How to convert an closed path SVG to a 0-1 array - algorithm

Lets say there is a svg with a closed filled rectangle in the middle and around that there's a white space of 2 points .
<path d="M2 2 H 3 V 3 H 2 Z" fill="transparent" stroke="black"/>
So I want to represent this a 2-d matrix where all the white space are represented as 0 and black spaces (covered area) is represented as 1. so for this example it should be-
[
[0, 0, 0, 0],
[0, 1, 1, 1],
[0, 1, 1, 1],
[0, 1, 1, 1]
]
It's a simple path , but I'm trying to find a way where it would work for complex paths including bezier curve. Actually I'm trying to convert an SVG world map to 0-1 matrix so that I can run some AI algorithms on it .

Implemented #Robert Longson suggestion. 1) Draw the svg in canvas 2) Get ImageData as CanvasContext Array 3) Iterate on that array and form your matrix. 4) Array returned by getImageData is a flat array and consecutive 4 array index correspond to one point of canvas and they are r, g, b and alpha (rgba) of the color of that point.
Here's a working react component .
import React, { Component } from 'react';
export default class IndexPage extends Component {
constructor(properties) {
super(properties);
this.canvasWidth = 1052;
this.canvasHeight = 580;
}
componentDidMount() {
const mapCanvas = this.refs.canvas;
const ctx = mapCanvas.getContext('2d');
const img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
this.arrayFromSvg();
}.bind(this);
img.src = 'World.svg';
}
render() {
return ( < div >
< div styles={{
width: this.canvasWidth,
height: this.canvasHeight
}
} >
< canvas width = {
this.canvasWidth
}
height = {
this.canvasHeight
}
ref = "canvas" >
< /canvas> < /div >
< /div>
);
}
arrayFromSvg() {
const mapCanvas = this.refs.canvas;
const ctx = mapCanvas.getContext('2d');
const canvasWidth = mapCanvas.width;
const canvasHeight = mapCanvas.height;
const imageData = ctx.getImageData(0, 0, canvasWidth, canvasHeight).data;
const imageToMat = [];
for (let row = 0, count = -1; row < canvasWidth; row++) {
imageToMat[row] = [];
// imageToMat[row][col] = 'rgba(' + imageData[++count] + ', ' + imageData[++count] + ', ' + imageData[++count] + ', ' + imageData[++count] + ')';
for (let col = 0; col < canvasHeight; col++) {
if (imageData[++count] + imageData[++count] + imageData[++count] + imageData[++count] > 0) {
imageToMat[row][col] = 1;
} else {
imageToMat[row][col] = 0;
}
}
}
console.log(imageToMat);
}
}

Related

Animation doesn't show steps-in-between

I have created a simple function that would "animate" the cell backcolor at a tap, it works perfectly fine:
Color nOldColor = _grid.BackgroundColor;
for (int i = 0; i <= 100; i += 5)
{
double f = (double)i / (double)100;
Color nNewColor = PCLHelper.BlendColors(nOldColor, Color.Red, f);
_grid.BackgroundColor = nNewColor;
_label1.BackgroundColor = nNewColor;
await Task.Delay(5);
}
_grid.BackgroundColor = nOldColor;
_label1.BackgroundColor = nOldColor;
Now I wanted to do the same with an Animation, but the animation doesn't show the steps "in-between" but rather (as it looks to me) switches to the final color:
private async void animateButtonTouched()
{
int repeatCountMax = 100;
Color nOldColor = _grid.BackgroundColor;
var repeatCount = 0;
_grid.Animate("changeBG", new Animation((val) =>
{
double f = (double)repeatCount / (double)100;
Color nNewColor = PCLHelper.BlendColors(nOldColor, Color.Red, f);
_grid.BackgroundColor = nNewColor;
_label1.BackgroundColor = nNewColor;
}),
5, //duration. I've also tried it with 100. Nothing helped
finished: (val, b) =>
{
repeatCount++;
}, repeat: () =>
{
return repeatCount < repeatCountMax;
});
What am I doing wrong?
"You are making it more difficult than it needs to be." Trademark pending 🍣
The Animate callback is providing the stepping value (or keyframe value). This is a double from 0 to 1 that is called ever X milliseconds (i.e. the length of a single animation frame, 16 default) over the course of X milliseconds (250 default).
So in this example the ShiftToColor gets called 125 times (2000 / 16) with a value that is evenly divided from 0 to 1, thus steps of .008.
var orgColor = aFormsElementInstance.BackgroundColor;
aFormsElementInstance.Animate("changeBG", new Animation((val) =>
{
Color ShiftToColor(Color From, Color To, double pct)
{
var r = From.R + ((To.R - From.R) * val);
var g = From.G + ((To.G - From.G) * val);
var b = From.B + ((To.B - From.B) * val);
return new Color(r, g, b);
}
Device.BeginInvokeOnMainThread(() =>
{
aFormsElementInstance.BackgroundColor = ShiftToColor(orgColor, Color.Red, val);
});
}), 16, 2000);
Results in:

