, type)
1087 | {
1088 | // Perform the test
1089 | return (this.getCell(x, y).type === type);
1090 | }
1091 |
1092 | /**
1093 | Count cell neighbors of a given type
1094 | */
1095 | World.prototype.countNeighbors = function (x, y, type)
1096 | {
1097 | // Count the neighbor cells of the given type
1098 | var count =
1099 | (this.cellIsType(x - 1, y - 1, type)? 1:0) +
1100 | (this.cellIsType(x , y - 1, type)? 1:0) +
1101 | (this.cellIsType(x + 1, y - 1, type)? 1:0) +
1102 | (this.cellIsType(x - 1, y , type)? 1:0) +
1103 | (this.cellIsType(x + 1, y , type)? 1:0) +
1104 | (this.cellIsType(x - 1, y + 1, type)? 1:0) +
1105 | (this.cellIsType(x , y + 1, type)? 1:0) +
1106 | (this.cellIsType(x + 1, y + 1, type)? 1:0);
1107 |
1108 | // Return the count
1109 | return count;
1110 | }
1111 |
1112 | /**
1113 | Set a given grid cell
1114 | */
1115 | World.prototype.setCell = function (x, y, cell)
1116 | {
1117 | // Ensure that the coordinates are valid
1118 | assert (
1119 | x >= 0 && y >= 0 &&
1120 | x < this.gridWidth && y < this.gridHeight,
1121 | 'invalid coordinates in setCell'
1122 | );
1123 |
1124 | // Ensure that the cell is valid
1125 | assert (cell instanceof Cell);
1126 |
1127 | // Set the cell reference
1128 | this.grid[y * this.gridWidth + x] = cell;
1129 | }
1130 |
1131 | /**
1132 | Get a given grid cell
1133 | */
1134 | World.prototype.getCell = function (x, y)
1135 | {
1136 | // Ensure that the coordinates are valid
1137 | assert (
1138 | x >= 0 && y >= 0 &&
1139 | x < this.gridWidth && y < this.gridHeight,
1140 | 'invalid coordinates in getCell'
1141 | );
1142 |
1143 | // Return a reference to the cell
1144 | return this.grid[y * this.gridWidth + x];
1145 | }
1146 |
1147 |
--------------------------------------------------------------------------------
/COPYING.txt:
--------------------------------------------------------------------------------
1 | GNU GENERAL PUBLIC LICENSE
2 | Version 3, 29 June 2007
3 |
4 | Copyright (C) 2007 Free Software Foundation, Inc.
5 | Everyone is permitted to copy and distribute verbatim copies
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151 | The Corresponding Source for a work in source code form is that
152 | same work.
153 |
154 | 2. Basic Permissions.
155 |
156 | All rights granted under this License are granted for the term of
157 | copyright on the Program, and are irrevocable provided the stated
158 | conditions are met. This License explicitly affirms your unlimited
159 | permission to run the unmodified Program. The output from running a
160 | covered work is covered by this License only if the output, given its
161 | content, constitutes a covered work. This License acknowledges your
162 | rights of fair use or other equivalent, as provided by copyright law.
163 |
164 | You may make, run and propagate covered works that you do not
165 | convey, without conditions so long as your license otherwise remains
166 | in force. You may convey covered works to others for the sole purpose
167 | of having them make modifications exclusively for you, or provide you
168 | with facilities for running those works, provided that you comply with
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170 | not control copyright. Those thus making or running the covered works
171 | for you must do so exclusively on your behalf, under your direction
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174 |
175 | Conveying under any other circumstances is permitted solely under
176 | the conditions stated below. Sublicensing is not allowed; section 10
177 | makes it unnecessary.
178 |
179 | 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
180 |
181 | No covered work shall be deemed part of an effective technological
182 | measure under any applicable law fulfilling obligations under article
183 | 11 of the WIPO copyright treaty adopted on 20 December 1996, or
184 | similar laws prohibiting or restricting circumvention of such
185 | measures.
186 |
187 | When you convey a covered work, you waive any legal power to forbid
188 | circumvention of technological measures to the extent such circumvention
189 | is effected by exercising rights under this License with respect to
190 | the covered work, and you disclaim any intention to limit operation or
191 | modification of the work as a means of enforcing, against the work's
192 | users, your or third parties' legal rights to forbid circumvention of
193 | technological measures.
194 |
195 | 4. Conveying Verbatim Copies.
196 |
197 | You may convey verbatim copies of the Program's source code as you
198 | receive it, in any medium, provided that you conspicuously and
199 | appropriately publish on each copy an appropriate copyright notice;
200 | keep intact all notices stating that this License and any
201 | non-permissive terms added in accord with section 7 apply to the code;
202 | keep intact all notices of the absence of any warranty; and give all
203 | recipients a copy of this License along with the Program.
