AI-Evolve-Befunge
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lib/AI/Evolve/Befunge/Critter.pm view on Meta::CPAN
my @params;
my @vectors;
push(@vectors, $$self{boardsize}) if exists $$self{boardsize};
push(@vectors, $$self{maxsize}, $$self{codesize});
foreach my $vec (@vectors) {
push(@params, $vec->get_all_components());
push(@params, 1) for($vec->get_dims()+1..$$self{dims});
}
push(@params, $$self{threadcost}, $$self{stackcost}, $$self{repeatcost},
$$self{itercost}, $$self{tokens}, $$self{dims});
push(@params, $self->physics->token) if defined $self->physics->token;
$$self{interp}->set_params([@params]);
return $self;
}
=head1 METHODS
=head2 invoke
my $rv = $critter->invoke($board);
my $rv = $critter->invoke();
Run through a life cycle. If a board is specified, the board state
is copied into the appropriate place before execution begins.
This should be run within an "eval"; if the critter causes an
exception, it will kill this function. It is commonly invoked by
L</move> (see below), which handles exceptions properly.
=cut
sub invoke {
my ($self, $board) = @_;
delete($$self{move});
$self->populate($board) if defined $board;
my $rv = Result->new(name => $self->blueprint->name);
my $initial_ip = Language::Befunge::IP->new($$self{dims});
$initial_ip->set_position($$self{codeoffset});
my $interp = $self->interp;
push(@{$initial_ip->get_toss}, @{$interp->get_params});
$interp->set_ips([$initial_ip]);
while($self->tokens > 0) {
my $ip = shift @{$interp->get_ips()};
unless(defined($ip)) {
my @ips = @{$interp->get_newips};
last unless scalar @ips;
$ip = shift @ips;
$interp->set_ips([@ips]);
}
unless(defined $$ip{_ai_critter}) {
$$ip{_ai_critter} = $self;
weaken($$ip{_ai_critter});
}
last unless $self->spend($self->itercost);
$interp->set_curip($ip);
$interp->process_ip();
if(defined($$self{move})) {
debug("move made: " . $$self{move} . "\n");
$rv->choice( $$self{move} );
return $rv;
}
}
debug("play timeout\n");
return $rv;
}
=head2 move
my $rv = $critter->move($board, $score);
Similar to invoke(), above. This function wraps invoke() in an
eval block, updates a scoreboard afterwards, and creates a "dead"
return value if the eval failed.
=cut
sub move {
my ($self, $board) = @_;
my $rv;
local $@ = '';
eval {
$rv = $self->invoke($board);
};
if($@ ne '') {
debug("eval error $@\n");
$rv = Result->new(name => $self->blueprint->name, died => 1);
my $reason = $@;
chomp $reason;
$rv->fate($reason);
}
$rv->tokens($self->tokens);
return $rv;
}
=head2 populate
$critter->populate($board);
Writes the board game state into the Befunge universe.
=cut
sub populate {
my ($self, $board) = @_;
my $storage = $$self{interp}->get_storage;
$storage->store($board->as_string);
$$self{interp}{_ai_board} = $board;
weaken($$self{interp}{_ai_board});
}
=head2 spend
return unless $critter->spend($tokens * $cost);
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