3D Boolean operations with Three CSG

Following the example here:
http://learningthreejs.com/blog/2011/12/10/constructive-solid-geometry-with-csg-js/
And using Three.js with https://github.com/chandlerprall/ThreeCSG, I'm trying to do 3D boolean operations on nodes from the model. Like for example if I have a wall with a window, I want to do invert() on that to get just the window.
I have a function that returns all the vertices of the polygons of a node, here's an example of vertices of an object without holes https://pastebin.com/8dhYzPwE.
I'm using ThreeCSG like this:
const geometryThree = new THREE.Geometry();
geometryThree.vertices.push(
...vertices
);
const geometryCsg = new ThreeBSP(geometryThree);
But that's what I'm getting in geometryCsg:
"{
"matrix": {
"elements": {
"0": 1,
"1": 0,
"2": 0,
"3": 0,
"4": 0,
"5": 1,
"6": 0,
"7": 0,
"8": 0,
"9": 0,
"10": 1,
"11": 0,
"12": 0,
"13": 0,
"14": 0,
"15": 1
}
},
"tree": {
"polygons": []
}
}"
I think it's because the geometry.faces.length is 0.
How can I make the vertices array to be a proper Three.Geometry such that the faces won't be empty? Geometry.elementsNeedsUpdate doesn't work...
Is there an example that uses polygons of a shape as an array of Vector3s and transforms that to csg?
I just worked on a demo using THREE csg: the Viewer meshes have an indexed array of vertices so you cannot create a BSP directly out of it. Also my code is using a web worker to process the meshes in order to keep the UI responsive with large models, so I need first to send the mesh data to the worker and reconstruct a simple THREE.Mesh on the worker side, the code looks like below:
// Sends component geometry to the web worker
postComponent (dbId) {
const geometry = this.getComponentGeometry(dbId)
const msg = {
boundingBox: this.getComponentBoundingBox(dbId),
matrixWorld: geometry.matrixWorld,
nbMeshes: geometry.meshes.length,
msgId: 'MSG_ID_COMPONENT',
dbId
}
geometry.meshes.forEach((mesh, idx) => {
msg['positions' + idx] = mesh.positions
msg['indices' + idx] = mesh.indices
msg['stride' + idx] = mesh.stride
})
this.worker.postMessage(msg)
}
// get geometry for all fragments in a component
getComponentGeometry (dbId) {
const fragIds = Toolkit.getLeafFragIds(
this.viewer.model, dbId)
let matrixWorld = null
const meshes = fragIds.map((fragId) => {
const renderProxy = this.viewer.impl.getRenderProxy(
this.viewer.model,
fragId)
const geometry = renderProxy.geometry
const attributes = geometry.attributes
const positions = geometry.vb
? geometry.vb
: attributes.position.array
const indices = attributes.index.array || geometry.ib
const stride = geometry.vb ? geometry.vbstride : 3
const offsets = geometry.offsets
matrixWorld = matrixWorld ||
renderProxy.matrixWorld.elements
return {
positions,
indices,
offsets,
stride
}
})
return {
matrixWorld,
meshes
}
}
// On the worker side reconstruct THREE.Mesh
// from received data and create ThreeBSP
function buildComponentMesh (data) {
const vertexArray = []
for (let idx=0; idx < data.nbMeshes; ++idx) {
const meshData = {
positions: data['positions' + idx],
indices: data['indices' + idx],
stride: data['stride' + idx]
}
getMeshGeometry (meshData, vertexArray)
}
const geometry = new THREE.Geometry()
for (var i = 0; i < vertexArray.length; i += 3) {
geometry.vertices.push(vertexArray[i])
geometry.vertices.push(vertexArray[i + 1])
geometry.vertices.push(vertexArray[i + 2])
const face = new THREE.Face3(i, i + 1, i + 2)
geometry.faces.push(face)
}
const matrixWorld = new THREE.Matrix4()
matrixWorld.fromArray(data.matrixWorld)
const mesh = new THREE.Mesh(geometry)
mesh.applyMatrix(matrixWorld)
mesh.boundingBox = data.boundingBox
mesh.bsp = new ThreeBSP(mesh)
mesh.dbId = data.dbId
return mesh
}
function getMeshGeometry (data, vertexArray) {
const offsets = [{
count: data.indices.length,
index: 0,
start: 0}
]
for (var oi = 0, ol = offsets.length; oi < ol; ++oi) {
var start = offsets[oi].start
var count = offsets[oi].count
var index = offsets[oi].index
for (var i = start, il = start + count; i < il; i += 3) {
const a = index + data.indices[i]
const b = index + data.indices[i + 1]
const c = index + data.indices[i + 2]
const vA = new THREE.Vector3()
const vB = new THREE.Vector3()
const vC = new THREE.Vector3()
vA.fromArray(data.positions, a * data.stride)
vB.fromArray(data.positions, b * data.stride)
vC.fromArray(data.positions, c * data.stride)
vertexArray.push(vA)
vertexArray.push(vB)
vertexArray.push(vC)
}
}
}
The complete code of my sample is there: Wall Analyzer and the live demo there.