204 |
205 | You may charge any price or no price for each copy that you convey,
206 | and you may offer support or warranty protection for a fee.
207 |
208 | 5. Conveying Modified Source Versions.
209 |
210 | You may convey a work based on the Program, or the modifications to
211 | produce it from the Program, in the form of source code under the
212 | terms of section 4, provided that you also meet all of these conditions:
213 |
214 | a) The work must carry prominent notices stating that you modified
215 | it, and giving a relevant date.
216 |
217 | b) The work must carry prominent notices stating that it is
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220 | "keep intact all notices".
221 |
222 | c) You must license the entire work, as a whole, under this
223 | License to anyone who comes into possession of a copy. This
224 | License will therefore apply, along with any applicable section 7
225 | additional terms, to the whole of the work, and all its parts,
226 | regardless of how they are packaged. This License gives no
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228 | invalidate such permission if you have separately received it.
229 |
230 | d) If the work has interactive user interfaces, each must display
231 | Appropriate Legal Notices; however, if the Program has interactive
232 | interfaces that do not display Appropriate Legal Notices, your
233 | work need not make them do so.
234 |
235 | A compilation of a covered work with other separate and independent
236 | works, which are not by their nature extensions of the covered work,
237 | and which are not combined with it such as to form a larger program,
238 | in or on a volume of a storage or distribution medium, is called an
239 | "aggregate" if the compilation and its resulting copyright are not
240 | used to limit the access or legal rights of the compilation's users
241 | beyond what the individual works permit. Inclusion of a covered work
242 | in an aggregate does not cause this License to apply to the other
243 | parts of the aggregate.
244 |
245 | 6. Conveying Non-Source Forms.
246 |
247 | You may convey a covered work in object code form under the terms
248 | of sections 4 and 5, provided that you also convey the
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250 | in one of these ways:
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252 | a) Convey the object code in, or embodied in, a physical product
253 | (including a physical distribution medium), accompanied by the
254 | Corresponding Source fixed on a durable physical medium
255 | customarily used for software interchange.
256 |
257 | b) Convey the object code in, or embodied in, a physical product
258 | (including a physical distribution medium), accompanied by a
259 | written offer, valid for at least three years and valid for as
260 | long as you offer spare parts or customer support for that product
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262 | copy of the Corresponding Source for all the software in the
263 | product that is covered by this License, on a durable physical
264 | medium customarily used for software interchange, for a price no
265 | more than your reasonable cost of physically performing this
266 | conveying of source, or (2) access to copy the
267 | Corresponding Source from a network server at no charge.
268 |
269 | c) Convey individual copies of the object code with a copy of the
270 | written offer to provide the Corresponding Source. This
271 | alternative is allowed only occasionally and noncommercially, and
272 | only if you received the object code with such an offer, in accord
273 | with subsection 6b.
274 |
275 | d) Convey the object code by offering access from a designated
276 | place (gratis or for a charge), and offer equivalent access to the
277 | Corresponding Source in the same way through the same place at no
278 | further charge. You need not require recipients to copy the
279 | Corresponding Source along with the object code. If the place to
280 | copy the object code is a network server, the Corresponding Source
281 | may be on a different server (operated by you or a third party)
282 | that supports equivalent copying facilities, provided you maintain
283 | clear directions next to the object code saying where to find the
284 | Corresponding Source. Regardless of what server hosts the
285 | Corresponding Source, you remain obligated to ensure that it is
286 | available for as long as needed to satisfy these requirements.
287 |
288 | e) Convey the object code using peer-to-peer transmission, provided
289 | you inform other peers where the object code and Corresponding
290 | Source of the work are being offered to the general public at no
291 | charge under subsection 6d.
292 |
293 | A separable portion of the object code, whose source code is excluded
294 | from the Corresponding Source as a System Library, need not be
295 | included in conveying the object code work.
296 |
297 | A "User Product" is either (1) a "consumer product", which means any
298 | tangible personal property which is normally used for personal, family,
299 | or household purposes, or (2) anything designed or sold for incorporation
300 | into a dwelling. In determining whether a product is a consumer product,
301 | doubtful cases shall be resolved in favor of coverage. For a particular
302 | product received by a particular user, "normally used" refers to a
303 | typical or common use of that class of product, regardless of the status
304 | of the particular user or of the way in which the particular user
305 | actually uses, or expects or is expected to use, the product. A product
306 | is a consumer product regardless of whether the product has substantial
307 | commercial, industrial or non-consumer uses, unless such uses represent
308 | the only significant mode of use of the product.
