AI-Evolve-Befunge
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lib/AI/Evolve/Befunge/Population.pm view on Meta::CPAN
push @population, $child1;
}
$self->blueprints([@population]);
}
=head2 migrate
$population->migrate();
Send and receive critters to/from other populations. This requires an
external networking script to be running.
Exported critters are saved to a "migrate-$HOST/out" folder. The
networking script should broadcast the contents of any files created
in this directory, and remove the files afterwards.
Imported critters are read from a "migrate-$HOST/in" folder. The
files are removed after they have been read. The networking script
should save any received critters to individual files in this folder.
=cut
sub migrate {
my $self = shift;
$self->migrate_export();
$self->migrate_import();
}
=head2 save
$population->save();
Write out the current population state. Savefiles are written to a
"results-$HOST/" folder. Also calls L</cleanup_intermediate_savefiles>
to keep the results directory relatively clean, see below for the
description of that method.
=cut
sub save {
my $self = shift;
my $gen = $self->generation;
my $pop = $self->blueprints;
my $host = $self->host;
my $results = "results-$host";
mkdir($results);
my $fnbase = "$results/" . join('-', $host, $self->physics->name);
my $fn = "$fnbase-$gen";
unlink("$fn.tmp");
my $savefile = IO::File->new(">$fn.tmp");
my $popid = new_popid();
$savefile->print("generation=$gen\n");
$savefile->print("popid=$popid\n");
foreach my $critter (@$pop) {
$savefile->print($critter->as_string);
}
$savefile->close();
unlink($fn);
rename("$fn.tmp",$fn);
$self->cleanup_intermediate_savefiles();
}
=head1 INTERNAL METHODS
The APIs of the following methods may change at any time.
=head2 mutate
$population->mutate($blueprint);
Overwrite a section of the blueprint's code with trash. The section
size, location, and the trash are all randomly generated.
=cut
sub mutate {
my ($self, $blueprint) = @_;
my $code_size = $blueprint->size;
my $code_density = $self->config->config('code_density', 70);
my $base = Language::Befunge::Vector->new(
map { int(rand($code_size->get_component($_))) } (0..$self->dimensions-1));
my $size = Language::Befunge::Vector->new(
map { my $d = ($code_size->get_component($_)-1) - $base->get_component($_);
int($d/(rand($d)+1)) } (0..$self->dimensions-1));
my $end = $base + $size;
my $code = $blueprint->code;
for(my $v = $base->copy(); defined($v); $v = $v->rasterize($base, $end)) {
my $pos = 0;
for my $d (0..$v->get_dims()-1) {
$pos *= $code_size->get_component($d);
$pos += $v->get_component($d);
}
vec($code,$pos,8) = ord($self->new_code_fragment(1,$code_density));
}
$blueprint->code($code);
delete($$blueprint{cache});
}
=head2 crossover
$population->crossover($blueprint1, $blueprint2);
Swaps a random chunk of code in the first blueprint with the same
section of the second blueprint. Both blueprints are modified.
=cut
sub crossover {
my ($self, $chr1, $chr2) = @_;
my $code_size = $chr1->size;
my $base = Language::Befunge::Vector->new(
map { int(rand($code_size->get_component($_))) } (0..$self->dimensions-1));
my $size = Language::Befunge::Vector->new(
map { my $d = ($code_size->get_component($_)-1) - $base->get_component($_);
int($d/(rand($d)+1)) } (0..$self->dimensions-1));
my $end = $base + $size;
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