PHASER ALTARA Struggling with motion paths, enemy ai and animations

Basically I want to make my sprite follow a motion path and depending on its direction it is going, it will play a particular animation. i.e. moving up will display its back, moving left will display the left side of the sprite and so on.
I've tried for hours but to no avail in trying to make this work. I had some luck using prototype but the final game will be using the structure below. ANY help will be appreciated.
/*
* initalise Phaser framework with width:960px, height:540px
*/
var game = new Phaser.Game(960, 540, Phaser.AUTO, 'gameContainer', { preload: preload, create: create, update: update, });
/*
* Preload runs before the game starts. Assets such as images and sounds such be preloaded here.
* A webserver is required to load assets.
*
* Also in this function we set game scale so it full browser width.
*/
function preload() {
// set to scale to full browser width
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.scale.parentIsWindow = true;
//set the background color so can confirm the game renders in the browser
this.stage.backgroundColor = '#4488cc';
this.game.renderer.renderSession.roundPixels = true;
//preload images & sounds
//game.load.image('key', 'folder/filename.png');
//this.load.image('nazi', 'image/nazi.png');
game.load.spritesheet('nazi', 'images/nazi.png', 128, 128, 6);
this.bmd = null;
this.alien = null;
this.mode = 0;
//Use this website to set enemy movements http://phaser.io/waveforms. Export save data from the console log.
this.points = {
"type":0,"closed":true,"x":[120,120,260,260,200,180,120],"y":[368,108,108,308,308,368,368]
};
this.pi = 0;
this.path = [];
}
/*
* Add game variables here
*/
var nazi;
/*
* Create runs once only when Phaser first loads
* create the game scene by adding objects to the stage
*/
function create() {
bmd = this.add.bitmapData(this.game.width, this.game.height);
bmd.addToWorld();
/*
For testing
this.alien = this.add.sprite(0, 0, 'alien');
this.alien.anchor.set(0.5);
*/
this.nazi = this.add.sprite(0, 0, 'nazi');
this.nazi.anchor.set(0.5);
var py = this.points.y;
/*Original Code
//define the animation
nazi.animations.add('walk');
//start the animation at 30fps
nazi.animations.play('walk', 3, true);
*/
//define the animation
this.nazi.animations.add('walkDown', [2, 3]);
//start the animation at 30fps
this.nazi.animations.play('walkDown', 3, true);
//define the animation
this.nazi.animations.add('walkLR', [4, 5]);
//start the animation at 30fps
this.nazi.animations.play('walkLR', 3, true);
//define the animation
this.nazi.animations.add('walkUp', [0, 1]);
//start the animation at 30fps
this.nazi.animations.play('walkUp', 3, true);
}
function plot() {
this.bmd.clear();
this.path = [];
/*ROTATION CODE*/
var ix = 0;
/**/
//Sets the speed of the sprite
var x = 0.5 / game.width;
//looping through plotting points from x and y array
for (var i = 0; i <= 1; i += x) {
var px = this.math.linearInterpolation(this.points.x, i);
var py = this.math.linearInterpolation(this.points.y, i);
/* ROTATION CODE to follow direction of path*/
var node = { x: px, y: py, angle: 0 };
if (ix > 0)
{
node.angle = this.math.angleBetweenPoints(this.path[ix - 1], node);
}
this.path.push(node);
ix++;
/**/
//this.path.push( { x: px, y: py });
this.bmd.rect(px, py, 1, 1, 'rgba(255, 255, 255, 1)');
}
for (var p = 0; p < this.points.x.length; p++) {
this.bmd.rect(this.points.x[p]-3, this.points.y[p]-3, 6, 6, 'rgba(255, 0, 0, 1)');
}
}
/*
* Update runs continuously. Its the game loop function.
* Add collision detections and control events here
*/
function update() {
plot();
// Reset the players velocity (movement)
//this.nazi = 'nazi';
/* For Testing
this.alien.x = this.path[this.pi].x;
this.alien.y = this.path[this.pi].y;
//ROTATION CODE:
this.alien.rotation = this.path[this.pi].angle;
*/
this.nazi.x = this.path[this.pi].x;
this.nazi.y = this.path[this.pi].y;
//this.nazi.rotation = this.path[this.pi].angle;
this.pi++;
if (this.pi >= this.path.length)
{
this.pi = 0;
}
/*
// Flipping the player image based on the velocity
if(nazi.body.velocity.x > 0){
//player is moving right
nazi.scale.x = -1;
nazi.animations.play('walkLR');
}
else if(nazi.body.velocity.x < 0){
//player is moving left
nazi.scale.x = 1; //flip the image
nazi.animations.play('walkLR');
}
else if (nazi.body.velocity.y < 0){
nazi.animations.play('walkUp');
}
else if(nazi.body.velocity.y > 0){
//player is not moving
nazi.animations.play('walkDown');
}
*/
}