309 |
310 | "Installation Information" for a User Product means any methods,
311 | procedures, authorization keys, or other information required to install
312 | and execute modified versions of a covered work in that User Product from
313 | a modified version of its Corresponding Source. The information must
314 | suffice to ensure that the continued functioning of the modified object
315 | code is in no case prevented or interfered with solely because
316 | modification has been made.
317 |
318 | If you convey an object code work under this section in, or with, or
319 | specifically for use in, a User Product, and the conveying occurs as
320 | part of a transaction in which the right of possession and use of the
321 | User Product is transferred to the recipient in perpetuity or for a
322 | fixed term (regardless of how the transaction is characterized), the
323 | Corresponding Source conveyed under this section must be accompanied
324 | by the Installation Information. But this requirement does not apply
325 | if neither you nor any third party retains the ability to install
326 | modified object code on the User Product (for example, the work has
327 | been installed in ROM).
328 |
329 | The requirement to provide Installation Information does not include a
330 | requirement to continue to provide support service, warranty, or updates
331 | for a work that has been modified or installed by the recipient, or for
332 | the User Product in which it has been modified or installed. Access to a
333 | network may be denied when the modification itself materially and
334 | adversely affects the operation of the network or violates the rules and
335 | protocols for communication across the network.
336 |
337 | Corresponding Source conveyed, and Installation Information provided,
338 | in accord with this section must be in a format that is publicly
339 | documented (and with an implementation available to the public in
340 | source code form), and must require no special password or key for
341 | unpacking, reading or copying.
342 |
343 | 7. Additional Terms.
344 |
345 | "Additional permissions" are terms that supplement the terms of this
346 | License by making exceptions from one or more of its conditions.
347 | Additional permissions that are applicable to the entire Program shall
348 | be treated as though they were included in this License, to the extent
349 | that they are valid under applicable law. If additional permissions
350 | apply only to part of the Program, that part may be used separately
351 | under those permissions, but the entire Program remains governed by
352 | this License without regard to the additional permissions.
353 |
354 | When you convey a copy of a covered work, you may at your option
355 | remove any additional permissions from that copy, or from any part of
356 | it. (Additional permissions may be written to require their own
357 | removal in certain cases when you modify the work.) You may place
358 | additional permissions on material, added by you to a covered work,
359 | for which you have or can give appropriate copyright permission.
360 |
361 | Notwithstanding any other provision of this License, for material you
362 | add to a covered work, you may (if authorized by the copyright holders of
363 | that material) supplement the terms of this License with terms:
364 |
365 | a) Disclaiming warranty or limiting liability differently from the
366 | terms of sections 15 and 16 of this License; or
367 |
368 | b) Requiring preservation of specified reasonable legal notices or
369 | author attributions in that material or in the Appropriate Legal
370 | Notices displayed by works containing it; or
371 |
372 | c) Prohibiting misrepresentation of the origin of that material, or
373 | requiring that modified versions of such material be marked in
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375 |
376 | d) Limiting the use for publicity purposes of names of licensors or
377 | authors of the material; or
378 |
379 | e) Declining to grant rights under trademark law for use of some
380 | trade names, trademarks, or service marks; or
381 |
382 | f) Requiring indemnification of licensors and authors of that
383 | material by anyone who conveys the material (or modified versions of
384 | it) with contractual assumptions of liability to the recipient, for
385 | any liability that these contractual assumptions directly impose on
386 | those licensors and authors.
387 |
388 | All other non-permissive additional terms are considered "further
389 | restrictions" within the meaning of section 10. If the Program as you
390 | received it, or any part of it, contains a notice stating that it is
391 | governed by this License along with a term that is a further
392 | restriction, you may remove that term. If a license document contains
393 | a further restriction but permits relicensing or conveying under this
394 | License, you may add to a covered work material governed by the terms
395 | of that license document, provided that the further restriction does
396 | not survive such relicensing or conveying.
397 |
398 | If you add terms to a covered work in accord with this section, you
399 | must place, in the relevant source files, a statement of the
400 | additional terms that apply to those files, or a notice indicating
401 | where to find the applicable terms.
402 |
403 | Additional terms, permissive or non-permissive, may be stated in the
404 | form of a separately written license, or stated as exceptions;
405 | the above requirements apply either way.
406 |
407 | 8. Termination.
408 |
409 | You may not propagate or modify a covered work except as expressly
410 | provided under this License. Any attempt otherwise to propagate or
411 | modify it is void, and will automatically terminate your rights under
412 | this License (including any patent licenses granted under the third
413 | paragraph of section 11).
