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2025-10-09 16:11:25 +08:00
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package com.gitee.drinkjava2.frog.objects;
import java.awt.Color;
import java.awt.Graphics;
import com.gitee.drinkjava2.frog.Env;
import com.gitee.drinkjava2.frog.Frog;
import com.gitee.drinkjava2.frog.brain.Genes;
import com.gitee.drinkjava2.frog.objects.EnvObject.DefaultEnvObject;
import com.gitee.drinkjava2.frog.util.RandomUtils;
/**
*
* TwoInputJudge 用来模拟:当有两个视细胞、一个甜细胞、一个咬细胞这种情况下, 判断青蛙能否根据甜味细胞的训练,在下次相同视信号出现时提前咬下去。
* 因为只有两个视细胞,即青蛙要实现与、或、异或这三种模式识别, 目前三种情况只随机每轮设一个甜值青蛙咬下三种情况中有甜值的code时才有奖励
*
*/
public class TwoInputJudge extends DefaultEnvObject {
private int n = 16; //n是表示食物的小方块边长食物code由多个位组成时小方块显示它的二进制条形码
private static int group=15; //以group为一组随机安排一半为食物
private static int[] food = new int[Env.STEPS_PER_ROUND + group];
private static int sweetFoodCode; //甜食code食物code有三种但只有一种与甜食code相同的食物可食。
private static int totalSweetFood=0;
private static void resetFood() {
sweetFoodCode = 1 + RandomUtils.nextInt(3); // 甜食code每一轮测试都不一样强迫青蛙每一轮都要根据苦和甜味快速适应从三种食物中找出正确的那一种食物,
// 下一步是每一轮测试中途都有可能改变甜食code让青蛙活着时就就能找出食物(即记忆功能)
System.out.println("sweetFoodCode="+sweetFoodCode); //debug
int step = 0;
int x = 2;
while (step < (Env.STEPS_PER_ROUND)) {
int firstFood = RandomUtils.nextInt(group/2); //以group为一组随机安排一半为食物
int foodCode = 1+RandomUtils.nextInt(3); //食物有1,2,3四种图案分别对应两个细胞的01,10,11四种情况
for (int i = 0; i < group; i++)
if (i < firstFood || i > firstFood + x)
food[step + i] = 0;
else
food[step + i] = foodCode;
step += group;
if (x == 2)
x = group/2+1;
else
x = 2;
}
for (int f : food)
if (f==sweetFoodCode)
totalSweetFood++;
}
@Override
public void build(Graphics g) { //build在每屏测试前调用一次这里用随机数准备好食物出现和消失的顺序为测试作准备
if (totalSweetFood == 0) {
resetFood();
System.out.println("totalSweetFood=" + totalSweetFood);
}
resetFood();
for (int i = 0; i < Env.STEPS_PER_ROUND; i++) { //画出当前食物分布图
int x = i % (Env.ENV_WIDTH / n);
int y = i / (Env.ENV_WIDTH / n);
g.drawRect(x * n, y * n, n, n);
int foodCode = food[i];
boolean isSweet = (foodCode == sweetFoodCode);
if (isSweet)
g.setColor(Color.BLUE); //食物是甜的时,用蓝色表示,蓝莓?
else
g.setColor(Color.GRAY);
if ((foodCode & 1) > 0)
g.fillRect(x * n, y * n, n, n / 2);
if ((foodCode & 2) > 0)
g.fillRect(x * n, y * n + n / 2, n, n / 2);
x++;
}
}
@Override
public void destory(Graphics g) {
}
/*
* active方法中做以下事情
* 1.如果有食物就点亮视细胞
* 2.如果视细胞点亮且咬下就奖,如果视细胞没点亮且咬下就罚
* 3.在左边Env显示区画出当前food的进度条
*/
@Override
public void active(int screen, int step, Graphics g) {
Frog f;
int x, y;
int foodCode = food[step];
boolean seeFood1 = (foodCode & 1) > 0;
boolean seeFood2 = (foodCode & 0b10) > 0;
boolean isSweet = (foodCode == sweetFoodCode);
for (int i = 0; i < Env.FROG_PER_SCREEN; i++) {
f = Env.frogs.get(Env.current_screen * Env.FROG_PER_SCREEN + i);
if (seeFood1)
f.setEng(Genes.EYE1_POS, 1f);
else
f.setEng(Genes.EYE1_POS, 0f);
if (seeFood2)
f.setEng(Genes.EYE2_POS, 1f);
else
f.setEng(Genes.EYE2_POS, 0f);
if (f.getEng(Genes.BITE_POS) > 0.8) {
if (isSweet) {
f.awardA(); //咬到了有奖
f.ateFood++;
f.setEng(Genes.SWEET_POS, 1); //咬到能感觉到甜,这是大自然进化出来的功能,给青蛙一个知道自己咬对的信号
f.setEng(Genes.BITTER_POS, 0);
g.setColor(Color.GREEN);
} else { //咬错了扣分
f.ateWrong++;
f.penaltyA();
f.setEng(Genes.SWEET_POS, 0);
f.setEng(Genes.BITTER_POS, 1); //咬错了,能感觉到苦味,这是大自然进化出来的功能,给青蛙一个知道自己咬错的信号
g.setColor(Color.RED);
}
} else { //如果没有咬
f.setEng(Genes.SWEET_POS, 0); //关闭甜和苦味感觉
f.setEng(Genes.BITTER_POS, 0);
if (isSweet) { //如果没有咬但是食物是甜的说明miss了一个甜食
g.setColor(Color.RED);
f.ateMiss++;
} else
g.setColor(Color.GREEN); //如果没有咬且食物不甜miss对了
}
if (i == 0) {
x = step % (Env.ENV_WIDTH / n);//用红色标记当前走到哪一步食物位置
y = step / (Env.ENV_WIDTH / n);
g.fillRect(x * n, y * n + n / 2, n, 2);
}
}
}
}