Is there any solution to Firefox 37's poor Canvas rendering performance

I've deliberately provided the version number in the question as this is the kind of question that will go out of date at some point.
Here is a simple animation that will run perfectly smoothly in Chrome and Safari, but will be very jerky in Firefox:
function lerp(a,b,λ) {
return a + λ*(b-a);
}
function random(a,b) {
return lerp( a, b, Math.random() );
}
// = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
$(document).ready( function()
{
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var balls = new Array(12);
for( var i=0; i<balls.length; i++ )
{
while(true)
{
var density = Math.sqrt( random(1,100) );
var r = random(5, 30);
var x = random( r+1, canvas.width-1 -(r+1) ),
y = random( r+1, canvas.height-1 -(r+1) );
var overlap = false;
for( var j=0; j<i; j++ )
{
var _x = balls[j].x - x,
_y = balls[j].y - y,
d2 = _x*_x + _y*_y,
_r = balls[j].r + r;
if( d2 < _r*_r )
overlap = true;
}
if( overlap )
continue;
balls[i] = {
color : d3.hsl( lerp(0,240,density/10), random(.3,.7), random(.3,.7) ).toString(),
x : x,
y : y,
vx : random(0, 0.2),
vy : random(0, 0.2),
r : r,
advance: function(t) {
this.x += t * this.vx;
this.y += t * this.vy;
}
};
break;
}
};
window.requestAnimationFrame(vsync);
var t_last;
function vsync(t)
{
if( t_last )
render( t - t_last );
t_last = t;
window.requestAnimationFrame(vsync);
}
function render(t_frame)
{
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx.fillStyle="gray";
ctx.fillRect(0,0, canvas.width, canvas.height);
function advance_all(t) {
balls.forEach( function(b) {
b.advance(t);
});
}
var t_remaining = t_frame;
while(true) {
var hit = get_next_collision( balls, canvas.width, canvas.height );
if( t_remaining < hit.t )
break;
advance_all( hit.t );
t_remaining -= hit.t;
collide_wall( balls[hit.i], hit.wall );
balls[hit.i].advance(.001);
};
advance_all( t_remaining );
// draw balls
balls.forEach( function(ball) {
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.r, 0, Math.PI*2, true);
ctx.closePath();
ctx.fillStyle = ball.color;
ctx.fill();
});
}
});
// = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
function get_next_collision(balls,W,H)
{
var winner;
// ball-wall
balls.forEach( function(ball,i)
{
var t = [];
t['L'] = (ball.r - ball.x) / ball.vx; // s.x + t v.x = r
t['T'] = (ball.r - ball.y) / ball.vy;
t['R'] = (W-1-ball.r - ball.x) / ball.vx; // s.x + t v.x = (W-1)-r
t['B'] = (H-1-ball.r - ball.y) / ball.vy;
// get index of smallest positive t
var LR = t['L'] >= 0 ? 'L' : 'R',
TB = t['T'] >= 0 ? 'T' : 'B',
wall = t[LR] < t[TB] ? LR : TB;
if( ! winner || ( t[wall] <= winner.t ) )
winner = {
t : t[wall],
i : i,
wall: wall
};
});
return winner;
}
function collide_wall( A, wall )
{
if( wall == 'L' || wall == 'R' )
A.vx *= -1;
else
A.vy *= -1;
}
html, body {
width: 100%;
height: 100%;
margin: 0px;
}
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/mathjs/1.5.1/math.min.js"></script>
<script src="http://d3js.org/d3.v3.min.js"></script>
<canvas id="myCanvas">
<!-- Insert fallback content here -->
</canvas>
Why is Firefox performing significantly worse than its competitors?
If I take the number of balls to 500 Chrome is still smooth, Firefox is seriously choppy.
If I take the number of balls down to 1 Firefox is still burring it.
Another experiment I did was applying a fixed velocity increment each frame, so that the smoothness of the animation accurately reflects the evenness of the render callback. This showed Firefox to be all over the place. Chrome on the other hand was smooth.
If there is sufficient interest, I can provide a snippet for that also and maybe tidy up the first one so that it offers a slider to modify the ball count.
As far as I can see, (1) Firefox definitely isn't giving us a genuine VSYNC callback, I suspect it is just using a timer, (2) even correcting for that by manually calculating elapsed time for each frame, it burrs the animation, maybe suggesting that it sometimes the callback fires in time to catch the VSYNC and sometimes it misses the boat, (3) there is an additional compositing hit that is disproportionate compared with Chrome.
Is there anything to be done about this?
EDIT: I found this question from four years ago! Poor performance of html5 canvas under firefox -- please don't mark this question as the duplicate unless it is certain that the answer to that question is still the only relevant answer four years later. I've deliberately included the version number in the question, as the question pertains specifically to the current version.

Why Is My Genetic Algorithm Terrible (Why Doesn't It Converge)?