414 |
415 | However, if you cease all violation of this License, then your
416 | license from a particular copyright holder is reinstated (a)
417 | provisionally, unless and until the copyright holder explicitly and
418 | finally terminates your license, and (b) permanently, if the copyright
419 | holder fails to notify you of the violation by some reasonable means
420 | prior to 60 days after the cessation.
421 |
422 | Moreover, your license from a particular copyright holder is
423 | reinstated permanently if the copyright holder notifies you of the
424 | violation by some reasonable means, this is the first time you have
425 | received notice of violation of this License (for any work) from that
426 | copyright holder, and you cure the violation prior to 30 days after
427 | your receipt of the notice.
428 |
429 | Termination of your rights under this section does not terminate the
430 | licenses of parties who have received copies or rights from you under
431 | this License. If your rights have been terminated and not permanently
432 | reinstated, you do not qualify to receive new licenses for the same
433 | material under section 10.
434 |
435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
438 | run a copy of the Program. Ancillary propagation of a covered work
439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
441 | nothing other than this License grants you permission to propagate or
442 | modify any covered work. These actions infringe copyright if you do
443 | not accept this License. Therefore, by modifying or propagating a
444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
452 |
453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
455 | organization, or merging organizations. If propagation of a covered
456 | work results from an entity transaction, each party to that
457 | transaction who receives a copy of the work also receives whatever
458 | licenses to the work the party's predecessor in interest had or could
459 | give under the previous paragraph, plus a right to possession of the
460 | Corresponding Source of the work from the predecessor in interest, if
461 | the predecessor has it or can get it with reasonable efforts.
462 |
463 | You may not impose any further restrictions on the exercise of the
464 | rights granted or affirmed under this License. For example, you may
465 | not impose a license fee, royalty, or other charge for exercise of
466 | rights granted under this License, and you may not initiate litigation
467 | (including a cross-claim or counterclaim in a lawsuit) alleging that
468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
470 |
471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
476 |
477 | A contributor's "essential patent claims" are all patent claims
478 | owned or controlled by the contributor, whether already acquired or
479 | hereafter acquired, that would be infringed by some manner, permitted
480 | by this License, of making, using, or selling its contributor version,
481 | but do not include claims that would be infringed only as a
482 | consequence of further modification of the contributor version. For
483 | purposes of this definition, "control" includes the right to grant
484 | patent sublicenses in a manner consistent with the requirements of
485 | this License.
486 |
487 | Each contributor grants you a non-exclusive, worldwide, royalty-free
488 | patent license under the contributor's essential patent claims, to
489 | make, use, sell, offer for sale, import and otherwise run, modify and
490 | propagate the contents of its contributor version.
491 |
492 | In the following three paragraphs, a "patent license" is any express
493 | agreement or commitment, however denominated, not to enforce a patent
494 | (such as an express permission to practice a patent or covenant not to
495 | sue for patent infringement). To "grant" such a patent license to a
496 | party means to make such an agreement or commitment not to enforce a
497 | patent against the party.
498 |
499 | If you convey a covered work, knowingly relying on a patent license,
500 | and the Corresponding Source of the work is not available for anyone
501 | to copy, free of charge and under the terms of this License, through a
502 | publicly available network server or other readily accessible means,
503 | then you must either (1) cause the Corresponding Source to be so
504 | available, or (2) arrange to deprive yourself of the benefit of the
505 | patent license for this particular work, or (3) arrange, in a manner
506 | consistent with the requirements of this License, to extend the patent
507 | license to downstream recipients. "Knowingly relying" means you have
508 | actual knowledge that, but for the patent license, your conveying the
509 | covered work in a country, or your recipient's use of the covered work
510 | in a country, would infringe one or more identifiable patents in that
511 | country that you have reason to believe are valid.
512 |
513 | If, pursuant to or in connection with a single transaction or
514 | arrangement, you convey, or propagate by procuring conveyance of, a
515 | covered work, and grant a patent license to some of the parties
516 | receiving the covered work authorizing them to use, propagate, modify
517 | or convey a specific copy of the covered work, then the patent license
518 | you grant is automatically extended to all recipients of the covered
519 | work and works based on it.
520 |
521 | A patent license is "discriminatory" if it does not include within
522 | the scope of its coverage, prohibits the exercise of, or is
523 | conditioned on the non-exercise of one or more of the rights that are
524 | specifically granted under this License. You may not convey a covered
525 | work if you are a party to an arrangement with a third party that is
526 | in the business of distributing software, under which you make payment
527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
546 | License and any other pertinent obligations, then as a consequence you may
547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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