I wrote a quick experiment with a genetic algorithm. It simply takes a grid of squares and tries to mutate their color to make them all yellow. It fails miserably and I can't seem to figure out why. I've included a link to JSFiddle that demonstrates working code, as well as a copy of the code in its entirety.
http://jsfiddle.net/mankyd/X6x9L/
<!DOCTYPE html>
<html lang="en">
<head>
</head>
<body>
<div class="container">
<h1>The randomly flashing squares <i>should</i> be turning yellow</h1>
<div class="row">
<canvas id="input_canvas" width="100" height="100"></canvas>
<canvas id="output_canvas" width="100" height="100"></canvas>
</div>
<div class="row">
<span id="generation"></span>
<span id="best_fitness"></span>
<span id="avg_fitness"></span>
</div>
</div>
</body>
</html>
Note that the below javascript relies on jquery in a few places.
// A bit of code that draws several squares in a canvas
// and then attempts to use a genetic algorithm to slowly
// make those squares all yellow.
// Knobs that can be tweaked
var mutation_rate = 0.1; // how often should we mutate something
var crossover_rate = 0.6; // how often should we crossover two parents
var fitness_influence = 1; // affects the fitness's influence over mutation
var elitism = 1; // how many of the parent's generation to carry over
var num_offspring = 20; // how many spawn's per generation
var use_rank_selection = true; // false == roulette_selection
// Global variables for easy tracking
var children = []; // current generation
var best_spawn = null; // keeps track of our best so far
var best_fitness = null; // keeps track of our best so far
var generation = 0; // global generation counter
var clear_color = 'rgb(0,0,0)';
// used for output
var $gen_span = $('#generation');
var $best_fit = $('#best_fitness');
var $avg_fit = $('#avg_fitness');
var $input_canvas = $('#input_canvas');
var input_ctx = $input_canvas[0].getContext('2d');
var $output_canvas = $('#output_canvas');
var output_ctx = $output_canvas[0].getContext('2d');
// A spawn represents a genome - a collection of colored
// squares.
var Spawn = function(nodes) {
var _fitness = null; // a cache of our fitness
this.nodes = nodes; // the squares that make up our image
this.fitness = function() {
// fitness is simply a function of how close to yellow we are.
// This is defined through euclidian distance. Smaller fitnesses
// are better.
if (_fitness === null) {
_fitness = 0;
for (var i = 0; i < nodes.length; i++) {
_fitness += Math.pow(-nodes[i].color[0], 2) +
Math.pow(255 - nodes[i].color[1], 2) +
Math.pow(255 - nodes[i].color[2], 2);
}
_fitness /= 255*255*3*nodes.length; // divide by the worst possible distance
}
return _fitness;
};
this.mutate = function() {
// reset our cached fitness to unknown
_fitness = null;
var health = this.fitness() * fitness_influence;
var width = $output_canvas[0].width;
var height = $output_canvas[0].height;
for (var i = 0; i < nodes.length; i++) {
// Sometimes (most times) we don't mutate
if (Math.random() > mutation_rate) {
continue;
}
// Mutate the colors.
for (var j = 0; j < 3; j++) {
// colors can move by up to 32 in either direction
nodes[i].color[j] += 64 * (.5 - Math.random()) * health;
// make sure that our colors stay between 0 and 255
nodes[i].color[j] = Math.max(0, Math.min(255, nodes[i].color[j]));
}
}
};
this.draw = function(ctx) {
// This draw function is a little overly generic in that it supports
// arbitrary polygons.
ctx.save();
ctx.fillStyle = clear_color;
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
for (var i = 0; i < nodes.length; i++) {
ctx.fillStyle = 'rgba(' + Math.floor(nodes[i].color[0]) + ',' + Math.floor(nodes[i].color[1]) + ',' + Math.floor(nodes[i].color[2]) + ',' + nodes[i].color[3] + ')';
ctx.beginPath();
ctx.moveTo(nodes[i].points[0][0], nodes[i].points[0][1]);
for (var j = 1; j < nodes[i].points.length; j++) {
ctx.lineTo(nodes[i].points[j][0], nodes[i].points[j][1]);
}
ctx.fill();
ctx.closePath();
}
ctx.restore();
};
};
Spawn.from_parents = function(parents) {
// Given two parents, mix them together to get another spawn
var nodes = [];
for (var i = 0; i < parents[0].nodes.length; i++) {
if (Math.random() > 0.5) {
nodes.push($.extend({}, parents[0].nodes[i]));
}
else {
nodes.push($.extend({}, parents[1].nodes[i]));
}
}
var s = new Spawn(nodes);
s.mutate();
return s;
};
Spawn.random = function(width, height) {
// Return a complete random spawn.
var nodes = [];
for (var i = 0; i < width * height; i += 10) {
var n = {
color: [Math.random() * 256, Math.random() * 256, Math.random() * 256, 1],
points: [
[i % width, Math.floor(i / width) * 10],
[(i % width) + 10, Math.floor(i / width) * 10],
[(i % width) + 10, Math.floor(i / width + 1) * 10],
[i % width, Math.floor(i / width + 1) * 10],
]
};
nodes.push(n);
}
return new Spawn(nodes);
};
var select_parents = function(gene_pool) {
if (use_rank_selection) {
return rank_selection(gene_pool);
}
return roulette_selection(gene_pool);
};
var roulette_selection = function(gene_pool) {
var mother = null;
var father = null;
gene_pool = gene_pool.slice(0);
var sum_fitness = 0;
var i = 0;
for (i = 0; i < gene_pool.length; i++) {
sum_fitness += gene_pool[i].fitness();
}
var choose = Math.floor(Math.random() * sum_fitness);
for (i = 0; i < gene_pool.length; i++) {
if (choose <= gene_pool[i].fitness()) {
mother = gene_pool[i];
break;
}
choose -= gene_pool[i].fitness();
}
// now remove the mother and repeat for the father
sum_fitness -= mother.fitness();
gene_pool.splice(i, 1);
choose = Math.floor(Math.random() * sum_fitness);
for (i = 0; i < gene_pool.length; i++) {
if (choose <= gene_pool[i].fitness()) {
father = gene_pool[i];
break;
}
choose -= gene_pool[i].fitness();
}
return [mother, father];
};
var rank_selection = function(gene_pool) {
gene_pool = gene_pool.slice(0);
gene_pool.sort(function(a, b) {
return b.fitness() - a.fitness();
});
var choose_one = function() {
var sum_fitness = (gene_pool.length + 1) * (gene_pool.length / 2);
var choose = Math.floor(Math.random() * sum_fitness);
for (var i = 0; i < gene_pool.length; i++) {
// figure out the sume of the records up to this point. if we exceed
// our chosen spot, we've found our spawn.
if ((i + 1) * (i / 2) >= choose) {
return gene_pool.splice(i, 1)[0];
}
}
return gene_pool.pop(); // last element, if for some reason we get here
};
var mother = choose_one();
var father = choose_one();
return [mother, father];
};
var start = function() {
// Initialize our first generation
var width = $output_canvas[0].width;
var height = $output_canvas[0].height;
generation = 0;
children = [];
for (var j = 0; j < num_offspring; j++) {
children.push(Spawn.random(width, height));
}
// sort by fitness so that our best comes first
children.sort(function(a, b) {
return a.fitness() - b.fitness();
});
best_spawn = children[0];
best_fitness = best_spawn.fitness();
best_spawn.draw(output_ctx);
};
var generate = function(spawn_pool) {
// generate a new set of offspring
var offspring = [];
for (var i = 0; i < num_offspring; i++) {
var parents = select_parents(spawn_pool);
// odds of crossover decrease as we get closer
if (Math.random() * best_fitness < crossover_rate) {
var s = Spawn.from_parents(parents);
}
else {
// quick hack to copy our mother, with possible mutation
var s = Spawn.from_parents([parents[0], parents[0]]);
}
offspring.push(s);
}
// select a number of best from the parent pool (elitism)
for (var i = 0; i < elitism; i++) {
offspring.push(spawn_pool[i]);
}
// sort our offspring by fitness (this includes the parents from elitism). Fittest first.
offspring.sort(function(a, b) {
return a.fitness() - b.fitness();
});
// pick off the number that we want
offspring = offspring.slice(0, num_offspring);
best_spawn = offspring[0];
best_fitness = best_spawn.fitness();
best_spawn.draw(output_ctx);
generation++;
return offspring;
};
var average_fitness = function(generation) {
debugger;
var a = 0;
for (var i = 0; i < generation.length; i++) {
a += generation[i].fitness();
}
return a / generation.length;
};
//Draw yellow and then initialize our first generation
input_ctx.fillStyle = 'yellow';
input_ctx.fillRect(0, 0, input_ctx.canvas.width, input_ctx.canvas.height);
start();
// Our loop function. Use setTimeout to prevent things from freezing
var gen = function() {
children = generate(children);
$gen_span.text('Generation: ' + generation);
$best_fit.text('Best Fitness: ' + best_fitness);
$avg_fit.text('Avg. Fitness: ' + average_fitness(children));
if (generation % 100 === 0) {
console.log('Generation', generation);
console.log('Fitness', best_fitness);
}
setTimeout(gen, 1);
};
gen();​
I've commented the code to try to make parsing it easy. The basic idea is quite simple:
Select 1 or 2 parents from the current generation
Mix those one or two parents together
Mutate the result slightly and add it to the next generation
Select the best few parents (1 in the example) and add them to the next generation
Sort and slice off N results and use them for the next generation (potentially a mix of parents and offspring)
Rinse and repeat
The output never gets anywhere near yellow. It quickly falls into a steady state of a sort that looks awful. Where have I gone wrong?
Solved it. It was in the "from_parents" method:
if (Math.random() > 0.5) {
nodes.push($.extend({}, parents[0].nodes[i]));
}
else {
nodes.push($.extend({}, parents[1].nodes[i]));
}
The $.extend() was doing a shallow copy. The obvious solution was to either put true as the first argument which causes a deep copy. This, however, is incredibly slow performance-wise. The better solution was to remove the $.extend() from that chunk of code entirely and instead to move it up to the mutate() method, where I call $.extend() only if a node is actually about to be changed. In other words, it becomes a copy-on-write.
Also, the color I put in the fitness function was wrong :P

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